Escolar Documentos
Profissional Documentos
Cultura Documentos
Magazine
Issue #116
Vol. XI, No. 7
SPECIAL ATTRACTION
December 1986
9 MARITIME ADVENTURES: Oceans of gaming information
DEPARTMENTS
3 Letters 78 TSR Previews 97 Snarfquest
4 World Gamers Guide 94 Gamers Guide 100 Dragonmirth
6 Forum 96 Convention calendar 102 Wormy
COVER
Some time ago, we received an unusual set of pictures in the mail. Peter J. Botsis, of Roch-
ester, NY, created a scratch-built red dragon in its lair, complete with gold coins and the
remains of several treasure hunters. Sue Weller photographed it; the sculpture is actually
several feet long. We immediately decided it was perfect for a December cover (Rangers
roasting on an open fire . . .)
2 DECEMBER 1986
Potpourri
No particular theme comes to
mind for my December editorial, so
Ill cover a number of short subjects:
New arrivals: The first of our new
Armor addenda partial armor system adds considerable sophisti-
cation to the games combat system, but it is
features, hinted at in last months
editorial, makes its debut (redebut?)
sophistication of preparation, not of play. T h e in this issue. The Dragons Bestiary
player is urged to write the armor class of each
Dear Dragon, returns with a wild host of reader-
body part of his character on his character
I would like to commend you on the excellent sheet, so that this information is readily availa-
submitted oceanic monsters. We
job you did on the article, “Armor, piece by ble in combat. have a large backlog of creature-
piece” (issue #112); but I have one question. Monsters, however, are a different matter type material awaiting publication,
Wouldn’t it be coherent to have separate hit entirely. DMs who enjoy hours of grueling so we ask that new monster submis-
points for each part of the body? For example, mental excercise may want to prepare a table sions not be sent to us for at least
shouldn’t the chest be able to take more damage giving the armor class of every body part of four or five months.
than a foot? Also, a person cannot be killed by every monster involved in an adventure [See
being hit in the elbow, as the current hit point
Credit is due: After reading the
Alex Curylos article on this topic in issue #114, description of the witch NPC in
system would suggest. I think a separate hit page 50, for a much simpler system. Editor].
point system would be realistic if you use the hit DRAGON® issue #114, Paul Suliin
Others may simply prefer to guess at values,
location chart. using the rules put forth in this article as guide-
gave us a call. Long ago in issue
James Goldberg lines. Either system is usable, so long as guesses #18, in fact we published an
Phoenixville, PA remain reasonable and the armor class tables article by Paul describing new
dont interfere with the continuity of game play magic-user spells. Among them were
The system adds but a single die roll to combat, some spells which were later
Though Mart Bandy did not include a system
and it brings a wealth of realism to the game. adopted into the version of the
Matt Bandy witch published in issue #43, from
for calculating the hit points of individual parts
of the body, he did have a system that took this which the revised witch was de-
question into account. Because of space limita- rived. TSR, Inc., owns the rights to
all of these articles, but certainly
tions, the following material was dropped from
the original article; we present it now (as Matt New horizons Paul deserves the credit for such
had intended) for use as a set of optional rules horrors as mass polymorph, mystic
for his partial-armor system. RM Dear Dragon:
I have played the AD&D game in the past but, rope, nature call, call spirit, and my
Damage modifiers: Damage is modified as to alas, eventually found most all situations, personal favorite, rusting touch
hit location as illustrated on the following table. whether with new characters and/or a new DM, (originally called rust monster
These modifications result from each areas boring. I have moved on to other games now, touch). Thanks, Paul.
importance in maintaining life processes. like the TOP SECRET, TRAVELLER®, and Speaking of witches: One reader
TIMEMASTER™ games. I really enjoyed your wrote to ask why the witches of
Damage
Body part modification
magazine; I didn’t even mind you raising the issue #114 were said to gain up to
prices in the long run, but now I cannot get my 13 spells at 22nd level (page 10), but
Head +3 money’s worth because you really are an 80%
Neck +3 were given only five spells at 22nd
AD&D game magazine. I also heard you got rid
Chest +2 of the ARES™ Section (I haven’t bought an issue level on the witches experience table
Abdomen +1 since March), so I suppose it’s 90% D&D® and (page 12). The reference on page 10
Hand -1 AD&D game material. I think you would do is to the total number of High Secret
Foot - 1 much better if you expanded your letters Order spells that a witch may learn,
column, while devoting more of the magazine to but the table on page 12 shows how
Called strikes: A combatant may attempt to other games like those mentioned above and many that a witch may cast per day.
strike a specific area of his opponents body, other TSR games. I realize there are hundreds Dropped copy: A line disappeared
rather than stabbing at any opening that ap- of RPGs that you could write about, but if you between pages 27 and 28 in issue
pears. In this case, the hit-location roll is by- wrote articles about the top ten or fifteen best-
#115. The sentence crossing those
passed and a -2 penalty to hit is incurred. If selling RPGs for the past three or four months,
the attack is successful, the desired location is you would eventually get a broader reading pages should read: These penalties
hit; if not, no hit is scored. Called strikes may be audience. Of course, I don’t mean to tell you are added to any adjustments for
used to knock a weapon from an opponents how to publish your magazine; DRAGON® surface-types, and when both these
hand, if damage equal to half an opponents hit Magazine has been around for ten years, so I factors are combined with the char-
points is inflicted on an opponents weapons don’t suppose you’d change the format. True, acters base climbing percentage, the
arm. AD&D gaming is the most popular — the father, character's true chance of scaling a
Selective protection: A combatant may opt to in fact, of all RPGs ever published — but if it given surface is revealed.
lend special attention to the protection of one continues to dominate DRAGON Magazine, you As they say in Amadeus: There it is.
specific body part. If this option is utilized, the should call it the AD&D Monthly Role-Playing
armor class of the specially protected body part Aid. It would be more accurate.
is bettered by two, while the armor class of the Mark D. Spivey
remainder of the body is degraded by one. Also, LaGrange, IL
all attacks made by the defender while protect-
ing selectively are done so at a -2 penalty.
Magical pieces of partial armor are feasible if Dear Dragon:
the DM so desires. Note that magical shields are I’ve been subscribing to your magazine since
already accounted for with this system. issue #63, and I have most of your issues from
It has been said that if the AD&D® game dies, #49 and on. You need to start diversifying. It
it will be of terminal oversophistication. The (Turn to page 56.)
DRAGON 3
The World Gamers Guide
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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;
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= 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.
Darren Marsland (DD,T) Edwin Berkhout (AD,DD,GW) Jeff Johnson Wayne George (AD)
P.O. Box 14173 Adm. Tromp st 20 SPDC Ext. Nord 17 Colonial St.
Green Point 3333 TH Zwyndrecht B.P. 31 Campbelltown
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4 DECEMBER 1986
New mariner abilities
1. When a boat is sailed totally by mariners, it
may travel 1.2 times as fast as normal on long
journeys and may increase speed up to 1.5 times
normal for short runs of less than one mile one
time per day, providing that sufficient winds are
available. This ability is gained because mari-
ners do not always have to be supervised by an
experienced sailor while sailing because they
know how to do most of their duty with little
commanding or observation. They also know
how to operate a vessel more effectively be-
I have a friend in one of my classes at school Id like to address a topic that, to the best of cause of tricks of the trade gained through sea
who is female. She is also a Dungeon Master and my knowledge, Ive not seen discussed either by experience.
she is very good at it. There is only one prob- you or the readers. There seems to be a dispro- 2. A mariner may tie all types of knots quickly
lem. I think every female DM wants to know portionate number of older people and women and efficiently. These knots are always secure
how to get people to join her campaign. My playing AD&D® games. These two groups and never become accidentally undone. A
friend asked people who were already playing comprise a sizable potential game-playing pub- mariner may also bind hostages so that they
the game and people who were interested in lic. It has been shown statistically that the must make their bend bars roll at -5% to
learning how to play. Every male she asked just majority of men and women, from teenagers on escape. Mariners gain a + 5% chance on their
laughed at her and said that she wasnt any up, play some form of living room or table bend bars roll to escape from rope bonds be-
good. She asked the guys why they felt that game. Why not the DUNGEONS & DRAGONS® cause of their familiarity with knots. Typical
way, and they said they had never seen a female game? Trivial Pursuit, bridge, and Monopoly knots that mariners may tie are the bowline,
DM; if they did, there was no doubt in their need not win out over the AD&D game a square knot, half hitch, double-half hitch, cleat
minds that her campaign would be boring. much, more creative and challenging game. A, knot, and the sheet bend. Mariners are also
Well, she kept trying to get people, and one poker player would find the gamble element familiar with the process of making wire to
day she saw me bring the Players Handbook just as exciting as down in a dungeon. rope and rope to rope splices. They fully know
into class. That afternoon, she saw me at my Perhaps we as players, as well as the makers how to use all splicing tools such as the marlin
locker and asked if I would join her campaign and sellers of the game, have unconsciously spike, the ditty bag, and the bending rod.
(this was before I became a DM myself); I said I overlooked or ignored these groups, deciding 3. Since the mariner travels to many lands and
would, and we set up some times to play. the game is not for them. Let me assure you: experiences many new ideas and customs, he
I really expected more than one person to older men and women add immensely to the soon becomes readily adaptable to any mode of
show up, but I was the only one there. I already game and enjoy it just as much. They add color life. Mariners who were shipwrecked in medie-
had a character that I had had from a previous and experience to the drama of game play. val and classical times often had to adapt to new
campaign; it was a 3rd-level elven fighter/magic- I am forty years old and have been playing for styles of life and make friends with the inhabit-
user (I really didnt think shed let me use it). I five years in groups with older players. Gaming ants of the islands that they were shipwrecked
played, still expecting someone else to arrive, dimensions are expanded by the real-life logic on in order to find a way to escape and return
but no one did. Before I left I asked her why I and reasoning the older person brings to the to their home countries. This can lead to some
was the only one who was playing and she game for both the overall game plan or quest. interesting AD&D games for characters
looked at me and simply replied, because Im a Why doesn't TSR advertise the game in Vogue, stranded in oriental lands such as Kara-Tur
girl. Womans World, or Cosmopolitan magazines, for from Oriental Adventures or in savage lands
I dont know many female DMs, but Im sure, example? How about Wall Street Journal, Es- such as the southern jungle islands of Grey-
theyre out there, and I think that everyone quire, or even Good Old Days? Womens radio hawk.
ought to use a little more consideration before and television talk shows and womens organiza- 4. Feuding mariners who do not wish to
saying no. They dont know what shes like and tions could also be channels. Seminars given destroy their expensive ships in a sea battle may
dont know how good she is at DMing. I dont through city government park districts and city challenge each other to a sea race. This sea race
really think its fair to judge someones abilities sponsored teen and senior citizen clubs are will be at least 10 miles in length and may be
by their sex, color, or religion. another possibility. (Readers, we could be doing run through a treacherous course.
Craig Sessions something about this in our own towns.) Semi- A good way to determine the outcome of such
Hialeah, FL nars at GEN CON dealing with the Women and a race is to add both ships base speed in miles
D&D® gaming and The Older Veteran Gamer per hour (see the Dungeon Masters Guide, page
topics could crystallize our attention and action 54) to the average level of sailor on the ships.
on this issue. The winner of such a race will be the captain
When players are recruiting their friends to with the highest overall rating on his ship. Do
Now that we are abandoning realism, I feel play D&D games, how about including their not forget to roll for random encounters during
compelled to speak up on a subject Ive felt parents? I have had my sons play AD&D games, this race. If such a race is run through an espe-
strongly about for a long time that is the and Im trying to get their grandparents inter- cially treacherous course, use the piloting ability
poison rule. This rule may be realistic, but its ested as well. of mariners to see if the ship is damaged. Mari-
the biggest bummer this game has! Who wants I think the point has to be made that as the ners usually will not cheat in a race such as this
to defeat the Archmage of Telfrost just to come ADVANCED DUNGEONS AND DRAGONS® game because of their respect for the sea. Sea deities
out and be killed by a lousy 2-hp snake? I dont! system is expanded and improved upon, the strongly discourage cheating in this manner.
This is what I propose: poison on objects game-player world can also be expanded (yes, The loser of a sea race will agree to whatever
should be the same as before (see DMG; p. 20), improved too) with a widening age span and reasonable demands the winner makes as long
but poison on or from a creature should do with greater participation of women. as it stops the feud. The demands given by the
damage equal to that creatures hit points. This Its up to us to get them into our game. We winner of a sea race are often specified before
rule is not totally unrealistic, since it allows will all benefit. the race in a written contract.
more powerful creatures to be more deadly Alan D. Long Niel Brandt
than tiny ones. If you feel that a creatures Aurora, IL Janesville, WI
poison should be more deadly, even though that
creature is small or not powerful, simply assign
a penalty to the saving throw. I have a question that I would like to present
This rule also works for the reverse neutralize In the article For sail: one new NPC to the Forum. I am curious as to how other
poison spell, causing this spell to be increasingly (DRAGON® Magazine #107), the mariner class players and DMs feel about the bits of humor
potent at higher levels while being slightly weak NPC was introduced. After playtesting mariners that are interjected into various TSR materials.
at lower levels. several times, I have found that this excellent For example, when I read through the AD&D®
Soon, your PCs will be laughing at puny water class of NPCs is a good and needed addition to game adventure in DRAGON® Magazine #84
spiders, but putting on their running shoes at the AD&D® game system. However, I have (The Heart of Light), I thought it was right-
the first sight of a spirit naga. found that some new abilities could be added to eously humorous; however, when I ran the
Dan Thompson this NPC class to deepen and develop it. These module, the players primary reaction was one
Hillsdale, NY new abilities are as follows. (Continued on page 36)
6 DECEMBER 1986
MARITIME
ADVENTURES
By far, ships have excited the
imagination more than any other form of
transportation. Odysseus, Horatio
Hornblower, Sir Francis Drake, Captains
High
Ahab, Nemo, Blood, and Bligh; the Beagle,
the Argo, and the Flying Dutchman — the
list of names goes on and on. Ships battle
wind and wave, sea monsters, fate, and
each other, and those aboard run the
gamut from shining hero to basest knave.
Seas
Ships have a way of stimulating the
imagination, generating interest in the
high seas and nautical adventure. This
affection is no stronger than in the gaming
hobby, where sailing miniatures and board
games garner attention and reflect this
preoccupation with the Age of Sail. Role-
players who are thus afflicted may take
heart. Now, one can satisfy two cravings
at once: the desire for adventure on the
high seas and playing the AD&D® game.
Much of this article is based upon infor-
mation relevant to the Age of Sail up to
the 19th century. However, there is no
reason why an advanced nation of a
fantastic world could not produce ships
much like the big sail craft popular dur-
ing that era. Sailing ships should evolve in
magical worlds as they have in our
technological one.
10 DECEMBER 1986
hold, where the cargo and supplies are junior masters mate who takes the wheel command of the vessel is referred to by
stored. Above the hold is the orlop deck, and steers the ship. Midshipmen (middies) the title of the rank one step higher than
where there are more supplies, the are petty officers in training to become captain. This courtesy promotion is used
hearth, and the crews mess tables; it is lieutenants. Middies supervise work par- to avoid having more than one person
also where the wounded are put during ties of sailors and do anything else a lieu- addressed as Captain aboard a vessel.
battle. Above the orlop deck are the lower, tenant tells them. Marines have their own officers and
middle, and upper decks. The crew sling The previously mentioned petty officers command structure. Their highest officer
their hammocks on the lower and middle are in the chain of command (COC), which reports to the captain of the vessel. Their
decks, and on the orlop deck when the indicates who is to take command of a use on vessels is twofold. Firstly, they
ship is very crowded. Light, medium, and ship when the captain is killed or incapaci- provide small missile fire from the decks
heavy mangonels (small catapults used at tated. The proper order of the COC, or fighting tops (the small platforms at the
sea in the 11th and 12th centuries) are descending in rank after the captain, is: top of the masts). Secondly, they fight
emplaced on the upper, middle, and lower lieutenants, middies, the sailing master, boarding battles. The crew and petty
decks, respectively. Not all vessels have a masters mates, quartermasters, the bosun, officers of the vessel load and fire the
full number of decks; very few do. and finally, the master-at-arms. If the artillery engines.
Aft of the mizzen mast, over the upper master-at-arms dies or is incapacitated, the Large vessels also carry a third group of
deck, is the quarterdeck, which roofs over COC is exhausted and the command is up auxiliary officers. These are specialists or
the space where the officers and some for grabs (and so is the vessel, usually). spellcasters, and their chief officer reports
petty officers have their quarters. Fore of There are other petty officers and mates to the captain. An officer may also be a
the foremast, over the upper deck, is the not in the COC: the cooper, sailmaker, spellcaster.
forecastle, where the rest of the petty cook, carpenter, purser, and their mates. The system herein can be used with all
officers sleep and mess. Between the two All petty officers report to the first lieuten- the official character classes outlined in
partial decks, the open area of the upper ant except for the sailing master, who the Players Handbook and Unearthed
deck is called the waist, in which the ships reports directly to the captain. On small Arcana. The ships complement as given in
boats are stored. Over the quarterdeck is vessels, the petty officers report to the this article is not an attempt to introduce a
the smaller poop, and over that is the even sailing master or, if there is none, directly new character class. Middies, quartermas-
smaller poop royal. to the captain. Petty officers are some- ters, and all the rest are the titles of posi-
The medieval ships (cog, carrack, cara- times called warrant officers. tions. If a DM wishes to use the mariner
vel, galleon) were built high-charged, The lowest-ranking commissioned offi- NPC from DRAGON® Magazine issue #107
meaning that wooden towers were added cer is the lieutenant, the most senior of (For Sail: One New NPC, by Scott Bennie)
to the hull after the ship was finished, whom oversees the daily operations of the with this article, he should have no prob-
making them top-heavy. Later, these vessel. Lieutenants frequently command lem. Use the appropriate level of mariner
wooden castles were built as part of the cogs, cutters, or brigs. In rank above a for each position on the ship, complete
hull, but the ships had only one or two full lieutenant is the commander, usually com- with their special abilities, but ignore the
decks. High-charged ships were top heavy manding a caravel, brig, or corvette. Next various effects of crew ability. Vessels
and liable to capsize. Low-charged ships highest is a captain who, for the most part, statistics as given in the mariner NPC
added full decks, limited the number of commands a carrack, a frigate, or a ship article are not compatible with this article.
partial decks, and had a deeper draft (the of-the-line. A commodore is the captain of If you decide against the use of the mari-
distance from the waterline to the keel); his own ship and commands a squadron of ner NPC for an entire vessels complement,
thus, their center of gravity was lower. two to eight vessels. The various types of it is still recommended that the mariner be
admirals command larger squadrons or used for officers especially the sailing
Ship personnel fleets, but never a vessel. Even an admi- master, masters mates, and the quarter-
At the bottom of a vessels hierarchy is rals flagship is commanded by its own masters.
the landsman (landswoman, -elf, or what captain. A typical ships personnel may be as-
have you). This landlubber has no nautical Regardless of actual rank, the person signed levels as follows: landsman 0, sailor
experience at all and requires four to six commanding a vessel is called Captain. 1, mate 2, petty officer 3, sailing master
months of training to become an ordinary When introductions are used in conversa- and lieutenant 4, commander 5, captain 6,
sailor. An ordinary has no special skills, tion, use the following form: Lt. Alex, commodore 7, admiral 8 and higher.
but can go aloft in the rigging to handle commanding the cutter Valiant. Any offi- Aboard rowed vessels, the oarsmen are
the sails, and on a galley he can be trusted cer of the rank of captain who is not in either zero or 1st level.
to follow most commands. After a year of
training, about half of the ordinaries be-
come able-bodied sailors (ABs). ABs can
make repairs and splice ropes, and know
all the knots; in short, they now know the
ropes. On a galley, they are also the lead
rowers, whose actions give the cues to the
ordinary sailors. Mates, or assistants to
petty officers, are ABs who have special
skills. On a galley, the mates are spaced
out among the banks of oarsmen, since
they set the tempo for the other rowers.
The petty officers and their mates are as
follows: The bosun (or boatswain) and the
bosuns mates are in charge of various odd
supplies and the ships daily maintenance.
The master-at-arms has charge of the
ships weapons locker, training the crew in
combat and administering discipline. The
sailing master navigates the ship and
teaches navigation to the masters mates
and the middies. A quartermaster is a very
DRAGON 11
From “The Rime of the Ancient Mariner”
by Samuel Taylor Coleridge.
Ship types and functions ships were aphract. which to cook, and they had little room in
The earliest European ships built solely Ancient galleys suffered from three which to sleep. Fortunately, their con-
or war were galleys with prows length- major disadvantages. Their low freeboard struction allowed them to be beached
ened to form a ram. The galley that of- and light construction made them unlikely easily. Another bright spot was that they
fered the best combination of speed, to survive a storm in the open sea. They could be portaged easily. An ancient galley
maneuverability, and offensive ability was lacked cargo space; they had little room to could be portaged on rollers by its crew
he trirene. Its career lasted from the fifth carry water or food, let alone space in 2 1/3 miles a day. But the greatest disadvan-
century B.C. to the fourth century A.D. The
trireme had three banks of oars with one
rower per oar. These galleys were undecked
(aphract). By 300 B.C., triremes were often
cataphract that is, decked. A later galley
with a long career was the quadrireme.
The hemiolia was a galley used exclu-
sively by pirates. The lower bank had 12
oars and the upper 13 (one rower per
oar). The triemiolia, banked and oared as a
trireme, was developed to chase pirates.
Both could be rowed and sailed at the
same time. The hemiolias aft six pairs and
he triemiolias aft 15 pairs of upper oars
could be quickly shipped and the benches
cleared away. The rowers were then free
to lower and store the sail, unstep the Galley Longship
mast, and arm for a boarding battle. Both (5th Century B.C.) (10th Century)
12 DECEMBER 1986
tage of the fighting galleys was the crew.
Galley crews had to be highly trained to
work together. The crews were large, and
they had to have a high morale. For the
galleys that relied on ramming to win their
battles, the crews had to be of very high
quality. But the galleys that relied on ma-
rines to win boarding battles could oper-
ate with average or poor crews. The
ancient navies never used slave rowers;
despite Hollywood history, that practice
didnt arise until the fifteenth century A.D.
In desperate circumstances, even slaves
would be freed if they volunteered.
Aphract galleys used the ramming strat-
egy. At the beginning of a battle, the gal-
leys would work up to battle speed and
attempt to ram an opponent straight amid-
ships. If successful, the rammer would
immediately row backwards to disengage
its ram; otherwise, the ram could be lost.
The crew and marines on the rammed
ship attempt to grapple the rammer to
board and take it. Even if a ship missed in flexibility. The oars were used to row up masted and carried up to a hundred guns.
its attempt to ram, it might succeed in rivers and maneuver in tight passages. It was the final development of the high-
running along the side of its opponent and Since they had no rams, drakkars fought charged ship. The galleon was slow, not
breaking off its oars. This required the each other by boarding battles. River very maneuverable, and prone to capsize
raking galley ship to take in its oars before galleys were used not only on rivers and (as were all high-charged ships).
the attempt to rake. lakes, but also in sea ports for patrol. Cutters and brigs were customarily used
Cataphract galleys grappled their oppo- The cog was a European ship of the 13th in coastal duties to fill out a blockade and
nents; then the marines fought a boarding and 14th centuries. The rear castle was carry mail, dispatches, or official passen-
battle. A naval engagement often devel- square, and the forecastle was triangular. gers. The corvette, or sloop-of-war, was
oped into a large raft of boarding battles. Both were raised platforms added to the the fastest ship of the time, but it
Two devices were introduced to assist in structure of the hull. The cog continued was not as well armed as the frigate, Cor-
boarding. The corvus was a bridge 36 its career in the Mediterranean in a lateen- vettes could be used as convoy escorts, as
long and 4 wide carried upright in the rigged form for another century. squadron ships, and as pursuit ships in
bow on a swivel mount. The far end had The caravel was a ship of the 15th to blockades and against smugglers.
several spikes on the bottom. When an 16th centuries. It averaged 70-100 in One third to half of the navies of the
enemy galley was close enough, the lines length and was surprisingly seaworthy 17th and 18th centuries was composed of
holding it up were cut, allowing it to fall and fast. Its low draft made it excellent for frigates. The frigate was the workhorse of
and spike itself to the enemy galley. The trade without the benefit of ports (and for the navy. It was well armed, maneuver-
harpax was an iron-bound ballista missile smuggling). Both the Nina and the Pinta able, and not as slow as ships-of-the-line.
with several lines attached to a winch at were caravels. In fleet battles, frigates sailed to one side
one end and a grappling iron at the other. The carrack was the first European ship to repeat the admirals orders and tow
The idea was to grapple and winch in an to carry artillery and guns. Before then, away heavily damaged ships. Frigates
enemy. Pots of flaming oil were carried at naval battles were land battles fought on were also used as fleet scouts, convoy
the end of long poles that extended from planks. The carracks career lasted from escorts, blockade and squadron leaders,
the bow and sides of the galleys. the 15th to mid-16th centuries. The cog, and spies against enemy ports.
