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DRAGON 1 Publisher: Mike Cook Magazine in motion Editor-in-Chief: Editorial staff: Patrick L.. Price It’s often said that in this world, and in this business, standing still is equivalent Roger Moore to going backward: In order to keep up Business manager: Mary Parkinson with what’s going on around us, we have Vol. VIII, No. 5 November 1983 Subscriptions: Mary Cossman to keep changing and growing. So, al- Layout designer: Kristine L.. Bartyzel though this issue of DRAGON® Maga- SPECIAL ATTRACTION Contributing editor: zine isn’t exactly hopping around in your hands, it is very much a magazine in Wacko World ...... 33 National advertising representative: motion. More changes are just around the TOP SECRET® adventure Robert Dewey 1836 Wagner Road corner, and I’d like to use this space to Glenview IL 60025 tell you about a couple of them. Phone (312)998-6237 First, a change that some of you may OTHER FEATURES This issue’s contributing artists: have already noticed: Some of the stories Crane Dave Trampier in this issue look different from the rest. The ecology of the treant ...... 6 Steve Swenston Phil Foglio That’s because we’re working into using, We wooden kid you, wood we? Roger Raupp and getting used to, a new typesetting sys- tem. By this time next month, we will The Ordeal ...... 10 have mastered (ha!) the new technology DRAGON Magazine (ISSN 0279-6848) is pub- that now resides in TSR’s Graphics Arts One gaming group’s story lished monthly for a subscription price of $24 per year by Dragon Publishing, a division of TSR, Services department. The result will be a Magic resistance ...... 17 Inc. The mailing address of Dragon Publishing cleaner, and we hope a more exciting, for all material except subscription orders is P.O. look to the design and layout of the What it is, how it works Box 110, Lake Geneva WI 53147. magazine. DRAGON Magazine is available at hobby Next, a change that we aren’t hinting ® Miniature Open ...... 21 stores and bookstores throughout the United States and Canada, and through a limited at in this magazine, but which we’re Color photos of top figures number of overseas outlets. Subscription rates are promising nonetheless: Beginning either as follows: $24 for 12 issues sent to an address in the U.S. or Canada; $50 U.S. for 12 issues sent via next issue or the one after that, we’re Blame it on the gremlins...... 24 surface mail or $95 for 12 issues sent via air mail going to give you — our readers — a Troublemakers for AD&D™ play to any other country. All subscription payments must be in advance, and should be sent to Dragon much more important role in determin- Publishing, P.O. Box 72089, Chicago IL 60690. ing the content of DRAGON Magazine. Instead of just spending a page or so on Setting saintly standards ...... 28 A limited quantity of certain back issues of Characters that deities hold dear DRAGON Magazine can be purchased from the letters to the editor, we’re going to rely on Dungeon Hobby Shop. (See the list of available your opinions and observations to fill a issues printed elsewhere in each magazine.) Pay- Page Advice II: Getting started ...... 50 ment in advance by check or money order must much larger space, in a yet-to-be-named accompany all orders. Payments cannot be made column that will serve as a forum for all Four steps to being a designer through a credit card, and orders cannot be taken nor merchandise reserved by telephone. Neither of you to exchange ideas and philoso- an individual customer nor an institution can be phies with each other. The fights of ...... 54 billed for a subscription order or a back-issue This new offering won’t replace “Out Strategy suggestions for big battles purchase unless prior arrangements are made. on a Limb,” because there’s still a need The issue of expiration for each subscription is for that feature as well, to answer ques- Be aware and take care...... 60 printed on the mailing label for each subscriber’s copy of the magazine. Changes of address for the tions about specific points raised, and The keys to adventuring success delivery of subscriptions must be received at least specific mistakes made, in articles we’ve six weeks prior to the effective date of the change in order to insure uninterrupted delivery. printed. But the forum will be a much better vehicle for communicating REGULAR OFFERINGS All material published in DRAGON Magazine thoughts such as those contained in Jona- becomes the exclusive property of the publisher upon publication, unless special arrangements to than Heiles’ excellent letter in this issue’s Out on a Limb ...... 3 the contrary are made prior to publication. “Limb” column. And, as Jonathan cor- DRAGON Magazine welcomes unsolicited sub- Letters from readers missions of written material and artwork; how- rectly suggests, providing a forum for ever, no responsibility for such submissions can readers’ thoughts will help make be assumed by the publisher in any event. Any Sage Advice ...... 14 submission which is accompanied by a self- DRAGON Magazine into more of the Clearing up article errors addressed, stamped envelope of sufficient size will kind of publication you seem to want. be returned if it cannot be published. Certainly, you have opinions, lots of ‘em Gamers’ Guide ...... 70 DRAGON® is a registered trademark for and on lots of different topics related to Dragon Publishing’s monthly adventure playing fantasy role-playing and the AD&D™ sys- aid. All rights on the contents of this publication are reserved, and nothing may be reproduced tem. It’s high time that we gave those Convention calendar ...... 72 from it in whole or in part without prior permis- opinions the publicity and exposure that sion in writing from the publisher. Copyright © 1983 by TSR, Inc. they deserve; if you care enough to write Off the Shelf ...... 73 out your feelings and spend good money The latest and best in literature Second-class postage paid at Lake Geneva, to get them to us, we should care enough Wis., and additional mailing offices. to spend some of our precious page space Wormy ...... 76 POSTMASTER: Send address changes to on getting them in front of the eyes and Dragon Publishing, P.O. Box 110, Lake Geneva WI 53147. USPS 318-790. ISSN 0279-6848. into the minds of the rest of the FRP What’s New ...... 78 community. So, keep those cards and let- ters coming — if you stand still, you know what’ll happen . . . .

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2 NOVEMBER 1983 hat do an amusement park and a role-playing adventure have in common? Obviously, they’re both designed with enjoyment in mind. So, it logically follows that a role-playing adventure set in an amusement park is doubly enjoyable. In the hope that all of you TOP SECRET® players out there will feel the same way, we present Wacko World, the first scenario for spies we’ve published in about a year and a half. to turn this into a long debate, and second of After you’ve gone on all the rides and ‘Theme of the game’ all, we have a bit of experience in dealing with sampled the Florida Fried Frog at Wacko this subject. World, shift back into “fantasy mode” to Dear Editor: We got an avalanche of letters a couple of enjoy the rest of this month’s issue. I suspect that Lenard Lakofka will draw years ago, after we printed ’s essay The longest feature article inside is quite a bit of mail regarding his comment “on on why player characters shouldn’t be evil. actually two companion essays. In “The the theme of the AD&D game” (Leomund’s Most of the letter writers disagreed with the Tiny Hut, DRAGON #76). This letter is part viewpoint of the article, sometimes in words fights of fantasy,” veteran author Lew of that mail. that aren’t as tame as yours. Now, we’re all in Pulsipher explains how big-scale battles Len, I will say that, in specifics, I agree with favor of freedom of choice and freedom of in a fantasy world wouldn’t work the you. I heartily favor those AD&D campaigns opinion. (People in the publishing business same way as they did in medieval days. you refer to as “well-played.” I, too, have tend to be that way.) But the underlying fact Then, on a smaller scope, Lew sets forth qualms with the assassin player character class, here — which is not an assumption — is that guidelines for how a group of adventurers although for slightly different reasons. I, too, the AD&D game is a game. It has rules that should think and act to best assure them- feel uncomfortable in an evilly aligned party. must be adhered to, in spirit if not in the selves of living to fight another day. “Be But not you, not I, not even TSR Inc., has literal sense, if the game is to “work” the way aware and take care” is the title of this the right to say how a group of players should it was designed. And in fact, from what I’ve or should not play. It is the responsibility of been told and been able to learn, the AD&D piece, and that phrase is a pretty good the DM to entertain his or her players. If the rules are designed principally for a world that summation of what the article’s about — players would enjoy playing an evil-aligned pits good players against evil non-player words to live by, you might say. party, “ doesn’t like the idea of adversaries. Yes, it is possible to run an evil- For AD&D™ game tips of a more con- evil PCs” is not a sufficient reason for the DM oriented party of player characters — but that crete, rules-oriented nature, check out to deny their request. There are enough disad- is a tribute to the versatility of the rule system, Scott Bennie’s description of saints, and vantages for an evil party (such as the weight- not a sign of its weakness or an indication that our home-brewed message on magic resis- ing of magic items towards good and the know it should be used that way. tance. The former article is designed, as alignment spell) to offset the “benefits” of We can’t keep people from using the rules in Scott says, to fill a gap in the rules: The skullduggery. any way they see fit, and we don’t particularly AD&D is not set up — as far as I can tell, care how people use the rules, as long as ev- AD&D books mention that there are such and you are admittedly in a better position to eryone involved enjoys what they’re doing. things as saints, but not until now have say — as good player characters against a foul The only assumption we make is that people we seen an attempt to define just what and evil world. It can be this, and this is the are more likely to have a good time if they are those characters can and can’t do. The situation I most enjoy, but it can also be law- the good guys, and not the guys the good guys latter article was a collaborative effort by ful characters versus a chaotic world, or evil are fighting. — KM three TSRians: Penny Petticord, Jon player characters wreaking havoc in a good or Pickens, and Roger Moore, with some neutral world. That is a decision between a final-version fiddling courtesy of yours DM and his or her players; if everyone wants to truly. It’s not official, but until some- run an evil party (which, despite your underly- Important points ing assumptions, can be truly cooperative thing else along, we hope it will between its members), then why not? Dear Editor: help answer some questions and clear up However, you are certainly correct in saying The single most important part of issue #76 some confusion on the subject. that a death master is inappropriate as a player was Len Lakofka’s sermon, which made two In our continuing effort to add depth characrter. So is the assassin. So are the unoffi- important points: that players should not play and detail to the AD&D universe, this cial anti-paladin and bounty hunter. Why? NPC classes, and that players should not be month’s “ecology” article talks about the Not because of alignment, but because these evil, either in alignment or in deed. I am sick treant. We don’t know if author Susan characters are loners. Why should a profes- and tired of greed spoiling an otherwise excel- Lawson actually talks to trees, but it sional assassin spend most of his or her time lent adventure, or of supposedly “good” char- would seem that at least she listens. doing something else? I know of no parties acters killing helpless prisoners and then who constantly need assassins or bounty hunt- claiming they should get experience points. With a salute to the thousands of our ers. Regarding the death master, why should a Keep publishing the excellent articles. readers who are in the armed forces, we character that can create an army of wights and Steve Bibas somewhat nervously present Gregg ghasts need a fighter ally? In a like vein, I Austin, Tex. Chamberlain’s manuscript on gremlins, would find a paladin inappropriate in an evil- those little critters who have been per- oriented party. plexing to pilots and nasty to navigators To sum up, I believe you have assumed that ever since aerial warfare, so to speak, took the way you like AD&D to be played, a group Missing line off. Here’s hoping that they don’t decide of good guys trashing evil, is the way to play the game. An individual DM must fall back in Dear Dragon: to start making mischief with magazines. his or her own decisions, not “official” word In issue #78 you had a program to calculate And, as a diversion from our regular from others. There can be no buck-passing. the chi-square values. On line 520 you refer- column on unpainted miniatures, we Therefore, I submit that you should not con- enced line 660, but line 660 was not in the hope you’ll like seeing what some first- demn those worlds not like your favorites, for source code. Could you please tell me what class finished figures look like. It’s plain they may be the favorites of others. line 660 says? to see that the winners of the GEN CON® Christopher Mortika Bret Bradford Miniature Open didn’t have any gremlins St. Louis, Mo. Torrance, Calif. grabbing their brushes when they turned out their colorful creations. — KM Christopher, I don’t think Len will mind if I Our apologies to you, Bret. . . and to anyone answer on his behalf; first of all, I don’t plan else who tried to make the program work the

DRAGON 3 way it was printed. We tried to consolidate submissions. But, as a general rule, we are par- won’t be able to obtain multiple copies of some program lines in the printed version, for tial to other-planes articles; if and when we something we print without buying multiple space-saving purposes, and wound up making receive such a manuscript that’s well written copies of the magazine it appeared in. — KM a very basic mistake (no pun intended). There and comprehensive, we’ll probably make a big was a line 660 in the original program, con- effort to publish it as soon as possible. With taining the PRINT statement that comprises the recent release of Manual II, the the second part of line 650. We combined the body of information on other planes (particu- ‘An acquired skill’ two lines into one, not realizing that this larly the Abyss and Nirvana) has been greatly would mess up the program. (Simply chang- expanded. Maybe some ambitious writer will Dear Editor: ing line 520 to read “GO TO 650” won’t solve take advantage of that fact to turn out some- Mark Kreighbaum’s letter in issue #74 of the problem, because then the program would thing of the same quality (if not quantity) as DRAGON strikes a number of responsive be jumping to a NEXT statement without the “Nine Hells” material. — KM chords, about half of which are sympathetic. encountering the FOR statement that precedes Mr. Kreighbaum objects to the emphasis in it.) To solve the problem, just create a line 660 recent issues on charts and statistics. I must that contains the second part of line 650, make admit I have just recently returned to reading line 650 read “NEXT J” and the program will One to a customer the magazine and so have not seen most of the run the way it’s supposed to. — KM articles he cites. I am, however, familiar with Dear Editor: the situation. I’m writing about the Combat Computer In my mind, one of the two most important that appeared in issue #73. I found that it qualities a gamemaster needs is impartiality. Plane articles worked quite well. I would like to know how I Everyone who has run a world knows the could get another for my group without hav- temptation to fudge in favor of preferred play- Dear Editor: ing to buy another magazine. ers and to interpret the rolls against the ones When I noticed the article on “The Nine Robbie Dean who really deserve to be blue-bolted into obliv- Hells” I was very pleased. I had been looking Mt. Carmel, Term. ion. It is inevitable that opinions color deci- for some information on any of the Outer sions, but the better the gamemaster the harder Planes for some time. After reading the article, We’re glad the Combat Computer got such a he or she fights that temptation. My experience one question came to mind. Are you planning good reception. Unfortunately, we can’t make is that the greatest weapons in this struggle are on printing any more articles on the Outer (or it available separately from the magazine. We charts and statistics. When you have a rigidly Inner) Planes? I would appreciate it greatly to assume that in a gaming group of any substan- defined system, there is no fooling yourself; the see some articles on that topic. tial size (say, more than three people), it’s roll means one and only one thing. There may, Simon Dunsmoor likely that more than one of those group of course, be special circumstances, and the Clearwater, Fla. members buys DRAGON® Magazine, so “the referee has complete authority to be creative in group” probably has no trouble obtaining these instances and modify the rules. We aren’t really “planning” more articles on more than one copy of a certain article or a Creativity is the other characteristic impor- other planes of existence, simply because we special inclusion. If you’re a DM who insists tant in a good gamemaster. Articles reworking don’t have any manuscripts on those topics that your players not be allowed to see what’s character classes and introducing new ones are right now, and we learned a long time ago to in the magazine (and your players are willing prime manifestations of creativity. They not anticipate that we’ll get certain kinds of to go along with that condition), then you (Continued on page 80)

4 NOVEMBER 1983 DRAGON 5 by Susan Lawson

“Slow down! I have to rest now,” said never known it, if we weren’t looking Clarissa as she staggered to a halt. She carefully. Privacy is their greatest trea- unslung her backpack and dropped it sure. If we were to go wandering into a heavily on the ground near the roots of treant’s cave, which isn’t likely, they an oak tree, then sprawled next to it in would shoo us out and be in a bad exhaustion. temper; if we were , we’d be worse off With a sigh and a faint smile, Andrar than that.” stopped as well. He set his longbow care- Andrar leaned back and looked up into fully against another tree and looked the green canopy. “Have you ever met a around at the forest. It was late spring, treant?” the air was warm and dry, and a breeze “Yes.” Clarissa stared into the distance, occasionally stirred the leafy sky above remembering. “When I was initiated into them. the druidic service of our goddess, Sheela “I was under the impression that Peryroyl, I was taken by my parents to see druids liked to walk long distances in the Alkharn the Ancient, a treant who lived woods,” Andrar remarked casually as he in a great wood by my home. The druids surveyed his companion. of our village accompanied me. They Clarissa, a , panted for a made a gown of daisies that I wore to see moment and then muttered something him, and they gave me a potion of resist- about “long legs and no brains.” Andrar ing fire to offer Alkharn on behalf of grinned and shook his head, which only myself and the other druids. Alkharn, I made Clarissa repeat herself in a louder was told, would help decide whether I voice. was fit to take up the shillelagh. “Shame, shame,” the half- teased as “Alkharn was immense, and he was he took a seat on a fallen log overgrown older than the oldest elf. He said he with ferns. “The woods have ears and remembered things from as long ago as might be offended to hear such talk.” and nodded. “It is very quiet here,” she ten thousand years, and he knew the “They do, for a fact, and I don’t care,” said. “We’ve seen no sign of evil in this names of all the kings of the land in all said Clarissa. She sat up and shrugged forest, and the trees are well tended. No that time, of every race. In order to help out of her green cloak. “I hurt all over broken limbs, no blight, the undergrowth him recall them all, he had made the from trying to keep up with you. We’re is thinned away, and there are no signs of names into a long verse, a memory-helper not going to a party or something; we’re fire damage anywhere.” She paused, both . . . a nem-something . . .” just here to look for mistletoe. We don’t for a breath and for effect. “Treants. At “Mnemonic,” offered Andrar, proud of have to hurry.” least one travels here, probably more.” himself. If Clarissa noticed the smirk that Andrar grinned at her again. “I apolo- Andrar looked around with considera- came over his face, she ignored it. gize,” he said, then continued in a less bly more interest now. “Can you tell “That’s the word I was looking for. It serious tone, “Do you really think the where they are?” was a great poem. Alkharn said that tre- trees can hear us?” The young druid shook her head. ants have to create these poems. They Clarissa rubbed her shins as she looked “They know where they are. We could have long memories anyway, but they live around at the seemingly endless wood, have passed a dozen of them already and so long that they’d still forget things if

6 NOVEMBER 1983 it wasn’t for their mnemonics. I “I didn’t think that treants were able to travelers felt no breeze against their faces, remember part of what he recited to me: create magical things, though,” said yet the blast seemed to stir every tree in ‘-king, Telaring, silver-eyed, Andrar. “That has always confused me. the wood. After a few minutes, the dis- elven- born, How can they make these potions?” play subsided except for the calls of the -foe, steady bow, ruled long Clarissa chewed her lower lip, search- excitable sparrows and larks. the North.’ ing for words. “It’s hard to say, and I Clarissa’s eyes were wide. “By Sheela’s “The poem went on and on. It was guess no one really knows exactly how. daisies! They did hear us!” almost frightening to think of all the ages Treants make their potions from their “I thought you knew they were listen- of time he had seen, and how things had own living sap, and add many sorts of ing,” said Andrar, just as shocked. changed so much since his earliest memo- materials that they find in the forest or “I was just guessing, or hoping,” she ries. He knew more about his own woods, receive in trade from friends like elves and said, picking up her pack slowly. “No though, than about any human or elven dryads. Some say the drinks must age for need for us to be afraid. The treants are empires. The rest of the world was a many years before they are ready to be watching out for us, and they wanted us vague memory to him, but Alkharn knew consumed. The effects the potions have to know that. They just startled me.” She the names of every tree in his wood, and upon people like you and me are prob- hoisted her backpack onto her shoulders all the ones that had been there since his ably related to the effects they have upon and sighed. “Back to mistletoe hunting.” time began. the treants themselves. A draught made to With some of their composure restored, “He even recited part of his great poem give a treant energy would gift me with the companions set out again into the where he had remembered the names of the strength of a giant. I could throw woods. This time, it was Clarissa who the trees he had met, but he said it all in boulders, bend bars, poke bothersome remembered her manners. She paused at his own language and I couldn’t under- companions in the nose . . .” the edge of the clearing they were leaving, stand a word of it. When he spoke to me Andrar grinned and tossed a twig at picked a daisy from her pocket, and in my language, it was in a slow and her. “Have your fun. But tell me more. tossed it back the way they had come. rhythmic drone that I had trouble under- Where do treants come from?” “Good-bye! We’ll be back sometime!” standing, but it sounded very relaxing.” “They just appear, as far as anyone she called. Then she and Andrar disap- Clarissa absent-mindedly smoothed the knows. A young tree that has grown up peared into the trees. hair on her feet and brushed the dust straight and strong might someday start from her legs as she continued. “Alkharn waving its two largest branches like arms, APPENDIX said that treants knew many languages, blink two eyes that were once just thin The list below can be used to determine even those of the bears, the birds, and the spots in its bark, and shuffle forward on a which potions are found in a treant lair, druids. He told me about the special lan- trunk that has split into two legs. When and what their effects on characters guage that treants share with trees and it does these things, it has become a tre- would be if they were consumed. Note other treants — nothing spoken, but they ant, but no one — not even the oldest elf that any of these treant “drinks” can wave their limbs and leaves, and touch or the wisest druid — can predict if any affect any character who imbibes one, and make rustling sounds, and all of it particular tree will do that. regardless of class. just to say ‘Hello, how are you?’ ” “Any sort of tree can become a treant, 1. Extra-healing Andrar broke in, remembering one of and treants have seeds like a tree. But 2. Giant strength (Hill, Stone, Clarissa’s earlier remarks. “Why did you those seeds do not grow into treants. The or Frost) say treants lived in caves?” seedlings grow into trees, and only a few 3. Growth “They don’t, really; they live in the of them ever develop into treants. Then, 4. Healing outdoors most of the time, but groups of as a treant gets larger and much, much 5. Longevity treants keep large caves, in which they older, it reaches a time when it turns back 6. Plant control (this potion has no store mementoes, brew their drinks, and into a tree once more, forever. It takes effect on treants or trees stay safe from their most feared enemies, thousands of years for a treant to pass to con trolled by treants) lightning and fire. The treants know that this stage, and they do not fear it as we Treants vary widely in appearance, fire is often good for a forest, but this is fear death. For all we know, they simply having variable numbers of branch-like true only for those forests that have no fall asleep and dream, for as long as their fingers or root-like toes, different types of treants moving about to clear away thick tree-lives continue. leaves, and so forth. Individual personali- undergrowth and decayed wood.” “This very tree,” she said, patting a ties may vary widely as well, from joyful For a moment Andrar was silent, then gnarled and dirty root beside her, “may and outgoing to quiet and introspective. thought of a story he heard long ago. once have been a great treant. The tree is The only substance besides their “My father once told me there was great certainly big enough, and the trunk seems potions that treants consume is pure power in the drinks of the treants. Some to have a division where legs might have water, which they drink through their who were allowed to drink from their been, here near the base.” Clarissa gave “feet” (roots) and mouths. They have no wooden bowls found that they grew the root a final absent-minded pat and great like for other liquids, and cannot stronger, or that they could speak with then stood up abruptly. “Well, that’s all I tolerate salt water. Drinking is important plant life, and some lived far longer than have to say, and we’re supposed to be enough to them that their words for they and others expected them to. My looking for mistletoe.” “understanding” and “listening” are father said that one of his friends drank Andrar, now the reluctant one, got to derived from their word for “drinking.” from a treant’s bowl when he was his feet slowly, then turned and on One of the greatest gifts that may be wounded, and found himself healed of impulse called out to the forest. “Hail, offered to a treant is a potion of fire re- his injuries within seconds.” treants! My blessings for your work! The sistance. In exchange for such, treants Clarissa nodded. “Your father’s friend gods grant that you may yet walk another may offer their services, anywhere within was blessed to share drink with them. thousand years among us!” their woods, to good or neutral charac- Only those they trust completely are His exhortation over, Andrar reached ters. This offer will be quickly and force- allowed to do that. Usually, they don’t for his bow — and froze. A rustling sound fully revoked if the recipients are careless even communicate with ordinary folk, grew in his ears. The leaves above the with fire, cruel to the forest, or prove unless one is of the druidic profession halfling and the half-elf moved as if themselves later to be of evil intent. like myself, or perhaps a ranger-type, or a stirred by a quick wind, and then the Treants and algoids will cooperate if bard, and they generally prefer to share sound rose into a storm of nature-noise: both reside near a lake or swamp. The their forests with elves, rather than branches rippled, squirrels chittered, and algoids’ immunity to fireballs and light- humans or dwarves — or even .” birds called out to one another. The two ning bolts makes them valuable allies.

