Sie sind auf Seite 1von 108

Issue #144

Vol. XIII, No. 11


April 1989
Special Attraction
11
Everything You’ve Ever Wanted To Know About Role-Playing
Publisher (Everything that wasn’t in the rules, that is.)
Mike Cook

12
A Field Guide to Game-Convention Ornithology – Skip Williams
Editor
See any Bull-headed Slashers in your gaming group last evening?
Roger E. Moore

20
Cheating Made Easy – Jefferson P. Swycaffer
Associate editor Fiction editor Creative ways to roll dice, measure movements, and enrage your friends
Robin Jenkins Barbara G. Young

24
Cheating Made Even Easier – Spike Y. Jones
Editorial assistant
If the last article didn’t stop you, then you’re ready for the big time!
Kimberly J. Walter

28
Claydonia Conquers the World! – Paul C. Easton
Art director
Clay-O-Rama campaigns; or, “My Claydonian is stuck to the ceiling!”
Lori Svikel

32
Still More Outrages from the Mages – John M. Maxstadt
Production staff Loads of great new spells that only a killer DM could possibly love.
Paul Hanchette Betty Elmore
Kim Janke Angelika Lokotz

Subscriptions
Janet L. Winters
U.S. Advertising
Sheila Gailloreto
Other Features
38
Role-playing Reviews – Jim Bambra
U.K. correspondent In the land of cartoon characters, death is a four-letter word.
Lyn Hutchin

46
When Gods Walk the Earth – Paul Jaquays
U.K. advertising In Chaosium’s RUNEQUEST® game, Divine Intervention is not divine at
Dawn Carter Kris Starr all.

58
The Game Wizards – James M. Ward
Bad puns, good games, and free-lance work at TSR, Inc.

60
The Role of Computers – Hartley, Patricia, and Kirk Lesser
Try a fantasy golf course to end all golf courses.

70
Through the Looking Glass – Robert Bigelow
How much damage can a BattleMech’s lasers do? Find out in this column.

84
Red Guns – William Wilson Goodson, Jr.
Which is deadlier: your Marvel Universe® hero or a Soviet Hind
helicopter?

Departments
3 Letters 56 TSR Previews 96 Dragonmirth
6 Sage Advice 80 Gamers Guide 100 Bludgeons & Flagons
8 Forum 88 Convention Calendar 102 SnarfQuest

COVER
If Sports Illustrated can have a swimsuit issue, so can we. Daniel Horne provides the
cover artwork for this month: a ravishing Valkyrie on her magnificent Pegasus. Or that’s
what Lori told me it was. I haven’t seen the artwork yet, really, but Lori said it was
great. Christie Brinkley, eat your heart out.

2 APRIL 1989
Legend
The mountain pass was called the
Demon Tongue, which implied there
might be a demon and treasure
there, so the party headed for it
right away. The characters were
hungry for combat and cash – lots
of each. I was the DM. We were
What did you think of this issue? Do you have Our sage refused to answer this question and
gaming on the pool table in the
a question about an article or have an idea for a handed the letter back to the editors. We think
new feature you’d like to see? In the United you will get two midgets instead of two normal medical company rec room in West
States and Canada, write to: Letters, DRAGON® characters, since each half of a worm grows Germany, a decade ago last fall.
Magazine, PO. Box 111, Lake Geneva WI 53147, back to form a shorter worm. You’ll have to Not many of the details of that
U.S.A. In Europe, write to: Letters, DRAGON decide which half of the worm got the brains. adventure are left with me now, but
Magazine, TSR Ltd., 120 Church End, Cherry Better still, perhaps you should take up chess. I remember what happened when
Hinton, Cambridge CB1 3LD, United Kingdom. the adventurers got to the Demon
Tongue. The paladin was the point
Dear Dragon:
Odds & ends II I would like to submit this article on dwarf
man, mounted up and armored like
a tank (he had volunteered for – no,
mud wrestling. I am a 40-year-old homemaker
The following letters were actually received and mother of two.
demanded the position). Some dis-
by the editors of DRAGON Magazine and, except tance behind, the wizard was check-
for minor editing, appear as they were written. We almost accepted this article, which sug- ing the landscape with his amulet of
gests that your editors should take up chess, ESP, hunting for enemy thoughts.
too. Everyone else was gathered near
Dear Dragon: the wizard, weapons ready. They
I’m a new subscriber, and I love your maga- were on a narrow road in the pass
zine. This is my first letter, so I have high hopes jDear Edcitor. itself, with a slope up to the left and
you’ll answer me. This isn’t your everyday I rote to yo avoubt 3 moith s ago and yout
a sheer drop to the right, when the
letter. It deals with sexuality among the differ- didn;t asndteer. Mye charcther agot won of its
ent races in the AD&D game. I hope you can folowers fptregndnt. what can I doo abvout wizard got a reading.
answer the questions I was brave enough to ask. thiso . . My dungon gasyer saisd too cal dr Ruth I rolled the dice and checked the
[Remainder of letter deleted by editor.] about ist on Her nexst showe. I dont thind I books. The party had found the
shoukd beleive him. He sayis he ist seroiws. demon, but the amulet of ESP had
Um . . . next! Whot do yoo thindk. I alsot whant to knowed malfunctioned. I scribbled a note
syhty there is nakerd babies on Led Zep; and passed it to the wizard’s player.
asblums.(is Houses of the Holydl ). ;l + -0 Whyu He read it and gave me an incredu-
Dear Dragon: do ythinmsk. lous look.
Being a high priest in good standing of Zeus, I
“Hey, guys,” said the wizard, reign-
am slightly perturbed at having been called You’re still not getting an answer.
upon or, as the case often is, yelled at to heal
ing in his horse. “That demon is
wounded fools who haven’t sense enough to run here, but that demon is the Demo-
from such dangers as red dragons or Asmodeus Dear Dragon: gorgon. We are doomed.”
himself, or to chase away skeletons, zombies, Is there such a thing as an elf sapper? Everyone stared at the wizard’s
and other such undead merely because the player, then at me. Everyone had
remaining members of the party have no wish Yes, but you cannot get much sap from them. read the Monster Manual. The
to fight the beasts themselves. entire party came to a halt. Then the
If you please, explain to your readers that we characters began to guide their
clerics have studied to accomplish better things Dear Dragon:
horses back the way they had come,
than to turn the undead and to heal idiots. I particularly liked [issue # 129]. It was the best
of your recent issues. One thing I missed was an
looking around with nervous grins.
Certainly. We can’t have that going on. illustration by Gustave Dore. His pictures have a All but the paladin, that is. He
real feeling for medieval times. Who is he? Is he stopped where he was, stood up in
a contemporary artist? Is he releasing any his stirrups, raised his sword, and
Dear Dragon: posters or the like? shouted, “COME OUT AND FIGHT,
A couple of years ago, I was in some mall in YOU MISERABLE @#$ + §&%*!!!” at
Penn. I saw a strange-looking man with dark Gustave Dore, the famed French painter and the top of his lungs. Seconds later, a
sunglasses and a cane. It may have been my illustrator, died in 1883. He is not currently giant ball of darkness appeared on
imagination but he met this lady. They started releasing any posters. His pictures had a real the road ahead.
to talk about overthrowing TSR. feeling for medieval times because he lived a lot
closer to them than we do. Before anyone could react, one of
It was your imagination the characters was telekinesized off
his horse and hurled into the can-
Dear Dragon: yon beside the road. He took 20 dice
Dear Dragon: Hello, I would like to know what the cow of damage and became a memory.
My character was recently polymorphed into skulls are for. Every one of his companions bolted
a worm. Another character cut my worm/ – except for the paladin, who
character in half. If both halves were each Keeping cow’s brains warm. roared, “SHOW YOURSELF,
allowed to grow into two whole worms, then DEMON!!!” (The rest of the players
were polymorphed back to my character’s
screamed that they were riding
regular form, would I have two identical charac-
ters? And since both parts are equal, I will not
have to worry about them trying to kill each Continued on page 94
Continued on page 95
other, such as it would be with a clone, right?

DRAGON 3
racial characteristics of half-
dwarves be?
We suppose that a human and a dwarf
would produce a half-dwarf, if they could
produce a child at all. Such a child, how-
ever, might be either a tall, hairless dwarf
or a short, hairy human, as there are no
half-dwarves in the AD&D game. While it
is possible to create more crossbreeds
than are already present in the AD&D
by Skip Williams comp is required, and implies that a game, we recommend that you stick with
master-comp is also required. the ones in the rules.
The basic suit has no scanners, but it
does have a bodycomp with a type D proc- Can humanoids such as gnolls or
If you have any questions on the
essor and a kingpack power supply. The orcs use weapon specialization?
games produced by TSR, Inc., “Sage
standard progits are: master-comp, med- No; weapon specialization is for the
Advice” will answer them. In the Unit-
inject (three of them), body-scan, and fighter class only. We suppose that some
ed States and Canada, write to: Sage
enviro-comp. Additional progits can be very extraordinary humanoids might
Advice, DRAGON® Magazine, P.O. Box
added to the computer, up to the actually have fighter training and so could
111, Lake Geneva WI 53147, U.S.A. In
kingpack’s 12-progit limit. specialize. This would be very rare.
Europe, write to: Sage Advice,
DRAGON Magazine, TSR Ltd., 120
I like the helmet rafflurs and gre- Here is my 8th-level troll thief.
Church End, Cherry Hinton, Cambridge nade launchers in Zebulon’s Guide,
CB1 3LD, United Kingdom What do you think of him?
but I can’t find costs and weights for See the DMG, page 21, “The Monster as
This month, “Sage Advice” covers a
them. a Player Character:’ for the official view on
potpourri of questions on various top-
As explained on page 70 of that book, this and all other cases like it involving
ics related to TSR® games.
helmet attachments cost 20% more than monsters as PCs.
their regular counterparts. The weights of
the helmet and regular versions are identi- Can a character worship a deity
cal. Helmet rafflurs, for example are mere- from the pantheon of another race?
D&D® game ly two rafflur M-1s attached to a helmet. Why or why not?
The D&D Expert Set says that only The cost and weight of the rafflur M-l are Yes, he can, but he might find himself
maidens can ride unicorns. How can given on page 34 as 300 Cr and .50 kg. outcast, accepted neither by his own race
my female PC become a maiden? Therefore, helmet rafflurs cost 720 Cr nor the race associated with the deity. This
Females don’t become maidens. Maidens ((300 X 2) X 1.2) and weigh 1 kg. depends on how appropriate the deity is
are born, not made. In fantasy literature, a for the character. The Greek deity
maiden is a young, unmarried woman. In Hephaestus, for example, is very appropri-
the D&D game, a true maiden also has a AD&D® game ate for dwarves or gnomes. Likewise,
Lawful alignment. You might also look up deities who are associated with a particu-
the word “virgin” in a dictionary. Why does a paladin become a cava- lar class are generally appropriate for any
lier instead of a fighter when he character of that class regardless of race.
At what level can PC mystics start loses his paladinhood? A dwarven worshiper of a giants’ deity,
on a path to Immortality? Does any With the appearance of Unearthed Arca- however, is likely to be unwelcome wher-
path favor Mystics? na, paladins became a subclass of the ever he goes. Clerics are a different mat-
Mystics can seek immortality any time cavalier, not the fighter. ter; refer to the individual descriptions of
after reaching 16th level. A mystic’s each deity to determine which races the
intense devotion to his discipline makes Both the Monster Manual I and the deity will accept as clerics.
the Epic Hero the only suitable path for a Best of DRAGON Magazine Anthol-
mystic; the DM must decide if this is also ogy, vol. III, say that halflings have a When can a character build a
the favored path (see the Master DM’s + 3 “to hit” with missile weapons. stronghold and attract followers?
Book, page 15). Do PC halflings get this bonus in Characters who are allowed to construct
addition to any adjustments for strongholds in order to attract followers
Will a weapon of wounding negate dexterity? may do so when they reach “name” level.
a troll’s regeneration ability in the No; the + 3 bonus is given only to NPC “Name” level is the level at which a class
D&D game? halflings, who are assumed to spend a lot no longer gains additional hit dice or con-
Only insofar as the troll suffers the extra of time practicing with short bows or stitution bonuses (see Unearthed Arcana,
damage caused by the “wound” (1 hp per slings (as well as to have high dexterities). page 12). DRAGON issue #117, pages 16-17
round). The troll can regenerate this dam- The + 3 bonus applies only to these two (“Feuds and Feudalism”), has some sugges-
age, however. weapons. tions for midlevel strongholds as well. Any
PC with the money may build a stronghold
Are elves immune to charm effects – but attracting followers other than the
STAR FRONTIERS® game that aren’t from spells, such as a usual henchmen and hirelings could be
vampire’s gaze or a harpy’s song? difficult if the PC is of low level.
I enjoyed the article “Armored and Elves and half-elves are resistant (not
Dangerous” in issue # 129 (page 70), immune) to all forms of sleep and charm, Which classes get a constitution
but I have a few questions. Does the including those above. bonus higher than +2 per hit die?
basic suit of powered armor come To be absolutely clear: fighters (including
with a bodycomp and any special If a dwarven character and a rangers and barbarians) and cavaliers
scanners? I assume there is a body human character got married and (including paladins).
comp because Zebulon’s Guide to had kids, wouldn’t their offspring
Frontier Space says that an enviro- be half-dwarves? What would the Do nonthief characters have any
6 A P R I L 1 9 8 9
chance to open locked chests or adjustments due to aging will lower rience to advance more than one
doors? an ability score a full point, so that a level? Say that a 1st-level fighter
Only thieves can pick locks in the AD&D – 1 will reduce an 18/00 strength to earns 4,500 xp on an adventure,
game. Other characters can try to force 17. Yet under “Middle Aged,” it says: enough to make him a 3rd-level
locked closures by making an open doors “Subtract 1 point (or half exception- fighter. Does he simply train for 3rd
attempt or bend bars/lift gates roll, as per al rating) of strength.” Please resolve level, or does he also have to spend
the Players Handbook, page 9. It is up to this contradiction. time and money training for 2nd
the DM to decide when and how a locked The text has been changed in a later level at the same time?
door or chest can be opened. printing of the DMG. When going from Characters are limited to gaining one
“Mature” to “Middle Aged,“ a character level at a time (see the DMG, page 86). If a
Do nonthief characters have any loses one point of strength or half the character earns a windfall of experience,
chance to listen at doors? exceptional rating. Thereafter, any loss he gains only enough to place him within
See page 60 of the DMG for nonthief lowers strength a full point. A percent- one point of the next highest level – the
hear noise attempts. age-rated 18 strength at middle age drops 1st-level fighter in the example would have
to 16 with the two-point loss at “Old.” 4,000 xp, one point short of 3rd level. The
What is the effect of nonmagical extra 500 xp are lost, and the character
exercise on ability scores? If a character’s intelligence, wis- cannot gain additional experience until he
Officially, none. All character classes are dom, or charisma score increases, completes his training for 2nd level.
assumed to exercise to a degree appropri- can he make a new check for psi-
ate to their professions, as a normal part onic ability? How do you figure the training
of training for advancement. The less- Yes. The character may check for psionic cost and time for a character who
physical classes fill in their nonadven- ability each time his chance improves, but hasn’t gone adventuring, such as a
turing time with study and mental never when it gets worse. Fractions are city NPC who earns all his money
exercises. dropped when calculating psionic poten- (and hence experience) through a
tial, so the new number must round down business or service?
Can a character hold his breath to a number at least one point higher than You figure them just as you would for an
and avoid the effects of gases? the old number before the character is adventuring character (see the DMG, page
Yes, it, is possible for a character who entitled to a new roll. 86). Substitute individual transactions or
suspects or detects poisonous gas before standard periods of time for adventures
having to make a saving throw against it to Can a character be awarded expe- when rating overall performance.
hold his breath and avoid the effects of rience points for an adventure in
most gases. Some gases, such as green which he dies? Where can I get a map of Kara-Tur
dragon breath, take effect on contact and Yes, but this is up to the DM. The DMG for inclusion in the WORLD OF
cannot be avoided simply by holding one’s suggests an optional 1,000 xp bonus for GREYHAWK® setting? Where is Kara-
breath. Rules for characters holding their dying (see pages 85-86). (The DMG also Tur in relation to Oerik? I assume to
breaths are given in the Dungeoneer’s says that earned experience should be the west, since Zeif, Ekbir, and their
Survival Guide, page 12. divided equally among the surviving char- neighbors have a Middle-Eastern
acters; see page 85.) Survivors may be flavor.
Do characters still get constitution counted after all attempts to revive char- Maps for Kara-Tur are now available for
bonuses to their hit points after acters by magical means have been the FORGOTTEN REALMS™ setting in the
reaching “name” level? resolved. form of a boxed set released in the fall of
No. Once the character stops gaining 1988. WORLD OF GREYHAWK setting DMs
new hit dice, he also stops gaining consti- If a character has been fighting or should have little trouble adapting this
tution bonuses. doing something very strenuous for product for use with their campaigns.
a long time, would he still be able to Otherwise, the section on the geography
When a character is raised or res- use his strength bonuses? of Kara-Tur, starting on page 136 of Orien-
urrected and loses a point of consti- See the fatigue rules on page 88 of the tal Adventures, gives you all the informa-
tution, does he also lose bonus hit Wilderness Survival Guide. tion you need in order to make your own
points? For example, would a 13th- maps. DMs can place Kara-Tur anywhere
level paladin with an 18 constitu- What do you do with a character they want in relation to Oerik, but the
tion lose 13 hp after being raised? who has accumulated enough expe- opposite side of Oerth is best.
Yes, a character who loses a point of
constitution loses all the bonus hit points
that went with it. Note that the paladin in
your example would have stopped gaining
bonus hit points for constitution at level 9,
so he would lose 9 hp. Some campaigns,
rather than subtracting previously
acquired hit points for the constitution
loss, allow the PC to retain his old hit
points but restrict new hit-point bonuses
for constitution to the amount appropriate
for the new constitution. For example, an
8th-level magic-user with a 16 constitution
dies, is brought back to life, and loses a
point of constitution. His hit points are
unchanged, but when he earns his next
level, he gets only a + 1 bonus for his 15
constitution.

Page 13 of the DMG says that

DRAGON 7
DRAGON® Magazine (ISSN 0279-6848) is published
monthly by TSR, Inc., PO. Box 756, Lake Geneva WI
53147, United States of America. The postal address for
all materials from the United States and Canada except
subscription orders is: DRAGON Magazine, P.O. Box
111, Lake Geneva WI 53147, U.S.A; telephone: (414)
248-3625. The postal address for all materials from
Europe is: DRAGON Magazine, TSR Ltd, 120 Church
End, Cherry Hinton, Cambridge CB1 3LD, United
Kingdom; telephone: (0223) 212517 (U.K.), 44-223-
212517 (international); telex: 818761; fax: (0223) 248066
(U.K.), 44-223-248066 (international).
Distribution: DRAGON Magazine is available from
games and hobby shops throughout the United States,
Canada, the United Kingdom, and through a limited
“Forum” welcomes your comments and opinions Issue #134 presented some very educational number of other overseas outlets Distribution to the book
on role-playing games. In the United States and reading. I particularly enjoyed the letter to trade in the United States is by Random House, Inc., and
Canada, write to: Forum, DRAGON® Magazine, “Forum” by Tim Lieberg. I applaud his attempt in Canada by Random House of Canada, Ltd. Send
orders to: Random House, Inc., Order Entry Department,
P.O. Box 111, Lake Geneva WI 53147, U.S.A. In to improve on a situation that so many other Westminster MD 21157, U.S.A.; telephone: (800) 638-
Europe, write to: Forum, DRAGON Magazine, people have failed to do effectively. I myself 6460 toll-free except Alaska (call (800) 492-0782 toll-free
TSR Ltd, 120 Church End, Cherry Hinton, have been doing many of the same things that in Maryland). Newsstand distribution throughout the
United Kingdom is by Seymour Press Ltd., 334 Brixton
Cambridge CB1 3LB, United Kingdom. We ask Tim suggests to realign the powers of 1st-level Road, London SW9 7AG, United Kingdom; telephone:
that material submitted to “Forum” be either magic-users. I do not fully agree with him on his 01-733-4444.
neatly written by hand or typed with a fresh views on cantrips; however, I am not using the Subscriptions: Subscription rates via second-class
ribbon and clean keys so we ran read and cantrip system quite how it was presented, and mail are as follows: $30 in U.S. funds for 12 issues sent
to an address in the U.S. or Canada, £18 for 12 issues
understand your comments. I am not prepared to actively disagree with him. sent to an address within the United Kingdom; $50 in
I am writing to state my belief that too many US funds for 12 issues sent by surface mail to any other
AD&D game players these days put too much address; or $90 in U.S. funds for 12 issues sent airmail to
any other address. Payment in full must accompany all
emphasis on combat, and thus can only think of subscription orders In the U.S. and Canada, methods of
I am writing this letter in response to some of 1st-level magic-users as one-shot sleep spells. payment include checks or money orders made payable
the past letters in “Forum” concerning the topic Even though Tim’s article centered entirely on to TSR, Inc., or charges to valid MasterCard or VISA
of the low-level magic-user. Some of the letters the magic-user, much could be learned about credit cards; send subscription orders with payments to:
TSR, Inc., PO. Box 72089, Chicago IL 60678, U.S.A. In
have been a little too compassionate toward the the other classes by applying the theories in the United Kingdom, methods of payment include
poor little guy. Others, though, were saying that Tim’s article to those other classes. I have cheques and money orders made payable to TSR Ltd, or
it’s a tough world out there, and if you don’t like noticed a general tendency of late to add power charges to a valid ACCESS credit card; send subscrip-
tion orders with payments to TSR Ltd, as per the above
it, well, that’s life as a magic-user. to the low-level characters of all classes. Specific address. Prices are subject to change without prior
First, I think that some weapons like the sling, examples of power boosting can be seen in: notice. The issue of expiration of each subscription is
club, mace, flail, and hammer should be allowed weapon specialization, new character die-rolling printed on the mailing label of each subscriber’s copy of
because they are not too hard to learn how to methods, new statistics minimums for 1st-level the magazine. Changes of address for the delivery of
subscription copies must be received at least six weeks
use effectively. Also, there could be a penalty characters, and the addition of cantrips (to prior to the effective date of the change in order to assure
for the new weapons requiring two or more name a few). This tendency, I believe, stems uninterrupted delivery.
proficiency slots because these weapons were from the fact that most players and DMs believe Back issues: A limited quantity of back issues is
available from either the TSR Mail Order Hobby Shop
not originally intended for the magic-user class. that the game is centered on combat. (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or TSR
If the character opts not to use one of the newly I am not arguing with the fact that the game Ltd. For a copy of the current catalog that lists available
introduced weapons, however, he could get the itself is a combat-heavy system. I am merely back issues, write to either of the above addresses.
bonus of an added nonweapon proficiency or pointing out the fact that there are many more Submissions: All material published in DRAGON
Magazine becomes the exclusive property of the pub-
added spell/cantrip. things that a low-level party could do besides lisher unless special arrangements to the contrary are
Secondly, dealing with the problem of armor fight everything that it sees. Players become made prior to publication. DRAGON Magazine welcomes
for our defenseless mage, a mage does not need bored with noncombative activity and put unsolicited submissions of written material and artwork;
however, no responsibility for such submissions can be
to use any armor whatsoever. Just think for a pressure on the DM to liven things up a bit. This assumed by the publisher in any event. Any submission
minute here: If all the modifications that have leads to other problems. Too many times have I accompanied by a self-addressed, stamped envelope of
been voiced in “Forum” were to be put into played in games in which each and every sufficient size will be returned if it cannot be published.
effect, we would come up with Joe, a 4th-level encounter forces the party to rest or heal up. We strongly recommend that prospective authors write
for our writers’ guidelines before sending an article to us.
magic-user wearing chain mail and a ring of This usually causes the DM to warp the rules on In the United States and Canada, send a self-addressed,
protection +3, carrying a short sword +4, with spell memorization, to include multiple regain- stamped envelope (9½” long preferred) to: Writers’
a 17 dexterity and a backpack holding his spell ing of spells during a day’s time. At higher Guidelines, c/o DRAGON Magazine, as per the above
address; include sufficient American postage or lnterna-
book and two potions of giant strength. Give a levels, this also causes the DM to allow much tional Reply Coupons with the return envelope. In
little thought to this guy for a minute; he has an more healing or even boost the effects of the Europe, write to: Writers’ Guidelines, c/o DRAGON
armor class of -1! And if he and his buddies standard potions or spells. Fighters and clerics Magazine, TSR Ltd; include sufficient return postage or
decide to go adventuring in the Dungeon of start to look like Sherman tanks, bristling with IRCs with your SASE.
Advertising: For information on placing advertise-
Death and happen to meet up with a band of magical weaponry, armor, and healing spells. ments in DRAGON Magazine, ask for our rate card. In
spectres (say about a dozen or so), and the Magic-users start to look like artillery units, the United States and Canada, contact: Advertising
party’s cleric is killed by a shambling mound in each boasting several wands, rings, cloaks, etc. Coordinator, TSR, Inc., P.O. Box 756, 201 Sheridan
Springs Road, Lake Geneva WI 53147, U.S.A. In Europe,
their last battle, we could have Joe the mage My point is that combat should be deempha- contact: Advertising Coordinators, TSR Ltd.
jump into the front row with all the warriors sized right from the beginning. Characters DRAGON is a registered trademark of TSR, Inc.
and kill off the spectres without wasting any of should have more to strive for than just more Registration applied for in the United Kingdom. All rights
his precious spells. power and wealth. Use of noncombative skills to the contents of this publication are reserved, and
nothing may be reproduced from it in whole or in part
Finally, a note on the hit-point debates: The should be rewarded by experience points and without first obtaining permission in writing from the
mage does not need more hit points to survive. some form of praise for those who skillfully publisher.
In fantasy literature, magic-users do not strive role-play their characters. If this is done, then ® designates registered trademarks owned by TSR,
Inc. ™ designates trademarks owned by TSR, Inc. Most
to be the healthiest people around. They rely ultimately the players might be more willing to other product names are trademarks owned by the
instead on their magical nature and spell-casting accept those things presented to them which companies publishing those products. Use of the name of
abilities. If a player wants more hit points, he add depth, instead of power, to their characters. any product without mention of trademark status should
shouldn’t have a magic-user. “The Mystic College” (issue #123) presented a not be construed as a challenge to such status.
©1989 TSR, Inc. All Rights Reserved.
Also, if you want to be able to protect yourself perfect example of such. I know of very few Second-class postage paid at Lake Geneva, Wis.,
with good weaponry and armor, try running a campaigns where such an idea would go over U.S.A., and additional mailing offices. Postmaster: Send
ranger. You get armor, weapons, and magic-user well with the players of wizards. “Why would I address changes to TSR, Inc., P.O. Box 111, Lake
Geneva WI 53147, U.S.A. USPS 318-790, ISSN 0279-
spells, along with druidic spells. I hope that this want to waste my money on that!” is the 6848.
debate is settled by the time the AD&D® 2nd response that usually comes back. The idea that
Edition Players Handbook is published. one should spend money in order to gain pres-
Tim Oakes tige or a good reputation is alien to most.
Berlin CT Many DMs complain that their players’ char-

8 APRIL 1989
acters become too powerful for the monsters, As a player, many times I have squirmed over
or that they become too rich. True enough! Yes, the standard method of distributing my calculator and had to finagle loans from
Then the DMs go one step further and blame experience according to monsters slain and other characters to finance my character’s
the new rules or articles in DRAGON Magazine. treasures won is fairly well balanced and fair. training.
I propose that DMs should look to their policy in Yes, it is much better than methods using train- Nelson E. Hemstreet
bringing up the characters from low levels in ing or class-related activities or even [giving Brick NJ
order to find out where the fault lies! experience only for slaying] monsters.
R. J. Wenzel So, do I use the standard experience-point
For quite some time now, I’ve read the polem-
Lancaster CA system? Of course not!
ics about how the AD&D game is a different
My old DM did, and he spent a few hours
game from the old D&D game, and how the
after every adventure adding up the experience
new Mentzer D&D game is the true descendant
The DMG says [DMs should] give out experi- points from all the monsters killed, then letting
of the old D&D game. I beg to differ. I have
ence points for gold pieces on a one-for-one us add in the treasure and any special bonuses
researched copies of all the D&D and AD&D
basis if the value of the guardian equals or or penalties. I am simply too lazy for that.
games, and I have come to some easily proven
exceeds that of the party which took the trea- Before I start an adventure, I decide approxi-
conclusions:
sure. The DMG then says that this is a compro- mately how many experience points I want the
1. The AD&D game is the original D&D game
mise, and a more realistic system would be too characters to get when the adventure ends. If
put into hard covers, with the rougher edges
boring and would disrupt the game flow. Then they did well and defeated all the challenges,
filed down. Almost everything in the DMG,
it gives a system for level advancement that has they get that many experience points, plus any
Players Handbook, and Monster Manual is from
the characters spend gold to gain levels. bonuses I award. If they did poorly, they only
the original three books (with the Blackmoor,
I believe a better system wouldn’t give experi- get part of it. The final result has more to do
Greyhawk, and Eldritch Wizardry expansion
ence for gold at all unless that gold were spent with how long I want it to be until they hit next
books) or the early DRAGON and The Strategic
on training. In one stroke, you could provide for level than how many monsters they killed and
Review issues. For example: artifacts and relics
level advancement with no training and also how much treasure they found.
from Eldritch Wizardry (page 41) are now in the
take the gold, with the players feeling that they This lets me control just how fast they rise in
DMG, page 155; the bard character class, from
are getting a valuable exchange. levels. If I have an adventure ready for next
TSR #6, is now in the Players Handbook (pages
Thus, if Ned Nimblefingers the thief is stealing time that is a little too tough for them, I award
117-119); the ranger character class, from TSR
without the Thieves’ Guilds knowledge, he [more experience points].
#2, is now in the Players Handbook (pages 24-
would be foolish to try and go to the Guild to Sometimes simpler is better.
25); the druid character class, from Eldritch
buy training. In that case, he would only earn Tommy Sronce
Wizardry (page l), is in the Players Handbook
experience for performing his jobs, and it would Fort Worth TX
(page 20-21); and the thief, dwarf, paladin, elf,
take longer for him to gain a level, though he
hobbit (now halfling), and half-elf, from
would have more money. If Ned was a member I would like to throw my two cents worth in
Greyhawk (pages 1-12), are now in the Players
of the Guild, then he could add as many experi- on an item I noticed in “Forum” in issue #136,
Handbook, (pages 15-30). Most of the treasures
ence points to his total as he paid on his Guild from David Carl Argall, which was the latest
in the DMG first appeared in those small paper-
dues. This would simulate [his association with] comment in a continuing discussion regarding
bound books. The game matured a bit in the
the older, more experienced thieves and [use of the accrual of experience points.
rewriting and reprinting into hard covers, but
the] training devices that the Guild owns. In my eight-year career as a Dungeon Master,
the major difference between the version is that
In the first case, Ned could earn 1,000 xp and I have never given any experience points for
everything has been made easier for the players
2,000 gp in five jobs. In the second case, Ned magical items found, and at present, I give no
than it was in the earlier three-book-plus set.
could have earned the same amount but might experience for gold. (I used to give some experi-
2. The new D&D game is actually the latest
also have had to pay out 25% of his take to the ence points for gold pieces gained, in a ratio of 1
rewrite, of the D&D game. This game IS differ-
Guild, which would be 500 gp (adding another xp per 10 gp obtained. I no longer do even this.)
ent, relies more on skill [than does the AD&D
500 xp to his experience total). Further, with only one lamentable exception,
game], and is MUCH better [than the AD&D
Clerics and wizards would gain experience for no Dungeon Master I have ever played with
game]. It is a carefully thought-out game
each new magical spell they research, successful ever gave his players points in this manner. In
or not, and each magical item they create that that exception, I took a human thief character designed for play up to very high levels with
they have never created before. challenge all the way. [The monsters are rela-
from 6th level to 14th in only 10 weeks! I freely
Fighters would gain experience on the money admit that we played a lot, two to four sessions tively stronger than their counterparts in the
spent for training and on the number of troops per week and six to eight hours per session, and D&D game, the characters are relatively weak-
they command (everybody respects a man with we had some incredible hauls of treasure, but I er], and in the D&D game, the monsters have
maintain that giving experience points for more friends, too. An AD&D game fire giant has
1,000 men at his beck and call).
You get the idea. The characters get experi- magical items and gold is neither worthwhile a 25% chance of having 1-4 hell hounds; a D&D
ence for doing the things their classes are noted game fire giant has an 80% chance for 3-18 hell
nor balanced.
for. A magic-user isn’t going to get any experi- hounds and a 20% chance for 1-3 hydras.
As an example, I am currently running a
Experience-point awards are smaller in the
ence for running an army, and a fighter won’t campaign that is six scenarios old. Most of the
characters have crossed their thresholds for D&D game, and you don’t even get experience
get any for trying to research a spell.
points for magic, period (this corrects itself,
Finally I come to the point of getting experi- 2nd level and now await an opportunity to
though, as it takes fewer experience points to
ence for magical items. I don’t understand how train. I believe that this rate (five to six adven-
picking up a wand, pointing it, and saying the advance to levels higher than the first nine).
tures to go from 1st to 2nd level) is a reasonable
This is an answer for all those folks who think
right word is going to gain any experience. and balanced progression through the ranks. I
Maybe figuring out the right word to say will give experience points for actions other than of the new D&D game as being for “kids.” I
gain experience for the person who figured it believe that any player why tries it will find, as I
combat, such as spell-casting, thieving functions,
out, if the problem was hard enough. Making have, that the new D&D game, not the so-called
and actions in accordance with the character’s
the wand in the first place would have been ADVANCED D&D® game, is skill-based.
alignment. I admit that this system is a bit
Ivy K. Reynolds
hard, but the way the DMG is written, you don’t complex, but if you keep on top of it, the
Portland OR
gain any experience for that. accounting is not that bad.
I have been playing the AD&D game since Mr. Argall states that training is dull and is to
January 1982 and had a DM who had been be kept in the background. I must disagree with
playing since the very beginning. He had him yet again. As a Dungeon Master, it’s a real Continued on page 79
worked it out so that PCs didn’t get experience trip at training time to watch the players huddle
for gold and didn’t have to train for level over their sheets, calculating whether they can
advancement. Other groups I played in would afford to train, buy new equipment, and still eat
give experience for gold but no training for on the funds they have. When the player of a
level advancement. I believe that my system will 1st-level character in my world discovers that it
balance out some of the problems and fairly will cost 1,800 gp to be trained to 2nd level, the
award experience for actions performed by the expression on his face is priceless! I use training
characters. as a major method (along with taxes) of siphon-
James M. Rogers ing off a party’s wealth, and it works like a
McConnelsville OH charm. The shoe fits on the other foot as well.
10 APRIL 1989
©1989 by Skip Williams

A Field Guide to
Game-Convention
Ornithology
Is that a Common Worrywort or a
Spoon-billed Kibitzer?

