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Dragon Magazine #74 & Dragons... · Layout designer: Kristine L. Bartyzel Contributing editors: Roger Moore Ed Greenwood National advertising representative: Robert Dewey c/o Robert

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Page 1: Dragon Magazine #74 & Dragons... · Layout designer: Kristine L. Bartyzel Contributing editors: Roger Moore Ed Greenwood National advertising representative: Robert Dewey c/o Robert
Page 2: Dragon Magazine #74 & Dragons... · Layout designer: Kristine L. Bartyzel Contributing editors: Roger Moore Ed Greenwood National advertising representative: Robert Dewey c/o Robert
Page 3: Dragon Magazine #74 & Dragons... · Layout designer: Kristine L. Bartyzel Contributing editors: Roger Moore Ed Greenwood National advertising representative: Robert Dewey c/o Robert

DRAGON 1

Page 4: Dragon Magazine #74 & Dragons... · Layout designer: Kristine L. Bartyzel Contributing editors: Roger Moore Ed Greenwood National advertising representative: Robert Dewey c/o Robert

Vol. VII, No. 12 June 1983

SPECIAL ATTRACTION

The DRAGON� MagazineCombat Computer . . . . . . . . . . . . . . .40

A playing aid that can�t miss

OTHER FEATURES

Landragons . . . . . . . . . . . . . . . . . . . . 12Wingless wonders

The electrum dragon . . . . . . . . . . . . . . .17Last of the metallic monsters?

Seven swords . . . . . . . . . . . . . . . . . . . . . . 18Blades you�ll find bearable

The ecology of the bulette . . . . . . . . . . 26

Special �classified� package:Tracing THRUSH�s nest . . . . . . . .28In trouble? Cry UNCLE . . . . . . . . . 30Spying on the spies . . . . . . . . . . . . .34

The vicarious participator . . . . . . . . . . 38One perspective on role-playing

Programmed character creation . . . . . . 42An article on computers �

DM�s Personnel Service . . . . . . . . . . . . . 45� and a program to go with it

A player characterand his money . . . . . . . . . . . . . . . . . 50

. . . should soon be parted

The SF �universe� . . . . . . . . . . . . . . . . . . 59STAR FRONTIERS� overview

REGULAR OFFERINGS

Out on a Limb . . . . . . . . . . . . . . . . . . . . . 3Letters from readers

From the Sorcerer�s Scroll . . . . . . . . . . . 4Warhorses and barding

Leomund�s Tiny Hut . . . . . . . . . . . . . . . 8Bureaucrats and politicians

SF/gaming convention calendar . . . . . 56

Off the Shelf . . . . . . . . . . . . . . . . . . . . . . 67Latest in literature

Gamers� Guide . . . . . . . . . . . . . . . . . . . . 71

What�s New . . . . . . . . . . . . . . . . . . . . . . . 73

Wormy . . . . . . . . . . . . . . . . . . . . . . . . . . . 76

Publisher: Mike CookEditor-in-Chid: Kim MohanEditorial staff: Marilyn Favaro

Roger RauppPatrick L. PriceMary Kirchoff

Office staff: Sharon WaltonPam Maloney

Layout designer: Kristine L. BartyzelContributing editors: Roger Moore

Ed GreenwoodNational advertising representative:

Robert Deweyc/o Robert LaBudde & Associates, Inc.2640 Golf RoadGlenview IL 60025

Phone (312) 724-5860

This issue�s contributing artists:Jim Holloway Phil FoglioTimothy Truman Dave TrampierRoger Raupp

DRAGON Magazine (ISSN 0279-6848) is pub-lished monthly for a subscription price of $24 peryear by Dragon Publishing, a division of TSRHobbies, Inc. The mailing address of DragonPublishing for all material except subscriptionorders is P.O. Box 110, Lake Geneva WI 53147.

DRAGON Magazine is available at hobbystores and bookstores throughout the UnitedStates and Canada, and through a limitednumber of overseas outlets. Subscription rates areas follows: $24 for 12 issues sent to an address inthe U.S. or Canada; $50 U.S. for 12 issues sent viasurface mail or $95 for 12 issues sent via air mailto any other country. All subscription paymentsmust be in advance, and should be sent to DragonPublishing, P.O. Box 72089, Chicago IL 60690.

