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DRAGON 1 Publisher: Mike Cook Editor-in-Chief: Kim Mohan Editorial staff: Roger Raupp Time trouble Patrick Lucien Price Mary Kirchoff One of the things we don’t do very well Vol. IX, No. 4 September 1984 Roger Moore (and therefore don’t do very often) is keep Subscriptions: Mellody Knull up with happenings in the real world. It’s SPECIAL ATTRACTION Contributing Editors: tough to be timely when you try to cover Katherine Kerr something in a monthly magazine — first of Ken Rolston all because it only comes out once a month, CREATURE CATALOG...... following Advertising Sales Administrator: Twenty-nine new monsters page 46 Mary Parkinson and second of all because we finish produc- tion of an issue one month before it gets This issue’s contributing artists: Denis Beauvais Keith Parkinson printed and mailed. In even the best of Roger Raupp cases, that usually translates into at least a OTHER FEATURES Bob Maurus Bob Lilly six-week time lag between when something David Sutherland Kurt Erichsen happens and our first chance to tell you Survival is a group effort ...... 8 Marsha Kauth E. G. Walters about it. How populations replenish themselves Dave LaForce Craig Smith In the worst of cases, the time lag is Jim Holloway Dave Trampier considerably longer than that. As an exam- Six very special shields ...... 14 DRAGON® Magazine (ISSN 0279-6848) is ple of how bad things can get, here’s the Protection and much, much more published monthly for a subscription price of $24 per year by Dragon Publishing, a division of story of Comstar Enterprises and that com- The many types of magic...... 26 TSR, Inc. The mailing address of Dragon pany’s play-by-mail game, World of Velgor. Alteration, invocation, explanation . . . Publishing for all material except subscription In late 1983, Mike Gray wrote an article orders is P.O. Box 110, Lake Geneva WI 53147; the business telephone number is (414)248-8044. entitled “PBM: Problems by mail.” He said The Role of Books ...... 32 some things about World of Velgor that Sources for medieval warfare DRAGON Magazine is available at hobby were apparently true at the time he wrote stores and bookstores throughout the United Halt! Who goes there? ...... 34 States and Canada, and through a limited them — but which were outdated and not The sharp-eyed sentinel NPC number of overseas outlets. Subscription rates true by the time the article finally appeared are as follows: $24 for 12 issues sent to an address in the May 1984 issue of the magazine. in the U.S., $30 in Canada; $50 U.S. for 12 Beefing up the bureaus...... 40 issues sent via surface mail or $95 for 12 issues Bruce Abrahams, president of Comstar Skills for TOP SECRET® agents sent via air mail to any other country. All Enterprises, brought this fact to our atten- subscription payments must be in advance, and tion after he (and, unfortunately, lots of Learn magic by the month ...... 42 should be sent to Dragon Publishing, P.O. Box other people) saw Mike’s article. The start- DRAGONQUEST™ game variant 72089, Chicago IL 60690. up of the game was delayed, which was the A limited quantity of certain back issues of basis for Mike’s comment that he looked What is a monster worth? ...... 48 DRAGON Magazine can be purchased from the Dissecting the x.p. value system Dungeon Hobby Shop. (See the list of available forward to playing in the game “if and issues printed elsewhere in each magazine.) Pay- when it is ready.” By the time the article Dunkle Zee ...... 54 ment in advance by check or money order must came out, the game was up and running, A story that sails right along accompany all orders. Payments cannot be made through a credit card, and orders cannot be taken and according to Bruce it had been operat- Monster in the Middle...... 83 nor merchandise reserved by telephone. Neither ing since February. In his letter to me, an individual customer nor an institution can be Bruce pointed out that the outdated news A really fantastic cross word puzzle billed for a subscription order or a back-issue purchase unless prior arrangements are made. had confused a lot of people, who had seen Index to advertisers ...... 92 advertisements for the game in other maga- The issue of expiration for each subscription is zines and understandably were bewildered printed on the mailing label for each subscriber’s copy of the magazine. Changes of address for the about what was going on. He asked for a delivery of subscription copies must be received “clarification of the matter,” which I hope REGULAR OFFERINGS at least six weeks prior to the effective date of the this piece of writing has provided. change in order to insure uninterrupted delivery. The responsibility for delaying the publi- Out on a Limb ...... 3 All material published in DRAGON cation of Mike’s article is ours. But we Letters and answers Magazine becomes the exclusive property of the committed an even greater mistake by publisher upon publication, unless special ar- The forum ...... 6 rangements to the contrary are made prior to printing the “if and when” statement with- Opinions and observations publication. DRAGON Magazine welcomes out checking to find out if it was still accu- unsolicited submissions of written material and rate. I hope Comstar Enterprises hasn’t Gods of the Suel pantheon...... 20 artwork; however, no responsibility for such sub- suffered any irreparable damage because of missions can be assumed by the publisher in any Part 4: Pyremius, Beltar, and Llerg event. Any submission which is accompanied by our error, and I hope we’ll never let old a self-addressed, stamped envelope of sufficient information creep into our pages again. The ARES™ Section...... 63 size will be returned if it cannot be published. 16 pages of SF gaming articles DRAGON is a registered trademark for Gamers’ Guide ...... 80 Dragon Publishing’s monthly adventure playing aid. All rights on the contents of this publication Convention calendar ...... 82 are reserved, and nothing may be reproduced from it in whole or in part without first obtaining permission in writing from the publisher. Dragon Mirth ...... 84 Copyright ©1984 TSR, Inc.

Wormy ...... 86 Second-class postage paid at Lake Geneva, Wis., and additional mailing offices. Snarfquest ...... 89 POSTMASTER: Send address changes to Dragon Publishing, P.O. Box 110, Lake Geneva WI 53147, USPS 318-790, ISSN 0279-6848.

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2 SEPTEMBER 1984 ssue #61 was the last time we published a “Dragon’s Bestiary” column, which had been our every-issue vehicle for dishing out new monsters contributed by our readers. We abandoned our “must run a monster in every issue” approach after that — and a lot of you have told us since then that you want the Bestiary back. Well, we haven’t done that, but we’ve put together something that’s a lot better than the next best thing. In the center 20 surface level map did not reproduce well. I can pages of this 112-page issue is the Creature We can’t re-cover only see 12 barrels indicated by the tiny unla- Catalog, a collection of 29 reader-submitted belled specks. There should be a total of 20 monsters that should whet the appetites of Dear Dragon, barrels. One barrel should stand diagonally three those of you who’ve been asking, “Where’s Over the years of reading DRAGON, I’ve squares from each corner of the main complex. the beast?” for the last 2½ years. been pleased to see such a high degree of excel- The other four barrels not shown should stand 30 lence in the cover art for the magazine. What I feet away from the main complex between Quon- We expect the Creature Catalog to be would like to see is an opportunity, once a year, to set huts numbers 2 and 3, 6 and 7, 10 and 11, popular. We expect some of you to write up purchase a selection of the most popular covers and 14 and 15. and send in your new monster creations for the year. The covers offered would be decided For those agents who can afford their own after seeing it. And if those two expectations by a once yearly mini-survey to find out what equipment, I offer the following prices: inexpen- come to pass, we’ll plan on putting out covers are the favorites of the readers. Why don’t sive parka, $111; moderately priced parka, $333; other editions of the Catalog in the months you ask your readers if they would like this? I expensive parka, $1000; custom-fit parka, $3000; and years to come. know it would be complicated, but I think it space suit, $9000. Speaking of popular, this issue’s cover art would be worth it. I would like to acknowledge the original White- has probably knocked your socks off al- David Heys out playtesters: Mark Elliott, Chris Johansen, Scarborough, Ont., Canada Eric Nelson, Scott Nelson, and Mark Ryerson. ready. For those of you who’ve been buried Initial development and title credit should go to under a mound of dice for the last six We’d like to be able to offer copies of our cover James “Pong” Thompson. months, “Check” is the third and final art for sale, for two pretty obvious reasons: The Merle M. Rasmussen element in the series of chess-oriented fan- artwork is good stuff, and we could probably Huxley, Iowa tasy paintings from Denis Beauvais. make a decent hunk of money by offering prints “Checkmate” and “Stalemate,” which or posters of the most popular pieces. But we adorned issues #83 and #86 respectively, can’t do it, for one not-so-obvious reason: We were two of the most well-received covers in don‘t have the right to reproduce the paintings in Rakshasa ruling our history, and we’re pretty sure that any other form. We purchase first reproduction rights to the Dear Dragon, “Check” will be regarded right up there cover paintings we publish — we can use the art I was very pleased with “Never the same thing with the other two. once, but that’s it. The original artwork and all twice”in issue #84. However, there is one thing Now that the front-and-center talk is other rights remain the possession of the artist. that troubles me. over, I’ve got precious little space left to We could offer to buy the right to make prints or When describing a rakshasa , the author mention all the other great stuff in the table posters, but chances are that many of the artists said that rakshasa knights despise paladins and of contents. “Something for everyone” is a we work with wouldn’t be willing to sell those receive a bonus of +1 to hit and +2 hit points of tough label to live up to, but we’ll probably rights — and those who did agree would (quite damage per attack. Later in the article, under the never come any closer than in this issue. rightfully) want a lot more money. editor’s note, it says that rakshasas are considered You want magic items? Check out Ed David and all the other people who’ve written to be creatures of the outer planes just as demons letters to us on this subject seem to be under the and devils are. If this is true, how could a rak- Greenwood’s “Six very special shields” on mistaken impression that we own the cover art we shasa knight gain any bonuses to hit or damage a page 14. You want a new NPC? Andy publish. I honestly wish we did, but such is not in combat when paladins radiate a con- Pierce’s sentinel is standing guard on page the case. Unfortunately, we’ll all have to be tinual protection from evil? Wouldn’t this protec- 34. You want theory? See Stephen Inniss’s satisfied with seeing the artwork on the cover and tion prevent any contact in the first place? essay “Survival is a group effort” on page nowhere else, unless the creator of a painting Owen Seyler 8. You want theory that’s put into practice? takes matters into his or her own hands and Camp Hill, Pa. Flip to page 48 for “What is a monster markets prints or posters independently. If we worth?” by Roger Moore. ever get word that one of our covers is being If a rakshasa knight was summoned from the offered for sale like this, you can be sure we’ll let Outer Planes to attack a paladin, then it would The next installment of Len Lakofka’s you know. — KM not be able to do so. However, some rakshasa series on the deities of the Suel pantheon knights (like other forms of rakshasas) dwell features Pyremius, Beltar and Llerg. In naturally upon the Prime Material Plane, and response to one of our “wish list” topics thus could not be considered summoned or (#82), Charles Olsen expounds on “The Merle’s reaction conjured. Rakshasas are not truly “outer planes” many types of magic” in the AD&D game. monsters in the sense that demons are. Also, a We managed to squeeze in articles on the Dear Editor, paladin lighting a rakshasa on Acheron (the plane TOP SECRET® and DRAGONQUEST™ I want to thank you and your staff for the suggested by the author as the creatures’ home plane) would not get the benefit of his protection games, plus features on four SF/superhero great-looking TOP SECRET® adventure pro- duced in DRAGON #87, Operation: Whiteout. from evil aura, since the innate evilness of the games in the ARES™ Science Fiction Sec- Whiteout was used as the RPGA™ TOP plane itself would negate it. — RM tion, plus our usual excursion into fiction. SECRET Tournament adventure at last year’s And for something unusual, grab a pencil ® XVI Convention. Only one of the with a big eraser and try to tackle “Monster 12 competing six-person teams completed the in the Middle,” the best crossword puzzle mission in the given time. I appreciate the help of Adept at arguing with a gaming connection that we’ve ever all the event’s judges. A plaque was given to been offered. Well, of course it’s not an easy Mike Taglianetti, who was voted the best role- Dear Dragon, puzzle: What do you think we think you player on the highest-scoring team. Mike’s team Craig Barrett’s article “The warrior alterna- members were Bryan Robert, Pat Kushel, Kevin tive” in #86 was so ill-thought-out that I question are? — KM Price, Ron Sladon, and Mike Thomas. his knowledge of the rules. The fuel oil barrels on the main complex In the DragonQuest game, a non-Adept char-

D RAGON 3 acter gets a Magical Resistance benefit of +20 that unspecified number of adventures, we have an an Adept does not get. This is reason enough for Adept and a non-Adept who each have earned Helmet hints me to be a non-Adept. This gives about a one- 6,500 EPs. The Adept will take time out to spend third chance of resisting a spell by a character these EPs on various magical, career, and weapon Dear Dragon, with an average Willpower. skills. When he’s finished, he will be much more I have a few questions concerning the Dra- Also, an Adept cannot wear iron armor or use powerful than before. The non-Adept, having gonhelm, one of the new magical items in issue iron weapons. He must wield either very expen- decided he needs to know magic, prefers to enter #86. If a paladin is the wearer of the helm, and sive weapons mixed with precious metals, use a magical College (as the game allows — see he/she starts becoming selfish and begins develop- naturally non-iron weapons (of which there aren’t Rules 34.5, 44.0, 46.0), expending his time and ing other “evil” traits, will this strip the paladin that many), or use cheap wood, bone, or bronze EPs in learning basic magic. When he’s finished of his/her benefits as a paladin? ones. Added to the fact that beginning Adepts are with this, he will be at exactly the same position Can an exorcise or wish spell negate the mega- not very well protected is the fact that most of that the Adept was when the campaign first lomania or charm effects given to the wearer of their spells must be cast at a very low percentage. began! the helm? So a beginning Adept is very weak, and making This is an oversimplification, but however you Finally, if a dragon notices the helm on a non-Adepts 6500 experience points stronger is no view the situation, the balance between the Adept person, will it attempt to charm the person right answer. This is giving the equivalent of six to and the non-Adept is hardly equitable. Eric away? If the wearer is not commanded by the eleven adventures worth of experience! Goldberg’s article in Chaosium’s Thieves’ World dragon to do anything (or charmed), can the Mr. Barrett’s remark about getting a language gives the clear implication that the non-Adept wearer then leave, or is the wearer charmed as at Rank 8 for 100 EP is just not the case. Rule must be charged something for entering a magi- soon as encountered, even if he/she isn’t com- 8.6 clearly states that the expenditure gains one cal College, just as it establishes that the cost manded to do anything? skill at Rank 0 and Rule 49.6 refers only to must be more than 5,000 EPs and less than 7,500 Jeremy Groce languages that are native to the character. I’m all EPs. If this is so, then the Adept must have been De Smet, S.D. for making the most out of the rules, but not charged a similar amount when he went through at the expense of warping the intent of the a magical College before the campaign began. If a paladin wears the dragonhelm, he will designers. Where did he get these EPs? If he was given them become aware that his personality is changing as I think you need a DQ expert on your staff to to spend on the magical College of his choice, a result of his use of the helm. At that point, the weed out the articles that have no business being why wasn’t the non-Adept given the same paladin can discard the helm to keep from losing printed in a respectable magazine. amount of EPs to spend as he chose? his paladinhood. Steve Krebs If it’s the specific number of EPs that Mr. A wish or heal spell would remove the insanity Fair Oaks, Calif. Krebs objects to, he’s entirely at liberty to tinker that the helm can cause, but no spell can remove with the 6,500 number as he chooses, to suit his the possibility that the helm will continue to cause Because we don’t have a DQ expert on our campaign. But I do not think it can be justified to insanity or make the wearer susceptible to charm- staff, we forwarded a copy of Steve’s letter to give the non-Adept no EPs at all — not when the ing when he sees a dragon, without destroying all Craig Barrett; his response is below. And, for the Adept has apparently had the use of something of the helm’s powers. record, we still consider Craig to be a knowledge- between 5,000 and 7,500 EPs. Even if the dragon encountered doesn't ask the able and imaginative source for material on the My own solution in the article is an attempt to wearer to do anything, the wearer will do abso- DRAGONQUEST™ game. For proof of that, let the player decide for himself just how his PC lutely anything he can to prevent the dragon from one need look no farther than page 42 of this was training for the adventures ahead, during the being cheated, coming to harm, or even being magazine. — KM months and years prior to the beginning of the spoken to rudely by anyone. The wearer may campaign. The player also has an opportunity to leave, but will generally not want to go away In reply to Mr. Krebs’ criticism of “The war- define something of his PC’s personality by how without making sure the dragon is doing well, rior alternative,” and before getting into specifics, he chooses to spend the 6,500 EPs that I offer. and may even want to talk to it. If the dragon let me draw attention to Rule 2.1: Here the I make no claim that “The warrior alterna- sees the helm, it will do all it can to take advan- designers themselves state that they do not con- tive” is definitive, nor that any suggestions tage of the situation in its own best interests sider their own rules to be sacrosanct. Rules are should be chiseled in granite for the erudition of (which won't necessarily be anyone else’s best guidelines, not shackles. I particularly emphasize future generations. If Mr. Krebs or anyone else interests). — RM the point that rules are intended to let players and can come up with a better solution to this prob- GMs “speak the same language and have some lem, I’m reasonably sure that the editors of base from which their ideas may spring.” DRAGON would be interested in seeing it — Now, to specifics. Mr. Krebs is accurate in and I know I would be. ‘Missing’ facts saying that Rule 31.4 gives a non-Adept charac- As regards my use of Rules 8.6 and 49.6 to ter a +20 defense against magic, which Adepts do give a beginning character the skill to either Dear Dragon, not get. Also, Adepts are, indeed, penalized in Speak or Read and Write a language at Rank 8, I In reference articles, and the “ecology of” their use of cold iron weapons, armor, and tools, feel that this is entirely within the boundaries of feature, you sometimes leave us hanging with under Rule 29.1. But that rule does not prohibit designer intent. Rule 8.6 specifies that if a PC very interesting and (to say the least) valuable Adepts from using cold iron, it simply prohibits has 100 EPs to spend, he can use them to acquire information by stating that alchemists or other them from using College Talent magic and from any one skill at Rank 0. The Speak and Read and officials on the specific subject have not con- preparing spells or performing rituals while in Write skills are among those that can be chosen. ducted experiments (or observations) or had physical contact with a significant amount of cold Either can be selected before the campaign begins negative results on the experiments they did iron. The distinction is important. (again, Rule 8.6), and Rule 49.6 states that if any conduct. It also apparently escapes Mr. Krebs’ attention character “begins with the ability to speak or So, my suggestion to you is to maybe update that the major concern of the article was not the read and write in a language, his Rank in that the facts and statistics in the form of new magical relative strength of the Adept and the non-Adept skill is presumed to be 8.” What could be more and biological breakthroughs. My fellow AD&D at the moment they set out on their first adven- obvious than this? players and I would be very grateful. ture. I clearly stated that the non-Adept who As for “languages that are native to the charac- Elan Cole chooses to accept the option offered in the article ter,” such may be alluded to in Rule 49.0, but Huntington, N.Y. is going to receive immediate martial advantages, these words are certainly not used in Rule 49.6, as compensation for losing intermediate and long- and nothing in the entire section suggests that To address this subject clearly and honestly, we range magical advantages. The GM who thinks they should be. Unless, of course, you wish to have to leave the realm of as it applies to this is unfair can always disallow it in his own assume that any languages a character obtains gaming and enter the world of reality as it applies campaign. (through gift or purchase) before the campaign to writing. I’ll use the ecology articles as a gen- What the GM cannot disallow, and which Mr. begins are native to the character. . . . eral example, and try to explain why some of the Krebs would realize if he would look a little To go beyond such deductions, into the realm “facts” can't be pinned down. further down the road, is that the very 6,500 EPs of absolute certainty, requires access to special A writer who tries to fill in details about an that he objects to giving the non-Adept at the knowledge. Not being presently well-versed in obscure or complicated creature sometimes game’s outset have already been given to the telepathy, and so unable to read the designers’ doesn't have a lot to go on, and logical reasoning Adept (and withheld from the non-Adept) at the minds, I do not have such access. Neither, I can only carry a theory so far. If a writer charac- game’s outset. This is an inequity that will have suspect, does Mr. Krebs. terizes a certain piece of information as unknown to be accounted for sooner or later. Craig Barrett or undetermined, that usually means he wasn't Let me illustrate: Suppose that at the end of an Las Vegas, Nev. (Turn to page 92) 4 September 1984

Let me make clear right now what I am not saying. I am not viewing these evil campaigns The forum from a moral or religious standpoint. Since I’m far from a religious person, I have no right to say that these games are “bad” or “impious” in an absolute sense. Since the games don’t harm other Opinions and observations people, no more can I condemn them on the basis of secular morality. Finally, never would I claim David Godwin’s letter in issue #87 points out paign does not need to be scrapped, and whatever that the players of these games are in any way several problems with upper level campaigns — the DM has concocted can and should be kept. more “evil” than the rest of us. Except for a few outrageously high levels, attacking deities, and Also, there are ways of letting a character down saints, every human being has thoughts, im- automatic hits. There are, indeed, alternatives to gently (mentioned in the rules, I might add). The pulses, and that can be called evil. trashing characters or switching to other game most simple answer is for them to settle down and What I am talking about is psychology. Al- systems. These include: establish a stronghold, guild, or whatever and though everyone has evil impulses at times, few Levels: In addition to avoiding Monty Haul simply sit back and let the money roll in. Another of us give these impulses a lovingly detailed type adventures, a good DM can slow down solution, generally reserved for the “creme de la expression in our games, nor do we spend long unduly rapid advancement by not allowing full creme,” is godhood. This not only adds original- hours dwelling upon and cultivating this side of XP for overly easy activities. My 12th level monk ity to the campaign, but also is less of a blow to our personality as do the players in evil cam- (a level gained after 6 years of playing) rarely gets the players. Who wouldn’t like to have his char- paigns. I maintain that spending all that time XP for kobolds, goblins, centipedes, etc. Since acter worshiped? pretending to be evil is dangerous to the players it’s too easy, the DM just tosses such things in Another misconception I would like to clear up themselves. when random rolls insist on it. By allowing fewer is that of the gods. Deities are not meant to be First of all, let’s consider why such evil-style XP for easily obtained gold, the characters can just more beasties for bored players. When players are fascinated enough with evil to develop also have slowed advancement. Using reduced players are “going through pantheons,” and campaigns around it. Psychologists have done XP for easy conquests and rare XP-producing “beefing up the deities” is considered a solution many studies about people who read violent encounters, players can play for years between to mega-powerful characters, I’d say that the DM books and watch violent and amoral movies to levels. And a creative DM can make the game does not understand the purpose of the gods. the exclusion of other kinds of entertainment. interesting without raising PC levels each game. Deities are merely meant to be worshiped and They’ve found that violence and evil seem glam- Attacks: As to Mr. Godwin’s comments about called on for help in extreme situations (also, orous to people who feel angry, and thus want to automatic hits, I’d like to point out that a roll of 1 deities often help flesh out a character, particu- hurt someone else the way they’ve been hurt, and is always a miss/failure (DMG p. 79). larly clerics). It should be kept in mind that even who feel weak and powerless in their own lives. Deities: I keep hearing about groups attacking the loss of one deity could seriously unbalance the Fantasizing about being powerful, ruthless, and deities, and am constantly amazed by DMs who game. evil is a compensation for something that the allow this activity to happen. The DEITIES & Edgar W. Francis IV fantasizer lacks in reality. Rather than being a DEMIGODS book lists several ways in which North Truro, Mass. sign of strength, a preoccupation with evil is a any mortal party (and even 17th level characters sign of weakness. When a gaming group gets are mortal) can be stopped. Awe and Horror (p. 7) **** together to develop an evil campaign, they are would stop the party long enough for the deity sharing their weaknesses and reinforcing them. to use command (with no saving throw), quest There’s been a lot of controversy in the gaming Even normal FRP games have a certain ele- (also without a saving throw), or geas to send hobby over those FRP games where the players ment of compensation, of course. Life is never them away; or gate to bring in reinforcements; or run evil PCs and get their thrills by performing perfect, and we live today in troubled times. teleport to leave. Of course, true seeing would heinous deeds and disgusting acts. I don’t mean When we feel that we can’t do anything about allow the deity to see any attackers. All of these ordinary games where some of the PCs have such nuclear war or our boring job, it’s very satisfying abilities are standard for all deities (p. 8) and human but unendearing traits like vanity, selfish- to go into the game world and kill those lousy seem to be enough to handle any attacks without ness, and a hunger for power; I mean games who are threatening the peaceful village. calling for use of a deity’s specific abilities. where most or all PCs are dedicated to downright Our mental image of the head may even bear As I stated earlier, I play a 12th level monk in a Evil with a capital E. a marked resemblance to our boss or some politi- campaign in which the PCs are all 10th through Although there are too many arguments cal figure. Since we can’t kill the troublemaker in 12th level. An interesting thing has happened. against playing evil campaigns for me to review real life (and in fact, wouldn’t even want to), this Once a character reaches 10th level, he/she all of them here, I can easily sum up the defense kind of compensation is healthy. At least in our becomes less fun to play. The fun is getting a offered by those who advocate evil campaigns. I fantasies, we can take the side of the good and character through danger safely. Once the charac- have yet to read or hear anyone defending their deal decisively with problems that we can’t touch ter can take on a dragon single-handed, it’s best involvement in evil campaigns who has any valid in real life. retired. My monk teaches new monks at his own point but this one: Everyone is taking our games For the players in evil campaigns, however, the monastery and comes out only when an excep- too seriously; it’s just a game, and we’re only release of being the good guys simply isn’t tionally strong foe presents himself. Otherwise I doing it for fun. enough. They want to wreak havoc, not merely now play mostly lower level characters (hench- On the surface, this defense seems reasonable. let off a little steam — a sign that their anger and men of Rykor’s) and love every minute. After all, in ordinary FRP games there’s lots of pain run very deep indeed. In a way, the decision If you want an invulnerable character, fine. violence, supernatural forces, and peculiar reli- to play evil PCs is a sign of despair, an indication But I don’t feel 17th level deity-killers to be gions, all of which have made many non-gamers that the players feel that evil is stronger than where the AD&D game is at. attack and condemn our hobby. Even though good, that the good can’t really score any lasting Bob Kindel these critics refuse to see it, we all know that “it’s or satisfactory victories, and that the individual Cuyahoga Falls, Ohio just a game,” make-believe and let’s pretend. might as well stop fighting and get what he can Why should the rest of us similarly condemn the for himself. **** players of evil PCs? So they’ve tortured a paladin Previously I called this style of game danger- or two; the rest of us have all slaughtered dozens ous. One of the dangers is simply that by releas- In issue #87, I was stunned (as per the MU of orcs. Surely those players wouldn’t torture ing a bit of their feelings of weakness in their spell) by David Godwin’s letter saying that anyone in real life. Aren’t the rest of us just being games, the players will feel no need to deal with Monty Haul campaigns are built into the AD&D hypocrites? their real problems. A much greater danger, game, and not merely the result of careless DMs No, we’re not. The “it’s just a game” defense however, is that these things snowball. Rather or overbearing players. Admittedly, the examples begs one very important question: Just why do than releasing and getting rid of evil impulses, he gave (possibly characters in his campaign from the players of evil PCs enjoy the sufferings of dwelling on an evil campaign tends to strengthen the sound of it) are formidable, but a good DM those who in no way deserve pain and death? them simply because of the way any role-playing could probably deal with them with a variety of Role-playing involves what the name implies — game develops. solutions. acting out roles, giving life to our deepest fanta- We all remember our first few FRP sessions, However, such “solutions” would only be sies. Whether they like it or not, evil-style players where killing a giant rat or a couple of orcs was a temporary. There does come a point (I believe are revealing that they enjoy fantasies of inflicting real thrill and felt really dangerous. As we gained Mr. Godwin has reached it already) when it suffering upon the innocent and that they fanta- experience and skill, we needed greater chal- simply is time for the players to give up their size about wanting power so much that they don’t lenges to reproduce that same feeling of excite- characters and start anew. Of course, the cam- care how they get it. (Turn to page 92) DRAGON 7 Survival is a group effort The effects of population growth and regrowth by Stephen Inniss

