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CONTENTS

Issue #131
Vol. XII, No. 10
March 1988 SPECIAL ATTRACTIONS
21 The Realm Below:
In the Underdark, no one can see you scream.

22 To the Center of the Oerth — Vic Broquard


A streamlined system for creating caverns and tunnels of every kind.
32 The Folk of the Underworld — Eric Oppen
Practical jokes with a dark twist: the svirfneblin’s point of view.

Publisher 36 The Ecology of the Aholeth — Brandon Crist


Mike Cook The masters of the subterranean world have masters of their own.
40 Lords & Legends — Steve Seguin and Christopher Jones
Editor
Two mountain dwarves who made the big time.
Roger E. Moore
42 The Ecology of the Hook Horror — Michael Persinger
Assistant editor Fiction editor
Even the fungus-eaters of Deepearth are dangerous.
Robin Jenkins Patrick L. Price

Editorial assistants
4 7 The Chasm Bridge — Desmond P. Varady
Eileen Lucas
A special underworld encounter from DUNGEON” Adventures!
Barbara G. Young

Art director
OTHER FEATURES
Roger Raupp 10 The Role of Books — John C. Bunnell
Wizards in New York, technology vs. sorcery, and a musical interlude.
Production Staff
Marilyn Favaro Lori Svikel 16 Illusory Solutions — Matt Battison
An 8th-level illusionist can cast a 30-HD fireball! Or can he?
Subscriptions Advertising Fantasy First Class — Michael Gray
18
Pat Schulz Sheila Meehan The Alamaze universe lives in your mailbox.
Creative editors 64 Mutations Unlimited — Kim Eastland
Ed Greenwood Jeff Grubb Ever want eyes in the back of your head? Now you can have them!
68 The Game Wizards — Douglas Niles
Just declassified: further word on the TOP SECRET/S.I.™ game.
70 Role-playing Reviews — Jim Bambra
The Death Star meets the interstellar French Empire and the BattleMech brigades.
78 The Role of Computers — Hartley, Patricia, and Kirk Lesser
Pilot a Harrier, build an empire, or brave the horrors of the Galactic Museum.
88 The Marvel®-Phile — Jeff Grubb
Trouble comes in threes — in this case, the Warriors Three™.

DEPARTMENTS
3 Letters 60 Gamers’ Guide 92 Convention Calendar
4 World Gamers Guide 62 Index to Advertisers 98 SnarfQuest
6 Forum 62 Sage Advice 101 Wormy
59 TSR Previews 90 Dragonmirth

COVER
Our cover is entitled: “What Geraldo Rivera wished he had found in Al Capone’s
vault,” which just about says it all. This painting won an award at the 1987
Norwescon’s Altercon convention, and is the combined work of two artists:
Rodayne Esmay and David Kern. Rodayne says he and David are charter members
of the Happy Valley Space Academy (a local artists’ group). Thanks, guys!
2 MARCH 1988
LETTERS Oasis
One of the forces that guided my
path into games, gaming, and ulti-
mately to TSR, Inc., was the Hobbit
Hobby Shop in Fayetteville, N.C. I
was stationed at Ft. Bragg with the

Phantom DRAGONLANCE® U.S. Army in the late 1970s, and


eventually found myself in that
phantoms chess? shop, wondering if the rows and
rows of fantasy figures there had to
Dear Dragon: Dear Dragon: do with the D&D® game I had heard
I loved the special attraction in issue #126. I know that you are very busy, but I came up about. I asked the manager about it
However, I did catch a miscount in Vince Gar- with an idea: a DRAGONLANCE® chess set. I — and my doom was sealed.
cia’s article. He only listed 30 undead. The figure even though the chance of you producing A good hobby shop has a variety
missing one is the phantom. such a thing is slim, I thought what the heck. I of gaming goods, a location with lots
Example: The party settles down for the night have come up with a list of what the pieces of free-spending gamers (military
on a wide field. Later on, the characters are might include: bases, college campuses, and malls
awakened by loud war cries as two armies White (good) Black (evil)
work well), stable suppliers, etc. But
charge into battle around them. What the PCs King Tanis Ariakas
Queen Laurana Kitiara a legendary hobby shop has some-
don’t know is that all the warriors are 300-year-
old phantoms. Bishops Caramon Lord Soth thing more: people who genuinely
I also have a question about “Hearts of Dark- Raistlin ? care about gamers. The very exist-
ness” by Tom Moldvay. On page 17 of issue Knights Flint Toede ence of such people benefits the
#126, Mr. Moldvay implies that there might be a Sturm Verminaard whole gaming field.
connection between werewolves and vampires. Rooks Tower of the Temple of The Hobbit Hobby Shop was leg-
According to all the information I have (mostly High Clerist Neraka endary, and I owe a great debt to Al
from movies), werewolves are nearly immortal Dragon of Flying Citadel and Feliet, who special-ordered
while vampires are dead. These states seem Ergoth
Warrior on Draconian miniatures and games for me, let me
opposed to each other and, as such, lycan- Pawns
thropes and vampires should be enemies under dragon display my Star Trek models in the
normal circumstances. store, and directed me to other
As long as the subject of werewolves is up, I The board would be a map of Ansalon with gamers in the area who were run-
have a question about the MARVEL SUPER important spots labeled. ning campaigns. The shop had dis-
HEROES® game article by Douglas Lent. Since Mike Strane play cases for miniatures and
Jack Russell is a supernatural werewolf, is he Pittsburgh PA models that gamers created, and
contagious? I’ve been wondering about this ever always had a good word for your
since he managed to claw Iron Man through his Though TSR, Inc., has no plans to produce a work — even in cases like mine, in
helmet. DRAGONLANCE chess set, we are producing
which the modeler’s enthusiasm
Douglas Burik the DRAGONLANCE board game, which will be
Cincinnati OH released in July. The game features 3D aerial exceeded his skills. (“Your orcs are
combat, numerous plastic playing pieces, and certainly the most colorful ones I’ve
Our count of the undead in Vince’s article fast, easy-to-learn rules. Those who want to try ever seen,” Al once told me.)
shows 31 types (we listed sheet phantoms and making a DRAGONLANCE chess set for their I was pleased to recently learn
sheet ghouls in the same heading on page 32 of own use might try using 25mm miniatures for that “the Hobbit” is still around
that issue). The article pins down a few mon- playing pieces. (“Our seventeenth year,” said Al),
sters not previously known to be undead (such and it put me in mind of other leg-
as the crypt thing and vampiric ixitxachitl), but endary hobby shops I’ve known and
phantoms are stated in the Monster Manual II to
be neither alive nor undead. Your example is A brief message loved. The Rusty Scabbard still sits
only a few blocks from the Univer-
appreciated, however.
Tom Moldvay used more traditional sources of Dear Dragon: sity of Kentucky campus in Lex-
information than modern movies in writing his Robert: “How many gamers does it take to ington, Ky. The Something To Do
article. A number of European legends and change a light bulb?” shops hang on in Louisville. Napo-
folktales connect vampires with werewolves in H.P.: “I don’t know, how many gamers does it leon’s in Milwaukee is still filled with
some manner as Tom notes on page 17 of that take to change a light bulb?” games. Others exist, but they are
issue. Whether you use this information in your Robert: “Eighteen; three to build a pyramid to few and far between.
fantasy campaign or not is up to you — but it the socket, three to devour all chips, soda,
If you find such a shop, let the
makes exciting reading. popcorn, and stray house pets, one to put in the
people there know you appreciate
We checked with Jeff Grubb, and he said Jack bulb, and the rest to argue about a six-month-
Russell’s lycanthropy was the result of a super- old DM call.” them. Al and Feliet — thank you! I
natural curse placed on his genetic line, starting Michael Cecil was lucky to have found your oasis.
with his ancestor Gregory Russoff. As such, this Belleville IL
lycanthropy cannot be transmitted in the same
fashion as “classical” cases of lycanthropy, and is Thanks.
confined to Russoffs male descendants. This
information comes from The Official Handbook
of the Marvel Universe® — which, interestingly
enough, also makes the vampire-werewolf
connection you mentioned above.

DRAGON 3
The World Gamers Guide
With this issue of DRAGON® Magazine, SN J. (Steve) Hudak (AD,MSH,TS) Antonio Marcelo F. da Fonseca (AD,SF,DD)
“The World Gamers Guide” will come to a P.O. Box 37-611 NSGA Rua Hadock Lobo 131 casa 7
close. No further listings will be taken. Our (NSA Naples, Italy) Tijuca, Rio de Janerio, RJ
increased distribution and circulation FPO NY 09521-4000 BRAZIL CEP 20260
worldwide are responsible; because of the UNITED STATES OF AMERICA
great increase in international sales, we Kevin Armstrong (AD,SF)
will soon not be able to cope with the Bill McQuillan (AD,CH,CW) 25 West Way
increase in WGG entries with our small 042-74-1095 Holmes Chapel, Crewe
staff size. HHC 7th SUPCOM, Box 43 Cheshire CW4 7DG
However, we are always open to submis- APO NY 09712 UNITED KINGDOM
sions for the “Letters” and “Forum” UNITED STATES OF AMERICA
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les, and we welcome contributions from Waye Mason Sondergade 15
anywhere in the world. We also encourage 109 Wolsey Road DK-9493 Saltum
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local game and hobby stores. GREAT BRITAIN Colin Campbell ( AD , BS , CC , OA , SFB , T )
This column had a long run and a good 92 Oswald Avenue
one. We wish all gamers across the world Carlos Mondragon, Jr. (AD) Grangemouth
the best this year. Keep gaming! Boulevard Campestre #128-3 Scotland
Col. Jardines del Moral UNITED KINGDOM
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Leon, G40 Jeff Johnson
MEXICO SPDC Ext. Nord
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Jeffrey Jongko (AD,DD,TS,T2000) 145 Omao Street Adrian Martinez (AD,DD,GW,MSH,TS,SF)
12 Yellowstone Street Kailua, Oahu, Hawaii 96734 #9 Chestnut Street
White Plains, Metro Manila UNITED STATES OF AMERICA Fairview, Quezon City, Manila
PHILIPPINES PHILIPPINES
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NORWAY PHILIPPINES

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4 MARCH 1988
ers appear white, silver, or gold.
If there are indeed male harpies, why don’t

FORUM
they appear as men? Simple: Adventurers,
merchants, and other travelers are usually men
who would be more distracted by a lovely
female, even if she were half-bird (perhaps
divine). Even a female adventurer would more
often be sympathetic to a woman in distress.
Male harpies, like females, have to live in the
real world, and a harpy that could not effec-
tively lure would not live very long. Both sexes
developed “faces” and upper bodies as the
blueprints for the spell.
In the “Forum," issue #121, Brian Chase re- feathers are made of, birds’ legs, and talons. Getting to reproduction, it is almost impossible
ferred to an article I wrote for the November The structure of the back alone is vastly differ- to tell a male from a female avian by looking at
(#115) issue entitled “The Ecology of the Harpy ent to accomodate the wings that support the reproductive organs unless you get extremely
— Songs of Beauty.” In his letter, he disagreed body in flight. Not only are the structures close (and only a dead harpy would let you get
with the statement I made that male and female different, but the bones are as well. They would that close!). A harpy’s reproductive organs, like
harpies are very much alike, especially in ap- have to be lighter than those of a human or else those of most birds, are not external. Female
pearance, except in reproductive roles. In the wings would have to be far larger to accom- and male birds are usually distinguished by
summary, he stated that harpies are partheno- modate the extra weight. Nor do harpies have their coloration and there is no sexual differen-
genetic (i.e., they clone themselves rather than the same set of vital organs, etc. If physiologies tiation for coloring in harpies. Males and fe-
produce young from a male-fertilized, female- for elves and orcs do not allow for interbreed- males, having developed the same adaptations
produced egg). However, a harpy could mate ing, why would a harpy and a human, vastly for charming, and having no difference in
with a human male “to improve the gene pool of different as they are, breed successfully? coloration or other external indications of
the race." Males produced from this union Even if magic could be used to overcome all of gender, do look the same.
would be killed shortly after birth; females the natural impossibilities (harpies are, after all, Harpies mate as birds do, and usually do so
would be improved with better strength, fight- a magical race), there would be no guarantee deep within their lairs where few others dare to
ing, and perhaps more spells. A female born of that mating with a human would produce a go. We can see where Samanthalus got the idea
a bardic father might also have an improved superior harpy. The idea assumes that the that they were parthenogenetic — its a common
harpy-song. Mr. Chase also said that D’driand creature would inherit the best of both parents, misconception among sages today, given the
the sage must have been charmed to give Colin and this does not always happen. If such a harpy’s lack of external sexual characteristics
the ranger such faulty information. Though I union was even remotely possible, there could and the fact that few men have ever seen har-
see the reasoning behind the argument, I do not be as many detriments as improvements. One pies mate. We can even see where he got the
entirely agree and stand by my earlier state- that leaps to mind immediately is that while the idea that harpies mate with humans (but that is
ment that harpies can be either male or female, crossbred harpy might be stronger and better merely an old wives’ tale to frighten people).
that the reproductive process is a simple mat- at fighting (and perhaps more intelligent), it Those who have dared to study the harpy more
ing, and that there is little difference in looks. would undoubtedly lose some of its inherent closely have discovered the truth.
Perhaps I was not specific enough and, with the magic. An example of this is the alu-demon, And D’driand wasn’t charmed — he was just a
help of a friend, I will try to clear the matter up. which is certainly not as powerful as a succubus dirty rat.
Harpies are avian and humans are mammals. when it comes to magic. If the charm ability of Barbara Curtis
Such a cross would not only require the bypass- the harpy is diminished — even if the harpy is Watertown NY
ing of species, but of genus, family, and order. stronger, fiercer, and smarter — it would not William French
Interbreeding within the species and sometimes leave a sufficient attack mode to allow it to Potsdam NY
the genus are possible, but not without risk. In survive very long. Humans, unlike harpies, are
some cases, such as the breeding of a horse and not inherently magical, and if a harpy is looking I am writing to comment on Alan Ristow’s
a donkey to produce a mule, the resulting for a big, strong, hero-type, chances are that he letter on banded mail in DRAGON® issue #123.
offspring is healthy but sterile. Such offspring, wouldn’t be a magic-user anyway. (A human’s He is correct in saying that the type of armor
if this was the case, would only be improved for magic is learned, not inherited.) The harpy/ known in textbooks as “banded mail” did not
a single individual, as even cloning would not be human offspring might also lose most, if not all, exist and is infeasible. However, the armor
possible. We are not entirely clear if interbreed- of its ability to fly, having smaller wings and mentioned in the AD&D® game, particularly the
ing among members of the same family is possi- heavier bones. A stronger, smarter, fiercer description of it in the DMG is not “banded
ble, but we do know that interbreeding from harpy without much of its magic and limited to mail.” The AD&D game books mistakenly apply
class to class is impossible. the ground or short “hops” in the air would the term “mail” to nearly all types of armor,
This also assumes that the harpy and the quickly become someone’s lunch. We also do not when it should in fact be only used for chain
human have the same number of chromosomes. think that a bardic father would help the har- mail and ring mail. A better nomenclature might
There are good examples of devastating birth py’s song much, either. Like magic, singing is an be to replace the word “mail” in the names with
defects due to a difference of even a small piece acquired skill. Although the talent for singing “armor” with the exception of “plate mail”
of a chromosome! A difference would possibly could be inherited, harpy vocal chords are not which should perhaps be called “plate and mail”
negate chances of successful fertilization and if adapted for human speech. Even with the or “transition armor” (as it was transitional
not, would surely either kill the fetus before it human influence, they probably still would not between mail and plate). The banded armor
was completely developed or produce one that be entirely adapted. The charm of a harpy and described in the DMG seems to resemble the
would not live more than a very short time after the charm of a bard are two entirely different Roman Lorica Segmentata, worn over light mail
birth, either dying on its own or being killed by types of charm, anyway. and padding. Such armor, with most of its bulk
its mother or nest-mates. So why do harpies have humanoid faces and and protection concentrated on the torso and
Just for the sake of argument, we will assume upper bodies? Magical intervention is the clue. little on the legs (unlike some others which have
that harpies are mammals (which is not our The harpy’s charm/illusion is not as powerful in greaves and other encumbrances), would proba-
belief) and that they share the same number of respect to visual illusion, and requires a tem- bly slow down the wearer no more than chain
chromosomes as humans. Humans, elves, and plate. In other words, if harpies looked like mail. It should therefore retain the movement
orcs are all bipedal, with two arms, two legs, normal buzzards, they would have great diffi- base of 9” and perhaps be reclassified as “fairly
two hands, two feet, 10 fingers, 10 toes, etc., culty conjuring up an illusion of a beautiful bulky” due to the fact that it would allow rela-
with minor size and feature differences. Inter- human female, with nothing to work from. tively free movement of the limbs.
breeding is possible (though the inability of However, since harpies have the face and the On the subject of armor, I would like to bring
elves and orcs to mate successfully is tribute to upper body all they need to do is use their up the armor used by the svirfnebli (as de-
the fact that while they are close enough to magic to gloss over the ugliness a little and scribed in the FIEND FOLIO® tome), which does
humans to mate with them, there are enough improve what’s already there. The vision does not seem to fit the system of armor previously
differences between the two to render it impos- not usually go any farther than accentuating defined, and might be an interesting addition. It
sible — a prime example of genetic selectivity). what is there, except in certain rare individuals. is described as a leather jack (sleeveless tunic)
Harpies, on the other hand, have wings, feath- The bird’s body and wings are still there, but sewn with mithral-steel rings, worn over fine
ers, bristly hair of the same material that the the wings appear more graceful and the feath- chain mail. Previous rules have not covered the

6 MARCH 1988
wearing of two types of armor together, but In his letter, Mr. Ristow states: “Banded mail is price to a level that the assassin thought was
could surely be extended to cover this. The a type of armor known only in illustrations. . . ." fair. When adventuring in a group, this same
armor-class decrease caused by wearing the Might I point out that the AD&D game is a game assassin used his abilities only when no one was
mithral-ring jack in addition to chain mail can of fantasy, not fact, as that letter makes it out to watching. (What assassin in his right mind
be derived by comparing the standard armor be. Case in point: Dragons were also found only would want anyone to know what he is?) Like-
classes of chain mail armor (AC 5), ring/studded in drawings, paintings, and stories. This can be wise, he would not do anything to another PC
armor and shield (AC 6), svirfnebli (AC 2 wear- said of all fantasy-type monsters in books. or NPC that might reveal his true identity. The
ing chain mail and jack), and surface gnomes Mr. Ristow also states: “In my campaign, I other person would do none of the above. In
(AC 5 wearing ring/studded and shield). It can have banished banded mail. . . . My players fact, the only time he would assassinate was
be seen that the effect of a mithral-ring jack must be content with . . . banded mail in pic- when it was another PC. This spoiled everyone’s
would be +2 (assuming surface and deep tures and drawings." As a DM, this tells me that fun to the point that no one wanted to play. I
gnomes have the same bonus to armor class due you are not playing the AD&D game, but only think that the DM should read the DMG (p. 110)
to size, dexterity, etc.). Of course, the jack could trying to copy history (as evidenced by your on handling troublesome players and not hold
be worn on its own or could be made of rings of letter). But Gary Gygax said it best in the Players the assassin class responsible.
different metals. Handbook (p. 7): “ADVANCED DUNGEONS & Matt Wright
I suggest the following system: The jack DRAGONS is a fantasy game of role playing Spring Arbor MI
should have a base armor class of 8 (if worn on which relies on the imagination of participants,
its own) or +1 (if worn with chain mail) if it is for it is certainly make-believe." Tom Moldvay’s grand review of vampire lore
made of meteoritic iron (the lowest quality There is one thing on which I do agree with (issue #126) sent delicious chills up my spine.
metal possible to make rings of the required Mr. Ristow: the fact that banded mail armor Vampire fiction has long been a major vehicle
quality). If the rings are made from mithral does not exist in the real world. Still, there is no for writers dealing with the theme of sacred vs.
steel, there would be an additional bonus of +1; reason for it not to exist in a fantasy game such profane love. And Mr. Moldvay is absolutely
if adamantite steel is used, the bonus is +2. The as the AD&D game. right — people in our nonmagical world have
jack would have an encumbrance of 10 lbs., be Daryl Short probably been “vampires." In addition to the
nonbulky, and be worn only over ordinary or Riverside CA suggestions in the article, our “vampires” and
elfin chain mail. It could be worn by thieves, but “werewolves” may both have suffered from
at the same penalty as elfin chain mail (or as Lately, I have read a lot about assassins and congenital erythropoietic porphyria. Victims of
studded, if worn with elfin chain). how they disrupt game play. I find this point this autosomal recessive enzyme defect suffer a
Timothy Makinson sadly wrong. First, I would like to point out that painful illness with extreme sensitivity to light.
Dunedin, New Zealand I have only played the assassin class once, and I Even small amounts of sun exposure cause
did enjoy it. But I don’t think it’s the assassin sloughing of the skin, leading to hideous de-
I am writing in defense of banded mail armor that’s the problem here; I think it’s more the formity. Victims’ teeth acquire a bright red
which was undeservedly slighted in DRAGON people who play them. I have seen two people fluorescence, and regardless of sex, they have
issue #123’s “Forum.” I strongly disagree with play two different ways. One spied on a king’s very hairy skins. One way to feel better is to
Mr. Ristow’s opinions on the matter, and, yes, castle for a neighboring country, then killed the load the body with molecules of heme — and
Mr. Ristow, I am quite knowledgeable of armor king to break up the leadership, but only after the simple way to do this is to drink fresh blood.
types, uses, designs, etc. the person asking for his service raised the (continued on page 77)

8 M ARCH 1988
who must conceal his utter lack of inborn
magical ability to avoid execution or exile;
and Saryon, whose talent of channeling
power does not prevent him from taking a
dangerous interest in the forbidden lore of
the Ninth Mystery, better known as tech-
nology to its students. Both eventually do
find themselves exiled, and their destinies
intertwine in a remote Technologist village
where they figure in the plans of Blach-
loch, a renegade warlock determined to
rule both the outcast scientists and the
mages who fear them. Though the two are
normally solitary by nature, they must join
forces in order to create the Darksword
that may be capable of thwarting Blach-
loch’s bid for power.
Weis and Hickman make their protago-
nists compelling, if not quite appealing
characters, drawn with an almost ruthless
incisiveness that is fascinating in much the
same way as a skillfully performed feat or
surgery. Where the DRAGONLANCE® saga
books could be described as light adven-
ture (largely on the strength of Tasslehoff
Burrfoot’s irrepressible good cheer), the
Darksword saga is distinctly darker and
more probing — just as absorbing, but not
necessarily as much fun in the reading.
But characterization is only half of the
novels attraction. Its rigorously consistent
magical logic is just as striking, taking the
concept of a sorcery-based civilization to
startling yet plausibly supported conclu-
sions. Elemental magic may not be espe-
cially unusual, but when the idea is
extended to reshape the basic aspects of
Thimhallan’s agriculture, it becomes more
surprising. Still more exotic is the fact that
in this culture, sex has been largely elimi-
nated in favor of a closely managed system
of magical artificial insemination, with
parents picked by the powerful religious
hierarchy. Physical coupling is viewed as a
perversion (which may sound outre to
many readers), but the authors not only
make the premise work, they hang several
critical plot points on the implications. The
depth of the reasoning is more typical of
science fiction than of fantasy, but though
the precision of a game design can also be
imagined, it’s difficult to imagine translat-
ing the culture to a campaign along with
the magic system.
The New York Times has acknowledged
Weis and Hickman as a best-selling team in
both its Book Review and its Sunday cross-
word [October 4, 1987]. The Darksword
saga seems likely to continue the trend —
and perhaps a good deal more, if the fu-
ture books match this one in scope and
substance.
©1988 by John C. Bunnell
THE WIZARD OF 4TH STREET
FORGING THE DARKSWORD Tracy Hickman have adopted a subtly dis- Simon Hawke
Margaret Weis & Tracy Hickman tant, quietly authoritative style and a formal Questar 0-445-20302-1 $2.95
Bantam Spectra 0-553-26894-5 $3.95 yet diverse magic system for this chronicle, As another in the growing list of fantasy
The cover copy of this first volume in giving it a sense of realism almost as good as novels about New York City gone magical,
the Darksword trilogy describes the series the seal of an authentic monarch. The Wizard of 4th Street scores lots of
as “majestic” — and oddly enough, the Into their world of subconsciously per- points for ambition and loses most of them
term is appropriate. Margaret Weis and vasive order come two wild cards: Joram, for lack of follow-through. The same holds
10 MARCH 1988
true of the book’s ties to the Arthurian nothing to do with The Crown Jewels, that on the evidence of the first 190 pages,
legends. But Simon Hawke’s adventure which is clearly not cyberpunk. Actually, Sam’s choice seems out of character, and
does have attractions for gamers who like according to the flyleaf, this book isn’t a not even Robinson’s considerable skill can
to blend spell-casting with larceny rather novel at all — it’s a divertiment, whatever reshape a character in fourteen pages that
than with hack-and-slash combat. that is. The fact that it looks like a wry, took nearly two hundred to establish.
It isn’t that Hawke’s New York lacks local softly satirical novel of theft and coun- What’s even more frustrating is that the
color. It may be the 23rd century, and tertheft in a complex multispecies atmo- setup Robinson presents is fascinating.
magic may have replaced technology fol- sphere may be no more than an elaborate Into Nova Scotia’s wintry wilderness of
lowing a “Collapse” (with a capital C), but illusion. 1973, where an assortment of hippies and
all the old landmarks are still there, the The plot might have been drawn from a draft dodgers have established a spread-
atmosphere is properly international, and scrambled videotape library full of old out colony, comes a mysterious and possi-
the cab drivers are the same as ever. None Pink Panther movies and reruns of old TV bly telepathic time traveler on what she
of this flavor, though, has much to do with shows like The Saint and It Takes a Thief. claims is a historical research mission. Sam
the story Hawke tells, which might as well It’s a convoluted caper starring Drake and his writer friend Snaker O’Malley, the
be set in any land or time after King Ar- Majistral, heir to nearly a dozen noble only two science-fiction fans in the area,
thur’s reign. titles and estates that are all mortgaged to accidentally discover who and what Ra-
Arthur himself doesn’t appear in the the hilt and range over several worlds. chel is when her time capsule arrives
tale; Hawke seems to have borrowed the Sustaining his social status and expensive slightly off target, and they agree to help
mythology mostly for the sake of resur- lifestyle requires Drake to take up the her. But Sam has nagging doubts about
recting Merlin in a supporting role that profession of honest thievery (no, that’s Rachel’s true motives, which eventually
has exactly the echo of Sir Alec Guinness not a contradiction in terms), executing turn out to have foundation in reality.
in his Star Wars incarnation. Morgan Le artistically staged cat burglaries and sell- The storytelling is Robinson’s usual
Fay and Mordred are also on hand, but ing the film rights as well as the loot. In smooth blend of multilevel puns, sharp
both are merely namesakes rather than this case, the “loot” is a valuable coffer modern epigrams, and observant left-
reincarnations — not because Hawke says that holds the key to the imperial succes- handed perceptions of humanity. That’s
they are, but because their actions and sion of the Khosali Empire, and there are both a blessing and an irritant. The prose
personalities don’t seem to fit the molds would-be buyers and spies on all sides. makes entertaining reading even as it
cast for them by tradition, or even reason- The story line recalls the classic definition passes on Robinson’s hidden messages, but
able extrapolation. Hawke does have the of space opera — the sort of mad chase in the voice is sometimes too obviously the
audacity to do away with Merlin at the which everyone is scrambling for the same author’s rather than the narrator’s. Like
end of the book, but leaves the way open target with generally absurd results, and the narrator of Robinson’s “Callahan’s Bar”
both for sequels and for a Saturday serial never mind the scientific leaps of logic. But stories, Sam describes his thought proc-
rescue. Williams’s narrative also recalls opera in esses in terms of rapid-fire computer
Merlin’s student, and the book’s hero, is another sense. The Khosali, professional operations, and the two characters also
a young wizard called Wyrdrune who though rather benign conquerors with a share the burden of blame for the death of
plans a daring jewel theft in order to fi- deep sense of the aristocratic, go about life a wife and child. There’s no danger what-
nance his magical studies. But another in a highly stylized, formally polite meta- ever of getting the two sets of stories
thief has her eyes on the same prize, and phorical dance that has strong parallels to confused, but the similarities suggest that
the gems in question turn but to be con- the rigid yet graceful conventions of “nor- Robinson needs to work on character
nected to a centuries-old binding spell and mal” opera. And Williams writes in a gently development more carefully.
a plot to conquer the world. It’s a standard biting prose style that perfectly matches Technically, Time Pressure might be
idea, given agreeable readability by both the Khosali notions of polite culture labeled a fatally flawed book based on its
smooth characterization and Hawke’s keen and the cheerful deviousness needed to central character’s uneven portrayal. But
eye for interesting applications of spell- sustain the suspense. if that description seems to put Spider
craft. Wyrdrune and Kira are engaging The combination of elements is a diffi- Robinson’s novel in the same category as,
personalities with a plausible mix of clev- cult one to bring off successfully, and say, The Wizard of 4th Street, then it isn’t
erness, daring, and wide-eyed disregard would probably be a major challenge to a fair portrayal. Robinson’s book may have
for logic, and their presence is what car- those who might want to transplant the problems, but it is nonetheless a serious
ries the tale. Those who play magic-users setting into an SF gaming campaign. But at (well, serio-comic) science-fiction story
or thieves will have a field day — and the same time, the premise seems almost that challenges the mind as much as it
drive DMs mildly insane — if they can tailor-made for role-playing (not to men- entertains. It’s also a sideways and logi-
adopt a similar mind set. tion a glorious movie, if it was cast prop- cally necessary companion piece to Robin-
Gaming value aside, The Wizard of 4th erly). Williams should have called The son’s earlier Mindkiller. And it is very
Street is at best worth a marginal recom- Crown Jewels a novel. It’s too well- definitely worth reading, flaws and all.
mendation. Fortunately, many libraries polished to be a divertiment, even if is
nowadays stock current paperbacks, and meant mostly in fun.
interested gamers who have access to THE FIRST NAMED
these enlightened institutions will be able Jonathan Wylie
to sidestep the sticky question of whether TIME PRESSURE Bantam Spectra 0-553-26953-4 $3.95
the book’s potential benefits justify casting Spider Robinson The last year or so has not been kind to
a $2.95 vote in favor of average stories Ace 0-441-80932-4 $16.95 the epic quest. With some exceptions,
over superior ones. If Time Pressure was an RPG scenario, most of the new quest-oriented fantasy
there would be almost nothing about it published has been tilted sharply either
worth a complaint. Even when referees into broad comedy or toward mighty-
THE CROWN JEWELS subtly stage-manage their players’ choices, thewed heroes with the brain power of
Walter Jon Williams the decisions are still in the players’ hands. overcooked spaghetti. That makes a
Tor 0-812-55798-0 $3.50 Spider Robinson doesn’t quite preserve squarely traditional book like The First
First, a quick background lecture: Walter this illusion of free will; there’s little doubt Named seem almost refreshing by con-
Jon Williams has written several novels on page 191 what his narrator will decide trast. Jonathan Wylie may not win praise
(and is in fact one of the founding fathers) about the fate of the universe on page 205. for innovation or deep literary insights,
in the vein of science fiction known as By itself, that might not be a fatal flaw in but those looking for a solid and intelli-
“cyberpunk.” Those novels have absolutely an otherwise agreeable novel — except gently crafted adventure yarn should

DRAGON 11
gamer, assuming that he or she doesn’t get
caught up in the story and forget to pay
attention to making notes.
And now, as they say in Monty Python,
for something completely different. . . .

A musical interlude
Bards — and music and poetry in gen-
eral — can be a real problem for Dungeon
Masters. The wandering minstrel, the
obscure prophecy, and the threat of writ-
ing a character into a scathing ballad are
all very much a part of medieval fantasy,
but the average DM is not likely to be
either a skilled folk musician or a poet
with the necessary background in rhyme
and meter to make prophecies come out
sounding authentic. Indeed, folk music
and poetry that rhymes are becoming
almost impossible to find these days, be-
be thoroughly satisfied with this first entry cleverest cat burglar in Sanctuary, master cause no one writes or sings such things
in a trilogy about the royal house of Ark. of the arts of silence and deception, and a anymore. Or do they?
Wylie’s cast includes all the necessary dangerous man to cross in a tight place Indeed they do, and bless them, they
players: the three princes whose father because of the throwing knives he carries even put the songs on tape. The technical
dies in an unexpected rebellion; the court in his boots. term for this is “filk” music, which can be
wizard Ferragamo, who is appealing as Now, though, he has left Sanctuary with loosely translated to mean the folk music
more of a sage than an antitank arsenal; his would-be lover Mignureal in an effort of science fiction and fantasy. In turn,
the visiting princess caught up in the crisis both to escape that city’s chaotic dangers what this means is that the singer writes a
and romantically linked to more than one and to try to start a new and somewhat song about his or her favorite characters
of the princes; and, the wickedly subtle more respectable life. Intrigue and dark- from Star Trek, Star Wars, or a favorite
sorceress who draws a sort of vampiric ness, however, refuse to stay away for Barbara Hambly novel (either creating
sustenance from those she enslaves. long, and between desert raiders, unob- music or grafting the words onto a famil-
There are also a few neatly executed trusive sorcerers, and 11 cursed silver iar tune), and proceeds to regale friends
twists on the usual course of events. An- coins, Shadowspawn is soon forced to with the composition either around the
other supporting player is Rehan, who make use of his thieving talents in an nearest fireplace or at the nearest SF
comes to Ark in search of the missing effort to unravel the puzzle. convention. Even AD&D® games don’t
Princess Fontaine only to become an un- Offutt’s tale is basically free-standing so escape; there is a venerable set of lyrics
willing spy. Fontaine herself is agreeably that those who haven’t followed Thieves’ called “You Bash the Balrog,” sung to the
self-sufficient without being domineering. World can still understand who’s who and tune of “Waltzing Matilda,” concerning an
And Wylie does not subscribe to the un- what’s going on, though series fans will ill-fated adventuring party that runs afoul
written rule that none of the heroes are catch several quick asides and observa- of a goblin, a potion, and the title villain all
allowed to die in the first book. tions that outsiders will miss. The prose is in the space of a morning.
The writing in The First Named is nei- crisp and efficient, and Offutt does a good Filking has been going on long enough
ther showy nor elaborate, instead taking a job of managing his characters and plot, now that it has developed its own closet
matter-of-fact tone just a degree or two though the coin curse is occasionally recording industry — and the leading filk,
above flatness. This, too, is a refreshing somewhat erratic and there is not enough publisher has recently outgrown its closet.
departure from the courtly atmosphere or foreshadowing to make the adventure a Off Centaur Publications sells an amazing
constant witticism that turn up all too whodunit. range of tapes, song books, and musical
often in current fantasy. It’s a mistake, Yet besides being a credible guidebook miscellany that should be of immense
though, to say that the tale is devoid of for aspiring master thieves, Offutt’s yarn is value to anyone even remotely interested
humor or lacks a sense of royalty when it’s noteworthy for featuring not one but two in adding a musical atmosphere to an RPG
needed; Wylie simply lets such things lively felines that manage to assert their campaign. For example:
spring from his characters when the time personalities quite well — without being Heralds, Harpers, & Havoc (60-minute
is right rather than using them as window telepathic. The device of the talking cat is cassette, $9) features songs written by
dressing. one of the most easily mishandled gim- Mercedes Lackey to supplement her Ar-
One last matter is worth mentioning. micks there is, and Offutt deserves con- rows trilogy about the Heralds who patrol
Though this novel is only the first of three, gratulations for resisting the temptation to the kingdom of Valdemar. There are a
it is a complete adventure in itself, with give the cats speaking parts. (Actually, number of different vocalists represented
promotional copy in the back suggesting “resisting temptation” may not be an ap- on the tape, and songs to suit a variety of
that the next book will pick up the saga a propriate phrase. It’s necessary for the purposes. “Philosophy” falls into the cate-
generation later. That’s a bonus that Wylie plot that neither cat be able to speak — gory of character ballads as an engaging
is to be commended for providing, and which is all that can be said without spoil- memorial to mischief, though the last
one that should do nothing but add to ing a major twist.) verse won’t make sense to someone who
what is likely to be a popular new series. Shadowspawn is another one of those hasn’t read the books. “Dark and Stormy
books that’s less ambitious than it is Night” offers the outlines of a murder
SHADOWSPAWN swashbuckling, though the swordplay and mystery, if one with comic overtones.
Andrew J. Offutt sorcery are neatly balanced with scenes of There are also several romantic tunes, and
Ace 0-441-76039-2 $3.50 horse-trading (literally) and routine city “Threes” concerns Lackey’s mercenary
To veteran followers of the Thieves’ life. It really isn’t necessary to play a thief characters Tarma and Kethry, familiar
World short story collections, the hero of character in order to get an evening’s from stories in the Sword & Sorceress
Andrew Offutt’s latest novel needs no advice and enjoyment out of Offutt’s novel. anthologies and a novel to be published
introduction. He is perhaps the single There’s material in plenty for almost any this spring.

