Dragon Magazine 100
Dragon Magazine 100
Dragon Magazine 100
45
22
SPECIAL ATTRACTIONS
In the center: SAGA OF OLD CITY Poster
Art by Clyde Caldwell, soon to be the cover of an exciting new novel
34
Publisher
Mike Cook
45
22
34
Editor-in-Chief
Kim Mohan
Editorial staff
Patrick Lucien Price
Roger Moore
Graphics and production
Roger Raupp
Colleen OMalley
David C. Sutherland III
Subscriptions
Georgia Moore
Advertising
Patricia Campbell
Contributing editors
Ed Greenwood
Katharine Kerr
This issues contributing artists
Dennis Kauth
Roger Raupp
Jim Roslof
Marvel Bullpen
Dave Trampier
Jeff Marsh
Tony Moseley
Larry Elmore
OTHER FEATURES
6
12
86
96
100
DEPARTMENTS
3 Letters
10 The forum
69 The ARES Section
101
World Gamers Guide
102 Convention calendar
107 Wormy
109 Dragonmirth
110 Snarfquest
COVER
Its fitting that an issue filled with things weve never done before should start off
with a cover thats unlike any of the ninety-nine that preceded it. The artwork is
actually a paper sculpture created by TSRs Dennis Kauth, who built up shapes
and surfaces from a flat background to produce this scene of a faerie dragon
serenely gliding along the edge of a stream, while the sword and the small pile of
coins suggest that some other creature had come this way before. The sculpture
was turned into a photograph after being illuminated to bring out the threedimensional aspects of the piece, and for an extra touch we tossed in some color
on the dragon and the Dragon and had the colored part of the cover embossed.
Why purple? Because a purple faerie dragon is the oldest and most powerful of its
kind. And the faerie dragon itself is symbolic of DRAGON Magazines contributions to the AD&D game; the description of the creature, originally written by
Brian Jaeger, appeared in issue #62 and was later picked up for inclusion in
Monster Manual II.
2 AUGUST 1985
Memories are
made of this
Well, not really. This month, the Letters
column should more properly be called Answers. We decided to spend some space in issue
#100 to deal with some questions that get asked a
lot (or that we suspect get asked a lot), but which
dont fit well into the format of our regular Letters column.
Two qualifications before we start: First, you
should understand that a lot of statements in
these answers are expressed in absolute terms for
the sake of brevity, and we dont necessarily
mean them to be taken entirely at face value. In
other words, assume the word usually in front
of every verb. Second, the statements and opinions expressed here are the sole responsibility of
the Editor-in-Chief and do not necessarily represent the opinions of TSR, Inc., my boss, or
anybody else who isnt me. And now, the first
envelope . . .
Why didnt you answer the letter I wrote?
DRAGON 3
some way from what the rules of the game provide for. But in neither case are you actually
changing the rules of the game you play and,
in this respect, the suggestions and guidelines
offered in an article are not as good as the
rules that the article was inspired by or derived
from.
Lets use the MONOPOLY game for an
analogy. The rules of that game dictate that the
Free Parking space is just that a place
where nothing good or bad happens to you. Yet
some people like to throw a lot of the banks
proceeds into a pot that is picked up by the next
player who lands on Free Parking. (Maybe the
space should then be called Free Lunch.) If a
group of players uses this variant rule, you certainly cant (and shouldnt try to) tell them that
they arent playing a MONOPOLY game. But if
they enter a sanctioned MONOPOLY competition, theyll find out that theres no such thing as
a Free Lunch (unless the regulations of the competition, for some reason, specify otherwise).
That doesnt mean that the Free Lunch variant is
bad but its not a rule, and not everyone is
obliged to play that way.
So it is with a magazine article that suggests a
way to improve the game you play. If you like
it, use it. (That is, after all, what were here for.)
If you dont, turn the page. In either case, the
rules of the game you play havent changed.
DRAGON Magazine (ISSN 0279-6848) is published monthly by TSR, Inc. The mailing address for all material except subscription orders is DRAGON Magazine, P.O. Box 110, Lake
Geneva WI 53147; the business telephone number is (414)248-3625. DRAGON Magazine is available at hobby stores and bookstores throughout the United States and Canada, and
through a limited number of overseas outlets. Subscription rates via second-class mail are as follows: $30 in U.S. funds for 1 year (12 issues) sent to an address in the U.S., $36 in Canadian
funds for 1 year (12 issues) sent to an address in Canada. Payment in full must accompany all subscription orders. Methods of payment include checks or money orders made payable to TSR,
Inc., or charges to valid Mastercard or VISA credit cards. Send subscription orders with payments to: TSR, Inc., P.O. Box 72089, Chicago IL 60678. A limited quantity of back issues are
available from the TSR mail order department, P.O. Box 756, Lake Geneva WI 53147. For a copy of the current catalog listing available back issues, write to the mail order department at the
above address. The issue of expiration of each subscription is printed on the mailing label for each subscribers copy of the magazine. Changes of address for the delivery of subscription copies
must be received at least six weeks prior to the effective date of the change in order to assure uninterrupted delivery. All material published in DRAGON Magazine becomes the exclusive
property of the publisher, unless special arrangements to the contrary are made prior to publication. DRAGON Magazine welcomes unsolicited submissions of written material and artwork;
however, no responsibility for such submissions can be assumed by the publisher in any event. Any submission accompanied by a self-addressed, stamped envelope of sufficient size will be
returned if it cannot be published.
DRAGON is a registered trademark for the monthly adventure playing aid published by TSR, Inc. All rights to the contents of this publication are reserved, and nothing may be reproduced from it in whole or in part without first obtaining permission in writing from the publisher. Copyright 1985 TSR, Inc. All Rights Reserved.
Second-class postage paid at Lake Geneva, Wis., and additional mailing offices. Postmaster: Send address changes to TSR, Inc., P.O. Box 110, Lake Geneva WI 53147.
USPS 318-790, ISSN 0279-6848.
4 AUGUST 1985
DRAGON 5
AUGUST 1985
Bonus points:
10 for breaking all targets
10 per warrior captured
10 per warrior for achieving tactical goal
10 per warrior freed from capture
20 per warrior on defending team for
achieving strategic goal
Penalty points:
100 per warrior involved in committing
infraction
If the heart target is broken, the warrior
must stop playing and leave the battlefield
immediately. No further points can be
scored against this warrior.
If a warrior is captured and surrenders,
no further points can be scored by or
against this warrior. The captive is escorted
to the Field Prison by a member of the
capturing team. Any unscored points
(unbroken targets) remaining on the captive
are counted by the capturing team if the
warrior is not rescued before the end of the
battle.
Any foul called by a Sabratact Field
Judge will result in the immediate exit from
the battlefield of the warrior(s) involved.
Penalty Points are awarded to the victimized team in all cases of rule violations. (A
full set of Official Sabratact International
Rules and Regulations will be provided on
request by Sabratact International.)
Before the battle, the opponents-to-be help each other get safely outfitted. . . .
. . . And then they take to the fields, swords and shields flailing!
D
RAGON
Battle
unit
Individual
Squad
Platoon
Company
Regiment
Brigade
Legion
Army
Nation
Empire
Ranking
officer
Warrior
Samurai
Lieutenant
Centurion
Commander
Colonel
General
Field Marshal
Crown Prince
Emperor
Number of
warriors
1
4
16
100
300
1,000
4,000
12,000
50,000
250,000
The numbers given above are approximate. Long and short battle units will
be allowed within certain constraints outlined in the Official Sabratact International
Rules and Regulations. It will be several
years before we see conflicts between battle
units of the larger scales (Nations and Empires).
Getting started
How does one become involved? The first
step is to acquire weapons, armor, and a
shield. Sabratact International is distributing these items directly. (A price list can be
obtained by contacting Sabratact International.) Individuals should register themselves with Sabratact International, and upon
doing so will receive information regarding
clubs and activities.
A good next step would be to organize
yourselves into squads. Sabratact International will register these battle units and the
identity of the Samurai of your choosing.
Field Officers (starting with the rank of
Lieutenant) must be qualified by Sabratact
International. Any individual Warrior or
Samurai will be eligible for appointment as
a Junior Officer, according to the guidelines
contained in the Official Sabratact International Rules and Regulations. At this point,
individual officers will gather their battle
units of squads, platoons, and companies in
order to engage their opponents.
Sabratact International will provide
detailed Battle Report forms with which to
register the results of your contests. These
reports will go into your permanent records
and become, in part, the basis for an officers eligibility for promotion.
It is an officers responsibility to gather
and maintain the force of warriors who will
fight under that officers banner. No Samurai will be obligated to fight for any particular officer. An officer will maintain a
following only through battlefield success
and personal leadership.
Any individual may fight at any level of
rank already achieved, or at any rank below
that one, without constraint. Any warrior
may aspire and work toward the highest
Sabratact ranks.
For more information . . .
Sabratact International may be contacted
by writing to:
Forest Baker
Suite 16-F
1120 North Lasalle Street
Chicago IL 60610
AUGUST 1985
RAGON
10 AUGUST 1985
In regard to the current debate over the importance of the official rules, I offer the following
words of Mr. Frank Mentzer, TSRs Creative
Aide to the President, from POLYHEDRON
Newszine #9:
An emphasis on role playing comes closer to
the original concept of the game than does an
obsession with details. Gary [Gygax] doesnt run
a straight AD&D campaign; hes too creative to
feel comfortable in that rigid system. You say you
are, too? How many games, modules, and articles have you written lately? Have you given the
system, as published, a chance? Have you tried
the D&D game, a flexible and adaptable framework, instead of the far more complex and regimented AD&D system?
The letters in the Forum in DRAGON issue
#98 all extol either a nitty-gritty rules fixation,
a more flexible interpretation of the word official, or a combination of the two. Unfortunately,
none of the correspondents mention gaming
experience or creativity, two factors which I feel
cannot be ignored in this discussion. I use my
own experiences to illustrate this point.
I started my first D&D game eight years ago,
having no experience with the rules or even
RPGs in general. Back then, all we had were the
classic blue book and D&D module B1, In
Search of the Unknown. Beyond that, we made
our own dungeons, in which yellow mold lined
the only passage into an orcs chamber and
nobody said anything. How did the orc get its
food? Nobody wondered and nobody cared.
Since then, I have almost doubled my age and
have grown in all respects. I am not the same
person I was then, and I dont play the same
game. Today I play a highly modified form of the
AD&D game which is nonviolent. Very few parts
of the game are unchanged from their published
form, yet enough has been salvaged so that the
game is at least recognizable as an AD&D game.