The drakkar or Viking longship was a caravel, and carrack were all general- The largest fighting vessels of the mid-
very different sort of vessel. Unlike the purpose ships, used as warships, mer- 17th to mid-19th centuries were the ships-
ancient galleys that were built like racing chantmen, and pirates. of-the-line, rated first to fourth. First rates
shells, it had a true keel and was clinker The galleon was a warship of the 16th generally stayed in home waters to protect
built (like shingles), giving it strength and through 17th centuries. Later, it was four- important sea ports and coastal facili-
Caravel Carrack
(14th Century) (15th Century)
14 D ECEMBER 1986
ties. Second rates were usually admirals
flagships. Third and fourth rates were
often assigned to senior captains. These
ships made up the bulk of a fleet, but not
the majority of a navy. They cost a lot.
Naval transports and their commercial
counterparts were slow, unwieldy, and
nearly defenseless. As such, they were
always escorted. Navies used them to
carry troops, horses, supplies, weapons,
and ammunition. Commercial transports
carried bulky and heavy cargoes: grain,
cattle, stone, ore, metal ingots, etc.
Cutters, sloops, and schooners were
used mostly for fishing, trade, and carry
ing passengers. The fastest commercial
ship was the clipper, which carried passen-
gers and cargo that required great speed.
Passage on a clipper often ran high (500 gp
would be reasonable in AD&D game
terms), and cargo rated up to 25% of the
assessed value for bulky loads. The second
fastest were the packets, which usually
carried passengers or mail. In times of
war, many navies commissioned packets to
carry military mail and dispatches. The
small, medium, and large cargo ships were
generic merchant ships of the 16th to mid-
19th centuries.
The difference between the roles of
warship and merchantman are clear, but
the difference between a pirate, bucca-
neer, and privateer can be very blurry. For
our purposes here, a pirate is one who
unlawfully molests, threatens, fires upon,
detains, of harms a vessel or those on it. A
buccaneer is a pirate who does not harass
the ships of one particular nation gener-
ally the nation whose ports the buccaneers
are using. Obviously, one countrys bucca-
neer is anothers pirate. A privateer is a
ship that has been awarded a letter of
marque by a government. The letter speci-
fies which ships are fair game and for
what reasons. Governments issue fetters
of marque to harass an enemys shipping
in war time and in peacetime to suppress
piracy and smuggling.
Once a privateer has captured a prize, it
must brine or send the captured ship to a
port in the country issuing the letter.
There, a Prize Court determines if the
prize was covered by the letter; if it was,
the ship and its cargo are then auctioned.
The government has the right to buy the
ship for itself before auction. The priva-
teer keeps 75% of the price and the rest
goes to the government. Naval ships also
go through the same procedure with their
prizes. Historically, the arrangements for
dividing the spoils varied with country,
custom, and ship.
Mangonels
Mangonels are direct-fire artillery en-
gines that use small, round stones of lead
shot for ammunition. They are powered by
Type of Damage Crew Field Rate of
torsion, either from twisted thick ropes or
mangonel S-M L min max Range of fire fire
heavy metal springs. Mangonels are used
since arced fire was generally not possible Light 2-16 3-12 2 4 ¼-30 5° ¼ or ½
aboardship. An arced artillery engine Medium 3-24 4-16 4 8 ¼-28 5° ¼ or ½
inflicts damage on two targets: the ship Heavy 4-32 5-20 6 12 ¼-26 5° ¼ or ½
DRAGON 15
fired upon, and its own rigging and sails. Freeboard is the distance from the a mile is 176 long; thus, 3 is roughly
The stress from a catapult would break a uppermost full deck to the water; in equivalent to 1 MPH. Ships tacking on the
galley. Mangonels are subject to the same galleys, this distance is measured from the open sea or ocean sail for several hours on
bonuses and penalties applying to other lowest oarlock. Both draft and freeboard one tack before switching. All movement
artillery engines (see page 109, DMG) are given far a vessel at its maximum can bediagrammed easily on hex paper,
tonnage, which is how much weight a with 1 hex = 30 yards (1).
Table descriptions vessel-can carry safely beyond the weight The numbers under maneuverability
Table Ia gives basic information about of itself, its masts, sails, rigging, and yards. refer to which type of dice are rolled to
each kind of galley and ship. Cost is for a If the vessel operates in fresh water, determine how many rounds, plus or
new vessel of acceptable maintenance subtract 5% of tonnage since fresh water minus adjustments (See Tables II and III), it
with its masts, yards, rigging, and sails, is less buoyant than salt water. Decks are takes to change from one point of sail to
but not with artillery engines, supplies, or added in the following order: (full) upper, another. This reflects time spent adjusting
spare parts. Vessels of good maintenance orlop, lower, middle, (partial) quarter, the sails, yards, and rigging. When
cost an additional 5% excellent 15%, and forecastle, poop, and poop royal. maneuvering from one tack to another,
vessels of advanced design cost an Galleys and ships may move in one of the adjusted roll is tripled.
additional 30%. Thus, an acceptable five directions in relation to the wind in Table Ib is concerned with the fighting
corvette costs 45,000 gp; a good one, which they can sail four of these are for ability of the ships. The numbers given for
47,250 gp; an excellent one, 51,750 gp; both port and starboard (e.g., port tack defensive points can be adjusted by plus
and, one of advanced design, a whopping and starboard tack). The base speeds of or minus 1-10% to allow for some
58,500 gp! the vessels may be adjusted by various variation within each type of ship. The
Full length is from the bowsprit to the factors. Vessels can sail at less than their emplacement of mangonels was
stern (taffrail), while deck length is calculated actual speed; this is simply a mentioned above. Ballistas are mounted on
measured on the uppermost full deck. matter of spilling wind from the sails or of the partial decks or on the upper deck, if
Beam is the width of the vessel, and reducing the amount of sail set. On the there are no partials. The ships
(middlemost) deck width is 2-3 less. Draft open sea, ocean vessels sail all day and complement is broken down into several
is the depth of the keel below the water. all night long. In AD&D game terms, groups. Commisioned officers are lieu-
Cutter, small S 3 60 50 14 10 7 40 1 1 0 1 1 21 6
Cutter, medium M 5 80 70 19 10 7 110 2 1 0 2 2 21 8
Sloop, small S 2 70 60 16 10 8 65 1 1 1 1 1 27 6
Sloop, medium M 4 100 85 23 10 8 195 2 1 1 2 2 27 8
Schooner, medium M 7 100 80 22 10 8 190 2 2 1 2 2 24 8
Schooner, large L 14 115 100 27 10 8 310 3 2 1 3 3 24 10
Packet L 50 140 120 24 13 10 320 3 2 2 3 3 33 8
Clipper VL 100 220 200 33 15 5 1040 3 2 2 4 4 36 10
Cargo, small S 25 115 100 30 15 10 390 3 1 1 2 2 21 6
Cargo, medium M 40 140 120 35 15 10 675 3 2 2 3 3 18 8
Cargo, large L 55 170 150 45 15 10 1325 3 2 3 4 4 15 10
Cargo, transport VL 60 200 175 60 25 15 2660 4 V V 4 3 12 12
V = Variable. Note that historical ships often varied widely from these given statists, which are for AD&D game purposes only.
18 DECEMBER 1986
tenants and higher. Petty officers and tending from fore to aft. Normal oar speed dry dock beyond the normal maintenance.
mates (group I) are in the COC. No ship can be maintained for up to four hours. Normal maintenance consists of dry
has more than one of each petty officer in Battle speed can be maintained for 60 docking the ship for one week every six
group I except middies. Petty officers and rounds, and sprint speed for only 30 months and an additional two months at
mates of group II are not in the chain of rounds. All require one hour of complete the end of every three years. Failure to do
command. Sailors are able-bodied, ordi- rest after the maximum time is expended. so lowers the level of maintenance by one
nary, and landsmen. Every round of battle speed is equivalent place immediately, and one place further
The prevailing practice on a ship is to to four rounds at normal speed; each every six months thereafter. Only a ship
divide the complement into two watches, round of sprinting is equal to eight rounds built with advanced design features can be
Each watch stands three shifts on, then of normal speed. The rowed speeds are returned to that level. Dry docking costs
three shifts off. A day is divided into five for any direction; if you are using hex 2% of the ships value per week. Ancient
four-hour shifts and two two-hour shifts paper, you may confine galleys to the six galleys are exempt from the usual need
(the dog watches). Half of the normal cross-face directions. A galley must travel for maintenance in dry dock, since they
complement is necessary to sail the ship; a certain number of rounds on one course are out of the water so much. Dry docking
in combat, the off-duty watch handles the before it can take another. This is listed on allows other vessels to have barnacles and
artillery engines, makes repairs, and puts the table as maneuverability (oar). It is weeds scraped from their bottoms.
out fires. affected by the level of crew ability (see Table III gives the crews overall rating,
Maximum additional complement tells the diagram on page 15). the proportions of able-bodied, ordinary,
how many marines, auxiliaries, additional Table II randomly assigns the level of a and landsmen sailors, and the effects this
sailors, or officers a ship can carry. On ships maintenance and gives the effects of has. A galley crew must roll twice to find
commercial transports, the additional the resulting level. Adjustments to defen- out what its rating is as a sailing crew and
complement are passengers (troops on sive points are made to each type. The as a rowing crew. Use one or the other
naval transports). In both instances, the chance of storm damage is to be used with rating to determine the effects. The to
transports have four full decks. Table IV. The level of maintenance may be hit adjustment applies only to artillery
Table Ic gives additional statistics for improved by one category (poor to accept- engines. The adjustment to maneuverabil-
galleys. A bank is a line of oars ex- able for instance) for every two weeks in ity is made to the rolls indicated on Tables
Each Rigging Bal- Lt. Med. Hv. Comm. Petty Petty Mates Mates Maximum
Hull mast & sail listas mangonels mangonels mangonels off. off. I off. II I II Sailors add.
Cog 20 9 10 4 0 0 0 2 4 5 2 0 20 130
Caravel 25 12 14 6 2 0 0 2 4 5 3 2 35 120
Carrack 34 10 15 8 2 2 0 3 6 5 3 5 82 300
Galleon 104 22 28 12 12 12 8 5 8 5 9 10 150 200
Naval cutter 27 9 10 6 10 0 0 1 6 4 3 4 20 20
Brig 42 10 14 12 16 12 0 3 7 4 5 8 45 96
Corvette 51 11 18 16 18 8 6 4 8 5 6 10 84 250
Frigate 60 13 21 16 20 0 6 4 11 5 6 10 84 250
SOL IV Rate 105 23 36 16 26 22 18 6 15 5 9 15 72 250
SOL III Rate 114 25 39 16 28 24 20 8 19 5 12 20 72 280
SOL II Rate 123 27 42 18 30 26 22 10 23 5 15 25 72 290
SOL I Rate 132 29 45 18 32 28 24 6 15 5 9 15 72 360
Naval transport 105 24 36 12 4 4 4 3 7 5 5 10 40 1100
Cutter, small 15 8 5 2 0 0 0 1 4 3 4 3 10 15
Cutter, medium 20 9 10 4 0 0 0 1 4 3 4 3 20 35
Sloop, small 20 10 6 4 0 0 0 1 4 3 4 3 10 25
Sloop, medium 30 11 12 6 0 0 0 1 4 3 4 3 20 75
Schooner, med. 25 12 14 6 2 0 0 2 4 3 4 3 30 61
Schooner, large 38 13 21 8 4 2 0 2 4 3 4 3 30 100
Packet 60 15 24 8 6 2 0 3 6 5 6 10 96 35
Clipper 105 18 36 10 6 2 0 3 8 5 8 12 108 220
Cargo, small 33 8 15 6 2 0 0 1 4 3 4 3 30 120
Cargo, medium 39 12 21 8 4 0 0 2 6 4 6 8 30 175
Cargo, large 75 16 27 10 6 0 0 3 8 5 6 10 30 315
Cargo transport 90 20 32 12 6 0 0 3 8 5 6 15 40 1000
* Defensive points are a ship's hit points (see DMG, pages 54-55 and 109-110).
DRAGON 19
From “The Rime of the Ancient Mariner”
by Samuel Taylor Coleridge.
Ia and Ic. No roll can be reduced below 1. to rise to ordinary, an ordinary sailor takes are possible or not. Before adjustments are
Whenever a ship goes from one POS to one year to rise to able-bodied, and an made to the chance for a galley to suffer
another (as shown on Table IV), the base able-bodied sailor requires one year fur- storm damage, the probability is doubled.
chance for the ship to go in irons is rolled. ther to rise to mate. Not all ordinary sail- A quadrireme of advanced design (-15%) in
This out-of-control condition lasts 5-30 ors can rise to ABs, nor can all ABs rise to storm force 10 winds (30%) suffers a 45%
rounds. Either indicates the sails were not mate. Only half of those trained are able chance of damage not 15% or 30%. In
et properly or it means poor synchroniza- to progress to the next level of ability. gale and force winds, prudent captains
ion of the oars. In Table IV, the effects of wind are ex- have hatches and ports sealed, sails hauled
Good officers improve crew quality plained. Gusts are one Beaufort number in, yards or booms lowered, a small storm
through training, good discipline, and fair higher. The + and - under possible sail set, a sea anchor dropped over the
treatment. Landsmen take three months points of sailing indicate which courses side, and ensure that a sharp eye is kept
20 DECEMBER 1986
out for leaks. For every three turns of remember that the U.S.S. Constitution got less, but ballistas can still be effective,
force-7 + winds, the vessel must make a the nickname Old Ironsides because since they are swivel-mounted. In areas
roll on percentile dice to see if it has taken cannonballs literally bounced off its sides! where hostile marine races are known to
any storm damage. If there is damage, it Sailing vessels cannot carry arced artillery operate, a wise captain may take the obvi-
occurs in the following order: loss of half engines, as they would damage their own ous precautions of keeping boarding nets
of the rigging and sail (R&S) points; loss of rigging and sails. Galleys, on the other hung and increasing the lookouts and
the other half of the R&S points; loss of hand, would be ripped apart by the recoil guards. Boarding nets are loosely hung
one-quarter of the points for the masts; of anything heavier than a ballista. from the yards and fastened to the deck.
loss of a mast each time further damage is Spells listed as + F cause the damage Because they are loose, they are hard to
done, until all the masts are gone; loss of rolled and set a fire equal in points to the climb or cut. In any campaign world,
the rudder; and, loss of a sea anchor. roll. Spells listed as (F) set fires only many maritime powers should be paying
Unless a sea anchor has been set when the (doing the number of points shown). A tribute to hostile marine races. Pirates
rudder is lost, the vessel turns sideways to gust of wind cast in a hostile fashion has a may be in alliance with those races.
the wind and waves, and it is swamped chance of putting a vessel under sail in Table VI gives the distribution for dam-
the next time damage is taken. Once irons (for 5-30 rounds) equal to 10 times age caused by weapons. Galleys that do
swamped, the ship sinks in 10-60 rounds. the level of the caster. A vessel running not have their masts raised cannot take
A sea anchor is a canvas funnel held into a wall of force dispels the wall. mast or R&S damage; those hits are misses
open by crosspieces. Spars, empty water Sea monsters that attack by ramming in that case. Damage caused by monsters
kegs open at one end, or even ships boats also have a chance of capsizing a vessel, is restricted entirely to the hull. On the
can serve as sea anchors in emergencies. but only on their first successful ram, other hand, magical powers can be aimed
Two sea anchors for each step in size (VS- Later successful rams cannot capsize the to some degree. The caster or user must
VL) can stop a vessel in the water. Due to vessel. Very small boats suffer an addi- specify in which area or defensive point
their size and flotation chambers, boats tional 10% chance of being capsized, small category of the target ship the effect af-
have only half the chance listed of taking vessels +5%, large vessels -5% and very fects. Some targets are very difficult to hit
storm damage. After a storm, a vessel large ships -10%. Giant octopi, their because they are protected by the side of
without a sea anchor might find itself cousins, and giant sea snakes attack by the vessel, are only briefly visible, or can
hundreds of miles away from its original crushing the hull. The giant cephalopods only be reached through a very narrow
position in the general direction of the need to wrap a certain number of tenta- opening. The whipstaff controlling the
storm winds. cles around the vessel for a few rounds rudder in medieval ships is entirely below
Table V lists the amount of damage done before any damage can occur. decks. The wheel of medium-sized and
by assorted disasters, weapons, magic, and Table V does not list the numerous intel- larger ships of later periods is partially
things that go splash in the night (or day). ligent marine races, which usually attack below decks. In both cases, orders to the
A collision is not a gentle bump against the vessels that are becalmed, anchored, or quartermaster are relayed or simply
dock; what is meant here is a situation in moving very slowly. However, even vessels shouted. In galleys and small/very small
which two vessels crash together at three- sailing at full speed may be stopped and ships, however, the persons at the tiller or
quarters to full speed. Unless a vessel is attacked. Since sound travels so well un- steering oar(s) are exposed.
carrying a ram, this action isnt ramming derwater, vessels with noisy crews or with Table VII deals with towing. The towing
its colliding. If run aground on rocks or their pumps working attract more atten- and the towed vessels should move in the
reefs, a vessel takes full damage. On sand tion. Vessels are stopped either by snag- same direction. Add their actual speeds
bars, it takes one-quarter damage; on ging the hull with a large net acting as a together and subtract the percentage
mudbanks, it takes no damage. A sea anchor, or by attaching two sea an- shown. A ship can be towed by all of its
grounded vessel can wait for the tide to chors one to the rudder (ripping it out) boats rowing together at a maximum
rise and float it free, but if deeper water is and on e to the side of the ship (making the speed of 1 mph.
nearby, it can kedge itself free. Kedging ship turn in circles). The attackers may Table VIII deals with the effects of fire,
may be absolutely-necessary if the vessel is then attach more sea anchors at their damage to the three defensive point cate-
left high and dry by an ebbing tide. A leisure to stop the ship. Both of these gories, repairs, and their costs. Fire is a
vessel kedges by lowering its anchor into a methods work 50% of the time. Ancient wooden vessels deadliest enemy. It takes
boat, which rows away the length of the galleys are hard to snag since their hulls two gallons of water to extinguish one
anchors cable and drops the anchor. The are so clean; furthermore, they have two point of fire. If a ship were hit with a
vessel then winches itself along the cable steering oars. They and the other galleys fireball cast by a 12th-level magic-user and
till it raises the anchor. The procedure can continue to steer by using their oars. the ship failed its saving throw, then the
may have to be repeated several times. But the large net that cant snag an ancient fireball does six points damage due to the
Weapons cause the damage shown. Ships galleys hull can foul the oars. explosion and sets a six-point fire. Besides
are AC 0 due to the heavy type of con- Once a vessel is stopped, the attackers buckets and pumps, there are several
struction used. Galleys are AC 5 due to usually board it. At these close quarters, a spells that are effective in fire-fighting
their flimsy build. If this seems unrealistic, vessels heavier artillery engines are use- (create water, cloudburst, etc.).
The second part of Table VIII deals with
hull damage and its effects. The percent of
Table II: Ships maintenance and effects
the hull damaged is also one-half the per-
Very Accept- Advanced centile chance for the vessel to start sink-
poor Poor able Good Excellent design ing, which is roiled every turn. Regardless
Naval 1-5 6-10 11-40 41-80 81-97 98-00 of the cause, a vessel takes 10-60 rounds to
Pirate/Buccaneer 1-20 21-40 41-60 61-80 81-98 99-00 sink. Serious damage above the waterline
Privateer 1-10 11-20 21-46 47-72 73-98 99-00 can cause a vessel to start breaking up and
Commercial 1-15 16-30 31-55 56-85 86-95 96-00 sinking. However, by making temporary
repairs, the threat of sinking can be coun-
Effect on speed -15% -10% -5% +5% +10% tered. There are two sorts of temporary
Effect on def. points -10% -5% +5% +10% repairs to the hull: fothers and patches. A
Effect on fother is a reinforced tarred piece of can-
maneuverability +2 +1 -1 -2 vas that is positioned over a hole by ropes
Effect on chance of running under the hull. The pressure of
storm damage +20% +10% -5% -15% the water trying to flow through the
DRAGON 21
hole keeps the fother in place. If the dam- fothers were being placed. A few days sea, up to three fourths of the total mast
age is due to weapons or collision, then later, the clipper makes port, unloads its points can be repaired. This is because
one-quarter of the damage to the hull is cargo, and heads for dry dock for 10 days. most vessels carry a smaller set of spare
presumed to be below the waterline. Hull The original cost of the clipper was masts, yards, and sails called the jury rig.
damage from ramming or running 100,000 gp, 40% of which is 40,000 gp Even boats carry a few extra yards of
aground is entirely below the waterline. which, multiplied by 20% hull damage, is sailcloth. At dockside, a completely new
Above the waterline, the carpenter and 8,000 gp! Needless to say, the captain will set of masts and yards can be installed and
carpenters mate can easily place a be more wary of reefs in the future, if she the jury rig stowed away again. The cost
wooden patch. When the hole is below the is still captain. of a ships mast repairs is 40% of the ships
waterline, however, a hole can only be Damage to the masts is very serious. value multiplied by the percent of mast
patched if the ship is careened. Careening Lose a mast and not only does the vessel damage; this action takes from 1-4 days. A
a ship lays it over on its side until the keel lose that masts share of the rigging and galleys mast repairs cost 10% of its value
is almost at the surface. This is done by sails, but it also automatically goes in multiplied by the percent of damage.
moving the supplies and cargo over to one irons. Obviously, a galley without the mast Masts, being made of several of the
side of the ship. Careening should only be raised cannot suffer damage to its mast. straightest, tallest, and strongest whole
done in very quiet waters when the air is The points given on Table Ib are the points tree trunks, are quite expensive.
very still. A sudden gust can make the ship for a single mast. If the damage distrib- Damage to the rigging and sails causes a
turn turtle in other words, sent the uted among the masts is equal to or proportional loss of speed. A vessel nor-
keel straight up and the masts straight greater than a single masts defensive mally carries enough canvas and rope to
down. Ancient galleys can be beached for points, then there is a 33 1/3% chance of replace half its rigging and sail points. In
patching. Since fothers leak, the pumps losing a mast per round (1-2 on 1d6). At port, new sails cost only 20% of the
must be worked full-time by four of the
crew if used. Permanent repairs alone
Table III: Crew ability & effects
restore hull defensive points and must be
done in dry dock. The cost is equal to 40% Very poor Poor Acceptable Good Excellent
of the ships value multiplied by the per- Naval 1-5 6-10 11-70 71-90 91-00
cent of hull damaged; this action takes 4- Pirate/Buccaneer 1-15 16-30 31-90 91-98 99-00
16 days. Privateer 1-5 6-15 16-80 81-90 91-00
To illustrate the rules given above, con- Commercial 1-5 6-15 16-80 81-95 96-00
sider the following example. A clipper
with 105 hull defensive points takes 21 Landsmen 85% 70% 55% 40% 20%
points of damage (20%) due to running Ordinary sailors 10% 20% 30% 40% 50%
over a reef. Every turn thereafter, it must Able-bodied sailors 5% 10% 15% 20% 30%
roll over 10 on a percentile die or start -1 +1
Effect on to hit scores -2
sinking. However, the captain prudently Effect on
laid out some dozen fothers on the upper maneuverability +2 +1 -1 -2
deck ready to use. As a result, all of the Base chance to go in
damage is fothered at the end of 10 irons* 20% 10% 5% 2% 1%
rounds. Fortunately for the ship, it did not * Check in irons chance when changing points of sail, when careening (for turning turtle), or when ship is hit by a
fail any of its sinking rolls while the sudden natural gust or squall. Triple this chance when changing tack.
22 DECEMBER 1986
ships value multiplied by the percent of time for another. While in dry dock, a A vessel in irons (as noted above) is
R&S points lost. The reason for the high mast can be replaced and the sailmakers temporarily out of control. How long the
cost is that the sails must be custom-fitted and riggers can make new sails and vessel stays in irons depends on how
to a ship. A galleys sails and rigging cost rigging and work on hanging them. quickly the cause is remedied. For the loss
10% of its value. If a vessel must have Table IX contains miscellaneous tidbits. of a mast or a poorly executed maneuver,
repairs made to two or three defensive Raising an anchor involves winching it up the vessel is in irons for 5-30 rounds. If a
point categories, the repairs take as long with the capstan. Getting under way is vessel loses its captain, there is a 25%
as the longest of the two or three; the time how long a vessel at rest takes to reach chance of going in irons. Once in irons,
for one is not cumulative with the full sailing speed, if currently possible. the ship stays so until the person next in
the COC takes command. With the loss of
the quartermaster at the helm, there is a
50% chance and the vessel is in irons until
Table V: Amount of damage by cause
a quartermaster, masters mate, the sailing
Source of damage Damage done* master, a middie, or a commissioned offi-
cer takes the wheel. Once in irons, a vessel
Collision (hull 75%, mast 25%) 5-30
has no control over its course, cannot fire
Ramming (hull 100%) 10-60
10-100 its artillery engines, and does a fair job of
Run aground (hull 100%)
imitating a sitting duck.
