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The document provides an overview of the roles involved in publishing a magazine and some of the content it features such as fiction stories, game articles, and letters from readers.

Some of the roles mentioned include Publisher, Editor, Fiction editor, Assistant editor, Art director, Production staff, Subscriptions manager, and advertising representatives for the U.S. and U.K.

The magazine features fiction stories, articles about role-playing games and board games, letters from readers, and descriptions of artwork featured on the cover.

SPECIAL ATTRACTIONS

Issue #152
Vol. XIV, No. 7
December 1989
9 Welcome to the Underdark:
It’s cheerless and horrible and eternally black, but it’s home.

10
The Ecology of the Umber Hulk — Tony Jones
Publisher If it can claw through miles of solid rock, your armor won’t slow it down.
James M. Ward

18
In a Cavern, In a Canyon . . . — Thomas M. Kane
Editor To get lots of gold and gems in the safest way, dig for them! (Ho, ho!)
Roger E. Moore

28
The Wanderers Below — Buddy Pennington
Fiction editor Random monsters just aren’t the same when you’re miles below ground.
Barbara G. Young

40
Servants of the Jewelled Dagger — Eric Oppen
Assistant editor The duergar will survive, no matter what the cost (to you).
Dale A. Donovan

Art director OTHER FEATURES


Paul Hanchette
32
Role-playing Reviews — Jim Bambra
Production staff Would you go on an adventure in which all of your foes carried
Kathleen C. MacDonald automatic weapons?
Gaye O’Keefe Angelika Lokotz

Subscriptions 44 The First Notch — fiction by R. A. Salvatore


Some monsters are so bad that your regular enemies look pretty friendly.
Janet L. Winters
52
In Quest of Adventure — Greg Minter
Sometimes, if you’re not careful, an adventure will come looking for you.
U.S. advertising
Sheila Gailloreto Tammy Volp
62
The Game Wizards — James M. Ward
Board games, computers, and great magazines (these are a few of our
U.K. correspondent favorite things).
and U.K. advertising
Sue Lilley
64
The Role of Computers — Hartley, Patricia, and Kirk Lesser
In search of a Krystal, a Holy Grail, and a spell to remove a tyrant.

74 Worth a Thousand Words — The editors


Do you have fan mail for an artist? Here’s where you can write!

76
Spider-Man™ to Wed Vanna White! — Fraser Sherman
Suppose that the Marvel Universe™ was actually the real world.

80
Through the Looking Glass — Robert Bigelow
Now you can create (and destroy) terrain in your miniatures games.

94
Make the Most of Your Missions — Merle and Jackie Rasmussen
Throw your agents a mission they'll always remember! If they survive it.

DEPARTMENTS
5 Letters 72 TSR Previews 106 Gamers Guide
7 Forum 86 Convention Calendar
8 Sage Advice 100 Dragonmirth

COVER
Paul Jaquays describes his cover painting: “The title of this painting is ‘Cryson’s
Reward.’ Cryson was a PC run by another player in AD&D® games I played about 10
years ago. This never happened to good ol' Cryson. It should have. Although it looks
like a warrior or cleric being dragged off by goblins, it is in truth a statement about
modern materialism, greed, and the cost of betraying one’s friends, beliefs, and
values. . . .”

4 DECEMBER 1989
Saving our
world
I would like to use this space this
What did you think of this issue? Do you have Hawks = falcons? month to talk about saving the world,
or at least as much of it as you yourself
a question about an article or have an idea for a
new feature you’d like to see? In the United Dear Dragon: can save. If you’ve envied the heroic
States and Canada, write to: Letters, DRAGON® I am writing in praise of Patricia Nead Elrod’s exploits of your player characters, you
Magazine, P.O. Box 111, Lake Geneva WI 53147, “Getting Familiar” article in issue #147. The now have the chance to exceed even
U.S.A. In Europe, write to: Letters, DRAGON information presented was fabulous for bring- the wildest acts of role-playing derring-
Magazine, TSR Ltd., 120 Church End, Cherry ing familiars to life as an important part of the do in real life.
Hinton, Cambridge CB1 3LD, United Kingdom. gaming universe. The article was in-depth, Most of us did not have to worry this
informative, and quite useful to the familiar- year about a hurricane or earthquake
using characters in my many campaigns. I
Enough, already especially liked the comment: “Few wizards
would want a toad for a familiar. Toads are
striking our homes, as did the residents
of Charleston and San Francisco. Many
Dear Weaklings: almost a punishment.” Any player can agree of us did not worry about heart dis-
Upon hearing of Waldorf’s insubordination [in with this! ease, cancer, AIDS, lacks of funds for
DRAGON issues #137 and 149], I would like to One mistake I spotted, however, was the schools and hospitals, poverty, home-
show you a truly powerful character. His name information contained in the following line: lessness, and a thousand other calami-
is Thor, and he is a 6,253rd-level magic-user, a “Female hawks are called falcons; males are ties that so often affect only “other
25,001st-level cleric, and a 3,000,000th-level tiercels.” This didn’t seem quite right, so I con- people.” But some of us did have to
fighter. Once he sneezed and destroyed the sulted the 1974 edition of Funk and Wagnall's worry about those things, and the rest
Standard College Dictionary. It says that a falcon
entire Forgotten Realms world, so think of what
is “Any of a genus (falco) of . . . birds of prey
of us saw the terrible effects of disas-
will happen when he wields his 80’-long sword
noted for their powerful wings [and] keen vision ters and deprivation and disease every
+5,682. Waldorf’s enslaving of the gods was
very unrealistic, since all the gods are servants . . . especially, the peregrine falcon, the male of morning and evening in the news.
of Thor, and furthermore [The remainder of which is called a tercel” (or tiercel, as Patricia Those of us who were lucky didn’t
this letter has been deleted by the editor for noted). know what to do about those who
reasons that must be all too painfully apparent. In other words, DMs should keep in mind weren’t, so we went back to our role-
We continue now with our regular “Letters” that hawks and falcons are entirely different playing games and imagined that it was
feature.] birds, rather than the latter being the female possible for little groups of people to
version of the former. Aside from this, the have any real control at all over a hos-
article was fantastic! I hope to see more of
tile world.
More outrages Patricia Elrod’s work in future issues of
DRAGON Magazine. But you do have that control. You can
Jarod Warner do something about all of the above
Dear Dragon: problems and more, and you can do it
I am interested in sculpting my own fantasy Cedar Rapids IA
by gaming. No kidding. Listen:
figures. Have you any information you can send
me on this subject, or any idea where I can get My copy of Webster’s New World Dictionary Conventions: It is rare (perhaps too
information on it? Any reply would be deeply of the American Language (Second College much so) for game conventions to take
appreciated. Edition, 1984), says that a falcon is “any hawk a part of their proceeds and donate
One other thing. I loved the article, “Still More trained to hunt and kill small game: in falconry them to helpful causes. I would like to
Outrages From the Mages,” in issue #144. I have the female is called a falcon, the male a tiercel.” suggest that this practice become much
It goes on to say (under the entries on hawk and
used it a few times. Once the party was being
falcon) that falcons are usually considered to be
more common—in fact, it should be-
chased by five minotaurs when the spell-caster
part of the hawk family, but both terms seem to come standard procedure.
tripped over Nimrod’s scroll, picked it up, and A few conventions do this regularly.
cast monster invulnerability upon the mino- be loosely used.
GLATHRICON, which is held in Evans-
taurs The party charged and couldn’t figure out
ville, Ind., supports the American Can-
Dragon hunting
why they couldn’t hit the minotaurs. Seven out
of the party of eight died, but amazingly the cer Society through its Joe Martin
spell-caster was still alive. He was using a sling, Benefit Tournament. During the 1989
so he cast minor globe of iron, threw the BB, Dear Dragon: GEN CON® game fair, the RPGA™ Net-
and ran. He was almost safe when he cast wall Concerning Mr. Moore’s editorial in issue work was able to donate $1,000 to the
of missiles (poor sod). The minotaurs had a good #148, I remember seeing the gray and rainbow literacy programs of the Boys and Girls
lunch. dragons in issue #146, but I don’t remember Club of Greater Milwaukee, thanks to
One of my characters gave an evil spell-caster seeing the brown, stone, rock, or purple drag- one tournament’s entry fees, an
his remove hand spell, then pulled a dagger on ons anywhere. Have they appeared in any other
the mage. Audible curse has often been used issues of DRAGON Magazine? If so, which ones?
autographed-book auction, and a dona-
when a battle is lost, and detect object was used The purple dragon sounds interesting. tion from TSR, Inc. WINTER FANTASY,
by one of my dumber players. Chris Connelly coming up this January, has a benefit
Jon Enge Dearborn MI tournament for the Salvation Army’s
Vista CA Homeless Program. Last year, one
California convention donated all of its
We don’t have a lot of information on how to We’ve published brown dragons in issue #38, proceeds from RPGA Network tourna-
sculpt your own fantasy figures at the moment, grey dragons (not the same as gray dragons) in ments to the American Red Cross.
though we might be able to get an article on this issue #62, purple dragons in issue #65, and
topic in the future. stone dragons in issue #134 (we’ve rejected all Continued on page 91
And we loved hearing about the spells. Maybe rock dragons as a result). One can never have
we should print more of them. too many dragons, we always say.

DRAGON 5
DRAGON® Magazine (ISSN 0279-6848) is published
monthly by TSR. Inc., P.O. Box 756, Lake Geneva Wl
53147, United States of America. The postal address for
all materials from the United States and Canada except
subscription orders is: DRAGON Magazine, P.O. Box
111, Lake Geneva WI 53147, U.S.A.; telephone: (414)
248-3825. The postal address for all materials from
Europe is: DRAGON Magazine, TSR Ltd, 120 Church
End, Cherry Hinton, Cambridge CB1 3LD, United
Kingdom; telephone: (0223) 212517 (U.K.), 44-223-
212517 (international); telex: 818781; fax: (0223) 248066
which can be used by anyone. (U.K.), 44-223-248066 (international).
“Forum” welcomes your comments and opinions Distribution: DRAGON Magazine is available from
on role-playing games. In the United States and Some technology would be developed to game and hobby shops throughout the United States,
Canada, write to: Forum, DRAGON® Magazine, handle simple tasks that magic-users and clerics Canada, the United Kingdom, and through a limited
P.O. Box 111, Lake Geneva WI 53147, U.S.A. In would consider beneath their dignity. More number of other overseas outlets. Distribution to the book
trade in the United States is by Random House, Inc., and
Europe, write to: Forum, DRAGON Magazine, technology would be developed by envious in Canada by Random House of Canada, Ltd. Send
TSR Ltd, 120 Church End, Cherry Hinton, persons who, being unable to perform magic, orders to: Random House, Inc., Order Entry Department,
Cambridge CBI 3LB, United Kingdom. We ask wanted power of their own. Still more would be Westminster MD 21157, U.S.A.; telephone: (800) 638-
developed because of to the small number of 6460 toll-free except Alaska (call (800) 492-0782 toll-free
that material submitted to “Forum” be either in Maryland). Newsstand distribution throughout the
neatly written by hand or typed with a fresh spells available. When plague comes along, some United Kingdom is by Seymour Press Ltd., 334 Brixton
ribbon and clean keys so we can read and people are going to go without healing spells. Road, London SW9 7AG, United Kingdom; telephone:
understand your comments. Then medicine is going to be developed. 01-733-4444.
Subscriptions: Subscription rates via second-class
James R. Collier mail are as follows: $30 in U.S. funds for 12 issues sent
I have a suggestion for other DMs, and “Fo- Georgetown, Ontario to an address in the U.S. or Canada; £16 for 12 issues
rum” seems to be the best place to make it. I sent to an address within the United Kingdom; $50 in
U.S. funds for 12 issues sent by surface mail to any other
have found that it is very helpful to mix game After reading all of the articles on humanoids address; or $90 in U.S. funds for 12 issues sent airmail to
systems. I’m not talking about putting guns and in issue #141, I felt I had to write in. In my any other address. Payment in full must accompany all
lasers in the AD&D® game, slavering demons in AD&D campaign, orcs and other less-powerful subscription orders. In the U.S. and Canada, methods of
humanoids are not as weak as characters would payment include checks or money orders made payable
the STAR FRONTIERS® game, or aliens or wiz- to TSR, Inc., or charges to valid MasterCard or VISA
ards in TSR’s TOP SECRET® and West End like to believe. I took my friend’s 13th-level credit cards; send subscription orders with payments to:
Games’ JAMES BOND 007 games. What I’m necromantic-specialist mage on a solo adven- TSR, Inc., P.O. Box 72089, Chicago IL 60678, U.S.A. In
talking about is mixing their systems. For exam- ture, and it was great fun to see him actually the United Kingdom, methods of payment include
cheques and money orders made payable to TSR Ltd, or
ple, the magic system in the AD&D game can be start to worry about his character’s welfare! charges to a valid ACCESS credit card; send subscrip-
converted for use in the MARVEL SUPER HE- The adventure went as follows: tion orders with payments to TSR Ltd, as per that
ROES™ game, which spends about three vague The mage entered a dark cave, where he address above. Prices are subject to change without prior
notice. The issue of expiration of each subscription is
pages on magic and doesn’t need supplements. found an ogre slumped over, sleeping. Quietly
printed on the mailing label of each subscriber’s copy of
The system for swordplay, knife fighting, and dispatching the guard, he continued on. As he the magazine. Changes of address for the delivery of
unarmed combat in the first-edition TOP SE- peered around the corner of the next room, he subscription copies must be received at least six weeks
CRET game is far better than the one in the saw two goblins playing knucklebones on the prior to the effective date of the change in order to assure
uninterrupted delivery.
AD&D game but takes more time. Thus, if the ground. Thinking of them as easy prey, he Back issues: A limited quantity of back issues is
final scene is a duel between the party paladin pompously strolled in. Immediately, the goblins available from either the TSR Mail Order Hobby Shop
and an evil fighter, the TOP SECRET system sounded the alarm (he thought they were too (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from
could be temporarily altered to fit, while the disorganized to use one) and rushed into the TSR Ltd. For a free copy of the current catalog that lists
available back issues, write to either of the above
faster AD&D game system can be used when fray. He slew both of them with a magic missile addresses.
hacking down giant rats and webbirds. Damage spell, but not before most of the other monsters Submissions: All material published in DRAGON
bonuses and bonuses to hit can be put into knew he was there. He continued down a very Magazine becomes the exclusive property of the pub-
lisher unless special arrangements to the contrary are
damage bonuses or penalties when using the narrow passage that led to a dead end. Turning made prior to publication. DRAGON Magazine welcomes
TOP SECRET melee system. around, he came face-to-face with the biggest unsolicited submissions of written material and artwork;
I am telling you this because I've tried it and it ogre he had ever seen. Quickly casting a fireball however, no responsibility for such submissions can be
works. While some adaptations are harder than spell, he incinerated the ogre. Because he had assumed by the publisher in any event. Any submission
accompanied by a self-addressed, stamped envelope of
others (and others are simply impossible), it is his minor globe of invulnerability up, he was sufficient size will be returned if it cannot be published.
possible to create a superior espionage, fantasy, unaffected by the backlash. We strongly recommend that prospective authors write
superhero, or science-fiction game. Try it. Continuing on he stumbled onto an orc for our writers’ guidelines before sending an article to us.
In the United States and Canada, send a self-addressed,
Toby Myers sacrificial ceremony. This chamber was actually stamped envelope (9½” long preferred) to: Writers’
Hamilton NY a series of layers sunk into the ground. The four Guidelines, c/o DRAGON Magazine, as per the above
orc guards quickly rushed to destroy him and address; include sufficient American postage or lnterna-
he was hit twice (his AC is -5) before he killed tional Reply Coupons with the return envelope. In
I would be interested in finding out when
Europe, write to: Writers’ Guidelines, c/o DRAGON
most players of the AD&D game consider their them. At that moment, the orc shaman whirled Magazine, TSR Ltd; include sufficient return postage or
campaign worlds to be set. I have always as- around and hurled his dagger of piercing +2, IRCs with your SASE.
sumed that the game was set in the 20th Cen- which struck the mage with terrible force. His Advertising: For information on placing advertise-
ments in DRAGON Magazine, ask for our rate card. In
tury, in a world like that of Lord Darcy's in the spell ruined, the mage then attacked the orc the United States and Canada, contact: Advertising
Randall Garrett stories. Although the setting is with his wand of magic missiles. Though he Coordinator, TSR, Inc., P.O. Box 756, 201 Sheridan
medieval, my reasoning is that a world of magic smashed the mage with his mace +1, the sha- Springs Road, Lake Geneva WI 53147, U.S.A. In Europe,
would not develop much technology. man was killed immediately after his blow contact: Advertising Coordinators, TSR Ltd.
DRAGON is a registered trademark of TSR, Inc.
Magic, whether by mage or cleric, is spectacu- struck by a well-placed dagger +2. Registration applied for in the United Kingdom. All rights
lar. A single person can use it to perform feats The mage heard a loud noise coming from the to the contents of this publication are reserved, and
that would require a hundred men otherwise. passage above the sacrificial platform, and he nothing may be reproduced from it in whole or in part
without first obtaining permission in writing from the
This power would be jealously guarded by its cast a levitate spell to investigate the distur- publisher.
practitioners, and rival skills, such as technol- bance. Seeing an ogre and deciding he had just ® designates registered trademarks owned by TSR,
ogy, would be suppressed. Technology would about enough of this, the mage cast a teleport Inc. ™ designates trademarks owned by TSR, Inc. Most
also have the stigma of being messy, dirty and spell to take him home. Unfortunately, the ogre other product names are trademarks owned by the
companies publishing those products. Use of the name of
hard work. A mage mutters, waves a few was quicker. He leaped up and caught the mage any product without mention of trademark status should
leaves, and produces a piece of cloth. A weaver around the midsection, causing both of them to not be construed as a challenge to such status.
bends over a loom for days to do the same plummet to the ground 60’ below. The ogre did ©1989 TSR, Inc. All Rights Reserved.
Second-class postage paid at Lake Geneva, Wis.,
thing, then dyes it, cuts it, and tailors it. not survive the fall, and the mage was barely U.S.A., and additional mailing offices. Postmaster: Send
But not everyone can perform magic. Magic hanging on to life. address changes to TSR, Inc., P.O. Box 111, Lake
would be practiced by anyone capable of it but Geneva WI 53147, U.S.A. USPS 318-790, ISSN 0279-
less intelligent beings would develop technology, 6848.
Continued on page 92
DRAGON 7
by Skip Williams
If you have any questions on the games
produced by TSR, Inc., “Sage Advice” will
answer them. In the United States and
Canada, write to: Sage Advice, DRAGON®
Magazine, P.O. Box 111, Lake Geneva WI
53147, U.S.A. In Europe, write to: Sage
Advice, DRAGON Magazine, TSR Ltd., 120
Church End, Cherry Hinton, Cambridge
CB1 3LD, United Kingdom.
The sage makes another tour of the
AD&D® 2nd Edition game, focusing on the
new Player’s Handbook (PHB) and
Dungeon Master’s Guide (DMG).

The rules on page 97 of the PHB


say that polearms and spears do
double damage vs. charging oppo-
nents, but the tables on pages 68
and 69 say only a few polearms can
do this. Which is correct?
Those polearms marked with a “#” and
all spears do double damage when set vs. a
charge. Polearms marked with a “*” do
double damage vs. charging opponents
that are larger than man size.

Both of the AD&D game 2nd Edi- who made and enchanted it and stand a Yes, the progression does stop at level
tion rule books say that magical good chance of guessing its powers. This 14, at least for now. In game terms, this is
rings “radiate” magic. Does this would require a sage with knowledge of the limit of power that deities can (or will)
mean they glow with a magical aura folklore, history, or both. “lend” to clerics to fight undead. In design
all the time? Can you tell an item is terms, this keeps high-level clerics from
magical just by looking at it? Can a player who finds a potion blowing away liches and other powerful
The term “radiates” indicates there is a taste it and immediately find out undead with a simple die roll.
magical aura which cannot be seen, exactly what it is?
touched, tasted, or smelled but can be First, players cannot test potions, but Dow come the “death at - 10 hp”
detected with the proper divination; a ring player characters can. When a character rule was dropped from the game?
can radiate magic, a dragon can radiate tastes a potion, the DM should give some It hasn’t been dropped. See the “Hover-
evil, and so on. While the DM might rule hint or clue about its properties (see the ing on Death’s Door” optional rule in the
that an aura might be detectable without DMG, page 141).
DMG, page 75.
magical aid, magical items usually are
found only with detect magic spells or by Is there a reason why all the
experimenting with them to test for unu- character-class experience charts
sual properties. stop at level 20? Should characters who put on a
In the AD&D 2nd edition game, 20th cloak of poisonousness be allowed a
If an identify spell will not tell you level is the intended stopping point for all save vs. poison or a save vs. death?
the exact number of charges or character advancement. This is because Neither. Characters who don the cloak
pluses an item has, how do you find the designers and editors believe (and I die.
out? Can a sage tell? agree) that the AD&D game system begins
The best way to get an item’s exact to break down around level 20. After level “Does attacking dispel the invisibil-
charges or pluses is to start with an iden- 20, continued advancement becomes al- ity given to the attacker by a ring of
tify spell to determine the approximate most meaningless, adventures are hard to invisibility or a cloak of elvenkind?
number, then use a contact other plane or design,, and campaigns are hard to main- If so, who long must the attacker
commune spell to get the exact number. tain. An expansion for character levels 21 remain visible?
The DM has to decide what sages can do and up has been discussed, but there are Offensive actions break the invisibility.
in his campaign, but giving a sage a chance no current plans for such a product. Play- The wearer must remain visible at least
to determine an item’s exact pluses is ers and DMs who want to use megalevel until the beginning of the next melee
reasonable. Sages have no way to deter- characters are on their own. round.
mine charges; a wand with one charge
looks exactly like a wand with 99 charges. Does a cleric’s ability to turn un-
If the item was first studied with detect dead really stop getting better at
magic and identify spells, a sage could level 14, as table 61 (page 103) in the
study the item for additional clues about PHB suggests? Continued on page 14

8 DECEMBER 1989
The following was taken from Creatures These monsters usually prey on other comes instantly befuddled, often attacking
of the Earth’s Deeps, by the sage and subterranean creatures like anhkhegs and its companions or standing dazed as the
wizard Archmyel: small purple worms, against which the creature advances. This “gaze of confu-
The umber hulk is one of the more umber hulks developed their powerful sion” is magical in nature and is constantly
powerful and dangerous underground offensive array. It is said that umber hulks in effect. Other umber hulks are immune
denizens. Although only infrequently allow themselves to be swallowed alive by to the effects, which affect the victim’s
encountered, umber hulks have become great purple worms for the thrill of “tun- brain through the optic nerve in a manner
well known because of their distinctive neling out” and slaying the worms. which I have yet to discover. The effect
appearance and the ferocity of their at- Umber hulks use their great claws and seems to be created by the pair of eyes in
tacks on adventurers. I have heard numer- strength to good advantage in the subter- the forehead, for the vodyanoi, the umber
ous stories of small bands of umber hulks ranean areas they haunt. The area sur- hulk’s marine cousin, lacks this set of eyes
destroying larger parties of experienced rounding an umber hulk’s underground and the peculiar gaze. The victim recovers
adventurers, leaving nothing but dropped lair is crisscrossed with numerous tunnels, shortly, usually within a few minutes,
weapons and debris behind. making it difficult for other creatures to unless the monster has eaten him.
Umber hulks are extremely large, bulky find the lair itself. Some of the tunnels are Both male and female umber hulks
creatures often standing nearly three dead ends, while others lead back to their appear the same externally, equal in size
yards tall and over one and a half yards points of origin in very roundabout fash- and ferocity. However, female umber
wide. Their powerful arms end in hands ion. All such tunnels are well known to hulks are much rarer than the male, with
with claws like iron that are capable of the umber hulk, which uses these pas- only one umber hulk in four being female.
ripping through solid stone quickly. The sages to catch victims by outflanking For this reason, the males are very pro-
rest of their stout bodies are very muscu- them. tective of the females, often sacrificing
lar, but because of their weight (1,500- The reverse also holds true, as the um- their own lives in the females’ defense.
1,750 lbs.) and size, umber hulks are slow, ber hulk can use its many tunnels to elude Little is known about how umber hulks
awkward creatures. Such a creature’s determined pursuit. While it is not impos- reproduce. The female bears her young
mouth is filled with many small teeth, but sible to hunt down a fleeing umber hulk, it live a year after mating, producing one to
the major damage is inflicted by the um- is difficult even for experienced trackers three “hulklings.” The young are quickly
ber hulks two sets of mandibles. such as rangers to do so as it leaves few able to move about and defend them-
In addition, the umber hulk has two sets tracks on rocky floors. The umber hulk selves, developing all of their special
of eyes, one on the outside of its flat head also could lead pursuers around in circles powers with great rapidity. The mother is
and the other in the middle of its fore- long enough for others to join it and turn especially dangerous during this time, as
head. The eyes on the outside of its head the tables on its hunters. In dire circum- she will hunt down and kill as much food
are white with black irises, while those on stance, an umber hulk will go to an area as possible to feed her young, who eat
its forehead are purple with yellow or with a deliberately weakened ceiling, so it voraciously. After two years, the young
amber irises. The creature lacks a nose may cause a cave-in and later escape. umber hulks learn to hunt at their moth-.
but breathes through gill-like structures Deliberately caused floods are also possi- er’s side. Those that have survived this
on its almost nonexistent neck, evidence of ble, as the umber hulk can breathe water long are considered mature adults in
a possible previous aquatic existence. It for short periods (up to 10 minutes). every respect. After a few months more,
can thus eat and breathe at the same time. Umber hulks are very destructive crea- the young leave, and the mother may start
The color of the umber hulk’s tough hide tures that will always attempt to destroy another litter. Male umber hulks live an
is black but lightens to a grayish or burnt what they cannot use. Thus, any clothing average of 50 years; females, 75 years.
brown hue on the head and front. The found in the lair will be shredded, armor Like most underground creatures, um-
mandibles and claws are ivory colored. torn and dented, weapons broken and ber hulks have more highly developed
Adventurers have been known to mistake useless. Umber hulks are wanton killers senses of smell and hearing than eyesight,
umber hulks for some other type of crea- whose courage is not always overcome by and they use the former two senses when
ture at a distance of 15 yards or more self-preservation. They will almost imme- searching for prey, tracking and fighting
because of their dark coloring. diately attack any creature they deem without penalty for darkness. However,
Umber hulks are, as noted earlier, well weaker than themselves. Only the sight of their eyesight is not bad, and umber hulks
known for their ferocious attacks on gold or platinum, in very large amounts, have no trouble seeing prey at normal
adventurers—particularly humans, which will halt their attacks once begun. distances. Like most underground crea-
are relished.. Using their powerful claws The most dangerous aspect of the um- tures, umber hulks dislike bright light, but
and great strength to rend opponents, ber hulk is its two sets of eyes. Should any they suffer ill effects only from the bright-
they have been known to kill with a single creature of even slight intelligence meet est sources. Umber hulks venture above
attack, literally ripping their foes in two. the direct gaze of an umber hulk, it be- ground only at night and only when des-

10 DECEMBER 1989
perate for prey. attack force, even as manual labor—as are numerous smaller rooms of storage
Umber hulks are reasonably intelligent long as they receive their gold and are not for what few personal items, such as
creatures and have developed their own expected to risk their own lives in vain. treasure and food, such monsters accumu-
spoken tongue. The language is fairly easy They will not venture above ground for late. All the rooms will be littered with the
to learn and understand as it conveys only any price and are therefore of limited use. remains of previous victims brought here
limited information, but only magical Their fickle nature causes them to turn on for leisurely consumption. The treasure
intervention (clairaudience or spying while their “masters,” often for no reason. cave is usually hidden by rocks and debris,
invisible) permits anyone to hear the lan- This begs the question, of course, of with simple but deadly traps such as rock-
guage used. However, “Hulkish” is difficult what umber hulks do with their monetary slides. Small items can be found scattered
to actually speak as umber hulks make gains. No one knows, though not all umber throughout all rooms—curios that caught
some sounds that are impossible for hu- hulks seem to value precious metals. It the monster’s interest, such as peculiar
mans to duplicate. It is a very direct, con- may be that they use their gains as part of gems or devices from a past victim.
crete, brutal tongue as befits their nature. their economy, if the rumors of their cities Dead umber hulks (the only good ones,
The umber hulk also uses various grunts, beneath the earth are true, or it may be some say) have numerous uses. The hide
hisses, and gestures for added emphasis that the umber hulks consume such of an umber hulk is extremely tough and
when speaking, as well as mouth, mandi- metals for dietary reasons (finding coins to damage resistant. Some underground
ble, and eye movements. be excellent gizzard stones). None can say. races, notably kobolds and goblins, cure
Though umber hulks are basically lon- The lair of an umber hulk is a large, the hides of umber hulks and make ar-
ers, they will sometimes cooperate with spacious cavern or room, the walls of mors and shields out of them. (Although
other evil creatures, including evil hu- which are always covered by marks from they would not dare to attack a living
mans, if paid in gold and platinum or, the umber hulk honing its claws or possi- umber hulk, these races recover their
possibly, human victims. They will serve in bly from having carved the cave from the prizes from beasts slain by disease, age, or
any capacity—as guards, part of a main stone itself. Attached to the large cavern adventurers.) The hard mandibles are

Illustration by Thomas Baxa

DRAGON 11
used as hand-held weapons, and the claws the dracolisk in the Monster Manual II, HD, are 1’ tall, and do 1d4/1d4/1d2 hp
are turned into spiked clubs and maces. page 55) to determine the chances of meet- damage with claws and mandibles. They
The eyes from the forehead are often ing an umber hulk’s gaze: grow thereafter at the rate shown in the
needed by magic-users for potions and Umber Hulk Growth Table.
magical inks, and they can be sold for a Extremely bright light, such as sunlight,
profit to alchemical shops or wizards’ Chance to causes the umber hulk to take a - 1 pen-
guilds. Character is— meet gaze alty to hit and to saving throws.
Though it poses little threat to normal Surprised 7 in 10 The claws and mandibles of dead umber
human existence, the umber hulk is a Viewing monster 3 in 10 hulks do 1d4 hp damage per blow when
notable danger to those who venture Attacking normally 3 in 10 used as weapons. Armor made from the
beneath the earth in search of adventure Avoiding gaze 1 in 10 hides of umber hulks is AC 4 and resem-
and riches. It makes the life of a farmer bles a suit of plate armor. The eyes from
much more attractive. When born, umber hulks are helpless, the forehead can be worth 100-400 gp
but by three months of age they have 1 + 1 apiece to the right people.
Gaming notes
Most umber hulks have strengths of 19,
equal to a hill giant, but one in 20 has a
strength of 20 and does 1d6 + 6 hp damage
with each claw, rather than the 3d4 hp Umber Hulk Growth Table
damage listed in the Monstrous Compen-
dium. If the umber hulk’s strength should Claw Mandible Duration in rounds
be reduced, claw damage should be re- Age Hit dice damage damage of confusion gaze
duced accordingly. Damage done by the 0-2 mo. 1-1 - - -
mandibles remains the same. 3-5 mo. 1+1 1d4 1d2 1d4
The effects of an umber hulk’s gaze are 6-8 mo. 2+2 1d4 1d3 1d4
like the effects of a confusion spell lasting 9-11 mo. 3+3 1d6 1d4 1d4
3d4 rounds, affecting as many victims as 12-14 mo. 4+4 2d4 1d6 2d4
are looking at it within 40’ of its front. 15-17 mo. 5+5 2d4 1d6 2d4
Umber hulks themselves are immune to 18-20 mo. 6+6 2d6 1d8 2d4
the effects of the gaze, as are vodyanoi, 21-23 mo. 7+7 2d6 1d10 2d4
creatures already suffering from confu- 24 + mo. 8+8 3d4 1d10 3d4
sion, and mind-barred victims. Use the
following chart (from the description of

DRAGON 13
Sage Advice If the minimum wisdom score for Will 90% soft cover, such as a tap-
Continued from page 8 a cleric is 9, why does table 5 list estry or overturned table, protect a
spell failure chances for wisdoms of character from spells, or does only
less than 9? hard cover do this?
Can a cleric use an amulet vs. un- A cleric must begin play with a wisdom DMs must resolve this on a case-by-case
dead? Can a druid? score of 9 or higher, but the score might basis. When in doubt, have the cover
Clerics whose power to turn undead is drop temporarily (or permanently) during make an item saving throw; if this suc-
equal to or better than the amulet’s get no play; most DMs allow PCs to continue in ceeds, characters behind it take one-half
benefit from it; all other characters turn their classes, even if their ability scores or no damage.
undead at the amulet’s level regardless of fall below the minimum requirements.
class or alignment. Can monsters use breath weapons
Can nonelven characters find se- or innate spell abilities during the
The table for the staff-spear (DMG, cret or concealed doors? “free” round they get when they
page 154) says a roll of 20 indicates Yes. Generally, the chance for them to do achieve surprise?
a + 3 weapon. Shouldn’t this be + 6? so is one in six, only if the character is ac- You bet. Any creature who surprises
A roll of “20” indicates the ranseur ver- tively searching a 10’ section of a surface. another can use any attack it has, but it
sion of the staff-spear; the asterisk should cannot cast a spell.
have been placed by the ”+3” figure in the Do gnomes get a constitution-
bottom line. based saving throw bonus vs. poi- Does a PC’s lifetime limit on the
son like dwarves do? number of henchmen apply to
The description of a helm of tele- No; gnomes have no special resistance to henchmen who leave because they
portation mentions a risk for non- poison. equal or surpass the PC’s level? I
wizards when teleporting. What is assume not. Henchmen achieve high
the risk? Does fighting with two weapons levels with help from PCs. If “gradu-
The “risk” is the same for all characters; require a special weapon slot? If so, ating” henchmen did count, it would
see the wizard spell, teleport, in the PHB, do rangers have to spend a weapon be in the player’s best interest to see
page 172. proficiency on it? that none of his character’s hench-
This is up to the DM. If a slot is re- men ever became high level.
At what level is a wizard character quired, rangers get it free. This is up to the DM, but your argument
allowed to specialize? is very persuasive.
Wizard specialties should be chosen Is there a range limit on the cleri-
when the character is created. If a charac- cal undead turning ability? Can a wizard or priest pick the
ter does not meet the ability score require- A cleric can turn undead if he can see number of people affected by a hold
ments for his desired specialty, the DM and recognize them as undead, and if they person spell?
might allow him to specialize later in his can see and recognize him as a cleric. The Yes, the number of creatures effected by
career if the deficiency is resolved and the range indoors is limited by the size of the a hold person spell is under the caster’s
character does not have spells from a area and the available light. The absolute control.
prohibited school in his spell books. limit outdoors is about 240 yards, less in
poor light or through concealment. How much does one day’s amount
Can a nonwarrior have a strength of common meals weigh?
greater than 18? If so, does the char- How long does it take a druid to The weight of a day’s common meals
acter get exceptional strength or change form when shape changing? varies with the locale, season, and cuisine,
does he proceed straight to 19? How long do changes in form take but 2-5 lbs. per person is a good rule of
Strength ratings over 18 are possible with a polymorph self or shape thumb. This weight includes bones, skins
through the use of wishes or magical change spell? Do protective items and other inedibles. Common meals, how-
items. Generally, an increase in an ability like rings or bracers work with ever, are rarely carried anywhere, so their
score. that is higher than 16 and less than druid’s new form? Are protective weights don’t matter much. A week’s dry
20 comes in increments of one-tenth of a items like bracers or rings consid- rations generally weigh 7-10 lbs., all of
point (see the DMG, pages 11-12). A non- ered clothing, since only clothing which is edible.
warrior with a strength greater than 18 and one item held in each hand
but less than 19 gets no special benefits; changes along with the druid? Can specialist wizards use scroll
treat the character’s strength as an unre- Generally, assuming a new form counts spells from opposition schools? Can
markable 18. as an action and takes three segments ( + 3 clerics use scroll spells from out-
initiative modifier). The first change in side their spheres?
Do halflings get any combat modi- form is usually considered part of the A character who can use spells can use a
fiers due to their small size? casting time for polymorph self and shape scroll if it matches his class, so priests can.
Halflings get no combat modifiers due to change spells. Most DMs allow protective use scroll spells from outside their spheres
size in the core rules, but this could devices to work even on polymorphed or and wizards can use scroll spells from
change in a future supplement. shape changed creatures, and most DMs I outside their schools.
know ignore the clothing-and-two-items
Can a character with a strength of restriction for druids and allow all the Table 56 in the PHB (page 94) says
1 wear clothes? The chart on page druids equipment to change with him. that a scroll’s initiative modifier is
14 of the PHB says the PC’s maxi- the same as the spell on the scroll.
mum press is 3 lbs., but the text on The set snares proficiency is avail- What is the modifier for a protection
page 75 says clothes weigh 5 lbs. able to both rogues and warriors. scroll?
The character’s maximum press has However, table 37 (PHB, pages 54-55) Unless stated otherwise in the scroll’s
nothing to do with what he can carry. The says this requires a dexterity check description, a protection scroll has an
character cannot raise the clothes above for rouges and an intelligence check initiative modifier of + 3.
his head, but he can wear or carry them. for warriors. Are these really differ-
Clothes, however, would encumber the ent skills or is there an error?
character. Check dexterity in either case. Continued on page 59