Eight years ago, I would have laughed at
anyone who suggested that I play a nonviolent
game. We played the D&D game for its wonderful combat system, and giving that up would be
like removing your left arm, if not your heart.
But even if I had the inclination to create a
nonviolent game, I still could not have pulled it
off. I simply did not have the knowledge or skill
to manage a game like the one I play now.
One of the most important steps in the creation
of my present campaign was the switch to AD&D
gaming in one $50 swoop. The game was somewhat overwhelming in its scope, but we played it
exactly as published for some time. As we progressed through our campaign, we began to
notice flaws in the game and started to create
ways to change the game to our own ends. The
eventual outcome was our current campaign. The
campaign will end soon, and the game will
change further.
There is no question that the AD&D game, as
published, is both complex and regimented.
But it must be fully comprehended to be altered.
Otherwise, the results of change will never be
noticed. The only way to understand the game is
to play it, at least for a short amount of time, as it
is written. After some experience with the game,
you may feel your creative impulses suggest
DRAGON 11
Sabirines Specular
Appearance
A large, heavy tome (five handwidths
across by ten handwidths high, two fingers
thick) of twenty-eight fine vellum pages
with stamped brass corner-pieces, and
covers of thin black marble affixed to the
thinnest of suth-wood sheets by large brass
corner caps.
History and description
Sabirine was a mage of long ago, instrumental in the exploration of the North; her
adventures are a part of the fireside lore of
traders and travelers there yet. She compiled and concealed spellbooks in various
caches and favorite haunts about the
wilderlands, and the one known as The
Specular has survived, for it is known to
have been in the library of the sage Eiron
the Old in Neverwinter until his death
and the subsequent pillaging of his house by
thieves of the Red Hand guild only four
winters ago.
Sabirine learned the secrets of lichdom
but chose to die a natural death instead. She
was a mage with an especial interest in
cantrips, and was an enthusiastic advocate
of the continued use and refinement of
12
AUGUST 1985
Glanvyls Workbook
Appearance
A small (one handspan in height, seven
fingers wide, and two thick) volume constructed from two leather-covered boards
held together by brass triangular-head nails,
through a central spine of heavy hide to
which are sewn a dozen parchment sheets.
The outside front cover bears a personal
rune, thus:
cellar wall of a house owned by the merchant Pentle, and before him by the illusionist and adventurer Alkunda Gar. After
Pentles house was destroyed by a fire, one
of the rebuilders found it, and took it with
stealth to the sage Bendulphin, who gave
him five hundred pieces of gold for it.
Bendulphin died of natural causes,
shortly thereafter, and his son Tresk took the
Workbook to Waterdeep, where he sold it to
a conjurer, one Braszetor. This new owner
disappeared shortly thereafter, and his
rooms were rifled by the Master Thief
Nighteye or someone else who dared to
use his mark. The whereabouts of the
Workbook at present are unknown;
Nighteye has probably traded or sold it, but
he could have done either of these things
with almost anyone, anywhere.
From Bendulphins notes, we learn that
the Workbooks twelve pages bear the following spells and writings: the unique cantrips horn, listen, and scorch (all described
hereafter), set forth one to a page, and the
spells write, detect magic, Leomunds trap,
and Nystuls magic aura, one to a page, in
the order given. These are followed by a
page of notes on the intensities and hues of
various dweomers viewed by detect magic
(confused and subjective of little practical
use), and then a unique druid spell, smoke
ghost (presumably copied by Glanvyl
through use of a write spell, and then found
to be an untranslatable druidic prayer or
perhaps never identified by him at all).
Horn (Evocation)
A of E: Special
CT: Special
A haunting-sound horn cantrip causes the
sound of a non-existent horn or trumpet
being winded to be heard within 2 (6 if
loud). The pitch, volume, apparent distance
(echo and muffling), and length of note
(only a single call is permitted) are all controllable by the caster. The caster faintly or
inaudibly hums a tone to set the pitch, and
then opens his or her mouth into an Oshape while cupping the fingers of one hand
over it. The trumpet call will last as long as
the mouth is open in an O. The volume and
steadiness of the note are controlled by the
fingers (which flare open to increase volume, and pinch shut to mute it) and can be
shaken to give a tremulous note. A caster
practiced in the use of this cantrip can
imitate horn blasts perfectly.
Listen (Alteration)
A of E: 1 creature
CT: 1/10 segment
A person-affecting listen cantrip enables
the caster to attract the attention of a target
creature within 6. The cantrip is activated
by the casters pointing at the target and
then at himself, while simultaneously saying, Ahem. The target will then be
alerted to the message subsequently (beginning within 1 segment of the casting) spoken by the caster i.e., across a wide
street or crowded room, etc. The cantrip
does not act as a message spell; there must
be no barriers to sound between caster and
target, and the cantrip does not improve the
targets hearing or the volume of the casters
voice nor does it capture the targets full
concentration, so it will not ruin or delay
spellcasting. If the message is spoken in a
language not understood by the target, the
cantrip does not translate it. The cantrip is
ideal for alerting a friend to the presence of
the caster. A listen cantrip will never be cast
upon the wrong target due to movement
during the casters pointing; the casters
view of the target determines the target.
Scorch (Alteration)
A of E: 1 object
CT: 1/3 segment
This reversed cantrip, despite its name,
creates neither flame nor heat. Instead, by
magically exciting the molecules of any nonliving object (of up to 100 gp weight), it
causes the object to char without noise,
smell, or smoke. The caster must touch the
object (to hit roll required if another
creature is attempting to protect the object
14
AUGUST 1985
DRAGON 15
octopus ink and powdered gemstones, stirring with the rod of ferrous metal. Pour into
a stone bowl or depression and add the volt
blood, a drop at a time. Leave an end of the
rod in the mixture. Lightning must then be
induced to strike the rod; lightning of a
natural storm is best, although magic such
as lightning bolt, call lightning, and control
weather-induced storms will do. Electrical
charges of smaller magnitude (such as those
produced by an umpleby, an electric eel, or
a shocking grasp spell) can also be used, but
these must be applied repeatedly; once a
night for six successive nights. (A combination of these sources may be employed.)
Thereafter, let stand. When the mixture
turns blue, it is ready to use.
16 A UGUST 1985
DRAGON 17
The Alcaister
Appearance
A large, russet-colored volume constructed of metal plates covered with burlap
or hessian, tied together with a spine of
waxed, intricately interwoven leather
thongs (like the lacings on a ladys high
leather riding booth, according to the sage
Nornagrym). To the weavings are sewn
forty-six pages of the finest thick parchment, each containing a simple magic spell
or cantrip except the last, which bears a
curious rune, thus:
and in Common, the word Kuhoralminthannas written in a circle around it. The
outer covers bear only the inscription The
Alcaister burned in small, fine flowing
letters in Common, picked out in paints of
silver. The book shows only light weathering, but its appearance gives the impression
of some age.
History and description
The Alcaister is of great antiquity but
unknown origin; it was written somewhere
in the North by a mage of good penmanship
and some powers at least six hundred years
ago, when it appears in a merchants
catalogue-of-cargo as declared before the
plague-masters (quarantine officers) of the
time, of Waterdeep. It was passed into the
city, and presumably sold, but does not
surface again until brought to the sage
Ardagundus in Baldurs Gate by an adventurer, named Wilund, in payment for information as to the whereabouts and uses of
the Magical Chessmen of Ultham-Urre.
Argandus gave the book to his apprentice
Nornagrym for cataloguing and study, and
it is from Nornagryms exacting catalogue
that precise details of The Alcaister come.
Nornagrym is believed to have brought
the book with him to Waterdeep upon his
masters death, where it reposed in his
library until his own death, whereupon it
Reconstruction (Alteration/Phantasm)
Level: 6
Range: Touch
Duration: 1 round + 1 round/level
Area of Effect: Special
Components: V, S, M
Casting Time: 1 round
Saving Throw: None
Explanation/Description: By means of
Gallop (Alteration)
A of E: One quadruped creature
CT: 1/2 segment
When this useful cantrip is used, the
caster may cause one four-legged creature
(if intelligent, it gains a saving throw vs.
spell which, if successful, negates the
cantrip) to move at its maximum movement
rate for 1 round, plus 1 additional round
per level of the caster. The beast may be
ridden or not; direction traveled is arrowstraight (regardless of mounts, riders, or
casters wishes) in the direction pointed at
by the caster (if this leads into a snare, pit,
or precipice known to the beast or any rider
on it, a saving throw vs. spell at + 3 is
allowed; if successful, the beast will turn
aside at the last moment and continue in a
new course, detouring freely as terrain
demands, until the cantrip expires). Gallop
has the same effect on unfamiliar, unwilling,
lame, or exhausted creatures alike. The
enspelled beast cannot pull a laden cart or
wagon without incurring a half-movementrate penalty, and although this cantrip can
be used on exhausted creatures, they can be
permanently damaged or even slain by the
effort (system shock roll applies in many
cases). The caster can ride the enspelled
creature, and in any case can halt a gallop
before its expiration by act of will, whenever he or she wishes, if the gallop is of his
or her own casting. The cantrip is cast by
touching the target creature, making a soft
kissing or clucking noise with the lips as
contact is made, and continuing this noise
as the caster points in the desired direction
of travel (impossibilities, such as straight up
into the air or straight down into the
ground, will have no effect and will merely
waste the magic); effects are immediate.
Sting (Alteration)
A of E: One creature
CT: 1/2 segment
This person-affecting cantrip enables the
caster to harm a single creature up to 4
distant in a minor way: By making a buzzing noise and pointing an extended finger at
an area of his or her own anatomy, the
caster causes a brief (2 segment) but intense
pain in the corresponding area of the target
creature (unless the latter saves vs. spell).
This pain causes no permanent damage
(i.e., loss of hit points), but if applied to the
eyes it can blind for 1 round, or it can
DRAGON 19
20
AUGUST 1985
DRAGON 21
22
AUGUST 1985
Swords & Sorcery duo. But, the similarities notwithstanding, I trust that you will also notice the distinct differences
between the pairs of protagonists. I myself have been
flattered too often by imitators to accept aping as a
sincere form of flattery. . . .
At the time of this story, Gord is about twenty-one years
of age and his barbarian comrade Chert is but a year or
two older. They are both typical young adults not dissimilar to what I was and what you will be/are/were at
such an age. Think about and remember that, please.