12 MARCH 1988
The story behind “Threes,” itself a mem- genuinely professional. The major differ- speaking, there are no fantasy elements
orable adventure ballad, is available on ences between Off Centaur productions here, but the portrayal of city life and the
Turnabout (60-minute cassette, $7.50). This and “real world” music are in the lyrics — devious plotting both recommend them-
is a spoken-word tape of a short story and at least in some circles, the filksongs selves to scenario designers.
published several years back in a small would win that comparison without even After a series of winners, Pocket Books’
fantasy magazine, and it’s educational to trying. line of Star Trek novels dips a bit with
compare the more detailed literary version A complete catalog of Off Centaur offer- Bloodthirst (Pocket, $3.95) — though not as
with the later song. The tale itself is a ings is available by writing Off Centaur far as the cover copy makes it seem. De-
cleverly constructed scenario with possi- Publications at P.O. Box 424, El Cerrito CA spite a lot of subtext and innuendo to the
bilities for adaptation. Mary Mason’s read- 94530. The company also sells tapes at contrary, J.M. Dillard hasn’t written a
ing of Lackey’s story is strong on vocal various science-fiction conventions around vampire story, but she doesn’t seem to
skills but occasionally strays into overin- the country and makes its merchandise know who her main character is, which
terpretation. This recording is one of Off available to local retailers, but most of its badly confuses an already complex scheme
Centaur’s earlier products, which some- business is done by mail order. involving illegal research and Starfleet
times shows in less polished engineering, corruption. Nor is David Gerrold’s noveli-
but is still a fascinating and worthwhile Recurring roles zation of Encounter at Farpoint, the pre-
curiosity. Frontier Alaska is perhaps an unlikely miere of the brand-new Trek series,
Horse-Tamer’s Daughter (60-minute setting for fantasy gaming, but Elizabeth especially satisfying, as it does little be-
cassette, $9) draws songs from a variety of Scarborough’s new novel should provide yond transcribing the screenplay. Both
authors focusing on female heroines. DMs with any number of ideas for making Gerrold and movie novelizer Vonda McIn-
Worlds visited include Marion Zimmer use of vampires and were creatures in tyre have done better work.
Bradley’s Darkover, Andre Norton’s Witch settings other than Transylvania. The Fever Season (DAW, $3.50) continues the
World, and the science fiction of C.J. Cher- Goldcamp Vampire (Bantam Spectra, shared-world series set in C.J. Cherryh’s
ryh. Julia Ecklar is the performer, and $3.50), a sequel to The Drastic Dragon of city of Merovingen with results largely
nearly all the music has enough of a Draco, Texas, is a delightfully warped twist similar to those of the previous volume.
bardic character to fit comfortably into a on the Dracula legend which has its vam- The flavor this time is that of an episodic
game setting, either as authentic back- pire lore down cold and its characters novel, which speaks well for the editing,
ground or lures into adapted adventures bewildered in high style. but the story quality is a touch uneven.
of one kind or another. Barbara Hambly, meanwhile, turns her Once again, Mercedes Lackey and Leslie
The range of filk material available is attention to ancient Rome as Search the Fish provide the best and most satisfying
unusually broad, with both science fiction Seven Hills (Ballantine, $3.95) chronicles a stories — to the extent that Fish’s charac-
and fantasy well-covered and traditional complicated kidnapping plot that wanders ter, the musician and undercover environ-
music represented as well. The quality of in and out of the struggles between the mentalist Rif, seems like a prime candidate
the recordings, writers, and performers is Romans and early Christian sects. Strictly for a novel all to herself.

14 MARCH 1988
force, spectral force, and any other illu-
sory conditions the DM deems applicable.
Some of the conditions listed in the table
are designed to prevent the creation of
illusions of creatures that are much more
powerful than the illusion-caster. These
conditions are intended to encourage the
illusionist to use moderation (for example,
conditions 5 and 6 in the table). Why
should an illusionist create an illusion of
Demogorgon when an illusion of a gorgon
is easier? Furthermore, if an illusion of a
gnoll will suffice, why use anything else?
(In the last instance, the illusion of the
gnoll is easily cast, thus making it more
believable.)
In the table, references to damage dice
are for those occasions where an illusion-
ist creates the illusion of a damage-
inflicting spell. Up to this point, there have
been no concrete guidelines for the regula-
tion of spell-imitating illusions. In the past,
the illusionist was free to simulate the
the illusion continues for three more effects of a fireball created by a 30-HD
by Matt Battison rounds. Is this being unfair to the fighter? fireball spell. If the victim failed to save, he
Not as much as it’s being unfair to the took 30-180 hp damage. Applying the rules
For the past several years, I have en- cornerstone of the AD&D game, the given in this article, an 8th-level illusionist
countered a number of situations in magic-user. To compete with the illusionist simulating a 30-HD fireball would allow his
AD&D® game campaigns where problems in the scenario above, a magic-user needs victims a saving-throw bonus of (30 - 8)
and disputes arise concerning the use of to cast a monster summoning VII spell — x 2, or +44 to their saving throws! In
illusions in the campaign. If a PC encount- something he cannot do until he reaches this case, the illusionist has clearly over-
ers an illusion, must the player voice the 18th level! Even then, there is no guaran- stepped his abilities. A safer bet would be
character’s disbelief before a saving throw tee that his monster will be a dragon, let to simulate a fireball cast by a magic-user
is possible, or is the save always applicable alone a red one. And even if it is, there is of the illusionist’s same level (i.e., an 8-HD
for the character, whether the player no provision for selecting its size; likewise, fireball). Better still, if the illusionist could
suspects an illusion or not? I’ve been told its age is predetermined: a summoned red get by with the illusion of a 3-HD fireball,
by a DM that the former is the case, but I dragon will always be very old in this case his victims would instead receive a -1 to
then found myself wondering what would (as it will do more damage). Furthermore, their saving throws. Still and all, if the
happen if there were an illusionist in the while the magic-user’s spell duration is illusionist faces a life-or-death situation
party? Would our opponents gain our ample (at least 26 rounds), the illusionist and has to shoot for high-damage illusions,
DM’s omniscient view and deduce that can operate his illusion for as long as he he would still be allowed the opportunity,
there was an illusionist present, thereby concentrates, plus three rounds. The but at a greater risk of miscasting the spell
earning their saving throws every time? casting times reveal another handicap for entirely. Thus, our 8th-level illusionist
That would give NPCs an unfair advantage the magic-user: monster summoning VII might gamble on a 10-HD fireball illusion,
over PCs. When I brought this up, my DM requires nine segments to cast, while but the trade-off would be a +4 saving-
agreed. Consequently, the ruling was spectral force requires only three. throw bonus for his opponents.
changed in our campaign, and from that What’s to be done when a DM has an Condition 9 is one of the more important
point on, saving throws against illusions 8th-level illusionist PC who is outdoing his rules listed in the table. It would be very
were like saving throws against everything 18th-level magic-user NPC? Is the DM to be difficult for the average illusionist to simu-
else. That worked well until the day ar- shot at sunrise for such mismanagement? late a dragon; the glistening fangs, thrash-
rived that there was an illusionist in the Not necessarily; a mere loss of initiative ing limbs and wings, glaring eyes, hisses,
party. At that point, all hell broke loose. and a failed save could still leave an 18th- flapping noises, thundering roars, and
The bottom line is that illusions in the level magic-user with big problems if he earthshaking lunges would be difficult to
AD&D game aren’t sufficiently regulated. faced an illusionist of even half his level! mimic. Add to this the complexity of a
Let’s take an example: An 8th-level illu- After all, why stop at a red dragon? The breath weapon — the heat, light, and roar
sionist faces an 8th-level fighter. He wins illusionist might just as easily concoct a of a funnel of flame, for example — and
initiative easily and casts a spectral force titan, a demon — yes, how about Demo- the illusionist’s workload suddenly in-
spell. He chooses to create the illusion of a gorgon himself? What’s to limit the clever creases. Condition 9 makes illusions of
large, ancient red dragon interposed be- illusionist? Okay, his victims get their spells or spell-like powers emanating from
tween the fighter and the illusionist. Such saving throws, but these alone won’t cre- an illusory source a second test of the
a beast might well fit into the spell’s 1200- ate equity between magic-users and illu- illusion’s believability. This is only fair.
square-foot area of effect; presumably, sionists. There has to be something else. Consider an illusionist depicting a medusa
such a dragon would occupy about a 50’ The DM could make a bunch of sticky or a catoblepas: If the gaze powers of
x 20’ area. Assuming that the fighter rules, like saying that if the illusionist these creatures go unchecked, a 6th-level
automatically qualifies for a saving throw creates Demogorgon illusions, he might illusionist could slay opponents as easily as
(after all, this dragon just popped in out of end up getting Demogorgon angry. Instead could a 12th- to 14th-level magic-user.
nowhere), he still needs a 13 or better to of creating 101 little rules, however, the Conditions 10 and 11 do not guarantee
save. If he fails, he is treated to quite a DM should use one basic framework to saving-throw bonuses for phantasmal
show — the claws, the bite, even the regulate the illusionist; consequently, we force or improved phantasmal force. The
breath weapon of that dragon, so long as have the Illusions Table that goes with this particular illusion determines that. If a 10’-
the illusionist concentrates on the illusion. article. This table applies to any use of deep pit trap is created by phantasmal
Even if the illusionist doesn’t concentrate, phantasmal force, improved phantasmal force, no bonus is given to the target of

16 MARCH 1988
Illusions Table: Saving-Throw Modifiers

Illusion-casting condition Saving-throw modifier


1. Subject is a dwarf, gnome, or halfling Racial modifier on saving-throws vs. spells applies
2. Subject has above- or below-average wisdom Magical attack adjustment applies
3. Subject is using a helm of telepathy or telepathic powers +3
4. Subject is surprised; illusion takes effect before surprise ends -2 (-1 if illusion takes effect on last surprise segment)
5. Illusory creature’s HD greater than illusionist’s level + ((HD - level) x 2)
6. Illusory creature’s HD less than illusionist’s level +((½ level - HD) x -1)
7. Illusionist has never seen creature on which his illusion is +2
based
8. Creature simulated is one-of-a-kind (a deity, demi-god, specific +3
PC or NPC, etc.)
9. Illusion attempts spell-casting or spell-like attack Roll saving throw vs. spells against illusion itself, not against
the simulated attack
10. Spell lacks obvious sensory elements (as per phantasmal force) +4
11. Spell lacks substantial sensory elements (as per improved +2
phantasmal force)
12. Target is aware of illusionist’s profession or of illusion’s powers +2
13. Target has been attacked previously by the illusionist with the +1 per previous spell attack
same spell1
14. Target is an illusionist or illusion-casting creature2 +1
15. Illusionist is simulating a magic-user’s spell against a magic-user +2
16. Subject’s intelligence is less than 7 - 1
17. Subject’s intelligence is greater than 18 See Legends & Lore, page 7

1
Treat phantasmal force, improved phantasmal force, and spectral force as the same spell.
2
This excludes magic-users.

the illusion. A phantasmal force lacks would if the character were unaware of ist has seen such a large, ancient red
sound and temperature, but a pit trap his true nature. dragon before, and there is more than one
lacks any distinguishing audible or Condition 13 works in a similar vein. red dragon in the world. This eliminates a
temperature-oriented stimuli. A phantas- After being hit a few times by the same lot of modifiers right away. A large, an-
mal force illusion of a dragon, however, spell from the same illusionist, a character cient red dragon is an 11-HD creature, so
puts the spells limitations to the test. It is might begin to notice the illusion’s subtle the fighter gains a saving-throw bonus of
likely that the dragon will seem oddly flaws. Condition 14 goes along with condi- (11 - 8) x 2 for a bonus of +6. For now,
quiet. Furthermore, where are the heat tion 13. If the target uses illusions himself, the illusionist will not bother simulating
and the odor of its breath? Characters he is much likelier to notice what’s really the breath weapons or spell-casting abili-
subjected to such an illusion gain a +4 going on. Condition 15 deals with similar ties of the dragon. As a result, the fighter
bonus to their saving throws. If, however, circumstances. For example, if an illusion- will be making only one save for now. As
improved phantasmal force is used to ist simulates a fireball spell, wouldn’t an stated earlier, the spell used by the illu-
make the dragon, the lack of obvious opposing magic-user be likely to see the sionist is a spectral force, so all the sen-
sensory elements in the previous example tiny flaws in the illusion? After all, who sory elements are there. The fighter is
becomes a lack of only substantial ele- knows fireballs better than a magic-user? unaware that his opponent is an illusionist,
ments. The dragon could now roar might- It may seem that the stipulations are too the fighter does not normally use illusions,
ily, but it would still be an odorless, numerous and that too many are benefi- and his intelligence is normal. His modified
room-temperature dragon. Consequently, cial to the target of the illusion. Nonethe- saving throw is now a 7 or better.
a character subjected to the limitations of less, it must be stressed that a great deal While players with illusionists might
this illusion would receive a saving throw of control on illusionist’s spells is neces- argue that the table makes their spell-
bonus of +2. Of course, if an illusion only sary to prevent imbalance and abuse of casting a lot more tedious, it should be
involves sight and sound, sight and odor, the game’s loose parameters on the topic. pointed out that one cure for all that cal-
or some other sensory combination, phan- Let’s return to the example of the 8th- culating is for the illusionist to use a few
tasmal force would lack only substantial level illusionist facing an 8th-level fighter. illusions in a majority of situations, and to
sensory elements, and the subject would Neither character has been surprised, and note the modifiers for these illusions on
only qualify for a +2 saving-throw bonus. the illusionist has won initiative. He still his character sheet. The information will
Condition 12 is another important case. wants to create a large, ancient red then be easily accessed when the time
Let’s assume that a character belongs to a dragon. No previous spell of this sort was comes to cast the illusion spells. The re-
party containing an illusionist, and that he used by the illusionist on the fighter. The sults are fewer headaches for the DM and
is aware of the illusionist’s profession. The fighter is human, has normal wisdom, and fewer dirty looks from the players.
illusionist will have a tougher time making does not possess a helm of telepathy or
the character believe his illusions than he any sort of telepathic powers. The illusion-

DRAGON 17
be paid and fed.
Since your readout only tells you what
you know — about the places you own
and where your spies and armies have
gone — you don’t know everything. Four-
teen other players are trying to win the
game, so you’re wise to make some friends
and allies soon, or you’ll find your king-
dom is the target of someone else’s plans.
There are three ways to win the game:
by controlling six out of 10 regions on the
map; by achieving your kingdom’s special
victory conditions; or, by having the great-
est number of status points on turn 40.
Special victory conditions are based on the
nature of each kingdom. For example, the
dwarves need to produce gold, the elves
need to control the forest cities, the magic-
users need magical artifacts, etc. Status
points are awarded for the number of
allies you have and for the number of
regions you control.
After you sign up for this game, you get
your setup information and two spiral-
bound booklets: a rulebook and a manual
of orders. The rulebook gives just enough
information for you to play the game. For
example, you only learn a little bit about
each kingdom, but you don’t know where
the towns and villages are, and you have
no idea where any artifacts are hidden.
The order manual is nicely done. Each
order (like #150: Attack a Population Cen-
ter) has a number that indicates the se-
quence in which that order is processed
by the computer. There is nothing more
maddening than to wonder what happens
when in a PBM game; here, the sequence
of orders is much clearer than in most
such games I’ve played. The general or-
ders are in the manual, but there are
other orders that are not. Magic spells, for
example, have order numbers, but you
only find out about these orders when you
gain the ability to cast new spells.
As mentioned before, the number of
orders you can issue equals your Influence
level, which starts at 12 to 15. There are
several ways to raise or lower a player’s
Influence, as the game will reveal. Your
starting Influence is given on your setup sheet.
For each turn, which takes about two
weeks, you must send in your order to the
Gamemaster at Pegasus Productions. Your
orders are then processed with those of all
each with different strengths and weak- other players, and you’ll soon be sent a
nesses. All the races (or kingdoms) start multipage readout of what took place.
©1988 by Michael Gray With each readout, you get a blank turn-
the game spread out across the 26 x 26
square grid that forms your world. sheet and a preaddressed envelope.
On each turn, you get a readout of what The grid-map of Alamaze contains sev-
Alamaze is a computer-moderated, fan- is going on and what your people and eral different types of terrain, cities, seas,
tasy play-by-mail game from Pegasus Pro- armies are doing. You have only so many and rough regional locations. The regional
ductions — and it is a treat. You play this orders that you can issue each turn, so the names are overprinted across the grid.
game with other players around the coun- problem is to decide which orders to There are no printed regional boundaries,
try, by mail and by phone. It takes more write. You’ll probably want to issue twice as these may change from game to game.
than a year to complete, and it will be a as many orders as you are allowed, but Terrain includes plains, forests, mountains,
very interesting year — you’ll meet new you have an order limitation based on a seas, marshes, deserts, and cities, all of
people, role-play a king and run a king- character trait known as Influence (for which affect movement and combat.
dom, and have lots of fun. example, if your king’s Influence level is Towns and villages are not shown on the
Alamaze is full of monsters and wizards, 12, you can issue 12 orders). Additionally, map; their locations change from game to
spies and spells, warlords and diplomats. most orders have a cost; diplomats and game. You have to explore with groups,
Fifteen players control different “races,” agents have to be paid, and soldiers must agents, and magic to find things.
There are 18 possible kingdoms, 15 of
which are used per game. The kingdoms
are: Giants, Paladins, Gnomes, Elves,
Darkelves, Rangers, Uriks, Westmen,
Halflings, Dragons, Nomads, Dwarves,
Barbarians, Swampmen, the Sorceror, the
Witchlord, the Warlock, and the Under-
world. Each kingdom is different. Dragons
can fly, the halflings can trade food for
gold, the paladins have very strong troops,
the Underworld has lots of agents, etc.
Each kingdom starts with a given number
of population centers that are either clus-
tered together or scattered about the land.
Each kingdom also starts with differing
numbers of troops, agents, emissaries,
leaders, and wizards. All but the troops
can progress upward to higher levels
during the game. However, your kingdom
has only a fixed number of wizards, and
there is a limit on the maximum level
these wizards can achieve.
Military groups are made up of troops
(archers, cavalry, infantry), leaders, and
wizards. You can have only four such
groups, which can move around, fight
other groups, and attack population cen-
ters. Movement rates also vary by king-
dom. All groups can use 20 movement
points per turn, but the number of points
it takes to enter each terrain type varies.
For example, dwarves can move easily
through the mountains, but the Witchlord
uses up 12 of his 20 points to enter a
mountain square. Dragons can fly over
anything! The military groups have to be
fed and paid, so the more troops you have,
the more it costs you to maintain them.
Maintenance costs vary by kingdom.
There are three types of population
centers: cities, towns and villages. Cities
produce 15,000 + gold units each turn but
have a negative food production. Towns
produce about 8,000 gold and 3,000 food
units; villages produce about 3,000 gold
and 8,000 food. It takes a good mix of
population centers to feed and pay your
military groups, and still have plenty of
gold left to pay for your orders. Produc-
tion can be increased by issuing the appro-
priate orders and paying for the increase.
Production can also be sabotaged by en-
emy agents.
Each turn in the game represents a
month in the year. During three months of
each year, gold production is halved and
food production is quartered. Almost
everything you do in this game has a gold
cost. For example, it costs 6,000 gold to
use your prince emissary (see next para-
graph) in any way, and 8,000 to 10,000
gold are needed to raise a wizard up to the
next power level.
Emissaries come in many ranks: princes,
dukes, counts, barons, governors, ambas-
sadors, and envoys. The higher the rank,
the more effective the emissary is at diplo-
matic efforts. Emissaries can be ordered to
attempt to start a rebellion in an enemy
town, to usurp control, or to maintain the
status quo. The strategic power of emis-
saries is easily underestimated by new
DRAGON 19
players who concentrate on military con- for a huge phone bill. If you don’t try to
quests alone. “diplome,” you may not last long.
The High Priestess is a very special emis- As a game designer myself, I’d have to
sary. It costs 18,000 gold just to hire her say that this is one of the finest designs
and 5,000 to 7,000 gold for each divina- I’ve seen. Its roots are in Earthwood, a fine
tion. There is also a 30% chance per divi- fantasy game by GSI, but it is much more
nation that the High Priestess will die from complex and sophisticated. Though I’ve
the shock. But the benefits of having a had some problems with the processing of
priestess are awesome. For example, you my orders, the wrinkles are being ironed
can find out where all the towns in Am- out on an ongoing basis. The designer,
berland are, or where all the villages that Rick McDowell, is a very conscientious
the Rangers own are, or the name of a game master, quick to fix errors and al-
hidden and powerful magical artifact. ways ready to improve his game. He
Agents and fanatics are your spies and doesn’t leak secret information, even to
assassins. They can train to increase levels, reviewers like me.
or they can increase levels by successfully Several areas still need cleaning up. The
completing their missions, including steal- spell lists need some work, for example.
ing gold or food, sabotage, kidnapping, Of two spells I received at level 5, one does
assassination, bribing, trailing groups, or 900 points of damage to the enemy per
exploring a square. level of the spell-caster (Command Tor-
Magic is reserved for wizards. Each nado), and the other does 1,100 points of
kingdom starts with up to five wizards. damage per level (Earthquake). I’ll never
Military kingdoms may start with two low- cast a Command Tornado. It would have
level wizards who can only get to power 3 been better to give me the Tornado at level
(“power” is used for “level”) during the 4. Perhaps this was an attempt to vary the
game, whereas the Witchlord starts with spell lists from kingdom to kingdom.
four low-level wizards and a wizard of I have two other pet peeves, but one of
power 4, with a limit of power 8! The spell them has been fixed. There was once no
lists vary only slightly by kingdom. When way to protect a wizard from an assassina-
a wizard goes up a level, he gets a list of tion attempt. If you lost a wizard, you
new spells he can cast. Low-level spells never got another to replace him! This
include Create Food, Fear, Magic Research, problem was recently patched up — a
and Raven Familiar. High-level spells in- good example of how effective the game
clude Kill Leader, Create Gold, Wall of master is in keeping the game enjoyable.
Flame, Invisibility, Teleportation, and My other peeve is that an enemy player
Earthquake. can hit and run before you can catch him.
Military groups are led by leaders (cap- For example, an enemy group can show
tains, generals, marshals, and warlords) up at one of my towns on one turn, then
who are promoted as they fight battles. attack the town on the next turn, capture
Leaders confer a percentage increase to it, and move away before I can catch it. I
the troops’ strength during battle. can use an agent to find out where the
Kingdom-named troops, such as the group went, but unless I am lucky, it can
Gnome troops of the Gnomes’ player, are always stay one jump ahead of me. There
stronger than new recruits (which are is a magic spell that prevents a group from
levied in towns and cities). Recruits can be retreating, but you have to be in the same
trained up to veteran level. Other types of square as the enemy to use it. Maybe
troops can be magically summoned and there’s a higher-level spell that takes care
added to your groups; monsters, skele- of this problem (I haven’t seen the higher-
tons, and ghouls are available. The best level (6-8) spell lists yet).
part about summoned troops is that they I like this game, and I recommend it to
don’t have to be paid! experienced players. At $6.00 per turn, it
If all this isn’t enough, you can trade is expensive to play, and it is quite com-
gold and food with other players, search plex. Novices can do quite well if they ally
for artifacts, or struggle for a seat on the with and learn from veteran players.
five-member High Council. The High Coun- Players should consider spending lots of
cil votes to commend its members and time on the phone. Two or three players
friends, and to condemn its enemies. Being can find out much of what is going on
on the High Council increases your Influ- through coordination of their orders.
ence by 1. It’s nasty when your enemies If this sounds like the game for you,
control the council! good luck! I’ll be waiting for you in
Each king has three secrets, called Skele- Alamaze!
tons, listed on his setup sheet. These se- Alamaze is offered by Pegasus Produc-
crets are embarrassing facts that lower his tions, P.O. Box 70636, Ft. Lauderdale FL
Influence if revealed by another player, 33307. The setup package is $15 and in-
and they can be discovered by bribing a cludes two rulebooks, a map, your setup,
player’s emissaries. When a skeleton is and your first two turns.
revealed, a player loses Influence and gets
thrown off the High Council (if he is on it).
Alamaze is a very diplomatic game. I’ve
communicated with other Alamaze players
more than in any other PBM game I’ve
played over the past 11 years; be prepared

20 MARCH 1988
Lastly, Tables 1I through 1K show what
tunnel changes occur in the next section.
If none occur, this new section can be
incorporated into the preceding section by
simply adding the new length onto the
length of the preceding section. If side
tunnels are needed, one can then use the
tables for designing these branches as

To the
well. The end product is rewarding for the
players and DM alike.
One caution: Don’t be a slave to die rolls.
Some of the choices can be mutually exclu-

Center of the
sive or highly improbable. One cannot
have dusty, dry floors and at the same
time have steam vapors in the air, for
condensation would surely form. Further,

Oerth
one may adjust the design to fit the overall
campaign by including cairns, graves,
broken tools, and the like where desired.
Use of dungeon dressing in Appendix I of
the Dungeon Masters Guide (pages 217-
220) is helpful here.

The fast lane through subterranean Waterways


The design of waterways is similarly
tunnel design handled. Table 3A gives the length of the
section. Tables 3B through 3E yield the
crucial characteristics needed for travel,
including the section width, water depth,
The dry-tunnel case is examined first, ceiling height above the water level, and
by Vic Broquard since dry tunnels are more commonly rate of water flow. Realize that with fast
used in Underdark campaigns. flow rates come drop-offs — small rapids
and falls (these are expressed as footnotes
Having completed their exploration of Dry tunnels to Table 3E). Tables 3F through 3I give the
your Dungeoneer’s Survival Guide Under- It is assumed that the Dungeon Master section direction, water temperature
dark cavern, your adventurers now head has already drawn in the major tunnels (don’t forget hypothermia effects), air
down a 10-mile-long tunnel in search of connecting the large underground caverns quality, and illumination. The chances for
the next great cavern. You quickly esti- of his Underdark realm. To flesh out any illumination in a water-filled passage are
mate the time needed to get through the given dry tunnel, one merely needs to low because of the continual water ero-
tunnel and announce, “After spending consider that it is composed of one or sion on all rock surfaces.
eight hours marching through the long more sections — each with its own set of Next, add any special features from
tunnel, you arrive . . . ” To which the play- characteristics. Tables 4A through 4D; these are added
ers cry, “What do we find in the tunnel?” There are several ways of using these along with any of the drop-offs required
— and you discover you have no idea. tables. One way is to generate each section by the DSG flow-rate tables. Again, be
Well, don’t despair; the following tunnel of the tunnel; another way is to use the reasonable; if the tunnel is very small and
design tables can take care of all com- tables for ideas, and just place cavern placid, do not expect to find a whirlpool in
plaints in your underground campaign. features where desired. (Both methods the middle of the tunnel! Lastly, Tables 3J
The gigantic Underdark caverns are not have been used in my campaigns.) through 3M determine what aspects (if
just a few feet apart, so characters actu- For the basic section design, one begins any) change in the next section.
ally spend considerable time moving with Table 1A, which provides the length I have included two examples of tunnels
through the connecting tunnels. Because of the tunnel section. Next, the section fleshed out with these tables. In both
of this, and because well-developed tun- height and width are found on Table 1B. cases, the Underdark caverns are identi-
nels add greatly to the overall mood of an Tables 1C and 1D define the section’s slope fied by a letter, such as cavern C. The
underground adventure, it is important to and direction, and Tables 1E and 1F pro- major tunnels connecting them are identi-
design the tunnels well. This is especially vide the options for the floor surface. The fied by combining the letters of the ca-
true for beginning Underdark explorers, slopes correspond to the climbing tables in verns. Thus, tunnel CD connects caverns C
who are probably unsure of what equip- both the DSG and WSG. Tables 1G and 1H and D. The first example is a dry tunnel
ment to bring along, what safeguards are define local air quality and illumination. and the second, a waterway.
needed, or even what to expect in such a Table 2A is then checked to determine
setting. In fact, in my campaign, the play- what, if any, special features occur within Example 1: Dry Tunnel CD
ers had nearly as much fun making their that section. Many of these will provide
way down the tunnels as they did in han- numerous challenges for characters and General characteristics
dling the great cavern complexes! players alike — especially for inexperi- Length: 17 miles
The following tables can be used to enced underground adventurers. The Descent: 2,000’
prepare interesting and challenging tun- Geothermal Activity table (Table 2B) and Slope: 20
nels in any campaign. They incorporate the Section Blockages table (Table 2C) add Width: 15’
rules from both the Dungeoneer’s Survival variety. But the Habitation Signs table Height: 15’
Guide and Wilderness Survival Guide. (Table 2D) can be extremely valuable in
Tunnels are grouped into two categories: providing subtle clues about the next Wandering monsters
waterways and dry tunnels. The dry tun- major cavern coming up — dead bodies, Check every six turns while moving, or
nels are traveled on foot, while waterways ruined outposts, broken weapons, battle- three times per day while stationary. An
can only be traveled by some form of boat. fields, cairns marking territories, etc. encounter occurs on a roll of 1-2 on ld6.
22 MARCH 1988
DRAGON 23
Special features ther exploration is possible only by boat. the crack (see the DSG, page 37). Beyond
Cavern C is home to 76 goblins. The 4. At 6½ miles from C are the skeletons 50’ on either side of the crack, the vapors
cavern itself is roughly 300’ x 400’, and of three creatures: a duergar and two have been diluted enough so that they are
has an uneven ceiling ranging in height goblins. They have been dead for a long longer harmful.
from 25-50’. Cavern D is home to several time. A careful study of the area reveals 12. At 16 miles from cavern C, the pas-
normal, underground monsters of neutral the signs of a skirmish, and a few bits of sage becomes very windy. As a result of
alignment (particularly hook horrors). This broken weapons litter the floor. this, torches are 50% likely to be blown
cavern is larger than cavern C, being 400’ 5. At 7½ miles from C is another steep out each round and cannot be relighted.
x 600’ and having a ceiling ranging in descent. This one is slightly wet. It is clas- Lanterns, if shielded, continue to burn. An
height from 30-60’. The floor and ceiling sified as a “steep downward’ tunnel and is inspection of the ceiling reveals a 2’ circu-
of this cavern are covered by many of the 100’ in length. lar shaft rising nearly vertically. The air
underground formations listed on page 8 6. At 8 miles from C is a large chamber rushes up the shaft. The windy condition
of the DSG (stalactites, stalagmites, roughly 50’ x 75’. The entire rough-walled lasts for nearly ½ mile, at which point the
columns, etc.), making cavern D convo- cavern has been hand-carved. Debris party discovers another similar shaft. This
luted in comparison to cavern C. litters the floor, and there is a large mound one, however, is in the floor and goes
The tunnel connecting these caverns is of rock in the southeast corner of the nearly straight down. The air rushes up
nearly level, dropping almost impercepti- chamber. A careful inspection of the walls out of this hole. Many miles below is a
bly downward. It has a rough, wet surface indicates that a vein of gold runs north- large duergar city; together, these two air
with many twists and turns. The air qual- west to southeast. (The duergar dug this shafts are part of the city’s air ventilation
ity is normal, and there is no illumination. exploratory chamber while determining system. If a coin or rock is dropped, no
the size and extent of the vein. It is capa- sound will be heard on landing. The shaft
Tunnel map key ble of producing only 10 gp worth of gold is miles deep. Beyond the shaft toward
1. At ½ mile from C, the floor descends per man-week, which is why the duergar cavern D, the air speed is normal.
moderately for the next 40’. There is a abandoned the venture.) If the party attempts to detect odors
chance of falling (see the DSG, pages 15- 7. At 10 miles from C is a series of ledges here, say that there is a trace of smoke
20, and the WSG, pages 33-36). Consider on either side of the trail. These are filled from something burning and some odors
the floor as dry. A falling character may with piles of small boulders. Here, the of cooking.
attempt to catch himself, if the action is goblins intended to bombard invaders and
attempted in time. At the end of this sec- then retreat. Example 2: Waterway ST
tion, the floor becomes wet and resumes 8. At about 11½ miles from C are three
its gentle descent. minor side rooms occupied by wandering General characteristics
2. At 2½ miles from C, the tunnel nar- monsters. From here on, the tunnel nar- Length: 3 miles
rows to a width of 5’ and begins twisting rows to 10’. Width: 20’
and snaking for ¼ mile. Somewhere along 9. At 13 miles from C, a large stone cairn Water depth: 6’
this path is a wandering monster; use no marks the end of goblin territory. Here, Overhead clearance: 4’
large-sized monsters. the tunnel widens to 15’ again. Rate of flow: Medium (60’ per round)
3. At 5 miles from cavern C, there is a 10. At 15 miles from C, the tunnel be- Water temperature: 40°F
50’-deep chasm. This chasm is 10'-wide comes very warm for nearly 500’ (geother- Air supply: Normal
and totally blocks the tunnel. The remains mal heat is responsible). There is a side Illumination: None
of a stone bridge are visible. (The goblins tunnel running steeply downward for 5 Drop-offs: 10% chance of one 1-3’ drop-off
smashed the bridge to prevent intrusion miles, punctuated by numerous twists and per mile
into cavern C.) On the extremely rocky turns. This tunnel is approximately 4’
floor of the chasm are 112 cp, 253 sp, and wide, with an average ceiling height of 3’. Wandering monsters
two gems (worth 50 gp and 10 gp). Broken The increasingly hot side tunnel ends in a Check every six turns while moving, or
bits of weapons can be found, along with partially cooled bed of lava (50’ x 90’). three times per day while stationary. An
pieces of bone from slain goblins and 11. At 15½ miles from C is a 100’ section encounter occurs on 1-2 on 1d6.
adventurers. In the northeastern corner of of tunnel filled with noxious vapors. Half-
the chasm is a narrow side tunnel that way through this section is a 1” crack in Special features
runs northward. It is 5’ high and 4’ wide; the wall extending from the floor to the Cavern S is home to 37 troglodytes. The
its floor is very rocky. If the party decides ceiling. This crack leads eventually to the stream that constitutes waterway ST en-
to explore this tunnel, it ends after 3 miles same bed of geothermal activity as in area ters this cavern in the east, flows through
at the edge of a subterranean creek. Fur- 10. Noxious gas continually sprays from the middle of the cavern, and exits to the
west. The stream itself is 20’ wide; a
bridge connects the cavern floors sepa-
rated by the waterway. Cavern S is 400’ x
400', with a ceiling height of 25’. The
floors of this cavern are made of water-
smoothened limestone.
At the end of waterway ST is cavern T,
an abandoned duergar mine that has filled
completely with water. The cavern is
roughly 100’ x 200’, with a ceiling height
(from water level) of 15'. The cavern floor
is completely submerged underwater,
although a few ledges and rock escarp-
ments jut out from the cavern walls. The
water depth in this cavern is 30’ in the
abandoned mine’s center. In the north wall
of the cavern is a tunnel that formerly
served as an exit from the duergar mine.
(Tables follow on page 26; the text continues on
page 28.)

