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Dragon Magazine

Dragon Magazine

D RAGON I Publisher: Mike Cook Editor-in-Chief: Kim Mohan An open letter . . . Editorial staff: Marilyn Favara Gali Sanchez To all of you who entered our Dun- Contents geon Design Contest, and those who Roger Raupp Patrick L. Price can’t wait to find out who won: The judg- Vol. VII, No. 8 February 1983 Business manager: Debra Chiusano ing will be well under way by the time Office staff: Sharon Walton you read this, and we‘re hoping to be SPECIAL ATTRACTION Pam Maloney able to publish one of the winning entries Product design: Eugene S. Kostiz as soon as the March (#71) or April (#72) MECHlCA ...... 35 Layout designer: Ruth M. Hodges issue. Our plan is to try to wade through A new AD&D™ adventure Contributing editors: Roger Moore the 200+ entries and establish winners in two categories every 30 days. Even at National advertising representative: that rate (which time wilt tell if we’ll be OTHER FEATURES Robert LaBudde & Associates, Inc. able to maintain), it’ll be 10 months 2640 Golf Road before we can tell the world about the The Smith ...... 5 Glenview IL 60025 Phone (312)724-5860 winners in all of the 20 categories, Have Metal working for humans only patience, and we’ll do our best. To all of you who have written En over ...... 8 This issue’s contributing artists: The hull truth about speed Dean Morrissey the last few months asking for writers’ faster Big ships should be Keith Parkinson Roger Raupp guidelines: The reason you don‘t have Jim Holloway Phil Foglio ‘em is because we don’t have a sheet of Giants can be awful Dave Trampier or awe-ful ...... 14 instructions completely prepared. A half- draft has been gathering dust and coffee Using GITE characters properly DRAGON Magazine (ISSN 0279-6848) is pub- lished monthly for a subscription price of $24 stains on Ye Olde Editor’s desk for quite 27 per year by Dragon Publishing, a division of TSR a while now. YOE has finally come to Dwarves in Space ...... Hobbies, Inc., P.O. Box 110, Lake Geneva WI Joining fantasy and SF gaming 53147. realize that the thing isn’t going to write itself, and he hereby promises to finish it DRAGON Magazine is available at hobby A second volley ...... 31 stores and bookstores throughout the United up and get it ready to send out before the More firearms in AD&D terms States and Canada, and through a limited number end of February. Have patience, and of overseas outlets. Subscription rates are as we’ll do our best. follows: $24 for 12 issues sent to a U.S. or Cana- How to make the most out of dian address; $50 U.S. for 32 issues sent via To all of you who have submitted FRP tournaments ...... 48 surface mail or $95 for 12 issues sent via air mail computer programs for our considera- to any other country. All payments must be in tion: We almost bit off more than we . . . . . 60 advance. The game within a game could chew when we asked for reader- Characters as chess players A limited quantity of certain back issues of DRAGON Magazine can be purchased directly submitted programs. We got a lot of from the publisher by sending the cover price them; unfortunately, we didn’t also get a plus $1.50 postage and handling for each issue big block of time to sit down at a key- REGULAR OFFERINGS ordered. Payment in advance by check or mon- ey order must accompany all orders. Payments board and try them out. The work is pro- cannot be made through a credit card, and ceeding slowly but surely. Evaluating Out on a Limb...... 3 orders cannot be taken nor merchandise re- letters from readers served by telephone. Neither an individual cus- programs is especially difficult — tough- tomer nor an institution can be billed for a sub- er than assessing the quality of regular scription order or a back-issue purchase unless From the Sorceror’s Scroll: prior arrangements are made. article manuscripts — because (a) we Social status & birth tables . . . 11 have to judge every program on a rela- The issue of expiration for each subscription tive basis; that is, how does it stack up A ‘caste’ of characters ...... 12 is printed on the mailing label for each subscrib- Falling damage...... 13 er’s copy of the magazine. Changes of address against other programs designed to ac- for the delivery of subscriptions must be received complish the same thing? and (b) we at least 30 days prior to the effective date of the Deities & Demigods change in order to insure uninterrupted delivery. have to be real sure that any program we of ...... accept and print is Perfect: no typos, no All material published in DRAGON Magazine becomes the exclusive property of the publisher glitches, no nothin’. Have patience, and Figure Feature: Knights...... 24 upon publication, unless special arrangements we’ll do our best. First in a series to the contrary are made prior to publication. To all of you who’ve read all the way DRAGON Magazine welcomes unsolicited sub- missions of written material and artwork; how- through this without finding anything Castles by Carroll ...... 30 ever, no responsibility for such submissions can that interested you: If you do have a sub- III: Jericho be assumed by the publisher in any event. Any submission which is accompanied by a self- ject concerning any of our policies and addressed, stamped envelope of sufficient size procedures that you’d like to know about, Convention schedule ...... 64 will be returned to the contributor if it cannot be published. drop us a short line, and in a subsequent Off the Shelf ...... 67 issue maybe we’ll use this space to DRAGON™ is a trademark for Dragon Publish- answer your question, Have patience, Book reviews ing’s monthly adventure playing aid. All rights on the contents of this publication are reserved, and . . . heck, you know the rest. Game reviews: and nothing may be reproduced from it in whole or in part without prior permission in writing Citybook I ...... 70 from the publisher. Copyright © 1983 by TSR Civilization ...... 71 Hobbies, inc. 73 Daredevils ...... Second-class postage paid at Lake Geneva, Wis., and additional mailing Offices, What’s New ...... 75 POSTMASTER; Send address changes to Dragon Publishing, P.O. Box 110 Lake Geneva Wormy ...... 77 WI 53147. USPS 318-790. ISSN 0279-6848. DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, and TOP SECRET are registered trademarks owned by TSR Hobbies Inc. ™ designates other trademarks owned by TSR Hobbies, Inc., unless otherwise indicated.

2 FEBRUARY 1983 he roots of fantasy role- playing are planted in the soil of northern European culture, but that doesn’t mean your campaign can’t branch out to explore other climates and other social systems. That fact illustrates the secondary purpose behind our pub- lication of MECHICA, this month’s spe- cial feature. (The primary purpose is for you to have fun!) DMs and players alike doubt that small group of people would be Tides and rivers happy to see at least an occasional article on should find it interesting, to say the least, one of their favorites. But the vast majority of to deal with a situation and a society that Dear Editor: those who buy this magazine would have no aren’t typical of the circumstances in I found David Axler’s article on weather use for such material, and for that reason sel- which most FRP adventures take place. (issue #68) to be quite interesting and very dom do we devote space to such games. MECHICA is not the only “un-typical” useful. He’s obviously taken a great deal of Our specialty is coverage of the D&D® and element in this issue; just in case any of time to assemble a system that is greatly AD&D™ game systems — the most popular you faithful readers were starting to detailed and accurate — aside from a couple role-playing games available today. If Space think we were getting predictable, the of small points. Opera, or Champions, or any other role- articles you’ll find inside should shoot I refer specifically to the section on tides playing game ever equals or exceeds their and currents (Appendix B). To begin with, popularity, it would certainly be to our benefit that theory full of holes. On that topic, anyone who’s spent any time near or on the — and the benefit of our readers — to change check out “A Second Volley,” contribut- ocean knows that there are two high tides the content of DRAGON Magazine to reflect ing editor Ed Greenwood’s further exam- each day, not one as would be implied by Mr. the change in the public’s preference. We ination of primitive firearms that might Axler’s explanation. The proper explanation know we can’t make everyone perfectly happy, be adapted into an AD&D milieu — if should read, “High tides will occur when the so we have to “settle” for doing the greatest both the DM and the players are very moon is overhead and when it is on the other good for the greatest number. — KM careful how they’re used. side of the planet. Low tides will occur when Ed’s other offering is “The Smith,” a the moon is on the horizon (at a 90” angle).” (This explanation can be further developed Staples and cards new NPC born from the opinion that when one considers the effects of lag — the humans ought to be able to work with time it will take the tidal swell to get through Dear Editor: metal as well as dwarves can — if they narrow channels, up rivers, etc.; I’m not famil- There are a couple of things I think would specialize in the craft and work long and iar with the maps for Greyhawk, and therefore help make your magazine a little better. First, I hard at their anvils. cannot offer any assistance with specifics think you should get a new type of binding. here.) One could likely find a fuller explana- Although there is nothing really wrong with As a counterpoint to that opinion, our (Turn to page 19) other contributing editor, Roger Moore, tion of tides in a scientific/astronomical figured that humans shouldn’t have a encyclopedia. monopoly on interstellar exploration, The second point is in his appendix where he says, “All rivers flow in a general direction Translation and and he came up with “Dwarves in Space,“ toward the equator.” This is quite plainly not some thoughts on how to combine as- true — just examine a map of the Earth and design opportunity pects of the AD&D and TRAVELLER see the Nile. Once again, this statement may game systems — including suggestions apply to the World of Greyhawk, but I’m think- Is Japanese your first language? Are for translating dwarves into TRAVELLER ing of applying Mr. Axler’s system to other you fluent in English as well? Is Japa- terminology, Roger came back down to gaming worlds. nese history well known to you? Are you earth, in a manner of speaking, to offer I see both of these complaints as minor in a student of mythology of the Far East? some general guidelines for incorporat- light of the great service done by the article Do you play D&D® and AD&D™ games ing characters from our Giants in the itself, but I felt I had to write and try to correct regularly? the errors. (For a real headache in terms of If you can answer each of the above Earth series into a campaign. tides, try my own gaming world on for size: From the Sorceror’s Scroll is made up questions affirmatively, then you may three moons and a cold climate.) have an unparalleled opportunity with of three short sections. First, E. Gary Jonathan Roberts Gygax reveals to all you Good Readers Scarsdale, N.Y. TSR Hobbies, Inc.! We are now seeking the social-status and birth tables a full-time translator and designer to that will be a part of the AD&D expansion work with our line of fantasy role play- volume; then takes a more ing games. The position has excellent philosophical look at the subject of social Other games pay and benefits plus opportunity for structure within a campaign; and, last advancement based on performance. Dear Dragon: location is at the main but not least, Frank provides an explana- I play AD&D but I also play Champions, tion, as we promised last month, of how Corporate offices in Lake Geneva, Wis. Space Opera, and The Morrow Project. In the Applicants must send a complete re- the AD&D rules for falling damage are eleven issues of DRAGON I have read, I supposed to work. It may come as a sur- haven’t seen any articles about any of these sume with salary history. Be sure to prise, but it sure is realistic. games. If you have published articles about state how many years you have played Also in the realism department this these games, what issues are they in? If you both the D&D game system and the month is “The hull truth about speed,” a have not, would you please publish some? AD&D game system. Indicate familiar- short essay by Bruce Evry that attempts David Hungerford ity with other FRP games, please. Sub- to prove why (contrary to the DMG), Bloomington, III. mit information to: large ships should move faster than small We’d like to be able to completely satisfy Cheryl Gleason ones. And you can’t get much more everyone who reads DRAGON™ Magazine, International Division “real” than Ken Rolston’s long look at but we realize — and so should David and the TSR Hobbies, Inc. how to succeed — or at least have a good rest of our readers — that realistically we can’t P.O. Box 756 time trying — the next time you enter a do that. There are dozens, if not hundreds, of Lake Geneva WI 53147 fantasy role-playing tournament. — KM games that each have captured the interest of a small proportion of our readership — and no

D RAGON 3

The SMITH by Test the metal of this NPC Ed Greenwood

This suggested non-player character type is designed to class. (For example, a smith/cleric could forge, but not use, a represent the powers and limitations of any metalworker sword.) A smith who is also a member of another class gains 1 encountered in an AD&D™ setting, and in particular to quantify hit die (of the type allowed for the other class) only when the skills of those rare individuals who can create works of advancing in that other class. A smith who has no other class exquisite beauty and lasting durability, or even work success- begins with one 10-sided die and gains 2 hit points per smith fully with magic. level advanced thereafter. A smith must be human, and will usually be a member of one Smiths are always busy, rarely unemployed, and usually of the official character classes (fighter, thief, etc.) in addition wealthy. Their expenses (i.e., the purchasing of metal, the con- to having status as a smith. (A dwarven or gnomish smith, or struction and upkeep of a workshop and forge) are high. A any other sort of non-human character, can be roughly equated smith must have a minimum strength of 12 and a minimum to the levels and skills of the smith as given here, but these dexterity of 13. High intelligence is also useful, and the best characters possess other abilities unattainable by a human smiths have high scores in all three abilities. Smiths may be of smith.) A smith may not advance in his or her “primary” class any alignment. Most independent smiths (those having no while practicing smithywork, however: The profession is too other class) tend toward a neutral alignment and will make time-consuming to allow an individual to “keep his hand in” goods, including weapons, for customers of all alignments, another specialized activity at the same time. causes and interests. The sole exception to this occurs if the character is involved in armed combat. A smith who actively practices with and uses SMITHS TABLE 1 his weapons engages in battle (when it occurs) as a fighter, and Exp. gains one level of fighter ability for every four smith levels Exp. points level Level title advanced. When a smith engages in combat for the first time, he 0—1,500 1 Prentice will begin as a 1st-level fighter, regardless of his present smith 1,501—3,000 2 Journeyman level, and will reach the 2nd level of fighting ability only after 3,001—6,000 3 Hammerman gaining four additional levels as a smith. Note that no tutoring is 6,001—9,000 4 Millman required for this fighter advancement, beyond what is neces- 9,001—15,000 5 Locksmith sary to advance as a smith. 15,001—21,000 6 Smith (“Truesmith”) A fighter who opts to become a smith, on the other hand, 21,001—33,000 7 Smith (“Shieldsmith”) retains his present fighter level in combat, gaining an additional 33,001—45,000 8 Smith (“Finesmith”) level only after gaining four smith levels. A smith who has no 45,001—69,000 9 Smith (“Swordsmith”) other class fights as a 1st-level fighter. 69,001—93,000 10 Master Smith A smith, unlike other “normal” fighters, can use any weapon 93,001—141,000 11 Armorer of a type he has made proficiently. A smith who also belongs to 141,001—189,000 12 Master Armorer another class besides the fighter class (and its subclasses) may 96,000 experience points per level for each additional manufacture, but not use, weapons forbidden to the “primary” level beyond the 12th.

D RAGON 5 How smiths learn their trade metals, and how they differ; how a fire is properly made, lit, and The training and advancement of smiths is only standardized kept at a certain temperature (and what different fires are in areas where strong, stable guilds exist. Elsewhere, smiths needed for different tasks); and how to identify the work of learn by working for those who can teach them new areas or various smiths by their marks and workmanship. A Prentice of techniques of their craft. Knowledge can be learned in any even a month’s experience can correctly identify the various order; that is, a dwarf could give a 1st-level smith (or an ordi- pieces that make up armor, even when such a piece is alone, out nary 0-level peasant, for that matter) the secrets of properly of context, or fragmented or distorted by use. working mithril, but to apply this knowledge, the smith would Journeyman: At second level, a would-be smith is trained in have to wait until his craftsmanship had sufficiently advanced. all basic types of smithywork, rather than the single task con- This craftsmanship — the learning, practice, and honing of centrated on before. (A Journeyman can thus be useful at any skills — must be acquired in a certain order, building on what smithy and, as the level title implies, many of them travel about has previously been mastered. If a smith cannot find a tutor for and hire on where needed.) Specific skills gained are the rudi- any particular field of the craft, he or she cannot advance. Most ments of cold-working (“hammerwork”); how to correctly hold smiths never advance beyond the 5th level of experience. Expe- work while another strikes it, so that it will not slip or jump; the rience points are awarded to a smith by the DM on the basis of art of quenching; how to mix and refine oil (by filtration and such training, according to the variety and difficulty of work separation) for the best tempering, and similar tasks. A Jour- undertaken by the smith (and success thereof, if any), and on neyman can properly — or improperly, if he so chooses — shoe the basis of time spent at the craft. For example, a busy smith a horse. (A favorite trick played on travelers by unscrupulous might gain 2 experience points per working day, plus awards smiths in medieval times was to shoe a horse so that one of the for exceptional workmanship, artful or elegant designs and nails pricked the sensitive frog in the center of one of the solutions, and for other circumstances at the DM’s option. horse’s hooves. About five miles from the smithy, the beast Smiths are usually too busy to tutor others unless such would pull up lame — and an accomplice of the smith would be apprentices can be of help in the workshop, and they can waiting to buy the horse for a fraction of its true value. After the contribute money or materials (raw metal or weaponry) to the nail was removed, the horse would recover, but few travelers smith’s business. knew this, or had the time to wait for the beast’s recovery. A Journeyman or any higher-level smith can shoe a horse in this SMITHS TABLE 2 manner, so that the shoe will appear properly fitted to anyone (percentage chances for outstanding performance) but another smith of equal or higher level.) Experience level of smith Hammerman: In a large workshop, the Hammerman’s job is 1 2 3 4 5 6 7 8 9 10 11 12 to shape large plates of armor over molds by the use of various Exceptional workmanship (per item made):¹ hammers. Precise control of the heavy hammers is required to 5 10 15 20 25 30 35 40 45 50 55 60² deftly bend metal to the desired contours. A Journeyman of Artful or elegant design, or solution to design problem sufficient experience can advance to the level of Hammerman (per project undertaken):³ by learning this skill, plus gaining both knowledge of, and 2 4 6 8 10 12 14 16 18 20 22 244 practice in, the ways of cutting or splitting metal plates. It is at ¹ — Add a modifier of +3% per point of smith’s dexterity the third level of training that a smith is entrusted with “white” over 16. If the roll is successful, the item made will clearly metals, copper and tin. They are both more delicate (harder to be of exceptional quality to even a cursory examination, work without failure) and more expensive than the “black” and can be sold for more than the usual value. Such an metals — chiefly iron, although lead and others are included item is also suitable for use in an Enchant An Item spell (to — so special training is required. (This is how the term “black- become an enchanted weapon), since it is “crafted of the smith” originated. “Whitesmith” is a title that fell into disuse highest quality material and with the finest workman- long ago, in favor of the more specific “coppersmith,” “tin- ship.” If the item is a weapon, a second roll should be smith,” and the like.) made on the table, and if this roll is successful, the weap- Millman: In a large smithy, the Millman has the task of polish- on is of such extraordinary quality as to make it +1 on ing, oiling, and otherwise preparing metal to give it a finish. A damage. (It can be enspelled with further powers by a Hammerman who gains the requisite experience points to spellcaster, but a smith — and only a smith — by his arts advance to fourth level must also learn about the difficult tech- can give such a weapon only a +1 damage bonus, plus the niques of finishing metal to advance further. (Some smiths extraordinary balance, sharpness, strength and durabil- consider finishing “an art all its own.“) Many smiths never attain ity this includes.) this level, because the training is typically long and expensive ² — Increases to a maximum chance of 65%, attained at — if a tutor can even be found. 13th level. Locksmith: The term “locksmith” today refers to the detailed 3 — Add a modifier of +4% per point of smith’s intelli- manufacture and repair of devices largely unknown in medieval gence over 16. Success on this roll can indicate that the times. The medieval locksmith was concerned with fastenings, smith will receive an experience-point bonus for the pro- catches, and hinges as well as keylocks. As defined for use in ject in question (as mentioned in the text above), and/or the AD&D game, a Locksmith’s skills are required for the mak- that the item produced will be higher-priced than a “non- ing of armor or any metallic device which must bend, flex, or elegant” item of the same type, and may have other rami- move readily. A Locksmith can make lockpicks, chests, chastity fications as well, at the DM’s option. belts, and sword-harnesses (scabbards, cross-belts, buckles 4 — Increases 2% per level to a maximum chance of and ornaments for both, and the like), as well as locks. The 36%, attained at 18th level. locks may have needles or scything blades to protect them, and may have hidden catches or require more than one key to be Smiths’ skills by level used in a certain order — but all such locks will be only key- Prentice: First-level smiths are usually trained by higher-level activated devices, not “combination” locks or otherwise guard- smiths; a Prentice usually receives no wages, and works in a ed in nature, and cannot (unless made under the first-hand, smithy for room and board, learning his trade from others there. continuous direction of a magic-user of sufficient level) involve (Some famous smiths in large cities can even charge a Prentice magic. Only smiths of 13th or higher level have been known to — or his family — a fee for such an arrangement.) A Prentice is produce unique locks involving magic and combinations. so named because his skills are so rudimentary that he could Smith (“Truesmith”): Upon reaching this level, a smith can not go into business on his own. Usually a Prentice masters one perform all of the skills already learned without supervision or specific task (since that is how he can be most useful at a large assistance, and yet produce top-quality work. He or she can smithy), and acquires the basics of his trade: how to identify also supervise, oversee, and handle the minutiae of a large,

6 FEBRUARY 1983 lesser quality. A Finesmith learns how to securely bond a plat- ing or coating of one metal over another, which metals will interact through electrolysis, and how all finework can be designed and treated for maximum strength and weather re- sistance. Gauntlets of the finest quality are made by smiths of this level and higher. Smith (“Swordsmith”): A Finesmith who has gained suffi- cient experience with metals and alloys can be trained in the techniques of smelting, of devising one’s own alloys (or at least varying the proportions and methods of manufacture to heighten the properties desired), and of forging sword blades of the finest quality (considering balance, temper, edge, and strength). These are the skills of the Swordsmith, who may re-forge a blade a hundred times until it is just right for its intended user. A lowly Prentice can sharpen a blade, a Jour- neyman can produce a crude sword, and a Truesmith can turn out a serviceable weapon — but a Swordsmith can produce blades of outstanding, lasting quality. Master Smith: A Swordsmith of sufficient experience learns the most intimate familiarity with all weapons, and is then ready to learn the techniques of repairing even the finest weapons to “good as new” condition, and of replacing and matching orna- mentation exactly. A Master Smith also learns and practices the art of creating and repairing magical weapons in such a way as to infuse a dweomer or retain an existing dweomer. (Note that very few smiths, if any, can Enchant an Item. Smiths merely work with a magic-user patron to create a weapon that will be magical, or repair magical weapons in such a way that their magic is not lost.) Armorer: A crude suit of armor (that is, coat-of-plate or any armor that includes some moving or shaped plates, rather than a simple mail-shirt) can be fashioned by any smith of the 6th level or higher. The plates will not stand up to heavy blows unless their maker has the skills of a Shieldsmith or a smith of higher level, and the armor will not fit the wearer as armor should (providing optimum mobility, visibility, and protection) unless the smith is of Armorer level. (However, adequate horse barding can be made by a Shieldsmith. Extra body-plates for use in tilting can also be made by a Shieldsmith, as long as they do not require joints or flexible armored areas.) An Armorer can design and fashion all pieces of a suit of armor so that the suit will fit a particular physique perfectly (including bodies that are specialized smithy crew, and is familiar enough with metals and deformed or have tails, horns, and the like not normally found in working them to improvise an alternative to some missing tool a human form), and can oversee the rapid production of helms, or method. A Truesmith can buy supplies without fear of being shields, and breastplates by smiths of lower level. deceived as to the type or quality of metal, can step in at a Master Armorer: A smith of 12th level can identify raw ores, moment’s notice to successfully complete a partly task smelt and process these singlehandedly (or oversee the pro- in any of the specialties already learned, and (with supervision) cess, with maximum efficiency and quality of output) from the can accomplish the skills learned fully at later levels. ore to finished product, can judge the suitability of any ore for a Smith (“Shieldsmith’): A Hammerman can create a shield particular use, and can oversee the making of suits of armor by that appears to be of professional quality, but there is an art to other smiths (even if they are of low level and could not, making the best possible shield for any bearer. A Shieldsmith unaided, construct such items). The Master need never touch learns how to match a shield to an individual by weight, dimen- such suits, but if he oversees their production closely, their sions, and balance, and through training and practice learns workmanship will be of Armorer-level quality. A Master Armorer the specific properties of different metals and common alloys can himself construct armor with unusual features; e.g., with (such as bronze) so as to derive maximum strength and durabil- decorative fluting to lighten overall weight, studded with ity from them. A shield must stop a blow, and spring with it so spikes, or armor designed to protect — and yet not hamper the that the wearer’s arm beneath the shield need not absorb the movements of — a prehensile tail. entire force of the blow. It must not crumple or shatter, even in As a rough rule of thumb, a Truesmith can work (that is, conditions of extreme temperatures, unless faced by strength complete a project from the initial order or idea to the finished vastly greater than that of another human. (For instance, a product) twice as fast as a Prentice, a Master Smith twice as fast dragon might crush a well-made shield, but a footman wielding as a Smith, and a Master Armorer twice as fast again. In prac- a mace should not be able to.) A Shieldsmith can create such an tice, of course, factors such as strength, dexterity (and the item. Shields made by smiths of lower levels may not stand up advances of age), availability of materials, and freedom from to such severe tests. distractions all affect the time needed to complete a project. Smith (“Finesmith’): Knowledge of the properties and the Master Armorers (all smiths of higher than 11th level) have working of gold and other rare and precious metals is learned mastered their craft so completely that any experimentation by one becoming a Finesmith. Jewelry requiring intricate set- and innovation they attempt has a reasonable chance of suc- tings, much curved and welded wire, and the sculpting of leaves cess; a should keep careful track of advances or patterns, usually in miniature, is almost always made by a (or losses, should high-level smiths die without training others smith of this level or higher, or at least under the supervision of in their knowledge and skills) in technology resulting from the such a smith. Work not done under these conditions will be of work of a Master Armorer.

D RAGON 7 8 FEBRUARY 1983 The hull truth about speed Larger ships make faster frigates

by Bruce Evry back to sea level, and because of inertia wave and the second wave becomes (the tendency of a mass in motion to greater than the length of the boat. With Well, there they were: After a night of keep on moving) it actually goes below the bow on top of its wave, and the stern serious drinking, my party of would-be sea level. down in the low water between two adventurers had woken in the dismal In this way a wave is born. But although crests, we are now sailing uphill. hold of a ship at sea, victims of a press a wave will appear to be moving across Sailing uphill naturally takes more gang. Possessed of nothing more than the surface of the sea, the water in the power, and, what’s worse, the faster we their hangovers, these brave souls were wave stays in pretty much the same try to go, the steeper the hill gets. So the ready to begin one of their greatest place, moving mostly just up and down. best, most comfortable, most economi- adventures. Of course, the larger a wave is, the cal, speed for this boat is just under 7 And then, to fill in the details, I turned longer it takes the water in it to fall, and knots, where we still have two waves to the Waterborne Adventures section of then to rise again. This increases the supporting the hull. the Dungeon Masters Guide, nodding length of the wave, which for our pur- Of course, if you buy (or, for those with my way down the lists of size, winds, poses can be measured as the distance piratical tendencies, steal) a larger boat, movement. . . . But when I got to the between one wave crest, the highest for instance one that is 30 feet long at the Speed Table, there was a moment of point, to the next. waterline, at 7 knots the boat will still ride shock. When a ship or boat goes faster, it on two wave-crests and can speed along For there, in black and white, were list- creates a larger and longer wave. By quite nicely — until you hit about seven ings showing that smaller boats of all using models of ships under controlled and a half knots. And a 100-foot-long types had a greater maximum speed laboratory conditions, the great British ship would do fairly well until the dis- than that of their larger cousins. This, I marine engineer William Froude discov- tance between wave crests becomes said to myself, must be the mistake of ered in the late 1800’s that there was a more than 100 feet (this occurs at about some itinerant landlubber — not those relationship between the velocity and 13.5 knots). old salts up at TSR. So I quickly wrote a the length of a wave. And he found that To figure out the best speed for a ship letter to the people at DRAGON™ Maga- this “Froude Relation” could be used to you’ve built, borrowed, or otherwise ac- zine and offered to explain the laws of determine the best speed for a ship. quired for AD&D adventuring, all you fluid mechanics and the worship of the To put it simply but scientifically, the have to do is to take the square root of great Froude, God of Marine Engineer- inertial force divided by the gravitational the length (waterline) and multiply by ing, to their many good readers. Unfor- force is equal to the velocity squared 1.35 (a “fudge factor” which can be used tunately for me, they just wrote back and divided by the length of the ship. This in place of going through Froude’s com- said, “‘Sure, sounds like a good idea.” gives one the appropriate “Froude Num- plicated calculation). This gives a rough So, here goes: ber” (best speed) for any watergoing approximation of the boat’s best speed vessel. Translated into real-world terms, in knots. (Translating this into miles per Most boats float in water. This state- this means that a longer ship will have a hour, a measurement which a true sailor ment was, of course, more true in olden higher best speed than a shorter one. never uses, yields a slightly higher num- times than it is today, but in the AD&D™ For example, let’s say we have a sail- ber, but it is of course exactly the same game there are very few hovercraft and boat that is 25 feet long at its waterline. speed.) jetboats. Slower boats, especially those When our small boat starts off at an easy To answer the understandable ques- that are either sailed or rowed, float 4 knots (4 times 6,076.10 ft. per hour), the tion about the difference between fast, because their hulls displace a volume of waves it makes are about 10 feet long. narrow ships and slow, wide, bulky ones: water equal to the weight of the ship. Our boat will be riding, then, on top of Yes, a narrow ship requires less energy Failure to do this simple thing is often three wave-crests: one at the bow, one to reach its best speed than a fat one. But called, by laymen, “sinking.” 10 feet back from the bow, and another the overriding factor, once that speed is When a boat pushes its way through one 20 feet back, near the stern. attained, will always be the length of the the water, it also pushes the water. This If we increase the boat’s speed to 6 boat. movement tends to build up a high wave knots, the distance between wave crests at the bow, the first point on the boat to is about 20 feet, and we will have lost the A table of best speeds meet the water, and one or more secon- support of the third crest. Luckily, two Length at waterline ...... Best speed dary waves later on. While these waves crests are enough to still keep the boat (in feet) (in knots) are often quite picturesque, the energy fairly level, especially since each of them 10 ...... 4.3 70 ...... 11.4 needed to raise them is taken directly is larger than each of the crests were 15 ...... 5.2 80 ...... 12.1 away from the boat, which is very waste- when they were 10 feet apart. 20 ...... 6.0 90 ...... 13.0 ful from the sailor/boatman’s point of At 6.75 knots, we have one wave-crest 25 ...... 6.8 100 ...... 13.5 view. at the bow and one wave-crest precisely 30 ...... 7.4 150 ...... 16.5 As the boat picks up speed, the height at the stern. This, of course, still keeps 35 ...... 8.0 200 ...... 19.0 of the bow wave increases, raising the the boat in good balance, but note that a 40 ...... 8.5 250 ...... 21.5 water in the wave farther above the level boat shorter than this one would only be 45 ...... 9.0 300 ...... 23.5 of the surrounding sea. The water in the riding up on its bow wave. 50 ...... 9.5 400 ...... 27.0 wave has a property called mass, which Now the wind becomes stronger, we 60 ...... 10.5 means that gravity acts upon it, seeking start to go faster, and our wave length Note: All of the above are approximate to pull it back down. This mass of water becomes greater. Once we go over 7 best speeds. Absolute top speeds are takes a certain amount of time to fall knots, the distance between the bow slightly higher.