Most campers and hikers find bird and animal


watching to be pleasant additions to their outdoor
activities. Gamers can engage in the same enjoyable
distractions – and not just at game conventions, either.
Many of the unusual species described in this article
can be spotted in your own living room or den when-
ever there is a role-playing or war game in progress.
Good close-up views of a few of these species can also
be had in store windows and bathroom mirrors.
Birds are far and away the most common and visible
forms of game-convention wildlife. They can be found
in all convention habitats and display a wide range of
calls and behaviors, many of them annoying.
Normal ornithologists have a distinct advantage
when identifying different avian species, as normal
birds come in a variety of sizes, shapes, and colors. Not
so with game-convention species: They all look alike.
The usual plumage of game-convention birds consists
of a tight T-shirt (which displays a ubiquitous abdomi- an you identify
nal bulge), ratty shorts, tattered sneakers or loafers, ––----
these species of game-
and the obligatory satchel or stack of rule books. A convention wildlife?
grimy baseball cap is common but optional. This same-
ness makes visual identification impossible, so it is best Read this article
and test your skills
to rely on habitat, activity, and sometimes voice. Some
of identification.
of the most common species. to look for follow, in no The answers are
particular order. on page 18.
1 2 A P R I L 1 9 8 9
Ruffle-necked Windsprinter Common Worryworts find it impossible to arthritic goblin. This habit often causes
(Quixotious impetuous) negotiate with NPCs, and they conduct the bird to be confused with the Get
This bird is found only in role-playing dungeon adventures like bomb-squad Behind, an altogether different creature. If
areas. It can be distinguished by its exces- missions. The pining calls of these birds the character’s hasty retreat fails to take it
sive energy (rare among sedentary attract Windsprinters, Slashers, and to safety, the Goldbricker will do all it can
gamers), and it cannot sit still for more Spoon-billed Kibitzers like bees to honey. to obliterate the opponent before the
than two minutes. It can always be found Occasionally, though, particularly intelli- opponent gets an attack, stopping only
either trying to get the GM’s attention or gent specimens of Worryworts are long enough to berate the GM for not
engaging in some inane game activity, such encountered which are actually capable of allowing its character to win initiative. If
as interrogating the town drunk, helping formulating workable plans. its character is damaged, the Goldbricker
little old ladies across the street, or tilting will immediately use its most potent heal-
at windmills. This bird doesn’t care what it Common Naysayer ing magic (if it has any) or whine pitifully
does as long as it’s the center of attention. (Paranoidus pessimist) until someone cures all its character’s
Windsprinters like to be game referees so This Worrywort bird can find at least damage, even if all opponents are dead
that they can be in the limelight all the one reason why any given plan will not and the character still has 99 hp left.
time. This bird can often be recognized by work, and it can manufacture at least a
its oft-repeated and plaintive call, “Isn’t dozen horrible consequences for any Don’t Waste It Bird
there anything to do?” Some of the more given failure. This bird's gloomy outlook (Paranoidus frugalis)
vocal specimens of this species might be can drive even a Rubber-necked Butt-in A close relative of the Goldbricker, this
confused with the Spotted Chatterbox. into a fit of depression, although a Lesser Worrywort bird hordes everything: spells,
Close observation, however, will reveal Kibitzer can often persuade a party to gold, and especially charged magical items.
that the Windsprinter actually pays atten- temporarily ignore the Naysayer. It can be immediately distinguished from
tion to the GM and has its character do its cousin by its distinctive call (e.g., “No, I
things. Goldbricker won’t use my wand; it has only 57 charges
(Paranoidus milksop) left on it.”).
Bull-headed Slasher This Worrywart bird cannot tolerate any
(Anarchistus desperadus) damage to its character. Goldbrickers Barrel-chested Loudspeaker Bird
A close relative of the Ruffle-necked prefer to play warriors or priests (fighters (Vociferous stridentus)
Windsprinter, this bird should migrate to with over 100 hp and more armor than Usually heard but not seen, this bird’s
the traditional war-game habitats where the U.S.S. New Jersey are perennial favor- piercing call is audible almost everywhere
killing things is all there is to do. Unfortu- ites with the species). When a fight breaks within a crowded game room. The call is
nately, this species lacks the historical out, the Goldbricker's character heads usually sufficient to disrupt games in the
background and the understanding of straight for the rear (if it isn't there bird’s immediate vicinity. This strange
strategy and tactics required for success in already), even if the opponent is an behavior is triggered when the bird thinks
the war-gaming habitats, so it remains
among the role-players. Like the Wind-
sprinter, the Slasher is seldom satisfied
with what is actually happening in the
game, so it seeks to create its own action.
Such action almost always involves com-
bat, but the Slasher can make do with
anything that requires a die roll instead of
thought. Not satisfied with helping little
old ladies across streets, the Slasher tries
to throw them under speeding wagons,
chop them into little pieces, or at least pick
their pockets. A Slasher never tilts at
windmills (windmills don’t bleed), but it
will cast bolts of lightning into crowded
bars. Occasionally, a Slasher will bite off
more than it can chew, whereupon it
mutates into a Why Me? Bird.

Common Worrywort
(Paranoidus certainus)
The gaming birds known as the Worry-
worts (genus Paranoidus) are most com-
monly found in role-playing habitats,
although the board-game and miniatures
areas have their shares of them. All
Worryworts appear to have a symbiotic
attachment to their characters or gaming
pieces (even to those assigned to them 10
minutes ago). The Worrywort lives in
constant fear that some harm will befall its
character. While all good role-players
suffer for their characters, the Worry-
worts suffer with them.
For example, the Common Worrywort is
certain that the referee is out to get his
character or the character’s entire party.

DRAGON 15
it sees someone it knows on the other side box. A typical excerpt runs like this: “I had
of the room. Unfortunately, the bird never to open that chest or the thief would’ve
gets a response because the target person gotten all the treasure, and if the fighter
has been misidentified or cannot hear the hadn’t led us into that nest of scorpions,
call because he is out of range. When the the cleric wouldn’t have had to use his
Loudspeaker Bird gets no response, it will antipoison spell on him, and besides, he
repeat its strident call with foghorn regu- should have had two antipoison spells. . . .”
larity until it grows hoarse or gets clipped
in the beak. Angry remonstrations of a Rubber-necked Butt-in
nonphysical nature from nearby GMs and (Omnisciencea cad)
players are always ignored, although a This particularly obnoxious bird often
Lesser Kibitzer can usually induce this inhabits role-playing games, hoping that
bird to lapse into five minutes of bemused the GM will ask the party to designate a
silence by suggesting that the Loudspeaker caller. Other specimens prefer miniatures
Bird actually walk the short distance to the games where they can steal the other
target person and converse normally. players’ thunder under the guise of acting
as overall commander. The Butt-in has the
Spotted Chatterbox amazing ability to control several charac-
(Vociferous verbosus) ters or units simultaneously, stepping on
A close relative of the Loudspeaker Bird, other players’ toes with impunity and
the Spotted Chatterbox lacks its cousin’s citing superior experience (or bigger fists)
volume and power, but it makes up for as justification. If left uncontrolled, this
this by chattering nonstop, pausing only pest will usurp the prerogatives of every
occasionally for breath. It has learned to other player at the table; experienced
space these pauses, however, so that the referees use gags, muzzles, or straitjackets
GM and players think they’re getting a to exert proper control. Rubber-necked
word in edgewise. Its constant habit of Butt-ins sometimes join flocks of Spoon-
interrupting everybody often causes it to billed Kibitzers, but they only do this in
be misidentified as a Ruffle-necked Wind- order to attack GMs.
sprinter, but the Spotted Chatterbox never
says anything worth hearing. Occasionally, Spoon-billed Kibitzer
a GM or party manages to get on with the (Omnisciencea maximus)
game in spite of the Chatterbox; this This bird generally shuns role-playing
doesn’t bother the bird at all, as it simply areas, being cowed by the GM’s presence.
selects a new victim and chatters away. Its favorite habitat is the board-game area,
This habit makes the Chatterbox a terrible where it can quietly watch a game in
hazard to any Spoon-billed Kibitzers hov- progress and quickly offer unsolicited
ering about the game. advice before anyone can stop it. Occa-
sionally, large flocks of Spoon-billed Kib-
Are-you-sure-you-heard-me itzers will descend on a role-playing game,
(Prolix adnauseus) however, where they exchange comments
This bird can be found nearly every- with each other as the game progresses.
where, though it prefers games where a These flocks are skilled at staying out of
Spotted Chatterbox is already causing the GM’s hearing range while making sure
confusion and providing a smoke screen they can be overheard by at least two
for the Are-you-sure-you-heard-me’s activi- players.
ties. This bird has an uncanny ability to
pick the worst possible time to tell a ref- Lesser Kibitzer
eree what it intends to do, then judge the (Belatus sagacious)
possible results and rebroadcast a slightly This close relative of the Spoon-billed
altered version a moment later. An Are- Kibitzer is never found in flocks; in fact, it
you-sure-you-heard-me will never accept occasionally actually joins games. Like the
the fact that it has made an error; instead, Rubber-necked Butt-in, this bird has ideas
it insists that it wasn’t properly under- for every character, but it always offers
stood. If allowed to repeat itself often suggestions instead of issuing commands.
enough, it can transform even the silliest The Lesser Kibitzer often withholds its
action into a brilliant operation. Skilled advice until after a player has made an
Are-you-sure-you-heard-mes are able to error, then explains its own ideas. Unfor-
make this transformation virtually tunately, by that time it’s too late for the
undetectable. advice to do any good. This tactic frus-
trates players but usually placates referees
Why Me? Bird when the Kibitzer is not a player. When
(Obstreperous excusus) functioning as a player, this bird often
This gaming bird can be identified by its remains detached from the game for long
unparalleled bad judgment and its ada- periods of time, and in this passive mode it
mant refusal to accept any blame for the can actually be mistaken for a Great Grog-
often fatal consequences of its ill-consid- gy Tortoise. Once the Kibitzer settles down
ered actions, The Why Me? Bird has one in this way, only a prolonged session of
of the most complex songs of all conven- dithering will rouse it. Once so roused,
tion birds, sometimes so prolonged that however, there is no way to stop the
the bird is mistaken for a Spotted Chatter- stream of advice coming from the bird.

16 APRIL 1989
When the Lesser Kibitzer is operating in old conventions. Some subspecies have memory, and they can quote the rules ver-
this fashion, it often appears to be a been known to disappear and reappear on batim. Some specimens can actually recite
Rubber-necked Butt-in, but it may be a quarterly basis. Typical specimens the rules backwards – this is not as
distinguished from the latter by its polite- exhibit an overall rumpled appearance and impressive as it seems because these indi-
ness. Like the Ruffle-necked Windsprinter, a jaundiced expression. This is usually not viduals tend to try to apply the rules back-
the Lesser Kibitzer often prefers to be a helpful in identifying them, as all conven- wards as well. Unfortunately, even when
referee, where its smarts can be more tion gamers tend to look like this, especial- this bird remembers the words frontward,
fully appreciated. ly on days three and four of a four-day it often does not know what they mean.
convention. On closer inspection, however, The same methods used to control
Crested Falsetto Bird an observer will note that this bird has an Rubber-necked Butt-ins will usually quell
(Androchauvinus superficialis) inexplicably belligerent attitude (actually the Great Crested Rules Lawyer’s out-
Curiously, no females of this species caused by ignorant conventioneers who bursts, but some referees like to add a
have ever been observed. This bird is insist on feeding these birds too many smack from a cattle prod, too.
undetectable until it is given a female stupid questions and inane complaints).
character to play. When this happens, the While this bird is not always dangerous,
bird immediately begins primping and observers should take special care, as the Other Notable Species
preening and adopts an ear-wrenching smallest misstep can cause an outbreak of
falsetto voice. When it does drop its adopt- frenzied violence. Usually, however, the While you enjoy watching the many
ed voice, it is usually only to give the GM Convention Organizer will issue a warning varieties of convention birds, be sure to
witty instructions, such as: “My character call first, such as: “Clear out of here! I’ve keep an eye out for these game-convention
goes off and does girl stuff.” got an event scheduled in this room in two plants and animals.
minutes!” Such warnings can be ignored
Fisher Rex only at extreme peril. Look-see Creeper
(Deceptus ex cathedra) (Encroachus agogus)
There is a theory that the Fisher Rex is Great Crested Rules Lawyer This vine can be found growing right at
not a true species at all, but merely a (Proctus obstructus) the referee’s elbow. When the plant is full
mutated Rubber-necked Butt-in or Lesser This bird is arguably the worst pest of grown, it is impossible for the referee to
Kibitzer. This bird is found only as a ref- all convention birds. While it is usually less move without brushing against it. The
eree, and it delights in giving players obnoxious than the Rubber-necked Butt-in, vine’s everquesting tendrils constantly try
equivocal or incomplete information in it has a wider living range, encompassing to sneak a peek behind the referee’s screen
order to force them to make serious blun- all convention habitats (it is rumored, and often succeed at knocking the screen
ders. Dealing with this bird can be particu- however, to be quite respected in board- over. A shrublike subspecies grows at the
larly frustrating, as it often drops subtle game areas). Generally innocuous, the foot of a gaming table, where it can get a
hints and clues that will reveal the truth if Great Crested Rules Lawyer becomes look at the adjacent referee’s materials.
they are noticed in time, This insidious immediately noticeable when it begins its
bird can even fool a Common Worrywort, distinctive behavior and song. The bird Get Behind
though its favorite prey is the Walking squares its shoulders; throws out its chest, (Poltroonus skulk)
Sucker Catfish. The Fisher Rex also takes a and clears its throat with an audible There are two distinct subspecies of this
heavy toll of Conclusion Hoppers. “ahem.” Thereafter, it pontificates about annoying rodent, both of which inhabit
the rules currently in play. When in full role-playing areas. The first, the Back
Blue-faced Role-player song, it resembles a Spotted Chatterbox, Biter, prefers to play thieves and assassins,
(Rantus vaudevillis) but it can be distinguished by the monot- but it plays characters from other classes
The bird is named for its habit of role- ony of its recitations. Several things can in the, same manner. This rodent is con-
playing until it is blue in the face. It is trigger this behavior, the two most com- stantly circling, climbing walls, flying, and
found only in role-playing habitats. Large mon being the appearance of a monster otherwise trying to get behind any oppo-
flocks of them regularly gather at the most the party has never encountered before, nent encountered. It has been known to
exclusive and prestigious role-playing and the sight of anyone reaching for a rule become very angry at GMs who allow it to
events. Their favorite call is: “I don’t care book. be spotted either before or after it makes
which character you give me.” It is often All Great Crested Rules Lawyers actually its back attacks. The second subspecies,
voiced just as the bird comes to roost. know their rule books by heart with only the Hide Behind, often resembles a Gold-
Great Groggy Tortoises prefer to act as a few (usually quite convenient)holes in bricker. It spends all its time cowering
GMs for players of this species, since these
birds are capable of running an entire
game all by themselves. (This ability infuri-
ates Ruffle-necked Windsprinters, but
Lesser Kibitzers don’t seem to notice.)
Individuals of this species will invariably
fall into confusion when confronted with a
situation that requires the application of
common sense or game logic, and thus
they often fall prey to the Fisher Rex.

Convention Organizer
(Travailus exhaustus)
A few respected ornithologists maintain
that this bird does not exist at all, and
indeed this species is seldom seen. The
fact that these birds are similar to the
legendary phoenix helps to maintain their
mystique: Each individual disappears
yearly, only to rise again from the ashes of

DRAGON 17
under cover, emerging only to launch one knows for sure. Point Hounds typi-
missile attacks. Both subspecies will panic cally travel in packs of three to seven
if confronted by a foe who can see or individuals, but even these tend to split up
melee with them. when unleashed upon a convention. When
two Point Hounds from different packs
Great Groggy Tortoise meet, they usually engage in a dominance
(Stuperous oblivious) tussle, and the Hound with the highest
This reptile is often overlooked amid the status within the conclave invariably wins.
hurly-burly of a convention. It likes to Lone Point Hounds are more pests than
drowse in the body heat of other gamers, threats, although when role-playing they
and can be found quietly snoozing at have been known to turn on fellow play-
gaming tables, its appendages and head ers and shred them at the drop of a hat.
wrapped in a semifetal position. It is Point Hound GMs will ignore all other
known for being able to sleep even species and give their attention only to
through the blustering of a Loudspeaker other Point Hounds.
Bird, and one specimen has even been Point Hounds appear to be exceptionally
seen with a Spotted Chatterbox perched intelligent, but they are merely sly and
on its carapace. The tortoise can some- devious. They often instigate elaborate
times be roused in order to roll a die, but subterfuges in order to get what they
thereafter it dozes off again. Great Groggy want, even when what they desire is easily
Tortoises can sometimes be found running obtainable (like event tickets) or totally
morning games, much to the chagrin of imaginary (like the advancement advan-
Ruffle-necked Windsprinters and the tages gained from sitting in a certain posi-
delight of Are-you-sure-you-heard-mes. tion at the gaming table). When not
role-playing, they loll about tournament
headquarters with their long, wet tongues
Walking Sucker Catfish hanging out, waiting for the results from
(Clodus faux pas) their last event to be calculated and post-
This amphibious fish resembles the ed. If kept out of headquarters, they make
walking catfish of the southeastern United nuisances of themselves by scratching and
States. When confronting other players, it sniffing at the door. In any case, their
can be a hardy and tenacious foe. It has incessant yipping and whining about point
one great weakness, however – it always totals, advancements, and who probably
takes a referee at his word, making it an took first place can try the patience of
easy target for the Fisher Rex. Many speci- even the most saintly referee or conven-
mens have reportedly taken bait, hook, tion worker.
line, sinker, and pole. When results are finally posted, all Point
Hounds in the area will sit next to the
Conclusion Hopper sheet and howl at it. When other Point
(Spurious prejudgus) Hounds hear this, they immediately rush
This insect can be found almost every- to the sheet and join in. Eventually, every
where, except in face-to-face board- unoccupied Point Hound at the convention
gaming habitats (although it can be found will join the chorus, producing pandemo-
in double-blind and PBM board games). nium that is audible for miles.
The Conclusion Hopper is always willing When encountered in a pack, Point
to make a decision based on an assump- Hounds are more confident, more noisy,
tion or incomplete information. Once this and more rude, though usually not dan-
insect reaches a conclusion, it is almost gerous. If a potential victim is cornered,
impossible to convince it that it is wrong. however, trouble is sure to ensue, as even
In fact, it is usually able to convince other a lone Point Hound becomes bold and
players that it is right. A Conclusion Hop- downright vicious. Experienced tourna-
per that has just made a disastrous conclu- ment organizers often carry chairs and
sion often resembles a Why Me? Bird. whips to guard against such possibilities.
Muzzles and bludgeons are useless; an
Point Hound enraged Point Hounds slavering jaws and
(Cupidius enfant terrible) pin head will always slip a muzzle, and an
Though this bothersome canine occupies attacking Point Hound is so single-minded
the same habitats as the Blue-faced Role- that it simply doesn’t notice blows to any
player, it does not care about role-playing part of its anatomy.
for its own sake. It only cares about being Many Point Hounds have a chameleon
recognized for role-playing. power that makes them look just like a
All Point Hounds belong to a huge con- normal gamer or one of the species men-
clave whose territory covers most of the tioned previously. This has led at least one
continental U.S. and southern Canada, tournament organizer to collar and tag
with smaller packs in places as widely them for easy identification.
scattered as Alaska, Germany, and Nor-
way. Communication within the conclave
is remarkably efficient; even the most
distant and isolated members always know
what the other members have been up to.
They probably cover such vast distances
by howling in relays (see below), but no
18 APRIL 1989
by Jefferson P. Swycaffer

Role-playing games are


still games, and one of the
hazards of any game is the
fellow who believes he can
get away with cheating.
This lowlife blackguard
ruins the fun for everyone
else. He is scurrilous, vil-
lainous, shameful, and to
be disdained.

20 APRIL 1989
C heating has always been one of
the most fascinating parts of gam-
which is low, and the mean value of your
roll can be as low as 34.65 or as high as
bling. Las Vegas is alive with fascinating 64.35. This has quite a powerful effect in Table 1
tales of clever scoundrels who each devel- gaming.
Rolling For Low Values From 0-99
oped a new scam – from the man with a But there’s another, more subtle effect
long crooked wire he uses to “fix” the slot you can get with percentile dice. Lots of
Tens digit Tens digit Mean
machine, to the poker player with mir- gamers roll the two dice sequentially, first
values values values
rored sunglasses (which she takes off and rolling the tens die and then the ones die.
kept rejected of roll
sets on the table, to reflect the cards that It draws out the suspense, and it certainly
0 1-9 45
she deals). These knaves provide us all makes it obvious which die is which.
0-1 2-9 41.5
with two important benefits. First, the If you are rolling the dice and are fast
0-2 3-9 39
stories about them are entertaining. There enough, you can play a very naughty little
0-3 4-9 37.5
is something funny about the “drunk” who game. Roll the tens die, and quickly decide
0-4 5-9 37
walks up to the roulette wheel and places whether or not you want to keep the
0-5 6-9 37.5
his bets on ambiguous points on the result. If you don’t like it, roll the die for
0-6 7-9 39
wheel, then argues loudly about how his the ones digit – and use it to knock the
0-7 8-9 41.5
bets were “actually” placed. Second, the tens die flying. It’s like billiards. You
0-8 9 45
stories are educational. We learn what haven’t any control over what the tens die
0-9 none 49.5
tricks have been tried and how to catch will end up reading, but it gives you a
and counter them. second chance. For example, suppose
The purpose of this article is both to you’re rolling for low numbers and, fur-
entertain and to educate. Some of the ther, suppose that high numbers – 90 or
tricks detailed herein are amusing, some higher – are fumbles or are otherwise
are brash, and some are utterly ludicrous. catastrophic. You roll the tens die, and it’s
Furthermore, once you’ve read about a nine. You roll quickly, and the ones die
them, you’ll know how to look for them bumps into the tens die, overturning it
Table 2
when others try them on you. without knocking it off the table. (This is Rolling For High Values
That any readers of this magazine might one of the risks with this kind of maneu- From 0-99
actually try such tricks themselves is, of ver.) It looks very natural and is difficult to
course, a fantasy to be instantly dismissed. detect. Tens digit Tens digit Mean
It’s interesting to note that there’s a values values values

The die is cast. . . .


trade-off here between the chances of kept rejected of roll
getting caught and the mean value of the 0-9 none 49.5
roll. Suppose again that you’re rolling for 1-9 0 54
Dice are fun. You can do all sorts of low values. If you only reject a value of 2-9 0-1 57.5
things with them. Just a slight rounding of nine on the tens die, the mean value of the 3-9 0-2 60
one corner of a six-sided die will have an percentile roll is 45. But if you give the 4-9 0-3 61.5
astonishing effect. To cause the die to roll tens digit a bump any time it reads six, 5-9 0-4 62
higher than normal, just shave the corner seven, eight, or nine, the mean value of 6-9 0-5 61.5
where the 1, 2, and 3 meet. the roll is 37.5. There’s also a point of no 7-9 0-6 60
No die is perfect, of course. You can return: Rejecting a value of one or higher 8-9 0-7 57.5
often find a die that rolls consistently high brings the mean back up to 45. (See Tables 9 0-8 54
or low because of some flaw in the cast-
1 and 2 for details.)
ing. One die I owned – “Old Reliable” –
Since performing this manipulation
had an almost incredible record of rolling involves a very definite risk – namely,
1s. I once got a record of fifteen 1s in a getting caught – accepting a less satisfying
row with it. I was playing SPI’s WAR IN mean might be a Sensible sacrifice in order tech gadgetry. For instance, when I am a
EUROPE game at the time; in the air-war to perform the manipulation less often. player in Victory Games’ JAMES BOND 007
sequence, a roll of 1 killed an enemy air- game, I’ve found that a hand-held com-
An amusing sidelight is that in some
craft. Soon the other players caught on, puter is very convenient. (Resolving effects
game systems, a double zero (00) is treated
and that one die became very popular. as 100, not as zero. Furthermore, a roll of in this game involves multiplying two
After a few weeks, we started taking turns 100 is, in these systems, the worst fumble numbers, rolling percentile dice, then
– the Russian player got to use it, then the cross-indexing values on a table.) Since I
you can roll. When using this system of
German player, then the Western Allies cheating to get low numbers, the chances programmed the computer myself, the
Player. That die never let us down. of rolling double zero is increased. An opportunities for cheating are limitless.
Finally, in a unique three-way consensus error here can be highly amusing. Another interesting abuse of calculators
among warring nations, we took “Old Other tricks with dice include dropping and computers is simply to sit and “roll,” as
Reliable” out to a driveway and bashed it the dice from a low height (with the faces if tinkering aimlessly with the machine,
into powder with a sledgehammer. you want pointing up) instead of rolling until a really nice value comes up. When
The interesting question that I still won- them, making one face of a die slightly next asked to make a roll, pretend to push
der about is, were we cheating when we sticky (a maneuver that is “tacky” in every the buttons, then display the result you’ve
used a die with a manufacturing defect? sense of the word) so that it usually lands been holding.
Percentile dice offer even more opportu- down to allow the opposite side to face up, Many electronic random-number gener-
nities for cheating. To generate numbers ators like the Dragonbone gadgets display
and simply rolling the dice out of sight of
from 0 to 99, you roll two 10-sided dice, everyone else and lying shamelessly about the result for a brief time, then blank out
reading the results of one die as the tens the results. again. This is of use only to the lowest
digit and the other as the ones digit. A roll class of die-roll cheaters: the poker-faced
of eight and five is 85 – but it might also liars. I have found no means short of
be 58.
The average roll using two 10-sided dice
Computer fraud complete rewiring that will let me alter
the results given by a Dragonbone – but
to return a 0-99 result is 49.5. Simply What about other random-number gen- there are gamers who are capable of doing
neglect to specify which die is high and erators? Many players have access to high- this rewiring.

DRAGON 21
Military measurements ing hexes or squares. On the other hand,
when using a hex map, what’s an addition-
– in which the object is to have fun?
Unfortunately, fun is a relative thing.
Beyond cheating with the results of die al hex or two between friends? Fifteen, People have the ability to be amazingly
rolls, there are other fun ways of having sixteen – it’s all pretty much the same. shortsighted. If a role-playing game lacks
your way with reality. Sand-table minia- And lines of sight are quite difficult to any possibility of character failure or
tures players might be familiar with the ascertain on a map board. It’s amazing death, it quickly devolves into forays
cheater’s definition of one inch. One inch how well arrows fly around corners, through a “Monty Haul” gilded hole that
is about this long: through massed ranks of friendly troops, also lacks excitement. If a game does have
and deep into the enemy formation. the possibility of character failure or
death, then sooner or later characters will

File forgery
fail and will die. It’s no fun to have a well-
plus about this much more: beloved character die.
The tug-of-war is between game balance
Most role-playing games involve record and wish fulfillment. Not everyone has the
keeping. Naturally, you should keep all maturity and discipline to see how neces-
and, in the heat of battle, perhaps an
records in pencil. Soft pencil is more easily sary the risk of failure is for success to
additional:
erased than hard pencil. Keeping notes on have any meaning.
scratch paper rather than on permanent I believe the same laws of short-
character sheets is even more effective. sightedness govern most illegitimate
or so more. Scratch paper, you see, is easily lost. As endeavors. People commit crimes because
When using a ruler or other movement government officials have proven time and they imagine themselves to be immune to
gauge, remember that you can always add again, if the records are shredded, then no capture. (“Other people get caught, but not
the length of the miniature’s base to its proof of wrongdoing can exist. me.”) One of the things that police officers
movement. Just start a measurement from Furthermore, few referees are able to see over and over again is the expression
the base’s front and end it from the back. check every little detail of every character. of utter surprise and panic on the face of a
If you get caught, ask the other player to (“My character has always had a dexterity young criminal who thought it could never
reread the “charge bonus” rules which of 17.”) Who bothers to check encum- happen to him. Airlines sometimes scamp
exist in many miniatures rules sets. (While brance? Who bothers to record how many on their maintenance expenses, because a
he’s reading, take the time to readjust the arrows have been fired? quick profit outweighs a tragic accident
position of your troops. Some of the great- that might not happen. People leave their

But wait. . .
est generals in history won battles by seat belts unfastened because they wrong-
stealing a march of the foeman. ly feel they can avoid accidents and injury.
Sand-table movement can be incredibly Smoke detectors are generally not sold to
sloppy, and that’s one of the legitimate Cheating? Who’d do such a thing? Why
would any of us go to such extravagant the very people who need them most:
faults of that system, as opposed to using careless people. (I’m reminded that I
discrete movement measurements involv- lengths in a game – a game, for pity’s sake
haven’t checked the batteries on my home
smoke detector in over six months. . .)
Cheating is a quick-gratification trip with
consequences that far outweigh the tran-
sient pleasure of the moment. It’s compa-
rable to shoplifting, which is easily done
but at moderate risk. But when the risk
finally comes home, the final payoff is at a
tragically high cost. The inescapable rules
of game theory win once more. The result
is seldom pleasant.
In a game, the only real risk is the alien-
ation of your friends. But that, for me, is
far too high a price to pay.

22 APRIL 1989
A s everyone knows,
winning is everything and
all’s fair in love and war
by Spike Y. Jones
games. The Dungeon Master
and the other players will
always try to keep you from
the treasure and experience
that rightfully belong to you
because of your gaming
brilliance. What can you do?
Use your aforementioned
brilliance to further yourself
in the only avenue left open
to you: Cheat for all you’re
worth. After all, if the other
players had your brains,
they’d be doing it, too. If the
DM hasn’t the smarts to
prevent it, that proves that
Of course, if you’re going to cheat, you’re justified in taking
then do it right! what you can get away with.

24 APRIL 1989
Although these suggestions were written niques: prepared cheats (which must be
for role-playing games, the methods planned before gaming sessions) and
described can be adapted for war, board, unprepared cheats (which can be brought
or card games with little difficulty for into play at any time). The first class
someone with your talents. Take #10, the requires forethought, research, and even a
Table-Leg Kick; it can accidentally happen bit of money, but it doesn‘t require the
during almost any type of game; but it same lightning reactions as the second
takes only quick reflexes and a quicker class. All cheaters should honestly evaluate
mind to use this event to your advantage. their resources and skills to decide which
There are two classes of cheating tech- class of cheating they will use most.