24 MARCH 1988
Underdark Tunnel Design Tables

Dry Tunnel Design


General Characteristics Tables 1A-1K Table 1F
Floor Condition

Table 1A 1d20 Description


Length of Section 1 Water-filled (up to 1’ deep)
2-6 Slippery (wet and slimy)
1d20 Distance (dice) 7-15 Slick (damp or wet)
1-2 5-40' (5d8) 16-19 Dry, good footing
3-6 40-90’ (30 + 10d6) 20 Dusty (dead tunnel; check
7-11 100-400' (10d4 x 10) cave-in chances)
12-18 500-1,000’ (400 + (10d6 x 10))
19-20 500-2,000’ (10d4 x 50)
Table 1H Table 1G
Illumination* Air Supply
Table 1B
Section Height and Width Light quality 1d20 Description
1d20 (equivalent to:) 1 Poisonous/noxious gas
1d20 Type (height x width) 1-10 None 2 Stale
1 Tiny (1’ x 1’) 11-14 Very weak light (moonless) 3-6 Faint circulation
2 Tight (2’ x 2’) 15-17 Weak light (moonlight with 7-13 Normal
3-4 Crawl (3’ x 3’) overcast clouds) 14-16 Drafty1
5-6 Wide crawl (3’ x 5’) 18-19 Moderate light (moonlight 17-18 Windy2
7-9 Very narrow (5’ x 3’) with no clouds) 19 Rushing air3
10-13 Narrow (5’ x 5’) 20 Bright light (twilight) 20 Steam vapors
14-18 Normal (10’ x 10’)
1
19 Wide (15’ x 15’) * All underground illumination is as- 1% chance of torch blowout per
20 Very wide (20’ x 60’) sumed to come from either lumines- round.
2
cent fungi, larvae, insects, or rocks. 10% chance of torch blowout per
Shafts to the surface of the earth round.
3
should be extremely rare and would 50% chance of torch blowout per
Table 1C
provide little light. Magical light sources round.
Section Slope
are always possible.
1d20 Description ( o slope)
1 Steep up (51-70°)
Table 1I
2-3 Moderate up (31-50°)
Changes Following This Section
4-7 Gentle up (15-30°)
8-13 Level (between 15° up and Section change (table reference)
Step
15° down) 1 Distance must always be rerolled (Table 1A)
14-17 Gentle down (15-30°) 2 Roll the number of attributes that change (Table 1J)
18-19 Moderate down (31-50°) 3 Roll for the attribute(s) that change (Table 1K)
20 Steep down (51-70°)

Table 1D Table 1J
Section Direction Number of Attributes That Change

1d20 Direction 1d20 Attribute changes


1-3 Curving right 1-5 None
4-6 Curving left 6-10 1 attribute
7 Sharp right 11-14 2 attributes
8 Sharp left 15-17 3 attributes
9-16 Straight 18-19 4 attributes
17-20 Twisting and snaking 20 5 attributes

Table 1K
Table 1E Attributes That Change
Floor Texture
1d20 Section change (table reference)
1d20 Description 1-4 Section height and width (Table 1B)
1-2 Slick/polished 5-7 Section slope (Table 1C)
3-5 Smooth 8-11 Section direction (Table 1D)
6-11 Normal 12-15 Floor texture (Table 1E)
12-15 Rough 16-17 Floor condition (Table 1F)
16-17 Tiered 18 Air supply (Table 1G)
18-19 Covered by large boulders 19 Illumination (Table 1H)
20 Covered by sharp rocks 20 Add special feature (Table 2 group)

26 M ARCH 1988
DRAGON 27
Dry Tunnel Design Waterway Design
Special Features Tables 2A-2D General Characteristics Tables 3A-3M

Table 2A Table 3A
Special Features Length of Section

1d100 Features 1d20 Distance (dice)


01-30 None 1-2 5-40' (5d8)
31-36 Side ledges or tiers 3-6 40-90’ (30 + 10d6)
37-43 Minor side rooms (3-60’ wide x (10d20 x 10)’ long) 7-11 100-400' (10d4 x 10)
44-46 Stairs (natural or manmade) 12-18 500-1,000’ (400 + (10d6 x 10))
47-53 Side tunnels that dead-end in 1-6 miles with cross sections of 5’ 19-20 500-2,000' (10d4 x 50)
x 5’ or less (roll 1d100 for special features; 20% are small
underground streams)
54-59 Pits (3-18’ deep) Table 3B
60-65 Chasms (20-200’ deep x 4-40’ wide) Section Width
66-70 Cliffs (10-100’ high)
71-75 Geothermal activity (Table 2B) 5d12 Description
76-84 Blockages (Table 2C) 5-20' Narrow
85-95 Habitation signs (Table 2D) 20-60’ Average
96-98 Minor mineral vein
99-00 DM’s choice
Table 3C
Table 2B Water Depth
Geothermal Activity
Depth (at
1d20 Description 1d10 tunnel’s center)
Table 2D 1 1’ or less
1-8 Hot or boiling pool of water Habitation Signs
9-10 Poisonous/noxious gas vent 2-3 1-4'
11-13 Steam vent 4-6 5-9’
1d100 Signs of habitation 7-9 10'
14-19 Hot air 01-05 Cairn marking territory
Lava pool 10 15'
20 06 Ruined building (outpost or
guardpost)
07-12 Old campsite
Table 2C 13 Small, abandoned shrine Table 3D
Section Blockages 14-15 Dead bodies Ceiling Height
16-17 Shallow grave
1d20 Blockages 18-19 Burial mound Height
1-3 Large boulder field 20-21 Secret stash 1d10 (above water)
4-6 Minor cave-in 1 1’ or less
22-35 Broken tools, weapons, or
7-9 Water pool armor 2-3 1-4'
10 Quicksand 4-8 5'
36-37 Intact tools, weapons, or
11 Oil pool armor 9-10 10'
12 Tar pit 38-41 Battlefield
13-17 Large stalactites, stalagmites, 42-62 Worked stone surfaces
or columns 63-70 Abandoned adventurer’s gear
18 Balconies 71-89 Intact bridge (continued from page 24)
19 Waterway (random size) 90-00 Ruined bridge The tunnel has now collapsed. Though the
20 DM’s choice
tunnel and stream continue to the surface,
there is no room for passage; the water
level reaches the ceiling of the tunnel.
Although the mine has been abandoned,
a few small gold veins have not been com-
pletely tapped. Industrious players may
find a way to extract these metals (worth
100-400 gp), although transporting them to
the surface will be a problem.

Waterway map key


1. At 3,000’ from cavern S, the tunnel
width narrows to 10’; the rate of water
flow increases to 120’ per round. This
section is 500’ long. After 3,000’, there is a
series of three large boulders in the mid-
dle of the stream; check for collisions.
2. At 1 mile from S, the tunnel resumes
its original width and rate of water flow.
Sandy beaches are on either side for the
(continued on following page)

28 MARCH 1988
next 500’. On the northern beach are signs
of an old campsite.
3. At l½ miles from S, six large columns
Table 3E partially block the tunnel; check for colli-
Rate of Flow sions. For the next 400’, the ceiling height
above the water drops to 2’.
1d20 Description (flow rate) 4. At 2 miles from S, a side tunnel runs
1-4 Stagnant (0’ per round) northward. It is only 5’ wide and has a
5-9 Placid (1-40’ per round) water depth of 3’ and a head clearance of
10-15 Medium (41-120’ per round)1 2’. The tunnel is very twisty and dead-
16-19 Rapid (121-240’ per round)2 ends in 3 miles. At the very end, there is a
20 Cascade (241-600’ per round)3 small silver vein capable of producing 25
sp worth per man-week, for a total of
1
Roll of 1-2 on 1d6 results in one drop-off of 1-3’ per mile. 1,500 sp.
2
Roll of 1-5 on 1d6 results in 1-6 drop-offs of 1-4’ per mile. 5. At 2½ miles from S are side ledges on
3
3-18 drop-offs of 1d8’ each per mile. either side of the tunnel. Both ledges are
covered with flotsam. Various pieces of
broken weapons, clothing, and other gear
can be found in the drift piles. Buried in
Table 3F
Section Direction

1d36 Direction Table 3H


1-3 Curving right Air Supply
4-6 Curving left
7 Sharp right 1d20 Description
8 Sharp left 1 Poison or noxious gas Table 3K
9-16 Straight 2 Stale Number of Attributes That
17-20 Twisting and snaking 3-6 Faint circulation Change
7-13 Normal
14-16 Drafty 1 1d20 Attribute changes
17-18 Windy 2 1-5 None
Table 3G
19 Rushing air3 6-10 1 attribute
Water Temperature 20 Steam vapors 11-14 2 attributes
15-17 3 attributes
1d20 Temperature (°F) 1
1% chance of torch blowout per 18-19 4 attributes
1 32° round. 20 5 attributes
2-3 33-35° 2
10% chance of torch blowout per
4-12 36-40° round.
13-15 41-45° 3
50% chance of torch blowout per
16-17 46-50°
round.
18 51-80°
19 81-100°
20 100+° Table 3L
Attributes That Change

1d20 Section change (table reference)


1-4 Section width (Table 3M)
5-6 Water depth (Table 3C)
7-8 Ceiling height (Table 3D)
Table 3I 9-12 Rate of flow (Table 3E)
Illumination* 13-16 Section direction (Table 3F)
17 Water temperature (Table 3G)
1d20 Light quality (equivalent to:) 18 Air supply (Table 3H)
1-15 None 19 Illumination (Table 3I)
16-18 Very weak light (moonless) 20 Add special feature (Table 4 group)
19-20 Weak light (moonlight with overcast clouds)

* All underground illumination is assumed to come from either luminescent fungi,


larvae, insects, or rocks. Shafts to the surface of the earth should be extremely rare
and would provide little light. Magical light sources are always possible.

Table 3J Table 3M
Changes Following This Section Changes in Section Width

Step Section change (table reference) 1d6 Width alteration


1 Distance must be rerolled (Table 3A) 1 Decrease width by 10’ (or 5’
2 Roll number of attributes that change (Table 3K) if width is currently 10’)
3 Roll attribute(s) that change (Table 3L) 2-5 No change
6 Increase width by 10’

DRAGON 29
Waterway Design
Special Features Tables 4A-4D

Table 4A Table 4B
Special Features Geothermal Activity

1d100 Features 1d20 Description


01-25 None 1-8 Hot or boiling water
26-31 Sandy beaches 9-10 Poisonous/noxious gas vent
32-40 Side ledges or tiers (landing is possible) 11-14 Steam vent
41-46 Minor side rooms that are 90% likely to be dry (3-60’ wide x 15-20 Hot air
(10d20 x 10’) long)
47-55 Side tunnels that dead-end in 1-6 miles that are only 40% likely to
be dry (roll for characteristics)
56-63 Obstacles such as large boulders, columns, etc.
64-66 Rapids*
67-68 Whitewater rapids*
69 Minor waterfalls (1-4) of 1-10’ each*
70 Large waves from an earthquake or cave-in Table 4C
71-75 Minor mineral vein Section Blockages
76 Junction with a large underground river or an exit or entrance to
the surface 1d20 Blockages
77-78 Geothermal activity (Table 4B) 1-3 Large boulder field
79-83 Tunnel blockages (Table 4C) 4-6 Minor cave-in
84-97 Habitation signs (Table 4D) 7-9 Small whirlpool
98-00 DM’s choice 11 Oil seepage forms scum on
water
* These are in addition to any possible drop-offs determined by the Rate of Flow 12-18 Large stalactites, stalagmites,
table (Table 3E). or columns
19-20 DMs choice

Table 4D
Habitation Signs

1d100 Signs of habitation


01-10 Cairn marking territory
11-13 Ruined building (outpost or guardpost)
14-25 Old campsite on ledge or beach
26-29 Small abandoned shrine
30-34 Dead bodies, on land or floating
35-36 Shallow grave on land
37 Secret stash
38 Dam
39-41 Canal
42-59 Flotsam or jetsam (broken tools, weapons, armor, or boats)
60-63 Intact tools, weapons, armor, or boats
64-74 Worked stone surfaces
75-80 Abandoned adventurer’s gear
81-00 DM’s choice

the debris is a badly scoured ivory carving During a flood, water pours into the room
that is worth 100 gp. On the north ledge is from the cracks. In the northeastern cor-
a small monster lair (DM’s choice). ner of this small cavern is a tiny ledge
6. At 3 miles from S is a side chamber covered by a patch of edible fungi which
that is above water and dry. It is about 20’ has just begun to take hold in the stony
x 30’, and is home to a wandering mon- wall. Underneath the fungi patch are the
ster (DM’s choice). It has very rough walls rotting remains of a leather pack and
marked by several large cracks. The ca- clothes. In a pocket of a shirt is a forgotten
vern shows numerous signs of flooding. earring worth 10 gp.

30 MARCH 1988
everyone may want to be a svirfneblin,
and svirfneblin PCs will be much too pow-
erful. Perhaps a svirfneblin PC should be
required to go through a lot of effort to
summon an earth elemental, requiring
about six hours of absolute rest afterward.
Otherwise, a svirfneblin PC should have
only a 5-10% chance per level of success-

The
fully performing such a summoning.

Character classes
Svirfneblin clerics are usually very influ-

Folk of the
ential in their communities. They act as
judges, doling out rewards as well as pun-
ishments to those who deserve them. The
svirfneblin realize that, in the threatening

Underworld
environment in which they live, peaceful
arbitration of disputes is essential to sur-
vival. As a result, svirfneblin clerics usu-
ally have numerous healing spells at their
command; they also usually have a num-

The svirfneblin point of view ber of spells designed to allow the user to
find out the truth. In case of squabbles
within the group, the svirfneblin cleric
usually does his utmost to work up a solu-
dominance of svirfneblin males in all pro- tion that is agreeable to both sides. When
by Eric Oppen fessions having to do with the world out- negotiations with other races are neces-
side their settlements. No female sary, svirfneblin clerics usually speak for
svirfneblin willingly leaves the settlement, their people.
Of all the underground-dwelling races of except in the case of a dire emergency. Svirfneblin fighters have a lot in com-
demi-humans, the svirfneblin, or deep There are two reasons for this. First, the mon, mentally, with their surface-dwelling
gnomes, differ least in outlook from their relatively low birthrate among deep cousins. These characters see themselves
surface-dwelling cousins. Having moved gnomes makes it imperative that the fe- as “giant killers," much as do surface
underground voluntarily (instead of fleeing a males (who are much more important in a gnomes. When enemies are physically
lost war, as the drow and duergar did), the society with a low birthrate) be protected smaller than the deep gnomes (as are the
svirfneblin have less animosity toward the from the terrible dangers of the under- jermlaine), the svirfneblin are usually
world in general and their surface-dwelling world as much as possible. Second, more merciful than they would be to
kin in particular. [See “The Gnomish Point of whereas most surface gnomes confront larger opponents. Resentment of being
View” in the Best of DRAGON® Magazine relatively stupid enemies such as orcs, “talked down to” by larger folk runs
Anthology, Volume 3.] goblins, and kobolds, deep gnomes must deeply and bitterly with this race.
deal with exceptionally intelligent foes Like their surface-dwelling kin, deep-
Gnomes and deep gnomes such as the derro, drow, duergar, and kuo- gnome fighters have no inhibitions about
Like surface gnomes, svirfneblin love toans. These dangers make deep gnomes using various tricks and traps to make up
jewels and do exquisite work with them. reluctant to risk their female population for their relatively small size. A wily
Their jewelry is a much-prized article of outside of their protected settlements. svirfneblin general can earn a wonderful
trade in the underground world, purchas- Svirfneblin do not understand or approve reputation as a warrior without ever
ing things the deep gnomes cannot make of female surface-gnome adventurers, and fighting a pitched battle. Because of their
themselves. Svirfneblin and gnomes share they do not like to see female adventurers low birthrate, svirfneblin do not regard
an affinity for jewels that closely parallels of other races, though they tolerate them. each other as expendable, and every possi-
the dwarven and duergar skills with They see female drow, however, as being ble avenue is explored to avoid direct
metal, or the elven love of living things. as despicable as the males (if not worse), confrontations with foes.
Another area of similarity between deep and they treat them both much the same. Svirfneblin illusionists hold very high
and surface gnomes is their sense of hu- Deep-gnome culture differs from that of status among their fellows. Other deep
mor. Pranks and practical jokes are a surface gnomes in another way. Surface gnomes respect the long hours of study
major source of svirfneblin amusement, gnomes are on close terms with burrow- that are necessary to train an illusionist,
and are often turned into a form of de- ing mammals, but svirfneblin have much and a well-placed illusion has saved many
fense or attack, particularly against larger more powerful allies in the form of earth a svirfneblin community. Only the fact
races. Svirfneblin jokes tend to be grim- elementals. It is said that the first rulers of that some of their worst enemies, such as
mer than those played by surface gnomes, the deep gnomes forged this relationship the duergar, are immune to illusion spells
since many of these jokes are played on by signing treaties and making alliances limits illusionists’ usefulness. Conscious of
enemies. A svirfneblin who successfully with the leaders of the earth elementals. their high standing, svirfneblin illusionists
defiles a shrine to Lolth without the drow In any case, those who would otherwise are usually full of pride in their accom-
catching on is regarded as a hero, just as is have exterminated the deep gnomes tread plishments — “cocky” describes their
the surface gnome who palms off a neck- cautiously around them, since many manner well.
lace of strangulation on an enemy by svirfneblin can summon up powerful help Svirfneblin thieves and thief-acrobats
representing it as a magical necklace of on short notice. The dangers of their usually take up the trade for the same
some other sort. To the svirfneblin, an environment make this alliance of great reasons members of other underground-
enemy’s discomfort is extremely humor- benefit to deep gnomes. dwelling races do: to serve their commu-
ous, particularly if it proves fatal. For the sake of game balance, deep- nity and people by plundering enemy
Svirfneblin culture differs in several gnome PCs have a greatly reduced chance goods, to aid exploration parties with their
ways from that of the surface gnomes. of summoning earth elementals (as noted skills at climbing and lock-picking, and to
One obvious difference is the apparent in Unearthed Arcana, page 11; otherwise, strike from the shadows at the backs of

32 MARCH 1988
enemies. Like other gnomish thieves,
svirfneblin of this class adore puzzles and
often try to steal something thought un-
questionably safe, merely to find out if it
can be done.
Svirfneblin assassins are the grimmest of
their race. Like other gnomes, they enjoy a
joke, but they prefer “gallows humor”
over anything else. They hold higher sta-
tus among svirfneblin than surface-gnome
assassins do in their societies, for the same
reasons that other underground-dwelling
peoples grant assassins higher status than
they receive on the surface. Open warfare
or interclan feuding could spell universal
doom; thus, when a deep gnome is sen-
tenced to death, an assassin is usually
dispatched to do the job. As with other
underground peoples, assassins also do
much of the fighting against enemies of
other races. Since deep gnomes are small
and, some think, easy to enslave, the pres-
ence of assassins among them is one way
to ensure that slavers will probably regret
it bitterly. Assassins are sometimes added
to commando-style raiding parties, with
orders to eliminate certain powerful oppo-
nents during the raid. Assassin guilds do
not exist as such among the svirfneblin,
though informal networks exist through
which they gain their training.
Since the deep gnomes have long child-
hoods (which often last for the better part
of a century), multiclassed svirfneblin are
not uncommon. If a young deep gnome is
seen as having talent in more than one
area, he receives training in more than
one profession. Multi-classed deep gnomes
hold higher status than single-classed ones
do, and in the councils, their word usually
carries much weight.

Underground neighbors
Svirfneblin live in a dark, dangerous
world, and have many enemies, but the
most bitter feud is the one they carry on
with the drow. Svirfneblin and drow hate
each other, and both sides delight in mu-
tual torment. Svirfneblin often force drow
prisoners to slaughter spiders, and the
drow retaliate with interest when they
catch svirfneblin. Competition for food,
living space, and gems embitters relations
already poisoned by the difference in
alignment between drow and svirfneblin.
The svirfneblin hardly know that sur-
face elves exist. When they first encounter
surface elves, svirfneblin are usually non-
plussed at finding elves with such differ-
ent coloring, who do not worship Lolth,
and who share a lot of their outlook with
the deep gnomes. Once their initial suspi-
cion is overcome, the svirfneblin will be
very curious about surface elves, pepper-
ing them with questions about their lives.
The second most bitter feud carried on
by the svirfneblin is with the duergar. The
gray dwarves and svirfneblin compete for
food and living space, as do the deep
gnomes and drow. Dwarven greed, in-
flamed to a white heat in the duergar by
their worship of Abbathor (Unearthed

DRAGON 33
Arcana, page 111), makes them passionate
hunters of deep-gnome caches of gems.
Not surprisingly, the deep gnomes retaliate
whenever possible. One revenge tactic the
svirfneblin favor is slipping into a duergar
treasure vault and emptying it out, then
putting a few traps on it that the gray
dwarves aren’t aware of. When the two
races manage to meet peacefully, the
svirfneblin are incapable of understanding
the duergars’ regard for dignity, and find
it difficult to resist playing pranks on these
stolid folk. Puncturing the dignity of oth-
ers is regarded as great fun, but it does get
the svirfneblin into many fights.
Svirfneblin regard other dwarves with
some suspicion — at least until the surface
dwarves establish clearly that they are not
in sympathy with the duergar. Svirfneblin
pranks are not popular with surface
dwarves, but the absence of a history of
warfare between the races keeps the
pranks under control.
Svirfneblin barely know halflings exist.
The halfling life of peaceful pastoralism
generally appeals to deep gnomes, al-
though the deep gnomes have a hard time
believing that life can really be that quiet
and peaceful. When svirfneblin and half-
lings meet, the halflings’ small size helps
the svirfneblin feel friendlier and less
threatened. Of course, svirfneblin who’ve
lost cherished jewels to halfling thieves are
an exception to this rule.
Svirfneblin do not like half-orcs any
more than they do other humanoids, such
as orcs or goblins. Since svirfneblin live a
lot farther down in the underworld than
orcs generally do, they seldom meet half-
orcs, although they are aware of the well-
earned reputation half-orcs have on the
surface. A party containing half-orcs can
expect a chillier reception from deep
gnomes than would otherwise be the case,
but this reception will not be as bad as
that given if the party included drow or
duergar. To the deep gnomes, their occa-
sional run-ins with orcs are not nearly as
pressing a problem as their wars with
other horrors of the underworld. Most
deep gnomes would much rather deal
with a whole tribe of orcs than with one
mind flayer.
Humans are viewed neutrally by deep
gnomes. In general, humans meeting deep
gnomes can expect the same treatment
they afford the svirfneblin. As with any
outsiders, the deep gnomes will play
pranks, but no real harm is ever intended,
unless the humans intend to harm the
pranksters. Svirfneblin respect humans
with abilities they don’t have, such as the
ability to use magic. Humans who have
attained higher levels in classes available
to the svirfneblin are also treated with
respect. Often, the svirfneblin make offers
to hire humans with skills they need. The
deep gnomes can be trusted in these deals,
and humans taking up their offers can
expect to return to the surface when their
contracts are completed much richer than
they left it.

34 MARCH 1988
anyone enslaved by one of these creatures
never sees the upper world again. There
may be as many as a dozen of these crea-
tures in a single aboleth city, each main-
taining a separate group of slaves.
The purpose of slaves in the aboleth
society is quite different from what would
normally be expected. Though slaves may

The Ecology
have been used originally to aid in the
construction of aboleth cities, these cities
generally lack any kind of significant slave
population. Instead, most slaves dwell on
the shores of the lakes on which the cities

of the
float. There, the slaves serve both as
guards and as playthings for the cruel
aboleth, who pit slaves against one an-
other in strange spectacles of combat. The

Aboleth
exact purpose of this practice is not clear,
though it may be a way of eliminating the
weak in the breeding of a race of subterra-
nean slaves.
In order to fully understand the next

The type best known major class in aboleth society, that of the
noble, it is first necessary to establish the
point that the aboleth have chosen the

is also the least dangerous path of science over that of magic. Conse-
quently, they have no wizards or conjur-
ers as do other races. Noble aboleth, the
scientists of the race, are fantastically
The role of slave-gathering is delegated intelligent and ever seek to increase their
by Brandon Grist to the common aboleth with which most powers through bizarre means.4 In gen-
surface-dwellers are familiar.2 Such an eral, they are similar in appearance to the
The following information on aboleth is aboleth resembles a large, blue-green fish common aboleth. Unlike common aboleth,
based on testimony given to a group of which lacks all fins but the caudal. It has a noble aboleth have an enlarged head sec-
adventurers by the dark-elf sage Alzor, head with three large, slitlike eyes and tion, and they have two slender arms,
just hours before his mysterious disap- four long tentacles. Its mouth is like a each ending in three highly dextrous fin-
pearance. Alzor was known to be fair and great sucker and can be found on the gers, instead of their two uppermost tenta-
honest, and his information about the underside of the head section. On each of cles. These latter appendages are used for
Underdark and its denizens had always its sides can be found four tubelike ori- more delicate work.5 These scientist-types
been reliable. fices which excrete a vile slime. This com- possess most of the other abilities common
The aboleth are perhaps the least well- mon aboleth is about 20’ long from tail to to aboleth, as well as a few mental powers
known and the most misunderstood of all head, and has 10’-long tentacles. It is which are useful in their research.
the races which inhabit the Underdark. clumsy on land and is usually encountered Though the full extent of the aboleth’s
The reason for this is very simple — the in underground lakes. Despite its good scientific knowledge can only be guessed
aboleth want it that way. The bulk of their combat abilities, this creature prefers to at, it is certain that it is, at the very least,
population dwells in seclusion in the great, attack with a mental ability which allows it comparable to the magical knowledge
sunless seas found deep beneath the sur- to enslave those with weak minds. It also possessed by the dwellers of the upper
face of the earth. Only the weakest abo- possesses illusion-casting abilities used to world. Each city usually holds about half a
leth are encountered near the surface, and hide itself while hunting for slaves. In dozen of these noble aboleth.
it is from these creatures that the vast general, it is wise not to get close to one of The last major role in aboleth society is
majority of surface-dwellers have drawn these creatures, for not only is the slime that of command, which is the responsibil-
what little knowledge they have of this they excrete hazardous to all air-breathing ity of the greatest class of aboleth. Physi-
race. Because of the unfortunate miscon- creatures, but their very skin can cause cally, ruler aboleth resemble common
ceptions which arise from this practice, it serious tissue damage if touched to ex- aboleth, but each is about 40’ long and
is necessary to explain the true nature of posed flesh. It is important to note that more intelligent than even the nobles.
the aboleth. these slave-gathering monsters are also the Each city has but one ruler, and it is his
In general, all aboleth are cruel, emo- weakest of their kind. job to maintain order. To better accomplish
tionless, and logical. All are extremely Slaves gathered by the common aboleth this, the ruler has some sort of mental link
intelligent — some even more so than the are routinely brought back to certain with all of his subjects.6 As their knowl-
most ancient of elven mages. They are floating cities in these underground seas in edge increases, so does the ruler’s. Rulers
believed to live for thousands of years, but which the more powerful aboleth dwell.3 possess all other aboleth abilities and
exact information is difficult to gain for This collection process, along with further should be regarded as dangerous in the
obvious reasons.1 Over their many years of maintenance of slaves, is the responsibility extreme.
existence, the aboleth have developed a of the greater aboleth. These creatures An aboleth feeds mainly on microscopic
society which far exceeds that of man in resemble their lesser brothers in every organisms which abound in its natural
its efficiency. In this society, each aboleth way, but are considerably larger. They habitat, but it can also consume larger
has a specific duty which it performs with average 30’ in length and weigh several prey if necessary.7 Aboleth can survive in
the utmost skill. There are four major tons. They are also more intelligent than both air and water, but prefer water for
roles in the aboleth society. In increasing the common aboleth. They have most of obvious reasons. Every aboleth has both
order of importance, these roles are: slave- the same powers possessed by the com- male and female reproductive organs,
gathering, slave maintenance, scientific mon aboleth, but their enslavement ability though mating is rare and is restricted
research and experimentation, and ruling. is more developed. Generally speaking, between aboleth of the same class.8

36 MARCH 1988
Because of their nonmagical nature, biting attack because of the position of its but over the course of five years it grows
aboleth have a measure of resistance to mouth. If, for some reason, its opponent is to be about 6’ long. At this point, the abo-
spells similar to the spell-resistance of immobilized, the aboleth may elect to leth hatches and begins a quick, one-year
dwarves. This resistance grows greater as consume its victim. If it chooses to do so, it mutation into a miniature version of its
the aboleth’s size and power increase.9 All receives but one biting attack per round. parent. It takes about 10 more years be-
aboleth have psionic powers commensu- Damage varies with the type of aboleth; fore the aboleth reaches its adult stage,
rate with their level of intelligence, and common ones do 3-18 hp damage per bite and during this time it is carefully guarded
the most intelligent have powers which and swallow whole on a roll of 20, greater by other aboleth or, occasionally, by slaves.
rival those of the illithids who, like all of and noble aboleth do 4-24 hp damage and Ruler aboleth mate only once in their lives,
the other subterranean races, have a swallow whole on a roll of 19 or 20, and and the growth process takes a total of
healthy fear of the aboleth. ruler aboleth do 5-30 hp damage and about one hundred years, though it is the
In closing, it is worthy to note that ru- swallow whole on a role of 18, 19 or 20. same in its various stages. Some noble
mors exist of a grand aboleth, a creature The grand aboleth never attacks in this aboleth have performed occasional cloning
so immense that it dwarfs even the rulers. way. Those swallowed take one quarter of experiments, but one has yet to meet with
If so, then perhaps it is better that surface their maximum normal hit points in dam- any great success.
and subterranean dwellers alike leave the age each round until they die. 9. Because of their nonmagical nature,
aboleth to do as they please. 8. Most aboleth mate about once every all aboleth gain a bonus to save versus
500 years. Each participant has one egg spells equal to their hit dice divided by
Notes which it deposits in a safe place about a four, rounded up. This applies to all abo-
1. Common aboleth have a life span of week after fertilization. This egg is sur- leth, including common ones (which get a
about 2,000 years. Greater and noble rounded by a thick cocoon of slime that bonus of +2). Also note that rulers and
aboleth live to be about 3,000 years old. protects and nourishes the egg. The egg the grand aboleth are immune to some
Rulers can live as long as five millennia, begins about the size of a human head, illusions due to their high intelligence.
while the grand aboleth may well be im-
mortal.
2. The common aboleth is simply the
GREATER ABOLETH
monster as outlined in the Monster Man-
ual II, with slight modifications as noted Greater aboleth are simply larger, more
herein. The illusion-casting power men- FREQUENCY: Extremely rare intelligent versions of the common abo-
NO. APPEARING: 1-3 (7-12 in city) leth. They are normally only encountered
tioned in this paragraph is equal to the
ARMOR CLASS: 3 in an aboleth city, although they are occa-
ability to cast phantasmal force (with
MOVE: 3"//21" sionally found in some other underground
auditory effects as well as visual ones) at
will, once per round. HIT DICE: 12-14 locale pursuing some strange, dark pur-
3. When a common aboleth enslaves a % IN LAIR: 90% pose. Their purpose in the aboleth society
TREASURE TYPE: A (x2) (with /R, S, T, U is to control the slave population, which
total of seven creatures (regardless of
their hit dice), a greater and noble aboleth in city) they do with unrelenting cruelty. They
arrive using probability travel and take the NO. OF ATTACKS: 4 tentacles possess enslavement powers superior to
DAMAGE/ATTACK: 4-10 (x4) those of common aboleth, having a range
slaves back to their city. Each greater
SPECIAL ATTACKS: See below of 60’ and usable a number of times per
aboleth has as many as five common abo-
SPECIAL DEFENSES: See below day equal to the aboleth’s hit dice. The
leth gathering slaves for it. It takes from 2-
MAGIC RESISTANCE: Standard save vs. spells is at -4, and only a limited
8 turns for the greater and noble aboleth
INTELLIGENCE: Exceptional wish, wish, or alter reality spell can
to arrive, though they are alerted immedi-
ALIGNMENT: Lawful evil counter it (though enslavement ends if the
ately by telepathy when the quota is met.
SIZE: L aboleth is killed as well). If more than two
4. Nobles use their ability of probability
travel, as well as many strange drugs and PSIONIC ABILITY: 280 miles ever separate slave and master, the
devices, to travel to alternate Prime Mate- Attack/Defense Modes: B, C, D, E/F, G, I, J slave is entitled to another saving throw
LEVEL/XP VALUE: 12 HD: VIII/4,400 + 16 (still at -4). A hit from the tentacle of a
rial planes. There they amass as much
knowledge as possible while enslaving any
per hit point; 13-14 HD: IX/6,100 + 18 greater aboleth has the same effect as that
who oppose them. Occasionally, several per hit point of the common aboleth, though its size
nobles and a dozen or so common aboleth
mount a raid into a particularly promising
world, but this is rare.
5. These appendages are also capable of
using technological items. The aboleth
nobles have developed several potent
offensive weapons and do not hesitate to
use them if they feel the need exists. Note
that they do not care for magic, and will
not use items such as wands, rods, staves,
etc. Magical treasures are locked in vaults
as curios or are destroyed.
6. This telepathy has a range of 100
miles and allows complete communication
with all subject aboleth in that range. Note
that all other types of aboleth can and do
communicate by telepathic means, though
this has a range of no more than 20 miles
and must be used consciously. They can
also communicate with other intelligent
creatures by these means, with a range of
100 yards, but seldom do so.
7. The aboleth does not have an effective
and strength result in 4-10 rather than 1-6 level of mastery equal to their hit dice.
hp damage per hit. Greater aboleth pro- RULER ABOLETH
The illusion-casting power of a greater
duce slime just as the common aboleth, aboleth is its ability to cast improved phan-
FREQUENCY: Extremely rare
but in a 2’ radius. Greater aboleth possess tasmal force once per round, with audi-
NO. APPEARING: 1
the psionic disciplines of body equilibrium, tory and visual effects, at will.
ARMOR CLASS: 1
ESP, levitation, and dimension door, all at a
MOVE: 3"//21"
HIT DICE: 20-22
NOBLE ABOLETH % IN LAIR: 100%
mation. There are two major differences TREASURE TYPE: H, R, S, T, V
FREQUENCY: Extremely rare in appearance between the noble and NO. OF ATTACKS: 4
NO. APPEARING: 1-2 (3-8 in city) common aboleth. First, the noble aboleth’s DAMAGE/ATTACK: 5-20 (x 4)
ARMOR CLASS: 3 head is slightly larger than that of a com- SPECIAL ATTACKS: See below
MOVE: 3”//15” mon or greater aboleth. This makes its SPECIAL DEFENSES: See below
HIT DICE: 16-28 movement through water a bit more diffi- MAGIC RESISTANCE: Standard
% IN LAIR: 95% cult. Second, two of the noble’s tentacles INTELLIGENCE: Supra-genius
TREASURE TYPE: E, F, X (with R, S, T, V are smaller and end in three fingers, ALIGNMENT: Lawful evil
in city) which allow it to do very complicated and SIZE: L
NO. OF ATTACKS: 4 tentacles delicate work. These tentacles can still be PSIONIC ABILITY: 340
DAMAGE/ATTACK: 2-16 (x2)/2-5 (x2) used in combat, but they also can be used Attack/Defense Modes: All/all
SPECIAL ATTACKS: See below to manipulate items or devices (though LEVEL/X.P. VALUE: 20 HD: X/15,700 + 30
SPECIAL DEFENSES: See below they never use melee weapons). A hit from per hit point; 21-22 HD: X/19,200 + 35
MAGIC RESISTANCE: Standard any of these tentacles has the same effect per hit point
INTELLIGENCE: Genius as a hit from a common aboleth. Nobles
ALIGNMENT: Lawful evil have enslavement abilities equal to those These huge, bloated monstrosities are
SIZE: L of common aboleth and secrete slime in a the largest and most intelligent of all abo-
PSIONIC ABILITY: 310 3’ radius. They possess the ability to cast leth (aside from the grand aboleth). Each
Attack/Defense Modes: All/all spectral force spells at will, once per rules an aboleth city and is never encoun-
LEVEL/X.P. VALUE: 16 HD: IX/8,100 + round. Noble aboleth have very powerful tered anywhere else, except when it must
20/hp; 17-18 HD: X/10,100 + 25 per hit psionic abilities and can use the disciplines mate (and must therefore travel to an-
point of body equilibrium, cell adjustment, ESP, other city using psionic means). Its tele-
body control, and probability travel. All of pathic link with its subjects allows it to be
these disciplines are performed at a level constantly aware of everything going on in
The noble aboleth is an extremely pow- of mastery equal to the aboleth’s hit dice. its realm. Rulers are, in most other re-
erful version of the common aboleth The exact nature of the various techno- spects, similar to common and greater
which has mutated in several ways so as logical weaponry and devices created by aboleth. They possess enslavement abilities
to accomplish its duties. It is almost never noble aboleth is left to the DM to design. equal to those of greater aboleth and can
encountered outside an aboleth city, Helpful guidelines may be found in generate veil spells at will. Rulers can
where its role is that of the scientist. It DRAGON® issue #114 (“Hi-tech Hijinks," generate slime in a 5’ radius, and the mere
does research, conducts experiments, and page 84). Most such devices should parallel sight of one causes fear in all beings of less
travels to alternate worlds to gather infor- or duplicate magical devices in effect. than 5th level or five hit dice. They have
extremely potent psionics and may use the
disciplines of body equilibrium, cell adjust-
ment, clairvoyance, ESP, astral projection,
body control, and dimension door at a
level of mastery equal to their hit dice.