An AD&D® game world is usually one of The proportion of its life that each hu- increase their numbers, year by year and action and tumult. Humanoid armies meet manoid spends in the age categories given is century by century, the humans have chil- human and demi-human forces regularly in based on the proportions given for a half- dren, who will soon have children, who will mortal combat. Countries are invaded and orc. This should be about right for most of soon have even more children . . . and their inhabitants are killed or driven off. these humanoids, except in the case of the multiplication effect wins out. The Magical or natural disasters lay waste to kobolds; for reasons to be explained later, mathematical expression of this tendency, large areas at least once every millennium. they probably reach the young adult stage well known to ecologists, is: Monsters hunt travelers in the wilderness, much sooner than this table indicates. Leav- and are in turn hunted by other monsters or ing kobolds aside for the moment, look at by adventurers. the figures for gnolls and orcs. A gnoll is True, there are safe places in the world, ready to reproduce by the age of 7, and an where r is the rate of a population’s increase but they are usually preserved by force of orc at the age of 8. The others are not far over time, F is the number of new females arms and magic, or because they are iso- behind, with the exception of the two larger per female in a generation, and G is the lated and perhaps occupy an undesirable creatures, bugbears and ogres. This early generation time. (The log, function, or position (such as in the middle of a swamp). maturity has important implications for the natural logarithm, sometimes written as ln, Many of these backwaters are poor lands, balance of power and numbers in an AD&D is found on many calculators these days, or where starvation is enemy enough. Immor- game world. failing that, in the back of a mathematics tality is only for the gods, and not even for The growth potential of a population textbook.) The aforementioned production- all of them. depends primarily on its generation time — line elves, according to this equation, would This is as it should be for an exciting the average period between the birth of a increase in number by about 2% per year, campaign. Adventurers are naturally found female and the birth of her female offspring. doubling their population every 42 years or with trouble and change. There is, however, (Males are not considered in this calcula- so. To achieve this rate, humans needn’t the question of replacement. Where do the tion, since they do not represent the rate- put out nearly so much effort. With early hordes of humanoids come from, those that limiting factor in population growth.) This marriage, and families of quite modest size spring up to kill and be killed time and time means that populations in which females (three surviving children), they easily out- again? How do the humans and demi- reproduce earlier will grow more quickly. strip the elves. Orcs could do this even humans make up their inevitable losses? The counter-intuitive effect of this is that a more easily What of the other inhabitants of the world, population of long-lived but slowly matur- Of course, a very large change in the from brownies and beholders to wyverns ing creatures will grow more slowly than a number of surviving offspring will have and worgs? Presumably their populations population of short-lived but more quickly some effect. If the value of F is exactly 1 grow in the same way that populations do in maturing ones. (simple replacement), the population will the real world, unless they are somehow For instance, if a female high were to remain stable and not grow at all — the spontaneously generated by the natural and have a child every year of her reproductive phenomenon known as zero population supernatural forces that surround them. life (from about 100 to 550 years of age), growth. If F falls below 1, the population This has some interesting corollaries. she would have hundreds of daughters. This will actually decrease, in which case the The Dungeon Masters Guide contains is, of course, a ridiculously high number; longer-lived species are favored by a slower (on p. 13) a table indicating that the aside from the physical strain of those cen- decline. humanlike races in an AD&D game world turies of pregnancies and births, imagine Fertility and mortality will affect a popu- grow and develop more or less in proportion the difficulty of caring for dozens of elven lation’s F value, but one or both must to how long they live: a century-old elf is children at the same time — none of them change drastically to counteract the effect of equivalent to a human teenager, while a even out of diapers before the age of 10! It generation time. For instance, it is apparent half-orc is full grown well before twenty might be expected that with such a huge from the ratio of adult males to females in years of age and past the prime of life at increase in population per generation, elves most humanoid tribes that only half as thirty. Combining this information with that would soon outstrip the other humans and many females reach maturity as do males. on lifespans from the , the demi-humans in number. Actually, such Given the nature of the creatures in ques- “age categories” data in the DMG can be busy and healthy elves as these would still tion, this may be due to the practice of expanded to include some of the human- not increase so quickly as a normal human selective infanticide by male humanoids oids; see the table below. population can. While the elves steadily who are impatient for warrior sons — a practice not unknown in human societies of the real world. The killing of half of the Age Categories: female infants born, while perhaps favor- Young Middle able to the individual males involved, cuts Species Adult Mature Aged Old Venerable the tribe’s growth rate per generation in Bugbear 15-20 21-35 36-55 56-75 76-100 half, striking directly at the potential child- Gnoll 7-10 11-20 21-25 26-35 36-45 bearers. Its effect on the overall growth rate Goblin 10-12 13-25 26-35 36-50 51-65 of a given humanoid population is to bring Hobgoblin 12-15 16-30 31-45 46-60 61-80 it down to near-human levels. Similarly, Kobold 20-30 31-65 66-100 101-135 136-180 even though dwarves and gnomes have half Ogre 14-20 21-40 41-60 61-90 91-120 as many adult females as males (presumably Orc 8-10 11-20 21-30 31-40 41-55 a natural trait rather than an imposed one), dwarven and gnomish communities still have spread, while demi-humans have at such “high-quality material” cannot be have a good deal more growth potential best merely held their ground. Demi- replaced quickly. Over time, humanoids are than elvish ones. humans are most commonly found in rela- favored by conditions of cataclysm and The effects of generation time can be seen tive backwaters like forests and hills, where violent confrontation, which by their very every day in the real world. Organisms with conditions are politically stable because of natures humanoids tend to bring about. relatively short generation times, like in- the difficulty of invading such territory. When it comes to war, the demi-humans sects, rodents, or dandelions, can survive Naturally, this is most notable in the slowly seem to do well. A few elven wizards with determined attempts at their extermination, maturing elves and gnomes. Dwarves and fireball spells can destroy a tribe of orcs; an since only a few individuals need to survive are more likely to be found in the ambush by archers in the woods to fuel a population explosion when favor- mainstream of society, though even there can lay low a whole company of hobgoblins; able conditions return. On the other hand, they are most common in peaceful areas. goblin heads may roll by the dozens under those with long generation times, such as Within their enclaves, demi-humans may dwarven attack. All of this is in vain, be- whales, albatrosses, or giant sequoia trees, be quite common since they have significant cause in a decade or two the humanoids will may take long years to recover from a major competitive advantages over the average be back. The contest between demi-humans setback in their numbers. Such effects can- human or humanoids. and humanoids is like that between a fighter not be avoided or ignored in a self- The conflict between humanoids and and a ; the troll’s wounds heal in min- consistent fantasy world, either. Alchemy demi-humans is traceable to more than just utes, while its opponent must wait days or may replace chemistry, the world may be alignment differences. Perhaps coinciden- weeks. The only successful course of action flat instead of round, and the elements may tally, it is a conflict between two very differ- for the fighter, other than to retreat, is to be mythic ones rather than scientific, but ent life strategies. Like insects and rodents, strike harder and more often than the troll, numbers remain the same. Just as insects humanoids depend primarily on their short and most importantly to ensure that no can appear in hordes on incredibly short generation times for survival. They are small piece of the troll remains undestroyed notice, so can orcs, and just as oak trees natural colonists. If lands are emptied by to regenerate the monster. Despite the might take centuries to rebuild their popula- war or pestilence, they will fill them up casualties they inflict, demi-humans cannot tion, so do elves. quickly and be firmly entrenched by the maintain a long war. They must win It must be admitted that a population’s time otherwise superior competitors arrive. quickly or not at all, and they must win growth potential is not the sole predictor of Demi-humans, on the other hand, are completely. Their warriors will learn abundance and success. Oaks may take superior in almost every field of species through bitter personal experience that each hundreds of times as long to mature as competition except reproduction; they are humanoid survivor signifies dozens more to dandelions do, but they can still dominate generally more intelligent, are more willing be dealt with in the years ahead. The image forests. There are many other factors to to help one another, have more special of a few brave individuals holding back consider here, particularly those related to skills, and produce more powerful and thousands of the enemy, inflicting great the competitive ability of a species com- unique individuals than the humanoid races damage but still doomed to lose, is a fre- pared to others trying for the ecological do. Demi-humans thrive under conditions quently appearing one in fantasy literature. niche. Growth rate is highly significant, of peaceful competition. Unfortunately, It must appear with depressing frequency in however, under unstable conditions in which a population must recover from periodic disasters. Droughts, forest fires, earthquakes, floods, wars, and other catas- trophes favor a species which has a short generation time, since it will tend to fill the gaps left by less prolific competitors. In this way, grasses and weeds can dominate an area that is periodically swept by fire, even if they would otherwise be shaded out by taller plants. All of this has particular relevance for the inhabitants of an AD&D game world in which many intelligent species may be in competition for the same real estate. In the turbulent times in which most adventurers live, a short generation time can be a great advantage. This is especially true of the humanlike species, who may become in- volved in long-term wars of near genocidal scope, such as those between gnomes and kobolds, between dwarves and hill giants, and between dwarves and orcs. On the whole, the conclusions that can be drawn from the above information mesh surprisingly well with the campaign back- ground of most AD&D game worlds, with information given or implied in the various official books, and in particular with events and conditions in the archetypical AD&D game campaign, the WORLD OF GREY- HAWK™ Fantasy Game Setting. In fact, a number of otherwise inexplicable events are accounted for by these assumptions, and new gaming possibilities are opened up. It is not surprising that in uncertain and chaotic times the humans and humanoids DRAGON 9 the history of demi-humans as well. may have more to do with the fact that an Humans, intermediate between human- intelligent commander can see, with no oids and demi-humans in both alignment calculations, that more warriors will ulti- and in their reproductive abilities, as well as mately be raised if female children are in their talents, are not unnaturally found spared. If he is so foresighted and can en- on both sides of the conflict between hu- force penalties against infanticide, the re- manoids and demi-humans. Overall, they productive power of a humanoid tribe is seem to have the best of both worlds, since greatly increased. This is itself a more terri- they reproduce almost as quickly as human- ble weapon than any strategy or spell that oids and can produce at least as many ex- could be employed on the battlefield. With ceptional individuals as do the sufficient food, a humanoid army can be demi-humans. This may explain their suc- raised almost overnight (in relative terms) cess in both war and peace, while the demi- and unleashed upon opponents before they humans must diminish in number if they are aware of their predicament. It is inter- cannot achieve both victory and stability. esting to note that hobgoblins do not have The short generation time of most hu- the characteristic shortage of females found manoids explains how they can survive among other humanoids. This may be due seemingly crippling mortality rates and still to the greater intelligence of their leaders. be in no danger of extinction. Losses from An enigma concerning dragons is neatly disease, malnutrition, infanticide, or war- explained by generation time effects: fare are unimportant; life is cheap. So long namely, why dragons have not overrun a as a few tribes or individuals survive in world that is, from their point of view, one some dark corner of the world, there will be large hunting ground. Hundreds of humans new hordes every few decades. From this and other short-lived creatures might die viewpoint, the larger and more individually before the elimination of a single dragon, dangerous humanoids such as bugbears and but each dragon lost is a serious blow to the ogres are less of a threat than their weaker next generation of their kind. By the time a brethren, because they have a slower rate of replacement is full grown, the dragons' reproduction and replenishment among opponents will have long ago recovered their populations. their losses. It is not at all surprising that Humanoid societies that are guided by dragons tend to live in out-of-the-way superior leaders are generally more promi- places and guard their offspring as zeal- nent than those not possessing the same ously as they do their gold. characteristic. This prominence may be due Though the undead do not reproduce in to more than good military generalship; it the normal way, some are able to propagate

10 SEPTEMBER 1984 themselves by attacking living creatures. In via the generation-time argument seem to this they have the equivalent of a very short contradict official game information or generation time — potentially as short as a deductions that one may make from the rule few days or even minutes. This opens up books. Despite the figures given for kobolds some interesting possibilities. A vampire in the “age categories” table, it seems that with its minions might be able to take over they probably reach maturity as quickly as a whole village before news of the deed other humanoid species do, instead of fol- spread to the outside world. If the vampire lowing the pattern of the demi-human races were a particularly ambitious one, rescuers as their lifespan of 135 years seems to imply might arrive to find the place deserted, its that they do. Certainly, they need the inhabitants having left to find more “food.” advantage of a short generation time, since Whole nations of undead might arise in this they have few other survival advantages. way. This ability explains in part how vam- They might reasonably be expected to reach pires, spectres, and the like can survive young adulthood before the age of 10 (7 despite their vulnerability to such things as years or earlier might be even better), and clerics, holy water, and sunlight. Fortu- then go on to long reproductive lifespans as nately, the undead are sharply limited in well. Their ability to lay eggs may enable their potential for expansion; once the them to have more young more often as supply of victims runs out (or runs away), a well. group of undead creatures can grow no Contrary to the birth tables published in further. DRAGON® Magazine #70, and contrary to Lycanthropes can reproduce themselves indications in the Monster Manual, it is by infection, the disease taking hold in a unlikely that demi-humans will have fewer relatively short time. Again, they have the children per family or community than equivalent of a very short generation time humans do. There are two reasons for this. in this power. If lycanthropy is hereditary as The first is that demi-humans will probably well, so that the supply of uninfected hu- try to make up for their small but signifi- mans is not limiting, it is difficult to see cant losses against humanoids and evil why the werebeasts have not spread further humans. Though they cannot equal the than the Monster Manuals indicate. growth rates of shorter-lived races, having Though less dangerous individually than few children per generation only makes the undead, lycanthropes are much better at matters worse. In terms of game balance, it concealing their presence from human does no harm to grant demi-humans greater populaces. Their relative scarcity may be fertility, since there is certainly no danger due in part to their tendency to withdraw that they will overrun their rivals. In fact, it from human society. Some lycanthropes such as wererats, though, live near normal human populations. Perhaps they refrain from drawing attention to themselves out of fear of human adventurers, or perhaps they prefer to eat their victims rather than infect them. Perhaps they have qualms about inflicting lycanthropy on unwilling victims — even an evil lycanthrope can see that the more lycanthropes there are, the fewer humans there are to eat. An interesting alternative hypothesis is that lycanthropy is a fairly recent addition to one’s fantasy world, and is spreading quickly! By taking generation time into account, a DM can develop additional background information for a campaign. Most large or otherwise dangerous creatures probably have long maturation times, and possibly long lives to match (though low fertility and high mortality might play their parts). Similarly, small and weak creatures, with no other significant defenses, probably mature quickly. Thus, giants of all sorts are proba- bly long-lived and slow to mature in propor- tion to their size, while xvarts probably grow as quickly as goblins. The few crea- tures specifically described as quick to ma- ture but relatively powerful must have very low fertility or high mortality rates, or both. A good example of these last would be quicklings (see Monster Manual II); with a generation time like theirs, the increase per generation must be very low in order for them to stay rare. Perhaps this is due to high-speed crashes. . . . In a few cases, the conclusions arrived at

DRAGON 11 might help to explain how demi-humans satisfactory motive than greed or immediate survive in a hard world, as is shown by have managed to hold on for so long. necessity in their forays against evil mon- their retreat before more “vital” forces. Out The second reason why demi-humans sters. The more prolific ones, such as hu- of foolish squeamishness, the demi-humans might have large families is that they have manoids, must be cut back. The less prolific have tried to stem the humanoid tide rather longer fertile lifespans in proportion to the monsters might be eliminated entirely, or at than control it. Evil half-orcs in particular time it takes one of their children to grow least so reduced in number that they will may be inclined to this point of view. They up. A human female might have a repro- not trouble the world for centuries to come. Would be particularly eager to give tottering ductive life as long as 30 years, or about Ambitious characters of evil alignment demi-human groups the final push into twice as long as it takes for one of her chil- will often associate with or make use of oblivion, thereby deriving much profit and dren to reach early maturity. A high elven humanoids. Since humanoids are easy to pleasure from the action as well as greater female, on the other hand, might be able to replace and are not particularly bright, they safety for themselves and their humanoid bear children throughout a span of 400 make ideal “cannon fodder.” (There are no followers. years or more, which is at least 4 times as cannons in fantasy, but the principle is the From a druid's viewpoint, there is noth- long as it takes an elven child to reach same — “ fodder” might be a better ing wrong with humanoids as such except young adulthood. Thus, demi-humans can term.) It is plain to any evil character that that, like weeds in a garden, they must be have more children than humans do and the power of humanoids is ascendant, and it periodically rooted out and cut back, lest still spend a smaller fraction of their lives is foolish not to use such power. A bold and they threaten the Balance of Neutrality with raising them. Doubtless they will spend intelligent individual, slave to no morality their numbers. The more dangerous crea- some of this extra effort in providing better or scruples, can ride the humanoid tide to tures such as evil dragons must be kept rare care for the children they have, but even so victory, guiding and controlling it and reap- because of their destructive tendencies. they are likely to have at least as. many ing the rewards of conquest. Personal like Such corrective action is not needed with children as humans do. or dislike for humanoids has nothing to do demi-humans, since they are less destruc- It is likely that the behavior of AD&D with the matter, since the important thing is tive of field and forest and are unlikely to game characters will be influenced by gen- to be on the winning side and in control. If threaten the Balance with uncontrolled eration time effects. Paladins, for instance, relationships with humanoids include hate expansion. might not be reluctant to destroy the appar- and fear, so much the better. Such emotions Other neutral characters may share the ently harmless females and young in a add spice to an otherwise rather bland and druid’s point of view; though they may be humanoid lair. In fact, such action might businesslike arrangement. This point of more strongly influenced by considerations well be regarded as a holy duty, to prevent view may be shared by evil humans and of personal gain. Certainly they will deal the further spread of evil in the world. demi-humans alike. The , who would with humanoids if this is expedient, but in Rangers might also demonstrate strong be willing to expend cheap humanoid lives general the more foresighted persons will feelings (and similarly strong actions) on the in place of their own, are a case in point. act to preserve their neighbors and associ- subject; to a lesser extent, so might demi- Of course, evil characters will be con- ates of good alignment in preference to evil humans of most alignments. Good charac- temptuous of the bulk of demi-humans, ones. This is not altruism; it is simply more ters in general are provided with a more since such races are “obviously” unfit to pleasant and profitable to deal with well- meaning and uncommon peoples than with numerous and aggressive ones. In general, halflings, elves, or humans of good align- ment are easier to live with than ogres or goblins. Unless they think the demi-humans and their allies have no chance, neutral characters will probably support them in interracial conflicts. The effects of generation time can be as far-reaching in an imaginary world as they are in the real one. If a DM chooses to take them into consideration, they can go a long way toward providing a more detailed and plausible campaign background.

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12 September 1984

Six very special shields More magic items from the mind of by Ed Greenwood

“But ye’ve done swords before! There’re When the bearer (not another creature, Thurbrand's Protector more treasures to be had, ye know — but nor anyone not wearing the slung on Named for the fighter who found it in a no, no, all that makes younglings’ eyes an arm, ready for battle) speaks or whispers dragon’s hoard, this shield was later sold to shine is blades, blades, and more blades, the word “Eiruvan,” the shield and bearer, King Osbrun of Chessagol, whose treasury the bloodier the better. Phaugh!” Elminster plus any accoutrements worn and held, and armory were looted six winters ago, spat into an innocent potted violet beside become invisible to both normal sight and some say by magic. The Protector vanished his chair. Having no safe response, I said infravision for 2-8 rounds. During this time in that theft, and its present whereabouts nothing. “Why not ask me about goblets, the shieldbearer moves silently, because of and owner are unknown. This shield is a or gauntlets of strange powers, or shields?” the shield’s sound-absorbing qualities, and plain, battered, kite-shaped construction of the sage grumbled. can move about or strike at opponents while bronze plates bolted to a sturdy wooden He stopped and glowered when he saw so concealed. A successful attack made on frame. It bears no maker’s-mark or inscrip- my pencil moving (I was scribbling hastily). an opponent by the bearer will cause the tions. It is magical, and has the following Dropping the pencil, I pushed a decanter bearer and shield to immediately become powers and abilities: and glass toward him. “Shields?” I asked visible. Any damage that pierces or parts the politely. “You mean there are special magi- Carrying an active source of light will not bronze plates, or cracks through or breaks cal shields?” affect the invisibility of the carrier, but the the wooden frame, is magically mended “Of course, ye dolt! What d’ye think light will be clearly seen and can be used to overnight. Minor dents, scratches, and stops all those swords of power? Else the determine the location of the invisible scars are not so repaired. Manual repairs by Realms’d be ruled by eternally warring shieldbearer. The casting of light, detect a blacksmith or the bearer seem to have no bladesmen, an’ there’d not be enough men magic, or dispel magic in the area where the effect on the shield. in the lands to take to the field and fall in invisible shieldbearer is suspected to be will The Protector has all the powers of a +1 the slaughter!” never reveal the presence or precise location ring of protection. In addition, whenever I stifled an impulse to tell Elminster that of the shieldbearer. Once exercised, this the bearer raps the wooden frame of the our earlier discussions about the Realms power will not work again until 96 turns (16 Protector three times rapidly with a finger had given me an impression very close to hours) have elapsed from the cessation of or knuckles, the shield will radiate and just that. Instead I said, “Yes, of course. invisibility. maintain, through some unknown magical Are any of these shields famous, then, with The shield’s major power, made active means, a 10’ radius globe of air, cool and names and traditions?” when the bearer speaks or whispers the breezeless. This globe will withstand the “Aye, but not having quite the romance word “Thammis” while wearing the shield pressures of deep water, gusts of wind, and of the swords, I’ll grant,” Elminster allowed slung for use, is the ability to fly (as per the the like without altering its shape or loca- gruflly, nodding his head. Then he was off magic-user spell) for 2 turns. Shield and tion, remaining centered upon the Protec- and running, flicking from topic to topic bearer, plus any non-living accoutrements tor. Large, solid, immobile objects like with the agility of a grasshopper, late into of up to 4000 gp weight, are empowered to stone walls will cause the “air bubble” to the night. From his discourse I gleaned fly at maneuverability class A, with a move- flatten out along the wall or around the news of six magical shields of the Realms, ment rate as per the spell; the magic also object. Creatures within the globe of air whose whereabouts are currently unknown. confers full stability for wielding weapons in cannot drown, suffer harm from poisonous (Dungeon Masters should take note that midair. The flight ability will last until 2 vapors, etc. As many creatures can be these shields are eminently suitable for use turns have elapsed or the bearer wills it to protected by the globe as can fit into its by low-level parties who plan to take on end, whichever occurs first. area, usually 40 or so, or, if freedom to stronger foes.) Use of the fly power has an unexpected move and fight is required, 8 or 9 man- side effect in that at the onset of flight, the sized beings. The air supply can never be nearest magic item or artifact will be per- “overloaded” or used up. Reptar’s Wall manently drained of one charge, which Most creatures are not physically con- Named for the ranger who once bore it, serves as energy to power the shield. If the strained from entering or leaving the the Wall is a large, heavy shield constructed nearest item is of a permanent nature and sphere. It seems to keep out only creatures of iron plates riveted to an iron frame. Its has no charges (e.g., a magical dagger), all who cannot breathe or move in air (such as origin, lost in antiquity, is unknown. Two of its powers are negated for 4 turns. The living fish), and those who are gaseous in words are engraved on the frame in the item closest to the shield is always affected, form (air elementals, a vampire in gaseous common tongue, facing the bearer at eye regardless of the shieldbearer’s wishes. The form, etc.). The globe of air persists until level when the shield is held ready for bat- shieldbearer is usually unaware of the the bearer again raps the wood frame tle: “Eiruvan” and “Thammis.” The shield “draining.” If no magic item is within 9” of thrice; to be effective, such rapping must be is magical, and has the following powers the shield when its fly power is activated, on the inner side of the shield, directly on and abilities: the shield’s own other abilities — including the frame, and the bearer must have the Despite its construction, the Wall does its sound absorption and +1 bonus — are shield slung on his arm or strapped to him. not rust or corrode, or conduct heat or cold, negated for 6 turns. The Wall is directed in its metal remaining inactive. It is a +1 flight by the will of its bearer, who must shield, and gives forth no sound when remain in full physical contact with it, or Hawkstone’s Bulwark struck or dropped. It does not ring or grate, the shield and former bearer will both The ranger Hawkstone bore this shield in but is absolutely silent; the heaviest blows plummet to the ground; the shield will not his war of the Great Gla- falling upon it cannot be heard. fly alone. cier and the beast-men (ogres) of Thar. 14 SEPTEMBER 1984

Some time after his death, his grave was shield (see below), leaving the creatures and moon, Dzance gave the Guardian to Belpir, violated and all his treasures stolen, among objects upon it without any visible means of a young knight of that city. The new owner them the blade Durelva and this shield, support. forthwith went adventuring and has not known in ballads as Hawkstone’s Bulwark. If its weight capacity is not exceeded, the been seen since. The fates of Belpir and of It is generally believed that Hawkstone won bridge will remain in that form for 33 days, the Guardian are yet a mystery. this shield from the hoard of the black or until the bearer of the shield holds onto The Guardian is a “+0 shield,” magical in dragon Yrindoth. Its origin is as unknown one of the straps and utters the reverse- nature but conferring no armor class bonus as its present fate. command word “Krawlub.” (When it is in to its bearer aside from the one-place bene- The shield is a single slab of 2-inch-thick, bridge form, the shield’s straps are located fit provided by any shield. However, it has polished steel of a beautiful blue hue, a fine on the top surface of the bridge at either a special defensive power: when worn, it metal unique in its quality in the Realms. It end.) The shrinking process works essen- radiates an insubstantial magical energy has the usual two straps within, of black tially the same as the expanding process: the field that envelops its bearer (and only the bullhide, and weighs no more than a bridge disappears upon utterance of the bearer) like an aura. Any magic missile wooden shield. It has the abilities of a +2 command word, and at the start of the directed at the Guardian’s bearer from any shield, and upon command the shield grows following round the Bulwark reappears at direction — not just at the shield — will magically into a bridge. (The command the bearer’s feet in shield form. strike this field and be reflected unerringly word, known through lore but not written No magic short of a limited wish, alter straight back at the sender with no damage anywhere on the shield, is “Bulwark.“) The reality, or wish will cause the bridge to to the shieldbearer. shield will disappear from the bearer’s shrink, shift, break, or otherwise move This field also absorbs all electrical dis- possession and reappear at the start of the (although the ground on which it rests could charges of natural or magical origin, such as following round as a 5-inch-thick span of well be affected by disintegrate, dig, or shocking grasp, lightning bolt, or chain line steel, 2’ wide by 60’ long. Its length is similar magic). The bridge will conduct lightning, without harm to the bearer. not variable, and the change is not always heat, electricity, and other similar forms of These attacks dissipate gradually and harm- automatic; if the command word is spoken energy, and in such respects acts as normal lessly if the shield is taken off, but if the when the Bulwark doesn’t have enough metal does. shieldbearer can bring the shield into physi- room to expand, the power will simply fail cal contact with a foe within 4 rounds of any to function. The bridge will extend out in such discharge(s), the entire stored electrical the direction the bearer of the shield is Dzance’s Guardian energy of the field can be transmitted to the facing, beginning just in front of the bear- The ranger Dzance found this shield in a foe (save vs. paralyzation for half damage). er’s feet. Once placed, the bridge cannot be chest in the depths of Gauntulgrym, the The bearer will be made immediately aware moved (although it can be shrunk back to a Lost City; its origin is unknown, but it is of this storage and discharge power when- shield and re-expanded in a different loca- thought to be of dwarven manufacture. ever the field intercepts electrical energy. tion). It will support up to 5,000 pounds of Dzance’s Journals tell us of the properties of When this discharge is activated by the weight at one time; exceeding that limit will this item. When he retired from adventur- bearer’s will, there is a 30% chance that the cause it to “collapse” back into a normal ing to live in the Lady’s Court at Silvery- bearer and shield (but not any companion creatures or foes unless direct, physical contact is present at the time) will be plane shifted to a random known plane of exis- tence. This power will be unknown to the bearer until it actually occurs; identify and sage-lore will not reveal it.

Shoon’s Buckler The adventurer Shoon briefly possessed this magical shield. Its true origin is un- known, but he seized it from the body of a slain male drow during a battle deep be- neath the Hill of Lost Souls. Amongst the drow, as speak with the dead has revealed, the buckler was known as a “blink shield”; it was unique, and its making a mystery. Shoon later gave the shield to the fighter Gorlaung “Blackhelm” in exchange for training; Gorlaung fell in battle with orcs in the Stonelands, and his body was stripped of weapons and valuables by his slayers. The present location of the Buckler is not known. The Buckler is a 1’ diameter disk of black metal with a fist grip, all fashioned of one piece, and bearing no inscriptions. Despite its small size, the Buckler functions as a +2 shield. Its other easily discernible power is the ability to glow (equal in radi- ance to a light spell) upon the mental com- mand of the bearer; the light dies away to nothing when the bearer wills it to, falls asleep, dies, or loses sanity or conscious- ness. This power will be discovered when- ever a being holding the Buckler thinks about the poor light, wishes he could see DRAGON 17 better, or so forth. Whenever the Buckler master of the Buckler, any other active Proud soon met his death at the hands of a operates thus, three words in the common shield powers cease; then the shield and any dwarven patrol half a world away, in the tongue will appear in small glowing letters creature(s) touching it will blink, as per the mountains near Tethyamar, in a dispute around its inside edge: “Tethema,” “Se- magic-user spell, about the location of the over passage through the dwarven mines koe,” and “Brund.” shield when it was activated, until 7 rounds there. Grimjaw is known to have been in If “Tethema” is said aloud by any crea- have elapsed or the master wills it to end the hands of the ruling dwarven clan “Iron ture holding the shield, that figure becomes (whichever occurs first). House” for many years, but was lost in the master of the Buckler until another These powers can be used repeatedly in battle when orcs and evil mages drove out creature holds the shield and repeats the consecutive rounds and in any order (al- or slew all the dwarves of Tethyamar. The word. Control of the Buckler enables a though only levitate and light can be used in present head of the “Iron House,” Ghellin, being to override the mental commands of combination) if the commands are known. wishes to regain the shield. another figure holding the Buckler regard- Anyone who discovers the Buckler will not Grimjaw confers no magical armor class ing its radiance, even from afar (up to 16” be informed of any facts about its operation bonus to its wearer, but it has a powerful distant). Control also allows the following by any revelation or by magical means short ability to affect any magical items that come two powers to be enacted when the master of a wish, but must learn them by trial and into direct physical contact with it, regard- is not touching the Buckler, and is up to 16" error. Note that the blink power will not less of the shieldbearer’s wishes. The effects distant: function for anyone who discovers the shield of any single such contact are determined If the word “Sekoe” is spoken, the Buck- until that figure has established himself as by percentile dice roll, as follows: ler will levitate for up to 6 rounds, moving the master of the Buckler by using the com- about under the mental direction of the mand word “Tethema.” 01-20 Item has one charge drained from bearer (or the master, if these are two differ- it by Grimjaw; if the item has no ent beings; in that case, the master’s com- charges as such, its powers are mands take precedence). The shield can Grimjaw negated for 3-12 turns. carry or support up to 600 pounds of weight Named for the small common tongue 21-65 Item instantly turns and attacks resting upon it or suspended from it, and inscription found deeply engraved on the wielder for one round, either any number of creatures or objects can inside top rim of the shield, this plain iron striking as if the wielder were make up this cargo. If its load ever exceeds shield is dented and blackened, and of attacked by someone of equal this limit, the shield will instantly cease to normal and unassuming appearance. It class, strength, and level (if a levitate for at least 6 rounds and will fall. bears no rust, and rusting will not affect it weapon), or firing one charge or Thus, the bearer can levitate himself up or regardless of the handling it receives, due to magical attack (if a charged staff down at will, and also move horizontally protective magics cast upon it. Grimjaw was or similar item). about by pushing off walls, or the Buckler’s first identified by the sage Ragefast of 66-80 Item has all magical powers and master can from afar move the shield about Baldur’s Gate, as borne by the adventurer abilities negated for 2-12 rounds. — plus, perhaps, an unwilling cargo. Krystus and having a certain awesome 81-95 Item is completely drained of all If the word “Brund” is spoken by the power described hereafter. Krystus the magical powers forever, as if struck by a rod of cancellation. Artifacts are likely to be unaf- fected, but may, at the DM’s option, teleport away to a random location, with or without wielder. 96-00 Grimjaw discharges some of its If you’re interested in contributing an stored magical energy into the article to DRAGON® Magazine, the contacting item; the item gains 1-6 first thing you need is a copy of our additional charges (permanently), guidelines for writers. Send a self- addressed, stamped envelope to or a +1 on “to hit” and damage “Writer’s guidelines,” c/o DRAGON bonuses for 1-6 turns. Magazine, P.O. Box 110, Lake Geneva WI 53147; and we’ll send If a magical weapon or item is wielded you back a sheet with all the basic against the shieldbearer, and the item information you need to make sure misses the armor class of the shieldbearer by your manuscript has the best possi- 1 point (i.e., scoring what would have been ble chance of being accepted. a hit except for the shield’s presence), then it is considered to have struck the shield.

