Professional Documents
Culture Documents
DragonMagazine114 PDF
DragonMagazine114 PDF
DragonMagazine114 PDF
DEPARTMENTS
3 Letters 92 Convention calendar 99 Dragonmirth
4 World Gamers Guide 94 Gamers Guide 101 Snarfquest
6 The forum 96 Wormy
COVER
Spirit of the Night is David Martins second cover painting for DRAGON Magazine,
and one that we thought would set the mood for the Halloween season. In Davids
words, No one understands the intent of a painting better than the artist himself,
so heres his description of whats going on: In a shower of moonlight, a lone figure
kneels in supplication to the image of a god worshiped long ago. Aroused, the ele-
mental nightwind rises up, phoenix-like, from the ashes of the dead city. It carries
the smells of the forest, invisible, yet potent as a prayer in the silence.
2 OCTOBER 1986
A word from
the read thing
Kim asked if Id like to write the
Second Edition rob you. As a designer, I want to do it because editors column for this issue, since
the game needs it. It is something that must the topic is one which has suddenly
Dear Dragon, happen if the AD&D system is going to grow become rather dear to my heart.
I am deeply concerned about the future of the and stay exciting and lively for everyone. The issue has certainly cost me
AD&D game! What about those of us who have Zeb Cook
some peace of mind and a lot of
spent $100 plus to get where we are with the
first edition. Will they mesh together? I mean, work time to resolve.
will I be able to use the new DMs guide with Two days before the GEN CON® 19
the old players manual? Psionics & combat Convention, I received a letter from
If not, what can a devout 1st editioner do? someone who had some interesting
Will you have a way for us to trade our old Dear DRAGON: news to tell me. I hope you are
books in for credit? Will you continue to publish Recently, I have become interested in psionics. sitting down while you are reading
1st edition books or supplements? But, in doing so, I became confused. This is this, he wrote. He then proceeded
Gil Kuper because I found two conflicting viewpoints. The
to tell me that he had gone to the
Powhatan, Va. Sage Advice article in issue #78 says that the
San Diego Comic-Con convention
invisibility discipline cannot be used while
For an answer to Gils letter, we went right to attacking. On the other hand, an article in issue and had told the staff there that he
the source Dave (Zeb) Cook, who is the Pro- #105 gives me the opposite idea. Beginning with was I, Roger Moore, and had come
ject Coordinator for the design and production the last sentence in the second column of page to the convention from TSR, Inc., to
of the 2nd Edition of the AD&D game. Heres 20, the article states: It must be possible to use promote our products and gaming
what Zeb had to say: a psionic discipline while making physical at- in general.
tacks against an opponent; otherwise, a power The game convention staff did not
The AD&D game has been around for a such as body weaponry would be fairly useless. check this persons identification; a
number of years now, and in that time a lot has Can you explain?
simple glance at a drivers license
happened. A game like this doesnt stand still: it Mark Reinhart
grows, changes, and improves. One of the Adkins, Tex. would have ended the problem. But
biggest objectives of the 2nd Edition is to push I doubt that even I would have
the sprawling mass of rules back into one cohe- The use of psionic disciplines may be treated thought to do that. If someone came
sive shape. This will involve gathering some of as spell-casting, in that one cannot cast a spell up to me and introduced himself as
the material that has appeared in other books, (or use a psionic discipline) and make a physical Fritz Mondale, I would probably be
modules, and DRAGON® Magazine into one set attack unless stated or implied otherwise in inclined to believe him, particularly
of books. At the same time, there are things we the rules. Thus, one may cast and use Mor- since I dont remember too well
know or feel are broken. (My pet peeves include denkainens sword or Tensers transformation in what Fritz Mondale looks like. Be-
bards, weapon speed factors, and encum- a physical attack, but one could not cast knock
sides, as several people later con-
brance.) These areas are going to receive close or maze and attack in the same round.
scrutiny, and many of them are going to be The following disciplines could be used as part firmed, this person was very
changed. of (or while making) an attack: body weaponry, charismatic, smooth, and glib. He
However, there is no intention to change the expansion, reduction, and shape alteration. A sounded as if he knew what he was
basics of the game! It will be the same game you discipline might obviously make attack impos- doing, and he knew a bit about TSR,
know. Ideally, yes, you should be able to use a sible (suspend animation), while others are Inc. not much, but just enough.
1st Edition Players Handbook with a 2nd Edition assumed to require excessive concentration To make the story short, Roger
Dungeon Masters Guide. It cannot be a perfect (animal telepathy, aura alteration, cell adjust- Moore was placed on a discussion
match there are going to be changes but ment, clairaudience, clairvoyance, detection of panel, he fielded questions about
we are not trying to force everyone to abandon good/evil/magic, domination, empathy, ESP,
TSR, Inc.'s legal status and internal
their old books. hypnosis, mass domination, molecular manipula-
I know many players have made a sizable tion, molecular rearrangement, object reading, policies, he helped run a game tour-
investment in the AD&D game and that we are precognition, sensitivity to psychic impressions, nament, and he probably signed a
asking you to change your investment. We are telekinesis, telempathic projection, telepathy, few game books for those who came
looking at ways of keeping your costs down. telepathic projection, and teleportationl or are to the convention. Everyone thought
Central to the current plan is to keep the core themselves attack forms (molecular agitation it was really I. Pretty funny, right?
of the game down to two books, one of players and possibly telekinesis). Not if you were fooled into think-
information and one for the DM. Other books The status of some disciplines is in doubt ing that this guy was telling you the
would be bought by you as you wanted them, (astral projection, body control, body equilib- truth, when he was lying to you all
including monsters, extra detail on different rium, energy control, etherealness, invisibility,
the while. Not if you wrote to us
cultures and environments, and so forth. Sec- levitation, mind bar, mind over body, probability
ondly, TSR is looking at ways to offer you a travel); Dungeon Masters should use their own asking for employment information
special deal. Many things have been discussed discretion in such cases. As a rule of thumb, on his (my) recommendation. Not
coupons, trade-ins, introductory prices, and DMs can refer to spell equivalents to determine if you were a convention staffer,
more. No final decision has been made yet, but whether a discipline could be meshed with an realizing youd been had by some
we know that something must be done in recog- attack. Thus, levitation could be used while guy who just wanted to get into the
nition of our long-time supporters. making an attack, but invisibility could not be convention free. And especially not
Our intention is to eventually replace all the unless one wishes to equate the discipline with if you were I and had no idea of
current hardbacks by 2nd Edition versions, but more powerful spells like improved invisibility what damage this person had done
this is a project that will take years. Some years (a deadly combination indeed). It is suggested
to your reputation, small as it may
from now there will be new editions of Un- that powers that have long durations and little
earthed Arcana, Oriental Adventures, and more, effect on physical combat be permitted for use have been. (Im not the actor Roger
but it is going to take time! The book you just with combat (such as mind bar), but those that Moore, but I do try!) Some people
bought yesterday or the one you buy tomorrow affect combat in some manner by altering the like me, and thats nice; some people
will not be immediately out of date. damage one takes from an opponent be disal- (Turn to page 91)
The 2nd Edition is in no way an attempt to lowed (body control and energy control). RM
DRAGON 3
The World Gamers Guide
If you live outside the continental SF = STAR FRONTIERS® game; ST = other game-players who would be
United States and Canada, you can be STAR TREK®: The Role-Playing Game; interested in corresponding about the
included in the World Gamers Guide by MSH = MARVEL SUPER HEROES™ activities that they enjoy. Unfortunately,
sending your name and full address, game; TS = TOP SECRET® game; T = we cannot extend this service to per-
plus your gaming preferences, to World TRAVELLER® game; RQ = RUNE- sons who live in remote areas of the
Gamers Guide, DRAGON® Magazine, QUEST game; VV = VILLAINS & U.S. or Canada, or to U.S. military
P.O. Box 110, Lake Geneva WI 53147. VIGILANTES™. personnel with APO or FPO addresses.
Abbreviations in parentheses after a The World Gamers Guide is intended Each eligible name and address that we
name indicate games in which that for the benefit of gamers who live receive will be published in three con-
person is especially interested: AD = outside the continental United States secutive issues of DRAGON® Magazine;
AD&D® game; DD = D&D® game; CC and Canada, in areas where nearby to be listed for more than three issues,
= CALL OF CTHULHU® game; GW = gamers are small in number or nonex- you must send in another postcard or
GAMMA WORLD® game; istent, as a way for them to contact letter.
Grant I. Fraser (AD,DD,GW) Jeff Johnson Gasparini Marco (AD,DD) Jason Cashill (DD,AD,RQ)
11 Dallow Place SPDC Ext. Nord Via Galleria No. 2 P.O. Box 10962
Henderson Auckland 8 B.P. 31 46028 Suzzara (MN) c/o ARAMCO
New Zealand Maroua Italy Dhahran, Saudi Arabia
l'Extreme-Nord
Ho Chung Hsi (DD,AD,SF) Cameroun Darren Marsland (DD,T) Edwin Berkhout (AD,DD,GW)
2 Arbuthnot Rd., P.O. Box 14173 Adm. Tromp st 20
1st floor, front block, Peter S. Magnusson (AD) Green Point 3333 TH Zwyndrecht
Central District Ankarvagen 7 8051 Cape Town South Holland
Hong Kong 181 43 Lidingo Republic of South Africa Netherlands
DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc. The mailing address for all material except subscription orders is DRAGON Magazine, P.O. Box
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USPS 318-790, ISSN 0279-6848.
4 O CTOBER 1986
DRAGON 5
point or another. I also hope that Darcy can get
the problems with her female characters
straightened out, and doesnt decide to stop
playing the D&D or AD&D game because of this
controversy.
Jeannie Whited
Rockville, Md.
6 O CTOBER 1986
by Bill Muhlhausen
The witch has long been a popular non-
player character in the D&D® and AD&D®
games, and long-time readers of DRAGON®
Magazine may recall numerous incarna-
tions of this character class and its powers
over the years. The most recently pub-
lished version of the witch appeared in
DRAGON issue #43, in November 1980. Bill
Muhlhausen’s article was revised and
edited by Kim Mohan and Tom Moldvay;
this version has been further expanded
and revised by Roger E. Moore, and edited
by Karen Martin, Robin Jenkins, and (once
again) Kim Mohan.
It must be noted that the witch is a very
powerful spell-caster. It could conceivably
be used as a player character on an exper-
imental basis, but it works best as an NPC
used to challenge parties of adventurers
on a long-term basis. The class has been
deliberately given extraordinary spell-
casting powers, in terms of numbers of
spells available and the power of individ-
ual spells; player-character witches may
prove to be overwhelming, but NPC
witches are thus. better able to challenge
large groups of adventurers. The decid-
edly evil nature of the witch (as a rule) is
also a point against its use as a player-
character class.
We hope you enjoy it. Happy Halloween!
— The editors.
always so). They specialize in spells involv- such arcane knowledge on her own. Inde- 12th level, 11+2 for 13th level, and so on.
ing nature, the changing seasons, and pendent witches who did not join a High Witches receive constitution bonuses as do
sympathetic magic (i.e., magic based upon Secret Order (see below) are the ones most magic-users, and they save either as
the similarities between a spell-casting likely to make use of such spells — so long magic-users or as clerics, on whichever
ritual and the spell’s effect), and they are as the witches do not use them to attempt column is better against a given effect.
also very knowledgeable about to bind their own deity. Other spells, par- Weapon proficiencies, allowable weapon
enchantment/charm spells involving hu- ticularly those from Unearthed Arcana, types, attack tables used, and attacks per
mans and humanoids. The manipulation may be added as well (see the general round are all as per magic-users. They
and control of other beings is one of the notes on spells below). may wear no armor whatsoever, save for
hallmarks of witch magic—a necessary There are two orders of witches. Low magical protections such as rings, bracers,
step on the way to achieving greater and Order Witches may progress to 16th level, cloaks, etc., and witches cannot use
greater power. Evil witches often special- and High Secret Order Witches may ad- shields. They may use any magical item
ize in curses and destructive spells. vance to 22nd level. Witches may be of that magic-users are able to employ. Oil
Witches gain new spells by performing any alignment, though evil witches are the may be used as a weapon (though it rarely
ritual sacrifice and prayer to deities— rule; good and neutral witches are almost is), and poison is freely used by evil
usually demon princes, archdevils, or the unknown. The prime requisites for a witches
current oinodaemon. If the deity is witch are intelligence and wisdom, each of Witches with above-average intelligence
pleased, it sends a servant being to teach which must be 13 or higher. Only humans, receive bonus spells, similar to the proce-
the witch a new spell appropriate to her elves (any sub-race from Unearthed Ar- dure for a cleric with above-average wis-
level and ability. Because the witch must cana), and half-elves can he witches; fur- dom:
learn the new spell as a magic-user does, thermore, only humans and dark elves
her chance to know each listed spell and (drow) can be members of a High Secret Intelligence Spell bonus
her minimum and maximum number of Order. Other elves and all half-elves are 13 One first-level spell
spells per level are taken from Table II on limited to no higher than 11th level as 14 One first-level spell
page 10 of the Player's Handbook. Witches witches, but no male witch of any race can 15 One first-level spell
always gain the spells read magic and rise higher than 9th level. No witch may 16 One second-level spell
write, not having to check for knowing be multiclassed or double-classed, due to 17 One third-level spell
these spells as they start in their class. the difficulties involved in learning and 18 One fourth-level spell
Witches may use the latter two spells to maintaining one’s magical powers. No 19+ One fifth-level spell
learn the spells used by other spell-casting earned bonus to experience is gained for
classes, so long as the spells learned are exceptional ability scores. The spell bonuses are cumulative; e.g., a
duplicated in the list of spells allowed to Most witches are female, since this class witch with a 15 intelligence receives three
witches, and so long as the witch is of a attracts a disproportionate number of additional 1st-level spells. A witch must
level appropriate to the spell. For instance, female humans, elves, and half-elves to its have an intelligence of 16 to cast 8th-level
a 4th-level witch who has found a scroll practice. This situation is encouraged by spells.
with the 2nd-level cleric spell find traps the large number of evil male beings rul- Witches start out in the world with a
may attempt to learn the spell directly ing the Lower Planes, most of whom de- variable amount of money, depending
from the scroll, copying it down (in her sire mortal consorts, and by female deities upon how well they are liked by their
own magical language) for future use. All (of any alignment) governing magic, who deities. Multiply a witch’s charisma score
witches keep and use spell books, from find worshipers among women in oppres- by 10 and add a variable amount from 2-
which they relearn their spells as do sive, male-dominated societies. Male 20 to find the number of gold pieces given
magic-users (see page 40, “Recovery of witches are sometimes called warlocks, to a 1st-level witch through a servant of
spells,” in the DMG, and pages 79-80 in though this term invites confusion with her deity. Thereafter, witches tend to
Unearthed Arcana). the level title for 8th-level magic-users. accumulate numerous useful magical
If a Dungeon Master desires a witch Conversely, many female magic-users are treasures. NPC witches have an amount of
with more variety, the restrictions on improperly called witches. As a generic magical treasure equal in gold-piece value
which spells may be learned by witches term for a single witch, the pronoun “she” to their level multiplied by five, expressed
may be loosened. Spells that summon is used in this text. in terms of thousands of gold pieces. For
beings from the lower planes and bind Witches have 4-sided hit dice and re- example, a 2nd-level NPC witch would
them to certain tasks are not likely to be ceive 1 hit die for each level of experience have about 10,000 gp worth of magical
taught to a witch by her deity’s servants up to and including 11th level. Thereafter, equipment — perhaps a single ring of
(whether they are evil or good), but noth- they each receive one additional hit point mammal control, potions of invisibility and
ing should stop the witch from looking up for each level of experience — 11+1 for diminution, an eversmoking bottle, and a
DRAGON 9
rug of smothering (used as a trap). The that point onward, the apprentice wont There is only one Queen of Witches and
cash reserve for an NPC witch is roughly be able to record any more experience one Princess of Witches for each High
equal to her amount of experience points points gained until her teacher advances Secret Order. A princess who acquires
expressed as gold pieces, though cash to 8th level. enough experience points to become
may actually be in the form of mundane queen when there is a reigning queen
items such as glassware, spell components, High Secret Orders must either remain at princess level (gain-
wall hangings, furniture, and so forth. Each major deity worshiped by witches ing no additional powers or abilities) or
Each NPC witchs lair should be tailored by maintains a formal organization of the plot against the current queen in an at-
the DM to fit the campaign circumstances most powerful witches in a certain area. tempt to overthrow her.
as seen fit. These guidelines do not apply This organization is usually known as a
to PC witches (if they are permitted). High Secret Order. High Secret Orders Witches special abilities
may have members scattered over an A witch is taught certain special abilities
Followers, hirelings, and entire world or across a small country, as by her deity and her deitys otherworldly
apprentices the situation permits; orders that have servants as she progresses in level. These
Because of their close working relation- been decimated by magical wars or which abilities, noted on the Witches Table at
ship with their deities, witches regard are just starting out may be highly local- their appropriate levels, are explained
themselves as superior to all other classes ized. High Secret Orders serving different below. Note that spell-like powers are in
of characters. Witches tolerate no masters deities and causes have been known to addition to spells already known by the
save their deities or higher-level witches, attack one another in dreadful battles witch.
and they insist upon governing all under- involving attacks by extraplanar creatures
lings with absolute authority, regardless of and the use of awful spells, though Brew poisons and narcotics (3rd
alignment. Witches who have become surprisingly such orders are rarely level): An evil witch can brew one dose of
consorts of their deities are especially warlike. Even members of diametrically either a poison or a narcotic each day,
dangerous and intolerant of all rivals. opposed orders prefer to oppose each providing she has the necessary ingredi-
Anyone who attempts to control or give other in more subtle manners, weaving ents. The mixtures cannot be used to coat
orders to a witch invites disaster. complex plots and spreading their influ- weapons and must be ingested by the
When a witch reaches 9th level, she can ence against one another in generations- intended victims. A witch learns how to
attract 5-50 zero-level followers of the long dances of rivalry and power. Kings, brew Type A ingestive poison at 3rd level
appropriate alignment if she establishes a high priests, archmages, arid dragons may (see pages 20-21 of the DMG). She learns
place of worship. Since witches usually be drawn into these conflicts, serving as how to brew an additional type of inges-
worship forbidden gods, such a place of pawns in a greater game. tive poison for every two levels she pro-
worship must be kept secret, and it must Upon attaining 10th level, a witch must gresses beyond third level. Thus, at 11th
also be cleared of wandering monsters. decide whether to apply for membership level, a witch can brew Type E poison.
The followers try to remain hidden from in a High Secret Order. This application Saving throws are applicable.
the outside world except under extreme may be made only by witches with at least A narcotic has the effect of a sleep spell
circumstances. A witch may also obtain 16 intelligence and 16 wisdom. The witch on a victim with 8 hp or less if the saving
the services of hirelings in the normal must also possess at least one of the fol- throw is failed. A victim with 9-16 hp is
manner and is allowed to consult with lowing objects: any magical crystal ball, reduced to half dexterity and half normal
sages if she desires. any magical (non-cursed) broom, a mirror movement for 12 turns; a victim with 17-
A witch may have as many as three of mental prowess, a mirror of life trap- 24 hp loses one-third dexterity and one-
apprentices in training at one time. All ping, or one of these objects, depending on third movement rate for the same 12-turn
apprentices are, of course, witches them- alignment: libram of silver magic if good, duration; a victim with 25 + hp loses one-
selves and cannot be of a level higher than libram of gainful conjuration if neutral, or sixth dexterity and movement for the
one-fourth of the witchs experience level. libram of ineffable damnation if evil. Un- duration of the narcotics effect. A success-
Thus, a 4th-level witch can have 1-3 1st- less accepted into the High Secret Order, a ful saving throw halves the effect and
level apprentices and cannot have a 2nd- witch may not progress beyond 16th level. duration of a narcotic. Only humans,
level apprentice until reaching 8th level A witch who joins a High Secret Order demi-humans, and humanoids are af-
herself (fractions are rounded down). may progress to the 22nd level of experi- fected.
Apprentices can acquire experience ence.
points through normal means, and can Witches who join a High Secret Order Brew truth drug (4th): A witch may
also receive the benefit of up to one-half of are bound to even greater servitude to brew one dose of truth drug per week. A
the witchs own acquired experience their deities than before and take on addi- victim who ingests a dose of the drug and
points. The awarding of a witchs experi- tional responsibilities to carry out their fails a save vs. poison falls into a stupor
ence points to her apprentice(s) can only deities wills. Witches who choose not to and is forced to answer 1-4 questions
take place when the points gained would join such an order at 10th level cannot truthfully. The truth drug can only affect
not raise the apprentice(s) to a level more later decide to join, but they gain more an individual of an equal or lower experi-
than one-fourth the level of the witch personal freedom and have a less compli- ence level (or equal or fewer hit dice) than
herself. cated relationship with their deities. Such the witch who brewed the potion. The
For example: A 7th-level witch with independent witches are not well re- stupor (which reduces movement and
60,000 experience points has a 1st-level garded by other witches, even those of strength by half) lasts 2-12 turns. A dose of
apprentice with 2,300 experience points, their own alignment and religion, and truth drug is potent for only one day after
and the witch performs an action that High Secret Orders rarely go out of their being made. Only humans, demi-humans,
awards her 500 experience points. The way to assist these ungrateful renegades. and humanoids are affected.
apprentice would be entitled to half, or High Secret Order witches, in addition to
250, of those points (if the witch desired to the spells acquired normally, receive one Brew love potion (5th): The witch
award the points to the apprentice), except additional High Secret Order spell for each can brew one special form of philter of
that such an addition would raise the level they have gained while in the High love per week. The potion has all the
apprentice to second level, and the witch Secret Order. For example, a 10th-level effects of the usual potion, save that the
cannot have a 2nd-level apprentice until witch receives one High Secret Order victim is affected only by the witch, the
she reaches 8th level. Thus, the apprentice spell; at 15th level, she receives six High victim gains a -4 to save against being
can be awarded a maximum of 200 points Secret Order spells; finally, at 22nd level, charmed by the witch, and the charming
because she must remain at 1st level; from she receives 13 High Secret Order spells. effects last for 8+2-8 turns. This potion
10 OCTOBER 1986
has a chance of affecting a victim of the (where appropriate) in order to work, and turn of burning, with all such questions
same level (or with equivalent hit dice) as the victim must not be farther than 10 being answered truthfully.
the witch who brewed the potion. Thus, a away throughout the entire burning time. Yellow candle (13th level): One turn of
9th-level witch could brew a potion to Saving throws may be attempted, where telepathy (the witch is able to read a vic-
affect a fighter of 9th level or lower, but applicable, for the effects of all candles tims mind and communicate with him) is
not a 10th-level fighter. Enamoring effects except red candles. Any candle that does gained for each turn of burning. All lan-
last until dispelled. Victims who save vs. not burn continuously for at least one guages are understood for the duration of
spells are not affected. Only humans, turn has no effect. A candle that is extin- the effect, and falsehoods and evasions are
demi-humans, and humanoids are af- guished midway through a turn is treated known as such.
fected. as though it had not burned at all during Gold candle (15th level): This cures 1-6
that turn, but that turn is counted against hp damage on any being able to be af-
Manufacture potions and scrolls the maximum amount of time a certain fected by a cure light wounds spell, on the
(6th): At this level, a witch may make any candle may be burned. Thus, if a candle being nearest the candle when the latter is
potions listed in the Players Handbook or with a maximum life of five turns is extin- extinguished, for each turn of burning. If
in Unearthed Arcana, without the help of guished midway through its third turn of the witch puts out the candle, she herself
an alchemist. An alchemist can cut com- burning, its effects are as though it had is cured.
pounding and infusing times by 50%. In only burned for two turns (not two and a Black candle (18th level): One curse can
addition, scrolls may be penned by the fraction), but if it is re-ignited later, it has be placed on a victim for each turn of
witch for later use, as per the rules in the only two, turns of burning left before it burning, up to a maximum of six turns of
DMG (pages 116-118). goes out automatically. burning and six curses. The curses are
Red candle: The victim is affected as if weakness (strength reduced to 3), feeble-
Candle magic (7th): A witch may by a philter of love, with a duration of one mindedness (intelligence reduced to 3),
manufacture one candle per month, a day (24 hours) for each turn of burning. clumsiness (dexterity reduced to 3), fool-
process that requires no interruptions (or No saving throw is allowed, and the po- ishness (wisdom reduced to 3), ugliness
else the candle is ruined). For each three tions effects cannot be dispelled except by (charisma reduced to 3), and exhaustion
days spent in making a candle, the candle a limited wish, alter reality, or wish spell. (constitution reduced to 3). Saving throws
burns for one turn, up to a maximum of 9 Blue candle (9th level): One turn of pro- vs. spells can be attempted for each curse
turns (for a candle which took 27 days to tection from evil/good; 10 radius (as per and, if successful, negate that particular
make). The magic of a candle takes effect the magic-user spell) is gained for each curse only. Casting wish or remove curse
when the candle is either snuffed out or turn of burning. This power has double (the latter by a cleric of at least 9th level)
burned down to nothing at the end of its effects against good beings if used by an removes one curse for each casting of that
duration, At 7th level, a witch may make evil witch, or against evil beings if used by spell. Each curse lasts indefinitely until
red candles; the ability to make other a good witch. dispelled.
colors of candles is gained as the witch Purple candle (11th level): This acts as a
rises in level. A candle must be burned in truth drug, as noted above, allowing two Use all-magical scrolls (9th): Druid,
the presence of the intended victim questions to be asked of a victim for each magic-user, and illusionist scrolls can be
4-sided
dice for
Experience Experience accum. Special ability
points level hit points Spells usable by level Level title gained
1 2 3 4 5 6 7 8 HSO
0-2,500 1 1 1 - - — - - - - - Medium None
2,501-5,000 2 2 2 - - - - - - - - Soothsayer None
5,001-10,000 3 3 2 1 - - - - - - - Spiritualist Brew poisons and narcotics
10,001-20,000 4 4 3 2 - - - - - - - Sybil Brew truth drug
20,001-35,000 5 5 4 2 1 - - - - - - - Siren Brew love potion
35,001-50,000 6 6 4 3 2 - - - - - - Conjuress Manufacture potions and
scrolls
50,001-75,000 7 7 5 3 2 1 - - - - - Mystic Candle magic
75,001-100,000 8 8 5 4 3 2 - - - - - Seeress None
100,001-200,000 9 9 5 5 3 2 1 - - - - Enchantress Use all magical scrolls
200,001-350,000 10 10 5 5 4 3 1 - - - l Sorceress Acquire familiar
350,001-600,000 11 11 6 5 4 3 2 - - - l Witch None
600,001-900,000 12 11+1 6 6 5 3 2 1 - - 1 Topaz Witch Manufacture magical items
(300,000 xp 13 11+2 6 6 6 4 3 1 - - 2 Sapphire Witch Brew flying ointment
per level for 14 11+3 6 6 6 5 3 2 1 - 2 Ruby Witch None
each additional 15 11+4 6 6 6 6 4 3 1 - 2 Emerald Witch Manufacture control doll
beyond 12th) 16 11+5 6 6 6 6 5 3 2 1 3 Diamond Witch Manufacture permanent
magical items
17 11+6 6 6 6 6 5 4 3 2 3 Witch Mother Fascination
18 11+7 6 6 6 6 6 4 3 3 3 Priestess None
19 11+8 6 6 6 6 6 5 4 4 4 High Priestess None
20 11+9 7 6 6 6 6 6 6 5 4 Eternal Priestess Longevity
21 11+10 7 7 7 7 6 6 6 6 4 Princess of Witches Limited wish
22 11+11 7 7 7 7 7 7 7 7 5 Queen of Witches Shape change
12 OCTOBER 1986
read and used with a 10% chance of spell
failure. Cleric scrolls can be read by a
witch, but only those spells usable by both
clerics and witches may be employed (with
a 20% chance of failure).