GRAND ABOLETH

FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 3“//24"
HIT DICE: 40 (182 hp)
% IN LAIR: 100%
TREASURE TYPE: H (x2), R, S, T (x2), V
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 5-30 (x4)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Godlike
ALIGNMENT: Lawful evil
SIZE: L
PSIONIC ABILITY: 370
Attack/Defense Modes: All/all
LEVEL/XP VALUE: X/32,000

The grand aboleth is quite simply the


largest aboleth in existence on a particular
world. It is not only incredibly huge (about
70’ long with ten 30’-long tentacles), but The illusion powers of the grand aboleth
also vastly intelligent. It has a telepathic are equivalent to the spell capability of an
link with every ruler aboleth on its world 18th-level illusionist. The choice of the
(within a range of 10,000 miles), effectively monster’s spells are left to the DM to de-
giving it complete knowledge of all that cide. The grand aboleth may also generate
goes on within its empire. It can attack veil spells at will, one per round.
physically with great effect and exudes
slime in a 20’ radius. Its psionic powers Final note
are unmatched by any other aboleth, and This article is intended to make the
it has the disciplines of body equilibrium, aboleth not only more complete, but more
cell adjustment, detection of good or evil, powerful. It is important to bear in mind
detection of magic, ESP, levitation, mind at all times that the aboleth are extremely
over body, astral projection, body control, intelligent and have managed to maintain
energy control, and probability travel, all their control of the lowest depths of the
performed at the 25th level of mastery. Underdark for many thousands of years.
The grand aboleth also has enslavement No party of bold adventurers should ever
powers equal to those of a greater aboleth be able to topple this mighty empire with
and can create very effective illusions ease. The grand aboleth is included only as
(save at -4). This monster dwells in a vast the icing on the cake; actually meeting it
chamber in the midst of the largest abo- would be nearly impossible, and it would
leth city, which floats on the lowest por- require heroic effort to overcome.
tion of the worlds underground seas.
Illustrations by Jim Holloway

DRAGON 39
Lords & Legends
“Short” does not mean “harmless”
life. Instead, he longed for excitement and
Two of the inhabitants of our “Lords & Legends” files are interesting because adventure.
they are dwarves — both from the WORLD OF GREYHAWK® fantasy setting. When guards were being recruited to
They’re the only dwarves we have on file, but what dwarves they are! protect an advance mining settlement,
Kordan quickly volunteered. A vein of
precious metals had been discovered at
the point where the Jotens meet the Little
Hills (see the WORLD OF GREYHAWK
Kordan Badaxe fantasy setting map, hex H5-159). The
Male mountain dwarf POSSESSIONS: Two axes of hurling +4, small group of miners, along with accom-
9th-level fighter chain mail +1, and 1-2 random potions panying guards, were to begin mining and
Created by: Steve Seguin TREASURE: 3-30 cp, 1-20 sp, 5-50 ep, 10- to set up the foundations of a larger opera-
100gp, 1-20 pp tion if the vein proved lucrative.
ARMOR CLASS: 1 (dexterity bonus and A year later, the mine was producing
chain mail +1) more silver and mithral ore than was
MOVE: 6” Kordan Badaxe is a mountain dwarf with originally foreseen. By this time, Kordan
HIT POINTS: 93 some standing among his peers. Kordan’s had worked himself up the ranks to the
NO. OF ATTACKS: 2 with hand axes (spe- appearance is average, with his only ex- position of sergeant of his squad. During a
cialization, see below); 3/2 with other ceptional features being his deep blue eyes routine patrol, Kordan’s sauad was at-
melee weapons — rare indeed for a dwarf. tacked by a large group of vicious giant-
ATTACK BONUSES: +2 for strength bo- Born of common parents, Kordan type creatures. The raiders, mostly ogres
nus; +1 with hand axe for weapon- learned to use his strength and fighting and ettins led by a dozen hill giants, were
specialization bonus; +4 with magical skills to earn a living. He joined a dwarven lured to the area by the dwarven ore
axes; +2 with hurled missiles for dexter- army but soon grew bored with the strikes. With their brute strength and
ity bonus; and +1 vs. ogres, trolls, ogre endless routine that came with military large numbers, the giants destroyed the
magi; giants, and titans (unique ability;
see below)
DAMAGE/ATTACK: By weapon type (+3
for strength bonus, +2 weapon-
specialization bonus with hand axes,
double damage +4 with magical axes)
SPECIAL ABILITIES: Uses two weapons in
unique attack sequence (see below);
owns magical devices; bonuses for high
strength, dexterity and constitution;
weapon specialization (hand axe); +5 to
saves vs. wands, staves, rods, spells, or
poison; 60’ infravision; detect sloping
passages 75%, new construction 75%,
sliding/shifting walls 662/3%, traps involv-
ing stonework 50%, depth 50%; -4 to
be hit by ogres, trolls, ogre magi, giants,
or titans
MAGIC RESISTANCE: Standard
ALIGNMENT: Neutral good
PSIONIC ABILITY: Nil

S: 18/58 I: 13 W: 14
D: 17 C: 18 CH: 15* CO: 13*
* +1 to other dwarves.

AGE: 62 SIZE: S
HT: 4’ WT: 150 lbs.
HAIR: Brown EYES: Blue

40 MARCH 1988
combat (but not against the humanoids). tures. Sometime later, he met Sir Sar-
Kordan was made a dwarven lord for vairius of Andairfels. Despite their radi-
his heroism. Shortly thereafter, he con- cally different personalities, the two
structed a great fortified stronghold in the became steadfast friends.
Jotens as a bastion against further attacks After adventuring together for a short
by the giants. Kordan may presently be period of time, Gnarly and Sarvairius
found in this area, where he patrols his joined a group involved in a quest to cap-
holdings. Despite his serious nature, Kor- ture a demon-witch. During this quest,
dan is good company (in a dwarven sort of Gnarly was severely wounded by a fire-
way). He warms up quickly to parties based trap. He was saved by the group’s
containing dwarves or rangers, a class he cleric, but his beard (a dwarfs badge of
respects due to his hatred of giants. honor) was completely burned off and
could not grow back.
During the remainder of the quest, and
Gnarly Bones throughout subsequent adventures,
Male mountain dwarf Gnarly proceeded to build a name for
9th-level fighter himself. Though he did not become as
Created by: Christopher Jones famous as the demon’s slayer, the legends
of the bare-faced dwarf are told in many
ARMOR CLASS: 1 (plate mail and shield cities and towns.
+1) Gnarly journeyed with Sarvairius until
MOVE: 6” the latter received his title and barony. At
HIT POINTS: 75 that time, Gnarly settled down in Andair
NO. OF ATTACKS: 3/2 with melee weapons City (Sarvairius’s capital). There, he be-
ATTACK BONUSES: +1 versus orcs, half- came well-acquainted with local law en-
orcs, goblins, or hobgoblins forcement officials. Gnarly’s quest for
DAMAGE/ATTACK: By weapon type (+1 pleasure led him into every kind of trou-
for strength bonus) ble; only his friendship with Sarvairius
SPECIAL ABILITIES: +4 to saves vs. kept him from punishment more severe
wands, staves, rods, spells, or poison; 60’ than a few days in jail.
infravision; detect sloping passages 75%, About this time, Andair City was at-
Illustrations by Jim Holloway new construction 75%, sliding/shifting tacked by sorcery and transferred into an
walls 662/3%, traps involving stonework other-dimensional area called the
patrol before word could be sent back to 50%, depth 50%; -4 to be hit by ogres, DemonRealm (possibly a part of the
the mine. Kordan was hit by a boulder trolls, ogre magi, giants, or titans Abyss). With the city under constant siege,
thrown during the fighting and was MAGIC RESISTANCE: Standard Gnarly’s fighting skills were greatly taxed.
knocked down the side of a canyon into a ALIGNMENT: Chaotic good Gnarly rose to the occasion by providing
swift mountain stream. The attackers then PSIONIC ABILITY: Nil untiring assistance during the siege. Be-
surprised the mine and enslaved the cause of his unyielding resolve, Gnarly
dwarves in order to continue tapping the S: 16 I: 12 W: 12 earned the love and respect of the citizens
mountain’s wealth. D: 14 C: 15 CH: 10* CO: 13* of Andair City. He became a patron hero
Kordan washed up a few miles from * +1 to other dwarves. of that city, his popularity second only to
Datmil, a small trading town at the foot of that of Sarvairius.
the mountains. After he recovered, the AGE: 51 SIZE: S When the city was later sent to the
dwarf rounded up a group of adventurers HT: 4’5” WT: 170 lbs. alternate Prime Material world of Wireld,
to return to the mine and free his people. HAIR: Red EYES: Brown Gnarly helped Sarvairius carve out the
Kordan and the five adventurers made it realm of Andairia. Through these trials,
to the mine safely and entered undetected POSSESSIONS: Hand axe +2, shield +1, Gnarly’s personality underwent a change
through one of the many ventilation ring of levitation, and ring of the ram and he matured greatly. He gave up his
shafts. After a few skirmishes, they lo- TREASURE: 2-20 cp, 3-30 sp, 6-60 ep, 4-40 epicurean pursuits and assumed a number
cated the slave pens. Once the dwarves gp, 1-20 pp of local responsibilities. In time, Gnarly
were freed, they armed themselves as best built a vast mansion under the mountains
they could. Under Kordan’s command, the Little is known of the early years of of north Andairia. In gratitude for the aid
miners forced the giants to retreat deep Gnarly Bones. His father was a prominent he had given Sarvairius and Andairia,
into the mine; the miners then destroyed dwarven lord of his clan, and Gnarly was Gnarly was given the title of Earl. He was
the supports and collapsed the section of his first-born child. Gnarly stood to inherit also given dominion over the mountains in
the mine in which the giants were his father’s position and influence, but for which he settled, which Sarvairius later
trapped. some reason fell into disfavor with his named the Gnarly Peaks.
It was during this fierce fighting that father and left his homeland. Several While a vassal of Sarvairius, Gnarly is
Kordan earned the nickname “Badaxe” as speculations have been made regarding the Earl of the Gnarly Peaks; he holds
he wreaked havoc amongst the enemy. this event. Some believe Gnarly may have dominion over thousands of dwarves who
Kordan would hurl one of his axes with dishonored his father by refusing to join live in those mountains. If encountered,
deadly accuracy, strike a second opponent the dwarven army; still others believe Gnarly does not reveal his true position or
with the axe in his hand, then whirl to Gnarly killed a member of the clan and skill at arms. Likewise, he provides little
catch the thrown axe as it returned. He was banished from dwarven society as assistance to gray elves (unless they are in
did this with a frightening efficiency that fitting punishment. For whatever reason, extreme danger) due to his hatred for that
allowed him to kill six of the hill giants and Gnarly never returned to the kingdom. race. If asked for assistance, Gnarly gives
a score of ogres in his first major battle. Gnarly proceeded to travel throughout aid or advice in areas in which he has
Additionally, his intense hatred of giant- Oerth, his primary concern at this time knowledge. Gnarly is quick to anger and
related races now overrides his feelings being one of self-indulgence. Gnarly han- slow to forgive. At times he reverts to his
about humanoid races like orcs and gob- dled his activities with great levity, and former, troublesome personality, which
lins, and he gains a bonus to hit giants in became involved in a number of misadven- can cause problems.

DRAGON 41
by Michael Persinger

From an address by the esteemed


scholar Ferba to the assembled Guild of
Naturalists of Quardolf City:
Understandably, little research has been
done on the creature we know as the hook

The Ecology
horror. I have spent the last few months
laboring to learn all I can of this creature’s
habits and, as you can see, my colleagues
have supplied me with a perfect, albeit

of the
dead, fully grown specimen. Take a good
look, for few specimens exist in such an
excellently preserved state.
The monster is bipedal and of ogre size,

Hook Horror
this specimen being 9’2” tall. Its head
resembles a bony vulture’s head with a
crest of red feathers at its neck. At each
wrist (where one would expect to find a
hand) is a large metallic-gray talon and a
tuft of red feathers. Its chest and back are
The dwellers in the darkness protected by thick, natural plating. The
beast’s arms and legs are covered with a
similar material, though of lesser strength.
I would like to call your attention to the
armor plating that covers the creature’s
body. Constructed of chitinous material,
these plates function as the hook horror’s
bones — an exoskeleton similar in many
respects to those of the common grasshop-
per, crab, and most arthropods. This mail-
like material becomes exceedingly strong
with the buildup of calcium deposits from
the creature’s diet — deposits that rival
dwarven steel for strength — and this
armor has deflected many a sword. So
powerful is this creature’s exoskeleton
that a few blacksmiths have experimen-
tally crafted the plates into suits of armor1,
and a few ogres from the great caverns to
the north have used crude forms of such
suits in battle.
But forgive me; we are a guild of natu-
ralists. Associating with my bodyguards —
without them I would not be able to safely
carry out my observances — has moved
me to think in their perspective. Violence
is not our way, and I shall refrain from
further military references.
As you all know, the hook horror — also
known over the lands as the vulture beak,
hacker, cave dweller, and clacker — makes
its abode in dark, isolated areas. The hook
horror is found exclusively in subterra-
nean surroundings, with natural cavern
complexes and abandoned mines ranking
as its most favored lairs. Many of these
lairs are linked by the vast subterranean
network of tunnels we call the Sunless
Realm, where dwell the drow and other
vile monstrosities. Though the hook hor-
rors certainly migrate through this king-
dom of eternal darkness, we may also
speculate that the creature comes above-
ground during opportune moments, most
especially if the surroundings are a dense
forest at nightfall. Yet to date, no speci-
mens have been reported outside under-
ground caverns. Whatever the case, the
hook horror rarely associates with crea-
tures other than its own kind.
Illustration by Jim Holloway
42 MARCH 1988
Now, you may wonder how the hook shriekers4 become the hook horror’s daily grows another 1-2' over the next five
horrors can see, let alone live, down in meal. This may strike you as odd, for years. The hook horror reaches its full
such dark abodes. Infravision probably common knowledge has it that these fungi growth of 9’ by its 17th birthday.
comes to your minds. But unlike most are deadly to humans and other creatures. The young hook horror becomes highly
other underground dwellers, hook hor- But several reliable accounts have em- independent during its early years. It
rors lack infravision completely. The hook erged of hook horrors eating these queer remains with its parents for only about
horrors are born with very weak eyes and plants. Apparently, hook horrors are im- one year. Its second year is one of transi-
can only see a few feet in front of them. mune to these plants’ powers. tion, wherein the hook horror begins to
They are, if you will pardon the cliche, Continuous study of these immunities set off on its own without straying too far
blind as bats. So how do they get around? has led me to suspect that this ability from its home. By its third year of life, the
Fortunately for the hook horrors, nature originates from the hook horror’s endo- hook horror is out on its own and is totally
has compensated for their limited sight by crine system. This system contains a independent of its parents. The hook
giving them excellent auditory and olfac- gland, located here in the abdomen, that horror attains reproductive ability in its
tory senses. They can hear many times secretes a special hormone. This chemical sixth year of life. At this point, it searches
better than a normal man, and even pos- somehow makes the creature immune to out a mate.
sess a limited form of echolocation, as is the effects of zygom glue, violet fungi rot, Like those of the arthropods it resem-
used by bats. Their scent-detection ability and phycomid infestation. My colleagues bles, the hook horror’s hard shell does not
rivals that of certain bloodhounds. In and I believe that this gland is 100% effec- grow with it. Thus, it must periodically
other words, these senses enable the hook tive and have taken extra steps to examine molt. The molting process starts out grad-
horrors to “see” at least as well as you or I it. Our hope is to tap this glands potential ually. Old plates begin to flake off in
would see with our eyes.2 Actually, their and manufacture a protection against the pieces, a process that accelerates over a
senses are even better than that. During a so-called “fatal fungi.” I’m sure you all two-day period with bigger and bigger
recent experiment, one hook horror suc- realize the benefits that such a protection plates falling off, until the hook horror’s
cessfully sniffed out an invisible mage. would give toward our study of that bo- entire exoskeleton is shed. Little conscious
Another one detected a silently moving tanical area. Our best alchemists and effort is used in this shedding; the shell
thief that no one else could hear. Among wizards have made attempts to exploit the simply falls off like an old scab.
other things, these senses make it very gland, though these have unfortunately Before the old shell falls off, a new exo-
difficult for enemies to surprise the hook ended in failure.5 Though we are still skeleton has already begun to form. These
horror3 and make it easy for the hook working with this project, future success new plates are just hard enough to sup-
horror to search out food. appears uncertain. port the hook horror’s body and allow for
As for their eating habits, the hook The hook horror may be immune to adequate movement. This new exoskeleton
horrors are herbivores. Their diet is harmful fungi, but it also has an uncanny is much softer than the old plates, how-
rather selective, consisting primarily of weakness in health. Tests have shown the ever — not developed enough to serve as
subterranean fungi. They have an abrasive hook horror to be unusually susceptible to full-strength armor — and it offers very
tongue to help their feeding, and they diseases and parasitic infestations from little protection to the creature. The hook
commonly eat whatever lichens, moss, and sources other than fungi,6 which are usu- horror’s exoskeleton hardens relatively
mushrooms they can find. Hook horrors ally caught early in life and take a toll over quickly and achieves its full strength after
are very large creatures, and therefore the years. The specimen you see here died a couple of days. Until then, the hook
(we initially assumed) eat vast quantities of of tapeworm parasites. Between disease horror is quite vulnerable to physical
food each day. But there is only so much and the continuous problems of food attack. 8
fungus in any underground area; a hook availability, the hook horror rarely lives Frequent references have likened hook
horror’s food supply, as you no doubt past the age of 40. horrors to humanoids. This is only in the
guessed, becomes easily depleted. How Hook horrors have very few natural loosest sense, however. Hook horrors are
does a 9'-tall biped sustain itself over pro- enemies. Because of their infestations and not mammalian, being invertebrate arthro-
longed periods of time? great strength, most carnivores shun pods with a vaguely humanoid form. The
Direct observation of the hook horror them. Only certain indiscriminate preda- behavior of a hook horror differs much
by means of scrying reveals it to be very tors such as carrion crawlers are bold from that of a humanoid, too; the creature
sluggish — much like the giant sloths I enough to challenge them. Of course, relies on its instincts, very much like an
lectured about three seasons ago. A hook many hook horrors have been killed while animal does. For instance, the hook horror
horror sleeps roughly half the day and attempting to find food — some by the is afraid of fire and loud noises. It is not
moves about little if not disturbed. Hence, hazards of underground life, and some by aggressive by nature, though like any
it needs little food to keep it going. Its frightened or sword-happy adventurers animal, it will fight furiously if attacked.
actual food consumption is shockingly low who are fond of killing all in their path. Despite their animalistic intelligence,
for a creature its size. A full-grown hook The hook horror is one of the few bi- these monsters are capable of limited
horror consumes roughly three-fourths peds that reproduces through egg-laying, communication between each other. Just
the amount of food necessary to feed a just as kobolds are known to do. Once how much can be communicated, my
full-grown man. every year, a female hook horror lays colleagues and I have been unable to mea-
Despite this, a hook horror’s food supply from one to four eggs in the lair, each sure, but it is my guess that they convey
can still dwindle rapidly. Most hook hor- about 3” in diameter. They are shaped and only the most rudimentary knowledge.9
rors migrate from cavern to cavern every colored in mimicry of stones — a disguise They don’t speak like you or I — no, the
few months to obtain a fresh food supply against predators — and scattered across hook horror “talks” by making clacking
from new lairs while fungi regrow in the the hook horror’s lair among ordinary noises, an action performed by flexing
vacated areas. A few hook horrors have rocks.7 This camouflage is very effective, certain portions of its exoskeleton.
advanced intellectually to the point that and most every egg laid will hatch after a At first impression, these noises appear
they may grow and cultivate fungus six-month period. to be nothing more than bothersome
within their lairs. These hook horrors The hook horror grows very quickly gibberish; but repeated listenings show a
usually have at least one garden chamber during its early years. Born a mere 1' in definite pattern in these sounds. To the
devoted to this “farming” activity. height, this creature doubles its size after hook horror, these noises mean many
If the usual foods cannot be found, the three months and reaches 5’ of height different things, depending on the sounds’
hook horror will turn to other sources, within one year. The hook horror’s growth tone and pitch. The location of food, for
lest it starve. More exotic creatures, such levels off afterward, with a height of 6’ example, excites the creature, causing it to
as zygoms, violet fungi, phycomids, and reached during the next year. It then emit a steady, high-pitched clacking. The

DRAGON 43
location of an enemy, however, angers or else; a fitting reward for those, I might
alarms the creature, causing it to send interject, who exploit the hook horror for
low-pitched, unsteady noises. And, most making war.
importantly for us, signals of “friendship” A final note on a curious habit of the
are communicated in soft, steady tones. A hook horror, much reported by adventur-
language specialist is currently working to ers in the Sunless Realms: Hook horrors
translate the hook horror’s speech pat- take some pains to collect silver and elec-
terns; I will of course inform you on his trum when such can be found. Why?
progress. Hook horrors eat such coins, which then
The hook horror prefers the company of grind up food in their stomachs much as
small groups, usually no greater than a pebbles in the stomachs of toothless foul.
dozen or so members. These tribes, if you Silver and electrum do not irritate the
will, do not go out of their way to associ- stomach linings of the hook horrors, and
ate with other subterranean creatures or after passing through their digestive sys-
even with other hook horrors, though tems — no worse for the wear — are
hook horrors have been known to form deposited in an area near the current lair
huge “herds” at rare moments, and others of the hook-horror tribe. Adventurers
have been briefly befriended by humans have commented on the peculiar, sour
with gifts of food. However, the hook odor of such coins, though this has hardly
horror is more of an animal than a ra- stopped the collection of the same!
tional creature, and it has not yet been And that, my friends, is a summation of
truly domesticated. Proper training and the knowledge on the hook horror. Re-
rewarding can — and have — brought search continues, and new developments
hook horrors into short service as guards are making the study of the hook horror
and sentries, but this is a risky business. less a mystery. I am eager to inform you of
The hook horror is a primitive creature further developments as they come along.
and has no loyalty or causes to concern it. Thank you.
Past experience with trained hook horrors
showed that they follow simple orders, Notes
assuming that owners have ways of com- 1. To create this armor, a blacksmith or
municating effectively with them, for armorer must remove the shell from the
proper treatment. But if a situation be- hook horror’s body. Success is automatic,
comes threatening, hook horrors ignore but if any other person attempts it, the
orders and put self-preservation above all chance of success is only 10% per his

44 MARCH 1988
Once the shell has been removed, the
creature is hampered in movement and
Hook Horror Statistics (by age) quite vulnerable to attack. Newly molted
hook horrors have temporary penalties of
-2 to armor class and -2” to movement
rate, and a strong tendency to flee trouble
when possible. The new exoskeleton
AC Move HD Damage* Size hardens quickly, and the hook horror
Age
0-3 months 9 3" ½ Nil 1’ gains a +1 bonus on armor class and
3-6 months 8 4" 1-1 1/1 2' movement for every 12 hours that pass,
6-12 months 7 6" 1 1-2/1-2 3½' until the new levels appropriate to its age
1-5 years 6 7" 1+1 to 2+2** 1-4/1-4 5' are reached. Newly hatched hook horrors
5-10 years 5 8" 3 1-6/1-6 6' don’t molt immediately after hatching, but
10-17 years 4 9" 4 1-6/1-6 7½' are extremely vulnerable anyway and
17 + years 3 9" 5 1-8/1-8 9' must be protected. Mortality rates for
most young hook horrors are high.
9. An ESP spell or telepathy power gives
the user a basic understanding of the hook
horror’s thoughts, though these only offer
* From two claw attacks (see the appendix for information on biting attacks). the most rudimentary information (usually
* * 1 + 1 HD from 1-2 years, 2 HD from 2-3 years, and 2 + 2 HD from 3-5 years. about food or personal discomfort), and
the creature understands only the simplest
of data. Hook horrors have a listing of
“low” intelligence because they have excel-
experience level. This removal is assumed hook horror. lent retention of information, and learn to
to take one day. Afterward, it takes 30 4. Whenever a hook horror’s lair is cope with their environment and neigh-
days for the exoskeleton to be processed located (usually a temporary affair like a bors quickly.
into a suit of armor. This armor is AC 3, niche in a tunnel), the DM should allow a Due to the nature of the hook horror’s
making its saving throws as bone. Most 50% chance that one of these fungi is language (only a hook horror can clack; a
smiths will buy these exoskeletons for located in the general area. There is a 10% human’s speech originates from his vocal
about 100 gp (if still on the body) or 250 chance that the actual lair contain these cords), conventional translation spells such
gp (if removed). A fully processed suit of fungi, kept for nourishment. If a hook as tongues and comprehend languages will
armor will sell for about 450 gp. Because horror is met as a wandering monster, not decipher a hook horror’s dialect. The
hook horrors are 9’ tall, these armor suits chances are that it is searching for food. best way to achieve a rudimentary under-
are only usable by large creatures (i.e., Allow a 40% chance that one of these standing of the hook horror’s language is
ogres, large bugbears, verbeeg, etc.). plants is within 200’ of the hook horror to observe the creature over a long period
Note that only the exoskeleton of a full- when the latter is found. of time (i.e., PCs won’t be able to figure it
grown, 5-HD hook horror may be manu- 5. Hook horrors are disease and parasite out). The loudness of a hook horror’s
factured into a suit of armor. The carriers. When encountered, there is a clacking is roughly the same as that of a
exoskeleton from a younger hook horror 10% chance that a hook horror has a man speaking normally.
is too soft and weak to be crafted into any disease, and another 10% chance that it
armor of worthwhile quality. has 2-5 diseases. The DM must take this Appendix
2. Because of the hook horror’s altered into account when determining whether The hook horror’s primary mode of
senses, it has saving-throw modifications or not the character has caught a disease attack is a set of two swordlike talons.
against certain attacks. Against spells (as detailed on page 13 of the DMG). A Located at the ends of its 4’-long arms,
causing blindness (i.e., light, darkness, hook horror has a +2% chance of catch- these 1’-long hooks (equal to short swords,
color spray, cause blindness, and glyph of ing a random disease or parasitic infesta- backed by 18 strength) are the creature’s
blindness), the hook horror receives a +2 tion. Against magical disease attacks (e.g., normal and preferred weapons. The hook
saving throw, as its vision is not much cause disease), it has a -1 saving throw. horror may also utilize its sharp beak as a
used. This bonus is also given against 6. Ferba’s hypothesis is more or less secondary weapon, but beak damage is
illusions and phantasms that affect only correct: Once a hook horror dies, the weak, equaling a single claw attack -2 hp
the visual senses. If the hook horror is gland stops producing this chemical. For (1 hp damage minimum) and with a -2 to
blinded but wishes to enter combat, it has game purposes, nothing short of a wish hit. A hook horror usually avoids biting, as
a penalty of -2 to hit (whereas a normal will allow PCs to exploit this chemical. a damaged beak means the creature’s
person would have a -4 to hit). However, 7. When a hook horror lair is discov- eventual death, as it cannot then eat.
against spells that affect the olfactory or ered, there is a 25% chance that it con- The hook horror is a very sluggish crea-
auditory senses (i.e., audible glamer and tains 1-4 eggs, disguised as rocks; only ture by nature and too uncoordinated to
high-level phantasms), the hook horror has close inspection reveals that they are eggs. successfully direct attacks against three
a -2 saving throw, as its major senses are Such a lair also contains at least two mated separate opponents. It may try to attack
being affected. A blinded hook horror hook horrors. two separate opponents, but it then has a
moves at a maximum rate of 6” unless in A hook-horror egg takes six months to -2 “to hit” penalty on its claws and -4 to
familiar territory. hatch, at which time the 1’-tall creature hit with its beak. As a result, a double
Using echolocation (emitting a high-pitched has the following statistics: AC 9; MV 3”; attack is only performed under the most
trill which is picked up by its batlike ears), a HD ½; #AT nil; AL N. The hook horror desperate of situations.
hook horror can sense its environment out remains like this for three months. After- If the hook horror is unable to use its
to 120’ in total darkness, and can detect ward, the creature grows in a fairly rapid claws (occurring only if its arms are bro-
invisible or hidden objects with ease. Anyone progression, with subsequent age category ken or severed), it flees combat, biting
trying to silently past a hook horror without beginning with a molting period, as ex- with its beak in desperation. If only one
using magical silence has a -40 penalty to plained in note 8. See the table for details. arm is out of commission, the hook horror
do so, as they hear so well. 8. The hook horror sheds its exoskeleton may attack with both its beak and free
3. The FIEND FOLIO® tome states that each time it enters a new age category, as claw with only a -1 “to hit” penalty on
there is only a 10% chance of surprising a shown in the Hook Horror Statistics table. the beak.

46 MARCH 1988
After graduating from the University of
Pennsylvania, Desmond Varady became
an officer in the U.S. Army Signal Corps
and is currently stationed just outside of
London. Although the army keeps him
busy, he finds time to read fantasy and
science fiction, and to write short stories
and fantasy adventure modules. “The
Chasm Bridge” is a small part of his
underground campaign area — one in
which the characters have yet to adven-
ture on the legendary “surface world.”
This is his first appearance in
DUNGEON Adventures.

This AD&D® game encounter for 3-6


characters of 4-6th level takes place in
any part of an underground realm with
natural caverns. The scenario can be
dropped into a dungeon or used as part
of an ongoing underground campaign. It
should, however, be placed in an area
that will be frequently traveled by the
character party (see "Continuing the
Adventure”). This area was originally
designed to be used in the middle parts
of the Deepearth, as presented in the
Dungeoneer’s Survival Guide (the DSG).
A copy of that book, and of the Un-
earthed Arcana tome, will be useful in
running this adventure.

THE Adventure Background


Over a year ago, an evil magic-user
named Mistle and his adventuring

CHASM
companions arrived at the edge of a vast
underground gorge. The party found
that there was no way to cross the
chasm at this point, so with the help of
a few spells and a wand of earth &

BRIDGE
BY DESMOND P. VARADY
stone, Mistle created the stone bridge
still present here. Once Mistle’s party
was across the chasm, an encounter
with a slicer beetle crippled the magic-
user — it bit off one of the mage’s legs.
The party’s cleric did what she could,
but regenerative spells were not availa-
ble, and the party wanted to move on-
The toll may be ward. There were many edible lichens
and molds in the area, plus a good
higher than you source of water, so Mistle decided to
stay near the newly made bridge until
his associates could come back with
can afford. l l l
magical aid. The adventurers never
returned.
After Mistle realized he might be
staying in the area for a while, he de-
cided to make his surroundings a bit
more comfortable and built a series of
secret caves in a rock formation near
Artwork by Roger Raupp the bridge, using his spells and wand.
Cartography by Diesel Two balconies allowed him to look out
over the bridge area to view passersby
without being vulnerable, and also

DUNGEON A
THE CHASM BRIDGE

snirfneblin offered this free route to all


the underground denizens who didn’t
want to pay the toll (this underground
area is well traveled by many under-
ground races).
The gnomes’ good intentions were
ruined, however, when a group of mar-
goyles, led by a particularly intelligent
leader named Slissh-Ikil, moved into
the area, seeing it as a good place to
prey upon travelers. Slissh-Ikil had
hoped to also take over the bridge con-
trolled by Mistle, but after a fierce and
devastating battle with the magic-user
and his companions, the margoyle
leader decided to be content with his
single bridge.
As it stands now, Mistle and Slissh-
Ikil have a shaky agreement of sorts.
Those who refuse to pay the toll on
Mistle’s bridge are routinely offered the
choice of traversing the margoyles’
“free” pathway. The recent addition of a
derro named Haltik Wrath to the magi-
cian’s guards has increased intrigue and
suspicion among the denizens of the
chasm area. This chaotic dwarf is
closely watched by both Mistle and his
henchman Graak.
The challenge for PCs is simply to
cross the chasm, a relatively straight-
forward task were it not for the pres-
ence of the various denizens and
guardians of the area.
For the Dungeon Master
The PCs can approach this encounter
from any direction, but ideally should
come from one of the southern passages.
A party that moves quietly or sends a
scout ahead can hear noise from the
ogres’ guard post up to 120’ away, the
ogres being very boisterous and loud.
The chasm is roughly 200’ deep, with a
large river flowing along its bottom. PCs
can negotiate all parts of the encounter
area without any risk of falling into the
provided a defensible position for the rangements were made for the monsters chasm. When moving on the ledges,
crippled magic-user. to come into the employ of the evil however, the party is assumed to be
In the past year or so, events have magic-user as bridge guards and toll traveling in single file. Rules for check-
changed both the nature of the area and collectors. All agreed that it would be a ing for falls during combat on ledges and
Mistle’s own life. About two months most beneficial and rewarding relation- bridges can be found on page 30 of the
after Mistle had settled into his new ship, especially after the group collabo- DSG. Anyone falling into the chasm
home, a group of ogres and duergar rated to destroy the only other nearby must roll his dexterity or less on 1d20 to
happened upon the area. Wounded from crossing of this chasm. land in the deepest part of the river and
a recent battle, they collapsed here, Just two months ago, a group of enter- sustain only 2d6 hp damage. Failure
thinking it a safe place to rest. Mistle prising svirfneblin opened a tunnel indicates the character lands in the
sprung upon them, hoping to kill them nearby. These gnomes also built a rope- shallows and sustains 20d6 hp damage.
quickly and quietly. But the leader of and-wire bridge just a few hundred feet A PC in the water will be carried 1-4
the ogres, Graak by name, managed to away from the toll crossing, in the same miles downstream (west) before being
talk his way out of certain death for spot once occupied by the bridge that deposited on the shore. Check the swim-
both himself and his companions. Ar- Mistle and his allies destroyed. The ming rules in the DSG, page 12-14.