Times, circumstances, and technology change but
people dont. The tale involves fun, adventure, and a
sprinkling of the swordplay and sorcerous doings so necessary to any effort in this genre. There occurs herein a
learning experience which will stand Our Hero in good
stead later in his life. In the meantime, there is some High
Excitement to be experienced.
Return with me now to those thrilling days of
neverwhen, as heroes set about their derring-do and spellworkers cast their nets of magic, and a certain arch-mage
learns that . . .
At Moonset
Blackcat Comes
A Tale of Gord of Greyhawk
by Gary Gygax
1985 E. Gary Gygax. All rights reserved.
The last rays of the setting sun washed the dun walls of
the city with the color of old blood and cast long shadows
on the broad thoroughfares which bisected the New Town.
In Greyhawks Old City, the twisting, narrow lanes and
alleys were cloaked in obscuring dimness. Through the
gathering dusk hurried honest folk, anxious to be safe
behind closed doors, while those of another disposition
altogether slunk forth to prey upon the unwary and belated. Encompassing these two extremes, and everything
between them, was the nighttime city, that world where
bon vivant and criminal, adventurous young nobleman
and professional gambler mingled. Along the notorious
Strip, pimps and prostitutes competed with tavern hucksters and gambling dens for the clinking coins of rivermen
and riffraff, mercenary and petty merchant. The scene
was more genteel and subdued in the upper-class equivalent, that place where High and Garden Quarter adjoined, but the activities were of similar, if more
expensive, nature. Fortunes, whether consisting of a few
copper commons or a stack of gold orbs, were lost to
wheel or dice, drink or drab, no matter if the latter was
called a whore or styled herself a courtesan. Into this
gloaming walked a pair of young, well-dressed men.
Where to this night, Gord? asked the taller of the
two.
Gord, a fellow of but moderate height and build,
glanced at his companion and smiled. This roguish grin
transformed his seemingly average face into a boyishly
handsome one, and his white teeth flashed bright in the
fading light. Brushing back a stray lock of black, wavy
DRAGON 23
A UGUST 1985
potions? Or perhaps you have come to contest in challenges of tactics and wit?
Her last query was somewhat hesitant as her gaze took
in the towering barbarians substance, for his stance and
bearing revealed those aspects of his nature which finery
and dress could not hide. Here, she thought, is one suited
for berserk battle, the wild hunt, or questing after dragons
not the sedate pursuit of victory on a game table.
Cherts massive arm looped itself easily around the
lovely, milk-white shoulders of the pretty lass. I say that
my pleasure will be best served, girl, by you and I going
to some secluded nook to sample those marvelous potions
you mentioned!
Oh, no, sir! the girl exclaimed as she slipped easily
from his grasp with a fluid motion born of long practise.
My station is here, but I will have you escorted above to
the Masters Cabin, or the Leisure of Lords the two
pleasure salons at the top if that is your desire. . . .
No! Gord managed to insert the word even as his
barbarian companion was opening his mouth to assent
happily to the suggestion. We have come to sample your
best spirits, and enliven our minds with contests of the
intellect not to wallow in carnal combat of the delicate
sort.
Cherts mouth closed, then opened again, and he was
about to voice a strong protest, but the girl spoke first.
Most certainly, sirs. With that, she drew aside the curtains and ushered them through a short hall into the inte-
DRAGON 25
AUGUST 1985
27
scarlet components of his adversarys force were marshalled to bear upon him. Rexfeliss red forces above,
below, and on the board of the mundane were pressing
home an inexorable attack, and some of the nuances of the
position were not apparent to Gord.
Careless, remarked Gord as he removed the scarlet
dragon with his hero. Both men were playing quickly, and
Rexfelis was losing more pieces than Gord was.
Check, replied his foe matter-of-factly as he made his
following move.
The threat was from a scarlet hero, and Gord was
shocked to find that his king had no safe retreat on high or
middle board. He moved his monarch to the underworld
board without comment. Rexfelis sacrificed two more
pieces, leaving Gord no option but to accept both captures, and then broke the silence with three chilling words:
It is over.
Gord stared at the position with sudden understanding.
He had been maneuvered into a situation where his king
could not return to the middle board. Two more forced
moves, and it was checkmate.
I agree, Gord said tonelessly. I believe this is now
yours, sir. . . . he added, removing the gold ring set with
a cabochon cats-eye chrysoberyl and extending it across
the table.
Be not so hasty, my friend, Rexfelis said with a small
smile. Perhaps there is another wager you can agree to
one that will enable you to retain the ring and gain the
amulet as well!
I have been gulled once, Gord said sourly, but I am
ever a fool. Say on.
The black-garbed man couldnt help smiling more
broadly at Gords cynical assessment of his own situation.
Perhaps you do face a foe with an advantage, he said.
I know that you have a certain repute . . . Blackcat.
Although it was said softly, Gord jumped at the mention
of that name his appellation as a burglar! Why name
me thus? he retorted briskly. I am not the elusive thief
you identify, one who is sought high and low as the bane
of the citys wealthy.
Are you not? Well, no matter, Rexfelis said. The
reward from the wager is for Gord, although Blackcat
might succeed at its challenge more easily. What say
you?
Gord met the fellows steady stare with his own. Of all
the people in Greyhawk, Gord had thought that only
Chert and he himself knew that he was the burglar called
Blackcat the name coined by victims who had caught a
glimpse of his inky form disappearing over a rooftop,
running along an impossibly narrow ledge, leaping distances not thought possible for normal folk. Yet, even
though Rexfelis also had this information, Gord saw no
malice or devious intent in his face, only a cool, quizzical
detachment, as though he were assessing Gords courage
and daring. Name the terms, Gord said evenly in reply
to the challenging stare.
In an hour the moon will set. In another two, the rosy
orb of the sun will push its way heavenward. In that span,
during those two hours of great darkness, a bold and daring thief might enter the Tower of Rigello and bring back
. . . a small item.
28
AUGUST 1985
Rigello is an arch-mage and one of vicious disposition, I am told, Gord replied slowly.
True on both counts, Rexfelis agreed. The one who
dares to enter his domain would have to be exceptionally
skilled, well-prepared, and lucky.
What is this small item to be stolen?
Not stolen, corrected the dark-clad man. Let us say
recovered returned to its rightful possessor. It is a statuette of a tiger carved from a single piece of jacinth, inlaid
with bands of polished, black coral, and bearing eyes of
perfect emerald. A masterwork, a nonesuch, and stolen
from me by Rigello! The pale man hissed the last words
with such hate that Gord drew back reflexively.
What preparation is needed? asked Gord, thoughts
of thievery coming into his head as he implicitly agreed to
undertake the endeavor. And what reward for the . . .
return of the property?
Rexfelis smiled contentedly, correctly assuming that he
had found his man, and bent closer to Gord. Harken
now, he said, drawing forth a folded parchment. I will
show you the plan of the tower and suggest what might be
useful in penetrating its defenses. My quarters are nearby,
and therein is stored all you will need in the way of gear
and armaments.
The reward you spoke of is it only my ring and that
amulet?
Rexfelis grinned broadly at this, showing his small,
slightly pointed teeth. You refer to my ring, of course,
and the amulet, and you suggest that these are insufficient
for the risk? Ahh, my young friend, if you but knew. . . .
Nevertheless, I will bargain, for the hazards are most
perilous, admittedly, and you are the sole hope I have. If
you return here with the statuette before the sun clears the
horizon, then the ring, the amulet, and one hundred gold
orbs will await. Do we have agreement on that?
Let us make haste, said Gord, with a note of urgency
in his voice, as his way of assenting. The moon sails
toward its setting even now!
After a few more minutes of intense conversation to
make final plans, both men left the Ship and Crowns rapidly, but without obvious haste. Gord was uncertain about
what he had agreed to, but felt he had little choice. If this
man was indeed certain that Gord was the thief called
Blackcat, a single word would suffice to sign Gords death
warrant. How Rexfelis came by his knowledge, Gord
would determine later. Now, however, was the time for
action. Regaining his ring, plus the acquisition of both the
amulet and a stack of gold, was more than sufficient cause
for him to accept the challenge and besides, this was a
test befitting the greatest burglar Greyhawk had ever
known.
Here, down this lane and up the stairs at its end, said
Rexfelis shortly after the two had left the building. There
is my apartment and the equippage you will need.
keep. Clad in high, soft boots of ebon hue, shirt and hose
of like color, with black leather jack and a hooded cape as
black as the rest, face swathed so that only the eyes
showed, and earlike protrusions mimicking a feline head,
Blackcat was more than a creature of the night he was
part of the night.
Two times during his ascent he slipped past watching
guards stationed in chambers adjacent to the stairway.
Then one final twist of the stairs, a deft step over a flagstone trapped to. release a many-spiked grill of iron suspended by a strong chain above the entry, and Gord was
within the sanctum sanctorum of the arch-mage Rigello.
By unsheathing his shortsword, a weapon of powerful
dweomer, he was able to see the chamber as well as if it
had been illuminated by a dozen candles.
There you are, little tiger, he said softly as his gaze
came to rest upon a statuette. The green eyes of the figurine seemed to wink knowingly at him as Gord moved
with utmost stealth across the floor to stand before the
pedestal upon which it rested. Gord reached for the exquisitely carved figure, planning to thrust it within the small
pouch he carried just for that purpose, when a sixth sense
warned him . . . too late!
He sprang backward, but the glowing sigil which had
suddenly burst into life upon the onyx stand seemed to
buffet his very brain with a searing beam of radiance. The
backward leap ended with a sprawl, and Gord lay helpless
on the floor, stunned and barely able to move. The jump
had, however, saved his life. Immediately after the jarring
light from the magic sigil sprang forth, great bolts of
crackling, blue-white energy snapped and spat around the
pedestal. Any living thing within six feet of the stand
would have been burned to a charred heap by such force.
Gord was only vaguely aware of his narrow escape, although his scattered senses could not fail to register the
hellish light from the arcing strokes of electricity.
The energy bolts faded and then, in the next instant,
the very air of the chamber was rent with inhuman cries of
Thief! Thief! Thiefl The noise went on as if it would
never end, reverberating throughout the place and reaching every part of the great cylindrical structure.
In the brief pause between each outcry of the disembodied voice, Gord could hear the bellowing of a horn
coming from somewhere below him. Both sounds, horrible though they were, actually seemed to help him gather
his wits. He shook his head and managed to scramble to
his feet in the following few seconds, and then . . .