A limited quantity of certain back issues ofDRAGON Magazine can be purchased from theDungeon Hobby Shop. (See the list of availableissues printed elsewhere in each magazine.) Pay-ment in advance by check or money order mustaccompany all orders. Payments cannot be madethrough a credit card, and orders cannot be takennor merchandise reserved by telephone. Neitheran individual customer nor an institution can bebilled for a subscription order or a back-issuepurchase unless prior arrangements are made.

The issue of expiration for each subscription isprinted on the mailing label for each subscriber�scopy of the magazine. Changes of address for thedelivery of subscriptions must be received at least30 days prior to the effective date of the change inorder to insure uninterrupted delivery.

All material published in DRAGON Magazinebecomes the exclusive property of the publisherupon publication, unless special arrangements tothe contrary are made prior to publication.DRAGON Magazine welcomes unsolicited sub-missions of written material and artwork; how-ever, no responsibility for such submissions canbe assumed by the publisher in any event. Anysubmission which is accompanied by a self-addressed, stamped envelope of sufficient size willbe returned if it cannot be published.

DRAGON� is a trademark for Dragon Pub-lishing�s monthly adventure playing aid. Allrights on the contents of this publication arereserved, and nothing may be reproduced from itin whole or in part without prior permission inwriting from the publisher. Copyright © 1983 byTSR Hobbies, inc.

Second-class postage paid at Lake Geneva,Wis., and additional mailing offices.

POSTMASTER: Send address changes toDragon Publishing, P.O. Box 110, Lake GenevaWI 53147. USPS 318-790. ISSN 0279-6848.

DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, and TOP SECRETare registered trademarks owned by TSR Hobbies, inc.

TRAVELLER is a registered trademark owned by Game Designers� Workshop, Inc.TM designates other trademarks owned by TSR Hobbies, Inc. unless otherwise indicated.

Quiet celebrationBirthdays don�t hold as much meaning

for us any more as they did when we wereyounger. That statement is true for justabout all of us, of just about any age, andit�s true of this �old� magazine, too.

June 1983 is the seventh anniversary ofthe first issue of DRAGON� Magazine.In one way or another, we made a prettybig thing of birthdays one through five �if you have those issues, you know what Imean. Birthday number six came andwent without quite as much fanfare, andnow, for number seven, we�ve decided ona quiet celebration. (Maybe we�ll have afew friends over to the cave, but that�sabout it.)

This is as good a place as any to notethe occasion, and it is now so noted. Havea quiet celebration of your own on ourbehalf, if you�ve a mind to, and I hopeyou�ll all still be with us for numbereight, number nine, number ten, . . .

Mary Kirchoff knew before she came toDragon Publishing that in this businessthings don�t always get done when theyought to be done. As evidence of that fact,here is Mary�s official welcome to theDRAGON editorial staff � a month late.

Those of you who faithfully read thesmall print in the column to the left ofthis one will have noticed that Maryjoined our staff as of issue #73. She is stillthe editor of the POLYHEDRON�Newszine published by the RPGA� Net-work. But now, she�s also filling thevacancy on our staff created when GaliSanchez made a switch to the Games Div-ision of TSR Hobbies, Inc.

Needless to say, Mary tends to keepbusy. Needless to say, she likes it thatway. We�re glad to have her on board.

Those of you who have enjoyed RogerMoore�s writing in this magazine will behappy to hear that this is Roger�s lastissue as a contributing editor.

Huh? Is there a catch? You bet there is:Effective with the next issue of DRAGONmagazine, Roger Moore will be a memberof our editorial staff.

Yes, Roger will still write articles forus, at least as long as his four-foot-longlist of ideas holds out. And the big advan-tage in having him on the staff is thathe�ll be right around the corner instead of�way down in Loo-vull (which, I aminformed, is the way the natives say it), sowe�ll be able to use his skills in lots ofother ways to keep this magazine gettingbetter � not just older.

2 JUNE 1983

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his issue's special inclu-sion is brought to you throughthe efforts of the guy whoinvented the wheel. With-our that idea to pave the

way, we wouldn’t have been able to taketwo wheels and turn them into the(drum roll, please . . .) DRAGON™Magazine Combat Computer. Now,instead of going around in circles tryingto determine who hit whom, all youAD&D™ Dungeon Masters can get a “tohit” reading with a simple twist of thetwo cardboard discs. Better make plansnow for what to do with all the timeyou’re going to save. . . .

. . . For instance, you could puttogether a mission for player charactersto find one of the “Seven swords” de-scribed for us by Ed Greenwood’s oldfriend, Elminster the sage. . . .

