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D RAGON 1 Publisher: Mike Cook Editor-in-: Editorial staff: Marilyn Favaro We’re listening Patrick L. Price Hmmm. With 1984 more less around the corner, maybe that’s a bad way to start Roger Moore a column. But I’ll let it stand, because it Vol. VIII, No. 3 September 1983 Business manager: Mary Parkinson sums up the point of this month’s ser- Office staff: Sharon Walton : Why All of You Should Fill Out SPECIAL ATTRACTION Mary Cossman and Return the Magazine Layout designer: Kristine L. Bartyzel Readership Survey (pages 55-56). KING OF THE TABLETOP ...... 33 Contributing editor: National advertising representative: As is always the case with a magazine A new game, not about furniture, Robert Dewey and its readers, you know us, the maga- from Tom and Rob and Tramp 1409 Pebblecreek zine, a whole lot better than we know Glenview IL 60025 you, the group who reads us. We think Phone (312)998-6237 we know what you like, and we try to fill OTHER FEATURES This issue’s contributing artists: up the magazine with Good Stuff. If Jerry Eaton Phil Foglio you’re happy, we all win. If you’re not, Roger Raupp Dave Trampier vice versa. The Tarot of Many Things ...... 6 We think we know you based on two All decked out and ready to play things we get a lot of: Letters, and re- sponses to other readership surveys we’ve Curses! ...... 18 DRAGON Magazine (ISSN 0279-6848) is pub- published. The letters expressing indi- Greenwood at his most devious lished monthly for a subscription price of $24 per year by Dragon Publishing, a division of TSR, vidual readers’ opinions, numerous Inc. The mailing address of Dragon Publishing though they are, represent only a small for all material except subscription orders is P.O. fraction of you. And it’s been a while Creative cursing ...... 20 Box 110, Lake Geneva WI 53147. Magic to make characters sorry since we printed a survey; a lot of you DRAGON Magazine is available at hobby weren’t even with us the last time. (But stores and bookstores throughout the United those of you who were with us helped Gods ...... 22 States and Canada, and through a limited number of overseas outlets. Subscription rates are contribute to a couple of tremendous Deities that almost defy description as follows: $24 for 12 issues sent to an address in response totals. Keep it up.) the U.S. or Canada; $50 U.S. for 12 issues sent via surface mail or $95 for 12 issues sent via air mail We need to know more, about all of A new game with a familiar name . . .26 to any other country. All subscription payments you, than we’ve ever known before. We Frank words on D&D® game revisions must be in advance, and should be sent to Dragon Publishing, P.O. Box 72089, Chicago IL 60690. need to ask some standardized questions, because that’s the best way to get exact A limited quantity of certain back issues of Spy’s Advice...... 32 DRAGON Magazine can be purchased from the readings of fact and opinion from a large For TOP SECRET® game players Dungeon Hobby Shop. (See the list of available group of people. And the larger, the bet- issues printed elsewhere in each magazine.) Pay- ment in advance by or money must ter. The more people we hear from, the DRAGON Readership Survey ...... 55 accompany all orders. Payments cannot be made more sure we can be that you are really through a credit card, and orders cannot be taken talking to us. Fill it out and fill us in nor merchandise reserved by telephone. 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But we’ll try to give the The ecology of the Unicorn ...... 14 becomes the exclusive property of the publisher Previously known only to a few upon publication, unless special arrangements to greatest benefit to the greatest number, the contrary are made prior to publication. because (a) it seems like the lawful good DRAGON Magazine welcomes unsolicited sub- thing to do, and (b) it’s worked pretty Figure Feature ...... 30 missions of written material and artwork; how- ever, no responsibility for such submissions can well so far. be assumed by the publisher in any event. Any We know our readership has changed submission which is accompanied by a self- Game reviews: addressed, stamped envelope of sufficient size will and continues to change. We try, by pay- HARN campaign package ...... 66 be returned if it cannot be published. ing attention to letters and doing some

Plague of Terror module ...... 67 DRAGON® is a registered trademark for educated guessing, to keep changing with Dragon Publishing’s monthly adventure playing you. But sometimes we have to make a aid. All rights on the contents of this publication Gamers’ Guide ...... 68 are reserved, and nothing may be reproduced really formal check of our position. We from it in whole or in part without prior permis- need you to help us navigate when the sion in writing from the publisher. Copyright© horizon starts to look too much the same What’s New...... 74 1983 by TSR, Inc. – let us sight on you, like a , to keep Second-class postage paid at Lake Geneva, ourselves on course. And, to complete the Wis., and additional mailing offices. Snarfquest ...... 77 nautical analogy, then we can all really POSTMASTER: Send address changes to start sailing. – KM Dragon Publishing, P.O. Box 110, Lake Geneva Wormy...... 80 WI 53147. USPS 318-790. ISSN 0279-6848.

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2 SEPTEMBER 1983 ou may have been King of the Mountain when you were a little kid. If you’re one of our older readers, you may have been King of the Drive-In once upon a time. But not until now has anyone ever had the chance to be KING OF THE TABLETOP. Our latest game offering, in the center of this magazine, is a mixture of things: a combat game, an economic game, and above all a prestige game. (You’ll see what we mean.) It is brought to you by a He or she? a tournament event, called “Into the Lair of the Minotaur” – but that is where the similar- mixture of people: Tom Wham, who has Dear Editor: ity ends. We know that to be absolutely true, more game designs in his head than most I enjoyed Mr. Greenwood’s article concern- and I hope that any of you who might also people have in their houses; Rob Kuntz, ing the Nine Hells [issue #75]. However, I have been wondering about what happens to known throughout the land for his work found one apparent mistake. In the article, contest entries will believe us. A module sub- on articles and the DEITIES & Sekolah is described as a female. The Deities & mitted to the Dragon Publishing contest DEMIGODS™ book; and Dave Trampier, Demigods Cyclopedia states that the deity is a doesn’t leave our hands in any way, unless and author of Wormy, who will illustrate male. Can you explain? until it is published in the magazine. – KM every counter sheet we publish from now Greg Lewis on if I have anything to say about it. North Augusta, S.C. We’ve heard from people who think the Yep, the article was – technically – in Weather words games we print would be fun, but they error. But I think we can figure out where Ed never play them because they don’t want Greenwood was coming from when he referred Dear Kim: to “destroy” the magazine by pulling out to Sekolah as a female shark (see page 31 of I enjoyed reading the various letters you’ve the innards. Well, this is one time when issue #75). In the entry for sahuagin in the published in issues #70 and #73 about my arti- anyone who feels that way should make Manual, it is noted that “the religious cle on the weather of Greyhawk in issue #68. an exception – it’s a regally good game. life of these creatures is dominated by the For one thing, I (like any author) cannot help If the scene on the cover reminds you of females.” The reference to “females” in that but take pleasure in the knowledge that there something from your mind’s eye, that passage specifically concerns female sahuagin, are people out there who have read my work, who are the clerics of the race. even if only to then disagree with it. I’d like to means artist Jerry Eaton did his job to But, carrying the interpretation of that respond to some of the comments, both gener- perfection. The painting is his interpreta- statement a little further, it makes sense for a ally and specifically. tion, using the Players Handbook as a religion “dominated” by females to have a The generality is this: My article, like many guide, of the appearance and effect of a female deity at the top of their hierarchy, and others published in your magazine, is not magic-user’s wall of fire spell. Although it seems safe to assume that this was how Ed’s intended to be taken as gospel truth, but this is Jerry’s first cover painting for us, reasoning worked when he called Sekolah a should be applied with what is termed “DM’s his signature is also on some striking “she.” In light of the fact that the Monster discretion.” In short, the DM has not only the color illustrations done for fiction stories Manual is part of the official AD&D™ rules and right, but also the responsibility to ensure that in earlier issues. the DEITIES & DEMIGODS™ Cyclopedia is all the rules, official or otherwise, are applied not a rule book in the same sense, it might be in a reasonable and fair way to the world he or The next time anyone asks your AD&D argued that the MM takes precedence over the she presents to the players. If something in my character to play cards, you’d better find DDG book on this point. Fortunately, for the weather system doesn’t work in someone else’s out exactly what he means before you purposes of playability, it makes no difference world, that person should modify the system, look at your hand. Presented across lots (that we can see) whether Sekolah is male or remembering to keep things fair for both char- of pages inside is an article on a 78-in-1 female. We won’t disagree with anyone who acters and . magic item, The Tarot of Many Things. thinks the article was in error, and you can cer- Now, the specifics. First, I’m pleased that all Every campaign with characters who are tainly change “she” to “he” anywhere the arti- three letter writers complained only about the gamblers at heart should have one (but cle talks about Sekolah if you’re more comfort- Appendices, which dealt with topics that, to be only one) deck of Tarot cards, as de- able with that. – KM honest, deserved detailed articles of their own, done by someone more expert than myself. It’s scribed by author Michael Lowrey for nice to know that the body of the article got incorporation into the AD&D game. the approval of DRAGON’s readership. Things may never be the same again. . . . Same module? The issue that received the most comment is Obviously, there are times when we that of developing tidal systems for a can’t exactly go to the source in prepar- Dear Editor: world. I’m afraid that both Jonathan Roberts ing an article on “The Ecology of” some- One of the events listed in the insert on Gen and Dan Laliberte have, in part, misunder- thing. But Roger Moore managed to get a Con in issue #74 of DRAGON seems to be very stood what I was describing. The article notes friendly neighborhood dryad to talk similar to the AD&D module I entered in the that there are, for a planet with a single moon, about The Ecology of the Unicorn for Dragon Publishing Module Design Contest. a lunar high and low tide plus “. . . a match- Do you use the modules from the contest that ing pair of high and low tides . . .” of a solar this month’s issue, and he got more than you don’t plan to publish in DRAGON for nature; i.e., a total of four tides which may he bargained for. events at and possibly other gaming cancel and/or reinforce each other, depending Also inside is a somewhat unusual arti- conventions? on the relative positions of sun, moon, and cle – intended for non-gamers, as well as Darren Butler planet. In essence, I was describing all three of for all of you who usually buy this maga- Orem, Utah the varieties of tide (mixed, diurnal, and semi- zine. tells the story of the diurnal) that Dan mentions, though in terms new, improved version of the D&D® Basic In a word: NO! We do NOT use entries to that were perhaps too general. Since Dan is and Expert Sets that are expected to our module contest for convention tourna- clearly more knowledgeable on this topic than attract even more people into the hobby ments or any other purpose. Only a very small I am, perhaps you could get him to write more number of people, all of them associated with on this , as well as on such related topics of fantasy role-playing games. After DRAGON® Magazine, even see module contest as the development of navigational techniques you’ve read the article, lend it to some entries that don’t get published. In this case, in a fantasy environment. (Hmmm, how friends who don’t play – and be sure to Darren’s question is very understandable, since would adventurers know where they were at tell ‘em who sent you. – KM the title of his contest entry (The Lair of the sea if there were no stars at all . . . ?) Minotaurs) is almost identical to the title of Lois Sparling’s letter, on the other hand,

D RAGON 3 takes me (and another author) to task for a lack time to read and comment on the article. honcho’s” purpose were simply eliminated. It of experience with cold weather. Well, though Should it ever see re-printing, these comments added intrigue, rivalry, and mystery to the I do live in Philadelphia, I happen to be half may lead to a bit of fine tuning. gaming sessions. And all the people behind the Canadian and have spent several winters in David M. Axler characters still get along. After all, Roger Toronto, which has weather of the type that Philadelphia, Pa. should keep in mind that it’s just a game. Ms. Sparling thinks I ought to get to know D. Klisiewin first-hand. Will that do? Easthampton, Mass. The unpleasant experience of having one’s teeth break while drinking a hot beverage in ‘Personal survival’ Roger Moore’s reply: an extremely cold climate, however, is not a When I wrote the article, I was not trying to fantasy. Several journals of various Arctic and Dear Editor: preach to people about how they should con- Antarctic explorers actually report such events After reading Roger Moore’s article in issue duct their role-playing games. Everyone has happening to members of their parties. #73 (“All for all, not one for one”), I feel I different tastes and likes in gaming. It has been As for Ms. Sparling’s claim that, in the win- must disagree. In many fantasy games, the idea my experience, however, that groups that are ter, life in the Hudson Bay area “. . . generally is personal survival. In many instances, player cohesive and help their members stand much carries on normally . . . for those who live in characters have tried to work in a group effort, better chances of survival, and also are able to this area,” well, I think she’s vastly underrat- and have found that running into a trap to work more closely and coherently together. ing the effects that several centuries of Euro- save a fighter of low level actually wastes time Such groups also seem to be more fun to game pean technology has had on the way all the and valuable hit points required to fight mon- with, from my viewpoint anyway, and while area’s residents, Inuit and Caucasian alike, sters or overcome traps later. some people may find it interesting to have now deal with the weather. Yes, it’s true that While I can see that Mr. Moore has a point their characters compete in some -to-the- “to a person properly clad and out of the wind, about no character being proficient in all death scenarios, many of those I’ve gamed with -20° F. is quite pleasant in a dry climate and fields, this is rarely necessary in the campaign I have avoided doing this because of the hurt horrible in a humid climate,” but the items master. Often, when a character survives to feelings and problems it generates. Granted, of which make today’s Hudson Bay resident much higher levels, magic weapons and cur- course, it is only a game. The article expressed “properly clad” are not necessarily those rent abilities negate the need for a group effort. my views on what in my experience has made which would be available to a character in a Even at low levels, the PC is often concerned the game more fun, and I hope some people with medieval technology. not with the group, but with individual found it helpful in making their games more In other respects, though, her comments and . enjoyable, too. – RM descriptions are right on target. I, too, would Where Mr. Moore complained of an evil like to see an article on the effects of tempera- thief killing the paladin at the outset of the ture extremes, as well as extremes of other cli- adventure and blaming it on alignment, his matic phenomena such as moisture, dust, and feelings are justified. In my campaign this ‘Extremely accurate’ the like. Much of the information she men- would have been disruptive to play. tions, such as the boiling and melting points As for Mr. Moore’s comments about PCs Dear Sirs: of various materials, is readily available at the attacking PCs that were new, outcasts, or trou- While reading issue #73 of DRAGON Maga- nearest library; perhaps some enterprising blesome, I don’t see his point. In my cam- zine, I came across something peculiar, and I author will soon fill us in on the details. paign, it always provided a competitive spirit. wondered if you noticed the same thing. If you Finally, my thanks again to all who took the Often, PCs who no longer served the “head turn the map of the Lands of Launewt so that the top is east, you get an extremely accurate map of Brittany, including even the scale and the rivers. It excluded only some canals and the cities (and the name). Allen Tulchin New York, N.Y.

Congratulations for your perception, Allen. (We hoped someone would notice. . . .) The coastline described in the map is Brittany –we “stole” that shape for the Lands of Launewt because (a) the map needed to be redrawn and (b) it’s easier to use Mother Nature’s ideas than come up with our own. Look for other famous geographical features in upcoming maps inside your favorite magazine. . . . – KM

Missing address Dear Sirs: In issue #72 you reviewed Myth Directions by Robert Asprin, published by Starblaze Edi- tions. I want to get all three books in this ser- ies, but the Stars & Stripes Book Stores don’t carry them. Can you tell me how to reach the publisher so I can order the books? Russell McKenzie APO New York, N.Y.

We got a lot of requests for the address, and decided to print it in this space in case even more of you are wondering. Information about Starblaze Editions books can be obtained from The Donning Company Publishers, 5659 Vir- ginia Beach Blvd., Norfolk VA 23502. We don’t normally print publishers’ addresses in book reviews; we always figure anyone who’s interested can find it out easily enough – even if that involves writing us a letter. – KM

4 SEPTEMBER 1983 D RAGON 5 TAROT OF MANY THINGS

awesome and puissant object, and will be The effects of the Tarot are instantane- by Michael J. Lowrey treated as such. ous unless noted otherwise, and should be The deck itself is a series of plaques or noted immediately by the DM (to him- Although the deck of many things in cards, fashioned of precious and rare sub- self); characters will not notice any the AD&D™ game is a powerful and inter- stances: , gold, vellum made from change until they perceive it in terms of esting device, it is but half a reflection dragon skin, carved bulette scales, or the how it alters their abilities or activities. (the other being playing cards) like, painted with costly pigments, The effects are irrevocable unless other- of the original on which all such objects gilded, or even jeweled. These will be wise stated, short of a full wish for the are based – the Tarot. This article de- wrapped in silk or other simple but costly Major Arcana, or a limited wish for the scribes the nature and meaning of the cloth, and placed within an elaborate box Lesser Arcana. Tarot, and of that most potent and or coffer of at least 5,000 gp value, expen- If the effects of a card would raise or hazardous artifact known as the Tarot of sively decorated with Tarot symbols, and reduce a characteristic score to a level out- many things. with the holy symbol(s) of the deity who side racial limitations, the change will The 78-card Tarot deck consists of two is the master of the deck. It could be sold affect another characteristic if possible parts. The Major Arcana include the card unused for 39,000 gp plus the value of the within those same limits, in this order: known as the Fool, which is unnum- box or coffer, but if anyone does more constitution, charisma, wisdom, dexter- bered, and the twenty-one numbered than look upon the backs of the cards, he ity, intelligence, strength. If a character cards I (The ) through XXI will be compelled (no saving throw for loses 1 point or more from an ability (The World); these twenty-two cards are any being below a lesser god) to draw score and is therefore no longer qualified also known as the Greater Trumps. The from it. to be a member of the class he was pursu- Minor Arcana, or Lesser Trumps, are A person who wishes or is compelled to ing, then the character loses the right to divided into the four suits of Wands, draw from the deck will be allowed to be in that class and (if not multi-classed Cups, Swords, and Pentacles; each suit announce an intention of drawing one, to begin with) must begin anew as a first- includes the “pip” cards (Ace through two, three, or four cards; when the last level character in some other class. Even Ten) and the court cards (Page, Knight, member of the party who wishes to do so if the lost points are replaced later by Queen, and King). has drawn, or if one hour elapses without some other means, the character cannot Although their history and origin are any draw, the deck will disappear – resume study in the class that he was unclear, Tarot decks are known to have unless the party is on the plane of the forced to abandon; but he may re-enter existed in by the end of the 14th Tarot’s master deity, which is not the par- that class at first level if, and only if, res- century. Their origins have been “traced” ty’s own home plane. toration of the lost point(s) takes place to sources as diverse as the lost continent It is suggested that if player characters within 24 hours of the loss. of Atlantis and a sonnet by ; but are at all likely to encounter the Tarot, [If a player declares that his character is little hard evidence is available. Their the DM obtain a real deck which has performing an action whose only con- curiously evocative symbolism has symbolism and imagery that harmonize ceivable motivation is the exploitation of inspired and intrigued intellects ever with his campaign’s cultures, familiarize a card effect which the characters have no since, from Jung to Yeats to T. S. Eliot. himself with it, and shuffle it thoroughly. way of knowing about, the DM should Today dozens of decks are in print, some The person making draws, hereafter ask for an explanation; and if it becomes of them reprints of 15th-century versions, called the “drawer,” should shuffle the clear that the player has information others new designs made within the past cards well, in such a manner that the which the character should not have, the decade. For further historical data and images on almost one-half of the cards DM must exercise his right and duty (as detailed information concerning the di- are inverted or “reversed” in relation to always in such cases) to veto character vinatory uses of the Tarot, the reader is the others (which are termed “upright”). actions based on illicit player knowledge referred to the bibliography. Each card is then turned over along the (this is colloquially called a “mindbar”). If a Tarot of many things exists in a long axis of the card, and presented to the Tricks, traps, and variations, designed to given AD&D universe, it will be the only DM (from whose viewpoint “upright” deceive players who remember things one of its kind. Such a deck is normally and “reversed” are judged). After each their characters shouldn’t “know,” must the creation and/or the property of the person finishes drawing, the drawn cards be a part of every DM’s arsenal.] most powerful deity of Fate in that uni- are returned to the deck, and it is Above all, in mind that this is an verse, and will certainly expose a user of reshuffled by the next drawer (if any). artifact, not the tool of a chaotic game for the deck to more than the usual amount [In case the DM cannot obtain a real foolhardy or suicidal characters; it should of scrutiny from such beings. Under no Tarot deck, each card has been given a be handled with respect and gravity. circumstances will the deck be left number for the use of percentile dice; a (Whether the random aspects of the Tarot unguarded, carried around in an ’s card will be reversed or upright on a 50% make its use an act of chaotic nature is a knapsack, or used for sheepshead games chance. No card can be received more matter decided between lawful characters, between high-level wizards. It is a most than once by the same drawer.] their deities, and the DM.)