Prepared Methods
 1. First, there’s the old favorite of dice- cert, the staff of power should be yours.
shaving or weighting. Don’t make it too (“Oh, by the way, Jack, thanks for the
obvious, though. A spherical die can only Springsteen tickets.“) Hockey cards, base-
roll one number, but even a Dungeon ball pennants, and the like can also suggest
Master isn’t dumb enough to fall for this sports events for the same purposes.
one very often.
 6. If concert tickets are too expensive for
 2. When buying new dice, test them you, bringing chips and drinks to the
with a few hundred rolls to see if they are games will win the favor of the DM. He
naturally “loaded.” If so, buy them immedi- won’t be eager to upset you by killing off
ately and record what number each one your favorite character if it might mean
rolls most often (in secret code, of course). the end of his free junk food. The other
No matter what number each is keyed to, players will also be willing to support you
given time there is bound to be a situation in an argument if they’re living off your
when it will come in handy to roll a 9 on a largess as well.
12-sided die or a 15 on a 20-sided die. In
fact, a die that consistently rolls an 18 is n 7. Subscribe to as many gaming magazines
often more useful than one that always and fanzines as possible, and record or
rolls a 20, as the DM and other players are remember every useful rule variant (prefer-
more likely to keep track of the number of able on microfilm or some other, easily
times 20 is rolled than any other result. concealed medium). Whenever any situation
comes up that was covered by an article you
n 3. Try painting a few extra marks on read, mention the rules variant in an
your dice to turn each 1 into a 7, single attempt to convince the DM that this new
digits into “teens:’ etc. This method works method will work much better than the old
better with larger numbered dice. No one way. Of course, only mention variants that
would be fooled by a 7 on a four-sided die, would be helpful to you. If he trusts your
and the faces on an eight-sided die can word on these variants, then make a few up;
easily be checked, but 20-sided and 30- he’ll never know the difference.
sided dice are too big for easy inspection.
n 8. Try to write articles for these maga-
n 4. Practice looking innocent as you say zines, too. Most DMs have sent their arti-
“No, I haven’t read that module; I couldn’t cles to a number of places but have yet to
afford to buy it.” Then buy all the modules find success in their writing aspirations.
ever produced and memorize them to the Thus, they will have sympathy for anyone
last word. Don’t let your secretly acquired else trying to break into the field. If you
knowledge become too obvious, so that do happen to get something printed, you
you “guess” every orc’s hit points; save it will win their respect and the admiration
for the big stuff. If you can’t afford the of the other players in the group.
modules on your own, you may want to
trick friends and relatives into buying the n 9. Arrange for a friend to phone the DM
modules for you (Christmas and your once or twice during the game. In the few
birthday roll by every year). Beg, borrow, minutes he’s occupied, you can memorize
and steal modules you can’t afford. All will three average-size paragraphs or skim two
be forgiven if you win. pages. This is very useful if the DM writes
his own adventures, eliminating the advan-
5. Check out the DM’s record collection, tage you gained by buying modules. In
noting any music group whose albums fact, with the money you saved by not
appear more than three times. Watch for buying the modules, you can probably
that group’s next concert in your area, afford to buy an Instamatic camera to take
then buy a couple of tickets. At the last quick-developing copies of the DM’s key
moment, come up with a conveniently sheets. Those new, hand-held photocopi-
forgotten prior engagement and give the ers can also be of use. A good cheater
tickets to the DM. The day after the con- must keep up with the latest technology. ADVANCED DUNGEONS & DRAGONS and the
TSR logo are trademarks owned by and used
under license from TSR, Inc. © 1989 TSR, Inc. All
Rights Reserved
DRAGON 25
Unprepared Methods
10. Kick a table leg to topple figures, 14. Keep your character sheet in a clip- felt with a fingertip so the next time you
sneeze or breathe heavily at cards or board with numerous other materials. If need that number, you can find it.
counters, and spill your drink on game there is a lot of mundane paperwork in
boards and maps marked with water- the clipboard, people are unlikely to look n 19. If you happen to make a bad die roll, a
soluble ink. In games with extremely light through everything to find the multiple simple distraction may allow you to make a
playing pieces, telling a joke at an appro- character sheets you have hidden within, second roll to replace the first one. Spilling a
priate moment can easily cause gusts of each one slightly different to deal with drink, knocking over an ashtray, or artfully
laughter-produced wind to completely different situations. exposing cleavage (if you have cleavage to
rearrange the game components. This expose) can distract many a DM.
allows you considerable leeway to reposi- 15. Sit as far from the DM as possible.
tion figures and counters or to redraw the This has numerous benefits to the cau- 20. Always agree with the DM if he makes
spoiled maps. Don’t try to get away with tious cheater. Most randomly encountered a mistake in your favor, but make no delay
too much, as the other players may monster attacks and other unpleasantries in pouncing on mistakes made against you.
attempt to take advantage of this situation, will cause the people sitting closest to the But remember to let mistakes stand that
too. The player making the most moderate DM to bother him as he concentrates. harm your fellow players. They’re your
changes will be the one least likely to Thus, the DM will not notice you altering enemies as much as the DM is.
suffer the DM’s wrath if he notices the your character sheets, and he would nev-
alterations. er suspect you of peeking at the adventure n 21. Better yet, butter up the DM by
(a well-placed mirror behind the DM can pointing out minor mistakes in your favor.
n 11. Lie about your character‘s saving be very handy in this context). Once he trusts your honesty, switch to
throws, hit points, spells, skill levels, and method #11 (outright lying) and hope for
so on. Try to keep your lies consistent, but 16. If you sit near the DM, try to convince the best. If you are cautious, ignore mis-
don’t worry much about it; the DM has him that mirrored sunglasses are the “in” takes made in your favor but point out
hundreds of PCs and NPCs to keep track thing to wear at games, even at indoor games. errors that affect the rest of the party.
of, and he’ll never remember what your If he is hesitant, just buy him a pair of these
character’s dexterity really is. glasses as a thank-you gift for all of the won- 22. You can even challenge the DM when
derful work he’s done so far In mirrors as he makes a correct decision. Challenging
n 12. Write everything on your character small as these lenses, the only part of the the DM makes him lose self-confidence
sheet in light pencil. Not only can nobody DM’s papers that are likely to be visible to you and he might make even more mistakes
read it, but it makes secret erasing and are the maps, but good cheaters can make a (and if he does, you can use method #20
changing much easier. And while you’re lot out of a little information. or #21 as you see fit). If you can get three
writing things on your character sheet, or four other players to agree with your
you might just forget to write down a few n 17. If the DM allows you to make your complaint, the DM probably won’t look up
unimportant details, such as the fact that own “to hit” and damage rolls, develop the the problem in the rule book, hoping to
your character just lost 30 hp to a dragon’s habit of rolling dice periodically, even save time and trouble.
breath. when the rolls aren’t required. If you end
up with a good roll (remember rule #2 – a 23. If the other players follow your
n 13. Your character can carry anything at 17 could be better than a 20), leave the die example and start picking fights with the
all with no encumbrance problems if lying there and point at it when a situation DM, take his side and try to keep the
nobody sees your character sheet. A few comes up that requires such a roll. others in line. The hard-working DM
extra daggers, a coil of rope, even a sec- needs all of the help he can get, and he’ll
ond long sword in case your first one n 18. If the DM uses chits or cards instead look kindly on you for your assistance.
breaks – all of these things can be hidden of dice, and he allows you to pick your
in the unused corners of the page, on the own chit (an act which is illegal in 15 n 24. Finally, if you catch someone else
back of the sheet, or even in the middle of states; check local ordinances), mark the cheating (and he should be easy to spot for
the page if the items are written in lightly back or side of a chit having a good num- someone with your talents), immediately
enough. (“Les, where did that alchemist on ber with the edge of your fingernail. Make report him to the DM. DMs reward honest
the mule come from?“) the mark small, but make sure it can be and helpful players like you.

Note to the DM
Place this article in a prominent location
and secretly observe the result, using a
peephole, mirrors, video camera, etc. Any
player who reads more than halfway
through this article is probably untrust-
worthy. Anyone who smiles to himself is
guilty of something. Who wants people
around who’d cheat at a game, anyway?

Earlier versions of this article appeared


in Sound & Fury #3 and Alarums & Excur-
sions #139. My thanks to the readership
and editors for their comments, and my
thanks, too, to my friends, whose ideas I
stole.

26 APRIL 1989
All is quiet on the battlefield as the two opponents
take their places. Smoof, the gourd-shaped clay
thing, looks malevolently at his opponent, the four-
armed,six-legged, multi-colored monster called
“Creepy” even by his mother. Creepy is the reigning
Clay-O-Rama champion, having beaten 15 oppo-
nents and eaten 10 of them. Smoof is his next meal–
er, opponent.
Creepy suddenly moves forward and shoots three
square orange things at Smoof; two of them hit. The
angry Smoof propels himself at the monster, but
Creepy bites Smoof and hits him twice. Wounded,
Smoof teleports himself to the opposite side of the
game area. Creepy lets out an evil laugh and teleports
next to Smoof. “Too bad, sucker!” hisses Creepy as he
kills Smoof and proceeds to add him to his body. Sat-
ed, Creepy shouts in triumph–but is destroyed by
an angry art teacher.

28 APRIL 1989
the world of Clay-0-Rama in DRAGON®
issue #125, I immediately went out and thing was great, except for the additional
bought half a dozen cans of Kenner’s amount of clay stuck in my hair and the
PLAYDOH® Modeling Compound. Some fact that my favorite Claydonian was titles, and additional benefits. The level
demented friends of mine came over, and baked to a crisp by someone who failed to number corresponds to the number of
we threw colored clay at one another. I see the humor in my using three-inch powers a Claydonian has. All Claydonians
was immediately hooked. I loved this new steelies as Claydonian ammo. As the days begin at first level with one power. As they
pastime but felt that something was miss- went on, I added more powers to the list. defeat enemies (i.e., anyone they can flat-
ing from the game. After eating a cheese This is how my Claydonian saga began. ten), they rise in level and gain more hit
cake, drinking two liters of Cherry 7-Up, points. The hit points are cumulative
and watching Sesame Street reruns, I Campaign rules (unlike powers); thus, by fifth level, a
came to the following conclusions: one, Players who win Clay-O-Rama game Claydonian would have 65 hit points add-
there is no black PLAY-DOH compound; sessions may wish to keep their Claydo-
and two, being a lover of the AD&D® nians and use them in future game ses-
game, I was disappointed to find that the
Clay-O-Rama rules offered no way to

ed to its original score. By sixth level, the


Claydonian has become too powerful to be
sions. A long-lived Claydonian deserves fun and it ceases to enjoy life, thus dying
some reward for surviving these silly of “old age” (or drying out, whichever
advance your Claydonians or conduct battles. The campaign rules additions are comes first). Of course, in your campaign
ongoing campaigns. explained as follows: Claydonians may be immortal. I’ll leave it
Consequently, I was motivated to write Experience level: This is just a power up to you, but I wouldn’t worry about it
additional rules for the game, for my ranking created to satisfy a Claydonian’s anyway. I’ve never had a Claydonian live
friends and my own personal use. Every- ego. Table 1 provides level numbers, level to see third level, much less sixth.

DRAGON 29
players not involved in the dispute make
the final decision. Another system is to
Table 1 have a referee who plays and referees at
the same time. This referee makes all
Claydonian Level Advancement decisions on damage and such except
when his Claydonian is involved (players
Number of not involved in the disagreement make the
enemies decision in this instance). In a two-player
destroyed or Experience game, problems are resolved by smacking
defeated level Title Benefits the other person’s Claydonian before he
0-5 1 Silly Thing 1 power can get to yours.
6-15 2 Weirdo 2 powers, +5 hit points Silly Putty: This is a new type of material
16-30 3 Freak 3 powers, + 10 hit points for creating Claydonians. No one knows
31-50 4 Kook 4 powers, +20 hit points for certain where this strange material
51-80 5 Blob Monster 5 powers, + 30 hit points came from. Some say it is a gift left by an
81 6 Supreme Slime Claydonian dies of old age extraterrestrial intelligence, and some say
it came from across the rainbow. I say it’s
radioactive jelly. One thing is for sure: Silly
Putty makes nifty Claydonians and adds a
new dimension to Clay-O-Rama battles.
regain all lost missiles at the end of a game
Although it doesn’t come in the pretty
Table 2 and can take all of the losers’ missiles, too.
colors that PLAY-DOH compound does,
Reshaping: At the end of a game session,
with Silly Putty, you can put the face of
Teleport Direction a Claydonian can be reshaped with the
your favorite cartoon character on your
following restrictions:
Claydonian. But don’t let your fun turn
1d6 roll Direction 1. No new missiles may be made.
into a political argument, as once hap-
1-2 North 2. Missiles may not be added to body
pened when a player put Ronald Reagan
3 West mass.
on his Silly Putty creature and said that he
4-5 South 3. The number of limbs used for attack-
couldn’t be defeated because he was Presi-
6 East ing may not exceed four.
dent (the problem was settled when some-
4. The Claydonian’s powers may not be
one threw the Putty Reagan down the
changed.
garbage disposal). You should note, how-
Taking the same power twice: If a player Death: When a Claydonian reaches sixth
ever, that Silly Putty doesn’t mix well with
opts to take the same power twice, the level or is defeated (i.e., killed), it is “recy-
clay or PLAY-DOH compound. As a result,
effects of that power are doubled. For cled” by the gods. If a Claydonian dries up,
clay characters with the Absorb Opponent
example, if a Claydonian takes Regenera- it is dead. Favored Claydonians should be
or Absorb Missile powers may have trou-
tion twice, its regains 2-12 instead of l-6 lovingly zip-locked in a damp bag, kept
ble absorbing Silly Putty.
hit points each turn. A Claydonian with cool, and guarded carefully. Enemies have
A sticky situation: What do you do if a
Absorb Opponent taken twice cuts the “to been known to microwave their oppo-
missile or other object sticks onto a
hit” number it needs by half (round frac- nents for revenge; in extreme cases, angry
Claydonian? Well, you pry it off, of course.
tions up) when applying this power. opponents have been known to use vari-
Note, however, that the Claydonian then
Claydonians can also triple their powers, ous torture machines, such as the PLAY-
takes damage amounting to half the total
but this may make such Claydonians DOH Barber Shop and the PLAY-DOH Fire
caused by the object (e.g., a missile hits a
unfair opponents when certain powers are Engine. If consumed by a dog or small
Claydonian for 4 hit points of damage and
thrice increased. child (PLAY-DOH is nontoxic), a Claydonian
sticks; the Claydonian takes an additional 2
Regaining lost hit points: During a game is considered dead. Note that dried Claydo-
hit points of damage while taking it off). If
session, a Claydonian cannot regain lost hit nians may sometimes be revived by adding
two Claydonians get stuck together, they
points without the power of Regeneration. water, if rescued in time.
each take 1-6 hit points of damage when
At the end of the game, however, the “No referee” rules: To eliminate a referee
separating from each other. In all
surviving Claydonian (or Claydonians, if from the gaming environment, Clay-O-
instances, round damage down to the
you’re playing in teams) regains all lost hit Rama players may lock him out of the
nearest integer.
points, and all sustained damage is room. There is, however, an easier way:
Honoring a Claydonian death: Another
repaired. Simply have everyone play a Claydonian.
advantage of clay characters is that when
they die, you just dry them out and –
voila! – you have a nice statue to use as a
memorial, centerpiece, or clay pigeon.

Power, power, and more power


The following list of powers has been
created to add more red peppers to the
spice of the game.
1. Missile Absorption: When hit by a
missile, a Claydonian with this power rolls
2d6 and compares the result to its “to hit”
number. If the result is over the “to hit”
number, the Claydonian take no damage
from the missile and may add the projec-
tile to its body mass. For each missile
smaller than marble-size absorbed, add 1
hit point to the Claydonian. Add 2 hit
points for each marble-size missile
absorbed, 3 hit points for any missile up to

30 APRIL 1989
golf ball size absorbed, and 4 hit points for thereafter. The attacker chooses an oppo- 12. Use Self As Missile: This power
anything over golf ball size. This power nent adjacent to him and rolls to hit. If a allows a player to throw his Claydonian in
does not allow a Claydonian to absorb the successful hit is made, the player takes the same way one would throw a missile.
following: an opponent, a poke, a Blob of one of his shoes (or boots, if he is lucky The referee or players not involved in the
Death, or any object larger than fist size. enough) and gives the opponent a good attack assess the damage taken by both
In addition, absorbed missiles may not be solid WHACK! with it. Damage should be the missile and the target.
used to create other missiles – they just determined by the amount of the oppo- 13. Trade: In a desperate situation, a
add to the bulk of a Claydonian. nent flattened (e.g., if half of the Claydo- Claydonian with this power can choose an
If the Claydonian does not make its “to nian is flattened, it loses half of its hit opponent in an adjacent area and make a
hit” roll, it takes half damage (round frac- points). Totally flattened Claydonians are “to hit” roll. If successful, the player trades
tions down) from the missile and does not left with only 1 hit point. More than one his Claydonian for the target Claydonian.
absorb it. Note that a Claydonian may not Claydonian may be affected by this mode This power may only be used once per
absorb missiles that it throws at itself, and of attack, including the attacking Claydo- game in place of all attacks for that turn.
it takes full damage from a missile if it nian. If the attacker somehow misses, it The player plays the new Claydonian with
does so. still suffers the exhaustive effects of the its shape, hit points, attacks, and move-
2. Absorb Opponent: This power gives a blow. Smart players will wear mountain ment, but retains his former Claydonian’s
Claydonian the ability to absorb any other boots, moon boots, or track shoes for this powers. Likewise, the other player retains
Claydonian it kills. When a Claydonian attack. Snow shoes or skis are not allowed. his former Claydonian’s powers, but is
with this power kills an opponent, it 9. Toss: A Claydonian with the Toss now stuck with your Claydonian’s body.
makes a “to hit” roll. If successful, the ability may use this power in place of all 14. Speed: A Claydonian with this power
Claydonian adds the dead opponent to its attacks. The attacker chooses an adjacent can double its movement for one turn in
body bulk, adding the number of hit Claydonian and rolls the “to hit” dice. If place of an attack.
points that the old opponent had to its successful, the player picks up the oppo- 15. Paralyze: On a successful “to hit”
own. If unsuccessful, the dead Claydonian nent’s Claydonian and tosses it no farther roll, a Claydonian can cause an adjacent
goes screaming up to the Great Hand in than the gaming area. If the opponent is opponent to stop moving and attacking for
the Sky. tossed off or out of the gaming area, it two rounds. This attack takes the place of
3. Regenerate: A Claydonian with this may reshape itself, regain all lost hit all normal attacks. The paralyzed Claydo-
ability regenerates 1-6 hit points of dam- points, and reappear in the gaming area nian cannot initiate any action for two
age per turn. This ability allows the anywhere it chooses (except on another rounds. This power may be used every
Claydonian to replace lost hit points only; Claydonian). The number of hit points lost three turns.
it does not create new ones. must be determined by the referee or by
4. Drain Power: A Claydonian with this players not involved in the attack. This These additional rules are intended to
power may drain one power from another number depends on the amount of struc- get you started. Feel free to change them
Claydonian for six turns. Using this power tural damage sustained (about 10-20 hit as you deem necessary. As a final note,
takes the place of three attacks. To drain a points is appropriate). Tossing an opponent there is nothing to stop you from making
power, the player must choose an oppo- at the ceiling is legal as long as the oppo- up your own powers; play with the rules
nent adjacent to his own Claydonian and nent lands in the game area. If the oppo- that work best for you.
make a successful “to hit” roll. If unsuc- nent is tossed against the ceiling and hits
cessful, the power is wasted. This power the game surface, 20-30 hit points of dam-
may be used once every five turns. age are taken. If the opponent sticks to the
5. Create Limb: A Claydonian with this ceiling, the Claydonian is out of the game
power may create a temporary limb. This until it falls. If it never falls and dries up
temporary limb may replace one normal instead, consider it dead. As a final note
attack for a small- to normal-size limb; it on this attack, if a tossed Claydonian hits
may replace two normal attacks for a another Claydonian, only the tossed
large-size limb; and (how could you guess?) Claydonian takes damage.
it may replace three normal attacks for a 10. Catch: When something is thrown at
very-large-size limb. This temporary limb a Claydonian with this power, the Claydo-
lasts for four turns, and it hits and does nian makes a “to hit” roll. If successful, the
damage according to its size. So, if your Claydonian catches the item thrown at it.
Claydonian already has four limbs, it could If the item happens to be a missile, the
have five normal attacks per turn by add- Claydonian catching it can reuse the mis-
ing a temporary limb! sile. If the thrown object is another
6. Repel: This power may be used by a Claydonian, the target Claydonian catches
desperate Claydonian in place of all it and takes no damage. If the Claydonian
attacks. No “to hit” roll is needed, and the is unsuccessful in its “to hit” roll, it takes
results are immediate. When this power is full damage from the missile.
used, all opponents must move their maxi- 11. Teleport: A Claydonian can use this
mum movement ranges away from the power in place of all its missile attacks.
user for one turn. Moreover, the powers The Claydonian with this ability can reap-
Teleport, Change Places, and Move Out of pear anywhere on the game surface and,
Turn cannot be used by opponents for one if possible, attack right away. To Teleport,
turn. In addition, the user may not be hit the player must specify any vacant spot on
by missiles for one turn. This power may the game surface that he wants his Claydo-
be used every third turn. nian to occupy. The player then rolls the
7. Endurance: The Claydonian with this “to hit” dice. If unsuccessful, the player
power takes only half damage from all must then roll 1d6 twice. The first die roll
attacks. Round all fractions down. determines the direction in which the
8. Stomp: This deadly attack may be Claydonian teleported (reference this
used only once in a gaming session. In number on Table 2). The second die roll
addition, the Claydonian using this power determines the distance in number of
is unable to take any action for two turns hands that the Claydonian moves.
DRAGON 31
brought these items together in a kind of
quarantine. I myself found them in a
dumpster behind the legendary House of
Out, in the Kingdom of Slumdudgeon, and
by John M. Maxstadt learned of the following dweomers.”
(with inadequate apologies to Ed Greenwood) I myself had nodded off about eight lines
into the preceding. But my tape recorder
was running the whole time, so I got all
the details. After all, a buck is a buck.

Still More
Scroll the First
(Bumfoozle’s Bane)
Find Terrain (Examination/Indentation)
Level: 1 Components: V,S

Outrages
Range: Touch CT: 2 segments
Duration: Instant. ST: None
AE: Personal
Explanation/Description: Casting this
spell enables the magic-user to locate the

From the
terrain (i.e., the ground beneath his feet).
The somatic component of this spell con-
sists of falling flat on one’s face to get a

Mages
closer look, doing 1-4 hp damage.

Explosive Familiar (Demolition)


Level: 2 Components: V
Range: 1” CT: 2 segs.
Duration: Instant.* ST: None
AE: 2” radius
* Permanent for the familiar, of course.
Explanation/Description: When this
Dimwitted dweomers from spell is cast, the spell-caster’s familiar
explodes, doing 1-4 hp damage to all with-
the Misbegotten Realms in the area of effect (note spell range) and
doing rather more damage to the familiar.
Special familiars (brownies, imps, quasits,
etc,) explode for 2-5 hp damage and make
“It must not be supposed that all the joined at both ends in a mystical way so a nicer noise.
mages of old were wise, clever, or even that the joint disappeared into a continu-
mentally competent,” said Elkwhisker, ous band of parchment. One side effect of Invisible Runes (Circumspection)
smugly employing his endearing device of this novelty was that the spells inscribed Level: 1 Components: V,S,M
making irrelevant statements out of the thereupon were inscribed permanently, Range: 0 CT: 1 turn/rune
blue to pique my interest. I was frankly never to disappear no matter how many Duration: Perm. ST: None
more interested in my madeira, so I left times they are read aloud or copied into a AE: 5 runes/lvl.
him hanging. Lately, it’s been everything spell book. A less-salutary side effect was Explanation/Description: This spell
from Halloween masks to pet rocks with that the words in the names of each of the enables a magic-user to inscribe runes that
the old boy. spells were forced out of synchrony, so are completely undetectable to all forms of
He chafed for a while, then resumed all that the last words of each spell name normal and magical inspection (including
by himself. “I can sense your eagerness appeared following the first words of the all those available to the caster himself).
from the look of open-mouthed fascination next, with correspondingly disastrous The runes have no other magical powers.
on your face–” effects on the spells themselves. This is an excellent way to create really
“That’s a yawn,” I said quickly, but not “Several of these cylindrical scrolls still secret documents or to simply kill an
quickly enough. roll about on the floors of many a afternoon without accomplishing any-
“–so I will not keep you in suspense. dungeon in the Realms, and not a few thing. Material components for this spell
Nimrod of Nump, known far and wide as unfortunate dungeon explorers have cop- include at least one potion of invisibility
the greatest schlemiel in the Realms, had ied these spells into their spell books or (for the ink) and anything else the DM can
some glimmerings of magical talent, how- cast them directly from the scrolls. As sucker the player into wasting on an effect
ever mismanaged and poorly applied. descriptions of the spells’ effects do not indistinguishable from that of writing with
History recounts some of the more spec- appear on the scrolls with the spell names an empty pen.
tacular blunders of this idiot savant in his and incantations, the poor sods – er, souls
lair in the Verdant Forest, subsequently– – can be said to have been inadequately Wizard’s Stalker (Self-Destruction)
known as the Verdant Desert. However, it warned, although in many cases the Level: 6 Components: V,S
is not generally known that he was a pro- names of the spells themselves might have Range: 1 inch CT: 1 round
lific inventor of many new spells. given pause to the wary. Duration: Not long ST: None
“His spells were actually created by “After Nimrod’s death (the direct result AE: Special
mistake, which might also be fairly said of of his attempt to increase the power of the Explanation/Description: By casting this
Nimrod’s entire career, not to mention the first-level spell erase), some of these scrolls spell, the magic-user summons a random
magicker himself. He had developed what became scattered among several bands of Level X monster (beholder, vampire wiz-
he proudly called the cylindrical scroll, adventurers. The survivors voluntarily ard, lich, etc.), which proceeds to stalk,

32 APRIL 1989
with intent to kill, the nearest wizard (note spell is cast, one of the magic-user’s hands levels, the recipient may appear to be a
spell level and range). The somatic compo- (determine which randomly) drops off at female entertainer who turns over cards
nent of this spell consists of putting one’s the wrist. One drawback of this spell is the bearing glowing runes and points at trea-
hands over one’s eyes. If by purest chance fact that the effect is not painless. Also sure, or a black-and-white terrier who
the spell-caster survives this spell, no note the spell duration and the fact that party-hops with his entourage of
experience points are gained (casting this the spell is not reversible. coquettes; at lower levels, the recipient
spell was stupid to begin with). becomes either the overly made-up wife of
Audible Curse (Vociferation) a disgraced high priest or a Democratic
Bigby’s Interposing Eye (Astigmatic) Level: 2 Components: V presidential candidate. Monsters typically
Level: 2 Components: V,S,M Range: 0 CT: 1 segment react to this dweomer by pestering the
Range: 2” CT: 5 rounds Duration: Instant. ST: None recipient for autographs, kidnapping him
Duration: 2 rnds./lvl. ST: None AE: 10 miles or her for ransom, or writing nasty things
AE: Special Explanation/Description: This spell about the recipient for local tabloids. The
Explanation/Description: Casting this allows the caster to pronounce his or her material components for this spell include
spell causes a disembodied and sightless favorite four-letter word with feeling and a fake fur, a string of rhinestones, and a
human eye, of normal size, to interpose at maximum volume. It is up to the DM to bottle of Grecian Formula.
itself between the spell-caster and any prevent characters from exercising this
attacking creature. This eye is as effective option without casting the spell, which
as any normal eyeball in impeding onrush- will at least increase the range at which Scroll the Second
ing and enraged monsters, although it the word will be heard (drawing any num-
might deter the more squeamish dungeon ber of interested wandering monsters, of (Odod's Oracle)
denizens. The material component for this course).
spell is a human eye, and the magic-user Burning Mouth (Conflagration)
had better have one handy before casting Hallucinatory Glamer (Affectation/ Level: 1 Components: V,S,M
the spell; the ability of this dweomer to Ostentation) Range: 0 CT: 1 segment
“improvise” can be attested by Mooncalf Level: 3 Components: V,S,M Duration: Instant. ST: None
the Monocular, among others. Range: Touch CT: 1 round AE: All creatures within range (i.e., the
Duration: 2-12 days ST: Neg. caster)
Remove Hand (Amputation) AE: Creature touched Explanation/Description: Similar in
Level: 4 Components: V,S Explanation/Description: The recipient some ways to burning hands, this spell
Range: 0 CT: 1 segment of this spell will seem, to those with low causes 1 hp of heat or fire damage per
Duration: Perm. ST: None intelligence or less, to be a person of great level of the caster, with the above limita-
AE: Personal wealth and notoriety. The exact effects tions on range and area of effect. The
Explanation/Description: When this vary with the level of the caster. At highest material components for this spell are six
jalapeno peppers, which must be eaten as
the spell is cast.

Locate Hands (Confirmation)


Level: 2 Components: V,S
Range: 2‘/lvl. CT: 2 rounds
Duration: 1 rnd./lvl. ST: None
AE: Special
Explanation/Description: Casting this
spell enables the magic-user to find his
own hands, even in the dark. Ordinarily,
he will find them at the ends of his arms
(one each), unless remove hand has been
previously cast. In the latter case, this spell
could be quite useful; however, it has a
limited range and an extensive somatic
component, either of which might com-
promise its effectiveness in finding
detached hands.

Detect Object (Cerebration)


Level: 1 Components: V,S,M
Range: 0 CT: 3 segments
Duration: Special ST: None
AE: 1" radius/lvl.
Explanation/Description: By means of
this spell, the magic-user can detect the
presence of one or more objects within
the area of effect. The spell does not dis-
close the size, nature, or number of these
objects. It lasts as long as the magic-user
continues to concentrate. The material
component for this spell is any object of
convenient size, which must be held just
above the tip of the spell-caster’s nose
throughout the duration of the spell.