Ballista 1
Vessels take from 10-60 rounds to sink,
Mangonel, light 2
but 10 rounds is enough time to launch
Mangonel, medium 3
4 one boat. Shipping oars means pulling
Mangonel, heavy
them into the galley; this action takes 1-4
Catapult, light 4
6 rounds. Shipping oars must be done on
Catapult, heavy
the side of a galley which is about to dock
Trebuchet 16
Bigbys clenched fist 1/round or attempt an oar rake. Which vessel
1½ + ½ per level + F rakes and which is raked depends on
Call lightning
½ per HD + F which can ship their oars; both may ship
Chain lightning
Disintegrate 2 them quickly enough, but both may also
lose their oars.
Fireball & delayed blast fireball ½ per HD +F
The actual speed of a sailing vessel is
Firestorm (F:3)
calculated in the following order. The base
Flame strike (F:4)
speed is adjusted by the level of mainte-
Gust of wind (hostile) (in irons)
Horn of blasting 18 nance. The effects of the wind are added
Incendiary cloud (F:½ per 6hp damage done) or subtracted. If damage has been sus-
½ per HD + F tained to the rigging and the sails, speed is
Lightning bolt
reduced by the percent of R&S points lost.
Meteor swarm (2 sphere) 3 each
Meteor swarm (1 sphere) 1½ each A gust of wind, cast in a helpful fashion,
Wall of fire (F:2½) adds another 5% to the speed of the ship
for five rounds. Cast in a hostile fashion,
Wall of force As per collision
the spell has a chance of putting the target
*Defensive points damage; consult Table VI if ship in irons.
necessary, and Table VIII for effects of fire.
Table Xa, b, and c are for use when a
ship is encountered. These tables ran-
domly select a ship appropriate for the
Monsters Hull damage* % Chance to capsize area. The initial distance of the encounter
Afanc (R) 3-12 15 can be as much as 50 miles in clear day-
Archelon ischyras (R) 3-12 7 light to as little as a few yards on a moon-
Crocodile, gt. (R) 2-8 7 less or foggy night. On Table Xa, roll for
Dinichthys (R) 2-8 10 class of ship first: Table Xb gives the num-
Dragon turtle (R) 3-12 12-14 ber of ships appearing. Table Xc is there to
Elasmosaurus 15 add spice.
Elemental, water (R) d4 per 4HD 2 per HD
Kraken (C: 6 tentacles) 5-20/rd. 0 Table VI: Damage distribution
Mososaur (R) 3-12 12 (weapons only)
Mottled worm 15 d100 Roll
Narwhale 5-7
Nothosaur (R) 3-12 14 Rigging & sails 1-40
Octopus, giant (C: 6 tentacles) 2-8/rd 0 Masts 41-70
Plesiosaur (R) 5-20 20 Hull 71-00
Sea dragon (lung wang) (R) 3-12 11-13
Sea snake, giant (C) 2-8/rd 0 Table VII: Towing (% adjustment)
Sea turtle, giant 15
Shark, giant (R) 3-12 10-15 Towed Towing size
size
Squid, giant (C: 8 tentacles) 3-12/rd 0
Tennodontosaurus (R) 2-8 10 VS S M L VL
Verme (R) 5-20 20 VS 50
Whale (R) d4 per 4HD 2 per HD S 75 50 25 12 6
(R) indicates that ramming is used. M 87 75 50 25 12
(C) indicates that crushing (with a number of appendages) is used. L 93 87 75 50 25
* As per DMG, pages 54-55 and 109-110. VL 96 93 87 75 50
24 DECEMBER 1986
From “The Rime of the Ancient Mariner”
by Samuel Taylor Coleridge.
Ships in distress can suffer a lack of water emy when it heaves to alongside with and what their political relations are.
or food, or a loss of materials for repairs. concealed crew, marines, or spellcasters. Next, create a few vessels to have on
They can also be lost or under attack. If a hand for the characters to encounter. Give
shipwreck is rolled, it can be beached, Additional notes each ship its own sheet of paper and note
shoaled, or shored on a reef or rocks, with Before using the naval system in this its statistics, defensive points, level of
or without survivors. (And are they really article, decide what types of vessels you maintenance, crew, and other important
survivors or are they dreaded lacedons?) want to include in your world. If the cam- numbers. Figure the actual speed of the
Alternately, the ship could have already paign has an ancient flavor, then use the vessel for various wind speeds so that the
sunk, and the encounter is with survivors ancient galleys for warships, pirates, and information is on hand. Determine what
in the water, boats, or rafts. An abandoned privateers, and the cog as a merchant amounts of damage to the rigging, sails,
ship could be unharmed, a la Marie ship. Medieval settings should use the cog, and the hull represent increments of 10%;
Celeste. caravel, carrack, and galleon. Barbarians, these are important for figuring loss of
During wartime, the number of of priva- especially the ones patterned after the speed and chance of sinking. The more
teers increases dramatically as pirates seek Vikings, should use the longship. The detailed a ships sheet, the less time spent
out pardons and letters of marque. One in more advanced types of commercial small in looking up the tables instead of playing.
six fishing or merchant ships may carry and medium ships are suitable for larger Use the other side of the sheet for notes
letters of marque just in case. Commer- civilized nations that are noted for their on the vessels complement. Dont be dis-
cial ships are very flexible: one day a ship nautical skills. The advanced types of couraged by the time spent doing this; this
fishes, but on the next, it carries cargo and warships should be as rare as they are is equivalent to designing an NPC party
passengers or goes smuggling. An armed expensive. The packet and clipper can be and a small dungeon. Besides, you only
clipper carries twice as many artillery used by highly advanced cultures per- have to do it once.
engines as normal, extra crew, lots of haps nonhumans such as the elves of For ship-to-ship battles, you wont need
marines, and no cargo. Privateer merchant Tolkiens novels, famed for shipbuilding dice as often as youd think. With large
ships are both bait and trap. The idea is to and maritime skills. Think about where numbers of rolls for the same group of
surrender quickly, then attack the en- the intelligent marine races are located artillery engines, use the following
26 DECEMBER 1986
method. A zero-level or 1st-level fighter possible damage is inflicted, or all of 7 formation is almost never used. Instead,
needs to roll a 20 to hit AC 0. That is a 5% points of damage (6.55 = .05 x 131). At the ships maneuver independently, trying
chance to hit, and each +1 or -1 to hit close ranges, almost all of artillery engine to gain the favored position off an enemys
is another 5% more or less. This figure is shots hit their targets. Massed missile fire stern to deliver one or more broadsides to
also the percentage of the possible total can be handled in the same way. Consider the stern. The stern and the bow are
damage that can be done. Suppose a first- the effects of weapons fire up to 10 relatively defenseless, since there are only
rate ship-of-the-line fires off a broadside rounds at a time, but dont forget unusual four to six stern chasers and two or four
(half of its artillery engines) at another events, offensive spells, or fire. bow chasers. Crossing an enemys bow is
large ship. If the crew doing the firing is Finally, here are a few more words on not favored, since there is a chance of
zero or 1st level, and if there are no other basic naval tactics. In small engagements, miscalculating the maneuver, which re-
modifiers, then 5% of the total in squadrons or single combat, line battle sults in a collision. The enemy ship may
also swing its bow at the last moment and
deliver its own broadside or gain a posi-
tion on the attackers stern as it sails past.
A ship should flee a battle if it is not doing
Table VIII: Effects of fire well; the attacking ship may not be able to
Fire: 2 gallons puts out 1 point of fire. 2 crewmen on a pump put out 1 point of pursue. A ship pursued by an obviously
fire/round. 4 crewmen on a pump put out 4 points of fire/round. 8 crewmen on a pump superior foe should run for shallow water
put out 12 points of fire/round. if it has a draft less than its pursuer. Mak-
A fire doubles in size every 4th round if it is not fought. ing several maneuvers that the pursuer
must follow may put the hunter in irons,
Hull: percentage hull damaged divided by 2 = percentage chance to start sinking. leaving it briefly defenseless.
3 crewmen can fother 1 point of damage in 1 turn. It should be fairly easy to get PCs living
1 carpenter can patch 1 point of damage in 2 turns. near a coast or on islands to go to sea. Just
Collision and weapons: ¼ damage below waterline; ramming and grounding: all below. hit them with a blockade, a pirate raid, a
Permanent repairs cost 40% of the ships value times the percentage of hull damage, and marauding sea serpent, or the like. For the
take 4d4 days in dry dock. thalassophobes (look it up) in your cam-
Masts: If the damage to the masts equals or exceeds a single masts points, then there is a paign, you may have to introduce a full-
33 1/3 % chance per round of losing a mast; if a mast is lost, the ship goes in irons. scale embargo of some product they need.
It takes 1 crewmen 1 turn to repair 1 point of damage to a mast. You might tempt the high-level characters
Up to 75% of all mast points can be restored at sea. Permanent repairs cost 40% of the in the campaign with the notion of a ship
ships value (10% for galleys) times the percentage of mast points lost. The repairs take or two instead of a keep or a castle. And
1d4 days at dockside. you can mention faraway islands where
riches are just waiting. . . .
R&S: The loss of a mast takes with it a proportional amount of R&S points.
The percentage of R&S lost = the percentage loss in speed.
It takes 1 crewmen 1 turn to repair 1 point of damage. Inspirational reading
Permanent repairs cost 20% of ships value times the percentage of damage and take 3d4 Baker, William A. The Lore of Sail. (1983)
days. Blackburn, Graham. The Illustrated
Repairs to a galleys R&S cost 10% of value times the percentage of damage done. Encyclopedia of Ships, Boats, Vessels and
Oars: A full set costs 40% of a galleys value to replace. Other Water-Borne Craft. (1978)
Casson, Lionel. Ships and Seamanship in
the Ancient World. (1971)
Table IX: Miscellaneous items Cucari, Attilio. Sailing Ships (1976)
Raise anchor: 3-18 rounds Heave to: 2-8 rounds Sinking: 10-60 rounds Forester, C.S. The Hornblower series.
Get under way: 1-6 turns In irons: 5-30 rounds Melville, Herman. Billy Budd,
Gust of wind, hostile: (level of caster x 10) = % chance to put in irons Omoo, Typee, and (of course) Moby Dick.
Gust of wind, friendly: +5 % sailing speed for 5 rounds.
Actual speed = [(Base speed + Maintenance adj.) + Wind adj. - Damage adj.] + gust of
wind adjustment (friendly) Inspirational listening
The Clancy Brothers and Tommy Ma-
kem. Sing of the Seal. (Columbia)
Table Xa: Frequency of ship encounters Lomax and Kennedy, eds., Sailing Men
Coast or Semi-enclosed Open and Serving Maids. Vol. 6 of the Folksongs
archipelago or landlocked sea Ocean of Britain (Caedmon)
Killen, Louis. 50 South to 50 South:
Fishing 1-40 1-25 1-15 1-5 Louis Killen on the Cape Horn Road.
Merchant 41-70 26-60 16-55 6-55 Roberts, John, and Tony Barrand.
Naval 71-85 61-80 56-80 56-85 Across the Western Ocean. (Swallowtail)
Pirate/Buccaneer 86-90 81-90 81-90 86-95
Privateer 91-00 91-00 91-00 96-00
DRAGON 27
Aquatic elves in the AD&D® game
by Todd Mossburg of having amphibious player characters. Aquatic elves: an overview
Using the Dungeon Masters Guide, Players Aquatic elves are known as sea elves,
In the AD&D® game, many characters Handbook, Unearthed Arcana, Legends & though some high elves who live near
miss out on unlimited amounts of wealth Lore, and the Monster Manual, Ive compiled oceans are also called sea elves. Closely
and adventure because they cant swim. the statistics necessary for the solution to related to their land cousins, they can even
Oceanic adventures are challenging for this problems: the aquatic elven race. Some interbreed with land elves and humans.
medium- and high-level player characters, of the information below is reiterated from Humanoid in appearance, they have gill slits
but without the proper equipment, a these sources, but now collected together in on the throat, webbed fingers and toes,
groups first sea voyage is likely to be its one place. Additional material converting silver-green skin, and green, cyan, or blue
very last. This keeps gamers from utilizing this race into a player character or NPC race hair of rough texture. They have deep blue
the oceans full potential in the campaign. has been added. The DM should determine or turquoise eyes, and pointed ears.
Both the Players Handbook and whether the use of this character is appro- Aquatic elves prefer warm, quiet sea
Unearthed Arcana overlook the possibility priate to the campaign. waters, particularly those overgrown with
28 DECEMBER 1986
seaweed and other marine vegetation. though to a lesser extent: daggers, knives, book, page 15; a +1 comeliness bonus is
They usually lair in large caverns in la- darts (10 short, 20 medium, and 30 long also applied.
goon bottoms (often fashioning their own range), thrusting and stabbing polearms All aquatic elven characters can speak
caves) and enjoy reefs near peaceful sea (pikes and military forks), and short the following languages in addition to that
coasts. They trade with land elves for swords. Javelins and harpoons are some- of their chosen alignment: common, elvish,
metal goods, which aquatic elves are un- times used by aquatic elves on surface delphinese, locathah, merman, sahuagin,
able to forge underwater; in exchange, the missions, and undersea crossbows (30 and triton. Aquatic elven characters of
aquatic elves offer coral jewelry, fish, short, 60 medium, and 90 long range; above 15 intelligence are able to learn one
treasures scavenged from shipwrecks or otherwise as per light crossbows). Adven- additional language for every point of
sacrifices, and other gifts of the sea. turing aquatic elves may learn other weap- intelligence over 15; for example, a charac-
Because they have been so long sepa- ons if they stay on land often enough, but ter with an 18 intelligence score could
rated from their land-based cousins, this is rare. learn three additional languages.
aquatic elves rarely distinguish one race of When employing a spear or trident,
land elves from another and extend at Aquatic elven PCs aquatic elven characters gain a +1 bonus
least tolerance and good will toward all A character of aquatic elven stock can to hit on attacks. They can swim silently
but drow (whom the aquatic elves view opt to be an assassin, cleric, fighter, thief on a roll of 1-5 on a d6, hide in marine
with antipathy). The land elves return the (but not a thief-acrobat), fighter/cleric, or vegetation with 80% success ( +1% per
very same feelings. Those who are born of fighter/thief. Aquatic elven thieves have all experience level), have a 90% resistance to
an aquatic elf and land elf are at least the bonuses and penalties to their skill sleep and charm spells, possess infrared
tolerated, as are those born of a human rolls as do any other elves (Players Hand- vision up to 60 in the sea and 120 above
and an aquatic elf. book, page 28), except for a -20% modi- water, and can detect secret and concealed
Though they prefer the company of fier to climb walls. They are used to doors as well as land elves (note concealed
elves, aquatic elves tolerate peaceful hu- swimming over obstructions, not climbing doors 1 in 6 times if passing by them; note
mans. Unfortunately, fishermen and sail- over them. Aquatic elves also have a secret doors 2 in 6 times and concealed
ors sometimes slay aquatic elves in the +15% bonus to hear noise when under- doors 3 in 6 times if searching for them).
belief that the latter are sahuagins. None- water, regardless of class. Though aquatic Aquatic elves have excellent hearing and
theless, aquatic elves are known to save elves cannot cast magical spells, they can vision underwater, so the aquatic elves are
drowning sailors. These elves are quite use certain scrolls and magical devices only surprised on a 1 in 6 chance when
friendly towards dolphins, with which that can be used by any other race or underwater. They have normal chances
they can communicate, and can summon class, and aquatic elven thieves may cast for surprise when above the watery
dolphins with their cries if the latter are spells from scrolls if of sufficient level. depths. Because of their gills, these charac-
within 240 yards. Aquatic elves harbor a The starting ages for aquatic elven charac- ters may breathe air or water at will for
great hatred for sharks and sahuagin, who ters is the same as for other elves (DMG, unlimited duration. However, for every
are their mortal enemies, and attack them page 12-13). Ability score maximums and full day spent away from water, an aquatic
if at all possible. Ixitxachitl and kopoacinth minimums are as per the Players Hand- elf must make a system-shock roll or else
(gargoyles) are usually too rare to be much
of a threat, though the more common
kaolinth (aquatic hobgoblins), merrow
(aquatic ogres), and scrags (marine trolls) Table 1: Racial adjustments to ability score
present a real danger in some areas.
Kaolinth pursue aquatic elves with all the Race Penalty or bonus
fury that their land-based cousins pursue Aquatic elf +1 to dexterity, - 1 to constitution
land elves. Mermen and locathah are Aquatic elf/half-elf +1 to dexterity, - 1 to constitution
neutrally regarded; tritons and marine Aquatic half-elf None
storm giants are tolerated by and some-
times live in close harmony with aquatic Table II: Age categories
elves. Sea hags and aquatic elves rarely
meet, since the former prefer dismal lairs Races Young adult Mature Middle-aged Old Venerable
Aquatic elf 75-150 151-450 451-700 701-1000 1001-1200
to the serene beauty of the latters realm.
Lizard men are generally disliked for their Aquatic elf/half-elf* 125-200 201-550 551-900 901-1200 1201-1400
barbarism. The hated lacedons cannot Aquatic half-elf 24-40 41-100 101-175 176-250 251-325
paralyze aquatic elves, just as land elves
are immune to the paralyzing touch of * Excludes aquatic elf/drow parentage; in this case, use age categories for drow elves
ghouls. (DMG, page 13) +50 years after young adult age.
Aquatic elves often capture and train
certain marine creatures for use as steeds,
beasts of burden, and pets. Sea horses, sea Table III: Character race class limitations (by level)
lions, giant turtles, narwhales, swordfish,
and the like are sometimes found in associ- Aquatic elves
ation with communities of these elves.
The shy aquatic elves are able to hide in Ability score Cleric Fighter Thief Assassin
marine vegetation so well as to become 15 7 6 10 8
invisible to onlookers. They can identify 16 8 6 11 9
dangerous marine life such as strange- 17 9 6 12 10
weed 90% of the time, and they know how 18 10 7 U 10
to swim quietly through the water so as 18/75 8 10
not to attract the attention of sea-going 18/90 9 10
predators. 18/99 10 111
The weapons of preference for this 18/00-21 10 122
undersea race include the trident, spear,
1
and combat net. Other weapons useful in Intelligence of 18 and wisdom of 19 also required
2
undersea environments are also used, Intelligence of 19 or wisdom of 19 also required
DRAGON 29
lose a point of constitution. This loss rep- initiative against land dwellers when the doors as well as full-blooded aquatic elves.
resents the drying out of the skin, and a two are in combat underneath the water. Being able to breathe underwater as well
maximum of three points of constitution The aquatic elven race prefers to live as aquatic elves, the aquatic elf/half-elf can
can be lost in this manner. If immersed in underneath the waves, so they rarely swim and fight underwater just as well as
water for a minimum of one hour each adventure on land. Though they are an an aquatic elf can. They have normal
day, an aquatic elf stays in good physical amphibian race, they feel out of place on chances for surprise above and beneath
condition. Lost constitution may be re- land, as a human would feel if he spent the water (2 in 6 chancel. Starting ages are
gained by one full day of immersion in long amounts of time underwater. Aquatic as per normal elves. These beings do not
water for every point so lost. elven clerics worship the deity Deep lose constitution points from staying out of
Aquatic elves can swim while wearing Sashelas (from Legends & Lore, pages 92 water. Ability score maximums and mini-
elfin chain mail, leather, studded leather, and 125). The overall alignment of sea mums are as per the Players Handbook,
or padded armor. Heavier armor causes elves is chaotic good, though player char- page 15 (for elves in general); a +1
them to sink to and walk on the sea bot- acters and NPCs may be of any alignment. comeliness bonus is applied.
tom. Because aquatic elves dislike metal Aquatic elf/half-elves speak elvish, and
armor, they usually wear armor made Aquatic elf/half-elf six of the following languages: locathah,
from sea creature hides and scales, which The aquatic elf/half-elf is the offspring of merman, sahuagin, triton, gnome, halfling,
can function as padded, leather, studded a sea elf and a land elf, usually of the high- goblin, hobgoblin, orcish, gnoll, or the
leather, and scale mail. A few also utilize elven sort. A character of this race can opt common tongue of mankind. They can
sea turtle shells for shields quite effec- to be of any character class permitted to also learn an additional language for every
tively in combat, but only when out of either parent, but not of a class forbidden intelligence point that character has above
water. Aquatic elves move underwater at to both; the cavalier class cannot be en- 15; e.g., a character with an 18 intelligence
the same rate a land-born character moves tered. An aquatic elf/half-elf has the ability score could learn an additional three lan-
outdoors; for example, three times the to see into the infrared spectrum out to guages. Aquatic elf/half-elves can also
movement rate in a dungeon. 60 in darkness, above or beneath the summon and communicate with dolphins
When fighting underwater, the aquatic water. Aquatic elf/half-elves also have a like aquatic elves.
elves have no natural penalties to hit as do 30% resistance to sleep and charm spells, The appearance of this sort of being
land dwellers. They also gain automatic and they can detect secret and concealed varies, with the aquatic-elf characteristics
being most prominent (gills, silvery skin,
and webbed fingers and toes). The eyes
and hair usually take the appearance of
Aquatic elf/half-elves the land-elf parent.
Ability Fighter/ Thief/Thief-
score Cleric/Druid Ranger Acrobat Assassin Magic-user Aquatic half -elf
An aquatic half-elf is the offspring of a
15 7 6 U 10 10 human and an aquatic elf, one of the rar-
16 8 6 U 10 10 est part-humans known. A character of
17 9 6 U 10 10 this sort can adopt any character class
18 10 71 U 10 10 permitted to the usual sort of half elves,
18/75 82 10 save for the bard, barbarian, cavalier, and
18/90 92 10 illusionist classes (and combinations
18/99 103 115 thereof).
18/00 113 126 The aquatic half-elves have infravision
19 11 124 U 126 11 out to 60 in darkness, above and beneath
20 12 124 U 126 11 the water. They can swim and fight under-
21 12 134 U 126 12 water just as well as an aquatic elf can,
1 and also have normal chances for surprise
Rangers also need intelligence and wisdom of 15 above and beneath the water. Detection of
2
Rangers also need intelligence and wisdom of 16 secret and concealed doors is as per
3
Rangers also need intelligence and wisdom of 17 aquatic elves. Aquatic half-elves may
4
Rangers also need intelligence and wisdom of 18 breathe air or water freely. Starting ages
5
Intelligence of 18 and wisdom of 19 also required are as per other half-elves. Constitution
6
Intelligence of 19 or wisdom of 19 also required points are not lost from staying out of the
water. Ability score maximums and mini-
mums are as per the Players Handbook,
page 15; a +1 comeliness score is applied.
Aquatic half-elves
The aquatic half-elf speaks the following
languages: elvish, locathah, merman, sa-
Ability Fighter/ Thief/Thief- huagin, triton, and common. The aquatic
score Cleric/Druid Ranger Acrobat Assassin Magic-user half-elf can summon and communicate
15 5 6 U 11 7 with dolphins like an aquatic elf.
16 6 6 U 11 7
17 7 7 U 11 7 Mariners
18 8 7 U 11 8 If the mariner NPC class is employed
18/90 81 (DRAGON® Magazine #107, page 38), the
18/99 91 mariner class may be substituted in the
18/00 101 following tables for the fighter class by
19 10 111 U 11 8 any given character. However, a dexterity
20 12 122 U 11 8 of 17 is required to exceed 10th level as a
mariner for any aquatic elf, elf/half-elf, or
1
Intelligence, wisdom, and constitution of 18 required half-elf. A dexterity of 18 is required to
2
Intelligence and wisdom must be greater than 18; constitution must be 18 exceed the 12th level.
30 DECEMBER 1986
The ecology of the by Anthony Gerard
Minotaur
It was on the fifth of Fishspawn, in the
year 425 of the Dancing Unicorn, when
my caravan was attacked and taken by a
large band of orcs. Amongst this horde
were several ogres and minotaurs serving
as mercenaries in the pay of the orcish
chieftain, Garkun Three-Fingers, who was
slain in the following month in the elven
lands. After the caravans defeat, several
other unfortunates and I were given over
to a large bull minotaur as part of the
plunder, and thus began my captivity
among the horned ones.
As I, more than any other human I
know, have spent more time in the pres-
ence of minotaurs, I have taken it upon
myself to write this brief narrative of their
lives and habits. During my captivity, I
observed in detail the society (such as it is)
of these bestial folk, and was able to pro-
long my life by using this information to
its best advantage in dealing with my lord
and his monstrous people.
Of their appearance
For the benefit of the masses, I shall
here note the obvious. The minotaur is a
large, bipedal creature; a manlike beast
with a bulls head, hooved feet, human
hands, and thick, wiry hair on the head,
forearms, lower abdomen, chest, and
lower legs. Bull minotaurs often attain
nine feet in height; females are generally
somewhat shorter, perhaps seven feet on
the average, but of no less savage a
temperament.
The lower body and torso are similar in
general appearance and build to those of
ogres, although hairier. Females have
breasts and broad hips similar to those of
most humanoid types. The minotaurs
hands are massive and have thick yellow
nails, which occasionally serve as claws,
though they often break.