The first-level spells listed here do not include read magic and write, which are automatically gained by all witches.
22 OCTOBER 1986
possibility. In evil-enchanted graveyards, included in that phase period. The use of Practical use of these tables can easily
the degree of evil is known and accepted the moons phases is logically justified by enhance any gaming campaign which
as fact. The evil nature of these places the fact that under a full moon certain includes outdoor adventures, since these
provides an excellent shelter for their evil light-fearing creatures (such as vampires, tables specialize in areas not thoroughly
inhabitants. The nature of the graveyards wights, and ghosts) would refrain from covered in the DMG. Be prepared; dont let
surroundings tends to be evil; therefore, venturing under it, while some creatures your players catch you six feet under!
summoning evil creatures would be much (men, lycanthropes, demihumans)
easier from this base point. wouldnt travel without such a light source
Both sets of tables are divided into three available. The differences between each
EVIL-ENCHANTED GRAVEYARD
subtables: dusk, midnight, and dawn. moon phase represent the lights effect on
Midnight
These tables are used to reflect the hour the creatures percentage of appearance.
of day, and more importantly, the amount To use the tables in this article, distin-
Phase of moon
of sunlight present at the particular hour. guish what type of graveyard is applicable,
Creature New Half Full
The greatest factor involving light at find the table whose time is the closest to
Adherer 01-02 01-02 01-02
night is the moon. The amount of light the actual game time, and cross-index the -
Annis 03 03
present during a full moon differs so roll with the closest moon phase as ex-
Apparition 04-05 04-05 03
greatly from that of a new or half moon plained previously.
Bat1 06-09 06-10 04-08
that included on each chart are the three -
Boggart 10-11 11
representative phases of the moon: half,
Choke creeper * 12-13 12-13 09-10
full, and new. The cycle used here is based
EVIL-ENCHANTED GRAVEYARD Coffer corpse 14-15 14-15 11-12
on a 28-day rotation; consider three nights
Dusk Daemon2 16 16 13
before and after the phase night to be
Death knight 17 17 14
Phase of moon Demihuman3 18 18-20 15-19
Creature New Half Full Demodand4 19 21 20
TYPICAL GRAVEYARD Adherer 01-02 01-02 01-02 Demon5 20 22 21
Subtables Apparition 03 - - Devil6 21 23 22
Bat¹ 04-09 03-08 03-08 Galltrit 22-23 24-25 23-24
Note: Creature subtables are not depen- Boggart 10 09 - Gargoyle 24-27 26-29 25-27
dent upon moon phase. Choke creeper* 11-12 10-11 09-10 Ghast 28-32 30-33 28-31
Coffer corpse 13 12 - Ghost 33-35 34 -
1 - Bat subtable Daemon2 14 13 - Ghoul 36-42 35-40 32-37
Dice Creature encountered Death knight 15 14 - Groaning spirit 43 - -
01-13 Doombat Demihuman³ 16-28 15-29 11-27 Hangman tree * 44-45 41-43 38-40
14-48 Giant bat Demodand4 29 30 - Haunt 46 44 41
49-60 Mobat Demon 5 30 31 - Hellcat 47 45 42
61-00 Ordinary bat Devil6 31 32 - Huecuva 48-49 46-47 43-44
Galltrit 32 33 28 Leucrotta 50-51 48-49 45-46
2 - Demihuman subtable Gargoyle 33-35 34-36 29-30 Lich 52 - -
Dice Creature encountered Ghast 36-39 37-40 31-33 Lycanthrope7 53 50-52 47-57
01-40 Dwarf Ghoul 40-45 41-46 34-37 Night hag 54 53 58
41-70 Elf Hangman tree* 46-47 47-48 38-41 Nightmare* * 55 54 59
71-85 Gnome Haunt 48 49 42 Men6 56 55-59 60-66
86-00 Halfling Hellcat 49 50 43 Moon dog 57-59 60-61 67-68
Huecuva 50-51 51 44 Mummy 60-62 62-64 69-71
3 - Lycanthrope subtable Leucrotta 52-53 52-53 45-46 Penanggalan 63-64 65-66 72-73
Dice Creature encountered Lycanthrope7 - 54-57 47-56 Phantom 65 67 74
01-05 Foxwoman Lycanthrope, Poltergeist 66 68 75
06-26 Werebear human form* * 54-56 58 - Rat 67-70 69-72 76-79
27-35 Wereboar Men8 57-74 59-76 57-79 Revenant 71 73 80
36-50 Wererat Moon dog 75 77 - Rot grub* 72 74 81
51-60 Weretiger Mummy 76-77 78-79 80-81 Shade 73 75-77 82-83
61-00 Werewolf Penanggalan 78 - - Shadow 74-75 78 84
Phantom 79 80 82 Shadow demon 76-77 79 85
4 Men subtable Poltergeist 80 81 83 Son of Kyuss 78 80 86
Dice Creature encountered Rat 81-83 82-84 84-86 Spectre 79-80 81 -
01-15 Caretakers Revenant 84 85 87 Spider9 81-84 82-85 87-90
16-30 Clerics Rot grub* 85 86 88 Vampire 85-86 86-87 91-92
33-35 Drunks Shade 86-88 87-90 89-91 Vargouille 87 88 -
36-50 Grave robbers Shadow demon 89 - - Wight 88-90 89-90 93-94
51-60 Guards Son of Kyuss 90 91 92 Will-o-wisp 91 92 -
61-65 Magic-users Spider9 91-93 92-94 93-95 Wraith 92-95 93-95 95
66-75 Mourners Vampire 94 95 - Zombie 96-98 96-98 96-98
76-85 Pilgrims Wight 95 - - Zombie, juju 99 99 99
86-00 Pranksters Zombie 96-98 96-98 96-98 Zombie, monster 00 00 00
Zombie, juju 99 99 99
5 - Spider subtable Zombie, monster 00 00 00 * These creatures will have little or
Dice Creature encountered no movement.
01-25 Giant spider * - These creatures will have little or ** This creature will have a rider (a
26-55 Huge spider no movement. powerful demon, devil, or night hag) 85%
56-90 Large spider ** - Refer to lycanthrope subtable for of the time.
91-00 Phase spider type of lycanthrope in human form. (Numbers refer to subtables)
DRAGON 23
EVIL-ENCHANTED GRAVEYARD Gargoyle 31-33 30-32 27-29 Rat 75-77 79-81 82-84
Dawn Ghast 34-36 33-35 30-31 Revenant 78 82 85
Ghost 37 - - Rot grub* 79 83 86
Phase of moon Ghoul 38-42 36-40 32-35 Shade 80-82 84-86 87-88
Creature New Half Full Hangman tree* 43-45 41-44 36-41 Shadow 83-84 87-88 89-90
Adherer 01-02 01-02 01-02 Haunt 46 45 42 Shadow demon 85 - -
Apparition 03 - - Hellcat 47 46 43 Son of Kyuss 86 89 91
Bat¹ 04-08 03-06 03-06 Huecuva 48-49 47-48 44-45 Spectre 87 - -
Boggart 09 07 - Leucrotta 50-51 49-50 46-47 Spider9 88-90 90-92 92-94
Choke creeper * 10-11 08-09 07-08 Lycanthrope7 52-53 51-53 48-52 Wight 91-92 93-94 95
Coffer corpse 12 10 09 Lycanthrope, Wraith 93-95 95 -
Daemonz 13 11 - human form * * 54 54-57 53-59 Zombie 96-98 96-98 96-98
Death knight 14 12 - Men8 55-68 58-73 60-77 Zombie, juju 99 99 99
Demihuman³ 15-26 13-25 10-25 Moon dog 69 74 - Zombie, monster 00 00 00
Demodand4 27 26 - Mummy 70-71 75-76 78-79
Demon5 28 27 - Penanggalan 72 - - * These creatures will have little or
Devil6 29 28 - Phantom 73 77 80 no movement.
Galltrit 30 29 26 Poltergeist 74 78 81 ** Refer to lycanthrope subtable for
type of lycanthrope in human form.
24 OCTOBER 1986
by Chris Booth
Ability scores
Elven cavaliers require minimum ability
scores of 10 intelligence, 10 wisdom, 15
strength, 15 constitution, and 16 dexterity.
A 16 dexterity is required (in contrast to
the human minimum of 15) due to the
classs greater reliance on missile weapons
and because a dexterity score of 16 is the
elven equivalent of the humans 15 due to
the + 1 racial ability modifier. Failure to
meet these standards at any time during
the characters career reduces the individ-
uals status to that of a respected fighter.
Experience
The elf cavaliers, unlike their human
counterparts, always begin at one of the 0
class levels; -1500 or -500 experience
points, dependent on their initial social
status. Upper class individuals start at -
500 XP and all others that gain sponsor-
ship start at -1500 XP The elven cavalier
starts at below first level because of an
elfs need to be impressed by the actions of
any individual to gain their respect; very
little such respect is conferred by general
background or the deeds performed by
forebearers. The cavalier elf is employed
in elven society primarily to lead, and
without the deference derived from the
respect of his fellows this role would be
impossible. This period at the start of a
characters life is the most important for
those trying to gain the class of cavalier.
During this time his abilities, toughness
and spiritual mettle are rigorously tested.
Failure at any segment of this trial disal-
lows the character from further training
as a cavalier. Normally failure at this initia-
tion means that the character is given a
free choice of other classes to enter and
he retains those hit points gained from
their play at zero level.
26 OCTOBER 1986
Weaponry monly with this weapon that the individ- ity. The relatively common occurrence of
At the start (zero level) the elf cavalier is ual chooses to express his or her fighting specially enchanted javelins, compared to
taught to use the short bow and gains potential. The long sword defines every- other missile weapons, plays a part also in
bonuses to hit and damage for this as the thing about the classs attitudes; simplicity, this choice of weapon and it is pressed to
first weapon of choice, as detailed below. flexibility, quickness and formidability. The good service, at higher levels, in aerial
The bow is selected to start because the character normally possesses one long combat.
individual is expected to support the sword at all times and is bereft of this As weapons of choice the cavalier gains
greater cavaliers with missile fire until he weapon onIy in the rarest and strangest of the following bonuses to hit at each level
is experienced in handling combat situa- circumstances. of advancement:
tions and thereby derives some of the The dagger or knife is ranked third in
respect necessary for his promotion as a the list of preference because one of these First level + 1 to hit when using a
cavalier. On attaining the first level of is normally selected as a secondary short bow
experience, the cavalier is awarded his weapon for two-handed fighting. Cavaliers Second level + 1 to hit with the long
long sword, and it is this weapon which who can effectively wield a weapon in sword
marks him as a trained warrior. either hand are highly respected, not only Fourth level + 1 to hit with knife or
It is the long sword which is the prime because of the high manual dexterity dagger or any of the
weapon of choice, and the elf gains bo- required, but also because of the attitude other preferred weapons
nuses to hit and damage for it in place of that opponents needing to be killed should Sixth level + 1 to hit with any other
those gained for the lance. Because elves be dispatched quickly. The knife is in- preferred weapon
typically reside in woodlands, lances and cluded as a preferred weapon because it +2 to hit with short bow
horses are not normally employed at the can easily be concealed and is relatively and long sword
start, but can be mastered in the later easy to obtain or manufacture as a contin- Eighth level +2 to hit with dagger or
levels. As is the case for humans, some gency. Elves are generally very secretive, knife or any other pre-
weapons are preferred over others but and any creature which lives most of its erred weapon selected
they differ in type to those listed in the life in the wilderness would find great at fourth level
original class description. These weapons difficulty in surviving hundreds of years Tenth level +2 to hit with the other
in order of preference are: without at least a few contingencies. preferred weapon se-
Short bow (first weapon of choice) The short sword is listed in the fourth lected at sixth level
Long sword (prime weapon of choice) rank because of its association with un- Twelfth level +3 to hit with short bow
Dagger or knife trained, weak and/or undisciplined fight- and long sword
Short sword ers, and is usually selected as a second
Spear or ranseur choice, or alternative main combat From a comparison between elven and
Javelin weapon, after the long sword. human to hit bonuses, it can be seen that
As a note of explanation, the bow is Spears and ranseurs are selected with the elf increases in ability to hit at a
listed as the first weapon of preference equal preference because of the type of slightly quicker rate than its human peer.
because it is the first weapon played. At role the cavalier character envisions for This is caused by the elfs attitude as an
increasing levels the weapon is less com- himself. If the character feels that a far- artist. Humans tend to view combat as a
monly used, being primarily reserved for wandering life would be desirable and science, in which each action is performed
attack preparation, whereby extremely best suited to his personality, then the within a close tolerance of error, whereas
tough or numerous opponents might be spear would normally be selected, not the elf views the contest as an artform in
softened up, as an opening gambit. Com- only because of its general high utility and which each action is reasoned and as near
monly, the middle-level elven cavalier flexibility, but also because it can double as to perfect as possible.
employs his bow only to instruct the char- a light lance (at no penalty) when the As in the case for humans, elven cava-
acters of lesser level and as a tracer shot character is mounted. If, however, the liers fight as if four levels higher with
(the arrow is tied with a brightly colored character tends to insularity and close weapons of choice in regard to the num-
ribbon or a piece of burning cloth) to support of the elf band and its allies, a ber of attacks mounted per melee round.
guide the arrows of his lesser-ranked short ranseur would normally be selected. At 3rd level, for example, the character is
fellows. This weapon still offers the possibility of allowed three attacks per two rounds with
It is possible for an elven cavalier to fire greater damage versus large creatures (if the long sword, at 9th level two attacks
a bow when mounted, but the following grounded) and allows the individual the per round may be made, and starting at
restrictions are applied in almost all cases: option of disarming and offering surren- 16th level three attacks per round are
1. Normal rate of fire is halved (i.e. 2 der to an opponent instead of the usual possible. In a similar manner the cavalier
arrows/round becomes 1/round, 3 arrows/ kill or be killed combat scenario. This gains + 1 damage with the long sword and
round becomes 3 arrows/2 rounds, etc.). tactic is acceptable to elven cavaliers be- short bow for every three levels above
2. Maximum movement rate is reduced cause they respect their opponent (and its first that the character has attained; for
by 25% for the duration. right to life), they realize their opponents example, + 1 damage at 4th level, + 2
3. Maneuverability is reduced by 25% or weakness of judgement (in some cases) in damage at 7th, + 3 damage at 10th, and so
by one class for aerial mounts. wanting to combat to the death against the forth.
The bow is not judged a dishonorable character cavalier, and because of the
weapon; in fact, most have the attitude cavaliers predilection toward strategy. All
that it is the best way to fight, because it is plans rely on information, and usually a Weapons restrictions
possible to discourage an opponent from greater amount of information is to be There are no hard and fast rules regard-
attacking with archery (thereby preserv- gained from a vying of tongues rather ing which weapons the elven cavalier may
ing life), whereas when closing to hand-to- than swords. not employ. There are, however, a number
hand combat, death is usually the only The javelin is included here as preferred of weapons whose use are excluded
outcome either the opponents or the because it can be used without penalty by through social mores. These are:
characters. the cavalier when they are mounted, All forms of crossbow
The long sword is the weapon of choice allowing the character full rate of fire, Hammer
for the elven cavalier, and it is most com- movement allowance, and maneuverabil- Spiked buckler
DRAGON 27
Garrote These denote some great feat of successful Common class abilities
Morning star strategy or planning that has been ac- The unaltered abilities common to the
Club knowledged by a respected noble or high- translated cavalier class are:
Pick level cavalier. Parrying: includes elven bonus to hit
Whip Dress/armor design: Specific styles of with long/shortsword.
Most polearms armor and surcoats, indeed specific ar- Ability score increase: strength, dexter-
morers are exclusively used by orders, ity & constitution.
Rank bands, families and sects and these distinc- Training: after attaining fifth level it is
Due to their generally non-elitist view- tive styles usually indicate allegiance to unnecessary to specifically train for each
point, elves do not assign titles to each and those particular groupings. succeeding level increase.
every level of ability. This situation is in no Bejewelment: At the simplest level, gives Fear immunity: including protection
way extraordinary, however; most individ- some indication of the characters level from fear 1 radius if aligned to good.
uals are ranked as merely greater or lesser and/or current wealth. 90% resistance to mental attacks: +2 vs
fusing the name level as a datum), with General adornment: The characters illusion.
perhaps some mention given to the deeds, ornamentation lends most to identifying Conscious on negative hit points: gained
accomplishments or place of origin of the that particular individual and usually the at first level.
character concerned. cavalier carries several such distinguishing Rest-healing hit point bonus: for charac-
adornments. Additional embellishments ters possessing a good alignment; 1d4 hp/
Riding ability can be used to allow his or her peers to week.
Starting at 3rd level, the elven cavalier classify fat the least) standing, service,
gains the ability to keep and employ vari- outlook, and origins. The highly adorned
ous types of mounts. These skills are ac- cavaliers, it should be noted, lose their Class attitudes
quired in the following order. ability of full invisibility in vegetation for Cavaliers, as described in Unearthed
the duration of this display. To overcome Arcana, are required to be honorable,
Level Skill gained this problem, they sometimes employ brave, outstanding in personal deeds, and
3rd Ride and handle horses enveloping cloaks or magic to mask their committed to serve some deity, noble,
4th Ride and handle unicorns glamor, Alternatively, they may simply order or special cause. The following
(females only) decide to forego disguise, to divert their describes how these class functions are
5th Speed bonus (as per UA opponents attention or for any other revised when applied to the cavalier of
5th-level cavalier) reason which the individual views as bene- elven extraction.
7th Ride and handle giant ficial to the cause. Honor: Elves can be honorable, for in-
eagles (specially bred The arrow: The arrow is the signature stance possessing a high reputation, glory
mounts) of most elven cavaliers, and consequently and good respect in the eyes of other
8th Ride and handle pegasi most are finely worked and characteristi- members of the characters race. Elves
10th Ride and handle griffons cally styled to ease identification. In addi- deviate from humans where honor is
and/or hippogriffs tion to the characters normal arrows, he concerned because they will honor and
12th Ride and handle dragons might possess a number of other flights respect all individuals, not just those of
that have been gained through merit. The powerful or noble mien.
type of arrow awarded a cavalier range Bravery: This is also a common trait, but
Armor and identification from normal magically enchanted shafts, in this case it is more reasoned. Even acts
The elven cavalier is marked by his which are usually given in return for that appear brave usually have an under-
armor which is not the plate, plate mail service, to the highly prized crystal flights, lying tactical and strategic advantage
or other heavy armor usually worn by this known as hellic arrows, which are apparent to the individual involved. No
class. Elves, in most situations, prefer awarded for specific acts of heroism or foolhardy heroics are expected of the
armor of a lighter and more flexible sort, achievement, A hellic arrow is usually elven cavalier; in fact, application of good
for instance leather, studded, ring, scale or composed of a highly decorated or finely fighting sense and prudence (allied to
chain mail, preferably of elven manufac- crafted shaft, tipped with a specially positive action) are the class requisites in
ture and (of even greater preference) in worked gemstone head and flighted with all combative situations. These requisites
some way enchanted or enhanced. The the same shade of feather as the head. do not impair the characters requirement
lowly cavaliers, therefore, wear no partic- These special arrows are normally en- to be outstanding in personal deeds, in-
ular armor to mark their station but the chanted at varying strengths and the deed when it comes to a fight he or she
majority of those of higher rank sport number of different types of arrow pro- should be the paragon of all those en-
elven mail (enchanted as per UA page 104, duced is restricted only by the limit of the gaged. For example, the cavalier should
if at all possible) and elaborately worked, elves craft. Examples of the different ideally be the first to engage, the most
bejeweled, or englamored. These specially types of hellic arrows found, and the effective individual in the combat, and the
designed suits are both the mark of an cause of their award, are as follows: last to disengage, wherever this is practi-
elven cavaliers status and the means of his Ruby Head: Victoriously lead a band of cable.
identification. Some shield design is not elves against warring enemies (+ 2 Heart- Service: The elven cavalier differs most
uncommon, but most of the information seeker). greatly from the human where service is
normally found on an escutcheon can be Opal Head: Good achievement, normally concerned, due to his rejection of service
read from subtle variations of color, deemed impossible f + 3 Whiteleaf). for services sake and blind obedience to
form or embellishment. Indeed, in some Sapphire Head: Peace pact with a power- rule. Elves will certainly serve the require-
cases, the initiated eye can glean a greater ful race or tribe (Arrow of Slaying). ments of their band and its leaders, but
volume of information from the elven Moonstone Head: Extended or excep- will serve no cause to the complete neglect
cavaliers appearance alone than from that tional service to a deity f + 3 Whisperer). of these duties. Rather, they try to divide
contained within the close parameters of These powerful prizes are almost never their loyalty and most times succeed in
the simple shield face borne by his human willingly used by their owners for fear of serving all of their interests. The type of
counterpart. their destruction or loss. A notable excep- service a cavalier elf will bear, in addition
Examples of the signs and marks found tion to this rule is the sapphire pact- to that rendered to his clan, is to a loose
in a typical elven cavaliers armor and makers shaft, which the cavalier is honor cause: for instance, to serve the cause of
dress are: bound to use on the leader of the other the general defense of the elven nation.
Wings painted or worked on the heels: race or tribe if the pact is broken. Service to deities is acceptable, and the
28 OCTOBER 1986
clerics of such deities are respected for Defense is the greatest test obliged to respect all creatures, but this
their wisdom and example. A clerics ad- Contest is glory respect may take a number of forms. This
vice is usually followed unless it is consid- Make enemies and allies solely of those respect ranges from granting honor to
ered unreasonable by the individual most worthy respecting the subject only as another
concerned. Misdeeds are measured in lives living creature. Each individual is viewed
There are no orders or organizations of Defeat to all who contest in a biased manner, but this is a positive
the classical (human) type in the elven Dissolution before dishonor bias due to the elfs ability to empathize
culture, but there are good reasons why with most types of creatures. Simply put,
the surface elves (like their subterranean To elaborate on these precepts of chiv- the cavalier sees both the good and ill
relatives, the drow) should form them- alry: qualities in a creature but will in most
selves into societies and loose organiza- Defense of any charge until death: This cases ignore the bad and respect it for the
tions for individuals of like interests. The rule applies only for as long as the charge good, not forgetting also their right to life
elven cavalier is principally allied to such still lives. If, for instance, the charge is as an individual.
organizations and responds to their spe- killed, in spite of its defense by the cava- Respect from others when deserved:
cific interests, so long as this does not lier, this is the point at which the service Contrary to the above, the cavalier elf
compromise his requirement to maintain would end. No grand gestures, impossible should feel that regardless of his strengths
the general weal. heroics, or blind vengeance is called for by or abilities, respect should only be recipro-
All cavaliers must attempt to conform to the elf, but the error would be noted and cated for good or worthy acts not for
some form of chivalry, and again these action taken to stop a recurrence of such a that which the character is only capable
ideals alter in the elven application. situation in the future. of.
Courage and enterprise in the cause of Disdain for those who serve woe: If
The Elven Chivalric Code worthy goal: Courage and enterprise is there is one type for which the good cava-
Noble service cheerfully rendered ideally displayed in the service of any goal lier elf feels the minimum of respect, it is
Defense of any charge unto death that the character feels is beneficial either for those who are the creatures of woe.