14 DECEMBER 1989
In a Cavern,
In a Canyon...
Mines and metallurgy in fantasy campaigns
by Thomas M. Kane
“Certainly, though it is but one . . . in medicine. In the AD&D® game, bitu- locate veins (see the AD&D 2nd Edition
method of acquiring wealth . . . a careful men, sulfur, and alum are also used as Dungeon Master’s Guide, pages 151 and
and diligent man can attain this result in material spell components. 157, respectively, for more information).
no easier way than by mining” The DM can role-play this search, mak- Mages can research spells or develop
Georgius Agricola, De Re Metallica ing a map of the area of interest and let- items to find ore, using the items de-
ting PCs explore it (dwarves might scribed above as guidelines. Of course, all
Every dwarf knows how important appreciate this activity most). It takes one magic flirts with peril. New spells might
mines are. As Agricola stated, there are week for a miner to prospect four square invoke the elemental plane of Earth, and
few better ways for someone to get rich miles, longer if the ore is particularly powerful but miscast spells could unleash
than discovering ore and digging it up. difficult to find. As noted beforehand, the volcanoes, earthquakes, or malign beings
Mines also make ideal “dungeons.” Adven- searchers must examine springs and herbs from other planes.
turers can comb through abandoned tun- as well as stones. A group containing Despite their lore, prospectors depend
nels or active shafts owned by their characters with knowledge of mining as on luck. Some mines begin in farmers’
enemies or creatures from below. well as wilderness-wise rangers, elves, fields when plows turn up metallic stones.
The AD&D® Dungeoneer’s Survival druids, and NPC treants (or trees con- Other veins are found after landslides or
Guide presented some basic information tacted through speak with plants spells) earthquakes, and once a wildfire melted
about mining on pages 48-55. This article can finish the search in half the normal ore near the grounds surface, causing
expands that material with information time. Of course, these latter experts may rivulets of gold to trickle down a moun-
about medieval prospecting and metal- refuse to despoil the earth by mining. tainside. The DSG contains guidelines for
lurgy, based on Georgius Agricola’s De Re Clever NPCs (or PCs!) might guide prospec- placing ore veins, but ore can appear
Metallica, a German text written in A.D. tors away from veins, to avoid having wherever the DM wants it. Furthermore,
1550. Dwarves, gnomes, drow, and hu- forests cut down for timber used in build- if mining would slow the campaign, no
mans with the miner secondary skill or ing the mine itself. amount of successful dice-rolling should
mining proficiency should have access to After this exploration, PCs may attempt produce a vein. Charlatans, “fool’s gold”
this knowledge in AD&D games. mining proficiency checks (explained on (iron pyrite), and the simple absence of
pages 25-26 and 48-49 of the DSG, and on metal can frustrate the wisest prospectors.
To find a mine pages 54 and 61 of the AD&D 2nd Edition Humans did not practice scientific geol-
In medieval times, prospectors began Player’s Handbook). If the checks succeed, ogy until the 19th century. However, in a
their search for valuable ores in early the DM tells PCs where they find springs, fantasy world, different races may be
spring. They looked for far more than tell- colored trees, or bits of ore (and what intimately familiar with the patterns of ore
tale ore-bearing rocks. Agricola stated that these may mean). Of course, the PCs might placement underground. Drow and
a warm and dry “exhalation” comes from discover monsters or claim jumpers, too, svirfneblin, among others, certainly know
underground metal, preventing hoar-frost as the DM wishes. where the earth hides its metals. Prospec-
from forming on short new grass. By Miners in medieval times practiced a tors might venture underground to beg
observing the patterns of frost on grassy whole branch of sorcery. They believed the advice of such races, but might eventu-
ground, one can see where ore veins run. that ore radiated an aura or “field”; when ally fight these races bitterly. Surface and
Furthermore, trees absorb metal through a magician walked over such a field with a underworld miners often clash because
their roots, and such metal causes the first forked divining rod, this field caused the each group desires the same resources.
leaves of the season to blacken or fall off if stick to twist in his hands. Some diviners PCs digging down into ore beds might
the trees stand over a vein. employed hazel rods, while others claimed meet beings chipping their way up.
Medieval prospectors knew to look for that hazel could find only silver. The latter Deep-dwelling races know that the earth
natural springs because water often con- used ash rods for copper, pitch pine rods is formed in layers of stone and dirt, with
geals in mineral veins and flows along for lead or tin, and iron wires for gold. new layers forming over the old. Veins of
them. This gives the water a distinctive Others preferred to use magic rings for ore usually appear where something dis-
taste. Salty springs (found inland) indicate divining, and others looked for an ore’s rupts these layers, concentrating minerals
underground salt, and salt would be pre- field by observing the area in a magical in one place. For example, magma can
cious in any medieval-style fantasy society. mirror or through an enchanted crystal. squeeze its way into other stones, carrying
In our own world, a few ounces of salt Agricola did not believe in diviners, al- ore with it. It forms vertical dikes, hori-
were worth more than two slaves as re- though he suggested that such magic zontal sills, blisterlike laccoliths, and vast,
cently as the 1700s. An experienced miner might have existed in ages past. In AD&D rippling batholiths. Diamonds collect in
could also taste for soda (nitrium), alum, games, a ring of x-ray vision, might help kimberlite pipes, cones of volcanic rocks
vitriol, sulfur, and bitumen, all of which prospectors find dense metal ore, and a that project upward. Tectonic plates also
were used in smelting ore, in alchemy, and wand of metal and mineral detection could alter the geology of an area. A rising plate

DRAGON 19
might lift metals or oil, creating a chain of ciency check to assay a sample (see the tunnels even during a single shift. Miners
‘deposits along the edge of a continent. DSG, pages 25-26). The tools required for sang to stay awake, and Agricola noted
Underground peoples might also know assaying cost 50 gp, more if pure ashes are that the singing “is not wholly untrained
about oil. Petroleum collects where the unavailable. DMs should make this check or unpleasing.” Dwarves, gnomes, humans,
layers of earth curve, forming a trough or in secret. If the character succeeds, he and other races that are not accustomed
a trap for it. Petroleum is likely the “flam- learns the exact purity of the ore or coin to eternal existence underground might do
ing oil” adventurers hurl at monsters; the being tested. The DM can determine a the same; the dwarves in J. R. R. Tolkien’s
only oils in the Middle Ages came from mine’s value with the results on Table 33: The Hobbit sang—and quite well, too.)
animal or vegetable fat and were unsuit- Ore Quality, on page 51 of the DSG. If the
able as weapons. Perhaps fantasy warriors check fails, the assayer believes that the Wheels, gears, & pulleys
import their oil from the underworld. mine is either far more or far less valuable Ingenious machinery filled medieval
Dungeon explorers may grow rich trading than it really is (there is a 50% chance of mines. Agricola considered the idea of
in oil they recover. Petroleum deposits either result). PCs might then abandon a carrying ore out on workers’ backs bar-
might also interest Oriental characters; the priceless mine or be convinced that a mine baric because mine carts had replaced
ancient Chinese drilled for oil and salt should be producing more than it does porters for centuries. Carts were rolled
water with bamboo derricks. Some Chi- (and thus conclude that their workers are into a mine on tracks using the force of
nese emperors tried to tax these wells, but stealing ore). gravity, then pulled out by mules or pack
rural landlords resisted by posting scouts dogs. (In AD&D game terms, pack dogs
who dismantled the drills before inspec- Mines and the law are treated as war dogs and carry 20 lbs.
tors arrived. It appears to be a basic law of mining at normal speed or 50 lbs. at half speed.)
that once someone finds metal, the gov- Outside the mine, daredevil sledge drivers
Assaying ernment will certainly interfere. In Agrico- guided loads of ore down mountainsides,
Once prospectors discover a vein, they la’s Germany, each miner was required to steering themselves with poles. Agricola
must evaluate it by assaying (testing) the register his mine with the local burgomas- mentioned that these sledders worked
ore. Miners often judged unknown ores by ter or town mayor, so he could divide the “not without risk of life.” Other loads were
chewing them. They also suspended earth ground above the mine into meers. Who- lifted out of vertical mine shafts by cables.
in water so it could be studied with color- ever possessed a meer owned all ore Hand-powered windlasses and cranes
changing slips of paper, like the litmus found beneath it. Meers were of different operated by treadmills dotted the ground
paper used by modern chemists. Roman sizes, and the mine’s discoverer always above mines. Miners did not even have to
craftsmen made this paper by dipping received the largest one. Smaller portions climb down the shafts to work. They slid
parchment in shoe-black. It turned green belonged to business partners and land- on chutes or clung to rope elevators pow-
when exposed to vitriol, a sulfate often owners. The law reserved other meers for ered by treadmills.
found with metallic ores. the king, his consort, his master of horses, Some mines flooded constantly, so or-
When these tests seem promising, assay- his cupbearer, his groom of the chamber, ganlike pump arrays descended into the
ers then heated ore in crucibles. Pure the bishop, and the burgomaster himself. tunnels, powered by treadmills or water
metals melt smoothly and at precise tem- The local baron did not automatically wheels in nearby streams. Some pumps
peratures. Medieval assayers used flamma- receive a meer. Miners were legally vassals used a single plunger, while others in-
ble compounds to measure the melting of the crown and paid tribute directly to volved dragging a chain with bundles of
points of ores. The craftsmen knew the the king. watertight leather set at given intervals
temperature at which the powdered com- Metal brings wealth, technology, and through a pipe. Pumps become inefficient
pounds would, combust, so if a molten independence in war, so most rulers want when the distance they travel is too long,
metal ignited them, that showed how hot their people to mine. Some kings granted so deep mines used other systems. Some
the metal was. These tests also helped prospectors permission to dig wherever dragged chains with buckets attached
miners choose fluxes for smelting. Fluxes they found ore, no matter who owned the through the water. Others required pump
are substances that aid the separation of land above it. Other kings allowed miners relays, each one raising water one level
slag from pure metal in the smelting proc- to seize only “wastrel land” that was not using buckets or Archimedes’ screws.
ess. Different colors of smoke created being farmed. These laws usually included Relayed pumps could use relayed water
during these tests suggested different another provision requiring miners to wheels, in which water poured down a
chemicals for use as fluxes, and deep work their mines. If a mine owner failed deep shaft and turned a different engine
purple smoke meant that the ore needed to produce ore for nine weeks, the baron on each floor.
no flux at all. Each such test had to be often confiscated his holding and awarded Nothing could be more important than
performed in a cupel, or dish of ashes. it to the informer. oxygen to miners of any race. Medieval
The ashes were especially pure so they did Medieval laws also covered labor in the engineers dug horizontal shafts into moun-
not absorb the metal. Assayers preferred mines. Shifts could not exceed seven tainsides so air could flow freely into some
ash burned from beech or other trees that hours, and foremen had to warn workers mines, but many lodes were too deep to be
grow slowly. when their time ended. Bosses communi- reached in that manner. In windy spots,
Experts on metallurgy did more than cated with subordinates in deep tunnels miners used funnels and pipes on the
test mines. They hunted counterfeiters by ringing a great bell called a campana, surface to ventilate tunnels. These devices
and set values for metals. Grossly adulter- by stamping rhythmically on mine tim- had fans that rotated in the wind using
ated gold (used in forged coins or as part bers, or by relaying codes of hammer taps vanes and sails. Deeper tunnels required
of a fake gold-mine scam) turns black in a from miner to miner. If miners missed miners to invent various air pumps, in-
candle flame. More sophisticated counter- these messages, their shifts were still cluding men fanning air into shafts with
feit metals appear real but will not melt legally over when their lamps burned out. linen sheets, feathered propellers, vast
until treated with lead flux. Once an as- For this reason, foremen filled the miners’ blower boxes powered by water wheels,
sayer determined that a metal was genu- lamps and weighed them to be sure that and gigantic bellows. Gearboxes allowed
ine, he tested it with a touchstone to nobody had too little. Most burgomasters these air pumps to be powered by tread-
reveal its purity. The sample was beaten refused to allow foremen to work their mills or water wheels as well as by hand.
into a needle shape and scratched against miners at night or for two shifts in a row, When these devices break (or are sabo-
black slate until it left a streak. By looking except during emergencies. The miners taged) in game campaigns, characters
at the mark, a learned metallurgist could usually resented these rules, since they might be trapped without fresh air. A 10'
determine the ratio of metals in any alloy. wanted two shifts’ worth of pay. (As a side cube (not “10 cubic feet” as noted in the
A character must make a smelter profi- note, many miners fell asleep in lonely DSG, page 36) contains enough oxygen to
20 DECEMBER 1989
last one man for one day. If the character underground. The same spirits befriended harm; it can burn into uninjured skin
exerts himself by exploring, fighting, or kindly people and led them to riches. In when moistened. A greenish metal called
digging, he needs twice as much oxygen. AD&D games, these creatures could be kobelt was said to devour the feet of men
Fires also consume oxygen. A torch pech, booka, and underground pixies. who walked over it. This was the origin of
consumes a 10’ cube of oxygen in eight Miners dreaded the more fearsome the word “kobold,” because people as-
hours, and a small bonfire uses this much creatures. They considered it impossible sumed that little goblins laid kobelt traps
in two hours. Burning oil uses 10 times as to keep kobolds out of mines, and these on purpose. Miners protected themselves
much oxygen as a wood fire, so an oil- small, evil beings supposedly sabotaged from these dusts with sealed leather cov-
burning fire uses up a 10’ cube’s oxygen in elevators, allowing people to plunge into eralls and breathing masks made of animal
only 12 rounds. An adventurer can hold the depths. (Miners also believed that bladders.
his breath for a number of rounds equal cobalt, a gray metal later used in alloys Poisonous dusts like pompholyx do no
to one-third his constitution, rounded up. and paints, was a worthless metal substi- harm to healthy characters, but they
After this, the character must attempt a tuted for silver by kobolds in the mines.) infect any wound that is not bound within
1d20 roll against his constitution each Deadly ants and solifuga (sun spiders, tiny one round after contact. Pompholyx
round, with a penalty of +2 per round. versions of those in Monster Manual II) causes 1 hp damage per round to such
When this roll fails, the victim suffocates. stung people who sat on them. Many open wounds until half again as much
More information on this topic is con- believed that each mine had its own breed damage is taken as the character originally
tained in the DSG, pages 36-38. of poisonous bugs; nothing could save suffered. Any iron exposed to pompholyx
their victims except a drink from one (including armor) must save vs. acid every
Perils underground particular hot spring that was hidden hour or be damaged. Armor loses one
Medieval miners believed that a whole somewhere within the same mine (which armor class of protection; weapons suffer
host of demons and gnomes lived in the DMs may wish to include). a - 1 on damage rolls, and small items
shafts with them. Most tunnel spirits were The earth that miners dig can kill them, break. Intelligent enchanted swords plead
benign. They appeared to work vigorously too—and it does so in real life. Ordinary not to be exposed to pompholyx. Cadmia
and carry away ore, but they never dust scars the windpipe and causes lung dust causes 1-4 hp damage per round, or
seemed to deplete the veins. These crea- diseases in old age. Other powders cor- 1-8 hp damage if the victim has wet skin.
tures threw pebbles at workmen who rode the lungs at once, and Agricola re- Kobelt destroys boots after 1-10 turns (if
teased them but did no harm. Other ported that in the Carpathian mountains not brushed off) and causes 1 hp damage
haunts were invisible but made knocking most women married at least seven hus- per round to bare feet. When characters
noises. A few demanded offerings before bands, as one by one each man smothered stand on kobelt without shoes, they must
they allowed anyone to dig their favorite underground. A black dirt called pompho- save vs. poison or be unable to stand
lodes. Anyone who refused to give an lyx settled in open wounds and ate them thereafter until their wounds are healed,
offering would die by falling down a shaft, to the bone. It also destroyed iron, so otherwise falling to the ground in the
being buried by a cave-in, or becoming a wooden tools were used in the mines it kobelt for 1-10 hp damage. (Kobelt might
victim of one of the mishaps so common infested. Cadmia dust does even more also be green slime.) Protective clothing

DRAGON 21
prevents damage from dusts, but such AD&D campaigns must be supported by sort of ore is present.
clothing is useless once perforated. When- timbers or stone every 10’, and these No one mined platinum until the 18th
ever a PC suffers damage, he must make a supports require four man-hours to con- century. It was first found in riverbeds as
dexterity check on 1d20 to protect his suit. struct, given a source of wood or worked part of a native alloy. This metal had to be
People who get any corrosive dust in stone along with ways of transporting it to dissolved in aqua regia and reprecipitated
their eyes (for whatever reason) must save the mine. With supports, there is a 2% per to form platinum. The exact methods used
vs. poison or go blind. Dusts have a 20% day chance of a cave-in somewhere within remain trade secrets even today.
chance of blinding both of a person’s eyes the mine; without them, there is a 10%
even if only one eye is exposed, due to chance per turn that a once-reinforced Smelting
sympathetic eye syndrome. tunnel collapses. The DM should decide Once the ore is aboveground, it is sent
Stagnant air in mines could be cleared where the cave-in occurs, placing it wher- though a new series of machines. Workers
with pumps, but poisonous gases killed ever miners have weakened the ceiling sort ore from stones by hand because
victims nonetheless. Dangerous fumes most recently (also see the tables on pages plain earth soaks up metal when the two
arose from some ores but could usually be 39-40 of the DSG). Damage from falling are placed in a furnace together. Each
detected with candles (which burned in rock is given in the DSG on page 40. Even metal requires different treatment. Anti-
different colors) or with canaries (which if cave-ins miss characters entirely, they mony had to be treated gingerly, because
died when exposed to methane, as per the may trap the PCs underground. Table 27: alchemists warned that it might turn into
DSG, page 37; checking for methane with Mining Rates, on page 50 of the DSG, lead. Pliny the Elder, a Roman naturalist,
open flame is dangerous, as it will cause shows how fast rescuers can dig. Victims recommended mixing silver and gold ores,
an explosion). The most common poison- may try to scoop their way out, but unless claiming that the electrum produced
ous gas was carbon monoxide, created they have picks and shovels, they dig at would create magical lightning and detect
when workmen set underground bonfires. one-quarter the usual rate. poison by turning black. When gold or
These fires were necessary to heat rock so silver mingles with lesser ores, acid is used
that it could be cracked open with cold Digging to dissolve the unwanted metal. Adept
water. Miners usually did this chore on Determine a mine’s output by calculating miners could then reconstitute the other
Friday, evacuated their tunnels, and did the amount of ore its workers can dig metals from solution. Some miners were
not return until Monday. Some smoke each day, using Table 27: Mining Rates, on even brave enough to dissolve the gold
settled on water, forming an arsenic film page 50 of the DSG. Some magic, including with a mix of hydrochloric and nitric
that floated into the air when the pools dig and move earth spells and spades of acids, then precipitate it (check a basic
were disturbed. Those who survived the colossal excavation, may speed the work. chemistry text for details).
fumes reported that their limbs swelled The tables in this article show how diffi- Gold can usually be washed out of its
until their hands and feet were spherical. cult ore is to dig, what it weighs, and how ore without heat or acid. There were an
Agricola reported watching men climb much metal can be extracted from it. amazing variety of machines for purifying
ladders to escape arsenic gas, only to fall Tables on pages 50-52 of the DSG help the it, all based on the principle that gold is
as their fingers grew too bloated to grip DM determine other details, such as the heavier than dirt and settles to the bottom
the rungs. location of veins and their composition. when suspended in water. “Panning” by
Sulfurous fumes, present with volcanic Remember that ore not only needs to be hand is the most basic version of this
activity, suffocate victims as if there were dug, it must be transported to a smelter. method. Other systems involved placing
no oxygen in the air (see the DSG, page Table 1 herein describes common sorts the ore on a screen with a tray under-
36). Carbon monoxide smothers any char- of ore and the ease of mining them. The neath and running water over it, or lining
acter in only 1-3 rounds because of its classification of an ore as “hard” or “soft” streambeds with collector plates. Work-
potent poisons: Anyone exposed to arsenic applies to the Mining Rates table previ- men patrolled these chutes with hoes to
gases must save vs. poison; if the roll fails, ously noted. Weights are given in pounds push lumps of gold back into the plates if
he is immobilized by swelling. Arsenic also per cubic foot. they were washing away.
smothers victims as if it were carbon Ore appears in vertical columns called Ore that is to be smelted in a furnace
monoxide. When this material settles in vena profunda, horizontal veins called must first be crushed. Some mine owners
pools, characters can walk past safely. vena dilatata, or lone masses called vena employed men with hammers to beat the
However, when anything disturbs the cumulata. Use Tables 28 and 29 on page 50 stones, but mines with nearby streams
water, gas is released. If a character actu- of the DSG to determine where the vena used water wheels to power huge auto-
ally touches the water, he must save at -3 dilatata go or else choose the direction. matic hammers or grindstones to grind
or be paralyzed and begin to choke. Fur- Vena cumulata and vena profunda can be soft ore like wheat. (Orcs or other foul
thermore, anything wetted with arsenic- approached from above and are easy to creatures might enjoy pounding people in
tainted water exudes poisonous gas in a excavate using vertical shafts. Miners dig this machinery.) Smelters roasted ore in
10' radius until it is scrubbed. vena dilatata while lying down; this keeps open fires to burn away sulfur and bitu-
Some PCs may want to use these chemi- miners from wasting time digging useless men before placing it in the furnace. In
cals against enemies. If so, the DM should stone but forces them to work in cramped the smelter, ore was mixed with appropri-
remember the dangers of carrying these positions, Dwarves excel at this job be- ate fluxes to make metals melt easily and
poisons and being caught in one’s own gas. cause they fit into. these narrow tunnels. at regular temperatures. Copper will not
None of the gases but arsenic have any Larger miners can only mine these pas- melt until all traces of iron with it have
effect aboveground in open air. Even in- sages at 75% their normal rate, or one-half melted, so it is never worked with iron
side buildings, they disperse too quickly to the normal rate if they insist on digging tools. Most furnaces required large bel-
kill most people, given an open window or tunnels n which they can stand upright. lows or mechanical blowers, and some
two. The corrosive dusts cannot cause full When characters smelt their ore, you were so large that operators needed
damage except when concentrated. A few will need to know how much metal the cranes to open them. However, even these
handfuls of kobelt or cadmia should be ore contains. Table 2 herein converts the furnaces were not always large enough. A
treated like the acid described in the 1st Ore Quality table on page 51 of the DSG to few miners preferred to build hills of ore
Edition DMG on page 64. Pompholyx can- the gold-piece weight of actual metal per against windy mountainsides and smelt
not harm living things aboveground. PCs 25 cubic feet of ore, the typical daily pro- hundreds of tons at once. Other smelters
might use it to sabotage iron objects, but it duction for a human miner in hard rock completely automated the process of refin-
would have to be applied directly and (this is about the size of a 3’ cube). When a ing metal, using water-powered conveyor
allowed to sit undisturbed for one hour. mineral can be extracted from different belts and engines to crush, rinse, strain,
Mines can also collapse. Tunnels in sorts of ore, a letter code indicates what and heat the ore.

22 DECEMBER 1989
It is always worthwhile to recycle proc- even experts could tell. soaking the ashes of reeds and distilling
essed ore. Some smelters accepted their An alchemist could also use quicksilver the water. Saltpeter could be made the
slag instead of a fee, knowing that the slag to separate gold from silver. The process same way, but it came from the earth on
still contained valuable metal. In the case involved heating a gilt object in mercury, cellar walls and oak ash instead of reeds; it
of gold, even the water that washed it then rapping it sharply. All gold would was usually purified by heating it in a
remained precious. Many miners strained crumble off, leaving the surface below copper pot. Bitumen did not even need to
gold dust from waste water with sheep’s intact. Other chemists used a powder of be fully dried; it floated to the top of wa-
wool, and Agricola suggested that this was sal ammoniac and sulfur that could be ter, where workers skimmed off the oily
the origin of the Greek myth concerning applied to an object with oil. Gold would substance with goose wings. Alum came
the Golden Fleece. Clever miners could then flake away as soon as the object was from certain porous rocks, which were
always extract even more gold by mixing heated. These methods were usually used heated and dissolved in human urine. The
mercury with the ore. Smelters put the by craftsmen who wanted to remake fine reconstituted material could be used in
most promising pieces of stone in a cloth gilt items, but they have obvious applica- many ways. Doctors prescribed alum to
bag with mercury and squeezed the bag tions for theft. A dose of this solution costs stop bleeding, as mouthwash, and to cure
until the quicksilver trickled out. The 50 gp and can remove 10 lbs. of gold. dysentery. Dyemasters made a remarkable
material left inside appeared to be pure Miners leached salt and chemicals from pigment from alum that did not appear to
gold; it was actually an amalgam, but not their ore. Medieval chemists made lye by have any effect on cloth at first but gradu-
ally became colored. Cloth dipped in a
Table 1 single vat of alum dye could take on many
Metallic Ores and Gems different shades. Miners prized salty hot
springs, since these not only contained
Ore Element Hardness* Weight** Notes minerals but their natural steam could
Argentite Silver Soft 450 Silvery crystals power an apparatus designed to draw out
Bornite Copper Hard 312 Bronze color, purple sheen water and automatically evaporate it with
Cassiterite Tin Hard 437 Fibrous masses geothermal heat. The spring did all the
Chalcocite Copper Soft 344 Gray-black work; its owner simply came at the end of
Cinnabar Mercury Soft 506 Red, used in dyes each day to collect his minerals.
Copper, native Copper Hard 556 -4 bonus on smelting rolls Smelting is partially described on page
Galena Lead Soft 469 Gray crystals 26 of the DSG. Every 200 gp weight of ore
Gem minerals Varies Hard 162 See the DSG, pages 51 and requires 5 gp worth of fluxes and one
53, for output worker. Automatic machinery costs 1,000
Gold ore Gold Soft 600 Gray gp to install but reduces the need for labor
Hematite Iron Hard 312 Red stone or gray crystal by one-half. Have the character in charge
Limonite Iron Hard 219 Rounded ochre lumps of a smelter make a smelting proficiency
Magnetite Iron Hard 325 Black, magnetic (lodestone); check (see the DSG, page 25). Smelters
see the DSG, page 42 suffer a +3 penalty on this roll if they
Malachite Copper Hard 231 Ornamental (azurite) have not successfully assayed the ore. If
Pentlandite Nickel Hard 287 Brassy, contains iron: the check fails, half of the metal is lost,
miners once considered and the rest must be resmelted. If the
it cursed check succeeds, the character obtains 75%
Pyrite Iron Hard 312 “Fools’ gold” of the available metal. Smelters must pass
Siderite Iron Hard 237 Brown crystals a second check to get the rest.
Skutterudite Cobalt Hard 406 Gray clusters
Sphalerite Zinc Hard 250 Yellow-brown, brittle Ending a mine
Eventually, miners will have dug all the
* “Hard” and “soft” apply to Table 27: Mining Rates, in the DSG, page 50, and to the metal they can safely take from a mine.
Mining table in the 1st Edition DMG, page 106. During Roman times, people hoped that
** Figures show the weight of excavated ore in pounds per cubic foot. The amount of ore would grow back in an exhausted
actual metal extracted from this ore can be determined using Table 2. mine, as if the earth were a living thing
Continued on page 27

Table 2
Ore Purity
1d10 roll*
Metal 1 2 3 4 5 6 7 8 9 10
Cobalt 5 10 20 40 75 90 110 150 200 250
Copper 16A 33B 41 A 50 C 58 A 66 C 83 A 125 C 166 D 333 D
Gold 2 4 8 16 32 50 67 83 125 166
Iron 33 E 50 F 83 F 116 F 150 G 200 H 266 G 333 H 500 H 660 H
Lead 16 33 41 50 58 66 83 125 166 333
Mercury 16 33 41 50 58 66 83 125 166 333
Nickel 15 30 40 50 60 70 80 120 170 300
Platinum 1 2 3 4 12 17 42 67 134 167
Silver 4 8 16 32 50 64 83 125 167 166
Tin 30 60 90 100 130 135 140 150 160 170
Zinc 15 30 40 50 58 66 83 125 166 333

* Figures show the gold-piece weight of metal per 25 cubic feet of ore mined.
A = halcocite; B = Malachite; C = Bornite; D = Native copper; E = Siderite; F = Pyrite; G = Limonite; H = Hematite. For game purposes, all
other minerals come from single ores, as per Table 1.

DRAGON 23
In a Cavern
Continued from page 23

healing its wounds. This might be true on


the elemental plane of Earth in a fantasy
world. However, even Agricola knew that
this was wrong, and he warned that no
one should abandon a mine without leav-
ing a record of why it was unsuitable.
Many miners wasted fortunes trying to
reopen empty mines. Mines in fantasy
could be abandoned because of gases or
monsters, or because the shafts had nearly
tapped underground lakes or magma. But
many an adventure might unfold as un-
knowing characters make their way
though old shafts and tunnelings, in
search of dangerous beasts or lost and
forgotten riches beneath the ground.

Bibliography
Agricola, Georgius (translated by Herbert
Clark Hoover and Lou Henry Hoover).
De Re Metallica. New York: Dover Pub-
lications, 1950. (Yes, the translator was
a President. This book contains numer-
ous woodcuts of elaborate late-
medieval machinery, much of it
applicable to AD&D campaigns.)
Edwards, Richard, and Keith Atkinson.
Ore Deposit Geology New York: Chap-
man and Hall, 1988.
French, Roger, and Frank Greenaway
(translators and commentators). Sci-
ence in the Early Roman Empire. To-
towa, N.J.: Barnes and Noble Books,
1986.
Park, Charles and Roy MacDiamaid. Ore
Deposits. San Francisco: William Free-
man & Company, 1975.
Peters, William C. Exploration and Mining
Geology New York: John Wiley & Sons,
1978.
Strangway, D. W, The Continental Crust
and Its Mineral Deposits. Waterloo,
Ontario: Geological Association of Can-
ada, 1980.
van Andel, Tjeerd. Tales of an Old Ocean.
Stanford, Calif.: Stanford Alumni Asso-
ciation Press, 1977.
Zim, Herbert S. and Paul R. Shaffer. Rocks
and Minerals. New York: Golden Press,
1957.

DRAGON 27
The Wanderers Below

Illustration by Jim Holloway

Random encounter tables for the depths of the earth


by Buddy Pennington

Before the Dungeoneer’s Survival Guide been deliberately left out so you can tailor rolled, simply roll again or pick an encoun-
was published, underground delving was the encounter to your party’s level. The ter from the table. The chance for an
usually limited to artificial settings like tables are explained as follows: encounter is 1 in 12. Caves with small
dungeons. Now characters have many, “Unpatrolled” caverns and tunnels (Table streams or pools should use Table 1.
many miles of caverns and passages to 1) are those with no major communities of Use Table 4 when PCs are within 20
explore as well. intelligent beings, though small groups of miles of a duergar city. The chance of an
Unfortunately, there have been no ran- drow, duergar, etc., may be present. encounter is 1 in 6.
dom encounter tables provided for under- “Heated” caverns and tunnels (Table 2) Use Table 5 when PCs are within 15
ground campaigns. There are tables for are those that are unbearably hot and miles of a svirfneblin community. The
wilderness, oceans, the planes, cities, cause damage to most player characters. chance of an encounter is 1 in 8. Beings
manmade dungeons, and even ‘for psionic (Cooler caves should use Table 1 for ran- and creatures encountered here will usu-
creatures, but not natural underground dom encounters.) The chance of an ally be neutral or good in alignment.
areas. With this in mind, I present a series encounter in a heated area is 1 in 8. If a Use Table 6 when PCs are within 30
of tables to give random encounters when gateway is rolled, there should be a large miles of a drow city. The chance of an
your players are traveling in the majestic number of creatures, native to the given encounter is 1 in 6. Demons encountered
realms below the earth. plane, near the gate. should be determined by the DM to chal-
Encounters should be checked for once Water-filled caverns and tunnels (Table lenge the party. Driders are only found
every six hours (there is no day or night 3) are partially or completely submerged. along the fringes of drow communities, as
underground). There is a 1 in 10 chance of A few of these encounters (aboleth, eye of they are considered outcasts. Arachnids
an encounter, unless noted below. The the deep, etc.) are only found in deep lakes are found everywhere, as they are consid-
number of creatures encountered has and rivers. If an unsuitable encounter is ered pets. Character parties encountered

28 DECEMBER 1989
here will usually be evil spell-casters seek- 57-65 Ochre jelly 81-82 Mephit, steam
ing alliances with the drow. 66-75 Olive slime 83-86 Para-elemental, magma
Other tables may be created for the rest 76-00 Shrieker 87-93 Pyrolisk
of the underground races, such as derro, 94-00 Salamander
kuo-toa, and so forth. These tables may
also be redesigned to fit each DM’s Under- Table 1.B.
dark campaign. Intelligent Dwellers Table 3
Water-Filled Caverns and Tunnels
Table 1 1d100 Result
Unpatrolled Caverns and Tunnels 01-06 Bugbear/gnoll 1d100 Result
07-10 Cloaker 01-15 Aboleth
1d100 Result 11-13 Derro 16-20 Bloodworm, giant
01-04 Roll on Table 1.A. 14-16 Drider 21-28 Bullywug
05-12 Roll on Table 1.B. 17-25 Drow 29-30 Eye of the deep
13-15 Roll on Table 1.C. 26-34 Duergar/dwarf 31-38 Frog, giant
16-17 Basilisk 35-46 Goblin/hobgoblin 39-65 Kuo-toa
18 Basilisk, greater 47-50 Jermlaine/mite/snyad 66-67 Morkoth
19-22 Bat, ordinary 51-53 Kuo-toa 68-70 Mudman
23-24 Bat, giant 54-58 Mind flayer 71-73 Nereid
25-27 Beetle, giant, fire 59-61 Myconid 74-80 Ogre, aquatic
28 Beholder 62-70 Ogre 81-83 Sirine
29-30 Blindheim 71-75 Orc 84-00 Troll, rnarine
31-32 Boggle 76-78 Pech
33-35 Carrion crawler 79-81 Svirfneblin/gnome
36 Cave cricket 82-90 Troglodyte Table 4
37-38 Cave fisher 91-96 Troll Duergar Caverns and Tunnels
39 Cave moray 97-00 Xvart/kobold
40-42 Centipede, giant 1d100 Result
43 Character party 01-05 Character party
44-45 Cockatrice Table 1.C. 06-60 Duergar
46-47 Dark creeper Undead 61-70 Derro
48 Dark stalker 71-00 Use Table 1
49 Doombat 1d100 Result
50 Doppleganger 01-07 Apparition
51-52 Gargoyle 08-13 Coffer corpse Table 5
53 Gas spore 14-20 Ghast Svirfneblin Caverns and Tunnels
54-55 Giant, stone 21-30 Ghoul
56 Gibbering mouther 31-34 Huecuva 1d100 Result
57-59 Hook horror 35 Lich 01-10 Character party
60 Intellect devourer 36-45 Shadow 11-60 Svirfneblin
61 Khargra 46-50 Shadow demon 61-65 Rothe
62-63 Lizard, giant, subterranean 51-65 Skeleton 66-00 Use Table 1
64-65 Lurker above 66-68 Spectre
66-67 Lycanthrope, wererat 69-77 Wight
68-69 Margoyle 78-84 Wraith Table 6
70-72 Piercer 85-86 Vampire Drow Caverns and Tunnels
73 Purple worm 87-00 Zombie
74-77 Rat, giant 1d100 Result
78 Rothe 01-05 Character party
79-80 Roper Table 2 06-08 Demon
81-84 Rust monster Heated Caverns and Tunnels 09-19 Displacer beast
85-88 Slug, giant 20-22 Drider
89 Spectator 1d100 Result 23-60 Drow
90 Storoper 01-04 Azer 61-64 Pedipalp
91-92 Trapper 05-12 Bat, fire 65-70 Scorpion, giant
93-95 Umber hulk 13-17 Elemental, fire 71-75 Spider*
96-97 Xaren 18-20 Efreeti, 76-00 Use Table 1
98-00 Xorn 21-23 Fire snake
24-27 Firetoad * 01-30 giant, 31-60 huge, 61-00 large.
28-30 Gate to elemental plane of Fire
Table 1.A. 31. Gate to para-elemental plane
Fungi, Slimes, and Jellies of Magma
32-50 Giant, fire
1d100 Result 51-54 Harginn (elemental grue)
01-05 Black pudding 55-60 Hell hound
06-14 Fungi, violet 61-64 Lava children
15-20 Gelatinous cube 65-70 Lizard, giant, fire
21-24 Gray ooze 71-74 Magman
25-35 Green slime 75-76 Mephit, fire
36-44 Mold, brown 77-78 Mephit, lava
45-56 Mold, yellow 79-80 Mephit, smoke