As is common knowledge, the head is
bovine in appearance, but there are many
differences to the careful observer. The
snout is thicker and more drawn out than
that of an actual ox. The teeth, particu-
larly the canines, are large and pointed,
for minotaurs are carnivores of the most
fell sort and regularly bite at their enemies
and prey. Occasionally, the canine teeth
protrude even when the mouth is closed.
The eyes are set more forward and closer
together than those of actual cattle, grant-
ing minotaurs depth perception.
The head is heavily furred, with the hair
color ranging from black to a light red-
brown tone. Bodily hair is the same color
as the head hair, although somewhat
shorter and stiffer. The large, deep eyes
are generally a dark brown. The horns of
the minotaur are structurally similar to an
ox, consisting of a horn sheath over a
central bone core. Both sexes possess
horns, although those of the male are
larger and heavier. The horns normally
curve slightly forward, although they may
32 D E C E M B E R 1986
be broken or bent at an odd angle from ity and force of might, and females are then removed so that it can be winded in
old injuries. I have heard that some mino- barely more than slaves among them. battle or celebration. Such horns are
taurs possess the tails of cattle, but those I When he reaches maturity, a young bull highly prized; my captor owned four.
knew had no tail at all. may wander widely to avoid contact with Slaves are usually supervised by females
The horns of a bull minotaur are his older, stronger bulls. Solitary minotaur or young bulls and are employed in en-
pride. Certain free moments of his leisure encounters are usually of this type. My larging and adding to the labyrinthine
time are spent polishing their length with master was fond of boasting about his minotaur lair. Minotaurs are not especially
old furs or rags, or sharpening their tips exploits during this time of his life; he vigilant in overseeing their slaves. Escapes,
with stones. The color of the horn varies cared little for civilized marvels, being at least temporary ones, are commonplace.
with the color of the hair, although bi- intent upon showing his mastery over the The chief recreation of bull minotaurs
color and tri-color horns are not uncom- world at large through acts of wanton (when not out raiding or drinking) is track-
mon. Dark-haired minotaurs generally violence and destruction of the basest ing escapees through the lair or overland.
have dark yellow or yellow-brown horns. kind. No barbarian warlord has known the Perhaps one slave in two makes the escape
The minotaurs I was among seemed to utterly bestial worship of a minotaur for a permanent one; of the one who fails,
favor darker horns for cultural reasons that which we call wickedness. little can be said, save that perhaps it is
and to this end, they oiled and stained The minotaurs lifespan may be as long better that minotaurs do not share the
their horns to achieve a dark tone. The as eighty years, but because of the vio- love of torture that other monstrosities
horns were often decorated in one man- lence inherent in their life-styles, few live (human and otherwise) relish. I digress,
ner or another, being often studded with to even a ghost of this age. My master was but here I shall note that a minotaur re-
decorative brass or silver tacks and spikes. a veteran of perhaps thirty winters, past gards death as a holy thing that should
I saw one minotaur whose left horn had his prime but still one to be feared and come quickly, cleanly, and in combat. If
apparently been severed by an axe blow; reckoned with by anyone of reason. the opponent has no weapons, at least the
the horn had been rejoined and secured fight is ended much the sooner, and the
by an etched band of brass, through the Of their society victor can enjoy the status of another kill
artifices of a gray dwarf who served as the To speak of minotaur society is perhaps (though it will be of little worth, as they
bands blacksmith. as senseless a remark as to speak of the give more honor to kills against powerful
Other than horn ornamentation, mino- art of the orcs, yet certain traits become and dangerous foes). A minotaur who has
taurs wear little in the way of decorative obvious to anyone even crudely familiar slain thirty men or orcs in a battle would
jewelry. A few of my acquaintance wore with this species. Particular practices vary not be held in half the respect accorded
studded gauntlets or waistbands, which to extremes between tribes of minotaurs, one who killed an ogre or another
obviously showed ogrish influence. Mino- being snatches of other cultures and be- minotaur fighting for the opposition.
taurs are hardly above copying a style or ings, adopted by minotaurs for a short Minotaur favor twisted mazes in places
mannerism used by other races, since they time only to be discarded as soon as a underground or in dense forests for their
have so little to contribute on their own new practice is seen. I witnessed the sud- lairs. My captor was lord of an area com-
save their native barbarism. If a said deco- den appearance, spread, and disposal of a monly referred to as the Forest of
ration is seen to enhance ones fearsome- hundred practices during my captivity, Thorns, which was reputedly once an
ness, every minotaur who sees it will borrowed from every source within elven woodland burned by orcs. In this
adopt it at the drop of a hoof. imagination even from mortal enemies. place, great thorn trees, thick as a mans
Polygamy suits minotaur bulls well; a thigh, grow and intertwine to the the
Of their growth strong bull may maintain a harem of up to point that they block the very sun.
Minotaurs breed and give birth through- six or seven females. Infanticide is rarely Through this dismal wood, the minotaurs
out the year, and their society favors re- practiced by minotaurs, save for deformed had chopped a great maze of tunnels and
plenishment and increase of their births, despite their desire for more bulls. chambers, forming a nightmarish dwelling
numbers. A single minotaur is usually I have mentioned their concern with con- that seemed to have no end.
born to a cow; twins are rare and re- stant breeding and increase of their num- Yet, this series of passages, hopelessly
garded as holy. By its second year, a young bers. Even the birth of twin cows confusing to a civilized mind, is navigated
minotaur has fully developed horns and (considered an evil portent by some tribes) by the minotaur with surreal ease. I be-
can fight an orc on equal footing. By its is better than no births at all. A cow, at lieve this ability is due largely to the mino-
fifth year, a minotaur is larger than a man, least, can take her frustrations out upon taurs acute senses (especially the olfactory
and by its tenth year, it has attained adult the slaves kept either in common or by a one), though perhaps an inborn trait is
size and mannerisms. Sexual maturity particular bull. I have been too well ac- present which allows the minotaur to
comes early, even by the third year in quainted with this practice myself, though puzzle out geometry with the skill of the
some, and breeding likewise begins I found ways of avoiding such unwanted eldest mathematical savant of any univer-
quickly for them. To bear a warrior son is attentions from the harem kept by my sity. A minotaur can retrace its own trail
the highest act to which a cow may aspire; own master. I dwell more upon the lot of through an unknown area with uncanny
to father a great many warriors is merely slaves elsewhere. accuracy, its nostrils flared and snorting at
another social ornament for the male. Bull minotaurs engage each other in the scent that it leaves yet I heard of a
Young bulls are tutored in the use of combat over plunder, females, positions of minotaur called Faceless, which had suf-
weaponry by their sires and other males. authority, and any other possible point of fered a severe facial wound that destroyed
The youths spend much of their time friction that may be imagined. The leader any sense of smell which it must have had,
wrestling and fighting among themselves, of a raiding party or the dominant bull in but was capable of the same feat.
as rivalry between bulls is fostered virtu- an area is always the largest and strongest, In armed combat, minotaurs favor weap-
ally from birth. Few cruelties are spared but not necessarily the most intelligent. In ons that kill by concussion a crude
in their battles, and the scars from horn such combat, the antagonists grapple strategy, but one appropriate to their
and tooth of ones early battles with other weaponless, seeking to kick, bite, or gore nature. Their favored weapon of choice is
minotaurs serve to strengthen the warlike each other into submission or an early by far the two-handed poleaxe. Stoutly
charisma that the bulls prize so highly. grave. One or both of the opponents in functional, these axes are rather crudely
There is little maternal affection among such a duel may end up fatally wounded made. During my captivity, I never saw
minotaurs. A young bull shows respect to which is often what was intended by any means by which the minotaurs might
a female, even its mother, only as long as the victor. A minotaur killing another in have produced these themselves; I believe
she is physically superior to him. The combat typically takes the left horn of his they obtained their weapons in trade from
world of the minotaur is rooted in brutal- victim as a trophy. The tip of the horn is orcs or hobgoblins. Minotaurs also employ
DRAGON 33
massive two-handed hammers, clubs, or
flails. Occasionally, they use stout, thick
spears, although only as thrusting weap-
ons; I have never seen a minotaur throw a
spear or other weapon, save in
frustration.
Minotaurs prefer the company of ogres
or other minotaurs. They have a grudging
respect for trolls and, one would assume,
also for giants. They look down on the
human, humanoid, and demi-human races,
making little distinction between them,
save as individual combatants whom the
minotaurs must fight and conquer. True
monsters, like dragons, are merely
opponents.
Minotaurs are exceptionally fond of
alcoholic drink, especially strong hard
liquors and wines. Three times in the
company of visiting ogres, I observed my
captor drink himself into a stupor that
lasted for several days (as, indeed, his
brutish guests did as well).
The language of the minotaur is very
similar to that of the ogre. As I was some-
what familiar with ogrish, I was soon able
to overcome the differences between the
two tongues. Aside from their actual spo-
ken language, there are a few vocaliza-
tions common to minotaurs alone. When
enraged or excited, a minotaur bellows in
a manner reminiscent of an actual bull.
When pursuing prey or searching for a
hidden enemy, a minotaur gives out a
snort every few seconds, in an attempt to
acquire possible scents.
The majority of minotaurs worship the
demon lord of their kind, Baphomet, to a
greater or lesser degree. A Jovite high
priest has since told me that he believed
them to be a special creation of Geryon
from original ogrish stock, but I harbor
my doubts. Other creatures mix the nat-
ures of two or more basic beasts, such as
the centaur and the pegasus, yet we have
no sure knowledge of how they came to
be so, either. The gods will have their way.
I never heard the name Geryon mentioned
by any minotaur, though they freely called
out the name of their own lord in curses,
oaths, and taunts.
Minotaur bull-priests are easily recog-
nized from other minotaurs. Their horns
have series of crude pictograms carved
into them; these runes are then dark-
ened with blood, and the horn is coated
with a dull yellow stain so that the carv-
ings stand out in vivid contrast. In addi-
tion, the bull-priests have themselves
painted with natural stains from earth and
plant matter, and splash the blood of slain
enemies upon themselves after battle.
Gnoll blood is favored for some reason
that I cannot explain, though some sage
who has other knowledge of these beings
may know the answer. Sacrifices are gen-
erally conducted in a central chamber of a
bull-priests labyrinth, usually before bat-
tle. Humans are the most common sacri-
fice, as they are the most easily available.
It is reputed that if such a sacrifice is
especially pleasing to the lord of mino-
34 DECEMBER 1986
taurs, it is consumed by a cold flame. my designs failed to challenge him, I be- especially its 90 infravision. This base
The passageways leading to such sacrifi- lieve that toward the end he came to be chance is decreased 2% for each melee
cial chambers are decorated with the rather fond of me, and even kept other round elapsed since the creature passed.
bones of previous victims in curious, minotaurs who would have slain me for The base is also modified (at the DMs
intricate patterns. my poor meat away from my person at option) for environmental and terrain
Minotaur bull-priests are given some risk of his own life. factors.
measure of grudging respect by other Such are the ways of the gods. When the 2. Due to its keen senses of smell and
minotaurs, but this is always dependent scout force for Lord Darduins dwarven hearing, a minotaur has a 20% chance to
on the physical strength of the priest legions rescued me in the heat of a pitched detect invisible creatures. The base chance
himself. A battle horn made from a carved engagement, I had bettered my own un- is increased upward by 3% for each addi-
bull-priests horn is highly regarded by derstanding of mathematics to the highest tional man-sized creature present.
minotaurs, so I assume the bull-priests degree, and now spend my days at this 3. A base 75% chance is given for a
may be slain by their fellows with the university, a teacher and scholar and a minotaur to retrace his trail through an
same facility as any other minotaur. free man. unfamiliar area using all senses; without
Overall, minotaurs are ignorant in the Perhaps I should be grateful, but surely the use of smell, the base drops to 45%.
ways of magic. They are not curious, you understand if I wish it had been oth- 4. A base 25% chance is given for an
awed, or even amused by the ways of spell erwise. When the weather changes and individual fluent in ogrish to correctly
casters; magic is either a threat or arro- my knee aches, I sit and remember those interpret anything said by a minotaur.
gantly ignored. For this reason, minotaurs days at my masters hooved feet, and wish 5. Minotaur clerics reach a maximum of
may be easily duped by even the simplest I could forget. 3rd-level clerical ability. Such clerics can-
of magic, although illusions must be of the not cast healing spells. At 3rd level, they
most superior sort to trick the minotaurs Additional notes gain a spell identical to the second-level
keen senses. Minotaurs place no special 1. Minotaurs are very adept at tracking magic-user spell strength.
value on magical items in a treasure and trailing. They have a base 50% chance 6. A minotaurs contempt of magic can
hoard, although they may be aware of the to trail a man-sized creature. This base is work to its disadvantage. For example, a
items value to other creatures. Magical modified upward 5% for each additional minotaur would be loath to retreat from a
items are soon traded for liquor or other man-sized creature in a tracked group. magic-user even in the face of major
prizes (unless the item is a weapon), so a The base is modified downward for envi- offensive spells such as fireball. Its conceit
minotaurs hoard rarely contains many ronmental and terrain factors, or a pur- for its ability would force it to withstand
such dweomered things. sued partys effort to conceal its scent trail the blast.
(see Unearthed Arcana, page 21-22, for 7. A minotaur, in addition to biting and
possible additional factors). A minotaur has goring, may kick with one hoof for 2-7 hp
Of my escape a 20% chance to trail prey without the damage or may strike out with one nailed
For two years and two-hundred seventy- use of smell, using its other senses alone fist for 2-5 hp damage per round.
one days, I dwelt amongst these bestial
creatures, and I came to know them as
well as perhaps any could. I knew their
smell, their curses, their triumphs, and
their rage. I can close my eyes now and
see my old master, doubtless now a mere
skeleton on a forgotten battlefield, his
offspring raiding and looting with their
own savage tribes.
Many slaves were taken by my masters
folk, but only I was favored enough to be
kept alive, even when food was in short
supply and my masters massive frame
shrank from starvation. I could not have
run from him, having a disabled knee
from the day of my capture, and I had no
muscles with which to fight him directly
but I was a student of spatial geometry
before I took up my fathers business and
became a merchantman, and my teachers
said that my ability at drafting was
uncommonly sharp.
Thus, I survived by teaching my master
puzzles. From the first, trembling moment
when I handed that evil beast-lord a scrap
of parchment with a maze drawn thereon,
to the next thousand nights that followed,
my life was wholly dependent upon my
ability to create a fresh, new maze for my
master to solve. He could not use his nose
to solve it, you see, so only his eyes and
brain were of use truly a challenge for
any of his kind. No man can imagine how
slender a thread held me from destruc-
tion, save for my own terrorized ingenuity
at creating brain-teasers, one per night, to
keep that bull amused. Though he told me
that he would slay me outright if any of
DRAGON 35
Readers' Surprise
Where do you go when the clerics are away?
unbalancing the world. I know of a DM who ran while a beginning demi-human character can
us through S-3 and S-1, and we disintegrated the be, depending on race and class, anywhere
1,000-year old demilich in .5 seconds. In fact, I from 23 to 600 years of age. That is quite a
was about to switch over to STAR FRONTIERS® spread, and the system should take into account
or GAMMA WORLD® games when this popped the great disparity between human and demi-
(From page 6) up. human ages. For example, a human and a dwarf
of disbelief. When I told them that the door However, I think there are some weak spots. fighter both start out as 1st-level characters at
knockers said, What is your name? What is Think about Star Wars: How many times did their respective minimum ages. At 16 years of
your quest? What is your favorite color? they Luke Skywalker recharge his Laser rifle? How age, the human has acquired two nonweapon
responded by saying, Youve got to be kidding; many times did Hans Solo put in four AA batter- proficiency slots, yet the 45-year-old dwarf has
they didnt really say that, did they? and This ies (not included) in the Falcon? None. How also managed to gain only two nonweapon
is ridiculous. many times does Rambo or G.I. Joe put in a new proficiency slots. What was he doing during
More recently, I have seen a lot of humor in magazine? What happens when your little those extra 29 years?
Unearthed Arcana. Many of the magic-user brothers Go-bots start appearing in your 25mm Any debate over realism on this subject would
cantrips have gags inserted into them; for scale collection? What if you buy Transformer be ludicrous (any marginally competent elf of
example, the verbal components of the wink cards and use the complete set in your Monster 1,500 or so years could be a master of every
cantrip is twenty-three skidoo," for firefinger Card collection? Power cells need more energy nonweapon proficiency in the book); however, I
the caster speaks a word of power over ele- implanted in each one. How about 100 charges feel that some sort of bonus should apply to
mental fire (such as ron-son, zip-po, or the in the form of a 12-ounce can? (A six-pack could demi-humans in this regard.
much revered word, dun-hill)," and for tweak be used for larger, more energy-needing ma- What I suggest is that all beginning demi-
the caster speaks a magic phrase (such as chines.) human characters be given a small number of
kitchy-kitchy-coo)." All of these phrases seemed Chris Sanyk bonus slots for nonweapon proficiencies, since
humorous at the time, but I feel that they de- Cleveland, OH they were acquired before the character be-
grade the games atmosphere and fail to amuse came an adventurer.
the reader/gamer. I think that humor is a vital James A. Yates
part of the AD&D game (after all, the main goal Having recently acquired the Dungeoneers Rockwood, MI
of gaming is enjoyment), but when one-liners Survival Guide, I was most impressed with this
and such are placed in the gaming material very good (if somewhat specialized) tome. Mr.
itself, the humor loses all of its spontaneity and Douglas Niles has given us a considerable I have just recently began playing an illusion-
merely becomes silly and/or cheap. I would like amount of information that will surely become ist and am quite confused. The powers which
to know what others think. invaluable during adventures both above and they possess are quite different from those
Archie Li below ground. Of particular interest to me was which magic-users possess, and both the DM
Westport, CT the section on nonweapon proficiencies; this that I play with and I are confused on how
section helps explain that ancient question, illusions work. We have both gone over the
What did this character do before he became spells of the illusionists and through the DMG
I greatly enjoyed Randal Doerings article, an adventurer? The only thing which bothered and have found no helpful information. The
High-tech Hijinks (DRAGON® Magazine #114) me about this section was the lack of any modi- information in the Player’s Handbook is vague
and he deserves Bahamuts ransom for it. For fiers for demi-humans. and doesnt fully explain how an illusionary
years Ive pondered how I could convert light A starting human character can be, depending spell works.
sabres and laser pistols to AD&D games without on class, anywhere from 16-36 years of age, (Continued on page 56)
36 DECEMBER 1986
attack/defense modes randomly deter-
mined as for player characters. It has 2-5
minor disciplines and a 25% chance of
having a major discipline. The minor disci-
plines are among the following: animal
telepathy, cell adjustment (as fighter),
domination, ESP, invisibility, and clairvoy-
ance. The major discipline is telekinesis,
which is always accompanied by clairvoy-
ance as a minor discipline. All powers are
at the ninth level of mastery.
The Dragons Bestiary last graced the polyp before fracturing enough to allow If encountered, a brain coral may at-
pages of DRAGON® Magazine in issue #61. the attacker to actually get at the AC 10 tempt to read its visitors minds if the
Since then, new monsters have made only polyp. Nematocyts (stinging cells) through- coral has ESP If attacked and if it pos-
occasional appearances here (save in our out the skeleton inject a weak neurotoxin sesses telekinesis, the brain coral uses its
Creature Catalogs) but that has now into victims which can paralyze for 1-10 power either to move attackers away from
changed. We are pleased to bring back one rounds (save vs. poison at +4). the area or to batter one attacker with
of the most-liked of our columns, hope- The brain coral has a psionic strength of underwater debris for 2-5 hp damage/
fully for a long stay. 30-50 points (60-100 psionic ability) with round.
This edition of The Dragons Bestiary
presents new flora and fauna for oceanic
adventuring. Handle them with care if
you handle these creatures at all.
Credits
Gregg Chamberlain: Brain coral, giant
clam, giant grouper, giant porcupine fish,
electric ray, sawfish/sawshark
Alex Gray: Sea titan
Spike Y. Jones: Sea centaur, weed giant
Nick Kopsinis: Giant sea anemone
Robert Maurus: Morana
BRAIN CORAL
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 10/5 (exoskeleton)
MOVE: Nil
HIT DICE: 3
% IN LAIR: 100%
TREASURE TYPE: Incidental
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Poison, psionic powers
SPECIAL DEFENSES: Psionic powers
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional
ALIGNMENT. Neutral
SIZE: S (2)
PSIONIC ABILITY: 60-100
Attack/Defense Modes: See below
LEVEL/X.P. VALUE: III/120 + 3/hp
MORANA
FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 6 (2 if moving)
MOVE: //18 FREQUENCY: Rare
HIT DICE: 3 + 2 NO. APPEARING: 1-2 RAY, ELECTRIC
% IN LAIR: 30% ARMOR CLASS: 6
TREASURE TYPE: Nil MOVE: //25 FREQUENCY: Rare
NO. OF ATTACKS: 1 bite HIT DICE: 1 NO. APPEARING: 1-3
DAMAGE/ATTACK: 3-6 % IN LAIR: 25% ARMOR CLASS: 7
SPECIAL ATTACKS: Surprise, continuous TREASURE TYPE: Nil MOVE: //9
damage NO. OF ATTACKS: 1 bite HIT DICE: 2 + 4
SPECIAL DEFENSES: Evades missiles, DAMAGE/ATTACK: 1-3 % IN LAIR: Nil
regeneration SPECIAL ATTACKS: Killing poison TREASURE TYPE: Nil
MAGIC RESISTANCE: Standard SPECIAL DEFENSES: Nil NO. OF ATTACKS: Nil
INTELLIGENCE: Animal MAGIC RESISTANCE: Standard DAMAGE/ATTACK: Nil
ALIGNMENT: Neutral INTELLIGENCE: Non- SPECIAL ATTACKS: Electric shock,
SIZE: S (3-4 long) ALIGNMENT: Neutral surprise on 1-5
PSIONIC ABILITY: Nil SIZE: S (2-3long) SPECIAL DEFENSES: Camouflage (treat as
Attack/Defense Modes: Nil PSIONIC ABILITY: Nil invisible if buried)
LEVEL/X.P. VALUE: IV/160 + 4/hp Attack/Defense Modes: Nil MAGIC RESISTANCE: Standard
LEVEL/X.P. VALUE: II/45 + 1/hp INTELLIGENCE: Non-
The morana is similar to a moray eel in ALIGNMENT: Neutral
shape, having the temperament of an The giant porcupine fish is related to the SIZE: M (6 long)
angry piranha. Moranas are usually gray puffer fish and the smaller porcupine fish. PSIONIC ABILITY: Nil
green, but may be found in lighter or The giant porcupine fish is territorial and Attack/Defense Modes: Nil
is most often found near rocky shelters LEVEL/X.P. VALUE: III/120 + 3/hp
and coral reefs. If endangered, this crea-
ture flees to its abode at the earliest Also known as the crampfish and as the
opportunity. torpedo ray on some planes of the multi-
The giant porcupine fish can bite for 1-3 verse, this member of the family of skates
hp damage; when attacked or threatened, and rays is generally found at depths of
it inflates its body, swelling to a size three 200 in warmer ocean waters, though the
times its normal girth. This action is per- creature has been encountered at wading
formed by retaining water in the crea- distance from shore. The slow swimming
tures stomach and using flexible speed for a marine animal of its size is due
abdominal sacs. By inflating itself, the fish to the muscles at the base of the pectoral
causes numerous dagger-length spines to fins fins which have evolved to form
appear across its body. If an attacker organic plates with a negatively charged
comes within 5 of these spines, the giant underside and a positively charged upper-
porcupine fish may approach and attempt side. The ray generally makes use of pro-
to score a successful hit; if this happens, tective camouflage and burrows into the
the attacker takes 3-12 hp damage from sediment on the ocean floor to avoid its
the spines and must also make a save vs. enemies, becoming effectively invisible.
poison; failure results in death within 1-4 The ray uses its electrical shock to stun
rounds. In any event, damage is taken, or kill the smaller fish upon which it feeds.
even if the attacker saves vs. poison. However, when threatened by larger
40 DECEMBER 1986
charge itself, and flees until it can do so.
An electric ray can use its shock five times
a day.
