Professional Documents
Culture Documents
First Encounter #003 (October 1982)
First Encounter #003 (October 1982)
3
FIRST FREE
ENCOUNTER
ARTICLE ON HELMETS
PALADIN SOLO ADVENTURE \
CRITICAL HITS & FUMBLES CHART
PUZZLE
ASSISTING COLUMNS
LISTED NSCA EVENTS
~bt 2nb il&ragon~ 1Lair ®ptn
1ll & 1ll ~oumament
Held October 16 &17, 23&24
at The Dragons Lair
7487 Edmonds St. (Vista Plaza)
Burnaby,B.C. Phone 521-4945
Details
1 . - Entrance Fee is $7 per team member
2. - Team must consist of (5) Five Players
3.-Preregistration suggested-for further
information call the Dragons lair
Welcome to Issue II 3 of the ·FIRST EN-
COUNTER magazine;Western Canada ' s Fantasy
and War Gaming magazine. Well,I thought September 18-19 Michalmas Tourney
it had a nice ring to it anyways.I have In Montengard (Calgary,Alberta)
lots of news to tell you readers. First September 18-19 Feast of the Crescent Moon
as you I ve might
•
have noticed,the quality' In Wastekeep (Tri-Cities,Washington)
of the magazine has improved tremendously September 25- 26 Fall Tourney
and there are quite a few new things in In Appledore (Okanagan Valley)
the magazine. The magazine is now printed October 9 Harvest Feast
on quality paper and We like to think,is Blatha an Oir (Olympia,Washington)
full of quality articles. The magazine is October 16 Marshals ball
now printed on ll"xl7" paper,folded and
In Wastekeep (Tri-Cities,Washington)
of course stapled,and with the support of
the advertisors,will stay this way. Again October 30 Sambain
another new thing about the magazine,is In Madrone (Seattle,Washington)
the fact that I am no longer creating the November 6-7 Guy Fawkes Revel
magazine all by myself,(It's about time). In Sea Girt (Victoria.B.C.)
November 13 Baronial Banquet
As you might have noticed from the credit
list,below,I have some writers and artists Lions Gate (Vancouver)
helping me ,a-nd they do deserve a lot of November 20 Dirty Old ladies Revel
In Three Mountains (Portland,Oregon)
credit for their advise,work,and time
spent helping me. I would like to thank
publicly ERIC HOTZ who did last Issue 's
Cover and this Issue 's cover as well .
Kelly P. Villemaire
First Encounter-Editor
Aduc,ti,ing
lnfo,matlon
Publisher ,Advercis ing Manager-Kelly P. Villemai re
First Encounter is published bi-
Contributing writer and advisor-John A. Edwards monthly by Western Canada Press. If
Graphics designer and Contributing I/ricer-Cameron A. Munn
Contributing Artists-Lily Fr1io,£ric Hotz
You or your business would like to
Printed by Zippy Print at 5105 Kingsway,Burnaby,B.C. advertise an announcement,convention,
sales,etc in our magazine,these are
the rates for 1982.
E U T E WR O H J A E I L R I R 12. PSIONIC
R G
E E
H
O
RE C L U I G T HAQOT
S NE R E UP VOP L NA
13.
14.
REFEREE
STARSHIP 7!lragons JLair
EC A E p"s ION I c' u REC M 15. TRAVELLER
P L G Z S NO I T C NU F L AM 16. UNIVERSE DUNGEONS & DRAGONS-TRi\.VELLER
FRP Specialists & War Gaming figures to
~
'( :,
CASSETTES >'<ATARI 400 ' s-800 ' s MICRO COMP-
UTER GAMES*
0 ·e fW
3
Continued on Page 7
O-CAN YOU MIX D &D WITH VIDEO GAMES? A-NO,GAME ENDS TOO QUICK
\
FUMBLE RULES
ly <?~ ~~ ~ ~~
After a fumble,th e opponent, always gets
fj_rst hit in the next melee round . ~ cAn fg~
-If at any time , a players weapon arm is
CRI TI CAL HIT RULES incapacit ated and/or t he player chooses
to use other arm or hand,he or she hits
-After a critical hit is scored,th e attacker at -4,unless ambidexte rous. To see what
immediate ly gets the next attack , regardles s hand your player is r oll a dl0 . 1-7 right
of whether he/she or it attckea f i rst or handed, 8-9 left handed ,10 ambi dexterous .
last. -Any hand,foot , arm,leg etc.,tota lly se-
-Any good hit or bad miss,whic h is a result vered (cut off),caus es the wounded person
in bodily damage done to any creature or to lose· 1 hp , each 3 segments ,until bound
humanoid type,mus t roll versus system properly.
