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DRAGON 1

SPECIAL ATTRACTIONS
46 More Dragons of Glory — Doug Niles and Tracy Hickman
Advanced rules and new scenarios for DL 11
Publisher
Mike Cook 51 Give us your 22 cents’ worth!
Our latest reader survey — tell us what you think
Editor-in-Chief
Kim Mohan OTHER, FEATURES
Editorial Staff 8 A new loyalty base — Stephen Inniss
Patrick Lucien Price Revised tables for how others react to your character
Roger Moore 16 The six main skills — Jefferson P. Swycaffer
Art, graphics, production A real-world examination of strength, intelligence, etc.
Roger Raupp 22 Room for improvement? — Kim Mohan
Kim Lindau Thoughts on allowing PCs to improve their ability scores
Subscriptions 26 Pendragon: Arthur would approve — Review by Ken Rolston
Pat Schultz 28 Harn was just the start — Review by Eric W. Pass
Advertising 30 The role of books — Reviews by John C. Bunnell
Mary Parkinson 34 The ecology of the sea lion — Ed Greenwood
Contributing editors One cat that’s not afraid of water — or anything else
Ed Greenwood 38 For sail: One new NPC — Scott Bennie
Katherine Kerr The multi-talented mariner comes aboard
This issue's contributing artists 44 Economics made easy — Ralph Marshall
Dean Morrissey Basic principles that can apply to any campaign
Bob Maurus 60 When the rations run out — Paul Hancock
Roger Raupp How hunger and thirst affect characters’ fates
Stephan Peregrine
Janet Aulisio
65 Spy’s advice — Merle M. Rasmussen
Ernie Guanlao Questions and answers for the TOP SECRET® game
Marvel Bullpen 68 Doomsgame — J. B. Allen
Jeff Butler Just where is the line between fantasy and reality, anyway?
David Trampier
Ted Goff THE ARES” SECTION
Stephen Hearon 7 4 Mutant Fever — John M. Maxstadt
Richard Tomasic Introducing disease and health in the GAMMA WORLD* game
Joseph Pillsbury
Larry Elmore
77 One in a Million — Roger E. Moore
A few statistics for super-powered hero campaigns
80 “Tote that barge!” — Matt Bandy
Interplanetary economics in the STAR FRONTIERS® game
83 The MARVEL®-Phile — Jeff Grubb
Canadian heroes and villains, part II
87 The Crusading Life — Bruce Humphrey
What do heroes do when they aren’t saving the world?

DEPARTMENTS
3 Letters 64 TSR Previews 96 Wormy
4 World Gamers Guide 92 Convention calendar 100 Dragonmirth
6 The forum 94 Gamers’ Guide 102 Snarfquest
62 TSR Profiles

COVER
Veteran cover artist Dean Morrissey is back, this time with a painting he calls
“Gargoth Disguised.” The title pretty well sums up what the scene is about, but here’s
some extra information in Dean’s own words: “Gargoth is disguised as an old itinerant
peddler -- sort of a magnetic, benevolent, and magical traveler whose temporary per-
sona belies the sinister character beneath.”
2 MARCH 1986
Coming soon:
a magazine
full of modules
We’ve thought about it and talked
important thing is to restrict the use of firearms
Beware of guns for the sake of maintaining game balance. If you about it among ourselves for quite a while,
and now it can be told. Beginning in the
let characters use guns the way they could use
Dear Dragon, them in the real world, your campaign will be late summer or early fall, we’re going to
In issue #100 in The City Beyond the Gate, I shot full of holes sooner than you can say “Bang, start producing a new magazine filled
think the weapons section wasn’t fully explained. you’re dead.” — KM entirely with modules. Lots of decisions
First, if a character took a .357/.38 revolver still remain to be made, but here’s what
and stuck it in a person’s ear and fired, would the we already know for sure:
character he dead? After all, the bullet would
shatter the eardrum and enter the brain and do The next index The magazine (which doesn’t have a
name yet) will come out once every two
brain damage. If the character lived, what would
be the damage? Would there be hearing loss and Dear Editor: months. Our plan is to make it available
a drop in intelligence? When is the next index of DRAGON Maga- by subscription only; you won’t be able to
Second, would these weapons affect creatures zine scheduled, or is there one scheduled at all? I buy it at a store. When we decide on
that can only be hit by magical weapons? If silver hope you don’t wait too long to do it. I think prices, we’ll announce a rate for charter
bullets were purchased, would a shot from the making an index every year or two would be subscriptions and give you information on
pistol above greatly affect creatures like Gargoth? good. That way, it wouldn’t be a huge project like how to order. In the 64 pages of each
Peter Upitis the last index. Hope you consider the thought. issue, we’ll present from 4-8 adventures,
Stockton, Ill. Yong Pak each one designed for use with a certain
Edmonds, Wash.
TSR game.
Questions like these demonstrate how difficult
it is to incorporate firearms into an AD&D® game Funny you should ask. As a matter of fact, we
Roger Moore will be the editor of the
world. The game system isn‘t designed to handle just started making plans to produce another new magazine. He has been busy making
weapons with an instant-kill capability nor does index in the August 1986 issue (#112). The plans, or at least formulating proposals,
it generally take into account the specific location question of how often to put out a new index is for what he’d like the new magazine to
of a wound (except for special items such as a something that all of you will help us decide by contain and how he wants to operate.
vorpal sword). Firearms and other forms of the way you respond to question 8 in part B of Within the next few issues of DRAGON
modern technology don‘t really fit in the system, the reader survey in this issue. — KM
Magazine, you’ll be hearing directly from
although they can be accommodated in special
him on how the plans are coming together.
cases (such as the module in #100) — provided
that the DM is willing to compromise on reality
Some of the modules will be created by
Compromising on reality generally takes the Now that’s smart! TSR staff members, but the greater share
of them will come from outside contribu-
form of limiting what a gun-toting character can
do with his weapon. To get around the problem of Dear Dragon, tors. In another month or two, we’ll be
point-blank discharges, you can simply rule that a I recently received #70 as a back issue, and was publishing writers’ guidelines for the new
gun cannot be used except at a distance — an amazed when I started reading “Deities of the magazine in the pages of DRAGON
arbitrary ruling, but a necessary one. If a player World of Greyhawk.” Boccob’s intelligence score Magazine, so that any of you who have
insists on having his character stick the muzzle of is listed as 26, but the table in Legends & Lore designs on getting a module published will
a .357 in someone’s ear, he might discover that only goes up to 25. I would like to know what
the gun misfires, or that it has suddenly run out abilities are derived from having a 26 intelli- know what we expect in a submission.
of ammunition. And even when a gun is used gence. Can other attributes (for gods, of course) Some of you may have already guessed
against a target at a distance, a player character reach 26 or even exceed it? how all of this will affect DRAGON Mag-
should have an extremely tough time hitting what David Solomon azine. Starting sometime in the near
he aims at. You could double, triple, or even Brandon, Manitoba future, we will no longer use game adven-
quadruple the normal non-proficiency penalty — tures as special attractions inside
not only is the PC obviously not proficient with Boccob’s intelligence is also given as 26 in the DRAGON Magazine. We know that
the weapon, but it is so alien to him that his WORLD OF GREYHAWK” Fantasy Game
modules have been a popular feature of
chance of using it successfully is much smaller Setting, so if it is a mistake (which I doubt) then
this magazine (and that’s one of the rea-
than normal. You can also boost the armor class at least we’ve been consistent. Heck, someone
adjustments for a gun used at medium or long who’s called "the Lord of all Magics and Archi-
sons why we figure an all-module maga-
range, and build in an adjustment for short range mage of the Deities” (see issue #70) ought to have zine will go over well), but I’m sure we
as well. The effect of these modifications should a very high intelligence score. can use the space for other features that
make it clear to any PC that swinging a sword or What abilities are conferred by a 26 intelli- you’ll enioy just as much.
shooting an arrow is going to produce the desired gence? Extrapolating upward from the table on p. Starting-a-new publication is, to put it
result much more often than pulling a trigger 7 of Legends & Lore, we get one small improve- mildly, a challenge. But it’s also very
Personally, I’d take the hard line on Peter’s ment: Minimum Number of Spells/Level goes up exciting. I hope you also feel a sense of
second question. Guns are not magic weapons, so to 18. (The abilities in the other two categories
excitement, and I hope you’ll stay tuned
they can’t hit creatures that are immune to non- can‘t get any better than they already are.)
Can other deities have ability scores of 26 or
to these pages in the months to come as
magical attacks. Theoretically, I suppose you
could hit Gargoth or some other devil with a higher? I guess we have to assume that it’s possi- we work-out all the details and share them
silver bullet — but if I were Gargoth, I’d get ble, but so far we don‘t know of any Ability with you.
around the problem by continually teleporting (a scores in Legends & Lore don’t go any higher
couple of feet this way, a couple of feet that way, than 25, and Boccob is the only example of a 26
and so on...), which would make it virtually score among all the deities of the WORLD OF
impossible to score a hit with any sort of projec- GREYHAWK Fantasy Game Setting for which
tile weapon. statistics have been published. If you want to
These suggestions are just that -judgment assign a score of 26 or higher to a deity in your
calls, representing one way of handling a problem campaign, we’d suggest that you do it very
that no doubt has many other solutions. The seldom and only for very good reason. — KM

D RAGON 3
The World Gamers Guide
If you live outside the continental game; GW = GAMMA WORLD® way for them to contact other game-
United States and Canada, you can be game; SF = STAR FRONTIERS® players who would be interested in cor-
included in the World Gamers Guide by game; ST = STAR TREK®: The Role- responding about the activities that they
sending your name and full address, plus Playing Game: MSH = MARVEL enjoy. Unfortunately, we cannot extend
your gaming preferences, to World SUPER HEROES™ game; TS = TOP this service to persons who live in remote
Gamers Guide, DRAGON® Magazine, SECRET® game; T = TRAVELLER® areas of the U.S. or Canada, or to U.S.
P.O. Box 110, Lake Geneva WI 53147 game; RQ = RUNEQUEST® game; military personnel with APO or FPO
USA. VV = VILLAINS & VIGILANTES™. addresses. Each eligible name and ad-
Abbreviations in parentheses after a The World Gamers Guide is intended dress that we receive will be published in
name indicate games in which that per- for the benefit of gamers who live outside three consecutive issues of DRAGON®
son is especially interested: the continental United States and Can- Magazine; to be listed for more than
AD = AD&D® game; DD = D&D® ada, in areas where nearby gamers are three issues, you must send in another
game; CC = CALL OF CTHULHU® small in number or nonexistent, as a postcard or letter.

Daniel Folatelli (DD,AD) Jason Beech (AD) Tomoki Oonish David J. Mathies (AD,SF)
Casilla de Correo 181 19 Anakiwa Street 1481 Usikubo-tiyo Apartado Postal #25
6600 Mercedes Palmerston North Kouhoku-ku, Yokohama-si, Santa Tecla, El Salvador
Provincia Buenos Aires New Zealand Kanagawa-ken, 223 Central America
Argentina Japan
Russel Davidoff (AD,TS) Sven Stephens (AD,GW,SF)
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49 Grange St. Sunningdale 16 Hovea St. 302 35 Halmstad
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New Zealand South Africa Adelaide, S.A.
Australia Wolfgang Wettach (AD,DD)
William Vernon (AD,CC) Eric Cooper (DD,AD) Oesterbergstr. 2
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Residencias El Escorial 1050 Brussels Heimdalsvej 28 West Germany
Urbanizacion El Rosal Belgium 4300 Holbaek
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Place des mines 46, New Zealand 24800 Virrat
L-4244 Esch/Alzette Finland Peter Kay (DD)
Luxembourg David Mar (AD) Hebel str. 65
P.O. Box 65 Daniel Folatelli (DD,AD) 4056 Basel
Masayuki Kitano (AD,DD,GW) Fairfield 2165 Casilla de Correo 181 Switzerland
190-28 Yakuoji New South Wales 6600 Mercedes
Tawaramoto-Cho Australia Provincia Buenos Aires Cameron Lind (AD,DD,RQ)
Shiki-Gun, 636-03 Nara Argentina 36 Hawthorne St.
Japan John Maravilla (VV,GW,DD) Woody Point, Queensland,
73 Bacolod St. Nigel Cherk (AD,RQ,T) Australia
Peter Kirk (DD) Alabang Hills Vill. 8 Bengal Cres.
43 Pioneer Highway Muntinlupa, Metro Manila, Mt. Waverley, Dr Bruce Ross (AD)
Longburn, Palmerston North Philippines Victoria 3149 7 Apollo Place
New Zealand Australia Rotorna
Michael Belcher (DD,T,TS) Bay of Plenty
Greg Duncan Flat 9, 101 Talford St. Jonathan Cary (AD,DD) New Zealand
8 Beltana Place Rockhampton, Queensland Carrera 11A #113-14
RAAF base Darwin 4700 Australia Apt. 501 Matti Salmi
Northern Territory 5790 Bogota, Colombia Hakapellonkatu 5
Australia SF-20540, Turku 54
Finland

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USPS 318-790, ISSN 0279-6848

4 March 1986
DRAGON 5
powers causing penalties will also help a cleric
if he is properly aligned.
The principles above are evident in the tables
below. The left-hand column refers to the align-
ment of the cleric, and the other nine columns in
each line define alignment of the shrine or
temple. Cross-referencing the two alignments
yields bonus or penalty that applies in any
particular situation.

LG LN LE NE CE CN CG NGTN*
I’d like to respond to Brian Hook’s letter in derness exploration, or big-city prowling. In the LG +3 0 -1 -2 -3 -2 +1 +2 -1
DRAGON #103. Brian argues that the BATTLE- various TSR modules that contain LN 0 +3 0 -1 -2 +1 -2 -1 +2
SYSTEM™ and War Machine rules take away BATTLESYSTEM scenarios, I think Brian will LE -1 0 +3 +2 +1 -2 -3 -2 -1
from the essence of role-playing. He believes that find the same thing: mass-combat in the context NE -2 -1 +2 +3 +2 -1 -2 -1 0
role-playing should be about individual charac- of role-playing, designed to give advanced players CE -3 -2 +1 +2 +3 0 -1 -2 -1
ters, not about mass-combat battlefield decisions, new challenges and more fun. (H1, Bloodstone CN -2 +1 -2 -1 0 +3 0 -1 +2
and says that the latter “takes away the flavor of Pass, which features high-level PCs leading 0- CG +1 -2 -3 -2 -1 0 +3 +2 -1
role-playing, and changes the D&D and AD&D® level troops against a numerically stronger oppo- NG +2 -1 -2 -1 -2 -1 +2 +3 0
games into war games.” He goes on to point out nent, is similar to the battle Brian mentions.) TN* -1 +2 -1 0 -1 +2 -1 0 +3
that “saying the BATTLESYSTEM supplement According to the DMG (for the AD&D game)
is part of a role-playing game is like saying games or the Companion Set (for the D&D game), high- * — Some DMs I have talked to view true
such as Blitzkrieg are actually role-playing level characters are supposed to acquire castles neutral as completely opposed to all alignments;
games. (Aren’t the players role-playing gen- and land, to become Barons with realms of their in such a case, all except true neutrals should be
erals?)” own. There’s certainly a great context in histori- given a -3 on their roll.
Obviously, as the editor of the cal fantasy for this. (Conan, whom Brian men-
BATTLESYSTEM Supplement and as designer tions, is a case in point.) What distinguishes a Temple Areas
of D&D and AD&D modules that feature high-level campaign from a low-level one? It isn’t LG LN LE NE CE CN CG NGTN*
BATTLESYSTEM battles (H1, Bloodstone Pass, just the number of hit dice of the monsters you LG +6 0 -2 -4 -6 -4 +2 +4 -2
and X10, Red Arrow, Black Shield), I disagree. I face . . . at least, it shouldn’t be. Both the LN 0 +6 0 -2 -4 +2 -4 -2 +4
think that the BATTLESYSTEM and War BATTLESYSTEM Supplement and the War LE -2 0 +6 +4 +2 -4 -6 -4 -2
Machine rules add to, not take away from, the Machine rules allow you to make your high-level NE -4 -2 +4 +6 +4 -2 -4 -2 0
“essence of role-playing.” campaign qualitatively, not just quantitatively, CE -6 -4 +2 +4 +6 0 -2 -4 -2
Brian asks, “Which takes more personality: different from your low-level campaign. Yes, your CN -4 +2 -4 +2 0 +6 0 -2 +4
playing a character going into a dungeon, fight- PCs should fight alongside your troops. Yes, you CG +2 -4 -6 -4 -2 0 +6 +4 -1
ing it out individually and making difficult deci- should do more than just “move markers and roll NG +4 -2 -4 -2 -4 -2 +4 +6 0
sions such as ‘Which door?’ or how to avoid a dice.” Yes, if you play BATTLESYSTEM or War TN* -2 +4 -2 0 -2 +4 -2 0 +6
monster; or, making mass-combat battlefield Machine scenarios without integrating them into
decisions?” Actually, it doesn’t take any personal- your role-playing campaign, you’re just playing a * — See footnote for shrines.
ity to decide “which door” or to roll dice and normal war game. But there’s a lot more to it
fight a monster. As I’m sure Brian realizes, a than that. The tables above were developed using the
character’s personality is better revealed outside The BATTLESYSTEM Supplement and the following tables:
the mechanics of a melee. One character rolling War Machine aren’t the be-all and end-all of role-
dice and calling out “to hit” numbers sounds playing. They’re another option, nothing more. Evil vs. Good
mighty like another. Role-playing (as opposed to They allow you to simulate more of the worlds of Shrine G N E
roll-playing) takes place in every part of a charac- heroic fantasy. Wars are important parts of the G +2 -1 -2
ter’s game life, whether he’s dungeon crawling or world we play in, and the game system would not N -1 +2 -1
leading great armies into battle. be complete without the option of mass combat. E -2 -1 +2
The difference between “role-playing” a Brian, I hope you give it a chance.
general in Blitzkrieg and role-playing an Army Michael Dobson Temple G N E
Commander in BATTLESYSTEM is twofold. In Lake Geneva, Wis. G +4 -2 -4
the first place, a BATTLESYSTEM Army Com- N -2 +4 -2
mander is a D&D or AD&D character who has E -4 -2 +4
been on many adventures, worked his way up to * * * *
respectable levels, and developed a personality Law vs. Chaos
and goals. Secondly, the BATTLESYSTEM rules I have just finished reading Stephen Inniss’ Shrine L N C
are designed to encourage generals to light along- article “The Neutral Point of View” (DRAGON L +1 0 -1
side their troops, get involved in heroic combat, issue #99), and I must compliment Mr. Inniss’ N 0 +1 0
and, in Brian’s words, to “have fun and inflict insight into the alignment system. I thoroughly C -1 0 +1
casualties in a wonderful hack-and-slash routine.” enjoyed reading such good material on a previ-
The best role for a PC to play in a ously ignored subject, but I must raise some Temple L N C
BATTLESYSTEM combat is that of a Hero. The points. First, as Mr. Inniss mentioned, the strug- L +2 0 -2
player gets the best of both worlds — the chal- gle of Law vs. Chaos is secondary to the never- N 0 +2 0
lenge of leading a large army and the thrill of ending battle between the forces of Good and C -2 0 +2
individual combat. Evil. Therefore, the powers of Law and Chaos
Of course, the best argument against Brian’s are not as great as those of Good and Evil. The respective components of the cleric’s
point of view comes from Brian’s own letter. He In the article, Mr. Inniss mentioned that as alignment and the alignment of the area are
says, “There has been only one circumstance in there are Evil areas and Good areas (DMG, p. compared using these charts and the total bonus
which I have used massive war game rules, and 66). There are also Lawful and Chaotic areas, or penalty is found by adding the two results
that was when a 12th-level tighter was the highest but he failed to realize that since Law and Chaos together. For example, a Lawful Good cleric is
and most respected character in a village, though are not as powerful as Good and Evil, their effects trying to turn a spectre in a Chaotic Evil shrine.
somewhat of a recluse. He was voted to lead the on “turning” will not be as great. For this rea- We take the good and evil and compare them on
village into battle against the invading orcs (15 son, I have composed the charts below to help the shrine chart for good vs. evil above. The
orcs against 70 0-level, able-bodied villagers).” DM’s determine a cleric’s bonus or penalty for result is a -2. Then we compare Law and Chaos
That’s a great example of how to integrate mass- specifically aligned areas according to strength of on the shrine table for Law vs. Chaos and get a
combat rules into a role-playing (not roll-playing) the area and the cleric’s alignment. I have given result of -1. The total penalty is -1 + -2= -3.
campaign. He used the character’s personality, bonuses, because if an oppositely aligned creature The above charts should be altered to suit the
objectives and situation to create a new kind of (with respect to the alignment of the area) gets DM’s needs. An explanation of the basic
challenge, distinct from dungeon crawling, wil- penalties, then it seems logical that the same (Turn to page 95)

6 MARCH 1986
A new loyalty base
All the tables you need, all in one place
by Stephen Inniss
Of the character abilities described in the still the problem of interpretation. For numbers are smaller and the operations are
Players Handbook, charisma is perhaps the instance, the Encounter Reactions table on more familiar (from combat and saving-
most frequently disregarded. Players give page 63 of the DMG is phrased in the terms throw procedures). Little if any accuracy is
charisma a low priority when they are form- of the typical fight-or-flight encounters of lost, since the important parts of the official
ing player characters, and a high charisma underground “dungeon” adventures, and system use increments of 5%) which are
score is considered to be “wasted.” This is this makes it difficult to apply the results to equivalent to 1 on a d20.
because, unlike other character abilities, other sorts of interactions. The systems are also easier to use if pro-
charisma has a minimal effect on the course Consider the example of an encounter cedures are standardized, so that a high roll
of a game. If the referee considers charisma between a group of adventurers and a peas- is favorable in all cases. Another way to
effects at all, it is likely to be through the ant farmer along a busy road. One of the make the systems easier to use is to gather
use of informal estimates. The reaction, party hails the farmer and asks the way to all of the relevant information into a single
loyalty, and morale checks described in the the nearest inn. After a minute or so of place and to eliminate as many of the ap-
Dungeon Masters Guide are seldom used hasty calculation, the referee finds that the parent redundancies as possible. (For in-
and often ignored entirely adjusted score on the Reaction Table is less stance, the Situation Modifiers on page 37
One reason for this neglect is that the use than 05: “Violently hostile, immediate of the DMG and the Morale Check Modi-
of reaction rolls and the like may interfere attack.” What does the farmer do? Run fiers on page 67 overlap and could be con-
with the dramatic structure of an adven- away screaming? Attack with his pitchfork? solidated.) The number of modifying factors
ture. Randomly determined reactions tend It’s hardly surprising that DMs ignore such should be kept low, since it would be impos-
to lead to an adventure that meanders, results, and that many have taken the next sible to take everything into account and
rather than to a coherent and interesting logical step and dispensed entirely with since the random roll itself may be taken to
story that will hold the attention of players. reaction rolls and the rest. They use the represent effects that aren’t accounted for
Besides, player characters are unpredictable characters’ roles rather than dice rolls to with the modifiers. Last but not least, the
enough, and dealing with the unexpected determine what happens. In fact, the DMG modifiers and the results given in the tables
actions of non-player characters as well is encourages this (see page 37). can be rephrased to make them more
too much to handle, since it is a great waste There is nothing wrong in itself with broadly applicable.
of time and effort to plan for every possible downplaying or eliminating charisma ef- One possible result of the above changes
outcome and since it can be equally difficult fects. As an alternative to the rules as they is shown in the following tables and expla-
to “wing it” when the action takes an unex- are written, it is likely to benefit the cam- nations. In some cases, official figures have
pected turn. Faced with these problems, it is paign as a whole. However, it is unfair to merely been converted into d20 form. In
not surprising that most DMs simplify the players who by chance or choice have taken other cases, they have been modified to a
situation by setting whatever NPC reactions characters that have high charisma scores, greater or lesser extent, and in a few cases,
they find most appropriate to the scenario. since it leaves no solid basis for determining new information has been added.
Charisma effects take a back seat to such the effect of charisma on the action of a
considerations. campaign. Other character abilities, such as Procedures
Another barrier to the application of strength or dexterity, have a direct and well The reactions of NPCs in an encounter
charisma scores in a campaign is that the defined effect on the lives of player charac- are determined on table A. One d20 is
processes are complex, and the results are ters, but the effect of charisma becomes rolled, and the result is modified according
sometimes difficult to interpret. Relevant nebulous or nonexistent. Charisma is a to factors listed in the B tables. The single
information is scattered through the official useless appendage. die roll is equally applicable whether groups
rulebooks: on pages 10, 36, 37, 63, 67, 102, A partial solution to this problem is to or individuals are to be checked, though
and 106 of the DMG, on page 13 of the rewrite the rules for charisma effects, to different modifiers may apply to reactions
Players Handbook, and even on page 7 of make them more attractive, less complex between particular individuals or subgroups
Legends& Lore. If comeliness scores are and time-consuming, and more broadly in such encounters. The reaction roll ap-
also used in the campaign, the DM might applicable in their results. This solves the plies to immediate impressions, and over
need page 6 of Unearthed Arcana as well. second major problem mentioned above, time the basic (unmodified) score will tend
The DM may have to consult lists and that the charisma effect rules are too hard to toward neutrality, or 10. In important long-
tables in up to three or four separate places, use, and it even reduces the primary and term interactions, this may be done by
determine which factors are relevant (many more difficult conflict between random moving the initial basic score towards this
are not) and which are redundant (many determination and planned events. If the figure at the rate of about 1 per day of
are), and finally add them all up and apply result of a reaction roll or loyalty check is association. Note, too, that reactions may
them to a dice roll. easy to find, the DM has more time to change as more information becomes avail-
It may even be necessary, as in the case of decide whether to accept, reject, or modify able to the reacting party. In any continuing
the morale check roll, to consult yet another the result. If actions are preplanned, a more relationship, actions are determined accord-
table and make yet another calculation. flexible set of rules may at least allow cha- ing to loyalty rather than by initial reac-
Confusion is increased by the fact that while risma effects to determine how these actions tions.
a high die roll is favorable in reaction are carried out. Loyalty applies to relations between
checks, it is unfavorable in a morale or A first step toward simplifying charisma partners in an enterprise, leaders and fol-
loyalty check, even though the systems effects is to use d20 rather than the percen- lowers, allies, landlords and tenants, and so
share a number of tables and modifiers. tile dice of the official system. A d20 is on. In any situation that tests loyalty (other
When (or if) a result is calculated, there is easier to read and calculate from, since the than one which involves combat or some

8 MARCH 1986
other sort of physical conflict), a d20 is except for the adjustments for charisma coloration or features which are not found
rolled. If the score and its adjustments scores between -1 and 3, which are not locally. Adjustments apply to each such
amount to 10 or less, then loyalty has failed provided in the official rules. characteristic. Similarly, the adjustment for
and the character in question will do some- Table B2 is termed “species reaction” unusual clothing is applied for each item of
thing contrary to the interests of the com- rather than “racial reaction,” since the term strikingly odd or inappropriate apparel. It
panion or liege. Loyalty checks occur when “race” may be used to describe different might include adjustments for too much or
there is an obvious opportunity for betrayal, subtypes within a species (such as human too little jewelry, garish or very dull colors,
whether major or minor; the DM must races) and since the table applies to reac- presence or absence of nose rings or tattoos,
determine which are appropriate. Since the tions between widely differing creatures — or the presence of such bizarre things as an
factors controlling loyalty seldom change, humans and blink dogs, for instance, or ioun stone. (How would you react to some-
they should be recorded with the rest of an kobolds and treants — as well as to read- one with a rock whirling around his head?)
NPC’s characteristics. Adjustments to tions between the humanlike species. The The “shabby” adjustment is a general one,
loyalty may be found in the B tables (except DM must determine which sorts of reac- as is the adjustment for “malodorous.” Note
for B1, since the charisma effect on loyalty tions are appropriate. For instance, kuo-toa that both of these are relative, like the other
is found in table D1), and in the D tables. probably hate dark elves, while burrowing adjustments for physical aspect. To take an
Loyalty may be apparent from a character’s animals are likely to feel goodwill toward example from the history of the real world,
general attitude as well as from particular gnomes. the Amerindians of what is now the eastern
crucial acts, so the general loyalty of a The Players Handbook (page 18) implies United States found Europeans to be mal-
character is described in table C. that “tolerance” is more favorable than odorous, but the Europeans didn’t mind
Morale in situations of physical conflict “neutrality,” while the DMG (page 37) each other.
depends on loyalty, if applicable (indepen- implies otherwise. The sorts of adjustments Table B6 lists adjustments according to
dent individuals have no loyalty adjust- implied in the Players Handbook are used the social behavior of a character or group.
ment, of course) and on the situational here. For ease of reference, the Racial Only natives and long time residents in a
modifiers in table F? The result of the d20, Preference Tables from page 12 of Un- culture can hope to follow all the forms
plus modifiers, is determined on table E earthed Arcana and page 106 of the DMG correctly, though a clever foreigner might at
whenever morale is checked. Morale checks are retranscribed here in tables G1 and G2. least avoid giving offense. The categories of
may apply in other situations than combat: Table B3 shows adjustments according to convention, minor taboo, and major taboo
in fighting a fire, for instance, or in an the difference in alignment between two are broad and particular actions may fall
effort to rescue treasures from a sinking ship parties. The difference is-measured accord- into different categories even with two
— any action involving the possibility of ing to the number of changes that must be individuals from the same culture. Many
direct physical harm. made on the law/chaos and good/evil axes conventions, some minor taboos, and even
to move from one alignment to another. some major taboos may seem bizarre to
Explanations Thus, the chaotic good alignment is one outsiders. Player characters may meet with
Table A shows the possible results of removed from neutral good or chaotic neu- difficulties in isolated or far distant lands.
encounter reactions. The descriptions may tral, two removed from lawful good or true To take examples from contemporary
serve as a guide to the behavior of NPCs in neutral or chaotic evil, three removed from North American society, breaches of con-
almost any sort of encounter, from some- lawful neutral or neutral evil, and four vention might include such things as going
thing as simple as buying lunch to some- removed from lawful evil. Note that this barefoot in an office building or library,
thing as complicated as negotiating a treaty. system is not the one given in the DMG, it failing to shake hands when introduced, or
The attitude of the character is described, allows for the use of partial information. A failing to wear a tie on an important occa-
not the actions. How the character’s feelings lawful character knows that a chaotic one is sion. Minor taboos might be taken to in-
will be expressed depends on the individual at least two places removed, and may act elude those against extremely foul language,
and on the context of the situation. Only accordingly, even if the entire alignment against urinating in some undesignated
insane or unstable individuals will choose remains unknown. public place (such as against the side of a
inappropriate or excessive responses. Even Table B4 lists cumulative adjustments building), against spittingindoors, or
the most hostile individuals will rarely according to the alignment components of against marriage between people who are
launch unprovoked physical attacks, though the party causing the reaction. Evil charac- from very different age groups. Major
they may well be looking for provocation ters are not well liked or trusted even by taboos might be taken to include those
and they will certainly choose some other others of their ilk, all other things being against public nudity (in most contexts),
means such as a verbal or legal attack. equal. Chaotic characters of any sort are incest, and cannibalism., Major and minor
Similarly, the very friendliest individual is also at a penalty because of their unreliable taboos are likely to be backed by laws, so
hardly likely to offer up all his belongings or nature. The reverse applies to lawful and that the consequences of breaking them may
blindly grant any request. good individuals. Thus a lawful-evil charac- extend beyond mere likes and dislikes. A
The B tables show possible adjustments ter operates at a penalty of -1 if his align- penalty is applied for each breach of con-
to the d20 score according to the nature of ment is known, while a chaotic-good one vention or violation of taboos.
the individual or group stimulating the gains a bonus of +1 overall. Table H illus- Table B7 lists adjustments according to
response. All applicable modifiers are cu- trates reactions between different alignment social differences. Hated or despised groups
mulative, and some of the tables carry more types, taking into account tables B3 and B4. include historical enemies, members of
than one appropriate adjustment. Note that Table H is given by way of demonstration, ritually unclean professions or social classes,
only information available to the reacting and may also serve as a handy reference for slaves in the more repressive slaveholding
character is used, and that the reaction cases in which the entire alignment of a cultures, and (from the point of view of
score may be modified as more information creature is known to the realtor. Creatures slaves) the slaveholders in these same cul-
comes to light. For instance, alignment is must have an intelligence of low or better to tures. Disliked groups include typical slaves
seldom evident at a glance, but may be be affected by alignment considerations, (or again, members of the slaveholding
apparent after a short conversation. since they cannot react to what they can’t class, from the slaves’ point of view), and
Table B1 shows adjustments for the cha- understand. members of other groups that may be seen
risma of the individual causing the reaction. Table B5 describes penalties for the physi- as too weak, too powerful, or too different.
This can only be applied to particular mem- cal aspect of an individual, since appear- Moneylenders, tax collectors, thieves, and
bers of a group if the encounter includes ances are very important in first prostitutes are typically disliked if they are
several different characters. The numbers impressions. “Unusual body” applies to identified. In some contexts, members of
are translated directly from those given in such things as obesity, uneven coloration, a the watch, prosperous merchants, and other
the Players Handbook and Legends & Lore, missing hand or leg, a harelip, or even to representatives of the established order
10 MARCH 1986
might also be disliked. and shares or profits are the usual measure individual’s personal situation. Like table
Those who are fortunate enough to es- with partners and free associates. This F1, it applies to those who have no external
cape identification with disliked, despised, adjustment depends on the character’s loyalties as well as to those with attachments
or hated groups may still be identified as expectations, so that a partner who hadn’t to others on their own side of the conflict.
“different,” and this also carries a penalty. expected any profit is considered to be Table F3 applies only to followers. Note
Social groups are quite exclusive in most adequately provided for, even if no money that it is possible for a leader to die or aban-
cases, and it is unlikely that foreigners of has been forthcoming. Similarly, greedy don the enterprise without his followers
any sort will escape this penalty if they are individuals may regard food pay as poor. becoming aware of the fact.
identified. Social class and physical type are Table D6 shows adjustments for the sort Tables Gl and G2 are adapted from
often important as well. Only one penalty of treatment an associate has received. official tables of interspecies reactions. The
applies to members of “different” groups. Since alignments also figure in loyalty, it letter codes have been abandoned, and the
A small bonus is allowed for interactions might be thought that these adjustments are adjustments are listed directly to save the
between members of the same social group. superfluous, but since behavior towards a DM time and trouble.
All of these adjustments are based on super- particular individual is not always in accord Table H is included for situations in
ficial appearances, and no adjustment ap- with a character’s general alignment, it is which alignments are known. It might also
plies if the reactor is unsure whether a reasonable to take particulars into account. be shown to players who are choosing align-
character is a member of the same social Only one adjustment from this table can ments for their characters.
group or not. apply unless an individual is insane.
Table B8 lists the effects of bribes and Table D7 applies only to followers. It is Comeliness
threats. These terms are broadly applicable possible for more than one adjustment to be The comeliness attribute described in
and are without moral implications. applicable — firm but unjust discipline, for Unearthed Arcana may be difficult to use
“Bribes” include such things as an invita- example. As with other adjustments, the even with the official system. No tables are
tion to dinner or an innocent offer of assis- perception is more important than the provided, so the DM must either make
tance, while a “threat” might be a subtle actuality. rapid calculations or know the results by
thing such as standing too close to a small The special adjustments in table D8 are heart when adjusting reaction rolls for
individual or (with a merchant) declaring largely self-explanatory. An individual’s comeliness. The DM must also deal with
an intention to deal elsewhere. Whether or views on such subjects as murder are a half-percentile points, since comeliness
not a bribe or threat is effective does not separate matter; even the most evil charac- scores of 19 and 21 yield reaction bonuses of
depend on a reaction roll. Instead, it de- ter is uncomfortable as the associate of one +28½% and +31½%. Also, while it is
pends on the motivations of the NPC (a known for killing associates. implied that low comeliness may effect
loyalty or morale check may be appropri- All of the adjustments on the B tables reactions, no figures are given. A minor
ate). Ineffective bribes, whether the amount apply to loyalty, except for those from B1. problem is that a goodly number of charac-
of the bribe is accepted or not, always cause Gifts and bonuses count as “bribes” on ters will fall into the “homely” category (7
a cooling of relations, while effective ones table B8. It is up to the DM to decide to 9), since these scores are close to the
warm things up a bit. Threats are always whether or not the effect of a gift or bonus average of 10½. Another odd characteristic
damaging, whether they work or not. The has faded with time. of the rules is that they yield some large
magnitude of the effect varies within the Table E lists the results of morale checks. jumps in adjustments from one comeliness
limits shown, minor bribes and threats The conditions “flee” and “surrender” score to another (particularly the increase
having only a small effect on relations. may be interchangeable under certain cir- between comeliness scores of 21 and 22).
Table C describes the loyalty of one indi- cumstances. Obviously, trapped individuals Most of these characteristics can be seen in
vidual to another, according to the cumula- cannot flee, and those faced by an unforgiv- the table shown below (numbers have been
tive loyalty adjustments from tables B2 ing enemy cannot surrender. A slight failure rounded off).
through B8 and D1 through D8. The fact of morale may lead a party to hesitate be-
that there are a number of adjustments to fore entering the fray. In such cases, a mo- Reaction adjustment
loyalty is offset by the fact that loyalty rale check is made on the following round to Comeliness d100 system d20 system
needn’t be recalculated very often. The determine whether the party will break -16 to 9 ? ?
highest possible loyalty rating might indi- down further, continue to procrastinate, or 10 0% 0
cate staunch, unswerving loyalty or fanati- join the struggle. Note that the fact that 11 0% 0
cal loyalty. Which type depends on the morale is maintained does not necessarily 12 0% 0
nature of the individual, since some person- mean that the party will continue blindly 13 0% 0
alities are simply not prone to fanaticism. onwards. Rather, firm morale indicates an 14 +14% +3
Table D2, Enlistment, applies only to inclination to keep fighting in the most 15 +15% +3
followers and not to free associates. If con- appropriate way. This may include such 16 +16% +3
ditions of employment change, so might actions as sending or going to fetch help. 17 +17% +3
adjustments for the kind of enlistment, A Morale failure means that the party will 18 +27% +5
slave might be granted freedom but remain give up at least until conditions change for 19 +28-29% +6
as a hireling, for instance. the better. 20 +30% +6
Table D3 lists adjustments for the kind Table F1 lists adjustments according to 21 +31-32% +6
and quantity of association between charac- how the situation looks, not necessarily 22 +44% +9
ters. The passage of time naturally increases according to the way it is. There is no direct 23 +46% +9
loyalty regardless of other factors, and way, for instance, of knowing how many hit 24 +48% +10
equally and fairly shared danger or hard- dice are lined up on the opposing side. 25 +50% +10
ship may also increase loyalty. Illusions and non-magical bluffs may play a 26 +52% +10
Table D4 lists adjustments according to major role in perceptions. Naturally fearful 27 +54% +11
the status of a follower (actual status, not characters will put the worst possible inter- 28 +56% +11
training or level of skill). The highest rank pretation on events, while the brave and 29 +58% +12
includes who are in closest counsel with cheerful are more likely to overestimate 30 +60% +12
their leader. It is quite likely that henchmen their chances. Inexperience may have an
will be in this rank, but under some circum- effect, either for better or worse. Note that Under the circumstances, it may be best
stances they may be excluded. 50-50 odds are not palatable even to the to ignore the figures given and use a differ-
Table D5 applies to any sort of associate: most battle-hardened individuals. ent system. One possibility is suggested
Pay is the factor in the case of followers, Table F2 lists adjustments according to an here. As with the official rules, comeliness

DRAGON 11
only affects reactions, not loyalty or morale. broken any conventions or taboos, but At a word from Khalid, three more men
Usually, it is effective for the first few neither has he had time to establish himself step out of the shadows further down the
rounds of interaction (say, two to five), after as a correct follower of social forms. Un- street, blocking escape. Khalid draws a
which the charisma score is used instead. ferth speaks the local language without an dagger and threatens the boy, telling him he
Table B1 may be used for comeliness effects. accent, and leaves no clues as to his social can go free is he hands over the message.
For the duration, comeliness is used in group. He hasn’t made any bribes or This is a morale check situation: the boy is
place of charisma. Scores above or below threats. in direct physical danger. The odds, as he
the range shown on table B1 are given the Unferth’s adjustment, then, is +2, and clearly sees them, are poor. The only appli-
same adjustment as a -7 or +25 score. All on the average he should get a fairly decent cable modifier is -6 for the perceived odds,
the other rules given in Unearthed Arcana reception. However, a roll of 3 on d20 while his loyalty modifiers (as already
still hold under this system — negative indicates poor treatment: the adjusted score stated) are at +13. The morale adjustment,
comeliness is treated as positive in interac- is 5, or “hostile.” The innkeeper growls that therefore, is +7. A roll of 4 on the d20 is
tions between evil characters of evil align- there are no rooms left. (There is one, but low, but the boy’s morale holds, and he
ment if it is -9 or less; comeliness effects there are plenty of customers in this season ducks past Khalid (who narrowly misses
only apply to reactions of the more or less and the innkeeper can afford to be choosy.) him with the dagger) and escapes down a
human creatures (possibly including satyrs, Unferth offers to pay more than the going side street. Percival’s urgent message will
mermen, and centaurs); and, a high comeli- rate if a room can be found somehow. With get to Rustum after all.
ness score may have a special fascination almost any businessman this is an effective Example 4: Og “The Barbarian”
effect that can override normal reactions bribe, so he gets a bonus of +1 (and no Aragson is walking the narrow ways of the
and behavior. more than that since he didn’t say how canal town of Vence when he sees a man
In the examples that follow, charisma is much more he was willing to pay). The heavily laden with a pack of clay pots slip
used and comeliness is ignored, but comeli- result is now 6, or “negative;” the inn- and fall into the water. An interested crowd
ness might be substituted as described keeper states that he “might find a room gathers to watch as the man struggles to
above when the encounter spans only a few somewhere.” While Unferth may discover extricate himself from his sinking burden.
minutes. that service is poor, at least he has a place to He is on the point of being pulled under
sleep. He goes outside to fetch his horse. then Og jumps into the smelly water, cuts
How the system works Example 3: Percival the Merciful, a him free, and tows the exhausted and dis-
Example 1: Ruby Sandheaver, an enter- paladin, has entrusted the potboy at his inn traught merchant to a boat landing. Under
prising young halfling, has discovered a with a written message, to be carried the circumstances, even a hostile reaction
baggage-laden and unattended horse out- quickly and secretly to one Rustum the might indicate a muttered word of thanks.
side the local inn. Her charisma is above Righteous, who lives across town. The boy The d20 score, however, is 1, and although
average at 14 (+2) and the horse has no has covered barely half the distance when Og has a charisma of 13 ( +1) and is of the
special dislike for halflings, which is to say it he is accosted by a friendly looking man same species as the merchant (+4) these
tolerates them (+1). Alignments are not (actually Khalid the Squalid, an assassin) bonuses are negated by other factors. Og
important to creatures of animal intelli- who offers to pay him a silver piece for what bears his weapons openly, which is contrary
gence, and to a horse there is nothing unu- he carries. A silver piece is a lot of money; to the Vencian practice of concealing any
sual about Ruby’s physical aspect (hairy the boy’s loyalty must be checked. Per- lethal instrument (-1 for a breach of con-
feet don’t count). cival’s charisma is 17 (+6 to loyalty). The vention); he bears a tattoo on his right arm,
Ruby knows her way around horses and boy is a short-term hireling (-1) and has which is contrary to Vencian practive (an-
ponies, so the DM grants her a bonus for only known Percival for a week (-1). He is other -1 for breaking convention), and he
following the correct forms (+1). Finally, presently performing unskilled labor (-3). bears a great deal of gaudy and tasteless
she has bribed the horse with an apple, a He is adequately paid with a few coppers, jewelry (-1 for “unusual clothing”). More-
fairly effective bribe (+2). A roll of 9 on plus another when he returns (no adjust- over, members of Og’s nation frequently
d20 indicates a negative reaction; if it ment). Percival and the boy don’t know one serve as mercenaries in the private armies of
weren’t for the other factors the horse would another well enough for adjustments for the town’s various factions, and their loud,
resist being led away. With a total adjust- general treatment to apply, and discipline is rude, and bawdy behavior offends the citi-
ment of +6, however, the score reaches 15: also inapplicable. zens (-2 for being a member of a disliked
the reaction of the horse is positive, and However, the boy has heard that Percival social group). The adjustments cancel out,
with a little urging it will follow her, though once risked his own life to save a follower so the modified reaction roll is still 1, or
perhaps not as quickly as she might like and (this is hearsay, so only half the usual ad- “very hostile.” As soon as he recovers his
perhaps not down a dark narrow alley. On a justment, or +2, is all that applies). The breath, the man begins to berate Og for not
roll of 15 or more the horse would’ have boy is of the same species as Percival (+4), saving his merchandise!
followed her without question (adjusted and is of the same alignment (+1). Per- “Fool! Interfering oaf! I can swim, but
score of 20+), while even a roll of 1 would cival’s alignment is well known, since his can my pots? My life? My life lies now at
merely have meant a negative reaction and profession is well known, so Percival gains the bottom of the canal! I am ruined. . . .”
perhaps some resistance. the benefit of being lawful (+ 2) and good The man will continue to tear his hair, roll
Example 2: Unferth the Unlucky, a (+3). Percival is not physically “offensive his eyes, and spit in the Vencian manner, all
human fighter, has just returned from the (his light hair and eyes are not considered a the while throwing curses at Og’s rapidly
wilderness and has entered an inn in search defect locally, even if they are unusual). retreating back.
of a room. He asks the price. Unferth’s However, his behavior is not perfect by local
charisma is low, but not exceptionally so, at standards even if he hasn’t broken any
8 (no adjustment). The innkeeper is a fellow taboos or conventions (no adjustment).
human (+4). Alignments remain unknown Since he is a foreigner, his social group is Tables to accompany
in this encounter since Unferth has taken different (-1). Finally, the promise of a this article appear
care to hide his holy symbol, which might second coin when his message has been on the second and third
give offence. Unferth is wearing decent and delivered counts as an effective bribe (+1). pages following
unremarkable clothes, and has no notable Overall the adjustment is +13; nothing can
physical defects. However, he hasn’t persuade the boy to relinquish the message.
cleaned or changed his clothes in two weeks A reaction roll to Khalid might be appropri-
of wilderness adventuring (-1 shabby, -1 ate here, but is unnecessary, since the re-
malodorous). In the short while the inn- sponses range from a very polite refusal to a
keeper has been watching him, he hasn’t very impolite one.
12 MARCH 1986
Revised reaction, loyalty, and morale tables
B5: Physical aspect D3: Association
TABLE A: Encounter reactions
Adjustment Adjustment
Adjusted score (d20) Reaction Unusual body -1 1 month or less -1
1 or less Very hostile Unusual clothing -1 1 year or less 0
2-5 Hostile Shabby -1 5 years or less +2
6-9 Negative Malodorous -1 More than 5 years +5
10-11 Neutral Shared danger +1
12-15 Positive B6: Social behavior Shared hardship +1
16-19 Friendly Adjustment
20 or more Very friendly Follows all forms +1 D4: Status
Breaks convention -1 Adjustment
TABLES B: Encounter reaction Breaks minor taboo -3 Unskilled -3
adjustments Breaks major taboo -6 Semiskilled -1
Skilled +1
B1: Charisma B7: Social group Elite +3
Score Adjustment Adjustment Highest rank +5
-7 -14 Same +1
-6 -13 Different -1 D5: Pay or profits
-5 -12 Disliked -2 Adjustment
-4 -11 Hated or despised -4 None -4
-3 -10 Poor -2
-2 -9 B8: Inducements Adequate 0
-1 -8 Adjustment Good +1
0 -7 Effective bribe +1 to +4 Exceptional +2
1 -6 Ineffective bribe -1 to -4
2 -6 Threat -1 to -6 D6: General treatment
3 -5 Adjustment
4 -4 TABLE C: Loyalty (fails when checked if Extremely cruel -5
5 -3 an adjusted d20 is 10 or less) Cruel -3
6 -2 Uncaring -1
7 -1 Adjusted total Loyalty rating Unpredictable -1
8-12 0 -10 or less Traitorous Unremarkable 0
13 +1 -9 to -5 Disloyal Considerate +1
14 +2 -4 to 0 Somewhat loyal Kind +2
15 +3 l to 5 Fairly loyal Affectionate +3
16 +5 6 to 10 Loyal Loving +4
17 +6 11 or more Staunchly loyal
18 +7 D7: Discipline
19 +8 TABLES D: Loyalty adjustments (see also Adjustment
20 +9 encounter reaction adjustments) None -2
21 +10 Unjust - 2
22 +ll D1: Charisma Lenient -1
23 +12 Score Adjustment Score Adjustment Sporadic -1
24 +13 1 -7 16 +4 Firm +1
25 +14 2 -6 17 +6 Just +1
3 -6 18 +8
B2: Species reaction 4 -5 19 +10 D8: Special circumstances*
Adjustment 5 -4 20 +12 Adjustment
Hatred -4 6 -3 21 +14 Murdered faithful follower -8
Antipathy -2 7 - 2 22 +16 Tortured faithful follower -6
Neutrality -1 8 -1 23 +18 Abandoned faithful follower -4
Tolerance +1 9-13 0 24 +20 Broke oath -2
Goodwill +2 14 +1 25 +20 Fired faithful follower -2
Preference +4 15 +3 Reduced wealth for follower +2
Risked life for follower +4
B3: Alignment difference D2: Enlistment Revived follower +6
Adjustment Adjustment
Four places -7 Slave -5 *— Halve these adjustments if the be-
Three places -5 Draftee -3 havior is hearsay; double them if they had a
Two places -3 Bondsman -1 direct effect on the individual concerned.
One place -1 Short-term hireling -1
None +1 Long-term hireling 0 TABLE E: Morale check results
Henchman +1 Adjusted score (d20) Action
B4: Alignment 0 or less Surrender
Adjustment 1-4 Flee
Evil -3 5-7 Retreat
Chaotic -2 8-10 Fall back or hesitate
Lawful +2 to enter melee
Good +3 11 or more Continue struggle

14 MARCH 1986
TABLE F: Morale adjustments (see also F2: Personal situation F3: Leader’s situation
Loyalty Adjustments) Adjustment Adjustment
One-half of hit points Slain*** -6
F1: Perceived odds gone** -3 Deserting** -5
Adjustment Friends deserting -3 In difficulty -3
Impossible* -10 Friends slain -2 Unconscious** -2
Very poor* -6 One-quarter of hit Alive and present +3
Poor -3 points gone** -1
Even -1 Per level/hit die +1 * — Check morale whenever these
Good +1 conditions hold.
Very good +3 ** — Check morale when these first
Certain victory +6 occur; the penalty listed also applies on
subsequent morale checks.