6 SEPTEMBER 1983 The effects and values of the individual 01: The Magician sceptre, for hers is the realm of universal cards in AD&D terms, given in the fol- The Magician stands by or over a table fecundity and wealth. lowing text, are based on their divinatory on which are various articles: swords, Upright, she signifies material wealth, and symbolic meanings. (The effects of wands, pentacles, cups, dice, balls, bells, productivity for farmers and creative draws made by characters are printed in or others. One hand holds a double-ended workers, profitability for merchants; prac- italic type, with “upright” effects always wand toward the heavens, the other tical application of knowledge. given first.) Space does not allow for points to the earth; over his head is a The next time treasures are divided, the fuller explanation of details; the inter- lemniscate curve, the symbol of eterni- drawer will receive some item which will ested reader is referred to the bibliography ty/infinity. The table, which resembles turn out to be worth an extra 3d6 thou- at the end of this article. an altar, is surrounded by growing sand gold pieces; but even the drawer will things. Represented here is the rational not notice until at least three days later. mind, confident in its power and right to Reversed, she signifies poverty, sterility, use the forces of the infinite to reshape inability to produce; waste or dissipation the world of matter. or resources. Upright, The Magician signifies will, The next time treasures are divided, the mastery, the ability to manipulate the drawer will receive an item which will universe through rational thought, self- prove to be worthless (a seemingly magi- confidence, ability to manipulate others. cal mace which actually has Nystul’s Drawer gains 1 point of intelligence, magic aura on it, a “ruby” which is actu- 2 points if a magic-user or illusionist. ally cut glass, etc.) as the largest part of Reversed, he signifies ineptitude, fail- his treasure share, but will not notice for ure of will, indecision; abuse of power; at least three days. disquiet; mental illness. Drawer loses 1 point of intelligence, 04: The Emperor 2 points if a magic-user or illusionist. Regal and fatherly, the Emperor sits upon his throne, with open space sur- 02: The High Priestess rounding him for a domain. He wears The High Priestess sits enthroned in kingly robes, and in his hands a THE MAJOR ARCANA her temple, dressed in flowing robes that sceptre and/or orb of rulership. His obscure the scroll or book of secret laws is simple but majestic. He is the 00: The Fool and wisdom she holds securely. She is the active principle, the ruler of the visible, The Fool is a quirky and variable char- mother of wisdom, sometimes identified material world through law. acter; he may be clad in the fool’s cap and with Isis or Diana; the queen-protector of Upright, he signifies leadership, motley of a jester (or joker), or in gor- hidden knowledge and occult mysteries. strength of mind, dominance, law, con- geous, elaborate, and costly (though not Upright, she signifies serene knowl- trol of natural drives, stability, power, cumbersome) vestments. A staff and edge, sagacity, intuition, foresight, inspi- conviction, protection, and the like. pouch over his shoulder, a little dog ration; the power of the inner mind to A lawful drawer gains 2 points of cha- behind him, he strides blithely into the heal, create, enlighten, and inform. risma; a chaotic drawer must successfully World. The Fool is often seen dancing at Drawer gains 1 point of wisdom, save vs. poison or suffer confusion for 2d4 the brink of the precipice, for his is the 2 points if a cleric or druid. months; a neutral drawer is unaffected. folly (and the wisdom) of childhood, the Reversed, she signifies superficiality, Reversed, he signifies immaturity, con- untrammeled innocence of the babe and conceit, shallowness, a lack of depth, of fusion or loss of control, ineffectiveness, the mischief of a child. perception, or of understanding; an lack of self-control, irrationality, attempts Upright, he signifies unformed poten- acceptance of external and superficial to destroy one’s authority or rights. tial, the need to make choices and the “knowledge,” of trivialities. Unless the drawer saves vs. death magic necessity of making the right choice, the Drawer loses 1 point of wisdom, at -4 (-2 for neutral characters, no wisdom of fools and follies of the wise. 2 points if a cleric or druid; in the latter penalty for chaotics), over the course of Drawer gains one more draw, but the case, the drawer will receive one new four days he will gradually become new draw will not count unless and until secondary skill from the Secondary Skills insane in one of the following ways: the card drawn is one with an effect that table (DMG, page 12). manic-depressive, schizoid, dementia is mostly good for the drawer. praecox, or hebephrenic. Reversed, he signifies thoughtless 03: The Empress’ action, folly; choices must be made, but Royal and matronly, the Empress sits 05: The Hierophant may well be faulty. enthroned among rich fields, clad in rich Established in state within his temple, Effect as above, but the subsequent card garments, and crowned with a starry open the Hierophant is the embodiment of the must be mostly bad in effect. crown. Befitting her position, she bears a church in the world, the external pomp

D RAGON 7 and circumstance of organized religion; adventure he will be demoted for “ineffec- ( or sphinxes) of opposing colors his elaborate crown, ornate robes, and tuality” and “lack of authority.” If and pulling in somewhat opposing direc- sceptre of power establish him as a hier- drawer is a chaotic cleric, he will gain 1 tions. The charioteer bears a sceptre of arch and potentate. He is the link be- point of intelligence. dominion, but no reins; the Chariot must tween deity and worshiper, his is the role be controlled through dominion of mind. of mediator and medium. As the High 06: The Lovers Here is represented the conqueror of the Priestess is mistress of the hidden myster- A winged supernatural being hovers outer world, victorious yet not truly in ies, The Hierophant is the master of over a man and a woman, behind each of control of the fullness of reality. external, manifest religion, law, and whom flourishes a different tree. The Upright, the Chariot signifies triumph, morality, usually depicted ministering to, man looks at the woman, but she, though success, conquest over the physical plane (including illness and one’s own weak- nesses) by the rational mind, intelligence rather than wisdom; also travel in com- fort, state visits. Drawer is cured of all diseases, lycan- thropy, deafness, blindness, curses, charms, etc., of which he is a victim, and will be 15% less susceptible to them hereafter. Also, the drawer will be able to coax an extra 3” of movement out of any vehicle, mount, or other mode of travel, as long as his mind is clear and free to concentrate on doing so. Reversed, it signifies decadence, ill health, restlessness, victory through foul means, disputes, failure. or being attended by, two lesser clerics, open to him, looks up at the supernatural Drawer, over the next seven days, will upon whom he bestows a blessing. messenger. The Lovers are emblematic of begin to manifest a severe and chronic Upright, he signifies the outer form of the necessity for the conscious mind disease, which can only be cured by a religion; social relations with the world, (“intelligence”) to approach the super- potion made from the brains of two dif- ritualism; conformity, traditionalism, and natural and transcendent through the ferent kinds of sphinxes. The disease will orthodoxy; retention of outmoded ideas unconscious (“wisdom”), for a harmoni- not prove fatal for at least 49 days. and attitudes; orderly hierarchies; mercy ous and loving life depends on the coop- and forgiveness. eration of both ports of the mind. 08: Strength Drawer gains 1 point of charisma (2 (In older decks the Lovers are often A calm and self-contained, yet clearly points if a lawful cleric); clerics also gain shown as a young man standing between quite human, woman controls the jaws of 1 point of intelligence. If drawer is a two women; some different divinatory a with her bare hands. Strength is cleric who belongs to any body of a hier- meanings relate to this older symbolism.) both hers and the lion’s. They are not archical nature, religious or secular, Upright, they signify attraction, ama- struggling, for she has already subdued which does not base rank solely on levels tiveness, love; difficulties overcome, tests the beast, and they are now in a harmony of ability, he will be promoted therein and trials passed. of opposites: Hers is the Strength of the soon (5-25 days) after returning from this The drawer’s charisma increases by 1 mind at one with itself; his is the adventure/expedition. The Hierophant point for every 6 points of wisdom or Strength of passion and the carnal needs, also serves as a remove curse spell for a intelligence (whichever is lower), round- which is unable to withstand a con- drawer who is in need of one. ing down; in addition, the drawer’s reac- sciousness aware of its link with the infi- Reversed, he signifies overkindness, tion rolls increase 1% for each point of nite, and must submit to its control. weakness; unconventionality, openness to wisdom or intelligence (whichever is Upright, the card signifies spiritual novelty, unorthodoxy. lower), toward all persons (now known or power overcoming material power, the Drawer gets a permanent -2 on saving encountered later) to whom she or he fortitude of the self-aware mind; courage throws against charm, suggestion, and might be romantically inclined (based on and magnanimity; the triumph of love other mental attack forms involving will race, gender, etc.). over hate. force; he will also have a permanent +20% Reversed, they signify tests failed; fick- The drawer gains +4 to saving throws on his reaction roll to all persons and leness, unreliability, infidelity; a need to against fear, charm, suggestion, illusion beings. If drawer is a member of any hier- stabilize and harmonize the self, the pos- and other mental attack forms involving archic body (as described above), within sibility of a wrong choice. will force. 5-25 days of returning from the current The drawer’s charisma is reduced by 1 Reversed, it signifies the dominance of point for every 6 points by which his wis- the material and physical, lack of faith dom or intelligence (whichever is lower) and moral force, failure of self-control, falls short of 18, rounding losses up; reac- giving in to temptation, failure of will. tion rolls increase as above, but based on Drawer suffers a -4 to saving throws whichever ability score is higher, and if against the attack forms listed above. the drawer already has a loved compan- ion or spouse, the reaction roll toward 09: The Hermit her or him is reduced by half the amount A robed figure, the archetypal “Old that other reaction rolls are increased by Wise Man,” the Hermit stands alone. He (round reduction up). leans on a pilgrim’s staff and holds up the lantern of wisdom, offering light to 07: The Chariot those who are humble enough to seek it. A youthful and triumphant figure (a He illuminates the path to wisdom for conqueror rather than a hereditary ruler) those who want to emerge from darkness.. stands in a chariot, covered over by a Upright, he signifies prudent counsel, starry canopy and drawn by two steeds receiving wisdom or instruction from one

8 SEPTEMBER 1983 D RAGON 9 more knowledgeable, guidance on the with Anubis, or Hermes Trismegistus); path to one’s goal; circumspection and yet with another turn of the Wheel, the caution; a solitary nature. ascendant will descend and the descend- Within nine days of returning home ant will ascend. Resting atop the Wheel from this adventure or expedition, drawer (yet undisturbed by its rotations) is a will meet a visiting cleric of his own sphinx casually holding a weapon, faith, of a level higher than his own, who emblematic of the equilibrium which the will offer religious instruction to the enlightened mind manifests even in the drawer, “for the improvement of the midst of fortune’s everchanging rounds. mind,” with a warning that the instruc- The sphinx, like the four winged beings tion will not be quick. After one month of the apocalypse which occupy the of study (if the drawer accepts the offer; corners of the field, is also a denial of the this should be a decision of the player), apparent randomness of the universe, and the drawer will emerge with a 2-point of the fatalism such false beliefs induce. increase in wisdom, but a 1-point loss in Upright, it signifies success, fortune, charisma. The cleric will then give the felicity, an unexpected bit of luck, a drawer a hint to the location of a magic change for the better. item, and depart for places unknown. Drawer gains a permanent +2 on all Reversed, he signifies immaturity, saving throws; in addition, the next trea- folly, refusal to accept aging and growth. sure discovered by the party will include a Drawer loses one third of his accumu- magic item of not less than 800 nor more lated age, gains 1 point of charisma and than 8,000 experience-point value, on loses 2 points of wisdom. When the which the arms, image, and/or name of drawer next seeks to gain a level, the pro- the drawer are ineradicably engraved or cess will be three times as long and otherwise incorporated, in such a way as expensive as usual, because of his refusal to mark it as predestined only for that to heed the instructor. person. If the drawer sells the item, both the card and the materials used to pur- 10: The Wheel of Fortune chase it will disintegrate, and the drawer’s The Wheel of Fortune rotates eternally, saving-throw bonus will be negated. bringing the great to naught and the Reversed, it signifies unexpected bad humble to power, for a time. Descending fate, ill luck, setbacks or interruptions in (on the left) is an evil creature (often iden- plans, unwanted change. tified with Typhon or Set); ascending is a Drawer suffers a -2 penalty on all sav- canine-headed being (often identified ing throws; in addition, one magic item

10 SEPTEMBER 1983 (at random) belonging to the drawer will ego and material matters, unwillingness character; the new form may be a member disintegrate (if he owns no magic, this to sacrifice; false prophecies. of any player-character class for which he will not apply). Drawer goes into a trance as described is eligible, except the old character’s above, but will “snap out of it” after 5d5 former class (unless that is the only pos- 11: Justice rounds, having lost 2 points of wisdom, sible choice), and will be of 1st level, with Like the High Priestess and the Hiero- but gained 1 point of charisma. He will no experience points. phant, Justice sits crowned and seem to show a new ability to prophesy Reversed, he signifies stagnation, mere enthroned between pillars. In her right the contents of rooms, intentions of existence, inertia or immobility, lethargy, hand she bears a two-edged sword, its strangers, etc., but after five such detailed, sleep, petrification. point toward the heavens; in her left correct “visions,” the supposed new abil- Drawer falls under a permanent slow hangs a set of balances. Firm and reso- ity will go tragically awry (and will com- spell and will receive no experience lute, hers is the power of moral strength pletely vanish after being discredited). points for this adventure (while slowed, and integrity, of righteousness (good) drawer will age at half the normal rate). rather than rectitude (law). 13: Death Upright, she signifies justice, virtue, Death, represented as a skeleton, 14: Temperance right judgments, the triumph of the regards a desolate plain strewn with his A solemn angelic figure, a flower or good, just rewards, purity. victims, who are of all ages and condi- sun on its forehead, pours a fluid Drawer of good alignment gains 8,000 tions, for Death has no favorites. He is from one of a pair of different-colored experience points; drawer of evil align- chalices to the other; behind the figure ment loses 8,000 experience points or are growing plants, and distant hills. The three fourths of all experience points, card represents the inner self, enabling whichever is greater; neutral drawer will one to balance the forces of the mind, to be unaffected. The DM may reduce these illuminate intelligence by wisdom and to gains or losses by up to 50% if the drawer clarify wisdom with intelligence. has not been entirely consistent in follow- Upright, it signifies control of self, ing his alignment. adaptation, tempering of extremes; har- Reversed, she signifies bias, injustice, monious and fruitful combinations, wise excessive severity; legal complications. management of resources; cooperation. Unless drawer has been acting in very Drawer will gain 2 points of intelli- strict conformance with his alignment gence or wisdom (whichever of the two is (the DM should be very rigid in this eval- presently the lowest) but will lose 1 point uation), he is stripped of all property, in whichever of the two is higher. If the effects, wealth, allegiance or loyalties of two scores are equal, he will gain 1 point followers (those over 50% base loyalty), in whichever of his other characteristics is etc., except for non-magical sometimes shown wielding a scythe, the lowest, with ties settled by player being worn; and all but one eighth of his sometimes “terrible with banners.” preference. Also, the drawer will never experience points. Drawer will also forget Upright, he symbolizes transit to the again injure a companion through care- all spells received or memorized. next stage of being, transformation; lessness, ill timing, bad luck, or the like. abrupt and unexpected change of the old Reversed, it signifies discord, hostility, 12: The Hanged Man self (not usually physical death), the end failure to communicate, conflicts of inter- From a gibbet or tau-cross of living of security and old situations and the ests, unfortunate combinations. wood a youth is suspended by one leg; his beginning of a new kind of life. Drawer gains 1 point in whatever char- arms form a triangle behind his back, and Drawer dies. Body and effects burst into acteristic is most useful for his class (cler- his free leg is placed behind his first one flame (which will do l0dl0 points of ics and druids gain wisdom; fighters, to form a cross (if viewed upside down, he damage if a character is foolish enough to paladins, and rangers gain strength; seems to be dancing a jig). He represents go into it; after 1-8 rounds the flames will magic users and illusionists gain intelli- Everyman, suspended by his own consent die down and from the ashes the character gence; thieves and assassins, and monks as a pause and decision point in the crea- will step, reborn according to the follow- gain dexterity; and bards gain charisma), tion of an enlightened self. He is clearly ing table (roll d%): but loses 2 points from whichever of his in a contemplative state, not one of suf- 01-02 bugbear 31-36 characteristics is the lowest. If there is a fering, suspended between the old life and 03-08 37-42 half-orc tie for lowest, the loss will be from the the new; he must create his new self 09-14 43-44 one of the lowest characteristics which knowingly and willingly. 15-16 gnoll 45-94 human the DM judges to be most generally use- Upright, he signifies a pause, or sus- 17-22 95-96 ful for the drawer’s class. In addition, pension of ordinary activities; transcen- 23-24 97-98 orc from now on the drawer will have a reac- dence of material temptation; surrender 25-30 half-elf 99-00 tion roll adjustment of from -10% to -15% to the purification of the self; spiritual Note: A very good or very evil person (ld6+9) to all persons. wisdom, prophetic power; regeneration. will not be reborn as a creature whose Drawer goes into a contemplative state alignment is the opposite. Regardless of 15: The Devil for 24 days, in which he is open-eyed, can the form in which the character is rein- -winged, horned, donkey-eared, walk (at 3” rate), drink, and eat (lightly), carnated, allow the new form to progress with hairy legs and ’s feet, the Devil but will not fight or otherwise interact as far as possible in characteristics and stands or squats upon a blocky pedestal with the mundane world; during this abilities. Someone reborn as a gnoll (which sometimes resembles an altar, period he will also regenerate as if wear- might eventually gain hit dice up to 3,4, sometimes an anvil). His right hand gives ing a ring of regeneration. At the end of or even 5, plus bonus points for a high a cryptic salute; in his left is a weapon this period, the drawer will lose 1 point constitution; the figure would be eligible held in a bizarrely useless manner (a of strength, but will gain 2 points of wis- to wear armor, could use magic items sword held by the blade, a torch which is dom. For a year and a day thereafter, he available to fighters, and would have the upside down or burnt out). Connected by will refuse all wealth, whether earned or intelligence level of its former incarna- ropes to the altar are two figures (usually offered, except that necessary for his mod- tion (or racial minimum), If the new a man and a woman), mostly human but est needs and those of his henchmen. form is of a player-, the with certain animal characteristics such Reversed, he signifies absorption in the character must be generated as a new as horns and tails; they are much smaller

D RAGON 11 than the Devil, and appear strangely (presumably a man and a woman) in rich twice the usual amount of tutoring before serene about their bondage. garments, along with showers of sparks any new level can be obtained. This Upright, the card signifies the bondage and debris; they are stunned to see their change is permanent. of human nature to its own lowest needs Tower of isolation and pride broken open and impulses, desires of greed and domi- by a stroke of fire from the heavens. 18: The Moon nation, sensation without understanding; Upright, it signifies the overthrow of The crescent Moon radiates its decep- fatality, disaster, violence; weird and de- existing notions, the fall of pride; sudden tive brightness upon a dim and forebod- structive experiences; evil influences. and unlooked-for change; a perceived ing landscape. In the pool which fills the Drawer is attacked by the Devil of the catastrophe which may bring enlighten- foreground lurks a crayfish (or other crea- Tarot (see below). ment in its wake; the destruction of false ture from the abyss); beyond this two Reversed, it signifies release from bond- concepts and ideas. dogs (or a dog and a wolf) bark and howl age to the material; conquest of pride and Drawer loses one level (from the most at the Moon, which sheds a cryptic dew greed; the first steps toward spiritual advanced if a multi-classed character of upon them. In the background are two enlightenment; freedom. uneven levels, choose randomly if equal; towers, and a path leads from the pool to Drawer gains 1 point of wisdom and is first- level drawer has experience points the goal beyond these towers. freed of all charms, suggestions, posses- reduced to zero), all magic items, and all Upright, it signifies the “dark night of sions, and other spells subjecting him to wealth, but drawer gains +1 to saving the soul”: trickery, deception, secret foes; the will of another; he will give away all throws in a column of player’s choice. unforeseen perils; bad luck for a loved nonessential possessions at the end of this Reversed, it signifies the same to a one; danger, darkness, terror, occult forc- expedition (clothing and jewelry items of lesser degree; but also oppression, false es; danger of falling into a trap or being less than 500 gp value may be given to imprisonment or accusations; living in a misled, great danger of making an error. player characters or NPCs; all else will go rut, inability to effect worthwhile change, Drawer must make a saving throw vs. to religion and charity). being stuck in an unhappy situation. death magic or fall prey to lunacy at the Reversed: Drawer loses one level (as next full moon (see DMG, p. 84). If the THE DEVIL OF THE TAROT above); also, for a year and a day he will save is made, drawer must then save vs. FREQUENCY: Unique not be able to gain a new level, regardless polymorph or succumb to lycanthropy NO. APPEARING: 1 of experience points accumulated. (as a werewolf) upon the next full moon. ARMOR CLASS: See below If both saves are made, a henchman or MOVE : 9”/15” 17: The Star servitor (at random) will become disloyal HIT DICE/POINTS: See below A vast, flamboyant Star of eight points over the next five turns (reduce loyalty % IN LAIR: Nil is surrounded by seven similar stars. In and reaction rolls by 21-54% [3d12+18]). TREASURE TYPE: Nil the foreground, a young woman rests one Reversed, it signifies peace gained at a NO. OF ATTACKS: 4 or by weapon type foot on land and one upon the waters, as cost; instability; lesser degrees of decep- DAMAGE/ATTACK: 1-4/1-4/1-2/1-2 from two identical jugs she pours the tion or betrayal, trifling errors. SPECIAL ATTACKS: Feet claw for Water of Life both upon the land and The best magic item in the possession 1-4/1 -4; surprise (see below) into the larger body of water. Behind her of the drawer is permanently drained of SPECIAL DEFENSES: Can be attacked is rising ground and a tree with a bird in all magical properties; if drawer has no only by drawer it; in the distance are mountains. magic, he will lose 20% of all experience MAGIC RESISTANCE: 15% Upright, it represents inspiration freely points earned on this adventure. INTELLIGENCE: See below flowing, the gifts of the spirit, the fruits ALIGNMENT: Neutral evil of meditation, understanding, hope; good 19: The Sun SIZE: See below health and pleasure; granting of wishes. The Sun in its splendor shines benevo- PSIONIC ABILITY: Nil The next time the drawer, after having lently down, either upon a pair of chil- Attack/Defense Modes: Nil earned enough experience points to dren playing blithely and simply The Tarot Devil appears as shown on advance to the next level, spends an hour together, or upon a single child riding a the deck being used except that it has the or more under a clear and starlit sky, he and waving a scarlet banner. face and gender of the drawer. It has the will feel inspiration pour down upon The innocent children (pair or single) are armor class, hit points, “to hit” rolls, himself from the very stars, and will find playing in front of a walled-in garden weapons and magic items, intelligence, that the next level has been gained with- which they have left behind. and size of the drawer as well. If the out formal tutoring. Drawer also gains a Upright, it signifies happiness, success, drawer fails to save vs. death magic, he +2 to saving throws vs. mental illness. contentment (particularly in marriage); will be surprised by the Devil, for as Reversed, it signifies pessimism, doubt; achievements and studies completed, lib- many segments as the saving throw was chance of illness; arrogance, haughtiness, eration to enjoy the simple pleasures; short. The devil fights with a claw/claw/ stubbornness; lack of perception. devotion, friendship. /horn routine, and if it scores two Drawer becomes so smug, arrogant, Drawer receives enough experience claw hits during a single round of melee and skeptical a pupil, he will require (Continued on page 50) it will also rake with its feet claws in that round for 1-4 points each. When either the drawer or the devil is slain, the devil will disappear with all of its effects, but the drawer will receive 15,000 experience points. If the drawer is killed in this combat, the experience-point gain is ap- plied to the character’s total if and when he is raised from the dead.