SAWFISH/SAWSHARK
FREQUENCY: Uncommon
NO. APPEARING: 2-8
ARMOR CLASS: 6
MOVE: //20
HIT DICE: 3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 slash
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L (10- 12 long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: II/35+ 3/hp
SEA ANEMONE,
GIANT
FREQUENCY: Rare
NO. APPEARING: 1 or 50-200
ARMOR CLASS: 10
MOVE: //1
HIT DICE: 7
% IN LAIR: 98%
TREASURE TYPE: Incidental
NO. OF ATTACKS: 1-3 tentacles
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Paralytic poison,
entrapment, swallow prey whole,
continuous damage
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L (see below)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VI/875 + 8/hp
DRAGON 49
warning of the Mongol invasions. The minutes, the nearby wolf raised a quaver- taineers possess similar abilities. While the
Franks heavily favored the use of beacons. ing howl that ended on high notes above range of whistlers or yodelers depends on
While the sites of their castles were cho- normal human hearing. Caribou are weather, altitude, and the capacity of the
sen for a variety of reasons, many were in coming, Ootek reported. The wolf says surrounding terrain to reflect or absorb
line of sight of each other so that messages so! And he explained that the wolf in the sound, the principle remains useful. This
could be exchanged. When Saladin be- next territory north had been passing the is particularly so when a fantasy world
sieged the Crusader castle of Kerak in word passed to him by another wolf can combine it with animal communica-
Moab (southeast of Jerusalem across the even further north that the long tion, and enhance it with low-level magic
Dead Sea) in 1183, a signal beacon sum- awaited caribou migration had started, native to given rural districts. Establishing
moned relief from Jerusalem, 50 miles and had even specified their present loca- relay stations isnt necessary when a suc-
away. In the maps of A Wargamers Guide tion. The nearby wolf had then acknowl- cession of mountain farmers and herders
to the Crusades, Ian Heath notes many edged the news and passed it further who are used to talking to each other
instances of this line-of-sight placement. along. Mowat was skeptical, and remained are able and willing to pass the news along
The use of heliographs endured so long so even when another friend named Mike in this way! Allowing for the general con-
that Alexandre Dumas used the device in promptly went hunting, and returned servative attitude of scientists and re-
The Count of Monte Cristo as a means for three days later with venison to spare. The searchers, we can even consider the
his title character to destroy an enemy a caribou, Mike said, had been 40 miles five-mile range to be normal rather than
clear warning that telegraph operators are northeast on the shores of Lake Koiak, exceptional, with wolves able to talk
not above being bribed or otherwise inter- exactly where the wolves said they would even farther.
fered with. Lacking telescopes for preci- be. He added that wolves could talk Another method of rural communication
sion sighting, however, probably nothing almost as well as people and easily com- is the somewhat more specious notion of
as detailed and accurate as the modern municate at great distances, and that some Robin Hoods famous whistling arrows,
semaphore or the sophisticated flag codes Eskimos could literally converse with used to speed messages across Sherwood
of the British navy was possible through them. Forest. The premodern record for long
most of the premodern era. Coincidence? Yet an interesting story shooting belonged to Sultan Selim III (953
More esoteric is a story told by Farley comes from the Spanish-speaking Canary or 972 yards in 1798), while the 1975
Mowat in Never Cry Wolf. Working with Island of La Gomera. While the outdoor records are held by Harry Drake of Lake-
an eskimo hunter named Ootek, Mowat range of a male human voice in still air is side, California: 856 yards 20 inches with
was startled one day when Ootek pointed only 200 yards, the islanders speaking the the handbow, 1,359 yards 29 inches with
to a range of hills five miles north and whistled silbo language can, under ideal the crossbow, and 1 mile 101 yards 21
said, Listen, wolves are talking. Mowat conditions, communicate across valleys at inches with the footbow (Guinness, page
heard nothing, though he noticed a nearby a distance of five miles (Guinness Book of 494). If we accept that Robin Hoods men
wolf, asleep until then, was also watching World Records, 1975, page 46). The could fire an arrow 880 yards through the
the hills. After listening for a couple of Basque sheepherders and the Swiss moun- forest sky, that requires two men per mile
who must be in a specified locale at a
specified time to speed the message on its
way. Such a method is a little wasteful of
manpower, but could be valuable to get
important information across dangerous
terrain, and to do it secretly. The trick
would be arranging for enough top-grade
archers to be where the arrows are land-
ing just when theyre needed. In heavy
forest country, where isolated farms are
virtually immune to interference and
where the necessarily fixed nature of road
travel guarantees that your lines of com-
munication will remain static, the proce-
dure almost makes sense.
In realms of pure fantasy, an enormous
number of devices, perhaps not originally
intended for the purpose, can serve as
tools of communication. The fabled Seven
League Boots that enable the wearer to
cover 21 miles at a single stride would be
invaluable for special couriers. The tala-
ria or winged sandals of Hermes would
also be of use. The wings of Daedalus,
manufactured to allow him and his son
Icarus to flee Crete, and fatal to Icarus
when he flew too close to the sun and the
melting wax of the wings plunged him into
the sea, could be employed. The trouble
with devices like these is that theyre
usually one-of-a-kind items. They may
serve for a single individual, the prime
courier of a god or a king, but they hardly
allow for a communications network.
The same holds true for flying crea-
tures, such as a roc or a pegasus tamed to
the use of man. Unless you have an entire
herd of them, you cant expect to set up a
50 DECEMBER 1986
postal relay, and if you do have an entire to none. Kings could hardly match rich Elstob, Peter. Hitlers Last Offensive.
herd, as Lew Pulsipher makes clear in his merchants in this potential and were New York: Ballantine Books, 1973.
article, The Fights of Fantasy(DRAGON® prepared to buy and sell news through Glotz, Gustave. Ancient Greece at Work.
issue #79), you have better uses for them these unofficial organizations. Never un- London: Routledge & Kegan Paul, Ltd.,
than making mail runs. In addition, crea- derestimate the power of unauthorized 1965.
tures large enough to carry a man through intelligence dissemination! Glubb, Sir John. Soldiers of Fortune.
the sky have other liabilities. Theyre a lot New York: Stein & Day, 1973.
more visible than pigeons, havent any Be it by courier or ship, crystal ball or Heath, Ian. A Wargamers Guide to the
chance of blending anonymously into gossip, the news has a way of getting Crusades. Cambridge: Patrick Stephens,
their surroundings, and make inviting around. This has been a mere sampling of 1980.
targets for any mage with the power to the more prominent methods our premod- Lamb, Harold. Genghis Khan. New York:
strike at them. ern ancestors used to help it on its way. In Bantam Books, 1963.
Other courier techniques might include the following article are some tips on how McWhirter, Norris, and Ross McWhirter.
teleportation, dimension doors, some sort those methods can be translated into Guinness Book of World Records 1975.
of potion to increase the speed with which fantasy role-playing terms. But dont be New York: Bantam Books, 1975.
a man or a horse can run (at some cost to afraid to experiment on your own. You Mowat, Farley. Never Cry Wolf. New
life energy), or even supernatural messen- just might come up with something York: Dell Publishing Co., 1977.
gers or astral travel. At sea, dolphins can nobodys ever thought of before. Polo, Marco. The Travels of Marco Polo.
make 40 to 60 knots and are six to ten trans. William Marsden. New York: Dell
times faster than the fastest dispatch Bibliography Publishing Co., 1961.
boats, if you can control them. All have Braudel, Fernand. The Mediterranean. Pulsipher, Lew. The Fights of Fantasy,
advantages and disadvantages (overkill New York: Harper & Row, 1976. DRAGON Magazine 79 (November, 1983).
being one of the latter). For emergency Casson, Lionel. Ships and Seamanship in Rawlinson, George. The Seven Great
use, when you take chances and pay the Ancient World. Princeton: (no pub- Monarchies of the Ancient Eastern World,
prices you wouldnt normally consider, all lisher), 1971. Vol II. New York: Hooper, Clarke & Co. (no
may be viable. Durant, Will. Caesar and Christ, from date given).
Crystal balls armed with clairaudience The Story of Civilization, Vol. III. New Tuchman, Barbara. A Distant Mirror.
and ESP offer more promise. Just half a York: Simon & Schuster, 1954. New York: Ballantine Books, 1978.
dozen can link major cities and fortresses Durant, Will. The Age of Faith, from The Tuchman, Barbara. The Guns of August.
together. For independent mages, the Story of Civilization, Vol. IV New York: New York: Dell Publishing Co., Inc., 1969.
difficulty in using them would be arrang- Simon & Schuster, 1954. Von Hagen, Victor. Realm of the Incas.
ing to have both sending and receiving Durant, Will. The Reformation, from New York: The New American Library,
parties on-line simultaneously, in an age The Story of Civilization, Vol. VI. New 1961.
when synchronize your watches has no York: Simon & Schuster, 1957.
significance. But, in the case of societies
analogous to the Templars, Hospitalers, or
Assassins of the Crusading era, its entirely
conceivable that trained adepts would be
standing by, day or night, to receive mes-
sages. Dedicated monks would have no
problem with this, and conditions of per-
petual warfare such as existed in Outré
Mer during the Crusades would provide
incentive for the duty.
Last, but very far from least, theres that
most excellent message system popular-
ized by the TV series M*A*S*H the
latrino-gram. Rumor and scuttlebutt can
be remarkably accurate, and can travel
faster even than the speeding news re-
lease. Given the security skills of the pre-
modern world or even of the modern
world, some would say its not impos-
sible that at the moment a special courier
is whispering a top-secret message into the
kings ear up in the palace, the bosun of
the ship that brought the courier is regal-
ing his companions in the local tavern
with precisely the same tidbit of juicy
gossip. In ancient Greece, commercial
information services developed in the
larger ports, fed by hard news and soft
rumor gleaned from incoming ships and
caravans. Gustave Glotz writes (Ancient
Greece at Work, page 293): Those firms
which had correspondents at a certain
number of centers could form a private
information agency. The same would hold
true for all ages and all societies, and for
trade centers located inland as well as on
the coasts. The medieval Jews had an
international information network second
DRAGON 51
High Seas in 3-D.
A special game accessory
for your favorite role-playing game
Design by Dennis Kauth Once the superstructure is finished, attach it to the BOTTOM of
the main deck (12). If youve cut out the hole for the mast in 12
beforehand, fitting these parts together is much easier. Perform
When we were putting this issue of the magazine together, one
test fits (without glue) to section is properly done.
of us recalled that Dennis Kauth, our special-effects man in the
The superstructure was made heavy on purpose, to hold up
graphic arts department, had created a three-dimensional fold-up
25-mm lead miniatures.
ship. Dennis quickly produced the ship, we took a look at it, and
Step 7: The crows nest consists of parts 19 and 20. Make sure
plans were immediately made to jam it into this issue along with
that the floor (19) has its colored side up, and that a hole is cut in
the rest of our Maritime Adventures selections yo, ho, ho.
it for the mast (I didnt do this when I put my own ship together
Then came the problem of putting it together. Now, the most
talk about trouble).
experience that any of your editorial staff ever had with boating
Step 8: Fold the mast (21) together and place the crows nest
occurred when Robin Jenkins was fished out of the aquarium at
on it. You might want to consider fixing a yard arm to the mast at
Roys Bean-O-Rama in Riptide, IL. Roger Raupp claims to have
this point (see helpful hints, below).
once seen pictures of boats in a library book he dropped into a
Step 9: The quarters (10), which fit on top of the quarter deck,
lawn mower, and Pat Price served on a pigboat when he was in
are easily assembled (colored side out).
the Milwaukee Navy, but his boat was lost when they drained the
Step 10: The stairs (11) are also easily assembled, unless you
swamp. This left me actually, Marilyn and myself; only
are like some of the game designers here who mistook this part
Marilyns best with sheep imitations and, with only four hours
for a nose warmer. Takes all kinds.
left until this issue went off to the printer, I took computer
Step 11: Fixing the stairs (11) to the quarters (10) is quite easy,
keyboard in hand and set about creating these instructions.
too.
Step 12 (not pictured): Glue the quarters (10) to the quarter
Order of assembly deck. Also assemble the pilothouse (18) and fix it to the main deck
Carefully cut out each piece of the ship as you need it. Cutting (on the square drawn near the stern); keep the roof sloped
out the pieces too early often leads to confusion and misplacing forward so the doors in the back of the pilothouse face the stern.
needed parts (the parts themselves are not numbered). A hobby Step 13 (not pictured): Stop gluing things. The mast should be
knife and a straightedge serve well for experienced hobbyists; free to be removed from the ship (in case a dragon turtle takes a
otherwise, a sharp pair of scissors is suitable. White glue is best liking to it), and the main deck should also be freely removed. If
for attaching the parts together permanently; be careful not to using miniatures, action can be conducted simultaneously on
overuse it. main and hold decks. You are finished.
The arrows and dotted lines on the cut-out sheets indicate
places which are folded, NOT cut. Carefully score along these So, what type of ship is this? Dennis said it was a carrack, but
lines with a knife without cutting through the paper. when I showed my finished ship to Roger, he said it was a
caravel, which sounded like a candy bar, but I later looked it up
Step 1: The hull is assembled as shown, using parts 1, 2, 3, and and decided it was a cog. No matter. Ive used ship models like
4. Make sure that the colored part of 4 faces up, and those of this one for a number of AD&D® games, and theyve performed
parts 1-3 face out. beautifully. Nothing matches the thrill of watching your players
Step 2: The stern assembly consists of parts 5 and 6. Note that faces when giant octopi mistake the ship for a huggable doll, or
the single door on 5 is in the hold when the model is assembled. when the 172nd Sahuagin Marine Division climbs aboard in
Ensure that the tabs on 6 are attached to 5, the latter with search of amusement.
colored side up, forming the quarter-deck floor. All you, as the Dungeon Master, need is a thinly veiled excuse
Step 3: The forecastle assembly consists of parts 8 and 9. As to get everyones favorite character out for a short boating
was done in step 2, ensure that 8 has its colored side up and cruise, and ZAMMO! Its Voyage to the Bottom of the Sea time!
forms a floor inside 9. Seriously, this does work well for adventures in many fantasy
Step 4 (not pictured): The rudder (7) is easily assembled. Test game systems. Enjoy.
fit the finished rudder to the stern (along the white strip).
Step 5: Fit the rudder (7), stern assembly (6), and forecastle (9) Helpful hints
to the hull (1). A certain amount of fudging with the placement It is a good idea to photocopy the ship patterns and put a crude
of these parts is allowed. It might be a good idea to set the stern model of the ship together using tape before actually assembling
assembly back far enough to make room for the main deck floor the plans as they are. I did this and found that it cleared up a lot
and superstructure, which will be attached later. of misunderstandings about the assembly instructions, leading to
Step 6: The superstructure/main deck assembly is a little a much-improved final model.
difficult to manage, but a trial run is of great help (see the helpful When assembling your photocopied model, note which areas
hints below). Parts 15 and 16 essentially wrap around each other, are not colored in (insides of the railings, railing around the main
with parts 13 and 14 forming cross-struts. Note that the notch in deck to port and starboard, etc.). These areas can then be
13 was cut to allow part 17 (and the mast) to pass through it. colored in on the final ship pieces prior to assembly.
Parts list
1. Hull, starboard
starboard side 8. Forecastle floor 15. Side/stern superstructure
2. Hull, port side 9. Forecastle railing 16. Side/how superstructure
3. Hull, stern 10. Quarters and poop deck 17. Mast foundation
4. Hold floor 11. Stairs to poop deck 18. Pilothouse
5. Hold cabin and quarter deck 12. Main deck 19. Crows nest floor
6. Stern railing 13. Bow bar, superstructure 20. Crows nest railing
7. Rudder 14. Stern bar, superstructure 21. Mast
(From page 3)
seems to me that the AD&D game is becoming
less popular and other games are becoming
more popular. After all, there is only so much
you can say about one game. Even in issue #49,
when the game was still fresh, you had more on
other games than you do now. I suggest that
you become a gaming magazine instead of a
role-playing magazine. Expand your computer
articles for smaller computers, like the Atari XL
series and the Commodore 64. Why not have an
article devoted to 48LK Infocom games? Start
printing more miniature articles. Expand into
other types of games. This may sound totally
absurd, but why not publish articles about
Stratego, Risk, and even Monopoly. Maybe that
last game was a mistake to mention. But the
point is you need to diversify.
Kent B. Gravelle
Oklahoma City, OK
64 DECEMBER 1986
The ELFQUEST game rules make several
references regarding High Ones, but
statistics on them and a method for
generating them are not provided. The
following article is designed to aid Game
Masters in using High Ones in their
campaign, as well as to provide some
material on role-playing on the ELFQUEST
world around the time of the High Ones
arrival, 10,000 years before the time of
Cutters quest.
History
High Ones are the parent race of all
elves on the World of Two Moons. They
are highly evolved beings who left their
original world when it died. The High
Ones discovered that they could harness
an energy force within themselves, ena-
bling them to control and manipulate
nature. This energy source gave them
many powers, including that of telepathy
(sending), shaping mineral and vegetable
matter, and the ability to change their own
form at will.
When the High Ones left their home-
world, they separated into small groups.
Each group took with them members of
the two only surviving animal species left
on the planet. These species later evolved
into the preservers and the trolls. The
trolls became the High Ones menials, but
the trolls resented this position and their
masters.
The High Ones traveled to many differ-
ent worlds, using their shape-changing
powers to disguise themselves as natives
of those worlds. One group came to the
World of Two Moons searching for other
High Ones, and chose to explore an area
with a culture similar to that of medieval
earth, disguising themselves as the elflike
beings that later became the elves of that
world. They shaped their spherical vessel
into a palacelike structure to further en-
hance their disguise. In this way, they
hoped to appear as spirits from the native
humans legends, so the High Ones might
find a sign of their lost kin. The High Ones
did not plan to stay long, for they knew
the World of Two Moons would have a
draining effect on their powers.
The trolls, however, had different ideas.
They waited until the palace was about to
land, and then sabotaged its guiders. This
sent the vessel out of control and cata-
pulted it back into time. When the castle
landed, the trolls took their chance to
escape. The confused High Ones, upon
leaving the safety of the palace, were
attacked by the primitive humans of that
time period. These humans were savages
by Michael DeWolfe and and had no wood-spirit legends. Their fear
of the advanced High Ones caused them to
Galan Akin strike out and slaughter most of these
incomprehensible beings.
The few survivors among the High Ones
The following article has not been offi- of ELFQUEST Magazine, and it is not an went on to form various tribes of elves. At
cially approved by Chaosium Inc., the official supplement to any part of the the time Cutters quest takes place, all High
producer of the ELFQUEST® role-playing rules. Editor Ones are thought to be dead. Some, how-
game, or by WaRP Graphics, the producer ever, may have survived through various
66 DECEMBER 1986
methods by learning to survive on the also have Recognized, producing offspring Skills are defined for three different
world, by remaining with an elf tribe and that began the race of elves, and are classes of High One, Class A is used for
lending that tribe the High Ones ancient kinder to their kin than the previous type role-playing a Firstcomer in the time per-
wisdom and magic, or, like the elf-wolf of High One. High Ones, in the view of iod within 2,000 years of their arrival.
Timmain, by using their shape-changing their descendants, are as nearly perfect as Class B is for the period up to 6,000 years
powers and remaining in a certain animal any elf should be, and rightfully so. ago, and class C is for the time up to
form for thousands of years. A High One Cutters quest. The skill table may be
trapped in one form for thousands of found on the following page.
years adopts the thought patterns and Generating a High One Some of these skills may be changed,
instincts of his or her animal form and is The method for generating High Ones depending on the lifestyle the High One
only partially aware that he or she is actu- characteristics is presented below. Note has assumed, but this is up to individual
ally a High One. that their STR and CON scores tend to be Game Masters. For previous experience,
low, due to their lack of physical activity use the same methods used in the Elfbook,
Encountering a High One and dependence on magic, but that their with the following changes.
Since their arrival on the two-mooned INT and POW scores are extraordinary for Total the characters rolled characteris-
world, the population of High Ones has the very same reasons. Although they tics, but multiply the result by only six.
dropped steadily. Within the first thou- possess remarkable POW, their Magic Increasing a characteristic point costs 80
sand years on the world, as many as 30% Points should be slightly less because of instead of 60. In addition, there are certain
of the elves encountered could be High the weakness of their powers on this restrictions on increasing some skills.
Ones. Five thousand years before Cutters world. Their Magic Points should also be Magic powers can be increased to any
quest, no more than 5%-10% of all elves influenced by their intelligence, as a smart amount.
were High Ones. Now, at the time of the High One could probably learn how to tap The following skills have no restrictions
quest, less than 1% of all elves are High the forces of the world better than a less on them for increase through previous
Ones. Considering the total population, intelligent one. Therefore, when determin- experience: any magic power, any Lore
such a low percentage indicates probably ing Magic Points, we suggest subtracting (except Troll Lore, Mechanical Lore, and
only about 1-5 High Ones remain alive on 3d3 from the total and adding one Magic Mineral Lore), Communication, Manipula-
the world today, including Timmain. These Point for every point of INT over 17, mak- tion, Perception, Ride, Stealth, and Swim.
numbers, of course, may be altered by ing sure that the total never surpasses the The following skills cannot be increased
individual Game Masters, and some Game maximum Magic Points the character through previous experience above half
Masters may wish to have a whole tribe of could have according to the characters again the original score given them: Climb,
surviving High Ones (though obviously a POW. Dodge, Jump, Mechanical Lore, Throw,
small tribe), who have hidden from the High Ones characteristics are as follows: Attack with any one weapon, and Parry
human menace and other dangers in some with any one weapon. The remaining skills
secluded place. cannot be increased through previous
Such a tribe of High Ones would proba- Characteristic Dice Roll Average experience by more than 10 percentage
bly be very advanced, having learned to STR 2d6 + 1 8 points over their original percentages.
use their magic powers to their full extent, CON 2d6 + 2 9
despite the worlds negative influence. The SIZ 1d3 + 12 13.5
location of such a tribe would be out of INT d10 + 12 17.5
the way difficult both to locate and to POW 2d6 + 13 20 Magic Use
reach. Game Masters should note that DEX 2d3 + 9 13 High Ones, unlike their descendants, are
although this article provides rules for APP 2d3 + 14 18 eligible to use all magic powers. Originally,
player character elves, it is up to them to all High Ones probably had access to all of
decide whether these elves unbalance the Age: Treat as 10,000 + years the powers listed in the Elfbook, but many
game or not, and whether or not High Move: Three yards per strike rank/ of them lost most of their powers when
Ones can only be non-player characters. ground and six yards per strike rank/ they arrived on the World of Two Moons
Remember that the elf-form is not the true gliding because of its draining effects. All High
shape of the High Ones and that it may be Ones have at least Sending, Astral Projec-
possible to encounter a High One who has The sorts of weapons available to High tion, Magic Feeling, Levitation, and Shape
reverted to his original, almost featureless Ones depends on a number of factors. Changing. Individual High Ones, who
form, unrecognizable by other elves. Most weapons are developed purely for originally had every power, may have lost
The High Ones, or Firstcomers, would hunting purposes and are invented after these powers due to atrophy over a long
have one of two different psychologies. A examining the native creatures. For exam- period of time. They may have found they
High One could still retain his old nature; ple, a giant hawk may give a High One were particularly talented in one power,
he or she would then use magic often, be inspiration to develop a fighting claw. A and so concentrated on learning how to
dependant on it, and be unaccustomed to bears claw may provide inspiration for a use that power on the World of Two
the necessities of the real world. This type dagger and a sea shell may inspire a Moons and neglected other, more difficult
of Firstcomer would be shocked at the shield. Spears are improvements on dag- powers. There is still a chance, however,
sight of killing and death and, though gers, giving better reach and lessening the that a Firstcomer may have every power.
mentally strong, would probably be quite chance of injury. Swords are the trolls The earlier the time period used as a
weak physically. The High One might not weapons, as swords are more oriented campaign setting, the more likely the High
have produced any offspring, because the toward combat than hunting. One elf will have all the magic powers
original High Ones had almost forgotten A High Ones weapons are most likely of listed. The more recent the period, the
how to mate due to the lack of death leather, wood, and bone or stone. High more likely it is that he or she will have
among them. Ones may, however, acquire metallic, concentrated on one or two powers and so
The other type of High One would be a forged weapons from trolls, or they may will have forgotten others. Below are listed
more adaptive, adjustable figure who develop the necessary skills (using magic the methods for determining magic
represents the foreparentage of elfkind. If powers) and resources to forge metal powers for the three classes of High Ones
the new life calls for killing and death, themselves. They may also craft metal explained above.
then these High Ones would adjust to such weapons as the Sun Folk do, using softer High Ones played in an early setting will
a way, although they have naturally main- metals, although troll-forged items are of have the following chances for retaining a
tained a very strong respect for life. They higher quality. given power (Class A). Note that this does
DRAGON 67
not cover their actual percentage with the less than 5, then the High One has forgot-
power, which is explained further on. Also ten one of his automatic powers, to be Soul names and sending
note that these chances should also de- chosen by the player. Except in the most High Ones do not have soul names,
pend on the environment. For example, a unusual cases, this lost power cannot be although their mode of sending is even
High One living in the desert would have Sending or Magic Feeling. more intense than that of the Wolfriders
little or no chance of retaining Plant Shap- Once the player has determined how or the Sea Elves. This is because they do
ing, but would almost certainly have Rock many powers his character has, he may not need to guard their innermost secrets
Shaping. This is left up to individual Game choose to have fewer powers than he is from each other, and experience an ex-
Masters. eligible for, if he feels that having more tremely intimate form of sending among
magic powers will spread his percentages themselves. This powerful sending is too
Power Chance of Retaining a little thin. A Game Master may still state much for most normal elves to bear, how-
Anti-Healing POW/3 that a character cannot choose a given ever, and is especially difficult for elves
Fire Starting POW x 2 power due to the characters background who use soul names, such as the Wolfri-
Flesh Shaping POW and the environment to which he or she ders.