D RAGON 9 10 FEBRUARY 1983 Social status and birth tables: BIRTH TABLE FOR HUMANS Die roll Order of birth New for AD&D™ play 01-05 Only child 05-10 1st child 11-20 2nd child by high-level assassins, low-level 21-35 3rd child bards, low-level jesters 36-50 4th child ©1983 E. Gary Gygax. All rights reserved. ULC: Freemen, tradesmen, petty of- 51-65 5th child ficers, money-changers, moun- 66-80 6th child There are at least two reasons for the tebanks, fences, low-level fight- 81-85 7th child inclusion of social status and birth in- ers, high-level thieves 86-90 8th child formation in the upcoming ADVANCED LMC: Artisans, craftsmen, petty mer- 91-94 9th child DUNGEONS & DRAGONS® expansion chants, junior officers, bankers, 95-97 10th child volume. First, such information will ena- landless knights, druids, rang- 98-99 11th child ble both DM and player alike to develop ers, low-level mystics 00 12th child more of the data necessary for role- MMC: Landed gentry, merchants, pet- playing. Social status will also make ty officials, senior officers, land- PARENTS’ MARITAL STATE meeting NPCs a lot more fun. Such less petty nobles, fighters, low- Dice roll Marital state information will also be necessary if the level magic-users and low-level 01-80 Parents legally married cavalier sub-class of fighter is included illusionists 81-00 Parents unmarried; child in your game. Thus, I submit for your UMC: Guild masters, great merchants, is a bastard¹ inspection and comment the following: military commanders, officials, ¹ — A bastard child is typically landless nobles, lesser clerics, one class lower than the status of Social class high-level fighters, mid-level the father. The DM should determine the social magic-users and illusionists, class of each character he or she has in low-level savants NON-HUMAN BIRTH TABLES the campaign. This is accomplished by LUC: Great landed gentry, generals Dwarves: Use human tables, -15 on use of the Social Class Table (given and marshals, greater officials, dice rolls. below). You will note that this table does knights, clerics, paladins, cava- Elves: Use human tables with the fol- not include any social or political infor- liers, high-level magic-users lowing modifiers: mation, but that guidelines of this sort and illusionists Sylvan: -10 on dice rolls are included in a reference immediately MUC: Knights, commanders, great : -15 following the table. This allows the DM clerics, nobles, high-level pal- High: -20 to model the social class distinctions to adins, very high-level M-U’s Gray: -30 the tenor of his or her individual milieu. UUC: Great nobles, sovereign nobil- All others: -15 ity, royalty Gnomes: Use human tables, -20 on die SOCIAL CLASS TABLE rolls. Die roll Social (/Economic) class The various occupations and status : Use human tables, -10 on 01-04 Lower lower class (LLC) positions can be adjusted as required by dice rolls. 05-10 Middle lower class (MLC) the background of each milieu. The posi- Half-elves: Use human tables, -10 on 11-20 Upper lower class (ULC) tioning of non-humans is entirely de- dice rolls. 21-35 Lower middle class (LMC) pendent upon the individual milieu. As a Half-: Use human tables, +10 on 36-55 Middle middle class (MMC) general rule, a human society would Birth Table, +75 on Marital State. 56-87 Upper middle class (UMC) most probably consider the non-humans 88-96 Lower upper class (LUC) as: Other pertinent data should be devel- 97-99 Middle upper class (MUC) Dwarves — MMC (they are re- oped by the DM as needed for the partic- 00 Upper upper class (UUC) puted to have gold and gems!) ular campaign. Elves — ULC (wood elves) to Typical members of a class: LUC (gray elves) Profession of the character LLC: Freed slaves, peasants, tinkers, Gnomes — ULC to LMC Any character must have, at the least, vagabonds, beggars, criminals, Halflings — ULC (they are small a social status of but one rank below that low-level thieves and assassins and rustic) of his or her profession; note that any MLC: Herdsmen, laborers, peddlers, Half-elves — Slightly above a individual character born to the Lower actors, jugglers, men-at-arms, human counterpart lower class (LLC) can be only a thief or low-level barbarians, thieves, Half-orcs — LLC assassin!

D RAGON 11 A ‘caste’ of realistic characters Build role-playing possibilities on a social structure

by Frank Mentzer the latter trade must be formidable) structure can add a more realistic feel to would probably end up running things; the AD&D campaign without getting in Social status is in your AD&D™ cam- power gravitates toward the rich. But, I the way. Note that if the limitations on paign whether you realize it or not! The digress into economics. professions as described in Gary’s short player characters constitute a profes- Get two people together and you have article start messing up your campaign, sional class in themselves (probably far a society, and within every society is an you should make exceptions, excuses, richer than those characters comprising implicit social structure of some kind. changes, or do anything necessary to the bulk of their encounters), and then (Get three people together and they’ll keep a firm grip on your world. If you’re there’s “everybody else” — from the invent politics, but that’s another topic starting (or re-starting) a game, try the powerful, rich castle owner to the rarely altogether.) Where there is opportunity, social system presented here; it provides seen but everpresent beggar by the door there eventually comes someone to take a nice framework around which to base a of the inn. advantage of it. Unless your campaign is nicely self-consistent campaign. It fits Many good DMs have never seriously in a post-cataclysmic setting of utter well (unsurprisingly) with the WORLD thought about this aspect of their cam- chaos, society is there, and opportunity OF GREYHAWK™ setting, as you’ll see paigns and, frankly, probably haven’t is there. If anyone’s taking orders, some- when more items in that line start ap- noticeably suffered for the lack of it. one else is giving them; and when some- pearing. But be careful in applying it to a Those with a flair for verbal color have no one is giving orders, someone else is game already going at full speed; you’ll doubt waxed eloquent about the farmers’ higher up the chain, as well as lower probably have to make modifications. friendly bartering with stout housewives down. Imagine the intricate net of clues and in the morning market square, the color- But why worry about it? As a case in adventures opening up with the intro- ful confusion of the trade bazaar, and the point, we theoretically use one-minute duction of social strata, whatever the hundreds of “atmosphere people” plod- melee rounds, but you only get one details. A common field hand at a nearby ding through their mundane lives in the swing (exceptions disregarded for the farm turns out to be a medium-level streets and alleyways of the local town. moment). The rest of the battle action is assassin, spying on local Lawful Good Characters must beware of thieves, as “assumed”; why not social structure activities. The brewery on the river bank the Guildmaster has no doubt assigned likewise? Let’s assume that there are is a cover for the Guild Headquarters certain well-traveled corners of the town beggars, laborers, tradesmen, gentry and itself. The beggar on Glenview Bridge is to his Rogues and Footpads for their so forth, and let’s just not worry about a 14th level magic-user, laying low after Independent Studies (the boundaries of the details. a scuffle with the druids — who are in these Training Territories being care- You agree? Fine. Assume. The system turn hiding out disguised as cattle at a fully observed by their wary brothers), works as is. nearby farm. The mage bought his beg- but these have become expected and But a little simulation is good for a gar’s outfit from a glassblower, who fenc- almost routine facts of town life. And of campaign. The game would be much es stolen goods; the glassblower, in turn, course there are the ruffians and “myste- less appealing if we were portraying notified a junior officer of the town guard rious cloaked figures” populating the Marzelts on a far planet, battling fierce (for a price, of course), who furthers her taverns, providing both clues for future Bolyks with our two-tentacled Shargums. career by specializing in providing sup- adventures and exciting brawls in the Instead, it’s based on something we can plies for those “on the lam.” Don Diego, a meantime. relate to: King Arthur-ish knights, and landed gentry, is a masked Robin Hood Indeed, many “campaigns” are built dragons, and a medieval flavor (sans by night, fighting a never-ending battle on a simple series of dungeon adven- plague) blended with epic fantasy. Just against evil greed. Three escaped crimi- tures, with little or no play occurring in a gimme the good stuff, we say, ignoring nals kidnap a goose girl at the well, only populous setting. I know that mine was, starvation and toilets and . . . social to discover that she’s the illegitimate initially; the world was there, waiting, but structure. daughter of the duke, who will pay hand- nobody ever ventured far from the Old Stop and think a moment. If you live in somely for her safe return and even more Home Town other than to sack a few a city suburb, how many close friends or for secrecy. And in each case, interven- rooms of the nearby dungeon. So we just business associates do you have in your tion by player characters is only possible didn’t worry about it. immediate area? Okay, how many are if someone is of the same social level. . . . At one point, however, the characters from the “bad part” of the inner city? When characters get together for an began to travel; I’d let them know that a How many are deep in farm country? adventure, they’ll have more rationale new dungeon had been discovered (i.e., Now, consider the fact that modern for doing so than saying, “We just all designed) somewhere, and of course communications and travel make those happened to be in the same bar, so. . . .” there’d be a town or two along the route relationships far more possible for us A social system helps provide ideas for to it, and . . . one thing led to another, and than they would be in a medieval world, character background: What happened before I realized it I had a continent with and that we can more easily divide our- to him in those 16-19 years that a fighter a dozen thriving towns. Their very exist- selves geographically to live near our spent before becoming a professional? ence stimulated more thought on the peers — those of our own “caste.” Does he remember anything that could matter: How are these people surviving? So why is your son-of-a-peasant fight- lead to glorious (and, he hopes, lucra- Inter-city trade, plus NPC professions er running around with a merchant’s tive) adventures? Or, more probably, is (chandler, cooper, wright, and so on), daughter who was tutored in the use of anything known about a town that could plus — oh, definitely — trade with adven- magic? They shouldn’t even have met, lead to inside information, the intrigue of turers. Come to think of it, those towns- let alone be on speaking terms — and in politics and power, or simply who to talk folk specializing in PC-related trades, many games, they’re trusting each other to to get a regeneration spell? Town providing horses, supplies, and magic with their very lives! adventures can be fun, too. potions (though the initial investment in With just a bit of consideration, social But watch out for thieves.

12 FEBRUARY 1983 by Frank Mentzer to the printer — but he doesn’t review all the details. After all, he knows what he wants to do in I must preface this brief article with a statement his home-style games, and he writes more gener- on Officiality. Please note that game-related in- alized, system-applicable details for us. He F formation appearing in this magazine, under the doesn’t play AD&D games strictly by the book, name of any author, is presented for the consid- and usually has no reason to double-check details eration of the Gentle Readers, and feedback is in the books and other products before they are definitely encouraged. The regular columns by E. sent out for printing. (I usually end up with those Gary Gygax are, indeed, Official, but are not tasks these days.) A Final. You who are now reading these lines can So it was not until years after that first appear- affect the course of AD&D™ rules, by responding ance of the “1d6 per 10’ fallen” rule that Gary with your comments, both good and bad, on the finally noticed we’ve been doing it wrong all these information offered. The Final versions of the years. spells, character classes, and other Official tid- The “correct” damage incurred by falling is 1d6 L bits from Gary will be published separately in the for the first 10’, 2d6 for the second 10’ (total 3d6 future. We will definitely release a new hardback for a 20’ fall), 3d6 for the third 10’, and so on, book, the AD&D Expansion volume, within a few cumulative. The falling body reaches that 20d6 score fortnights. It will, it is hoped, contain details maximum shortly before passing the 60’ mark. to explain and correct all the little holes in the This is definitely more realistic than a straight 1d6 L system that we can find, along with vast amounts per 10’; using the latter rule, I’ve seen a tough of new information. And by the way, Monster fighter dive off a cliff into a deep canyon, get up Manual Vol. 2 is already in production, and will and dust himself off, and then start chasing appear this year, long before the Expansion monsters. If the DM had added, say, a saving volume. And MM2 looks so good that I won’t say throw vs. death with a -12 penalty, that would I another word about it. have been fairer; but there are no guidelines for As to the problem with falling damage — well, it such a save, and DMs are free to encourage fan- all started back in the early 1970’s. (Editor’s note: tastic stunts by ignoring inertia, the effect of The problem came to light during the preparation acceleration on a falling body, and other “real” of Mr. Gygax’s column on the Thief-Acrobat principles that apply in the “fantasy” world. N “split class,” which appeared in issue #69 of Note that the 1d6 is appropriate in the first DRAGON™ Magazine. It was addressed in a brief place because the gravity of Oerth (Gary’s note published along with that article, with a “world”) approximates that of our own planet, promise that a more detailed explanation — this which accelerates a falling body by 32 feet per article — would be forthcoming.) second for each second of fall. This would not be G Gary has always used a geometrically increas- the case for worlds with weaker gravities, where ing system for falling damage in AD&D games; 1d4 might suffice, or some other method might be the trouble arose because that system simply used. In any case, however, the nature of gravity never made it into the rule books. is such that you speed up as you go: a 20’ fall When the AD&D Players Handbook was being should be more than twice as damaging as a 10’ assembled, a brief section on falling damage was fall. included: a mere 7½ lines that offers more advice This cumulative system obviously makes pits a on broken bones and sprains than on falling lot nastier, and monks, thief-acrobats, and fly and damage. As we now understand the event, the feather fall spells a lot more useful. section was not included in the first draft, and the Personally, I’d tend to be as tough as Gary’s editors requested a brief insert on this frequently old/newly announced system, and then some. referred-to topic. So Gary hastily wrote a sen- Add a system shock roll for any falls of 60’ or tence describing damage as “1d6 per 10’ for each more (the “break point” for maximum damage), D 10’ fallen.” Someone removed the “per 10’” as plus a save vs. death for similarly long falls, to see being (so it was thought) redundant, and off we if you broke your neck or something. I might even went. That section was later quoted in passing in want to modify that saving throw — say, a penalty the Aerial Adventures section of the Dungeon of -1 for each 10’ fallen (not cumulative), but +1 Masters Guide, thereby becoming further en- per character level. (This isn’t Official, it’s opin- A trenched in our game procedures. ion, and this opinion continues:) The main point of current controversy seems to For saving throws, the cumulative system is so be the simple fact that everyone has been using much more deadly that I’d allow a saving throw “1d6 for each 10’ fallen” for years, and the social vs. death, for half damage if successful. But in inertia of Custom is still being cited as a reason to turn, I wouldn’t stop accumulating damage after M override common sense. And everyone still wants 60’. The 20d6 maximum would still apply, but to know if you get a saving throw against falling after the “real” damage is totaled. For example, a damage; items do. (Note, however, that the “fall” 60’ fall inflicts 21d6 damage (save for half); a 70’ category on DMG p. 80 mentions specifically falls fall, 28d6 (save for 14d6, or half, damage); an 80’ of 5’ or so; in other words, a dropped item, rather fall, 36d6 (18d6 if saved against), and so forth. A than one that sustains a long fall. Adjustments The 20d6 maximum should apply to the net should be applied for descents of greater dis- effect, used if the save is failed in the examples tance than 5’.) above, instead of the rolls of 21d6, 28d6, or 36d6 Please understand first that when Gary writes mentioned. something, he assumes that no important changes Write! Tell us what you’ve been doing for falling G are being made between manuscript and printed damage, and what you think of the more realistic product. (I’m sure most, if not all, other accom- system recently offered. Gary does read your plished, best-selling authors assume the same input — many of you have received replies from thing.) So Gary checks the overall look before we the Good Sage by now — and he’ll clean up this E in the TSR word factory send the final product off debated area soon. D RAGON 13 Giants can be by Roger awful or awe-ful Moore

One of the frequently appearing col- something into ’s drink, or if I encountered, live-just-down-the-street umns in DRAGON™ Magazine is Giants bump off Elric and get his sword Storm- sorts. When using NPC’s that will appear In The Earth, which started many moons bringer? . . . Sometimes, of course, it’s only once in your campaign, you could ago in issue #26 (June 1979). It features not just one player but the whole group, structure a particular adventure around characters from popular fiction and fan- all of them (for one reason or another) the group’s meeting with that NPC and tasy, and many from historical myths having decided that they want to kill or use the NPC as written up in the GlTE and legends, who have been translated capture a GlTE character. Usually the column or elsewhere. Infrequently en- into D&D® and/or AD&D™ game terms. group is motivated by greed and a child- countered NPC’s might live some dis- While the series is fascinating to read for ish desire to claim that their characters tance away from the player characters its own sake, the question naturally are tougher than this hero or that one. and would only now and then make their arises as to what sorts of things one can This is stupid beyond description, but presences known; they might hire or do with it in real game situations. Ob- unfortunately it is often not discouraged briefly be hired by the player characters, viously, the “Giants” would make highly by the game referee properly, and is might compete or fight against them, or entertaining encounters in any game sometimes even encouraged by the DM. briefly join them on adventures. Finally, universe; the problem is how Dungeon At this point we should make a distinc- some NPC’s might serve as the players’ Masters can bring this about. tion between two types of game situa- henchmen, or take the players on as There are several problems inherent in tions. It isn’t wrong to set up a scenario in permanent assistants, or just live in the using GITE characters (or heroes and which, for example, an evil character like immediate area where the player charac- heroines from other sources, like the Maal Dweb, Iucounu, or the like makes ters live. DEITIES & DEMIGODS™ Cyclopedia, or some attempt to do something nasty to This is interesting, but there is still one other GITE -like articles in DRAGON the characters or to their world; some- problem. Famous NPC’s from fantasy Magazine) as NPC’s in a campaign. The one could make a fascinating campaign and literature are automatically more first problem is that the Dungeon Master around a premise like this, and it wouldn’t intimidating then other NPC’s because might start bringing all sorts of extremely be wrong to allow for the possibility that they have their names behind them. powerful characters into the game just to the good characters of the players might Conan sounds like a much tougher op- impress the players, or to emphasize the not only defeat the evil leader but might ponent than Tosok or Xatha. There also player characters’ relative puniness in also slay him or her. The problem comes is a problem in trying to role-play the the scheme of things. If every time the when the referee decides that it would be NPC when the DM hasn’t read the books group goes into a bar they meet John great to let Chuckie get Stormbringer the character was drawn from, or cannot Carter, Conan and Belit, or Kane, then because he’s my friend and he’s begged remember particular details of that char- the game is going to take on a distinctly and pleaded with me for months to do it, acter’s life; often the players, to the DM’s unrealistic tone. so maybe if Elric turns his back for a embarrassment, know more about a par- Even worse is the possibility that the minute. . . you get the idea. The referee ticular fictional NPC than the DM does. DM has brought these super-toughs into creates the scenario for the purpose of And there is the problem of Big-Name the game to trash the players out. I heard letting the GlTE character get killed, so People attracting all the immature sorts of one game in which several characters the players will come to think they are who want to bump them off and steal got together and began mugging people really hot stuff. their magical items. The simplest solu- who were walking through an alleyway. There’s nothing that can be said about tion is to change the NPCs’ names and a The third potential victim was a huge this sort of game if people are deter- few details in their backgrounds, so that barbarian from Hyborea, who proceeded mined to play it that way. Before long, of they “belong” strictly to the referee’s to slay everyone present. This was enter- course, everyone will have all the known game universe and no other. taining as a story, but it might not have artifacts, they will slay everything they Consider this example: In a particular been so entertaining to the players in- meet to keep getting those Almighty campaign, a referee has set aside an area volved. Certainly the DM can introduce a Experience Points, the referee will get inhabited by bandits who oppose a local “ringer” among a group of common frustrated (what can stand up to Storm- evil lord. Having access to DRAGON NPC’s, but using Conan for this purpose bringer?), the players will get bored, and issue #55, in which Katharine Kerr out- is like using an H-bomb to kill flies. The so on, until. . . no more game. Rule Two lined Robin Hood and his Merry Men as group had no chance of winning. Before (actually a variant of Rule One) goes like AD&D characters, the referee adopts the long in games like this all the characters this: Super NPC’s are not for satisfying group for use in his game. However, are dead, the players get frustrated, the player egos, either. because it could be tricky trying to ex- referee gets bored, and the game goes to So, what’s left? You can, after looking plain how Robin Hood and company got pot. This leads to Rule One for using over a list of super NPC’s, make some into that particular game universe from super-NPC’s: There should be a reason distinctions in the ways these characters England, the DM simply changes Rob- for the NPC to be in a scenario, beyond could be used. There are three ways to in’s name to, say, Arlan the Red (giving that of satisfying the DM’s ego. classify characters in terms of how fre- the NPC red hair and beard at the same Another possible difficulty is what we quently they will be used in a campaign: time), and similarly renames the whole could call the Player Power Trip Prob- They can appear as one-time-only’s, as gang. To further close the link to the lem. What if, thinks the player, I slip infrequent passers-by, or as frequently AD&D environment, the referee gives

14 FEBRUARY 1983 out several magical items to the gang (a her name, of course: She is Jelala. Ka- frost giant strength to make up for it). +2 longbow to Rob— uh, Arlan the Red; Gola now, queen of the sea-rovers. Her Conan’s other special abilities, as many some clerical items to Bubba the Monk; first mate is her current lover, Xarmak as possible, are also transferred to the and so on), and changes the Sheriff’s One-Eye (actually Caranga, renamed). “new” character. Ferra, when completed, name and the name of the local town to The DM decides to discard the possibil- is introduced as a neutral good warlord something else as well, like Lord Qor of ity of a high-level mage teleporting in to who rules a small northern kingdom of Wildland’s Edge. Presto: In effect, you help Jelala, instead allowing the ship to generally peaceful but potentially fierce have your own version of Robin Hood have a fairly powerful illusionist aboard. people. She may hire player characters now, role-played in very much the same Jelala gains Tiana’s bonuses with rapier to go on special missions for her if they way as Ms. Kerr described Robin Hood and dagger, a bit of her personality (with are deemed trustworthy, or she might and company, but now fully integrated a nasty touch to it), plus her ship and send warriors after the group if they are into another campaign. The referee adds crew, and now the player characters harassing caravans going into Ferra’s some more detail of his own to personal- have a tough adventure ahead of them, kingdom. If the player-character group ize the NPC’s to his own taste (Arlan not impossible to win against but sure to is of exceptionally high level, they may became a reiver when the Lord of Wild- be a challenge. meet Ferra herself; male characters who land’s Edge had his father imprisoned Example three: One lucky DM has try to get too familiar might discover that and his land confiscated; the old man access to DRAGON issue #36, in which she (like Conan) is a master of unarmed died in prison and Arlan plans to bring Conan the Barbarian was described in combat, and they might require time to the Lord down someday in retribution), the Sorceror’s Scroll column. However, recuperate before going on to other and that’s that. for her own reasons, the DM decides to matters. Example two: A group of players has make Conan a female NPC: Ferra White- Certainly, some famous NPC’s may be set up a shipping service, and they are flame, so named for her pale skin and used just as they are. For years I won- getting more interested in sea-going en- hair (she comes from the very far north). dered just what sort of magic-user Baba counters. The DM picks up DRAGON Some of the statistics need to be ad- Yaga (a legendary witch of ancient Rus- issue #48, notes Tom Moldvay’s version justed; Ferra only made it to 4th level as a sia) would actually be. The Dungeon of Tiana Highrider, and sets to work. thieving little kid before taking up the life Masters Guide lists Baba Yaga’s walking Tiana becomes a short-haired brunette of a warrior. When introduced into the hut as an artifact, and several of my with golden-brown skin, and her align- campaign, Ferra will be 30 years old, and friends in various gaming groups have ment shifts to neutral (with evil lean- highly experienced in fighting. Having more than once commented that they’d ings). Tiana’s other statistics are adopted fought gnolls most of her life in the fro- love for their own high-level characters as they are given, except for changing zen wastes, as well as rare tribes of arctic to get hold of it. Well, if you’re a Dungeon her past history (she is the daughter of hobgoblins, Ferra is made a ranger of Master who likes to discourage this sort the former captain of the pirate ship she 16th level. Ferra gets all of Conan’s sta- of thing, it might not hurt for the player runs; her father died in battle but the tistics, except for strength (reduced to characters to get just a little taste of what crew rallied around her leadership) and 18/43, but the DM gives her a girdle of Baba Yaga is like, and the fascinating

DRAGON 15 article by David Nalle on the Bogatyrs player characters. Someone may have a (some GITE’s range up to the 30th level (superhuman warriors of old Kiev) in female magic-user with the personality, of ability), unless the DM restricts the list DRAGON issue #53 also includes Baba if not the same name and statistics, of of heroes that may be chosen. Yaga’s statistics. She is a true high-level Circe the Beast-Mistress (from DRAGON In any case, in games using GITE’s as character’s nightmare as described, and issue #52). Another player may have a player characters, it might be advisable probably too strong for any group but bard and may want to role-play the char- to declare that if a character is knocked those characters in giveaway campaigns. acter after Muirtagh the Bowman (issue below zero hit points, or similarly put in However, an adventure could be cre- #35) or Myal Lemyal (issue#64). Charac- danger of immediate death (like touch- ated in which Baba Yaga and her walking ters from literature can be invaluable as ing a sphere of annihilation), then the hut might cross planes into the current aids in defining different player-charac- character is teleported out of the game campaign out of curiosity; her coming ter personalities. and back to his or her home universe for would be preceded by hundreds of grave Yet another use, but one that isn’t good, leaving the other characters. to omens, fearful prophesies, and other necessarily recommended for regular carry on. unsettling happenings. The player char- play, is to allow players on a one-time No matter how you choose to use the acters might be hired to discover the basis to take one GlTE personage and “Giants,” always remember that they are source of these evil omens, and might role-play that character as described, provided for game participants to enjoy eventually discover the walking hut. The using whatever sources the character is — not as a source of frustration (for DM could allow Baba Yaga to let the drawn from, in a special adventure. If this some) or ego gratification (for others). characters into the hut (which has as is done, the DM had better take the time Players and DMs who keep this “rule” much room within it as a gigantic castle), to come up with an adventure that will be uppermost in their minds probably won’t but she will send minor servants of hers a challenge for very powerful characters go wrong. — demons, undead, and the like — to try to trap the party. If the group manages to APPENDIX escape, Baba Yaga will let them go, since Past Giants In The Earth & other heroes she likes the idea of tales of her powers Following is a list of famous characters from myth, legend, and popular fantasy being spread across the universes. While literature who have appeared in the pages of DRAGON Magazine. While some of the Baba Yaga probably cannot be stopped issues mentioned are now out of print, some people may have access to early copies of by most groups, some of her plans might the magazine, and this listing will at least help them. Along with the Giants In The go astray if player characters catch on to Earth personages, other articles that have described similar heroes and heroines are them (perhaps they might free some pris- mentioned as well. Most GITE’s are male humans; exceptions are noted. oners within the hut, or manage to take some magical items that she might not Giants In The Earth miss immediately, and so on). Issue Characters Level, class, alignment, etc. Even if the players earn Baba Yaga’s 26 Cugel the Clever 14-thief, N hatred, that isn’t necessarily the end of Kane 30-fighter/20-magic-user/14-assassin,CE them. Baba Yaga has more things on her Tros of Samothrace 15-paladin, LG mind than crossing planes to catch some 27 Durathror 13-paladin, LG (dwarf) 5th-level thief who took some jewels of Fafhrd 20-fighter/8-thief, NG hers. Instead, once every so often she The Gray Mouser 16-fighter/16-thief, CN might send a minor demon or undead John Carter of Mars 30-fighter, LG creature to track the character down. 28 Eric John Stark 15-fighter, CG This provides a long-playing scenario in Welleran high-level fighter (no info given), LG a campaign that may run through many 29 Shadowjack 25-thief/9(18)-fighter/9(18)-magic-user, CE adventures. It may be interrupted by dif- lucounu 20-magic-user, NE ferent adventures, but it should provide 30 Sol of All Weapons 20-fighter/14-monk, LN some additional excitement for the play- Zorayas 23-magic-user, LE (female) er characters’ lives. It isn’t everyone who Maal Dweb 20-magic-user, LE can claim that they are hunted by an 35 Muirtagh the Bowman 16-bard/7-fighter/6-thief, CG ogre-witch; after all, only important Umslopogaas 15-fighter, N people have important enemies. Edward Bond 9-fighter, LG The important point to remember is Ganelon 25-fighter, CE that famous NPCs, renamed or not, 36 Captain Blood 17-fighter/10-thief/8-cleric, CG should not be used to batter helpless Richard Upton Pickman 9-fighter, CN parties, and should hot allow themselves Silver Bells 15-ranger/13-paladin, NG (minotaur) to be battered by parties, either. Special 39 Bodvar Bjarki 16-fighter, CG (werebear) NPC’s are there to give a campaign spice Egil Skallagrimson 14-fighter/14-magic-user, CN and flavor, to make things more exciting 41 Jirel of Joiry 14-fighter, NG (female) for the players and the DM, and should Ayesha 27-cleric/9-fighter, LN (female) be treated and played with care. Renam- Valeria 17-fighter/9-thief, CN (female) ing such characters does remove the Sigurd Fafnirsbane 20-fighter/12-magic-user/8-cleric, LG possibility of running an adventure in Starkad 23-fighter, N (part giant & ) which Conan actually gets killed, which 42 Tauno Kraken’s-Bane 8-ranger, CG (half-elf) can prove rather embarrassing for the Sir Geros Lahvohettos 9-fighter, LG DM; in addition, players will react differ- James Eckert/Gorbash 0-level/10-HD monster, NG (dragon) ently to NPC’s they know little or nothing Orvar-Odd 21-fighter, LG (part sea-troll) about. The Giants In The Earth column Heidrek 15-fighter, LE provides a long list of useful NPC’s for 44 Reepicheep 7-fighter, LG (mouse) DMs to integrate into their games, and Professor Challenger 16-fighter, LN should serve as a guideline for making 47 Camilla 10-fighter, CG (female) up unrelated characters as well. Medea 18-magic-user, CN (female) Another possible use for characters 48 Sparrowhawk 21-illusionist/20-magic-user/14-druid, N from the GITE series is as role models for Tiana Highrider 12-fighter/12-thief, CG (female)

16 FEBRUARY 1983 49 Holger Carlsen 14-paladin, LG Hugi 5-fighter, NG (gnome) Ellide 6-fighter, N (female) 52 Prospero 14-magic-user, LG Circe 18-magic-user, CN (female) 54 Juss 15-fighter/14-magic-user, LG (“demon”) Spitfire 16-fighter, LG (“demon”) Goldry Bluszco 20-fighter, LG (“demon”) Brandoch Daha 18-fighter, LG (“demon”) Gaveral Rocannon 11-fighter, LG 57 Morgaine 17-fighter/3-m-u, CN (female half-elf) Vanye 7-fighter, LN Rifkind 14-fighter/16-cleric, LN (female) Belit 10-fighter, CE (female) Dark Agnes 11-fighter/9-thief, CN (female) 59 Sir Roger de Tourneville 10-fighter, NG Harold Shea 7-fighter, CG Anthony Villiers 10-ranger/7-thief, NG Mark Cornwall 4-fighter, LG Sniveley 3-fighter, LG (gnome) 61 Deucalion 10-cleric/18-fighter, LN Tarl Cabot 20-fighter, LE Dossouye 7-ranger, NG (female) 64 Myal Lemyal 9-bard/5-fighter/8-thief, CN John Henry 7-fighter, NG Finn MacCumhal 15-ranger, NG

Other DRAGON articles featuring heroes and heroines are listed below: “Conan!” in the Sorceror’s Scroll column, issue #36, by E. Gary Gygax. “The Bogatyrs of Old Kiev” in issue #53, by David Nalle. “The Righteous Robbers of Liang Shan P’o” in issue #54, by Joseph Ravitts. “Robin Hood” in issue #55, by Katharine Kerr. “Four Myths From Greece” (Atalanta, Daedalus, the Sybil of Cumae, Chiron) in issue #58, by Katharine Kerr and Roger Moore. “Elfquest” in issue #66, by Karl Merris.

DRAGON 17

(From page 3) your current staple binding, the staples seem to “dig” into the magazine. A “square-back” binding would be much better. It would help prolong the life of the magazine. Second, I wish you would insert cards which the read- ers could use as order forms, such as when someone wanted to order back issues. There is nothing I dislike more than having to cut up a magazine, especially a new one. Tommy Buttress Shady Point, Okla.

We appreciate both of Tom’s points, and maybe someday both of the changes he sug- gests will happen. But for the time being, we’ll explain why things are done the way they are. Both of the changes he — and, no doubt, many other readers — would like to see would cost money, and we might not be able to afford the extra expense without (gasp!) rais- ing the price of the magazine. We’re pretty proud of the fact that our prices haven’t gone up in almost three years (how many other businesses can make that statement?), and we aren’t anxious to have that happen. Like Tom says, staples aren’t all that bad. And stapling is the least expensive way to bind the magazine, which is good for us and, indirectly, good for our consumers. Inserting an order-blank card into the magazine is, obviously, more expensive than not doing so, and that’s another example of an improve- ment that we haven’t made because we aren’t convinced that the benefit would outweigh the disadvantages. Incidentally, Tom and anyone else with the same problem should be aware that it isn’t necessary to turn in an “official” order blank when you want to order merchandise. All you have to do is enclose a short note telling us what you want, along with your payment, instead of cutting up a magazine. — KM

Day and night Dear Editor: With regard to the article “Thieves’ Cant: Primer” (issue #66): The author’s sources were either ignorant of, or died before relating, the differentiation of “inefe” and “obinefe” (“dayspeech” and “nightspeech”). Obviously, thieves’ cant is spoken a good deal of the time in a whisper. But if we take the sentence “You run upstairs and put the guard’s body in a big barrel” a put it in “dayspeech,” we get “Sene fu sosan, kunine ly sio sahas salarka ro sarho.” Even if the sentence is whispered, each of those sib- ilant s’s would be like a snapped twig in a silent house! “Nightspeech,” used on a job or in other situations requiring silence, avoids this. In “nightspeech” the consonant “s” is replaced by the unvoiced “th” (or, in some areas, with the “Welsh double l,” a lateral lisp aspirated between the tongue and lower molars); the sharp “t” moves toward the softer, unvoiced “dh”; and the harsh “k” approaches the “kh” sound. These changes create a strangely lisped version of the Cant, but one which won’t travel any further than your conver- sant’s ear. Kurt K. A. Giambastiani San Luis Obispo, Calif. DRAGON 19 BOCCOB (The Uncaring) ics) ever devised by magic-user or illu- priate plane so as to strike fear into Neutrality, Magic, Arcane sionist. The favorite weapon of Boccob undead creatures or actually deliver a Knowledge, Foreknowledge, is his staff of the archmage, combining a rolling cloud of energy like unto a double Foresight staff of the magi with a wand of conjura- strength wall of fire as to its area and tion. This device can always absorb 24 effects upon them. He can likewise use a Major god spell levels, regardless of its charge. net of negative power to affect creatures ARMOR CLASS: -8 All planes and times are open to Boc- drawing on the Positive Material Plane. MOVE: 18” cob. He is able to draw either positive Boccob neither seeks nor avoids con- HIT POINTS: 354 power or negative force from the appro- frontations; he desires balance above NO. OF ATTACKS: 2 alignment, knowledge above all. In com- DAMAGE/ATTACK: By weapon type bination, these two forces can rend +2 (strength bonus) demon or devil, deva or elemental. Once SPECIAL ATTACKS: See below per round the Archimage can cast a disc SPECIAL DEFENSES: +5 or better of concordant opposition, a plane of weapon to hit mixed forces which will blast into noth- MAGIC RESISTANCE: 125% ingness any creature under 13 hit dice or SIZE: M less than 50% magic resistance. Those ALIGNMENT: Neutral with fewer than 13 levels or hit dice (96 or WORSHIPPERS’ ALIGNMENT: Any less hit points if dice are not used) or (clerics, neutrals) having less than a 50% magic resistance SYMBOL: Eye in a pentagram are destroyed by the 1”-square force PLANE: Concordant Opposition web. Those of more than 12 hit dice take CLERIC/DRUID: Nil 100 points of damage, less magic resis- FIGHTER: Nil tance doubled. Those above 12 levels of MAGIC-USER/ILLUSIONIST: 24thlevel experience take 50 hit points of damage, in each less their magic resistance, less each +1 THIEF/ASSASSIN: Nil of protection expressed as 10. Creatures MONK/BARD: Nil with at least 50% magic resistance are PSIONIC ABILITY: I unharmed. Attack/Defense Modes: All/all Boccob can be hit only by +5 or better S:18 I:26 W:20 weapons. He has vision of double nor- D:22 C:20 CH:20 mal range into all spectrums. He can regenerate 1-4 points of damage per Boccob, called The Uncaring, is the round. No spells of mental control or Lord of all Magics and Archimage of the possession will affect Boccob, nor will Deities. Whether or not any worship or feeblemind or similar magics. He other- serve him seems of no importance to wise has the attributes typical of greater him. Naturally, he is entreated for omens deities. by seers and diviners. Likewise, those The worshippers of Boccob are spread seeking new magics are prone to ask his throughout the Flanaess. His clerics wear aid. Sages also revere him. purple robes with gold trim; those attain- Boccob rarely leaves his own hall, pre- ing the 9th level or higher are actually ferring to send his servant, the mad arch- able to handle simple magic items nor- mage Zagyg (q.v.), in his stead. Boccob mally usable only by magic-users (wand is always arrayed in garments of purple of illusion, crystal ball, robe of useful upon which shimmering runes of gold items, and any similar devices). move and change. He has many amulets Services to honor Boccob involve and protective devices. It is said that in complex rituals, incense, recital of for- his palace there is at least one of every mulas, and readings from special works magic item (except for artifacts and rel- honoring knowledge.