16: The Tower A tall square Tower topped with a crown is being struck by lightning, which topples the crown but leaves the tower standing. Hurtling (from its windows; it has no doors) earthward are two persons

12 SEPTEMBER 1983 D RAGON 13 The ecology of the unicorn by Roger Moore

“You would know about the unicorn?” little more than if you’d spoken with an was slain; the survivor would have died of asked the dryad. Her green eyes widened. average man who had lived in the woods grief but heard a low sound, and beheld a “You are a hunter?” all of his life. Yet little do mortal folk unicorn coming, who touched the other After I assured her that I bore no weap- know of what a unicorn truly thinks. one once and restored the lost one to life ons or armor, and sought to learn about They are older than the calendars most before fleeing. What can be made of all the unicorn for my own curiosity, the mortals keep, and wiser than most sages. this is beyond even the sages to say; but dryad looked at me with head tilted. Their knowledge is not of building fires clearly, one should never take a unicorn “Most of the mortal folk hunt the Free and laying stone, but of the nature of liv- for granted. One for its horn, the magical horn, they ing things, the wisdom learned from A unicorn runs more like a than a would slay it, take its horn, iron in their watching the stars pass in the night, the horse, travelling in great leaps that clear hands and ice in their hearts, and we who endless cycle of nature repeated again and the height of a man at times. Because of loved it are left with the body, such is the again yet differently every time. They their speed, there are precious few crea- way of the mortal folk. Long the Free know what is in the heart of a man or a tures who will ever get close to one with- One runs, far the Free One travels, deep woman, and can read meaning into the out its permission, and fewer still since the Free One hides from the mortal folk. turn of the wind, the fall of a leaf, the unicorns have a magical intuition about The horn is its heart as the unicorn is the sigh of a child, meanings no one else the approach of anyone who has evil forest’s heart, would you run if mortals knows. Dearly they love secrets, and thoughts or has the intention of harming chased you for your heart?” In such a way dearly they keep them. them. Unicorns avoid all but those of did the dryad speak, her words and sen- It may be said that a unicorn lives for good heart and those who love the forests; tences running together like water in a itself. It will defend its wood and its the rest see little more than their tails stream. friends, but it exists for its own sake and flicking as they leap into the distance, I bowed my head to hear this; I was not serves no one but its own will. Even and often they will see nothing of them at a killer. It seemed the dryad saw this: she magic is powerless to control them; their all; unicorns love to hide and can be more bade me sit with her on a mossy stone for wildness is too great to be constrained by quiet than an empty cathedral when they a while, and she told me of the unicorn. a dweomer. They eat when it pleases want to be. The unicorn, she said, is many things. them and sleep when they like; they feast No one knows how old unicorns be- No two people will see the same unicorn, on tender grasses and honeysuckle, sweet come. The dryads say that it is rarer for though one may be seen by many. Mor- roots and bark, and some say they can the moon to turn blue than for unicorns tals see it and call it shy, fierce, proud, draw energy from drinking the winds if to mate, and the birth of a foal is cause free, the spirit of magic, the spirit of they need. It is known that the best place for riotous joy among all the inhabitants unconformity, the symbol of purity, to see a unicorn is near a still pond, for of a unicorn’s wood. Some elven folk truth, change, goodness, chaos, inno- they love to look at themselves reflected remember tales of their ancestors of gen- cence, grace, beauty, secrecy, and a thou- therein; a vanity, perhaps, but they are erations before, telling of the same uni- sand other things. There is truth in each entitled to it as well as anyone. corn those elves see now, which if true of these, but each of them alone is not It is true, too, that unicorns are strong. means that unicorns live for thousands of enough, and all the words that could be Theirs is an endless strength; they may years. The dryad I spoke with had known spoken would not a unicorn describe. run for days without tiring at full speed, two unicorns, and neither of them knew To human eyes the unicorn is less like passing the winds and flashing through how old they were, much less how much a horned horse than is generally believed; even the densest forest growth. “Chasing time had passed since the week before. If it is smaller and more graceful than a the unicorn,” the common folk say when time means little to elves, it means horse, and far more beautiful. Unicorns they mean someone is wasting time; nothing at all to unicorns, and each day are generally white in color, though some “catching a unicorn,” they say of some- to them is special and new. The chaos in claim to have seen gray, black, silver and one doing the impossible. them casts boredom aside; a unicorn can gold ones, and one or two adventurers The powers of the unicorn’s horn are watch the same event over and over, and speak of spotted ones. Their horns are debated by serf and king alike. It is each time will see something new about it most often a mother-of-pearl color, giv- known that unicorns cannot be poisoned, to hold its interest. ing off a rainbow of hues in the sunlight; and that the horn will protect a man, Who befriends a unicorn? Everyone again, there are reports of silver, gold, though to lesser effect, from toxins of all knows that a maid, old or young, who is and black horns as well. The cloven kinds. Yet there are always tales of other, good at heart will stand a fair chance of hooves of the creature are gray or silver. hidden magicks that the horn can per- seeing and perhaps even touching a uni- All unicorns have a wild silken mane that form. A ranger will remember a unicorn corn. Sometimes it happens that the maid flashes in the wind as they run, a tail like coming upon him as he lay dying in the may even gain the unicorn’s agreement to a lion or , and a beard like a woods of a goblin’s arrow; the unicorn serve her as a steed, and the unicorn will . Some say, though, that the strangest but touches the infected wound and it is be faithful to her for as long as the maid part of a unicorn is its eyes, for they are healed at once. A lost child, when found, is good; the unicorn will suffer no one many colors at once and change even as will tell of seeing a “one-horned deer” else to ride it, however, and may not even one looks at them. No one can well who cured his sicknesses from eating wild let the maid ride it if the maid comes to remember the color of a unicorn’s eyes. mushrooms or berries with a tap of its believe she is the unicorn’s master. No You will find in the world learned horn, then guided the child home again. one is the master of a unicorn. sages who tell you the unicorn is not There is even a legend that two lovers, Druids also like unicorns, not so much exceptionally bright, and that if you chased into a forest by their enraged fami- for their goodness (druids also like green could converse with one you would get lies, fell from a low cliff and one of them dragons) but because unicorns are so

14 SEPTEMBER 1983 much a part of the forests the druids pro- they avoid all who are evil, and who enough to see a unicorn would be all I tect. At times a unicorn may give aid to a would cause them harm. Yet it is also could ask.” druid, but always it is because the uni- true that those who are selfish and petty, “Lucky thou are, then,” said the dryad. corn chooses to do so, not from any com- who desire dominion over their fellows, “Look over your shoulder, slowly and pulsion the druid may exert by charm. and who are blind to the goodness and with care.” Her eyes were shining like Rangers and unicorns seem to do well innocence of childhood will never see the stars and her face glowed with awe. She together, and unicorns will even let them- horned one. If one cannot see beyond the was looking behind me. selves be seen by male rangers and reach of his own grasping hands, he will For all of my life I remembered that touched by them, though only female wander the forests of the world and see moment, as I watched her face and it rangers may ride them. Good bards are nothing at all but trees. dawned on me what she meant. In that known to chase after unicorns, and mad Such was the tale the dryad told me, moment I had an awareness of someone chaotic bards as well; the sight of a uni- and I was utterly silent as I heard it, and near me, very close to me, someone I had corn brings bards to tears, and they will afterward. I felt the wonder in me rising sought all my life. Even though I am write volumes and volumes of poems and and my thoughts were adrift; the dryad older now than almost any man, I still tales and songs about their beauty, and seemed to know it and she laughed. remember the last few seconds before I recite them every chance they get. “Stranger, I have told you that a thou- turned around, and in the light filtering Of the true woodland folk, faeries and sand words could not say what the sight through the leaves and in the silence of elves are among a unicorn’s closest of one unicorn can, and you look as if the primeval wood, beheld the unicorn. friends, and some of them even have you’ve seen one a’ready.” speech with unicorns. Dryads, , “Your story has caused it,” I replied, APPENDIX nymphs, pixies, and sprites see them embarrassed. “I am no one like a bard or Unicorns are also known as alicorns, often enough, and it is said that treants, a prince or a ranger; I am a wanderer and monocorns, and have the technical name who may be the only beings to live longer the road is my home. I have heard many of monoceros in sages’ texts. than unicorns, know more unicorns per- tales and seen many strange beings in my If desired, the awe effect of seeing a sonally in their lifetimes than any human years, but never such a creature as you unicorn may be simulated by giving them could guess at. All of the true wood folk have told me.” a charismatic power that causes all crea- except the evil ones love the unicorn and The dryad’s eyes twinkled merrily. tures and beings with less than one hit would throw down their lives for it, and “And if you were to see one, what would die to be rendered immobile upon seeing even the evil ones would not cause it you do?” one for 1-3 rounds; more powerful crea- harm; unicorns are fearful when aroused I thought for a moment and laughed tures will be able to act normally, but the for fighting, and have slain and myself. “In truth I have no idea. Perhaps sight of a unicorn will still affect them worse with a single thrust of their all in all, I would do nothing but wonder deeply in some manner. Good beings will whorled horns. at it. Beautiful things are rare in the love and admire them, neutral ones will Who is a unicorn’s foe? It is true that world, and, for myself, to be lucky seek to control or capture them, and evil

D RAGON 15 ones usually hate them, for the unicorn’s not considered a charm-type spell; it does beauty reminds them of the ugliness of not put the unicorn under any compul- their souls. sion to obey the druid, any more than any Unicorns may be treated as having a 25 other creature called must obey the druid. wisdom for purposes of immunity to A summoned unicorn will be aware that charm and hold spells or powers, as per a druid is “calling” for assistance and the DEITIES & DEMIGODS™ Cyclope- may decide to help (represented by the dia; animal friendship, snare, trip, and saving throw vs. spell). In no case will a sleep spells, as well as any other unicorn approach nearer than 24” from a enchantment/charm spells, do not affect druid if the presence of any enemy (an them either. They will note a hallucina- evil character or a hunter of unicorns) is tory forest for the illusion that it is. Being sensed, and a unicorn will dimension immune to death spells covers all door away if necessary to escape a trap. enchantment/charm, conjuration/sum- Interestingly, lower-level druids have a moning, or necromantic spells that cause marginally better chance to summon a death with or without saving throws unicorn for aid (using call woodland (including finger of death, destruction, beings) than higher-level druids; this says symbol of death, and power word, kill). something (indirectly, at least) about the If desired, a unicorn may be able (once unicorn. The way the spell is moderated, per day or less often than that) to simu- a lower-level druid has a better chance of late one beneficial clerical spell of any failing to attract those woodland crea- level with a touch of its horn. The effect tures mentioned ahead of the unicorn on of this touch will take place instantly. the list, which means the chances for that Unicorns will only use this power if druid to succeed in calling a unicorn (the another creature or being is in extremis; last entry in the sequential list of possible DMs should use this power with care. creatures) are correspondingly better. And The dimension door power of a uni- in the long run, a unicorn is more liable corn will only rarely be used, but it takes to heed the summons of a lower-level effect instantly at the unicorn’s desire. A druid because (a) the druid is relatively unicorn could, for instance, vanish just a more likely to need help and (b) a lower- moment before being struck by an arrow level druid would not be seen as much of or weapon if it was aware of the object’s a potential threat to a creature as power- approach, and could even evade a fireball ful and versatile as the unicorn. as it travelled on its way. –for Cassandra and all the others, The druid spell call woodland beings is with our love

16 SEPTEMBER 1983 D RAGON 17 CURSES! Twenty good ideas for bad tidings by Ed Greenwood

The excitement of curses in the AD&D™ considerable damage (5d6 base suggested, 11) One character (DM’s choice or at game – danger and uncertainty for char- more if falling from a great height; those random) is confused (6 rounds) or acters, and fun for the – who save vs. dexterity on d20 by rolling feebleminded or loses consciousness (2-8 can contribute much energy to humdrum their dexterity or less take no damage). rounds) immediately, in all cases with dungeon exploration, and unsettle those 4) Reverse gravity takes effect on curse total spell loss if the affected character is a all-powerful, “expert” characters (to say recipient (one character), lasting for spell caster. nothing of their players!). 2 rounds, with attendant injury (ld6 per 12) One or more characters (DM’s But, some of the curses suggested in the 10 feet fallen, or refer to issue #70 of choice or at random) begin to halluci- rules are more grim than exciting (cf. be- DRAGON® magazine for the “new,” nate. Such visions will include at least stow curse spell description), and many more severe damage system) unless fall one monster (treat as illusionist spell others, such as those suggested for cursed avoided. shadow monster, of up to 12 hit dice, but scrolls and the flask of curses, are a mite 5) One (or more) spell casters in the invisible to others). too powerful for low-level characters, party “forget” a spell (DM’s choice), los- 13) Constant noise accompanies party tending to be instantly fatal or having ing it instantly from their minds. for 1-4 turns (or days!); for example, long-lasting effects on play. Here are 6) A slithering tracker close by is thunderous echoes of any words anyone some suggested curses of lesser power, for alerted to the party’s presence and in the party speaks. DMs who wish to be relatively fair and location. 14) Any one magical item (of the DM’s want to continue to be tolerated by their 7) Any gold carried by the party when choice) carried by the party will act as a players: the curse is activated turns instantly to wand of wonder (see table in DMG for 1) Recipient of curse (character read- lead; anything inside a magic item such effects) when next activated. ing scroll or otherwise directly activating as a bug of holding, Bucknurd’s everfull 15) Recipient of curse is turned to a curse, or who is touched by a bestow purse, or Leomund’s tiny chest is stone. (This state lasts only 1-4 turns, but curse) is surrounded by a vivid yellow or unaffected. to withstand the initial transformation, faerie fire that lasts up to 2 turns 8) One piece of paper (scroll, map, the recipient must make a system shock unless dispelled (for which dispel magic, page of spell book, etc.) carried by the survival roll.) limited wish, or similar magic is party (or in the same room at the time) is 16) One magic item in the party’s pos- required). erased, becoming instantly blank. session (DM’s choice or at random) is 2) Most valuable magic item(s) of 9) A familiar or similar animal activated and/or animated to attack the party (DM’s choice as to which and how accompanying the party (pack mule, party or members thereof, for one dis- many) teleport away. These items should paladin’s warhorse, etc.) is promptly or one successful “to hit” – with not travel far, and their new location – injured in a freak accident such as a fall, full normal effects. in the same dungeon, or perhaps in a being struck by aerial debris or driven 17) One or more protective magic items nearby but unexplored area – should be into an obstruction by a gust of wind, (i.e. ring of regeneration, ring of protec- revealed in hazy visions to characters pricked and/or torn by thorns, struck by tion, bracers of defense, magic armor) employing augury, etc. A locate object falling stones or caught on collapsing will cease to magically function for 2-12 spell would have its usual effect. pavement or stairs. This accident should rounds. 3) All drawn or held weapons are disable the beast, inconveniencing the 18) One party member will blink (as in snatched from every character’s grasp and party. the third level magic user spell) for 5-20 levitate upward to the ceiling (if no ceil- 10) One charge is lost from a magic rounds, unable to stop and with no con- ing, continue upward for 100 feet or item (perhaps with a visible aura bursting trol over locations reached. more, at the DM’s option), remaining into light about the item to give away the 19) If individual or party is in open ter- aloft there for 1-4 turns. If a creature is hit event or, conversely, the loss can occur rain, an uncontrollable storm is brought by a falling weapon, the item should do without warning or apparent effect). into being within 3-6 rounds; it will break with multiple lightning bolts (3d6 variety) discharging at random. Roll d6 once per round for 8 rounds; on every result of 5 or 6, a bolt comes to earth; every armored party member must save vs. breath weapon at +2 to avoid being struck. A bolt may fork and strike more than one party member in a round. 20) One member of the party is instantly paralyzed for 4-16 rounds (rig- idly immobile, can breathe and blink eyes, but not speak).

The possibilities are endless; each DM knows his own players best, and can devise curses that are intriguing and add color and flavor to play. Don’t let a curse be simply gloom and doom; make it interesting!

18 SEPTEMBER 1983 D RAGON 19 Nasty additions to a DM’s arsenal by Richard Fichera

Have you as a DM ever spent your crea- except by magical fires, lightning, or abilities should be rolled by the Dungeon tive energies putting a really fun (for you) whirlwinds; no combat ability; no spell Master as normal, but all dice results cursed magic item in your dungeon, only casting abilities. The only way to remove should be ignored. Note that thieves will to be faced with a player who can give this cursed ring is to cause the character still have the usual 20% chance over the you a complete inventory of them from to return to solid form by a remove curse base rate (now zero percent) of going Guide? Even with- spell cast upon the gaseous character undetected on a pickpocketing attempt, out this problem, there are so few (which will suppress the ring’s effect for although the actual attempt will still fail. malignly charmed articles that you could one turn) followed by a second remove Back stabbing becomes a normal rear conceivably run out of tricks “from the curse before the character turns gaseous attack (at +2) for purposes of the medal- book” to pull on your players. To fill this again. A single wish spell, properly lion’s effects. It is always possible to take vacuum, here are a few additional items worded, will also suffice, as will two this item off, although it functions to pop into your campaign: limited wishes or a pair of castings of whether it is worn or carried. Ring of gaseous form – What would alter reality. Helm of enemy nondetection – This normally be a boon in potion form Medallion of protection from thieves, helm radiates magic if such is detected becomes the opposite when in the shape 30’ radius – This ornately jeweled for, and is curious only in the fact that of a ring. It will operate exactly like the medallion, an item no greedy thief could while it has a hinged visor, the visor is liquid, turning any character and all of possibly resist, is actually quite beneficial immovable, apparently stuck in the “up” his equipment, carried or worn, into an to the party – everyone, that is, except position. The can easily be put on indefinable mist. While at first the player the thief. It is most effective if the filcher and taken off until it is “triggered,” may be excited, his enthusiasm will of the group is the first to spot it and which happens the first time any fighter quickly wane once he realizes that he decides to lift a little extra treasure for wears it into actual combat. At this point, can’t find his finger to remove the ring. himself. Regardless of who is carrying the visor will snap shut, and since it has He will remain in gaseous form until the this item, it will cause the thieving abili- no slits in it, this leaves the wearer proper magics can be cast. While wearing ties (including back stabbing) of any thief blinded. Attacks will be made at -4 “to the ring, the affected character will have or assassin character within 30’ to drop to hit,” and all attacks against the user are all the abilities, and lack thereof, that are zero percent. Under no circumstances at +4 “to hit.” The visor will automati- usually attributed to the potion, i.e., base should the players be told of this predic- cally open once the battle ends or the movement at 3”/round; unharmable ament; all attempts by thieves to use their character loses consciousness; however, at

20 SEPTEMBER 1983 this point the helm is not removable after the second week, a new randomly without a remove curse spell. determined disease will be believed to Dagger of monster calling – This little plague the individual, but as before no weapon operates just like a standard +l actual disease will be present. This pro- dagger until it comes within sighting dis- cess will continue indefinitely, with the tance of any evil-intentioned monster. symptoms changing each week until the Then it will begin calling out, in a very ring is taken off and left off permanently. loud, high-pitched voice, to these nearby Of course, there won’t be a doctor any- evil creatures in their native tongue, and where who will be able to find anything will curse and insult them intolerably. If wrong with the character. Other rings of the encountered creature does not speak this sort might provide +l protection or any language, the dagger will emit a some other minor magical benefit, mak- screaming wail sounding remarkably like ing them of debatable usefulness. a poor, defenseless animal waiting to be Arrows of conscientious objection – eaten. This dagger can easily “teleport” These magical arrows absolutely refuse to into a character’s possessions, like any fight. Once placed in a quiver or con- cursed weapon, if the owner makes a tainer with a character’s regular arrows, simple attempt to discard it. they will transmute themselves to look Ring of hypochondria – This ring exactly like the other arrows. Their dif- may frustrate the most thorough of trial- ference will become obvious as soon as an and-error examinations, since it will do archer attempts to use them. When one is nothing for one week after the owner be- fired, it will vanish only inches before gins wearing it, although it will radiate striking a hostile target (doing no damage magic (an identify spell may work to to the target). Since the cursed arrows reveal its talents). Unlike most cursed have changed their appearance, it should rings, this ring is always removable. After be impossible to separate the mundane the wearer has had the item on for the from the magical without a detect magic requisite week, he will believe himself to spell (and not even then, if the cursed be suffering the symptoms of a randomly arrows are in the same container with determined disease (see page 14 of the regular magical arrows). Twenty percent DMG). The symptoms will continue to of these arrows will not vanish, but will be felt for one entire week once begun turn into daisies just before reaching their whether the ring is worn or not; note, destination (also doing no damage, of however, that the disease itself is not course, unless the creature has an allergic actually present. If the ring is still worn reaction).

D RAGON 21 Elemental gods

A four-part approach to campaign deities

by Nonie Quinlan

Most role-playing game referees, in laying out their cam- paigns, have no trouble finding suitable gods. For “good-bloody- fun” campaigns, which include most FRP worlds, the general rule is: The more gods the merrier, and the more wars between the gods the better. In these warlike universes, gods should be killable by high-level characters and they should be clearly rec- ognizable as belonging to one race and one alignment, On the other hand, campaigns designed for medieval authenticity will tend to reproduce the medieval church: a highly organized Because they are so powerful, it is clear that they must not be clergy, with a single abstract deity who never takes a direct part hostile toward each other, or the world would have been de- in the action. stroyed in their first conflict. Their powers must be balanced, But there is a third, rarer type of campaign that could be called equal, and approximately at peace. For this reason, the four ele- the “” style. It tends to involve consistent, non- ments seem a good model for the nature of the gods, because the anachronistic worlds; you will never hear “Frodo’s Pizza Parlor, elements have always existed together without serious conflict. may I help you?” or “You . . . you mean this whole dungeon is (Certainly water and fire, for example, may be mutually destruc- one big pool hall?” The characters have real motivations, and tive on contact, but neither seems dedicated to locating and de- will not jump into an abyss just to see how deep it is. They are stroying the other, and both still exist as they always have.) part of an ongoing history which they respect; upon discovering The requirement that the gods be at peace with one another a great ’s tomb, they will pour libations and pray for him, also calls into question the assumption that a god has an abso- not try to figure out how to loot the tomb. The role-playing is lute alignment. If there are truly good gods and truly evil gods, well thought out, consistent and realistic, and the highest part of they will not endure each other’s existence. But the elements, like the game is not the loot and experience, but the sense of wonder. any force of nature, unite both positive and negative aspects in Gods for such a campaign are hard to find. It is necessary that themselves; without fire, civilization would barely exist, and yet they be of a kind that a real person could take seriously, because fire is the great destroyer. And what could be more ambivalent the characters are going to be serious about their religious than the life-giving, life-taking sea? beliefs. The gods must be more than super-powered beings, It is for these reasons that our local D&D® gaming group has because a strong and independent adventurer is not likely to developed a pantheon based loosely on the four elements and worship a god just because the deity has more hit points than given them the characteristics described below. any others and better powers. On the other hand, it must be remembered that in the campaign world the gods are real, not The nature of the gods simply manifestations of cultural religious beliefs; why would There are four gods: those of Earth, Air, Fire, and Water. They there be one god for gnomes and another for ? Fire is fire. are not hostile to each other, or to each other’s followers. Each For the gods to be taken seriously by both the players and their may be worshipped by someone of any race or alignment; they characters, it is necessary that they be all-powerful, all-knowing, have many natures, and every worshiper may see them differ- and truly immortal. For this reason they should not be assigned ently. They encompass opposites; good characters and evil ones formal attributes; they need no armor class or hit points, because may worship the same god, even if they pray at different fanes. no creature of this world could harm them. They have infinite The gods are not limited in gender any more than in align- strength and unlimited power, and only the nature of what they ment; they may tend to be associated with one sex, but certain rule constrains them; a god of fire will rarely control water. aspects will be of the opposite gender, or both, or none.