Healing POW x 4 has adapted. When a High One sends to an elf who
Levitation Automatic Once the actual powers that the First- possesses a soul name, that elf must try to
Plant Shaping POW x 4 comer possesses have been decided, then match his POW vs. the POW of the High
Rock Shaping POW x 4 his or her actual ability with the powers One on the resistance table. The elf gains a
Shape Change Automatic must be determined. Use the table given + 10 percentile chance because the High
Animal Bonding POW x 5 below to determine the skill of a High One One is not actively trying to wrest the soul
Astral Projection Automatic with a given power. name from the elf. If the High One does
Finding POW x 3 not realize what he or she is doing and
Hypnosis POW x 2 Power Ability does not stop sending before the elf fails
Sending Automatic Anti-Healing POW to make two successful checks on the
Shielding POW x 4 Fire Starting POW x 2 resistance table, then he or she can ac-
Magic Feeling Automatic Flesh Shaping POW x 2 quire the soul name of the elf. Naturally a
Healing POW x 3 High One would never consciously attempt
High Ones played in a setting up to the Levitation POW x 4 to do this; if it happens, it will be acciden-
time before Cutters quest will have begun Plant Shaping POW x 2 tal. If the High One does gain the soul
to specialize in certain powers, and there Rock Shaping POW x 2 name of the elf, then he or she can suc-
is consequently a good chance that they Shape Change POW x 4 ceed in any mental attack on the elf, al-
have not retained every power (Classes B Animal Bonding POW x 3 though a High One would never use this
and C). Of course Game Masters should Astral Projection POW x 4 advantage to harm one of his or her de-
modify which powers the High Ones will Finding POW scendants unless there was no alternative.
have retained, depending on environment. Hypnosis POW If the elf does lose two rolls on the re-
In order to determine the number of Sending POW x 5 sistance table, he still has a chance to
magic powers a High One possesses, roll a Shielding POW x 3 protect his soul name. A successful Send-
d6, adding one to the result for every Magic Feeling POW x 5 ing roll will prevent the High One from
point of POW above 18 possessed by the obtaining the elfs soul name and will
character. This is the number of powers There are no restrictions to distributing make the High One realize what he or she
the elf possesses, which he may choose percentiles among magic powers using is doing, in which case he or she will stop.
from all powers available. If the result is previous experience. If the elf fumbles this roll, then he loses
two magic points.
Skill Table Determining Recognition for High Ones
is different too. If the High One is being
played in the time period within 2,000
Skill Class A Class B Class C years of his arrival on the world, then
Animal Lore INT INT x 2 INT x 3 there is a POW x 3% chance that the elf
Climb STR + DEX - SIZ STR + DEX - SIZ STR + DEX has Recognized and a POW x 2% chance
Communication (INT x 2) + APP (INT x 2) + APP (INT x 2) + APP that the elf is still alive. If the Firstcomer is
Dodge INT + DEX - SIZ INT + DEX - SIZ INT + DEX being played in any time up to the present,
Elf Lore INT x 5 INT x 4 INT x 4 then there is a POW x 4% chance of the elf
Healing Lore INT x 2 INT x 4 INT x 5 being Recognized and a POW x 1% chance
Human Lore INT/2 INT INT x 2 that his or her lifemate has survived.
Jump STR + DEX - SIZ STR + DEX - SIZ STR + DEX In summary, playing a High One can be
Language Lore INT/3 INT INT x 2 an interesting experience, but control will
Manipulation STR + DEX STR + DEX STR + (DEX x 2) have to be exercised, both on the part of
Mechanical Lore INT x 3 INT x 2 INT the Game Master and the player. Previous
Mineral Lore INT x 3 INT x 2 INT experience, when allotted to magic, should
Perception INT + POW INT + POW INT + POW + 5 be concentrated mostly on one or two
Plant Lore INT INT x 2 INT x 3 powers, usually Levitation and Shape
Ride (Creature) DEX + (INT/2) DEX + INT DEX + (INT x 2) Change. Generally, other players should
Stealth INT + DEX - SIZ INT + DEX INT + (DEX x 2) treat the High One PC differently as well.
Swim DEX DEX DEX + STR Elves and preservers will be over-
Throw STR + (DEX/2) STR + DEX STR + DEX respectful of High Ones, trolls will treat
Troll Lore INT x 5 INT x 4 INT x 3 them with more respect than other elves,
Attack w/ weapon DEX + (STR/2) DEX + STR DEX + STR and humans will likely fear High Ones on
Parry w/ weapon DEX + (POW/2) DEX + POW DEX + POW first sight. The information presented in
this article can be especially helpful to
Game Masters wishing to run campaigns
in much earlier time periods than those
given in the game system.
68 DECEMBER 1986
solve the puzzle, and thereby reap the
true reward of personal satisfaction. You
wouldnt want your game master to in-
form you of all the traps, encounters, and
special hazards he has planned for your
adventuring party in the quest before play,
would you?
Finally, one extremely well-informed
writer from Canada wondered why so
many of the current crop of computer
fantasy games seem to lack the special
features that certain other computer fan-
tasy games have. This is a problem involv-
ing computer memory. If you have a
graphically active game, that means theres
less room for code that enhances a charac-
ter, and vice versa. If you have a game that
has a tremendous parser for interaction
with the computer, giving your system
commands to control the onscreen player,
then the graphics tend to be static, with
Communication is the glue that cements be available to any consumer as a main- far less animation involved. Until standard
mankind together. The intelligent commu- stream product in other words, availa- computer memory rises above its current
nion between human beings is what distin- ble either by mail order or through a local limits, program coding must pack a great
guishes us from animals. And, allegedly, it retailer or computer user group. Granted, deal of information into the relatively
is this communication that prevents our there may be many marvelous adventure small RAM (Random Access Memory)
national egos from destroying ourselves. and fantasy role-playing games hidden space. Consider also that there are very
Communication is ticklish in real life, as away on some mainframe system in Nova few perfectly administered adventure
it is in our worlds of fantasy and adven- Scotia or hidden under some password games refereed by a game master, in spite
ture. Fortunately, our gaming realms are protected by BBS (bulletin board. system) of the unlimited storehouse of his human
of our own imaginings. Granted, the in- in Rio de Janeiro, but if DRAGON® Maga- memory.
volvements of our characters, in terms of zine readers cant obtain that product, we We will also attempt to analyze more
their interaction with NPCs and other feel its unfair to the majority to scrutinize than one game per column, although the
assembled beasties, do take on the propor- the game. So many mainstream programs time constraints for in-depth reviews of
tions of substantive life at times. Caution, are currently being released that we must more than one or two complex programs
care of life, and reward based on deed concentrate our full energies on material are a reality. (We write extensively in the
seem to be the rules of the game. Like- that is available not only nationwide but computer field for computer magazines, as
wise, it is the art of communication be- also on programs that are microcomputer- well as publishing our own weekly com-
tween player and game master and oriented. We doubt whether too many puter magazine, and have limited hours in
between players that provides the DRAGON Magazine readers have access to which to devote to this entertaining envi-
rewarding outcome of any quest. a Digital Equipment Corporation VAX ronment.) However, well see if we can do
Certainly, there are game masters who computer, an IBM System 38, or a Unix/ better. Unfortunately, we can no longer
ignore communication with their players, Xenix supermicro. Therefore, we have reply personally to all of the letters being
much as they also disregard rules of good decided to review programs that run on received. Well attempt to discuss those
gaming by insisting upon either niggardly the following machines: Apple II family areas you feel are important, and hope we
reward for heroic deeds or the heaping of (which consists of the II +, IIe, IIc, and the can address your specific issues with
outlandish bounty for minimal struggle. new color machine), Apple Macintosh, IBM clarity. Now, on with the column.
Upon encountering such a game master, micros (PC, XT, AT, PCjr) and compatible
once again, communication between computers (like the Tandy 1000 and 1200, Speaking of communication, probably
player and controller can usually settle Hewlett-Packard Vectra, or Corona, one of the most critical areas in gaming is
observed differences in the playing Toshiba, ITT, AT&T, ad infinitum), Commo- the ability of the game master to commu-
environment. dore 64/128 and Amiga, and the Atari 8-bit nicate the rules of play to the players as
So, obviously, communication among machines (600, 800, 1200, XL, and XE), as the game progresses. Most of the time,
ourselves is as important to successful well as the Atari 520 and 1040 ST. such communication is left wanting the
role-playing as it is in the business world Therefore, in these areas mentioned, game master requires time to roll the die
or in the environs of school or college. As your input would be greatly appreciated. or look up the appropriate rules in this or
such, we must thank all of you who have If you know of a program that does fall that gaming guide, consult her judges
written to us expressing your likes and within these listed areas of interest, please screen for encounter matrices, or engage
dislikes regarding this column. Thankfully, write to us with that product information. in the mathematical computation neces-
most letters have been complimentary; we We'll do the rest! sary for awarding the appropriate number
are certainly glad to have been covering Game hints were another area men- of experience points or gold pieces to each
areas of interest to most of you. tioned to us. We feel that the challenge to character involved in a melee. Wouldnt it
Two specific areas of concern among adventure and role-playing games rests be nice if there were a computer program
those who wrote to us are matters wed with the users ability to solve puzzles. that could alleviate these mechanical re-
like to discuss before dissecting the two Without the riddles, you simply have a sponsibilities and give the game master the
programs under review: Dragonfire II and slay-and-play game whose redundancies opportunity to pay closer attention to the
Bards Tale. The first area of query deals lead to a boring time at your computers game itself? Good news for all: there is one
with our method of selecting programs for keyboard and monitor. We will let slip, program that does afford the game master
examination. Several suggestions have occasionally, a hint, but the important time for closer interaction with the adven-
been received regarding games youd like puzzles are best left to you to solve. Thats turers, where play becomes the thing.
to see reveiwed. the reason you purchased the program in This program is Dragonfire II from
First, the software under scrutiny must the first place: to be challenged and to Magicware.
DRAGON 69
Our attention focused upon Magicware extremely easy to use. Plus, we werent
when requests from several DRAGON limited only to using that programs files,
Magazine readers asked that we look at since the user can easily input his or her
Dragonfire. Our immediate feeling was own material into every table, including
that, if the program could manage rule random monster appearances, treasure
communications for players of all games, tables, battle elements, and the creation of
without being too complex to learn or new beasties and characters. Once your
manage, the program would certainly be own statistics and data have been saved to
worth a look. As chance plays a role in disk, the only limit to the amount of detail
most matters, after we received your the program can handle is the amount of
letters, a beta version of the new Dragon- storage on your disk.
fire II: The Dungeonmasters Assistant, for Youll hear the terms ease-of-use or user-
the IBM PC and compatibles, arrived from friendly bantered about continuously in
Magicware. A beta version, in software the computer industry. These indicate that
parlance, is a program that is still being a program is not difficult to learn or mas-
ter; Dragonfire II falls into this category. Table 1: Dragonfire II screen, showing
tested, but is, in reality, quite close to
being produced for the commercial mar- The entire operation is menu driven, Command Line and Workspace for
ketplace. When we worked with Dragon- meaning that for every user action, there game mastering
fire II, most of the programs bugs had is a menu that manages the activity. A
been eradicated, and the finer points, such main Workspace (Table 1) allows the user
as Help files and data tables, were being to see what elements are available for
spruced up. We felt quite comfortable immediate access. cursor jumps to the Command Line at the
reviewing the beta version, as this offering The top line is the Command Line, top and may be moved to any command
presented all the capabilities that will be where you select the various Dragonfire II desired in one of two ways. You can either
found in the released rendering. commands that you will need. The remain- move the cursor with the cursor control
Dragonfire II is truly a worthwhile pro- ing area is the Workspace itself. The keys (right or left) or enter the first letter
gram for any game master! We heartily amount of data revealed here depends of the file itself (H for Help, E for Expand,
recommend this program to anyone entirely upon what youve selected from and so on).
involved in managing adventure cam- the Command Line. For example, if you Once a command has been selected by
paigns. The fact that Dragonfire II is flexi- wish a Help file, you have to move your moving the highlighted cursor to its name,
ble enough to handle almost all of the computers cursor (usually a highlighted the Return or Enter key is pressed. A
differing adventure environments is a real box located on a command in the Work- window springs up on the screen, and you
plus. As dyed-in-the-wool gamers, we space) to the Command Line. This is done simply scroll through the information
found the elements within Dragonfire II with a press of the backslash (/) key. The presented until you find what you are
looking for. When done, a press of the
Escape key returns you to the Workspace.
Each command is responsible for the
following designated activities:
Get As shown in the screen above, the
Workspace is currently empty, simply
showing the fields of information that will
be displayed once a file has been called
from the disk for manipulation. Get does
the getting, so to speak. When accessed, a
window appears below the command
revealing what you can Get for placement
into the Workspace: Randomized Mon-
sters, New Characters, Parties, Monster
Individuals, or Character Individuals. An
entire list of all data specific to the se-
lected file will appear in a window. You
simply scroll through the displayed list
with the cursor control keys and move the
highlighted cursor over the information
you want to put in the Workspace, then
press your Return or Enter key. If you
selected Character Individuals, all of the
characters that youve prerolled and saved
to disk are displayed, and you can select
any one you wish.
Expand As you can see by looking at
the Workspace, not all of a characters or
beasties information can be shown in one
viewing. By selecting with the highlighted
cursor any of the names in the Workspace
and then pressing the backslash key, you
can move the Command Line cursor to
Expand and see that particular element
expanded to reveal more detail. For exam-
ple, your character may possess a variety
of weapons, from a Deluxe Dueling Dag-
ger to the Stunning Sword of Sirgotto, but
70 DECEMBER 1986
these cant be viewed directly from the We used Dragonfire II to play both with original monsters and treasures.
character sheet. By expanding the weap- ADVANCED DUNGEONS & DRAGONS® Although our beta version was for IBM
ons list, you can view not only the weap- and TUNNELS & TROLLS games, and micros and their compatibles, Dragonfire
ons names but their attributes as well, all found that the increase in play was dra- II will also have been released in versions
of which appear in another window. matic! With the game master being al- for the Commodore 64/128 computer, the
Tables All table activity takes place lowed to ignore certain die rolls, the Apple II family of computers, the Apple
with this command, giving you the ability personality of the game was never lost to Macintosh, and Commodore Amiga by the
to modify, view, and roll on all tables the computer. A much closer eye was kept time this review sees print. Just around
saved to disk. Such items as Treasure on the players themselves not only as a the corner is a version for Atari 8-bit
Tables, Encounter Tables, and XP Tables control factor, but also as a means to de- machines, such as the XL and XE family.
fall within this commands realm. termine if alignments were being violated However, the program must be reworked
Battle One of the more unique tables, through talk or other activity that nor- due to the limits of that machine. Pricing is
here the game master can input a wide mally wouldnt be noticed because of the $34.95 for the Apple and Commodore
variety of characters and opponents, and game masters other activities. versions, and $39.95 for the IBM version.
have the computer manage the battle, You have to realize that Dragonfire II Additionally, a mini-module will be in-
based on the abilities and attributes of the cannot manage all of a games details. cluded in the final version of Dragonfire
contestants: their armor class, weapon There is only so much memory in the II. The coming modules will all be priced
skills, etc. When this window appears computer; thus, certain elements have to at $24.95 each and include: Forest of Rith-
onscreen, the game master only has to be left out in order to cover most of the Barradu (#1), City of Dukarton (#2), and
highlight the attacker, then the defender, major environments of gaming. Elements The Forbidden Dungeon (#3). Although we
and the computer displays all of the perti- such as a creatures special attacks (poison havent actually viewed these adventure
nent modifiers and indicates whether tongue, eye of stone, etc.) must be applied modules yet, we spoke with their design
there was a hit or not. The damage result- to any designated hits by the game master. ers. The adventures sound extremely
ing from the hit is indicated. However, the Surprise rolls are not automatically deter- exciting, worthwhile additions to an
game master may alter the listed damage mined by the computer during a Battle adventuring environment.
as he sees fit, or may merely reroll the sequence. We found that the best way to We now have two rules for gaming at
melee. Once the first swing has been ap- manage such an activity was to first Cre- our house: no game master is without his
proved, the computer automatically de- die, and no game master is without Dra-
ducts the damage from the defender, and gonfire II. Granted, not all players have
the melee continues unless, of course access to a computer, but at least you now
the defender is now deceased. The com- have good reason to think about the acqui-
puter asks again for attacker and de- sition or loan of a system just to experi-
fender, and the results are determined. ence the benefit that Dragonfire II
This can continue for as long as there are presents. This program is highly
folk left standing around wanting to take a recommended to all.
hit or administer one. Our featured fantasy role-playing com-
Options This contains less frequent puter game for this column is none other
used but still important commands. On than Bards Tale from Electronic Arts.
the most powerful of these commands Phew! What a game! It is guaranteed that
the Create command, which allows the this one will leave you physically ex-
game master to create new monsters or hausted. One of the immediate highlights
characters using an easy-to-enter template. A sample screen from Bard’s Tale, revealing an is a character type called a bard (hence the
Once the character/monster has been unpleasant encounter games name). Certainly, there are the
created, it can be incorporated into the typical characters magic-users, fighters,
current game simply by moving it to its ate a surprise table and roll on that table and thieves but the bard is a special
appropriate table. You can also change the prior to accessing the Battle module. The individual. He not only fights, but his
field names themselves, input individual same applies to dropped or broken weap- songs have either special positive effects
prerolled nasties and goodies, and create ons. The programs ability to allow the for his party or unpropitious effects on
any number of new tables. Perhaps you game master to create any table needed is adversaries. Also, the bard is inclined to
have need of a good wind table for your a real blessing. drink rather heavily, which is good, as
transoceanic voyages: with the Options For those who currently own the origi- without the beverages of buzz to soothe
command, you can do just that set up a nal Dragonfire program and have been his parched throat, he couldnt sing! And
new, customized table. less than pleased with its slow perform- without his songs, your adventure would
Other commands in the Options window ance, smile! The new Dragonfire II is be short-lived indeed.
include Save (which saves whatever is in written in Turbo Pascal and operates When in possession of a musical instru-
the workspace to your data disk), Print quickly, even at the 4 MHz speed of an ment, the bard can be called upon to play
(which printing out your worksheet or IBM PC. If you have an IBM AT or compati- such amazing ditties as Falkentynes Fury,
character/monster sheet), Remove (which ble, or an accelerator board that pumps which drives his fellow compatriots into a
deletes unwanted guests from your Work- out at 8 MHz, youll see a remarkable berserker rage and increases the damage
space), Erase (which permanently deletes difference from the original game. Also, they do upon an enemy in combat. Num-
any kind of file from your disk), Organize Magicware is currently writing three ber two on the bards hit parade is The
Parties (which brings together those sepa- actual adventure modules that interface Seekers Ballad, a tune that negates the
rated folk and beasties in the Workspace with Dragonfire II just perfect for those need of a torch in a dungeon, as the song
into specifically named parties), Quit occasions when you cannot find (or ha- coaxes light to brighten the partys way,
(which displays an Are you sure? mes- vent the time to get together with) your otherwise increasing the chances that his
sage, for if you havent saved your new normal gaming group. With these mod- party strikes damaging hits when in me-
data prior to answering yes, all of the ules, you can run solo adventures with all lee. Other hit parade songs include Way-
changed information is lost), and Drive of the Dragonfire II capabilities at your lands Watch" (which calms down
Control (nice for those with hard disk fingertips to manage the game. The mod- opponents, causing them to do less dam-
drives or two floppy drives, as it allows ules also interface with one another, so age to you), Badhr Kilnfest (which heals
you to change the default drive for saving that you have the start of an entire cam- wounds during combat), The Travellers
data). paign world on three floppy diskettes, all Tune (which decreases the chance of
72 D ECEMBER 1986
party members being hit in melee), and considerable, to say the least! In fact, the also possess more resistance to evil magic
Lucklaran (which creates an anti-magic novice player may think that battle is all and can use all kinds of weaponry), a
field). The bard is a pretty darned good there is to this offering. Movement about rogue (a thief who can detect and disarm
fighter as well certainly one worth the city itself involves all sorts of consider- traps in treasure chests), and at least two
keeping in the first ranks of the party for ations, such as Do my characters have magic-users (who not only cast defensive
his combative skills. enough hit points to survive another en- and offensive spells, but can also use
So whats Bards Tale all about? The counter? or Do we need to recharge my healing magics).
once-friendly town of Skara Brae has been magic-users spell points? And the consid- Bards Tale is unique in that there are
surrounded with a spell of Eternal Winter, ered movement may only consist of travel- various classes of magic that must be
cast by Mangar the Dark, an evil wizard. ing a few doors away from the considered: wizardry, sorcery, magic, and
With the power of his dark influence Adventurers Guild on Rakir Street! conjuring. Wizardry involves the calling
around the town, all manner of decrepit There are two ways to introduce your and control of supernatural creatures who
nasties have filtered into the lower party of intrepid adventurers into the then aid the party. Sorcery is the creation
reaches of Skara Brae. To convince Skara Brae environs. The first is to create of illusion and heightened awareness.
Mangar to release his spell requires the the characters-from scratch using the Magic gives common objects an additional
formation and rapid training of competent program itself. All activity in Bards Tale power. Conjuring allows the user to create
adventurers who can withstand the rigors starts with an opening sequence in the objects and affect physical items. The most
of Skara Brae especially the sewers that Adventurers Guild your safe haven potent of all mages is the archmage. Any
lie beneath the city streets. When ex- from the dangers of the city. Not only are mage may become an archmage, regard-
plored, these sewers could lead your party disk activities accessible from the Adven- less of his original magic mastery, but it
to other exits within the city and to the turers Guild, but here you can restore and takes knowledge of all seven levels of
unbelievably complex dungeons, where save games in progress, and create your spells in all four classes to achieve this
Mangars hordes lie in wait for the party. In addition to the human race, one powerful state. The attainment of arch-
untested and the untrained. can also select an elf, dwarf, hobbit, half- mage status is a goal that players should
Believe us when we tell you that the elf, half-orc, or gnome to join the party in try to achieve with their mage, but we can
training and patience needed to build your one of several character classes (warrior, tell you (with good authority) that the trail
characters from ineffective individuals to a paladin, rogue, bard, hunter, monk, con- is steep and hard, and it is bound to take
cohesive fighting team are mandatory for jurer, magician, sorcerer, or wizard). Each hundreds of playing hours to achieve if
any kind of success in Skara Brae. This nonhuman race has a special attribute; the characters are started from scratch.
character development is no easy task. gnomes are more magically inclined than To create your characters, the computer
Hours of play are required to accomplish the other races, and hobbits make first asks you to select a race; a die roll is
the building of your characters. The dan- exceptional rogues. then generated. With 18 as the highest
gers in and around Skara Brae espe- A party should be comprised of at least point attribute, assignments of a numeric
cially during the hours of darkness are two fighters (paladins are great, as they value to Strength, Intelligence, Dexterity,
Constitution, and Luck are made by the
computer. You can ask for another roll if
the computers roll is not satisfactory, and
may continue to do so until a set of attrib-
ute assignments meet with your satisfac-
tion. Once youve agreed on the
distribution of points, the character
should be saved to disk.
A second method involves a utility pro-
gram found on the Bards Tale program
disk that allows you to convert your Wiz-
ardry or Ultima III computer game charac-
ters to this environment. These characters
should remain in one piece longer than
those generated from scratch, although
such matters as the special weapons and
experience they have accumulated within
their native game environs are usually lost
when transferred to Bards Tale. For heav-
ens sake, use only backed-up characters
for this process. As we had Wizardry III
and Ultima III characters of extremely
high level, we were able to get off to a
running start in Bards Tale, but not with-
out a great deal of concern for our
valorous participants.
The fact that we met and defeated nu-
merous encounters on the streets of Skara
Brae is only a small part of the total quest.
Skara Brae is a town of some size, and
every street and building is graphically
displayed onscreen in a window and must
be searched. The hunt ultimately reveals
the locations of the inns, temples,
dungeons, and castles that are the primary
targets of your quest. By utilizing a map of
Skara Brae, found on the inside cover of
the programs packaging, one learns how
74 DECEMBER 1986
to maneuver through the alleyways, thor- encounter, thats too bad. In many cases, involves a temple in the Gran Plaz, with
oughfares, and courtyards of the town. the level of your experience is not enough some of the nastiest souls youll ever want
This takes some doing, as the graphics to counter the power of the adversary, to meet. And the final dungeon isnt a
displayed in the window in the upper left- and running away to fight another day dungeon at all, but three floors of a castle
hand corner of the screen do not look like would have been an excellent decision. and the castles dangers will leave you
the images on the map. Perseverance leads When an attack is signaled, you select cringing for many nights to come. There
you to such locations as the inn on Rakir from the following: Attack Foes (attack the are numerous traps, areas where spells
Street, where a trip to the cellar for some enemy), Party Attack (attack a member of have no effect, teleportation hexes, portals
fine old wines gives you more than you your own party who may have turned to up and down, smoke-filled rooms, and
bargained for; to the temple in the Gran the dark side), Defend (reduce the odds denizens thatll put your best to the test.
