Dragon Magazine #037
Dragon Magazine #037
Dragon Magazine #037
Contents
we think you’ll understand why it placed so high. Also helping to
make May a special month is Mapping the Dungeons II Update,
the last word (for now) in our ongoing search for players and DMs
the world over.
AD&D MODULE
The Pit of The Oracle— Stephen Sullivan. . . . . . . . . . . . . . M 1
In another debut, we’re opening up Eye of The Dragon, a look at
FEATURES what’s happening now and what the future holds in the game-hobby
From The City of Brass to Dead Orc Pass— Ed Greenwood . . . . . 4 industry—another big step in the right direction, as TD strives to
That’s Not In The Monster Manual!— Arthur Collins . . . . . . . . . . . 6 cover all aspects of gaming and the people involved in it.
Campaigning in the city
Step-by-step urban encounters— Jeff Swycaffer . . . . . . . . . . . . 8 Instead of one main feature this month, we have three. From the
Cities help make characters “real”— Paul Leathers. . . . . . . . . . 9 City of Brass to Dead Orc Pass is Ed Greenwoods literary look
Sorcerer’s Scroll— Gary Gygax on Greyhawk . . . . . . . . . . . . . . . . 10 at the use of gates to move from plane to plane. If you’d rather stay
Sage Advice— Jean Wells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 right where you are and battle some new dragons, then Arthur
The History of Elfland— G. Arthur Rahman . . . . . . . . . . . . . . . . . . 13 Collins article will fill the bill. Or, if a more “civilized” campaign is
Simulation Corner— John Prados . . . . . . . . . . . . . . . . . . . . . . . . . . 14 your cup of tea, Jeff Swycaffer and Paul Leathers present ways to
Leomund’s Tiny Hut— Lenard Lakofka . . . . . . . . . . . . . . . . . . . . . 16 make an urban atmosphere more exciting.
The Miniature Spotlight— Fantasysmith . . . . . . . . . . . . . . . . . . . . . 17
Up On A Soapbox— Kristan Wheaton . . . . . . . . . . . . . . . . . . . . . . . 18
Giants in The Earth— L. Schick & T. Moldvay . . . . . . . . . . . . . . . . 29 There are the usual batch of regular columns inside, led off by Gary
Mapping the Dungeons II Update . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Gygaxs glimpse at the soon-to-be-released (yes, really!) World of
Bazaar of the Bizarre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Greyhawk in From the Sorcerers Scroll. Just in time for Origins
Dragon’s Bestiary— Vulturehounds . . . . . . . . . . . . . . . . . . . . . . . . . 48 '80. John Prados looks at the Charles Roberts Awards in his
Jasmine— Darlene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Simulation Corner. Instead of more Giants in the Earth this
month, Lawrence Schick and Tom Moldvay provide a look at
VARIANTS how their offerings are prepared. Lenard Lakofka presents The
Squad Leader scenario #2— Bryan Bullinger . . . . . . . . . . . . . . . . 20 Monties, certainly an ungodly group of deities, in Leomunds Tiny
Spell research, the hard way— T. I. Jones . . . . . . . . . . . . . . . . . . . . 22 Hut. Divine Right designer G. Arthur Rahman continues the
Libraries— Colleen Bishop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Minarian Legends with an examination of Elfland. Jean Wells has
Lankhmar: Combat in the compromise game— F.C. MacKnight 31 more answers to your questions in Sage Advice. Fantasysmiths
Miniature Spotlight takes a short look at the long lance, and
HISTORY/BACKGROUND Kristan Wheaton goes Up On A Soapbox with a thesis on the
Armies of the Renaissance— Nick Nascati . . . . . . . . . . . . . . . . . . . . 19 theory of magic. A trio of new treasures awaits you in Bazaar of the
Bizarre, and the Vulturehound is lurking in Dragons Bestiary.
REVIEWS
Pearl Harbor— Bryan Beecher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Magic Wood— William Fawcett . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 And there’s more! Bryan Bullinger offers number two in his series
Belter— Roberto Camino . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 of Squad Leader scenarios. Tim Jones shows how hard he thinks it
ought to be to develop a new magic spell. Colleen Bishop presents
DRAGON MIRTH an appropriate companion piece on Libraries, and F . C .
Clarence the Cleric— L. Blankenship & L. Boelman . . . . . . . . . . . . 49 MacKnight describes a complex combat system for his hybrid
Inert Weapons— D. Patric Shaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 game based on Lankhmar. Nick Nascati takes us back in the past
How to tell if you’re in or out of love— Kevin Hendryx . . . . . . . . . 50 once agai n wi t h anot her i nst al l m ent of A r m i e s o f t h e
Renaissance.
NEWS/VIEWS
Dragon Rumbles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Out on a Limb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 In the “broken promise” department, we should say that the rules
Convention schedule and other news . . . . . . . . . . . . . . . . . . . . . . . 26 for the second International Dungeon Design Competition are not to
Eye of The Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 be found in these pages. We’re doing a facelift on the contest which
has proven to be more complicated than we originally imagined—
so, rather than make some hasty decisions just to keep the promise
we made last month, we’ll beg your indulgence for another month. If
If your mailing label says TD 37 we can’t do it right, we’d rather not do it at all. Okay? Okay! Now,
this is your last issue. . .resubscribe start reading!— Kim
1
Vol. IV, No. 11
By the time you read this, many of you money than we make is the day we close
will probably have already learned of the our door, just like any other business. Vol. IV, No. 11 May, 1980
departure of Tim Kask from TSR and THE Now, as to the allocation of space for
DRAGON. To squelch any rumors and articles in THE DRAGON, again, finance Publisher
hearsay, let me give you the straight scoop: enters into the picture. Obviously, the way E. Gary Gygax
Tim, after more than four years at TSR (he to sell the most magazines is to provide
Editor
was the first person hired when the com- subject matter that appeals to the most peo-
Jake Jaquet
pany was formed) has resigned. The rea- ple. D&D and AD&D are the hottest-selling
sons for his resignation are his own, but as games on the market at this time, so we Assistant Editor
his friend and as the person now taking his devote a lot of space to them. Traveller, for Kim Mohan
place within TSR Periodicals, I know that example, is another very popular game, Editorial Staff
the decision was not an easy one. I, too, and we ran five Traveller articles in the
Bryce Knorr
hear the siren song of mainstream publish- March magazine. The company that pro-
ing, yet am bound somehow, by forces I duces the game has no bearing on whether Circulation & Sales
myself do not fully comprehend, to this or not we devote space to the game—the Corey Koebernick
fledgling creature, THE DRAGON. Tim game’s popularity does.
Office Staff
brought the magazine to where it is today, Popularity of a game discussed in an
Cherie Knull
and I will continue to nurture its growth, but article, however, is not the only criterion by
he will be sorely missed. which we select material. Runequest and This month’s
* * * Tunnels & Trolls are examples of a couple contributing artists:
of other popular role-playing games, but Darlene Pekul Jeff Dee
We have a new addition to the editorial you won’t find articles about them in THE Jim Roslof
Melody Pena
staff this month, in the form of Bryce DRAGON. Why? Because we just plain Kenneth Rahman Erol Otus
“B.A.” Knorr. Bryce hails most recently don’t have any! 95% of all our material is Dave LaForce
from Vero Beach, Florida, and brings submitted by freelance writers, and for
another seven years of journalism experi- some reason, no one bothers to submit RQ THE DRAGON is published monthly by TSR
ence to our staff. His primary function will Periodicals, a division of, TSR Hobbies, Inc.,
or T&T articles to us. We can’t print what P.O. Box 110, Lake Geneva, Wisconsin 53147.
be assisting Man of Many Talents Mohan in we don’t have. It’s as simple as that. Not Phone: 414-248-8044
the production of THE DRAGON. Another that we would necessarily print just any RQ
recent addition to the TSR Periodicals staff or T&T article we might receive; we would, THE DRAGON is available at better hobby
is secretary/receptionist Cherie Knull, late of course, apply our usual criteria for quali- shops and bookstores, or by subscription. The
subscription rate within the U.S. and Canada is
of the TSR Hobbies shipping department. ty and clarity of writing. But at least we’d $24 for 12 issues. Outside the U.S. and Canada,
Let’s have a nice round of applause for the have a choice. rates are as follows: To European locations, $50
new kids on the block! Other game magazines may make it a per 12 issues for surface mail, $82 for 12 issues
point of covering only one game or line of air mail, or $45 for 6 issues air mail; To Australia,
* * * $40 per 12 issues for surface mail, $70 for 12
games. Fine, that’s their choice. But the issues air mail, or $39 for 6 issues air mail. The
One final word. We’ve been receiving a average gamer doesn’t play just one game single-copy price, for the current issue or back
number of letters lately, and seeing edi-. or line of games, and limiting the subject issues, is 75 cents plus cover price ($2 through
torials in other gaming magazines, ques- matter of a publication in that manner TD-31, $2.50 or more for each issue thereafter).
tioning why THE DRAGON devotes so All payments must be made in advance in U.S.
seems to me to be limiting the readership currency or by international money order. The
much space to D&D and AD&D, and im- such a publication could hope to reach. issue of expiration for each subscription is coded
plying that THE DRAGON is some sort of And the poor gamer is stuck with the deci- on each subscriber’s mailing label. Changes of
house organ for TSR Hobbies, Inc. Most sion of which magazine covering which address must be filed 30 days prior to the mail-
disturbing is the implication that TSR Hob- ing date of the issue when the change is to take
game line he wishes to buy, or is forced to effect.
bies somehow pumps money into THE buy them all. Not so with THE DRAGON.
DRAGON and TSR Periodicals to keep us While we will never be all things to all gam- All material published in THE DRAGON be-
going. Wrong! Erroneous! Not true! (I ers, we will continue to to to bring you comes the exclusive property of the publisher
sometimes wish it were—it’d make things a unless special arrangements to the contrary are
informative and entertaining material on as made.
lot easier.) TSR Periodicals may be part of many aspects of games and gaming as pos-
TSR Hobbies, Inc., as far as the corporate sible— maybe not in one single issue, but While THE DRAGON welcomes unsolicited
structure, but we are an entirely indepen- over the long haul, we should have a fairly material, such cannot be returned unless ac-
companied by a stamped return envelope, and
dent operation. We have our own offices, representative sampling, subject to the cri- no responsibility for such material can be as-
bank account, dealers and distributors, teria listed above. And in the end, it wil be sumed by the publisher in any event. All rights
shipping operations, etc., etc., etc. TSR you, the reader, who is the judge. on the contents of this publication are reserved,
Periodicals operates as a separate business and nothing may be reprinted in whole or in part
without written permission of the publisher.
from TSR Hobbies, Inc. They pay for ad- Copyright 1980 by TSR Hobbies, Inc.
vertising space, just like anyone else, and if
we want a set of AD&D books to use for Second class postage paid at Lake Geneva,
reference here in the office, we pay for Wisconsin 53147
them. And the day we start spending more
2
May 1980
3
Vol. IV, No. 11
the new plane (referring to Zelazny again, consider that the only explo-
sive that worked in Amber was not gunpowder, but jeweller’s rouge).
Gates can also be used to combine the campaigns of various DMs,
The theory and use of gates either by direct gate link, or by providing a “common ground”; an area,
like Michael Moorcock’s Tanelorn, which exists in all planes. And “since
Ed Greenwood Tanelorn exists in all planes at all times it is easier for a man who dwells
* * * there to pass between the planes, discover the particular one he
Elric looked at the pit. It was ragged and deep and the seeks.” 1 An obvious choice for such a city would be a commercial
earth in it seemed freshly turned as if it had been but lately module or playing aid, such as Judges Guild’s City-State of the Invin-
dug. cible Overlord.
“What must we wait for, Friend Corum?” Various game systems (D&D, MA, GW, Traveller and Boot Hill, to
“For the Tower,” said Prince Corum. “I would guess that name a few) could be combined (refer to the DMG and Jim Ward’s
this is where it appears when it is in this plane. ” article in TD -18 for the details of meshing rules and statistics) by gates
“And when will it appear?” linking one game setting (i.e. The Old West) to another (Camelot—why
“At no particular time. We must wait. And then, as soon as not? Well, I’ll wait until the Knights of the Round Table—and Merlin—
we see it, we must rush it and attempt to enter before it appear in Giants In The Earth; hint, hint).
vanishes again, moving on to the next plane. ” The idea could also be adapted to Traveller or other SF games,
—Michael Moorcock, operating in the manner of Larry Niven’s matter transmission booths or
The Vanishing Tower. James H. Schmitz’s subspace portals.2 Gates have an advantage over
*** the Amulet of the Planes, which can force the DM to create, in depth,
The plane-shifting Vanishing Tower of Moorcock’s Eternal Cham- any one of 21 to 24 planes at the roll of a die. The problems this or
pion series is only one of the many fascinating means of travelling similar means of transport (such as cursed scrolls or ancient grimoires—
between worlds found in SF and fantasy literature. These “gates” (as cf. Codex of the Infinite Planes) can produce are obvious (for an
they are most often called) are ideal for use in AD&D campaigns, example, see the introduction to Gary Gygax’s Faceless Men And
serving as means of moving between the various Known Planes of Clockwork Monsters in TD -17). Foreknowledge (and preparation) of
Existence. the players’ destination avoids frantic dice-rolling a step ahead of the
Besides providing a means of taking players into new areas or exploring party (“ahh . . . you see—um . . . a range of mountains in
settings (often regardless of their wishes), gates have the added ad- the distance, and—ahh . . . a—a band of orcs twenty feet from you
vantage of allowing the DM to introduce NPCs not otherwise consistent there are—ahh, fifteen of them”; frantic rolling of hit points, etc., rapid
with his or her world, by providing a plausible way of getting them there. onset of nervous breakdown on the poor DM’s part, not to mention the
Thus, characters from other D&D campaigns or famed in fantastic players’). A Cubic Gate or Well of Many Worlds is much better, but
literature (such as those detailed in the series Giants In The Earth in The often the DM does not wish the players to control such items.
Dragon), or even the occasional modern-day GI or superhero comic- In its most common form, the Gate is merely a space between two
book character (say, one of the Marvel X-Men) can take their bows. standing stones. It may be of three basic types: those which operate
Such characters (used with extreme moderation!) can provide both constantly; those which must be triggered by the use of a spell, talisman,
comic relief and interesting player tests. A Prince of Amber or Chaos mechanical process, or word; and those which operate periodically
from Roger Zelazny’s Amber series, for example, could hellride an (often in accordance with stellar configurations, phases of the moon, or
unwilling player character to a new plane and leave him there with little solstices—such as Midsummer Night—and equinoxes) regardless of
chance of returning, as Corwin did to Ganelon. Handle the prince as a the presence or absence of travellers. Typically, gates are both ancient
high-level psionic and the “hellride” as the discipline probability travel. (locations and working almost forgotten, or distorted by legend) and
Gates also provide a means of shifting characters into a new, pre- well-nigh indestructible. If they are destroyed, it is usually with an
pared setting when the DM is changing campaigns— i.e. from D&D to explosion of awesome intensity. Occasionally they are clearly the work
AD&D, or when one campaign has gotten out of hand and a fresh start is of superior (usually lost) technology, and may have safeguards and
desired, without placing long-played characters into limbo forever. To traps built into the controls.
cut down on artifacts, et cetera, the DM merely has them fail to work in DMs will find much of interest and usefulness in fantasy and science
4
May 1980
fiction works, and this is as true for gates as it is for monsters or magic. fearful to leave, but very lonely, he captured those who entered the
Some contain concepts ideal for use by the DM. The Vanishing Tower is tower and forced them to be his companions until he grew tired of them
perhaps the most spectacular of these. It is a small stone castle, sections and killed them. He had a number of winged, monstrous servants
of which appear shadowy and vague. Lights play about its battlements. (seemingly equivalent to gargoyles) who could be harmed only by the
It flickers from one plane to another, spending only minutes or at the scythes they bore. Like the monster in Wormy, TD -18 and 19, these
most a few hours at any location. There should be a warning flicker just were initially imprisoned within balls which the dwarf would throw at
before it shifts (the DM should count to ten, quickly, before shifting the those menacing him. In the depths of the tower was a vault filled with the
tower). The shift should be more or less instantaneous and under the treasure of all those who had ventured into the tower and fallen prey to
directional control of no person or entity (this will prevent players from Ghagnasdiak. Such a hoard would include many strange artifacts
making it a cheap means of all-powerful transportation, or worse, a (perhaps Gamma World weapons and armor) and much magical trea-
well-nigh unassailable fortress which can shift away to escape danger in sure. In the original novel, one such artifact was the Runestaff, which
any one plane). The only exception to this lack of player control is the apparently has the power to halt the tower’s shifting (although it was
provision (by means of a Limited (or Full) Wish spell) for forcing the never so used). It can itself shift its holder and anyone touching him or
tower away from the plane of the spell caster. The spell caster should her to any plane desired—whereupon it will vanish.
have no knowledge of, nor control over, its new destination when The Ship That Sails The Seas of Fate is also of Moorcock’s inven-
driven away. The DM, however, should know (and resist the temptation tion. It is a ship of dark and strange design, with a curving, warlike prow,
to change) the tower’s destinations and the occasions on which it shifts. ornately carved rails and figurehead, elevated decks fore and aft. With a
When using either the Tower or the Ship (see below) a chart should be tireless crew of two, a blind captain and his twin the steersman, it sails
drawn up showing the circuit of planes travelled through. Dice can through the planes on an apparently foreordained route. As the captain
determine the length of time spent in each plane. tells Elric, “We’ll sight land shortly. If you would disembark and seek
In Moorcock’s novels, the “ordinary laws of sorcery”3 do not work your own world, I should advise you do so now. This is the closest we
within the tower due to the rapidity of its shifting and the varying shall ever come again to your plane.”4 Always shrouded in mist, the
effectiveness of magic from plane to plane, but individual DMs must Dark Ship seems to spend much of its time in the astral plane, en route
make their own decisions. It is suggested that psionics and the following from a sea in one plane to another sea in the next, rather than shifting
spells not work within the tower, or through its walls from inside or out: instantaneously as the Tower does.
Chariot of Sustarre, Contact Other Plane, Control Weather (and similar The magnum opus of gate systems is Philip Jose Farmer’s five-
spells), Dimension Door, Drawmij’s Instant Summons, Gate, Locate volume World of Tiers series.5 Gates therein are of many types, most
Object, Passwall, Plane Shift, Stone Tell, Teleport, Wizard Eye (and commonly doorframes or hoops, or matching crescents (which must be
related ‘spy’ spells), Word of Recall. It is a matter of choice whether a joined to activate the gate) or seemingly indestructible metal. Passage
Magic-User within the tower should be permitted to recall a Leomund’s through them is so instantaneous that one may step through an open
Tiny Chest. doorway and be gated into another room (identical to the one the door
The tower generally enters any given plane in relatively the same physically opens into) without realizing it. Air passes through the gates
spot (see opening quotation) each time. Note that this is by no means automatically, to prevent the ‘pop’ of air rushing into a sudden vacuum
certain, and the irregularity of its presence (coupled with the length of as someone vanishes. Gate fields can cut anything, and are used (at
absence) will in most planes deny precise knowledge (and perhaps various points in the series) to neatly carve up huge rocks, trees, and
guarding) of its point of entry. Often only old, distorted legends and enemies of various sorts.
crumbling, forgotten records will hint at where it may be found when it Gates may be portable, or partly so (one crescent set into a floor or
does appear. boulder, often concealed, and the other loose, usually hidden else-
Often the tower will be inhabited by creatures venturing into it from where). Gates may be set to allow passage of masses up to a certain
the various planes it visits (for example, if the Tower has visited any of maximum; thus, men or large animals can be kept out. Gates are usually
the Nine Hells at all recently, it will certainly have been garrisoned; one found in pairs (that is, entry and exit, or vice versa) which share the same
might assume the archdevils have given standing orders regarding this). “resonant frequency.” Such a frequency may be changed by the use of
Monster possibilities are obvious. sophisticated machinery to turn the gates off (perhaps cutting someone
In the original, a dwarf named Voilodon Ghagnasdiak inhabited the in half!) or align them with other gates, changing the destination any
tower (after discovering its plane-shifting properties the hard way). Too (Turn to page 36)
5
That's not in the Monster Manual!
Neutral dragons: Six new challenges for powerful players
Arthur W. Collins leave his treasure alone. Likewise, half of these fascinating creatures
are of good alignment, which really cuts down on the pillage an
Taxonomic types have no doubt noticed that the dragons in the adventurer of basically good alignment can attempt without incur-
AD&D Monster Manual are easily separated into two types: Colored ring the wrath of the gods (or at least the DM).
dragons, ruled by Tiamat, the Chromatic Dragon (evil); and Metallic Another part of the problem is that everyone and his brother has
dragons, ruled by Bahamut, the Platinum Dragon (good). And a a Monster Manual, which cuts down on the DM’s options to surprise
very well-balanced and fascinating assortment of beasties they are. his adventurers with something that they have to think about to deal
So why am I about to propose six new types of dragons? with successfully. It’s very frustrating to be graphically describing an
Part of the problem is with alignment. How come there are no unknown beast a party has encountered, only to have some ency-
neutral dragons? Surely there must be a place for the occasional clopedic fanatic quote you chapter and verse on what it is, and what
dragon who doesn’t give a hoot about good or evil as long as people all of its abilities are. Finally, there is just something fascinating about
6
May 1980 The Dragon
dragons, which leads us to explore new variations simply to enjoy counter by charming them with their voices. Anyone not engaged in
the essence of dragon-ness. such things as combat who listens to the dragon’s voice faces a 10%
In proposing this new breed of dragon, I am assuming that all cumulative chance per round of being entranced. While he is en-
these types conform to the characteristics of dragons in general, tranced, the dragon has a chance of implanting a suggestion in his
except where otherwise noted. In addition, all of these dragons share mind. The dragon gets one attempt per creature to suggest, and if the
the following standard characteristics. creature makes his saving throw by rolling the required percentage,
FREQUENCY: Very rare. the charm is broken for 6 rounds. The dragon will try to keep him
NO. APPEARING: 1-3, except in the case of the Ruby Dragon. talking, in order to try again, but this time will get only a 5% cumula-
NO. OF ATTACKS: 3 tive chance per round of charming the creature(s). If the dragon fails
SPECIAL ATTACKS: Breath weapon + possible magic use, in his suggestion this time, the creature cannot be charmed again.
except for Sardior, who definitely uses magic. Going along with their intelligence and charisma, all Neutral
ALIGNMENT: Neutral. dragons have a 50% chance of being psionically endowed. They are
The Neutral dragons are basically reclusive creatures, dwelling in also telepathic, although they cannot communicate telepathically
out-of-the-way places, and not too receptive to unexpected visitors. with non-telepathic creatures or characters with an intelligence be-
Like all dragons, they get their kicks from lolling around on a pile of low 17. Magic-using Neutral dragons employ both Magic-User and
treasure. Being named after precious and semi-precious stones, they Druidic spells.
are especially fond of gems and jewelry. They are generally smaller Being smaller than other dragons, Neutral dragons’ fear aura in
and slower than other dragons, but make up for this with their attacking is saved against at a +4 to all opponents. Neutral dragons
outstanding intelligence and overwhelming personalities. cannot polymorph themselves, unless they know the spell. They do
The Neutral dragons are all very charismatic and suave. They have the innate ability to blink 6 times per day, however, as in the
delight in riddling talk, and seek to entrap the creatures they en- spell. Particulars about each type of dragon are listed below.
SPELLS GAINED *
CRYSTAL TOPAZ EMERALD SAPPHIRE AMETHYST RUBY
Very Young 1 1st-D 1 1st-D 1 1st-D 1 1st-D 2 1st-D **
1 1st-MU 1 1st-MU 1 1st-MU
Young 1 1st-MU 1 1st-D 1 1st-D 1 1st-D 1 2nd-D
1 1st-MU 1 1st-MU 1 1st-MU 2 2nd-MU
1 2nd-D
Sub-adult 1 2nd-D 1 2nd-D 1 2nd-D 1 2nd-D 2 3rd-D
1 1st-MU 1 2nd-MU 2 2nd-MU 1 3rd-MU
Young Adult 1 2nd-MU 1 2nd-D 1 2nd-D 2 3rd-D 1 3rd-MU
1 2nd-MU 1 2nd-MU 2 4th-D
Adult 1 3rd-D l 3rd-D 1 3rd-D 2 3rd-MU 2 4th-MU
1 2nd-MU 1 3rd-MU 1 5th-D
Old 1 3rd-MU 1 3rd-D 1 3rd-D 2 4th-D 2 5th-MU
1 3rd-MU 1 3rd-MU 1 5th-D
Very Old 1 4th-D 1 4th-D 1 4th-D 2 4th-MU 2 6th-D
1 3rd-MU 1 4th-MU
Ancient 1 4th-MU 1 4th-D 1 4th-D 1 5th-D 2 6th-MU
1 4th-MU 1 4th-MU 1 5th-MU
*“1 1st-D” means one first-level Druidic spell; “2 3rd-MU” means two third-level Magic-User spells, etc.
**Sardior, the Ruby Dragon, has 3 each of both Druidic and Magic-User spells of levels 1-7, and has spell books listing all the Magic-User spells
of those levels.
It is assumed that as dragons’ M-U spells are of a special, verbal- PSIONIC DISCIPLINES (where applicable)
only kind, so also the Neutral dragons’ Druidic spells are of a special Crystal dragons have 2 minor disciplines each. Topaz dragons, 3
kind, attuned to their natures, and not requiring mistletoe, etc. (Turn to page 35)
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Vol. IV, No. 11
soon be able to fight major battles which will affect the course of
things. The figure line could eventually number in the hundreds of
sets, with possibly a thousand different figures. The initial release will
be in the 50-set range, according to Steve. Of course, I’ll be con-
tributing to the miniatures rules, and I’m helping to select figure
types. The rules and figures will be significant contributions towards
developing the “World,” but more is needed.
Much of the original activity in the Greyhawk Campaign came in
the huge City of Greyhawk. My initial map was only an 8½” x 11”
sheet of graph paper, but this was soon enlarged to a four-times size.
Even that was too small, so extra, large-scale sections were done up
to supplement the main map. I have now gone to what amounts to
about four-game-maps size to show the whole of the place in fair
detail. The mapping isn’t complete, and only a few of the most
outstanding places are noted, as there is yet many months of work
left before the design will be in shape to submit to TSR’s Product
Development Department. Sometime in 1981 or 1982, though, you
should see a giant map and gazetteer for the City of Greyhawk being
offered for sale. The gazetteer will detail the deities of the place not
otherwise dealt with in modules or the like, by the way, and readers
will learn more about “Old Iuz,” the current menace from the state
of that name, as well as know who Ralishaz is, why Hextor is bad
news in combat, and so on.
