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Cm Unex. Pe 2141011 Oe: \CiO Ne Magadazirte feel. horanything ADVENTURES FOR TSR® ROLE-PLAYING GAMES COVER: A band ot humanoid diplomats sets off on an important mission, Humanoid diplomats??? As you can tell from the fone of Jim Holloway's cover Painting for "Rank Amateurs," no one takes the idea too seriously MARCHIAPRIL 1990. ISSUE #22 week that I proofread Jim Ward's “Angry Mothers 54 of DRAGON® Magazine, I received a letter Daring th rom Heck’ for issue In response to my plea for thought provokin article deals with how TSR makes decisions about what acceptable in TSR's game products by eliminating whatever would anger a normally calm and caring mother (or father, for that matter ‘The peraon who wrote to me had not yet read Jim's article, but he ypendenty suggested that L use my editorial to define the ethical standards that exist for submissions to DUNGEON? Advent Paragraph buried in our writer's guidelines that n readers may see, 50d like to repeat it here and give you my own thoughts on what personally turns me off Tenlelessncse should be sr id. Do not write adven dren or helph f Satan or Seloniom. us figures. Explicit sex, the ‘offensive language . ment of alcohol or drag o and bathroom humor cannot be used. iVadmit right now that gratuitous cruelty and violence bother me a lot more than sex, and I get positively enraged about substance abuse (this includes starting every adventure with the PCs awiling down mugs of ale in a tavern) T also prefer honorable, heroic goals and dislike adve hich pure greed is the primary motivation. I'l turn away ut a vil PCs. IFT on all credibility in claiming Superiority of good tiumphing playing evil and are theref m the other hand. | f something condones its use. Ithis were w, you could say that Uncle Tom's Cabin ondones slavery, or that The Diary of Anne Frank condones fascism When we depict scenes of vilest evil, they're aot meant to condone these acts but to motivate the heroes. If no one ever threatened to sacrifice the beautiful princess, enslave the hard-working villagers, of tothe Abyss, what use would we have for heroes Padus J tory Vol. IV, No. 4 PUBLISHER: Jim Ward EDITOR: Barbara G. Young ART DIRECTOR: Paul Hanchette CARTOGRAPHER: Dies ‘TYPESETTING Kathleen C. MacDonald SUBSCRIPTIONS: Janet L, Winters Dale ‘The Readers LETTERS 2 THE DARK FOREST (AD&D levels 2-3) The alchemist would like some fungus and spores, but no one wants to get them. Perhaps you could help. 4 THE LEOPARD MEN (AD&D levels 8-10) The wicked Leopard Men might have loads of treasure—but no one has ever met one and lived to talk about it, ... 13 TOMB IT MAY CONCERN (AD&D paladin, levels 4.6) You wake up in a dungeon. But how did you get there, and why? 28 UNCHAINED! (AD&D DRAGO! CEP adventure, levels 6-10) “We gnomes built this wonderful dragon but now the darn thing seems to be out of control.” Dan Salas David Howery Randy Maxwell Bruce Norman 36 John Terra RANK AMATEURS (D&D humanoids, levels 1-3) You and your fellow humanoids are going to be diplomats! Can you say “disaster”? I knew you could, . .. 50 Gandalf's eyes flashed, and his brows stuck out like bristles “Mr: Frodo, si!” cried Sam, quaking. “Don’t let him hurt ime, sir, don’t let him turn me into anything unnatural! My old dad would take on so: The Fellowship ofthe Ring, J.B. R. Tolkien LETTERS Ship Slip T recently purchased issue 120 of DUNGEON® Magazine and found it uite enjoyable. My only problem is that in Wolfgang Baurs adventure, “athe Ship of Nght there is no deserp- tion for the wand of petrification that Madame Narooma wes, I's nat in the Dungeon Masters Guide or Uncarthed ‘Arcana, Could you give me an accurate description ofthis item? Jefrey Williams Las Vegas, Nevada Madame Narcosa's wand of petrfica ‘emits a 40°-long dark gray beam which the victim may avoid with a suc cessful saving throw vs. petrification. If the save is not successful. the victim is turned to stone and may be restored only ‘by a stone to flesh spell. Damage sus tained while in stone form is real and ‘may kill the character: ‘The wand is made of thin, rusty iron with a heavy, 2"-long fossil shark's tooth set at the tip. It has 17 charges left and ‘may not be recharged. This wand may be used only by wisards, who gain 3,000 XP for its use. ‘Note that Madame Narcosa's wand of jon does not teleport its vietims ‘that Whiskers's wand does (DUNGEON issue #21, page 22) Krynn Missing 1am 14 years old and have been an avid ADD" player for three years now Thave risen quickly through the local ranks to reign as Dungeon Master of ‘world known as Krynn, and am a wel Teopected adventurer of the Forgotten Realms One thing that has greatly disturbed ime in my two years of reading, DUNGEON Adventures is the lack of ‘any DRAGONLANCE® adventures. 