. . . And maybe this scenario willinvolve a trip through the home terri-tory of one of the “Landragons” createdby Ronald Hall — or the electrumdragon, another new species of dragon-kind from the imagination of theaforementioned Mr. Greenwood.

Then, when the characters succeed atthe tasks you’ve placed before them,they’ll probably come home with lots ofloot. That’s the time to invoke the prin-ciples of Lew Pulsipher’s article, “Aplayer character and his money . . .”

Maybe someone will want to spendsome cash to buy a new horse and besure it’s properly attired, in which caseGary Gygax’s From the Sorceror’s Scrollcolumn on “Warhorses and barding”will come in handy. Maybe someonewill want to line the pockets of abureaucrat, or pay to help a politicianget elected; if so, the semi-facetious fig-ures outlined in Leomund’s Tiny Hutcan inspire you to create characters to fitthose circumstances.

We’ve been promising our readers —and ourselves — that sooner or laterwe’d start publishing full-scale comput-er programs dealing with role-playinggames. All things do eventually come topass: Inside is an article on “Pro-grammed character creation” plus aBASIC language program for use withthe D&D® game — the first of many“computer packages” we’re planningfor the months to come.

Secret agents in the crowd (that’sokay, you don’t have to raise yourhands) will get a kick out of ArlenWalker’s three-piece feature on the ori-gins and organization of those famousadversaries, UNCLE and THRUSH.

All of that, and more, awaits youinside— plus a 32-page insert filledwith everything you need to know aboutthe GEN CON® XVI Game Fair. You’regonna need all the time you can save,just to finish this issue in time for thenext one. — KM

‘I finally disagreed’Dear Editor:

“Up on a Soapbox” has always been one ofmy favorite columns in DRAGON, and I’venever really had any arguments with the opin-ions expressed in it over many issues. How-ever, after reading John T. Sapienza, Jr.'s essayin issue #72, “Level titles don’t do justice,” Ifinally disagreed.

I don’t argue with his objections to the tech-nical applications of level names; it would besilly to speak of a Tibetan bishop or a Catholiclama, but the idea is for titles to represent aprogression from 1st level onwards — if sometitles are inappropriate, then that is because itis difficult to find technically appropriatenames that would accurately describe eachlevel and also fit into any campaign culture.

I admire Mr. Sapienza's proposed abbrevia-tory system for character stats, and plan to useit in the future. But I also like the characterclass level names, and plan to continue usingthem. I take pride in having my paladin entera town and announce himself as “Medraut theDefender,” and hope to raise him to where hemay call himself a Paladin — a title he willhave earned through many adventures andnoble deeds.

In short, Mr. Sapienza put forth a goodargument in defense of his point, but I doubtanyone will be “hurt” by the continued inclu-sion of level titles, and I don’t think it wasnecessary [for him] to get “Up on a Soapbox”to demand their withdrawal.

Christopher-Michael DiGraziaLawrence, Mass.

‘Disturbing trend’Dear Editor:

I would like to express my concern overwhat I see as a disturbing trend in the last sev-eral issues of DRAGON: a greatly increasedemphasis on charts, tables, statistical compari-sons and the like. Specifically, “Charting theclasses” and “Weapon statistics” (#69), “Thehull truth about speed” and “A second volley”(#70), and “Who gets the first swing?” (#71), tocite only a few of many examples.

I’ve also noticed the introduction of a pleth-ora of new character classes and the needlessreworking of older ones, such as the recentarticles on illusionists and druids, for example.

You tout your magazine as a role playingaid, and although the articles I mentionedabove are all well written and well intentioned,they do not further the cause of role playing.

It is difficult enough for Gamemasters towean players from their beloved handbooksand charts and [get them to] play their charac-ters as individuals rather than puppets tetheredto a leash of polyhedra dice. Is fantasy roleplaying really served by an article interpretingthe classes on a strictly numerical basis?

Again, the articles were well done. I applaudthe quantum jump in professionalism ofrecent articles over some published in yearspast by DRAGON. Yet, I see a letter like TimHenke’s (in issue #64), asking that DRAGONdo his creative thinking for him, and I can’thelp but wonder what attitudes newer readersare gleaning from your publication of number-oriented articles.

Mark KreighbaumBerkeley, Calif.