20 FEBRUARY 1983 ZAGYG

Humor, Occult Studies, Unpredictability, Eccentricity

Demi-god ARMOR CLASS: -2 MOVE: 18” HIT POINTS: 121 NO. OF ATTACKS: 2 DAMAGE/ATTACK: By weapon type +6 (strength bonus) SPECIAL ATTACKS: See below SPECIAL DEFENSES: +2 or better weapon to hit Zagyg, the Mad Arch-Mage and pun- Harmful effects of items employed by MAGIC RESISTANCE: 100% ster, is the sole known servant of Boc- this being tend to affect not him but his SIZE: M cob, for the latter recognizes no others opponents instead. Thus, if Zagyg put ALIGNMENT: Chaotic neutral (good) except on special occasions. Zagyg is on a ring of weakness, all others within a WORSHIPPERS’ ALIGNMENT: Any mad only in that none but his master 1” radius might be affected instead.) He (none known) seem to be able to fathom his reasoning has been known to strike with a padded SYMBOL: Rune of madness (insanity) and sense of humor; few, if any, hold him club, or cast a haste spell upon an oppo- PLANE: Prime Material-Concordant as their deity. nent, however. Somehow, despite his Opposition Zagyg will appear in nearly any guise seeming madness, Zagyg survives, car- CLERIC/DRUID: Nil when upon the Prime Material Plane. His ries out his assignments, and moves on. FIGHTER: 8th level fighter actual appearance is said to be unre- Zagyg can likewise travel all planes MAGIC-USER/ILLUSIONIST: 18th level markable in a wizardly sort of way. Like- and is the bane of many. He serves Boc- magic-user / 10th level illusionist wise, his garb is varied to suit the situa- cob most carefully, but apparently be- THIEF/ASSASSIN: Nil tion, usually dark blue and silver in color. cause of his own will and a desire to MONK/BARD: Nil Being able to employ weapons and retain enlightened neutrality and uncer- PSIONIC ABILITY: III devices common to both fighters and tain humor everywhere. Attack/Defense Modes: All/all magic-users, Zagyg is likely to appear He otherwise has the attributes and S:18/00 I:23 W:l7 with a vorpal blade in one hand and a abilities of a demi-god. He can be hit D:22 C:19 CH:18 wand of wonder in the other. (Note: only by +2 or better weapons.

D RAGON 21 OLIDAMMARA

Music, Revelry, Roguery, by certain other deities. The Kanteel has ploying the magical carapace to frus- Tricks & Jokes, Wine & Spirits the following magical powers which are trate the Mad Archmage’s capture.) The usable once per day: discarded carapace remains as a hemi- Lesser god 1. Adds 30% to charm ability (85% spherical shell, about 2’ wide and 3’ long, ARMOR CLASS: -9 for Olidammara) armor class 3. It welds itself to stone and MOVE: 18 (+ special, see below) 2. Allows charm monster ability of must be smashed or otherwise destroyed HIT POINTS: 199 25% (50 hit points). Passwall spells cast under NO. OF ATTACKS: 3 3. Cast a fog cloud spell the carapace shell are 2½’ x 2’ x 40’. DAMAGE/ATTACK: By weapon type 4. Cast a dispel illusion spell There are few chapels dedicated to +4 (strength bonus) 5. Cast an emotion spell Olidammara. They are always located in SPECIAL ATTACKS: See below 6. Cast a major creation spell large towns or cities. Shrines are not SPECIAL DEFENSES: +2 or better 7. Cast a programmed illusion spell uncommon in urban centers and rural weapon to hit 8. Cast a vision spell (only for the areas. There are supposedly two rustic MAGIC RESISTANCE: 65% deity) hostels located in the central Flanaess SIZE: M (5½’+ tall) Olidammara also possesses a mask area — one in the Wild Coast, another in ALIGNMENT: Neutral (chaotic) which allows him to change self for as the Kron Hills region. Clerics of Oli- WORSHIPPERS’ ALIGNMENT: Neutral, long a duration or as often as he wishes. dammara are not uncommon either. chaotic neutral, chaotic good, The mask is not discernible when it is Clerics of this deity are trained to have neutral good worn. the ability of hiding in shadows so as to SYMBOL: A laughing mask In addition to the spells normal to his be equal to a thief one level lower than PLANE: Prime Material Plane level as a bard, Olidammara can cast the their clerical level. They are taught mu- CLERIC/DRUID: Nil following spells as if he were a 14th level sical skills equal to those of the first level FIGHTER: 8th level fighter magic-user: bard when at third level, second level MAGIC-USER/ILLUSIONIST: Nil passwall thrice per day bard at fourth level, and third level bard THIEF/ASSASSIN: 12th level thief transmute rock to mud twice per at sixth and higher cleric level. Finally, MONK/BARD: 24th level bard day clerics of Olidammara gain the ability to PSIONIC ABILITY: Ill telekinesis once per day change self at 8th and higher level, the Attack/Defense Modes: All/all When Olidammara was once trapped duration being as if the caster were an S:18/76 I:18 W:17 by Zagyg, the Mad Archmage forced him illusionist of the same level. They dress D:23 C:20 CH:19 into a carapaced animal shape as pun- in garments of brown, green, green and ishment for attempting to steal Zagyg’s brown, and green and black. Services Olidammara, the Laughing Rogue, trove. Even though Olidammara escaped include much singing, chanting, feast- minstrel and miscreant, is the favorite this fate, he retains the ability to create a ing, and libations of fermented berry deity of many thieves. Worshippers in- horny shell on his back. Beneath this beverage. clude bards, jesters, vagabonds, beg- cover, the “Laughing Rogue” can use his Olidammara can be hit only by +3 or gars, and common folk as well. He spells to escape, leaving the shell to better weapons. He communicates, de- wanders the Prime Material Plane in cover his getaway. (It is said that he tects, dispels, and becomes invisible as many guises, stealing from the rich, the returned to loot Zagyg’s treasury, em- typical of a lesser god. haughty, or the evil. Olidammara gives wealth to those without means — often distributing his pilfered gains through high revels. His favorite haunts are city slums or their exact opposite, rural glens and woodlands. Although he always ap- pears young, Olidammara will sometimes disguise himself as a tinker or peddler, sometimes as a foppish wastrel, and fre- quently as a fledgling sell-sword. He can alter his appearance to suit the situation at hand — short or tall, slender or muscu- lar, plain or handsome. His actual ap- pearance is said to be as follows: mid- dling height, slender build, chestnut hair and beard worn rakishly, complexion with an olive tint, merry eyes of sparkling emerald, much given to laughter and petty tricks. Olidammara wears green and gold as his favorite colors. Although he wears only a leather vest and high leather buskins, Olidammara has excellent protection due to the en- chantments on these garments and a special +6 protection ring he possesses. Olidammara also possesses a musical stringed instrument of great power. This device, the Kanteel of the Eldest, is usa- ble only by bards of the highest level or

22 FEBRUARY 1983 D RAGON 23 FlGURE FEATURE:

ESSEX MINIATURES Feudal-Medieval Line Knight in chainmail; Armored bishop; Knight with battle axe This is a relatively new line in this country and, as far as I know, is only available through The Reiter in New Ber- lin, Wis. Most of the figures come in a number of slightly different poses, and many of them have interchangeable weapons. Also of note in this line is the mounted figures, monks, and great weap- ons packs. These figures tend to be a bit larger than normal, actually around 30- 35mm scale. Suggested retail price: 60¢ each for unmounted figures.

RAL PARTHA Personalities Line Knight and Mounted Black Prince (Sculptor: Tom Meier) Ral Partha offers many interesting knights in both its fantasy series and its historical lines, including innumerable mounted figures. The Black Prince, shown here, is a perfect example of the quality of these pieces. The face, chain- mail, etc., are crisp and clean, demon- strating Ral Partha’s tradition of excel- lence. Suggested retail price: about 67¢ each for knights (they usually come in multi-packs), and $4.50 for the mounted Black Prince.

SUPERIOR MODELS 25mm Wizards & Lizards Fantasy Line the world’s greatest miniature sculptors. Note the Knights (Sculptor: Ray Lamb) plate armor, the realistic stances, and the detailed For years Superior avoided 25mm fantasy fig- helms. These knights make exceptional paladin ures, but when the company decided to get into figures (and there’s even a female in plate). Sug- that field, it did so with a bang. These three gested retail price: $1.13 each (they usually come knights are excellent pieces, created by one of in multi-packs of the same figure):

24 FEBRUARY 1983 KNIGHTS Text by Kim Eastland

MARTIAN METALS 25mm Dragonslayer Fantasy Figure Line Three knights: with Great Sword, kneeling with Lucern Hammer, and with Axe. Unusual combinations of stances and apparel make this line quite distinctive. The kneeling figures are especially appreciated by diorama builders, while the normal “standing” knights are fine for both miniature armies or role-playing game figures. One of these figures’ special features is their hexagonal bases, perfectly sized to fit many of the blank hex sheets on the market. While the mixture of Teutonic and other “knightly” genres may not make some historians happy, this is fine from a fantasy viewpoint (check out those horned helms!). Suggested retail price: $1.70 for a pack of two different knights.

Photos by Schiebe Studio

CITADEL MINIATURES U.S. Fantasy Series pieces that fit together perfectly; it’s one of the Mounted Fantasy Knight Charging and Paladin finest mounted figures available. The paladin, Possibly the fastest-growing line in America just by his stance, expresses an eagerness to take right now is the Citadel- Fantasy Series. What’s on all comers, Citadel also offers great detailing even more remarkable than the firm’s rapid ex- and additions (such as pouches, backpacks, and pansion is the lovely quality of the figures. The the like). Suggested retail price: Mounted Knight mounted knight, for instance, is made of three $2.00, Paladin $1.10.

DRAGON 25

Any advantage that players get is sure to be exploited fully (or perverted fully), and their characters may become too powerful to play comfortably. Traveller works the same way. Try to imagine the results of allowing Traveller players to find a ring of wishes; a referee who is confident that he or she could handle the situation is probably overes- timating his or her abilities as a referee and underestimating the players. The orientation toward science and technol- ogy, and away from magic, in the “new” universe should be maintained — even played up, especially when the players hint that they’d love to see a few +5 flam- ing cutlasses lying around on their planet. One area that would lend itself well to the “conversion” of an AD&D game to a Traveller adventure would be the intro- duction of new weapons in the family of blades and polearms. Granted, in a star- roving society there is not much call for expertise with a glaive-guisarme, but worlds with a tech level of 0 to 3 will likely have many types of hand-to-hand com- bat weapons. In particular, the character class of the Barbarian (Traveller Sup- plement 4, Citizens of the Imperium) would likely have access to a wide va- riety of archaic combat weapons that other classes would not. Statistics for the various sorts of primitive weaponry can be derived using the notes in the AD&D Players Handbook, but careful readers will discover some discrepan- cies between Traveller weapons and their AD&D equivalents. For example, a ”broad- DWARVES Traveller sword” in is a two-handed af- fair, yet is about the same size and in weight as an AD&D “broadsword,” which is a one-handed weapon: it is smaller, in fact, than the AD&D hand-and-a-half sword. Further comparisons between each game system’s version of daggers, SPACE swords, spears, cutlasses (scimitars), cudgels (clubs or morning stars), and so forth reveal other differences, but with some good guesswork a referee should by Roger Moore be able to generate the characteristics of javelins, tridents, axes, and other items as desired. A second possibility, more complicat- One of the most aggravating things AD&D world cannot exist in a Traveller ed than introducing new weapons into about fantasy and science fiction, for me universe in their own right. The galaxy is the Traveller system, is the introduction anyway, is the knowledge that there are a big place (100,000 light-years across, of some of the creatures common to fan- few times when one will be able to con- with literally millions of stars and planets) tasy games. It is going to take the referee front the other in role-playing games. I’m and I suppose that if you look long quite a while to calculate the sizes, a serious fan of both the AD&D™ game enough for anything, eventually you may weights, attack damage, speed, etc., of and the Traveller™ system, and I’ve find it. the various denizens of the Monster sometimes wished that I could take the To begin with, though, I strongly sug- Manual in Traveller terms, but the results characters from one universe and go gest that the Traveller referee not include can be very interesting indeed. Non- visit the lands of the other. . . . But even a magical spells and items as part of the magical beasts like the anhkheg, purple rudimentary knowledge of both games is universe that he/she creates. Gunpowder worm, shrieker, and yellow mold can be enough to tell that the basic differences and technological devices beyond me- developed as the fauna of several differ- between them are too great to bridge dieval advancement do not exist in the ent worlds; retaining the AD&D name for with a simple set of rules, the way the world of the AD&D rules, and this pre- such monsters often helps develop a AD&D system can be linked to the serves the flavor of the game. This pro- clearer picture of them for the players, ® game or the BOOT hibition also maintains game balance, as particularly if they are already familiar HILL® game. However, there is no rea- DMs who’ve let players get hold of laser with the AD&D versions. Referees may son why creatures and items from an rifles and force blades have discovered. want to modify the monsters to prevent

DRAGON 27 players from being too familiar with the Skeptics should note that there is literary norm, and they may be male or female. creatures. precedent for introducing fantasy beings They must have initial minimum scores Some monsters may need to be placed into a science-fiction setting, not the of 6 for Strength and 9 for Endurance. in tailor-made environments; rocs, for least (and perhaps one of the best) of Dwarven travellers are generated at a example, probably couldn’t fly unless which is Ursula K. LeGuin’s Rocannon’s starting age of 60 years (dwarven years they were on low-gravity worlds. Giant- World, a book I cannot recommend high- being about the same as Imperial years), sized versions of common terrestrial an- ly enough to science-fiction or fantasy and they enter the career table from this imals (badgers, rats, wolves) might be fans. point. Rank titles may be kept as part of natural mutations resulting from living in As an example of such a fantasy race the dwarf’s name, if desired, when the a cold environment (the way mammals in Traveller, and for the benefit of all career ends (e.g., Myrmidon Gimli the became gigantic during the Ice Age on dwarfophiles everywhere, I present here Wanderer). Psionic potential for dwarves Earth), or they might be the results of an my version of Traveller dwarves. Rocan- is optional. Imperial genetic engineering program. non’s World had a dwarven race called Enlistment into a career is automatic Postulating that some creatures can de- the Gdemiar, but my version is drawn for a dwarf; no other option is open due velop psionic powers allows the referee straight from the AD&D game, with minor to cultural and Imperial restrictions on to create beasts with some magic-like changes. For Traveller purposes, I as- letting non-humans into the armed forc- effects, like blink dogs who use a form of sume that Imperial humanity discovered es of the Imperium. Players who con- limited teleport ability. Traveller psion- a world (code X9666C72, Non-Industrial, sider this unfair should consider the ics, although very different from AD&D of a K2 variable sun) inhabited by a race thought that I also wanted to preserve psionics, can still duplicate the attack of beings much like the dwarves of old the flavor of dwarven personality; Gimli powers of su-monsters, gray oozes, and mythology. The variable nature of their the Wanderer has more believability with brain moles. Even fire-breathing drag- sun encouraged their construction of Battle Axe-3 than with Battle Dress-3. ons are possible (as they are in Hein- underground cities, and the stronger As shown on the Aging Table, the lein’s Glory Road and McCaffrey’s nov- gravity of their homeworld produced terms of career service are for twenty els of the Dragonriders of Pern). As their shorter stature (1.2 m average) and years each, reflecting various cultural always, the referee should be the final greater constitution and strength. Un- and personal factors inhibiting their ac- arbiter of what is reasonable and what is derground living and the increased in- quiring of skills (and preventing them not. frared from their sun also produced a from becoming too powerful, as well). Creatures with strong ties to other form of infrared vision effective for up to Survival, positions and promotions, skills AD&D planes (that do not exist in Tra- 20 meters. Dwarves generally have ex- and training, and reenlistment are all as veller) such as aerial servants, liches, pressed a desire to avoid contact with per Traveller Book 1, p. 5-6. Reenlist- efreeti, and ki-rin cannot be converted if the Imperium, but a few individuals ment is mandatory on a roll of 12. they have too many magical powers or would be willing to make a trek to the Dwarves may serve up to ten terms are not material beings. You could as- stars if a ship were to land nearby. The voluntarily, and may retire any time after sume these sorts of beings are energy Traveller’s Aid Society has listed the the fifth term of service. Mustering out is creatures or specimens of incredibly dwarven homeworld as a Red Zone, due conducted exactly as described on p. 7 advanced cultures, but use your own to Imperial restrictions, and special of Book 1, with extra die rolls for higher best judgement. permission to land there is required from ranks and with restrictions on how many Perhaps the most interesting, and most the Imperium (throw 12+ for permission, times the cash benefits table may be difficult, fantasy addition to Traveller DM’s applicable for Admin and Bribery consulted. Except for the terms of ser- would be the creation of new character skills). No starport facilities of any kind vice being quite a bit longer than the races for the players and/or for non- exist on-planet, though there are several human norm, aging effects are applied in player characters. At this point I want to space stations in orbit. the same way as for humans. See the urge the reader to examine or re-examine Two-thirds of all dwarves are male, Dwarven Aging Table (given in this arti- Gary Gygax’s column from issue #29 of and the rate of population increase is cle) and p. 7-8 of Book 1 for details. DRAGON™ Magazine. (Editor’s note: very slow. Their low reproductive rate is Dwarves usually live to be about 520 This column was reprinted under the balanced by their longer lifespans (400 years of age. Note that aging effects can title “Humans and hybrids” in Best of Imperial years or more). Dwarves also reduce strength and endurance below DRAGON Vol. II.) He discusses balanc- take a longer time to learn their initially the initially rolled minimums of 6 and 9, ing the AD&D campaign in terms of the generated skills. Some dwarves are as- respectively. available character races, and makes sumed to have had previous contact with If a dwarven character uses any of the many appropriate comments. The ref- humans; the skills of Gun Combat, Me- drugs listed in Book 2, there is a chance eree should use his or her discretion, chanical, and Jack-of-all-Trades reflect of this action having a harmful effect on remembering that the Imperium is a this source of knowledge. They speak the dwarf due to biochemical differences human-dominated society and a human- their own language, as well as the stan- between them and humans. On a roll of oriented one as well. Unless the referee dard Imperial tongue. Because of their 8+ (throw each time a dwarf uses a drug) and players have created a sort of “Uni- non-intervention in the matters of human there will be serious side effects from the ted Federation of Planets” universe as in politics, dwarves cannot exceed a Social medication. In these cases, the drug’s Star Trek, aliens will generally play sec- standing of 10 (A) in the Imperium, effect will still occur as desired, but the ond fiddle to humanity. Care should be though they may have higher positions dwarf will take 1-3 dice of damage as well used in creating new player races to on their homeworld; let any scores over (unless Medical drug is alone admini- ensure that they are compatible with the 10 become 10 when the dwarf is travel- stered, in which case there are no bad game. Storm giant player characters, for ling away from “home.” side effects). example, are much too powerful for a For game purposes, dwarven physiol- Traveller scenario, and sometimes would ogy is assumed to be much like human Dwarven Characteristics Table be at a serious disadvantage (trying to physiology, so Medical skills are inter- Strength: 6—15 crew a missile battery without training, changeable. Dwarves survive a low-pas- Endurance: 9—15 trying to fit through a ship’s airlock, etc.). sage journey on a roll of 4+ on two dice, Dexterity: 2—15 New races, therefore, should not be with normal DM’s if someone with medi- Intelligence: 2—15 overly more powerful than humans. cal expertise is nearby. Education: 2—15 (Otherwise, as Mr. Gygax put it, why The characteristics of dwarven travel- Social Standing: 2—10 would anyone want to be a human?) lers are generated as per the human (max. 15 on homeworld)

28 FEBRUARY 1983 Dwarven Traveller Career Table NEW WEAPONS TABLES Enlistment: (automatic) Base Length Base Wound Range matrix Survival: 6+ Weapon weight overall price inflicted Close Short (DM +2 if Endur 8+) Hand Axe 1000 450 40 2d+1 +1 +1 Position: 7+ Battle Axe 1500 1000 75 3d -1 +1 (DM +1 if Stren 8+) Great Axe¹ 2250 1800 100 4d-3 -4 +2 Promotion: 9+ War Pick 1250 900 50 2d+2 -1 +1 (DM +1 if Stren 10+) Great Pick¹ 1750 1300 100 3d+1 -3 +1 Re-enlistment: 5+ Hammer 1000 500 20 1d+3 0 0 Sledgehammer¹ 1750 1500 75 3d-3 -1 +1 Automatic Skills Table Mace 2000 1000 70 2d+2 0 +1 Dwarf: Blade Cbt-1, Prospecting-1 Great Mace¹ 2500 1500 100 3d+2 -2 +3 Dwarf Lord: Leader-1 ¹ — Two-handed weapon. All weights are in grams, lengths in millimeters, prices in credits. Acquired Skills Table Personal Development Table 1 +1 Stren 4 +1 Dext Attacker’s Defender’s Armor 2 +1 Endur 5 +1 Endur Weapon None Jack Mesh Cloth Reflec Ablat Battle 3 +1 Stren 6 Blade Cbt Hand Axe +2 +1 -3 -3 +2 -2 -6 Battle Axe +3 +2 -3 -3 +3 -2 -6 Service Skills Table Great Axe +4 +3 -2 -3 +4 -2 -5 1 Blade Cbt 4 Prospecting War Pick +2 +1 -2 -2 +1 -3 -6 2 Blade Cbt 5 Prospecting Great Pick +4 +3 -2 -2 +3 -3 -6 3 Bow Cbt 6 Brawling Hammer 0 0 -2 -3 0 -2 -7 Sledgehammer +1 0 -2 -3 +1 -2 -7 Advanced Education Table Mace 00-2 -3 0 -2 -7 1 Prospecting 4 +1 Soc Great Mace +2 +1 -1 -2 +2 -1 -6 2 Medical¹ 5 Survival 3 Leader 6 Tactics ¹ —Dwarven medicine, not human Required Required Advantageous Advantageous Weakened strength strength strength strength blow or Advanced Education Table Weapon level DM level DM swing DM (for characters with Educ 8+) Hand Axe 5 -1 8+2-2 1 Gun Cbt 4 Prospecting Battle Axe 6 -2 9+2-2 2 Mechanical 5 Leader Great Axe 6 -2 10 +2 -3 3 Instruction 6 Jack-o-T War Pick 5 -2 9+2-2 Great Pick 6 -2 10 +2 -2 Table of Rank Hammer 5 -1 8 +2 -1 Rank 1: —— Sledgehammer 7 -2 10 +2 -2 Rank 2: Hero Mace 6 -1 9+2-1 Rank 3: —— Great Mace 8 -2 10 +2 -2 Rank 4: Myrmidon Rank 5: Champion Rank 6: Lord CONDENSED COMBAT CHART Weapon Type Armor Type and Range Benefits Tables None Jack Mesh Cloth Reflec Ablat Battle Material Cash CSCSCSCSCSCSCS 1 Blade 1 ——— Hand Axe 5566 101010105 5 9 91313 2 Blade 2 ——— Battle Axe 6475 121012106 4 11 91513 3 Blade 3 ——— Great Axe 8293 14 8 15 9 8 2 14 8 17 11 4 +1 Endur 4 1000 War Pick 7586 11 9 11 98 612101513 5 +1 Stren 5 5000 Great Pick 7 3841391398 414101713 6 Low Psg 6 10000 Hammer 8888101011 11 8 8 10 10 15 15 7 High Psg 7 20000 Sledgehammer 869711 912108 6 11 91614 (+1 DM for (+1 DM for Mace 8787 10 9 11 10 8 7 10 9 15 14 Rank 5-6) retired characters) Great Mace 8394 11 61278311 61611 Note: Number shown is the minimum needed “to hit” rolled on 2d6. Blades and Polearms Table Dagger Mace Blade Great Mace DWARVEN AGING TABLE Hand Axe Sword Term of service: 6 7 8 9 10 11 12 13 14+ Battle Axe Hammer Age: 180 200 220 240 260 280 300 320 340 Great Axe Sledgehammer Strength (...... 1 (7+) ...... )( ...... -1 (8+)...... ) War Pick Cudgel Dexterity (...... -1 (8+) ...... )(...... -1 (9+)...... ) Great Pick Spear Endurance (...... -1 (7+) ...... )(...... -1 (8+)...... ) Pike Intelligence ...... no effect before age 400; then -1 (8+)...... Education ...... unaffected by aging...... Bow Weapons Table Social Standing ...... unaffected by aging...... Short bow “Term of service” refers to the end of that numbered term. “Age” refers Military crossbow to the first day of the personal (physiological, not chronological) year. Sporting crossbow The negative shown is the potential reduction in characteristic if the Repeating crossbow saving throw (given in parentheses) is not made, using two dice.

D RAGON 29

A SECOND V LLEY

Taking another shot at firearms, AD&D™ style by Ed Greenwood

Since the appearance of “Firearms” in readers of DRAGON Magazine will recall guns a fussy and not too rapid business DRAGON™ issue #60, several readers (from “Faceless Men And Clockwork — in a street fight one should grab for a have requested a similar treatment of the Monsters,” issue #17) that an adventurer blade, rather than whipping out a pistol small arms which developed from the recognized a firearm because he had or musket and clearing the field — be- handgun. Accordingly, here is a brief once seen a mage in Greyhawk with cause one would risk a fatal misfire, and look at the arquebus and its successors. “such a wand.” Such rarity and misun- in any case would have to coolly stand The historical development and battle- derstanding (i.e., the assignment of mag- for one round loading the firearm be- field use of such weapons are familiar to ical status) of firearms appears the best tween each and every shot. A more com- many gamers and readily available in way to handle such weapons in an AD&D plete list of a gunner’s equipment is pro- library books to most others, so military game. vided later on for those who wish to history pertaining strictly to our “real Before embarking on a brief tour of the consider encumbrance in detail. world” has been omitted. small arms developed from the handgun, The primitive handgun was a small It is again recommended here that in it is well to bear in mind that during these cannon on a stock. It was fired by means an AD&D campaign, gunpowder should times no large munitions factories or of a red-hot wire put through a touch- be considered undiscovered or inert, so production standards existed (and un- hole. Later, a slow-burning match (usu- that firearms cannot be used in the less all firearms in the AD&D setting ally a cord that had been soaked in nitre “standard” fantasy setting. Experimental come from one source, this is likely to and diluted alcohol and then dried) re- and enjoyable play involving firearms is hold true in play as well). As a result, placed the wire. The flame of the “slow best safely confined to parallel “worlds” almost every weapon is unique, having match” was more likely to ignite the (alternate Prime Material Planes which individual characteristics due to varying gunpowder, and the implement was both can be reached only by the use of magi- barrel dimensions and materials, amount easier and safer to use: A wire had to be cal items, spells, or gates). and mixture of gunpowder used, and dif- heated in a non-portable fire laid on the A campaign can be quickly unbalanced ferences in the shot employed. Small ground, which could be perilous with by firearms that are too accurate, or easy arms were in use for a very long time gunpowder nearby, whereas a slow to use, or numerous. I once visited a before King Gustavus Adolphus of Swe- match could be lit with flint and steel at a campaign in which a cache of weaponry den introduced a fixed cartridge of bullet safe distance, and carried to a more culled from the GAMMA WORLD™ game and powder. Until then, everyone mea- mobile gunner. was walled up in the first level of a dun- sured their own powder charges on the Later, the matchlock replaced the geon. Excavations into a suspiciously battlefield. The timid did little damage to hand-held match; at the pull of the trig- circumvented area on our dungeon maps the enemy; the reckless blew themselves ger, the lit match was dipped in a pan of won us an arsenal of powerful explosives up. The statistics shown on the tables gunpowder by the S-shaped clamp (or and lasers — and deadly boredom. Fry- given in this article should therefore be “serpentine”) which held it. Firing be- ing our first dragon was quite exciting, treated as a “typical” base, to be modi- came more rapid and more accurate — a and the second was a workmanlike but fied freely to fit the situation at hand. gunner could now look at his target still enjoyable job. But the third was rou- It is also necessary to keep in mind the when preparing to fire, rather than con- tine, and the rest (it was a large dun- accoutrements of a gunner: oil, to keep centrating on the touchhole. geon) were boring. Once we’d run out of the weapon in working order and free of The matchlock was faster than the dragons, we sallied forth from the looted rust; a watertight carrying container for handgun, but not fast by any other stan- dungeon and barbecued a nearby wan- gunpowder (such as the powder horn of dards. Firing it required ninety-six sep- dering army of orcs. Play soon ended in the American frontier); rags, to clean arate actions — such as measuring the that campaign; the party members be- and wad with; shot, usually large metal powder and pouring it down the muzzle; came absolute rulers of an almost fea- balls for piercing armor and stopping dropping in the lead ball and then a wad tureless landscape, having destroyed men, and handfuls of tiny metal pellets of rag; uncovering the priming pan, fill- everything they didn’t fancy the looks of. for shooting fowl and vermin; and a rod ing it with powder, and closing the pan On the other hand, the occasional or rods (often carried slid down one side again; adjusting the position of the match “hurler of thunderbolts,” held by an indi- of a boot) for cleaning out the barrel and in the serpentine, and lighting the match; vidual NPC and jealously guarded for ramming the shot home. Details of these and then opening the pan again, aiming, use only in dire emergencies, is an ac- vary from weapon to weapon; a DM and pulling the trigger. As author Richard ceptable and useful “spice” for an AD&D should keep track of such heavy and Armour puts it, “the gunner hoped his campaign in need of same. Longtime awkward gear, and try to keep the use of target would hold still while all this was

D RAGON 31 going on.” (This last statement is from uneven distribution of powder in the pan in the rain; water could easily put the Armour’s hilarious book, It All Started (ever try carefully levelling a spoonful of match out. Surprise was impossible With Stones and Clubs (Being a Short powder in the midst of a battle?) could because of the smell, glow, and noise of History of War and Weaponry from Ear- cause an explosion at the expense of the the matches; and it was not unheard of liest Times to the Present, Noting the gunner and not the target — the source for one gunner to set off his own or a Gratifying Progress Made by Man Since of the expression “flash in the pan.” comrade’s ammunition. Although names His First Crude, Small-scale Efforts to The barrel of a matchlock was fouled have been applied rather loosely over Do Away’ with Those Who Disagreed by gunpowder with each shot, and in a the years to all sorts of weapons, I have With Him); published by McGraw-Hill, long engagement its accuracy declined confined “arquebus” to the earlier ver- New York, 1967.) as the recoil caused by the fouling grew sions of the handgun, and “caliver” to The matchlock had other disadvan- wilder, leaving a gunner’s shoulder numb the lightened matchlock musket. tages, too: a premature ignition of the and bruised. A curved stock was soon The musket was an upgunned arque- potentially dangerous open pan of pow- devised to reduce the recoil impact. bus, and consequently was so heavy that der, too much powder, or simply an There was also the problem of shooting it had to be supported on a crutch or a

Firearms, from top down: Arquebus (note rest), Matchlock musket (note match wound around barrel for battlefield use), Wheel-lock pistol (note ball at end of grip, for use as a club), Flintlock musket, Flintlock pistol, Blunderbuss, and "trap gun." Key to insets in circles, from top down: Detail of matchlock, show- ing (A) pan cover, (B) priming pan with gunpowder, (C) serpentine clamp, and (D) slow match; Detail of wheel-lock, showing (A) dog- head, (B) flint, (C) pan cover, (D) pan, and (E) shank, the spindle on which a wrench is fitted to wind the wheel spring; Detail of flintlock, showing (A) cock, (B) flint, (C) pan, (D) frizzen spring, and (E) frizzen. Bottom circle shows a trap gun set up, ready to fire along any of three trip wires.