While that project is yet a ways off, modules of the World of
Greyhawk are currently in the works. Skip Williams is working on my
original outline for Shadowland, and from what I’ve seen so far, we
should be able to have a final product out this year. The module will
Greyhawk: The shape be an adventure on the Plane of Shadow—perhaps that should be
Quasi-plane of Shadow. Other such modules are also in the hopper.
random dungeon generation methods as a test of the systems when I have been discussing several RP/FRP ideas, and my son, Luke,
put the design together. I am, therefore, doing a major rework on it, recently developed an exceptionally good Gamma World module
and so you now know why the Temple is so late in coming. idea which he and I have worked into a fairly complete outline. Who
In light of that, consider what will have to be done to Greyhawk can tell what will come out of all this? Stay tuned, as they say, for
Castle to put it into shape for general publication. Both Rob and I further developments.
liked to “wing it” as much as possible, so as to have flexibility and to Jeff Perren will be moving to a location much nearer to (if not
tie in past events. Think of over four dozen level maps with partial actually in) Lake Geneva soon. Besides the possibilities of doing a
matrices, skimpy notes, cryptic symbols and areas erased or major revision and expansion of Chainmail, Jeff also mentioned
penciled over due to destructive actions! The whole 50 levels or some very interesting ideas he has for miniatures rules and board-
thereabouts form a cohesive dungeon, of course, so that means to games. With a bit of luck, the old team of Perren & Gygax might
undertake the project, I must sit down and handle it all together, with come out with something new in the not too distant future.
as few breaks as possible, in order to reflect the general oneness. Finally, as a bonus for reading through all of this, you will find
This will eventually be done, yes indeed! But I don’t dare begin at same Order of Battle information for certain renowned figures in the
this time. . . . World of Greyhawk. They will possibly appear in the general army
Before the dungeons of Castle Greyhawk are dusted off and lists, but then again they might not make it. Either way, you will have
construction begins anew, the rough manuscript for T2, Temple of the information first.
Elemental Evil, must be finalized. With the very good words I’ve Bigby (MU of 18th level): Fortress location unknown but
heard about the Village of Hommlet offering, I’m under considerable rumored to be somewhere north of the Nyr Dyv, possibly between
pressure to get T2 out—but in a form comparable to T1, so there will the Shield Lands and the Bandit Kingdoms. (Bigby has been seen in
be much agonizing and rewriting. Then, Rob Kuntz has the re- the City of Greyhawk). Forces are:
worked Lost Caverns module which must be finalized also. It was Heavy Cavalry: 50 (Elite)
used for a MDG tournament a few years ago at WinterCon, and the Medium Cavalry: 100 (Regulars)
scenario is very good. We want to get it into print as soon as possible. Light Cavalry: 100 (Regulars)
As with the Temple, we have general demands for more modules of Light Horse Archers: 100 (Levied)
superior quality. TSR’s design staff is looking for and working on Armored Infantry: 50 (Elite)
modules of introductory and intermediate level for all of our role- Heavy Infantry: 180 (Regulars)
playing games. Without the Greyhawk dungeons, players will soon Light Crossbowmen: 100 (Regulars)
have a whole spectrum of adventures to select from. The pressure is Heavy Crossbowmen: 50 (Regulars)
to get out what has been begun, not to begin new projects of Pikemen: 100 (Elite)
awesome scope. This force is officered by several: higher-level fighters. It is sup-
To sum it all up, the World of Greyhawk project will go on for ported by clerics and lower-level magic-users as well. About 200
several years, with the initial maps and Gazetteer complemented by eleven warriors have been known to be with the band when it fought,
rules for miniature figure recreation of the warfare of the place, plus a and at another time about 150 dwarves from the Kron Hills were
line of figurines from MiniFigs in the near future. Next will come a serving with Bigby; but additional information cannot be gained.
series of special modules—one this year, and then many more (Bigby was the original; apprentice of Mordenkainen, and when the
through the next couple of years. The City of Greyhawk might make latter opted to explore the West, Bigby remained behind to uphold
a 1981 publication date, certainly 1982, and about the same time and protect their territorial rights. ) Alignment of this force is Neutral,
the series which will eventually represent the whole of the Dungeons with some good deeds rumored.
of Castle Greyhawk will begin. If all goes well, there might be an Mordenkainen: (MU of 20th level): Several years ago, the Neu-
add-on map or two, and there might also be additional dungeon/ tral arch-mage took his rather vast cavalry force and rode into the
campaign sets similar to the T-Series. Because there are so many west, supposedly on a mission to succor an (Evil) associate who
demands on my time, much of this depends on the co-operation of called for his aid. He has never returned. His force consisted of:
fellows such as Skip Williams, Steve Marsh, and maybe even Rob Medium Cavalry: 500 (Regulars)
Kuntz and Ernie Gygax (neither of wham are known for their rapid Light Cavalry: 500 (Regulars)
work, shall we say?). Light Horse Archers: 1,000 (Regulars), 2,000 (Levied)
This force was Chaotic, possibly Neutral, although any Evil cleric
* * * encountered could count on a swift and sure death.
Robilar (Fighter of 19th level): Sometime over one year ago,
On other fronts, it seems likely now that TSR and Games Work- Robilar freed a demon, and in the ensuing difficulties, forces aligned
shop have reached a final agreement regarding the publication of with Good sacked and destroyed his stronghold west of the City of
the Fiend Folio, the second volume of monsters for Advanced D&D. Greyhawk. It is reported that the following force escaped and is now
I had hoped for a release in late May, but it might be June (or even somewhere in the Pomarj region:
July) before the book sees print. Watch for it in any case. Jim Ward Heavy Cavalry: 50 (Regulars)
and Rob Kuntz have all but finished Deities & Demigods, the volume Medium Cavalry: 100 (Regulars)
of AD&D which will round out the divine aspects of the game . . . Light Cavalry: 50 (Regulars)
The information in the book includes very detailed stats of the deities Light Horse Crossbowmen: 50 (Regulars)
and others covered, details of where their power is, whom they will Heavy Infantry: 100 (Elite Qrcish)
accept as worshippers, and a fair amount of information regarding Light Infantry: 100 (Levied)
their priests and ceremonies. Deities & Demigods is slated for release Heavy Archers: 50 (Elite Orcish)
in August. Your dealer should have it sometime around the 15th of Light Crossbowmen: 50 (Regulars)
the month, and TSR will have it as a premiere release at GenCon. Pole Armed Infantry: 100 (Regular Orcish)
You will, I believe, find the work equal to the rest of AD&D, and a Many of the higher-level figures were slain during the intaking of
highly valuable addition to any campaign. the castle, but Robilar has Otto, a high-level magic-user, and Quij,
Jim Ward will have finished Deities & Demigods just in time in an Orcish hero of high abitlity but low intelligence, as well as some
another respect. Late this spring, he will be leaving the teaching relatively low-leve1 cohorts. This force is Lawful Evil but suspect by
profession to join TSR’s Sales Department. Hopefully, this will not the minions of Hell due to chaotic actions.
mean that Jim’s creative efforts will. all be directed towards selling. Tenser (MU of 19th level): Hidden somewhere along the south-
After all, there are evenings and weekends to write new material and ern shares of the Nyr Dyv is the fortress of Tenser. It is likely that the
design modules. With Jim nearby, perhaps he and I can manage to identity of the master of the place is kept secret. Reported troops are:
get some of our proposed co-operative designs into work. He and I (Turn to page 30)
11
Vol. IV, No. 11
Question: My character is a 9th-level Druid changed to update it yourself after each campaign; note each magic item the
a Magic-User (he is now 10th level as a M-U). I want to be character has and each time it has died. This way, you can control
able to put my previously owned Apparatus of Kwalish in- advancement within your own campaign.
side my newly acquired Mighty Servant of Leuk-O. Then I * * *
would have the ultimate weapon: If the need arose, I could Question: When a Magic-User casts Charm Person, must
abandon the Mighty Servant and escape via the Apparatus of he know the person’s language in order to command him
Kwalish. after he has been charmed?
My ability scores are Str 13, Int 18(83), Wis 18(90), Dex Answer: Absolutely. If the spell caster doesn’t know the language
12, Con 11, Cha 18(84) and MR 10 (mental resistance, a trait and didn’t think to bring a Comprehend Languages spell with him,
our group uses for psionic combat). He has an unbelievable then it’s too bad. The M-U now has a charmed person with whom he
338 psionic points! cannot communicate.
Is it possible for my character to change classes a third ***
time? He wants to become a Cleric. He is not content to just Question: When an Augury spell is cast, do the gem-
be able to cast Druid and M-U spells. Is there any way for this inlaid sticks disappear, or can they be used over again?
to happen? Also, if he changes alignment (not of his choos- Answer: Any material component used to cast a spell disappears
ing) from neutral, does he lose his Druid powers? Our DM is as soon as the spell is cast, regardless of whether the spell is a Cleric’s
very big on traps that change alignments. spell or a Magic-User’s spell.
Answer: Skip Williams picked up this letter to answer, and the * * *
next thing I knew he was scampering for a hiding place. Wondering Question: How long does the paralysis caused by a car-
what scared him (because not very much does), I picked up the rion crawler, ghast or ghoul last?
letter. My first reaction was IIIIIIIEEEEEE!!!! Answer: I have always assumed it to be 24 hours. However, since
No, I don’t recommend that you place the Apparatus in the the duration of the paralysis is not clearly defined in any of the
Mighty Servant. We don’t believe it would fit, and your DM books, I suggest that each DM decide the duration in his particular
shouldn’t allow you to do it even if it does fit. It wouldn’t be possible campaign.
to operate the Mighty Servant with the Apparatus inside it, and if ***
your DM lets you do it, he’s a fool. I think he’s foolish anyway to let Question: A player in our campaign is a dwarf Fighter
you have those magic items in the first place. with a Constitution of 7. When she got the Players Handbook,
Now, for your error concerning ability scores. The only score that she discovered that such a thing is illegal. Should the DM
may exceed 18 is strength. I don’t know where you got the idea that simply treat this as an abnormal character, or is there
others could. (Editor’s note: Ability scores besides strength exceed another way to solve the problem?
18 only in the cases of deities or legendary or hypothetical Answer: There are two main alternatives. One is to let her remain
characters, such as those in Giants of the Earth.) as she is, but instead of saving as a dwarf with the automatic bonuses,
As for the loss of neutral alignment, yes, your Druid ability would she should save as a human. Or, her Constitution score could be
also be lost. altered (by raising it to the legal minimum of 12 for dwarves) so that
Now here’s a question for you: Have you ever thought of retiring she would conform to the rules in the Players Handbook. Specific
this character if you are so restless and want to keep changing solutions to problems like this should always be handled by the DM,
classes? It is possible to have more than one character at a time in a since he/she knows the campaign better than anyone else and is best
campaign, you know. If you insist on changing, there is no reason able to determine which alternatives would fit best into the game.
why you cannot switch classes again—but you can’t become a
Cleric, since you already are a Druid and Druid is a subclass of Cleric. ***
Note: Because of the great volume of mail which is being re-
* * * ceived for Sage Advice, individual questions can no longer be an-
Question: This is really a disgusting problem. At my school swered through the mail. Because of this, it is no longer necessary or
we have several different D&D campaigns and I don’t like it advisable for questioners to include a self-addressed, stamped en-
when I come back to find that someone’s character has gone velope in their letters. The only way Sage Advice questions can be
up 10 levels in one day, or has picked up lots of magic and then answered is in the pages of The Dragon, and for that purpose only
expects to play with this character in my game. I really don’t the most appropriate or most frequently asked questions will be
think this is fair, because it took me 2 years to advance my answered. Readers are once again reminded that Sage Advice is
Magic-User to 29th level. What shall I do? designed to settle specific questions concerning rule definitions or
Answer: When people mix their D&D games this kind of thing is interpretations. General questions about procedure in an adventure
bound to happen. May I suggest that you have people roll up a character or a campaign should be handled by the DM of that campaign
to only be used in your campaign. Make a copy of this new character, whenever possible.
12
May 1980
gods smote us; and unexpectedly from the regions of the west,
beyond the Spires of the Eternal, invaders of obscure race marched
in confidence of victory against our land. By main force they easily
seized it; and having overthrown the prince in Pherdiad, they then
burned our towns ruthlessly and treated all our people with a cruel
hostility. Finally they appointed one of their number as king, who
forced all the county to carry tribute to Pherdiad.”
The invaders—called the Sion Hac (“Foreign Beasts”)—
dominated Pherdiad for four generations. Their control of eastern
Elfland, however, seems to have been tenuous, for it was there that
native leaders began the revolt against them. Perhaps civilization
had weakened the Sion Hac, or the Elves belatedly learned better
fighting tactics. Regardless, their rising finally freed Elfland from
human domination. They razed Pherdiad, which had become a
symbol of their humiliation, and built a new capital that they called
Ider Bolis (“Eternal Victory”).
The History of Elfland After the liberation, Elfland became a grimmer place. Gone was
the spontaneous enjoyment of life that had prevailed before the
G. Arthur Rahman invasion. The belief in Elven superiority became an active doctrine
in which the Elves buried their shame. Most to suffer from it were the
The Elven city of Letho was one of the most remarkable jewels in descendants of the human Sion Hac and their Elven concubines.
the crown of the Lloroi Empire. Neuth (Elven for “Abiding Place of These people were called the Ercii (“Mixed Bloods”) and relegated
the Elves”) was a stable bulwark at the northern fringe of civilization. to the status of pariahs. Not permitted into any caste, they survived
Warm sea currents made the climate mild the year around; gratefully (Turn to page 37)
the Elves worshiped Miodmuiri, the sea, and Oenglamh, the sun.
This peaceful world was destroyed by the upheavals of the
Cataclysm. The vast forests of Neuth were shattered and set aflame
by lightning and blazing meteor showers. The sea floor buckled and
the coast rolled back hundreds of miles to the south. The alteration
of topography placed Letho in a depression that rapidly filled in with
muck from the surrounding lakes and newly formed streams. The
mud buried the city; only the high, slender towers remained in view.
Somehow, amid the chaos of the Cataclysm, a natural leader,
Seolan, gathered the survivors of the Elven civilization around him.
He was well aware that his people stood in danger of losing their hold
on the past and plunging into barbarism. This threat he fought with
tireless energy, charging every Elf who knew a useful trade or art to
make himself known and to do what he knew best. Most important of
all, every craftsman, artist and scientist was required to teach what he
knew to as many apprentices as possible. Seolan’s authority, in-
formal at first, was legitimized eventually by his acclamation as the
High Prince of Neuth.
Seolan installed his incipient government in a semi-intact town
named Pherdiad. To help him administer his program of cultural
preservation, the prince chose educated Elves as subordinates. By
their careful planning, starvation was prevented and marauders
were driven out of Elfland. Books and scrolls were gathered from the
ruins, and schools were established to prevent the barbarization of
the rising generation which had never known the Empire.
Seolan laid the groundwork for an autocratic state and his suc-
cessors extended the power of the High Prince. Only a century after
the Cataclysm, the Elves dwelled in orderly villages where scholars
still pondered the classics of old, while elsewhere Men lived in caves
and fought with stone axes. But the common Elf was not a free
creature; his work, his travel, his obligations were dictated by a
semi-divine monarch and a growing web of administrators. The
Elves’ herculean attempt to extend the life of the past had spawned a
stilted culture, tradition-bound, caste-ridden and hostile to novelty
and experimentation.
The first five centuries after the Cataclysm saw Neuth grow into a
secure land where poets amused a luxuriant court and the more
learned Elves debated points of philosophy. Yet, despite the mild
climate of the post-Cataclysm, the winds of change turned chillingly
upon Elfland. When the Elves journeyed outside Neuth to worship
Miodmuiri at the seacoast, they observed some of the scattered
barbarian tribes. Comparing them with their own dignified culture
reinforced the Elves’ conviction that they were the best and most
favored of all races. Yet even while poets composed panegyrics to Mosaic of the High Prince Seolan, the
Elven glory, trouble was looming on the borders.
Says the ancient biographer Caladh in his Lives of the Seolians: Redeemer, in the Glorious Hall of
“In the reign of Dalan, for what cause I know not, a blast from the High Princes
13
Vol. IV, No. 11
Many of us are familiar with the inexplicable feeling of power, or There is a dilemma here. On the one hand, we have a wide
control or something, that comes from holding a handful of dice. spectrum of people, not familiar with the games, who often put them
Some people have many dice only to play many games; others down, reasoning that the use of dice in a game is what makes it a
specialize in playing games that explicitly require any number of game of luck rather than one of skill. In this view, all capabilities must
dice, and indeed a number of different kinds of dice for the same be known and all game systems deterministic. The fallacy does not
game. Despite all this use of dice, it is a fair guess that few gamers are sit well with simulation gamers, or with designers, for the other horn
equally familiar with where the dice came from and what their of this dilemma is that the trend in simulation games over the past
functions are in the games we play. A view of the development of the few years has been to increase the role of uncertainty (chance) in
use of dice serves to illustrate the evolution of a conscious attitude game outcomes. This trend flows from the realization by designers
toward the design of games. that, in fact, the unrestricted manipulation of odds across the col-
Of course, everyone knows that dice are commonly used to umns of a combat results table is not a sufficient test of skill.
inject an element of chance or uncertainty into games. It is not quite Let us now review some of the ways designers have attempted to
so widely recognized that in the earliest commercial games, such as improve upon the simple dice-“table” method of deriving game
Monopoly, dice were used to mediate movement of pieces. The outcomes, although we must restrict the discussion essentially to the
reason this is significant is that it indicates the designer’s conception category of wargames. Among the earliest efforts were those that
that the pieces in his game had no autonomous or inherent provided alternative results tables, such as combat results tables for
capabilities. In Monopoly the player’s capabilities derived from his different weather conditions or for different periods of time covered
money holdings and gains and from the chance of the throw on by a game (viz. War in the East or 1914). This was rather limited in
movement; none of this was intrinsic to game pieces or actors. effect because players could still master the use of each results table;
The beginning of simulatian in games did not occur until actors they merely had to perform this action for a greater number of tables.
and pieces received intrinsic values. At that point it became reason- Another approach was to insert factors that modified the die roll
able to ask the player to use a piece or set of pieces to accomplish itself. This allowed a results table to be constructed that had a larger
specific game tasks. The function of dice came to be a different one, number of discrete combat results on it and thus allowed for more
that of moderating the interactions between pieces, as in combat variation than the 1-6 results on a conventional die. An alternative
resolution in a wargame. method which can be used together or separately is to insert factors
This introduces a second element, that of matrixes or “tables.” in the game system that require column shifts of the odds rep-
Even when the value became intrinsic to game nieces. simulation did resented on the results table. Both these methods allow for a consid-
not emerge full grown. Rather, the dice introduced simple un- erable increase in the range of possible outcomes and increase
certainties in outcome. A good basic example is Risk, wherein all uncertainty in this way. Both have the disadvantage that if carried to
pieces (called armies) have a value of “1” and dice are thrown by extremes they can result in the player having to keep track of so
both players and compared in a straightforward higher-number- many individual shifts and modifications that orderly planning for
wins fashion. combat and a reasonable ability to “satisfize,” if not to “maximize,”
It was only one step farther than this, however, to the use of a the chance of a favorable outcome becomes impossible.
“table” in conjunction with dice to increase the range of possible A third way of expanding uncertainty involves a simple increase
variation in outcome of a game action. This development occurred in the number of posted combat results on a table. This can be
with the introduction of Tactics II by Avalon Hill some years ago. accomplished by using a table in conjunction with two dice rather
Since then the combination of uses of dice and “tables” have than one, enabling the representation of eleven possible results for
become quite numerous and sophisticated. each column rather than six. The recent release of a new edition of
The basic design consideration was to inject skill into the play of Bismarck by Avalon Hill has taken the two-die device one step
the game by allowing the player to maximize his chance of a particu- further: by switching to a base 6 number system (rather than our
lar result through a comparison of the basic values of his pieces and base 10 numeric system) the designer found it possible to produce
those of the opponent. Thus, the luck of the dice could be mod- some 36 possible results for two dice rather than only eleven. This
erated through the manipulation of the odds at which a given com- was an interesting effort and would show great promise, except for
bat or other game function was resolved. The theoretical ability to people’s genera1 lack of knowledge of number systems other than
maximize is what has made these games contests of strategy rather our base 10 variety.
than simple games. A similar effect could be achieved by the use of ten-sided or
twenty-sided dice with our results tables. This in fact shows great
promise, but has a major problem in that until now the cost of such
dice has been so high that it has been found to be overly expensive to
include them with games, and most games provide the player with all
the components necessary to play the game—including dice. If the
production cost of these many-sided dice can be brought down to
the point where it is comparable to conventional six-sided dice, then
it would be reasonable to expect to see more widespread use of these
14
May 1980
15
Vol. IV, No. 11
Constructing your own hierarchy of gods and goddesses can add GILDA QUICKSILVER
depth and “realism” to an AD&D campaign. The process of devising Str 19, Int 4, Wis 10, Dex 20, Con 22, Cha 19
deities that are logical, consistent and purposeful can be long and Armor Class: -4
involved—but it can also be a lot of fun! Hit Points: 707
As an example of how to draw up a pantheon, I’d like to present a Class/level equivalent: Cleric 20th
set of characters I once devised after reading one of Jim Ward’s Alignment: Chaotic good
“nightmares” in The Dragon. Move: 24”
James, while perhaps being tongue in cheek (no, I don’t know Special abilities: She turns wood, parchment, or any other non-
whose cheek), produces D&D material that can curl the hair of a DM living organic matter to silver (no s.t.) at a 60’ range, but has no
who is trying to think of AD&D as an intellectual as well as fun control over the power. She can bestow this blessing on another
pursuit. Here follows a sampling of my Monty Haul Pantheon! character, but then he/she has no control over it either. Turning
things to silver is an act which summons Monty 35% of the time.
Introduction Gilda is beautiful and has the best of intentions, but is a bit
The Monties are powerful beings who are worshiped by almost scatterbrained.
no one and loathed by everyone else. They are extremely powerful, VARD-META-ALI (The Walking Face)
and are not openly opposed by characters or other gods when they Str 17, Int 20, Wis 4, Dex 14, Con 20, Cha 10
make their occasional voyages to the Prime Material Plane. Armor Class: -4
The reason for the Monties’ vast power (and the reason why they Hit Points: 707
are disliked so fiercely by so many) is their ability to absorb magic Class/level equivalent: M-U 20th, Ill. 10th
power which is used on them, turning detriment into benefit for Alignment: Neutral chaotic
themselves! If, for instance, one is hit with a +5 Holy Sword, the Move: 24”
weapon will be destroyed and the deity will gain five hit points. Special abilities: Limitless psionic power, all attack modes, but is
Monties thrive off a Wizard’s spells, readily gobble magic weapons himself immune to psionic attack. Can ply any metal, by force of his
and armor of all sorts, and live for the moment when some foolish will, into a piece of “art” that is so hideous that persons under 15th
evil Cleric will cast Destruction on one of them! level die of fright (no s. t.). He will ply his trade on any metal he sees at
If another Deity is presumptuous enough to try to combat or a range of 200 feet. He is 2 feet tall with a head the size of an adult
influence one of the Monties, that god will find that his/her magics man’s.
will not work. Even a powerful God’s Decree has no effect what- GLOBKUZ (The Putrid Pile)
soever on a Monty—except to give it an additional 20 hit poins. Str 19, Int 4, Wis 7, Dex 24, Con 20, Cha 0
Below are brief descriptions of some of the Monties—enough, Armor Class: -8
hopefully, to make you want to never see them again! If one of them Hit Points: 808
does find his/her way into your campaign and decides to stay for a Class/level equivalent: Fighter 20th
while . . . well, it was a nice campaign while it lasted. Alignment: Neutral
Move: 15”
MONTY HAUL (Mr. Excessive) Special abilities: Any brain possessing knowledge of a spell is
Str 27, Int 18, Wis 3, Dex 20, Con 19, Cha 3 forever destroyed if he touches it. He has the ability to grow five
Armor Class: -4 times larger than a chosen object and absorb it. He can follow in a
Hit Points: 1,010 teleportation wake, and thus can never be escaped from. Globkuz
Class/level equivalent: M-U 20th, Ill. 10th appears as a stinking pile of bluish-green putridness.
Alignment: Chaotic neutral PERRYNOYIA (The Ghastly Visage)
Move: 36” Str 17, Int 3, Wis 4, Dex 20, Con 17, Cha -3
Special abilities: Can cast 24 levels of spells per round of any Armor Class: -2
M-U type through 7th level. His curse (no s.t., 200-foot range) Hit Points: 704
makes a figure run in terror at the sight of a gold piece, faint at the Class/level equivalent: M-U 18th, Fighter 25th
sight of a platinum piece, and die (no saving throw) if it lays eyes on a Alignment: Neutral & chaotic
gem. Move: 16”
Special abilities: Perrynoyia’s specialty is the Charisma Zap,
which when directed at a target will give that creature the worst case
of acne ever known. That means that each time he performs the Zap,
the result gets worse and worse. He causes creatures to become
diseased (choose any four diseases at random) by his touch. He will
Zap anyone who is reluctant to hand over magic protection devices.
He can detect magical protections, including armor, at 1,000 feet.
Perrynoyia wears gobs of old rings, cloaks, bracers, etc., that were
once magic protection devices. He appears as a human being, but
looks like someone who has every disease imaginable all at once.
16
May 1980
17
Vol. IV, No. 11
is obvious that magic must grow in the same manner that science
evolved between the times of Aristotle and Einstein.
There are two basic schools of magical systems. The first is the
“slow and steady” school. Its proponents claim that magical power
comes through research; that the Magic User is a passive character,
confined to his tower, with only brief sojourns to collect more research
material. His control of the energy comes through exhaustive incanta-
tions coupled with time-consuming preparations.
The second school consists of those who believe in “quick-draw”
magic. In this system, control of the energy is on the Magic User’s
fingertips. His incantations are used only to define the form the magic
will take. Research does not play a large role because the extent of his
present knowledge is so large that research is almost counterproduc-
tive. His is the role of the “combat” Magic User.
Both ideologies are as viable as they are congruent, to the point of
“ . . . it is obvious that magic must grow in the
same manner that science evolved between
the times of Aristotle and Einstein. ”
absolute harmony. The basic fallacy of those who see contradictions
between the two schools is that they envision magic as a static system.
However, if magic is truly an energy form, then the knowledge of the
use of magic must have evolved, just as the knowledge of the operation
of the universe has evolved. Those of the first school view magic as
Renaissance man may have seen physics, while those of the latter
Magical systems: discipline see the Magic User as we might imagine the physicist of the
future.
The differences are as simple as the differences between pure and
Rationale and reconciliation applied, the known and the unknown, research and practice. If one
envisions an evolution of magic, then either of the two systems—or
Kristan J. Wheaton anything in between—becomes a viable option to the Dungeon
Master.