shock. If the roll fails , the creature or
character falls unconciou s until revived
or 2-12 mi nutes which ever comes first. REMEDIES RESTRICTIONS FUNCTIONS
-Any weapon dropped or broken,mu st be
regripped or picked up,thms attacker gets Cure Critica must be obtain cures any injury
one free immediate attack . Wounds -ed within 3 except amputatio ns
-On any hit.which involves damage taken ~o (Clerical ) weeks and/or loss of
the h ands,fin ger s o r . t humb of a character , Intellige nce and
the following abili ties will suffer; Wisdom
rolls , for the remainder of the battle. Cure Cures eye in- regain total sight
Climbing ropes/wa lls are impossibl e Blindness juries except
Picking pockets/l ocks are at penal ties (Cleri cal) where t he eye
has been re-
depending on damage and up to the DM. moved
- On any critical hit,which either severs Heal Spell
crushes or punctures any appendage- --- must be obtain" Cures everythin g
(Clerical ) ed within 6 wk~ except amputatio ns
(Arms or l egs),the victim of the critical Wish None Anything
hit,then at t acks at a -2 on all to hit (MTJ)
-When an attacker is using a weapon ,which Regener ation Wi l l not res tore Mends amputatio ns
has more than one function , he/she must Intellige nce or
s t ate the method of attack. Two good ex- (Cleri cal)
Wisdom
amples are spears ,which can be both a GOD LIKE
thrusting or missile weapon. A glaive is INTERVENTION Up to DM Up to DM
both a thrusting or edged/cle aving weapon .
\
5
Ol-04 Selm slips;roll Dex. ~o fix each segmenc,no attac.ic.sl 01 - 30 Dvub le Dooiage
un cil co rrec.ted 31··50 Trip le Damage
05-06 i{elm Removed S1-60 Wenpou ot At1110ur Camage
07-09 !!elm destroyed 61 Thumb re-.cved ~n •~ield haud;(Use of this hand. limited
10-11 i{elm descroyed;lose ear and l pc. of charisma permanently) .
12-13 nelm destroyed;scunned 1-6 segments 62 thumb .removed on weapon hand;(-1 to hie and -10% on
14 i{elm destroyed;stunned 1-4 rounds appropriate thieving abilities)
15 ~a~ical Kelm destroyed;all magical properties 63 Nose Cut' ·-off ;-1 on ~harisn:>. (If helmed nose broken;-1
negated Charisma fur 6 weeks Only)
16-2! Shield knocked a,,,ay: (Roll d8 :or direction and a 64- 66 Nose cut off,-2 ~n charisma (If helmed,nose oroken,-1
:HO for distance in feet Permanent deduction on Charisma
22- 37 Shield broken;Wooden Only 67 Vocal cords severed;:low- mute (llo effect 1f helmed)
38- 44 Shield broken;Studded or wooden Only 68 Ear removed;-! on Cllacisma {No effect if helnied)
~5- 49 Shield broken;Any,excepc magical 69 Ear removed;-l on Charisma (Helm Removed if Helmed)
50 Shield broken;Any 70-il Ey& reiooved;-1 vn Dexterity aod to hit,permanencly ()IQ
51-54 Weapon i<nocked away; (Roll d8 for direction and dlO effect if helmed)
for distance in feet) 72 Eve removed;-1 on Oexceriey and co hit 9ermanencly
55-57 Weapon breaks;Tip,top or head snaps; (Pole arm 73-74 Knee Split;~ovement halved and dexterity loss ~f 1-2 pts.