8 NOVEMBER 1983

“Sir Hawksbane is a spell-snared “Crystal, I’m going to summon you.” at his uncle’s wrecking yard. I wore nine on a doomed quest. As he listens Crystal looked blank for a moment, yards of Victorian widow’s weeds with to the idiot slobbering of ripples on the then blushed with a visible “I get it” lace and flounces, because I really do shore of the mouldering, putrescent tarn, expression. get tired of jeans. his blood-fouled armor . . .” Crystal is shy, mouse quiet, mouse Duval wore really impressive Ethiopian “Wart!” we shouted in protest. blonde. You wouldn’t think it to see her, dress, white jodhpurs and tunic and a “. . .drips with . . .” but she can act. When she is psyched up terribly dignified toga and a skullcap. The “Wart,” Duval asked with chilling calm, and ad libs, she’s remarkable. She’s the only uncanny element was a staff he straightening the dungeon map precisely, only person I know who can do a mad carried, which had an animal’s skull on it, “is Sir Hawksbane going to try to spear scene well. She has the sense to under- perhaps a large rat’s. the beast, or isn’t he?” play it. Sometimes she’ll seem to see For music we had some East Indian The Wart rose, towering over Duval things that aren’t there,the way a cat ragas on tape, which sound like cars angrily. Duval is small, lithe, quiet, and will, until your mouth is dry and your losing their hubcaps at first, but eventu- black, with an incandescent grin. He has heart half chokes you. But she has to be ally make your scalp creep. the highest charisma in the town’s four psyched up, or nothing happens. The Wart drank green lemonade and gaming groups, and is the only one of us Duval explained the things he and recited chunks of a novelette he’s work- who can keep the Wart, and his vocabu- Crystal were going to do. I know it put ing on, which has all his pet themes, lary, under control. The Wart is the size the gooseflesh on me. Maybe it wasn’t and, as far as we can tell, no plot. We and shape of a professional basketball just that Duval was telling it, and telling it teased him as usual about its ophidian player: thin, nervy, overdramatic, with a well, as he always does. It was two in the slime and membranous, rotting wings froth of pale brown hair. We call him the morning, when a person seems to have and all, so he wouldn’t suspect anything. Wart because of his language, which twice as many nerve endings, and a high isn’t the prettiest. The rest of him we can wind outside was doing all the sound We were half-relaxed and half- stand. effects of a Ray Bradbury October. anticipating when Duval announced his “Sir Hawksbane’s accursed lance, In the daylight, driving to City College, skit. He stood out in the center of the dirt glistening with ichor, thrusts . . .” The I wasn’t so sure. Okay, the idea wasn’t to floor with the music off and only the wind Wart, still standing, was no longer chal- reform the Wart, just to get even. It would whining through the cracks in the lenging Duval, but staring into the repul- have been simpler to throw him on a boards. Behind him, tattered scrims and sive vistas of his imaginings. manure pile and keep him there until he ropes hung from the rafters. The baled “Wart,” said Duval, “sit down. This is a gave us five hundred adjectives for its hay around the walls hardly showed in game, not one of your novelettes. Try to sensory qualities. Still, the Wart is too big the dim light. get yourself together by the next turn. I’m to throw. He might even be proud of “In the village where my grandfather going to skip you this time. Now, Dawn?” enduring an ordeal on a muck heap, lived,” he said matter-of-factly, “were the I shot a flaming arrow into the beast though he’d prefer a vigil in a ruined old style of priests, half pagan, half Cop- and Crystal, our elf-maiden, killed it with tower or in catacombs. tic. They believed themselves descended a Word of Power. By that time the Wart We’re too rural to supply either of from King Solomon and possessed of his had stalked out of the house, slamming those things. What we got was a barn. wisdom. They gave the people what they the door. I arranged it with Old Man Moody, who wanted: blessings, baptisms, absolution, After we had polished off another has let me ride his horses since I was all love philters, and curses on their ene- beast from the tarn, Duval closed his DM puppy-fat and pigtails. After I had mies. They worked their powers through notebook. “We’ve got to do something assured him all of six times that no, the spirits of maidens who had drowned about the Wart,” he said. nobody would smoke (because of the themselves and whose bodies had never We waited expectantly. hay) and we wouldn’t play loud music or been recovered so they couldn’t have a “I think I’ve got something,” Duval drive past the second gate, he rented us proper burial. The summoning of such a finally added. “It’s getting close to Hal- the barn for most of our pun-fund. (We spirit is done rather like this.” He turned loween. We’ll have a party anyway. We bring in a couple of bucks a game at a and very meticulously scratched a circle may as well have a haunted-house party. nickel a groaner.) of heiroglyphs in the dirt floor with the I know, you think I’m going to tell you As far as the Wart knew, or the other blunt end of his staff and encircled them that by draping sheets around the place groups for that matter, we were having a with a line of hideous stuff that might and feeding the Wart peeled grapes for haunted-house Halloween party for the have been cold oatmeal. Then, with no eyeballs, he’ll be so scared that he’ll get four gaming groups, with grotesque stuff warning at all, he dumped a quart pitcher instant maturity. I know better than that. to eat, costumes, and a skit or two. of undeniably real blood in the middle. “You know how, outside the gaming You could smell it. (I know Crystal’s room, any mention of the supernatural As parties go, it was pretty good. We father has a meat-packing plant, but that makes the Wart uncomfortable. It’s all couldn’t have candles because of the was the farthest thing from my mind at right if he talks about undead and hay, but Duval had rented some fairly the time.) unclean spirits, but if we do, it puts the fancy stage lighting and had good scrims We hardly noticed Crystal step in. We gooseflesh on him. and false cobwebs. We were in ghost or were so distracted by the blood, she “So, I’ll summon a demon.” supernatural costumes, no space cadets, might as well have been conjured. She Some of the newer guys looked at no and damsels — except for the wore yards and yards of wet, tattered, Duval pretty dubiously. The rest of us Wart, who wore rusted, blood-stained algae-scummed gauze draped around knew that Duval always follows through. armor cut from a Volkswagen her and over her face, and you could smell the sourness of a swamp on her. She tracked through the blood as if she didn’t see it, and it made her hems ghastly. She clenched and unclenched Fiction by her hands, stared around her as if she didn’t know where she was, and clawed unseeingly at her veil. The people who weren’t in on the plot looked surprised, Atanielle Annyn Noel knowing how shy Crystal was. Obviously everyone recognized her, as they were DRAGON 11 intended to, but the skit was shaping up ever annoyed us. It was awesome and body, than once more face humiliation better even than had been anticipated. loathsome and horrifying. and dishonor.” He was at once ludicrous The Wart simply looked uncomfortable. Finally, in one of her pauses, the Wart and pathetic. Angry at being mocked, he Duval made a complicated gesture to said, “Omigod,” and walked out. At first I was still unwilling to admit that his vocab- Crystal, beckoning, and cut through the couldn’t tell if it was “Omigod” as when ulary was deserving of mockery. circle in front of the Wart. I saw the Wart you drop your books during lecture, or as “Wart,” I said carefully. “we admire startle, a shudder like a horse makes when you hear about a death. But he your imagination, but you’ve gotten too when a fly lands on his withers. was walking unsteadily, and it scared predictable. We know you have better Crystal only took a couple of steps me. Everybody else mobbed Crystal, potential, so we tried to jolt you out of toward him, and looked at him with that congratulating her, but I ran out after the your rut.” I didn’t feel like too much of a absolutely blank, unseeing stare with Wart. I remember when the Stevens boy hypocrite, because he really must be which junior-high girls look at their ex- left the prom because of what his girl did, some kind of a genius to become a walk- boyfriends. He jerked his eyes to the side and shot himself. He walked like that. ing Roget’s Thesaurus of the Macabre. once or twice and licked his lips. The I got to him just as he was opening his Some time after I’d said genius once onlookers became more interested, car door. I knew he shouldn’t drive the too often, he kissed me, and I could see thinking it was rehearsed and he was in way he was. He was pale and shaking, he was thinking of giving me his school on it. whether from fear or rage or disgust I ring, but instead he promised to lend me Then Crystal spoke. don’t think even he knew. I sort of wres- his manuscripts. She spoke in a sick monotone hardly tled him away from the car door. Most above a whisper, with a lot of hesitations, girls want a guy who is upset to talk The Wart’s manuscripts were pretty not as if she’d forgotten her lines, but as about it before it’s time, or the girls tell revolting, but I lent him some books on if her mind was way out of touch. Some- the guys what the girls think the guys essay style and the short story, and his times when she hesitated she’d twitch feel, which makes it worse. I shoved a lot work has gotten a lot more coherent and slightly on one side of her body, like because it was important to me, with no fairly original, even in its grotesquery. people whose nervous systems are out half-snuggles or anything. Most guys Crystal has gotten popular, which of order. understand being pounded better than makes her more shy. “You are standing . . .” she whispered being talked to. The Wart has written a terribly serious unseeingly to the Wart, “in blood- He started to talk then, leaning against play for drama class about rotting drenched halls . . . where the stones the car door, which he had scratched Vikings in a barrow, but it is coherent, themselves exude unspeakable defile- some with his armor. “You all hate me. and he’s getting Duval to do the scenery ment. Nameless beasts fight over puru- You always have. I see myself as an and lighting, so it probably won’t abso- lent carcasses . . . their spined wings accursed knight doomed to an endless, lutely flop. stir the ashes of black bones . . .” She hopeless quest, humiliated and reviled Because he survived an ordeal, so to went on and on, paraphrasing every by all whom I encounter. I would rather speak, we don’t call him the Wart any revolting theme with which the Wart had be destroyed, the blood forced from my more, but Sir Hawksbane. He loves it.

12 NOVEMBER 1983

“Just put them over there,” said the sage. I backed the pick-up to the desired location behind the sage’s grass hut and began shoveling letters out on the ground. “That’s fine,” he called. “Scatter some over by the peonies. I need a little more mulch there.” “Don’t you ever answer these things?” I panted, grabbing an armload and flinging them out in a cloud of notebook paper. “Sure,” he replied, picking up a letter that had fallen close to him. He studied it a bit, laughed, and then buried it. “Someone wanted to know if barbarians . . .” “Save it,” I told him. “Write a column answering some questions readers ask about articles in DRAGON® magazine, and I’ll pick it up next week.” “Whatever you want,” he said. As I drove off, he was starting to work on the peonies.

In “A Player Character and His requirements were listed only for those DMG says that magic boots will expand Money” (issue #74), are PCs supposed to characteristics that have a minimum to fit creatures of up to giant size. get one experience point per silver piece higher than 6. The DMG also notes, for boots of levi- or one x.p. per gold piece? tation and boots of speed, that heavier Characters get one x.p. per gold piece. Why are duelist NPCs unable to use creatures will make these devices less The “silver standard” described in the flails? This weapon has been used in effective. Certain other sorts of magical article will make it more difficult for fencing training. boots will work for half-, but some characters to buy very valuable items The sage has been unable to locate won’t. The half-’s exceptional size (especially magical ones), but this con- anyone or any source that mentions the and weight need to be carefully consid- tributes to game balance. use of flails in fencing training; at any ered when they use many sorts of magical rate, the NPC classes described in items like these. Concerning landragons (issue #74): Do DRAGON magazine do not have to cor- they have any claw attacks, and do they respond exactly to one particular concept “Gems Galore” (issue #72) does not say like water? of what a class should be like. how some of the gemstones described in Landragons do not use their feet to the article may be found. claw at opponents in melee; they have In issue #73, the catoblepas is noted for DMs may create their own random-roll developed their own special attack rou- being able to kill by its breath; this con- tables as extensions of the ones given in tines, and while their claws might be tradicts what’s in the . the DMG (p. 26), for gemstones found in effective weapons, they are rarely if ever Which source is correct? treasure hoards in their campaigns; the employed. Their experience with water is The Monster Manual is the final gems described in the article may be limited to shallow wading, though they authority here. The article on the cato- included therein. can swim for short distances. blepas, like all the other articles in “ecol- ogy” series in this magazine, is an In the Sage Advice column in issue #71, Is the “Combat Computer” in issue #74 attempt to work out some of the it was stated that lycanthropes cannot designed for actual use in AD&D™ from the AD&D game system in a logical change their shape on the Astral Plane gaming? fashion with regard to their habitats, because there is no natural darkness there. Yes. It has been playtested, and from mentalities, behaviors, and so forth. This However, the DMG states that after six the mail readers have sent to DRAGON material is unofficial, offered for the years of experience, lycanthropes can magazine, it appears to be working very entertainment of (and possible use by) change at will. Which is correct? well in AD&D games. DMs and players alike. The Sage Advice answer in #71 should be amended as follows: Lycanthropes of What are the minimum wisdom and Couldn’t the water-creating pill, item any sort found on the Astral Plane will charisma scores necessary for a duelist #26 in the article on “Non-violent Magic assume wereform only as a result of melee character (issue #73)? Items” (issue #73) be used as a poison? injury or the casting of certain spells (as The duelist, a fighter subclass for If misused, this item could harm or kill noted on p. 22, DMG) if the creature has NPCs, should have a minimum score of 6 a careless character. (The same might be had lycanthropy for less than six years. in each of these characteristics. This true of other items described in the arti- Those having lycanthropy for more than assumes that NPCs must also abide by the cle.) But it was not intended for combat six years will, in addition to the above “5 or lower” rule that player characters purposes and is technically “non- circumstances, be able to change into must follow. A score lower than 6 in violent.” It does not count as a poison in wereform at will. either ability would force the character to any event. be a thief (if wisdom was 5 or lower) or Several questions regarding the astral an assassin (if charisma was 5 or lower). In issue #73, half-ogres are said to have module “Fedifensor” (issue #67): In the duelist article, ability-score trouble using magical boots; however, the Githyanki knights in the module are

14 NOVEMBER 1983 apparently normal fighters, while the usual sorts of tasks (getting rid of unde- a related fashion for the orange and pur- ® Tome notes them as sirable tribesmen), at the direction of a ple dragons described in the same article. being anti-paladins; why is this so, and chieftain or other “boss.” Remember, once again, that this article what are an anti-paladin’s powers? Do was unofficial and does not have to be githyanki have clerics or shamans? Why In issue #66, Leomund’s Tiny Hut lists used in a campaign, but can be adopted if were there not more knights at the out- some interesting lower-level monsters. a DM so desires. post, since the FF notes that githyanki But one of them, animal skeletons, can- astral fortresses have 40 knights? not apparently be made using the spell The article revising the Celtic mythos The “anti-paladin” reference in the animate dead as described in the Players in issue #65 lists some of deities as having FIEND FOLIO Tome should not be Handbook. druidic powers of over 14th level. How is taken literally; actually, there is no offi- It is conceivable that evil clerics could this possible? cial anti-paladin class. The phrase, as develop a spell similar to animate dead Deities do not have any of the restric- used in the githyanki text, should be that would allow for the animation of tions placed upon them that mortals taken to mean that githyanki knights act animal skeletons. Such a spell would have. A good-aligned deity may be able to very much the opposite of how a paladin likely be of third-level power and similar use assassin powers; neutral gods may would act (i.e., they are chaotic evil). in most respects (such as casting time and have paladin powers. The deities in issue Githyanki knights have powers normally so forth) to the other spell. #65 with druidic powers of greater than associated with regular fighters. 14th level should have the given level Githyanki have no clerics or shamans, In “The Missing Dragons” (issue #65), apply where applicable for spell ranges, since the “deity” they worship (like the which describes the “color-wheel” theory areas of effect, and so forth that depend one ruling the githzerai) is not a true of dragonkind, it was said that mating a upon the spell caster’s level. Taking a cue deity or demigod and cannot grant spell blue and yellow dragon will produce a from E. ’s writings on 15th- powers to any followers. There were not green one. Doesn’t this contradict the level druids in the same issue, a deity more knights at the outpost because it AD&D rules, where it is said that Tiamat with an effective druid level of more than was an outpost, not a fully equipped spawns all of evil dragonkind? 14th should have the ability to cast 6 fortress. If the “color-wheel” theory is used, one spells of each level per day, plus as many could assume there are three ways to bonus spells as the deity’s wisdom score “Thrills and Chills” (issue #68) noted create green dragons: two adult green will permit. that there would be assassins operating dragons can mate and have young, an during the Ice Age. How is this possible? adult blue and an adult yellow dragon Concerning “Evil Dragon Armors” Assassins could be thought of as a form could mate and produce green young, or (issue #62): Can someone make shields of commando warrior, used by various Tiamat could give birth to green young from dragon hide with special powers? tribes as scouts, spies, or advance assault and drop them off on the Prime Material Why are the armor classes of the dragon fighters who slay from ambush or by sur- Plane. All three methods could work armors so low? What special powers prise. Assassins could also perform their simultaneously. This would also work in would suits made from other sorts of evil dragons (e.g., yellow, orange, purple, their abilities to be too unusual, then of reading “+” where “=” appears, so that chromatic) have? course some changes in the class may be the names of the items are “Dagger +1/+2 Much of this would be up to the DM to made. DMs might consider having only vs. Dolphins” and “Trident +1/+3 vs. arbitrate. A shield made of dragon hide humans and gnomes be jesters if they Elemental Beings.” might give a bonus to the saving throw of wish to restrict the class only to those the user against the breath weapon of the beings who can use illusionist magic, What is a balrog, and what are the sta- dragon-type the shield is made from, if possibly including half-elves if one tistics for it? the shield was properly enchanted. Such a wanted to stretch it a bit, but this is all up A balrog, as described in the Lord of shield would otherwise be like any other to the DM. As for the second question, the Rings trilogy by J.R.R. Tolkien, type of magic shield, benefitting the there are other character classes like appears to be similar to lower planes user’s armor class. Only one or two druids and bards who are able to learn a creatures like demons in the AD&D sys- shields at most could be made from any number of languages over and above any tem. (Note that the original rules for the single dragon hide, under the same re- racial or intelligence limits; the jester is D&D game did include mention of crea- strictions as mentioned in the original free to do so, too, by the same token. tures such as the balrog and the hobbit, article. The AC of the dragon armors is but those references were changed or low because live dragons have thick layers What is a ? deleted in subsequent editions of that of fat and muscle beneath their scaled are minor magical spells for game, and the terms do not appear in the hides, which adds to their AC. Armors magic-users and illusionists, often rules for the AD&D system.) The Type VI made from other types of evil dragons can referred to as “0-level” spells. Typical demon in the Monster Manual resembles be created by interested players and ref- cantrips include polish, sweeten, curdle, the balrog, but is probably not as power- erees, within the restrictions of the origi- knot, flavor, (summon) mouse, and (pro- ful as a true balrog would be. If some- nal article; the powers that such armors duce) belch. These spells were described thing meant to be identical to a balrog is would possess are up to the DM to decide. in issues #59-61 of DRAGON Magazine, to be used in a variant AD&D game, the and are reprinted in the Best of DM will have to invent his own game sta- The jester NPC class (issue #60) seems DRAGON® Vol. III anthology. tistics for the monster after carefully read- to allow certain races like dwarves and ing the various Tolkien books. halflings to get the ability to cast magical In the game “Flight of the Boodles” With regards to AD&D module S3, spells they could not normally use. Also, (issue #60), does the Boodle wizard hit on Expedition to the Barrier Peaks, would a some races are noted in the Players a 1-3 or 1-4? The text contradicts itself. shield spell stop a laser shot? Handbook as being able to learn only a They hit on a 1-4, according to the No; the shield would have no effect. few extra languages due to their intelli- original rules, so two of the charts in the gence, while jester NPCs are supposed to game need to be corrected accordingly. Would blasters or lasers from GAMMA gain a new language every other level. WORLD adventures be able to harm crea- Jesters were designed to be unusual In “Modern Monsters” (issue #57) the tures only affected by magical weapons, NPCs; however, if a DM finds some of speeds given for modern automotive vehi- such as gargoyles? cles in AD&D terms seem awfully low Yes; such energy attacks would harm (example: 70”/round is about 8 mph). nearly all AD&D monsters or characters. Why was this done? Use the “Mutants & Magic” section of the As mentioned in that article, the speeds DMG to arbitrate details of such combat. of such vehicles were scaled down by as much as a factor of ten; this was done What are the following weapons like in partly for game balance, and because off- AD&D gaming: great axe, great bow, road speeds will be much slower than great sword? normal and game scenarios may have The great axe is a bardiche or halberd overland travel involved. DMs using this (which are both poleaxes); the great bow material may wish to increase these is a long bow or long composite bow; the speeds, but should be careful in doing so great sword is a two-handed sword. to preserve game balance. Do real barbarians eat quiche? In issue #48, in the section on undersea Real barbarians would hack and slay magical items, there seems to have been a anyone who offered them quiche to eat, misprint of some kind. and would then stomp the quiche until it The confusion can be cleared up by was totally flat. Barbarians are like that.

16 NOVEMBER 1983 Magic resistance What it is, how it works

The concept of magic resistance has an appeal that can be . . . irresistible. But many DMs who try to use magic resis- tance in a playing session find it raising more problems than it solves: When does it operate? When, if ever, does it not? Exactly how does it work? This article attempts to answer those questions, and more, about the effects of magic resistance and how it is used in the AD&D™ game. Standard magic resistance, which is what player characters and most monsters have, simply means that the being con- cerned makes a saving throw when sub- jected to most magical influences. (Unconscious or surprised creatures do not always get a saving throw.) For those who make the saving throw, it means somehow dodging the magical blow; withstanding it through the rage of com- bat or the will to win; calling upon divine intervention to partially deflect the spell; or perhaps using one’s own saving throw (when applicable) if their “inborn” magic to dissipate the spell’s magic resistance roll is failed. power (in the cases of thieves, fighters, Magic resistance is effective against clerics, and magic-users, respectively). magical spells and spell-like abilities that However, many creatures (demons, dev- would otherwise directly affect a creature, ils, and the like) have a chance of not including potions. It applies against being affected at all by a certain magical druid, illusionist, and cleric spells as well force, and this form of magic resistance as magic-user spells, and the procedure may vary according to the level of the for determining success (resistance) or caster hurling the spell at the magic- failure (vulnerability) is the same for all resistant creature. This sort of “percent- types of magic. age” magic resistance is explained in the Magic resistance applies only to the FIEND FOLIO® Tome and the DEITIES creature or object that possesses it, and to & DEMIGODS™ Cyclopedia (and less well things the being wears or carries, and has so in the Monster Manual). A specialized no range as such. In special cases, such as form of this magic resistance, possessed when a magic-user has a pseudodragon by creatures like nycadaemons, takes into familiar, magic resistance is transferable account the level of the spell, not of the to someone else even if the two figures caster. involved are not physically touching. Another specialized form is uniform These cases, of course, are rare in the magic resistance, where the percentage extreme. value listed applies against all spell levels The Monster Manual implies (on p. 5) and all levels of casters. (See Heward, that any spell cast in the presence of a Keoghtom, and Murlynd in “’s magic-resistant creature will fail, but this World,” issue #71.) Note that all magic- is false. The effect of the spell has a resistant creatures are allowed a regular chance of failing, but generally only with

DRAGON 17 respect to the magic-resistant creature. A come from a higher-level caster (power spells that would have a direct effect on magic-resistant monster caught in the word, kill, for instance). Higher-level the magic-resistant creature — generally area of a fireball spell, as the DDG book spells are assumed to come from a spell those effects that threaten to change the points out, might not be affected by the caster of the minimum level needed to creature in some way. Magic resistance spell though all the orcs around it are cast such a spell, unless otherwise stated does not apply against magical armor, burned up at once: the spell still goes off. in the history of the item. A rod that can shields, or weapons: a suit of +2 armor However, if the magic-resistant mon- cast incendiary cloud, for instance, is worn by a demon will still work like +2 ster was the fireball’s primary target, the assumed to have been made by a 16th- armor. This is because these items’ effects fireball will fail to go off entirely if the level M-U, the minimum level required to apply only to the items themselves, and monster makes its magic-resistance roll. If cast such a spell, unless the item is noted do not directly affect the wearer. its magic resistance fails, the monster as having been made by someone of For the same reason, a magic-resistant (like any other creature) will get a regular higher level. being could use a wand of magic missiles saving throw against the spell. (The orcs For certain items, like artifacts, it’s up against other creatures, but might have get to save, too, but would probably get to the DM to decide the level of the caster trouble shooting the missiles at itself. toasted.) If a spell normally allows no who created the device in order to deter- By contrast, magic resistance does saving throw (magic missile, for mine its spell effects. This may be done apply against any effect that would add a instance), then the spell will have full on a case-by-case basis without much bonus or penalty to a creature’s normal normal effect on the creature if its magic trouble. Generally, very high levels (16+) saving throw, armor class, “to hit” roll, resistance fails. of spell use are involved. and so forth. When a magic-resistant creature is Other magical powers (like the effects Magic resistance does not negate the potentially able to be affected by magic of a chime of hunger) do not seem to have magical bonuses of a weapon — ever — cast from an item (a wand, staff, rod, or a correlated spell or spell level to match and if a weapon has special powers on similar device), the creature will resist the with them. This is a property of many successful hits (e.g., the sharpness or life- magic just as if it came from the casting non-weapon items like ropes of entan- draining power of some swords), magic of a spell. The level of magic-use can be glement, and of many things that must be resistance will not help against that determined for certain items; wands oper- worn or swallowed to be effective power. If a sword can cast spells like a ate at the 6th level of ability, staves at the (potions, rings, and assorted miscellane- wand or similar device, then magic resis- 8th level, and so forth. ous magical items). The effects of these tance is usable, and may cancel out the Spells cast from certain items that have items will be resisted if the creature they spell effects. no level of magic use assigned to them are used on makes its magic-resistance Magic-resistant creatures have a mea- (such as a charm spell cast from a magi- roll as if its resistance were uniform; for sure of control over their ability. In some cal sword) are assumed to come from a example, a night is always 65% resis- cases, a creature can voluntarily nullify 12th-level magic-user (the lowest level of tant to being affected by a rope of its magic resistance in order to take magic-user who can manufacture magical entanglement. advantage of the effects of a beneficial items) unless the magic would obviously Magic resistance only applies against spell or spell effect. Nullifying one’s own magic resistance requires total concentra- tion. Achieving the state of vulnerability requires one round; the state can be main- tained by continued concentration for as long as the creature engages in no other mental activity, and no physical activity at all. (Knowing how to concentrate in this fashion is an ingrained trait of all magic-resistant creatures, and is not a function of intelligence.) Voluntary nullification of magic resis- tance must be performed by the spell recipient during the round in which the casting of the spell is completed, or (in the case of a magic-using creature employing innate abilities) in the round during which the spell-like power is directed at the intended recipient. The target creature does not need to maintain concentration on negating its magic re- sistance after the magic gets a foothold. (When magic resistance “clicks” back on, the spell effect is trapped within the recipient, and the magic will run its course. Magic resistance works from the inside out as well as the other way around.) During the round (or longer) that a magic-resistant creature maintains con- centration on negating its resistance, it is completely vulnerable to any magical effects (not necessarily beneficial) directed toward it. Not even a saving throw is allowed, since any saving throw against any form of magic is essentially (as pointed out earlier) just another form of magic resistance. 18 NOVEMBER 1983 DRAGON 19 Also, it is possible for a magic-resistant subject to the once-a-week check to see if flayer’s head from its body (the sword’s creature to be affected by a magic item, the creature’s magic resistance “kicks in” ability is not affected by the mind flayer’s and to benefit from the wearing or carry- after the fact. magic resistance). ing of such an item. A creature attempt- To illustrate the above, here is an The battle over, the offers to give ing to put on and make use of a cloak of example of melee involving magic resis- the warrior a cure light wounds; agree- displacement or girdle of giant strength, tance rolls. A drow cleric and a githzerai ing, the githzerai concentrates, drops both for instance, must simply touch the item warrior are preparing to attack two mind his magic resistance and normal saving and then make a normal MR roll. If the flayers. The cleric throws a flame strike throw, and the cleric touches him to creature’s magic resistance fails (on this spell targeted on the ground between the complete the spell. However, unknown to check), the item can be donned and worn, mind flayers, while the githzerai warrior, each of them, a githyanki magic-user with all of its effects occurring to the who that morning had put on a girdle of happens by. With surprise, in the same wearer as if that creature had no magic frost giant strength, throws a +3 hand axe round that the cure is cast, the magic-user resistance. If the magic item is touched, at a mind flayer close to him. The mind lets go with a lightning bolt, frying the carried, or worn continually from that flayers, taken by surprise, still get their githzerai (who was a sitting duck) . . . and point onward, its effects will keep operat- MR rolls; one makes it and lives, while the goes on. ing for at least a week. The creature must the other fails, gets no saving throw One other thing should be noted about make a MR check once a week, as long as afterward due to the surprise condition, magic resistance. It does not allow a crea- the item is being worn or carried. If these and dies. Because the githzerai failed his ture to disregard illusions, see beings who “followup” magic-resistance rolls also MR roll when the girdle was put on, it are hidden magically, or otherwise allow fail, the item continues to affect the operates at full strength; his axe strikes the creature to have any control over bearer. the surviving mind flayer and injures it existing magical influences, spells, or If the creature does not fail its MR greatly. powers that only affect other creatures. check at the outset (when first touching In the next round, the mind flayer gets An elf wearing a cloak of elvenkind will the item), then the creature’s magic resis- initiative, reaches for a wand of magic still be as hard for a demon to find as a tance has worked immediately, and the missiles on a nearby rock, and uses it to human; a devil cannot negate the effects item becomes ineffective to that creature. cast a bolt at the warrior. The githzerai of a bless spell cast upon its opponents, If desired, second and subsequent fails his MR roll and takes full damage or bring down or ignore a wall of force. attempts can be made by simply releasing from the bolt, since the magic missile There are certain spells, however, that and then re-touching the item in question spell allows for no saving throw. Both if cast upon an area may not be triggered (each contact meaning another MR drow and githzerai charge to the attack, by the passage or touch of a magic resis- check). Sooner or later, a creature with swinging magic weapons that operate tant creature. Magic mouths, symbols, high magic resistance will fail a MR normally without the need for magic- glyphs of warding, and fire traps will not check (as long as the creature’s effective resistance checks. The drow misses her be activated if the creature makes its MR magic resistance is less than 100%) and be attack, but the githzerai swings his sword roll, but will still be present and may be able to use the item as described above, of sharpness, hits, and severs the mind activated later.

20 NOVEMBER 1983 Text by Kim Eastland

Photos by Dan Sample

Hundreds of people gathered inside the but with force of brushes. The warriors contests. The figures that were judged the sweltering room, and the crowd of people were made of metal, and the competition best, and the people who created them, was as diverse as the creations they had involved how well they had been painted are listed on the following pages. brought to exhibit. There were knights, and presented for the Third Annual GEN starfarers, soldiers, 1920’s mobsters, caval- CON Miniatures Open. Julie Guthrie’s ravenous Madcoil (above rymen, and monsters — lots of monsters. This year’s contest attracted some of the left) leads off this photographic presenta- All of these warriors, weirdos, and most memorable entries to date, some of tion. An individual picture (above) and a wizards were brought to the GEN CON® which are pictured in color on these group shot (below) of Jim Zylka’s Celtic XVI Game Fair by their owners with one pages. As might be expected, the quality Nobles shows the detail and authenticity thought in mind: to win. But the compe- of the entries and the caliber of the com- that earned him first place in the Masters tition was settled not with force of arms, petition was even higher than in previous category.