Magic is always something to be reckoned with in the worlds of Thus it can be seen that all Magic Users, as well as systems of magic,
Dungeons & Dragons. There are as many systems of magic as there are can be placed within the parameters of an evolutionary scale. A ques-
universes created by the individual Dungeon Master. Some are well tion still remains: If the premises to this general system of magic are
thought out but many are makeshift and haphazard. The purpose of correct, then what conclusions can be drawn? The answer to this
this article is to define a system which will help merge the varied question is beyond the scope of this article; however, the premises
concepts of magic into a more cohesive, understandable format. mentioned so blithely in the above question can be examined. Al-
Initially, some general definitions must be examined. The basic though several questions come to mind, the major argument is one
premise behind magic is that it is an energy; pliant and elusive, to be from Law and Chaos.
sure, but energy nonetheless. The practice of magic is basically the With magic defined as an energy and with the constant references
controlling and directing of this energy. Sometimes it becomes a force, and analogies to science, one might think that magic could be ex-
as in a lightning bolt, while at other times it will be a director of forces, a pressed as a series of laws, thus leaving no place for the Chaotic Magic
catalyst, as it were, as in an ice storm. The concept of magic as energy User. This is correct, to a point. Magic can be expressed as law, but not
should be easily understood, as it is almost universal among Dungeon
Masters. “Magic is such a flexible energy that only a
Now that an outline for the definition of magic has been developed, Chaotic can fully appreciate the nuances and
one must turn to the Magic User in order to comprehend the entire vagaries of its form. ”
system. The Magic User is merely one who attempts to understand the
energy of magic. His role is analogous to any scientist. Just as the completely or ultimately. The Lawful Magic User has a greater ability to
physicist attempts to understand the physical forces about him, a Magic direct magical energy. His laws allow him to use magic effectively and
User tries to comprehend the intensity of magic. With this perspective, it with constant results. However, he can never really control or under-
stand magic in the same way a Chaotic Magic User can. Magic is an
energy that is random by nature. This allows those who subscribe to the
Chaotic alignment to control magical energy to a greater degree, by
virtue of their more thorough understanding of that energy. Magic is
such a flexible energy that only a Chaotic can fully appreciate the
nuances and vagaries of its form.
The discussion of magic in the preceding paragraphs as an evolu-
tionay process has rationalized those systems of magic which were
formerly at odds. All systems of magic are in harmony with one
another, given the broad parameters of the evolutionay system and
the infinite extension of alternate universes. The major conflict between
Law and Chaos’s ultimate use of magic is resolved by understanding
that Law may direct magic more effectively, while Chaos has the ability
to control magic due to the thorough understanding of the basic
unordered nature of the energy.
Magic can be as simple or as complex, as random or as defined, as
the individual wants it to be. However, the source and variety of magic
must be at least partially understood for it to be fully appreciated when
incorporated into a campaign.
18
May 1980
Von Frundsburg had done his work well. He reviewed with justifi-
able pride the fine troops he had trained. They were better than
anything else the Empire could field. The question was, however, could
they beat the Swiss? In the initial contests the Landsknecht were
devastated; the Swiss fought with tremendous ferocity against these
Germans who copied their tactics.
As they gained more experience, however, the Landsknecht defeats
came less and less frequently. The Swiss at the same time were slipping
Nick Nascati more and more in discipline, and found that they were often hard
pressed to hold back the confident Landsknecht.
Part VI—Landsknecht and Reiters To the Landsknecht, war was either good or bad. A good war was
one in which they were able to take many prisoners for ransom and
By 1475, the reputation of the Swiss Pikemen had been firmly fatten their purses. A bad war was one in which they faced the Swiss, for
established among the armies of Western Europe. There were few, if they knew that quarter would be neither given nor expected.
any, bodies of organized troops who could withstand their awesome The major difference between the Landsknecht and the Swiss
charge. After 1500, the Swiss served almost exclusively with the remained one of ethics rather than tactics. The Landsknecht, for all
French, so it was obvious that some type of counter-measure was their training and discipline, were mercenaries. Their loyalty would
needed. About 1490, the first steps were taken. depend on the generosity of their employer, and on the way the war
Maximillian of Austria, the Holy Roman Emperor, saw how crucial was going. It was not unlikely that a whole company would defect or at
the need was to develop a competent force of infantry to oppose the least refuse to fight, if they felt it was not in their best interests to do so.
Swiss. He appointed Joachim Von Frundsburg, a competent general The Swiss, even when they fought for the French, served with fierce
and veteran of many campaigns, to accomplish the task. Von Frunds- loyalty.
burg took on his job with relish, and was determined to match the The costume of the Landsknecht was generally more garish than
Swiss. He began by hiring veteran infantry from all over the Empire and that of the Swiss. The mercenaries favored colorful, full blouses cov-
Europe; sturdy Brabanters and Flemings, Germans of every descrip- ered with sashes and ribbons, and huge, floppy hats gorgeously decor-
tion, Italians, Spanish, even French, flocked to the rich and wide-open ated with ostrich plumes. Later, toward the end of the 16th and into the
purse Von Frundsburg offered. 17th century, the costumes were toned down. Descriptions of Lands-
The fighting men were intensely trained in Swiss-style tactics, as knecht from the 1620’s usually find them wearing leather jerkins over
well as in the use of musket, arquebus and crossbow. Being modeled their clothes.
after the Swiss, the major part of the Landsknecht force was made up of All in all, the Landsknecht certainly represents one of the most
infantry. However, unlike the Swiss, the Landsknecht had a healthy interesting and colorful armies of the Renaissance, and when painted
regard for mounted men. There were formations of light cavalry, with patience and care will present a satisfying and impressive spectacle
dressed like the Landsknecht, and armed with arquebus or crossbow. on the wargame table.
They were trained as scouts and skirmishers, and were often utilized in
a dragoon role, to move swiftly forward on horseback and then dis-
mount to hold a strategic objective. These light cavalry were modeled
essentially along the lines of the light Stradiot of the Venetian forces,
and formed a small but important part of the Imperial forces.
Heavy cavalry came in two varieties, ritters and reiters. There is
some confusion about the two similar terms, but the following explana-
tion should be clear.
The ritters were typical armored lancers, similar to those found
throughout Western Europe. They were fully clothed in plate armor
and carried a heavy battle lance and a long, straight sword. Their horses
often had plate armor as well, to protect them from crossbow bolts and
bullets. These troops were the primary shock force of the Imperial
army, and one can well imagine the sort of impact such heavy armored
men would have on an opposing line.
The reiters were the infamous, black-armored pistoliers of the
Imperial army. Their dress went through two phases. They originally
wore full plate armor to the waist, with heavy boots on their legs and an
open helmet on their head. Later, as the need for more mobility arose,
two distinct types emerged. One was a very lightly armored reiter
whose only protection may have been a light chainmail shirt, and who
wore a soft, pilgrim-type hat and heavy boots. The other wore a
long-sleeved mail shirt under a black breastplate, with an open, lobster-
type helmet. The one constant factor in both phases was armament.
The reiters carried three wheelock or matchlock pistols, two in saddle
holsters and one generally stuck in a boot. For close-in fighting they
carried a long, heavy sword known as an estoc. Their horses were often
all black as well, and were unarmored so as to give them maximum
speed for maneuvering.
The tactic most often associated with the ritters was the picturesque
and complicated caracole. This formation consisted of a column at least
six deep of reiters, performing a tightly drilled move-and-fire piece
which was devastating to opposing infantry. Each line in turn trotted up
into pistol range; each man discharged two of his pistols and then
wheeled around to the back of the formation to reload. This tactic was
especially useful against opposing pike formations. The concentrated
fire would knock holes in the dense formation, and the reiters would
charge in to exploit the gap.
19
Vol. IV, No. 11
Bryan Bullinger possible, make sure that you take advantage of stone buildings and
Before introducing this month's scenario. I will present a short wooden buildings behind walls.
discussion on successful tactics—for both sides—for last month’s Russian Player: Due to the limited number of turns, it is im-
scenario. In it, the German player had the initiative due to first portant to take the initiative from the German as soon as possible.
movement. Hex F5 should start with three squads and three LMG’s, if available,
Scenario #1 A Tactical Discussion and a leader. Six movement points allows this group to take either
German Player: Your ability to move first allows almost complete building O5 or P4 before the German. Additionally, the occupied
control of the village before the Russian can enter. There is, how- building should be supported by a MMG or better and the 10-2
ever, a dilemma, as your initiative ends as the Russian moves in to leader on the second level of building N1. Both positions should be
attack. As I see it, there are two ways to defend the village—both of reinforced and expanded as soon as possible.
which rely on the initial taking of key strongpoints and establishing There are three possible routes of attack, of which the center is
critical fire lanes. Both strategies require the taking of hexes R8 and necessarily one. Which flank to attack is your option—and both
T1 with squads and the heaviest MG’s available. The difference then ways should be carefully studied before making a decision. The left
comes in either the taking of building OS or (and this depends on flank offers the woods and hedgerows in which to move into prep fire
what the Russian is willing to give) building N1. Both approaches position in hex R8, and smoke placed in hexes P7 or QS from P8
effectively cut off the center of the village. allows a rush across the road. The MG and leader in N1 should make
Hex P2 is an excellent position with fire lanes Into L3, J3, I4 and it difficult for the German to reinforce against your attack.
H4 and a E4 modifier against return fire from these hexes. An To attack on the right flank requires the capture of building P2,
aggressive Russian player will have advance units within the circle and it is to the German’s advantage to have you spend valuable time
after turn 1. You should anticipate Russian occupation of O5 or P4. in the attempt to take it. As per the German, try to take advantage of
The standard technique of cut off. soften up and smoke 'em should stone buildings, wooden buildings behind walls, and use smoke to
be sufficient to eliminate these before they can be reinforced. When block the enemy‘s fire lanes.
Scenario #2
This scenario again pits the Russians and Germans in a
streetfight, but on a somewhat larger scale. In this scenario, victory is
determined by the number of victory points (listed in the chart
below) gained by each player and whether or not they have realized
their victory conditions. The streetfighting skills learned in Scenario
#1 will be of immense aid to both players in this one.
SQUAD LEADER SCENARIO #2
Rules used: Scenarios 1-5, 10 and BOARD CONFIGURATION
special rules listed below
Game length: 4 hours (including 20 min. Time period: April 1944—German forces move
Russian set-up limit) to relieve encircled comrades.
Game turns: 6 turns Russian Player Set-up— The Russian player sets up first. The
20
May 1980
German player moves first and will enter on the south edge of board 8-0 8-1 9-1
3. Russian may not set up more than one AT gun and eight squads 9-2 57mm AT gun 76mm AT gun
and or crews on board 3. All units may use hidden initial placement 1 firemission of 50mm captured German radio
or may start concealed. Russians set up in buildings with no more 120mm AT gun
than two squads and, or crew units per building.
Reinforcements— On Russian turn 2, the following enter on
German Player Set-up— The Russian player sets up first and the board 1, hex GG6: T-34 (x3)
German player moves first entering in column on board 3. hex Q10 German Forces
You are not required to enter all units on turn 1. Russians are known 4-6-7 (x12) 8-3-8 (x3) LMG (x9)
to have occupied both board’s residential areas but exact locations MMG (x3) HMG 7-0
are not known. 8-0 8-1 9-1
Victory Conditions— (1) German must have unbroken control of 9-2 10-2 panzerfaust(x4)
a road from the south edge to the north edge. Control is defined as satchel charge (x4) MK4F1 (x2) MK4F2 (x4)
no enemy units adjacent to road hexes. (2) Points will also be scored SG III-75 (x3) SDKfz251 armed (x4) SDKfz251 unarmed (x2)
for destruction of enemy units. It is suggested that you set aside all Note: Smoke counters are available equal to twice the number of
the units removed from the board during play in order to facilitate engineers on the German order of battle.
the tallying of points. (3) The Russian victory condition is to prevent
the German from meeting his victory conditions: maintain at least VICTORY POINTS CHART
partial control of the road and score more points for destroyed units.
Special Rules (from Cross of lron)— (1) All vehicles that enter the Destroyed Points for Russian Points for German
board on the same hex must do so sequentially. with the second Units Each (Possible) Actual Each (Possible) Actual
vehicle paying one additional MP to enter, the third paying two CREW (13) 1 (12)
additional MP’s, etc. Note: Entrance via a road hex would then SQUAD 2 2 (54)
(24)
expend MP’s of ½, 1½, 2½ etc. ENG/GUARD 3 3 (18)
(9)
(2) A captured support weapon has its Breakdown Number MG 1 (13) 2 (14)
decreased by 2 due to lack of familiarity with the weapon and ARMOR 6 (54) 8 (24)
difficulty of ammunition resupply. A captured support weapon ½-TRACK 4 - —
(24)
which breaks down is permanently eliminated. LEADER 2 (12) 4 (20)
(3) All attacks by captured ordnance must add a +2 DRM to all EQUIP 1 (8) 3 (3)
“to hit” dice rolls. Attacks by captured support weapons which do AT GUN - — 3 (12)
not utilize a “to hit” table have their firepower factors halved when
rolling for effect on the IFT. (157) (157)
Russian Forces ACHIEVE VICTORY (143) (143)
4-4-7 (x27) 2-3-7 (x9) 6-2-8 (x6) TOTAL POINTS
LMG (x5) MMG (x2) 7-0 POSSIBLE (300) (300)
21
Vol. IV, No. 11
in a reference work for research on spell levels one through three, 20% spell level per week; this yields a 10% chance of success. From this
for levels four through six, and 40% for levels seven through nine. base percentage figure are subtracted penalties accruing due to errors
Each additional one month of game time and 100 gold pieces ex- in the library. Percentile dice are rolled when the base research period
pended on a work over and above the minimum required will reduce has been completed and, if the character is unsuccessful, research
the chance for error by 8%. There is, however, always a minimum may continue as long as the character’s money holds out. In this case,
chance for error—2%, 4% and 8% respectively. the percentile dice are rolled at the end of each succeeding week.
Each work which has an error will reduce by 1% the base chance If the character is of an experience level at least twice the minimum
for success in spell research (see below). Therefore, the DM should at which spells of the appropriate level may be researched (i.e. fourth
keep a record of these errors and the spell level(s) they affect. (As the experience level for first-level spells, eighth for second-level spells,
contents of the library are additive, errors in the lower levels of spell and so on) then the character is permitted to double both base time
research material will affect the chance of success at all higher levels of and gold expended to two weeks per spell level and 2,000 gold pieces
research.) Records should also be kept of the total number of works in per spell level per week—and thereby obtain a doubling of the base
the library and the total amount of gold expended on it. chance for success to 20%.
If a work is simultaneously being copied and translated from Each such factorial increase in the experience level of the research-
another language, the chance for error should be doubled or tripled er allows for a corresponding increase in both time and money ex-
(at the DM’s discretion). The DM may desire to place special ancient pended to produce an increase in the base chance for success to 30%,
texts of arcane lore and forbidden knowledge in his dungeons, or 40% and even 50% at five times the base experience level (that would
allow characters to come across such works “accidentally” while be 10th experience level to research first-level spells, 20th level for
shopping the bazaars along the caravan route to the mystic east. In second-level spells, 30th level for third-level spells!). In such cases, the
such cases, copying time equals study time and the chance for a entire base time must elapse before checking for success. For exam-
copying error should be treated as a chance that the player character ple, a sixth-level Magic-User expending three weeks and 3,000 gold
will misunderstand the work; increasing the amount of time spent pieces per week to research a first-level spell must complete the entire
studying the work will decrease the chance for such a misunderstand- three weeks before rolling the percentile dice to check for success. In
ing, as noted above for copying errors. addition, if the character is unsuccessful after completing the base
When research is carried out in another’s library and details on the research period, research must continue for two, three, four or five
number of errors are unavailable, assume that 1-10 works per spell weeks, depending on the multiplier used for the base research costs,
level have a chance for containing substantial error. Roll for each work before a further check for success may be made.
at twice the minimums given above for error, i.e. 4%, 8% and 16% for When spell research has been completed, whether successful or
the three categories of spell research material. not, the researcher must rest a minimum of one day per week spent in
THE LABORATORY. The library allows the spell caster to re- the research process. The DM may choose to require additional rest
search basic knowledge and to glean ideas on how to proceed in his time if the research process involved the summoning of supernatural
search for a new spell, but the actual trial-and-error work of spell aid or other such debilitating activity.
research must be done in a properly equipped laboratory. At higher
levels of experience, this laboratory can also be used in the fabrication Clerical Research
of potions and other magic items. The Dungeon Masters Guide, page Because Clerics receive most of their spell powers through divine
116, provides a good description of the construction and maintenance favor, their research process is slightly different. The Cleric must
of such a laboratory. Note that “special provisions” would be any acquire a library (or have access to one) composed of theological
material components of unusual nature required for the casting of the dissertations and prayers and meditations to the character’s deity or
new spell (fresh dragon blood and ground lich skull, for example, are deities. The value of the library is only 5,000 gold pieces per level for
hardly common!) and “special protections” would include such things first and second spell level material and 1,000 gold pieces per level for
as lead-lined walls and magic circles of protection to keep out prying third through seventh spell level material. In addition, the Cleric must
eyes and evil creatures. have spent 10,000 gold pieces per spell level for vestments and altar
vessels, censers, holy/unholy symbols and the like.
The Research Process Clerical research on first or second-level spells may take place in
The first question to be settled is whether the character is capable any private or secluded place of the character’s choice after first
of successfully researching the proposed spell. The character must casting Bless, Protection from Evil/Good and Sanctuary, followed by
be at least one experience level higher than the level necessary to a prayer to the deity. If the research is to take place in a shrine or similar
cast spells equivalent to the proposed spell, i.e. second level to place already dedicated to the deity, this process will be unnecessary.
research first-level spells, fourth experience level to research Research on third, fourth and fifth-level spells requires that the
second-level spells, sixth level to research third-level spells, and so Cleric must have established a private chapel dedicated to the deity of
forth. The character must have spent a sufficient quantity of gold on at least 200 square feet in area. Because the Cleric must contact his or
his or her library to allow basic research of spells of the necessary her deity directly to obtain sixth or seventh-level spells, he or she must
level (10,000 gold pieces per spell level), or he must have access to have previously established a religious stronghold (page 20 of the
such a library. The laboratory must be fully stocked; special or Players Handbook) which should also include a private chapel of at
extraordinary components must have been obtained. Spell research least 400 square feet in area.
may now commence. Clerical spells rarely require any material component other than
Spell research absolutely must be carried out in near-total privacy the Cleric’s holy/unholy symbol, but quests, voluntary deeds and
and isolation, uninterrupted by adventuring, audiences with subjects sacrifices are often demanded when some new high-level spell is
or retainers, shopping for food, or any other such heroic or mundane requested of the deity or its minions. When such a sacrifice or action is
activities. The character is therefore effectively eliminated from active required of the character, the DM should inform the player of the
campaigning for the duration of the research period. Any interruption deity’s decision after the base research period has been completed.
will negate all previous work, and the research process must be begun The character must then accomplish the deed, return and perform
again from scratch. Research at a guild or retreat satisfies this require- another week of prayers. Then the percentile dice are rolled to deter-
ment for privacy, but if done in his or her own library the character mine success. The DM should feel free to adjust the base chance for
must employ persons to act as guards, servants, etc. The character success to account for half-hearted or exemplary performance of the
will, of course, be unable to supervise the activities of these retainers to required action. In no case is this to be construed as a license for
ensure the performance of their duties; a trusted henchman would general adventuring. If the character should be so foolish as to stray
come in handy for that purpose. from his or her task in order to pick up a little extra gold and experi-
BASIC COSTS—TIME AND MONEY. The base cost of spell ence, treat it as an interruption of the research process—all previous
research is one game week per spell level and 1,000 gold pieces per work goes for naught.
23
Vol. IV, No. 11
24
May 1980
Books: Roll once for each book on a particular shelf. Again, this
Libraries
is not a complete list.
Die roll Item
01-09 Alchemist’s notebook (01-83, handwriting too difficult
to read; 84-88, incomplete directions for experiments;
89-93, all experiments marked “FAILURE”; 94-99,
for bookworm
common tongue included. Instructions are usable if the
materials are available; Alchemists were notorious for
using such things as powdered dragontooth, sliced
players who
gelatinous blobs, and the horn of the blue unicorn in
their formulas. )
10-25 History of a land
must know
26-42 History of a castle
43-59 Religious book (simple prayers)
60-65 Diary
everything 66-75 Herbal (listing of local plants and their supposed proper-
76-85
ties)
Bestiary (descriptions of local beasts)
86-89 Collection of elvish poetry
90-97 Humanitarians (anthropologists) report on the inferiority
Colleen A. Bishop of orcs, kobolds, etc. to the races of man, elf, dwarf, etc.
One of the most trying situations a DM can face is the overinquisi- (or vice versa)
tive party. Its members simply must poke their noses, swords, etc. 98-00 Magical book, roll again on tables in DMG.
into everything, especially any libraries that they happen to come Tomes: Tomes are generally very large, thick books with tooled
across. And they want to know the contents of every book. The leather covers and locks to keep them shut. Many are magical, and
popular DM’s excuses of “the paper crumbles as you touch it”, “it’s all are extremely rare.
in a language you can’t read”, and “the ink is too faded to read” Die roll Item
wear thin after a time. I find it more challenging (and interesting) to 01-15 Magic-User’s tome of spells from first to ninth level (essen-
tell the players just what they are finding. tially, a very high-level Wizard’s spellbook)
Since bookbinding was a difficult art (especially without modern 16-30 Religious tome, including 5 Clerical spells from each level
staples) in medieval times, and printing machines are unknown in 1-7. May be of an alignment, but the spells should
most D&D games, the majority of literary works were handwritten on reflect that alignment.
scrolls. Some few were actually bound into books, mostly the “im- 31-61 Demonologist’s tome, including all Magic-User and
portant” things (but what a particular castleowner felt was important Clerical spells for summoning, controlling, dispelling,
and what your players feel is important may be two different things). and turning demons, as well as lore about the demons
In any case, I have found the following system useful in develop- most likely to be encountered. Should be written in
ing libraries: Chaotic Evil or Neutral Evil.
Shelves: There are generally 4-8 shelves in any 6-foot wide 62-76 Tome of Burning. This includes all spells (MU, Cleric,
section of wall, and a good-sized library may have 36-90 feet of Druid, Illusionist) involving fire, its control, and its
shelf-covered walls. creation.
On any particular shelf (I suggest you number them for easy 77-00 Tome of Cold. This includes all spells involving the crea-
reference), you will find: tion of control of cold.
Die roll # of items Item Most tomes were also guarded, many by locks, many by spells.
01-95 10-100 Scrolls For any particular tome:
96-99 1-10 Books Die roll Guarded by
00 1-4 Tomes 01-40 1-4 locks only
Scrolls: You may assume that all scrolls on a single shelf have 41-80 1-4 spells only
to do with one topic, as most librarians have a fairly efficient cata- 81-00 1-4 locks plus 1-4 spells
loguing system. Scroll topics may include (this is by no means a Tome locks include such types as:
complete list): Die roll Lock type
Die roll Item 01-20 Simple key lock
01-20 Elvish poetry (01-80, in elvish; 81-95, in common 21-40 Hidden lock, needs a part of the design pressed to re-
tongue; 96-99, another language the party has heard of; lease to catch.
00, in an unknown language) 41-55 Combination (dial) lock
21-40 Dwarvish armor making— (extremely technical, only 56-75 Hidden combination lock, requires design pressed in a
truly understandable by armorers who speak dwarvish). certain combination to release catch.
4 1 -4 6 Di a ry p a g e 76-95 Hidden combination lock, as above, but only reveals
47-56 Love letters (may be in common, elvish, orcish, etc.) keyhole (does not release catch).
57-66 Accountant records (columns of numbers) 96-00 Word lock. To open it, the name of the tome must be
67-94 Historical records pronounced. The name is generally inscribed on the
95-96 Indelible paper (These scrolls were generally favored cover of the tome in an obscure language.
scrolls of the owner, and were magically enchanted so If there are two locks or more, at least one is trapped in some
as to never rot or suffer faded ink. They show up under a way, such as with poison.
Detect Magic spell. Reroll for topic of scroll.) Tome Guardian Spells are generally curses, but tend to be 50%
97-00 Magic scroll (DM’s choice; reroll for topic of all other longer lasting, or 50% more effective and difficult to dispel. These
scrolls on a certain shelf, since magic scrolls are sup- spells may be deactivated for 15 minutes by performing a Remove
posed to be rare and should never occur more than Curse spell, a Bless spell, or a complicated passing of the hands over
once per shelf. ) the tome (DM’s discretion) for each guardian spell involved.
25
Vol. IV, No. 11
Co n v en t i o n S c h e d u l e 1 9 8 0
GROSSMONT COLLEGE RENAISSANCE FESTIVAL (May NANCON 88-II (July 4-6, 1980)—One of the largest gaming con-
8-11, 1980)—Medieval costume, dancing and music exhibits and ventions in the Southwest, sponsored by Nan’s Toys and Games of
presentations, plus demonstrations by the San Diego and Los Houston, Tex. The site is the Holiday Inn at 6701 S. Main St. in
Angeles chapters of the Society for Creative Anachronism. For Houston. Information is available from Nan’s Toys and Games,
further information, contact Jodi Stump, c/o Grossmont College, 1385 Galleria Mall, 5015 Westheimer, Houston TX 77056.
8800 Grossmont Drive, El Cajon CA 92020.
PHRINGECON (July 11-13, 1980)—To be held at the Adamas
NEW CON 2 (May 23-25, 1980)—A general gaming convention Hotel, Phoenix AZ; a convention “for the fringes of SF fandom.”
sponsored by the Toy Soldier Shop of Newbuyport, Mass. to be held at Special guests to include Stan Lee and George (Sulu) Takei. (Con-
the West Newbury Town Hall, Route 113, West Newbury MA 01985. tact: PhringeCon, P.O. Box 1072, Phoenix AZ 85001.
For more information, contact The Toy Soldier, 1 Temple St.,
GLASC V (July 11-13, 1980)—Greater Los Angeles Simulation Con-
Newburyport MA 01950.
vention; to be held at the Airport Marina Hotel, Los Angeles, sponsored
GENGHIS CON II (May 23-26, 1980)—Sponsored by Denver by Simulation Gamers Association, San Fernando Valley, CA. Contact:
Gamers Association, to be held at Colorado Women’s College, Mont- L. Daniel, 7048 Keokuk Ave., Canoga Park CA 91306.
view Blvd. at Quebec, Denver CO. Dormitory lodging available. Con- INTERNATIONAL SPACE: 1999 ALLIANCE CON '80 (July 25-
tact: Genghis Con II, 2527 Gaylord, Denver CO 80205, or call Mark 27, 1980)—A gathering for fans of Space: 1999 and other science-
(303)761-2465 or Alex (303)798-1404. fiction television programs (not including Star Trek); some gaming
BLOODY SUNDAY '80 (May 25, 1980)—A day of wargaming included. To be held in Columbus, Ohio. For information, write to
and socializing scheduled to be held at the Waterloo Regional Police Kathy & John von Kamp, 86 First St., New London OH 44851.