34 APRIL 1989
Feign Invisibility (Delusion) Charm Dead (Net-Romantic) the duration of this spell, the magic-user
Level: 1 Components: V,S,M Level: 2 Components: V,M loses 2 lbs. per day (which can be danger-
Range: 0 CT: 1 round Range: 12” CT: 2 segments ous, especially for elven wizards). How-
Duration: Special ST: Neg. Duration: Hard to tell ST: None ever, when the spell duration is finished,
AE: Personal AE: 1 corpse/lvl. the magic-user gorges himself nonstop
Explanation/Description: Casting this Explanation/Description: This spell until he has gained back twice as much
spell enables the magic-user to put on a causes the spell-caster to affect the dead as weight as he lost, none of which can be
really good act of being invisible. Monsters if he had an 18 charisma – oh, what the lost by any means short of a wish.
that see the spell-caster must save vs. heck – as if he had a 25 charisma! Either
spells; those who fail their saves are con- way, the effect is the same (exactly the Detect Normal Fires (Immolation)
vinced that the spell-caster is in fact invisi- same) on dead characters, monsters, ani- Level: 1 Components: V,S
ble – but that they, for some reason, are mals, and even plants. This spell does not Range: Touch CT: 1 second
now able to see invisible creatures. The affect the un-dead, nor does it work in Duration: Special ST: None
effect lasts as long as the magic-user con- conjunction with animate dead or speak AE: One fire
centrates – usually only for a short while, with dead, nor does it serve any other Explanation/Description: Casting this
after which the magic-user becomes useful purpose. The material component spell enables the magic-user to detect the
apparent again. The material component for this spell is a drop of eau de boneyard presence of normal (nonmagical) fire (note
for this spell is an ostrich feather. behind each ear. the spell range). The somatic component
for this spell is to cover the eyes, turn the
Drawmij’s Instant Death Water Plant (Precipitation/Inundation) head, and thrust out either hand. If both
(Extermination) Level: 7 Components: V,S,M hands are full, another bodily member
Level: 8 Components: V Range: 1” CT: 7 rounds may be substituted at the DM’s option. The
Range: Infinite CT: 8 segments Duration: Special ST: None verbal component (which follows the
Duration: Instant. ST: None AE: 1 small plant somatic) is similar to that in audible curse.
AE: Special Explanation/Description: Casting this The effect of this spell is considerably
Explanation/Description: When this spell calls into existence an extradimen- enhanced by coating the hand with lan-
spell is cast, Drawmij, wherever he is and sional watering can, which functions as a tern oil prior to casting; a helpful DM will
whoever he is, dies. He dies immediately, conduit between the Prime Material plane no doubt suggest this.
without even a saving throw. As this spell and the plane of elemental Water. Water
has been around for some time, it is safe flows through the can onto a plant at a Wall of Evil (Profanation)
to assume that Drawmij is getting pretty rate of one pint per segment per level of Level: 4 Components: V,S
sick and tired of it. the caster (so high-level spell-casters are Range: 3” CT: 4 segments
getting into trouble already). As it hap- Duration: 1 turn + ST: Neg.
Magic Summons (Arraignment/Charge) pens, Nimrod never got around to formu- 1 rnd./lvl.
Level: 4 Components: V,S lating the incantation to dismiss the AE: Special
Range: Special CT: 4 rounds watering can or to stop the flow of water, Explanation/Description: This spell
Duration: Special ST: None and no power short of a wish can divert creates a vertical wall of sheer diabolical
AE: Special the spout of the can from the plant it was (or demoniacal) evil, 10’ square per level of
Explanation/Description: This spell calls summoned to water. The material compo- the spell-caster. Paladins and other min-
into existence an extradimensional nent for this spell is one small potted ions of good who pass through this wall
process-server, who hands the spell-caster plant, preferably one of little value to the must save vs. spells or feel distinctly
a summons (for any random offense – caster. unwelcome. Aside from the fact that no
possibly the murder of one Drawmij) and undead or creatures from the lower
vanishes. If a fine of 500 gp is not paid Stone Breathing (Suffocation) planes can be turned by clerics separated
immediately, the magic-user is teleported Level: 6 Components: V,S from them by this spell, this dweomer has
to an extremely strange alternate plane of Range: 0 CT: 6 segments no other function.
existence known as night court, where he Duration: 1 turn/lvl. ST: None
risks being sentenced to imprisonment (as AE: Personal Transmute Rock to Stone
per the spell) for 1-100 years. Explanation/Description: This spell (Redesignation) Reversible
endows the spell-caster with the ability to Level: 7 Components: V,S
breathe solid stone. Unfortunately, it also Range: 1 1”/lvl. CT: 7 rounds
Scroll the Third deprives him of the ability to breathe Duration: Perm. ST: None
anything else for the duration of the spell. AE: Special
(Goophus’s Grimoire) As a result, the spell-caster is likely to be Explanation/Description: This powerful
in trouble unless he casts the spell while magic enables the spell-caster to turn any
Speak With Mud (Elocution) encased in solid stone (note, however, that amount of nonmagical rock into stone.
Level: 1 Components: V,S the spell has an extensive somatic compo- The casting time does not include the time
Range: 1”/lvl. CT: 1 segment nent). It is also possible for the spell-caster it takes to determine whether or not the
Duration: Special ST: None to survive the duration of the spell by spell has taken effect, which can be con-
AE: 1” rad./lvl. sucking on a pebble. However, if this con- siderable. The somatic component for this
Explanation/Description: This spell tinues for more turns than the caster has spell requires that the spell-caster pull his
enables the magic-user to converse with points of constitution, he becomes index finger out of his mouth so that his
normal, nonmagical mud. The mud hears befuddled and disoriented (a condition cheek makes a popping sound, then rotate
everything the magic-user says and can technically referred to as becoming the finger vertically in the air while whis-
answer audibly. Unfortunately, this spell “stoned”). tling a low glissando.
does not endow the mud with any other
magical powers (such as intelligence), so Affect Shape (Starvation) Continued on page 79
its answers are generally restricted to Level: 5 Components: S
unedifying glugs and gurgles. The spell Range: 0 CT: None
duration continues until the magic-user Duration: 1 wk./lvl. ST: None
gets sick of the whole thing or shouts AE: Personal
himself hoarse in frustration. Explanation/Description: Throughout

DRAGON 37
38 APRIL 1989
TOON® game The skills cover all the things your char- place in one of four basic locations: Any-
Steve Jackson Games, Inc. $9.95 acter is likely to want to do. Muscle skills town, Outside of Town, The City, and
Design: Greg Costikyan have to do with fighting, climbing, break- Outer Space. Where else would you want
Development: Warren Spector ing down doors, and throwing things. Zip to go? Anytown has all the amenities of a
Illustrations: Kyle Miller skills (a mixture of speed, alertness, dex- town. If you want anything more, you
Components: 64-page book terity, and coordination) lets the character head for The City. Outside of Town is any
dodge, drive vehicles, fire guns, run, ride, place that’s not in Anytown or The City:
The TOON role-playing game is hardly and swim. Smarts skills are geared to the North Pole, Australia, the Stone Age,
what you’d call new; after all, it was brain power; they help the character hide etc. And if you leave the Earth, naturally
released in 1984. What’s it doing here, things, see things, track things, and resist you end up in Outer Space.
then? Well, the TOON game is a classic — a the fast-talking spiel of another character. The Animator: You may be wondering
game which deserves the attention of Finally, there are Chutzpah skills, which how you’re going to cope with all these
everyone looking for a dramatic change of measure how pushy your character is. indestructible player characters rushing
pace and emphasis in their role-playing. These skills let your character fast-talk all over the place, creating mayhem and
While it may be old, it hasn’t lost any of its others into doing things which are really running totally out of control. Well, it’s
charm and excitement in the last five dumb or dangerous, pass or detect shoddy easy: You get to make all manner of funny
years. When you consider the age of a lot goods, sneak around, and perform actions noises, and no matter how zany the player
of the cartoons which are still shown on based on sleight of hand. characters are, you’re always in charge.
television, the TOON game clocks in as a To use a skill, you roll 2d6 and hope to All you’ve got to remember is to be even
veritable youngster. get your skill number or less. If your zanier than the player characters, and
The TOON game is set in the realm of character is fighting another character, everything will be fine.
cartoon mayhem. In this freewheeling the other player rolls as well. If you both And if all else fails, you can always fall
game, anything can happen and frequently succeed or both fail, nothing happens; if back on the Fifty Percent Rule. This neat
does. Forget about planning your next one succeeds and the other fails, the win- rule of thumb allows you to reduce any
move or considering the options. In the ner hits his opponent. It’s pretty simple. problem to a yes/no answer. Question:
TOON game, you’re advised to act before Chuck in a few special things like shticks, “Will it work?” Answer: “Yes/no.” All you’ve
you think, put your brain out of gear, and amazing special powers (including hypno- got to do to arrive at the right answer is
rely on your sense of humor and instincts. sis, incredible luck, teleportation, or being roll 1d6. If a 1-3 comes up, the answer is
If you have to think about something, then able to change shape), and some personal “yes.” If a 4-6 comes up, the answer is “no.”
you’re taking too long. Grab the situation items, and the fun’s ready to start. Pretty easy, huh?
and make of it what you can. Play is fast But you can start even earlier than this Commentaries on the art of being an
and furious to maximize on the fun and if you want. In fact, by page 12 you can Animator provide plenty of tips and show
the silly situations. Don’t worry about participate in your first cartoon. The how to put them into practice. As there
what is going to happen to your character TOON game is designed for fast action and are no complicated rules to puzzle over, all
— just get on with it! fun, and the rules are presented in the an Animator needs is the ability to think
The rules: To be able to pull off this same way. The book quickly introduces quickly. It also helps to have a good feel
kind of fast-flowing action, you need a you to the basics of role-playing and to the for slapstick humor.
flexible and easy-to-use rules system, or minimum number of rules you need to The adventures: Three adventures
else you’re going to get bogged down play the first adventure. Pregenerated besides “The Cartoon Olympics” are pro-
figuring out how the game works. The characters are provided specifically for vided to get things moving. “I Foogled You”
TOON game rules are very, very simple. this adventure, in which the characters is a short adventure in which the charac-
All you need are a couple of six-sided dice. compete in “The Cartoon Olympics.” Once ters head Out Of Town to Darkest Africa
To start, you decide what type of charac- you’ve completed this adventure, you can in search of the legendary Foogle Bird.
ter you want to play: pig, rabbit, duck, then create a full-fledged character for use “Spaced Out Saps” is set in Outer Space,
robot, human, trash can, or anything else in the other adventures. and “The Better Housetrap” takes place in
your imagination can come up with. If you The world of TOON adventures: Anytown. All three adventures contain
simply can’t decide, you can roll on the Forget about natural laws. In the TOON plenty of opportunities for cartoon may-
nifty Species Table on page 17 of the book. game, the real world only impinges if your hem and serve as ideal introductions to
Next, grab 1d6 and roll for your four character is too smart for his own good. cartoon role-playing. These adventures are
attributes: Muscle, Zip, Smarts, and Chutz- He can breath underwater or walk on air lots of fun. Once you’ve finished playing
pah. If you’d rather allocate the scores over gaping chasms with no problems, them, you’ll be more than ready to either
yourself, you get 14 points to spread provided that he’s too dumb to realize design your own or to rush out and pick
among these attributes. To determine hit otherwise. Any time your character is up some more TOON material from Steve
points, roll 1d6 and add 6 to the result. involved in an impossible situation, roll Jackson Games: TOON Strikes Again,
Now decide what your character looks against his Smarts score. If you fail, great TOON Silly Stuff, and Son of Toon.
like, what its natural enemies are (if any), — he can carry on. But if you make the Artwork: Artwork is spread liberally
and what its beliefs and goals are (you can roll, he’s in trouble! The realization that he throughout the rule book. It does an excel-
have as many of these as you want; they should be drowning or plummeting to his lent job of capturing the atmosphere of
help define your character’s outlook and death causes him to do just that. It pays to the game, and it’s not just there to make
indicate how it should react in certain be dumb in the TOON game. the book look pretty; it actually illustrates
circumstances). Death? Did I say “death”? I meant to say many of the rules and shows you how
To make sure your character is better at “fall down.” Yep, whenever something everything works. Full marks are awarded
some things than others, you select skills. really terrible happens to your character, here for graphic presentation.
There are 23 skills from which to choose, he’s in big trouble. Squashed, flattened, Evaluation: The TOON game provides
and you have 30 skill points to spend on out of hit points, drowned, baked, fried, an excellent change of pace and a shift of
them. All of the skills are based on your or sliced, they’re all the same — he ends emphasis away from the more serious
character’s attributes. By spending skill up falling down. That means you’re out of role-playing games. I highly recommend it
points, you can raise skill levels to a maxi- the game for a full three minutes. Once as an evening’s entertainment and as a
mum of 9. For example, Tom the Cat has a that’s up, your character is back in the cure to role-playing blues. Buy a copy if
Muscle of 4, but he wants to be good at game, right where he fell down (unless you are in a silly mood or need to be
climbing, so he spends 5 skill points to he’s been moved by forces beyond his cheered up. The TOON game and supple-
increase his Climb skill (based on Muscle) control). ments are available from Steve Jackson
to 9. The action in the TOON game takes Games, Inc., Box 18957, Austin TX 78760.

DRAGON 39
BULLWINKLE AND ROCKY™ Role- The BULLWINKLE AND ROCKY game is strangely improbable ways. Fitting the
playing Party Game really three games in one. Let’s start with card you play into the ongoing story line is
TSR, Inc. $15.00 the basic version: the Narration Game. where the fun comes in. If you can’t think
Design: Dave “Zeb” Cook The Narration Game: To play this of a use for your card, you can discard it
Development and editing: Warren Spector version, all you need are the 108 story and as many other cards as you want,
Art and graphic design: Sue Myers cards. These are printed with various then draw new ones to replace them. The
Components: (Are you ready for, this?) A humorous pictures and captions telling game continues with each player adding
16-page “How To Play the Game” book- you what they are. The idea is to tell a his bit to the story until each player only
let, a 16-page “Stories” booklet, a 32- story using the cards. Each player is dealt has one card left.
page “The Guide to Frostbite Falls and a hand of cards (five cards if there are Now the players have to bring the story
Beyond” booklet, 108 official story four or less players, four if there are five to its ending. To do so, the person who
cards, six spinners, 18 character stand- or more players). One player then takes chose the story counts to three. Each
ups, one Narrator’s microphone, one the 16-page “Stories” booklet and selects a player then throws his last card onto the
blank character stand-up, two diplo- story to play. This can be either a Rocky table. If your card lands first, you get to
mas, and 10 hand puppets. and Bullwinkle story, a Dudley Do-Right tell the ending to the story. The more
Welcome to the world of the new story, or a story drawn from one of the clever the pun and twist in the story line,
BULLWINKLE AND ROCKY game, stuffed other cartoons: Fractured Fairy Tales, the better. But what if you haven’t got a
full of nifty bits and pieces created to Peabody’s Improbable History, or Aesop suitable card to play? No sweat – you
maximize an evening’s fun. Designed in a and Son fables. The Rocky and Bullwinkle simply discard it and draw a new one. And
cheap and cheerful way, this game lets and the Dudley Do-Right stories each have if you have a really great ending, let the
players assume the roles of Bullwinkle the a “story so far” section which describes other players know by jumping out of
Moose, Rocky the Flying Squirrel, the events leading up to the start of the story; your seat and waving your arms about!
Pottsylvanian spies Boris Badenov and they also have an ending. The other car- Okay, the story is over. What now? You
Natasha Fatale, Fearless Leader, Captain toons are given in less detail, thus allowing hand out diplomas for the best gag, funni-
Peter Peachfuzz, the Moon Men Gidney players to set their own beginnings and est pun, best ending of the evening, or
and Cloyd, Dudley Do-Right, Horse, objectives. whatever else you feel like. Dump the two
Inspector Fenwick, Nell Fenwick, Snidley Once a story has been chosen and the diplomas into a photocopier and run off as
Whiplash, and a whole bunch of other ending told to the players, the game many you want. Admittedly, in this ver-
characters. begins. The player who chose the story sion of the game, the diplomas mean zilch,
A quick glance at the components tells kicks off by playing a card from his hand but they do add to the fun.
you that this is not a standard role-playing and by adding a bit to the story based on The Everybody Can Do Something
game. Instead, the whole package is set up the card. As the cards contain a wide Game: Once you’ve mastered the Narra-
to let the players tell their own versions of range of events, characters, items, and tion Game, it’s time to get technical and
the cartoon shows. So, how does it work? other stuff, the story can progress in move onto the Everybody Can Do Some-

40 APRIL 1989
thing Game. So far, it’s just been a card Dudley automatically gains some benefit worst story twists and puns imaginable. To
game; now we get into the role-playing from it. Throw in a few other bits of the further add to the excitement, you can use
part. But this is role-playing with a differ- provided characterization, and you’ve got a glove puppet for your character (though
ence. For starters, there’s no GM. Sure, a character ready to take part in full- not all of the characters have one provid-
you have a Narrator, but everyone gets to blown cartoon adventures. To give the ed). Wave the puppet around, make it talk,
be the Narrator. The Narrator’s Micro- story some structure, there are goals for do what you want with it. In game terms,
phone stand-up is passed around the table the good and bad guys, and some great the puppet is totally useless, but who said
in the course of a game. The Narrator’s job ideas to try out in the course of the story. everything has to have a purpose?
is to keep the story moving and to ask the The current Narrator reads out “The The diplomas are handed out just as in
other players what their characters are Story So Far” and asks one of the players the Narration Game. In this version, how-
doing. to continue it from there. Players can use ever, once you’ve accumulated a few diplo-
The basic set-up is the same as in the their powers by spinning their spinner mas, you can use them to aid your
Narration Game, with a story being select- thingies (if necessary) or play cards from character. If you cash in two, you get
ed by one of the players and each player their hands. Using a card to advance the another attempt at spinning a spinner.
being dealt a hand of cards. Each player, story means you automatically succeed Cashing in five lets you succeed at an
including the player who starts as the and don’t have to spin your spinner. If you action without having to spin the spinner.
Narrator, also gets a character to play. This use your powers and get a bad spin, the The Graduate Game: Once you’ve
is where the character stand-ups come in. Narrator decides what happens to your mastered the other two games, you’re
These stand-ups have pictures of the char- character by making it up or by playing a ready for the Graduate Game. This game
acters on them and details of each charac- card. has guidelines for designing your own
ter’s powers. Each player also takes a After the current Narrator plays a card, characters, drawing their pictures (the
spinner with the picture of their character the Narrator’s microphone stand-up is Rocky and Bullwinkle way), and making
on it. These are used as randomizers and passed to the player on the left, who now up your own stories. This is where the
are spun to see whether a character suc- becomes the new Narrator. Once any blank character stand-up comes in, and
ceeds when carrying out an action. For player has only one card left, he may try you get a few blank cards with which you
example, Dudley Do-Right nearly always to end the story, hopefully after complet- can add your own designs to the game.
does things wrong. Any time he formu- ing the characters’ goals. To see if you The Graduate Game is really an extension
lates a plan or is told by another player to succeed, spin the spinner. If you get a of the Everybody Can Do Something
do something, he spins the spinner to see “yes” result, great; if you get a “no,” you Game, letting you do whatever you want
if he does it successfully. The spinner is draw one or more cards and the story with the game.
loaded against him, so Dudley often mes- continues. “The Guide to Frostbite Falls and
ses up. Dudley also can’t do anything that This adds up to a very free-form game Beyond”: In this booklet, you find out
has evil consequences. If convinced by which is lots of fun to play and allows about the characters and world setting,
another player to carry out an evil deed, players to come out with some of the and you get some ideas of how you can
use the cards in play. Nicely written and
fun to read, the booklet is well illustrated
(as are the other two booklets) and forms
a useful sourcepack to the game.
Evaluation: There you have it, the
BULLWINKLE AND ROCKY Roleplaying
Party Game – fast, manic fun, guaranteed
to liven up even the dullest party (and
with plenty of bits and pieces to play with,
too). Treat it as a board game, rather than
as a serious role-playing game, and you’re
in for a treat. It ain’t art, but it’s fun.

Short and sweet


PARANOIA™ Form Pack, by Steven Gil-
bert. West End Games, $8.00. Hey, dude,
looking for something special to make
your PARANOIA game clones’ lives misera-
ble? Then look no further. The PARANOIA
Form Pack contains 10 Form Request
Forms, four Equipment Complaint Forms,
four Equipment/Weapon/Vehicle Request
Forms, and a special Code 7 adventure,
“Hole In The Complex.” The forms are in
triplicate and come complete with carbon
paper.. Use them to catch the’ player char-
acters out (PARANOIA-style) and to liven
up existence in Alpha Complex. Proud
owners of the PARANOIA Excessory Pack
(see “Role-playing Reviews” in issue #132)
will already possess copies of the
Equipment/Weapon/Vehicle Request
Forms, which limit the PARANOIA Form
Packs effectiveness; still, spare forms
always come in handy. The forms include
delightful questions such as:

42 APRIL 1989
“The Commie mutant traitor threat is worse construct; glue, scissors, a modeling knife, reviewer, I consider it my job to point out
now than ever before. Yes. No. and a metal ruler are all you need. The the good and bad aspects of any products I
If you answered yes, why is the threat worse buildings are not new – they have been cover. Sometimes a product comes along
now? Does this mean The Computer is an taken from previous WARHAMMER build- which I consider to be of inferior quality.
ineffective leader? Are you suggesting that ing packs. Nevertheless, this is your first Here, I have two options: I can ignore it
you could do a better job than The chance to get them all together. WAR- entirely, reserving the review column for
Computer? HAMMER Townscape is guaranteed to games, supplements, and adventures
If you answered no, why? Do you feel The enhance the visual aspects of any tabletop which I heartily recommend; or I can
Computer is exaggerating the Commie action. This product is available in the U.S. occasionally review a product which I
Menace? Why would you think that? from: Games Workshop US, 1220 Key personally don’t like in order to show how
Highway, Baltimore MD 21230. In the U.K., it is lacking in certain areas and why I
The three-page adventure is designed to contact: Games Workshop, Chewton consider products dealing with a similar
introduce new Red-clearance-level clones Street, Hilltop, Eastwood, Notts, NG16 3HY. topic to be superior.
to the wonderful world of bureaucracy. It As always, any review reflects the
uses the forms to good effect and leaves MERTWIG’S MAZE™ Gamefolio, by Tom reviewer’s interests and perceptions. The
you with plenty of spare ones for future Wham. TSR, Inc., $9.95. The king lies “Role-playing Reviews” start off each
adventures. If you like tongue-in-cheek dying, and the evil Grand Wizir intends to month by introducing the current topic
props in your game, this pack is worth seize the kingdom for himself. Only the and putting it into perspective. These
getting. If you’re just looking for an adven- appearance of the king’s long-lost children introductions give an insight into my opin-
ture, save your money and buy something can stave off this dreadful event. Though ions on the topic, as well as my thoughts
a bit more substantial. This product (and many claim to be the king’s rightful heirs, on currently available products.
the following one) are available from: West only a character possessing a royal birth- This is where you come in. I’m inter-
End Games, RD 3 Box 2345, Honesdale PA mark and a royal treasure can hope to ested in hearing what you think the role of
18431. become king. Thus, you have to go adven- the reviews is, any any thoughts you may
Don’t Take Your Laser To Town, by turing to find a treasure and a birthmark. have on the reviews themselves. Are the
Malcolm Mouvis and Vern G. Hargett. West To assist you in your perilous quest, you reviews too critical, too detailed, or about
End Games, $8.00. Journey back to the can hire various companions in the city to right? Is there a topic, game, supplement,
days of the Old West to meet the Bot With fight and cast spells for you. Then you set or adventure that you’d like to see fea-
No Name, Wyatt Earp, Doc Holliday, and a off to brave the horrors lurking in the tured? My schedule may prevent me from
bunch of other western cliches hanging wilds of the kingdom. personally answering your letters, but I’m
out in WST Sector of Alpha Complex. Join This game features a large map of the interested in hearing from you. My mail-
forces with the Dooke and put an end to kingdom, eight card displays showing the ing address is:
the nefarious schemes of Black Bot. In this maps of the adventure areas, a whole
32-page adventure, the bygone days of the bunch of cards, and easy-to-play rules. Jim Bambra
Wild West get the PARANOIA game treat- Unfortunately, you don’t get a box in 180 Moorbridge Lane
ment. This fast-moving adventure fairly which to keep the bits, so make sure you Stapleford
rips along, but at times it moves too fast have some plastic bags on hand. The Nottingham
for its own good, with staging and GM tips MERTWIG’S MAZE Gamefolio is hardly NG9 8GT
suffering slightly in the process. This is a serious fantasy, but you wouldn’t really United Kingdom
fun supplement, but it lacks the unique expect anything else from the designer of
charm which characterized earlier PARA- Steve Jackson Games’ AWFUL GREEN
NOIA adventures. While not first-class, THINGS FROM OUTER SPACE™ game. The
Don’t Take Your Laser To Town will cer- MERTWIG’S MAZE Gamefolio is a wacky
tainly keep your clones amused. and fun-filled game.

FR5 The Savage Frontier, by Paul Who reviews the reviewers?


Jaquays. TSR, Inc., $7.95. The AD&D® Following the review of Mayfair’s City-
FORGOTTEN REALMS™ campaign series State of the Invincible Overlord in
continues to grow with this 64-page sup- DRAGON® issue #136, Jim Bennett, of
plement, which takes a close look at the College Station, Texas, came to its defense.
Jim saw the City-State as a good fantasy
lands to the north of the City of Water-
setting, the city’s spacious layout being
deep. The color maps and text add further
justified on the grounds that it had recent-
detail to the northlands and Trackless Sea,
and place firmly in context the descrip- ly been rebuilt to maximize the benefits of
tions given in FR1 Waterdeep and the wide, straight streets and open areas.
While this may well be the case, I still
North. This campaign supplement contains
consider this boxed set to be one of the
information on the Northmen, the
Uthgardt Barbarians, and the northern least-convincing urban fantasy settings
available. Sure, you can take the descrip-
dwarves and orcs. In addition to providing
information on major settlements, strong- tions of the buildings (and the NPCs who
inhabit them) and turn the whole lot into a
holds, and ruins, The Savage Frontier is
also laced with lots of adventure ideas. vibrant campaign setting, but there are
better city packs available which provide
This supplement is for anyone who can’t
superior starting points and which are
resist the call of the wild.
imbued with far more flavor. Urban set-
WARHAMMER™ Townscape. Games tings with straight streets and suburban
Workshop, $22.95. In this WARHAMMER gardens may be great places to live, but
supplement, you’ll find 39 card-stock when it comes to a fantasy environment,
buildings suitable for use in war games I’ll take colorful descriptions of winding
and for displaying special role-playing alleys, slums, and docks any day.
scenes set in towns and villages. The Jim’s comments raise an interesting
25mm-scale buildings are fairly easy to point about reviews in general. As a
DRAGON 45
©1989 by Paul Jaquays

uch of terrestrial legend RUNEQUEST® game, direct dealings with magics were then worked only by the
deals with gods who gods and powerful mythological monsters Priests of the gods.
walked the earth in the and demons is a normal part of the quests The greatly revised RQ III places the
guises of men and by which true heroes are made and tested. world setting for the game in ancient
beasts. Sometimes they However, it is possible to use the direct Europe, roughly paralleling the Byzantine
were summoned by intervention of the gods as a part of bal- period of actual Earth history. In this
worshipers in times of need, but usually anced game play involving characters who pseudohistorical world, polytheism and
they came and went of their own free will. are not yet up to hero stature. The guide- the “old gods” of Greece, Rome, Scandina-
The mythologies of many peoples tell of lines in this article are designed to be used via, the British Isles, and the Mideast are
the gods’ intervention and interference in primarily with RUNEQUEST games, both slowly but surely being replaced by the
the lives of mortals. Ancient peoples of the second-edition Chaosium rules (RQ II) new monotheistic deities of Christianity,
earth attributed the events of their times and the revised third-edition rules (RQ III) Islam, and Judaism. Though these old gods
to the direct involvement of the deities. published by The Avalon Hill Game Com- once walked the world freely, their power
Often, the actions of the gods were for pany. In addition, these rules are also has weakened as their followers have
some greater purpose; but normally, they intended for use with most role-playing diminished. The advance of time has made
pursued their own selfish interests of games based on Chaosium’s BASIC ROLE- it difficult if not impossible for them to
revenge, greed, love, and lust. PLAYING game system (including the CALL enter the physical plane without assist-
However, only at the height of their OF CTHULHU®, STORMBRINGER, ance. Although the Priests of the gods still
power could the gods visit earth at will. As SUPERWORLD, and ELFQUEST™ role- work great magics, strong-willed sorcerers
the “golden age” of the gods waned, so did playing games). have risen to fill the void in magic use.
the frequency of their visits. Furthermore, The first two editions of the RUNE- Even though circumstance and compro-
the gods could not just drop in on earth in QUEST rules were set in the mythos of mise have worked to prevent the gods
their full glory and majesty. Gods who Glorantha, in an age when the gods of from entering the physical plane, the laws
appeared in all their power on earth legend still existed but had ceased to be of Time have their loopholes. It is possible
risked danger and damage to both them- directly involved in the affairs of mortals. for the worshipers of gods to find ways to
selves and mortals. The gods would often In the golden age before the supremacy of summon their deities to the physical plane
lessen the impact on themselves and on Time (that is, before Time actually began), (and sometimes it is possible for a god to
lesser beings by taking on familiar shapes the gods and other great spirits roamed find a means to summon himself).
– those of humans, beasts, and monsters. the earth freely, interacting with mortal As mentioned before, the lesser manifes-
In any of these familiar forms, only a creatures. The compromise of Time forced tation of an earth-visiting god takes the
portion of a gods being was manifest, the gods away from the physical plane and form of an avatar. The term comes from
allowing the god to move freely (and often into the spiritual plane of existence, where Hindu mythology and is defined as the
unnoticed) among mortal creatures. These Time did not rule the sequence of events. incarnation of a god in human form. For
manifestations, or avatars, of the gods had The gods were able to retain their great game purposes, however, the avatar need
access to all the powers normally available power, but in the compromise, they lost not be a human being or even a human-
to the gods they actually were. But the ability to exert free will and became oid. This being is a representation of the
because the avatars also partook of mortal locked into what they had previously god, containing only a portion of its full
flesh and its inherent weaknesses, the use become or done. Instead of functioning abilities. The relationship of the avatar to
and extent of those powers was necessar- directly on the physical plane, the gods the god is much like that of a dream
ily limited. and great spirits learned to use mortal dragon (from Gloranthan mythology) to a
In role-playing games such as Chaosium’s worshipers to effect their purposes. Great real dragon. The thoughts and motivations

46 APRIL 1989
and desires of the god are there, but the the god itself and the type of vessel that than or equal to the Initiate’s POW charac-
powers it can wield are but a dim shadow contains it. teristic, the Divine Intervention succeeds
of the real gods capabilities. Generally speaking, the amount of POW and the Initiate permanently loses an
required to summon a god from the spirit- amount of POW equal to the roll.) Take the

TUnless
he summoning
a campaign is played with
ual plane and place it into a vessel on the
physical plane is more than a single, nor-
mal living creature (even a powerful sha-
resulting number and multiply it by the
result of a 2d4 roll (two four-sided dice
which represent an approximation of the
extremely powerful player characters, the man) can provide. Due to the number of average amount of power sacrificed by
adventurers are more likely to be involved participants that need to be involved, each Initiate). This final number is the
with a preexisting avatar rather than summoning ceremonies are usually per- amount of POW available for summoning
initiating the attempt to summon one. For formed in temples that ‘have from 150 to the god into avatar form.
that reason, the methods of summoning 500 worshipers (minor temples) and sev- If PCs (or NPCs with unusually high
will only be briefly outlined. eral resident Priests. For the best chance POW characteristics) participate in the
Two conditions must be met to summon of a successful summoning, large numbers summoning ceremony, roll their Divine
the avatar of a god. The first condition is a of people are required. The actual format Interventions separately from the congre-
great sacrifice of spiritual Power (POW) on for this ceremony varies from cult to cult, gations. Add any contributed POW to the
the part of the summoner or summoners. but the end result is that a number of total.
The second condition is that a ritually Priests and Initiates of the cult under the In RQ II, for each successful Priestly
prepared vessel be available to house the direction of a coordinating High Priest use Divine Intervention (a Rune magic spell),
avatar. the Divine (or Rune) magic call Divine multiply the number of spell points
In RUNEQUEST games, the acceptable Intervention. Although each individual expended by five. Add the Priests’ sacrifice
method of summoning a god into avatar attempts to make his own sacrifice of to the worshipers’ (Initiates and Rune-
form is to call upon Divine Intervention. POW, under the direction of the High lords) total.
The summoned deity is then offered a Priest, the individual sacrifices are merged The summoners must now make a single
suitable vessel to contain its manifestation into a single, communal request. percentile roll of less than or equal to the
on the physical plane. This vessel can be To determine the success of a summon- total amount of sacrificed POW to sum-
either a human or other sentient being, an ing, find the amount of POW sacrificed in mon their deity and place a portion of its
appropriate cult animal, or a statue of the the ceremony using the following formula: power into the prepared vessel.
god itself. The type of vessel and its will- Multiply the number of worshipers If using RQ III, the High Priest’s Ceremo-
ingness (or unwillingness) to perform as involved in the ceremony by 11%. This ny skill (divided by five and rounded up)
an avatar varies from cult to cult. The type represents the number of worshipers who can be added to the POW total to improve
of vessel used is mostly up to the prefer- would statistically make their Divine Inter- the ceremony’s chance of success.
ence of the game master (GM). The sum- vention roll. (Divine Interventions are After the roll is made for the summon-
moned gods abilities, however, depend on made by rolling 1d100. If the result is less ing, roll 1d4 and subtract one from the

48 APRIL 1989
result. This will determine the effect of likely heroes to put an end to their new
the ceremony on the participants. The suffering).
result of the roll is the percentage of wor- To role-play a freed avatar, the GM must
shipers who died as a result of successful- imagine in detail what the gods particular
ly making their Divine Intervention rolls (if wants, motivations, and needs might be.
all a character’s POW is sacrificed, the Although wants and motivations vary
character irrevocably dies). from god to god, most avatars have a need
These rules make it unlikely that PCs to be worshiped and needed, as if they
will summon up gods on a regular basis. were the real god and not just a lesser
However, if the summoning of a gods copy. Initially, the need to be needed moti-
avatar is necessary to advance a story line vates the avatar, and it will seek to please
in the GM’s adventure, assume that it will its followers. An avatar of a healing god
be successful and that about 1% of the may create hospitals to cure the sick. A
NPCs involved will die of POW loss. warrior god may extend its protection to
Describing the pomp and mysticism of the the masses by fighting their enemies.
ceremony and the chilling results of a However, as the avatar begins to develop
successful summoning can make for a a personality separate from the original
great prelude to an adventure. deity (in essence becoming a completely
separate entity), its plans may become
grandiose or counterproductive to society.
The avatar
If the summoning roll is successful, the
It becomes greedy, haughty, demanding,
and even dangerous. The healing avatar
prepared vessel becomes an avatar of the may cause illnesses in order to have more
summoned god and must be carefully sick to cure; the war avatar may bring
played by the GM from then on. If the nations into conflict. Both will demand the
avatar has been summoned to accomplish devotion of their followers and tribute
a specific task or mission (such as slaying a worthy of their imagined status. Although
demon or curing a plague), it will go about avatars are not full gods, they are power-
performing that task. Thereafter, unless ful enough to make sure their demands
somehow banished or dismissed back to are followed.
the spirit plane, the avatar remains.
The summoned avatar is now a “living”
free-willed creature, but is under obliga- Avatar bodies
tion to its summoners to perform the task The abilities and powers possessed by an
for which they created it. Once that task is avatar vary with the type of vessel (senti-
complete, that control is broken, and ent being, animal, or statue) in which it is
unless banished from the world, the ava- placed and with the relative success or
tar will follow its own desires. power of the summoning. Although the
Because the avatar is actually a repre- selection of a vessel and its preparation
sentation of things that the god really varies from cult to cult, and may depend
wants, and not necessarily what its fol- on the need of the summoners, they gen-
lowers have decided the nature of the god erally conform to the following types.
to be, the avatar will generally go about Humanoid (sentient being): For most
making a nuisance of itself, demanding benevolent cults (the term is loosely
constant worship, substantial tribute, huge applied), the sentient vessel will be a ritu-
temples – possibly even sacrifices and the ally prepared volunteer, aware of the
elimination of rivals in holy war. Failure to personal danger’s (and benefits) involved in
perform these functions means facing a accepting the spirit of a god into his body.
gods wrath. Even the most tolerant wor- The host’s gender should usually match
shipers of a benign and benevolent god that of the summoned deity. Nonbenevo-
may soon find themselves chafing at their lent cults may conscript a vessel off a back
deity’s incessant demands (and looking for alley on a dark night.