is useless,any sword is usable.but at -2 damage) 75 Knee Splic;~o IDOV~ment for 2-12 rounds
58-62 We.apon breaks;Shaft snaps;pole arms useable,doing 76 Foot removed at ankle;- 1 on Dexterity
l-4 hp damage when used ,all other weapons useless 77 Leg removed at lmee;-2 on Dexterity; - ! with wooden leg
63-64 Weapon breaks;handle or tail snaps;any pole;·arm still 78 Fingers removed;-S% on thieving skills for every finger
usable at full damage.but must be regripp;d cut off (l!oll a d4)
65 Opponents magical weapon broken;useless _, 79. Shield haud removed at wrtst (No effect if Shield)
66-69. •Leather or ?added armour damaged ;:1<1 · eit:e'cc if ~lune so Snield Arm removed at elbow- (No effect ~i Shield)
weapon used ,-::· 81 Shi'eld arm removed at shoulder (~o effect if Shie~d)
i0- 71 *Leather or padded armour damaged 82 Leg removed at aJ:p ;-4 O"- Dexter:fty ;-2 with wooden leg ·
72-75 •studded Leather ,leather or ?added a):11lour damaged; 83 Snield hand removed at wrist
no effect if blunt weapon used 84 ab·dominal injuries :carry:l:ng capacity halved
i6-77 •Studded· leather,leather or padded armour damaged 85 S!iield Arm removed at elbow
78-80 *Ring,Ch.ain,Studded leather,leather or padded amour 86 Chesc inj uries;carrying capacity halved
• damaged ;with puncture weapon only 87 Sl\iel d ,\rm removed at Shoulder
81 *Ring,chain ,scudded leather,leather or padded ~rmour 88 Weapon Arm removed at wrist-See Rules
damaged;·.rith puncture or edged/cleaving weapon only 89 l.'eapon Ano removed at Elbow -See Rules
82 *R:tng,chain,$tudded leataer,leather or padded art!our 90 Weapou Arm removed at shoulder-See Rules
damaged 91 abdominal injuries;Death in 2-7 days
83-86 •Scale, banded,or spline armour dam.aged;by blunt 92 Chest injuries;Death in 1-4 days
,...apou only 93 abdominal injurt•s;Oeath in 1-10 turns
87-88 *Scale,banded vr spline armour dam.,.ged 94 Cliest tnjur:l:es;Oeatll in 2-7 turns
89- 90**AnY 11Du-111agical armour damaged;by edged weapon only 95 Abdom1'1al injuries;Immediate Death
9l--92**Any- non-magical armour damaged;by puncture weapon only 96 Chest injuriee;rmmediate Death
93-94• •Any non- magical armour damaged;by blunt weapon oaly 97 'l'hroat cuc;immediate Death (No effP.ct if helmedl
95-99**Any non-<llagi_cal armour damaged 98 Throat cut;u=ediate Death
00 Magical armour damaged; all +'s or -'s lose, (non- 99 Decapitated;immediate Death (No affect if hel~edl
magical armour t akes -3 penalty on armour Class 00- Decapit ated ;:!.!lmlediate Death
• Denotes a -1 penal t y on any armour class
** Denotes a - 2 penalty on any armour class
Fumbles
01- 20 Ofr Balance and -1 to hie next segment Answers to Search A Word puzzle on Page 1
21 -28 Off !lalance and -2 to hit next segment
29-35 Off oalance ar.d -3 co hit next segment
36-40 Off Balance and -4 to hit next segment
41- 42 Sweat runs in eyes;blinded for 2 segments,-4 to hit B. A PC X
4".3-48 Slip and fall;opponent gees free attack (Roll dex. to save)
49-50 Slip and fall;opponent gets tree attack I NDDT
51-54 Weapon tangled with opponents;neither attacks next segment GT CYD
55-56 Shield tangled ~~th opponents;No attacks for either next seg-
ment (No effect i: both opponents or if only one has no shield) Q I WG X
57-58 Drop shield; (No effect if no shield) UDVRL
59-60 Twist ankle; -1 on dexterity for 1-6 rounds~ half movement
61 Twist ankle;-2 on cexterlty for 1-6 rounds i half movement DOJ A E
62-63 Trip and fall;scunned for 1-6 seg..,ncs
64 Trip and fall;uncons•c ious for l-4 rounds L V X
65-69 Dropped weapon;Opponent gains one free attack WI I
i0-72 Weapon knocked away (Roll d8 for direccion,dlO for distance
in foet) TW
73-75 Kelm slips (Roll dex. to fix each segment or fight ac - 2) A
i6- 17 Helm slips (RoH dex. to fix ~ach segment or fi~ht a.: - 4)
78-80 Weapon oreaks : Useless (i00% chance mi~us 25% f or each plus
or ability of weapon)
81-04 Hit friend;Half damage
85-87 !tic self;Kalf damage
88-90 Hit friend;Nonnai damage
91-92 Hit self; Normal damage
93-94 Hit friend;double damage
95 Hit se l f;double damage
96-97 Roll twice.ignoring this,and duplicate rolls
98-99 Critical hit friend
00 Critical hit self
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to be sent r i ght to your doorstep. Just
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'
Here is a
7 S,, E,M type
In regards to any helmet with a thin helmet;
eye slit for viewing,when wearing these
retails
type of helmets-Fighters,Clerics and Pal- for 12
adins all fight at -1 until they reach
3rd level. By 3rd level the player is G.P,
used to fighting with this style helmet.