Association Recreational Centre, R.R. 2, Cambridge, Ontario, MAINECON '80 (July 25-27, 1980)—Sponsored by the Maine
Canada. Information is available from Les Scanlon, president, Wargamers Association, to be held in the ballroom of the Eastland
MIGS. 473 Upper Wentworth, Hamilton, Ontario, Canada. Hotel in Portland, ME. Contact: John Wheeler, Mainecon '80 con-
vention director, 102 Front St., Bath, ME 04530, phone (207)
GRIMCON II (May 25-28, 1980)—This fantasy and science-fiction
443-3711.
gaming convention will be held at the Hyatt Edgewater Hotel in
Oakland, Calif. Information is available by writing to GRIMCON, 1749 CWA-CON '80 (Aug. 1-3, 1980)—A convention for dealers and
Sonoma Ave., Berkeley CA 94707. game players, sponsored by the Chicago Wargamers Association.
To be held at the College of DuPage, Glen Ellyn, Ill. Duke Seifried of
MICHICON IX (June 6-8, 1980)—Another gala production by the Heritage Models will be among the special guests. For more informa-
Metro Detroit Gamers, to be held at Oakland University in Rochester, tion, contact Chicago Wargamers Association, 3605 Bobolink,
Mich. For advance information, write: Metro Detroit Gamers, P.O. Box Rolling Meadows IL 60008, telephone (312) 394-5618.
787, Troy MI 48099.
BANGOR AREA WARGAMERS ANNUAL CONVENTION
X-CON IV (June 6-8, 1980)—Milwaukee’s fourth annual science (Aug. 2-3, 1980)—To be held at the Memorial Union at the Uni-
fiction and fantasy convention, to be held at the Red Carpet Inn in versity of Maine, Orono, ME. University housing available. Contact
Milwaukee. Advance registration is $7.50 through May 15, $10 after Edward F. Stevens Jr., 13 South Street, Rockland ME 04841, tele-
that date. Contact: X-Con IV, c/o Todd Voros, 6107 W. Lisbon, phone (207) 594-6242.
Milwaukee WI 53210.
KAISER WARGAMER’S FIRST STRIKE (Aug. 30, 1980)—
ORIGINS '80 (June 27-29, 1980)—To be held at Widener Uni- One-day gathering to be held at the Fontana Kaiser Steel Plant.
versity, Chester, Pa. Limited housing available. Registration forms Information is available from Mark J. Shocklee, 11262 Barton Road,
and other information available from Origins '80, P.O. Box 139, Apt. B, Loma Linda, CA 92354.
Middletown NJ 07748.
PACIFICON '80 (Aug. 30-Sept. 1, 1980)—The largest dealer/
EMPIRICON II/CON-SPIRACY (July 4-6, 1980)—A science fic- manufacturer convention on the west coast. Will be held at the
tion/gaming convention oriented toward fantasy role-playing games, Dunfey Hotel in San Mateo, Calif. More information is available
to be held at the Prince George Hotel, 14 E. 28th St., New York NY. from David G. Hinkley, publicity chairman, Pacificon, P.O. Box
For more information, contact: Empiricon II/Con-Spiracy, P.O. Box 5833, San Jose CA 95150, phone (408)374-9770 or (408) 371-
682. Church St. Station. New York NY 10008. 4229.
NEW RELEASES
MORE NICE DICE -- There's good news i t y o f game merchandise on the shelves
and bad news from Lou Zocchi and Game- of their f a v o r i t e s t o r e s .
science, dice dealer extraordinaire.
LATEST FROM SPI -- Simulations Pub- The good news is Sapphire dice, AH GOES ELECTRONIC -- The Avalon Hill
l i c a t i o n s , I n c . , will blaze three new Topaz dice, and glow-in-the-dark Fire- Game Company isn't forsaking cardboard
trails in the science fiction/fantasy b a l l d i c e -- new creations for your col- counters and mapboards, but neither is
game marketplace in June. when Time- lection, tentatively scheduled for re- AH ignoring the vast potential of the
Tripper, Against 4 Worlds, & Dragon- lease in May, June and July, respect- computer/electronic game. In order to
slayer will be put on sale. ively. Lou, being a cautious man, empha- serve the more technological aspects of
TimeTripper chronicles the exploits sizes the word "tentatively"; after all, the hobby, Avalon Hill has formed a sep-
of a U.S. soldier in Vietnam who is there are a lot of facets to the dice arate company, Microcomputer Games, Inc,
suddenly thrust i n t o a f l u x i n t i m e , business... which will produce computer programming
and must search for a way to return to The bad news is that the new dice and and casette tape packages to allow a
the present while battling opponents the old dice will all cost more, as of wider variety of games to be played on
from many locations in the past and now. The price increase, necessary due home computers.
future. The "Team Tripper" version can to the increasing cost of petroleum by- AH Executive Vice President Tom Shaw
be played by up to four persons at the products, has been passed on to store is the head of the new company. Specific
same time. owners who are serviced by Gamescience, information on the first releases from
Against 4 Worlds is a game of stra- and they in turn are passing it on to Microcomputer Games, Inc., is eagerly
tegic and tactical battles between the you-know-who -- you. awaited.
forces of Earth and the Band of Trad-
ers, an alliance of four alien races
who try to trample the upstart Earth-
lings before they can gain a good
NEW LINE TEKUMEL GOES SOUTH -- Empire of the
Petal Throne, one of the pioneer games
in the fantasy role-playing field, is
foothold in deep-space-exploration. It DUNGEON DWELLERS -- D&Ders who want now the property of Gamescience (Lou
uses the tactical battle system first more quantity and variety in their sta- Zocchi, president) of Gulfport, Miss.
seen in SPI's Battlefleet: Mars. bles of miniature figures probably al- The rights to produce and market the
Dragonslayer will be SPI's first en- ready know about Dungeon Dwellers, the game, which were originally held by TSR
try into the realm of fantasy role- large new line of metal monsters and H o b b i e s , I n c . , were sold to Gamescience
playing games. Players take the roles characters produced by Heritage. recently. Further word from the versatile
of journeyman heroes, adventuring in a The introductory series has been in Mr. Zocchi on plans for the "new EPT"
fantasy world created by the "games- stores for several weeks, and Heritage should be forthcoming.
master." The game includes a tactical plans more releases for June and August
combat display, cardboard playing pie- to round it out. There are five boxed
ces, and a l l t h e l i t e r a t u r e and p laying "Action Adventure" sets, which toqether
aids necessary to create a world and provide every character and monster for
the characters who set forth into it. Basic D&D. Individual figure packs, num- "EYE OF THE DRAGON" is produced as a
bering 56 so far, enable the player or public service by TSR Periodicals to
HAPPENINGS
COMPUTER BISMARCK -- Now, as pro- from all sources will be eagerly accep-
claimed by Strategic Simulations, Inc, ted, and will be selected for the "Eye"
you can "sink the Bismarck with your on the basis of immediacy and overall
Apple." TSR BRANCHES OUT -- Gamers in Merrye importance to the readership. Address
No, this is not a game about giant Olde England now have reason to be even all press releases and other correspon-
fruit. It is a computerized historical merrier than before. TSR Hobbies, Inc., dence to "Eye of The Dragon," P.O. Box
simulation of the British attempt to has formed a new subsidiary in the Uni- 110, Lake Geneva WI 53147.
find and scuttle the Bismarck in 1941. ted Kingdom, TSR Hobbies U.K . , Ltd. The
The game program disc is playable on an Chief Executive Officer is Don Turnbull,
Apple II Plus unit, and will soon be one of England' s leading game hobbyists
available for the TRS-80 and other and the founder o f P e r f i d i o u s Albion,
home computers. one of the foremost gaming journals in
It can be used solitaire, with the the British Isles.
computer playing the German commander, The firm's main purpose will be the
or it can be a two-player duel between sale and distribution of TSR products
the British Home Fleet and the German within the United Kingdom. The new or-
Kreigsrnarine. T h e r e a r e e i g h t d i f f e r - qanizational setup will make it much
ent types of sea and air vehicles to easier and more efficient for retailers
be deployed, and special rules cover in Britain to obtain D&D material as
every aspect of the naval campaign, well as the rest of the TSR line, which
from weather to ship fuel capacities. will benefit individual consumers by
The Hood sure could have used one... providing wider and speedier availabil-
28
May 1980
(Editors preface: The Giants in The Earth article printed normal lifetime. Such experience could run to 100 million experi-
below is obviously not of the usual type. It is, instead, the authors ence points or more. Kane, as described in the article, need have
description of the rationale behind their system of tabulating extra- acquired only 12 million experience points in AD&D or 5 million
ordinary abilities for the GITE heroes. experience points in AD&D. If we carried out his experience to the
The manuscript grew out of a letter to the editor submitted by admittedly absurd logical conclusion, Kane would indeed be un-
Tom Moldvay to The Dragon shortly after the appearance of a letter beatable.
concerning that subject. It has been amended by the authors to Experience points aside, a heroic character must fit into the play
include much more explanatory material, and at the end is a list of balance. Few things are more frustrating to players than an encoun-
possible future characters to depict in the GITE feature. Readers are ter where the monster cannot be defeated, avoided, tricked, or in
invited to express preferences for any of these or any other famous some way placated when hostile. In our character descriptions, we
heroes by writing to The Dragon.) usually try to give possible outs to the party if brute force is
inadvisable. We also believe that any DM is qualified to modify the
Lawrence Schick heroes to fit his particular campaign, using the guidelines in our
and Tom Moldvay character descriptions.
The heart of the problem of play balance and heroic tough-
To answer Craig Stenseths question concerning Giants in the ness is the difference between the AD&D and D&D experience
Earth from The Dragon #30, exceptional percentages for 18s, for tables. A character who has earned enough experience points to
all other abilities than strength, are given mainly for comparison rank as a 30th-level Magic-User in D&D would, with the same
purposes. They are not standard D&D or AD&D. They might, how- amount of experience points, rank as only a 15th-level Magic-User
ever, be useful to DMs who run a local D&D variant which differenti- in AD&D. The other professional experience tables show similar
ates between levels of 18 for all abilities. discrepancies. In effect, the modified experience tables insure fewer
As far as writing up the characters from Tolkiens Ring Trilogy, high-level characters in AD&D than in D&D, with such characters
we would love to try our hand at them. Unfortunately, the Tolkien being generally lower in level than their D&D counterparts.
estate is known to be fanatically paranoid about the slightest possible When Gary Gygax warns readers about the generally overly high
infringement of rights (whether real or imagined). We were also rating of the heroes in Giants in the Earth, he is (we believe) speaking
unwilling to attempt them because 90% of the Tolkien fans would be from a strict AD&D viewpoint. We would certainly agree that any
unhappy with the results, regardless of what they were. In the end, DM running an AD&D high-level campaign should use the heroes in
we decided it was simply too much hassle to write up Tolkien the series with caution, and lower the experience levels if the DM
characters. judges the dungeon party too weak to encounter the hero as printed.
We are, however, willing to attempt any specific characters The origin of Giants in the Earth goes back to a series of high-
which The Dragon readers would like done, provided we can find level adventures run in the Kent-Akron (Ohio) area before any of the
the manuscript the characters appear in, and as long as the author or AD&D books were on the market. We needed to fill a gap between
authors estate is willing. the tougher monsters and the gods. Most of the players were raised
We would also like to clarify some problems raised by comments on fantasy and science fiction, so heroes from literature seemed an
in the Sorcerers Scroll in The Dragon #30. Concerning Cugels ideal answer. At that time, of necessity, all player characters used the
wisdom rating, we wrote Cugels statistics before the publication of D&D experience tables. It was not unusual for a player character to
the Dungeon Masters Guide. At the time, we werent entirely sure be 20th level or higher.
what wisdom implied. The word has several possible meanings. The ten heroes we first submitted to The Dragon drew heavily on
We decided to take wisdom to mean inspiration, i.e. that force in our experience from high-level D&D campaigns. These heroes have
each individual which responds to the god within, and which set the standard for the continuing series, since we prefer the heroes
serves to funnel godly power through a cleric. We considered that to be compatible with one another.
wisdom, as defined as common sense, had little to do with clerical We usually try to compromise between D&D and AD&D, and
abilities. We felt that Cugel was above average in inspiration, but hopefully we reach a median useful to all players. Still, a DM is
abysmally lacking in common sense. advised to use discretion before including heroes from literature in
As defined in the Dungeon Masters Guide, wisdom subsumes any particular campaign. Furthermore, DMs should feel free to make
the categories of willpower, judgment, wile, enlightenment, and any and all changes they feel necessary to fit heroes into their
intuitiveness. With the above definition in mind, we would recom- distinctive campaign, or to bring the heroes closer to the DMs
mend lowering Cugels wisdom rating to 8. opinion of any character gained from reading the literature.
The second point raised in the Sorcerers Scroll is more difficult As an aid to DMs, we have included the following table as a
to answer. Exactly how powerful is a heroic, legendary character? guideline to the different degrees of high-level in both D&D and
Some mythological heroes rank as demi-gods (Heracles, Gilga- AD&D. Again, we caution that the table reflects only our opinion,
mesh, and Gwydion, for example). In particular, Gary Gygax felt and is not official for either D&D or AD&D.
that Kane was too powerful and advocated a reduction in levels.
A case could be argued that we made Kane too weak. Kane has AD&D Level D&D Level Approximate Guideline
lived for several thousands of years. It would not be unreasonable to
assign him 50 times the experience a character would acquire in a 21+ 40+ Equivalent to demi-god status, usually
29
Vol. IV, No. 11
Sorcerer's
(From page 11)
Scroll
Heavy Cavalry: 50 (Guards)
Medium Cavalry: 100 (Elite)
Light Cavalry: 50 (Regulars)
Medium Horse Archers: 100 (Regulars)
30
May 1980
Combat in the wielder would probably be rushing in, with his ax in a position to
cleave his enemy at the first blow, and a swordsman adversary must
decide whether to try to parry the blow with his weaker sword, or to
compromise game try to avoid it by stepping back or dodging, then pressing to thrust
before the ax-man can resume attack or take a defensive posture.
In short, there will be cases when the probabilities ought to be
F. C. MacKnight “loaded” slightly in the favor of one of the contestants, perhaps
heavily when one combatant is mounted and has a longer-reaching
In developing a game which compromises between LAHKMAR weapon, and perhaps very heavily, when one combatant is a hero-
(the originally conceived game) and LANKHMAR (the commercial and still allow the weaker party to have at least a slight chance of
product made by TSR Hobbies, Inc.), one aspect which leaves much success. This is where the more sophisticated polyhedral dice come
room for elaboration is the mechanics of combat and the develop- in.
ment of tables to determine the outcome of that combat. Simply put, the procedure for developing a combat table for any
To avoid (or cause?) more confusion, I shall hereafter refer to the given set of circumstances is as follows: Determine the entire range
compromise game as LAKMAR, a hybrid name. LAKMAR will use of possible outcomes. Attach relative probabilities to each single
the moves and other rules given for LAHKMAR in the article in possible outcome (i.e. one outcome may be twice as likely to occur
TD-33 (January 1980), but the compromise game involves a more as another, and that should be reflected). Then, determine which
detailed system of alternatives for what takes place during combat, polyhedral die gives enough variation in numbers to allow for all
and it assigns the first throw of the dice to the attacker, that is, the possible outcomes, and attach each outcome to a certain number (or
player who initiates the combat. numbers) which, when rolled on the die or dice, will cause that
Let us first examine a simple encounter of swordsman against outcome to occur.
swordsman, neither of them heroes and presumably both of equal * * *
skill. Should there be any advantage in initiating the engagement?
In a fencing bout, the attacker may have a temporary advantage Returning to LAKMAR, what have we that needs these multiple
as long as he is in the attack, but this doesn’t hold here. The initiator possibilities in varying degrees of probability? These types of tables
of the engagement may approach his adversary but the latter may be are to be considered:
the one who first attacks, so that the one who initiates the engage- Attack at a distance (thrown or propelled weapons);
ment by moving into proximity is only the “attacker” by the defini- Hand to hand combat, Attack and Reprise;
tion of his intentions, and should derive no odds advantage for such Wounding tables.
a role. Attack at a distance
Referring to the contestants as A and B, we can list the following Weapons under consideration are the spear, arrow, stone (from
possible outcomes of an exchange of blows: Mouser’s sling) and ax thrown by Fafhrd and the Northern Mercen-
A wins, B perishes aries. There will be tables for two-space throws or “shots”, three
B wins, A perishes spaces, and four spaces with decreasing probability of success as the
A kills B but A is wounded distance increases; and possibly additional tables for heroes es-
B kills A but B is wounded pecially adept at either propelling the weapon or avoiding it. It must
A wounds B be considered whether “shooting” from horse-, camel-back, or
B wounds A shipboard would have the same accuracy as from solid ground, and
A and B wound each other also a factor is the effect of forest trees and shrubbery on missile
No decision; neither is wounded, and the combat continues. accuracy.
Of those eight possible outcomes, two can be discarded as im- Combat at adjacent spaces
practical. If one contestant wounds the other without himself being Here we have Warrior against Warrior, Hero against Hero
wounded, it may be presumed that the wounded warrior would soon (possibly the same table would do, but maybe not), and Warrior
succumb to a second blow. So, eliminating the fifth and sixth items against Hero. There would be tables for swordsman against swords-
on the list above, we have six possible events: man, swordsman against spearman, swordsman against ax-wielder,
1 = A kills B 4 = No decision spearman against spearman, spearman against ax-man, and ax-man
2 = A kills B but A is wounded 5 = B kills A but B is wounded against ax-man. Also, contestant on foot vs. one mounted on horse
3 = A and B are both wounded 6 = B kills A or camel, with the same permutation of weapons. Horseman vs.
This “table” lists the outcomes in progressive order from the horseman and camel rider vs. camel rider, likewise. It is unlikely but
most beneficial result for A to the most beneficial result for B, though possible that there could be a combat between a camel rider and a
the relative positions of the third and fourth items are uncertain. horseman at the desert edge! And combat at sea (adjacent boats)
To adapt such a table for hero vs. warrior combat, one should could involve a different set of possibilities.
attach a higher probability to the hero (A) killing the warrior— In each of these combats, there is the problem of whether the
perhaps by subtracting two from the roll of a six-sided die to deter- instigator of the engagement may be considered as having an advan-
mine the outcome. In so doing, “A kills B” will be the recorded result tage. If so, there should also be a Reprise table for continuing combat
on a roll of 1,2 or 3. However, perhaps there should be a chance for with no attacking advantage. When there is no attacking advantage,
a warrior to kill or wound a hero—no matter how slight a chance that there is no need of a special Reprise table. In combat between
may be (say, 1 in 20). To incorporate that element of chance, there diverse weapons, the attack may give advantage to one weapon and
would need to be a way to generate a wider range of random the continuation to the other.
numbers-most easily done by using a different type of die (d8, d12 Then there is the problem of two men against one. Usually the
or d20). two would win a complete victory, but a hero against two warriors
31
Vol. IV, No. 11
Wounding tables Movarl’s ability with the sword be given in his relation to warriors.
LAKMAR should also pay more attention to the nature and effect Let us make Movarl ambidextrous, able to handle a sword in each
of wounds. In LAHKMAR and LANKHMAR all wounds have the hand simultaneously and thus able to successfully fight two warriors
same effect, but a throw could determine just what and where the simultaneously, which however would not help him greatly against
wound may be, and how it affects the recipient’s further activity. He another hero.
might be able to handle a bow but not travel (leg or hip wound), or
he might be unable to fight but could travel (arm wound). He may or Heroes in Defense
may not be able to handle his mount or the boat in his charge.
Severity of wound is a factor: He may be able to continue fighting at It has already been pointed out above and in part 5 of this series
a lower degree of effectiveness. (TD-36) that the hero gets preferential treatment in hand-to-hand
The Heroes in combat combat with warriors and is allowed a bit less vulnerability in missile
Each hero has a terrain in which he has an advantage, either by attack with spear or ax because of presumed greater quickness in
being able to move where others cannot or being able to move more reaction time. The hero can occasionally dodge, avoid or fend off the
swiftly there. Fafhrd can cross mountains, Mouser can swim as slower-moving missiles that would reach an ordinary warrior, and
rapidly as a boat, Pulgh moves faster than others in swamp, Movarl the Mouser gets a greater speed allowance than the others because
likewise in the forest. he is a smaller target as well.
How about combat? Here too each hero has a specialty that must How about arrows? This is a general problem for heroes and
be taken into consideration. Originally the favorite weapon was the warriors alike. What garb do we imagine the Nehwonian military to
ax for Fafhrd, the sling for Mouser, the spear for Pulgh and the sword wear? Do they have a costume that offers any protection against
for Movarl. This is complicated by Leiber’s near deification of the arrows? Do they wear any metal or heavy leather that could change
swordsmanship of Fafhrd and the Mouser in their printed saga to the what would be a fatal shot into a mere wound? The probability table
extent that Fischer’s original specialties were neglected. for LAKMAR must describe just how devastating the arrow attack
To maintain equality of forces it would seem that we should should be; what proportion of wounds and fatalities there are to
either raise Pulgh and Movarl to the same level of fighting power as misses or non-registering hits.
Fafhrd and the Mouser, or strengthen the terrain advantage or The Leiberian saga is imprecise about all this, often allowing the
warrior power of Lankhmar and Kvarch Nar with respect to the reader to use his own imagination for precise details. Certainly the
Mingols and the City of the East. I think that this latter has been done Lankhmarians had gone past the stage of using shields defensively,
to some extent with respect to the terrain. Lankhmar has the advan- because they used lighter swords that permitted “fencing.” Parrying
tage of the Sinking Land and the salt marsh; Kvarch Nar has the with the sword was in vogue, with the occasional use of the dagger in
forest which slows down the movement of adverse forces. The other the left (non-sword) hand or cloak on the left arm. In this out-of-
Citadels are more easily available to attack. So, a bit of combat town situation with bowmen aiming at you, some additional protec-
favoritism for Fafhrd and the Mouser is not out of line. tion would be natural. The use of a buckler would be sensible and
Ax: Fafhrd is the only hero proficient in the use of the war ax; would enable the fast-moving Mouser to often parry an arrow. So it
except for him, only the northern mercenaries use it. Fafhrd, as a would not be amiss for there to be an adjustment to the arrow tables
hero, should have a higher proficiency than the other northerners. when Mouser is the target.
The ax can also be thrown, with far less accuracy than the spear but a
greater likelihood of a severe wound if it hits. Fafhrd may be allowed * * *
some possibility of a hit at three spaces (as well as 2, the range of the
In review, then, it would seem that the number of probability
other Vikings), and since he carries a sword he is more likely to use
the ax as a throwing weapon. (Remember that the ax remains where tables, including special adjustments, might be nearly astronomical,
restricting the game of LAKMAR to diehard probability gamesters.
it lands, either in the adversary or on his space if there is a miss. This
And their victims! The probability freak could act as referee for a
leaves the mercenaries weaponless, so they must be way of throw-
good contest between players who need not worry about such
ing their axes away.) If anyone besides Fafhrd and the northerners
matters. The function and advisability of a Referee (a term obviously
uses or throws an ax, their success should be rated very low.
related entymologically to Banshee) has been promoted in Part 5 of
The spear, Pulgh’s specialty: He must be rated higher than
this series, and I think that this last section (6) demonstrates that the
Fafhrd, Mouser and the common warriors both in distance and
accuracy. But since Fafhrd is now well-known as a strong spearman, need for one in LAKMAR is almost as great as that for a Dungeon
I suggest that both Fafhrd and Pulgh be allowed 4 spaces for possible Master in Dungeons & Dragons!
spear throws, but Pulgh be given greater accuracy.
SUMMARY
Missiles: No hero is particularly good with the bow, and if they
use one, the success should be only that of a warrior. But Mouser has This series of articles was originally intended merely to describe
his sling, which rates somewhat higher than the bow in putting the origin of the game (part 1) and how to modify the TSR board and
opponents permanently out of combat. It does seem a bit too much rules to play the original game as conceived by Harry Fischer and
to allow the sling to be more accurate than the bow, but the skull- Fritz Leiber (parts 2, 3, 4). This resurrection of the original game I
crushing possibility may give the Mouser better effect at each dis- designated as LAHKMAR (Fischer’s spelling); Leiber’s spelling,
tance (2, 3, and 4 spaces). LANKHMAR, I reserved for the new TSR game, its board and the
Sword: Can we allow Fafhrd and Mouser to dominate sword- Citadel from which it was named. Having accomplished that task, I
play as they do in Leiber’s saga? Or must we use sword proficiency then became fascinated with the idea of adopting the chance or
as a means of equalizing any superiority Fafhrd has in spear and ax? probability-outcome of combat, as used in TSR’s LANKHMAR and
Pulgh is already behind Fafhrd in power, since the two are nearly most current war games, to the longer, slower-moving LAHKMAR,
equal in spear but Fafhrd has his ax too. Mouser’s effectiveness with along with elaborations and what I regarded as improvements on the
the sling is difficult to equate, but it seems that he may be behind combat tables. That project has occupied the last two sections of the
both in non-swords. And so far, Movarl has no special powers except series.
being able to call animals, which seems insufficiently compensatory. (Editor’s note: The next, and last, article in Prof. MacKnight’s
The sword was originally Movarl’s strong point. Should we make series about LANKHMAR and its creators will be a special postscript.
him superior to Fafhrd and the Mouser in this category? “No way!” Fritz Leiber and Hurry Fischer, writers of the Fafhrd and the Gray
says Harry, who, if chance enters the game, wants Fafhrd and Mouser books and the creators and developers of Lankhmar, creat-
Mouser to be preeminent in swordplay, too. My suggestion is that all ed a puzzle for MacKnight to solve when the three men were cohorts
heroes be given strong probability sword preference against war- more than 40 years ago. “Fafhrd and Mouser in the Dungeon” is the
riors, but Pulgh slightly less in hero-vs.-hero combat. I suggest that name of the game. It, and its solution, will appear in TD-38.)
32
May 1980
33
Vol. IV, No. 11
funeral, with the masses whooping and wailing for a departed minor Type of Encounter Table
official. The second was a pack of wild dogs leaving the sewers to avoid
00 = Referee’s Choice 60-66 = Catch Thief (35%)
a wizard’s Cloudkill. The third, a diamond thief with a hole in his
99 = Assassination attempt, has loot)
loot-bag, dropping diamonds to the delight of the crowded streetful of
player 58-59 = Find Corpse
peasants.
98 = Kidnap attempt, player 55-57 = Find Body (Alive)
My players never dreamed that I was making it up as I went along, ”
95-97 = Mugging ” 52-54 = Illegal Business offer
and assumed it was a pre-plotted series of adventures.