18 SEPTEMBER 1984

Gods of the Suel pantheon Fiery Pyremius, nasty Beltar, and bearlike Llerg by Lenard Lakofka ©1984 E. . All Rights Reserved.

PYREMIUS Light of Hades that can be borne by no one else. It is a +5 weapon to hit and on damage God of Fire, Poison, and Murder and does 3-30 points of damage per strike, not counting the god’s strength bonus. A Lesser God paladin who is struck by the sword must make a saving throw of 14 (no adjustment ARMOR CLASS: -5 allowed for any reason) or lose all his abili- MOVE: 15” ties as a paladin until both a wish and an HIT POINTS: 170 atonement are cast upon him to bring those NO. OF ATTACKS: 2 powers back. The sword casts a red light DAMAGE/ATTACK: 3-30 (sword), 1-8 out to a radius of 20 feet that will outline an (), plus strength bonus invisible object just as a faerie fire spell SPECIAL ATTACKS: See below would. The light does no damage, but it SPECIAL DEFENSES: Immune to will remain around a visible or invisible disease, fire, and poison; also see below object it has touched until it is removed by a MAGIC RESISTANCE: 55% (90% vs. dispel magic spell successfully cast against lightning and electricity) SIZE: M (6’6” tall) ALIGNMENT: Neutral evil WORSHIPER'S ALIGNMENT: Evil, including many humanoids 20th-level magic. SYMBOL: The of a yagnodaemon The other weapon he carries is a whip PLANE: Hades called The Viper of Hades. It does 1-8 CLERIC/DRUID: 7th level cleric points of damage (not including strength FIGHTER: 10th level fighter bonus) on a hit, and it will damage figures M-U/ILLUSIONIST: 12th level magic-user that can be hit only by magic weapons, THIEF/ASSASSIN: 5th level assassin even though it has no magical bonus “to MONK/BARD: 13th level monk hit.” The whip’s principal value to Pyre- PSIONIC ABILITY: VI mius comes from its poison, which affects Attack/Defense Modes: Nil any mortal except those hit only by magic S: 21 (+4, +9) I: 19 W: 19 D: 17 weapons. Anyone susceptible to the poison C: 18 Ch: 6 (21) who is struck by the whip must save vs. poison at -3 or die on the spot. The poison Pyremius appears as a grotesque man is so virulent that the usual saving-throw who facially resembles a jermlaine. He has bonus allowed to dwarves, gnomes, and many human worshipers as well as wor- halflings does not apply on poison attacks shipers among the jermlaine, firenewts, and from this weapon. grimlocks (see the ® Tome). Pyremius can detect good out to a 60’ He can mass charm these non-humans at radius around himself, and he is encased in will, and has an effective charisma of 21 in a permanent protection from good aura dealings with them. (around his person only) that prevents him He wears special bracers of defense made from being struck in melee by any good- of brass that give him his superior armor aligned beings unless and until he strikes class. When he is not wearing them, his the first blow. He can identify any poison armor class drops by 10 places to 5. Pyre- by taste and neutralize poison in another mius will not remove his bracers voluntarily figure at will. except to loan them to a neutral evil figure Once a day Pyremius can cast a meteor who is native to an . Anyone else swarm spell at the 20th level of magic use. who puts them on will see his hands wither Once a week he can summon a huge fire and fall off (along with the bracers, which elemental (HD 24, AC -2, MV 18”, #Att 2, cannot then be donned again by the same D/Att 4-3214-32). If an elemental he calls is figure) at the start of the following round. killed, he cannot conjure up another one for There is no saving throw against this effect, a month. and regeneration will not restore the lost His one significant weakness is cold-based appendages. Only a figure with strength attacks, from which he suffers double dam- greater than that of Pyremius can force him age. A resist cold spell or similar magic cast to remove the bracers, and then usually on his behalf will not aid him in any way, only if that figure bests him in personal and thus he will never carry that spell. He combat. prefers to carry and cast fire spells over any Pyremius bears a sword named The Red other type.

20 SEPTEMBER 1984 Pyremius is on excellent terms with all they are very careful about when and how spells; -1 on saving throws vs. cold spells. the denizens of the gloom of Hades, and to use direct intervention, since that might Levels 9- 10 — Ability to use a pyrotech- particularly so with daemons (see Monster involve other gods in the struggle — and nics spell once per day (no material compo- Manual II). He can summon, with a 55% almost nothing is worth risking a battle nent needed for bonus spells, and they do chance of success (100% in Hades), from 1- between the gods! not count against normal spell allotment). 4 yagnodaemons to carry out his bidding. Clerics devoted to the service of Pyremius Levels 11-15 — -1 on saving throws vs. He can exercise this power once per turn in wear red vestments decorated with - cold spells (total penalty -3); must take 1 Hades; when on the Prime Material Plane, shaped swatches of orange and yellow. extra point of damage per die from cold he can attempt this summoning once per Viewed from a distance, this garb makes spells (up to a maximum possible for type of round until it succeeds, but then must wait the cleric seem to be on fire. Members of die); ability to use the magic of a fire shield an hour before trying again. the clergy of Pyremius gain special abilities spell (hot-flame variety) once per day, as if Pyremius and Syrul (see DRAGON® — not all of them beneficial — as they wearing a ring of fire resistance. Magazine #88) have collaborated on many advance in level, but must pay for these Levels 16 and above — -1 on saving endeavors on Oerth, most of them having to abilities by earning an extra 5% of the throws vs. cold spells (total penalty -4); one do with the Scarlet Brotherhood. Both experience-point total normally needed to hit point of damage lost from any cold spell deities, being part monk and part assassin, rise from each level to the next. The abili- is permanent until regained by a restoration have been prayed to by the Brotherhood, ties gained at each juncture in a cleric’s spell or wish; ability to use the magic of a and have aided the Brotherhood on many career are cumulative with those gained at fireball spell once per day, with damage occasions — with the result that the Scarlet lower levels; for instance, a 5th-level cleric equal to 1d6 per level of cleric. Brotherhood has begun to emerge as a has a total saving-throw bonus of +2 against Secret temples to Pyremius can be found power on Oerth. Any opponent engaged fire spells. The abilities are as follows: in many large cities throughout the Fla- against that group might find these two Levels 1-4 — +1 on saving throws vs. fire naess. He has some worshipers among the deities intervening, directly or indirectly, on spells; -1 on saving throws vs. cold spells. barbarians, in the Amedio Jungle, and in behalf of their worshipers. However, Levels 5-8 — +1 on saving throws vs. fire Hepmonaland, but these are very few.

BELTAR

Goddess of Deep Caves, Pits, and Malice

Lesser Goddess

ARMOR CLASS: -1 MOVE: 15” HIT POINTS: 180 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2-12/2-12 plus strength bonus, plus loss of 1 energy level per touch SPECIAL ATTACKS: Bit causes vampirism SPECIAL DEFENSES: Immune to attacks from undead MAGIC RESISTANCE: 50% SIZE: M (5'4" tall) ALIGNMENT: Chaotic evil (neutral tendencies) WORSHIPERS’ ALIGNMENT: Non- lawful evil, including humanoid miners SYMBOL: Great fangs about to bite PLANE: Tarterus CLERIC/DRUID: 17th level cleric FIGHTER: Nil M-U/ILLUSIONIST: 3rd level illusionist THIEF/ASSASSIN: 10th level assassin MONK/BARD: Nil PSIONIC ABILITY: VI Attack/Defense Modes: Nil S: 18/45 (+1, +3) I: 19 W: 19 D: 17 C: 17 Ch: 0

Beltar appears as an ugly old hag in filthy clothing in her natural state. She can shape- change to any human or humanoid form at will. In addition, she can take the form of an ancient red dragon (11 HD), a beholder (75 hp), and a Type V demon. She can assume any one of these latter three forms in a given day and can maintain that form for as long as 6 hours. When in the shape of the demon or the beholder, she can use all

DRAGON 21 the magical powers available to those crea- save is possible on the second bite. monies of worship to her are carried out in tures; in dragon form, she can use illusion- She has a vampire’s charm power, and deep caves or in dungeons far below ground ist spells as appropriate to the creature can maintain this power in her shape- level. The greatest honor to which a high (limit one 2nd-level and two 1st-level changed forms. (When in beholder form, priest of Beltar aspires is the right (always spells). she radiates the power from her central eye granted) to continue existence as a lich She uses no weapon, but can strike with only.) She can command any undead crea- when the cleric advances through the 19th both of her hands in a single round: anyone ture in her presence into service, except a level of experience; thus, there are no living hit by her hand suffers 5-15 points of dam- lich of greater than 20th level receives a clergy of Beltar of 20th level or higher. age (including her strength bonus) and the saving throw vs. spells, at -3, to avoid this. Beltar is worshiped by chaotic evil hu- loss of one energy (experience) level. If she She can summon one Negative Material manoids (orcs, gnolls, bugbears, and ogres) attacks with surprise or has charmed a Plane undead (wight, wraith, spectre, vam- in the Corusk Mountains, the Vast Swamp, victim before attacking, she can bite her pire or shadow) per round, once per day, and the Rakers. Humans worship her in the target and inflict vampirism. A victim is until 10 random undead have arrived. barbarian states, the Amedio Jungle, Hep- allowed a saving throw vs. poison, at -5, to Clerics devoted to the service of Beltar all monaland, the Pomarj, and even in the escape the effects of her first bite — but no wear black or dark grey vestments. Cere- Great Kingdom.

other forms. LLERG He can shapechange into any carnivore, including dinosaurs (although he will not God of Beasts and Strength change into a dinosaur unless his surround- ings contain other dinosaurs). His favorite Lesser God forms are those of a cave bear, a giant alli- gator, and a giant snake. In any shape- ARMOR CLASS: -2 changed form, he cannot cast spells (except MOVE: 13” as specified below) but has his standard HIT POINTS: 160 maximum number of hit points. He is NO. OF ATTACKS: 1 cured of 3-30 points of damage every time DAMAGE/ATTACK: 2-12, plus strength he changes from one form to another, and bonus he can change as often as desired. SPECIAL ATTACKS: Attacks as a cave As a cave bear, Llerg attacks as a 9 HD bear, giant alligator, or giant snake monster with MV 15“, AC -2, #Att 3, D/At SPECIAL DEFENSES: Immune to animal 2-12/2-12/3-18 plus hug for 2-20 if both venom and attacks from any normal animal claws hit. The bear’s body is 15 feet tall, a MAGIC RESISTANCE: 40% quite imposing figure to all other bearlike SIZE: M (5'4" tall) creatures; when he is in this form, all other ALIGNMENT: Chaotic neutral bears, including werebears, will obey Llerg WORSHIPERS’ ALIGNMENT: Barbar- to the death. He can summon bears with ians, berserkers, chaotic neutrals, some 100% accuracy once per hour; when the druids call goes out, from 2-5 bears (all of the same SYMBOL: The head of a bear, alligator, or type) will arrive in 1-10 rounds thereafter. giant snake As a giant alligator, Llerg attacks as a 9 PLANE: Limbo HD monster with MV 9“//20“, AC -2, #Att CLERIC/DRUID: 9th level druid 2, D/Att 4-24/3-30. The alligator’s body is FIGHTER: 17th level ranger 30 feet long. Llerg can command other M-U/ILLUSIONIST: 3rd level magic-user reptiles who swim to aid him, and can THIEF/ASSASSIN: 5th level thief automatically summon any creatures in the MONK/BARD: 9th level bard water around him to a radius of 1 mile. All PSIONIC ABILITY: VI summoned creatures with any combat Attack/Defense Modes: Nil ability, or those which Llerg desires to use S: 19 (+3, +7) I: 17 W: 17 D: 20 for other purposes, will head toward him at C: 18 Ch: 13 their normal movement rates. Llerg can use this summons power up to twice per day. Llerg’s natural appearance is as a sturdy, As a giant snake, Llerg attacks as a 9 HD well-built, shaggy-looking man with long monster with MV 15“//18“, AC -2, #Att 1, hair. He prefers to wear no protection other D/Att bite for 3-24 plus poison (save or than a girdle of cave bear strength, which die). On any natural roll “to hit” of 18 or bestows upon the wearer an effective higher, Llerg can constrict an opponent for strength of 20 and the ability to hug in 2-20 points of additional damage per round combat for 2-20 points of damage per thereafter until the victim dies or (some- round. He may decide to loan the girdle to how) escapes. He can also attempt further someone, but it will not operate properly bite attacks while constricting an opponent, unless he so commands it — an unautho- either against the one being held or another rized wearer will be hugged to death by the foe within reach. The snake’s body is 30 feet girdle as soon as it is fastened on. In his long. In this form, Llerg can use the human form, Llerg fights with a broad- magic of a sticks to snakes spell at sword that is +2 “to hit” and does 2-12 the 12th level of effectiveness; all points of damage (3-18 vs. size L the snakes he creates in this opponents) plus his strength way will be poisonous snakes bonus. Whenever possible, with maximum hit points. though, Llerg prefers to If Llerg shapechanges fight in one of his into another form

22 SEPTEMBER 1984 or moves farther than 100 feet away from the snakes, they will turn back into sticks. Clerics and druids devoted to the service of Llerg adorn themselves in bear skins, alligator hides, and snake skins when con- ducting worship ceremonies. Every member Clerics must pay for skills of the clergy of Llerg, upon amassing enough experience points to qualify for 5th Some of the Suel deities described in issues #87 and #88 require experience- level, must seek out and defeat a bear in point payments from their clerics in return for the special abilities those clerics combat to the death (using a weapon of his receive. The following information was inadvertently omitted from the pub- choice). The penalty to fulfill this responsi- lished text: bility, or for running away from the fight, is Clerics of Kord (#87) must earn an additional 5% in experience points to rise the same for losing the battle — death. from one level to the next throughout their careers. A few druids worship Llerg, but these are Clerics of Phaulkon (#87) must earn an extra 5% in experience points during druids who have little or no concern for the 5th level, 8th level, and 11th level, and at every level from 16th on up. plants and who will rarely, if ever, pray for spells involving plants or wood. These are Clerics of Wee Jas (#88) must earn an extra 10% in experience points to rise druids who are concerned about the protec- from one level to the next throughout their careers. tion of carnivorous animals above all else As pointed out in the first article of this series (issue #86), a simple and equi- — not protection from fair combat, but table way for the DM to collect these “payments” is to deduct the appropriate from slaughter for sport or for their hides. percentage of experience points from earned experience before actually award- No animal, even a conjured or sum- ing experience at the end of an adventure. For instance, a cleric of Kord who moned one, will attack a cleric or druid in earns 1,000 experience points for his performance during an adventure would the service of Llerg. This protection is actually receive an award of 950 points, after the 5% payment is deducted. personal, and does not extend to other members of the party. If the cleric or druid One heal to a demigod moves to initiate combat with such an ani- A mistake also cropped up in the list of Standard Divine Abilities printed mal, or purposely hunts the creature, then the protection is instantly cancelled with with the first two installments of this series (issues #86 and #87). Demigods are respect to that creature. entitled to only one heal spell per day; that entry in the list should have read Llerg is a popular object of worship in the “Heal (1)” instead of being used without a number, which implied that the spell barbarian states, second only to Kord. He is was usable by demigods as often as desired. also worshiped in the Amedio Jungle and in Hepmonaland, and in isolated forests where cavemen reside.

24 SEPTEMBER 1984 DRAGON 25 The many types of magic Whys and hows of the spell-category system by Charles Olsen

When a magic-user casts a detect magic (random) number of hit points. This heal- are similar but distinct forms of magic. Both spell, there is a 10% chance per level of the ing might be enough to restore the creature types of sorcery call forth something of a spell caster that he will also learn the type of to full health, but this is not assured. And different type. magic involved (alteration, abjuration, though the magic-user shield spell functions Evocation brings forth energy; a magic etc.). In the case of magic spells, this is a in a manner similar to protection from missile is an energy projectile, shield is a simple, if troublesome, matter to deal with. normal missiles, the shield spell is not abju- barrier of energy, and lightning bolt is a A door that has been wizard locked, for ration because it does not provide complete of electrical energy. example, will be seen as being affected by protection — it merely gives the recipient a If we choose to accept the classification of alteration magic, and a person who has better armor class against certain forms of certain spells as evocation magic, that defi- been charmed is under the influence of an attack. nition can give a clue as to how those spells enchantment/charm type of spell. These Divination is any sort of magic that pro- function. Each of the Bigby’s hand spells things can be determined by looking up the vides information. Detect anything (charm, evidently brings forth an energy field in the appropriate spell description in the Players evil, invisibility, lie, magic, snares & pits), shape of a hand. The cleric’s blade barrier Handbook. find the path, find traps, identify, know and the magic-user’s ’s floating disc It isn’t quite as easy as that when detect alignment, legend lore, locate object, and would be constructs of energy, rather than magic is cast on a magic item. What re- predict weather are examples of divination of matter. The creations of the fireball and sponse would be received if the spell was spells. This is a rather straightforward delayed blast fireball apparently are purely used on a rod of cancellation? A crystal classification. magical fire, since there is no physical sub- ball? Drums of panic? The descriptions of Illusion/phantasm spells are those that stance to burn — evocation does not create these and other items do not mention the make things appear other than they truly matter. types of magic involved. To give players all are. Audible glamer and phantasmal force Strictly speaking, conjuration and sum- of the information to which they are enti- are obvious examples of illusion magic. moning should be considered two different tled, it is necessary to understand the ra- Invisibility gives something the appearance types of magic. Both types call forth matter, tionale behind the system of classification. of nothing. Hallucinatory forest or terrain, but each does so in a different fashion. The Among the magic-user spells listed in the Leomund’s trap, and ventriloquism are druid spells fire seeds and wall of thorns AD&D® Players Handbook, there are nine other examples of illusion/phantasm spells. create matter, and thus might be considered types of magic: abjuration, alteration, Outside of the AD&D game, necromancy conjurations. Most of the other conjuration/ conjuration/summoning, divination, usually refers to divination with the aid of summoning spells simply entice or compel enchantment/charm, evocation, illusion/ dead spirits. Within the game, any spell creatures to come to the spell caster. Caco- phantasm, necromantic, and possession. that deals with dead things is considered demon, conjure elemental, find familiar, Cleric spells include all of these except necromantic. Animate dead, raise dead, invisible stalker, and summon insects are possession, and add one more: invocation. reincarnation, resurrection, and speak with examples of spells that summon creatures. A study of the spell explanations estab- dead deal directly with dead creatures. Because only one spell is classified as lishes a logical pattern within this system of The necromantic aspects of other spells invocation magic, we don’t have enough classification, but some of the listings are might be less obvious. The cleric and druid information to discern a pattern. This spell not consistent with the pattern. Also, some spells that cure wounds can be considered is spiritual hammer, and according to the spells are difficult to classify because their necromantic because they repair and restore description, “the cleric casting a spiritual manner of functioning does not clearly fit life to dead cells and tissue, and regenera- hammer spell brings into existence a field of any of the defined magic types. This article tion functions in a similar fashion.- force which is shaped vaguely like a ham- will first define the pattern, then discuss the Spells of the enchantment/charm variety mer.” This sounds very much like a process inconsistencies and ambiguities, and finally are used to dominate the will of other crea- of evocation, and no clear reason is evident will address the matter of magic items. tures. Charm spells will cause the victim to for why this is not an evocation. According to Webster’s Unabridged treat the spell caster like a trusted friend, Perhaps a hint can be found later in the Dictionary, “abjuration” is a rejection or geas will force a creature to carry out some spell description, where it says “The mate- denial. In AD&D game terms, a spell is of service, and Otto’s irresistible dance will rial component of this spell is a normal war the abjuration variety if it eliminates or make the victim dance involuntarily. hammer which the cleric must hurl towards prevents something. Protection from evil, A while back, letters printed in “Out on opponents whilst uttering a plea to his or for example, prevents evil creatures from a Limb” debated the manner in which the her deity.” Perhaps this spell is not consid- touching those who are protected by the hold spells function. The fact that the hold ered an evocation because the energy is spell. Remove curse will eliminate a curse, spells are of the enchantment/charm type supplied directly by a deity. However, by cure blindness and cure disease will elimi- provides an answer, albeit one that might be that reasoning, any evocation spell usable nate the conditions of blindness and disease, a little hard to swallow. Since the type of by a cleric would actually be an invocation. globe of invulnerability prevents spells from magic is that which dominates a creature’s There are only two cleric spells defined as penetrating, and protection from normal will, perhaps the victim merely believes that evocations: blade barrier and flame strike. missiles bestows complete protection from it is impossible to move. The same reason- Perhaps a reasonable consistency could be nonmagical missiles. ing might apply to spells such as sleep and achieved by redefining these as invocations. Note that the various cleric spells that finger of death. However, it might seem But the power for any cleric spell comes cure wounds (light, serious, or critical) are more reasonable to suppose that these spells from the cleric’s deity, so if we follow that not abjuration, for these spells do not elimi- belong to a different classification. line of reasoning to its logical conclusion all nate injuries. Instead, they heal a certain Evocation and conjuration/summoning cleric spells would be considered invoca- 26 SEPTEMBER 1984 tions. This is not necessarily an unreasona- pattern seems to be that if a spell does not victim’s will. One might say that the en- ble suggestion, since both the Players fall within the definition of any other cate- chantments dominate a creature’s will by Handbook and Dungeon Masters Guide gory, then it is an alteration. But perhaps affecting its mind, and thus the effects are make references to “cleric spells” and “ma- we can do better than that. not direct — but this sounds like a feeble gic spells” as two distinct systems of spell Start with the name: “alteration” implies exercise in semantics. There doesn’t seem casting. Perhaps cleric spells (including that something is being altered. That isn’t to be any single rule for classifying spells as druid spells) are a completely separate much help, because all spells alter some- alterations, except that they do not fit into system, and thus do not belong in a classifi- thing. To get more specific, it might be said any of the other categories. cation framework that features terms such that spells which directly alter the properties This brings us to the ambiguities and as abjuration and alteration. — the actual properties, rather than the inconsistencies in the spell classifications. However, the DMG also states that “All appearance, as is the case with illusions — Comprehend languages is listed as an alter- magic and cleric spells are similar in that of some creature or object can be considered ation, when it might seem to be divinational the word sounds, when combined with alteration magic. The key word here is in nature. Perhaps this spell functions by whatever patterns are applicable, are “directly.” A fireball spell will certainly alter altering the spell caster’s intellect, rather charged with energy from the Positive or the properties of creatures and objects, but than merely providing the spell caster with Negative Material Plane. When uttered, it does so by evoking a magical fire. Simi- information. Some might find this rationale these sounds cause the release of this energy, larly, a lightning bolt spell will alter proper- difficult to accept, and they might want to which in turn triggers a set reaction. The ties by evoking a bolt of electricity. But place comprehend languages in the category triggering action draws power from some neither of these spells operates directly on of divination. plane of the multiverse. Whether the spell is that which is being altered. If we choose to accept the comprehend abjuration, conjuration, alteration, en- In contrast, astral spell simply alters the languages spell as an alteration, perhaps chantment, or whatever, there is a flow of spell caster’s location within the planes. other divination spells could also be classi- energy . . .” In this respect, the two sys- Continual light alters the properties of an fied as alterations. Clairvoyance “empowers tems of spell casting are identical. object to make it glow, feather fall alters the the magic-user to see in his or her mind Ultimately, the individual DM will decide weight of the recipient, the polymorph spells whatever is within sight range from the spell which system is more appropriate to his alter the form of a creature, and teleport locale chosen.” Furthermore, light is a campaign, but it seems more logical to alters the location, to give a few examples. factor in determining what the spell caster retain the current system — where cleric In each of these cases, the spell’s effects will see. So, clairvoyance does not merely spells are defined in the various categories operate directly on that which is to be provide the caster with information, such as of magic — while possibly eliminating the altered, what is in the area that he has chosen to invocation category, and considering the But even this does not fully explain the scan. The spell alters the magic-user’s per- spiritual hammer spell to be an evocation. distinction of the alteration classification. ception, allowing him to actually see an- The category of alteration magic contains By the reasoning given here, it can be ar- other place. Could clairvoyance then be more spells than any other group, and the gued that all enchantment/charm spells are considered an alteration spell? classification appears to be a catch-all; the alterations. After all, they directly alter the With a bit of thought, it would be possi- ble to present arguments that could place creature. Limited wish and wish are also many spells into whatever category you listed as conjuration/summoning spells, and choose. But this sort of semantic exercise is neither of these brings forth matter, at least futile for our purpose, which is simply to not directly. Defining these spells as provide a rationale for the spell classifica- conjuration/summoning creates still another tion system. This purpose is best served by pattern within the classification system. accepting only the simplest explanations for They seem to be alteration spells, and per- placing spells in their categories, and avoid- haps they belong on that list. ing convoluted arguments which might But consider this: Perhaps these spells are justify placing spells in whatever category conjuring a type of power. That sounds like suits your fancy. In other words, clairvoy- an evocation, but the spells listed as evoca- ance and comprehend languages should be tions bring forth energy that is both tangible considered divinations, since they provide and observable. The power brought forth information to the spell caster. by these “strange” conjurations is neither The magic-user spell fear is listed as an tangible nor observable, but is far more illusion/phantasm spell, although its de- powerful. Enchant an item does nothing in scription (“causes creatures within its area itself, other than preparing an item to re- of effect to turn away from the spell caster ceive other spells. It causes no physical or and flee in panic”) seems to indicate magic visible change in anything, yet without this of the enchantment/charm variety. Perhaps spell it is impossible to magick an item. this effect is accomplished by creating an A wish spell is the most powerful magic illusion of something fearful, similar to the that any mortal can cast. Depending on the illusionist spell phantasmal killer. This does exact wording of the spell, it might invoke not seem likely, though, since the explana- other types of magic — alteration, evoca- tion of the phantasmal killer spell is explicit tion, necromancy, abjuration, and the like. in the description of the illusion, while the But the wish spell itself, in its basic form, explanation of the fear spell does not men- must first conjure the power to invoke these tion any illusion. other types of magic. Certain spells that are defined as necro- This is, admittedly, a departure from the mantic do not seem to belong on that list. suggestion that only the simplest explana- Feign death gives the appearance of being tions for spell classification be used, but this dead, while not actually having anything to is not a convoluted line of reasoning and do with death or dead things. This could be might in fact be the reason that these spells interpreted to indicate that the spell is an were originally classified as conjurations. illusion, except that it does not merely All magic items that have been enchanted change an appearance — the recipient is by magic-users (as opposed to those created altered somewhat for the duration of the by gods) will radiate more than one type of spell. Slow poison also does not deal with magic. These items will all show conjura- anything that is dead, not even to the point tion/summoning magic when scanned with of preventing death (which still would not a detect magic spell, since the conjuration make it a necromantic spell). These spells spell enchant an item was cast as part of are alterations, and the druid spell cure their creation. disease is an abjuration. The other type(s) of magic radiated will Possibly because the types of magic are be determined by the spell that was en- similar, there are several conjuration/ chanted into an item. A ring of invisibility, summoning spells listed as evocations, and for example, would radiate the type of vice versa. Cloudkill, ice storm, stinking magic of the invisibility spell — that is, cloud, walls of ice, iron, and stone, and illusion. A ring of feather falling or telekine- all bring forth matter, and thus should be sis would radiate alteration magic, and a considered not evocations but conjurations. wand of magic missiles would show magic Evocations that are on the conjuration/ of the evocation type. A rod of resurrection summoning list include flame , maze, is clearly necromantic, a staff of curing and unseen servant. performs both necromantic and abjuration The type of magic called “possession” is magic, and a wand of polymorphing radi- an inconsistency in itself. There is only one ates alteration magic. spell in that category, the magic-user’s Some items do not name a spell in the magic jar. The spell description states that description, and the type of magic must be “it enables the magic-user to take over the deduced. A rod of cancellation has the effect mind of the victim, and thus control the of a powerful dispel magic spell, and will creature’s body.” This is clearly an enchant- radiate abjuration magic. Drums of panic ment. The description also states that “the cause creatures to flee in panic, clearly spell caster transfers his or her life force to a magic of the enchantment/charm variety, special container (a large gem or crystal) . . ." and a folding boat will radiate alteration This indicates magic of the alteration magic. type. It would seem that magic jar should Given this information, it should be be classified as “alteration, enchantment/ easier to deal with the magic-user’s detect charm,” and the class called “possession” magic spell. This will also be helpful when should be eliminated. player characters or NPCs are researching a It is not clear why the spell enchant an new spell, since the Dungeon Masters item is defined as conjuration/summoning Guide requires that they must have a “copy magic. No matter is brought forth, either by of the spell in the same format as used in outright creation or by summoning any the Players Handbook.” 28 SEPTEMBER 1984