32 FEBRUARY 1983 rest. It was almost a hundred years by a foot soldier. (As this became known, overnight firearms became the dominant before the weapon was lightened enough soldiers in full armor all but disappeared force in warfare. Infantry who did not to dispense with the supports. Although from battlefields, and subsequent small employ muskets were armed with pikes, the musket fired a heavier shot, it also arms could be made smaller; the musket so that a musketeer could undertake the jumped in the rest when fired, resulting no longer needed its rest.) Musketeers slow, clumsy process of reloading safely in lower accuracy. But its bullets could still had to be protected by non-shooters within the long reach of defending pike- pierce the best armor that could be worn while loading their pieces, but almost men. When pikeheads were attached to

TABLE OF GUNS Range Maximum rate Maximum rate cost of Avg. Average Typical (in AD&D”) Damage of fire (1 man) of fire weapon weight overall Gun name caliber S M L S-M L (1 = once/round) (gunner & loader) (gp) (lbs.) length Arquebus Widely 3 7 12 1-10 1-6 1/3 3/2 500 25 3'4" variable + rest (up to 4' 6") Caliver (matchlock Variable 4 8 14 2-9 1-8 1/2 1 450 11 4'6" musket) Dragon (“Dagg” or “horse pistol”) .50 1 2½ 4 1-6 1-3 1 1 600 4% 1' 4" (wheel-lock pistol)

Flintlock .60 2 3 5 1-6 1-4 1 1 550 2 1' 2" pistol

Early flintlock .70 10 20 30 3-12 1-10 11800 10 5'6" musket

Blunderbuss Widely 1 2 3 1-10 1-10 1/2 1/2 500 8 2' 4" variable

Note: The prices shown on the table are those in an area where weapons are plentiful, and ammunition, repairs or manufacture of same is nearby. Prices should be doubled, tripled, or even increased by a factor of ten where weapons are rare and/or are objects of prestige or power.

D RAGON 33 muskets (upon the invention of the bay- shot at a moment’s notice. The persis- rolls along one side of the barrel, acquir- onet), the pike disappeared. tent failing of the flintlock revealed over ing a spin perpendicular to the line of Two “firelock” mechanisms, the wheel- centuries of use is that it too often mis- fire, and therefore an unpredictably lock and the flintlock, were developed to fires (does not go off). At least, this fail- curved flight path.) It must also be aimed solve the problems of the slow match. ing is preferable to one of the main with care: none of the guns described Both could be loaded and primed at lei- drawbacks of earlier firearms, which was above will work if not upright; the “snap- sure, to be fired at a moment’s notice. that they literally blew up in the gunner’s shot” of the western gunfighter or mod- But both were more expensive than the face. ern commando is impossible to execute. matchlock, more likely to go awry and Firearms were of course continuously Necessary gear for a gunner consisted misfire or need repairs, and could be modified and improved upon, but this of matches or flints, a large flask of fired fewer times before needing clean- article will not follow on to rifled barrels (coarse) gunpowder and a small “touch- ing. As a result, they took a while to catch and the other innovations of the Napo- box” of fine priming powder. Often these on. leonic era and later weaponry. Instead, last were of wood, and carried slung on a The wheel-lock was never widely used mention must be made of another devel- bandolier like the modern movie GI car- by infantry. Rather than a match, it em- opment of the same idea, which is basi- ries grenades: when pulled, the top of ployed a saw-edged wheel wound up cally to increase the chance of striking a the flask remained behind, and the gun- with a spring and a piece of iron pyrite target by firing a spray of shot rather ner put a thumb over the top of the (or flint) held against it in a doghead vise. than a single bullet or ball. A blunder- touchbox (which contained just enough When the trigger was pressed, the wheel buss has a short, trumpet-flaring barrel powder for one firing) until he could (like a cigarette lighter) would spin, which is loaded with powder, wad, and a upend it into the priming pan. The shooting a shower of sparks into the handful of iron balls or whatever was matchcord was carried wrapped around priming powder in its enclosed pan. If available. This was the chief advantage one’s hat (inside the hat in wet weather), properly loaded with dry powder, ad- of the blunderbuss: one traded muzzle and flints were usually carried in a belt justed and wound, a wheel-lock firearm velocity (and thus penetrating power, pouch, wrapped so as to keep them from would almost certainly fire when the range, and accuracy) for the ability of chipping and striking sparks from one trigger was pulled, even in a rainstorm. the weapon to take stones and other pro- another if the holder had to run or Cavalry could carry loaded pistols in jectiles that need not be carefully shaped scramble about. their holsters for hours or even days. to a specific bore (barrel diameter). Bullets or shot were carried in belt Although the wheel-lock was complicat- Farmer Giles in J. R. R. Tolkien’s delight- pouches, and when in action, a couple ed and slow to load, this “at the ready” ful fantasy Farmer Giles of Ham used for immediate use were often held in the feature revolutionized cavalry tactics. “anything he could spare to stuff in” as gunner’s mouth (much as a tailor holds Rather than using the shock of their ammunition: old nails, bits of wire, pie- pins). All firearms also required ramrods charges to strike and overrun infantry ces of broken pot, bones and stones (most of which were carried in a slot pro- (the reason for pikes), cavalry now per- “and other rubbish.” Giles fought off a vided in the gunstock), scrapers, and formed such dangerous maneuvers as giant with his blunderbuss, even if firing cleaning rags and curved metal extrac- the “caracole,” lines of armored caval- it did leave him flat on his back. tors (which resemble miniature golf rymen carrying three pistols each formed A blunderbuss barrel can be made of irons) for raking out bullets or shot. Mak- up in lines. Each line in succession rode brass, or a length of stove pipe; it is easy ing bullets required lead and a brass up to the enemy, fired, and swerved off to to build and to repair. It can fire anything mold; often only one mold would pro- reload and form up again in the rear. Not small enough to easily fit in the barrel: a duce bullets of the right size for a partic- only was this maneuver overly compli- pound of nails, say, or odds and ends of ular gun. Flint and steel, and dry kin- cated, but a cavalryman riding close lead castings or rusting ironmongery dling, were required for lighting slow enough to shoot enemies could himself (this last usually resulted in infected matches and/or laying the fire necessary be shot at, both by firearms and long- wounds). A covered blunderbuss, known to cast bullets. To use the early arquebus bows. Nevertheless, the addition of as a “spring gun,” could be set up to practically in battle, a gunner needed a wheel-lock pistols restored to cavalry discourage poachers and other intrud- helper to tend his fire, mix the ingre- the effectiveness it had enjoyed before ers; it would be mounted on a swivel post dients of gunpowder (at a safe distance pikes and muskets faced its every charge. a foot or less off the ground and attached from the fire) and carry the weapon’s rest The flintlock was to become the stan- to three or four long trip-wires leading (in battle, the gunner himself carried it dard infantry weapon for more than two off in all directions. When someone dis- about by a loop of cord tied around his hundred years (until the advent of the turbed one of the wires, the strain would wrist). Wheel-lock weapons also required percussion cap, which resulted in the act on a rod beneath the gun attached to a “spanner” or key which wound up a cartridge or “bullet” familiar to us now, the hammer or cock of the flintlock, and chain attached to the spring which spun and a firing mechanism consisting of a the gun would instantly swing around the wheel, usually carried tied to one’s pin driven forcefully into the rear of the and fire along the tripped wire. belt so that it would not be lost. cartridge by a pull of the trigger). The Any gunner in an AD&D setting must A gunner also carried a sword and a flintlock resembles a tinderbox — a flint carry the supplies of ammunition and dagger (which served also as eating strikes steel, and the sparks created fall tools necessary to keep his or her tem- knife, flint scraper, and cleaning tool), into the priming powder. The flint is held peramental weapon in working order. In and in a pinch could use the pointed end in a “cock” or vise which (unlike the practical terms, this generally consisted of the crutch-shaped rest for defense. wheel-lock, wherein the vise is station- of keeping one’s gunpowder dry and Most early pistols were made with huge ary) flies forward like the hammer of the cleaning the weapon after every use. balls or knobs at the butt end of the grip, familiar Colt revolver to strike a steel arm Taking a primitive firearm into battle is a so that when empty they could be used (the “frizzen”) when the trigger is pulled. time-consuming job. It is also a skill to as clubs — doing 1-3 points of damage, Although not as surefire as either the use it effectively; every shot must count 1-4 if a mounted wielder is combating a matchlock or the wheel-lock, the flint- when the firing rate is so low, and one target on foot. A musket uses up to two lock is cheaper and simpler, more dura- cannot snatch up a weapon and pick off ounces of powder per firing; one pound ble, and easier to repair in the field. If the a target when it must be carefully loaded of lead made eight musket balls if they flint does not need adjusting, a flintlock with a precise amount of powder and the fitted the barrel tightly, or ten if they can be loaded slightly faster than a right size of shot. (The use of too-large “rolled in.” Modern shotgun gauges de- matchlock — and it can be loaded in shot will destroy the weapon and usually veloped from this sizing of shot by the advance and carried. ready to fire one also the gunner, whereas too-small shot number of bullets to the pound.

34 FEBRUARY 1983 DRAGON 35 NOTES FOR THE DM natives who live in the Sapotec Moun- taking place, beautiful gardens, and an “Mechica” is an AD&D™ adventure for tains near where the Mechica stronghold extensive collection of animals and hu- 5-8 characters, each of 4th-7th level, de- is said to exist. The Mechica do indeed manoids in some sort of zoo. signed to introduce the player charac- exist, according to the Sapotecs who It was in one part of this “zoo” that the ters to a new culture. have fled from the southlands in terror. young ranger was housed, along with This module is based on pre-Colum- The sight of brown-skinned natives hur- humans who had been taken prisoner bian Meso-America. Some changes from rying northward past onlookers, with from earlier expeditions. And each other historical reality have been made to make belongings piled on their backs, is be- race had its own display area: elves, the transition from reality to fantasy easy coming more common with each pass- dwarves, orcs, goblins, halflings — every to accomplish. It is recommended that ing day. If the Sapotecs are stopped on humanoid race — was represented for the DM research one or more of several the roadway and questioned, they will the viewing pleasure of the “Mechica,” historical works in order to more accu- only pause long enough to point to the as these people called themselves. From rately recreate the atmosphere estab- south and mutter “Mechica” before hur- time to time, he saw one or more of his lished in this adventure. rying onward. Even those who try to use cellmates taken away, never to return. As the DM reads through this module a Comprehend Languages spell to obtain One day, just after a large group of before running it, he will notice that more information will find the explana- new prisoners had been brought to the many encounter areas are not populated tions sketchy and too fantastic to believe. humans’ cell, the inmates discovered with specific people and things, but are that they could enable one of their num- described in general terms. This allows THE LEGENDS ber to escape by forming a pyramid that the adventure to be as flexible as possi- Several decades ago, a group of ad- reached to the top of the wall. Because ble — but it also means that the DM must venturers wandered into the Sapotec the ranger was young and skilled in the flesh out the environment before it is Mountains. When they reached one of ways of survival in the wilderness, he ready for the arrival of the adventurers. the highest ridges, they discovered a roll- was the one chosen to go over the wall. Much of the information presented in ing green valley to the south below them. He dashed to the lake, luckily found a the following introduction can be re- What seemed to be vast fields of crops, canoe nearby and successfully fended vealed to players before the adventure occasionally broken by small stone or off the attack of a jaguar as he cast off. begins, or not, as the DM sees fit. wooden buildings, covered most of the The young man eventually returned to “Mechica” will be more challenging to valley. Toward the center of the valley, his homeland in the north and related his player characters if they are required to some small patches of crops appeared to tale, asking for volunteers to form a find out most of the facts about the be floating on a large lake. In the center rescue mission. But none of his coun- environment on their own. of the lake was an island, connected to trymen would go south, either out of fear the rest of the valley by three wide or disbelief. INTRODUCTION causeways. Visible on the island itself Today, the people of the north avoid The Mechica people had been but the were several strangely shaped buildings. the Sapotec Mountains and the lands to subject of legend and song until recently. The adventurers began to descend the the south, for nobody knows whether the Even only as legends, they caused fear mountain in order to make contact with tales of long ago are true, or merely among the bravest of adventurers; their the residents of the valley. But halfway superstition created to explain the many language, customs, deities, and methods down the trail they were attacked by a persons who have disappeared in the of warfare were all different from those small group of men and what seemed to mountains. The only humans known to of other cultures. The legends recounted be their pet jaguars. The adventurers the people of the north who live near the by a few adventurers who witnessed the were all taken prisoner, except for a thief mountains area are the Sapotecs, who great Mechica capital of Tenocatlan and named Hy Dinshadow, who somehow avoid all contact with people other than lived to tell about it described vast wealth escaped detection by the men and beasts their own. within the city, and strange pyramids and returned with his tales to tell the (There is only a 5% chance that a with steps that reached to the sky, rising people of the northland. Sapotec native will speak the common up from the center of an area where Over the intervening years, several tongue, and any such character will not nobody seemed to dwell. Nearly every other groups of adventurers have sought be friendly, but will answer honestly wall within the city was decorated with to make contact with these strange peo- when he/she can and then attempt to strange images: Gold and silver reptiles ple, but only the fate of one of these move away from the questioner as quick- sprouting from flower-shaped feathers, other groups is known, again because of ly as possible. The Sapotec natives are gems of unbelievable worth forming the one who escaped. In this instance, a peaceful and will avoid conflict when- eyes of box-shaped faces, and images of young ranger was taken prisoner and led ever possible.) snarling jaguars that inspired fear in the to the pyramids on the island. He noticed hearts of those who heard the tales of that the causeways were well defended, THE MECHICAS Tenocatlan. The tales also told of jaguar yet he was surprised to find that nobody Each member of the Mechica people warriors that, it is said, were neither dwelled in the area they led to. The will be either a cleric, fighter, thief, or animal nor human. island seemed to be some sort of a cen- warrior (a version of ranger; see below). Now the Mechica people have emerged ter that contained temples devoted to Although there are no Mechica magic- out of the legends and taken a role in the strange-looking deities, an amphitheater users or illusionists, some clerics and lives of the Sapotecs, a community of where he saw a strange and violent game members of other classes have been

36 FEBRUARY 1983 Mechica weapons Dmg. Spc. Spd. An AD&D™ adventure for (s-m/l) Lng. req. fat. Hammer1 characters of 4th-7th level 1-4/1-3 c.1½’ 2’ 4 Macahuitl (as sword)2 2-8/2-165 c.3½’ 4’ 6 Designed by Gali Sanchez Macahuitl (as club)3 1-4/1-25 c.3½’ 4’ 5 Spear4 presented with magic items (gifts from can then be tied up and kept alive by a 1-6/2-86 as per AD&D their deities) that would not normally be healing spell. Religion is the center of 4 Tlacochtli found unless magic-users were present. Mechica life, and the deities must always 7 1-8/1-8 as per spear Warriors are essentially rangers, com- be appeased. This means that a steady plete with tracking ability, druid spell supply of characters for the Risa stone 1 — Adjustments vs. different armor ability (at appropriate level), 2d8 hit must be insured. A dead enemy does classes are the same as for the hammer points at first level, etc. Exceptions to the nothing for the deities; surrendered en- as described in AD&D rules. rules regarding rangers are these: War- emies can be polymorphed into different 2 — Adjustments vs. AC same as for riors must be neutral, lawful neutral, or animals to appease the various self- AD&D long sword. chaotic neutral; they receive no bonus centered deities of the Mechica culture. 3 — Adjustments vs. AC same as for against giant class creatures; and any The weapons of the Mechica people AD&D club. number of warriors may work together. are derived from available materials and 4 — Adjustments vs. AC same as for Mechicas gain a +1 bonus to dexterity their methods of warfare. Obsidian is AD&D spear. (like elves) and are +1 to hit when using used as the material for the blade in 5 — The macahuitl can be wielded as a any bow other than a crossbow. The almost every type of edged weapon. The sword, striking with the obsidian edge, types of armor they can use, and the ebony rocks are chipped into razor- or as a club, striking with the flat wooden equivalent armor class designations in sharp, jagged pieces, then mounted on a side. When the weapon is used as a the AD&D rules, are: wood handle with the butt end carved in sword, the obsidian will grow dull as the No armor, no shield: AC 10 the shape of a canoe paddle. The length number of successful hits increases; No armor, shield: AC 9 of the handle varies from 6-7’ for a spear therefore, damage should be computed Quilted cotton, no shield: AC 8 to less than a foot for the macahuitl as 2-8 vs. size S or M opponents for each Quilted cotton, shield: AC 7 (mah-cah-wee-tul), a large-bladed weap- of the first two hits, 1-8 for the next two, Cotton &animal skin, no shield: AC7 on resembling a machete, which is the 1-6 for the next two, and 1-4 thereafter Cotton & animal skin, shield: AC 6 most popular of all Mechica weapons. until combat is resolved. Against size L Cotton or skin & shell or gold/silver The macahuitl is commonly 3-4’ long opponents, the damage figures should inlay: AC 6 from the tip of the blade to the end of the be 2-16 for the first round, 1-12 for the Cotton or skin & shell or gold/silver handle, although they vary since each second, 1-10 for the third, 1-8 for the inlay, plus shield: AC 5 weapon is handmade by its wielder. fourth, 1-6 fifth, 1-4 sixth, and 1-2 for the Mechicas will not wear any metal ar- Stone hammers are also common, al- remainder of the melee. mor except for gold or silver inlaid on though they certainly do not compare to 6 — The Mechica spear was construct- cotton, skin, or turtle shells. their European counterparts in terms of ed like the macahuitl. To account for the Mechica do not speak the common damage. Daggers are made of obsidian; gradual dulling of the obsidian, damage tongue. They speak a language called the blades are sometimes fitted into should be computed as 1-6 for the first Nahuatla (na- hwa -tlah) which is under- wood or bone handles, but most often two hits vs. size S or M opponents, and standable by the Sapotec natives who the dagger is entirely formed of the vol- 1-4 for the remainder of the combat. live nearby. They will not recognize any canic stone. Against size L opponents, damage is 2-8 alignment language. Their system of The most popular missile weapons for two hits, 1-6 for the next two hits, and worship is based on that described in the among the Mechica are the sling, the 1-4 for the rest of the combat. DEITIES & DEMIGODS™ Cyclopedia, short bow, and the javelin. These do not 7 — The tlacochtli requires 1 round to Central American Mythos. (Since this vary from the weapons described in the load on the atlatl, fire, and hit an oppo- adventure deals with the fantasy world AD&D rules, except that flint, obsidian, nent. If the hit is successful, damage of “Mechica” instead of the historical Mex- and bone are used for the bullets, arrow- 1-8 is computed. The next round must be ica, all references to human sacrifice in heads, and spear heads instead of metal. spent retrieving the tlacochtli if it missed the DDG book should be ignored for The most dangerous Mechica missile its target; or, if it hit, the weapon can be purposes of this adventure. Instead, vic- weapon is the tlacochtli (tlah- coach- pulled back through the target for dou- tims are brought to the Mechicas’ cere- tlee), a small javelin with three bone ble damage (2-16). If initiative is won by monial altar, the Risa stone, and poly- barbs. It was hurled by an atlatl (spear the tlacochtli victim, the wounded char- morphed into an appropriate animal — thrower), in the same way a harpoon is acter can only cut the line if he/she has a usually a jaguar — to appease the deity.) cast, with a maximum range equal to the sharp weapon already drawn; a comrade The highest official position in the length of the rope attached to the end of with a sharp weapon already drawn can Mechica culture is the Emperor, who is a the shaft of the tlacochtli. When the point cut the rope, provided that character has high-level cleric. The Emperor is fol- of the javelin strikes an opponent, the the initiative and is close enough to the lowed in the hierarchy by a court of high wielder grasps the rope, pulls it taut, and victim to do so. Otherwise the wounded priests (high-level clerics), then by high- threatens the victim. If the victim sur- character can only surrender, or else level generals and other military leader renders, he is tied up and taken prisoner. sustain the 2d8 damage rolled for pulling types. If the victim does not surrender, the the weapon back out. The tlacochtli is Mechica warfare is very different from attacker will pull back on the rope, pul- used in an attempt to force the victim to the European style of combat. The object ling the barbs back through the wound surrender, and a Mechica will always is to reduce a foe’s hit points so that the and doing even greater damage than the give a victim the opportunity to do so, opponent surrenders or falls “dead” but original hit. unless his own life is threatened.

D RAGON 37 THE PROBLEM their deity, and they willingly submit In the past, the Mechicas paid homage themselves to the ordeals of lycanthropy. to many different deities, favoring no The disease has a 28-day cycle: For one one of them over any other. But now the week the human cleric undergoes a slow tribe’s high priest, Emperor Cuactehmoc change, growing claws, cat-like facial (pictured at right), has ordered that Tez- features, and the like. During this time, catlipoca (DDG p. 35) be appeased first the werejaguar is still able to act as a and foremost, at the expense of Quetzal- cleric and maintain a “normal” day-to- coatl (DDG p.32). He has directed that day life. After one week, the cleric looks war and chaos be spread through the exactly like a large jaguar and will go out surrounding countryside so that as many and prowl for victims. The werejaguar prisoners as possible can be cast upon will attack any living creature, unless or the Risa stone. The leader has decided to until the jaguar’s defeat seems unavoid- overrun the area with (polymorphed) able. Once engaged in combat, a were- jaguars in honor of the most treacherous jaguar will never surrender; escape will of deities. This, of course, is most pleas- always be the preferred alternative to ing to Tezcatlipoca, the “Smoking Mir- defeat whenever escape is possible. ror,” who cannot intervene directly on Otherwise, the cat will fight to the death. his own behalf because doing so would Werejaguars will never attack others of dangerously upset the delicate balance their own kind, but will attack other of power maintained by the deities. For Mechicas just as they would any sort of similar reasons, no other deities feel safe humanoid. in trying to intervene and keep Cuac- After one week in jaguar form, the tehmoc from realizing his plans, because creature begins the week-long process all of them fear upsetting the balance of changing back to human form. After that exists between their various spheres the change back is complete, the lycan- of influence, and none of them want to thrope goes about his or her normal risk doing something that might destroy “human” routines. Werejaguars can cast that balance and thereby destroy the cleric spells any time except during the universe they all control. week when they are in jaguar form. The various Mechica clans, religious These creatures are never held account- orders, and military orders are all united able for their killings by the Mechica behind their emperor in an effort to cap- people while in jaguar form. ture as many prisoners as possible. Bands of Mechica warriors are spread- Emperor never leaves the holy city unless FANTASY AND HISTORY ing northward over the ridge of the a deity requires it. This adventure is loosely based on the Sapotec Mountains in search of victims. The problem should not be related to Aztec or Mexica civilizations of the 13th- When captured, prisoners are brought the party directly by the DM; rather, the 16th centuries. If players have some back to the Order of Jaguar Priests at adventurers should be required to obtain knowledge of these civilizations, the DM Tenocatlan. These are the fiercest cler- information (from NPCs) that will make should let them use it. In game terms, ics of all the Mechica, for they inflict it clear to them what their goal should be, this knowledge can be described as part lycanthropy upon themselves, becom- and then set about accomplishing that of the earlier mentioned tales and leg- ing werejaguars, as a part of their train- goal. ends about the Mechicas. Enough alter- ing and as a sign of their devotion. Even ations have been made in this adventure other Mechicas (those who are not Jag- WEREJAGUAR from the actual history of the Aztecs that uar Priests) fear these clerics. FREQUENCY: Very rare much of a player’s pre-learned informa- The Jaguar Priests, while in various NO. APPEARING: 1-12 tion will serve no purpose. This can and stages of lycanthropy, cast prisoners on ARMOR CLASS: 3 should be attributed to the alterations of the Risa stone, a statue of a reclining MOVE: 15” time and a few overly imaginative story man holding his hands on his chest. By HIT DICE: 5+3 tellers. (For instance, the Aztecs were forcing the victim down onto the stone % IN LAIR: 20% known for a form of human sacrifice in on his or her back and uttering the TREASURE TYPE: R in lair which the hearts of their victims were cut proper words, the priests cause the vic- NO. OF ATTACKS: 3 out of their chests. If and when charac- tim to be polymorphed into a jaguar. DAMAGE/ATTACK: 1-3/1-3/1-8 ters are taken prisoner and brought to This state will remain until a dispel magic SPECIAL ATTACKS: Rake for 1-4/1-4 the Risa stone, the DM should make it spell is cast by a magic-user of 16th level SPECIAL DEFENSES: Silver weapon or appear as though they are about to be or higher. The polymorphed character(s) +1 or better weapon to hit killed instead of polymorphed, right up will otherwise follow the specifications MAGIC RESISTANCE: Standard to the time when the shape change of the polymorph others spell as de- INTELLIGENCE: Average occurs.) scribed in the Players Handbook. The ALIGNMENT: Chaotic evil new “jaguar” is then set free — but the SIZE: M STARTING THE ADVENTURE creature will quickly find itself subject to PSIONIC ABILITY: Nil In order to enable the DM to fit this attack from any humanoids who come Attack/Defense Modes: Nil adventure into an already existing cam- into contact with it, including Mechicas, paign, there is no specified starting point who value jaguar skin for armor and Werejaguars are all members of the for the journey southward. The starting decorative purposes. Order of Jaguar Priests and worship point can be placed on a map of the DM’s In order to stop this spreading of evil, Tezcatlipoca. Except where indicated world, at a location in close proximity to someone or some group of characters otherwise, they conform in all respects a tropical mountain area. The party can will eventually have to oust Cuacteh- to the characteristics of lycanthropes as be made aware of the current refugee moc. To accomplish this, an individual described in the . It is problem from the south as something or a party of adventurers will have to viewed by these priests as a sign of total that comes to their attention in the natu- somehow get into Tenocatlan, since the devotion to take the physical form of ral course of things.

38 FEBRUARY 1983 The journey from the starting point to Note: Any couatl encountered will ac- figure of a feathered snake, with the the foothills of the Sapotec Mountains tually be a minion of Quetzalcoatl, the feathers made of gold. (The figure is should take about two weeks by foot, or deity known as the “Feathered Serpent.” worth 30 g.p., for the gold only. It is the half as long if all party members have If members of the party somehow rec- only item of any value in the room, which mounts. A party can only take mounts as ognize the creature for what it is, and call appears to have been ransacked.) If far as the foothills, which are heavily to it, the flying snake will approach. It will characters search under the floor mats, forested with lush tropical jungle. The speak the common tongue fluently, al- they will find a total of 27 s.p. The bowls, journey from the foothills into the Sa- though it will not volunteer information. clustered in the center of the room, con- potec Mountains will require one week If adventurers request specific facts tain food, although their contents now of further travel on foot. about the Mechicas, the feathered rep- appear to be a fungus growth. In short, it Random encounters should be rolled tile will answer up to three questions, in a appears as though the people who oc- for normally from the Temperate And yes-or-no manner only. cupied this dwelling were interrupted or Subtropical Conditions Table, Inhabited In its capacity as a minion of Quetzal- made to flee in the middle of their daily And/Or Patrolled Areas, from p. 186 of coatl, the creature will fear that its giving routine. If players ask, the markings on the DMG. This table will apply for the trip out of too much information might be the bowls will remind them of similar from the starting point to the foothills. construed by other deities as an attempt markings on items carried by the Sapotec The column for “Predominant Terrain” at direct intervention by Quetzalcoatl. It refugees in the north. should be chosen to fit the conditions on will therefore try to help as best it can, an already existing campaign map. Al- but will not divulge more than three yes- 2. Alcoman: While descending from ternatively, if no map is being used to get or-no answers. the first ridge of mountains, each char- the party from the starting point to the acter will have a 1 in 6 chance (2 in 6 for foothills, the “Plain” column should be MAP “A” ENCOUNTER AREAS elves, half-elves, and rangers) of notic- used. In addition to the provisions of this After forging through the narrowest of ing a man watching the party from behind encounter table, there is also a 1 in 10 footpaths (which require movement in a low bush. He will be some 50’ from the chance per turn of encountering 1-4 single file at all times) for one week, the trail. If he is called to in the common Sapotec refugees heading north. As party will discover that the lush tropical tongue, he will look confused more than stated before, they will hardly ever speak forest comes to an abrupt end at the foot frightened. He will answer with the words the common tongue and will resist ques- of a steep mountain ridge. The moun- “No kill.” If he is fired upon first, he will tioning. If pressured, they will identify tains are granite; the terrain is occasion- fight back. themselves as Sapotec tribesmen (Com- ally speckled with some scrub-type His name is Alcoman Ocelotl (4th level prehend Languages required), and if plants or trees. These plants are new, the fighter, AC8, HP26, ALLN, Str 14, Int 11, asked why they are fleeing they will beginning of the “revival” of the plant life Wis 9, Dex 13, Con 10, Cha 10, quilted speak of the “jaguar plague.” But they that was destroyed in the last volcanic cotton armor, short bow, macahuitl, 12 will only give this information if they eruption. This fact should be easily de- arrows) and he is a direct descendant of have no other choice. Sapotecs are duced by any party member who ques- one of the prisoners in the “zoo.” His peaceful, they mind their own affairs, tions why the vegetation in the area grandfather escaped from the Mechicas and they expect the same in return. If comes to such an abrupt halt. This know- and settled in the mountains, where he there is any way of avoiding contact with ledge may spark some concern among ended up married to a Sapotec woman. strangers, including running away, the party members, since several volcanoes He passed on two things to his grand- tribesmen will do so. (not active, but the characters won’t child before he died: a rudimentary un- Upon arriving at the foothills, the party know that) can be seen along both sides derstanding of the common tongue, and will have noticed the weather to be of the now-wider trail. The party may an intense hatred of the Mechicas. If he warmer and much more humid than travel three abreast on this part of the is befriended, Alcoman will relate what before. The vegetation will also show the trail. If characters move off the trail, he knows of the Mechicas and will volun- change in climate. The farther south the travel is reduced to 1/4 of normal move- teer to help the party as a scout and party proceeds, the warmer the tempera- ment rate due to the sharp climbs and information source. Alcoman’s biggest ture will become. In the foothills, random drops in the terrain that were created by problem with the party will be his severely encounters will still be occur on a 1 in 10 volcanic lava flows and earthquakes. limited command of the common tongue. chance per turn. But the type of encoun- He will only talk in simple, “Tarzan-style” ter will now be determined using the 1. Empty Sapotec Calpulli: After the common. (But he is totally fluent in the table below: party clears the first ridge, they will Mechica language and well versed in the notice a pathway jutting off to the east. If Mechica religion, as are all Sapotec Creature type Dice roll this path is examined, the party will dis- people.) He will relate the history of the Ant, giant ...... 01-02 cover that it has been traveled on re- calpulli described in Encounter 1 (above) Ape ...... 03-05 cently. If a ranger is in the group, he or if he is asked about it. His explanation is Bear, black ...... 06-09 she will recognize and be able to track that the calpulli — where he used to live Beetle, rhinoceros ...... 10-12 the footprints of a single barefoot human. — was raided and ransacked by Mechica Centipede, giant ...... 13-16 The path can be followed back roughly warriors dressed as jaguars, and the res- Couatl (see note) ...... 17-19 one-quarter mile into a steep ravine. At idents were carried off. However, Alco- Herd animal ...... 20-25 the end of the ravine is a calpulli (wooden man does not know the fate of the other Jaguar ...... 26-47 dwelling) in a state of disrepair. It is calpulli members (he will explain that he Lycanthrope, werejaguar .... 48-52 about 40’ wide and angles back to a was out hunting when the raid took Men, tribesmen (Mechica) .... 53-56 depth of 100’. The front entrance is place). Men, tribesmen (Sapotec) .... 57-60 uncovered. If they enter, the party will Alcoman will also tell of the profusion Scorpion, giant ...... 61-64 find the dwelling to be a single room that of jaguars that has caused havoc in the Snake, constricting ...... 65-70 has long been abandoned. Eight ham- area. He does not know the cause of the Snake, poisonous ...... 71-74 mocks hang between the wall and a se- sudden population increase, but he Snake, spitting ...... 75-76 ries of posts that run from floor to ceil- seems to believe that Tezcatlipoca is Spider, giant ...... 77-80 ing. Also in the room are 16 floor mats, behind it somehow. As far as he knows, Spider, huge...... 81-86 some crude stone implements and eat- all of the rest of the Sapotec families Toad, giant ...... 87-94 ing utensils made of gourds, a pile of have fled the area, or else they have suf- Toad, giant, poisonous ...... 95-00 rotten squash in a corner, and a crude fered the same fate as the members of