TABLE G1: Interactions of character species and “humanoids”

Species DG DH DM ED EG EH EV EWi EWd GD GS ½E HH HS HT ½O Hu Hd


Dwarf, gray (DG) +4 -2 -2 +2 -4 -4 -4 -4 -4 -2 -2 -1 -1 +1 -1 -1 -1 -1
Dwarf, hill (DH) -2 +4 +2 -4 -2 -2 -2 -2 -2 -1 +2 -1 +1 +2 +2 -4 -1 -4
Dwarf,mountain(DM) -2 +2 +4 -4 -2 -2 -2 -2 -2 +1 +1 -1 +1 +2 +1 -4 -1 -4
Elf, dark (ED) +2 -2 -2 +4 -4 -4 -2 -4 -4 -4 -4 -2 -2 -2 -2 +1 -1 -1
Elf, gray (EG) -2 -2 -2 -4 +4 +2 -2 +1 +2 -1 +1 +2 +1 +1 +2 -2 -1 -4
Elf, high (EH) -2 -2 -2 -4 +2 +4 -2 -1 +2 +1 +1 +2 +1 +1 +2 -2 -1 -4
Elf, valley (EV) -2 -2 -2 -2 -1 -1 +4 -1 -1 +2 +2 +1 -1 -1 +1 -2 -1 - 4
Elf, wild (EWi) -2 -2 -2 -4 -1 -1 -2 +4 -1 -2 -2 -2 -2 -2 -1 -2 -2 -4
Elf, wood (EWd) -2 -2 -2 -4 +2 +2 -2 -1 +4 -1 -1 +2 +1 +1 +2 -2 -1 -4
Gnome, deep (GD) -2 -1 +1 -4 -1 -1 +1 -1 -1 +4 +2 -1 +1 +1 +1 -2 -1 -4
Gnome,surface(GS) -2 +2 +2 -2 +1 +1 +2 -1 -1 +2 +4 +1 +2 +2 +2 -4 -1 -4
Half-elf (½E) -1 -1 -1 +4 +4 +4 +4 -2 +4 -1 -1 +4 -1 -1 +1 -2 +1 -4
Halfling,hairfoot(HH) -1 +1 +1 -2 +1 +1 -1 -1 +1 -1 +1 -1 +4 +4 +4 -1 +1 -2
Halfling, stout (HS) +1 +2 +2 -2 +1 +1 -1 -1 +1 +1 +1 -1 +4 +4 +4 -1 -1 -2
Halfling,tallfe!low(HT) -1 +1 +1 -1 +2 +2 +1 +1 +2 -1 +1 +2 +4 +4 +4 -1 -1 -2
Half-arc** (½O) -1 -4 -4 -1 -2 -2 -2 -2 -2 -2 -4 -2 -1 -1 -2 +4 +1 +1
Human (Hu) -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 +1 -1 -1 -1 -1 +4 -2
“Humanoid”**(Hd) -1 -4 -4 -1 -4 -4 -4 -4 -4 -4 -4 -4 -2 -2 -2 +l -2 X

*— Reaction of elves is according to the half-elf 's elvish ancestry if this is less favorable.
** — For interaction of half-arcs with humanoids, use figures for orc instead of half-arc if they are less favorable.

TABLE G2: Interactions of humanoid species

Species Bugbear Gnoll Goblin Hill giant Hobgoblin Kobold Ogre Ore Troll
Bugbear +4 +1 +2 +1 -2 -2 +1 -2 -1
Gnoll +1 +4 -2 +1 -1 -2 +2 +1 -1
Goblin +2 -2 +4 -1 +1 +2 -4 -1 -2
Hill giant +2 +2 -2 +4 -2 -2 +2 -1 +1
Hobgoblin* +1 -1 -1 -1 +4 -2 -2 +1 -4
Kobold -2 -4 +2 -2 -2 +4 -4 -2 +1
Ogre +1 +1 -2 +2 -2 -2 +4 +1 +1
Orc* -2 -1 +1 -2 -1 -2 +2 +4 -4
Troll** -2 -1 -2 +1 -4 +1 -1 -2 +4

Note: The more powerful of the two species will always bully and harass the less powerful unless the reaction is +2 or better.
* — With respect to other orcs or other hobgoblins, -4 instead of +4 if they are from rival groups.
** — With respect to other trolls, -1 instead of +4 if they are from rival groups.

TABLE H: Reactions between alignment types

Reaction of alignment at left to:


LG NG CG LN N CN LE NE CE
Lawful good (LG) +6 +2 -2 +1 -3 -7, -4 -8 -12
Neutral good (NG) +4 +4 0 -1 -1 -5 -6 -6 -10
Chaotic good (CG) +2 +2 +2 -3 -3 -3 -8 -8 -8

Lawful neutral (LN) +4 0 -4 +3 -1 -5 -2 -6 -10


Neutral (N) +2 +2 -2 +1 +1 -3 -4 -4 -8
Chaotic neutral (CN) 0 0 0 -1 -1 -1 -6 -6 -6

Lawful evil (LE) +2 -2 -6 +1 -3 -7 0 -4 -8


Neutral evil (NE) 0 0 -4 -1 -1 -5 -2 -2 -6
Chaotic evil (CE) -2 -2 -2 -3 -3 -3 -4 -4 -4
DRAGON 15
The six main skills
What AD&D® game abilities mean in real terms
by Jefferson P. Swycaffer
Six personal characteristics are given to deals with the six characteristics in this fibers of the voluntary muscles can contract
each character in the AD&D® game: order, progressing from the most material to and relax, pulling an arm or leg into spe-
strength, intelligence, wisdom, dexterity, the least. More is known about strength cific position. Muscles do not, in general
constitution, and charisma. Of these, than is about charisma, just as more is push, but nearly always pull, and this ten-
strength is the most physically obvious known about engineering than about psy- sion works to draw the limbs into bent or
attribute. Strength is the basic muscular chology. The study of each is inherently straightened positions. The muscles are
ability to lift objects, to throw, to run, interesting. usually paired: while one muscle works to
jump, swim, and to affect the universe For the analysis of the physical character- bend a knee, for example, its partner re-
directly. The pen may be mightier than the istics — strength, constitution, and dexter- laxes. When the knee is to be straightened,
sword, but the pen (intelligence) does its ity — I’ve relied on a volume about sports another muscle (or set of muscles) pulls
work indirectly. The sword (strength) is medicine. (The Athlete’s Guide to Sports along the outside of the knee to straighten
direct and physical. Constitution is also Medicine by Ellington Darden, Ph.D.; it, while the bending muscles relax. The
physical, but less energetically so: if 1981: Contemporary Books, Chicago.) rigid bones of the body provide the levers
strength is the sword, then constitution More has been published about sports upon which the muscles act. Ligaments and
must be the suit of personal armor. Dexter- medicine than about the medical aspects of tendons connect the muscles to the bones,
ity is the skill to use the bodily weapons, swordfighting, even though the two pas- anchoring them firmly yet flexibly.
and intelligence is the skill to use them times are not totally dissimilar. The result of the flexing and relaxing of
effectively. Wisdom represents the skill to the voluntary muscles is the voluntary
use them only when they are needed (and to Strength action of a healthy body: a run, a leap, a
know what that need might be), and cha- The muscles of the human body are swing, and a splash. A person’s strength is a
risma is the diplomacy to find ways other composed of bundles of muscle fibers, giv- measure of his or her muscular power, and
than weaponry to settle matters. This article ing muscles their familiar “ropy” look. The is reflected in speed, lifting ability, throwing
ability, and jumping range. Strength is also
partially related to a person’s capacity to
absorb damage or resist pain, and to his
endurance.
Women are distinctly less strong than
men, and the reasons for this are partly
biological and partly sociological. In virtu-
ally no part of history before the present
were women encouraged to exercise. A
whole collection of myths arose to suggest
that exercise was bad for women, and that
their delicate bodies weren’t equipped to
handle the rigors of a developed physique.
Beyond these easily-debunked tales lies the
biological fact that women do not produce
some of the chemical hormones that cause
the huge bulging muscles seen on body-
building men. But muscle mass is not the
same thing as strength; women who exercise
regularly can build up substantial strength.
World records for hurdle races, for example,
indicate that the difference between a highly
conditioned male runner and an equally
well-conditioned female runner is about ten
per cent of the race time. If a man can run
a race in 100 seconds, a woman can proba-
bly run it in 110 seconds. The same relation
is true in swimming and throwing events.
There is a tremendous variation in people,
from the very fittest to the very flabbiest:
the difference between the average woman
and the average man in strength is far less
than the difference between the strongest and
the weakest of either sex.
The differences between men and women
nearly vanishes when humans are compared
to some of the animals. Even small monkeys
are stronger than large people. A gorilla,

16 MARCH 1986
although not much larger than a human, is Constitution build up fatigue poisons, mostly lactic acid,
massively more strong, being able to out- A person’s constitution is a measure of in their tissues. Probably everyone is famil-
fight the human by a handy four-to-one his or her overall health, endurance, and iar with having stiff, sore muscles after a
ratio. Even a small housecat can put up a vigor. Someone with a high constitution will workout; this is because the fatigue poisons
struggle against a human (even discounting have fewer colds and headaches, and will require time to be metabolized. This pain
the use of the cat’s claws and teeth), al- probably live to an older age. Most diseases and stiffness is also a sign that the muscles
though the ratio of the weights of a man and are deterred by a good constitution, al- have been stressed, that they are healing,
a cat is close to twenty to one. Why is it that though many — including the highly viru- and that the exercise is having its intended
animals are stronger, per pound of muscle, lent viruses, cancer, and nervous system effect. Exercises to build up stamina and
than humans are? disorders — are not. The three most obvi- endurance are different from exercises to
There are two answers to this. Humans ous assets of a good constitution are a build up strength, however. lb build up
are largely neotenous, which is to say that strong heart, healthy lungs, and a good strength, exercise periods should be short
we carry youthful or infantile features of muscle tone. The heart is the body’s pri- and periodic: twenty push-ups followed by a
our bodies into adulthood. Adult humans mary means of limiting people’s activity: short break, then repeat. To build up consti-
still have childlike bodies, when compared when the heart is too tired to continue, the tution, exercise should be continuous, but
to other animals. We lack most of our body person gets tired and will generally be un- at a lower level of activity. Long walks, or
hair, we have high foreheads and large eyes, able to continue. Although when we cannot jogging, are ideal for building up constitu-
we have alert, adaptive, and playful minds, continue running or climbing we usually tion. The important thing is to have the
and we have underdeveloped muscles. Since say that we’re out of breath, the fact is that heart beating at a steady, high rate, and the
all of the other characteristics listed are the heart has simply stepped its demands for blood flowing through the major veins and
advantageous, the small disadvantage of our oxygen so far up that the lungs cannot arteries.
relative weakness is compensated for. The supply it and the muscles. The body is Here; too, there is a sex difference.
other answer to animals’ greater strength is, exhausted, and the runner or climber can Women tend to have better constitution
that animals use all of their strength, all at only sit and wait. This is a safety mecha- than men, if all other factors are equal. This
once, when fighting or struggling, whereas nism. One sports doctor has said that it is is not something that can be observed in the
humans don’t have many opportunities to impossible to overstrain the heart, since the general population, for it is still true that
need to use the full resources of their heart controls the amount of strain it will young girls do not learn to exercise to the
bodies. (This is, of course, fortunate for us.) allow the body to put upon it. Through degree that young boys do. In America,
When a cat, dog, or ape attacks, the attack diligent hard work, it is probably possible women and men are approximately equal in
is all-out, holding nothing is reserve. Hu- for an athlete to damage his or her heart by constitution, but the natural advantage is
mans favor a more tentative attack, prod- jogging on and refusing to heed the body’s on the side of the women.
ding and jabbing, looking for weaknesses. danger signals. This, however, is something
When a human undertakes exercises to no athlete would choose to do. Dexterity
enhance his or her strength, the regimen When muscles are exerted, they begin to The AD&D game uses dexterity as an
should be thorough and careful. The risks
from over-exercising can be worse than the
risks of being out of shape. Muscles are
built up by being injured — very, very
slightly! — and then healing, and this heal-
ing requires forty-eight to seventy-two
hours. Thus a person exercising to increase
strength should exercise hard, pushing until
feeling tired and sore; but no farther, and
then resting for a day. It is true, as the
advertisement says, that if there’s no pain,
there’s no gain. But care must be taken not
to take the pain too far. If ten push-ups
causes sore arms, then twelve push-ups is a
good daily score, increasing over time.
Fifteen, however, would be too many. If a
runner is out of breath after jogging for ten
minutes, he should consider jogging on for
another minute or two, and the pain in the
legs is an indication of future muscle-
building. Going on for another ten minutes,
however, would be excessive. People who
are exercising to increase their strength will
notice that it can be easily increased, and
they will learn to tell the difference between
being tired and being hurt. The former is
necessary, the latter to be avoided.
Alas for the would-be bodybuilder in
AD&D gaming, the number rolled on the
characteristics dice for strength, like that
rolled for the other characteristics, is fixed
once rolled. Some referees, however, might
allow characters who undergo training to
increase strength and constitution, only, one
or maybe two points through training. If so,
then if the training is discontinued, for any
reason, the characteristics will drop to their
normal (rolled) values.
DRAGON 17
overall characteristic, embracing manual coordination tend to break down into spe- in balancing. The same is true for running;
dexterity, coordination, and agility. But all cific skills. In fact, very slight variations in only a few of the skills involved in running
of these are quite different. Manual dexter- the skill learned can have disastrous effects carry over from one type of run to another,
ity is the deftness of the wrists and hands, upon the application of the skill. If a tennis even when both runs are of the same gen-
and shows up in such activities as throwing player switches to an unfamiliar racket, his eral distance and duration.
darts, painting, sewing, and of course typ- or her overall playing ability will initially Skills are improved by practice. Dexter-
ing. By correlating messages from the eyes deteriorate. Ultimately, it seems that people ity, coordination, and agility can all be
and hands, people can become capable of don’t have one sort of coordination; but learned. One aspect of skills training is
amazing feats of dexterity. The key is have several coordinations relative to differ- called skill transference, and transference
endless hours of repetitious practice. With ent tasks. We know that being good at comes in three varieties: positive, negative,
practice, nearly anyone can become blindly typing gives no guarantee of being good at and indifferent transfer. If a fencer learns to
adept at video games, for example, or at playing the piano, but it might be surpris- fence with an epee, this skill has virtually
typing, sewing, or playing the guitar. The ing to know that playing the piano well is nothing to do with learning to fence with a
motions need to be learned through repeti- no guarantee of being able to play the harp- saber; the skill transfer is indifferent. Some-
tion, until it can almost be said that the sichord well, since some of the muscle inter- one learning to perform a skill needs to
fingers know the correct moves better than play is slightly different. For many years it practice with that skill, in precise detail,
the mind does. The only limits to manual was thought that teaching students to play before the practice will have a beneficial
dexterity are the time spent in practice, and tennis would carry a benefit over into driv- effect. Playing tennis against a backboard
any physical or neurological limitations of ing a car. The fact is that coordination has only an indifferent transfer of skill
an individual’s physique. If a person’s body breaks down into skill-related categories toward playing tennis against an opponent.
is healthy and he is not suffering from any which are very different. Negative transfer occurs when two skills are
nervous system disorders, then even if he is Agility is the overall flexibility and quick- close to one another, but are not identical.
the clumsiest and most awkward of persons, ness of the body. One who is highly agile Someone who learns to shoot a thirty-pound
he can train his dexterity upward. might be a better climber, swimmer, runner, bow will be extremely frustrated by a thirty-
Overall physical coordination is slightly and be better at dodging. The ability to one-pound bow. Practice with a mace wills
different. It is a measure of the quickness of walk along the balance beam is an agility not give skill in the use of a sword, and
the body’s reflexes, and of the overall ability skill. Again, this breaks down into sub- practice with one sword will not guarantee
to act smoothly. Coordination comes into categories, and there are many different skill in the use of another sword. One must
play when shooting a basketball, swinging agilities inherent in one person. Even the practice the skills that are to be learned.
at a pitched baseball, kicking at a planted sense of balance is not a general skill: one
football, or juggling. who is good at walking a balance beam with Intelligence
Researchers in sports medicine have his feet lengthwise has no assurance of being Anyone familiar with the ongoing debate
discovered that the concept of “general good at walking along it with his feet held about I.Q. tests will know that the nature of
skills” such as overall dexterity or overall crosswise. There is very little common skill intelligence is problematic. In the nine-
teenth century, scientists developed the
notion that intelligence was related to brain
size, and rigorous measurements were made
of the volume of the braincases of skull
specimens. In the mid-twentieth century,
the notion of a written intelligence test was
put forward, and received enthusiastically
by the scientific community. Flaws became
immediately obvious. To begin with, how
can an intelligence test in the form of a
paper-and-pencil quiz measure the intelli-
gence of someone who cannot read? Ac-
cording to most of the theorists in the 1930s
and 1940s, intelligence was an innate, fixed
thing, inherent in the individual. In the
1950s and 1960s, a question arose about the
cultural bias of the most common tests.
Questions could be seen to be reflective of
the ethics and values of white, middle-class,
suburban men (by no coincidence, the very
group of people who had the most influence
in the design of the tests). Finally, the over-
reaching question of the innateness of intel-
ligence arose: can intelligence be learned, or
is it something with which a child is born?
The “nature versus nurture” issue is a
heated one to this day. For a more detailed
examination of the issue of I.Q. tests than
can be presented here, one book in particu-
lar, The Mismeasure of Man, by Stephen
Jay Could (W.W. Norton and Company,
New York: 1981) is highly recommended.
Some common-sense observations are still
possible. Intelligence can depend on such
factors as health, the proper amount of
sleep, mental health, and surroundings.
Consider someone taking an I.Q. test in a
crowded room full of noisy people, while

18 MARCH 1986
ered stupidity to try to fit the facts to your
prejudices. For example, despite the thou-
sands of studies showing that seat-belts in
cars save lives, we still hear people saying,
over and over, “I’d rather be thrown clear
of a collision than crushed in it.” The stu-
pidity of this idea is most evident when it is
examined closely. The people who say this
are doing no reasoning, and indeed are not
thinking the matter through from facts to
conclusions. Instead, they are trying to
justify their own unwillingness to fasten
their seat-belts. Intelligence is partly a
measure of the ability to react to the facts,
and to act in accordance with them. An
intelligent person will take the extra mo-
ment to buckle up, knowing that it increases
his chances of surviving.
Intelligence can also be examined from
the point of view of learned tasks, or from
visual perception. The human brain is
divided into two hemispheres, each of which
controls different aspects of thought. The
left brain, in most people, governs verbal
reasoning, language skills, and logic. The
right brain governs such things as the per-
ception of visual relationships, music, and
the appreciation of artistic beauty. It has
been determined that most people are
stronger in one hemisphere of their brains
than in the other; thus, we find people who
are highly adept at language skills, while
others are skilled at art and music. In these
cases, although someone might have a head
start in one of these areas, the specialization
is more a matter of an advantage than a
disadvantage. For a left-brain-dominant
person to learn right-brain skills will be
more difficult, but it can be done. Practice,
as always, is the primary key to learning
any new skill.

Wisdom
Wisdom is perhaps the characteristic least
suffering from a cold, while having gotten ing for them. The joke about the person susceptible to improvement. Wisdom, it
only three hours of sleep in the past forty- failing to find his glasses because they are would seem, is innate, a fundamental part
eight hours, and while extremely worried pushed up on his forehead is a true one, as I of an individual. It is different from intelli-
about the results of the test. One of the can vouch personally. So, quickly: What is gence: you can have intelligent fools, as well
many contributing factors to performance the license plate number of your family car? as people who are wise, yet ignorant. Wis-
on an I.Q. test is confidence. If the subject What time of day does the daily newspaper dom would seem to be related to strength of
feels confident and hopeful, he will do better arrive? How often do you hear the songs of willpower, to a degree. People can increase
on the test. If the subject feels desperate, birds or chirping crickets where you live? their strength, but only if they have the
worried, hopeless, or merely anxious about Being observant is not simply a matter of wisdom to exercise regularly. It is horribly
the test, the results will not be as good. This counting how many stairs there are in a easy to skip one day of exercises, on any
is known as the “self-fulfilling prophecy,” given staircase. I’m a compulsive step- excuse. It is easy for a student to skip a day
and suggests that a positive attitude may be counter, and yet I couldn’t tell you how of class, for an employee to skip a day of
a strong part of appearing intelligent. many trees there are in my front yard. work, and for nearly anyone to delay things
Intelligence, in the real, uncontrolled Being observant is, instead, a matter of that are necessary. Wisdom is the ability to
world, is largely a matter of appearance. We seeing the important things, at the time say, “Well, it’s got to be done, so I might as
might say that a man is “sharp as a whip,” they’re important. Clearly an observant well do it today.” Wisdom is the subject of
or “very bright” if he is the first to notice person will be a better driver, and a poor advice of many popular aphorisms: “Never
an error, the quickest to add up a column of driver will be seen as a stupid driver, See- put off till tomorrow what you could do
figures, or the one who comes up with the ing, registering, and cataloging the items in today.” “The more haste, the less speed.”
most clever wisecrack. People are seen to be your field of vision is one important step “Never be penny-wise and pound-foolish.”
intelligent when they are observant, me- toward appearing intelligent. “He who hesitates is lost.”
thodical, or articulate. Clear thinking is another. We all rational- One’s intelligence can help him under-
Of these, being observant is perhaps the ize, every day of our lives. An intelligent stand these items of advice, but only one’s
most readily learnable habit. People who person will stop, every now and then, and wisdom can allow him to follow them at the
see what is actually right before their eyes review his assumptions about the way the correct time. For example, it is said both
are in the minority. We fail to notice signs world works. Intelligence means reasoning that “He who hesitates is lost,” and “Look
and we tend to overlook even the most from cause to effect, or from effect to cause, before you leap.” How does one choose?
obvious things, especially when we’re look- along logical paths. It is generally consid- When going swimming in a new creek, it is

DRAGON 19
in truth — we are sometimes judged by our
sweat — but far more often, charisma and
popularity are measures of voice and stance.
Charisma can be studied in the ways of
public speaking. If you can speak to an
audience and hold their attention, then you
have substantial charisma. One study
(which I am unable to cite properly) sug-
gested that when an audience listens to a
speaker, they judge him according to the
following formula: 80% by his tone of
voice, 15% by his posture, his gestures, and
his expression, and 5% by the actual con-
tent of the words. If this is true (and I,
personally, have a few doubts about the
percentages listed), then charisma would
seem to be a matter of being charismatic,
or, less paradoxically, of being smooth,
suave, positive, persuasive, gentle, and
sincere.
The typical series of conflicting advice
applies: speak up, but not too loudly. Be
firm, but not too aggressive. Use some
humor, but don’t do a stand-up-comedian’s
routine. Maintain eye contact, but don’t
glare. Introduce pauses into your speech,
but never allow dead time to build up into a
long silence. One could go quietly insane
trying to follow all of these items of advice,
when, in fact, speaking before an audience
must be a natural, comfortable thing to do.
One young woman I know exemplifies
another aspect of charisma: leadership. She
has the ability to spearhead a group through
the entire duration of a lengthy, difficult
project. She can run a science fiction con-
vention, with all of the hassle and infighting
that that entails. I, frankly, haven’t any real
far better to look at the depth and tempera- Adults are invariably more wise than idea of how she does this. I couldn’t do it.
ture of the water before leaping in. When a children, and wisdom is highly correlated She has the knack of soothing the ruffled
runaway garbage truck has lost its brakes with age. Walt Kelly once said, in his Pogo tempers and easing the injured egos of all of
and is bearing down on you, hesitating comic strip, that being adult is largely a the people involved. When disputes flare up
might be disastrous. matter of looking back and not counting — and they always do — she can arbitrate,
Wisdom, ultimately, can only be learned your mistakes. The mistakes, then, will finding the optimum solution that leaves
from experience. There are no short cuts to have taught you their lessons. everyone satisfied, if not happy. Does she
wisdom, other than to live an interesting ever lose her own temper? Certainly, yet
life. I strongly recommend that everyone go Charisma never in such a way as to alienate the people
out and make their mistakes, utter their “Cleanliness is next to godliness.” With she leads. Does she ever stumble, commit-
blunders, goof up, foul up, and choke up, that simple truth, some advertising and ting goof-ups or gaffes? Yes, of course. She
using intelligence as much as possible, in soap companies have tried to put forward also recovers from them. She is about to put
order to learn wisdom. Errors teach us the theory that charisma follows from using on her eighth semi-annual small conven-
more about life than successes do: an unfor- the right mouthwash, detergent, shampoo, tion, and has enlisted the enthusiastic sup-
tunate, but true, rule of life. and deodorant. The notion has some basis port of an entire crew of volunteers. I’ll be
in there helping, and not quite knowing
why. A good leader brings out quality and
effort from a group, often more than they
know they have. For this reason, a group of
skilled and enthusiastic people (or even
hangers-on and detail chiselers like myself)
follow such a leader, respecting her for the
final success of the job.
Since not one person in a hundred is such
a leader, the rest of us must be satisfied with
lesser tasks of charisma. How many ene-
mies do you have? When was the last time
you made a peace overture to someone you
don’t like? How often do you participate in
spreading gossip? How often do you find
yourself shouting, swearing, or using rude
gestures?
Charisma, to a degree, can be improved
simply by being nice. Nice guys do not

20 MARcH 1986
A good leader brings out
quality and effort
from a group

necessarily finish last, but they always finish


loved. Pride and envy are the primary sins
against charisma.

Conclusion
The six characteristics in AD&D gaming
have relevance to the real world, as much as
to role-playing games. The characteristics
can be improved, just as people can im-
prove themselves. The characteristics do not
define a person, any more than race, reli-
gion, income, or shoe size do, although the
characteristics, like all other attributes, will
help to advance or to retard a person’s
enjoyment of life. Of all of these, the ones
that are least material — charisma, wisdom,
and intelligence — are the ones that are the
most difficult to improve, and the ones that
have the most effect on the quality of life.
Life is not fair. Some people are brilliant,
wise, and popular, while others of us. must
grind our teeth and wonder where we must
have been when the luck was being handed
out. A better closing line could not be found
than the immortal quote from the musical
Pippin: “It’s smarter to be lucky than it’s
lucky to be smart.”

DRAGON 21
Room for improvement?
Examining the issue of increasing ability scores
by Kim Mohan
Jeff Swycaffer’s article “The six main how long it takes to gain a point of strength) like to undergo ability training, and the
skills” has practically nothing to do with the he deserves to have his new strength made DM effectively retires the character for the
AD&D® game from a strict rule standpoint. permanent — assuming, of course, that he duration of the training period. (Obviously,
That wasn’t his intent, nor was it our desire maintains a regular program of condition- this will only work well if the DM also
to have the article include such discussion. ing to keep from backsliding. allows the player to run a different character
The purpose of this companion article is to Hold it a minute. Does this sound like an . . . or maybe the player was planning to go
toss a few numbers out, flip a few pages, adventurer? Is this the stuff of which heroic on vacation anyway.) The player can inter-
and see if we can tinker with the AD&D fantasy is made? You can “role-play” a rupt Character One’s training at any time,
game rules so that they better reflect the character all the way down to which shoe he but unless it is carried all the way through it
realities described in Jeff's article. Along the puts on first in the morning, but that sort of won’t have any effect.
way, we’ll run into some aspects of the rules role-playing is not what the AD&D game is That solution breeds more problems,
that already do conform to, or at least ac- all about. Anyway, how much fun can it be though. In the extreme worst case, every
count for, the facts that Jeff turned up in his to have a character who spends all of his player in a campaign could be shuttling
research. game time doing chin-ups while other play- between various characters, playing one
ers are running their characters through an group while another group did push-ups
The ability scores adventure? And what happens to the thief's and practiced public speaking. Even if the
Six of them are dealt with here — not the professional abilities while he’s on his DM was willing and able to accommodate
seventh, because comeliness isn’t the same strength-building program? Skills, like this game of musical character sheets, even-
kind of quality that the other six are. muscles, will atrophy if they aren’t used. tually all of the campaign’s player charac-
Strength, constitution, dexterity, intelli- Does this mean that a character should pay ters could boost their scores as high as
gence, wisdom, and charisma are real abili- an experience-point penalty in order to possible — and the concept that seemed
ties, while comeliness is more accurately a improve an ability score? The questions important enough to include in the game
characteristic. In the AD&D game, ability certainly outnumber the answers; the point has lost much of its meaning by being over-
scores can be improved or lowered through is that permitting the concept of “ability used.
the use of spells or magic items, or by the training” in a campaign can have deep and I can’t dispute Jeff's statement that
effects of advancing age. Comeliness, how- long-term effects. Proceed, if you must, “strength is also partially related to a per-
ever, is fixed; what you roll (heavily modi- with caution. son’s capacity to absorb damage.” However,
fied by charisma, of course) is what you get. the AD&D game rules don’t seem to take
The same is true of other characteristics Strength this directly into account. The ability ad-
such as hair color, eye color, and height. In the last two sentences of its section on justments that go with a certain strength
If ability scores can be raised or lowered strength, Jeff's article briefly addresses the score are active benefits and disadvantages
by increasing age, or by magic, then issue of training to increase strength and — the ability to inflict more damage, carry
shouldn’t it be possible for a character to constitution. He suggests that no character more weight, and so forth. Absorbing dam-
purposefully increase an ability score should be able to gain more than one or two age is a passive ability, and is accounted for
through training? In keeping with the spirit points this way, and you lose the point(s) if under constitution, which can affect a char-
of Jeff's article, the general answer, obvi- you don’t stay in good shape by continuing acter’s hit points.
ously, is yes. Let’s assume that increasing to train. It doesn’t take as much time and The differences in strength between males
one’s strength (for instance) is theoretically effort to maintain a stronger or better- and females have been built into the AD&D
possible if two conditions are met. First, it conditioned body as it does to get one to game rules, and none of what Jeff says on
should not be possible to raise an ability that point, so the. subsequent training ses- the subject conflicts with the strength maxi-
score above the racial maximum by non- sions don’t have to be as frequent, but they mums for certain races and sexes. There
magical means; however, if a character isn’t have to be done with unswerving regularity have been occasional outcries in favor of
“topped out” yet some improvement might to bring the maximum benefit. allowing human females to have a chance of
be attainable. The drawbacks of an adventurer having getting 18/00 strength, just as males do, but
Second; any player who wants to do this to do anything with unswerving regularity Jeff’s information suggests that it is realistic
with his character, and any DM who con- should be apparent. In a world where wan- to establish a lower strength maximum for
siders allowing it, should realize they’re dering monsters are a fact of life, how easy females — all females except for half-arcs,
venturing into a very subjective and critical would it be for a fighter to go out on ex- that is.
aspect of the game experience: What does it tended adventures and still maintain his
mean to role-play a character in a game of rigorous regimen of distance running? Does Constitution
heroic fantasy? Is anything allowable, as he jog down dungeon corridors, armed and Jeff says that “someone with a high con-
long as it somehow adds to the experience? armored? Does he go out alone in the wil- stitution . . . will probably live to an older
Picture a mid-level thief with a strength derness? Aside from the danger he’s putting age.” Interesting, but most player charac-
score of 7 who has decided that his next big himself in, what might happen to the rest of ters die of something other than old age, or
goal in life is to be physically stronger. He his party while he’s out taking a couple of else are retired from adventuring by the
does all the right things, training for weeks laps around the valley? time their age itself becomes a threat to
or months while supporting himself with One practical solution to the conflict their survival. Nevertheless, it doesn’t
occasional jobs and showing unswerving between a life of adventuring and one of disrupt anything else if you want to reward
devotion to his goal. At some point (accord- strength training goes like this: The player someone with high constitution by giving
ing to whatever rules the DM has set up for makes it known when his character would him more longevity. You can apply a bonus