To thoroughly respond to Mark�s letterwould take more space than I can afford to usehere. And, a comprehensive answer is doublydifficult to come up with because Mark hasn�toffered any examples of what he likes: Justwhat is an article that �furthers the cause ofrole playing,� as opposed to one that does not?But, if you�ll take that into consideration, I�llgive it a try.

My first reaction upon reading that phrasein Mark�s letter was to say, �Hey, we print alot of articles that further the cause of roleplaying.� And then I looked back to his com-plaint about the �needless reworking� of char-acter classes, and I realized that I would con-sider our articles on the illusionist (#66) andthe druid (#48) as ones that �further thecause.� Yet Mark apparently doesn�t, so wearen�t on the same wavelength.

So what does �further the cause� mean?Articles on how to perform the act of role-playing � that is, practical instructions onhow to adopt a �persona� for some purpose oranother � are pretty dry reading, and probablybelong in a more scholarly journal than thisone. This can�t be the sort of article Markwants, can it? I hope not, because we can�t tellanyone, in general, how to �get into charac-ter,� nor will we try. For articles on �how toplay a role,� you�d better look elsewhere.

But articles on how to role-play within thecontext of a game system are another matter �and I maintain that this is the kind of articlethat appears on most of the pages of most ofthe issues of DRAGON magazine.

Some of these articles are written from abroad, philosophical base, and may come closeto being the sort of general �how to� articledescribed earlier. (For a good example of thiskind of writing, see Lew Pulsipher�s essay on�The vicarious participator� on pages 38-39 ofthis magazine.)

Other articles we print also �further thecause of role playing� � even if they happento include numbers, charts, and tables to illus-trate or support the points they make. In fact,to the extent that a �world� can only be fullyunderstood if it is fully quantified, it could besaid that the charts-and-tables articles we pub-lish do as much to �further the cause� as anyother sort of article.

I�d appreciate hearing from anyone whoagrees with Mark, or who feels I�m not under-standing what he�s trying to say. We�d like tokeep you all happy if we can. �KM

(Turn to page 70)

D R A G O N 3

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Warhorses and bardingFrom light to heavy, leather to plateby Gary Gygax

©1983 E. Gary Gygax. All rights reserved.

Warhorses are, of course, simplymounts which have been trained forcombat. The horse has served as a meansof transportation for mankind since his-tory began to be recorded. The use of thehorse in warfare began only a few centu-ries thereafter; first horses were used forpulling chariots, and later they alsoserved as mounts for soldiers.

As herbivores meant to run from preda-tors, horses tend to be nervous and skit-tish even in domestic state. It takes carefulselection and training to create a truewarhorse. The warhorse is obedient,inured to the noise and confusion of bat-tle, and does not shy at sudden move-ment, nor become nervous at the reek ofspilled blood. Furthermore, the warhorseis tough, has stamina, and will certainlybe aggressive in battle. A perusal of theAD&D� Monster Manual will show thatponies, draft horses, and wild equineshave an attack form. This is the bite.Warhorses, however, are carefully trainedto not only use their powerful teeth asweapons, but also to strike with theirforehooves when in melee.

The selection of warhorses is possiblefor any character trained in mountedcombat. The creation of warhorses isanother matter altogether. A knowledge-able and skilled handler and trainer mustcarefully choose candidates (in most casesstud colts), train these candidates forseveral years, and then pass them on toindividuals who will introduce them tobattle. In so-called civilized states, suchactivity will be accomplished by militarypersonnel and independent enterprises aswell. In so-called barbaric areas, thewhole process will typically be taken careof by the young boys and warrior men ofthe group, the process being part of thetraining to manhood and normal adult

4 JUNE 1983

activity of the group. In this latter case,the animals will almost certainly be lightwarhorses, with the most sophisticated ofgroups breeding and training mediumsteeds as well, but only on a more limitedbasis. (The Mongols are a prime exampleof this latter case.)

A light warhorse was referred to as acourser in medieval Europe. Such a steedwas relatively light, quite fast, and hadgreat endurance. A typical light warhorsewould be from 14 to 15 hands high,depending on the availability of stockand the size of the rider.

A medium warhorse was little morethan a larger, stronger light warhorse.The typical example would be at least 15½hands to about 16½ hands high. Suchanimals were the steeds of the elite Mon-gol lancers, Saracen elites, and generalcavalry of Europe.