B Special Edition
THE CHASM BRIDGE

All walls in the chasm area are con- Graak is not very intelligent, but his
sidered rough, with ledges, and are The figure is an ogre, although a cunning and sense of self-preservation
slightly slippery. Exceptions to this rule rather neat and well-dressed one. are much better than others of his spe-
are the walls for 20’ surrounding all Pieces of plate and chain armor are cies. He rules the guards with an iron
magically created features and caves in mixed with leather jacks and leg- fist, but is respected by the other ogres
areas 3-6 and 8 (including the path- gings, both studded and plain. The who have come to expect this in a
ways, Mistle’s secret rooms, the sides of ogre holds a huge, well-polished leader. Graak’s constant dealings with
the cliffs, and the jutting rock formation halberd. The overwhelming smell of travelers have made him somewhat
in which the secret rooms are found) sweat mixed with spiced wine sur- courteous for an ogre, and have in-
and the areas within 20’ of the stone rounds him like a second coat of creased his ability to judge character.
bridge (area 9). These areas are very armor, and when the huge ogre grins, Graak thinks Mistle is a good employer,
smooth and slightly slippery. For thief his smile shows teeth stained yellow although the ogre occasionally protests
and nonthief climbing rates and adjust- and black. the smallness of the cut that the guards
ments for these wall conditions, see As the ogre steps away from the receive from the toll money. Mistle has
pages 14-16 of the DSG. entrance, you can see fully into the proven himself to be powerful and has
Drafts and gusts of wind are frequent cavern. Straight ahead is a large saved the ogre band more than once
in this area of the chasm. Flying charac- table, ogre-sized and roughly hewn, with his magic, so Graak affords the
ters have a penalty of 3” to air speed with several more of the great hu- magician much respect and even more
and fly at one maneuverability class manoids sitting around it, eating and distance. Graak’s increased judgment of
lower. The margoyles and Mistle have joking. They occasionally dip their character has made him wary of the
much experience with the winds and bowls into something cooking in a new derro guard, Haltik Wrath (see
therefore receive no penalty. small black cauldron over a large, area 7), and the information he has
As travelers frequently come through rusty brazier. To one side of the ca- received from the two ogres at that
this area, there is a 15% chance that vern is a small lighted alcove in guard point only feeds his suspicions.
some other party will be dealing with which shadows betray the occupants’ Graak is good at collecting tolls from
the toll collectors each time the PCs movements. passersby, and therefore has become
happen upon the bridge. Prior to play- Beyond the large table is a huge rather cocky. He expects no less than 25
ing this encounter, the Dungeon Master rock formation jutting out into and gp or its equivalent from each individ-
can determine whether other travelers flanked by a huge chasm. Torches set ual, but will not explicitly ask for that
are paying a toll and, if necessary, de- in sconces reveal three more features amount in hopes of getting more (it
termine the exact composition of the of the rock formation: smooth walls usually works with travelers new to the
encountered group. leading up to some sort of natural area). He tries to evaluate the gold piece
balcony overlooking both the chasm value of items but usually defers to the
Encounter Key and the ogre’s cavern; two narrow duergar money collectors in the alcove
paths running west and north along- (area 2) for an accurate appraisal.
Monster statistics follow the numbered side the rock; and, far beyond, a Blocking one entrance to the alcove
section in which their description or lighted stone bridge crossing the are several wooden boxes filled with
appearance is first noted. All monsters chasm. rocks. The cauldron on the brazier con-
in these encounters speak some dialect Two ogres approach from the rock tains hot wine. The table holds a vari-
of either “surface” Common or a sort of formation, where they were leaning ety of large utensils, carcasses, bowls of
underworld trade tongue. and sharing a smoke from a huge, food, and pots with remnants of old
gnarled pipe. One of them is a giant meals in them.
1. Guard Post. humanoid, almost 10’ tall, in a shiny If the PCs decide to pay the toll,
breastplate, leather and chain protec- Graak leads them to area 2 so the pay-
Light and sounds tell you that there tion for his gigantic arms and legs, ment can be secured and safeguarded.
is something or someone ahead. A and a tremendous black leather belt He then orders (in ogrish) one of the
cool, steady breeze laden with scents clasped with a silver skull buckle. other ogres to take the party to the
of spiced wine and burning coals This monstrosity carries a 12’ black- beginning of the narrow ledge leading
brushes your face as you turn a bend and-silver trident. His companion is to area 7.
in the natural passage. As you ap- an ordinary ogre similar to the one If the PCs refuse to pay, Graak tries to
proach a cavern of some sort, the who initially greeted you. avoid combat and offers the following
light is partially blocked by a huge The huge ogre speaks. “Name’s alternative:
figure. A rough, broken challenge Graak. Youse p’pared to pays th’
comes from a grizzled voice: “Whose toll?” As he takes a hesitant step back-
is its dat goes out dere?” ward, Graak grips his trident and
These guardians are the toll collec- begins again in his halting speech.
One ogre watches each southern pas- tors, the ogre band that Mistle encoun- “Wait jus’ a secon’. We guys don’t
sage, awaiting travelers. These ogres tered and eventually hired. After the likes the fightin’ that much. I ain’t
are not alert and can be surprised on a initial challenge, Graak is the only one gonna argue ov’r a few bits. Jus’ take
roll of 1-3 on 1d6, if the surprising char- who deals with the PCs. Once any deal- the utter way — bit longer, but I
acter moves quietly and swiftly. ings have begun, all the ogres return to guess it’s wort the bits. The Master
the table to drink wine, with the excep-
tion of the passage guards.

DUNGEON C
THE CHASM BRIDGE

jus’ won’t likes it if you gone on his and an inkwell. Behind the table are that Mistle is watching the ogres below as
bridge without us collectin’ the toll.” a 3’-high bench and a large iron they demand a toll from the party. Any
The humanoid turns and starts to chest, closed and locked. Hanging on PC has an 85% chance to notice him
walk across the cavern toward the the wall above the chest is a brass there. If this occurs, read the following:
western ledge. He turns his head and horn flanked by two sconces holding
looks over his shoulder, waving to lit torches. You notice a gaunt figure looking
you to follow him, keeping an eye out down from a balcony on the rock
for threatening moves. Two duergar act as the money chang- formation that juts out into the
ers and collectors. Each is dressed in chasm. The figure is hooded, so it is
If combat occurs, Graak runs toward brass chain armor and wears a sheathed hard to distinguish any facial details,
Area 2 while the other ogres battle the hand axe attached to his belt. When but it does seem to be leaning on a
PCs. One of the ogres throws the caul- conducting toll business, one duergar crutch and wearing some sort of
dron of hot wine to cover Graak’s re- stays on the bench to make deals while narrow quiver.
treat. The cauldron is +4 to hit and the other stands by the chest in order to
covers a 6’ diameter with a direct hit, secure the monies or make change. The If combat with the ogres breaks out
causing 1-6 hp damage (save vs. breath duergar by the chest has a large key while Mistle is watching, or if the magi-
weapon to avoid 2-8 rounds of blind- hidden beneath his armor, attached to a cian is called to the balcony by the horn
ness). When thrown by an ogre, the chain around his neck. The chest is or sounds of battle, he assists the ogres
cauldron has a 30’ range. trapped; if opened without the key, it by first casting defensive spells like
Then Graak or one of the money- emits poison gas that does 3-36 hp dam- transmute rock to mud and web. If the
collecting duergar in the alcove blows a age to anyone within the alcove (save battle is definitely going against the
horn that hangs from the wall in area 2. vs. poison for no damage). The chest ogres, Mistle uses his lightning bolt and
This warns Mistle and the guards at contains 5-50 each of copper, silver, magic missile spells. He also uses his
area 7. All arrive on the scene two me- electrum, and gold coins; 1-10 platinum wand of earth and stone (found in the
lee rounds later. coins; and 1-6 each of 10-gp gems and quiver he carries) to block passage
If the PCs take the alternate route, 50-gp gems. There is a 30% chance that along the ledge to his bridge, if the
they think they hear ogres laughing 1-4 items of jewelry worth 50-200 (1d4 characters try to run that way. The
just before they stumble into area 11. x 50) gp are also present. Mistle comes balcony wall provides 75% cover for
Graak: AC 3; MV 9”; HD 7; hp 33; down to collect the money every day. Mistle; so long as he fights from the
#AT 1; Dmg by weapon type +3 (18/75 If a battle breaks out, one of the balcony, his effective armor class
strength); AL CE; trident +2. Graak’s duergar immediately moves toward the against missile fire is 0.
silver skull belt buckle is an actual horn and blows it if Graak has not come If Mistle is badly injured (having lost
dwarf skull dipped in silver. The whole to the alcove. Both draw their hand half his hit points), he moves back into
item is worth 350 gp. Graak also has 14 axes and use psionic invisibility for as his abode, heals himself with his po-
pp, 31 gp, and 14 gems (worth 10 gp long as possible, but they will fight tions (see area 5), and uses his remain-
each) in a pouch that hangs from his fiercely to defend their monies (Mistle ing magic to hide or escape. He then
belt. Graak can tell if someone is lying might reward them if they survive). tries to annoy and injure the party,
to him with 70% accuracy, and can Duergar (2): AC 5; MV 6”; HD 1 + 2; using magic and wile, in retribution for
make a reasonable guess at someone’s hp 9, 8; #AT 1; Dmg by weapon type; SA their ruining his profitable business.
alignment after three rounds of conver- surprise on 3 in 6, psionics; SD save at Mistle: AC 7; MV 3” (missing one
sation and visual examination with 80% +4 vs. magical attacks, special immuni- leg); MU9; hp 28; #AT 1; Dmg by spell
accuracy. ties (to paralysis, poison, and illusion/ or weapon type; S 13, I 16, W 9, D 16 (6
Ogres (7): AC 5; MV 9”; HD 4 +1; hp phantasm spells), surprised on 1 in 10; if moving or dodging), C 13, Ch 16; AL
27, 26, 22 (x2), 20, 19 (x 2); #AT 1; Dmg see Monster Manual II, page 61; AL LE; NE; dagger +2, bracers of defense AC 6,
by weapon type +2; AL CE; halberds. chain mail, hand axes. wand of earth and stone (36 charges),
The ogres have treasure among them wand of paralyzation (9 charges). The
amounting to 53 pp, 160 gp, and two 3. The South Balcony. This natural wand of earth and stone is of the variety
gold chains (600 gp and 350 gp). and magic-made balcony is 15’ above that has the “transmute” spells (see
the floor of the ogres’ cavern and com- Unearthed Arcana, page 96). This par-
2. The Alcove. mands a view of most of area 1 and ticular wand has the spell stone shape
about 50’ north along the narrow ledge in place of the move earth attribute. The
A small lighted alcove here is appar- that runs toward the stone bridge. The charge cost of this new spell is the same
ently used by the toll collectors to stone of this rock formation is very as the one it replaced (two charges per
store their takings and make change. smooth and slightly slippery, making it use). The wand’s command words are (in
A 4’-high table nearly blocks one very difficult to climb (see “For the order of its powers): “shovel,” “go,” “up
entrance to this cave, while the other Dungeon Master”). The balcony itself and there,” “harden,” and “muck.” They
entrance is blocked by wooden boxes has a 4’-high stone wall running along can be found on a small silver charm
filled with rocks, stacked 7’ high. its outer edge. (jewelry value 75 gp) that Mistle wears
On the table are an abacus, several It is at this location that the PCs on a chain around his neck. The activat-
sheets of parchment, a few quills, might see the Master, Mistle the crip- ing command for the wand of paralyza-
pled magic-user. There is a 45% chance tion is “Stop, thief!” This is not written

D Special Edition
THE CHASM BRIDGE

anywhere. Both wands are kept in a of the 7’-high door. The top knob is false
small quiver that Mistle wears at all stone table. A bit of color comes to but has a 30% chance to accidentally
times. the room from a large, tattered rug trigger one of the other two traps. The
Mistle’s dexterity for the purpose of on the floor and a small tapestry second knob down is the real one, open-
combat is 6 because of his missing leg. hanging from two stone pegs on the ing the door through a system of
His effective combat armor class with southeast wall. weights and a counterbalance. The
the bracers is therefore 7. His available There are four exits from this third knob releases a trap that drops
spells are as follows: feather fall, com- room: a stairway leading down to the large rocks onto a 10’ x 10’ area in
prehend languages, jump, magic missile west, two narrow passages leading front of the door. Anyone in that area
(x 2), detect invisibility, invisibility, web, north and south, and a stone door takes 4-16 hp damage (save vs. petrifica-
lightning bolt, slow, tongues, charm leading southwest. The stone door tion for half damage). The bottom knob
monster, dimension door, transmute rock has four doorknobs. releases the pins that hold the door in
to mud. His traveling spell books con- place, causing it to fall forward (70%
tain the following spells in addition to All of the stone items were made by chance) or backward (30% chance). If it
those listed above: detect magic, iden- Mistle with the stone shape power of his falls forward, all those within 6’ of the
tify, knock, wizard lock, dispel magic, wand. The containers on the large stone door must save vs. petrification at +3
fly protection from normal missiles, table contain various ordinary and or be crushed for 5-50 hp damage. A
cone of cold. extraordinary items for use in casting combined score of 40 strength points is
Though vengeful, embittered, and magical spells: black bird feathers, cave needed to lift the door off pinned PCs.
having an uncomfortable interest in insect hind legs, soot, salt, talc, pow-
gaining power over evil creatures, Mis- dered silver, gum arabic, spider webs, 5. Bed Chamber.
tle also has a strong wit and is an en- animal fur, bits of turtle shell, molasses,
gaging conversationalist. He has many soft black clay, and water. (These are Smaller than the outer cave, this
stories about the underworld lands, and the material components for most of room is more sparsely furnished,
possesses a remarkable speaking voice Mistle’s available spells). Of the five having only four pieces of stone fur-
and aura of authority. He finds talka- larger jars under the table, two are niture: a bed with a mattress of li-
tive, good-aligned characters to be bores empty, one contains water, and two chen in burlap sacks, a simple block
but tolerates anyone who does not dis- contain blood (ogre and duergar). of stone for a nightstand, a table
pute his personal domain in this area. The bowls on the shelf in the eastern
with shelves, and a high-backed
wall contain lichen and small cave chair softened by three threadbare
4. Laboratory and Living Area. mushrooms. The large jar on that same pillows. The table and shelves hold a
shelf holds water. The glass bottle on collection of knick-knacks.
the stone table is a potion of sweet water
The black-brown walls of this cave (five doses) that Mistle uses to ensure a
clearly show the telltale smoothness good supply of drinkable water. The The 17 knick-knacks are various non-
of magical digging. The darkness of parchments have general writings and magical figurines of humans, elves, and
the walls makes the place seem dim some notes on the behavior of duergar, animals, as well as some stone jars and
by absorbing much of the light com- ogres, and margoyles, but one sheet is a vases (worth 4-40 sp each). In the bot-
ing from a small candelabrum and tom of one of the vases, under 2” of
magic-user scroll inscribed with a mend-
two torches. ing spell. The book is an empty magic- murky water, is a ring of clumsiness
The room is well-furnished, and all user’s traveling spell book. The tapestry that appears to be a ring of jumping.
of the pieces show signs of modest and rug are worthless. The brazier is The vase must be turned upside-down
elegance. Along the western wall is a for this item to be noticed.
filled with soot and the remains of some
12’-long stone table covered with Underneath the bed is a loose stone
burnt charcoal.
various stone implements: jars, beak- This room and the one to the south- set flush with the floor. A normal search
ers, bottles with stoppers, dishes, and west (area 5) give good indication of of the room will reveal its presence. In a
a mortar and pestle. Underneath this hole under the stone are Mistle’s reve-
Mistle’s taste for both austerity and
long table is a shelf running its full comfort. The past year in his new home nues from the tolls: 455 sp in a burlap
length. On it are five larger stone bag, 230 gp and 55 pp in another bag,
has not made Mistle unhappy. On the
jars, all topped with stone lids. contrary, he has found his life under- and a small unlocked coffer containing
Along the eastern wall are a 11 gems (50 gp (x 4), 200 gp (x 3), and
ground lacking very little. Caravans
wooden table and chair, a stone shelf and other underground merchants pass 500 gp).
attached to the wall, and a smaller over the toll bridge often enough to The nightstand is another duergar
stone table about 3’ across. On the keep the ogres’ stomachs full of wine work of genius. Inside is a secret com-
wooden table are various pieces of partment containing three potions of
and all of Mistle’s personal tastes well
dirty stone flatware, plates, and satisfied. The toll money is spent on healing and a magic-user scroll of fly,
cups. The shelf holds two large stone items ranging from wooden furnishings wall of iron, and invisible stalker. The
bowls and a single stoppered stone (a luxury underground) to foodstuffs, secret-compartment can be opened by
jar. On the stone table are a book, a sharply hitting the left side of the night-
spices, and coal.
glass bottle filled with liquid, a good The door to the southwest was built stand three times.
amount of parchment, and a quill by the duergar and contains some traps If Mistle has been injured in combat
and ink bottle. A small, unlit, black of their own making. The four door- with the PCs, he retreats to this room
brazier sits just to the south of the knobs are set vertically into the center and uses the potions of healing from his

DUNGEON E
THE CHASM BRIDGE

nightstand. He hides here invisibly, 1-3) with poison on the quarrels (2-12 hp
waiting for the characters to get the full a crazed-looking, hairy, dwarflike damage), short sword, potion of fire
effects of his trapped door. The magic- personage in ragged studded leather breath.
user then sneaks out and uses the scroll armor who holds a huge crossbow of
spells to trap the PCs in his room with some type.
8. North Balcony. This balcony is
an invisible stalker. Finally, he flies very similar to area 3. It commands a
away down the chasm, looking for bet- A roll for surprise should be made view of the stone bridge and about 90%
ter prospects, taking his spell books here, especially if the PCs gave Graak of the chasm area to the north, west and
(from area 6) with him. and his gang any trouble. The two ogres east. The chances of seeing Mistle here
have no reservations about roughing up are much less, however, unless some
6. Stairway, Ledge, and Secret a few surprised humans or demi- sort of battle has begun. There is only a
Entrance. This is Mistle’s front door humans, especially since they are far 15% chance that he will be here to see
and porch. Though he rarely leaves, enough away from the influence of normal passing of the character party.
when he does he enters and exits his Graak. The malicious manners of the If, however, the alarm is sounded
abode through the use of a fly spell. The duergar and derro only support such here, it takes Mistle two melee rounds
PCs can approach this area either from bullying and “fun.” The shorter- to respond. His actions upon arriving
area 4 or by flying or climbing to the statured humanoids might encourage are similar to those taken for a battle at
ledge. The walls on this rock formation combat just to get some treasure, if the area 1 — defensive spells first, switch-
are slightly slippery and very smooth. odds seem reasonable. ing to offensive spells if the battle gets
The ledge is roughly 6’ wide and is The derro, a recent addition to Mis- heated, and using his wands only if his
supported by the surrounding rock. This tle’s guards, has been nothing but trou- business or his life is in jeopardy.
outcropping can hold up to 500 lbs. of ble for both Graak and the Master.
weight. The wall behind the ledge ap- Haltik Wrath has received the support 9. The Bridge.
pears to be smooth and featureless. The of the duergar guards and, especially
secret door can be found by a dwarf 20% since finding out about the unfair cut
the guards get from the toll revenues, The bridge, the main feature of this
of the time, by an elf 15% of the time, chasm area, is a unique magical
and by any other character 5% of the he has been concentrating on subvert-
ing both leaders’ power bases. Recently, formation. Apparently, two natural
time. The secret door is opened by press- ledges were altered and extended
ing a small knob of rock underneath the the derro sneaked away to negotiate
with Slissh-Ikil, who presented Haltik from either side of the chasm to cre-
northeasternmost edge of the ledge. The ate this bridge from the living rock.
door slides straight down, a lip on the with a potion as a pledge of his support.
Details of combat plans or other cooper- The bridge is narrow, only about 7’
inside catching the door from falling wide throughout its length. Two
further. To replace the door, the lip must ation have not as yet been worked out,
though. Any combat in this area, how- rough stone columns flank the en-
be pulled up past a catch on the inner trance at either end of the bridge. On
right side of the doorway. ever, is sure to draw Slissh-Ikil’s inter-
est, if not the margoyles’ presence. each stone column, a lit brand smok-
Rapping hard on the second step from ily burns in a torch sconce. Running
the top of the staircase reveals a secret A battle in this area might provide
the opportunity that the derro and his along the sides of the bridge are
compartment similar to that in the stone railings about 4’ high. The
nightstand in area 5. Here can be found supporters have been looking for. Haltik
knows that one of the duergar has a stone of the bridge is relatively
Mistle’s traveling spell books contain- smooth, although the underside of
ing all the spells mentioned in area 3. magical spear, and he feels that the
unknown potion he was given by Slissh- the bridge appears to be very rough.
These books are not here if Mistle has
already left the area. Ikil (a potion of fire breath) could turn
the tide. The derro will not use the If the PCs approach from the north and
potion unless he feels it is the right refuse the verbal challenge of the
7. Approach to the Bridge. The guards on the south side (see area 10), a
description below assumes the party is time for rebellion.
Ogres (2): AC 5; MV 9”; HD 4 + 1; hp physical challenge is made to the char-
approaching from the south. See area 10 acters on the bridge. The ogres, duergar,
for the northern approach perspective. 24, 23; #AT 1; Dmg 1-10; AL CE.
Duergar (4): AC 2; MV 6”; HD 2 + 2; and derro have experience fighting on
hp 16, 15,12,11; #AT 1; Dmg by the bridge and have a specific plan of
As you make your way along the attack for such occasions.
narrow pathway leading to the weapon type; SA surprise on 3 in 6,
psionics; SD save at +4 vs. magical First, a final offer is made (by the
bridge, you hear a mixture of strange strongest duergar) to the PCs to pay the
voices and languages but cannot yet attacks; special immunities (to paraly-
sis, poison, and illusion/phantasm toll instead of fighting their way
see anyone ahead. Rounding the through. If the PCs refuse, the ogres
final bend in the ledge pathway spells), surprise on 1 in 10; see Monster
Manual II; AL LE; plate mail, shield, charge across the bridge, attempting to
brings you face to face with quite a push the adventurers back to the oppo-
motley crew of humanoids: two large hammer, spear (16-hp duergar has a
spear +1). site side. Two duergar follow the ogres
ogres, dressed similarly to those closely, while the other two run for help.
previously encountered but unarmed, Haltik Wrath, derro: AC 3; MV 9”;
HD 3; hp 21; #AT 1 or 2; Dmg by The derro has found a way to safely
four duergar in plate armor, wielding climb along the rough underside of the
short spears and war hammers; and weapon type; D 18; SD 30% magic re-
sistance; AL CE; studded leather armor, bridge; he will try to get beneath the
derro repeating light crossbow (Dmg structure before the battle starts. He

F Special Edition
THE CHASM BRIDGE

has a 65% chance to do this without


being noticed. He then attempts to
surprise attackers either on the bridge
or near its northern entrance. If his
movements have been noticed, his
chance to surprise is 1-3 on 1d6; other-
wise, he surprises on 1-5. The derro can
carry his weapons when he climbs un-
der the bridge. Mistle and the ogres and
duergar from area 1 arrive in two melee
rounds if their help is summoned.

10. The Northern Ledge.

The natural corridor you have been


traveling through suddenly opens
onto a ledge that provides a pano-
ramic view. To the immediate south
and west, the ledge overlooks a deep
chasm. In front of you, seemingly
formed from the ledge itself, a bridge
rises over the chasm and descends to
meet a similar ledge on the opposite
side. On that opposite ledge stand
several guards, their features ob-
scured by the dimness that pervades
the chasm. Two larger figures are
flanked by four or five smaller ones,
and all seem to be holding weapons
of some sort. Above the figures is
some sort of balcony, carved from the
stone of a great outcropping of rock.
Rushing water can be heard, far Slissh-Ikil hears the PCs moving not attacking local travelers or foraging
below in the chasm. along the ledge and dispatches two of for food, they are found here 95% of the
One of the shorter guards moves his cohorts to attack the travelers. time. The bare cave contains a large
forward and speaks: “This be the Slissh-Ikil himself flies out and stays amount of grit, gravel, and sand piled
bridge of Mistle the Great. Stand nearby to see how the youngsters do. If into three mounds. Sifting through the
where you are and prepare to pay the the margoyles take more than one-third stuff in all the piles reveals some trea-
toll.” of their hit points in damage, they re- sure. The two mounds in the southern
treat to their lair at area 12 (they lose end of the cave together contain six
Characters who stand fast are met by the ability to fly if below half hit gems (100 gp (x4), 500 gp, 1,000 gp), 46
the two ogres, who cross the bridge from points). Under no circumstances will gp, 36 sp, and 54 cp. These two piles
area 7. These guards then escort the Slissh-Ikil assist the other margoyles also contain a good number of shiny but
party to the narrow pathway leading here. Margoyles so badly wounded as to useless baubles. The pile of sand and
from area 7 to area 1. The toll-collecting be unable to fly manage to glide down gravel in the north end of the cave con-
procedure described at area 1 proceeds to a ledge far below, just above the tains a large gold pendant in the shape
normally once the party arrives. If the river, where they rest until able to fly of a snake (worth 1,200 gp), 78 sp, and a
PCs make threatening actions or at- again. silver short sword with scabbard (worth
tempt to cross the bridge unescorted, Slissh-Ikil: AC 2; MV 6”/12”; HD 6; 60 gp total), as well as an assortment of
the guards at area 7 start their combat hp 40; #AT 4; Dmg 1-6/1-6/2-8/2-8; SA other worthless shiny items.
procedure (see area 9). 80% surprise near stone; SD +1 or
better weapon to hit; AL CE. 13. Billygoats’ Gruff.
11. The Margoyles’ Alternative. Margoyles (2): AC 2; MV 6”/12”; HD
6; hp 32, 26; #AT 4; Dmg 1-6/1-6/2-8/2-8; Ahead, at the end of the ledge, you
As you round a bend in the narrow SA 80% surprise near stone; SD +1 or can see a strange bridge. Two smooth
ledge beside the chasm, a rush of air better weapon to hit; AL CE. stone pillars are sunk into stone
whips past your face. Suddenly, you ledges on each side of the chasm.
are set upon by thrashing horns, 12. The Margoyles’ Lair. This large Tangles of thick wire and rope are
fangs, and claws, all seemingly made and smelly cave can be reached only by pulled through holes in the pillars
of stone. flying or climbing. It is 60’ above the and secured by wrapping and tying.
ledge where the area 11 encounter Three twisted lines of wire and rope
takes place. When the margoyles are

DUNGEON G
THE CHASM BRIDGE

14. The Western Passage. won his support for the rest of his life,
are stretched across the chasm, each though he will remain in this area.
attached to the others by a series of
small twists of rope and wire. It The natural stone passage you have The unfriendlier denizens of the area
been traveling in suddenly turns can be a source of further adventure as
appears that the bridge is crossed by well. The margoyle, Slissh-Ikil, has
walking on the lower of the three east, and a cool, misty draft blows
into your face. A few feet beyond the contacts with other margoyles and
ropes while using the other two for many evil creatures up and down the
handholds. The sound of rushing turn, you break out of the passage
onto a ledge overlooking a vast and length of the chasm. This evil monster
water can be heard from far below. also keeps many important personages
Unfortunately, it looks like you deep chasm. Through the dimness,
you see the faint outline of a bridge in the underworld informed on the com-
have other things to worry about ings and goings of travelers through
right now. A large, winged, stone about 50’ south. The bridge spans the
gap between the two ledges, and on this area. The derro and duergar both
creature descends from the darkness have contacts with others of their ilk in
of the chasm’s ceiling to settle on the the southernmost of these ledges you
can see several shadowy figures. the immediate area. The toll-collecting
nearer of the bridge’s foundation duergar could be skimming money off
ledges. Your choice of movement is fairly
limited, however. The rough stone the top of the revenues, while Haltik
ledge you stand on narrows as it Wrath’s agreement with the margoyles
From this location, Slissh-Ikil makes could become a major problem for Mis-
himself known to the travelers who bends south, hugging the western
cavern wall. The air is damp, drafty, tle and the chasm bridge guards.
dare to traverse his pathway and Finally, a coalition of underground
bridge. He presents himself in a menac- and cold. The sound of rushing water
can be heard in the distance. merchants and citizens may become fed
ing manner, either prior to the charac- up with paying the toll and hire the PCs
ters’ crossing the bridge from the north to do away with Mistle and his crew. If
or when the party is approximately 20’ As the PCs approach the bridge, they
are challenged by Slissh-Ikil (see area successful, the PCs will then have to
from the bridge approaching from the contend with the margoyles in order to
south. He avoids combat by flying off 13) and the two younger margoyles. See
area 11 for their statistics. There is a prevent the monsters from taking over
the ledge just before the PCs reach him, the newly liberated bridge for their own
and maneuvers around to harass char- 50% chance that PCs entering the area
from this point will walk out while one purposes.
acters as they try to cross the rope-and-
wire bridge. If they are alive, the other or more of the margoyles is clinging to
two margoyles join in the fight, using the rocks nearby in a perfect position to
Slissh-Ikil’s tactics as described below. attack the group from surprise.
Slissh-Ikil attacks only those PCs who
cross the bridge, and only those with Continuing the Adventure
little or no armor protection (AC 6 or This encounter can be used over and
higher). The margoyle has learned sev- over again as the PCs pass through this
eral things from dealing with travelers area, perhaps on their way to and from
on a frequent-basis — particularly that the surface or an underground base of
the best fighters usually wear large operations. The adventurers can easily
pieces of shiny metal on their bodies. become involved in the intrigue of the
Slissh-Ikil attacks characters when they encounter area, taking whichever side
are approximately halfway across the they feel inclined to support. Any of the
bridge. He swoops down, slashing with NPCs can become well known to the If this sample adventure
his claws (two attacks for 1-6/1-6 hp characters and can be a good source of whets your appetite for
damage). A successful attack by the rumors and information leading to
margoyle requires a PC to make two
more, fill out the subscrip-
other adventures. The PCs might even
successive dexterity checks on 1d20 to strike up a (dangerous) friendship with tion card in this issue and
avoid falling off the rope bridge. If only Mistle, as it has been a long time since sign up for a year’s worth of
one check fails, the PC hangs onto the the mage has spoken to other people DUNGEON™ Adventures for
bridge by 1-3 of his limbs and can con- from the surface. Though evil, he is still
tinue to hold on for 1-3 rounds per limb. reasonably honest about his intentions only $18.00. Each issue is
Failure of both checks indicates that the and is fairly charismatic. He may offer filled with 64 pages of ad-
PC has fallen into the chasm (see “For the PCs lodging in his humble abode ventures for the D&D® and
the Dungeon Master”). Slissh-Ikil con- (which is safe, though uncomfortable),
centrates his attacks on characters perhaps in trade for their tracking down
AD&D® games. If the card is
hanging from the rope bridge, if any. some rare spell component or other missing, write to: Subscrip-
The bridge, upon closer inspection, is required item. The mage might also tions, DUNGEON Adven-
a unique and fine piece of workman- express an interest in accompanying the tures, P.O. Box 110, Lake
ship, completed by the svirfneblin only party on an expedition to find the asso-
a few months ago. It is an elegantly ciates (or their remains!) who left him Geneva WI 53147.
simple three-rope suspension bridge. here a year ago. Anyone who manages
to regenerate Mistle’s missing leg has

H Special Edition
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Product No.: 8966

The Demon Hand


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by R.A. Salvatore Rights Reserved.
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©1988 TSR, Inc. A11 Rights Reserved Group, Inc.
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Product No.: 9223

DRAGON 59
60 MARCH 1988
DRAGON 61
Is it possible to get a captured
by Skip Williams monster to change its alignment?
Intelligent monsters might very well
If you have any questions on the games “turn a new leaf” if given the opportunity.
produced by TSR, Inc., write to: The change of heart might not last, how-
Sage Advice ever. This depends on how well the mon-
c/o DRAGON® Magazine ster is treated and if its lot is really
TSR, Inc. improved by the alignment change.
P.O. Box 110
Lake Geneva WI 53147 Certain monsters have no listed
This month, “Sage Advice” dispels some hit dice, only a fixed number of hit
monster mysteries that have baffled DMs points. How do you figure out their
in AD&D® game campaigns. effective hit dice for things like sav-
ing throws and combat ability?
General information Unless the creature’s description states
otherwise, divide total hit points by 4.5 to
Will a monster join a character get hit dice.
party if invited?
Possibly, if its reaction is favorable and it Where are monsters’ psionic abili-
has something to gain from joining the ties explained?
party. An evil monster might join in order In the Players Handbook, starting on
to get an opportunity to turn on a party page 110, and in the Dungeon Masters
unexpectedly. Guide, starting on page 76.