22 SEPTEMBER 1983 They rarely take an active hand in matters; they give power to in a fantasy campaign. A certain amount of originality, if their clerics and may answer prayers, but they do not wake up in handled consistently, will yield a much richer and more fascinat- the morning and decide to start a war. They are all-powerful, ing system. non-corporeal beings, but once in a while one aspect of a god may take apparently physical form and walk on the earth; even The aspects of the gods in that form they cannot be injured or constrained. The average The Earth: In my campaign, the Earth is the goddess of birth character stands a good chance of seeing a god at least once in and growth. She is primarily a deity of live soil rather than his life, which may seriously affect his religious beliefs. stone, and is responsible for farming and fertility. Called the Mare, she rules most animals except the wildest beasts that The nature of religion belong to the Air, and the animals of highest intelligence that In developing religion within a culture in a campaign using share man’s ability to choose their own gods. She is most wor- elemental gods, it must be remembered at all times that the gods shipped by humans and , but the elves know that she are real and the people know it. Oaths sworn to the gods must be gives them their beloved forests, and the dwarves know that it is honored, or retribution will fall on the oathbreaker; this is an her strong hand that holds the stone roof over their heads and absolute law, as certain as a law of nature. shelters them. The gods do not demand worship. It is the nature of men to In her evil aspect, she rules the darker side of fertility; plague, worship the divine, and so most men will perform religious ritu- poison and decay, and on the other hand sterility and famine. als, offer prayer, and otherwise deliberately affirm their relation- Animals particuarly associated with her are the mare, the bull, ship to the gods. Other men may never perform an act of wor- and the , and her tree is the apple. Religious symbols and ship in their lives, but they too are aware that the gods exist. other objects made in her honor will often be made of or When the gods are clearly real, there can be no atheists. bronze, set with jade, carnelian, or amber. Her colors are green, In my campaign, I assume that each character has a closer tie brown, blood red, and harvest gold. In prayer, she might be to one of the gods than to the rest. It is to this god that the char- addressed as Allmother, Giver of Gifts, Earthshaker, Bearer of acter prays most often, and this god is most likely to help the Burdens, Mother of Horses, Shepherd of the Trees; in her darker character in times of need. However, characters are not therefore aspects, Pourer of Poison, Barren Field, Mother of Vipers. hostile to the gods they don’t worship, or even to other aspects of Another campaign in our group has a very different Earth their own gods. They know the gods exist and they honor them, goddess called the Bear, who is primarily a protector and but each character’s greatest devotion is given to his own deity. defender; she is the goddess of good warriors (who in this world An analogy to this in our own world might be the tradition of are gentle rather than fanatical), and she is the youngest and patron saints. most personal and friendly of all the gods; not a mother goddess, Members of the priesthood, both spell-casting clerics and the but a beloved sister. little village priests who perform marriages and bless the crops, must be sincere in their beliefs, not hypocritical and avaricious, The Air: The Air god of my campaign is called the Raven, and because the gods know the truth of their oaths of service. This is he has two natures; even in his good aspects, he is the god of also true of such people as knights, kings, and judges; they may both the still air and the storm. In the first, he is the god of be mistaken or misled, but they must be true to their vows. thought and speech, and thus of learning and music. Clerics who Details of religions vary from culture to culture, but the aver- worship this aspect of the Air god tend to live contemplative age man’s life is much like what we would expect. He asks the lives of meditation. priest’s help with the rituals of birth, marriage, and death, and In his second aspect, he is the god of storms and of wild the priest’s blessing on the spring planting or the launching of things; stags and hawks, werewolves, berserkers, and the Wild the fishing fleet, and he will later offer thanks for the harvest or Hunt. It is not far from this to his evil aspect, which rules insan- the catch. With his family, he shares the lesser rituals of the table ity and the love of destruction. (It may seem difficult to unite and the day’s task, and alone in the night, or when he is greatly poetic wisdom and cruel violence in one god, but a close look at moved, he will speak to his god in spontaneous prayer. Belief Odin’s character in Norse mythology will show a similar will not dominate his life and his actions, but it will always be contradiction.) present, because he knows the gods are real. The Raven’s animals are primarily the wolf, the stag, and the hawk, and his tree is the pine. His metal is iron, his tones grey The Elements quartz and obsidian. His colors are grey and black; midnight A system of gods based precisely and exactly on the four ele- blue in his sky aspects, pine-green and red as the Hunter. Some ments is actually likely to be both dull and confusing. How of his titles are: Shapeshifter, Teacher, Father of Wolves, Mask, worked up can someone get about the divinity of granite? And Masterbard, Hunter, the Dark-Winged One. on the other hand, what element is a thunderstorm? The rain is In contrast to the wolf-like, masculine aspect of the Raven, Water, the wind Air, the lightning Fire. Is a volcano Earth or another campaign sess the Air god more as a cat-figure, more Fire? And what possible element is a human? Dionysus than Odin. This Air god is androgynous, playful, often In our local gaming community, we have three established malicious, and treacherous when angered. Dungeon Masters using a system of elemental gods, and several others just beginning. In no two campaigns are the gods entirely The Fire: The Fire god in my campaign is worshipped as the alike, because no DM uses a technically pure elemental system; if Dragon, god of the forge. He is the patron of craftsmen, and it were not colored by the personality of the gods and of their especially of smiths. Dwarves have a particular love for the worshipers, it would be not a religion but a science. In the de- Dragon, but he is also responsible for the human’s plowshare scriptons of the mythologies below, two campaigns’ versions of and the elf’s harp. The Fire god is in many ways the god of civil- each god are given to show how they can be varied according to ization, because he is the god of tools; not just the hammer but each referee’s desires. also tools such as the loom, the saw, the net, and the cookfire. A word of caution, from experience: Be careful about the ten- The Earth may be the goddess of creation, but the Fire rules dency to use standard god-figures. It is almost automatic to creativity. assume that the Earth is a fertility god, the Fire a sun god, and so In his evil aspect he is the volcano and the forest fire; blind, on. But these set-ups will degenerate quickly into monotony for uncaring destruction that can overwhelm a man or a city with- players and DM unless the DM has a complete understanding of out noticing. how they work, what opposed natures they represent, and how to The animals of the Fire god are the dragon, the griffon, and make these “facts” real to the players. While I have had success the nightmare; his tree is the oak. Gold is his metal, and his with an Earth fertility goddess myself, it is an uphill struggle, stones are ruby, topaz, and all clear fire-colored gems. His colors and I have never seen a sun god well and interestingly handled are red, gold, and white. The Fire god is sometimes called Master

D RAGON 23 Craftsman, Forgefather, Goldenhand, the Maker, and also Fire- Old One, she is the goddess-of the ocean, in a world where the fang, Flaming Horse, Eater of Cities. only land is a scattered group of islands. It is she, not the Earth, Another campaign has a very similar god, but he also rules who gives men food and life, and she who withholds it. She is magic and all the ways of the wizard, because magic is seen as a the creator and destroyer, the most terrible of elemental forces; human act of creation and an act involving the use of skill, and oldest and strongest of the gods, she is the least human of them the essence of magic in this campaign is fire. all, and to anger her is fatal. Even her clerics fear as well as honor her. The Water: Because of the connection of the moon and the tides, the Water goddess of my campaign is the ruler of light, and Conclusion therefore of darkness. Called the Moon, she is the most revered of In the examples above the world has clearly shaped the gods, all the gods. She is the goddess of magic, worshipped most of all as the gods should shape the world. The details of these mytho- by elves and unicorns. Of all the gods, she is the most purely logical systems are given only as an example of two such pan- good and the most purely evil; both the holiest and unholiest of theons, not as a rule for all to follow. The great advantage of the characters are her followers. She is the goddess of healing, the elemental pantheon is flexibility in a framework of consistency. protector of the innocent, the goddess of justice and thus of war, If adapting such a system to your own campaign, consider when it is undertaken for noble reasons. seriously the geography and cultures involved. It can become an As the Dragon is the god of the hands of civilization, so she is exercise in anthropology: If these people worshipped a fire god, the goddess of its heart and mind, and of the things that make how would they picture him? How are their beliefs like the humans more than mere beasts with tools. Thus, her evil aspect beliefs of other cultures and races? is the destroyer of civilization – not blind destruction, but care- Above all, remember that in the campaign world the gods are ful, reasoned, and deliberate evil. One of the two greatest cities in real. Their worshipers are real. If the players are to maintain my campaign world was brought to ruin by the deliberate consistent characters within the world, then the gods must also designs of the Moon's evil worshippers, and a conflict fostered be consistent, believable, and interesting, not just names and between two innocent races still smoulders centuries later. attributes to which a character pays lip service when necessary. The Moon’s animals are the unicorn, the , and the They must be a living part of a living world. gull; her tree is the birch. She is often represented as a horned Each campaign has its own style, and everyone thinks their . Her metal is silver (mithral is said to be made own the best, but it seems safe to say that few players whose 50th- from her tears), and her stones are pearl, sapphire and onyx. Her level characters manage to find and kill the evil god of gnomes colors are black, white, blue, and green; as the goddess of magic, have ever felt anything like the awe and the chill felt, not only by grey and purple are also her colors. Her titles include: Shepherd the characters but by the players, when, in troubled times in my of Unicorns, White Lady, Silvershield, Protector, Lady of the campaign, the city of Arna looked out across its great bay and Waters, Wavemantle, Shipbearer, and Fairest. In her evil aspect saw on a cold early morning, a long-forgotten masculine aspect she is Deathgiver, Shipbreaker, Mother of Demons, Night’s of the Moon rise up from the waters to tower high above the Queen, Drinker of Blood, and Mistress of the Abyss. world – his pearl-skinned body still waist-deep in the ocean Another campaign has a different Water goddess. Called the while his streaming hair was crowned with clouds.

24 SEPTEMBER 1983 DRAGON 25 A new game with a familiar name by Frank Mentzer

This summer and fall, TSR will release taught newcomers the ways of role- data plus evolution. They were not the newest version of the DUNGEONS & playing; it was bypassed by the extraordi- “revised,” merely “reorganized.” This DRAGONS® game, revisions of the cur- nary nature of this new type of gaming, one is different. rent Basic and Expert Sets. and its incredible impact on the hobby. For openers, you can play the game “Again?” groans the hobby gamer, hav- And so it grew, essentially unchanged, for alone. That’s a big step forward in itself; ing seen the original “brown box” or years; one major effort to reorganize this up to now, you had to have someone to white box” set evolve into the “blue mass of evolving, growing game data was run it, and someone else to play it. TSR book” edition which became the latest made by the noted author J. Eric Holmes, is working on solo modules to support “red book” set. who edited the 1978 “blue book” edition. this technique; the M-1 module is already “This one is different!” I reply. And the game inspired others. The out. (Yes, I realize that other FRP games “So were the others!” retorts the gamer. man known as EGG (either E. Gary can be played solo. Agreed, this is just for “Why change it again?” Gygax or Excellent Good Guy, depend- openers. Stay with me.) Why indeed? ing on your point of view) wrote the Secondly, you can start playing with- First and foremost: With the old set, detailed, highly technical ADVANCED out learning the rules. (Huh?) There are you had to find someone to show you DUNGEONS & DRAGONS® game. two booklets in the set, one for beginning how to play. If you merely bought the Many other fantasy role-playing games players and the other for novice Dungeon rules and tried to learn. . . . Well, all kid- appeared, dealing with the topic in a va- Masters. Everyone starts with the Players ding aside and facing the brutal, blunt riety of ways. Other topics were also Guide; it begins with a tale about a fight- truth, the big problem was that after buy- addressed; we now see a wide spectrum of er. You pretend that you’re this character, ing the game, you couldn’t learn to play. topics: wild west, science fiction, science and he/she comes equipped, ready to go. A few experienced gamers could (and fantasy, spies and espionage, gangsters, During the adventure, many things did) learn the game from the rules, but and other themes in role-playing form. happen – a giant snake bites you, a they were rare. While this fact would be Enough of history; why another edition cleric is found; the cleric cures you, fatal to the sales of an ordinary new of the D&D game? Simply, the previous explains a few things, and turns some game, it proved to be a minor obstacle in editions were not revisions. They were undead. An impassable locked door the case of the D&D® game. It was offset new attempts at using the same methods shows the need for a thief, and a magic- by a devoted following, people who of organization applied to the original user attacks you in the grand finale. And by the time the story ends, you’ve seen how most of the game system works. You haven’t read pages of rules, and you haven’t been swamped by charts and tables; you’ve merely read an entertaining fantasy story. From that point, the booklet explains how to use a character sheet, describing each part. Then you can start another adventure – but for this one, you make the decisions. A small dungeon setting contains a variety of monsters, tricks and traps, incorporating an easy introduction to mapping. By the time you’re done, you know how to play, when and what to roll, and so forth. Lastly, the Players Guide explains how to play in groups, a few more options for your character, and pre-made characters of other types. The Dungeon Master’s Rulebook builds on what you learn in the Players Guide. To play in a group, the new DM uses a step-by-step adventure given there; it includes what things you should say and ask, and when and what to roll. A later section called “Procedures” covers most details that are needed. The DM rulebook also contains the “usual” mon- sters and treasures, gives a complete first level dungeon with maps for the rest (and guidelines for filling it), and explains how to make more dungeons. Of course, it took a lot more than the previous 64 pages to do all this; it took over 100, counting both booklets. For financial reasons, the module had to go; EGG’s “Keep on the Borderlands” is not

26 SEPTEMBER 1983 in the revised edition, nor is any other “red book” was even better. Well, hang now they open on 5-6 (on ld6), and you module. But the “play value” remains; on to your eyeballs, because a couple of just add your strength bonus to the roll. the solo and group adventures offer great guys named and So minor things like that have been amounts of playing time, and were did most of the art in the Players Manual. changed, for easier play, but the rest designed specifically to help you learn to Elmore’s the guy who did the cover for stands. It’s just presented differently, a play. And with the redesigned set, more DRAGON® magazine (issue #62) show- bite at a time, until you find that you’ve purchasers will be able to use the rules in ing the paladin facing the three orcs, with digested the whole thing, and it’s easy. Or the first place. We could have kept the the mountains in the background . . . at least edible. module in and kicked the price up, but state-of- the-art fantasy graphics. He also The D&D Expert Set should be out in we’d like to keep the cost down where did the covers for the first few ENDLESS late summer or early autumn. I took the everyone can afford it. QUEST™ Books. And Mr. Easley is about fantasy world from module X-1, as de- It’s not really a set for experienced three brush hairs behind Mr. Elmore in scribed by Dave “Zeb” Cook, shook it gamers. It’s for those friends of yours, the quality, and moving up fast. once or twice, and got the basis for a fan- ones who just haven’t gotten around to And we’ve got a new department at tasy world for the whole D&D game sys- trying the game. It’s for that younger (or TSR, a group called “Product Finish- tem. (You could call Zeb a game designer, older!) brother or sister who might like to ing.” In the old days, we just slapped the much as you could call an artifact a try it, or even for parents, (Hey, parents games on paper as best we could, and “magic item”; technically correct, but not are people, too. They might want to rolled ‘em out the door. But the big-time understand those terms you keep using, game makers do it right; they make the like “a-cee” and “hit points” and so games as pretty as they are playable. The forth. Don’t expect them to play as often best chefs make food look as good as it as you do, or necessarily as well; but if tastes; it then tastes even better (a bit of they read the new Basic Set, they might applied psychology). This applies to surprise you!) This set is for the non- everything that people buy; we like to gamer novices who might play a few card buy pretty things. In the publishing biz, games or board games, but who seem to there are professionals at this sort of think that role-playing is too compli- thing, called “Product Finishing” people. cated. Well, it is a lot more complex than So they got to work on Basic and figured Old Maid, but it’s a heckofalot simpler out ways to make it all look delicious. than it used to be – with the revised I changed almost nothing in the actual D&D Basic Set. Basic game rules. The spell progressions The artwork is outrageously good. I for clerics and magic-users were a little remember seeing those cute little sketches lopsided, so I fixed those, but they’ll only in the Original set, and the “great new affect Expert-level play and up. I inverted pictures” in the “blue book”; and the the game mechanic for “opening doors”;

D RAGON 27 forceful enough. With a foundation like Demigods & Heroes book is due for revi- vast astral sea; strange and wondrous his, the thing almost builds itself.) sion, too. I’m lucky enough to get large experiences beckon to the brave. The Expert Set includes spells and chunks of EGG’s time, for brainstorming Every journey begins with the first step, character details for levels 4-14. It de- sessions and design approvals, and Fran- and this journey starts with the Basic Set. scribes a “Home Town” for the charac- cois Froideval is adding his creativity to The DUNGEONS & DRAGONS game is ters, and gives a few plot outlines for the projects. He’s already done a map of a way for us to imagine together – like DMs to develop in to interesting adven- the globe, with all the continents and watching the same movie, or reading the tures. It covers the same things it used to, things, and the area described in Expert is same book. But you can write the stories, plus a few more details on campaign-type in one small corner of the world, the without putting a word on paper–just games. As for rules – instead of just say- starting point for epic adventure. by playing the D&D game. ing “here they are,” the book tells you Humans can work their way up to level You, along with your friends, will how to apply them. 36 (15-25 in the Companion Set, 26-36 in create a great fantasy story. You will put All the “B” and “X” modules can be Masters). All characters can either travel it away after each game, and go back to located on the territory map, and future or settle down to rule their domains, liv- school or work, but – like a book – the modules should all fit nicely – a ready- ing in and running their own castles. The adventure will wait. It’s better than a made campaign. Notes on designing your demi-human Clanmasters have ancient book, though; it will keep going as long own areas are also included. The guide- secrets to be shared with their deserving as you like. lines are general but thorough, enough so PC kinfolk; magic-users consult with It’s nearly the most popular game ever that existing AD&D game DMs may want their brother wizards and discover new made. And you’ll see why, shortly after to get the set. details of magical power. Paladins, you get into it. When you bought some All of this material has been crammed knights, and druids roam the land, but other game or book, did you ever think, into the same amount of space; Zeb’s “Isle are very different from their AD&D coun- “Gee, that’s nice, but it’s not quite what I of Dread’ module will still be in the set, terparts. And the Overlord reigns thought it would be. . . .”? Well, your and the rules booklet will still be 64 supreme – but only until deposed by D&D adventures will be just what you pages. No price increase is expected in the some lucky, clever, and powerful player want, because you’re the one making near future. But I wouldn’t count on that character. them up! for long; you’d be wise to get a set soon, At the highest levels of power, the And it’s not hard. It takes a little read- before paper and printing costs force an characters may strive for the greatest of ing and a little thinking, but most of all, increase. There hasn’t been a price goals: immortality. Details and proce- it’s fun. change for a good while, but all things dures will be provided, and the adventure It’s fun when you and your friends get must pass. does not stop even at that high point, for together, isn’t it? Now I’m working on the rest of the the Immortals have their own adventures It’s fun when you discover that nobody D&D game system, planning and outlin- and methods of progression. loses, and everybody wins! ing what is to come in Set #3, Compan- A universe awaits, and more. The It’s fun when you get good at the game ion, and #4, Masters. The old Gods, Planes of Existence float as islands in the – for example, knowing what to expect

28 SEPTEMBER 1983 in a kobold cave, and which dragons are on the side of the good guys. And you don’t have to put in a coin each time, as is true with many other games. Once you have the rules, you don’t need anything else. There’s more, of course, if you want it: exciting adventures to play, miniature figures of monsters and characters, expert rules For more experienced players, and lots more. But you’ll already have every- thing you need to start: the Basic Set package, and your imagination. Ah, yes; it does cost one more thing, which you also have, right now – a bit of time. It takes a few minutes to learn the basic rules, and another hour or two to play a full game. You’ll probably want to spend more time, and might even make it a hobby; millions of people have. But for now, just sit back and let your imagination run: Your character stands atop a grassy hill. The sun glints off your golden hair, rippling in the warm breeze; you absent-mindedly rub the gem-studded hilt of your magic sword, and glance over at the dwarf and the elf, bickering as usual about how to load the horses. The magic-user has memorized her spells, and says she’s ready to go. A dangerous dun- geon entrance gapes at you from the mountainside nearby, and inside, a fear- some dragon awaits. Now, it’s time to get moving. . . . Have fun!

D RAGON 29 FIGURE FEATURE

CASTLE CREATIONS 1322 Cranwood Sq. S. Columbus OH 43229 Villains & Vigilantes™ Pictured: Crushers & Crusaders (Sculptor: Russ Coddington) There are currently many superhero role-playing games on the market. Castle Creations is filling the need for good guys (Crusaders) and bad guys (Crushers) with a total of 6 blister packs. Each pack contains three hefty figures who work well in the comic- book genre and can also be used as “crossovers” into fantasy or science fic- tion. The photo displays a large, brut- ish Crusher, a winged Crusader, and a neutral-looking robot that could be a good guy or a bad guy. Suggested retail price: $3 per pack. ESSEX MINIATURES Distributed by The Reiter 3440 S. Monterey Dr. New Berlin WI 53151 English Civil War Line Pictured: Highlander Chieftain, New Model Army Officer, Royalist Foot Officer w/Cane The problem with most fantasy fighter fig- ures is that they are the standard fare: medieval- style knights and men-at-arms that may or may not look like adventurers. For those gamers who want an unusual identity or flair for their characters, we suggest they look into some of the historical miniatures on the market. Essex has a broad line of historical fighters, and some fit into fantasy games nicely. The English Civil War period also offers some interesting-looking figures to use as thieves or bards. All the figures shown are one-piece castings. Suggested retail price: 65¢ each.

GRENADIER MODELS, INC. Price & Pine Sts. Holmes PA 19043 Call of Cthulhu™ Adventurers, Call of Cthulhu Monsters Pictured: Gentleman, Adventurer with pistol & whip, Professor with tome, Serpent People, Great Race of Yith (Sculptors: Andy Chernak, John Dennet) The popular Cthulhu genre joins forces with Grenadier’s creativity in the first two sets of a new line. The 12-piece set of Adventurers (samples shown at right) set (samples shown on facing page) gives casting!). It’s obvious that both sculptors includes characters that can be used for any us a glimpse into the unusual imagination researched their subjects well, and the sets role-playing game set in the Roaring 20’s. of H. P. Lovecraft. The monsters are both are valuable either as gaming figures or as The detail is quite nice, and the “costum- beautiful and horrid at the same time, and collector’s items. Suggested retail price: $10 ing” is authentic. The 10-piece Monsters very well crafted (the Yith is a one-piece per set.

30 SEPTEMBER 1983 FASA CORP. P. 0. Box 6930 Chicago IL 60680 STAR TREK® II, The Wrath of Khan Pictured: McCoy, Spock, Scotty, and Kirk, all in dress uniforms (Sculptor: Scott Penn) Although the Star Trek characters have been attempted in figure form a couple of times previously, no one has captured the feel and detail of the crew members like the FASA line has. The photo shows four of the pieces in the boxed Collector Set #1, which includes a figure of the USS Enterprise and eight members of the bridge crew. Collector Set #2 contains the USS Reliant, Khan, and seven of his fol- lowers. The same figures are also availa- ble in more animated poses for use in role-playing games. All uniforms and personal items are based on those found in the Wrath of Khan movie. Suggested retail price: $10 each for the Collector Sets, $1 each for single character figures.

TASK FORCE GAMES 1110 N. Fillmore Amarillo TX 79107 Swordplay Figure Line Pictured: Musketeers (Sculptor: Richard Kerr) Swashbucklers and pirates are spe- cifically needed for some role-playing games, and many of them can be used in a fantasy context as well. To meet this demand, Task Force Games is now producing a line of figures duel- ing and brawling in typical Errol Flynn fashion. Each pack contains four figures, and most packs have four weapons cast separately that easily fit gaming map sheets, and are also lunging, and, in the case of the gent into a swordsman’s gloved hand. Note fashioned with cobblestones, planks, doffing his chapeau, just plain that the bases are hexagon-shaped, and the like, for added realism. The showin’ off. Suggested retail price: making them easy to use with some most common poses are parrying, $3.95 per pack.

Text by Kim, Eastland

Photos by Scheibe Studio

D RAGON 31 Spy’s Advice by Merle Rasmussen Answers to Questions for TOP SECRET® players

What would be the effects of someone detonated by flame or electricity, it burns Is there a limit to AOKs? being exposed to 1 cubic inch of with intense heat along the length of its Yes, an AOK score for a player charac- uranium? path. Thermite paste comes packaged like ter can never exceed 150. More data is necessary to completely toothpaste, with a 12-ounce tube (enough answer this question. The proximity of to lay a 10-foot-long strip) costing $30. If you have a 99 Knowledge and you the uranium, the duration of the expo- gain 2 more points in it, do you get sure, and the type of shielding, if any, How long would a flash grenade blind another superior AOK roll? must all be taken into consideration. As a a character? No, you only have the superior Areas of general rule, anyone with severe radiation Official statistics for flash grenades are Knowledge you start the game with. It is sickness will suffer 1-10 injury points not currently available. The Administra- possible by applying experience points each day until killed or cured. tor might roll a random value from 1-100, that any AOK value can increase in value which is the number of minutes the vic- to 150 whether it started out as a superior How much does a thermite bomb cost? tim is temporarily blinded by any non- AOK or not. How much is needed to burn a man-sized permanent damage. hole through different surfaces? Can NPCs have Fame and Fortune A thermite bomb (grenade-type canis- How much would a tripod add to the points? ter) costs $30. Thirteen of these thermite PWV of a rifle? Generally, no. The only way a non- grenades set around the perimeter of a 30” If an agent was using a two-handed player character could have Fame and diameter circle will melt through ½” of shooting stance, would it increase his Fortune points is if he was formerly a any metal in 40 seconds. This process will chance to hit? By how much? player character who is now being played create a man-sized hole. The same ar- Your Administrator may rule that bi- by the Administrator. rangement will burn through ½” of wood pods, tripods, and a two-handed shooting and/or plaster in 40 seconds. Thermite stance may be considered as a weapon at When a character’s Life Level is bombs are not effective against brick or rest on a solid object. The miscellaneous reduced to zero from drinking alcohol, is concrete. Some Administrators allow Hit Determination Modifier for each shot the character dead or unconscious? agents to have thermite paste; when this would be +10. Since alcohol is a depressant poison, paste is applied in a ½” wide strip and the character has literally drunk himself The Life Levels of player characters in to death. missions I administer are around 140, but the average NPC has a LL of 15. What How can I run a campaign with mul- am I doing wrong? What can I do? tiple groups of investigators, confiscators, Life Level is equal to the total of Phys- or assassins without the players finding ical Strength plus Willpower divided by out about each other’s major objectives? 10. All fractions are rounded to the near- Have you considered handing every est whole number. See the rules for Char- player a note telling him his agent’s true acter Construction on page 5 of the TOP major objective? Each agent could also SECRET rule book. The “Life Level” have a cover objective that players might line on the Agent’s Dossier in the back of reveal to each other. You can request that the rule book does not make the proper the agents’ Bureau designations (under calculation clear, which is probably why Classified Information on their Agent’s the LL figures for your player-agents are Dossiers) be left blank and are only so high. known by the Administrator. No agent, or the player of an agent, will be sure of How do you determine if an agent has anyone else’s true major objective, since made a successful parachute jump? some will reveal it and others may lie or It is far more likely that a parachute not tell anyone anything. will open improperly than not at all. Square chutes are more than six times Are the correct prices for many of the safer than round chutes. When the rip- Other Weapon Types found on the cord is pulled, roll percentile dice: 01-99, “Weapons Chart” or on the price list chute opens; 00, roll again. With a square under “Equipping the Character”? chute, on a second roll of 01-97, the chute The correct prices for Other Weapon opens; on a roll of 98-00, the chute mal- Types are listed on the Weapon Chart. A functions. With a round chute, on a manual speargun costs $50. A CO, spear- second roll of 01-80, the chute opens; on a gun costs $100 and pressurized CO, cap- roll of 81-00, the chute malfunctions. sules cost $1 each. A sword ($30) and a Always pack a back-up chute, and when sword cane ($50) are used much the same possible always pack your own parachute but are concealed differently. Dart guns to avoid sabotage. can cost $250. A boomerang that returns is only $5. If it hits anything greater than When you gain points in Knowledge its weight (½ pound) it will not return. through experience, does your basic AOK Boxing gloves cost $25 a pair, and karate go up accordingly? padding for both hands and feet costs $50 Yes. a set.