ADVANCED DUNGEONS & DRAGONS and the


TSR logo are trademarks owned by and used
under license from TSR, Inc. © 1989 TSR, Inc. All
Rights Reserved.
DRAGON 49
Avatars in BASIC ROLE-PLAYING game
systems may use all spells normally
Table 1 allowed to the deity in its full manifesta-
tion (at the GM’s discretion), but with
Avatar Vessels limits imposed by its semimortal form. An
avatar of the outer god Nyarlahotep in
Ability Human form Animal form Statue CALL OF CTHULHU games can use all the
STR 1d6 X host’s 1d6 X host’s 20 + (1d8 X 10) spells of the Cthulhu mythos. An avatar of
CON 10 X host’s 10 X host’s SIZ x 10 Donblas, god of Justice in the STORM-
SIZ 2d6 + host’s 2 X host’s Hosts BRINGER game, would be a 5th-Rank
INT 3d6 + 12 1d6 + 6 3d6 Sorcerer and may manifest the four Vir-
POW 2d4 x 20 2d4 X 15 SIZ x 10 tues of Law (Attack, Defense, Knowledge,
DEX 1d3 x host’s 1d3 X host’s (2d6 X 2) – (SIZ/10) and Travel) at any time. An avatar in the
CHA/APP (1d4 + 1) x 10 (ld6 + 1) X 5 1d4 x 10 MAGIC WORLD game (from the old
WORLDS OF WONDER boxed set) would
know a number of spells equal to his Intel-
ligence and would use them at 95% ability.
Animal: This is always an animal that is normal character. Note that for CALL OF Weapon skills: A human or humanoid-
special or sacred to the god and the cult. It CTHULHU gods, the statistics never statue avatar uses its cult weapons (both
is normally a superior specimen of its exceed those listed in the rule books for attack and parry) at 100% ability, with a
kind, without blemish or infirmity, and is those gods. + 1 bonus for each two points of its Intelli-
ritually cleaned and sanctified. The host’s The relative success of the summoning gence. If no weapons are available or
gender should usually match that of the also dictates the power of the summoned usable (as is the case for animal avatars),
summoned deity. being. The GM should subtract the value the avatar punches, kicks, claws, or bites
Statue: This is always a reasonably well- of the percentile dice roll that was made to at the same ability as its animal host. War-
sculpted image of the god. It may be of summon the avatar from the total amount rior gods receive an additional 2d20 points
any size, but usually the POW that the of POW successfully sacrificed during the of skill in any event.
sculpture contains is limited to 10 times its summoning. At the GM’s discretion, the Other skills: An avatar uses all cult-
Size (SIZ) characteristic. difference may be distributed between the special skills at 100% ability. Any other
avatar’s characteristic scores (increasing skills common to the culture are usable at

Avatar powers
them beyond the values normal for the
selected vessel). The GM should reserve
30% plus 1d10 X 5 ability (at the GM’s
discretion).
Once the avatar is successfully summon- such an increase for the god’s specialty Armor: An avatar’s natural armor is
ed, the GM should use the guidelines in characteristic. For instance, Lhankor Mhy, generally raised by 1d6 points. If the ava-
Table 1 to create the avatar’s characteris- the Gloranthan god of knowledge, would tar is capable of wearing other armor, he
tics. GMs should work out hit points, hit have a drastically higher intelligence, will generally enchant that armor to pro-
locations, and other attributes as if for a while the storm god Orlanth would have a tect himself as much as possible. Thereaf-
high Strength and Constitution. ter, he will use spells to further increase
Appearance: The appearance of the his own protection.
summoned avatar depends upon the host Shapeshifting: An avatar in a human-
vessel. A humanoid (sentient being) host vessel may shapeshift to any cult
assumes the popularly accepted appear- animal. All characteristics and statistics
ance of the deity, in glorious, living color. remain the same.
The animal avatar looks like a beautiful, Size alteration: An avatar may alter his
powerful member of its species. A statue size at will, up to 10 times larger or
takes on the appearance of flesh, but smaller than his original size. However, he
maintains the feel, of its original material attacks as if he were his previous size. He
(stone, wood, or metal). is, in essence, expanding or shrinking
Spirit Magic use: The avatar knows all without gaining or losing mass.
Spirit Magic spells (Battle Magic spells in Special powers: The avatar has at least
RQ II) that are not specialty spells limited one of the powers ascribed to the god,
to the followers of another cult. Variable usually something that serves the purpose
POW spells are known for up to six points for which he was summoned: a healing
maximum. This type of magic may be cast god’s merest touch might cure the sick; a
at normal POW cost. sun god would glow with light and
Divine Magic use: The avatar knows all warmth; a fertility god might cause crops
the Divine Magic spells (Rune Magic spells to grow in salted earth.
in RQ II) allowed for its own cult at the Offspring: An avatar who mates with a
maximum allowable power (but never mortal creates superior offspring. When
more than six points per spell). If the creating these special children, roll their
avatar is at its seat of power (the area in characteristics normally, but replace the
which its was summoned), Divine Magics lowest die in each roll with eight points.
may be cast as if they were Spirit Magics For example, when rolling for STR, the
of the same POW cost. Away from this seat player rolls a one, a five, and a six. The
of power, casting Divine Magics causes one is replaced by an eight for a total of 19
permanent POW loss to the avatar equal to points. Thus, it is possible for an avatar’s
the point value of the spell. child to have characteristics of up to 20
Sorcery: Avatars in RUNEQUEST games points.
cannot use sorcery skills or magics. Ava-
tars in other game systems may use some
or all magics available in that game system Destroying the avatar
There are three ways to send an avatar
(see below).
Magic in BASIC ROLE-PLAYING games: back to its source. The first way is to
destroy its vessel (i.e., kill it). The second is
to reduce the vessel’s POW characteristic
to one-tenth of its normal figure (a POW of Table 2
100 would have to be reduced to 10),
forcing the avatar to weaken its hold on Avatar Weaknesses
the host vessel. Since avatars are highly
magical beings, even an army may have 1d20 Weakness
difficulty destroying an avatar in this 1 The avatar’s heart or some other vital organ is magically separated from its
manner. body. This organ will usually be hidden and/or well protected. It may be
The third way is to find the avatar’s possible that the avatar will become even more powerful if its organ is
secret weakness. Fortunately, each avatar rejoined with its body.
has a flaw in its construction placed there 2 A missile weapon made from a particular wood, metal, or stone will slay
by the stresses of Time. Somewhere in the the avatar instantly, but will not necessarily kill the vessel. Treat such an
world, there will be a weakness that will attack against the vessel as if it were a critical hit (an attack of 5% or less).
immediately cause the spirit of the avatar 3 The venom or blood from a powerful, mythological creature will slay the
to depart its vessel. A number of weak- avatar slowly. The avatar will probably order all such creatures slain.
nesses are suggested in Table 2. Each of 4 The avatar has a preset destiny. When a certain set of events occur, the
these weaknesses needs to be further avatar will be banished to the spirit world again. This could include stellar
developed by the GM to fit into the ongo- and planetary conjunctions, the birth of a particular child, the arrival of a
ing campaign. These weaknesses are pro- mysterious stranger, etc.
vided as scenario hooks designed to 5 The avatar has a vulnerable spot or “Achilles’ heel” somewhere on its body.
stimulate adventure ideas. The weakness The location is determined by rolling 1d20 to determine hit location, using
can be chosen by the GM or selected by a chart that corresponds to the avatar’s host vessel. The location has no
rolling 1d20 on Table 2. natural armor protection. A hit here could be instantly fatal.
The mission to destroy a god will neces- 6 A particular magical item will banish the deity. This could be an enchanted
sarily be a three-part epic. First, the weapon, a staff, a mystic orb, etc.
heroes must discover what will force the 7 Upon demand, the avatar must perform a preordained task that will result
avatar to leave the world. Second, they in its banishment. Speaking in front of the avatar could be deadly!
must obtain that object. Third, they must 8 When all persons responsible for summoning the avatar have died, the
use the weakness against the god (which deity will be banished. Because of this, the avatar will usually keep at least
generally means coming into the avatar’s one summoner alive against the summoner’s will.
presence). 9 If a particular graven image of the god is destroyed, desecrated, or altered,
Of course, the avatar knows its own the god will be banished. This could include paintings, sculptures, tapes-
weakness and will do everything in its tries, sand pictures, carvings, drawings, etc. The item will usually be well
power to protect itself from harm. Hidden protected, possibly with multiple duplications to confuse would-be god
items will be guarded, protected by great slayers.
magics, and disguised. Vulnerable areas 10 A Divine Intervention similar to the one required to summon the avatar
will be protected by armor and spells, and will banish it – provided, of course, that it is of equal or greater power.
the avatar himself will usually be guarded 11 A more-powerful avatar must be summoned to destroy the existing avatar.
by fanatical followers, Although RUNE- However, this could lead to problems similar to those of the “Little old lady
QUEST game deities are not omniscient, who swallowed a fly. . . .”
the GM can probably assume that an ava- 12 A particular gem, magical item, or object of no apparent value must be
tar will be aware of attacks against it and stolen from the avatar and then destroyed.
any missions to discover its weakness. 13 An enemy of the avatar is released from imprisonment to wreak its venge-
When an avatar departs a host vessel, ance on the avatar. However, it may also decide to stay and wreak its
the host undergoes incredible stress. Each vengeance on everyone else.
type of vessel must make a saving roll to 14 The avatar can be slain only by a particular person who meets specific
avoid being destroyed as the avatar criteria, such as being a virgin, the seventh son of a seventh son, a blind
departs. Roll 1d100. man, etc. (the more unusual, the better).
Animal: The animal survives if the roll is 15 The avatar’s soul is kept in a small animal. Destroying the animal will ban-
less than or equal to three times the ani- ish the avatar.
mal’s original CON. If the animal fails the 16 The avatar must replenish or replace its POW each day from a special
roll, it dies instantly. magical item, machine, or magical place. If the POW source is destroyed or
Humanoid: The person survives if the roll stolen, the avatar loses 10 POW points per day until it finally withers away.
is less than or equal to five times the charac- 17 The avatar may be slain only by one of its own offspring. Treat all hits
ter’s original CON. If the vessel fails the roll, against the avatar caused by such a foe as critical hits (maximum damage,
it ages at the rate of one year per minute no armor protection). The avatar is unable to personally defend itself or
until death from old age occurs (successful return attacks against its own child. However, it may command underlings
Divine Intervention can stop but not reverse to perform such acts.
the aging). Additionally, the character must 18 The avatar may be slain only by the offspring of another god’s avatar.
make a 1d100 roll of less than or equal to its Treat these attacks as described for item 17 above.
original INT times five or be reduced to 19-20 Roll twice again on this table, ignoring rolls over 18. The results of both
incurable insanity (gibbering and drooling, rerolls must be somehow combined.
but nothing more complex). Finally, the
character must make a 1d100 roll of less
than or equal to five times the average of its
original POW and CON, or it retains the
physical form or appearance of the god. If
the host vessel survives all this, each of its Statue: The statue survives if the roll is statue; subtract 10 for an iron/steel statue;
characteristics (STR, INT, POW, etc.) will be less than or equal to five times its SIZ; and add five for a wooden statue. If the
increased by 1d6 points. subtract five from this value for a stone vessel fails the roll, it crumbles to dust.

DRAGON 55
FRC2 Curse of the Azure Bonds
AD&D® FORGOTTEN REALMS™ module
by Jeff Grubb
One morning, you wake up to find someone
has put magical sigils on your arms – but that
person forgot to tell you who he was, why he
did it, or how to get rid of the sigils and their
curse. That can only mean an adventure!
Based on the AD&D® computer module from
SSI (and based on the novel Azure Bonds, too),
this module promises the wildest of adventures
for all AD&D® game players.
NEW PRODUCTS FOR adventures, this product introduces the agents Suggested Retail Price: $9.95/£5.95
of the Orion Foundation to lovely San Cristobal, Product No.: 9239
MARCH an island that has everything: Web agents, a
thriving drug trade, piracy, and even voodoo WG9 Gargoyle
Illegal Aliens
cults. What more could a secret agent want? AD&D® GREYHAWK® module
TSR™ Books novel
Suggested Retail Price: $8.95/£5.95 by Dave Collins and Skip Williams
by Nick Pollotta and Phil Foglio
Product No.: 7634 One morning, you wake up to find someone
A ruthless street gang foils the plans of a
has stolen your wings (you are a gargoyle, but
group of weirdo aliens when the latter arrive in
no one said humans were the only ones with
New York City. The Great Golden Ones, the
guardians of space, try to sweep the matter NEW PRODUCTS FOR problems). What are you going to do about it?
You’re going to hire some low-level adventurers
under the galactic rug – but they fail to count APRIL to get your wings back! (And if that bunch gets
on the do-or-die attitude of the Space Marines
axed, there are always more adventurers where
and the First Contact Team. Authors Nick Pollat- AD&D® 2nd Edition Player’s Handbook they came from.)
ta and Hugo-Award-winning illustrator Phil AD&D® 2nd Edition Hardcover Rule Suggested Retail Price: $5.95/£3.95
Foglio have a science-fiction comedy treat for all Book Product No.: 9251
readers in this 352-page novel. You asked for it – and you’ve got it! The
Suggested Retail Price: $3.95 ultimate role-playing experience is now availa-
Product No.: 8204 ble: the AD&D® game in its finest form. Play- Unless otherwIse noted
tested by hundreds of gamers and researched ® and ™ denote trademarks owned by TSR, lnc.
FR7 Hall of Heroes for years, the AD&D 2nd Edition Player’s Hand-
©1989 TSR, Inc. All Rights Reserved
AD&D® FORGOTTEN REALMS™ book has all the gaming information you can MARVEL MARVEL UNIVERSE MARVEL SUPER HEROES
accessory imagine – and a whole lot more! and all Marvel character names and distinctive likenesses
by Lots 0’ People Suggested Retail Price: $20.00/£11.95 thereof are trademarks of Marvel Entertainment Group, lnc.
How strong is Alias of Azure Bonds? What Product No.: 2101
©1989 Marvel Entertainment Group, lnc. All Rights Reserved
levels are Tristan and Robyn of Darkwalker on BUCK ROGERS is a trademark used under license from The
Moonshae? What classes are Wulfgar and Drizzt Arrival Dille Family Trust © 1989 by The Dille Family Trust All Rights
of The Crystal Shard? This anthology has all the BUCK ROGERS™ book series
Reserved
game information you need to bring these by Flint Dille, et. al.
heroes from fiction to your FORGOTTEN This anthology of seven novellas reveals the
REALMS™ campaign. Want to meet Shandril of stories of the 25th century’s greatest heroes and
Spellfire! fame? Just look in the Hall of Heroes. villains, including Buck Rogers, Killer Kane,
Suggested Retail Price: $10.95/£6.50 Wilma Deering, and more. The works of Robert
Product No.: 9252 Sheckley, Jerry Oltion, M. S. Murdock, and
others are featured in this 320-page paperback
WG8 Fate of Istus volume.
AD&D® GREYHAWK® accessory Suggested Retail Price: $3.95
by Lots 0’ People II Product No.: 3551
The goddess of Greyhawk has decided to
weed out the unnecessary elements in the Darkwell
population of Oerth – and that may include FORGOTTEN REALMS™ novel
some of the player characters! Will your favor- by Douglas Niles
ite character class survive the trials of Istus, Hostile clerics, undead armies, and Bhaal
ruler of Fate? This module anthology for the himself confront the heroes Robyn and Tristan
WORLD OF GREYHAWK® setting is the first to in this, the last volume of the Moonshae trilogy.
use the AD&D® 2nd Edition game rules. Be But Bhaal has wrought havoc even in the rela-
prepared for anything! tionship between Robyn and Tristan, who must
Suggested Retail Price: $10.95/£6.50 now decide whether to face the future as king
Product No.: 9253 and queen – or as mortal enemies.
Suggested Retail Price: $3.95
GAZ11 The Republic of Darokin Product No.: 8416
D&D® Gazetteer
by Scott Haring MT1 All This and World War II
Return to the Renaissance – in the D&D® MARVEL SUPER HEROES® module
game’s Known World, in the city-states of Daro- by Ray Winninger
kin. Join the social world of the greatest traders The Third Reich is crumbling under the
there are – and the best diplomats, too. Build onslaught of the Allies when an alien and his
caravans, play politics, and try the new spell- time machine crash-land in Germany. Hitler and
casting merchant character class in this lively the Red Skull™ get their hands on the time-
96-page Gazetteer, playable with the AD&D® travel gear, organize commando teams to steal
game system, too. futuristic technology, and the rest (as they say)
Suggested Retail Price: $9.95/£5.95 is history. It’s up to you to make sure that the
Product No.: 9250 Nazis don’t rewrite the history books! Join the
battle in the all-new MARVEL® Time-Warp
TSE1 Web of Deceit adventure trilogy!
TOP SECRET/S.I.™ module Suggested Retail Price: $7.95/£4.95
by Bob Kern Product No.: 6885
The first module in a trilogy of espionage

56 APRIL 1989
by James M. Ward thrown into the middle of the war
between those two nations. The adventure
and excitement possible in this situation
are perfect for any gaming style.
The City of Greyhawk (TSR product

The
#1043) is also a July release. The full-color
poster map of the city is a delight to the
eyes, and the two 96-page booklets are
filled with details on life in this magical

Game Wizards
city. Full-color, 8½” × 11” cards provide
quick and easy adventures. This is a pack-
age that I am unusually proud of.
The Deluxe City Campaign Set (TSR
product #6890), yet another July release,
is a product that has been long needed. It
fills all the gaps on running New York City
for Judges of the MARVEL SUPER
HEROES® game system. Heroes new and
old are covered in detail. The Big Apple
A little bit of everything for everyone and its infinite possibilities for adventure
are brought to the reader in grand style.
All MARVEL SUPER HEROES game fans
will be delighted to have this set.
Spelljammer (TSR product #1049), which
I have several bits and pieces of news to tures, or POLYHEDRON™ Newszine [write comes out in September, sends the AD&D
present to the DRAGON® Magazine read- for their guidelines first, however]. If you game into outer space! This concept is
ers in this issue, and here they are: have had materials printed by other game quickly developing a style and beauty all
companies, that counts, too. You can then its own. Jeff Grubb has shown me some of
Pun contest winner talk to our free-lance coordinator. Send a his material for this set (everything of
A while ago [issue #135], I ran a quick self-addressed, stamped envelope with a which I like), and all those in Creative
and easy AD&D® game pun contest. I cover letter (described below) to: Services have also thrown their two cents
received hundreds of letters, some of into Jeff’s idea hat. When the product is
them great (they were all interesting, at Free-lance Coordinator completed, we will have a tool to connect
the very least). My personal favorite was a TSR, Inc. all of the AD&D campaign worlds together
real groaner: the vel crow, which had odd P.O. Box 756 and increase your gaming enjoyment.
protrusions attached to its wings. Some of Lake Geneva WI 53147 Time of the Dragon (TSR product #1050)
the others were: comes out in October. Set on the side of
The C-monster, C-dragon, sand witch, Don’t send your great ideas or any other the DRAGONLANCE® world of Krynn
and arrow of sleighing; products you might have in mind with this opposite Ansalon, this campaign set will be
The gate scroll that produced a metal get-acquainted letter. Just state your quali- a winner with all DRAGONLANCE saga
gate; fications and the fact that you are availa- fans. David “Zeb” Cook is the designer of
A servant whose name was Aerial; ble for free-lance design work. Mention this project, and he has brought a new
A small, square, brown creature that bit the TSR product lines that you feel most prespective to the campaign. I liked his
back if bitten, called a brownie (twelve qualified to work with, and TSR will get attitude from the very beginning, when he
make their lair together in a metal pan); back to you. said, “Imagine what would happen to the
A cat the size of a small house (a house This introduction process also applies to world when a huge rock hit. . . .” He imme-
cat); anyone wishing to edit game materials for diately began talking about huge volcanoes
The dwarven thrower +3, a magical TSR on a free-lance basis. Letters from and the pressure on the planet’s crust,
hammer that hurled the dwarf who used prospective free-lance editors should be then spun tales of tinker gnomes building
it at the intended target; addressed to the Free-lance Editing Coordi- ships to sail lava rivers – and a lot more.
A two-handed sword that clapped when- nator at the given address. Zeb is going to deliver a product that
ever it was used; and, Please remember that there are more everyone who loves Krynn can appreciate,
Hundreds of blue dragons, including sad astronauts in NASA than there are suc- [Each of the boxed sets described above
ones, singing ones, and ones that made cessful game designers and editors. This will sell for $18.00 retail.]
their lairs in toilet bowls. should tell you how hard it is to get your
I thank each and every one of you for foot in the door.
your wonderful puns. They made some
exhausting workdays a little brighter. Jim Ward’s Pick of the Month
In past columns, I have briefly talked
On writing for TSR about the five boxed game sets TSR is
This statement appears every year, producing this year. The more I see of
because there are a lot of gamers out them in the developmental stages, the
there dying to create products for TSR, more wonderful they look. We’ll highlight
Inc. First of all, it’s tough even getting our them once more for interested readers.
attention – not because your ideas aren’t Dawn of the Emperors (TSR product
good, but because for every solid idea we #1037) hits the stands in July, and it deals
get, we see over a hundred bad ones. with two huge D&D® game countries.
The best way to be considered for free- Thyatis is the largest military power in the
lance design work on TSR game projects is Known World, and Alphatia is a country of
to first have articles or modules published wizards whose magical strength is beyond
in DRAGON Magazine, DUNGEON® Adven- imagining. The player characters will be

58 APRIL 1989
s we write this
column in February
1989, ahead lies
another year of computer
trade shows. The recent
Consumer Electronics
Show in Las Vegas and
MacWorld in San Francisco
are now only hectic memo-
ries of demonstrations and
discussions. Both shows
gave debuts of technologi-
cally advanced hardware
and software goodies to a
most agreeable consuming
Game after game. with no end in sight public. The slowdown in
the computer industry that
was predicted by “those-in-
the-know” has not come to
pass. Computer gaming
continues to increase in
popularity.
There is ever-growing
interest in the Apple Macin-
tosh II, a computer that is
highly suited for game
development. This is due to
that computer's advanced
yet easy-to-learn user inter-
face and multicolor capabili-
ties. MS-DOS computers
continue to advance as
machines of choice by game
developers, with the Com-
modore Amiga taking a
close second in that regard.
The Apple IIGS is also
becoming a favorite devel-
opment machine, according
to the statistics we've seen.
With prices expected to
drop on all of these units
over the next several
months, we see no end to
the continual develpoment
and marketing of superior
software entertainments.
Reviews

Discovery Software
163 Conduit Street
Annapolis, MD 21401
(301) 268-9877

Arkanoid *****
Apple Macintosh version $49.95
Okay, we admit it: We’re hooked! There’s
no getting away from the fact that Arka-
noid is one habit we have no intention of
shaking. This is one fantastic arcade game
for Macintosh aficionados.
Back in the late seventies, there was
Breakout, for the Apple II computer. This
low-resolution game had graphics that
consisted of multicolored blocks. You used
paddles or a joystick to manipulate an on-
screen paddle that batted a ball at the wall
of blocks. When the ball struck the wall, it
knocked a brick out of position and
returned to the bottom of the screen, With
nimble fingers, you would reposition your
on-screen paddle to once again return the
ball to the wall. The object was to keep
this up until all of the blocks battered
away. Then, a new screen with another
wall would appear.
Breakout was a big hit. In one form or
another, it has survived the past decade in
a variety of presentations. In fact, Macin-
tosh users may also have had the opportu-
nity to play the DA version that is still
available on many bulletin-board systems
Enter Taito, a Japanese firm responsible
for many of the coin-operated arcade
game hits popular at 7-11 stores and pizza
parlors, with Arcanoid. With Discovery
Software managing conversions and mar-
keting in the United States, Arkanoid has
finally been released for the Macintosh. A
version for the Commodore Amiga
remains one of the hottest-selling products
in that gaming market.
The premise of Arkanoid is quite simple:
It is Breakout turned into a space-
adventure game with vastly improved
graphics, sound, wall varieties, and ball-
reflection algorithms. In this revised game,
the starship Arkanoid carries nearly five
million human beings in states of suspend-
ed animation in its hold. These humans
have survived a brutal alien attack and are
seeking a new home. Without warning,
the upper deck of the Arkanoid is
destroyed by a single drone fighter. The
ship’s reactor begins to overload, and help
must be obtained to prevent the annihila-
tion of all aboard. The Vaus, the
Arkanoid’s emergency shuttle, blasts away
from the ship and enters warp space, only
to be brought to a halt inside a space
labyrinth. As pilot of the Vaus, you must
shatter the walls surrounding the emer-
gency shuttle.
The Macintosh mouse controls the Vaus,
which can be equated to the paddle in
Breakout. You move the Vaus under an

DRAGON 61
energy ball, using the ball to strike at the
space walls surrounding the shuttle. There
are 33 game different levels from which to
select, and two players can compete simul-
taneously for the highest score.
There are several ways to reinforce the
Vaus. As the energy ball strikes some of
the bricks in the labyrinth, special Power
Capsules are knocked loose. These cap-
sules can elongate the Vaus, cause it to
capture the falling energy ball for better
aim at the wall, or turn it into a laser that
blasts away the enclosing walls.
Falling debris can cause well-aimed
energy strikes to ricochet away from the
target wall, thereby increasing the strikes’
return speeds. Be careful of ricochets that
occur near the Vaus, or you’ll find yourself
spinning your mouse’s wheel aimlessly as
the energy ball disappears at the bottom
of the screen.
The walls themselves consist of a variety
of patterns. Some of the bricks are metal-
lic and cannot be destroyed. These bricks
form pathways along which a well-aimed
energy ball can travel and destroy other
portions of the wall that cannot be
reached by an external attack. But when
you finish off one wall, another appears to
take its place.
You can select as many as five lives for
each game. Additional lives can be earned
as your score climbs higher. The sound
effects that accompany the game are
extremely well planned, such as the metal-
lic boing that accompanies the energy ball
as it strikes a metal brick. The game does
not, however, take advantage of the Macin-
tosh II’s larger screen. When using this
computer, you must also be certain to
access the Control Panel and change your
monitor setting to two-color mode.
After continuous Arkanoid play of over
45 hours, we’ve come to the conclusion
that this offering remains challenging and
exciting. Arkanoid will certainly become
one of the classic arcade games for the
Macintosh computer family.

Electronic Arts
1820 Gateway Drive
San Mateo CA 94404
(415) 571-7171

Zany Golf *****


Apple IIGS version $39.95
What happens when you combine
superb animation, graphics, music, and
sound in one package? What happens
when these elements are combined in a
miniature-golf game? You get perfection!
Zany Golf is the game, and it is one of the
best arcade games that we’ve played in
several months. Will Harvey and his crew
at Sandcastle Productions have created a
game that should turn several Apple IIGS
computer fans away from all the boring
shoot-‘em-up games and make them take
notice. Zany Golf is a tongue-in-cheek
parody of a miniature-golf course, with a
few nutty twists added for excitement.

62 APRIL 1989
Even when booting the game, the title The Legend of Blacksilver ****
screen and accompanying music astonish Commodore 64/128 version $39.95
the senses and add real character to this Charles and John Dougherty, whose
game. After you select the number of initial commercial success was Legacy of
players (one to four), the game begins with the Ancients, have once again parlayed
a sign, superb in its graphic detail, that their programming capabilities into a new
indicates the name that this course has fantasy role-playing game, The Legend of
been given. Once the course is loaded, you Blacksilver. This game moves C64/128
get an overview of the first hole as well as gaming up another notch with its first-
any special instructions. Once you click person views and 3-D effects that only a
the mouse button, you see your ball on the few months ago wouldn’t have been
three-dimensional course. The graphics dreamed possible on the C64/128. Add
are so real you swear you could almost enhanced visuals and sound effects, from
touch the objects on the screen. torches sizzling in their wall sconces to the
The object of Zany Golf is to play your ocean lapping against the shore, and a plot
ball into the hole at or under par. Putting with more variety than Napa Valley
the ball is simple – just click and hold on grapes, and you have an adventure game
the mouse button while dragging it back- worthy of inclusion in your software
ward. A dotted line appears and this library.
reveals the angle and power assigned to The planet Bantross, where the game’s
your putt. When the button is released, action takes place, has been suddenly
the ball is struck. From here, it should go tossed into a state of disorder. Not only has
where you wish it to go: into the hole (at the king been kidnapped, but an evil bar-
least in theory). on has decided to rule the globe. In a
This would normally be a simple game dream, you are informed by Princess
to play. However, there are restrictions Aylea that a hero is needed. Within his
and obstacles that hinder your ability to mines, the evil Baron Taragas has located
score easily. In the upper right-hand cor- Blacksilver, a mineral that contains power-
ner of your screen is a box that reveals ful magical properties. With this mineral,
how many shots you have remaining in the Baron will be able to exercise his
which to sink your shot. When these shots designs on the entire planet.
are taken, the game ends. If you sink the When you accept the validity of the
ball without using all of your strokes, the dream and decide to participate in the
number remaining is transferred to the adventure, you find that there are 16
next hole. In addition, you get a number of different towns to visit, five dungeons
extra shots equal to the par of that hole. totalling 40 levels of mind-boggling action,
There are two other methods to gain a special 22-section labyrinth, and 82
strokes. You might be told there is a fairy nasties (64 of them outdoor creatures) to
or timer on the hole. Hitting the fairy on confront your every move.
the course gives you extra strokes, while You become the champion for the king’s
sinking your ball before the timer runs out daughter, but as with any good fantasy
gives from one to four free strokes. role-playing game, there is no single ele-
Each hole has a name. There are the ment to conquer. One success is depen-
Castle, Magic Carpet, and Energy Holes, to dent upon another quest’s completion.
name just three. A musical theme is also Without a full and complete investigation
assigned to each hole. If you hit your ball of all elements, the game cannot be won.
onto a checkered floor spread at the Magic The towns not only offer sustenance and
Carpet Hole, you can control the ball’s other critical supplies but also enable you
movement by using the mouse. The Ant to earn money by working at odd jobs.
Hill Hole has a mind of its own, making it One such task we undertook was in the
difficult to complete a shot. town of Iron Forge (look to the northeast).
But the Pinball Hole surprised us the The Sweet Shop needed a package deliv-
most. Here you actually have to play pin- ered to the town of Crissold Creek, a
ball before you can make the ball go into journey fraught with danger and death.
the hole. With these obstacles, Zany Golf Other elements of this game include a
provides a challenge to anyone who plays variety of tips to help you along the way.
the game. For example, if you pay the town, jail
This is one of Electronic Art’s best Apple guards the correct number of monetary
IIGS products. The animation, music, and pieces, they may allow the prisoners with-
sound effects make this game a unique in to tell you a tale worth recording.
experience. This game is easy enough for The Legend of Blacksilver also includes a
kids to learn and addictive enough for full-color map showing the Lands of Tha-
adults who want to play “just one game.” len and the Lost Lands of Maelbane. Name
Furthermore, Zany Golf is great for par- stickers included in the box can be placed
ties. This game is a must buy for Apple on the map as you locate each specific
IIGS users. area; they can also be moved to new loca-
tions when you find out that your initial
Epyx, Inc. placements were incorrect. There are also
600 Galveston Drive stickers for dungeons, temples, and other
P.O. Box 8020 strange locales (such as the labyrinth). ADVANCED DUNGEONS & DRAGONS and the
Redwood City CA 94063 When you come across a town, it’s a good TSR logo are trademarks owned by and used
(415) 366-0606 idea to map each building and make notes under license from TSR, Inc. © 1989 TSR, Inc. All
Rights Reserved.
of what might be offered there, including Interplay Productions action really begins. When two pieces
the prices of objects of war. 1575 Corporate Drive converge on one square, they actually
The game is controlled by a joystick. All Costa Mesa CA 92626 fight each other. A bishop’s staff turns into
of the commands specific to your current (714) 549-2411 a spear as it stabs the queen, and a knight
environment are shown on the left side of Battle Chess ***½ chops a pawn’s puny weapon in half as it
the screen. You simply move the cursor to Commodore Amiga version $49.95 buries its sword into the pawn’s head. The
highlight the command you wish to exer- Battle Chess is a chess game for the graphics, however, are not gruesome, and
cise, then press the fire button on the Amiga, but with a new twist. Its first some are particularly humorous. The
joystick. screen exhibits a set of 3-D animated fig- sound and animation during these battles
When adventuring outdoors, you’ll ures which represent chess pieces, each are breathtaking. Like chess, though, the
normally spot a creature advancing upon highly detailed and graphically outstand- captured piece always loses.
you before being pounced upon. You can ing. Moving these pieces adds even more Battle Chess adds a new dimension to
approach the beast, stalk it, wait for it, or realism to the game, as pawns move for- chess. The only problems with this game is
simply flee and hope you’re faster than it ward, knights march, and the queen’s hips that there are a limited number of action
is. If you wait for the creature to come sway as she walks. The sound accompany- sequences, so continuous viewings may
within range, you can battle it, charge it, ing each piece adds to the quality of the cause boredom for some people.
cast a spell, or select the Other option. game: the knight’s armor chinks as he The graphics and sound reveal that
The latter selection is quite appropriate, marches, and the bishop’s leather sandals Interplay is not limited to role-playing
especially if the adversary is of human slap against the marble floor. Clicking the games, but can be just as creative in the
form. This option allows you to barter menu reveals a scroll held by two cupids. strategy market. We recommend this game
with the creature, and is thus a great As the user chooses an option, the cher- to chess enthusiasts, people looking for a
method for obtaining a variety of objects ubs’ wings flap furiously. game with a twist, and those looking for a
(such as potions, food, and weapons). After setting up the pieces on a two- game that utilizes the Amiga’s capabilities.
The Legend of Blacksilver is a vast dimensional board, you can play out clas- All in all, Battle Chess is a good effort by
adventure that offers hours of interesting sic chess strategies or test new ones. Also, Interplay.
game play. With the convenience of game you can replay a move in case of a mis-
saves, you should progress at a decent take. The computer can play at nine differ- SEGA of America, Inc.
pace without becoming bored or over- ent levels and offers help through its (distributed by Tonka Corporation)
taxed. Our only wish is that the game-save “suggest move” menu option. Two human 573 Forbes Boulevard
feature had been incorporated into all players (at the same machine or via South San Francisco CA 94080
areas of play, not only outdoors or in a modem), a player and the Amiga, or the (800) USA-SEGA (toll-free, outside Calif.)
dungeon. We certainly recommend that Amiga by itself can engage in Battle Chess. (415) 742-9300 (within Calif.)
Commodore gamers take a peek at The Each move is made by clicking on a
Legend of Blacksilver for inclusion in their Space Harrier 3-D ****½
piece and then clicking on its destination.
software libraries. When you take an opponent’s piece, the Requires SEGA’s 3-D glasses