DRAGON 21 Historical Units 1st place: Edward IV With His Lords by Gene Elsner, created from a collection of 25mm Ral Partha knights. 2nd place: Matt Slagter’s 15mm Achaemenid Persian Chariotry.

Personality 1st place: Master Ranger by Julie Guthrie, who originally sculpted this figure for Ral Partha and then decided to try her hand — successfully — at paint- ing it.

Monsters 1st place: Winged Leopard by John S. Goff. John took this Ral Partha figure and turned it in to a masterpiece with Even in this small photograph (above), (below left) is a masterpiece of alteration some of the most detailed shading and one can see the great attention to detail in techniques; the original figure does not spotting ever seen. This entry was also Alan Patton’s winning Fantasy Diorama. have wings or horns. A superb rendition named Best of Show, a rare honor for Torch burns and spilled water and blood of a Superior Models knight (below right) such a small-sized and simply presented are some of the special effects Alan used won an Honorable Mention award; un- entry. to make his entry as realistic-looking as fortunately, the owner’s ID card was mis- Honorable Mention: Madcoil, an Elf- possible. Mike Jaecks’ portrait of Orcus placed, so his or her name is not known. quest figure painted by Julie Guthrie.

Fantasy Diorama 1st place: The Rescue by Alan Patton. This excellent diorama features a fearless (continued on next page)

22 November 1983 band of adventurers breaking in on a and his band of skeletal servants.

General Diorama 1st place: Entering the Tomb by Judy Brown. For this scenario of 1920’s adven- turers exploring an Egyptian crypt, Judy used Grenadier’s Call of Cthulhu™ set.

Juniors their dangerous donations and sup- 1st place: Orcus Demon Prince by Mike port, the following companies (listed in Jaecks, a beautiful conversion job on a alphabetical order) deserve a round of Grenadier Large Dragon. thanks from the organizers of the GEN Notice the shields that adorn Gene 2nd place: Apocalypse No! by Dan CON Miniature Open, on behalf of those Elsner’s winning collection of knights Edwards, a historical diorama of rice- who won, competed, or just looked on (below). The designs match those in paddy combay in Viet Nam. and oohed and aahed: ’s Kingmaker™ game, so these 3rd place: Wizard by Jon Iwamasa, a Armory Distributors figures double as gaming pieces when fine personality entry. Broadsword Miniatures, Inc. they’re not on display. Judy Brown’s dio- Honorable Mention: With Weap- Castle Creations rama (above left) features well-painted ons by John Selzer. C in C Miniatures figures, authentic-looking walls, and a FASA Corporation definite feeling of impending doom. Masters Fantasy & Hobby Sales Swooping down on this page (above) is Winner: Celtic Nobles by James Zylka, Greenfield Hobby Distributors the winner of the Monster category and a colorful collection of infantry and (for Mini-Figs) the Best of Show award, John Goff’s cavalry. RAFM Co. Winged Leopard. Each individual spot New Masters: Gene Elsner, John Goff, was shaded separately, then outlined. The Julie Guthrie, and Alan Patton were rec- The Reiter (for Essex Miniatures) face alone is a work of art. ognized for their achievements by being TSR, Inc. promoted into the masters category for all TAG Industries future competitions. Teka Fineline Brushes

DRAGON 23 Blame it on the gremlins Militaristic mischief-makers by Gregg Chamberlain

When sorcerous experiments go awry, what do magicians Type I Type II blame? Gremlins. FREQUENCY: Uncommon Rare When a perfect heist falls through, what do thieves curse? NO. APPEARING: 1-11 or more Gremlins. ARMOR CLASS: 5 Distantly related to the pixie, sprite, leprechaun, and other MOVE: 6” members of the “wee folk,” the gremlin is a natural follower and HIT DICE: 1-4 hit points per rank enforcer of Murphy’s Law: If anything can go wrong, it will — % IN LAIR: 5% at the most inopportune time and in the worst possible way. TREASURE TYPE: S, T, V, X Gremlins are not native to the AD&D world; they are recent NO. OF ATTACKS: 1 immigrants from our own real world. They first came to our DAMAGE/ATTACK: See below attention during World War I, when they plagued Britain’s SPECIAL ATTACKS: See below Royal Naval Air Service pilots. The poor pilots found themselves SPECIAL DEFENSES: See below targets for such amusing gremlin jokes as drinking a plane’s fuel MAGIC RESISTANCE: See below during reconnaissance flights, plucking wing struts until the INTELLIGENCE: Exceptional wires snapped, and playing teeter-board on the ailerons during a ALIGNMENT: Chaotic neutral student’s solo. This last resulted in a flight that seemed to be (good tendencies) (evil tendencies) nothing but Immelmann turns and loop-de-loops. SIZE: S (12-20 inches) S (6 inches) At the time, the Allied pilots did not know what was causing PSIONIC ABILITY: Nil their problems, but they probably blamed the other side. (It is Attack/Defense Modes: Nil not known if the German forces were also troubled by gremlins, LEVEL/X.P. VALUE: II / 61 + 1/hp but it is very probable.) It was not until 1922 that gremlins were actually “discovered.” During a routine R.A.F. flight, a pilot called the weather station at Le Bourget Field in Paris for a weighs about 17 pounds. Physically, it resembles a North Amer- weather report. He was warned, “Gremlins sur la manche.” His ican jackrabbit crossed with a bull terrier. It has been described radio then died. as having the facial expression “of an A.C. 2 who has just been Since then we have become very familiar with gremlin activi- advised that his 48-hour pass has been cancelled” (Funk & Wag- ties. During World War II, gremlins were blamed for overturn- nalls Dictionary, page 465). The Type I gremlin dresses in green ing a Sunderland bomber while it was patrolling over the Bay of breeches and a red jacket, sometimes with ruffles, and wears spats Biscay; changing the positions of the stars in the sky to confuse and a top hat. In the AD&D world, this costume may be some- navigators; shorting out electrical equipment; and generally what different. making things difficult for pilots. Type II gremlins, seen less frequently than their cousins, are There was a popular belief among airmen that the gremlins usually decked out in aviator’s clothes, wearing black leather had undermined every aerodrome in England and underpinned suction boots. the runways with hydraulic-jacks. A gremlin kept watch over the Even though individual gremlins are chaotic in behavior, jacks and, when a student-pilot was about to come in for a per- gremlin society is militaristic and strictly organized. Young fect three-point landing, would pull a lever and either raise or gremlins, or widgets, live with their parents until they become lower the runway by 10 feet or so. young males, known as grunts (this is also the lowest rank in the Gremlins are very technology-oriented and are fascinated by land-arm of the Gremlin Forces), or young females known as any new advances in science. Thus, they flew with the planes fifinellas. They are then inducted into the Gremlin Forces and that dropped the first atomic bombs in 1945 and were present at assigned to whatever division suits them: land, sea, or air. every nuclear test conducted during the 1950’s. When these Land gremlins live in underground burrows similar to those nuclear devices exploded, the energies released tore rifts in the inhabited by halflings. The entrances are concealed or camou- space-time fabric. Some of the gremlins observing the explosions flaged to look like the entrance to a giant rat warren or some were caught in the ensuing vortices and hurled through the rifts, wild animal’s burrow. landing in the AD&D world. Marine gremlins have webbed feet with fins on the backs of Confused at first by the strange circumstances they found their heels. They have a set of secondary gills which enable them themselves in, the gremlins quickly adapted and eventually to breathe underwater and live in grottos and undersea caverns. found certain gates which led back to their original world. They The spandule is a species of gremlin which lives entirely in the then organized groups of gremlins to migrate to the new world upper reaches of the sky. Spandules either ride on the backs of they had discovered. large flying creatures such as rocs, or live on high mountain Every gremlin is either chaotic neutral with good tendencies peaks. (Type I) or chaotic neutral with evil tendencies (Type II). In our Starting at the bottom of the heap, the gremlin works his way world, gremlins are believed to be hybrids of the races of up through the ranks (see Table 1) until he either perishes in the and sprite, with Type II gremlins also exhibiting some influence line of duty or retires. Retired gremlins usually take the rank of from lesser demons and imps. Warrant Officer and become specialists. Type I gremlins have been known to help humankind on The ultimate authority among gremlinkind is the Chief, who occasion, at least in our world. A passage on page 466 of Vol. I of presides over a council of 10 of the highest-ranking gremlins. the Funk & Wagnalls Dictionary of Folklore, Mythology, and The Chief is chosen by the council members from among them- states that “Many times gremlins have banded together selves and rules for a term of somewhere around four years; the to assist a pilot fly home in a small percentage of the plane he council promotes a lower-ranking officer from among the brass was issued only a few hours before.” Type II gremlins, however, to take the seat vacated by the newly-elected Chief. Re-election is take great delight in tricks which seriously injure or even kill possible and has occurred before; one Chief held the post for their victims. three terms before illness forced him to retire. Chiefs who are not A Type I gremlin stands about 12 to 20 inches in height and re-elected will retire and become Inspector-Generals.

24 NOVEMBER 1983 Gremlins generally work in groups of two or more, though mechanical and technological knowledge gleaned from gremlin certain individuals do like to strike out on their own. The most and human experiments, gremlins view magic as simply a sup- common grouping is the squad, which is led by one of the Sawj plement, an additional aid to be used only when a task really classes (see Table 2). The Sawj is the highest rank that non- requires it. gremlins have ever seen, and a louder, meaner, more ornery and Gremlins find simple pranks to be the best. Some favorites are: foul-mouthed being never existed. Rumors abound of the exis- tripping people at the top of a darkened stairwell; blowing out a tence of Looeys, Cap’ems, Jayjeez, Teks, and other higher- party’s torches just before an encounter with a monster; giving ranking gremlins, and logic seems to dictate that these ranks false or inaccurate information by pretending to be the voice of a exist, but only the gremlins themselves have ever seen them. “magic” mirror or some other object; removing arrowheads from Gremlins are amazingly strong (18) for their size, easily rival- their shafts; and drinking up all the lantern oil a party may be ling most humans. But they tend to avoid combat, preferring carrying. trickery instead. They also have certain natural magical abilities Any adult gremlin, regardless of rank, can function as a 5th- at birth, possibly a genetic holdover from their former magical level thief, though generally the only thieving abilities gremlins might during Earth’s younger days. They have both infravision make use of are moving silently, climbing walls, and picking and ultravision. They can turn invisible at will, and can feather pockets. fall whenever they wish. They have one peculiarity in this Gremlins do not carry treasure on their persons, and they respect: they like to keep their heads pointed downward (toward rarely have magical items. They have no use for gold, jewels, and the ground) when feather falling. Frequently gremlins will form other such things valued by the other races, though type II grem- chains, linking arms and feather falling as a group, much the lins sometimes use gold as a lure. Any magic items picked up are way skydivers form patterns as they fall. taken to Stores and looked after by the Quartermaster Gremlin. Magic resistance varies according to rank, starting from a basic The Quartermaster, a Sawjmayjer, will refuse any attempt to resistance of 5% for grunts and civilians and increasing by 5% for requisition items, forcing gremlins to either steal from Stores every two steps in rank up to a maximum of 50% for a Jenrul. (which is considered good practice for their other pranks) or do As mentioned previously, gremlins are fascinated by technol- without. ogy. Upon introduction to a magic-based universe, they imme- Of all the other races, gremlins like humans the best. Humans diately set about learning the ways of sorcery and have become in the AD&D world remind them of the humans back home: quite adept at using magic to confound and confuse the victims natural patsies, to use a gremlin term. Dwarves are another of their practical jokes. favorite target because of their dour disposition. However, As widgets, gremlins learn certain magic-user cantrips (see gnomes do not seem to be plagued as much by gremlins, perhaps Table 3) which aid them in bedeviling non-gremlins. Upon join- because gnomes and gremlins seem to share a common attitude; ing the Forces, gremlins are taught certain higher-level spells both enjoy a good joke at someone else’s expense. Gremlins are (see Table 4) so that they might continue making life more and also fond of annoying flying creatures. more miserable for others. Of the different character classes, gremlins especially like Gremlins are not dependent on spells to carry out their disrup- bothering magic-users most, mainly because magic-users provide tive duties. Since they are able to draw on generations of so many opportunities for a gremlin to ply his trade. Thieves are

DRAGON 25 second in popularity for much the same reason. Clerics are third Table 3: Gremlin cantrips on the list. Gremlins are no respecters of religion, but are very Useful Reversed Personal Affecting careful not to provoke divine wrath; they do not interfere with Chill Curdle Belch healing and resurrection spells and the like. Color Dirty Cough Fighting men are the least preferred targets of a gremlin. Dampen Dusty Giggle Because of their own military background and the history of Dry Hairy Nod relations between gremlinkind and soldiers in our world, grem- Flavor Knot Scratch lins have developed a special fondness for the common warrior Salt Ravel Sneeze and easily identify with him. They are reluctant to play tricks on Spice Sour Twitch a fighter when another target is within easy reach. Fighters, Sprout (weeds) Spill Wink however, are not exempt and may find themselves on the receiv- Tie Tangle Yawn ing end of a gremlin gag if no one else is available. Tarnish Sometimes a gremlin will “attach” himself to a character for a Wilt period of time. DMs may roll d20 at their option and, if the result matches or exceeds a character’s charisma, the gremlin Personal Haunting Legerdemain “likes” the character. Then roll d8, doubling the result, to Bee Creak Change determine the number of days (2-16) the gremlin will stay with Bug Footfall Distract the character. At the end of this time period, the DM may choose Firefinger Groan Hide to again roll d20 vs. charisma to determine if the gremlin will Gnats Moan Mute stay on longer. Mouse Rattle During times of war, siege, and other major human and Spider Tap humanoid undertakings, the entire gremlin force will be mobil- Tweak Thump ized to harry both sides. Such mobilization will also include all Unlock Whistle gremlin support personnel, including a medical corps using Cantrips are minor magic spells, also referred to as zero- clerical healing spells granted by the gods of chaos and mischief. level spells. Gremlins employ certain cantrips normally DMs are advised that not all disasters and mishaps which available to magic-users; although special cantrips also befall an adventuring party are due to gremlins. At least half of exist for illusionists, none of those are in the gremlins’ such occurrences are the fault of player characters and/or plain inventory. For detailed information on the gremlin can- bad luck. If player characters suspect gremlins, by all means the trips listed above, see the original articles in From the Sor- DM should let them wear themselves out looking for them, even ceror’s Scroll, issues #59 and #60 of DRAGON® Magazine, if there’s not a gremlin within 50 miles. It makes setting up an or the reprinted articles in the Best of DRAGON® Vol. III encounter with the band of ogres lurking around the corner anthology. much easier.

Table 4: Gremlin spells Table 1: Gremlin ranks First level Fourth level Land Sea Air Dancing lights Confusion Grunt Grunt Grunt Detect magic Fumble Buck Pup Flyboy Erase Hallucinatory terrain Peefsee Seadog Ayefcee Push Corp Peeohthree Sawj Ventriloquism Fifth level Sawj Peeohtoo Stafsawj Teleport Sawjfustclass Peeohfust Tek Second level Massersawj Seenyerseepeeoh Cheefsawj Audible glamer Sixth level Sawjmayjer Masserseepeeoh Massersawj Fools gold Control weather Sekenlooey Ansen Sekenlooey Pyrotechnics Move earth Looey Jayjeez Looey Scare Cap’em Looey Cap’em Shatter Seventh level Mayjer Looeyseeoh Mayjer Stinking cloud Reverse gravity Looeychik Seeoh Looeychik Invisibility Chik Cap’em Chik Eighth level Brigdeer Lowadmerl Brigdeer Third level Incendiary cloud Mayjerjenrul Highadmerl Mayjerjenrul Dispel magic Maze Looeyjenrul Viceadmerl Looeyjenrul Gust of wind Otto’s irresistible dance Jenrul Admerl Jenrul Phantasmal force Chief (highest rank, held by election) Suggestion Ninth level Retirement ranks: Tongues (reverse) Time stop Warrant Officer (all ranks) See p. 26 of the Players Handbook, “Spells usable by Inspector General (retired Chiefs only) class and level — magic-users,” for the number of spells a gremlin of a certain rank (level) is able to use. Grunts are always 1st level; jenruls and admerls are level 18. Table 2: Levels of command Name Numbers Leader Squad 11 (including one medic) Sawj Bibliography: Platoon 40 (including five medics) Looey Barber, Richard and Riches, Anne: A Dictionary of Fabulous Company 200* Cap’em Beasts. New York, Walker & Co., 1972. Battalion 500—1,200* Looeychik The Funk & Wagnalls Dictionary of Folklore, Mythology, and Brigade 3,000—5,000* Chik Legend, Vol. 1, Maria Leach, ed., New York, Funk & Wagnalls, Division 10,000* Mayjerjenrul 1949. Corps 15,000—20,000* Looeyjenrul Ridley, Michael and Neary, Bryan: The Book of Gremlins. Field Army 25,000* Jenrul London, J. M. Dent and Sons Ltd., 1980. *—includes required support personnel. World Book Encyclopedia, Vol. 16, Chicago, 1972.

26 NOVEMBER 1983 DRAGON 27 Setting saintly standards Friends of the gods deserve special powers by Scott Bennie

The Dungeon Masters Guide mentions as the gods themselves, each saint being a receives worship through shrines located in “saints” in several places, but no system is unique individual, there seem to be some the major temples of the patron deity. Those given for defining sainthood or classifying abilities, listed hereafter, common to all saints who generate enough interest that the precise abilities or capabilities of a saint. saints. The number in parentheses after a cults are eventually formed to honor them Looking at the real world and at saint-like listing indicates the number of times per may become demi-gods. characters in mythology and modern epic day each of these spell-like powers may be Saints, being of such great power, should fantasy, we might make the following state- used. Powers followed by an asterisk (*) are be relatively few in number on any one ments about saints in AD&D™ gaming: those that are used in reversed form by an world; a saintly encounter is rare for even Saints are the most powerful servants of a evil saint (for instance, continual darkness the most travelled party. Saints make inter- deity on earth, the absolute embodiment of instead of continual light). esting aquintances — or deadly enemies — their religion, and as such are given abilities Command, 1 round effect, no saving for player characters. As examples, follow- that far surpass those of ordinary mortals. throw (1) ing are four descriptions of saints from my Saints are almost always clerics, since that Continual light* (3) own campaign: St. Ceril, who is of about character class provides the most service to Cure disease/cure blindness* (6 each) average power for a saint; St. Bane, a the gods, but occasionally a fighter, particu- Dispel evil* (1) patron saint who approaches demi-god larly a paladin, will be elevated to saint- Heal* (1) status; St. Kargoth, a paladin gone wrong; hood. Saints are usually of good alignments Immunity to death magic spells and and St. Eleador, who achieved sainthood (the word “saint” is derived from the powers extremely early in his mortal existence. sanctus, meaning holy, as in “sanctuary”), Know alignment (at will) but there have been occasions when the Protection from evil, 10’ radius* (at will) ST. CERIL the Relentless evilest deities or the vilest kings of the neth- Raise dead* (1) ARMOR CLASS: -7 erworld have awarded their dark champions Reduced aging ¹ MOVE: 12” with saint-like power, resulting in a “dark Remove curse* (3) HIT POINTS: 98 saint” or “anti-saint.” Summon (1)² NO. OF ATTACKS: 3/2 It has been said that becoming a saint is Tongues/Comprehend languages (at will) DAMAGE/ATTACK: By weapon type (+2) the most difficult goal to which a mortal True seeing (1) SPECIAL ATTACKS: See below may aspire. It requires that the saint serve Notes: SPECIAL DEFENSES: See below his (or her) deity faithfully in every action (1) The saint will have 5 to 10 times the MAGIC RESISTANCE: Standard he performs, and that he follow all the rules lifespan of an ordinary mortal, in addition SIZE: M (7 feet tall) of the religion unquestioningly. In addition, to being able to use life-prolonging aids ALIGNMENT Lawful neutral the saint must constantly quest for and available in the AD&D universe (such as a SYMBOL: Three upward-pointing arrows smite the enemies of the religion, and be potion of longevity. Upon his death, a saint CLERIC/DRUID: 19th level cleric willing to die at any moment for the sake of will go to reside upon an FIGHTER: 7th level fighter the religion’s goals without hope of rebirth; appropriate to his alignment and religion. PSIONIC ABILITY: VI the saint must also do deeds of great valor (2) A saint can summon one creature of S 18 (+1, +2), I 16, W 19, D 18 against great odds, and be universally rec- the same alignment of not more than 12 hit C 16, CH 19, CO 20 ognized as a champion of the religion. dice. This power is usable once per week, as A saint should be far above ordinary opposed to all other “numbered” powers, Ceril was an altar boy for his religion in a mortals in power, with characteristics much which are usable the specified number of village where the entire population, includ- greater than normal and levels of ability times per day. ing his parents, was slaughtered by toad- close to the peak of human attainment (e.g., like creatures. Ceril, the lone survivor, at least 16th level for fighters and clerics). In addition to these powers, a saint has vowed to avenge their deaths. He spent fifty The saint may be on very close terms with the ability to inspire awe in creatures of 1 years trying to accomplish this, consuming the gods, and will be well versed in divine hit die/level or less, as if the saint were a little food or water, hardly sleeping, sustain- politics so he can deal with other divinities divine being with a charisma of 19. This ing himself only by an unceasing fury. and their servants to best advantage. awe ability is not dependent on the actual Finally he found the murderers, a group of If a mortal fulfills these criteria, then his charisma of the saint, and he may activate renegade Slaadi. After a great battle, Ceril deity or a group of sponsor deities, provided this power at will. This power also allows singlehandedly slew their leader, a very that they need a champion, will empower high-level characters/creatures to be aware powerful Death . Impressed by his the saint with a spark of divine essence so that the saint is a being of more-than- devotion and perseverance, Ceril’s deity that he is no longer truly mortal, his power human power. awarded him with sainthood. being on par with a quasi-deity (see As a demi-deity, a saint has a saving Ceril has several special weapons, the DRAGON® issue #71). As a non-mortal, throw of 3 in all categories. A saint is likely greatest being Chaosbreaker, a +5 long the saint must be a non-player character. If to have magic items of a unique nature sword that does double damage against any a player character somehow manages the (minor artifacts) or ordinary magic items of creature of a chaotic alignment. His +3 plate near-impossible and is truly worthy of the greatest power. mail cannot be destroyed or rusted, and has becoming a saint, then the player should be Not all religions have saints, while some the combined abilities of a ring of swim- satisfied with his character’s achievement, religions have. a large number of “patron ming, a ring of free action, a necklace of and must let the character pass into the saints” who serve as intermediaries between adaptation, and a helm of underwater capable hands of the DM, to be used for- the deity and the deity’s worshippers on a action. His +2 shield will, on command, ever more as an NPC. number of matters. A patron saint is the reflect a spell as does a ring of spell turning, While the abilities of a saint are as varied most powerful variety of saint, and actually seven times daily, one spell per melee

28 NOVEMBER 1983 round. He also has a plethora of minor Saint Bane was the high priest of a reli- magical items. gion whose main precept is the extermina- Ceril appears to be a man of about 40 tion of the undead. As a first level cleric, years of age, despite the fact that he has Bane incredibly managed to slay three lived for more than 250 years. He has , and as he rose in power he bat- golden hair, a short beard, and grey eyes. tled deadlier foes. Finally, Bane was respon- He is highly charismatic, and can cast a sible for the death of the witch-ghoul suggestion spell (once per round) on any Khuul, one of Orcus’ greatest servants, and creature of up to 6 hit dice/levels merely by he attacked and nearly slew Orcus on his speaking with the creature. He is often home plane. For his valor, Bane was found questing against chaos, and wander- rewarded with sainthood. ing from place to place preaching the Bane has the standard abilities of a saint, importance of strict devotion to order and and a lifespan ten times longer than an the need to battle chaos, a cause for which ordinary mortal; he appears to be about 70 he will occasionally employ (and willingly years of age. Any undead of low intelligence sacrifice) mortals as pawns. or less that even glances at Bane must save vs. death magic at -4 or crumble into dust; ST. BANE the Scourger undead of higher intelligence must make the (Patron saint of those same saving throw or flee in terror. Bane is who hunt undead) immune to aging, fear, charms, paralysis, ARMOR CLASS: -5 or life-level loss. MOVE: 18” In battle, Bane wields a +6 flaming trident HIT POINTS: 143 that does a base of 3-12 points of damage NO. OF ATTACKS: 3/2 (+9) and triple damage against undead. His DAMAGE/ATTACK: 3-12 (+9) +2 plate mail makes him immune to fire, SPECIAL ATTACKS: See below cold, and lightning attacks, slow spells, and SPECIAL DEFENSES: See below magic missiles; his +1 shield will deflect any MAGIC RESISTANCE: Standard normal missile fire hurled at him, including SIZE: M (6 feet tall) boulders thrown by giants, and it has a ALIGNMENT: Neutral good 35% chance of deflecting missiles with a SYMBOL: Flaming black trident magical bonus. He has a few other magic CLERIC/DRUID: 22nd level cleric items of minor power. Bane’s armor, shield, FIGHTER: 10th level fighter and trident are transdimensional; they do PSIONIC ABILITY: Nil not vary in power or ability on different S 18/22 (+1, +3), I 20, W 21, D 18 planes. C 17, CH 19, CO 16

DRAGON 29 Bane has a fairly widespread cult, partic- though he lusts for even more powerful ularly in places heavily infested with weaponry. The only sword in his long career undead. While he only has a small and that came close to satisfying him was rather weak priesthood (maximum 4th level Gorgorin the Shatterer, which does 2-20 clerics), his clerics and those who serve (plus strength bonus) hit points damage; Bane’s patron god that gain Bane’s personal each victim it strikes must save vs. death blessing before questing against undead magic or be disintegrated. Fortunately, the have a 75% chance of gaining +1 to all Shatterer was lost when Kargoth battled the undead-turning rolls, while those who pray legendary Hainard of the Whiteguard. at Bane’s shrine have a 15% chance to gain Kargoth has never stopped looking for the a +1 to turn undead. This blessing lasts for sword since, and dark shall be the day that the duration of the quest. Kargoth and his beloved sword are at last Bane is a wanderer of the planes, and one again. often makes sorties into the Abyss. His Kargoth rides a glowing green chariot plans are subtle and far-reaching, and he driven by six nightmares, each of maximum will often use mortals in his schemes. He hit points. While in the chariot, Kargoth appears as a man with wild white hair, who generates fear in a 120’ radius; outside the often rides a white beast with the specifica- chariot, Kargoth generates fear in a 30’ tions of a nightmare of maximum hit points radius, continuously. He is capable of the but which is neutral good in alignment. following additional powers, usable one at a Bane has made a vast number of powerful, time and one per round: wall of ice, dispel evil enemies; those who ally with his cause magic, darkness 20’ radius. Thrice per day, are asking for a lot of trouble. Kargoth can do each of the following: gate in a Type III (50%), Type IV (35%), or ST. KARGOTH (King of the Death Type VI (15%) demon, with a 100% Knights) chance of the gate opening; use any of the ARMOR CLASS: -5 power word spells, a symbol of pain or fear, MOVE: 15” and toss a 20-dice fireball. These are in HIT POINTS: 136 addition to his other saintly abilities. NO. OF ATTACKS: 2 Kargoth’s physical body was driven from DAMAGE/ATTACK: By weapon type (+8) the Prime Material plane centuries ago, but SPECIAL ATTACKS: See below in his undead form he is still able to venture SPECIAL DEFENSES: See below to the Prime Material plane to wreak havoc. MAGIC RESISTANCE: 90% (see below) While he serves Demogorgon willingly, his SIZE: M (7 feet tall) power is believed to approach that of his ALIGNMENT: Chaotic evil master’s, and his actions in the complex SYMBOL: Glowing green skull rivalries of the Abyss require close scrutiny. CLERIC/DRUID: 12th level cleric Kargoth appears to be a Death Knight of FIGHTER: 16th level fighter massive size and build, except that his PSIONIC ABILITY: Nil skeletal features are a baleful, glowing S 20 (+3, +8), I 18, W 15, D 18 emerald color. C 18, CH -1, CO -6 ST. ELEADOR the Survivor Kargoth was a great paladin, until he ARMOR CLASS: -4 unleashed a demonic terror on the Prime MOVE: 12” Material Plane in a mad bargain for per- HIT POINTS: 88 sonal power. The grateful demon prince NO. OF ATTACKS: 2 transformed Kargoth into the first and most DAMAGE/ATTACK: By weapon type (+1) powerful Death Knight. When the forces of SPECIAL ATTACKS: See below good rallied and drove away the horror, SPECIAL DEFENSES: See below Kargoth exalted in his newly won power MAGIC RESISTANCE: Standard and performed many deeds of great malevo- SIZE: M (6 feet tall) lence and harm to the forces of good. ALIGNMENT: Neutral good Finally the scale of his atrocities grew to a SYMBOL: Golden chimera point where the gods of chaotic evil align- CLERIC/DRUID: 17th level cleric ment could not help but recognize his PSIONIC ABILITY: VI achievements; needing an agent to counter S 16 (+0,+1), I 18, W 20, D 16 the saintly agents of good (such as St. C 16, CH 16, CO 15 Bane), they endowed Kargoth with saint- like abilities. Eleador was a young priest who was Kargoth’s powers are many and terrible. thrust into circumstances far beyond his He automatically commands any undead he control, where he and a small band of encounters except those directly serving adventurers were the only ones who could Orcus, and can summon two Death Knights prevent the unleashing of a monstrous evil. (see FIEND FOLIO™ Tome) at will once Overcoming unbelievable odds, he man- per week, in addition to his saintly sum- aged to thwart the evil, and several deities moning ability. He has 90% magic resist- gratefully rewarded him with sainthood. ance, and there is a 65% chance that any Eleador does not enjoy combat, prefer- spell successfully cast at him will be ring peaceful resolution of conflicts to reflected back upon the spell caster. bloody violence. This makes him all the Kargoth wears +4 plate mail and wields a more dangerous when aroused, and he will variety of magical swords of great power, not hesitate to attack the most evil of foes.