22 MARCH 1986
or penalty to the dice roll on the Maximum falls, then after a certain amount of time the Wisdom
Character Age Table (DMG, p. 15), or you DM might award a +1 or +2 bonus to the “Wisdom, ultimately, can only be learned
can add or subtract a certain number from character’s chance of not slipping because of from experience.” That was a very wise
the randomly generated maximum age. the “experience” he has gained. thing for Jeff to say. It fits with the com-
If females have .a “natural advantage” in As Jeff would put it, there is very little monly accepted definition of wisdom, and
constitution, why isn’t this reflected in the common skill involved in dexterity. It also dovetails neatly with what the AD&D
rules for maximum ability scores? The means different things to different people, game rules have to say about changes in this
advantage seems to be a small one, too and manifests itself in different ways. Spe- ability score. Under the Age Categories
small to quantify in a system that uses cific skills that are related to or dependent table (DMG, p. 13) we see that a young
increments of a full point. It would be a on dexterity can be improved, but the abil- adult loses 1 point of wisdom from his ini-
misrepresentation of the difference to either ity score itself should be very difficult or tially generated ability score. But he gains
limit males to 17 or allow females to attain impossible to alter without magic. that point back when he reaches maturity,
19, yet these are the only two ways we have and gains an extra point of wisdom upon
of dealing with the issue by tinkering with Intelligence entering each age category beyond Mature.
the ability score itself. One more equitable Much of what is said above about dexter- Clearly, the intent of the game is that char-
way to compensate females might be to alter ity also applies to the three “intangible” acters gain wisdom as they advance in age.
the table of Adjustments to Occurrence and abilities — intelligence, wisdom, and cha- Aside from the nature of the ability itself,
Severity Die Rolls (DMG, p. 14). If the risma. A character can’t train himself to be another major reason why it’s difficult to
hardiest women are hardier than the hardi- smarter in all respects, but he can get better incorporate “wisdom training” into the.
est men in your campaign, then you might at a specific task related to intelligence. game is the difficulty of separating the
rule that a female with 18 constitution gets a For instance, a character with average wisdom of a character from the wisdom of
-5 modifier instead of -4. You can say intelligence finds a (non-magical) book that that character’s player If a thief with a
that if a female magic-user casts a perma- contains a lot of detailed information about wisdom of 5 comes to a decision point and
nency spell, she will not suffer the loss of a red dragons. He knows the language the the player has the character leap before he
point of constitution, regardless of whether book is written in, but even so he can’t get looks, both the character and the player
the spell was cast on a living thing or not. much out of the book the first time he ex- may suffer for this lack of wisdom. If the
In these and other ways, a female’s natural amines it. He puts the book in his sack of same thief encounters a similar situation a
advantage in constitution can be worked equipment, takes it along on his group’s week later, he would quite likely make the
into the game without undermining the adventure, and spends every spare minute same mistake twice if it was up to him to
foundation of the rules or getting in the way reading it and studying it. After a time, he decide. But it isn’t up to the character.
of playability. will understand more of the book than he Having been burned once because he made
did at first — he will have made himself a decision that turned out to be unwise, the
Dexterity more intelligent as far as reading this book player is going to take his earlier mistake
Now we leave strength and constitution is concerned, and the extra time he’s spent into account — and just like that, our thief
behind and enter a different realm of a should pay off in the uncovering of more has suddenly become more wise.
character’s abilities. Dexterity, although it and better information about red dragons. The other way to deal with this set of
also encompasses physical skills, can’t be Of course, there’s a limit to how much circumstances is for the player to use a lot of
improved by training the way strength and smarter someone can get in these circum- will power and choose to role-play the thief
constitution can. The main reason for this, stances. No matter how long he studies the in accordance with the character’s ability —
as Jeff points out, is that dexterity takes book, a character with 12 intelligence won’t to have the thief make a mistake “on pur-
many specific forms. You don’t get better at be able to understand as much of the writ- pose” because that’s the way the thief would
dexterity per se by training to improve it; ing as someone with 18 intelligence could in be likely to act. But even if a player is will-
instead, you train for and acquire the ability the same amount of study time. With the ing and able to run his character this way,
to perform a dexterity-related skill better possible exception of the, half-wits at the there has to be a line drawn somewhere.
than you could before. lower end of the intelligence scale, anyone Even if his wisdom score indicates he’d be
This is where the AD&D game rules on should be able to learn and retain more better off in an institution for the hopelessly
weapon proficiency come in. It is assumed information about a subject through contin- foolish, it isn’t very thrilling to play a char-
that a character’s between-levels training ued study and concentration. acter who doesn’t use any common sense
sessions (not to be confused with training to The distinction may not be all that great, and who hardly ever makes a correct deci-
gain strength or constitution) include prac- but there is a difference between actual sion. And a character who does act this way
tice that enables him to maintain his skill intelligence and the appearance of intelli- isn’t long for the world anyway; the tales of
with weapons he knows-; and other practice gence. Jeff's article says that “Intelligence his stupidity will live on long after he’s
to develop proficiency with weapons he can depend on such factors as health, and gone.
didn’t know how to use before. proper amount of sleep, mental health, and There’s no conceivable way that a charac-
The special abilities of a thief or thief- surroundings!” However, I think that what ter can improve his wisdom score through
acrobat are another way in which the rules he’s talking about here is apparent intelli- training or study, but (as with dexterity and
acknowledge improvement in dexterity, at gence. Someone who messes up an IQ test intelligence) a character may be able to
least for those classes where dexterity is a because he took it in a crowded, noisy room become effectively more wise in certain
principal skill. As a thief rises in experience isn’t any less intelligent in those surround- situations as he experiences those situations
levels, he gets better — more dextrous — at ings — his intelligence simply hasn’t fully more than once. In fact, as pointed out
performing the activities related to his pro- manifested itself because his ability to con- above, this sort of increase in wisdom is
fession. centrate was inhibited by the environment. usually unavoidable, because the player is
Because a character can’t take up “dex- Compare this to a fighter with 18/00 learning from experience even if the charac-
terity training” as such, the best way to strength who is teleported into a stone ter isn’t, and it’s the player who’s making
handle improvements to dexterity is to chamber the size of a telephone booth. He the decisions in the first place.
award benefits in special circumstances. A still has a strength score of 18/00, but for all
fighter who has just spent the last two hours the good it’s doing him at the moment, it Charisma
climbing carefully down an icy mountain- might as well be a score of 3. Any character The primary function of charisma is to
side is somewhat better at negotiating the can be role-played so as to present the ap- define a character’s ability to attract and
terrain than he was when he started the pearance of being more intelligent than he retain henchmen or other sorts of followers.
climb. If occasional checks against dexterity is, but that has no bearing on what he can Again, the nature of this ability and its use
are called for to see if the character slips and accomplish when he uses his intelligence. in the game make it practically impossible
24 MARCH 1986
to imagine a situation where a character them can be altered through training, be
could raise his charisma score through prepared to answer that question many
specific effort. Fortunately, the game rules times as you balance benefits against disad-
do provide a long list of loyalty base modi- vantages. What you ought to end up with is
fiers, which produce the same effect. a system that’s easy to work with, doesn’t
Do you want to have a better chance of mess up other important aspects of the play
keeping people in your service once you’ve of the game, and is as realistic as you can
brought them into the fold? Give all of your make it under those conditions.
associated NPCs “just, kind, and invaria- If that last sentence sounds like a thinly
ble” treatment, with its attendant +15% disguised push for playability over realism,
bonus to the loyalty base, and the effect is consider that “easy to work with” is a very
the same as if you had a charisma of 15 subjective quality. A Dungeon Master who
instead of 13. Jeff is right on target when he finds a super-realistic system easy to work
says that charisma “can be improved simply with, and doesn’t mind doing a lot of
by being nice.” The improvement isn’t to record-keeping, could build all sorts of
the charisma score itself, but is reflected in detail into a system for training to raise
the end result. ability scores. (“Okay, this fighter has
trained three hours a day for two weeks,
Realism vs. you know what which means he now has a strength of 15.2
Logic dictates that certain ability scores instead of 15.“) At the other extreme, a DM
should be able to be improved through might decide that the whole idea of improv-
training; the same logic suggests that others ing ability scores isn’t worth special consid-
are more or less immutable, aside from eration, especially since the AD&D game
changes wrought by magic or by factors rules already do address the concept indi-
over which the character and player have no rectly. In this context, the most easily play-
direct control. In any case, how you define able system is no system at all.
“logic” depends on whether your ideal goal If you do decide to tackle the issue, here’s
is the logic of realism or the logic of playa- hoping that you will have the intelligence to
bility. Is something logical because it makes know what your choices are and the wisdom
sense based on what we know about the to make the right decisions for the sake of
AD&D game world, or is it logical because the campaign and the players. And just in
it works within the context of the rules? case things don’t go right and your players
If you want to build in more rules about threaten to set fire to the map of your cam-
the significance of ability scores and deal paign world, it might be good to have some
with the question of whether any or all of charisma to fall back on.
Pendragon: Arthur would approve
Game review by Ken Rolston
In subject, mechanics, and presentation, player characters might be the only ones — indeed, heroic combat in battles, tourna-
Pendragon is the best designed, most attrac- still alive at the tragic close of Arthur’s ments, and against fearsome beasts and
tive, and most effective traditional role- reign. unearthly fiends is a central element of
playing game I have ever seen. The process Of course, only the most dedicated Arthurian romance and adventure. Combat
of playing the game, from the reading of the gamers could be expected to play out the may still be the central element of dramatic
Player’s Book through the creation of a entire campaign, but the point is that the conflict in Pendragon, but other conflicts —
character to the playing of a simple intro- background is there — detailed, coherent, particularly the dilemmas posed by internal
ductory scenario, was one of the most satis- self-consistent, and chock full of dramatic conflicts of values within a character or
factory role-playing experiences of my life. narrative elements for first-class role- conflicts between individuals over differing
Pendragon and an accessory booklet called playing adventure. Some of the finest cam- values — receive more attention in Pen-
The Pendragon Campaign are both pro- paign-settings published (ICE’s Middle dragon than in any other role-playing
duced by Chaosium Inc. Earth series, Columbia Games’ Harn sup- game.
The balance of this review must be de- plements, and Chaosium’s Gloranthan Many who enjoy detailed characteriza-
voted to substantiating and qualifying the materials) have far more setting detail and tion, lots of dialog, and confronting prob-
effusive praise of the above statements. My narrative hooks than any gamemaster could lems which combat cannot resolve will be
response to the game may not be particu- ever use in a lifetime of campaigns. The very happy about this shift in emphasis.
larly objective and critical. There is a lot of important thing is the confidence and satis- Those who prefer the wargaming challenges
gosh-wow and personal enthusiasm in my faction the gamemaster gets from knowing — applying martial and magical tactics to
response to the subject (the mythic King that his campaign is founded in a coherent, resolving action-adventure challenges —
Arthur and the medieval chivalric ro- richly portrayed setting. will prefer games with a stronger emphasis
mance), to the role-playing emphasis of the And talk about campaign support! Pen- on player character combat and magical
mechanics (in contrast to most RPGs where dragon is supported by real literature and skills.
mundane and magical combat is the focus), history, Stafford’s bibliographies and sug-
and to Greg Stafford and Chaosium’s dis- gested readings are excellent (particularly Mechanics support role-playing
tinctive style of presentation (with highest praiseworthy given the general omission of In conventional role-playing games, the
standards of graphic, literary, and spiritual bibliographies in most RPGs), and though state of the art in RPG mechanics is
values). Those who are cool to Arthur, these materials may not have all the NPC thought to be fairly sophisticated. At the
chivalry, dramatic role-playing (as opposed stats or campaign adaptations prepared for very least, there are many distinctive sys-
to wargaming) mechanics, or Chaosium you, they are generally much better reading tems to choose from.
products in general are advised to take my than most FRP supplements and are availa- However, a quick review of the character
review with a grain of salt. ble at your public libraries. sheets of most RPGs will reveal that most
mechanics are designed to resolve physical,
The campaign setting Gaming in Arthurian campaigns magical, psionic, or other violent combat,
Despite the fact that I specialized in How suitable are the King Arthur leg- while relatively little attention has been paid
medieval literature in graduate school and ends and chivalric romance for role- to mechanics that guide or encourage char-
read many medieval treatments of Arthu- playing? acter development.
rian legend and courtly romance, I don’t First, note that Arthur, Guenevere, Mer- Pendragon provides two mechanics that
consider myself competent to judge Pen- lin, Lancelot, Gawaine, and so on are not support the development of a character's
dragon’s literary or historical values — available as player characters in Pendragon. personality through session role-playing–
mainly because I am intimidated by the You begin as a young, relatively obscure “personality traits” and “passions.” A
breadth and detail of Greg Stafford’s re- knight or squire, though in time your char- portion of the character sheet of Lot of
search into these subjects. This is obviously acter, or your character’s descendants, may Lothian– rival and enemy of Arthur– is
a labor of love and commitment, evidenced accumulate enough glory to rival the leg- reproduced as an illustration.
by a detailed bibliography, frequent refer- endary Round Table Knights. This avoids The personality traits are twelve pairs of
ences to various historical and literary excessive pre-programming of player- contrasting traits and values that a charac-
sources, and the relatively high degree of character destinies and permits the game- ter may have. Three six-sided dice are
coherence into which he shapes the distinc- master to maintain the campaign more or rolled to determine the value of the paired
tively incoherent, often conflicting, and less along the lines of the Arthurian legends. trait in the left-hand column, then the value
frequently obscure materials of the mythic, (If, for example, a PC Arthur eliminated of the opposite trait is determined by sub-
romantic King Arthur. Mordred and Morgan le Fay early in his tracting the left-hand column figure from
The most significant achievement is the reign, the rest would hardly be recognizably 20. Lot, a pagan, initially receives a bonus
imaginative restructuring of the Arthurian an Arthurian campaign.) on the pagan religious virtues underlined on
materials to provide a campaign setting for Also, two popular elements of fantasy the sheet. After rolling the dice, you may
chivalric role-playing. Anyone can see that role-playing are relatively less important in alter up to six traits points (to give you
King Arthur and the Knights of the Round Arthurian role-playing — magic and hack- some control over the character you will
Table form a rich setting for a role-playing and-slash. play).
campaign, but compiling and making sense There is no player-character magic in When a question about how a character
out of the varying treatments of Arthur is a Pendragon, period. All the magic is in the may behave arises, or there is some test of
tall order for any gamemaster. Stafford hands of NPCs like Merlin and Morgan Le the strength of his emotions or integrity, the
establishes a 55-year chronology for a cam- Fay. This will be eminently sensible to gamemaster may require a personality trait
paign during the reign of Arthur. In session anyone with any familiarity with the Arthu- roll. The result may be used as a guideline
play, this will provide for at least a year or rian tales, but it is sufficiently unlike other or may be imposed by the GM.
more of adventuring, and the third- fantasy RPGs to deserve specific mention. For example, one of Arthur's lesser
generation descendants of the original There is no lack of combat in Pendragon knights publicly confronts Lot at a banquet,

26 MARCH 1986
make a Passion roll. If a character has Handbook, a 16-page Gamemaster’s Hand-
conflicting passions, like the choice between book, complete character sheet for most of
loyalty to his liege or to his love, he may be the important Arthurian NPCs, play aids
required to roll to decide the issue. Also, (including a combat summary, reference
certain passions, like love and hate, may tables, and blank character sheets), and
provide “inspiration” (temporary skill or dice. The Pendragon Campaign ($10) is a
combat bonuses) in a tournament, or a 74-page booklet containing detailed back-
failed roll may turn the character into a grounds for the Arthurian setting and main
melancholic madman. NPCs, and treatment of the magic of Ar-
These two simply innovative mechanics, thur’s Britain, a plotline, a number of sce-
personality traits and passions, are critical narios, and the designer’s notes. The boxed
for Arthurian adventure or for any other game is adequate for running a few Arthu-
high fantasy role-playing campaign. If for rian or high fantasy. adventures, but anyone
no other reasons, these mechanics make interested in an Arthurian campaign had
Pendragon of interest to any serious role- better buy the supplement.
playing gamer.
Evaluation
Presentation In campaign background, Pendragon’s
Just lovely. Tom Sullivan’s cover illustra- Arthurian matter and its masterful treat-
tion of the boxed Pendragon is colorful but ment commends itself highly. In mechanics,
richly detailed, tasteful, and dignified. The Pendragon has attractively simple and
cover of The Pendragon Campaign by the streamlined versions of conventional RPG
same artist is less satisfying — the texture of combat mechanics while offering innovative
the canvas is evident, and the lack of detail mechanics supporting role-playing and
in close-up seems crude compared to the character development. (If you are inter-
accusing Lot of treachery to the High King. box cover. The interior illustrations, partic- ested in the wargaming aspect of fantasy
The GM might require Lot to roll against ularly those of Lisa Free, are first-class. The role-playing, you may prefer another sys-
his Modest/Proud trait pair to see if he can layout and graphics are uniformly pleasing. tem with greater detail in combat mechanics
swallow his pride and ignore the knight’s Chaosium’s distinctive mixture of rules text and with player-character magic.) In pre-
accusation, in the interests of keeping the and marginal essays make reading the rules sentation, Pendragon is attractive and
peace and (temporary) alliance with Arthur. and browsing through the books a pleasure. pleasurable reading.
First, Lot rolls his Modest trait on 1d20 The map of Arthurian Britain — well, gee, The Pendragon boxed set is an excellent
— a 14! Since one must roll under a trait it’s just real pretty. value, certainly one of the most important
value, Lot is certainly not inclined to keep The Pendragon boxed game (retail price RPG releases of 1985, and belongs on every
his proud nature in check. In a simple test $19) itself contains an 88-page Player’s serious fantasy role-playing gamer’s shelf.
of character, this might be enough, but in
this critical situation Lot rolls also against
his Proud trait. If he rolls an 18 or less, he
is compelled to act rashly in defending his
honor, regardless of the consequences. If he
rolls a 19 or 20, he has failed both checks —
and his player has free will to choose what-
ever he wants Lot to do.
Many circumstances might call for a
personality trait roll — a perplexing moral
dilemma, an internal conflict between two
strong values, an external conflict between
two strong-willed characters. A lusty char-
acter is tempted by a host’s daughter; a
knight is begged to forgive the accidental
killing of a beloved brother; confronted with
a defeated villain, a knight struggles be-
tween justice and Mercy in deciding the
vanquished one’s fate. Arthurian literature
is full of such conflicts, and this mechanic
supports their development and resolution
in role-playing sessions.
Another mechanic that supports character
role-playing is “passions,” strong emotions
that motivate a character. Each PC begins
with two passions — loyalty to his liege and
love for family. Other passions may be
added in during the campaign — love of
wife, love of paramour, love of deity, courtly
love, hate, and fear. (For example, no mat-
ter what you say about Lot, he’s undeniably
loyal to his vassals, and you can count on
him to act that way in a crisis.)
In order for a character to act in a way
that would conflict with a passion — for
example, in order to betray one’s lord or
family — the GM may require the player to
DRAGON 27
Harn was just the start
A look at what Columbia Games has done lately
Game accessory review by Eric W. Pass
Columbia Games Inc. has not rested on a full history, a GM map and map index, a Harnic astrology (#7), and herb lore (#9).
its laurels since releasing the Harn regional full-color map, and a player map, all on the The article on manor economics contains a
module in 1983. That module, only a small local scale. The color maps quickly draw rules system for the simulation of manor
part of Columbia’s world of Ketheira, was attention to themselves, but the most detail production and administration. This system
reviewed in issue #77 of DRAGON® Maga- is to be found in the GM maps. One build- is tailor-made for running player-character
zine. The task of this review is to bring you ing in most cities is outlined and mapped strongholds, but leaves no doubt why feudal
up to date on what the sages at Columbia (on the interior scale) and given additional lords hired bailiffs to run their estates!
Games have been up to since then. Covered text — still an insufficient amount of infor-
herein are the Cities of Harn supplement, mation to run an encounter, but good for Ivinia is the second regional module
an overview of Encyclopedia Harnica re- starting facts. released by the company. The product is set
leases #1-13 and a brief look at Ivinia, the City design throughout Harn is quite up in the same format as Harn a 32-page
newest regional module. uniform. All seven cities are port towns overview, a 48-page index, and a 22“x34”
Columbia Games Inc. is a Canadian situated around a Caer (castle). Because of map in full color. With the staggering
company that has developed the game their basic similarity, careful study of the amount of detail in the Harn module, the
world of Ketheira. Harn and Ivinia are two town descriptions and histories will be company had set a high standard for itself,
regional map areas on this Earthlike world. necessary for the GM to get the different but Ivinia is the equal of Harn in every way.
As explained in the module overviews, “It city atmospheres across to the players. Repetition has been avoided by giving the
would take 297 such regional maps to cover Both Cities of Harn and the Encyclopedia land of Ivinia a Scandinavian flavor,
the entire surface of the planet; more than Harnica series are meant to be taken apart whereas the culture of the island of Harn is
200 of these would be mostly water.” Even and put in a three-ring binder for easy drawn from English feudalism. The map is
so, sufficient room for eons of adventuring! reference. It seemed a shame to mutilate simply beautiful, of a style and quality
A word of warning before we go farther. their artfully designed layout, so I was just reminiscent of the full-size maps found in
These supplements are not meant for off- as content to leave them as is. Cities of National Geographic.
the-shelf adventuring. The modules provide Harn contained the only keys for local-scale Characters with an Ivinian background
detailed backgrounds, in which the DM sets and interior-scale maps published by the may be created for adventuring, previously
adventures that are played out in whatever company until EH #13 was released in generated Harnic characters may travel to
role-playing system is used. Some detailed January 1985. The problem is, all issues of Ivinia, or well-worn PCs from your own
area descriptions are given, but there are no the EH use the information from this key campaign may land on the shores of Ivinia,
wandering monster or NPC statistics (for extensively, making the maps hard to deci- ready to test their mettle against these
example) because of the supplement’s ge- pher unless you own the Cities supplement northern Vikings.
neric nature. The preplay preparation is left or EH #13.
entirely up to the DM, and some work on All of these products are richly detailed
his part is called for before play can com- Encyclopedia Harnica is a series of book- and fully consistent. The only complaint I
mence in Ketheira. However, with the vast lets, each about 24 pages long including at have with this material is the prices. The
amount of precise information given in the least two pages of color. The contents are regional modules retail for more than $20
supplements, it is not difficult to generate based in part on reader response. An excel- each and each issue of the EH is about $9.
situations for the PCs to face. lent variety of useful articles is to be found While some of this may be the fault of the
in the EH, including the ongoing “Atlas retailers, I find it hard to justify spending
Cities of Harn is 48 pages in length. This Harnica” section, which outlines the inhab- nine bucks for each copy of the Encyclope-
module details the seven major cities of the ited areas of Harn on the subregional scale. dia Harnica even though the material is
island of Harn, ranging in extremes from This map scale is especially suited to keep- excellent. But then again, I’m a known
the grandeur of Aleath to the squalor of ing track of characters' travels, since 1 cm tightwad. Fortunately, Columbia Games
Golotha. An introductory section outlines traveled on the map is equivalent to 2½ km offers subscriptions to the EH and direct
Columbia’s organizational concept of its of “real” distance. ordering of the other supplements.
products, explains the mapping system (see Of particular interest to GMs of ongoing One of the designers’ strong points is that
below) and provides a generalized descrip- campaigns is Columbia’s version of the they actively seek feedback from the buyer.
tion of life in the Harnic cities, focusing on multiverse, revealed in EH #4. In an inge- This positive attitude toward the consumer
topics such as lifestyle, layout, government, nious manner, the creators have made it helps to ensure that future publications will
and taxation. Every map in the products is possible to incorporate the world of better meet the needs of the users.
rendered in one of four scales depending on Ketheira into any existing campaign. I This material is a savior for the hard-
how much area it covers: regional maps are greatly enjoyed the description of the possi- pressed GM whose players expect and
at a scale of 1:2,000,000, subregional maps ble effects of traveling from one world to demand detailed playing environments and
at 1:250,000, local maps at 1:3,000, and another (basically a temporary shapechange backgrounds. All of the supplements con-
interior maps at 1:300. The material points with the character retaining all skills and tain well-constructed, consistent, interesting
out that Harnic buildings tend to have “an attributes while on an alternate world). information that will take hours to absorb.
exaggerated sense of scale,” with peasant Several amusing possibilities immediately Keep a notebook by your side as you read,
cottages sometimes exceeding 600 square sprang to mind. because you’ll get all sorts of ideas for play.
feet (30 feet by 20 feet) in area. Other solid game-playing topics ad- The price is on the high side — but we have
The cities range in population from 3,900 dressed in the Encyclopedia include articles lots of disposable income, right? In this
(Shiran) to 12,500 (Coranan). Each city has on Harnic laws (#2), manor economics (#3), case, it is money well spent.

28 MARCH 1986
The role of books
The latest in SF and fantasy literature for gamers
Book reviews by John C. Bunnell
A PERSONAL DEMON ard who tries, not to mention any innocent
David Bischoff, Rich Brown, and bystanders in the immediate vicinity of such
Linda Richardson an attempt.
Signet 0-451-13814-7 $2.95 Watt-Evans has done a skillful job of
This is an odd novel that, in some ways, portraying Valder, an ordinary soldier
is not really a novel at all. Rather, this book caught up in extraordinary magic. Wiriki-
is a series of adventures involving practical dor, too, is a well-designed sword: powerful
demonology and human nature. yet limited, and definitely double-edged.
If that sounds confusing, and perhaps a It’s a blade that could plausibly be intro-
bit dangerous, relax. Reading A Personal duced into an AD&D® game world, though
Demon is not bound to harm anyone’s soul, perhaps not one that player characters
even if the book’s treatment of demons would be anxious to acquire. And by taking
generally does not match modern theologi- a pleasantly crosswise view of the fighting
cal speculation or the descriptions found in life, The Misenchanted Sword appears as a
the Monster Manual. It is likely, however, refreshing, if rather quiet, novel.
to be an amusing and perhaps thought-
provoking experience.
The practical demonology revolves SAGA OF OLD CITY
around Professor Willis Baxter, who agrees Gary Gygax
(while under the influence of alcohol) to TSR, Inc. 0-88038-257-0 $3.95
summon up a demon. Such a ritual should Over the years, fantasy aficionados have
not logically work, since most demons have begun to refer to sword-and-sorcery tales —
long since been consigned eternally to the those featuring brawny Conanesque heroes,
nether regions by disgruntled wizards. But lots of bloody combat scenes, and a few
the spell does work, and Baxter is the new surprises in their plots — as a lesser grade
master of Anathae, demoness and all- of novel, unworthy of serious scrutiny. Saga
around teenage beauty queen. of Old City is a book intended to turn that
Unexpectedly, Anathae turns out to have criticism inside out, and it succeeds remark-
the makings of a competent psychiatrist, ably well in doing so.
and she is determined to snap Baxter out of As the tale begins, Valder, an army scout, In effect, Gary Gygax has written two
his dull persona. Along the way, she ends is fleeing a doggedly persistent enemy books at once: one is the personal chronicles
up doing good deeds for several of Baxter’s patrol. Quite by accident, he comes across of Gord of Greyhawk, thief and adventurer
associates and for one or two would-be the hut of an old hermit who is also a wiz- extraordinaire; the other is an almost schol-
opponents. Thus, the lessons in human ard, and in the process of escaping the arly treatise on Gord’s world, rich in details
nature are taught according to a pattern patrol, the wizard agrees to enchant of medieval lifestyles and of the natural
described in the afterword. Valder’s sword with “every enchantment I flora and fauna native to Gord’s homelands.
That afterword is nearly as intriguing as can come up with that might help you fight Both elements of the novel are skillfully
the story itself; it reveals the convoluted your way back and out of my life forever.” produced. Gord’s adventures begin with
origins of the three-way collaboration The result is Wirikidor, a sword with an petty intrigues among Greyhawk’s thieves
responsible for A Personal Demon. Like the exceedingly complicated set of powers and and beggars, and grow consistently larger in
novel, the afterword is light, quick, and one serious drawback — it will eventually scope as Gord becomes more adept at his
inclined to a bit of moral self-confidence, turn on Valder and kill him. Until it does, craft. There are plenty of hair-raising duels
though the last quality might logically be though, Valder is very nearly immortal. and escapes, and enough variety is provided
expected in a demon story. Gamers with This fact, together with Wirikidor’s other so that repetitiveness is no problem whatso-
odd turns of humor may be able to apply powers, propels Valder into service as an ever.
some of the material in this tale to the way assassin for his army. The portrait of the world of Greyhawk is
they depict demons; others will at least have But Valder, unlike many fantasy heroes, also thorough and incisive. The city of
a chance to see how it might be done. does not care for the glamorous life of Greyhawk is drawn in considerable detail
intrigue and adventure, and he does his job (though there is no map of it, not even in
more out of loyalty than for the enjoyment. general — a pity), and readers are eventu-
THE MISENCHANTED SWORD When the war ends, he promptly leaves the ally given a well-guided tour of the sur-
Lawrence Watt-Evans army and settles down as an innkeeper. rounding regions, including woodlands,
Del Rey 0-345-31822-6 $2.95 As years pass, Valder realizes that Wiriki- waterways, bandit colonies, and open coun-
Characters in fantasy novels — and dor provides him with immortality, but not tryside. A variety of lifestyles are described,
fantasy games, for that matter — often with eternal youth. So, he continues to age. ranging from those of the wealthiest folk to
spend a great deal of time seeking fame and Yet, Valder cannot die — not even by his those of the lowliest classes. Economics,
fortune. Valder of Kardoret is an exception own hand — without invoking the sword’s political systems, tribal marriage customs,
to this trend, however, and that makes The remaining death magic against others. and combat styles are all discussed at one
Misenchanted Sword an intriguing and Worse still, the sword is so powerful that point or another.
oddly enjoyable adventure. any effort to disenchant it will kill the wiz- Where Saga of Old City treads most

30 MARCH 1986
tenuously is in its effort to combine these MacAvoy injects twentieth-century charac-
distinctive matters into a single novel. At ters into the medieval setting with uncanny
times, the two elements seem to work skill and wise humor. John Thornburn’s
against each other, calling for different and trademark in the ancient world is his utter
not entirely compatible prose styles and inability to learn its language; he is referred
producing occasionally unpredictable pac- to several times as “the little man with the
ing. The result is that the novel has a ram- terrible Irish.” That kind of wit, coupled
bling quality to it not unlike that of its with realistic details and a conflict that turns
hero’s travels — a fact some readers may decidedly violent before it is over, makes the
find a bit unsettling. novel thoroughly fascinating.
Clearly, however, the book is invaluable The Book of Kells also marks something
reading for AD&D game players, who will of a turning point for MacAvoy. Up to now,
recognize elements of the game behind MacAvoy’s novels have been more notewor-
much of the tale and gain all kinds of thy for being thoughtful and contemplative
insights about its designer’s views on how than for being rousing adventures. This
game should be played. As a stylebook for time, she has neatly balanced her tale
aspiring DMs, Saga of Old City is unique. between the two moods, making the book
As a first novel, it is both ambitious and more accessible to a wider audience and, in
more than partially successful. the process, giving gamers a solidly drawn
portrait of one of fantasy’s best-loved eras.
One can only wonder where her ever-
THE BOOK OF KANTELA inventive eye will turn next.
Roland J. Green and Frieda Murray
Bluejay 0-312-94035-1 $8.95
War on the frontier, plots and counter- THE SORCERY WITHIN
plots in the capital, and dark powers ranged Dave Smeds
against the legitimate heir to the throne — Ace 0-441-77557-8 $2.95
these are the ingredients of entirely too result, is no easy task. Gamers interested in Dragons are usually associated with
many fantasy yarns, and particularly of too developing wartime scenarios — especially desert nomads. The former are normally
many trilogies. What prevents The Book of those who enjoy role-playing but balk at creatures of sky and cavern, water and
Kantela from becoming an example of this organizing huge battles — are likely to gain woodland and heath, whether in the Orient
overflow of trite literature is its better-than- insight into this topic as well as those of or in the Western world. The Sorcery
average attention to political and military effective characterization and plotting. Within, however, is a tale about a dragon
strategy and tactics Readers seeking a crisp, fast-paced adven- and just such wanderers. Surprisingly
Bakarydes, one of the novel’s two promi- ture, on the other hand, will have better enough, the concept works.
nent characters, is the general in charge of luck elsewhere. Authors Green and Murray Dave Smeds does a fascinating job of
defending his kingdom’s northern border have not made their story much better than building the world of Tanagaran, a long-
against the barbarian Momaks. In addition average, but they have made The Book of lived planet with a rich history and a com-
to this duty, which finds him worrying Kantela just different enough from the plex assortment of tribes and empires. Most
about supply trains, enemy war chiefs, and competition to be interesting. prominent — at least in Smeds’s narrative
magical sabotage, he is also called to untan- — are the Zyraii, a tribe of warrior-
gle the snarled bureaucracy that threatens philosophers that travels the sands of the
to paralyze Sherran’s government in the THE BOOK OF KELLS eastern deserts. The siblings Alemar and
wake of the king’s death. This in turn leads R. A. MacAvoy Elenya travel with them for much of the
him into a romantic encounter with Kan- Bantam Spectra 0-553-25260-7 $3.50 tale, though not strictly by choice and fre-
tela, the newly widowed queen who is John Thornburn is a lonely artist living quently against the grain of long-held Zyraii
slowly learning the art of rulership. in Ireland and studying ancient Celtic art. customs. The siblings are searching for
There are additional subplots: one of His sometime lover is Derval O’Keane, clues to their heritage and for tools with
Bakarydes’ best lieutenants is also an agent scholar of Irish language and history. And which to defeat the dragon Gloroc, who
of neighboring Harz-I-Shai, and one of when, quite by accident, a girl named threatens to conquer and destroy their
Kantela’s lords is involved in a conspiracy Ailesh steps a thousand years forward in homeland on the shores of the Dragon Sea.
with the realm’s leading priest-wizard to time to John’s studio, she precipitates a Generations of intrigue lie behind the
take over the throne. But the narrative’s series of events that lands all three of them quest. Alemar and Elenya are lineal descen-
attention to the prosaic problems posed by back in the tenth century, each with a mis- dants of the legendary Alemar Dra-
the political climate makes The Book of sion. gonslayer, the wizard, inventor, and
Kantela valuable to gamers. Few other John is looking for the Book of Kells, a founder of a line of kings. Gloroc is of
novels depict such events as the hijacking of brilliantly and painstakingly detailed collec- longer-lived stock; he is the son of Faroc
an army pay caravan or the impossibility of tion of illuminated manuscripts created by and Triss, the mated dragons slain by the
quartering eight sets of armed retainers in tenth-century Celtic monks. Derval is fullill- first Alemar.
the same medium-sized city. ing every historian’s dream, drinking in the All this, however, is only part of Smeds’s
However, The Book of Kantela does have atmosphere and doing on-the-spot research. complex plot. The other part is the story of
its drawbacks. The prose style sometimes Ailesh has more serious work: she must go Keron, a minor Elandri noble who comes to
tends to be ponderous, and the odd combi- to the castle of Ireland’s king to warn him of play a critical part in shaping the destinies
nation of religion and magic is given too invading Vikings, and to claim recompense of Alemar and Elenya. By the time it
little explanation and too much plot signifi- from him for the carnage the invaders have becomes clear what that role is to be, read-
cance for readers to be comfortable with it. wrought on her village. ers will be briefly disconcerted by Smeds’s
In addition, the book makes no particular R. A. MacAvoy’s previous novels have chronology and then impressed by the
effort to stand alone, and that fact, com- combined a subtle feel of authenticity with subtlety of his narrative approach.
bined with the tendency toward heavy- magic of a very high order, and The Book There are a number of themes and pat-
handedness, gives the novel a frustrating of Kells maintains the author’s reputation terns at work in The Sorcery Within, and
quality. for excellence. Sharon Devlin is given credit Smeds combines them into a remarkably
Balancing the plusses and minuses, as a for the tale’s historical background, but cohesive yet wide-ranging whole. Charac-

DRAGON 31
terization, both of individuals and cultures, dients without flavor, color, or depth, and shades of jet black and ivory white.
is well-crafted, and there is a satisfyingly the result resembles nothing so much as a In a way, The Iron Tower Trilogy repre-
exotic tone to the magical aspects of the paint-by-number sketchbook that has yet to sents spectacularly successful craftsmanship.
tale. The novel concludes with definite be colored in. McKiernan’s effort to reproduce the outline
prospects for a sequel, and the world of The allusion to Tolkien in the foreword of a classic fantasy epic is quite well real-
Tanagaran is certainly worth a return visit. may qualify as the understatement of the ized. But his achievement may be compared
decade, since McKiernan’s books seem to that of a copyist who duplicates the Mona
almost deliberately tailored to resemble the Lisa or Whistler’s Mother — such efforts
THE IRON TOWER TRILOGY; Ring trilogy in both form and style. The show no spark of creative power. It is worth
The Dark Tide Dark Tide opens in the Boskydells, home of wondering why so much effort was devoted
Shadows of Doom warrows in general and Tuckerby Under- to writing and publishing these books.
The Darkest Day bank in particular, as the wee folk (the
Dennis L. McKiernan author’s term) find themselves threatened
Signet 0-451-13668-3 $2.95 by evil creatures from outside their lands. RECURRING ROLES
Signet 0-451-13815-5 $2.95 Before long, Tuck and several friends dis-
Signet 0-451-13865-1 $2.95 cover that their problems are only one facet Sheri Tepper really does write fast — her
In the foreword to The Dark Tide, Den- of a much larger danger, one which threat- average is an amazing three books per year.
nis McKiernan unabashedly admits that he ens elves, men, and dwarves as well as Two of the newest are Jinian Footseer (Tor,
has set out to echo the magic of J. R. R. warrows. The dark lord Modru seeks to use $2.95) and Marianne, The Magus, and the
Tolkien and of those who came after him. evil powers to free Gyphon, an even more Manticore (Ace, $2.95). The first of these
He also expresses doubt that he has evil being of godlike stature, from exile on begins a new trilogy set in the lands of the
matched the skills of the genre’s best writ- the Lower Plane. Modru commands legions True Game, while the second is an entirely
ers. In this, perhaps, he is more honest than of monsters — ranging from the wolflike separate yarn about imagination and iden-
he had intended, for The Iron Tower Tril- Vulgs to Rucks (goblins), from Hloks (hob- tity set in the present. Both are traditional
ogy may well be the most ambitious failure goblins) to Ogrus (trolls) — from his lair in Tepper, which means that the prose is clever
to turn up in the fantasy genre in a very the remote Iron Tower. and the characters lifelike. And the author’s
long time. The plot moves from event to event with range is expanding.
McKiernan’s attempt is well-intentioned, clockwork precisidn and pacing, and the The Sword of Forbearance (Del Rey,
for he has populated his tales with elves, author narrates with the cold, clear eye of a $2.95) is the seventh in Paul O. Williams’s
dwarves, dragons, a Dark Lord, a princess, historian — in short, offering little fresh cycle about a post-holocaust civilization
monsters in enormous quantities, and war- description or exposition. Only characteri- rebuilding in central North America, and
rows — a halfling-inspired race whose zation shows any sign of life in the trilogy’s it’s just as good as the earlier volumes.
members come to dominate the trilogy’s pages, and even in this regard, McKier- GAMMA WORLD® game players may be
plot. But McKiernan’s story is full of ingre- nan’s skills are limited to showing varying especially interested in Williams’s handling
of pre-war technological hardware, but that
element is only one of the story’s strong
points.
Canadian writer Charles de Lint con-
tinues to turn out strongly characterized
tales of magic gone out of control. Mulen-
gro (Ace, $3.50) offers a glimpse of the life
of the Rom — better known as gypsies to
outsiders. Though his setting is contempo-
rary, the insights he provides are more than
useful to anyone wishing to include gypsy
wanderers in a game setting. Better still, de
Lint’s story is an absorbing, fear-laced read.
Katherine Kurtz’s fans are likely to be
better pleased with The King’s Justice (Del
Rey, $16.50) than with its predecessor. The
second volume of this latest Deryni series
adds dimension to her villains’ personalities
and heightens her heroes’ internal conflicts.
Yet in some ways, it seems more like the
conclusion to a trilogy than its middle vol-
ume, as it wraps up most of the loose
strands of plot all by itself. A change in
direction seems indicated, which may be
somewhat overdue.
Change in direction, meanwhile, seems
part of Judith Tarr’s stock in trade, as The
Golden Horn (Bluejay, $14.95) takes Alfred
of St. Ruan out of Anglia and across half a
world to Constantinople, where he finds
himself drawn into the complex intrigues
surrounding the fall of the Byzantine
Empire. Tarr’s relentlessly introspective
characterization is as strong as ever, but
readers should be warned that the depth of
the historical background makes the tale
more challenging and complex than most
reading.

32 MARCH 1986
The ecology of the

SEA LION
by Ed Greenwood survived past childhood. One’s lineage was
suspected, and he was slain in combat while
fighter of awesome repute, even in the elder
days of his reign. But he was only one, with
but an untried youth. The other one, his bodyguards dead beyond his door, and
“What’s this I hear about sea lions in the Nearel, grew up in a fisherman’s hut on the he faced nearly forty. He stood his ground
Realms being, ah, really some sort of Sword Coast, where he helped his foster in silence, in his darkened cabin, and an-
aquatic lion?” I asked, as Elminster paused father with fishing — and with the captur- swered not their taunts and threats, for he
on the heels of a few rollicking tales of the ing and taming of sea lions, which was the knew arrows would be his sure death if he
deeps. The old sage blinked. man’s special interest. opened the door or let light reveal him.
“Aye. . . . What other sorts of sea lions “It happened that about fourteen years “With blade and axe he waited — and
are there?” he asked suspiciously, no doubt after Nearel’s birth, King Mhoaran took fell like a demon on those who picked his
thinking this would turn out to be another ship north up the coast to Waterdeep, to door-lock and slunk in. Lit torches were
of my jokes. meet with other rulers of the Realms. Fear- hurled into the cabin by those in the pas-
I told him that seals in our world were ing an attack, the king kept his vessel close sage. Mhoaran wielded them like blazing
called sea lions by some, and he snorted. to shore, slipping along by night and re- clubs and one by one hurled them out the
“Why not just call them seals?” he asked, maining, in safe harbors by day. Mhoaran’s sea-windows of his cabin as he fought —
as though everyone in our world was crazy. enemies were closer than the king had until he stood again in darkness, sur-
(He could, I often think, be right.) thought, and he was roused one night by rounded by dead men: The king then piled
“Well,” I continued, “are these sea lions the clash of steel outside his cabin door. corpses in the doorway, so that the light
— which we don’t have here, by the way — “Now, Mhoaran was a bull of a man, a would not locate him clearly, and waited.
important? I mean, in fable, land-lore,
monster-slaying stories; that sort of thing.”
The old sage thought for a bit and then
nodded. “Ye remember the arms of Tethyr
that I showed ye some time ago?” I did,
and recalled aloud (as I pulled Elminster’s
sketch from my files) that there were sea
lions in that coat of arms. Elminster nodded
again.
“I’ll tell ye,” he said slowly, “the tale of
Nearel and the sea lions.” He coughed a few
times and began sonorously.
“Of old in the land of Tethyr, there was a
king, Mhoaran the Tusk-Bearded. A mighty
man was he, tall and broad and thewed as a
great hero — and coarse, fire-tempered,
and brawling, to boot. He took his thronw
by force of arms and held it for many long
years despite the rebellious nobles of the
land, who supported three surviving (and
well hidden) kin of the previous monarch.
These nobles managed to slay, usually by
poison, any heirs Mhoaran fathered, until
there was not a one of the nobles whom
Mhoaran would trust. Moreover, three
successive queens died mysteriously, and the
lonely and bereaved king grew bitter, grim,
and wild.
“He took to spiriting his sons away from
their birth-beds and riding far from his
court, offering lands, riches, and noble titles
to commoners who would raise him an heir
in secret. Many families accepted — but the
king’s enemies had agents, too, and these
agents almost always found and slew both
the royal infants and their foster parents. In
all the long years, Mhoaran lost twenty-six
sons and himself grew more feeble as, de-
spite his precautions, occasional poisons did
their work on him.
“Only two of his sons are known to have

34 M A R C H 1986
“Again the traitors charged in to slay the less. The youth saw him and said, ‘Who art “Suddenly, the water around them
king; again he fought, and was sorely — thou? Cast away thy weapons and I will boiled, and the king saw a huge curve of
wounded, but battled on in deadly silence, take thee in the boat.’ scales, dripping claws of fearsome size, and
until the last of this group of attackers “Mhoaran was loath to let go his weap- then one — two — four leonine heads rising
turned and fled. Mhoaran heard much ons, but his strength was nearly gone any- out of the depths around them. Nearel
heated discussion from the passage outside way, so he complied, giving his name but raised the horn again and winded a deep,
his chamber as the king tied garments on not his title. The youth took him aboard, roaring bellow. This signal ended in a
the worst of his wounds, but bled through rolling him into the bottom of the boat atop cough, and there came answering coughs
the bandages, and grew weaker. He heard bulging sacks that reeked of fresh-slain and growls from the waves about them.
the traitors decide to burn him out, and he cattle. The youth saw the small boat hasten- As an arrow slashed into the water
knew that they would in the end succeed. ing toward them from the king’s ship and nearby, Mhoaran realized that the boat
Quickly, before someone thought to send said to Mhoaran, ‘Who are these that crowded with swordsmen had drawn very
archers to the rails to loose shafts at him as would slay you?’ close. Nearel stood up, hurled the contents
he swam, Mhoaran slipped out through a “ ‘Traitors,’ Mhoaran answered. of a sack toward the other boat, and roared
sea-window and made for shore. “ ‘Traitors?’ echoed the youth. ‘To the again, this time in a high voice. Then, as
“The water was icy cold, and the king king?’ Nearel ducked low to avoid flying arrows,
very weak. The weapons he bore dragged at “Mhoaran admitted his full identity, and Mhoaran saw the sea-creatures turn in the
him as he swam, and he was heard from the the youth did not seem overly awed. ‘If I water and charge at the pursuing boat,
ship. Mhoaran spat silent curses at the save thee,’ he asked, ‘may I come to court? trailing wakes like many small ships. In a
waning moon, for it still cast a feeble light For I would be a swordsman.’ moment there was a muffled crash, and
over the waves, and shafts began to hiss into “ ‘Aye,’ Mhoaran said. ‘I can promise then the full-throated roars of lions were
the water near him. The shore was far off, that. Wilt thou tell me thy name?’ heard in the darkness. Mhoaran made out
and the king despaired — for he could hear “ ‘I am called Nearel,’ the youth an- the shape of the boat as it rolled over, and
a boat being launched, behind him, and swered, and straightaway he leaned over the he heard the thrashing of men in the water,
when he swam on he saw in the moonlight side of the boat while holding in his hand a punctuated by an occasional scream. The
another small boat ahead of him. short, flaring horn or trumpet carved of lions dined, and all of the armed company
“For a moment he thought this second wood. He plunged his head into the icy perished, leaving the king and Nearel alone
boat was someone sent out from shore to waves and blew the horn, which made a on the waves.
slay him, by some treacherous arrange- deep, roaring noise. Nearel straightened up “Faint roaring could be heard beneath
ment. But as it drew nearer he saw that it and turned, dripping, and warned, ‘Stay them, and the sea lions came up to the
held only one man — a youth, and weapon- away from the water,’ as he untied a sack. surface again, huge and fearsome. ‘They
yet want their dinner,’ Nearel said, and
began emptying sacks overboard. The king
helped him until their boat was empty of
meat, and deep purring was heard from all
about. Then Nearel turned the boat about
and rowed to shore. When Mhoaran laid
eyes on Nearel’s father, the king knew that
he had found his own son.
“When Nearel came to court, he came by
sea, standing on the backs of two sea lions.
In later years Nearel fed his sea lions from
the windows of his own tower, for the royal
castle stands on a rock isle in a salt-water
lake. And that is how the arms of Tethyr
came to be supported by two sea lions.”

We talked on late into the night, and


hereafter follows what details of these crea-
tures I could glean from Elminster.
Sea lions are large, powerful predators
that inhabit undersea lairs (sometimes large
wrecks in calm waters, but more often caves
or rock clefts). They will move to another
area if food becomes scarce or other preda-
tors too aggressive, persistent, and numer-
ous. Sea lions are afraid of nothing, but
they are inclined to be indolent — and thus,
efficient killers and creatures who have no
taste for fighting over food when it can be
had elsewhere with less effort,
In a family or as a loner, a sea lion will
hunt in a familiar area and rarely stray
from it. The creatures are seldom a danger
to humankind, demi-humans, or human-
oids except in cases where they view indi-
viduals of such races as prey — a lone
swimmer, for instance, or a small group of
pearl divers.
Sea lions are useful, if tamed and prop-
erly trained, as aquatic guardians or
hunters (sometimes for sport, as in the

DRAGON 35
island kingdom of Nimbral). Minstrels and should be released into the wild. be AC 6/4, move 18”, with attacks for 1-4/
bards sometimes refer to female sea lions Few sages have examined sea lions, and 1-4/2-8 damage. For the rest of the first
(or, more carelessly, all sea lions) as fewer still observed them in the wild, but year of their lives, they remain at about this
“lyonesses”; hence the expression “like a here follows what factual material Elminster size, growing and developing internally.
merman riding a lyonesse,” said of someone has gathered: They learn to hunt during this time, always
who sits unconcernedly in a sinking ship, or Sea lions are robust, healthy creatures under the watchful eye of an adult female.
a vessel adrift. Many undersea creatures who usually die in combat; they rarely The guardian keeps the young within a
have been known to train sea lions; any become diseased. Both sexes have manes, half-mile of the lair, nipping and roaring at
such arrangement will suit the beasts be- similar coloring, and scales over their entire cubs who do not want to be herded where
cause it enables them to live relatively free body surface except for the head area. Their she wishes them to go. In the following two
of pain and danger, and obtain, food more flipperlike forelimbs end in sets of claws years of life, sea lions begin to hunt alone
often and more easily than in the wild, so (not retractile) that can do more damage (tentatively and carefully rather than
long as the sea lions get exercise and a than the strikes of a lion. Likewise, the bite boldly), and are identical to adults except
chance to hunt for themselves fairly often. of its strong jaws is more dangerous than that they have only 5 HD, gaining the sixth
Many men along the Sword Coast have the bite of a lion, A sea lion propels itself in the fourth year of their existence.
trained sea lions, intending to sell the tamed through the water by “rowing” with its Most sea lions die violently and at a fairly
specimens or to use them in salvage, fish- forelimbs and sweeping its fluked tail back young age, but some have been known to
ing, and sea warfare. By the use of rewards and forth. A system of gills enables sea lions live more than eighty winters. The muzzle
(of food) and punishment (withholding to take in oxygen when underwater, but of a sea lion grows gray with age.
food, expressing displeasure vocally), pa- they can also inhale air as a lion does, which Sea lions usually live in family groups,
tient trainers can slowly steer a young sea enables them to travel on the surface of the known as prides, made up of 1 mature
lion’s behavior toward more acceptable water for relatively short periods. male, 1-2 young males, 2-4 mature females,
habits. However, adult sea lions can never If healthy, sea lions mate every 9 months and 1-3 young females. Old females will be
be so trained by surface-dwellers; full-grown or so, the female giving birth 7-8 months cared for by the family until they die; old
specimens will seek to slay any captor at later to 1-3 live, fully mobile offspring. males usually die in battle. A young male
every opportunity, heedless of their own Young sea lions are AC 8/6 when born either defeats the head of a pride to take his
safety. (their scales are still flexible and soft), have place, or is driven out to hunt alone until he
Young sea lions will occasionally rebel in 2 HD, move 14”, and do damage of 1-3/1- can take or build a pride of his own.
training; if they can be physically bested by 3/1-8. Such young cubs are watched at all Hunting packs may be a family pride
the trainer (bad or lazy trainers clip a sea times by the mother (or, if in a family pride, (35% chance), but are more often (65%)
lion’s ears to break its spirit), no harm will 1-2 females) and kept in the lair, where they adult males, sometimes accompanied by
be done to the training process. If, however, are fed by other members of the family that adult females or young males, who have
the young creatures learn that they can defy bring home their kills. gathered together under a strong leader to
their trainer with impunity, or prove often If the hunting is good, the young will take on strong foes (such as sharks).
rebellious, they are unfit for training and grow rapidly; by 3-4 weeks of age, they will Adults will drag prey to their lair when it
is unsafe or imprudent to eat where the prey
was killed, or to feed young, but will not do
this if it would reveal the location of the lair
to a powerful foe. If a sea lion is hunting
and there is more than one prey to be had
immediately (when a group of whales is
encountered, for instance), it will often try
to disable a victim and then turn to fight
others, rather than finishing off the kill.
Thus, young sea lions in the second and
third stages of growth sometimes hang
about the edges of a battle, waiting to dart
in and drag away disabled prey while the
adults continue to fight off the more healthy
foes. Sea lions never slay wastefully; they
will kill enough to feed themselves (and
their trainer or family, if any) and no more.
Of course, one will fight incessantly if it is
threatened by a group of adversaries and
escape is difficult or impossible. Sea lions
are intelligent enough to usually be able to
sense when an enemy might be too powerful
for them, and can certainly tell when a
combat or battle is going badly, and will not
hesitate to flee (if possible) under such
circumstances.
The lairs of sea lions contain all manner
of treasure that is not destroyed by water,
usually including a great variety of small
metallic litter — chiefly coins, but also
many items of no appreciable value. Sea
lions do not consider their treasure valu-
able, land will not fight to the death to de-
fend it or their lair, although they will
usually try to drive away any creatures
approaching their lair in order to establish
their territorial rights.