The heavy warhorse, the destrier, was ahuge animal of 18 or more hands inheight and massive bulk. The famousClydesdales which you see in certain beercommercials on TV are horses of thistype. The power and size of heavy war-horses allowed the heavily armed andarmored feudal knights and nobles tocrush all opponents not likewiseequipped and mounted, until the long-bow and pike proved themselves . . . inthe hands of expert troops.

The light warhorse will certainly forcea non-warhorse to move aside. A mediumwarhorse will overbear a light one, andthe heavy warhorse will push aside, at thevery least, any lesser steed. Mountstrained to combat will not only attackfiercely, but they will await a dismountedrider�s return to the saddle, even going sofar as to protect him or her from enemyattacks. A well-trained horse might evenbe able to bear a seriously wounded rider

from the field/encounter to the homeplace.

Barding: This is simply the term forthe armor used to protect the mount. Thearmor so used covers the head, neck, andbody of the warhorse. The main types ofbarding are:

Leather � adds 1 factor to AC,weighs 160 #

Scale � adds 2 factors to AC,weighs 250 #

Chain � adds 3 factors to AC,weighs 350 #

Plate � adds 4 factors to AC,weighs 500 #

Leather barding includes various formsof padded barding.

Scale-type barding includes variousleather studding and ring mail armors.

Chain barding includes various metalbands and plates, so the class includesbanded barding.

Plate barding is principally variouspieces of plate with chain mail support inother areas.

In addition to the weight which thehorse must carry in order to gain the pro-tection of barding, the armor will alsoreduce the base movement rate of themount, as shown on this table:

Barded warhorse basemovement rate:

Barding typeWarhorse L S C P

light 21� 15� NA NAmedium 17� 15� 12� NAheavy 15� 14� 12� 12�

L = leather; S = scale; C = chain;P = plate; NA = not allowed.

Endurance: The effect of wearing bard-ing will be seen not only in relative base

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movement rate but also in the overallendurance of the mount, provided thatthe animal must wear the barding whiletraveling. As a rule of thumb, use the basemovement rates on the preceding page tofind the total number of miles the mountcan travel in one day.

Magic Horse Barding: It is possiblethat magical armor for horses and othersorts of mounts can be fashioned. Suchprotection would be rare in the extreme.It would be worth at least five times thecost of comparable armor (by type, notclass) for a character. The value of suchmagical addition can never exceed +3. Ofsuch barding, 65% would be +1, 25% +2,and 10% +3. The type of magic bardingfound would be: Leather 10%, Scale 15%,Chain 25%, Plate 50%.

Elfin Chainmail for Unicorns or Grif-fons: Protection of this sort can beallowed by the DM at his or her option.Weight and movement rate effect is equalto leather barding. Protection is equal tochain barding.

Barding for Other Types of Steeds: As ageneral rule, steeds able to fly are able towear only leather (or elfin chainmail)barding. Movement rate should bereduced by one-eighth for such protec-tion. Aquatic steeds cannot be effectivelybarded. Other types of mounts, such aselephants, for instance, can be barded,and only plate barding would have anysignificant effect on movement rate. Platebarding will reduce the movement rate ofa very, very strong mount by from one-fifth to one-eighth, with an elephant�smovement reduced by the least, orone-eighth.

SEEING IS BELIEVINGThe visual spectacle of D&D® and

AD&D� games is not usually striking. Infact, it is most likely to be quite the con-trary. A group of people sitting aroundwith books, note paper, character sheets,pencils, mapping paper, dice, and possi-bly a few painted miniature figures is lessthan exciting-looking to the uninitiated.Even if there are some printed floorplansand a monster or two in miniature, thespectacle is low-key.

Is this important to anyone other thanmedia people covering the �odd phenom-enon� of fantasy role-playing games?Yes and no. Because most of us are habit-uated to the purely mental visualizationof game action, we make do with any sortof markers for people, places, and things.Most hard-core enthusiasts will have afair collection of character figures, and afew DMs have an assortment of monstersas well, but the majority of us have few, ifany, painted miniatures. However, thislack does not detract from our enjoymentof the game!

If the question is put a different way,perhaps a point � an important one �

6 JUNE 1983

can be raised. Would spectacle add to ourenjoyment of the game? This is worthconsideration, and TSR has been consid-ering it for some time. For some, at least,and I include myself, the addition of theproper sort of spectacle would add con-siderably to involvement, visualization,and enjoyment of the whole.

We began to license firms to produceofficial figures in order to promote atleast the basics of visual adventures. Weare now ready to take this farther. Theoverall result will be better and moreexciting than anything you have seenbefore.