95-96 = Major Riot 42-51 = Fight
93-94 = Assassination attempt, 37-41 = Chase
other 32-36 = Hooker
Type of Person Encountered Table 90-92 = Kidnap attempt, other 29-31 = Drug Deal, player
Type of Max. 8 4 - 8 9 = Mugging ” ” 26-28 = Drug Deal, other
Freq. No. App. H.D. Lair Treas. Align. Char. Level 77-83 = Discover Ambush 23-25 = Minor Riot
72-75 = False Accusation, 20-22 = Business offer
00-01 Noble R 1-3 4 95 C8 — +5 12 player 14-19 = Insult
02 Farmer v 1-2 2 0 C1 LN — 2 67-71 = Overhear a plot 01-13 = Pickpocket
03-06 Merchant C 1-6 3 40 C4-C7 N — 12
07-09 StreetSeller C 1 3 0 C3-C4 N — 5
10-11 Tradesman
12-13 Specialist
C
C
1-4
1-4
3
3
60 C5
60 C5
N
N
—
—
8
8
Cities can help. . .
(From page 9)
14-15 StreetUrchin U 1-10 2 0 — N -1 5
when he could become guildmaster himself, a vicious war may result.
16-18 Scud C 1-12 4 40 C2 CN -1 3
19-20 Beggar U 1
The ensuing violent intrigue is something which no gamer should miss,
2 100 C1 N -4 8
21-25 Fighter — — — — — — — and it makes the character’s and DM’s lives all the more interesting.
C
— — — — — — — The best possibilities for a beginning fighter lie in hiring himself out
26-30 MagicUser C
31-35 Cleric C — — — — — — — as a merchant’s caravan guard or other mercenary warrior, for, unfor-
36-40 Thief C — — — — — — — tunately, little is to be had by the independent warrior in the city, and
41-43 Druid U — — — — — — — unless he teams up with other characters (such as thieves who want
44-48 Monk C — — — — — — — muscle), he will soon find himself going broke and joining the army, if
49-53 Illusionist C — — — — — — — there is one.
54-58 Paladin C — — — — — — — Last, but not least, are magic-users and clerics. I deal with them
59-61 Ranger — — — — — — — jointly because they alone share the ability to cast spells at low levels. As
U
62-66 Assassin C — — — — — — — with thieves and assassins, the best chance these types have lies in using
67-69 Bandit U — — — — — — — their powers in unsavory ways, so evil characters generally fare best in
70-72 Brigand U — — — — — — — the city.
73-75 Pilgrim — — — — — — — Of course, to achieve a good urban adventure, one must be willing
U
76 Psionic Character: Roll Again
to put forth the necessary effort. It falls to the DM to come up with
— — — — — interesting, original ideas and properly apply them to his design. Sure,
77-79 Bard U — —
U 1-3 3 40 C2-C5 N 10
it’s a lot of work, but the age-old axiom applies to D&D so well: You
80-82 Hooker +2
U 1
only get out of it what you put into it.
83-85 Bully 5 50 C3 NE -1 6
U 1
If the DM is having trouble designing a town, or if he wants to make
86-87 Panderer 3 30 C4 N +1 7
a substantial addition to his campaign’s urban environment, he should
88-89 D e a l e r U 1 3 30 C5 CE -1 8
R 1
by all means get the Judges Guild’s City State of the Invincible Over-
90-91 TownCrier 3 0 C2 LN +2 4
lord. The City State is a truly admirable achievement. Giving away any
92 “Untouchable” V 1 2 0 — N -7 2
93-95 Porter U 1-6 3 30 C2 N 3
specifics about it would be a crime of the worst kind, but let it suffice to
+1
say that this product is excellent for its sheer enormity and diversity. A
96 Messenger R 1 3 10 C1 N — 3
97 StreetPerformer R 1-3 3 0 C1-C2 N +4 8
character could spend years exploring the city itself, let alone the mines,
V 1 2 0 — N 2
graveyards, and forests that surround it and the dungeons beneath it,
98 Madman -3
V — — — — — — — and if a PC is bored for a minute it is only because he lacks curiosity.
99 Monster
Perhaps the best part is that most of the accompanying guidelines can
be applied to other D&D towns. However, I strongly suggest that the
Explanations
Frequency: V = Very Rare, R = Rare, U = Uncommon, C = DM should not let the presence of the City State dissuade him from the
rewarding effort of designing his own city.
Common.
Type of hit dice: This-many-sided-dice for each level, e.g., a 4th Drive is just as important for PCs, but in their cases it should be in
level Hooker would have 4-12 hit points. the form of ambition, for it is the character who tries to get ahead
Treasures: C1-C8 are explained on the Treasure Table. (perhaps by assassinating the Guildmaster) who makes the game
Alignment: N = Neutral, LN = Lawful Neutral, CN = Chaotic interesting, not the one who is content to be a nobody.
Eloquence and tact become essential, because without friends
Neutral, NE = Neutral Evil, CE = Chaotic Evil. (Most of the city lowlife
(preferably in high places), a character will not get far. The importance
care only for themselves).
of having someone you can count on for help in a crisis cannot be
Charisma: This is the effect of the occupation upon the charisma of
overstressed. Players must also make an effort to control the violent
the non-player-character, only with respect to other non-player-
reflexes they have developed in wilderness or dungeons. Believe it or
characters; the players, as always, may make up their own minds.
not, I have seen good characters ruin their chances of success by being
too free with their blades. Unless the city in which your campaign is
Level of the Encounter Table
located is a political anarchy without law enforcement, you can’t go
00 - 22 = Level 1 71 - 76 = Level 8 down the street slashing right and left.
23-31 = Level 2 77 - 82 = Level 9 This song of the praises of urban D&D is not so bold as to imply that
32 - 40 = Level 3 83 - 88 = Level 10 this type of adventuring should occupy an unduly large part of a
41-48 = Level 4 89-92 = Level 11 D&Der’s playing time. On the contrary, too much town is bad for
49 - 56 = Level 5 93 - 95 = Level 12 anyone, and a careful balance among wilderness, city and dungeon is
57 - 63 = Level 6 96 - 99 = Level 13 or higher the only way to ensure that a character’s career will be filled with
64-70 = Level 7 exciting challenges.
34
May 1980
Neutral dragons
(From page 7)
minors each; Emerald, 2 minors and 1 major; Sapphire, 3 minors
and 1 major; Amethyst, 3 minors and 2 majors; Sardior the Ruby
Dragon has 4 minor and 3 major disciplines, as follows—Domina-
tion, ESP, Invisibility, Levitation, Molecular Rearrangement, Energy
Control, Dimension Walk. All Neutral dragons consider their level of
mastery for all disciplines to be equivalent to twice their age level.
CRYSTAL DRAGONS
Crystal dragons live on mountain crags, far away from all other
creatures. They like to come out at night and lie under the stars.
Cystal dragons can breathe a Dazzling Cloud twice per day, 4” long
by 4” wide by 2” high, that causes temporary blindness for everyone
enveloped in it. After emerging from the cloud, creatures remain
blinded for 10-60 rounds (saving throw cuts in half). The Dazzling
Cloud is as bright as daylight, and can be seen for miles. All creatures
within 60’ of it will strike at -2 to hit, due to its brightness (except for
fire elementals, etc. ). Basically nocturnal creatures such as goblins,
et al, will strike at -4.
Crystal dragons are a milky white in color, but when the moon or
stars shine on them, their hide becomes luminescent and sparkling.
In bright sunlight, they are almost unbearable to look at, because of
the dazzling brilliance that their hide reflects.
TOPAZ DRAGONS
Topaz dragons prefer to dwell along bleak, rocky seacoasts,
although they have no inordinate love for the water as Bronze
dragons do. Twice per day they can use their breath to Dehydrate
objects. Their breath dries up 3 cu. ft. per h.p. of dragon when
directed against liquids. Other materials suspended in the liquid (e.g.
salt) will precipitate out.
When directed against living creatures the breath will cause
every creature in its path (3” long cone with 1” base) to lose 7-12
Strength points due to dehydration. After being dehydrated by a
Topaz dragon, a creature must be nursed back to health carefully.
Affected creatures will regain ½ Strength point per day with ade-
quate nursing care and rest. A successful saving throw reduces
damage to 1-6 strength points drained. Characters with a constitu-
tion over 15 may recover 1 full strength point per day after 6 days.
Curative spells will not affect dehydration.
Any creature reduced to less than 3 Strength will lapse into a
coma, and will die in 3-12 turns unless a Strength spell or a Raise
Dead spell is cast on him. These will not cure the individual of his
dehydration, however, nor help him recover his strength, but will
only let him pass into normal sleep for 4-24 turns. Any creature
reduced to 0 Strength points is killed instantly.
Topaz dragons are a light orange color.
EMERALD DRAGONS
Emerald dragons make their homes in extinct or dormant vol-
canoes. Twice per day they can use a keening sort of voice (breath)
weapon which will set up a sonic vibration, knocking all affected
creatures within hearing distance unconscious for 10-60 rounds.
Those making their saving throw vs. dragon breath are deafened for
10-60 rounds.
Emerald dragons are beautiful creatures whose scaly hide seems
to be in constant motion due to the many shades of green on the
body. The interplay of the various shades can be very distracting to
an observer, and the Emerald dragon knows how to undulate its
body to create a hypnotic effect on those he is parlaying with. Thus,
after 3 rounds of peaceable encounter with this sort of dragon, the
dragon is able to attack (if it wishes to) with complete surprise.
SAPPHIRE DRAGONS
Sapphire dragons make their lairs in deep underground caverns,
avoiding inhabited places where orcs, dwarves, etc., live. Twice per
day the Sapphire dragon can set up a sonic vibration by its keening
wail, which disintegrates a number of hit points equal to the number
of hit points the dragon has. Creatures not killed outright by loss of
hit points would survive, but with weapons, armor and clothing
totally disintegrated. Magical items would get a saving throw.
Sapphire dragons are sometimes mistaken for young blue drag-
ons, although the thinking adventurer will sometimes realize his
35
Vol. IV, No. 11
mistake when he considers that blue dragons prefer arid climes, and enough to crisp flesh, but Farmer also has one that shoots burning oil at
Sapphire dragons are likely to be found in caverns in any clime. anyone standing in front of it when it is first activated (thus, anyone in
AMETHYST DRAGONS the know would stand to the side, toss a stone through the gate, and wait
Amethyst dragons love to dwell near isolated highland tarns. for the fireworks to die down). Another underhanded trick, ideal for
Twice per day, the Amethyst dragon can shriek, with the same effects scattering parties, is a second, delayed gate set off by passing through
as a banshee. the first (so as to catch the third or fourth person in the marching order).
Amethyst dragons are a sparkling lavender in color. The most spectacular trap is a circuit or series of gates, each ac-
SARDIOR, THE RUBY DRAGON tivated by the preceding one, so that people entering any gate in the
Finally, we come to the Ruby Dragon. This is not a breed of circuit are trapped, blinking in rapid succession from one location to
dragon, but a unique individual. Sardior the Ruby Dragon is the another. They are vulnerable to attacks in the few seconds they are in
Prince of Neutral Dragons. He dwells in a magical castle that roams each location (usually by missiles), and can leave the circuit only by
the night sky, high up in the atmosphere. He keeps his castle moving leaping out of a gate during that very brief time. If they misjudge the
so that it is always in earth’s shadow. Often, when Sardior’s castle is timing, they are bisected or otherwise mangled as part of them is gated
sighted, sages think they are seeing a reddish star making unusual on to the next location. A base chance of leaping out successfully of
conjunctions with other stars in the night sky. 60% is suggested, plus 5% for every point of Dexterity over 15, and
Sardior keeps a court of 5 thanes, one each of the various breeds minus 5% for every point under 12. For every 10 HP that the character
of neutral dragons. Their names are: Hrodel (a female Crystal drag- may have currently lost (i.e. wounds), also subtract 5% from the chance
on), psionic disciplines of Empathy and Invisibility; Tithonnas (male of success. If a character is caught by the gate shift, he or she must save
Topaz dragon), disciplines of Clairaudience, Clairvoyance, and vs. paralyzation or be cut in half (instant death). If the save is made, the
Sensitivity to Psychic Impressions; Smargad (male Emerald drag- gate is considered to have severed a limb or something of the sort, and
on), disciplines of Domination, Hypnosis, and Teleportation; Char- such a wound will have to be cauterized to prevent the character from
sima (female Sapphire dragon), disciplines of Cell Adjustment, bleeding to death. The character will take 2d12 damage and must save
ESP, Suspend Animation, and Etherealness; and Aleithilithos (male vs. System Shock, or die. If the trapped person has a friend at one of the
Amethyst dragon), disciplines of Detection of Good/Evil, Detection locations visited by the circuit, the friend can stop the circuit by jamming
of Magic, Object Reading, Energy Control, and Dimension Walk. the empty gate so full of matter that the maximum mass it can shift is
Occasionally (10%), one of these dragons will roam the earth reached and it stops working, shutting down the circuit. Of course, the
without Sardior and the other thanes. If encountered, the thane may trapped person will be freed elsewhere in the circuit, which may be
reward beings that find favor with it, usually in the form of gems, but several planes away.
sometimes in the granting of a boon. An artifact, The Horn of Shambarinen, has the power of opening
All of Sardior’s thanes are huge, ancient dragons. It must be gates between planes whenever its seven notes are sounded in the
remembered, of course, that Sardior and company are a stay-at- proper sequence at a resonant point in any plane (the DM must de-
home lot, not given much to interfering with others’ businesses. All termine which plane the resonant point is adjacent to, and thus where
the Neutral dragons honor Sardior, but being what they are, his the gate will lead). It can also match the resonance of any existing gate
sovereignty does not much affect their daily lives of treasure-mon- and operate it (without the usual key, device, or missing crescent). Gates
gering. All are agreed. however, that Sardior is the most brilliant glow if the Horn is played close to them (say, within 60’) and the
conversationalist and raconteur of all dragons. horn-blower can see through the gate into wherever it leads. The Horn
Sardior has two breath weapons which he can employ twice per resembles a silver Horn of Valhalla, with seven buttons set in a line along
day each: a shriek (like an Amethyst dragon) or a dazzling cloud (like its top, and the mouth of the horn filled with a silvery web. It is
a Crystal dragon). He has a ruddy appearance, but his handsome constructed of an unknown and seemingly indestructible metal, and
features and general grace ensure that only a very inexperienced bears the hieroglyph of Shambarinen on its underside.
dragon-hunter would mistake him for a red dragon.
So much for Neutral dragons. Put one of these in your campaign, A more recent series of books, C.J. Cheryh’s Morgaine trilogy,7
and listen to the music of agonizing wails when your hardened illustrates the attitude of medieval-level cultures to gates in their midst.
dragon-slayers encounter something that they’ve never heard of An early and excellent use of gates is found in C.S. Lewis’s Chronicles of
before. (Chortle, chortle!) After all, keeping them on their toes is Narnia,8 which incorporates a fascinating campaign setting: The Wood
what makes for exciting play. May your Paladins go to bed tonight Between The Worlds. This is an ancient woods into which almost all
with clear consciences. gates open, and as a result is peopled with many strange and wonderful
creatures. A tavern in such a place would abound with fascinating and
powerful NPCs. And that painting over the bar, if one stares at it for a
moment, can be stepped through, into . . . Well, have fun.
Notes
In one small step 1. Michael Moorcock, The Vanishing Tower, p. 152 (DAW paperback).
(From page 5) 2. See Schmitz’s The Lion Game— a DAW paperback—for a huge dungeon of
given gate leads to. Gates may be set for one-time operation, random rooms connected by portals, with many traps and ‘lost’ sections.
resonance changes, or activation only by code words. They may also 3. Op. Cit., p. 159.
4. Michael Moorcock, The Sailor On The Seas Of Fate, p. 58 (DAW
“flipflop”; that is, automatically change their resonance after being
paperback).
activated, so that the next time the gate is used it will lead somewhere 5. The books, available in Ace paperbacks, are (in chronological order): The
else. Maker Of Universes; The Gates of Creation; A Private Cosmos; Behind The
Gates may also be traps (and in Farmer’s books, usually are). They Walls Of Terra; and The Lavalite World. Essential references, all.
may be set to kill those trying to use them or entering them in the wrong 6. One such ‘killer gate’ was a doorframe revolving rapidly in midair. Identifica-
direction or manner,6 or lead to “inescapable” prison cells (see Mark S. tion of the ‘safe side’ was of course very difficult. Another might be a
Day’s article in TD -23 or Farmer’s novels), undesirable planes, or to doorframe, only the upper half of which is a gate, so that anyone stepping
almost certain death (i.e. into midair, a mile from the ground). The hero through the gate in a normal manner (rather than leaping) will be cut in half as
of the series, Kickaha the Trickster (who’d make a great GITE— only their upper body gates away.
7. Gate of Ivrel; Well of Shiuan; Fires of Azeroth (DAW paperbacks).
Lawrence Schick and Tom Moldvay please note!), escaped from one
8. In chronological order: The Magician’sNephew; The Lion, The Witch & The
such cell by crouching atop an empty food platter and being gated to the Wardrobe; Prince Caspian; The Voyage of the Dawn Treader; The Silver
kitchen. (Gates are often—especially in cells—used as dumbwaiters, Chair; The Horse and His Boy; and The Last Battle, available in Puffin
with a matching pair of gates in the kitchen and set into the top of the paperbacks in Canada and Macmillan paperbacks in the States. The first five
dining table.) bristle with material of interest to D&D players. The Wood Between The
The usual way in which gates kill is an electrical discharge powerful Worlds appears in Chapter 3 of The Magician’s Nephew.
36
May 1980
tax. They were looking ahead to the trading possibilities these pil-
The History of Elfland grims might provide when they arrived hungry and tired from the
(From page 13) north.
by doing undignified work that Elves spurned. Laws forbidding their The reigning High Prince, Ffaraon, could not endure the shame
marriage to pureblood Elves perpetuated their kind and kept the of Elfland’s defeat and abdicated. Elir, an Elf who had been training
problem of their existence alive. for the priesthood of Oenglamh, accepted the throne in his place.
Elven history is now given over to local matters for several Elir, true to his background, initiated a program of religious
generations. They sealed the borders of their kingdom and slew all revival to offset the despair of the defeat. His mass meeting drew
trespassers who violated their seclusion. What interest Neuth had in hundreds of thousands of Elves together in fervent prayer. Elir’s
foreign places was restricted to the sacred pilgrimages to the sea. priests invoked the power of heaven against the offending Mivior-
When the next invasion came, it was not the work of barbarian ians. In the ensuing hysteria, the part-human Ercii were subjected to
peoples. In the latter ninth century, prosperity led the Miviorians to another cycle of persecution. One group of them, hated more than
most for their adept use of magic, gave up life in Elfland and fled to
foreign parts. Finding scant hospitality wherever they ventured, they
and their descendants took up a nomadic way of life and became
known as the Wandering People.
Elir’s prayers seemed to be answered when, on his deathbed, his
excited couriers brought him word that a miracle had taken place in
the lands of Men. Dreadful monsters like none ever seen upon
Minaria were slaying humans by the thousands and turning their
cities into tombs. It was, of course, a report of the coming of “the
abominations of the land and the horrors of the air.”
“It is the avenging hand of the gods!” declared Elir, who died
joyful.
But the monsters failed to destroy mankind, and they had all but
vanished by the end of the tenth century. Men were again fast
becoming a threat to Elfland, but all Elir’s successors could do was
pray.
The next prince, Huardar, was a supremely practical Elf. He
abandoned Elir’s policy of divine intervention and appraised the
situation coldly. A hundred years had passed since the Miviorian
War, and the Elves had done little to update their military. Huardar
began to recruit human tacticians through the cooperation of Ercii
traders. Since the Miviorian War, Ercii had begun to work in the
crave expansion of their realm into the lands north of Serpent Bay.
They established a base that they called Addat and laid claim to the
surrounding area, vanquishing the thin population of barbarians
and Trolls. Elfland watched the invasion with horror.
Every Elf hoped to someday make a pilgrimage to the sea. Now,
suddenly, foreigners were turning their processions back from the
coast or exacting tribute for passage. Vengefully, the Elves rallied for
their first war outside their own borders.
Unfortunately, Elven tactics derived from fighting the primitive
Sion Hac almost two centuries before. The modern armies of Mivior
broke up their outdated formations and took thousands of prisoners.
The Elves scrambled back to their borders, frantically studying their
options. At last an embassy (made up of drafted Ercii) arrived in
Addat to negotiate rights to passage to the sea. The Miviorians
condescended to allow pilgrims transit in exchange for a nominal
37
Vol. IV, No. 11
only preparation for his dream—a war to destroy his human neigh-
bors everywhere.
Fought in the early fourteenth century, Boewenn’s War would
take a large manuscript to describe in detail. The Elves themselves
commemorate it with this “Ballad of Boewenn”:
Boewenn, Boewenn, the prince of the Elves
He gave us the right to be proud of ourselves.
His courage was huge and his honor was great
Lead us, our lord, to a glorious fate.
After his initial victories, Boewenn was defeated. His corpse was
identified among the slain in Ider Bolis after its sacking by an alliance
of Boewenn’s victims. A greater loss was the ancient library of
Neuth. Fortunately, Elfland’s conquerers were civilized and edu-
cated people; many more books were carried off as booty than were
destroyed. But the action symbolized to the Elves, more than any-
thing else could, that unless they could come to terms with the
present, the past they loved would be lost as well.
The human victors selected a new high prince, Gwawl, a cousin
of the old royal family before Boewenn. While the humans robbed
the kingdom, Gwawl attempted to undo all of Boewenn’s reforms.
As the Elven population recovered from the stupor of defeat, Gwawl
became the focus of national outrage. Strikes and riots spread;
Gwawl, losing control of everything beyond the gates of Ider Bolis,
turned to his human allies for support. But the kings were no longer
interested in the impoverished country; the Elves were considered a
foolish, primitive race beneath the consideration of civilized Men.
The Miviorians supported him longest, but when the Elven mobs
were beating on the palace door, they too abandoned Gwawl.
Dragged from his palace, the pathetic prince was torn to pieces in the
street.
Maenor, a popular hero of the late war, assumed Gwawl’s
throne. Now the myriad problems of reconstruction beset Maenor.
The Dwarves had returned to Aws Noir and cut off the Elves’ tribute
rights. The economy suffered from the loss of the Ercii, whose
industry and expertise was sadly missed.
Maenor took steps to open normal relations with all neighboring
powers. Next, he saw that recovery meant the creation of an
economy no longer strangled by high taxes, unreasonable regula-
tion and the mismanagement of the workforce. He kept government
expenses small by organizing a government with very few function-
aries. Instead, he depended on the municipalities to manage more of
their own affairs. The law code was rewritten to be short and effi-
cient; the ancient tomes of outworn regulations were symbolically
destroyed in a public fire.
Under Maenor, the Elves began to show an outgoing enterprise
that few would have expected. A lumbering industry sprang up,
floating good shipbuilding timbers down the River Sullen to Addat.
Fur garments, art and metal work found favor in other countries.
Textile-making, fishing, mining, farming, alchemy and other in-
dustries sped Elfland back to strength and health.
Not the least, Maenor’s leadership put an end to the violence that
had plagued Elfland’s succession for so long. By the time of the great
prince’s death, his son Adillh was the single choice of all the people;
they acclaimed him High Prince among universal celebration.
39
Vol. IV, No. 11
Mapping the
Dungeons II:
The International
DM List for 1980
Updates, Address Changes,
Alterations
The names and games listed on the following pages comprise the to the update are mentioned in “Key to Games, New Listings.” Also,
“last-minute” additions and alterations to Mapping the Dungeons II, the addresses of those listed under “Other Changes” will not be
the second International Dungeon Masters List which was published found there (because they didn’t change), but are printed in the
in the January issue of The Dragon (#33). proper location in TD-33.
This update is published primarily as a service to those persons A final note: The next listing of Dungeon Masters will be pub-
named under “New Listings,” the first of three categories in the list. lished no later than January 1981, possibly sooner than that if a large
Some of them missed the deadline for publication in the January quantity of new submissions warrants it. The Dragon will announce
issue by just a few days; many others did not know that such a list of the publication of such a list well in advance, so that persons wishing
DMs was printed until they saw it in TD -33, and they responded by to submit new listings will have time to send us names and addresses.
sending us a name and address before the March 15 deadline. A second final note: From this point onward, it will not be
Actually, the deadline was stretched to March 17, partly because acceptable for one person to mail in multiple entries, unless each
the 15th was a Saturday and partly because we couldn’t disregard name and address is accompanied by that particular person’s signa-
the expense that Jeff Tuttle of Vallejo, Calif., went to even though his ture. This precaution is designed to insure that no one’s name will
letter didn’t arrive until Monday. Jeff sent his name and address via appear without that persons’ knowledge and permission. One per-
special delivery, for the tidy sum of $2.15. If it’s worth that much to son sent us 40 names and addresses for the update, which we could
you, Jeff, we’re glad to set aside four more lines of space for your not use (except for the name of the person who sent the package)
entry. because we could not assume that all of those cards, filled out by the
The second group of names is “New Addresses, Deletions.” same person, were sent with the knowledge and permission of
Persons who sent in a change of address will find their new listing everyone involved.
printed in its entirety, even if only one line of the address is different KEY TO GAMES,
from the previous listing. Those whose listings should be removed NEW LISTINGS PL = Panzer Leader
from the list in TD-33, either because of an address change or Ch = Chainmail SF = Star Fleet Battles
another reason, are indicated by the word “DELETE” and the name Co = Commando SpC = Speed Circuit
set off by asterisks. FG = Freedom in the Galaxy StF = StarFire
The third category is “Other Changes,” which is almost entirely MA = Metamorphosis Alpha WB = White Bear/Red Moon
made up of persons who sent us alterations for the line which lists NW = Nuclear War WS = Wooden Ships & Iron
their game preferences. It was not the intended purpose of this PB = Panzerblitz Men
update to list such changes. However, we realize that we didn’t say
precisely that such “updates” would not be accepted, so here they New Listings
are. In the future, persons wishing only to change their game prefer-
ALABAMA
ences will not be included in an update list, but will only be changed
when a new overall list is published. Leland Allen Ed Gosnell
Readers of this list should note that it is designed to be used in 24 Pine Crest Road 805 Huckleberry Lane
conjunction with the large list in TD -33. The “Key to Games,” for Mountain Brook AL 35223 Birmingham AL 35226
instance, is not repeated as a whole; only those games which are new *AD&D *AD&D,T,WS,C&S,AG,O
40
May 1980
41
Vol. IV, No. 11
42
May 1980 The Dragon
COLORADO NEW MEXICO KENTUCKY
Graham & Peter Finlay
3 Brynston Road
Islington, Ontario, Tom Armstrong Jim Gary C. Metzler
CANADA M9B 3C5 1040 S. Chelton, Apt. 4104 520 Camino Encantado *D&D,AD&D,F,GW,K,Me,SP,SE,
Colorado Springs CO 80910 Los Alamos NM 87544 T,WR
Cam Guest *AD&D,AG,GW *AD&D,MM,STr,wg
50 Farmingham Crescent MARYLAND
Islington, Ontario, Todd Lockwood OHIO
CANADA M9B 3B6 64 Garden Center, #314 E Podell
*D&D,AD&D,GW Broomfield CO 80020 **DELETE T. Moldvay** *D&D,AD&D,GW,MA,BH,D!,T,
Mike Jones **DELETE V. Shepherd** 4D,STr,O,Me/W,com,bg
5 Janellan Terrace PUERTO RICO
Scarborough, Ontario, CONNECTICUT MICHIGAN
CANADA M1E 3M8 **DELETE R. Whittaker**
*AD&D,DR,GW,RW,T,wg **DELETE T. Griffith** C. Molson
TEXAS *AD&D,BH,K,RW
Brian Turner FLORIDA
8 Leeswood Crescent **DELETE J. Johnston** MONTANA
Agincourt, Toronto, Ontario, **DELETE E. Hattlestad**
CANADA M1S 2P3 WASHINGTON J. Miser
*D&D,AD&D,GW,MA GEORGIA *AD&D,T
Mike Zajac **DELETE E. Fritz**
27 Arrowhead Drive Paul Britt Garcia NEW JERSEY
Winnipeg, Manitoba, 218 East Gordon St. WEST VIRGINIA
CANADA R2V 2P9 Thomaston GA 30286 J. Zuchowski
*D&D,AD&D,TFT,STr,bg *AD&D,AG,BH,D&D,DR,EPT,F, Steven J. Nichols *D&D,AD&D,GW
GW,I,MA,MR,ST,T,4D 1355 Richwood Ave.