36 MARCH 1986
For sail: One new NPC
Welcome to the mariner aboard in your game
by Scott Bennie
The mariner is a non-player character for the AD&D® game, a the variant combat system in Best of DRAGON® Magazine, Vol-
fighter sub-class that specializes in the skills and weapons mastery ume 4, pp. 42-44).
appropriate to seafarers. Mariners may be of any alignment; two Mariners use various missile weapons that adapt well to seafight-
well-known sub-variants of the mariner are the neutral buccaneers ing. Javelins and harpoons are favored for their range and power,
and evil pirates, who are identical to mariners in every respect. and spears are often cast between ships as well. Mariners may also
They use the attack and saving-throw tables of fighters, and they be proficient at heavy weapons such as ballistae and catapults, and
have no innate spell-casting abilities. Starting ages, initial funds, mariners who dive underwater may chose to be proficient with the
restrictions on material and magical ownership, and the like are as underwater net (see the Dungeon Masters Guide, p. 56). Note that
per the fighter class. the fitting of a catapult aboard a ship is a tricky thing, as the shot
To become a mariner, a non-player character must have a strength may fly through the ship’s own rigging and sails.
of not less than 12, an intelligence of 12 or greater, a dexterity of 13 Light and heavy crossbows are commonly used, since these weap-
or greater, and a constitution of not less than 10. They do not gain ons have great range and penetrating power against lightly armored
bonuses for earned experience. Mariners may be humans (with opponents. Longbows and short bows require greater care than
unlimited level advancement), elves (either grey or high), half-elves crossbows and are more easily damaged by seawater, and thus are
(with one parent either grey or high), or half-arcs. Elves may be usually not learned. Mariners can use crossbows with great accu-
multiclassed as mariner/magic-users, mariner/clerics, mariner/ racy, gaining a +1 “to hit” bonus when using them. This results
thieves, or mariner/thief/magic-users. Half-elves may be multi- from using them so often on normally unsteady ships and from
classed as mariner/clerics, mariner/magic-users, mariner/thieves, or practiced aiming at individual targets. Crossbows may not be re-
mariner/cleric/thieves. Half-arcs may become mariner/assassins, loaded by mariners in a ship’s rigging; solid footing is required to
mariner/clerics, or mariner/thieves. Level limits are as per the recrank the weapon.
fighter class in Unearthed Arcana in the case of nonhumans, except
that a dexterity of 17 is required to exceed 10th level, and a dexterity Parrying & disarming
of 18 is required to exceed 12th level. Sea combat is not always to the death; it is often preferable to
At the DM’s option, a half-elf mariner or mariner/thief may be capture opponents, as experienced sailors are hard to come by.
declared to have had an aquatic elf parent. Such a character cannot Thus, mariners often try to win fights by killing as few sailors as
cast magic and is limited to the 6th level of advancement as a mari- possible. Defensive parrying and disarming strikes are frequently
ner, but he or she can breathe water automatically by means of gills used as a result, as is subdual (Unearthed Arcana, p. 106).
on his or her neck. The character may also communicate with dol- Mariners can effectively parry attacks when using scimitars,
phins, taking the dolphin’s tongue as a language (as well as the sea swords, clubs, or staves. Parrying involves subtracting a mariner’s
elves’ tongue). total “to hit” bonus (including strength and magical adjustments)
from the “to hit” roll of an attacking opponent. The mariner may
Armor and weapons elect to parry one attack directed against him for every attack per
Mariners normally wear only leather armor, because shipboard round that the mariner normally gets, but cannot both parry and
work is too strenuous for bulkier dress. Before battle, magical chain attack in the same round unless he successfully disarms his opponent
mail, ring mail, or studded leather may be donned, but such armor (see below). A mariner must state, before the attack against him is
will be taken off again as soon as the fighting is done. Mariners rolled, whether he intends to parry that attack. A blow cannot be
value movement and low encumbrance highly. parried more than once, and a parry cannot be redirected as an
Due to their training and agility in combat, mariners gain a +2 offensive attack once it is declared.
bonus on their armor class while wearing leather or no armor at all Only weapon attacks made from man-sized or smaller opponents
(so that AC 8 becomes AC 6). This armor bonus is cumulative with can be parried; claw attacks and blows from giants, demons,
the wearing of magical rings, bracers, and other items that alter dragons, undead, purple worms, etc., cannot be turned aside. Al-
armor class. Mariners will use only small-sized shields (the sort that though a mariner cannot parry when surprised, he can parry an
can be used to defend against one opponent at a time), and may use opponent who has won initiative against him.
spiked bucklers. Mariners use the disarming rules as noted in Unearthed Arcana,
Mariner NPCs begin at 1st level with proficiency in three weap- p. 106, but have a special ability available to them. If a mariner
ons. They gain a new weapon for every three experience levels they successfully disarms an opponent, the mariner may strike at the
rise (i.e., a new weapon at 4th, 7th, 10th, etc., level) and wield opponent again, either to kill or subdue, as an extra attack above
weapons with which they are not proficient at a -2 “to hit” penalty. and beyond all others alloted that round. Optionally, if using a
Mariners gain new attacks per round as a fighter does; they may sharp-edged weapon, the mariner may place the weapon against a
also use oil or poison (if the DM permits), but will rarely do so. vital spot on the opponent and demand the victim’s surrender. If the
Because shipboard fighting takes place in close quarters and strik- victim refuses, the mariner gains automatic initiative to strike, and
ing speed is so important, mariners only use certain hand-to-hand gains a +3 bonus to hit and damage the opponent. This attack will
weapons and no others: hand axes, clubs, daggers, hammers, finish out the attacks for the mariner in that round.
knives, saps, scimitars, quarterstaves, and one-handed swords
(broad, long, and short). These weapons are also very effective Mariner skills
against lightly armored opponents. Short spears and tridents will be Shipboard life and familiarity with the sea gives the mariner NPC
used in initial boarding actions and may be taken with proficiency, a wide variety of special talents. These skills are listed below and
though these weapons are usually discarded in close combat. Being described individually.
skilled at close-quarters fighting (including “pier six brawls”) gives
mariners a +1 bonus to hit when using their fists, using either 1. Swimming: It can be assumed by the DM that any character
Method II for unarmed combat (Unearthed Arcana, pp. 106-107, or who has lived by a body of water can swim. Mariners are excellent

38 MARCH 1986
swimmers capable of swimming faster and surviving longer in the 2. Diving: Although water can cushion a fall, a person jumping
water than any other character class. Specific rules on swimming, into it from a great height is going to be hurt. Mariners are accom-
drowning, and hypothermia follow. plished divers, however.
Diving into water in heavy armor carries dire consequences. If a
Movement: According to the DMG (p. 56), the base swimming person leaps into the water in any armor except leather, he will take
rate is equal to dungeon movement rate (i.e., one-third normal half the damage that he would have sustained had he fallen on solid
wilderness movement rate). This produces the following rates: ground, and is likely to sink as fast, if not faster than, an anchor.
In order to successfully dive, the water must be deep enough to
Move Distance traveled in: recover from the fall. For a dive of 30’ or less, the minimum depth
rate 1 round 1 segment is 4’ (5’ for non-mariners). For a dive of between 30’ and 90’, the
6” 60’ 6’ minimum depth is 8’ (10’ for non-mariners), and for a dive above
9” 90’ 9’ 90’, the minimum depth is 12’ (15’ for non-mariners). If the water
12" 120’ 12’ is too shallow, the diver will sustain half the damage he would have
15” 150’ 15’ suffered had he struck hard ground, minus a number of hit points
equal to twice the depth of the water in feet subtracted from the
Mariners swim at a 15" movement base. Wearing non-magical height of the fall in feet (as the water decreases the diver’s velocity
leather armor and every 50 gp of encumbrance (100 gp for mariners) and absorbs some of the kinetic energy).
reduces a character’s swimming movement by 3“. At 0“, the swim- Even without minimum depths, falling into the water can hurt,
mer cannot maintain his buoyancy and will be forced to walk on the although not as badly as falling onto solid ground. A diver is able to
bottom of the body of water (provided he can breathe, of course). jump from as high as 50’ without taking damage; every 10’ above
Magical ring mail, studded leather, and chain mail are the equiva- the maximum height will cause the diver to sustain 1d6 damage
lent of non-magical leather, if waterproofing was part of the (75% of which is counted as incidental damage, as per the Dungeon
dweomer cast upon such armors. Magical leather armor counts as Masters Guide, p. 72). If the diver is encumbered, the minimum
no armor at all. safe height increases; wearing leather armor (and every 100 gp
Because water density restricts movement, “retreat” movement is amount of encumbrance) reduces the safety height by 10’ incre-
only twice the base swimming rate. All movement submerged is half ments to a minimum safe diving elevation of 20’. Mariners have an
the surface rate. increase in their safe diving elevation of 10’ per level, to a maxi-
mum of bonus of 150’ at 11th level.
Drowning: When a person swims in water for an extended length
of time, there is a chance that the swimmer will not be able to main- 3. Holding breath: A character is normally able to hold his
tain his buoyancy; then he will drown. Consult the chart below, breath for only one round, emerging from the water to regain his
doubling the amount of encumbrance for mariners and treating breath at this time. Mariners are exceptionally good at this skill and
magical ring mail, chain mail, and studded leather armor as non- are able to hold their breath for two rounds, plus one round per four
magical leather, to determine at what interval a drowning check points of constitution (four rounds at constitution 10- 11, five rounds
must be made. Magical leather is equal to no armor at all. at constitution 12-15, and six rounds at constitution 16 and above).
No armor or encumbrance — 2 hours A character forced past his limit takes ld6 hit points damage, cumu-
Leather armor (non-magical) — 1 hour lative, per round (ld6 on the 1st round, 3d6 on the 2nd round, 6d6
At least 50 gp enc.— 1 hour on the 3rd round, etc.) of which 75% is incidental damage (DMG,
Leather and 50 gp enc. — ½ hour p. 72), as will a character who exceeds his depth limit (75’ for non-
At least 100 gp enc.— ½ hour mariners, 125’ for mariners).
Leather and 100 gp enc. — 1 turn
At least 150 gp enc. — 1 turn 4. Navigation: Navigation is the science of directing ships over
Leather and 150 + gp enc. — 5 rounds large bodies of water. In medieval times, the technology of naviga-
At least 200 gp enc. — 5 rounds tion was very primitive (the compass was not employed aboard ship
until after 1300 A.D.); while Prince Henry the Navigator advanced
The base chance for drowning is 25%, modified as follows: the training of navigators, technological developments in navigation
Salt water: -10% were insignificant until well after the medieval period. In an AD&D
Calm water and/or weak current: -20% universe, magic usually replaces technology, and ships might carry
Choppy water or moderate current: -0% magical instruments that perform the same function as an astrolabe
Rough water or strong current: +15% or sextant. These devices would be among the most valuable trea-
Storm (check every turn): +50% sures aboard a ship.
Treading water (0" movement): -15% A navigator’s chief function, of course, is to plot the ship’s course.
Every previous drowning check made: +10% To determine the accuracy of a course, plot the route between the
Every level of mariner or sea-deity cleric: -3 %/level point of departure and destination, checking for errors daily by
Every level of sea-deity worshiper: -1 %/level rolling percentile dice. Subtract the mariner’s navigation roll from
Buoying device: -5% to -50% the score. If the total is greater than zero, then that is the percentage
that the course is in error. For example: A ship has a course plotted
Note that if a drowning check is called for twice (e.g., if the swim- that will allow it to sail sixty miles in a day The navigator make a
mer is wearing leather and has 100 gp encumbrance during a 10% error. The ship is 10% of 60 miles off course, or 6 miles. There
storm), the character must make two drowning rolls, and the +10% is a 50% chance that the direction of error is portside and 50%
factor for previous checks made applies from the first roll to the chance that it is starboard; the DM may wish to adjust the direction
second roll. of the error, given phenomena such as strong winds or current.
Only one roll may be made for a vessel each day, using the highest
Hypothermia: Hypothermia from exposure to cold waters can navigation roll of any mariners aboard. The navigation roll is sub-
cause drowning. A ring of warmth or similar magic item or spell will ject to the following modifiers.
prevent hypothermia; otherwise, a drowning check must be made Two or more navigators in consort: +15%*
every turn that the water temperature is below 50°F, or every two Ship sailing against moderate current: -5%
rounds if the temperature is below 40°F. The addition to the drown- Strong breeze: -10%
ing roll is as follows: Ship is old or worn (unseaworthy): -10%
Water temperature below 60°F: + 10% Ship sailing against strong current: -15%
Water temperature below 50°F: + 30% Strong gale: -25%
Water temperature below 40°F: + 60% Storm or greater force winds: -50%
40 MARCH 1986
The following technological modifiers are also used: MARINERS EXPERIENCE TABLE
Primitive technology:
Out of sight of landmarks: -30% 8-sided dice
Rudimentary technology (compass, cross-staff, astrolabe): Exp. for accum.
Light cloud cover: -10% Experience points level hit points Level title
Heavy cloud cover: -25% 0— 2,250 1 1 Sailor
Advanced technology (post-astrolabe): 2,251— 4,500 2 2 Ship’s mate
Light cloud cover: -5% 4,501— 9,000 3 3 Sea dog
Heavy cloud cover: -10% 9,001— 20,000 4 4 Seaman
* — See note below on two navigators in consort. 20,001— 40,000 5 5 Seafarer
40,001— 75,000 6 6 Sea rover
A character with a secondary skill of navigator (as per the DMG, 75,001— 150,000 7 7 Sea hawk
p. 12) has a base navigation/piloting score of 40%) and a base sea 150,001— 300,000 8 8 Ship master
lore score of 10%. These benefits come from training prior to attain- 300,001— 575,000 9 9 Mariner
ing 1st level. 575,001— 850,000 10 9+3 Mariner (10th level)
A character may increase his navigation/piloting and sea lore 850,001— 1,125,000 11 9+6 Mariner (11th level)
scores if he takes a 5% experience-point penalty and takes an extra
week of training between levels. The extra training costs 100 gp/ 275,000 experience points are required to achieve each additional
level, so a 5th-level mariner training for 6th level would pay 600 gp. level above the 11th. Mariners gain 3 hp per level after the 9th level.
The 5% penalty on experience means that the character must drop Alternate level titles may be substituted for mariners who are
5% of all experience earned, slowing his level advancement rate. The buccaneers or pirates, such as Corsair and Privateer. Certain titles
navigation/piloting score will then advance by 2% per level (to a such as first mate, navigator, lieutenant, and captain should be
maximum score of 70%), and the sea lore score increases by 4% per reserved for the positions typical of any ship.
level to a maximum of 50%. If a character has a 50% score in
navigation/piloting, he may work with another navigator with a
similarly high score in consort, improving their mutual chances of MARINER SKILLS TABLE
success.
Predict
5. Piloting: Piloting is the science of directing a ship through a Level of Navigation/ Weather/ Climb Ropes/
hazardous area (e.g., an icefield, lake with jutting rocks at irregular Mariner Piloting Sea Lore Ladders
intervals, a reef, or a strong current which pulls ships into danger). 1 65% 40% 80%
When the possibility of such disaster occurs, the mariner must make 2 68% 45% 82%
his piloting roll, which is identical to the navigation roll. The roll is 3 71% 50% 84%
subject to the following modifiers: 4 74% 55% 86%
Two or more pilots in consort: +15%* 5 77% 60% 88%
Lighthouse in area: +25% 6 80% 65% 90%
Ship is unseaworthy: -10% 7 83% 70% 92%
Strong breeze: -10% 8 86% 75% 94%
Ship sailing against strong current: -15% 9 89% 80% 96%
Light fog: -15% 10 92% 85% 98%
Strong gale: -25% 11 95% 90% 99%
Heavy fog (¼ mile visibility): -30% 12 98% 93% 99.2%
Storm or greater force winds: -50% 13 101% 96% 99.4%
* — See note above on two navigators in consort, under #4. 14 104% 97% 99.6%
15 107% 98% 99.7%
The roll should be made for every 5 miles of hazard. If, for exam- 16+ 110% 99% 99.8%
ple, a ship is threatened by a passage 15 miles long that contains
jagged boulders, the piloting roll must be made three times. The
DM must determine the degree of hazard beforehand; if the ship
misses the piloting roll, it takes damage according to the severity of Note: When using the tables in the DMG, ignore the references to
the hazard and the amount by which the piloting roll was missed fires. Otherwise, as far as hull damage and repair time are con-
(refer to the table in the DMG, p. 54): cerned, they are applicable.

Minor hazard 6. Climb ropes/ladders: The movement rate of normal ladder


Missed by Damage climbing is 4”; the normal movement for rope climbing is 2“. With
01-20% Light a successful climb ropes/ladders roll, a mariner can double his move-
21-35%” Light to moderate ment rate. If the roll is unsuccessful, the mariner falls. Slickness of
36-00% Moderate the rope, etc., are important factors that modify the roll. Climbing a
ship’s rigging is the same as climbing a ladder, as far as mariners are
Major hazard concerned.
Missed by Damage The climb ropes/ladders roll is also used if the mariner is climbing
01-10% Light under extreme stress, such as in heavy seas and storms, in boarding
11-20% Light to moderate actions in combat or when the ship is rammed, when a large wave or
21-35% Moderate high winds strike the ship, and so forth. Mariners do not normally
36-00% Moderate to heavy roll to climb either ropes or ladders aboardship, though non-
mariners have a 20% chance of falling or stumbling until they get
Critical hazard their “sea legs” (in 2-5 days).
Missed by Damage
01-10% Light to moderate 7. Predict weather: Using this skill, a mariner has a percentage
11-20% Moderate chance to predict the weather in the immediate area (within a 5-mile
21-35% Moderate to heavy radius of his position) within the next eight hours. This skill is usable
36-00% Heavy only on the sea or in shore-lying areas.
DRAGON 41
8. Sea lore: This skill is similar to a bard’s legend lore, but months training, minus one month for every point of intelligence
deals with knowledge of nautical legends, such as recognizing the over 12 to a minimum of one month.
names of sunken ships and remembering their history, recognizing
uncharted islands from rumors and reports of landmarks, identifying 11. Command skills: A mariner knows how to handle a ship in a
sea monsters and ghost ships, knowing how to tie 101 different sea battle with great effectiveness. At 10th level, a mariner can also
knots, etc. rouse his crew so they fight at +10% morale and +1 to all “to hit”
rolls. Such a rouse requires three uninterrupted turns, and the entire
9. Shipwright and ship evaluation: A mariner knows the arts of crew must be gathered to listen. A mariner is also aware of the func-
ship construction and can determine its quality with minimal inspec- tion of each man aboard ship and may substitute for any position if
tion. Ships have four quality classifications: required.

Unseaworthy: This is the most decrepit ship type. If you notice 12. Undersea combat: Although subject to the same weapon
rats scurrying in droves down the ship’s gangplank prior to depar- restrictions of any land-dweller when fighting underwater, a mariner
ture, it’s probably unseaworthy. In high winds, unseaworthy ships is skilled beyond any other human in undersea combat. At 3rd level,
take hull damage in addition to the usual chances for a catastrophe: a mariner has +2 to his initiative roll when battling a land-dweller
1-2 points of hull damage in a strong gale, 1-3 points in a storm, and underwater; at 7th level, a mariner actually has a chance to tie ini-
1-6 points in a hurricane. Unseaworthy ships are capable of only tiative against an undersea denizen if he exceeds its initiative roll by
75% normal speed, and cost -10% to -30% of the normal ship three (i.e., 4-1, 5-2, 5-1, 6-3, 6-2, 6-1), and he wins if he exceeds its
price. roll by four or more (i.e., 5-1, 6-2, 6-1).

Average: The normal quality of seagoing ships. They also take 13. Find secret/hidden doors on ship: A mariner has the same
damage in addition to the usual broken masts, etc., taking 1 hull percentage to find secret doors as a thief does. This does not trans-
point per hour in a storm, and 1-2 in a hurricane. They have ap- late to a knowledge of how to locate secret passages in buildings on
proximately normal speed, costs, and capsizing chances. land.

Good: These ships are built with time and care. Good quality
ships often serve as the flagship of a small nation’s fleet or command Special options
vessels of a larger nation’s fleet. They take 1 hull point damage per Proficiency skills: The mariner, before attaining first. level, has the
hour in a hurricane, and have -10% to their capsize and wind option of dropping one proficient weapon and concentrating on
damage results percentages (see DMG, p. 54). These ships cost marine skills. If the mariner choses the proficiency skills option, he
twice normal price and will only rarely be available for sale. will have one level greater ability in sea lore, predict weather, ship-
wright, and language attainment, and two levels greater ability in
Excellent: The best ships are of excellent quality, designed by swimming, diving, navigation, piloting, and climb ropes/ladders.
experts and built by masters. An excellent vessel serves as the flag- Mariner’s armor: This special leather armor is constructed by the
ship of a large seafaring nation’s navy, and as such are never availa- most skilled tanners and armorers. It is not magical, but acts as if it’
ble for sale, although they make a great prize in a naval battle. They were for swimming and diving purposes (equal to no armor). It is
have only a 5% chance to capsize in a storm (a 15% chance in a waterproof, as is normal leather. Cost varies according to region and
hurricane) and take -30% to their wind damage percentage. They economic conditions, but it is at least four times the cost of ordinary
move through the water at +10% speed. leather armor (usually 20 gp). It must be tailored to fit the individ-
To calculate the hull points of major ship types in their assorted ual and requires 30 days to prepare.
conditions, consult the following chart: Henchmen and hirelings: Mariners may hire and class of charac-
ter and take on any henchmen, as per fighters. They do not con-
Ship Unseaworthy Average Good Excellent struct freeholds as do fighters, though any mariner of 5th level and
Galley, small 1d4+2 1d6+4 2d4+4 1d6+6 above who owns a ship may serve as that ship’s captain; he will
Galley, large 1d6+2 1d8+4 2d6+4 3d4+4 attract a body of 2-20 0-level sailors and 1-4 mariners of levels 1-4.
Merchant, small 2d6+6 2d8+8 368+12 4d6+12 Other crewmen must be hired or found individually.
Merchant, large 3d6+9 3d8+12 4d8+12 6d6+12 Mariners of 1st level may serve as mates (or sergeants), as per the
Warship 3d6+4 3d8+6 4d8+6 5d6+12 DMG, pp. 33-34. Mariners of 2nd to 4th level may serve as lieuten-
ants, and those of 5th level and up may be captains. Mariners who
A mariner is also trained in the art of ship construction and de- are ship captains may be hired to lead expeditions for trade, mili-
sign. A 3rd-level mariner is able to design and oversee the construc- tary, exploration, or private purposes. Adventures may encounter
tion of a seaworthy (i.e., average) vessel; a 10th-level mariner can them frequently in coastal areas. Fleet commanders are almost al-
construct (with an experienced building team) a good quality ship; ways 9th level and above.
and a 11th-level mariner (with master craftsmen) can produce a
vessel of excellent quality. It is up to the DM to determine the con-
struction time and costs in accordance to manpower available and
the monetary system of the campaign.

10. Languages: A mariner automatically knows the common


tongue, but instead of an alignment language (which may be learned
later), a mariner knows a strange dialect called “the sea tongue,” a
language used in ceremonies by religions devoted to the worship of
sea deities, and known to the leaders of sea peoples such as aquatic
elves, triton, koalinth, mermen, etc. A mariner receives a great Acknowledgements: Constructing the mariner was a very long
amount of language training and may pick up a new language (pro- and difficult task, and might not have happened except for the assist-
vided it is of a marine human or demi-human) at 3rd level and every ance and encouragement of “Jolly” Roger Moore. Also of help were
three levels afterward (6th, 9th, etc.) until he reaches his maximum Steve Sloane, Peter Van Drongelen, Brian Zomar, and Bruce Sy-
language total. mons, who playtested its various incarnations; Eric Lund of the
A mariner can also learn as many signaling codes as he can learn U. B. C. Wargamers, who suggested this to me in the first place, and
languages. A mariner automatically knows a “common” flag code an old, leather-bound copy of the 1911 Encyclopedia Brittanica,
and a “common” conch-horn code, and may pick up new codes at which was invaluable in my navigation research. [The editor also
3rd level and at every three levels afterward, or at a rate of six thanks Margaret M. Foy for her commentary and assistance.].

42 MARCH 1986
Economics made easy
How to use the basic principles in your campaign
by Ralph Marshall
One of the commonly forgotten aspects of tically high rate at first, remember that The second part of this discussion follows
a campaign is the economic situation of the places like Israel and some South American from the first. There is something ridiculous
world in which the characters find them- countries often have inflation rates in excess in seeing a character walk into almost any
selves. No matter how much gold is brought of 100%.) After one year, the chain mail town and have his choice of two inns in
into the system, or how much damage is will cost 135 gp, and after two it will cost which to stay, even if the town only consists
wreaked on the crops by marauding armies, about 182 gp. This figure can then be used of ten buildings. Yet, this often happens
very little change is usually seen in the to find prices for any item, by multiplying simply to give the character a choice of how
economic activity of the game. Food still the inflation factor by the initial price of the much money he wants to spend for a night’s
costs the same amount, and one gold piece goods. Thus, food costing 15 gp at the start rest and relative security. The same idea
will still purchase the same amount of a of the game would rise to 20.25 gp in one applies to most items or services that a party
given item. While a detailed economic year (15 gp x 1.35), and 27.3 gp at the end needs; all items they might need shouldn’t
system would bog down the game and of two, years (20.25 x 1.35). Obviously, be available in every town through which
provide the Dungeon Master with an unrea- these‘ prices would be rounded’ and could they pass.
sonable amount of work, some accommoda- vary depending on the honesty of the mer- There is a branch of economic geography
tions can be made that will have a realistic chant, but this system provides a base price called “central place theory” that addresses
effect on the game without excessive effort. to which adjustments may be made. this problem. While most of the theory is
Another area of the game that often lacks To make this more than an excercise in superfluous to this sort of discussion, the
realism is that of purchasing and selling multiplication, some cause and effect must part covering why different cities are of
goods in towns. This is closely related to be seen by the player characters, so that different sizes, and what level of services
general economics, so an attempt is made they have some chance to react to it and you could expect to find in a given city, is
here to cover the two topics in this set of hopefully keep ahead of it. For instance, if interesting. Following is a quick overview of
suggestions. the kingdom is run by a spendthrift ruler the ideas of central places and some sugges-
Most people have a basic understanding who lives in a grand castle, the inflation rate tions for how they can be applied to a fan-
of how supply and demand control the should be higher in that country than in a tasy role-playing game campaign.
prices and availability of goods, but there neighboring land with a much more modest The general concept is that cities exist in
are a number of finer points to the system ruler. Similarly, if the region consists of networks that allow each city to be sur-
that can be greatly affected by a party that farmers and towns, with little uncontrolled rounded by enough people to buy the goods
brings back two wagons full of treasure areas and thus little or no adventuring, it and services it provides. The distance be-
from a major outing. One of them is the should have a lower rate than an area with tween cities, and the size of a given city, are
effect that a large supply of money will have huge piles of gold waiting to be captured by functions of the goods it sells. Since the
on the value of the money. Inflation is rarely brave adventurers. Thus, the characters can number of customers needed to support a
accounted for in AD&D® game campaigns, be induced to buy their supplies in the given industry differs from product to
but it is exactly the sort of world that would civilized areas in the interior of a country product, cities differ in size. If a store in the
have the most inflation. There is little spec- and transport them to the frontier, rather capital city of the kingdom sells plate armor,
ulation and buying on credit to produce than buying them at the ubiquitous “gen- and the dealer needs to sell 25 suits a year
economic failures, the area is usually cut off eral store” that is often found one mile from to survive, he needs to be the only merchant
in most ways from foreign markets and the dungeon. They will also want to travel in an area large enough to have 25 cus-
suppliers, there is no dumping by subsi- to areas of high inflation to sell their trea- tomers a year if he is to make a living. Thus
dized producers, and no way to sell to any- sure, thus allowing for all sorts of opportu- the next closest dealer of plate armor will
one outside of the immediate area. Thus, nities for adventures along the way. be, say 100 miles away in a sparsely popu-
any industrial and craft manufacturers are Since areas with high inflation will have lated or poor region, or possibly in the same
usually operating at nearly full capacity, and more money circulating than backwoods town if there is a large demand for the
surpluses are rare or nonexistent situations. areas, the incidence of two-legged dangers armor (say, to outfit the king’s army). Items
All of these factors will tend to produce a should be higher. Pickpockets, thieves, and come in three general varieties: low-order
state of constant inflation. organized crime are much more likely to goods, such as food; mid-order goods, such
To simulate this in the world of AD&D attack the party, thus giving the adventurers as swords and armor; and high-order goods,
gaming, the Dungeon Master merely has to the choice of going to the big city in an such as magic items. The ranking of a good
decide on a fixed set of base prices (the ones effort to get more for their goods at the risk is determined by something called the
given in the Players Handbook and of attack, or settle for a smaller but safer “range” of the good, which will be ex-
Dungeon Masters Guide work well), and an amount somewhere else. This allows the plained momentarily.
annual rate of inflation that seems reason- DM to give the various areas of his or her There will be very few cities offering
able, given the adventuring activity in a campaign diverse flavors and dangers, even high-order goods, and they will be spaced
given region. Then simply keep a running if they have similar types of terrain. far apart. There will be more cities offering
total of the inflation multiplier, adjust every It should be obvious that using such an mid-order goods, and they will be spaced
game year or so, and use it to figure actual inflation rate allows the DM to provide the more closely together. Nearly every small
prices when a character wishes to buy or sell thinking players with some choices to make, village and hamlet will supply ‘low-order
something. without really requiring extra work. It also goods, and they will probably occur as
For example, consider that chain mail adds to the realism of the entire campaign, closely as one day’s travel apart, or about
starts off at 100 gp, and inflation is 35% per and the players are likely to enjoy it much 10 miles. Finally, a city that offers high-
year. (While that may seem like an unrealis- more. order goods will also offer mid- and low-

44 M ARCH 1986
order goods as well, and mid-order cities and high-order cities will be located, and replacement can be found for him. Once the
will also provide low-order items. what specific goods will be available in each characters realize this, and connect it with
Now for an explanation of how a good’s one. This need not be very time- the effects produced by a hill giant who has
“range” is determined. If the item has a consuming, as most cities of a given size been raiding the local iron mines, they are
price of 5 sp, the adventurer isn’t going to will have all of the basic goods of a given in a position to direct their own adventures.
travel across the country to buy it, but he level. However, you may-decide that cross- While the supply of ore may not be immedi-
may be willing to do so for a good costing bows are a rare commodity in a dwarven ately interrupted, it will eventually stop. If
1000 gp. Basically, when the costs of getting kingdom, thus making them high-order the characters react first, they could de-
to the good outweigh the cost of the good goods in that region. A few logical changes mand a large amount of money for killing
itself, the range of the good has been such as that, based on the attributes listed an otherwise normal monster. While this is
reached. In this case, another supply will in the Monster Manual for each non- obviously extortion, it’s also the way mod-
usually arise in a closer region. This is what human race, will make the campaign a ern business operates, and it isn’t hampered
results in low-order towns being much three-dimensional backdrop for the party’s by the laws in the campaign.
closer together than high-order towns. adventures. Also, recognize that while there All of the above should aid your cam-
All of this may seem a little overwhelm- may not be a store that sells crossbows in paign, both in reducing the need for artifi-
ing at first, but if you compare it to the the town, one of the citizens may have one cial challenges, and by providing a
present-day society we live in, it becomes for sale, if the party thinks to ask around. workable backdrop for what is happening.
intuitive. Gasoline is a low-order good, and Remember that this system works the In addition, since most of this is based on
there are gas stations on nearly every corner other way, too. If the PCs come back from how real life operates, it is easier to impro-
in a large city. Furniture is a mid-order an adventure with four extra sets of bows vise without destroying the system. Just
good, and there are usually only several and arrows, they shouldn’t be able to sell decide what would happen in today’s world,
stores selling furniture in a given city, Also, them to the arms merchant in the dwarven and adjust for the more primitive technol-
in the smaller towns that sell only low-order- village. He won’t be willing to buy goods ogy and the presence of magic (which is a
goods, it will be impossible to buy furniture for which no market exists, and the party form of technology).
at any price, because there are no stores. members will either have to carry the stuff Hopefully this article has helped to show
Automobiles are high-order goods, and to a larger town or sell it at a large loss. both the need for sensible economics and
similar considerations apply to them. Sim- Another factor that affects the goods the advantages that such a system provides.
ply think of your milieu in that light and available in a given town, and thus its size, If characters are forced to act more realisti-
arranging the stores available in a given is the local economy. If the town contains tally in the purchase of goods and the trad-
town will be easy. one of the most talented swordsmiths in the ing of treasure after an adventure, they are
The following dialogue should illustrate country, it should not only have good also more likely to take an intelligent ap-
one of the possible ways to use this system swords for sale, but all of the related stores proach to the rest of the obstacles you
to force some forethought by your players. that accompany swords, such as armor, present them. Not only will they think
Scene: The Wild Boar Inn, in a small warhorses, and large numbers of fighters about where to buy swords, but also about
town on the edge of the wilds. available for hire. This will tend to be self- when to use them.
Cedric (party spokesman): “So, you say feeding; as more adventurers come to the
that the daughter of the local despot has town to buy the fighting gear available,
been carried off by trolls, and he’s offering more shops will be able to open up and
200,000 gp and a personal army to anyone attract even more adventurers.
who can rescue her?” The local economy in turn is often af-
Torpthar (Sheriff for His Most Honorable fected by the natural resources of the area.
Potentate): “Yeah, and if I don’t arrange A swordsmith needs fair amounts of coal
for someone to find her, I’m going to be fed and iron to manufacture his product, and
to the moat-monsters. I can arrange for ten he will tend to locate near a supply of these
of the King’s Guardsmen to go with you, items. (This is the reason why Pittsburgh is
and I’ll pay their wages if you succeed. But the steel center of the United States.) Like-
you have to leave by tomorrow, or it’ll be wise, if the town contains a larger-than-
too late.” average number of magic-users, it should be
(A quick conversation follows among the located near some sort of educational facil-
adventurers, and they decide that they’d ity, most often in a large city.
love to go, as soon as they get some new If you keep these ideas in mind, the
weapons and other gear.) whole system should be very easy to imple-
Cedric: “We’ll go, if you pay for some ment. It provides an excellent framework
armor for our horses and a few swords.” for your campaign and gives it more direc-
Torpthar: “What??!! You came all this tion than would otherwise be found in the
way without any armor? The only place to game. Characters now have an incentive to
get that is in the capital city, over 200 miles travel across the continent for a specific
away. I can’t help you, and I have to leave item of opportunity, rather than as a reac-
so I can find someone else to help me before tion to a DM-devised crisis. It also gives the
His Most Honorable Potentate comes back DM a good way to communicate the condi-
for me. Sorry!” tion of an area to the PCs without having to
An exchange of that sort should convince spell it out for them. If the PCs come to a
the characters to plan ahead the next time town with rapidly rising prices, they should
and carry more of their equipment with be able to figure out that the place is ripe
them to the frontier. for revolution without having to ask some-
The following are more suggestions on one in a bar (who will probably say nothing
how to apply this system to your campaign out of fear of the King’s troops).
in a manner that will make sense to your If the town subsists in a large measure
players, allowing the play of the game to be due to the presence of one highly skilled
more believable and challenging. Set up a man, such as the swordsmith mentioned
rough network of cities in the area your above, it would suffer virtual collapse when
characters ark in. Decide where the mid- he dies or decides to move, unless some
DRAGON 45
More Dragons of Glory
Advanced rules and extra scenarios for DL 11
by Doug Niles and Tracy Hickman
Introduction Command control: Elves hardly got the citadels overhead and dragons filling the
along with humans; dwarves wanted noth- skies, will their plan work or will the last
TSR™ product DL 11, Dragons of Glory, ing to do with kender. The battle against the great strength of Whitestone be crushed on
is a simulation boardgame that allows play- Highlords was bad enough, but the mem- the barren Taman-busuk? This battle re-
ers to recreate the battles of the War of the bers of the Whitestone Council often fought flects the conditions present in the conclu-
Lance, the prime conflict in the AD&D® among themselves as well. The Highlords sion to the DRAGONLANCE series.
DRAGONLANCE® saga. The design were in no better position. While dracon-
provides for a fast-moving game, but in the ians would submit to any rule required of In this text certain terms have been used
product some details affecting combat were them, humans would not take command for convenience. For example, d4, d6, and
dispensed with for ease of play. from ogres, etc. Couple this with limited d10 each refer to four-sided, six-sided, and
For those of you who would like a little communication and the scope of command ten-sided dice, respectively. The addenda
more realism in the conflict and don’t mind became a complex one. The advanced rules serve as additions to existing rules. Occa-
paying the price of slightly higher complex- now reflect these realities of the war. Lead- sionally, the term “Acting Player” is used to
ity, here are advanced and optional rules for ers now have a limited range over which designate the player who is currently mov-
the Dragons of Glory simulation game. The their command extends, and only certain ing his pieces.
rules included in the original game are types of troops will answer to their call.
referred to here as the standard rules. New
rules in this article are called advanced Interception: Crossing the Bloodsea of
rules. Some of the advanced rules simply Istar was hazardous, but was all the more so
add to the standard rules, while others take due to the presence of fast pirate ships.
the place of certain standard rules. The Flights of griffons were less effective trans-
advanced rules include: port when dragons rose from the ground to
meet them in the air. Now players may
Detailed effects of winter: Winter weather intercept the movements of their enemy Use the standard rules for getting started.
tended to slow down the armies of dracon- with advanced rules. Note that heroes do not enter the game
ians (who did not operate well in the cold) until Turn 10. On that Turn, the WS player
and was a great factor in stalling the Solam- Dragon- to-ship combat: Dragons often may then place his hero counters anywhere
nic Advance during the winter of 351 AC. attacked shipping. Their actions from inter- in any country that either is allied with the
A system for weather effects on movement ception caused havoc with troop movements WS player or is currently neutral. This
is now presented. from Sancrist and Northern Ergoth. Until reflects the possibility that the heroes may
now, there were no provisions for such have entered the war and have been effec-
attacks. tive in it during the five years before they
Effects of heroes: The DRAGONLANCE
were reunited in the Inn at Solace.
saga is a story not only of armies in conflict For purposes of the advanced rules, there
Additionally, three new scenarios are
but also of individuals making a difference included. These are described below. are two types of Strategic Events counters:
in their world. Such individuals, referred to
Activation counters and artifact counters.
in these advanced rules as “heroes,” are The Invasion of Abanasinia/The Activation counters are those Strategic
ignored in the standard rules for the most Qualinesti War: This campaign by Vermi- Events counters which give a bonus to
part. Either they affect the game from si- naard marked the start of the war for the Activation attempts in the standard game.
multaneously role-playing their parts in an heroes of the Lance. This scenario details Artifact counters are those Strategic Events
AD&D campaign in Krynn, or they are not counters which have a specific event or
the landings of the Dragon Highlord forces
present at all. The impact of individual artifact listed on them (e.g., Dragonlances,
in Abanasinia and the opposition of the
heroes is now addressed, and combat be- WS wizard, HL wizard).
Qualinesti and Thorbardin forces to their
tween individuals is included within the Put away the Activation counters. Only
advance.
scope of the advanced rules. Statistics for the artifact counters are used in the
heroic characters (such as Tanis, Sturm, The Maelstrom Fleet Action: The pirates advanced game. These should be placed on
and Goldmoon) are found in the Manifest of Maquesta Kar-thon and the fleets of the the board when called for, using the
of Hero and Hero/Leader Counter Statistics advanced Battle Turn sequence presented
minotaurs were a constant menace to navi-
at the end of this article. gation across the Bloodsea of Istar. Yet the below.
Silvanesti capital and much of its standing You will also have to prepare the hero
Supply: Supply problems were critical to armies must cross the Bloodsea to move counters for the advanced game. You need
both the Highlord (HL) and the Whitestone their capital to safer, more peaceful lands. to transfer the statistical information for the
(WS) forces. With the absence of squad- Can the Silvanesti elven ships outrun the heroes (found on the last page of this text)
level clerics to produce food and water, pirate raiders and minotaurs, or must they to the blank counters found in the Dragons
supplies had to be brought overland — an chance the Maelstrom itself to get through? of Glory game, according to the counter
event unforeseen by strategists on Krynn layout given at the end of section B below.
and highly debilitating to their plans. Gun- The Battle for Neraka: The armies of the Note that the new Diplomacy Ratings for
thar himself notes these problems in his war Whitestone are chancing all on one last, HL and WS leaders who may also act as
journal. The direct effects of this problem desperate attack — plunge deep into the heroes should be transferred to their
are addressed in detail in these rules. Dragon Empire and destroy Neraka. With counters as well.