Oh, shit! he exclaimed, for at that very moment
bright lights sprang forth from a quartet of hideous masks
hung around the walls of the chamber. Rigello was indeed
prepared for attempts at burglary! Then the shrill cries of
Thief! ceased as abruptly as they had begun, and although there was still a great noise and confusion audible
from below, no legs could be seen descending the stairs
from above. If Rigello was indeed higher up in the tower,
as Gord suspected, then he had apparently elected to let
his traps, his alarms, and his minions dispose of the intruder without entering the fray himself.
Darkness was Gords only ally, and there would be no
darkness again until the masks were disposed of. With a
bound, Gord reached the nearest wall where one of the
D RAGON
29
AUGUST 1985
him into the branches of a tree beyond the wall surrounding Rigellos tower. Scant seconds after beginning the trip,
he grabbed a limb of the tree and lithely jumped to the
ground. He could hear the uproar in and around the
tower, and with a quick glance over his shoulder he saw a
troop of men-at-arms scurrying out of the gate in the wall.
Gord, however, was already a hundred paces distant and
gaining speed. So much for success, he thought with a
twinge of disappointment . . . but at least Blackcat had
kept his life.
32 A U G U S T 1985
DRAGONCHESS
by Gary Gygax
The DRAGONCHESS game is a fantasy-based variation of
chess, in which the object of the game (as in standard chess) is to
checkmate the opposing King. An understanding of the rules of
chess is helpful in order to understand how DRAGONCHESS is
played.
The playing surface for DRAGONCHESS is a three-tiered structure of rectangular boards, with each board composed of a grid 12
squares wide and 8 squares deep. The squares are alternately colored light and dark (or other color tones that contrast with each
other), configured so that a light-colored square is in the near righthand corner when the board is viewed from the longer side. The
upper board represents the air, the middle board the land, and the
lower board the subterranean world. To simulate the various environments, it is suggested that the squares on the upper board be
colored light blue and white; on the middle board, light green and
amber; and on the lower board, red and brown. Each board is the
starting place for pieces particular to its environment; some pieces
cannot move up or down off the board they begin on, but other
pieces can travel between two or even all three boards. The opposing
forces are designated as Gold and Scarlet, with Gold always moving
first.
Gold
Starting position, middle board
Scarlet
Setting up
At the start of the game, each players pieces are positioned as
shown in the accompanying diagram. Each force on the upper board
consists of six Sylphs, two Griffons, and one Dragon. On the middle
board, each side possesses one King, one Mage, one Paladin, one
Cleric, two Heroes, two Unicorns, two Oliphants, and twelve Warriors. Each sides force on the lower board is made up of six
Dwarves, two Basilisks, and one Elemental. In all, there are 42
pieces per side, or a total of 84 pieces in the game.
Notation and terminology
In the following descriptions of how pieces move and capture,
squares on the board(s) are described in algebraic notation, with files
(columns) labeled a through l reading left to right from Golds
viewpoint, and ranks (rows) numbered 1 (nearest to the Gold player)
through 8 (nearest to the Scarlet player). A numerical prefix of 1
(upper board), 2 (middle board), or 3 (lower board) designates the
board on which a certain square is located. Thus, 1a1 is the
square in the near left-hand corner of the upper board, as viewed
from the Gold players position, and 3l8 is the square in the far
right-hand corner of the lower board. Each piece is identified by the
initial letter of its name (S for Sylph, etc.) except for the Dragon,
which is identified by Dr to distinguish it from a Dwarf piece.
In all other respects, movement and capture notation is essentially
the same as for standard chess. A full description of this notation is
given near the end of this text.
Standard chess pieces are referred to frequently in the descriptions
of how DRAGONCHESS pieces move and capture; in such cases,
their names (king, rook, etc.) are not capitalized, while the names of
DRAGONCHESS pieces are always capitalized. In the diagrams of
movement that accompany the description of each piece, M designates a square that a piece can move into, if that square is unoccupied (i.e., no capture is permitted); C designates a square that
can be occupied only if a capture is involved; and X designates a
square that can be occupied either by a capturing or a non-capturing
move.
Because many pieces can move in three dimensions, nomenclature
for movement between squares has been standardized as follows:
horizontal refers to a side-to-side move as viewed by the player
34 AUGUST 1985
Gold
Starting position, lower board
Scarlet
Gold
moving the piece; vertical is a move forward (toward the opponents side of the board) or backward (toward ones own side) along
the file occupied by the piece; and up and down refer to movement from one board to another.
THE UPPER BOARD
Sylph: The Sylph has a move on the upper board which is essentially the converse of that of a pawn. It moves forward only, one
square diagonally either to the left or right, and it can capture a
piece on the upper board which lies directly ahead of it by moving
forward into that square and supplanting the opposing piece that
was located there. Thus, every time a Sylph makes a capture on the
upper board, it changes the color of the diagonal along which it
makes further (non-capturing) moves, from dark to light or vice
versa. Golds Sylphs begin the game on the light-colored squares of
the second rank, while the Sylphs of the Scarlet side start on the
dark-colored squares of the seventh rank.
In addition to its movement and capture powers on the upper
board, the Sylph can capture an opposing piece on the middle board
which lies directly below it. This is the only way in which the Sylph
can move to the middle board. It cannot move to, nor make a capture upon, the lower board. Once located on the middle board, the
Griffon. It can move between the upper and middle boards whether
or not a capture is involved. A Griffon at 3d4 can move to or capture at 2c5, 2c3, 2e3, or 2e5.
While a Griffon is on the middle board, it forfeits the power of
flight, and as such it can only move and capture in the squares diagonally adjacent to it. A Griffon located at 2e5 commands all of the
following squares: 2f6, 2f4, 2d4, 2d6, 3f6, 3f4, 3d4, and 3d6.
Dragon: The starting square for the Gold Dragon is 3g1, and the
Scarlet Dragon begins at 3g8. A Dragons movement and capture
powers on the upper board are a combination of the moves of the
king and the bishop: unlimited along the diagonals, or one square in
Warrior which starts the game at 2c2 can move to 2c3, or it can
occupy either 2b3 or 2d3 by capturing an opposing piece located on
one of those squares. A Warrior that reaches the opponents back
rank is promoted to a Hero, in the same fashion that a pawn is
promoted, However, unlike standard chess, the owning player does
not have a choice; a pawn can be promoted to a queen, bishop,
knight, or rook, but a Warrior can only become a Hero. A Warrior
cannot move to or capture pieces located on the upper or lower
boards.
Oliphant: The Oliphants for each side start on the corner squares
of the middle board 2a1 and 2l1 for Gold, 2a8 and 2l8 for Scarlet.
The move of an Oliphant is identical to that of a rook that is, as
many squares horizontally or vertically as desired, as long as no
piece interferes with its path of movement. An Oliphant cannot
move to or capture pieces located on the upper or lower boards.
Unicorn: The Unicorns for each side start on the squares horizontally adjacent to the Oliphants 2b1 and 2k1 for Gold, 2b8
and 2k8 for Scarlet. A Unicorn moves and captures in the same way
as a knight, including the ability to vault over pieces on intervening
squares. It cannot move to or capture pieces located on the upper or
lower boards.
Hero: The Heroes for each side start adjacent to the Unicorns
2c1 and 2j1 for Gold, 2c8 and 2j8 for Scarlet. On the middle board,
a Hero moves either one or two squares in any diagonal direction,
with the ability to vault over an intervening piece on a two-square
move. Capture is accomplished in the same manner.
36 A U G U S T 1985
Cleric: The Gold Cleric starts on 2e1, the Scarlet Cleric on 2e8.
The basic, two-dimensional move of a Cleric is the same as that of
the king: one square in any direction. In addition, a Cleric can
move one square directly up or down, and retains its full movement
(and capture) abilities on both the upper and lower boards.
Mage: The Mage for each side starts on the square adjacent to the
Cleric 2f1 for Gold, 2f8 for Scarlet. On the middle board, a Mage
moves and captures in the same way as the queen, able to follow an
unobstructed path in any horizontal, vertical, or diagonal direction.
In addition, a Mage can move (and capture, if applicable) directly
Paladin: The Paladin for each side begins in the square adjacent
to the King 2h1 for Gold, 2h8 for Scarlet. On the middle board, a
Paladins movement and capture abilities are a combination of those
of a king and a knight. It can also move upward or downward with a
knight-like move, i.e. one board up and two squares horizontally or
vertically, or two boards up and one square horizontally or vertically,
and it can vault over intervening pieces with this sort of move, just
as if the move did not involve a change of boards. Upon the upper
or lower board, the Paladin is limited to a king-like move (and capture) of one square in any direction. A Paladin located at 3c4 can
move between boards to any of the following squares: 2c6, 2e4, 2c2,
2a4, 1c5, 1d4, 1c3, or 1b4.
King: The King for each side begins on the square adjacent to the
Mage 2g1 for Gold, 2g8 for Scarlet. The King moves and captures similarly to a king in standard chess. In addition, the King
may move (and capture) by shifting one square directly up or down.
A King which has moved to the upper or lower board cannot move
upon those boards, and must return to the middle board before it
can again move and capture normally.
RAGON
37
Elemental: The Gold Elemental starts on 1g1; the Scarlet Elemental begins the game on 1g8. An Elemental can move one square
diagonally or one or two squares horizontally or vertically. It captures only on horizontal or vertical moves. It may move up to the
middle board to make a capture by moving one square horizontally
or vertically and then directly upward. It may remain unmoving on
the middle board if so desired, or it can return to the lower board by
a reverse of the upward move, i.e., directly down and then one
square horizontally or vertically. The upward move can only be
Basilisk cannot choose not to immobilize the piece, and does not
have to specifically declare that the freeze is in effect.) If the opposing King is the piece being frozen, the King is checkmated if
any other piece attacks it and the opponent is unable to capture the
attacking piece or interpose a piece to blunt the attack.
A Basilisk located on 1d4 can make a move or a capture into 1c5,
1d5, or 1e5. It can move to 1d3 if that square is unoccupied, and it
automatically freezes any opposing piece on 2d4, or one that is
subsequently moved into 2d4. A Basilisk cannot move off the lower
board or (with the exception of the freezing power) capture a
piece on any other board.
38 A U G U S T 1985
Piece
Thief
Elemental
Basilisk
Unicorn
Dwarf
Sylph
Warrior
Value
4
4
3
2
2
1
1
3)
4)
5)
6)
7)
W2e3
Wx2e3
W/2d2x2e3
WxU2e3
WxU
9) Drx2c4
10) UxOch
Other symbols:
dbl ch
dis ch
mate
40
AUGUST 1985
extent that they will not generally spend much time on the upper or
lower board and the Heroes and the King, although they can
move to the upper or lower board, cannot move on those boards,
and the King especially can be easily trapped if left on the upper or
lower board for any longer than necessary.