To the right is a picture of a
S,M,N, type helmet which by
now,everyone should know pro-
tects the Skull,Nose and Mouth. Closed Type helmets
Worn underneath the helmet is
/ a coif , which will be explained
about later in the article. Again,the thin Shown bel ow ar~ C,Ne type helmets which protect the
eye slits on this helm causes a - 1 to hit skull,fa~e and neck area,with only eyes vulnerable.
until your player reaches 3rd level. Cost;l4 gp,14 sp
Shown below on the left,is what is
regul arly a S type helmet,but with the
hinged visor is put down,you can tell from . ,,,,.-~- ,
the diagram,that it covers the mouth and / / /
chin area,thus there you have a S,M. type /
of helmet. On the right can be seen a ,
S,E,Ch,Ne type helm,which retails for@ '
13 g.p. A side view of one of these can
be seen on page 3 of this magazine.
PALADIN IN HELL?
The HAVE YOU,which will appear in best decision on handling your type
almost every issue of this magazine, of encounter. In certain cases,your
is designed to test your skill as a best choice may be one,which will
dungeoneer and your knowledge of AD minimize the damage taken ,but cannot
& D Rules,monsters etc,as per the prevent damage altogether . In every
T.S.R. Handbooks. This mini-test , or issue (We hope) we will have this
Quiz offers adventure in various Mini-test,using different races,and
caverns,rooms or whatever,where you classes where you check off the de-
are to choose what seems to be the cisions at the bottom of the page,
and then when you are done,check the
answers.
Good Luck!
Kelly P. Villemaire
CHARACTER DESCRIPTION et al.
For The Most Up To Date Selection of PARK ROYfll, Silt:PPING ,;F:NrnR •••• W,VflNCOIIVF.R.8.C.
RREN'll/00D MALL. ••• •••• • • , ••••••• • • BIIRNflRY, ~.<.;.
l,OIJCI\Ef.ll MALL. •••••••••••••••••••• RllRNi\8Y ,n.c.
COQUITl,\11 CF.NTRf.. ••••••••• •••• •• CO()UITI.J\M.8.C.
9
and f l ail in the other
I Erne Myer
5====-:=-==~ ■II
==:k,1-,;;;
~~ di
GRAHAM'S OPAQUE
POLY DIE
SETS OF 5
$3.4/~ wit
Cornwall
(206) 734-4090
•-·-·
the Reaction Chart. If the thief is
successful in his attempt the consult the
Pouch or Pocket Content Chart provided
that the pouch is not empty!
••• only! POUCH OR POCKET CONTENT CHART
Roll percentile dice to determine contents.
by CAM MUNN
% roll Contents and Amounts
on Thieves: PICKING POCKETS
01-45 2-40 copper pieces (roll 2d20)
Thieves will usually find at some 46-70 5-20 silver pieces (roll 5d4)
time during their adventures that they 71-84 2-16 electrum pieces (roll 2d8)
aren't really using their abilities to 85-94 2-12 gold pieces (roll 2d6)
the fullest extent. I mean after all, 95-99 1-4 platinum pieces (roll d4)
what is a thief supposed to do; why 00 Special* gems ,jewelry, magic ,etc.
STEAL of course!! Stealing from one (This pouch willcontain only the
another within a party can cause many Special item! up to DM).
INTERESTING incidents but can also *Note: The pouch or pocket will contain any
cause just as many problems for you, or all of the COINS for. i.e. A roll of
the DM, and the players alike. 97 will contain cp, sp, ep, gp, and pp ; a
The ideal situation for a thief roll of 43 will only contain cp .
is of course a highly populated area
such as a village or town. But what VICTIM REACTION TABLE
could a thief possibly do in such a Roll a d8 and play the NPC as stated!
busy town with crowded streets?! Pick
Locks? Quite possible, but not a 1 attack thief and shout for guard.
prime choice. Find and Remove Traps? 2 attack thief immediately.
Of course not! The thief will obvious-- 3 draw weapon, call guards forcing thief
ly help himself to some of the personal to wait. Strike if he tries to leave .
riches carried around by the townsfolk. 4 shout thief, attempt to grapple him, and
The thief loves to pick pockets call guards .
and given the right opportunity will 5 shout thief, and point him out
excercise his perogative as often as 6 shout thief and run to guards.
possible, especially in a town situation! 7 give dirty look(hand on hilt of weapon,
I find that there is little information roll again if thief remains).
8 Laugh at his ineptness possibly directing
to be found for the DM's use to determine
the thief's REWARD for his efforts. By him to a place of higher learning for
following the steps I 've suggested below thieves, (Thieves Guild) .
and by consulting the appropriate tables
the DM, (with a few quick rolls of the
dice) can determine the outcome of the Varsity Toys & Hobbies
thief's venture. T. S.R. Modules,Books,Dice & Access .