D RAGON 39 Alcoman’s calpulli. The young fighter has stayed because of his intense hatred of the Mechica, his youthful pride, and his desire to help other refugees who might remain in the area. He knows that the great Mechica city of Tenocatlan exists and is located some- where along the trail leading south, but Alcoman has never been any farther south than this; the Mechicas and the jaguars are too numerous for him to risk traveling that far by himself. Because their behavior and appear- ance remind him of his grandfather, Alcoman is infatuated with the members of the adventuring party. If the party chooses to bring Alcoman along, he will show the group loyalty beyond all the members’ expectations. He will defend any and all members of the party against all odds, even to the death if necessary. He will become a most useful adven- turer, despite his youth and relatively low level. When the party arrives at the forks in the road further along the path, Alcoman will not know which path leads toward Tenocatlan, since he has never ventured this far. Should the party choose to leave Alcoman behind, he will follow at a dis- tance, waiting for an opportunity to rush to the party’s aid. He will, in fact, persist unless bound and left behind. He feels that if he shows himself to be capable, the party will eventually accept him. If Alcoman is slain before being given an opportunity to interact with the ad- venturers, the party will find on his per- son 7 g.p., a likeness of Quetzalcoatl worth 10 g.p., and a bracelet (also worth 10 g.p.) that was given to him by his grandfather. An inspection will show the bracelet to be obviously different from either the Mechica or Sapotec styles of decoration. The party members should then be left to ponder the origin of the bracelet, since they now have no means of finding out the truth. Xocholotl (ftr/thief, 5/5, AC 7, HP spotting the advancing party before the 3. The Tlaloques: Should the adven- 32,ALN,Str11,Int9,Wis11,Dex11, adventurers spot the tlaloques. If the turers choose the “wrong” road (the one Con 17, Cha 9, macahuitl, dagger, advancing characters are spotted, the heading west), they will find that this shield) tlaloques will gather around Tula, who pathway comes to an abrupt end after Aguacatl (ftr, 7th lvl, AC 6, HP 49, will cast his invisibility 10’ radius spell on about a day’s travel. At the end of this AL N, Str 11, Int 8, Wis 14, Dex 9, Con any of the work crew and wait to play trail is a large ditch. Close inspection by 15, Cha 15, macahuitl, shield) havoc on the party members. As do other a dwarf or gnome will show that the ditch Coyotl (ftr/thief, 3/3, AC 8, HP 13, gnomes, tlaloques love a good laugh at was recently dug (within the last week or AL N, Str 12, Int 10, Wis 18, Dex 14, someone else’s expense. The DM should less) and that it appears to be the work of Con 11, Cha 13, tlacochtli) choose illusionist spells for Tula that will gnomes. In fact, the excavation is the Guaxolotl (thief, 8th lvl, AC 8, HP leave the tlaloques rolling on the ground work of the tlaloques (tlah- low -kays), a 42, ALN, Str12, Int16, Wis11, Dex 14, with glee. Should any member of the race of gnomes created by the deity Con 17, Cha 17, dagger) party take offense at being the object of Tlaloc. The purpose of the ditch is to Chapultl (ftr, 8th lvl, AC 6, HP 43, AL ridicule, this will only serve to draw more provide a place for fallen rain to gather, N, Str 16, Int 16, Wis 17, Dex 13, Con attention to that member from the tla- in hopes that the accumulation of water 15, Cha 10, macahuitl, and shield) loques. If the party members accept their will eventually form a lake. (The ditch is Tula (illusionist, 6th lvl, AC 7, HP fate in good spirits, the tlaloques will presently dry, and is still under construc- 17, AL N, Str9, Int 16, Wis 12, Dex 17, “thank” the adventurers by becoming tion.) Tlaloques are like gnomes in every Con 11, Cha 14, dagger; spells to be visible and offering them a ring of water respect, except that they are all of neu- determined by DM, but one of them walking. The gift is in fact well intended tral alignment and speak only Nahuatla, must be invisibility 70’ radius). and fittingly represents these minions of the language of the Mechicas and Sapo- The tlaloques will always have a guard the deity of rain. On the other hand, if the tecs. When adventurers arrive in the watching from within the ditch, and characters don’t like their treatment and area, they will encounter six tlaloques: therefore will have an 8 in 10 chance of resort to arms, the tlaloques will fight to

40 FEBRUARY 1983 the end. They carry no gold, for they of a feathered serpent. In the middle of spells should be computed. The effects have no need of precious metals. They the column-filled area rises a temple. If of opposing spells will cancel each other do have a spade of colossal excavation, Alcoman is with the party, he will quickly out until the shorter spell ends. Then the however, and in the event of defeat this recognize this temple as one erected to longer-lasting spell will be effective only would fall into the adventurers’ hands. his deity, Quetzalcoatl. Alcoman will in- for the remainder of the duration of the Tlaloc would curse the party in the event sist that the party enter that temple longer spell. For example: The god of of the tlaloques’ death, bringing driving instead of either of the other two. He has war casts spells as a 13th level cleric. rain down upon them for 5-10 consecu- no way of knowing which deities the Therefore his prayer will last 13 rounds. tive days. other temples are dedicated to, unless A prayer cast by a 7th-level cleric adven- he is forced to enter them. From ground turer will last for 7 rounds. The Eagle 4. Ocelotlacan, Calpulli of the Jaguar level (outside the temples), the “city” Knights’ spell (from the god) will take Knights: This is where the Jaguar Knights appears deserted. effect immediately at the start of a con- train. It also serves as the staging area 5A. The Temple of the Moon: The base flict. During the first round, the cleric for the invasion of the surrounding coun- of this pyramid measures some 490’ adventurer casts his or her prayer. By the tryside. As the party comes over the square with a 60’-wide stairway rising end of that round, the knights will have ridge above this site, they will see Lake along one side leading to the top. Upon used one round and have 12 left. For the Taxcoco for the first time. The view is reaching the landing on top of the second next 7 rounds all participants in combat stunning from the point where the trail of three tiers of stairs, the party will will fight as though no spells had been divides. In clear weather the characters notice two 30’ x 30’ temple-like struc- cast. After those 7 rounds, the Eagle can see more than 40 miles away from tures. The sounds of some sort of ritual Knights will have the benefit of their their vantage point atop the high moun- can be heard coming from the structure prayer, but for only 5 more rounds. tain pass. Below them (weather permit- on the west side. Alcoman will not be There will be a 2 in 6 chance of the prayer ting) they can see islands with rows of able to identify anything at this point. having been bestowed on the warriors if corn, beans, squash, and fruit trees Inside are four clerics, all wearing head- the party enters the eastern temple first. growing as if magically inspired.. Dugout dresses made of hummingbird feathers. If the party enters the clerics’ area first, canoes hold fishermen with large nets. Alcoman will recognize the clerics as there will be a 4 in 6 chance of the prayer Near the Swamps of Tepotzatlan (En- devotees of Huitzilopochtli, the god of having been bestowed on the Knights counter area 9; see below) canoes carry war. They are: when they are later encountered. The hunters with short bows in search of Huitzolotl (cleric, 6th level, AC 7, Knights are: ducks and geese. Ocelotlacan is also in HP 22, AL CN, Str 12, Int 7, Wis 12, Ixtalapa (warrior, 8th level, AC 6, sight, below and to the southeast. The Dex 12, Con 10, Cha 9, hammer, HP59,ALN,Str13,lnt13, Wis14, Dex characters can avoid the barracks if they shield) 12, Con 15, Cha 12, cotton & eagle- choose, but there is a 2 in 6 chance of the Tecolotl (cleric, 10th level, AC 7, HP feather suit, shield, macahuitl, short party being spotted by sentries in each 60, AL CE, Str 7, Int 11, Wis 18, Dex 5, bow, 12 arrows, dagger) round the adventurers stand looking at Con 16, Cha 12, +2 hammer, shield) Cuicuilco (warrior, 4th level, AC 6, the vista. Pozolotl (cleric, 10th level, AC7, HP HP 34, AL LN, Str 17, Int 13, Wis 14, If the party is spotted, an alarm will be 40, AL NE, Str 9, Int 6, Wis 12, Dex 8, Dex 12, Con 17, Cha 8, cotton & sounded, sending a band of some 60 Con 11, Cha 9, hammer, +1 shield) eagle-feather suit, shield, macahuitl, Jaguar Knights (dispersed in groups of Zacatl (cleric, 8th level, AC 3, HP short bow, 9 +1 arrows, dagger) 4-7 warriors each) after the party. All 59, AL NE, Str 18, Int 17, Wis 18, Dex Tlalpan (warrior, 10th level, AC 7, Jaguar Knights have statistics and abili- 18, Con 17, Cha 8, +1 to hit, +2 to dmg, HP 43, AL LN, Str 13, Int 16, Wis 14, ties appropriate to the warrior subclass -4 defensive adj. to AC, +4 to saving Dex 11, Con 14, Cha 8, cotton & described earlier. throw, +3 react/att, ring of spell turn- eagle-feather suit, tlacochtli, maca- The knights will scour the countryside ing, hammer, shield) huitl, dagger) until they have found the members and The four clerics will remain deeply Coyoacan (warrior, 7th level, AC 6, captured or killed them. The object will involved in their ritual unless the party HP36,ALN,Str13,lnt13,Wis18,Dex always be to capture if at all possible so members speak or call to each other 6, Con 14, Cha 12, cotton & eagle- that the characters can be sent to the when approaching the temple. If combat feather suit, shield, macahuitl, short Risa stone. All warriors will wear jaguar ensues, there will be a 75% chance of bow, 11 arrows, spear) skin and cotton as a uniform. Some will investigation by the Eagle Knights in the On the top of the Pyramid of the Moon carry shields, but those who carry a tla- adjacent (eastern) temple (see following is an ornately decorated temple, 60’ x cochtli cannot use that weapon and a text). 40’. After passing between the 30’-tall shield at the same time. In each small In the eastern temple are four Eagle Eagle Knight statues/pillars that frame group of Jaguar Knights, a captain (12th Knight warriors silently praying for honor the entrance, the characters will find level or higher) will command 3-6 war- in battle. This is a common religious rite pastel paintings on the wall depicting riors of lower level. Warriors will use in Mechica society, even of devotees to great battles. The west wall shows Jag- their tracking ability to try to locate and other deities. Huitzilopochtli does not uar Knights and Eagle Knights accom- apprehend the trespassers. care who participates in a combat, as panied by jaguars, soldiers in loincloths, long as the battle is honorable. The chieftains and clerics wearing elaborate 5. Teotihuacal, “The City of the Gods”: “honor” is bestowed in the form of a headdresses, and a large hummingbird If the characters reach this “city” they prayer spell cast on fighters who come to flying over the top. The north wall shows will see three structures. The northern- this shrine. The spell, bestowed by Huit- a battle in progress against a Sapotec most structure is a pyramid with a temple zilopochtli himself, will commence with army of substantially less splendor than at the top. This is the Pyramid of the the start of the recipient’s next combat, the group depicted in the west painting. Moon, and the temple is dedicated to and will last for a total of 13 rounds (DDG The eastern wall depicts a victorious Huitzilopochtli (DDG p. 34), the deity of p. 34). The war god will not otherwise Mechica army returning with scores of war. To the south and east of this struc- intervene in behalf of the Eagle Knights, prisoners. The painting gives no clue as ture is a pyramid three times the size of and the spell can be neutralized by an to what happens to the prisoners, should the first. This is the Pyramid of the Sun, opponent casting the same spell (in the question arise. In the center of the and its temple is dedicated to Tezcatli- opposition to the first one) or a chant. If temple is a simple stone altar. Standing poca. The third building is a conglomer- this neutralization is attempted, the dif- on the altar is a statue of an Eagle Knight ation of columns, all made in the likeness ference between the durations of the two holding a bowl with a liquid inside it.

D RAGON 41 (The liquid is a potion of super-heroism; shapes of feathered serpents. In the and any other living thing while they the bowl contains only one dose, and the middle of the pillars is the smallest of the remain near the banks of the Atlatonco liquid can be consumed on the spot or three pyramids in the “city.” It measures at this point. Even animals know not to transferred to another container and 208’ square at the base and is 70’ tall, venture near here. taken away.) including the temple at the top. Six box- La Llorona is AC 0, HD 7, HP 33, AL 5B. The Pyramid of the Sun: This is shaped layers form this pyramid. Each CE, Dmg 1-8, SA wail, SD +1 or better both the largest and the most spectacu- layer is decorated with snake-heads weapon to hit, Size M, MR 50%. lar of the three temple areas. Built in five peeking out from the center of a daisy- graduated levels, the pyramid measures shaped arrangement of feathers. A set of 7. Causeway Entrances: Tenocatlan 715’ square at the base and is about 220 20’-wide stepson one side of the pyramid will be visible to adventurers while they feet tall with a temple-type structure at lead up to a 20’ square temple devoted to descend to one of the causeway entranc- the top. The top can be reached by Quetzalcoatl. A brightly colored couatl, es. The sight is breathtaking, for the climbing the five sets of steps, all very a minion of the deity, awaits the party “city” is radically different from anything uneven and requiring the full attention of inside. This is the only opportunity for the adventurers are used to. The island the climber. The fourth set of stairs is so the party to get some idea of what is city does not have a sizable population; steep that the climber must use both going on inside Tenocatlan without ac- most of the Mechicas live along the hands and feet. tually venturing into the city. The couatl banks of Lake Taxcoco in stone or adobe The temple at the top of the pyramid will answer up to six questions in a yes- calpullis. In the center of the lake, three is 30’ square. On the side opposite the or-no manner, and will briefly explain golden “ribbons” seem to meet at the entrance, a row of braziers blocks access the reason for an answer. (See the note island on which Tenocatlan is located. to a thin cotton veil covering the wall. If accompanying the random encounter The city looks like a grouping of oddly any member of the party is wearing table earlier.) If requested to help the shaped, gold-colored wedding cakes. metal armor, there is a 2 in 6 chance of party out of trouble concerning the From the top of the nearby mountain someone spotting the glint of reflected “smoking mirror,” it will cast a sticks to ridges, the party will see Mechicas cross- light from the surface on the other side of snakes spell in order to help free any ing the three causeways, looking from the veil. This is the Temple of Tezcatli- party members trapped in the mirror — the mountaintop like a well-drilled army poca, and the surface behind the veil is but the characters will have to carry the of ants. If the party watches the cause- his “smoking mirror,” through which he snakes up the Pyramid of the Sun and set ways for an entire turn, they will notice watches the goings-on of men (DDG p. them free in front of the mirror. (If this is 1-6 jaguars suddenly running out of 35). The braziers (non-magical) are done, there is a 66% chance for each Tenocatlan, through one of the cause- burning, and the room is filled with the snake to see itself in the mirror, or 100% ways, avoiding all humans. Fishing and smell of burning charcoal. The braziers if the snake is held facing the mirror. If hunting boats dot the lake. To the south can be moved, should the party decide to the latter is attempted, there is a 10% of the city-island are the floating gardens do so in order to get closer to the mirror. chance of the character doing the hold- of Xochomilco, beautiful flower and vine From the “temple side,” the mirror is a ing also seeing himself in the mirror.) arrangements that seem to float in the mirror of life trapping. If a character lifts The couatl will not consider flying the water. Still further to the south, the float- or moves the veil to see what is on the party into Tenocatlan because there is ing gardens are used to grow vast quan- other side of it, he or she will automati- no safe place to land, and in any event tities of corn, beans, squash, and chiles. cally see his or her reflection. Any other the party members could only be trans- It becomes obvious to the party that character directly in front of the 10’-wide ported one at a time. were the city under siege, it would have mirror when the veil is lifted will have an to be taken militarily. The city would 80% chance of seeing his or her reflec- 6. La Llorona: One of the great fears of never fall to the threats of hunger or tion in the mirror. Any characters stand- every Mechica, old and young alike, is thirst. ing off to one side or the other will have a called “The Crying Lady.” She awaits It is impossible to approach the cause- 1 in 3 chance of seeing their reflection, unsuspecting travelers at this point. ways in the daytime without being dis- regardless of their exact position with Many years ago at this point on the Atla- covered by guards or the local populace. respect to the mirror; otherwise, they will tonco River, a young Mechica mother At night, however, if the party is watch- not be immediately aware of what is would come to do her laundry on the ing the city from a high vantage point, behind the veil. The mirror is of divine riverbank. One day as she was beating they will discover that the streets and origin and cannot be broken. her clothing against the rocks, her young causeways (only visible on a clear night) The only way a party member who son fell into the river. The current was seem to be deserted. This is for a very sees his or her reflection can be saved too swift for her to save the helpless good reason, for at night the Order of the from the effects of the life trapping is by child. The woman went into a deep Jaguar Priests rules the streets. Should putting living things into it. The mirror depression and eventually died. Ever the party attempt to enter the city via a has a capacity of six trapped beings, and since her death, travelers have reported causeway at night, there is a 2 in 8 will be “filled” with jaguars when the hearing the howls of a wailing woman at chance of encountering 1-4 roaming party enters the temple; thus, one jaguar the banks of the Atlatonco River. So werejaguars. This chance will increase will be released for each new being that fearsome are these cries that some peo- to 2 in 6 once the city is entered. enters the mirror. The sixth being put ple hearing them are said to have died on (The Dungeon Master should gener- into the mirror will cause the first party the spot from fright. ate a dozen or so werejaguars from the member trapped in the mirror to be cast La Llorona (your-own-ah) is in reality stats given earlier. This preparedness out. If Alcoman is present and doesn’t a groaning spirit. Should the party pass will help the adventure move along more get trapped in the mirror, he will fear through this spot at night, she will wail smoothly. Of the dozen, roll 1d6 to de- (and say out loud) that any party mem- (jeopardizing party members as they termine how many are in were-form; the bers trapped in the mirror will have met cross the point where they must ford the remainder should be in cleric form with their end at the hands of the Sun God river to stay on the road), but will not appropriate spells. The DM should also (provided that someone in the party has otherwise attack. If the party passes the be sure to describe the differences in discovered the mirror behind the veil). intersection of the road and river during appearance of the various clerics. Some The mirror cannot be detached and the day, she will do everything in her will have jaguar ears, whiskers and tails, moved. power to keep the adventurers from leav- while another may simply have a cat-like 5C. The Temple of Quetzalcoatl: This ing the area. Party members will be safe snout, and others will appear to be temple is surrounded by pillars in the from wandering monsters, Mechicas, “normal.“)

42 FEBRUARY 1983 8. The Canoes: If the party chooses the the trap is set, the beam is moved to the enough to hold two people without any path that leads to Xipe Island and takes center island, so it cannot be spotted by problem. The DM should allow for nor- the route to the island by night, they will the party before they cross the bridge. mal navigation through the water, but have found the Achilles heel of the All characters walking onto the bridge the party’s speed will be hindered be- Tenocatlan defenses. A long, unguarded will have their normal chance to spot the cause of their unfamiliarity with the lake. causeway leads from Xipe Island to Xico mechanical trap. If the party discovers the causeways in Island, which is used to grow corn. There Xico Island is occupied at night by a this area during the daytime, they will is only a 1 in 12 chance of the adventur- lone Mechica guard: Micantle, a 3rd level find them being heavily travelled. The ers having a random encounter on Xipe fighter (AC 10, HP21, AL LN, Str 14, Int 7, beam will have been replaced in the Island, and any encounter (if there is Wis 10, Dex 8, Con 9, Cha 9, loincloth, bridge by Micantle, allowing safe pas- one) will be only a single jaguar or were- spear, dagger). Micantle will investigate sage to Xipe Island, and only 1d4 canoes jaguar (50% chance of each). the noise he hears if the bridge col- will be beached. There is a 3 in 6 chance The causeway connecting the two lapses, arriving within 2d8 rounds from per turn of the adventurers being discov- islands contains a trap: The only bridge the time of the collapse. He may remem- ered if they attempt to use the causeway on the causeway, about 20’ long and ber (2 in 3 chance) to bring his horn, and during the daytime. located halfway across the span, is set if so he will use it. There is a 60% chance each night so that it will collapse under a that 1-4 werejaguars will hear the horn 9. The Swamps of Tepozatlan: This load of 170 pounds (the weight of a nor- and will arrive at the scene in 4d4 rounds. area is a dense swamp; movement rate mal human) when that load is in the mid- If the adventurers get past the bridge will be reduced accordingly. Random dle of the structure. Any character stand- and Micantle, they can proceed down encounters in this area are determined ing on the middle 10’ of the bridge when the causeway to Xipe Island. The island from page 189 of the DMG, Marsh En- it collapses must save vs. dexterity at -2 seems to be nothing but cornfields, un- counters, disregarding any result of or fall into the lake. Characters in the less the party proceeds through the fields “hippopotamus.” Any tribesmen encoun- remaining 5’ area on either side must to the beach at the south side of the tered will be Mechicas on a hunting save vs. dexterity at +3 or meet the same island. Here the adventurers will find expedition; if this result is obtained, roll fate. some 70 canoes used by the Mechicas d6: 1-2 = 2d4 Eagle Knight warriors of The trap is a simple mechanism, the for farming, fishing, and hunting. Each 5th-8th level; 3-4 = 2d4 Jaguar Knight heart of which is a removable beam that canoe is 7-12 feet long and designed to warriors of 5th-8th level; 5-6 = 3d4 thieves supports the center of the bridge. When carry one man, although each is large of 4th-7th level.

D RAGON 43 ENCOUNTERS FOR MAP “B” Wis 12, unarmed; spells determined by 6. Platform of the Eagle House: This (THE CITY OF TENOCATLAN) DM if necessary). He will be surprised if holds the awe-inspiring Mechica calen- The party should be able to reach encountered by the party. Characters dar. Probably too difficult for the party to Tenocatlan by any one of a number of may be able to deduce that this is the figure out, it is known among the Mechica means. Magic, flying, boating, and using temple dedicated to the god of rain, as the “Prophecy Stone.” It has much a disguise, to name a few, are all possible whom Alcoman will know as Tlaloc. religious significance as well as all the means of gaining entry to the city. The In the south temple (B), the party will information necessary to be used as a DM should rule on particulars with re- find the High Priest of the Hummingbird. calendar. gard to what disguise will work, whether He is a 18th level cleric AC 5, HP 68, AL the party is spotted while flying in by N, Wis 18, with a +2 ring of protection, 7. Snake Temple: This was the temple night, etc. Common sense and good wearing an eagle-feather suit and cotton to Quetzalcoatl at one time, but no Me- gamesmanship must prevail throughout and bearing a club and hammer. Behind chica would dare show himself or herself this adventure, and especially at this him is a giant gold likeness of a hum- on these steps now, because of the point, by which time the DM should have mingbird worth 8,000 g,p. Paintings sim- recent turn of events. The interior of the a basic understanding of the Mechica ilar to the battlescenes in the Pyramid of temple is run-down and deserted. peoples. the Moon are on the walls, which may The city of Tenocatlan is the center of lead characters to realize they are in the 8. Temple of Xipe Totec, God of Spring: Mechica activity. Unless the adventurers Temple of Huitzilopochtli. Again, Alco- At the top of this small pyramid is a 30’ have taken proper precautions, they will man will recognize the decorations for square single-room temple, its walls stick out like sore thumbs in this envi- what they are. Otherwise the party could adorned with brightly painted flowers. ronment. Everything from their armor, to figure that this is some god of war or This temple contains nothing but a gran- their skin color, to their language, is dif- battle. This cleric, like the one in the ite altar. ferent from what the Mechicas are used north temple, is under orders from the to seeing. A misjudgment on the part of Emperor to stay in the temple at all times, 9. Pyre of Huhueteotl: On top of a the player characters concerning this to insure victory in battle and a steady stone altar, similar in shape to the one topic should be dealt with severely. Al- supply of victims for Tezcatlipoca. holding the Prophecy Stone, is a con- though the center of the city is not overly stantly burning flame 30’ in diameter, a populated with guards, if the party is 2. Platform for the Stone of Tizoc: Sit- tribute to the god of fire. If the party recognized as strange, or combat en- ting out for all to see is the Stone of peers carefully inside the flame, there sues, an alarm horn will be sounded by Tizoc. It is a six-foot-high block of gran- will be seen a ring of fire resistance in the any guard in a position to do so, the ite on top of which is mounted a six-inch- center of the fireplace. Characters have causeways will be opened to prevent diameter stone, also of granite, which is the same chance to spot the ring as for escape, and the guards in the city will be in reality a stone of controlling earth secret doors. Anyone trying to move reinforced by the arrival of boatloads of elementals, known as “Earth Monsters” through the fire will take 1d6 of damage Jaguar Knights and Eagle Knights from in Mechica legend. According to the for each 5’ traveled, unless some means the shores of the lake. tales, this monster is so fearsome, it once of protection from fire is employed. The island of Tenocatlan has several tore off the leg of Xochipilli, the god of decorative gardens containing fruit trees, chance (DDG p. 36). The result of this 10. Temple of Tezcatlipoca: This could delicate tropical flowers, and flowering incident was the calling of the Council of be the final destination of the party, in trees, all planted in locations to enhance the Gods at Teotihuacal, where the dei- the context of this adventure. The pyra- the feeling of visitors that they are enter- ties collaborated to manufacture this mid that supports the temple rises some ing a holy place. The areas outside the stone in order to protect themselves and 120’ above the ground. At the base, a parallel east-west canals are made up their people. wall allows only three points of entry to entirely of gardens, as are the shorelines the pyramid-temple. Each entrance is between the canals. 3. Tzompantli: This is a display of guarded by four jaguars who sit atop the From the center of the island rise the skulls, all of great Mechica warriors who wall and lazily watch people pass by. twin temples to the gods of rain and war fought heroically in battle. This serves as These animals were once Jaguar Knights (map locations 1A and 1B), and the tem- a strange “hall of fame” for those who who were polymorphed. They serve as ple to the sun god (map location 10). The have performed well in the service of sentries just as they would if they were sounds of continuous drum-beating and Huitzilopochtli. still human warriors. If one of them chanting mix with eerie flute music, all of detects anything suspicious about any- which serves to remind the characters 4. Ball Court: This is a playing court one entering through one of the three that they are in a very different sort of where a game very similar to basketball, gates, it will stand up slowly while keenly place. but much more violent, is played. There eyeing its intended victim, and then sud- is a 1 in 6 chance of a game being in denly spring down on the intruder, snarl- ENCOUNTER AREAS progress if the court is investigated dur- ing in rage. The other cats, upon seeing 1. Twin Temples: Two sets of broad ing the day. one of the guards rise, will instantly steps lead up a tall pyramid to a pair of join the fray themselves. identical temples at the top. Inside the 5. Eagle House of the Sun Temple: If the adventurers climb the steps to north temple (A) is a 50’ square room. In This is the area which under normal the temple, they will see a 40’ wide and the middle of the room is a deer totem on (non-war) conditions would be the sleep- 20’ deep structure. The first object no- top of a small altar. On either side of the ing area of the High Priest of the Hum- ticed by the party will be the Risa stone, totem are two wands. One is a normal mingbird. Of course, he will not be here in the center of the temple area. It is a wand of lightning with 38 charges. The because he has been ordered to remain stone carved in the form of a man reclin- second is a wand of weather control with in prayer at the temple (1 B). There will be ing on his back, arms bent in as though 42 charges. The latter wand will cause three werejaguars guarding inside. The supporting his rib cage. His head is tilted torrential rain (or snow, depending on only noticeable things of worth are a up and turned to one side, and there is a the temperature) to fall in an area of from meager 12 g.p. and 23 s.p., but back by a hideous grin on his face. The second 4-16 square miles (roll separately for sleeping mat is an old Mechica scroll. If thing the party will notice are the 2-8 each use of the wand). Seated Indian- comprehend languages is cast on it, it werejaguars that are always present, style in front of the totem is a cleric in will show to be similar in effect to a man- protecting their most sacred temple. The deep meditation (4th level, AC 10, HP 19, ual of bodily health. werejaguars will attack immediately and

44 FEBRUARY 1983 without reservation. At least two of them Charm, Speak With Animals (x2), Spirit- In the event that the adventurers risk will be in human or near-human form, ual Hammer, Cause Blindness (x2), Cure open combat with Cuactehmoc, they and those two (or more) will carry alarm Blindness, Cause Disease (x2), Cure deserve whatever fate befalls them. The horns that they will blow the first chance Disease, Dispel Magic (x2), Feign Death, first Mechica objective will be to defend they get. When a horn is sounded, there Bestow Curse, Cause Serious Wounds the Risa stone at all costs. The second, if is a 75% chance that the sentry jaguars (x2), Cure Serious Wounds, Undetecta- possible, will be to capture and/or poly- on the wall below will hear the alarm. ble Lie (x2), Poison (x3), Protection from morph the party members into jaguars There is a 60% chance of other werejag- Good, 10’ radius, Tongues, Atonement, on the Risa stone. uars or warriors nearby also hearing the Cause Critical Wounds (x2), Commune, alarm. (Roll only once for both “alarm” Dispel Good, Name Strike, False Seeing 11. Temple of Colbuacan: This small results. If the roll results in only the jag- (x2), True Seeing, Animate Object (x2), pyramid temple is hidden to the east of uars hearing, they will be the only con- Blade Barrier (x2), Conjure Animals, the twin temples to Tlaloc and Huitzilo- cern for the DM. If the alarm was heard Harm (x3), Word of Recall, Earthquake, pochtli. If the party members enter this by other warriors or werejaguars, the Wither, Destruction (x2). temple, they will find it in the process of defense plan for the city will go into If the adventurers destroy the Risa renovation. If they have been in any of effect; see earlier notes.) stone, all of their adversaries except the temples of Huitzilopochtli, they may The next concern for the party will be Cuactehmoc will flee in terror. The other recognize the same mural painting on Cuactehmoc himself. There is a 65% devotees will see themselves as having the south wall as the same sort that they chance of his being in the temple when failed in their defense of this most sacred have seen before. The other walls are the party arrives, but he will not person- artifact, and they will fear the wrath of covered over, awaiting repainting. ally join in a battle unless and until it Tezcatlipoca. The sun god will not worry looks like the werejaguars in attendance about them or the party members, for he 12. Snake Wall: This 12-foot-high wall, are being defeated. Cuactehmoc is a will admire their courage. On the other shaped like a bas-relief snake, stretches 26th level cleric, AC 8, HP 80, AL CE, Str hand, the deity will quickly claim the life all the way around Tenocatlan, enclos- 12, Int 14, Wis 18, Dex 8, Con 14, Cha 17, of the high priest as payment for his fail- ing the sacred city except where the quilted cotton, hammer. Spells recom- ure in his responsibilities. The party will causeway entrances intersect it. mended for Cuactehmoc are these: Bless have thereby solved the problem, with- (x2), Command (x2), Darkness (x2), out being required to directly confront 13. Black House of Coatlicue: This Cause Fear (x3), Purify Food & Drink, the emperor, and will have guaranteed temple is a shrine to the “mother of the Sanctuary, Augury (x3), Hold Person their safe return home, since the other gods.” Inside are a number of burning (x2), Resist Fire, Slow Poison, Snake Mechicas will stand in awe of the party. candles as well as some yet unlit. If the

D RAGON 45 candles are checked carefully, one of the whether strangers are lurking about or creatures/clerics are here to help protect unlit ones will be found to be a candle of not. If this house is entered at night when and serve the emperor as slaves. If the invocation. it is empty, the party will find a set of emperor is at the Temple (area 10), there drums of deafening, but the only way to will be only 1d4 lycanthropes present 14. Palace of the Tlaloquetin: Here are find out what they are is to beat on them here. If the party has not entered the kept all “short” prisoners awaiting the in the middle of the night. Temple yet, there is a 1 in 3 chance that Risa stone. “Tlaloquetin” refers to the the emperor will be in his room. If he is Tlaloques, and the “short” prisoners are 16. Palace of Axayacatl: This building present here, there will be 3d4 lycan- all dwarves, gnomes and halflings. There is for “large” prisoners. This group in- thropes present guarding the High Priest. will be 3d4 of each race in this prison. If cludes humans, elves, half-elves, and 18B. Sleeping Quarters: For all of the the prisoners are released before the half-orcs. They also await their turn on furnishings in the rest of the city, this adventurers gain control of the city, the Risa stone. As with the “short” pri- room will surprise the party, because it is alarms will be sounded and the Mechi- soners (area 14), they will do what they quite modest. A simple sleeping mat is cas will allow no escape from the island, can to help the party, but they have no against the far wall. If he is present in his as per previous instructions (see earlier weapons or armor. Their release will quarters, Cuactehmoc will have heard text). Any of these prisoners will be cause the general alarm to be sounded in the commotion outside this chamber happy to fight on behalf of the party if set the city. and prepared himself for battle. If the free, but none will have weapons or Risa stone has already been destroyed, armor. 17. The Royal Aviary: This is the em- the party will enter to find the emperor peror’s bird cage. It is filled with a num- dead. If he is not present, the room will 15. House of Songs: If the party comes ber of brightly plumed birds. But there is seem quite empty. Should the party near this building they will be able to little in the way of adventure here. check for secret doors and succeed in identify it as the source of the drumming, their search, they will find the entrance chanting and flute playing they have 18. The Palace of Cuactehmoc: As to area 18C. It is opened by lifting the been hearing. If adventurers look into with the Temple of Tezcatlipoca (area sleeping mat. Closing the door will return the building they will see musicians, and 10), there will always be 3d4 jaguars the mat to its former place. the musicians will probably see the party. perched on top of the wall to guard his 18C. The Emperor’s Treasure: The This makes no difference, and the music highness. god Tezcatlipoca is also known as the will continue unless the musicians are 18A. Keep of the Jaguar Priests: The provider of wealth. The reward for foiling attacked. The musicians are the only door from the courtyard is unlocked and Cuactehmoc’s treachery comes to the citizens of Tenocatlan who don’t care opens into the werejaguar hideout. These tune of 180,000 g.p. and 287,000 s.p.