Putting together a game
For reasons that should be obvious, this presentation could not
include actual components for a DRAGONCHESS game making
a board and filling it with pieces must be left up to you. For our
playtesting and development purposes, we constructed a board from
sheets of plexiglass with contact paper applied to form the checkerboard patterns. The boards were spaced approximately six inches
apart, allowing enough room for hands to reach in and manipulate
pieces. The squares on our board are 1 on a side, making a
playing surface 18 wide and 12 deep. The plexiglass sheets were
cut large enough to allow another 1 all around, and had
holes drilled in each corner. Through these holes we inserted
threaded metal rods, fastened into place with connectors to space the
boards properly and capped on each end with plastic knobs to prevent scratching the surface on which the entire board is placed during play. It probably isnt necessary to build a three-dimensional
board; three flat rectangles placed in a row on the tabletop could be
used to represent upper, middle, and lower levels. But its a lot
easier to visualize the up-and-down moves of pieces if the playing
surface is actually composed of three levels.
The pieces came from our collection of metal miniatures, and they
do not in all cases exactly resemble the pieces they represent. (For
instance, we used centaur figures for Oliphants because we couldnt
find any 25mm scale elephants and even if we could have, they
would have been too large for the board.) Any sort of pieces will do,
even simple tokens, as long as each type of piece looks distinctly
different from the others.
Good luck, and may all your moves be ones that Rexfelis would
envy. . . .
42 A U G U S T 1985
DRAGON 43
The City
Beyond the Gate
U G U S T
1985
28-34
35-41
42-55
56-65
66-70
71-81
82-89
90-93
94-98
99-00
Dice Encounter
01-23 Major fire/fire engines on their
way to a fire
24-31 Traffic helicopter or other lowflying aircraft
32-44 Major traffic accident
45-54 Mugging/robbery in progress
55-64 Street gang warfare (night only)
65-79 Police van (25% chance police will
stop PCs and try to arrest them)
80-88 A tall, blue box with a bright light
on top is found. A tall, curlyhaired man with a floppy hat and
a long scarf enters the box, followed by a girl saying, But Doctor, where are we going now?
The light starts to blink, and the
box makes hideous screeching
noises and slowly vanishes. This
encounter can only occur once.
89-95 Terrorist attack (bombing, sniper,
or the like)
96-00 1-8 terrorists (incognito, not on an
attack)
Park encounters
(1 in 6, check every 5 rounds)
Dice Daytime encounters
01-15 1-3 police officers (40% on horseback)
16-20 1-3 street urchins
21-25 Truant officer
26-32 2-16 children
33-38 Lovers
39-46 Band in bandstand
47-52 1-3 persons riding horseback
53-62 Nanny with pram (baby carriage)
63-74 2-12 people playing soccer
75-85 Picnicking family
86-98 Horse-drawn hackney cab
99-00 Special (see subtable)
Street encounters
(1 in 4, check every turn)
Dice
01-08
09-11
12-18
19-27
Daytime encounters
1-2 street urchins
Truant officer
1-4 police officers on foot
Crowd of 10-20 shoppers (50-100
near peddlers, 10% chance for a
pickpocket to be with them)
Pushcart peddler (DMs option as
to wares)
Pickpocket (treat as 10th-level
thief)
Horse-drawn hackney cab
Bus (35% double-decker)
Beer wagon
Group of 2-12 tourists
Group of 2-6 children
1-6 punks
Reporter
Special (see subtable)
Nighttime encounters
1-3 police officers (50% on horseback)
26-35 Lovers
36-50 Street gang (35% punks)
51-60 1-4 muggers
61-65 Bum/wino (15% may be pickpocket, as above)
66-75 Horse-drawn hackney cab
76-95 1-3 prostitutes
96-00 Special (see subtable)
Dice
01-25
Weapon
9mm/.45 pistol
.357/.38 revolver
Rifle
Shotgun
Sawed-off shotgun
Submachine gun
Slingshot
Switchblade
Garrot
Drovers whip
Blackjack
Damage
(S-M / L)
1-8 / 1-6
1-8 / 1-6
2-12 / 2-10
1-8 / 1-6
1-10 / 1-4
2-8 / 2-8
1 /0-1
1-3 / 1-2
1-4 / 1-2
1-8 / 1-6
1-4 / 1-2
Fire
rate
4
4
2
1(2)
1(2)
20
3
Supply
7 or 8
6
2
1(2)
1(2)
20-50
Reload
time
2
2
S
6
6
11
4
2
7
1
0
0
Range
M
12
12
19
8
6
15
L
18
18
35
13
9
20
5
S
+3
+3
+3
+2
+5
+5
+1
Range
modifier
M
+1
+1
+2
0
0
+1
0
-
L
0
0
0
-3
-2
-1*
-3
**
-
* Increase range modifiers to + 8 (S), + 4 (M), and 0 (L) if fire is traversed across target.
** If garrot attack is made successfully and a hold can be maintained for three rounds, the target of the attack will be reduced to
zero hit points by suffocation (this assumes a breathing target with a vulnerable neck area).
DRAGON 47
AUGUST 1985
Maximum
move per
round
55
Impact
damage * Notes
4 passengers (2 in
1-2
comfort), poor protection in collision
66
5 passengers (4 in
Car, compact
3000
1-4
comfort)
6 passengers (5 in
70
1-4
Car, standard**
3500
comfort)
6 passengers, heavy
78
1-6
Car, large
5000
passenger protection
(limousine)
Small truck
70
5500
6 passengers (2 in
1-6
comfort; police vans
(including panel
(empty)
(empty)
hold 8 prisoners), can
trucks and
carry 2 tons of cargo
police vans)
70
200,000
1-8
3 passengers (up to 20
Large truck
in trailer), can carry
(tractor trailers)
60,000 lbs. of cargo.
2 passengers (1 in
Motorcycle
60
500
1-2
comfort)
1 passenger
30
0-1
Moped
150
* Damage per 10 mph of velocity. Impact damage applies both to persons struck
by and persons inside the vehicle, should it crash.
* * Includes police cruisers.
Vehicle
Car, subcompact
Weight
(pounds)
up to
2500
CHART I: WEAPONS
All death-dealing
devices, from switchblades to submachine
guns
Bicycles
Mopeds
TVs and radios
Flashlights
Cigarette lighters, etc.
DRAGON 49
AUGUST 1985
Druid spells
Call woodland beings is useless. There
are no such beings to call in the vicinity of
London.
Chariot of Sustarre, conjure fire elemental, and conjure earth elemental will not
function because of their Elemental Plane
connections, as explained in the section on
the cleric spell dust devil. Fire storm is
likewise partially elemental in source, and
will fail 25% of the time.
Reflecting pool will not be able to scry
beyond the universe in which London lies.
Reincarnate will not result in the reincarnation of a character in a magical or semimagical form, such as a faun, centaur, etc.,
that is not native to Earth.
Magic-user spells
All cantrips function normally.
Astral spell: See the cleric spell of the
same name.
Cacodemon will not function, as the
Abyss cannot be contacted from Earth.
Conjure elemental will not work, as
described for the cleric spell dust devil. For
obvious reasons, distance distortion is also
useless.
Con tact other plane will not work. See
the cleric spell commune.
Demand: See sending.
Drawmijs instant summons will not work
for items on other planes.
Energy dram will not function because it
requires a stronger connection to the Negative Material Plane than the modern world
possesses.
Ensnarement will create a planar opening
elsewhere on Londons plane, and a random human, animal, or alien will step
through it rather than the targeted creature.
The spell will continue to function as
though the desired being had been ensnared, though.
Find familiar will locate no special familiars, and the only normal familiars available
in the vicinity of London will be black cats,
crows, and toads. Treat all other results as
no familiar available.
Gate will not function (see cleric spell).
Invisible stalker will not function; see
cleric spell dust devil.
Leomunds secret chest, if sent from the
home universe, cannot be retrieved in London. If one is placed in the Ethereal Plane
from the modern world, it will be lost if the
caster does not retrieve it before going
home.
Magic mirror has limited effect. See
druid spell reflecting pool.
Maze will fail 25% of the time, but when
successfully cast, it will have double duration because the isolation of Londons universe allows a larger extradimensional maze
to form.
Monster summonings (all levels) will not
work because there are no monsters in or
near London.
Protection from normal missiles will
provide an impenetrable barrier against
bullets and grenade fragments the best
bulletproof vest one could want. In similar
Scale: 1 hex is
100 feet wide
included. Characters may express an interest in wandering beyond the edges of these
maps. It is not recommended that they be
allowed to do so even if you, the DM;
have the resources and inclination to let
them gallivant all over the British Isles.
They have a mission to complete, and they
will start to feel weak after a while, too, so
short-circuit the PCs any time they try to
move outside the modules area of focus.
The sudden appearance of blue police vans
in front of the party is a most effective, if
unsubtle, means of accomplishing this; even
encounters that might have otherwise been
mere casual run-ins can become important
enough to distract the players. After all,
London is a modern city, full of the hustle
and bustle of the crowd and the Crown.
There will always be something happening
somewhere, something to interest the party.
Keep them interested in London dont
give them a chance to wonder about areas
not on the map.
Good luck. And now . . .
52
AUGUST 1985
waters revealing white sand (and no dangers) below. Upon the partys anchoring
here (or at any other spot off the island, for
that matter), two young women will be seen
on the shore, hailing the ship. Both are redhaired and beautiful, and will introduce
themselves as Selvana and Lilith (not their
real names); they request that all seekers for
that which is of Law accompany them to
their humble home. They are modest and
kind, and are actually Type V demons
polymorphed into human shape: AC -5
(torso)/-7 (tail), MV 12, HD 7 + 7, hp 40
and 43, ATT: 6 weapons/1 constrict, DAM:
by weapon/2d4, MR: 80%) hit only by + 1
or better weapons, psionic (see below);
numerous special spell powers (see Monster
Manual for details). If a cleric attempts to
banish these demons (by rolling the score
for special on the Turning Undead
table), he will receive a + 1 bonus to the roll
due to the residual aura of Good which still
permeates this place.