AUSTRALIA Morgantown WV 26505 NEW YORK
ILLINOIS *AD&D,EG
Michael J. Wells S. Kilburn
4 Dennis St., Campbelltown, **DELETE J. Dee** WISCONSIN *D&D,AD&D,T,K,fm,bg,com
N.S.W., AUSTRALIA 2560 K. Quarato
Martin Long
*AD&D,C&S,T **DELETE T Oleck** *D&D,T,GW,MA
313 E. Chalmers
Champaign IL 61820
APO/FPO R. Wilkinson
New addresses, Dave Schroeder
2852 W. Eastwood
*AD&D,FITS,WS,PB
deletions
Lawrence D. Howard
Chicago IL 60625 PSC 1, Box 144 N0RTH CAROLINA
*AD&D APO New York NY 09109
M. Dove
ALABAMA Larry Walters *D&D,TFT
Harold W. Pitt
228 Elizabeth Drive
Broadview IL 60153 Other P. Pappas
3101 Bay less Drive
INDIANA
changes *AD&D,D&D,GW,T,4D,com
Huntsville AL 35805
PENNSYLVANIA
CALIFORNIA Guy W. McLimore Jr. ALABAMA
704 S. Weinbach Ave. B. Jordan
John Dowdy Evansville IN 47714 *AD&D
M. Grubb
27 Old Spanish Trail *AD&D,D!,MM,O,SC,S44T,T&T, *AD&D,BH,SP,SE,MA,T,bg
Portola Valley CA 94025 TFT, com TEXAS
J. Morros
*AD&D
LOUISIANA *AD&D R. Stukey
The Gamers Guild *D&D,AG,D!,S&S,MR,DR,MM,DP
21863 Ave. 12 John E. Johnston III CALIFORNIA
Madera CA 93637 D. Wilson
P.O. Box G *D&D,AD&D,S&S,SL,PB,T,RW,
*Everything Baton Rouge LA 70893 J. Carrington
BoB,WS,SGD,V&V,S44,StSp
E. Al Hattlestad Jr. *AD&D,BH,DR,EPT,GW,I,RQ,SL,
Qtrs 674-A, Oakland Army Base MARYLAND T,com,wg
VIRGINIA
Oakland CA 94607 C. Warack
*AD&D,GW,MA,T **DELETE P. Garcia** *AD&D,MA,S&S,DR,Me/W,SL, B. Rucker
Thomas M. Holsinger STr,T,WR *AD&D,MA,GW,T,BH,C&S,DP,
MASSACHUSETTS RQ,K,MM,TFT,MR,T&T,PL,wg,
950 West Zeering Road #44
INDIANA com,fm
Turlock CA 95380 Thomas Griffith
*D&D,EPT,S&S
321 Harvard St. V. Shepherd WASHlNGTON
Doug Hong Cambridge MA 02138 *AD&D,SGD,BoB,F,Qs,Tr
15440 Via Vaquero *D&D,AD&D,bg D. Craig
Monte Sereno CA 95030 IOWA *AD&D,B&B,BH,C&S,GW,M!M,
*D&D,AG,RQ MICHIGAN Me/W,RQ,T&T,fm
**DELETE L. Howard** Waterloo Fantasy Fighters
**DELETE P. Killian** (Ed Haynes, Larry Blankenship, G. Laking
Peter R. Killian Steve Crow) *AD&D,D&D,BH,C&S,T,D!,EG,K
2756 Branco MISSOURI *AD&D,B,T A. Lewis
Merced CA 95340 *AD&D
*AD&D,AG Ferrin Harrison KANSAS
Todd C. Oleck 203 N. Broadway
401 Circle Drive West Columbia MO 65201 C. Weiser
Los Angeles CA 90024 *AD&D
43
The Dragon Vol. IV, No. 11
Game review
Game review Japanese ERP’s; Banzai!, which causes an ex-
change instead of ‘no effect’ when Japanese troops Belter
Pearl Harbor are fighting for the greater glory of the Emperor;
Asia for the Asians, which allows the Japanese
Mining the
Produced by: GDW additional units as part of an Asian recruiting pro- Asteroids, 2076
Retail price: $14.95 gram; and The War in Europe, which possibly gives Produced by: Game Designers
the Japanese the use of some German units.
PEARL HARBOR is a strategic-level simula- I like PEARL HARBOR, but some of my friends
Workshop
tion of the war against Japan. There are three think it moves too slowly. When I saw it at first, I Retail price: $11.98
scenarios: 1941-1942, 1943-1945, and 1941- thought it was the battle (or butcher) at Pearl
1945, with provisions for up to seven players. Harbor! Thank God for sub-titles! After looking at BELTER is not a bad game, it is just not an
Armies, corps, multi-ship squadrons and air wings that (The War Against Japan, 1941-1945) and exciting one. It’s a good example of why economic,
make up the majority of the 840 counters. Leaders, seeing it was designed by John Prados, I examined political, and social simulations never displaced
fortresses and bases make up the remaining units. it closely and thought: “At last! Third Reich in the conflict simulations as the mainstay of the hobby,
The two unmounted map sheets portray Asia and Pacific.” I was only partially right, though. Imagine or even really supplemented them, for that matter.
the Pacific at a scale of 200 kilometers per hex. a Pacific Third Reich with almost every rule This “changing of the guard,” predicted by the
The major fault of PEARL HARBOR is the changed somewhat, and you’ll have PEARL now-defunct Simulations Design Corporation,
playing surface. First, it’s unmounted. Second, it’s HARBOR. PEARL HARBOR is a quality game, never transpired because much of the resolution of
set up poorly. The sheets not only contain a map of and I highly recommend it. —Bryan Beecher interaction that is implicitly handled by the combat
the Pacific, but also an Imperial decision table, a system in a wargame would have to be specified
weather table, a time record chart, several ERP Game review case by case in the rules of one of these non-
reserve tables and force pools for each player. traditional games. They would soon collapse under
Players cannot sit by their respective countries and
still reach their force pools without getting up and
Magic Wood their own weight.
As the subtitle suggests, BELTER deals with
moving. GDW should have either made a separate Produced by: International Team prospecting and exploiting the wealth of the As-
ERP and force pool card for each player, similar to Games teroid Belt around the time of the United States
Avalon Hill’s Third Reich, or put the force pool Retail price: $17.95 Tricentennial. Necessarily, it embraces economics
adjacent to or near its respective country. The same and some power politics along with the more tradi-
goes for the ERP cost table. ERP’s are used to Packaged in a beautifully illustrated box, tional combat and movement mechanics. BELTER
rebuild/mobilize units in the force pool. There is MAGIC WOOD promises top-quality graphics appears to be an expanded version of an explora-
only one table for two to seven people. at first glance. Unfortunately, to many gamers tion and mining variant which GDW included in its
The game is complex and can be slow-moving. this may be its only appeal. The game is de- errata for Triplanetary.
Each turn is made up of five segments: decision s c r i b e d a s “ G n o m e s , Elves, Trolls, and Players are cast in the roles of cantankerous
segment, movement segment, reaction segment, Goblins . . . in the classical style of Northern asteroid miners, growing scraggly beards as they
combat segment and the reorganization segment. tales.” It turns out to be a simple “power” work for weeks combing oversized boulders for a
The counters are ½” square and unusually game in the genre of checkers or backgammon. strike. The players can start at varying resource
thin, slightly reminiscent of a Metagaming Micro- The object is to surround pieces and trap them, levels, but a thoughtful handicap system ensures a
game. Although the counters are thin, they are very thereby capturing them. This can be done by balanced game. Players then utilize their assets to
well done with a glossy finish comparable to typical one player or by allies. stake out claims. Though players generally imitate
Avalon Hill counters. At least, I think this is how to play. The rules the actions of their fiercely individualistic character
The multi-player rules are very good. Usually booklet is a poor translation from the Italian, and models (grimly fighting with mining lasers and
the Japanese armed forces are divided between it took me several readings to figure out a play- heavier weapons over choice property, running
two players, one as the Japanese Army and the able set of rules. This is perhaps the game’s from the law, and other escapades characteristic of
other as the Imperial Japanese Navy. Should these greatest failing. Though there are no new con- any frontier), the players’ final goals are much dif-
two ever have conflicting opinions of how to use cepts being used, these are the only rules I have ferent. They are not content simply to scrape up
the Japanese armed forces, they consult the ever encountered that are as poorly stated as the enough to buy another load of fuel, food, and
Imperial decision table. This table represents the ill-fated first set of Quasar rules. Many areas are chewing tobacco. To realistically compete in meet-
Emperor’s decision. not covered or left ambiguous and unclear. ing the victory conditions, these worshipers of lais-
The ERP (Economic Resource Point) system is The board is nicely done in bright colors and sez faire must sweat and scheme to erect small
very similar to Third Reich’s BRP (Basic Resource coated with a clear plastic. It is both appealing to mining empires.
Point) system. Yet that is not surprising, as both the eye and easy to follow. It fits together, made To this end, players prospect for ore, frozen gas
games were designed by John Prados. out of several pieces like a jigsaw puzzle, and this or Contre-Terrene (anti-matter) shards. Mining ore
The optional rules and variants are the best presentation doesn’t seem to be any more or and frozen gas is rather straightforward; just secure
parts and every one possible should be used. The less convenient than a folding map board. The it and transport it to Marketplace to sell it. Contre-
better ones are: CCP Guerrillas, who steal pieces are well drawn but evidently are intended Terrene is much tricker, requiring special equip-
44
May 1980 The Dragon
ment. And since it can be suicidal to handle the happens, when I co-authored GAMMA imagination in my gaming, THEY all got along
stuff, labor has an annoying habit of mutinying if WORLD, I was responsible for writing the intro- quite well among themselves, and it came down
forced to be around it. However, mining it is quite ductory material that sets up the environment of to a matter of personality and preference. Their
profitable. For “shai” frontiersmen, that is a neces- the game, extrapolating, or “rationalizing,” if ages ranged from approximately 17 to 24.
sary and sufficient condition. you will, the reasons for the game being played It is my considered opinion that unless a
Ships may be purchased to transport person- in the environment it is. I felt I could accept the person is biased for some reason for or against
nel, equipment, and salable material. To aid in possibility of man nearly destroying his world, any particular age group, this shouldn’t be a
mining, smelters, bases and mines are useful in- then being forced to survive in the remains. But major factor in player compatibility. I heartily
vestments; while lasers, missile racks, and particle it is still fantasy—I could just have easily have set agree with Jeff Wagner that experience counts
accelerators are vital for protecting your rights in forth an invasion of aliens from Cappella blow- quite a bit, but as I said before, it’s maturity and
the wild and woolly asteroid badlands. ing away the Earth, and set the same scenario. personality that create harmony among players
But like the high-society matrons they would The rationalization would have been less effec- and between player and DM.
undoubtedly despise, the prospectors’ biggest tive, but the setting of the game would not have Mario Pardillo’s suggestion that age be listed
headache is getting good help. GDW’s innovative been any less “real.” for both player and DM in the DM list could
flair is prominently shown in the labor rules. While The key to a good fantasy role-playing prove to be both benefit and detriment in many
a player can depend on the counters representing game, or a good fantasy novel, as Mr. Sapienza cases. Therefore, I would suggest that it remain
himself and a few other dedicated personnel (of points out, is the “willing suspension of dis- optional to list age, so that those who have de-
which he receives only a few, depending on his belief.” This requires a careful rationalization of fined preferences could state them, and those
success), he must hire underlings from the labor the facts as they are put forth to the player or the who do not can leave the field open for a greater
pool. The catch is that hired help is undependable, reader. In the case of GAMMA WORLD, I felt it variety of responses.
and sought after by his opponents to boot. was harder to willingly suspend my disbelief of (Mrs.) Lori Tartaglio
The advanced game introduces the Peace aliens from Cappella than it was to accept man’s (Age-35 years)—Mercerville, NJ
Keeping Force, much like the marshals of the Old penchant for violence over such intangibles as
West. Ostentatiously entrusted to champion the political and theological ideologies. Thus, GW
interests of Earth, keeping the price of materials
low, the PKF is not above accepting bribes from the
has the intro it has.
Alright, having beaten that horse enough, on Inspiring
other players. Notwithstanding, the independent to my next point of disagreement: Where is the
miners chafe under what is perceived as the dicta- justification for the statement “D&D players are Dear Dragon Staff:
torship of an oppressive Terra 150,000,000 miles an unruly and fractious lot while Runequest I have thoroughly enjoyed 1980 with the
away. So the possibility and mechanism for a Belt- types are more respectful of authority.”? I am Dragon so far. In particular I am writing in regard
wide revolt is incorporated. unwilling to suspend my disbelief of a sweeping to Karl Merris’ “The Fell Pass,” and “Doom-
The optional rules have a more stringent set of generality. —Jake keep” by Brian Blume. These inspiring articles
instructions for fuel, and as an acknowledgement are what I, a fantasy gamer (AD&D), look for in
of the game’s slow initial pace, a bank financing your magazine. I hope many of your other read-
scheme to speed up the tempo. ers feel the same way and tell you so. I would
While admittedly a bit dull, BELTER has some
interesting facets, GDW’s fine graphics, and no
Age of players love to see articles like these published regularly.
Continued success in '80; your fine product and
glaring faults going for it, except for the unavoid- AD&D take most of my spare time.
Dear Editor: I also like your Fantasysmith’s Notebook.
able paperwork. It’s not a blockbuster in the mold
After having read your “Out on a Limb” The articles on painting miniatures are of great
of Imperium or Traveller, rather, it is another one of
column (TD #35), I would like to comment on interest—I paint respectably but with your con-
GDW’s solid line of science-fiction games which
the subjects mentioned in the letters from Jeff tinued help I will arrive, also!
the buyer can rely on to be playable, enjoyable,
Wagner and Mario Pardillo, since both of their Tom Kliebhan—Winfield, IL
and generally worth the asking price.— Roberto
letters dealt with the age of players, and I’d like
Camino to add my 2 copper pieces, as it were.
Male oriented
My husband and I are both avid FRPGers
and we game with a variety of groups consisting
of many types of people—age, gender, prefer-
ences, etc. I’ve found it to be my own personal To the Editor:
experience that the chronological age of a player Recently I have begun playing D&D and
matters very little—it’s their personality, matur- have come to enjoy the game very much. I have
ity, and knowledge of the game that determines also begun buying issues of The Dragon to
(Form page 3) whether the campaign or adventure is enjoyable further my interest in this hobby. I have, how-
as “. . . simulate a realistic 'feel' of play . . . ,” or frustrating. ever, found the magazines to be disappointing
and “. . . melee mechanics that are truly realis- For instance, one group we game with con- because they are so strictly male oriented. The
tic. . .” and “. . . the unavoidable trade-offs sists of teenage boys 14 to 16 years of age. They stories in particular feature men who adventure
between playability and the ‘realistic feel’ of have an exceptional working knowledge of the out on grand quests, slay beasts, and discover
play . . .” Maybe I’m arguing semantics, but I game (AD&D), and for the most part tend to vast treasures with women who remain subser-
still refute the concept of “realism” in fantasy play well within their chosen alignments, use viently by their sides. I am sure there are excep-
role-playing games; call it “rationalized in a their heads rather than their weapons when pos- tions to my complaint, but they are few and far
more logical fashion” and I might buy it (al- sible, and get along very well with all of us. between. I have found that not only is The
though whose logic do we use?), but not “more Another group we’ve gamed with consists of Dragon guilty of this, but other fantasy material
realistic.” people 18 to 27 years old who, although they as well. It would greatly increase my enjoyment,
Actually, it seems that, in principle, Mr. have learned the “specs” of the game, tend to as well as that of other women who are becom-
Holsinger, Mr. Sapienza, and I all agree, as they try to take liberties with their actions, spells, ing interested in playing D&D, if we could more
both provide qualified definitions of what they weapons and requests of the DM, and will quib- easily identify with the articles in this magazine.
refer to as “realism,” Mr. Holsinger with his ble endlessly when they don’t get their way. That could only be accomplished by featuring
terms of “objective realism” vs. “subjective Wouldn’t you say that the teenagers show more women in them, too.
realism” or as he culls it, “game reality,” and Mr. maturity than these “adults”? Kathleen McCauslin—East Lansing, MI
Sapienza with his “. . . realism of any sort is the My last example is a group of college-age
kind of detail that helps convince you that the people who invited us to attend (as observers Ah, were it as simple as having a file labeled
story you are in is truthful in its essence. . . .” I the first time, later to join if we so desired) a “Fiction, female protagonists,” from which to
personally prefer the term “rationalize,” which campaign, in which the entire adventure was no select. I wish we did. Unfortunately, we don’t,
my dictionary defines as “‘to bring into accord more than an afternoon of strategic mathematics and I take a small amount of offense from
with reason or cause something to seem (everyone had tables and charts galore, and a Ms. McCauslin’s assumption that we at THE
reasonable.” calculator in hand at all times), and I couldn’t DRAGON are somehow discriminating against
OK, semantics aside, rationalization, or help but wonder why they even bothered to play women.
game reality, or whatever, is of extreme impor- a fantasy game at all when it was reduced to such I will not put forth the argument that the
tance in fantasy role-playing game design. As it cold, hard formulas. But, although I prefer more history and legends from which heroic fantasy
45
Vol. IV, No. 11
fiction is drawn come from a time period that though I do not play it, Runequest is also popu- serves hearty congratulations for “Snowmen of
was traditionally and culturally male dominated. lar here and the “Questers” have been wonder- Doom.”
That’s a cop-out. ing when you will be doing some articles on their Unfortunately, I do not feel so good about
What I will point out is that 98% of all mate- game. Mr. Fawcett’s article, “Angels in Dungeons and
rial submitted to us at THE DRAGON has been I agree with Howard Cohen, who appeared Dragons.” Yes, I did read the article’s opening
written by male authors—and this accounts for in the “Out on a Limb” column in TD #35, on statement about the source material being both
the male orientation of the magazine. Let me two points. The first is the chronic misuse of religious and fictional in nature. As a DM, I will
explain that a bit, for those of you who have wishes. I have found, however, that a player will admit that the concept of having angels for the
never tried your hand at writing. It is extremely reconsider a far-fetched wish if the DM gives him deities of a mythos is intriguing. However, it is
difficult for a writer to write from the viewpoint of a nice smile when he suggests it. If they still insist the source material that bothers me. Let us re-
someone of the opposite sex—at least, it is dif- on using a wish like one that would raise him member that much of the article was derived
ficult to do it well. And, our primary goal here at eight levels, the DM can fall back on Mr. Cohen’s from the Holy Bible, and as far as I’m concerned
the magazine is to present the highest quality suggestion and raise him eight levels . . . into that is not a book to be taken lightly! Games are
writing we receive. Therefore, since the great the air. games, but the Word of God is not something to
majority of our writers are male, the best of that Mr. Cohen’s second point is that the cam- be used in such a manner.
writing is male-oriented (not that we receive paign is the PLAYERS’ fantasy. Because of this, I happen to believe in the Bible. However, I
many pieces of fiction written from female a DM must be careful not to ruin it for them. This also happen to believe in the Constitution, and I
viewpoints by male writers—but you see my is especially applicable when death is the sub- respect your right to print what you wish. But I
point). ject. People become turned off to AD&D if they think that “Angels in Dungeons and Dragons”
Like Mark Twain said, “Everybody com- spend an hour or so writing up a character who is was in extremely poor taste.
plains about the weather, but nobody does any- killed within another hour. Although the above Vaughn L. Shepherd—Lafayette, IN
thing about it.” We’ve received several letters to example is an extreme, a DM should give much
“Out on a Limb” from women complaining consideration before announcing a character’s
about the lack of fiction with female protagonists demise. I am not saying that a player should ‘Bravo’
and lack of articles written by women. Don’t just never die. If this were the case, my world would
write a letter about it—write an article or a short be overrun with kamikazes who knew they could Dear Editor:
story for us! And at the very least, don’t take the not die. If a player deserves it, he should die, but Bravo for the fine article on angels that you
attitude of the woman who sent in a letter last make sure he deserves it. printed in TD #35. William Fawcett is a fine
week and, after complaining bitterly about the If there is no way to avoid killing someone in fantasy player, and has done the hobby a great
!ack of material by women writers appearing in a given situation, consider NPC’s and hirelings service in this and other well-researched and
THE DRAGON, added at the bottom of her let- first. If you feel that a player should die when he written articles. We should have as many angels
ter, “Do not publish this letter!” becomes too powerful, then do not let him be- as we can get, even though there will never be as
Quality writing, regardless of the sex of the come too powerful. If it does happen, remedy it, many of them as demons or devils. Perhaps Bill
author, is what we print in THE DRAGON. We’d but not by teleporting the guy to Tiamat’s lair. A could also do an article on warrior saints.
like to have more female perspectives, just for Wraith and a lightning bolt can do wonders in By chance, my normal Bible readings hap-
the change in tone and feeling of what we do removing excess magic and extra levels. When- pened upon one of Bill’s texts just before I read
publish, but we’re not about to start some sort of ever the question of player death arises, think the article. There I found an answer to a question
quota system to insure some artificial and ar- about how you, the DM, would feel if you were that had bothered me? What is a Fantasysmith? I
bitrary mix of gender of authors. Check out the character’s creator. had thought only that a Fantasysmith should be
Cynthia Frazer’s short story “Oasis” that ap- Finally, the clincher that helped make this a craftsman who produced fantasy. Solomon
peared in our March issue, or Colleen Bishop’s issue my favorite so far was J. D. ’s conclusion to had the idea much clearer than I, however:
article on Libraries in D&D in this month’s issue. “Dragonquest. ” “I’m chaotic and I don’t care,” “. . . a man cunning to work in gold,
They’re well written and, as it happens, written is already becoming a favorite saying here, and and in silver, and in brass, and in iron,
by women. As Al Ubell might say, “Ladies, go his balrog cartoon brought back many mem- and in purple and crimson, and blue, and
forth and write!”—Jake ories. Thanks for the great issue. that can skill to grave with the cunning
Chris Warack—Redlands, CA men. . . .”—2 Chronicles, 2: 7
My own personal cunning is much lower
‘Diversity of TD’ ‘Poor taste’
than that of this type of Fantasysmith, but a
fictitious player character could have those skills
Dear Editor, that I lack as well as the few I possess.
I would like to nominate TD #35 for The Dear Editor: If you would be so kind, please publish the
Royal Order of the Timely Arrival. It was as if you The cover of #35 was a blast! I had to do a snippet I enclose. It comments on a fine angelic
knew exactly what I wanted. In only two days, double-take to make sure I was really seeing warrior figure which doesn’t exactly meet Bill’s
my copy is showing age due to the handling it what I was seeing, but once I was certain I didn’t height standards, but certainly could fit the type.
has received from the other eight people who stop laughing for some minutes. Mr. Foglio de- Fantasysmith
have read through it.
I had just started working on a complete
table of encumbrance for other items when The
Dragon appeared in my mailbox. I needed this
type of table for a tournament I am running in
May and this is saving me some valuable time.
The red pen has swept through my AD&D books
(Monster Manual, Players Handbook, and
DMG) and a lot of questions have been cleared
up. It is amazing how much confusion can be
dispelled by changing a sentence like the correc-
tion made in the Mace of Disruption description.
I hope that any other addenda will appear in
future issues.
Traveller is played more and more in this
area, so the variants in this issue and previous
ones have been read with eager eyes. Unfortu-
nately, it looks like I will need to hire a spotter
because I know my Traveller ref is going to
throw one (at least) of those black holes at us.
The diversity of The Dragon is one of the main
reasons why it is so well liked in my group. Keep
on publishing material for other games. Al-
46
May 1980
FREQUENCY: Rare
NO. APPEARING: 4-24
ARMOR CLASS: 5
MOVE: 18”/10”
HIT DICE: 2
% IN LAIR: 40%
Vulturehounds
Created by Chris Chalmers and Dan Pollak
TREASURE TYPE: J(x10)
K(x10), L(x5), M,N
NO. OF ATTACKS: 1(3)
DAMAGE/ATTACK: (1-3/1 -3)/1 -6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S (4’ Long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Vulturehounds are a bizarre
combination of vulture and wild
dog. They have long, grayish,
shaggy hair, and dog-like legs
ending in sharp, curved talons.
Protruding from their sides are a
pair of small wings, and they
have a sharp beak in place of a
muzzle.
These voracious carnivores
foray out from their dens in
hunting packs in search of food,
which they drag back to their lair
to devour. The scant treasure
found there will be from their
previous victims.
In battle, Vulturehounds will
rear up on their hind legs by
flapping their wings, thus being
able to attack with the two front
talons and the beak. If unable to
rear up in this fashion, they can
only employ their beaks. These
creatures gain their high Armor
Class rating because of their
speed and dexterity.
If Vulturehounds are found
in their lair, there is a 50%
chance of there being 3-12
pups. Pups have 1-4 hit points,
cannot fly, and bite for 1-2 or
1-3 depending on size. Pups
bring 500-1,000 g.p. on the
open market; they can be
trained for war, or hunting, be-
cause these animals have a keen
sense of smell.
48
May 1980
49
Vol. IV, No. 11
50
M1
The Dragon Vol. IV, No. 11
INTRODUCTION who rides the road on the nights when the moon is but a pale sliver in
the night sky, or the werewolf ghost of Kevin O’Korr, or the will-o-
The Pit of The Oracle is a game module designed for use with the wisps which dart here and there among the treacherous bogs (which,
rules of Advanced Dungeons & Dragons. It can be used by itself as a some claim, cause the strange glows which can be seen on the moor
self-contained campaign (or as a springboard to a larger campaign), at nights) or even the dreaded banshee who howls her loneliness on
or it can be easily incorporated into an existing campaign. cold nights. Whether these rumors have a basis in fact or not, the
Many non-essential specifics have been left out, enough so that Moor can certainly be a treacherous place to wander in unguided,
each Dungeon Master can flesh out the area to his/her taste, or to for there are dreadful mires which seem to appear from nowhere and
conform to the setting of an existing world. This “incompleteness,” suck unwary wanderers to their deaths in the peat far below.
while making the module more adaptable, also insures that no two Other moor legends speak of a fell race of darkling beings who
campaigns in and around The Pit of The Oracle will ever be alike. live somewhere, perhaps in tunnels beneath the bog’s surface.