Courage and enterprise in the cause of to his band or to any other grouping that Evil, in all of its forms, is not empathized
worthy goal the cavalier may be allied to. If, however, by the character and contact or coopera-
Respect for all the elf has not been convinced of the tion with such is avoided where possible.
Respect from others when deserved benefit of the goal, or believes that it is This tenet does not restrict the individual
Disdain for those who serve woe only marginally wealful, or even thinks cavalier from discoursing with evil crea-
Military prowess exercised to good cause that some other goal is of greater worth, tures, but wherever such contact occurs
Courtesy to all then no honor is lost if the individual the cavalier should have some benefit to
Archery is the finest point of honor doesnt employ courage or enterprise in good provisioned as the result. Although
Single combat is the flowering of order to achieve it. most evil entities are disdained, there are a
chivalry Respect for all: The cavalier character is select few that elven cavaliers are particu-
larly biased against. These creatures, in
order of greatest to least disapproval, are:
the drow and evil elf cavaliers (equally),
evil human cavaliers and their ilk, those
who set themselves against elves (and their
habitat), and all other creatures who
knowingly serve woe.
Military prowess exercised to good
cause: The cavalier elf could easily be
described as a martial juggernaut; a formi-
dable opponent, highly gifted with skills
and reserves. It is important, therefore,
that these skills are not squandered or
flaunted for the sake of existence alone.
This way leads to selfish and individualis-
tic tendencies, and thence to evil. The
cavalier is taught that a skill unknown is
one of double worth, and hence does not
make open and extensive play of his arts.
Rather, he tends to concentrate such activ-
ity in those situations where it is expedient
to fight and where this will serve ultimate
good.
Archery is the finest point of honor:
Elves, perhaps because of their different
make-up, view honor differently than
humans do, and inherent in this code of
honor is the use of the bow. No true elf
would describe deities such as Corellon
Larethian or Solonor Thelandira as dishon-
orable because they employ bows. The
aversion among human cavaliers for mis-
sile weapons is institutionalized, but is
based on the reasoning that weapons that
deliver damage without endangering the
wielder are craven and hence dishonor-
able. Indeed, when the human cavalier is
confronted by archers in a typical battle
30 OCTOBER 1986
situation, loses his mount, and is peppered changed in the case of the knight-errant
with armor piercing arrows to boot, it is elves. The cavalier class, it can be seen, is
easy to understand why such attitudes altered to a large degree when applied to
persist. elves or half-elves raised in the elven soci-
A simple elf would explain that the ety. These changes, however, deal mainly
bow is the weapon of the elves; that all with the presentation, equipment, and
who attempt to threaten or attack his tactics employed by such individuals. The
kindred should expect to feel its sting. In class function to protect and promote the
fact, it dishonors their opponent if they characters society still holds true.
select any other than their best weapon As presented, the class is a powerful
with which to combat these enemies. If variant of the original cavalier, but it is
pressed, an elf might even go on to say important to bear in mind certain inherent
that human cavaliers are probably more drawbacks to this class with regards to its
dishonorable in the use of the lance, use by a player character. The foremost
which is almost guaranteed to kill an oppo- consideration for play of the cavalier elf is
nent and at such a range as to almost his or her context and role in the cam-
negate any chance for the opponent to paign. The character class is a product of
return this compliment before expiring. elven society, and it is this culture in
The cavalier elf, however, is more mindful which the character will almost exclu-
of fairness and the fact that archery might sively be encountered. To realistically
be construed as dishonorable by their allow a player-character elven cavalier, the
opponent in certain situations, and hence DM should first establish a working elf-
will not employ the bow except in the centric campaign milieu (as opposed to
following circumstances: the humanocentric setting most commonly
Imbalance: the opponents outnumber or used) and give the character both place
greatly exceed the toughness of the cava- and function in its midst. Admittedly,
liers party, or the opponents are grossly there are some numbers of cavaliers who,
weaker and/or fewer in number. The for a variety of reasons, decide to wan-
cavalier can use the bow in the latter der, but these eccentrics simply tend to
situation in order to discourage or repri- travel the ways between one elven com-
mand the targets and if they are particu- munity and another, and usually take long
larly weak. In such cases, the elven sojourns at both. Taking all of this into
cavalier might not even bother to use account, an elven cavalier should have a
heads on the arrows (see preferred very good and specific reason to undergo
weapon: bow above). any form of adventure.
Similarly armed: Their opponents are
similarly armed with missile weapons (e.g.,
crossbows, slings, javelins or bows).
Lack of fairness: the enemy employs
dishonorable tactics, for instance, poison,
fire or demons or utilizes overwhelmingly
strong magic, for instance, artifacts or
relics.
No other recourse: this category encom-
passes situations where the cavalier can
only hit the opponent using the bow; for
example, if a magical weapon is needed to
hit and the cavalier has only magical ar-
rows, or if an impassable ravine divides
the combatants and the opponent is able
to attack over this divide.
Defense is the greatest test: Defense is
viewed as the greatest test because of the
variety of threats, both open and covert,
posed by the forces which intend ill to the
silvan men. Not only must a great array of
dangers be countered, but also this must
be achieved with little or no loss. This is
partly due to the fact that any elven band
cannot regenerate its numbers, except at
the slowest of rates, and partly because of
the overbearingly strong forces that might
need to be combatted. In such instances,
the cavalier is put in a position of tough
responsibility and is beholden to produce
or implement the strategies to ensure
mutual survival.
32 OCTOBER 1986
money compatible and therefore make camar. The salt blocks were then consid- renting space should usually be solved by
trade between the two countries easier. ered official coins and were distributed everybodys favorite man the money
In my campaign, the wood elves in the throughout the country. changer.
northern forests have come up with a When the rich salt barons got tired of The Dungeon Masters Guide (on page
beautiful solution to the money problem. carrying individual blocks around, they 90) says that towns do not encourage
Small leaves are ceremoniously gathered came up with a great idea: they proposed using foreign currency. The passage sug-
and sent to the holy mint, where the that the government change the formula gests a 5% deduction from funds changed
leaves are dipped into molten silver that of the wax case slightly so that the salt for the service and taxes. This should be a
has been blessed by a priest of the high blocks would adhere to each other. The rock-bottom minimum, the majority of
circle of clerics. The silver clings, and as government experimented with it, and it changers taking at least double that. Most
the metal disintegrates the leaves, it takes worked. Eight blocks, stuck together so people think of moneychangers as greedy
the form of the leaf it has just burned. The that their seals faced outward, became the shylock-types who charge outrageous fees
money is distributed to local parishes of basic unit of money in Horcamar. Rich and steal funds from the unsuspecting but
the church, and is used to buy things for men had purses actually small, goat- that need not always be true. A money
the clerics, therefore entering the coins drawn carts to haul their money changer may have any type of personality)
into the flow of money traffic. For clarity around. Those of the middle or lower but each must make a living at what he
in money changing and purchasing items, classes did without purses because they does by taking a service charge out of the
each silver laure is worth three silver had so little money they could carry the money he changes. This charge would
pieces. individual blocks in their pockets. relate to how easy it is to return the
The halfling city-state called Hjree has a However, the rich began to complain, as money to its respective country, and how
money system based on small rings con- rich people often do, about the bulkiness much money has been changed.
sisting of a gold and silver alloy a syn- of the salt brick. A millionaire had to have Of course, moneychangers will definitely
thesized electrum. The rings are each a whole storehouse in which to keep his refuse to change counterfeit currency.
worth five silver pieces, and are strung on or her bricks. For millionaires, this wasnt Though most money is designed with
leather thongs. Each thong contains one really that much trouble, but they still difficult patterns, intricate carvings and
hundred rings, and in this way they keep compained. Also, to make matters worse, elaborate seals, in order to prevent copy-
track of their money. someone was beginning to counterfeit the, ing currency, funny money seems to
In the dwarven kingdoms on the south- brick, therefore decreasing the value of crop up quite often. Obviously, the more
ern tip of my main continent, pale green the true, government-made bricks. The difficult a piece of coinage is to make, the
jade pieces are shaped into round balls new and improved salt brick was becom- more difficult it is to duplicate. One must
worth two gold pieces each. These coins ing quite a problem. take this into account when designing
are worth much more than they would be So the government started a brand new money systems.
as gemstones, simply because, as in our system of money called brick papers. The If the three basic qualities of money are
own world, they are considered more original idea of the papers was to allow considered, only the bare bones of the
valuable because they are money. the citizens to deposit their bricks in one system need be filled out and the rest will
One money system that is especially of the national storehouses and in return just come naturally. Below is a list of the
imaginative is the one used in the kingdom, get a receipt. The receipt was refundable factors to think about as you create a
of Horcamar. Hundreds of years ago, a at any time and was not intended to be system.
migrating pack of dark-skinned humans used as currency, but after a few months
shipwrecked on the treacherous reefs it was. The government made the mistake What racial preferences are involved?
ringing the island they called Horcamar. of not putting the name of the depositer What materials are available?
They immediately discovered three of the on the slip, therefore allowing anybody to What material(s) are considered valuable
five oases on the wide desert island, and redeem it. by the culture?
settled down. Because it was extremely At first, the government tried to stop the What material(s) are considered sacred
hot on the island, it became necessary to use of the papers as money by not accept- or holy by the culture?
preserve food so it did not go bad. After ing them in government establishments, What will be the value of the currency?
unsuccessful tries at boiling salt out of the but they later realized what a great idea it What will the culture call the money?
sea, it was discovered that a large salt really was. Thus, the first paper money What will the money look like? (dimen-
deposit lay very near the main oasis. Later, was created. sions, color, shape and size)
they found that the deposit was actually a The royal mint began urging citizens to What types of money sytems do neigh-
vein of salt ore, and two others were deposit all salt funds in the storehouses, boring countries use?
found. Salt became the base of trade for and issued a brand new salt note. The What will be the rate of exchange with
the new island kingdom. paper brick note was worth the same as neighboring countries?
As maritime trade increased, money the eight-block salt brick, and even bore a
became an issue. Since there was very picture of the now outdated brick, along Of course these are just guidelines to
little metal on the island, it was decided with the elaborate seal of Horcamar which either get you started or to help you be
that salt would be the medium used. It was stamped onto the note, therefore more creative with your money systems.
was decreed that a special salt block making it legal. Small notes, called blocks, As you can see, in a fantasy world, even
would become the national coin, and that were issued in order to allow smaller the creation of money can demand creativ-
it would be used not only in local trade, sums. Each block bill was half the size of a ity. The local moneychangers should be
but in trade with other countries as well. brick, but worth one-eighth of one. Larger rather important figures in an adventur-
A royal mint was built, and hundreds of notes were issued, and the system gradu- ers dealings with society, and a Dungeon
cartloads of raw salt were brought from ally became as complex as many of the Master can use them to relieve a party of a
the mines. Special care was taken to refine ones we have in the real world today. bit of excess cash, if the need arises. So
the salt until it was snowy white and pure. Not all money systems will or should be next time you need a little flavor for the
It was then sprinkled lightly with mineral as detailed and lengthy as this, but they friendly neighborhood ogres treasure
water and mixed until it was doughy. The should at least show some imaginative hole, mix coins and currency of different
salt mixture was then shaped into blocks thinking on the part of the Dungeon Mas- types and let the party handle the problem
half an inch square and set to dry. After ter. (But then, DMs are naturally creative, from there. They might even have to
the blocks had hardened, they were en- arent they?) Each new city or country that travel to the coins respective home coun-
cased in a thin layer of special wax and a party visits ought to be a new experi- tries in order to spend or change them,
stamped with the seal of the king of Hor- ence. Problems with buying supplies and and that could be an adventure in itself!
34 OCTOBER 1986
remaining trudged on, weary to the soul
of adventure, desiring only the end of the
road and safety.
Arriving at the foot of Al-Kindor, the
westernmost and mightiest of these moun-
tains, I found a possible route for my
group. Pressed by Time himself, we began
to follow this sketchy path that picked its
way through the fallen boulders at the
mountains base.
This way seemed to lead as we hoped:
around the mountain on its southernmost
side. With Al-Kindor at our backs, we
could traverse the range at this narrow
point in as little as two days. We pushed
onward, climbing between the jumbled
rocks in an endless, stumbling dance. Only
the quick passing of this obstacle, this king
of mountains, would put us within reach
of the plains of home before all hope
ended with the coming of winter. Each of
us knew secretly that we would not sur-
vive even one true snowfall.
Curious as ever, I wondered at the im-
proving sureness of the path as it wan-
dered neatly among the rocks. With the
first fluffy pockets of snow collecting
under a new fall, the path remained solid
and clear, yet no tracks were visible in the
old snow to reveal the users of such a fine
mountain course. The snow stiffened its
assault, clutching at sword and arrow as
well as hunched shoulders and hooded
heads.
Above us loomed Al-Kindor, half
shrouded in cloud. His jagged peaks tore
at the clouds, ripping the snow from them.
Already the upper reaches were turning
distinctly white. The sky hung over us, a
dismal grey, like the snow-dusted stone
our boots scuffed over. For a moment, the
sun poked a crimson ray out over the
frozen tundra as it sank at our backs,
setting the falling flakes on fire, turning
white puffs into red drops of blood. I
shivered at this grim omen.
We pushed on, intent on covering more
ground before nightfall, hastily shuffling
past a dark gap in the rocks an aperture
our inner selves warned us to avoid. Little
did we know, it was a door where the
remorhaz, the owner of the path, lay in
terrible wait. Cunningly, the creature
paused at our arrival, waiting for its body
to warm from the stillness of its hunting
vigil; waiting until all but the last of our
party had struggled past before attacking
with a birdlike shriek that chilled my
blood more than the previous hours of
frost had.
I turned to see a huge creature, looking
much like a massive centipede, snapping at
my men with enormous, fanged jaws. Its
by Kurt Martin the east. Our clothing was barely adequate white, icy eyes glared down on us as the
against the increasing chill, and we were small, membranous wings on the sides of
and Ed Greenwood
reduced painfully in both numbers and its head flapped to lift its jaws high for
supplies. Each day the true test of winter another strike. The remorhazs thick neck
An account from the lore-book entitled drew nearer, and even as we first began to arched, and the long, curving black horns
Journeys and Trials of Rekansor; Ex- struggle up the steep escarpments that on its head were silhouetted against the
plorer, Scout, and Leader of Men: announced the Krylen Peaks, the cold of grim sky as it screamed another challenge.
. . . Thus began the hardest segment of their icy reaches stretched down to greet Now I saw clearly the folly of following
the journey back to our civilized lands in us with bitter blasts. The twelve of us yet such an easy path.
36 OCTOBER 1986
The beasts heavily scaled body was a the remorhaz snapped out again, oblivious find and cling to fissures and cracks in
mans height across and gleamed a cold to the knife and sword as they melted, rock, or penetrate softer rocks (such as
blue, stretching away for several long then dripped into the snow. sandstone), ice, frozen mud, and the like.
strides before winding into the gap in the Glancing frantically back to see what Fallen prey and items so impaled by a
rocks. Along its back, a wide streak of Farvus was doing, I was further shocked talon will suffer damage as follows: Crea-
bright red stood out, steaming from the to see his obvious frustration. Already he tures suffer 4-9 (1d6 + 3) hit points of
creatures heat. Dozens of short, chitinous had turned to shield and mace and was damage, and all items (such as armor)
legs supported the low-slung bulk as it advancing toward the creature, which was must save versus crushing blow or be
again snapped forward, its hard talons now faced with only five standing oppo- damaged beyond usability. Magic items
clattering on the stone. nents. I dropped from the rock and drew will of course gain bonuses to any such
Three of my party already lay silent in my sword to strike the remorhaz face to saving throws in accordance with their
the gathering snow, torn by the beasts face. It was terrifying work. In a few short magical plusses; but note that all sorts of
four horrible fangs. As my comrades moments, my vision began to blur from items may suffer penalties on saving
threw back their hoods and heavy cloaks, the effort of slashing at the monster and throws due to the brittleness that extreme
snatching at weapons and shields, I desperately trying to avoid its fatal bite. I cold causes in many materials.
quickly drew my bow and an arrow, and slipped and lunged in the damp snow, my A remorhaz does not gain or lose heat
bounded to a rock at the paths edge. tired legs heavy as logs. I managed to cut through its feet or body armor unless the
Pulling myself onto the frigid stone, I the thing twice, though my sword was body armor has been broken (before an
readied for a shot as Benol, my finest heavy even in both hands. Its wings flap- insulating scab of internal protective fluids
scout, dropped to the snow, her body ping, the beast snapped at me, its breath forms), except through its back protru-
hewn almost in two by a strike from the overpowering, its cries daunting. sions. Given steady food, a remorhaz will
monsters jaws. Even as she fell, and my Helt screamed as a fang tore into her. regenerate a completely lost pair of legs in
first arrow glanced harmlessly off the The remorhaz tossed her aside in a heap. twenty days or so; lesser damage could
beasts armorlike skin, my group started But in the moment it took to do so, Farvus well be healed in half the time. A re-
forming a battle line, their weapons seek- and I attacked with desperate strength, morhaz can slither at half movement rate
ing the creatures weaker points. hitting the exposed neck, my sword biting but not climb bare ice walls if all of
Kelor thrust himself directly in front of deep into the softer underside of the mon- its legs are gone; if more than half of its
the creature, his wide bastard sword sters head. legs are gone, it will move at 9 per
glowing dully in the fading light. The Hacked and hewn, the snapping head round. Liquid mud or deep sand (which
remorhaz screeched as if in answer to his finally dropped into the snow. Only three will not be encountered by a remorhaz in
challenge and drew its head up to twice of us remained to see the creatures final its normal habitat) will slow movement to
the height of a man. Kelor jumped for- moments and we took no great pleasure 6; unfrozen water is avoided by a re-
ward, his sword swung back, ready for a in its demise. As we stood about the re- morhaz in the polar regions as it cools the
massive blow. Then, despite the impact of morhaz for a long, silent minute, the cruel worms body with dangerous rapidity. A
two arrows, the beast shot forward blind- wind tore at our skin. Despair was in our remorhaz can swim at the rate of 9 per
ingly fast, and Kelor disappeared into the hearts; the battle was won, but at too round.
snapping jaws. His sword, clattering nois- great a cost. Puffs of snow stood on the
ily on the rocks, was the only evidence of faces of our fallen friends. Distant were 2. The wings of a remorhaz aid in stabil-
where he had once stood. their homes and ours. Anguished, it struck ity while rearing and lunging (and rarely,
We fought on instead of trying to flee; me as likely that we would travel no great while slipping or falling), and in regulating
doubtless the creature could outrun us, distance beyond that point not with the body heat (see notes below), but cannot lift
tired as we were. Thoughts cluttered my bulk of the company silenced forever the entire body of the worm; a remorhaz
mind as I searched desperately for a shard around us. Slowly we turned from the cannot fly. The remorhaz can only raise its
of hope. I could see Farvus, alone off to scene of battle, and looked again to the head and neck with the aid of these wings.
my left, hard at work with his spell magic. east. . . . The wings must beat continuously in
I whispered a silent prayer for his success order to do this and are highly susceptible
as I returned to my bow-work; my red- to attack. The attacker must hit versus AC
feathered arrows were beginning to accu- Notes -2 to strike them, since they are small,
mulate in the creatures soft underbelly. In 1. A remorhaz has a segmented body, fast-moving, and often out of reach. Area
spite of these wounds, and several rents like other worms, plus a winged neck and fire spells such as fireball will also affect
from swords, the remorhaz seemed pre- head. Each segment (a polar worm will the wings, with each wing taking as many
pared to fight us to the last. have one such segment per hit die it pos- points of damage as the creature has hit
From amidst the rocks into which the sesses) consists of a central core, or body dice before becoming useless. The loss of
long creatures body coiled, I saw the cavity, where the digestive organs are one or both wings will cause the remorhaz
small, florentine form of Kartha emerge, located, surrounded by a network of ter- to attack at - 3 to hit, since it will no
his eyes intent on the monsters swinging rifically strong muscles linked by corded longer be able to rear up and snap at its
head. I watched him, distracted from my nerves, and the whole sheathed by the opponent. The remorhaz will, however,
attack, as he slunk alongside the kicking worms rock-hard external insulation and still be able to move and maneuver, and
legs, staying clear of the red streak on the armor. Each segment is supported by a this state will inadvertently prevent at-
creatures back where the falling snow pair of flexible legs covered in similar tacks to its soft underside.
sizzled and steamed. segmented armor, each leg ending in a Damage done by the remorhazs four
Kartha moved closer, perilously close to foot consisting of a large suction pad (de- fangs and sharp-edged jaws is determined
the thrusting, coiling neck, before pausing void of nerves, so that a remorhaz cannot by the size of the creature, with 13 and 14
to stretch, raising his weapons high in the feel pain through its feet) and two iron- HD specimens having the ability to swal-
air. He plunged them into the steaming hard toe-talons. These talons serve to low man-sized or smaller prey whole on a
protrusions with an angry shout. The propel the remorhaz across the most roll of 20. However, halflings and other
remorhaz heaved forward with a shriek of slippery ice the blue ice at the heart of small demi-humans, and creatures of
pain, throwing the overextended Kartha glaciers where the creatures prefer to lair. similar size may be swallowed in this
off balance. He glanced off the beasts In conditions where a remorhazs feet manner by a remorhaz as small as 11 HD;
back, let out a shrill scream, and fell begin to slip, it will automatically drive its elves and small humans can likewise be
limply to the snow. Curls of smoke rose talons into the surface underfoot. It can- swallowed whole by a 12 HD remorhaz.
from his still form. I paused in shock as not penetrate hard rock, but can readily On any roil of 20, check the size of the
DRAGON 37
remorhaz to see if it is capable of swallow- eyes, despite the mobility of the head as a magical fire at + 5 (disregard magical
ing the creature it has bitten. Even if the target. Man-sized opponents of a re- bonuses) against the cooler horns; other
target is not swallowed, it takes full bite morhaz will find that while the creatures magic items save vs. acid or magical fire -
damage from that attack. underside is softer than the rest of its whichever is worse against cherry-red
A remorhaz of 7 or 8 HD bites for 4-24 body, only two attackers can strike at this remorhaz horns, and must make a saving
points of damage; 9 to 12 HD creatures do area, with one standing on each side of the throw of only half as much to escape
5-30 points; and 13 to 14 HD creatures do raised head. Other opponents standing damage from the cooler horns. Most crea-
6-36 points. When raised up to strike, a directly in front of the remorhaz (two at tures will feel the heat when they are
remorhaz is 9 inches tall for every hit die most) can strike at the AC 2 head. All within ten feet of the protrusions; these
it has. Thus, a 14 HD remorhaz would be other attacks are versus AC 0. may also steam when wet. The remorhaz
10 feet, 6 inches tall at the head and could will usually heat its back to aid in tunnel-
attack a character standing on a second- 4. Remorhaz have three life states: dor- ing through ice and snow, and will always
story balcony. The remorhaz can strike mant, cold, and heated. Since remorhaz do so in battle.
out an equal distance horizontally. can burn up the energy provided by a A remorhaz heats up its back in bursts
large meal (such as two horses) in just a of energy, for in doing so it is sacrificing
3. The area of the remorhaz most vul- few hours of tunneling, moving, or fight- its body heat to its chilly surroundings
nerable to physical attack is its eyes, ing, they spend much of their time in and could freeze to death if it gives up too
which are actually two great, white, globu- either a dormant or cold state dormant much heat. Normally, a remorhaz that
lar clusters of lenses, all working together, being a very sluggish, economical condi- decides to heat warms up for 2 rounds
and all milky-white because they have tion, and cold being active without heating (during which time it has cooler horns, as
natural filters to correct for snow glare. the back protrusions. Remorhaz are al- above), fights for up to 6 additional rounds
These natural filters allow the remorhaz ways eager to eat, since they are active in of cherry-red heat (less if it wins its fight,
to see reflections and movements with proportion to how much they consume. for it will shut down as soon as possible),
great clarity and in gloom or at night Because of their metabolism, polar worms and then follows with a further 2 rounds
with 9 ultravision (in full darkness, or make ambush their primary hunting of cooling. A remorhaz of 10 HD or less
when confused, a remorhaz uses the 7 mode, and only occasionally travel in can usually manage only one such burst
infravision of its tiny eyes). Each com- search of prey. A remorhaz will lay in wait every 36 hours (unless it can eat at will to
pound eye has more than a thousand tiny along a well-travelled road in a cold provide more fuel; a nesting female re-
eyes within it thus, an attack to the eyes state. When prey is sighted, the remorhaz morhaz surrounded by already slain meals
is not likely to blind a remorhaz; up to a heats its back protrusions, then attacks. at hand is one example); a remorhaz of 11
dozen or more strikes on each eye would Remorhaz lie dormant through periods to 14 HD can usually manage 10 rounds of
be necessary to accomplish that. A re- when prey is scarce, spending at least one full heat, typically in two bursts of 6 and 4
morhaz regenerates its eyes only slowly day in five dormant in any case. Dormant rounds each. If the air is damp, concealing
(each tiny eye would take about 30 turns periods are always spent in the lair. plumes of fog will begin to form around
to heal, and only one at a time will be When excited (by easy prey when it is the remorhaz as the cold air comes into
replaced by the worms body). hungry) or angered by prey that eludes it, contact with its back horns. The average
Because of these insectlike eyes, re- seems formidable, challenges it, or causes remorhaz must take in one size M meal (of
morhaz (the plural form is the same as the it pain, a remorhaz will cause its back warm-blooded prey) every 36 hours to
singular) have excellent peripheral vision. protrusions the blunt horns or projec- keep its heat at the required level, other-
In combat, they are equally likely to strike tions, two of which rise at angles from the wise it risks the chance of freezing to
at any creature in an arc of 180 degrees in ridged top or back of each of its body death.