46 MARCH 1986
scenario description to determine whether
any additional artifact counters should be
In addition to the standard pieces in the added to the draw cup. The War of the Lance was not fought
game, the WS player now starts the game only on the battlefields. Individuals played
with hero counters. The table of counter STEP 2: HERO DECLARATION a most important role in the final outcome
statistics at the end of this text gives the of the war. In the standard rules, the results
numbers required on hero counters for Both players declare which hero will be of individual hero actions are either tied to
combat and Activation bonuses. You should active for this Turn. The HL player declares the role-playing campaign running in con-
copy these by hand onto the additional first on odd-numbered Turns; the WS junction with the simulation game or are
counters provided with the standard player declares on even-numbered Turns. assumed by Rules 2 and 3, in Steps 2 and 3
Dragons of Glory game, as noted above. Both player then place Active Hero markers of the standard game.
The artifact counters are all included with on those two heroes they have designated. In the advanced rules, heroes are intro-
the standard rules, except for the Berem duced. Heroes may assist in Activating
counter, which must be reproduced on a STEP 3: HEROIC ACTIONS nations into an alliance, discover important
blank counter. strategic items, move, fight other heroes, or
For all purposes in these rules, Highlord Starting with the player who was first to wrest possession of important strategic items
leaders who begin the game Activated (i.e., declare an Active Hero in this turn, each from other heroes. Use the following de-
who are not Activated during the course of player may then have his Active Hero per- tailed character rules.
the game) are also considered to be heroes. form one Heroic Action.
The only leaders for the WS player who are
also considered to be heroes are the leaders STEP 4: INITIATIVE
of the Knights who have been Activated.
The standard game pieces are used in this Each player rolls 1d4 to see who gets the ADDENDA: PLACING OF ARTIFACTS
game, with the addition of several Active initiative. The player with the higher roll
Hero counters and Interception counters, as wins. A tie goes to the player who had Artifacts are to be found everywhere in
well as well as the new hero pieces, the initiative on the previous Turn. The player Krynn. These are items which will greatly
layout of which is pictured below. with initiative declares which side performs help both sides in their quest for victory.
Steps 5 and 6 first. The side that moves The location of these artifacts are marked
second then performs Step 7. by Hidden markers. A Hidden marker
indicates that an unsearched-for treasure is
STEP 5: MOVEMENT still hidden at that particular location. Hid-
den markers are scattered on the map.
One player resolves all necessary ship These markers are placed when they are
movement for his side, and then resolves all called for by the scenario. The markers are
necessary movement for air and ground placed by the HL player in the following
armies which are in command (see Rule 7 order:
addenda, below), as per the movement Neutral (non-allied) capitals
rules. Armies moving by air or sea are Empty (unoccupied) fortresses
subject to interception during their move. HL-allied capitals, fortresses,
The player then resolves all necessary or fortified cities
movement for his heroes and leaders. Nei- WS-allied capitals, fortresses,
ther heroes nor leaders may move until all or fortified cities
ship, air, and ground army movement has The markers may not be placed in latter
been completed. categories until the previous categories are
When playing the advanced rules, replace all filled. For example, the HL player could
the standard Battle Turn (section C) with STEP 6: COMBAT not place a marker in an empty fortress
the following advanced Battle Turn. Each until all the neutral (unallied) capitals had a
Turn is roughly equal to one month of time, The player who just moved may now marker in them.
although the winter Turns represent three make any air, ground, and ship attacks that These markers are removed from the
months because of more limited movement he desires, using the combat rules. Only board whenever a successful search for an
and combat during that season. units in command at the beginning of the artifact is conducted.
Each Turn should follow these eight steps: step may attack. Once this is resolved, any
personal combat is resolved.
STEP 1: REPLACEMENTS
STEP 7: SECOND MOVEMENT
Army replacements: The Highlord player AND COMBAT In the advanced game, the Activation
puts a draconian counter in the hex where bonus chits of the Strategic Events counters
he has placed the Dark Temple marker. The player who has not yet moved in this do not come into play. You will not draw
Then each player determines how many Turn now performs Steps 5 and 6 in order. chits from a cup. Use the following
replacement armies he is allowed to add advanced rules in place of the standard #2
from armies that have been previously STEP 8: SUPPLY rules.
eliminated, and places each army on its In this step, both players declare which of
country’s capital. Each player calculates supply for all of his their heroes will be active. On odd-
Artifact placement: The players check the ground armies. Remove any armies which numbered Turns, the HL player must de-
scenario description to determine if any are out of supply and place them in the clare first. On even-numbered Turns, the
additional Hidden markers are to be placed Replacement Pool. WS player must declare first.
on the map this Turn. If so, then the WS When the Active Hero for each side has
player places the Hidden markers on the STEP 9: TURN MARKER and been declared, an Active Hero marker is
map starting with neutral capitals, and END OF GAME placed on the character. This marker will
proceeding, if necessary, to empty for- then indicate the Active Hero and therefore
tresses, HL-allied capitals, and then WS- Remove all Active Hero counters. Move which hero qualifies to attempt a Heroic
allied capitals. The players also check the the Turn marker and begin a new Turn. Action (see Rule 3: Heroic Actions).
DRAGON 47
Otherwise, a roll of 5 or 6 on 1d6 is re- Perform a Heroic Action
quired for a WS hero to successfully search
One qualifying hero may perform one for an artifact in a neutral leader capital. Heroic Actions may be performed by
Heroic Action during this step. The action If the WS player finds an artifact through either WS or HL heroes. To perform a
may be one of the following: search or diplomacy, then the Hidden Heroic Action, the following conditions
Diplomacy marker is removed and an artifact counter must be fulfilled:
Obtain artifacts is drawn randomly from the cup. 1. No enemy heroes may be in the same
Perform Heroic Action The Acting Player who gets an artifact hex.
The advanced rules use an alternate may look at the counter before placing it 2. The hero must not have performed any
method of Activating neutral countries. The immediately under the hero which discov- other Heroic Action in this step and
Activation bonus counters from the stand- ered it. The WS player is then allowed to must be the Active Hero.
ard rules are not used in the advanced check the Artifact Table to determine which 3. The player may select any one of the
game. condition must be fulfilled before that arti- following Heroic Actions to be put
fact may be uncovered. into effect by the Active Hero.
Diplomacy There are different conditions for each
artifact that must be met before the effects Diversion: The hero may attempt a di-
Diplomacy in the advanced game not of an artifact counter may be used. For version. Roll 1dl0. On a roll of 10 or more,
only incorporates Activation of neutrals, but example, for the WS player, a Dragonlance the attempt succeeds. For every 2 additional
also the possibility of Deactivation of an artifact counter must be taken adjacent to heroes with the Active Hero in the hex, 1
enemy’s troops and even their changing any mountain hex side on Southern Ergoth may be added to the die roll. If the diver-
sides in a battle. A hero attempting any Isle before it may be used in battle. If the sion attempt is successful, army units in any
diplomacy with a neutral country must first HL player has acquired the same single hex within 3 hexes of the Active Hero
meet the following preconditions: Dragonlance artifact counter, he must take must move immediately to the hero’s loca-
1. The hero must have killed or driven off it to the capital of Sanction before he may tion and may not move in the following
any enemy heroes in the hex; uncover it. The conditions which each Movement Step. If the hero rolls a 1 (do not
2. There must be an unallied neutral player must meet for each artifact are found count additional hero modifiers), then the
leader in the hex; and, in the Artifact Table at the end of the text. designated army units must still move, but
3. The hero has not performed any other Uncovering artifacts: If at any time dur- the hero dies and is removed from play for
Heroic Action in this step and is ing a Turn the requirement for the artifact is the remainder of the game. Any other result
currently controlled by the Acting fulfilled, the player owning the counter may, has no effect.
Player. at his option, reveal the counter and the
If all three preconditions have been met, artifact comes into play. The condition must The Hammer of Kharas: Roll 1d10 and
the hero may attempt to use diplomacy. The have been fulfilled during the current Turn. determine the result of this Heroic Action
Acting Player then states the result he is The results are immediately applied. from the table below.
seeking: Activation, Deactivation, or If the preconditions of an uncovered 1-2: Character is killed
change of alliance. He then rolls 1d6, add- artifact have been met, then the artifact 3-7: No effect
ing the hero’s Diplomacy Rating (as found may be brought into play during the cur- 8-10: Hero finds ancient dwarven relic;
on the counter statistics chart at this artic- rent step, regardless of whether the player +6 on the player’s next Acti-
le’s end) and any modifiers for racial types of the artifact is the Acting Player or not. vation roll involving Dwarven
as listed on the Diplomatic Resolution The effects of artifacts are generally the neutrals
Chart. He then reads the result from the same as found in the standard rules. In
notes below the chart. cases where they differ, they are explained Valiant Sacrifice: Player removes the hero
on the Artifact Table. permanently from play, and notes which
Obtaining artifacts Once placed on the board, an artifact allied leader’s Tactical Radius included the
counter may only be moved in conjunction hero when the latter was removed. On the
Artifacts in the advanced rules are gained with another army, ship, leader, or hero following Combat Step, the Combat
in a two-part process: searching for the counter. Artifact counters may be ex- Strengths of all attacking or defending allied
artifact and uncovering the artifact. changed between friendly counters in the armies within the Tactical Radius of that
Searching for artifacts: Artifacts may be same hex; thus, a hero counter carrying a leader are doubled, for that one Turn only.
searched for only by WS heroes. HL leaders Dragonorb artifact counter may give that
and heroes may only obtain artifacts by orb counter to an army in the same hex. Unite the Council: The WS player rolls
capturing WS heroes and taking them to Artifact counters are considered under the 1d10. If the result is 8 or greater, the WS
HL-controlled capitals. For a WS hero to protection of any other friendly army units player may ignore the command control
search for an artifact, the following precon- in the same hex, and therefore may not be rules regarding races during the current
ditions must, be fulfilled: stolen by enemy heroes. Artifacts may also Turn. The Active Hero must be on Sancrist
1. No HI, allied hero may be in the arti- change hands through capture or hero death to perform this Action.
fact hex. (see Rule 11: Personal Combat).
2. The hero may not have performed any Occasionally the scope of a scenario will Martial Law (HL only): The HL player
other Heroic Action during the not allow for the conditions of a particular may designate neutral allies to be placed
current Turn and must be the Active artifact to be fulfilled. In those instances, under Martial Law. He then rolls 1d10,
Hero. the hero carrying the artifact may be con- adding 1 for every neutral ally so desig-
3. A Hidden marker must be present in sidered to have fulfilled the conditions for nated. If the result is less than 8, then the
the hex. the artifact to be uncovered if the hero leaders of all those neutral nations are im-
Artifacts may be picked up in any neutral moves to the border of the scenario bounda- mune to any diplomacy for the current
capital, fortress, or fortified city where there ries. The player must then roll 1d6 and Turn, and thus cannot be Deactivated or
is a Hidden marker, divide the result by 2, rounding up (yielding change sides. If the result (including modi-
When a neutral leader allies with the WS a result of 1, 2, or 3). This is the number of fiers) is 8 or greater, then the WS player is
player, any artifact at his capital will auto- Turns that the hero must remain at the granted a +4 on any attempt to change an
matically go to the WS hero present, re- border before the conditions of the event are enemy leader’s alliance. Note that this
gardless of the one-action-per-step automatically fulfilled. This rule may only action is only effective on odd-numbered
limitation. HL heroes never obtain an be used when a condition is impossible to Turns, since it must take place before the
artifact as a result of diplomacy. achieve in the boundaries of the scenario. diplomacy attempts of the WS player.
48 M A R C H 1986
Distrust (HL only): The HL player rolls other heroes (see Rule 11: Personal Com-
1d10. If the result is 10, then the WS player bat) or by armies as heroes attempt to pass
must roll 1 on 1d6 for every non-human enemy lines. This rule deals with moving
leader during the Movement and Combat Players move their ground armies using past armies.
Steps. If the WS player rolls a 6, then that the standard rules. When moving next to an enemy hex,
leader will refuse to move his armies or each hero must check to see if he has been
engage in combat during that step. ADDENDA: WINTER WEATHER captured. Roll d%. Subtract the hero’s
EFFECTS Tactical Rating. If the result is greater than
Spies (HL only): The HL player rolls 80, then the hero has been captured by that
1d10. If the result is 10, then the HL player During each Winter Turn (as shown on army. Turn the hero counter over and place
may examine one artifact counter currently the Turn Track), the following rules are in it under the army which captured it. Any
being carried by a WS hero, leader or army. effect: artifacts being carried by that hero are also
All interception die rolls have a +2 modi- captured at the same time. The HL player
fier. This means that it is impossible to who captures an artifact in this manner may
intercept units more than 4 hexes away. not examine it until that counter is moved
All rivers on the map are considered to be to an allied capital. The WS player may
ADDENDA: INTERCEPTION frozen. Ground armies can march and examine it immediately.
attack across them as if the rivers were not A captured hero is considered under the
When, during a Movement Step, a there. Ships cannot move through or along control of the player who captured him, so
player moves his air armies or ships into a river hexsides. long as he remains under at least one leader,
hex that is six or fewer hexes from an en- Ship movement is risky. Any time a army, or hero of the player who captured
emy air army or ship, the enemy air army player attempts to move a ship, he must roll him. He must move as directed by that
or ship can attempt to intercept the moving a d6. On a result of 1, the ship encounters a player so long as he remains under the
air army or ship. The moving player imme- storm or floating ice, and is automatically enemy’s counter. A captured hero may not
diately stops moving when the non-moving sunk, along with any armies aboard. Lead- contribute any benefit to other friendly
player states that he will attempt an inter- ers are checked for as described in Rule 8. counters about him, nor may he perform
ception. This die roll is made separately for each any Heroic Action until such time as he is
To attempt an interception, announce ship that moves during the winter, even if no longer considered captured.
your intent as your opponent’s counter several ships move as a stack. Heroes captured by armies may attempt
enters a hex within six hexes of the counter All mountain passes are closed by snow. escape or be rescued by other heroes during
that will attempt the interception. This does Ground armies cannot move through personal combat of the Combat Step de-
not have to be the first hex in range; you mountain passes, and supply lines cannot scribed below. Heroes captured by enemy
can wait and see if the moving counter be traced through them. Armies can still heroes must engage in personal combat in
comes closer. attack through mountain pass hexsides, but the Combat Step in order to escape.
To determine the success of the intercep- such attacks add a -2 combat penalty to all
tion, roll a d6. If the resulting number is other combat modifiers that apply.
equal to or greater than the number of Travel through the air is restricted as
hexes from the intercepting piece to the follows: Air armies, whether they are carry-
moving piece, the interception is successful. ing ground armies or not, must check after ADDENDA: TACTICAL RADIUS and
(If the attempt is unsuccessful, the moving flying four hexes to see if they are grounded COMMAND CONTROL
player continues his move normally.) by weather. Roll a d6 for each air army
If the interception is successful, the mov- after it has flown 4 hexes. On a 1, 2, or 3, The armies in the War of the Lance
ing player stops moving until the intercep- the air army is forced to land immediately suffered from extreme racial bigotry and
tion attack is resolved. The intercepting air and can move no further during the Turn. national pride. Armies who were otherwise
army or ship immediately moves by the If the air army is forced down over a sea on the same side of the conflict would usu-
shortest possible path to a hex next to the hex, it is eliminated. ally refuse to execute commands issued by a
moving player’s air army or ship. The air This procedure must be repeated after the commander of another race or nation.
army or ship that intercepted must then air army has flown 8, 12, and 16 hexes. Air Additionally, charismatic leaders tended to
attack the intercepted counter, or stack of armies flying 3 or fewer hexes in a Turn are have better command control of large army
counters. All normal combat rules apply. unaffected by this rule. Air armies flying an formations than did despots.
After the interception attack is made, interception attack of 4 hexes must. make In the advanced game, the Tactical Rat-
surviving intercepted units continue mov- the roll. ing printed on a leader’s counter is also the
ing, and the intercepting units immediately Tactical Radius (in hexes) for that leader.
return to the hex from which they started. Only those armies that start the Movement
Ships can attempt to intercept enemy and Combat Steps of the Battle Turn within
ships only. Air armies can attempt to inter- that number of hexes of the leader are con-
cept enemy air armies, or enemy ships. sidered to be in command. Armies farther
Each non-moving unit can make only one ADDENDA: INTERCEPTION than that number of hexes away from their
interception attempt, regardless of its suc- leader are considered out of command.
cess, during the opponent’s Movement The interception rules above in rule 4 Armies which start their Movement Step
Step. A moving unit can possibly be inter- also apply to flying creatures, as noted out of command may not move during that
cepted many times, but each attempt must therein. Battle Turn. Armies which start their Com-
be made by a different non-moving counter bat Step out of command may not initiate
or stack. If several ships or air armies are ADDENDA: MOVEMENT OF HEROES an attack during the current Battle Turn.
stacked in a hex together, they can (but are Armies which start in command in either
not required to) make an interception to- Heroes move in the same way that all step may perform their actions normally.
gether. other units move. The following special An army may perform its actions (move
rules, however, also apply. or fight) in its appropriate step only if it
Interception: Heroes are subject to inter- starts in command, and may complete its
ception by other heroes as per the intercep- full action even if it means ending its action
tion rules. out of command. For example, an army
Capture: Heroes may be captured by that starts a step in command may move its
DRAGON 49
full movement, even if the hexes it moves the battle has rolled for one attack, the that is wounded a second time is slain and
into are considered out of command. Arm- dragons can be withdrawn. Ships can never eliminated, going out of play for the re-
ies attacking enemy armies that are in hexes withdraw from combat with dragons. If the mainder of the game.
outside their leader’s Tactical Radius may dragons do not withdraw, each dragon and Combat is continued in this manner until
advance into those hexes, as per the stan- ship makes a second attack. Unlike ship-to- either no enemy heroes remain to fight
dard rules for advance after combat. Since ship combat, dragon-to-ship combat ends (having either fled or been slain), or until
leaders and heroes move after armies in the automatically after each dragon and ship one’s own heroes have all fled or been slain.
advanced rules, units that move out of makes its second attack.
command may well be back in command by Leaders never benefit either the dragons
Artifacts and captured/killed heroes
the end of the step. or the ships involved in dragon-to-ship
Armies will only take commands from combat. Artifacts may only be obtained by the HL
leaders of the same racial type. Armies that player by capturing WS heroes who possess
are only within the Tactical Radius of lead- artifacts, taking captured WS heroes to a
ers of another race cannot take command HL-allied capital, fortress, or fortified city.
from those leaders and are considered to be Whenever this happens, the artifact is taken
out of command. This standard rule still applies to the
away from the WS hero when the capital,
The following chart matches the nations advanced game.
fortress, or city is reached, and given over
of Krynn with their racial type. to the HL counter which is there. The HL
player may then uncover the artifact (if its
ARMIES AND RACIAL
conditions for the HL player have been
COMMAND TABLE
fulfilled) or he may subsequently attempt to
This standard rule still applies to the fulfill the artifact’s conditions as listed on
Army Race advanced game. the Artifact Table in the back of this text.
Blode Ogre WS heroes may regain artifacts by captur-
Caergoth Human ing HL heroes possessing such artifacts in
Goodlund Kender combat and taking them to WS-allied capi-
Gunthar Knights tals, fortresses, and fortified cities.
Hylo Kender Personal (heroic) combat will occur when
Artifacts which are being carried when a
Kaolyn Dwarf two heroes of opposing sides are in the same
hero is killed are automatically returned to
Kern Ogre hex, and the player with initiative does not
the cup. Neither player then gets the artifact
Khur Human wish to attempt to capture the enemy hero.
(as the secret dies with the hero.)
Kothas Minotaur Additionally, whenever two or more hero
Lemish Human counters are in the same hex and no capture
Maelstrom Human/Minotaur is attempted, personal combat must occur. Healing wounds
Mithas Minotaur Personal combat is resolved simultaneously.
Nordmar Human Both players first select which of their he- If a wounded hero performs no Heroic
N. Ergoth Knights roes will be engaging in personal combat. Action, movement, or combat for one Turn,
Palanthus Human Only two heroes in any one hex can engage he heals his wound and may function nor-
Qualinesti Elf in personal combat at any one time. Thus, mally again on the following Turn.
Sanction Human if there are three WS hero counters in a
Silvanesti Elf single hex with two HL leader/hero
Solanthus Knights counters, then both players must choose Capture vs. elimination
Tarsis Human which of their heroes will fight. If the cho-
Thorbardin Dwarf sen HL leader/hero was either killed or The major advantage to capturing oppo-
Throtyl Hum./Hobgoblin retreats as a result of the combat, then the nent heroes, as opposed to eliminating
Vingaard Human WS hero who fought the HL leader/hero them, is that any artifacts held by the cap-
Zhakar Dwarf could then also fight the second HL leader/ tured hero may be taken by the captors.
hero, or the WS player could choose an- The artifacts held by slain enemy heroes
Exceptions: Any WS-friendly armies can other HL leader/hero from the other two remain in the possession of the opposing
be commanded by Knight leaders (Gunthar, counters in the hex to engage in the fight. player.
Northern Ergoth, and Solanthus) regardless In this way, strong fighting heroes can The player with initiative may attempt to
of race. Any HL-friendly armies can be “protect” weaker fighting heroes who have capture the opposing player’s hero rather
commanded by HL leaders who start the a better Diplomacy Rating. than engage it in combat. To do so, the hero
game Activated (Ariakas, Kitiara, etc.). To resolve the combat, both players look attacking must fulfill the conditions of per-
Draconians may be commanded by any at their opponent hero’s Defense Rating sonal combat (see Rule 11: Personal Com-
HL-friendly leader. and subtract that from their own hero’s bat, above) and the player must declare a
Combat Rating (as given in the counter capture attempt before any combat is re-
statistics at this article’s end). This gives solved.
them the base “to hit” number for their The attempt is resolved using the same
hero. Both players roll one die. If the num- system as combat but with a -2 additional
ADDENDA: DRAGON-TO-SHIP ber rolled is less than or equal to their base penalty to the roll. A roll of 1 is always a
COMBAT “to hit” number, then the unit has suffered success.
a wound. Defending characters may not resolve
A dragon can attack a ship that is adja- After one exchange of personal combat is their defensive personal attacks until the
cent to it, either during the Combat Step or resolved, both sides have the option of capture results are known.
as a result of interception. The ship has a retreating their hero one hex out of melee. At least one unit, either hero or combat,
limited capacity to defend itself. Retreated heroes may not be engaged in must be in a hex to hold a captured hero. If
To resolve dragon-to-ship combat, treat personal combat again in the current Turn. for any reason the hex that the captured
the dragon’s Combat Strength exactly as if When a hero is first wounded, his counter hero occupies is relieved of enemy units,
it was a ship’s Combat Rating. Treat the is flipped to its back side. The personal then the captured hero is liberated.
ship as if it had a Combat Rating of 1. Combat Ratings, Defense Ratings, and
After each ship and dragon involved in Movement Points remain the same. A hero (Continued on page 55)

50 MARCH 1986
Give us your 22 cents' worth!
Do you wish there was a way to tell us or all types of role-playing game experi- a postage stamp to give us the benefit of
what you think of DRAGON® Magazine ences. Of the articles in issue #106, “More your opinions. Pretty raw deal, huh?
without taking the trouble to write a letter? range for rangers” would be category a; Well, that depends on what you expect to
Well, here it is. On the following two “The ranger redefined” would be category get. In return for your time and your
pages is DRAGON Magazine’s latest b; “The laws of magic” would be category twenty-two cents, we can promise to tally
reader survey, which is exclusively devoted f; and “The way we really play” would be up your responses and use the results to
to questions about the editorial product. We category g. produce a magazine that we hope you’ll
selected the questions and choices very Questions 18 through 25 in this section want to continue reading. At best, you’ll
carefully, trying to cover every kind of call for a different kind of value judgment. come out of it with a magazine that you
comment or complaint that a significant Using whatever standards you choose for think is better. At worst, you’ll at least be
number of readers might have. Now that characteristics such as “quality” and “at- aware of some opinions of yours that appar-
we’ve asked the questions and raised the tractiveness,” tell us which of the three ently aren’t shared by most of the rest of
issues, all you have to supply is your an- descriptions you would assign to each of the our readers.
swers and opinions. Fill it out, fold it up listed aspects of the magazine. You don’t have to return the survey im-
and fasten it or slip it in an envelope, attach mediately, but don’t put it off too long. We
a first-class stamp of your choice, and send B: Where Should We Be Headed? plan to tally all the responses we receive
it back. Please. . . . To formulate the questions for this sec- from the United States and Canada by the
. . . But don’t get out your pencil yet. It’s tion, we tried to define what DRAGON middle of June. Responses from countries
pretty important to read the rest of this page Magazine could reasonably do for you that other than those two will be tabulated sepa-
first. It may seem silly to have to read in- it isn’t doing now. The key word there is rately, and we’ll continue to tally the returns
structions on how to fill out a survey re- “reasonably” — we aren’t going to start from overseas for at least a couple of
sponse, but we want to be sure that you using articles on the game of bridge, for months beyond mid-June.
understand exactly what we’re asking, and instance. As you’ll see, the questions about You don’t have to give us your name and
that you know how to fill out the survey expanding coverage fall in three clearly address, but we won’t accept more than one
sheet so that it will help both of us. defined areas. Do you want to see coverage anonymous response in a single envelope. If
of miniature figures or computers and soft- yours is the kind of magazine that gets
A: Where Are We? ware? Do you like the idea of resurrecting passed around a group after you’re done
This is the section where you tell us your valuable articles from out-of-print issues? reading it, please take the survey out of the
opinions of what DRAGON Magazine If the choices in question 7 don’t seem magazine before its journey starts. We’d
generally contains: what do you like, or not complete, read the editor’s column on page like the original purchaser of each magazine
like, about what we're doing now? In ques- 3 of this issue and you’ll find out why we to be the one who responds — and in keep-
tions 1 through 17, you can make judg- aren’t asking you about modules as special ing with that, we won’t accept photocopies
ments about the amount of space we devote attractions. Be aware that the choices we’ve or any form of responding except for an-
to regular features and certain types of listed don’t represent everything we could swers on the survey page itself.
articles. The possible answers are “More, do for a special attraction, and we’re not
“Less,” or no answer at all, which indicates suggesting that our opportunities are lim- How come we didn’t ask . . .
that either you don’t object to the amount ited to these. The list represents what we . . . about expanding our coverage of
of space we’re using for something, or that can anticipate being able to produce, based play-by-mail games? Because we don’t
you don’t have an opinion on that item. on submissions we’ve received recently. If think we can “reasonably” do that. It
Here’s the catch: For every “More” you someone comes in the door tomorrow with would take a tremendous new outlay of
mark, there must be a “Less,” and vice an entirely new idea, we won’t throw it out manpower and money — and even if we
versa. This reflects one of the harsh realities just because it wasn’t on this list. Game title could afford to do it, our coverage would be
of magazine publication — page space abbreviations are the same ones we use in a pale shadow of what the many established
doesn’t grow on trees. If all you do is mark the World Gamers Guide on page 4. PBM magazines are already doing. We’ll
“More” in six places on this list, that Questions 8 through 12 are pretty self- keep our hand in with an occasional article,
doesn’t tell us what you’re willing to sacri- explanatory. You can fill in the blanks pretty but those will be geared toward people with
fice. In order for us to give you more of much any way you want, but take a little bit little or no experience in PBM gaming.
anything, we assume (and so should you) of care with 9 and 12. Stick to things that . . . if we should produce a module maga-
that we’re going to have to cut back some- you know we can do, or think we should be zine? Basically, we thought that was a deci-
where else. So, if it was your decision to able to do; otherwise, you’ll waste your sion we could make on our own. We’re sure
make, what would you do? time and ours too. If the three other games that the demand exists for a separate publi-
Some of the categories under questions 16 you like to play are gin rummy, checkers, cation devoted to modules, we think that a
and 17 could use expanded definitions. and mah-jongg, you might be reading the lot of gamers will be willing to subscribe to
“Advice or suggestions” (a,b) encompasses wrong magazine. If the one thing you want it, and we intend to do everything we can to
tips on how to modify or expand a specific done differently is “lower the price,” you’re make those expectations come true.
aspect of a game’s rule system. “Imagina- definitely reading the wrong magazine. We probably don’t have to say this, but
tive essays” (f) is a less frequent kind of additional comments, complaints, and
article that takes existing rule information What’s in it for you? compliments are okay. Gracefully scribble
for a specific game and builds on it. The The first five hundred people who send in them in the space at the bottom of the sec-
former type of article can be of any length their responses will receive . . . exactly what ond page, or-attach a second sheet and put
and any level of complexity; the latter type everyone else receives. No giveaways, no the whole thing in an envelope. And you
is usually lengthy, complex, highly theoreti- random drawings, no “must be postmarked don’t have to fill out the whole thing; if you
cal, or all three of those things. “Pure spec- by.“ We don’t want you doing this for fame don’t give a hoot how often we print an
ulation” (g) articles discuss general methods or fortune. Above and beyond what we’re index, don’t agonize over a decision. Make
or principles that lie outside the scope of a not giving you, we’re also asking you to it easy on yourself — and try not to go too
specific game, and which can apply to most spend a few minutes of time and the cost of hard on us.
DRAGON 51
A. WHERE ARE WE?

More Less More Less


1. Color comics q q 17. SF articles with the following approach or theme:
2. Black & white comic series q q a. Advice or suggestions directed
3. Black & white cartoons q q at game master q q
4. Color interior illustrations q q b. Advice or suggestions directed
5. Black & white interior illustrations q q at player(s) q q
6. Letters q q c. New alien creatures q q
7. The forum q q d. New technological items q q
8. Reviews of role-playing games q q e. New character classes or racial
9. Reviews of other games q q types q q
10. Reviews of role-playing modules f. Imaginative essays building
and other accessories q q upon existing rules q q
11. Reviews of current fantasy and g. Pure speculation or generic
SF literature q q advice q q
12. Convention calendar q q h. Statistics-based articles q q
13. World Gamers Guide q q
14. Articles on the following TSR games and products:
a. AD&D® game q q Here’s how I would rate DRAGON Magazine in . . .
b. D&D® game q q
c. WORLD OF GREYHAWK” Good Fair Poor
Fantasy Game Setting q q
d. DRAGONLANCE” modules 18. Quality of cover paintings q q q
and games q q 19. Quality of color interior illustra-
e. Oriental Adventures rules tions q q q
and accessories q q 20. Quality of black & white inte-
f. BATTLESYSTEM” Combat rior illustrations q q q
Supplement and accessories q q 21. Physical attractiveness of color
g. TOP SECRET® game q q advertising q q q
h. DRAGONQUEST” game q q 22. Physical attractiveness of black
i. MARVEL SUPER HEROES” & white advertising q q q
game q q 23. Placement of advertising q q q
j. STAR FRONTIERS® game q q 24. Articles or features that are
k. GAMMA WORLD® game q q jumped from the front of the
magazine and finished in the
14. Fiction with a fantasy theme q q back q q q
15. Fiction with a science-fiction theme q q 25. Presentation of charts and tables q q q

16. Fantasy articles with the following approach or theme:


a. Advice or suggestions directed
at game master q q
b. Advice or suggestions directed
at player(s) q q Name
c. New monsters or other crea- Address
tures q q
d. New magical or technological
items q q
e. New character classes or racial
types q q Age If subscriber, check here: q
f. Imaginative essays building
upon existing rules q q
g. Pure speculation or generic Copyright ©1986 TSR, Inc. All Rights Reserved.
advice q q
h. Statistics-based articles q q
B. WHERE SHOULD WE BE HEADED? 7. Rank the following topics in order of your preference of
them for a DRAGON Magazine special attraction:
Here’s what I think about expanding DRAGON’s coverage q AD monsters
to include . . . q AD magic items
q DD monsters
Yes No q DD magic items
q GW mutant creatures
1. Miniature figure articles q GW technological items
a. Reviews of recent releases q q q SF alien races & creatures
b. Instructions & tips on q SF technological items
preparation/painting q q q MSH heroes & villains
2. Miniature figure photo coverage q TS technological items
a. Black & white photos of recent q Rules & components for new game
releases q q q 3-D fantasy buildings
b. Color photos of finished figures q 3-D dungeon scenes
& dioramas q q q 3-D spaceships & SF vehicles
3. Computer applications for TSR
role-playing games 8. DRAGON should print an updated index every
a. Articles with program listings q q issues.
b. General articles (no listings) q q
4. Computer applications for other 9. The other games I’d like to see more articles about are:
role-playing games
a.
a. Articles with program listings q q
b. General articles (no listings) b.
5. Reviews of commercial computer c.
software
a. Games oriented toward 10. The three best articles you’ve printed recently were:
fantasy/SF/role-playing q q
b. Other games q q a.
c. Utility programs useful to b.
gamers q q
C.

6. Occasional reprints of out-of-print


11. The three worst articles . . .
articles q q
a.
If yes, which ones? a.
b.
b.
C.
c.

12. If you can only do one thing differently for me, let it be
this:
Escape and release HIDDEN MARKERS: Place two Hidden
markers on the board on Turn 4 (start of the
Any time a hero counter is captured, scenario). Place two additional on the board
either through movement near enemy arm- on Turn 8.
ies, personal combat, or diplomacy, it may In order to play the advanced rules for
attempt an escape during its player’s Com- heroes in the Standard Campaign, Histori- ARTIFACTS: Each side starts with no
bat Step. cal Campaign, or the scenarios for the artifact counters. Place only El artifact
To escape, the player must roll a set of standard game (as described in DL 11), you counters in the cup.
doubles on 2d6 (the same number rolled must know which heroes and artifacts are
simultaneously on each dice) for each cap- present and where to place them.
tured hero. However, for every army unit in
the same hex, one set of doubles is elimi-
nated, starting from the lowest set of dou- HEROES: WS player may select 3 heroes
bles and proceeding on up. For example, a (any except Laurana) and place them in any
hero attempting to escape from a hex con- HEROES: All heroes enter the game on WS-allied nation.
taining 2 armies would still remain captured Turn 10. The WS player may place them
on rolls of double 2s or double 1s. A hero wherever he wants them, so long as they are HIDDEN MARKERS: Place 4 Hidden
held captive in a hex without an enemy either in a country allied with the WS or in markers on the board. Place 4 more mark-
army could escape on a roll of double 1s. a country which is not yet Activated by ers on Turn 15 and 5 markers on Turn 20.
Each captured hero must roll for escape either side. The hero Laurana must be
separately. Captured heroes in fortresses, placed in Qualinesti and may not move ARTIFACTS: Place all El and E10 artifact
capitals, or cities may roll once per Turn until that nation is Activated. counter in the cup. Starting with the HL
during their action phase. Captured heroes player, each player takes turns drawing 4
held elsewhere may roll twice per Turn. For HIDDEN MARKERS: Place Hidden artifacts apiece, two of which may immedi-
example, in order for two captured heroes markers on the board according to the ately be declared as uncovered. Artifact
to escape from a hex containing three en- following schedule: acquisition then proceeds normally. Place
emy army units in the countryside, the the E20 artifacts in the cup on Turn 20.
player controlling them must roll double No. of
4’s, double 5’s, or double 6’s for each hero, markers Turn
rolling twice per Turn for each hero. 4 1
Uncaptured heroes that are of the same 4 10
side as a captured hero may aid in the cap- 4 15
tive’s escape. For each friendly, uncaptured 5 20 HEROES: WS player may select any one
hero adjacent to a captured hero, the cap- hero, other than Laurana, and place it in
tured hero gets one additional roll for es- ARTIFACTS: Place artifact counters in the Hylo.
cape on top of any other rolls to which that cup according to the “E” numbers printed
unit is entitled. on the backs of the artifact counters. For HIDDEN MARKERS and ARTIFACTS:
Escaped heroes may move under the example, “E10” artifact counters enter the None are used in this scenario.
normal rules of movement. cup on Turn 10. The Berem artifact counter
Captured heroes are automatically set is considered to be an E10 counter for all
free if the armies they are being held by are purposes.
forced to retreat as a result of combat. The
release is immediately applied.
HEROES: WS player may select any 5
heroes and place them in any WS-controlled
HEROES: All heroes enter at the beginning hex.
of the Scenario (Turn 20). Laurana is placed
During the Supply Step, players must be in Qualinesti. All other WS heroes are HIDDEN MARKERS: One Hidden
able to trace a line of supply from ground placed by the WS player in Abanasinia. marker each is placed in Kalaman and
armies to fortresses or fortified cities that Dargaard Keep. No further markers are
are controlled by the player tracing the HIDDEN MARKERS: 8 Hidden markers placed.
supply line. Only ground armies that are are placed at the beginning of this game.
stacked together (more than one army in a No further markers are placed on the ARTIFACTS: All of the artifact counters
hex) need to trace supply lines. (Lone arm- board. are placed in the cup. Starting with the HL
ies are capable of foraging off the land.) player, each player takes turns drawing
A line of supply is a path of connecting ARTIFACTS: The HL player starts with eight artifacts from the cup. Four of these
land hexses of unlimited length between the the following artifacts and may place them may be immediately declared as uncovered.
stack of units and any friendly fortress or with any army or leader: 2 HL wizards, 1 Artifact acquisition then proceeds as nor-
fortified city. However, it cannot be traced Dragonlance, and Lord Soth’s Legion. The mal.
through a hex containing an enemy counter, WS player starts with the following arti-
nor through a hex that is next to an enemy facts: 1 Gnomish Technology and 2 WS Following are some new scenarios for use
counter (unless that hex is occupied by a wizards. The remainder, including the with the advanced rules.
friendly counter.) The supply line also Berem counter, are placed in the cup.
cannot be traced through mountains, except
mountain passes.
If a player cannot trace a line of supply
for a stack of units, but one of the units
in the stack must be removed from the map HEROES: WS player may select one hero
and put in the Replacement Pool. The and place it anywhere in Silvanesti. The
player whose units are affected selects the hero may not be human, dwarven, or the Abanasinia once was a center of trade
units to be removed. Supply has no effect elf Laurana. and commerce. Great caravans would come
on leaders, air armies, or ships. south from the rich lands of Solamnia, on
DRAGON 55
their way to the dwarven kingdom of Thor- Whitestone (WS) Player fleets of their own. In the meanwhile, all the
bardin. One of the finest religious libraries The WS player begins with the following seas of Eastern Ansalon were the unchal-
of the Age of Might, second only to that of forces: lenged domain of the pirate raiders.
Palanthus itself, was located at Xak Tsaroth Qualinesti (leader and all armies; Silvanesti had slept in its self-imposed
in the heart of the Abanasinic region. WS Activated) exile for centuries, until the thundering
Though once torn by war and strife as the Although considered previously Acti- dragons came from the north and forced
dwarves, Qualinesti elves and Solamnic vated, these units must set up inside of them into flight. With nowhere else to go,
humans struggled to establish the bounda- Qualinesti. the great fleet of the elves sailed north into
ries of their land in the latter days of the the Bloodsea seeking passage to more peace-
Age of Might, Abanasinia was a region of The Thorbardin Dwarves begin the ful, western lands.
peace and enlightenment. scenario unallied and neutral. They may be The pirates had never taken on so large a
All of that changed with the Cataclysm. Activated through diplomacy. collection of wealth or sea power. The mino-
Much of Abanasinia fell beneath the waves taurs, while not allies to be trusted, would
of the New Sea. Xak Tsaroth was swal- HEROES: certainly be of help. It was a trap with a
lowed into the earth itself and all the land The WS player should put the Laurana prey too large to be held at the whirling
was plunged into fear and anarchy. After an counter in Qualinesti. The remaining he- brim of the Maelstrom.
initial period of chaos, culminating with the roes should all be placed in Abanasinia.
Dwarfgate War in 121 AC, peace was again INITIAL SET Up:
restored to the land. The Thorbardin START: Turn 20; HL player has initiative.
dwarves had disappeared from the face of Dragon Highlord (HL) Player
the world, and the Qualinesti elves again AREA OF SCENARIO: Abanasinic penin- Kern minotaurs
fell back into their enchanted lands. Man- sula, including small island northeast of Maelstrom pirates
kind created new homes, some in the trees Abanasinia. The line of hexes from 0623 to 1 blue dragon
of Solace and others in the plains beyond. 1729 defines the inland edge of the scenario; Pirates and minotaurs must be set up in
Humans slumbered in their domestic tran- these hexes are part of the scenario area, their home ports. The blue dragon can
quility, unaware of the storms of war gath- but the hexes to the east and south of this begin in either Kern or Flotsam.
ering about them in the world. line are not.
Then in the summer of 351 AC, war Whitestone (WS) Player
came to Abanasinia. The Red Wing of the After the HL forces are set up, the WS
Dragon Highlords, under the command of STRATEGIC EVENT COUNTERS: player deploys:
Dragon Highlord Verminaard, landed on Hidden markers: HL player places 4 Blode’s minotaurs
the northern shores of Abanasinia and also markers in the scenario area. No further Silvanesti elves (1 griffon, all ships,
at the small fishing harbor of Newports. markers are placed. leader)
The dragons’ might swept across the land Artifacts: Place all artifact counters, The minotaurs must be set up in their
and moved quickly to subjugate all of the including the Berem counter, in the cup, home port. The griffon can be placed on
land and the population in it. Starting with the HL player, each in turn any land hex. The other Silvanesti forces
The humans were totally disorganized picks 4 artifacts and may place them with must be placed in any sea or coastal hex
and could offer only a token resistance. their respective heroes. One of these may be along the scenario’s southern boundary.
Only the elves and the dwarves had the declared uncovered at the beginning of the
might and will to resist the onslaught, yet scenario. START: Turn 10
the elves wanted nothing over their own
survival. The dwarves were buried under VICTORY CONDITIONS: ADVANCED RULES NEEDED: Intercep-
the mountain and did not seem willing to The victor is determined according to the tion and dragon-to-ship combat are re-
appear. Not until the thunder struck did following schedule: quired.
either nation wake up to the conflict. Major Highlord Victory: Qualinesti is
Though not fully mobilized until the conquered and Thorbardin either AREA OF SCENARIO: This scenario is
armies of the Dragon Highlords were cross- allied or conquered. contained within the extreme northeastern
ing their own borders, the Qualinesti elves Minor Highlord Victory: Qualinesti is section of the continent: The Maelstrom, all
were not unprepared. Their spirited resist- conquered. the islands north and east of that area, and
ance was insufficient, however, to stop the Minor Whitestone Victory: Qualinesti all of Goodlund. The western boundary is
juggernaut. Only by the distraction of the remains unconquered. defined by a line running from hex 3916
dwarves on the south, caused by the actions Major Whitestone Victory: No HL arm- through hex 2821, and a line that zigzags
of heroes, were the Qualinesti elves relieved ies farther than 2 hexes from the sea. northward from hex 2821 through hex
of the constant fight and the Dwarves 2321.
brought into, the war.
STRATEGIC EVENT COUNTERS:
1 WS Wizard (deployed with griffon)

At the time of the Cataclysm, the major SPECIAL RULES:


INITIAL SET UP: fleets of Ansalon were swept into history. The WS player automatically has initia-
Only three major fleets remained: the great tive on Turn 10. The Silvanesti ships have
Dragon Highlord (HL) Player ships of Silvanesti, the Palanthian trade their Movement Allowance reduced to 10
The HL player begins with the following ships, and the scattered remains of the Istar on Turn 10. The scenario lasts until all
forces: fleet at sea. Silvanesti ships have exited the Western
Sanction (all armies and ships) In the period of barbarism which fol- edge of the scenario area, or have been
6 draconians lowed, the shattered fleet of Istar found sunk.
Maelstrom pirates (ship counters) more profit when acting as coastal pirate Skip the Replacement, Activation, and
2 red dragons raiders. The ships’ captains were quick to Strategic Events Steps for each Turn.
Verminaard (Highlord) realize that their Minotaur slaves were of
The HL player must have no armies on great value in their newfound professions, VICTORY CONDITIONS:
any land hex, All armies must be on ships- and before many decades had passed, the The WS player receives 2 points for each
in Newsea. minotaurs of Kothas and Mithas had built Silvanesti ship that can exit the scenario