DRAGON 29
Adventuring in the modern world
©1989 by Jim Bambra
This issue’s reviews focus on the world troops to assaults or last-ditch defenses— 24-page Play Manual; 32-page Referee’s
of the soldier, special-forces member, and but when it comes right down to it, I’m Manual; 1-page of Players’ Charts; 8-
mercenary in role-playing games. In mod- detached from what is really happening to page Referee’s Charts booklet; 12-page
ern military settings, a player character’s the individual troop. The challenge of Equipment List booklet; 8-page Begin-
success and ultimate survival depends on making tactical decisions is not the same ning Adventure booklet; 1-page Adven-
his tactical skills, coupled with his knowl- as being there. ture Handout; 1-page Intelligence
edge of the capabilities of modern weap- Role-playing games deal with individuals Briefing; Campaign Map; Character and
ons. Normally, this is the terrain of the and their problems. They allow us to Vehicle Record Sheets; 1-page Errata
war game. It’s fun fighting out battles by exercise our imaginations as we run our Sheet; 4d6, 1d10
maneuvering card chits on a map covered alter-egos through all kinds of dramatic Games Designers’ Workshop $20.00
in hex grids, or moving miniature figures situations: battling dragons, piloting faster- Design: Frank Chadwick
across a tabletop set up with model trees, than-light starships, or probing Horrors Additional design and development: John
houses, hills and rivers. But, by the nature That Man Was Not Meant To Know. But Astell, John Harshman, and Loren
of warfare, war games frequently over- taking part in firefights, calling in artillery Wiseman
look the individual soldier. Board and and air strikes, and driving tanks can be Research assistance: Marc MiIler
miniatures gamers are used to taking on just as exciting in gaming. Illustrations: Steve Venters
the roles of commanders, not individual
soldiers. I’ve spent many happy hours TWILIGHT: 2000™ game Background: As the title implies, the
poring over maps and committing my Near-future role-playing game TWILIGHT: 2000 game is set in a projected
32 DECEMBER 1989
near future in which the Third World War do their utmost to avoid capture. Free-form and describes the hardware available to
has been raging for five years. Tactical and in nature, the adventure is really nothing the various sides. Although more equip-
strategic nuclear weapons, chemical and more than an outline to aid the GM in ment has been added in subsequent re-
biological weapons, and the relentless use designing suitable encounters for the PCs. leases, there’s enough here to supply most
of conventional weapons have had a dra- With no developed NPCs or individual groups’ needs.
matic effect on the world. Governments encounters described, it’s pretty direction- Presentation: Overall, the standard of
have collapsed, industrial centers have less and places great emphasis on a GM’s presentation is high. The inclusion of
been reduced to piles of smoking rubble, ability to improvise. Viewed as an expan- separate booklets listing the most fre-
and communications have been severely sion of the background, it’s useful, but as a quently used charts is an admirable one
disrupted. With the loss of industrial ca- developed adventure it barely makes it. and allows GMs to run a game without
pacity, arms and equipment are in short Subsequent adventures, however, have constantly having to flip through the rule
supply. Most units are greatly reduced in been of a much higher standard. books. Similarly, a sheet of players’ charts
strength, and many armored units are Characters: Character creation pro- and character-generation worksheets are
fighting with only a handful of vehicles, duces well-rounded soldiers using random included; used together, they greatly speed
most running on alcohol because of wide- determination with built-in checks and up character creation.
spread petrol shortages. The world has balances to avoid unplayable characters. The layout of the rules is clear and ac-
entered a period of disruption and chaos. There are opportunities for players to cessible, and the errata sheet clears up the
The twilight of civilization is at hand. affect the outcome of some of the dice errors that occurred during production.
The boxed set of the TWILIGHT: 2000 rolls, making it more than just an exercise My only gripe is the way that abbrevia-
game sets the scene for what is to follow in rolling dice. tions are scattered throughout the rules.
by describing the events of the previous Not all characters respond in the same For example, skill titles are abbreviated to
six years in a very realistic and plausible way to combat situations and this is han- two- or three-letter codes, which makes
manner. Since its release in 1984, the dled admirably by assigning a Coolness remembering them tricky. SWM is short
TWILIGHT: 2000 game has received solid Under Fire rating. Basically, the more for swimming, but what’s wrong with
and consistent support from GDW. Events combat your character has seen, the less “swim”? You can at least pronounce it!
in Europe and in America have been de- likely he is to hesitate when the lead starts Adventures: Today, the TWILIGHT:
scribed, and many adventure opportuni- flying. Neatly integrated into the rules, it 2000 game has an extensive line of
ties are available to the survivors of the adds a whole new dimension to combat. products available for it, some of which
holocaust. But let’s first take a look at the Skills are rated on a 1d100 scale and are are reviewed below. While I haven’t had
situation facing player characters as de- bought during the character-generation time to read all of the supplements, those
scribed in the boxed set. process. A few basic skills are obligatory; that I’ve looked at have struck me as use-
Characters are initially assumed to be every soldier needs to know how to fight, ful. The adventures are more detailed
members of the U.S. 5th Division (Mecha- and depending on a character’s service campaign settings than structured adven-
nized). Overrun by the tanks of the Soviet branch, other skills are also required. tures. They contain extensive background
4th Guards Tank and the 22nd Cavalry, Otherwise, players have a relatively free information, developed NPCs, details of
survivors of the 5th Division receive a hand in determining their characters’ military and paramilitary forces operating
final message from their Divisional HQ: skills. within an area, encounter tables, general
“You’re on your own. Good luck.” Combat: Small-arms combat is fast and plot lines, and maps of major locations.
Faced with superior enemy forces and effective. Personal body armor is available This allows an adventuring group to
the disintegration of their unit, the sol- and provides reasonably good protection choose its own way through the adventure
diers have to stay alive and find a way against small arms fire; it won’t stop all without having to follow a predetermined
back home; The collapse of the military bullets, but it helps to reduce damage path. By providing extensive background
command structure and the breakdown of from them. Most characters can survive a material, the GM’s job is made much eas-
much of their equipment leaves player single shot from a small-arms weapon, ier, and the inclusion of numerous mono-
characters free to make their own deci- providing it doesn’t hit the head. This logues, as though spoken by the player
sions and forces them to rely on their wits gives characters a fighting chance, but characters, adds color and atmosphere.
and skills. This involves hiding from pur- don’t expect to walk away after a hit from Rather than a detailed look at individual
suing troops, struggling to maintain equip- a large-calibre weapon. adventures, here’s a brief overview of the
ment, and constantly searching for Whether combat is hand-to-hand, course of the campaign as outlined in
ammunition and supplies. Instead of war ranged, direct, or indirect (mortar and various TWILIGHT: 2000 modules.
on a large scale, this situation is one of artillery), the basic mechanics are the The first release was The Free City of
small-scale skirmishes where, with dwin- same, allowing a wide range of actions to Krakow, which provided an adventure
dling supplies of ammunition, every bullet be adjudicated relatively quickly. Vehicle and a city setting complete with promi-
counts. combat is, however, more complicated and nent NPCs and power groups. The ration-
The TWILIGHT: 2000 game is military takes longer to work out. It produces ale behind this module is very good, and
role-playing with a difference. In the ab- realistic results, but it can be time consum- the module also includes rules for helicop-
sence of adequate supply lines and sup- ing, particularly when more than one ters. The next adventure, Pirates of the
port, characters fight for survival under vehicle is involved. Vistula, involved the characters in a trip
adverse conditions. Often they cannot rely Survival: Characters have more than up the Vistula River to Warsaw. The Ruins
on superior firepower to gain their goals; just enemy forces to contend with. The of Warsaw continued the campaign in
stealth and hit-and-run tactics are re- ever-present need to secure supplies of Poland and provided a devastated city
quired. With no safe place to hide, caution uncontaminated food and water, vehicle setting. Then came Going Home, an adven-
must be exercised constantly. Finding parts and ammunition is succinctly cov- ture that dealt with crossing Poland and
food, shelter, and spare parts for vehicles ered in the rules. A wide variety of dis- northern Germany in order to catch a ship
becomes a prime concern. eases and the danger of radiation sickness back to the U.S.A.
Escape From Kalisz is the adventure are summarized and neatly wroked into Various modules described the situation
included in the TWILIGHT: 2000 game’s the rules. Characters who are not too in the States and continued the struggle
boxed set. It describes the situation for the, fussy about what they are eating or drink- for survival in the war-torn U.S. These
players and provides background informa- ing could find themselves in a bad way opened the campaign up, allowing soldiers
tion for the GM on the location of enemy and might easily die if not given correct from different backgrounds to become
forces. Faced with advancing Soviet troops, medical treatment. involved in various local power struggles.
the soldiers of the 5th Division are going to Equipment: The equipment list covers Russian and Mexican troops have invaded
DRAGON 33
and are fighting for survival as they, too, Background: The modern-day world is only major omission is the lack of damage
try to get back home. Local dictators and the setting for Commando. With 30 pages stats for claymore mines. [David “Zeb” Cook
street gangs have carved out their own dedicated to describing trouble spots notes that 1d6 wounds for 1d8 points of
niches, and New America, a powerful around the world and the organizations damage each would be appropriate.]
right-wing extremist organization, is grow- involved, it provides a solid and realistic Short essays offer advice on how to get
ing in strength. The adventures cover a backdrop for characters’ adventures. GMs the best and safest use out of the various
wide variety of missions taking characters can use the information here as the basis types of equipment, and they demonstrate
from the oil fields of Texas to the Ozark for a wide range of military operations. various techniques for inserting troops
Mountains, and even into the Caribbean It’s assumed that characters are mem- into or taking them out of a combat zone.
aboard a replica of a sailing ship. bers of an elite special force. This can be This contains plenty of neat touches that a
Kidnapped described the initial effects of the U.S. Marines, Rangers, Green Berets, GM can use to good effect to create and
the nuclear exchange on the worlds eco- or the British S.A.S., Soviet Spetnaz, maintain atmosphere during missions.
system and posed new problems for the French Foreign Legion, or one of a host of Evaluation: Commando adds a new,
survivors. Recent adventures have in- other real-world organizations. Alterna- gritty dimension to the TOP SECRET/S.I.
volved a nuclear submarine, and the latest tively, the characters can belong to the rules and allows small-scale military mis-
series, Return to Europe, has seen U.S. military wing of the TOP SECRET/S.I. sions to be conducted with ease. Well
forces again operating in Europe. game’s Orion organization, working as presented and full of background informa-
The large number of support products members of a Titan Team. They could also tion and flavor, Commando is a valuable
available for the TWILIGHT: 2000 game be mercenaries, working for the highest addition to the TOP SECRET/S.I. game.
means that a long-term campaign can be bidder but also getting saddled with sensi- GMs and players looking for a change of
started in Poland, moved to the U.S., and tive missions in which their employers pace and a military flavor to their games
then back to Europe. GMs can pick and could easily deny any involvement. won’t be disappointed. Players of other
choose what they play and can now easily Characters: To qualify for special military role-playing games will find Com-
ignore the European side if desired. How- forces training, characters must be physi- mando to be a worthwhile purchase.
ever, not all TWILIGHT: 2000 modules are cally fit and mentally stable. No psycho-
still available; write to GDW for an up-to- paths need apply. This is covered well in Brushfire Wars
date catalog. game terms, as are the basic skills that a TOP SECRET/S.I. game supplement
Evaluation: The TWILIGHT: 2000 game character must possess. New skills and TSR, Inc. $9.95
has grown tremendously since its initial advantages are included to take into ac- 96-page perfect-bound book
release and now offers a wide variety of count the setting, and certain disadvan- Design: Scott Bowles, Paula Bowne-Woods,
settings and adventures. As such, it is well tages stop a character from being accepted Bob Kern, Mike Stackpole, Rick Swan,
worth a look by anyone interested in for special training. The military wants the and John Terra
military or survivalist role-playing. Its best it can get, not people who are going Editing: Scott Haring
systems work well, and it bridges the gap to go to pieces in combat or suffer from Cover illustration: Joe Chiodo
between war games and role-playing in a other problems. Interior illustrations: Dan Spiegle
very satisfactory manner. The emphasis on Adventures: Great emphasis is placed Cartography: Dave “Diesel” La Force,
the breakdown of society and industrial on the dangerous nature of the missions Dennis Kauth, and Dave Sutherland
production keeps the conflicts at a small that special-forces characters undertake.
scale and keeps characters motivated. Solid advice is provided for the players to Brushfire Wars contains 13 short mis-
While the idea of a nuclear exchange help their characters survive in enemy- sions for special forces’ soldiers. Although
within the next 10 years leaves me feeling occupied jungles and on how to avoid playable with just the TOP SECRET/S.I.
uncomfortable, GDW has done a good job causing civilian casualties in hostage situa- game, players and GMs really ought to
of showing what the devastating effects of tions. This is not merely window dressing; have the Commando supplement handy in
even a limited nuclear war could ‘be like. the GM is strongly advised to not pull any order to benefit from its background and
The TWILIGHT: 2000 game and supple- punches. Letting players learn from their rules sections.
ments are available from Game Designers’ mistakes, rather than making things soft The missions are worldwide, and are all
Workshop, PO. Box 1646; Bloomington IL for them, means the players will quickly military oriented. They are also tough.
61702-1646. get into their roles and take their missions Good planning, careful analysis of intelli-
more seriously. Failure to do so will result gence reports, and an eye to detail are
Commando in the deaths of their characters. essential if they are to be pulled off suc-
TOP SECRET/S.I.™ supplement Special forces’ troops frequently rely on cessfully. And so it should be. Military
96-page perfect-bound book immediate action drills (IAs) to get them missions are not noted for being forgiving.
TSR, Inc. $8.95 out of trouble. These maneuvers are prac- The range of missions is quite wide:
Design: David Cook ticed by a team and are implemented in rescuing hostages from an airport, raiding
Editing: Scott Bowles certain situations, such as when the team a terrorist training camp, trekking
Cover illustration: David Dorman is ambushed or is attempting to break through the jungles of Vietnam and the
Interior illustrations: Bob Dvorak contact with the enemy. Two IAs are de- Philippines, and street-fighting in Seoul
Cartography: Dave “Diesel” LaForce tailed in the rules, along with a suggestion and Beirut. The standard of presentation
that character teams devise their own. is high, with clear maps of major locations
The TOP SECRET/S.I. game (reviewed in The life of a special forces’ soldier is not and easily located information.
DRAGON® issue #137) deals with the a very glamorous one. He is subject to Evaluation: Brushfire Wars offers and
world of espionage and secret agents. The constant psychological pressures which delivers military adventures with bite. The
Commando supplement takes this one step could easily lead him to break down and usefulness of the missions outside of a
further by describing small-scale military become a liability to his comrades. This, military campaign is much more limited,
operations, allowing PCs the thrill of res- along with other realistic factors like fa- but, as this is not the books intention, it’s
cuing hostages, carrying out commando tigue and the relative danger of missions, hardly a problem. If you’re looking for
raids, and engaging in guerilla warfare. are taken into account and presented in a short, solid, military-oriented adventures,
Firmly based on the TOP SECRET/S.I. very playable manner. then look no further.
game system, it provides extra rules and Equipment: Pistols, assault rifles, ma-
background to allow GMs to present co- chine guns, grenade launchers, claymore GURPS® High-Tech
herent and workable military-orientated mines, artillery, observation gear, para- GURPS game sourcebook
adventures for their players. chutes, and helicopters are all covered. The 128-page perfect-bound book

34 DECEMBER 1989
Steve Jackson Games $14.95 Short and sweet boxed set. Within these 48-page books are
Design: Michael Hurst LAST BATTLE game, by Tim Ryan. GDW, details of U.S. and Soviet forces, respec-
Editing: Steve Jackson S2A. Set in the post-holocaust world of the tively, as of July 2000, their theaters of
Illustrations: Guy Burchak TWILIGHT: 2000 game, this is a board operation, their organizational structures,
game of small unit and armor battles. It and their vehicles. New vehicles and weap-
GURPS High-Tech is a useful and inform- plays fast and gives a good feel for modern ons are described making these books
ative sourcebook detailing gunpowder combat without recourse to complicated invaluable reference works for both GMs
weapons and technology from the end of rules. The LAST BATTLE game suffers and players.
the Middle Ages to the present. Designed from sloppy proofreading with various
to expand and enhance the rules in the Howling Wilderness, by Loren Wiseman.
names being assigned to the same techni-
GURPS game’s Basic Set, it’s also useful to GDW, $7. With Europe in such a mess
cal terms, not enough vehicle counters
players and GMs of other historical or following five years of fighting and the use
being provided for scenario three, and a of nuclear warheads, it’s easy to view the
modern-era role-playing games. few other muddy areas. Overall, however,
The emphasis is very much on weap- U.S.A. as a safe haven—hut that would be
the production standard is high. The vehi-
onry, although transport, communications, a big mistake. Targeted in tactical nuclear
cle record sheets in particular are nicely
and medicine are covered. The writing strikes, many U.S. cities have been de-
done and make vehicles very easy to han-
style is very accessible and does an excel- stroyed. The collapse of communications,
dle. Nine scenarios drawn from various
lent job of converting real-world weapons industry, and services have caused wide-
TWILIGHT: 2000 modules are included,
into game rules. I found it to be very read- spread misery. Now, as the nuclear attacks
and the programmed-learning approach begin to take their toll on the earth’s
able and a gold mine of useful informa- of the rules makes learning the game easy.
tion. Having read GURPS High-Tech, my atmosphere and weather patterns, things
The LAST BATTLE game is also an alter-
knowledge of guns through the ages has are set to get a lot worse in the TWILIGHT:
nate system for running TWILIGHT: 2000
expanded enormously. Sidebars contain 2000 game world.
game combats. It plays much faster than An abnormally cold winter has killed
many examples of the wide range of weap- the role-playing rules, speeding up vehicle
ons and equipment in use, and provide many, and as the summer approaches,
combat considerably, but the guidelines diseases are spreading. Spring rainfall has
plenty of ideas on how to incorporate for converting vehicles to the LAST BAT-
them into games. been slight as America enters a wide-
TLE game don’t quite work. For example, spread drought. With no chemical fertil-
The workings of matchlock, flintlock, according to the guidelines, the M1 Main
wheellock, percussion, and caplock guns izers, modern machinery, or water, famine
Battle Tank should have a frontal armor looms spectrelike over the survivors.
are neatly summarized along with their rating of 100, but the rating is given as 60.
assorted drawbacks and benefits. Ques- Howling Wilderness gives you the facts
Similar discrepancies exist; use with care. on the current state of the nation. After an
tions such as the effects of bad weather, The character conversion rules seem to
misfires, and the different types of ammu- overview of the war, military forces are
work and allow large battles to be fought described and areas of the U.S. are exam-
nition available are addressed and an- out quickly at the expense of some role-
swered in a clear fashion. Artillery, ined. Fairly complete, Howling Wilderness
playing color and detail. paints a grim picture for the years to
nuclear weapons, explosives, flamethrow- As a war game, this one is very good and
ers, armored fighting vehicles (AFVs), air come. This is an essential purchase for
I recommend it highly. How useful it will GMs basing their Campaigns in the States.
support, and personal body armor are all be in determining TWILIGHT: 2000 game
covered, some in more detail than others. combats is really a matter of personal GURPS Swashbucklers game, by Steffan
For example, AFVs are discussed in gen- taste. If you enjoy diving behind walls to O’Sullivan. Steve Jackson Games, $11.95.
eral terms, but their armor ratings and avoid enemy fire and fumbling to change In this 96-page sourcebook, the world of
weaponry are not detailed. weapon clips, then the LAST BATTLE the swashbucllers is given the GURPS
After looking at four broad historical game has limited usefulness. But if you game treatment. Give loyal service to King
periods (A.D. 1450-1700, 1700-1900, 1900- want a quick way to lead lots of troops Louis as one of his Musketeers, or hoist
1950, and 1950 to the near future), game into action, then it may well be what the Jolly Roger and seek gold and glory on
stats arc provided for the major types and you’ve been waiting for. the Spanish Main. Extensive background
models of weapons in use in these periods. notes define the historical setting, but they
Each weapon is then described in detail, U.S. Army Vehicle Guide, by Frank fall short of really bringing the fictional
with information on its historical use and Chadwick and Loren Wiseman. GDW, $7. worlds of pirates and Musketeers to life.
development. Soviet Vehicle Guide, by Frank Frey and As a basis for establishing swashbuckling
Evaluation: GURPS High-Tech is a Brad Hey. GDW, $7. These two source- campaigns it does a good job, but more
valuable addition to the GURPS system, books for TWILIGHT: 2000 campaigns are detailed development of the individual
particularly to GMs running historical or well-produced, each with eight pages of settings is really needed to bring out the
time-travel campaigns. Using these rules, color plates illustrating many of the vehi- true potential of the genre.
small-scale military actions can easily be cles described in these books and in the
staged and have the added bonus of being
set in any gunpowder era—modern day,
World War II, the American Civil War, the
Napoleonic Wars, and the Thirty Years
War being just some of the possibilities.
The generic nature of the GURPS game
also means that the Brushfire Wars supple-
ment or one of the many TWILIGHT: 2000
adventures can be converted with the help
of this sourcebook to the GURPS game
system. Even you have no interest in the
GURPS game system. GURPS High-Tech is
still a very useful guide to weaponry and
equipment.
GURPS High-Tech is available from:
Steven Jackson Games, Box 18957, Austin
TX 78760.

DRAGON 35
36 DECEMBER 1989
Servants of the
Jewelled Dagger
The lives and habits of the duergar—the gray dwarves
by Eric Oppen

Despite what you’d think, duergar and from the light of the sun, in greater isola- rinths of the Underdark, which has sharp-
surface dwarves have much in common in tion than their better-known cousins expe- ened their senses of hearing, vision, and
AD&D® campaigns, more than do drow rience. The relative emaciation of duergar smell to exceptional levels. The magical
-
and surface elves but less than svirfneblin results from the relative lack of food in- abilities to enlarge themselves or go invisi-
and surface gnomes. This is partially be- the underworld—and the quality of what ble are suspected of being gifts of Ab-
cause the duergar lifestyle is not as radi- food they do eat, consisting of subterra- bathor, their patron deity (see Unearthed
cally different from surface dwarven life nean beasts and fungi. Then, too, the Arcana, page 111).
as drow life is from other elves. The basic hostile environment of the Underdark The psychological differences between
dwarven nature both races share dictates does not allow a fat, slow, clumsy duergar dwarves and duergar are considerable.
many similarities. to survive for long. Accustomed to lives of hardship and depri-
The physical differences between dwarf Ages of living under these conditions vation, duergar scorn the values of surface
and duergar, however, are easily spotted. have made duergar tougher in stamina races and of other dwarves. They are
The duergar is pale, with a distinct gray than their surface cousins. Duergar are believers in the absolute control of all
undertone to its skin (unlike the ruddy hill able to resist the effects of poison and resources to benefit themselves, at what-
or mountain dwarf), leading to the nick- paralysis as a result. Their great skills at ever cost to other races and beings. They
name “gray dwarf.” This lack of coloration surprising foes and resisting illusions come thus have a penchant for slave labor and
is the result of untold centuries spent far from ages of life within the twisting laby- mount many raids to secure more slaves.

40 DECEMBER 1989
In these raids, any beings not currently The duergars’ world is one of the highest honors a duergar
allied with the duergar are fair game, and Duergar society is highly structured. warrior can aspire to. The first part of the
resistance is overcome with skill and fury. The basic unit is the clan, an extended training course is spent determining
The fate of these slaves is not enviable; family of duergar. Most clans are so an- which students are best with which weap-
any duergar slaveowner will treat rebel- cient that the actual kinship between most ons. The second part of the course is
lious and useless slaves with utter ruth- living members is quite remote. A duergar devoted to perfecting the students’ skills,
lessness. Indeed, there are those who say is highly loyal to his or her clan and will and the last part, which is considered the
that duergar have more in common with not willingly betray or weaken it. Duergar most important of all, is spent honing the
orcs than with other dwarves. adventurers have great difficulty in trans- ruthless attitude of the young warriors.
Similarities between dwarves and ferring this attitude to their comrades, Ruthlessness, in truth, is the specialty of
duergar, however, are so widespread that seeing them always as “outsiders.” Given the duergar. They make war with ferocity
former duergar slaves generally find considerable time and reason for respect, and duplicity, cheerfully sacrificing allies if
themselves quite uncomfortable among however, duergar may become quite loyal necessary to secure a victory. They will act
surface dwarves. Under circumstances to their companions once their comrade- cautiously in the presence of powerful
where dwarves and duergar must get ship is won, especially if dwarves or enemies, but they will attack with reckless
along, as when they are both slaves of gnomes of similar alignment and attitudes courage if a chance of victory is seen.
some other race, they generally find that are present. Their few allies, such as the drow, recog-
they have much more in common with The clan itself is supported by the priest- nize that the duergar are prone to
each other than with nondwarven fellow hood of the duergar community, which is treachery—but treachery is an art among
slaves, and cooperation between them— almost always in the service of Abbathor, the drow, who regard the duergar as
however forced and temporary—is re- the much-feared dwarven god whose narrow-minded and predictable.
markably smooth and effective. greed is his hallmark. Little attention is Duergar youth with unusual intelligence
One cultural trait shared by duergar and given to the other major dwarven gods, and dexterity are usually apprenticed to
dwarf is their attitude toward the beard, and services and offerings to them are local rogues—the spies, assassins, and
though this is not universally shared by all often so minimal as to be insulting. scouts of the clan. Besides their functions
duergar. To those who care, the beard is a The clan is also supported by its internal as a combined secret police and intelli-
symbol of status and a source of pride. security force, in some ways a combina- gence service for the rulers of the commu-
Cutting or shaving the beard is a mark of tion of police, thieves’ guild, and assassins’ nity, duergar thieves are useful to their
great shame, while burning the beard off guild. These carefully trained duergar community for their skills with locks and
with a coal or candle is reserved for those rogues and warriors operate under the traps (thus gaining the treasures of their
who have utterly disgraced themselves or direct command of the leaders of a foes). Their climbing skills come in handy
their clan. As do surface dwarves, duergar duergar colony and form the leaders’ on expeditions into new areas of the un-
plait their beards and braid them, using intelligence system, warning of danger derworld. In some duergar communities,
dull-colored strips of leather to indicate outside and dissension within the colony. assassins must be carefully watched be-
status and profession. These decorations Dissident duergar and enemy leaders are cause of the power and skills (and political
follow a system, but the systems differ quietly put out of the way. pretensions) they have acquired.
enough that a duergar and surface dwarf Since most duergar have the ability to be
cannot “read” each others’ beards, except Duergar professions multiclassed, a youth can easily pass
in the vaguest way. The closest analogy to Young duergar are put through intensive through several courses of instruction,
this is the widely varying systems of indi- testing when they reach adolescence. This one after the other. When a youth’s educa-
cating rank and status used by human testing, which may prove fatal, has two tion has ended, he returns to his clan,
armies; most soldiers can tell an officer purposes. The main purpose is to identify marries if at all so inclined, and is consid-
from an enlisted man in an unfamiliar professions for which a youngster is ered an adult. The clan marks this occa-
army, but finer distinctions are difficult to suited. The dangerous tests, the duergar sion with celebration, climaxed by the
make. say, also have the side effect of weeding initiation of the newest member into full
As noted, not all duergar share this out weaklings before they can harm the clan membership.
pride in the beard: Those who do not are community.
often regarded as uncivilized and the least When the testing is completed, the Duergar life
worthy of favorable attention—i.e., other youths are sent to rigorous training in a The various clans composing a duergar
duergar clans will raid those “prideless” particular profession. This training is community often do not much like each
clans without hesitation. carefully designed to foster qualities such other. Their relationships range from
Another similarity between surface as ruthlessness, a racial self-centeredness, warm friendship to armed neutrality to ill-
dwarves and duergar concerns an appreci- and a disregard for life, mercy, and other suppressed hostility. The clerics do their
ation for craftsmanship, Duergar crafts- beings. best to keep matters under control, but
men make many of the finest tools, armor, Duergar priests call themselves the many interclan hatreds run so strong that
and weapons available to the underground servants of Abbathor, whose symbol is the usually the clerics merely suppress open
races and take great pride in them. Even jewelled dagger, and they are permitted to warfare. In these “cold wars,” assassination
the dark elves and deep gnomes, no mean use daggers as normal weapons (learning comes onto its own. Accordingly, assassins
craftsmen in their own rights, admire the to use them at 1st level). They use their ‘are as highly esteemed among the duergar
duergar’s solid, unadorned, but highly spells to improve the duergar community as among the drow. When open fighting
effective creations: As is the case with in general: first to aid their own clans, between duergar clans occurs, it is often
surface dwarves, many duergar are so then to aid any other duergar, then the by arrangement and takes place in a de-
immersed in their crafts that they have no priests themselves, then any allies their serted cavern cleared for the purpose.
desire to marry. However, duergar are clans may have. This way, the feuding clans can have it out
almost exclusively concerned with craft- The majority of the youth pass through without endangering the community in
work of a hard, practical, military nature, the hands of the best warriors in the com- general (not that this always works).
involving the construction of fortifications munity, who drill them in the skills of Within a clan, duergar usually plot and
and the smithing of weapons, armor, underground and surface warfare. This scheme endlessly for advancement. Assas-
traps, and the like. Artistic endeavors are training is considered supremely impor- sination of a fellow clan member is
rarely practiced and tend to be crude, tant, and many of the best minds the strongly tabooed, but manipulating one’s
though even these have a peculiar, harsh duergar have are devoted to improving it. ‘enemy into a situation that is bound to be
strength in artistic terms. To be selected as a “trainer of the young” fatal is a skill that is much admired. For all

DRAGON 41
their rough exterior, the duergar are plot- One noteworthy area of difference of life usually exhibit incredible tenacity
ters of incredible subtlety and skill. The between surface dwarves and duergar and single-mindedness, for which they are
only persons a duergar can usually trust regards their attitudes toward humanoid valued by allies—but for which they are
are a spouse, parents, and children. races such as orcs, kobolds, goblins, and often cursed and never trusted. Theirs is a
Duergar families work closely together, the like. Duergar regard these races as spare and unforgiving existence; though
though they lack affection. Often a hus- inferior but useful as fodder if manipu- they have no love for it, they have come to
band, wife, and their adult children will go lated properly. Some half-orcs have even accept it as their fate and will make the
adventuring together; the demanding been seen working within duergar com- most of it.
environment of the underworld, they feel, munities as mercenaries (though poorly [More information on the duergar is
is no place for finicky considerations trusted ones). Humanoids are also seen as found in the AD&D® 1st Edition Monster
about keeping ones’ family out of all dan- potential reservoirs of slaves, particularly Manual II (page 61), Unearthed Arcana
ger. There are no safe places. when cheap, expendable laborers are (page 10), and in the AD&D 2nd Edition
Clans that are not riven with internal needed. The humanoids’ craftsmanship is Monstrous Compendium (“Dwarf,
rivalry still see extremely intense competi- crude, their fighting skill is relatively low, Duergar”).]
tion for higher status. In many clans, this and they have no claim on duergar
takes the form of ever-more daring mer- respect—particularly for their lives.
cantile expeditions to garner greater Duergar regard humans with mixed
emotions. On one side, they grudgingly
In Memoriam
wealth. A duergar who has successfully
traded with peoples whom his friends admire humans with greater skills than
We are saddened to report that Andy
considered unreachable will be honored duergar can attain, or with abilities such
Faulkner, the 1989 British AD&D®
but will soon find those same friends as spell-casting that they lack entirely. The
Champion, was involved in a fatal car
outfitting expeditions to share the riches gray dwarves will hire (and closely moni-
accident on October 20th of this year.
to be had. Trade in the underworld is a tor) such humans when their services are
He was the U.K. representative at the
dangerous business. In the depths of the needed. At the same time, they fear and
1989 GEN CON® game fair.
earth, duergar merchants must be able to are jealous of humans and have few com-
He will be missed by the many
deal with kuo-toa, mind flayers, and crea- punctions about enslaving or raiding them
people who have enjoyed his com-
tures that most surface-dwellers cannot pany. He brought a tremendous sense
even imagine. The duergar feel that the of humor and fun into all the games
profits make all the risks worthwhile, and Conclusion he ran or played in, and he gave his
add that the perils of the underworld “Strive to survive, and survive to strive” time unselfishly to organize games for
merely weed out the incompetent. is a duergar truism. Whether as grim
other people. Andy was a champion
warriors, crafty thieves, subtle assassins, husband, father, teacher, and friend.
Relations with others or clan-proud clerics, duergar take their He is greatly missed.
As is well known, duergar and other lives very seriously. Duergar of all walks
dwarves regard each other with antipathy,
mostly because of their deep cultural
differences on such issues as slavery.
Their feud is not as bitter as the elf-drow
vendetta but is very real nonetheless. The
duergar call surface dwarves cowards,
weaklings, and “half-dwarves” (as they live
near the surface instead of deep inside the
earth).
Duergar and gnomes do not get along at
all. To the duergar, gnomes are bumptious
little creatures without proper dignity,
who just want to steal treasure. To surface
gnomes, duergar are a greater danger
than orcs because of their intelligence and
skills. Deep gnomes and duergar have
feuded for centuries over living space,
ores, gems, and duergar slave raids. De-
spite their smaller size, the svirfneblin
have done well in this feud.
Duergar and elves have mixed relations.
The drow are often the closest allies the
duergar have, and unless two communities
of these races are actually at war, they will
trade materials and information, particu-
larly on the doings of the more alien un-
derground races, such as the aboleth,
cloakers, or mind flayers. As if to compen-
sate, the duergar find surface elves even
more worthless and irritating than do
other dwarves, and they are prone to
torture or slay elves out of hand.
The duergar hardly know halflings exist.
When duergar and halflings cross paths
(which is rare enough), the gray dwarves
often make the mistake of not taking the
halflings seriously, considering the latter
to make poor slaves at best.

42 DECEMBER 1989
DRAGON 43
44 DECEMBER 1989
The First
e got it all?” asked the stocky young
dwarf, his hand stroking his still-
hairless cheeks and chin.
The two smaller dwarves,

Notch
Khardrin and Yorik, nodded and
dropped their large sacks, the clanging
as the bundles struck the stone floor
echoing through the stillness of the deep caverns.
“Quiet, will ye!” snapped Feldegar, the fourth member
of the conspiracy. “Garumn’d have our heads if he knew!”
“Garumn’ll know well enough when we’re done,” said
Bruenor, the stocky dwarf, with a sly wink and a smile
that eased the sudden tension. “Sort it out, then. No time
for wastin’!”
Khardrin and Yorik began fishing through the assorted
pieces of armor and weapons in the sacks. “Got ye the
foaming mug,” Khardrin said proudly, handing Bruenor a
shining shield. by R. A. Salvatore
“Me father’s own!” Bruenor laughed, marvelling at the
stealth and nerve his younger cousins had shown. He slid
the heavy shield on his arm and took up the newly crafted
axe that he had brought, wondering in sudden seriousness
if he was worthy to bear the shield emblazoned with the
foaming mug, the standard of Clan Battlehammer. He
had passed the midpoint of his third decade, nearly into
his threens, yet truly he felt a child when he thought of his
hairless face, not a single whisker showing. He turned
away to hide his blush.
“Four sets?” said Feldegar, looking at the piles of battle
gear. “Nay! The two o’ ye are to stay. Ye’re too young for
such fightin’!”
Khardrin and Yorik looked helplessly to Bruenor.
Feldegar’s observation made sense, Bruenor knew, but
he couldn’t ignore the crestfallen looks on the faces of his
younger cousins, nor the pains the two had taken to get
them all this far. “Four sets’ll be needed,” he said at
length. Feldegar snapped an angry glare at him.
“Yorik’s comin’ with us,” Bruenor said to him, holding
the look with his own. “But I’ve a more important job for,
Khardrin.“ He winked at the littlest of the four. “The
door’s to be closed an’ locked behind us,” he explained.
“We be needin’ a guard who’s quick to open, and quicker
still with his tongue. Ye’re the only one o’ us sneaky
enough to dodge the askins o’ any who might wander
down here. Think ye can do it?”
Khardrin nodded with as much enthusiasm as he could
muster, feeling important once again, though he still
would have preferred to go along.
But Feldegar wasn’t appeased. “Yorik’s too young,” he
growled at Bruenor.
“By yer measure, not mine,” Bruenor retorted.
“I be leadin’!” said Feldegar.
“Bruenor’s the leader,” Yorik and Khardrin said to-
gether. Feldegar’s glare turned dangerous.
“His grandfather’s the king,” reasoned Khardrin.
Feldegar stuck his chin out. “Ye see this?” he asked,
pointing to the patches of hair on his face. “Whiskers! I
am the leader!”
“Ah, yer no older than Bruenor,” said Yorik. “And he’s
a Battlehammer, second behind the throne. And Battle-
Illustrations by Karl Waller
hammers rule in Mithril Hall!”