46 FEBRUARY 1983

How to make the most out of FRP tournaments Guidelines to keep your group going

by Ken Rolston

The setting: A snack bar in the heat of front in every melee; then they hit that disorganized and careless, we wasted summer at a large university where a trap . . .” time, we fought when we shouldn’t have, gaming convention is underway. Several “Look, they had no business out in and we never really figured out what we subdued gamers file quietly in, grab front — thieves are supposed to check were supposed to be doing. We didn’t beverages, and cluster around a corner for traps like that.” check for traps, we left the same guys table. After a few seconds of intermingled “Sure. We were really that organized. out in the front of the party until they got silence and sighs, one ventures: You jerks never even figured out that we croaked, we used dumb spells, we had “Well, that was a bit of a disaster.” were supposed to go around the am- no plans — I’m surprised any of us “It sure wasn’t what I’d expected. Jeez, bushes, not through them.” survived.” succubi? I expected monsters . . .” “I must point out that you wasted quite Studied silence. “Yeah, we go in like commandos and a few spells yourself. If you’d tried a Find “I tell you one thing. No way I’m gonna we get charmed immediately. Nice plan.” Traps, or saved a few Heals instead of screw up next year. Aside from feeling “Nice plan, huh? What kinda planning being a warrior-priest, we might not have like a jerk, I didn’t have much fun. All that were you doing? You guys just sat there lost four characters.” arguing about plans, and that guy who arguing about the party order.” “And I hate to mention it, but we did just wouldn’t cooperate . . .” “Well, we had just about given up try- take forever to get started.” “Yeah, I learned something. You don’t ing to make suggestions, because all “Right. I hear the winning team fin- have to win to have fun, but you sure you did was argue, and then go ahead ished in only two hours, and they all have to be at least decent.” and do what you wanted anyway —” survived.” Slurping sounds as the straws scour “C’mon, guys, knock it off.” “Oh, our ref was such a jerk. He didn’t bottoms of cups. Uneasy silence. know what he was doing.” “I never even heard of a succubi . . .” “It didn’t help that those two fighters “Yeah, you sure helped us by arguing “A succubus, stupid.” got killed off in the first hour.” with him over that surprise attack. I don’t “If you’re so smart, how come you’re “Well, they just kept getting out in blame him. We were terrible. We were dead?”

Competing in a fantasy role-playing be heard first. Careless and ignorant and techniques will be amply repaid by tournament can be exhilarating, but it mistakes cause needless casualties and improvements in the quality of play. A can also be very frustrating. On one frustration. Aggressive players push gamer can have much more fun playing hand, play is intended to be at a high others aside, hogging the action, while in competitive events, and may even level of concentration and intensity in a good but less aggressive players sit earn glory and prizes, if he can avoid mysterious and challenging adventure; bored and restless with nothing to do. making elementary errors in organiza- on the other hand, inept responses to Finally, at the end of a four-hour session, tion, conduct, and strategy. common obstacles can cause disap- exhausted and disappointed gamers dis- The following guidelines for improv- pointment and disaster. Poorly prepared cover they had never even understood ing play can be divided into five general players may fumble around, disorgan- their goal, much less achieved it. categories: anticipating the nature of the ized and confused, wasting playing time It is not difficult to become a more event; preparing before the event be- in endless arguments and discussions effective player in FRP tournaments, gins; employing basic principles of effec- which never quite resolve into a plan or through understanding the basic princi- tive play; learning and developing strat- strategy. When confronted with a hostile ples and techniques of competitive play. egies; and handling common problems. encounter, the party dissolves into pan- The small amount of effort required to Each of these categories is described icky chaos, each player insisting that he learn and practice these basic principles and explained in the text that follows.

48 FEBRUARY 1983 Anticipating the nature of the event type of adventure he may encounter. It is a good idea to review the rule Examine the event description as Also, by reading the notes on the tour- books, keeping in mind that the local detailed in the convention brochure nament rules and judging, he can pre- game may have developed many variant or catalog, where there may be ex- view the kinds of rules and limitations he rules and specific interpretations that plicit or implicit clues to the skills may face, and recognize strategies that will not apply in a tournament situation. emphasized in the tournament. are encouraged by the event designers. In tournaments such as the AD&D Open, An event description may plainly state Search for clues to the tone of the the tendency is to rely on a strict and a preference for dedicated role-players, event in event descriptions and per- literal reading of the published rules; or may suggest a wargaming scenario sonal accounts. thus, review of the rules can prevent (“a siege to rescue the fair princess”). In Are players expected to respond with careless play resulting from habitual addition to examining written descrip- traditional and conservative strategies, conditioning to local variant rules. Take tions, you should solicit personal ac- or will daring and unconventional play a good look at the books, then, both to counts from friends who have partici- be rewarded? Is the tone grimly competi- refresh the memory on rarely used sec- pated in similar events. Major competi- tive and serious, or is there a light and tions, and to recall the difference be- tive events run annually at large conven- recreational attitude toward play? If the tween local practices and the published tions, like the AD&D™ Open Tournament event promises to be a classic hack-and- rules. and the RPGA Open, tend to be similarly slash operation, there is little point in Drill on things like spell lists and organized from year to year, and many devising clever tricks and innovative commonly encountered magic items. gaming clubs have a distinctive person- applications of magic spells. On the Many tournaments limit the opportu- ality that can be recognized in the events other hand, if the event is a free-wheeling nity to refer to rule texts during the ses- they sponsor; perhaps the group special- affair where ingenuity and deviant think- sion, and it is always better to have izes in “the thinking man’s dungeon,” or ing is rewarded, it is less profitable to information in mind than to have to fum- the elaborately detailed underground drill on the wording of the spell descrip- ble with books during the game. Addi- adventure. Careful observation of these tions in the rule books. It is also poor tionally, prospective participants can clues to the nature of the event will per- form to arrive at a highly competitive drill themselves on the types of resour- mit effective preparation; it is most dis- tournament without serious preparation; ces available in the rules; this may inspire tressing to arrive at a competition ex- being prepared is showing simple con- clever new tactics based on those re- pecting one thing and finding another. sideration for those other players who sources. These kinds of drills can be Make yourself aware of the level of will adventure with you. Remember that accomplished individually, or they may play to be expected, and select only FRP tournaments are usually coopera- be a cooperative effort; this is an espe- events you qualify for. tive ventures, and a poorly prepared cially good way to pass the time during Several conventions give keys to the player can be a great liability to a se- the long car trips to some conventions, degree of experience needed for each rious-minded group of participants. with the passengers posing problems for event, ranging from “no experience Know the rules system to be used in the driver and reading aloud relevant needed, younger players welcome, rules the tournament. passages. will be taught” to “players should know rules and be experienced in the game.” Additionally, there are varying levels of complexity within each rule system. For example, an experienced AD&D player whose local campaigns are at low levels may have difficulty playing in a tourna- ment where the characters are all estab- lished at fifteenth level. Accounts of pre- vious practices in particular tournaments provide helpful hints about the level of play, though practices may change. Being unprepared for the level of play in a competition may lead to embarrass- ment, and may deprive fellow team members of necessary support; a player who is only familiar with low-level spells but has been assigned a tenth-level mage may be a great liability to a competing group. Examine published scenarios from past tournaments. For example, TSR has published the scenarios used for the 1980 ® XIII AD&D Open in a series of modules, A1-A4. These modules provide not only a description of the scenarios faced by the players, but also generally explain the methods used in judging the partici- pants. Included are descriptions of the prepared characters used in the event. The modules are interesting and enter- taining in their own right, but they can be particularly helpful to a novice player intending to enter an AD&D Open for the first time; he can see what resources his character may have, and anticipate the

D RAGON 49 Anticipate the kinds of tasks and problems to be faced. A group that is used to working together has a dis- For example, if wilderness travel seems likely from the event description, what tinct advantage over a team of strangers. practices and skills will be useful? If last year’s tournament employed many rid- weapons; if melee is imminent, perhaps when you will need to defer to others in dles, pick up a collection of riddles from only one well-chosen spell may be matters where your background is weak. the local library. If the theme of the sce- appropriate. Similarly, in any wilderness A player who is adept at organizing and nario seems to be based on Greek and travel, night watches are best arranged leading a party, or who has a special Roman mythology, grab a textbook and with spell casters and missile specialists interest in magic or in combat tactics, study up. If there is a hint that undead are inside a circle of well-armored melee should expect to take special responsi- likely to be the major opponents, review specialists, so a surprise night attack will bilities in these skills; he should also look the appropriate sections of the monster not suddenly result in a personal combat for fellow players who can provide the listings in the rule books to learn how to between an unarmed magic-user and a particular skills he may be weak in. best deal with them. well-armed fighting man, with the spell- Know your team members ahead of Develop pre-organized procedures caster unable to use his magic to protect time, if possible. and tactics for typical problems. himself or the party. Preparing these tac- It may be possible to register and play For instance, whenever presented with tics ahead of time will not only yield val- as a team in some tournaments, and a situation where commune spells (which uable tactical advantages, it will also usually a group that is used to working permit asking the gods a certain number save the time lost during a session as the together has a distinct advantage over a of yes-no questions) may be used, it is group discusses possible tactics. Often hastily organized team of strangers. Get useful to have a list of generally helpful such discussions consume excessive together and establish team goals, and questions at hand, such as “Are there game time, while a well-outlined plan prearrange responsibilities for different any secret entrances to the whatever?” delivered by a well-prepared player will roles. Be careful, however: Certain tour- or “Are there any guards at this en- usually be quickly accepted and put into naments do not advance whole teams, trance?” It is also a good idea to have action. but only the top players from each ses- some standard combat drills in mind. In Be conscious of your strengths and sion; in this case it is better to avoid Runequest, for example, prepare a list of weaknesses in the particular system competing against friends. Additionally, favorite spells to be activated before a to be used. in certain large cutthroat tournaments, combat, and arrange the lists to reflect Know the roles in which you will be an where individual awards are handed out priorities and varying tactical situations. asset to your team; likewise, know which for the wealthiest survivors, it is a good If opposing forces will not close for sev- responsibilities you are poorly prepared idea to arrange mutual non-aggression eral rounds, several spells may be cast, to handle. Be prepared to offer your pacts with friends; though such tactics and it is only sensible to cast first the leadership in areas where you are expe- do perhaps put other individual players spell that may protect you from distance rienced and well-versed; understand at an unfair disadvantage, elimination

50 FEBRUARY 1983 tournaments must be won by some may interfere with his concentration; After the GM’s opening remarks, method, and this tactic is no more taste- therefore, balance the benefits achieved the players are usually given a few less than many other ruthless measures by saving time in asking questions before minutes to organize themselves; it is which are often employed. the event against the liabilities incurred critical to use this time efficiently. by disrupting the GM’s preparations. Get guidelines from the GM for an Preparing before the event begins Listen to the GM’s directions and appropriate amount of time to allot to Get to the location early. Scout out descriptions when the event begins. organizing. This should take about half the talent. If you are already organ- Usually the GM will have some intro- an hour on the average, though more ized as a group, but short a few play- ductory remarks or suggestions about time will be necessary for complex role- ers, select people who will fit into the procedures which should be noted in- playing and ambiguous tasks. In gen- party. tently. Then a description of the goals eral, the amount of time needed for If arriving as an individual or small and conditions of the adventure should organization depends on the detail of the group, seek out a well-organized and follow, with any necessary background character descriptions, detail of scenar- experienced-looking group needing a information. If this is given verbally, it is io background, and the complexity of few players to round out a team. Even wise to take notes for later reference. If the objectives. During the organization before the event begins, feel out the the GM gives out a single copy of useful period, the players should select charac- appropriate roles for the team members; printed information, one player should ters, determine procedures and group actively lobby for a particular role, if you read the information aloud for the whole organization, and provide the GM with a feel yourself well-qualified. Discuss pref- group; thereafter, individual players may group marching order. In general, first erences for character classes and areas examine the material at their leisure. attend to the GM’s specific requirements, of expertise. In general, begin the pro- Before the session begins, make then add further embellishments and cess of structuring the group and getting certain that the objectives of the ad- refinements as the circumstances permit. acquainted with other players. venture and the criteria for judging The assignment of players to char- Sometimes it is possible to speak have been clarified by the GM and acters is critical; the effectiveness of with the gamemaster before the event understood by the players. the individual players and their en- starts. Know whether the judging is for best joyment may most greatly be influ- This may be an opportunity to get cer- team or for best individual. Make sure enced by the appropriateness of their tain items of business out of the way, like the task or objective is clearly under- character assignments. questions on methods of scoring or order stood. How important is survival? Can Wherever possible, assign characters of seating. Consider, however, the risk of you win if you die ? Is role-playing or according to player preference; however, antagonizing your judge before the wargaming emphasized? How important players must often deny themselves their event, and don’t inundate him with a se- is achieving the objective? Is time a fac- favorites in the interest of the party. For ries of unnecessary questions. The GM tor in judging? If a player is intent on example, if a player enjoys playing the will be trying to get himself organized for winning, he must know what he has to do dumb, berserk, combat-happy fighter, the event, and your barrage of questions in order to do it well. yet he recognizes that he is the most

D RAGON 51 likely candidate for an effective group circumstances. For example, a thief be- give equal opportunities for play to all; leader, he would better serve the party if comes the caller for scouting; the GM most everyone can relate to the tedium he chose a thinking-type character who will talk primarily with him while they and frustration of waiting for minutes, if might be able to organize and direct the move along a path. Suddenly the party is not hours, as other players hog the play group, rather than the fighter who would ambushed; the GM turns to the combat and the GM’s attention. Third, it must dash off into melee at the first opportu- specialist, who quickly directs the party allow each player to employ his strengths nity. Usually players who are good at in a predetermined defensive strategy. as efficiently as possible; if responsibili- problem-solving and strategy should be The advantage of this system is that it ties are divided, they must be assigned to magic-users or cleric types, while the permits each player a fair amount of those best able to perform them. pushy, impatient types should be the action and dialogue. Also, each player If various responsibilities are divid- fighters. Quiet, unassertive people most becomes responsible for certain special- ed up amongst the party members, often contribute best when they play ties, and he may work independently on there are several useful roles that clerics and fighters who are held in developing and refining tactics while individuals may assume. reserve. Thieves are often a subclass of another caller is busy talking to the GM. It is generally accepted that designat- fighters, for practical purposes, but at Ideally, several players will be actively ing a party leader makes play more effi- times this is a good role for free-lancers planning in different areas at once, with cient; however, the role of the leader may who are unwilling to organize into tightly a resulting greater efficiency in time. be either a limited or expansive one. He structured units. These players can be Additionally, a player will direct activi- may be considered as a commanding sent off on solo missions, or be given a ties in his area of special expertise; the officer, or he may simply act to help larger degree of freedom of initiative. best magic-user will be directing the guide the flow of the dialogue. It is inde- An organizational structure must spell-casting activity, while the best tac- cent of a leader to hog the play; he be selected for the players. tician will be directing the physical should assert himself whenever the party The GM may make certain require- combat. is in danger of wasting a great deal of ments, or he may leave party organiza- One other organizational structure is time, or when a serious threat prevents tion strictly up to the players. Several the “shifting caller,” essentially a form of immediate dialogue and discussion, but organizational structures are available polite chaos. In this situation each player it is best if he uses his position to ensure to choose between, each with its own speaks for himself; the only rule is that that each player gets an equal chance to strengths and weaknesses in different no more than one person speaks to the enjoy the play. circumstances. GM at a time. The players may wait to be It is also useful to have a mapping spe- One common organizational structure acknowledged by the GM, or some play- cialist, and someone who makes it his is “anarchy and chaos.” The principal er may be designated as “director,” de- business to keep notes on any informa- virtue of this system is that each player is termining who speaks and in what order, tion received. A GM may require a party free to do his own thing, and with a very or the players may simply work it out as to recount important things discovered small number of players, this system best they can. This style prevents the in the course of the adventure, and notes may be effective. However, this structure distracting and irritating phenomenon of are very helpful at these times. usually results in poor communication two players trying to talk to the GM at A tactical director can handle combat and wasted time. GMs generally dislike once, and with a quiet, considerate, and situations; often there will be a player this style, because it typically means well-balanced group, may be more effi- who delights in such wargaming prob- several people talking and asking ques- cient than an overly formal structure. lems, and who can help the party effi- tions at once, and it tends to be noisy, The shifting-caller style may be improved ciently use its resources and protect with the most assertive and aggressive by making one player a clearing house itself in an organized fashion. participants ending up dominating play. for notes prepared by other players; A magic coordinator can keep track of Another traditional method of organi- while one player asks the GM questions, the kinds of magical resources available zation is the “caller” system. Here one other players may write a couple of notes in the party, and help the party budget its player becomes the sole channel of with questions or suggestions and hand use of expendable spells and items; he communication with the GM. All ques- them to a clearing-house player. As soon can also coordinate magical support for tions and actions are funneled through as there is a break in the dialogue, the combat, and suggest creative uses of the caller to the GM. Many GMs like this clearing-house player can read the notes magic for unusual predicaments. system because they only have to deal aloud or give them to the GM for answers. A scout makes a good caller for cau- with one player at a time, and when the This system keeps players active while tious exploration and travel, while a per- caller is a good leader, the play is effi- the GM is tied up, and it keeps a record of suasive talker might be designated as cient, with the caller helping the GM all those good ideas and questions that the routine ambassador for the group. maintain order and direction. The fault always get lost while waiting for a turn at There is no reason why a specific role of this system is that it gives more active the GM. It also makes a reservoir of ques- should not be shared by two or more play to the caller than to the rest of the tions for the GM that can be answered players, when necessary. If each player group, and may permit a single player to while the party discusses other issues as has a special responsibility, he will gain a dominate the action. Also, the insistence a group. greater sense of participation in the ad- on formality may sometimes cost more Whatever system is chosen, it must be venture, and more detailed attention can time than it saves. designed to perform some vital func- be given specifically to each of these An alternative system divides the cal- tions: First, it must prevent more than important facets of successful tourna- ler/leader roles among several players. one player from questioning the GM at a ment play. For example, one caller is designated for time, because the GM is the information Once party roles are determined, combat, while another is designated for bottleneck; he cannot function effectively certain kinds of information must be wilderness travel. Individuals will accept if he is interrupted or distracted, and he organized and provided to the party responsibility for different specialties, obviously cannot answer more than one and the GM. and the GM will turn to them for their question at a time. Second, it must keep If a blackboard is available, it is useful specifications of actions in the proper each player as active as possible, and to list the players by character name, real name, and by other important descrip- tors, like character class, hit points, level, The GM is the information bottleneck; he cannot armor type, primary weapon, and so function effectively if he is interrupted or distracted. forth. This list will help strangers com- municate quickly with one another, while

52 FEBRUARY 1963 providing a list of party resources. In- formation about armor type and hit GM’s are human, too, and sometimes careless in points will be useful to combat coordina- tors, and in determining the party’s their hurry to improve the party’s time efficiency. marching order. The board can also be used to keep a running tally of injuries to party is ambushed, while the party leader Parties that dither and harangue over players, reminding the group who needs may have a system of night watches and every decision will lose too much game rest and healing. If there is time and dispositions of party members around time to finish the scenario. room, list special magic items, spells the campfire. Arranging these ahead of 2. Avoid time wasters. available, and special talents. This in- time may save valuable time during play, Don’t waste any of your resources on formation may be of great assistance in particularly if one person can arrange an encounter if you can get around it. designing strategies. these formations while another player is Many player groups will choose to en- If a blackboard is not available, notes engaging the GM in personal discussion. gage a party of weak opponents, confi- on paper will have to do, and certain dent that it can defeat them; however, characters may wish to keep special ros- Basic principles of effective play unless the combat is specifically part of ters for their own use; for example, a 1. Operate. the objective, the time and resources are magic specialist might want to keep a list Do something, even if it’s wrong: Move utterly wasted. Typically, the first part of of the spell powers and/or spell points it! One of the greatest failings of many a session will provide many opportuni- available in order to budget and coordi- tournament groups is the paralyzing ties for the imprudent player to forget his nate magic use. caution that prevents the players from objective and squander his time and It is also customary to specify the par- moving in any direction before thinking resources on irrelevant matters. ty’s travel order. This may be done with and talking about it for fifteen minutes. It 3. Listen to the GM’s descriptions. miniatures, as notes on paper, or on a is often a good idea to start out with an Get the picture: When in doubt, ask for chalkboard. It is a good idea to keep a eager and decisive leader, while the ana- a diagram. Many players are intimidated written record of the party order, if fig- lytic and cautious minds keep their eyes by the GM, and they assume that the GM ures are used, to facilitate returning to peeled for trouble. Most tournaments always describes accurately, and if they party order after engagements that dis- begin with a series of “time wasters” (see don’t understand the description, it must perse the members. It is also useful to #2) that can fool the most inexperienced be their own fault. On the contrary: GM’s develop several different party orders for competitors. Generally, the really dan- are human, too, and sometimes careless different circumstances. For example, gerous encounters are saved for later, on in their hurry to improve the party’s time the scout may suggest one party order a principle of increasing levels of diffi- efficiency. Many a foul-up occurs from for wilderness travel, and another for culty, and if party members cannot face misunderstandings about what the GM indoor investigations. The combat coor- the early challenges when they are fresh feels he has described. The best way is to dinator may suggest automatically as- and unblemished, it is unlikely that they make things completely explicit, prefer- suming a certain formation when the will be very effective with later problems. ably in the form of a diagram. Preparing

D RAGON 53 opponent, or as a facilitator attempting Be aware of what style of play the GM likes; be the to insure a pleasant experience? Does he depend on a literal interpretation of kind of party he wishes he had in his own campaign. the rule book, or is he inclined to judge from common sense? Does he encour- a diagram doesn’t really take much actions are required. Don’t split the party; age discussion of his judgements, or is longer than reading the description, if even though common sense indicates he offended at the implied slur on his the GM knows the set-up, and it is less that a party can search an area faster if it authority? Is he well-prepared for the ambiguous for the players. The GM can splits up, the GM can only judge one scenario, or does he get confused easily also be held accountable for it; if the GM group at a time, so the whole group and spend time fumbling with notes? omits an important detail when reading might as well stick together for game Does he expect the group to organize on from a text description, then is called to purposes. its own, or does he prefer to help the account for it twenty minutes later, who 5. Communicate with other players. group run efficiently? Is he inclined to can prove that the GM read it incor- But in doing so, avoid noise and chaos. offer hints when the party is stuck, or rectly? Who can remember exactly what Private communications can go on while does he patiently wait for the party to was said? Ask for a recap and summary if another player has the GM’s attention, as sink or swim on its own merits? Be aware the action becomes confused and com- long as the communication is by note, or of what style of play the GM likes, and plex. Requiring the GM to be specific if the players move away from the table. keep him comfortable. Be the kind of may take time, but it may prevent serious Don’t try to talk across another conver- party that the GM wishes he had in his misunderstandings and time wasted on sation, and avoid interrupting someone own campaign at home. Avoid antago- straightening them out. Remember, the else’s dialogue unless imminent peril nizing the GM or making him defensive; characters are there, and the players are looms. Sometimes when the GM is a hostile GM is far more dangerous than entitled to their best opportunity to visu- locked in dialogue with a single player the worst kinds of player blunders that alize the scene as if they were actually for one reason or another, it is a good can be imagined. there seeing it. idea to withdraw from the table for a 7. Plan carefully, and have backup 4. Transmit efficiently. party caucus and planning session. plans. Only one person can interact with the Subcommittees may be useful at times The leader is crucial in guiding effi- GM at a time. As mentioned earlier, the to discuss tactics or specific problems. cient planning. He should encourage GM is the information bottleneck; un- Occasionally the leader should organize brainstorming — but don’t judge or dis- derstand that principle, and try to work group discussions of tactics and objec- cuss the suggestions initially, just list around it. Use notes to the GM for ques- tives, and he should summarize options them. Often the first idea offered is dis- tions of secondary importance; these and guide members in orderly methods cussed in detail, using up all the time that can be handled during a lull in the action. of expressing their opinions. should be used for planning, and none of Use diagrams or written summaries when 6. Analyze the GM’s style. the other plans are even recognized or a series of detailed specifications of Does the GM perceive himself as an discussed. As each plan is listed, the

54 FEBRUARY 1983 leader should listen carefully, and at- tempt to clarify any plans that are am- Only tamper with an unknown item or artifact when it biguous or poorly expressed or which contain hidden assumptions. Once all seems to be absolutely necessary, or absolutely safe. the plans are listed, the leader should set a cutoff time for discussion of the plans and unconventional procedures against and provide a benefit which will not dis- and the means by which the plan shall be the risk of violently disrupting the typi- appear upon the death of the bearer. selected. It is not always a good idea to cally narrow focus of most tournament These resources can be saved for discre- depend on a vote to decide the selection dungeons. That clever idea may cost tionary use in the later stages of an of a plan. Sometimes the selection of the valuable game time as the GM struggles adventure. In general, however, make it a plan should be entrusted to the appro- to find precedent and reason for his practice to stay as close to peak durabil- priate specialist; for example, the com- judgement, and if the GM must consult ity as is practical; it is terrible to watch a bat specialist might be best suited to with the tournament organizers for a character die who might have lived if he select an assault plan. response to the stroke of genius, the had not foolishly attempted to “conserve” Always have backup plans. Keep plans time lost may far outweigh the benefit healing magic. flexible enough to respond to unexpect- gained. 4. In all travel and battle orders, ed hindrances. Keep the plan as simple 10. Don’t yank on levers. provide for relief of the front line — as possible; it is an unfortunate truth that Avoid actions that imply that success someone who can step in or interpose people are often unable to do compli- is simply a matter of faith in action and himself between an attacker and a cated things, and a simple plan is much good luck. Sophisticated GMs are scorn- sorely wounded comrade. easier to improvise or revise when the ful of lever-pullers, and will often offer a Often a well-armored but unimposing unforeseen occurs. device designed to punish such reckless character can hold off an attacker long The plan must take into account the behavior. Only tamper with an unknown enough to permit the front-line jugger- following: the objectives of the party; the item or artifact when it seems to be abso- naut to return to the fray fully healed. It is party resources; an estimate of the op- lutely necessary, or absolutely safe. foolish to wait for the front line to be cut posing forces; an awareness of available Don’t pick up that widget and push the down before the second line tests its time to complete the plan; the deadliness button, just because you detected magic. valor in combat. of the scenario; and the scenario’s ap- It is far more likely to result in an untimely 5. Don’t separate the party. parent level of logical consistency. The demise than an instant dominion over all The GM can only handle one party, or more likely it is that characters will die enemies. part of a party, at a time, and one group irreversibly, the more conservative the will be sitting twiddling its thumbs while plan must be, with ample alternatives Effective tournament strategies the other group works with the GM. Even and escape contingencies. The degree In addition to learning accepted prin- though common sense indicates that a of logical consistency in the adventure is ciples of good play, it is helpful to recog- party could search an area faster if it split very important; the less reliably logical nize and understand certain widely prac- up into small groups, the practical fact is the scenario is, the less useful careful ticed strategies that have proven effec- planning will be. In those goofy, com- tive in tournament competition. pletely illogical universes, it is often 1. Send an appropriate party mem- futile to plan in any but the most superfi- ber ahead to scout. cial fashion. Common practice is to make a thief- 8. Don’t confuse real time with type invisible. Preferably he should have game time. special skills that make him hard to Even though it might realistically take detect, but good at perceiving things. your party hours to retrace their steps to Infravision, for example, is very helpful. return to what may have been a better Usually the scout is a character who has route, realize that in game terms, since little value in melee or magic; scouting the area has already been mapped, it will may be a relatively safe occupation for a take very little game time to go back and lightly armored and weak character. He start over at the better route. When the should be skilled at detecting traps, and choice is between two weeks of wilder- cautious by nature. By scouting ahead, ness travel and a month of sea voyage to dangerous encounters and traps may be reach a destination, remember that the avoided, and useful information will be two voyages will most likely take about obtained that will make planning more the same amount of game time. The effective. important thing is game time, a scarce 2. Magical concealment is almost resource that must be conserved. always useful. Particularly try to avoid the common Spells of invisibility and silence are panic that can set in when players/char- very popular, but illusion spells may acters know the time for the event is run- sometimes serve similar purposes. The ning out. Players who hurry will rarely principle is avoiding undesirable encoun- enable their characters to act any faster; ters, or gaining the element of surprise in though six people simultaneously stat- an attack. ing their requests takes less game time, 3. “Carry your water in you,” as the the net effect is lost time, because the denizens of the desert say. GM cannot understand any of the re- Use magical or perishable healing re- quests. Staying cool and organized is sources early; don’t try to conserve them. the most efficient use of game time, even Otherwise, the spell-casters may die be- though panic and adrenalin rushes might fore they can employ their spells, and a be the appropriate role-playing response character may perish because he was as a character. not healed up to full capacity. It is a good 9. Innovate, but don’t overdo it. idea, however, to save a few potions or Balance the possible benefits of clever salves that can be applied by anyone,