This enables a DM to be a player in someone else’s campaign Some few insist that the bog is the home of the Lurkers in Darkness,
without having too much advance knowledge of what the campaign who are generally accepted as coming from the Shunned Hills. And
world is like. to complete the assemblage of moor legends, there is even a story of
The openness of construction does not mean that The Pit of The a wizard throwing a curse on the finest farmland in the area, causing
Oracle is not ready to play as it is. It can be used exactly as presented, it to die and become a bog festering with evil.
providing that the material is read thoroughly before starting to play,
so that the many interrelationships between parts of the module can THE JARKUNG LANDS
be fully understood. If one were to follow the Moor Road northeast from Narrion for
many miles through the Moor and past the end of that desolate bog,
one would eventually come to the Edge of The Wild and the Jarkung
Map ANarrion and the Land Surrounding Lands. Little is known about this area by the people of Narrion, for
few ever venture to the Edge of The Wild and fewer still return from
The small town of Narrion is located precariously on the very that direction. It is known that beyond the Moor lies a vast, desert-
edge of the wild country, and as such is often a stopping place for like land full of boulders and strange rock formations and sand. It is
adventurers going from one area to the other. There is not terribly here that there is said to exist a half-devil race whom men call
much trouble in wandering by day down the small roads through the Jarkung. Not much is known of them but they are generally very
large expanses of untended grasslands which extend southeastward hostile toward mankind, and the villagers are very afraid of them and
between Narrion and the next nearest town (except for an occa- thankful of their remoteness. To talk of the Jarkung will bring a
sional bandit or two)—but the legends of the blasphemous things serious look to most any face in Narrion, for they are generally
that roam the deserted plains by night are numerous and particularly accepted as existing—even if they are not exactly what they’re
horrible (at least, to the pale-hearted folk of the town). reputed to be.
NARRION
Narrion is an unremarkable town situated not far from the edge
of the wilderness. Being so close to the wild country, the town has
found it necessary to have a large (30’) wooden wall (with a small
parapet) constructed around its perimeter in order to keep certain
undesirable types from raiding the town after dusk. To this end there
are also guard platforms on the northernmost and southernmost
corners of the wall. The town’s two gates, the great Front Gate and
smaller Moor Gate, are closed promptly at dusk and are not
reopened for ANY reason until dawn.
The shops of the town are usually open for an hour or two after
sunset, but the proprietors can usually be called to business at any
hour by a sharp rap on the door. It is recommended, however, that
anyone doing so have just cause, or face the wrath of a very dis-
gruntled shopkeeper.
The taverns are generally open until two or three in the morning,
but can be persuaded to stay open longer if there’s a profit to be
made. The inns are normally open all night (or at least can be
“opened” with a good shout), to take care of the few who are always
straggling in from the bars at odd hours, and also because it’s a sort
of tradition for inns to be open all night (after all, no one legally
enters town after dark). You can usually get a drink at any time of
night at any inn (though if you wake someone up just for a drink, it
may cost you dearly).
Then the wait begins. The Oracle has been known to ponder for The laws of Narrion are basically common-courtesy rules. If
nearly a day before answering some questions put to him. If a day someone doesn’t like the way you are acting in his place of business,
and a night pass and the question has not been answered, then no he has the right to throw you out. If you give a shopkeeper any
answer will be received, either because the sacrifice was to small or trouble, he will call the town guard (and the town guard does not like
because the ways of the Oracle are strange. In any case, one should to be disturbed, being basically lazy in regards to working), and the
then retire and wait at least a day before trying to consult the Oracle guard will throw you out. If you’re caught stealing the offended party
again. can either demand that you pay for the item (and they may not give
If one gets an answer, it will usually be fathomable in proportion you the item), throw you out on your ear, or bring you to public trial,
to the sacrifice given: the more valuable the sacrifice, the more plain which is also what happens if you have committed a gross offense of
the answer. This, however, is not always the case. Once one answer one kind or another.
is given a second question may be asked, but it must be on another Public trial consists of bringing the accused party before an
subject in order to have a chance of it receiving an answer, for assembly of the entire population of the town (usually at noon, but it
oracles are loath to explain their cryptic remarks. (A second sacrifice can be in the middle of the night if the case is urgent) at the town
for a second question at this point wouldn’t hurt, either.) gallows. The accuser presents his case before the assemblage. The
The Oracle usually answers in riddles or rhymes or combinations town then decides the fate of the accused and, if he is found guilty,
thereof. the punishment. (Remember how carried away large groups of
people can get, especially if they have been awakened from a sound
THE BLACK FOREST sleep.)
This dark, dense mass of trees stretches from just past the Mound The accused cannot speak in his own defense, but another may
of the Oracle far to the southeast of the land beyond Narrion. No one speak for him, or the accused may challenge the accuser to trial by
knows what lurks at the center of the Black Forest, though it is combat. Dueling is legal in Narrion; however, the person challenged
generally agreed to be either a very ancient castle, or a dragon, or gets to choose the terms on which he fights. A duel in Narrion could
both. A few people think that this is where the Lurkers in Shadow be between an armed man and an unarmed challenger, and would
originate from, and the wood has been said to contain nearly every still be legal. That is why town inhabitants will almost never choose
other type of abomination as well. As is often the case among the folk trial by combat.
of Narrion, some insist that the forest has been twisted and cursed by People traveling through the town may be charged a Visitors Tax
an evil wizard, and perhaps even this is true. of 1 g.p. by the innkeepers for the first night of their stay in town. This
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Vol. IV, No. 11
small surcharge is to help defray the cost of maintaining the town’s level, with only a few exceptional people standing between the
guard. Expenses not covered by the tax are taken care of in any way town and its downfall to the forces of the outside world.
the town can come up with such as fines for crimes, etc. The Not only would a town full of super-characters take away the
innkeepers and shop owners usually make generous donations to town’s atmosphere, it would also destroy the threat of the Stalker,
the guard as well. which is supposed to be what the players will conquer. If they
defeat the monster then they may certainly populate the town with
THE STALKER whatever they like, providing that they do not fall under the “Angry
This is the horrible monster that keeps the town of Narrion in a Villagers” section given later.
constant state of fear. It strikes mercilessly and without respect
for age, sex, or social prominence, in a seemingly random fash- NARRION DETAIL MAP A
ion. Numerous attempts have been made to capture and destroy
the beast, and despite the help of the Oracle's prophesies, all 1) (F/2)
attempts have met with unmitigated failure, though once or twice 2) (MF/2)
a number of men have managed to meet the thing head-on. 3) (F/2)
For a horror that is so familiar to the townspeople, the descrip- 4) (U/1)
tion of the “Stalker” (which some unmemorable person dubbed 5) The Blue Gill Tavern (T/1)—Hangout for local riffraff and
the creature hundreds of years past) is still much disputed. The hoods is known locally for its cheap booze and frequent fights. It is
most accepted version of what the Stalker looks like is a huge, a good place to make underworld connections but is not terribly
hulking shadow-like thing, 9' tall, with many eyes, or insect eyes, good for picking up rumors or information. Both management and
and a monstrous, gaping maw lined with razor-sharp, six-inch- patrons tend to be tight-lipped. The Bartender is untrustworthy
long teeth. and a prolific liar on any subject when properly tipped.
Other descriptions are a lion-headed creature with huge, 6) (S/2)
leathery bat-wings; a man-frog with the legs of a bull and tail of a 7) (S/2)
dragon an amorphous blob, with a scaly hide which can grow 8) (S/2)
limbs and mouths at will; a demon or a devil; or any one of a 9) (S/2)
number of equally dissimilar creatures or combinations. 10) The Narrion Inn (I/2)—This inn features a warm
In actuality, if anyone could ever see through the darkness atmosphere, good food and drink. comfy rooms, a jovial, rotund
(night, not a spell) and their own fear (which is unlikely) the Innkeeper/Barman, and fetching, but moral, serving girls. Many
creature they would see would be a huge, shambling, mottled of the less sleazy locals spend time here after dark, having a
green toad-thing with 2-inch-long claws and a maw like a bear drink, exchanging stories, and playing a competitive but friendly
trap. It stands 8' tall at its massive shoulders (its head is set game of darts. A good spot for rumors but not as flashy as the
slightly lower) and atop its froggy head are two sets of red and Green Dragon Tavern (below).
black liquid eyes, the larger ones set where they would normally 11) The Hut of The Witch Ilsa (SH/2)—The Witch lives on
be and the small ones above them on the monster’s forehead. the second floor of this building and runs a curio shop on the first
Men who have seen these grossly inhuman eyes have been floor. She is a third-level Magic-User who is constantly followed
known to lose all courage and run from battle, and these men will by a black cat which acts as her familiar.
never be able to give an even remotely correct description of the Ilsa has Str-8, Int-16, Wis-12, Con-10, Dex-13 and Cha-6. Her
monster. (Note that this fear is not due to any ability that the alignment is Neutral (tending toward Evil). She looks very aged,
Stalker has but is merely a factor of the inhuman and unfamiliar but her age is not actually known. She walks with a cane (actually
way it moves and fights. Check morale often if NPCs confront the a Staff of Withering). It is whispered that almost anything can be
beast. It is extremely terrifying.) It often laughs in a dry, croaking bought in her shop. It is also whispered that she is responsible for
voice. the occasional disappearances in the town, generally attributed
to the Stalker (this may be partially true), but the more sensible
THE TOWN people of the town take no stock in these rumors. (It is also
The following outline of the town of Narrion provides only the rumored that she uses her victims to restore her youth in some
barest description of the town’s houses, stores and inns, and the arcane manner, but this is even less widely believed.)
people who run the stores and inns, as well as a few of the town’s 12) (S/2)
other more exceptional citizens. The remainder of the details 13) (U/2)
have been left for individual DM’s to fill in. This adds a unique 14) (S/2)
touch to each “Narrion” so that no two will probably ever be alike, 15) (S/2)
thus creating the possibility that one DM may run in another DM’s 16) The Temple of Apathy (CH/1)—This temple houses the
world even if both are familiar with Narrion as presented here. main religion of the people of Narrion. The religion preaches that
In general, most of the townspeople should be of very low only through the ignoring of day-to-day events can a true state of
KEY TO BUILDING DESCRIPTIONS except that it houses more than one family in separate living
Each building in the town of Narrion is described by a areas.
letter-number code which provides the type of structure it is S = Slum—a very run-down family-type dwelling, usually
and the number of floors it has. For instance, MF/2 means a at least two stories high and usually a multi-family home.
two-story, multi-family dwelling. SH = Shop/House—a building with space for a shop or
Building types are as follows: store along with living space which is partitioned off or located
CH = Church or Temple—a place of worship, usually on a separate floor. There is usually a description before the
attended by a priest or priestess. designation describing what kind of combination structure the
Bk = Barracks—a one-room building which houses a building is.
large number of men such as the town guard. U = Uninhabited—a building which is unoccupied, but
I = Inn or Tavern-a building which can house travelers which usually has a particular designated function. The “U”
which usually contains a restaurant/bar area and stables for should be followed by a second designation to indicate this
mounts and other animals. function, as in “U/F/2” to stand for an uninhabited, two-floor
F = Family—an average single-family dwelling, a multi- family dwelling. The type of each uninhabited house has been
room structure, usually not particularly expensive. left up to the DM’s determination. designations can be de-
MF = Multi-family—essentially similar to an “F” dwelling, veloped using the above guidelines.
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May 1980 The Dragon
oneness with God be reached. An often-quoted passage from the in a guest who asked too many questions or appeared to know too
holy scriptures is, “God created the world in three days and then much.
left it alone because it no longer directly concerned him.” This 21) Smith (SH/1)—The Smith is a tall, dark man. His prices
philosophy has quite naturally kept any concerted effort from are good and he treats his customers fairly—but woe to any who
being organized to deal with the Stalker. The temple is run by one cross him. Treat him as a 4th-level Fighter with 18/29 Strength.
first-level Priest who will ignore anyone entering the temple who 22) (U/2)
does not appear to directly concern him. 23) (MF/3)
17) (MF/1) 24) Bookstore (SH/2)—This strange little shop-house is run
18) (MF/2) by an eccentric old sage whose sight and hearing are both de-
19) The Town Livery— Adventurers’ horses may be housed teriorating; he is therefore sometimes very hard to deal with. The
here for a charge of 1 g.p. per night. The care is adequate and the shop occasionally has rare books, tomes and scrolls which he will
watchmen are fairly attentive. part with for a very reasonable price. An occasional magic book
20) The Golden Mug Inn (I/3)—This inn is the usual staying will pop up also.
place of adventurers in Narrion, so the inn’s bar is a good spot to 25) (S/2)
check for tales. Food and drink are both good and cheap, room 26) (S/2)
and board is five silvers per night. The barmaids are both beauti- 27) The “Haunted House” (U/2)—In the cellar of this di-
ful and willing, and the inn is always looking to hire new barmaids lapitated old house is a secret door which is the Oracle’s second
who meet the requirements. (It is sometimes rumored that these method of secretly entering Narrion, though it connects with the
girls mysteriously disappear, though the Inn claims that they have same passage that runs from the Golden Mug Inn. It is the
merely left town. This is generally accepted as the truth, since the Oracle’s occasional prowling through this house that has led to
girls are known to be rather free with their favors.) the rumor that the old manse is haunted. Though most people
The Innkeeper is a ruddy-complexioned fat man by the name claim they don’t believe the place is haunted, everyone avoids it
of Cobbisan Ssa. He is very tight-lipped and nervous, and he like the plague.
sweats at the least provocation or physical action. But his nervous 28) (S/2)
fear is well founded, for he is a thrall of the Stalker/Oracle. There 29) (S/3)
is a secret passage from the Oracle’s Temple Pit which has an 30) (S/2)
exit in the deepest part of the Inn’s wine cellar. This is one way 31) (S/3)
that the creature can enter the town undetected. Cobbisan lets 32) (S/3)
the creature through a secret door, and it then either moves into 33) (S/2)
the town proper or stalks through the secret passages which lead 34) (MF/3)
to several of the inn’s rooms. (The passages lead from the cellar.) 35) The Green Dragon Tavern (SH/2)—A good number of
The Oracle pays Cobbisan well for his services (which is why the adventurers can be found frequenting this tavern, as well as most
man can afford to run the inn so cheaply), but the bartender lives of the more boisterous locals, so this is a very good spot to pick up
in constant fear of being found out by other people. This makes information. The barkeep is a jolly, middleaged gent who lives
him very paranoid and nervous and he has, upon occasion, done above the tavern with his good-natured wife (fairly pretty for her
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The Dragon Vol. IV, No. 11
age) and his two small children, a boy and a girl. Holliman (the
barkeep) is well known as a magnificent story teller and is very
knowledgeable on many subjects, knowledge that he will gladly
share with anyone asking him and offering a generous tip. With
his jovial good humor and quick wit he usually manages to keep
the crowd under control. He usually assumes the forefront con-
cerning matters which affect the whole town.
36) (MF/2)
37) (MF/2)
38) (F/2)
39) (F/1)—In this slightly rundown house lives Bornn, the
Fighter. He is getting on in years and is neither as strong nor as quick
as he used to be, though his wits are still as sharp as ever. He is a
conservative fellow by nature, and nearly a recluse. He has not
gone adventuring since he was converted to belief in the Church
of Apathy through an unfortunate set of circumstances involving
his late wife a number of years ago. He is, for all intents and
purposes, retired. But if he thought the cause were great enough,
he could be stirred to action. He is a seventh-level Fighter. On his
living-room wall hangs his mighty sword Rangorn, which is a +1
Lawful Good sword with Int 12, Ego 7 and three remaining wishes.
It speaks only lawful good and common, though it can communi-
cate telepathically. It has the following powers: 1) Cure Serious
Wounds, 2) X-Ray Vision, 3) +2 Str and 4) Detect Evil and
Good.
40) (F/2)—This modest house is the home of Bornn’s daugh-
ter, Gay, and her three-year-old son, Jon. She is a very beautiful,
blonde-tressed young woman with a pleasing figure and flashing
green eyes. She is often somber-faced, but has a bright, warm
smile and a lilting laugh when she chooses to display them. Since
her husband was slain she has worked at the Green Dragon Tavern
as a singer and a dancer. She is as protective of her father as he is of
her. THE LEGEND OF BORNN
41) (Bk/2)—Barracks housing about 50 lazy and apathetic Following is a brief outline of what one might hear concerning
soldiers. the life of Bornn, the fighter. It is a general guide only; there is no
42) The General Store (SH/2)—An average general store one who would tell it exactly this way. Here are the facts:
run by a chubby, middle-aged woman (Gloria Simins) and her two 1) Both Bornn and his daughter live in relative seclusion in
beautiful teen-age daughters, Lena, the eldest, and Marci. The separate houses at the edge of town. It has been thus since Bornn
three of them live above the store. was converted to the faith of Apathy years ago.
2) In the beginning Bornn had been very active in the town
Other map symbols defense and had even pitted his sword against the Stalker and
E) Watch Towers manned by two men at all times. wounded the beast, though it escaped.
F) Gallows 3) One night as he sat at home with his wife Elaine, he heard a
G) Front Gate scream of terror. Kissing her farewell, he rushed into the square
H) Moor Gate to see a dark shadow grappling with a villager.
RUMORS AND LEGENDS 4) Bornn swung his sword and hit the shadow a mighty blow.
These are the rumors that commonly float around the town of It fell to the ground, and in the moonlight Bornn could see that this
Narrion. If characters are just asking around, allow about an 80% was not the Stalker but the reptile-like form of one of the Lurkers in
chance that they will get a false or trivial bit of information, unless Shadow.
the source is reliable or has a reaction of 10 or above toward the 5) Then he heard his wife scream. Breaking down his own
characters. Keep in mind also that most people wouldn’t know too door, he rushed into his living room and saw a hulking shadow-
many unusual things (that had any truth at all to them). thing hunching over the dead body of his wife. He charged the
In no case should rumors approach the truth more than the monster with a blood-curdling scream and smote the monster’s
rumors given in the outlines, without very good reason. flesh and bone with such force that the blow carried Bornn to the
Rumors not already detailed elsewhere in the text will be given floor. The monster just laughed.
hereafter. 6) In his dazed stupor, Bornn swore that he saw the monster
Roll a 12-sided die: dissolve into the shadows and disappear from the house.
1) The Witch Ilsa 7) From then on, he has led the life of a recluse, even refusing
2) The “Haunted House” the company of his daughter Gay and her husband. The total
3) The Golden Mug Inn randomness and meaninglessness of his wife’s murder con-
4) The Bookstore vinced him that all the good that one can do in the world is for
5) The Hills of the Jarkung naught, so one might as well be apathetic. Thus, he was con-
6) The Oracle (perhaps a recent prophecy) verted to the religion of Apathy. He still refused Gay’s requests
7) The Loch Lakan Monster that he move in with her and her husband because of the pride
8) The Moor which lingers in him to this day.
9) The Stalker 8) It was only a short time later that Gay’s husband, while
10) The Lurkers in Shadow (Troglodytes) and their under- enlisted in the King’s Army as a mercenary soldier, was killed in a
world realm battle with the Jarkung. But Gay had pride like her father’s and
11) Misc. Wilderness rumor would not consider moving in with him, not even when her son
12) Bornn, the fighter (his family, his history, and his conver- was born a few months later, though they see each other fairly
sion to the Faith of the Temple of Apathy) often.
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May 1980 The Dragon
ANGRY VILLAGERS (village reactions)
This table is to be used if the Oracle is killed, or it can be used
for just about anything if you ignore the parts of the paragraphs
that obviously only apply to the death of the Oracle. With that
preface, the following are the possible reactions for the people of
Narrion (adding or subtracting from the dice roll for charisma
bonuses or penalties of the offender):
Roll 2 6-sided dice:
2-3 = ANGRY —The town is extremely upset at the death of
their Oracle; they don’t seem to care that he was a monster, they
would gladly sacrifice a few lives for the gift of prophecy. They
may not even believe that he was a monster; after all, there’s no
body. How do they know that you haven’t just done away with their
prophet? And besides, can you imagine what this will do to their
tourist industry? Character is lynched without trial.
4-5 = CONVICTED —Character is tried and convicted of
harming the town or a resident of the town and either hung,
stoned, or otherwise subjected to the eye-for-an-eye justice
system.
6-7 = HOSTILE —Tried, but the people can’t seem to make up
their minds on guilt and finally decide to exile the offender from
the town, maybe even with some supplies.
8-10 = ACQUITTED —Tried and let off, but the people prob-
ably aren’t terribly pleased and will request that the offender
leave town.
11-12 = JUBILANT —The townspeople are overjoyed that
they have been released from the curse on their village. They
raise the slayer on their shoulders, parade him through the town
and give him the keys to the city and a night on the town. If the roll
plus bonuses for reaction is over 13, the people will beg him to
stay and give him a house and a cushy job and his pick of the The Prowler
unmarried women of the town, etc. (Now, if only you’d do some- FREQUENCY—Rare
thing about that Lake monster, and those Lurkers . . .) NO. APPEARING—1
Note that these reactions do not apply until it is discovered A.C.—1
that the Oracle is missing or until some idiot spreads the news MOVE—12”
around. HIT DICE—14
% IN LAIR—10%
TREASURE TYPE—Nil
WANDERING MONSTERS NO. OF ATTACKS—2
DAMAGE/ATTACK—Bite 1-
Common (65%) Uncommon (20%) Rare (11%) Very Rare (4%) 8, Constriction 4-48
1) Skeletons Trolls Ghosts Night Hag SPECIAL ATTACKS-Gaze
2) Skeletons Trolls Xorn Mind Flayer SPECIAL DEFENSES-Nil
3) Skeletons Cerebral Parasite Roper Vampire MAGIC RESISTANCE—50%
4) Skeletons Basilisks Xorn INTELLIGENCE—High
5) Troglodytes Medusa Ghosts ALIGNMENT—Neutral Evil
6) Troglodytes Mimic Ghosts SIZE—L (9-16’ long)
7) Troglodytes Gargoyles PSIONIC ABILITY—Nil
8) Centipedes Black Pudding Attack Defense modes—Nil
9) Centipedes Grey Ooze
When looking into the eyes of the Prowler it is necessary to make
10) Gas Spores Prowler
a save vs. magic or the victim will be irrevocably mind blanked,
11) Gas Spores Prowler
becoming a Zombie under the control of the Prowler. (Those who
12) Giant Spiders Trolls
make the save, the Prowler will attempt to crush within its powerful
13) Giant Spiders
coils.) The Zombie(s) then become the recipient of the monster’s
14) Stirges
eggs, which she carefully injects underneath the skin of the victims
15) Stirges
with the brown tentacles that line her mouth. No matter how
16) Stirges tenderly she does this, however, the victim still takes 1-8 points of
17) Centipedes damage. The Zombies are then turned loose to wander about
18) Troglodytes
aimlessly for 2-8 days until the eggs hatch and disclose their wriggl-
19) Skeletons ing contents, cute little baby Prowlers. The Zombie now becomes
20) Skeletons
their first meal; he lies down quietly as the little devils pick his bones
clean.
Some exceptionally intelligent Prowlers have been known to
Skeletons —Skeletons found in the service of the Oracle are of form hatcheries. They charm large numbers of people and use them
the normal type, with the exception that they all have 16 hit points, as guards and hosts for their eggs. These hatching grounds will
more than twice the normal maximum. Other than this one discrep- usually be found in abandoned caves or underground.
ancy, the monsters named above are all as they appear in the To restore the minds of the Zombies, it is necessary to acquire the
Monster Manual, or as listed elsewhere in this module. services of 3 High Priests (9th-level Clerics or higher), who
Frequency for monsters in the Pit of the Oracle supercedes simultaneously cast Dispel Evil spells upon the Zombie, who then
anything written elsewhere. regains control of his mind.
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The Dragon Vol. IV, No. 11
The Jarkung These impish creatures are the conjured servants of the Super-
FREQUENCY—Rare SPECIAL ATTACKS—Nil Planes (such as Hell and the Abyss). They are summoned to perform
NO. APPEARING— 1-6 or 2- SPECIAL DEFENSES—Nil myriad deeds that are not important enough to spare a greater
12 in lair MAGIC RESISTANCE—20% servant for, such as fetching the master’s slippers. They are seldom
A.C. —3 INTELLIGENCE—High found on the Material plane, though they freely roam the Astral and
MOVE—9” ALIGNMENT—Neutral Evil Ethereal planes, carrying messages for their powerful masters.
HIT DICE—5 (with some Lawful They are formed from the embodiment of the spirit of one of the
% IN LAIR—15% tendencies) four elements and cannot be harmed by anything originating from
TREASURE—Type A, gems, SIZE—L (7’ tall standing, 14’ that element. Thus, Earth Demons cannot be harmed by things
jewelry, and maps/magic overall length) made of stone, Air Demons are not affected by whirlwinds and such,
only PSIONIC ABILITY—Nil* Fire Demons are not affected by brandished flame or boiling oil, and
NO. OF ATTACKS—1 tail, 1 Attack Defense modes— Water Demons can stand in the midst of the mightiest tsunami.
or 2 weapons Nil* Similarly, they are each affected by no magic involving their ele-
DAMAGE/ATTACK—2-12, *May be present in older ment. They attack and save as 7-die monsters, and as noted above
or by weapon type individuals are at least 50% magic-resistant in any case. If one is killed, it simply
becomes broken down to its elemental component.
Though they will follow the orders of any powerful being sum-
These creatures have a long tail with a mace-like growth at the moning them, Gremlins tend to be very mischievous and chaotic in
end, small horns, and come in a variety of colors in odd designs. their dealings.