Index to Advertisers
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insert card Gameskeeper* . . . . . . . . . . . . . .86
Armory . . . . . . . . . . . . . . . . . . .87 GEN CON®/ORIGINS™
Bally Midway . . . . . . . . .Back cover Game Fair . . . . . . . . . . . . . .57
Bard Games . . . . . . . . . . . . . .72 Grenadier Models UK Ltd*. . . . . . .31
Columbia Games & Guardroom* . . . . . . . . . . . . .44
Publications Inc. . . . . . . . . . .19 KJC Games* . . . . . . . . . . . . . . . .74
Crazy Dwarf* . . . . . . . . . . . . . .24 Leading Edge Games . . . . . . . .33, 96
Dixon Miniatures* . . . . . . . . .33 Legend* . . . . . . . . . . . . . . . . . .34
DRAGON® Magazine . . . . . . . .48, Leisure Games* . . . . . . . . . . . .63
insert cards Mayfair Games, Inc. . . . . . . .71, 93
DUNGEON™ Adventures . . . .45, Palladium Books . . . . . . . . .13, 67
insert card Pegasus Productions . . . . . . .20
Esdevium Games* . . . . . . . . .85 Peterborough Role-Games* . . .68
FASA Corporation . .25, inside back Prince August Ltd.* . . . . . . .69
cover Rafm Co., Inc. . . . . . . . . . . . . . .8
Final Frontier* . . . . . . . . . . . .39 Ral Partha Enterprises, Inc. . . .27
Flying Buffalo Inc. . . . . . . . . . .44 South London Warlords* . . . . .14
Game Designers' Workshop . . . .7 Spirit Games* . . . . . . . . . . . . . .80
inside front cover Steve Jackson Games . . . . . . . .34
Game Systems Inc. . . . . . . . . . . .28 TSR, Inc. . . . . .35, 39, 59, 62, 94, 95
Gamers in Exile* . . . . . . . . . . . . .30 21st Century Games . . . . . . . . . .77
Games Workshop US . . . . .1, 31, 97 Warlord Games Shop* . . . . . . .82
Games World* . . . . . . . . . . . . . . .74 West End Games . . . . . . . . . . . . . 9, 15
* United Kingdom

62 MARCH 1988
Miscellaneous monsters No; weapon specialization is for the ster Manual. Since any group of two or
fighter class only. I suppose, however, more dragons is a mated pair with young,
What weapons will work on an that some very extraordinary and rare the maximum number of eggs in a clutch
ochre jelly? humanoids might actually have fighter is the maximum number of dragons ap-
None. An ochre jelly splits into smaller training, and so could specialize. pearing, minus two. Since most dragons
creatures when struck by weapons. appear in groups of one to four, most
If a spell-caster eats obliviax con- dragons lay one or two eggs. Faerie
How do you determine if a weapon taining spell memories, can he ex- dragons, which appear in groups of up to
striking a gray ooze corrodes? ceed his normal spell load? When a six, lay up to four eggs. The minimum
Have the weapon roll a save vs. acid (see character gains spells from the number of eggs laid is one. If one assumes
the DMG, page 80). moss, at what level are they cast? that young dragons stay with their parents
Also, the Monster Manual II says at least until they reach the subadult stage
The Monster Manual says that that failing a save vs. poison after at 16 years, each clutch must be at least 16
golems can be hit by magical crea- eating the moss will cause a charac- years apart, since dragons would be found
tures that have as many as or more ter to become very ill. What are the in larger groups if they laid eggs while
hit dice than the golem. What is a game effects of this illness? rearing young.
magical creature? Spell-casters can exceed their normal
This is a limitation on the Creatures memorized-spell maximums and even cast The mind flayer’s main attack is a
Struck Only By Magic Weapons table spells from other classes, providing that mind blast. What is this exactly?
found on page 75 of the DMG. In order to the save is successful. Any spells gained How often can it be used?
affect a golem, a creature must have an are cast at the level of the character who This is identical to the psionic attack
attack equal to a magic weapon of the lost them to the moss, as decided by the mode psionic blast. It is usable once per
appropriate bonus and have hit dice equal DM. The effects of the illness are up to the melee round — as long as the user has
to or greater than the golem’s. For exam- DM; I recommend that the afflicted char- sufficient psionic strength.
ple, a flesh golem is struck only by +1 or acter suffer the loss of 1 hp and one point
better magical weapons. A werewolf, of constitution per turn. If the character The DMG has a table giving the
being itself struck only by magical weap- should reach zero hit points, he dies im- range of hit points for zero-level
ons, is the equivalent of a +1 weapon mediately; if his constitution drops below humans in various occupations. Is
according to the DMG table. However, it three, he becomes totally incapacitated there similar information some-
has only 4 + 3 HD and the golem effec- until the illness passes (see the Monster where on zero-level demi-humans?
tively has 9, so the werewolf cannot harm Manual II, page 96). Constitution points There are no zero-level demi-humans
the golem. are regained at the rate of one point per except for halflings; refer to the race
turn after the illness passes, but the dam- descriptions in the various monster tomes
Is there any way to fight a phase age remains until cured or regained for information on demi-humans with no
spider without magical aid? Can the through rest. character abilities.
victim of a phase spider return the
attack even if no one else can? Do hold or charm person spells
The Monster Manual says that gold
A phase spider can phase in, attack, and work on draconians from the
dragons can polymorph themselves
phase out before its opponents can strike DRAGONLANCE® Adventures world
without harm. Explain this.
if it has the initiative; otherwise, it may be of Krynn? Do rangers get giant-class
A gold dragon has effectively unlimited
attacked normally. Phase spiders go to the damage bonuses against them?
use of polymorph self spells, and makes no
Ethereal plane when they phase out, so Draconians are not giant-classed mon-
system shock survival rolls in using them.
ethereal beings can attack them. sters, but they are “persons,” and the two
spells you mention do affect them.
Does a giant or other large mon- The duergar from the Monster
ster get strength bonuses? How many eggs do dragons lay in Manual II is listed with the psionic
No, not unless the creature’s description a single clutch? How much time ability molecular attraction. Is there
says it does. Monsters’ strength bonuses passes between the laying of such an ability?
are usually subsumed in their damage clutches? No; this was a typo. The actual discipline
ranges. For special encounters, you can This is not difficult to determine from is molecular agitation.
assign monsters weapon types and damage information given on page 30 of the Mon-
ranges (DRAGON issue #109 contained an
article on giants’ strength bonuses and
weapons), but be sure to alter their
experience-point value if you do.

Most giants can catch missiles;


what missiles can they catch?
Giants have a chance to catch boulders
hurled by other giants or by siege engines.
They cannot catch arrows, ballista bolts,
or other compact and streamlined missiles.

Can humanoid monsters use


wands and other magical devices?
No, but witch doctor or shaman types (if
allowed for the humanoid race in ques-
tion) can do so; see page 40 of the DMG.

Can humanoid monsters use


weapon specialization?
D R A G O N 63
by Kim Eastland

Most GAMMA WORLD® game GMs have


it happen to them when they least expect
it. A player is generating a new character,
or something has further mutated a player
character (such as the Alpha Factor Gener-
ator in the GW6 Alpha Factor module),
and the magic number rolls up: 90, New
Mutation. Suddenly, the routine of listing
the normal mutations is gone, and the GM
has to provide a brand-new power for the
PC. Fortunately, sources for new muta-
tions abound. Spells from AD&D® game
books, superpowers from the MARVEL
SUPER HEROES® game, and material from
other RPGs are the best places to find
inspiration. The GM can also take notes
while he is running his campaign when a
player says something like, “Boy, I sure
wish I could create a light of my own.”
Most players will be glad to have their PCs
receive the power they helped create.
But for all the sources and inspiration, it
still takes time to create new mutations.
This list of new mutations is for those GMs
whose time is tight and who prefer that
someone else did the work. These statis-
tics are for the third-edition (1986) game.
A range of “Sight” refers to normal sight; a
range of “M. Score” means the mutation
score is used.
270° Sight (S) Physical Energy Healing (C) Physical There is a 1-in-6 chance that a mutant
Range: Sight Duration: Constant Range: Touch Duration: Constant can also use this mutation as a light-flash
Modifier: None Use: Constant Modifier: CN Use: Constant attack for one turn, once per day. All
Number: Self Effect: New Sense Number: One Effect: Healing creatures within the affected radius suffer
Description: The character has multiple Description: The mutant has a power a mutation attack and must save vs. Dex-
optical sensors around his head, giving similar to the energy metamorphosis mu- terity or be blinded for 1 turn per result
him a 270° field of vision. The character tation, except that the healing he can factor. Those who do save are still stunned
adds his mutation score to his surprise roll perform by the transformation of energy for 1 turn.
when in front of a party or when operat- only applies to other creatures, not to
ing on his own. This bonus is never added himself. After making a successful Material Transparency (C) Mental
to the party’s surprise check, however. mutation-score roll to absorb the energy Range: Touch Duration: Perm.
The character can focus in a certain direc- and prepare to transfer it, the healer Modifier: MS Use: 1 per 6 hours
tion, but is still aware of things going on needs to touch a creature to heal it. The Number: Variable Effect: Special
around him beyond the normal range of healing energy is immediately transferred, Description: The mutant can touch an
vision. The mutant checks against his but the mutant must concentrate for one item or a material and — without changing
mutation score when attempting to iden- full turn for the transference to be com- that materials strength, armor class, etc.
tify something he is not actively examin- pleted. Any organic creature can be — turn it permanently transparent. Living
ing. Because he is so optically enhanced, healed in this fashion. The amount of hit organisms are not affected by this action,
however, the subject suffers one additional points healed during any one turn equals although inanimate matter may be by
base point of damage from light attacks. the base damage of the absorbed attack, making a special roll. The column on
times a mutation-score result-factor roll which this action is rolled differs for every
360° Sight (S) Physical result -1 RS. The mutant must heal some type of material. The being must start
Range: Sight Duration: Constant creature by the end of the turn following with Rank 20, then subtract one column
Modifier: None Use: Constant the turn in which the attack was taken, or for every material strength (ST) rating of
Number: Self Effect: New Sense else lose the energy and take half the the material being altered (stone, being ST
Description: The character has multiple damage from the attack, no matter what 16, shifts 16 columns to the left on column
optical sensors around his head, giving the mutant’s normal immunities are. 4). The mutant may then shift the rank
him a 360° field of vision. The character upward with his Mental Strength modifier
cannot be visually surprised. This bonus is Genius Capability — Sociological by one column per point of the modifier.
never added to the party’s surprise check, (S) Mental The amount of material turned transpar-
however. The GM must roll for the party Range: Body Duration: Constant ent is up to the mutant, with a maximum
separately, then determine what the char- Modifier: IN Use: Constant area of a 30cm square or cube multiplied
acter with this mutation intends to do. The Number: Self Effect: Special by the result factor; green indicates 60cm,
character can focus in a certain direction, Description: This mutant’s mind is par- yellow indicates 90cm, etc. This mutation
but is aware of things going on all around titularly acute when dealing with sociolog- is best used on items that a party member
him. He rolls against this mutation score ical information (laws, mores, cultural wishes to see through, like ammunition
when checking for anyone moving behind types, etc.). As a result, he adds this muta- clips, walls, etc. Successful material trans-
him, trying to pick his pocket, or perform- tion score to his Intelligence when using formation makes the material as clear as
ing similar actions. Because he is so opti- this type of information. Furthermore, he glass. Failure has no effect.
cally enhanced, a mutant with this power gains the Bargain skill (or gains another
suffers double damage from light attacks, such skill level if he already has it), along Mental Retention (C & S) Mental
and must roll his mutation score or be with a +1 RS in his favor when rolling on Range: Body Duration: Constant
blinded for 1d10 minutes. the Impress, Pacify, Parley, and Encounter Modifier: IN Use: Special
Reaction Charts. Number: Self Effect: Retention
Dark Creation (C) Physical Description: The mutant can accurately
Range: M. Score Duration: 10 min. Light Creation (C) Physical remember any information he hears or
Modifier: MS Use: 3 per 24 hours Range: M Score Duration: 1 hour sees. (This mutation is only useful if the
Number: Variable Effect: Darkness Modifier: MS Use: 1 per hour mutant can read or speak the relevant
Description: This mutation allows a Number: Variable Effect: Illuminate language; otherwise, he must make a
character to emit an area of darkness Description: The mutant can cause his mutation-score roll to remember gibberish
equal in a radius of meters to his mutation body to glow, emitting light in a radius or runes he does not comprehend.) This
score. This darkness is not of sufficient equal in meters to this mutation score. mutation can be invaluable to an adventur-
intensity to harm anyone by itself, but it This glow is not of sufficient intensity to ing party in a number of ways. For exam-
does block all illumination of an intensity harm or blind anyone, but does provide ple, if the party is given explicit
up to that of a glow cube. All other bright illumination equal to that of a glow cube. instructions, as they are in the current
lights — including that of floodlights, a Once activated, this light glows until the GAMMA WORLD game series of modules,
light generation or light creation mutation, end of its duration (unless the mutant this mutant can remember the instruc-
etc. — have their intensities reduced by consciously turns the mutation off), even if tions word for word. He can look at a
half, which also applies to range, damage, the character is unconscious or dead. The diagram of an item or creature and be
and so on. The user of this mutation can- only drawback to this mutation is that the able to recognize it on sight. He adds four
not see in his own area of darkness. Un- mutant using this power is often the most skill levels to any Singer, Poet, or Story-
less consciously turned off, this darkness obvious party member, and might draw teller talent or skill he chooses, as his
exists until the end of the duration set for creatures at night as does a campfire. repertoire becomes vast. If he makes his
it, even if the character falls unconscious mutation-score roll, he can also remember
or dead. cryptic runes and have them interpreted
later by someone who might know them.

DRAGON 65
If the GM feels this mutation might Silence Field (C) Physical cast beams through that area are jammed
unbalance his campaign, he could have the Range: M Score Duration: Variable until the field disappears because of time
mutant make a mutation check in order to Modifier: CN Use: 2 per 24 hours duration, the mutant’s will, or the mutant
remember something. A black result indi- Number: Variable Effect: Sonic being rendered unconscious. Radio, televi-
cates mistaken information; white indi- Dampening sion, communicators, security and surveil-
cates the gist of the information is Description: The mutant can generate a lance equipment, and similar devices are
recalled; other colors indicate more exact- field of silence around himself that ex- completely jammed, as are broadcast-
ness, with red meaning a special insight tends in a 2-meter radius centered on the power beams which robots and large
into the information (given by the GM). user. He turns the field on by making a machinery use. Radar and sonar of all
mutation-score roll; the field remains in types are also completely blocked.
Mulecular Rearrangement (C) place until the mutant either loses concen- Strangely enough, telepathy and empathy
Mental tration or an hour passes, whichever mutations are also affected, and any mu-
Range: Touch Duration: Constant comes first. The mutant may move around tant using them must make a Mental
Modifier: MS Use: 1 per 6 hours while concentrating on this mutation, Strength save or suffer Mental Shock.
Number: One Effect: Special although he may never fight. The field
Description: The mutant can rearrange completely eliminates all sound that enters Water Walking: (C) Mental
the molecules in an inanimate, nonliving it; this includes all sonic attacks. Anyone Range: Special Duration: Constant
item by merely touching it. When making else in this field during a sonic attack is Modifier: MS Use: Constant
a mutation-score roll, the mutant can alter also exempt from its damage. The PCs are Number: Self Effect: Special
the size, shape, or basic structure of the forbidden to talk to anyone within the Description: The mutant can increase
item. Thus, the being can change a piece field, as no sound can be heard at all (in- the surface tension of the area beneath his
of metal into a basic tool with which he is cluding pleas for help made out of the feet (and hands or paws if he is quadrupe-
familiar, a pile of vegetation into edible party’s sight). A silence field grants the dal or crawling an all fours) so that buoy-
food, or a branch of wood into a bow. user +20 to any surprise roll he makes. ancy normally lacking in the surface
Some restrictions apply; for example, the beneath him suddenly exists, thus allowing
item or material created must be the same Sonic Bellow (C) Physical him to move across the surface walked
weight as the material with which the Range: 15m radius Duration: Constant upon as if it were packed earth. This al-
mutant began. Materials cannot be Modifier: CN Use: 1 per hour lows the mutant to walk across sand, mud,
changed into other materials, such as Number: Variable Effect: Sonics thin ice, and similar surfaces without
metals to wood. Also, any item created Description: The mutant can generate sinking into them, at his full movement
must be simple and must be something high-frequency sound waves that cause rate. He also can walk across closely
with which the character is familiar. If the damage to organic and inorganic material packed fields of grain or long grass, or
GM wishes to allow more complicated or in a 15-meter radius. Use the mutation water of intensity A to 6, but at one-half
detailed tools and items to be created, he score for the attack rank; the base damage his normal movement rate. If the fluid’s
should assign a greater Difficulty Factor to is equal to one-half the mutation score to conditions are greater than 16 (steady
the mutation-score roll. The maximum all organic and inorganic materials under current with 30cm to 60cm waves), the
amount of weight in kilograms that the material strength 10. mutant must make a mutation-score roll to
mutant can change at any one time is remain on his feet every 500 meters he
equal to his mutation score. This mutation Sonic Roar (C) Physical moves, and he only moves at one-quarter
also allows the being to purify tainted food Range: 30 meters Duration: 1 turn his normal movement rate. He can never
or water. Modifier: CN Use: 1 per 24 hours walk on churning water that is greater
Number: Variable Effect: Sonics than I18.
Plasma Spheres (C) Physical Description: The mutant can emit ex-
Ranger: Touch Duration: Special tremely high-frequency sound waves once Weather Summoning (C) Mental
Modifier: CN Use: 1 per 4 hours every 24 hours. These waves cause dam- Range: 250 meters Duration: 1 hour
Number: One Effect: Special age to the exposed tissue of everyone in Modifier: IN Use: 1 per 24 hours
Description: By making his mutation- the direction that the mutant releases the Number: Self Effect: Special
score roll, the mutant can create a sphere roar. The mutant picks the target; every- Description: This mutation is similar to
of stable, invisible plasma by merely one within three meters of the target or in the weather manipulation mutation. It
touching a solid surface. The sphere is a straight line between the mutant and his allows the mutant to alter the weather by
only 1cm in diameter, and can only be target also receives damage. The base as much as 40°F in an area within a diam-
seen by the mutant producing it and any- damage for this attack equals one-half the eter of 250 meters, but does not give him
one with infravision. The plasma sphere mutation score plus three points. Inor- control over how the weather progresses
remains wherever the mutant initially ganic targets gain a -1 RS to the damage from there. He must make a roll on his
places it, whether on a path, on an item, in suffered. mutation score -3 column shifts to
a doorway, etc. If a person other than the change the weather. The mutant cannot
sphere’s creator touches the object, it Static Field (C) Mental control the wind‘s speed or direction, and
becomes unstable and explodes immedi- Range: Special Duration: 30 min. has no control over the effects of a storm
ately. The radius of the explosion is one Modifier: MS Use: 2 per 24 hours system. The only control the mutant has is
meter, and the base damage equals one- Number: Variable Effect: Special over the temperature. The desired tem-
half the mutation score. Untouched Description: The mutant can generate a perature is reached in five minutes, and
plasma spheres fade away into nothing static field either centering around himself remains there until either an hour has
ness after 1d6 +6 days. or centering on a place or object up to 30 passed or until another creature uses the
meters away. On a successful mutation- weather summoning mutation to return it
score roll, the field activates and covers a to normal.
30-meter radius. Transmission of broad-

66 MARCH 1988
systems, and a “from the ground up” ap- Stakes Gamble accessory pack, will intro-
by Douglas Niles proach — releasing an essentially new duce more advanced rules for certain
game that would (we hoped) appeal to the game functions. High Stakes Gamble
The chance to design the TOP SECRET/ fans of the original game. You, the players, greatly expands the vehicle rules for the
S.I.™ game was a marvelous opportunity, were willing to give the redesign a chance. new game, giving specific damage loca-
but a mixed blessing. Revise a game that As a result, the game is a success, and the tions for vehicles, new maneuvers, and
has been around almost as long as the majority of gamers (if the mail is any indi- procedures for a number of special situa-
hobby itself, with a significant — if not cation) are happy. tions. Boats, aircraft, and motorcycles are
large — following of devoted gamers, and The hard-core level of realism inherent differentiated more completely than was
the potential for trouble becomes real. in the original TOP SECRET game is some- possible in the TOP SECRET/S.I. game box.
Well, I can breathe again. Thanks to all thing we have not forgotten. However, Our attention now turns to supporting
of you who wrote to tell us (Warren Spec- there is almost a direct correlation be- the TOP SECRET/S.I. game, and I think
tor, the game’s editor and developer, and tween the level of detail presented in a you’ll find that we are doing this diligently.
myself) how much you like the new game. game system and the amount of time One of the problems with the old game
The letters have been running 5 to 1 in needed to resolve a given gaming situa- was the infrequent publication schedule of
favor of the redesign. tion. A game system that is built around support product. We are determined to
An occasional voice of dissent calls for a only a few game mechanics (such as the prevent this problem from affecting TOP
return to the traditional values of the TOP SECRET/S.I. game’s Attribute Check) SECRET/S.I. games.
original TOP SECRET® game. These criti- can absorb more detail without a great But we’re not just producing support
cisms can be grouped into two basic cate- effect upon playability. Therefore, some of material! We are talking about alternate
gories: those who miss the painstaking the new accessories will include great campaign possibilities such as 1930s pulp
attention to detail in the original game, amounts of detail. Merle Rasmussen’s The or near-future super-agent adventures. In
and those who object to our tampering G4 File: Guns, Gadgets, and Getaway Gear addition, you will be able to draw upon a
with a “classic." is one of these, providing information wealth of background material for our
Indeed, TOP SECRET is about as much of about a wealth of espionage and adventur- “official” campaign, pitting the Orion Foun-
a classic as our industry has to offer. If it’s ing equipment — far more things than dation against the nefarious activities of
any consolation, we didn’t undertake the could possibly have been covered in the the Web. We will publish source books
revision lightly. We considered a partial boxed game itself. detailing the conflicts between these two
revision of the rules, a redesign of select Other accessories, such as the High agencies, as well as settings for Orion
Foundation offices and modules.
Neither are we neglecting the real-world
aspect of the game. One of our first sup-
plements, the Covert Operations Source
Book by John Prados (a noted game de-
signer and writer), details the histories of
the KGB and CIA, then provides the reader
with dozens of authentic case histories
involving the rivalry between these two
agencies. This book is a must for the
player who wants his campaign to reflect
the realities of international espionage.
A number of people have sent in the
boxed-game membership cards, and the
real “Orion Foundation” is growing faster
than we anticipated. By the time you read
this, those of you who have signed up
should have received your first official
newsletter. As you’ll see, our plans take us
into 1990 and beyond. You can rest as-
sured that the TOP SECRET/S.I. game will
receive support for years to come!

68 MARCH 1988
DRAGON 69
But maybe you prefer a game where
brains are more important than hardware;
where everything that happens is based
on sound, scientific facts; where the tech-
nology, although impressive, seems plausi-
ble — i.e., a hard science-fiction game.
Sure, Einstein always seems to be forgot-
ten; you’ve got to have interstellar travel
or else no one ever gets out of the Solar
System. But the rest feels realistic, like a
future projection of present-day technol-
ogy with a few imaginative twists thrown
in to spice things up. The aliens feel right
too. No green, bug-eyed monsters here;
aliens have realistic societies and cultures,
and proper motivations to boot. They may
not be very nice, but they tick in all the
right ways.
In the hard science-fiction genre, you
surrender if someone points a laser at you.
In real life, you wouldn’t expect to make a
break for it and escape unscathed. The
hard science-fiction genre oozes realism.
To deal with the problems thrown at you
by the uncaring universe, brains are
needed more than blasters.
Then again, science-fiction games may
conjure up visions of gigantic robots stalk-
ing the landscape, armed with such a vast
array of lethal weapons that a modern-day
armored division is as effective against
them as a group of ants against a human.
Hardened warriors encased in tons of
protective armor stride across alien land-
scapes, blasting all they see with the im-
pressive array of weapons at their
command. This is an age where militarism
is the norm, and the way of the warrior
has transcended such weapons as swords
in favor of huge, metallic constructs.
While closely related to space opera, the
giant-robot genre also steals liberally from
hard science fiction. The robot warriors
are tough and efficient, but so is the oppo-
sition. Those robots don’t run forever;
they must be repaired and maintained. If a
critical hit blows the robot to bits, there’s a
good chance the pilot is going to be
smeared halfway across the planet.

STAR WARS®: The Roleplaying Game


Science-fiction role-playing game
West End Games $14.95
Design: Greg Costikyan
Editing: Eric Goldberg, Paul Murphy, Bill
Slavicsek
mor, throw away your +3 sword, and Art direction: Stephen Crane
©1988 by Jim Bambra pick up a trusty blaster. Swap laser blasts "Rebel Breakout” adventure: Curtis Smith
with the best that the evil galactic empire Solo adventure and adventure ideas: Ken
Looking for a science-fiction role-playing can throw against you. Zip around the Rolston
game? Well, what kind do you want? Sci- universe in your customized starship in
ence fiction is a vast genre: it has space, search of adventure and epic battles. Who can forget the impact of the open-
the final frontier, high-tech gadgetry, and Space opera is a genre where the heroes ing scenes of the movie Star Wars: a star-
faster-than-light spaceships — but are you always escape from the jaws of death, and ship futilely trying to outrun and outgun a
after space opera, hard science fiction, or none of the opposition’s megadeath-dealing pursuing vessel that made its prey look
giant robots blasting each other into slag? machines ever seem to hit the good guys. like a one-man fighter? The pursuer was
Space opera bears more than a passing The laws of science are cheerfully plun- big — real big! It promised action on a big
resemblance to the ideals of heroic fan- dered to come up with impressive-looking scale. Blasters zapped down the corridor
tasy. Fans of swords and sorcery, where gadgetry. If so-called scientific theory gets as storm troopers broke their way into the
larger-than-life heroes deal with all comers in the way of a good adventure, throw it ship. Then he appeared — tall, dark, and
in a suitably heroic fashion, feel right at out and come up with some suitably grand sinister. Darth Vader was larger than life
home here. Just peel off your magic ar- alternative. and utterly ruthless, a megavillain who

70 MARCH 1988
made your average fantasy megalomaniac you can perform an action, you bounce are rated similarly to skills and function in
look like a wimp. your dice on the table and total the score. the same manner. With these powers, it’s
The movie moved at a scorching pace as This is compared to the difficulty factor of possible to read minds, resist extremes of
the heroes took on impossible odds and the action — 5 for very easy actions and temperature, absorb incoming blaster
won. TIE fighters screamed across the 30 for nearly impossible actions. bolts, and generally act like a Jedi or Darth
screen as rebel X-wings desperately at- Ever wonder how the heroes in the Star Vader. However, you’ve got to be good, or
tempted to hit the Death Star’s vulnerable Wars movies can climb up a line to an else you slip over to the Dark Side.
point. This was classic stuff indeed, and it Imperial AT-AT walker, slice the hatch GM’s tips: STAR WARS: The RPG excels
didn’t end there. In The Empire Strikes open, toss in a grenade, then scoot back in providing GMs with suggestions on how
Back and The Return of the Jedi, the char- down in one fluid motion? Or why the to get the best out of the game. After
acters and plot developed until we all Imperial storm troopers can hit everything reading this book, GMs should be able to
knew about the Jedi and the Force, the but those heroes? Most game systems can’t present colorful and fast-moving adven-
relationships between the characters, and handle these maneuvers. Characters are tures. Whether it’s speaking in character,
the depth of George Lucas’s vision. usually restricted to one action, or are making funny noises, setting the scene,
Now, with STAR WARS: The Roleplaying expected to spend and keep track of action pacing the adventure, or simply handling
Game, players can experience the thrill of points in the process, interrupting the the mechanics, it’s all there. Lots of staging
battling the Empire. This game has it all: flow of the game. How can the heroes get tips are given, and sample dialogues pro-
nifty rules, fast, heroic action, star- around in STAR WARS: The RPG? vide colorful examples of play.
spanning conflicts, and lots of fun. The answer is simple: The heroes are The GM is encouraged to improvise in
Background: Have you seen the mov- heroes, and heroes can do the truly he- situations not covered by the rules and to
ies? Then you already know the back- roic. The game system reflects this level of shamelessly fudge the game’s mechanics
ground. Bright images fly into the mind action neatly and convincingly; a character for dramatic effect. The emphasis is on
from each page of the rules. Characters can carry out any number of actions a keeping the action moving, not on getting
and scenes from the movies come to life in round. The only restriction is the number bogged down in rules discussions. If the
game terms in a most effective and pleas- of dice available for the skills. The first rules are about to ruin the adventure,
ing manner. action is carried out using the stated num- ignore or alter them to keep the action
Presentation: STAR WARS: The RPG is ber of dice for the skill; the second action flowing. The message is to have fun, and
a 144-page hardbound book, complete uses one fewer die; the third action uses you are clearly shown how to do it.
with neat color plates. All the essentials two fewer dice, and so on. Sooner or later, Introductory adventure: A short
are included: character generation, com- you’ll run out of dice and actions. solo adventure teaches the rules and gets
bat systems, skills, space travel, the Force, And if somebody shoots at you, you across the feel of the game in a lively and
hardware, game master’s tips, and an dodge. Roll your dodge skill and add it to entertaining manner. In the adventure for
introductory adventure. Of special note the difficulty factor of the firer. This costs group play, a script read by the players
are the advertisements which appear you one die from your next action, but it and GM summarizes why the PCs are
throughout the book, offering a great sure beats being blasted. What could be there and dumps them right into a fight
career in the Imperial Navy or a four- simpler? with Imperial storm troopers. There is no
week, grand-galactic tour. Maybe you Fast action without cumbersome calcula- way to back out of this situation and no
want hardware: How about a handy R2 tions means the game moves at the pace of problems with whining, recalcitrant play-
astromech droid or a T-65 “X-wing” the movies. This system covers everything ers. (“But I don’t want to go there.” “Too
fighter? in the game, whether its a shootout in the late; you’re in. What are you going to do?“)
Character design: This is simple and space port, zapping the Death Star with The adventure is linear, although the GM
fast. There are 24 character types to your X-wing, or programming a computer. is encouraged to expand it if desired. Still,
choose from, each one presented as a During adventures, characters earn skill since the scenario describes a chase
template to be customized by the player. points that are spent to improve skills. The through an abandoned mine, expansions
The templates cover such diverse charac- number of dice currently rolled for the aren’t really going to alter its linear as-
ters as smuggler, bounty hunter, failed skill equals the number of skill points pects. Even so, the scenario is a fun
Jedi, quixotic Jedi, the Kid, the armchair required for an improvement. To take dungeon bash that moves at a rapid pace
historian, the Wookie, and the Ewok. your blaster from 5d6 + 2 to 6d6 costs 5 and contains some excellent staging.
There are lots of nice stereotypes, and the points. The higher the skill, the more you Ten outlines for designing your own
ambitious can even design a droid to play. have to pay. Given time, you can end up adventures round out the package. These
Each character comes with a colorful with a very fast-moving, fast-acting, and provide plenty of hooks and enough stag-
background, personality, and an in- truly impressive character (without the ing tips to make it easy to turn them into
character quote. There are no problems complicated book-work offered by other fully fledged adventures.
here; simply grab your character type, systems). Evaluation: STAR WARS: The RPG is an
read the background, and you’re away. If Of course, there’s the Force. Every char- excellent action-oriented game which
you don’t like the background, you can acter starts with one Force point, and this perfectly captures the flavor of the mov-
always change it. can be spent to double the dice rating of ies. Its colorful background and planet-
This flexibility and color is apparent in all skills for one round (for example, rais- busting Death Stars rank it as one of the
the customization process. Each character ing a blaster rating from 5d6 to 10d6 and a greatest space operas of all time. While an
is defined by six general skill areas, each dodge rating from 3d6 to 6d6). Force emphasis on action may not be everyone’s
represented by a number of dice showing Points can be used for good or evil pur- idea of science-fiction adventure, STAR
how proficient the character is. By spend- poses, or to simply save your hide. Using WARS: The RPG certainly delivers in the
ing an additional seven dice, characters the Force for evil earns a Dark Side point. thrills department. This is available from:
can increase specific skills. For example, This is bad news; too many of these and West End Games, Inc., 251 West 30th
the Smuggler has a Dexterity of 3d6 + 1. you go over to the Dark Side, becoming an Street, New York NY 10001, USA.
This means that when using any Dexterity- NPC under the control of the game master
related skill, he rolls 3d6 and adds 1 to the (GM). On the other hand, using the Force TRAVELLER: 2300™ game
score. By spending dice, the player can in a heroic and dramatic way may earn Science-fiction role-playing game
increase his blaster skill (a Dexterity skill) you an extra Force point at the end of the Game Designers’ Workshop $20.00
to 4d6 + 1 or 5d6 + 1. This is all very nice, adventure. Design: Marc W. Miller, Frank Chadwick,
but how does it work? Jedi and other students of the Force Timothy B. Browne
Game mechanics: To find out whether have a wide range of Force powers. These Additional material: Loren Wiseman, Gary

DRAGON 71
Thomas, Joe Fugate, John Harshman, map and dice, this game appears complete. ters; a combination of luck and player
Matt Renner, Kevin Brown, Steve Ven- Its layout is neat and effective. The books decision makes it more than an exercise in
ters, Bryan Gibson are ordered in a logical fashion, but suffer random dice rolling, giving players some
Art director: Barbie Pratt from a lack of examples. While everything control over their PCs’ destinies.
is covered, it is sometimes difficult to Game mechanics: The core rules
While STAR WARS: The RPG espouses understand the designers’ intentions from revolve around an elegant task-resolution
swashbuckling space opera at its best, the a single reading. system. To succeed at a task, whether it’s
TRAVELLER: 2300 game is firmly rooted in Character design: Character design is shooting a gun or breaking a computer’s
the school of hard science fiction, based complete and relatively straightforward. It security, the referee assesses the difficulty
on realistic, hard science rules, not the involves a large amount of player decision, of the task by giving it a rating between
pseudoscience of pulp magazines. but also uses dice to determine the results. Simple (3+) and Impossible (19+). From
Background: The TRAVELLER: 2300 Characters are first defined by the type of this, he determines which skills, attributes,
game takes place in the 24th century. world they come from, considering factors and tools are required. Success is deter-
Earth has been shattered by the Third such as whether they come from Core or mined by rolling 1d10 and adding applica-
World War; nuclear warheads leveled Frontier worlds, and what sort of gravity ble modifiers. If the number is achieved,
large areas of the planet; governments was present there. These considerations the task is successfully completed. If the
collapsed; pestilence, famine, and anarchy affect the type of body a character pos- result is a failure, a table is checked to see
took control. During the 21st century, the sesses: mesomorphic (muscular and the extent of failure. Failure is measured
world began to rebuild, and France em- husky), ectomorphic (tall and slender), by degree, ranging from wasting time to
erged as the major power on the globe. endomorphic (short and stocky), or nor- doing something seriously wrong. I like
National rivalries continue. Although mal. Each provides certain benefits and this system; it’s neat, expandable, and
political factions refrain from the use of affects the rest of the character generation flexible. Any situation is easily handled by
nukes, minor wars are still fought on process. the rules, which generate a feeling of
Earth. This rivalry extends into space and As in most RPGs, attributes are ran- realism without delving into the realms of
manifests itself in struggles for new domly generated. These are then adjusted unfathomable complication.
worlds and resources. Early in the 22nd according to the character’s background However, the TRAVELLER: 2300 rules
century, the star drive allowed humanity and body type. A career is then chosen, lack any kind of character experience
to reach out into the universe. and skill points from initial training are system. A character can survive for years
Presentation: Consisting of two 48- spent. Careers come from seven basic in this game, but he doesn’t improve with
page booklets (Referee's and Player’s Man- areas: military, exploratory, academic, age or experience; he stays the same for-
uals), three B-page booklets (introductory colonial, government and civilian, ship ever. Sure, the PC can get more hardware,
adventure, a forms booklet, and a list of crew, and extralegal (e.g., pirates). The more influence, and so on, but he never
nearby stars), plus a large, full-color star process turns out well-rounded charac- gets any better at solving tasks. To many
players, character improvement is essen-
tial: It shows you’re winning, doesn’t it?
Why go on adventures if you’re not going
to get better as a person? In TRAVELLER:
2300 games, adventuring is its own re-
ward — but is this satisfactory? Rather
than letting a PC chug along at the same
level, he could be awarded skill points at
the end of each adventure. This would
allow the character gradual improvement
and would satisfy the player’s desire for
that character to become better at what
he does. The skill system present could
handle it with no bother, making its ab-
sence very strange, indeed.
The universe of the future is not a kind
place for the would-be gunslinger. Those
who live by the gun also die by it (unless
they are equipped with the latest in high-
tech armor). Even then, these characters
are not likely to come out of gunplay
unscathed. The combat system is relatively
fast-paced, but lacks the swashbuckling
elements of STAR WARS: The RPG. The
TRAVELLER: 2300 game covers all the
usual tactical options and is complete in its
handling of vehicle combats, missiles, and
explosives, allowing all manner of military
engagements to be conducted.
Space combat is rooted in board-game
design. Ships and missiles are maneuvered
on a hexagonal grid which regulates move-
ment and firing. The system has little role-
playing feel to it, and I cringe at the
thought of PCs being randomly killed
when a shot hits a spaceship.
While characters do get to perform
tasks, these are mechanical actions fre-
quently found in board games. (“Okay,
72 MARCH 1988
your engines have been hit; make a roll to adventure provides no colorful NPCs or G. Brown, William John Wheeler, L. Ross
see if you can repair them.“) Here, the task statistics for use during the game. The GM Babcock III, Samuel B. Baker II, James R.
system has not been used to its best effect. is even expected to prepare maps and Kellar
By allowing PCs to influence piloting and encounters for the adventure, either be- Background: Patrick Larkin, Hero Games
have more options in combat, this could forehand or during game play. While the Production managers: Jordan K. Weisman,
have been a much better system. more experienced GMs will probably be Karen Vander Mey
GM’s tips: Apart from an interesting able to do so, newcomers may find this Art director: Dana Knutson
and effective NPC characterization system, adventure tricky to run. All in all, this
the TRAVELLER: 2300 game is very light adventure comes across as an underdevel- MECHWARRIOR® game book
in the GM-guidance department. The oped scenario, reminiscent of the early Role-playing supplement for the BATTLE-
motivations of NPCs are viewed, but few days of RPG adventure design. TECH game
hints are given on how to effectively stage Evaluation: The TRAVELLER: 2300 FASA Corporation $12.00
their actions. The system is clearly written game, with its excellent character genera- Design: Richard K. Meyer, Walter H. Hunt,
for the experienced GM who has learned tion and task resolution system, certainly Evan Jamieson, L. Ross Babcock III,
all he can about the GM’s art and is simply has a realistic feel. To anyone looking for a Kevin Stein, Jordan K. Weisman, Patrick
after a set of rules. Unfortunately, I know science-fiction game, it provides a plausi- Larkin, William H. Keith Jr., David Boyle,
no one who fits this category. Even the ble background and opportunities to ad- D. Brad Frazee, Lisa M. Hunt
most seasoned GM can benefit from seeing venture in the dawn of humanity’s stellar Editorial staff: L. Ross Babcock III, Donna
how designers feel their games should be exploration. Experienced GMs will have Ippolito, Todd Huettel
run. It also helps the GM in picking up few problems with the game’s less-than- Production managers: Jordan K. Weisman,
new tricks with which to amuse the play- satisfactory handling of adventure staging Karen Vander Mey
ers. Unfortunately, GMs are on their own and description, but novices should look Art director: Dana Knutson
in this regard. elsewhere for their first science-fiction
Introductory adventure: The philos- RPG. This is available from: Game Design- Background: Huge BattleMechs tower
ophy just described becomes apparent in ers’ Workshop, P.O. Box 1646, Bloomington above the battlefields of the future, deal-
the introductory adventure, “The Tricol- IL 61702-1646, USA. ing out death and destruction on a grand
or’s Shadow.” Although this adventure scale. Developed by Terran scientists more
makes good use of its background, this is BATTLETECH® game than 500 years ago (by campaign time),
not a detailed adventure; it is merely an Science-fiction board game BattleMechs are big, mean, and deadly.
outline for the GM to flesh out. There are FASA Corporation $20.00 Armed with lasers, particle beams, auto-
no tips on how to stage encounters, build Design: Jordan K. Weisman and L.R. cannons and missiles, BattleMechs are
atmosphere, or how to guide the PCs “Butch” Leeper capable of destroying anything that stands
through adventures. The introductory Development: L.R. “Butch” Leeper, Forest in their path. But BattleMechs are not