1 ‘can adapt a few of the adventures pre- sented, but I have not seen one adven ture designed for a DRAGONLANCE campaign. That really hurts, I make my own adventures, but I'm just a kid and they just don't stack up with the ones in this magazine. Lknow you must get some DRAGONLANCE adventures. Sandy Hunter Florenceville, New Brunswick We receive very few DRAGONLANCE adventures and until recently had not Found one that we liked enough to pub- lish. Our first DRAGONLANCE adven: ture, “Unchained!,” appears in this If you read the paragraph at the start of each DUNGEON adventure, you'll discover that many of our contributors fare also “just kids” (or think they are). except for oné In the adventure “Ancient Blood,” which calls for 4-8 characters of levels 3.5, you have the PCs fight Mok. ‘Turoknin's apparation, a 16-HD mon: ster with no THACO. That's too much for 3rd- to Sth-level PCs! Please don't do that i the fature, bing. Danny Boiko Rockville, Maryland Mok-Turoknin’s apparition does not physically attack, therefore it has no THACO. The monster hills by sugges: tion, Ifthe players think things through, their characters should never have to fight the apparition. Exoticity ‘We Venezuelan role players just wanted to send a big “thank you" to DUNGEON Magazine. True role- players are hard (very’) to find here. In fact, all of us discovered FRP games through a friend who brought the game from the US. (there are no role-playing hobby shops here). The only way to get ‘our hands on AD&D material is when someone we know goes to the United States. Last year I subscribed to your ‘magazine (through a friend who lives in Miami It’s truly gratifying to receive, each month, a magazine packed with adven tures. I would like to thank you and all ‘of your staff for the wondrous magazine ‘you have been (and will be) putting out Stephen Bonario’s letter in issue #20 sums it up: "An excellent product.” I don't think I could add another good feature to those he mentioned, ‘A characteristic trait of DUNGEON Magazine over the last two years has been exotic adventures. By “exotie” I mean everything from strange ("Cha ‘dranther's Bane” (#18), “The Elephant’s Graveyard” [#15], "Out of the Ashes (417) to enticing (Vesicant” (416), “The Wererats of Relfren” (#14)), pass: ing through haunting ("House of Cards” (419), “The Giass House” (415). Briefly, DUNGEON Magazine has published a large repertoire of adven: tures, a (good) sign of its wide criteria in ‘choosing them. Nevertheless, | ask ‘myself how exotic is too exotic for you? How much “exoticity” will you tolerate? What would you think of an adventure wen eet rs shes en LETTERS with blue elves tatooed on the face, that live on isles made up of debris, algae, ‘and mud, and fight against four.armed sahuagin? Do not misunderstand me. Lam not talking of cosmetic changes in appear: ance, Neither am I asking you to accept ‘a submission solely on the basis of “ex- ticity.” Suppose you received a submis- sion with a solid plot strong and consistent background and NPCs, and clear outlines, but the setting was far from the standard AD&D setting. Would you accept it? In the last issue (720) you talked about high-level adventures. Of all high-level adventures I have seen in DUNGEON Magazine, most of them rely heavily on erawls either through dungeons or wilderness (a 100 mile by 100 mile dungeon). They are also quite long. I liked “Of Nests and Nations” (#13) very much, mainly because it was ‘city setting with a mystery plot. Will (or could) you publish more adventures that keep with this line of thought (high-level adventures different from seek-and-destroy in a dungeon popu: lated with high-level monsters)? There is also the matter of space. How much fare you ready to give to a high-level adventure? Lastly, what will you do with submis. sions dealing with psionies, given the fact that the AD&D 2nd Edition game hhas dropped them? If you decide to print this letter, could you please print my full address. Thank