Each of these two demons has the following psionic powers: clairvoyance, detection
of magic, and aura alteration. The latter
power will be used at all times when the
party is nearby, as the demons will be concealing their alignment (causing their auras
to radiate as lawful good). Anyone with
psionic powers will sense the use of psionics
from the two demon-ladies, but will not be
able to tell what powers are being employed
by them. If asked, the demons will say that
they are protecting themselves their isle
is sought after by many evil creatures, and
one cannot be too careful.
The demons were sent to the isle fifty
years ago by an unnamed demon prince (or,
optionally, the leading chaotic evil deity in
the current campaign). After destroying the
garrison by surprise, they established themselves to kill off any other adventurers who
happened to come upon the isle. Unless
attacked, the demon-ladies will quietly lead
the party to their home, the small white
house glimpsed from the ship. If possible,
they will attempt to charm the adventurers
secretly, one by one, and will detect invisible objects to make sure no one is creeping
up on them (though they will not act as if
they see anything unusual if they do see a
hiding thief or invisible magic-user).
1. The white stone house was built of
local fieldstone and whitewashed. This
simple structure has the look of a farmhouse
that has withstood many decades, maybe
even centuries of sea air and weather. There
are four rooms to this building.
A: Sitting/dining room. The centerpiece
of this room is a massive table surrounded
by a dozen chairs. It is well-worn as if many
a feast had been presented here before. The
room is lit by oil lamps suspended from
brackets on the stucco walls, which are
decorated with a great many weapons:
polearms, swords, and daggers of varying
ages and manufacture. Twelve weapons
have no dust on them: six each of battleaxes
and bastard swords. These are the demons
weapons, Should they be attacked anywhere
Island house
AUGUST 1985
56
AUGUST 1985
DRAGON 57
58 A U G U S T 1985
two guards for each of the three gates (3rdlevel fighters, AC 8, hp 20, armed with
rifles). The palace is closed to tours during
the partys stay for various reasons.
The palace is regarded with an almost
religious respect by street urchins as the
place where the Queen lives. Should the
party members consider storming Buckingham Palace, any urchins with them at the
time will attempt to dissuade them; should
they fail in this attempt, they will quietly
sneak away, not to return, while PCs ready
themselves. Then, if the PCs continue with
their plan, the DM should immediately
throw in as many SWAT teams as it takes to
convince them of the foolishness of their
actions. The palace, being the home of the
Royal Family, is extraordinarily well protected. For game purposes, assume an
unlimited number of troops will arrive,, all
totally loyal to the Crown and not checking
morale. Thieves trying to climb over the
wall will be noted immediately by patroling
guards and arrested, if not shot; those trying to escape arrest will be fired upon.
2. Victoria Station. This is the major
train station for this area of London, connecting with the subways and many lines
out of the city, all more or less underground, starting at Victoria Station Square.
It is a huge building, although only about
half of it is concourses and other areas
where the public is welcome. However, that
half will be heavily populated at all times
except between the hours of 11 p.m. and 5
a.m.; it will be most heavily conjested between 7 a.m. and 9 a.m. and between 4
p.m. and 6 p.m., when the London rush
hours fill the buildings public areas to
overflowing. Off the main concourses, PCs
will be noted by security guards immediately and will be escorted back to the public
section unless they can give a plausible
reason for their presence there.
Most trains leaving Victoria Station do
not stop again in the city. Unless you plan
to take on the immense job of running a
campaign in England at large, do not let
characters find out how to get tickets or
even what the station is; tell them that the
crowds are too confusing and their jostling,
scurrying movement makes it impossible to
get ones bearings for more than a few
moments at a time. If visited at night, all
facilities in the station except for a few ticket
windows will be dark, and the clerks at
those windows will not take favorably to
customers who havent the faintest idea
where they want to go or by what trains or
lines.
3. The Royal Hospital. Perhaps the
largest hospital in metropolitan London, the
Royal Hospital, overlooking its spacious
gardens and the Thames beyond them to
the south, is a massive building of grey
stone nearly a quarter of a mile long, with
several smaller buildings on either side of it.
One of these smaller buildings serves as the
hospitals psychiatric ward.
Should PCs end up in the psychiatric
6. The Royal Albert Hall. A huge circular domed building of reddish stone, the
Royal Albert Hall is a concert hall of great
size. Small signs outside the hall read,
David Bowie Live in Concert! One Night
Only! Tickets available now: 5.5, 8.5,
10. On the doors to the Hall, though, are
signs reading, Closed for repair and maintenance, and inquiries at the box office will
reveal that the Hall will be closed for another two weeks. The southern doors to the
Hall are open, though, and a small pickup
truck is parked by them. The truck has a
sign on it which reads, R. Starkney, Contractor, 4000 Wholsen Road, Blackburn,
Lancastershire, and in the trucks bed are
assorted tools, tiles, paint pots, and lumber.
If PCs enter the Hall, they will find Mr.
Starkney hard at work repairing a number
of small holes in the floor of the building.
Internally, the Hall resembles any large
auditorium.
7. Imperial College of Science and Technology (7A) and The Royal College of
Science (7B). These two colleges are bustling with students (it being the end of the
spring semester and near exam time). If
PCs wander around here, there is a 75%
chance for every five rounds of wandering
that a student will ask them if they are
looking for someone or something, or will
ask if he can help them. If characters happen to observe lectures or classes, they will
be able to understand the basics of nearly
everything they hear being discussed, except for elementary courses in geology,
physics and mathematics.
In the Archaeology department of the
Royal College of Science can be found an
expert on old weapons who has examined
the Mace of Cuthbert in the Victoria and
Albert Museum across the street, and plans
to write a paper on its unique metallurgical
properties as compared to other weapons
from the same period. Professor Byron
Marlowe, Ph.D. (0 level, AC 10, hp 8,
STR 16, INT 17, CON 17), is a robust and
hearty 65-year-old, and he knows how to
use the deceptively decorative weapons that
hang on his walls: a morning star, a broadsword, a halberd, and a crossbow. However, he is not a violent, or even unlikeable,
man; he is quite personable and will take
the time to talk about his work with anyone
who expresses interest, and will go into
ecstasies if he meets someone whose knowledge of medieval weapons meets or exceeds
his own. He is quick-witted and strong of
arm, and will not hesitate to grab one of his
weapons (the morning star is his favorite;
he has not worked with the broadsword
enough to manage it yet) if he is threatened
or attacked.
8. The Natural History Museum. This
museum is filled predominantly with galleries of dinosaur bones, rocks, meteors,
displays on cultural groups, English history,
and the like. One gallery has as its centerpiece a massive, 30 -diameter globe of the
Earth, showing the planet in great detail,
DRAGON 61
DRAGON 63
ing a number of different subjects, including many Greek gods and goddesses.
30. Ironwork gallery. Much decorative
wrought-iron work is found along this hallway, including fireplace implements, hinges
and bolts, cast iron firebacks and firedogs,
and locksmiths work. Any thief carefully
studying the progress of locksmithing in this
hallway (which extends from a period contemporary with AD&D lock technology to
about 1890) will start picking all locks,
modern or medieval, at two levels above his
old skill level, permanently. For this to
occur, one week of careful study of this
exhibit is required.
31. Casts of wrought-iron work are found
in the hollow of this stairwell, while books
are displayed on the landing. There is nothing of any interest here.
32. The museum garage. This building
houses four compact automobiles and two
trucks belonging to the museum, as well as
the equipment needed to maintain them.
During the day, there will be one mechanic
(0 level, hp 5) on duty, and there is a 50%
chance per vehicle that it will be in use (i.e.,
gone). At night, the garage is locked and
dark, and is checked by the security patrols.
It is also hooked into the alarm system by
several motion detectors.
33. The Quadrangle. This is the open
courtyard in the center of the Museum. It is
set up to be a small garden, with paths
winding through the exotic foliage. There
are many plants not native to England, and
all are labeled with small signs at their bases
or on their trunks. Should the characters
search long enough (10% per round cumulative), they will discover a young yew here,
suitable for making several bows. At the
north end of the quadrangle, there is a patio
with about twenty tables, each surrounded
by chairs. This is the outdoor dining area
for the restaurant at area 48.
34. Leadwork and several church bells
are placed here under the mezzanine. None
have any value for the PCs. Besides, the
bells are heavy the lightest weighs something close to 250 pounds, and the heaviest
is in excess of one ton. To prevent damage
to the floor, the bells are on stone blocks
about 1 1/2 high.
35. Monumental brasses are found in this
area, brassworks on a scale comparable to
the church bells in area 34. On display here
are brass cannon barrels and early brass
handguns. Other pieces include a cast-brass
battering ram head that was never used,
dated c. 1280, and massive brass candlesticks over 8 tall and weighing well over a
hundred pounds each.
36. A display of Sheffield plate, that is,
silver work, is found here under the mezzanine. There are seventy pieces on display,
all of significant quality, but none worth
over 5 gp each.
37. These areas hold what appear to be
hundreds of many different kinds of gold
and silver coins and ingots on display.
While there appears to be 7,500 gp worth of
precious metals here, these are all electroplate copies of the actual coins (as anyone
Museum,
second
floor
Scale: 1 square = 10 feet
66
AUGUST 1985
the conflicts that have established themselves during the course of this adventure.
Exactly what conflicts there are will vary
wildly from campaign to campaign, and
there is no way to account for all the possibilities a sufficient number of imaginative
players can develop over the course of playing this module, so this must needs be but a
brief outline of them.
However it happens, the opposition must
be strong enough to keep PCs from merely
brushing it aside and continuing on. If, for
example, they encounter the police officer
who had been arresting Charlotte, this time
he will radio for backup aid and will fire on
the party to keep them from escaping.
Before he can be stomped by one of the
fighters, five or so police cars roar in, and
the battle is begun. Perhaps a street gang
whose leader was trashed by the party when
he was with only a few of his men has been
spying on them, waiting for the right opportunity to attack with full force in the park.
Maybe a terrorist group is looking to gain
the partys mysterious power. It may even
be an attack of conscience on the part of a
paladin, for helping in the theft of an object
(the Mace) from its rightful owners (the
museum), and hes decided to return it until
it can be obtained lawfully.
Whatever conflict arises, the single most
important guideline to remember is that it is
there to climax the adventure, not to keep it
from successfully ending. If the PCs have
managed to get the Mace from the museum, they have every right to take it back
home with them. Dont make the last battle
in London a deathtrap, but make it challenging nonetheless. Whatever it is, it must
prove to be difficult, but not impossible, to
overcome.
Returning to Gate Island may also prove
a problem. It is possible that buccaneers,
pirates, sahuagin, or other unfriendlies have
taken over any ships the characters left
behind. Other demons could have arrived,
or the ships crew could have given up
waiting and sailed away.