64 APRIL 1989
Space Harrier is back, and this time it’s a dragon and its evil henchmen. Game the hidden hourglass timers, however,
in 3-D! The Space Harrier returns to stop play is superb. As Wonder Boy, who is your time can be restored.
an evil tyrant from corrupting the peace- now a teenager, you must travel through A sense of role-playing has also been
ful Land of the Dragons. This can be done various lands to gain information and added to the game. Your character can
only by finding Euria, the missing heir to better items with which to kill the evil buy better shields to deflect enemy
the throne. Knowing the consequences of dragon. attacks, boots to help him run faster and
your last mission in the Land of the When you start, you are wearing leather jump higher, and armor that weakens the
Dragons, you bravely set out to return armor but must still find a weapon. Lucki- damage of enemys’ attacks in case an
justice to this world. ly, a sword is not far afield. During your offensive onslaught cannot be stopped.
Played with the SEGA controller, Space journey through 12 mysterious lands, you There is even a magic shop available for
Harrier 3-D is a fast-paced action game encounter many creatures – most of them the purchase of magical spells. In the
that keeps you on your toes. The graphics hostile. You can slay them with your taverns that lie scattered through the
are as well done as in the first Space Har- sword, but some of these creatures kingdom, rumors can be obtained – for a
rier game, and the three-dimensional require more than a single hit to end their suitable price, of course. The only items
action adds outstanding visual effects with lives. You can also pick up swords of not available for sale are swords. These
colorful backgrounds and characters. The increasing power as you move through the items can only be found, most often pro-
13 game stages provide constant challenge game. After killing an enemy, you might tected by powerful creatures. Each of
as you battle your way to the finish. find his money useful for buying needed these protecting creatures is unique and
You can run across the ground or take to items. Or perhaps your victim possessed has a special weak spot by which it can be
the air using your flight belt (something an object that will garner game points and killed quickly.
you must wear at all times). Enemies and help you later in the adventure. Exploring This game is one of SEGA’s classic
obstacles are numerous and will attack in Wonder Boy in Monster Land is great products. It involves arcade and strategy
you with every means available. Some of fun. You can locate hidden shops, extra play, and even (for the first time in SEGA’s
the stationary obstacles can be destroyed, money, new levels, and various other home-system history) role-playing action.
while others are immune even to your surprises. These elements combine to make Wonder
atomic blaster. The game’s on-screen life meter is full Boy in Monster Land a truly original and
At the end of each game stage, you fight when play begins. Life is lost each time enjoyable game. SEGA users will want to
an evil captain. Each captain can absorb you take damage in combat. You can be sure to get this game. The only draw-
more punishment than the last, so they regain health by paying for additional life back to Wonder Boy in Monster Land is
become more difficult to defeat. Further- in the first-aid room, and can even obtain that once you die, you must restart from
more, their firepower is greater than the more life at certain locales in the game. the beginning of the game, walking
other enemies you’ve faced earlier in the Also shown on screen is an hourglass through the kingdom again and again and
game. If you do complete all 13 stages, you timer. When it runs out of sand, some of again, which can get boring. Overall, SEGA
must then fight each of the captains, one your life is taken away. If you find one of has done an excellent job.
at a time in sequence. Should you finish
them off, the evil king then comes after
you and tries to dissuade you from ending
his tyranny over the Land of the Dragons.
Space Harrier 3-D sets an example for
other video systems by showing what
qualities are needed to create a good
action game. The animation is smooth,
even with the complex 3-D effects. The
sound is not quite as good as that which
accompanied the original Space Harrier,
but it is still enjoyable. We especially like
the game’s continuation feature that
allows you to play on even if killed (sort of
like putting another token into a coin-
operated game to forge ahead, even
though your time has run out). An option
screen allows you to alter the difficulty of
the game or change from 3-D to 2-D.
This offering is a constant challenge
because of the difficulty in remembering
each alien’s attack pattern; there are over
50 aliens in Space Harrier 3-D, and each
uses a different tactic to destroy you. The
3-D effects can sometimes strain your eyes
and leave you with a temporary headache.
Also, when there are several enemies on
the screen, the animation has a tendency
to flicker, which could be distracting to
some players. Space Harrier 3-D is a most
appropriate SEGA cartridge for any arcade
enthusiast.

Wonder Boy in Monster Land * * * * ½


Wonder Boy in Monster Land is a good
game with a bad name: In this sequel to
SEGA’s Wonder Boy game, our hero, Bock
Lee Temjin, must save Wonder Land from

DRAGON 65
ted for the C64/128 computer. This simula- is $39.95 for MS-DOS computers.
News and new products tion re-creates the career of a naval fight- Activision is also involved in releasing
er pilot from Whiting NAS in Florida as he games for both the SEGA Master System
moves to Miramar NAS in California. In F- and the Nintendo Entertainment System.
Absolute Entertainment 14 Tomcat, real-life flight characteristics For SEGA, Galaxy Force, Cyborg Hunter,
251 Rock Road are accurately simulated to enable the Rampage, and Bomber Raid are being
Glen Rock NJ 07452 game player to experience aerodynamic released. Galaxy Force, a Japanese smash-
(201) 652-1227 modeling, realistic acceleration and flight hit arcade game, is a futuristic space-
For MS-DOS gamers, Absolute has ceiling, true-to-form loops – even black- fighter classic. Players select five different
released Crossbow, a graphic arcade outs and redouts when the player pulls space scenes through which to fly, ranging
adventure. Already available for the Apple strong enough g-forces. F-14 Tomcat also from fiery seas of lava to meteor storms.
II and C64/128, this is a re-creation of the features accurate weaponry, including a Cyborg Hunter takes place in the year
Exidy arcade adventure. Crossbow chal- 20mm M61A1 Vulcan cannon, Amraam 2242. Monstrous cyborgs, led by the evil
lenges players to lead a band of medieval air-to-air missiles, and Sidewinder and Vipron, threaten to control the universe.
travelers through many dangerous lands Phoenix missiles. A radio intercept officer As Paladin, the toughest bounty hunter in
to reach a distant castle. The party is (RIO) keeps the player updated on the the galaxy, your mission is to gain access
constantly threatened by predators and locations of enemies. The player also has to Vipron’s chambers and destroy him.
supernatural phenomena. Players must the ability to track six independent targets In Rampage, the player controls one of
protect the travelers by shooting attackers simultaneously, while a realistic heads-up- three nasty monsters – Ralph the Wolf,
before they can cause harm to the helpless display (HUD) shows altitude and airspeed. George the Ape, or Lizzie the Lizard – on
party. Crossbow contains all of the graphic The price for this game is $39.95. a campaign of destruction. The player can
and game-play elements of the original The sequel to Activision’s The Last Ninja crunch the concrete alone or team up
arcade version, and requires 256K of RAM has made its way to C64/128 monitors. with a friend to trash the town together.
and CGA, HGC, or EGA graphics adapters. Last Ninja 2 continues the original story There are 50 cities to demolish.
This is Absolute’s first release for MS-DOS line after the defeat of Shogun Kunitoki, a Bomber Raid is an aerial combat game in
environments. samurai master who eliminated the entire which the player pilots a fighter bomber
brotherhood of the White Ninjitsu except directly into enemy territory. The player
Activision, Inc. one – the Last Ninja. Players are trans- will need full mastery of controls and
(distributed by Mediagenic) ported from the shogun’s domain in Japan weaponry to survive five dangerous mis-
3885 Bohannon Drive to the gritty, treacherous streets of Man- sions filled with hundreds of screens of
Menlo Park CA 94025 hattan where they begin the quest to dogfight action.
(415) 329-0800 destroy Armakuni, the evil samurai mas- The Nintendo Entertainment System
One of many new releases from Activi- ter. To survive, players must use all their offerings include Three Stooges and
sion is F-14 Tomcat, the Naval Weapons martial-arts skills to outrun, outfight, Stealth Eagle, which join Activision’s Pred-
Fighter School simulation initially format- outmaneuver, and outwit the corrupt ator and Ghostbusters cartridge games.
police force that protects the merciless Three Stooges is a breakthrough comedy
villain. hit that stars TV and movie legends Curly,
A new fantasy role-playing adventure Larry, and Moe. Choose from among 10
which Activision alleges is the next genera- subgames and relive scenes from your
tion of such entertainments is also being favorite “Three Stooges” episodes.
released. Entitled Prophecy I: The Fall of Stealth Eagle is a flight simulation that
Trinadon, this game features one of the takes its player into the skies to confront
largest weapon inventories of any role- dangerous enemy aircraft in fast, arcade-
playing game, as well as the most’ style action. The player can take on a
advanced combination of graphics and computer-controlled enemy fleet or battle
role-playing with joystick action. The a second player in an all-out dogfight.
adventure is set in CrissCross, a little Predator is an adaptation of the hit 20th
village that hides from Krellane and the Century-Fox film starring Arnold Schwar-
rule of the Gendorian Empire. Living in zenegger. The player assumes the role of
constant fear of discovery, the people of the leader of an elite military rescue team.
CrissCross dream of the day that a hero The mission is to battle through the deep
will appear and vanquish Krellane. But jungles of South America, past militant
now, as their worst fears come true, the guerillas, to rescue U.S. diplomats from a
players (as residents of CrissCross) find terrorist stronghold. Players must avoid
their families and friends slaughtered by the relentless tracking of the alien preda-
the powerful Empire. Alone and unarmed, tor that eventually leads to a final confron-
Prophecy I players set out on a quest to tation. Another Nintendo hit for Activision
fulfill the ancient prophecy and save the is their previously released Ghostbusters,
world from Krellane and his evil Empire. wherein players build a franchise and
Guided by lightning-fast reflexes and avert a ghostly disaster brewing in New
quick wits, players fight through numer- York City.
ous obstacles and wondrous creatures in
search of vast treasures and clues to New World Computing, Inc.
unlock the puzzle and defeat Krellane. 14922 Calvert Street
Traveling through the enchanted forest, Van Nuys CA 91411
where every turn in the path is different, (818) 785-0401
players can meet over 20 individually (818) 785-0519 (tech support)
rendered monsters. Through interaction New World has finally released the long-
with nonplayer characters, players can awaited Might and Magic II: Gates to
locate weapons, obtain magic, and unearth Another World. This is the sequel to the
clues needed to undo the dark secret of smash hit and Beastie Award winner,
Castle Trinadon. The price for Prophecy I Might and Magic I: Secret of the Inner

66 APRIL 1989
Sanctum. Released for the Apple II com- On the third level of Harkyn’s Castle Before you fight an Evil Monk or an Over-
puter family, Gates to Another World [C64/128 version, first adventure], there is lord, do Bare Hands. Don’t talk to a pris-
challenges players to solve an elaborate a very large source of experience points. It oner with your sword Equipped. Never hit
adventure game in which cunning, might, can be reached by casting conjuror spell a corpse! Have a Monk Follow you to a
and intelligence are the keys to survival. APAR; North 5, East 12, Up 2, after taking shrine after you kill the Evil Monk. Fire-
You’ll enter the mysterious world of the entry stairs. However, your characters balls can only be used in shrines. Use the
Cron and explore a doomed land. Rumors must be of at least 9th or 19th level, and soil sample for Teleport, the Tiger Teeth
abound of a terrible destruction to occur be able to utilize mind blade (sorcerer for Ventriloquism, and the Fish Scales
as the land approaches its millennium. As spell MIBL) and restoration (magician spell from the Astronomer for Invisibility.
you and your party travel across Cron, REST). One warning: The price for this Chris Carmen
utilizing the largest 3-D graphics window experience may be high! Oxford, Ohio
of any current fantasy role-playing game, Peter Thompson
the truth of the rumors comes out, and Brandt, South Dakota Sub Battle Simulator (Epyx)
you must find and vanquish their source. For those who are addicted to this World
To accomplish this, you and your party of The Bard's Tale III (Electronic Arts) War II submarine simulation and would
as many as eight characters (including If the [Apple-version boot] disk is CATa- like a couple of wartime engagement
NPC hirelings) must explore the more than loged, the files are revealed on-screen. hints, the following advice comes directly
60 different areas which make up Cron One of these files is a binary file titled from the experience of Gordon Walton,
while seeking clues to aid in your task. “YUMMY.” This file allegedly is a display of the developer of the game. “To sink all of
There are over 250 monsters, more than one of the creators of this game getting the ships, engage the armed escorts first.
250 powerful weapons, 96 devastating “axed’ off the development team. To dis- All other ships are lightly armed, and most
spells, an advanced combat system, and play this file, do the following: are slower than your top speed, so surface
hundreds of strengthening and beneficial 1. Get into ProDOS. and use your deck gun after the escorts
quests. The price for this game is $49.95. 2. Insert The Bard’s Tale III boot disk. are taken out.”
A version for MS-DOS and compatible 3. Type in “BLOAD YUMMY? On those occasions when you must
machines is also available, as is a C64/128 Now you’ll see the picture of the team escape the sonar pings of pursuing
version. member being removed from the team. destroyers, Gordon recommends you keep
This picture can also be found on the boot your sub’s profile as small as possible and
Sir-Tech Software disk of the C64/128 version of this game. steer away from the circle the enemy ship
P.O. Box 245 Chris Carman is making overhead. Remember: The ene-
Charlestown Ogdensburg Mall Oxford, Ohio my’s depth charges are set to explode at
Ogdensburg NY 13669 the depth indicated by their last sonar fix
(315) 393-6633 Deja Vu (Mindscape) on you.
Sir-Tech Software sources have told us To win at the slot machines, the pattern
that the company is reworking their Mac- is to operate a quarter on the left machine Times of Lore (Origin)
intosh version of Wizardry I. Enhance- (you will lose), then operate a quarter on To purchase the Magic Axe, go to the
ments will include better graphics and the right machine (you will lose again), town of Lankwell and enter the building
some animation. Maze walls will now then operate on the right slot machine in the NNW corner. If no one is home, wait
appear as bricked instead of only lined. again (and you will win a lot of money); for someone to arrive. When you meet
The scenario is currently being beta test- this pattern usually works. Try this combi- this person, choose the Speak command.
ed. Also this year, Sir-Tech plans to release nation: 626 Auburn Road. The combina- He will offer to sell you the axe. This axe
wizardry II for the Macintosh. tion to the safe is 33-24-36. To find out automatically returns to your hand after
Sir-Tech Software is also the recipient of what the note pad (in the mansion) said, each use (unlike the dagger, which you
a 1988 Computer Entertainer Award of operate the pencil on the note pad. Shoot must retrieve after each use). This axe
Excellence. The company’s fantasy role- doors to open them. Hit a certain wine makes combat much easier and faster.
playing game, Wizardry IV: The Return of bottle in the wine rack to open the secret Dave Gentzler
Werdna, was given this award in the door. Thomasville, Pennsylvania
Apple II game category. Computer Enter- Zachary M. Davis
tainer is a monthly newsletter published in Eugene, Oregon Ultima V (Origin)
Van Nuys, Calif. It provides critical com- You must use the Amulet to find the
mentary and analysis of computer Might and Magic I (New World Comp.) entrance to dungeon Doom.
products on the market. If you are frustrated by constantly get- Hartley, Patricia, and Kirk Lesser
‘We’re extremely pleased:’ said Sir-Tech ting lost in the desert, the exiled Lord
vice president, Robert Sirotek, “but we Kilburn has the map that you need. And as We’d like to remind everyone to wear
knew this Wizardry sequel was worthy of for that key you’ve been looking for, the their reviewers’ hats. The 1989 DRAGON®
distinction.” Sirotek estimates the number canine has it. He can be found in the Mino- Magazine Beastie Awards for the finest
of requests for Wizardry IV to be coming taur’s Stronghold. game software will be upon us in no time.
in at the rate of 25 calls per hour, prompt- Robert Isaacson No, it is not too early to start voting. As a
ing the company to install three new lines Sudbury, Massachusetts matter of fact, we’ve seen at least three
to handle the switchboard overload. Sir- games that easily vie for the’ top honors.
Tech presented its first Wizardry scenario, At B1 4,7 lies a hidden treasure. Also, To get involved in the voting, simply write
Proving Grounds of the Mad Overlord, in excessive donation to temples results in your name, address, the game for which
1981 at the Boston AppleFest. extremely powerful protection spells being you are voting, and the system upon
Sir-Tech’s game hint hot line is (315) 393- cast on your party. Lastly, don’t accept the which you played the game on a postcard
6633. The hint service runs from 12 noon offer of the dying wizard, as you will gain and mail it to:
to 6 P.M. on weekends and from 4 P.M. to 8 his ring anyway.
P.M. on weekdays. Bruce Norman The Beastie Awards
Kingston, Ontario c/o Hartley & Patricia Lesser
179 Pebble Place
Clue corner Moebius (Origin) San Ramon CA 94583
Use your sword to chop down vegeta-
The Bard's Tale (Electronic Arts) tion, then sharpen it with a whetstone. Until next issue, game on!

68 APRIL 1989
T
©1989 by Robert Bigelow his month, we bid a
brief good-bye to our
discussion of the meth-
ods used in painting miniatures,
and instead we enter new terri-
tory. When this column was
started in issue #135, one area
of coverage we considered was
a “combat zone,” in which read-
ers could see how gamers used
their figures in miniatures bat-
tles and how painting and
scenery-placement techniques
were so used. During the last
few months, I have received
many letters from readers
requesting that we do more
feature articles on science-
fiction games, with many asking
for BATTLETECH® game arti-
cles or painting techniques.
Thus, this month we present
A short walk into the combat zone a short but epic battle for those
who wish to see the dramatic
ways in which other gamers
use their miniatures. Our pre-
mier action, the Battle for
Headquarters Hill, was run by
the gaming club at my hobby,
shop. “Battle Zone” will appear
at the end of this column when
a good battle is available. In
some cases, material in the
review part of this column may
turn up in “Battle Zone” as
well.

Ral Partha’s TOG Female


Adventurers: lmperial Rome
meets the Space Age.

ADVANCED DUNGEONS & DRAGONS®


miniatures: Two opponents to
delight any Dungeon Master.

7 0 A P R I L 1 9 8 9
Reviews armor from foot to waist. with a chain-
mail shirt, probably with leather or light
plate underneath. She also wears a long
Miniature-figure ratings belted tunic with a cape behind her.
These figures are well done and have
* Poor the extra value of being usable not only in
** Below average the TOG/RENEGADE LEGION games, but
*** Average in any role-playing games in which women
**** Above average without sci-fi weapons or modern dress
***** Excellent can be used. This pack costs $3.50.
ADVANCED DUNGEONS & DRAGONS®
This month, the column features several
miniatures
multiple-figure kits. These kits make my ****
11-404 Umber Hulk
gamer’s heart and wallet happy; purchas- 11-405 Ogre Mage ****½
ing numerous figures in one set is usually This is not the first time that official
cheaper than buying the figures individu-
AD&D® figures have been introduced in
ally. Another advantage is that you get all
the hobby marketplace, but it is the first
the figures you need in one fell swoop, time they have been done by Ral Partha. I
rather than making several trips but miss- anxiously awaited these figures and can
ing one elusive figure.
now pass my impressions on to you.
The umber hulk is an impressive figure,
one that dungeon parties are not going to
Ral Partha Enterprises, Inc. be happy to see. The figure is slightly
5938 Carthage Court hunched over but is still an imposing 1¾”
Cincinnati OH 45212 tall and 1” wide at the shoulders. It has
the short, stubby hands and feet shown in
TOG 02-959: Female Adventurers **** the Monster Manual, and it has claws
One of the most popular settings in suited for digging. The monster’s body
science fiction is that of an interstellar plates overlap and have the surface
empire grown old and arrogant. FASA appearance of stone walls and rocks. The
used this theme in a new series of science- armored spine also blends in well with the
fiction games, creating a Terran-based figure.
interstellar government modeled on the Best of all is the head, which measures
Roman Empire. The domineering and 7/8” from the front of its mandibles to the
imperialistic TOG enjoys such old sports back of the monster’s head. The small
favorites as chariot racing, gladiatorial tusks and rows of sharp teeth should
combat, and rebel hunting. The rebels, of convince any PC party that it is in the
course, want to unseat the empire and wrong place at the wrong time. The only
free the galaxy. failing that I can see with this miniature
This figure pack presents three women concerns the eyes located beside the man-
from the TOG™/RENEGADE LEGION™ dibles, on which some detail is lost after
universe in various poses. There is no the figure is primed. Use care, as the
specification as to whether their loyalties engraved lines are very fine and fill easily
lie with the government or the rebels. One and quickly with paint. The stand on this
female is wearing the pleated skirt and figure is thick and looks like the engraved,
shoulder epaulets usually seen in movies inlaid stone of a dungeon floor.
about the Roman legions. Her jerkin The ogre mage is a real gem for those
appears to be of leather or malleable who play Oriental Adventures or FGU’s
metal, as her ribs can be faintly seen, and BUSHIDO™ game. The figure stands 1%”
it is joined with detailed leather straps. tall with bent knees, and it is well propor-
She carries a long sword on her left hip tioned. This figure deviates from the illus-
and a long knife in a sheath behind her, on tration in the Monster Manual but looks
a belt near a water flask. The figure wears that much the better for it. The figure has
high boots with knee protectors. The face sandals, and its body is covered by a loose,
on the figure is plain but well detailed. belted robe. The figure also wears quilt-
The second female adventurer displays and-metal armor on its arms with knuckle
no visible weapon. Her hands are held in a protectors on the hands, over each of
martial-arts defensive posture, one hand in which appears to be a bracelet or bracer.
front of her face and the other hand The ogre mage’s face has a hostile look,
curved at shoulder height. She is dressed with a jutting chin and protruding brows.
in a cape and hood, and her shirt is belted The horns on his head and the small tusks
at the waist and split from the upper hip in his jaws are easily seen but do not
along the leg. She is wearing calf-high detract from the miniature. To cap it off is
boots with either fringe or turned-over his long, unruly hair, running straight
tops. Close examination also shows some back from his head to fall short of midway
sort of beads hanging from her belt. Her down his back.
face has a look of concentration and is less Best of all, this figure has options at no
plain than that of the previous figure. additional cost. The figure has an open
The third figure is obviously a proficient right hand, and his left arm ends at the
fighter. She is carrying two swords, one wrist. Into his right hand you can place a ADVANCED DUNGEONS & DRAGONS and the
held pointing up and the other ready for katana big enough to slice through a TSR logo are trademarks owned by and used
defense. She dressed in flexible plate horse, or you can leave the hand open to under license from TSR, lnc. © 1989 TSR, Inc. All
Rights Reserved.
DRAGON 71
‘Mech’s “head” is a vulnerable spot, and
the model has the “helmet” added by many
of the pilots of this machine. The commun-
ications add-on is also well detailed, as are
the weapons.
The Atlas is presented for the back-up
firepower (and panic) it can provide. The
model portrays the aura of power of this
machine, and the head almost seems to
have a deaths-head leer. The weapons
show clearly. I have a healthy respect for
the modeling here. When painted, some of
the lines appear to be flexed (at the elbows
especially), giving a powerful illusion of
action to this figure.
The single potential fly in this ointment
is presence of the Zeus as the attached
assault ‘Mech. When I saw this figure,
something bothered me. I went back to a
copy of the BATTLETECH Technical Read-
out 3025, in which the Zeus is noted as
BATTLETECh® Regimental Command Lance: Now, this is armor! belonging to only the Lyran Common-
wealth. On the positive side, the figure
looks exactly like the line drawing in the
book, only much more detailed.
simulate a spell-casting pose. Of two on your own world. This is a good set to own. When you buy
replacement left hands, one clutches a Ral Partha has long had BATTLETECH the lance sets, you save about $.50 over
knife the size of a short sword, and the figures available in single packs, and its the individual figure prices and get a set of
other holds a damsel in distress. present policy of issuing BattleMechs hex bases as well. The hex bases look nice
These figures are definitely worth grab- organized into lances (the basic military and do much to protect your figures by
bing, as there are no other figures of these units of the BATTLETECH game) makes it making the ‘Mechs harder to knock over.
kinds available. The only other umber easier for gamers to get individual ‘Mechs This set costs $18.00 retail.
hulk I have seen looks like a pet on a which work well together.
leash, and the only other ogre mage looks This pack is alleged to be a generic com- FORGOTTEN REALMS™ miniatures
jolly in comparison with this one. Get RP 10-550 Heroes ****½
mand lance and includes ‘Mechs having
these figures and enjoy making it rough on scout, command, intelligence, and reserve- As the FORGOTTEN REALMS’ setting
your players’ parties. The retail price for firepower abilities, Serving as a scout is a grows in popularity among AD&D game
these figures is $3.50 per package. very well done Ostscout model. The Osts- players, there is an ever-growing number
cout has a long game-given history of of support products that goes with it.
RP 10-807 BATTLETECH® Regimental scouting and is in fact probably the best of Among these products are paperback
Command Lance all scout ‘Mechs, but its firepower is too novels set in the Realms, which can fuel
Figures * * * * ½ Lance * * * ½ low. On a restricted gaming field, this
Modern military organizations have a ‘Mech can become shredded wheat in a
command element built into each major hurry, but its speed and common availabil-
unit. It is the duty of this unit to designate ity make it good for a campaign or large-
attack areas, direct engagements, perform area game.
scouting, and do a hundred other things Communications and command are
not done by direct-combat units. Com- taken care of by the Cyclops. This 90-ton
mand units, while important today, are ‘Mech can serve as satellite data link, radio
even more important in the future, in link, and sophisticated battle computer; it
which battles may not even take place can direct a ‘Mech regiment easily. The

FORGOTTEN REALMS™
miniatures: Crossing swords
with Tristan and Drizzt.

72 APRIL 1989
rumors, build legends, and otherwise add ty workmanship and attention to detail.
depth to the world. Gamers can also build The totem carried by Thunderstorm
campaigns based on these books – but to shows detail right down to the edge of the
do that, you need figures! feathers, and is clear at that. The capes,
This set contains 10 different heroes cloaks, and robes worn by all show the
from four of the FORGOTTEN REALMS transition between cloth and edging, be it
novels presently on the market. These animal fur or a different fabric. The char-
heroes appear to have almost been select- acters Magister, Elminster, Drizzt, Wulfgar,
ed at random and include seven males, and Bruenor are in action poses, some
two females, and a lizard-like being named with wind-blown hair, and look eager for
Dragonbait. The males include an elf and a action. All of the figures are clearly shown
dwarf. on the back of the box in full color. With
To review this set, I grabbed my care, you should have no trouble painting
FORGOTTEN REALMS paperbacks and these figures accurately.
checked the cover art against the figures This set is highly recommended for its
represented in the pack. Ral Partha has collectors’ and display values, and for use
done its regular quality work. Alias and with your AD&D® game campaigns. All
Dragonbait match their book-cover art the figures may be used in non-Realms
(from Azure Bonds) almost perfectly, the campaigns. At $15.00 per box, these fig-
only differences being in sword position- ures are not significantly more expensive
ing. Alias’s right arm has some raised spots than other single-packaged figures. My
and swirls from her elbow to her wrist. only request is that there be another set of
My magnifier did not show the area well, FORGOTTEN REALMS figures, as some of
but if you have a 5x or better magnifier my favorites are missing.
and a 10-0 brush, you could probably This pack, and Ral Partha’s other fig-
paint the tattoo. Alias does appear to be ures, are also available from: Minifigs, 1/5
missing her forearm bracelets. Graham Road, Southampton, England S02
Tristan and Robyn also fared well in the 0AX; RAFM, 20 Park Hill Road East, Cam-
transition. These two major characters bridge, Ontario, Canada NlR 1P2; and
from the Moonshae Trilogy are accurate Jeux Descartes, 5, Rue De La Baume,
WARHAMMER™ SIEGE:
down to the belt buckles. The detail on 75008, Paris, France.
Robyn’s cloak and druid’s cape comes out Creative ways to handle uninvited guests.
clearly. The character who did not fare
well was poor Newt, the little fairie dragon Games Workshop Ltd. GWS 0015 WARHAMMER™ SIEGE * * * *½
who accompanies Robyn. Somewhere Chewton Street Fantasy and historical miniature rules
along the line, some of Newts body detail Eastwood, Nottingham have many similarities, among them the
was lost, and he almost looks like a bird on United Kingdom NG16 3HY lack of an effective and fairly accurate
Robyn’s hand. way to attack and defend castle and
The rest of the figures were impossible Games Workshop US strongholds. There have been weak
to judge by the book covers. All of the 1220 Key Highway attempts at making rules for siege weap-
figures are done with a great deal of quali- Baltimore MD 21230 ons effective, but these were poorly done
if done at all.
Enter WARHAMMER™ SIEGE! I held off
for a long time on reviewing this product,
as when I first looked through it it seemed
to focus primarily on Games Workshop’s
FORGOTTEN REALMS™ miniatures:
Mighty Fortress [see “Through the Looking
Glass” in issue #140], with no attempt
Magister and Elminster
made to deal with other types of castles.
prepare their spells. But I admit that I was wrong. Upon close

FORGOTTEN REALMS™
miniatures:
An odd couple –
Dragonbait and Bruenor.