Many of you Gentle Readers will recallthat Duke Seifried joined TSR about ayear ago. The Learned Gentleman is anexpert in the production (and sculpting,of course) of not only miniature figu-rines, but of other sorts of visual items aswell. Under Duke�s aegis, TSR will soonbe producing white metal castings of fan-tasy figures in 1� (25mm) scale. Theseofficial castings will be of the highestquality and detail � but don�t take myword for it � see for yourself when theybecome available.

Although these figurines will be supe-rior to any previously available, that inand of itself is nothing more than news ofa minor sort. We are doing more still! Awhole series of 3-dimensional materials isplanned for release soon � castles, dun-geons, and the like, plus plastic as well asmetal figurines. Our game division islikewise planning to support these offer-ings with more visual material, and thereare various R&D investigations underwayto add still more to the perceptual ele-ment of adventure gaming.

The products are scheduled to beginappearing in late spring and earlysummer. New, different, and unusualitems will follow from time to time overthe years to come. While all gamers willnot necessarily love the visual and otheradditions to the game systems, I believethat the majority of players and DMs willfind that the addition of visual aids andother components to their gaming buildsexcitement and enhances enjoyment ofthe whole activity. I, for one, can hardlywait to get my hands on the new products� even if I am obligated to write the sce-narios for playing the new 3-D modules!Some of the other plans currently underinvestigation are at least as interestingand pose as many new aspects for gameenjoyment. Remember that you heardabout it here first.

DRAGON� magazine is currentlystudying the possibility of running a reg-ular column or series of features on thewhole subject of miniatures, visuals, andother things which augment the conduct-ing and enjoyment of fantasy gaming,and I am informed that the Kindly Editoris generously disposed to the inclusion ofsuch material in the precious space he hasavailable. If you support such plans,please be sure and let Kim know!

ENTERTAINING DEVELOPMENTSNow, it�s time to update all Loyal

Readers on the course of events in theWonderful World of EntertainmentMedia. Most of you know that TSR has ascript, written by Academy Award recip-ient James Goldman, for a theatricalmotion picture which is intended to cap-ture the essence of the DUNGEONS &DRAGONS® game.

The script is a remarkable piece ofwork, one which could well lead to a filmas successful as STAR WARS or E.T. Itwill do a world of good for our hobby . . .and then could come the series of �hardcore� fantasy films we have all dreamedabout. I, for one, was tired of mere dream-ing. I was in Hollywood recently, andhere is a summary of what happened dur-ing the trip:

TSR and Marvel Productions have puttogether a Saturday morning cartoon se-ries, THE DUNGEONS & DRAGONS�CHILDRENS SHOW. It will be fun �especially for the younger kids who don�tyet play the game. Could be some of youwill get a kick out of the program, too,even though this Humble Designer had afair amount of input into the project.CBS has slated the series to run oppositethe Smurfs and Pac-Man shows. If I maybe so bold as to crave a favor from you,please do write to your local CBS stationand let them know how happy you arethat they will be running a programbased on the D&D® game. This will notonly make certain that detractors of role-playing games find it impossible tomount a successful hate-mail campaign,but it will help to get more and betterfantasy shows on the air. In short, I wasnot idle during my trip � even when Isat in the fabled Polo Lounge andquaffed foaming jacks of scotch and sodaor beakers of silver bullets.

We are entertaining proposals for amulti-media stage production � and thatalso looks good! We are seeking an inter-ested party for a television production offantastic nature and high adventure,authored by Yours Truly and the worthyBuck Rogers man, Flint Dille � andthere is interest! While all this is goingon, we are also plotting a swashbucklingseries of AD&D� game films, and with abit of luck I�ll be returning to sunny Cali-fornia soon to turn outlines into scriptsand scripts into films.

The projected success of these otherendeavors assumes that the �biggie� �the cartoon series � goes over, and this initself seems a likely event. When youwrite to CBS, be sure to mentally wish usluck, and we�ll take it from there!

As a final note, I had the opportunityto talk with the owners of the Conanproperty. They too regret the initialrelease, and promise that the next will bedifferent. There is an outside chance thattechnical consulting will be sought fromcertain well-known-fantasy game sources.We shall see. . . .