DRAGON 45
“That tunnel’s not yet claimed,” Feldegar said wryly. “Bah!” Feldegar snapped. “And if yer father were true
“Outside o’ Mithril Hall, it is, and beyond Garumn’s to being a prince, he’d’ve come down here and finished
domain. In there, the one with the beard leads.” the thing proper!”
Bruenor shrugged the comment away, despite yet an- Bruenor’s eyes narrowed dangerously. But he shook his
other reminder of his hairless face. He understood the head and walked a few paces off, not about to get into
danger and daring of their adventure and wasn’t about to such an argument. Not here, not now.
see it all unravel over a title that would mean little when “Bangor did promise to take the heads o’ the thing,”
the fighting began. “Ye’re right, Feldegar,” he conceded, protested Yorik. “But after the merchants from Settlestone
to the amazement and disappointment of Khardrin and are gone, when there’s more time for plannin’.”
Yorik. “In the tunnel, ye be leadin’. But by me figuring, “And when the ettin’s got away?”
we’re still in Mithril Hall, and me word holds. Khardrin If they had been back in the halls, Feldegar would have
guards the door, and Yorik goes.” paid for that insult with a few teeth, but Bruenor let it go.
Despite his bravado, Feldegar was smart enough to give He knew that his father, Bangor, and King Garumn had
a concession to get a concession. He could snort and holler done right in sealing off the tunnel with the heavy door
and stick out his beard all he wanted, but if Bruenor op- until they could devote their fullest efforts to battling the
posed him, he knew, none of the others would follow him. ettin. Any ettin is a formidable foe, a two-headed giant
“Then let’s get the business done,” he grunted, and he more at home in the dark than even a dwarf, Careless and
lifted the iron bar off of the heavy stone door. quick is not the way to go after an ettin.
Bruenor grasped the iron ring on the door and recon- Yet here he was with only two companions, and not a
sidered (and not for the first time) the path he was about one of them even tested in real battle.
to take. Of the five adult dwarves who had recently gone Again Bruenor fought through his fear, reminding him-
down to explore this tunnel, only one had returned, and self that he was a dwarven prince. He and his friends had
his tale had shot shivers up the spines of the hardiest of spent countless hours in training. Weapons sat easily in
Clan Battlehammer’s warriors. their young hands, and they knew all the tactics. “Come,
And now Bruenor and his young friends, not one of let us be on our way,” Bruenor growled stubbornly, pick-
them old enough to be counted among those warriors, had ing up the torch.
taken it upon themselves to clear the tunnel and avenge “I say when we go,” Feldegar countered. “I am the
their kin. leader.”
Bruenor grunted away a shudder and pulled the door Bruenor threw the torch to him. “Then lead!”
open, its swing releasing a gush of the cramped air inside.
Blackness loomed up before them. They had lived under- “Is dwarvses! Is dwarvses!” Sniglet squealed in glee.
ground all their lives, tunnels had ever been their homes, “Threes of them!”
but this one seemed darker still, and its stifled air pressed “Shh!” Toadface slapped him down to the ground.
in on them heavily. “Fives to three. And we sees them, but they not sees
Feldegar grabbed a torch from a wall sconce, its light usses.” An evil grin spread across the big goblin’s face. He
hardly denting the depth of the darkness. “Wait ‘til we’re had come down this dark tunnel from goblin town to loot
from sight,” he told Khardrin, “then bar the door! Three the lair of the ettin, though truth be told, Toadface wasn’t
taps, then two, means it’s us returned.” He steadied him- thrilled about going anywhere near the thing. Of such
self and led them in. previous expeditions, the goblins had returned less than
For the first time, Khardrin was truly glad to be left half of the time. But maybe Toadface had found an out.
behind. Wouldn’t the goblin king be overjoyed if he delivered the
heads of three hated dwarves?
The torchlight seemed pitiful indeed when the bang of The torch was still only a speck of light far down the
the stone door echoed behind them. Boulders and rocks tunnel ahead of them, but it was moving again. Toadface
sent them stumbling and scrambling, stalagtites leered motioned to the largest of the others. “The side tunnel,”
down from the low ceiling, and rock buttresses kept them he ordered. “Gets them when they crosses. Usses’ll rush
turning one blind corner after another, each promising a them up front.”
monster poised to spring upon them. They started off slowly and silently on soft footpads,
Yorik had brought a good supply of torches, but when each of them thinking it grand that dwarves used torches.
the second had died away and the. third burned low, the And goblins didn’t.
tension began to wear at their resolve. They found a flat
stone to use as a seat and took their first break. The tunnel had widened out; ten could walk abreast,
“Drat and begrudges on this whole thing!” growled and the ceiling had moved higher as well. “High enough
Feldegar, rubbing a sore foot. “Three hours it’s been, an’ for a giant,” Bruenor observed grimly.
not a sign o’ the filthy thing! Me mind’s wonderin’ at the The three moved into the classic dwarven hunting for-
truth o’ the tale.” mation. Feldegar walked down the middle of the passage
“Then yer mind’s wanderin’ from its wits,” said Yorik. with the torch, while Bruenor and Yorik slipped in and out
“Twas an ettin that took the four, an’ not to doubt!” of the shadows of the walls to either side. While Feldegar
“Wag yer tongues in a whisper,” Bruenor scolded them. controlled the pace, the two on the sides kept their backs
“If the torch ain’t enough a beacon, the echo o’ yer words to the walls, barely watching where they were going. In
suren are!” this alignment, Bruenor’s duty was to Yorik, and Yorik’s

46 DECEMBER 1989
to Bruenor, each using the advantage of the angle to scout yelled out to them.
the wall ahead of his companion. Feldegar launched a second quarrel in the direction of
Thus it was Bruenor, to the left of Feldegar, who first the voice, smiling as it sparked off the stone just an inch
noticed a side passage breaking off of the right wall. He from the big goblin’s nose.
motioned to his wary companions, and he and Feldegar “Wicked dwarvses!”
waited while Yorik moved into a ready position behind a Bruenor worked to dress his young cousin’s nasty
convenient jutting stone against the corner of the side wound, while Yorik, ever a brave lad, fumbled out his
passage. tinderbox and torches, lighting them and heaving them
Then Bruenor and Feldegar started out straight ahead down the tunnel to take away the goblins’ advantage of
down the main passage, seemingly taking no notice of the darkness.
new tunnel. And then they waited as the long minutes passed, each
The expected ambush came before they were halfway side searching for some way to break the stalemate and get
across the mouth of the tunnel. in on their foes.
Yorik tripped the large goblin who darted out at them, “Hold on the torches,” Bruenor whispered to Yorik.
then dove into a roll behind him, taking him out with a “Mighten that we be here awhile.” Bruenor knew that
hammer smash to the back of his head as he tried to rise. time was on the goblins’ side. Dwarves could get around
Up ahead in the main corridor, the other goblins hooted in the darkness but lived most of their lives in torchlit
and charged, hurling spears as they came. tunnels. Goblins, though, knew only the absolute darkness
Bruenor, too, was moving, crossing behind Feldegar. of deep caverns. When the torches burned low, their ene-
He saw the first spear break into the torchlight, aimed mies would strike.
right for his young cousin, and dove headlong in front of “How much nasty lights has yous got, wicked
Yorik, knocking the missile harmlessly aside with his dwarvses?” taunted Toadface, apparently seeing the same
crafted shield. Then he continued his roll to the safety of advantage.
the jutting stone beside the side passage. “Shut yer face!” roared Feldegar and he put another
Feldegar didn’t hesitate. Understanding the main threat quarrel off the stone to emphasize his point.
to be up ahead, he flung his torch forward and brought his Bruenor looked down at his young cousin and consid-
crossbow to bear. ered retreating. But that route seemed impossible, for
Horrified to find themselves suddenly within the reveal- Yorik obviously couldn’t run. Even if they managed to slip
ing sphere of light, the goblins shrieked and scrambled away unnoticed, the goblins would soon be on them.
into the shadows, diving behind boulders or stalagmites. Bruenor saw one slim chance. Perhaps he was far enough
Feldegar’s bolt took one in the heart. from the light. If he could manage to get over the jutting
stone and slip around the corner into the shadows of the
“Nasty dwarvses,” Sniglet whispered, crawling up to side tunnel, he could come back into the main tunnel right
Toadface. “They knows we was here!” in front of the goblins’ position, too close for another vol-
Toadface threw the little goblin down behind him and ley of spears.
considered the dilemma. “Wait here and ready yerself,” he whispered to Yorik.
“We runs?” Sniglet asked. The young dwarf nodded and clutched his hammer,
Toadface shook his head angrily. Normally, retreat coiling his good leg under him for a spring that might
would have been the preferred course of action, but Toad- propel him out when battle was joined.
face knew that the option wasn’t open. “The king bites Bruenor belly-crawled over the rock but froze when he
our necks if we comes back empty,” he hissed at the little heard Toadface’s call.
goblin. “Lights is dying, wicked dwarvses,” the goblin teased,
hoping he could get the dwarves to run away. He figured
“How do we fare?” Feldegar whispered to Bruenor that looting the ettin’s lair was less dangerous than fight-
from a cranny in the other wall of the main tunnel. ing against an even number of dwarves.
“Yorik got one,” Bruenor replied. Bruenor sighed when he realized that he hadn’t ‘been
Groaning, Yorik crawled over to join Bruenor behind spotted. He eased himself out of the, main corridor and
the jutting stone. A second spear had found the young down the side passage. So far, so good.
dwarfs hip. This second tunnel fell away steeply after a few steps,
“But he took a hit!” the dwarf added in a voice he rolling down into the blackness of a huge chamber.
hoped only Feldegar could hear. Bruenor could only guess at its dimensions, but he under-
“I can fight,” Yorik insisted loudly. stood the implications when he remembered suddenly that
“Wonderful,” Feldegar whispered to himself, remem- the survivor of the first expedition had mentioned a side
bering that he had argued against bringing the young passage in his tale of terror. And if the goblins had come
dwarf. His sarcasm didn’t hold, though, when he took the down the main tunnel from one direction, and he and his
time to realize that Yorik had foiled the goblins’ ambush friends from another . . .
and had probably saved his life. “Time for . . .” he heard one deep voice say from the
“How many did ye make?” Bruenor called. (depths of the side tunnel.
“Four up front,” replied Feldegar. “But one’s lost his “Lunch,” answered another.
heart for the fight,” he added with a grim chuckle. “Damn!” Bruenor spat, and he quickly slipped back to
“Threes to threes, then, wicked dwarvses!” Toadface Yorik.

DRAGON 47
“Ettin?” Yorik asked him rhetorically, for Yorik had saw, more pointedly, the cruelly spiked club it held in each
also heard the voices. huge hand.
“What’s the wait, Bruenor?” Feldegar called softly “Goblin!” yelled one of the ettin’s heads.
from across the way. “The torches’ll burn low.” “Dwarfmeat!” hooted the other.
“Lunch . . .” one of the giant’s heads answered for “Goblin!” the first argued.
Bruenor. “Goblin, always goblin!” complained the second. “I
“. . . time!” growled the other. want dwarfmeat!” The ettin hesitated for just a moment,
“Drats,” came Toadface’s voice from down the hall. giving Feldegar the chance to settle its foolish argument.
Bruenor knew the fight with the goblins to be at an end. The dwarfs crossbow twanged, the stinging quarrel
They would flee at the approach of the ettin, and his nicking wickedly into the ettin’s ribs. The hungry giant
group would be wise to do the same. But what of Yorik? looked at the impudent little dwarf, both heads smiling.
Bruenor grabbed at a desperate plan. “Get yer bow “Dwarfmeat!” they roared together and the giant rushed
ready,” he called to Feldegar. “And me an’ Yorik ours,” he ahead. One great stride carried it to the main corridor.
lied, for he and Yorik didn’t have bows. “Goblins won’t Toadface struck next. He leaped onto the ettin’s leg,
be staying for the ettin; take ‘em in their backs as they biting and stabbing with his little sword at the huge calf
leave!” muscles. One of the ettin’s heads cast him a curious, even
Feldegar understood the reasoning. “Oh, I’ve got me amused, glance.
goblin all picked and ready,” he pointedly laughed, know- The flat side of Bruenor’s axe smashed in just as the
ing his previous target to be the leader and wanting the second leg crossed into the main corridor. The dwarfs aim
big goblin to understand its peril completely. proved perfect, and the strength of his blow enough to
“Lights I see!” boomed the ettin. shatter the ettin’s kneecap.
“Lights they be!” it answered itself. The giant howled and lurched forward, suddenly not
“Waits, wicked dwarvses!” cried Toadface. “Dwarvses the least bit amused.
is not fer fightin’ two-heads!” And as it stumbled past, Bruenor completed the deft
“A bargain, then?” Bruenor offered. maneuver. He reversed his grip, spinning a full circle, and
“Says it,” answered Toadface. knifed the razored edge of his axe into the back of the
“A truce.” giant’s leg, just where the hamstring joined the knee. The
“And runs?” leg buckled and the ettin fell forward, burying Toadface
“Not to run,” Bruenor growled. “To fight!” beneath it.
“Two-heads?!” Toadface shrieked. Then came a second stinging volley as Feldegar fired
“Run, then, and catch me bolt in yer back!” Feldegar another quarrel and Sniglet threw one of his spears.
reminded the goblin. But the ettin was far from finished, and its howls were
Caught in the trap, Toadface gingerly stepped out from more of rage than pain as it hoisted itself up on its huge
his nook and moved to the corner of the side passage op- arms.
posite from Bruenor and Yorik. Bruenor moved out Not to be left out, Yorik sprang out from his conceal-
around the jutting stone to face the goblin. ment, rushing past Bruenor and swinging his hammer as
“Me and yerself trip it up,” Bruenor whispered to he came. But his leg buckled under him before he was
Toadface. “‘Bait it,” he then called quietly to Feldegar. close enough for an effective strike, and the ettin, looking
Understanding the plan, Feldegar was already moving. around for the source of its broken knee, saw him coming.
He put his back to the wall directly across from the en- With a single movement, the giant slapped Yorik’s small
trance to the side passage, waiting to meet the approach- hammer harmlessly aside and poised its wicked club for a
ing monster head on. blow that certainly would have crushed the prostrate
Toadface motioned similarly to his forces, and Sniglet dwarf.
squeamishly moved out into the open next to Feldegar. Had it not been for Bruenor.
But the last of the goblins, terrified, darted away down the True to his brave and noble heritage, the mighty young
darkness of the. corridor. Battlehammer didn’t hesitate. He ran up the back of the
Feldegar raised his crossbow and snarled. prone giant and, with every ounce of power he could mus-
“Hold!” Bruenor said to him. “Let the miserable rat ter, with every muscle snapping in accord, drove his axe
run. We’ve bigger things to fight!” into the back of the ettin’s left head. The weapon shivered
Feldegar growled again and turned an angry glare on as it smashed through the thick skull, ‘Bruenor’s arms
Sniglet, who shrank back. “Hold yer ground!” the dwarf tingled and went numb, and the horrid “CRACK!” ‘re-
snapped. He slapped the head of the goblin’s spear out sounded through the tunnels.
toward the side passage. “And make yer throw count!” Yorik let out an audible sigh of relief as the giant’s eyes
“Left leg, right leg?” Bruenor said to Toadface. The big criss-crossed and its tongue flopped limply out of its
goblin nodded, though he wasn’t sure which was which. mouth.
The stamp of a heavy foot issued from the passage. Half of the thing was dead.
Then another. Bruenor tensed and held his breath. But the other half fought on with fury, and the ettin
Ettins grew large in this part of the Realms, and this finally managed its first strike. Coiling its good leg under
one was big even by their standards. It towered fully fif- it (and scraping poor Toadface into the stone), it lunged
teen feet, and its girth nearly filled the corridor. Even forward wildly and swung its club in a wide arc at Felde-
fearless Feldegar blew a sigh when he saw it, and when he gar and Sniglet.

48 DECEMBER 1989
The dwarf actually saved the little goblin’s life (though Feldegar dearly wanted to finish his business with the
Feldegar would deny it to the end of his days), for he wretched goblins, but he conceded the point. He had wit-
grabbed Sniglet’s shoulder and threw him forward, toward nessed Bruenor’s awesome strike and had no desire to
the ettin and within the angle of the blow. Then Feldegar cross the young heir to Mithril Hall’s throne.
dove sidelong, taking the ettin’s club in the shoulder but Bruenor and Toadface stared at each other with uncer-
rolling with its momentum. tainty. They had been allies out of necessity, but the ha-
Helpless on his back, Sniglet closed his eyes and planted tred between dwarves and goblins was a basic tenet of
the butt of his spear against the floor. But the ettin hardly their very existence. Certainly, no trust or friendship
noticed the little goblin. Its concentration was squarely on would grow out of this joining.
Feldegar. The dwarf had rolled right to his knees, his “We lets yous leave,” Toadface said at length, trying to
crossbow levelled for another shot. At the “twang” of the regain a measure of his dignity. But Toadface wanted no
release, the ettin reflexively ducked its head— part of the dwarves. He was outnumbered three to two,
—Impaling itself, through the eye, upon Sniglet’s spear. and he, too, now understood the strength of the beardless
Sniglet squealed in terror and scrambled away, but the dwarf.
battle was over. With a final shudder, the ettin lay dead. Bruenor’s smile promised death, and at that moment he
Bruised and battered, Toadface finally managed to push wanted nothing more than to spring over the ettin and
out from under the giant’s leg. Feldegar rushed over to silence the filthy goblin forever. But he was to rule Clan
Yorik. And Bruenor, who had clung to the giant’s back Battlehammer one day, and his father had taught him well
throughout, now stood atop the dead ettin’s back, amazed the order of duties.
at the sheer force of his blow and staring incredulously at Honor above anger.
the first notch he had put into the blade of his new axe. “Split the trophy and leave?” he said to Toadface.
Finally they regrouped, dwarves on one side of the ettin Toadface considered the proposition, thinking an ettin’s
and goblins on the other. “Wicked dwarvses!” Sniglet head and news of the dwarves a wonderful gift for the
hissed, erroneously believing that Feldegar had thrown goblin king. (He didn’t know, however, that the goblin
him in as a sacrifice to the ettin. He quieted and slumped king already knew all about the dwarves and thought it
to the side of his boss when Feldegar’s crossbow came up grand to have an ettin keeping unwitting guard.)
level with his nose. “Left head, right head?” Bruenor offered.
Bruenor glared at his companion. “The truce,” he re- Toadface nodded, though he still hadn’t figured out
minded Feldegar sternly. which was which.

DRAGON 49
DRAGON 51
52 DECEMBER 1989
In Quest of Adventure
Missions that serve higher goals and greater powers
by Greg Minter
Mata peered into the void. His heart was situations is to set up a special adventure The romance contained a series of set
pounding, his legs were weary, and his for that character: a quest. In historical elements. In many of them, a determined
breath came in short, laborious gulps. For references and as defined by Webster’s young man ventures forth into the world,
three days, he had chased Falurka the Ninth New Collegiate Dictionary, a quest is usually to prove his worth. He engages in
ogre through the snow-covered peaks. “a chivalrous enterprise in medieval ro- a series of violent, often brutal and bloody
Now he found himself in unfamiliar terri- mance usually involving an adventurous clashes with both human and supernatural
tory. He was sure he had crossed the journey.” In the AD&D® game, quests are foes. He encounters a beautiful woman
northern border into the Death Realm, a more strictly defined for game purposes as who is often in distress. After defeating all
land into which wise men did not travel. the result of a quest spell. As described on opponents and rescuing the woman, he
Still, he could have sworn the image of the page 224 of the AD&D 2nd Edition Play- returns to his sovereign with his honor
smiling goddess on his shield had dark- er’s Handbook, this spell “enables the fully restored.
ened the one time he had contemplated priest to require the affected creature to These stories reached their height of
turning back. perform a service and return to the priest popularity in France in the 12th and 13th
Yesterday he had managed to land an with proof that the deed was accomplished.” century. That period produced many great
arrow in the beast, and from the spotty Quests are religious in nature; they works, including the famous Song of Ro-
trail of blood across the snow, it appeared allow the DM to form bonds between land. Eventually, these tales made their
to have been a good shot. Now he shivered player characters and their deities based way into English literature through trans-
as he stepped into the cave. The ogre had on real experience rather than on abstract lations such as Malory’s Morte d’Arthur
scaled the steep hill as if it were a well- principles. They are solitary adventures as and Layamon’s Brut. Often, these ro-
made stairway; Mata had struggled for well, and promote resourcefulness and mances were mistakenly taken as histori-
every handhold. A faint roar of cascading ingenuity even more than a group adven- cal accounts of events that had actually
water echoed from some distant source. ture. When run skillfully, quests make occurred. In fact, much of Geoffrey of
Suddenly, Mata heard footsteps. The players more aware of the deities’ pres- Monmouth’s then-definitive history of
young warrior hefted his. axe. ences in the game world and breathe life England was based on these tales.
But the shape that stepped forth was no into the PCs’ chosen religions. These romances were popular for a
ogre. Its canine face and swept-back horns Quests allow DMs to avoid the “all play, number of reasons, but perhaps most of
were clearly visible. A deep chill ran no pay” syndrome. If a character does all because their tales of service to God
through Mata. A servant of the dark god! something that radically deviates from his and country, and the sense of “honor” to
The grip on his axe loosened as the form alignment, it is the DM’s duty to steer the which each adventurer was sworn, reaf-
lifted a wickedly clawed hand and pointed character onto the right track. A quest is firmed the beliefs of the medieval court.
toward his shield. just the tool to help the DM do that.
“You serve the smiling one?” it hissed. In practical terms, quests have two Quests in AD&D® games
Mata felt a sudden flash of cold as the advantages. First, to run .a quest requires In the AD&D game, the duty of assign-
monster’s eyes flared with a blue light. He only one player and the DM, which means ing a quest has been given to the priest in
hesitated—and shook his head. that a quest can take place almost anytime, the form of a fifth-level spell. Since a spell
“How, then, came you by this shield?” it anywhere. Second, these one-on-one ad- of such high level may only be granted
whispered once more. ventures allow the DM to really get to directly by the cleric’s deity, a quest is not
“I. . . I found it,” Mata stammered, “in know a player and his character. Other to be taken lightly by either the cleric
one of the caves below.” For a moment, the players may be involved in one person’s assigning it or the character receiving it.
infernal beast stood its ground. Then, with quest by taking the roles of major NPCs Although quest can be used as an attack.
a sudden blow, it knocked the axe from and monsters that the PC must cooperate form (forcing a foe to retrieve an object
Mata’s hand. with or overcome. from a distant land), a cleric may also
“Leave here, manchild!” it screamed. assign a quest to a member of his own
Mata did not hesitate. He scrambled out The medieval Romance church or alignment. The PHB tells us that
of the cave, sliding down the cliffs until he Where did the concept of the quest a character who agrees to a quest is auto-
reached the valley floor below. When his come from? Most people first think of matically bound to its terms, even if such
nerves calmed, he offered a short prayer King Arthur and his knights’ quest for the an agreement was gained “by force or
of thanks to the smiling goddess. But when Holy Grail. The tales of Arthur, however, trickery.” A character of the same religion
he looked at his shield, he gasped in hor- are really the crowning glory to an entire as the cleric cannot avoid a “just and de-
ror. The image of the goddess was gone. body of tales, called romances, that devel- served” quest (he gets no saving throw),
oped and flourished in medieval Europe. and characters of different religions but
In a situation like this, most DMs can see These tales spread throughout Europe having the same alignment save at -4 if
that Mata has committed a grievous sin by first in oral form, through bards and sto- they try to resist. This is perhaps the only
denying his faith in the smiling goddess. rytellers who traveled from court to court spell for which a PC’s own saving throw
What options are open to a DM for cor- entertaining for room and board. Events may be worse than the enemy’s.
recting such behavior? What prohibits were often twisted to ensure that the This article presents ideas on how to
Mata from simply shrugging off his mo- night’s audience was well pleased—details design such “just and deserved” quests for
mentary lapse and returning to his village such as the winner of a battle or the victor your own game world, primarily for good
as if nothing had happened? at a tourney, which could be altered on a or neutral characters. Although quests
One option useful for correcting these whim to guarantee a good meal. require some additional preparation on

DRAGON 53
the part of the DM, the advantages of such persuasive for most PCs to ignore. the northern border of the PCs’ principal-
well-run, one-on-one adventures outweigh Once your players have participated in ity, but that the PC party’s attention is
the extra effort spent in preparation. several quests, you can let the players of focused on a family of fire giants terroriz-
Quests allow players to steer characters priests’ design quests for other characters ing the southern border. Depending on the
into directions that large parties might in the party. As DM, you are acting the seriousness of his offense, Edmar might be
find inappropriate or even trivial, thus part of the deity and must reserve the assigned one of the following quests of
filling their characters’ off time in unique right to approve any quest the players atonement:
and interesting ways. These excursions for design. This prevents the assignment of If Edmar’s offense were minor (he has
individual characters can help flesh out a unfair quests and regulates the level of neglected one of his religious duties), send
campaign, filling it with NPCs who can reward granted. him to spy on the goblin army, gather as
return to haunt the entire party. (And, as Try to customize each quest to challenge much information about them as he can,
noted earlier, other players may help out the character’s abilities. If the character is and report back to the king.
by taking unique roles.) a fighter, it is a better adventure for him If Edmar’s offense were major (he has
Perhaps most importantly, quests allow to meet an unknown warrior who defends accidentally desecrated a holy object),
the DM to spend some quality time with a misty bridge than to battle an evil high send him to Feinjav’s headquarters to steal
individual players. Individual characters priest’s mummy in an ancient pyramid. the plans for the goblin attack.
can easily get lost in large campaigns. For a questing cleric, the opposite might If Edmar has committed a great offense
Nothing discourages a player more than be true. Try to make the character use his (he has blasphemed in despair while cap-
the feeling that his character’s wishes are abilities in creative and resourceful ways. tive in the fire giants’ dungeon), send him
being ignored. In a quest, the character is Most importantly, reward such behavior. to slay Feinjav and destroy the goblins.
the party! Keep close track of a character’s equip- Note that as the level of difficulty for a
ment. In a large party, it’s reasonable to quest increases, so does the level of dan-
Preparing for quests assume that someone has a grappling ger to the PC. Remember, however, that
To effectively incorporate quests into a hook. In a solitary adventure, the chance only one character is attempting this task.
campaign, the most important thing by far of the character having this (or any ob- Usually, a deity will not send one of his
is to make it clear to the players what scure item) can no longer be relied upon. followers on a mission for which there is
their characters’ deities expect from them. If the quest is being carried out concur- no chance of success. To do so would
If you haven’t aleady done so, write a rently with an ongoing campaign, keep lessen the number of followers the deity
brief synopsis of what each deity in your close track of how long the PC is gone. He has and thereby diminish his strength on
game world’s pantheon expects of his may come back in several days, or he may the Prime Material plane.
followers—a record to which both you and come back in several years! The character
your players can refer. You may wish to could return to a countryside that has Quests of atonement
use one of the more detailed descriptions been ravaged or to a village whose inhabit- A quest of atonement is given as punish-
in the Legends & Lore volume when com- ants no longer recognize him. ment to a character who has, in the eyes
piling these synopses. The detailed ac- If both the player and the DM are well of a cleric, offended his deity and has
counts for the various deities will give you prepared, it should be possible to complete failed to make a satisfactory act of repent-
a good idea of what should go into codes a quest in a single evening. Give the player ance. This type of quest is simply meted
you develop on your own. A sample code some background of the nature of the out when the offending character has
might look something like this: quest a few days in advance. In this case, failed to use his free will to make amends
give the character the same information with his deity. The character’s motivation
Ramat Gan, “Light Bringer” (lawful he would normally receive from a cleric for carrying out such a quest is to prevent
good): The followers of Ramat Gan must when the spell is cast upon him. This the continued loss of his attributes, such
act under these basic guidelines: allows the player to develop some idea of as the saving-throw loss given for the
1. Selfishness and greed are the greatest how his character will deal with the prob- quest spell.
sins and should be avoided at all costs. lems he is about to face and allow him to Although a quest of atonement is usually
2. Never hide allegiance to Ramat Gan. prepare accordingly. There’s no point in assigned by a cleric in the offending char-
3. Show fearlessness in-battle; to die in haggling over the price of supplies at the acter’s party, it is not unthinkable that an
such a manner ensures reincarnation in a local outfitter. NPC cleric completely unknown to the
higher form. character might assign the quest. As the
4. Distribute excess wealth directly to Designing quests DM, you can justify such a random act by
the needy or to the church to spread the Generally, there are three major types of having the NPC cleric claim divine inspira-
teachings of Ramat Gan. quests: quests of atonement, sanctioned tion: “I was told to watch for a paladin
quests, and voluntary quests. Each type of bearing an orange sun on his shield; the
If there are particular offenses or types quest is further subdivided into three goddess instructed me to send him to the
of behavior that the deity finds offensive, levels of difficulty: minor, major, and great. distant land of Olek, where he would meet
write them down in their order of impor- The type of quest is determined primar- a man of great power. . . .”
tance. This will help later when you must ily by the level of motivation or free will Imposing a quest in the middle of an
decide on the level of difficulty of the demonstrated by the character. (This idea adventure can be very disruptive, particu-
quest. Make sure each player understands is explained in more detail under the sec- larly if the character is important to the
the code of behavior for the deity he has tion describing each type of quest.) The party. As always, assign the quest only if
chosen to follow. The code must be clear level of difficulty is determined by the the character has clearly broken the code
enough for both the player and the DM to seriousness of the offense being rectified of behavior established for followers of
agree on when a character has done some- or by the reward being sought. the deity. Make it clear that it is in the best
thing that merits his being sent on a quest. Suppose, for example, that Edmar, a interest of everyone for the character to
Initially, you may wish to limit the use of paladin PC, has committed an offense follow, the code established by his deity
the quest spell to NPC clerics, which will against his deity’s beliefs. You have decided and to seek help in atoning for his sins as
allow you to control both the design and that a quest is in order. Haying given Ed- soon as possible. Table 1 is an example of
rewards for quests in your game world. mar several opportunities to atone for his what you might want to construct for a
Making a particular NPC both a religious offense, you send a powerful priest to deity in your own game world.
figure and political sovereign dominant in bind him to atonement with a quest spell.
the lives of the PCs usually works well; the Suppose you also know that the lich Sanctioned quests
combination of church and state is too Feinjav is gathering an army of goblins on A sanctioned quest is undertaken by a
54 DECEMBER 1989
DRAGON 55
character who belongs to a well-defined for voluntary quests is purity of motive. reward level for a voluntary minor quest
order or group that is somehow closely With such quests, the character usually is identical to that for a great quest of
associated with a deity but is not part of has some idea of what he wants to accom- atonement—primarily because a deity has
the actual hierarchy of the church. An plish. Table 3 provides examples of reasons more reason to give favor to the character
order of paladins or a monastery fits into for voluntary quests. who undertakes a quest of his own voli-
this category. In the sections that follow, you will see tion rather than to the one who takes on a
Sanctioned quests are requested when a that the rewards for quests increase as quest as punishment for an offense.
character of such an order has witnessed does the purity of the motives that pro- Suggested rewards: Once you have
an act that violates not only the code of moted the character to undertake the determined the reward level granted for
behavior for his deity but the code for his quests. the successful completion of the quest,
organization as well. Referring to such refer to Table 5 to determine the sug-
quests as “sanctioned” merely indicates Just rewards gested limitations for each type of reward.
that the character is voluntarily undertak- Edmar (the paladin used earlier) tracks Each of the reward categories listed in the
ing a quest that is in accordance with what down the leaders of the slavery ring, slays table are described hereafter.
both his deity and his order expect. The them in righteous indignation, and returns Treasure or magical items: One medieval
questing PC is essentially consulting with 20 abducted orphans to a nunnery. What romance tells of the quest of Huon, one of
the hierarchy of his deity’s church to happens then: bright lights and heavenly the Twelve Peers of France. After killing a
ensure that his plans are in accordance trumpets? Although heroes in medieval relative of the king who had provoked him
with the church’s views. romances often refused fantastic treasures into a duel, Huon is banished from the
The degree of difficulty assigned to a for their brave deeds, most AD&D game kingdom until he returns with a lock of
sanctioned quest is determined by three characters have at least some need for the beard and the four back teeth of a
major factors: worldly wealth. [See “Glory, Danger and nearby Saracen emperor. Along the way,
1. The object of the attack; Wounds,” in DRAGON® issue #125, for Huon gathers a number of magical items
2. The perpetrator of the attack; and role-playing notes on this topic.] which help him complete his quest: armor
3. The seriousness of the attack. Rewards for the successful completion that helps him defeat a giant, a ring that
With sanctioned quests, the actions of a quest may vary from deity to deity. In gains him entry into a city, a goblet that
required are often clear to both the DM every case, however, the DM should deter- fills for the pure of heart, and a horn that
and the player. If an evil knight is wander- mine what boon is to be granted before summons aid from the land of faerie.
ing the countryside killing innocent vil- assigning the quest. By planning while you Granting such magical items is the most
lagers, only the death of the knight might have time to think things through, you can appropriate reward for the character who
be deemed sufficient punishment for such avoid granting too much or too little when does not have a specific return in mind
cowardly acts. For less-serious offenses, the time comes to mete out rewards. but who deserves some sort of boon none-
more lenient punishments are in order. Although regaining the good graces of a theless. Use Table II.A, II.B, and II.C (page
Table 2 lists reasons for sanctioned quests. deity might be reward enough for a char- 120) in the AD&D 1st Edition Dungeon
Note that special consideration is made acter performing a quest of atonement, Masters Guide to help determine the type
when the subject of an attack is an impor- the DM must also consider recompense of treasure or magical items granted for
tant member of the church or the organi- for sanctioned and voluntary quests as successful completion of a quest. (As indi-
zation to which the character belongs. well as the exceptional execution of quests cated earlier in the article, you should
Since it is generally in the deity’s interest of atonement. It is, after all, in the deity’s probably do this before beginning the
to promote the activities of groups loyal to interest to grant some sort of reward to a quest so that you have the option of giving
him, attacks on members of these groups character who has served him well; the the items rolled to the character as he
are looked upon with great interest. character becomes an example by which performs the quest.)
Based on Table 2, if Edmar the paladin others may be persuaded to that deity’s Gaining a special ability: Sir Gawain, one
happened upon slavers abducting a faith. of Arthur’s nephews and second among
woman and child, he would be assigned a Determining the type of reward to be his knights only to Sir Lancelot, had a
major quest when he approached a cleric granted in a two-step process. First, based strange enchantment placed upon him.
with a report of the crime. The abduction on the type and level of difficulty for the Whenever in battle, his strength increased
of the woman and child is considered an quest, you must first determine the re- as the sun rose to its zenith until, as the
attack upon innocents. On a broader scale, ward level; second, based on the reward noon hour approached, he became almost
the existence of a slaver ring could be level calculated, you must determine how invincible. As the sun set, however, his
considered an attack upon the character’s great a reward of the type sought should strength waned and he became a “normal”
order because the goals of the two organi- be granted. man again.
zations are directly opposed. Reward level: The reward level can be Gawain’s special ability is often the char-
calculated quickly and easily if you know acteristic by which he is identified. Simu-
Voluntary quests both the type and level of difficulty as- lating such a special gift is difficult in the
A voluntary quest may be granted to a signed to the quest. In this case, consult AD&D game world, but it can be done by
character who approaches a cleric seeking Table 4. First, read across until you reach granting the power of a wizard’s or
to further the cause of his deity through the column for the type of quest com- priest’s spell as an innate ability to the
personal sacrifice. A voluntary quest may pleted. Second, read down until you find character who has successfully completed
also be granted if the PC has witnessed an the level of difficulty. The intersection of the quest. A special ability such as this
injustice he wishes to rectify but is not the row and column indicate the sug- marks the character as favored by his
associated with an organization of the type gested reward level for that type of quest. deity, making him unique among his peers.
indicated in the section on sanctioned Thus, for a minor quest of atonement, a The reward level determines the maxi-
quests listed earlier. reward level of zero is granted. For a mum level of the spell to be granted as an
Many Arthurian tales not directly tied to voluntary major quest, however, the re- ability, according to Table 5. Thus, if a
the search for the Holy Grail may be classi- ward level is three. reward level of 3 is calculated, a first-,
fied as voluntary quests. In these in- Note that the reward levels increase second-, or third-level spell could be
stances, heroes left Camelot to seek out from atonement to sanctioned to volun- granted as an ability.
giants, dragons, or black knights (“for God tary, and from minor to major to great. You may wish to limit the frequency
and country”) simply to drive evil forces This structure is designed to reward with which this ability may be used by the
from the young kingdom. quests undertaken with the purest motives character (e.g., three times a day) to pre-
In any event, the major consideration first and the greatest danger second. The vent its abuse, or allow the character to

56 DECEMBER 1989
call upon the ability only when in grave Only characters who serve a deity, how- sonal power.
distress. ever, should be allowed to assume a sanc- Optional restrictions: Since a charac-
Gaining attribute points: If a character tioned or voluntary quest, as these quests ter is expected to prove his worth by
has lost attribute points due to some event are undertaken in the spirit of service to undertaking a quest, you may wish to
in his past (e.g., he found a cursed item that deity. This restriction prevents a restrict him in a unique way that really
that drained his strength away), you may character who proclaims no specific faith tests his mettle. Some of the following
wish to allow the character to recover from seeking a quest merely to reap the restrictions can be more trouble for a
those points through the performance of a rewards. character than you might imagine:
quest. If one of a character’s attributes is Certain classes (such as clerics and pala- 1. Limit or prohibit his use of magic on a
particularly low or unfit for the charac- dins) are likely to end up on quests more quest.
ter’s chosen class (e.g., a wizard with a often than others. These characters’ inti- 2. Limit or prohibit his use of magical
mediocre intelligence score), you may mate knowledge of their chosen faiths weapons, or give him some other class-
allow the character to raise that attribute should help them recognize any actions related handicap.
as well. that are inappropriate for followers of 3. Prohibit the character from revealing
Note that, according to Table 5, points their deity. his name, origin, or alignment.
may be recovered more easily than they Allowing quests for other classes (such 4. Prohibit the character from speaking.
may be gained. This seeming discrepancy as thieves or fighters) is a decision the DM 5. Prohibit the character from perform-
reflects the idea that the deity may more must make. A deity of thieves could de- ing some common task, such as washing
easily restore lost attribute points than mand that his followers execute his assign- (to mortify the character’s flesh).
augment a character’s natural attributes. ments well and demand recompense for a 6. Place a time frame on the quest (e.g.,
Restoration merely gives back something bungled caper in the form of a quest. Such return within one week).
the character once had. If the restoration cases are often interesting to play, they are Small touches such as these give a quest
of the number of attribute points listed usually highly workable, and they are that extra dimension that makes it special.
under the reward would raise a charac- challenging to design. However, rewards If you do limit the character while he is on
ter’s attributes beyond their original levels, should be measured only in terms of trea- a quest, make sure that the punishment
the DM should decide if the character’s sure and status, not godlike gifts of per- fits the crime. Mata, who lied about his
execution of the quest merits this bonus.
Regaining life levels: Suppose Belfin, a Table 1
9th-level ranger, has traveled deep into a Reasons For Quests of Atonement
vast wasteland with his companions to
recover a relic that once belonged to his Minor quests
deity. Upon entering a seemingly aban- l Lack of fervor in faith.
doned temple, his party is attacked by a l Poor performance of a duty required by the deity.
group of wraiths. Belfin loses two life l Neglect of a religious duty.
levels in a desperate battle, but the others,
including the party’s cleric, are killed. Major quests
Belfin finds himself in a desolate area with l Violation of a deity’s code due to special circumstances.
no possible chance of regaining his levels. l Accidental desecration of a holy object or holy site.
What motivates him to undertake such l Continued neglect of one or more religious duties.
tasks for his deity in the future? l Neglect of duty resulting in harm to others.
Regaining life levels has always been a l Blasphemy in the heat of battle.
favorite reason for characters to seek out
quests in campaigns. Note that levels may Great quests
only be regained—not gained—through the l Intended desecration of a holy object or holy site.
performance of a quest, and that the re- l Knowing violation of a deity’s code with no extenuating circumstances.
ward level for the quest must be at least a l Blasphemy in despair.
two (see Table 5) for any recovery. A maxi- l Denial of faith.
mum of three lost life levels may be re- l Blasphemy in pride.
gained, and only for the completion of a
voluntary great quest.
When life levels are regained, experi-
ence points are restored to the lowest
Table 2
experience-point value of the level to
Reasons For Sanctioned Quests
which the character is restored, regardless
of his experience-point total at the time he
Minor quests
originally lost the level.
l An attack upon one’s own person by a member of an opposing sanctioned order.
Take the case of Belfin once again. Sup-
pose at the time of the attack he had
Major quests
375,000 xp. Also suppose he lost two
l Attack upon a member of the deity’s church hierarchy.
levels, which dropped him to 75,000 xp.
l Attack upon a person unable to defend himself.
He undertakes a voluntary major quest,
l Intentional desecration of an object or site holy to the deity.
which allows him to recover those levels
l Attack upon the order itself by another organized force. (The mere act of organizing
but only to the bottom of the 9th level for
an order whose goals directly conflict with the goals of the PC’s order could be
the ranger class (300,000 xp).
considered an attack.)
l Attack upon the order’s sovereign.
Restrictions l Attack upon the order’s leader.
If quest is used as an offensive spell, any
type of character can be compelled to
Great quests
perform a quest. A cleric could, for in-
l Attack resulting in the death of the order’s leader.
stance, send a chaotic-evil thief on a quest
l Attack resulting in the death of the order’s sovereign
to visit his deity’s distant temple in an
l Attack on the deity with which the group is aligned.
attempt to convert such a character.