56 MARCH 1986
area undamaged. He receives 1 point for Whitestone (WS) Player
each damaged ship that exits the area. At All Gunthar Knight counters (and
the end of the scenario, total the points leader)
earned by the WS player, then compare the All Caergoth Knights (and leader)
total to the following table: Half of all N. Ergoth Knight counters
(and leader)
WS points Victory earned Half of all Qualinesti counters
6-8 Stunning WS Victory 7 good dragon counters
DIPLOMATIC RESOLUTION CHART
4-5 Marginal WS Victory These forces may set up anywhere out-
2-3 Marginal HL Victory side Nereka. The WS player selects 5 heroes
The Acting Player first states the type of
0-1 Stunning HL Victory and places them with any friendly army
diplomatic action he is attempting — Acti-
unit.
vate, Deactivate, or Change. Roll 1d6 and
add the Active Hero’s Diplomacy Rating to
START: Scenario starts on Turn 25 and
the result, as well as any modifiers for the
runs for 5 Turns.
race of the defending character.
The War of the Lance surged like a AREA OF SCENARIO: Neraka and sur-
Roll Act Dea Cng
bloody tide back and forth across the plains rounding areas. Beginning at the northern-
-4 A D R
of Solamnia for two years. First came the most point in Nordmar and moving
-3 A D R
flood of dragon armies, treading the plains clockwise, the area is defined as follows:
-2 A D R
under their clawed feet and destroying all From hex 1326 to 1624, then southeast
-1 A D R
life in their path. Then came the terrible along the edge of the marsh to 2324. From -
0 A D
sieges of Thealgaard Keep and Solanthus, there, follow a path that jogs southeast and - -
1 C
as the hard-pressed Knights of Solamnia southwest to hex 2724. Then, continue -
2 C C
fought for what little foothold they had on southwest and southeast from 2724 to 3224; -
3 A D
their native soil. That winter was the dark- southwest from 3224 to 3928; wast from
4 A D R
est known for many years. 3928 to 3933; and northwest from 3933 to - -
5 C
With the spring came the Golden Gen- 3030 (crossing over onto the western half of - -
6 C
eral, and the bright armies of the Knight- the large map). From 3030, proceed north- -
7 C
hood rose up again as though by miracle. east and northwest to 4331, and then north- -
8 C C
They seemed, to many, to have come from east to 1433 (back on the eastern half of the
9 A D R
nowhere at all. In truth, they had been in map). -
10 C C
seclusion’ awaiting their time again — and it - -
11 C
had come. With the tremendous aid of the STRATEGIC EVENT COUNTERS: - -
12 C
dragons of good, just newly returned among HL player starts with one HL Wizard C - -
13
men, the Whitestone forces pressed back the counter, one Dragonorb counter, and 2 A R
14 D
dragon tide and regained the plains even so Flying Citadel counters. The WS player A -
15 D
far as the Estwilde and pressed the very starts with one WS Wizard counter. The El C -
16 C
foothills of Neraka itself. The evil had been artifact counters and all Activation counters - - C
17
beaten back into its lair. are put away. The remaining counters A -
18 D
Yet the evil was far from dead. With new (E10’s and E20’s, including the new Berem A R
19 D
and terrible weapons did the Dragon counter) are placed in a cup. Then the WS A R
20 D
Highlords strike back. Their flying citadels player draws 5 counters secretly and placed A R
21 D
rained terror down from above with their those under the heroes. For purposes of this A R
22 D
combination of lightning attacks and tre- scenario, all artifact counters are considered
mendous defense. It looked as though the to be “uncovered” in the sense that their Diplomacy Results
Dragonarmies were about to break through conditions are automatically fulfilled.
the Whitestone defense lines and destroy the C Captured! The hero has been captured
overextended Knights. VICTORY CONDITIONS: by the neutral leader. Treat as per the
It was now or never for the Knights. To The WS player wins the scenario by capture rules under personal combat.
delay would mean a prolonged campaign. If conquering Nereka by Turn 30. The HL
only the Knights could deal a crushing blow player wins by stopping the HL player. - No effect. Your plea fell on deaf ears.
aimed right at the heart of the Dragon A Activation! Your hero’s action caused
Empire. If only their strength would hold the neutral leader to ally with your
long enough to reach and conquer Neraka side. The neutral leader engaged in the
itself! If not. . . action and all units under its control
are transferred to the control of the
Acting Player.
D Deactivate! Your hero has convinced
the neutral leader who is allied with
your enemy to quit the war for now.
INITIAL SET UP:
The neutral leader engaged in the
action and all units under its control
Dragon Highlord (HL) Player
become neutral and are no longer
Half of all Neraka counters
under the control of the defending
10 draconian counters
Half of all Khur counters player. The neutral leader’s counter is
removed from play, as are his armies.
All Kernan ogres
The HL player sets up first. He should Note that Deactivated neutral leaders
may be Activated again as above.
select 5 Dragon Highlords and 7 dragon
counters. All counters must be set up inside R Reverse Alliance! You hero has been so
Nereka. convincing that the enemy neutral
leader has changed to your side. The
DRAGON 57
neutral leader engaged in the action ARTIFACT TABLE HERO AND HERO/LEADER
and all the units under its control are COUNTER STATISTICS
transferred to the control of the Acting BEREM — Berem Everyman found! (E10)
Player. The neutral leader’s counter is HL CONDITION: Take to Sancrist C = Combat Rating
turned over to its other side. Note that capital. Df = Defense Rating
if the neutral leader who has changed HL EFFECT Highlord player wins. T = Tactical Rating
sides has not yet moved during this WS CONDITION: Take to Neraka Dp = Diplomacy Rating
Turn, he may do so under the normal capital.
rules for movement. WS EFFECT Whitestone player wins. Name of Hero (Leader) C Df T Dp
Heroes of the Lance (WS)
In the advanced game, neutral (unallied) DRAGONORB — Ancient Dragonorb Tanis 4 3 — 8
leaders are always considered to be in the located! (E10) Goldmoon 2 l — 9
hex of their capital. Neutral leaders never WS & HL CONDITION: None (may be Riverwind 3 1 — 6
engage in personal combat (see Rule 11: uncovered immediately). Elistan 2 1 — 10
Personal Combat). EFFECT As in standard rules. Caramon 5 2 — 7
Raistlin 3 3 — 5
DRAGONLANCE — Dragonlances Laurana 3 2 5 10
ADVANCED ACTIVATION TABLE discovered! (El 0) Sturm 5 3 — 8
HL CONDITION: None. Tasslehoff 3 3 — 5
Nation Modifier HL EFFECT The Dragon Highlords do Flint 3 3 — 6
Blode - 6 not possess the necessary materials
Caergoth* +3 to construct or use Dragonlances. WS Heroes/Leaders
Goodlund +3 At best, they can keep the secret Gunthar 5 3 4 8
Gunthar* +3 from those who do. Northern Ergoth 5 2 3 7
Hylo +3 WS CONDITION: Take the counter Caergoth 4 2 2 7
Kaolyn +2 adjacent to any mountain hex- Solanthus 4 2 2 7
Kern -6 side on Southern Ergoth.
Khur -3 WS EFFECT Same as in standard rules. HL Heroes/Leaders
Kothas 0 Ariakus 5 2 4 1
Lemish -1 WIZARD — A wizard has been found! Topus 3 1 1 3
Maelstrom 0 WS & HL CONDITION: Take to any Kitiara 4 3 4 0
Mithas 0 Allied capital. Salah-Kan 3 2 2 2
Nordmar 0 WS & HL EFFECTS: As per standard Feal-Thas 3 1 1 3
N. Ergoth* 0 rules. Misif 3 2 2 3
Palanthus +1 As’p Tueng 4 2 2 2
Qualinesti +6 GOLDEN GENERAL — The Golden Bolas 3 1 2 3
Sanction -3 General has been found! Bakaris 4 3 2 2
Silvanesti +6 HL CONDITION: Take to Nereka. Verminaard 5 2 3 2
Solanthus* 0 HL EFFECT The counter is removed
Tarsis 0 from play. Note: All heroes and hero/leaders have 10
Thorbardin 0 WS CONDITION: Take to any battle Movement Points.
Throtyl -6 involving Knights of Solamnia.
Vingaard 0 WS EFFECT As per standard rules.
Zhakar -2 ERRATA NOTICE
GOOD DRAGONS — The good dragons
* — Die rolls for Activation of these units arrive! On the counter sheet provided with DL
increase by 1 for each nation that has been WS CONDITION: Take counter to Dark 11, Dragons of Glory, a few numbers are
conquered by, or is allied with, the HL Temple location. missing from the reverse side of one line of
player. Also, as soon as the first of these WS EFFECT As per standard rules. counters. The counters in question are
nations is Activated, the WS player puts the those ten counters in the line from the
three Tower Knights armies in the High GNOMISH TECHNOLOGY — The Silvanesti leader counter on to the right,
Clerist Tower and controls them as his own gnomes enter the battle! including four ship counters and five elf
armies. WS & HL CONDITION: Take counter counters. The reverse sides should have the
adjacent to any mountain hex- following values:
side on Sancrist Isle. Silvanesti Leader: Tactical Rating 3,
WS & HL EFFECT As per standard Allegiance WS, Movement Points 12.
rules. Ship counters: Combat Rating 2, Move-
ment Allowance 50.
FLYING CITADELS (E20) Elven armies: Combat Strength 3, Move-
HL CONDITION: Take counter adja- ment Points 5.
cent to any mountain hexside in
Nereka. Also, note this addition to the rules on
HL EFFECT As per standard rules. Combat Effects:
WS CONDITION: None. If a leader is on a stack of ground and/or
WS EFFECT None. air units that gets completely eliminated by
a combat result, the owning player rolls a
d6. On a result of 1-3, the leader is perma-
nently eliminated and removed from the
game; on a result of 4-6, he must be placed
with the nearest friendly army.

58 MARCH 1986
When the rations run out
Characters don't live on hit points alone
by Paul Hancock
Too often, a wilderness adventure is reduced to abstracts. Travel- number). Under no circumstances may each phase be less than two
ing from one point to another is accomplished with ease and, except days in length.
for an occasional wandering monster, few hardships. But a character For example, say the subject’s constitution score is 12. Tripled,
is not superhuman; he is affected by weather, natural obstacles, this becomes 36. This is modified for hard exertion (-8 days) in
disease, and a hundred other details that conspire to make his life extreme heat (-3 days), for a total reduction of 11 days. The result
miserable. A little realism adds interest to the campaign, and instills is 25 days. Each phase, then, is 8 1/3 (rounded to 8) days long.
in players a healthy respect for the dangers involved in wilderness
expeditions. Starvation effects table
This article addresses an aspect of the game that tends to be ig-
nored by DMs and players alike. In many cases, the need for food Chance
and water is dispensed with altogether. Yet the rules on the subject To of spell
are extensively developed: a section of the price table in the Players Phase Str Dex hit AC failure HP Move
Handbook is reserved for provisions, and spells like create food and 1 -2 Normal -1 0 None x ¾ Normal
water or purify water, as well as the psionic discipline mind over 2 -3 - 1 - 2 -1 10% x½ x ¾
body were clearly intended to have useful applications. Besides, it 3 -4 - 2 - 3 - 2 20% x ¼ x½
stands to reason that the greatest danger to travelers in a desert is
not the monsters they might meet. Notes
In game terms, then, these guidelines fill a gap in the rules. In 1. Strength or dexterity scores of zero or lower result in death.
terms of playability, they introduce a new dimension of danger to the When the strength score falls below 3, movement is reduced to 1”,
most mundane adventure. How tiresome it would be if monsters and. no more than 150 gp of equipment and armor may be carried, and
traps were the, only dangers to be faced! Much more terrible fates fighting is at -4 to hit and -3 to damage (cumulative with the
can await the incautious adventurer. . . . modifiers on the table).
Far from being an arbitrary system of damage, this is a game A dexterity score lower than 3 precludes missile combat attacks or
interpretation of medical facts. As such, it is as accurate as possible spell casting with somatic or material components. The defensive
while preserving simplicity and playability. It is not, by any means, adjustment remains, at +4 and the reaction/attacking adjustment
a medical dissertation, and it should not be treated as such. (for the purpose of surprise situations) remains at -3.

The damage system 2. Note that a low dexterity score affects armor class, in addition
Using hit points for damage from hunger and thirst proves unsat- to the modifiers on the table. In the same manner, a drop in the
isfactory. Why should a 10th-level magic-user, for example, be able strength score will often affect “to hit” probability.
to survive without food and water longer than a 1st-level fighter?
Isn’t the fighter the most physically powerful and resistant character 3. The process of starvation is reversed if one resumes eating. For
class? For that matter, how would experience with fighting or spell example, a character who began to eat after progressing four days
use help one survive physical deprivations? Evidently, another factor into the second phase would slowly begin to recover, spending four
must be used, one which quantifies physical endurance. The consti- more days in the second phase before reaching the 1st phase again
tution score is ideal for this purpose. — and so on. Of course, if he ran out of food, the process of deterio-
ration would resume.
Food
There are no detrimental effects for going one full day without 4. Rations are, by their very nature, the lowest possible quantities
food, provided that the character concerned has been well nourished which will sustain a character without harmful effects. However,
for at least two weeks beforehand. After he has spent one day with- consumption of starvation rations (as low as half the normal ration)
out eating, consult the following rules. will stave off starvation for some time. While the character is living
A character may survive without food for a number of days equal on these rations, he is considered to be on the first day of the first
to his constitution score tripled. This period of time is modified as phase. Although he will not progress past this point while on starva-
follows: tion rations, he is subject to all the annoying effects of the first
phase. A character may survive in this manner for up to two
Condition Modifier months, after which starvation rations have no effect; to be able to
Little physical activity (resting) +8 days use them again, he must recover (that is, be well nourished for at
Hard exertion* -8 days least three weeks thereafter).
Extreme heat (above l00oF) -3 days
Cold conditions (between 30° and 0°F) -4 days Water
Extreme cold (below 0ºF) -6 days On any expedition, water is the key to survival. Getting lost in a
Starvation rations** Special desert or dungeon can have terrible consequences. Much more so
than hunger, thirst can bring an adventurer to his knees in a matter
* - Forced marches, mountain-climbing, or any constant, daily of days. Thirst effects are immediate; there is no day of reprieve, as
activity requiring comparable exertion. with hunger.
** — See note 4 below on rations. Under conditions of little physical activity, a water ration is ap-
proximately one quart per day; this is doubled under conditions of
The resulting number of days is divided into three equal parts, or extreme heat (above 100oF). A character may survive without water
“phases” (for simplicity’s sake, round fractions to the nearest whole for a number of days equal to one half of his constitution score

60 MARCH 1986
(round to the nearest whole number). This is modified as follows: 6. A waterskin holds roughly two quarts of water, and a flask
about half a quart. A seven-quart waterskin, designed to be carried
Condition Modifier by a horse, could also be made available. This would weigh 20 gp
Extreme heat (above 100oF) -2 days (empty) or 170 gp (full).
Hard exertion -1 day 7. Wine and beer are adequate substitutes for water. Hard alcohol
Dry conditions (below 25% humidity) -1 day
or salt water, on the other hand, only increase thirst. Consumption
of these liquids results in a +3 modifier on the die roll described in
Again, the result is divided into three equal phases. Due to the
note 2, in this section.
relatively small period of time involved, do not round off fractions.
Each phase may never be less than 1/3 day (eight hours) in length. 8. Cure wounds spells do not reverse the effects of hunger and
thirst, for these effects are not considered wounds. By the same
Thirst effects table token, a cure disease spell is not useful in this respect. Heal would
Chance not prevent hallucinations, but it would cure permanent insanity.
To of spell
Phase Str Dex hit AC failure HP 9. A cubic foot of water (see the cleric spell create food and water)
1 Normal -1 Normal -1 10% x ¾ is equivalent to one gallon, or four quarts, of water.
2 +3 - 3 +1 - 3 30% x ½
3 +1 - 5 Normal -5 50% x ¼ Demi-humans and other creatures
Due to their size or preferred environments, creatures other than
Notes humans have widely differing food and water requirements., A few
1. For the effects of low dexterity scores, see the earlier notes on are included in the short list given below, which can serve as a start-
the subject. Great feats of strength are often possible when one is ing point for determining figures for other creatures if they are
suffering from the ravages of thirst. When dealing with exceptional needed.
strength, raise strength by one line on Strength Table II: Ability
Adjustments (p.9, Players Handbook), for each point of strength to Food Water Constitution
be added. For example, a character with a strength of 18/70 enters Creature required required equivalent
the second phase on the Thirst Effects Table. The strength adjust- Elf, half-arc, dwarf As human As human As rolled
ment is +3, so he rises three categories on the table, to 18/00. Halfling, gnome x½ x½ As rolled
Strength scores may temporarily rise higher than 18/00; for the Giant (hill) x3 x3 15
effects of such scores, refer to the girdle of giant strength description Dog x l/3 x 1/3 5
(on p.145 of the DMG) for “to hit” and damage bonuses. Horse, camel* x3 x2 8
Snake, lizard x 1/20 Negligible 10
2. During the second and third phases, a saving throw of a char- Giant snake As human Negligible 18
acter’s wisdom or lower on a d20 is required to avoid moving at Eagle, falcon x 1/3 x 1/3 8
maximum speed toward any source of water, regardless of the dan- Giant eagle x7 x4 12
ger involved or the quality of the water itself. Even salt water might
be consumed (see note 7 below). During the third phase, the dice * — A camel can go two weeks without water without harmful
roll is modified by +5. effects.
3. During the third phase, hallucinations and delirium are 80%
probable (check every day). Furthermore, there is a 5% (cumula- Double trouble
tive) chance per day of a character going permanently insane. Roll a A creature deprived of both food and water receives the combined
d10; hallucinatory insanity (1-5); hebrephrenia (6-8); or catatonia effects of each deprivation. For example, a character in the second
(9-10) will result. These conditions are described on p.84 of the phase on both tables would have a -4 dexterity modifier, a -1 “to
DMG. In all cases except catatonia, the subject will continue to hit,” a 4-step penalty to AC, and a 40% chance of spell failure. His
recognize the value of water — and actively seek it. +3 strength bonus would be entirely offset by the -3 penalty. Hit-
point penalties are not cumulative.
4. A water starvation ration will not prolong the life of a character.
It will, however, allow him to preserve his mental faculties (i.e., he
will not be affected by insanity).
Bibliography
5. The process of thirst may be reversed as was described earlier Guthrie, Helen Andrews. Introductory Nutrition. St. Louis:
for hunger. However, complete recovery takes an extra ten days, Mosby, 1975. Third ed.
during which time the character is subject to the effects described Hainsworth, F. Reed. Animal Physiology: Adaptations in Func-
for phase one. tion. Reading, Mass.: Addison-Wesley, 1981.

Got a question about an article? A


subject you’d like us to cover — or
not cover? What do you think of the
magazine you’re reading? Drop us a
line at “Letters,” P.O. Box 110, Lake
Geneva WI 53147. We’ll read every
letter we get, and we’ll select certain
letters of general interest for publica-
tion — maybe even yours!

DRAGON 61
ROGER
RAUPP

Roger Raupp is the Art Director


for DRAGON®, STRATEGY & TAC-
TICS®. and POLYHEDRON” maga-
zines.
“That means I do layout, keylin-
ing. graphic design, cartography,
and some of the art,” Roger said.
“Basically, I handle everything but
the typesetting.”
Roger is a lifelong resident of the
Lake Geneva area. He was born in
nearby Elkhorn, Wis., on Oct. 1, 1963:
“I was into science fiction as a kid,” he
said, “but my parents were quite con-
servative and thought I was a little nuts.
They wanted me to work on the farm,
not sit around and read

“Even though I know what it’s like to


comic books and watch Godzilla be a struggling young artist without experi-
movies all day.” ence, I have to reject the work anyway. I
He developed an interest in art during his have a great deal of sympathy . . . but no
childhood, and then got his first big break mercy. It’s the biggest drag to have to be
as a freshman in high school. “I was doing the one to send young, enthusiastic talent
some art for a student magazine, which back to the drawing board, but, unfortu-
happened to be printed at the same plant nately, it’s necessary. My advice to young
where DRAGON had camera work done. artists is to become your own worst critic —
Tim Kask, who was then the editor of it saves rejection.
DRAGON, happened to see some of my sci- “Kim Mohan has been very good at
ence-fiction and fantasy pieces, and told teaching me about how to reject, because
my art teacher to have me bring in a portfo- he’s certainly rejected enough of my work
lio. over the years.”
“Well, I had no idea what a portfolio was, Roger’s other main function at TSR is tor-
but I figured it out in a hurry, and worked menting fellow DRAGON staff member
frantically for several weeks putting to- Roger Moore. “You see, when Roger joined
gether a portfolio of warplanes, science fiC- the staff, I decided that I didn’t like sharing
tion, fantasy . . . all of it was the sort of my first name. Since he was unwilling to
quality I routinely reject these days. change his, what else could I do?” Regular
“Dave Sutherland, who was then work- exchanges of insults and practical jokes fol-
ing on the original cover for the DMG, re- lowed — all in fun, of course.
viewed my samples, gave me a lot of good Although one might suspect from read-
advice, and told me to keep working. I did. ing his powerful, high-level adventures that
A couple of months later, I brought in a new Roger Moore is a mightily thewed barbarian
batch of drawings. And a few months after himself, the reality is that Roger is a calm,
that, I got my first assignment, a jungle il- bespectacled, [cheerful, outgoing, trust-
lustration that appeared in DRAGON #31. worthy, generous, brilliant. . . — RM] man
“I started doing more and more work, — except, that is, when armed with a water
and ended up joining the DRAGON staff on pistol. He also wears his hair short. Very
a part-time basis three years later. I did a lit- short. This has given rise to a long line of
tle bit of everything: art, cartography, man- “Roger Moore’s barber” jokes.
ual labor, packing, carpentry, errands. They “Because I work with sharp knives,” ex-
called me the ‘utility infielder’ . . . I guess plained Roger Raupp, “I have been known
that was my job title. About a year later, I to cut myself, which gave rise to scenes of a
became a full-time employee, and slowly medieval barber shop — bloody rags hang
evolved since then into my current job.” ing on the walls and all. So, one day I rigged Roger’s hobbies include cross-country
Roger’s current main interest is history, up a cardboard barber pole and a huge sign skiing, biking, music, and, of course, gam-
but he still loves science fiction media in all that read, ‘Roger Moore’s Barbershop of ing. “I did a lot of D&D gaming in high
its aspects. The hardest part of his job is re- the Macabre,’ with a large picture of Elvira. school, but now I play mostly Traveller,
jecting art submissions. right outside the layout office. Doctor Who, and Call of Cthulhu,” he said.
As a child, I was fascinated by old people party invitations. We were participating in
telling ghost stories. From them, I became wargames, and I was an APC driver in the
interested in fantasy. field.” After Larry got out of the service, he
“You’d think that people who live nearest got a job as a civilian artist for the Ft. Knox
to nature would be least scared of it, but the Training Aids Department, and married Be-
opposite is true. They create mystery about tty.
it.” “We were working in the same building
As a teenager, Larry was into hot rods and as the print shop, so I learned a lot about
the Beach Boys. “The rural school I at- printing, photography, and all the mechan-
tended didn’t have any art program, so I ics of the trade. It was a valuable experi-
spent my time drawing-and daydreaming. I ence.”
was a pretty bad student. If I didn’t bring After three years with the government,
home any D’s on my report card, it was Larry turned to freelance work. His first
okay, but when I did, look out! ‘D’ stood for published work was in National Lampoon,
Dead in my household,” Larry said. “I was and shortly thereafter he sold some work to
always getting into trouble for drawing in Heavy Metal. “Then I started selling work at
class. I wish I had a quarter for every draw- science-fiction conventions in Louisville,”
ing of mine a teacher destroyed. he said.
“After school, I played around with hot A friend introduced Larry to the D&D®
rods, and was once grounded for three game around this time. Larry’s friend was
months for drag racing. I didn’t know it at planning to send in some art submissions
the time, but my future wife, Betty, used to to DRAGON® Magazine, and badgered
watch the boys drag race on Sundays.” Larry to submit something as well. “I had
After graduation, Larry went to Western enough freelance work at the time, and
Kentucky University. “I majored in art, be- wasn’t really interested, but the guy kept it
cause I didn’t think I could do anything up, and finally I sent a few pieces along
else. My first art class was a shock. The in- with his submission. Well, they took mine
and didn’t take his. He was kind of
annoyed. Then TSR offered me a job, but I
had just bought a house in Kentucky and
said no. They flew me up for an interview,
but I said I’d still rather freelance.
“But they kept asking me, and I decided I
was pretty bored with what I was
doing. The government

kept trying to get me to do


supervisory work, which I hated, so
finally I agreed to come to TSR. And you
know, coming here was the smartest career
move I ever made.”
Larry joined the TSR staff in November
threw it on the floor, 1981, and has done module and game cov-
The gruff, bearded, hardened ex-con and told us to draw it. All se- ers, posters, book covers, calendar paint-
vowed to change his life when he was re- mester long. It was awful.” ings, pen and ink work, and much more,
leased from the Kentucky chain gang. “Ah True to form, Larry got A’s in art, and including the Snarfquest saga currently
have paid mah debt to society,” said Cool worse grades in everything else. But by his running in DRAGON Magazine. He was the
Hand Larry, “and now ah want to devote senior year, he was selected as one of the artist in charge of creating a look for the
mahself to mah art.” His murder conviction top ten students. His senior show was a DRAGONLANCE® saga, and did much of
recently overturned by, the Kentucky Su- sensation, and several pieces were stolen. the early sketches for the series.
preme Court, Larry set out to become an “The art department had to keep guards at “I want to say something special to all
artist. the show all day,” he said. the people who have written me letters. I re-
“Well, it didn’t happen that way,” said A month after graduation, Larry was ally want to answer all the mail I get, and I
Larry Elmore, “but it makes a good story. In drafted and assigned as an illustrator with feel bad when I don’t, but this job keeps me
reality, I was born in Louisville, Kentucky, the U.S. Army in Germany. “There wasn’t too busy. I really do enjoy hearing from you,
on Aug. 5, 1948. and grew up in Grayson much art to be done, so I did a lot of girlie though, and I’m sorry that I haven’t written
County, in the midwestern part of the state. pictures to decorate the offices, and did back,” Larry said.
NEW PRODUCTS FOR APRIL 1986 SCEPTRE OF POWER Watch for the Agent 13 novels at a store
AD&D® Adventure Gamebook #7 near you!
by Morris Simon Agent 13 and the Invisible Empire
DL12 DRAGONS OF FAITH The first part of the incredible Kingdom Product No. 8400
AD&D® DRAGONLANCE® Game of Sorcery Gamebook Trilogy! You are Carr Suggested Retail Price: $2.95
Adventure Delling, apprentice magic-user about to set Agent 13 and the Serpentine
Johnson and Bruce Heard forth on a terrifying quest that will take you Assassins
The War of the Lance nears its cosmos- through not one, but three exciting game- Product No. 8401
shattering climax as Tanis, Raistlin, Cara- books! A special format allows you to rise in Suggested Retail Price: $2.95
mon, Tika, Goldmoon and Riverwind travel level after each adventure, just like a nor-
AGENT 13™ and © Flint Dille.
to the seaport of Flotsam.r There, Tanis mal AD&D® game character . . . or, of
meets Kitiara, his long-lost love, and ends course, to play each book in the trilogy in-
up on a voyage across the stormy Blood dependently of the others.
Sea of Istar! If you haven’t picked up an AD&D® Ad- M2 VENGEANCE OF ALPHAKS
This adventure covers part of the events venture Gamebook yet, we recommend D&D® Master Set Adventure
that take place in the Dragonlance” Chron- that you give it a try. It’s the best solo ad- by Skip Williams
icles, Volume 3. venturing you can find! Alphaks, the evil and mysterious Immor-
Product No. 9133 Product No. 8957 tal from the Plane of Entropy, has returned
Suggested Retail Price: $10.00 Suggested Retail Price: $2.95 from his dark dungeons to menace the land
of Norwold! Only characters of the highest
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MHAC9 REALMS OF MAGIC lenge — truly a Master-ful entertainment!
MARVEL SUPER HEROES™ Game Product No. 9148
Adventure Suggested Retail Price: $8.00

by Kim Eastland
Mighty mages and sinister sorcerers
A1-4 SCOURGE OF THE SLAVE LORDS
abound in the mysterious Realms of Magic! NEW PRODUCTS FOR MAY 1986
AD&D® Game Adventure
And now, their secrets are revealed for the
by Gary Gygax and the TSR Designers
first time. . . in a mammoth 96-page tome
The Slave Lords are back, and they’re
that expands and refines all the rules for AGENT 13™,
deadlier than ever!
magic use in the MARVEL SUPER HE- THE MIDNIGHT AVENGER
In the incredible revision of the famous
ROES™ game system! So, till the Mystic An exciting new novel series
Aerie of the Slave Lords series (Al, A2, A3,
Moons of Munipoor and the Crimson Bands by Flint Dille and David Marconi
and A4), you can once again do battle with
of Cytorrak enter the Dread Dimension of Think of the Shadow, Fu Manchu, and the marauding slave lords, who are menac-
Dormammu . . . make yours Marvel! Indiana Jones . . . and you have the genre of ing Highport from their fortress high in the
(And don’t forget to watch for the Agent 13. This incredible new novel series Drachensgrab Mountains. In this special
MARVEL SUPER HEROES™ Advanced Rules is set in the 1930s. World War II is brewing, 128-page supermodule, the adventure has
Set, coming in July! ‘Nuff said!) the Great Depression drags on, and people been greatly revised and expanded for char-
Product No. 6870 desperately need a hero. Now they’ve got acter levels 7-11, and now serves as a se-
Suggested Retail Price: $12.00 one: Agent 13, in his battle against the quel to T1-4, Temple of Elemental Evil.
minions of the sinister Brotherhood . . . a Relive one of the most titanic adventures
MARVEL SUPER HEROES and all character names and likenesses
are trademarks of the Marvel Comics Group. ©1986 Marvel Com-
secret society whose aim is nothing less of all time — when your character becomes
ics Group, a division of Cadence Industries Corporation. than world domination! the Scourge of the Slave Lords!
In the first novel, Agent 13 and The Invis-
ible Empire, the super-agent discovers the
PRISONER OF ELDERWOOD truth about the Brotherhood, and confronts
ENDLESS QUEST® Book #32 its most powerful agent. . . the man known
by Bruce Algozin only as The Mask!
A daring young thief braves incredible In the second novel, Agent 13 and The
dangers to rescue a lovely princess from Serpentine Assassins, the Brotherhood Unless otherwise noted:
her gem prison! launches a new threat against world peace ® denotes registered trademarks owned by TSR, Inc.
™ denotes other trademarks owned by TSR, Inc.
Product No. 8532 and safety . . . that not even Agent 13 can
Suggested Retail Price: $2.25 defeat! ©1986 TSR, Inc. All Rights Reserved.

64 MARCH 1986
Spy's advice
Questions and answers on the TOP SECRET® game
by Merle M. Rasmussen
Note: Unless otherwise stated, all page percentages include the black market? damage, due to their streamlined penetrat-
numbers given in this article refer to the If the item is to be obtained from illegal ing design.
TOP SECRET® rule book, specifically the sources (the so-called “black market”), Dum-dum (DD) bullets (named after the
second and later editions. — Editor double the chance of availability each time Dumdum Arsenal near Calcutta, India)
the offered price is doubled. There is no may have a soft, hollow, or notched nose,
In DRAGON® issue #49, did Mr. Ras- availability exception when items are physi- and may have a partially split jacket or a
mussen mean that .44-caliber magnums cally available and obtained from the black jacket with the tip cut off. Some hollow
are not satisfactory for low-level agents market. Availability is always 100%. There shells are filled with mercury and tipped
with a low Physical Strength, or did he is the chance (50%) that such items may be with a BB. All of these variants cause the
mean they are not satisfactory for any “hot” or that possessing them may be ille- bullets to mushroom (50% of the time) on
agents? gal. Administrators may also reprimand impact with a live target, tearing a large
Magnum ammunition of .41 or .44 cali- agents who do not go through proper chan- wound through the victim. Standard (S)
ber is not satisfactory for combat use. It has nels in getting equipment. ammunition of caliber .30 or less is often
great stopping power, but is difficult to designed to tumble through the air to pro-
control in fast, multishot action. The muz- How long are fusing cords, and how duce a similar effect (granting a +2 injury
zle flash is so bright and the blast so loud long do you have to wait until they deto- modifier).
that one shot will alert everyone in the area nate attached explosives? Gyrojet (G) ammunition is self-propelled
as to your location. In poor light, the flash Fusing cords may be cut to any length an much like a miniature rocket. They hiss
will be easy to see. (The same goes for agent chooses. Once ignited, fusing cord when fired (instead of making a bang), and
tracers.) Because of the lack of control due burns at a rate of 1” per second. Ten feet of have one-tenth the kick of a .45-caliber
to the power of the magnum ammunition, fusing cord weighs 1 lb. Fusing cord will not pistol (+10 to shooter’s chance to hit). At
multiple targets with smaller arms may burn under water, but will fizzle and be 100’, the projectile travels twice as fast as a
have the advantage. delayed under damp or rainy conditions. .45-caliber bullet.
Weapons using magnum or tracer ammu- Extinguishing the spark or cutting the cord Gyrojet ammunition may not be fired
nition should have their hit determination will prevent detonation. Branching to addi- from conventional firearms (those contain-
modified. In the Hit Determination Chart tional charges is not recommended, since ing firing pins). Such specialized ammuni-
under “Miscellaneous” (page 24), add the the flame may not follow both cords. tion is fired from cast aluminum launchers
following modifiers: possessing electrical igniters. These minia-
Second consecutive shot by one character Is it possible to load a gyrojet gun ture, solid-propellent rockets produce a
following a tracer = + 10. under water? visible burning tail and are not particularly
Third consecutive shot by one character Yes, launchers may be used in a vacuum accurate. The bonus to hit with such a
following a tracer = + 5. or underwater (this includes loading), since weapon should be applied for targets at long
In short, I meant that .41-caliber and the projectiles carry their own oxygen sup- range, due to the acceleration of the projec-
.44-caliber magnums are not satisfactory for ply to support combustion. If a launcher is tile while launching.
any agent who wishes to remain hidden, no used underwater, reduce all ranges by 75%; Residue buildup within the weapon bar-
matter how high a Physical Strength the however, the damage from striking the rel may cause the launcher to misfire after
agent has. target remains unchanged. Firing-pin am- the tenth shot unless the weapon is cleaned
munition may not be used in a gyrojet properly. The chance of a misfire after the
Magnum ammunition adds +2 to launcher. tenth shot is 5%, with 5% more added
damage. Is that added to standard ammu- cumulatively for each succeeding shot.
nition? Are shotguns automatically able The TOP SECRET game mentions four Hence, if the gyrojet hasn’t misfired by the
to take magnum shotshells? Can you have kinds of bullets: standard, armor- fifteenth shot, there is a 25% chance that it
a magnum M-16? piercing, dum-dum and gyrojet. How are will misfire on that shot.
The +2 bonus is added to all magnum- these bullets different? How do you know Gyrojet launchers operate off a simple
load bullet types and shotgun shells. Re- what bullets go with what guns? nine-volt battery good for 30-90 launchings.
member, though, that magnum and These bullet types were described in The cost of the battery is $1; launchers cost
standard ammunition can be fired from DRAGON issue #45. Standard (S) ammu- $150, are pistol-sized, and may be smug-
magnum-chambered weapons. Magnum nition is inexpensive, intended for use gled through metal detectors and searches if
ammunition cannot be fired from standard against live targets and light objects, con- they are disassembled. Launchers generally
weapons. Only shotguns chambered for tains a lead alloy core, and is jacketed with act like other pistols, duplicating their
magnum loads can use magnum shells. a sleeve of cupro-nickel or gilding metal. PWVs, Range Modifiers, (+10 at long
Magnum ammuniton costs $1 more per Other solid metals and even ice may be range), Weapon Speeds, Rates, Ammo
box. Modifying standard weaponry to used instead of lead alloy and will perform supplies, and other characteristics.
accomodate magnum ammunition costs almost identically.
$100 per weapon. Magnum weapons can be Armor-piercing (AP) bullets are designed Can a character die from an overdose
converted to standard load for $100. Yes, to penetrate steel plates of light armored of truth serum?
you could have a customized M-16. vehicles. Inside the long, slim, flat-tipped Not usually. However, if the victim’s
metal jacket is a hardened steel or tungsten- Willpower and Physical Strength are re-
In DRAGON issue #53 you talked carbide core. AP bullets often pass through duced below a total total of 5, the victim
about equipment availability. Do these living targets without causing extensive could die since his Life Level would be
DRAGON 65
below 1. If half damage rules are in effect, increased, does the score for the AOKs occurs. If the vehicle is sitting still and is hit
he would still be alive but unconscious. increase, or do the original scores remain by another one, or is moving and is hit
the same? broadside, use the other vehicle’s speed to
Can agents seek help in the agency if According to the Improvement of Char- determine damage. If your moving vehicle
they are sought out by the Mafia? acter Abilities rules on page 19, there is no is hit from the rear, use the difference in the
Sure, I don’t see why not. The agency limit on the general Knowledge score (i.e., two vehicles’ speeds to determine damage.
should be of some benefit to its agents. it can exceed 100), but for each point of If the vehicle is hit head-on, add the speeds
Knowledge added, 5 points of specific of the two vehicles together to determine
Are karate pads worn only on the knowledge are received and may be added damage. If seat belts and shoulder harnesses
hands or are they also worn on the feet? to the agent’s score in any one specific are worn, reduce the total damage by 90%.
Karate pads are worn on both the hands knowledge areas (see “Areas of Knowl-
and the feet. A fighter may opt to not wear edge” under Character Construction). The Are range modifiers (RM) cumulative?
them in order to deliver uncushioned blows. Knowledge value can be increased in either Range modifiers are not cumulative with
a superior AOK or a normal AOK. An each other. To determine the RM for a
Why can’t a “punch” be included in AOK score for player characters can never target at long range, use the listed value; do
Untrained Combat? Surely, anyone can exceed 150. not add the PD, S, and M values together
make a fist and swing, or can they? or add them to the L value. Range modi-
The “Hand to” blows (page 29) are with We find it hard to believe that the fiers are cumulative with modifiers found on
fists! If you like, they can also be claws, police carry .45 Thompson submachine the Hit Determination Chart (page 24).
hooves, talons, flippers or tentacles. guns as stated on page 17 under Police
Weaponry Carried In Vehicle. Is this Can bullets of made metals other than
Can an unconscious agent use a For true? lead be used?
tune or Fame point to jam someone’s gun This general chart was developed for use For custom-made bullets made from
before the agent is shot? with police worldwide. In some places, the metals other than lead, or bullets in non-
My first reaction was to answer with a police provide their own weapons and are standard calibers, multiply the regular 50-
flat “No.” Then I referred to DRAGON more heavily armed than those in the round box price by 25. For poison-coated
issue #45, in which I gave the following U.S.A. or Canada. bullets, multiply the cost of a single dose by
guidelines: “Unconscious characters can the price of a 50-round box. The poison’s
call on Fame and Fortune points if that How are language fluency ratings damage is combined with the bullet’s dam-
option is being played; however, once raised? age. Treat ice bullets the same as lead,
you’re dead, you’re dead. (There is no raise Language fluency increases in two ways. except that they must be refrigerated and
dead or resurrection spell in TOP SECRET One way is to refer to the section on Im- may melt before firing. Their cost is twice
gaming.) provement of Character Abilities on page that of standard lead shells.
“Agents using Fame or Fortune points 19 and treat separate languages as specific
should give their Administrator a logical Areas of Knowledge (AOK). The other way Do plastic death rings inject poison
reason why their intended harm should not is to complete the Languages & Culture into the victim that puts them on or into
occur (i.e., dud ammo, deflection off belt Course described in the “Rasmussen Files,” someone else when hands are shaken?
buckle, lack of fragmentation, remarkable DRAGON issue #51, and in the TOP Any unfortunate victim shaking hands
resemblance to shooter’s close relative, SECRET Companion, page 50. with a wearer of a death ring is injected.
others possible). Administrators should not Your idea of having rings that inject the
allow the same logical reason to be used Do non-player characters (NPCs) have wearer instead would work well as booby-
more than once per mission or game year.” either Observation or Perception Per- trapped weapons.
My final answer, tempered by careful sonal Traits?
reason is that it depends on the circum- It is only fair that if player characters When two agents are talking and one
stances. If the victim only has 1 Life Level (PCs) have something, NPCs should have it decides to attack the other, does the Ad-
point remaining and any additional damage too. I realize that they don’t get Primary ministrator still have to check for sur-
will kill the character, then yes, the Fame Personal Trait bonuses or Fame and For- prise?
and Fortune point may be so used, but only tune points (unless they are retired PCs), No, the normal use of surprise values
once this year, with this gun, and with this but they should get a chance to see danger assumes that characters are exercising cau-
attack. coming. tion and are remaining relatively quiet prior
to an encounter, not talking to each other. If
What is the modifier for shooting a One of our agents stopped his van in this is not the case, the Administrator can
weapon in the darkness out-of-doors? front of an enemy agent’s sports car. I adjust the surprise values accordingly.
Projectile combat in extreme darkness has want to know what the chances are of an
a -100 penalty on the chance to hit. Use explosion and, if no explosion occurs, What exactly is a neckband holster?
the same modifier for combat in unlit, what type of damage the passengers take. A neckband holster is primarily used for
windowless, indoor situations. There are no rules governing car crashes. a single, thin throwing knife worn hanging
Please give me some. down the spine. One could be worn in
Are there any limits on the advance- Good rules for crashes can be found in front, but the chin would get in one’s way
ments of a player character’s six Primary DRAGON issue #78 in Ed Teixeira’s ar- during a draw. A small firearm or shuriken
Personal Traits? ticle, “Pop the clutch and roll!” If you could also be holstered between the shoul-
Not according to the Improvement of don’t have DRAGON issue #78, refer to ders, but a cursory search would quickly
Character Abilities rules on page 18: the Explosives Use Against Vehicles rules locate such a solid object.
“There is no limit on how far abilities may on page 37. If your vehicle is moving at the
increase, except for for specific Areas of time of the crash, use the Explosives Use I have seen replaceable cylinders, simi-
Knowledge (AOKs). Scores of over 100 are Against Vehicles Chart. If your vehicle is lar to magazines, for revolvers. How
possible, and quite probably will be neces- stationary, use the Explosives Use Against many phases would it take to replace a
sary as the agent proceeds to higher levels in Stationary Vehicles Chart. loaded cylinder?
his or her bureau, for the better the agent, If the vehicle doesn’t explode and kill Replacing a revolver cylinder with a
the tougher the challenges must be.” those aboard, a crash will cause 1 point of loaded cylinder would take 4 phases, the
damage per person for every ten miles per same as for a magazine on a self-loader.
If the character’s Knowledge score is hour the vehicle is traveling when the crash Reloading an empty cylinder takes two

66 M A R C H 1986
phases for each round reloaded. placed by the agency’s Q Section, for a way, but are concealed differently. Dart
price, with a flashing light or vibrating guns cost $250. A boomerang that returns is
Can a .45-caliber M3 submachine gun signal. only $5; if it hits anything greater than its
use a .45-caliber Thompson submachine own weight ½ lb.), it will not return.
gun ammunition drum? If a weapon is submerged, but does not Boxing gloves cost $25 a pair, and complete
Nope. Sorry about that, Mr. Capone. fire while underwater, what happens? karate padding for hands and feet costs $50
Will it still work? a set.
Do fragmentation and blast grenades As stated in DRAGON issue #45, wet
cost the same? firearms or other powder-firing weapons are What can you tell me about buying
Yes. Both of these grenades cost $20 extremely unreliable; even when protected, non-espionage-related equipment? Can
apiece. they will-only fire 25%-50% of the time my character select merchandise from a
(Administrator’s discretion) after immer- real-life store catalog and pay the listed
What are the prices and weights of a sion. Water condensation inside plastic prices?
tear gas canister, a mace canister, and an sacks after 15 minutes of immersion has the Flashlights purchased from the agency
anesthetic capsule? same effect on stored bullets and powder include batteries and will float. (They’re
Tear gas and mace canisters cost $20 explosives, 55%-75% waterproof.) Paper matches are
apiece and weigh 1 lb., each. Anesthetic free, and 250 wooden stick matches come in
capsules have negligible weight and cost $5 Where are the defenses S1, S2, and S3 a non-waterproof cardboard box for $1. (A
each. The gas is encapsulated in a sphere of used in hand-to-hand combat? wet match, of course, will not light.) Butane
very thin glass approximately 1 inch in Situation 1 (S1) and Situation 2 (S2) are lighters good for 1000 lights apiece should
diameter, which breaks when dropped or listed on the Untrained Combat Table (page cost $1 and are 50% waterproof. Interna-
thrown. Such spheres are packaged in a 29). Situation 3 (S3) was taken out, but tional credit cards are difficult to come by
foam-lined case about the size of a thick unfortunately the reference to it was not. and can’t be used for buying espionage-
paperback book; each case holds 6 capsules. related tools, equipment, or services. Coun-
Smoke and sleeping gas capsules will fit in The prices for many of the Other terfeit money cannot be used to buy
the same case. Weapon Types found on the Weapons equipment at the start of a mission, nor
Chart (page 22) are different from the should it be used to buy more bogus bills.
If an agents shoots someone at point- prices listed under Equipping the Char- People who deal with funny money know it
blank range, does he use the General acter (page 8-9). Which is correct.? when they see it.
Injury Determination Chart on page 25? The correct prices for Other Weapon The catalog idea is a good one for deter-
No; use the Called Shots rules on page Types are listed on the Weapons Chart. A mining the cost and availability of non-
41. Agents should be sure to use a weapon manual speargun costs $50. A CO, espionage-related equipment. Be sure your
with a PWV greater than 24. speargun costs $100 and pressurized CO, Administrator agrees to the catalog you are
capsules cost $1 each. A sword ($30) and a using, and don’t expect him to give you any
If you fire a flechette or microjet at sword cane ($50) are used in much the same extra money for expenses or sales discounts.
point-blank range, does the casing fall off
the bullet in time to expose the dart? If
not, what is the distance needed for cas-
ing to fall off and the dart to be exposed?
One must really be into detailed gaming
to ask such a specific question. For the
purposes of quick gameplay, the casing falls
off at the end of point-blank range. For
damage purposes, treat flechette and micro-
jet ammunition as standard ammunition
within point-blank range.
To enhance realism, remember that the
+20 bonus to hit with a microjet should be
applied for targets at long range only due to
the acceleration of the projectile after
launching.

Do telephone taps have their own


transmitters? If so, are radio receivers
used to receive their transmissions? If
not, what is, needed?
Telephone taps, as listed on page 9, have
transmitters. Radio recievers tuned to the
specific transmitter frequency (1 chance in
10,000 per second if the frequency is un-
known) receive the telephone tap transmis-
sion.