DRAGON 73
examination, I found much to recommend movement, which for many gamers will be fragile. If you remove the rules summary
this rules book. the first “blind” game they have played. and templates, you are almost guaranteed
WARHAMMER SIEGE has the first truly When you play blind, you use maps to to have a mess of loose pages as a result. I
effective set of rules that I have ever seen move your troops around, and you do not recommend that you photocopy the sum-
for the use of miners, sappers, or engi- know what your enemy is doing till you mary and templates, transfer them to
neers. These individuals were important stumble over him. The mapping instruc- cardboard or commercial counters, and
members of almost any siege occurring in tions can be applied to any castle or for- save the ones in the book for use as mas-
the Middle Ages, and they should be an tress and game area, not just the ones in ters to replace missing or damaged chits.
important part of any fantasy siege. It was the book. There is even a section on magic WARHAMMER SIEGE is a good introduc-
the job of these men to dig long tunnels in sieges. tion to medieval-style historical and fanta-
under the walls of an enemy castle and In addition to the medieval/fantasy sec- sy gaming with little extra investment. I
then cause these tunnels to collapse, tion, you receive a bonus section allowing highly recommend these rules, which are
which often did severe damage to build- you to do science-fiction game sieges. The £10.99 in the U.K. and $29.95 in the U.S.
ings and walls above them. These men mapping’ remains much the same, and
were also responsible for the long zig-zag with a little digging into rules, you can
trenches which provided the cover for fight sieges with figures from almost any Grenadier Models
men attacking the castle. In the castle’s of the science-fiction sets made by other P.O. Box 305
defense, these men were responsible for game companies. Springfield PA 19064
preventing these very same deeds, and The biggest simple benefit of this rules (figures distributed by West End Games)
they had to protect any breaches in the set is that it can be used with many differ-
castle’s walls. ent miniatures systems, though it was Lucasfilm’s STAR WARS® miniatures
WARHAMMER SIEGE also covers such designed to go with the WARHAMMER WE 40301 Heroes of the Rebellion ****
things as the use of boiling oil, hot water, games. I have seen it used with three One of the most popular movies of all
and the like for discouraging unwanted different game systems without major times, Star Wars, created a kind of fan cult
house guests using ladders or grapples. It difficulty. I have even seen it converted all its own. With the introduction of West
tells you how to build siege weapons on from use as a system for 25mm figures to End Games’ STAR WARS®: The RPG several
the field and how to place them. Many one for 5mm figures. years ago, there has been a need for fig
people nowadays assume that medieval There are two minor problems with this ures to go with the game. The figures are
armies carried siege weapons with them, rules set. First, Games Workshop has once now out and are made by Grenadier
but these rules point out the work that again turned a good, viable set of rules Models, which has a long history of quality
went into building these engines of into a commercial message. You have to miniature manufacturing. This set is billed
destruction (with game mechanics as well). dig below this message to get at the quality as a collectors’ set and is a prize for any
The rules are workable and even fun. in the system. The other disadvantage is one who is a Star Wars fan.
The book’s rules make use of hidden that the binding on this book is fairly The set consists of 10 figures, two of
which are generic Rebel soldiers in differ-
ent poses. One soldier has a laser pistol at
the ready, and the other appears to be
waiting, with his hand by a pistol in his
hip holster. The armed soldier has extra
pockets in his pants, a power pack or
carrying pack on his back, and extra gear.
The waiting soldier has different pants, no
belt, and no pack. He could easily pass as
an officer. An X-wing pilot is included in
the set that has a blaster drawn and is
running. This figure has an air pack,
ribbed suit, and communications helmet;
the air and communications line on the
suit is also evident and fairly accessible for
painting.
The main draws of the sets are the actu-
al Stars Wars personalities. Included in
this set are R2-D2, C-3P0, Luke Skywalker,
Princess Leia Organa, Han Solo, Chewbac-
ca, and Obi-Wan Kenobi. Each is accu-
rately done with regards to facial features,
with more than one being an exact match
with pictures of the characters. The sizes
are correct, as C-3P0’s outstretched arm
can rest his hand directly on top of R2-D2.
Chewbacca is almost exactly one head
taller that Han Solo. The only figure that
looks slightly off is Princess Leia, who
looks too thin and straight compared with
the others. The crossbow weapon that
Chewbacca carries has some molding flash
lines that are easily fixed.
The packaging has good and bad points.
Only one small color photo appears on the
front of the box; if you want to find the
difference between the color of Chewy’s
fur and that of his cartridge belt, you will
74 APRIL 1989
either have to look very closely or get
another source. The color detailing to go
with C-3P0 and R2-D2 is also not clear, and
Obi-Wan’s light saber, robe, and clothes
are not shown. On the good side, each of
the figures included in the set has a set of
stats included so you can immediately use
them in the STAR WARS game without
having to guess at their abilities. As a
miniaturist, I would rather have a painting
and color guide, though. A pack consisting
only of Rebel soldiers would be good, too.
I recommend this set, especially for
those people who collect Star Wars memo-
rabilia or are frequent players of the role-
playing game. The retail price of $10.00
per set comes to a dollar per figure, some-
what cheaper than normal industry prices.
Do be careful if any of your figures sit
unevenly on their bases; one figure broke
when we tried to straighten it.
These figures are available in the U.S. STAR WARS® Heroes of the Rebellion: No introductions necessary.
through West End Games, RD 3 Box 2345,
Honesdale PA 18431.
station that gave the defending House a The forces
substantial edge in knowing when an The forces used in this battle are given
The Battle for attack was coming – hence, the disparity in the accompanying table. If you are
Headquarters Hill in force sizes. For another, the opposing interested in trying this battle for yourself,
players were husband and wife: Benjamin the Ral Partha stock numbers are included
The Battle for Headquarters Hill was a and Crystal Olliff. These two players were for your convenience.
miniatures battle in a BATTLETECH cam- the first to draw out of the 12 available
paign by the Gamemaster’s Guild of contracts, and they managed to draw the The battle
Waukegan. In this campaign, each player two that would pit them against each The action in the battle is taken directly
runs one or more lances in a mercenary other. Both are also beginning players, so from the battle reports written by Ben-
BattleMech unit which he has designed the battle was more intense than usual. jamin and Crystal Olliff. Players in our
himself. These ‘Mechs may be either stock campaign keep battle logs so that damage
or modified according to a design and The battleground is recorded. Other members of the club
point sheet. The board was set up on a 6’ X 8’ table can get the feel of the battle by reading
The judges for the campaign had using Geo-Hex scenery. The table was level the reports, even if they were not there.
designed a series of contracts for each one, and the HQ was placed on top of a Crystal: At the start of the battle, “The
mercenary unit. These contracts were five-level forested hill. The eastern edge of Sting“ was located in the woods the west
from unspecified Houses in the campaign the board was considered to be a sheer of the base and northwest of the lake.
universe and gave the merc units chores cliff. The northeast corner had four sec- Janice’s “Butterfly” was stationed on the
that would not be practical for House tions of forests ranging from medium to hill southwest of the base in a grove of
units, such as situations involving direct thick. The northern plains had little or no trees. The “Lone Wolf” was west of the
confrontations with other Houses. cover except for occasional patches of base, behind the hill near the lake. “Sala-
In this months battle, contract #1 speci- woods. The western edge had a four-level mander” acted as lookout to the north,
fied that the unit concerned was to forested hill and woods. A one-level-deep hiding in the woods on the first elevation
destroy an HQ unit and a bunker located lake was placed in the center of the table. of the base’s hill. “Satan” had the watch
in a forest on a tiny unnamed planet. The Woods and hills covered part of the south- toward the south, in the woods at the
opponent’s strength was unknown but ern edge of the board. southern base of the hill. Everyone else
could consist of up to two lances. Unfortu-
nately, the maximum landing capacity
available to the unit drawing this contract
was only six ‘Mechs. Stealth was advised,
as there was no chance of reinforcements
and only a maximum of 10 turns could be
used before the dropship would have to
leave. The reward for success was high.
Contract #2 specified that the HQ was to
be protected at all costs, with minimal or
no damage to the HQ. Defense of this area
would be difficult, but there were woods
and hills around the bunker to help con-
ceal it. The attack could come from any
direction but the east, which was blocked
by impassable cliffs and debris. The
defenders could use any ‘Mechs available
to them for defense of this vital objective.
There were several unique aspects
about this battle. For one, no one knew
that the HQ itself was a space-monitoring

DRAGON 75
wandered around on the headquarters Stardust was told to torch the woods as
hill, battle-ready. No one was sure from soon as the enemy entered them, but
which direction the attack would come, either the order was misunderstood or she BATTLE FOR
except that it could not come from the got trigger happy and jumped the gun.
east. It was thought that the west would Stardust rushed into a position to flame HEADQUARTER HILL
be the most likely direction – but the the woods as soon as the enemy was
enemy surprised us by coming from the reported. This would have been fine
north. except that she now happened to be out in
Benjamin: I chose my six biggest Bums the open.
for this mission, since the contract allowed Benjamin: As soon as my Bums were in
for only six. One group of three ‘Mechs range, we opened fire. Because Mike and
was designated for support fire: “Notre- Josie were directly behind the trees, I
dame,” “Julius Caesar,” and “Long Arm.” (Benjamin Bonington) was the only one in
The second group consisted of “William my group with a clear shot. I managed to
Tell,” “Outlaw,” and “Felix.” This group had blow several holes in the hill around the
my long-range missiles. headquarters as well as putting 5 points of
It was reported that the westward damage on the building itself. My other
approach was the easiest, but that the group spotted a Firestarter. You do not see
southern and northern approaches were these often, but since we luckily have one
also available. Because the west was the of our own, we know what they can do.
easiest, I figured it would be the most Betty ordered an all-out attack, and she,
heavily guarded, so I chose to approach Frank, and Gaius opened up with all the
from the north. The south involved too weapons they could use without overheat-
long a march, and there was a grove of ing. Frank missed with his LRM 15s –
trees in the north close to the base of the better luck next time. Betty fired her AC-
hill on which rested our objective, the 20 and two of her medium lasers at the
headquarters. Firestarter; only one medium laser hit for
Crystal: Stardust spotted the enemy first 5 points to the left torso. Gaius let loose
and informed “Windsong,” who recalled with his AC-10. He got a lucky shot to the
the lookouts. The lookouts were still going head – a critical, causing the head to
to keep watch, only closer to base. If the explode and kill both ‘Mech and pilot.
enemy attacked from more than one direc- Crystal: Before poor Stardust turned
tion, the scouts would not be so far away into particles, she managed to set the
that help could not reach them quickly. woods on fire in front of the Archer, Der-

The Battle for Headquarters Hill: Forces


“Benjamin's Bums” (Benjamin Olliff)—Attacking
Stock No. Mech type Vehicle name PC Pilot
20-849 Centurion “Julius Caesar” Gaius Philippus
20-854 Hunchback “Notredame” Betty Walton
20-876 Dervish “Outlaw” Josie Wales
20-887 Trebuchet “Long Arm” Frank Pettijohn
20-852 Catapult “Felix” Mike Miles
20-842 Archer “William Tell” Benjamin Bonington

“Hellcats” (Crystal Olliff) – Defending

Stock No. Mech type Vehicle name PC Pilot


20-832 Wasp “The Sting” Helen Hawkings
20-832 Wasp “Butterfly” Janice “Ail” Johnson
20-865 Commando “Lone Wolf” Mary Little Eagle
20-850 Firestarter “Salamander” Stardust
20-853 Panther “Blackie” Kathy Oden
20-885 Hermes II ‘Satan” “Frenchie” LaRoug
20-854 Hunchback “Ugly” Millie Phillips
20-837 Wolverine “Little Death” Cantus Marshall
20-855 Ostosol “Dirty Harry” Jo Holland
20-888 Grasshopper “Death Dealer” Martha “Hotlips” Harrison
20-846 Goliath “Big Death” Ariel Melody “Windsong” Marshall

76 APRIL 1989
vish, and Catapult. This ensured that to
get closer, they would have to move out
in the open. My “Big Death” opened up on
the Hunchback that ordered fire on Star-
dust; both the PPC and LRM-10 hit, doing
10 points to its right torso and 8 points to
its left leg. Jo’s “Dirty Harry” fired both of
its large lasers but only did 8 points to the
Hunchbacks left arm. Cantus in “Little
Death” fired her AC-5, doing 5 points to
the Hunchbacks right arm.
Benjamin: Betty and I ordered the
Bums to advance 3 hexes, which put
Betty’s group in light cover in the woods.
I realized that my bunch would be out in
the open, but then everyone would have
a clear shot at the bunker. My group
opened up with our LRMs, but I was the
only one to score a hit for another 5
points. Betty’s group fired on the Wolver-
ine. “Notredame” and “Long Arm” both
put 5 points each on it, Betty to the right
leg and Frank to the left leg. Then we
moved back 3 hexes to make the range
longer for the enemy but still keep us in
fair range of the headquarters.
Crystal: Cantus, Millie, the bunker, and I FASA’s BATTLETECH® game: Waiting for action at Headquarters Hill.
all fired on the Archer. Millie’s “Ugly” put
20 points on the right torso with its AC-20. while my LRM-10s did 5 points to the pilots died in combat during that first
Cantus did 5 points to the center torso right torso and 1 to the left leg. Martha campaign weekend.
with her AC-5. Jo and Kathy fired on the and Jo both fired on the Trebuchet If you have battles that you would
Hunchback but only Jo hit it; “Dirty Har- because there was too much smoke to like to share, send them to me. Make
ry’s” large lasers did 8 points to the left see the other two targets. “Dirty Har- sure that all the information included
torso and 8 points to the center torso. ry’s” two large lasers did 8 points to the in this article is present, that any pho-
During the next round of firing from my center torso and 8 to the left arm; Mar- tographs and maps submitted are clear,
Hellcats, the bunker and I were the only tha’s large laser put 8 points into the and that your name and the names of
ones to hit the Archer, though Millie tried. right leg. The game then ended. Our those who participated in the battle
The bunker’s AC-5 put 5 points into the revenge for Stardust’s death would have are included. Please send a signed
Archer’s left leg. My “Big Death” did 10 to wait until another day. letter giving permission to use the
points to its left torso with my PPC, and 5 battle in this column.
points in the left arm and 5 points into the Initiative rolls Further information on the Gamemas-
left leg with the LRM-10. After Martha’s Turns 1, 2, 4 and 5: Bums had initiative. ter’s Guild is available. The Guild is
“Death Dealer” tried three times to set fire Turn 3: Hellcats had initiative. located halfway between Milwaukee
to the woods in which the enemy Hunch- Turn 5: Game ended. and Chicago in Waukegan, Ill. Just write
back, Centurian, and Trebuchet were to: Gamemaster’s Guild of Waukegan,
hiding, Cantus managed to do the job. Jo’s Summary 1411 Washington, Waukegan IL 60085.
“Dirty Harry” hit the Hunchback with Six other battles were fought by our The telephone number is (312) 336-
large lasers for 8 points to its right arm gaming club on the same day this one 0790. You can reach me at that same
and 8 points to its center torso. was. In addition to Stardust, six other address. Until next month!
Benjamin: I had been laughing because
the defenders included a couple of people
Stardust memories: A direct hit at Headquarters Hill.
who could not hit the broad side of a barn.
Looks like the last laugh was on us,
though. Only Gaius’s “Julius Caesar” hit
anything, doing 5 points to the Wolverine’s
left arm. I was beginning to get worried;
not only was “William Tell” shot full of
holes and my second-in-command hurting,
but now both “Notredame” and “Julius
Caesar” reported a loss of 5 heat sinks
each. Could the enemy have gotten
advance warning? I seem to also remem-
ber that he who runs away lives to fight
another day!
Crystal: Everyone moved three hexes
into the open, because we could sense that
the enemy’s morale was failing. Cantus
missed the Archer, but the bunker, Millie,
and I hit it. The bunker crew and Millie’s
medium laser each slapped 5 points of
damage on the left arm. My PPC made a
10-point hole in the Archer’s left torso,
FORUM Continued from page 37 telling knock-knock jokes, and otherwise
Continued from page 10 making themselves obstructive and objec-
tionable. They are immune to all forms of
attack and will not go away until they are
I ran the introductory AD&.D game at a local Scroll the Ancient Yule- good and ready. The quickest way to get
con a couple of weeks ago and wrote up the
players’ character sheets a little differently. I
Tide Carol (Falalalala rid of these fools may be to teach them to
was reading the statistics for a 15 strength to Lalalala) cast some of Nimrod’s other spells.
the players, and as I was about to give the
additional gold-piece weight encumbrance, I Wall of Missiles (Perforation) Protection From Normal Gold
realized what a useless statistic it was. It is an Level: 5 Components: V,S (Ruination)
addition or subtraction made to the formula Range: 1”/lvl. CT: 3 segments Level: 2 Components: V
used to calculate the maximum weight a charac- Range: 0
Duration: Special ST: None CT: 2 segments
ter could carry if his strength is abnormally Duration: Perm.
high or low. The problems are that: 1) the AE: Special ST: None
formula gives the weight in pounds, while the Explanation/Description: When this AE: Personal
adjustment is in gold-piece weights (the old saw spell is cast, a solid wall of speeding mis- Explanation/Description: When this
about apples and oranges pops to mind); and, 2) siles, similar. to heavy crossbow quarrels, spell is cast, it sets up a field of negative
what is needed on the character sheet is not the is created. The wall covers a 1’ square per energy that repels all nonmagical gold
adjustment to the maximum weight a character level of the spell-caster; each 1’ square away from the spell-caster’s body to a
can carry, but the maximum weight the charac- contains 64 missiles, which hit for 2-7 hp distance of 2” per level of the spell-caster
ter can carry. damage apiece. This spell would have been (the distance increases, therefore, as the
What I did for those players (and for the Nimrod’s greatest (in fact, only) triumph, if caster advances in levels). This affects
characters I roll up for myself) is to calculate coins, jewelry, and all other nonmagical
that [maximum weight] figure. It’s a lot easier to
he had included some way to point the
missiles away from the spell-caster, or to items containing gold (including electrum,
do this if the information I need is in a chart. I
worked out the figures for myself. make the spell function when there is which is part gold). It does not affect gold
I did find a nice little goof. Your 3-strength something between the missiles and the dragons, gold bugs, or any kind of gold
magic-user has a base carrying capacity of 35 spell-caster. which might be capable of harming the
lbs. [Players Handbook, page 101] but has a spell-caster, as that, obviously, would not
penalty of 350 gp [page 9], which comes out to Minor Globe of Iron (Conglobation – be normal gold.
– 35 pounds. Point a wand at someone? Carry it’s a word; look it up)
spell components? [It is difficult to do] with a Level: 1 Components: V,M
net 0 lbs. carrying capacity.
On a related note, keeping track of encum-
Range: 0 CT: 1 segment
brance is difficult when many relatively heavy Duration: Perm. ST: None
items listed in the provisions tables have no AE: One globe
weights listed. A monk, thief, druid, magic-user, Explanation/Description: This spell
or illusionist is not going to have much in the creates a sphere of solid iron exactly 0.175
way of weapons or armor but may well stock inches in diameter that is perfectly round
up on other necessary items, and only arms and and smooth. The material component for
armor have weight listings (arms in gold pieces, this spell is a gem of at least 500 gp value.
armor in pounds). If the amount of treasure a
The verbal component is the second letter
character carries back from an adventure
determines whether or not he is able to pay for of the alphabet, repeated twice.
the training needed to go up a level before the
next adventure, the character and the player Monster Invulnerability (Exacerbation)
need to know precisely how much his equip- Level: 6 Components: V
ment weighs. Frankly, the game has failed to Range: 3“/lvl. CT: 6 segments
provide this vital information since the original Duration: 5 rnds./lvl. ST: Special
D&D game came out. AE: 1 monster/lvl.
Explanation/Description: This spell
Strength Chart
Unencumbered wt.
causes affected monsters to be immune to
limit (lbs.)
all forms of magical and nonmagical
Strength
3 0 attacks. Monsters gain a saving throw
4-5 10 (whether they want it or not) equal to
6-7 20 their adjusted reaction roll, which is rolled
8-11 35 on 1d100. To save the reader a lengthy
12-13 45 perusal of the Encounter Reaction table
14-15 55 (Dungeon Masters Guide, page 63), it
16 70 should be noted that this spell affects only
17 85
110
actively hostile monsters and those that
18
135 cannot save vs. spells on a roll of 26 or
18/01-50
18/51-75 160 higher.
18/76-90 185
18/90-99 235 Fools Summoning III (Consternation/
18/00 335 Exasperation)
19 485 Level: 5 Components: V,S
20 535 Range: 5” CT: 5 rounds
21 635 Duration: Variable ST: None
22 785
935
AE: Special
23
24 1235 Explanation/Description: This spell
25 1535 summons three fools (i.e., NPCs with com-
S. D. Anderson bined intelligence, wisdom, and charisma
Whittier CA scores of less than three – among them).
They tag along, asking stupid question,

DRAGON 79
80 APRIL 1989
DRAGON 81
82 APRIL 1989
Soviet
firepower
in the
MARVEL
SUPER
HEROES®
game

by William Wilson Goodson, Jr.

84 APRIL 1989
Different Body ratings are given against ble, the helpless sub sinks. The electrical
conventional, electric, and magnetic systems essential to both control and the
In DRAGON® issue #105 ("The Big
attacks. life-support systems have Good Protection
Guns"), some basic rules were outlined for Bulls-eye targets: These are the least- from electrical or magnetic attacks.
the use of heavy military equipment in the Bull's eyes may be scored against the
armored parts of a vehicle which a preci-
MARVEL SUPER HEROES® game. The sion weapon may be able to hit. For periscope and radar disc. Damaging the
MARVEL SUPER HEROES Advanced Set example, an archer may not be able to disc (Good Material Strength) destroys the
includes detailed rules for tanks, planes damage the hull of a tank, but he could ship's radar system, making it possible for
and such, but the descriptions of the dif- break the tank's infrared spotlight. planes and ships to approach undetected.
ferent vehicles remain very vague. When Damaging the periscope (Typical Material
Control: This is how well a vehicle can
playing against a submarine or helicopter, execute changes in direction and speed. Strength) renders the ship blind while it is
it helps to have a clear picture or exactly Crew: This is the number of people a submerged.
what the vehicle can and cannot do. A Kill result can damage one of the
vehicle requires in order to operate. A
In a world-spanning submarine's two propellers, cutting Speed
crew member may carry almost any kind
campaign, your of hand weapon the referee chooses. and Control in half. If both shafts are
characters are likely damaged, the ship has no means of propul-
Kill results: If an attacker scores a Kill
to run into Soviet as sion and sits dead in the water (though if
result on a vehicle, the hit should cause
well as American serious damage to the craft. For example, submerged, it can surface by blowing its
weapons. The a Kill result against a ship might (at the ballast tanks). A Kill result with enough
Soviets are noted for power to penetrate the hull is able to
Judge's option) stop the engine or jam one
their production damage one of the submarine's four
of the propellers.
of simple engines. Two diesel engines are used when
Protection: This is the amount of armor
but a vehicle provides for passengers inside it. surfaced, and two electric engines are
Different protection ranks are given used when submerged (diesel engines
against conventional attacks and both require a great deal of air in order to
chemical and biological weapons. Soviet work).
crew members may be individually pro- This submarine's top speed is 18 knots
tected by special suits which give Excellent on the surface and 14 knots submerged.
dependable Protection against chemical and biological Its best depth is a secret but is assumed to
equipment, and weapons. Such a suit cuts Agility and be less than 500'. To go below this level
weapons manufact- Fighting abilities by two ranks and offers requires a FEAT roll against the hull's
uring is one of their no protection against blows or gunfire. strength. A White or Green result means
few profitable Speed: This is the rank representing the the sub survives; a Yellow roll means the
industries. Having maximum safe speed of a vehicle. One sub drops a rank in every class; and on a
licensed the pro- knot (used in seagoing-vessel descriptions) Red roll, the submarine is crushed and
duction of their older is about 1.15 MPH. destroyed.
weapon systems to Armament descriptions have been kept This submarine requires 25' of water to
other countries, the Soviets now have as simple as possible so that each cannon, maneuver on the surface. In shallow
instructors and advisors stationed all over machine gun, or other projectile weapon water, the sub will run aground. Escape
the world. The vehicles mentioned in this will have a simple classification. This then requires a Green FEAT roll on the
article can be found in many places. For allows readers to use the game character- Typical column, but may be tried only
example, the Hind helicopter can be found istics of the weapons, bombs, and missiles once every 10 turns.
in Afghanistan and Nicaragua, and in the Advanced Set Players' Book on The primary weapons carried on this
Whiskey-class submarines are used to spy pages 41-46. submarine are four bow torpedo tubes,
on Western countries. each able to fire 21"-diameter torpedoes.
Each description has a few uncertainties, Whiskey V class submarine This sub also has two stern tubes able to
as the Soviets do not publish details on their The Whisksey-class submarine was fire 16"-diameter torpedoes. The torpe-
military vehicles if they can avoid it. Statis- designed in the early 1950s and is a small does can be treated as missiles (Excellent
tics agreed upon by most sources were used, vessel that forms a compromise between Body, Remarkable Control, Excellent
as were the most common NATO designa- having a long cruising range and having Speed, 25-area Range), but they can only
tions. When ammunition or missile supplies the ability to maneuver close to a coast- be fired at objects in the water. These
for a weapon are not given, make up a line. Approximately 260 of these subs torpedoes usually carry carry concentrated-
reasonable result (up to 10 missiles and were built, and they have been sold to explosive warheads (Remarkable damage),
1,000 rounds of ammunition). Poland, North Korea, Cuba, Egypt, and but NATO believes they can carry nuclear
The Russians constantly upgrade their Indonesia, among other places. The Peo- bombs of unknown size (Unearthly to
equipment. Reports have reached the ple's Republic of China has produced its Class 1000 damage).
Western press that the newest Soviet tanks own version of this model. A Whiskey- Whiskey-class submarines have been
have armor that is highly effective against class submarine ran aground near a major observed with several types of deck guns,
antitank weapons. The Soviets are also Swedish naval base in 1981. Others have so the Judge may put almost any size
designing shells which they hope will been detected in the same area since then, machine gun or artillery piece there.
crack America's new ceramic tank armor. suggesting this submarine is being used Crewmen may be equipped with almost
In view of this, just about any of the for coastal reconnaissance. any type of hand weapon listed in the
superscientific weapons described in the The Whiskey-class submarine has Excel- Player's Book.
MARVEL SUPER HEROES game may be lent Control, Poor Speed, and a Remark-
placed on Soviet vehicles. You can bet the able Body, with Excellent Protection for its Nanuchka class III missile corvette
Soviets of the Marvel Universe® create crew of 54. Though small, this submarine The Nanuchka-class corvette is produced
weapons to deal with Western heroes as has a heavy, pressure-resistant, compart- by the Russians for their own navy, but
well as with super villains. mentalized hull; if one chamber is these ships have also been sold to several
The following terms are used in the breached, it can be sealed to protect oth- countries in the Middle East and to India.
vehicle descriptions in this article: ers from flooding. Each separate hull Each corvette has Typical Control,
Body: Body is the amount of damage a breach reduces the sub's Control and Body Remarkable Speed, and a Remarkable
vehicle can take before it stops operating. by one rank; if either ability reaches Fee- Body providing Excellent Protection for a

DRAGON 85
crew of 100-120. This corvette cannot move into water 3 Sagger is a wire-guided missile with a
These missile corvettes were designed less than 40’ deep or it will run aground. concentrated-explosive warhead (Excellent
for firing antiship missiles. Each corvette Escape then requires a Green FEAT roll on Body, Excellent Speed, 840’ Range). The
has a wide hull which makes it a steady the Typical column; escape attempts may Sagger’s Control is equal to the operator’s
missile-firing platform in rough seas. They only be made once every 10 turns. Agility since he guides the missile by sight.
operate both as fleet escort vessels and as The Nanuchka-class corvette carries two The Sagger, also known as the Milutka,
shore patrol boats. Though lightly close-range weapons systems: a 76-mm can be fired by two-man teams on the
armored, these ships have advanced elec- gun (treated as light artillery in the game ground. The Hind E carries four AT-6
tronic countermeasures of Remarkable rules) and a Gatling turret (treated as a Spiral missiles, which are guided by a laser
efficiency to prevent them from being military machine gun). Its principle long- beam focused on the target; the laser can
seen on radar. range antiaircraft defense is a twin SA-N-4 be operated by the helicopter or by men
These corvettes are compartmentalized surface-to-air missile launcher. The on the ground. The Spirals concentrated-
to protect them from flooding. When the launcher is housed in the deck and explosive warhead is designed to penetrate
outer hull is breached, only one chamber requires about five minutes or 50 combat armor, while its Control rank is equal to
will flood before that chamber is sealed turns to pop up when needed. An SA-N-4 the operators Agility (Excellent Body,
off. Each breach of the hull causes the missile is fired vertically, then guided by Amazing Speed, 16,500’ Range).
ship to lose one rank in both Body and radar (Good Body, Incredible Control,
Control. Whenever the ship reaches Fee- Excellent Speed, 60-area Range, Sukhoi Sui-17 Fitter-C
ble in either of these ranks, it sinks. concentrated-explosive warhead). The The Sui-17 is a tactical ground-support
Possible Bull's-eye targets are the radar ship’s main weapon is a set of two triple jet fighter. The Fitter-C model was built in
disc, radio antenna, and any crew mem- SS-N-9 surface-to-surface missile part for export and is used not only by
bers operating on the deck. The disc and launchers. The SS-N-9 missile is a radio- Russia but by Peru, Egypt, and several
antenna each have Good Material linked missile, so its course can be cor- Warsaw Pact countries. Sui-17s saw com-
Strength. Damaging the radar disc kills the rected if fired at a target over the horizon bat in both sides of the recent Libyan-
early-warning system, while breaking a (Excellent Body, Incredible Control, Excel- Egyptian conflict.
corvette’s antenna prevents the ship from lent Speed, 68-mile Range, high-explosive This aircraft has Excellent Control, Shift
communicating by radio and cuts off its warhead). X Speed, and a Typical Body providing
electronic countermeasures. Typical Protection. It is a single-seat air-
A Kill result means one of the three Mi-24 Hind helicopter craft with a crew of one (the pilot). The
propellers (Excellent Material Strength) The Hind is a multipurpose attack antiar- fuselage has Typical Protection, but the
has been damaged or fouled. This reduces mor helicopter. It is in service all over the electronics system has only Poor Protec-
the ship’s control and speed by one-third. Soviet Union and has been used extensive- tion from electronic and magnetic attack.
The Nanuchka-class corvette has six diesel ly in Afghanistan, where it has become The plane has electronic countermeasures
engines and normally travels at 32 knots. known as a symbol of Soviet brutality which provide Good Protection against
against a poorly armed enemy. radar detection. The pressurized cockpit
This helicopter has Excellent Control, gives Unearthly Protection to the pilot
Remarkable Speed, a Typical Body, and from all chemical and biological weapons
provides Good Protection. The Mi-24 has a as long as it remains sealed.
crew of two, a pilot and co-pilot, and can A Bulls-eye result may damage the
carry eight passengers. The helicopter plane’s controls, requiring it to land imme-
normally offers Typical Protection, with diately. A Kill result means the engine is
Poor Protection from magnetic and electri- knocked out and the plane will crash.
cal attacks. The crew and passengers The Fitter-C has a single turbojet engine.
receive no protection from the helicopter At sea level its maximum speed is 798
from chemical or biological weapons. MPH, while it can go 1,432 MPH at its stand-
A Bulls-eye result against the Hind may ard altitude of 59,050’. It can climb 45,275’
damage the tail rotor, requiring the craft per minute. However, the Sui-17 is
to land immediately. A Kill result destroys designed for close support of ground
the motor or main rotor, causing the heli- troops and often operates well at near-
copter to crash immediately. ground level. This fighter requires 25
The Hind gunship has a cruising speed areas of smooth, hard surface in a straight
of 140 MPH and a 300-mile Range. It can line in order to take off or land.
land and take off in a single area and The Fitter-C carries two 30mm NR-30
hover in one place until it runs out of fuel. cannons (treat as light artillery). One can-
While hovering, it can turn to face any non is mounted on each wing with 70
horizontal direction. rounds of ammo. The jet also carries drop
The Hind comes in several versions, tanks and has six wing pylons able to
each with different types of armament. All carry up to 11,023 lbs. of bombs, napalm,
versions can carry four missiles each. The and missiles. This jet normally carries AS-7
Hind A has a heavy machine gun (treat as Kerry air-to-surface missiles (Excellent
a military machine gun) mounted in its Body, Remarkable Control, Excellent
nose, The Hind C has no nose gun, while Speed, 6.8-mile Range, high-explosive
the Hind D and E each carry a four-barrel warhead). The AS-7 is believed by Western
machine gun (treat as four military sources to follow a beam sent by the air-
machine guns). The Hind A, C, and D craft to its target. It is not known if the
carry either the AT-2 Swatter or AT-3 Sag- beam is a laser or radar beam.
ger antitank missiles. The AT-2 Swatter is a The Su-17 is equipped with radar and
heat-seeking missile with a concentrated- two separate radios – one for contacting
explosive warhead (Excellent Body, its base and other aircraft, and one for
Remarkable Control, Excellent Speed, talking to ground troops.
7,000’ Range). Its guidance system is The Su-17 can ram for Remarkable
designed to find hot tank engines. The AT damage to itself and its target if in flight.
86 APRIL 1989
However, if either its Body or Control rank The T-62 has a water-cooled diesel
falls to Feeble, it blows up. It must make engine and is capable of moving about 30
an immediate Control check (Yellow FEAT) MPH on flat terrain. The tank can climb a
in order to avoid going out of control slope of 60°, roll over a vertical obstacle
when it strikes anything or is struck itself. 30” high, and ford water up to 4½’ deep
If the plane is damaged, the pilot may eject without modifications. Enough fuel is
if he makes a FEAT roll against his, Agility. carried for traveling 310 miles, but extra
gas tanks can be carried on the tanks rear.
T-62 main battle tank The infrared spotlight removes any Con-
This vehicle is manufactured by the trol loss during night travel.
Soviet Union and is used by its own army, The T-62 has a forward-mounted 115mm
as well as by Bulgaria, Czechoslovakia, cannon (treat as heavy artillery) which
East Germany, Egypt, Hungary, Iraq, Isra- uses shells with rear fins to stabilize them
el, Libya, Poland, Romania, and Syria. It in flight. The cannon can only fire in the
has an Incredible Body, Poor Speed, Excel- direction the turret is facing, but the tur-
lent Control, and Remarkable Protection. ret can turn 360°. Also mounted on the
The tank has a crew of four (commander, turret is a 7.62mm machine gun (treat as a
gunner, loader, and driver). military machine gun). The infrared spot-
The T-62 has up to 3” of welded armor light is mounted next to the guns and
and weighs 16,600 lbs. The crew receives removes any loss of accuracy at night.
Excellent Protection not only from chemi- Like most Soviet tanks, the T-62 can
cal and biological weapons but from radia- produce a smoke screen of Excellent den-
tion when the tank is sealed. Its electrical sity. This screen is produced by pumping
systems, including the ignition and radio, diesel fuel into the exhaust system, and it
have Excellent Protection from energy spreads over 1 area every 2 turns behind
attacks. the tank.
On the T-62 series, Bull's-eye targets The T-62 can ram for Remarkable dam-
include the radio antenna, headlights, and age. If it rams and rolls a Red result on the
infrared spotlight. The tank also has two Remarkable column, it will run over the
periscopes used by the commander when target (if the target is not too large) and do
the hatches are shut. All these items have Incredible damage.
Typical Material Strength. On a Kill result,
the Judge may decide to jam one of the MARVEL, MARVEL UNIVERSE, MARVEL SUPER HEROES,
treads or damage the engine, stopping the and all Marvel character names and likenesses are trademarks
of Marvel Entertainment Group, Inc.
tank in place until it is repaired. ©1989 Marvel Entertainment Group, Inc. All Rights Reserved.