Additional adventures may be set up
using the gate to London, though the
Dungeon Master may wish to close the gate
down at a future date to prevent excessive
transplanar contamination of his campaign
(unless this comtamination can somehow be
controlled).
NON-PLAYER CHARACTERS
The following are descriptions of the
three most important non-player characters
that the party will meet in London: the
street urchins.
Charlotte
Human child; 3rd-level thief
Height: 4
Weight: 70 lbs.
Hair: blonde
Eyes: green
AC6
15 hp
Alignment: Chaotic good
Weapons: Slingshot, 20 stones
Strength: 6 (-1 to hit)
Intelligence: 16
Wisdom: 10
68 A U G U S T 1985
CONTENTS
ARES Log: . . . . . . . . . . . .70
CREATIVE CONJURING
Eric Walker . . . . . . . . . . . . 71
CHAMPIONS PLUS
Steven Maurer . . . . . . . . . . 74
New skills and powers
CHARISMA COUNTS
S. D. Anderson . . . . . . . . . . 78
A VILLAINS & VIGILANTES special
DEFENDERS OF THE
FUTURE
William Tracy . . . . . . . . . . .
The Guardians of the Galaxy
80
THE MARVEL-PHILE
Jeff Grubb . . . . . . . . . . . . . 83
Defenders Ensemble!
ON THE COVER
All materials published in the ARES Section become the exclusive property
of the publisher upon publication, unless special arrangements to the contrary are made prior to publication. Unsolicited manuscripts are welcome,
but the publisher assumes no responsibility for them, and they will not be
returned unless accompanied by a stamped, self-addressed envelope of
sufficient size and volume.
ARES is a trademark of TSR, Inc.s science-fiction gaming section in
DRAGON Magazine. All rights on the contents of this section are reserved,
and nothing may be reproduced from it without prior permission in writing
from the publisher. Copyright 1985 TSR, Inc.
DRAGON is a registered trademark of TSR, Inc. 1985 TSR, Inc. All Rights
Reserved.
All Marvel characters and the distinctive likenesses thereof are trademarks
of the Marvel Comics Group. MARVEL SUPER HEROES and MARVEL SUPER
VILLAINS are trademarks of the Marvel Comics Group. Copyright 1985
Marvel Comics Group, a division of Cadence Industries Corporation. All
Rights Reserved.
CHAMPIONS is a trademark of Hero Games. VILLAINS & VIGILANTES is a
trademark of Fantasy Games Unlimited.
Creative Conjuring
A variant magic system for the
MARVEL SUPER HEROES game
by Eric Walker
The MARVEL SUPER HEROES game is
a fast-paced, action-filled adventure
game in which the players can do anything they want. However, like all
games, it has a few bugs, particularly in
the character generation system. The
Campaign Book (p. 45) notes that magical training is not available as a normal
talent, meaning that players cannot use
Doctor Strange or create characters
with magical powers. As the game
stands now, magic is too powerful; characters can do anything with it. A sorcerer with a Psyche of Good (the
minimum required for magical training)
can do everything that a sorcerer with a
Class 1000 Psyche could do, albeit
within a very limited range, This article
will attempt to solve these problems by
categorizing the Marvel Universe
magic system and limiting its powers, so
that even Doctor Strange is not all-powerful. This system is based on the
ADVANCED DUNGEONS & DRAGONS
magic system, and Judges may modify it
as they please.
The Campaign Book states that all
magic comes from three sources: Personal Energy, Universal Energy, and
Dimensional Energy. A brief description
of types of spells is given on pp. 10-11,
and the rest of the section describes the
casting of magical spells. Actually, the
three spell sources can be divided into
subgroups as given on the following
table.
Personal
Universal
Dimensional
Energies
Energies
Energies
Extended
Alterations Conjurations
senses
Divinations Creations
Illusions
Evocations Necromantics
Mental
powers
All Marvel characters, their likenesses, and MARVEL SUPER HEROES are trademarks of the Marvel Comics Group. 1985 Marvel
Comics Group, a division of Cadence Industries. All Rights Reserved.
energies
AH Marvel characters, their likenesses, and MARVEL SUPER HEROES are trademarks of the MarveI Comics Group.
1985 Marvel Comics Group, a division of Cadence Industries All Rights Reserved.
Dimensional
energies
CHAMPIONS
Plus!
4 each
For every 4 permanent experience
points, a character may, buy an Extra
Life. An Extra Life is a one-use 3d6 Luck
roll thats assumed to come out as all
sixes. Once used, an Extra Life disappears. (The experience that bought it
disappears, too.) Extra Lives are a form
of superhero insurance. They allow characters hit with a mortal blow to somehow escape death, but they must be
bought before they are needed. Extra
Lives may be used in any other situation
the player wants; the expense is presumed to prevent totally outlandish use
of them. Extra Lives cannot save the life
of a character other than the one who
bought them.
Example: Metalfist, an android martial
artist, is trying to get out of a death trap
in which a supercriminal has put him.
Unfortunately, while leaping from one
electrified pillar to another, the player
rolls an 18 on Acrobatics and Metalfist
EGO
mult.
1X
2X
3x
4x
Domination effect
No effect
The wielder can control the
targets normal movements and
use the senses they share in
common. The wielder must
stand motionless, but the target
may perform half -normal move.
As above, but the wielder can
control the targets powers
(including speech) that the two
have in common. The wielder
must divide a full move between
himself and the target (only one
may attack, however).
As above, but the wielder can
control all of the targets
powers. Both wielder and target
may make a full move, but only
one may attack.
5 per 1d6
2x
3x
4x
Enragement effect
Roll an EGO roll; upon failure,
target rolls the most commonly
occurring Berserk he has (no
effect if the target has no Berserks)
Roll the targets most common
Berserk (no effect if the target
has no Berserks)
Roll an EGO roll; upon failure,
target goes Berserk with any
Berserk disadvantages)
Target goes Berserk
Power Healing
1d6 for 15
cost
3 per phase
2 per point of
control
Weakness found by 5 for every point
an opponent
Find Weakness
score was exceeded
Injury Point
5 per point
STUN taken from
being hit
1 per STUN
Phase being
5 for the phase
stunned
Transformation
BODY
2 per BODY
END lost from
exhausting
2 per disadvantage
disadvantage
bonus multiple
Presence shock
5 for every level
3 for +1
Knockout
Knockout is a characteristic your character never knew he had. Every time a
normal character is knocked to -10
STUN, the character loses speed in
recovery. Such is also true when a character is at -20 STUN, -30 STUN, and -40
STUN. Each point of Knockout increases
this base number of 10. For example, a
character with 2 levels of knockout,
suffers lower recovery at -12, -24, -36,
and -48 STUN. A characters total Knockout cannot be higher than the total
amount of BODY he has.
Slipperiness
3 per + 1
Every 3 points of this power gives 1
point of Entangle defense. Entangle
defense subtracts 1 from both the BODY
and the resistant defense of any Entangle thrown on the character. Slipperiness also subtracts 1 from the BODY of
the STR roll of anyone trying to grab the
character. Not having the grapple
defense is a x 1/2 point disadvantage on
Slipperiness. Slipperiness costs no END
to use.
76 A U G U S T 1985
Temporal Fugue
5 for 1d6
2x
3x
4x
Vertigo effects
Target takes a -1 to OCV, DCV,
and DEX rolls (including all DEXbased skills).
Target takes -3 to OCV, DCV, and
DEX rolls. A DEX roll must be
made to control flight or the
target falls (optionally having
uncertainty about its location)
As per 2x above, and Target
OCV on all ranged attacks drops
to zero. The targets control of
Light Illusions and Mental Illusions is lost. A DEX roll must be
made to control any movement.
As per 3x above, and the Target
unable to stand. OCV and DCV
is 0. The target is blinded.
Charisma counts!
A new charisma system for
the VILLAINS & VIGILANTES game
1985 by S. D. Anderson
NEWS ITEM: (Center City) The archcriminal Killer Scumdog was foiled in his
attempt to rob the Center City Orphanage today by the citys Commando
Crusaders. Most of the Scumdogs
henchmen were captured, but the archfiend himself escaped, and the heroes
opted not to pursue him. He may be
scum, but we like him, said one hero.
NEWS ITEM: (Center City) Alfred
Alford, who is alleged to be the confidence man known as Mr. Charm, was
walking down the streets of the downtown section yesterday morning. The
good citizens of Center City reacted
warily toward him; within minutes, the
Commando Crusaders were on hand to
beat him into submission.
Speaking from the hospitals criminal
ward, police spokesman Lt. Victor
Broyko said no charges could be filed
against Alford, in as much as he has not
committed any crimes. When asked if
assault charges would be filed against
the Crusaders, Lt. Broyko asked Why?
Sound ridiculous? They are, but such
scenarios must happen if FGUs
VILLAINS & VIGILANTES game is
played by the rules. The higher a villains charisma, the greater the hatred a
hero has for him. This only applies to
NPC reactions, but it is illogical in any
event. Besides, one can find many examples of love relationships between
heroes and villains in the comics. Under
78 A U G U S T 1985
DRAGON 79
DEFENDERS
OF THE
FUTURE
Marvel's Guardians of the Galaxy
All Marvel characters, their likenesses, and MARVEL SUPER HEROES are trademarks of the Marvel Comics Group.
1985 Marvel Comics Group, a division of Cadence Industries. AU Rights Reserved.
by William Tracy
Over the years, the Marvel Universe
has expanded to include various dimensions and alternate universes. The
Guardians of the Galaxy come from an
alternate future of the Marvel Universe,
albeit one that diverged in the mid80 A U G U S T 1985
Health: 90
Karma: 22
Resources: EXCELLENT
Popularity: 0/l00
Powers:
BODY ARMOR. Charlie-27s dense skin
gives him Typical protection against
physical attacks.
Talents: Charlie-27 was a space soldier,
trained with guns, blunt and sharp
weapons, wrestling, first aid, and
related military matters.
Background: Charlie-27 was born on
Jupiter in A.D. 2981, the son of two
mine workers. Like all Earth colonists
on Jupiter, Charlie-27 was bio-engineered to withstand the high gravity of
the planet. The process made his body
massive compared to the human norm.
At age 16, Charlie enlisted in the space
militia of the United Lands of Earth. In
A.D. 3007, when the Badoon invaded,
Charlie became the only survivor of the
Jupiter colony. He went on to become a
member of the Guardians of the Galaxy.