58 DECEMBER 1989
faith to the demon in the opening seg- Do bards have to spend a profi-
ment, might be compelled to claim affilia-
Sage Advice ciency slot on a musical instrument?
tion with a deity offensive to him while Continued from page 14 What happens to their ability to
performing his quest. This odious duty influence reactions if they do not?
would point out to Mata the true nature of My DM says that a specialist wiz- That is entirely up to the DM. If the DM
his denial in a way that a speech from a ard gets one bonus first-level spell decides a musical instrument is necessary
cleric never could. for each level of experience he has. to influence reactions, I suggest bards
In the end, the real purpose of the quest Is this correct? either learn an instrument for “free” or
is to bring the character into closer spirit- No. A specialist wizard gets one bonus that they be required to automatically
ual alignment with his deity. Although spell for each level of spells he can cast. spend a proficiency on an instrument. On
quest has no doubt been used by many a For example, a 5th-level wizard can cast the other hand, a bard might very well be
character as a powerful offensive spell, four first-, two second-, and one third-level able to sing or speak well enough to influ-
remember that literature and history spells; if he is a specialist, he gets three ence reactions without an instrument; this
shows us many individuals who sought extra spells, one of each level. is a common practice in the real world.
quests of their own volition. Once you
have exposed your characters to the joys There seems to be an error in the Can a ranger (or other character)
of questing, who knows what might hap- description for the second-level who uses two weapons parry with
pen? They, too, may join the ranks of wizard spell, fool’s gold. Shouldn’t one and attack with the other?
Lancelot, Huon, and the rest. the creature viewing the gold sub- Would the character get a better
tract one from its saving-throw roll armor-class modifier is he parried
for every level of the caster? with both weapons?
Yes, but the creature’s wisdom adjust- The only way to parry in the AD&D
ment (if any) applies to the save. game is to forfeit all attacks, whether the
character is using two weapons or one.

The description of the wizard


Table 3 spell, animal growth, suggests that a
Reasons For Voluntary Quests tongues spell can be used to converse
with animals—but the description
Minor quests of the tongues spell says it cannot.
l Any quest whose main objective is to prove oneself worthy of serving the deity. A tongues spell allows the caster to
communicate only with creatures that
Major quests have language. The reference to the
l Prompted by the desire for righteous vengeance; the PC is morally outraged by an act tongues spell in the description of the
that is offensive to his deity and wishes to avenge it. animal growth spell is an error.

Great quests
l The purest form of quest; a difficult service undertaken by a PC in the spirit of service How close must a creature come to
to his deity. an object with an attraction spell
(the reverse of an avoidance spell)
cast on it before the object moves
toward him? Does the object move
quickly enough to inflict damage if
Table 4 it strikes the creature?
Reward Level For Quests
The object moves when the creature
comes within 1’. The object moves quickly
Quest Atonement Sanctioned Voluntary but does not inflict damage when it strikes
Minor 0 1 2 the creature.
Major 1 2 3
Great 2 3 4
If a light spell is cast upon a piece
of chalk, can the chalk be used to
write glowing messages? If the spell
Table 5 is cast on a rock, can you break the
Suggested Rewards for Quests rock in half and have two half-
strength light effects? If the spell is
cast on a vial of water, will the wa-
Reward level 0 1 2 3 4
Treasure/magical - Table II.A* Table II.B* Table II.C* Table II.C* ter glow?
items ( + 10 to roll) No, no, and no. A light spell illuminates a
Special ability gained - First-level 20’ radius. Casting it on an object simply
Second-level Third-level Fourth-level
spell spell makes the effect mobile. The spell has one
spell spell
3 4 and only one center of effect; if the object
Attribute points - 1 2
the spell has been cast upon is broken,
regained
- - spilled, or worn away, the spell stays with
Attribute points 1 2 3
one portion of the object or becomes
gained
- - immobile, fixed in space. It might be possi-
Life levels regained** 1 2 3
ble to transfer the spell from one object to
another by casting it on a mutable object.
* Refers to tables in the AD&D 1st Edition Dungeon Masters Guide, page 120.
For example, if the spell is cast on an open
** Life levels are regained by restoration of experience points to the lowest experience-
vial of water, the spell will be transferred
point value of the level regained.
to the vial if the water is allowed to evapo-
rate away.

DRAGON 59
DRAGON 61
The Game Wizards
What do the simple folk do?
by James M. Ward

Camelot, a wonderful Broadway play out of luck. If you aren’t an already pub- be supported with great modules and
and motion picture, had a scene in which lished game designer, it won’t happen for accessories. The Horde is going to hit the
the royalty of the castle sat around the sure. This isn’t because you don’t have Forgotten Realms, and boy, is somebody
palace and wondered what the simple folk wonderful ideas; it’s because there are too going to be sore!
did. It turned out that simple folk did many of you out there! TSR can’t afford to Finally, we aren’t whistling, twirling, or
exactly what the royal folk did. Much to train hundreds of new game designers singing alone. Let me assure you that the
my horror, I have discovered the same with wonderful ideas. We have to use the creative staff and I listen to what you have
thing: Being a TSR administrator is still best, we’ve found most of the experienced to say about TSR products, and we react
much the same as being a simple game people we need, and TSR can only do so quickly to your criticisms. Your input is
player. much product in a year. The bottom line appreciated.
I have proudly taken up the job of pub- on writing for TSR is: Get experience with So, as I sit in my creative publishing
lisher for the TSR magazines. What does other game companies or by writing for palace, I already know what the simple
one do as publisher, you might ask? One our magazines (or other gaming maga- folk do. I was one.
works very hard at not rocking the boat. zines), and you still have only a small
chance of ever writing for TSR. Enough of * indicates a product produced by a company other than
TSR has an excellent editorial staff, people TSR, Inc. Most product names are trademarks owned by the
who put out 110% all the time. You might that. On to nicer things. companies publishing those products. The use of the name of
not like everything you see in TSR’s maga- The editor of this fine magazine has to any product without mention of its trademark status should
not be construed as a challenge to such status.
zines, but you have to admire their suc- let me say almost anything I want, so I
cess stories. The readership of these thought I would tell you what the “royal”
magazines has made them the best in their folk do at TSR. Right now, the creative
industry, and we are going to make them staff is playing Games Workshop’s SPACE
just a bit better. HULK* game quite a lot. This game’s price
So, I am looking at the most successful is way too high, but it’s fun, I never play
magazines of their type and wondering the aliens because there is much more
what can be done to improve them. I had honor in winning as the Space Marines.
a few thoughts—none of them were inex- Milton Bradley’s FORTRESS AMERICA*
pensive, however. I got the staff together and AXIS & ALLIES* games are also
and talked about some ideas for improving played frequently, and I am a great fan of
things, and, wonder of wonders, the staff GDW’s IMPERIUM* and HOUSE DIVIDED*
liked some of my plans, Wait till you see games. TSR is putting out a new BATTLE-
the good stuff that’s going into these maga- SYSTEM™ booklet (available by the time of
zines in the months to come! this issue), updated for AD&D® 2nd Edi-
But, being a happy dictator, I also give tion game play, so many of us have been
you the chance to make your magazines busy painting our miniatures. Ral Partha
better. I would like your constructive Enterprises has been producing wonderful
criticism of DRAGON® Magazine and AD&D metal miniatures, and its
DUNGEON® Adventures, with helpful DRAGONLANCE® and FORGOTTEN
suggestions to make them even better. REALMS™ boxed sets are all the rage
Send all such letters (not expecting an- among the painters here at the company.
swers but expecting results) to: On the computer-game front, I have
Overworked James M. Ward lately been playing SSI’s Sword of Aragon.
TSR, Inc. SSI is the only computer-game company
P.O. Box 756 with the official AD&D game license. I
Lake Geneva WI 53147 have helped SSI put a few games together,
U.S.A. and SSI’s Pool of Radiance and Curse of
Why put U.S.A., you might ask? You the Azure Bonds games have been big
would be amazed how much of TSR’s mail successes. Sword of Aragon is a fantasy
goes to Geneva, Switzerland! game not set in a TSR world, and it is
Now, let me wear two hats for a minute. interesting but unusually frustrating—
I am also the director of TSR’s Creative frustrating in that I can’t get my armies to
Services. There are thousands of you out win all their battles (sigh). I’ve played
there who want to become game designers about 10 SSI games and haven’t found a
rind writers for our company. Although clunker yet.
this is a noble ideal, the glory road is filled As I look into the future at 1990, I see a
with rocks! If you are interested in writing lot of bright spots with astounding
for the magazines, send a self-addressed, products. TSR is going to put out a new
stamped envelope for their writer’s guide- science-fiction role-playing game. The
lines. If you are interested in writing for AD&D Horror boxed set will please every-
the game department, you are probably one. The SPELLJAMMER™ boxed set will

62 DECEMBER 1989
Through Purgatory
to the ends
of the universe
©1989 by Hartley,
Patricia, and Kirk Lesser
We have made mention, on several occa-
sions, about the illegality of copying soft-
ware. It really shouldn’t become a part of
©1989 by Hartley, a true gamer’s repertoire of skills. To fur-
Patricia, and Kirk Lesser ther point out the futility of such dishon-
est work, remember when we stated that
some publishers have rather unique meth-
ods by which they try to defeat illegal
software duplication? We received an
interesting letter from Marshall Vale of
Pawtucket, R.I., in which he writes:
“While reading DRAGON® issue #141, I
noticed a rather humorous letter about
Alternate Reality. The writer complained
about not being able to join unions or get
any jobs. What the writer had was a pi-
rated copy of Alternate Reality. When I
bought my copy of Alternate Reality for
the Atari ST, I attempted to make a backup
for personal use. The backup copy seemed
to work, but, like the writer in issue #141
said, I couldn’t get any jobs, let alone enter
any of the taverns; join guilds, or even
save the game. Frustrated, I tried my
original copy and, lo and behold, every
thing worked normally. Apparently, Alter-
nate Reality uses copy protection in the
form of a burned hole in a sector of the
disk. If that hole isn’t there, then the pub-
lisher gives you a taste of the game, but
your character will eventually die of hun-
ger. I find Alternate Reality to be a very
enjoyable game and am sad that future
versions will not be released.”
We have a column full of top-rated (and
nearly all five-star) products for you this
month. These offerings will provide hours
of entertaining challenge and adventure!

Reviews

Computer game ratings

X Not recommended
* Poor
** Fair
*** Good
**** Excellent
***** Superb

Interplay Productions
1575 Corporate Drive
Costa Mesa CA 92626
(714) 545-9001

Dragon Wars *****


Apple II version $49.95
You can’t do much more with graphics
64 DECEMBER 1989
on an 8-bit system than Brian Fargo and Namtar’s crooked business. are spent to create your characters, and it
his fellow geniuses have managed to code Your party consists of four characters, is best to concentrate on a specific skill set
into their new fantasy role-playing adven- with room allowed for as many as three rather than to generalize. Most skills don’t
ture, Dragon Wars. Gamers will be amazed nonplayer characters (NPCs). The NPCs have to be above level one to be of use to
at the high-quality, on-screen graphics are met in the streets and other locations you. Skills can be increased through play
presented throughout the adventure. throughout the game, and you have to or purchased during the adventure. Char-
On an island-dotted world called Oceana decide whether an individual is worthy of acters you designate as spell-casters must
is an island, Dilmun, which is said to be joining your group. You can create your master Low Magic before they can learn
populated with dragons. Your party of own PCs or import them from another the other magic skills. Fortunately for all,
adventurers sets out to find this fabled game. If you manage the latter, be advised there is someone within Purgatory who
island; unfortunately, Purgatory is in the that none of their magical items and only a can assist in that regard.
way. Your party is imprisoned by Purgato- few of their most minor spells will make it Now we get to the magic employed in
ry’s officials who follow the dictates of through the transfer process. Oceana. The evil Namtar has banned all
Namtar, their ruler, otherwise known as Characters possess numeric representa- magic (except for his use—we never said
the Beast from the Pit. tions of strength, dexterity, intelligence, Namtar was stupid!) and enforces this law
Here you are: naked, without weaponry, experience, skill levels, and the like. Points using the anti-magic police known as the
and forced to scrape whatever living is
possible from the streets of Purgatory.
This slum is a dangerous area, and you
must live by your wits if you are ever
going escape. Believe us, escape is fore-
most in your mind, because your quest is
now to depose Namtar and protect Oceana
from falling beneath the heels of this
dictator.
Your first goal in Purgatory must be to
find weaponry. You’ll probably also find a
disreputable inn where tidbits of informa-
tion can be gleaned from the bartender.
Weapons can be found at the black mar-
ket, northwest of an area where blood-
sport is practiced for important papers. To
acquire sharpened steel, one must have
money. Successful encounters usually
reward the victor with a coin or two, but
don’t expect to become rich at the start of
the game through combat.
Even though the game possesses a
“Where am I?” feature that allows you to
see, on-screen, your current location, we
advise thoroughly mapping every step you
take in Purgatory. Eventually you’ll come
to the realization that there are a couple
of ways to escape this dreadful place.
These exits can be found by listening and
by use of each of your party members’
skills. A rather unique exit can be tried by
using the wall around Purgatory as your
guide—but don’t get claustrophobia and
panic. If you are injured, there is a healer
within Purgatory, but rest assured that
healing costs money.
One location within Purgatory seems to
garner use in many FRPG systems these
days, and that’s the arena. There, combat
is offered and rewards are given. It seems
as though many game designers came up
with this idea simultaneously as one
method of allowing novice adventurers to
obtain something valuable without requir-
ing massive amounts of experience to
complete. With Dragon Wars, the arena
combats are quite interesting and, thanks
to the save-game feature that should be
accessed prior to combat, there is little
risk to your party.
Beyond Purgatory, the encounters be-
come more difficult, but there are many
areas where wonders await you. Wander
through the Mystic Woods and map care-
fully. Get tossed into jail in Phoebus. These
are part of your quest to take care of

DRAGON 65
Stosstrupen. In order for a character to where a dead adventurer might be Kristal is actually based on a stage play
acquire a spell, he must possess a scroll resurrected. entitled The Kristal of Kronos. The game is
that imparts the information for the cast- With Dragon Wars comes a manual space adventure at its best, where the
ing of that spell. Once used, the scroll containing more than 160 text descrip- quest revolves around your attempt, as
disappears, but the knowledge of that spell tions As you journey through Oceana to the space pirate Dancis Frake, to find the
remains with the PC for life (which in such exciting places as Forlorn, Phoebus Kristal. You’ve got to be brave, with a good
some cases can be rather short). If one of on the Isle of the Sun, Lansk, Rustic, and heart and noble spirit (and also darned
your PCs finds a Dragon Stone, have him the legendary Isle of the Damned, you’ll adept at handling your joystick) if you
seize it; these stones reenergize a charac- run into on-screen messages advising you wish to succeed.
ter’s magical capabilities. You cannot win to read a certain paragraph in the manual. The graphic interface is quite advanced
this quest unless your PCs use their spells Some paragraphs simply offer information and, given practice, quite intuitive. Your
creatively (but not all spells will be under- about your current location or give an screen has a main view window, with
stood when discovered). encounter that you can file away in your either a personal status or “objects col-
You start out with Low Magic, which notebook. Others impart important data lected” window at the bottom of the
includes mundane but highly effective that require you to take an action that screen. In the main view window are seen
magics such as Mage Fire, Charm, Luck, affects the way the game is played. Each all your activities, from walking to and fro
Lesser Heal, Mage Light, and Bedazzle- query should be thought about before you to piloting your spaceship. The status
ment. We recommend you immediately get answer the computerized game master. window consists of five information areas,
your mitts on Mage Fire and Lesser Heal, Dragon Wars may not present a new which reveal (among other things) your
as you’ll need them. inroad to playing a computerized FRP possessions, the number of skringles you
High Magic is a much more powerful game, but it does present the gamer with have earned (skringles being the money
group of spells, and there is a rumor that an exciting quest, superb 8-bit graphics, used in this galaxy), your strength and
a teacher of this skill lives somewhere in animated characters, puzzles, mapping, psychic values, and which of four 3.5”
the Eastern Isles; getting there could be hack-and-slash, new magics, and an oppor- game disks you need to insert.
interesting! Such spells as Poog’s Vortex tunity to explore a world of fresh encoun- Your spaceship is a wonder of Jules
and Ice Chill are among High Magic’s 20 ters. The enemy is truly evil, and you’ll Verne and H. G. Wells science fiction, with
various, potent magics. enjoy taking on his army of nasties. a few ultrasophisticated objects thrown in.
Druid Magic is for use by those in tune Dragon Wars holds up extremely well You pilot your craft using a pilot’s wheel
with animals and the world’s elements, but when viewed in comparison with 16- and reminiscent of those from galleons and
it is not as powerful as High Magic. Druid 32-bit adventure games on more sophisti- trimasted ships of old. Two antiquated
Magic users can use such spells as Death cated systems. It’s thanks to the likes of cannons appear on either side of your
Curse, Fire Blast, Insect Plague, Whirl- Interplay and Origin that 8-bit gamers navigation station; they fire shot that is
wind, Scare, Brambles, Greater Healing, haven’t been ignored, but their gaming effective against an odd and dangerous
Poison Cure, Create Wall, Soften Stone (a systems haven’t remained static. Compan- array of hostile aliens. A navigation chart
neat way to leave certain places), Invoke ies like these progress onward with better. appears on your ship’s view screen when
Spirit, Beast Call, and Wood Spirit. games and richer environments. If you’re it’s time for you to select a destination
Another magic class is Sun Magic, the an Apple II gamer, buy Dragon Wars! planet. Inside the ship, pay attention to the
only legal magic remaining in the land and destination distance meter, the ship’s
the most potent of all magics. There are 20 Cinemaware Corporation shield-strength meter, the destination alert
Sun Magic spells, but not all of them have 4165 Thousand Oaks Boulevard meter, and the ship’s speed meter.
known effects. Such goodies as Radiance Westlake Village CA 91362 When you arrive at your planet, you’ve
and Mithra’s Bless are in this spell group. (805) 495-6515 still got a bit of maneuvering and battle
Sun Magic spells are hard to locate. action to survive before you can orbit and
There are three miscellaneous spells: The Kristal * * * *½
land. (If all it took was some simple ma-
Zak’s Speed for increasing your party’s Commodore Amiga version $49.95 neuvering to get to the planet, gamers
dexterity; Kill Ray, which annihilates any- The Kristal is awesome. The game’s would be disappointed.) The denizens of
thing within its beam (perhaps even de- graphics are stunning, the level of player space take great pains to defeat your
stroying the caster); and Prison, which interaction with the program itself is state- plans. They’ll come at you from all sides,
dumps weight on your opponents and pins of-the-art, and it is probably one of the firing their weapons as soon as they are
them down. most frustrating games at an arcade level within range of your ship. These energy
But let there be no doubt that fighting is we’ve ever played. As a member of Cine- bursts deplete your shield strength rather
important to this game. You have many maware’s Interactive Movie series, The quickly if you aren’t careful. Through
options in combat situations, involving
either quick combat or else deciding every
move for each of your characters. You can
try to disarm an attacker, cast a spell,
dodge an incoming blow, or run away.
Those in your group behind your lead
fighters should be armed with missile
weapons to help the cause.
Movement is accomplished by using
your Apple II’s cursor keys or the mouse.
You can always tell on-screen what your
direction is, thanks to a compass arrow—
that is, unless you happen to run into a
spinner or teleporter. Secret doors are all
over the place; all you have to do is to
bump into a wall and suddenly you end up,
in a strange location. There is said to be a
location, in the depths of the Magan Un-
derworld, known as the Well of Souls,

DRAGON 67
judicious control of your ship’s speed, you tion. The game arrives on eight 5.25” disks a different way to receive additional IQ
can hang back enough to allow the aliens and provides the player with many hours points, which are added to the overall
to come into view; then you can carefully of enjoyment and adventure. The game game score. The maximum possible points
duck-shoot them from a distance. As these requires no typing at all. All of the com- for a series is 800.
nasties come in waves from the planet, mands and inventory are presented in the During the game, Indy will find himself
you can quickly speed forward for a short lower portion of the screen. Those who in caverns or mazes. The screen changes
period of time after the first attack, then have enjoyed Lucasfilm’s other adven- to a distant, top-down perspective and
wait for the second wave. Shoot, move tures, such as Maniac Mansion, will find reveals only those parts of the maze that
forward, wait, shoot, then move to the the player-interface most comforting; Indiana Jones can actually see from his
planet. those who haven’t are in for a treat. location. By using the mouse and clicking,
Above all, save your game often. We The top three-fourths of the screen the on-screen Jones moves to the location
advise saving your game each time you offers a graphic representation of Indy’s the player designated as his destination
wipe out a wave of angry aliens. current location. With everything pre- with another mouse click.
You’ll also find yourself engaged in sented on-screen for the user, there is Indiana Jones can converse with on-
sword fights with other space pirates. minimal difficulty in performing tasks. For screen figures. As a person talks with
They are quite good with their weapons, example, to open a door, the player clicks Jones, you select Indy’s answers from four
so become proficient in this art as quickly on the “open” command, then double on-screen responses. Some conversations
as possible. Your joystick affords 16 differ- clicks on the door to be opened. The on- take quite some time to complete, but all
ent movements, depending upon whether screen Indy then proceeds to open the are important to the game as additional
the fire button is held down or not when door, if it isn’t secured. information can be revealed thereby.
you move your joystick. Another on-screen menu selection is the Indiana can also start a fight with a
Collect everything you can, learn how to “What is” feature. To use it, you click on character. The screen shows Indy and his
destroy aliens, improve your sword- the “What is” command, then move your opponent confronting one another. At the
fighting skill, and most of all, be patient. cursor into the graphics screen and onto bottom of the screen is a power bar that
One especially kind feature of this game is different important items there. You then shows the potential power behind Indy’s
that should you be destroyed in space or find out what each item is and know what punches. When the punch bar is at its
die because you neglected to bring aboard requires further investigation. maximum, it’s time to let the fists fly. After
items that would have allowed you to live The game follows the adventures of the throwing a punch, the power bar disap-
(such as life-support systems), the game Jones boys as depicted in the movie. How- pears and takes a few seconds to recover
restarts from the point where you board ever, there are some plot differences. The if Indy doesn’t punch again right away.
your ship. You’ll save a lot of games in game’s creators watched both the filming Thus, Indiana Jones can hit for maximum
progress before you defeat the powers of and editing of the movie, which allowed damage, or he can throw several punches
Chaos. them to write into the game some places of low power to keep his enemy off-
In our copy of this game, we had a slight and people that weren’t included in the balance. Either combatant can block por-
problem at the start of the adventure movie but were in the original script. tions of his body from attacks. The winner
when the program began to switch scenes Players can actually be smarter than the is easily determined by a knockout.
on us. We’d walk to a new section of a movie’s Indiana Jones by performing Included in the game box is a diary
planet, but the next scene loaded wouldn’t actions different from those seen in the written by Indiana Jones’ father. The diary
be the proper one. Usually, the scene movie. Cleverness is measured by two includes descriptions of the various Grails
repeated the last one shown, and our numbers called the Indy Quotient (IQ). as well as offering hints to players in
character would bump into nonexistent One number shows how well the player tough situations.
walls, unable to move in directions that has been doing on the current game. The This game has many tricky puzzles.
seemed open on-screen. By backtracking second number reveals how well the user Should you get stuck, the consumer-
and reentering the scene, the program has done in all the situations he has played support section at Lucasfilm is always
usually sorted out the problem but only to that point in time. IQ points are scored happy to help anyone who is in a tight
after several attempts to locate the correct when solving puzzles, getting past obsta- spot and can’t figure out what to do. Lu-
scene. cles, or finding key objects. casfilm is to be commended for this sup-
Other than this minor annoyance, The There are several ways to solve prob- port. We’d like to offer one important hint
Kristal is a fantastic offering that Amiga lems, which are known as episodes. You for those starting out: Be certain to shuffle
gamers should gobble up! can only score once for solving an episode. the letters on the desk in your office!
Once the game is completed, gamers can What you don’t see is a critical key to a
Lucasfilm Games. go back to the same puzzle and solve it in tome of data.
P.O. Box 2009
San Rafael CA 94912
(415) 662-1800
(415) 662-1902 (consumer support)

Indiana Jones and the Last Crusade


—The Graphic Adventure *****
PC/MS-DOS version $49.95
Indiana Jones is back! This time he joins
his father in a great adventure. Based on
the film of the same name, Indiana Jones
and the Last Crusade—The Graphic Ad-
venture (herein called IJ—GA) allows you
to become Indiana Jones and search for
the Holy Grail. Indy faces many obstacles
as he navigates through sewers and cas-
tles, and he needs cunning and wit to get
past German soldiers and others who
cross his path.
IJ—GA has excellent graphics and anima-

68 DECEMBER 1989
IJ—GA is definitely worth the money California. The games will enliven the lives rose bushes, and a psychopathic lawn
and is heartily recommended. It is the best of hospitalized children. Each hospital will mower. Other bizarre screens show fish
of the Lucasfilm adventure offerings and receive two Nintendo systems with moni- flying through the sky, a person trapped
once again establishes the company as a tors, plus a Commodore Amiga and C64/ inside a cotton-candy machine, and a
high-quality publisher of superbly crafted 128 computer with TV monitors, and demonic soccer ball. How you confront
games. This game is also available for the approximately 20 video games for each the many unusual challenges affects the
Amiga and Atari ST for $49.95 each. system. Once this California project is patient’s health on the operating table!
completed, Capcom will consider a na- Also from Medalist is Xenophobe, a
tional program as well. Capcom should be classic arcade game of alien extermination.
The Software Toolworks highly commended for its commitment to With its combination of action, high-tech
19808 Nordhoff Place normalizing the lives of children in an weaponry, and detailed graphics, the game
Chatsworth CA 91311 atmosphere that can be intimidating. lets you select two men from a squad of
(818) 885-9000 Epyx (415-368-3200) has released a high- nine. These fighters must then face a
action adventure game entitled Project continuous wave of strange creatures with
Beyond the Black Hole ***** Neptune. Set 150’ deep in the North Sea, names like Rollerbaby, Snotterpiller, and
PC/MS-DOS version $49.95 this is a top-secret, covert operation in Tentacle, each with its own way of knock-
We don’t even want to know how they which you become Rip Steel, special agent. ing human attackers out of action. The
created this game, because it is so enjoy- Allied Intelligence reports indicate that the soldiers can fight back with a variety of
able that it goes beyond addiction. It’s like Yellow Shadow is mining uranium through weapons, including a smoke gun, laser
the first time you ever played Pong on a network of undersea bases to build a pistol, lightning rifle, and hand grenades.
your video game system over a decade nuclear stockpile for sale to the highest The arcade game will be released in for-
ago. You knew something outstanding was bidder. His network of bases must be mats for the C64/128, PC/MS-DOS, Commo-
taking place, but how it was done was destroyed. You’ll be airlifted to the North dore Amiga, and Atari ST computers.
secondary. Beyond the Black Hole (BBH) Sea drop site, then travel by power ski to a Starglider II, the third Medalist release,
presents the first true stereoscopic game rendezvous with a one-man attack sub pits the player against the Egron Empire,
ever designed to run on a PC/MS-DOS specially fitted with two miniature torpedo which has plans for complete galactic
computer. The result is an outstanding 3-D launchers, starboard chambers for under- domination. A peaceful planet, Novenia,
arcade game that’ll have you wearing this water concussion devices, and a port thwarted the empire’s earlier attempt.
game’s 3-D glasses for hours! chamber for acoustic decoys. You’ll also Now the Egrons want revenge and are
Supporting CGA/EGA/VGA graphic have scuba gear, a spear gun, and a building a space station with enough
boards, BBH presents the best display in propeller-driven platform. Add sharks and power to destroy Novenia instantly. The
its full 16-color mode. Not copy protected, a need for speed, and the adventure be- space station has been placed somewhere
the game is easily installed on your hard comes more exciting with each new within a distant solar system known as
disk. Plus, you can command your “craft” screen. Project Neptune is for the Commo- Solice. To protect the station, the Emperor
through space using the keyboard, a joy- dore Amiga and Atari ST for $34.95. Ver- has placed devastating plasma beam pro-
stick, or a mouse. sions for PC/MS-DOS, Macintosh, and jectors on each of seven nearby moons,
You are a scientific officer sent to investi- Apple IIGS computers are coming. which are additionally guarded by the
gate some strange phenomena. Using Interstel (713-486-4163) has now re- Emperor’s elite corps of starfighters. Guess
cartography orbs, you must check out a leased its sequel to the smash science- what you’ve got to do? Piloting the most
variety of objects in space. Two rebound fiction adventure hit, Star Fleet I. The new advanced starship in the galaxy, Starglider
fields are located on the left and right side release, Star Fleet II—Krellan Commander, II, you must travel throughout the Solice
of your screen (remember Pong?). These is for PC/MS-DOS micros. You are now a system in search of more potent weaponry
simply make certain your cartography orb Commander in the evil Krellan Imperial than the single laser cannon you start
is reflected back into the middle of the Fleet. There are over 10 ship types, dozens with. You’ll have to defeat the fighters, the
screen when it reaches the outermost of critical ship systems and advanced beam projectors, and the space station
edges of the current screen. weapons to control, hundreds of star itself. The game is to be released for PC/
The orbs require. fuel, especially as you systems to conquer, and legions of elite MS-DOS and the Macintosh computer.
quite literally dive from the peak of your warriors for planetary invasions. In ship- MicroSpeed Inc. (415-490-1403) has
orbit into the objects center-screen. The to-ship battles, you pit Krellan battle- introduced the first precision trackball for
3-D perspective has your orb flying above, cruisers against seven classes of Alliance the Commodore Amiga. Called the Am-
below, and to the sides of these objects. vessels. You can send boarding parties to TRAC, it uses fingertip control and a large
Strike an object with the orb and you capture enemy ships and even take pris- tracking surface for exact on-screen cur-
garner points. Watch out for fuel pirates, oners to interrogate, torture, or use as sor positioning: Standard features include
and be certain to maneuver your orb slaves. At higher ranks, you can personally a direct plug-in replacement for the
through the fueling pods to reach the command the invasion and conquest of mouse, less than 4.25” wide, and a cursor-
service center itself. planets. You are rated for each mission, drag lock button to eliminate the need to
There are other surprises in store for and promotions and special honors are hold down the button to drag the cursor.
any lucky person playing this offering. awarded. The game supports both EGA There is also a three-button control. The
BBH not only presents new programming and CGA graphics modes and costs $59.95. price is $99.
technology for games but also an exciting The game includes three 5.25” disks, with Mindscape (312-480-7667) has intro-
arcade platform that would be fun even two 3.5” disks also available from the duced Shinobi for the C64/128. You must
without the 3-D environment. However, company. wage war against a relentless army of
with the 3-D environment and the in- Medalist International (301-771-1151) is terrorist attackers using Ninja might and
cluded glasses, BBH is more than a treat: going to release what it considers to be magic. Deep in the caverns of the city
BBH is fantastic. one of the strangest games ever produced roam members of an evil terrorist net-
for computer gamers. Called Weird work who have kidnapped the children of
Dreams, this offering is for PC/MS-DOS the world’s leaders. Dozens of beastly
News and new releases machines, the C64/128 and Commodore golden Buddhas, deadly flying fireballs,
Amiga, and the Atari ST This game places and an evil helicopter will try to stop you
Capcom USA (408-727-0400) will donate players into the subconscious mind of a before your mission is a success. The price
$50,000 worth of video games and hard- hospital patient as he undergoes surgery. is $34.95. Versions are coming for PC/MS-
ware to 10 hospitals and pediatric wings in You’ll encounter giant wasps, carnivorous DOS, Commodore Amiga, and Atari ST