front of them, with preference given to segments and form two rows of craggy If a remorhaz gets too hot (usually only
those striking the most recent, most dam- bumps to become extremely hot, con- when removed from its normal environ-
aging blows against it. The target of the ducting the worms internal digestive heat ment), its surroundings reaching 60 de-
remorhazs attack will be at -2 to hit for by means of internally produced and grees Fahrenheit or more, it will begin to
the round after their attack, due to the circulated fluids. This chemical, which is fan itself with its wings, passing air over
overpowering stench of the creatures known as thrym, is released from its two its back horns to carry the heat they radi-
superheated breath (normal if they make stomachs, and pumped at great pressure ate away. The remorhaz will grow sluggish
their save vs. breath weapon). Remorhaz into its insulated back horns. A remorhaz (operating at half movement), but will not
do not deliberately claw or trample prey, will then lunge at opponents and roll otherwise suffer harm from the excess
nor do they ever strike at them with their slightly to one side, seeking to crush or heat. When it becomes cool again, the
tails or nether body segments. In com- pin, and then burn with its horns. Contact remorhaz will recover rapidly (in 1 or 2
bat, they may pin opponents with their with the cherry-red remorhaz horns does rounds) to full movement and activity.
weight and bite at them, but prefer to rear 10d10 points of damage to all creatures
up (aided by their wings) and lunge at all not impervious to (or protected against) 5. As a snakelike carnivore, the re-
prey, biting with speed enough to knock heat damage; cooler, darker horns do only morhaz requires special digestive proc-
down many aerial opponents, and with 5d10 points of damage. (A roll of 1-2 on esses to aid in breaking down the huge
reach enough to strike from a rearing 1d6 determines a hit with the darker, hunks of meat it swallows. Two tiny stom-
position at opponents up to half the re- cooler horns.) Protection is provided by ach glands produce and contain fluids that
morhazs own length away (on the ground any item such as a ring of fire resistance mix to make the liquid called thrym,
or in the air). not just a normal item, such as armor or which is then circulated through the crea-
The majority of the remorhazs body is a pair of gloves, Damage to protected tures back protrusions and/or stomach.
heavily insulated with armor that renders areas will still occur, though at a rate of Digestion is achieved with both the heat
it proof against any harm from scraping 1/10 regular damage: 1d10 points for regu- and acidity of thrym. Since the liquid is
against or over ice. The most flexible parts lar horns, 1d5 points for cooler horns. extremely hot and caustic, there have
of the armor (and hence, the softest) are Non-magical metal weapons melt when been no known cases of even swallowed
the underside regions of each segment, touching cherry-red remorhaz horns; they magical items surviving immersion in
which must have softness and flexibility to gain a saving throw (vs. magical fire) thrym, although it might be possible for
aid traction over uneven ice hence, the against cooler horns. Magical metal weap- artifacts and relics to do so. Molten metals
lower armor class. The intermediate ar- ons gain a saving throw vs. acid (with their and other indigestible materials are imme-
mor class rating of a remorhaz reflects the magical bonuses, if any) against cherry-red diately excreted through a flap at the
relative vulnerability of its mouth and remorhaz horns, and a saving throw vs. bottom of the beasts stomach. Wood and
38 OCTOBER 1986
leather are easily dissolved, if not useful to nesting female or a female hunting with its to hatch (25% are infertile) or are dam-
the remorhaz itself. young. aged, destroyed, or go missing (due to
Obviously, anyone unfortunate enough predators, shifting glacial ice, and so on),
to be swallowed by a remorhaz would be 7. Remorhaz mate only in glacial tunnels he will remain patiently through one egg-
killed instantly by the tremendous -heat of and icy caverns, although they range all laying after another until one or two live
the creatures body. Even major protection over cold regions when hunting, often young are born. Polar worm eggs are
such as a ring of fire resistance would wandering far from their lairs; if they valuable because the remorhaz make
only allow a person to survive 1 or 2 remained in a small area, food there excellent guards. However, even those
rounds inside a remorhaz. DMs must be would soon be exhausted. If food is scarce, raised from the egg can never recognize
firm on this count, since killing the crea- remorhaz sometimes come down off the more than one or two masters, and will
ture in the round after it swallows some- high glaciers into the tundra or even to attack anyone if they are hungry enough.
one, then cutting the creature open to the edge of muskeg regions to hunt. With
rescue the victim would still require that the exception of mates, and mothers and 8. The fascinating body of the remorhaz
person to withstand at least 2 rounds of their young, remorhaz hunt and lair alone; will always reveal many useful items to
the phenomenal, acidic heat. when food is plentiful, remorhaz of differ- the industrious. The largest specimens will
The remorhazs thrym is the reason for ent sexes will instinctively wander out of yield two curving black horns the length
its high magic resistance. This substance their own normal ranges (each remorhaz of a mans body. These are easily hollowed
has a high anti-magic value, whether actu- has an informal, shifting circular territory out and have thus become scimitar scab-
ally heating the creature or not; thus, the of approximately 60 miles across) and seek bards and even unusual drinking mugs.
remorhazs magic resistance remains the one another out, establishing a nesting lair The four sharp fangs make excellent dag-
same regardless of the creatures state after they meet. They signal their pres- gers and knives, being almost a foot in
until it dies (see below). Note that all spells ence at such rutting times by great, length. The 28 legs are tubular in shape
cast at a remorhaz must overcome this - mournful roars, sounding at times like and very hard. They have been made into
75% magic resistance, then the remorhazs great wolves, and repeatedly rear up and everything from canes and cups to blow-
saving throws (if applicable); fire is saved flap their vestigial wings to attract notice. guns, usually after they have been boiled
against at +4, heat does no damage (being Remorhaz seldom fight among themselves to cook the succulent meat inside (a very
either absorbed to the benefit of the re- over territory, mates, or prey. rare delicacy indeed). The tough unde-
morhaz, or lost), cold is saved against at Remorhaz females are generally larger rskin of the beast makes excellent leather,
- 3, and electrical-based attacks are saved than males (there are no 14 HD males), but while the scaly sections of the body make
against at par. they are otherwise identical in powers and for good bucklers (they are not big enough
appearance. A mated pair will stay to- for full-sized shields). The vestigial wings
6. A polar worms lair will usually con- gether only until the eggs have hatched. of the remorhaz are useful mostly for
sist of a number of large, smoothly During this time, the female will produce ornamentation, but become brittle and
rounded tunnels in ice and snow or rock, one or two grey-blue eggs 60 to 90 days will eventually crumble if not immediately
gradually descending to a bigger, central after a nesting lair is created. Mating sea- preserved.
room. Tunnels in ice or snow will be very son for the remorhaz takes place in the In the largest remorhaz, the special
slippery, since the passing of the creatures fall of the coming year, with all pairs sepa- stomach glands hold as much as a quart of
hot back will repeatedly melt the snow, rating before that time. Any adult re- the liquids that compose thrym. Unfortu-
but leave it to quickly refreeze. With its morhaz has a 25% chance of having a nately, few have succeeded in removing
numerous hard feet, the remorhaz moves mate during this season. this substance from the creature without
at full speed on sheer ice (if it is a level Remorhaz eggs must be kept warm (60 it losing its value. Though thrym requires
surface) and has no problems in its own degrees Fahrenheit or more) or they will the remorhazs particular physiology to
lair and tunnel complex. Remorhaz usually not hatch; any egg that is allowed to cool maintain its power, a mixture of the two
move with their heads down, their wings to the surrounding, freezing temperatures chemicals after the creatures death will
inactive, looking something like a walking and remain that cold for more than a turn create a weak acidic reaction (as illus-
snake. As a result of this position, re- will never hatch a living young. For this trated in the DMG, p. 64) a potency that
morhaz cannot snap out with their usual reason, the female remorhaz coils about lasts for up to one day following the re-
dexterity, and are thus somewhat vulnera- the eggs to keep them warm until they morhazs death. After this point, the indi-
ble in small tunnels. hatch (three or four months later). During vidual liquids have a minor value to
The central room of the remorhaz lair is this gestation period, the developing alchemists, who use the circulatory fluids
generally about twice the width and young change from helpless, soft worms as ingredients in the spell inks of all mag-
length of the remorhaz that inhabits it, to miniature remorhaz, and eat their way ics concerned with heat (produce flame,
and has several entrances and exits. The around the thick nutrient walls of their heat metal, burning hands, and so on), and
nesting lair of a mated pair will be about own eggs to freedom. The young stay in in magics concerned with neutralizing
double this size, and may have ice stalacti- the nesting lair for approximately four poisons for the fluids seem to confer
tes hanging from the ceiling as a result. months after hatching, growing in this upon the living remorhaz an immunity to
Remorhaz have no use for treasure as time from 1 HD at birth to 7 HD at the end poison. This fluid is also useful in the
we know it; any treasure found will con- of that period. Immature remorhaz will manufacture of potions, such as potions of
sist of belongings left behind by devoured only fight to defend themselves, biting for fire resistance, and in the making of items
prey either scattered about the icy 2d6 points of damage, fighting as 2 HD less such as rings of fire resistance and rings
wastes or on the floor of the remorhazs and attacking last in a round. The young of warmth. Prices vary according to the
lair. Such treasure rarely consists of arms seldom leave the lair, and will be size S at scarcity of worms and differing strengths
or armor, since these are usually de- hatching, M at 2-3 HD, and L from 4 HD of the desires of alchemists, but are typi-
stroyed or lost in combat, and will never on. From birth, the newborn remorhaz cal1y 5-10 gp per flask of each remorhaz
be anything that cannot survive the ex- has all the powers of the adult. fluid.
treme cold or inadvertent pummeling by Shortly after their birth, young re- The cell retinae and internal fluid of the
the remorhaz. A remorhaz will take prey morhaz are driven forth from the lair by remorhazs compound eyes are useful in
into its lair only when it is threatened by a the mother to fend for themselves, accom- the creation of eyes of the eagle, and in
storm or by other predators, if its meal is panying her for only a half-dozen or so the making of special inks used to set
threatened by other, smaller predators too daily hunts before being driven off. An down such spells as infravision. An intact
nimble or too numerous for the polar adult male will leave his mate as soon as remorhaz eye will bring 1-10 gp; fluid and
worm to slay, or if it is a male feeding a the young are born but if the eggs fail remnants, up to 1 gp per flask.
DRAGON 39
by Robert Kelk average strength is much lower than that of the males, female
dwarves cant mine as much metal or pound a blacksmiths anvil
The character-creation rules in the A&D® game are spread out as long. Nobody likes to promote unrest in his or her marriage, so
in many places. Players must now check up to five different places dwarves give up their lifework when they get married. The
in two different books (pages 9-15 and 20-30 of the Players Hand- smaller separation in top strengths of halflings helps support
book and pages 6, 10-11, and 14-23 of Unearthed Arcana) to deter- feelings of equality between the sexes that the deities of the half-
mine the minimum and maximum ability scores and ability score lings seem to promote. (See The Gods of the Halflings in Appen-
modifiers for a European-type campaign character. How much dix S of Unearthed Arcana.) The extremely small separation in top
easier it would be to have all of the information in one place, the strengths of half-orcs explains the widespread male orc and half-
way it is on pages 11 and 14 of Oriental Adventures. Such a collec- orc practice of killing infant females mentioned in The Half-Orc
tion of figures would also make it easier to see how the races and
classes compare to each of the others. With these two benefits in
mind, I have put together the five tables in this article.
Table II: INTELLIGENCE, WISDOM, AND DEXTERITY
42 OCTOBER 1986
by Mark Kraatz training affordable at all levels, especially are gained until such a period has passed.
the low ones. Since training is needed to Note that this time does not include any
The current system for training in the gain abilities and not levels, characters time spent training and should be spent in
AD&D® game is an expensive one. Charac- have more freedom to choose when to pursuit of worthwhile adventure. This one
ters have to train before each new level at train. This is because a new level can to four weeks of required adventuring
prices which are sometimes more than the usually be gained (with no new abilities) time is simply a guideline and can be ex-
characters can afford to pay, especially at without the need for immediate training. tended to any reasonable number of
low levels. An alternative to this system Many of the benefits that are gained weeks by the DM, should he feel that the
was presented in an article by David upon going up a level are granted without character concerned is not actively seek-
Reeder in issue #97 of DRAGON® Maga- needing to train for them. This is based on ing adventure. Unworthy pursuits, such as
zine. Although this article made training the theory that much of what a character sitting in an inn for a few weeks, are not
somewhat more affordable, the costs that gains can be attributed to actually using the stuff of which heroic tales are made!
some character classes had to pay at low and practicing his abilities in the world at Once a character has gone up a level, he
levels were still quite high. Consider for large. After surviving a few sword fights, may then train, if need be, for any new
example, a druid who gains a new spell it is reasonable to assume that a character abilities.
level at the second level of experience and has become a better fighter, so his ability
again at third level. According to Mr. Reed- to hit an opponent should improve. Like-
ers system, training is required for both wise, after picking a few pockets, it is Training guidelines
of these levels at the costs listed in the reasonable that a thiefs chance of doing so Training is needed in order for a charac-
DMG. If the druid needs to train two again should improve. Such benefits as ter to gain the ability to use a new weapon
weeks for each of these levels, this would additional hit dice, new attack and saving- or to cast spells of a new level. In some
mean a total cost of 9,000 gp to advance to throw numbers, and the ability to memo- cases, training is also required before
third level, This is a little much to ask of a rize additional spells of a level already certain special abilities can be gained as
2nd-level character. known are gained in this manner. The well. For a detailed list of those special
A character should only have to train for only things for which it is necessary to abilities which require training, refer to
a new level when he gains something train for are the gaining of a new weapon the class-by-class enumeration at the end
tangible from doing so. An additional hit proficiency, a new spell level, and certain of this article.
die, or improvement on an attack or sav- special abilities. In order for a character to train for any
ing throw table, is not something for new ability, it is necessary to find a
which training should be required. Such teacher. As a general rule of thumb, this
benefits should be attributed to the experi- Rating a characters performance must be someone who can already per-
ence that a character has to obtain to gain When a character is eligible to gain a form the ability that is to be gained. For
the level in the first place. On the other level, the DM must rate the characters example, if a magic-user wishes to learn
hand, there are some things for which performance for the level on a scale of 1 how to cast 3rd-level spells, he can only
training definitely is required. It wouldnt to 4. This number is arrived at in the same learn this from another who can already
make sense for a character to learn how manner as detailed on page 86 of the cast magic-user spells of 3rd level. Typi-
to use a new weapon just by adventuring. Dungeon Masters Guide. This value is cally, a teacher can always be someone of
Surely this is something which must be called the experience rating. In order to the same class as the character, whose
learned through some form of training. properly evaluate a characters perform- level is at least equal to what the character
A solution to these two problem areas is ance, the DM should do a rough rating is trying to attain.
a new training system, described in this after each session. Then, when the charac- The time required for any training, be it
article. The need for training is not based ter is eligible to gain a level, the DM can for a new weapon, spell level or special
on the level of a character, but rather on assign an experience rating for the charac- ability, is always one to four weeks. The
the abilities which the character gains ters overall performance at a certain level actual time that is required for training is
upon going up a level. Improvement in a based on these numbers. dependent on the experience ratings that
characters existing statistics is achieved If the character has played at his cur- the character in question has received.
without the need for training. However, rent level for a number of game weeks This amount should be calculated as the
such things as the gaining of a new greater than or equal to his experience average of all experience ratings received
weapon proficiency or a new spell level do rating, then he may gain the automatic since last training for a similar ability. For
require training. The cost of training benefits of additional hit dice, new attack example, the training time required for a
depends on what ability is being learned. numbers, and so forth. However, if this is fighter to learn a new weapon at seventh
These costs have been designed to make not the case then none of these benefits level is based on the average of his experi-
44 OCTOBER 1986
ence ratings received since he last trained in one or more weapons, it is not neces- not need to receive any special training for
for a new weapon at fourth level. sary to pay the 500 gp per week initial this ability.
The costs listed in the following tables weapon cost. This value is listed for those
may initially strike the reader as being characters who decide to study for an New spell level
rather high. This is actually not the case, additional class later on in their adventur- Fot a character to train for a new spell
as can be seen by breaking down the ing careers. For example, an aspiring bard level, a teacher must be found. This must
costs. The weekly cost listed for the train- who starts out as a fighter and then be someone who can cast spells of the
ing of any ability can be broken into two switches to the thief class must pay 500 gp class and level that are to be gained. Cler-
parts, each representing half. The first per week for the initial weapons that he ics must receive their training from an-
part represents the fee required by the wishes to learn as a thief. other cleric of the same alignment.
teacher. Since higher-level teachers are If a character neglects to learn a new Training for a new spell level will take
required for abilities which must be weapon once he is able to, it will have no one to four weeks as described previously.
trained for at higher levels, this cost must effect on further play. He can wait any The weekly cost of such training is given
increase at a suitable rate. The second length of time before training for the in the New Spell Level Table below. Note
part represents the costs of materials missed proficiency, and additional profi- that these are only suggested costs and
needed as well as any sacrifices and/or ciencies and levels may be gained at no may vary depending on circumstances.
donations that are also required. Since penalty.
abilities gained at higher levels are gener- New Spell Level Table
ally more powerful, this cost must likewise Weapon specialization Spells Cost/Week
increase. As described in Unearthed Arcana, 1st level . . . . . . 500 gp
Training costs, then, do not always have fighters and rangers can choose to double 2nd level . . . . . 500 gp
to be exactly the values shown on these specialize in a weapon which they have 3rd level. . . . . . 1,000 gp
pages. If one is able to self-train for an chosen for weapon specialization at first 4th level. . . . . . 2,000 gp
ability, then the training will only be half level. This double specialization can be 5th level. . . . . . 4,000 gp
the usual cost, since there is no teacher learned from another fighter or ranger 6th level. . . . . . 8,000 gp
who has to be paid. Further, depending on who is at least three levels higher than the 7th level. . . . . . 15,000 gp
the circumstances surrounding the train- student and has weapon specialization in 8th level. . . . . . 30,000 gp
ing, a teacher may decide to increase his the weapon that is to be learned. It is not 9th level. . . . . . 50,000 gp
fee, or may decide to waive it altogether necessary for the teaching fighter to have
(thus halving the usual cost). double specialization in the weapon con- The cost for learning 1st-level spells is
cerned. If this is the case, however, then normally not used unless the character
New weapon proficiency he need only be of the level that the char- learns to cast spells later on in his adven-
To train for a new weapon proficiency, a acter is attempting to attain. turing career. For example, when a pala-
teacher must be found. This must be The cost for such training is twice what din reaches 9th level, he gains the ability
someone who is already proficient in the the normal cost would be for learning a to cast cleric spells. The training for this
weapon that is to be learned and whose weapon proficiency at the same level. For would cost the paladin 500-2,000 gp de-
base to hit number (not including magic, example, if a 4th-level fighter chooses to pending on the number of weeks that are
strength, dexterity or other modifiers) is double specialize in the long sword, which required. He could get this training from
equal to or less than the students. As an he chose under weapon specialization at any lawful good cleric or from another
example, a 7th-level fighter who is profi- 1st level, then this could be learned from paladin who can already cast cleric spells.
cient with the long sword can teach an- another fighter or ranger who is at least If a character neglects to learn a new
other fighter who has just gained 7th level. 7th level. The teacher would need to have spell level, he cannot gain any more expe-
However, if this same fighter was to be weapon specialization in the weapon con- rience levels until the new spell level is
taught by a thief, the thief would have to cerned, and would charge 1,000 gp per learned. If a magic-user or illusionist spell
be at least 13th level. week. level is gained, at least one spell of the
Training to use a new weapon will take Cavaliers and paladins gain certain bo- new level must be inscribed into the stu-
one to four weeks as described previously. nuses with their weapons of choice as dents spell books, as this is the actual spell
The cost of such training is listed in the outlined in Unearthed Arcana. Unlike taught during training. The teacher must
Weapon Proficiency Table below. These weapon specialization, however, they do also be able to cast this spell.
costs are a weekly rate, based on each
additional weapon learned. These are only
suggested costs and may vary depending Special abilities can be trained for in much the same man-
on circumstances. As some character classes Progress in ner as a newly gained weapon proficiency
levels, they gain certain special abilities. A or spell level. Special abilities that require
Weapon Proficiency Table few examples of this are a druids ability to training can never be self-taught. Thus, to
Weapon Cost/Week change shape, which is gained at 7th level, receive training, a teacher must be found.
Initial weapon(s) . . . . . . . 500 gp each and a thiefs ability to read languages, Exactly who can teach special abilities is
First additional weapon . 500 gP which is gained at 4th level. Some of these outlined in the class-by-class enumeration
Second. . . . . . . . . . . . . . . 1,000 gp abilities are gained without the need for section, detailed later. Generally, a special
Third . . . . . . . . . . . . . . . . 2,000 gp training, while others must be trained for. ability can always be learned from another
Fourth . . . . . . . . . . . . . . . 4,000 gp Special abilities which do not require of the same class who is of a level equal to
Fifth. . . . . . . . . . . . . . . . . 8,000 gp training generally fall into two categories: or greater than the level that is to be
Sixth . . . . . . . . . . . . . . . . 15,000 gp those that are not very powerful, and trained for.
Seventh.............. 30,000 gp those that are considered to be innate The training costs for special abilities
Eighth . . . . . . . . . . . . . . . 50,000 gp abilities of the class in question. An exam- approximate those listed for weapon profi-
ple of innate abilities are all of the special ciencies and spell levels. The most inex-
Any additional weapons beyond the abilities gained by a monk player charac- pensive training costs 500 gp per week
eighth may be learned at the cost of ter. Special abilities that do not require and the most expensive is 30,000 gp per
50,000 gp per week. training are gained at the same time that week. The cost assigned to such training is
additional hit dice and new saving-throw dependent on how powerful the special
Since a character normally starts out his and attack numbers are gained. ability is and who (i.e., what level) has to
career as an adventurer who is proficient Special abilities that do require training teach it.
DRAGON 45
TRAINING COST TABLE
Cavalier
Additional weapon 1,3 5 7 9 11 13 15 17+
Paladin
Additional weapon 13 5 7 9 11 13 15 17+
Turn undead 3
New spell level 9,11 13 15
Fighter
Additional weapon 1,4 7 10 13 16 19 22 25+
Ranger
Additional weapon 1,4 7 10 13 16 19 22 25+
New druid spell level 8,12 16
New M-U spell Level 9,13
Barbarian
Additional weapon 1,3 5 7 9 11 13 15 17
Cleric
Additional weapon 1,5 9 13 17 21 25 29 33+
New spell level 1,3 5 7 9 11 16
Druid
Additional weapon 1,6 11 16 21
New spell level 1,2 3 6 9 11 12
Identify plants,
animals, pure water
& pass without trace 3
Woodland languages 3+
Shape change & immune
to woodland charm 7
Hierophant training 17
Magic-user
Additional weapon 1,7 13 19 25 31 37 43 49+
New spell level 1,3 5 7 9 12 14 16 18
Create scrolls & potions 7
Create magic items 12
Illusionist
Additional weapon 1,7 13 19 25 31 37 43 49+
New spell level 1,3 5 8 10 12 14
Create magic items 10
Thief
Additional weapon 1,5 9 13 17 21 25 29 33+
Read languages 4
Decipher magic scrolls 10
Thief-acrobat
Additional weapon 9 13 17 21 25 29 33+
Thief-acrobat training 6
Decipher magic scrolls 10
Assassin
Additional weapon 1,5 9 13
Read languages 6
Decipher magic scrolls 12
Monk
Additional weapon 1,3 5 7 9 11 13 15 17+
Bard
Additional weapon 1,5 9 13 17 21 25 29 33+
New spell level 1,4 7 10 13
Additional language 4+
The entries on this table represent the level(s) at which a character becomes eligible to acquire a skill that can only be
learned by training. The column in which a particular level number appears indicates the cost, in gold pieces per week of
training, for the character to acquire the skill.