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DRAGON 7

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by Lenard Lakofka and Brad Nystul

Bureaucrats and politiciansThe bureaucrat tends to be hopelessly average. To determine

his or her characteristics, roll 2d6 of different colors (let�s say redand white). All physical characteristics (strength, dexterity andconstitution) use a base of 10, while non-physical characteristics(intelligence, wisdom and charisma) use a base of 11. If the reddie comes up 1 or 2, add the result of the white die to 10 or 11, asapplicable; if the red die comes up 3 or 4, subtract the white diefrom 10 or 11; if the red die comes up 5 or 6, the white die isignored and the characteristic remains at 10 or 11, as applicable.A bureaucrat must have intelligence or wisdom of at least 11 torise any higher than first level (Clerk).

Bureaucrats do not wear armor, but may use or wear anymagic items of protection. They are poor with weapons, fightingforever as a zero-level character regardless of bureaucrat expe-rience level. (See exception noted below for those who wereadventurers before becoming bureaucrats.) They may employdaggers, clubs and �blunt instruments� (inkwells, candlesticks,etc.) as weapons. They throw any weapon at �2 to hit. However,they obtain the saving throws of a cleric with respect to spells,paralyzation, poison, death magic, rods, staves, and wands. Theysave as a fighter versus petrification, polymorphing and breathweapons, using their level as a bureaucrat (not their effectivefighting level) for the save. Thus, if someone tried to poison anOfficial (6th level bureaucrat), the victim�s saving throw wouldbe 9. If a dragon breathed on him, his saving throw would be 13.

Bureaucrats� special skillsProduce trance: This attack form comes from the bureaucrat�s

ability to speak fluent Bullroar. The language is basically unin-telligible to most beings, but its constant drone tends to place avictim at ease. Such an at-ease victim is entranced if the bureau-crat makes the required percentile roll and the victim (only onetarget at a time) fails his or her saving throw.

An entranced victim will take any suggestion or meet anydemand made by the bureaucrat that pertains to the issue athand. This issue typically concerns payment to the bureaucratfor a service, such as the purchase of a license or permit, or per-haps an order or a writ to legalize something. Once the speechends, the entranced victim will carry out the given order or sug-gestion (pay the asked-for price, for instance) unless someone else(if another non-entranced character is present) can talk him orher out of it. A successful second saving throw by the formerlyentranced figure means that someone else has convinced the vic-tim not to buy the document in question.

An entranced person will not give up magic items or tellsecrets under the influence of this droning speech.

Lose (and find) paperwork: This innate ability shows up in allbureaucrats who handle documents or get anywhere near a filingsystem. (In other words, all bureaucrats.) Documents given to abureaucrat for filing or safekeeping will be lost as soon as theyare received, if the bureaucrat makes the necessary roll on percen-tile dice.

The lost paperwork will be found again upon another success-ful percentile roll, if someone is first successful in urging orordering the bureaucrat to look for it. The first roll to find a lostdocument cannot be made sooner than one working day after thedocument was lost (these things take time). Succeeding rolls to

8 JUNE 1983

BUREAUCRATS EXPERIENCE TABLE4-sided dice for

Experience Experience accumulated hit Levelpoints level points title0 � 1,150 1 1 + 2 Clerk

1,151 � 3,250 2 1 + 4 Supervisor3,251 � 5,350 3 l + 6 Manager5,351 � 8,450 4 l + 8 Chief8,451 � 12,550 5 2 + 8 Obstructionist

12,551 � 18,650 6 2 + 10 Official18,651 � 26,750 7 2 + 12 Bureaucrat26,751 � 38,850 8 2 + 14 Authority38,851 � 54,950 9 3 + 14 Commissioner54,951 � 75,050 10 4 + 14 Board Member75,051 + 11 5 + 14 Chairman

BUREAUCRATS SPECIAL SKILLS TABLEProduce Lose

Level trance paperwork Confuse Captivate Infuriate1 20%2

15% 22% 10% 04%19% 26% 14% 08% 24%

3 24% 31% 19%4 30% 37% 25%

13% 29%19% 35%

5 37% 44% 32% 26% 42%6 45% 52% 40% 34% 50%7 54% 58% 49% 44% 60%8 64%9 73%

61% 59% 55% 70%63% 69% 66% 77%

10 80% 64% 79% 77% 83%11 85% 65% 89% 88% 90%

find the lost paperwork, if required and desired, can be made atone-working-day intervals thereafter.

Once a particular document or sheaf of paperwork has beenfound, that particular bureaucrat will never lose it again � butpaperwork does get passed on from bureaucrat to bureaucrat,and the next one to handle it might be higher level, and thuseven better at losing it!