74 MARCH 1988
simply high-powered, fully automated portray the badges, uniforms, and equip- mechanics are complete and fairly simple
death machines; humans are required to ment of the Successor States. The BATTLE- to handle. The mechanics are rather weak
pilot them. At the heart of every Battle- TECH game sidebars have been replaced in the nonviolent interactions between PCs
Mech sits a vulnerable creature of flesh with more traditional background sections and NPCs. Here, some examples would
and blood. that are useful for finding information have been useful to show how MechWar-
At first, this pilot was simply a two- during game, but not as easily digestible as riors can deal with life without gunplay.
dimensional character capable of actions sidebars. Nevertheless, these chapters add For the BattleMech combat system, the
resolved only through the BattleMech flesh to the bare bones of BATTLETECH BATTLETECH game is essential. MECH-
itself. The origins of the BattleMech pilot games. Lacking in explicit staging tips, the WARRIOR rules do contain amendments
lay in the BATTLETECH® board game — a background is aimed more at providing a and additions to this system but are in-
slick set of rules for pitting BattleMechs detailed insight into the motivations and complete in themselves. The small-arms
against each other. With the addition of actions of the powers of the future. system uses a variation of the BattleMech
MECHWARRIOR® game book, this pilot has Character design: This element of the combat system, relying on hex grids and
now come to life and can function outside MECHWARRIOR supplement is firmly movement points to regulate the action.
of his BattleMech. The MECHWARRIOR rooted in the BATTLETECH game; working Experience points earned by player
book is not a role-playing game in its own within this limitation, the designers have characters during adventures are spent to
right but a supplement for the BATTLE- done a good job. Characters are created by increase skills and abilities. The more
TECH board game. Thus, before looking at spending a set number of points on attrib- proficient you are at a skill, the more it
the MECHWARRIOR supplement, a quick utes, skills, and BattleMechs. The main costs to improve it. The system is not as
examination of the board game is needed. thrust of the design process is aimed at fluid as STAR WARS: The RPG, but it does
The BATTLETECH game is a brilliantly the MechWarriors, but it does include its job. Experience points can also be spent
conceived and presented game of robotic design sequences for techs (general repair- to create abstract contacts and purchase
combat set in the war-torn universe of the men), aerospace pilots, and scouts (infor- titles (another case of game balance gain-
Successor States. The Golden Age of the mation gatherers and forward observers). ing precedence over role-playing).
Star League is over. Before its fall, a united The system creates characters with a wide GM’s tips: The MECHWARRIOR book’s
humanity journeyed to the stars; now, five range of skills, ranging from BattleMech greatest strength is in allowing BATTLE-
Successor States vie with each other for gunnery to diplomacy. MECHWARRIOR TECH campaigns to be set up and run.
power and control in a new dark age. rules mesh directly with BATTLETECH With MECHWARRIOR rules, players can
With the passing of the Star League went rules, allowing the characters to be used design and run their own characters in
many of its greatest achievements; tech- without modifications between systems. battle after battle. Tables are provided for
nology has regressed, states struggle to The size of your BattleMech depends generating typical assignments and for
maintain their aging BattleMechs, and only partially on how many points you are detailing events, either on a local, day-to-
a limited number of factories are capable prepared to spend on it; it doesn’t guaran- day basis or on a larger scale. By using
of building new ones. It is the age of the tee a big BattleMech, but it helps. Conse- these tables, a GM can easily keep the
MechWarrior, where battles are fought for quently, characters in the big BattleMechs MechWarriors occupied. Whether scav-
the necessities of life and to bring glory to don’t have the high attributes or skill enging enemy BattleMechs for spare parts
the victors. levels that the pilots of the smaller ma- or dealing with a guerilla raid by a bounty
Presentation: The BATTLETECH game chines have. While obviously a device for hunter, the system covers it all.
box contains two full-color terrain maps, game balance, its use in campaign terms is Introductory adventure: The ab-
48 colorful stand-up BattleMech counters, hard to justify. sence of an introductory scenario shows
four sheets of playing markers, plastic This design consideration has also influ- how closely the supplement is tied to the
counter stands, dice, and a rule book. The enced the shape of the game. In most BATTLETECH rules. The GM assigns the
production of this game is of very high RPGs, players take on the role of one PCs a mission and generates the opposi-
quality. character; in MECHWARRIOR games, tion. The outcome of the first conflict
Starting with a simple training exercise, players have to play at least two charac- determines the next part of the campaign.
the rule book builds the game’s complexity ters and sometimes more. The reason is For example, a defeat for the PCs or a
in a systematic and easy-to-absorb manner. simple: A BattleMech unit requires sup- costly victory might see them running for
By the end of the book, players are de- port staff, as well as warriors. While the cover or being forced to adventure outside
stroying both the terrain and enemy Battle- warriors are fighting, the support staff sits of their BattleMechs.
Mechs with ease. The BATTLETECH game around behind the scenes (a sure recipe Evaluation: Not being a game in its
system requires tactical thinking and for boredom). own right puts the MECHWARRIOR sup-
detailed combat resolution, without be- Once characters have been created, it’s plement in a strange position. As an expan-
coming too mechanically complicated. Add time to get the BattleMech unit together. sion to the BATTLETECH rules, it does a
in the background which appears in side- These units vary in size from a lance (four good job. The MECHWARRIOR system’s
bars throughout the book, and you have a mechs) up to a company (12 mechs). As it abstract mechanics can either be taken as
very good game rich in depth and techni- is possible for two players to end up run- they are or simply ignored. No one is
cal information. ning a company between them (plus its going to make you use them. For anyone
The MECHWARRIOR supplement builds support staff in the form of techs, etc.), without the BATTLETECH rules, MECH-
on the BATTLETECH system, transforming this can lead to the situation in which WARRIOR cannot be recommended. I do
it from a set of combat rules into a role- players are either running two or three suggest, however, that you do try the
playing game. This is one of the supple- MechWarriors or the GM has to handle a BATTLETECH game. If you like it, it might
ment’s strengths — and one of its large number of NPCs — not a bad thing in inspire you to form your own BattleMech
weaknesses. Caught smack dab in the itself, but it does cut down on individual unit and battle your way across the Suc-
middle of the BATTLETECH game set-up, characterization. An easy-to-use system to cessor States. These rules are available
the MECHWARRIOR supplement must generate personalities would go a long from: FASA Corporation, P.O. Box 6930,
accommodate combat-heavy board-game way toward overcoming this problem. Chicago IL 60680, USA.
features not usually found in a role- Game mechanics: As can be expected,
playing game. the game mechanics center on the prob- Short and sweet
The MECHWARRIOR supplement comes lems of keeping a BattleMech unit func- IM3 The Best of Intentions, By Ken Rol-
as 144-page softback book. The layout is tional and the kinds of rewards and ston. TSR, Inc., $5.95. How would you like
more utilitarian than striking. This is obstacles likely to be encountered by a to be an Immortal: bigger, tougher, and
offset by 16 color plates which graphically BattleMech unit. In this regard, the game smarter than those low-lifes on the Prime

76 MARCH 1988
Material plane? Nothing would bother you magic, the magic system is wide, varied, Cook, and Jeff Grubb; World Book by Jeff
then. . . or would it? and detailed. Best of all, it works! Fitting Grubb. TSR, Inc., $15.00. Across the radioac-
In this humorous adventure, a bunch of snugly into the GURPS system, the rules tive lands of the Gamma Age stomps a 50’-
rookie Immortals set out to solve a mys- for magic allow characters to create all tall gorilla, intent on destruction and
tery of cosmic proportions. These charac- kinds of impressive magical effects. bristling with weaponry. Onko the Gorillian™
ters compete in the Olympic Trials, Rich in background and plundering is just one of the many monstrous
journey to the weird and multifarious freely from Earth history and religion, the bioborgs featured in this fast-paced board
planes of Mazikeen, and deal with heaps world of Yrth is easily accessible and game of death and destruction. Simple
of strange events. Colorful pregenerated nicely presented. Snatched from Earth in mechanics and free-flowing card play
characters, excellent staging, nice cut-up the greatest magical backfire ever, the make the GAMMARAUDERS game one of
bits, inserts, and amusing Jim Holloway Crusaders still wage war on their ancient rapid reversals and endless fun. The
illustrations make this a real treat for enemy, the Saracens, simultaneously con- World Book gives you the lowdown on the
would-be gods. The Best of Intentions is a tending with a wide range of ravaging folks and bioborgs who inhabit this won-
fun romp through the mystical realms of monsters. Extensive commentary on the derful post-holocaust world. Revel in the
the D&D® game’s Immortals Set. Miss this countries of Yrth and plenty of staging tips delights of fins with everything. Tune in to
one it at your own peril. make this a strong contender on the cam- the Men in Black — black slacks, black
paign front. GURPS Fantasy is an impres- shoes (with fins), black jackets, white
GURPS® Fantasy, by Steve Jackson. Steve sive product that is well worth a look. This shirts (of course), black ties, and black
Jackson Games, $9.95. Really two packs in is available from: Steve Jackson Games, porkpie hats. Or drop out with the
one, GURPS Fantasy delivers the GURPS’s Box 18957, Austin TX 78760-8957, USA. FOWLOTEs — Friends Of What’s Left Of
magic system and the background to the The Earth.
campaign world in a highly satisfying way. GAMMARAUDERS™ game, by Allen Var-
With over 300 spells and 20 colleges of ney; development by Mike Breault, Zeb

Next, our evil character finds that all the going to have to suppress his evil tendencies or
other evil types will attack him as will the good sit idle while the rest of the party has fun.
ones. Our good character finds he has allies The bias of AD&D is sharply toward
when he needs them. good. Evil gets the worst of the deal.
Most important, look at all the modules. They DavidCarl Argall
are nearly all good biased. Somewhere, there La Puente CA
must be a module for evil PCs to excel in, but it
(continued from page 8) is a rarity; the chance to do good deeds is pro-
I heard this idea about “vampires” most re- claimed in dozens of modules. Our evil PC is
cently at [a medical] meeting in 1984. The dis-
ease is rare throughout most of the world, but
in some isolated communities where inbreeding
has been common, there could be many cases.
These disfigured, nocturnal, blood-drinking
humans would develop their own subculture.
Pitied or feared during their lives, they might
later become the stuff of our own legends.
Ed Friedlander, M.D.
Johnson City TN

It’s strange how Eric Pollard (issue #126) can


get things so reversed. The game is indeed
biased on alignment, but that bias is toward
good, not evil, as Pollard would have it, and
toward LG in particular.
Pollard cites the use of poison and spell rever-
sal as favoring evil. But poison is frequently not
available, and when used can set off spontane-
ous attacks on the user from passersby (see the
Players Handbook, pp. 29 and 107). The reversal
of spells works in two ways. The evil cleric is
just as hesitant to use the unreversed spell as
the cleric is to use the reversed. And the re-
versed version is almost without exception the
weaker of the two. Thus the good cleric will
freely use cure light wounds while the evil
cleric is stuck with cause light wounds, which
does barely as much damage as his mace.
But let’s look at some of the other advantages
Good gets. Pollard seems to feel assassins and
thieves balance rangers and paladins (and his
opinion notwithstanding, there are a few good
thieves around as well). Just how he determines
that overpowered classes like rangers are
merely the equal of wimps is his to explain. Note
next that good alignments gain 10% on hireling
loyalty. Where aligned magical items exist, they
are more likely to be good aligned and more
powerful in the good form that the evil one.
Take the talismans of pure good and ultimate
evil as examples.

DRAGON 77
The Role of
Computers

Of ancient and other legacies


Before we respond to those letters, our
©1988 by Hartley, Patricia, background for making such statements
and Kirk Lesser should be offered. We have founded five
national computer magazines and have
over eight years of experience writing
Our October column caused a contro- about desktop computer systems, having
versy with a few DRAGON® Magazine published articles in both U.S. and Cana-
readers. We had discussed the brands of dian computer publications. We have also
computers we felt were most appropriate edited or written for 16 national computer
You have only seconds left before your for gaming. A flurry of letters from own- magazines. Our home office is equipped
jet meets the mountainside — and you ers of Commodore 64/128 and Atari 8-bit with a Commodore 64, an Atari ST, an
still have to save the Sixth Fleet! Harrier systems indicated that some readers felt Apple IIe, an Apple IIGS, an Apple Macin-
Combat Simulator is for the Atari ST, from slighted by our comments, accusing us of tosh Plus, a Tandy 4000 and an Amiga
Mindscape Inc. (see page 84). everything from ignorance to a bias for 2000 with Bridgeboard. We are currently
Apple computers. the publishers and editors of Computing

78 MARCH 1988
Today!, an electronic computer news and response to his attacks are necessary. We you cannot do so without a specified code
review magazine that appears on do not claim to know everything, and we that is revealed by the Code Disk.
NewsNet. Our industry sources number acknowledge that piracy is an issue that The game centers on the Tarmalon Ga-
nearly 1,000, and we verify our source affects all computer systems. Ask a devel- lactic Museum, which was built by a race
material and use the products under dis- oper, however, which system he is most of Ancients for their own amusement and
cussion. Our opinions are based on years likely to program for, and the two systems education. Within the Museum are display
of experience in the computer industry. found at the bottom of a developer’s list cases that are actually portals to various
Letters from writers who explained why remain the C64/128 and Atari 8-bit com- parts of the host planet — in this case, the
they thought our opinions were incorrect puters. One area that developers will world of Tarmalon. The Ancients forbade
were thoroughly read. One such writer is certainly keep an eye on is how quickly employees of the Museum to interfere
Mark Bell of Millville, N.J., whose corre- the installed user-base for the C64/128 and with the inhabitants of the host planet —
spondence indicated a love for the Com- Atari 8-bit machines increases. Until either but in this game, the player stumbles
modore 64 machine. We cannot argue company can show impressive figures for across the body of the Museum’s Care-
with Mark’s point regarding the surplus of these units, development of new software taker on a road. The Caretaker’s golden
C64/128 software made available by com- will remain at current levels. armband, a leather scroll, an Access
panies such as Electronic Arts, Activision, In the future, we shall rein in comments Wheel, and three coins are retrieved by
Epyx, Accolade, Mindscape, and Spectrum on the systems themselves unless circum- the player on impulse. When this is done,
HoloByte. Regardless of the fact that the stances dictate otherwise. As Charles the Museum suddenly appears. During
number of C64/128 owners may be in- Stembridge of San Bernadino, Calif., aptly exploration of the Museum (which should
flated, there are millions of C64/128 users. stated, “Computers are like belly buttons: be mapped), the player learns that the
We use one ourselves, and enjoy several everyone loves his own.” Caretaker had finally retrieved the evil
programs running on that machine. Per- Now for the good news. If you think we Wizard’s Compendium, the leather scroll
haps we were too hard on the C64/128, are down on Commodore or Atari com- now in the player’s possession. Originally,
especially in regard to that system being puters, think again. We have had the plea- 12 powerful Tarmalon wizards met to
an affordable computer with lots of ven- sure of working with a new Amiga 2000 compile their spells into this one scroll,
dor support materials. There are hun- and are stunned by the computer’s capa- which must now be destroyed before the
dreds of programs for the C64/128, such bilities. The Amiga 2000 and Amiga 500 entire world of Tarmalon is annihilated.
as The Legacy of the Ancients from Elec- are natural upgrades for C64/128 owners; The scroll is evil and cannot be destroyed
tronic Arts (reviewed this month), that are both feature the most stunning graphics by blade or fire, but the player must en-
far more graphically pleasing than their displays of any microcomputer currently sure the scroll’s neutralization.
counterparts on an Apple II. The C64/128 on the market. Add stereo sound, and you The Museum contains several display
cannot, however, measure up to the have a fantastic recreational machine. The cases, some offering critical game informa-
graphics and sound capabilities of the Amiga 2000 goes far beyond playing tion and others providing gateways to the
Apple IIGS because the C64/128 is based games, as this machine is perfect for the world of Tarmalon itself. Some display
on an older technology. Mark politely business environment. With an attached cases offer an object to the player (such as
registered his valid point and concluded Bridgeboard, the Amiga 2000 runs IBM PC a knife). In order to access each of the
that our opinion should also be respected. programs in either monochrome or color gateways, a particular coin is needed. The
We appreciate Mark’s attitude and encour- mode. The Amiga 2000 is a technological Weaponry case, for example, requires a
age any reader’s opinion that is construc- marvel, and with the included 20-mega- jade coin.
tive in nature. byte hard-disk drive, the user has all the New locales should be thoroughly
Another well-written letter was received capabilities one could wish for in a recrea- mapped before deciding upon a course of
from Stanley Pfister of El Monte, Calif. He tional and business computer. action, especially in the Museum itself. For
also disagrees with our C64/128 stance and We recently visited COMDEX/Fall in Las example, one of the first display cases you
concludes by stating that “at best it could Vegas, a massive computer show where encounter is the Weaponry case. Your bare
be said the Commodore 64 and 128 com- we viewed the new Atari MEGA 2 and hands are currently all that you have for
puters are being made obsolete by an MEGA 4 computers. Although we have not defensive and offensive purposes — hardly
improved technology. A technology that had the opportunity to use the Atari com- effective against hostile denizens. The
currently comes with a higher price I puters hands-on, we were most impressed temptation to spend a jade coin at the
might add. But you can bet your 1dl0 the by their operation at the show. The Atari Weaponry display case is strong, but our
software companies you mention in your MEGA 2 and MEGA 4 are targeted at busi- suggestion is that you wait. One of the
article ARE NOT avoiding the Commodore nesses, with recreational capabilities also latter display cases — A Fountain — allows
market like the plague.” present. The MEGA 2 and MEGA 4 now you to go on a quest to enrich your char-
We agree with the statement regarding head our list as natural upgrades for the acter now and in the future, should you
the continuing vendor support. If Commo- Atari ST accept the job. With the case’s present
dore Business Machines has its way, it will [The following games are rated on a enrichment, you should be able to pur-
provide an affordable price route for C64/ scale of one to five stars, with one star chase good weaponry and armor when
128 owners to upgrade to the Amiga 500 being the lowest rating.] you enter the first inhabited location on
or 2000 systems. We do not agree with Mr. Tarmalon, which is accomplished through
Pfister’s comment that it was “improper Feature review the display case named Thornberry. Both
for you not to include the MOST afforda- The Legacy of the Ancients ***½ A Fountain and Thornberry require a jade
ble system to your readers,” as DRAGON (Commodore 64/128 and Apple II versions) coin, and as you only possess two jade
Magazine appeals to “youth, students and Entertaining and exciting: Both words coins, you can see why we suggest you not
practical budget people.” As we have been describe The Legacy of the Ancients fan- buy the weapon with one of them.
told by retail-chain owners and sales peo- tasy adventure game distributed by Elec- Once you enter Thornberry, map the
ple, most computers for use by youth and tronic Arts (see address in “News and new city and learn the location of the shops.
students are purchased for them by rela- products”). The Commodore 64/128 ver- Borrowing heavily enables the player to
tives. For work in an educational environ- sion is better in terms of graphics than the equip himself handsomely for forays into
ment, either the Apple II, Macintosh, an Apple II version. This game comes with an the wilderness areas. Talk to everyone
IBM, or IBM workalike is selected. extremely short user’s manual and a Code encountered in any residential area. You
We received one letter that vigorously Disk. The latter is actually a pirating deter- might find others filled with immense
protested our Atari 8-bit stance, but the rent; once you leave the main Museum personal enrichment.
writer was rude and we do not feel a (described below) and wish to reenter it, As a menu-driven program, The Legacy
DRAGON 79
Armor). Movement is handled using the
appropriate positioning of the joystick
itself. Pressing up means forward, press-
ing right or left turns the player onscreen
right or left, and pulling backwards moves
the character backwards. The keyboard
can also be used to move the character,
and the joystick can also select commands,
but a combination of the two provides the
best results.
Once in Tarmalon, you should find a
town with a healer as soon as you can.
Save the game often, especially after you
notice how quickly your hit points can
dwindle to zero in confrontations. Hang
around the area where the healer is until
you can afford to purchase healing herbs
to take with you to other parts of the
world. If you can find Holy Point, you
should eventually succeed. Finally, we
suggest you go northeast.
Magic spells include Magic Flame, Fire-
bolt, Befuddle Spell, Psycho Strength (su-
perhuman strength for up to 30 attacks in
dungeon environments), Kill Flash (the
ultimate spell), and Seek Spell (transports
you to the Museum no matter where you
are). There are 24 dungeon levels, all
offering monetary rewards and clues.
The Legacy of the Ancients provides
many exciting events and is extremely
easy to master. The game encompasses a
vast world filled with 32 different crea-
tures (not all are always hostile) and many
of the Ancients offers a variety of screens presented to the left of the main view different cities and towns that are adven-
for game management. The opening menu window, with a second window at the tures in and of themselves. The player
offers the player a variety of choices: bottom of the screen for messages. Some must map the world and the cities in or-
1. Play a game; actions are only available in a dungeon or der to learn where to buy certain provi-
2. Read simple instructions (for key- wilderness, designated with a D or W sions, where to obtain advancement
board and joystick users); (respectively) in parentheses. A means training for specific characteristics, where
3. View scenes from Legacy; and, “anytime.” These commands are in table spells and weapons or armor may be
4. Perform a color test. form here. purchased, and where to bank or borrow
If selection 1 is chosen, the player may When you need to check inventory, two money. Gambling may be used to increase
start a New character or reload a Saved screens are presented. The information (or decrease) bankrolls, and the temptation
character from disk. In the event you have above the line remains constant, while the to rob a bank might sometimes be all-
forgotten to initialize a save-game disk variable information below the line falls consuming. Both land and water adven-
prior to play, the submenu allows you to into two separate screens: one for weap- tures await the intrepid player. All of this
initialize a save-character disk from within onry and the other for possessions. maneuvering requires thought for even-
the program. This process requires only To access the commands, remember that tual success in destroying the Wizard’s
about 1½ minutes on a C64 computer. if a command is not preceded by a num- Compendium. The Legacy of the Ancients
When the game is underway, the game ber, enter the first letter of the command is a great deal of fun. Although it is not the
screen is presented. A list of orders is desired using the keyboard (e.g., A for most challenging adventure game on the
market today, it is one that Apple II and
C64/128 gamers should consider.

News and new products

Accolade
20813 Stevens Creek Boulevard
Cupertino CA 95014
(408) 446-5757

The first Apollo-mission simulation for


personal computers has now been re-
leased — Apollo 18: Mission to the Moon.
This game is available for the C64/128 and
recreates the original lunar missions. The
screen graphics are actually based on
footage of the Apollo flights and depict the
different stages of space flight in detail.
The player assumes two roles in the game:
one of mission control specialist, the other
80 MARCH 1988
Broderbund Software
17 Paul Drive
Legacy of the Ancients Game Commands San Rafael CA 94903-2101
(415) 492-3200

Command Used in: Description Two new offerings from one of the
Armor A Allows selection of the armor you wish to wear leading computer-software companies
Climb D Allows you to climb up or down (useful for those holes have made their debut. Wings of Fury is a
found in dungeons) colorful World War II action game for the
Disembark W Allows you to dismount from whatever transportation Apple II computer that puts the player in
you are using, then walk the cockpit of an F65F Hellcat fighter/
End D or W Stops all activity and allows you to save the game bomber for bombing and fleet-defense
Fight A Allows you to attack a target missions over the Pacific. The action is
Gamespeed A, Causes the length-of-time messages to remain in the realistic, and the price is $34.95.
message window Magnetron is for the Commodore 64, an
Hold A Lets you hold items from your inventory at the ready arcade-action space shoot-‘em-up that
Inventory A Shows the player what he possesses (a great way to rest takes the player far into the future. The
in the game when deciding what to do) player pilots a tiny photon fighter in a
Leave W Gives you a quick way to leave a town (the command battle against Magnetron Generators:
doesn’t work if you have robbed someone) powerful, unpredictable magnetic-force
Magic A Lets you cast a spell weapons that push, pull, and swirl you
Open A Lets you open closed items toward doom. This game is $29.95.
Pass A Allows you to do nothing for one turn
Rob W Lets you steal something
Speak A Lets you talk to the person standing next to you DataSoft
Take A Lets you pick up an item that is within your reach (distributed by Electronic Arts)
Use A Lets you use what you are holding 1820 Gateway Drive
Weapon A Lets you change weapons for an upcoming battle San Mateo CA 94404
Xamine A Offers information on your immediate surroundings* (415) 571-7171
HP A Shows the number of hit points you have remaining
Food A Shows how many days of food you have left Mini-review
Gold A Shows how much wealth you are carrying (this amount Alternate Reality: The City ***
does not include deposits made in banks) (Macintosh version)
Without doubt, this fantasy-adventure
game is one of the hardest to get started
* In the wilderness, this command tells you what kind of terrain you are in, the
that we have ever encountered. The City
amount of food being consumed, and the speed at which you are traveling. For
takes the player (who has been kidnapped
example, traveling through grasslands requires the lowest amount of food consump-
by aliens) to the City of Xebec’s Demise.
tion, and such terrain should be sought for all travel. For dungeon use, this com-
mand warns about traps. While wandering about a castle, the same command The player knows nothing, is assigned
personal attributes, and must figure out
details information about items you can see.
what is going on from the moment he
passes through the first gate. Difficult as it
is to survive, The City becomes addictive.
of the astronaut. There are eight stages of or rooftops with ease. With enough expe- In addition, characters that survive The
play and different tasks to perform, with rience under your belt, you can become City are usable in that game’s sequel, The
digitized voice and sound, for $29.95. involved in dramatic escorts, in land and Dungeon, which we feel is a far better
sea rescues, and in combat scenarios. The game. The Macintosh version has the same
Mini-review price is $29.95. ridiculous drawback that plagues the
Mini-Putt *** computerized SCRABBLE® game (reviewed
(C64/128 version) Activision below): You cannot play the game if you
2350 Bayshore Parkway boot the system from your hard disk. If
This is a realistic game of miniature golf, Mountain View CA 94043 you survive the hardships and win the
played on a variety of courses with tricky (415) 960-0410 battles, you could be ready for the sequel.
traps, bedeviling ricochets, and the strang- The price is $39.95 for the Macintosh and
est green gradations you’ll ever want to Super Pitfall for Nintendo Entertainment Atari ST versions (with a * * *½ rating for
confront. This is a lighthearted game from System brings the arcade adventures of the latter). Apple II and Atari 8-bit versions
Accolade suitable for anyone who ever the legendary Pitfall Harry home with are $29.95, and the IBM version is $34.95.
wished to putt his way to enjoyment. more than 270 screens. DataSoft’s Alternate Reality: The
The fabulous Might and Magic, Book Dungeon has been ported to the Apple II
One: Secret of the Inner Sanctum has been computer at a pricing of $39.95. Original
Actionsoft released for IBM-micros and compatibles, versions for the Atari 800 and Commodore
201 West Springfield Avenue and for the C64/128 system. No two games 64/128 cost $39.95.
Suite 711 are ever alike in the immense world of
Champaign IL 61820 Varn, which includes over 50 areas to Electronic Arts
(217) 398-8388 explore, 13,000 locations to discover, and 1820 Gateway Drive
94 magic spells and over 250 magic items San Mateo CA 94404
ThunderChopper has made its debut for to find. This game is another “must have” (415) 571-7171
the Apple II and C64/128 computer. This for computer adventurers; it is priced at
simulation puts you at the controls of an $49.95 for the IBM version and $39.95 for Adventure Construction Set is now
advanced Hughes 530MG Defender heli- the C64/128 version. We reviewed the available for IBM micros and compatibles
copter to perform scout, rescue, and at- Apple II version in this column in issue for $14.95. This conversion includes all of
tack simulations. You can land on helipads #122. the built-in adventures and editing fea-

D R A G O N 8 1
tures of the original 8-bit version. ing truces secretly made, the driving urge make excursions into unknown territories
Chuck Yeager’s Advanced Flight Trainer to conquer all, and the camaraderie of (shown as black areas) and map them for
is now available for the C64/128 computer friends all provided an enjoyable madness! future navigation. Should the fighters run
and is priced at $34.95. With this introduction, you must under- into enemy aircraft or land forces, there
Earl Weaver Baseball is now available for stand the trepidation with which a com- are still several planes available on the
the IBM microcomputer and compatibles. puterized RISK game was approached. We carrier to fight the opposing forces.
We consider the Amiga version of the are happy to report that Empire not only Troop transports can carry as many as
simulation to be the finest baseball simula- matches the RISK game in excitement, but six armies. Transports can also bring tanks
tion ever designed for personal com- surpasses it as a single or multiplayer behind enemy lines via open sea-routes to
puters. We are likewise impressed by the game. Developed by Interstel, the folks pinch the enemy command and establish
PC conversion, which has all of the fea- who brought us Starfleet I and II, Empire fronts farther and farther into enemy
tures that the Amiga product possesses, has far more depth and strategy than the territory. When a task force is composed
except for digitized sound and less- board game could even begin to provide. of several transports, assign subs and
appealing graphics. If you have never seen For as many as three players (or two play- surface craft to escort them.
the Amiga version, the IBM format will be ers with a computer opponent, or one The final feature of this marvelous strat-
highly appealing. human with two computer opponents), egy game is the ability to create worlds,
The Lords of Conquest conquer-the- Empire is an addictive strategy game; thanks to the built-in map generator. Land
world strategy game is now available for we’ve been seated at a rather involved mass can be blotched (growing of its own
IBM micros and compatibles for $14.95. scenario for almost two weeks, for two to accord), and you can place cities where
World Tour Golf, which was designed for three hours a night! you wish. Cities are vital, as they are the
as many as four players, has been ported The Atari ST version offers a variety of production centers that turn out your
to the Apple IIGS. Both play and practice battlegrounds in full-color and includes battle units. Inland cities only produce
are included in this golf simulation, which great combat sounds (such as gunfire, armies or fighters, while coastal cities
also provides a variety of golf courses ships’ turbines, and aircraft engines) when produce armies, fighters, or ships.
(such as St. Andrews, Augusta, and Pebble these individual units are brought into Victory can take quite some time to
Beach). Attributes include handicaps, play. Attack groups are built from separate accomplish; you will need to get a feel for
strength variations, club skills, and hook components of Army units (tanks), fight- the game play before this is apparent. It is
and slice tendencies. Split-screen animated ers, troop transports, submarines, de- possible, however, to establish percentage
graphics give both an overhead view and a stroyers, cruisers, aircraft carriers and chances of success for you and your hu-
golfer’s-eye-view of the hole, showing battleships. As in RISK games, the success- man or computer opponents. We found an
realistic terrain including trees, hills, haz- ful commander builds slowly, making evenhanded approach to be the most
ards, and bad lies. The Apple IIGS version certain those cities he already controls are exciting way to play, requiring all players’
is $39.95, the Commodore 64/128 version protected from enemy incursions. Regard- abilities be around the 50% mark. Empire
is $34.95, and the IBM micros and compat- less of which one of the game maps is is a worthwhile offering!
ibles are $49.95. used, it is important at the start to make
certain the tank forces are supported by The Computer Edition of
Mini-reviews fighters. Also, be certain to have subs and SCRABBLE® ***
Empire **** battleships at hand before starting naval (Macintosh version)
(Atari ST version) maneuvers; few can defeat the latter, and Many have enjoyed playing SCRABBLE
The Parker Brothers RISK® game is the former can defeat powerful enemy games with family and friends, spending
familiar to many. It holds many memories surface ships. hours pondering how to score the most
for us as well; the game was one of the One strategy noted regarding the cap- points with the letter-embossed wooden
diversions Hartley participated in during ture of a coastal city is to bring battleships tiles. Leisure Games has now produced the
combat lulls in Vietnam in 1968. The ex- and cruisers to the coastline. When enemy official computerized version of the
citement of playing RISK games brought tanks attempt to recapture the city your SCRABBLE game. Of all the versions availa-
many combat-weary men together to landing forces have secured, the powerful ble, our favorite is the Macintosh format,
share something enjoyable after facing the batteries of the battleships and cruisers which accurately reproduces the game
horrors of war. The counterfeit war on can pound a counterattack senseless. The board, tiles, and game pieces onscreen. A
the board was an environment far better aircraft carriers, which carry as many as clock is provided to help prompt rapid
than the genuine war beyond the flimsy eight fighters, are also important members thinking to spell and place a word within a
canvas openings of the hootch. The fleet- of a task force, as flattop-based planes can user-defined time limit. This is no easy
chore, especially when the player is allot-
ted a variety of consonants and but a
single vowel. There are also lightning- and
tournament-timing alternatives.
Your letter rack is presented at the bot-
tom of the screen. You type a word com-
posed of the letters from the rack and if
the word is accepted by the game, you are
requested to move the cursor to the game
board. After positioning the word
onscreen, a mouse click places the word in
the selected position and scores the move.
You may also pass your turn, request a
hint of one playable word, and see the tile
values at any time you wish (through use
of a pull-down menu). This is an extremely
enjoyable game. Why only a three-star
rating? Many Mac users also possess a
hard-disk drive, and the program is simply
not compatible with your hard disk. You
cannot access the program if the Macin-