The Role of Books Words on the ways of war by Lewis Pulsipher

The Art of War in the Middle regarded as standard if not definitive, but thanks to large print. Moreover, it is ex- Ages, 378-1485 fifty more years of research have modified tremely clear and well organized. One could by Charles W. C. Oman Oman’s findings. Beeler embodied this in read the last two pages of each chapter and Various editions (see below) his revision, but that edition is twenty-three know what happened, if not always exactly This was once regarded as the standard years old. If memory of the paperback I why. work about medieval warfare, and though it once owned serves me, Beeler also consider- Not surprisingly, this is regarded by has not really been replaced, it is somewhat ably shortened the book from its massive historians as the book to read about this outdated. The only edition now available is two-volume hardcover version. If the hard- period. Fortunately for gamers, it is written a paperback volume revised by John Beeler cover version can be found in the local to be intelligible to someone with just a brief ($5.95, Cornell University Press; subtitled library, and if one doesn’t mind long books, acquaintance with the era. A.D. 378-1515). Many libraries have an Oman’s own version of Art of War offers a older edition, the second, revised by Oman wealth of detail not found in the books by Medieval Warfare himself and printed often since 1923. Avoid Beeler and Koch reviewed below. The by H. W. Koch the first edition (1898), which Oman him- fantasy gamer should remember to take Prentice Hall, large-format hardcover self admitted bears many inaccuracies, and what he reads as less than gospel; anyway, Remaindered for $14.95 at Barnes which stops at 1375. he isn’t going to be hurt by getting a few and Noble The book is not intended to chronicle details wrong. This may be the latest book to compre- medieval wars and battles, but through hensively deal with this subject. Unlike the wealth of example, it approaches a chroni- Warfare in Feudal Europe, 730-1200 others, it is profusely illustrated, approach- cle. Chapters on armor, techniques, by John Beeler ing the coffee-table book category. Unfortu- and castles should be especially interesting Cornell University Press, 1971, 1972 nately, the illustrations are seldom to gamers. Paperback 272 pps. enlightening, and the text is painful to read As previously stated, the book was once To many people, the terms feudal and owing to inexplicable use of punctuation medieval mean the same thing. What most and an astonishingly low standard of writ- of us think of as medieval warfare, with ing. Moreover, the author appears at times sometimes headstrong noble cavalrymen to be hasty, disorganized, and insufficiently dominating the battlefield, is actually feudal familiar with his material. I recommend warfare. Later, when armies were largely that the gamer stick with Beeler and Oman. composed of paid troops rather than feudal vassals serving their obligation to their lord, To supplement the above works, those infantry in the form of archers (and later interested in medieval battle ought to read pikemen) gradually gained the dominance the chapter on the Battle of Agincourt in enjoyed by the Roman legionnaires. The Face of Battle by John Keegan; this In limiting his book to the feudal era, gives the reader a more concrete feeling for John Beeler tried to dispel some misconcep- what it was like to be a soldier on a late tions about feudal warfare. He points out medieval battlefield. that infantry —sometimes in the person of dismounted cavalrymen — often played a A History of Fortification from 3000 B.C. significant part in battle and usually pro- to A.D. 1700 vided the majority of combatants. There by Sidney Toy were as many good generals in this era as in William Heinemann Ltd., 1955 any other, in matters of tactics, though few Hardcover 260 pps., thought much about higher strategy. But, Most books about castles are disguised insofar as the generals often worked with travelogues, with lots of photos, a few dia- undisciplined, independent troops unaccus- grams, and no analysis. Although there is a tomed to working together in large units, travelogue element in A History of Fortifi- the generals could affect a battle in fewer cation, the author’s architectural knowledge ways than an ancient or modern general and decades-long thoroughness enable him could. to go beyond the ordinary castle books. Beeler’s approach is very analytical, Although it is out of print, I’ve found this showing how feudal warriors were em- book in several college and public libraries ployed but forgoing detailed descriptions of over the years. It is a major revision and the campaigns and battles. The discussion is expansion of a pre-war book about medieval organized by area, beginning with the castles; consequently, the majority of the origins of feudalism in Carolingian France, book deals with 12th- to 14th-century castles followed by the variations in Norman Italy, in Europe and the Levant. Norman England, Crusader Syria, southern While the author does describe the devel- France and Christian Spain, central and opment of fortifications and siegecraft, the northern Italy, and finally Germany. De- meat of the book is in the descriptions of spite the page count, the book is not long, particular fortifications. Toy includes clear, detailed floor plans of most of the places he this is the best book I know of about fortifi- discusses, as well as photographs or draw- cations, worth searching out through interli- ings he made when he visited the installa- brary loan if the book can’t be found locally. tions. The drawings span a period of thirty years, clearly identifying the book as a labor The Medieval Castle: Life in a Fortress of love. I suspect that Toy was an architect in Peace and War by profession (though he’s well known for by Philip Warner books on military subjects), as well as a Taplinger, 1971 good artist and photographer. The result is Hardcover 262 pps. the most comprehensive and most numer- This book emphasizes the strategic and ous set of descriptions of fortifications of military development of the castle from a which I am aware. simple wooden palisade atop an artificial Any fantasy role-playing referee should mound to the stone masterpieces of the later be able to adopt or adapt many of these Middle Ages. Warner also talks about life in structures to his campaign. Any player the castle, in psychological as well as physi- whose character wants to build a stronghold cal terms, but for the lord and soldiers only, can take one from the book, or rely on the not the peasants. extensive discussions of gradual improve- For a gamer’s purposes, Warner’s book is ments in fortifications to design his own good both for its descriptions of castle devel- castle. The physical development of castle- opment and its discussion of the psychology building comes through clearly, thanks in of the fighting man. The author shows part to the thorough descriptions organized clearly how each change in strategy or in by age, and in part to the chapters discus- siege tactics led to changes in castle struc- sing such subsidiary aspects as how draw- ture, as castles changed from wood to stone, bridges were raised (there were four from artificial to natural locations, from common methods), where prisons were defense by attrition to concentric defense located, and so forth. concentrated on the point of attack. With This is a long book, but there’s no need respect to the strategic development of to read every page of description. One castles, Warner fills a gap in Toy’s book. should scan through the diagrams and The first half of the book is probably photographs, reading about those which more relevant to gamers than the second, look interesting. This should be supple- but it is all readable and interesting, techni- mented with the first page or two of each cal only when necessary. Illustration is chapter, plus the development chapters. much more limited than in Toy’s book, but From a fantasy gamer’s point of view, still worth examining.

DRAGON 33 Halt! Who goes there? Introducing the sentinel: an alert new NPC by Andy Pierce

It was the second hour after , out of the shadows by the wall on either side alignment shift will occur after he finishes and all was quiet at Castle Osgirand, home of the guard. Almost before he knew what rising through 4th level but before he begins to the paladin of the same name. The hit him, the guard slumped to the ground, progressing through 5th level, and he must moonlight cast twisted and misshapen mortally wounded. The intruders disposed forfeit 50% of all the experience points he shadows across the landscape in front of the of the body in the murky shadows off to one earns while at 4th level (so that it takes castle’s main gate. Inside, Osgirand and his side of the gate, then picked the lock and twice as many points as normal to advance henchmen were deep in sleep after a hard crept into the castle to find the paladin and through 4th level). The same 50% penalty day of putting the thieves’ guild back in its carry out their assignment. . . . is assessed during 7th level, if a second place. Outside the walls, two of the mis- alignment shift is necessary to bring the shapen shadows moved. . . . Although it may not make much differ- sentinel to lawful neutral. Every sentinel The man at the gate was an experienced ence to point it out, Osgirand the paladin who advances to 8th level or higher will be fighter, one of the most capable warriors in was probably more at fault in this episode Osgirand’s retinue. He wasn’t used in the than the guard who gave his life in a futile battle against the thieves because the pala- attempt to protect his master. The guard din suspected that the guild would seek did the best he could; the problem was that revenge, and Osgirand wanted one of his Osgirand used a fighter for a guard, when best men on guard that night to thwart the fighters are made for battle. If the assassins thieves. had attacked openly, the guard could proba- The guard stood silently and alertly, his bly have disposed of them, or at least stayed hand resting on the hilt of his sheathed alive to sound an alarm. But since the assas- sword and his body barring the way sins used stealth, the guard got the knife — through the main entrance. He had been and his boss probably did, too. told to be especially alert tonight, and he The intruders might have been detected took his orders seriously. He scanned the and overcome if Osgirand had hired a terrain with his eyes and strained to hear sentinel — a non-player character whose any out-of-the-ordinary noises. But neither job it is to defend against both open and of his senses prepared him for what hap- surprise attacks. Although sentinels fight pened next. fairly well, their primary purpose is to Suddenly, two black-clad assassins leapt detect approaching or assailants, and to then sound an alarm and hold off the enemy until help arrives. To accomplish this, sentinels have trained themselves to be exceptionally alert. A sentinel must have the following mini- mum ability scores: strength 9, intelligence 13, wisdom 14, and dexterity 12. At the start of his career, a sentinel may be of any non-chaotic alignment. The ideal alignment for a sentinel is lawful neutral, but it’s not necessary for a first-level senti- nel to have that alignment. However, as a sentinel gains experience in his function, he becomes more loyal to his master or em- ployer and more objective about those he encounters in the performance of his duties. This is reflected, in game terms, by a grad- ual shift to lawful neutral alignment for any sentinel who did not begin his career with that alignment. With every three experience levels a sentinel gains after the first level, he shifts one alignment step closer to lawful neutral. This shift favors the lawful aspect over good or evil; for example, a sentinel who starts out neutral good would first shift to lawful good and then to lawful neutral. Unlike player characters, sentinels do not lose a level for undergoing this kind of alignment change; instead, they must pay a penalty in earned experience points. A sentinel’s first

34 SEPTEMBER 1984 SENTINEL EXPERIENCE LEVELS AND SPECIAL ABILITIES Find Bonus to Find Hit die secret detect Hear Detect Traps, Experience points Level gained Level title doors invisible noise lie Surprise pits, etc. 0 — 1,750 1 d10 Observer 17% 1% 5% 25% 33% 5% 1,751 — 3,500 2 d10 Watchman 18% 2% 10% 30% 30% 7% 3,501 — 7,000 3 d10 Post Keeper 19% 3% 15% 35% 27% 9% 7,001 — 15,000 4 d10 Patroller 20% 4% 20% 40% 24% 11% 15,001 — 30,000 5 d8 Guard 22% 5% 25% 45% 21% 13% 30,001 — 65,000 6 d8 Sentry 24% 6% 30% 50% 18% 15% 65,001 — 140,000 7 d8 Guard Captain 26% 7% 35% 55% 15% 18% 140,001 — 295,000 8 d8 Guard Master 28% 8% 40% 60% 12% 21% 295,001 — 455,000 9 d6 Gate Keeper 31% 9% 45% 65% 9% 24% 455,001 — 635,000 10 d6 Gate Master 34% 10% 50% 70% 6% 27% 635,001 — 865,000 11 d6 Guard Superior 37% 11% 55% 75% 3% 30% 865,001 — 1,150,000 12 d6 Elite Guard 40% 12% 60% 81% 3% 33% 1,150,001 — 1,485,000 13 d4 Elite Guard, 13th 43% 13% 65% 87% 3% 37% 1,485,001 — 1,870,000 14 d4 Elite Guard, 14th 46% 14% 70% 93% 3% 41% 1,870,011 + 15 d4 Sentinel 50% 15% 75% 99% 3% 45% lawful neutral, since no more than two receives for high constitution. A sentinel improving abilities to notice the unusual or alignment shifts will ever be necessary. Of with both intelligence and wisdom of 16 or imperceptible and take action against a course, a sentinel who starts out as a lawful higher is allowed to add a 10% bonus to threat before it actually comes to pass. neutral character is not subject to these earned experience. Thanks to his high intelligence and wisdom penalties (and thus can rise in levels more As is evident from the accompanying and an inner sense sharpened by years of rapidly than others of his class). table, a sentinel has a good hit-point aver- practice, a veteran sentinel will notice a By their nature, sentinels have many age for a character of a given level, and sharp intake of breath, or the position of a abilities and attributes typical of a fighter — members of the sentinel class continue to weapon or the stance of a would-be oppo- but the class is not a subclass of fighter, and gain hit dice up through 15th level, the nent. By picking up on signals such as it is only open to humans and half-elves maximum level attainable. Just as the hit these, a sentinel is able to predict how, (who may not be multi-classed as a sentinel points of a high-level fighter reflect that when, and where a weapon will strike — and anything else). Sentinels do not roll for character’s ability to avoid serious damage enabling him to take relatively less damage exceptional strength, nor do they receive the as well as withstand it, so do the sentinel’s from the attack, assuming it hits. special hit-point bonus that a fighter hit points serve as a mirror of his ever- A sentinel attacks on the combat table for

DRAGON 35 fighters — but it must be kept in mind at all slight emanation of heat or cold that signals that a sentinel does not have to be actively times that sentinels are used almost exclu- the presence of something unseen. To detect listening for sounds in order to detect them. sively for defensive purposes, and generally a creature or object which is only hidden Detect lie: The numbers in this column will not strike first unless a threat is imme- but not invisible (such as a thief hiding in represent the chance a sentinel has of in- diately obvious. A sentinel must be able to shadows), the sentinel gets a bonus of +25% stinctively knowing when he is being lied to. attack quickly, to parry blows, and move to the number given in the table. This detection only applies against a figure swiftly to block opponents from charging The numbers in this column on the table or figures who are directly conversing with past them. For these reasons, a sentinel represent a bonus to a character’s normal the sentinel, not if the sentinel happens to must only use weapons that have speed chance to detect invisibility (see p. 60 of the overhear people talking to each other. The factors of 6 or less, and cannot wear plate DMG). As can be seen from the figures in ability is usually only brought into play if a armor. A sentinel can use any type of the DMG, a sentinel’s chance to detect character is talking to a sentinel in an at- shield and almost always carries one on invisibility goes up sharply at 9th level (or tempt to gain entry to the place the sentinel duty. perhaps sooner, for sentinels with exception- is guarding. As with detect invisible and ally high intelligence). But even at lower hear noise, this ability does not have to be Special abilities levels, a sentinel with very high intelligence consciously performed in order to work. Find secret doors: This is the chance a gets an additional bonus: +2% for 15 intelli- Note that detecting a lie does not enable a sentinel has of finding a secret door, if one gence, +4% for 16 intelligence, +7% for 17 sentinel to know the truth. exists in his vicinity and the sentinel is intelligence, or + 10% for 18 intelligence. Surprise: The numbers in this column actively searching for it. Sentinels are This intelligence bonus is added to the represent the base chance for a sentinel to trained to notice subtle differences in wall chance given in the “Bonus to detect invisi- be surprised. This number steadily de- color or texture, slight indentations or ble” column in the sentinel table, and also creases as the sentinel rises in level, down to cracks or protrusions that might reveal the to the chance given in the DMG table (if a minimum of 3% at 11th level and above. presence of a secret door. They can locate applicable). For example, a 7th-level senti- The base chance is modified when consider- concealed doors much more easily; add nel with 16 intelligence has an 11% chance ing adversaries who do not have the normal +25% to the value given if a door is con- of detecting an invisible object. When that (2 in 6) chance to surprise other figures. For cealed but not a secret door. character reaches 8th level, his chance goes instance, a bugbear surprises foes at a Bonus to detect invisible: Because he is up to 17%. An attempt to detect invisibility chance of 3 in 6, or 1673% greater than by nature more alert than other characters, is handled as per the DMG, with one roll normal — so, against a bugbear, a sentinel’s a sentinel is better at detecting the presence allowed in each round during which the chance to be surprised is increased by 17% of invisible creatures or moving objects. sentinel is within sensory range of an invisi- (round fractions up). Conversely, a sentinel (This ability does not apply to astral, ethe- ble object. Note that this ability does not receives a 17% decrease to his chance to be real, or out-of-phase creatures, nor to the have to be consciously exercised in order to surprised by a creature that only surprises detection of a stationary, non-living invisible work. on a 1 in 6 chance, meaning that a sentinel object.) A sentinel is able to notice a distur- Hear noise: This is basically the same as of 7th level or above will never be surprised bance in the air flow, a slight noise, or a the thief ability of the same name, except by such a creature unless some extraordi- nary circumstance prevails. This surprise percentage is also used to determine the chance that a sleeping senti- nel will be awakened by some unusual noise; this is equal to 50% minus the sur- prise chance. Thus, a 1st-level sentinel will be awakened by a strange noise on a 17% chance, and an 11th-level sentinel on a 97% chance. Find traps, pits, and snares: This is a combination of the thief's ability to find traps and the power bestowed by the druid spell detect snares & pits. Unlike most of the sentinel’s other abilities, this must be consciously exercised in order to succeed. Note that a sentinel can only find such traps, and cannot remove, deactivate, or set them.

The address of DRAGON® Magazine is P.O. Box 110, Lake Geneva WI 53147, and that’s all you need to make sure your letter gets here. But you can help us serve you more quickly by adding a line at the top of the address to tell us what depart- ment should receive your letter or package. Call it a “manuscript sub- mission,” “cartoon submission,” “query letter,” or any other short phrase that tells us what’s inside, and it’ll get exactly where it’s supposed to go.

36 SEPTEMBER 1984

Parrying will fight to the death if no other avenue is During this time, the pupil (who is neither a If a sentinel does not wish to attack, he open (for instance, if he knows no reinforce- henchman nor a follower in the literal sense) can choose to try to parry one attack against ments are forthcoming and he is the last will perform menial tasks for the mentor him per round, plus one for every three full obstacle between an enemy and his master). and at the same time receive instruction in levels of experience the sentinel has attained Until the sentinel reaches 8th level, this how to observe the nature of people, how to — 1 at 1st level, 2 at 4th level, 3 at 7th code does not apply, even if the character sharpen his senses of perception and obser- level, 4 at 10th level, and 5 at 13th level and was lawful neutral from the start. vation, and how to perform the art of parry- above. The person controlling the sentinel A sentinel is initially proficient with only ing. At the end of the apprenticeship, the must announce the intent to parry before one weapon, but wields that weapon with a mentor will turn the new sentinel (now a any attacks are made against the character bonus of +1 “to hit.” The character gains 1st-level Observer) over to the mentor’s in a round, and must also specify which proficiency in one new weapon every three own employer, who will place the newcomer blow (or blows) the sentinel will attempt to levels thereafter (at 4th, 7th, 10th, and 13th in a probationary job, either where the block. Parrying can only be attempted levels), but only attacks made with the first- mentor works or at another allied location. against attacks from melee (hand-held) chosen weapon are eligible for the hit bo- After one year of probationary service, weapons and only if the sentinel is holding a nus. A sentinel’s non-proficiency penalty is the new sentinel will be granted a perma- weapon or a shield. -2 — and note again that a sentinel can only nent placement in the employer’s house- Parrying is conducted as per the guide- use weapons with a speed factor of 6 or hold, if the master is pleased with the lines on p. 104 of the Players Handbook. lower. newcomer’s performance. If the master is The sentinel can make no return attack in A sentinel makes saving throws as a displeased, he will either sell the sentinel’s the same round, and for purposes of deter- fighter and is able to use all magic items service to another employer or simply turn mining whether an opponent’s strike suc- permitted to that class, except for plate the newcomer loose to fend for himself. ceeds, the sentinel is treated as if he had an armor and weapons with a speed factor of 7 An aspiring sentinel who successfully gets extra +2 bonus “to hit” for strength, in or higher. No sentinel will use oil in com- through the training and apprenticeship addition to the actual +1 bonus “to hit” that bat, since it is time-consuming and gener- period will be guaranteed a place of employ- a sentinel with 17 or 18 strength would ally unreliable. An evil sentinel might not ment in which he will be treated well and in already have. hesitate to use a poisoned blade; however, which he will be able to perform to the best all decisions on poison use should be made of his ability. This good treatment for serv- Other characteristics by the individual DM. A sentinel never has ices rendered is the main reason why senti- A sentinel can only be hired by a non- henchmen, and attracts no followers regard- nels are so loyal (and become fanatical chaotic character; he will serve no one else. less of his charisma score. about it as they rise in levels); in turn, this Once a sentinel attains 8th level and be- devotion helps keep sentinels in good stand- comes (if he wasn’t already) lawful neutral, Apprenticeship of a sentinel ing with owners of estates, nobility, and he will serve his master/employer/liege with To become a sentinel, an aspiring appren- other men of means who have valuable and fanatical devotion. The sentinel will not tice must first serve under a sentinel of not important possessions — including them- accept bribes under any circumstances and less than 5th level for a term of 3-5 years. selves — to be guarded.

38 SEPTEMBER 1984

Beefing up the bureaus Suggestions for giving agents separate skills by Mike Beeman

Has this ever happened to you? Agent left by a contact, an Investigator with a the level of the victim as a factor, so that the 008, Code Name Scorpion, levels his John- general Knowledge score of 90 but who agent’s chance of success is equal to his son semi-automatic rifle with a 6x scope at does not have that special AOK (or does not Deception value minus 5% per level of the his assigned target, standing only thirty feet have the required minimum value in that victim. away. “Sneak attack?” the Administrator AOK) would have a 45% chance of recog- asks. “No,” the player answers, knowing nizing it anyway. Assassination that Scorpion has a better chance to hit and 3. When attempting to open a lock, an 1. An Assassin kills on any successful can do more damage with normal “to hit” Investigator receives +2 per level to his Sneak Attack, unless that attack is also a and damage rolls. Scorpion fires and scores Deactivation value. This means that a fifth- successful called shot to a non-vital area, a hit to the head — for 2 points of damage. level Interrogator with a DEAC value of 76 such as the target’s weapon or gun hand. “But Scorpion’s an Assassin!” the player would open locks as if he had a score of 86. This applies only when the attack is made yells. “Why can’t he assassinate anyone?!” 4. Investigators receive the tertiary trait with a projectile weapon or hand-held The administrator shrugs his shoulders and of Shadowing, which is equal to one-fourth weapon, or if it is an attack by strangula- lets 008 shoot again. Scorpion misses, and the total of the agent’s Movement Value tion. At the Administrator’s option, a bare- the target’s guards return fire. Agent 008 and Deception (effective maximum of 100). handed attack by an agent trained in the dies, the player flies into a rage, and the This skill enables the operative to shadow, martial arts may also be included. If the Admin sits behind his screen and winces. on foot or in a vehicle, enemy agents or attack misses, then the victim sustains no That chain of events is not only possible targeted civilians. Percentile dice are rolled damage. under the current TOP SECRET® game every 12 turns (one game minute), with a 2. An Assassin adds d10 x 4% (rather rules, but events like it seem to occur with roll above the agent’s Shadowing value than d10 x 2%, as per the rules) to his fatal frequency. It strikes this Administrator meaning that the target has noticed the Deception when wearing a personal as odd that Assassins kill no better than shadow and will take appropriate action. A disguise. Confiscators, who in turn steal no better roll of 96-00 always indicates that the 3. Since there is no specific AOK dealing than Investigators, who can investigate no shadow has been spotted; conversely, a roll with explosives, the Administrator may better than Assassins. This flaw results from of 01-05 always means that the shadowing elect to have Assassins be especially profi- the amount of flexibility and freedom built agent has lost the trail. The Admin may cient in the use of such devices. Add +10 per into the TOP SECRET rules. With a little attach positive or negative modifiers to the level of the Assassin who placed the charge thought, however, players and Administra- dice roll to take into account physical or when rolling on the Explosive Use Against tors can have their cake and eat it too. environmental conditions (flat terrain vs. an Stationary Vehicles Chart. Thus, if a Agents in each bureau can be given special- area with lots of cover; inclement weather; fourth-level Hood places a charge in a truck ized training that allows them to do their large crowds, etc.). and the actual dice roll is 29 (vehicle will jobs more efficiently. not move), 40 is added for a final result of Listed below are several abilities unique Confiscation 69 (vehicle explodes). to agents in their respective bureaus. All of 1. An agent in this bureau receives +2 per As another aspect of this special skill, these abilities reflect extensive and ongoing level on his Deactivation scores when open- Assassins only need to use three-fourths of training, so the Admin may wish to require ing a lock or desensitizing an alarm (see #3 the normally prescribed amount of explo- the agents to take time off to train before above, under Investigation). sives for any given job. advancing in levels. These suggestions are 2. When attempting to fence stolen items, unofficial, and gamers are free to incorpo- a Confiscator subtracts 5% per level when The strong get stronger rate any one or all of them into their cam- rolling on the Fencing Merchandise Table. If you are an Administrator and decide to paigns as desired. For example, a third-level Swindler who use these suggestions in your campaign, be rolls an 82 (ordinarily meaning that the sure to note that agents with these skills will Investigation open market fence reports him to the police) be very powerful indeed at high levels. A 1. Since wringing information out of would subtract 15%, resulting in a roll of tenth-level Assassin, for example, will have unwilling or unsuspecting persons is a vital 67 (the fence simply refuses to buy the at least a 40% chance to kill anyone if he part of an investigation, members of this stolen goods). can get into position for a Sneak Attack. A bureau receive +5 points per level on both 3. Similarly, a Confiscator receives +5 per tenth-level Confiscator will be breezing in their general Knowledge trait and their level on his Surprise value when a check is and out of the most heavily guarded instal- specific AOK values when attempting to made on the Intruder Discovery Table. This lations with relative ease, and a tenth-level Fool or Con using the Contact Reaction means that a seventh-level Thief with a Investigator will be able to make almost Table. This means that a fourth-level Exam- Surprise value of 120 would evade guards as anyone tell him what he needs to know. iner with a Knowledge score of 86 would if his SV were 155. Editor’s note: It is strongly recommended Fool or Con as if he had a score of 106. 4. A Confiscator may pick pockets, shop- that if the Sneak Attack instant-kill variant 2. If a specific AOK is needed to deter- lift, and commit other minor acts of stealth- is used, the Administrator should also use mine or notice something, an Investigator ful thievery at a percentage chance equal to the “fortune point” optional rule from the has a percentage chance equal to one-half of the agent’s Deception value. Thus, a Pil- TOP SECRET rule book to offset the his general Knowledge value to notice ferer with a Deception value of 76 has a effects of the variant on player characters. even if he does not possess that specific 76% chance to pick someone’s pocket. But Administrators may also consider modifying AOK. For example, if an AOK of 80 is there is always a 5% chance of failure (dice the instant-kill rule to allow an attack to do needed to recognize a Shakespearean quote roll of 96-00). The Admin may wish to use increased damage instead of a kill.

40 SEPTEMBER 1984 DRAGON 41 Learn magic by the month DRAGONQUEST™ rules for studying spells by Craig Barrett

Most player characters (PCs) begin a his world as he sees fit. The best way to deal discipline, and shouldn’t count against DRAGONQUEST™ game campaign al- with monasteries is to establish them per study time.) ready adept in a magical college. That’s the branch (rule 34.0) rather than per college. The period of time your PC can spend way the rules work, and since the rules also Having only three kinds of monasteries away from the monastery between incre- restrict PCs to membership in a single rather than twelve means that your world ments, whether on a mission or not, is college at a time, there seems little point in isn’t going to be hamstrung by an over- limited to a maximum of 90 days, since knowing how a PC can enter a college after abundance of religious institutions. Of successful study requires a measure of conti- the campaign has begun. course, some care will have to be taken in nuity. For each day by which a PC fails to However, things don’t always run as deciding which masters and novices are meet this deadline, one week of additional smoothly as they first start out, even in role- inhabiting a monastery at any given time — study or 150 additional experience points playing games. Some players will elect to but this has more to do with inter-college (GM’s choice) are added to his next incre- start their PCs as non-adepts (see “The conflicts than with inter-branch differences. ment’s requirements. Obviously, a severely warrior alternative,” DRAGON® Magazine After all, fire mages and water mages may or habitually delinquent student will soon #86). Others will see their PCs stripped of be incompatible in terms of the magic they reach the point where he might as well magical power, either voluntarily or invol- practice, but they ought to be able to study abandon his present studies and start over. untarily, during the course of the campaign side by side without too many problems. During his time away from the monas- (see rules 34.5, 44.0, 46.0, etc.). Some However, the same may not be true of tery, however, your PC will be gathering GMs will draw from Eric Goldberg’s article pacifistic earth mages and druidic earth fresh experience points. Whether he can in Chaosium’s THIEVES’ WORLD™ mages. (The answer to this is to keep paci- begin his studies with insufficient EPs to game, which suggests allowing adepts to fistic earth mages out of monasteries alto- complete them, as rule 87.1 allows, is up to belong to more than one college at a time. gether. As individualists, they keep to your PC’s master. But if your PC uses a In all of these cases, a PC will enter a themselves.) magical ability during an adventure, the college after the campaign is already under Tuition fees are the same for all monas- resulting EPs can be applied toward ranking way, and that brings up a major problem: teries: 200 silver pennies per month actually that ability. No magical ability of the college In order to learn magic, a PC will have to spent in the monastery, plus 100 SPs per currently being studied can be ranked spend six to twelve months of game time month that your basic magical education higher than 3 until all basic study for that out of action, studying. This means an extends, from the first day of the first college is completed. extended period of real time during which month to the last day of the last month. you, the player, have a choice of fascinating Payment is due at the start of each incre- Curriculum activities. You can twiddle your thumbs, ment of monthly study, and should include When your PC enters a thaumaturgical, count raindrops on a pane of glass, or watch arrears if you’ve been away from the mon- elemental, or entital monastery, part of the your fellow players happily pursuing their astery (in which case part of a month counts first month’s general study involves letting own PCs’ careers — you can do anything as a full month). his teachers determine which particular except play, which is what you came to do. This is little enough to pay for the price- college he’s best suited for. (You know ahead The purpose of this article is to provide a less magical education your PC is getting, of time, but he doesn’t.) How much of the viable solution to that problem. Although a and the real profit to the monastery comes coilege’s magic your PC can learn during PC’s education in magic may have to pro- in less tangible areas: the chance to spread any given one-month increment will depend ceed in uninterrupted monthly increments the knowledge that the monastery exists to not only on which college he’s studying, but (rule 34.5), nothing says those increments preserve; the services of willing novices, for also on whether or not it’s his first college. have to be consecutive. If a given study- assistants are always needed as each master (Note: Time and experience-point costs month can be separated from the study- works to further his own personal studies; given below are taken directly or by extrap- months before and after it, both you and the addition of new names to the list of olation from Eric Goldberg’s article in your PC can be set free to enjoy yourselves. those already loyal to the monastery. In the Chaosium’s THIEVES’ WORLD game.) While your PC’s colleagues are improving uncertainties of a DRAGONQUEST game If your PC is learning the general knowl- their skills or practicing their abilities, your world, loyal friends are priceless, and even edge of his first magical college, it will cost PC can be studying his magic. When after your “graduation,” your master or him nine months and 6,500 experience they’re off adventuring, your character can your monastery’s abbot may call upon you points — 1,300 EPs for the first month of adventure right along with them — and you periodically for some service. study, and 650 EPs for each succeeding can be in on the action, too. During the time of his education, your month of study, “payable” at the start of But in order to make this procedure PC will be required to give strict devotion each month. The entire course must be work, you have to have some knowledge of to his studies. Each monthly increment completed within a given three-year period, where a PC can go to study magic and how should be uninterrupted, and an inter- beginning on the first day of the first much magic he can learn during a given rupted month is a lost month, with both SPs month. month of study. and EPs forfeited. (GMs should be reluctant In the first month, your PC learns rituals to allow uncontrollable outside factors to 32.1 and 32.2, as well as the fundamentals Monastic schools interfere with the studies of a dedicated of the college. In the second month, he I favor the suggestions provided in the novice. Anyone who is honestly trying to learns the two counterspells of the college DRAGONQUEST rules to determine the abide by the rules should be allowed to do and further fundamentals. Each succeeding placement of monasteries, though each GM so. Also, short missions for your PC’s mas- month he’ll learn a group of the college’s is free to organize the magical societies of ter or abbot are considered part of the talents, spells, and rituals, with the specific

42 SEPTEMBER 1984 abilities learned being determined by the should be determined as for his first college, to start studying all over again, sacrificing GM as follows: above, using a five-month base. all time, EPs, and SPs already spent. Divide the college’s talents, spells, and If your PC is learning the general knowl- There may be many reasons why a PC rituals as evenly as possible into seven equal edge of a non-aligned college (which can (and that character’s player) would prefer groups, so that all talents will be acquired happen only twice, once for each non- longer periods of study in place of the one- before all spells, and all spells before all aligned branch), it costs him 12 months and month increments. With a sufficient stock- rituals; and so that talents, spells, and rit- 7,500 EPs — 900 EPs for the first month pile of SPs and EPs, a character may feel uals are acquired in the order given in the and 600 EPs for each succeeding month of that the long winter months of a Scandi- rule book. Some flexibility should be al- study. The entire course must be completed navian-like environment would be an excel- lowed. For example, an enchanter may within a given four-year period. Your PC lent time to study magic; no one’s doing request to learn one ritual in each of the last already knows rituals 32.1 and 32.2, so he much of anything anyway. . . . Or perhaps four months of study, along with one of the learns the college’s two counterspells in the your GM has things arranged so that play- last four spells, rather than having all four first month of study. The curriculum of ers lend him a helping hand periodically. If rituals grouped in the last two months of succeeding months should be determined as you’re busy doing something besides run- study. Any groups of abilities smaller than for his first college, above, using an eleven- ning your PC but still involved in the game, the others should be among the early month base. that’s a wonderful time for your PC to be months of study; any groups larger than the If your PC fails to meet the deadline for usefully occupied (if everyone agrees to others should be among the later months. completing the entire course of study for a allow this sort of “double duty”). But if In some colleges, perhaps no abilities will be college, he is immediately reduced by one your PC is unable to complete his magical learned in the third or fourth month of rank in any ability of that college that he’s education in a single continuous time span, study because of the small number of basic succeeded in raising above rank 0, and he whether for lack of time or EPs or SPs, the abilities in the college. There’s no help for can never advance past rank 2 with any system of monthly increments is a useful that. magical ability of that college. For this one to adopt. Just don’t forget the 90-day If your PC is already an adept and is reason, the GM should give the dedicated maximum break between increments; this learning the general knowledge of an student every possible chance to complete pertains to all cases. aligned college (see 34.0 and 34.1), it costs his studies — acting as the abbot of the One final point: Rules 34.6 and 34.7 him six months and 5,000 EPs — 1,500 EPs monastery, he may even give a PC some apply at the beginning of magical study. for the first month and 700 EPs for each form of magical dispensation if the deadline Your PC may be allowed to accumulate the succeeding month of study. The entire has passed because of circumstances beyond experience points he needs during the hiatus course must be completed within a given his control. But extensions of the deadline between increments, but not the magical two-year period. Your PC already knows should always be linked to a quest assigned aptitude required. However, the ritual of rituals 32.1 and 32.2, so he learns the col- by the abbot, to be performed immediately spell preparation (32.1) should never be lege’s two counterspells in the first month of upon completion of the PC’s studies. The counted against the magical aptitude, since study. The curriculum of succeeding months only other solution to a missed deadline is it cannot be ranked.