you. Also, keep those great covers and praise Paul Jaquays for his interior sllustrations, William Vernon Ave, Sojo, Res. El Escorial, #12, Urb. El Rosal, Caracas 1060 Venezuela Its true that we like to publish un ‘sual adventures, but we like to think that ‘each is also an exciting story in which the DM and PCs can participate. I don’t know how much “exoticity” I will toler fate. Each adventure proposal is judged ‘on its own merits Ifthe blue elies were involved in a heck of an adventure, their color wouldn't bother me. If, however, too ‘many of the games" rules are strained to provide novelty, we'd have to draw the Hine. Paionics, having been written out of the AD&D 2nd Edition game, will prob: ably not appear in DUNGEON Adven- tures. Not many people used psionics for their player characters, and those mon: sters such as the mind flayer) that relied ‘on psionics have been rewritten $0 that their powers are attributed to spell-like abilities. You can do the same with any psionic power you want to preserve in @ creature or NPC, but it's unrealistic require psionicaily endowed PCs for an adventure. Weare always looking for more high- level adventures (and low-level ones, for that matter). Unfortunately, we can't spare half the magazine for one adven. ture. That would be like publishing a “full” module and would defeat the purpose for which DUNGEON Adven- res was designed. We try to limit our rdventure to around 20 pages. Too Few Players Personally, I prefer boxed descriptions because, as Shado Hart put it, they allow “the DM to easily read a descrip: tion for each room.” As lam a fairly inexperienced DM, [need this extra help. ‘On the other hand, I realize the need for variety and the feelings of those ‘obstinate people who don't like being told what to say. So, I believe that there ‘should be more boxed deseriptions, but not all adventures should have them, Thave a hard time finding anyone to play with. What can I do? How can I find desperate AD&D game-starved swashbucklers and get in touch with them? Aaron Higgins Flint, Michigan Aaron, you didn’t specifically say that wwe could print your full address, so 1 don't feel I have the right to do that. You ‘might look for compatible gamers at a local gaming or hobby shop. Such stores usually have bulletin boards where you ‘can post notices of games and players wanted. You could also prominently carry around your copy of DUNGEON Adventures and see who shows an inter: fest, We don’t mind the free advertising, either ‘To start off, I would like to thank you guys for publishing such a great maga zine. [love to play AD&D games but unfortunately, only have three or four people to play with. Several times I have turned to your magazine for help because not all of your mini-modules require a large group of players. However, Ifind that games with 68 players are more enjoyable, so I've come up with an idea that I don't believe has ‘been tried before. How about a D&D* or ADD game by mail. Ifany readers out there would like to hear more about please write me. Jeff Bobb 832 Parker (rear) ‘Toledo, Ohio 43805, Or Too Many? Thave been a Dungeon Master for several years now, and I just got a new shipment of players for my party. I now have 10-15 novice players (that's about characters) at each meeting, and L can't find an adventure that fits that size ofa party. IfI put them up against a lot of easier monsters (let's say 25 goblins), the party clobbers them and hardly takes a hit point of damage. IfT put them up against harder monsters (like two shambling mounds), they get a slightly greater challenge, but ifone of the monsters hits even once, it almost always kills the character. was wondering if you could try to publish an adventure that could work in this situation. Also, if you have any suggestions, please let me know. Ifyou should decide to publish this letter, please print my full address s0 that others can write to me, Richard Williams 1985 Palace Ave. St, Paul, Minnesota 55105 Well This is certainly a different prob lem from the “no one to play with” ery of many DMs, We've been acutely aware of ‘heeping party sizes small, because many of our readers have a difficult time gath: fering more than four or five players per ‘game. We're sure you'll get many letters from readers asking where you get your “shipments” of players. DUNGEON 3

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