DRAGON 69
computers. cal map when you engage in battle against would be safe to classify Jaana as an admi-
Omnitrend (203-658-6917) has an- human or inhuman monsters. The price, rable addition to the party (furthermore, if
nounced the Interlocking Game System for PC/MS-DOS computers, is $39.95. you don’t like her, you can leave her at an
(IGS). It allows multiple games to interact inn as you can any character).
with one another and share data. This Secondly, Ms. Gupta’s letter gave me a
means that players can bring characters Clue corner unique perspective on Ultima V that I
from one game into another game, play, didn’t have before. If the roster of charac-
and then return to the original game with The Bard’s Tale III (Interplay) ters (including Jaana) is counted, you will
their experienced retained. The first game To create an archmage with ease, all you discover there are 12 names. One of those
to contain the IGS interface will be Breach need is a medium-level adventuring party names, Saduj, has special significance. If
2, followed by Rules of Engagement. Once and a first-level conjuror or magician. Go you spell Saduj’s name backward, you will
both titles are available, players can play to the Mad Gods temple in Skara Brae. Say find that it spells Judas, the traitor among
these games individually or as one large to the priest, “Chaos.” This sends you Jesus’ 12 apostles. Since the player as-
game. directly to Unterbrae. Now, remember the sumes the role of the Avatar in Ultima V, a
Origin (603-644-3360) has published rhyming word is “blue,” and a sword is figure who is supposedly of the highest
Quest for Clues II. This is a compendium your best friend. After you have reached moral standing and, in a way, is a messen-
of clues and solutions for nearly 50 of the the third level, kill Brilhasti ap tarj, and ger of virtue to the land, the symbolic
most popular text adventure and fantasy you will be automatically transported to pattern falls into place. I offer this just as a
role-playing games. The publication in- the Old Man. After you have raised your little insight into Richard Garriot’s thinking
cludes an impressive collection of com- characters, you may notice that your first- behind the game. Richard Garriot, to those
plete solutions, clues, and detailed maps. level mage is now a first-level archmage not familiar with the name, is “Lord Brit-
The price is $24.99. who knows all of the spells from the first ish,” the father and creator of the Ultima
Also from Origin is Space Rogue, the four realms of magic. adventure series.
first of its kind in science-fiction, 3-D Steve Moore David Beals
spaceflight simulation. Available for PC/ Clarkston MN Westport MA
MS-DOS, Apple II, and C64/128 computers,
this game costs $49.95. This sophisticated Curse of the Azure Bonds (SSI) Before you venture into the final
simulation incorporates the best elements Dark elven weapons and armor dissolve dungeon of Doom (beneath the Mines of
of role-playing and adventure. The player in sunlight; even though they are magical, Shame), you must recover the three crown
explores a realistic universe during the don’t depend on them too much. I jewels of Lord British. The Amulet can be
pursuit of a profitable career in space. The wouldn’t bother weighing down your found at Lord British’s final battleground
game is not a linear progression of quests characters with this equipment. in the Underworld. Follow the directions
but a novel story where combat, finance, Scott Stoecher on the Journal of the Scribe Remoh, and
politics, and reputation affect the course Bath MI you will not become lost. The Amulet is
of events. needed to guide your heroes through the
Premier Technology, Inc. (415-882-7766) darkness that surrounds Lord British’s
has just signed an intent for Maze Wars Hillsfar (SSI)
prison.
from MacroMind and has acquired two Never use the Detect Traps spells. In-
The second crown jewel is the Crown. It
other games from PBI Software: NetTrek— stead, always travel with Tasslehoff in
can be found in the highest tower of
The Real Version and Strategic Conquest front of the group because he, being a
Blackthorn’s castle. Beware of the stone
Plus 2.0. All are for the Apple Macintosh kender, is handy with gadgets and can see
monsters that guard it.
computer. Maze Wars will be updated (with the traps and disarm them. Just don’t run
The last crown jewel is the Sceptre. One
color, improved game play, speed, graph- with him because he will sometimes miss
must traverse the mountains near Lost
ics, and MultiFinder compatibility) for traps.
Hope Bay and enter the Shadowlord’s
release soon. When jumping over small holes, Sturm’s
castle itself: Stonegate. Answer well the
Strategic Simulations, Inc. (408-737-6800) dexterity helps a lot. Go back until you
Daemon’s riddle, or die. Be aware also of
now lets you instantly generate AD&D® can’t see the hole anymore. Then, run all
the bottomless pit. The Sceptre is used to
game characters with Dungeon Master’s the way back to the hole and jump it.
dispel magical fields that even the spell An
Sturm is best for this because he is fast. If
Assistant, Volume II: Characters and Trea- Grav cannot dispel.
sures. This is a time-saving utility that he gets killed, there is still a chance of
You’ll find the Sandlewood Box of Lord
enables Dungeon Masters to generate winning the game.
British high in Castle Britannia. You must
detailed player or NPCs and large treasure To get to the lower levels of Xak Tsaroth,
enter the chambers of the Lord. Behind a
hordes in moments. The price, for C64/128 look for huge holes in the wall. These are
wall lies the Sandlewood Box, but the
and Apple II computers, is $29.95. sewers, and you can slide down them to
music of the harpsichord holds the key.
Another new SSI offering is Sword of the next level.
Talk to Sir Kenneth of Lighthouse Grey-
Aragon. The Duke of Aladda has died and Matt Foy
haven for insight.
left his last will and testament to you, his Sterling VA
Ian Smith
only child and heir. It is your father’s wish Halifax, Nova Scotia
that you extend Aladda’s dominion and Wizardry V (Sir-Tech)
eventually sit on the emperor’s throne in [Regarding a letter written by Amanda
the city of Tetrada. You must raise and Gupta published in issue #148,] in the That’s it for this issue. Please remember
equip an army of bowmen, cavalry, infan- character roster, a mage named Jaana was to honor the hard work of the program-
try, mages, and priests. Hire mercenaries overlooked. Jaana is a 2nd-level mage, and mers who write the code that brings the
if you must. Just remember that, even in a she can be found with the Resistance, software to life on your computer. If you
magical world, you still have to deal with below the city of Yew (there is an entrance have some tips you would like to share
the harsh realities of limited budgets and through a fireplace). Although I don’t quite with fellow gamers, please mail them to us
resources. You’ll lead your armies against agree with Ms. Gupta’s recommendations at 179 Pebble Place, San Ramon CA 94583.
the demonic rulers of the Eastern Realms as to which characters should be incorpo- Until next month, game on!
while defending Aladda against the plun- rated into your party (except in the case of
dering raids of goblin hordes. Move across Saduj), since any character can become
the strategic map and zoom into the tacti- powerful with training and time, I think it

70 DECEMBER 1989
NEW PRODUCTS FOR DLE1 and DLE2. Now you’ve found the ances- Festival, and gets novice heroes on the road to
tral home of the good dragons of Krynn—and greater and deadlier challenges.
NOVEMBER they need your help! Prepare for the grand Suggested Retail Price: $5.95/£4.50
finale of this new DRAGONLANCE® module Product No.: 9261
Armageddon Off Vesta series from Rick Swan.
BUCK ROGERS™ Books, The Martian Suggested Retail Price: $8.95/£5.95 MU5 Gamer’s Handbook of the Marvel
Wars Trilogy, Book Three Product No.: 9245 Universe™ #5
by M. S. Murdock MARVEL SUPER HEROES™ accessory
Martian troops head for Earth, and all of the by David Martin, Chris Mortika, David
inner planets are preparing for war! Only Buck TSE3 Web Wars Rogers, William Tracy, and Scott Bennie
Rogers stands between freedom for Earth and TOP SECRET/S.I.™ module You begged, you pleaded for more, and here
slavery under the feet of RAM, in the conclud- by Bob Kern they are! Over 100 updated superpowered
ing volume of the Martian Wars trilogy. Web would like to rule the world. It’s only heroes and villains for your MARVEL SUPER
Suggested Retail Price: $3.95 problem is that you are in the way. From Web’s HEROES™ campaign! All the latest information
Product No.: 3560 point of view, that little problem can be fixed. for game players and comics fans on loose-leaf
You see things differently, of course. Tackle the pages, each punched for three-ring binders and
Too, Too Solid Flesh masters of deceit in their own lair in this final with full-color pictures, is presented in this
TSR® Books novel episode in the Web Wars module series for the package. Make yours Marvel!
by Nick O’Donohoe TOP SECRET/S.I.™ game. Suggested Retail Price: $15.95/£8.95
Alas, poor human, we knew him well—but Suggested Retail Price: $8.95/£5.95 Product No.: 6887
now the inventor of a troupe of Shakespearean Product No.: 7637
androids is dead, and only his creations can Time of the Dragon
catch his murderer. Enjoy a refreshing and AD&D® DRAGONLANCE® boxed set
unique science-fiction murder mystery from B12 Queen’s Harvest by David “Zeb” Cook
this DRAGONLANCE® Tales author. D&D® module On one side of Krynn is the great continent of
Suggested Retail Price: $3.95 by Carl Sargent Ansalon, familiar to all who have adventured
Product No.: 8210 It was bad enough that those rascally orcs there by AD&D® module, book, or computer
kidnapped the cleric needed for the fabled game. But what of the other side of the world?
DLE3 Dragon Keep King’s Festival. But the army of monsters they Explore the bizarre and hidden lands of Krynn
AD&D® DRAGONLANCE® module have ready for invading your lands—now, that’s in this set, complete with four poster-size maps,
by Rick Swan a problem! Set in the Grand Duchy of Kara-
Your journey has led you through modules meikos, this module is the sequel to B11 King’s Continued on page 75

72 DECEMBER 1989
Want to get in touch with a favorite artist? Here’s how!

We’ve received a large number of letters recently for


some of the artists who have done work for DRAGON®
Magazine. We normally forward mail to the artists
from our offices, but we have obtained permission
from some artists to publish their addresses so that
you may contact them directly.
Letters to Clyde Caldwell, Jeff Easley, and Fred Fields
should be sent to: TSR, Inc., P.O. Box 756, Lake Geneva
WI 53147.
Letters to any artist not given here should be sent to:
[Artist’s name], c/o DRAGON Magazine, P.O. Box 111,
Lake Geneva WI 53147. Always enclose a stamped enve-
lope with your name given on the return address, so we
can forward the letter to the artist after completing the
address on the envelope.

Denis Beauvais
61 Chablis Street
Aylmer, Quebec
Canada J9H 5P9

Larry Elmore
P.O. Box 358
Leitchfield KY 42755

Carol Heyer
925 Avenue de los Arboles
Thousand Oaks CA 91360

Daniel Horne
570 North 23rd Street
Apt. 12 A
Philadelphia PA 19130

Keith Parkinson
c/o Shadow Graphics
P.O. Box 101
Lake Geneva WI 53147

Ken Widing
212 South 5th Street
Grand Haven MI 49417

Robin Wood
26384 Ford Road
Suite 102
Dearborn Heights MA 48127

74 DECEMBER 1989
Pool of Radiance
FORGOTTEN REALMS™ novel
by James M. Ward and Jane Cooper
Hong
Located on the northern shore of the Moon-
sea, the fabled city of Phlan has been overrun
by monsters led by a mysterious being. Three
Continued from page 72 FR9 Bloodstone Lands companions find themselves in the position of
AD&D® FORGOTTEN REALMS™ defending the soon-to-be ghost town against a
24 full-page reference cards, and two large accessory rival who is more powerful than they had been
game booklets. by R. A. Salvatore led to believe. Based on the computer game of
Suggested Retail Price: $18.00/£11.95 This book gives you rich details of the chal- the same name—which has already sold over
Product No.: 1050 lenging and dangerous territory first seen in the 75,000 copies.
high-level H module series. It includes rules to Suggested Retail Price: $3.95
take inexperienced players and DMs step-by- Product No.: 8417
NEW PRODUCTS FOR step through the modules, including tips for
good play and how to set up your own cam-
DECEMBER paign in Bloodstone.
Suggested Retail Price: $8.95/£5.95
TM5 Kara-Tur Trail Map
Product No.: 9267
AD&D® FORGOTTEN REALMS™ trail
* U.K. price includes VAT.
map
PC2 Top Ballista
by TSR Staff
D&D® Creature Crucible #2 Unless otherwise noted:
What’s the quickest way to get to the capital by Carl Sargent
® and ™ denote trademarks owned by TSR, Inc.
of Shou Lung? You might want to know that ©1989 TSR. Inc. All Rights Reserved.
Do you have the Right Stuff? Would you go up
little tidbit when the bakemono come calling on in a gnome-made airplane to prove it? This MARVEL SUPER HEROES is a trademark of the Marvel
your caravan, and the best thing you could exciting D&D® accessory presents flying con- Entertainment Group, Inc. All Marvel characters. names, and
possibly have is a copy of this trail map! You get the distinctive likenesses thereof are trademarks of the
traptions and flight rules for hilarious hours of Marvel Entertainment Group, Inc.
a 26” x 38” map that you can mount on your fun. Explore the incredible gnomish flying city, ©1989 Marvel Entertainment Group, Inc. All Rights Reserved.
wall for easy campaign reference. Serraine, if you dare. Join the few, the proud,
Suggested Retail Price: $5.95/£2.95 BUCK ROGERS is a trademark used under license from The
the Top Ballista!
Product No.: 9402 Dille Family Trust. ©1989 by The Dille Family Trust. All Rights
Suggested Retail Price: $9.95/£6.50 Reserved.
Product No.: 9255
AD&D® Monstrous Compendium, Volume
Three
AD&D® 2nd Edition accessory
This volume concentrates on the monsters
unique to the FORGOTTEN REALMS™ campaign
setting (as well as dinosaurs and beasts of the
ice ages). Creatures that have appeared in the
FR module series and the FORGOTTEN
REALMS™ novels are now here for use in your
campaign—no matter where it is located. All 64
pages are five-hole punched and perforated for
easy insertion into the Monstrous Compendium
binder.
Suggested Retail Price: $9.95/£6.50
Product No.: 2104

BATTLESYSTEM™ Miniatures Rules


AD&D® 2nd Edition accessory
by Douglas Niles
This 128-page book, illustrated with dozens of
full-color photographs, is just what miniatures-
gaming enthusiasts have been waiting for! It
features a brand-new self-contained rules
system for playing out battles with miniature
figures, and it includes information on how to
design your own battle scenarios, how to con-
vert characters and creatures from your
AD&D® game campaign into BATTLESYSTEM™
game terms, and how to paint figures and
construct terrain to make your battle scenes
come to life.
Suggested Retail Price: $14.95/£9.95
Product No.: 9266

REF6 Complete Fighter Manual


AD&D® 2nd Edition accessory
by Aaron Allston
Most gamers enjoy a good fantasy fight, and if
you are one of those that do, this book is for
you! You’ll get new types of weapons, and magi-
cal items. Plus, the fighter class is expanded into
several new subclasses. Don’t let some wimp
mage bully your character around with a
fireball — get this book first!
Suggested Retail Price: $10.95/£9.95
Product No.: 9259

DRAGON 75
Spider-Man
To Wed
Vanna White!
The Marvel Universe™ meets . . . the real world
by Fraser Sherman

If that sounds like an improbable head- Not everyone likes super heroes, either. ago, during the trial of the Wraith (Marvel
line, how about: These heroes are very powerful, and Team-Up #51). Being mind-controlled is
“Marilyn Monroe Was a Skrull!” power corrupts. Look at Iron Man’s recent now a valid defense against criminal
“New York Housewife Bears Captain rampage against armored criminals; at charges. (Professor X and Moondragon
America’s Love Child!” Magneto, a former mutant terrorist; or at were called as expert witnesses; the
“Elvis: Was He Reincarnated As the Daimon Hellstrom—would you trust some- Wraith, his father’s mental puppet, was
Hulk?” one once called the Son of Satan? Some found not guilty.) No doubt other attor-
You won’t see those titles at the local super heroes aren’t even human; there are neys have used that defense since, even
newsstand, but in the Marvel Universe, it’s mutants, synthozoids, androids, and aliens when it’s not true. When it is true, it must
another story. Newspapers like the Na- running around under those masks. be very difficult to prove.
tional Enquirer probably run as many But the majority of people would admit The law appears to give nonhumans at
stories about the Fantastic Four as they do that superheroes do a lot of good. Society least basic human rights. For all the hatred
about Joan Collins. needs them. That’s why the law turns a leveled at mutants, no one has ever argued
What would the world be like if super blind eye (in the MU) to so many of their that as non - Homo sapiens they aren’t
heroes were real? How would America activities. It’s understood that you don’t legally human (which would mean they
change if some Americans had the power make a fuss when super heroes commit had no rights whatsoever). Although he’s a
to level entire cities? This article covers breaking and entering, trespassing, assault synthozoid, the Vision’s marriage to Scar-
how the Marvel Universe (hereafter called and battery, and other illegal activities in let Witch has been accepted by everyone,
the MU) has adapted to its many super the cause of justice. That’s why so many a good precedent if people ever ask “Is
beings, what things could happen in a GM- people in comics say they don’t like vigilan- artificial life really human?”
created super hero universe, and what tes. If they were in this world, taking the On the other hand, the new Mutant
might happen if super heroes turned up in law in their own hands and answering to Registration Act requires mutants to regis-
your home town. Though this article is no one, I doubt I’d like them, either. ter their names and whereabouts with the
oriented toward the MARVEL SUPER The “blind eye” helps some heroes more government. Although it hasn’t been
HEROES™ game, its ideas are applicable to than others. Spider-Man has been har- tested in court yet, the act strikes me as
other super hero RPGs. assed a lot by police over the years, largely being unconstitutional. Nevertheless, the
due to The Daily Bugle’s campaigns against MU government is going ahead with it.
The Marvel Universe him. The Avengers, on the other hand, For more on the subject of super heroes
In the MU, there have been super he- have enjoyed government backing for and the law, I highly recommend Robert
roes as far back as World War I. The cur- most of their existence. New PCs may find G. Ingersoll’s “Law is an Ass” column in
rent heroic age, starting with the Fantastic their situation closer to Spidey’s; the The Comics Buyers Guide. It is very in-
Four, has lasted a little over 10 years (even police—perhaps even other heroes—are formative on such questions as suing
though comic books about it have been unlikely to trust masked strangers until super heroes, what constitutes a legal
appearing for nearly 30). Costumed heroes the strangers prove themselves. arrest, and whether Matt Murdock knows
and villains are a fact of life. Then there are other problems. In real- anything about the law.
That doesn’t mean the public believes world America, it’s unconstitutional to Of course, the government may step in
everything it hears. Outside New York imprison a man in a cardboard box. But in as well. The American government has
City, few people have seen super heroes in the MU, super heroes did it to the Absorb- wanted its own super heroes since the
action, and some suspect their powers and ing Man once, as it was the only way to 1940s, when FDR commissioned a project
adventures are exaggerated, at least keep him from using his powers to escape. to create an army of super-soldiers (the
slightly, by the press. The weirder the The law has had to change to deal with project was sabotaged after it created
news is, the more skeptical the public is. super villains; punishments like this are Captain America). Today, Marvel America
Iron Man is a lot easier to accept than Dr. not considered unconstitutional if they’re employs the mutant group Freedom Force.
Strange, let alone some blonde guy claim- necessary to keep a villain in jail. Super agents are certainly useful, but they
ing to be the Norse god of thunder. Another precedent was set a few years aren’t necessarily reliable. Many militant

76 DECEMBER 1989
Resisters, who oppose the Mutant Regis- people to believe in them. If they’re the yourself what would really happen if
tration Act, used to work for the govern- very first super beings, people are going to super heroes turned up in your home
ment as the Mutant Force. S.H.I.E.L.D. be skeptical (“Special effects can do any- town—or, say, my home town.
tried to develop a super team, but half its thing! Didn’t David Copperfield make the Fort Walton Beach sits next to a major
recruits turned out to be traitors. And the Statue of Liberty disappear?“). There may military installation, a center for nonnu-
U.S.S.R. has developed many super heroes even have been fake super humans trying clear weapons research. That makes the
(Crimson Dynamo, Black Widow, the Uni- to cash in with trickery (“Give me all your town a natural source for PC or NPC ori-
corn, etc.), but many of them have re- money! You can see by my costume that gins (“The laser cannon imploded, and Sgt.
belled or defected. I’m a powerful super villain!“). Farren’s glowing with energy!“) and pro-
Would the situation be the same in the Also, people won’t be as nice about vides plenty of classified secrets for crimi-
real world? Would you accept Captain heroes bending the law as they are in the nals to steal. And if the military ever
America as your President? Or would you MU. It’d be one thing to stop a crime in decides to create its own super heroes, the
fear that a super police force become as progress, but assaulting suspected felons research and development will probably
bad as the Sentinels in the MX Future in and breaking into alleged hideouts won’t be done here.
Flames module series? Look at the way go over well with the American Civil Lib- The military would take a keen interest
people in the real world resist or succumb erties Union. The heroes might even find in any super heroes who appear in town,
to the temptations of power, and decide themselves on the wrong end of a lawsuit. monitoring or spying on them to learn
for yourself. Loyalty might be a hero’s Before long, the “heroes” may run when- whose side they’re really on. Perhaps the
most valuable trait. ever the police appear, the way Spider- military would even try to learn the he-
Business will be affected by super he- Man has done so many times. roes identities—in the interest of national
roes, too. In the MU, property can be The government may finally decide to security, of course.
insured against damages caused by super accept this sort of unique law-enforcing Ft. Walton Beach is also a tourist town.
humans (I imagine there are personal activity. Then again, it might require super Tourism-related business might be divided
injury policies, too). “Super hero insur- heroes to register with the police, as well on the PCs’ presence, both pro (“Think
ance” is probably pretty cheap in most as slap umpteen regulations on them. The how safe they’ll feel with the Protectors
parts of the country; how many people in government might even forbid super watching over them.“) and con (“Every-
Milwaukee are likely to claim damages? heroes to operate unless they work for the one’s afraid Wolverine’ll be in the condo
But in New York, where buildings are police, the FBI, the CIA, or some other next door!“). And there’s a conservative
leveled almost daily, premiums must be official organization (or have them do it religious faction here, the kind that finds
tremendous. for at least a couple of years to prove D&D® games to be “satanic.” I doubt it’d be
There will be clauses and exemptions, themselves, then let them free-lance). On a pleased if real magic-using super heroes
too. Insurance companies don’t pay for local level, towns might want resident appeared (or worse, a “false god” like
damages caused by acts of war, so anyone heroes to carry a bond against property Hercules or Thor).
who lost his house during the Wraithwar damage or perform 20 (or 30, or 50) hours Not everyone in the area with super
in the Rom comics is out of luck. And, of community service a month as a good- powers will become a super hero. A cop
contrary to a recent issue of Avengers, the will gesture. who gets powers might decide to use them
companies probably didn’t pay when On the bright side, a nation that idolizes but as a cop (“This badge means more
Namor lead an Atlantean invasion of Vanna White ought to be really impressed than any stupid costume!“). What about an
America, either. There may be other, spe- with people who can fly. Super heroes IRS agent who reads minds? Or a salesman
cial exemptions that may be fairly obvious could become the hottest celebrities who mentally compels people to meet his
(“Read the fine print. We don’t pay for around—invited to be on the “Tonight prices? Or a farmer who grows super
damages caused by Galactus.“). Show,” begged to endorse politicians and plants? (“Just got a green thumb, I guess.“)
Super heroes haven’t affected the rest of products, become the stars of movies, TV, Do your players have any political
the business world much, but at least two comic books, or even role-playing games, views? Perhaps they’d like to have their
new businesses have developed involving A starstruck America might forget any PCs act on them (comic-book heroes seem
super humans. One supports the super- fears they had of these heroes, so long as to have no politics beyond upholding the
powered mercenary—people like Luke the heroes don’t get beaten or fail too cause of Good, but we’re talking reality
Cage, Paladin, or Silver Sable, who operate often. PCs may meet or become heroes here). A new, hazardous landfill has be-
as heroes for hire. On the other side of the more concerned with saving their careers come big news in this area; perhaps the
law, we have Justin Hammer and the than saving lives. Or heroes could become heroes would like to crusade against it.
Tinkerer, who create and repair the so- so popular the public will let them get But what if the landfill’s backers are
phisticated equipment today’s high-tech away with almost anything. threatened by an eco-terrorist and the PCs
villains need. Then there are the super villains. How have to protect the backers? What if the
Surprisingly, there has been little effort would a world like ours keep them impris- local KKK head is targeted by an assassin,
to merchandise super heroes except in oned? If a PC captures a super-powered and a black PC is asked to help save him?
comic books. When the Fantastic Four cyborg, would it be cruel and unusual Suppose the PCs meet a hero who is ideal
appeared, they were contacted by the MU punishment to remove or deactivate the in every way except for being an out-
versions of Stan Lee and Jack Kirby, who foe’s bionic limbs? If it were possible to spoken bigot?
suggested adapting the FF’s adventures take away criminals’ super powers, would If one of the PCs is a mutant (and lives in
into a comic book. The heroes agreed, and it be legal? And what about insurance? In the MU), would he protest the Mutant
the book was such a success that Marvel a new world, insurance companies Registration Act or sign up? Perhaps he’d
has been signing up heroes ever since wouldn’t be prepared to pay for the kind want to be a test case that a civil-rights
(Nova #5 shows how Marvel goes about it). of damage super humans can do. Wher- groups could use to challenge the law in
Steve Rogers once drew for his own Cap- ever your PCs start operating, insurance the courts. Or what if a mutant equivalent
tain America comic. rates will skyrocket—if the companies of Martin Luther King appears, urging
don’t just cancel everyone’s policies. The nonviolent protest in the name of mutant
New worlds current malpractice insurance crisis rights? What would happen if he came to
So far we’ve covered how super beings would be small potatoes by comparison. Ft. Walton? Would the PCs want to get
have affected the MU, A new world, in involved? This sort of politics might not be
which your PCs are the world’s first he- Getting started to everyone’s taste, but players with
roes, would be another story. To show some of the real-world situa-
To start off, the PCs have got to get tions that can affect any universe, ask Continued on page 91

78 DECEMBER 1989
Terrain makers and
terrain destroyers
©1989 by Robert Bigelow
Most countries in which this column is
read have a special day of gift-giving dur-
ing December. With this in mind, this
months column will focus on figures and
accessories that you can put on your wish
list or give to your friends.
Before we dig into the grab bag of
products, I want to issue a very special
thanks to all the judges who did such a
fantastic job at filling the Strategic and
Miniatures gaming areas at the 1989 GEN
CON® game fair. I have been remiss in not
thanking everyone before now. We ex-
ceeded the goals set for the number of
Draconians (Ral Partha Enterprises)
games in almost all areas of play.

Reviews
Miniatures’ product ratings
* Poor
** Below average
*** Average
**** Above average
***** Excellent

The first two reviews go together under


the heading of scenery and landscaping.
Scenery is one of the most important parts
of a well-balanced miniatures game. It
allows you to hide figures, set up realistic
ambushes, impede movement, and provide
defense points for troop protection. Scen-
ery, in the form of buildings or natural
features, allows you to plan the best possi-
ble ways to use your troops.
To this end, miniatures gamers use many
objects to represent terrain features. Some
objects require much work to even
vaguely resemble what they are supposed
to represent, but some require almost no
work at all. The following are included for
your inspection.

GHQ
2634 Bryant Avenue South
Minneapolis MI 55408

Terrain Maker: ¼” Gaming Hexes


(TM2, Streams and Shores) ***½
GHQ has long been a major force in the
production of armor miniatures in 1/285th
scale, both for World War II and modern
scenarios, and it has high-quality 1/2400th
ship reproductions suitable for either
gaming or display. Now GHQ has entered
the scenery market.
The stream-and-shore hex set contains
48 hexes, material to make either eight or
16 pine trees, a color illustration that also
acts as a package front, and a set of in-
structions on how to arrange the hexes
Inn with stables and half-timber house (Greenfield Garrisons) into the desired shapes. These items come
Photos by Mike Bethke; painting by Ann Smolinski in a tubular plastic bag with no real pro-

80 DECEMBER 1989
tection for its contents, so be sure you get buildings available during the Middle Ages. the edges for the scissors, which show the
a set that is free of injury. Building materials then were mostly clay, cutting line). The mats represent well-
The hexes are made out of hard styro- wood, plaster, or straw, and roofs were developed urban areas with buildings and
foam with slightly rounded edges. Each usually made from straw or slate. Stone stone avenues, courtyards with wells and
hex is ¼” thick, 4½” long, and 3 15/16” buildings were most often reserved for fountains, and palace grounds with more
wide, with each hex face being 2¼” long. wealthy churches, defensive structures, or open area than buildings.
The tree-making material comes in two other multistory buildings. The buildings Last but not least is the 64-page booklet
pieces, each about 1’ long. The scenery- included in the kit are not as representa- of urban background and adventures,
making system is based on the use of tive as a historically accurate mix might which is excellent for those unused to city
hexes ½” thick (one hex piece stacked on have been. There are no all-straw or all- adventures or unsure of how to use this
another), and there is enough material to wood buildings with little or no plaster; set to best advantage. The book does not
build anything from a stream to a small the majority of these buildings have fin- really help when the buildings and mats
river across the width of a 4’ x 8’ table. ished plaster-type walls with stone bases. are used to fight siege battles or large-
The directions show you how to work The only all-stone buildings are churches. scale wars.
with the material and plan the layout that The buildings in this set do represent This set has a couple of small problems.
you want to build. Read the directions dwellings in a fairly old and established The directions for assembling the build-
carefully, especially the part on how to heart of a city. ings are not as clear as they should be and
plan for banks. The kit also contains two large mats with can give fits to people who have never
This system is not for beginners who different floor and street plans. Each layout done paper assembly before. In particular,
expect everything to come out perfectly mat actually has three different floor plans there are two buildings that do not appear
the first time. It is going to require real that should be separated at the not-always- to fit together until you put the walls of
planning, especially if you want to use the obvious marking lines (look closely along one at an angle; this at least should be
hexes for anything more than one particu-
lar scenario. You will have to take a hex
sheet and work out a universal hex pat-
tern, which will be difficult because of the
small hexes. You can probably count on
ruining some hexes in the cutting-and-
shaping phase until you learn to do it
correctly. You will also have to provide a
safe, ventilated painting area to apply a
permanent finish to the hexes. Remember
that this is a Styrofoam product and you
can use only latex paints; oil-based paints
will melt the hexes.
This is a good scenery source for experi-
enced modelers but cannot be recom-
mended for novices. It can be mated with
other products to provide transition pieces
or used to turn out very nice dioramas,
but it takes a lot of time to prepare this
product for use, time that could also be
used for figure painting. The cost is high
for the area covered, but it is reasonable
Pursuit lance (Ral Partha Enterprises)
for small projects at $6.95 per package.
The base-unit pack, which consists of ½” -
thick hexes (12 to a package), costs $6.95.

TSR, Inc.
P.O. Box 756
Lake Geneva WI 53147
Cities of Mystery (TSR #9262) ****½
Cities of Mystery was produced as
accessory for TSR’s AD&D® FORGOTTEN
REALMS™ campaign setting. Although it
serves well in this regard, it also is a boon
for the miniatures player.
Cities of Mystery comes in a flat box that
can also be used as a storage box if you do
not assemble the buildings permanently. It
contains four accordion sections, each
section containing the punch-out sheets
needed. to assemble 7-9 buildings. The
buildings are printed in color on heavy
construction paper. The house pieces
needed for construction are pre-cut, so a
simple punch of the finger is all that’s
required to remove the buildings from
their sheet.
The buildings depicted on the sheets
represent a good cross section of the The Joker and Batman (Grenadier Models)
DRAGON 81
marked. The second problem concerns the 1003 Command Support matter what set of rules you use, these
method of assembly; as there are no in- Group * * * *½ tanks should be feared by their opponents.
serts for tab construction, you usually 1005 Recovery Unit **** Each vehicle body measures over 7/8” wide
have to use tape. If the tape is removed, 1010 Assault Tanks * * * *½ and 1½” long. A turret is roughly half the
the building backs will tear. The Little Wars convention this year had size of its vehicle, not counting its massive
This set is highly recommended. Two of a treasure trove of new miniatures and gun or rocket arrays. Each vehicle’s mo-
the floor plans fit in Games Workshop’s new miniatures companies. One such tive power is provided by four treads
Mighty Fortress set, and Greenfield Garri- company at the convention was M-3 Minia- spread equally under the body, protected
son’s “Wall Sections” can be modified to fit tures, which playtested a new rules set by side skirts and armor. The vehicles are
around the floor-plan sheets. The $15.00 and vehicles. These vehicles have grand said to weigh 100 tons each, and their
retail price is good for just the scenario possibilities for use with FASA’s BATTLE- weapons’ arrays are awesome. Detail on
book alone. TECH® and RENEGADE LEGION™ games, the vehicles is crisp, with excellent grates
as well as with Steve Jackson Games’ CAR and individual rockets shown in their
Greenfield Garrisons WARS® and OGRE®/GEV® systems. launchers. The only disappointments are
2814 Inman Each of the three M-3 samples submitted that the middle two tracks go only halfway
Ferndale MI 48220 for review this month contains several under each vehicle, and a little flash is on
miniatures and has multiple uses. Suffi- each vehicle’s rear.
GG 2104 European Half -Timber cient vehicles are given with each packet These vehicles are excellent and can be
House **** to form either a lance or a stand-apart used with many games. While the statistics
GG 2119 European Inn with unit, and all are 1/300th scale. given for them on their packages ease
Stables **** Set 1003 is a command support group. their use for BATTLETECH games, stats
The village inn was a center of life in Included are an eight-wheeled truck with for other games should be easy to create.
medieval times. There, townsfolk would a satellite dish and either a spotlight or These vehicles will extend the number of
drink and gossip, and travelers would rest, radar unit, a tank trailer with a weapon miniatures scenarios you can play, allow-
safe from outside perils. The inn from mounted on the front, a wheeled cab ing you to attack an enemy command
Greenfield Garrison accurately portrays tractor, a tracked heavy-duty tractor, and a center or recover valuable fighting units.
an average hostel from this period. The heavy tracked trailer that measures just These figures are $4.75 per package.
miniature is 2¼” wide, 6¼” long, and over 2¼” long. The detailing on these
4¼” high. It is made of a blown plasticlike units is good, with clear and well-done Scotia Micro Models
foam that will accept any type of paint. tracks, bogey wheels, doors, windows, and 32 West Hemming Street
The building is solid throughout, but the grill work. The wheels and tires on those Letham, Angus
material used is fairly workable and can vehicles having them are a little more oval Scotland DD8 2PU
be hollowed out with care. than circular, but this does not detract
The inn itself is a two-story structure from the models. According to the pack- Simtac, Inc.
with wooden bracing over wood-and- age label, these vehicles can be used as a 20 Attawan Road
plaster construction. The bottom half of group, forming a mobile command post Niantic CT 06357
the inn consists of an entryway and a with satellite receiver, a MASH unit, and a
large three-bayed stable, a normal con- cooling truck (which can also be a fuel F6B-8 Goblin Cavalry with
struction of the times. The traveler’s truck). These figures are well molded for Spears ****
rooms are on the second floor and loft. these purposes. F6B-10 Goblin Cavalry
The angled roof has molded shakes in Set 1005, the recovery unit, consists of Command ***½
place of shingles (shakes are wooden shin- five vehicles. One is a large flatbed trailer In previous columns, you’ve seen several
gles split from logs). with a crane attachment, having a cabin at examples of 15mm figures suitable for use
Greenfield Garrison has also produced a its front. The trailer is supported by four with TSR’s BATTLESYSTEM™ game or Ral
half-timbered house having three stories, sets of tracks and is 2½” long and ¾" Partha’s RULES ACCORDING TO RAL
including the loft rooms. It is much like wide. The tractor to pull this trailer is a system. The advantages of 15mm scale
the inn, but the house’s first story is of massive, armored, tanklike vehicle with a over 25mm scale are many, with lower
brick and stone. The second floor and loft tow wheel on the rear deck. The third prices being just one. But one of the prob-
extend beyond the first floor, overhanging vehicle is a four-wheeled, flat-topped vehi- lems with 15mm figures is the limited
streets and alleys around it. Traditionally, cle with missile launchers mounted on the number of figures available (most are
this house would be owned by a rich man rear. The fourth is a large vanlike repair from Alliance).
or have a store in the bottom half with the vehicle with wheels in front and tracks in Scotia now introduces its fairly extensive
family living above. It could, if used with the rear. Its nose is rounded, and it has Jacobite Fantasy line. This series closes
the inn, be where the innkeeper and his several observation windows. The fifth is a many of the gaps in the Alliance line and
family and helpers live. repair vehicle with a flatbed, mounted on offers you more reasons to “go smaller.”
There are some disadvantages to these a 12-wheeled chassis, with a tubular The two samples submitted to me are
structures. The buildings are 15mm scale, holder mounted on the rear and a series both goblin cavalry. The first set consists
but their size lends to their use with of cabin and tool holders on both sides. of five goblins riding wolves. The goblins
25mm figures. You’ll occasionally find This can be a field repair and recovery are armed with spears and short swords,
some pitting, spots that did not fill all the unit for ‘Mechs in BATTLETECH games. and they wear caps that look like cornuco-
way; these can be filled with putty. The The detail on these units is good but not pias. They are also outfitted with packs,
buildings are easy to prime with any paint. quite as good as that on the command sleeping bags, and canteens, and are wear-
I highly recommend these buildings in pack. Tread detail is good, but a couple of ing clothes over chain mail armor. They
spite of the time you might take in paint- links are badly formed and the treads have stubby legs and long noses, and their
ing and minor fixing. They are light- seem to be slightly angled. The edges are faces are wrinkled up so they appear to be
weight, easy to store and transport though slightly ragged on the flatbed but can be wearing riding goggles. Their wolves are
they can be a bit bulky. The house is $5.49 fixed easily. The wheel detail is very good, of two distinct types, both having exagger-
and the inn is $5.89. but the windows lack shape and ‘appear to ated facial expressions, ribs sticking out,
have been added as an afterthought. As a manes, and overly bushy tails. One type of
M-3 Miniatures whole unit, this is. good, wolf is merrily trotting along, while the
33 Mario Court Set 1010 is said to contain assault tanks, other has his ears back and is leaning
Plymouth MI 48170 and the figures are definitely that. No forward in an attack position.