DRAGON 43

46 SEPTEMBER 1984

What is a monster worth? Spelling out the system for assigning x.p. values by Roger E. Moore

As anyone who has tried can tell you, calculating the experience-point values of newly invented monsters for the AD&D® game is hard work. How much is this spe- cial attack or special defense worth? Why isn’t there a table somewhere that can give you an idea of how a certain power should be valued? When we were preparing the monsters included in this issue’s Creature Catalog, some general tendencies began to appear in the Dungeon Masters Guide system for assigning x.p. values. These have been recorded below for use as guidelines. Assigning x.p. values is not an exact science. In fact, the figures given in the DMG for creatures included in the Monster Manual are referred to in the pertinent text as “suggested values, and you may alter them to suit your campaign.” For example, the system in the rule book lists magic resistance as an exceptional ability, but makes no distinction between a creature with 100% magic resistance and one with 5%. If the situation in your campaign warrants it, you may feel free to increase the x.p. value of a creature with very high magic resistance, or vice versa. And, be- cause the system as given is not hard and fast, it is possible — indeed, likely — that two DMs will assign the same monster different x.p. values, each one perfectly justifiable. But if the basic structure of the system is adhered to by both DMs, the values they come up with should be fairly close to one another. The system for assigning x.p. values appears in the DMG on pp. 85-86; the ters to develop their values for monsters in nent’s chance to hit or to dodge blows or monster level table is on p. 174. Both are their campaigns, whether those monsters that impair a combat-related function would quite straightforward, as far as they go. The are part of the rules or newly created. also count as special abilities (such as the difficulty is in assigning x.p. values for corkie’s neurotoxin). special and exceptional abilities not de- Special abilities Increased chance to surprise. A millikan, scribed in detail, or not specifically men- Under this classification fall those powers which resembles a tree stump and nearly tioned. Just what constitutes a special or that directly affect combat situations and always surprises opponents, would have a exceptional power? enhance a monster’s attack or defense capa- special ability bonus on its x.p. value, as Some abilities do not count at all for bilities. Special abilities, though they may would any creature with a chance to sur- experience point determination under the be quite powerful, will generally not mean prise greater than the norm. present system. Swimming, climbing, bur- sudden death for opponents who face their Decreased chance to be surprised. Partic- rowing, and flying receive no x.p. rating, possessor. The class of special abilities in- ularly alert monsters who cannot be caught since they do not directly affect a creature’s cludes the powers mentioned in the DMG unawares very easily, like the fachan, get a combat effectiveness (flying by itself does (some of which are detailed below) and can special ability bonus for this. not harm an opponent). The key word in all also include other “specials,” as follows: High intelligence. Most monsters with cases, as the DMG implies, is combat. If a Mild poison. This category includes intelligence of “very” (a score of 11-12) and power directly affects fighting or defense, venoms that do not kill opponents, but do a all monsters with “high” intelligence and then it adds to the monster’s x.p. value. maximum of 24 or less points of damage per above (score of 13+) should receive a special Below are some basic definitions of spe- use and/or have some generally non-lethal ability bonus for this. However, the DM cial and exceptional abilities, with some effect upon the victim. The diseased bite of must attempt to role-play such monsters in examples of each. Remember, there is no the ghuuna is one good example; its victims the most realistic and effective ways possi- precise way to calculate x.p. values, and will not die, but will become quite ill. Other ble. For example, a giant killer beetle will some latitude is allowed for Dungeon Mas- limited-effect poisons that reduce an oppo- use what is obviously the most effective

48 SEPTEMBER 1984 attack in a given situation, will act with if the circumstances of the campaign justify disciplines but with psionic attack modes planning and foresight, and will not simply the change. For instance, in a campaign and/or defense modes (like the utukku), or charge into melee against superior oppo- that’s magic-poor, the utukku’s immunity those able to use disciplines that would not nents if it can possibly help it. could make the monster practically invinci- severely harm someone (like the giant killer Low armor class. Any monster with an ble if no one in the attacking party has been beetle or the psionic variety of the killer armor class of 0 (zero) or less should get a able to acquire a +2 or better weapon. If the whale). If a monster has psionic disciplines special ability bonus. The utukku, with an party manages to vanquish the monster that can directly cause damage to oppo- AC of -2, certainly counts in this category. anyway, the DM might rightly feel that it nents, such as the molecular shock power of Continuous damage. There are a number deserves more of a reward. the star leviathan, then this counts as an of ways in which monsters can inflict con- Resistance or immunity to certain types exceptional ability (see below). tinuous damage on opponents. The killer of magic. Some monsters are resistant or Magical powers that will not seriously whale can chew victims up, and the giant immune to certain magical attack forms (the harm most opponents. Low-level amitok cantobele, for instance, is not bothered by shamans, who command very few harmful cold spells; the amitok takes half damage spells, and the bichir with its entangle from the same kind of attack). Note that power would warrant a special ability bonus attack forms such as heat and cold are con- in this category. Defensive and offensive sidered in this category, regardless of spell-like or non-magical powers, such as whether they are actually magical in nature; those used by the explodestool (deafening), see the preceding section on weapon immu- the millikan (blinding), the flailtail (stun- nity. If a monster is immune or resistant to ning), and the glasspane horror (which can several different magical effects; it still blind, dazzle, and become perfectly trans- receives only one bonus award for this parent), also gain special ability bonuses for category, not one for each and every type of those creatures under this category. Multi- magic it resists; thus, a duleep only gets one ple powers, such as those possesed by the bonus here. This category does not include glasspane horror, are counted separately, any consideration of magic resistance, not lumped together as one bonus award. which is an exceptional ability (see below). Ability to attack with missile weapons. A Resistance or immunity to poison. monster that can use missile weapons (as More so than any other one mentioned, this sind may use bows) or hurl missiles of some special ability could be considered optional sort (like the fachan and bohun tree can do) and ought to only be counted for an x.p. has this as a special ability. Note that it is bonus in a campaign where such is appro- possible for such creatures to run out of priate. Slaying a poison-resistant monster ammunition after a certain period of time, might give the victor(s) a special x.p. bonus and that all missile attacks require a roll “to in a campaign where characters possess or hit” on the part of the attacker. The x.p. have easy access to poisons or poison- award is still given if a monster is killed producing magic. However, the intent of after it has run out of ammunition, even if the AD&D game rules is clearly that poison none of its missile attacks succeeded in use in a campaign should be severely lim- hitting a target. However, the DM should ited. If poison is not available to player feel free to disregard this ability for pur- characters, or is very difficult to come by, poses of the bonus x.p. award if the monster then a monster’s immunity to poison will possessing the ability is vanquished without have little (if any) effect on the outcome of a having gotten off a shot; in such a case, it is battle against it, and in such a case its im- as if the monster did not have the ability in munity should not count as a special ability. the first place. The power to use a ranged When we computed x.p. values for the attack spell that does not require a “to hit” Creature Catalog monsters, this ability was roll to succeed should be counted as an not counted in the totals for the amitok, exceptional ability (see below). A monster peltast, sind, or utukku. Note also that the with an effectively infinite supply of missiles pitcher plant can use acid to slowly dissolve corkie’s immunity to its own toxin is not that could attack all day long without stop- those trapped inside it. All attacks of this counted, since that ability is inconsequential ping would also get an exceptional ability sort are similar in that repeated damage can to combat. award. be done to opponents without the need for Resistance or immunity to psionics. This Rapid regeneration. A troll can regener- the monster to make new "to hit" rolls from ability should be handled in much the same ate lost hit points quickly enough for this round to round. way as poison resistance (see the preceding ability to be a serious threat in combat Resistance or immunity to certain weap- section); in a campaign where the use of situations; the seastar, however, cannot ons. A special award for this ability goes to psionics by player characters is extremely regenerate hit points except over a period of monsters that cannot be harmed by particu- rare or nonexistent, a monster’s immunity days, and so receives no special ability lar types of weapons, or that take less than is immaterial and should not be valued as a bonus for this power. normal damage from such attacks. This special ability. The giant horseshoe crab and “Special” special abilities. The bag of pertains only to physical attacks from weap- the ihagnim did not receive bonus points for devouring lure used by the ihagnim may be pons themselves, and not to "weapons" such this ability in our x.p. calculations. considered a special ability that can affect as fire or cold, which are covered in the Four or more physical attacks per round. combat (putting one’s hand into the bag following category concerning magical If a creature can make simultaneous attacks immediately puts the character into direct attacks. Monsters in the Creature Catalog against four or more victims, or make four combat with the monster). Though finding having this ability include the peltast (not or more attacks against a single victim, it a bag of devouring will win no x.p.‘s for the harmed by blows from blunt weapons), the gets a special ability bonus here. The giant finder, the ihagnim’s x.p. value includes a utukku (not harmed by any weapon less fly-trap and the cantobele are exam- bonus for the ability to make it. than +2 power), and the ihagnim (takes only ples of monsters with this special ability. Any other powers of a monster that cause half damage from blunt weapons). In some Psionic ability without potential to seri- a reduction in the number of attacks that cases, Dungeon Masters should consider ously harm most opponents. This category can be made against it, for instance by classifying this ability as an exceptional one could include monsters with no psionic repelling metals or slowly damaging weap-

D RAGON 49 ons that strike it (without destroying the regardless of how many forms the ability were in the text above, leading to some weapons) would be worthy of special ability might take. usages that might seem improper; for in- bonuses. DMs who make up their own Drowning, suffocation, and “fast-eating” stance, the word “immunity” is used in creatures should use these ability descrip- attacks. The giant pitcher plant and giant place of the phrase “resistance or immu- tions as a framework for defining what’s venus fly-trap (to name a couple of exam- nity,” even if a certain ability is actually “special” about a newly created monster. ples) have the ability to contain a victim “only” a resistance. who, unless freed, will die within a limited Exceptional abilities time regardless of the number of hit points Amitok — SA: less surprised, spell im- In this group are powers that have imme- the victim still has or the amount of hit- munity, spell use (1st- to 3rd-level shamans diate and dramatic effects upon melee com- point damage he has sustained; this war- only); EA: major spell use (4th- and 5th- bat, and can easily lead to the death of an rants an exceptional ability x.p. award for level shamans only). attacking character, or the permanent re- such monsters. The ihagnim’s one-round Beetle, Giant Killer — SA: 4 attacks/ duction of a character’s ability to attack or killing power also falls into this category. round, high intelligence, psionics, spell defend himself — even after the monster is Permanent reduction of a victim’s fight- immunity. vanquished. Some exceptional abilities ing and defensive powers, or incapacitation Bichir — SA: entangle power; EA: magic frequently in evidence are listed below. of a victim leading to death or removal from resistance. Magic resistance. Any degree of magic the campaign. The vurgen can paralyze a Bohun Tree — SA: 4+ attacks/round, resistance is dangerous, since it reduces the victim it swallows, and some sind can im- missile use, spell immunity; EA: poisonous effectiveness of all spells except those from prison opponents. These powers count as gas from fruit. high-level casters. Note that even the 7% exceptional ones, as would the level- Calygraunt — SA: high intelligence; EA: resistance of the peltast equates to a 57% draining attacks of vampires and spectres. If magic resistance, control of magical items. resistance against a 1st-level magic-user’s the opponent suffers some form of perma- Cantobele — SA: 4+ attacks/round, high spells. nent loss to his ability to fight or to defend intelligence, spell immunity; EA: major Poisons that kill. Obviously, poisons that himself, then the power producing this is an spell use. slay an opponent upon a single failed saving exceptional one. Note that “permanent” Corkie — SA: poisonous bite. throw are very dangerous, and gain excep- doesn’t mean the ability or characteristic Duleep — SA: spell immunity, weapon tional ability awards for the monsters that cannot be brought back to its previous immunity; EA: major spell use. have this power. The bohun tree and dark status, only that the effect won’t wear off or Explodestool — SA: deafening. are two examples. subside by itself. Someone who loses a level Fachan — SA: missile use, less surprised. Swallowing whole or entrapment. The in battle with a vampire can regain that Flailtail — SA: stunning tail-slap. ability to prevent a character from escaping level at a later time — but through no fault Ghuuna — SA: diseased bite, weapon further attacks, perhaps leading to the of the vampire’s. immunity, less surprised. victim’s abrupt demise, is an exceptional Extreme damaging powers. As the DMG Glasspane Horror — SA: spell immunity, ability. The ihagnim can technically “swal- notes, the ability to make “attacks causing blinding, dazzling, invisibility; EA: major low” victims whole, and the vurgen will do maximum damage greater than 24 singly, spell use. so as well. 30 doubly, 36 trebly, or 42 in all combina- Horseshoe Crab, Giant — SA: spell Major spell use. This is the ability to use tions possible in 1 round” is an exceptional immunity, less surprised; EA: major spell spells or spell-like effects that can cause ability. The killer whale and the utukku use. considerable damage to opponents. The have this ability. Ihagnim — SA: 4 attacks/round; low dark naga can use spells in this manner, as Other exceptional abilities. Breath weap- armor class, high intelligence, spell immu- can the cantobele, duleep, glasspane horror, ons (similar to the millikan’s flamethrower) nity, weapon immunity, bag of holding; EA: and utukku. Amitok shamans of levels 4 would be worth a bonus here, as would the “fast eating,” “ swallowing” whole. and 5 are included in this category. calygraunt’s power to control magical items, Millikan — SA: blinding, gains surprise Major psionics use. As with “major spell which gives it a major edge in combat. easily; EA: flamethrower. use,” this category includes powers that can Naga, Dark — SA: high intelligence; EA: produce considerable damage to opponents Rating the Creature Catalog poisonous sting, major spell use. or provide exceptional protection from The following list shows how the x.p. Peltast — SA: weapon immunity, spell attack to the psionic being. The star levia- values for all of the monsters in the Crea- immunity; EA: magic resistance. than’s molecular shock power is a good ture Catalog were determined, giving all the Pitcher Plant, Giant — SA: continual example of this, as is the creature’s use of relevant special abilities (SA) and excep- damage; EA: drowning. telekinesis for combat purposes. Note, tional abilities (EA) for the monsters in Scallion — SA: spell immunity. however, that only one exceptional award is question. The abilities are listed in “short Seastar — None. given for any creature type with this ability, form” instead of being spelled out as they Shrike, Giant — SA: high intelligence. Sind — SA: missile use, high intelli- gence, spell immunity; EA: imprisonment (used by some sind). Star Leviathan — SA: high intelligence; EA: high damage, psionics use. Utukku — SA: low armor class, high intelligence, spell immunity, psionics, weapon immunity; EA: high damage from claws, magic resistance, major spell use. Venus Fly-Trap, Giant — SA: 4+ attacks/ round, gains surprise easily; EA: drowning. Vurgen — SA: continual damage; EA: swallow whole, paralysis. Whale, Killer — SA: high intelligence, continual damage, gains surprise easily (under ice), psionics (for unique individ- uals); EA: high damage from bite. Wind Steed — SA: high intelligence, spell immunity, suggestion (by nobles).

50 SEPTEMBER 1984 D RAGON 51 52 SEPTEMBER 1984 DRAGON 53 54 SEPTEMBER 1984 June 19, 1735

Y MIDDAY, THE MAN-OF-WAR has closed to 500 yards, and the squall continues to erupt into vol- Dunkle leys of wind-driven sleet. A fogbank Zee charges across the bow every 30 by seconds, strewing half-concealed reefs and shoals in its wake. The Redemption bobs and lurches through the broken sea; her ragged crew and shredded rigging are a sorry match for the gale. Vanderdecken braces against the aft mast and turns his spyglass to the Lupus. Fifty English sailors stand elbow to elbow on her foredeck, their blunderbusses loaded and primed. “So,” he says aloud, “the wolf has winded her prey.” His only option is surrender, but, with the cargo of an East Indiaman in the holds, a pirate’s death is sure to follow. Two sharp claps pierce the whistling wind, and a black pall drifts from the muzzles of the man-of-war’s forward swivel guns. The shots fall far short of the Redemption, but, in his mind, Vanderdecken hears the thunder of a 12-gun broadside. “Damn you, Vanderdecken!” yells Rodgers. “Bring her about and let us die like men!” For several minutes, Vanderdecken studies the grisly sailors aboard the man-of-war. Finally, he snaps, “Damn us all, Rodgers! I’d sooner sail the putrid sea of Hell itself than let those curs at my treasure. If it takes until Judgment Day, I’ll round this cape, so that not one of the scurvy dogs will set foot on my decks!” The wind stops.

EVEN YEARS. S Elizabeth stood, propping her arms on the windowsill. Seven years since she had seen Vanderdecken, his crew, or any other human face. She stared into the unending night and waited. She knew every gnarled foot that passed her window, every damp cobblestone in the street, every distant shanty between her prison cell and the Dunkle Zee. She had learned patience. But now her stomach churned, and she jumped whenever footsteps echoed in the dark lanes. A day or two more, and the currents would return Vanderdecken. Seven years ago he had marooned her here, and seven years she had cursed his name, his ship, and his mates. And seven years she had struggled with the fact that the law of the sea demanded that he abandon her, that he choose the safety of his crew over the love of one stubborn, foolish woman. So, for seven years she had eaten her spite and waited for the cur- rents of time to return Vanderdecken to the shores of the Society — of the twisted, menacing Gesellschaft. For each of those seven years, she had hoped that Van- derdecken would return, break the code of his mates, and rescue her. For each day of those seven years, she had asked herself whether she would thank him, or spurn him, when he came. Illustrations by Jim Holloway

DRAGON 55 She lay back onto her stone bed and turned to the windowsill, jarring her back into control of her hypnocube. Its red, pulsating light calmed her anxious temper. mind, relaxing the knot of expectation in her stomach; “Please, -lady,” the Member pleaded, “I bring and she slowly ebbed into the world inside. message.” Elizabeth stepped back and took several deep LIZABETH SETTLED HER ARMS ONTO THE breaths, trying to dampen the murderous fire within. gunwale and wished for a cool breeze. Instead, All the while, she spitefully eyed the frightened she choked on the kerosene fumes that passed creature. Efor air in this place. The Member dragged itself to the cell window, then A man’s footsteps pounded along the main deck, and cautiously pushed a paper and pen between the metal Elizabeth turned around. Rodgers, Vanderdecken’s first bars. “Ghost-captain kill pod-mate if paper not mate, pulled himself up the ladder and onto the fore- signed.” deck. He was a large, untidy man, his grimy cotton Elizabeth snatched the note from its claw and read. shirt ripped open to the waist. He carried three loaded flintlocks in his pistol belt. Be ready. I will see you soon at any cost. “Excuse, ma’am,” he said, “don’t mean to disturb Sign this note and return it to the scurvy your thinking, but the Cap’n, he wants you to come to creature that brought it. supper.” She turned away from the grimy man. “I suppose he Vanderdecken will dine on provisions stolen from my ship?” “Of course, ma’am,” Rodgers answered sarcastically. P.S. Your ship has been repaired and is Elizabeth responded again in a bitter tone. “You seaworthy! may inform Vanderdecken I will starve in Hell before accepting his invitation.” She studied the paper for several minutes. Most “As you’ll have it, ma’am,” Rodgers answered. His probably, Vanderdecken had not written the note, for heels scraped the deck as he turned to leave. he was not fool enough to believe such a document Elizabeth turned abruptly. “Wait. Bring me a light.” would reach her. It seemed more likely that the Keeper “No lights. The Gesellschaft,” Rodgers said. had sent it, hoping to add another shred of evidence to “I’m going mad in this Everdark!” Elizabeth yelled. the files. “Learn to like it,” Rodgers answered, climbing Yet, Vanderdecken might have sent the message, for down the ladder, “ma’am.” a simple note could do no harm whether it reached her She turned around and looked toward her own ship, or not. Even if the Gesellschaft knew his plans, it in tow behind Vanderdecken’s frigate. Without its could do little to stop the pirate captain. Its own green running lights, she could not have seen its sleek inviolable law prohibited the murder of any intelligent form slicing through the wake of the Redemption. creature, and nobody would ever capture Vanderdecken Elizabeth shifted her attention to the Dark Sea itself, alive. watching the frigate’s bow slip through the torpid The thought should have reassured her. But the mass of black mist. She could not yet accept the reality Gesellschaft could have prepared a new trap, could of the Tussenland — of this world between worlds — have actually discovered a way to capture Vander- because her body’s translucent pallor, the feeling of decken! The thought was ridiculous, she told herself. motion without movement, and the black, lonely fog By his own account, the currents of time had brought disquieted her senses. Yet, the Tussenland had to be him into Hafen thirty-five times in the last two real, for she was in it. hundred and fifty years. If the Gesellschaft had not yet Heels clicked in the back of her mind. She turned detained him for even a few minutes, how could they toward the distant noise, and the sound echoed from capture him this time? one side of her skull to the other. She turned again, Still, they had captured her. They were ingenious growing frightened in this strange unplace. creatures, these Members, and, in their own way, The clicks stopped, and somebody called out her extremely dangerous. name, “Ghost-lady!” Despite her concerns about the Gesellschaft and any traps it might have devised, Elizabeth scribbled her S ELIZABETH SLIPPED OUT OF THE signature on the note. She shoved it back into the trance, a dark, primeval rage rose in her claws of the pod-mate and returned to her bed. The A chest, and the air burst out of her lungs in one Member scampered away. angry cry. Elizabeth stood and paced the cell, shaking the jail “Ghost-lady,” a hooded figure called from the cell door each time she stopped in front of it. Though the window. It squatted on the sidewalk outside. door had not been unlocked in seven years, she still felt Elizabeth threw herself at the window, forcing her compelled to try to open it. arms between the bars. If she could only catch the ugly Elizabeth dropped back onto her stone bed and creature, she would throttle it. stared into the hypnocube. Its soft, pulsating light The Member fell on its haunches and rolled out of relaxed her immediately, and she slipped into the her reach. She groaned as her translucent body hit the memory world.

56 SEPTEMBER 1984 LIZABETH A crewman’s nervous shout drifted back from the stood at the helm. bow. “Ship’s lights off the starboard bow!” E she watched as “Turn a searchlight on her!” Elizabeth ordered. another squall blew foam The forward light snapped on, casting its beam into and water over the deck, the dark momentarily. When it finally found its mark, obscuring her sloop’s Elizabeth saw a frigate bearing down on the Shanna. green running lights. She “My god!” gasped Jon, had not removed her The ship’s sails hung off the spars as though made slickers in twenty- two of gossamer, and the rigging shimmered like a - hours, and it appeared web wet with morning dew. Though the oak hull the rain was turning to seemed sound enough, it had a glassy, transparent sleet. Both she and her quality. Elizabeth had the uneasy feeling she that saw crew stumbled about not a ship, but the spirit of a ship. their tasks like zombies, A Jolly Roger flew from the main mast. Several men, their knees aching with their skins pale and translucent, stood crowded on the cold and fatigue. foredeck. Most held a cutlass or a boarding pike, Pickens stuck his head though several cradled flintlock blunderbusses in their out of the cabin. arms instead. “Durban radioed up, The frigate opened its gun ports as it drew up broad- Miss Chamber. He wants side, then released a deafening volley. The impact to know if we’ll put in at jarred the Shanna so severely that Elizabeth dropped to Cape Town.” the deck, and the searchlight went out. The ghost-ship Elizabeth looked aft. stopped alongside, resembling a silent, black shape Durban’s schooner was against a field of blue stars. barely visible half a mile away, but she could see HILE STILL ENTRANCED, ELIZABETH that he still hoisted a fair thought she heard a wispy voice beckoning amount of sail. W her. “Wake, E-Beth.” As she struggled to “Tell him we’re not regain her bearings, she seemed . . . unattached. stopping until London, and then only to claim the “E-beth, will you sign?” trophy.” As she slipped out of the trance, a wave of anger Pickens acknowledged by giving her the thumbs-up, coursed through her body. Elizabeth jumped from the then he ducked back below. Elizabeth ordered more bed and hurled her body against the door. As she foresail and tacked port. After a few careful minutes of struck the cold metal, she thrust her arms through the maneuvering, her sloop picked up a knot and slipped utility window, reaching for the Keeper’s throat. It further ahead of Durban’s schooner. stepped back quickly and Elizabeth’s fingers closed on Presently, the first mate trudged back from the bow, air. She jerked her arms back into the cell and threw his face turned away from the driving sleet. “These her full weight against the door again. Pain crackled waters are mighty rough to be carrying this much sail, through her ribs in protest to the impact. Driven by a ma’am.” He had to yell to be heard above the wailing dark, bestial spirit, she stepped back and threw herself wind. against the gray metal again and again. “Yes,” Elizabeth answered, “but I still see Durban’s Finally, Elizabeth exhausted her fury and dropped to sails behind us.” her knees, panting. The Keeper stepped to the window Jon’s eyes flared with anger. “Would you dump the and unrolled a scroll, then read in its croaking, wispy whole lot of us in broken water to win a tin trophy?” voice: “I, E-beth of the other land, admit I have “To Hell with you and the crew, Jon! I’ll not allow engaged in crimes against the Gesellschaft. I have Durban or anyone else to make the Cape before I do. Is consorted with enemies of the Society and aided in that clear?” their plunder of the coasts without regard for the lives The ship jerked and Elizabeth heard a great boom. of Members or the property of the Gesellschaft. My Then she could see neither the bow, nor the wheel in signature on this document acknowledges my sincere her hands, nor even the angry eyes of the mate stand- desire for corrective re-education, and I will submit to ing at her side. The weather was calm, and the Shanna said re-education without reservation and of my own stood quiet. The air reeked of burnt oil, and Elizabeth free will —” choked when she breathed. Thousands of stars slowly Tired of the intimidation, Elizabeth stood and thrust winked into the sky, casting a faint ambient gleam her arms through the window, hoping to grab and upon the Shanna. quiet the Keeper. Instead, her fingers closed around the “Where the devil are we?” Jon asked. scroll. When the document was inside her cell, she Elizabeth turned the wheel over to Jon, then looked ripped it to shreds. over the gunwale. The Shanna floated on a dark, The Keeper, who had quickly stepped back when putrid fog. Elizabeth had thrown herself against the cell window, “Someplace else,” she answered. remained silent for several seconds as if genuinely

D RAGON 57 disappointed. Finally, it said, “Please approach your Elizabeth’s nervous system subsided. She crawled to her window.” Its voice was gentle, perhaps sympathetic, cot, holding her trembling arms in her lap. “I’ll kill but it carried the hypnotic tone Elizabeth constantly you for this,” she hissed. tried to resist. “Perhaps,” the Keeper said, “but that is for destiny.” Elizabeth stepped to the window, seeing what she It picked up the tray with the sliced meat. Elizabeth’s expected in the hallway: a guard wheeling a cart upon mouth watered as the aroma of the hot fowl drifted which were two trays of food. On one tray, there was a into her cell. “Perhaps you live on hope,” the Keeper bowl of the gruel these monstrous things called food; said. “The hope of eating a good meal again.” It on the other, a plate of roasted fowl and dirt apples, pushed the tray through the window. Elizabeth made accompanied by a steaming side dish of leafy vegeta- no move to accept the meal. bles. From one tray, the guard took an energy wand “No?” The Keeper withdrew the tray. “Let me see — and kept it clutched in a leafy hand. perhaps you hope to see Vanderdecken again?” “I won’t sign,” she said. “I am not of the Society, Elizabeth turned away from the door. “He won’t and the only crime I acknowledge is my unjust come. I was nothing to him.” imprisonment.” The Keeper gurgled what may have been a chuckle. The Keeper let out a wisp of air. “But you were one “Touching, E-beth,” it hissed, “but not effective. You with Vanderdecken. I watched you bear his son. That do believe he loves you — you must — for in his love is crime enough against the Gesellschaft.” The Keeper lies your only hope of escape.” It paused, tasting the paused. “E-beth, I cannot help you unless you admit gruel, then said, “I don’t know if he will come or not, guilt. That is our way. Before a criminal walks our so I am prepared either way. But you, E-beth, you have streets as a free Member, she must ask for re-education forgotten that our minds believe what they desire to of her own free will.” believe, and the facts we remember are the facts we She did not answer. She wanted to turn away, but, as choose to remember.” always, found herself unable to move. “No!” Elizabeth burst, turning back to face the The Keeper picked up the pasty gruel and tasted it. Keeper. “I remember the truth!” “I had not thought it possible to subsist on this cereal “Do you? Why did Vanderdecken leave so quickly for seven years, E-beth. Yet, you have survived remark- when we captured you?” ably. What is your secret?” It stepped forward, moving “He had no choice!” she gasped. within her reach. “One always has choice, E-beth.” The Keeper She tried to lunge, but could budge only an inch. pushed the tray of meat onto the window ledge, then The Keeper’s twiggy lips formed what may have been a shuffled down the hall without further comment. grin. “Hate? Not even an Unmember thrives on such Elizabeth stood and took the tray, puzzled by the petty emotion.” Keeper’s sudden generosity. The guard slammed the “Leave me alone,” she gasped through clenched window shut arid locked it as she sat down to her meal. teeth. Though it was her first decent meal in seven years, The Keeper tossed the gruel back onto the tray. “No! Elizabeth did not enjoy it. She could not ignore the It has been seven years since Vanderdecken abandoned Keeper’s words. Vanderdecken had left her, and she you to us, E-beth. Yet, you have not admitted your had passed the last seven years in a Gesellschaft prison. guilt and joined our ranks.” It paused, then continued A few half-remembered words of love could never thoughtfully, “Have I told you? Your son leads his compare to that cold fact. classes; he will be a fine Member. I wish you would see The hypnocube, too, was beginning to worry Eliza- him.” beth. Over the years, it had done something to her, “He is no longer my son,” Elizabeth said coldly. “I altering her personality in subtle, yet frightening ways. don’t wish to see him.” When she first used the hypnocube, she felt uneasy The Keeper shook its head slowly. “Solitude such as after the trance ended. Since then, however, this vague yours would destroy a Member within weeks, but you feeling had grown into a she could not con- grow stronger. I wish to know why.” trol. But she could not survive without it, for the The Keeper relaxed its concentration, and Elizabeth menacing solitude of her cell would drive her mad as found herself able to move. She shoved her arms surely as the hypnocube. through the window, this time surprising the Keeper Soon, though, the rages wouldn’t matter. She would and grabbing its neck. “For vengeance!” she snarled. be with Vanderdecken, or she would be insane. Either The guard slapped an energy wand across her arms, way, she would escape the Keeper’s prison; that small and she screamed in pain as the charge scorched her freedom was the only thing that mattered to her. nerve endings. Elizabeth released the Keeper and col- Elizabeth turned to the hypnocube and allowed its lapsed onto the floor, temporarily paralyzed by the red, pulsating light to ease her troubled mind. pain. The Keeper stepped back, rubbing its throat with its LIZABETH LEANED ON THE FOREDECK hand. After a long, thoughtful pause, it said, “No, I do gunwale, watching the dim lights of Hafen not believe that an emotion that yields so easily to pain grow brighter. After a week aboard Vander- could sustain you.” Edecken’s frigate, her life had been, if not torn, certainly After several minutes, the agony burning through changed. She had fallen in love with a damned pirate.