32 SEPTEMBER 1983 T his is a fantasy game played with a large of this world are all small bits of thin paper assortment of cardboard tiles. You begin the (hopefully, you glued them to some cardstock) game as a landed aristocrat in a strange kingdom that come to life in your imagination. (you wouldn’t really want to live there). You All of this activity occurs on a wooden plat- hold great territories of land and guard them form in the middle of an enclosed space, sur- with large armies that defy description. rounded by large bipedal creatures who don’t You are given a Player Chart on which to know any better. The large mass of protoplasm organize your holdings. You begin the game that is reading these very words is only now with a random selection of wealth, allies, cities, coming to realize that this is her, or his, chance villages, and willing warriors. The inhabitants to become . . . Inventory of Game Parts the fighters and nobles in the land. They value of the mine. A mine has no defense are kept face up in the bank. Each player value. Mines may only be played in the Your KING OF THE TABLETOP in turn may try to get one of these charac- mountains. game should contain the following parts: ters to join his army by a roll of two dice. 1 Rules booklet Treasures 276 small square cardboard tiles (you The Land Deck must glue these down and cut them out yourself), consisting of: 54 Terrain tiles 60 Gold piece tiles (money) 11 Special Character Tiles 27 Fortification tiles (9 Towers, The six treasures in the playing deck 7 Keeps, 7 Castles, 4 Muniments) may be concealed in a player’s hand. 124 Playing Deck tiles, including: When he decides to spend one, the trea- 90 Character tiles (5 sets of 18 each) The Land Deck consists of two types of sure is returned to the deck, and the 5 Mines (1 Gold, 2 Silver, 2 Copper) pieces, land tiles and instruction tiles. On player is given the listed gold piece value 14 Settlements (5 Cities, 9 Villages) each turn, a player draws from the deck from the bank. 9 Magic Items until he draws a land tile. If no instruc- 6 Treasures tions have been drawn, the player gets the Magic Items 4 Player Charts (must be cut out) land for free. Otherwise, the last instruc- Lots of 6-sided dice (you must tion drawn must be followed before the provide these) player can claim the land tile. Land tiles form the basis of each play- er’s holdings. The characters drawn from The Playing Pieces the Playing Deck are keyed to different types of terrain. Cities, villages, mines, The Playing Deck contains nine magic The playing pieces of KING OF THE and fortifications may only be built on items. When drawn by a player, these TABLETOP are divided into three main land tiles. must be kept in the player’s hand until he types: those that constitute the Playing desires to use them. Magic can be used at deck, those in the Land deck, and the The Playing Deck any time, even if it is not your turn. The Support Tiles. magic tiles are explained in more detail Characters later. Support Tiles Gold Some Terms Explained

Defense Value – Fortifications, cities, and villages each have a defense value. Most of the Playing Deck consists of This is the number of hits the tile may characters. Each character is coded to a absorb before defenders within sustain The number indicates the value. Gold specific type of terrain. If a player has damage. In addition, it is the number of is kept in a “bank” on the table and that type of terrain, characters keyed to combat dice the owning player may roll watched over by an honest banker/player. that terrain may be placed in the player’s against attacking characters. standing army. The number on a charac- Combat Value – Special Characters Fortifications ter tile represents its combat value. Sym- and characters from the Playing Deck all bols and letters preceding the combat have a combat value. This is the number value indicate special abilities, explained of combat dice the character may roll dur- later. ing a battle, either on attack or defense. Gold Value – At the beginning of each Cities and Villages turn, a player collects gold from the bank, according to his holdings. Each land tile is worth 1 gold. Mines, cities, villages, The number in parentheses indicates and fortifications have a gold value equal the defense value of the fortification. One to the number printed on the tile. fortification may be built on each land Prestige Value – Each land tile is tile. One level, starting with a Tower, worth 1 prestige point. Mines, cities, vil- may be built per turn. Thus, it takes 4 One city or village may be played on a lages, and fortifications have a prestige turns to build a Gran Muniment. Each land tile. The number represents the value equal to the number printed on the level costs 10 gold pieces. defense value, prestige value, and gold tile. Each Special Character in a player’s value. The more cities and villages a standing army is also worth 1 prestige Special Characters player has, the richer he becomes. point. Mines Preparing for Play

All players should help sort the various tiles. The Playing Deck, consisting of characters, magic, cities and villages, and The numbers represent the combat the mines, are all placed in a clean, dry value of the tile. Most have special abili- One mine may be played on a Moun- cup. The Land Deck, made up of land ties which are explained later in the rules. tain tile, instead of a city or village. The and instruction tiles, are all placed in a These pieces represent the upper crust of number indicates the gold and prestige separate cup. The fortifications, Special

34 SEPTEMBER 1983 Characters, and the gold tiles are all Sequence of Play mine = 1 gold; 1 tower = 1 gold; 2 keeps = organized at the edge of the table to form 4 gold. 7 + 3 + 1 + 1 + 4 = 16 gold that a “bank” for easy use during the game. KING OF THE TABLETOP is played Tom collects during phase one. Once the sorting is completed, each in turns that are divided into four phases. player takes a Player Chart and places it During each phase, all players (beginning A player’s gold must be kept face up by on the table in front of him. Everyone with the first player and proceeding his hand. The total amount cannot be now rolls two dice and collects the clockwise around the table) perform the kept a secret. Treasures held in a player’s amount shown in gold from the bank. actions indicated for the current step. hand, however, need not be revealed until The high roller is the first player. In case When all four phases have been com- they are cashed in for their gold value. of a tie, roll again, but do not collect any pleted, the turn is over. The person to the more gold. left of the first player then becomes the The first player now draws (without first player for the next turn. Play con- Prestige peeking) 10 tiles from the Playing Deck tinues in this manner until someone has and places them face down in front of accumulated 30 prestige points and built After collecting gold, a player counts him. This is his hand. He then draws 4 a Gran Muniment, thus becoming King his prestige points. This is done to tiles from the Land Deck in the same of The Tabletop and winning the game. determine whether he is entitled to a manner, but places these face up across bonus on the roll for Special Characters. the top row of squares on his Player Turn Sequence: Prestige is counted in the same manner Chart. If any of the 4 tiles drawn are Phase 1, Collection & Construction as gold: 1 point for each land tile, the information tiles, push them off the a. Collect gold printed value for all forts, villages, cities, Player Chart to the center of the table (do b. Count prestige and mines. In addition, a player also gets not put them back in the cup yet) and c. Roll for Special Character 1 prestige point for every 10 gold he has, draw tiles to replace them. Continue this d. Build (forts, cities, mines, villages) and 1 prestige point for each Special procedure until the player has 4 land Phase 2, Events (roll 2 dice, consult chart) Character in his standing army. tiles. Phase 3, Tiles The other players, proceeding clock- a. Draw from Land Deck (follow Example #3: In Example #2, Tom col- wise around the table, draw 10 tiles from instructions, if any) lected 16 gold from his holdings. He also the Playing deck, and 4 land tiles in the b. Purchase extra tiles from has 1 Special Character (the Thief) in his same manner. Players may look at the Playing Deck standing army, and had 5 gold before he tiles in their hand, after they have been c. Free draw from Playing Deck collected 16 more. For his holdings drawn. Once all players have their start- Phase 4, War (counted in the same manner as gold), he ing tiles, put any instruction tiles that a. Select & pay attacking army (option) gets 16 prestige points. His 21 gold gives were drawn back in the Land Deck. b. Determine initiative him 2 more prestige points, and his one Before play begins, all players should c. Line up for battle Special Character is worth another point. look through their hands and place as d. Roll dice for each battle Tom’s prestige point total is 19. many or as few tiles as they wish, face and remove losses down, in the standing army box on their Players should be constantly aware of Player Chart. Only characters keyed to No player may go on to the next phase prestige point totals once anyone’s score the types of terrain a player holds may be until all players have completed the cur- reaches 20 points or more. Any time, dur- placed in his standing army. rent phase. If a player forgets to take an ing any phase, that a player can prove Once all players have placed their action, and play has proceeded to the next that he has 30 prestige points and a fin- standing armies, play is ready to begin! phase, tough luck! ished Gran Muniment, he wins the game.

Example #l: Rob’s land tiles consist of 2 Forest, 1 Mountain, and 1 Plains tile. In Gold Roll for Special Character his hand, he has 1 City, 1 Village, 1 Magic Scroll, 1 Ruby, 2 Elves (forest), 1 At the beginning of a turn, each player After collecting gold and counting Sphinx (desert), 1 Centaur (plains), and 1 collects gold from the bank, according to prestige, a player has a chance to get one Crocodile (swamp). his holdings. Each land tile is worth 1 of the Special Characters (those left in the Cities, villages, mines, magic scrolls, gold. Fortifications, villages, cities, and bank) to join his standing army. First, the and treasures cannot be part of his army. mines are all worth their printed value in player states which character he is trying He does not have any Desert or Swamp gold. for. Then he rolls 2 dice. If the dice total land, so the Sphinx and the Crocodile equals or exceeds twice the combat value cannot be placed in his army. Therefore, Example #2: Tom has 7 land tiles, 3 Vil- of the character wanted, the player gets Rob puts his 2 Elves and 1 Centaur, face lages (1 each), 1 Copper mine (1 gold), 1 that Special Character. down, in his standing army box. The rest Tower (1), and 2 Keeps (2 each). His total A player may add 1 to his dice total for of his hand is kept face down, off the holdings are calculated as follows: 7 land every 10 prestige points he has. If no Spe- Player Chart, to avoid confusion. = 7 gold; 3 villages = 3 gold; 1 copper cial Characters are left in the bank, no roll may be taken.

Example #4: In Example #3 Tom counted 19 prestige points. This gives him a +1 to his dice total. (If he had just 1 more pres- tige point, he could add +2 to the dice.) Tom decides to try for Guilliame Tell, who has a combat value of 5. Ordinarily, a roll of 10 or better on 2 dice is needed to get him. Tom rolls a 9 on two dice, and adds his +1 bonus to make 10 – success! Tom takes the Guilliame Tell piece and places it, face up, in his standing army.

D RAGON 35 Events TabIe 1st 2nd Result Die Die

1,2 Forest Fire 1 3,4 Prairie Fire 5,6 No Event

1,2 Floods 2 3,4 Earthquakes 5,6 No Event

1,2 Sandstorms 3 3,4 Willing Workers 5,6 No event

1,2 Good Omen 4 3,4 Mother Lode 5,6 No event

1,2 Pennies From Heaven 5 3,4 The D6 Tax Law 5,6 No Event

1,2,3,4 Good Harvest 6 5 Black Plague 6 Smallpox

Special Characters must always be kept only one level per land tile per turn. face up in a player’s standing army. However, no player may ever have more Events Explained When a special character is killed, his tile than 1 Gran Muniment. is returned to the bank. Players are limited to the number of FOREST FIRE – Point to each Forest tiles provided with the game. If a player tile in play (including your own), and wishes to build a Keep into a Castle, but roll two dice. If the result is 7, a forest fire Building no Castle tiles remain in the bank, he has broken out in that land tile. Any must wait until a Castle tile becomes other result has no effect. After rolling for a Special Character, a available before he can make the If a fire occurs, any fortification in the player has a chance to improve his lands improvement. land tile is reduced by one level. If a city through construction, by constructing or village is in the tile, the owning player fortifications and/or by playing a city, must make a saving roll (roll 1 die; even = village, or mine in the land tile. Building a City, Village, or Mine saved, odd = lost). If there is no surviving Note that the Player Chart allows room fort, city, or village, or there were none to for one fortification and one “other” Cities, villages, and mines are not kept begin with, the burned Forest tile is improvement for each land tile held. in the bank; they are only found in the returned to the Land Deck. Only one fortification and one “other” Playing Deck. They may only be placed improvement is allowed per land tile. on land tiles during the Build segment of PRAIRIE FIRE – Point to each Plains Fortifications are paid for with gold the first phase of each turn. tile in play (including your own), and and taken from the bank. Cities, villages, Only one city, village, or mine may be roll two dice. If the result is 7, a prairie and mines must be drawn from the Play- placed in a land tile. Cities and villages fire has broken out on that land tile. Any ing Deck and played from your hand. may be placed in any type of land. Mines other result has no effect. may only be placed in Mountains. If a fire occurs, any fortification in the For each city, village, or mine that a land tile is reduced by one level. If a city Building Fortifications player puts onto his Player Chart, he may or village is in the tile, the owning player draw an extra tile from the Playing Deck. must make a saving roll (roll 1 die; even = Fortifications come in four sizes: Tow- If the new tile is a city, village, or mine, it saved, odd = lost). If there is no surviving ers (l), Keeps (2), Castles (3), and Gran may be immediately placed, and another fort, city or village, or there were none to Muniments (4). Only 1 fortification may tile drawn from the deck. begin with, the burned Plains tile is be built in a land. Each level of fort costs If a land already has a village on it, and returned to the Land Deck. 10 gold. Only one level may be built in a a player wishes to replace it with a city or given land tile per turn. mine, he may do so, but the village is dis- FLOODS – Point to each Swamp tile carded. Similarly, mines may be replaced in play (including your own), and roll Example #5: Tom builds a Tower in a by cities or villages, and cities may be two dice. If the result is 7, a flood occurs Mountain area, to protect a mine. On his replaced by mines. in that land tile. any other result has no next turn, he may pay 10 additional gold effect. and replace his Tower with a Keep. On If a flood occurs, any fortification in the next turn, 10 more gold replaces the Roll For Events the land tile is reduced by one level. If a Keep with a Castle. Finally, on a later city or village is in the tile, the owning turn, Tom pays 10 more gold to convert On every turn, each player rolls two player must make a saving roll (roll 1 die; his Castle to a Gran Muniment. dice of different colors, stating which is even = saved, odd = lost). If there is no the first die and which is the second die. surviving fort, city, or village, or there A player may build as many fortifica- He then consults the Events Table and were none to begin with, the flooded tions as he wishes, provided he builds takes the appropriate action. Swamp tile is returned to the Land Deck.

36 SEPTEMBER 1983 D RAGON 37 38 SEPTEMBER 1983 D RAGON 39 40 SEPTEMBER 1983 D RAGON 41

D RAGON 43 44 SEPTEMBER 1983 EARTHQUAKES – Point to each lives. If the result is an odd number, the War Mountain tile in play (including your character dies. Magic may not be used to own), and roll two dice. If the result is 7, save characters from black plague. In the last phase of the turn you may, if an earthquake occurs in that land tile. you wish, send all or part of your stand- Any other result has no effect. ing army to attack the holdings of any If an earthquake occurs, any fortifica- Draw from Land Deck one other player. If you choose not to do tion in the land tile is reduced by one so, your part of the turn is over. level. If a city, village, or mine is in the After the events phase, each player has Wars are fought in this sequence: tile, the owning player must make a sav- a chance to obtain new land. 1. Select & pay attacking army ing roll (roll 1 die; even = saved, Draw one tile from the Land Deck. if it 2. Determine initiative odd = lost). If there is no surviving fort, is a land tile, you may add it to your 3. Line up for battles city, village, or mine, or there were none holdings for free. If the first tile you draw 4. Roll dice for each battle and to begin with, the Mountain is lost to the is an instruction tile, keep drawing from remove losses earthquake and returned to the Land the Land Deck, taking one tile at a time, Deck. until you draw a land tile. All instruc- tions except the last one (if more than one Select Attacking Army SANDSTORMS – Point to each was drawn) are returned to the deck. You Desert tile in play (including your own), must follow the last instruction drawn if To send an attacking army, you must and roll 2 dice. If the result is 7, a sand- you wish to obtain the land tile. first pay your warriors 1 gold for every 2 storm occurs in that land tile. Any other If you acquire a new type of land, you tiles you send. You may send all or part result has no effect. may play characters of that terrain type of your standing army. Put the attacking If a sandstorm occurs, any fortification from your hand into your standing army. pieces out on the table in front of the in the land tile is reduced by one level. If lands of the player you intend to attack. a city or village is in the tile, the owning FOR SALE – You must pay (to the All but the Special Characters may player must make a saving roll (roll 1 die; bank) the amount shown in order to gain remain face down. The attacking army is even = saved, odd = lost). If there is no the land tile. If you don’t pay, the tile is now considered to be “in the field.” surviving fort, city, or village, or there returned to the deck. were none to begin with, the land tile is returned to the Land Deck. LAND AUCTION – The land tile is Determine Initiative put on public auction. All players with WILLING WORKERS – Your well gold may bid. Proceeds are paid to the Once your attacking army is in the paid construction crews finish one level bank. If there are no bidders, you may field, you and your opponent must count of fortification for you. Improve any fort take the tile for free. the number of tiles in your armies. The by one level (even if you built or defending player must count his entire improved it this turn). If you have no FIGHT – The player on your left standing army. You (the attacker) count forts, build a Tower. Remember, you may draws 4 tiles from the Playing Deck. Any only those forces sent to war. The player only have 1 Gran Muniment. If there are cities, villages, mines, or treasures drawn with fewer tiles may add one to his Initia- no tiles available to improve any of your are returned to the deck. These tiles tive Die Roll. If both sides have an equal forts, or to build a Tower, collect 10 gold represent the current owners of the land number of tiles involved, no bonus is from the bank instead. tile. If no owners remain, you may take added to either player’s die roll. the land tile for free. You and the defender both roll one die. GOOD OMEN – Draw a free tile from You must defeat these owners in one This is called the Initiative Die Roll. The the Playing Deck! round of battle (see War) to claim the player who rolls the highest number (roll land tile. You may use as much of your again in case of a tie) is called the first MOTHER LODE – Collect double standing army as you care to commit. player, and must line up his army first. the gold value from all your mines! You need not pay gold to use your army in this instance. If you do not kill all the PENNIES FROM HEAVEN – Collect owners, or if you choose not to fight for Lining Up for Battle 1 gold! the land, the tile is returned to the deck. The first player must now place each of THE D6 TAX LAW – Roll a die. Col- his tiles opposite (or behind) one or more lect that many gold! Purchasing Tiles land tiles in the defending country. When he is finished, there should be one or GOOD HARVEST – Collect your After the draw from the Land Deck, more rows of character tiles by the land gold (as though you were just beginning you may buy 1 to 4 tiles from the Playing tiles. When lining up, all but the Special a turn) again! Deck. You must pay in advance, and say Characters may still be kept face down. how many tiles you want to buy: The second player must now line up SMALLPOX – This affects all play- Draw 1 tile, pay 2 gold his tiles, on the opposite sides of the land ers. With a neighbor watching, players Draw 2 tiles, pay 5 gold. tiles (attacker lines up in the field, must point to each piece in their standing Draw 3 tiles, pay 10 gold. defender lines up in his homeland). army and roll 2 dice. If the result is a 7, Draw 4 tiles, pay 20 gold. When all tiles have been placed, you are that character dies. ready to resolve the battles. Magic may not be used to save charac- ters from smallpox. The magic bow or Free Draw the magic sword may be destroyed if they Roll Dice for Each Battle are in the standing army. Whether you buy extra tiles or not, you may alway draw 1 tile from the Playing Each land tile of the defending player THE BLACK PLAGUE – This affects Deck each turn for free. that is being attacked is considered to be a only the player with the largest standing When a player receives a new tile from separate battle. The attacking player may army. He must point to each character in the Playing Deck, he places it in his choose the order in which each battle is his standing army and roll 1 die. If the hand. You may also play a new tile resolved. As each battle is resolved, all result is an even number, the character directly into your standing army. tiles in that land are turned face up.