82 DECEMBER 1989
The command set contains three goblins the actions of the figure. His long jaw juts out 3025, is not designed for toe-to-toe
and their mounts, with the same types of forward, and his face is twisted in mania- slugging. Each Commando miniature has
wolf castings as the cavalry set (two cal laughter as he tears at his hair. its right arm extended as if to fire. The
wolves trotting and one attacking), The These are excellent figures; I could find detail is good with joints and panel lines
goblin commanders all have shields but little wrong with them. I highly recom- clearly marked, but there is flash under
lack sleeping gear or packs. Two are carry- mend these as Christmas gifts to anyone the arms and along the middle of each
ing staves with long flags furled and heads who is a fan of this legendary figure. The ‘Mech at the waistline. Both ‘Mechs had
mounted on the ends. The third goblin is set’s price is $8.95. almost identical flash, so it may be time to
blowing a bugle. remake the mold.
Most of the figures are of good quality. Ral Partha Enterprises, Inc. The Jenner is a 35-ton, fast-moving
Since they are 15mm (even though they 5938 Carthage Court ‘Mech armed with SRMs and lasers; it has
are a little big for that scale), they lack the Cincinnati OH 45212 fair armor and jump capacity. The minia-
detail usually found on 25mm figures. ture is excellent with no flash and very
Some of the different castings’ ends are 10-808 Pursuit Lance * * * *½
clear lines and engraving. The only prob-
not as well defined as they should be. The FASA’s BATTLETECH game remains one lem encountered with this ‘Mech was that
wolves’ manes and tails are slightly exag- of the hottest ones going, and the demand the back of its “head” did not completely
gerated. You can also see several mold for figures increases as its popularity fill, and it came out at an angle.
lines on the figures. grows. Ral Partha has responded in part The last ‘Mech is the Vulcan. This 40-ton
These are, however, good multiple-use with its lance packs. The pursuit lance anti-infantry unit is armed with a flamer,
purchases. The figures are just large pack is the newest issue. medium laser, machine gun, and an auto-
enough that they can be used as nuisance The pursuit lance contains four ‘Mechs: cannon. It also has the advantage of more
monsters in 25mm scale or very effective two Commandos, a Jenner, and a Vulcan. armor than either of the other ‘Mechs
goblins in 15mm scale. It also contains the large hexes that act as herein, and has almost as small a target
stabilizers and prevent damage to each front as the Jenner. The model is excellent
Grenadier Models, Inc. completed ‘Mech. A small piece of wire with no flash, good engraving, and well-
P.O. Box 305 completes the package. Ail the ‘Mechs done holes.
Springfield PA 19064 have been released previously as single I’m not really sure what this “pursuit
figures. lance” is supposed to pursue. If it’s chasing
Grenadier Models UK Ltd. A Commando is a 25-ton ‘Mech armed undamaged medium ‘Mechs, I would
19 Babage Road, Deeside with wrist- and chest-mounted short-range rather be at HQ than leading the chase. If
Clwyd, Wales missiles (SRMs) and a medium laser. This it’s chasing infantry, that’s overkill. I’m not
United Kingdom CH5 2QB ‘Mech is designed as a stealth-type scout sure that I would have made the same
and, as per BATTLETECH Technical Read- choices for ‘Mechs in this package.
6506 Batman Metal Figure Set * * * * *
People in the United States have had a
50-year love affair with Batman. The
Caped Crusader has had his own comic,
spin-offs galore, his own TV series, and
recently a major motion picture. His fans
read about his duels with legendary vil-
lains and see him grow through the years.
The set submitted for review contained
two figures in 58mm scale. Both figures
are cast more as display miniatures than
as action or game-use miniatures. The
figures are Batman and his most famous
arch-rival, the Joker.
The Batman figure seems to be facing
off an adversary and daring him to do his
worst. He stands with feet apart, legs
straight, chest thrown out, and shoulders
back. His belt with all its many compart-
ments is well done but lacks the bat sym-
bol from the older comics, having just a
simple buckle.
Batman’s familiar cowl masks a face set
in stern determination. The bat symbol,
raised slightly, stands out on his chest. The
figure gives off an aura of strength. The
only failing this figure has is the blending
and lack of definition between the left side
of the face and the cowl.
The Joker figure captures the essence of
the clown prince of crime. His famous
shoes with spats and striped cuffed pants
are clearly noticeable; the stripes are
lightly etched on the trouser legs. His vest,
string tie, and tuxedo jacket with its wide
lapels and long tails are depicted as if
windblown. His gloves and cuffs are also
well done. Perhaps the most telling fea-
tures are the look on the Joker’s face and Detail on Draconian priest (Ral Partha) Photo by Ral Partha Enterprises

DRAGON 83
I do recommend this unit as a purchase are bulky, metallic in looks, and again only holds shows it knows what to do with
if you need these ‘Mechs for other units. expose the talons. Even the head is ar- trouble when it finds it). On this figure,
They’re less expensive in packs than hav- mored, with only the muzzle, teeth, nose, even the muzzle is armored and only the
ing to buy them as singles. This pack is and eyes exposed. The only unarmored wings remain unprotected.
$12.00. parts of its body are the large leathery The individual fighting troops are armed
wings extending from its back. The lead- with a variety of weapons, including bows,
10-501 Draconians ***** er’s sword is sheathed; the only weapon it flails, a smaller serrated sword, and a
Draconians are the harbingers of evil in seems to have is its meanness. halberd. Most of the troops carry shields
TSR’s AD&D DRAGONLANCE® saga. These But the leader doesn’t need weapons of varying designs and sizes; armor ranges
dragonlike humanoids cannot be confused with the champion handy. This huge fig- from none to plate. The chain mail that
with reptile men or a host of similar crea- ure is even more heavily armored than the some of the troops wear is somewhat
tures: They stand alone! leader, having overlapping armor plates ragged (by design), and some is well fitted.
The Draconians box set submitted for held up by a large belt. It is hunched for- The facial features are excellent, with
review held 10 of these scaly terrors. All ward in a menacing pose, as if looking for horns and armored heads. These figures
are excellently cast, with some light flash trouble (the huge serrated sword that it are very well sculpted.
on the priest figure and no deformities
noted. Three of the figures are larger than
the rest (which are obviously fighters).
The three large figures are a priest, a
Draconian champion, and a leader.
The priest wears robes and a breast
plate. The robes are bordered by a very
detailed scarf that falls to the ankles. This
figure has impressive amounts of detail on
its belt and breast plate, and the entire
figure shows meticulous care in sculpting.
The talons, the sharp teeth, and the well-
done nose, eyes, and crest all speak of
power and leadership.
The leader figure wears chain mail and a
breast plate. Designs appear on the breast
plate, shoulder protectors, and back
plates. The foot coverings that wrap
around the feet appear to be cloth and
allow the talons to protrude. The gloves

84 DECEMBER 1989
This is an excellent set and is highly These figures are excellent and can be
recommended to anyone who wants to used for colonial wargaming or for SPACE:
throw a serious obstacle into a party’s 1889 role-playing. The book enclosed with
path. The figures can also be used as dis- the set gives detailed painting instructions
play pieces with equal ease. The set is for many other countries’ soldiers as well
$12.95. as for Great Britain. This unit also lends
itself well to expansion with colonial figures
Game Designers’ Workshop from RAFM Miniatures or Ral Partha. All
P.O. Box 1646 you need to get started in historical war
Bloomington IL 61702-1646 games are a set of miniatures rules (or the
SPACE: 1889 Soldier’s Companion) and a
Soldiers of the Queen * * * *½ pack of plastic Zulus. This package is highly
The British colonial period during the recommended, even at $20.00 retail.
1800s is one of the most interesting parts
of English history. It was said that “the sun With these trinkets, we close the re-
never sets on the British Empire,” and the views for this month. If you have any
various uniforms worn by troops on colo- questions or comments, send them to me
nial duty were known throughout the at: Friends’ Hobby Shop, 1411 East Wash-
world. Now GDW has extended the British ington, Waukegan IL 60085. I can’t prom-
Empire by adding Mars to its sphere of ise to get right back to you, as this is my
influence in the SPACE: 1889™ game. busiest time of year. Until next month,
The figures in the set submitted for Merry Christmas and Happy New Year!
review have uniforms representative of
this period, with the piping and belts
pictured so often in movies and books.
The back of the box shows a representa-
tive selection of unpainted figures and lists
the types and numbers of soldiers in-
cluded. (This box back also includes a
confusing mistake. The box says that there
are 20 figures included, but if you add up
the list you’ll find only 18. This was a
printing error, as two “soldiers advancing”
were neglected.)
The enlisted troops have basically identi-
cal equipment and differ primarily in
posture. The troops all have pith helmets
wrapped with the cloth or mosquito net-
ting standard for that time. They have
well-detailed tunics with prominent raised
piping on the sleeve and epaulets on the
shoulders. The pockets and buttons are
clearly seen, and the belts and suspenders
are nicely done. Canteens are detailed
even to their cloth covers. Ammo pouches
and bayonet sheaths are also evident. The
pants have wrinkles from the well-detailed
boots. However, on my figures and on
some figures purchased at my shop, the
rifle butts were not totally filled in. The
rifle barrels and bayonets are slightly too
large, and an occasional off-center mold
line appears, with features not quite lined
up on either side.
The officer figures have the same good
detailing for tunics, boots, and trousers as
their troops but lack some of the latter’s
equipment. Officers do have well-done
pistols with evident cylinders, swords with
the proper hand guards, and excellent
holsters and map or ration bags.
The major and his horse are stand-alone
figures. While the major has all the equip-
ment of the other officers, he also has a
set of binoculars, including the case. The
binoculars are almost perfect in detail,
with adjustment knobs and clasps on the
carrying case. The horse is excellent with
exceptional equine detail including teeth
and well-detailed eyes. The saddle, mane,
and harness details are somewhat exagger-
ated but can be painted perfectly.

DRAGON 85
indicates an Australian convention. for a form. Registration fees for the entire
Convention Calendar Policies indicates a Canadian convention. weekend are $15. Send a SASE to RPGA™
indicates a European convention. Network, P.O. Box 515, Lake Geneva WI 53147.
This column is a service to our readers
worldwide. Anyone may place a free listing * indicates a product produced by a company other than TSR WOTTACON ’90, January 6
Inc. Most product names are trademarks owned by the
for a game convention here, but the follow- companies publishing those products. The use of the name of
The Guild of Melee and Magic’s second con-
ing guidelines must be observed. any product without mention of its trademark status should not vention will be held at Goldsmiths’ College, New
In order to ensure that all convention be construed as a challenge to such status. Cross, London SE14. Wottacon will have live-
listings contain accurate and timely infor- action, tabletop, and PBM rolw-playing, as well
mation, all material should be either typed GAMEFEST ’90, December 8-10 as war gaming and board games. There will be
double-spaced or printed legibly on stand- The Gamemasters Guild of Waukegan, Ill., is competitions, demonstrations, a large number
ard manuscript paper. The contents of hosting this event. RPGA™ sanctioned events are of trade stands and rooms in which to game.
each listing must be short, succinct, and scheduled, as well as D&D®, STARFLEET BAT- Write to: Alan Bishop 127 Queen Adelaide Ct.,
under 150 words long. TLES*, and BATTLETECH* games. Other events Penge, London SE20 7EB, UNITED KINGDOM;
The information given in the listing must include historical and fantasy miniatures and or call: 01-659-4857.
include the following, in this order: board games. Call: (312) 336-0790.
1. Convention title and dates held; CHATTACON XV, January 12-14
2. Site and location; MACQUARIECON ’89, December 8-10 CHATTACON XV will be held at The Chatta-
3. Guests of honor (if applicable); The Macquarie University Role-Playing Society nooga Choo-Choo, Chattanooga, Tenn. Accom-
4. Special events offered; will host Australia’s largest role-playing conven- modations are $60 flat, $85 for sleeper car
5. Registration fees or attendance re- tion at Macquarie University, Sydney, Australia. suites. Guests will include Michael P. Kube-
quirements; and, Events will include AD&D® PARANOIA*, CALL McDowell, Robert E. Vardeman, David Cherry,
6. Address(es) and telephone number(s) OF CTHULHU*, JAMES BOND*, TRAVELLER*, Danny Gill, Wilson “Bob” Tucker, Stan Bruns,
where additional information and confirma- STAR WARS*, MERP*, WARHAMMER*, SPACE: and Dick and Nicki Lynch Registration is $25 by
tion can be obtained. 1889*, JUDGE DREDD*, and board games and mail or at the door. Send an SASE to: CHATTA-
Convention flyers, newsletters, and other freeforms. Registration is $30 Australian for the CON XV, Box 23908, Chattanooga TN 37422; or
mass-mailed announcements will not be weekend or $3 Australian per session with a $7 call: (404) 591-9322 (no collect calls, please).
considered for use in this column; we registration fee. Write to: M.U.R.P.S., P.O. Box
prefer to see a cover letter with the an- 1577, Macquarie Centre, North Ryde NSW 2113, NEW MEXICON I, January 12-14
nouncement as well. No call-in listings are AUSTRALIA. This science-fiction/science-fact convention
accepted. Unless stated otherwise, all will be held at the Las Cruces Hilton Inn. In
dollar values given for U.S. and Canadian TRITICON I, December 8-11 addition to gaming, featured are a variety of
conventions are in U.S. currency. Students Tempted by Adventure, Fame, and people from science and the arts to hold panel
WARNING: We are not responsible for Fortune (S.T.A.F.F.) will host their first conven- discussions and give demonstrations and lec-
incorrect information sent to us by conven- tion at the Price Center on the University of tures. Confirmed guests are G. Harry Stein as
tion staff members. Please check your California—San Diego campus. Events will scientist guest of honor; Real Musgrave as artist
convention listing carefully! Our wide include AD&D®, BATTLETECH*, CAR WARS*, guest of honor; James P. Hogan as author guest
circulation ensures that over a quarter of a and COSMIC ENCOUNTERS* tournaments; of honor; and Jim Davidson, Laurie Wiggins, Dr.
million readers worldwide see each issue. DIPLOMACY*, HOW TO HOST A MURDER*, Mike Hyson, and Greg Kennedy as scientist
Accurate information is your responsibility. GAMMA WORLD®, TRAVELLER*, and WAR- guests. Author guest speakers will be Walter
Copy deadlines are the last Monday of HAMMER* games, and a live dungeon. Prizes John Williams, George Alex Effinger, Sonni
each month, two months prior to the on- will be awarded to tournnment winners. Other Cooper, and James Theisen. Write to: NEW
sale date of an issue. Thus, the copy dead- events include open gaming, SCA demonstra- MEXICON I, Box 3836, New Mexico State Uni-
line for the December issue is the last tions, a figure painting contest, a dealers room, versity, Las Cruces NM 88003-3836; or call Lew
Monday of October. Announcements for and a flea market. Registration is $12 ($10) at Maestas evenings at: (505) 522-0115, or Gaylord
North American and Pacific conventions the door for the weekend, and $5 ($4) each day Teague at: (505) 521-3828.
must be mailed to: Convention Calendar, at the door (UCSD students receive the dis-
DRAGON® Magazine, P.O. Box 111, Lake counted rates in parentheses; include ID num- GAME-A-THON 7, January 14-15
Geneva WI 53147, U.S.A. Announcements ber when registering). Write to: TRITICON I This 24-hour convention will be held at the
for Europe must be posted an additional Price Center, E-30, UCSD, La Jolla CA 91093. Town Center Hall, 11740 E. Telegraph Road,
month before the deadline to: Convention Santa Fe Springs, Calif. A variety of role-playing
Calendar, DRAGON® Magazine, TSR WINTER FANTASY, January 5-7, 1990 games, board game tournaments, and miniature
Limited, 120 Church End, Cherry Hinton, The RPGA™ Network will sponser WINTER events will be featured, including AD&D®,
Cambridge CB1 3LB, United Kingdom. FANTASY at the Ramada Inn Airport at Milwau- CHAMPIONS*, PARANOIA*, SHADOWRUN*,
If a convention listing must be changed kee, Wis. Special room rates are available by STAR WARS*, GURPS*, AXIS & ALLIES*, CIVILI-
because the convention has been can- contacting the hotel at (414) 764-5300. Sanc- ZATION*, EMPIRE BUILDER*, WARHAMMER
celled, the dates have changed, or incor- tioned events include AD&D® Grand Masters, FANTASY BATTLES*, WARHAMMER 40,000*,
rect information has been printed, please AD&D® Masters, AD&D® Feature, AD&D® BATTLETECH*, and ADEPTUS TITANICUS*
contact us immediately. Most questions or Benefit, MARVEL SUPER HEROES™, TOP games. There will also be computer games,
changes should be directed to the maga- SECRET/S.I.™, PARANOIA*, and other tourna- continuous movies, seminars, demonstrations, a
zine editors at TSR, Inc., (414) 248-3625 ments. Other activities include a writers semi- figure painting contest, and a hucksters’ room.
(U.S.A.). Questions or changes concerning nar, Saturday morning breakfast, Sunday Advance registration is $5 until January 8.
European conventions should be directed brunch, open gaming, and a dealers’ area. All Registration at the door is $7.50. Write to:
to TSR Limited, (0223) 212517 (U.K.). gaming is free except for the benefit tourna- GAME-A-THON 7, c/o Santa Fe Springs Gamers’
ment. Limited preregistration is available to Assn, P.O. Box 2434, Santa Fe Springs CA 90670;
RPGA Network members: contact Network HQ or call Callahan at: (213) 863-7893.

86 DECEMBER 1989
PROJECT GENESIS ’90, January 14-15 Box 1016, Canberra, ACT, AUSTRALIA, 2601 mingham, Ala. (formerly the Holiday Inn—
Project Genesis is expanding to two days! It (non-Australian residents should send Interna- Medical Center). The guests of honor will be
will be held at the Ramada Inn, 324 E. Shaw tional Reply Coupons, not SASEs); or call: +61- Robert R. McCammon and Jennifer Roberson.
Avenue, Fresno, CA. Tournament and open 62-54-9926. Other guests include Buck and Juanita Coulson
events include AD&D®, BATTLETECH*, STAR and Bill Bryer as well as guest artists Larry
FLEET BATTLES*, STAR WARS*, TOON*, and GENERICON VI, January 26-28 Elmore, Doug Chaffee, Ruth Thompson, and
other games. Also scheduled are computer Sponsored by the Rensselear Science Fiction Craig Brasfield. Events include an art show, a
gaming, Japanimation, a miniatures contest, and Assoc., it will take place on the campus of the short fiction contest, miniatures contests, a suite
a swap meet. Preregistration is $6 for both days Rensselear Polytechnic Institute in Troy, New with gaming, a masquerade, a video room, a
before Jan. 2; after that, all registrations are York. Guests of Honor are Barry B. Longyear dance, and Southern hospitality! Registration is
$10. Dealers, swappers, and judges are wanted. and Pat Morrisey. Other guests include Chuck $15 until Jan. 15, $20 thereafter. Write to:
Write to: PATCO, c/o Phillip S. Pittz, 5415 E. and Sue Rothman, Jeff Carver, David Kyle and CONTINUITY ‘90, c/o P.O. Box 55302, Birming-
Washington, Fresno CA, or call (209) 255-4682. Esther Friesner. Events include numerous ham AL 35255-0302.
Make checks payable to Phillip S. Pittz. panels, story circles, an art show, a hucksters’
room, a video room, and a Japanimation room. JACKSONVILLE SKIRMISHES ‘SO
PANDEMONIUM VII, January 20-21 Games include AD&D®, CHAMPIONS*, CLAY-O- February 9-11
The General Staff is pleased to announce that RAMA, BATTLETECH*, and STAR FLEET BAT- SKIRMISHES presents this role-playing and
Pandemonium VII will be held at the Ryerson TLES* games. Memberships are $12 before Jan. war gaming convention at the Jacksonville
Hub Cafeteria, Jorgenson Hall, Ryerson Poly- 19; after that, they’re $15. Write to: Genericon Motel on the Riverwalk, 565 South Main Street,
technic Institute, 300 Victoria St., Toronto, VI RSFA, c/o Rensselear Union, Troy NY 12180. in Jacksonville, Fla. Room rates are $52 for one
Ontario. Highlights include two game auctions, to four persons. Events will include AD&D®
over 50 tournaments, a miniatures contest, and WARCON ’90, February 2-4 game features, along with TRAVELLER*, STAR
many local dealers. Prizes will be awarded to Texas’ oldest gaming convention will be held FLEET BATTLES*, CAR WARS*, and SEEKRIEG*
tournament winners. Registration at the door is at Texas A&M University in College Station, Tex. games. Other events will include board gaming,
$10 Canadian per day. Write to: Pandemonium Featured events include an RPGA™ AD&D® and a KILLER* tournament, dealers, a miniatures-
VII, c/o 17b Wales Avenue, Toronto, Ontario, CHAMPIONS* Open Team Tournaments. Other painting contest, demonstrations by the SCA,
CANADA M5T 1J2; or call: (416) 597-1934. events include a variety of board games, RPGs, and many other role-playing and historical
miniatures, a dealers’ room, and 24-hour open events. Hotel reservations may be made by
CANCON ’90, January 26-28 gaming. Registration is $8 before the conven- calling: (904) 398-8800. Registration is $18 for
Come to Canberra, Australia, for three days of tion, and $11 at the door. Write to: MSCNOVA, the entire weekend. Send your registration fee
miniatures and board gaming! Also role-play in P.O. Box J-l, Memorial Student Center, Texas to receive a program booklet. Write to: SKIR-
AD&D®, CALL OF CTHULHU*, MEGATRAVEL- A&M University, College Station TX 77844; or MISHES, P.O. Box 2097, Winter Haven FL 33883;
LER*, RUNEQUEST*, ROLEMASTER*, MERPS*, call: (409) 845-1515. or call: (813) 293-7983.
CHAMPIONS*, and EVENTYDE* games, plus
freeforms and an RPGA™ Network triad of CONTINUITY 1990, February 9-11 DUNDRACON XIV, February 16-18
AD&D®, PARANOIA*, and TOP SECRET/S.I.™ This convention will be held at the Parliament This convention will be held at the Oakland
games. Write to: Canberra Games Society, GPO House at 20th St., and 4th Avenue South, Bir-

DRAGON 87
Airport Hyatt, 455 Hegenberger Road, Oakland There will be a two-round AD&D® 2nd Edition games, and board games are planned, including
CA 94621 (mention our name for special rates). tournament, a two-round CHAMPIONS* tourna- AD&D®, D&D®, CAR WARS*, STAR FLEET
Events include over 120 sponsored games in a ment, and a STAR WARS* tournament, with BATTLES*, TRAVELLER*, BATTLETECH*, CALL
variety of formats—fantasy, modern, and sci- open gaming and (we hope) an organized fan- OF CTHULHU*, CHAMPIONS*, and HARPOON*
ence fiction. Plus seminars, board games, minia- tasy art show. Costumes are encouraged. Regis- games. Many of the events will be tournaments
tures, a huge dealers’ room, a flea market, a tration is $15 for the weekend, or $10 per day. with prizes for top players. Preregistration is
miniatures contest, SCA demonstrations and The preregistration deadline is Jan. 20. Write to: $15 for the weekend, or $10 per day. Registra-
armor displays, and a lot of open gaming space. Adventurers’ Guild, Box 7979, Clemson Univer- tion at the door is $20 for the weekend, or $12
Registration is $25 until Feb. 1; $30 at the door sity, Clemson SC 29632; or call John Jay Jacobs per day. Gamers under 17 are free if accompa-
for the whole convention, or $15 for one day. or Mark Stofega at: (803) 654-2103. nied by an adult. All who attend will be eligible
Write to: DUNDRACON, 386 Alcatraz Avenue, for door prizes. Write to: LEHICON II, P.O. Box
Oakland CA 94618. CHIMERACON VI, March 2-4 1864, Bethelehem PA 18016-1864.
After a year’s absence, CHIMERACON returns
GENGHIS CON XI, February 16-18 to the University of North Carolina’s Carolina WOLFCON III, March 2-4
Staged by the Denver Gamers Assoc., this Union. Among the many guests are Paul B. WOLFCON is back for its third year in Arcadia
convention’s activities include board games, Thompson and Tonya R. Carter. Gaming guest of University’s Beveridge Arts Centre. Some of the
role-playing, computer games, miniatures, honor is Rob Bell. An expanded gaming area will participants are: the Fantasy Field Trip Society,
auctions, and a miniatures-painting competition. be open all weekend, along with Japanimation the Dr. Who Society Prydonian Academy, the
Events include AD&D®, VICTORY IN THE PA- films/videos, an art show, comics, dealers, a Monty Python Appreciation Society, and The
CIFIC*, CIVILIZATION*, KINGMAKER*, computer room, the Outer Limits Cantina, Stranger the Better club. There will also be two
ADVANCED SQUAD LEADER*, BATTLETECH*, panels and demonstrations, writers’ workshops, movie rooms, work-shops, lectures and open
JOHNNY REB*, NAPOLEONICS*, COMBINED and a costume contest. Special lodging rates are gaming, along with movie, short story, costume
ARMS*, EMPIRE*, and PARANOIA* games, with available. Registration is $9 for one day, $12 for and art competitions. Preregistration: $10
RPGA™ tournaments, and the nationally known two days, or $15 for the entire weekend. Prere- Canadian until March 1, $12 Canadian at the
PUFFING BILLY* tournament, a railroad game gistration is $12 for the weekend. Write to: door. Write to: WOLFCON, Wolfville, N.S., CAN-
competition. Registration is $15 for the weekend CHIMERACON VI, 625 Hinton James, UNC-CH, ADA B0P 1X0; or call: (902) 542-7133.
until January 31, $20 after that. Write to: Den- Chapel Hill NC 27514; or call: (919) 933-4703.
ver Gamers’ Assoc., P.O. Box 11369, Denver CO OWLCON XI, March 9-11
80211; or call: (303) 443-3849. LEHICON II, March 2-4 Rice University’s WARP and RSFAFA will hold
The Lehigh Valley Gamers Assoc., will sponsor this convention at Rice University. Tournaments
NOT-A-CON, TOO, February 23-25 this convention at the Sheraton in Easton, Pa. will be held for RUNEQUEST*, PARANOIA*,
“Too” is the second of its kind to be held by Special room rates are available by mentioning CALL OF CTHULHti*, TRAVELLER*, DIPLO-
the Clemson University Adventurers’ Guild. the sponsors. A wide variety of RPGs, war MACY*, ILLUMINATI*, CIVILIZATION*,

88 DECEMBER 1989
BATTLETECH*, STAR FLEET BATTLES*, ASL*, Japanimation, comics, media guests, science and
WORLD IN FLAMES*, and, of course, AD&D® tech speakers, artists, authors and editors, two
games. Open gaming and other tournaments are video rooms, film previews, and slideshows!
also available. Prizes will be awarded for some Registration: $16 until December 31, $18 until
tournaments. Registration will be held in Sewall March 15, or $20 at the door. One-day passes
Hall. Pre-registration fees are $10 for a three-day are available at the door. Send a SASE to: I-CON
pass. Registration at the door will be $12 for a IX, P.O. Box 550, New York NY 11790.
three-day pass; $4 for Friday or Sunday, and $5
for Saturday. Write to: RSFAFA, OWLCON Pre- PENTECON ’90, March 30-April 1
Registration, P.O. Box 1892, Houston TX 77251 The Cornell Strategic Simulations Society! is
sponsoring the 2nd annual PENTECON to be
SCRYCON ’90, March 10 held at the Cornell campus in Ithaca, N.Y. Events
Sponsored by the Seekers of the Crystal include TITAN*, DIPLOMACY*, CAR WARS*,
Monolith Gaming Club, this eighth annual one- and AD&D® games, as well as many other RPGs
day tournament will be held at Oakwood and war games; a dealers’ room, open gaming,
School, 515 South Road, Poughkeepsie NY. and bridge are also offered. Preregistration is
There will be AD&D® and other games, a minia- $8. Write to: Cornell Strategic Simulations
tures contest, and a flea market. Preregistration Society, c/o Peace Studies Program, 180 Uris
is $6, or $8 at the door Write to: SCRYCON ’90, Hall, Cornell University, Ithaca NY 14853.
P.O. Box 896, Pleasant Valley NY 12569. Space is
limited, so please preregister! STELLARCON XV, April 6-8
This sci-fi/fantasy/horror convention will be
ABBYTHON 8, March 24-25 held at the University of North Carolina at
The Community Center in Abbyville, Kans., Greensboro. Featured are guest speakers, pan-
once again becomes the Guild Hall for the els, discussions, and writers’ workshops. Tenta-
Abbython Adventure Guild’s eighth annual 24- tive guests are Marion Zimmer Bradley, Hal
hour RPG marathon. New members are wel- Clement, Dennis and Kristina Etchison, Sam
come, and the best players will be awarded Grainger, Joe Lansdale, Frederick Pohl, Richard
prizes for their efforts. Admission is $7. Write and Janice Preston, and Allen Wold. Other
to: ABBYTHON, Box 96, Abbyville KS 67510. activities include a dealers’ room, art and cos-
tume contests, SCA, Japanimation, schlock
EGYPTIAN CAMPAIGN ‘SO, March 24-25 theater, fan clubs, model displays, a cabaret,
This convention will be held at the Student open gaming, and films. Registration before
Center of Southern Illinois University at Carbon. January 31 is $8 per day, or $20 for the week-
dale. A wide variety of events are offered, end; after January 31, it’s $10 per day, or $25
including an RPGA™ AD&D® tournament, for the weekend. Inquiries are now being ac-
miniatures judging, and a games auction. Prere- cepted for the dealers’ room, advertising in the
gistration is $8 for both days; one- and two-day convention program, and for additional spon-
passes are $5 and $10 at the door. Send a SASE sors. Write to: STELLARCON XV, Science Fiction
to: S.I.U. Strategic Games Society, Office of Fantasy Society, P.O. Box 4, Elliot University
Student Development, Southern Illinois Univer- Center, UNCG, Greensboro NC 27412.
sity Carbondale IL 62901-4425; or call: John P.
Hults at (618) 457-8846. JAXCON SOUTH ’90, April 20-22
Jacksonville’s Cowford Dragoons are hosting
KETTERING GAME CONVENTION the South’s oldest full-service gaming convention
March 24-25 at Jacksonville Florida’s Civic Auditorium. Fea-
This convention will be held at the Rose E. tured are: RPGA™ AD&D® adventures, with
Miller Recreation Center in Kettering, Ohio. AD&D®, SNIPER™, CIVILIZATION*, GHOST-
Events include extensive board gaming, FRPGs, BUSTERS*, SEEKRIEG*, NAPOLEONICS*,
miniatures, a dealers’ area, and a game auction. BATTLETECH*, CALL OF CTHULHU*, WRG*,
Admission is 50 cents per day for those 12 and ILLUMINATI*, SPACE 1889*, TRAVELLER*,
under, $2 per day for those 13 and over, or $3 ELEMENT MASTERS*, WARHAMMER*, ROBO-
for both days. Write to: Bob Von Gruenigen, TECH*, STAR WARS*, and microarmor games.
2013 Gay Dr., Kettering OH 45420. There will also be computer and board gaming,
a swap meet/flea market, a dealers’ area, and
COASTCON XIII, March 30-April 1 movies. Write to: JAXCON SOUTH ’90, P.O. Box
This convention it will be held at the Missis- 4423, Jacksonville FL 32201.
sippi Gulf Coast Coliseum and Convention
Center in Biloxi, Miss. Guests include Joe W. OURCON II, April 20-22
Lansdale, Sandy Peterson, Robert Petitt, Walter This year’s convention will be held on the
Irwin, George Alec Effinger, Gregory Nicholl, campus of the University of North Carolina in
and Sidney Williams. Events include gaming Chapel Hill. There will be three RPGA™ AD&D®
tournaments, a dance, an art show, an auction, tournaments, as well as open gaming, board
filksinging, a dealers’ room, movies, a costume games, miniatures, and CLAY-O-RAMA. Write to:
contest, a live-action RPG, and a charity auction. OURCON II, 605 Jonesberry Road, Box SS-7,
Registration is $15 until Feb. 1; or $20 at the Carrboro NC 27510.
door. Write to: COASTCON XIII, P.O. Box 1423,
Biloxi MS 39533-1423. ORIGINS/DRAGON CON ’90, June 28-July 1
The 1990 National Gaming Exposition and
I-CON IX, March 30-April 1 Trade Show will be held at the Atlanta Hilton
The East Coast’s largest convention of sci-fi, and Towers, Atlanta, Ga. Guests of honor are
fantasy, and science fact will be held on the Tom Clancy and Doug Niles, with more guests to
campus of the State University of New York at be announced. Role-playing, strategic, minia-
Stony Brook on Long Island. Scheduled guests tures, and computer game tournaments will be
are Steve Jackson, Alan Dean Foster, Robert held around the clock. Other activities include
Bloch, C. J. Cherryh, David Kyle, Timothy Zahn, panels and workshops, game and consignment
Patricia McKillip, and Sam Moskowitz. Events auctions, a masquerade, an art show and print
include an art show, print shop, dealers’ room, shop, and video rooms! Write to: ORIGINS ’90,
two movie tracks, a writers’ workshop, gaming, Box 47696, Atlanta GA 30362.

90 DECEMBER 1989
CONJUNCTION, July 27-29 Set up a voluntary tithing system for
This convention will take place at New Hall your campaign. Does your paladin have to
College, Cambridge, England. The guest of make his monthly donation to his church?
honor will be Gregory Stafford. Events include Toss a quarter into a piggy bank each time
numerous RPGs, panels, a masquerade, and a he does so. Does your thief have to give
dealers’ area. Membership is £12 for those over the guild a cut of his weekly profits? Drop
18. Write to: CONJUNCTION, 25 Wycliffe Road,
a dime into a jar after you cross off his
Cambridge CB1 3JD, UNITED KINGDOM.
gold pieces. Is it time for your warrior to
1990 GEN CON® Game Fair, August 9-12
build a castle? Toss a dollar into the kitty.
Make your plans now to attend the biggest After three months, add it all up and send
and best game convention of them all, at the it off—with everyone’s contribution going
MECCA Convention Center, Milwaukee, Wis.! An to his or her favorite real-world cause—
“Early Bird” registration form is located within and start over again. Even dumping pocket
this issue. Be one of the first to reserve your change into your “savings” can add up
spot for this incredible game fair. We’ve pulled over the weeks.
in over 10,000 people for two years running! And what if you live alone and play solo
Write to: 1990 GEN CON® Game Fair, PO. Box
games? Toss a quarter into the pot every
756, Lake Geneva WI 53147.
time you play out an adventure on paper
GEORGIA FANTASY CON ’90
or on your computer, and see it add up.
September 28-30 Picking a cause is easy, and every player
This celebration of fantasy and horror is going can have a different cause. What worries
to be held at the OMNI International Hotel and you most: disaster relief? educational
Convention Center, Atlanta, Ga. The guest of quality? pollution control? medical ad-
honor is Michael Moorcock, with many more vancement? Does your local library,
guests to be announced. Events include four school, or hospital need a new wing? Do
tracks of panels and workshops, a masquerade, you have brothers, sisters, cousins, or
an art show and print shop, video rooms, art,
friends who live in areas hard-hit by disas-
and consignment auctions! Write to: GEORGIA
FANTASY CON, Box 148, Clarkston GA 30021.
ter or poverty? Have you had enough of
sitting around and listening to the news
rather than making the news yourself?
Then do something about it!
The Bottom Line: It is a fact that 99%
of all player characters do not care about
anyone else but themselves. That’s the
way things are in most role-playing games.
But that does NOT have to be the way
Editorial things are in real life. You are greater than
Continued from page 5 that, and you can make a difference in the
lives of thousands, if not millions, of peo-
Other conventions have done similar ple in any part of the world you choose.
things (and I would love to hear from their And all you have to do is play games.
organizers to find out how they did it). Hell of a system, isn’t it?
The RPGA Network offered one piece of For the good of our world, give it your
advice to me on this topic. If you want to best.
donate some of your convention’s pro-
ceeds to a helpful organization, contact
several such organizations long before-
hand and let them know what you are
planning. Get them to respond and explain
how they will use your donation, then
choose the one that you feel will do the Spider-man
best job. If you are going to help others,
Continued from page 78
help them wisely.
A convention may even support several strong views might enjoy putting them to
different organizations and causes, if the test.
donations are made from different events.
These events could be made regular con- A final thought
vention features, offering the most chal- You don’t have to make your game “real-
lenging tournaments or entertaining istic” if you don’t want to. Realism is not
auctions. an end in itself. If you think the real world
If you do nothing else, you can always would hate, fear, and outlaw super heroes,
set up a secure box for voluntary contri- but you and your players don’t like that
butions, advertising its presence to all idea, don’t use it. The purpose of realism
gamers and staff. At the end of the con, let in gaming is simply to make the game
everyone know how much was collected— more enjoyable. RPGs are meant to be fun,
and keep a year-by-year track of your after all.
donations (that seems to encourage better
donations over time). MARVEL, MARVEL SUPER HEROES, MARVEL
UNIVERSE, and all Marvel characters, names, and
At Home: Okay, so you aren’t a conven- likenesses are trademarks of Marvel Entertainment
tion organizer or even a convention goer. Group, Inc.
But you have meetings with your fellow Copyright ©1989 Marvel Entertainment Group, Inc.
gamers at your home. You can still help. All Rights Reserved.