They can see well in darkness as well as light, and are fairly intelli- They speak common, neutral, lawful, and chaotic as well as
gent, though lacking in Wisdom. Their strength is great, and they can their own Gremlin tongue.
hurl rocks as a Hill Giant, doing 2-16 points of damage. However, They can become invisible and teleport at will and are very fond
their snake-like form enables them to attack creatures much smaller of being small nuisances to players, just for fun. If a player en-
than themselves with none of the penalties that Giants incur. When counters an otherwise unengaged Gremlin, the little pest will often
in close combat they prefer to strike with two weapons at once while turn invisible and follow the character(s) around for the sole purpose
using the snake-like lower portion of their bodies to move about of playing pranks. Gremlins may actually be responsible for all sorts
quickly, bewildering and often tripping their opponents (as well as of minor annoyances.
striking with their mace-like tail). If they are encountered in large groups, there is one further
No one knows how long Jarkung live, or even if they die naturally bother that Gremlins can provide. A group of 6 or more can once a
or how they reproduce (though it is rumored that the tail may serve day perform, in conjunction with one another, a totally random M-U
as an egg case when needed), for no young have ever been seen. It is spell of any level. This is a totally random conjuration and cannot be
a known fact that Jarkung use ESP, and it is rumored that the older controlled to any extent. If the character is lucky, the Gremlins may
ones can use Psionic powers. even be caught in their own spell (perhaps, for example, be caught in
their own Teleport and be unable to find the party again), especially
Note—Both the Jarkung (TD-14) and the Prowler (TD-7) origi- if the intended victim makes his saving throw.
nally appeared in issues of The Dragon. They are represented here
more or less as they originally appeared, with some interpretations The Oracle (aka The Stalker)
where the original text was lacking the detail necessary for inclusion FREQUENCY— Very Rare SPECIAL DEFENSES—See
in the Monster Manual format. NO. APPEARING—1 below
A.C.—4 MAGIC RESISTANCE—
MOVE—9” Immune to Charms, Geas,
Elemental Demons (Gremlins) HIT DICE—14; 76 Hit Points etc. (also see below)
FREQUENCY—Very Rare % IN LAIR—95% INTELLIGENCE—Average,
NO. APPEARING—1-10 TREASURE TYPE—See Map but exceedingly cunning
A.C. —6 C, The Pit of the Oracle, ALIGNMENT—Neutral Evil
MOVE—6”/15” Level 2, Rm. #10 SIZE—L (8’ tall)
HIT DICE—3 NO. OF ATTACKS—3 (5) PSIONIC ABILITY—Nil
% IN LAIR—95% Mouth, hands (feet) Attack/Defense modes—
TREASURE TYPE—B trea- DAMAGE/ATTACK—6-36/ None, but cannot be
sure but A maps/magic 1-8/1-8(1-6/1-6) attacked
NO. OF ATTACKS—4 SPECIAL ATTACKS—Hug,
DAMAGE/ATTACK—1-4/1-4 +2-20
(Claws)/1-6 (Bite) + Tail
(special) This creature, which lives in the Pit of the Oracle near the small
SPECIAL ATTACKS—Tail 2- town of Narrion, is famous for its predictions, especially those con-
12/electricity/also see cerning Narrion’s dread Stalker. Its predictions concerning the
below Stalker are very accurate with good reason, for the Oracle, which the
SPECIAL DEFENSES—See people of the town assume to be an aged prophet, is in actuality the
below grotesque Stalker itself, who delights in playing this cat-and-mouse
MAGIC RESISTANCE—50% game with the simple villagers.
also see below As well as being crafty, the creature has a number of powers
INTELLIGENCE—Low which help it perpetrate its Oracle disguise (as well as being ex-
ALIGNMENT—Neutral Evil tremely useful all around). They are ESP, Clairvoyance, Clairaudi-
(with some Chaotic ence and Precognition (which its animal fears prevent it from using
tendencies) to foresee its own eventual demise).
SIZE—S (up to 18” high) As the Oracle, the monster speaks in a low, strained whisper
PSIONIC ABILITY— (most often in riddles, this being part of its game, though it will
Psionically aware but no occasionally speak plainly, but cryptically, just to be perverse), in
powers either neutral or common. The ability to speak cryptically and in
Attack/Defense modes—Nil riddles does not stem from intelligence, however; rather, it stems
M8
May 1980 The Dragon
Level One and the Stone (Map B)
THE STONE
The ancient, hollowed-out Stone of the Oracle sits on the top of
the Mound of the Oracle (A on Map A).
In the middle of the cave is a five-foot diameter hole (marked A
on Map B) which descends deep into the Pit and down which seekers
call their questions to the mysterious Oracle. If one were to descend
through the hole, one would find oneself in the Hall of the Idols, and
if one continued the path would lead to the Great Hall below.
Dark Lord creates the Pit with mighty spells; He calls his evil minions parts D or G are not screwed in tightly, the transportation will not be
from all over the world and chooses which of them will inhabit the predictable, for the synchronization will be off.)
pit; He grants his minion the Oracle (toad thing) dominion over all 13)/Water Fountain/A/Shielded; Door-(M/L/U). A is an ornate
the lesser nasties, gives it the gift of the “third-eye,” and in an unholy stone fountain which is perpetually flowing. In it live 3 Water Weirds
rite removes the monster’s heart and soul from its body. A = a with 20/15/12 hits to disrupt.
jackal-faced idol with a small, lidded vase in its hands. This vase 14)/Second Hieroglyph Room/C/Non-shielded; Door-None.
contains 1 dose of a Potion of Longevity which renews itself every 4 Within this room and the corridor connecting it with room 10 can be
hours. However, the vase cannot be removed and is too small to seen the middle series of pictographs concerning the history of the
stick more than 3 fingers into. To make matters worse, the potion Oracle. The walls can be read as follows: The Dark Lord descends on
level is low enough that it cannot be lapped up, and the statue is too the castle of Narrion in a fiery blaze. He kills the local Druid with a
heavy (part of the bedrock, actually), to be moved. Woe to anyone flick of his hand and shrivels the great western forest. He then
who harms the idol, for harming it will summon the Oracle, or, if it’s spawns the dark wood to the south of the castle and fills it with fell
dead, the other minions of the Dark Lord. creatures. In the lake called Lakan he places the dreaded monster
11)/---/B/Non-shielded; Door-None. which drives the poor fishers from its foamy shores. Then he turns to
12)/The Hall of the Idols/B/Non-shielded; Door-None. In the his true objective, his enemies in Narrion Castle, the lord and his
middle of this many-columned room is a well which leads from A in wizard sister. Long their battle raged through the castle, and the
the Stone to A in the Great Hall (rm. 19/level 2) below. The pit is simple villagers fled to the plains far north, in the shelter of the castle
exactly above the four dots in the well. Statues B & C are human of the wizard Elohir (ill-fated creator of the Jarkung) while the battle
fighting men; B has one part of an Amulet of the Planes, a sun-like blazed for many a day. Finally, the Dark Lord threw down the mighty
medallion with a threaded center, around its neck; C has a stone lord from the very parapet of Castle Narrion. The lord’s wizard sister
carving of what the whole should look like around its neck. D & E are was enraged, but was no match for the Dark Lord. When the mighty
stylized dragons, and the iris of the right eye of D (which screws out) battle was finished not a stone remained of the castle, and the only
is a dial with 24 markings which controls the plane traveled to (as the living thing left in the battleground was the Dark Lord. Having
alternative amulet in the DMG). This is the second part of the amulet. accomplished his main objective, he then brought to the land his
F & G are statues of hippo-headed river gods; the right eye of G general, the Stalker, to spread evil and terrorize the poor people of
screws out to become the third part of the amulet, an eye-shaped Narrion, whom he drove back to the barren land that was once their
centerpiece, the pupil of which acts as the socket for the fourth and home by causing a foul quagmire swampland to spring up and engulf
final piece of the amulet, the pointer. Around the necks of fighter the north plains. The frightened villagers then erected the small town
statues H & I are carved stone medallions; in the center of each is a of Narrion on the ground where the castle had once stood.
small, plain pointer. The pointer of I can be turned easily and 15)/---/B/Non-shielded; Door-None. S = footman’s mace; P =
removed at will, but if the pointer of H is turned or molested in any large shield; both are hung on the wall. Note also the Mirror of
way, anyone touching the statue will receive 2-12 points of electrical Life Trapping behind the curtains on the wall.
damage. The removable pointer from the medallion around the 16)/Hall of Tapestries/B/Non-shielded; Door-None.
neck of human fighter statue I snaps very nicely into the pupil of the 17)/---/A/Non-shielded; Doors-S to 18 (WB/L/H i), E to 19
eye from statue G, completing the Amulet of the Planes. The pointer (S/N/H b). Perched above the corridor entrance to this room from
determines which of the planes will be traveled to. (Note that if either room 16 is a 46 hit-point Green Slime.
M10
May 1980 The Dragon
18)/The Stair to the Bottom of the Lake/A/Shielded; Door-(WB/
L/H o). This door is impassable from the inside and will slam shut
behind characters, trapping them inside. The stairs lead 10’ down to
a blank 5’-by-5’-by-10’ stone landing. Once all the characters in the
room have descended to the platform, the bottom literally falls out
and they find themselves falling through a black void. After a time
the fall ends, and they find themselves thrust into the icy water 200’
below the surface of Loch Lakan at point D on Map A. (Remember to
check for the monster).
19)/Stairs Down to Level 2/A/Shielded; Doors-(both) (S/N/H
b). This hidden stairway goes to level 2, #29 and is the same
stairway as room #24, level 2.
20)/The Beginning, History Room/C/Non-shielded; Door- (S/N/
H b). On the walls of this room can be seen the first in the series of
pictographs concerning the life of the Oracle/Stalker. The first
pictures on either wall are bas-reliefs of a man in a long, flowing,
floor-length robe with a face-covering, horned helmet through
which only two evil, orbless eyes can be seen. This is the Dark Lord.
The first series of pictures shows the Dark Lord sitting on his iron
throne, thinking of dark, vile schemes. He creates (mutates) the
hideous toad-like Stalker and sends the creature to lead one of his
many armies. While this war was being conducted in far-off lands, a
powerful lord and mighty wizardess had the audacity to direct their
army against the very stronghold of the Dark Lord himself. At first
their attack was fairly effective, but then the Dark Lord drew in his
mighty right arm and the army of the Stalker and crushed the
rebellious upstarts. The lord and his sister the wizardess, their army
devastated, fled to their ancestral castle near the shore of Loch
Lakan. The second series of pictures appears in room 14. Note that
these pictographs will not be understood by most people, requiring
quite a bit of intelligence to decipher them as they are given here.
21)/---/A/Non-shielded; Door-(W/L/ML i). V1 = water; V2 = 10
doses, love potion, treat as Philter of Love.
22)/---/A/Non-shielded; Door-None. V1 = water; V2 = unholy
water; V3 = acid.
23)/Arms Room/C/Non-shielded; Door-None. 2 spears, S1 &
S2, crossed over a Shield of Vulnerability -2 which is emblazoned
with the indullable Red-Eye, symbol of the Dark Lord.
24)/---/B/Non-shielded; Door-None.
25)/The Chamber of the Columns/B/Non-shielded; Door-
None.
26)/---/A/Non-shielded; Door-(WB/K/LK i). A = hollow column
filled with 2000 cp, 1000 sp, 4000 ep, with a Scarab of Death at the
bottom of the pile. However, 3 feet off the floor, hovering just above
the treasure pile, is a jet black Sphere of Annihilation. Note that all
the walls in the Pit have been magically rendered immune to disinte-
gration, and thus are immune to the sphere, even though the sphere
is more powerful than the spell. Note also that the Oracle and his
heart are likewise immune to this particular item.
27)/The Room of the Dead/A/Shielded; Door-(WB/K/LK o). A,
B, C, & D are the coffins of the four Vampires which inhabit this
room. A = female vampire, 24 hit points; B = female vampire, 56 hit
points; C = male vampire, 65 hit points; D = female vampire, 37 hit
points.
28)/Wandering Monster Materialization Room/C/Shielded;
Door-(W/K/U). The unearthly light in this room emanates from the
swirling dimensional rift which is in the place of the room’s east wall.
Once every turn, a random monster from the Pit table will step out of
the shimmering whirlpool and into the room. The monster can either
then leave through the rift or leave by the door and wander through
the pit to return at some later time (so characters may run into
returning monsters, also). However, if there are characters in the
room, chances are that the monster will want to fight them.
Characters below fourth level cannot pass through the rift unless
pulled through by someone else who can pass through. If characters
do pass through the barrier, the plane they come out on is de-
termined at random (with preference to the Negative Material and
other evil or dark planes), or send them somewhere else on earth
(with preference to the Narrion area, such as points B or C on Map
A), or into some future or past time. A Phase Door spell will cause the
M11
The Dragon Vol. IV, No. 11
portal to collapse into itself for one turn; all other attacks are 3)/The Room of the Serpent/A/(Shielded); Door-entrance A,
ineffective. blocked by large Mirror of Life Trapping in room #9; if mirror is
29)/Stairs down to level 2/A/Non-shielded; Door-None. Goes removed, entrance is opened. In this room resides a great Spirit
down to level 2, rm #36. Naga who will attack anyone removing the mirror which blocks the
entrance to this room. It has 63 hit points.
Map C The Pit of the OracleLevel Two 4)/The Room of the Fire Pit/C/Non-shielded; Door-(S/N/H b).
This room contains a blood-stained altar (A) upon which the Oracle
l)/Secret Passage to Narrion/A/Shielded; Door-(S/N/H b). This occasionally dines, and the great sacrificial Fire Pit (B) which can
secret passage. marked Al on Map A, goes from the Pit of the Oracle extend for great distances to either the core of the earth, the elemen-
to buildings #20 (The Golden Mug Inn) and #27 (Haunted House) tal plane of Fire, or the Citadel of the Dark Lord, at the option of the
on Map A, Narrion Detail. DM. If crossed, the Fire Pit does 2-12 points of damage; if it is
2)/The Hall of the Throne/C/(Shielded); Doors-N to 1 (S/N/H wandered into, the victim takes 6d6 damage per round.
b), W to 5 (S/N/U). This is the room where the Heart of the Oracle, a 5)/Corridor/A/Shielded; Doors-E to 2 (S/N/U); E to 21 (S/N/H
black, oily gem, rests in a glass case upon a pedestal guarded by the o). This corridor has pit X, which opens under anyone crossing over
most fearsome of creatures. The pedestal and Heart are indicated by it. It has a snap-shut lid, is 20’ deep and filled with spikes. Fall &
“A.” B1 and B2 are two super-powerful Type VI Demons, each with spikes do 2-24 total damage.
80 hit points. These monsters will stand stone-still (and even appear 6)/Bubble Room/A/Shielded; Door-(S/N/H i). This room is filled
to be statues to the unobservant) unless there is someone behind with bubbles which will float into room 7 and chase characters when
line C who should not be there, in which case they will immediately the door to the room is opened. The bubbles do 1-10 d6 of damage
attack the intruder. Line C is also the point beyond which Dragon D in a 5’ diameter and explode on contact with anything. In the center
may not move the bulk of its body (because of magical enchant- of the Bubble Room floats a great bubble twice the diameter of the
ment). Dragon D appears to be made of tarnished yellow metal of others (2 feet), and in the center of this floats a 40,000 gp diamond.
some type, but this is only a side effect of the mighty enchantments This bubble does 12d6 of damage when burst. There are 40 bubbles
which the Dark Lord used on the creature when he first placed it in in the room, not counting the great bubble.
the Pit. Though its size and color have been changed, the creature is 7)/The Room of Bubbly Death/C/Shielded; Door-(S/N/unopen-
actually an ancient Red Dragon. Although its high intelligence has able i). When this room is entered the door to room 6 opens to let the
been muted by the magic long ago performed on it, so that it can bubbles within float out. The door will remain open until all char-
neither talk nor employ spells, it gained several powerful and extra- acters in front of the portcullis in room 17 are either dead or fled,
ordinary powers in the process. The first is immunity to any mind or all the bubbles have been exploded, including the great bubble. If
related attacks, such as ESP and psionics. The second, and by far either of these circumstances are fulfilled the door will snap shut
more terrible, of its abilities is a breath weapon which it can employ (possibly trapping characters if the great bubble has been burst).
once every fifth melee round! It has 88 hit points. Bubbles will pursue characters to the first portcullis, carefully avoid-
ing the crossbow trap in corridor 17.
8)/---/B/Non-shielded; Door-None.
KEY TO ROOM DESCRIPTIONS
9)/---/B/(Shielded); Door-None. Mirror of Life Trapping is 6’
high and blocking the entrance to room 3. V1 & 2 = Water.
The general features of each room or section of The Pit of 10)/The Hall of Treasure/B/Non-shielded; Door-None. This
The Oracle’s two underground levels are listed in a code treasure-filled room is where the Oracle most often rests, languishing
which is defined below. in his immense treasure pile. V1 = empty; V2 = poison, V3 = water;
Each room’s number is followed by the room's name or a V4 = Potion of Diminution. Suggested treasure-15 swords including
special description, if any, of that numbered section of the 3, +1; 1, +2; and 1, +3; 39 misc. weapons including 17 +1 arrows,
map. Unnamed rooms are represented by ---. 1 Hammer of Thunderbolts; 4 potions: 5 scrolls; 20 rings including 1
Next is the letter A, B, or C, describing the lighting in the elemental command, 1 regeneration, 1 mammal control, 1 contrari-
area. A = no light source; B = dim light, usually coming ness, and 2 delusion; 3 maps; 1 Staff of Power, 1 Rod of Lordly
from a source outside the immediate area; C = normal Might, 2 Snake Staffs, 1 Wand of Illusion, 1 Staff of Withering; 25
natural light, as if from firelight. protective devices including 1 +1 armor, 2 +2 armor, 1 +3 armor, 2
Next is the word Shielded or Non-shielded. A +2 shields; 1 ebony fly, 1 manta ray cloak, 1 mirror of opposition, 1
shielded area is one which is lead-lined to prevent the use of lyre of building. 1 horn of blasting, 1 silver horn of Valhalla, 1 boots
ESP or any sort of X-ray vision to view its contents. The word of levitation, one book of vile darkness, one copy of the Necromicon
(Shielded) in parentheses means that the area is lead- (Latin), 1 girdle of masculinity/femininity, 1 deck of many things,
lined, usually to prevent detection of some other shielded one magic carpet (hung on wall), and 1 crystal ball; 40,000 gp,
area, but has easy methods of entry which may make the 30,000 sp, 2000 ep, 1250 pp, 29,000 cp. Note that though the
shielding ineffectual. treasure is great the risks and obstacles are incredible. (Many specif-
Next is a description of the features of the door(s) enclos- ics have been left to individual DM’s. Note too that where items listed
ing the area, if any: exceed the following information given, the remainder of the items
Door type is either W = wooden; WB = wooden, band- are non-magical.)
ed with metal: S = stone; or M = metal. 11)/The Den Of the Oracle/C/Non-shielded; Door-None. Wash-
Handles or protrusions, if any, are indicated by K = knob; basins 1, 2, 3, & 4 are of ordinary size and are filled with water; if
L = latch; N = none. emptied, they will magically fill again in one hour. The water is
Locks or devices to prevent entry are described as either H normal but each has slightly different minerals, so each type must be
= hidden latch; LK = locked; ML = magical lock; or U obtained in order to work the magic. W9 is an unusually large empty
= unlocked. If locked, the letter or letters describing the lock washbasin, which will hold 8 basinfuls of water, preferably one each
are followed by a small letter i = locked on the inside of the from W1, 2,3,4,5,6,7, & 8, located in this room and rooms 20 and
room or area the door encloses, o = locked on the outside 22. When the large basin is filled with liquid from the smaller basins,
of the room or area; or b = locked on both sides. all that is needed to set its magic to work is a slight breath across the
If there is more than one door enclosing an area, each is fluid’s surface. This is the Basin of All Things Past, and by gazing at its
designated by the direction in which it opens (North, South, surface one can see anything that has happened previous to the
East, or West) and the number of the room or area into which it viewing time. This is how the Oracle can discover knowledge of
opens. things in the past, which are normally out of its power. Note that
none of these basins will appear to have any great magic power if
M12
May 1980 The Dragon
sold. Once the viewing is over, the water loses its power and be- the basinful. The liquid will not mix with anything except the other 7
comes only putrid water. A maximum viewing time of about five waters of the Basin of All Things Past. The Basin of Death has the
minutes should be allowed. same filling properties as the other 7 normal-sized basins in rooms 11
12)/---/A/Shielded; Door-(WB/K/U). This room contains 4 Xorn and 20.
(56,47,38,43 HTK). The door of the room automatically opens if the 23)/---/B/Non-shielded; Door-None. P1 = small shield; P2 =
Face (room 13) turns someone to stone. Shield +3.
13)/The Room of the Great Stone Face/C/Shielded Doors-E 24)/Stairs up to level one/A/Shielded; Doors-(both) (S/N/H b).
(WB/K/U), N to 12 (WB/K/U), S to 15 (WB/K/U). A is the “Great This is the same stairway as #19, level 1. Goes to #17, level 1.
Stone Face,” actually a 7’ tall ceramic head. Anyone who looks into 25)/The Room of the Sword/A/Shielded; Door-( W/K/U). On the
the eyes of the Face will be turned to stone (saving throw allowed). wall in this room rests a most wondrous weapon, a Dancing Vorpal
The stone that the characters are turned to is not ordinary stone, Blade, with a permanent improved invisibility on itself (does not
though; it is a combination of rare minerals which Xorn are particu- extend to wielder). It has no intelligence or ego and no other powers,
larly fond of. When a character is turned to stone by the Face, the other than the normal. There is a problem, however, in the fact that it
north and south doors will automatically open and the Xorn that live will animate itself on the second round after the room is entered and
in rooms 12 and 15 will come out to snack on the stone. One Xorn attack the party that has entered as if it were a tenth-level Lord
can eat one human-sized statue in 5 rounds. If somehow a statue is (invisibly) for 6 rounds. Then it will return to the wall to rest for 6
saved, remember that if the statue was damaged the person would rounds before attacking again. (It does the 6-on, 6-off routine if
also be damaged in the same way. The Face itself can take up to 4 hit possessed by a character, also, but in that case will fight as a normal
points per round without being harmed, but 5 hits or more from any dancing sword.) It is almost impossible to effectively combat the
particular blow will cause it to shatter and release the horrible con- sword if you can’t see it. If a character does grab it, it loses all
tents within: a mixed assortment of 27 Elemental Demons, each of malicious intent and becomes a normal (?) Dancing Vorpal Blade.
whom has the maximum of 24 hit points. These little devils will act 26)/Corridor/A/Shielded; Doors-N to 25 (W/K/U), E to 30 (WB/
generally chaotically and whirl about the heads of the adventurers, K/U). Trap = spikes from corners (2-16 pts. damage) triggered by
which can make for real problems if the room is already full of stepping into their line of fire.
hungry Xorn, and generally act in the manner which is prescribed for 27)/---/A/Non-shielded; Door-None.
them in their description. The Xorn will return to their rooms when 28)/---/B/Non-shielded; Door-None.
they run out of food, or if they’re sorely pressed in battle. 29)/Tunnel to the Shunned Hills/A/(Shielded); Door-(S/N/H b).
14)/Treasure room/A/Shielded; Door-(S/N/H b). This room This is the start of tunnel C1 on Map A, eventually leading to the lair
contains 1,000 gp, a Robe of Eyes, a Poison Robe and a Ring of of the Troglodytes and their cave (entrance C, Map A).
Shooting Stars. 30)/---/A/(Shielded); Door-(WB/K/U).
15)/---/A/Shielded; Doors-N to 13 (WB/K/U), S to 16 (WB/K/ 310?---/A/Non-shielded; Door-(M/K/LK o). A is a statue of a
U). This room contains 4 Xorn (49,36,41,27). The door of the room hippo-god with ruby eyes worth 4,000 gp each (it is the same as and
automatically opens if the Face (room 13) turns someone to stone, magically linked to B in room 32); however, if one eye is removed, 2
releasing the Xorn. Type I Demons will appear and try to kill the thief; if 2 eyes are taken,
16)/Bubble room/A/Shielded; Door-(WB/K/U). This room is 4 Type II Demons will appear; if 3 eyes are taken, 8 Type III Demons
occupied by 20 bubbles (as in room 6), but they do only 1-6 d6 of will appear; and if all 4 eyes are taken, 16 Type IV Demons will
damage when they explode. The door does not open by itself, so appear. The only way to get rid of the Demons is either to combat
characters must open it themselves so that the bubbles can follow and defeat them or put all the eyes back, in which case all the
them. These bubbles have no range limit and will follow characters demons will disappear. If the eyes are removed again, the process
literally anywhere. starts over again.
17)/Maze of Doom/C/Shielded; Door-(S/N/H). T = crossbow 32)/---/A/Non-shielded; Door-(S/N/U). Statue B has exactly the
bolt firing across the hall in the direction of the arrow to the opposite same properties as statue A in room 31. It also is a hippo-god.
wall, triggered by stepping within 2½ feet of the arrow. It does 2-8 33)/Ghost Room/A/Shielded; Doors-(S/N/U). This room con-
pts. of damage to anyone who gets in the way. This corridor is a tains the Pit’s 4 Ghosts (60,45,72,53 HTK).
passage maze with portcullises failing behind characters, trapping 34)/---/A/Non-shielded; Door-None. This room contains one
them. 73-hit-point Trapper.
18)/---/B/Non-shielded; Door-(S/N/H). 35)/The Enchanted Stairway/A/Non-shielded; Door-(M/K/LK
19)/The Great Hall/B/Non-shielded; Door-None. A is the exit i). If one goes up this stairway, after a long tiring climb one finds
from the pit in the stone and the well in the Hall of the Idols above. oneself in a 5’-by-5’ room with a ladder leading to a trap door in the
The well is positioned exactly above the four dots on the floor. ceiling. A character who goes through the trap door finds himself on
20)/---/B/(Shielded); Door-(S/N/H b). W6 = holy water W7 = a platform apparently floating in the sky; a second later, the charac-
unholy water. Both liquids are meant to be added to the Basin of All ter will fall 10-60 feet and land on either of the points marked B on
Things Past, and the basins have the filling properties of the other Map A, either into Loch Lakan or The Shunned Hills. Comrades
basins in rooms 11 and 22. who follow would see the first character as being on the platform,
2l)/Illusion Room/B/(Shielded); Door-(S/N/H i). This room too, until they pass through to the platform, when they’d find
projects the illusion of being a corridor which continues out of sight, themselves falling, too, though not necessarily to the same spot that
but it actually ends at the blank wall where indicated. This does not the first character did. Going back down the Stairway doesn’t work,
mean that characters will ever hit the wall; they may believe that they for after one round of walking on the Stairway ail directions lead to
are walking while they are actually standing still. The portcullis the platform anyway. Before that time, players may try to get back
shown comes down behind characters once they are in the room. through the locked, reinforced steel door. (Remember to check for
They will see it, and may believe they are walking away from it, but if the monster if characters end up in the lake.)
they turn around and walk back it will only be the actual distance 36)/Stairway up to level one/A/Non-shielded; Door-None. Goes
away. The room is only intended to hold victims until the Oracle can up to level 1, room 29.
“take care” of them. Naturally, if they discover the illusion and find
the secret door, they may attempt to open it and escape.
22)/---/B/(Shielded); Door-None. V1 = water; V2 = Poison;
W8 = The Basin of Death. The thin, red liquid in this basin is
poisonous if imbibed, but if spilled is even more dangerous, for a
single drop will spring up into a 16-hit-point Skeleton and instantly
attack the spiller (perhaps causing more spilling). Allow 200 drops to
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The Dragon Vol. IV, No. 11
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May 1980 The Dragon
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The Dragon Vol. IV, No. 11
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