DRAGON 45 A battle is fought in two stages. First, Special Abilities attacker to be able to capture the land. If all ranged weapons (labeled “R”) are this happens, the capturing player must fired, and losses extracted. Then the sur- Character tiles with a star infinity make a saving roll for each fort (even = viving characters have hand-to-hand symbol , C, or R printed before their saved and captured, odd = lost, return to combat (rolling dice) and losses are again combat number have special abilities. bank). removed. In each stage of a battle, first the attack- RANGED WEAPONS (R) – Charac- Example #6: Tom is defending in a Forest ing player and then the defending player ters who use ranged weapons (bow and area with a city (2) and a Keep (2). In the roll their combat dice. Keep track of hits arrow, spear, thrown rocks) roll their land he also has a Wildcat (3) and a Bear scored on a piece of paper. Once both combat dice first. Losses due to “R” dice (2). Tom has no ranged weapons. His players have rolled their dice, first the rolls are removed before combat con- forts will absorb the first four hits scored attacker and then the defender must tinues with hand- to-hand battles between against him. remove one character for each hit made the other characters. A character killed by Rob attacks, first with 6 dice of ranged on his forces. The player suffering the ranged weapon fire does not participate weapons, followed by 15 dice in hand-to- loss decides which characters are killed. in the hand-to-hand battle. hand combat. Rob rolls all of his combat Characters who have already used dice first (since Tom has no ranged weap- ranged weapons do not roll again during ons) and scores a total of 5 hits. Tom Capturing Land hand- to-hand combat (but they may be fights back with 9 dice (2 + 2 + 3 + 2), and killed during either ranged weapon fire scores only 2 hits. If all attacking forces in a battle are or the hand-to-hand battle). Rob’s first 4 hits neutralize Tom’s forts. killed, the defending land tile is safe (even His fifth hit kills one of Tom’s characters if all defenders were also killed). If all CHARGE BONUS (C) – Knights (Tom chooses the bear). One defending defending pieces in a land tile are killed mounted on war horses are all able to character remains, so Rob has no chance and at least one attacking piece survives charge into combat and receive a bonus to capture Tom’s land tile or the neutral- the combat, then the land tile is captured for this ability. Each time a knight goes ized Keep and city. Rob selects two of his by the attacking player and transferred to into battle, roll one die and add the result characters to be killed, and the battle is his Player Chart. to the knight’s combat value. Thus, the over. If a land tile is not defended, and Black Knight (value 4) always rolls from attacking forces are present in that land, 5 to 10 dice in combat (4 + 1 to 6). it is captured without a fight. Applying Hits A land tile containing a city, village, or MAGIC ABILITY – Characters fortification cannot be captured unless with a star printed next to their combat In battle, after both players have rolled those pieces have been neutralized (see value have magic ability. They score hits their combat dice, each player must Fortifications in Battle) and no defending on a roll of 5 or 6 (instead of just a 6). remove a number of his characters equal characters remain. If these conditions to the number of hits scored by his oppo- have been met, the capturing player must FLYING CHARACTERS — Crea- nent. The owning player always chooses make a saving roll for each structure (roll tures that are able to fly are somewhat which of his characters are to be killed. one die; even = saved and captured, harder to kill than other characters. After Casualties are removed after ranged weap- odd = lost). ranged weapon fire and again after hand- on fire, and again after hand- to-hand Mines have no combat or defense value. to-hand combat, a hit flying character is battle. If the Mountain tile in which one is allowed a saving roll (even = saved, All characters except the Swordmaster located is captured, the attacking player odd = lost). are killed by one hit. Dead characters are must make a saving roll for the mine, just A flying character hit during ranged returned to the Playing Deck. Special as for a city, village, or fort. fire may be saved with a successful saving Characters that are killed are returned to If a player already has a Gran Muni- roll and still participate in hand-to-hand the bank. ment and captures another, the captured combat. If a flying character that is the If the defending player has a city, vil- one is reduced to the next lower level of last remaining defender of a land tile is lage, or fort, hits are first applied to these fortification available in the bank. hit but saves by rolling an even number, structures until they are neutralized (see If you lose the only tile of a certain type the land tile is also saved. Fortifications in Battle). of land from your Player Chart, charac- Flying characters get a saving roll if ters keyed to that type of land are taken they are hit (even = saved, odd = lost). from your standing army and returned to Fortifications in Battle However, flying characters are lost if your hand. more than one hit is applied to them. If If you gain a new type of land, you Cities, villages, and fortifications pro- more hits are scored against a player’s may immediately play characters keyed to vide protection to all characters defending forces than he has characters to apply that land from your hand into your the land in which they are located. For them to, extra hits must be applied evenly standing army. the purpose of battle, cities, villages, and to any flying characters in the player’s A player who loses all of his land is out fortifications are all called forts. The forces. of the game and must return his holdings defense value of a fort is the number of to the decks and to the bank. combat dice that may be rolled against an Example #7: Neil attacks Rob with a attacking force. giant snake (combat value 3) and two The defense value of a fort is also the ghosts (flying characters, combat value 1 Combat Dice number of hits that the fort absorbs each). In the battle, Rob scores 4 hits on before defending characters can be hit. Neil’s forces. One hit is applied to each of All character tiles have a number Once a number of hits have been scored Neil’s three characters, and one hit is left printed on them. This is their combat equal to the combined value of all forts in over. value, representing the number of dice a land, the forts are neutralized. After a The extra hit must be applied to one of they may roll in battle. A character such fort has been neutralized, hits apply to the ghosts, killing it without a saving as the Cyclops, with a value of 5, may roll defending characters in the land. roll. Neil may make a saving roll for his 5 dice in a battle. If a land tile is defended only by a fort remaining ghost. If Rob had scored 5 A result of 6 on a die roll is a hit. Usu- (or forts) and no characters, all forts in hits, neither of Neil’s ghosts would have ally, one hit kills one enemy piece. the land must be neutralized for the been able to attempt a saving roll.

46 SEPTEMBER 1983 Magic

There are 9 pieces of magic in the Play- ing Deck. When you draw these, you must keep them in your hand until you use them. Generally, magic may be used at any time, even if it is not your turn. You may use the magic on your own forc- es, or to aid a friend or stop the player who is winning. A description of each piece, its effects, and when it may be played, follows: LUCKY CHARM – This lucky little shamrock may be played any time you wish to modify any die roll in the game. Special Characters they apply two hits to any fort with a You may change that die roll by +1 or -1. value of 2 or more. In addition, they may, It may be the first or second die of an There are 11 Special Characters in the of course, roll their normal combat dice. event, an initiative die roll, or a combat world of KING OF THE TABLETOP. die roll during battle. The choice is up to They represent people of great impor- THE MASTER THIEF – The thief you. tance or talent, or both. Initially, their may try to steal gold from the treasury of You must play the charm within a tiles are kept in the bank. During the first any other player. His attempt comes after reasonable amount of time after the die in phase of a turn, players have a chance to the resolution of combat, just before the question has been rolled. If another die is get a Special Character to join their army. end of a turn. If you send the thief into rolled before you invoke the charm, you If a player rolls a number on 2 dice that battle, he cannot try to steal gold at the have missed your chance. is equal to or greater than double the end of that turn. TALISMAN OF DELIVERANCE – A combat value of the Special Character, he To find out if the thief is successful, small green stone, fabled to have come gets to put the tile for that character in you and the player from whom you are from some other tabletop, this device may his standing army. A player may add 1 to trying to steal gold both roll one die. If only be used after a war has been com- the result of this dice roll for every 10 you roll higher, the thief steals an pleted. During the war, set your dead to prestige points he has (see Prestige amount of gold equal to the difference one side, instead of returning them to the Points). between the two die rolls. If you roll deck or the bank. When the war is over, When Special Characters are in a play- lower than your opponent, the thief fails roll a die. The result is the number of er’s army, they must always be kept face to steal anything. If there is a tie, the thief characters you may bring back to life and up. If a Special Character is killed, either has been caught in the act, and you and return to your standing army. in battle or by other causes, the tile is the other player must roll again. This Characters saved by the talisman are all returned to the bank and may be re-used. time, if you tie or roll lower than your saved too late to help in the capture, or The Elf Lord and Guilliame Tell are opponent, the thief is killed, and if you prevent the capture, of land tiles. Once both great archers, the Arch Mage and roll higher, the thief escapes with his life. the talisman is used, it is returned to the Arch Cleric are pretty hot with magic Playing Deck. ability, and Sir Launcelot is the greatest ASSASSIN PRIMUS – Usually the DUST OF DEFENSE – You may knight in the land. The others have spe- most sought-after Special Character, the blow this stuff into the face of an enemy, cial features that need some explaining: Assassin may be sent to attempt to kill a and end any one battle, before it begins! member of the standing army of the The attacking characters go home, and DWARF KING – If the Dwarf King is player of your choice. As with the Master the land tile is saved. Once used, this in your standing army, you receive 1 extra Thief, this attempt is made after combat piece is returned to the Playing Deck. gold when collecting gold at the begin- is resolved, just before the end of a turn. – A part clay, mostly magic, ning of a turn. If you send the Assassin into battle, he monster. When called, the golem joins a may not attempt a killing in that turn. player’s army. It is immune to ranged SWORD MASTER – The Sword Mas- You and the player you choose to send weapons and may only be killed in hand- ter is the only character in the game that the Assassin against both roll one die. If to-hand battle. The golem may defend or requires two hits to kill. In a battle, you you roll higher, the Assassin has killed a capture land for its owner. When the war may apply one hit to him, and he will character in the other player’s standing is over, the golem is returned to the Play- still survive. army. If you roll lower, the Assassin fails, ing Deck. If he gets into a battle where too many and if the die rolls result in a tie, the SCROLL, THE MIST – When read, hits are thrown against the side he is on, Assassin has been caught in the act. In this scroll causes a fearsome mist to the first excess hit (one hit greater than this case, both players roll again. If you spread over the countryside. It stops a the number of characters with him in the tie or roll lower, the Assassin is killed, war, in progress, or before it begins. All battle) must be applied to the Sword Mas- and if you roll higher, he escapes. warriors go hame and the gold they were ter, killing him. You may, however, If the Assassin succeeds in his deadly paid is lost. Once read, the scroll is apply extra hits to flying characters in deed, your opponent must randomly returned to the Playing Deck. order to save the Sword Master (see Spe- determine which character in his stand- SCROLL, DISPELL MAGIC – When cial Abilities, Flying Characters). ing army has been killed. (This includes read, this scroll cancels all magic of any Special Characters.) This can be easily one player. It may be read at any time, BARON MUNCHAUSEN and THE done by dividing the army into halves but the effects last only to the end of the GRAND DUKE – Both of these gentle- and rolling a die (even = one half, current player’s phase of the turn. While men are military geniuses. Their skill in odd = the other half), and keep dividing under dispell, the player may not cast the art of siege warfare is amazing. When the army into equal parts, by roll of a die, new magic, and any magic he has already one of them is in a battle, attacking any until 6 or fewer pieces are left “in the played does not work. Characters in his type of fortification (including a city or running.” Then assign a number between army with magic ability only hit on a 6. village), one hit is automatically applied 1 and 6 to each piece, and roll a die until As soon as the dispell wears off, the scroll to the fort. If both are in the same battle, one piece’s number is up. is returned to the Playing Deck.

D RAGON 47 SCROLL, WALL OF FIRE – When read, this scroll creates a magic fort in The Contents of the Playing Deck any one land. The wall may be played in an undefended land, or added to any DESERT MOUNTAIN FOREST existing fortifications. The value of the 1 Sphinx ✩ 4 1 Cyclops 5 2 Walking Tree 5 wall is determined by the roll of one die. 1 Old Dragon 4 1 Giant R4 1 Green Knight C3 It may only be cast during a war. Once 1 Dust Devil 4 1 Troll 4 1 3 used, it is returned to the Playing Deck. 1 Baby Dragon 3 1 Blue Knight C3 1 Druid ✩ 3 MAGIC SWORD – The magic sword 1 Yellow Knight C3 1 Giant Roc 3 1 Elves R3 is given to any character in a player’s 1 Sand Worm 3 1 Dwarves R3 1 Elves 3 army. It cannot function alone. The 1 Camel Corps 3 1 Dwarves 3 1 Elf Mage ✩ 2 1 Griffon 2 1 Dwarves R2 1 Elves R2 sword imparts magic ability to its user, 2 Dervishes 2 1 Dwarves 2 1 Elves 2 scoring hits on a 5 or 6. It does not 1 Nomads 2 1 Great Eagle 2 1 Wildcat 3 improve ranged attack ability (R), but if 2 Nomads 1 1 Ogres 2 1 Forester R2 it is given to someone with magic ability 1 Buzzards 1 2 Mountain Men 2 2 Bandits 2 ( ✩ ), that character hits on a 4, 5, or 6. 2 Vultures 1 1 Great Hawk 1 1 Bear 2 The magic sword may be killed by a hit 3 Skeletons 1 4 1 1 Dryad ✩ 1 in battle (owner’s option), by the assassin, 2 Pixies 1 or by disease. It remains in a player’s PLAINS MAGIC 1 Great hunter R4 1 Lucky Charm SWAMP standing army until it is killed, at which 1 Wolf Pack 4 1 Dust of Defense 1 Black Knight C4 time it is returned to the Playing Deck. 1 Lion Pride 4 1 Talisman 1 Vampire 4 MAGIC BOW – Like the magic 1 Buffalo Herd 4 1 Golem 1 Slime Beast 4 sword, the bow is used by a character in a 1 White Knight C3 1 Scroll – Mist 1 ✩ 3 player’s army. It cannot function alone. 1 Buffalo Herd 3 1 Scroll – Dispell 1 Giant Snake 3 The bow gives magic ability to any char- 1 Plains Eagle 2 1 Scroll – Fire Wall 1 Cutthroats 2 acter who has ranged weapons (R). If 1 Ranger 2 1 Magic Sword 2 Giant Lizard 2 given to someone with magic ability ( ✩ ), 2 Tribesmen 2 1 Magic Bow 1 Huge Leeches 2 1 Villain 2 2 Crocodile 2 they can make ranged attacks, but still hit TREASURE only on 5 or 6. If the bow is given to a 1 Centaur 2 4 Ghosts 1 1 Gypsies ✩ 2 1 Chest (40) 3 Poison Frogs 1 non-magic, non-ranged character, it 1 Gypsies ✩ 1 1 Diamond (20) simply imparts the ability to make a 4 Farmers 1 1 Emerald (20) MINES ranged attack (hit on 6 only). 1 Sapphire (10) 1 Gold (4) The bow may be killed by a hit in bat- SETTLEMENTS 1 Ruby (10) 2 Silver (2) tle (owner’s option), by the assassin, or by 5 City (2) 1 Gold Nugget (5) 2 Copper (1) disease. The bow remains in a player’s 9 Village (1) standing army until it is killed, at which time it is returned to the Playing Deck. Optional Rules Roll for initiative, and set up armies in Game Etiquette the normal way, but do not touch the You probably should play the game reserves. Once both sides have lined up Players may not trade tiles with one once before adding any of these optional their armies, they roll again for reserve another, nor may they loan gold to each rules. I like all of them except the trading initiative. There is no die roll modifica- other. They may, however, make rule, which was put in for all you wheeler tion for this. The player who rolls higher and attack the player who seems to be dealers out there. must line up his reserves first. winning. Magic may be given to allies, or used against a common enemy. Royal Influence Trading If a player sends his army into the field, then loses the initiative die roll and The Elf Lord and Dwarf King com- During the last phase of a turn, a decides he doesn’t want to fight, his army mand great respect and loyalty from their player may announce that he wishes to will run away. They return home, shame- followers. When the Elf Lord is in a bat- trade instead of going to war. fully, without fighting. The gold they tle, all elves fighting in the same land A player may trade anything he wishes, were paid is lost. with him add one to their combat value. but remember that structures are built on Any die that goes off the table, bounces Any elves fighting against the Elf Lord in land. If land is traded, any city, village, or into in an ashtray, or lands on anything a battle must subtract one from their fort on that land must go with it. Players but a flat surface must be re-rolled. combat value. The Dwarf King has the may buy and sell characters and magic Cups are used to randomize draws from same effect on dwarves. items. The trading player may only strike the two decks of tiles. When a player is to a deal with one other player in a turn. draw from either cup, someone else Terrain Bonus should take the cup, put his hand over Credits the top, and give it a good shake. That Everyone fights better on his home turf. same person should then hold the cup so Any character fighting in its own terrain : Tom Wham and that the drawing player cannot see into (either on attack or defense) adds one to Robert J. Kuntz the cup. its combat value. Counter art: Dave Trampier Editing: Kim Mohan How to Win Army Reserves Development, playtesting, and other venerable aid: Tom, Rob, Francois The moment any player proves that he Once an attacker’s army has taken the Marcela-Froideval, Bruce A. Heard, Jeff has 30 prestige points and a finished field, but before the players roll for initia- Leason, Neil Christiansen, Tim Everett, Gran Muniment, he wins the game. Or, if tive, each player sets aside his reserves, if Ralph T. Williams, Dave Conant, Brian all other players are eliminated by loss of desired. Only flying creatures and Special Blume, Mike Gray, James M. Ward, Jim their lands, the remaining player is the Characters may be placed in reserve. The Pierce, Tom Champeny, Kim Mohan, winner. reserves must all be placed face up. Ernie Gygax, and Jeff Perren

48 SEPTEMBER 1983

21: The World save vs. spell at -2) are freed from all Tarot Surrounding by an elliptical wreath of existing geas and quest spells and (From page 12) living foliage is a female figure dancing charms, and will be placed under a com- points to enable him to reach the next joyously, a short wand in each hand. In pulsion (equivalent to a combined geas level, but not more than 19,000 in any the four corners of the card are the heads and quest) to kill a single monster of case. Also, drawer will have a +5% reac- of the four beings of apocalypse, hovering 7,000 xp value (or a single group of tion roll toward all persons met later or protectively outside the wreath. Her legs monsters of 21,000 xp value) or more. known presently, and they will have a form a cross, as do those of the Hanged Fulfillment of the task will gain each par- +5% reaction to him. Man, but she stands upright, supported ticipant an additional 1,000 xp, over and Reversed, it signifies unhappiness, by the ether, the very fabric of the World; above the xp reward for the monster(s). loneliness; plans and triumphs delayed; her dance is of the sensitive life, of joy Reversed, it signifies false starts, broken friendships or engagements; pos- attained in the body, of the soul’s intoxi- clouded joy, ruin, decadence, cancellation sible loss of a job or home. cation in the World- turned-paradise. of projects, failure, retreat. Drawer will lose all henchmen and ser- Upright, it signifies completion, suc- Effects as above, but the compulsion vitors after returning from this expedition cess, triumph in all things, perfection, will be to cancel the expedition and (they will leave town, take another leader, fulfillment; the path of liberation and return to base as quickly as practical. or otherwise leave for “personal reasons,,; enlightenment; the admiration of others. While returning to home or headquarters, they will not become hostile). If drawer is Drawer gains 1 point to each of his the party will have -2 to armor class (two a henchman or vassal of another, he will ability scores which is two or more below places better) and +2 to saving throws, be dismissed, or stripped of his offices, racial maximum. but will receive no experience points for unless he makes a saving throw vs. death Reversed, it signifies imperfection, actions performed during this retreat. magic. Also, drawer is stripped of enough failure, lack of vision, failure to complete experience points to reduce him to the task; fear of change or travel, fixity, per- 23: Two of Wands bottom of present level, but not more manence, stagnation. A majestic figure wearing crown-like than 9,500 in any case. After 1-4 days, drawer will begin to headgear regards the broad world from a develop an increasing distrust of strange height. He holds one wand, and regards a 20: Judgment places: other cities or countries, dun- globe; another wand is nearby. An angel sounds forth the call to geons, wildernesses, new taverns, etc. Upright, it signifies boldness, courage, Judgment from a trumpet to which is at- Within an additional 2-8 days this will rule over others; and also the anguish and tached a banner bearing a cross; the become full-blown paranoia, with drawer sorrow that may accompany power. clouds from which it emerges radiate believing that everyone and everything Drawer gains 1 point of charisma; and power. Below, a figure rises from a tomb outside his home (eventually, his if he is in danger of becoming insane, while on each side a man and woman chambers) is out to get him, and that any that possibility is increased by one fourth also rise; all these figures are as one in the so-called “friend,, or “loved one”, who (i.e., a 4 in 10 chance becomes 5 in 10) wonder, adoration, and ecstatic awe tries to get the drawer to come out into anytime during the next year; the insanity which their whole bodies express as they the world is clearly part of the conspiracy. will take the form of melancholia. answer the summons. Reversed, it signifies trouble, fear, sad- Upright, it signifies rebirth, renewal, ness, surprise. awakening; rejuvenation, change of per- Drawer’s saving throws against fear sonal consciousness; a life well lived and and hopelessness are reduced by 1. a work well done; atonement, judgment, the need to forgive and to seek forgive- 24: Three of Wands ness, sincere self-appraisal. A calm personage, his back turned, Drawer becomes a young adult over the leans lightly upon one of three wands course of the next hour (if not one planted in the ground, and looks out already) but without any changes in upon a sea, beyond which are mountains. characteristics. To determine exact age, Upright, it signifies established select a young-adult age randomly, then strength, wealth, enterprise, discovery, add half the difference between that age partnership in undertakings. and maximum young-adult age, round- When the drawer next seeks to go on an ing down. If drawer is already a young expedition or adventure, a non-player adult, he will become 90% of the min- character of 1-3 levels higher will offer to imum young-adult age. If the drawer’s come along, and to loan equipment and behavior is judged by the DM to have THE MINOR ARCANA supplies. (This should be an established been strictly consistent with his align- NPC already friendly to the drawer.) ment and religion (observance of taboos, Wands Reversed, it signifies cessation of adver- sacrifices, donations, etc.) he will also Wands generally represent enterprise sity, an end to or suspension of difficul- gain 2-12 hit points, determined ran- and growth, progress, advancement, ani- ties; assistance with an ulterior motive. domly, but the gain can only be up to the mation, inventiveness, intelligence, and Effects as above, but the NPC will be maximum possible number of hit points energy. This is the suit of the magic-user, planning to trick or betray the drawer. for that character. and of the laborer. This could be by stealing a magic item Reversed, it signifies weakness; stupid- from him, robbing him and stranding ity; a sentencing; disillusionment, disap- 22: Ace of Wands him on an island, or whatever; generally pointment; indecision leading to procras- A hand issuing from clouds grasps a (80%), the betrayal is not meant to be fatal tination and delay. still-verdant branch in the shape of a to the drawer. Drawer is affected as if struck by a ray wand. In the background may be a city or of enfeeblement from a magic-user of 3rd castle on a hill. 25: Four of Wands level or the same level as the drawer Upright, it signifies creation, begin- Four great wands are garlanded with (whichever is higher); the drawer is also ning (of an adventure, a journey, or an chains of flowers, two women bear flow- henceforth subject to a penalty of -1 on endeavor), invention, enterprise. ers, and behind them is a bridge over a initiative rolls, due to his inability to Drawer (affected automatically) and moat, leading to a castle or manor. choose between alternatives. certain party members (those who fail to Upright, it signifies repose, peace, rural

50 SEPTEMBER 1983 D RAGON 51 refuge, country domesticity and felicity. Upright, it symbolizes a stand against When drawer returns from this expedi- unfavorable odds from an advantageous tion to his home or headquarters, after or superior position, the need to hold an healing is finished he will feel a strong unpopular stand or defy seemingly desire to rest a while at home; for every unbeatable opposition. month of rest thereafter up to four In the next combat where drawer and months, the drawer will (unknowingly) party are outnumbered 2:1 or worse, the receive 1,000 xp. The desire may be re- drawer’s party will have +4 on initiative sisted (roll for sawing throw vs. spell, at rolls; they will also have a bonus of +1 on -2, not more than once a week), but can saving throws and AC (one place better). continue beyond the four-month period. Reversed, it signifies indecision, igno- Reversed, the meaning is the same but rance, perplexity, anxiety, embarrass- less intense. ment, doubt, hesitancy. Effects as above, but only 500 xp are Drawer becomes indecisive; he will given per month, and saving throws to have a permanent -1 on all initiative rolls resist the desire are at -1. for drawer and any party he leads.