DRAGON 91
The biggest gripe I have with Mr. Howery’s
Forum article concerns the protection from fear aura
Continued from page 7 of the cavalier, which he describes as “a semima-
gical power that is completely beyond a cava-
lier’s training.” Paining has nothing to do with
Slipping down behind the altar, the mage it. In any combat situation in which a combatant
gulped down three potions of extra-healing, displays fearlessness in the face of danger, that
then cast an invisibility spell and fell asleep. fearlessness is contagious and instills courage in
Tymora was with him, and he was not discov- those allies nearby. A cavalier is the living defini-
ered. Memorizing a few spells when he awoke, tion of fearlessness, and anyone subjected to
he recast the invisibility spell and continued on. that aura should be similarly affected.
He went into another room, this time the sleep- The cavalier’s training is pure discipline. This
ing quarters of the monsters. Still invisible, he discipline includes the mind as well as the body,
backed into a far corner and waited. Inside the and when combined with a cavalier’s firm and
room were three orcs, one being extremely singular determination to fight and dominate, it
large. One orc left just as the mage completed a makes the cavalier’s 90% resistance to mind
web spell over the doorway. Facing the two attacks easy to justify. In battle it is even easier.
other orcs, he cast a flaming sphere spell and Consider the cavalier’s battle lust as something
killed one orc instantly. The second, while approaching insanity. Against an insane charac-
wounded, charged the mage with his bastard ter, mind attacks are similarly useless.
sword +1 raised; the blade bit deep. The mage Mr. Howery states that “a cavalier is trained in
dispatched the orc with a series of magic missile combat, not magic”; thus they should be more,
attacks, then searched the bodies. On the larger not less, susceptible to illusions. On the con-
one, he discovered a brass key. There was only trary, the cavalier is trained every day in com-
one way to go, so he continued on. bat with that which is real and can be killed.
Coming to a large iron door, he placed the key The discipline of the mind comes into play
into the lock. When he entered the room, the again. [The saving-throw bonus vs. all illusions
remaining orc was at the other end of the room, is] not so much an ability to resist them as it is,
preparing for battle. He wore full plate mail and because of a cavalier’s firm base in reality, an
wielded a two-handed sword +1, with a brooch inability to believe.
of absorption pinned to his breast. When the In the next paragraph, Mr. Howery kills the
mage entered, he cast a magic missile spell. The idea of cavalier’s functioning at negative hit-
orc survived and gulped down a potion of point totals. Once again, it goes back to the
super-heroism. With a wild battle cry, he lunged cavalier’s training. The cavalier is probably in
forward. The mage then cast a lightning bolt the best physical condition of any class. Com-
spell that was promptly absorbed by the bine this fact with the aforementioned cavalier
brooch. The orc swung wildly and hit the mage mind-set, and it’s not hard to see how a cavalier
twice. The mage then cast a burning hands spell would find the willpower to remain conscious
at the orc and destroyed it. Exhausted, he after reaching or surpassing zero hit points.
flopped down and sighed. He had faced a hand- However, I do agree with Mr. Howery that this
ful of “wimpy” monsters and barely survived. should not be restricted by alignment.
The adventure was finally over! While I agree that a cavalier will not foolishly
In the above example, some simple humanoids charge into a very obvious defeat, if there is any
were made more powerful and challenging by a chance at all for even a marginal victory or for a
few simple one-shot or weak magical items. It chance to gain great honor, the cavalier will do
also made the mage think about what he should just as the book [Unearthed Arcana] says. In any
do when encountering lesser humanoids, and case, a cavalier will never retreat.
what defenses they might have up their sleeve. Now we’re into the modifications.
Jason Dunn Cavaliers are a class of their own, not a sub-
Calgary, Alberta class of fighters, and should remain such. Since
the cavalier already uses the combat and saving
I am writing in response to David Howery’s throw tables for fighters, there is no need for
article, “The Corrected Cavalier” (DRAGON issue this modification.
#148). That is a somewhat facetious title since The rules concerning social class, horseman-
the AD&D cavalier class was fine long before ship, proficiencies, and starting money should
Mr. Howery “corrected” it. I will respond to remain as per Unearthed Arcana, because they
each of his arguments or changes in order. were obviously correct to the cavalier class. Mr.
First of all, Mr. Howery claims the zero-level Howery gives no reason or explanation as to
Horseman and Lancer levels are “weak and why the changes are made or even needed.
unnecessary.” This restriction was put into the Mr. Howery’s argument against drow cavaliers
rules to make the cavalier class a bit weaker, is absurd (“Drow cannot become cavaliers, since
which Mr. Howery seems to want in the first horses are not used underground.“). Even if a
place. A cavalier not of the appropriate social drow was raised most of his life underground,
class should have to go through those levels as a as a member of the upper class he would have
substitute for the training that an upper-class ample opportunity to ride many beasts, not
cavalier has received all of his life. These zero necessarily horses. The skill is transferable—
levels also serve another function: that of keep- thus the rule that drow must be sponsored so
ing the cavalier field from getting overcrowded. they can receive the proper training. Who’s to
These levels provide role-playing opportunities, say, however, that a drow was born under-
with the reward of the enhanced abilities of the ground? And how many of those drow adven-
cavalier if the Horseman/Lancer survives. turers still live underground? There are many
The +3 hp bonus at 1st level is justified if you opportunities for a character that is a drow to
figure the possible number of hit points if the become a cavalier.
cavalier had proceeded through the zero levels. As to armor, a cavalier’s armor is, as Un-
To compensate for the difference, a character earthed Arcana states, a “badge of station.” Thus
starting at 1st level should be awarded these. a cavalier will wear nothing but the best armor,
Also consider the fact that a cavalier has been no matter where that cavalier may be. If a
training for the better part of his life, and 3 hp cavalier cannot endure hardship, he should
don’t seem so “unfair.” hand in his weapons and retire.

92 DECEMBER 1989
There is no reason to change training rules or melee combat. Therein lies the reason for the
follower tables, as they are quite adequate the bonus to his saves vs. illusions. The cavalier is
way they are. accustomed to sweat, blood, pain, and exhaus-
The cavalier should be able to expect hospital- tion, especially if he is a veteran of some war.
ity from any like-aligned cavalier, being that a The ability to function at negative hit points is
cavalier is a noble from another kingdom. easy to justify. Cavaliers are excellent warriors,
Restricting hospitality to those cavaliers who used to sparring with fellow knights or engaged
own castles is off the wall. Also, a cavalier does in lethal combat with some foe. Shouldn’t that
serve a lord; he is not self-serving. Just as a mean that they are less susceptible to the dam-
paladin serves his god with all his heart, so does age they might have sustained from being hit,
a cavalier serve his liege. bruised, beaten, and bloodied for most of their
Mr. Howery creates a cavalier class with a lives? Mr. Howery is right about this power
balance similar to the original, but it is much being linked to alignment. It should be open to
less original and fun. If one cannot live with the all alignments. Healing rates should be at nor-
power of a cavalier, or the problems that one mal rates.
must endure to remain a living cavalier, one Charging at all opponents in sight is definitely
should play a fighter. a foolish idea. Cavaliers may be gutsy and brave,
Daniel J. Stephans II but they are not stupid. Would a 3rd-level
Winona MN cavalier charge a type III demon? There is a
correction to be made here in the article, how-
I am writing in response to David Howery’s ever: Cavaliers are always reckless. It’s their
article, “The Corrected Cavalier,” that appeared nature. After many dungeon adventures, per-
in issue #148. I believe this article—for the most haps a certain cavalier would tone down his
part—deprived the cavalier of all his uniqueness reckless nature. Maybe he had run into too
and credibility. In the AD&D game, in which many pit traps earlier in his career, and now he
wizards and dragons run rampant, cavaliers checks floors for stability where he thinks there
should be the stuff of legends. Look at St. is reason to do so.
George, King Arthur, and Sir Lancelot du Lake Cavaliers should not be a subclass of anything.
and the other Knights of the Round Table. It is They are separate because this is a highly skilled
obvious that Mr. Howery is seeking to bring the profession. Mounted combat is a cavalier’s
cavalier down to a more balanced level, essen- specialty; he is born to the saddle. All the rules
tially becoming an ordinary fighter. from Unearthed Arcana on this should stick.
The alignment restrictions I agree with totally, Most of the other changes made to the class I
but I would add that a lawful cavalier should be can live with, except for the note on paladins.
a rarity due to the reckless and chaotic behavior Paladins are the epitome of knighthood, the
associated with the cavalier’s desire for combat. purest and most noble cavaliers. “Sub”-class
The zero-level Horseman and Lancer levels are seems to make this class appear less important
necessary. Why? Because you can’t transform a than the cavalier; it is the other way around.
squire into an above-average jouster overnight. But it is accurate as far as gaming terminology is
The +3 hp bonus at 1st level is justifiable. concerned.
Cavaliers are supposed to be the toughest peo- Knights are what AD&D game heroes should
ple around. Isn’t it logical that “tough” would be. You must take into consideration the aspect
equate to “more hit points” in AD&D game of pure fantasy. Any poor peasant boy playing
terms? The ability to increase strength, dexter- in the cobblestone streets of some large city
ity, and constitution scores may seem unfair, but might happen to see a muscular and grim-faced
look at how a cavalier must accomplish his knight ride by, decked out in a shiny suit of
levels; he must be trained by another cavalier at plate mail, sitting atop the largest horse the boy
least two levels higher than himself. This train- has ever seen. This sight might inspire the boy
ing comes from an established hero, a knight to become a swordsman of some type later in
who is highly skilled and a superb warrior. Any his life, in order to become a great hero like that
Joe Schmuck can be a fighter, but a cavalier has knight. Perhaps he would only receive a
many more requirements to meet in order to weapon-specialized fighter status due to his
become a knight (e.g., higher ability scores, social class, but being a knight would always be
social class status, and racial limitations.) his dream.
The protection from fear aura should not be So, one can easily see why the cavalier class
allowed; that is unfair. However, the cavalier should remain unchanged (save for a few
himself should be immune to fear, regardless of things) and stay as powerful as it is. Taking some
its origin. I think this because knights shouldn’t of the class’s powers takes away from its reputa-
have to back away from a fight or have to tion. Cavaliers should be looked upon as the
surrender unwillingly. “Cavalier” is not synony- medieval, superpatriotic, gung-ho Marines. They
mous with “coward”; the two words are anto- are meant to be the finest warriors of the land
nyms. This is the same reason why a cavalier because they are men who dedicate their lives
should be 90% resistant to mind attacks. Picture to a military lifestyle. A cavalier knows swords,
this: A brave and bold knight, known through- armor, shields, heraldry, strategy, pride, glory,
out the land for his heroics, engages a mummy courtesy, and service to either a cause, person,
in combat; he fails his save and goes running or an order of knighthood. Above all else,
home, a whimpering and sniveling coward, to though, the cavalier knows how to fight! That is
face his people. what he lives for and dies (gloriously) for.
The +2 bonus to saves vs. illusions is very Jeff Cliber
important to the cavalier’s sense of pride. How Emmitsburg MD
would you feel if you attacked something that
wasn’t real? Though the cavalier knows nothing
of magic, he is trained for reality. He knows the I am writing in response to two commentaries
effects a crucial blow from his long sword made in issue #145. I’ve been involved in AD&D
would have on an ogre and how that ogre role-playing for almost 10 years now, and I’ve
should react to the blow. An illusionist control- learned a few things that can improve the role-
ling an illusory ogre might not know this. Fur- playing image and gain players (and possibly
thermore, that illusionist may be unfamiliar
with the fatigue associated with five rounds of
Continued on page 108

DRAGON 93
Make the Most of
Your Missions

Illustration by Larry Elmore


Mission starters for TOP SECRET/S.I.™ games
by Merle and Jackie Rasmussen

Agent Thompson, codenamed Pong, was same adventure for the last decade. . . . sioned. Did I reload my pistol after that
slumped in his deck chair on the bridge of The thought was too depressing. He stowaway was discovered? And we might
his yacht. His back ached from the strain sighed, stood, and called down to the next have a typhoon or shark attack. . . .
of too many hours standing at the wheel deck. “Colleen, could you come up and
avoiding Hawaiian Coast Guard vessels. He take the wheel?” What does an Administrator do when
had successfully thwarted smugglers from “Yes, captain,” came a musical voice. “I’m the players have sent their characters on
reaching their conspirators off the coast of on my way up.” every published TOP SECRET/S.I.™ adven-
Oahu. Now the yacht’s holds were filled Pong looked again at the sea. “Remem- ture available? He must think up all-new
with contraband to be delivered to the ber to keep a lookout for the usual subma- adventures, of course. But what does an
shipyards in San Diego. There would be rine and airborne counterattacks. I’ll Administrator do when the agents have
no publicity for this job—just the usual check for mutineers among the crew.” completed every mission he can think of?
payoff in some obscure location. “Aye-aye, captain.” Flame-haired Colleen The Administrator could disguise old plots
Wonder where I’ll be sent next time? he appeared on deck. Pong had never heard with new settings, tougher bad guys, and
wondered. This mission was a lot like my her climb the stairs. deadlier weapons, but this leads to
first—what is it now—ten years ago. How “Has the contraband been searched for character-trait inflation, device hording,
many different missions could there be? explosives, listening devices, and location- price increases, and more violence.
Pong checked his fuel gauges and plot- finders?” Pong recited from long habit. The Administrator could also twist and
ted a course to Point Loma. The missions I Even as Colleen gave her reply, Pong’s combine a multitude of old plots into a
get are different, yet they have some mind wandered elsewhere. He glanced confusing mass of mystery and complica-
uncanny similarities. If I condensed, all the toward the setting sun behind the stern tions. Some players may enjoy this, but
missions I’ve taken to their essences, with- and felt the ache in his bones. These sorts players lacking the patience or role-
out the different faces, places, and twists, I of things are becoming old hat to me. I’d playing skills to unravel such Gordian
wonder if I’d find that I’ve been having the better make sure the lifeboat is well provi- knots will react by having their agents

94 DECEMBER 1989
shoot at everything that moves. The play- missions cannot be set in atypical time Whiteout” were all designed in this man-
ers will miss valuable clues and plot sub- periods or settings in the 20th century. ner, as were Operation: Sprechenhalte-
tleties painstakingly arranged by the Adventures could be set in World War II, stelle, the adventure that came inside the
already weary and frustrated Administra- the Korean War, the Vietnam War, or the boxed 1st-edition TOP SECRET® game, and
tor. What can be done? Arab-Israeli Wars, or built on any other TS006 Ace of Clubs, another early TOP
This article is an aid for the Administra- modern historical event, such as the cap- SECRET module. Then, too, I was asked to
tor who is caught in a war of escalating ture of Gary Powers by the U.S.S.R., the do a series of mission starters for Orion’s
firepower or is frustrated with player Bay of Pigs invasion, or attacks by the Taurus Bureau in TS3 Orion Rising. All of
apathy. Herein are “mission starters.” PLO. The names of real people or organi- these missions had to occur within a spe-
Mission starters are short (in some cases, zations could be incorporated into your cific geographic area. I guess I’m not the
extremely short) Administrator’s briefings adventures, or the adventures could be only one who thinks location first and
giving the background of each mission and based on spy novels and movies with mission second.
details on “what’s really going on.” Mission espionage and antiterrorist themes. Location need not come first in mission
starters allow each Administrator to detail An old set of DRAGON® Magazine writ- design. In “Operation: Meltdown,” which
the subsequent events in the adventure to ers’ guidelines gave some module-design appeared in the TOP SECRET Companion,
suit his gaming style. These adventure tips to explore, focusing on the need for I picked nonplayer character types before
introductions are spark plugs to ignite the new, exciting, and exotic settings, which the setting. I wanted ninjas, neo-Nazis,
imagination, springboards to launch new are expected in espionage-style RPGs. As organized crime figures, and terrorists to
campaigns, breaths of fresh air to enliven the guidelines noted, environments like populate the module. Next, I had to figure
stale gaming sessions. Mission starters are the Peruvian Andes, the steaming jungles out where each of these NPC types would
sources of new ideas to help an Adminis- of Thailand, the outback of Australia, and be found, and so I chose Japan, the Ama-
trator create a full-fledged espionage cam- the inner cities of the American east coast zon rain forest, Sicily, and the Middle East
paign or a “quick” one-night mission with are as different as can be, and are all for the locales. Finally, I created a plot
little preparation required. worthy of consideration. Adventures can combining all of these diverse characters
occur aboard submarines, supersonic jet and locales (including the Concorde) into a
Breaking the mold liners, and anywhere else that a secret cohesive whole. If you try this, use care to
An Administrator who wishes to breathe agent might face death for high stakes. avoid having the resulting plot seem con-
new life into a stale espionage campaign When creating adventures, I often pick trived, overly complex, and unrealistic.
must be prepared to break the mold from an interesting setting first and design the Relationships between well-developed
which his previous adventures have been mission second. DRAGON Magazine mod- player characters and NPCs create inter-
cast. There is no reason why one or more ules “Dr. Yes,” “Mad Merc,” and “Operation: esting and rewarding role-playing experi-

DRAGON 95
ences. Interactions based on these like is threatened or killed in each film. with one or more others to create a com-
relationships enhance the plot by adding The films also rely far more on gadgets as plex plotline. The skill with which these
depth, reality, and complications, but plot devices than do the books. If you situations are developed, combined, and
missions should not be based solely upon include each of these elements in your written is what makes the difference
them. An exception to this might be in an mission, you have a good start. between a good and a bad storyteller—or
advanced role-playing campaign where But though these elements make each Administrator.
allegiance to the agency is being tested by such book and film interesting and enter- Each plot situation given in Polti’s book
the infiltration of an “enemy” agent in the taining, it is the plotline that turns these contains several essential elements, with
party. Emotional relationships among elements into a good story. The settings lists of items that can be used as these
characters and between characters and are where the action in each story hap- elements. Any item on an element list can
NPCs can also be tested during a mission, pens. The characters make the plot hap- be interchanged with any other item on
but such testing itself should not be the pen through their, actions and thoughts. the list within a story. For example, the
reason for having the mission. An espionage story in your own backyard elements of the situation “Madness” are
Beyond changes in settings and charac- with next-door neighbors as NPCs could be Madman and Victim. Under the element
ters, there are other areas on which you extremely thrilling if the plot connecting “Madman” are listed: Mad Scientist, Reli-
can focus your attention when designing these two elements is well conceived and gious Leader, Military Leader, Politician,
unique missions for your players’ agents. well written. and Terrorist. Under the element “Victim”
For example, according to Raymond Ben- For Administrators, who are storytellers are listed Captive Subject, Unquestioning
son’s The James Bond Bedside Companion, after all, these plots are the PCs’ adven- Followers, Ordinary Citizens, Opposition
certain elements commonly appear in Ian tures. An Administrator may have pre- Party Members, and Innocent Bystanders.
Fleming’s James Bond books. These recur- pared the required locations and NPCs, A plot can be constructed in which a Mad
ring elements, which Fleming combined so but the players provide most of the action. Scientist (Dr. Frankenstein) interacts with
successfully in each of his novels, are: Therefore, an adventure doesn’t always go a Captive Subject (the Monster), an Un-
Places, Girls, Villains, Villain’s Employers, as the Administrator plans. questioning Follower (Igor), Ordinary
Villain’s Projects, Minor Villains, Bond’s Citizens (Frankenstein’s fiancee), Opposi-
Friends, and Highlights. The Highlights The plot’s afoot tion Party Members (the town’s burgomas-
included gadgets, violence, gambling, Georges Polti, in his book, The Thirty-Six ter), and Innocent Bystanders (the
exciting discoveries or meetings, and usu- Dramatic Situations, proposes that all townspeople). Another series of plots can
ally include the climax of the story. fiction stories can be distilled to three be constructed in which a Religious
These same elements appear in the Bond dozen basic plot situations. Each of these Leader interacts with all the listed Victims,
films by Eon Productions and also include basic situations has several subdivisions as in a situation like that involving the
a new element: the Obligatory Sacrificial that can be considered variations on a Reverend Jim Jones a few years ago.
Lamb. Some character we are meant to theme. Each situations can be combined Eric Heath, in Story Plotting Simplified,

96 DECEMBER 1989
adds a third element to Madness: Cause. In fellow agent was working under the cover
many espionage plots, the Cause is World of journalist when she disappeared during
Control by some devious and devastating a period of martial law in a capital city.
means invented by a master criminal. Your agency believes she is being held in a
Smaller-scale Causes by less-powerful cell in a country jail outside the city limits.
antagonists lend themselves to more be- This little example was made up and typed
lievable plotlines. A small-time arms smug- out on the spot. Imagine what you can
gler trying to make an excessive profit by create with some time, research, and a
selling obsolete weapons to Afghan rebels knowledge of your players’ characters.
is a more likely real-world story. A well- After each element list are the types of
developed Third World mission may be jobs that agents in this situation are likely
more satisfying than saving the world. to perform. Most of these jobs were taken
from the Table of Missions in the original
Making a mission TOP SECRET rule book (page 12) and Table
To create your own mission starter, you 12: Additional Jobs in the TOP SECRET
must first choose a dramatic situation. I’ve Companion (page 19).
made your job a little easier by reducing
Polti’s 36 situations to six that deal primar- Sample mission starters
ily with espionage role-playing. These are: Cold Wars: Cryolite, used in the manu-
Deliverance, Revolt, Daring Enterprise, facture of aluminum, is found only in
Abduction, Obtaining, and Madness, as Greenland. Someone is smuggling it off the
given in the tables in this article. island. Agents are to find out who the
Under each situation are listed essential smugglers are and how the smuggling is
elements. Pick an item from each element being done. (Instead of cryolite, you could
list or add your own items. Using these use cocoa from Ghana or sables from
chosen items, compose your own mission Siberia.)
starter. Keep in mind that items on the Spear of the Gods: Web has developed a
element list need not be individual human land-based energy weapon that can track
beings or concrete items. Abstract ideas and damage aircraft and space vehicles in
such as liberty, national security, alle- low earth orbit, such as the Space Shuttle.
giance, and love can also be at stake. Agents are to confiscate the weapon plans
For example, under the situation Deliv- and destroy the device.
erance are listed these elements: an Unfor- High Jacks: Suborbital supersonic air-
tunate, a Threatener, and a Rescuer. You craft developed by several countries are
choose a fellow agent, a secret police now believed to be the chosen targets of
force, and the PC agent team to fill these
respective slots. You decide to set the Continued on page 102
action somewhere in Latin America. The

DRAGON 99
100 DECEMBER 1989
DRAGON 101
Make the Most Rumble in the Jungle: A secret Nazi Alaskan pipelines. The agents must put a
stronghold deep in the Amazon rain forest stop to the sabotage.
Continued from page 99
is camouflaged as a solar energy research
station, including natives, piranha, ma- Agents on Ice
chine guns, and quicksand. Agents must This mission starter is presented as an
investigate the stronghold but must not example of a more elaborate backdrop for
European terrorists sponsored by Web. disturb it or its inhabitants (a later mission a series of adventures, possibly a small
Agents are to prevent a suborbital skyjack- will do that). campaign.
ing by a crewman in the pay of a West Mine for Keeps: Radioactive material are Background: A wealthy, pro-Western
German radical group—but which crew- being mined and smuggled out of the Old Arab country is in desperate need of wa-
man is the ringer? West. A treacherous mining zone, secretly ter, and it will pay any price to get it.
Channel Changers: France and England buried beneath a tourist-filled ghost town, American aid is sought and soon given,
decide to build an English Channel tunnel becomes a site for dynamite, disappear- and a bizarre plan is hatched. In Novem-
connecting the two countries. Terrorist ances, and daring deeds. ber, a massive iceberg is located by satel-
action and sabotage at the opening cere- You Must Sea To Be Shore: A modern lite just east of the Antarctic Peninsula,
monies in the tunnel must be prevented. pirating operation is based several fathoms north of the Weddell Sea or Queen Maude
Oops! Our Mistake! The Agency acciden- below the ocean’s surface at the site of a Land. Why not take the iceberg to the
tally supplied a very important operative crumbling shipwreck. The area is in a Middle East?
with the wrong briefcase. She is assigned national historical site protected by the The iceberg is quickly streamlined with
to a difficult mission deep inside foreign local government. The agents must gather demolition charges, then lassoed by sur-
territory. Instead of a standard agency evidence to show that the operation exists face and submarine tugs using harpoon
briefcase, she was issued a “reduced effi- and must be shut down, but they cannot cannons to shoot cables into the ice; the
ciency” briefcase, commonly known in the damage the site in any way. cables have tension-release connectors
business as a “slow death special.” The Safari Sogoody: An isolated animal com- that snap if the iceberg suddenly rolls due
inside of the case is radioactive, and the pound for zoo specimens, situated on the to melting. The abovewater surface of the
handle is permeated with contact poison. African plains, turns out to be a plush, iceberg is covered with a heat-reflective
The agency regrets the blunder and wants well-concealed, and well-protected hide- material, and motion detectors are planted
the briefcase back. The unsuspecting away for a fabulously wealthy master to predict rolling. The most economical
agent’s delicate mission is not to be jeop- criminal who runs a pan-African poaching vessels to serve as tugs are nuclear-
ardized. The PC team is assigned to re- cartel. The agents discover this by acci- powered ships and submarines. Three
cover the briefcase, replace it with the dent while on a different mission—and the surface vessels steer the iceberg and pro-
proper variety, and return without alert- master criminal wants them dead.
ing the enemy—and, if possible, without It’s Dr. Jekyll—You’d Better Hyde! A
alerting the agent. diabolical mad scientist tries to scare cap-
Highrise Hijinks: A skyscraper becomes tive Orion agents to death in his labyrin-
the site for industrial espionage. A newly thine lair of physiological and psychologi-
developed electronic device shields com- cal endurance tests. Agents must escape
puter keyboards from emitting electro- from his guarded castle laboratory com-
magnetic signals that can be picked up by pound in a mountainous wilderness re-
sensitive surveillance devices. Agents are gion. Mountain climbing and wilderness
assigned to pursue rival company thieves survival skills are necessary.
who break into offices and attempt to steal Squeaky Wheels Get the Grease: Merce-
the device prototype or its plans. naries and Arab extremists believed to be
More Than You Bargain For: The nerve working for an oil cartel begin destroying
center of a vast arms-dealing and terror- oil drilling platforms in the North Sea,
ism empire is headquartered within the Venezuela, and in the Orient. It is believed
confines of a Middle Eastern open-air that terrorist activity will decrease world
market populated with cutpurses, cut- oil production and increase oil prices
throats, and cut-outs. The agents must among oil-producing nations. It is feared
shut this operation down—permanently. that attacks will occur on the Siberian and

102 DECEMBER 1989


vide some pull. Submarine vessels provide lines do not reach.
the major muscle to move the iceberg’s Trouble: World environmentalists are
enormous mass below the water’s surface. upset about the entire operation. They
One surface tender and one submersible argue that if the iceberg sinks an atomic-
tender supply crew changes, food, oxygen, powered vessel, the radioactive damage
and other supplies to the tug vessels. To caused to marine life would be cata-
conserve momentum, the vessels never strophic. The effects of large quantities of
stop towing. Smaller vessels and aircraft fresh water in tropical and subtropical
serve as current finders and weather waters is unknown. The environmental
patrols. Security and rescue craft protect impact of abundant fresh water in arid
vessels in intersecting shipping lanes. regions is another unknown.
The best route to haul the iceberg back Many Middle Easterners consider the
to the Arab country lies in the direction of plan a terribly expensive folly costing
the Antarctic circumpolar current known millions of dollars. Other Middle Eastern-
as the West Wind Drift toward Australia. ers fear exploitation by industrialized
The iceberg will then be pulled northward nations loaning money for the project,
across the Indian Ocean into the West providing technical support, and spread-
Australian Current, then must travel along ing Western ideals all along the water
the South Equatorial Current until near pipelines. Due to the tensions in the Mid-
the East African coastline, where it will dle East and the added environmentalist
travel north to the Middle East. The ice- outcry, the project is considered at grave
berg must hug the coastline so it will not risk from sabotage and outright attack on
be carried back out to sea by the Equato- land and at sea.
rial Counter Current. The iceberg should Assignment: Agents are assigned to the
cross the equator in July, August, or Sep- iceberg task force to detect and prevent
tember during the wet monsoon season, interference with the project. Using all
before the dry monsoon season of winter available means, the iceberg is to be es-
starts to blow against the ice. corted safely from origin to destination.
The entire trip is scheduled for six to Notes: This would be a superb multises-
nine months from late December to early sion adventure in which the Administrator
July. The total distance traveled is approxi- could toss numerous unique NPCs, plot
mately 12,000 nautical miles, of which twists, and deadly surprises at the PC
5,000 miles is in cold current to reduce agents. Tension should be maintained at a
melting. The shortest straight line distance high level throughout the adventure, with
across all the currents is 6,000 nautical agents chasing down clues and plots as the
miles. At the destination site, the iceberg iceberg convoy goes its way. The climax of
will be mined and the ice dissolved. A the adventure, if and when the iceberg
slurry of ice water can be pumped ashore reaches the Middle East, should be one the
to either storage tanks or pipelines. Tanker agents will remember for years to come—
trucks and other ships will transport fresh if they live through the fireworks.
water to remote regions where the pipe-

Plot Situations For Espionage RPGS

Deliverance
Unfortunate Threatener Rescuer
Fellow agent Secret police Agent team
Diplomat Terrorist Antiterrorists
Passengers Skyjacker Hostage negotiators
Villagers Military dictator Freedom fighters
Defector Oppressive government Underground railroad

Jobs: Rescue, prison/jail break-in, defection, prevent rescue, prevent prison/jail


escape, defection protection, guard duty.

Revolt
Tyrant Conspirator
Foreign agency Secret agent
Political group Opposition party member
Criminal group Detective
Drug smugglers Narcotics officer
Student group Police informer
Street gang Rival game member
Oppressive government Freedom fighters/revolutionaries

Jobs: Infiltrate, pass secret information, identify group leaders, reveal secret plans,
disable major group function, subvert a group, destroy a group, foment unrest,
prevent riot, assist coup d’etat, guard against revolution.
Chart continued on next page.

104 DECEMBER 1989


Daring Enterprise
Bold Leader Object Adversary
Bomb disposal team Explosive Bomber
Fire investigators Burning structure Arsonist
Sky marshall Aircraft Skyjacker
Security expert Alarm system Cat burglar
Detective Stolen item Thief
Internal security Industrial equipment Saboteur
Customs inspector Contraband Smuggler
Inspector Counterfeit currency Counterfeiter
Handwriting expert Forged signature Forger
Coast Guard member Vessel Modern pirate
Police investigator Land vehicle Car theft ring

Jobs: Prevent/Investigate arson or bombing, locate stolen goods, detect/trace coun-


terfeit currency/forged documents, prevent industrial sabotage, install alarm sys-
tems, locate stolen goods, transport goods, handle animals, administer polygraph/
stress test, guard duty, prevent skyjacking/hijacking/piracy, arrest suspect.

Abduction
Abductor Abducted Reason
Kidnapper Heir/Heiress Ransom
Terrorist Passengers Publicity for cause
Rival agency Fellow agent Information
Secret police Protester Intimidate other protesters
Your agency Fellow agent Training purposes

Jobs: Bodyguard, prevent skyjacking/hijacking/piracy.

Obtaining
Solicitor Adversary Who is Refusing
Interrogator Rival agent with secret
Assassin Troublesome target
Mugger Victim of crime
Blackmailer Person with questionable past
Extortionist Person with something of value
Investigator Agent with valuable information
Private investigator Suspect being followed
Communications expert Jammer/Detector operator

Jobs: Interrogation, bodyguard against assassination/mugging, protect against


blackmail/extortion/investigation, evade surveillance, lose tail, shadow suspect,
Communicate, prevent communication.

Madness
Madman Victim Cause
Mad scientist Captive subject Create life
Religious leader Unquestioning followers Mind control
Military leader Ordinary citizens Territory
Politician Opposition party members Political power
Terrorist Innocent bystanders Publicity

Jobs: Neutralize (render ineffective, not necessarily kill), take into protective cus-
tody, arrest suspect.

Further reading
Benson, Raymond. The James Bond Bedside Companion. Dodd, Mead & Company: New
York, 1984.
Heath, Eric. Story Plotting Simplified. The Writer, Inc.: Boston, 1941.
Polti, Georges. The Thirty-Six Dramatic Situations. The Editor Company: Franklin, Ohio,
1921.
DRAGON 105
Forum store also sells the AD&D game or similar role- I choose to play these characters to experi-
playing products, it will probably be more open ence a different personality, to role-play, not
Continued from page 93 to such an idea (since this will bring repeat because I have a desire to seek out and destroy
business). Try it and see if you can find the all Evil in the world or to become the Dark Lord
friends) to continue gaming. gamers you’re looking for. himself. My characters may have these ambi-
In support of Mr. Bryan Walker’s letter on the Alex Martin tions, but these characters are pieces of paper. I
destruction of the AD&D game’s image, I must Mesquite TX play the AD&D game, like many gamers, as a
say he has given an excellent analysis. The hobby and a release. (I would also like to add
movie, Mazes and Monsters, gave the AD&D® I am writing in regard to a letter written by that I am just as mentally stable now as I was
game a terrible image, and I should know from Stanley Bundy that appeared in issue #143. I am before I played the AD&D game regularly.)
experience. My parents went from supportive, 11 years old, and I enjoy both the D&D® and It has also been said that the AD&D game was
trusting souls to panic-stricken, nervous war- AD&D games. With 1½ years of experience as a created to preserve the struggle between Good
dens of my gaming habits. Mind you, we are DM, I strongly suggested playing a non-evil vs. Evil, with Good always being the victor. This
talking about a guy who was (and still is) a character to all of my players. So far, only one is totally inaccurate. The fact that there is an
dependable, sociable honor student, not the has played an evil character, but he greatly assassin character in the game shows that it was
psychotic animal that has been the classic stere- disrupted the game and ruined it for the others. not created for the Good only.
otype to the general public. Try as I did to The stories that people hear about D&D This whole suffocating attitude borders on
change my parents’ attitudes, they only tight- games are most likely started by nonplayers paranoia. I believe it was this fear that caused
ened their monitoring. Only long, persuasive overhearing a game with evil characters. When the controversy a few years back about the
discussions would allow me release for a few parents hear these stories, they do what good AD&D game as a whole. One girl I talked to
hours. I got to the point where I was tempted to parents would do and protect their child from during this time said to me, “You play that?
sneak out or deceive my folks in order to play this “cult” of role-players. My mother has heard That’s an evil game.” She obviously knew noth-
more often. these stories, too, but she does not stop me ing about the AD&D game. I am assuming,
Finally, I found a way to achieve more gaming from playing because of the mental and creative however, that most people who write in about
time and give my parents more confidence in aspects of the game. But others have not been this subject do. I would expect then, that they
the game and me. My parents had never seen exposed to this, and I have problems finding realize that it is only a game, and its purpose is
me play, so I invited my fellow gamers to my players for my campaigns. to role-play. Though I take the game itself very
home. Once my parents saw who my fellow The best way to stop these rumors is to stop seriously, it is fantasy. It is not reality.
players were and talked to them, they relaxed the use of evil characters—which, after reading Michael J. Natale
and trusted my judgment on how much involve- Mr. Bundy’s letter, I have done. When I read Westborough MA
ment I had in role-playing. I think that part of what happened to the group of 200 in Corbin, I
the fear of the game involves the mystery of realized my own shortage of gamers was petty.
who is playing the game with you. When par- But I still felt compelled to write this letter.
ents see [bad] public images, like the terrible Dan Humphries
ones Mr. Walker encountered at the convention, Mercer Island WA
they develop the idea that their sons and daugh-
ters are flirting with terrible people. Your par- I have just finished last month’s issue and am
ents have probably never seen your fellow forced to respond to the battle that continues to
players before, and they fear those players be debated in “Forum.” I am not talking about
might influence you in a bad way. Parents the struggle between Good and Evil, but rather
typically worry about peer-pressure situations, the struggle about Good and Evil.
and role-playing is often categorized as one. It is I have been reading DRAGON Magazine for
a sad situation brought about by the terrible six years now, and I have played role-playing
rumors the game has gained. games of all types for the same amount of time.
I believe that by letting your parents know It still amazes me how many people write in and
your gaming associates, they will be more open voice objections to those who play evil charac-
and trusting of your gaming habits and of your ters in the AD&D game.
fellow players. As long as you’re capable of Now, don’t get me wrong. I am not a psycholo-
having constant company and having gamers gist, and I don’t pretend to be an authority on
who are both flexible and give a good impres- role-playing, I also do not worship Satan, beat
sion, and if you have parents who are open- my dog, abuse my girlfriend, take drugs, or
minded (or at least happier to know your have a criminal record. However, according to
friendships and activities), I think you can
improve the setting in which you play. Maybe
some people who have written in to “Forum,” if I
play an evil character in a game, I might as well
LOOKING FOR
this won’t work for you or maybe you don’t
care, but I think it works given time and pa-
be in any or all of those categories.
Some people suggest that the choosing of an
MORE GAMERS?
tience. It may even disperse the cloud of super- evil character is actually linked to the person’s
stition around the AD&D game and improve subconscious personality, and any evil acts his You may think you’d have to tra-
your family’s relationships. character commits during the course of the vel to another planet to find a
To Mr. Michael Townsend (and all concerned), game will therefore be possible in his real-life game convention. Finding friends
I reply that I know what it is like to play with a personality as well. I say, “Dragon dung!” who are also gamers can be a
handicapped individual and how gaming gives Is the actor who portrays a mass murderer in
one a sense of meaning. I had a friend who was a film then considered psychotic himself? Is the
problem, too. Put your scoutsuit
blind, and role-playing gave him more confi- person who wrote the script automatically a away and turn to the Convention
dence and a more sociable attitude. He became bloodthirsty madman? Calendar in this magazine. There
a great player to have around. I have played evil characters and good charac- may be a game convention closer
As to the question of finding more gamers, I
have noticed that most role-players are also avid
ters in equal proportions over my experience as to your home than you’d think —
an RPG enthusiast. The flavor of the game came
comic-book and fiction-novel readers. At my from successful role-playing of the character I and conventions are a great place
favorite store, the owner had developed a role- chose, not from slaying innocent townsfolk or to find friends who share your in-
player’s bulletin/network for people to look for sacrificing victims to an evil deity. terests. Whether you like board-
fellow gamers. I simply added my name and, The whole reason for the success of the games, role-playing games,
within weeks, found people to continue playing AD&D game (and others like it) is singularly
games. Go to your local book store or comic based on role-playing. Good and Evil within the
miniature wargames, or just
store and see if the owner has (or has consid- constraints of the game make no difference. A browsing around, a game conven-
ered) having such an announcement board or lawful-good paladin is just as removed from my tion can be all you’ve hoped for.
network. If not, suggest it or even develop it for personality as a chaotic-evil assassin. I find it Plan to attend one soon.
him if he can’t. Usually, independent dealers are difficult to believe that average people of the
more open to this idea than large chains like sort that play the AD&D game could aspire to
Waldenbook’s, but try wherever you can. If the either of these extremes in the real world.

108 DECEMBER 1989


DRAGON 109

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