46 OCTOBER 1988
If a character neglects to train for a The levels after which a character can train to improve his horsemanship. He
special ability once he is able to, it will train himself are: does need to train to improve his attacks
have no effect on further play. He can wait Cavalier . . . . 9 per melee round with a thrusting or strik-
any length of time before training for the Paladin . . . . . 9 ing weapon.
missed special ability. Additional special Fighter . . . . . 13 A paladin needs to train before gaining a
abilities and levels may be gained at no Ranger . . . . . 13 new weapon proficiency and before being
penalty. The two exceptions to this are the Barbarian . . . 9 able to turn undead. He can train himself
training that a druid must undergo to Cleric . . . . . . 9 for a new proficiency after reaching 9th
become a Hierophant of the Cabal, and the Druid . . . . . . 9 level at half of the normal cost. The ability
training that a thief must undergo to be- Magic-user . . 9 to turn undead must be learned from a
come a thief-acrobat. In these two cases, Illusionist . . . 10 lawful good cleric or another paladin who
the character must undertake training Monk . . . . . . 9 already has this ability. A paladin must be
before progression in either of these trained before being able to cast cleric
classes is possible. Magic-users and illusionists who train spells and for each new spell level gained.
themselves do not automatically gain a This must be learned from a cleric or from
Self-training spell of the new level. In order to train for another paladin who is able to cast cleric
After a character reaches a certain level, the new spell level, at least one spell of spells. A paladin does not need to train in
he may be able to train himself at half of that level must be available to study from, order to improve the to hit bonuses with
the usual cost. Only weapon proficiencies, be it on a scroll or other medium. his weapons of choice, nor does he need to
double weapon specialization, and newly train to improve his horsemanship. Train-
gained spell levels can be self-trained. Class-by-class enumeration ing is not required for a paladin to be able
Cavaliers, paladins, fighters, rangers, The following section outlines the train- to call his warhorse. A paladin does not
barbarians, and monks can self-train for a ing requirements for each character class. need to train to improve his attacks per
weapon proficiency (and double weapon This is followed by the Training Cost Table, melee round with a thrusting or striking
specialization for fighters and rangers) which shows the levels at which training is weapon.
after they have learned four additional required, and the associated costs of such A fighter needs to train before gaining a
weapons. Clerics, druids, magic-users, and training. new weapon proficiency or before double
illusionists can self-train for a new spell A cavalier needs to train before gaining specializing in his chosen weapon. He can
level after learning how to cast 5th-level a new weapon proficiency. He can train train himself in either of these areas after
spells. Thieves, thief-acrobats, assassins, himself for a new proficiency after reach- reaching 13th level at half of the normal
and bards can never train themselves. A ing ninth level at half of the normal cost. A cost. A fighter does not need to train in
character cannot train himself in order to cavalier does not need to train in order to order to improve his attacks per melee
gain special abilities (exception: Druids can improve his to hit bonuses with his round with a thrusting or striking
self-train to become Hierophant druids). weapons of choice, nor does he need to weapon.
DRAGON 47
A ranger needs to train before gaining a A druid needs to train before gaining a ing is also required before the magic-user
new weapon proficiency or before double new spell level or before gaining a new can create scrolls and potions; this must
specializing in his chosen weapon. He can weapon proficiency. He can train himself be learned from another magic-user who
train himself in either of these areas after for a new spell level after reaching 9th already has this ability. The ability to cre-
reaching 13th level at half of the normal level at half of the normal cost. A druid ate magic items must be learned from
cost. A ranger must be trained before needs to train in order to identify plants, another magic-user or from an illusionist
being able to cast druid or magic-user animals or pure water, or to learn how to who already has this ability.
spells and for each new spell level gained. pass through overgrown areas without An illusionist needs to train before gain-
This must be learned from a druid or leaving a trace. Training is also required ing a new spell level or gaining a new
magic-user, or from another ranger who is before a druid can change shape or be- weapon proficiency. He can train himself
able to cast these spells. He does not need come immune to woodland charm. Each of for a new spell level after reaching 11th
to train to improve his tracking ability. these must be learned from another druid level at half of the normal cost. Training is
The ability to use non-written magic items who has these abilities. A druid needs to also required before an illusionist can
which pertain to clairaudience, clairvoy- train for each of the woodland languages create magic items. This must be learned
ance, ESP, or telepathy requires no train- that he is able to learn. Each language can from another illusionist or a magic-user
ing. A ranger does not need to train in be learned from someone who can speak who already has this ability.
order to improve his attacks per melee the language to be learned as well as a A thief needs to train before gaining a
round with a thrusting or striking language that the druid already under- new weapon proficiency. He also needs to
weapon. stands. train before he can read languages or
A barbarian needs to train before gain- If a druid manages to become the Grand decipher scrolls. The ability to read lan-
ing a new weapon proficiency. He can Druid and decides to step down and be- guages must be learned from another thief
train himself for a new proficiency after come a Hierophant of the Cabal, then he or assassin who already has this ability.
reaching 9th level at half of the normal must undergo some initial training. He can The ability to decipher scrolls must be
cost. All of the barbarians special abilities always train himself at half of the usual learned from another thief, thief-acrobat,
and immunities can be gained without the cost. Further, he must continue to train or assassin who already has this ability. A
need for training. before gaining any new weapon proficien- thief does not need to train in order to
A cleric needs to train before gaining a cies. The special abilities that a Hierophant improve his thieving abilities.
new spell level, or before gaining a new druid gains require new special training. When a thief initially decides to become
weapon proficiency. He can train himself A magic-user needs to train before gain- a thief-acrobat, he must undergo some
for a new spell level after reaching 9th ing a new spell level, or before gaining a initial training. This must be learned from
level at half of the normal cost. A cleric new weapon proficiency. He can train another thief-acrobat. A thief-acrobat
does not need to train in order to improve himself for a new spell level after reaching needs to train before gaining a new
his ability to turn undead. 9th level at half of the normal cost. Train- weapon proficiency. He also needs to train
before he can decipher scrolls. This ability
must be learned from another thief-
acrobat, thief, or assassin who already has
this ability.
An assassin needs to train before gaining
a new weapon proficiency. He also needs
to train before he can read languages or
decipher scrolls. An assassin does not need
to train in order to better his thieving
skills or assassination ability. The ability to
read languages must be learned from
another assassin or thief who already has
this ability. The ability to decipher scrolls
must be learned from another assassin,
thief, or thief-acrobat who already has this
ability.
A monk needs to train before gaining a
new weapon proficiency. He can train
himself in this area after reaching 9th
level at half of the normal cost. A monk
does not need to train before gaining any
of his special abilities (those lettered A
through K in the Players Handbook), nor
does he need to train to improve his ability
to control a fall, or to improve his thieving
ability.
A bard needs to train before gaining a
new weapon proficiency, including those
learned at first level. He also needs to train
before gaining a new spell level (including
the level gained when he initially becomes
a bard). This must be learned from an-
other bard, a druid, or a ranger who is
able to cast druid spells. A bard must train
for each of the additional languages that
he is able to learn. Each language can be
learned from anyone who can speak the
language as well as a language that the
bard already understands.
48 OCTOBER 1988
such as the main eye of a beholder; or a
Medium target that is protected, such as
the head of a typical biped (who will de-
fend against head attacks with the utmost
determination).
Forget it! target: anything harder to hit
than a hard target, such as a beholders
small eyes.
The second point is how to determine
where an attack hits if the attacker does
not aim. This can be dealt with simply by
making tables for all the various monsters
that have varying armor classes, weighted
by relative percentage of body area and
desirability as a target. These tables can be
found in the Appendix. DMs intimidated
by the look of all those tables should re-
member that under most circumstances
they will not be used, since only fairly
infrequently does hit location matter, and
when it does players usually want to de-
clare an aimed attack.
by Jeff Grubb
the are
the MARVRL
VILLAINS are the ©1986
Group, Industries
MEDUSA
64 OCTOBER 1986
Best-Laid Plans of Mice and Men Depart- characters (in general) will work in your the players of these characters.
ment: Three issues back, I penned a de- basic game. A new addition is Contacts. These are
scription of the new Advanced Set of the The Basic Abilities are the same as be- people the hero can trust and depend on
MARVEL SUPER HEROES® game for inclu- fore, only presented in a tighter fashion for aid, equipment, and money. Contacts
sion in this column, which editor Roger and noting in all cases the initial power are always friendly to the hero. For exam-
Moore dropped for lack of space. Then I rank number. In the Advanced game, ple, Captain America® does not need to be
promptly went on vacation for two weeks advancement and development of the rich if he can call up his friend Nick Fury
without leaving a column behind, leaving character is more defined and rapid, and to borrow a S.H.I.E.L.D. jet-copter.
the question hanging for another 30 days. the power rank number reflects that That, in a nutshell, is the sum total of
Now, finally, the missing text may be re- definition. obvious differences in the new format.
vealed the explanation behind the The Secondary Abilities are similar. The Advanced Set adds a LOT more in the
Advanced method of character presenta- Health and Karma are the summation of way of character generation, new combat,
tion (better late than never, but better the physical (FASE) and mental power (RIP) and HQ construction, but that does not
never late). rank numbers. Popularity is a number affect the purpose of this column to
At first glance, there is not a lot of dif- value to reflect the popularity of the char- expand the list of heroes and villains for
ference between the characteristics of the acter in the Marvel Universe at the time of use in the MARVEL SUPER HEROES game.
Original Set and those of the Advanced this writing. Resources has a rank and Now, to tie up another loose end. Ive
Set. This is intentional. In the past few rank number used in Resource FEATS to been promising this particular column to
years, the Humble(?) Writer has defined a purchase items. Roger for over a year now; it ties in with
pack of the most prominent figures in the Powers and Talents are as before. In the lunar series of articles run in the old
Marvel Universe®. With new figures ap- addition, Powers may have Power Stunts ARES Section two years ago. Since Uatu
pearing all the time, old ones changing and listed in their section. A Power Stunt is the Watcher is touched on in the
growing, and more input becoming availa- made when a hero uses a listed power in a Advanced Set (along some other early
ble on existing characters, I have enough new and interesting fashion, such as when lunar visitors Red Ghost and the
to keep me and a lot of others busy for Magneto uses his magnetic manipulation Fantastic Four®), well delve into the
some time. One thing I did not wish to do abilities to control weather to a limited moons other natives who only recently
was to start all over again and retailor degree. Rarely seen Power Stunts, such as arrived there introducing, for the first
everyone weve done so far for a new when Angel uses the backwash of his time anywhere, the. Uncanny Inhumans!
system. Your Original Set characters will wings to blast a band of Morlocks, are
work in Advanced Set, and your Advanced not listed and are left to be developed by
BOLT against physical and energy attacks; CONTACTS: Black Bolt is the ruler of the
Blackgar Boltagon l Solidifying particles to form solid ob- Inhumans of Attilan, presently located in
Monarch of the Inhumans jects of up to Monstrous material the Blue Area of the Moon. He is a stead-
strength (these constructs have a dura- fast ally of the Fantastic Four as well, and
tion of only 1-10 rounds, and Black Bolt has often turned to them for help.
F EX (20) Health: 130 will not be able to use his manipulative
A IN (40) powers for 1-10 rounds afterwards); BACKGROUND: Blackagar Boltagon is
S RM (30) Karma: 60 l Detecting electromagnetic signals with the son of two of Attilans top geneticists,
E IN (40) Monstrous ability; Agon and Rynda, and was subjected to
R EX (20) Resources: MN (75) l Using ECMs (Electronic Counter-Mea- Terrigen Mists as an embryo (most
I EX (20) sures) with Monstrous ability and range; Inhumans are exposed to the gas as chil-
P EX (20) Popularity: 15 (95 and, dren, or do not take the mist until they
among Inhumans) l Flying at Monstrous speeds (450 mph, reach the age of majority 31). The muta-
or 30 areas in a single round in clear genic chemicals of the gas gave Blackagar
KNOWN POWERS: space, 9 areas per round in areas filled powers far beyond the norm of most
with buildings). Inhumans, but with those powers came
Particle Manipulation: Black Bolts super- his uncontrollable sonic scream. Kept in
human powers derive from his ability to LIMITATION: Black Bolts energy powers soundproof isolation to protect the com-
harness, control, and manipulate ambient are tied to his brains speech center and munity, Black Bolt was taught to control
electron particles. This ability originates in his vocal chords. This has unpleasant side his powers, and joined Attilan society only
the speech center of Black Bolts brain (see effects in that his merest whisper has the when he was 19.
limitations below). The manipulation is at effect of a Shift Y force attack on every- Upon earning his freedom, Black Bolt
the Unearthly rank. Black Bolt has used thing within 10 areas, speaking conversa- discovered his brother Maximus was
this manipulation ability in a number of tionally results in a Shift Z attack within betraying his race to the alien Kree . In
discrete Power Stunts, including: 20 areas, and screaming causes a Class stopping the Kree with his sonic powers,
l Enhancing his own strength to the 1000 force attack affecting everything Black Bolt caused a Kree ship to crash into
Monstrous level (this has no effect on within a 50-area radius centered on Black Attilans parliament building, killing his
Health, and Black Bolt may engage in no Bolt. A player running Black Bolt may parents. His voices powers affected his
other manipulative abilities while doing therefore not communicate with other brother Maximus as well. Despite silent
so); players (which would have disastrous protests, Black Bolt accepted leadership of
l Channeling all energy into a Master results in a city), but may indicate actions the Inhumans.
Blow, which inflicts Unearthly damage normally to the Judge (which should not During Black Bolts rule, Attilan has been
but leaves Black Bolt unable to use any trigger this limitation, unless those actions moved twice, finally being relocated on
manipulative abilities for 1-10 rounds involve verbal communication from Black the Moon. Black Bolt has led his people in
afterwards; bolt). See the notes under Medusa , numerous battles against the Kree, his
l Firing bolts of electron force of up to below. mad younger brother, and other foes.
Monstrous damage and range; After a traditionally lengthy period of
l Projecting a force field up to one area in TALENTS: Black Bolt has the Leadership betrothal, Black Bolt married Medusalith
size, of Monstrous rank protection Talent. Amaquelin, better known as Medusa.
DRAGON 65
which applies to her use of her hair as crash. Her super-human powers were
MEDUSA well as standard combat. She communi- noted by the criminal known as the
Medusalith Amaquelin cates with Black Bolt by means of a special Wizard, who recruited Madam Medusa
Queen of Attilan sign language the two of them have devel- with Sandman and Paste-Pot Pete (later
oped. (In game terms, this means the Black known as Trapster) to form the Frightful
F RM (30) Health: 110 Bolt may communicate with other charac- Four. As a member of the Frightful Four,
A RM (30) ters if Medusa is present, at a delay of one Medusa fought the Fantastic Four on a
S EX (20) Karma: 70 round.) number of occasions. Finally, Black Bolt
E RM (30) found Medusa and restored her memory,
R GD (10) Resources: EX (20) CONTACTS: Medusa is Queen of the and she left her criminal companions.
I RM (30) Inhumans of Attilan. She is a former mem- Since that time, Medusa has served
P RM (30) Popularity 15 (90 among ber in good standing of the Fantastic Four, alongside her liege, save for two occasions:
Inhumans) and a former member, not in good stand- once when filling in for the Invisible Girl
ing, of the Frightful Four (this is a former in the Fantastic Four, and once when
KNOWN POWERS: Contact that no longer applies to current kidnapped by the criminal Enclave. She
campaigns). recently wed Black Bolt, and the couple is
Manipulative Hair: Medusa has the ability expecting a child at this writing.
to psychokincically manipulate the BACKGROUND: Medusalith Amaquelin is
strands of her hair. This hair is far the daughter of Inhuman nutritionists
stronger than normal hair and is treated Quelin and Amber, and is second cousin to
as Incredible material strength. Using her Black Bolt; therefore, she was considered MAXIMUS
hair, Medusa may perform the following one of the Royal Family before her mar- Real name unrevealed
FEATS: riage to him. Medusas parents elected to
l Manipulate objects at a distance of up to expose her to Terrigen Mist while she was F GD (10) Health: 70
12 with Incredible Agility; still an infant, with the resulting alteration A GD (10)
l Lift objects with Remarkable Strength; to her hair and addition of mental abilities S EX (20) Karma: 80
l Bind opponents (with Remarkable to control it. When young, she began E RM (30)
Strength) as a grappling attack; visiting the young Black Bolt in his confine- R IN (40) Resources: IN (40)
l Strike out as a whip for Excellent dam- ment, and it was at this time the two de- I GD (10)
age, up to 12 away; veloped their special sign language. P RM (30) Popularity: -20
l Rotate as a fan to generate winds of Following his release into Attilan society
Excellent intensity; and, and his rise to the throne, Medusa served KNOWN POWERS:
l Climb surfaces with sufficient hand- as Royal Interpreter.
holds at a rate of 2 areas/round. When Maximus overthrew Black Bolt in Mental Domination: Maximus possesses
Attilans first civil war in millenia, Medusa the ability to override the thought proc-
TALENTS: Medusa has Martial Arts C, fled the city but lost her memory in an air esses of other minds around him. The
missing Medusa, finally finding her with carried by Gorgon in such a fall are Unearthly material strength, provided
the Fantastic Four. In that reunion, Crystal similarly protected. he makes a successful Psyche FEAT roll
met Johnny Storm, the Human Torch, l Gorgons strength is Amazing when and studies the area for at least one
and began a romantic relationship with using his kinetic pulse generation, ei- round. Any attacks on such material are
the young hero. ther against a material strength (such as resolved on the Unearthly column.
Crystal served as a member of the FF a door) or as a shockwave attack (with a l Karnak may stun and slam opponents of
when Sue Richards left the team to give range of two areas. Note that no dam- greater Endurance than his Strength,
birth to Franklin, but was forced to return age is inflicted by a shockwave attack, and may ignore the effects of the Body
to Attilan when she was found to suffer though stun and slam effects still take Armor, if a similar Psyche FEAT is made.
from the polluted urban air. It was en effect.
route to her home that Crystal encoun- TALENTS: Karnak has Martial Arts A, B,
tered the wounded mutant known as TALENTS: Despite his burley appearance, C, D, and E. He may enter a Trance state,
Quicksilver and brought him back to Atti- Gorgon is the Royal Administrator of and he lists his occupation as philosopher,
lan. The mutant and Inhuman fell in love, Attilan. His Reason is Good in dealing with being extremely knowledgeable in fighting
and Crystal broke off her relationship all bureaucracies. techniques.
68 OCTOBER 1986
CONTACTS: Karnak is a member of the KNOWN POWERS: Water-Breathing Harness: This device
Royal Family of the Inhumans. allows Triton to breath in air with no ill
Underwater adaptations: Triton has a effects, by pumping condensed moisture
BACKGROUND: Of the Inhumans listed number of adaptations that aid in his over his gills. This device has Good mate-
here, Karnak is the only one who has not underwater life, including: rial strength.
been exposed to the Terrigen Mists. He is l Water breathing (Triton can breath
the brother of Triton, and after seeing the water indefinitely, but see the limitation TALENTS: Triton is a master of underwa-
effects of the mist on his brother, Karnaks below); ter combat, and suffers no negative shifts
parents decided to raise their second son l Swimming (Triton can maintain a maxi- from fighting underwater.
without benefit of the mist. mum speed of 40 mph Typical speed,
As a result, Karnak has endeavored to 3 areas/round without checking for CONTACTS: Triton is a member of the
raise his own abilities through study, medi- exhaustion); Royal Family of Attilan.
tation, and practice. He has often worried l Good-intensity Resistance to Cold, allow-
about his ability to carry his share of the ing him to withstand the ocean depths; BACKGROUND: Triton is the elder
weight around the other Inhumans, de- and, brother of Karnak, and was exposed to the
spite his incredible powers. Karnak is l Unlimited vision underwater. Terrigen Mists at an early age. Due to his
often found in the company of his cousin limitations, he was employed as a scout
Gorgon. LIMITATION: Triton must have water to when Attilan was still located in the Atlan-
breathe. Out of water and without his tic Ocean, but is more restricted now that
breathing harness, Triton can only stand the Inhumans city is located on the Moon
15 rounds before making an Endurance (there are waterways in the Blue Area of
FEAT to remain conscious. Each round the Moon built by the Kree). Triton has
TRITON™ afterwards, the Inhuman must make an- often had adventures outside the Royal
Real name unrevealed other FEAT to remain conscious. Circum- Family, owing to his radically different
stances determine the intensity of this requirements.
F GD (10) Health: 110 FEAT; being trapped under sun lamps
A RM (30) would be a Red FEAT, walking in a foggy
S RM (30) Karma: 30 evening a Green FEAT, and having normal Final notes
E IN (40) condition a Yellow FEAT In addition, Tri- As noted in Crystals entry, Inhumans
R GD (10) Resources: EX (20) ton loses a point of Health for every round are more vulnerable to disease and its
I GD (10) he spends out of water. This damage is effects than ordinary humans. All FEATS
P GD (10) Popularity: 6 (80 among healed upon re-entering water or restor- made by Inhuman characters against
Inhumans) ing his harness. disease are at -2 CS for resolving effects.
likenesses the
1986
70 OCTOBER 1986
The role of computers
Wizards Crown puts everyone to the test
by Hartley tory of all learning past, present, and ing you are currently searching.
future. Your attack selections as to mode of
and Pattie Lesser Unfortunately, one among the Fellow- combat, weapon to be used, spell to be
ship, a Wizard named Tarmon, Wizard of cast, prayer to be uttered, use of stealth,
For nearly two months, we have been Thunder, thought it best that he keep the and so on, are selected via an easy-to-use,
totally inolved in a single computer adven- Crown after his period of wearing had onscreen menu.
ture role-playing program that is, without waned. He refused to surrender the Most commands are self-explanatory. A
doubt, one of the most exciting and involv- Crown to the Fellowship, and civil war defensive attack (command D) is simply
ing games weve yet experienced. The thus tore Arghan asunder. Most of the one where your character doesnt go out
name of this offering? Wizards Crown, great city was lain to waste and ruin. for a kill he or she leaves something in
from Strategic Simulations, written by Tarmon fled into the ruins. He hid the reserve that decreases the odds of the
Paul Murray and Keith Brors. Crown beyond the Gates of Arghan and opponent then striking with a deadly
Why such high praise for Wizards secreted himself in his laboratories, pro- blow. Inspecting a character (command I)
Crown? Because this game takes into ac- tected by magics, passwords, and other allows you to look at all aspects of that
count, and focuses upon, character devel- slithering sundries. And to you and your adventurers status during combat, includ-
opment. Without the player managing the brave adventurers is bestowed the (dubi- ing the number of hits taken and the char-
onscreen characters and aiding them in ous?) honor of recovering the Crown to acters current health status. The Guard
the development of their skills and attrib- return it to Kaitar, the wizard appointed command (G) puts that character at the
utes, neither the adventure, nor the char- by The Fellowship to bear final responsi- ready; when an opponent comes into the
acters, will last too long. No other bility for the treasure. Without the Crown, characters front-facing squares, he or she
computer role-playing game that were evil will continue in its path of havoc. To strikes immediately, regardless of oppo-
aware of requires the player to become so return sanity to Arghan, to become the nent dexterity. Attacking to kill (A) is an
involved with the maturation of his or her champions of a true and just cause, you all-out assault, with what some might call
characters. agree to win back the Crown, and so the reckless abandon, on an enemy character.
There is far more game play than first adventure begins. Unfortunately, this also leaves your char-
meets the eye. A player must first manage You start in the City of Arghan. Move- acter wide open for a return attack and
each characters attributes and skills ap- ment is accomplished via the eight number increases the odds of an opponent being
propriately during the game. As in most keys as shown in the lower right corner of able to hit you. For those desperate times
FRP environments, experience is earned the screen shot below. You move in the when little else can work other than a
for accomplishing certain goals within the direction of the number key location. For nearly-suicidal assault, this command is
games structure. These experience points example, if you want to move northeast quite handy. Other options: Characters can
are then used to increase capabilities, you press the number 2 key. pray (P) for blessings, start an attempt to
talents, and personal attributes. But this is bide using the begin sneaking (S) com-
no solo adventure; you cant have just one mand - great for getting a high-dexterity
superhero leading a rag-tag bunch of thief armed with a magic weapon behind
minor adventurers. Each character must enemy lines to kill their rotten magic-users
be developed in unison with other mem- and sorcerers and dodge and zigzag (Z),
bers of the entire group. Every increase in which makes your character far more
skills must compliment the skills of the difficult to hit. If the enemy is still some
others. Your band of eight adventurers distance away, those characters armed
must become a cohesive, effective unit. with crossbows and bows can use the
The scenario is simple, yet elegant the What Target (W) command to select a
successful conclusion of the scenario is target prior to firing their quarrels or
also elegant, but not so simple. The adven- arrows. This not only increases the odds
ture begins in the land of Arghan, which, of a hit when that character fires on the
500 years ago, was ruled by the Fellow- next turn, but also increases the damage
ship of Wizards. Their rule was just, and sustained by such a hit. The help (H) com-
the citizens of Arghan were quite content be needed to give you a fighting chance at mand shows a brief display of what each
under their wise leadership. Each wizard the Crowns recovery. Combat is an inte- command means.
would, in turn, wear the Crown of the gral part of Wizards Crown, and may be If the computer is selected to manage
Emperor for a specific period of time, conducted by the player via the computer. the battle, it takes into account every
dictated by the movement of the constella- Tactical combat is where you become detail of each characters strength and
tion Atarius. The Crown itself was a trea- responsible for each characters move capabilities, and measures such against the
sure far beyond calculable worth. The onscreen against his or her opponents. enemies statistics, rolls the die, and, based
crown bestowed wisdom upon its wearer, Full graphic displays present the combat upon the die roll, decides who is victorious
as the regal headpiece was not only a in every stage should the tactical version in combat. The tactical combats can occa-
symbol of authority, but also the reposi- be selected, both outdoors or in the build- sionally take as long as a half hour to
72 OCTOBER 1986
complete, depending upon the complex- (T)ell the Minstrel of your deeds. So, most An old man in the city park is constantly
ities of the combatants, terrain, and other dungeons will require you to enter, accom- offering advice to those that take the time
factors. When the computer runs the plish some feat, then exit to save the game. to listen. Many of the taverns can also be
battle, the time is reduced to one or two Dont try to complete a dungeon all at great hearing grounds as well as the
minutes, again depending upon a variety once: itll kill you! citys marketplace. Other puzzles include
of battle factors. There is certainly more than combat to learning passwords and wardwords, find-
After battle, youll find your characters intrigue players. Adventurers must also ing keys, putting together a Golem Staff,
are automatically encamped. Now your explore such edifices as the Thieves Guild and finding and reading scrolls written in
priests must heal character injuries and, if (in Arghan), the Old Thieves Guild within ancient tongues. By the way, the Mayor of
they have built up enough Karma and if the ruins (two levels), the Mansion (three Arghan rewards those who clean up his
they have a high enough Prayer level, can levels), and the Palace (six levels) in order city!
even raise the dead. Those with First Aid to solve the games mission. These build- As you can readily see, there is a great
skills and bandages can also be pressed ings are actual above-ground dungeons, deal of activity within the world of Wiz-
into service to aid those who have been with each level going up instead of down. ards Crown. But before any of this activity
otherwise sliced, mashed, or mangled by The higher your adventurers climb, the can be experienced, there are game me-
the enemy. From this camp, those with more difficult the task becomes. A variety chanics that must be completed. You do
Search and high evaluation skills, such as of treasures are hidden at every level, have to copy the program disk. We re-
your Sorcerer, should search the bodies of some within plain sight, other crucial viewed the Apple II version of Wizards
the defeated enemy. All manner of money, treasures not so easily found. Crown, which comes as a double-sided
plus weapons, magic weapons, magic Your party not only explores the City of disk. Both sides must be copied before you
armor, vials, bottles, and scrolls (most with Arghan, but also the Ruins of Arghan, are allowed to play the game. The original
some form of magic capability), precious which await your adventurers beyond the program disk is still required to load the
gems, gold-encased weapons whose mone- gates. Be forewarned that during the adventure. The opening menu informs the
tary value far exceeds their combat value, hours of darkness, the influence of evil player as to what should be done next.
shields, and lots more, will be found on increases. This means that the number of For those starting Wizards Crown as
the bodies. These items can be taken by encounters requiring combat will substan- novice adventurers, and who have had
any member of the group, but they should tially increase! Several maps constitute the little experience playing CARPS before, we
be examined first to reveal any hidden Ruins. As your characters reach the edge highly recommend that you play at the
capabilities. Money can also be moved to of their current map, the program loads in easiest level, which would be selection 5
one character or another, as long as the the succeeding map, depending of course from the first menu choice.
character receiving the goods has less than upon your partys direction of movement. A super feature of Wizards Crown is the
10 items in his or her possession. These Each party move scrolls the map in the fact that you can reset the dungeons. If
goodies found after battle can be sold at requested direction, so that the player is you Save your games in progress (which
the marketplace to increase a characters constantly aware of the adventurers loca- you will hear over and over again in this
cash balance, with the best recovered tion and surroundings. We found it com- article), the fact that your adventurers
items retained to enhance any of the ad- pletely unnecessary to draw our own succumb to hostiles in a dungeon should
venturers attributes or skills. A character maps, either for the outdoor or indoor not cause you apoplexy. You can use the
cannot carry more than 250 coins, and adventuring. This does not mean you Utilities to reset the dungeon to its original
only one weapon, one armor type, and shouldnt be taking notes. There are far state, meaning all of the treasure and
one shield can be readied at any one time. too many clues dispersed through the monsters have been recalled into action.