58 SEPTEMBER 1984 After Vanderdecken’s broadside knocked her uncon- “It is not like my ship. Perhaps it is that strange scious, she awoke in his cabin. She remembered staring wood —” into a pair of ice-blue eyes and, in her daze, desperately “Fiberglass,” Elizabeth interjected. wanting to kiss the man they belonged to. She had res- “Perhaps the fiberglass, then, protected it through trained herself — fortunately — for Vanderdecken was the journey between times. Unlike my ship, it is not a anything but the type of man who would have res- ghost in this place. It seems strong and seaworthy — trained himself. perhaps strong enough to survive another trip.” And now Elizabeth was with him, afloat on what he “Then I can go back?” called the Dunkle Zee — the Dark Sea. She had sworn a “We can try.” profane oath on the souls of her crew, and, like Van- In her excitement, she grabbed Vanderdecken and derdecken, was damned to sail this putrid sea forever kissed him hard. When she released him, he grabbed because of that oath. She had no hope of returning to her and kissed her back even harder. her time, nobody to talk to except a bunch of early “We will be very happy, you and I, sailing the salt eighteenth-century pirates, and nothing to do but ride sea in your little ship!” he said. the currents of time. Elizabeth paused to breathe, then asked, “What do The heavy boots of the pirate captain skipped up the you mean?” ladder behind her. Vanderdecken smiled and said, “Of course, I will “So, there you are. I should have known. Did you marry you!” never stay at the helm of your little ship?” “Marry me?” she gasped. “Are you crazy?” The captain stood six feet tall. Nearly two hundred Vanderdecken paused and studied her. “You don’t pounds, he carried most of that weight in his broad love me?” shoulders. Vanderdecken smiled his I-wouldn’t-kick-a- “Of course I do — no, maybe I do. I don’t know! But stray-dog smile and rested his translucent arms on the it doesn’t matter; you can’t come with me!” gunwale. Elizabeth noted that they were even more “But I must! My crew and I cannot return to our pale and transparent than her own. own time.” “Don’t tell me you’re angry again,” he said. “There is no place for you,” Elizabeth said. “You’re “Okay, I won’t,” she answered sarcastically. “I pirates!” wouldn’t hold a grudge against any cutthroat who “But we are men, also. We have sailed the Dunkle attempted to molest me.” Zee for two hundred and fifty years, Elizabeth, so we Vanderdecken arched his eyebrows sadly. “You’ve are very lonely men, indeed. You could not leave us cut me to the heart, lady,” he said. “I’ve never cut a here!” man’s throat — unless, of course, he deserved to have it “I suppose not,” she sighed, “but my world is very cut.” different. How will you survive?” Elizabeth forced a scowl onto her face. “We will sail!” Vanderdecken said confidently. “Anyway, I thought you enjoyed yourself,” he “Besides, it will not be so terrible if we don’t survive. I continued. prefer death to the Dunkle Zee.” She turned away and said, hesitantly, “I did . . . at “Perhaps,” Elizabeth answered. the time.” She paused, then added harshly, “But I “Good! My crew and I will sail your little ship into think you’re using me, and that makes me angry. I Hafen tomorrow and repair it.” wish I were anyplace in the universe but on this ship “Hafen? Isn’t that Gesellschaft territory?” with you!” “Aye,” he answered, “it’s the very home of the Vanderdecken stepped around to face her. “You cowards. But if we are to escape the Tussenland, we must know by now that I love you. But” — he paused must repair your ship; and if we are to repair your and smiled his I’ll-make-it-up-to-you smile — “if you ship, we must do it in Hafen.” want to leave, I’ll arrange that, too.” “It’s madness!” Elizabeth said. “Thanks,” Elizabeth retorted. “From your stories, “Here, everything is madness; and to survive, we I’m sure I’d be much safer with the Gesellschaft.” must be madmen. Still, there is no choice, so I will “But you must admit,” Vanderdecken said, still take your ship into Hafen.” smiling, “not as happy.” “But —” Elizabeth softened. “Perhaps not. At least you’re the “Do not worry. I will leave Rodgers to protect you.” same species I am, even if you don’t act like it.” “No,” Elizabeth said, “I’m coming with you.” “But I did not mean I would leave you with the Vanderdecken smiled patronizingly. “Don’t be silly, Gesellschaft,” Vanderdecken said intently. “Aacht! I my sweet. Hafen is more dangerous than I make it would not do that to the Admiralty Court itself! I will sound. The harbor is so narrow and treacherous that it return you to your city, your San Francisco.” requires an hour to enter or leave. And the Gesellschaft “Very funny, Captain,” Elizabeth said. “You’ve been will test our cunning and strength many times during stuck here for how long?” our stay.” “But you have been here only one week, Elizabeth. “No!” Elizabeth yelled. “I’m coming!” More importantly, though, your ship is not of the “No!” Vanderdecken boomed. “I am captain. You Tussenland.” stay!” “What do you mean?” Elizabeth asked skeptically. “The Hell I will!” she fumed. “I won’t trust my

DRAGON 59 Shanna to the same cutthroats that murdered her species.” The Keeper paused, its black eyes growing icy crew!” cold. “But there are two things we cannot forgive: the He raised his hand to strike, then gained control of murder of our Members and the robbery of our himself and brought it to his side. Though a short- Society.” The Keeper’s voice assumed a wisp of fanati- tempered pirate, Vanderdecken considered himself a cism. “Vanderdecken is guilty of both. His crimes must gentleman and would not intentionally harm a lady. be punished!” Still, his eyes were cold. “I apologize for my crew’s The Keeper stepped away from Elizabeth, his stringy unfortunate mistake.” He nodded formally and turned face now showing the barest hint of sympathy. to go. “E-beth, as we leave this hall, remember that you will “Wait,” Elizabeth said. have two choices; both will punish Vanderdecken. If Vanderdecken turned. “Yes?” His eyes remained icy. you choose to stay, Vanderdecken will try to rescue She hesitated. “I will accompany you — the Shanna you, but we will imprison him forever. If you flee to is my ship.” the ghost-captain, he will die by your hand. Both “Of course,” Vanderdecken answered bitterly. “I choices bring sorrow. The first will preserve Vander- forget myself. You may come at your own risk.” He decken’s life and, thus, his love for you. However, you climbed down the ladder and left her to her thoughts. will both languish in our prison until eternity ends. A bell clanged. Elizabeth turned toward the deck. It The second will end his life, but not before the love was barren. has passed from his heart. In this case, you will gain The bell clanged again, this time louder. She heard your own freedom.” The Keeper paused, then added, feet scuffling, but saw no men. “Decide quickly; the time is almost at hand.” The Keeper waited several minutes for her to recover, INALLY, SHE SLIPPED OUT OF THE then motioned for her to walk down the hall. They trance. A Member, out in the harbor, was had walked less than a hundred steps when a cannon clanging a bell. She turned to her tiny window ball struck the building, shaking the ancient structure Fand saw the feet of many Members running past, their so badly that they were showered with dust and rock wispy voices chattering in panic. chips. Elizabeth heard the Keeper’s shuffle hesitate Then the anger overcame her. She thrust her arms behind her. Turning immediately, she swung both of between the bars of the cell window, hoping to grab her fists at him. She hit only air, for the Keeper already some unlucky creature. Immediately, a Member lay sprawled on the ground. The two eyed each other tripped and her fingers clamped its leg. She pulled the for several long minutes. While Elizabeth anticipated terrified creature to the window. When it was close the sting of the energy wand, the Keeper watched her enough, she released the leg and clutched its throat. expectantly as if waiting for Elizabeth to act out her The Member screamed, but no others stopped. Its part in its carefully plotted drama. neck cracked in her grip, and its eyes bugged out with Finally, Elizabeth stomped on the arm that held the fear and incomprehension. She squeezed harder. wand, then she grabbed the weapon. The Keeper still Cannons rumbled out in the harbor. Vanderdecken! did not move, though it watched her intently. “It She released the Member and turned to the door. She seems Vanderdecken has changed your plans,” she had to open that door and find the pirate captain. snarled, raising the wand to strike. She pounded on the door with her fists. “Keeper!” “No.” Its voice assumed its hypnotic tone. “Do not she yelled. “Let me out of here! I know something’s strike me. Go to the ghost-captain if you must, but be happening. I don’t want to be trapped. prepared to pay the cost.” The Keeper’s eyes pulsated She soon heard the Keeper scurrying down the hall- red as it spoke. Elizabeth turned away immediately. way. She prepared to lash out as soon as it opened the She ran through the hallway as fast as she could. To window slit. However, to her surprise, she heard the her surprise, she remembered every turn and every Keeper’s keys jingling in the lock. doorway, though it had been seven years ago that the “Yes, E-beth, something is happening,” the Keeper guards dragged her through the twisting corridors. hissed as it opened the door. “You know what it is.” Finally, she approached the doors guarding the exit Elizabeth flung the door open with all of her into the Chamber of Waiting. strength, hoping to use it to pin the Keeper against the She raised her foot and kicked them open, the energy wall, and charged into the hallway. The Keeper, how- wand ready to strike the guards she expected to see on ever, moved away too quickly; and the door slammed the other side. As the doors burst open, two surprised against the stones with a hollow clang. Elizabeth guards turned to face her and drew their wands. She turned to attack, but, once again, it was prepared for brought the shimmering blade across both their stringy her. The Keeper lashed out with an energy wand, bodies, and they collapsed in pain. drawing the shimmering blade across her ribs. She fell Members stood crowded in the chamber, apparently to the floor immediately, the sting of the wand blazing hiding from Vanderdecken and his crew. They imme- through every nerve ending in her body. diately moved away from her, pressing together in fear The Keeper stood over Elizabeth’s motionless body, of the ghost-lady. Elizabeth paused and studied the holding the wand between them. “Do not worry, room carefully, looking for more guards. To her relief, E-beth. Our weapons do not steal the lives of their vic- all of the twiggy creatures were either trade- or worker- tims. In this respect, we are more generous than your Members without weapons of any kind.

60 SEPTEMBER 1984 As Elizabeth walked through the crowded room, she Vanderdecken saw her and jumped the short distance grew aware of the dark fury raging inside. She fought to shore, his cutlass poised to attack anything chasing to concentrate on escaping and finding Vanderdecken, her out of the shadows. Rodgers drew his cutlass and but could not restrain herself from swinging the wand waded into the water a second later. at any Member not quick enough to scuttle out of her “Hurry,” Vanderdecken called, “we haven’t all path. night. The Shanna will pass soon. We must be on it, When she opened the doors leading into the streets, or they will leave us!” she was greeted by another chorus of cannons in the As she approached Vanderdecken, she swung the harbor. Vanderdecken’s frigate, perhaps a half-mile wand into his ribs with vicious glee. He collapsed out, sailed slowly toward Hafen, its gossamer sails and immediately, his mouth agape in surprise. petrified hull nearly hidden under a pall of black Elizabeth threw the wand aside and snatched his smoke. On the shores of the harbor, several buildings cutlass, raising it to strike. As she started to bring the lay in ruins; wisps of gray smoke rose from dozens of blade down, Rodgers reached over her shoulder and small, bright fires. grabbed her forearm. Elizabeth jogged down the worn stone steps into the “Do you want to kill him?” Rodgers screamed, then street, glancing back at the Hall of Education. The two jerked Elizabeth around to face him. guards she had struck with her wand stood in the Elizabeth didn’t answer, still too engulfed by her doorway and rubbed their midsections. Though their rage to respond. black eyes watched her every move, they made no effort “Snap out of it, Miss!” Rodgers yelled, his eyes to stop her escape. opened wide in incomprehension. He shook her Elizabeth turned down the main street leading to the shoulders harshly. docks. The street was entirely deserted. The little shan- Elizabeth relaxed for a moment, as if she no longer ties and grand halls were boarded up as tightly as if the wanted to strike. “I meant nothing to him,” she said. residents expected a hurricane. Rodgers’ grip relaxed. “No, Miss,” he said, “the She ran, fearing that any second the Gesellschaft Cap’n, he sailed the Dunkle Zee seven years to come would spring its trap. The escape seemed too simple. It back!” was as if the Keeper had grown weary of attempting to Elizabeth jerked free and hit him alongside the head re-educate her and was sending her back to Vander- with the hilt of the cutlass. Rodgers stumbled back, decken. But such generosity, Elizabeth knew, could blood trickling from his temple. She turned back to only hide a trap. She slowed to a walk, sneaking from Vanderdecken, raising the sword. of one shanty to another, and prepared Seven years! It had been only seven years, but it herself to strike anything that appeared even remotely seemed an eternity. To Vanderdecken, it must have alive. seemed seven eternities. Yet, he had come back! Finally, Elizabeth reached the last shanty and settled A surge of calm overcame Elizabeth, and she started down in its shadows to wait for Vanderdecken to come to throw the cutlass aside. Before she could release it, ashore. Her heart beat so rapidly and powerfully that though, Rodgers smashed his sword hilt into the back the pit of her stomach fluttered. Trying to calm herself, of her neck. A blinding pain shot through her head, she breathed in short, shallow gasps. She closed her and she collapsed. eyes, concentrating on the red, pulsating light inside her eyelids. Slowly, her breathing deepened and her LIZABETH AWOKE TO THE THUNDER OF pulse slowed. The pulsing red light became gentle, cannons. Her arms and legs were bound. She throbbing more and more slowly until Elizabeth no had been returned to her cell. longer feared anything. Vanderdecken would come, as EThe Keeper held her throbbing head in its lap, planned, and she would know what to do. examining the wound at the base of her skull. When it The thunder of cannons snapped Elizabeth out of saw she had awakened, it lifted her so she could her reverie, and she opened her eyes. The frigate lay observe Vanderdecken’s frigate leaving the harbor. She motionless just a few hundred feet from shore. The could barely see the green running lights of the black smoke of its guns rose into the night. Shanna crossing the harbor’s mouth two miles out. Elizabeth stood, studying the ground between herself “So, you discovered a third choice, E-beth.” The and the shore. It was barren. Her eyes fell on the edge Keeper paused, stroking her hair gently. “You chose to of the sea, and she spied Vanderdecken’s dinghy slip- accept Vanderdecken’s punishment for him. He will ping along the piers. Rodgers sat in the stern, rowing believe you have betrayed him, so you will not have his as quietly as possible. Vanderdecken knelt in the bow, love. And once I leave, your cell will be locked forever, his cutlass drawn. so you will not have your freedom.” The Keeper rested Elizabeth’s instincts took control of her body, and her head back onto the slab. “I would not have had the she charged toward the dinghy in a mad, savage fury. courage to make such a choice.”

DRAGON 61

To begin with, Jerry Tiritilli should be given credit for his CONTENTS cover illustration of the attack of The Apocalypse in last month’s ARES™ Section. Through a combination of editorial ARES Log ...... 64 oversight and bad luck, his name was not credited in that issue. Sorry, Jerry. Awards! If you’ll flip to p. 69, you’ll find the ARES Awards THE MIGHTY announcement, and you are urged to enter. You’ll get the MEGA-CORPORATIONS chance to honor the games that you feel are the best of the Kim Eastland ...... 65 science-fiction lot. (We also offer prizes). ® game background. In this issue, we have a description of the Corporate Wars in the STAR FRONTIERS® game, a GAMMA WORLD® game LUNA, THE EMPIRE AND feature on animals as player characters, and the THE STARS MARVEL®-Phile, in which two sea-dwelling superbeings Niall C. Shapero ...... 68 make their for the MARVEL SUPER The Moon in the OTHER SUNS™ game. HEROES™ game. Continuing the series of lunar portraits from issue #87, we OF BEARS AND present the OTHER SUNS™ game’s view of our closest plane- tary neighbor, by Niall Shapero, the game’s designer. If you CHIMPANZEES thought the GAMMA WORLD game’s Moon was rough. . . . John M. Maxstadt ...... 72 Because of space limitations, the StarQuestions column will Mutant animal characters in the appear next month instead of this month (sorry, Penny). It GAMMA WORLD® game. will cover the GAMMA WORLD game’s finer points (what can a 1 cm tall character attack with?) THE MARVEL®-PHILE The games that most of our readers want to see are the ...... 77 GAMMA WORLD, STAR FRONTIERS, and MARVEL SUPER More details of the Marvel Universe for HEROES games. We certainly plan to support these games, ™ game. and your articles certainly help. We have also received requests for articles on the TRAVELLER®, ®, VILLAINS & VIGILANTES™, STAR TREK®, AFTERMATH™, CAR WARS™, and STAR FLEET BATTLES™ games. Unfortunately, we receive very little on these very games. If you’d like to try your hand at article writing, send a self-addressed stamped envelope to the ARES department and ask for our writers guidelines. You might also send word on what article ideas you want to try, so we can let you know if what you want to do is what we want to see. Until next month, cheers! The editors

ARES™ Section 89 THE SCIENCE-FICTION GAMING SECTION Editors: Roger Moore & Mary Kirchoff Design: John Meyers, Kristine Bartyzel Editorial assistance: Patrick Lucien Price, Georgia Moore Graphics and production: Roger Raupp, Marilyn Favaro All materials published in the ARES Section become the exclusive property of the publisher upon publication, unless special arrangements to the con- trary are made prior to publication. Unsolicited manuscripts are welcome, but the publisher assumes no responsibility for them and they will not be returned unless accompanied by a stamped, self-addressed envelope of sufficient size and volume. ARES is a trademark of TSR, Inc.'s science-fiction gaming section in DRAGON® Magazine. All rights on the contents of this section are reserved, ON THE COVER and nothing may be reproduced from it without prior permission in writing In the cover picture by Larry Elmore, from the publisher. ©1984 TSR, Inc. spacecraft from a rival corporation raid a GAMMA WORLD, DRAGON, POLYHEDRON, STAR FRONTIERS and TOP mining colony heavily defended by the SECRET are trademarks of TSR, Inc. Traveller is a trademark of Game Designers’ Workshop. Marvel Super Heroes is a trademark of the Marvel Galactic Task Force. “The Mighty Mega- Comics Group. Champions is a trademark of . Other Suns, Vil- Corporations” (p. 65) puts new meaning lains & Vigilantes, and Aftermath are trademarks of Fantasy Games Unlim- into the phrase “price war.“ Cover by ited. Star Trek is a trademark of FASA. Car Wars is a trademark of Steve Larry Elmore. Jackson Games. Star Fleet Battles is a trademark of Task Force Games. 64 SEPTEMBER 1984 STAR FRONTIERS® game background by Kim Eastland

STAR FRONTIERS game char- The establishment of the There is a lot to thank the acters confront a number of PGC as the major mega-cor- FGC for in this early develop- identifiable organizations poration on the Frontier was mental period. It founded a throughout the course of designed into the basic rules common unit of currency their adventures (Star Law, as a starting point from (the credit), established the the Sathar war machine, spy which game referees could galactic board of trade, cre- networks, etc.), but one orga- launch their own scheme-of- ated and spread the Pan- nization stands out from all things for corporate struc- Galactic common language, the rest: the Pan-Galactic tures. The information given financed innumerable scien- Corporation. in the original STAR tific breakthroughs that led The STAR FRONTIERS FRONTIERS Alpha Dawn frontiersman further and Alpha Dawn basic game rules game was applicable for the further into space, and did list Pan-Galactic as “the oldest time of the First Sathar War. much, much more. and largest interstellar com- The information given for the But there were great prob- pany." The history section Knight Hawks game is specifi- lems inherent with the one- explains how Pan-Galactic cally placed at the beginning company system. Corporate was established: “Soon, set- of the Second Sathar War, corruption became rife on tled worlds in the Frontier decades later. This article‘s the less civilized worlds. became melting pots for the material is based on the time Often whole planets and four races, with dazzling period after the Second races were at the mercy of mixtures of architecture and Sathar War, at the start of the the PGC’s concept of “moral- alien cultures. To supply the Corporate Wars that fol- ity,” and too often aesthetic needs of these worlds, the lowed. This allows referees to values were lost to financial first interstellar company, the pick the time period their ones. No competition meant Pan-Galactic Corporation, campaigns will occur in as stagnation in many industrial was formed. It developed well as the campaigns’ loca- areas and complete control of interests everywhere, from tions. the economic system by a scientific research to farming single entity. Possibly the Corporate History to spaceship building. PGC worst problem, however, was even created its own lan- Before discussing the “cur- the lack of autonomy on a guage, Pan-Galactic, which rent” mega-corps, we should planetary and interstellar soon became the most com- take a look at the past. The scale because of the over- mon language of all races on first large interstellar com- whelming dependence of the Frontier worlds; Many large pany was the Pan-Galactic Frontier on one source for all companies which started Corporation; it is no exagger- its needs. Because of this last later were modeled on PGC, ation to say that the PGC factor, it was inevitable that but none approach the size ruled the Frontier in the PGC would lose its monopoly or power of the Pan-Galactic early days. Like the great on the Frontier. Corporation." railroad corporations of late During the period between In the STAR FRONTIERS 19th- and early 20th-century the Sathar Wars, secret finan- Knight Hawks game, Pan- Earth, the PGC was the only cial groups sprang up, invest- Galactic is mentioned as the fast, safe way to travel ing money in land and largest of over a half dozen through an unknown frontier various industrial operations huge and multi-faceted cor- for the millions of pioneers and gaining power until their porations operating in the who yearned for land and size could no longer be hid- Frontier. How and when did their own fortunes. The PGC den from the PGC’s eyes. Pan-Galactic’s monopoly on had its fingers in every pie, Many of these initial invest- the Frontier fail? Where did controlling financing, trans- ments were made in cities, these other companies come portation, mining, industrial planetary governments and from? The status of the mega- and agricultural organiza- militias, and even in the UPF corps is the subject of this tions, and more on the Fron- itself. By the time PGC recog- article. tier worlds. nized its potential rivals, it DRAGON 65 was too late; their footholds were estab- ity in many areas that the PGC could not erty. Spacefleet was rearmed and could lished, and with them came planetary even compete in. easily intimidate smaller fleets. For a autonomy. Pan-Galactic’s hold over the The single greatest factor preventing while it looked like the UPF forces could Frontier was broken at last. The new those embryonic firms from being swal- prevent any occurrences leading to corporations decided to fight PGC on its lowed by their richer cousins once they further “Laco’s Wars.” own ground, making diverse investments were successful was the UPF Anti- Unfortunately, the government didn’t and establishing their operations in the monopoly and Merger Laws, passed reckon with the mega-corps greed or same areas as PGC’s own operations. during the Second Sathar War. Wishing resources. A combination of swelled This last point is very important, to discourage centralized industry, the mega-corporate coffers from the Second because without it, the Sathar could not UPF enacted numerous laws that pre- Sathar War, thousands of unemployed have presented a serious threat to the vented complete monopolies from form- soldiers no longer on the UPF’s payroll, UPF in the form of a Second Sathar War. ing and laid down complicated and the emergence of specialized com- Escalating competition between the guidelines for mergers. So effective panies who thrived on military conflict larger companies, particularly PGC, the were these laws in curbing continuing resulted in an escalation of corporation Streel Corporation, Greater Vrusk corporate tyranny that they were kept warfare to a previously unknown level. Mutual Prosperity Institution, and Cassi- “on the books” following SWII. The ani- In addition to covert Sathar, Mech- dine Development Corporation, led to mosity some of the older mega-corps felt anon, and pirate activities, the UPF secu- armed conflicts that required much of towards the UPF Governing Council’s rity forces now had to deal with full Star Law’s and Spacefleet’s time and decision to keep these laws is still felt scale invasions, sieges, and battles energy to monitor and quell. Many today. fought by over a dozen mega-corps and galactic historians agree that without conglomerates of smaller firms. It is The Corporate Wars this debilitating distraction, the UPF during this time period that the informa- forces would have been far better pre- The term “Corporate Wars” was not tion in this article (and the one following pared for the Second Sathar War. For an coined until a decade after SWII. The in next month’s ARES™ Section —Ed.) example of Star Law’s need to keep first use of the term was by WarTech, applies. constant surveillance over the Frontier, Inc., in a special weapons catalog they see the STAR FRONTIERS® module SF4, released for various industries. The Stages of a Corporate War Mission to Alcazzar. media quickly picked up on the term To better understand the Corporate With the coming of SWII, investments and pumped it to its sensationalistic best Wars, one must go to Star Law and their and corporate focus changed radically (after all, things had been pretty calm guideword for rookie Deputy Officers: and swiftly. Many executives and design since SWII). ICEWARS! This acronym outlines the teams left the established mega-corps to The true beginnings of the Corporate seven steps of escalation usually seen in found their own companies, aimed at Wars are actually decades old. In fact, a Corporate War: far more specialized areas. Financing they started before SWII began. The became available through planetary and confrontation that started the war is * Interest conflict — A conflict of inter- galactic bonds created to increase local described in the STAR FRONTIERS® est develops between two corporate industry and jobs. Because of this shift Knight Hawks game: “Laco’s World (Dix- entities over mineral rights, world devel- of talent, many of the established mega- on’s Star) is the scene of a decade-long opment rights, or whatever. corps decided not to compete with these conflict between the Streel Corporation * Corporate espionage — Usually an emerging companies, chosing to shut on one side and Pan-Galactic Corpora- increase in corporate spying takes place down those particular operations of tion operating through the Galactic Task after the initial conflict of interest their own which were now forced into Force on the other. Tens of thousands of develops. If results indicate the opposing competition. The logic behind this was casualties have been inflicted on the corporations’ goals are not in actual based on the larger investment firms’ planet, and more than a dozen space- conflict, then the entire matter is solid belief that specialized companies ships have been destroyed in what has cleared up immediately. could not grow to any significant size come to be called ‘Laco’s War’." This war * Economic sanctions — If espionage and, thus, would later be merged back started and was settled before SWII, the does indicate a conflict exists, economic into existing mega-corps. results decided by PGC’s extravagant sanctions are imposed to pressure the This was a disasterous mistake by the military expenditures. This set the pat- opposing corporation out of the conflict. few mega-corps of those pre-war years tern for future corporate conflicts of an Sometimes this works, sometimes it and clearly shows the tunnel and “unnegotiable nature." doesn’t. lack of foresight which permeated the At first, the UPF could not afford to go * Withdrawal — When economic sanc- top executive levels at that time. The to war with every corporation who tions do not pressure either side out of a specialized firms grew at unprecedented raised an army or space fleet. With the conflict of interest, then a rapid with- rates and reinvested their income in sudden reintervention of the Sathar, drawal of corporate personnel and their own specific areas, not in mergers culminating in SWII, corporations equipment from the site begins. This and outside acquisitions. Because of this, ceased their hostilities to combine their “pullout” sometimes confuses opponents within years, the thought of traveling efforts against the common foe. But the into believing the economic sanctions with anyone but Trans-Travel or buying end of the war quickly brought resumed worked. Generally, it is a prelude to war. weapons from anyone but WarTech Inc., tensions and private military escalations * Armed Conflict — Once a site is was all but absurd. They were the best began anew. This time, however, the deemed to be vacated by a corporation of in their fields, were reliable, and were UPF was mobilized for such occur- any potential “hostage” personnel or competitive in their pricing lest some rences. New laws gave Star Law more material, mercenaries are sent in to upstart company gain an advantage on power over corporate infringement on “hold” the site while “negotiations” them. In short, they represented reliabil- other corporate operations and prop- proceed. 66 SEPTEMBER 1984 * Reinforcements — The inevitable hostil- of the losing corporation’s forces. ities are exchanged and reinforce- It should be remembered that these ments are sent in to “protect the corpo- wars are no longer fought on developed rate interests.” The actual war has now worlds within the Frontier. Nearly all begun and “negotiations” continue to be battles occur on newly discovered worlds held while the war continues. The length and moons. If a corporate war is seri- of the war varies. The shortest war on ously effecting the health or welfare of a record was between two moon-mining planet on the Frontier, Spacefleet may colonies around Outer Reach in the Dra- step in and end the conflict in the swift- mune system. A stray maxi-missile with est, surest fashion it knows, by space two high explosive warheads bit a cache bombardment, blockade, and other pro- of TD-19 in a tin hut and the blast of cedures. No corporation has ever won a shrapnel punctured every spacesuit battle with Spacefleet’s forces. worn in the battle. Actual battle time: 3 For campaign play’s sake, it is also minutes. Casualties: 135 dead. The long- important for the referee to remember est war on record is the great PGC-Streel that forces within the mega-corps often War over Laco in Dixon’s Star system. make for unpredictable developments. Actual battle time: 10 years. Casualties: Power struggles between executives are 235,000 dead, 367,000 wounded, 170 tril- commonplace. The cadres, akin to mod- credits in equipment destroyed. ern labor unions, are strong in certain * Stabilization — When one corporation industries, and a planetary government wishes to withdraw from the conflict, certainly affects a mega-corps operating because of the drain on its resources or procedures (not to mention the effects of the inevitability of its defeat, the “negotia- the UPF government and Star Law on tions” suddenly become serious and the corporate policies). conflict is usually resolved within a week. Terms of “surrender” range from full Look for a detailed list of the major mega- reparations for the victorious corpora- corporations of the Frontier in next tion’s financial outlay to the withdrawal month's ARES™ Section.