30 NOVEMBER 1983 Under no circumstances will Eleador sur- render or submit to blackmail; he is willing to see those he loves die before he compro- mises his principles. In a battle, Eleador wields the Mace of Auru, a +3 mace of disruption which dispels evil on a natural “to hit” roll of 18 or better; he also owns a talisman of pure good with double the usual number of charges. Like St. Bane, Eleador is a powerful foe of the undead, gaining a +3 to his die roll to turn undead creatures. Eleador’s greatest power, however, is his gift of timesight. When Eleador sleeps, he is able to gaze into the past and the future in his dreams. The source of this power is not psionic; it has been speculated by some sages that a link exists between St. Eleador and the Plane of Time. It is possible that because of this link the gods have taken a great interest in his affairs, which resulted in his elevation to the sainthood at a com- paratively low level of experience and with a relatively weak reputation. Eleador often wanders from plane to plane, but rarely uses disguises. He appears to be a man of about 30 years of age, with blond hair and blue eyes; he wears deep blue robes over his chain mail with the insignia of a golden chimera on his chest. He has been known to ride an extremely powerful Pegasus (AC 3, MV 12”/48”, HD 6+6, HP 54, #AT 3, D 2-12/2-12/1-4, SD 10% magic resistance, immune to petrifica- tion) which he befriended on a particularly harrowing adventure.

DRAGON 31 32 NOVEMBER 1983 TO: Investigation agents You are one of the teams being sent to scout the amusement FROM: Agency headquarters parks that have received extortion notices. The location of your RE: Hydra assignment is a park called Wacko World, near the city of . As with all of the parks involved, it is possible that For some time, this agency has been aware that a new criminal Wacko World is actually a front for Hydra’s operations, but we organization has been formed in Florida. This group, which have no conclusive evidence to support that suspicion. calls itself Hydra (no relation to the CIA computer system of the same name), does not appear to have any political aspirations at Your mission is to uncover such evidence, if it exists, or to the present time, and is primarily geared toward the extortion, determine beyond a reasonable doubt that Wacko World is not sabotage, and protection rackets. directly involved with the extortionists. You will enter the park, posing as ordinary tourists, and perform whatever observation Recently, several owners of amusement parks in the state have and surveillance you can undertake without revealing your contacted state and federal law enforcement agencies, asking for actual identities. Do not instigate any direct confrontation with assistance. All had received threats from Hydra, stating that if the Hydra personnel, unless that cannot be avoided. This must be a owners did not pay large amounts of cash to Hydra, their park “clean” mission in every way, to be accomplished without injur- facilities would be bombed at a time that would cause considera- ing anyone and without damaging or destroying any property. ble loss of life as well as destruction of property. Because of the You have one day to collect whatever information you can before apparent far-reaching scope of this extortion setup, this agency reporting back to headquarters. You will be issued special sur- has been asked to assist in preliminary investigations of all the veillance equipment and simple firearms, to be used only if your parks that are involved. lives are in immediate danger. Good luck.

First place winner Designed by Module Design Contest Al Taylor Category T-3 A TOP SECRET® mission for 4-8 players DRAGON 33 WACKO WORLD This information for the Administrator’s eyes only! INTRODUCTION at the park. They may be disconnected and taken away at the end WACKO WORLD is an adventure designed for a group of 4-8 of the mission, but this is not necessary. TOP SECRET® agents, most or all of whom are working in the Agents will have access to other types of equipment, which can Investigation Bureau. The Administrator should read through be supplied to them as desired by the Admin, or at the request of the scenario carefully before beginning play, and should be thor- an agent. These items include the usual lock-picking kits, minia- oughly familiar with the physical layout of the park and the ture tape recorders and microphones, cameras (which do not characteristics of the non-player characters who populate the have to be concealed in a place like Wacko World, where many scene of the action. people carry them), and related investigative materials. Two new traits for agents, Observation and Perception, are Each member of the mission team will be issued a small pistol used in the administration of this mission. These skills were with appropriate ammunition, and under no circumstances will originally described in Module TS004: Fastpass, and are outlined they be allowed to take explosives, grenades, or automatic weap- below. Agents will need to make use of these skills in the adven- ons into the park. Bulletproof vests are also not recommended, ture, and should be briefed on what the skills are and how they since they can be easily detected under clothing, especially the are employed. light attire that tourists would be wearing in the Florida climate. Personal communication devices (walkie-talkies, etc.) may be Observation = (Willpower + Knowledge)/2 taken along at the agents’ discretion. The Admin should This trait reflects an agent’s ability to notice and remember remember, and should remind agents if necessary, that this is events and details. An agent with a high Observation score has “only” an investigative mission, not a shoot-‘em-up confronta- sharp senses and an acute memory, pays close attention to the tion. Agents should be discreet, low-key, and unencumbered with details of his surroundings, and has an “internal clock” that heavy gear or bulky clothing. allows him to keep track of the passage of time. The group will be given the use of an agency car containing An agent with an Observation score of more than 100 has a the tape recording equipment described above. (If more than 5 photographic memory and a sense of direction that functions agents embark on this mission, a second vehicle will be provided even indoors or in darkness. Such agents seldom get lost, and can to avoid crowding everyone into a single car, but this second ve- easily retrace their paths through complicated routes and pas- hicle will not be specially equipped.) sageways. All of an agent’s physical senses are used in Observa- The success or failure of this mission will depend in large part tion, and the hampering of any of those senses may lower the on how well the agents employ their skills of Observation and agent’s effective Observation score until the deficiency is cor- Perception. The Admin should take special care to explain those rected. An agent’s Observation score cannot be increased by the skills to agents before they begin, so that they fully understand use of a telescope, magnification device, or amplifier. them and are willing to use them. A player must inform the Admin each time an attempt is made to use the agent’s Observation trait. ADMINISTRATOR’S NOTES Of course, things at Wacko World are much more complicated Perception = (Courage + Observation)/2 than they might seem at first. In fact, the park is used as the This trait is used to detect booby traps, hazards, camouflaged main base of operations for Hydra, and some (but not all) of the or concealed items, forgeries, counterfeits, and coded messages. It park employees are members of that organization. The park is also used to spot pursuing agents, disguised persons, the carry- manager, Alex Katakis, is the leader of Hydra; Donald Duck- ing of concealed weapons, lying, and cheating at games of worth (also a Hydra employee), who holds the title of assistant chance. An agent with a high Perception score has a special manager, actually takes care of the day-to-day operation of the sense for knowing when something is not right, or when a situa- park. Wacko World is a publicly held corporation with a board tion is dangerous. of directors and stockholders, and Hydra isn’t actually involved If an agent is attempting to conceal or smuggle a weapon or in the ownership of the park; however, the organization has other item on his person, the smuggler’s Deception score is infiltrated the park’s operation, using it as a cover and as a adjusted for the Deception modifier of the item before being source of revenue (skimming off some profits here and there). compared to the Perception score of the observer. For example: If Early in the morning on the day of their mission — before an agent with a Deception score of 45 attempts to conceal a .45 they arrive at the park, but after they’ve received all their equip- caliber U.S. Government revolver (Deception modifier 8) from a ment — agents will learn (from a news broadcast or some such guard with a Perception score of 69, the percentage chance of source) that Wacko World will be visited by a foreign dignitary discovery is 69 - (45 - 8) = 32%. on that day. The celebrity is Lady Elenore Mayhall of England, A player must inform the Admin each time an attempt is made who is in the United States on a special diplomatic mission (see to use the agent’s Perception trait. below). Her intention to visit the park was not announced in the media until after the agents received their briefing on their mis- MISSION PREPARATION sion. Lady Mayhall will be highly visible during the time she is Each agent on this mission will be provided with a special at the park, because she has an entourage of aides and media phone tap that transmits all conversations it picks up on a representatives around her, and because she presents a striking scrambled frequency to a tape recording system built into the car image all by herself. She is an exceptionally attractive woman the agents will drive to the park. The tape recording system is who dresses impeccably and stands out in a crowd — especially a activated by remote control and need not be manually operated crowd of informally attired tourists. While at the park, she will by someone in the car, although a manual override is available be continually accompanied by two women and a man (her per- and can be used if desired or necessary. The tap will also broad- sonal aides), and will be trailed by a cameraman and a reporter cast a signal to a special set of earphones which can be made to from a local television station. look like a headphone radio, hearing aid, or other everyday Also present at the park on this day, unannounced and unob- device. Each agent’s tap broadcasts on a different frequency from served by media, is Lt. Mohammed Abdul Ahmed, the young son all the other taps; the broadcasting range is one-half mile. These of a Saudi Arabian oil magnate. Lt. Ahmed is on leave from taps should be planted as promptly as possible once agents arrive Patrick Air Force Base in Florida, where he is taking jet pilot

34 NOVEMBER 1983 training through the U.S. Air Force as a foreign national. He is can easily guess at her reason for being in the park, and the in uniform, and is visiting the park simply to enjoy himself. An group does not want face the federal investigation that would agent will recognize him on a successful Perception roll. (The certainly follow if she gets a chance to blow up someone or lieutenant is included in this adventure only as a distraction for something. Mary Nolan, being naturally paranoid and irra- agents; he is in no way involved with Hydra, and knows nothing tional, will do everything possible to avoid capture and accom- of the existence of such a group.) plish her mission — up to and including suicide, as long as she Also at the park on the day of the agents’ mission, unbe- can take Lady Mayhall with her when she goes. knownst to Hydra, the agents, or anyone else, is a plain-looking young woman named Mary Nolan. She is in her mid-30’s, short DISGUISES and slight, with close-cropped brown hair. She is wearing jeans At Wacko World, there is a small stand called the Makeup and and a simple tank top, and when she enters the park she will be Magic Shop which, for a fee, will make facial disguises to order carrying a large shoulder bag. for customers. Although most of the disguises available are Mary Nolan is an international terrorist. Her purpose for amusing and designed to attract attention ( faces, for being at Wacko World is to kill Lady Mayhall in a spectacular instance), customers can also request to be disguised in a more manner that will draw attention to the cause of her group. Lady inconspicuous fashion, so that they don’t look unusual but do Mayhall came to the United States to campaign against certain look different from their normal appearance. This is the sort of “charity” organizations that use the funds they gather to pur- disguise that Mary Nolan will request and receive when she chase weapons and equipments for terrorist groups operating enters the Makeup and Magic Shop during her stay at the park. out of West Germany. Mary Nolan belongs to the British branch For agents involved in this mission, the chance of discovering of one of these groups. She has been trailing Lady Mayhall and and penetrating another person’s disguise is determined by this her party for the last few days, waiting for an opportune moment procedure: Subtract the disguised character’s Deception value to make her presence felt — and today is the day. from the observer’s Perception value. The result is the percentage Mary Nolan is well known to most intelligence agencies as chance that the observer will “see through” the disguise. A result “The Bombing Lady,” and is universally regarded as fanatical indicating success means that the observer will know that a dis- and dangerous. Any agent with a Perception score of 60 or guise is being used, will be able to tell what the person’s normal higher who takes notice of her will see that she seems somewhat appearance is like, and will be able to know the identity of that paranoid in appearance and behavior, and is very protective of person if that appearance is familiar to the observer. her shoulder bag, careful to not let anyone brush against it. Any agent who makes a successful Perception roll after noticing her TIMETABLE will immediately recognize her, if she has not yet disguised her- This section lists the major events that occur at Wacko World self. To determine what happens if she is disguised, see the fol- on the day the agents come to the park. The Administrator lowing section on “Disguises.” should keep a careful account of the passage of time while agents Within two hours after the agents arrive at the park (see the are in the park, and should combine this information with “Timetable” section), operatives of Hydra will discover Mary movement rates and other factors to constantly keep track of the Nolan’s presence and will attempt to capture or kill her. Hydra locations of agents and other important characters.

DRAGON 35 If an agent is in the vicinity of a certain event when it is sched- appearance) is provided. Orders are to apprehend her uled to occur, he will notice the occurrence if he attempts and and take her to the security post at King George’s makes a successful Perception roll. Exceptions to this would Castle. Situation described as “urgent.” include detecting certain telephone calls, which only a properly 11:05 Lady May hall & co. leave Haunted House, head south. placed phone tap will reveal. 11:10 Lady Mayhall & co. enter King George’s Castle; Lt. Ahmed walks off to Star Mountain and stands in line. 8:00 Wacko World opens gates to public. 11:15 Mary Nolan, wearing heavy makeup and a cheap wig 8:45 Player character agents arrive at park in car(s). (from the Makeup and Magic Shop) and a different 9:35 Lady Mayhall and company arrive at park in motorcade. blouse (from her shoulder bag), leaves the Makeup 9:45 Lady Mayhall & co. go to Huck & Tom’s World. Shop and heads north. 10:05 Mary Nolan and Lt. Ahmed arrive on bus at front gate 11:25 Mary Nolan reaches southern end of circular walkway of park. around King George’s Castle and sits on bench to wait. 10:10 Lt. Ahmed goes to Rocky Mountain Railroad; Mary Lt. Ahmed enters Star Mountain ride, where he will be Nolan goes on a slow stroll northward along central for the next five minutes. boulevard, looking for Lady Mayhall’s group. 11:40 Lady Mayhall & co. leave King George’s Castle and are 10:40 Lady Mayhall & co., on impulse, go to Skylift at southern spotted by Mary Nolan, who gets up and follows the end of park and ride to northern end. group at a distance of 50-75 feet, pretending to be look- 10:42 Mary Nolan reaches entrance to Future Train ride and ing at scenery. sits down on bench, watching crowd. Lt. Ahmed leaves 11:53 Lady Mayhall & co. arrive at Rocky Mountain Railroad Rocky Mountain Railroad and goes to Florida Fried and get in line waiting to board; Mary Nolan stands Frog, where he encounters and speaks to a friend. a few feet behind group, clutching her shoulder bag. 10:44 Lady Mayhall & co. disembark from Skylift at northern 12:02 Having seen all he wants to see, Lt. Ahmed walks south end of park, then look over their map of the park and leaves the park for the day. briefly before going to the Haunted House. 12:14 Unless agents have acted prior to this time to prevent it, 10:45 Hydra employee from Shooting Range, on break, recog- Mary Nolan will enter one of the railroad cars just after nizes Mary Nolan (still at Future Train area) and walks Lady Mayhall’s group boards another car in the same back to his booth to telephone his superior. Mary train. She will drop her shoulder bag and push it under Nolan, correctly sensing that someone has been staring the seat, then pretend to be ill and attempt to leave the at her, quietly gets up and moves off southward. train quickly. Since their attention will be focused on 10:50 Mary Nolan enters Makeup and Magic Shop, gets counter Lady Mayhall’s group, non-agents (including Hydra assistant to change her looks. Lady Mayhall & co. enter operatives) will not see this as anything unusual. Haunted House. Agents with a Perception value of 60 or more who are 10:57 Special telephone alert goes out to Hydra operatives in the vicinity at this time will sense that “something is around park to hunt for Mary Nolan; her location wrong” when Mary Nolan flees; any agents with a Per- is unknown but a description (of her undisguised ception score of 80 or more who are within 30 feet of

36 NOVEMBER 1983 the railroad car she boarded will immediately focus most of the straightforward operational decisions. He was their attention on Mary Nolan and the direction she is coerced into joining the organization because of his professional running from. Unless some action is taken to prevent experience in park management, and has remained silent and it, a large bomb in her shoulder bag will detonate subservient to Hydra out of fear for the safety of himself and his shortly after this point in time; see the following sec- loved ones if he betrays or attempts to subvert the intentions of tion on Mary Nolan in “Major Characters” for more the criminal organization. If he becomes aware that agents are on details. For information on what happens if the bomb the premises, and if he is confident that he can reveal himself to goes off, see the “Aftermath” section. those agents without recriminations, he will agree to do what- ever is in his power to get the agents the information they seek. MAJOR CHARACTERS (For more information on Donald Duckworth, see the descrip- Alex Katakis, who serves as the park manager of Wacko tion of area 23.) World, is the leader of Hydra. He chose the name “Hydra” Lady Elenore Mayhall is a pleasant, calm individual who because the leaders of his organization have trained their under- doesn’t panic easily. She has set out on a deliberate crusade lings to take over for them in case they are incapacitated. In against terrorist activities, particularly those involving British effect, when one “head” of the organism is cut off, another will nationals or those that have intentions of affecting British terri- grow up in its place. (For more information on Alex Katakis, see tory or property. Although she has the full support of her the description of area 22.) government and the majority of American and European citi- Hydra was formed in 1981 by several dissatisfied members of zens, many observers feel that her outspoken nature and her an organized crime syndicate in Miami. They envisioned an forceful attitudes will eventually get her into trouble. In fact, she opportunity to make big money by “going legit” through the has received numerous death threats, but she has ignored them. operation of an amusement park, Wacko World, which was hav- Mary Nolan is a member of the Red Dawn, a terrorist splinter ing serious financial problems at the time. The syndicate group based in Liverpool, England. The group has accom- members managed to bail the park out of its money troubles, plished little in its brief lifetime, but has now decided to try to have a number of their own people installed as park directors thrust itself into the world spotlight by assassinating a public and employees, and in time severed all connections with their figure. Mary Nolan volunteered for the mission, and flew to the parent syndicate. United States three days ago to pick up the trail of Lady May- For a criminal organization, Hydra is not very large. Though hall. During those three days, she has tried twice to get close it uses terrorist-like methods, it is not political and is motivated enough to Lady Mayhall to plant and detonate the one-pound entirely by the promise of financial gain. Hydra does not have plastique bomb in her shoulder bag, but has been frustrated for access to “fancy” technology beyond what is currently and com- one reason or another. monly available, but it will try to use its limited resources to the The bomb has a 30-second timer attached to it, and contains fullest. an amount of explosive sufficient to destroy all non-concrete or Donald Duckworth, the assistant manager of Wacko World, is non-armored materials within a 20-foot radius, while causing the highest-ranking Hydra official who actually knows some- great damage to objects out to a 60-foot radius or more. Any per- thing about how to run an amusement park. As such, he makes son within 10 feet of the blast center will be killed immediately

DRAGON 37 unless that person makes a saving roll of 00 on percentile dice, park shortly. They are to collect their papers, weapons, and port- indicating that the person somehow survived but now has an able equipment and make their way to the administration build- effective Life Level of 1. Those within 11-20 feet of the blast will ings at once. Contact with police and other (non-Hydra) park take 10 + 1-10 points of damage, and those within the 21-30 foot personnel is to be avoided. Any agent who is within 30 feet of a range will take 1-10 points of damage each. Persons within the Hydra operative and makes a successful Perception roll will 31-60 foot range will each take 1 point of damage from flying notice that some park employees, rather than trying to help at splinters. the disaster, are collecting belongings and heading in the oppo- The only weaponry Mary Nolan carries besides the bomb is a site direction. If an agent uses his Perception skill directly on a .22 caliber self-load Beretta concealed in her boot. She will use Hydra operative, he will notice that the person in question is this firearm in a life-or-death situation, or if it will help her very nervous and appears to be watching for someone in pursuit. escape or avoid pursuit. If she is approached by a Hydra - Once all Hydra personnel have assembled at the administra- tive or an agent, she will attempt to flee into a crowd of people, tion area, they will be told to flee to a meeting point in Atlanta, putting innocent bystanders into the line of fire. If cornered, she Georgia. Each operative will take a different route to get there, will draw her pistol and open fire, possibly using bystanders as according to a prearranged escape plan. This will put Hydra out hostages or shields. She cares little for anyone’s life other than of operation for at least two weeks, but the organization (being her own, but will also be willing to give her own life for “the as small and flexible as it is) will be able to re-start its criminal cause,” especially if the alternative is capture. Her first priority operations fairly easily, provided that none of the leaders are cap- will be to escape, by any route and using any means at her dispo- tured or killed. sal. If she hasn’t had a chance to plant her bomb before being Local police will begin arriving at the park 10 minutes after discovered, she would not mind using the bomb to help cover the explosion, when one car bearing two officers will be admit- her escape and possibly kill. her pursuers, although she would ted through the wide gate at the front entrance. Three other local have to start the timer and then delay dropping the bomb until police cars (two officers apiece) and two ambulances will arrive the last possible instant, while still giving herself time to run within five minutes thereafter. Two State Police cars and five clear of the blast area. more ambulances will arrive 20 minutes after the bomb goes off. The first goal of the police and ambulance workers will be to AFTERMATH treat the wounded; at least 20 people, and perhaps as many as 40, If Mary Nolan fails to get her bomb planted, the Administrator will be suffering lacerations and abrasions caused by flying can use the details given above to guide him in completing the debris. The police will do nothing to prevent people from leav- scenario. But, if she succeeds . . . ing the park; the officers aren’t numerous enough to practice The bomb explosion will immediately panic the crowd at the effective crowd control anyway. But they will make informal park, and most of the people within 150 feet of the blast will attempt to question people to find out what happened, and they head for an exit as fast as they can. Mary Nolan will do all she will listen to anyone who is willing to talk (such as an agent, or can to escape in the confusion, pushing people aside if necessary a cooperative employee). If a gun battle or chase is in progress in her haste to get to and through the front gate. (She will not be when police arrive, they will attempt to capture or incapacitate distinguishable by virtue of this, however, since at least dozens of everyone involved and take them into custody for questioning. other people will be pushing and shoving just as vigorously.) About 30 minutes after the explosion, television and news- Any agent with a Perception score of 80 or more who is within paper reporters will arrive on the scene to add more confusion to 20 feet of her at any time during her attempted escape will sense the surroundings. Reporters may hamper the efforts of agents or something unusual about her hasty departure from the park, and police who attempt to gather information by following anyone may try to follow and/or apprehend her. whom they think looks suspicious or is acting strangely. The explosion will destroy the Rocky Mountain Railroad shortly after it leaves its starting point, killing everyone aboard WACKO WORLD: GENERAL NOTES the train (a total of 42 people) except Lady Mayhall, who will be The park is surrounded by an 8-foot-tall chain-link fence with seriously injured and will require immediate treatment and hos- a small barbed-wire overhang at the top. The fence is normal in pitalization. This incident will only serve to further fire her all respects (not electrified, equipped with sensors, etc.). If an desire to eradicate terrorism, perhaps leading to future adven- agent tries to climb over the fence, the Admin should make tures involving her and the player-character agents. Observation rolls for any Hydra operatives in the vicinity who Some park employees — but only if they are not Hydra opera- might have a chance of spotting the intruder. If a fence-climber tives — will rush to the scene of the explosion just after it occurs is seen, security guards will ask him to halt, and if that doesn’t (just as many tourists will do, causing extreme crowding in the bring the proper response, they will fire over his head as a warn- immediate area of the train ride). Within 10 minutes after the ing. Signs posted at 20-foot intervals along the outside fence blast, a telephone alert will go out to all employees who are announce that the park is patrolled at all times, and no admis- associated with Hydra, warning them to prepare to leave the sion to the public is allowed except through the front gate.

38 NOVEMBER 1983 (This page has been left blank so the Administrator can remove the map of Wacko World from the center of the magazine and lay it flat for use during play, without obscuring any of the text information.)

DRAGON 39 40 NOVEMBER 1983 DRAGON 41 (This page has been left blank so the Administrator can remove the map of Wacko World from the center of the magazine and Lay it flat for use during play, without obscuring any of the text information.)