Plaz, where Mad Dogs find no Englishmen; youll be hit in this melee round, though
to the Review Board a couple of doors you cant attack, too), Use An Item (bring a
south of Blacksmith Street, where you can magic item into play against the beasties),
trumpet your success at reaching a new Bard Song (get that tune trilling from your
level; and, to Grey Knife and Serpent bards lips), Cast A Spell (your mages
Streets, where ones energies can be should be in the back row, away from the
recharged (for a price). flashing swords, so they can utter their
There are several inns and taverns lo- spells against your foes), and Hide In
cated throughout Skara Brae that are quite Shadows (something your Rogue will be
important, especially for recharging your very adept at accomplishing). If fighting a
bards singing voice. The bartenders in large group of Mangars minions, the
these precious pubs have loose tongues if attacking/defending/spell-casting routine
your party has loose change. The temples could go on for some time. In the final
are ideal locations for party respites, as dungeon (in the castle); there is an area on
the priests can heal all sorts of injuries, the third floor in which you confront 496
including total reanimation of the dead. berserkers a fate we wouldnt wish on
This does cost gold pieces, so one should anyone! The battle took nearly two hours
be prepared by accumulating wealth for to complete!
these little emergencies. The Review There are three dungeons. The first is A map is shown here of the first floor of
Board, when found, becomes an active found in the southern reaches of Rakir the first dungeon, and consists of a total of
stop on your list of buildings to enter, for Street, but even this dungeon requires 484 square-shaped hexes. In many in-
here your accumulation of experience characters of some stamina. Theres a stances, the map sides wrap around; when
points leads to higher character levels. statue on Rakir Street that must be de- one enters the hex at A21, for instance,
Once youve reached a new level, magic- feated before you can find the proper and moves one more square west, he ends
users who wish to learn that levels spells door to a wine cellar that develops into a up at A0. The map is courtesy of a friend
must pay for the privilege well worth four-level dungeon. The second dungeon of ours, Steve Schwartz, who designed it
any cost!
One of the shortcomings of this game is
that you must have your party return to
the Adventurers Guild to save the game
and to have your characters gain experi-
ence, wealth, and possession of found
property. Until the party gains stature in
levels, wandering too far away from the
Adventurers Guild can be fatal! If youre
starting play from scratch, we recommend
only a days adventure, staying within a
one-block radius on Rakir Street, thus
slowly building your characters to a level
where the search can be initiated for The
Review Board. Without the Review Board
granting increments in levels for your
characters, the characters dont have a
hope of finishing this quest. As the experi-
ence levels increase, as your mages gain
new and more powerful spells, the search
radius away from the Adventurers Guild
can be increased.
The second drawback to the game is its
use of combat. Without question, Bards
Tale is a bloody game of kill or be killed.
There is no choice in this matter; this is
the way experience, gold, and the occa-
sional good weapon or object are found.
You cant sit and talk to Mangars goons to
see if you can talk them out of an attack,
nor can you bribe them to go away. When
an encounter is signified (which may in-
volve 99 creatures in ranks four deep!), its
off to war you go, ho-ho. You dont even
get the option of running for your life
and considering some of the beasties youll
DRAGON 75
on a Macintosh. The map is suited for ning star systems, planets, life forms, and as well. This program is also from Elec-
most computer adventure games. spacecraft. The programs two main goals tronic Arts, and has a price of $39.95. The
Some pretty good stuff is yours to be are to gather information and generate game is also offered on Apple II versions
had, once youve defeated your foes. The revenue. From what weve experienced in ($49.95) and for the Commodore 64
deeper the level, the better the goodies. our first two days with this game, the ($39.95).
Youll find weapons made of adamant (a landing sequence on planets is really first- One of our personal favorites is the
magic metal), mithril, and diamond. rate, and several more hours of play are newly released Ogre, the computerized
Therell be musical instruments like man- necessary to even begin to understand translation of Steve Jacksons classic
dolins and harps for your bard, normal how expansive this entire product is. This boardgame. Ogre requires strategy as, in
armors such as plate or chain mail, and program is for the IBM PC. two-player mode, the awesome Ogre Cy-
figurines which can be brought to life to bertank battles an assortment of armor
aid your group. Recommended products and infantry in an attempt to overrun the
Without doubt, Bards Tale is one of the Tass Times in Tonetown is a graphic opposing command post. Set in the nu-
most complex adventures available for the adventure game in which you must find clear wastelands of the future, this is
home computer. When starting, the possi- your grandfather, who has disappeared another winner from Electronic Arts.
bility of becoming bored with fight after into another dimension. This one is truly Ogre is for the Apple II at $39.95. Also, the
fight does exist, but continue with the bizarre. Tass Times in Tonetown is from company has now released an IBM micro
game, as it gets far more interesting, espe- Activision, 2350 Bayshore Road, Mountain version of Ultima IV, the largest computer
cially when you start finding those View, CA 94043 (telephone: (415) 960- adventure game ever attempted. This one
fantastic items thatll aid your quest. 0410). Versions exist for: Commodore 64/ is absolutely fantastic!
Above all, save your game! As this can 128 ($34.95); Apple II series, IBM micros The first interactive gothic mystery for
only be accomplished at the Adventurers and PCjr, and Tandy 1000 ($39.95); and, computer games has made its debut. Enti-
Guild, know where the guild is located in the Commodore Amiga and Apple Macin- tled Moonmist, this game casts the player
relation to your activities at all times; dont tosh ($44.95). An Atari ST version is as a famous sleuth trying to solve a mys-
overstep the bounds of reason. Once expected to be released soon. tery involving murder and ghosts. Moon-
youve saved your game, back up your Airheart is a new 3-D adventure game mist is a product of Infocom, 125
characters! In this manner, should you written by Dan Gorlin, the creator of Cambridge Park Drive, Cambridge, MA
eventually lose the big one and find all of Choplifter! It includes robot antagonists 02140 (telephone: (617) 492-6000). Versions
your party dead, you can start afresh and realistic flight action. This game is exist for the Apple II series, Apple Macin-
from the point where your characters available from Broderbund Software, 17 tosh, Atari XL, XE, and ST computers,
were last backed up. Bards Tale, a game of Paul Drive, San Rafael, CA 94903-2101 Commodore 64/128 and the Amiga, and
high adventure, whose two major draw- (telephone: (415) 479-1170). Versions exist IBM micros ($39.95).
backs diminish in scope as you gain experi- for the Apple II series ($34.951. Balance of Power, by Chris Crawford, is
ence, is one we recommend for your Archon II: ADEPT is the sequel to the a truly entertaining and thought-
software library. Bards Tale is available for award-winning Archon adventure/strategy provoking simulation of world geopolitics
the Commodore 64/128 ($39.95), Apple II game, which has now been released for which involves the player in a quest to
series ($44.95), and Commodore Amiga the Commodore Amiga computer. This prevent a worldwide nuclear holocaust,
($49.95). There is also a Bards Tale Clue new translation features stereo sound and while promoting either the U.S.A. or Rus-
Book available for a price of $12.95. Bards advanced graphics. Archon II: ADEPT is a sia to world prominence. This is a marvel-
Tale II, the fantastic sequel, will be re- product of Electronic Arts, 1820 Gateway ous program that everyone should
leased before Christmas for the Commo- Drive, San Mateo, CA 94404 (telephone: experience at least once. This offering is a
dore 64/128. (415) 571-7171). Versions of this program product of Mindscape, Inc., 344 Dundee
have been produced for the Commodore Road, Northbrook, IL 60062 (telephone:
As for other games and programs that 64/128, Commodore Amiga, Atari 800 XL, (312) 480-7667). Balance of Power is for
we recommend for software gaming, the and Apple II series ($34.95). IBM micros and the Apple Macintosh
following have caught our eye. Hopefully, Also redesigned for the Commodore ($49.95).
in future columns, well be able to investi- Amiga is Stuart Smiths Adventure Con- Also from Mindscape comes Uninvited —
gate most of these titles. As an aside, there struction Set, wherein the user can create a truly horrifying adventure game and
is one new product from Electronic Arts his own complex and graphically appeal- mystery thatll leave you shivering in the
that has, so far, been stunning in its pre- ing adventure game. You can create your dark. You find yourself alone in your car
sentation and play. This is a science-fiction own digitized sound effects, and the after a wreck but where is your
adventure entitled Starflight, and the graphics you generate are stunning. The brother? Perhaps the spooky mansion
scope of its involvement is awesome, span- offering comes with a built-in adventure contains the answer! This program is for
the Apple Macintosh, with digitized sound
effects and graphics that contain clues!
Both Roadwar 2000 and Shard of Spring,
from Strategic Simulations, 1046 North
Rengstorff Avenue, Mountain View, CA
94043 (telephone: (415) 965-1353), are on
our list as hit programs. Roadwar 2000
follows a futuristic scenario of a post-
nuclear age in which survival depends
upon a good set of wheels (19 vehicle
types, no less). This product is available
for the Apple II series and the Commodore
64 ($39.95). Shard of Spring is a new fan-
tasy game that involves you in zoom com-
bat and a quest to rescue a portion of the
Lifestone from the evil Siriadne. This
program is available for the Apple II series
and the Commodore 64 ($39.95).
76 DECEMBER 1986
NEW PRODUCTS FOR JANUARY 1987 NEW PRODUCTS FOR FEBRUARY Boston bar “where everybody knows your
1987 name,” provides the setting for fans and
would-be fans to play their favorite
H2 The Mines of Bloodstone CHEERS® character and to engage in a
AD&D® Game Adventure X12 Skardas Mirror game of zany notes and quotes. Can you
by Michael Dobson & Doug Niles D&D® Game Adventure meet the challenge of “Normie’s
Unparalleled high-level dungeon by Aaron Allston Olympics”?
excitement in the first adventure that Marauding bandits have repeatedly Suggested Retail Price: $19.95
includes the Dungeoneer's Survival Guide raided the countryside, and a mage is Product No.: 1028
rules! After defeating the armies that gallantly pursuing them, only to
menaced the small mountain village of accidentally stumble upon their hideout CHEERS® and © of Paramount Pictures Corp.
Bloodstone (in H1, Bloodstone Pass), the and a strange mirror the bandits have
heroes must uncover the secret menace-in stashed there. An investigation is in order
the depths of the bloodstone mines. We when both the bandit leader and the mage AMAZING® SCIENCE FICTION STORIES
won’t tell you who’s down there, but he is disappear into the mirror’s unknown The Wonder Years 1926-1935
best known for this wand he carries...heh, realms! Edited by Martin H. Greenberg
heh. Suggested Retail Price: $8.00 This collection of classic science fiction is
Suggested Retail Price: $8.00 Product No.: 9188 the best from the 1926-1935 issues that
Product No.: 9168 include stories from such science-fiction
greats as H.P. Lovecraft, John W. Campbell,
OA3 Ochimo, The Spirit Warrior and Edmond Hamilton.
DA2 Temple of the Frog An AD&D® Oriental Adventures Suggested Retail Price: $3.95
D&D® Blackmoor Game Adventure Module Product No.: 8115
by Dave Arneson and David Ritchie by Jeff Grubb
The infamous “Temple of the Frog” An unearthly spirit haunts a colony in far
scenario from the original D&D® Eastern lands. The heroes must find the SNARFQUEST: The Book
Blackmoor Supplement comes to life in a spirit and defeat this dangerous warrior DRAGON® Magazine Special
ferocious and deadly high-level adventure from battles past. by Larry Elmore
by D&D® game co-creator Dave Arneson! Suggested Retail Price: $8.00 A comic quest for wealth, power, and all
Deep in the Great Swamp lurks Steven and Product No.: 9195 that good stuff, this special magazine
his strange brotherhood of monks. . . and gathers three years of the popular fantasy
few who visit ever return alive. cartoon strip which has appeared in the
Suggested Retail Price: $8.00 GW7 Beta Principle pages of DRAGON® Magazine. Created by
Product No.: 9175 GAMMA WORLD® Game Adventure one of the most noted fantasy artists in
by Bruce Nesmith America.
A visit to the remains of an old Suggested Retail Price: $9.95
N4 Treasure Hunt amusement park sets the stage for an Product No.: 8118
AD&D® Game Adventure exciting adventure to the legendary
by Aaron Allston skywalking city of the ancients. This
An adventure for 0-level characters! module continues the campaign series Unless otherwise noted:
That’s right...zero-level player characters! introduced in GW6 Alpha Factor. ® denotes registered trademarks owned by TSR, Inc.
Can you survive a mad treasure hunt across Suggested Retail Price: $8.00 ™ denotes other trademarks owned by TSR, Inc.
CROSSFIRE
William Cross Crossfires story: William Cross became
an agent of the CIA with an eye toward
F RM (30) Health: 90 using his training to his own eventual
A RM (30) benefit. He specialized in information
S GD (10) Karma: 60 gathering and mind control, using ultra-
E EX (20) sonic devices. He left the agency and, as
R EX (20) Resources: TY (6) Crossfire, began forming his own merce-
I EX (20) nary agency. An explosion planned by a
P EX (20) Popularity: -3 rival group cost him his sight in one eye
and most of his hearing, but Cross re-
KNOWN POWERS: placed these lost senses with cybernetic
improvements and took revenge on his
Enhanced Senses: Crossfire lost his left eye attackers.
and ear, and 85% of the hearing in his Soon, Crossfire became concerned with
right ear, as the result of an explosion. He the potential threat of powerful heroes,
has since replaced his lost sight by an and began to research methods to elimi-
infrared imaging device that allows him nate that threat. Refining the methods he
Excellent normal vision and Excellent- helped develop at the CIA, Crossfire cre-
intensity night vision. He also wears an ated a prototype brainwashing device
audio sensor that provides Incredible-rank which would cause the super-human hero
hearing; the sensor may be turned down community to destroy itself. This proto-
to provide Incredible resistance to sonic type was itself destroyed by the Thing
and sound-based attacks. and Moon Knight.
by Jeff Grubb To build his second prototype, Cross
Uniform: Crossfires uniform provides used components from his cousin Darrens
A question that often comes up is how Good protection from physical attacks and company, Cross Technologies, where the
its determined who goes into this column. Excellent protection from heat and energy hero Hawkeye was employed at the time.
In general, the heroes chosen are individ- attacks. The outfit has a number of Considering Hawkeye a weak link in the
uals who are interesting, unique, and not pouches and compartments containing heroic community, Cross kidnapped him
known from any existing MSH projects. items like gas masks, surveillance bugs, and the former S.H.I.E.L.D. agent
Thats why the Inhumans finally showed and single-shot weapons (treat as cheap Mockingbird and subjected them to the
up a few issues back, then Terminus. handguns). sonics, forcing them to fight. Hawkeye
Most of the time I go through the pile of sustained a permanent hearing loss during
correspondence, listening to the voice of Mind-Control Equipment: Crossfire has this battle. The pair escaped, destroyed
the people, and then make a suggestion to developed a form of mind-control device Crosss machine, and placed Cross under
Roger Moore. that relies on applied ultrasonics, sound arrest.
At the suggestion for this phile, Roger waves of frequencies above normal detec- Cross was rescued from police custody
Moore (the real one) looked up at me in tion (Remarkable or better rank in hearing by the Death-Throws, a group of criminal
mild surprise. Killer Jugglers? he asked, or detection required to perceive). These jugglers. Two of the groups members
I thought the April Fools issue was sonics have Monstrous mind-control (Oddball and Bombshell) had previously
months off. power and fill listeners with intense ha- worked for Cross, and the group agreed to
You wanted the Unlimited Class tred and violence. Those that fail a Psyche break Cross out in return for a sizable fee.
Wrestling Federation for that issue, said FEAT against this barrage will attack When the group discovered Cross had no
I, collapsing into a comfy chair in his audi- everyone within range until the device is cash (his machines were impounded and
ence hall. No, Im talking about a serious shut off (if the device is reactivated, the his ties with Cross Technologies cut), they
80 DECEMBER 1986
decided to use Cross as bait to lure
Hawkeye and Captain America into a
trap. Cross and the Death-Throws are
currently in police custody.
F GD (10) Health: 56
A RM (30)
S TY (6) Karma: 40
E GD (10)
R GD (10) Resources: Good (10)
I EX (20)
P GD (10) Popularity: -2
ODDBALL
Elton Healey
F TY (6) Health: 52
A RM (30)
S TY (6) Karma: 46 BOMBSHELL
E GD (10) Wendy Conrad
R TY (6) Resources: Good (10)
I EX (20) F GD (10) Health: 50
P EX (20) Popularity: -2 A EX (20)
S GD (10) Karma: 36
TENPIN E GD (10)
Alvin Healey R TY (6) Resources: Good (10)
I EX (20)
F GD (10) Health: 56 P GD (10) Popularity: -3
A RM (30)
S TY (6) Karma: 36
E GD (10)
R TY (6) Resources: Good (10)
I GD (10) KNICKKNACK
P EX (20) Popularity: -2 Nick Grossman
F EX (20) Health: 66
A RM (30)
S TY (6) Karma: 26
E GD (10)
R TY (6) Resources: Good (10)
I GD (10)
P GD (10)
POWERS: lit, Excellent fire damage. The clubs have team rescued Cross from the authorities,
Typical material strength. then discovered that Cross had no money
Ultimate Skill — Juggling: (Okay, stop Bombshell specialized in explosives to pay for his rescue. After a debate, the
laughing, this is serious.) All of the Death- before joining the Death-Throws, and she group decided to use him as bait to lure
Throws are expert jugglers — all FEATS receives a + 1CS when creating, rigging, Hawkeye and Captain America into a trap,
involving juggling are at the Unearthly or defusing explosive objects. She packs afterwards ransoming the heroes. The
rank. This includes the ability to throw wrist-firing stun-bolts of Excellent- Living Legend and Battling Bowman dealt
weapons and catch objects as well. intensity stunning. She normally juggles with the team and the latter, along with
Each member of the Death-Throws has armed explosives, such as grenades of Cross, are in police custody.
his or her own special preference for Typical to Incredible damage; she pulls the The Death-Throws stress teamwork
juggled objects: pin on grenades in the last toss before more than any other villainous team, and
Ringleader is a master with the razor- throwing them. maintain a snappy dialog with each other
sharp rings he carries on his belt. These Knickknack juggles objects of dissimilar to go with their smooth movements. They
rings inflict Good Throwing Edged Dam- shapes, such as a bowling ball, tomato, and are continually honing their skills as jug-
age. Ringleader also has Leadership ability meat cleaver, though he is equally good glers and more than willing to perform
and is the team’s leader and spokesman. with a lead pipe, orange, and activated criminal acts for a price.
Oddball’s specialty is juggling spheres, chain saw. His weapons inflict damage as
and normally he carries a small arsenal of Throwing Edged or Blunt weapons, ac-
hollow balls. These include: cording to type (a thrown chain saw in-
* Smoke balls (treat as smoke grenades); flicts Excellent Edged attack damage).
* Knock-out gas balls of Incredible
intensity; Death-Throws’ story: Little of the
* Acid balls of Excellent intensity; origin of this group of costumed criminal NEXT: “So,” says Roger, laying back on his
* Solid rubber balls that do Good Blunt jugglers has been revealed. The original sofa as his assistant editor peeled grapes
throwing damage; group included organizer Ringleader, for him. “What next month — Mimes of
* Spiked spheres inflicting Typical Edged Oddball, Oddball’s brother Tenpin, and the Marvel Universe®?”
throwing damage; and, Knickknack. While working separately for “We did Black Bolt™ two months ago.”
* Fire balls doing Good fire damage. Crossfire, Oddball met Bombshell, found “Then what?”
Tenpin’s specialty is with specially her a natural talent for the craft, and “How about the Marauders™, straight
weighted bowling pins, normally worn on recruited her into the team. from the Mutant Massacre?”
a special backpack. These weighted pins The Death-Throws were soon contacted Roger choked on his grape.
inflict Good Throwing Blunt damage or, if by Crossfire to spring him from jail. The See you in thirty.
Copyright ©1986. Marvel Comics Group. All rights reserved. Marvel, Marvel Universe, and all Marvel characters and the likeness thereof are trademarks of the Marvel Comics Group and are
used with permission.
82 DECEMBER 1986
Doctor Who?
by Margaret Weis and have been eager witnesses to the Doctors When regeneration occurs, the body
adventures in both time and space. We becomes comatose. A greenish white glow
Michael P. Bledsoe have watched him battle countless evil- covers the shin. The body appears to melt
doers, ranging from villains that resemble like soft wax, reforming itself into a new
Copyright ©1986 by FASA
deadly garbage cans to monstrous broc- individual with a completely different
Corporation coli. We envy him his charm, his scarf, his physical appearance. Following this, the
lovely Companions, his screwdriver, and new physical form must be allowed to gel,
One of the great mysteries of life that his mechanical dog. Most of all, we envy a process that takes 10-60 minutes. Then,
mankind has wrestled with since the dawn him his various lives and longevity. an electroencephalic jolt flows through the
of his existence is death. It seems a terri- But should we? When it comes right body. The eyes open, and the comatose
bly unfair, not to say downright wasteful, down to it, after witnessing all the prob- state ends.
scheme of things. Just when we finally lems and headaches involved in regenera- Despite the fact that the Time Lords
reach an age when we have gained wis- tion, does that short, placid trip on the new body is now completely operative and
dom and maturity, we are met by the men escalator really look so bad? functional, a Time Lord generally under-
in the white business suits who lead us to goes a period of readjustment during
that great escalator in the sky, mournfully which time the mind must accustom itself
reassuring us on the way that all is well Gallifreyan regeneration to its new environment. Certain Time
because we have a piece of the rock. Gallifreyans possess the ability to regen- Lords those with exceptional control
There must be a better way, we tell erate their bodies, if they either grow old have no difficulty with this period. Others,
ourselves. So, when we learned of the or sustain so much damage that life is however, experience radical personality
marvelous powers of the Gallifreyans, who difficult to maintain. This is not something shifts. In rare cases, the personality, never
have the ability to regenerate their bodies that can be done with the ease of buying a stabilizes.
up to twelve times, we regarded them new sweater, however. Although regenera- Most of us have trouble enough coping
with undisguised envy. tion is an inborn talent of the Time Lords, with one personality. The thought of man-
Unfortunately, we have since learned many have difficulty with the process, for aging one while remembering five others
that nothing is ever obtained without it takes both strong intuitive and mental is mindboggling. Those people role-playing
paying a price. For over twenty years, we powers in order to exercise control of it. the Doctor in FASAs DOCTOR WHO game
84 DECEMBER 1986
Six special incarnations for
the DOCTOR WHO game
can bring an interesting depth to their involved with human Companions, thus one to forget that, as a Time Lord, he was
characters by utilizing and understanding beginning his recorded adventures vastly superior to them. The first Doctor is
the phenomenon of regeneration and how through Earths history. During one of considered by many to be the most scien-
it has affected the various incarnations of these, he met The Master, disguised as the tific of the incarnations. Less interested in
the Doctor. In this article, we provide a Meddling Monk, who was attempting to people than events, he enjoyed collecting
brief history of the Doctor throughout his change Earth history by helping Harold facts and statistics. His knowledge of the
six incarnations, provide corrected stats defeat William the Conquerer at the Battle histories of Earth and Gallifrey was exten-
for all six Doctors, and explore the varying of Hastings. In addition, the Doctor as- sive, and he often used this knowledge to
personalities of each. sisted in stopping a Dalek invasion of draw helpful parallels between the two.