Step I: Roll percentile dice as det- 5756 175th St.,
ermined in the TSR Player's Cloverdale Mall,Clo 574-4 713
Handbook tm. for thieving Cloverdale,B.C.
ability Picking Pockets.
Step II: If the attempt is successful
roll percentile dice to determine
if an empty pocket or pouch has
been stolen . Any pouch or
J(!NNEE'S CRAFTS
pocket has a 30% chance of
being empty. Roll percentile
dice . If 30% or less has been WE HAVE A WIDE VARIETY
rolled the pouch stolen is OF GAMES & ACCESSORIES
empty . If the thief fails in
his attempt consult the
33231 1ST AVENUE, 826-3322
MISSION,B.C.
Answer sheet to Paladin Adventure 1g
Al-No damage as you momentarily blinded the D4- You turn two of them.but third one.summons
goblins and gained the upper hand bat to knock cross out of hand.and you die
A2-Killed them all,but take 1 hp damage due to usage of non-magical weapon (dagger)
AJ-They do not turn,and you take 2 hp damage against Vampire.
A4-They smell you coming,take 3 hp damage D5-No damage,they do not approach-Good choice
· AS-Take no damage,but loose all Paladin pow- D6-Same as Dl
ers,for alignment deviation . No more Cure D7 - No damaee.they do not approach-Lucked out
diseases,no laying of hands , no spells,and DB-Same as Dl
add 2 hp damage,to any damage taken,from D9--Same as DJ.except take 10 hp of incurable
evil creatures damage
A6-Great Fight,kill all goblins,take 1 hp dam . D10-Same as D9
A7-Great,No damage
A8-Take 1 hp damage in exchange of blows El-He doesn't see vou,but sort of feels you.·
A9-Take 2 hp damage,but for pleasing your Take 1 hp damage from Acid spit,then run
Goddess and playing your alignment,to a past it,as flail is useless
T,you are granted a spell known,to be E2-Take 4 hp damage from Acid spit
useable twice instead of the usual once. E3- Take 8 hp damage from Acid spit
E4-Doesn't understand,it attacks;take 24 hp
Bl-No damage,these blink dogs,sniff at you, damage , as flail does no damage against it
then leave ES-Doesn't work & Same result as E4
B2-Take 6 hp damage,from battle with blink dogs E6-Take 15 hp damage from spit acid;Holy water
BJ-You kill first blink dog,but second one doP.s nothing
suddenly appears in front of you and attacks E7-No damage,Slug retreats
you on your retreat . EB-Take 12 hp damage , before getting past it
B4-Take 4 hp damage from these blink dogs E9-Take 28 hp damage from four acid spits
B5-No damage,these blink dogs sniff you , then as you go by it
leave you . El0- Take 24 hp damage from four Acid spits,
B6-Take 5 hp damage from these blink dogs . as you go by it
B7-These blink dogs enjoy the bath,then leave
BB-Take 2 hp damage from these blink dogs
B9-You can't speak to these blink dogs,but· Fl-Your friend dies,turns into green slime ,
the leave you alone after sniffing you. you pray for him,then leave
F2- You killed them both,you pray for Morgan
Cl-Take 10 hp damage from the • displacer beasts then leave
C2-Take 12 hp damage from the displacer beasts F3-Your friend turns into green slime,you
CJ-Take 7 hp damage from the displacer beasts then pray for him,then leave
C4-Take 12 hp damage from these displacer beasts F4- Same as Fl
CS-You sneak past two -dis.placer beasts,but since F5-Same as Fl
they are 3 ' from where they actually there, F6-Kills Green slime,Morgan gets up,thanks
you take 2 hp damage after bumping into 3rd you,heals you for 2 hp,then finally leaves
displacer beast after trying to talk you out of going after
C6·-Take 4 hp damage from displacer beasts Si ngus saying "It's impossible to help him"
C7-Take no damage from these displacer beasts F7-You save Morgan,who cures you for 2 hp,
then leaves,after trying to talk you out
CB-Take 12 hp damage from fast moving displacer
of going after Singus saying " It ' s imposs-
beasts ible to help him now!" Also your Sword
C9-Two displacer beasts,go for rations,3rd one dissintegrates and is no longer usable
attacks,take 4 hp damage
lose one cure disease,and you now can lay peof)le north vancouver, b.c.
v712n4
hands for only 12 hit points. Lose B Levels
D~ Take 30 hp damage of incurable damage,due
play- telephone 988-2718
.
al though both weapons ►.Wi:..
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age,from battling two
Vrocks in darkness , ·
I" Hobbycraft•
a Toys
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