42 NOVEMBER 1983 All employees of the park who are not Hydra operatives are observing such an agent will notice the telltale bulges and out- aware that some of the “regular” park employees carry guns and lines of the vest and holster, and will recognize them for what wear bulletproof vests. They have been told, however, that these they are. If enough of these people are observed, it should strike workers are special plainclothes security men, and they are the the agents as odd that so many employees are heavily armed and only ones allowed to use the red telephones in the park (see the armored, seemingly far beyond any reasonable need for security. section on “Telephones and Taps”). The average statistics for non-Hydra park employees are found Furthermore, normal employees have been ordered not to on the Master Characteristics Chart accompanying this text. All reveal to outsiders which of the park workers are undercover employees who are Hydra operatives are individually listed and security men. However, if an agent presents some identification, described on the same chart. a non-Hydra employee may be willing to identify some or all of the gun-toters for him. (Every park employee, Hydra and non- TELEPHONES AND TAPS Hydra alike, wears a name badge with his or her correct name on Three kinds of telephones are inside Wacko World: normal it.) To determine the outcome of such an attempt to get informa- pay phones, black “internal” phones, and red “security” phones. tion, compare the agent’s and the employee’s Charm traits and The pay phones (25 cents for a local call) are the only ones the index the result on the Contact Reaction Table in the TOP public is normally permitted to use; park employees will not use SECRET rule book. If the agent fails to “fascinate” the employee them except in emergencies. The black “internal” phones are he contacts, that employee will instead notify the “security” men mainly for use by employees to contact another extension within that someone tried to get this information. Following that turn the park, although they can be used for outside calls as well. of events, a telephone alert to Hydra personnel will go into Hydra operatives rarely use the black phones. effect, and a Hydra operative will be assigned to follow the The red phones are for the exclusive use of Hydra operatives. agent. Hydra wants to avoid a gun battle or other physical con- They are “internal” phones much like the black ones, except frontation inside the park, and most Hydra operatives will go to that they can be made to all ring at once during an alert, or at a considerable lengths to avoid this — up to and including “allow- time when the park manager wants to contact all Hydra person- ing” an agent to leave the park property before directly nel simultaneously. If the number “00” (two zeroes) is dialed on approaching that agent. any red phone, all other red phones will ring at the same time. Hydra employees often use the red phones for personal conversa- PARK EMPLOYEES tions, both within the park and to outside locations. All regular park employees wear tan pants, a tan zippered Each of the park telephones has its three-digit extension jacket (very light fabric) with name badge and park emblem, and number printed clearly on the face. An adhesive sticker on each black shoes. Those who are obviously security men wear green phone lists all other extensions in the park (both black and red pants and jackets, with walkie-talkies and gun holsters at their phones). Black phones may be used to call a “red number,” but belts and bulletproof vests under their jackets. only at the cost of a reprimand (or worse) for the employee who The “special security” employees described above wear tan performs such an action. outfits, but with bulletproof vests and shoulder holsters under There is a 50% chance that any park employee will allow a their jackets. An agent who makes a Perception roll while tourist to use a black telephone in a non-emergency situation (in

DRAGON 43 the interest of good will) and upon request of the tourist. No CROWD DENSITY employee, Hydra operative or otherwise, will permit the use of a If a gunfight breaks out between Hydra and the agents (with red phone by a tourist, and all non-Hydra employees know better or without Mary Nolan), it will be vital to find out how many than to try to use the red phones themselves. tourists are in the way of the bullets. There are essentially three If agents attempt to put taps on park telephones (which they levels of crowd density in Wacko World, according to the follow- are expected to do, to perform their mission), the process of bug- ing table: ging one phone takes only 10 seconds. If a black phone is Density Locations Effects on gun combat tapped, there is a 20% chance for each 10-minute period thereaf- Heavy Near any ticket booth -10% to hit; any missed ter that it will be used and the conversation on that phone can be or entryway to a park roll of 10 points over overheard and recorded. Nothing useful will be gained by bug- attraction; around score needed to hit ging a black phone, although some interesting local gossip may any restaurant or means bystander was be heard. auditorium; anywhere wounded or killed If any red phone is bugged, there is a 10% chance during each children and adults 10-minute period thereafter that the phone in question will be would congregate used. If a conversation takes place, the Admin may choose one of Moderate Walkways, through the -5% to hit; any roll of the three possible types of conversations listed below, select park; areas behind 91-95 means bystander another topic altogether, or roll on the following table: buildings was wounded or killed 1-3 Hydra agent calling a non-Hydra park employee on Light The administrative Treat as normal gun unimportant business (what time is it, wanna go out section of the park; the combat with me, how about a card game tonight, etc.). parking lots; anywhere 4-8 Hydra agent calling another Hydra agent inside park on that few or no people unimportant matters; 50% chance that some passing would be around (off reference to Hydra will be made. paths or away from 9-10 Hydra agent calling another Hydra agent on a matter park buildings) directly related to the organization (when’s the next weapon-cleaning session, any word from Mr. Katakis on AREA DESCRIPTIONS plans for the future, any money coming in from 1) Main Gate: This is where the public enters and exits Wacko blackmailed parks, etc.). World. Tickets are purchased here ($8 for adults, $5 for children Whenever something unusual or threatening (fistfight, purse- under 16). This is also the only checkpoint in the park; visitors snatching, etc.) occurs inside the park, a Hydra agent will use the are asked here to surrender all food, drinks, pets, alcohol, and nearest red phone to call the park manager’s office and the secu- drugs before entering. The possession of weapons in the park is, rity posts at King George’s Castle and the front gate; dialing of course, illegal for anyone except security guards. Normally, no “123” will connect the caller to all of those sites at the same time. one is searched, and attendants at the gate give only a cursory There won’t be any unusual occurrences at the park on the day once-over look at those entering (5% chance of spotting an of the agents’ visit, unless the agents themselves are the cause. agent’s shoulder holster or some other abnormality). Anyone

44 NOVEMBER 1983 identifying himself as an agent will be referred to the security end of the park to the other. The lift sends one car out every 60 station adjacent to the main gate area. The four attendants at the seconds, operating automatically, and it takes 4 minutes for a car front gate know nothing about Hydra, and the ticket booths do to reach the other end of the park. The cars are lifted to a maxi- not contain telephones. (In the event of a disturbance, the secu- mum elevation of 50 feet and maintain this height above the rity station is within easy shouting distance.) ground for most of the trip, making them excellent observation posts. Two employees work at each end of the lift; none of them 2) Security Station and Pet Kennel: This station is manned by are Hydra operatives. There is a black phone in each of the one receptionist (non-Hydra) and eight security guards, who are buildings at either end of the lift. all Hydra operatives. The security men wear green uniforms (as described under “Park Employees”). At any given time, six of the 5) Huck and Tom’s World: Visitors are taken on a short boat eight guards will be wandering the park grounds individually, ride across a “river” to an island where life in the 1880’s is checking the fences and generally making sure all is well. All depicted. Three employees work at the boat docks, none of them security men carry .357 snub-nosed revolvers and wear bullet- Hydra agents. A small workshop is in the building by the docks, proof vests under their jackets; they are described by number in containing rescue equipment, rafts, tools, and one black phone. the Master Characteristics Chart. The security station is divided into a pet kennel, a reception- 6) Fort Sioux: This is a large wood-and-fiberglass replica of an ist’s area, a waiting room, and a security office where the guards Old West army fort, with an ice-cream stand and gift shop inside rest and take coffee breaks. The security office has a red phone, a its walls. Three of the eight people working here (Bruce, Dave, file cabinet, and a desk littered with paperwork, but none of the and Carol) are Hydra operatives. Each of the three carries a .357 documents offers anything revealing about Hydra. A large map snub-nosed revolver in a shoulder holster and wears a bullet- on the wall, however, contains markings that indicate that proof vest. The gift shop has three pay phones, one black phone “Injun Joe’s Caverns” is significant in some way; any agent who behind the counter, and one red phone in a small alcove for makes an Observation roll while examining the map will notice employees only. this. The security alarms in this building (Admin’s choice of type) are turned off during the day. 7) Injun Joe’s Caverns: Essentially a man-made cavern dug out of a hillside, this attraction doubles as an armory for Hydra. A 3) Locker Rooms: This building contains hundreds of indi- secret door, set in one wall of the cave, is protected by a security vidual lockers that park visitors may rent for $1 per day to store alarm. The door can be detected by an agent who searches the their personal valuables while they are at the park. It also has a cavern and makes a successful Observation roll at a -40% penalty. pair of rest rooms and two public pay phones. Two park This roll can be attempted once per turn for as long as the search employees, one male and one female (both non-Hydra) monitor continues. An agent who locates the secret door has a chance of the locker rooms. Anything left unclaimed in the area for more finding the hidden alarm at the same time, equal to that agent’s than a week is turned over to park security. Observation score minus 30%. The alarm has an efficiency rating of 60%, so deactivating it requires a percentage roll of an agent’s 4) Skylift: This is an elevated cable-car ride that goes from one Deactivation score minus 60.

DRAGON 45 If the alarm is triggered, it will set off small beepers on the of the employees are Hydra agents. The control booth has a belts of each of the three Hydra agents in the area (see the area 6 black telephone. description). One of the operatives will telephone for assistance, while another gets on the intercom system wired into the cavern 15) The Haunted House: A huge building with walkways built and asks everyone inside to leave quietly (claiming that there is through it in the manner of a fun house, the Haunted House some sort of ventilation problem). The third agent will stand includes highlights such as meetings with famous monsters, a near the cave entrance and look over the exiting tourists, ready to ride in buggies pulled by phantom horses, and the usual ghosts, draw his or her weapon and fire if necessary. Once everyone has skeletons, and vampires. Although there is nothing exceptional left the cave (or this seems to be the case), the three agents will about the Haunted House, one of the workers (Ralph) is a Hydra enter the area and carefully examine it, then make a report to operative. He has a careless habit of scratching at his bulletproof their superiors on the red phone inside Fort Sioux. vest, adding +20% to an agent’s chance of detecting that he’s Beyond the secret door is a short tunnel leading to a 20-foot- wearing one. He carries the standard “Hydra issue” .357 snub- square room stocked with various weapons, particularly a nosed revolver, fully loaded. The work station here has both a number of M-16 rifles. The serial numbers on these weapons, if red and a black telephone. examined and checked out, will be evidence of the fact that they were stolen from a unit at Ft. Bragg, North Carolina, about six 16) The Wild Jungle Ride: Visitors here can get into canoes months earlier. The Admin may add other weapons and ammu- and paddle around a small watercourse to be attacked by croco- nition to this stockpile as desired, within reason (no heavy diles, have monkeys drop Styrofoam coconuts on them, be artillery or nuclear weapons, of course). sprayed by elephants, and have angry natives shout at them from the banks. All of the “perils” are mechanical, of course, and 8) Makeup and Magic Shop: For a price of $5, visitors to this harmless. The canoes actually run on tracks just below the sur- small building can have themselves disguised by one of the four face of the water, and cannot be forced to leave their courses. employees inside (none of them Hydra agents). This price Anyone taking this trip will be drenched by spray from the includes only the application of makeup; other disguise elements mechanical elephants (which is one of the reasons that visitors such as hair dye (easily washed out), wigs, and articles of cloth- are required to check their valuables at the front gate). Four ing are available at additional cost. It takes five minutes for an employees (all non-Hydra) work here, and the area has no employee to apply one simple makeup job, perhaps longer for telephones. more detailed requests. The building contains one black phone. 17) Under Construction: This building and several others near 9) Merry-Go-Round: This ride has two attendants (non-Hydra) it are not completed, and are not even finished enough to reveal and, if examined, will be found to contain nothing of interest to what sorts of structures they are supposed to be. A mobile crane agents. There is no telephone on the premises. and a bulldozer are parked between this building and area 19; either vehicle may be started and operated by an agent with an 10) Sutter’s Mill Gift Shop: This building contains a gift shop, AOK of 50 or more in either Construction, Mechanical, or a game room with video machines, a snack bar, and a first-aid Transportation Engineering. There are no workers here at this station. Of the eleven people working here, only one (Dr. Barnes) time (they are only present during off hours) and no telephones. is a Hydra agent. The doctor’s nurse, Jane Blake, has noticed that the doctor keeps a gun in his desk but thinks nothing of it; 18) Pirates of the Bahamas: This attraction, a fun house sim- she has also noticed that the doctor is quite distant and difficult ilar to the Haunted House, has been closed for repairs since at times, having to go away “on business” fairly often. Actually, being damaged in a recent thunderstorm. There is nothing of the doctor is the “pick-up man” for some of Hydra’s extortion interest to the agents on the premises; the building contains a red schemes. There are black phones in the gift shop and snack bar, and a black phone, but both are disconnected for the time being. a red phone in the first-aid station, and three pay phones next to the snack bar. The doctor has a .22 small-frame revolver, fully 19) Under Construction: See area 17 for details. loaded, and 11 extra bullets. 20) King George’s Castle: The castle building contains a large 11) Mystery Maze: This is a building with a mirrored maze auditorium, dressing rooms, bathrooms, a gift shop, a janitor’s inside. It has one employee (non-Hydra) and no telephone. storage area, and a lounge that sells mildly alcoholic drinks. A kitchen and fast-food stand are also present, and each of those 12) Moon Walk: Two employees (both non-Hydra) work at two areas has a black telephone. A “lover’s lane” park with a this building, which is simply a giant inflated tent with air bags fountain is behind the castle, accessible only by passing through on the floor for visitors to bounce around upon. There is no tele- the castle area. phone on the premises. A stairway next to the gift shop leads to the second floor of the castle, where an auxiliary security station for the park is located. 13) Shooting Range: Two Hydra agents (Fred and Manfred) This station is a single room, 30 feet by 40 feet, containing two work here, monitoring an electronic shooting gallery; the guns desks, a red phone and a black phone, a lo-foot-square holding fire light beams, not bullets. Neither of the attendants is armed, cell, and a rest room. The station is normally manned by three but hidden under each of the side counters on either side of the Hydra operatives, each outfitted with a .357 snub-nosed pistol range is a box containing six bulletproof vests, a loaded .357 and a bulletproof vest. One of the three, John Olsen, is the chief snub-nosed revolver, and three boxes of additional ammunition. of park security and the second-ranking agent in Hydra behind The area has one red telephone. Alex Katakis. The other two guards are Marac and Tom.

14) Rocky Mountain Railroad: This is a miniature train ride, 21) Employee Lockers: Park employees, both Hydra operatives one of the more popular features of Wacko World. A typical ride and otherwise, store their personal gear in this building when lasts for 4 minutes; during this time animated cows, cars, and they come to work in the morning. There are no guards on the bandits will appear on or around the ride to entertain pas- site, but there is a 10% chance whenever the building is entered sengers, and the route includes sharp curves and tunnels to add that someone (30% Hydra, 70% civilian) will be inside, either tak- to the excitement. Two employees man the electronic controls ing something out of a locker or putting something away. for the train, and one other worker acts as the “engineer,” sup- All park employees have a key to the outside door of the build- posedly driving the train. Actually, the “engineer” has no con- ing and a key to one of the lockers inside. They are required to trol over the speed of the train; all he can do is use the brakes to have both keys in their possession at all times. The building is stop the train if someone tries to get off when it’s moving. None protected by a house-style, door-tripped alarm (as per the TOP

46 NOVEMBER 1983 SECRET rule book). An agent can detect the alarm system before seems to be concerned with the daily operation of the park, not opening the door by rolling his Observation score, at a penalty even an openly displayed map or schedule of events. of -15%. If it is tripped, the alarm is very loud and cannot be The building has a sonic motion-detector alarm system that is turned off except by putting a key in the outside lock. Nothing turned off during the day when the site is occupied. in the building or in any of the lockers will be useful to the agents as evidence. Each locker that is in use has a 30% chance of 23) Administration Office: This building contains the office of containing money or valuables worth $10-100; all of the lockers Donald Duckworth, the assistant manager of the park, plus a are closed and locked, but only one third of them (32 out of 100) receptionist’s area, rest rooms, and an employee lounge with are presently being used. The building has no telephones. vending machines. No one except Duckworth and his reception- ist is normally present for any length of time during a working 22) Park Manager’s Office: This small building contains a day. The receptionist’s desk has a black phone, and Duckworth’s receptionist’s desk, the manager’s office, and two rest rooms. A desk holds both a red and a black phone. black telephone is on the receptionist’s desk and a red one in the Nearly everything in Duckworth’s office is related to the man- manager’s office. Alex Katakis will be in his office during the agement of Wacko World. However, in one drawer of his desk day, reviewing plans that Hydra has developed for setting up a (left unlocked by accident) are papers containing references to drug-smuggling operation in the Caribbean. In his desk, behind the extortion plot. If confronted with these papers by an agent, locked drawers (to which only he has a key) are plans and notes Duckworth will confess his involvement in Hydra and ask for relating to the currently operating extortion ring and several help in getting “unstuck” from that organization. (See the other minor criminal operations that Hydra has pulled off in the past. details about Duckworth under the “Major Characters” section Katakis uses a .45 revolver which is normally stored in one of his above.) He has a .357 snub-nosed revolver in his desk, but won’t desk drawers. use it. His receptionist is not a Hydra employee and is unarmed. Katakis’ receptionist is Martha Collins, a Hydra operative who The building has a sonic motion-detector alarm that is turned also has a .45 revolver (hidden in her purse). She wants to further off during the day. herself in the organization, and has no intention of telling anyone the truth about Wacko World and Hydra. If anyone 24) Star Mountain: A miniature roller coaster ride is set into a investigates and obviously doesn’t have any hard information to large fiberglass “mountain,” and tourists are treated to many go on, she will direct their attention to another nearby park, amusing scenes using animated dolls. At one point, the ride Clown Town, claiming that the manager of that park is the one becomes completely dark, and passengers are then exposed to behind the extortion scheme. She will plead with any agent she brilliant, multicolored lights. The ride lasts for five minutes. It is tells this to, asking that she not be revealed as the source of that manned by four employees (all non-Hydra), and the ticket booth information because she fears reprisals from the “criminals.” She contains a black telephone. will not attempt to use her weapon unless someone draws on her first; then she will attack at first opportunity, shooting to kill. 25) Future Train: This is a slow monorail train ride, with the Anyone who gets a close look around the manager’s office will track 12 feet off the ground. The train holds up to 24 people at see that there is almost nothing about the environment that one time, and the ride lasts for 10 minutes, including scenic stops

DRAGON 47 along the way. The monorail is completely enclosed, and no one 31) Empty Booth: This appears to have been a cotton-candy can leave the train between the start and finish of the ride. The vendor, but it now contains no personnel and only a couple of train passes through Star Mountain via a tunnel, and passes over pieces of machinery. The park management has plans to install several other areas of interest as well. The loading station is some other attraction here soon. staffed by four employees, and two others ride the train, serving as engineer and announcer; all are non-Hydra. The booth at the 32) Florida Fried Frog Restaurant: “Lip-1ickin’ Good!’ reads entrance contains a black telephone. the motto, although tourists and agents may feel differently about that. The area has five employees (non-Hydra) and a black 26) Bumper Car Ride: An ordinary attraction of its kind, mon- phone. itored by two non-Hydra employees. There is no phone. 33) Raceway Car Show: This building displays eighteen race 27) Silversmith: Future Train riders can look on as four young cars, mostly either Indy-style (open-wheel) or stock cars. Three craftsmen (all non-Hydra) practice the art of silversmithing in civilian employees and two Hydra operatives work here. One of this elevated building. It contains no telephone. the Hydra agents, Jamie, carries a .45 revolver and wears a bul- letproof vest under his jacket. Neil, the other operative, carries a 28) The Swinging Vines: This is a carousel-like ride using pas- .357 Police magnum and also has a bulletproof vest. If an agent senger chairs suspended by ropes from a revolving wheel. Two draws a gun on either of these persons, they will both pull out non-Hydra employees work this attraction; it has no phone. their weapons and fire at once, then try to flee the park as quickly as possible. Any agent making a Perception roll when 29) “Admin’s Choice”: This amusement area has been left seeing either of them will recognize the person in question as a “undeveloped,” for the Administrator to add a personal touch to professional killer; they are wanted in Washington, D.C., and the park. No Hydra agents work here, and the Future Train Kentucky, respectively, for murder. The building has one red and makes a stop here before returning to the station. The area con- one black phone. tains one black phone. 34) The Raceway: This is a special raceway track for tourists to 30) Movie House: Although this theater can seat 250 persons, drive midget “race cars” on. The racers cannot exceed a speed of rarely are more than 40% of the seats occupied for a show. 10 mph, and can only be driven by adults. The area is monitored Today’s film is “Our Friend the Alligator.” The movie runs for by Larry, a Hydra operative who has a .45 revolver and a bullet- 25 minutes, and shows start at half-hour intervals. The marquee proof vest. He will react like Jamie and Neil (see area 33 descrip- promises that next week’s movie will be “Those Incredible Walk- tion) if someone draws a pistol on him. An agent who makes a ing Catfish.” Four ushers and a projectionist work this area, Perception roll when viewing him will recognize Larry as a none involved with Hydra. The projectionist’s booth has a black hired gun who is wanted in Kentucky. He is also a master of phone, and there are two pay phones in the lobby. martial arts. MASTER CHARACTERISTICS CHART SX PS CH WI CO KN CD OF DP EV DE OB HH SU PR MV LL Alex M7094 86 83 98 79 81 89 87 89 92 158 176 88 235 16 Donald M 56 63 60 73 85 41 57 68 52 63 73 108 120 73 157 12 Martha F 58 50 89 94 83 59 77 72 55 71 86 113 127 90 206 15 Guard #1 M 94 83 64 74 79 99 87 79 92 90 72 186 171 73 352 16 Guard #2 M 69 40 72 88 61 73 81 61 57 67 67 126 118 78 214 14 Guard #3 M8993 99 99 75 69 85 87 81 72 87 170 168 93 251 19 Guard #4 M 79 62 75 46 43 83 65 54 73 63 59 152 127 53 237 15 Guard #5 M764476 52 71 58 55 49 51 59 74 127 100 63 206 15 Guard #6 M 46 78 92 38 94 42 40 58 60 68 93 106 118 66 176 14 Guard #7 M9351 87 71 91 63 67 59 55 77 89 148 114 80 243 18 Guard #8 M 62 52 77 80 76 45 61 66 47 61 77 109 113 79 180 14 Dr. Barnes M37487975 70 40 58 62 44 55 75 81 106 75 156 12 Average (non- Hydra) employee M or F 50 50 50 50 50 50 50 50 50 50 50 100 100 50 150 10 Lady Mayhall F 31 97 98 97 85 67 82 97 82 76 92 114 179 95 196 13 Lt. Ahmed M9283 87 82 65 88 85 83 86 77 76 178 169 79 267 18 Mary Nolan F 68 70 00 96 72 98 97 83 84 85 86 152 167 91 266 17 Bruce M 51 62 37 30 93 48 39 46 55 71 65 106 126 48 136 09 Dave M 70 89 45 88 56 65 77 89 77 61 51 147 138 70 180 12 Carol F 46 46 68 61 50 80 71 49 63 56 59 109 119 60 194 11 Fred M 96 64 96 96 31 74 85 80 69 53 64 165 149 80 266 19 Manfred M859373 71 40 98 85 82 96 69 57 181 178 64 256 16 Ralph M5255 85 65 50 54 60 60 55 52 68 107 115 67 191 14 John Olsen M 89 44 65 90 43 85 88 67 65 64 54 154 132 72 239 15 Marac M 86 31 32 00 98 72 86 66 52 85 65 100 118 83 152 12 Tom M 40 45 80 60 80 92 76 53 69 86 80 109 122 70 212 12 Jamie M 96 94 93 99 89 85 92 97 90 87 91 186 177 95 274 19 Neil M 90 93 98 97 99 91 94 95 96 95 99 186 191 98 279 19 Larry M990090 96 86 00 98 98 00 93 88 199 193 92 289 19

SX: Sex CO: Courage DP: Deception OB: Observation PR: Perception PS: Physical Strength KN: Knowledge EV: Evasion HH: Hand-to-hand Value MV: Movement Value CH: Charm CD: Coordination DE: Deactivation SU: Surprise Value LL: Life Level WI: Willpower OF: Offense

48 NOVEMBER 1983 DRAGON 49 Page Advice II: Getting started

The flood of letters received by TSR. the discipline to produce material on The more facts you incorporate into your Inc., in response to the “Page Advice” demand. work, the more “real” your module will article in issue #76 of DRAGON® Maga- Second, you need extensive game seem to the people who read it and play zine was overwhelming and encouraging. knowledge. You have to know the game it. This section of your shelf will grow as However, it is apparent from those system well enough to know what works you research more and different topics. responses that the vast majority of readers — how to challenge a party of a particu- Fiction is the seed from which the who sent for the TSR submissions packet lar level of experience, including know- hobby of role-playing games grew. It is have had no experience with freelance ing how such a party is likely to be also a source of enjoyment and inspira- design. To help solve that problem, this equipped. You have to know what new tion in its own right. In addition to your followup article deals with how to get elements can be used in, while maintain- favorite authors and stylists, try to locate started. ing the consistency of the original rules, sources that inspired the original designer First, you need the desire to write — and (this is the tricky part) you have to of the game system, such as Vance’s The not just the desire to see your work in understand what the original designer Dying Earth for the D&D® system, or print. Writing is hard work for most of intended when he wrote the game system. Lanier’s Hiero’s Journey for the GAMMA us, and writing module designs for a spe- This sort of in-depth knowledge comes WORLD® rules. A well-developed and cific audience, under a deadline and with only with experience. In the event that a extensive fiction bookshelf is a definite specific guidelines to follow, is harder rule system has not been out for long (for asset to the serious module writer. yet. Remember when you composed your example, the STAR FRONTIERS™ game The last type of material on your shelf first 30-page term paper for a school or the GANGBUSTERS™ rules), a new should be sample modules and rule sets. assignment? Multiply that size by four, designer does not have as much of a dis- These will show what the game publisher and you have a standard-sized commercial advantage, because others are probably has done in the past, and may be used as module manuscript. not that far ahead of him in their under- a rough guide to the format of a module In addition to coping with the size of standing of the game system. if you don’t have any other information. the project, you are expected to adhere to Third, you should put together a refer- First and foremost, of course, is a copy of the rule system and be creative at the ence shelf if you don’t already have one. the rule system for the game you intend same time. Also, publishers are more This should contain books on writing, to write about. Although the following interested in a designer who produces works of history and science, related fic- list is by no means exhaustive, a TSR ref- material regularly than in an amateur tion, and commercial products. erence shelf might also include: who turns out one design and disappears. Tops on the list of “books on writing” Thus, you also need the compulsion and is a dictionary: Get one, and use it. Pick AD&D™ modules up a copy of The Elements of Style by G1-2-3, D1-2, D3, Q1 — An epic quest Strunk and White — an invaluable book. of major proportions, including an Also, the booklet Constructing Scientific- adventure on an Outer Plane. tion & Fantasy by Ashmead, Schweitzer A4 — A good study in improvisational and Scithers (available from Dragon Pub- play techniques. lishing for $1.00) is worth its weight in C1 — An unusual setting, based on the gold to a beginner. Absolutely any book Aztec civilization. you can find on “how to write” will do L2 — A murder mystery with a non- more good than harm. Writing is a craft, rigid plot structure. a skill that must be developed, and it is *N1 — A low-level village/dungeon. essential to know the basics and practice S1 — A tough, dangerous puzzle the skills if you want to succeed at it. dungeon. The works on history and science that *S4 — Overland/underground module. you select will depend on the general his- U1/U2 — Good for the British slant. torical period you choose to write about. — One of TSR’s recent They range from technical, data-oriented releases, featuring splendid mapwork. works to books on general history, eco- Should be in the stores by the time you nomics, politics, and other such topics. read this.

50 NOVEMBER 1983 D&D modules more rewriting. No one puts together per- to them, and your chances of getting pub- *B4 — Basic module expandable into fect, polished text the first time he sits lished will increase many times over. an entire campaign. down at a typewriter. Finished text is an TSR, Inc., for example, is looking for M1 — “Invisible ink” solo module. achievement most of us can only attain very polished manuscripts of high quality X2 — For the Expert rule set; a free- after long hours at the typewriter, word that fit some fairly specific physical wheeling adaptation of Clark Ashton processor, or other similar implement of requirements. These restrictions are Smith stories. 20th-century torture. imposed by time and manpower con- Following from that is the fourth straints, as well as by the physical print- Other systems requirement: You need either a typewriter ing processes we use. A sprawling epic of GANGBUSTERS modules — The or word processor. Copy should always be 1,000 pages has a much smaller chance of game system is clean and simple; modules typed; editors and typesetters have being looked at seriously than a 120-page G0, G1, G2, and G3 are all highly inno- enough eye trouble already without hav- manuscript of equally high quality. We vative and worth a look (solo, campaign, ing to wade through someone’s illegible are partial to manuscripts with developed murder mystery, and action adventure, scrawling. Copy should be double-spaced, story lines, internal consistency, and respectively). so the editor has room to insert additions unusual tactical or situational “twists.” GAMMA WORLD 2nd edition — An and comments between the lines. For As a side note, we have a certain number impressive rework of a classic game. most of us, a typewriter is fairly easily of production “slots” in a season; after a *BH2 — A good variety of short BOOT acquired or borrowed; if you can’t afford certain point, we must stop taking mate- HILL® adventures. one or can’t find someone to lend you rial, regardless of its quality, until our *TS003 — A solidly designed com- one, then you’re in the wrong line of reserves are depleted to the point where mando raid for TOP SECRET® play. work. A word processor, hooked up to a we must look for more manuscripts. (We TS004 — An extended covert operation computer, makes editing your own text a are not at that point now.) behind the Iron Curtain. lot easier, but the machinery and software If you are serious about freelance *SF2 — A good treatment of the clash you need may be too expensive, unless design and intend to try to succeed at it, of large forces in a role-playing context. you plan to get into writing in a big way you must realize up front that you’re in (*— Indicates a module which is a or you have other uses for the computer. for a lot of work. And the bottom line, good illustration of format for that At this point, you have the physical first and always, is to write, write, and product line.) materials you need — but you’re still not write some more — and then revise, ready to start writing in earnest. Before revise, and revise some more. There is no The one thing every beginning you start to turn out finished text, write way to get around that requirement, and designer must do, even after you’ve to the publisher who will be reviewing those who live up to it will have a much acquired and studied all of these reference your work. Find out what he wants — better chance of reaping the ultimate materials, is practice. Books can point because if he isn’t buying, you aren’t sell- reward for all that effort — publication, you in the right direction, but there is no ing. All publishers have different needs and the fame and fortune that go along substitute for writing, rewriting, and and desires. Find out what they are, cater with it.