MARTINEX
Martinex
Former space technician, now
adventurer
Fighting: GOOD (10)
Agility: GOOD (10)
Strength: REMARKABLE (30)
Endurance: GOOD (10)
Reason: EXCELLENT (20)
Intuition: TYPICAL (6)
Psyche: TYPICAL (6)
Health: 60
Karma: 32
Resources: EXCELLENT
Popularity: 0/100
Powers:
COLD AND HEAT PROJECTION.
Martinex is able to generate beams of
intense heat from his right hand and
beams of frigid cold from his left hand.
These beams can do up to Shift X damage, but he can only use them four times
each per day, due to the fact that the
energy for the beams is taken from his
body. Martinex can project the beams
with Excellent Agility within a one-area
range. This power is Unearthly.
BODY ARMOR. Most of Martinexs body
is composed of silicon, providing him
with Unearthly protection against firebased and cold-based attacks.
TaIents: Martinex went to the Pluvian
Technical Institute and was trained in
NIKKI
Nikki
Adventurer
Freedoms Lady
Freedoms Lady is an Annihilator-class
Earth battleship, owned and operated
by the Guardians of the Galaxy. The ship
has Unearthly speed, Amazing control,
and a Remarkable body. It is protected
by an almost invulnerable defense
shield, that provides the ship with Shift
X protection. The ship has five laser
cannons (Damage: Incredible, Range:
Monstrous) and two torpedo launchers
(Body: Good, Control: Incredible, Speed:
Incredible, Damage: Monstrous).
Defenders Ensemble!
All Marvel characters, their likenesses, and MARVEL SUPER HEROES are trademarks of the Marvel Comics Group. 1985 Marvel Comics Group, a division of Cadence Industries. All Rights Reserved.
For the 100th issue of DRAGON Magazine, lets correct an old oversight and
deal with one of the groups most
requested by the readers of this column,
the Defenders. We have, in other
products, described the Fantastic Four,
the X-Men, Alpha Flight, and the
Avengers (both coasts). But the
GARGOYLE
Isaac Christians
VALKYRIE
DRAGON 85
DRAGON 87
88 A U G U S T 1985
90 A U G U S T 1985
Finally, specific spells and magical abilities had to be addressed. Playtesting showed
that I had a bigger job ahead of me than Id
originally thought. For example, Zeb and I
were playing one of the first games to employ the magic rules. I commanded the evil
forces and made a strong push with several
units of goblin and orc infantry, opening
what I thought was an ideal hole for my
killer force of mounted orcs on war boars.
Zeb could only muster a feeble force of 0level humans backed by a wizard of only
middling level, and I gleefully prepared to
trample his rabble into the dust. Sure, he
might drop a fireball or lightning bolt into
my ranks, but orcs mounted on war boars
are tough. I anticipated a few casualties but
DRAGON 91
DRAGON 93
Guidelines
If youre interested in contributing an
article to DRAGON Magazine, the
first thing you need is a copy of our
guidelines for writers. Send a selfaddressed, stamped envelope to
Writers guidelines, c/o DRAGON
Magazine, P.O. Box 110, Lake
Geneva WI 53147; and well send
you back a sheet with all the basic
information you need to make sure
your manuscript has the best possible chance of being accepted.
94 A U G U S T 1985
DRAGON 95
AUGUST 1985
Plane. The invaders can be modrons, githyanki, hordlings, or even slaadi. Because of
the oppositions alien nature, special
powers, and inhuman desires, the PCs must
develop new strategies to overcome the
threat.
Similarly, the invaders can come from
deep within the earth (drow or kuo-toa),
from beneath the sea (sahuagin invading a
coastal town), or from strange corners of the
world (norkers, xvarts).
The Emperor has decided to expand his
realm to include the barbarian tribes that
occupy the northern wastes. An army is
assigned to conquer the tribes and bring
them into the empire (the Julius Caesar in
Gaul scenario). The PCs can either be
leaders in the Imperial Army, or they can be
war chiefs of the barbarian tribes, trying to
resist the inexorable might of the empire.
This scenario emphasizes guerrilla action,
small-unit raids, ambushes, etc.
A time warp catapults an AD&D or D&D
army into Nazi Germany. This scenario was
originally created by Gary Gygax in an
article titled Sturmgeshutz and Sorcery
or, How effective is a panzerfaust against a
troll, Heinz? (reprinted in The Best of
DRAGON Magazine, Volume 1). You can
use the scenario presented in that article, or
create your own version.
Similarly, AD&D or D&D armies can be
transported into the universe of another
role-playing game. The Dungeon Masters
Guide provides guidelines for translating
the AD&D system into the GAMMA
WORLD and BOOT HILL universes.
You can also pit an AD&D army against a
STAR FRONTIERS army, or perhaps even
some characters from the MARVEL
SUPER HEROES game.
If the player characters in your campaign
have acquired dominions of their own, you
can promote strife between them, and let
your PCs fight each other in a series of
wars. To do that, you have to control dominion income and troop costs to make sure
that each player character builds only reasonable armies.
You can create a campaign environment
similar to the Old West, with orcs, barbarians, or berserkers as the Indians. This
can lead to supply-train or wagon-train
98 A U G U S T 1985
DRAGON 99
COMPRESSOR
by Michael D. Selinker
ACROSS
1. Investigators alternative to Fortune
5. 1977 Richard Harris film
8. Smile former
11. Non-profit network
14. Credit-earning report card marks
18. Night _ (any time)
19. A preservative
20. Babylonian god
21. Kangas kid
22. _-kiri
23. Thinker androids cohorts
27. Two-headed humanoid
28. Word for a cuss
29. Number of a certain conjunction in
the clues
30. Elemental suffix
31. Realtors sign words
32. Coral or North
33. Norse healing goddess
35. Gorge
38. Wall _
40. Laverne DeFazios stepmom
42. 1/SIN, in math
44. See 59-Down
45. Apollos creators
46. Vowelless word
48. Pork fat
50. Dawn
51. Auditors
55. Walled City, e.g.
61. Pearl Harbors locale
62. In port
63. Member of the hound folk (GW)
64. Shape of 98-Down
6 5 . _ ol man!
67. Unsavory smelling beast
68. What Kind of Fool_?
69. Pore over
71. Possess
72. Weapon of the Dwarvish Lords
73. Druid spell
78. Cupid
80. Gormandize
81. Identify
82. Summer at Normandy
83. Gave _ performance (fell short)
86. Author
88. Babys word of disgust
89. Point on a rose
90. Sidestep
91. . . . not_? When it is...
92. Acereraks abode
96. Davenport
97. The Doctors apprentice
99. Elephantine creature
100. Journal or legal suffix
101. Mephit form
103. Punch-line word for 91 -Across clue
105. _:ITL
107. European capital, to natives
111. Former prestidigitator
114. S o _ g o o d
116. Spoken
118. Negatory: prefix
119. _ of thousands
100 AUGUST 1985
DOWN
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
. . . better and_
Decorated
_ effort (work)
Beholder
Dragonkind items
The Throne of the Gods, et al.
_ time (never)
Attorneys field
Time _ Bottle (Jim Croce)
What GAMMA WORLD Knights
practice
11. Straitlaced
12. Half-orc, to 132-Across
66.
68.
69.
70.
71.
74.
75.
76.
77.
78.
In accord
Alda or Arkin
Constrictor, e.g.
Car part
A Tale_Cities
Meadow
Ten feet, gamewise
Words before a question
Slow eater
The Lords of Chaos and
Morningstar
79. Love_ (The Beatles)
84. Fetor
85. Unworked metals
87. Loyalty factor
Adrianne Harris
70 Thompsons Road
Coffs Harbour 2450
New South Wales
Australia
Rainer Nagel
Heinrich-von-Meissen-Str. 21
6500 Mainz 42
West Germany
D RAGON
101
(From page 4)
sure wed make enough money on the effort to
make it worth doing, from a business standpoint.
Someday, maybe, well give it a try, and maybe
well find out that we had nothing to worry about
in the first place. In the meantime youll have to
be content, just as we are, with seeing your
favorite paintings on the cover of your favorite
magazine.
How do you decide what goes into a Best of
DRAGON anthology?
In each of the three BODs Ive been involved
with producing, the first and foremost consideration has been reader desire we reprint what
you want to see, not necessarily what we think
are the best articles weve done. The decisions
arent based on how many people write to say
they like an article when its printed (although we
do enjoy the kind words); instead, theyre based
on requests from people who want us to reprint
an article from an issue they dont have, or from
people who say, Why dont you do an article on
so-and-so? when so-and-so happens to be
a subject we covered in an old issue.
One of the incidental advantages of an anthology is being able to produce a group of related
stories in a package, so that you dont have to leaf
through a pile of magazines to get all the information you want. That was one of the motivations behind our reprinting of Roger Moores
excellent Point of View series in the Best of
DRAGON anthology, Vol. III.
And sometimes we like to give you a look at
the way things were, a sampling of the sorts of
subjects that were filling up the magazine before
most of you even knew it existed. That was part
of the reason for the collection of articles by Gary
Gygax that graced the pages of Vol. II the
thoughts of the man who started it all, dating
back to a time when dice was something you did
with vegetables and AC was a term referring to
electricity.
How does a letter get selected to be published in the Letters column?
Any letter that contains what we consider to be
a legitimate question about an article, or an
observation about some aspect of the magazine,
goes into a special Letters file. Once a month,
just before the deadline for the upcoming issue,
Index to advertisers
Name of firm or product
Page(s)
Page(s)
105
Lets try
that again. . . .
Some of you who have bought our
BEST OF DRAGON Vol. IV anthology may have already realized
that, in addition to some pretty good
articles, the book contains one of the
best mistakes weve ever made.
The problem is a piece of type that
was incorrectly positioned on page
50, making the top of the page pretty
hard to understand. To fix it (in your
mind, if not on the page), pretend the
page starts with the seventh line of
the right-hand column, beginning
with the words shallow turns. Then
keep reading to the end of the third
line under the paragraph numbered
10, to the words any rider. Then go
back to the start of the left-hand
column and read everything else
straight through, ignoring the bad
block of type the second time you get
to it.
Crossword answer
Compressor would be a good puzzle to
use in any issue, because its a good puzzle.
But its especially appropriate for this issue
because of the fact thats revealed by the
answer to 29-Across which also happens
to be the number of the page the puzzle is
printed on.
DRAGON
107
D RAGON
109
110
AUGUST 1985
D RAGON
111
112
AUGUST 1985