The most important part of any encamp- game too many equipment trades and Restart your game by booting the game
ment is telling the minstrels of your deeds! sales that must be concluded - for one to disk. Your characters will begin play from
After every combat, every encampment, neglect their trusty notebook. the last position you saved the game at,
select (T) to save your game. Those who The characters can search any area they and you can once again have them re-
dont heed this advice are bound to end up wish for a number of events, ranging from enter the edifice this time bearing in
frustrated, drooling, babbling nincom- the aforementioned encounters to finding mind the reasons for your characters
poops. This game takes an enormous stores that sell needed accessories (such as demise the first time through. You should
amount of time to play play which crowbars and rope), to talking with NPCs be able to avoid the same traps, the same
cannot be completed in one or 100 sittings. who occasionally impart crucial hints that mistakes, and complete this search, earn-
Youll find your characters have died a should be noted. One of any players first ing experience and gold as you do so.
thousand times over, and if you havent encounters involves the rescue of a girl After completing the necessary mechan-
saved the last success to disk, then youve from a band of muggers. Should the ics of starting the game, which includes
got to start from scratch! Save your game player succeed in eliminating her attack- inserting the disk copies into their desig-
after every sitting! ers, shell inform the character of the nated drives, the actual game begins. Youll
The only exception to that rule is when location of her home. The wise group will find yourself at the Inn in the City of
you are exploring one of the dungeons. find some way to locate her home, where Arghan. This is, without doubt, the most
You cannot save the game until you exit her father will offer a sharp-edged gift for important building in the game and the
from the building, (M)ake camp, and then the aid in securing his daughters safety. one youre bound to become most familiar
DRAGON 73
to assistance from the fighting profession-
als.
Strength is quite important if you wish
some of your characters to not only wield
heavy-duty weapons, but also be able to
wear Chain, Scale, or Plate armor. Dexter-
ity is also a skill that is quite appropriate
for those who will be your main combat-
ants, as well as those with thieving skills.
The higher the characters dexterity, the
faster he or she will be able to react to a
given situation. Its terrible to be involved
in combat and have the enemy able to
constantly hit you first!
with. First-time adventurers will find eight specific number of intelligence points. For OK; now youve not only named your
preconstructed characters awaiting them. example, to become a Sorcerer, an intelli- first character, but youve also assigned all
These characters possess the necessary gence of 11 is the minimum requirement. of the attribute points. The number of
characteristics to familiarize players with That means you would have to add at least points assigned to Intelligence will deter-
such matters. However, one should create 6 points to the base Intelligence score of 5, mine character profession. Those profes-
their own characters as soon as they be- leaving you only 19 points left for distribu- sions available for the intelligence range
come comfortable in doing so. tion to the other attributes. Other intelli- youve selected are displayed onscreen.
In order to best define the Inns func- gence requirments include: Priest - 7, You select the profession that you wish the
tions, weve taken the liberty of showing Fighter - 5, Ranger - 3, Thief - 3. You character to possess.
our adventurers as they appear in the can create a multi-profession character, The skills that particular profession can
menu. such as a Priest/Ranger/Thief combination possess are now revealed to you. Those
for an intelligence purchase of 13. Use of experience points youve been saving now
CURRENT PARTY MEMBERS 10/0 DAWN the less-than key decreases points from come into play, as they are assigned to
ID NAME STATUS
the selected attribute; the more-than key differing skills. Its very important to keep
adds points to the attribute. So, if you in mind at this juncture what kind of
A) MURDREN HIRED
B) LORD HART HIRED want your first character to be a Ranger, weapon and armor your character might
C) MAR HIRED and you want an extremely high Strength be able to wear (selected in the next
D) LAWTENDER HIRED rating, two points could be deducted from screen). For example, due to limited
E) BOPPO HIRED the base Intelligence score, giving you 27 strength, your character may not be able
F) SIR KURK HIRED points for distribution. to possess a weapon that requires a
G) FOOTSORE HIRED We recommend that you assign each strength of greater than 10. This will limit
H) AESSOPP HIRED attribute at least 10 points in all attributes. the type of weapon that character may
That requires spending 15 of the 25 carry. Even though all weapon types are
(D) DELAY:2 points. Life points are purchased at a ratio available for characters with a Strength of
YOU ARE AT THE INN of 5:1, so for every one point you spend, greater than 6, many of these dangerous
(G)REET NEW ADVENTURERS an additional five points are added to that weapons wont pack the punch needed for
(T)ELL THE MINSTRELS OF YOUR DEEDS attribute. Life basically is what keeps your this great adventure. Lets take a look at
(R)EST THE ADVENTURERS character going; should Life fall to zero, the standard weapon offerings for Wiz-
(C)HECK CHARACTER your hero will fall as well. ards, Crown. And dont think, not even for
(I)MPROVE CHARACTER Experience points are purchased at a 4:1 a moment, that these are all of the offen-
(H)AVE A CHARACTER QUIT THE PARTY ratio, giving your character an additional sive and defensive items available in this
(V)IEW THE ITEMS STORED AT THE INN
four experience points for every attribute game. An old saying of finders, keepers
(O)UTFIT A CHARACTER
(M)OVE MONEY AROUND point assigned. Experience points are then is especially true as you explore the Wiz-
E(X)IT THE INN spent on specific skills, which we will ards Crown environs.
cover next. Lets take a thief, for example, who has a
The first menu selection allows you to We have found that characters with a strength of 12. This thief should require a
create your own characters. This ability minimum life value of 35 seem to be able weapon that will only occupy one hand,
can only be initiated after you delete the to hang on, expecially as life becomes less perhaps utilizing the other for lockpicks
eight pre-composed characters from the and less a critical issue, as defensive spells, or a shield. Either a long bow or a light
game. (Another reason for copying the magic armor, and defensive jewelry are crossbow pack a damage range of 10 and
disk: the original information is always found throughout the game. Those charac- 11, respectively, which is a wallop your
available to you.) Use menu selection six, ters unable to pack heavy-duty armor enemies must respect. But the thief re-
(H), to delete the eight characters, and you (because they are not strong enough to quires that free hand especially when
can now begin the process of your own wield such protection) should have a about to lockpick a mysterious door. Obvi-
character creation. higher life value than warriors packing ously, adding points to bow or crossbow
You must initially decide how your char- plate mail especially if they are about skills would not make much sense, since
acters attributes will be distributed, business that will put them in the center the character wont initially be carrying
which is managed through the use of a of hostile attention. For example, a thief such weaponry. The thief could use a
menu of the base character attributes. may be sent into a small room or a narrow broadsword, which packs a damage rating
Each character starts with a base score of hallway to lockpick a door. When success- of 9, or perhaps a battle axe would be
5 in Strength, Dexterity, and Intelligence, fully opened, this gateway could suddenly more to your liking. In these cases, points
and the player is given another 25 points be the thoroughfare for a horde of should be added to either the Sword or
to spend on increasing those attributes as screaming goblins (pity the poor fellow Axe skills, or to both!
well as the characters Life and Experience who opened that portal). Since a thiefs A character may also possess more than
scores. The assignment of additional strength usually limits him to lighter ar- one profession. Ranger/Priest/Thieves,
points to any of the attributes really de- mor, the higher the life value originally requiring an expenditure of 13 personal
pends upon the type of character you assigned to that attribute, the more hits attribute points, are a marvelous asset to
need, as certain professions require a the character will be able to sustain prior any adventure group, as such a character
74 OCTOBER 1988
can then manage differing skills inherent Aessopp (top left) is our partys Sorcerer. Those involved in leading the group and
in each profession. Take, for example, the As he is going to be responsible for the examining the booty should build up their
following examples of our characters. initial examinations of booty during the Track and Search skills as soon as possible.
(Note that these skill scores required looting phase after combat, he should be Increase the Dexterity of all characters.
nearly 150 days of game time to build to quite capable in the evaluation of magic Look for a Dwarven Buckler and do
this level.) items. So, points should be given to Evalu- your best to keep it!
ate Magic. However, his spell-casting capa- Gozaroth needs a favor done.
STR: 10 SERIOUS INJURY: 0 COPPER: 0 bilities might well save many a neck from
INT: 11 CURRENT LIFE: 35 SILVER: 0 bidding a fond adieu to an attached head. Your goal is the Palace, far south in the
DEX: 13 INJURY: 0 ELECTRUM: 0 Therefore, he should be able to Cast Spells Ruins of Arghan. You will have no easy
LIFE:35 CURRENT EXP: 81 GOLD: 0 and have a lot of Maximum Power availa- time reaching this dungeon.
ITEM NAME: ble to cast those spells.
READIED SIZE
Note that Aessopp is packing an awe- There is certainly far more to Wizards
+5 BRIGANTINE YES LRG some amount of Cast Spell and Maximum Crown than has been presented in these
+2 CROWN YES SML Power points, since 250 points is the maxi- pages. Learning how to fight, how to
VERY FINE FLAIL NO SML mum number of points you can award to search, what party configurations are
+3 BOTTLE NO SML any skill. His initial points went directly to best, which skills are most important
SCROLL NO SML
FINE SHORT SWORD NO his spell-casting skills. Since Aessopp is not these are all a part of the total environ-
MED
JADE NO SML adept with weapons, we have also given ment presented by this CARP Youll find
DARK DAGGER YES SML him a high Close Combat rating, enabling yourself involved and fascinated for
+3 SHIELD YES MED him to use the Dark Dagger to full effec- hours. Wizards Crown provides enormous
+1 BOTTLE NO SML tiveness when a hostile character or crea- value for little cost. We think very highly
(R)EADY, TRANSFER AND EVALUATE ITEMS ture moves toward him. The Dark Dagger, of Wizards Crown and recommend this
(T)RADE COINS, (N)EXT PAGE, OR E(X)IT by the way, has not only the normal offering as one that truly presents a most
powers of Thrust damage, but also cuts positive view of fantasy role-playing as
AESSOPP (* screen 2 *) away at an opponents life force. played on a computer system. For compu-
terphiles and FRP gamers alike, Wizards
CLOSE COMBAT 180 Mar (bottom left), a combination Fighter/ Crown is a must for your game software
SCAN 18
SWIMMING 110 Priest, needs high scores for his chosen library.
ALCHEMY 135 weaponry (in this case, Sword for his two- Wizards Crown is for the Apple II com-
READ ANCIENT 126 handed + 5 Claymore) and also in healing puter family, the Commodore C-64 com-
EVALUATE MAGIC 150 injured areas. These were the two areas puter, the Atari XL computer series, and
CAST SPELL 232 his initial points were distributed amongst. will soon be released for the Atari ST
MAXIMUM POWER 245 Note Mars current high score of 238 for
EXPERIENCE 81 computer. The price for these versions is
CURRENT POWER 180 Sword (out of a possible 250) and the $39.95. You may also contact Strategic
maximum score for Karma, which consti- Simulations at 1046 North Rengstorff
tutes the power he has for healing and Avenue, Mountain View CA 94043. Their
STR: 10 SERIOUS INJURY:0 COPPER: 0 raising the dead. As you can see, his Cur- telephone number is (415)964-1353.
DEX: 10 INJURY 0 SILVER: 0 rent Karma seems to be down a bit in
INT: 11 CURRENT LIFE: 35 ELECTRUM: 0 strength the doubtless result of numer- Whats out there
LIFE: 35 CURRENT EXP: 21 GOLD 0 ous encounters. Mar is able to both fight Our new product and news information
ITEM NAME: READIED and heal, and is thus a resourceful and for this issue runs the gamut from
SIZE
valued member of his party. products being re-released for additional
GOLEM STAFF NO MED systems to information on brand-new
+3BOTTLE NO SML Once youve assigned all of the experi- releases. As in our past columns, the pro-
SCROLL NO SML ence points to attributes, selected the grams are listed by title.
TORCH NO SML
+5 CLAYMORE YES profession(s) for each character, chosen
MED
+1 CLOAK YES SML appropriate weaponry, all thats left before In our first column, we mentioned the
+4 BRIGANTINE YES LARGE starting your quest is to assign an on- release of Alter Ego (Activision, Inc.,
screen to each character. This icon is Mountain View, Calif.), the role-playing
(R)EADY, TRANSFER AND EVALUATE ITEMS picked from a display of numerous icons, game where you live your life in any man-
(T)RADE COINS, (N)EXT PAGE, OR E(X)IT and one should be selected for each char- ner you wish. Now Alter Ego is available in
MAR (* screen 2*) acter that best represents his or her main both the original male and new female
weapon ability. That way, youll always be version for the Commodore 64, IBM mi-
CLOSE COMBAT 177 able to tell whos who when searching cros, and the Macintosh computer, in
SWORD 238 indoors or fighting outdoors. You may now addition to the Apple II version. This game
AXE 16 exit (X) the Inn and proceed with the is highly recommended.
SPEAR 13
MACE 112 game.
FLAIL 11 Without giving too much away, the Alternate Reality The City (Datasoft,
BOW 20 following hints will certainly be of some Chatsworth, Calif.) was released late last
CROSSBOW 20 use to those who adventure into the Wiz- year, but only came to our attention re-
SHIELD 200 ards Crown world: cently. This is a fine fantasy role-playing
AWARENESS 31
SCAN 31 game, that is designed to be modular. The
SWIMMING 113 Tactical combat should find your adven- City is the first module, with The Dungeon
FIRST AID 25 turers as extremely close friends. (to be released at Christmas), The Arena,
TREAT POISON 133 Build up each characters main weapon The Palace, The Wilderness, Revelation,
TREAT DISEASE 139 to its maximum power (accomplished and Destiny all planned as sequels. The
TURN UNDEAD 183 through the garnishment of coins). City will be the base of operations for all
LUCK 126
KARMA 250 Look for booty that goes beyond normal future episodes. The City will also be
EXPERIENCE 21 capabilities. A sword with a Reveal Enemy released in versions for the Commodore
CURRENT KARMA 158 spell that is never used up is a fantastic 128, Macintosh, IBM micros, PCjr., Amiga,
PRAYER LEVEL 8 find! and Atari ST computers. It is already
DRAGON 75
available for the Apple II, Commodore 64, chosen by Family Computing in 1985 to available for IBM micros and their compat-
and Atari XL series computers. receive one of that publications Critics ibles for $50.
Choice Awards. Additionally, Phantasie is
Archon and Skyfox (Electronic Arts, San now available for the Macintosh computer. Our product watch includes new offer-
Mateo, Calif.) have been released in Macin- Pricing is $39.95. ings called Cinema Ware, which will be
tosh computer formats. The first offering distributed by Mindscape. These products
is a strategy game that involves wizards, Spell of Destruction (Mindscape, Inc., are actually interactive movies, packed
dragons, and trolls as playing pieces, as Northbrook, Ill.) has been released for with 1.2 megabytes of graphics coding,
well as arcade-style battles. The second Commodore computer owners and fea- and will run on 16-bit machines, such as
game is a combat flight simulator that tures 3-D graphics, 70 challenging loca- the Macintosh, Atari ST, and Amiga Com-
merges life-like combat flying and arcade tions, and a great musical score. This puters. The production company, Master
action on your computer screen. adventure game carries a price of $29.95. Design Software, is run by president Bob
Jacob, who has assembled a top-notch
Breakers is a new science-fiction game Sword of Kadash (Polarware/Penguin team to design, write, and program these
(Broderbund Software, San Rafael, Calif.) Software, Geneva, Ill.) has converted this offerings. Each CinemaWare game consists
where you live in the futuristic world of real-time animated fantasy role-playing of over 100 K of professionally composed
the planet Borg, trying to break up a ring game for Atari ST computer players. This music and over 1000 sprites. The com-
of smugglers, free folks from slavery, and offering has over 200 rooms and passages puter manages the actual camera-work
restore order to the cosmos (no small to explore and is quite challenging. Pricing that the player views onscreen, such as
order!). This is a text adventure available is only $17.95. Polarware has also lowered zooms, pans, and close-ups. The player has
for the Apple II series, IBM micros, the the pricing on all of its games to less than the feel of being at the cinema while inter-
Commodore 64/128, and the Atari ST The $20, with some older games available for acting with the script. Each is a role-
Commodore version is $39.95; all others less than $10. These are high-quality rec- playing game based on a motion picture
are $44.95. reational games (both adventure and ar- theme, where the player assumes the
cade), that are one of the best buys in persona of the onscreen character. Cine-
Essex and Brimstone are also from Bro- computer software today. maWare will include:
derbund Software, and have been released
in Atari ST formats, joining the Mac, Apple Temple of Apshai Trilogy and Rogue Defender of the Crown (Amiga), a Robin
II, C 64/128, and Atari XL versions. Both (Epyx, Inc., Sunnyvale, Calif.) have been Hood adventure with over 30 animated
are interactive text adventures the first released in both Commodore, Amiga, and screens. In the jousting scene, for exam-
taking you to outer space to thwart an Atari ST formats. These are classic adven- ple, there are seven different screens that
invasion of the Sirius sector, and the sec- ture games that have been further en- could be viewed while jousting. The com-
ond takes you to Arthurian times to aid Sir hanced due to enhanced computer puter roles the dice and determines
Gawain of the Round Table in his attempt graphics, sound, and screen displays. Both what screens will be seen by the player
to escape from the netherworld. Pricing is programs are well-worth your interest. (there could be three screens, including 3-
$44.95. D view, overhead view, etc.) By changing
The Pawn (Firebird Licensees, Ramsey, the scenes to be viewed during play, a
Hacker II: The Doomsday Papers (Activi- N.J.) is an illustrated text adventure for player could participate in the adventure a
sion, Inc., Mountain View, Calif.) is a strat- the Atari ST, whose painted scenes will hundred times and not have a duplicate
egy adventure sequel to the smash leave you in awe. A sophisticated language game.
software hit of 1985, Hacker. You are parser and an intriguing plot are ex-
provided with no game rules and only a tremely appealing to all gamers. Versions King of Chicago, for the Macintosh, is a
few clues. You must prevent a plot to for the Mac, Amiga, IBM micros, and Com- perfect offering for the Mac, as it emulates
destroy the United States. This game has modore 641128 are currently being devel- a black-and-white film of the thirties.
been released for Commodore 641128 and oped. The price is $44.95. Here, claymation techniques were used,
Apple II ($39.951, and for the IBM micro, with characters posed in 16 different
Tandy 1000, Amiga, Macintosh, and Atari Transylvania and The Crimson Crown stances, and digitized into the Macintosh.
ST (all $49.95). (Polarware/Penguin Software, Geneva, Ill.) A complete 3-D universe has been created,
are graphic text adventures that have in which the claymation characters move
The Movie Monster Game (Epyx, INC., been converted for play on IBM micros. with true dimensional ratios.
Sunnyvale, Calif.) stars Godzilla, and al- Using Polarwares Comprehend language
lows the player to become one of several system, both offerings start and finish the Other interactive movies include SDI, a
rampaging monsters in a strategy and saga of Vampyr hopefully at your USSR vs. USA movie for the Atari ST com-
arcade game to conquer various interna- hands. The price on each game is $34.95. puter, and planned for a March 1987 re-
tional cities. This is a game that is a great lease is a program entitled Star Rush,
deal of fun to play! At present, this soft- Uninvited (Mindworks, Inc., Northbrook, authorized by Jerry Pournelle and Bruce
ware has been released for the Commo- Ill.) is a graphic adventure for the Mac and Webster. This latter offering is a Star
dore 641128, Apple II, and IBM micros. Commodore 64/128, that leads you in a Wars-type scenario for the Amiga com-
hunt for your lost brother in a haunted puter. Graphics and artwork for these
Lords of Conquest (Electronic Arts, San mansion. Death stalks your every move in offerings have been completed by the
Mateo, Calif.) is a strategy game derived this intriguing offering, which is priced at artists like Peter Green, the posterist for
from an old boardgame called Border- $49.95. Also from Mindscape is a new the movie Cocoon and 300 other films.
lands. You choose your home territories, program entitled Comics Works, for the Please keep those letters and cards com-
then try to protect them as you conquer Macintosh, that allows you to create com- ing in; we truly appreciate your response
the world. This software has been re- ics, storyboards, greeting cards, and news- and comments to this column. We hope to
leased for the Commodore 64/128 and letters easily, by incorporating text and continue to provide you with the most
Atari XL series at a price of $32.95. graphics at will. The price is $79.95. reliable information on recreational offer-
ings exemplifying the finest in true,
Phantasie (Strategic Simulations, Moun- Wilderness: A Survival Adventure (Elec- computer-aided, adventure role-playing
tain View, Calif.) has been converted to the tric Transit, Thousand Oaks, Calif.) is an and related environments. We hope we
Atari ST computer. This is a multiple char- award-winning, true-to-life simulation of have managed to at least whet your adven-
acter role-playing adventure that was outdoor survival. This program is now turesome appetites.
76 OCTOBER 1986
by Margaret Weis and Kevin Stein Weapons and Ammo:
©1986 FASA Corporation Type Facing Tons
AC/20 Front 14
Ammo (AC) 20 Front 4
It had taken a direct appeal to King Jeverid to free up much of
the equipment the Lancers needed, including eight battered but
Mass: 40 tons
serviceable hovercraft weapons carriers, five-man machines like
Movement Type: Wheeled
those Grayson had seen in Sarghad. Three of them mounted auto
Power Plant: SitiCide 140 I.C.E.
cannons, and one a combat laser. Two . . . carried short-range
Cruising Speed: 43.2 kph
Skorpiad anti-armor missiles, while the rest carried anti-
Maximum Speed: 64.8 kph
personnel heavy machine guns. This small armada was no match
Armor: Star Slab 6
for the entire enemy Mech force. With luck though, they might
Armament: One Crusher SH Cannon
knock out one or more of the light Mechs in open battle.
Decision at Thunder Rift Manufacturer: Quikscell Company
by William H. Keith, Jr. Communications System: Johnston Q-Band
Robotic System: Furbish Robocheck
Targeting and Tracking System: Scantrex DualTac
Accusations have been made against battlefield historians of
the Succession Wars that they ignore or gloss over the role
Overview:
played by ground forces support units in favor of the more glam-
The Hetzer Wheeled Assault Gun is primarily used to provide
orous escapades of the MechWarrior.
cheap fire support to troops on planets of limited military signifi-
According to these jokers, a Marauder nailing a Marauder is
cance. Because the mechanical systems of the Hetzer are ex-
history, grumbles Anjin Smith, Liao sergeant and proud operator
tremely simple to operate, it has become standard practice to
of a Hetzer Wheeled Assault Gun. A Hetzer nailing a Marauder
install robotic remote-control units in the Hetzer, using it as an
is an accident.
unmanned scout vehicle.