DRAGON 51 52 NOVEMBER 1983 DRAGON 53 The fights of fantasy Good generalship from a non-medieval viewpoint by Lew Pulsipher

Picture this fantasy episode: Somehow, present; but the course of the battle will world will not be like medieval general- the inhabitants of a world have been be quite different. And if one side has ship because forts are much easier to cap- warned of an impending invasion by stronger adventurers, as will ordinarily be ture. Also, because of flying creatures and natives of another, evil world. They learn the case, that side will have a big teleporting, supply lines for small forces where it will occur, and approximately advantage. are easier to maintain in fantasy than in when, and set up a variety of traps — Magic strongly affects tactics. The only the medieval world. Even if fantasy forts including an interdimensional gate of way to counter the effects of large-scale could be as strong as medieval castles, their own — in the projected path of the magic or bestial power (such as dragon’s they would have less effect on strategy invaders. The day arrives. The invaders breath) is dispersal and long-range weap- because supply lines are harder to cut. stream out of an inter-world gate; first, onry. In effect, in the fantasy world the Another difference is that feudalism scouts who are trapped or shot with analogue of heavy artillery is the magi- need not dominate the fantasy world in arrows (none of them escape), then flyers cian, and the powerful monster resembles the way it dominated Europe in the Mid- who are caught by invisible traps in the a tank. Battles in a highly magical envi- dle Ages. This is partly a consequence of air as they avoid the ground traps, then ronment are probably less like a medieval the weakness of fortifications, since mag- thousands of orcs who pour out of the battle than like an 18th-century or per- nates cannot safely retire to their forts and invaders’ gate and right into the defend- haps 19th-century battle, where units defy authority. It is also a consequence of ers’ gate — which leads to oblivion. For spread out both within themselves and in possibly quite different social premises. hours the invaders come, and all are their relation to the rest of the army. But There is nothing in fantasy role-playing caught. Finally, there are no more, and the speed with which events can happen, that necessitates a feudal setting rather the invasion is annihilated without loss when magicians and monsters are than, say, a setting like the Roman to the defenders. involved, means that individual initiative empire, the successors of Alexander the I understand that this actually hap- of unit commanders counts for more than Great, or the . Warfare in pened, more or less, in a D&D® game. It it would in an 18th-century battle. In fan- these eras was highly organized and pro- is a good example of excellent general- tasy warfare, a well-trained, experienced fessional, in contrast to the less well ship by the defenders, and appallingly army has an even greater advantage over a trained, of ten nonprofessional armies of bad generalship by the attackers (who less well-prepared army than in medieval the Middle Ages. were, it must be said, controlled by a ref- warfare. eree rather than by a self-interested Flying creatures also change warfare Fortresses player). It also helps to illustrate how radically. In effect we have the opportun- Where fantasy warfare most differs generalship in a fantasy universe, subject ity for air-mobile cavalry in a short-range from mundane warfare is in the concen- as it is to magic and a greater variety of weapon environment. Commanders or tration of vast power and abilities in creatures and capabilities than in our other valuable persons, objects, and plac- individuals. This makes it harder to pro- own mundane world, is very different es must be heavily guarded against air- tect a specific person or place, despite the from the historical generalship we know. borne raids. Commanders tend to be aid of defensive spells. When one person The subject of this article is not the within an army rather than behind it — or creature can blow away dozens of orcs, “principles of war” as such, because they in a place where they’re less likely to be strategy and tactics change. are so abstract, but a discussion of how seen and singled out by the enemy This change is most obvious in the strategy and battle might be different in a “artillery” (magicians). Flying creatures decreased defensibility of fortresses. The fantasy game, and why, so that referees also change strategy because small units medieval castle was not invulnerable, but and players can make the necessary of great potential power can move rapidly a well-built castle was sufficiently defens- adjustments. The article uses examples from place to place. ible that an attacking force — whatever from the AD&D™ game “universe” A well-known military maxim asserts its numbers —would need many weeks because that is one of the most magic-rich that “He who would defend everything or months to capture it. Most castles, even and creature-rich games. defends nothing.” This applies particu- when defended by 100 or fewer men, fell larly well to most fantasy role-playing to protracted siege operations or treachery Fantasy battles aren’t medieval battles universes, where so much power can be if they fell at all; a successful immediate Some people have suggested that war- concentrated in a small area or in a few assault of a castle was almost unheard of. fare in a fantasy game would be much individuals. In the real world, one battal- The strategy of the builder was to pro- like medieval warfare, and fantasy minia- ion used to take up as much space as vide multiple lines of defense in the cas- tures battles rules tend to reflect this view. another, with about the same combat tle, both to slow the attacker and to Somehow, one notion goes, the magi- power. But there’s no comparison in reduce his forces by attrition. Then the cians and heroes (“adventurers”) will strength between a thousand orcs and ten attacker would run out of time before his cancel each other out while the armies get adult dragons, though the latter group is army melted away through disease, star- on with the battle. This is hogwash. Rel- smaller and moves much faster. vation, or return to the harvest. Or, the atively inexperienced adventurers may be The strategy of medieval (and some attacker would lose heart, or his losses too weak to significantly affect a big bat- ancient) warfare was based on the more- would be so great that the defender could tle, but more experienced ones will make or-less impregnable castle. Yet, because (ordinarily with outside help) defeat the a great deal of difference. True, if the magic is so prevalent in fantasy games, a attacker in open battle. Even if the castle adventurers on each side are of equal medieval castle is unsuitable as a fortress, fell, it could still accomplish its purpose strength and numbers, the outcome of the and certainly far from impregnable to by delaying the enemy while defenders battle — winning and losing — may turn assault. That topic is discussed later; the elsewhere in the country gathered an out the same as if no adventurers were point here is that generalship in a fantasy army or received help from allies. (Later

54 NOVEMBER 1983 castle-builders changed their strategy. through walls rapidly. Some of these section so that attackers can climb ladders While still providing multiple lines of means are magical, some monstrous or unmolested by defenders on the wall. In a defense, the idea was to enable all defend- natural. First, going over: At night, a well-made fortress, the hoarding or brat- ers to concentrate missile fire on the point thief adventurer can scale a wall unde- tice work along the battlements will pro- of attack and slaughter enough attackers tected if he’s lucky, something virtually tect defenders from fireballs, unless a fire- to force them to give up the siege.) no one in the mundane world would try ball goes in through a slit; in that case, it Why was it nearly impossible to to accomplish. Two or three thieves, or a would expand inside the hoarding and rapidly take a castle? The walls were single very accomplished thief, could sweep an entire wall clear of defenders. simply too high and too thick to get over open a postern or other gate, let attackers “Unnatural” powers can also help or through without extensive “softening in, and effect the fall of the fortress. The force a way through walls. Dragons and up.” Because flame was effective against result would be similar to the effects of giants may break down gates in minutes. wooden castles (though less effective than treachery in medieval times, when some- Stone-digging monsters can breach a wall one might think), stone was the principal one in the castle opened a gate to the in a short time. Some very powerful spells building material. A few defenders, well attackers in return for financial or other may breach walls, though in general protected on stone battlements, could rewards. lightning bolts and such will bounce off defeat any ladder assault by firing from Any creature that can fly may accom- or hardly scratch a stone wall. A passwall protected positions, by dropping rocks plish the same thing, though beating spell would be great for getting through and boiling water on defenders, and by wings are likely to be heard by those on thin walls, but most walls of a castle pushing the ladders away. Consequently, watch. But not everyone needs wings to would be too thick; every gate would be the attackers had to build siege towers, fly; picture a 5th-level fighter/m-u vulnerable, however. Nonetheless, going various missile-throwing engines, rams, employing invisibility and a fly spell in a through rather than over or under is and protective “penthouses.” Often they raid of this kind at night, or a group of probably the least likely method of needed to tunnel under the walls to create ten fighters on hippogriffs. breaching a castle, except for an army a breach because no other method was as Magic can help its users gain entry in with extremely powerful monsters. safe or as certain, but mining was many ways. Invisibility is enormously Going under (mining) will be quick if extremely slow work, and could be useful. A knock spell may break open a an umber hulk, a trained or charmed unsuccessful if the defenders detected the barred door, such as a postern or the door giant boring beetle, or another sort of mine. Once a wall was breached or a gate to a tower. Dimension door or even tele- digger can be used. Dwarves, orcs, and opened, the attack usually succeeded — port allows a brave magician to penetrate most other non-humans are better tun- only to face the next line of defense. deep into the fortress. Gaseous form or nelers than men. Medieval forces rarely etherealness enables an attacker to slip tunneled into a fortress in order to invade Over, under, or through into the fortress. it, preferring to break down a wall; but The reason castles are more vulnerable Magic can also help ordinary soldiers attackers of a fantasy fortress, thanks to in fantasy gaming is that attackers have get over walls rapidly. For example, a the concentration of power in individu- many means of going over, under, or fireball will sweep defenders from a wall als, could employ this tactic. Imagine a

DRAGON 55 force of highly skilled fighters following fortress would be smaller than a full- of strategy is indirection — to act at a an umber hulk into the enemy keep while fledged castle, more like a tower-keep of time, in a way, at a location, with forces the rest of the attackers create a diversion several layers, It would allow less exten- that the enemy doesn’t expect, to strike outside. The defenders would be devas- sive fields of fire to defenders, and could the flank rather than the front, to go over tated morally, at least, to see their keep be held by a relatively smaller garrison the hills rather than through the pass, invaded (if not captured) by the enemy. unless it extended far underground. It and so forth. Liddell Hart called this the would be easier than a regular fortress for “strategy of indirect approach.” Defenders’ options attackers to surround it and starve the It is not always easy to figure out what Granted, defenders of a fortress may garrison into submission unless the the proper indirect approach would be in have magical or other unnatural help. designer included long subterranean a given situation, but the basic idea ap- But in most cases the defenders will be tunnel-networks in the fortress plan. If plies to every conflict, whether a great vastly outnumbered — the strategic value much of a fortress is underground, it will war or a set-to in a dungeon. In a dun- of the castle was that a small force could be less vulnerable to many of the unnatu- geon, for example, the last thing you delay the enemy — and will have far ral powers of the fantasy world — but it want to do is charge right into the enemy fewer adventurers and monsters to coun- would be generally easier to neutralize. soldiers’ barricade and spears, unless you teract the attacking force. And nothing can protect completely can find no other way to accomplish your Defenders can partially compensate for against underground approach, though a goal. And even if you must take this fantasy elements by altering the construc- fortress dug into hard stone would be route, you might try to draw the enemy tion of the fortress. One alternative would invulnerable to attack by most digging out by some trick. Don’t let megalomania be a large earthen fortress such as those monsters. control you. No matter how tough you built by the French engineer Vauban, but All in all, the abilities that fantasy adds are, you can’t lose by finding a more effi- unless the defender has some weapon to the real world favor the offense, with cient way to defeat the enemy. analogous to canister-firing artillery this the result that fortresses will be more My magic-user characters look at it this won’t do: the walls will be too long to vulnerable, and fantasy strategy will be way: Hacking and chopping lacks finesse defend. And although the walls will be quite different from medieval strategy. compared to clobbering the enemy from a too thick to go through, and invulnerable distance; and fireballs and lightning to mining, they won’t keep the enemy The indirect approach and game theory bolts, though sometimes necessary, lack from going over. The foregoing applies largely to battles finesse compared to other means of inca- The other alternative is a completely and strategy involving hundreds or thou- pacitating the enemy. Why risk life and enclosed stone fortress, much of it under- sands of creatures. The following discus- limb if you don’t have to? Sooner or later ground. Flying or climbing creatures sion applies equally in principle to you’ll be forced into a desperate hand-to- would be stopped by the roof. Someone smaller pitched battles and to the strategy hand fight; why not put off the evil day could enter via a spell, or through the and tactics of successful adventuring. as long as possible? slits with the help of magic, but the gates Some military writers, led by B. H. Another way to look at strategy is would be less vulnerable to surprise. This Liddell Hart, have argued that the essence through game theory, which is primarily a mathematical analysis of game-playing strategies. The important aspect is this: The best strategy is one which attempts to maximize your minimum gain while minimizing your enemy’s maximum gains (the “minimax” strategy). You assume that the enemy is a perfect player. Then you maximize your gain by picking the strategy which results in the largest minimum gain for you, regardless of how the enemy reacts. In other words, even if the enemy does this, or that, or the other, I’ll still accomplish at least such-and- such: that’s maximizing your minimum gains. If the enemy plays less than per- fectly, your gain may be greater than the anticipated minimum. Similarly, you play so as to minimize the maximum gain the enemy can make. No matter what he does, if you do such-and-such he can’t gain very much. In game theory, choosing the best strat- egy involves complex calculations which usually include a weighted random determination, strangely enough. Game- theory calculations can’t practically be used in a role-playing game, which is much too complicated, but you can use the principles. In general, the minimax strategy encourages caution rather than chance-taking, but calculated risks are a vital part of good strategy. The key is to calculate, to consider what the possible consequences may be, including the worst. Chucking a fireball into an enemy- occupied room as soon as you open the door might be a good strategy if the room

56 NOVEMBER 1983 DRAGON 57 is large, but if it’s small the fireball will In the fantasy world, there are ways to or, if it suits your frame of mind, kill expand out the door and fry you as well be certain of extracting information from them after you’ve extracted what they as the enemy. The obvious thing to do is prisoners — methods that were unavaila- know, but at least try to find out what’s find out how large the room is before you ble in the real, medieval world. Mind- going on first. open the door. If you can’t do that, think reading and truth potions come imme- about the possible consequences and you diately to mind, and certainly the The course of wars and battles may decide not to throw that fireball. imaginative general can think of others. It would be nice if this article could The task of individual scouts is much describe just how wars and battles would Intelligence gathering abetted by the availability of non-human go in a fantasy world, but it can’t: Too Napoleon is supposed to have said that helpers, whether familiars, demons sum- much depends on the power-level of “The greatest general is he who makes moned to gather information, intelligent magic and on the level of military tech- the fewest mistakes.” Gathering informa- beast spies, or flying steeds. The last, nology. For example, a battle between tion is the best way to avoid mistakes. alone, makes an enormous difference, as well-trained ancient troops, with magic The more you know about the enemy, the both sides discovered in World War I added, would progress quite differently more chances you have to take advantage when widespread aerial reconnaissance from an early medieval-style battle of his weaknesses and avoid his strengths. was first used. between troops untrained in group tac- In the example at the beginning of this Strangely, in most games and certainly tics. The presence of wide-area spells such article, if the defenders had not learned in the AD&D game, magic rarely as fireballs in game rules make a big dif- when and where the invaders would improves communications or mass trans- ference in tactics. However, a few general- appear, they would have lost. portation. True, if you have a herd of izations can be made. In fantasy role-playing we have far pegasi or dragons you can carry around a Warring forces will probably spread more opportunities to gain accurate commando force a la air-mobile cavalry, out rather than concentrate in one place information than, say, medieval com- but beasts won’t help you move an entire for a big battle, at least until one side is manders did. Taking the AD&D rules for army faster. Flying creatures improve worn down. Skirmishes may be more illustration, we have communes with a speed of communication somewhat, but common, especially between the most deity, contact other plane, and legend there’s a lack of spells or magic items for mobile (flying) elements of each side as lore, among others, as pure information- long-distance, two-way contact. If two they attempt raids against supply depots, gathering spells. (Questions should be parties have crystal balls with clair- treasuries, kings, and princesses. Each worked out before casting the spell, so audience or ESP, they can communicate, side will rely on dispersal and deception that none are wasted.) Clairaudience and provided they use the magic at the same to counteract information-gathering clairvoyance powers can act as substitute time, but this can be hard to arrange, spells and scouts. Professional forces, spies. Among magic items, crystal balls since no standardized timekeeping devices either mercenaries or a standing army, are the premier spying devices. Con- exist, and cosmological events such as and non-human forces will dominate versely, every general desires an amulet to sunrise and noon vary in time from place warfare; levies of farmers will be nearly prevent enemy scrying. to place. useless. Warfare will be mobile rather Information is even more vital for the than necessarily centered around castles. adventuring party than for any army. The In pitched battles, spell casters will worst thing that can happen to adventur- tend to “hide” in the midst of large units, ers is to be totally surprised in a strange where the enemy will be unable to spot place which is the home of the opposi- them. Rather than expose themselves to tion. Adventurers should try to obtain archery and action by enemy adventurers, information about an area before going spell casters will often cast one spell, then there, from storytellers, sages, spells, or, move elsewhere before casting another. most important, prisoners. A large Non-spell-casting adventurers, on the number of players fail to even attempt to other hand, will probably be the moral take prisoners. Those who inadvertently leaders of the army; that is, they’ll partic- do, for instance with a sleep spell, usually ipate in charges, rally troops, and gener- slaughter them out of hand. The players, ally put themselves in the thick of battle. through their characters, show a lack of Their positions must be well known if interest in learning about a situation, and they are to affect their troops. But some of the characters (and players) often pay for these people may have the task (self- it later. Adventurers should take prisoners imposed or otherwise) of seeking out and whenever possible. You can tie them up slaying enemy spell casters and leaders, or

58 NOVEMBER 1983 at least of incapacitating or neutralizing enemy troops. This decision will make a ships must be built carefully to minimize them. Insofar as spell casters have adven- lot of difference to the course of the bat- the effects of such spells. For example, turer bodyguards, hand-to-hand fighting tle, but no one can say that one choice or every ship must have a full deck, with between individual adventurers may the other will ordinarily be the better one. strong hatches, so that a single fireball result. Leaders may fight one another so cannot slay half the occupants. During that the winner can gain a big morale Naval strategy and tactics battle, hatches must be kept closed and advantage over a loser’s force. But such Magic allowing long-distance com- locked so that a flying, perhaps invisible, fights have a tendency to end with one munication would radically change naval magic-user cannot dump a fireball down man’s troops rescuing him, or with the strategy, since fleets could still work a hatch to slaughter all the oarsmen in a larger battle separating the antagonists toward a common goal even when galley. before they finish their business. divided. In the absence of long-range The presence of flying creatures will Important individuals — often adven- communication other than with flying alter naval battles, both because of their turers — will be captured more often than creatures, naval strategy might not be ability to scout and because they can be killed in battle. First, that may be a more affected much, but tactics would be radi- used to “bomb” important ships or board effective way of demoralizing the enemy cally different. the enemy flagship. force. There’ll be no revenge motive In games in which fireballs or light- Aquatic creatures that can travel because the leader isn’t dead, and greater ning bolts will set ships afire, the effect underwater will have enormous effects, despondency among the troops because will resemble the historical effect of particularly if someone is able to control seeing one’s leader captured is more Greek fire, a combustible and nearly inex- groups of unintelligent creatures (such as ignominious than seeing him killed. tinguishable substance which could be whales or sharks). One may doubt how Second, an adventurer surrounded by catapulted or sprayed at the enemy. The well thin-hulled galleys would survive in dozens or hundreds of enemy troops is Byzantine navy, with the knowledge of battle against an enemy using large almost certain to surrender or to be over- how to make Greek fire, consistently numbers of underwater creatures. While borne and captured for ransom. Third, defeated stronger Arabian navies thanks most large water creatures could not adventurers who are incapacitated by to the secret, and thereby preserved Con- seriously harm a strongly built “round spells will be captured rather than killed, stantinople and Europe for centuries ship” (merchant) or Atlantic-style gal- for the purpose of obtaining information from the Moslems. If both sides have leon, such a creature would be able to if not for ransom. many fire-causing spells, naval battles ruin an ordinary galley. Galleys also have The use of “flashy” magic will be pre- will be much bloodier, and ships will a low freeboard, allowing swimming ferred to magic which quietly gets the job sink more often, than was the case in creatures to climb aboard with relative done, because in battle one doesn’t win by medieval or ancient times. ease. The more involvement that swim- killing the enemy but rather by breaking As a referee, I rule that spells rarely set ming creatures have in a naval battle, the his will to resist. The fright value of an ships afire, especially ships not under heavier and higher the ships must be, to advancing cloudkill will be more impor- sail, and when they do the crews are often counteract their presence and their tant than the number of enemy actually able to extinguish the fires. Nonetheless, potential. killed by it. Obviously, the larger the ratio of troops to adventurers, the less effect the adven- turers can have on the battle, other things being equal. (In this respect, powerful monsters are the equivalent of adventur- ers.) One 10th-level fighter, say, or a giant, can do a lot more to sway a battle in which units consist of 10 men than when units are 200 men each. And finally, magic, or the fright-value of monsters, is most likely to sway the course of a battle. Regardless how skilled a human fighter is, he just can’t generate a comparable effect on enemy morale. Adventurers may devote their efforts to killing or neutralizing enemy adventur- ers, or they may concentrate on affecting

DRAGON 59 Be aware and take care Basic principles of successful adventuring by Lew Pulsipher

This is not an article about the secrets might depend for his life. In a world standpoint of survival, is wander about of successful fantasy role-playing, for the fraught with the pitfalls of possession, with no particular purpose in mind. simple reason that there are no secrets. control, and disguise, who wouldn’t at You’ll manage the standard encounters The qualities that characters, and the least informally test his “buddies”? all right, but when it comes to the really players of those characters, must exhibit The methods used will depend on the tough tasks, you’ll be on the losing end. to succeed in a fantasy adventure are rules. In the AD&D game, for example, Gather information. The more you founded on the ideas of common sense know alignment is a great spell, as is know about the obstacles between you and cooperation; virtually all of the detect charm. ESP is also very useful, but and your objective, the better your chance advice set forth in this article is derived can be deceived in some worlds. Align- of success. These obstacles may be psy- from one or the other, or both. ment language can be employed as a chological, social, economic, or political, The following text normally assumes recognition code. And what happens as well as physical. Show me a party that that the players know each other and when a character drinks holy water of the sets off for parts unknown as soon as the have played together at least a few times, opposite alignment? Pass some around members are given a mission by the ref- although most of the advice applies and find out. (Some referees will allow a eree, and I’ll show you a party that equally well to a party of strangers. It character to drink holy water, or hold a wouldn’t survive in a tough world also assumes that the objective is for ev- sword of opposite alignment, and suffer (including the “real” one). How you eryone in the party to live and prosper. injury without showing it in any way. gather information will vary with the The adventuring party’s best chance of Don’t be too quick to believe that some- rules of the game. In any game, you can survival occurs when everyone in the one has passed your test.) seek information from rumor-mongers party survives. In games that don’t provide such con- and storytellers, from local inhabitants Elementary precautions. Make sure you venient tests, long conversations may and sages, from libraries and old inscrip- have sufficient equipment and food for reveal a ringer’s lack of knowledge of tions. Even the bartender might know the trip, extra horses if you’re riding, “his” own past. Although it isn’t likely, something important. Bits of information spell books, and so forth. Try to have a metaphysical or religious discussion can add up to important revelations. balanced set of professions (classes) and might draw out an evil character. In some Write down those bits, and look them skills in the party so that at least one universes, asking a suspected character to over occasionally to discern patterns or character can meet any problem you pray aloud to his supposed god might juxtapositions you didn’t notice before. might encounter. Think defensively. As force him to give himself away. Keep a monster chronicle. A really avid long as you stay alive you can “win” in Similarly, if you “rescue” someone dur- player-tactician will keep a notebook of the long run. In a choice between fire- ing an adventure, be suspicious. A dop- important facts about monsters — for power and protection, lean toward the pleganger may look like a damsel in dis- example, the immunity of demons to cer- latter. Sure, the best defense is a good tress; a werewolf may look like a lost or tain types of attacks. While most referees offense, but all the big-hitting spells in victimized farmer; a prisoner of an evil don’t allow players to consult rule books the world are no good if the enemy inca- character isn’t necessarily good. Try put- during play, they are unlikely to prohibit pacitates you with his first attack because ting silver manacles on the farmer; use characters from keeping notebooks about you lacked protection. In an AD&D game, detection spells; don’t let that “damsel” monsters. At worst, the referee may for example, I like to have two or three get into a position dangerous to you. require a player to keep a separate note- dispel magic spells in a powerful party, Know your objective and stick to it. book for each character, putting in it only in case one of the spell casters is charmed, Each expedition should have a particular information gained through role-playing possessed, or otherwise magically inca- objective, beyond the typical desire to that character. In this case, the player’s pacitated. A dispel magic can be worth a eradicate evil and gain a little gold on the characters should frequent places where lot more than a fireball or lightning bolt. side. Perhaps on a past adventure you adventurers meet, in order to gather You can always run away as long as all found a treasure map or riddle; your information. They should also search members of your party retain free will objective could be to follow that map, or libraries for relevant memoirs and and free movement. to acquire information which will enable bestiaries. Whom do you trust? Let’s hope you you to solve the riddle (and thereby gain Provide for rescue/escape. This is easier trust your fellow adventurers; but how do whatever advantages accrue). Or you may said than done, of course. The idea is to you know you can trust everyone in the have stumbled onto an orc lair, or a try to arrange with local politicos or with party? I’ve seen players introduce new dragon lair, on a past adventure. Organ- adventurers who aren’t on the expedition (evil) characters into a party and betray ize your expedition, then, with the spe- to rescue you if things go wrong. Think the rest at a crucial moment, if only by cific purpose of looting this lair. about how you might escape if the expe- fleeing during a battle. And a subtle ref- If you don’t have any information to dition collapses. If you’re hunting a eree can introduce ringers, dopple- lead you to a specific goal, then make this dragon in an AD&D adventure, for exam- gangers, or other evil types disguised to adventure a scouting expedition. But that ple, you don’t have any means of escape look like trusted party members. After all, means you should gather information, except teleport or (in some situations) your character can’t constantly keep tabs not get into fights. Your spells and the dimension door. But if you’re stalking a on what other player characters do composition of your party should be gang of orcs in a dungeon, you might between expeditions, in town or else- arranged with a particular objective in take along an apparatus which will ena- where; there are many opportunities for mind, such as scouting; if you try to ble you to shut a door as you flee through substitution. No one in his right mind accomplish something else you’ll have it; or you might take a web spell ear- will agree to adventure with someone he less than optimum chances of success. marked for blocking a corridor if you knows nothing about, but on whom he The worst thing you can do, from the need to retreat.