DRAGON 55 that more game time is consumed, It is also true, incidentally, that divided par- Better to have a less qualified leader than a struggle ties are easier prey for marauders. 6. Don’t hesitate to use information for dominance every time a decision must be made. magic; become skilled in its use. Most magic-users tend to think in their more scarce and powerful spells work around an uncooperative player. At terms of fireballs and lightning bolts, but until the adventure is almost over; then best the player may be able to aid the there are many useful spells that can they try to use them all at once, regard- party by being separated from the rest of help prevent encounters or confer tacti- less of their appropriateness. If a power- the members; at worst, time and patience cal advantages that outweigh the value ful spell is used well and early, it may will not be wasted in arguing with him. of scorching a few bad guys. Such spells permit the party to arrive at its destina- 2. Ballhogs. as find traps, locate object, find the path, tion in good enough condition that the Some players have to be on center augury, divination, and a host of detect task will be easily accomplished. Don’t stage at all times; they don’t give other spells will help the party avoid perils and always assume that the toughest combat players a chance to share their thoughts achieve its objectives. One particularly is saved for the end of the scenario; the or perform useful functions. These guys useful type of spell that is often poorly climax of the adventure may be a difficult always push through the party and grab utilized is the “ask questions of the gods” puzzle, or a problem which cannot be the magic objects, or fire impulsively at spell, like commune, contact other plane, solved by simply using a bigger hammer. encounters, or insist on a lengthy expla- and divination. These spells can often be Frequently enough, that fireball that is nation of their point of view. An effective used effectively in the early planning carefully conserved will be completely party leader can channel action away stages to obtain valuable intelligence ineffective against the fire lizard that is from such players and toward less asser- about the disposition of the opponent the final obstacle. Such ironic surprises tive players. Privately asking the player and the layout of his defenses. Often it are the delight of fiendish GMs. to relax and give other players a chance will be possible to avoid the bulk of the 10. Maintain party unity at all costs. may help; finally, however, it may be defenders, or at least to accurately as- Even in a scenario that encourages necessary to be unpleasant with these sess their strengths and weaknesses. treachery, try to keep as much of the players, particularly if the impulsive be- The ability to use this kind of magic party alive, functional, and confident of havior of the player is getting the party quickly and effectively is rare in FRP mutual assistance as possible. Last-min- into trouble. Sometimes a sympathetic gamers, and may provide the margin of ute treachery is usually most effective, GM will assist the party, but it may come victory against a less well-prepared anyway, and least depressing to the down to ostracizing the character, or party. betrayed character, who at least will knocking him over the head. It is easier 7. Ignore loot; first and foremost, have had most of a pleasant adventure. If to take if the sanction can come in game achieve the objectives. no treachery is encouraged in the scenar- terms, and still allow the player some GMs love to leave loot around to dis- io, avoid any divisive actions that cause ability to participate in the adventure. tract the inexperienced gamer. Some- mistrust within the party. Ensure the For example, a charm spell may permit times casually encountered treasure may prospect of aid in extremity by assuring the party to control the character’s ac- yield a valuable tool, but it is just as likely others that aid will be given to them tions, or some other character can keep that it will yield a crock or a trap. While when they need it. an eye and a weapon trained on the one group is playing around with that 11. When all else fails, play dead. offender, with the promise of violence in unmarked potion bottle (actually a po- This cheap trick is terribly common, case of further problems It must be tion of plant control), another party is and many ruthless GMs are unimpressed observed, however, that a dead charac- forging ahead to accomplish its ordained by such tactics, but sometimes it is ter cannot be a ballhog. task. Particularly entertaining is the simply the last resort of the doomed 3. The weak GM. character who can’t walk past a stack of character. Generally it is unusual for Sometimes a GM will clearly be unfa- gold bars; it is comic to see him strug- opponents to meticulously finish off a miliar with the rules or, very often in gling with the encumbrance in combat. downed character, particularly when large tournaments, unfamiliar with the Ignore the simply attractive; seek only there are other characters still standing; scenario. In some cases he will simply the essential. a character in such dire straits should be not have much talent or skill at game- 8. Don’t despair when hit points and philosophical, and thankful for any op- mastering. It is very frustrating for play- spell powers are nearly gone. portunity to avoid the fatal blow. ers who are experienced GMs to sit and A depleted character must simply be watch a judge fumble around, when it is more clever. The gamer’s truly effective Common problems in tournament play clear that the players could do a better weapons are his wits and his ingenuity, Certain typical problems must be rec- job of judging. It is useless to attack and and it is often very satisfying to be ognized and handled effectively, or the humiliate such judges, and they may not stripped of all the usual powers and abili- entire game may be spoiled. be responsible for their incapacity; often ties and left only with desperately con- 1. Intransigent players. a judge may not see his scenario until the trived resources. One excellent final Sometimes one or more players in a night before, and he may find the scenar- round of an AD&D Open left the charac- group simply will not go along with the io emphasizing the very areas of the ters stripped of weapons, armor, spells, party. Sometimes it is someone who just rules where he is weakest. In this case, it and even torches at the beginning of the doesn’t like being organized or given is best to try to help the GM wherever adventure. Such challenges bring out orders; sometimes it is a self-styled lead- possible, and to avoid pushing him be- the best in players, and clever improvisa- er who is insensitive to the fact that he is yond his limits. If his ineptitude causes tions will be recalled far longer than the not acknowledged as the leader. Pri- particularly serious delays as he strug- wielding of gross weapons and magics. vately attempt to explain the problem to gles with confused scenario references, 9. Don’t hesitate to use consumable the player, and courteously ask him to or tries to make judgements, ask the GM resources, unless there is a strong cooperate for the sake of the party; it is if he will extend the time limit to com- hint in the background or objectives seldom effective to employ negative pensate. The worst case of this predica- of the scenario that seems to encour- means with such a player. Usually the ment is when the GM tries to cover his age such stinginess. reason he is a problem is that he is insen- ill-preparedness by being a ruthless It is very poor form to end the adven- sitive to criticism or reason. Send this killer. Some GMs feel that killing a few ture with unused powers and dead com- player off on a separate mission; here it characters will earn them instant respect. panions. Many players hesitate to use is better to split the party than to try to There is little that can be done in these

56 FEBRUARY 1983 cases, other than discussing the prob- can be done while maintaining the par- the sake of the event and the peace of lem afterward with the tournament or- ty’s agreement and cooperation. mind of the players. ganizers. A final resort might be to walk 6. Treachery. 8. Idle players becoming bored out of the event directly, and confront This is no fun for the victim, yet often while the spotlight is elsewhere. the organizers; I did this one time, and great fun for the betrayer. One effective Find some useful busy-work tasks to received some sort of satisfaction, but approach, when traveling with friends, is keep players active and alert when the generally it is best to remember that it is to swear a mutual revenge oath: Any GM is tied up with another player. Bored only a game and take the misfortune character who betrays any one of the players will let their attention wander philosophically. oath-swearers will be pursued to the and break into private conversations on 4. Leadership struggle. death. Individually, it is best to establish unrelated topics; this can be distracting Sometimes two strong-willed players with the GM by means of a note that you and demoralizing. Encourage these play- will be equally qualified to lead the party, are constantly on the lookout for theft or ers to update inventories or battle plans, and they will disrupt the action by con- treachery within the party; this may or prepare night-watch lists, or to search stantly arguing over who has the better sometimes entitle you to some warning background materials for missed hints. plan. If one of those strong-willed people when some rat directs the GM that he is Though these activities are not on center happens to be you, simply let the other going to pull a fast one. A pragmatic and stage, they are at least clearly related to person lead. It is better to have a possibly ruthless approach is to kill dubious the task, and revising plans for the final less qualified leader than to have a time- characters outright; another approach is conflict to reflect new information and and energy-consuming struggle for party to acknowledge a thief an extra share of depleted resources may increase the dominance every time a decision must treasure in return for the courtesy of not chances of a successful mission. be made. If you are an observer in the stealing from the party. Most effective is 9. Uninspired team members. battle for power, it may be necessary to the agreement of all members of a party Public contempt and humiliation will put the problem before the party and to punish treachery; sadly, there is little not improve a gamer’s play; it will not insist that a leader be chosen by vote or to assure the value of such an oath. The serve any purpose to make a weak player by lot. Don’t hesitate to get tough with most effective way to avoid this problem miserable. If you can presume to judge leader types; they wouldn’t be assertive is to refuse to play with anyone whom the quality of another’s skills, you should if they weren’t tough enough to survive you do not know and trust; unhappily, be able to take responsibility for finding criticism, and often simply calling the this is rarely possible in tournament tasks equal to his ability. Determine his source of the problem to the attention of play. strengths (everybody has some) and the contending leaders will eliminate the 7. Disputes with the GM. exploit them; build the player’s confi- difficulty. It is difficult to generalize on this prob- dence and self-worth; and even if he 5. Indecisive dithering and endless lem. Some GMs invite discussion of their turns out to have been little help in the planning discussions. judgements; others bitterly resent any adventure, at least you will not have been Often it will be possible to get the party questioning of their authority. Usually responsible for ruining another person’s to recognize that time is being lost, and such endeavors consume a great deal of enjoyment of the scenario. Productive suggesting a time limit on discussion, or time, and often they have relatively little a limit of one comment per player, may effect on the result of the game. After solve the problem. Sometimes it is nec- analyzing the style of the GM, and con- essary to be the bad guy, and impulsively sidering whether he is at all likely to be perform an act that commits the party to amenable to discussion of an error or a plan of action. Taking judgements oversight, weigh the possible benefits of affecting the whole party into your own a reversed decision against the time lost hands, however, is not likely to make you and the possible irritation of the judge, popular, and even if the tactic works, the and do what is necessary. Don’t forget party is unlikely to thank you for it. that you are a partisan critic, and that Another option is to take off on your your view of the judgement may be own, with the GM’s help; the party will strongly colored by self-interest. In the often follow without reflection, simply to case of a clear error or unfair judgement avoid a party split. Recognize, however, where the GM is unwilling to listen to that some of the solutions suggested reason, take it up after the event with the here are listed as problems themselves tournament organizers; sometimes such (see “ballhogs”), and it is best to limit an error will be so obvious and so impor- discussion and dithering to that which tant that some redress must be made for

D RAGON 57 criticism is usually best delivered in pri- vate, and most easily accepted and ap- It is not undignified to strive to win; the spirit of preciated from an unvindictive source. Be generous, be understanding, and re- competition provides the best gaming experiences. member that you are playing a game which is supposed to be for the enjoy- However, never lose sight of the ultimate goals — to ment of all. play hard, to play well, and, most of all, to have fun. 10. Weak leader and/or disorgan- ized group. Initially, it is most important to recog- Though their individual play was truly clear that the choice of leader is provi- nize this problem; many groups founder superior, and thoroughly entertaining, sional; it may be necessary to choose in organizing, planning, and discussion, the party ran out of time before it could another leader later in the scenario if but are not conscious that the problem is complete the scenario. problems arise. Do not promise or imply not the content or quality of ideas, but Once the group recognizes its disor- complete obedience; do not sit back the lack of a system to review and im- ganization, it is a good idea to pick a passively, dumping the responsibility for plement them. George Johnson, an expe- leader and be as formal as a classroom; success on your leader. Such passivity rienced tournament judge, tells the clas- once things settle down, the structure encourages or forces the leader to rely sic story of the group that was performing can become less formal as the circum- on his own judgement, when he should horribly in his scenario; finally, after two stances indicate. A reliable and familiar be able and obligated to consider the hours of confusion and disaster, one model for group organization is the contributions of the other members. player observed, “Gee, I guess we ought school classroom; a leader can borrow C: It is each player’s responsibility to to choose a leader.” Ironically, this prob- many of the techniques of teachers in assert himself when he feels the leader lem will often crop up in groups with organizing the group, relying on such or group is not functioning properly. It is superior players; there are just so many simple principles as waiting to be recog- in poor taste to sit quietly, critically judg- good ideas that no one can stand to nized before speaking and listing impor- ing the party’s efforts, then to later com- abandon his own concept to work with tant details on blackboards. Though plain that the leader or rest of the party the group. The final round of the Origins some may resent such formal structur- blew it. A tournament is a team effort, 82 Runequest tournament is a perfect ing, it will be accepted if it solves a mutu- and each individual is responsible for the example. With eight excellent players, ally perceived problem. group’s success or failure. Often a quick there were (at least) eight very good 11. “The wrong leader.” critical appraisal of the situation can set ideas about how to approach the party’s A typical complaint heard after an un- things back on the right track. For the task; no one plan was obviously better successful adventure is “Our leader led leader’s part, he must be positive and than the next. The result was that the us to disaster,” or “We picked the wrong accepting of criticism; he should en- party broke up into several small groups, leader.” This may simply be a matter of courage anyone who disagrees to speak each intent on following their own ideas. undignified second-guessing; as often out. As long as the leader encourages as not, the leader may have been the best the comments of party members, and as choice, and the complainer simply look- long as they do not abandon their right ing for a scapegoat. However, to the and responsibility to support and advise extent that this is a valid complaint, sev- him, the group can operate efficiently eral principles address this problem: without becoming a dictatorship with A: Look for leadership qualities. A the passive indulgence of the players. good leader is usually older and more 12. Last-minute panic. experienced; inquire as to which players The last thirty minutes of a tournament have tournament experience and which adventure often degenerates into chaos players have led parties in tournament as each player desperately seeks to ex- play before, and how often. A potential pend his remaining powers and grab the leader will probably be doing many of treasure before time runs out. Even the the things suggested by this article long well-organized group will go crazy at the before he is officially designated party last minute, abandoning their efficient leader. He will usually be an extrovert, systems, in disruptive panic. Each player speaking easily with friends and stran- insists on acting and speaking imme- gers alike. (Do not confuse the loud- diately, with the result that no one can mouth with the extrovert — a loudmouth act or speak effectively. Resist the emo- tries to do all the talking; an extrovert will tional urge to panic, and try to operate as perhaps initiate the talking, but will also you have throughout the scenario — in listen to what is said.) He will usually an orderly and efficient manner. have his own materials (rule books, dice, note pads, pencils) well organized, per- Effective FRP tournament play haps even to the point of compulsion. He As the gamer becomes more expe- may politely defer to others when leader rienced in tournament play, he will adapt, volunteers are called for; often a really revise, and perhaps discard many of the experienced leader is embarrassed by suggestions offered above, and he will his preeminence. He may be self-con- devise his own set of principles to guide scious about constantly taking such an him to increasingly effective and suc- important role, and he may eagerly en- cessful tournament play. It is not undig- courage other less experienced players nified to strive to win; the spirit of compe- to take a shot at a party leadership role tition provides the serious atmosphere in — a generous gesture that should be re- which some of the best FRP gaming spected, since the veteran can always be experiences may be enjoyed. However, called on if things go badly later on. never lose sight of the ultimate goals — B: Explicitly limit the leader’s role from to play hard, to play well, and, most of all, the very start of the expedition. Make it to have fun.

58 FEBRUARY 1983

The game

by Tim Grice

The game of chess has its origins in the distant past. In medieval times it was known as the game of kings. Given the quasi-medieval setting of most AD&D™ game environments, it seems not im- plausible that knowledge of chess lurks somewhere in the land. This article demonstrates how to simulate the game of chess in a fashion that is both reason- ably accurate and playable.

Who can play For the purpose of simplicity, chess is treated as a language insofar as learning it is concerned. This means a character must have an intelligence of at least eight to be able to learn and play the game. A character with an intelligence of eight can know one additional language, as indicated in the Players Handbook. If the character in question chooses to know how to play chess, he or she has used up that additional language. A character with an intelligence of 10, who can normally know two additional lan- guages, can know only one additional language if he or she chooses to know how to play the game of kings. While the game is treated as a language for learn- ing purposes, it should be remembered that chess is not literally a language; just because a character knows how to play chess does not mean that character can converse with any monster that can also play chess. The character could engage the monster in a game of chess, but any other, more meaningful communication between them is impossible unless both have some spoken/written language in common.

Chess modifiers Not all chess players are created equal. The degree of proficiency a chess player has is simulated with a statistic called the Chess Modifier (CM). When a person learns the game his CM is low, but it will increase as the player gains experience in the game. Chess Modifiers range from 9½, for the lowest-ranked beginner, to more than 100, attainable only by chess masters: the average CM for a player

60 FEBRUARY 1983 within a game AD&D™ characters can battle over a chessboard

character is about 35. The basic Chess a cumulative score of +4 is a crushing (along with the method of cheating, if Modifier for a character who has just victory for Black. If the cumulative score any, being employed) and hand it to the learned how to play chess is computed at the end of a turn is between -2 and +2 judge. The judge cross-indexes the two by adding the character’s intelligence inclusive, the game continues until a strategies on the table below; this yields score and half his or her wisdom score, winner emerges or until the Stalemate a number, which is added to the percen- retaining the fraction if there is one. A Limit for that game is reached. tile dice roll generated by the judge. cleric with an intelligence of 11 and a (Adding a negative number is equivalent wisdom of 13 has a CM of 17½ when he Turn Result Table to subtracting that amount if it were first learns the game of kings. When play- 01—05: Great move for White; adjust expressed as a positive number.) Black’s ing the game his CM is considered to be cumulative score by -2 CM is added to, and White’s CM is sub- 17 (dropping the fraction). The “extra” 06—45: Good move for White; adjust tracted from, the resulting number. This fraction is used when the cleric gets bet- cumulative score by -1 modified number (perhaps also further ter at chess, as detailed below on the 46—55: No change in status; no ad- modified for cheating; see that section in subject of experience. justment to cumulative score the following text) is compared to the 56—95: Good move for Black; adjust Turn Result Table to determine the result Playing procedure cumulative score by +1 of that turn’s moves. Note that each The game of kings is played in turns, 96—00: Great move for Black; adjust “turn,” for purposes of adapting chess to each of which are, coincidentally, exactly cumulative score by +2 the AD&D game, may represent more one turn (10 melee rounds) long. To pre- than a single pair of moves on the chess- pare for a game, the judge (DM) first The strategies board; what is being measured by the determines the Stalemate Limit for that The six strategies are: General Attack, Strategy Table and the Turn Result Table game by adding the players’ Chess Mod- Build Up Own Position, Destroy Foe’s is not necessarily the result of individual ifiers, dividing that total by 10 (dropping Position, Set a Trap, Trade Down, and moves, but the result of the application the fraction, if any) and adding the result Attack Foe’s King. At the beginning of of a general strategy over a series of of a roll of d6. If the game continues for each turn Black and White both select such moves, all of which constitute one this number of turns, it is considered to one of these, write it down on a note “turn” in the AD&D time system. end in a stalemate or draw, with no vic- tory for either player. STRATEGY TABLE To begin each turn of a game of chess, A = General Attack; B = Build Up Own Position; C = Destroy Foe’s Position; each player secretly chooses which of D = Set a Trap; E = Trade Down; F = Attack Foe’s King. the six strategies he will use and writes it Black’s Strategy on a note which is given to the judge White’s Strategy A B C D E F (DM). Also on this note is the means, if A 0% -20% +10% +20% 0% -10% any, by which the player is cheating. The B +20% 0% 0% -30% +10% +10% judge then rolls percentile dice and mod- C -10% 0% 0% +20% -10% -10% ifies the result according to the players’ strategies, according to whatever means D -20% +30% -20% 0% +20% -10% (if any) of cheating are being used, and E 0% -10% +10% -20% 0% +20% according to the players’ Chess Modifi- F +10% -10% +10% +10% -20% 0% ers. (The procedure is clearly outlined later in this article by an example.) A sample game strategies and give the judge notes tell- Finally, the adjusted dice roll is used to The cumulative score is set to zero. ing what they will do on the first turn. refer to the appropriate line on the Turn White has a CM of 29. Black has a CM of Black will try to destroy White’s position, Result Table (below), and the result read 20. Black’s CM + White’s CM divided by while White is immediately trying to from that table is used to adjust the 10 (drop the fraction) equals 4, which attack Black’s king. The two strategies game’s cumulative score, which is set to means if the game is not won in 4 + 1-6 are cross-indexed on the Strategy Table, zero at the beginning of the game. If the turns it will be a stalemate or draw. The giving a result of +10%, so 10 will be cumulative score reaches -4 at the end of judge rolls d6, getting a result of 3, mak- added to the percentile dice roll. The a turn, the game is over with a crushing ing the Stalemate Limit for this game judge rolls 82, which is modified to 92. victory for White; a cumulative score of seven turns. (The judge, of course, does Adding Black’s CM of 20 and subtracting -3 indicates a win for white; a cumulative not tell the players how long they have to White’s CM of 29 (a procedure which will score of +3 indicates a win for Black; and play.) The players select their opening yield the same result for each turn)

D RAGON 61 means that the roll is modified by another opportunity to learn, and some games upper limit, beyond which further pro- -9, making the final result 83. The 83 is will obviously teach more than others. gression is impossible. The maximum compared to the proper line on the Turn The more difficult a foe is to beat, the CM of a person (NPC) who has nothing Result Table, showing that the actions more experience can be gained by the to do but play chess all day, every day, is taken on this turn constitute a good other player. 5 times his initial Chess Modifier (intelli- move (actually, a series of good moves) In AD&D game terms, experience may gence + half of wisdom). Player-charac- for Black. The cumulative score is ad- be gained whenever a character wins a ter adventurers, who cannot spend a justed by +1, from 0 to +1. game of chess without cheating. The large amount of time on the game, can Turn two: On this turn, Black is willing winner must roll less than his or her intel- never advance beyond 3 times their initial to trade down, while White is mounting a ligence on d20, success indicating that Chess Modifier. general attack. The two strategies can- the winner has learned something while cel each other out. The judge’s percen- playing. If the roll is failed, then the char- Cheating tile dice roll of 77 is again modified by -9 acter in question has not learned any- Several methods of cheating at chess for a result of 68, another good turn for thing from the game. In no case can a exist in an AD&D context. A player at- Black. The cumulative score of +1 is character learn anything from a game, tempting to cheat must indicate that, and adjusted by +1, to +2. for purposes of increasing his or her CM, specify the method being used, on the Turn three: White is setting a trap, if that character did not win the game. note that he gives the judge at the begin- while Black is attacking White’s king. If the roll vs. intelligence succeeds, the ning of the turn. Being caught cheating The dice roll is 56, modified by -10 for character’s CM goes up by an amount has many different possible consequen- the players’ strategies and by -9 for the equal to the opponent’s CM divided by ces, ranging from expulsion from the difference in their CM’s, for a result of 37, the character’s CM. In the sample game game to decapitation, depending on who a good turn for White. The cumulative described earlier, White (CM of 29) beat does the catching. The Dungeon Master score is adjusted by -1, down to +1. Black (CM of 20). Therefore, if White must decide the severity of the punish- Turn four: White is trading down while rolls less than his intelligence on d20, his ment on a case-by-case basis. Black is launching a general attack. The CM will be increased by 20/29. Then, if The simplest way to cheat is to try to dice roll is 48, adjusted by -9 for the play- and when White gains another 9/29 (for move the pieces around when no one is ers’ CM’s but not adjusted for the differ- example, by beating someone with a CM watching. A player who succeeds at this ence in strategies, for a result of 39, of 9), his CM will go up to 30. If, for gains a bonus to his CM — for the cur- another good turn for White, which puts instance, White beats an opponent with rent turn only — equal to his dexterity. In the cumulative score back at 0. a CM of 14 and makes his intelligence the game example given earlier, suppose Turn five: Black is trading down while roll, he would have a CM of 30 plus 5/29, that Black (CM of 20) decides late in the White is building up his position, yield- which would be rounded down (for play- game that cheating is better than losing. ing a -30% modifier. The dice roll is 30, ing purposes) to 30. The fraction would The cumulative score is -2, on turn six. and taking the modifiers into account, be counted when making further calcu- Black has a 14 dexterity. If he succeeds the resulting number is -9 (considered lations to gain more experience. (Note in moving the chessmen around, his CM the same as a result of 01, the lowest that it is possible for a player’s CM to for this turn will be 20 + 14 = 34. number obtainable on the Turn Result increase by one point or more as the Cheating in this fashion, however, is Table). This turn was very good for result of a single game, if the winner of not without risks. The player attempting White, and the cumulative score is ad- that game had a CM equal to or less than to cheat must make a roll of dexterity or justed by -2, going to -2. his opponent.) less on d20 for all those watching the Turn six: Black’s cause does not look There are restrictions on how rapidly a game (including his opponent and any good. The best he can hope for is that the player character can gain chess expe- spectators, but not the judge). Each roll Stalemate Limit die roll was relatively rience, regardless of how many games that fails alerts one watcher. Thieves are low, since with a cumulative score of -2 the character wins in a span of time. The allowed two rolls per watcher, the first as with (at most) 5 turns to go he would NPC noble with little else to do but putter above and (if it fails) the second a per- need 5 “good moves” or 3 “great moves” around and think could conceivably in- centile roll with the same chance of suc- to win. Since White is the more skillful crease his CM by a substantial amount in cess the thief has of picking pockets. player, Black’s chance of getting the a single day. A player-character adven- This method of cheating can be tried needed moves is slim. He chooses to turer will have many far more important only once per turn. Each succeeding try attack White’s king, while White chooses things to do than play chess all the time; on later turns in the same game lessens a general attack. The modifiers of -10 such a player’s CM cannot increase by the necessary d20 roll by one, and low- (for strategy) and -9 (for CM’s) is applied more than one point within a span of 1-4 ers the pocket-picking percent of a thief to the dice roll of 20, yielding a result of 1 weeks; the DM must roll d4 for each by 5%; this sort of cheating becomes eas- — another “great move” for White. (In player to determine his or her “learning ier to detect the more often it is tried. If this case, Black would have had much limit,” which will apply throughout the the player cheating has a dexterity of 20 better chances if he had set a trap.) The player’s chess-playing lifetime. The only or higher, or is a thief with a pick-pocket cumulative score is adjusted by -2 to -4 exception to this one-point limit is for a percentage of 100% or more, there is still ending the game in a crushing victory for player who earns more than one CM a 1% chance of the cheating being no- White. If Black had survived this turn, point in a single game, and in this case ticed. For this and all other methods of and also not lost in the next (seventh) that player is limited to the amount of cheating, the judge (DM) does the dice- turn, the game would have been a that increase for the next 1-4 weeks. rolling, to keep unknown the fact that a stalemate. Another restriction is this: Only the cheating attempt is being made. In this sample game, neither Black nor first game an adventurer plays against Another means of cheating, far harder White engaged in cheating. If either or someone has any chance of affecting the to detect, is through the use of ESP. The both had, the result might have been dif- adventurer’s CM. While this is not true in medallion can be detected by a physical ferent. (See the section on cheating in the real world, in game terms it is utterly search or by some form of detect magic, the following text.) necessary; otherwise, all the chess play- and use of the spell can be revealed by ers in a party could play each other over detect magic, but the psionic abilities of Gaining chess experience and over again and gain chess expe- ESP and telepathy can only be detected As a character plays chess and gets rience in round-robin fashion until all by a psionic character, by the use of better at it, his Chess Modifier can in- had reached their maximum CM’s. ESP, or a detect lie spell. The ESP spell crease. But not every game presents the Each player’s Chess Modifier has an can be cast on the sly by mumbling the

62 FEBRUARY 1983 verbal component and moving the hands intimidation is attempted, by whatever to cheat in order to enhance his chances in the Somatic fashion under the table. A means, the intended victim of the intimi- of victory; winning a bet on the outcome magic-user attempting to cast an ESP dation must roll his wisdom or less on of the game is perhaps the most obvious spell surreptitiously must make a saving d20 (adjusted up or down at the Dun- of all. throw of his intelligence or less on d20 geon Master’s discretion, according to for each watcher to avoid the casting the severity of the intimidation) to avoid NPC chess players being detected. being intimidated. The effect of success- A non-player character’s chance of If the spell is successfully cast or the ful intimidation is to lower the victim‘s having learned how to play chess is power successfully employed by a me- CM by 10% for one turn. This effect is dependent on the character’s profession dallion or through psionics, the effect of cumulative, to a maximum of five suc- and intelligence. Remember that a char- ESP is devastating: For that turn the cessful attempts (a lowering of the CM acter must have an intelligence of at opponent’s CM is lowered to zero, and by 50%) in one turn. least 8 to be able to play chess. NPC’s rather than the ESP -user having to select Intimidation can be accomplished by a who can play the game will have the a strategy, the most favorable one (from multitude of means, including having basic Chess Modifier of intelligence + the viewpoint of the ESP -user) is applied husky bodyguards breathing over the half of wisdom in addition to a bonus, against the opponent’s choice of strat- victim’s shoulder, laughing whenever the which is generated according to the fol- egy. If both players are using ESP, that victim makes a move, “playfully” swish- lowing list: turn of the game will have no result, with ing a sword in the victim’s direction, and Noble: Chance of knowing chess is 5% no adjustment of the cumulative score, so on. Any particular form of intimida- per point of intelligence, bonus to initial and each player will be aware that the tion can only be attempted once per CM is 1-40. other is cheating. turn, but can be tried turn after turn if so Magic-user: 3% per intelligence, 1-30 Use of the psionic ability of empathy is desired. Whenever any player is compet- Fighter: 2% per intelligence, 1-30 almost undetectable (5% chance per turn ing against a dragon who has more than Thief: 2% per intelligence, 1-40 used, cumulative, and only detectable by half the other player’s hit points, an Cleric: 2% per intelligence, 1-10 other psionic characters or those able to automatic possible intimidation takes Gambler: 2% per intelligence, 1-50 detect the expenditure of psionic en- place, and the other player must make a Merchant: 2% per intelligence, 1-20 ergy), and results in the lowering of the roll against wisdom or be intimidated. Serf: ½% per intelligence, 1-8 opponent’s CM to 2/3 of normal for the Intimidation is semi-open; that is, it is Chess Master: 100%, 50 + 1-50 turn in question. apparent to the intended victim and any Dragon: 1% per intelligence + ½% per When playing to lose (for whatever onlookers, and the players involved can hit point, 0-7 per age level reason), a player need not use all of his make their own rolls against wisdom. All Others: 1% per intelligence, 1-12 CM. In fact, a player can use a negative die rolls pertaining to other forms of The CM bonuses and chance to know CM of up to half his normal Chess Modi- cheating are rolled in secret by the judge. the game are only for non-player charac- fier without being obvious. (This desire A player who cheats or attempts to ters. Player characters must learn the should be communicated to the judge in cheat can gain no experience from the game from someone who knows it al- the note preceding each turn.) game in question. However, there may ready, and will have the initial Chess Far and away the most common form obviously be other reasons for a player Modifier of intelligence + half of wisdom of cheating is by intimidation. Whenever to engage in a chess game and attempt until gaining experience.

D RAGON 63 Convention schedule

ORCCON 1983, Feb. 19-21— Southern Spokane Falls (Wash.) Community Col- Park in downtown Madison, Wis. Mem- ’s largest strategy game con- lege. Admission is $6 for a two-day pass bership fees are $10 until Feb. 25, or $15 vention and exposition. The site is the or $4 for one day: profits will go to the thereafter and at the door. More informa- Sheraton-Anaheim Hotel, next to Dis- Spokane Guild schools. Details are avail- tion can be had from SF3, Box 1624, Mad- neyland in Anaheim, Calif. Admission is able from Shannon Ahern, Book and ison WI 53701. $15 at the door for all three days, or $10 Game Company, West 621 Mallon, Spo- at the door for one day only. For more kane WA 99201, phone (509)325-3358. CRUSADERCON II, March 4-6 — Locat- information: Strategicon PR Dept., P.O. ed on the Metro State Campus, Denver, Box 2577, Anaheim CA 92804. WISCONSIN SCIENCE FICTION CON- Colo. For more information, contact the VENTION, March 4-6 — The seventh MSC Gamers Club, Box 39, 1006 11th GAME FAIRE ’83, Feb. 26-27 — This annual staging of the event known as St., Denver CO 80204. fourth annual convention will be held at WisCon will take place at the Inn on the HALCON 6, March 4-6 — To be held at St. Mary’s University in Halifax, Nova Scotia, Canada. For details, write to Hal- con 6, P.O. Box 295, Station M, Halifax, N.S., Canada B3J 2N7.

IMAGINCON II, March 4-6 — A SF/gam- ing convention at Kansas State Univer- sity in Manhattan, Kan. Contact: KSU Gaming Council, c/o Ann Simony, 1412 Houston, Manhattan KS 66502.

COASTCON VI, March 11-13 — A con- vention for all types of game enthusiasts, at the Royal D’lberville Hotel in Biloxi, Miss. Pre-registration is $10, admission at the door is $15. Contact: Gerry Patton, 165 Devon Way, Biloxi MS 39530.

64 FEBRUARY 1983 FANTASY WORLDS FESTIVAL, March 18-20 — A SF/fantasy convention to be held at the Oakland Airport Hyatt Hotel. Marion Zimmer Bradley will be among the special guests. For more informa- tion, send SASE to Fantasy Worlds Fes- tival, P.O. Box 72, Berkeley CA 94701.

EMPEROR’S BIRTHDAY CONVENTION XII, March 19 — To be held at the Cen- tury Center, South Bend, Ind. Pre-regis- tration is $4.50 (by March 1), and admis- sion is $5.25 at the door. Contact: Emperor’s Birthday Con XII, P.O. Box 252, Elkhart IN 46516.

AGGIECON XIV, March 24-27 — To be held at the Memorial Student Center at Texas A&M University. Memberships are priced at $7.50 until March 1, $10 there- after. Contact: AggieCon XIV, P.O. Draw- er J-l, College Station TX 77844.

FANTASYLAIR ’83, March 25-27 — To be held at Tonkawa H. S. in Tonkawa, Okla. Contact: Northern Oklahoma Dun- geoneers, PO Box 241, Ponca City OK 74602; (405)762-0349 or (405)765-2382.

STELLARCON 8, March 25-27 — A SF convention to be held on the campus of the University of North Carolina at Greensboro. For details, write to Mike Brown, SF3, Box 4, E.U.C., U.N.C.-G., Greensboro NC 27412.

D RAGON 65 66 FEBRUARY 1983 Off the Shelf

Simak, Disch, Brunner and more helpers come in all forms: Lord Russel, A clear return to the stronger writing the fox; Beryl, the nursing, guardian hen; style of a decade previous, Special John Wesley, a weasel; and above all, Deliverance was a pleasant surprise. Mundo Cani, the dog with the great Since I’ve always been a Simak fan, it nose. Together, under Chauntecleer’s was extremely enjoyable to find his latest direction, the animals of the land battle book chock full of the kind of writing against Wyrm, and his evil creations, the which made me a fan of his in the first mutant rooster, Cockatrice, and his sham place. children, the basilisks. The beauty of Dun Cow is in the falli- bility of the central characters. All of the animals break from the normal Disney- inspired tradition of quadruped superior- ity. Every animal in the book displays a range of emotions and beliefs, some endearing, some foolish, some noble and some bigoted. In short, Wangerin has mirrored everyday human existence in his fable, making it one of the most interesting reads of the year.