DRAGON 67 Luna, The Empire and the Stars The Moon in the OTHER SUNS™ game

©1984 by Niall C. Shapero

Colony One landed on the northern rim of Copernicus crater assisted waldoes. By A.E. 63 there were ten American SPSSs in January of the year 51 of the Atomic Era (A.D. 1996). Four- and only four Soviet SPSSs. Apart from their obvious civilian teen on-site colonists touched down in a modified Manta-type uses, the SPSS masers (used to broadcast power to ground shuttlecraft (successor to the Enterprise-type shuttles of the stations) had military applications as well. That the US had late ’30s and early ‘40s). only two hundred on-site colonists to the Soviet Union’s eight Operators on Earth, working through waldoes, ran heavy thousand was considered unimportant. The US, after all, had machinery for the colony on a round-the- basis. With the nearly twenty-five thousand “colonists” if one counted the assistance of the teleoperators, a lunar mass driver assembly Earth-based teleoperators. The “orbital death ” race was on was made operational by the end of A.E. 54; by the time it was in earnest, and the US appeared to be winning. ready for use, lunar mining shiploads by the kiloton were The lunar mines helped build orbital factories as well. Freed waiting at the injector head. Though there were only fifty on- from gravity-induced manufacturing restrictions, these near- site colonists by this date, the teleoperators on Earth num- Earth orbit (NEO) factories produced a flood of new products bered over fifteen thousand. which were too expensive or literally impossible to duplicate The Earth-based teleoperators enabled the US lunar installa- using Earth-based facilities. The first NEO factory was “on- tions to virtually explode across Copernicus. By A.E. 60, sev- line” in A.E. 57, and paid back its total construction cost, with eral mass drivers were in place and operational, three solar interest, out of its first year‘s profits. Terran high-technology power satellite stations (SPSS) had been built using lunar mate- industries couldn’t hope to compete with their orbital breth- rials, and the was beginning to see the return on ren; the stage was set for disaster. its investment. By the late ‘40s, Japanese firms had come to dominate the Hampered by their lack of sophisticated computers, the microelectronics industry. The teleoperator systems used by Soviet Union’s lunar colony (established near Tycho in A.E. 58) NASA for the lunar colony work were, in fact, wholly built lagged behind its western counterpart. The Soviets, after all, from Japanese-produced components. But NEO facilities broke had to transport workers to the moon rather than keeping the short-lived Japanese hold on the computer industry. The them on Earth and exporting their skills to Luna via computer- rising on in orbit returned the USA to a position of world 68 SEPTEMBER 1984 dominance in technology. the orbital facilities and the lunar farms. Their old homes in Faced with an ever-worsening trade deficit and with contin- radioactive ruin, they set about to rebuild the world. ued Japan-US trade restrictions born of the “good years” Luna was their industrial base, and Earth-Luna space was (when the American microelectronics and computer indus- their home. These men had been taught the harsh lessons of tries nearly ceased to exist), Japan was pushed into a closer survival by their extraterrestrial environment, and carried relationship with Communist China. The forced withdrawal of their lessons back to the mother world. Thus the Terran Fed- US military forces from Japan in September of A.E. 61, the eral Republic was born. formal alliance between Japan and Communist China in Feb- For twenty-five years, the last generation of Terran military ruary of A.E. 62, and the growth of the Chinese space navy personnel struggled to keep Earth and the dream of freedom throughout the fifties and early sixties, were all signs of the alive. Luna was the training base, the industrial plant, and the storm to come. breadbasket for the new republic. What the workers could By A.E. 65, the small but growing Sino-Nipponese space navy save, they did — by bringing it into space, where a “normal” was a force to be reckoned with in near-Earth orbit. On Sun- life was still possible (if still difficult). Elections, of course, day, 26 December, A.E. 65 (A.D. 2010 old calendar), at 0131 were suspended “for the duration of the emergency.” Both hours GMT, the financially bankrupt Sino-Nipponese Alliance gravity control and a workable FTL stardrive were developed struck at US and Soviet orbital facilities. World War III began, at the Tycho Akademy Nauk (Academy of Science) on Luna and the old world died. during this period. The governments of the United States and the Soviet Union By A.E. 90, however, the new generation of Space Force did not respond in kind to the “surgical” nuclear strikes personnel, born and raised on Luna and the Orbital Bases (as launched by the Chinese. US and Soviet space forces they were now called), was ready for a new dream. Earth had destroyed the Sino-Nipponese space navy in six days, and the been saved, but only 400 million humans lived there and their war ended on 1 January A.E. 66 with the destruction (by numbers decreased by nearly a million each year; life on the orbital maser systems) of the remaining military targets in homeworld had become “nasty, brutish, and short.” The Spac- enemy territory. ers numbered eight million (nearly five million on Luna), and No accurate records exist of the number of military and were growing at a rate of 3% per year. civilian casualties inflicted by the war, but it has been esti- Unfortunately, three generals of the USSov Combined Aero- mated that two-thirds of humanity died in those six days. Of space Command decided to “correct” the political troubles of roughly two billion survivors, less than a third survived the the Terran Federal Republic by replacing it with a new mili- next year. tary government (with themselves as leaders, of course). On The lunar installations did not participate directly in the March 9th, A.E. 90, they acted, and a nuclear “accident” killed war; it was over far too quickly. But had there been no lunar nearly half of Tycho colony’s 1.3 million people. But the “acci- colonies, the cost of World War III would have been far dent” failed in its primary goal — to kill every other general higher. Though estimates of the aftereffects of atomic war rank officer of the Combined Command. General Mikhail made by scientists in the mid-‘40s were overly pessimistic and Sergeivitch Malinkov, head of the Tycho Space Defense Com- inaccurate in detail, they were accurate enough as to the gen- mand, escaped the cataclysm with four members of his staff. eral consequences of such a conflict. The year after the war The Triumvirate seized power on Luna. became known as the “year without summer;” the nuclear In the chaos that followed the loss of nearly 10% of its popu- winter following the detonation of 3500 megatons in WWIII lation and 25% of its industrial capacity, Luna halted export of resulted in the death of two-thirds of the terrestrial survivors, all luxury goods and nearly halted the export of food and and without the aid of the lunar-built NEO stations and the other essentials to the orbital colonies. Dependent upon Luna technical facilities on Luna itself, humanity might well for much of their supplies, the last of the independent orbital have perished. The US-Soviet space forces were the only effective combat powers left in the world. Planetary armies had been anni- hilated during the war; ground-based industries were gone, and the Earth was poisoned. The cosmonauts and astro- nauts of the two space services, heroes in a time that denied heroism, struggled to save humanity from itself. In A.E. 66, there were eleven thousand colonists on Luna: ten thousand Soviets and one thousand Americans. In addi- tion, three hundred US and two thou- sand Soviet military personnel were permanently stationed there. Another eight thousand astronauts and cosmo- nauts manned Earth-orbital facilities, together with twice that number of civilian technical personnel. They had solar power, abundant construction materials from Luna, and food from hydroponic gardens in

DRAGON 69 colonies came under direct Triumvirate control within six Luna was a strongpoint of the Empire during the Outworlds’ months. By mid-A.E. 91, a reign of terror had begun on Luna Rebellion, and it was strengthened every year thereafter. The and the colonies. Over two hundred thousand lunar and terms imposed after the First Hegemony-Empire War orbital colonists were executed for “counterrevolutionary restricted lunar military facilites but made no mention of activities” before rebel forces, lead by General Malinkov, over- industrial capacity. It was the most serious blunder the Hege- threw the Triumvirate in early A.E. 93. monic negotiators made, and they made many. A thankful populace offered General Malinkov a position as The military defenses of Earth-Luna were moved to the “President for Life of Luna and the Orbital Colonies." Over the asteroid belt, and Luna geared up for another war. Luna built next twenty-five years, General Malinkov refused the offer Triangle, Crossfire, and Starkeep deep space stations between three times. The fourth time the offer was made, the title had the orbits of Uranus and Neptune. As a last line of defense, been changed to “Emperor of Earth and Luna." Mikhail I’s Infield Station was constructed in the asteroid belt. When coronation was held in Copernicus colony on the 19th of Sep- humanity burst from its restricted worlds in A.E. 411, it was tember, in the 119th year of the Atomic Era. Humanity, never much better prepared for battle; lunar industries and scien- satisfied with democracy, returned once more to the security tific labs saw to that. Of Luna’s eight hundred million people, of hereditary monarchy. fully one hundred million were trained space navy personnel. During the last days of the Terran Federal Republic, the Unfortunately for the First Empire, the L'Doran Hegemony stardrive opened the galaxy to mankind. As had happened was a multi-species confederacy that stretched a third of the before in human history, the colonists were often the dregs of way around the galaxy, with over a million member races. At mankind; offered the choice of “death by hanging or transpor- its height, the First Empire held sway over a region 1200 light- tation for life," many criminals became pioneers. This coloniza- years across, centered about Sol, with a mere two hundred tion procedure continued under the Provisional Government slave races under its control. By A.E. 436, with the Second that followed Triumvirate rule, with political prisoners being Hegemony-Empire War drawing to an end, the First Empire added to the list of those offered the choice of exile. Under the only controlled the space within 10 astronomical units of Sol rule of Mikhail I, political offenders were not offered a choice (roughly nine hundred million miles, or 1.4 billion kilometers). — they were all exiled to colonies lit by the light of other suns Crossfire, Triangle, and Starkeep were “neutralized” within than Sol. days after Hegemonic naval forces arrived in the Sol System. When Mikhail I died of old age in A.E. 126, his son Alexei I Infield held out for nearly three months and then dropped out inherited an empire that stretched from Earth-Luna out to the of communications. In late June A.E. 436, the battle moved stars. Alexei I, the Architect, designed the capital of the new toward Earth and Luna. Convinced that Earth was the heart Terran Empire. His son, Mikhail II, saw the completion of the of the First Empire, the attacking Hegemonic fleet concen- capital on the lunar farside in A.E. 148. By the end of Mikhail trated its bombardment on that world, and Luna was spared II’s reign in A.E. 198, the human race numbered three billion the full force of the assault. By early August the war was over. — seven hundred million on Luna and the Orbital Bases, three When the last elements of the Hegemonic warfleet left the hundred million on Earth, one hundred million on colonies in Sol System in late August, Earth was a blackened cinder, its the asteroid belt, and the rest in extra-solar colonies. upper one hundred kilometers of rock blasted away, its atmo- Under royal charter, the Alderson Naval Engineering Corpo- sphere and oceans boiled off. The proud belt colonies were ration was established on Luna in A.E. 147 “to promote and gone; only Infield was left, deep within Ceres (still “hot” support the improvement of Terran Imperial Navy craft." Over enough on its surface to kill an unshielded human in ten min- the next century and a half, Alderson Naval Engineering and utes). There were six hundred survivors there out of the origi- its successor company, Alderson Shipyards, did just that. Luna nal complement of twelve thousand, among them Nicolai II, became the industrial and financial backbone of the Empire, last member of the Imperial family. In scattered warrens deep as well as its capital world. When the sons and daughters of beneath the lunar surface, there were three million survivors. exiled colonists returned to Sol system to make their fortunes, The Second Empire started with Luna, the surviving they came not to backwater Earth, home though it might have libraries and laboratories of the capital, and three million been to mankind, but to the shining lights of the Imperial people. It was nearly nine hundred years before they man- Capital, Luna. aged to build their first FTL starship, but they never lost the During the Outworlds’ Rebellion against the Empire (A.E. secret of gravity control and they never lost hope. The capital 319-331), Luna became a front-line military base as well. At has since moved to a more hospitable world far from Luna, the height of the rebellion in A.E. 326, Luna was under contin- and Luna with her two billion people is just another member uous attack by Rebel naval forces for nearly six months. The world of the Second Empire, harsher than many, friendlier capital did not fall, and the Empire did not permit the Out- than some. But after thirteen centuries the people of Luna still worlds’ Alliance to secede. While still mounting guard over the remember their losses, and the glory that was theirs. conquered worlds of the Alliance, the Empire met its first equal in space — the L'Doran Hegemony. After fifteen years of increasingly serious contact problems, the Terran Empire found itself at war with the L'Doran Humanity/Luna (A.E. 1782): Classification MHH2, Societal type Hegemony in A.E. 396. After its military defeat in one year, the S15R7. Single central government organized along military Empire managed to have the peace negotiations held on Earth. lines. Religious organizations cultivate veneration of the God- It may have been one of the best decisions the First Empire Emperor (absent from Luna since relocation of the capital in made. The Hegemonic envoys were certain that the home- the 14th century A.E.). Population is distributed equally among world of humanity (which they had never before seen) had to one hundred thousand “defense bases” scattered across Luna. be the industrial and military heart of the Empire, and they The Imperial Military Academy remains the major source of carried this misinformation back to their superiors. Luna, extra-solar credit. A harsh world with a stubborn people, they decided, was a military base of little overall strategic Luna supplies a disproportionate share of rank offi- importance. cers of the Second Empire’s Space Navy.

70 SEPTEMBER 1984 by John M. Maxstadt Mutant animal characters in

There are three classes of player charac- The GAMMA WORLD Basic Rules player’s killer whale to fly, his giant ters allowed in the current GAMMA Booklet stipulates that mutated animal tortoise to burn up the track, or his WORLD® game rules: pure strain player characters be “near human- bumblebee to be eight feet long and human, mutated humanoid, and sized," so that rolled scores in physical have plenty of hit points. But what if the mutated animal. The first two are based strength, constitution and hit points will player doesn’t roll the ideal mutations? It on a single species, Homo sapiens, make sense. Otherwise, how many hit is suggested that the players choose whose attributes and abilities are fairly points would a mosquito have? In my their animal types after they roll their well known. Some abilities, such as campaigns, I allow players to use ani- ability scores but before they roll their physical attacks with weapons and mals whose largest dimensions are mutations, so that the ability scores are speed of movement, are defined in the between three and twelve feet (from appropriate to the animal type but the rules. Others, including diet, longevity, half to twice as tall as a human) to allow animal type is not necessarily tailor- size and shape, are obvious, or at worst for reasonable variety of animal charac- made for the mutations (otherwise, all can be looked up in the Guinness Book ters. Minimum and maximum physical characters with electrical generation of World Records. strength and constitution scores are will be constricting snakes, all those The mutated animal class, on the imposed on the largest and smallest with multiple arms will be monkeys or other hand, incorporates the entire creatures, respectively. apes, etc.). Under this system, it is not animal kingdom, meaning everything In adventures that take place almost fair to allow one player to keep rolling from the blue whale to the amoeba. If exclusively on land, it is logical that until he gets the mutations needed to four players choose to play a bumble- player characters should all be able to make a particular animal viable, while bee, a white rhinoceros, an ostrich, and breathe air and walk or fly. Game bal- everyone else has to accept the muta- a moray eel, the Game Master has a ance requires that animals with crip- tions they roll the first time. problem. No rule or guideline tells him pling defects also be excluded (a giant Game balance was important in deter- how to assign number of attacks, dam- tortoise is too slow, a tapir lacks effec- mining the statistics of each animal type. age per attack, movement, maximum tive attacks, etc.). Other creatures were Different advantages and disadvantages lifespan, and other vital statistics. excluded from discussion here when it were used to compensate for one My solution to this problem is to select became clear that they were distinctly another; one animal type may have the families of animals most likely to be less effective than one of the included superior attacks, but another will have a played, combine them into a few collec- types. An ostrich, for example, can run better armor class or the ability to use tive types, and generate statistics for and kick, but not nearly as well as a weapons or some other highly effective each of these types. Three consider- horse; a badger could be a nasty oppo- special ability. Outside of the demands of ations go into these tasks: logic, zoologi- nent, but not when compared to a bear. game balance, I’ve tried to keep the cal fact, and game balance. Of these, Faced with these restrictions, there statistics as close to zoological fact as game balance is the most crucial, but all will always be a player who’ll say, “Yes, possible. three can generally be worked into an but with the right mutations . . ." True, Some of the statistics require explana- acceptable compromise. the ideal mutations would enable the tion. Examples is a list of animals that

72 SEPTEMBER 1984 the GAMMA WORLD® game fall into the designated type, arranged weight, so that a character that becomes Vocalization lists the vocal sounds a from smallest to largest. If “the largest” three times as tall as normal becomes 27 creature can make to give an idea of the or “all but the smallest” of an animal times as heavy. limitations of its vocal expression (pri- family is stipulated, individual species Lifespan is the maximum number of mates, of course, could be taught sign should be checked to see whether they years that a character might live before languages). If two or more sounds are fall into the size range given. Players dying of old age (human lifespan is con- joined with “or,” the individual species in should be allowed to select the species sidered to be 100 years). Diet includes that group can make no more than one they prefer, but the largest species the only foods an animal is able to eat of those sounds each. should be reserved for characters with and digest (not merely its preferences). Minimums and Maximums refer to very high constitution and/or physical ability scores. Minimum requirements strength scores. Research may show for a type must be met by the original that an allowed species differs markedly “The mutated animal class dice roll, but a player may voluntarily from the others in the type on one or incorporates the entire ani- lower his ability scores to get under the more statistics. The GM may, at his mal kingdom. . . from the maximum for a desired animal type. option, allow such variations, but game blue whale to the amoeba.” Mutations may allow a character to balance should be considered at all times exceed his maximums; for example, — for example, a cheetah is much faster “taller” (or “larger” for animals) will for short sprints than other big cats, but allow a monkey, rattlesnake, or vulture it cannot retract its claws to move Saurians and birds, for example, are to regain his original constitution and silently. unable to chew and swallow fresh meat physical strength score if they were Height is from head to foot, and from large animals. Sight, Hearing, and lowered to qualify for the animal type, implies that the animal is able to stand Smell are rated relative to other animals, and “heightened dexterity” will allow an more-or-less erect. The exception to this with human senses being considered alligator to have a dexterity score over is the herbivore group, in which height “normal.” A “superior” sense could be 14. Special Abilities, Special Disabilities, is shoulder height. Length is from muz- considered equal to a mutationally and Special Attacks will be explained in zle to rump, except in the case of sauri- heightened one. some detail in the notes on each animal ans and snakes, which are measured Manipulation refers to the ability of an type following the statistics tables. from snout to tail tip (for this reason, animal to grasp objects, push buttons, A final note — the statistics are the largest of them exceed the 12’ turn knobs, etc., with its paws or claws. intended to represent the abilities and dimension limit). “None” and “full” are self -explanatory; attributes of an animal before mutation Weight can be changed by addition or “grasp and carry” means that the crea- occurs. Mutations may change an ani- subtraction of body parts, by mutation, ture could pick up and move a reasona- mal’s size, movement, attacks, senses, or by a general change in size. Remem- bly large and conveniently shaped object special abilities, and so on. These statis- ber that a change in height or length is (like a grenade) or turn a wheel, but not tics are intended only as a base to build accompanied by a cubed change in type, pull a trigger, or wield a sword. mutated animal characters on. DRAGON 73 CARNIVOROUS MAMMALS PRIMATES

Bears Big Cats Arboreal Terrestrial Examples: All but the smallest Pumas, cheetahs, snow Monkeys Monkeys black bears; cinnamon leopards, leopards, Examples: The larger howler The larger guenons; bear, brown bears, jaguars, lions, tigers. monkeys; woolly baboons, drills, polar bear, grizzly monkeys, spider mandrills. bear, kodiak bear. monkeys. Length or Height: 2-4 meters tall 1.5-3 meters long Height: Under 1 meter tall l-l.5 meters tall Weight: 150-650 kg 60-300 kg Weight: 10-15 kg 15-60 kg Lifespan: 35 years 25 years Lifespan: 20 years 35 years Diet: Insects, meat, fish Meat, fish, carrion Diet: Insects, fruit, vegeta- Grass, eggs, fruit, roots, honey, carrion bles, nuts meat, small animals Attacks: Claw/claw/bite Claw/claw/bite and reptiles Damage: l-8/1-8/2-12 2-5/2-5/3-12/ Attacks: Bite Bite Armor: 8 9 Damage: 1-2 1-10 Land Speed: 18/1350/27 18/1350/27 Special Attacks: Weapon use Weapon use Water Speed: 0/225/9 0/0/6 Armor: Sight: Normal Normal 10 9 Land Speed: Hearing: Good Superior 9/700/14 12/1000/22 Brachiating Speed: 9/1000/22 Nil Smell: Superior Good Sight: Normal Normal Manipulation: Grasp and carry None Hearing: Normal Vocalization: Grunt, while, bellow Purr, snarl, roar Normal Special Abilities: Climb trees Move silently, see in Smell: Normal Good dark, climb trees Manipulation: Full Full Special Disabilities: None None Vocalization: Chatter, screech, howl Chatter, scream, bark Minimums: Physical Strength 14, Physical Strength 12 Special Abilities: Four hands, prehensile Climb trees Constitution 13 Dexterity 14 tail, climb trees Maximums: None None Special Disabilities: None None Minimums: Dexterity 15, None Intelligence 9 Maximums: Physical Strength 12, None HERBIVOROUS MAMMALS Constitution 12

Horned Hornless Lesser Apes Great Apes Examples: The larger deer, goats, Onagers, donkeys, Examples: Gibbons, chimpanzees. Orangutans, gorillas. and bighorn sheep; mules and hinnies, Height: l-l.5 meters tall 1.5-2 meters tall antelope, hartebeest, zebras, horses, camels Weight: 20-60 kg 75-250 kg gnu, elk, caribou, oxen, and dromedaries. Lifespan: years years moose, deer, buffaloes, 45 40 bison. Diet: Fruit, leaves, bark, Fruit, vegetables insects, eggs Length: 2-4 meters tall 2-3.5 meters long Attacks: Punch/punch or bite Punch/punch Height: 1-3 meters tall 1.5-2.5 meters tall Damage: l-2/1-2 or 1-3 1-4/1-4 Weight: 60-1200 kg 200-900 kg Special Attacks: Weapon use Weapon use Lifespan: 30 years 60 years Armor: 9 Diet: Grass, bark, leaves Grass, grains 8 Land Speed: Attacks: Butt or kick/kick Kick/kick 12/900/18 12/900/18 Brachiating Speed: 9/1000/22 0/600/12 Damage: 2-12 or 1-6/1-6 1-10/1-10 Sight: Normal Normal Special Attacks: Charge for 4-24 Trample (2d6x2), trample Hearing: Normal Normal Smell: Armor: 9 10 Normal Normal Manipulation: Land Speed: 21/1600/32 30/1800/36 Full Full Sight: Normal Normal Vocalization: Chatter, shriek Grunt, bellow Hearing: Superior Superior Special Abilities: Four hands, climb Climb trees trees Smell: Good Superior Special Disabilities: None None Manipulation: None None Minimums: Dexterity Dexterity Vocalization: Bleat or bellow Bray or whinny or 14, 12, Intelligence 9 Intelligence 9, Physical none (camel) Strength 14 Special Abilities: Carry riders, pull carts Carry riders, pull Maximums: None None carts, jump walls Special Disabilities: Trouble getting Trouble climbing through doorways Minimums: Physical Strength 9, Physical Strength 11, Constitution 11, Constitution 12, Dexterity 8 Dexterity 8 Maximums: None None SNAKES BIRDS

Poisonous Constricting Birds Saurians Examples: The largest pit-vipers, Amethystine python, Examples: The larger cormorants Caimans, alligators, cobras, kraits, and sea- rock python, Indian and eagles; secretary gavial, crocodiles. kraits; mambas, king python, reticulate bird, vultures, condors. cobra. python, anaconda. Length or Height: .7-1.2 meters tall, 1.5-3 2-7 meters long Length: 2-2.5 meters long 7-10 meters long meter wingspan Weight: 5-30 kg 80-200 kg Weight: 2-12 kg 70-1000 kg Lifespan: 25 years 30 years Lifespan: 75 years 50 years Diet: Other snakes, small Meat (large animals) Diet: Smaller birds, and Fish, small animals, animals animals, fish, carrion carrion Attacks: Bite Constrict Attacks: Claw/claw or peck Bite or tailslap (both if surrounded) Damage: 1-4 2-12 Special Attacks: Poison, intensity 13-18 Continuous Damage: 1-4/1-4 or 1-3 3-18 or 1-8 constriction Special Attacks: None None Armor: 8 8 Armor: 10 6 Land Speed: 4/300/6 3/200/4 Land Speed: 0/50/2 6/450/9 Water Speed: 6/450/9 6/450/9 Air Speed: 24/1800/36 Nil Sight: Poor Normal Water Speed: Nil 10/900/18 Hearing: None None Sight: Superior Normal Smell: Superior Good Hearing: Normal Poor Manipulation: None None Smell: Good Good Vocalization: Hiss None Manipulation: Grasp and carry None Special Abilities: Crawl through small Crawl through small Vocalization: Squawk, Shriek Grunt, bellow openings, climb cylin- openings, climb cylin- Special Abilities: None None drical surfaces, move drical surfaces, move Special Disabilities: Must be airborne to Poor ground clearance, silently, coil in small silently use claws, attacks only sluggish in cold bundle one round in three No ground clearance, No ground clearance, Special Disabilities: Minimums: Dexterity 12 Physical Strength 10, cannot climb stairs cannot climb stairs, -2 Constitution 12 to hit unless attacking from above Maximums: Physical Strength 10, Dexterity 14 Constitution 12 Minimums: None Physical Strength 13 Maximums: Physical Strength 12, None Constitution 15

Special Notes cameras, moving silently may not Other jumping abilities will depend on accomplish much. Big cats can see 60 the situation. Camels can, of course, go Bears must hit with one or both claw meters in shadow or moonlight, 30 for days without food or water (it is attacks on a natural roll of 18 or better meters in near-perfect darkness. They suggested that a 17 constitution be the to hug, and the opponent must not be can climb most trees. minimum for camel characters). Ona- too much larger than the bear (a death Horned herbivores do double damage gers, zebras, horses, and camels may machine, for example, is too big to hug). if they can charge 20 meters or more have trouble climbing stairs or rocky Bears can climb trees large enough to straight forward to butt or gore an surfaces (like mountain sides) at the support their weight. opponent. This takes the first half of a GM’s option — they could climb a ramp Big cats rake only if both claw attacks round, and an intelligent opponent may with no difficulty, however. hit. They may retract their claws and opt to get out of the way rather than All herbivores can pull carts or char- move silently so that they will surprise attack. Horned herbivores kick at -2 to iots and carry riders. The size of the other creatures on a 1-4 and be sur- hit opponents in front or behind. The cart, chariot, or rider would depend on prised only on a one. This assumes that larger ones and those with elaborate the size of the herbivore — it takes a the character is alone or with other horns may have trouble getting through herbivore 200 kg or heavier to satisfac- silent creatures and that the general narrow openings at the GM’s option. torily carry a normal human rider. All surprise situation is normal — if the cat Hornless herbivores can ordinarily herbivores can trample instead of mak- is walking down a hallway which is jump barriers as high as themselves ing another attack. Trampling does 1d4 under surveillance by security monitor with a running start (and no rider). damage per hoof for every factor of two