60 NOVEMBER 1983 Equipment. The most insignificant makings of a large fire ready to be ignited is that the untrained horses won’t carry bits of material can save lives. For exam- at need. the trained ones along with them if and ple, a hollow tube to breathe through Fourth, put impediments around the when a stampede occurs. while under water could allow a character camp. Barbed wire would be wonderful, to elude pursuit. (Editor’s note: For a but I know of no referee who allows it; Behavior during the adventure long discussion of specialized adventur- anyway, it would be difficult to pick up Avoid mental passivity in battle. While ing equipment, see the article “More than in the morning. A number of bear traps it’s unhealthy to make bad moves, it’s a Sword” in issue #69 of DRAGON® can at least indirectly provide some warn- often worse to make no moves at all. Magazine.) ing of attack, and may even incapacitate Once a battle begins; a player may forget Security in camps. In many campaigns, an attacker. Large caltrops can do the that there is still something he can do to one of the worst ordeals is to suffer a same job. You can carry more caltrops improve the position of his party, to night attack when encamped, because the than bear traps, but bear traps are easier influence the battle favorably. referee won’t allow anyone to sleep in to retrieve the next morning. In either Much of this attitude is caused by over- armor. What can be done to minimize the case, you might be wise to leave at least excitement. When the battle begins, play- danger of night attacks? one unobstructed path in the protective ers are eager to throw the dice for the next First, try to buy, borrow, or steal a circle through which to flee unimpeded. attack, to heroically slaughter the enemy magical sleeping bag that enables you to It would really be nice to build a forti- sword- to-sword. Unfortunately, they sleep in full armor! If necessary, commis- fied encampment as the Roman legions forget about other, usually more sensible sion someone to make the item. Anyone did, but unless you travel with a hundred options. He who lives by the sword — who has, in AD&D terms, fought in AC slaves you won’t be able to do much. You when something else will work better — 10 or AC 7 instead of AC 0 or better could dig some pits or foxholes around will sooner or later die by the sword. And knows how much difference armor camp, but this requires time and effort even in hacking and slashing, it is often makes, and there’s no game in which the sufficient to reduce your travel distance possible to move more attackers into a difference isn’t significant. for the day. line, or to fall back to gain a better posi- Second, use alarm spells, such as magic Horses and other domesticated animals tion, or to sneak behind the enemy. mouths, set around camp or in the center should be securely tied in a location If each player controls only one charac- if only one is available. Put a wire or rope within the protective perimeter of the ter, options of this sort will usually be perimeter around the camp, suspended camp. If anyone in your party is espe- noticed by the players whose characters about six inches above ground, with lots cially good with horses, say a druid or presently have nothing to do. But if, as in of small bells attached. beastmaster, let him sleep nearest the the majority of cases, each player controls Third, don’t make a fire — it attracts animals. If you have some horses trained two or three characters (whether player monsters — but keep some coals burning to fight, and other which aren’t, separate characters or NPCs), it is common for a in covered pots or other contraptions so them. You could tie the untrained horses player to forget about his characters who that a fire can be started quickly to drive less securely, since they’re going to bolt aren’t presently engaged. When the dread off animals. It’s a good idea to have the anyway and are less valuable. Your hope diseases “dice-itis” or “hackitis” strike,

DRAGON 61 the player forgets even to move the char- usually wins. This is often true of great least eight characters, unless the pre- acter in the battle, let alone any others battles, but adventurers tend to forget the scribed mission specifically dictates a dif- that might not be currently engaged. principle of reserves — in particular, ferent party size. A remedy to this is simply to slow spell-casting reserves, who can remain Concentration of attacks. How should down and make sure you look at the tac- hidden one way or another, then inter- individual attacks be directed in a large tical situation, to choose the best vene at a crucial moment. Thus, at least skirmish? Ordinarily, each character has maneuvers before you start the next one magic-user should become invisible little choice but to attack whatever is in round of attacks. A tactical display, with and hang back, or work his way behind front of him. But let’s say that there’s miniature figures or cardboard to repre- the enemy. At least one character, prefer- more freedom of movement — perhaps an sent adventurers and monsters, helps ably two or three, with dispel magic archery duel out in the open with little players see what they need to do. spells should be free to use them if the cover. Typically, a player will have his Another remedy is to make a list of all party is hit with incapacitating magic. character shoot at “whichever one shot at magic items, or at least the major ones, The reserve magician, meanwhile, should me” or “whoever plugged me last the party possesses. Then, even if the look for enemy reserves, particularly round.” The effect is that each character owner forgets that he has an item which invisible ones, and should try not to fires at a different target in most cases. may be useful in a given situation — and reveal himself until he’s sure he knows Now this would be fine if the targets were we all know this does happen — at least where all the enemy are. In effect, the battleships, insofar as accurate fire would one of the other players will notice it on main party is helping to “fix” the enemy force the enemy out of the battle line and the list. The list is a wonderful stimulus in position, a la the Napoleonic French, throw off its aim. But if the target is a to creative planning. Just look at the while the reserves become the hammer human or monster, the incoming missile items and combinations, and all kinds of striking the anvil. is unlikely to affect his shooting unless wild, but occasionally useful, plans come In this connection, a party of mid- to the referee is one of a small minority who to mind. . high-level characters in a dungeon in an takes such things into account. Coordinate efforts. It should go with- AD&D game, or any other game with If it will take two or more successful out saying that the key to survival in fireballs or the like, should maintain con- shots to kill one opponent, spreading the most adventures is cooperation among siderable separation between two or three party’s fire among many targets means the characters, with the group utilizing groups, so that any detrimental magic that it will be a while before any target is each character’s skills to best advantage. will affect only one group. Why put ev- incapacitated. A better method is to con- In an AD&D adventure, for example, the eryone on ground zero for a fireball or centrate attacks on one target at a time, or party has the advantage of “combined web spell, for example? The likelihood of two if there are many attackers, until that arms” cooperation between offensive becoming permanently separated is rela- target is taken out. Then all adventurers spell casters (magic-users), defensive spell tively small, particularly if there’s a thief should shift to the next target down the casters who double as infantry (clerics), in the middle area to help maintain con- line. (In an archery duel, for example, physical combat power (fighters), and tact. Signals with light and sound can be everyone shoots at the nearest enemy, or stealth (thieves). If players spend more arranged, but generally the separation the leftmost enemy if all are equidistant.) time suspecting one another than they do need not be so great that the two groups Granted, this method may waste a shot or watching out for monsters, they’ll be in can’t see and hear one another. The two if the target is hit several times simul- big trouble in the more dangerous places. length of the separation depends entirely taneously. But by concentrating attacks, While some referees arrange their places on the propensities of the referee. Some you assure yourself of eliminating one of adventure to take suspicion and back- referees would never fireball a party, but enemy as soon as possible, and that stabbing into account, most do not. love to divide it. Others never try to split means one less adversary shooting at you. Merely negative action — that is, not up a party but have no qualms about The sooner you shoot down an enemy, attacking each other — is insufficient. tossing fireballs and lightning bolts. The the sooner the enemy group as a whole The characters must actively work party should stay much closer together in may be subject to morale failure. together to achieve their ends. If the the first case than in the second. The same principle of concentration of thieves wander away on their own, if each Don’t take separate routes. There’s attacks applies in melee combat. For character does what seems to him to be often a temptation to go separate ways; example, if you’re fighting two giants, the best idea at the time, the adventurers don’t do it unless you have planned it and you can send three characters against may get nowhere and they may even from the start in order to defeat a known each or four against one and two against accidentally kill each other. Take, for enemy, and only if you haven’t suffered the other, the four-and-two tactic is likely example, a party of thieves, fighters and damage. The sum of the parts of a party to finish off one giant sooner than other- magicians on a plain of tall grass, is greater than the whole, because of wise. In either case, each giant is going to encountering a group of men. Some of “combined arms” cooperation. An 8-man attack just one character. A possible the fighters move into a nearby forest and party can be ready for anything, while drawback of the concentration scheme, as then shoot anything that moves with two 4-man parties will suffer from severe employed here, is that either of the two their bows. The magicians turn invisible, weaknesses of position if nothing else. characters fighting the one giant is more move around a bit, and prepare to cast For example, if the only spell caster in likely to take damage than any one of the fireballs. The thieves and other fighters your 4-man party is held, what can you four characters fighting the other giant; start sneaking through the grass, individ- do? If he’s in an 8-man party, the other and after several rounds of battle one of ually rather than in a group, trying to spell caster(s) can use a dispel to free him. the pair of characters may have to drop surprise the enemy. No rendezvous is set, And how can you protect the “soft- out of the fight, leaving just one character no one knows what anyone else is doing. skinned” members of a 4-man party? to face that giant. The enemy could leave the area and the There’s no way to block both rear and You can’t beat everything. This is axi- party might still lose several members, as front if the enemy wants to get at your omatic, regardless of the style of your archers shoot at moving grass, thieves middle. In an 8-man party you have referee, because there’s always somebody inadvertently backstab their own sneak- enough armored characters to completely stronger, if only the gods, and sooner or ing fighters or magicians, and the magi- block both ends. (Inside a building or later you’ll run into this somebody. When cians burn up areas occupied by the dungeon, anyway; the problem is more you do, recognize that you’re licked, cut sneaking characters. difficult outdoors.) In order to provide your losses, and run. But this needs to be Keep reserves in reserve. In a fantasy reserve capacity in case some party a group decision. The worst thing that adventure fight, especially one outdoors, members are killed or unconscious, an can happen to any party is that half stay the side with the last surviving reserves adventuring party ought to include at to fight while half run away. Both groups

62 NOVEMBER 1983

are much weaker, confusion reigns, and least one battle after you leave the place same direction, which is liable to take death will probably follow. The single of adventure but before you reach a place you in circles. quality that most separates good tactical of safety or replenishment. When you’re Don’t back yourself into a corner. In play from bad is the ability to recognize down to one-battle-capability in spells, virtually every case, it is better to have too when the odds are too much against you, it’s time to head for shelter. If your fight- many options than too few. This is when it is time to avoid a fight. ers are heavily wounded, get out. related on one hand to the military prin- Sometimes a situation which is too dif- A party is like a boxer. A punch which ciple of alternate lines of approach and ficult for a partially depleted or unpre- wouldn’t hurt much at the start of round action, of contingency plans. On the pared party can be adequately dealt with one could knock out the tired, hurt boxer other hand, it is related to the fundamen- by the same party after the members have in the thirteenth round. Your “boxer” tal idea behind good play in any game — rested and prepared. You might not have should end the adventure before late- that a player should control the course of memorized the right spells to use against round vulnerability sets in. the game, not let the game control his a particular menace. If you go away, to Never flee into unknown areas. In my actions. As long as you have alternative return later with different spells, you’re campaign, the only time an ochre jelly courses of action, you can hope to control much more likely to win through. Or (which I rarely use) ever killed anyone your fate. When you are reduced to only perhaps the menace requires lots of hand- was when a party fleeing from undead one choice, you are probably in big to-hand fighting, and you have a party ran down an unexplored corridor, rather trouble. with lots of magicians. Go away, come than back the way they’d come. Before Guard your spell casters. This seems back with a fighter-heavy party, and slay they could stop, two magicians ran into elementary enough, but some parties the enemy. Furthermore, if you leave the the jelly and died. When you’re explor- don’t seem to practice it. It won’t help to first time without alerting the enemy, you ing, your escape route should be straight have spells left if your spell casters can’t can gather information (from storytellers, back the way you came. If you have good use them. The magicians, in particular, commune spells, etc.) that may make a reason to believe that there’s a shortcut should not be in the front or back line difference between victory and defeat available to your pursuer, you could try indoors, or in the outer line outdoors. when you try again. to take it yourself, but in most cases the Magicians are your last resort, your “out Get out while you have some “bot- only safe retreat is the route you already pitch” when the bases are loaded against tom.” In most fantasy games, the ulti- know about. Also, when you plan an you. If you let the enemy get to them, mate power is the magic spell. Don’t con- attack make sure that each attacker has at you’ve taken the first step into the tinue your adventure after you’ve begun least one escape route, and preferably underworld (that is, death). And it’s not to run out of useful spells, and be sure to two, in case something goes wrong. If enough to guard the front and rear. Intel- take a spell inventory frequently. The you’re in tunnels and need to flee into ligent enemies know who in a party is temptation to try just one more room, or unknown territory, follow a definite pat- most dangerous, and where they’re likely go over just one more hill, kills as many tern of travel so that you can find your to be. If possible, they’ll drop someone adventurers as anything else. You must way back. Alternately turning left and into the middle of your party to kill always assume that you’ll have to fight at right is better that always turning in the magicians, or at least stop spells from being cast. Keep a decent melee-capable character in the center of the party to fight off such intrusions. In an AD&D adventure, for example, a cleric or brave thief will do. Make lists. The more things you think about and write down ahead of time, the fewer problems you’ll have during a game. I have a list of special and not-so- special equipment to give to the referee before the adventure; a list of reminders for questioning prisoners or talking to charmed monsters or characters so that I don’t, for example, forget to ask him who his boss is or if he knows where any trea- sure is; a list of creatures I might poly- morph into, with the advantages of each form; and a list of precautions I custom- arily take when staying in a city, town, or a place where I can’t expect to be pro- tected by other adventurers keeping watch. (This last I put together after a friend, who had taken no unusual pre- cautions while staying alone in an inn, was assassinated.) Also, I have a checklist of pre-adventure and post-adventure safety checks, used much as an airline pilot uses his checklist. Finally, in games using wish spells, you should write down a wish ahead of time, in case you’re sud- denly given the chance to make a wish provided you do it quickly. Other precautions. There are some seemingly minor precautions you can take during an adventure, rather tedious but occasionally life-saving. For example, always look for evidence of regeneration, 64 NOVEMBER 1983 even if the creature you’ve just killed and the examination of magic items. The Ideally, you should check all the coins doesn’t normally regenerate. As a general examples below use spells from the you’ve obtained for numismatic value. A practice, it doesn’t hurt to cast remove AD&D rules, but other games also have “mere” copper coin might be worth 50 curse on the body of an irrevocably dead spells that are useful after the adventure. gold pieces to a collector, if your referee comrade, lest he return as an undead. Search for enemies. Gather in a large has been diabolical enough to create such Caution now can prevent catastrophe clearing. First, use know alignment and “treasures.” Check random coins for later. detect charm on all party members to counterfeiting or gold plating over ascertain that they are not dopplegangers, copper. Cast detect magic (and possibly Staying alive after the adventure polymorphed demons, or possessed or detect illusion) on the entire monetary One of the more dangerous times for charmed friends. ESP might help. Be treasure. Some referees create magical the adventurer is the period directly fol- ready for a fight if the enemy realizes that coins or gems which are mixed with lowing the “end” of an adventure. The he’s been discovered. Next, use detect ordinary treasure. Look for secret com- character has relaxed, and is looking for- invisibility and detect evil to search for partments in what appear to be standard ward to rest, recuperation, and remunera- nearby hidden enemies. If you’re in a magical items. (I once found a magic ring tion (for treasure items found). He is off clearing during this action, the enemy in the handle of an otherwise ordinary guard, and his friends have spread might watch you from out of spell range, war hammer. If I had tried to use the throughout the village, town, or castle to so you might want to move into some ter- “magic” hammer against a monster, it attend to their private concerns. This is rain that will force the enemy closer. In would have been a waste of time.) Detect the time when secret foes and hidden some situations a detect magic might magic may help you discover dangerous dangers encountered during the adven- reveal something. treasure. ture may manifest themselves. One of the Now try to get back “home” (if you’re Examination of items. Cast detect evil party may be possessed or charmed; an not there already) by a devious route on swords and other items which may be enemy who escaped may send an invisible which will help you lose any pursuer. At intelligent. Cast neutralize poison on stalker or an assassin after the party; a some point, stop and set up an ambush items you haven’t touched yet, as an anti- slithering tracker might be following the for the hypothetical pursuer. A dusty area dote to contact poison. Cast remove curse party. Now, the enemy strikes one adven- that will reveal the passage of a slithering on scrolls — and other items, for that turer at a time. tracker or an invisible monster is ideal. matter — and don’t forget to look for There are ways to avoid some of these Depending on how your referee interprets explosive runes. When someone must dangers, and other problems which may an invisible stalker’s prowess, a trip on a pick up an item to test it, you have two occur after the adventure. A cautious river or across a lake might help throw choices: strip him of his equipment and party should go through a routine to try such a monster off your trail, but gener- tie him up so that he can’t do anything to to root out these problems before the ally this is too bothersome unless you harm the rest of you, or load him up with members split up. This routine can be have reason to feel that one is after you. gear so that he’ll have a chance to take divided into three sections: the search for Search for hidden treasure. This will care of himself if he is suddenly trans- enemies, the search for hidden treasure, take several days, but who’s in a hurry? ported elsewhere or must fight a monster

DRAGON 65 singlehanded. If there’s a ring of regener- death.) The prisoner can either tell the ation around, the magic-tester should be truth, take his life in his hands and lie, or wearing it. Always ESP the tester to ascer- say nothing at all. The latter will be tain whether he retains possession of his harder to do if he’s already been talking. own mind. If too many prisoners take the last option, The foregoing discussion assumes that then tell the next prisoner who drinks you’re not crazy enough to try to test, or your “potion” that he must tell the truth; even touch flesh to, magic items during if he keeps silent, the potion will kill him the adventure (if it’s a one-day trip), and anyway. that your referee hasn’t been soft-hearted The potion trick will be more likely to enough to provide you with cheap, relia- succeed if you can confront the prisoner ble, and wholly trustworthy analysis by a with the appearance that another pris- local magician or alchemist. If you do use oner has lied and died. For example, an analyst, remember that a powerful before the intended victim returns to con- magic item may tempt him to try to sciousness or enters the room, render switch it with a look-alike. another prisoner dead or unconscious without leaving evidence of how this was Using magic wisely and well done. Strangling might do in some cases; Never employ magic to accomplish poison is best. (Of course, many charac- something that can be done safely by ters will be unable to go to these lengths, non-magical means, unless time is short. owing to alignment or personality.) Use a The spell you use now may be greatly potion bottle that is half empty. Then missed later. For example, in a variant of bring in the prisoner, give him the the D&D game that I recently played, remaining potion, and show him what magic-users were allowed to choose spells the potion did to someone who lied. at the time they cast them, rather than Imagine yourself presented with such a memorize them before the adventure. scene, and think about whether you’d lie. During the adventure, a magic-user was The success of this ploy depends on told to open a stubborn secret door with a how the referee plays his part (usually, knock spell. He refused; soon afterward, that of the prisoner). But it helps if you the door was forced. Later, the magician can be sure that no one who is questioned used the spell capability he had retained in this manner lives to tell of it, because to cast a web which saved the party from once someone lies and gets away with it, an orc horde — and this was his last the story could get around. For this rea- spell. If he had wasted it by casting the son, you should use the trick sparingly if knock spell, at least some adventurers your characters cannot allow prisoners to would have died. be killed in cold blood. Deception an place of magic. Whatever The more realistically your referee game you play, you should be able to plays the monsters and non-player char- devise ways to duplicate the effects of acters, the more effective “deception magic by using weaker magic, or no magic” is likely to be. For example, if magic at all. My favorite ploy of this kind your party lights some colored candles, is a fake truth potion. Carry with you a the more thoughtful non-players are liquid mixture of oddities in a standard going to wonder whether these are magi- potion container (if there is such a thing). cal, and perhaps hesitate or waste time Use a bit of blood, rust, or whatever to dousing them. The unthinking NPCs make it look, feel, and smell like a real will just dash ahead. Why, you might magic potion. If possible, add a mild even be able to block or delay pursuit drug so that the “potion” actually makes merely by lighting some funny-smelling the imbiber feel abnormal. candles, or by throwing colored flour Now, when you take a prisoner, try to (“dust of sneezing and choking”) on the get him to say something, even if you floor. On the other hand, sometimes the think he’s lying; at least, loosen his best tactic in a sword-and-sorcery fight is tongue. You may want to give him quite to dash in before the enemy has a chance a grilling if if there’s time. Then feed him to prepare his magic; so who knows when the potion. (Hold his nose so that he these tricks will work? can’t breathe and he’ll have a hard time Phantasmal forces and illusions work not drinking, if he wants to live.) Now best when they reinforce expectations of tell him, in the most positive manner you the observer. For example, if you use a can muster, that he has just ingested a knock spell to blow open a door from a truth potion. As long as what he says is distance, and follow it directly with an true, he’ll live, but if he lies, the potion illusion of someone pushing the door, the will kill him inside of 24 hours. image will be more believable and may The prisoner now faces a horrible draw enemy fire. Once, I (my character) dilemma, especially if members of your put a skull in a sack at my belt; when I party have made the whole thing more met a chimera, I cast phantasmal force believable by remarking about how much and pulled the skull, now looking like a fun it is to watch the potion kill a liar, or medusa-head, from the bag, averting my perhaps talking about how they’d rather eyes at the same time. What happens then torture the prisoner. (Good-aligned char- depends on the referee, but it can be acters might argue about how un-good it interesting. is to condemn the prisoner to a slow Given the variety of spells available in 66 NOVEMBER 1983 most games, it should be possible to mis- If you don’t know one spell, you may go under the door. Dimension door will inform potential but unknown enemies, be able to duplicate its effects with get one or two party members through. such as assassins hired by those you’ve another. For example, if you don’t have Presumably, once someone is through, he despoiled, “gunslingers” looking to make Nystul’s magic aura, which creates a can open the door from the other side by a reputation, and ordinary thieves. This bogus dweomer on an object, you can do pulling the lever, unbarring the door, or will help protect you when you’re not the same thing if you turn it invisible, whatever. A gaseous form potion or adventuring. For example, you might then paint it. Or, put a magic mouth on something producing etherealness will want a false rumor to be spread. You it with orders never to speak — some ref- also get someone through. Lacking these could simply ask friends or acquaintances erees rule that a magic mouth does regis- means, something more destructive might to spread the word around, but in some ter when detect magic is cast. serve. For example, turn an area of stone cases the rumor will be so unbelievable Use magic to save effort. For example, beside or below the door to mud (trans- that your enemies might use magic or charm an orc, then polymorph it into a mute rock to mud) and quickly dig other means to check its accuracy. Why more powerful monster: If it retains the around the door or gate. A conjured earth not, then, hypnotize your agents so that orc’s mentality, won’t it still be charmed? elemental is a last resort. they truly believe what you’ve told them? You can also try tricks like charming Some spells can help troops of slaves When the enemy checks, they’ll find that rodents or dogs in order to polymorph build fortifications faster, for example your agents are telling the truth — as them into big monsters. A friendly cleric wall of stone and conjure elemental. For they know it. or monk can speak with the “dog” using a hiding place, use a passwall and dig out Imaginative use of spells. Read speak with animals. If you have a pet a small room at the end. It is sealed when through the spell descriptions of your dragon or griffon to feed, polymorph an the passwall expires, and can only be game’s rules to look for new ways to use insect into an elephant or a horse; why reached by use of that spell or by dimen- magic. For example, take the minor globe spend a lot of money? sion door. (I’ve heard of referees who of invulnerability in the AD&D rules. If If you have powerful magic you can allow characters to create a passwall in you have a wand of fireballs or lightning use it for protection in the wilderness. the floor under an enemy, then use dispel bolts, you can become a one-man wreck- Spells of hallucinatory terrain, plant magic to get rid of it, leaving the enemy ing crew by casting the minor globe on growth, or semi-permanent walls of stone entombed in solid rock. In my opinion, yourself. Enter an enemy lair, accompan- or the like (arranged in a circle), will pro- this goes too far to be allowed.) ied by a couple of fighters to keep the tect against most unintelligent menaces. Use spells in new ways to affect the opposition from hitting you, and dump In some worlds adventurers never have morale of opponents. For example, cast fireballs all about. It’ll be messy, but the trouble getting through doors or gates, invisibility on a person, but not on his enemy won’t last long, and you and your but in others some guile and magic is armor. The “ghostly” apparition of an friends will be safe. Or, cast the globe and required when strength is unavailing. For animated suit of armor may frighten sav- polymorph into a flying creature to scout example, passwall your way through, or ages and others ignorant of magic. A the enemy lair or to get into position for use a knock spell. Polymorph into an ant, skull in conjunction with a ventrilo- more violent business. black pudding, or other creature that can quism spell can accomplish the same

DRAGON 67 purpose — the skull is a “demigod” or lucky, much luckier than our characters monsters when your tactics are too good some such. can expect to be. The average soldier of for them. And most of all, “play the ref- Dimension door or teleport capability fortune must look for every trick to keep eree.” Whether you’ll want to say flat out is great for getting behind an enemy, not himself alive; must strive for every advan- that he fudges is up to you. But when just for getting away. I have a magic-user tage, however small; must always be things don’t seem to be going well, try to character who levitates with magic boots, thinking. To the average player, it’s just a think of events which might occur that puts a magic broom between his legs, fun game; to the character, it’s his life. In would help your side. Talk about them casts invisibility and other protections, short, the suggestions made here are a — try not to be too obvious in suggesting and finally dimension doors into the air summary of how a smart, wary character them to the referee — and perhaps he’ll well behind the enemy, while the main would approach an adventure, not merely adopt one as a “piece of fudge” to be used party comes at them through a tunnel or a litany of good moves in a game. This in your favor. Keep talking; do your best other narrow access. The magic-user can may be too realistic to fit some ideas of to convince the fudger that your side look around for enemy reinforcements heroic fantasy, but that doesn’t make it needs help, that the adventurers are in hiding out of sight of the tunnel, then wrong. bad shape, so that he won’t help the either cast spells or move around with the monsters. When something occurs which broom. It’s not the safest of maneuvers, Adventuring and referees might be a fudge for the enemy — the for- but it seems to work well. The advice given here cannot possibly tuitous appearance of additional mon- I’ve heard of a group of characters who take into account the preferences — per- sters, or of a secret door the monsters use like to put explosive runes on paper, fold haps demands — of individual referees. — then work on the ref by hinting that the paper into an airplane, and throw it One referee may expect or require player he’s being unfair. And when you’re really at the enemy. If an opponent looks at the characters to act in order to succeed in a in dire straits, think of anything that runes, boom. I would rule that nobody in manner which would be suicidal if per- might help, even if it sounds a little silly, the world knows how to make paper air- formed with another referee. One referee and meanwhile complain about how planes, nor would they even think of the may set up his adventures with the pre- impossible the adventure has been. idea, but others might be less strict. conception that the players will always The most blatant “fudge” I’ve expe- Some readers may feel that treating an go forward, regardless of how difficult the rienced was when a referee allowed a few adventure as a tactical exercise is some- opposition seems to be. This referee will, war horses to start a fight with a group of how wrong. We don’t ordinarily see the in all likelihood, take good care of the su-monsters after all the adventurers had hero of a novel planning ahead in this player characters by fudging things so been knocked out. The horses managed to way, calculating every move, so why that they will survive. A different referee drive away the surviving su-monsters and should our characters do it? Well, the may expect his players to withdraw, save the party. In this case the referee literary heroes are heroes partly because regroup, and return with a more suitable knew he’d been too tough, and was look- they take these precautions naturally, not force if and when the opposition looks ing for a way out. When a player hap- even having to think about them. And, too tough. In such conditions, if players pened to ask if the war horses were going let’s face it, literary heroes are incredibly continue forward despite evidence that to attack on their own, that was all the their characters are in above their heads, referee needed to get started. those characters will probably die or be You should never give up until you’re captured. dead and gone in any game, but espe- In either case, players should always cially not when the referee is a fudger. take the course more likely to result in And hardly any referee never fudges . . . . survival: pull out. Unfortunately, a ref- Another example: A character was cap- eree of the first type may be so annoyed tured, partly his own fault. The enemy, by this reaction that he’ll double the which is to say the referee, asked the enemy’s strength in the interval before the character if there was anyone who might characters return. He may even ambush pay a ransom for him. Obviously, the them on the way back, as “punishment.” referee was looking for a way to keep this In many other ways, some as fundamen- experienced character alive. The player tal as this, referees differ in what they controlling this character should have consider to be good play. Consequently, lied, hemmed and hawed, thought of the first rule of good tactics in role- other reasons why he should be kept playing may be to “Know thy referee.” alive, anything to give the referee a In connection with this problem of dif- chance to fudge — anything but his ferences between referees, you may come actual answer, which was “No.” The across a referee who is an habitual enemy executed the character, of course. “fudger.” He tends to set up a vague Any role-playing game is a verbal con- adventure and then alters and adds to it as test as well as a game. You’ll find that the game progresses in order to make the you can help your character by purely adventure easier or more difficult. Fre- verbal means, by subtly influencing the quently he fudges in favor of, rather than referee. This works with any referee, not against, the player characters in order to just a fudger, insofar as virtually any ref- enable them to survive an adventure in eree doubts that he’s always fair to the which an objective observer would say players. You work on those doubts. For they should have died. This kind of ref- example, in a situation not defined by the eree discourages good tactics, because rules, the referee must decide what is regardless of how well or how badly you likely to be the result of a given action. If play, the outcome is roughly the same — he’s unsure of the matter, or is groping you survive. for a word, and you can supply some- How can a player accustomed to pursu- thing that sounds reasonable, he may ing good tactics cope with this kind of accept your suggestion. If you wait for referee? First, continue to try to use good him to come up with something, chances tactics. Complain when the referee may are it’s likely to be worse than what you be fudging against you, trying to help the would have suggested. 68 November 1983 DRAGON 69 70 NOVEMBER 1983 DRAGON 71 SF/gaming convention calendar