DRAGON 87
8 P.M. on Saturday. GAME CON is still looking for
* indicates a product produced by a company other than TSR,
Convention Calendar Policies Inc. Most product names are trademarks owned by the players and game masters. Gamers may receive
companies publishing those products The use of the name of more information by writing to: GAME CON, c/o
This column is a service to our readers
any product wlthout mention of its trademark status should not Game Master, Ltd., Village Mall – Lower Prome-
be construed as a challenge to such status
worldwide. Anyone may place a free listing nade, Bergen Mall Shopping Center, Paramus NJ
for a game convention here, but the follow- DALLAS FANTASY FAIR, April 7-9 07652; or call: (201) 843-3308.
ing guidelines must be observed. Held at the Marriott Park Central, 7750 I-635
In order to ensure that all convention at Coit Road in Dallas, Texas, this gaming con- MOUNTAINTOP ‘89, April 8-9
This gaming convention will be held at Lehigh
listings contain accurate and timely infor- vention will feature 140 dealers tables, more
mation, all material should be either typed than 60 guests, two 24-hour video rooms, University in Bethlehem, Pa. Events include an
double-spaced or printed legibly on stand- Japanimation, 24-hour gaming, four-track pro- AD&D® tournament, a games auction, and a
ard manuscript paper. The contents of gramming, a masquerade, an open con suite, an swap meet. Board, role-playing, and computer
each listing must be short, succinct, and art show and auction, a charity auction, artists’ games will also be played. Preregistration is $8
under 150 words long. and writers’ workshops, autograph sessions, before March 15; thereafter, registration is $10.
Send an SASE to: Earl Kinsley, U.C. Box 276,
The information given in the listing must filksinging, dancing, an amateur-film festival, a
include the following, in this order: Lehigh University, Bethlehem PA 18015.
talent show, and more. Approximately 2,200
1. Convention title and dates held; people are expected for this event. Admission is
2. Site and location; $15 for three days, if paid in advance, or $20 at SCRYCON ‘89, April 8
Able adventurers are needed to regain lost
3. Guests of honor (if applicable); the door. One-day memberships will be available
shards of the Famous Crystal Monolith at SCRY-
4. Special events offered; at the door; prices are $8 for Friday, $10 for
5. Registration fees or attendance Saturday, and $8 for Sunday. Write to: Bulldog CON ‘89, the seventh-annual one-day tourna-
requirements; and, Productions, P.O. Box 820488, Dallas TX 75382; ment sponsored by the seekers of the Crystal
6. Address(es) and telephone number(s) Monolith Gaming Club. This year’s convention
or call: (214) 349-3367.
where additional information and confirma- will be held at the Red Hook Methodist Church
tion can be obtained. GAME FAIRE ‘89, April 7-9 in Red Hook, N.Y. (approximately 60 miles south
Convention flyers, newsletters, and other The 10th-annual GAME FAIRE convention will of Albany on Route 9). The tournament will
mass-mailed announcements will not be be held at the Spokane Falls Community College consist of AD&D® tournaments, alternate
games, miniatures-painting contests, and our
considered for use in this column; we in Spokane, Wash. Events will run from Friday
prefer to see a cover letter with the night through Sunday afternoon, and include popular used-game flea market. Admission is $5
announcement as well. No call-in listings game tournaments, microarmor and historical for the whole day. Send an SASE to: SCYRON
are accepted. Unless stated otherwise, all miniatures, a video room, dealers’ tables, role- ‘89, PO. Box 896, Pleasant Valley NY 12569.
dollar values given for U.S. and Canadian playing games, board games, family games, a
conventions are in U.S. currency. games auction, and a demonstration by the local VALLEYCON II, April 8-9
Sponsored by the Northeast Wisconsin Game
WARNING: We are not responsible for SCA. Registration for GAME FAIRE ‘89 is $10
Players Association (GPA), this gaming conven-
incorrect information sent to us by conven- prepaid or $12 at the door. One-day member-
tion staff members. Please check your ships are available at $5 for Friday or Sunday, tion will be held at the University of Wisconsin-
convention listing carefully! Our wide Green Bay. All forms of gaming will be
or $6 for Saturday. All profits go to the Wishing
circulation ensures that over a quarter of a Star Foundation, a charity dedicated to helping presented, including a 40’ X 39’ miniatures
million readers worldwide see each issue. children. Write to: Merlyn’s, W 201 Riverside, battle of the Assault on Hoth, strategic minia-
tures and board-game battles, and role-playing
Accurate information is your responsibility. Spokane WA 99201; or call: (509) 624-0957.
Copy deadlines are the last Monday of events ranging from the D&D® and AD&D®
games to science-fiction games. Other events
each month, two months prior to the on- ROUNDCON IV, April 7-9
sale date of an issue. Thus, the copy dead- The Round Table Gaming Society will hold this include a miniatures-painting contest, door
line for the August issue is the last Monday gaming convention at the Russell House Student prizes, and more. Ticket prices for game mas-
ters are $3 plus $2 per event entered in the
of June. Announcements for North Ameri- Union on the University of South Carolina
can and Pacific conventions must be campus. Events will include multiple-round convention for one day, or $4.50 plus $2 per
event entered in the convention for two days.
mailed to: Convention Calendar, AD&D® and CHAMPIONS* tournaments, single-
DRAGON® Magazine, P.O. Box 111, Lake To preregister, send your name, address, tele-
event role-playing games of all types, miniatures
phone number, game system you wish to run,
Geneva WI 53147, U.S.A. Announcements events, a video room, a miniatures-painting
and the admission and entry fee (check or
for Europe must be posted an additional contest, board games, and rooms for open
month before the deadline to: Convention gaming, with awards and door prizes. Preregis- money order only) to: VALLEYCON Headquar-
ters, 1211 Morris Avenue, Green Bay WI 54304.
Calendar, DRAGON® Magazine, TSR tration is $3 if postmarked before March 15; for
Game-master packets and schedules are at the
Limited, 120 Church End, Cherry Hinton, confirmation of preregistration, please send an
convention. Send an SASE to the address above,
Cambridge CB1 3LB, United Kingdom. SASE. Write to: ROUNDCON IV, USC Box 80018,
or call: Brian Severa at (414) 494-7313.
If a convention listing must be changed Columbia SC 29225; or call: (803) 254-2601 or
because the convention has been can- (803) 772-4784.
celled, the dates have changed, or incor- BAMACON III, April 14-16
rect information has been printed, please This science-fiction, fantasy, and gaming
GAME CON, April 8
convention will be held at the Econo-Lodge
contact us immediately. Most questions or Game Master, Ltd. presents its first gaming
(formerly the Stagecoach Inn), located at 4810
changes should be directed to either Robin convention in the Bergen Mall Auditorium,
Jenkins or Roger E. Moore at TSR, Inc., Route 4 East, Paramus, NJ. (only six miles from Skyland Boulevard East in Tuscaloosa, Ala.
(414) 248-3625 (U.S.A.). Questions or the George Washington Bridge). Featured events Special guests include Hal Clement, Nancy
changes concerning European conventions Springer, Brad Strickland, Phil Foglio, Mary
will include board-game tournaments, AD&D®
Hanson-Roberts, Allen Hammack, Dr. Maureen
should be directed to TSR Limited, (0223) tournaments, a miniatures-painting contest, and
Kendrick, and many others. Featured events
212517 (U.K.). an open-gaming area. Preregistration is $2;
include author and artist panels, movies (Wiz-
otherwise, admission is $3 at the door. This
* indicates a Canadian convention. convention will open at 10 A.M and run until

88 APRIL 1989
DRAGON 89
ards, Highlander, Heavy Metal, Star Trek, The Platteville. Gaming events will begin at 9 A.M. AGOG: A GATHERING OF GAMERS,
Princess Bride, and more), an art show and and run until 9 P.M. on Saturday and will begin April 22-23
auction, a Friday night ice cream reception, an at 9 A.M. and run until 5 P.M. on Sunday. Our The University of Arizona Historical Games
AD&D® team tournament with $210 in cash featured guest will be E. Gary Gygax. Special Society invites one and all to their second-
prizes, many other tournaments with prizes, events include a LASER TAG* competition, a annual gathering of gamers, to be held in the
filksinging, author readings, a Saturday night miniatures contest, and an RPGA™ Network main ballroom of the University of Arizona
costume contest (with cash prizes), a masquer- AD&D® tournament. Other game events will be Student Union. Tournaments are offered for
ade ball (right after the contest), exhibitions, announced at the door. Admission for both days TRAVELLER*, MUSTANGS AND MESSER-
parties, a fantastic dealers’ bazaar, and an all- is $7 at the door, or $5 if paid in advance. Send SCHMIDTS*, JOHNNY REB*, BATTLETECH*,
you-can-eat banquet ($6, scheduled for Sunday an SASE to: Platteville Gaming Association, PO. CIRCUS IMPERIUM*, WARHAMMER 40,000*,
at 10 A.M.). Preregistration is $20, or $25 at the Box 109, Platteville WI 53818. and AD&D® games. Open gaming will be
door. Dealers’ tables are $40 (includes one free offered. Role-playing, board, and miniatures
membership). T-shirts are $7 with preregistra- AMIGOCON 4, April 21-23 gamers are encouraged to attend this event. A
tion, or $10 at the convention. Hotel rates are This science-fiction, fantasy, and gaming game auction will also be held; all attendees are
$29.38 for one to four people (mention BAMA- convention will be held at the Holiday Inn invited to participate (bring your old games).
CON III). Write to: BAMACON III, University of Sunland Park in El Paso, Tex. Melinda Snodgrass Registration for this convention is $3 for each
Alabama, PO. Box 6542, Tuscaloosa AL 35486; is author guest of honor, and Frank Kelly Freas day, or $5 for the weekend. Write to: Melissa
or call Dave at: (205) 758-4577; or Steven at: is artist guest of honor. Other guests include Kay Giffords, 2859 North Soldiers Trail, Tuscon
(205) 758-2186. Walter Jon Williams, Rick and Pati Cook, Jenni- AZ 85749; or call her at: (602) 749-4070. You
fer Robertson, Mel White, and George Alec may also call Robert Orman at: (602) 299-1315.
LEPRECON 15, April 14-16 Effinger. Advance membership fees are $12.
LEPRECON is an art-oriented science-fiction Registrations purchased at the door are $15 for COSCON 89, April 22
and fantasy convention with a strong gaming all three days, or $7.50 for one day. Write to: Sponsored again this year by the Circle of
focus. Events will be held at the Phoenix Hyatt AMIGOCON 4, PO. Box 3177, El Paso TX 79923. Swords, this one-day gaming convention will be
Regency in sunny, downtown Phoenix, Ariz. held at the Butler County Community College in
Guests of honor are author Chelsea Quinn CHATTANOOGA COMICS, CARDS, & Butler, Pa. Scheduled events will include RPGA™
Yarbro and artist Richard Hescox. Gaming COLLECTABLES SHOW, April 21-23 Network tournaments, board games, miniatures
events include AD&D® (Monster Mash and This semiannual collectors’ show will be held events, and other role-playing games. Also
more), BATTLETECH*, microarmor, WAR- at the Eastgate Mall on Brainerd Road, just off I- included is a dealers’ room and a miniatures-
HAMMER* FANTASY BATTLE, GURPS*, STAR 75, in Chattanooga, Tenn. Show hours are 9 A.M. painting contest. Registration is $6 until March
WARS*, and EMPIRE BUILDER* games. Other to 9 P.M. Friday and Saturday, and 11 A.M. to 6 P.M. 31, and $8 thereafter. Send an SASE to: COS-
events include special workshops and panels, a Sunday. Guests will include representatives CON, c/o Dave Schnur, 127 Crosslands Road,
miniatures-painting contest, a used-games from Marvel Comics. Events will include: an Butler PA 16001; or call: (412) 287-6797 or (412)
auction, open gaming, check-out games, and AD&D® tournament (which begins Friday, with 283-1159.
more. Regular activities include an art show, a winners announced Sunday); an ongoing
dealers’ room, movies, Japanimation, com- DRAGONLANCE® board game; video showings ONCE UPON A CON, April 28-30
puters, panels, parties, and other great stuff. of Star Trek Bloopers, The X-Men, and more; an The International Fantasy Gaming Society will
Registration is $25. Write to: LEPRECON, PO. auction hosted by our own Freddy Krueger; and sponsor its first-ever gaming convention in
Box 26665, Tempe AZ 85282; for gaming infor- a costume contest Saturday night. Admission is Denver, Colo. Guests of honor will include Larry
mation, write to: Don Harrington, 3505 East free! The entire mall is the showroom area; it Niven and David L. Arneson. Events will include
Campbell #14, Phoenix AZ 85018; or call: (602) will include comic books, baseball cards, Star IFGS live gaming, seminars, a live tournament
956-1344 (before 10 P.M. MST). Trek and Dr. Who memorabilia, Japanimation, maze, board and role-playing games, an art
gaming, and more. Dealer tables are $100 each, show and auction, a costume contest and ball,
DEF-CON I, April 15-16 or $150 for two. Tables are 8’ long. Write to: and a variety of science-fiction and fantasy
Sponsored by THE CLUB, this gaming conven- Amazing World of Fantasy, 2518-C Shorter programs. The convention will be held at the
tion will be held at the Howard Johnson’s in Avenue, Rome GA 30161; or call: Dana Pinkard Holiday Inn, I-25 at 120th Avenue in Denver,
Portage, Ind. (intersection of Route 20 and U.S. (show chairperson) at (404) 235-2179, or Patrick Colo. Special room rates are available. Write to:
249). Special events include group vs. group Swinford at (404) 234-5309. ONCE UPON A CON, PO. Box 16436, Colorado
role-playing, and RPGA™ Network and computer Springs CO 80935; or call Mark Matthews-
tournaments. Other events include AD&D®, GALACTIC TREKFEST, April 21-23 Simmons at: (303) 499-2812.
MARVEL SUPER HEROES®, CHILL*, TWILIGHT: This science-fiction and gaming convention
2000*, and BOOT HILL® games. Fees are $3 will be held at the Henry VIII Hotel in St. Louis, WERECON X, April 28-30
preregistered, or $5 at the door. Prices are from Mo. Guests of honor include Richard Hatch, This year’s WERECON role-playing game
free to $3 per game. Write to: David Machin, Merritt Butrick, Bill Mumy, and others. Special convention will be sponsored by the Detroit
719 Juniper Road, Valparaiso IN 46383; or call: events include a banquet, open gaming, con- Gaming Center and the City of Detroit Recrea-
(219) 759-2530. tests, costuming, regional science-fiction meet- tion Department, and will be held at the Light-
ings, convention rooms, and dealers’ tables. house Center on Riverside Drive in Detroit,
GAMEMASTER ‘89, April 15 Weekend passes by preregistration are $20; Mich. Guests will include Erick Wujcik (designer
Boise, Idaho’s favorite gaming convention will other passes are available by inquiry or may be of the TEENAGE MUTANT NINJA TURTLES*,
again be held in the Student Union Building of purchased at the door. Over 33 events in all will REVISED RECON*, and NINJAS AND SUPER-
Boise State University. Featured games will be sponsored at this convention, including an SPIES* games) and a stellar cast of Detroit’s
include AD&D®, MEGATRAVELLER*, CAR acting class by Richard Hatch, all-night videos finest game masters. A complete schedule of
WARS*, WARHAMMER*, BATTLETECH*, and gaming, and more. Write to: GALACTIC role-playing games and tournaments will be
GURPS*, STAR TREK*, STAR FLEET BATTLES*, TREKFEST, 640 White Street, Belleville IL 62221; featured. There will be no dealers room at this
MARVEL SUPER HEROES®, and ZOMAX* or call: (618) 233-2404. convention. Registration for WERECON X is
games, with open gaming, miniatures contests, free. Game fees per event range from $1 to $4.
and an auction. Our guest of honor, Gary Thom- SALUTE ‘89, April 21-23 * Write to: Erick Wujcik, PO. Box 1623, Detroit MI
as, will explain how to get your role-playing This gaming convention will be held at the 48231; or call: (313) 833-3016.
modules published. We will also have a Star Best Western King’s Inn, 5411 Kingsway, Burna-
Trek trivia competition. Registration will be $5 by, B.C., Canada. Featured events will include THE WIZARD’S CHALLENGE,
at the door or $4 if your preregistration is table-top miniatures, board gaming, and fantasy April 28-30 *
received before April 8. To preregister, write to: role-playing. In addition, 7th-edition 15mm This seventh-annual convention will be held at
The Gamemaster’s Guild, 4948 Kootenai, Suite Ancients, SQUAD LEADER*, and D&D® tourna- the Victoria Inn in Regina, Saskatchewan, Cana-
204, Boise ID 83705; or call the Gamemaster’s ments and a miniatures-painting contest will be da. Tournaments will include an AD&D® team
Guild at: (208) 338-1410. held, along with trade stands and a swap meet. tournament, and BATTLETECH*, STAR FLEET
Write to: Barry Kemp, Convention Director, BATTLES*, CAR WARS*, and ADVANCED
PLATTECON BETA, April 15-16 SALUTE ‘89, 5850 Rumble Street, Burnaby, B.C., SQUAD LEADERS* events. Other features will
Sponsored by the Platteville Gaming Associa- CANADA V5J 2C4; or call: (604) 526-4463 or include board and role-playing games, minia-
tion, this two-day convention will be held at the (604) 437-3038. tures events, demonstrations of games, movies,
Student Center of the University of Wisconsin- a games auction, and a closing-night Medieval

90 APRIL 1989
Feast. Admission is $5 for the entire weekend. STAR FLEET BATTLES* events. Other features CHAMPIONS*, TWILIGHT: 2000*, WAR-
The AD&D® tournament fee is $20; other game include seminars, a dealers’ room, a game HAMMER* 40,000, TAC AIR*, SEVENTH
fees may vary. Write to: Ken McGovern, c/o The auction, and a gamers’ flea market. Registration FLEET*, AXIS AND ALLIES*, and TALISMAN*
Wizards Corner II, 2124B Broad Street, Regina, is $10 in advance and $15 at the door. Hotel games. Also featured will be 15mm and 25mm
Saskatchewan, CANADA, S4P 1Y5; or call: (306) rates are $42 a night; accommodations may be Ancients, Renaissance, World War II, and Mod-
757-8544. arranged through Games Extraordinaire. Write ern miniatures events, worldwide DIPLOMACY*
to: NASHCON ‘89, c/o Games Extraordinaire, 109 games, and more. For hotel reservations, call:
UMF-CON, April 29-30 Donelson Pike, Nashville TN 37214; or call: (800) (415)827-2000. Be sure to mention TriGaming
This convention will be held at the Student 777-GAME, toll-free. Associates or GAMESCAUCUS II to receive a
Center at the University of Maine at Farming special room rate. Registration for all three days
ton, in Farmington, Maine. CHAMPIONS*, World BEACH TREK ‘89, May 19-21 is $15 before May 1, or $20 at the door. Single-
War II miniatures, TOP SECRET/S.I.™, BATTLE- This Star Trek convention will be held at the day memberships are $10 at the door. For
SYSTEM™, AD&D®, and DIPLOMACY* games Holiday Inn Executive Center in Virginia Beach, convention registration or more information,
will be featured, with live mysteries, board Va. Guests include Walter Koenig, A. C. Crispin, write to: TriGaming Associates, PO. Box 4867,
games, and contests for miniatures painting and and Bjo Thimble. Write to: BEACH TREK ‘89, c/o Walnut Creek CA 94596-0867.
art. Admission is $5, with a $2 charge per game. VISTA, PO. Box 62854, Virginia Beach VA 23462.
Send an SASE to: Table Gaming Club, c/o Stu- INTERDIMENSIONS I, May 26-28
dent Life Office, Student Center, 5 South Street, CON WEST, May 19-21 This first science-fiction and gaming conven-
Farmington ME 04928. This gaming convention will be held at St. tion will be held at the Omni Netherland Hotel
John’s College in Santa Fe, N. Mex. Featured in downtown Cincinnati, Ohio. Sponsored by
MISCON 4, May 6-7 events will include AD&D®, BATTLETECH*, Keepers of the Balance, the events include
Science fiction, fantasy, and gaming will be the WARHAMMER*, ROLEMASTER*, STAR FLEET RPGA™ Network tournaments, a miniatures-
subjects of this convention, to be held at the BATTLES*, RISK*, DIPLOMACY*, AIR SUPE- painting contest, panels, an art show, a costume
Holiday Inn, 200 South Pattee Street in Missoula, RIORITY*, UP FRONT*, AXIS AND ALLIES*, contest, a banquet, and more. Guests of honor
Mont. Room rates are $32.50 per night for CIVILIZATION*, SQUAD LEADER*, SUPREM- include Tim Zahn, RPGA™ Network coordinator
single occupancy; call (406)721-8550 to make ACY*, PARANOIA*, STAR TREK*, PANZER Jean Rabe, and artist Gary M. Williams. Regis-
reservations. Vonda McIntyre is author guest of GRUPPE*, and other games. Preregistration is tration is $20 at the door. One-day rates will be
honor; Dan Reeder is artist guest of honor; Glen $9. At-the-door fees are $13 for two days and available. Volunteers and judges are needed.
(Scruffy) Hammer is fan guest of honor; and Ray $10 for one. Send an SASE to: Christian Eddle- Send an SASE to: INTERDIMENSIONS I, PO. Box
Beauvais is gaming guest of honor. Events will man, 1160 Camino De La Cruz Blanca, Santa Fe 266, Batesville IN 47006-0266; or call: Robert
include an art show, a masquerade party, origi- NM 87501; or call him at: (505) 984-8554. Westerman any time after 7 P.M. EST at (812)
nal Japanimation, dances, SCA events, gaming, Gamers may also call Luke Warren at: (505) 984- 852-4542.
videos, writers’ workshops, a computer room, 2063. When writing, please list the games you
an art gallery, a dealers’ room, panels, and an wish to play. LITTLE WARS ‘89, May 26-28
auction. Membership rates are $16 until April LITTLE WARS, one of the premier war-
15, and $20 at the door; one-day memberships CON*CEPTION ‘89, May 20-21 gaming conventions, will be held in the Bone
are $12 at the door. Children under six years of The New England Games and Comics Club is Convention Center on the Illinois State Univer-
age get in free with their parents; children 6-12 proud to announce its 1989 CON*CEPTION, to sity campus in Normal, Ill. All major miniatures
years of age get in for half price. Dealers’ tables be held at the Multi-Purpose Center in Lewiston, lines will be represented, mostly by the manu-
(6’ X 2’) may be purchased for $40 (member- Maine. Guests will include Steve Stern, Paul facturers. There will be over 100 open games,
ship included). Write to: MISCON, Box 9363, Pelletier, and Dan Cote from the internationally plus a National Team Ancients Championship
Missoula MT 59807; or call (406) 549-1435. circulated Zen Comics. Events will include sponsored by NASAMW. We are also pleased to
AD&D®, D&D®, TOP SECRET/S.I.®, and host the National Pike and Shot Championship.
AMERICAN GAMES FAIR, May 11-13 MARVEL SUPER HEROES® games, along with This convention will be hosted by HMGS-
Communications, Conferences, and Exhibi- TWILIGHT: 2000*, VILLAINS AND VIGILAN- Midwest and its affiliate, the Central Illinois
tions, Ltd. is the organizer of this event, which TES*, PLAY-DOH WARS*, and many other Tabletop Warriors. Admission is $6 per day or
will take place at the Madison Square Garden events. Contests will include art, miniatures- $8 for the weekend. HMGS members receive a
Exhibition Rotunda. All categories of games are painting, costume, and trivia events; with cash $2 discount off the admission price. Write to:
included in the scope of this show, including: prizes awarded in several. Other features will LITTLE WARS, c/o Todd Fisher, 6010 North
board, trivia, card, magic, adult, party, VCR, include an art and game auction, and a large Marmora, Chicago IL 60646.
sporting, video, juvenile, educational, action- dealers’ room. Preregistration is $5 for NEGACC
and-skill, battery-operated, computer, and members and $7 for nonmembers; at-the-door V-CON 17, May 26-28 *
electronic games. To facilitate trade buying, the fees are $6 for NEGACC members and $8 for V-CON, Vancouver’s annual science-fiction
first day of the show is designated as a “trade- nonmembers. Gaming sessions are $3 each. For convention, will be held at the University of
only day.” Consumers will be allowed to attend additional information, NEGACC memberships, British Columbia campus in Vancouver, B.C. The
the last days of this three-day event. A program club and dealers’ tables, or preregistration theme of this year’s convention is “Humor and
of special events and entertainment will run information, write to: NEGACC, c/o Sheldon T. Satire in Science Fiction.” Guests of honor
throughout the duration of the show. Write to: Hussiere, Star Route Box 160, Poland Spring ME include Spider Robinson, Robert Sheckley, and
Mary E. Gray, CCE Ltd., 122 East 42nd Street, 04274; or call: (207) 998-2682. Bob Shaw. Events will include panel discussions,
Suite 1121, New York NY 10168; or call her at: an art show, videos, gaming, a writers’ work-
(212) 867-5159, (212) 682-6232 (fax), or 425442 GAMEATHON ‘89, May 26-28 shop, a costume bacchanal and dance, a dealers’
MEDIA (Telex). Join the Schenectady Wargamer’s Association room, and “guerrilla” theater. Membership for
for its 10th-annual charity convention held at the weekend is $18 Canadian ($16 U.S.) until
NASHCON ‘89, May 12-14 the Studio of Bridge and Games at 1639 Eastern March 31, and $24 Canadian ($20 U.S.) at the
Sponsored by HMGS–Midsouth and Games Parkway in Schenectady, N.Y. Charity-rated door. One-day memberships will be available at
Extraordinaire, this miniatures-gaming conven- RPGA™ Network tournaments will be offered, the door at a cost of $10 for Friday or Sunday,
tion will take place at the Music City Rodeway including a new three-round AD&D® game and $15 for Saturday. Room rates at Totem
Inn in Nashville, Tenn. Special guests include event. There will be miniatures, role-playing, Residence will be $26 Canadian for a single and
Scott Bowden of Empire Games, Mark Blackmon and board games; a costume contest; a games $40 Canadian for a double. Write to: V-CON 17,
of Empire Miniatures, Atley Turner of Frontier auction; and a banquet. Basic registration for PO. Box 48478, Bentall Centre, Vancouver, B.C.,
Miniatures, Richard Houston of Lyzard’s Grin, the weekend is $20. Write to: The Schenectady CANADA, V7X 1A2.
RSM Ltd., Rudy Nelson (author of Garde du Wargamer’s Association, 1639 Eastern Parkway,
Corps), and Mark Campbell (author of Close Schenectady NY 12309; or call: (518)346-3773.
Action). Historical-miniatures events will include
Napoleonics, American Civil War, American GAMESCAUCUS II, May 26-29
Revolution and Colonial-era battles, as well as TriGaming Associates will hold this convention
microarmor, Age of Sail, and ACW naval battles. at the Concord Hilton located at 1970 Diamond
Alternative gaming will include WARHAMMER* Boulevard in Concord, Calif. Special guest of
40,000, WARHAMMER* FANTASY BATTLE, honor will be Dave Arneson. Featured events
WARHAMMER* SIEGE, BATTLETECH*, and will include AD&D®, D&D®, BATTLETECH*,

92 APRIL 1989
Editorial
Continued from page 3
away all the harder.) and his sword bounced off the about 100’. Its levitation spell shut
The darkness fell away and there demon’s hide, as the sword wasn’t off. The paladin, still attacking,
was the demon, not Demogorgon powerful enough to affect the mon- clung to the demon’s body all the
but it hardly mattered as it was one ster. The paladin’s player realized way down. When the rest of the
of those brutal 11-HD Type IVs. It his character had only one weapon party finally mustered the courage
grinned through its boar’s tusks and left that might do the trick. Wheel- to ride back, they found the paladin
traced a symbol of fear in the air as ing his horse around and coming – in the single digits of hit points,
the paladin spurred his horse and back for another charge, the paladin but alive.
charged the monster. The paladin drew his dagger +2, then leaped off “Got ‘im,” said the paladin, brush-
made his saving throw and cut his horse and tackled the demon. ing himself off.
through the demon with his sword Had this been any other player, I
– easy enough to do as the demon would have pointed out the usual A legend came to life that evening,
was a projected image. The demon problems involved in leaping off a though we had not meant to create
just laughed. charging horse in plate mail to tack- one. We had courage, heroism,
Enraged, the paladin began curs- le a 10’-tall demon with a dagger, danger, and excitement, all there in
ing the demon in language that most but the paladin’s player had that the rec room of an Army barracks
of us assumed paladins would look on his face that said he was far from home. Ten years later, the
scarcely admit to knowing, much really into it. He wanted that demon thrill and the glory of that paladin’s
less using, but the most telling insult badly. He got it. Screaming and triumph still live with me. It doesn’t
was “coward.” I figured that any roaring, the paladin and the demon matter that the paladin wasn’t even
demon worth his evilness would tore into each other, dagger against my character.
take offense at being called a cow- claws and teeth. The paladin I like a lot of things about role-
ard by a mere mortal, so the project- slammed home every attack, but so playing games – the friends, the
ed image vanished – and the real did the demon. Worse yet, the laughter, the bad puns, the mun-
demon appeared on the road, roar- demon began to levitate itself and chies – but creating a legend is the
ing out its own challenge. It began the paladin over the road. Dice best part of all. It sure beats playing
tracing another symbol in the air as rolled, blood flew, hit points plum- bridge.
the paladin charged again. meted, and the other players began
The paladin made his saving shouting, “Get ‘im! Get that thing!”
throw and struck at the demon – The demon died at an altitude of
Letters Dear Dragon:
I’m 14 and my brother has a very powerful
Continued from page 3
assassin and he said he would whip the snot out
of the most powerful demon. I want to know
Dear Editor, how I can defeat my brother’s character. I’ll give
Your readers are interested in adventure, you some information about him. [Half page of
mystery, and romance. We at Mush Alaska offer character statistics follow.]
a unique adventure that will be of interest to
them: a trip to Mount McKinley via dog sled. We suggest using the eraser on a #2 pencil.
That should do the trick.
Yes, yes, a trip to Mount McKinley by dog sled
would be a wonderful idea for many of our
readers. We quite agree. Dear Dragon:
Want me to send you a quick and easy system
for picking up girls, using the 30-sided die?
Dear Dragon:
I would think that many young people might Yes, but not for publication.
not try to get things published, thinking that
anything they write would be inferior to most
DRAGON articles. I would like to point out
something to these people. If you’ve seen many
recent issues of DRAGON Magazine, you’re
bound to have noticed the name of Jeff Grub.
What most people don’t realize is that Mr. Grub
is in ninth grade. I happen to know this because
he rides my bus, which means that he is just
one of us young folk. Yet he has had many
articles published in DRAGON Magazine, he has
written a TSR module, and he’s even designed
the MARVEL SUPER HEROES® game. Not to say
that Jeff is necessarily your average teenager,
but nonetheless.

Though the Jeff Grubb (two b’s) who works at


TSR long ago left the ninth grade, your letter
gave us many hours of enjoyment. We thank
you. Jeff liked your letter, too, despite us.

DRAGON 95
96 APRIL 1989
DRAGON 97
102 APRIL 1989
DRAGON 103
104 APRIL 1989

Das könnte Ihnen auch gefallen