26: Five of Wands 29: Eight of Wands Five youths are apparently battling Eight wands fly through open space, with huge wands, yet there is no sign of but near the end of their flight; they will actual bodily injury. clearly fall to ground soon. Upright, it signifies competition, strife, Upright, it signifies swiftness, haste; differences of opinion, non-fatal struggle. that which is moving; approach to goals; The effects of discord (as per the sym- travel by air; too-rapid advancement. bol) will befall the drawer’s party after 4-7 When next attacked, drawer will be turns; grappling and other non-lethal hasted for 2d4 turns, rest of party for 8 combat techniques will be used, but rounds; those who make their saving serious in juries are nonetheless possible. throws vs. death magic will not suffer Reversed, it signifies victory after sur- aging (the drawer’s throw will be at -1). mounting obstacles, contradiction or Reversed, it signifies delay, stagnation; trickery. quarrels and disputes. All characters involved in the party’s When next attacked, the entire party next victorious combat will receive dou- will be slowed for 8+1d8 rounds; after- ble experience points for the action; ward, those who do not save vs. spell will thieves in the party will have a 10% better suffer discord (as with the symbol), but success rate in thefts attempted upon their they will not attack with lethal weapons. own companions until the end of this expedition or adventure. 30: Nine of Wands A sturdy muscular figure, with a minor 27: Six of Wands wound (already bandaged) grasps or leans A laurel-crowned rider bears a wand on one staff and expectantly regards the adorned with a laurel wreath, and is surroundings. Behind are eight other accompanied by five staff-bearing figures wands, arranged as for a palisade or other on foot. sturdy boundary. Upright, it signifies victory, triumph, Upright, it signifies a pause in strug- good tidings, the successful completion of gle, strength to meet opposition, power a struggle. in reserve, discipline, preparation for an Drawer will be doubly effective (double encounter, delay or suspension. damage for weapon-wielders) in attacks One time before the end of this adven- against his next foe; magic-users and illu- ture/expedition, drawer and party will be sionists’ spells will be of three times’ able to return to a designated sanctuary normal duration, and saving throws (as per the cleric spell word of recall) for against such spells will be at -3. 9-12 turns. They may bind their wounds, Reversed, it signifies indefinite delay, refresh themselves, and the like, but may disloyalty, the success of an enemy, fear. not pick up or drop anything, or com- Drawer will learn upon returning from municate with anyone; at the end of the this adventure/expedition that his most duration, they will reappear at the time hated and feared opponent(s) have had a and place they left from, in the same posi- great success and are said to be intent tions and carrying the same equipment. upon attacking the drawer soon. (The Reversed, it signifies obstacles, adver- opponent(s) can be anyone from a profes- sity, opposition, weakness, ill health, sional rival to an entire tribe of orcs – even calamity. anyone the drawer has defeated, attacked, Drawer’s strength will be reduced to injured, or merely outshone. Even a first- racial minimum when next confronted by level character will have had a rival fel- an opponent, and will remain reduced for low apprentice, a traditional family or 8 turns. clan enemy, or something of the sort.) 31: Ten of Wands 28: Seven of Wands A weary figure stumbles toward a city A youth brandishes a staff from the top or castle, oppressed by the weight of ten of a hill, and is confronted by six more wands he is trying to carry. wands in opposition from below. Upright, it signifies oppression, testing

52 SEPTEMBER 1983 by work and pain; also force, energy, or (human or otherwise); thus, they may 33: Knight of Wands power misused and applied to selfish possess combinations of classes or other A handsome young man in plate ends, the burden of ill-controlled power. attributes which might be forbidden to armor, the Knight, wand in hand, rides An employer, liege, ruler, supervisor, player characters or NPCs. They will across the plains in haste. His hair is or other person with power over the materialize the next time the drawer is blond, his eyes , and he is fair of drawer, will soon (2-20 days) begin to attacked by another creature or character, complexion. overwork and overburden the drawer. if and will engage in combat until the com- The Knight of Wands: 4th/4th level the drawer bears up under the oppression bat is resolved by the defeat of one side or magic-user/fighter (AC 2, HP 26, #AT 1, (which will not be unendurable, merely the other, or by the successful evasion of D 4-11); wears plate mail +1 and carries a irksome in the extreme) for 1d10 weeks, one party by the other, or until the card- rod of smiting (30 charges). His spells are: he will be relieved of the oppression, and being is slain. Upon this resolution or sleep, burning hands, push, mirror will receive a reward of 1,000 xp per week slaying, the being will dematerialize image, scare. If the setting is suitable of suffering. along with all its effects. Stated armor (open meadow, city street, etc.) the Reversed, it signifies loss, separation, classes, damage figures, and the like, take Knight will be riding a light warhorse (16 immigration; intrigue. account of the magics with which these hp) which wears horseshoes of speed. Drawer is teleported a distance of 1-4 beings are equipped, and of dexterity or levels in a dungeon-type setting, or 2-20 strength bonuses. Ability scores for each 34: Queen of Wands miles in a city or wilderness setting, to a individual in a set of court cards are as The crowned Queen sits on her throne, place he is not familiar with at all. At given for the Page in each case: 16 in the a wand in her hand, a black cat (her least one party member will urge that the prime requisite score and 12 in all other familiar, with 7 hp) at her feet. She is a rest of the party consider the drawer abilities. All of the card-beings are neu- fair blonde with pale eyes. deceased, and that his possessions (if any) tral in alignment. The Queen of Wands: 7th level magic- being carried by party members be con- user (AC 9, HP 28, #AT 1, D by weapon); sidered extra treasure for the “survivors.” 32: Page of Wands wears a ring of protection +1, a ring of The Page is a fair youth with blond fire resistance, and a brooch of shielding The Court Cards hair and light eyes, who stands boldly (70 points left) and carries a wand of fire The Court Cards of each suit (King, upholding a wand as if ready to deliver a (40 charges). Her spells are: enlarge, Queen, Knight, and Page) signify a being message or proclamation (the Page is magic missile, shield, sleep, mirror who will aid or attack the drawer, often a bearer of tidings, good or ill). image, scare, web, dispel magic, protec- depending on whether the card is drawn The Page of Wands: 3rd level magic- tion from normal missiles, confusion. upright or reversed. Each of these beings user (AC 8, HP 12, #AT 1, D 4-9 (d6+3), S is a material form of that which is sym- 12, I 16, W 12, D 12, C 12, Ch 12); wears 35: King of Wands bolized by the card (their appearance will boots of speed and carries a staff of strik- The King sits in royal robes upon his be exactly that of the person depicted on ing (15 charges). The Page’s spells are throne, a crown and cap of maintenance the card) rather than a natural being magic missile, shield, stinking cloud. upon his head. A staff is in his right hand; a little alchemical salamander is at 38: Three of Cups failure to come up to expectations, disap- his feet (it has 4 hit points and is as Three cups are lifted up, in a setting of pointment or disillusionment, dissolu- immune to fire as a standard salamander; flowers and other growing things. tion of a friendship or marriage. so, therefore, is the King), which looks Upright, it signifies victorious and Drawer will lose the affections of a cur- like a small black lizard. He is a mature happy conclusions, success, abundance, rent lover or, if none, those of a hench- man, blond and fair with pale eyes. pleasure and hospitality, solace, fulfill- man to whom drawer might be attracted The King of Wands: 7th level magic- ment, and healing. (they will not become hostile, merely user (AC 8, HP 28, #AT 1, D by weapon); Before the drawer appear three large indifferent) over the next five days; draw- wears a ring of protection +2 and a neck- cups or chalices (which are of wood, but er's morale and reaction rolls will be at lace of adaptation, and carries a wand of resemble those on the card), on which are -5% for 5d5 weeks. frost (35 charges). His spells are: burning carved the drawer’s name. In each of these Reversed, it signifies return of pleasure, hands, shield, sleep (×2), invisibility, the drawer can create food and water, one of an old friend or loved one, new part- stinking cloud, web, blink, fireball, wall cubic foot of either, 7 times, after which nership or alliance. of fire. they become simple cups worth 2 gold Drawer will gain or regain an old lover pieces each. If the drawer is a cleric, each or henchman to whom drawer might be Cups cup will work 21 times. These items are attracted, within five days of returning Cups generally represent love, happi- not salable for more than the 2 gp, since from this adventure or expedition; draw- ness, deep feelings, gaiety, joy, and wis- the spell will only work for the drawer, er’s morale and reaction rolls will be at dom. They hold water or wine, symbols and only if all three are together; their +5% for 5d5 weeks after this. of pleasure and happiness. This is the experience point value is 1,000 for the set, suit of the cleric and the minstrel. 3,000 for a cleric. 41: Six of cups Reversed, it signifies achievement; end- Two young children stand in a garden 36: Ace of Cups ing; overindulgence in drink and the or village green, playing with one of six A large and ornate cup, usually shown pleasures of the senses; excess. cups filled with flowers; the ambience is accompanied by flowers and other living Drawer becomes more susceptible to bucolic and nostalgic. creatures. The incidental aspects of the intoxication from alcohol and other Upright, it signifies remembrance of card vary from deck to deck. The Waite drugs: slight intoxication (normally) things past, the joys and happiness of deck shows the cup supported by a hand becomes moderate, moderate becomes days gone by. issuant from a cloud; pouring from the great, great becomes “beyond great.” This Drawer sees a clear vision of a beloved cup are five streams flowing into a body change will first become evident after the friend and companion of days gone by of water on which floats water-lilies; a end of this adventure or expedition. (one who is still alive). Within 1-8 days of white dove drops a communion wafer the drawer’s return from this adventure, into the cup. 39: Four of Cups he will receive a parcel from this friend, Upright, it signifies joy, nourishment, A youth sits contemplatively on the passed on by an obliging merchant or content; opulence, fulfillment, abun- grass beneath a tree. A hand from a mys- other appropriate courier. In addition to dance; joys of faith, “my cup runneth terious cloud offers a cup; but the youth a letter of reminiscences, the parcel will over”; fertility, productiveness. seemingly ignores both it and the three include either a gem of 4,000 gp value or This draw serves as atonement, cure other cups upon the ground nearby. less (49%), an item of jewelry of 4,000 gp critical wounds, cure disease, dispel evil, Upright, it signifies weariness, surfeit, value or less (40%), or a minor (gp and xp dispel magic, exorcise, or remove curse disgust with earthly pleasures and things values of 4,000 or less) miscellaneous (any two of the above needed by the of this world, boredom and discontent, a magic item usable by the drawer (11%). drawer within the next 21 weeks) at the re-evaluation of lifestyle. Reversed, it signifies renewal, thoughts 16th level of clerical ability. Drawer will decline any nourishment of the future, that which is to come. Reversed, it signifies change, alteration, but water for the next seven days (“to Drawer has a clear vision of the next instability, bad faith, false love, erosion, clear the mind and system”); at the end of being or group of beings the party is to inconsistency. this expedition, drawer will give all food encounter after they have finished with The next two spells from the list above and drink and 10% of his wealth to the the Tarot (although he will not know the cast upon the drawer will be ineffective. poor, and give half of his gains from this meaning of this vision, of course). adventure to his faith (100% if a cleric, 37: Two of Cups druid, monk, or paladin). These dona- 42: Seven of Cups A young man and young woman share tions will go to public institutions, not to A startled figure is confronted by seven cups, perhaps in pledge; above them is a any player character or NPC. The drawer cups overflowing with fantastic visions: caduceus, surmounted by a winged will then withdraw from the active world castles, dragons, jewels, and other sights lion’s-head. for 4 weeks + 4d4 days, emerging only for more bizarre. Upright, it signifies love or friendship religious services which cannot be carried Upright, it signifies daydreaming, dis- beginning or renewed; union; under- out at home. sipation, wishful thinking, ephemeral or standing, cooperation, and partnership. Reversed, it signifies novelty; reawak- illusory success. Drawer will fall in love with the ening to new goals, new relationships, or Drawer has a -2 penalty on saving member of the party most attractive to her new ambitions; refreshment. throws vs. illusions from now on. or him (based on charisma, racial prefer- Drawer breaks free of any charm, insan- Reversed, it signifies resolution, deter- ences, etc.) over the next 24 hours; drawer ity, beguilement, or the like by which he mination, strength of will, intelligent gains 4 points of charisma at the same is afflicted. Drawer will move afoot at an choice. time – in the eyes of the beloved only. extra 3” for 4d4 weeks, and will gain a Drawer will save at +2 vs. illusions Reversed, it signifies misunderstand- bonus of 25% on all experience points from now on; illusionists will gain one ing, crossed desires, violent passion, dis- earned for the rest of this adventure. level instead. appointment in love, disunity. Drawer will fall violently, passionately 40: Five of Cups 43: Eight of Cups in unrequited love with the member of A gloomy, cloaked figure in a hilly set- A dejected figure with a pilgrim’s staff the party most attractive to her or him, ting looks sideways at three spilled and leaves eight neatly stacked cups behind, over the next 24 hours; drawer loses 7 fallen cups; two full ones stand behind. and trudges up a barren moonlit moun- points of charisma – in the eyes of the In the background is a body of water. tain into the distance. beloved only. Upright, it symbolizes partial loss, Upright, it signifies abandonment of

54 SEPTEMBER 1983

D RAGON 57 success, disappointment in material dance together blithely; a home stands in swords gains, the discarding of what has been the background. Swords generally represent courage, achieved for a higher goal; journeying Upright, it signifies contentment, boldness, violence, force, strength, from place to place. repose of the heart, perfection of love and authority, aggression, ambition, activity, Over the remainder of this expedition, friendship, peace. accomplishment of goals (for good or ill); drawer will feel an increasing discontent Reaction/loyalty scores of the drawer’s sometimes misfortune and disaster. This and an increase in religious interests. friends and associates increase by +20%. is the suit of fighters, and of the ruler. Within eight days of returning home Reversed, it signifies betrayal, loss of from this adventure, he will sell all non- friendship, waste, criminal behavior, 50: Ace of Swords portable properties, abdicate (or at least strife, hatred, resentment. Issuing from a cloud, a hand grasps an take leave from) all official positions, and Reaction/loyalty scores of the drawer’s upright sword, topped by a crown from enter a religious retreat for at least 8 + 4d8 friends and associates decrease by one which hang branches of olive and laurel. weeks (after donating half of all his third of their present amount (round Upright, it signifies conquest, the tri- worldly goods to the faith). If drawer is losses up), but at least 10% in any case. umph of brute force, championship, eligible, he will become a cleric, druid, or excessive use of power. paladin of his deity (allowing for align- 46: Page of Cups Drawer will hit his next opponent in ment, gender, and racial requirements, A fancily dressed youth of medium col- physical combat on every attempt (unless and the restrictions listed in, the Players oration, the Page stands lightly, contem- 21 or more is required to hit); but he can- Handbook). Clerics, druids, and paladins plating the fish or other curious image(s) not strike to subdue that opponent. will stay in religious retreat for a year and emerging from the Cup being carried. Reversed, it signifies debacle, disaster, a day, emerging with 4,000 additional Page of Cups: 3rd level cleric (AC 4, lack of productivity, Pyrrhic victory. experience points. Those who fall into HP 24, #AT 1, D 2-7, S 12, I 12, W 16, D The next time drawer hits an opponent neither of these classifications will 12, C 12, Ch 12); has bracers of defense in physical combat, his weapon will do emerge from retreat with renewed spiritu- (AC 4) and a mace +1. The Page’s spells 2d4 + the normal points of damage but ality and 1,000 extra experience points. are: command, cure light wounds, hold will then shatter irreparably. If the blow Reversed, it signifies feasting, joy, striv- person. The Cup is his holy symbol. is with a body part, said part will suffer a ing for material success, gaiety, a less severe break, requiring a heal spell and spiritual outlook. 47: Knight of Cups four weeks of immobility to become use- While healing and resting after the end Stately but not martial, the Knight car- ful again. This applies even if the drawer of this expedition, drawer will be feeling ries his Cup firmly as he approaches a was attempting to strike to subdue. increasingly restive and frivolous. As stream. He wears Plate armor, with a soon as it is safe to do so, he will spend at winged helmet; he is a young man, of 51: Two of Swords least 8% of his wealth on a feast or series medium coloring. A blindfolded female figure balances of feasts and carousals, stopping only Knight of Cups: 4th/4th level cleric/ two swords upon her shoulders beneath a after money starts running low or a daily fighter (AC 1, HP 42, #AT 1, D by weap- new moon; behind her is a turbulent or saving throw vs. death magic (at -2) is on); has plate mail and a cloak of dis- rocky sea. successful. Depending on alignment, placement. His spells are: cause fear, cure Upright, it signifies balance of forces, deity, and profession, this debauchery light wounds, light, chant, hold person. expedience, conformity, alliance of arms, may require atonement by the drawer. The Cup is his holy symbol. If the setting indecision or tension in relationships, is suitable (plains, highway, etc.) the stalemate, harmony, concord, affection. 44: Nine of Cups Knight will be riding a medium warhorse Loyalty and reaction rolls of friends, A prosperous figure, having feasted (18 hp) with horseshoes of a zephyr. henchmen, and servitors will change 2dl2 happily, rests before a counter on which points toward 60%, going up or down as nine cups, plenteously filled, have been 48: Queen of Cups appropriate, over the next two turns. neatly arranged. Beautiful and dreamy, the Queen con- Reversed, it signifies treachery, disloy Upright, it signifies success, satisfac- templates an extremely elaborate cup; she alty, duplicity, release, movement of tion, all the good things of life, well is quite capable of turning those dreams affairs in the wrong direction. being, the granting of wishes. into actions. She is of medium coloring. Loyalty and reaction rolls of friends, Drawer gains one immediate wish, Queen of Cups: 7th level cleric (AC 7, henchmen, and servitors will change 2d12 which can only be used for physical or HP 56, #AT 1, D 2-7 or 1-6 +3); wears a points toward 20%, going up or down as material matters (thus, it could be used to ring of protection +1 and a cloak of pro- appropriate, over the next two turns. restore hit points, but not to raise an tection +2 and carries a sceptre which is intelligence score). also a mace +3. Her spells are: command, 52: Three of Swords Reversed, it signifies misplaced confi- sanctuary, cure light wounds, hold per- Against a turbulent background, a dence, false assurance, material loss, son (x2), silence 15’ radius, animate dead, heart is pierced by three swords. imperfections, mistakes, disputes, failure dispel magic, cure serious wounds. The Upright, it signifies division, quarrel- to fulfill a wish. Cup is her holy symbol. ing, separation, upheaval, civil war or Effects as above, but the wish will go political struggle, arguments. wrong in one of various ways; thus, a 49: King of cups Those members of the party who do wish to bring a character back to life Solemn, level-headed, and responsible, not make successful saving throws vs. might result in the deceased becoming a the King sets the great Cup upon his spell (at -3) will start a violent fight zombie (as per the spell animate dead), or right knee, Of medium coloring, he is a within the party in the next 1-4 turns; the a wish to transport the party into the for- fair and lively-minded man. drawer does not get a saving throw. The tress of an enemy might transport them King of Cups: 7th level cleric (AC 2, basis of the fight may be philosophical, into the cells of his dungeon, without HP 56, #AT 1, D by weapon); wears brac- racial, political or religious. Those quar- keys. The mistake or flaw may be disas- ers of defense (AC 5) and a ring of protec- reling cannot be stopped (except force- trous, but should not be fatal per se. tion +3; and his Cup is also a decanter of fully, by those who made the saving endless water. His spells are cure light throw) until at least one party member is 45: Ten of Cups wounds, light, sanctuary, hold person, unconscious or dead. Ten cups in a rainbow appear as in a slow ,poison, resist fire, prayer (×2), cure Reversed, it has much the same mean- vision; beneath it a couple raise their serious wounds. The Cup also serves as ing but to a lesser degree. arms in joy and ecstasy and two children his holy symbol. Effects as above, but saving throws will

58 SEPTEMBER 1983 be at +1, and those party members with a greater. Thus, an elven drawer listening wisdom of more than seven will be using at a door behind which a band of orcs non-lethal combat methods. (Note: In lurk will have a 5 in 20 (instead of 3 in both these cases the effects of the card will 20) chance of hearing noise; a drawer wear off in 4-7 hours, but the animosities checking an alley for danger with a created or revealed may linger.) medallion of ESP will suffer a malfunc- tion on a 2 in 30 (rather than 5 in 30) 53: Four of Swords chance, etc.; but a drawer who blithely The image of a warrior lies upon a enters a presumably empty woods with- tomb or altar; alongside it is one sword, out drawing weapons and taking similar and three more hang in the background. prudent measures will be surprised on a 5 Upright, it symbolizes repose, release, in 6 (instead of 3 in 6) chance by the hermit’s retreat, solitude, exile, replen- werewolf therein. ishment (not death). After this adventure is completed, 54: Five of Swords drawer will refrain from adventure and A scornful youth watches as two excitement for an extra 4 weeks + 1d4 dejected figures slouch away; two swords days after healing and other recovery are lie on the ground, two more are slung completed, regardless of inducements over the youth’s shoulder, and he holds offered. The period of repose will be the fifth confidently, pointed toward the spent in solitary study and meditation, at ground. The sky is clouded and stormy. the end of which the drawer will roll 4d4; Upright, it signifies defeat, dishonor, if the resulting number is less than the loss, degradation, infamy, destruction, drawer’s wisdom, he will gain perma- conquest, cruelty, failure. nently 1 hit point, 2 in the case of fighters In their next conflict with beings not (including paladins and rangers). evil in alignment, drawer and party will Reversed, it signifies circumspection, be defeated and will surrender rather than precautions, a need for careful adminis- be slain. They will be stripped of all tration, economy, prudent action. weapons, valuables, and supplies, but no Drawer gains a permanent 10% increase lives will be lost. in the chance of success of precautionary Reversed, it signifies more or less the measures (listening at doors, attempting same, plus sorrow, weakness, funerals, to detect evil/good, casting augury, and loss of a friend. the like); but if the drawer is careless, the Effects as above, but the drawer will chance for him to be surprised is 2 in 6 suffer some form of humiliation or

D RAGON 59 injury, possibly including the slaying of a Upright, it signifies partial success, a Reversed, it signifies prior treachery, familiar, henchman, or servitor. plan that may fail, plots and schemes, disquiet, unforeseen mishap, fatality. tricky endeavors. Drawer will encounter wandering 55: Six of Swords The next encounter in which the monsters at twice the normal chance until A ferrykeeper conveys solemn pas- drawer takes part will be a partial success: the end of this adventure. sengers to a further shore across calm some opponents will escape with part of waters. Six swords stand hilt-up along the the treasures, valuables will be damaged 58: Nine of Swords edge of the boat. in the fighting, etc. Any attempt to make A woman, racked with despair, is sur- Upright, it signifies a departure, break- the encounter more nearly a total success rounded by the swords of the card; she is ing away, travel, success after anxiety, will bring the whole effort to ruin (i.e., blanketed with roses, but feels only their voluntary separation, water journey. while sacking up the last copper pieces thorns. The next effort by drawer and party to and checking the chests for false bottoms, Upright, it signifies utter desolation, flee, avoid, or evade opposition that the Party is surprised by returning oppo- despair, misery, death, failure, disap- would normally fail, will succeed, unless nents – and their allies). pointment, miscarriage or delay, decep- the chance for success was zero (but also Reversed, it signifies wishes soon to be tion, doubt, illness, loss. even then, if there is a body of water fulfilled, chance of unexpected success; Drawer falls prey to melancholia (see between the party and the pursuers). sound counsel, instruction. “Insanity” in the DMG) after 9 turns; if Drawer has a permanent 5% bonus chance The next plan devised in part or whole he saves vs. death magic (at -2), the of evading pursuit, etc., if he can cross a by the drawer which involves at least 7% melancholia will last for 3-12 (ld10+2) body of water ahead of the pursuers. but no more than 49% chance of failure, months; if not, it will be permanent. Dur- Reversed, it signifies outcry, lack of will be a success, if the scheme is based on ing this period, he will be doubly suscept- immediate solution, staying in place. stealth, cunning, or deception (rather ible to illness and parasitic infestation, The next time the drawer and party than a “smash and grab” operation). Reversed, it signifies doubt, suspicion, seek to flee, avoid, or evade, they will fail shame, patient suffering, “time heals all badly because of slow speed, an involun- 57: Eight of Swords wounds,” timidity, reasonable fear. tary outcry that alerts the opponents, or A female figure, her eyes covered, Drawer will have a -25% to morale and inability to get across a body of water. stands alone, surrounded by the swords of react at -10% for 3-9 (2d4+1) weeks; he Drawer also becomes permanently sensi- the card. will heal at half speed until fully recov- tive (-1 on saving throw) to attack forms Upright, it signifies restriction, bond- ered from this adventure/expedition, and based on loud sounds or outcries. age, betrayal, imprisonment; chagrin; will then require an additional 4-7 days calumny or censure; temporary sickness. of rest. 56: Seven of Swords Drawer will be taken captive (and A scurrying figure rushes away with stripped of gear, weapons, etc.) by the 59: Ten of Swords five swords, while two other swords are next opposing group the party meets of A body, pierced by ten swords, lies left behind. greater power than their own. upon a desolate plain beneath a black- ened sky. Upright, it signifies defeat, darkness, disaster, woe, loss, and desolation (but not death). Drawer loses the affection of all lovers, henchman, and associates (reaction and loyalty rolls will be reduced by 11-30 points, with a new maximum of 55%), with the rest of the drawer’s party feeling uneasy around him and wishing to get rid of the drawer as soon as they can do so without endangering the party. Any home the drawer owns will be destroyed or taken from him, as will 80+ld20% of his material wealth. Reversed, it signifies benefit, profit, success, favor, etc., but of a passing and impermanent sort.