UTHERCON 2, Nov. 12 College Campus in Denver, Colo. Regis- MUGG-CON I, March 9-11 This one-day convention offers 18 tration fee is $8 until Jan. 1, $10 thereaf- A benefit SF/gaming convention to be hours of continuous activity, with at least ter. For more information, write to The staged at the Americana Resort Hotel in 10 events always going on at any time. To Auraria Gamers Club, Metropolitan State Lake Geneva, Wis., sponsored by the be held on the campus of the University College, 1006 11th Street, Box #39, Denver Multi-Universal Gamers’ Guild of Texas at Austin. Advance registration CO 80204. (MUGG). A 72-player AD&D™ tourna- is $5 (event fees not included). More ment, nearly 100 other gaming events, information is available from UtherCon, PIRATE CON, Jan. 28-30 and other special attractions are on the 3212 Red River #109, Austin TX 78705, or At the Ramada Inn in Amarillo, Tex. schedule. All proceeds will be turned over by calling (512)477-1704. For details, write to Pirate Con, c/o Star- to the American Red Cross. For more base Amarillo, P.O. Box 30961, Amarillo information, send a business-size SASE to CONCENTRIC 83, Nov. 18-20 TX 79120. MUGG-Con Convention Committee, c/o A fantasy/SF/gaming convention to be R. Nathaniel Waldbauer, 56 West Wal- held at the Holiday Inn West in Colum- WISCON 8, Feb. 24-26 worth Ave., Delavan WI 53115. bia, Mo., featuring Jack Chalker as guest Noted writers Jessica Amanda Salmon- of honor. Contact: ConCentric, P.O. Box son and Elizabeth A. Lynn are guests of GEN CON® SOUTH VIII 7514, Columbia MO 65205. honor for this SF/gaming event at the GAME CONVENTION, March 16-18 Inn on the Park in Madison, Wis. Mem- All aspects of contemporary hobby CONTACT ‘83, Nov. 18-20 berships are $11 until Feb. 1, or $16 at the gaming will be featured at this event, co- A gathering for SF fans and gamers, door. Children under 12 are admitted free sponsored by the Cowford Dragoons and sponsored by the River City Science Fic- if accompanied by an adult member. TSR, Inc., to be held at the Thunderbird tion Association, to be held at the Evans- Contact: WisCon 8, P.O. Box 1624, Madi- Resort Hotel in Jacksonville, Fla. For ville Airport Sheraton Inn on Highway son WI 53701, phone (608)251-6226 (days) details: GEN CON South Information, 41 North in Evansville, Ind. For more or (608)233-0326 (evenings). P.O. Box 756, Lake Geneva WI 53147. information: ConTact ‘83, c/o RCSFA, P.O. Box 3894, Evansville IN 47737. GAME FAIRE ‘84, Feb. 25-26 STELLARCON 9, March 23-25 A wide variety of gaming attractions is A SF/gaming event to be held at the FANTASY FESTIVAL, Nov. 25-27 offered at this fifth annual event, held on University of North Carolina’s Greens- The Sheraton Park Central Hotel in the campus of Spokane Falls Community boro Campus. For more information, Dallas, Tex., will host fantasy and SF College. Proceeds from the weekend will contact the Science Fiction/Fantasy Fed- celebrities and fans on Thanksgiving be donated to a local charity. Dormitory eration, Box 4, Elliott University Center, weekend. The list of more than a dozen housing is available at the site. Prepaid UNC-Greensboro, Greensboro NC 27412. special guests includes Roger Zelazny, admission to the convention is $7 for a C. J. Cherryh, Alan Dean Foster, and weekend pass; prices at the door are $9 for NOVA 9, March 24-25 Richard Pini. Memberships are $10 in the weekend and $5 per day. For more Free movies, gaming, an art show and advance, $12 at the door, and a one-day information: Shannon Ahern, Book and auction, a costume party and contest ticket is $5. Contact: Dallas Fantasy Festi- Game Company, West 621 Mallon, Spo- highlight this convention, to be staged on val, 1017 Birchwood, Garland TX 75043. kane WA 99201, phone (509)325-3358. the campus of Oakland University in Rochester, Mich. For registration infor- MICRO WARS ‘83, Dec. 3-4 GOLD-CON II, March 3-4 mation and other details, send SASE to: The first gaming festival to be held on At the Omni Auditorium, Broward The Order of Leibowitz, P.O. Box 61, the campus of California State University Community College-North, Pompano Madison Heights MI 48071. at Dominguez Hills. The pre-registration Beach, Fla. Gaming events, films, and fee is $8.50 if paid before Nov. 13; admis- Civil War re-enactments are among the AGGIECON XV, March 29 - April 1 sion at the door is $10. For more informa- scheduled attractions. Advance registra- This SF convention, featuring L. tion, contact MicroWars ‘83, c/o School tion is $4; admission at the door is $5. For Sprague de Camp and Catherine de of Humanities & Fine Arts, 1000 E. Victo- more information, write to John Dunn, Camp as guests of honor, will be held on ria, Carson CA 90747. Library, B.C.C.-North, 1000 Coconut the campus of Texas A&M University. Creek Blvd., Pompano Beach FL 33066, Among the other personalities scheduled FANTEK EVECON, Dec. 30 - Jan, 2 or call (305)428-8832. to be present are Don Maitz, James P. For gaming and SF enthusiasts, to be Hogan, and Wilson “Bob” Tucker. For held in Reston, Va., and sponsored by the COASTCON ‘84, March 9-11 more information, write to AggieCon FanTek (Fantasy Technics) organization. This seventh annual SF/fantasy con- XV, P.O. Box J-l, College Station TX Pre-registration fee is $12 before Dec. 1 vention will again be held at the Royal 77844, or call (409)845-1515. ($10 for members), and admission is $15 d’Iberville Hotel in Biloxi, Miss. The at the door. Contact: FanTek, P.O. Box organizers anticipate attendance of more ONOCON ‘84, May 4-6 128, Aberdeen MD 21001. than 1,000 persons. Authors Robert Described by the organizers as the larg- Adams (guest of honor) and Andrew est fantasy/SF/gaming convention in the DRAGONCON, Jan. 6-8 Offutt (toastmaster) will be among the central New York area, this event will be A gaming event to-be staged in Port- celebrity guests. Continuous film and held at the Sheraton Inn Convention land, Maine. For details on registration video shows, a 24-hour game room, an art Center in Syracuse, N.Y. Guests of honor and other information, contact The show, and a “meet the guests” party are will include Frederik Pohl, L. Sprague Dragon’s Keep, 93 Ocean St., South Port- some of the scheduled offerings. Member- deCamp, Randy Elliott, Carl Lundgren, land ME 04106, phone (207)767-5086. ships are $10 through Dec. 31, $12.50 after and Jay Jay Klein. More information is that until March 8, and $15 at the door. available by sending a self-addressed, CRUSADER CON III, Jan. 13-15 For information, write to CoastCon, Inc., stamped envelope to: OnoCon ‘84, P.O. To be held at the Metropolitan State P.O. Box 1423, Biloxi MS 39533. Box 305, Syracuse NY 13208.

72 NOVEMBER 1983 Art, science, dinosaurs, and more

THE ART OF AL WILLIAMSON CODE OF THE LIFE MAKER James Van Hise James P. Hogan Blue Dolphin Enterprises, Inc. $7.95 Del Rey Books $13.95 345-30935-1 0-943128-04-8 Quite simply, this is the best book to date Al Williamson has been kicking around this year. science fiction and fantasy’s art world for a A lot of things wind up on the shelves in long time. In that time, he has made a lot of libraries and bookstores under the title friends in the field. They must be friends, “Science Fiction.” Burroughs’ Mars books because they have nothing but the best to are always there; the same for Clifford D. say about him in The Art of Al Williamson. Simak’s and Ray Bradbury’s pastoral nov- The book is a collection of interviews els. Doc Savage, the Shadow, and even (with Gray Morrow, Frank Frazetta, Roy Tarzan are often found there. The truth to Krenkel, Ray Bradbury, and others), essays tell, though, very few science fiction novels (by William Stout, Robert Strauss, and are ever written. One of the few people who others), photos and, of course, a large num- still writes them is Hogan. ber of examples of Al’s work. In Code of the Life Maker, he sets up a Unlike most fantasy/comic book artist’s civilization on Saturn’s moon, Titan — a art books, this one lets the reader know a lot civilization composed entirely of robots. about its subject. The interviews tell a great Without a lecture, he gives us all the details deal about AI over the years, from his first of this strange race, showing how they days at E.C. comics to his latest work on evolved as thinking, rational beings, com- StarWars. His friends and co-workers of the plete with a god mythos. past thirty years have a lot of stories to tell. Of course, the robots are not all there is In the essays, the approach becomes much to the tale. Evidence of life on Titan has more serious, as each writer attempts to reached Earth, and a shipload of researchers critique Al’s work and style as they have is sent there. None of them know they are developed over the decades. on their way to Titan, though; they have In some ways, the photos are the most been told their mission is to study one of the interesting part of the book. Instead of the Mars colonies. It is not long, however, normal collection of home scrap-album Frazetta and Krenkel to his work (which is before they know the truth, and begin to pictures which normally accompany this just the same as saying there are elements of prepare to study what they will find on type of book, Van Hise has carefully chosen Williamson in their work), what emerges is Titan. a number of photos from the vast reference a uniform look all his own. Much cleaner in Like any Hogan novel, things get much library Al has built up over the years. Far his line work than most of his E.C. contem- more complicated than can be described from the usual fare, many of the stills in the poraries, Williamson has become a master here. The author has set the stage to take book feature Al, along with friends like of shadow play. One cannot assume that careful shots at religion, government, the Frank Frazetta, Angelo Torres, George working in the black & white medium of military, and society in general. His charac- Woodbridge, and others posing for shots newspapers has forced him to develop this ters constantly discuss the stupidity of those which Al would later use as panel and style; there are plenty of artists doing daily around them; the thing is, both the humans shadow reference in his work. Some of the newspaper strips in the business, some and the robots seem to be making the same book’s best fun is captured in photos with longer than Al, who have seemingly never points. scenes like Frazetta piloting an E.G. rocket bothered to learn the first thing about Hogan makes his points, one after ship, or Al in a cheap ‘bald’ wig posing as shadow work. another, with eyebrow-lifting precision. Ming the Merciless. Al Williamson has bothered, though, and With little mercy for anyone without the Beyond all the words or snapshots, practiced. His figures are always anatomi- common sense to think things through, he though, is the reason one would buy this cally correct, and yet there is just enough blasts our present world again and again, volume, and that is obviously the art of Al slack in his lines to keep his art three- knocking over icon after icon in his seem- Williamson. Examples abound; the book is dimensional. He is a craftsman from an old ingly neverending struggle to make people filled with sketches from throughout his school. His recent comic book work disrupts think. Although not as harsh or pointlessly career, as well as a number of complete all the rules, the quality of his strokes break- cruel as someone like Harlan Ellison, comic stories, and many daily episodes from ing through most of Marvel’s attempts to Hogan nevertheless holds up much of our both his Star Wars and Secret Agent Corri- subdue them with the flat colors they use on own world’s history to ridicule by doing no gan newspaper strips. their Grade Z pulp paper. more than representing it without the usual Various sections of the work were done by Williamson is not a rebel, or a bold pomp of the ministers and history books Al with someone else (such as The Vicious experimenter. He is a hard worker, a dedi- which first taught it to us. Space Pirates, a six-pager by Al and Frank cated illustrator, and, in the words of his If the hardback price is too much for you, Frazetta), but most of it is pure Williamson. peers as quoted in the book, “Al William- wait for the paperback, but do not miss this His is a style born of over 30 years of obser- son is one of the few grand masters of comic one. The purpose of science fiction is to vation and collaboration, and loads of hard art” whom “nobody ever topped, and present plausible futures. These futures work. Although there are elements of damn few ever matched.” should tell a story, and present the reader DRAGON 73 with a series of alternatives by which they Each story and poem has been given a can lead better lives, or at the least, enjoy different look. For Besides a Dinosaur, themselves by reading. As always, Hogan Whatta Ya Wanna Be When You Grow Up, has accomplished this in spades. illustrator David Wiesner chose a cloudy, So, for those who skip to the end of a greying style to go with the tale’s dream-like review before reading the start, I will here qualities. Sharply in contrast is the fine- restate that this is one not to be missed — line, almost comic-book look Bill Stout used Code of the Life Maker is the finest exam- for the illustrations of the classic A Sound of ple of science fiction released so far this Thunder. year. Maybe last year, too. The rest of the artistic talent—James Steranko, Moebius, Overton Loyd, Ken Smith, and Alex Jay — were also equal to THE UNTELEPORTED MAN their tasks, all of them working in com- Philip K. Dick pletely different styles and yet each of them Berkley Books $2.75 0-425-06252-X capturing the flavor of the piece they The policy of this column is to list collec- worked with. tions and reprints at the end, excepting Although many publishers have talked of special occasions. This is one such occasion. collecting all of Bradbury’s dinosaur tales in When Phil Dick’s The Unteleported Man one place, no one has ever done it before. was first published, 30,000 words were cut After this volume, unlike so many other from the ending for “commercial” reasons. types of collections, no one will ever have to Now, Berkley Books has reprinted this do it again. bizarre classic, with all of the missing pages that could be found put neatly back in place. THE GENERAL’S WIFE The novel is about Rachmael Ben Apple- Peter Straub baum and his credit problems. It is also D.M. Grant Publisher, Inc. $25 about a German controlled U.N., a 0-937986-54-2 machine called the Telpor which can tele- leaving the reader to flounder in an ever- This one, as is obvious from the price, is port matter supposedly only one way, and a changing sea of points of view. Dick, who for dedicated Straub fans. Fortunately for host of other things which do not seem as if was a master of the unusual tale, may have those who are dedicated Straub fans, this they all belong in the same book. told his most convoluted story in The Unte- one is worth the money. In it we find Andy Applebaum, being driven out of business leported Man. Now that it is finally availa- and Phil Rivers, an American couple tem- by the conglomerate, Trails of Hoffman, ble in its entirety, it is one not to be missed. porarily living in the United Kingdom. For Ltd., is getting desperate. Applebaum owns Andy, London is beautiful and seductive, an interplanetary shipping company THL while her marriage to Phil is becoming owns the Telpor, and is putting him out of DINOSAUR TALES increasingly intolerable. In an attempt to business at a crushing rate. Applebaum Ray Bradbury enjoy herself, while also removing herself suspects THL is lying about the Telpor’s Bantam Books $6.95 0-553-01484-6 from her husband for a while, Andy sets one-way limitation, and that all the people Just as a reprint with 30,000 words rein- about looking for a job. disappearing through it to new colonized serted (see the foregoing) is not really a And, despite her husband’s cynical reac- land and its promises of a new, great, clean, reprint, so a collection half-filled with tions, a job seems to have been looking for wonderful world are actually being never-before-seen material is not really a Andy. On two occasions, a want ad uncan- abducted for some terrible purpose. Reso- collection. For those who like Bradbury, for nily suited for her seems to leap off the page lutely, he decides to take the only starship of those who like illustrated books, and for of the magazine she is reading. The ad his fleet which has not been repossessed on those who like dinosaurs, this is another takes her to a musty, aging building inhab- the 18-year journey to new colonized land exceptional occasion for this column. ited by a retired, senile old general. He lives to discover the truth for himself. Bantam has taken every word Bradbury with a strangely ageless man named Tony, With the aid of the most unusual science- ever penned about dinosaurs, from his early whom he introduces as his grandson. fiction police force ever created, Applebaum classics to his newest pieces, and bound Andy’s job is to read and edit the general’s sets off, only to be called back before he is them together with illustrations by some of memoirs, translating the French portions out of our own system. The novel breaks off the field’s top people to create a solid tribute into English. a dozen different realities at this point, to a well-respected master. The memoirs prove to be pedestrian, except the French portions, which Andy finds charming at first, and later overcom- ingly intense. The more she reads, the more her own identity seems to slip away, to become entangled with the lives of the general, Tony, and the general’s deceased wife. She dreams of drowning at night, and during the day she is accosted by images/ hallucinations of death and putrescence as she walks a path which seems to have been predestined for her. The General’s Wife was originally a chapter in Straub’s Floating Dragon. The chapter was cut before publication by mutual agreement between the author and his editor (Straub fans will recognize Andy as Patsy McCloud). One should not be fooled by this bit of the book’s history, however; The General’s Wife is more than

74 NOVEMBER 1983 mere recycled leftovers. This chiller stands The Man Who Used The Universe is on its own. One who not only reads it, but Kees Vaan Loo-Macklin, brilliant criminal, who also has read Floating Dragon, will not businessman; entertainment mogul, and only agree, but will also see it was indeed manipulator of galaxies. As a boy, he takes totally out of place as a chapter in the novel. over a number of underworld rackets on a As he borrowed from the works of backwater planet. Selling out his connec- Hawthorne and James in Ghost Story, so tions to the police, he uses his newfound here has Straub fashioned this tale after a fame and legit connections to rise upward in story by Mexican author Carlos Fuentes. the legal world. Taking over the planet of Interestingly, Straub seems at his best when his childhood in a matter of years is not cribbing bits and pieces from other authors. nearly enough for him, though. Casting his This story holds together far better than the webs in all directions, it is not long before more ambitious, and often rambling, novel he is a leading figure on every human world from which it was taken. All in all, though, through one form of commerce or another. it is a tine example of Straub’s talent for This should be enough to satisfy anyone, convincingly twisting the mundane into the but not Kees. For some reason, he seems to horrific. have hardly begun. Reaching out past the Coupling the better than average writing boundaries of humankind, he makes contact with the illustrations by Thomas Canty, and with the Nuel, man’s most hated enemy. fitting it all within an extremely handsome What is Kees after? Could he hope to package of green leather, signed by the singlehandedly stop the Nuel? Might he be author and the artist, makes this a collec- planning to sell out all of mankind the way tor’s item worth looking into for any Straub he has done to numerous people throughout fan. his life? Or is there really a third race of dangerous beings in the universe, one he THE WORTHING CHRONICLE plans to sell out both man and Nuel to? No Orson Scott Card one knows; only one suspects the truth, and Ace Books $2.75 he is a young Nuel no one will believe. 0-441-91810-7 misfits, hoping to be able to colonize a new And this is only the first third of the There have been more science-fiction and world. Using deep sleep and his superior book! The Man Who Used The Universe fantasy stories that used one form of telepa- mental powers, Jason accomplishes this may be Foster’s best novel. Fast-moving, thy or another than anyone could ever over a period of centuries, and then finally mysterious, and capable of throwing the count. For decades, no one ever bothered to takes what he figures to be his last deep reader off the track with the turn of every think about what a person who was tele- sleep. But, he is awakened by his descen- third page, this is the kind of book Foster pathic might feel, how they would interact dants fifteen thousand years later, coming should have been writing since the start. with less powerful humans, or more impor- into a world so completely different from tantly, what lesser beings might think of and anything he could have imagined that he NOTABLE COLLECTIONS: do to them. has no idea what to do. THE COMPASS ROSE In the middle ‘60s, though, this oversight The Worthing Chronicle is one of the Ursula K. LeGuin was rectified as dozens of writers began to most interesting science ever writ- Bantam Books $3.50 0-553-23512-5 explore these possibilities. Exhausting this ten. It is preachy parable for our times, and vein quickly, these lesser talents moved off yet it is one of those “I couldn’t put it WHISPERS IV to find other science-fiction cliches to down” books one always wishes for and so Stuart David Schiff, Ed. “humanize,” leaving telepathy to gasp for rarely finds. Told mostly in dreams and Doubleday $11.95 0-385-18028-4 breath on the shore where they threw it. flashbacks, and flashbacks within flash- Enter this year Orson Scott Card, who backs, it is an extraordinarily intricate, and UNIVERSE 13 apparently decided to take the idea of telep- yet tight piece of fiction which moves for- Terry Carr, Ed. athy to its logical conclusion as well, but did ward at a breathless pace. Unlike Foster’s Doubleday $11.95 0-385-18288-0 it without the bleeding-heart, self-pitying The Man Who Used The Universe, which approach used by many of his predecessors. cannot cover one normal lifespan without NOTABLE REPRINTS: The Worthing Chronicle is the story of the harshest of transitions, The Worthing KIOGA OF THE WILDERNESS Jason Worthing, as written down from Chronicle covers years in bunches of hun- William L. Chester dreams by young Lared, a boy who — dreds and thousands without causing the DAW Books $2.95 0-87997-847-3 along with his entire world — did not know reader to bat an eye. pain and death existed until the summer in It is an adult book — “adult” in the EMPIRE OF THE ATOM which the book opens. The novel spans sense that the more mature the reader, the A.E. Van Vogt thousands upon thousands of years, as does more he’ll get out of the exploration of Timescape Books $2.95 0-671-46144-3 Jason’s life story. emotions within. This is one of the best When Jason was a boy, telepaths were books to come out this year, perhaps second CITY AT WORLD’S EDGE hunted down and removed from society. only to the masterpiece by James Hogan Edmond Hamilton Tests were given to any children even mildly which is described on the first page of this Del Rey Books $2.75 345-30987-1 suspected of extra powers, and turned over column. to “Mother’s Little Boys” if their tests THE GODWHALE proved positive. Jason manages to escape The MAN WHO USED The UNIVERSE T.J. Bass this destiny, however, and disappears from Alan Dean Foster Del Rey Books $2.75 345-31095-0 mortal sight, with the aid of a bored man Warner Books $2.95 0-446-30870-6 with immeasurable political and financial Those familiar with this column may be NIGHT WINDS power. This man wants to remake society tempted to skip over this entry. Seeing an Karl Edward Wagner into something worthwhile; Jason becomes Alan Dean Foster title listed seems such a Warner Books $2.95 0-446-30812-9 another of his tools for doing this. certain way to be presented with a negative Things do not work as Jason’s benefactor review, that many might simply ignore it to MATILDA’S STEPCHILDREN would have them work, however, and Jason go on to the next selection. But for once, A. Bertram Chandler soon finds himself on a ship filled with that’s not the case. DAW Books $2.50 0-87997-845-7

DRAGON 75 76 NOVEMBER 1983 DRAGON 77 78 NOVEMBER 1983 DRAGON 79 creative thinking for him.” (Editor’s note: Those were Mr. Kreighbaum’s words, not the words of the original letter writer.) This is a serious problem among the youngest genera- tion of DMs. Mr. Kreighbaum echoes the situa- tion when he complains of new players’ dependency on the literature. All too little attention is given to the wisdom of the DMG’s afterword. Gamemasters are frequently afraid (From page 4) to stray from the rules. It must be emphasized represent other people passing on good ideas. Another responsibility that DRAGON has is (and emphasized often) that it’s all right to be They are an inspiration for less imaginative to provide guidance for the less experienced creative. gamemasters. I suspect it is rare for anyone to gamemasters. Mark Kreighbaum cites a letter Jonathan Heiles use material verbatim from these pages; per- from someone “asking that DRAGON do his Dover Plains, N.Y. sonal (creative) additions) are the rule. Mr. Kreighbaum claims that DRAGON is not adequately expanding the horizons of role- playing games. This is true to some extent; the magazine is not all it can be. You respond to If you’re moving . . . him by complaining that “furthering the cause” is ill-defined, and then (negligibly con- sidering the meaning of the phrase) insist that and you’re a subscriber to DRAGON® Magazine, we need to know where to you do fulfill this mission of manifest destiny. Now, I’ll offer my own ideas on the role of find you — and you should tell us as soon as you know where you’re going. magazines in fantasy role-playing. Please notify us at least six weeks in advance of when your move will take Role-playing is an acquired skill. It must be place, if you want to be sure to not miss an issue of your subscription. The cultivated in players by an experienced Post Office is not obligated to forward second-class mail (which is how gamemaster and fed by contact with other subscription copies must be sent), so don’t expect the mailman to deliver approaches to the game in other campaigns. This contact, however, is difficult except for your magazines if you forget to notify us of your change of address. players in large cities or on college campuses. You can use the form printed here, or simply jot down the important Gaming magazines, like trade magazines and information on a slip of paper, and mail it to Dragon Publishing, P.O. Box scientific journals, fill this gap by acting as a 110, Lake Geneva WI 53147. Thanks for helping us to serve you better. clearinghouse for information and as a forum for ideas. Both aspects could use further devel- opment in this publication. None of us are Change of Address for (name): authorities on everything. We all need advice in areas out of our training and experience. I Old New was delighted to see Bruce Evry’s “The Hull Truth . . .” in issue #70 for this reason. As for the forum idea, every has a (Street/Apartment) (Street/Apartment) unique philosophy of the game. In its capacity as a mouthpiece of TSR, this magazine almost has a responsibility to be a medium for discus- (City/State/ZIP) (City/State/ZIP) sion of these philosophies in AD&D. Index to advertisers Name of firm or product Page(s) Name of firm or product Page(s) Adventure Games ...... 36 Gamers’ Guide ...... 70,71 Alliance Publications ...... 64 Games Plus ...... 75 Amulet ...... 68 Graaf Simulations ...... 36 Armory, The ...... 52-53 Gregory Enterprises ...... 59 Bard Games ...... 29 Grenadier Models Inc...... 9 Broadsword Miniatures, Inc...... 65 ...... 31 Castle Creations ...... 44 Hobby Game Distributors, Inc...... 49 Central Texas Computing ...... 57 Hobby House ...... 67 Chaosium Inc...... 30,56 Indicia Associates ...... 58 Citadel Game Systems ...... 45 Iron Crown Enterprises ...... 1, back cover U.S...... 20 ...... 31 Columbia Games Inc...... Inside back cover Kabal Gaming Systems ...... 16,74 Companions, The...... 50 Midkemia Press ...... 4 Cornpleat Strategist, The ...... 25 Nova Game Designs, Inc...... 51 DB Enterprises ...... 4 Palladium Books ...... 69 Diamond Dice ...... 31 Palliard Press ...... 47 Dragon Publishing ...... 7 C. N. Peschko ...... 66 Dragontooth, Inc...... 15 Phoenix Publications ...... 57 Dunken Company, The ...... 45 Prometheus Games ...... 57 Endless Games ...... 58 Quest Games ...... 36 Entertainment Concepts, Inc...... 55 RAFM Co...... 63 Estes Industries ...... 43 Ral Partha Enterprises ...... inside front cover, 19 Fantasy Games Unlimited ...... 27,37 RPG Inc...... 18 Fantasy Unlimited ...... 44 Schubel & Son Inc...... 57 FASA Corporation ...... 35 Task Force Games ...... 13 Flying Buffalo Inc...... 61 Tin Soldier, The ...... 59 Game Designers’ Workshop ...... 12 Victory Games ...... 5 Game Systems Inc...... 38 Wizard’s Comer, The ...... 38 Gamelords, Ltd...... 50 Yaquinto Publications ...... 29 Gamemaster Hobbies, Inc...... 16

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