SPECIAL DELIVERANCE Clifford D. Simak Del Rey Books $2.75 345-29140-9-275 Special Deliverance starts when pro- fessor Edward Lansing decides that the student who handed in the best paper on Shakespeare he has ever read couldn’t THE BOOK OF THE DUN COW have written it himself. The professor Walter Wangerin, Jr. demands the truth, and the student con- Pocket Books $2.50 fesses he bought it in a “slot machine.” 0-671-83217-4-250 Skeptically investigating, the professor Peter Beagle, the author of The Last finds the student’s machine, discovers Unicorn, went on record as saying that there are other such machines, and is as soon as he finished reading The Book eventually teleported by one of them to a of the Dun Cow, he went back to the first strange world. page and started over, This seems like a Here he meets other people kidnapped bit of hype, until you actually sit down from other worlds, all as puzzled as he as and read it for yourself. to what they should do. Deciding that THE MAN WHO HAD NO iDEA The Book of the Dun Cow is a fantasy they are being tested by whomever or Thomas M. Disch which takes place at the time when our whatever brought them to wherever they $2.95 0-553-22667-3 world was still the center of the universe. are, they set out to discover where they The only collection reviewed this time It is a time before God created man, are, and why they are there. Their jour- around is one which is long overdue. It is when the beasts still held sway. The ney is not pleasant; the questers begin to not that Disch is ever ignored; it is only beasts’ mission, given them by God, is to die and disappear one by one, providing that everything he does is worthy of contain the dread Wyrm, a miles-long the survivors with scant clues as they attention, and it should be put before the monster who could destroy the planet exit. public as soon as there is enough of it. and much of the universe in a moment if A large success in hardcover, now out The Man Who Had no iDea is a gather- released from his cavernous prison at in paperback, Special Deliverance is one ing of seventeen Disch gems, crammed the Earth’s center. Most of the animals of Simak’s best efforts in years. It has a in one atop the other, each funnier, or have no knowledge of Wyrm’s existence harder edge than most of his recent stranger, or weirder than the one before. — until he strikes. work. Although many of the characters Many of them are short, four, five pag- The leader of the animals, to whom within retain the traces of buffoonery ers, leaving room for the several lengthy falls the task of trying to stop Wyrm when typical of Simak’s work, somehow they entries also chosen for inclusion. It is not he makes his stab for freedom, is Chaun- do not seem as simple-minded as usual. to worry: Disch’s short-shorts are always tecleer, the rooster. He is a brave, if sim- The book is too rough, too challenging, perfect. There is perhaps no more fright- plistic, soul, given to equal moments of to allow them to remain mere clowns ening short-short story in the world than tantrum and inspiration. His friends and throughout. “An Italian Lesson.”

D RAGON 67 If you like Disch, or just like really The Odds Are Murder is for more than offbeat tales, this is the ideal “train-to- fantasy/science fiction fans, or detective work/schoolbus/etc.” companion. Even readers, or any one small group. Anyone if more collections were reviewed, this with an extra $250 should give this one a would be the must of the month. high place on his shopping list.

MAGICIAN THE SECRET Kelly/Mann/Prelss/ Raymond E. Feist Trilllng/Palencar/Pierard/Asen/Jay Doubleday $19.95 0-385-17580-9 Bantam Books $10.95 0-553-01408-0 I rarely review hardcover books. If As one can see from the above listing, they’re good, my thought is that they will more than a few hands were involved in appear soon enough in paperback; time the creation of The Secret. This book, enough then to send people out looking. besides being a fairly amusing look at This is not one of those cases. goblins, spirits, and other classic fairy It is rare that anyone does anything folks most people are familiar with, is worthwhile with the sword-and-sorcery also a treasure hunt, involving buried genre these days, especially out of the jewels (honest!) in 12 locations through- blue. It is rare any more if characters we out North America. are familiar with can do anything that is The book contains color illustrations new or different. For a new author to which, when coupled with verses inside, come out of nowhere and create two combine to give the clues to the exact entire worlds and several dozen fascinat- locations of the treasure of the Fair ing characters and enthrall readers from People. coast to coast is something that demands Apparently, the reader is not required immediate attention. to actually go to the location of the trea- Raymond Feist is a fantasy role-play- sure, but may fill out a form (contained in ing game designer who one day decided the book) on which they can simply de- to do what a lot of role-players talk scribe the location. If you can call the about: He wrote a book. The difference THE ODDS ARE MURDER shots on the where, the jewels you find between Feist’s book and the ones that Mike McQuay are yours. are merely talked about, however, is that Bantam Books $2.50 0-553-22858-0 Be warned, however: After looking the Magician is filled with new ideas, new I have recommended the Mathew clues over, one can see that The Secret is concepts, and reworkings of familiar Swain series by Mike McQuay in this going to be safe for a long time. The ones that come off well enough to be column before. For those who don’t treasures really are there for whomever embraced as new. know Swain, he is a tough, honest, moral can find them, but finding them is going The novel is the tale of two boys, and private detective, living in Earth’s future. to be tough. The book is great fun on its the war which engulfs them and their He fights against automation, deperson- own, though, and worth the price, just land. It is a war of magic and weapons, alization, and all of the other dehumaniz- for the hours of enjoyment it will afford one which leads both youths to man- ing elements of his time. The stories are one in trying to decipher the clues, let hood, and into totally different lives than told in the hard-boiled, cynical style of alone in reading the text (both serious either of them could have ever suspected. Raymond Chandler, but with a flavor all and humorous), and looking over the I will not even begin to try to outline the their own which makes them more than drawings and the photographs of the near 550 pages of intricate plotting which mere sendups of old words with a new Fair People inside. fills Magician. coat of paint. I will say that Feist has done his In McQuay’s newest novel, The Odds homework. His medieval worlds (one Are Murder (reported at this time to be THE VENETIAN COURT based on feudal Europe, the other on the last in the series), Swain has hit rock Charles L. Harness feudal Asia and Japan) ring true. There bottom. He has no money, and no car. Del Rey Books $2.25 345-30628-0-225 is enough included about the daily lives He has sold his ‘overcoat for drinking In The Venetian Court, Charles Har- of the characters to make us care about money. The state has taken away his ness weaves a simplistic tale of right and them and for them. And, although the detective license, and his hope. As the wrong. His villains are straightforwardly writing does bog down a trifle toward the book opens, he has just been released evil. His champion is a man of con- end as the author pulls together all of his from a mental institution he was rail- science using a conscienceless profes- plot-lines, this is not to be worried about. roaded into by his enemies. Of course, sion (the law) as his weapon. The person Played out against a massive back- things happen to start him fighting again, championed is noble, virtuous, and self- ground and told over nearly a score of and there within lies the stuff of one of sacrificing. None of the characters ever years, Magician is a fine, solid read. It is the finest detective fantasies ever written. achieve more than a partial half-life, all also, happily, open for a sequel. It wraps The Odds Are Murder is more than a of them too busy mouthing stock phrases all of its loose ends neatly together, but genre novel. McQuay has made a study and wondering trite thoughts, woodenly there is a strong desire on the part of the of madness and depression which is in shuffling in and out of scenes. reader for more, and enough substance many ways unequalled. It is a sad book, The novel concerns Quentin Thomas left in the material to warrant it. one which can often repulse readers, and his attempt to save a woman’s life in Magician is the best new fantasy con- while in the same instances refusing to court. What he must do is prove inde- cept in years. After the hundreds of bad, let them go, keeping them filled with an pendent intelligence in a computer, bring dry, pointless, repetitious fantasy novels almost morbid fascination. No matter the plaintiff, Universal Patents, Inc., to its I have seen over the past decade, this what happens to Swain, or what he does, collective knees, and outwit merciless one is more than a breath of fresh air — it the reader keeps going because he does judge Rex “Spider” Speyer. His prob- is a sweeping sweet wind which has a not want to see him fail. Swain repre- lems are that the computer’s inventor is chance of putting its author firmly on the sents human hope and determination, certified as mad, and nowhere to be throne next to Tolkien — and keeping the kind of determination strong enough found; Universal Patents is the largest, him there. to go to any lengths to succeed. most powerful corporation in the world,

68 FEBRUARY 1983 and run by ruthless killers; and, lastly, become an unwieldy nightmare of a the judge is an insane sadist who will novel in many another author’s hands, bend the law in any way he can to see giving us only what we need to know, Ellen Welles found guilty and executed and yet giving it to us in a highly desira- just for kicks. If that last sentence seems ble package. His characters are all fully lengthy and unwieldy, it’s nothing com- blown, each giving us a clear picture of pared to the book. exactly who he or she is. This, coupled Granted, there is nothing really wrong with Brunner’s invention of the pantol- with The Venetian Court; the problem is ogist (“invention” in the sense that he that there is nothing particularly right makes over the profession to the point with it, either. As a story, it just lays down where you can believe such people ac- for an afternoon dognap, doing nothing tually exist) makes for highly enjoyable to inspire the reader. Coupling this with reading, indeed. its deus ex machina ending makes the Manshape is an excellent new release, novel a bland piece of work, not much perfect for those who enjoy a good puz- worth the effort to buy or read. zle, especially one which takes a great deal of plain and simple logic to solve.

MANSHAPE John Brunner DAW Books $2.25 O-87997-784-7 A large leap away from the previously mentioned novel is the latest from John Brunner, Manshape. Herein we are pre- sented with a humanity which has spread throughout the stars faster than the mother planet could keep track of them. Consequently, most of the new worlds settled by Earth were lost from each other until the invention of the Bridge System. Bridge. It would be cruel to give here This method of instantaneous trans- even a hint as to why Azreal burns down portation linked each rediscovered world the Bridge, or what happens after that. to all of the others until the discovery of Brunner has shaped an extraordinary Azreal, the one world that refused the book, distilling down what would have

D RAGON 69 CITYBOOK I: Aid for all systems Reviewed by Ken Rolston Security section are a police barracks that many magic rules, with their endless and the Bummingham Jail. spell lists, will be so diverse as to defy CITYBOOK I is a gamemaster’s aid CITYBOOK I does not claim to be a description in these limited terms. consisting of 25 business, service, and complete city, unlike Thieves’ World and These three aspects of the NPC will lodging establishments, amply described The Free City of Haven. Neither does it require the GM to prepare relevant sys- along with the personalities and activi- claim to help you structure or design an tem-oriented notes for each character if ties found therein. The book is attrac- FRP city, as do several products by Mid- there is any chance that there will be tively designed, written well, imagina- kemia Press, for example. Instead, this combative or magical interaction with tive, and conveniently applicable to any product offers modular pieces to be the player characters; however, since it FRP rules system. Published by Flying added to an existing city, or to be used as is unlikely (I hope) that the players will Buffalo, Inc., for $14.95, it is an expen- the nucleus for one to be constructed by match swords with Widow Rohls (the sive but still worthwhile labor-saving the GM. The descriptions of the estab- baker) or her charming daughters, de- device for the fantasy gamemaster run- lishments and personalities of this pack- tailed stats are unnecessary. In a city ning city adventures. age are far more completely developed most NPCs will not engage in more than ClTYBOOK I is a 128-page, 8½-by-11 than those of other recent city materials. dialogue or reparte with the characters, format paperback. It begins with a sec- By focusing on relatively few features of and the full dramatic descriptions pro- tion explaining how to adapt the specif- a city, greater detail in description is vided for the NPCs in ClTYBOOK I are ics of the character and establishment achieved — and detail is the soul of quite adequate for this purpose. descriptions to one’s own system. Next atmosphere in a fantasy role-playing The fourth aspect of NPCs, physical is a general how-to article for beginners campaign. This package is particularly appearance, is actually more specifically on gamemastering FRP cities. Then a good for the GM who emphasizes role- described in ClTYBOOK I than is pro- comprehensive key to the floor-plan de- playing; there is little encouragement of vided for in most rules, and therefore is scriptions is given, complete down to crude hack’n’slash here. In general the more than adequate. Another aspect of symbols for privies and bathtubs. write-ups are full of dramatic opportuni- play, costs and prices, is handled in gen- The balance of the book is devoted to ties, well-organized and stimulating to eral terms (“low,” “reasonable,” “expen- the detailed descriptions of 25 places of the narrative imagination. sive”). When specific prices are used, business appropriate to fantasy cultures. Particularly interesting are the design reference is made by comparison to pric- For each there are a description of the features that enable CITYBOOK I to es in U.S. currency (1 g.p. = $1) so that establishment and the services offered classify as a truly all-system supplement. relative value can be judged. there; detailed keys to the layout, char- The book handles five aspects of gaming The guidelines also mention that the acter sketches and portraits of the im- that are usually quantified and detailed description of certain NPCs as “orcs” or portant NPCs; and two or three sugges- in ways that are unique to each rule sys- “dwarves” depends on the GM’s use of tions for using the setting and characters tem. The first aspect is the general at- racial types in his own campaign. It is as the core of a gaming session. tributes of the NPC — strength, dexter- easiest to suppose that all the NPCs in The 25 establishments are sub-divided ity, power, etc. CITYBOOK I suggests this package are humans of varying sta- into several categories. The first is Lodg- that it is unnecessary to detail all of these tures and ethnic backgrounds, since ing and Entertainment, featuring a rough- stats for NPCs, but directs the GM to none of the character descriptions rely neck tavern and a more respectable inn, look for phrases in the character sketches on any distinctively idiosyncratic fea- complete with the benign ghost of a min- (“quick,” “very stupid,” and so forth) as tures of race. For example, the descrip- strel amicably haunting it. The second guides to distinctive characteristics. tion of the Sleaz brothers, the tattoo- section is called Public Services, a broad From experience I have found this to be parlor twins, as “orcs” would be mislead- category including a “taxi” garage, re- true; seldom is it necessary to have char- ing in a system that labels orcs as prim- fined public baths, a candlemaker with acter stats for most NPCs, as long as the itive and ferocious; their portraits are far some “special” designs, a leech with a character is well-visualized and under- from fearsome, and one is described as gleeful, eager ineptitude at surgery, a stood by the GM. “a gentle soul” who “adores animals and magic shop, a taxidermist and museum The second aspect is fighting prowess. small children.” (exhibiting some of those charming hor- Here CITYBOOK I provides a six-level I have found CITYBOOK’s placid indif- rors commonly encountered by intrepid coding system, rating each NPC as a ference to detailed statistics for NPCs to adventurers), a diviner, and a tattoo par- poor, average, fair, good, very good, or be quite acceptable; others may not be lor run by an ugly pair of twins named the excellent fighter. It also gives percentiles so satisfied. As a GM who emphasizes Sleaz brothers. suggesting what proportion of the popu- role-playing, I find the personality of the The next section is grouped loosely lation could be expected to have that NPC is far more important than his mar- under Services: Hardware. Here are de- level of ability. For example, “poor” fight- tial skills or his hit points, particularly in scribed an armory, a swordsmith, a bow- ers would be easily defeated, and they the usually civilized setting of city adven- yer, a tanner, and a stable/smithy. The would comprise about 40% of the popu- turing. I rarely need to know the hit Food Services section consists of a bake lation, while “excellent” fighters would points or spell abilities of any NPC, and shop, a butcher, and a street-cart food represent the top 5% of the skill group in the infrequent cases where a player vendor, complete with monkey. Com- and would be likely to defeat most oppo- goes berserk and attacks a grocer, I munity Services include a clocktower nents easily. make up the stats on the spot. A GM who with the inevitable hunchback, and a Bell- The third aspect, magic ability, is also prefers a more formal preparation may man’s Guild, the equivalent of a news described in six levels with percentiles. face a time-consuming task if he wishes service. Under Spiritual Services may be Magic ability is further broken down into to specify the abilities and characteris- found a Temple to Putrexia (a rather eight types of magic: combat, curative, tics of the NPCs in terms of the rules passive and inoffensive religion), an un- clairvoyant, conveyance, construction, system he is using, and this may be a dertaker (just what every good FRP cam- communication, concealment, and con- weakness if the GM is looking for some- paign needs), and a cemetery with a juration. An NPC might have only one or thing he can use immediately without lovely vampire and a mad doctor. In the several of these types of magic. It is clear any time or labor of his own.

70 FEBRUARY 1983 The establishments themselves are setting, rarely is characterization as de- appealing to strained and improbable. It excellently illustrated with floor plans tailed as it must be to afford fully devel- is unlikely that many will rely on them to and external views. The scale and dia- oped NPCs that make the GM’s task eas- provide the core of a gaming session. It grams are detailed and unambiguous, ier. ClTYBOOK I contains numerous will be far more productive to follow the down to the direction that a cabinet door sharp, strong, and distinct characters inspirations stimulated by adding these will swing open. The creators of these with plenty of hooks for the GM’s im- settings and characters to an existing establishments were not as stuck in a promptu narrative. For example, the old campaign; they are good creative spark- medieval history mind-set as are the cre- coot living in the shack in back of the plugs for improvisation and for rounding ators of most FRP cities. The establish- bakery is really a mind-burned wizard out a session preparation. They can be ments are a blend of the medieval and with occasional flashes of uncontrolla- effectively used to provide a net to catch the modern, full of anachronisms that ble power, and the blacksmith is really a anyone that falls through the holes in may offend the more fussy GM — but powerful wizard with a program of re- your preparation of a town. You know why must all fantasy follow the models of venge on his mind, disguised and hiding how characters insist on wandering off Western medieval history anyway? Some until the time is right. On the other hand, on a trail that takes them away from your of the establishments may be appro- sometimes city gaming materials may be carefully prepared narrative sequences priate for smaller villages, but most overly detailed, as packages like The to fiddle around in unanticipated places. would more likely be found in a larger Free City of Haven sometimes are; the This book provides a ready stock of population center. characters are too intricately involved in stopgaps for such behavior — and fre- ClTYBOOK I is entertaining and read- other contexts to be comfortably intro- quently the chance encounters will prove able, moreso than most other fantasy duced into the local campaign, aside as interesting as the story line you care- gaming supplements. The presentation from being so detailed that there is just fully prepared. is well-organized and coherent. The tone too much for the GM to recall. This pro- For the FRP gamemaster who runs city is light-hearted and amusing, unlike the duct manages to avoid both extremes, adventures, ClTYBOOK I is an excellent grim flavor of many game materials. The providing vivid and stimulating personal- resource. The settings, characters, and writers are also refreshingly free of the ities to stir action and reaction in the narrative potentials of the materials are dogmatic dichotomy between Good players. One excellent feature of the imaginative and appealing. The detail is Guys and Evil Guys so pervasive in FRP characterizations is the portraits drawn complete and visual, but not overwhelm- gaming. There is an even-handed and by Liz Danforth. One picture is indeed ing. It can be used to supplement any sympathetic treatment of both the clean- worth a thousand words; each face is campaign, and requires relatively little cut and the shady characters that en- distinctive and precise, and the clothing, work from the GM to adapt to his own courages a more complex view of per- as well as the visage, of a character can system. It is a pleasure to read and a sonality and motivation than does, for tell us a lot about his personality. pleasure to the eye — material that will example, a crude alignment system. The suggestions for scenarios given be read and used, rather than filed away. Though many FRP materials are amply with each set of characters and their I look forward to future all-system pro- detailed in their treatment of plot and establishments range from clever and ducts like this from Flying Buffalo. CIVILIZATION breaks new ground

Reviewed by Tony Watson sets of counters are provided, the maxi- round, and ship pieces are rectangular. mum number of players is seven; the The population counters are backprinted Once in a while, a new game comes additional sets are offered to insure va- with a picture of filled urns and are used out that proves that there is still plenty of riety in the nations available to players. to represent goods paid for taxes. virgin territory out there for game de- CIVILIZATION is a game of player inter- The game components also include signers to explore and plenty of room for action, and the more players the better; two decks of cards, one deck represent- innovative and imaginative approaches although versions for less than the full ing commodities and deck of civilization to those subjects. Avalon Hill’s release, seven-player game are included, con- cards. The first of these, the “trade deck,” CIVILIZATION, is just such a game. tests using less than three or four players consists of nine sets of cards for differ- It’s difficult to categorize the game. It’s don’t compare to the quality of a many- ent trade goods, such as salt, grain, not historical (technically, much of the faceted struggle. bronze, and cloth. Printed on the cards is time period of the game is prehistorical), The four-section, foldout mapboard is the value of a set of the same commodity, in the sense that, unlike most historical printed in a variety of earth tones, show- based on a geometric progression: for wargames, it doesn’t strive to simulate ing valleys, highlands, and deserts. The instance, a single salt card is worth its any specific incidents. Historical trends, map is divided into irregularly shaped base value, three, but a set of three salt rather than historical events, are the stuff areas instead of hexes. Each land area cards is worth twenty-seven. Eight of the that CIVILIZATION is made of. has a population limit of from one to five, sets have an associated calamity card The mapboard covers the region of the indicating how many population count- (explained later). eastern Mediterranean, Near East, and ers can exist in that area at one time. The goal of all the players is to accum- Black Sea coasts. Each player takes the “City sites” are small squares located in ulate civilization cards. The cards in the role of one of the ancient world’s great some territories that denote optimal civilization deck are color-coded accord- cultures. Nine counter sets are provided, spots for the construction of cities. ing to group (arts, sciences, crafts, or the pieces representing population, ac- The counter set for each player is iden- civics). Printed on each card is its point cumulated wealth, ships, and — most tical in composition, but players can eas- cost, any special credits it gives toward importantly — cities. They are used to ily differentiate between their respective the purchase of other cards, and any depict the civilization’s geographical nations because illustrations symbolic special advantages that accrue to the distribution, agricultural and trade po- of the nation are printed on each set of holder of the card. For example, the pot- tential, and military power. The civiliza- counters: for instance, a ziggurat repre- tery card, which is a crafts card, costs tions covered in the game are Babylon, senting Babylon, and (what else?) the forty-five points to buy, gives a ten-point Egypt, Assyria, Crete, Illyria, Thrace, great pyramids for Egypt. Population credit toward other crafts cards, and, Asia, Africa, and Italy. Although nine pieces are square, city counters are when coupled with a grain card from the

D RAGON 71 trade deck, helps to lessen the effects of No dice or CRT is used; conflict is totally an earthquake, a famine, a form of social a famine (one of the calamities). predictable. In this regard, the game is unrest (such as civil war), or the rise of CIVILIZATION has a thirteen-phase probably not for those who fancy them- iconoclasm in a culture, to name a few. sequence of play. That may sound like a selves as adroit tacticians (though there The effect of a calamity is measured in lot, but most of the phases are simple, is undoubtedly an element of strategy to losses to the cities and the population of and some can be handled simultane- the conflict system). The military aspect the player who is beset by one. In some ously. The turn begins with payment of of the game is de-emphasized, but en- cases, civilization cards can lessen the taxes; for each city a player has, he must tirely appropriate to the game’s scope effects of these disasters. convert two of his counters into wealth and breadth. Some calamities are drawn from the and place it into his treasury. Then the CIVILIZATION centers around cities. trade-card piles and must be played by players deal with population expansion: These are constructed after conflict when the person who drew them; others need Areas with one counter double in popu- six population counters are brought to- not be put into play immediately and lation, and those with two or more receive gether by a player on a city site. (Cities may be passed to another player via the an increase of two counters. A census, can be built on locations other than city trading process. In most cases, the play taken at this point, determines the order sites, but twelve population counters are of a calamity card allows the stricken of movement for the turn; players move needed in those cases.) Cities are impor- player to take somebody with him. For in reverse order of the population of their tant as a solid defensive position (they example, a player whose culture has suf- nations. are difficult to assault) and as a source of fered an epidemic must lose sixteen Movement itself is very simple. Count- trade cards. For each city a player has, points (cities are worth five points in the ers can be moved one area per turn on he may draw a trade card from one of the accounting for calamities, population land; ships, which are bought and main- piles representing the base value of the units worth one apiece) — but the play of tained by taxes or a levy of population cards within it. Three cities, for example, the epidemic card allows the player to tokens, allow movement of up to four would enable a player to pick from the have all other players lose a total of spaces per turn through open sea and first three trade-card piles; that is, the twenty-five points as well, with no single coastal areas. piles containing cards with base values other player losing more than ten points. Movement is followed by conflict, also of one, two, and three. The more cities a Spreading out the effect of a disaster is very simple to resolve. When the popula- player has, the greater number of cards often a more effective way to strike at tion of a given region exceeds that area’s of higher value he will receive. another player than the use of military limit, and the population therein belongs After trade cards have been drawn, the action, especially if that player’s territo- to two or more players, conflict occurs. trading round begins. This is perhaps ries are geographically remote. An attrition system, with players alter- the most important phase involving play- CIVILIZATION is a game that defies nately removing counters, is used, with er interaction. Players can offer a trade comparison with others. I can think of no the only modifying factors being an ad- of a group of three or more cards they other game that covers such a broad vantage in numbers and possession of hold by stating the total point value of span of time, 8000 B.C. to 250 B.C., or the civilization card for metal working. the group and one of the commodities allows the players such control over the represented in the proffered group. The shaping of an entire culture. Despite the object of trading is the building of sets of game’s vast scope, the mechanics of similar cards, which (as described ear- play are uncomplicated. This is not to lier) are worth much more than single say the game is unsophisticated; nuanc- cards. Very often it is in the interest of es in movement and combat and the strat- both players involved to make a trade, egies inherent in trading and the acquisi- and both will benefit from an exchange. tion of civilization cards present them- The object of the accumulation of selves anew every time the game is points in trade cards is to be able to pur- played. The way the game works — the chase civilization cards with those points. way it simulates the importance of cities The value of a set of trade cards can be as defensive and trade centers, the man- combined with treasury tokens and spe- ner in which it handles the building of a cial credits from other already-purchased great civilization via the accumulation of civilization cards to buy new civilization technology, arts, sciences, and social cards. Since the supply of some types of philosophies, and the accurate interpre- cards is more limited than others, com- tation of a primitive economic system — petition for those cards is keen; the is a thoughtful and imaginative approach important “mysticism” card, which is the to the subject of the nature of man at the lowest-priced of all but gives credit to- dawn of history. ward science and arts cards, is espe- It has been my experience that a five- cially sought after. or six-player game involving people with Civilization cards determine the nature some knowledge of the game plays in of a culture and its resistance against about eight hours, a full seven-player certain types of calamities. Advancement game taking a little longer. For those up the Archaeological Succession Table with less time available than that, the is dependent on the ownership of num- rules offer provisions for ending the bers, types, and point values of civiliza- game at earlier points in time instead of tion cards. These cards provide the major playing it to its chronological conclusion. source of points for the final totals CIVILIZATION was originally the pro- needed to win the game. duct of a British design group, and the Calamities, the bane of any culture game was subsequently picked up and they happen to (and perhaps other cul- marketed by Avalon Hill. It sells for the tures as well), are a critical aspect of the rather hefty price of $22, but this is game. They enter play via the trade-card understandable considering the large deck, with one calamity card in each number of components the game con- value pile except the first (the one-point tains. Even at that price, it’s a fine value value cards). A calamity can be a flood, and is highly recommended.

72 FEBRUARY 1983 This game’s for daredevils only

Reviewed by Ken Ralston afraid of dying, but because we didn’t contacts in the various subcultures of want to fool with the combat rules. the underworld, the police, and high DAREDEVILS is a role-playing game The character-development procedure society. The crime that must be riddled set in the Thirties era of genre and pulp is detailed but well-organized, and is an out is apparently simple but, as is ap- fiction. The game is published by Fan- entertaining enough solitaire activity. propriate in the genre, is really complex tasy Games Unlimited, and shares some The resulting character sheet is surpris- and obscure in the motivations and rules conventions with some of their ingly simple and easy to use. The char- methods of the characters involved. With other games, like Aftermath and Bushido. acter abilities, background, skills, career, this scenario it is almost possible to cap- For $18.00, the purchaser gets a 64-page and study options facilitate the design of ture the atmosphere of the detective rulebook, a 32-page scenario booklet, a well-rounded and interesting characters. films and novels of the 1940’s and 1950’s. GM screen, character sheet, and dice. The task resolution system is an effec- DAREDEVILS will probably be of par- Designed for adventures featuring he- tive use of the character skills concept; it ticular value to those interested in the roes like Doc Savage, Charlie Chan, takes into account the character’s talent, detective genre. I have little respect for Indiana Jones, and Sam Spade, the game skill, background, the complexity of the the pulp fiction of the 1930’s; television’s rules do an admirable job in covering task, and the availability of resources uninspiring “Bring ‘Em Back Alive” sug- many of the important features of adven- and reference materials. This system is gests how weak the resources of the turing in the modern era of technology, quite detailed and involved; however, genre really are. On the other hand, the though the complexity of some of the since its use may often take place during crime and detective genre has a lively procedures will be intimidating to many downtime, and it is meant to simulate a tradition in fiction and film, and provides gamers. The scenarios provided with the procedure that would often really take a good material for scenarios which em- rules demonstrate the range of dramatic very long time (tracing fingerprints, re- phasize piecing together clues, motives, adventures that may be conducted using pairing a motor vehicle, researching the and opportunities rather than bang-bang, the rules, from the gimmick-happy nobil- background of a voodoo cult), it is not as shoot-em-up adventures. ity of Doc Savage to the sober investiga- discouraging as the convoluted combat DAREDEVILS is unlikely to attract a tive work and hard-boiled figures of the system that requires thirty minutes to large audience. It is too complicated to detective genre. For the gamer inter- simulate thirty seconds of action. understand at one sitting, and thus not ested in the literature and drama of the There are many other positive features suited for those looking for a quick eve- 1930’s, this game offers comprehensive of the rules. Included is a good treatment ning’s action and entertainment. There is rules and authentic atmosphere. of time scales and tactical and strategic a current marketing trend in FRP games The rules are tough reading. In addi- movement. Rules covering the use of that relies on selling many new games tion to the complexity of many of the electricity, doors and locks, and disease with specialized subjects rather than one procedures, the added impediment of are entertaining and credible. Operating game with numerous supplements. This obscure presentation makes for unpleas- a vehicle, avoiding accidents, and fight- strategy depends on the gamer who will ant study. The rules are set up poorly ing in and on moving vehicles works buy a game and play it three or four for reference purposes, with no index smoothly and with dramatic conviction. times, then move on to the next novelty. and a glossary that does not give refer- The suggestions for creating adventures Unless the rules are simple, or closely ences back to the text discussion of the and non-player characters are worth parallel other familiar rules, it is unre- term defined. The style is dense and reading by players of any FRP game. The warding to learn a complicated set of compressed, presumably because of the section on PC motivation is a useful rules just to play a game a couple of designer’s anxiety to include every bit of guide to creating appropriate characters times. DAREDEVILS is not simple; it the detailed and clever rules created to for the genres served by this game. Gen- cannot be played smoothly after a first handle combat, skills and tasks, charac- erally, the rules are very comprehensive, reading of the rules. This game is for the ter generation, and the trappings of moreso than any of the other FRP games sophisticated gamer who plans to use all technology. If the text had been better set in the modern era. Any gamer who is or part of the rules in an ongoing cam- illustrated with examples, and more care already using rules for Call of Cthulhu or paign, or who plans to do a major part of had been taken to make the rules easy to Champions, for example, may be inter- his role-playing gaming in the modern read and reference, I might be less re- ested in incorporating some of the fea- era. served in my recommendation of this tures of DAREDEVILS into his or her Despite my reservations about the game. As it is, it will require a dedicated campaigns. readability and complexity of the rules gamer to read and study the rules enough The DAREDEVILS scenario booklet and procedures of DAREDEVILS, it is to smoothly negotiate the complicated contains four adventures. “Fu Sung’s the most comprehensive set of rules labyrinth of procedures and detailed Secret” is a simple introductory adven- covering role-playing in the modern era, specifications. ture that brings out the investigative and shows great ingenuity in handling The combat system is particularly be- aspects of the rules, and also provides an many gaming situations that are handled wildering. It attempts to handle every opportunity for a little melee. “Fu Sung’s poorly or not at all by other systems. If important factor in the resolution of Revenge” is a follow-up adventure where the players avoid combat, the game plays actions that take only seconds in cinema, the characters assault a mansion peopled fairly smoothly and at a satisfyingly or at most a page in literature. The result with thugs and martial artists and con- dramatic pace. The scenarios included is a very realistic simulation that takes a taining the obligatory death-trap which with the game are well-written and show great deal more time than is justified by the characters must miraculously sur- the virtues of the rules in their best light. its dramatic purpose. It slows the rhythm vive. “Black Claws” is a full-scale cam- Though DAREDEVILS is not appropriate of the game and distracts from the charm- paign that brings the characters into for the casual gamer, those interested in ing atmosphere so painstakingly devel- contact with the occult, politics, and the the genre and pulp fiction of the twen- oped throughout the scenarios included exotic setting of Africa. The classic is tieth century will find that it provides the in the product. When we playtested one “On These Mean Streets”; it is an exam- resources and rules to adapt the flavor of these scenarios, we seemed to care- ple of the best virtues of DAREDEVILS. It and atmosphere of those adventures to a fully avoid combat, not because we were features investigative work, seeking out role-playing scenario.

D RAGON 73 74 FEBRUARY 1983 DRAGON 75 76 FEBRUARY 1983 DRAGON 77 78 FEBRUARY 1983 DRAGON 79 80 FEBRUARY 1983