60 SEPTEMBER 1983 Drawer will have 1d10 additional hit Concealed in or on some item acquired points for the next ten days. during this expedition, drawer will dis- cover a gem worth at least 10,000 gp. 60: Page of Swords Reversed, it signifies greed, miserliness, An alert, lithe, and energetic youth of that prosperity which gives no happiness, dark coloring, the Page holds the Sword misused or corrupted wealth. ready for action while walking briskly Effects as above; also, for 2d4 months, over rough ground. all wealth gained by the drawer has no Page of Swords: 3rd level fighter (AC 6, experience point value whatsoever. HP 30, #AT 1, D 1-8 or 1-12 +2, S 16, I 12, W 12, D 12, C 12, Ch 12); wears bracers of 65: Two of Pentacles defense (AC 6) and wields the Sword, A youth in frivolous costume dances which is +1 (a long sword) with no spe- and juggles two pentacles; in the back- cial abilities. ground ships are tossed on the high sea. Upright, it signifies gaiety, light- 61: Knight of Swords heartedness, grace under pressure; but A dashing and chivalric young man of also difficulty in launching new ventures dark coloring, the Knight rides full tilt or adapting to additional burdens; varia- across open storm-swept country. Brave bility of moods. and proud, he brandishes his Sword at Drawer gains 1 point of dexterity, but unseen foes, or from sheer spirit. will receive only half the experience Knight of Swords: 5th level fighter (AC points actually earned until he has 2, HP 50, #AT 1, D 1-8 or 1-12 +3); wears enough experience points for the next plate mail +1 and wields the Sword, level. At this point, drawer will take twice which is +2 (a long sword) with no spe- the usual time for training and study, in cial abilities. If the setting is suitable order to gain the new level. (heathland, plazas, etc.) the Knight will Reversed, it signifies enforced or simu- be riding a roan medium warhorse (18 lated gaiety and enjoyment. hp) and will appear already charging (see The next time the drawer is under p. 66, DMG). attack, he will suffer the effects of Otto’s irresistible dance for 4-7 rounds. 62: Queen of Swords Dark and grim, the Queen sits on her 66: Three of Pentacles throne beneath a clouded sky and bran- A master artist or mason carving penta- dishes her Sword as if to say “Approach cles in stonework is regarded approvingly who dares!” by two robed figures (probably clerics), Queen of Swords: 7th level fighter (AC one of whom holds a set of plans from 2, HP 70, #AT 3/2, D 1-8 or 1-12 +4); which the crafter has been working. wears a ring of protection +1 and bracers Upright, it signifies skill, craftsman- of defense (AC 3) and wields the Sword, ship, glory or renown (particularly in a which is +3 (a long sword) with no spe- commercial matter), mastery, rank and cial abilities. power in one’s profession; it also is used to signify matters relating to secret socie- 63: King of Swords ties, guilds and the like. The crowned King, dark and stern- Drawer will receive a 30% bonus on all looking, sits on a throne of judgment earned experience points until the next beneath stormy skies; his Sword is held in level is attained; thieves will also gain a a manner which makes it menacingly permanent 3% bonus in all their profes- clear that he is familiar with its use, for sional skills. In addition, if drawer is a good or evil. member of a society, guild, or the like, King of Swords: 7th level fighter (AC 1, whose ranks are not based on character HP 70, #AT 3/2, D 1-8 or 1-12 +4); wears class levels, he will soon (3-36 days) be chain mail +4 under his robes, and wields promoted therein. the Sword, which is +3 (a long sword) Reversed, it signifies mediocrity and with no special abilities. lack of skill, ineptitude, sloppiness, mer- cenary , lack of distinction. Pentacles Drawer will function in all skills of his Pentacles represent material and finan- class as if one level lower, until the next cial matters, money, occupation, material level is attained. In addition, if he is a gain, business development, and involve- member of such a group as is mentioned ment in the world. This is the suit of the above, drawer will not be promoted there- thief, and of the merchant. in for 3 months after the customary time, “having failed to distinguish himself.” 64: Ace of Pentacles A single pentacle takes the form of a 67: Four of Pentacles large coin or other piece of precious A hunched-over figure, crowned with metal or jewelry; it is usually held by a one pentacle, grasps another fervently hand or hands. In the background are with hands and arms, and stands firmly flowers, butterflies, and the like. upon two more; he clings avidly to what Upright, it signifies gold, content is already held. prosperity, the happiness and pleasure Upright, it signifies making sure of that wealth can bring. material gains; worldly gain leading to

D RAGON 61 nothing beyond it; sometimes (not 70: Seven of Pentacles next time the drawer is in an outdoors always) miserliness and a lack of generos- An intense young man leaning upon setting a hawk will come to him tamely, ity, but always a monetary, mercenary his staff hovers protectively near seven to serve as a familiar; it will be fully concern and point of view. pentacles attached to the greenery of the trained for hunting as well. Drawer will receive no experience garden-like space he is tending. Reversed, it signifies robbery, loss of points for any material gains made dur- Upright, it signifies speculative pauses, things treasured, roguery, danger from ing this expedition, except thieves and fretting, anxiety, success not yet attained, thieves. Caution is advised. assassins, who suffer only a 10% penalty. disappointment. There will be a burglary, robbery, or Reversed, it signifies material setbacks, During the next project the drawer is bandit raid on the drawer’s home or opposition, delay, hindrance, chance of engaged in which takes a long time headquarters during his present absence; material losses. (training for a new level, enchanting an much but not all (60-90%) of the drawer’s From 4-16% (4d4) of the drawer’s total item, etc.; anything requiring 10 days or property therein will be stolen, including wealth will disappear or be stolen in the more for completion), he must save vs. at least one item precious to the drawer, next four days, never to be recovered. death magic once each week. Failure to but not necessarily intrinsically valuable. make a successful saving throw means 68: Five of Pentacles that the drawer has ruined the process 73: Ten of Pentacles Two ragged figures (one on crutches), a through overanxiousness, and must begin A man and a woman stand in the man and a woman, pass beneath a lighted anew or pay whatever penalty is imposed entryway of a house; a child and an window in a snowstorm. They are clearly for such interruption. Such interruptions elderly man each pet a dog contentedly. in distress. because of this card will not exceed seven Upright, the card symbolizes gain, Upright, it signifies loss of home, desti- in number; and on each saving throw security, riches, family, home, stability. tution, joblessness; affinities discovered after the first, the drawer will have a Drawer will soon (5-50 days) gain a through mutual suffering; generally, cumulative +1 on the roll (thus, the small but sturdy home, free of encum- troubles in the material-financial realm. second roll will be at +1, third at +2, etc.). brance; this may be gift of a ruler or Within 5 weeks of returning from this Reversed, it signifies impatience, patron, an inheritance or dowry, or what- adventure/expedition, drawer will lose all apprehension, suspicion, especially in ever is natural for the campaign. homes, savings, jewelry, magic items and money matters. Reversed, it signifies loss, robbery, fam- other valuables, and job (including Drawer will have a permanent -7% ily misfortunes; elderly people may henchman status), if any; for 5d10 weeks reaction to strangers and casual acquain- become a burden, after drawing this card, drawer will be tances who ask for favors or act in any Drawer will soon (5-50 days) become doubly susceptible to illness, and to para- way “suspicious”; this penalty will dou- obligated for the care of his parents, clan/ sitic infestations. If drawer has a lover or ble for loans or other financial favors. guild/village elders, feudal dependents, spouse, they will each increase in loyalty or other aged persons to whom drawer is toward each other by 5%. 71: Eight of Pentacles obligated (whether he knew of the obliga- Reversed, it signifies disorder, discord, An artist sits happily carving out a tion or not). severe toil, overcoming of ruin; new pentacle; other completed examples are interest in spirituality; need for charity. racked neatly nearby. 74: Page of Pentacles Drawer will quarrel with the rest of the Upright, it signifies work, craftsman- A Pentacle rests lightly in, or hovers party over division of the proceeds of this ship, skills (perhaps still at an apprentice over, the hands of the Page, a very dark expedition, and will receive only one fifth level); job or commission to come. youth who moves slowly through a flour- of his rightful share. He will spend at If drawer is less than 3rd level (or less ishing field, his gaze seemingly fixed least 5 days in retreat and/or meditation than 4 total levels, for a multi-classed upon the lone symbol in studious reverie. under the tutelage of a cleric of his faith. character), he gains 3d8 hundred expe- Page of Pentacles: 3rd level thief (AC 3, rience points; if higher, the gain is 30-240 HP 18, #AT 1, D 1-4 or 1-3, S 12, I 12, 69: Six of Pentacles (3d8 × 10) experience points. W 12, D 16, C 12, Ch 12); wears bracers of An opulently dressed figure, probably a Reversed, it signifies vanity, thwarted defense (AC 5) and has a hidden dagger. merchant, gives money to the distressed ambition, greed, usury, skill in cunning from a balance or scales, giving out of and intrigue, sharp practices. 75: Knight of Pentacles goodness of heart from present wealth Drawer will soon (8-64 days) be short- Sturdy, laborious, and patient, the and plenty. changed or hoodwinked in a major trans- Knight rides placidly through a freshly Upright, it signifies just and righteous action, losing at least 8,000 but not more plowed field. A thorough-going material- charity, gifts and inheritance, wealth than 80,000 gold pieces. If drawer is a ist, he looks upon but not within the received for good reason, just desserts. thief, he will gain 1d12 hundred expe- Pentacle of his suit. He is very dark and When the proceeds of this expedition rience points; if an assassin, 3d8 hundred. earthy in coloring. are divided up, drawer’s share will be Knight of Pentacles: 4th/4th level 6d6% larger than it normally would be; 71: Nine of Pentacles fighter/thief (AC 0, HP 44, #AT 1, drawer will give at least half of this bonus A stately woman stands in a flourish- D 1-8 +1); wears plate mail +1 and a ring to a good religious body, or to a charity ing vineyard, presumably part of her of invisibility, and carries a scimitar +1 (these monies are not to be given to a manorial domain. On her wrist is a tame with no special abilities. player character, NPC, or ruler, regardless hawk; she is otherwise alone, and seems of alignments). The effects of this good serene in her isolation. 76: Queen of Pentacles act, if done by an evil or neutral charac- Upright, it signifies security, prudence, Very dark of coloring and meditative of ter, must be adjudicated by the DM. wealth, self-sufficiency, love of gardens expression, the Queen contemplates her Reversed, it signifies greed, jealousy, and home, comfort in material matters. Pentacle on a throne in a fertile bower; pride or arrogance of wealth, envy, self- For the rest of this expedition or adven- her serious, even, melancholy mien sug- ishness, refusal to give. ture, any pickpocketing attempts upon gests that she sees curious things indeed When the proceeds of this expedition the drawer will fail (although the thief within that symbol. are divided up, NPCs will swindle the will not be caught); and until the drawer Queen of Pentacles: 7th level thief drawer, so that his share will be 12%-72% returns, his home will be safe from (AC 4, HP 42, #AT 1, D special); wears a (Id6 × 12%) of what it ought to be. The robbery, burglary, and banditry. Drawer ring of protection +4 and carries a dagger drawer will not realize this for at least six also gains a secondary skill in gardening. of venom (D 3-6 vs. S, 2-5 vs. M, 2-4 vs. days afterward. If he is a magic-user with no familiar, the L, + poison), fully charged.

62 SEPTEMBER 1983 77: King of Pentacles Many other sorts of decks are available, A dark and courageous, yet somewhat and the interested DM should investigate lethargic figure, the King sits stolidly them. Certain decks will seem especially upon his throne within a flourishing appropriate to certain campaigns; and the garden, and placidly the Pentacle he symbol(s) of your chosen deck should be holds upon his knee; a short rod or wand mirrored in the broader campaign in is his sceptre. omens, beliefs, legends, and songs. King of Pentacles: 7th level thief (AC 3, HP 42, #AT 1, D 1-4 or 1-3); wears leather BIBLIOGRAPHY armor and a cloak of protection +3, and carries a wand of magic missiles Balin, Peter, The Flight of the Feath- (70 charges) and a dagger. ered Serpent, Wisdom Garden Books, Venice, Calif., 1978. A note on effects and descriptions Butler, Bill, Dictionary of Tarot, Obviously, with literally dozens of dif- Schocken Books, , 1975. ferent Tarot decks on the market, descrip- Cavendish, Richard, The Tarot, tions (and interpretations) are going to Harper & Row, New York City, 1975. vary to differing extents; when wide dif- Crowley, Aleister, The Book of Thoth: ferences exist, this writer has relied on the a Short Essay on the Tarot of the Egyp- Waite deck (also called the Rider deck), tians, Level Press, San Francisco, 1974. which is perhaps the standard in the Douglas, Alfred, The Tarot: the Ori- English-speaking world. gins, Meaning, and Uses of the Cards, Also worthy of consideration (simply as Taplinger Books, New York City, 1972. an art collection, if nothing else) is the Grey, Eden, A Complete Guide to the Fantasy Showcase Tarot, assembled and Tarot, Crown Publishers, New York City, published by Bruce Pelz (15931 Kalisher 1970. Street, Granada Hills, CA 91344; attn: Grey, Eden, Tarot Revealed, Signet Elayne Pelz). With original cards com- (N.A.L.), New York City, 1971. posed by 84 fantasy artists, including Kaplan, Stuart R., Tarot Classic, many Hugo winners and nominees, it is a Grosset & Dunlap, New York City, 1973. distinctive approach indeed, including Papus, The Tarot of the Bohemians, some thought-provoking innovations Arcanum Books, New York City, 1958. (such as two added Major Arcana, Separa- Waite, Arthur Edward, The Pictorial tion and The Farrier; and four Ladys to Key to the Tarot, University Books, New balance the genders of the court cards). York City, 1959.

D RAGON 63 64 SEPTEMBER 1983 D RAGON 65 Harn universe is worth the price

In recent years a number of detailed past history, and geography; weather The referee should carefully control role-playing campaign universes have charts, time and movement scales, and access to the Harndex (or any of the rest appeared. Many have been packaged as encounter tables are provided, as well as of this material, for that matter) by play- gaming aids, most notable being the tables to determine characters’ past histo- ers in a campaign. universe of the City States, ries and social classes. The character- A number of unusual aspects of the the WORLD OF GREYHAWK™ fantasy generation section recommends that all world of Harn stand out after reading the setting from TSR, ’s Quest- player-characters on Harn be human; two booklets. Some of these things are world and universes, and Iron non-human races are very limited in curiosities; the monetary system consists Crown Enterprises’ series of modules power and number on Harn. The section of pence, shillings, and pounds, measured depicting Tolkien’s Middle Earth. A new on determining the sex of player charac- in, silver pieces (gold coins are very rare). entry into the field of such universes is ters is also rather irksome, but neither of The influence of Tolkien can be seen in HARN, by Columbia Games Inc., of these points is serious in any way, and the some places, particularly in the descrip- Vancouver, B. C. sections of the booklet in question may be tions of the dwarves (Khuzdul), elves Advertisements for Harn have claimed ignored safely. There is also a section (Sindarin), and the deity Morgath. Game that it represents the state of the art in included on getting campaigns started on referees who don’t care for close Tolkien playing aids, that the environment is Harn, telling what information may be ties like these may eliminate them with- authentically “medieval,” and that the given to new characters and what should out great difficulty. Harn is a magic-poor module has a high degree of complexity not, but this section is unfortunately all universe; there are mages, but not much and detail. Harn also costs $20, fairly too brief. is said of magic items. Again, this may be steep for a campaign world (though try- The Harndex is a sort of encyclope- modified by referees if they so desire. Salt ing to purchase all of the I.C.E. Middle dia/index listing various geographical, takes on an exceptionally important role Earth modules or Judges Guild universe historical, political, cultural, economic, in the economics and politics of Harn, modules would be much more expensive). and religious terms in common use on or and the ramifications of this logical con- The Harn campaign package comes directly related to the isle of Harn. Like cept are worth exploring in the Harndex. with a full-color map of the island of all world indexes, the Harndex is addic- One of the nations, Kanday, is apparently Harn, which is the size of Madagascar; tive; flipping through it, one reads of the the home of some of the hard-pressed the map covers an area of about 625 miles Khuzdul (Harn’s dwarven race), then good guys on the isle, and the reader is by 1,516 miles, an adequately large terri- turns to read about Kiraz, then about the tempted to try drawing parallels between tory for many adventures. Two booklets, Carnage of Kiraz, then Lothrim, and so “Kanday” and “Canada” (in a tongue-in- the Harndex (indexing major features of forth. This sort of booklet-thumbing will cheek way). Some interesting new mon- Harn and important aspects of the cul- keep one going for hours, even though sters not found in other game systems are tures and lives of its inhabitants) and the the Harndex is only 64 pages long. The noted in the Harndex, adding local color Harnview (giving a general overview of Harndex is well illustrated and has a to the isle. the history and societies of Harn, and number of tables and charts, but not The map of Harn, finally, is beautiful. notes on how to referee the campaign excessively many. Some of the references, If you are a fan of fantasy cartography, world) are also enclosed in an attractive particularly the one for Kethira (the the map makes a wonderful addition to cover folder. planet, upon which Harn is found), are one’s collection, having lots of legible The Harnview booklet describes Harn’s interesting but not the sort of thing that detail and a well worked out ecological kingdoms, cultures, religions, economy, the players would have any knowledge of. system and geography. The map is over- laid with a thin-lined hex grid and includes all major topographical features down to “points of interest.” The overall effect is very impressive. It would be rather sad for players to not have access to this map, and game referees may allow them to use it as “general knowledge” if so desired. What sort of role-playing game systems best fit the Harn campaign? With minor modifications it will serve well for D&D® and AD&D™ gaming, and other fantasy RPGs that use races like dwarves, elves, and orcs should also find Harn usable with some changes. Chaosium’s Basic Role-Playing game family (Runequest® and Magic World in particular) may require a bit more alteration and adjust- ment, but will do well nevertheless. In short, if Harn is to be used at all, it should be used thoroughly. Small sec- tions of it may be dropped or altered, and the referee will still feel like he has spent the $20 well. One should not worry about using all of this material at once, since most of it will initially be irrelevant to the players and their situation; in time, however, the whole interlocking system

66 SEPTEMBER 1983 will start to fall into place, and this adds Harn if you like to extensively alter game considerable depth to any campaign material, unless you don’t mind spending based here. money. The map is almost worth the In designing scenarios, the referee is price of the whole product alone, and the advised to use the suggested list in the booklets that go with it even out the dif- Harnview for high-level campaigns only, ference well. In comparing this to a uni- and should create appropriate scenarios verse like that of the GREYHAWK pro- for adventurers of lesser power and abil- duct, one gets a smaller campaigning area ity. Little is said about making up “every- but with much more detail in Harn; day” adventures, but most referees should characters do not need to have a whole have little trouble doing this. planet mapped out for them to adventure I recommend Harn for experienced across, and Harn should be more than referees who don’t mind using a largely sufficient for most gaming needs. prefabricated universe with a few minor State of the art? It could be better, but it alterations to suit their own campaign is very good. tastes. It is not a good idea to purchase – Reviewed by Roger Moore Plague has its problems Plague of Terror is a role-playing The most serious problem with Plague adventure module (price: $8.50) produced of Terror, however, is the graphic vio- by The Companions, designed as a lence that goes on within Wentworth. generic product for use with a number of This is not really a module that gamers role-playing systems. The action in the in their early teens might enjoy, or module centers around a small village gamers of any age. It is one thing to have called Wentworth, which is undergoing modules in which player characters cheer- some bad changes of fortune when the fully hack their ways through hordes of adventurers are scheduled to arrive. The goblins, zombies, trolls, and so forth. It is module provides for a large number of another thing to have a module that subplots and scenarios to get the adven- details torture, child abuse, sexual turers involved in the tangled web of assault, sadistic vengeance, and other intrigue in Wentworth, and gives all the such activities. To make it worse, the pic- relevant maps and NPC descriptions that ture of the guardsman killing the peasant are necessary to run the scenarios as a girl for Encounter 11 doesn’t match at all game referee. the way he is supposed to have killed her: Unfortunately, Plague of Terror is a careless oversight. plagued by some terrible problems. The In its favor, Plague of Terror has some subplots seem to be too interwoven, and amusing names for some of the towns- pulling the threads apart can be very dif- people; my favorites are the Gaullo ficult for inexperienced referees (and for brothers. some experienced ones as well). There is a I cannot recommend this module for superabundance of detail in the module, inexperienced role-players, for referees and cutting through it all is very time- who like to do their own creative think- consuming; the module might have been ing in role-playing NPCs and setting up better with about one-quarter of the scenarios, or for those who feel uncom- material cut away and the rest stream- fortable with violence, torture, etc., etc. If lined to ease reading. The printing in the the module is ever revised, it should be module is small and densely packed, pruned carefully and printed in larger which makes one feel overwhelmed with type, and the picture for Encounter 11 the amount of material to be gone should match the text. Caveat emptor. through. – Reviewed by Roger Moore

D RAGON 67 68 SEPTEMBER 1983 D RAGON 69 70 SEPTEMBER 1983 D RAGON 71 Index to advertisers Name of firm or product Page(s) Name of firm or product ...... Page(s) Advanced Graphics ...... 69 Hco...... 69 American Creative Games, Inc...... 32 ...... 52 Armory, The ...... 70,71 Hobby Game Distributors, Inc...... 64,65 Bard Games ...... 63 Indicia Associates ...... 59 Broadsword Miniatures, Inc...... 24 Imaginative Mail Order ...... 68 Castle Creations ...... 61 Iron Crown Enterprises ...... 1, Back cover Chaosium Inc...... 60,67 JandeL Products, Inc...... 68 Character Portraits ...... 69 Judges Guild ...... 63 US...... 59 Knights of Chivalry, The ...... 68 Clash of Arms ...... 69 McKelvie Programs ...... 69 Columbia Games Inc...... Inside front cover Morgan-Milwaukee Inc...... 68 Companions, The ...... 21 Midkemia Press ...... 26 Compleat Strategist, The ...... 68 Nova Games Designs, Inc...... 28 DB Enterprises ...... 61 Palladium Books ...... 51 Dragontooth, Inc...... 53 RAFM Co...... 13 Dragon Tree ...... 68 ...... 25 Dungeon Hobby Shop ...... 4 RPGA™ Network ...... 44 Dunken Company, The ...... 16 Science Fiction Book Club ...... 9 Endless Games ...... 18 Schubel & Son ...... 69 Entertainment Concepts, Inc...... 17 ...... 57 Fantasy Games Unlimited ...... 10,20,29 Talisman, The ...... 69 Fantasy Unlimited ...... 69 Task Force Games ...... 19 Fantasy Worlds Unlimited ...... 68 Tin Soldier, The ...... 60 FASA Corporation ...... 21 TSR Hobbies, Inc...... 73 Flying Buffalo Inc...... 27 Victory Games ...... 5 Game Designers’ Workshop ...... 16 Warehouse ...... 68 Gamelords, Ltd...... 67 Wargames West ...... 68 Hobbies, Inc...... 10 Wizard’s Corner, The ...... 27 Grenadier Models Inc...... 49 Yaquinto Publications ...... 29

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