D RAGON 75 that the herbivore outweighs its oppo- the approach round as well. The bird is tricting snake is +2 to be hit by any crea- nent. At twice its opponent’s weight, a -2 to be hit at all times when in the air. ture while it is constricting another herbivore may trample for 1d4; at four He can only be hit with claws, teeth, creature. Depending on the mode of times its weight, 2d4, at eight times its sword, etc., while attacking with his attack, a hit or miss could also injure the weight for 3d4, etc., to a maximum of own talons and beak (every second creature the snake is constricting, and 10d4. A herbivore may trample only round in three), but can be attacked an attack on that creature could also opponents that are no more than half every round with ranged weapons or injure the snake. their height (however, a human lying on mutations. Both kinds of snake can crawl through the ground is not very tall). Trampling Saurians have poor ground clearance; small openings like broken air ducts and attacks are -1 to hit per potential die of even such low obstacles as fallen logs wide pipes (poisonous snakes can get damage. The GM may allow multiple can slow or even stop their movement through smaller ones), and can climb all trampling attacks on an opponent in one on land. They cannot jump at all, and but the thickest trees and other cylindri- round if the opponent is horizontally can hardly climb even the shallowest cal objects. They can coil up for compar- large enough for more than one hoof to stairs (although a slope or ramp would atively easy carrying, but the bundle a hit. be no problem). Cold makes saurians constricting snake makes could hardly Primates may use weapons, including sluggish — they move and fight at half be called small. All snakes can move artifacts, just as humans can. It is sug- speed at temperatures below 50°F, and silently as big cats can, surprising oppo- gested that arboreal monkeys be are paralyzed one round for every six nents on a 1-4 if alone and under ordi- allowed to use nothing larger than a points of cold damage they take (from nary surprise conditions. However, dagger, vibro dagger, or small pistol. cryokinesis, for instance). snakes are still surprised on a 1-2 when Terrestrial monkeys and lesser apes can Poisonous snakes can add poison to alone, because they are deaf (a fact that use nothing larger than an axe, short their bite, but only five times per 24- should be remembered for communica- sword, hammer, vibro blade, heavy hour day. The player should roll his tion situations). pistol one (like a Mark V blaster). Only character’s poison intensity before Snakes have no ground clearance at great apes should be allowed the full beginning play, and that intensity will all; if they must slither across a surface range of weapons. remain invariable except by mutation. that is burning hot or corrosive, for Great apes and terrestrial monkeys Constricting snakes attack at -2 to hit example, they will take more damage have two hands (unless they gain or lose unless they can find a way to drop on an than a running man or a galloping some through mutation); lesser apes opponent from above. Once they hit, horse. They are flexible enough to get have four hands and arboreal monkeys however, they may continue to do dam- over logs, but they can only climb stairs have five (counting the prehensile tail, age to their opponent every round with- by coiling and uncoiling on each step, a which can even fire a pistol), but they out having to roll a new hit. A con- very slow process (a ramp will help). can only use them all if they are not standing on two of them. A lesser ape can hang from a tree or rafter or beam by one hand and have three attacks (if he can reach the intended target); an arboreal monkey can hang by his tail and get four attacks with weapons. A flying lesser ape or arboreal monkey would get four or five attacks respectively. Brachiating speed is the speed with which a primate can swing from limb to limb or rafter to rafter. Arboreal mon- keys and all apes can climb virtually anything but a sheer wall; terrestrial monkeys are less skillful, but they can climb trees better than most humans and about as well as the big cats. Birds need at least 64,000 cubic feet of open space to fly properly. A 40 x 40 x 40 room would be large enough if not clut- tered with large objects. On the ground, birds need their claws for walking or standing, and can neither grasp and carry nor attack with them, so a grounded bird is relatively useless for combat purposes. In the air, a bird can only attack an opponent every second round in three — the first is spent approaching, and the third recovering and turning. If the bird has a long-range attack such as mental blast or radiation eyes, he can attack on

76 SEPTEMBER 1984 The MARVEL®-Phile by Jeff Grubb

Welcome back to the MARVEL-Phile, ’s physiology gives him EXCEL- sion in water automatically restores DRAGON® Magazine’s continuing com- LENT resistance to cold. Health lost through dehydration and pendium of caped cut-ups and costumed brings the Sub-Mariner’s stats to normal. MOVEMENT — Namor can move 3 areas crusaders! As the phile grows, we’ll try per turn on land, but in the water can RULERSHIP — Until recently, Namor to cover many of the heroes that are not swim at TYPICAL speed (6 areas per was ruler of Atlantis, an undersea king- yet detailed in upcoming modules and round). In addition, Namor can fly (using dom in the North Atlantic. The paren- rosters. If we have a module starring the the wings attached to his ankles) at thetical numbers with Resources and current team of X-Men™, for example, POOR speed (4 areas per round). Popularity refer to his abilities as mon- you shall not see them here. (You might, arch of Atlantis. however, see the original team, or mem- WEAKNESS ON SURFACE — The above bers that have left or passed on). statistics concern Namor when he is The Sub-Mariner’s Story: Long ago We are open for suggestions on what underwater, or at least partially wet. there existed in the North Atlantic YOU want to see within these pages. Long existence out of water is harmful Ocean the continent of Atlantis, which Heroes from the Second World War? to the Sub-Mariner. For every hour sank beneath the sea in a firey cata- Creatures of the street, such as Cloak™ spent out of water, Namor loses one clysm. The Olympian god Poseidon, also and Dagger™? The New Mutants™? Rank of his Fighting, Strength, and called Neptune, used his arcane powers X-Men™ of the past? Heroes mentioned Endurance, until they drop to TYPICAL to convert a group of his Atlantean fol- elsewhere, but with more detail? Send levels. His health is unaffected. Should lowers into water-breathers, granting in your votes now! he be totally deprived of water, Namor them super-human stamina, gills, eyes In keeping with the spirit of producing will take 30 points damage per day and that could see in the ocean depths, and those heroes not detailed elsewhere, we be unable to recover lost Health. Immer- blue skin. This was the creation of have this month’s offering. MH-3, Mur- Homo mermanus, a subspecies of the derworld, stars the ™, yet main Homo sapiens line. A wandering missing from the proceedings is one of people, the Atlanteans claimed large the FF’s early foes, who later became a areas of the Atlantic floor in both north- staunch ally. Direct from the briny deep, ern and southern hemispheres. we present the former lord of Atlantis, Namor is the son of Princess Fen of Namor the First, the SUB-MARINER™! So the Atlanteans and Leonard MacKenzie, he won’t be lonely, we’re including an the American captain of the icebreaker old nemesis of Subby known as TIGER Oracle. When explosive charges from SHARK™! the Oracle damaged an Atlantean city, Fen was sent to investigate. She boarded SUB-MARINER™ the ship, revealed for the first time the Namor, Former Monarch of Atlantis existence of the Atlantean civilization, and soon become enamored of Captain Fighting: INCREDIBLE (40) MacKenzie. The two were wed, but Agility: REMARKABLE (30) were soon separated when an Atlantean Strength: MONSTROUS (75) rescue party boarded the ship and Endurance: INCREDIBLE (40) recaptured the princess. Namor, whose Reason: TYPICAL (6) name means “Avenging Son,” was born Intuition: REMARKABLE (30) soon after. Psyche: INCREDIBLE (40) Though of mixed parentage and pos- Health: 185 sessing atypical white skin among the Karma: 76 blue-skinned Atlanteans, Namor was Resources: GOOD (MONSTROUS) accepted as a Prince of Atlantis and Popularity: 5 on the surface world grew up with a hostile attitude towards (85 with other Atlanteans) surface-dwelling air-breathers. He used his super-powers to harass and antago- Powers: nize the surface dwellers. During the AMPHIBIOUS NATURE — Namor can Second World War, the Sub-Mariner put breath both air and water, due to his aside his hostility towards all surface- mixed heritage. His body can withstand men to side with the Allies. During this great pressure changes, and his eyes are period he became a member of the very sensitive to the green portion of Invaders™, fighting alongside Captain the spectrum, allowing him to see in the America™, , and the original murky ocean depths. In addition, . DRAGON 77 Following the war, Namor returned to and attacks in this fashion are resolved Atlantis to serve as champion of his on the Hack and Slash table. undersea city. At this time Atlantis was SWIMMING — Tiger Shark can swim 6 destroyed and its people disbanded by areas in a round. His prowess is aug- the actions of an evil surface-dweller mented by the design of his suit, pos- named Destiny. Destiny used an ancient sessing a large sharklike down his power object known as the Serpent back. Crown to destroy Atlantis and strike Namor down with amnesia. Destiny WEAKNESS ON THE SURFACE — Like then left Namor to wander the surface Namor, Tiger Shark suffers from being world as a mindless outcast. exposed to air, losing one rank for every It was the second Human Torch™, hour he is above the surface until his Johnny Storm of the Fantastic Four, who Strength, Endurance, and Fighting are discovered the Sub-Mariner, at this point all POOR. Total deprivation from water little more than a derelict in a flop- would cause Arliss to further weaken house. Johnny helped Namor recover and perish. Tiger Shark’s suit, however, most of his memories by sudden immer- bathes him with a thin layer of water; sion in water (he dropped him in New unless the suit is damaged, it will pre- York Harbor). Blaming the surface-world vent any loss of ability regardless of the for the destruction of his home, the re- time spent on land. awakened Namor made several attacks on the air-breathers. During this time he Tiger Shark’s Story: Todd Arliss was a fought several super-human champions, rising star, an Olympic athelete who set primarily the Fantastic Four. new swimming records in the games. He As the years passed, Namor’s attitude had a bright future as well, amassing a toward air-breathers mellowed. He has half-million dollars in advances for the found the disbanded people of Atlantis, time when he turned professional. This who, desperate for leadership, made TIGER SHARK™ bright future was shattered when Todd, him their ruler. Since that time, Namor Todd Arliss, Criminal in rescuing a man overboard from a has served both as a champion and ruler pleasure boat, was severly injured. The Fighting: AMAZING (50) of the undersea kingdom of Atlantis, and injury did not affect Arliss’ normal Agility: EXCELLENT (20) as a champion of the surface world, movements, but guaranteed he would Strength: MONSTROUS (75) allying when necessary with Doctor never compete again. Endurance: REMARKABLE (30) Strange™ and the ™. When Arliss spent most of his advance Reason: TYPICAL (6) serving with his air-breathing comrades, money seeking medical help. Toward the Intuition: REMARKABLE (30) Namor shirked “official” duties as end of that time Arliss met the evil Doc- Psyche: EXCELLENT (20) Monarch. tor Dorcas, a criminal marine biologist, In his personal life, Namor has had Health: 175 who proposed a radical solution to his much heartbreak. After a brief, unsuc- Karma: 46 problems. Working in his secret under- cessful romance with Sue Storm, the Resources: TYPICAL sea lab, Dorcas used Arliss as a test Invisible Girl™, Namor began a long Popularity: 2 subject for his “morphotron,” a device courtship with the Lady , a full- that could imprint a set of genetic pat- Powers: blooded Atlantean noblewoman. Follow- terns on a radically different being. ing the ceremony, however, Dorma was AMPHIBIOUS NATURE — The mutagenic Dorcas first imprinted the genetic struc- captured and slain by Llyra, another changes in Arliss’ body gave him many ture of a tiger shark on Arliss, then homo sapiens/homo mermanus hybrid of the attributes of Namor, including the followed with the genetic imprint of who possessed shape-shifting abilities. ability to withstand the rigors of the Namor, whom Dorcas had captured. The Following Dorma’s death, Namor formed ocean. Tiger Shark’s body can withstand combined imprinting gave Arliss the no deep attachments for some time. great ocean depths, his eyes are more strengths of both the shark and Namor, Most recently he has courted Marrina™ attuned to the green part of the spec- but also affected his mind, turning the of Alpha Flight, an amphibious alien, but trum, allowing him to peer through the would-be Olympic champion to criminal that relationship has ended as well. murkey ocean depths, and his blood activity. Namor has always been torn between circulation gives him EXCELLENT resis- In their first contest, Tiger Shark his sense of duty to his people and his tance to cold. bested Namor and declared himself loyal devotion to those he loves. Impor- ruler of Atlantis, but Namor recovered BODY ARMOR — The process that tant matters of state would often take a quickly and returned to defeat and changed Arliss into Tiger Shark also back seat to his own adventures, and on imprison Arliss. Since that time Tiger gave him many shark-like abilities, occasion the Sub-Mariner would return Shark has remained an enemy of Namor including a tough hide. Treat this as from a mission to find the capital in and the people of Atlantis. Most EXCELLENT Body Armor. ruins from some attack by Atlantean recently, Arliss joined ™, barbarians or an aquatic villain. Finally TEETH — In addition to the dense hide, Beetle™, and others to form the third cast out by his mother’s people, Namor Arliss gained a set of razor-sharp, . Tiger Shark has left is a free agent, now unshackled by pointed teeth. He can bite for EXCEL- most of his humanity behind, and kingly responsibilities and duties. LENT damage against a held opponent, remains a vicious and dangerous foe.

78 SEPTEMBER 1984

80 SEPTEMBER 1984 DRAGON 81 SF/gaming convention calendar

EARTHCON IV, Sept. 7-9 UPCON II, Oct. 12-13 ICON IX, Oct. 26-28 This convention will be held at the This convention will be held at North This annual science-fiction convention Holiday Inn in Cleveland, Ohio. Events will Texas State University in Denton, Texas. In will be staged at the Abbey Inn in Iowa City, include workshops, panels on game design addition to the usual tournaments, the movie Iowa. Guests of Honor will be Dean Ing and and scenario writing, tournaments, board Lord of the Rings will be shown in the Wilson Tucker. Registration fees are $10 games, role-playing games, a masquerade, NTSU Lyceum. Admission is $1. For more until Qctober 1, and $15 thereafter. Art "filksinging, " an art show, a Star Trek information and a preregistration form, send show and huckster inquiries are welcome. festival, and more. Poul Anderson, Steve a self-addressed, stamped envelope to: North For further information about the conven- Jackson, and Tom Moldvay will be among Texas State University, University Program tion, contact: Icon IX, P.O. Box 525, Iowa the guests of honor. For further information, Council, UPCon II/Preregistration, NT City IA 52244-0525. contact: Earthcon IV, P.O. Box 5641, Station P.O. Box 13705, Denton TX 76203. Cleveland OH 44101. NECRONOMICON ‘84, Nov. 2-4 CONSTELLATION III, Oct. 19-21 This convention will be held at the Holi- WARGAMERS’ WEEKEND, Sept. 15-16 This convention will be staged at the day Inn in Tampa, Fla. Guests of honor will To be staged at the DAV Hall in Sheraton Inn located in Huntsville, Ala. be Larry Niven and Andre Norton. Ac- Newburyport, Mass., this convention will Master of ceremonies will be Frank Kelly tivities will include panels, autograph ses- feature fantasy role-playing, war, and Freas, and guests of honor will include Gor- sions, an art show, trivia contests, and a miniatures games. Advance registration fees don R. Dickson, Maurine Dorris, and Tim special tour to the Kennedy Space Center. are $3 per day, and $5 at the door; most Bolger. Featured events are readings, Registration fees are $10 until October 1, games have a $2 gamemaster fee. For more panels, autograph sessions, a masquerade, and $15 thereafter. For further information, information, send a self-addressed, stamped hearts and gaming tournaments, an art send a self-addressed, stamped envelope to: envelope to: The Toy Soldier, 1 Hales show, and an auction. Registration fees for Necronomicon ‘84, P.O. Box 2076, River- Court, Newburyport MA 01950. the convention are $13 until September 15, view FL 33569. and $16 at the door. For additional informa- TENTH ANNUAL COUNCIL tion about this event, send a self-addressed, R-CON 1, Nov. 2-4 OF NATIONS, Oct. 5-8 stamped envelope to Con-Stellation III, This gaming convention will be held at the This special anniversary convention will P.O. Box 4857, Huntsville AL 35815. Genesee Plaza Holiday Inn in Rochester, include open fantasy role-playing gaming, NY. Guests include David Gerrold and For- mini-battles, a mini-painting contest, game CRUSADER CON IV, Oct. 19-21 rest J. Ackerman. Featured will be role- instruction, a costume contest, an auction, This event will be held at the Metropolitan playing and board games, panels, films, an and numerous tournaments. For details, State College campus in Denver, Colo. art show, and a masquerade. Registration send a self-addressed, stamped envelope to I. Events will include Diplomacy®, fees are $12. Contact: R-Con 1, P.O. Box M. Lord, SWA 10th Council, 1639 Eastern Kingmaker™, AD&D®, Traveller®, Squad 1701, Rochester NY 14603. Parkway, Schenectady NY 12309. ™, Car Wars™, and Star Fleet Bat- tles™ tournaments. Registration is $8 until UTHERCON 4, Nov. 9-11 WINGAMES V, Oct. 5-7 October 1, and $10 thereafter. For more To be held at University of Texas in This convention centers around a large details, contact: The Auraria Gamer’s Club, Austin, Texas, this convention will feature a AD&D® tournament, with prizes and P.O. Box 13395, Denver CO 80201-3395. wide range of role-playiong games. Registra- trophies for most events. Admission is free at tion fees are $3 until November 1, and $5 the door, though a small charge (50¢ to $3) DRAGONKING 1984, Oct. 19-20 thereafter. Contact: David F. Nalle, 3212 exists per event entered. Contact: University This fantasy convention will be held at the Red River #109, Austin TX 78705, or call of Manitoba Gaming Club, Box 80, Univer- campus of Colby College in Waterville, (512)477-1704. sity Center, University of Manitoba, Win- Maine. Various role-playing games and nipeg, Manitoba, Canada R3T 2N2. seminars will be featured. For more details, UNICON 1, Nov. 30 - Dec. 2 contact: Dragonking, 153 Main St., Water- This gaming convention will include HISTORICAL WARGAME WEEKEND, ville ME 04901, or call (207)873-1508. various role-playing competitions, retail Oct. 6-7 booths, and speakers. Admissions fees are $5 This military miniatures convention will BOUCHERCON XV, Oct. 26-28 for the weekend, $2 per day for Nov. 30 and be staged at the War Memorial Art Museum This convention, which focuses on the Dec. 2, and $3 for Dec. 1. For more infor- in Milwaukee, Wis. Events will include mystery and crime fiction genre, will take mation, send a self-addressed, stamped historical wargames, sale of hobby-related place at the Americana Congress Hotel in envelope to: John A. Stormes, Box 279, materials, and a painting contest. Admission Chicago, Ill. Guest of honor will be Bill L.A. Pittenger Student Center, 2000 fees at the door are $2.50 per day or $4 for Pronzini, one of the field’s most prolific and University Avenue, Muncie IN 47306. both days. Additional costs include a $1 popular authors. Events will include feature event fee per game and an entry fee for the talks, panel discussions, slide shows and U-MASS CON, Dec. 1-2 painting competition ($1 per category, with a films, and a Sunday banquet. Registration This gaming convention will take place at $3 limit). For more information, contact: fees are $25; banquet charge is $15. For the University of Massachusetts in Amherst, Joe Gepfert, 3440 S. Monterey Dr., New more details, contact: 2nd City Skuldug- Mass. For more details, contact: Steven Berlin WI 53151, or Bill Protz, Jr., 5690 W. gery, P.O. Box 576, Hinsdale IL 60521. Bailey, P.O. Box 117, Amherst MA 01002. Glenbrook Rd., Brown Deer WI 53223. FANTASY FAIRE, Oct. 26-28 EVECON II, Dec. 28-30 LIN-CON VI, Oct. 12-14 This annual convention will be held in This convention will be staged at the To be held at the Gateway Auditorium in Alhambra, Cal., and will feature numerous Tysons Westpark Hotel in McLean, Va. At- Lincoln, Neb., this convention will feature fantasy role-playing games, "filksinging,” tendance will be limited to 1,200 people. Ad- board games, miniatures events, and role- films, a cabaret, and a costume contest. For mission fees are $10 until November 1, $12 playing tournaments. Contact: Merl Hayes, further details, contact: Fantasy Publishing until December 1, and $15 at the door. For c/o Hobby Town, 134 North 13th St., Lin- Co., 1855 West Main St., Alhambra CA more details, contact: EveCon, P.O. Box coln NE 68508, or call (402)476-3829. 91801, or call (818)337-7947. 128, Aberdeen MD 21001.

82 SEPTEMBER 1984 MONSTER IN THE MIDDLE by Michael D. Selinker

(Answer on page 92.) ACROSS 80. Big bird inhabiting 1. Swarm African nation creature 83. Pack animals 6. Ball and socket 87. Raiders bad joint guy 9. Dwarf in 88 89. __ Partha Down’s G3 90. Sandy’s 13. 1963 Genesis statement hit 92. Cosmetics’ 17. Marvel Two-__ Lauder (comic) 93. Hijacked plane 18. Jason’s wife destination 20. __ magic 96. Novel or social 21. __ and alack ending 22. Pit fiend stars 98. Building wing in variety 100. Tavern quaff shows 102. Part of 99 down 24. Humanoid 103. Rearrange- found among ment: Abbr. Dirty Harry’s 104. TV horse pals 106. Two-headed 26. Hound of__ giant in middle Omen of location 27. Some titans 109. Drunk 28. “__ said to her, 110. “I’d love __ I said . . .” you, but . . .” 29. Spine-tingling 112. __ dimension 30. Undead at 114. Beowulf’s foe heart of hack- 116. Hauled into neyed saying court 33. Use infravision 118. Julius Erving 35. He banned the 120. Do sums Beach Boys 121. Word meaning 37. Football scores “born” 38. Spanish aunt 123. Roz Sumner’s 39. Compass pt. team 42. Little tyke 126. DOWN 23. Victory symbol 61. WKRP 101. Terminus 44. Transact with a 128. Egyptian luck 25. Reapply pitch newsman 105. Dead shell tradesman god 1. Urban 31. Top secret org. 64. Prisoners 107. __ la la 46. __ dead 130. Adheres to 2. “__ modesty” 32. Lynch capture deer 108. Chap 49. Use a mending having giant 3 . __ up (err) 34. Dawn goddess 67. Middle name of 111. Clear spell insect in center 4. Part of AD&D® 36. Night of a game 113. __ of might 51. Swashbuckler 133. Japanese product name Shakespeare 71. See 15 Down 115. Hawaiian Flynn, et al. Americans 5. Author Harper features fairy 73. “__, The garland 55. __ whip 135. Draft horse 6. Immobilized by 39. Overact Hunter From 117. Contribute 58. Fumblers 137. Taxi‘s Nardo a spell 40. Recon weapon The Future” 119. Army vehicles include cigar- 141. Bread or 7. Monty Python’s 41. Nice summer 75. Live FRP org. 122. To write: Fr. shaped whiskey Eric 43. Gangbusters 77. Sailor’s assent 123. “__ The Storm creature 142. Dry out with 8. “Knights are “gumshoe” 79. Center of soft Giant’s Castle” 60. __ woodland many-headed non-hereditary 45. Humanoid cry is familiar 124. Colander beings reptile involved in 81. Norma __ 125. Pale 62. Deep __ 144. Succubus at 9. GoId and silver advancement 82. Gave a speech 127. __ weird 63. Washing hub of outer 10. “Who Can It 47. Wrath 84. Ultimate 129. At -10 HP 65. Greek letter plane __?” (Men At 48. Time period degrees 130. Religious 66. Lawyer: Abbr. 147. Continually Work hit) 50. Mass of bucks 85. __ U school: Abbr. 68. __ Leppard 148. “. . . with __ 11. Property of “The 52. Lennon’s 86. Used ham ra- 131. Son of __ 69. Ivory __ foot pole” Organization” widow dio, half time 132. Some trucks 70. __ hawk 149. Dice adjective 12. Altar words 53. Pasture 88. A certain co. 134. Jane __ 72. Tarzan part 13. Clerical 54. Concorde, e.g. 91. Gnoll’s relative 136. Simmons of portrayer Ron 150. Latissimus __ weapon 55. Certain tides 93. __ lord Kiss 74. Belonging to a (side muscle) 14. “Red __!” 56. 16 on the wind 94. Popular card 138. __ Chernak sun god 151. __ Auberjonois 15. Genie type force chart game 139. __ fixe 76. __ Frontiers® 152. Lycanthrope 16. Beasts of 57. Shoshonean 95. Scrooge’s word 140. Actor Beatty game prefix burden tribe 97. Actor Danson 143. Uncooked 78. Playground 153. Carrie or Louis 18. 1049, to Brutus 59. Short walks 99. Achaierai 145. Bizarre device 154. Gown 19. Possession w/ regenerator weapon 146. Neither DRAGON 83 84 SEPTEMBER 1984 DRAGON 85 86 SEPTEMBER 1984 DRAGON 87 88 SEPTEMBER 1984 DRAGON 89 90 SEPTEMBER 1984 DRAGON 91 compassion is too high a price to pay for a few intended as a basic framework to be used with the The forum evenings of entertainment. series of expansion/background aids we are By now, I’m sure that any evil-style players releasing (Triad, London by Night, Challengers, (From page 6) reading this are sneering at me and Bob’s group etc.). The general background in TCT is a basic and assuring themselves that they can keep things guide, and not intended as anything more. ment. The same thing happens in evil campaigns. under control. I doubt this. What we’re dealing Finally, Ken’s comment on the lack of “elabo- Let me tell you a true story, which I heard from a with when we play FRP games is group psychol- rate packaging” shows a certain lack of research. gamer I’ll call Bob. (I’m sure he wouldn’t want ogy, and groups and their momentum have a real As has been the practice with all of our games for his real name used here.) power over the individual members who make some time, TCT is available in two packaging For several years, Bob played an ordinary them up. Anyone weak enough to be in an evil styles, both the inexpensive zip-lock bag (which I D&D campaign with a group of close friends. campaign in the first place is going to find himself assume Ken has) and a more elaborate, attractive Then, when they began playing an all-evil cam- drawn to more and more “creative” acts of evil. and durable box, more in keeping with “industry paign, they started out on a very low level of Finding out just how dark and nasty their minds standards,” though at $1 extra. This gives the “atrocity.” First they killed an unbearably self- can be is only going to increase their sense of option of a lower priced edition for those more righteous paladin, then graduated to robbing rich being powerless, weak, and out of control. interested in quality of content than flashy extras merchants. Their best thief character took a leaf Please notice that the above does not refer to (much as was the past practice of SPI). On the from the comics and risked life and limb to write the player who occasionally runs an evil PC or same page Ken criticizes The Palladium Role “the king is a fink” on the king’s own tower wall. who likes neutral but dashing thief characters. Playing Game for similar reasons. It seems to me Good clean fun? Certainly, but it didn’t stop I’m talking about the ardent players of evil that most players buying a game from a smaller there. Soon someone pointed out that they campaigns who get angry whenever someone company already have dice and most materials, weren’t really being evil, merely naughty. suggests that there’s something odd about their and are looking for new ideas, and I hope that The group played for several months, with the favorite sport. These players are doubtless steam- they are able to see beyond appearances to find ante getting higher and higher. Soon they were ing right now, thinking that I’m way off base, quality. As a reader I find it a bit annoying that stealing from the starving poor, burning temples because once again someone is making “too Ken thinks I am looking for pretty packages and and forcing the priests to stay inside to burn with much” out of a simple game. To them I say that accessories rather than innovation and economy. them, and torturing prisoners in more and more if you think poison, torture, murder, and rape are David F. Nalle inventive ways. Finally, some of the players fun, then you’ve got a big problem, even if you Enterprises insisted on having their characters gang-rape and confine that problem to fantasies. Washington. D.C. murder a princess. At this point, the two women Katharine Kerr in the group rebelled. They forced a discussion of San Francisco, Calif. the issue by reading a list of every crime the group’s characters had committed in the name of **** good fun. “Listening to that list in cold blood,” Out on a Limb Bob told me, “was a sickening experience.” No It’s nice to see Ken Rolston doing reviews for one in the group could even look at anyone else DRAGON. He has a good style and is generally (From page 4) in embarrassment. in touch with what’s going on in the industry. What really shook Bob, though, was the way in However, I’d like to point out some inaccuracies able or willing to stretch his reasoning or make a which he and his friends grew emotionally and in his capsule review of To Challenge Tomorrow guess to arrive at an answer. We don‘t let writers morally calloused as their characters’ crimes grew in #85. get away with that very often, or else the ecology worse. At the beginning, no one would even have I’m sorry the scenarios were “poorly devel- articles would be so bland they wouldn‘t be worth thought of committing a brutal rape and murder oped,” but we’ve found that the experienced printing. But we’d rather have someone say that — it wouldn’t have seemed fun at all. By the end, gamers who buy TCT prefer scenarios which a fact is undeterminable rather than have him the idea seemed perfectly logical. Of course, the provide extensive background information and make an off-the-wall assumption just because he NPCs who were the victims of these crimes were allow the GM to improvise and adapt within a felt the issue had to be decided one way or the just a few lines of description and a handful of flexible framework. Oddly enough, I believe that other. statistics, but even so, the group began by having Jerry Epperson’s review in ARES says the exact Will the “blank spots” ever be filled in? Proba- some compassion for these imaginary people and opposite, describing the scenarios as unusually bly not, or at least not unless we get the benefit of ended up by having none. Since compassion is complete. some insight about the nature of a creature that one of the things that makes us human, not The reference to “the History of the World on didn‘t get included in its official description. The animals, I maintain that eroding one’s sense of a Low Budget ” is somewhat irksome. TCT was only way a breakthrough of knowledge can be achieved is if some additional knowledge can be gained upon which to base some more assump- tions and theories. Since the knowledge we al- ready have about AD&D® game monsters is all we’re liable to get, any ecology article we publish Index to advertisers contains all the breakthroughs you‘re likely to read. — KM Name of firm or product Page(s) Name of firm or product Page(s) Amulet ...... 67 Mayfair Games Inc...... 38 Armory, The ...... 52, 53 Nichols Systems...... 18 Answer to puzzle Game Go., The...... 13 Nova Game Designs, Inc...... 33 Bard Games...... 11, 29 Pacesetter Ltd ...... 51 Companions, The ...... 28 Palladium Books ...... 17 Compleat Strategist, The ...... 43 RAFM Co., Inc...... 47 Diamond Dice ...... 11 , Inc .... .Inside front DRAGON® Magazine ...... 46 cover, 41 Dragontooth Inc ...... 24 RPG, Inc...... 16 Dunken Co., The ...... 28 Science Fiction Book Club ...... 7 Entertainment Concepts, Inc...... 35 Shogun ...... 32 Fantasy Games Unlimited. . . . .9, 36, 67, 76 Sky Realms Publishing...... 27 Fantasy Unlimited...... 33 Sleuth Publications, Ltd...... 12 Game Designers’ Workshop...... 10 Time/Life Books ...... 30, 31 Game Systems Inc...... 50 TSR, Inc...... 25, 39, 62, 71, 79 Gamelords Ltd...... 18 Victory Games, Inc...... 5 Gamers’ Guide...... 80-81 West End Games...... Inside back cover Grenadier Models Inc...... 23 White Lion Enterprises...... 10 Hobby Game Distributors, Inc...... 19 Windmill Hobbies...... 44, 45 Iron Crown Enterprises, Inc ... 1, back cover Wizard’s Nook, The ...... 15

92 SEPTEMBER 1984