Can the walkie-talkie on page 9 be


concealed? Do the walkie-talkie and the
miniature radio receiver hidden in a
fountain pen beep when someone is try-
ing to contact the agent carrying them?
The walkie-talkie is not concealable, but
it may be disguised. Both devices beep (if
turned on) when someone tries to contact
the agent. The auditory signal can be re-

DRAGON 67
Doomsgame
HRAG SLID THE LEATHER THONG
off his wrist, leaving a crimson trace
where the sword’s weight had bound
into his flesh. His wife handed him a
skin bulging with sweet red wine. He
took a long cool swallow. Wiping his
beard with a beefy arm, he scooped her
by J. B. Allen
off her feet.
"Welcome home," she said huskily.
She giggled and pretended to try to escape. Her small
fists pummeling his chest, she squirmed away from his
kiss.
When their lips met, she transformed from sinew to soft
delicious pelt. She trembled and slid back a bit. "The
children," she whispered, a lusty promise in her eyes.
"Ahh," Thrag yelled. "My kith, the treasure I
bequeath the next generation. Where is my brood?" he
demanded with a lusty laugh.
Shoa bit her lip, sorry now that she had mentioned
them. "The dampcellar."
"I’ll get them," Schwa offered. Thrag waved the gnome
back. His perpetually worried expression got a little
worse.
"Allow me," Thrac said with mock formality. His war-
rior’s stride crossed the room in a few lithe steps.
"What are they doing in the dampcellar? Surely not
softing skins?" Normally the dampcellar was the site of
groaning protests.
Shoa was silent. Something was wrong. Father and
fighter, he trotted down the stairs into the tunnel beneath
the house. The door was standing open a slit, something
strictly forbidden. But his thoughts were not on discipline
as he thrust the door open.
Thrag gave a confused sigh of relief. The children were
seated around a candle, laughing and cajoling one
another. Thrag looked back at his wife, mystified. She was
more concerned than ever.
It was mad, unless—
"The game," he spat.
"Oh, hi," the kids said in chorus. "How was the
quest?" one asked without turning around. As their father
answered, a peal of laughter drowned him out.
He looked around the circle of small plump bodies, his
face fixed in a scowl. The cold damp of the room was
starting to stiffen his leg where a shriekbeast had shattered
it. It seemed ages ago.
Suddenly older than his years, he climbed the stone
steps.
"They were expecting you tomorrow," Shoa said.
Thrag forced a smile and slid an arm around her.
"Sorceress," he chided her.
She reacted to the compliment with a coy turn of her
head. "I’m too tired, too sapped of my magic to feel
anger."
His huge form settled into a wooden chair, causing a
faint sound of strain. "When I was just a thief. . ."
"Never just a thief, my lord," Shoa whispered. Now it
was his turn to be embarrassed.
". . . life was simple. Deceive and mesmerize the rich,
barter with the lowfolk. That was all there was. Now,
though. The children dream, well, strangely. Myka, less Illustrations by Stephan Peregrine

DRAGON 69
than a season from her first bleed, should already be Thrag looked her up and down.
studying the Arts. But all she does day and night is play “Such learning and thinking are for someone mystically
that cursed game.” endowed. I am not one of those.”
“We had our strange games.” Shoa looked him over with eyes afloat in understand-
“Not that strange,” he said defiantly. “Sometimes I ing. “My lord carries more magic than he may ever
wonder if those who say that this game portends the end know.”
of everything might not be the wisest.” Thrag glanced at the stairway moment. It would be
There was a tapping at the door. easy to ravage the room and terrify the children. Too easy,
Thrag gave the gnome a commanding glance. The little perhaps. He nodded and gave a crooked smile.
creature had forgotten himself, attending the human talk “Perhaps you’re right. Once I understand this thing, it
with rapt attention. “I’d better get the door,” he said will be easier to fight.”
meekly. He glided down the hall, ashamed at his stealth. Shoa
“Yes,” Thrag agreed with authority. followed, eclipsed by his muscular bulk.
The knobby little hand slid a stout iron bar aside. From the dampcellar young voices crowded one
“Cleric Pon,” Schwa half-greeted, half-announced. The another. Thrag strained to hear something sensible, crav-
cleric swept into the room on a wake of black-and-purple ing an invisibility spell. A wisp of fog slid from his lips
cape. He was clearly surprised to see Thrag. into the candlelight.
Shoa smiled. “A D in chemistry? Gag me out totally.”
“Comforts of Hearth,” she said formally. Thrag shot a quizzical glance at his wife. She shrugged.
“Comforts of Spirit,” he replied. “What is this thing called” he whispered. Dice gal-
Thrag held his questions in check, but clearly he would loped across the cellar floor.
do so for only a moment more. “You’re behind the cafeteria, holding a pack of ciga-
“My husband returns from quest a day early,” Shoa rettes. Someone is coming around the corner. It could be
told the cleric. Pon smiled. the teacher.”
“A sign of health and success, I trust.” “Teachers and Classrooms,” Shoa said. Thrag nodded,
“I alight in a fog of Dragon’s blood,” Thrag said. still mystified.
“Even so, your blessing is always welcome.” “It’s Mr. Potter, the gym teacher.” A gasp passed
“I asked the cleric to visit, my love. The game.” through the room.
Thrag’s training as a warrior failed him for an instant. “You’re dead,” someone said. Thrag was still struggling
He was shocked. “That serious?” with the arcane words and names.
“As you know,” Pon said, “the game takes more time “Potter,” he mouthed silently.
from the young as each session passes. Admittedly, they “He’s just coming to the corner.”
learn crafts as well, often better, after playing T&C, but “Oh sacred soul. Uh, I, uh, jam the cigarettes in my
they seem to almost believe that the world where it hap- sock and pull my pantleg over them,” Myka said, her
pens is real.” voice almost desperate.
“Surely my children are safe from such extremes,” Dice rattled.
Thrag insisted. Pon shrugged. “No good. He sees the bulge and smells the tobacco.
“Today, perhaps. Tomorrow, even a seer cannot say. You’re busted. He grabs you by the collar and drags you
The game grows more elaborate as they continue to play. to the principal’s office.”
Some adults, even clerics, have been known to play.” Myka’s thin whine sliced the damp air. She was holding
“And you?” Thrag asked. back a sob as she spoke. “Another two weeks and I would
Pon nodded silently. “My magic dulled to the point have graduated. It’s not fair.”
where I could hardly lift a brineload.” Even around the corner, Thrag could sense the funereal
“What is the magnetism of this damnable thing? Is that feel in the room. It was eerie to hear a room full of young
world so superior to our own?” children silent, save an occasional uneasy cough. Thrag
“‘It lacks so much," Shoa said. “Much of life, even a started forward, only to have Shoa hold his arm. “She
measure of magic.” suffers no real danger,” she whispered. Thrag nodded
“They simply play to be defiant, to show that they uneasily.
can,” Thrag said. Myka slinked into the hall, head drooping tragically.
“No,” Pon replied quietly. “There is a depth here. A Thrag watched the tiny form, wrapped in a teddyfur, plod
sinister one, perhaps, but a depth nonetheless.” up the stairs. He followed her, silently, although he
Thrag’s eyes flashed. “I’ve dropped half a hundred guessed her ears were closed.
lizard warriors in a day, sucked wraiths into my own lungs “Child,” he implored as they reached the warmth of the
to spew them to their deaths. A sack of toys will not steal house. Startled, she twisted and saw the huge bearlike
my children. I will feed the games to scumbeasts, every form of her father, now bent in puzzled compassion. From
last one .” her lip up was puffy and red.
Pon held up a hand in admonition. “Learn. Conquer “I can’t ever win. Never. The others are going to grad-
through understanding.” With that he was surrounded by uate, go to work for microcomputer manufacturers and
a frigid mist. When it cleared, he was gone. accounting firms. But I got expelled. I might as well quit
“I hate parlor tricks,” Thrag grumbled. the game.”
“I would try what he said, ring of my soul,” Shoa said. “Would that be so terrible?”

70 MARCH 1986
Myka’s lip quivered. “Niola may even get a job with the “I’m confused,” Myka whimpered. "You told me once
IRS. The IRS!” that there was no evil that couldn’t be challenged. And
Thrag stifled his anger. “These words, these places are nothing that could be challenged that couldn’t be beaten.”
strange to me. If you seek this world, our clan could “But to put someone outside the worlds known,” Thrag
entreat the Gods for a lifequest.” said, striving himself to understand. “That goes beyond
“It’s beyond quest. Beyond even the Gods.” evil.”
Thrag held his breath, waiting for a wrathful bolt. None Myka buried her face in her father’s pantleg, sobbing.
came. His huge calloused hand glided across her golden hair.
“I understand, I think,” Shoa said from the cellar door- “Shh, pixie.” She managed a tear-ravaged smile. The
way. “This imaginary world, it has no magic and no warrior hoisted her onto the pillows in front of the fire-
god?” place.
Myka nodded, clearly relieved that her mother was “Rest, little one. Listen to the stories of my quest.
trying to understand. “One maybe. We’re not sure. He Dream sweet dreams and ride the frigid embrace of the
hides out a lot.” wind to the nests of stars.” Her eyelids fluttered, already
Thrag sputtered. “A hiding god? Madness.” heavy with sleep. Shoa quietly stacked wood in the fire-
Shoa gave an imploring look. “That means,” she said place and hung a flamecharm in the hearth. The room
thoughtfully, “that for our Gods to send someone there, began to warm.
they would have to put them beyond the powers of magic, Thrag strolled through his memory, arranging his
outside reality.” thoughts. He wondered if a simple cache of sentient gems
“Even if they could do such a stupid thing, they would could shadow the unnatural lures of cigarettes and a D in
not,” Thrag said. “It would put anyone they sent beyond chemistry. The night would be long, and he prayed it
their power to retrieve them.” would not be as lonely as it started. He began his story.

• • •

DRAGON 71
72 MARCH 1986
by John M. Maxstadt
When the new Basic Rules Booklet for
the GAMMA WORLD® game was devel-
oped, the decision was made not to
expand the gaming system along the
lines of the AD&D® game. There was
some expansion — a few new monsters,
mutations, and artifacts — but most of
the increased pagination was taken up
with greater readability and better illus-
trations. The main overall difference in
the rules themselves is that the newer
version is specific where the older was
vague. The revised edition presents
nails-down mechanical details of play
that were formerly left up to the Game
Master’s best guess.
Clarifying and increasing the detail of
a complex rules system without signifi-
cantly enlarging it require that some
sections which would otherwise require
a lot of explanation be greatly simplified
or simply removed. The fatigue factor
rules for weapons combat, for example,
were simply removed.
One section that was greatly simplified
was the section on disease, which now
states: “There is almost no disease in the
post-holocaust world. Its inhabitants
have a natural immunity to the effects
of most microbes (a legacy of advanced,
pre-holocaust science).” The mechanics
of this “advanced, pre-holocaust science”
are not explained, but it is reasonable to
assume that they involve some combina-
tion of vaccination and genetic engineer-
ing. [See “The New Humans,” DRAGON®
issue #106.] This is a neat solution to the
problem of disease in that it wraps up in
two sentences what might otherwise
take several pages to explain in detail.
Unfortunately, two disease-related
mutations (bacterial susceptibility and
bacterial symbiosis) remain to gum up
the works. Bacterial susceptibility is
really a logical extension of the system
as presented. It stands to reason that,
after generations of mutation, at least
some individuals would lose their artifi-
cial immunities. However, the playing
mechanics of the mutation allow the
unlucky player character who gets it a
pitifully short life expectancy. A begin-
ning character in the wilderness can
expect to be wounded quite frequently
(depending upon the campaign) even
with the most solicitous friends and the
most elaborate precautions. Each time a
character is wounded, he has a 10%
chance of getting an infection and a 25%
chance (per infection) of death or loss of
limb from gangrene, in absence of a
lucky find of medical equipment or
direct GM intervention.

74 M ARCH 1986
Also, it seems illogical that, out of the In my campaign, no character is inher- each of these stages, the character may
dozens of diseases that plague mankind, ently immune to disease (except for make a check vs. his CN x 4 to see
only rhinovirus, pneumonococcus, and certain NPCs). Player characters can whether his system has fought off the
gangrene-causing streptococcus would contact disease in three ways: through infection. Certain kinds of treatment,
still be around to victimize the poor soul the environment (air, water, food, small which vary from disease to disease, have
who lost his immunity. In fact, many insect bites, etc.), by contact with a percentage chance of curing the
diseases would theoretically survive infected creatures (including plants with disease as well.
total human immunity, including animal bacterial symbiosis), or by biting or In addition to such crude home reme-
diseases such as rabies and psittacosis. eating infected creatures. The first is dies, there are pre-holocaust medicines
Some diseases, such as jungle yellow unlikely unless the party is careless. I designed for use in case of bacteriologi-
fever, are not even furthered in their allow a 1% chance per week for the cal warfare in the Social Wars. These
reproductive cycle by infecting a human entire party that one or more members were formulated to cure instantly any of
host — we are a dead end for them. (with the number and identities of the a wide spectrum of diseases. There are
The same logical problem exists with specific party members rolled randomly) six of them: Antibiotics A, B, and C cure
bacterial symbiosis. Why should plants will come into contact with a disease fungal, bacterial, and other protistan
be able to coexist with a single strain of through the environment. I modify the infections, respectively; Antivirons A
pneumonococcus and nothing else? The roll as follows: +2%, if party members and B cure arboviral and other viral
problem gets worse when we recall that sleep without shelter; +5%, if they do infections; and, Antiparasitic (which was
this is the very strain of pneumonia to not cook their food; +10%, if they have also used in veterinary medicine) kills all
which every character (except the one been in contact with filth (including internal and many external parasites.
with bacterial susceptibility) is abso- garbage, dungheaps, and the lairs of Both the home remedies and the tech-
lutely immune. Does the plant have certain unclean monsters) without clean- nological wonder-cures are well-known
some special way of overcoming the ing themselves thoroughly; +5%, if they to all Healers and, possibly, also to some
average character’s immunity? Or does get soaked with potentially impure settlements of educated humans,
bacterial symbiosis only affect charac- water (as in a lake, pond, or sluggish humanoids, grens, sleeths, and the like.
ters with bacterial susceptibility? That river) without drying off afterwards; This does not guarantee that any of
would be a negligible evolutionary and, +15%, if they drink such water these groups have pre-holocaust medi-
advantage for the plant. Since a disease without boiling it first. cines on hand or that they would be
with such a slow onset time and no Contact with infected creatures may willing to sell or trade for them even if
pronounced symptoms would only deter involve touching them, being coughed or they did. Like medi-kits and cur-in-dose,
intelligent, social creatures, which sneezed on by them, simply breathing these medications could become valu-
would notice the demise of their fellows within arm’s reach of them, or touching able artifact treasures, for trading or for
and be able to deduce cause and effect. their possessions or lairs, as detailed personal use, in a world in which
There are other logical problems with under the particular diseases below. disease is a significant hazard.
the system. It seems implausible that Biting and ingesting infected creatures The diseases I use in my campaign
any kind of medical science, however also include cases in which the creature vary considerably in terms of creatures
advanced, could protect humans from was bitten in combat by a player charac- affected, symptoms, and recommended
every known and unknown disease, ter with a bite attack — a mutated tiger treatment, and they range in severity
including any that might have been or poisonous snake, for example. Such from merely inconvenient to possibly
accidentally created during the ram- infected creatures might be involved in lethal. However, they have certain points
pantly mutagenic holocaust itself, with- a set encounter, such as a settlement of in common. All allow a fair amount of
out causing their bodies to reject Pure Strain Humans quarantined elapsed game time and a fair number of
beneficial microbes such as the intesti- because of some sort of plague. I have dice throws before they can become
nal flora that allow them to digest food. random encounters involve diseased lethal. All have obvious and distinctive
Even if this selective miracle could be creatures 5% of the time (with a similar physical symptoms at the contagious
performed on every human being, does chance for random monsters to be poi- stages so that alert characters can avoid
it seem likely that it would also have soned, radiated, wounded, not full contact and the risk of infection (one
been performed on every goat, snake, grown, or already dead when encoun- exception, called “walking death,” is
and monkey (any of which can mutate tered). Plants with bacterial symbiosis evident as soon as the infected creature
to become animal player characters)? are treated exactly as infected creatures is touched, at which point simple wash-
Quite apart from the problems with if they are cut, broken, or bitten. ing will almost always forestall the infec-
the present system, I have found a posi- Contact with a disease does not mean tion anyway). Finally, all affect at least
tive advantage in reintroducing the that the character automatically one kind of player character. Diseases
possibility of disease into my campaign. becomes infected. There is a percentage that affect only non-player races, such
It adds another game challenge, a fourth chance for any given type of player as insects and plants, should logically
hazard to stand along with poison, radia- character that is susceptible to the dis- exist, but need not be specified. The
tion, and biogenetics. It also dissuades ease (human, humanoid, carnivorous diseases used in my campaign [to be
player characters from drinking what- mammal, etc.) to become infected, presented next month] could be easily
ever water they happen to find, eating depending on the kind of contact (envi- added to, removed from, or altered
any animal that happens to be dead, ronment, simple contact, or ingestion). within a campaign to suit its require-
wading around in dungheaps, and per- Other percentile rolls determine ments — for example, in a more
forming similar acts that one might whether the disease, if caught, becomes humanocentric campaign, the GM might
sensibly try to avoid in a game in which serious or fatal (some diseases are never prefer to have all of the diseases affect
the primary goal is survival. serious, and many are never fatal). At humans and humanoids.

DRAGON 75
A few words about the progress of roll, and if the check is successful, the persist for as long as the disease would
my given disease. First, remember that disease does not become more serious. otherwise have taken to get worse or
a character is only liable to infection or Likewise, treatment rolls are made one week, whichever is longer (if a tech-
infestation from the general environ- with every stage roll before which the nological cure is used, symptoms
ment (air, water, insect bites, etc.) if the disappear in a day).
GM made the modified 1% roll for the Characters with bacterial susceptibil-
party first, determined that the charac- ity do not get any CN checks during the
ter was one of the unlucky ones to come course of any disease, and the likelihood
into contact with the disease, then rolled that they catch any disease or that it
he 5-30% chance that the character worsens is either +10% or doubled,
would actually become infected. The whichever is lower. The mutation does
chance that characters catch diseases not affect the effectiveness of medicines
without actual contact with diseased or other forms of treatment. This makes
creatures or their lairs or gear is very such a character much more vulnerable
slight. Severe diseases should be impos- to death by disease than an ordinary
sible to catch without physical contact, character, but it gives him a chance to
though mild and easily cured ones might be careful and avoid contact with dis-
be easier to catch (such as from drinking ease. If he boils his water, watches what
impure water). he eats, keeps himself clean, and avoids
Also, it is important that a disease not contact with diseased creatures, he has
pass on to a more severe stage without only a 1% chance of even coming into
first passing through (or at least making contact with a disease each week. Under
a die roll for) its milder stages. The dis- this system, being wounded (too com-
ease cannot become serious unless the monplace an event to be avoided) does
infection took hold in the first place, and not carry any special danger of infection
it cannot become terminal unless it is for those with bacterial susceptibility.
already serious, so the chances of each
successive stage of severity diminish treatment was applied, except when [Next month, we present John Max-
even though the listed percentage otherwise noted for a disease’s descrip- stadt’s list of mutant (and “pure strain”)
chances are sometimes larger. A check tion. If a disease is arrested before it diseases for GAMMA WORLD game
vs. CN x 4 is rolled with every stage reaches its worst stage, the symptoms adventurers.]

76 MARCH 1986
by Roger E. Moore a general ratio of one super-powered
character coming to life for every one
Much has been written about how a million citizens in a particular country
game referee can put together a detailed or region. This proves to be a very con-
and seemingly realistic campaign world venient figure; by this reckoning, the
for fantasy role-playing games, but little United States of America should have
has been said about setting up campaign 232 super-powered heroes and villains
worlds for games using costumed of every sort. This compares nicely with
heroes. Why bother? Two of the major the numbers of heroes and villains from
heroic role-playing games on the market the major comics worlds.
(the MARVEL SUPER HEROES™ and DC The 1:1,000,000 ratio is fine, but it
HEROES games) come with their own implies all sorts of surprising things.
evolving universes, based on comics Canada should have 24 super charac-
from the two respective companies. ters, Australia 15, New Zealand 3, and
But what if you are using one of the the United Kingdom 56 (5 of them Scots-
other heroic game systems, such as the men). Also, by this reasoning, the Soviet
CHAMPIONS™, VILLAINS & Union should have about 270 super-
VIGILANTES™, or SUPERWORLD powered characters, and mainland
games? A number of referees simply China has 1,008! Okay, you could have a
copy the Marvel or DC worlds (or both) campaign in which China’s super-force
and install them, complete with their dominates the world, but for now, we‘ll
respective heroes and villains, into their focus on North American campaigns.
campaigns. This is rather like making Super-characters can usually be classi-
every fantasy campaign an exact copy of fied into the following individual cata-
Middle Earth — which is frequently gories: trained athlete, inventive genius,
done, but doesn’t say much for one’s altered human, natural mutant, mythic
originality. being, technology-augmented hero,
The campaign universe you create for artifical being (like robots and androids),
your own heroes and villains can be just sorcerer, alien, and assorted non-
as good as any other. The comic books humans. It stands to reason that more
point out that there are millions of alter- advanced nations have a better chance
nate and parallel universes; your cam- of having heroes and villains who use
paign is simply one of them. Below are powered armor and other high-tech An almanac gives a clearer picture of
some considerations that can enliven devices. Heroic training programs would which countries would be considered
and deepen your heroic campaign, be better funded, and better communi- underdeveloped. With references to a
giving it realism that can make it last. cations and transportation would bene- North American campaign, Haiti usually
One caveat: This article assumes that fit the development of super-groups. appears to be the worst off, and coun-
the campaign you are running is similar Money is power, and money means tries like Trinidad and Costa Rica seem
to (but not the same as) the current more super-types. to be doing rather well, though they are
comic-book universes. Unusual cam- Mythic, legendary, sorcerous, and not in the same economic league as
paigns based upon alien, magical, or alien characters could still appear from Canada and the United States. Mexico,
lost-atomic worlds will have to be dealt underdeveloped countries, joined by a with its high population, should have
with in another article, though some of few highly trained geniuses, detectives, many super types, whether one
the guidelines given here would also athletes, and a rare hightech hero or considers it underdeveloped or not.
apply to them. Campaigns not based in villain, perhaps produced as part of a In any nation, political considerations
or around North America will also be secret government project. Underdevel- could also affect the appearance of
dealt with elsewhere. oped nations often have poor medical super-characters. An anti-government
care, which would affect the survival hero might be quickly captured and
Populations rate of both heroes and villains. One killed by the armed forces; an anti-
would thus expect that few super- mutant government might kill off all
How many non-player heroes and vil- characters would come from these persons with strange powers. Develop-
lains are there in your campaign? For places, perhaps only one per five or ten ment of these aspects of the world are
the sake of argument, it helps to assume million people. left to the referee to resolve.

DRAGON 77
Using an almanac listing various coun- vania, Illinois, and Ohio their home Mayan, American Indian, and Eskimo
tries and their populations, the following states. Special heroes and villains could deities, villains, and heroes can make
table was developed for determining the come from areas with low populations, their appearances. Voodoo sorcerers
numbers of super-beings in the vicinity such as the Northwest Territories, appear from the Caribbean, as well as
of North America. Each country is listed Alaska, and Wyoming, but these should pirate and conquistador figures from
with the number of millions of people be relatively rare. the Caribbean and Mexico. Communist
who live there, equal to the number of Particular ethnic groups should be characters from Cuba (as well as anti-
super-powered characters who would accounted for in any grouping of heroes communist ones) come into play. The
also live there (based on the 1:1,000,000 and villains. An almanac reveals that you diversity of new characters may enrich
ratio). As noted above, underdeveloped could expect to find about 26.5 black any heroic campaign.
countries might have fewer heroes and and 14.6 Hispanic super-characters in Heroes and villains from other uni-
villains than these numbers indicate. the United States (excluding Puerto verses could, of course, be added to the
Rico). Discrimination could alter these above. If you think a particular villain
proportions, of course. Male and female who was slain in a recent comic book
Canada 24.4
characters would be equally repre- deserves a second chance to be bad, you
Costa Rica 2.3
sented in all categories, unless you feel can simply declare that he popped into
Cuba 9.8
that selective discrimination would alter your universe at the time of his death.
Dominican Republic 5.7
this balance as well. Religious and politi- Perhaps a major hero or villain was
El Salvador 5.0
cal factors in sorting super-types would cloned or duplicated by alien forces, and
Guatemala 7.7
also be interesting to add. the clone now resides in Pittsburg or
Haiti 6.1
Every group of super-powered heroes Houston. Any “doubled” super-charac-
Honduras 4.0
needs a major metropolis to defend and ters should be in addition to the ones
Jamaica 2.2
to use as their main base. For a North produced by these statistics.
Mexico 71.3
American campaign, all cities with more Note that these characters, as stated
Nicaragua 2.6
than 1,000,000 citizens qualify for hero- before, are also in addition to the ones
Panama 1.9
group status, though they might not the players are using. Player character.
Trinidad and Tobago 1.1
have one in any particular campaign. heroes can come from anywhere they
United States 232.0*
Below are the major cities of North wish and shouldn’t be bound by the
* — Includes Puerto Rico, which would America and the number of millions of above statistics, which only serve to
have 3.1 super-characters originating people there (as well as the number of form a campaign background.
from it. super-characters who might come from
there). Scenarios
There are some eye-openers in the
above chart. Most people will automati- Canada Though rather dry, these important
cally think of America and Canada as Toronto 3.0 statistics can lay the groundwork for
super-character homelands, but Mexico Montreal 2.8 your super-powered hero campaign and
virtually begs for heroic representation. Vancouver 1.2 help individualize it. Consider the fol-
A few heroes and villains would be Cuba lowing scenarios, derived from the
scattered across Central America and Havanna 1.0 above material.
the Caribbean, and Cuba is the largest of Dominican Republic Cuban super-characters attempt to
these minor hero-producers. Do some Santo Domingo 1.3 infiltrate U.S. Naval installations in the
particular scenarios suggest themselves Guatemala Caribbean, to sabotage or spy upon
here? Guatemala City 1.3 them. They may or may not be helped
It was assumed that the following Mexico by allied super-characters from the
countries and foreign territories had no Mexico City 17.0* Soviet Union or from other Central
super-powered beings associated with Guadalajara 2.4* American and Caribbean states.
them, because of their low population Monterrey 2.0* French-speaking heroes are contacted
figures: Antigua and Barbuda, the Baha- United States** by a secret Canadian government pro-
mas, Barbados, Belize, Bermuda, British New York City 7.0 ject for work in foiling crime in Quebec.
West Indes, Greenland, Dominica, Chicago 3.0 A Spanish-speaking PC hero is asked to
Grenada, Guadeloupe, Iceland, Marti- Los Angeles 3.0 set up a secret super-type identification
nique, Saint Lucia, St. Pierre and Philadelphia 1.7 program in a Central American country.
Miquelon, and Saint Vincent and the Houston 1.6 Super-types are taken to a government-
Grenadines. Of course, if you want a Detroit 1.2 funded center, where they are trained
hero from one of these places in your * — Includes metropolitan areas. and educated to work for the govern
campaign, you can have one. It’s your ** — Excludes metropolitan areas, of ment for the betterment of the country’s
campaign, and Grenada would probably which there are 29 in the United States people. The project, though well-inten-
appreciate the thought. with populations greater than 1 million, tioned, is almost certain to cause trouble
It is worthwhile to divide further the including San Juan, Puerto Rico. with heroes and villains in nearby coun-
largest countries into their various tries, with government officials who
major territorial possessions and states. wish to pervert the project to serve
Suggested characters themselves or the causes of other coun-
Most Canadian super-powered charac-
ters should hail from Ontario and Que- What can be done with these statistics? tries, and with the U.S. State Depart-
bec; most American characters ought to Think of the new heroes and villains ment and CIA.
call California, New York, Texas, Pennsyl that your campaign can acquire! Aztec, Villains from South America, the Car-
78 MARCH 1986
ibbean, and Florida have set up a drugs- ers this, the student may be captured or contacts with various PC heroes, trying
and arms-smuggling operation that the killed by government troops. Perhaps to spy out all they can on the characters’
player characters must shut down as the CIA might even be involved. . techniques and organization. Once
quickly as possible. A teenager arrives from Bermuda, they’ve learned what they wanted to
A Mexican super-powered hero is wanting to train with the player charac- know, they depart — but they may put
touring the city where the player char- ters in crimefighting techniques. She is a their knowledge to uses that the PCs
acters reside; their task is to ensure his scientific genius who has built a high- hadn’t expected.
security during the tour. Unfortunately, tech suit for herself. After her training, A major, world-threatening villain
extremists have vowed to end his career, she wishes to return to her home. If appears and can only be fought by the
and they’ve picked that city as the place anything bad happens to her during her most powerful heroes of all, to be
to do it. stay, the British and American govern- selected from a number of nations. The
After a major victory over the forces ments won’t be pleased. heroes, in this case, all come from North
of evil, an offer of membership is An Aztec demigod who is wreaking America. . .
received from a Chicago super-team for havoc in Mexico and the southwestern
You get the idea. Create your own
one or more player characters. Perhaps United States kidnaps one of the PC
bizarre universe of heroes and villains,
a similar offer is made from a Houston heroes, holding him or her for millions
and don’t feel obligated to play the
group and another in Los Angeles, and of dollars in ransom.
“Middle-Earth” game with your
the competition between hero-groups The player characters uncover evi-
campaign.
heats up. dence that may lead to the discovery of

a famed black American hero, kid-


napped in the mid-Sixties by racists. The
problem is that the racists still have the
hero (in suspended animation), and they
have no intention of giving him up.
A letter is received by a major hero The heroes of several small Central
from a school teacher in a repressive American countries are preparing for a
Central American country. She is asking major confrontation among themselves,
for help in enabling one of her students and the PC heroes (on vacation in the
to find asylum in the United States. Her area) get dragged into the storm.
student is a mutant with extraordinary A group of heroes or villains from
powers; if the local government discov- Canada, all in disguise, make covert

DRAGON 79
by Matt Bandy revise the existing system to consider transport them to a location where
supply and demand, and at the same prices are high, making a hefty profit in
In the futuristic and business-oriented time to provide a framework upon the process. Often, many freighter cap-
society of the Frontier Sector, trade is which an individual referee may con- tains will begin buying low-priced mate-
essential, and freighters, being the struct the intricate interplanetary rials simultaneously, creating an
instruments of trade, are very impor- economics of his campaign. increase in demand and subsequent
tant. Freighters are the Frontier’s price rise. In this way, freighters aid the
answer to the middleman of modern economy of the Frontier by saving many
society, buying goods in one star system
Supply and demand small companies which could have
and transporting them to another for Supply and demand is simply a compari- become bankrupt had the glut lasted
resale. son between the available supply of a much longer. On the other side of the
The life of a freighter captain is a certain material object with the con- coin, freighters occasionally converge on
gamble: he either becomes very wealthy sumer’s need or desire for it. Whenever a high-price center and begin selling,
or very bankrupt. A good captain can the supply of a substance exceeds the glutting the market. Most freighter cap-
predict price swings in a star system’s demand for the same, the market is tains are experienced enough either to
economy and use that knowledge to glutted and prices of the material plum- arrive at the center before the glut
further his own ends. met. The opposite is true when demand occurs or to anticipate the effects of a
The rules regarding the purchase and exceeds supply. If a shortage of said glut on other planetary economies, pre-
resale of cargo in the STAR FRONTIERS® substance occurs, a bidding war begins dicting the resulting price changes. By
Knight Hawks rules are well-conceived, and prices rise. these methods, freighters have an equal-
but fail to take into account the laws of In many ways, freighter captains izing effect on the economy of the Fron-
supply and demand and all the factors resemble players of the stock market. tier, causing economic fluctuations to be
that influence it. This article attempts to They purchase items at a low price and short-lived.
80 MARCH 1986
A glut usually results in a 2-40% (2d10) If an industry were forced to pay a high food shortage exists. This way, they also
price decrease and a shortage in a 2-40% price to obtain raw materials, would not prevent agricultural gluts and shortages
price rise. Both phenomena last only a the finished product price be raised to from developing.
short while, returning 1-10 percentage cover the companies’ initial purchase of
points toward the base price every day. raw materials? An agricultural shortage
The base price is listed in the STAR could result in inflated food prices,
Import and export
FRONTIERS rules. The point of depar- which in turn could force unions to
ture price in the Knight Hawks rules is demand cost of living raises from their When a glut or a shortage occurs, it is
the base price for bulk loads. employers, who could raise the prices of essential to know what and to where the
The direct results of an excess of sup- their products to cover the raises they victim exports in order to determine the
ply or demand on local economies are had given their workers. Inflation along effect these events have on the econo-
fairly obvious, but what about the econ- this line is often irreversible. To prevent mies of other planets and solar systems.
omies of those planets that purchase it from occurring, governments of agri- The web of export-import connections
from the victim of a shortage? (Gluts do cultural planets buy up most of the along major shipping lanes is illustrated
not effect prices of the afflicted planet.) surplus crops and then sell them when a in the following table.

Import table
Planet Imports Origin Planet Imports Origin
Hentz 15% agricultural Zik-kit 20% industrial
products Hakosoar products Kdikit
50% agricultural Kdikit 70% raw materials Gollywog
products Yast Gran Quivera 60% raw materials Gollywog
90% raw materials Hargut 50% agricultural
Yast 90% industrial products Ken’zah Kit
products Hentz Morgaine’s World 100% industrial
Rupert’s Hole 85% raw materials Outer Reach products Gran Quivera
Triad 25% agricultural 50% agricultural
products Rupert’s Hole products Ken’zah Kit
25% agricultural Hristan 60% industrial
products Kdikit products Hakosoar
40% agricultural Hakosoar 40% raw materials Hargut
products Inner Reach Minotaur 75% raw materials Gollywog
75% raw materials Outer Reach 20% agricultural
Laco 95% industrial products Kdikit
products Gran Quivera Lossend 10% agricultural
Inner Reach 85% raw materials Outer Reach products Kdikit
Outer Reach 95% agricultural 30% raw materials Gollywog
products Inner Reach Pale 90% agricultural
Groth 90% industrial products New Pale
products Terledrom New Pale 85% industrial
Terledrom 20% agricultural products Pale
products Groth Gollywog 40% industrial
75% raw materials Zik-kit products Minotaur
Hargut 30% agricultural 20% industrial
products Hakosoar products Lossend
30% industrial 10% industrial
products Gran Quivera products Triad
30% industrial 30% agricultural
products Hentz products Kdikit
15% agricultural 10% agricultural
products PGC Ag Ships products Ken’zah Kit
Ken’zah Kit 70% industrial
products Zik-kit

These percentages assist the referee in 35% (shown by die roll) on all raw mate- increased in price by 35%. 30% x 35%
determining the result of a shortage or a rials exported by Gollywog. The recipi- equals a 10.5% (rounded off to 11%) net
glut on his campaign’s economics. For ents of these materials are revealed to cost increase on all incoming goods. To
instance, if accelerated pirate activities be Lossend, Minotaur, Gran Quivera, make up for this cost increase, indus-
exist in the White Light system, a and Kdikit by a quick glance at the tries on Lossend increase the price of
smaller than usual amount of raw mate- Imports Table. other products by 11%. This cost
rials will be processed and shipped Lossend imports 30% of its raw mate- increase affects Gollywog in turn
resulting in a shortage. This shortage rials from Gollywog. This means that because it imports 20% of its industrial
will in turn cause a price increase of 30% of its total raw materials stock is products from Lossend.
DRAGON 81
Minotaur imports 75% of its raw mate. The initial cost increase of 21% on
rials from Gollywog. The shortage Industrial planetary table Hargut is reduced to 14% (21%-7%, the
results in a 26% (75% x 35% = 26.5%, result of a d10 roll).
rounded off to 26%) net price increase, d100 planet Day 3: Yast and Hargut (surprise, sur-
which in turn affects Minotaur’s indus- 01-08 Hentz prise!) receive industrial price increases
trial prices. This price increase affects 09-16 Rupert’s Hole from Hentz. Yast imports 60% of its
Gollywog, which imports 40% of its 17-25 Triad industrial products from Hentz, so a net
industrial products from Minotaur. 26-33 Inner Reach price increase of 11% (60% x 19% =
Gran Quivera imports 60% of its raw 34-42 Outer Reach 11.4%, rounded off to 11%) falls upon all
materials from Gollywog, so the short- 43-50 Terledrom industrial products on the planet.
age results in a 21% (60% x 35% = 51-58 Zik-kit Hargut, the one that started it all,
21%) net cost increase on its raw materi- 59-66 Kdikit imports 30% of its industrial goods from
als. This cost increase would be passed 67-74 Gran Quivera Hentz, so a 6% (30% x 19% = 5.7%,
on in varying degrees to Laco, 75-82 Hakosoar rounded off to 6%) net cost increase on
Morgaine’s World, and Hargut. 83-90 Minotaur this type of product results.
Kdikit is handled in a similar manner. 91-95 Lossend Hristan imports 60% of its industrial
Due to strict price controls imposed by 98-00 Pale goods from Hakosoar, so a net cost
the UPF, prices on all domestic goods do increase of 5% (60% x 8% = 4.8%,
not rise to match those of imports. rounded off to 5%) results on that type
of goods on the planet. The inflation on
Economic fluctuation types Resource planetary table Hentz and Hakosoar is reduced to 13%
(90% x 14% = 12.6%) and 6% (40% x
Random economic fluctuation genera- d100 planet
14% = 5.6%), respectively, as the reduc-
tion and the random determination of 01-20 Outer Reach tion of the price variation reaches them.
victim planets are accomplished through 21-40 Hargut The raw materials cost on Hargut is
the use of the following tables. 41-60 Zik-kit
reduced by another 9% to only 5%.
61-80 Pale
Day 4: The inflation on industrial
Economic fluctuation table 8 1 - 0 0 Gollywog
prices on Yast, Hargut, and Hristan is
d100 event reduced to 8% (60% x 13% = 7.8%),
01-40 no event 21% (2d20 roll) results on all raw 4% (30% x 13% = 3.9%), and 4% (60%
41-55 industrial glut materials on Hargut. x 6% = 3.6%), respectively, because
56-70 resource glut Day 2: The 21% price increase reaches the first reduction of the price variation
71-85 industrial shortage the planets of Hentz and Hakosoar. finally reaches them. The industrial and
86-00 resource shortage Hentz imports 90% of its raw materials raw material inflation on Hentz and
from Hargut, so 90% of its raw materials Hakosoar is reduced to 5% (90% x 5%
Roll on the Economic fluctuation table are increased in price by 21%. This = 4.5%) and 2% (40% x 6% = 2%),
once every 20 days. Once the type of results in a 19% (90% x 21% = 18.9%, respectively, as the second reduction of
fluctuation is determined, roll on the rounded off to 19%) net cost increase on the economic fluctuation arrives. The
appropriate planetary table. all raw materials on Hentz. The planet’s raw material inflation on Hargut is
The referee may find it useful to industries are forced to raise their reduced to zero by a roll of 8.
decide upon the cause of a specific fluc- prices by that amount to cover their Day 5: The industrial price increases
tuation. This makes the game more purchase of raw materials and retain on Yast, Hargut, and Hristan are reduced
enjoyable to players traveling in or the same profit margin. Hakosoar to 3% (60% x 5% = 3%), 2% (30% x
through the affected solar system. A imports 40% of its raw materials from 5% = 1.5%), and 1% (60% x 2% =
detailed example follows. Hargut, so a net cost increase of 8% 1.2%) as the second reduction of the
Day 1: A roll of 63 on the Economic (40% x 21% = 8.4%, rounded off to fluctuation reaches them. The industrial
Fluctuation Table indicates a resource 8%) results on all raw materials bought and raw material price increases on
shortage on the planet of Hargut or sold on the planet. This forces its Hentz and Hakosoar end.
(selected by a d100 roll on the Resource industries to raise the prices of their Day 6: The industrial inflation on Yast,
Planetary Table). A price increase of finished goods by a similar percentage. Hargut, and Hristan ends.

Some closing notes


hensibility. It is much easier to deduce Since agricultural gluts and shortages
For the sake of simplicity, I have ruled a the procedure from the examples. (I are very rare, agricultural cargoes are
time lapse of one day for price increases tried to create a procedure table, but it bought and sold by the prices given in
(and reductions on those increases) to was too long and undecipherable!) Tony Watkin's article “Rare Wines and
move from planet to planet. In actuality, For an added touch of realism, ref- Ready Cash,” in DRAGON® issue #93.
it would take one day for every light erees may want to include an availability Readers will notice that this system
year between the planets — a change modifier in certain systems. This is a requires a great deal of work on the
that referees may make in their price change of +5% on all imported referee’s part, but it pays off, especially
campaigns. goods. if one of the PCs owns a freighter. It’s
A flow chart or procedure table was Each type of cargo may be obtained much more challenging than the system
not included for the simple reason that only at a center of the appropriate type in the Knight Hawks rules, thus propor-
it would be complicated into incompre- (e.g., raw materials at resource centers). tionately more fun to use.

82 MARCH 1986
by Jeff Grubb
Last month, we dealt with a new mem-
ber of Alpha Flight™ (Mr. Jeffries™), an
old/new member (Vindicator™), and an
old foe (Delphine Courtney™, a.k.a. Dark
Guardian™). This month, we finish up
with the rest of Courtney's cohorts in
Omega Flight™: Smart Alec™, Diamond
Lil™, Flashback™, and Wild Child™.
While we're at it, here are three other
inhabitants of Alpha Flight's comic pages
—Scramble™, Deadly Ernest™, and
Nemesis™. Have fun!