But there have been many occasions when the ground forces
proved to be the decisive factor in battles. To quote Katrina
Capabilities:
Steiner, Winning commanders are those who recognize the
The Hetzer is generally used only in a support role. It is never
unique abilities of the support units and who make astute and
found operating alone unless it is a robotic scout. The Crusher
creative use of them on the battlefield. This article examines
Super Heavy Cannon gives the Hetzer enormous fire power po-
three representative ground-forces vehicles.
tential, but its lack of a turret and other, more diversified, weap-
[Vehicle and component weights are expressed in metric tons (1
onry makes it a nightmare machine for crewmen who are
metric ton = 1,000 kilograms). - Editor]
compelled by either fate or a deranged commander to take one
into a non-defensive combat situation.
The Hetzer is a wheeled vehicle. This has the advantage of
Type: Hetzer Wheeled Assault Gun keeping its cost down (the whole concept behind the Hetzer), but
Tons it restricts the vehicle to moving only over terrain that is either
naturally flat or has been flattened. These manmade Hetzer
Movement Type: Wheeled
paths are a dead giveaway that Hetzers are operating in the
Tonnage: 40
area.
Cruise Speed: 4
Most people will do anything to avoid being forced into the
Flank Speed: 6
10 cramped crew compartment of a Hetzer. If the vehicle catches
Engine:
fire, those caught inside are doomed. Certain sadistic sergeants
Rating 140
have been known to use duty in the Rolling Coffin as a means of
Type I.C.E.
punishing poor performance.
Control: Robotic Option 2
Lift Equipment:
Battle History:
Power Amplifier:
The only known battle fought by Hetzers in a nonsupport role
Heat Sinks: 0
4 occurred on Exit, in Liao space. It was, of course, an accident.
Internal Structure:
Two commanders, bored with tedious patrol duty on a planet
Turret:
well behind the front lines, challenged each other to a war game
Armor: 96 6 using the only vehicles they currently had at hand robotic-
Location Points controlled Hetzers for the playing pieces. The robotic-
Front 30 controlled Hetzers were reprogrammed to handle simulated
Lt./Rt. Side 22/22 battlefield conditions. Since the programmers had so much time
Back 22 on their hands, some of the programs designed were, in fact,
Turret 0 quite unique.
78 OCTOBER 1986
On the day of the mock battle, a Marik advance scout force - Control: 1
not noted for its luck dropped on planet to see what, if any Lift Equipment: 2.5
troop concentrations had been left there. Here was a real, live Power Amplifier:
target! Overjoyed, the Liao commanders gleefully sent the Het- Heat Sinks: 0
zers into action. The reprogrammed Hetzers almost completely Internal Structure: 2.5
destroyed the smaller but better-armed Marik forces. Marik Turret: .6
commanders are still pondering the last message of their scout
force, warning of a planet crawling with berserk Hetzers. Armor: 32 2
Location Points
The Hetzer commanders were promoted and are currently in
charge of reprogramming other Hetzers for the use of Liao Front 7
nobles. Lt./Rt. Side 6/6
Back 7
Variants: Turret 6
Although the cannon is a preferred weapon, Hetzers have been Weapons and Ammo:
known to carry long- or short-range missile packs, or even lasers Type Facing Tons
and flamers. These, however, are rare modifications. SRM 6 Turret 3
Some forces use Hetzers equipped with advanced scouting and SRM 6 Turret 3
detection equipment, but the high cost of such equipment gener- Ammo (SRM) 30 Body 2
ally prohibits its use to better-armed and more mobile units.
Mass: 25 Tons
Notable Armor Units and Crews: Movement Type: Hover
Anjin Smith, a Liao sergeant, is the only member of a Hetzer Power Plant: GM Classic II I.C.E.
crew never to have requested transfer to a different vehicle unit. Cruising Speed: 108.0 kph
Operating in a Hetzer he reprogrammed himself, Smith has been Maximum Speed: 162.0 kph
through more than fifteen engagements, with fifteen kills of Armor: 2 Star Slab
assorted larger vehicles to his credit among them a Marauder Armament: Two Sureshot Mk. VI Short Range Missile Packs
Manufacturer: Foxcell Products, Inc.
Communications System: ZaiBan X-1000
Type: Harrasser Missile Platform Targeting and Tracking System: TacTex Fixer
Tons Overview:
Movement Type: Hover The Harrasser Missile Platform is used in support of infantry
Tonnage: 25 that is moving into enemy-held territory. The Harrassers high
Cruise Speed: 10 speed keeps it out of harms way.
Flank Speed: 15 Most of the original Harrassers were built on civilian worlds in
Engine: 8 2996, designed to defend against either invading troops or lighter
Rating 120 Mechs bold enough to move into a city. This vehicles high speed
Type I.C.E. and easy maneuverability made it instantly popular with its oper-
ators. Before long, the Harrasser was one of the most popular sizes. A lesser-used option is to replace the missiles with flamers
privately-owned military vehicles on the market. or communications-detection gear. These are generally used only
Not only does the Harrasser require a skilled and daring driver, for very specialized missions.
but the vehicle itself is a pure joy to operate. It is no wonder,
then, that Harrasser drivers take pride in their machine, spend- Notable Armor Units and Crews:
ing long hours tinkering with it. Harrassers are lovingly kept in Marklin Chevy Chevalier is the owner of one of an original
perfect condition. Many have been passed down from generation Harrasser, one of the first ever to come off the assembly line. It is
to generation and are today worth more than five times their rumored that he won it in a card game, having staked his family
normal C-bill cost. estate for a chance to acquire the coveted vehicle. Chevy has kept
his Harrasser, known as Aces and Eights, in perfect condition,
Capabilities: both, for fighting and to exhibit in the Harrasser shows held at
The Harrassers armament is designed for quick infighting. Its various times and places throughout the star systems. Here,
two SureShot Mk. VI Short Range Missile Packs give the Harras- proud Harrasser owners come together to admire each others
ser a good chance of disabling a vehicle much bigger than itself. machines, learn new variations, and swap war stories. Chevy is
In general, however, it cannot win a sustained fight because of its commander of the 17th Support Unit stationed on Shroedinger.
light armor. He is also president of the 57 Club, a group of Harrasser collec-
The Harrassers best defence is its amazing speed. When mov- tors stationed on the planet.
ing full out, it is difficult for even Mechs to land a hit on an
evading Harrasser.
Battle History:
Type: Schrek PPC Carrier
One of the first and greatest Harrasser victories occurred on Tons
Quentin, a planet where many Harrassers were built. In 3000, an Movement Type: Track
advance group from an unknown Kurita Jump Ship invaded the Tonnage: 80
planet during a border skirmish that had gotten out of hand. Cruise Speed: 3
Catching the forces of House Davion garrisoned on Quentin com- Flank Speed: 5
pletely by surprise, the Kurita troops quickly disabled or cap- Engine: 17.5
tured most of the defending armor units. The few Mechs that Rating 240
had been stationed on Quentin had been recently transferred to Type Fusion
guard the border, leaving behind only a couple of light Mech Control: 4
lances and one medium lance. Kurita forces crushed these with- Lift Equipment:
out difficulty. Power Amplifier:
The Kurita forces had just settled down to relish their triumph Heat Sinks: 30 20
when they were suddenly attacked out of nowhere. The 3rd and Internal Structure: 8
5th Infantry Support Companies of House Davion had been out Turret: 2.1
on maneuvers in a remote area of the planet. Using their Harras-
Armor: 112 7
sers, the 3rd and 5th ISC launched a series of hit-and-run guerilla
Location Points
raids. Their precision strikes so devastated the invaders that the
Front 27
Kurita troops surrendered within one week.
Lt./Rt. Side 20/20
Back 20
Variants:
Turret 25
Many variations have become popular with Harrasser operators
over the years, since part of the joy of owning one of these vehi- Weapons and Ammo:
cles is souping it up. Replacing the two missile packs with one * Type Facing Tons
FarFire-10 Long Range Missile System and 24 loads of ammuni- PPC Turret 7
tion is one of the most popular modifications. Another popular PPC Turret 7
variation replaces the missile pacs with laser weapons of various PPC Turret 7
80 OCTOBER 1986
Schrek PPC Carrier
Mass: 80 Tons
Movement Type: Track
Power Plant: Pitban Fusion 240
Cruising Speed: 32.4 kph
Maximum Speed: 54.0 kph
Armor: ArcShield VII Ryan has allowed this story to be made public. According to
Armament: Three HellStar PPCs Ryan, he and his troops were away from their homeworld of
Manufacturer: Aldis Industries Butte Hold in an attempt to purchase several pieces of agricul-
Communications System: Olmstead 3000 tural equipment necessary to the peaceful, agrarian pursuits of
Targeting and Tracking System: Omicron IX our people. Some unknown invader, hearing that the main forces
of Ryans army were off-world, took advantage of the opportunity
Overview: to raid several of Butte Holds outposts.
For many years, the Demolisher heavy tank was one of the After stealing large quantities of supplies and equipment, the
most feared vehicles on the battlefield. Unfortunately, it was invaders set up camp outside one of Ryans major strongholds,
feared as much by its own crew as it was by the enemy. The obviously preparing a full-out assault. Fortunately, Ryans com-
Demolishers main guns had the side effect of generating such manders had the presence of mind to investigate certain large
extreme amounts of heat that the crew had to wear specially crates marked Tractor that Ryan had brought back from his last
designed coolant suits when operating it. If the Demolisher be- farm equipment purchasing expedition. No one was more sur-
came involved in a sustained firefight, even the crews coolant prised than Ryan upon learning that the five Tractors were five
suits would give out. If they didnt die from the heat, the crew- Schreks.
men were so weakened they could no longer fire and instantly I cant imagine how such a mix-up occurred, Ryan commented
became sitting ducks. later. I suppose well have to return them sometime!
Ten years and hundreds of coolant suits later, Aldis Industries The invaders force consisted of light and medium Mechs, and
announced the release of a vehicle of a size and fire power com- also included several aerospace fighters. Its initial plan was to
parable to the Demolisher, but without the heat problems. This completely overwhelm and overrun the strongholds defenders.
vehicle was the Schrek PPC carrier. Within thirty minutes, however, the five Tractors had reduced
the enemy to scrap metal.
Capabilities:
The Schreks main function on the battlefield is to act as long- Variants:
range heavy fire support to vehicles and Mechs. The three Hell- Very few variants of the Schrek have come into use. Occasion-
Star PPCs allow the Schrek to engage and destroy practically any ally, troops mount external machine guns or small lasers on them,
Mech in combat. A light Mech may be able to close with the but this is rare.
Schrek, but one hit from the PPCs will usually disable or kill the
Mech. By the time heavier Mechs lumber near enough to engage Notable Armor Units and Crews:
a Schrek, the Schreks PPCs may have already inflicted severe A private in the heavy armor unit of Halstens Brigade, Fre-
damage on them. Medium-sized Mechs are most dangerous to a derick Sniper Jones earned his nickname by his skill in making
Schrek, since these Mechs combine both good speed and strong incredible shots. On at least three occasions when his Shreck has
fire power capabilities. been battling overwhelming Mech forces, Jones has picked out a
The Schreks angled, sloped armor and low profile make it a commander and made a kill with a PPC shot to the head.
difficult target to spot and destroy. It is, therefore, particularly
good for taking fire from hidden gun emplacements. The In summation, we quote Hanse Davion, speaking at the award
Schreks two treads allow it to move easily over soft terrain. ceremonies held in honor of the 3rd and 5th ISC. In his speech,
The Schrek lacks close-range attack capability. The PPCs have Davion commented, I have sometimes heard Mech pilots sneer
difficulty concentrating a particle stream at ranges under 90 at those who act in a ground-support capacity. I have noticed that
meters, so a Schrek generally attempts to avoid direct engage- it is often these very pilots who end up fighting alone against
ments with an enemy. uneven odds, having been abandoned by those who might have
been able to save them. I can only say that these unprofessional
Battle History: imbeciles richly deserved their fate. I know more than one Mech-
Though understandably reluctant to release any information Warrior who owes his life to his ground support. The smart ones
concerning his homeworld, the alleged interstellar pirate Redjak never forget it.
82 OCTOBER 1986
Randal S. Doering the campaign, but should not be the piv- terms of the die type used, but there are
otal factor in the campaigns evolution. only 20 bullets. If you only give out de-
The technology of science fiction and Scenarios that offer technological items vices that use a d10 or d12 to determine
the magic of fantasy often meet and min- as a temporary reward give the DM an damage, then the number of damage dice
gle in modern literature, and when the excellent opportunity to spice up the cam- allowed to the party should be halved.
mixture is blended well the result is more paign by throwing in a curiosity or two. Of course, not all temporary technologi-
action and excitement for the reader than Items along this line should be usable only cal items are weapons. When placing
either science fiction or fantasy would once or twice, for they are meant only as nondamaging objects or devices, treat
have offered by itself. diversions and not as mainstay items. them as you would minor magical items.
Can this same mixture be created in the Good examples here are grenades or simi- These miscellaneous devices should not be
environment of a role-playing game lar weapons, containers of medicines, and too powerful and should be discovered
specifically the AD&D® game? Yes, it can. oddities (such as food pills that supply a only in moderate numbers.
Mixing modern or futuristic technology full days nourishment). None of these Another rule of thumb goes like this:
into the magic-dominated AD&D multi- items (a single grenade, a dose of medi- The number of miscellaneous temporary
verse is certainly possible, but the Dun- cine, a single pill) will last for more than items able to be discovered should be
geon Master should not take such a step one use, and the partys supply of any equal to no more than one-third of the
without a lot of careful consideration temporary item should be gone within a total number of party levels. Thus, if our
beforehand. This article offers guidelines few adventures at most. party of six 5th-level characters stumbled
to the DM who wants to try mixing ma- As a good rule of thumb, all of the tech- into a hoard of technological items, they
chine guns and magic missiles, in the nological weaponry a party could find in a would find at most ten minor, miscellane-
interest of achieving a good blend in temporary-item scenario should not be ous items and 90 dice worth of damaging
which the whole is truly greater than the able to inflict more dice (d6) of damage weaponry.
sum of its parts. than three times the partys total number Most miscellaneous items found should
The most important guideline, which of levels. (For multiclassed characters, duplicate the effects of minor magic items
underlies any other advice on the subject, average their levels and round to the or spells of no higher than 3rd level. For
is this: The DM must maintain control nearest whole number.) Using this rule, a example, medicines should heal 4-10
over the campaign and the technological party of six 5th-level characters (30 levels points of damage (as a potion of healing)
items incorporated in it. Certain controls total) should find technological weaponry or possibly allow water breathing (as the
should be pre-established, based on com- that can do no more than 90 dice of dam- potion or as the 3rd-level magic-user spell
mon sense and the DMs concept of game age before being used up. This is not as of the same name). A suit might be found
balance. Much as with powerful magic much as it might seem; for instance, a that contains chemicals to keep the wearer
items, objects of sophisticated technology wand of fire discovered with an average warm in sub-zero temperatures (once);
can ruin an otherwise well-made campaign amount of power remaining (90 charges) this suit can be compared to the lst-level
if they are misused or overused. But when and then used to simulate 45 fireball spells cleric spell resist cold and is perfectly
kept in their proper place, they can add a will inflict 270 dice of damage before allowable, using this guideline. These
special zest to the campaign and enhance being exhausted and it need not be used suggestions and a bit of thought can keep
the adventuring experience for everyone up, since the wand can be recharged. minor, temporary technological items well
involved. Example: The DM has decided that the under control.
party mentioned above has no urgent
The question of duration needs, and elects to give them a chance at Permanent items
Control starts with the DMs decisions on obtaining 90 dice worth of technological When the DM decides to make technol-
what sorts of technological items will be weaponry. In the upcoming adventure, he ogy a permanent part of his campaign, he
added to his campaign world, and this is has placed 30 fragmentation grenades (he is asking for many hours of labor. Many
determined largely by the intended dura- has decided that each causes 2d6 damage), questions that did not need to be an-
tion of the items. Will the items be tempo- a .44 caliber pistol with 20 bullets (each swered for the temporary-item scenario
rary, as are those in TSR Module S3, doing 1d10 damage), and a laser rifle with now must be examined in depth. The
Expedition to the Barrier Peaks, or will sufficient power to fire two more times question of origins must be dealt with:
they be a permanent part of the cam- (each shot doing 5d6 damage). Where did these items come from? Can
paign? This distinction will be of vital The damage die used can vary some- anyone use them (especially the weapons)?
import, for the methods of awarding and what, but should be kept to a d6 as much How does a DM deal with the relatively
controlling the technological items will be as possible so that the items in question potent miscellaneous items that might
vastly different for each case. Temporary can be compared to various damaging become part of a long-lasting campaign?
items can be comparatively potent, since spells. In this way, the DM can be confi-
they are not supposed to last for more dent of maintaining a good game balance; The origin of technology. If technological
than one or two adventures. Permanent it gives him something with which he can items are introduced to the campaign for a
items should be much less powerful; such compare his technological weapons. The temporary diversion, then their source
an item will have a long-lasting impact on .44 pistol above does heavy damage in will be of little consequence to play. The
84 OCTOBER 1986
items were perhaps lost by an interdimen- the original race are still around, trying to covery process might be shortened or
sional traveler or could have belonged to regather their items. simplified for that weapon. Experience
an ancient race. Spread a bit of oil of also counts for something; if a fighter has
timelessness on an item made of super- Class restrictions. In a scenario involving learned that pulling the trigger will oper-
materials, and who can say how long it temporary technological items, the ques- ate a revolver, then hell recognize a trig-
would last? For temporary technological tion of which character classes can use ger the next time he sees one, and
items, the DM can make up nearly any them is not terribly important. The items probably will have little trouble figuring
explanation he likes. For a long-range found are not lasting and thus would not out how to work other weapons with
campaign inclusion, however, some rea- be around long enough to create a game- similar-looking triggers.
sonable explanation as to the origin and balance disturbance. But when such items For devices that the DM feels the charac-
purpose of these items must be made. are made part of the campaign, the ques- ter would not know how to operate ahead
In this authors campaign world of Cry- tion becomes important. Obviously the of time, the only way to discover the items
soberyl, technological items of many sorts entire party cannot be equipped with function is by trial and error. Sages, leg-
are a permanent part of the campaign. rifles and grenades, nor could all of the end lore, and similar persons and spells
They are very rare and extremely expen- characters use any miscellaneous item. may help but should never reveal all there
sive (when they can be bought at all), but Miscellaneous technological devices is to know about a new technological
can be found by the lucky and the perse- should be usable by most classes, just as weapon.
vering. These items come from a dying are the various potions and miscellaneous
city some 6,000 miles out to sea. The peo- magical items. Common sense has to be Technological weapons in the campaign.
ple of this city are more than a little de- the guiding factor here. For instance, a When technological weaponry is added to
praved and often come to the mainland cleric might not use or sanction the use of the campaign on a permanent basis, the
for a bit of sport (i.e., tearing up a few healing drugs. A detect magic spell will formula given earlier (designed for use
local villages and departing before effec- show such an item to be non-magical; with temporary items) no longer serves as
tive resistance can be mustered). Over the therefore, the gods had no hand in its an effective means to control such devices.
years, some of these invaders have been making (unlike a potion of healing). A thief Since the technological weapons will be
dealt with by the natives, and their items might not use any items that fit over the found right along with magical weapons in
tossed with their remains into the nearest hands, and would probably not wear or many cases, there can no longer be as
deep hole. Once in a while, some lucky carry any large, bulky items, for this could large a number of them. The old formula
adventurer stumbles upon the items again. affect the performance of his dexterity- of party levels times three needs to be
An alternate scenario: A member of the related skills. changed, reducing the multiplier 3 to 2.
troubled technological folk steals a small Technological weapons are another This will reflect the fact that the items are
flier, loads it up, and flees to the continent. matter entirely, and a moments reflection not temporary; they can be supplemented
The flier crashes into the jungle for heroes will show that the fighter class alone is later.
to find later. Over the centuries, quite a suited to their use. After all, the fighter is When a number of magical weapons are
few of these items have been scattered basically a person who is skilled in weap- to be located in a treasure hoard, the 2 in
across the land, so the characters have ons use. Since fighters gain no primary the equation should be reduced to a 1, or
some familiarity with them, and they can abilities other than their skill at arms, they no technological weaponry should be
expect to find more. They do not know are well suited to taking on a new set of given away at all. If this seems harsh,
where these items come from (the natives weaponry. The addition of technological remember that characters will have
say from over the sea, but who trusts a weapons to a campaign gives the fighter a chances later to add to their technological
stupid barbarian?), but the DM knows, and special ability of his own. In a game where weapons hoard. And, after all, the AD&D
the door is open for further adventures. specialty classes have increasing roles, this game is based on magic, not technology.
Perhaps variations on these scenarios restriction on who can use technological Technological weaponry should never
would work for other DMs. The above weapons will help keep fighters a distinc- become numerous enough to replace
reasoning has proven very effective in my tive class. magic weaponry!
world because the use of technological Being eligible to use a weapon and When adding technological weapons to
items was planned for when the world knowing how to use it are not the same an AD&D game, the DM needs to remem-
was designed. If the DM considering the thing. No fighter will be able to find a rifle, ber that all technological weapons have a
origin of technological items in his cam- pick it up, and start firing right away weakness they need ammunition. This
paign has already designed his entire (especially if the rifle isnt loaded to begin ammunition can come in two forms, de-
world, it may not initially have room for with). For temporary items that just pop pending upon the sort of weapon used.
such a city but this presents little obsta- up in the middle of an adventure, and for For ballistic weapons such as are used in
cle to the inventive DM. most permanent items that are to be a todays world (pistols, rifles, etc.), the
If you cant change the surface geogra- fixture in the campaign, the would-be user ammunition comes in the form of bullets.
phy to account for a place that contains must first figure out how the weapon or With advanced (powered) weaponry, am-
technological items, then go beneath the item works. A system for figuring out the munition comes as power cells. Descrip-
surface. For instance, it could be that function of an unknown artifact is given in tions of the two ammunition types are
these items come from deep inside the the GAMMA WORLD® game rules, and given later. For now they are mentioned as
planet, and the subterranean races that another one is provided in issue #100 of a prelude to the upcoming charts.
made them have finally all but slaughtered DRAGON® Magazine. The DM can devise For information and examples pertaining
one another. The survivors are fleeing his own system, using either of these as a to modern ballistic weapons, the DM is
upward, only to meet drow elves, kuo-toa, model; understanding how a technological referred to issue #57 of DRAGON Maga-
and other vicious under-dwellers. The item works shouldnt be impossible, but zine. Therein can be found an article,
very few who survive that set of encoun- neither should it be automatic. Even after written by Ed Greenwood, entitled Mod-
ters reach the surface, only to die when a weapon is figured out, the fighters non- ern Monsters (reprinted in the Best of
exposed to sunlight. But now, suddenly, proficiency penalty should apply when he DRAGON Vol. V anthology). The most
technological items are turning up. In tries to use it. technical aspects of modern weapons are
small quantities, yes but with a bit of For permanent items in a campaign discussed therein. Portions of that article
traveling, one might collect quite a few of environment, some of this discovery proc- were reproduced in DRAGON Magazine
them. Some must have fallen into the ess may not be necessary. If a fighter or issue #100, in the City Beyond the Gate
hands of the drow or the tentacles of the another member of the party has seen or module written by Robert Schroeck.
mind flayers. Perhaps some members of heard of a certain weapon, then the dis- There is no need for this article to reiter-
DRAGON 85
ate the work already done by others, so no Table I: Powered missile weapons
examples of modern ballistic weapons are weight Fire Charges Range
included here. Weapon type (gp) Damage * rate per shot S M L
The two tables on this page describe Sonic pistol 70 3-18 1 1 8 16 24
advanced weaponry (purely of the au- Sonic rifle 90 4-24 1 2 10 20 30
thors own invention) in AD&D game Hand atomizer 80 2-20 1 2 5 10 15
terms. The first table includes examples of Heavy atomizer 150 5-30 1 4 7 14 21
powered missile weapons, and the second
table powered melee weapons. Additional * Damage does not vary by target size because the missile is an energy bolt, much
examples of powered technological items like a spell effect.
given in AD&D terms may be found in the
AD&D module S3, Expedition to the Bar-
rier Peaks. Table II: Powered melee weapons
The weapons described on Table I exist Weight Charges Weapon Space Speed
only for purposes of this article and are Weapon type (gp) Damage * per rd. length * * req. (ft.) factor
examples only. They share features, how- Forcesword 35 2-16 1 ½/3½ 3 4
ever, that all advanced technological mis- Powermace 60 2-12 2 2/2½ 4 6
sile weapons should have. They are Electroflail 80 5-10 4 4/4 6 6
lightweight, nonreproducible in a medieval
society, and very damaging. Until a DM * As with powered missile weapons, the damage for these devices does not vary
has a chance to experiment with such with target size.
items in a campaign, he should keep the ** Weapon length is given in feet, before and after the weapon is turned on.
fire rate down to one shot per round.