82 MARCH 1988
tosh computer system boots from the hard enjoyed by players of all ages that was Mindscape Inc.
disk, and that is not acceptable. You can started with the company’s Street Sports 3444 Dundee Road
reset the machine with the game disk in Baseball earlier this year. You select where Northbrook IL 60062
the internal drive, or turn off the hard you want to play the pick-up game — in an (312) 480-7667 or -9209
disk altogether, but why should the game alley, school yard, inner-city parking lot —
scramble the normal operating routine? then select from among 10 neighborhood Trust and Betrayal: The Legacy of Si-
players. Each player has his own special boot, by Chris Crawford, author of Bal-
Marble Madness **** strength or weakness. Those who enjoyed ance of Power, has been released for the
(Apple IIGS version reviewed) the baseball game will see familiar names Apple Macintosh. Focusing on language,
This award-winning arcade game has among those wishing to participate in the personality, and power as the means to an
now been released for the Apple IIGS for game, such as Ralph who is quick and end, players communicate with characters
$34.95. Original versions were made for agile, but has a cap that has a tendency to in an alien language as they make deals,
the Atari ST, IBM micros and compatibles, flop over his eyes just when he’s about to ask and answer questions, beg, make
and the Apple IIs for $34.95; for the Com- make his shot. This is a thoroughly enjoy- promises, and gossip. Players strive to
modore 64/128 for $29.95, and for the able and lighthearted basketball simulation acquire power: the love, trust, and fear
Commodore Amiga for $49.95. The object that is great for players of all ages. Street that they seize from the other characters
of the game is to race a marble down Sports Basketball is available for the Com- to win the game. The price is $49.95.
treacherous raceways toward the goal line modore 64/128 computer, Apple II, and Superstar Ice Hockey was first; now
in an attempt to beat the clock. If you are IBM computers. In January of 1988, an comes Superstar Soccer, which re-creates
a true arcade game aficionado, this Amiga version will be published. the feel of the playing field, the buzz of
product constitutes one of the few “must the front office, and the hustle of the
haves” for your game library. Firebird strategy room. Feinting, trapping, kicking,
71 North Franklin Turnpike and juggling are just a few of the skills the
Epyx, Inc. Waldwick NJ 07463 player must master to become a player on
600 Galveston Drive (201) 444-5700 a SporTime Soccer League team. You can
P.O. Box 8020 coach and play, and hope you last out the
Redwood City CA 94063 The company has just announced that season. Available for the C64/128 com-
(415) 369-2999 The Sentry is available in Atari ST format puter at a price of $34.95, versions are
for $44.95. With 10,000 unique land- also planned for the IBM PC and compati-
Produced under the Maxx-Out! label, scapes, the urgency of an ever-increasing bles, the Commodore Amiga, and the
Rad Warrior has been released for C64/ time element, and the presence of a formi- Apple II family of computers.
128, Apple II, and IBM computers. The dable opponent, this is a most absorbing Thunder Mountain is Mindscape’s soft-
player is transported to 2500 A.D., where and challenging strategy game. ware label for programs that cost less than
he assumes the persona of Tal, a champion $10. The label’s first introductions include
warrior who has been chosen to save the Microprose Software Pac Man, Ms. Pac Man, Dig Dug, Pole
human race from enslavement by invaders 120 Lakefront Drive Position, and Galaxian. Other games in-
from another world. The closer Tal gets to Hunt Valley MD 21030 clude Cyrus Chess and Top Gun. These
the aliens’ power source, the higher the (301) 771-1151 titles are programmed for the Commodore
level of deadly radiation and the deadlier 645/128, IBM microcomputers, and Apple
the foes he must deal with. The pricing is A new strategy and action simulation II family. The games sell for $9.95 each.
$24.95. game has been released from MicroProse We’ve played several on the C64/128 and
Arctic Antics: Spy vs. Spy II game fea- which is quite steadily becoming one of enjoyed Ms. Pac Man immensely.
tures a race for space in a rocket ship built the leading war simulation developers
for one. The white spy and black spy try today. Called Airborne Ranger, this new
to outsmart each other in their search for program invites players to control the Mini-review
the punch card, gyroscope, fuel canister, movements of an individual soldier instead Harrier Combat Simulator ****
and launch briefcase that are essential to of a plane, helicopter, or submarine — the (Atari ST version)
launch the rocket ship. The game is ac- subjects of past MicroProse offerings. This offering is a highly challenging and
companied by a comic-book-style instruc- Beginning with a joystick-controlled para- extremely enjoyable Harrier-jet flight
tion manual, Arctic Antics: Spy vs. Spy is chute drop, each of the 12 desperate mis- simulator. As the pilot, you must not only
available for the C64/128, Apple II, IBMs sions requires tactical thinking and master flying the Harrier jet (with its
and compatibles, and Atari 800/130 com- lightning-fast reflexes for success. The versatile horizontal and vertical thrust
puters for $24.95. search-and-destroy, rescue, infiltration, capabilities), but learn to control its
Boulder Dash Construction Kit is the and sabotage missions take place in three advanced weaponry as well. As the only
third offering under the Maxx-Out! label. different regions of the world. All require jet fighter to survive an attack by sabo-
The players can either play the game careful planning and pinpoint execution. teurs, you must destroy the enemy head-
provided on the program disk or design The game is available for C64/128 com- quarters before the Sixth Fleet is
their own games using the program’s puters for $34.95, with conversions destroyed! Harrier Combat Simulator is
Construction Kit. The object of the game is planned for IBM microcomputers and the for the Atari ST family of computers and
to search through different caves and Atari ST. is one of the better recent flight simulator
mine as many diamonds as possible while A second new offering is Project: Stealth releases.
avoiding a myriad of dangers. The game is Fighter, a simulation of a radar-elusive jet
designed for the Apple II series, IBM and fighter believed to be part of the USAF
compatibles, Atari 800/130 and ST, and arsenal. The simulation features an Origin Systems
Commodore 64/128 at a pricing of $24.95. advanced cockpit with two multipurpose 136 Harvey Road
display screens, a radar scope, and three- Building B
Mini-review dimensional, out-of-the-window viewing Londonderry NH 03053
Street Sports Basketball * * *½ capability with a superimposed “heads up” (603) 644-3360
Street Sports Basketball is not your run- display (HUD). Available for the C64/128,
of-the-mill basketball simulation. This the price of this game is $39.95. Conver- Finally, Ultima IV: Quest of the Avator
game follows through with the winner- sions are planned for IBM micros and has been released for IBM micros and
take-all, neighborhood pick-up games compatibles, and for the Atari ST. compatibles at $59.95. The player explores

84 MARCH 1988
new frontiers and meets new challenges. battles of Bunker Hill, Saratoga, and Mon- 9. Go to the Astral Plane as soon as possi-
Players, however, do not design the char- mouth are recreated using the award- ble. Chances are that the worst that will
acteristics and abilities of the party. In- winning game system from Gettysburg. happen to you is that you are sent home to
stead, the party takes on the player’s With Panzer Strike!, one or two players Sorpigal.
characteristics, based on responses to a can engage in individual squad or tank- 10. To find Ranalou’s cave, follow the
series of ethical dilemmas. The difficulty level combat in the Eastern and North coast east of Portsmith South and around
of the quest is then influenced by the African fronts, as well as combat involving the peninsula to the north.
player’s personality. the British Army throughout Europe.
Available for both Apple II and C64/128 To give you some assistance with The
Paragon Software Corp. computers, these games are $49.95 and Bard’s Tale II, Jeff Vogelsano of Wood-
600 Rugh Street $44.95 respectively. bridge, Va., offers this advice:
Greensburg PA 15601 “These clues might help those down on
(412) 838-1166 The clue corner their luck. For two of those ‘unique’ weap-
Several marvelous clues arrived from ons you always hear about, have the char-
Master Ninja: Shadow Warrior of Death our readers for this issue. First, Kendall acters go to Garth’s Shoppe. Press Buy and
is for IBM micros and compatibles. It is an Gregg writes that he has mastered the pick your weapon. Next, insert a copied
Oriental action and adventure story that Perilous Peaks dungeon in Might and character disk and Purchase. Press the
takes the player through 25 screens of Magic. Kendall offers the following clues: space bar. Insert the original game disk
ancient martial arts, including hand-to- 1. Never interrupt a dragon town meet- and press Buy. The weapon or item will
hand and weapon combat. The player ing. Even the gods could not survive such still be there.
assumes the identity of a great ninja war- an outpouring of anger. “For those who always need gold, go to
rior on a quest to recover a magical sword 2. The four beasts (soldier, sea monster, ‘BEDDERS.’ Deposit your gold, then with-
stolen by an evil Japanese warlord. There scorpion, and winged beast) are pictured draw. Before typing your code, insert a
are 25 martial arts moves, historic ninja on the map in the correct locations. Kill all copy disk. Type the code, and BEDDER
weapons, and realistic sound. The price is four, then go to Tuck Island and spin the will close the account. Insert the original
$34.95, with a Commodore 64/128 conver- Wheel. You will get a bonus for each mon- disk, and you will have the money and the
sion currently being programmed. Ver- ster slain. Of course, this will put the account."
sions for the Atari ST and Commodore monsters back in the game as well.
Amiga should be released this year. 3. In section A4, many islands of a magi-
cal nature can be found, including a Clues for The Bard’s Tale II players were
Ray & Secrest Simulations, Inc. bridge that can only be crossed if each also received from Brian Lurtice of Phoe-
P.O. Box 1104 character answers a question correctly. nix, Ariz.:
Houston TX 77251-1104 Failure means death. To date, none of my “Hitting the z key while playing The
(713) 527-0616 characters have crossed the bridge. Bard’s Tale II will summon a Stone Elemen-
4. The Perilous Peaks are great for tal. Also, many of the spell descriptions
A new Wizardry scenario for Apple II dragon hunting, if you are strong enough. seem to be incorrect. For example,
users has been released by these devel- The Fabled City of Gold in those peaks is Forskar’s Night Lance only travels for 70’,
opers. Entitled The Mazetown Coven, this the best place to find magical objects (in- and the Heal All does not cure stunned
offering is for characters of levels 11 cluding an idol). But watch out for multi- characters.”
through 13, and is priced at $15.00. ple dragon encounters that must be bested
if you are to get that idol! Phantasie II players should appreciate
Strategic Simulations, Inc. 5. Another island of interest is Trivia the following clues from Christopher
1046 North Rengstorff Avenue Island, where you pay to guess at obscure Fisher of Middlebury, Vt.:
Mountain View CA 94043 questions based on encounters earlier in 1. When trying to get to the Plane of
(415) 964-1353 the game (questions such as, “Who is the Darkness, go to the White Castle and
voluptuous one?“). type C2.
This fine company has released two new 6. ZAM’s clue is C-15, whatever that 2. The elemental of air has every spell
simulations: Sons of Liberty, a simulation might mean. possible and is very helpful when fighting
of three American Revolutionary War 7. Remember: I BE ME. Nikademus.
battles, and Panzer Strike!, a tactical 8. The code for turning off Erliquin’s 3. In the Dark Castle, follow these direc-
World War II simulation. In the former, the dungeon ZAP traps is YICUZME3. tions when the arches appear: E, s, N, s, E, s,
E, W, E, E.
4. Break Nikademus’s wand when you
can, but don’t sell any of the pieces.
5. Look for secret doors in the south-
west portion of the last dungeon.

That’s all for this month. Please remem-


ber that we need your ballots for the best
software games of the year (1987 and
1988). Simply write down the name of the
game, the version, and your name and
address on a postcard, and send it to:

Hartley and Patricia Lesser


179 Pebble Place
San Ramon CA 94583

Please do not phone us! Continue send-


ing in the hints and tips, too, and we’ll
make certain the best are published to
help out all readers. Game on!

86 MARCH 1988
by Jeff Grubb

The Thor, hero of the extradimensional


realm of Asgard, is unique in that must of
his allies know him as his “heroic” self, as
opposed to knowing him only in whatever

Marvel®-Phile secret identity he maintains at the time.


Spider-Man is a bit of a loner, but his alter-
ego Peter Parker has had the Daily Bugle
staff, his Aunt May, and a long string of

By the Immeasurable Girth of lady-friends culminating in his bride, Mary


Jane Watson, as friend and associates. It’s

Volstagg! the same with Iron Man,


who operates on his own as
a hero and with a huge
group of friends and
allies as the president

88 DRAGON 1988
of Stark Enterprises. Even the Hulk has
more friends as puny Bruce Banner than
FANDRAL THE DASHING™
TALENTS: Fandral is a master of the
as his monstrous self. F IN Health: 195 sword ( +1 CS in combat as noted above)
But not Thor. Thor’s old secret identity A RM and has the Horsemanship talent ( +1 on
of lame Doctor Don Blake had Jane Foster S AM Karma: 70 FEATS involving riding and dealing with
as a friend, but that’s about it. No, Thor’s E MN horses).
best supporting-cast members are natives R GD Resources: RM
of his home, Asgard: Sif, Odin, Heimdall, I EX CONTACTS: As an Asgardian of note, and
Balder — and Grim Hogun, Dashing Fan- P IN Popularity: RM in Asgard, a good friend and ally of the mighty Thor,
dral, and Volstagg the Enormous. IN with Asgardian women Fandral has the Court of Asgard, its rulers,
Fair ladies and noble lords, we present and Thor himself as contacts. He has no
the guys who stand at Thor’s side in bat- KNOWN POWERS: real contacts on Earth.
tles of Asgard: The Warriors Three.
Body Armor: Like all Asgardians, Fandral FANDRAL'S STORY: Fandral is a native
has a dense body that provides Good pro- Asgardian who, with Hogun and Volstagg,
tection against physical and energy at- helped Thor put down a mutiny inspired
HOGUN THE GRIM™ tacks. by Thor’s evil and malicious brother Loki.
Fandral’s good looks and courtly manners
F AM Health: 205 Fandral’s Sword: Fandral’s sword, like make him the “lady’s man” of the Warriors
A RM Hogun’s mace, is not enchanted but is Three. His tendency to court several
S AM Karma: 80 made of the strong metals wrought by the young women simultaneously has gotten
E MN smiths of Asgard. It is made of Incredible- him into deep trouble, and he has fore-
R EX Resources: IN strength material, and Fandral fights at sworn his philandering life for the time
I RM the Amazing level when using it. Fandral being. Whether he keeps to this vow when
P RM Popularity: EX in Asgard may use both the edge of his sword (for confronted by the comely maidens of
edged attacks) and the flat of the blade Asgard remains to be seen.
KNOWN POWERS: (for blunt attacks) in combat.
Body Armor: The massive cell structure of
Asgardians provides Hogun with Good VOLSTAGG THE addition has met and befriended Sunspot
protection against physical and energy ENORMOUS™ of the New Mutants and the young group
attacks. Power Pack.
F RM Health: 250
Hogun’s Mace: Hogun’s mace is made of A EX VOLSTAGG’S STORY: Long ago (by Asgar-
Amazing-strength materials, and he wields S AM Karma: 60 dian time; by the way mere mortals figure
the weapon with +1 CS on attack rolls. E Shift X time, it was long, long, long ago), Volstagg
The weapon is nonmagical, though it was R GD Resources: RM was among the most powerful fighters in
built using the magic of Asgardian crafts- I GD the land, earning him the title “Lion of
men, and has no special powers. P IN Popularity: IN in Asgard if Asgard.” Many centuries of feasting and
he’s paid his bar bill; RM drinking have spread his waistline, if not
TALENTS: Hogun is a master in the use of otherwise his fame, to even greater dimensions. He
his mace (as noted above), and in addition still asserts himself to be one of the pre-
has the Horsemanship ( +1 CS for all KNOWN POWERS: mier warriors of Asgard, but in combat he
FEATS involving horses) and Martial Arts seeks less-strenuous forms of conflict than
A talents. Body Armor: Volstagg has the natural body direct attack. When storming a castle, for
density of most Asgardians, and in addi- example, his first point of attack is the
CONTACTS: Hogun is a member of the tion has much more “body” than usual to larder, to see if any enemies are hiding
Court of Asgard and, as a member of the serve as armor. Volstagg’s exact weight is a among the breads, cheeses, and meats.
Warriors Three, is a close friend of Thor. tightly held secret in the circles of Asgard, Volstagg is no coward, however, nor is he
but may be safely said to be over one ton, unwilling to confront opponents, as many
HOGUN’S STORY: Hogun is called “the depending on whether he has just walked a young Asgardian gallant has discovered
grim” for his dour attitude and pessimistic away from a big meal or not. His flesh when he challenged the Lion and was sat
outlook. He is more of a fighter than a serves as Excellent armor against physical upon after a short scuffle.
talker, letting his mace speak volumes in and energy attacks. In a short trip to Earth, Volstagg made
combat. Hogun is not a native of Asgard the acquaintance of the children in the
proper, but of another land in the Asgar- TALENTS: Volstagg was a mighty swords- Power Pack, and he knows their true
dian dimension. He has, however, proved man in his prime, and still has the Swords- identities. He has also adopted into his
time and again his loyalty to the throne of man and Wrestling talents. Volstagg uses large and child-filled home two Earth boys
Asgard and to Thor, the son of Odin. his incredible girth to his advantage in who lost their mother to an enemy of
combat, and a successful wrestling hold Thor. Volstagg has a large family, and
usually indicates that the massive Asgar- though he loves each and every one of
©1988 Marvel Entertainment Group, Inc. All Rights dian is sitting on his opponent. them a great deal, he finds that he must
Reserved.
Marvel, Marvel Universe, Marvel Super Heroes, and
escape domestic confines in the cause of
all Marvel character names and likenesses are CONTACTS: Volstagg maintains the same high adventure. Of course, he must ex-
trademarks of Marvel Entertainment Group, Inc. contacts as Fandral and Hogun, and in plain this to his wife upon his return.

DRAGON 89
90 MARCH 1988
DRAGON 91
CON features AD&D®, TOP SECRET®, RISK®,
and BATTLESYSTEM™ game events, along with
numerous other board and role-playing games.
Registration is $5; each game requires a $2
entry fee. Write to: Table Gaming Club, c/o
Student Life Office, Student Center, South
Street, Farmington ME 04938.

DRACONIS, March 18-20


This science-fiction and fantasy convention
will be held at the Galt House in Louisville, Ky.
Anne McCaffrey will be the guest of honor, and
floor of the University of Toledo Main Campus Julia Ecklar will be fan guest. Featured events
Convention Calendar Policies Student Union in Toledo, Ohio. This convention will include the Dragon Bazaar, open gaming,
will feature a host of events, including a games filksinging, a masquerade contest, an art show
This column is offered as a service to our auction, a miniatures-painting contest, a game and auction, panels, workshops, a LAZER TAG™
readers around the world. Anyone may exhibitors’ and dealers’ room, an RPGA™ Net- area, and a child-care center. Registration fees
place a free listing for a game convention work AD&D® game tournament, a CAR WARS® are $20. Children ages 6-12 may be registered
here, but the following guidelines must be tournament, a schedule of movies, and more for half price. Write to: DRACONIS, P.O. Box
observed. than 120 other role-playing, board, and minia- 162, Concord MA 01742.
In order to ensure that all convention tures gaming features. Steve Jackson is the
listings contain accurate and timely infor- guest of honor. Send an SASE to: Student Activi- SIMCON X, March 18-20
mation, all material should be either typed ties Office, UT-BASH, BASHCON, 2801 W. Ban- This convention will be held in the Wilson
double-spaced or printed legibly on 8½” x croft Street, Toledo OH 43606; or call: (419) Commons on the University of Rochester’s River
11” paper. The contents of each listing 537-4654. Campus in Rochester, N.Y. Events include role-
should be short, succinct, and under 150 playing game tournaments, wargames, minia-
words long. JAXCON SOUTH 12, March 4-6 tures competitions, movies, demonstrations, and
The information given in the listing must This 12th annual gaming convention will be a dealers’ room. Registration is $5 before March
include the following information, in the held at the Jacksonville Hotel on the Riverwalk 1, and $10 thereafter. Write to: SIMCON X, P.O.
following order: in Jacksonville, Fla. Miniatures, board game, and Box 29142, River Station, Rochester NY 14627;
1. Convention title and dates held; role-playing game events will be held, with a or by calling: (716) 275-9379.
2. Site and location; large dealers’ room, a flea market, tournaments,
3. Guests of honor (if applicable); movies, door prizes, and more. Registration is THE SPRING OFFENSIVE, March 19-20
4. Special events offered; $18 at the door. Dealers should write to: JAX- Sponsored by the Tri-County Gaming Associa-
5. Registration fees or attendance re- CON SOUTH 12, Dept. D., P.O. Box 4423, Jack- tion, this gaming convention will be held at the
quirements; and, sonville FL 32201. Write to: JAXCON SOUTH, Bradley University campus in Peoria, Ill. Fea-
6. Address(es) and telephone number(s) Dept. A., P.O. Box 4423, Jacksonville FL 32201; tured events will include a variety of role-
where additional information and confirma- or call: (904) 772-9040 between 7 and 9 P.M. only. playing games, board games, and miniatures
tion can be obtained. events. Registration fees are $2 per day, or $3
Convention flyers, brochures, newslet- CALCON III, March 11-13 for the weekend, with an additional charge of
ters, and other mass-mailed announce- This role-playing, board, and miniatures- $1 for each event entered. Write to: Jim Roots,
ments will not being considered for use in gaming convention will be held at the Glenmore 2270 Robin Road, Washington IL 61571; or call:
this column; we prefer to see a cover letter Inn in Calgary, Alberta, Canada. Sponsored (309) 745-8511.
with the announcement as well. No call-in events include a major AD&D® tournament
listings are accepted. Domestic and foreign ($250 first-place prize offered), TUNNELS & AGGLECON 19, March 24-27
conventions are welcome. TROLLS™ games, a Monty Hall Bake-off Extrava- The Southwest’s largest science-fiction and
WARNING: We are not responsible for ganza, CALL OF CTHULHU® games, and a host fantasy convention will be held on the Texas
incorrect information sent to us by conven- of minor tournaments. Other events include an A&M campus in College Station, Tex. Guests of
tion staff members. Please check your auction, miniatures competitions, a miniatures- honor include Joe Haldeman (not Gene Rodden-
convention listing carefully! Our wide painting contest, LAZER TAG® games, intros and berry, as earlier noted), Katherine Kurtz, Bob
circulation ensures that over a quarter of a demos of many RPG systems, and more. Regis- Eggleton, and Kerry O’Quinn. Events include the
million readers see each issue. Accurate tration is $7 until March 1, or $10 thereafter. Quest, open gaming, 25 authors and artists, nine
information is your responsibility! Write to: CALCON III, P.O. Box 204, Station “M," SF films in 35mm (to be shown in a 2,500-seat
Convention listings should be mailed by 220 4th Avenue SE, Calgary, Alberta, CANADA, auditorium), a dealers’ room with over 100
the copy deadline date to Convention T2P 2H6. tables, an art show and auction, a banquet, a
Calendar, DRAGON® Magazine, P.O. Box masquerade ball, and more. Preregistration fees
110, Lake Geneva WI 53147. Copy dead- TOTAL CONFUSION 2, March 11-13 are $10 for all four days (if paid prior to Febru-
line dates are the last Monday of each The second-annual TOTAL CONFUSION game ary 28), with an additional $4 charge for entry
month, two months prior to the on-sale convention will be held at Clark University in into the Quest. At-the-door fees are $5 for one
date of an issue. For example, the copy Worcester, Mass. RPGA™ Network events will be day, $14 for the entire weekend, $1 for the
deadline for the July 1988 issue is the last held for AD&D® and CALL OF CTHULHU® midnight movie, $10 for a banquet ticket, and
Monday of May 1988. Plan ahead; early games. Regular events include 10 “unlimited” $5 for entry into the Quest. Children under
listings pay off! AD&D® game events, and CHAMPIONS™, DC™ three are admitted free of charge, and children
If a convention listing must be changed HEROES, CAR WARS®, and numerous other ages 3-12 for half the normal registration fees.
because the convention has been can- board and role-playing game features. A Students of Texas A&M are entitled to discounts
celled, the dates have changed, or incor- miniatures-painting event, a dealers’ room, on AGGIECON passes. For details, write to:
rect information has been printed, please seminars, 24-hour open gaming, and much more AGGIECON 19, TAMU, Box J-1, MSC, College
contact us immediately! For any ques- are also offered. Preregistration for all three Station TX 77844.
tions or changes related to this column, days is $15, or $6 for each individual day. Regis-
please call either Robin Jenkins or Roger tration after March 1 is $7 per day. Write to: MAGNUM OPUS CON 3, March 25-27
E. Moore at TSR, Inc., (414) 248-3625. TOTAL CONFUSION, 151 Chandler Street, This science-fiction, fantasy, and gaming
Worcester MA 01609; or call: (617) 793-0853, convention will be held in Columbus, Ga. Guests
(617) 562-2554, or (617) 755-4207. of honor include Yvonne Craig, Michael Bishop,
indicates Canadian convention. Charles N. Brown, Hal Clement, Catherine and
indicates European convention. UMF-CON, March 13 L. Sprague de Camp, Stephen R. Donaldson,
This science-fiction, fantasy, and gaming Lloyd A. Eshbach, Phillip Jose Farmer, George
BASHCON ‘88, March 4-6 convention takes place at the Student Center of R.R. Martin, Norman Spinrad, Jack Williamson,
Sponsored by the University of Toledo Benevo- the University of Maine in Farmington, Maine. and others yet to be announced. Activities
lent Adventurers’ Strategic Headquarters, this Barry B. Longyear, the nationally known include gaming tournaments, an art show, a
sixth annual event will be held on the third science-fiction writer, will be attending. UMF- magic show, an open talent show, a dance, an

92 MARCH 1988
art auction, a con suite, and movie rooms. Write BAMACON II, April 8-10 Columbus OH 43210; or call: Jill Moody at (614)
to: MAGNUM OPUS CON, 4315 Pio Novo Ave- This gaming convention will be held at the 299-5658, or Jon Kimmich at (614) 447-1705.
nue, Macon GA 31206. Stagecoach Inn, located at 4810 Skyland Blvd. E.
in Tuscaloosa, Ala. Room rates are $21.75 for a DRAGON QUEST VI, April 8-10
ROUNDCON III, March 25-27 single and $27.20 for a double. Special guests This gaming, fantasy, and science-fiction
This fantasy and super-hero role-playing include Allen Hamack, Dr. Ed Passerini, Dr. convention will be held at the University of
games convention will be held at the University Kendrick, Jim Birdseye, Dr. Lloyd Snerts, and Wyoming Union Building in Laramie, Wyo.
of South Carolina in Columbia, S.C. Gaming will others. The festivities planned include work- Featured games include AD&D®, CAR WARS®,
take place on the third floor of the Russell shops, seminars, and panels dealing with sub- CHAMPIONS™, STAR TREK®, and TRAVELLER®.
House Student Center on Greene Street in jects such as science fiction, gaming, inventions, Other events include a writers’ panel, a custom-
downtown Columbia. Convention hours are as metaphysics, and computers. Gaming tourna- game design and creation panel, computer
follows: 3 P.M. to midnight on Friday, 9 A.M. to ments (as well as computer-gaming tourna- gaming, electronic music, and more. The guest
midnight on Saturday, and 12:30 P.M. to 6 P.M. on ments) will be held, most of which will offer of honor will be Jerry Oltion, author of “Frame
Sunday. Featured games will be CHAMPIONS™ cash prizes. Featured events include an art of Reference” and miscellaneous short stories.
and the AD&D® game, with prizes being show, a costume contest, a combat-techniques Preregistration fees are $9 until March 26, and
awarded to the top players in both games. seminar, miniatures combat, four 24-hour movie $12 thereafter. Write to: Knyghts of Enchant-
Miscellaneous other role-playing and strategy rooms, an awards banquet, and a 24-hour con ment, P.O. Box 3625, Laramie WY 82071; or call:
games will also be featured. Preregistration by suite. There will be filksinging, storytelling, (307) 755-4721.
mail is required. Memberships are $5 and may open gaming, and more. Write to: BAMACON II,
be paid by checks made out to: Roundtable, A University of Alabama, P.O. Box 6542, Tusca- GAME FAIRE ‘88, April 8-10
Gaming Society. Checks must be postmarked no loosa AL 35486; or call: (205) 758-4577. The ninth-annual GAME FAIRE convention will
later than March 18. Membership fees may be be held at Spokane Falls Community College in
mailed to: ROUNDCON III, P.O. Box 80018, CAPCON XI, April 8-10 Spokane, Wash. Events will run continuously
University of South Carolina, Columbia SC The Ohio State University Miniatures and from Friday night to Sunday afternoon. The
29225. Call: Wally at (803) 777-1964. Gaming Association (OSUMGA) announces the program includes game tournaments, microar-
11th annual CAPCON, to be held in both ball- mor, historical miniatures, a video room, a
CONTEST V, March 31-April 3 rooms of the Ohio Union, 1739 N. High Street, in dealers’ room, SF and fantasy RPGs, board
Tulsa’s only all-gaming convention will be held Columbus, Ohio. Featured events include: games, family games, and a game auction. The
at the Holiday Inn Holidome at 8181 E. Skelly miniatures events, board games, and role- local chapter of the SCA will also host a demon-
Drive in Tulsa, Okla. Events will include game playing games from several time periods and stration. Registration for this convention is $10
tournaments, demonstrations, role-playing genres; several AD&D® and BATTLESYSTEM™ prepaid or $12 at the door. Friday-only or
games, board games, computer games, minia- game tournaments; and, a miniatures-painting Sunday-only passes are $5; Saturday-only passes
tures competitions, live games, free gaming, a contest. Convention times are: April 8th, 5:00 are $6. All profits from this event go to the
continuous video room, dealers’ room, auction, P.M. to 11:30 P.M.; April 9th, 9:00 A.M. to 11:30 P.M.; Wishing Star Foundation, a local charity dedi-
and special guests. Registration fees are $6 and, April l0th, 12:30 A.M. to 10:30 P.M. Admis- cated to helping needy children. Write to:
before March 1, and $8 at the door. Write to: sion is $3 per day. Write to: OSUMGA/CAPCON, Merlyn’s, W. 201 Riverside, Spokane WA 99201;
CONTEST V, P.O. Box 4726, Tulsa OK 74104. Box 21, The Ohio Union, 1739 N. High Street, or call: (509) 624-0957.

94 MARCH 1988
GAMESFAIR 88, April 8-10 numerous mini-competitions. Registration is are also featured. Door prizes and other give-
The United Kingdom’s premier games-playing $25 before April 7, or $30 at the door. Single- aways will also be offered at the door. Registra-
event and the eighth GAMESFAIR organized by day registration may be purchased for $15 a tion is $7.50 in advance or $10 at the door.
TSR, UK, will be held at Reading University in day. RPG tournament fees are $5 per player; Write to: I’M GAME/SHOW, 102 W. Pine Street,
Reading, United Kingdom. Events will include STAR FLEET BATTLES tournament fees are $2 Warrensburg MO 64093; or call: (816) 747-DICE
an AD&D® game open championship, an per player. Write to: S.T. CON ‘88, Unit #38, on Saturdays only.
AD&D® game team competition, a CHASE™ 3223 83rd Street NW, Calgary, Alberta, CAN-
game tournament, a huge game of EN GARDE, a ADA, T3B 2P9. WIZARDCON ‘88, April 9
creature-creation competition, all-night gaming, Sponsored by the Columbia University Games
a charity marathon, game demonstrations, and GAMEMASTER ‘88, April 9 Club, this all-day convention will be held at
more. Tickets for the full three days are £37.00 Sponsored by the Gamemasters Guild, this Ferris Booth Hall at Columbia University, 115th
residential, or £12.50 nonresidential. Write to: one-day gaming convention will be held on Street and Broadway in New York City. Events
The Organisers, GAMESFAIR 88, TSR UK Ltd., Saturday, April 9, from 8 A.M. to midnight in the will include numerous role-playing events, a
The Mill, Rathmore Road, Cambridge CB1 4AD Big Four Room of the Student Union Building on DIPLOMACY® tournament, a miniatures-
UNITED KINGDOM; or call: (0223) 212517. the Boise State University in Boise, Idaho. Cash painting contest, a plethora of vendors, and
prizes will be awarded in the ZOMAX game, and several other games. Registration is $2 at the
MISCONCEPTION, TOO, April 8-10 product prizes will be awarded in other catego- door; tournament events will cost an additional
This gaming convention will be held at the ries. WARHAMMER, AXIS & ALLIES™, SHOGUN, $2 per round. Write to: WIZARDCON ‘88, 206
Auraria Student Center on 9th and Larimer in D&D® games, and a host of other events will Ferris Booth Hall, Columbia University, New
Denver, .Colo. Featured events include AD&D®, also be featured. Preregistration is $4 until April York NY 10027.
BATTLETECH®, CHAMPIONS™, and STAR FLEET 1; thereafter, registration is $8. Send an SASE to:
BATTLES game events among others. Preregis- Gamemasters Guild, ATTN: Scott Brough, 5240 GICON X, April 15-17
tration is $3; at-the-door fees are $4. Tourna- Targee, Boise ID 83705; or call: Ken Brough at This gaming convention will be held at the
ment fees are $1 for each event. Write to: AGC, (208) 384-5549. Ramada Inn in Grand Island, Nebr. Numerous
Metro State College, 1006 11th Street, Box 39, gaming events are sponsored, including events
Denver CO 80204; or call: (303) 556-3320. SHOW-ME CON III, April 9-10 in the following games: AD&D®, TRAVELLER®,
Sponsored by the I’m Game gaming store and ELFQUEST, TOP SECRET®, MARVEL SUPER
S.T. CON ‘88, April 8-10 gamers guild, this midwest gaming event will HEROES®, and BATTLETECH®. There will also
This gaming convention will be held at the take place at the Dance Hall in Warrensburg, be an artists’ and authors’ competition, with
Marlborough Inn, 1316 33rd Street NE, in Mo. Events will include AD&D®, D&D®, well over $1,000 being offered in these and
Calgary, Alberta, Canada. Guests include Bjo, MARVEL SUPER HEROES®, TALISMAN, STAR other events. Registration is $10 for the week-
John, and Lora Trimble; Sonni and Dr. Ralph WARRIORS, Visual Dungeon, BATTLETECH®, end if paid before March 31, or $15 thereafter.
Cooper; Diane Carey; and Gregory Brodeur. and ROLEMASTER™ games, with a figure- Send an SASE to: GICON X, 3077 S. 40th Street,
Special events include an art show and auc- painting contest. The AD&D® game tournament Omaha NE 68105.
tion, a costume contest, a short-story compe- will be run by a TSR staff writer. RPGA™ Net-
tition, a STAR TREK®: THE RPG tournament, a work sponsored events, game demonstrations, a
STAR FLEET BATTLES tournament, and dealers’ area, and a comic book show and sale

96 MARCH 1988
98 MARCH 1988
DRAGON 99
100 MARCH 1988
DRAGON 101
102 MARCH 1988
DRAGON 103
104 MARCH 1988

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