DRAGON 83
All Marvel characters, their likenesses, and MARVEL SUPER Following the disbanding of Gamma appearance in Gamma Flight. She, too,
HEROES are trademarks of the Marvel Comics Group. ©1985
Marvel Comics Group, a division of Cadence Industries. All Flight, Thorne drifted, as did many was cut loose after Department H
Rights Reserved. members of the team. He regarded most folded, and she was recruited by
ordinary work as too tedious or Delphine Courtney into Omega Flight.
demeaning to a man of his intelligence. Diamond Lil has no powers other than
Eventually, he was recruited by her apparent indestructibility. She is
SMART ALEC™ Delphine Courtney into Omega Flight, proud, haughty, and egotistical. She and
Alec Thorne and he served as the team’s field leader Madison Jeffries were close when they
in their battle against Alpha Flight. were in Gamma Flight, but Jeffries
Statistics to the left of the slash are In that battle, Smart Alec stole the turned her over to the authorities after
Thorne's natural abilities; those to the medicine bag belonging to Shaman™, defeating Omega Flight.
right are his enhanced abilities with the
Alpha Flight’s Sarcee mystic. Shaman
encephalo-helmet.
had been taught by his grandfather
Fighting: TYPICAL (6) never to look into the bag, which was a
gateway into a mystic dimension. FLASHBACK™
Agility: GOOD (10)
Real name unrevealed
Strength: POOR (4) Thorne did exactly this, his senses
Endurance: GOOD (10) enhanced by the encelphalo-helmet, and Fighting: TYPICAL (6)
Reason: INCREDIBLE (40)/AMAZING (50) this action apparently cost Thorne his Agility: TYPICAL (6)
Intuition: EXCELLENT (20)/lNCREDIBLE sanity and paralyzed his physical form. Strength: TYPICAL (6)
(40) Unable to help the criminal, Shaman Endurance: GOOD (10)
Psyche: GOOD (10) reduced Alec’s form and stored it in his Reason: GOOD (10)
medicine bag. Intuition: GOOD (10)
Health: 30 Delphine Courtney later turned the Psyche: TYPICAL (6)
Karma: 70
bag inside out in an attempt to free
Resources: TYPICAL Thorne from the bag, breaching the Health: 28
Popularity: 0 dimensional wall between our dimen- Karma: 26
sion and the one within the bag. Shaman Resources: POOR
Known powers:
and his daughter Talisman™ contained Popularity: -4
COMPUTER INTELLECT Thorne’s natu-
the rupture, but it is not known if Known powers:
ral powers allow him superior reasoning Thorne’s form is still within the bag. At
and intuitive abilities, and he may FUTURE MEN: Flashback can summon
present, Shaman, through a crisis of his
deduce facts and and make projections his own future selves, creating numer-
own confidence, has lost the ability to
beyond the scope of most normal indi- draw items from within that realm. ous duplicates of himself with the same
viduals. He does this on a successful ability scores and which act under his
Reason FEAT, which allows him informa- control. These “future men” cannot
tion otherwise not available in the cam- communicate future information to
paign (such as data on a hero’s secret
DIAMOND LIL™ Flashback, but can fight, move, and act
Lillian Crawley
identity). In addition, any group under according to his wishes. Each future
his tactical leadership gains a one-rank Fighting: EXCELLENT (20) man wears a white-and-black suit similar
increase in Intuition for determining Agility: GOOD (10) to that of Flashback, but with the white-
initiative. Strength: EXCELLENT (20) and-black areas reversed, so the original
Endurance: UNEARTHLY (100) is always recognizable in his own
ENCEPHALO-HELMET Thorne’s natural
Reason: POOR (4) crowd. These future men may appear
abilities are further augmented by an
Intuition: TYPICAL (6) up to 2 areas away in any direction in
encephalo-helmet, a device developed by
Psyche: TYPICAL (6) Flashback’s line of sight. The future men
Roxxon Oil™, which heightens his Rea-
are creations of Flashback’s conscious
son and Intuition to the levels listed Health: 150
mind and immediately disappear if he is
above. In addition, the helmet extends Karma: 16
knocked unconscious. Flashback has
Smart Alec’s vision deep into the infra- Resources: POOR
summoned up to 6 of these future men
red and ultraviolet spectrums, allowing Popularity: -5
at one time; to get more would require a
him to recognize data within those
Known powers: Red FEAT roll against his Psyche.
spectrums.
While it has not been shown, it is
INDESTRUCTIBILITY: Crawley has an
Smart Alec’s story: Little has been presumed that in the future, Flashback
form of body armor that provides
revealed of Alec Thorne’s past, save that will disappear for brief periods in order
Unearthly protection from physical and
be was a member of Department H’s to fulfill his duties in the past. On one of
energy attacks. She can still be stunned these trips, Flashback apparently dies
Gamma Flight™ when that organization
or slammed by attacks of Good strength
was shut down. (Quick note: Depart- while shielding Delphine Courtney from
or better. Her other bodily parts are
ment H of the Canadian Ministry of Madison Jeffries’s killer robot (see
similarly indestructible, such that her
Defense maintained three teams of below; also see DRAGON® issue #105).
nails may rend things of Unearthly
heroes: Alpha Flight, which performed Needless to say, this has rattled
material strength and her hair may be
actions in the field; Beta Flight™, made Flashback’s sanity, as he is unsure when
used for Excellent Hack-&Slash damage.
up of those whose command of super- he is going to die, though he is positive
powers was less refined; and, Gamma Diamond Lil’s story: As with most of the method. In game terms, roll a d10
Flight, which included the newest members of Omega Flight, little is for every week this character is in the
recruits.) known of Lillian Crawley until her campaign. On a “0”, the character disap-
84 MARCH 1986
pears (fulfilling a past request). Flash- &-Slash damage and may rend materials Jeffries has the Unearthly ability to
back has summoned about a dozen of less than Excellent material strength. manipulate organic matter, He may
images in all in the recorded stories of inflict up to Unearthly damage to beings
Wild Child’s story: Most of Wild
the Alpha Flight series; the last time he made of living tissue and may heal up to
Child’s past has yet to be revealed. His
returns to the past, he is attacked and Unearthly damage to living things each
attitudes, however, have been clearly
slain by Jeffries’s robot. Note that future round. He does not kill using these
documented. Wild Child is a heartless,
images summoned into the past have no powers (possibly as a result of his Hippo-
feral, killing machine, as savage as
volition of their own; they are controlled cratic oath), but he can twist living
Wolverine™ in berserker fury, and has
by the Flashback of the past. material around to create human mon-
absolutely no restraint as to the taking
strosities. Jeffries may even combine
of other lives.
several beings into one, with powers
WILD CHILD™ and Health equal to the total of the com-
Real name unrevealed ponent beings’ powers and health.
Lionel Jeffries only performs these abili-
Fighting: INCREDIBLE (40)
SCRAMBLE™ ties by touch, and his target(s) may resist
Agility: REMARKABLE (30)
Dr. Lionel Jeffries the change by making a successful
Strength: GOOD (10)
Psyche FEAT for each round in contact
Endurance: REMARKABLE (30) Fighting: GOOD (10)
with him. Jeffries cannot restore lost
Reason: TYPICAL (6) Agility: GOOD (10)
Endurance ranks, nor does his power
Intuition: EXCELLENT (20) Strength: TYPICAL (6)
have any effect on unliving beings (i.e.,
Psyche: TYPICAL (6) Endurance: GOOD (10)
robots, androids, or zombies), energy
Reason: GOOD (10)
Health: 110 beings, or the dead.
Intuition: GOOD (10)
Karma: 32
Psyche: TYPICAL (6) Talents: Lionel Jeffries is a medic and
Resources: POOR
surgeon of Excellent ability. He also has
Popularity: -5 Health: 36
Military experience.
Karma: 26
Known powers:
Resources: POOR Scramble’s story: Lionel Jeffries has
TEETH AND CLAWS: Wild Child’s teeth Popularity: 0 powers similar to those of his brother
are sharpened points, capable of inflict- Madison Jeffries (see DRAGON issue
Known powers:
ing Good Hack-&Slash damage. His #105), but while Madison’s power affects
hands and claws inflict Excellent Hack- ORGANIC MANIPULATION: Lionel metal, Lionel’s affects living matter. At

DRAGON 85
first, Lionel learned to harness his abili- DEATH TOUCH: The touch of St. Ives’s Aurora™ and Northstar™ crossed
ties and become a doctor. Both brothers bare hands acted as Class 1000 poison. Ernest’s path when Ernest killed an old
served in the Viet Nam war, during Those touched were immediately slain if friend of Northstar’s. Aurora was kid-
which their unit suffered heavy losses. a successful Endurance FEAT was not napped; while Northstar pursued, he
Lionel, a medic, went mad trying to made, but they could be revived by encountered Nemesis, also intent on
restore life to the dead bodies of his magical or technological means. How- defeating Ernest. In a subsequent battle,
comrades. Madison had to restrain his ever, the victim’s life energy was stolen Nemesis cut St. Ives into many pieces,
brother by using his own matter-affect- by Ernest in succeeding rounds, and the apparently killing him.
ing abilities. Following his discharge, victim lost one Endurance rank each Deadly Ernest was made whole and
Madison placed Dr. Jeffries, wrapped in round after being touched until irrevo- living again by Scramble the Mixed-Up
a body suit and kept in isolation so as cably dead. Ernest had no control over Man, who was on a rampage in the
not to touch anyone, in a Montreal this power. hospital where Ernest’s body was being
hospital. kept. Nemesis again tracked down her
Lionel Jeffries, known as Scramble the Deadly Ernest’s story: According to prey. Aurora, Northstar, and Box™ were
Mixed-Up Man™, remained in that hospi- St. Ives, he lay dying in the trenches of slain by Ernest, but they were kept from
tal until Heather Hudson™, leader of World War I when Death™ appeared to absolute death by the actions of
Alpha Flight, discovered his existence. In him. Despite his pain, St. Ives rejected Nemesis, while Puck™ used the sword of
hopes of recruiting a more powerful the grim spectre; this act apparently Nemesis to finally dispatch Deadly
member for the team, she used her made him immortal, but it also gave him Ernest. Ernest has apparently found his
Alpha Clearance to see Lionel. Lionel a killing touch that slew his wife upon final resting place in the Montreal Sub-
attacked and twisted Heather’s body, his return from the war. Since that time, way, but as he was considered dead
then went on a rampage in the hospital. St. Ives has operated out of Montreal as once before, this is no guarantee that he
The arrival of Madison and Alpha Flight a crime lord. is gone for good.
averted total disaster, and Madison
helped cure his brother of his madness.
Now rational, Scramble returned his
twisted victims to normality. He is now NEMESIS™ FLIGHT By using her cape as a glider,
seeking to regain his license to practice (First name unrevealed) St. Ives, and with some unrevealed magical or
medicine and have a normal life. deceased technologcial support, Nemesis could fly
up to 3 areas per round.
Fighting: REMARKABLE (30)
DEADLY ERNEST™ MAGIC: Nemesis had some limited magi-
Agility: REMARKABLE (30)
Ernest St. Ives, deceased cal abilities, which she used to maintain
Strength: TYPICAL (6)
the victims of Deadly Ernest’s touch
Fighting: EXCELLENT (20) Endurance: REMARKABLE (30)
(Box, Northstar, and Aurora) in a semi-
Agility: EXCELLENT (20) Reason: GOOD (10)
living state. Her level of Magical ability
Strength: GOOD (10) Intuition: EXCELLENT (20)
was Good. She was also apparently
Endurance: UNEARTHLY (100) Psyche: REMARKABLE (30)
immune to Deadly Ernest’s touch.
Reason: GOOD (10) Health: 96
Intuition: GOOD (10) Nemesis’s story: Nemesis was the
Karma: 60
Psyche: GOOD (10) daughter of Ernest St. Ives. As a child,
Resources: POOR
she watched her mother die of Ernest’s
Health: 150 Popularity: 0
touch, and she lived since that time only
Karma: 30 to gain vengeance on her father. She
Resources: EXCELLENT used both high technology and the
Known powers:
Popularity: -5 occult to create a blade capable of slay-
BLADE: Nemesis wielded a blade forged ing her father, and used mystic science
Known powers:
by a combination of science and sorcery. as well to extend her own life until St.
DEATHLESSNESS: This power was not Its blade is a single molecule thick, Ives was irrevocably slain. She first
the same as the immortality of such allowing it to slice through Unearthly defeated Deadly Ernest when that crimi-
beings as Hercules™ and the Olympian rank material with no effort, merely by nal had kidnapped Aurora, sectioning
gods. St. Ives could not be killed in any slicing between the atoms. The blade him into pieces with a series of rapid
normal fashion. He was immune to all also has some form of soul-stealing and passes.
poisons, gases, and acids, and retained soul-storing abilities. Those slain by this Deadly Ernest still lived, however, and
control of his body even when reduced blade will have their life-energies stored was reanimated after his component
to many small parts (i.e., a severed hand within. In this fashion, Nemesis could parts were reassembled by Lionel
could still move and attack). St. Ives return the life-forces stolen by Deadly Jeffries. Nemesis returned to hunt her
could be slammed and stunned, but he Ernest to their proper bodies. With St. old foe, aided by Alpha Flight. Ernest
was not effected by Kill results. He Ives’s death, his life force may be killed three of the group. While Nemesis
never lost Endurance ranks for any assumed to be in this blade. Finally, the maintained them in a semi-living state,
reason, and he still functioned if blade is dedicated to one purpose — Puck destroyed Ernest, and Nemesis
reduced to 0 Health or below. It is slaying Ernest St. Ives. It informs its returned the stolen spirits to her
assumed that lost portions of his body owner that St. Ives lives again in the father’s victims. Her task done, Nemesis
were regenerated over time. He could event this occurs, and leads the bearer crumbled into dust. The blade survived
only be permanently slain by the sword to him. Nemesis wielded her blade with her demise and can be assumed to be in
of Nemesis (see below). Incredible Fighting ability. Alpha Flight’s possession.
86 MARCH 1986
The
one repair his house, business, or car
can provide the group with useful con-
tacts and public relations. Saving people
from a burning plane, guiding a disabled

Crusading
ship to safety, or finding a missing bus
can be challenging exploits, as is pre-
venting or giving aid after major car
collisions. Finding missing persons or
retrieving stolen property can also pro-

Life
vide a challenge to the heroes and are
not particularly dangerous (most of the
time). These actions will not only gain
friends for the group, but can also bring
in reward money, government (national
or local) recognition and aid, or lead to
contacts which are connected to an
by Bruce Humphrey so. Such situations are also useful for upcoming major adventure.
those sessions when only two or three
In many super-powered hero
gamers get together, since the average
campaigns, the action centers around Nasty surprises
world-saving adventure is geared
individual adventures with world-endan-
toward four or more characters. Being a superhero requires some expo-
gering villains. Events between adven-
Table A covers those crimes which sure to danger, and any of the events
tures are often of no importance and
average, nonpowered criminals are discussed above can lead to lots of it.
are sometimes non-existent. Players are
likely to commit (though super-powered But, what about seemingly minor events
faced with no continuity in the cam-
ones can and do commit them, too). which lead to particularly dangerous
paign, and characters become two-
While most of these crimes may take exploits and major adventures? These
dimensional, coming to life only from
place “in a vacuum” — having no bear- nasty surprises include traps, complex
crisis to crisis.
ing on the campaign as a whole — they situations, misunderstandings, unex-
But what do heroes do when they
may also be connected to major adven- pected hazards, or events resulting from
aren’t saving the world? What about the
tures by providing some clue or contact pure stupidity on the characters’ parts.
little people, petty criminals, normal
which will be needed later on. Minor Traps are usually set up by a villain in
world events, secret identities, and Life
crimes are easy to set up, particularly a major adventure who hopes to get a
In General? A campaign without these
since the criminals can be generic (bad particular hero out of the way before
factors becomes mechanical; players
guys with guns), unless there is some the hero realizes that he’s really in trou-
start the game knowing that some global
particular reason for giving them more ble. This seldom works in the comics,
plot is afoot. By throwing in some vari-
depth. We are all familiar enough with and it usually just angers the hero and
ety and surprises, the game master can
such crimes from watching the news to makes him more determined to win, but
return spontaneity to the campaign.
put together quite a variety of these the situation shows up with some fre-
Players will be more challenged and will
encounters. Note that as the list of quency. Complex situations are those
get more out of the experience.
crimes on Table A progresses, the crimes which can easily lead to further, origi-
become relatively more dangerous and nally unplanned adventures. Such
Day-to-day encounters
are likely to involve gunplay or large events include things like getting the
A variety of encounters and adventures criminal rackets. Mafia mad at you for saving someone
gives the players the opportunity to Minor crimes give the heroes the from an assassination, trying to break
flesh out their characters in day-to-day chance to better their powers and test up a mob situation and having the
routines. This can help the players visu- out new ones, experiment with equip- rioters turn on you, or discovering that
alize better their characters, give the ment, do good deeds, and establish their a purse-snatching leads to a crime ring.
characters extra experience, give play- personalities and methods of dealing These situations involve numerous ordi-
ers more control over their characters’ with crime. Exposure to less momentous nary criminals and may even be con-
lives, and simply serve as a break from offenses can not only round out the nected to the plots of super-powered
saving humanity day in and day out. characters, but can also lend an air of villains.
Heroes can be just as challenged by continuity, authenticity, and complete- Major misunderstandings often end up
normal, non-powered criminals as they ness to the hero campaign. They can with the hero being thrown in jail or
are by the big-name super-powered boost the morale of the players by show- running for his life, as he is either pur-
villains. What about hostage situations, ing that the characters are satisfyingly posefully framed or appears to commit a
attempts to capture a gunman at night, effective against normal criminals; this crime without actually doing it. Unex-
protecting a person from a hit man, or can be particulary useful after an unsuc- pected hazards include hidden terrorist
solving the mystery of a clever crime? cessful adventure against super- bombs, driving into a high-speed chase
Many of these situations are a hero’s criminals. situation, or following a criminal into an
bread and butter, perhaps taking up a Other events can also challenge the abandoned building that’s about to be
majority of his adventures and occasion- heroes. Helping the community raise demolished. Pure stupidity covers all
ally bringing in rewards which keep funds or saving innocent lives in various those simple situations in which the
meat on the table. Played well, such accidents or disasters are good ways to hero does something so absurd that it
adventures can be as fulfilling and excit- put breathing space between major quickly devolves into a deadly event.
ing as world-saving — and perhaps more adventures (see Table B). Helping some- Firing a weapon in the center of a gaso-
DRAGON 87
line storage building, jumping into the actual funding of the group, is always the pursued heroes may exist on many
middle of a Mafia chieftains’ meeting, or welcome. At least as useful is the levels of the government, despite what
swooping in front of a jet are just a few research and development (R&D) end, official notices say. There should always
examples. which the government can perform for be an out by which the heroes may
the heroes in areas such as new powers regain their freedom and pursue their
Complications and equipment, enhancing existing adventures.
powers, and counteracting villains’
If you want complications to appear in
powers. The government can provide
straightforward adventures, you might Personalities
the best-equipped headquarters to its
also consider the non-powered
allied groups, and government aid in Characters in super-powered hero cam-
bystanders who frequent heroes’ lives.
locating information, finding people, or paigns are often so powerful that it is
Short adventures may center around the
defending the group in court can be hard to identify with them, and a player
tribulations of various relatives and
incalcuable. who cannot identify with his character
friends of the heroes. These people
There is a price for government aid. will find it nearly impossible to enjoy
seem to get into more trouble than the
Never one to leave well enough alone, role-playing in the campaign. Encourage
heroes themselves.
the bureaucracy in any superworld is the players to make their characters
The large number of nuts and kooks
going to try to get a popular hero group unique, giving them special personalities
running around, particularly in major
to do certain things — often things that and foibles. Every hero is different, but
cities, should also be considered. These
the heroes would rather not do. From characters are often not as unique as
people are ordinary citizens who are a
the government’s standpoint, this is only they could be.
little crazy and are caught up in the
fair, since it usually provides well for its Creating the super-persona begins
mystique of super characters. Some
favored groups. But, some of the activi- when the character itself is created. Part
hang around heroes and get into trou-
ties which it demands from the group of the creation process includes design-
ble, like those people who follow fire-
may be distasteful to the heroes. If the ing the hero’s costume and noting why it
trucks or police cars. Others come to
heroes complain often enough, the gov- looks the way it does. Does the hero
feel that they, too, are great heroes;
ernment may stop backing the group. If have a secret identity? If so, a face mask
these are especially dangerous, as they
the group is particularly undiplomatic, is a must (very few can get away with-
may actually believe that they are help-
the bureaucrats may try to teach the out it). Does putting on the costume
ful and even identify themselves as
heroes a lesson by becoming extremely prepare him mentally for “heroing,” or
belonging to the heroes’ group. These
difficult and obnoxious. does the character have multiple person-
people can cause major embarrassments
Government regulations are cumber- alities, one or more of whom enjoy the
when they do something stupid, and
some and confusing, but super-powered heroic life? Is the character an egotist
they can be downright dangerous if they
heroes circumvent them nearly every who wears his costume for effect (with
jump into the middle of a super-
day. When the government backs the neon, spangles, epaulettes, and all)? Is
powered fight or pretend to have
heroes, such indiscretions are usually his costume intended as camouflage or
certain powers when they do not.
overlooked (although not forgotten). If to protect him from certain super-
These same people can become violent
the government has it in for them, the powers? Does the suit add to or magnify
enemies of any heroes who treat them
heroes could be in serious trouble. Regu- the hero’s powers? All of these questions
badly or try to reason with them. Be
lations appear as if by magic, bringing help to make the hero his own person.
forewarned: Disappointed hero-
fines and legal problems. What happens When the hero is first created, the
worshipers can make deadly foes if they
when bystanders are hurt or property player should also note how the hero
happen to discover information about a
destroyed during the course of an gained his powers and why he is acting
hero and then communicate it to a vil-
adventure? What if the villain flees and as a hero. Perhaps he accidentally
lain. Role-playing these obnoxious per-
leaves the heroes holding the bag? All is allowed a criminal to hurt his family, or
sonalities can be a real pleasure for the
not sweetness and light when the gov- he grew up in a slum and saw so much
game master.
ernment comes calling under these crime that he wants to do his part to
conditions. stop it. Some superheroes are preachy,
The government
Heroes are used to handling all sorts others cynical, some border on being as
Now we come to that fount of aid, the of problems, but the government is unscrupulous as the villains. All have
government. At its most agreeable, the something else again. A government that their reasons for fighting crime.
local or national government can supply turns hostile for a time can make a cam- Newly started heroes may have their
money, facilities, and other support to paign extremely interesting. The time share of mental problems, although
the heroes. At its worst, it can be intol- between adventures may be spent in these can also crop up later in their
erant, antagonistic, aggravating, and evading federal agents or seeking to careers. Alcoholism is one possible prob-
ignorant. In either case, the presence of regain government favor. This “bad lem; another is a habit of going berserk
the government adds to the game. A government” situation has to be used in combat and becoming not only dan-
pleasant government may grease the sparingly and logically, since overdoing gerous to everyone around but also a
tracks for a fledgling super-group, while it can kill the campaign quickly. potential killer. Events during the cam-
the difficulties involved in dealing with Even a completely hostile government paign may also lead to a character
the government can lead to more real- knows that heroes have their uses. No becoming so opposed to hurting people
ism, interest, and variety in the cam- one is going to treat the heroes and that he will use his combat abilities only
paign. The government is the one foe villains equally in any situation; if there as a last resort. Some heroes might be
that the heroes cannot overcome — ever is a chance, villains will be captured by prejudiced against particular groups or
Government support can be invalu- government forces even if it means that have strange habits. All of these will
able. Money, in the form of rewards or the heroes escape. Secret admirers of help the players to visualize their char-
88 MARCH 1986
acters and role-play more effectively. rescuing cats from trees and helping players mean fewer hassles and more
How the character gets along with with mundane projects, should be fun; bored players nitpick, argue with
other people is a critical aspect of his viewed by the players as useful exer- the game master and each other, and
personality. Perhaps he constantly cises in good business. A good image will wander off. Good rules do not necessar-
makes wisecracks even in the worst help to prevent such things as trials and ily make a good adventure. Good
predicaments, or he never speaks unless witch hunts when something untoward characters can.
the situation absolutely demands it. A happens. A hero with good public rela-
character could be a playboy dating tions is more likely to be given the bene-
normal people or other supercharacters. fit of the doubt in such situations, Table A: Everyday crimes
The character could also be a loner, although the public is fickle and has a d20 roll crime
unwilling to follow some of the group short collective memory. 1 Pickpocketing
leader’s decisions. Another character One important decision which a new 2 Purse snatching
might value the well-being of a loved hero or group must make lies in locating 3 Animal cruelty
one so much that he leaves the group to and setting up a headquarters facility. 4 Destruction of property
visit the character periodically. These Such a site is going to be both haven and 5 Burglary
characters might be difficult to deal target, and as such requires special 6 Theft
with, but they would never be boring. treatment. The base must be accessible 7 Auto theft
One thing to avoid in a hero campaign to people seeking help, yet protected 8 Truck highjacking
is the bloodthirsty hero. Most heroes do against the enemies the hero or group 9 Blackmail
not take lives; to do otherwise would creates through adventuring. A hidden 10 Extortion
make them villains. Even when such an headquarters is good for safety but bad 11 Arson
act is absolutely necessary, few heroes for public accessibility, while a public 12 Drug dealing
would be unmoved by such a decision. office has the opposite problem. The 13 Kidnapping
Virtually no hero would stand by and group must decide for itself, balancing 14 Assault
watch even the worst villain die without availability and security, and considering 15 Armed robbery
making some move to aid him. Yet, some the group’s resources, expectations, 16 Murder
players actually initiate super-combats equipment, and powers. 17 Espionage
on busy streets, jeopardizing innocent If the game master enjoys lots of 18 Sabotage
bystanders, or let a villain die of his detail, he may invoke a need for single 19 Air or ship piracy
wounds without lifting a finger. This or group insurance and liability. In a 20 Mass murder
should not be allowed to occur without world with super-powered people run-
a variety of consequences — such as ning around, insurance for heroes Table B: Special events
court charges, arrest, hate mail, and would be commonplace. Just what the
attacks on the street by ordinary world needs: an entirely new field of d20 roll event
1 Find missing person
citizens. law! Nevertheless, a good lawsuit against
Do super-powered heroes have fears? a particularly negligent hero group can 2 Prevent car or bus wreck
You wouldn’t know it by watching most go a long way toward curbing its 3 Save victims of car wreck
campaigns. Perhaps the most common destructive tendencies. It is particularly 4 Prevent air disaster
5 Save victims of air disaster
hero’s fear is having one’s secret identity galling if the successful suit is brought
revealed. Another would be a fear of by a captured villain, who is not only 6 Save people from storm,
failure -that the hero could one day freed as a result but ends up with the tornado, etc.
7 Help repair damaged
lose to a villain who causes widespread group’s money! Insurance premiums
destruction or harm. A third is the fear would be extremely high for destructive building
of death, although this realization of groups, further penalizing players who 8 Save person from vicious
one’s own mortality may fade after think super-powers give them the right animal
many adventures. A hero who gains his to do whatever they wish. 9 Save suicidal person
powers sometime late in life may be Hero organizations can be essential to 10 Save people from building
afraid of losing them, and a hero relying a long-term campaign, and they may be fire
on devices afraid of having to do with- of any size. Groups can serve many 11 Break up a mob or riot
out them. Phobias can also be found in valuable functions. They provide cohe- 12 Save people from gas leak
heroes, usually related to their past sion and a cornerstone for many adven- 13 Save people from train
histories or powers. A fire-oriented hero tures. They fulfill the heroes’ needs for wreck
might be nervous near large amounts of money, since most supergroups have 14 Repair structure (bridge,
water, or one with ice powers paranoid some financing or pooling of individual subway, etc.)
about high heat. Armored heroes could funds. They allow newer and weaker 15 Save community from gas or
be afraid of drowning, or flying ones characters to have support and training, radiation leak
afraid of heights. Some childhood helping out when few other sources 16 Save people from building
trauma could also lead to phobias which would. New players can learn the game collapse
would be severely debilitating (fear of while in the company of more experi- 17 Save people from flood (dam
fire, large animals, open spaces, etc.). enced players, with everyone acting as a collapses, etc.)
As a hero progresses, he should learn team. 18 Prevent ship from sinking
the value of public relations. A happy Paying attention to details means a big 19 Save stranded people (island,
public is a helpful one, and the informa- payoff once play begins. Players with arctic, etc.)
tion, rewards, and accolades make the interesting characters and situations are 20 Save people from sinking
job worthwhile. Helpful actions, such as more attentive and enthusiastic. Happy ship or ditched plane

DRAGON 89
Penland, P.O. Box 1626, Citadel Station,
Charleston SC 29409.

CONTEST III, Mar. 28-30


This gaming convention will be held at the
Hilton Hotel in Tulsa, Okla. Among the
featured events will be role-playing games,
board games, miniatures gaming, an all-
hours video room, a miniatures painting
contest, and a dealers’ room. For more
UTHERCON 6, Mar. 1 attendance and $16 for weekend attendance. details, contact: Contest III, c/o TSS, P.O.
This gaming convention will take place at For judging information, contact: Keith Box 4726, Tulsa OK 74159.
the Palmer Auditorium in Austin, Tex. A Polster, 1312 Wayne Road, West Bend WI
large variety of role-playing and board game 53095, or telephone (414) 338-1469. For all EQUICON ‘86, Mar. 28-30
tournaments will be offered. In addition, other details, contact: Lou Mengsol, 5616 This science-fiction and media convention
there will be seminars, discussions, West Cairpel Lane, Mequon WI 53092, or will take place at the Pasadena Hilton Hotel.
demonstrations, and an extensive video telephone (414) 242-2304. Activities will include make-up and writing
show. This one-day event will begin at 9 workshops, game events, an art show, a
A.M. and continue until midnight. TRI-CON IV, Mar. 14-16 masquearde, and a futuristic fashion show.
Preregistration fees are $3; registration fees This gaming convention will be staged at Registration fees are $30 for the weekend.
at the door are $5. For more details, contact: Poe Hall at the NC State University Cam- For further information, contact: Equicon
Uthercon, 3212 Red River #108, Austin TX pus in Raleigh, N.C. Tournaments, films, ‘86, P.O. Box 36789, Los Angeles CA
78705, or telephone (512) 477-1704. and miniatures events will be scheduled. 90036-0789, or telephone (213) 386-1454.
Registration fees are $5 for the weekend, or
BASHCON ‘86; Mar. 1-2 $3 per day. For more information about this MACON OPUS CON 1, Mar. 28-30
This gaming convention will be held at the gaming event, send a self-addressed, This science-fiction convention will be
University of Toledo’s main campus in stamped envelope to: N.C. State Gaming held at the Hilton Hotel in Macon, Ga.
Toledo, Ohio. More than 60 role-playing Society, P.O. Box 50201, Raleigh NC Guests of honor will include television
and board games and miniatures events will 27650. celebrities James Doohan, Jon Pertwee, and
be offered. Also, an RPGA™ AD&D® tour- Elvira. Activities will include gaming tour-
nament will be scheduled. For more details, ALASCON VII, Mar. 15-16 naments, two costume contests, videos, and
send a self-addressed, stamped envelope to: This convention will be held on the an art show. Registration fees are $20. For
UT-BASH, BashCon ‘86, 280l W. Ban- Univeristy of Alaska, Fairbanks campus. details, contact: Middle Georgia Society for
croft, Toledo OH 43606. Featured activities will include an AD&D Fantasy and Science Fiction, 4315 Pio Nono
tournament and a miniatures painting con- Ave., Macon GA 31206, or telephone
LUNACON ‘86, Mar. 7-9 test. For more details about this convention, (912) 781-6110.
This science-fiction convention will be contact: Alascon VII, P.O. Box 80925,
held at the Westchester Marriott Hotel in College AK 99708. AGGIECON 17, Apr. 3-6
Tarrytown, New York. Guests of honor will This convention will take place at the
include Marta Randall and Madeleine NEOCON V, Mar. 21-23 Memorial Student Center of Texas A&M
L’Engle. Multi-track programming of To be staged at the Gardner Student University. Guests of honor include George
panels, workshops, and readings will be Center of the University of Akron in Akron, R.R. Martin, Orson Scott Card, and Frank
available. Also featured are an art show, a Ohio, this convention will offer role-playing, Kelly Freas. Howard Waldrop will be the
dealers’ room, films, a masquerade, and a board, and miniatures games. For more in- toastmaster. Scheduled events include
variety of role-playing and computer games. formation about this gaming convention, panels, readings, movies, a masquerade, an
Registration fees are $20. For details, con- send a self-addressed, stamped envelope to: auction, and a banquet. Registration fees
tact: LunaCon, P.O. Box 6742, FDR Neocon V, P.O. Box 7411, Akron OH are $10 until March 15, and $13 therefater.
Station, New York NY 10150. 44306. For more details about this convention, con-
tact: AggieCon 17, Box J-1, Memorial Stu-
FRONTIER WAR II, Mar. 8-9 SIMCON VIII, Mar. 21-23 dent Center, College Station TX 77844, or
Sponsored by the Dungeon Masters’ This gaming convention will be staged at telephone (409) 845-1515.
Association, this gaming event will be held at the University of Rochester’s River Campus
the Miller Park Pavilion in Bloomington, Ill. in Rochester, N.Y. Role-playing events, COASTCON, Apr. 4-6
Among the featured activities will be a board games, and historic miniatures will be This science-fiction, science-fact, fantasy,
Traveller®, tournament written by Marc among the featured activities. A dealer’s and gaming convention will be held at the
Miller, the game’s creator. Registration fees room will also be available. This convention Coast Coliseum and Convention Center in
are $6 at the door. For further information, is free to the public. For more information, Biloxi, Miss. Ben Bova, former editor of
contact: Frontier War II, c/o Steven Miller, contact: Jevon Garrett, P.O. Box 29142, OMNI magazine, will be guest of honor.
511 W. Mulberry, Apt. 2, Bloomington IL River Station, Rochester NY 14627. Other special guests will include Terry
61701. Brooks (author of the Sword of Shannara
SIDCON I, Mar. 22-23 series of novels), Howard Chaykin (creator
MILCON II, Mar. 8-9 This gaming and comics convention will of the American Flagg comic), Leslie Zahler
This gaming convention will take place at be staged at the Citadel campus in (comic book editor and writer), Daryl Mur-
the Ramada Inn in downtown Milwaukee, Charleston, S.C. Guest speakers will include dock (fantasy artist), and Larry Brom
Wis. Featured events will include a two- Robert Jordan, P. Craig Russell, John (creator of Sword and the Flame gaming
round RPGA™ AD&D® tournament, a two- Ostrander, and Jeff Grubb. 180 dealers’ system). Members of the Jackson County
round CHILL™ tournament, and an RPGA tables will be available. An art show for cash Astronomical Society and the staff of
AD&D masters’ tournament. Everyone prizes, a $50 cash prize for the AD&D® tour- STARS Planetarium will conduct “tours”
entering one of these tournaments will nament, and runner-up prizes will be of- of Halley’s comet during the convention.
receive a free lead miniature. Role-playing fered. On Sunday, a learn-to-play session of Registration fees are $20. For more informa-
and board games will also be available. various games has been scheduled. For more tion, contact: CoastCon, P.O. Box 1423,
Registration fees are $6 for single-day details about this convention, contact: Dean Biloxi MS 39533.

92 MARCH 1986
GAMES PLUS DAY, Apr. 5 activities will feature 15mm WRG Ancients, include AD&D® tournaments, Cars Wars,
To be held at the Mount Prospect Holiday Napoleonics (Empire Three), Napoleonic Champions, Star Fleet Battles, and
Inn, this gaming convention will feature sail (Heart of Oak), and Avalon Hill’s miniature games. For details, send a self-
numerous events, including FASA’s WWII and Modern microarmor. In addi- addressed, stamped envelope to: Dallas Con
Battledroids and Starship Combat Simulator tion to these minaitures events, Circus Max- ‘86, 3304 Crater Lane, Plano TX 75023.
and a large AD&D® tournament. Registra- imus will be played, using chariot models.
tion fees are $5. For more details, contact: For more information, contact: Al Gar- SPOKON ‘86, July 18-20
Games Plus, 20 W. Busse Avenue, Mount nache, 142 Clark Street, Waltham MA This science-fiction and fantasy conven-
Prospect IL 60056, or telephone (312)577- 02154. tion will be held at the Ridpath Hotel in
9656. Spokane, Wash. Contact: S.A.I.F., P.O.
LITTLE WARS, May 9-11 Box 9582, Spokane WA 99205.
WIZARDCON ‘86, Apr. 5 This convention will be held at the Triton
This gaming convention will be held in College Student Building in River Grove, DOVERCON II, July 19-20
Ferris Booth Hall at Columbia University in Ill. This, convention will focus on miniatures This convention will be staged at the
New York, N.Y. Events will include events only. Over one hundred historical, Dover Municipal Building Auditorium in
demonstrations and tournaments of the fantastical, and science-fictional miniature Dover, N.H. Featured events will include
DUNGEONS & DRAGONS® game, battles will be offered. Registration fees are D&D® and AD&D® tournaments and
Diplomacy, Ace of Aces, Pente, and many $6. For more information about this Diplomacy events. Artwork and miniatures
more game systems. Although there is no ad- miniatures convention, send a self- will be judged, and winners will be awarded.
mission charge, a nominal entry fee will be addressed, stamped envelope to: Todd Dealer inquiries welcome. Registration fees
required for participation in each tourna- Fisher, 6010 N. Maramora Ave., Chicago are $5 for single-day attendance, and $8 for
ment. For more information, send a self- IL 60646. the weekend. For details, contact: DoverCon
addressed, stamped envelope to: Columbia II, P.O. Box 622, Dover NH 03820.
Games Club, 301 Ferris Booth Hall, Colum- TECHNICON III, May 16-18
bia University, New York NY 10027. This convention will be staged at the Convention Calendar Policies
Blacksburg Econo-Travel in Blacksburg,
In order to ensure that all convention
STAR CITY CON, Apr. 18-20 Va. Featured at the convention will be a listings contain accurate and timely informa-
This convention will be staged at the gaming tournament, video rooms, an art tion, all material should be either typed
Patrick Henry Hotel in Roanoke, Va. Orson show, computer games, a masquerade, and double-spaced or printed legibly on 8½” by
a Star Wreck play. For more details, con- 11” paper. The contents of each listing must
Scott Card and Rudy Rucker will be the not exceed 70 words in length.
guests of honor. Panels, videos, an art show, tact: Technicon III, P.O. Box 256, The information given in the listing must
author readings, and a dealers’ room will be Blacksburg VA 24060. be prepared in the following format:
among the scheduled activities. For more in- 1) title and date (not to exceed 2 lines of
formation, send a self-addressed, stamped TRI-STATE CON ‘86, May 16-18 printed matter),
2) site and location,
envelope to: Star City Con, 1305 Burks St. Sponsored by the Cincinnati Adventure 3) guests of honor (if applicable),
SW, Apt. #9, Roanoke VA 24015. Gamers, Inc., this convention will feature 4) special events offered,
board and role-playing games, miniatures 5) registration fees or attendance re-
events, an auction, and a large fantasy role-
quirements,
VIKING CON 7, Apr. 18-20 6) address (telephone number optional)
This science-fiction convention will be playing tournament. For more information, where additional information can be
staged at the SFFC V.U. Building at contact: Tri-State Con ‘86, P.O. Box 1754, obtained.
Western Washington University. For more Cincinnati OH 45231, or telephone Dave
Rolf at (513) 931-6028.
Sample listing:
details about this event, contact: Tim
Hoehner, Western Washington University, EVERYCON, Mar. 1-3
Bellingham WA 98225. CONJURATION III, May 23-25 This gaming event will take place in
This gaming convention will be staged at Nowhere, Ind. Fred Smith and Jane Doe are
PURCON III, Apr. 19 the Hilton Hotel in Tulsa, Okla. Gaming guests of honor. Role-playing games and
miniatures events will be featured. Registra-
This convention will take place at the tournaments, open gaming, a video room, tion is free. For details, contact: Everycon,
State University of New York, College at and a masquerade are among the scheduled P.O. Box 000, Nowhere IN 46000.
Purchase. Special guest of honor will be events. For more details, send a self-
Jonathan C. Hauff of American Games, Inc. addressed stamped envelope to: Conjura- Convention flyers, brochures, newsletters,
and other mass-mailed announcements will
Featured events include AD&D® tour- tion, P.O. Box 690064, Tulsa OK 74169. not be considered for this column and will be
naments, a miniatures and diorama contest, discarded: We reserve the right to edit
demonstrations, and open gaming. Registra- M.I.G.S. VII, May 25 listings, but we are not responsible for up-
tion fees are $6 until April 12, and $8 The Military Interests and Gamers Socie- dating them.
All listings must be accompanied by a
thereafter. For more details, contact: The ty cordially invites all gamers to the society’s cover letter which includes both an address
Dungeon Masters’ Guild, c/o SUNY at Pur- seventh annual convention. This convention and a telephone. number. We are not,
chase, Student Info. Booth, Campus Center will be staged at the Kitchener-Waterloo though, responsible for incorrect information
North, Purchase NY 10577, or telephone Regional Police Association Recreation provided to this office. If a cover letter is not
provided, the listing will not be printed. No
(914) 253-5242. Centre in Cambridge, Ontario. This one- call-in listings will be accepted.
day event will begin at 10 A.M. and end at 6 Foreign and domestic listings are
DIXIE-TREK, May 2-4 P.M. Free tutorials, seminars, painting con- welcome.
tests, board games, and adventure role- Convention listings should be mailed by
Sponsored by the Atlanta Star Trek Socie- the copy deadline date to Patrick Lucien
ty, this convention will be held in Atlanta, playing tournaments will be among the Price, Convention Listings Coordinator, c/o
Ga. For further information, contact: Owen featured events. Registration fees are $2. For DRAGON® Magazine, P.O. Box 110, Lake
C. Ogletree, Jr., 454 Huff Street, Apt. 9, more information, contact: Les Scanlan, Geneva WI 53147.
Lawrenceville CA 30245, or telephone President M.I.G.S., 473 Upper Wentworth Copy deadline dates are the last Monday
of each month, two months prior to the on-
(404) 962-8118. Street, Hamilton, Ontario, Canada L9A sale date of an issue. For example: The copy
4T6. deadline for the May 1986 issue is the last
HAVOC II, May 3-4 Monday of March 1986.
This convention sponsored by Battle DALLAS CON ‘86, June 6-8 For any questions related to the Conven-
tion Calendar, please contact Mr. Price at
Group Boston will be staged at South Middle This gaming convention will be held at the (414) 248-3625, ext. 376.
School in Waltham, Mass. The weekend Ramada Hotel in Dallas, Texas. Events will

DRAGON 93
I guess what I’m doing is agreeing with David
and Sam. Fudge, but only when necessary.
Tom Humphries
Wellington, New Zealand
* * * *

strengths I have used (i.e., shrine and temple) Having been a D&D/AD&D game player since
can be found on page 66 of the DMG. I have 1979, and a collector of DRAGON magazines
used the maximum strengths shown there in since then, I recently came to a difficult decision.
creating these tables. Two more notes: The After issue #105 I will no longer be purchasing
strengths of Law and Chaos should not exceed DRAGON magazine, nor shall I purchase fur-
the above values in order to keep them secondary ther AD&D game materials. Since the publica-
to Good and Evil; also, the strength of Good and tion of Unearthed Arcana I have concluded that
Evil in a particular area should never fall below a less and less of the material being published was
factor of 2, i.e., -2 for a good cleric in an evil of use to me and my campaign.
place and +2 for a good cleric in a good place. In DRAGON issue #103 Mr. Gygax informed
Dana P. Simer us that AD&D will be going into a second edi-
Bell Buckle, Tenn. tion. This will combine, collate, and expand the
information currently contained in the eight
books published (including Oriental Adventures).
However, the expansion seems to refer to the
* * * * amount of rules and information, not to the scope
of the game. Aside from Oriental Adventures, all
In issue #101, page 6, Sam Swanson disagreed the new rules seem to be bound to Mr. Gygax’s
with the fudging principle described in issue #99 own Greyhawk campaign.
by David Godwin’s “History of a game that This creeping co-opting of the individual’s
failed.” creative input can be seen as far back as the
“Why use the dice at all,” he says, “if the DM forewords of the Players Handbook and Dungeon
‘decides’ what’s going to happen in critical situa- Masters Guide, where players were informed that
tions?” He goes on to say that bias would play a “official” AD&D was a framework to insure
big part in his/her decision, and that would bring some degree of uniformity from campaign to
an element of unfairness into the game. campaign. But in Unearthed Arcana the uni-
On the face of it, I guess fudging doesn’t sound formity seems to be coming from a specific cam-
that good, but it is necessary to realize that paign. On page 20 the barbarian homelands are
fudging is only to be used as a last resort when given for the WORLD OF GREYHAWK. The
and only when the player in question has played name of the race of valley elves is “derived from
well and will only die by this roll because of bad the Valley of the Mage, where the subrace is
luck. Then you must take all things into account headquartered in the World of Greyhawk. . .”
— e.g., the character’s position in the party, how and on page 82 Mr. Gygax supplies a social class
much the game will suffer by the loss of this system, something which in the DMG he said
character, etc. — because one of the things that a would be of little value, or would “abridge your
DM must strive to maintain is game balance. freedom with respect to the development of your
The loss of some particular character might prove campaign milieu.”
discouraging to all the players — to the charac- In addition to this, I find a marked bias in
ter’s player, because he or she has played well but DRAGON toward TSR and TSR products.
“died,” and to the other players, because if their There is no way, I am sure, to eliminate the
companion “died” while playing well, what influence of the parent company on DRAGON
chance have their characters got? magazine, but as the premier science fiction and
At the same time, it is realized that fudging all fantasy gaming magazine, DRAGON owes its
the time is not necessary. Sam also commented readers more balanced coverage of the field.
that if the DM kept fudging die rolls, characters I have addressed my letter to the forum be-
would begin fudging on their characteristics, “to cause I would like to know if my views are shared
hit” rolls, and saving throws. Simply don’t tell by anyone else, or if I am just one dissatisfied
the players when you fudge a roll. Making secret customer.
rolls shouldn’t be too difficult for the average Daniel Myers
DM. Lansing, Mich.

Index to advertisers
Name of firm or product Page (s) Name of firm of product Page(s)
Adventure Systems . . . . . . . . . . . . . . . . . . 25 Gamers' Guide . . . . . . . . . . . . . . . . . . . . . . 94-95
AMAZING® Stories . . . . . . . . . . . . . . . . . . 90 Games Workshop U.S. . . . . . . . . . . . . . . . . . . 39,
Armory, The . . . . . . . . . . . . . . . . . . . .91 inside front cover
Bard Games . . . . . . . . . . . . . . . . . . . 21 Iron Crown Enterprises, Inc. . . . . . . . . . . . . . 1,
Berkley Publishing . . . . . . . . . . . . . . . . 13 back cover
Chaosium Inc. . . . . . . . . . . . . . . . . . . 5 Magicware . . . . . . . . . . . . . . . . . . . . . . . . . 7
DRAGON® Magazine . . . . . . . . . . . . . . . 72 Milton Bradley . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Diverse Talents Inc. . . . . . . . . . . . . . . . 25 Palladium Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Fantasy Games Unlimited . . . . . . . . . . . 27, 36 RAFM Co., Inc. . . . . . . . . . . . . . . . . . . . . . . . 43
67, 76 Ral Partha Enterprises, Inc. . . . . . . . . . . . . . . . . 37
Fantasy Wear . . . . . . . . . . . . . . . . . . . . . . 29 Shadow Graphics . . . . . . . . . . . . . . . . . . . . . . . . . 32
FASA Corp. . . . . . . . . . . . . . . . . . . . . . . 23 Sky Realms Publishing . . . . . . . . . . . . . . . . . . . . . . . 61
Game Designers’ Workshop . . . . . . . . . . . . 33 Steve Jackson Games . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Game Systems Inc. . . . . . . . . . . . . . . . . . . . . . 20 TSR, Inc. . . . . . . . . . . . . . . . . . . . . . . . 71, 85
West End Games . . . . . . . inside back cover

DRAGON 95
100 MARCH 1986
DRAGON 101
102 MARCH 1986
DRAGON 103
104 MARCH 1986

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