Later the fire rate could be doubled (or
halved) if this proves necessary. Finally, and TRAVELLER® games, although these casters can do them one better. A machine
the user of one of these items does not will need work before they can be added like the one mentioned above that works
need to make a to hit roll to strike a to an AD&D game. repeatedly will be rarer and more valu-
target. However, the target has a chance to able, and should not be found until the
make a saving throw vs. paralyzation to Miscellaneous technological devices. So party is at least 16th level (when the cleric
avoid the damage. This saving throw is far this article has concentrated mainly on could top its effects with a resurrection
made at a bonus of +2 if the weapon is weapons, damage, and other matters spell). This brings the item to a subservi-
used at medium range, or +5 if the target related to combat. Many technological ent position in the party, where it is still
is at long range. Other benefits may also items, however, can be of a miscellaneous valuable, but will not dominate the partys
apply, such as a bonus for the wielders and helpful nature. Nearly any magical special equipment list. After all, if the
lack of proficiency, a bonus for the target effect can come into being. Examples same 8th-level cleric found such a ma-
being protected by cover, and perhaps (at would be a pair of powerful binoculars chine, he would probably quit adventuring
the DMs discretion) a bonus for the tar- that are the equivalent of eyes of the and raise dead for a living. This is cer-
gets dexterity if the weapon is used at eagle, mirrored sunglasses that reflect tainly not much of a challenge!
medium or long range. (Maybe theres gaze attacks as a gaze reflection spell, and Finally, remember that exceptionally
time to get out of the way, maybe not. . . .) a suit of special cloth that prevents dam- powerful miscellaneous technological
The melee weapons described on Table age done by thrusting weapons. All of devices will doubtless require constant
II are, again, examples only for this article. these items are very useful and could be attention, rare materials, or vast amounts
The forcesword looks like a sword hilt used by nearly everyone. But they bring of power to make them work. Once word
until the power is turned on, at which their own distinctive problems to the game of such items circulates, thieves may try to
time a forcefield approximately the size of campaign. steal them, nobles may try to buy or take
a longsword blade appears. A powermace Controlling miscellaneous technological them, etc. This situation is handled exactly
is a rod of mithril. When activated, it items is trickier than controlling techno- as a DM would handle characters with
sprouts a 6-inch-diameter sphere of crack- logical weapons. There is no simple con- potent magical items make sure the
ling energy which causes burn damage to version of damage dice, and each item is items are not abused! In the end, such
target creatures. Most terrible of all is the different from the others. In this case, potent technological items should break
electroflail, a flail made of mithril and there are two helpful hints to aid the DM down, run out of power, or otherwise fail.
charged with electricity. The slightest in keeping miscellaneous technological Items like the raise dead machine could
touch of this device delivers a severe elec- devices under control. One is for the DM prove fatal to a campaign if used too often,
trical shock. to figure out experience point values for for they would make even death an easily
All powered melee weapons share char- the items (see the next section for an ex- solved problem.
acteristics similar to powered missile planation of how to do this) and award the
weapons. They are lighter and a bit faster technological devices as if they were magi- Experience point awards
than their archaic cousins, but require just cal items. The other is to compare the item From the problems of technological
as much space to use. Damage is increased to a spell it emulates (if possible). The items origins and users, and the different
in all cases, but not enough to upset the technological items should be comparable uses of technological items, we go on to
game balance. to spells of a level that party spell-casters address the awarding of experience points
Powered melee weapons need only hit can throw. If the party cleric can throw for these items. This section has three
AC 10 to do damage, discounting armor, 5th-level spells, then a machine that raises categories. The first concerns technologi-
but adding dexterity and magical bonuses dead (as the 5th-level cleric spell of the cal weaponry, the second ammunition, and
for the target as applicable. Note that same name) would not be too potent for the third miscellaneous technological
creatures of magic (i.e., demons) are enti- the party to have. Even if the cleric were items.
tled to full armor class when being hit only 8th level, this machine would not be Technological weaponry breaks down
with a weapon of this sort. These weapons too powerful to allow the party to find it into powered melee weapons and two
may or may not harm creatures requiring so long as it only worked once, kinds of missile weapons: ballistic and
magic to hit; this is up to individual DMs. Generally speaking, permanent techno- powered. Powered melee weapons should
More examples of powered melee weap- logical items that approximate spell effects be designed to resemble archaic-type
ons may be found in the GAMMA WORLD should not be given out until party spell- weaponry, so that their users have some
86 OCTOBER 1986
basis to relate to them. Weapons such as ages will increase, as well as their ranges. lows one to breathe water, much as a
this are then worth as many experience For powered missile rifles, the DM needs water breathing potion. The mask will last
points as a + 1 (magical) archaic weapon of to calculate base xp value (such as 800 xp forever (so long as it has power, anyway),
the sort they resemble. This relatively low for a sonic rifle) by damage, then double but the potion only lasts a few hours. The
value for experience points reflects the this value (because the weapon is a rifle potion is worth 400 xp, so the mask is
inferiority of the technological weapons, version of a pistol). Thus, the sonic rifle is worth 800 xp. In the second case, a neck-
in the respect that they require power worth 1600 xp. This makes rifles worth lace of adaptation is compared to a dispos-
cells to operate. An example of this is the much more experience than pistols and able mask that filters out one dose of
powermace mentioned earlier, which should force the DM to make powered poisonous gas. The necklace is worth 1000
compares to a magical mace + 1. The mace rifles more rare than any other sort of xp and is a permanent item. Since the
+1 is worth 350 xp, so the powermace is technological weapon, which is as it mask will only work once, it is worth only
also worth this experience point value. should be. one quarter as much experience as the
The forcesword compares to a sword + 1 Powered missile weapons that can kill or necklace, or 250 xp. This system will prob-
and is worth 400 xp, and so on. If a pow- disintegrate their targets with one shot are ably take care of most miscellaneous tech-
ered melee weapon has a special ability worth a flat 3000 xp in pistol form, 10,000 nological devices.
that compares to a magical function, the xp as a rifle. Needless to say, these items The DM should always try to use the
item should be worth half as many experi- should be virtually nonexistent and should above method of awarding experience. It
ence points as that item. Thus, if the for- use many charges per shot (half of a keeps new items compared to existing
cesword has the ability to sever limbs on a power cell, for instance). items and provides the simplest, most
natural roll of 20, it can be compared to a Ammunition is also awarded an experi- direct experience point conversions. Some-
sword of sharpness. The experience point ence point value. Bullets are worth 25 xp times, however, this method may not
value for a sword of sharpness is 7000 xp, per die of damage they cause. This means work. There may be times when the tech-
so the forcesword (which is dependent that a bullet causing 1d6 damage is worth nological item resembles a spell effect
upon power cells) is worth 3500 xp. just as much experience as a bullet doing more closely than a magic item. These
For technological missile weapons, expe- 1d10 damage, just as a magical crossbow items are awarded experience by the level
rience awarded depends on the basic sort bolt + 1 is worth the same experience as a of the spell they emulate.
of weapon, i.e., ballistic or powered. Ballis- magical arrow +1. Power cells are worth An item which resembles a spell is
tic weapons that can be made by local 20 xp per charge, so a fully charged power worth 150 xp per level of the spell it re-
metalsmiths are no different from com- cell with twenty charges is worth 400 xp. sembles. This makes a technological drug
mon bows and crossbows and are worth Such low values for experience enable the which allows its user to run for many
no experience points. If such a weapon DM to keep the party well supplied with hours without tiring worth 150 xp, for it
cannot be bought and must be found, such items. duplicates the effects of the 1st-level
however, it should be worth experience to Miscellaneous technological items are magic-user spell run. Items that resemble
its user. The exact experience point award the most difficult to classify, due to the multiple spell effects are worth the experi-
should be 500 xp for all ballistic pistols vast variety of such items which can oc- ence points of the highest spell level emu-
and 100 xp for ballistic rifles (including cur. These items can be divided into three lated and half that of each of the other
shotguns). This compares ballistic weapons groups: miscellaneous technological de- spell effects.
to a magical bow + 1, which they resemble vices that resemble magical items, those For example, a technological item that
in function. The caliber of the ballistic that resemble spell effects, and the devices allows weather control might also allow
item in question is no more important that are so unusual that they are like no the user to create lightning (as a call light-
than the sort of bow; it is the weapon class sort of magic and must stand alone. The ning spell), gusts of wind, precipitation,
which counts here, not individual weap- methods for awarding experience for cloudbursts, and zephyrs. The base experi-
ons. Rifle-type ballistics are always worth these, different sorts of items are de- ence for the machine is 900 xp, for the
twice the experience points as pistols, for scribed in detail below. 6th-level magic-user spell control weather
obvious reasons. Many miscellaneous technological de- is the highest level spell that the machine
Grenades and other explosive (ballistic) vices will resemble some sort of already- emulates. The other spell effects are
missiles are worth 100 xp per die of dam- existing magical item. If this is the case, worth a total of 900 additional experience
age they cause. This low value reflects the the technological item can be awarded points (three 3rd-level spells, a 2nd-level
temporary nature of such items and al- experience points as if it were the magical spell, and a 1st-level spell equal 12 spell
lows the DM to give out many, of these item, and the situation is easily resolved. levels, times 150 xp per spell level, divided
devices. Using this method, a pair of powerful by two because these spell effects are
Since powered missile weapons will be binoculars is worth the same experience secondary to the primary control weather
more individualistic than ballistic weap- value as eyes of the eagle, or 3500 xp. A function), so the entire machine is worth
onry (a laser is nothing like a sonicgun, dose of medicine which cures 2d6 damage 1800 xp. As a rule of thumb, the spell list
and so forth), these items must be assigned is like a potion of healing (200 xp), and so used to determine spell level should be the
individual experience point values. An forth. magic-user list first, for this list contains
item of this sort should be categorized by In many cases, however, the two items most spells of general nature. From here
the type of damage it does, i.e., stunning, will be alike but will not have the same the Dungeon Master can go to other spell
elemental damage (heat, cold, electricity, duration, In this case, the technological lists as necessary.)
etc.), disintegration, etc. The less the dam- item in question must suffer a reduction These values are modified as above for
age done by a technological weapon, the in, or be granted more experience value. comparing permanent and temporary
less experience it is worth. A stunning For a technological item which is perma- items. Thus, if the weather machine men-
item will not harm victims at all, so it nent and which emulates a magical item of tioned above was a permanent item (as it
starts the list at a flat 250 xp for a stun temporary nature, the technological items would probably be), it is worth 3600 xp.
pistol, twice that for a stun rifle (500 xp). awarded xp are double those of the magi- This is not much experience for such a
Weapons which do elemental damage are cal item in question. When the technologi- potent item, but then it will need many
worth 200 xp per die of damage they cal item is temporary but the magic item power cells and possibly other expensive
cause. Thus, a sonic pistol which causes to which it is compared is permanent, the material components to continue operat-
3d6 damage per shot is worth 600 xp. technological item is worth only one- ing. This method of awarding experience
The rifle versions of powered missile quarter of the xp value of the magic item. should take care of all save a very few of
weapons are different than the rifle ver- For example, take the first case. Com- the technological items which do not fit
sions of ballistic weapons, for their dam- pare a technological facemask which al- the guidelines given above.
88 OCTOBER 1986
The item which does not fit either of in small communities, it will take the re- tion. They are nonreproducible in any
these categories will be unusual indeed. sources of a city to handle larger techno- medieval society and must be found. The
Assigning experience points for an item logical items. This allows opportunity for average power cell should be about the
like this is strictly up to each DM, based thieves to steal the item, and may lead to a size of a watch battery and should contain
upon the relative power of the item. Com- lot of excitement. Technological items are about twenty charges. Any less than this,
pare the item to magic items or spells it just like magical items in the respect that and the fighter will be changing cells too
even remotely resembles and work from experience gained is for keeping or selling often! The problem is solved by leaping
there, using the suggestions given above. the item never both! from swords and crossbows, straight into
The example for this section is a suit of high technology.
ballistic cloth which prevents damage The case for technology This same principle applies to other
done by thrusting weapons. This suit is This article has so far discussed only technological weapons in the campaign.
slightly akin to a stoneskin spell (4th-level modern or futuristic weaponry. No men- Grenades are converted to plastic explo-
magic-user spell) or a periapt of wound tion has been made of weapons such as sives, and plastic explosive bullets replace
closure, but is not as potent as either. The the blunderbuss or the musket, nor will all traditional bullets. The chain of events
spell effect would make the item worth this article go on to discuss such. There which could have led to a low-technology
1200 xp (150 xp per spell level × 4th-level are two reasons for this. DRAGON Maga- civilization into an advanced one is now
spell × 2 because the spell is temporary zine has already published several excel- broken. Characters still have the new
and the suit is permanent), while the lent articles on more primitive (or early, if weapons and the DM does not have to
magic item would make it worth 1000 xp. preferred): technological weaponry. The worry about characters reproducing am-
One solution here could be to average best examples of these are Firearms by munition. The characters still have to
these two values, to end up at 1100 xp. Ed Greenwood (issue #60) and A Second depend upon the DM for resupply, so
This value should then be halved, because Volley, by the same author, in issue #70. control stays with the DM.
the item is nowhere near as potent as These articles deal very completely with Advanced weaponry is even easier to
either the spell or the magic item in ques- the beginning of ballistic weaponry, so no control. Such devices would have thou-
tion. The suit ends up being worth 550 xp. repeat performance is necessary. sands of parts, nearly all beyond the ar-
There are, of course, other solutions here, Also, it is this authors opinion that such chaic craftsmans ability to reproduce.
and it is up to each DM to find them. This weaponry does not belong in the AD&D They would be made of high-tech materi-
process is a time-consuming bother, so it is game. Once a world is given the secret of, als and could not operate if parts were
heartily recommended that the DM not gunpowder, it can be argued that technol- replaced with baser substances. These
put in too many items of this sort. ogy will follow the course it did on Earth. devices also take power cells more
[See, however, All about Krynns gnomes, nonreproducible items. They remain, to
Selling technological items in issue #103. Editor] From crude ballis- the characters, a form of alien magic
The selling of technological items is tics such as are noted above, the human which must be supplied by the DM.
going to be much easier for characters race has developed a plethora of powerful Miscellaneous technological items are
than the buying of such, just as with magic ballistic (and nuclear) weapons. Allowing handled in the exact same way. If the DM
items. The value of a technological item is early ballistics in a campaign world makes wants to give away a coffee grinder, he
dependent upon its durability. If the item way for advancement down the chrono- needs to make it fully automatic, with
is temporary, it is worth three times its logical road, Technological weapons in an forcefields to crush the contents. The
experience point value in gold pieces. AD&D campaign world should therefore average miscellaneous technological item
Items which need ammunition, power, or be constructed so that the inhabitants of should be beyond all comprehension in its
other assistance before they will work are that world cannot reproduce their vital workings, so long as it is usable by those
worth five times their xp value in gold. components. who find it. Using advanced technological
Technological items of a permanent, non- While the smiths of an AD&D world devices is just one more way for the DM to
assisted nature are worth as much gold as would probably be able to reproduce a stay on top of things and stave off trou-
eight times their experience point value. modern ballistic weapon (if in slightly ble before it begins.
This system will not work in every case, poorer quality), the ammunition would be
but it is a good general guideline to start another matter. However, given time and Magitek
with. It allows for the quick sale of most the aid of a magic-user friend, a clever Undoubtedly, many DMs are already
technological items. alchemist could probably solve that prob- thinking about combining magical and
Buying technological items is strictly up lem also. Here, then, is the weak link. The technological items to create magitek
to the DM, if it can be done at all. Ballistic problem is not the weapon (even a ma- items. Unless the DM has much experi-
weapons which can be made by local chine gun is nothing except a fancy club, ence, this is not recommended. Upon this
craftsmen should sell for about 40-80 gp. without its bullets) but the ammunition. In authors world of Crysoberyl such experi-
This makes them expensive but not un- its modern-day form, ammunition is de- ments were tried, and nearly all of the
reachable to low-level parties. As with rived from natural ingredients which are resultant items were simply too powerful.
magical items, technological items which easily reproducible in a well-stocked alche- Technological items, as outlined above and
can normally only be found should have to mists laboratory. in the referenced articles, are potent
be traded for (using other technological The solution here is to upgrade the vital enough to stand on their own. The addi-
items, magical items, etc.) or bought at component, the ammunition, to such a tion of magical abilities to already-potent
prices which are grossly unreasonable (10- point that it cannot be reproduced in a technological items generally creates an
20 times their experience value in gold). medieval society. For the modern-type item which upsets the balance of the
Special circumstances may mitigate this. bullet, this could be accomplished by game.
As with buying magical items, this entire replacing the cartridge with a wad of For more experienced DMs, there is one
process is a field where the DM is pretty plastic explosives. These explosives are small sort of magical-technological blend-
much on his own. Skill at handling situa- shaped like a brass cartridge and are ing which could be allowed. Magic-users
tions like this comes only with experience, entirely consumed in the firing of the of high enough level to enchant an item
and no further explanation can be given in bullet. This leaves no residue for a busy- (12th level and over) could create bullets
this article. body alchemist to study, and the explo- or recharge (but not create) power cells.
Finally, it is important to remember that sives are so advanced that an alchemist For bullets, this calls for the wizard to
to buy or sell technological items, there could not even break them down to study, have dummy bullets made of fine materi-
must be a seller and a buyer handy! While much less reproduce them. In powered als, worth a minimum of 100 gp per bullet.
some minor items could be bought or sold weaponry, power cells are the ammuni- He then uses the enchant an item spell. If
90 OCTOBER 1986
the spell takes effect, the wizard finishes weapons are impractical. Charge usage effect a 20-foot radius. This is the equiva-
the process with a magic missile spell. One will run the weapon out of ammo before it lent of a 5th-level magic-user using a fire-
bullet per level of the caster may be thus can be used to create much more than one ball spell. This rule also encompasses such
enchanted, with one enchant an item spell. quick spray, and such use would probably devices as artillery, which are also not
If the initial saving throw for the bullets slag the weapons circuitry. The individual needed. Weapons on this scale promote
fails, the entire lot is ruined, and the DM may add such an item perhaps once too much power-playing and make such
magic-user must start over with a new or twice, for special missions or such, but activities as seiges and the like too easy.
batch of bullets. continued use of automatic powered For special scenarios, the DM may have
For power cells, the wizard again uses weapons is strongly discouraged. characters activate a bomb which blows
the enchant an item spell. If this takes Automatic ballistic weapons are much up an entire keep or some such, but de-
effect, the process is finished with a shock- easier to handle. If the ammunition is kept vices on this scale should never be owned
ing grasp spell, one such spell per power to small caliber (such as 5 mm), the bullets by player characters.
cell recharged. The wizard may recharge can be given poor armor penetration
up to two charges per level of experience bonuses. In addition, automatic fire affects 3. Magic always wins. The AD&D game
he has, i.e., a 15th-level magic-user may a 90-degree arc in front of the firer and is world is a magical one, and in such a
recharge up to thirty charges. The num- nonselective; like an area-effect spell, world that power should be ultimate.
ber of power cells recharged does not friend or foe alike may be hit. Since the When like amounts of magic and technol-
matter, so long as the total number of weapons user cannot really control each ogy clash on equal terms, the magic will
charges restored to all involved power bullets flight, to hit rolls for all bullets always win. Period. This keeps the game
cells is no greater than two per level of the are at -2 on this roll. Automatic weapons focus where it should be and delegates
spell caster. Material components for this fire no more than 20 bullets at a burst technology to the secondary status it
spell cost 100 gp per charge restored. (that is, per melee round) and should have should have in the game.
No other use of magitek items should 10%-40% misses before to hit rolls even
ever be allowed. Powered devices which begin (bullets are removed from play, Last words
need no power cells would certainly be unless the firer shot into a crowd). Once a Using technology in an AD&D game can
handy, but they defeat the purpose of character uses a magazine or two of hard- give it energy and kindle new excitement,
technology in the AD&D game as a sec- won ammunition with penalties like these, but the DM must be sure that he is in
ondary diversion. If the DM wants techno- automatic weapons use should be drasti- command of this new element at all times.
logical items to replace magical items in cally cut down. Such weapons can never With few established rules to follow, the
his world, he is playing the wrong game; be produced by the inhabitants of a medie- DM experimenting with technology has to
try the GAMMA WORLD or TRAVELLER val society and must always be found. know what he wants the technology to
games! The items created by the magic- Ammunition must be found specifically accomplish, how powerful it is in relation
user in the above examples have no to for these weapons. Again, automatic weap- to the magic of his world, and what can be
hit bonuses or damage bonuses. They ons are not recommended except for done with it. In this article, the DM has
merely allow the continued use of techno- special missions in which large numbers of been given some suggestions and refer-
logical items which have otherwise run weak creatures would be met. Ammuni- ences to help him find other helpful artic-
out of ammunition. They are a minor tion for the weapon would be next to les, but this alone is not enough. He must
compromise between two opposite forces impossible to get after such a mission. now sit down and work out his own tech-
in the AD&D universe, and should be all nological system. Extensive playtesting
the magitek a DM needs. 2. No bombs. Grenades should be all of with NPCs will show the DM the strengths
the heavy artillery a party needs, as far as and weaknesses of various strategies, so
Hints for game balance technological area-affect weapons go. If that the technology introduced will
When all is said and done, everything fragmentation grenades doing 2d6 damage strengthen, not damage, his campaign.
which has been suggested in this article is do not seem potent enough to a DM, he With the above guidelines in mind, the DM
only a set of guidelines. By using such can always add his own grenades which now has a whole new path to explore on
guidelines, the DM can avoid many of the do more damage. Maximum damage for a his way to forging a campaign which will
mistakes and pitfalls that this author met grenade should be 5d6, maximum area of last a lifetime.
when adding technology to his own game
world. In this final section are three rules
to further aid the DM. They deal with who designed the CALL OF CTHULHU®
areas which have been studiously avoided
The real thing game, once discovered that a woman had
thus far, so that their import could be (From page 3) signed autographs in a nearby bookstore,
noted by their position at the end of this dont, and thats okay, too but I want claiming to be the Sandy Peterson. The
article. These problems areas are auto- people to like me or hate me based on the Sandy Peterson is a guy, but the lady ap-
matic weapons (machine guns), the use of REAL ME, not some con artist. parently didnt let that stop her.
bombs and other devastating weapons, Why did this person write and tell me Life is complicated enough without
and magic versus technology. hed done this? I suspect he enjoyed crow- having someone run around making it
ing about the trick hed pulled off. He even even more complicated for you. On the
1. Control automatic weapons. Techno- asked if he could get a job with TSR, Inc., other hand, if you feel that impersonating
logical weapons, whether ballistic or pow- and he enclosed his address and phone people is a harmless pastime, I would be
ered, are quite powerful. When the DM number but not his real name. He was more than pleased to have you write to me
decides to add automatic weapons, things quite pleased and amused by the whole and send me your name, address, phone
can get out of hand in a hurry. Characters affair. number, and your VISA, MasterCard, and
can begin to hoard bullets and power cells Sad to say, I was not amused, and nei- American Express numbers (remember to
for that burst of glory that will wipe out ther was our legal department, which is include expiration dates). Id like to go to a
a DMs best creations and ruin an entire eyeing this case with some interest. I spent convention in your honor sometime.
adventure. The best way to avoid this a lot of time on the phone, calling people
problem is not to allow any automatic that the impostor mentioned in his letter,
weapons at all. If, however, a DM desires clearing up all the problems that the im-
to add such devices, here is all the help postor generated.
this author can offer. I also found that this sort of imperson-
Generally speaking, automatic powered ation is not uncommon. Sandy Peterson,
DRAGON 91
titions. Films, open gaming, a dealers
room, and a costume contest will also be
available. Registration is $12. For more
details, call: (305) 352-6778.
Index to advertisers
Name of firm or product Page(s) Name of firm or product Page(s)
Adventure Systems . . . . . . . . . . . . . . . 31 Iron Crown Enterprises, Inc. . . . . . . . . . .1,
Armory, The . . . . . . . . . . . . . . . . . . . . . . . . . .104, back cover
inside back cover Mayfair Games . . . . . . . . . . . . . . . . . . . . . . .87
Chaosium, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Milton Bradley. . . . . . . . . . . . . . . . . . . . . . . .7
DBE, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 Palladium Books . . . . . . . . . . . . . . . . . . . . .29,57,77
Doubleday SF Book Club . . . . . . . . . . . . . . . . . . .11 R. Talsorian . . . . . . . . . . . . . . . . . . . . . . .55
DRAGON® Magazine . . . . . . . . . . . . . . . . . .59 Ral Partha Enterprises . . . . . . . . . . . . . . . . . .35
DUNGEON Adventures . . . . . . . . . . . . . . .61 Salem House Publishers . . . . . . . . . . . . . . . .70
Fantasy Games Unlimited . . . . . . . . .30,31,98 Steve Jackson Games . . . . . . . . . . . . . . . . .43
Fantasy-Wear . . . . . . . . . . . . . . . . . .89 Supremacy Games . . . . . . . . . . . . . . . . . . . . .63
FASA Corp.. . . . . . . . . . . . . . . . . . .17 Task Force Games . . . . . . . . . . . . . . . . . . . .49
Game Designers' Workshop . . . . . . . . . .25,81 Tharla Enterprises . . . . . . . . . . . . . . . . . .33
Game Systems Inc. . . . . . . . . . . . . . . .24 TSR, Inc. . . . . . . . . . . . . . . . . . .42,69,71,83
Gamers' Guide . . . . . . . . . . . . . . . . . . .94-95 TU-E Games . . . . . . . . . . . .. . . . . . . . .47
Games Workshop U.S. . . . . . . . . . . . . . . .41,
inside front cover
DRAGON 95
96 OCTOBER 1986
DRAGON 97
98 OCTOBER 1986
DRAGON 99
100 OCTOBER 1986
DRAGON 101
102 OCTOBER 1986
DRAGON 103