Earth in A.D 2164. He foiled a Dalek plot to This incarnation of the Doctor spoke of
The Doctor, I wipe out Earths History using a Time being over six hundred years old and,
In 101,177 TL, the Master attempted to Destructor, and prevented the Cybermen eventually, his age caught up with him.
overthrow the Inner Council on Gallifrey of Mondas from draining Earths energies. Having grown fond of this body, he de-
with help from students of the Pyrodonian In this first incarnation, the Doctor was layed his regeneration until it was almost
Academy. The rebellion was ruthlessly a slender, stooped, elderly man. His high too late. Fortunately, the TARDIS was able
crushed by Citadel Guards, and there cheek bones, thin-lipped mouth, and some- to trigger the regeneration process he was
followed a series of bloody reprisals. Dur- times severe expression gave him an air of too weak to manage, and the Second
ing this reign of terror, the Doctor lost austere superiority. This was enhanced by Doctor came into being.
most of his family. Barely escaping with his long white hair, worn brushed back
his life, he and his granddaughter, Susan, from a receding hair line, and his conser- The Doctor, II
fled Gallifrey. They traveled to Earth, vative Victorian style dress. In this second incarnation of the Doctor,
arriving there in A.D 1963. The Master also Though his outward personality was we see the beginning of an interesting
managed to escape imprisonment on Galli- that of an irascible, sarcastic old man, his development in the varying personalities
frey, becoming one of Gallifreys most dry wit and his true concern for his Com- of the Doctors almost a maturing proc-
dangerous renegade Time Lords. panions more than made up for his ill ess. The character of the Doctor is grow-
Enrolling Susan in Coal Hill School in temper. Impatient with the ignorance and ing and learning through his several lives,
London, the Doctor soon found himself failings of humans, he never allowed any- much as humans grow and learn in the
DRAGON 85
shorter time span allotted us. As in hu- corder, much to the annoyance of his of soldiers from Earths past, planning to
mans, this sometimes takes the form of a Companions. He adored tinkering with use them to create an invincible army bent
rebellion against our former selves. We electronics and created the famous sonic on galactic conquest.
notice incarnations of the Doctor utilizing screwdriver, but he was a tinkerer only. In order to stop this threat, the Doctor
and developing certain facets of his per- Despite the fact that the TARDIS was was forced to appeal to Gallifrey to obtain
sonality, while actively working against falling apart around him and was com- help. The Inner Council intervened, exe-
others. pletely out of his control, he had not the cuted the War Chief, then promptly ar-
Thus, in the second incarnation, we slightest interest in repairing it.
have a Doctor whose personality appears Although he lived only twenty-five to
to almost have completely reversed itself. fifty years, this Doctor did more interven- Skill List Level
Cheerful, outgoing, even comic, he is ing in time than any other of the incarna-
Armed Combat, Contact Weapons
much more concerned with people than tions, primarily because of his interest in
Sword, Medium (DEX) V
historical events. In fact, this facet of his and desire to help humans. He confronted
Armed Combat, Ranged Weapons
personality almost a backlash against the Daleks once again, this time meeting
Pistol, Stazer (DEX) III
the first incarnation would eventually the Emperor Dalek. He beat back three
Crossbow, Light (DEX) VI
be his downfall. invasions launched against Earth by the
Artistic Expression
This incarnation of the Doctor is often Cybermen, fought off two attempted inva- Instrumental Music, Recorder III
called a rogue. A middle-aged man with a sions by the Ice Warriors, and saved man-
Vocal Music III
mop of straight, dark-brown hair worn a kind from the dangers imposed by the
Carousing
la the Beatles, he had an impish twinkle in Great Intelligence and its furry robots, the
Climbing
his eyes that was irresistible. A blue-and- Yeti. Construction
white polka-dot tie that invariably dangled His major battle, however, came against
Earth Sciences
off-center from his open collar shirt added the War Chief, a renegade Time Lord who
Geology
to his rakish appearance. He was the only broke all the rules and provided an alien
Hydrology
Doctor to play a musical instrument, find- race with the means to travel through
Meterology
ing comfort in blowing tunes on a re- time. The aliens kidnapped vast numbers
Engineering
Cartography
Doctor Who Character Data Record Chemical Engineering
Civil Engineering
The Doctor, First Incarnation Electrical Engineering IV
Mechanical Engineering IV
STR END DEX CHA MNT ITN Metallurgy
Level III IV IV III VI VI Environmental Suit Operation IV
Score (87) 9 14 13 9 21 21 Gambling
Gaming IV
Appearance
Leadership VI
Race: Gallifreyan
Life Sciences
Sex: Male
Agriculture
Height: Average
Botany III
Build: Slim
Ecology
Looks: Plain
Exobiology V
Apparent Age: Old Adult
Zoology III
Actual Age: up to 600 years
Medical Sciences
General Medicine
The Doctor, Second Incarnation
Gallifreyan V
STR END DEX CHA MNT ITN Human V
Level IV IV IV V VI VI Psychology, Human VI
Score (87) 10 10 10 15 21 21 Pathology
Pharmacology
Appearance Surgery
Race: Gallifreyan Veterinary Medicine
Sex: Male Military Sciences
Height: Short Ordnance Construct/Repair
Build: Average Small Unit Tactics
Looks: Plain Trap Discovery IV
Apparent Age: Middle-aged Adult Trap/Ord. Disarmament IV
Actual Age 600 + Physical Sciences
Chemistry III
The Doctor, Third Incarnation Computer Science IV
STR END DEX CHA MNT ITN Mathematics V
Level IV IV IV V VI VI Physics IV
Score (87) 10 10 10 15 21 21 Public Performance
Security Procedures
Appearance Concealment IV
Race: Gallifreyan Disguise III
Sex: Male Lockpicking V
Height: Tall Stealth IV
Build: Average Surveillance III
Looks: Striking
Apparent Age: Middle-aged Adult
Actual Age: 625 +
86 DECEMBER 1986
rested the Doctor for his meddling in the The Doctor, III travel around in either an antique yellow
affairs of men. This incarnation of the Doctor managed roadster named Bessie or in the Whomo-
Upon his arrest, the Doctor was taken to successfully combine the best qualities bile, a vehicle of his own design.
back to Gallifrey where, as punishment for of the two previous incarnations, while One of the major factors in the Doctors
his crimes, he was forced to regenerate softening the worst. He was interested in personality at this point was his bitterness
and was sent into exile in Earths twentieth people but used greater discretion in toward the Time Lords because of the
century. dealing with them. forced regeneration, a bitterness that is
A middle-aged man, he was a command- passed on to future incarnations. He also
ing figure with curly, silver hair, luxuriant became disenchanted with certain hu-
Social Sciences sideburns, and a firm, jutting jaw. He was mans, particularly after the destruction of
Archaeology, Earth IV flamboyant in dress and personality, wear- the Silurians by UNIT.
Economics ing a Victorian-style velvet smoking jacket Most of this incarnations one hundred
Law and a flowing black cape. Warm and out- and twenty-five years was based on Earth
Political Science III going, he was also serenely confident and during its twentieth century. He accepted
History capable. Though fond of heroic gestures, a position as a science advisor to the
Earth V his affection and regard for his Compan- United Nations Intelligence Taskforce
Gallifrey V ions was obvious. (UNIT) and, over a period of years, helped
Galactic V He was an expert engineer, able to com- defeat a number of enemies. The Master
Space Sciences pletely disassemble the TARDIS and reas- returned as well, making at least eight
Astronomy III semble it again, making it into a precision separate attempts to either kill the Doctor
Astrophysics IV machine that functioned perfectly this or destroy the Earth. Though the Doctor
Navigation IV despite the fact that the Time Lords, as was able to prevent these, he was never
sports part of his punishment, had taken away a able to catch his wiley nemesis.
Boxing vital part of the TARDIS and also his mem- The Inner Council eventually pardoned
Cricket V ory of how to fix it. He rarely used the the Doctor, but only after he had defeated
Swimming TARDIS, however, preferring instead to an attempt to destroy the universe made
Wrestling
Streetwise V
Technology Doctor Who Character Data Record
Astronautics IV
Communication Systems The Doctor, Fourth Incarnation
Computer Sciences IV
Cybernetics III STR END DEX CHA MNT ITN
Force Field Systems III Level IV IV IV V VI VI
Score (87) 10 10 10 15 21 21
Electronics IV
TARDIS Systems V Appearance
Transmat Systems Race: Gallifreyan
Temporal Science VI Sex: Male
Trivia Height: Tall
Cricket Lore V Build: Stocky
Gallifreyan Myths and Looks: Average
Legends VII Apparent Age: Middle-aged Adult
Venusian Lore V Actual Age: 750 +
Unarmed Combat
Brawling III The Doctor, Fifth Incarnation
Martial Arts
Venusian Aiki-Do IV STR END DEX CHA MNT ITN
Grappling Level IV III IV V VI VI
Vehicle Operation Score (87) 10 9 10 16 21 21
Aircraft III Appearance
Ground Vehicles IV Race: Gallifreyan
Spacecraft V Sex: Male
Temporal Vehicles V Height: Average
Water Vehicles III Build: Slim
Verbal Interaction Looks: Attractive
Bluffing Apparent Age: Young Adult
Fascinate VI Actual Age: 900
Haggling VI
Instruction The Doctor, Sixth Incarnation
Insulting
Interrogation STR END DEX CHA MNT ITN
Lying Level IV IV IV IV VI VI
Negotiation/Diplomacy VII Score (87) 10 14 10 11 21 21
Oratory
Scam Appearance
Wilderness Survival Race: Gallifreyan
Artic Sex: Male
Cool Temperate Height: Tall
Warm Temperate Build: Stocky
Tropical Looks: Average
Desert Apparent Age: Middle-aged Adult
Actual Age: 900 +
DRAGON 87
by Omega, the Time Lord pioneer. Having seems possible the Daleks could eventually cost of a fatal fall, resulting in another
been trapped in an antimatter universe, be destroyed. regeneration.
Omega used a black hole to begin draining He returned voluntarily to Gallifrey to
Gallifreys energy in a desperate effort to prevent the assassination of the Lord The Doctor, V
return to his own universe. When it be- President, only to be arrested, tried, and The fifth incarnation of the Doctor was
came clear to him that he could never convicted for that very crime. By nominat- the briefest and most troubled of the
escape, Omega decided to drain the entire ing himself for president, he managed to incarnations, probably because his regen-
universe of energy. stall long enough to prove that the Master eration didnt quite succeed. The destruc-
Using its last power reserves, the Inner and Chancellor Goth were the real tion of the Zero Room in the TARDIS
Circle broke its cardinal rule and brought assassins. removed the ability to solidify his person-
all three of the Doctors incarnations to- Returning to his travels through time ality. Consequently, various parts of the
gether to defeat Omega which the Doc- and space, he suddenly and unexpectedly other four personalities manifest them-
tors accomplished by using the second reappeared on Gallifrey, demanding the selves occasionally, making this incarna-
Doctors recorder. By tricking Omega into presidency! Everyone figured hed tripped tion appear confused and disoriented at
touching this positive-matter artifact, they over his scarf once too often, but it was times.
triggered an explosion that turned Omega eventually revealed that this bizarre act This situation is given added irony be-
into a supernova. was all part of an extremely serious plan cause the Doctors body was now young
Though he had been pardoned, the to defeat a combined Vardan-Sontaran and athletic. He had a pleasant, boyish
Doctor could never bring himself to for- invasion of Gallifrey. face and dressed in a white cricket
give the Inner Council for what it had There is a gap in the recorded history of sweater and tan frock coat. He kept a
done to him. He continued to assist hu- the Doctor at this period, during which he fresh stalk of celery pinned to his lapel,
mans and was mortally wounded in a and K-9, his mechanical dog, could have was fond of cricket, and was an expert in
rebellion of human slaves against a race of been involved in numerous, untold adven- the field of cricket trivia. He often showed
giant spiders on the planet Metebelis 3. tures. When the Doctors history becomes the abrupt irritation with humans seen in
Dying, the Doctor returned to Earth known to us once more, we learn that he his first form, but this was softened by his
where a Time Lord who had been incar- was chosen by the White Guardian to sense of fun and ready wit.
nated as a Tibetan monk was able to accel- assemble the six pieces of the Key of Time. Perhaps because of his unformed per-
erate his regeneration. Traveling with K-9 and a Time Lady sonality, the Doctor now often appeared
known as Romana, he managed to success- reckless, making mistakes that needlessly
The Doctor, IV fully complete his assignment. The assem- endangered his Companions. He was gen-
Witty and irreverent, Bohemian in dress, bled key was so extremely powerful, erally well-liked by his Companions, how-
wild and eccentric in his actions, this however, that anyone of evil intent who ever, because of his quiet resolve and
incarnation of the Doctor lasted for over got hold of it would be master of the uni- dedication to his cause. He was genuinely
one hundred and fifty years. With his mop verse. In an attempt to do just this, the interested in people and would go out of
of wild curls, perpetually pop-eyed look of Black Guardian sought desperately to get his way to help them.
wonder, and unfortunate tendency to trip the Key, only to be prevented by the Doc- Although the third and fourth incarna-
over his long, flowing scarf, it seems im- tor. Once chaos was averted and balance tions of the Doctor would fight an enemy
possible to take this incarnation seriously. restored to the universe, the Doctor then if cornered (the Third Doctor was an
Those who failed to do so regretted it, had to scatter the pieces of the powerful expert in Venusian martial arts), the fifth
however. Key once more so that the Black Guardian was the first incarnation of the Doctor to
Although possessed of a warm personal- did not gain control of it. use weapons. He needed them. As if he
ity, this incarnation appeared more with- Understandably upset by this, the Black didnt have trouble enough, this incarna-
drawn around humans and rarely, if ever, Guardian swore revenge on the Doctor. In tion of the Doctor found himself up
displayed open affection for his Compan- order to escape this formidable opponent, against almost all the major enemies of the
ions. In addition, the resentment of the the Doctor equipped his TARDIS with a previous incarnations, plus a host of new
third incarnation of the Doctor against the randomizer, giving up all directional con- villains intent on conquering either Earth
Time Lords was manifested even more trol of it. After another encounter with or the universe.
strongly in the fourth incarnation, who the Daleks, the Doctor and Romana found He had barely regenerated when he
returned to Gallifrey only when forced by themselves trapped in E-Space. Having escaped a trap set by the Master, who
circumstances to do so. been tortured by the Black Guardian, reappeared later with another timenap-
The Doctor in this incarnation was an Romana regenerated and chose to remain ping plot involving the capture of the
expert in the field of computer science; he in E-Space, rather than return to Gallifrey. passengers and crew of two Concordes.
also knew more about medicine than his The Doctor escaped and traveled to the The Doctor managed to rescue the cap-
predecessors. Arrogant and fearless, he Union of Traken. Here he was again con- tives but, once more, the Master slipped
had boundless energy and amazing self- fronted by another of the Masters at- through his hands.
confidence that was, in some instances, tempts to gain power and a new Omega returned. Still trying to escape
unjustified. Curious and eager to explore, regeneration. The Doctor prevented the his antimatter universe, he plotted to bond
he rarely stayed in one place for any Master from seizing control of Traken, but the Doctors material body with his own
length of time but was always searching could not stop him from obtaining a new antimatter form. Although the attempt
for new adventure. His mind worked body. failed, the Inner Council ordered the Doc-
quickly, sometimes more quickly than his When the Master tracked the Doctor to tors execution to put an end to this threat.
tongue, occasionally making him difficult Logopolis, his machinations upset the The Doctor was able to prevent this by
to understand. delicate block transfer computations used exposing a traitor loyal to Omega on the
Though the Doctor continued to have an by the Logopolitans to prevent the heat Inner Council.
interest in Earth and its inhabitants, and death of the entire universe. the Master No sooner was the universe safe from
saved them from several villainous types, and the Doctor were forced to work to- Omega than the Black Guardian appeared,
he became more interested in new worlds gether, replacing the lost Logopolis with determined to destroy the Doctor in retali-
and other times. He traveled to the planet the giant computers of the Pharos Project ation for that small matter concerning the
Skaro in a futile attempt to stop the on Earth. Once they succeeded, the Master Key. Barely escaping from this encounter
wicked Davros from creating the Daleks. attempted to turn their victory to his own with his life, the weary Doctor immedi-
Though failing in his assignment, he was ends by holding the Pharos Project hos- ately became entangled with the Master
able to alter the future enough so that it tage. The Doctor stopped him, but at the and yet another plot to upset Earth his-
88 DECEMBER 1986
tory. Disposing of this threat, he ran head- Since the adventures of this incarnation mored possibility that the Doctor may be
long into of course the Daleks. It is of the Doctor are just now being reported forced to stay on Gallifrey as president.
easy to see why this incarnation only to us, the information we have been able In his nine-hundredth-plus year, given
lasted three or four years. He did get to to attain on him is still incomplete. His such a wild and obviously flamboyant
meet three of his previous incarnations in present form is certainly the most eccen- regeneration, it will be interesting to see
one adventure, however, and some of his tric of the incarnations, and it is also the the new depths of self this sixth incarna-
old Companions. most egocentric. No one admires him tion of the Doctor will explore as he con-
When visiting the planet Androzani, the more than he admires himself. His person- tinues (we hope!) to protect the universe
Doctor and his Companion, Peri, both ality is outlandish. He keeps everyone from the grave perils that threaten us.
stepped in poison. The Doctor obtained Companions and enemies alike off bal-
the antidote but, while carrying Peri back ance with a constant barrage of bad puns,
to the TARDIS, he dropped half of it, leav- jokes, and witty remarks. His mode of
ing only enough to save Peri. He was dress is outlandish as well red plaid coat
forced to regenerate. with yellow cuffs, yellow-and-black striped
pants, green shoes with orange spats, and
The Doctor, VI a blue and white polka-dot neckcloth. Tall
Building upon the previous unstable and heavy-set, he has curly blonde hair
regeneration, this incarnation of the Doc- that is constantly a tangled mess.
tor, also unstable, decided to atone for his The Doctor in this incarnation again
past by becoming a hermit on Titan III, an encountered the Master, who had joined
uninhabited asteroid. Instead, he became up with a renegade Time Lady, a woman
involved with a former Time Lord friend known as the Rani. In another adventure,
who was kidnapping children. After deal- the Doctor encountered his second incar-
ing with this and then destroying an evil nation while preventing another Sontaran
telepathic gastropod, he and Peri returned invasion of Mutters Spiral i.e., the Milky
to Earth. Here they found the Cybermen Way Galaxy.
once more intent on conquering the New adventures of the Doctor are ea-
planet. Using a captured time-traveling gerly awaited and anticipated. Rumors
ship, they changed the outcome of their have him returning to Gallifrey, where he
own disastrous invasion of Earth in 1986. is once more brought to trial and where,
With the help of the Cyrons, the Doctor supposedly, in a move worthy of Perry
thwarted the Cybermen and destroyed Mason, the Master takes the stand in the
their time-traveling ship. Doctors defense! There is even the ru- Artwork courtesy of FASA Corp.
DRAGON 89
tainted) through 9 (dense, tainted). In thin
atmospheres (4 and 5), they only do half
their listed damage because of a lack of
sufficient oxygen to fuel the flame. In
atmospheres rated 0-3, flamethrowers
merely splash opponents with their non-
burning fuel mixture. In exotic or worse
atmospheres (A + ), effects may be
unpredictable and dangerous, the exact
results depending on the atmospheres
composition. Use under such conditions is
not recommended.
A word of caution: Flame weapons
should not be used in highly pressurized,
oxygen-rich, artificial environments, such
as aboard starships, due to the possibility
of fuel-air explosions or runaway combus-
tion. Roll 7 + on 2D for an explosion doing
twice the weapons normal damage to
everyone within range whenever a flame-
thrower is used in such an environment.
The following are two types of flame
weapons commonly found in and around
the Third Imperium.
92 DECEMBER 1986
94 D ECEMBER 1986
DRAGON 95
Index to
Advertisers
Adventure Systems . . . . . . . . . . 45
Bard Games . . . . . . . . . . . . . . 43
Britton Designs . . . . . . . . . . . . . 42
Chaosium Inc. . . . . . . . . . . . . . . . 5
DBE Inc. . . . . . . . . . . . . . . . . . . . . 34
DRAGON® Magazine . . . . . . . . . 93
S.A.G.E. III, Dec. 27 other role-playing and fantasy board games. For
DUNGEON Adventures . . . 45, 57
The “Simulation Adventure Game Expo” will more details, contact: Robert Di Meglio, Via
Fantasy Games Unlimited . . 35, 56
be held at the Airport Holiday Inn in Visalia, CA, Mameli 50, C.A.P. 58100, Grosseto, ITALY.
FASA Corporation . . . . . . . . . . . 23
Game Designers Workshop . . 16-17
from 9 a.m. to midnight. This one-day event
features non-stop role-playing, board, minia- CALCON II, Jan. 30-Feb. 1
Game Systems Inc. . . . . . . . . . . . 44
tures, and computer gaming, and offers a deal- This gaming convention will be held at the
Games Workshop . 77, inside front
er’s room and a used game auction. University of Calgary in Alberta, Canada. W.
cover, center insert
Memberships at $5 at the door. For more infor- Backhaus (co-creator of Chivalry and Sorcery) is
Holoubek . . . . . . . . . . . . . . . . . . 79
mation, send a SASE to: S.A.G.E., c/o Galactive the Guest of Honor. Special events include an
Iron Crown Enterprises, Inc. . . . 1,
Productions, P.O. Box 4517, Visalia CA 93278- AD&D tournament with a guaranteed first prize
b a c k c o v e r
4517. of 50% of the tournament fee (tournament
Ishi Press . . . . . . . . . . . . . . . . . . 50
entry fees are $5 per person). Other events
Leading Edges Games . . . . . . . . . 51
EVECON 4, Jan. 2-4, 1987 include a variety of role-playing, board, and
Mayfair Games . . inside back cover
This fourth annual national convention, which miniatures games. Registration is $3 until Dec.
Milton Bradley . . . . . . . . . . . . . . 7
O r c c o n . . . . . . . . . . . . . . . . . . . 96
is sponsored by FanTek, will be held at the 1, 1986, $5 until January 15, 1987, and $6 at the
Palladium Books . . . . . . 43, 65, 73
Stouffers Concourse Hotel in Crystal City, VA. door. For further information, write to: Calcon
Featured events include all types of games, II, P.O. Box 762K, 2500 University Drive N.W.,
Panther Games . . . . . . . . . . . . . . . 74
R. Talsorian . . . . . . . . . . . . . . 70, 75
Cinemascope movies, music, an art show and Calgary, Alberta, Canada T2N 1N4.
Skyrealms Publishing . . . . . . . . 82
sale, a Merchants’ Bazaar, and a host of other
Steve Jackson Games . . . . . . . . . 83
activities. Pre-registration is $15 until Dec. 10, WARCON 87, Feb. 6-8
Supremacy Games . . . . . . . . . . . 55
and $20 the day of the event. For further infor- WARCON 87 will be held at the Texas A&M
TSR, Inc. . . . . . . . . . . . 8, 25, 37, 71
mation, send a SASE to: EveCon 4, c/o Bruce University. Events include role-playing camps,
TU-E Games . . . . . . . . . . . . . . . . 89
Evry, Box 128, Aberdeen MD 21001, or call (301) boardgames, a miniatures contest, guest speak-
West End Games . . . . . . . . . . . . . 31
422-1235. ers, and a schedule of movies. Interested per-
Winter Fantasy . . . . . . . . . . . . . . . 55
sons are invited to contact: WARCON 87, c/o
UNIVERSE 87, Jan. 2-4 MSC NOVA, Texas A&M University, College
This convention will be held at the Airport Station TX 77841, or call (409) 845-1515.
Hilton Hotel in Los Angeles, CA. Over 180 game
tournaments are featured in a variety of role- DUNDRACON XI, Feb. 13-16
playing games, wargames, and family games. The oldest gaming convention on the West
Other activities include a full program of sci- coast, DunDraCon XI will be held at the Oakland
ence-fiction and fantasy events, plus exhibitions, Airport Hyatt Hotel. Events will include open
seminars, and movies. Admission is $16.50 until gaming, con-sponsored games, a dealers’ room,
Dec. 13, and $20 thereafter. For more details, seminars, SCA demonstrations, a flea market,
contact: UNIVERSE 87, Dept. D, P.O. Box 2577, and a figure painting contest. Memberships are
Anaheim CA 92804. For general information on $15 through Feb. 1, $20 at the door, and $10 for
Universe 87, call (213) 920-8705. one-day registrations. For more details, write:
DunDraCon XI, 386 Alcatraz Ave., Oakland CA
HAVOC III, Jan. 17-18 94618.
Battlegroup Boston will sponsor this third
annual convention, which is being held at the FOLIE-CON '87, Feb. 27-March 1
Central Middle School, 55 School St., in Wal- This bilingual gaming convention will be held
tham, MA. Planned events include SFB, Space at the Ramada Inn in Montreal, Quebec. Fea-
Marines, Modern Micro Armor, WWI Naval, tured events will include AD&D tournaments, a
British Colonial, and a variety of other simula- variety of role-playing games, micro-armor and
tions. To receive information, send name and miniature events, 24 hour videos, wargames,
address to: HAVOC III, P.O. Box 70, Alston MA and BASTON. There will be lots of prizes
02134, or call (617) 354-6229 (days) or (617) 893- awarded to tournament winners. Registration
3677. fees for the weekend are $10. For more details,
contact: Folie-Con '87, 4651 Berri, Montreal,
PANDEMONIUM IV, Jan. 17 Quebec, Canada H2J 2R6, or call (514) 526-1174.
This gaming convention will be located in the
Hub Cafeteria, Ryerson Polytechnical Institute, KING KON 7, March 13-15
350 Victoria Street, Toronto, Canada. Events Celebrating its seventh year of success, King
include fantasy role-playing tournaments, board Kon 7 will be held this year at the Embassy
games, miniature contests, auctions, dealers, Suites at 7290 Commerce Center Drive in Colo-
and more. Registration is $7 before the conven- rado Springs, Colo. Robert Vardeman will be the
tion and $8 at the door. For more information, Guest of Honor, along with Somtow Sucharitkel
write to: The General Staff, P.O. BOX 425, Station as Toastmaster and Don C. Thompson as Fan
A, Downsview, Ontario, CANADA, M3M 3A8. Guest of Honor. This science fiction convention
will feature author's readings, panel discussions,
GRIFO CON, Jan. 23-25 lectures, an art show and auction, movies, a 22
Sponsored by “I Giochi dei Grand” game shop hour con suite, a masquerade contest, and much
in Verona, this convention will be held at the more. Memberships are $15 until January 1,
Hotel Mediterraneo in Marina di Grosseto, 1987, $17 until Feb. 1st, and $20 at the door. For
Grosseto, Italy. Featured events include a 3- more details, send a SASE to: King Kon 7, P.O.
round AD&D® tournament, BATTLESYSTEM™ BOX 16597, Colorado Springs CO 80935, or call
and Warhammer game miniatures battles, and (303) 520-1241.
96 D ECEMBER 1986
DRAGON 97
98 DECEMBER 1986
DRAGON 99
100 DECEMBER 1986
DRAGON 101
102 DECEMBER 1986
DRAGON 103
104 D ECEMBER 1986