Confuse: This ability produces befuddlement in the victimunless he or she makes a successful saving throw from spells.The bureaucrat must make an actual attack to confuse; when hedoes so, his produce trance attack (if it was being employed) islost. Confusion will cause the victim to leave the bureau office orboard meeting, totally forgetting why he or she ever went therein the first place. The victim obtains a new saving throw daily orif he or she can be talked to by someone who knows why he orshe went to the bureaucrats� lair in the first place.

Captivate: This attack form can only be cast on multiple fig-ures; a single figure is immune. To captivate, the bureaucratmust be allowed to blather on for a full ten minutes, withoutinterruption, about what must be done to produce a desiredresult. At the end of the ten minutes the victims each obtain asaving throw (vs. spell) at �2. Those who fail it are temporarilyinsane and will walk away drooling. Their wits will return if anew saving throw is made (saves are allowed every ten minutes)

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DRAGON 9

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or if a rational person can talk to them for ten minutes. Whiletemporarily insane, victims are totally harmless, but also entirelyuseless.

Infuriate: This attack can only be accomplished if the victimhas fallen prey to any of the bureaucrat�s other attack forms, i.e.been entranced, been confused, been captivated, or had his or herpapers lost. Now the bureaucrat will explain that it wasn�t his orher fault. The victim(s) then must save vs. spell or go into a ragefor 1-20 rounds. This outburst usually takes the form of physicalviolence against the surroundings, as the victim(s) tries to wreckthe bureau by throwing things, ripping up papers, and tippingover furniture. When the rage is over, the victim may find thatthe bureaucrat has summoned authorities to have him arrested.The friends of a victim will find that calming him can only bedone over the course of 1-4 rounds of constant persuasion, afterwhich the victim must save again, this time at �2.

Other abilities and characteristicsBureaucrats obtain a magic resistance to charm spells of 65%

which they may apply prior to their normal saving throw.A bureaucrat obtains experience points only from doing his or

her job; that is, performing one of the five available specialskills. The amount of experience gained for a successful act isequal to the bureaucrat�s percentage chance of performing theskill. Thus, if a 7th level bureaucrat manages to lose paperworkon a project he is working on, he will obtain 58 experiencepoints. Note that all �attacks� of the bureaucrat, explainedhereafter, are purposeful with the exception of lose paperwork,which he or she does subconsciously. Purposely losing paper-work will cost a bureaucrat the applicable number of experiencepoints.

A bureaucrat who takes a bribe can add the value of the bribeto his experience points, using one-tenth (rounded up) of theg.p. value of the bribe. The experience gain is limited in all casesto 100 points per bribe, so it literally doesn�t pay to offer abureaucrat a bribe of more than 1,000 g.p.

Alignment alterationsBureaucrats begin as lawfully aligned characters (20% lawful

good, 20% lawful evil, 60% lawful neutral). With each promotionin level, all non-neutral bureaucrats must save vs. spell or changealignment. A bureaucrat of lawful good persuasion may becomelawful neutral or neutral good; lawful neutral may become law-ful good, lawful evil, or true neutral; lawful evil may becomeneutral evil or lawful neutral. Neutral evil and neutral goodcharacters must revert back to lawful evil and lawful good,respectively, with the next level/alignment change. Bureaucratswho become true neutral will remain that way forever.

Former members of adventuring classes may become bureau-crats if they fit the ability score requirements and are of somelawful alignment when they become a bureaucrat. The formeradventurer must not have progressed above 4th level, or he or shecannot then ever become a bureaucrat. A former adventurer maynever wear armor as a bureaucrat, but may use any weaponallowed to the former class, and fights at a level equal to thehighest level he or she attained in the former profession.

Unseasoned sage abilityBureaucrats, because of the vast amount of information that

passes by them daily, have some minor sage abilities in variousareas of knowledge. Their information is rarely as specific orexacting as that of a real sage. Each bureaucrat will dabble intwo of the following fields of knowledge, determined at random:

01-07 Specifics on any town business: income, taxes, prices,profit, etc.)

08-11 Specifics on any town proprietor: class and � if andonly if class is known � possibly level, with amargin of error of two either way

12 Ownership of magic items in town: limit one item perperson asking; 15% chance of having suchknowledge about any specific item

13-15 Specifics on any other town bureau or board: innerworkings, procedures, purpose, effectiveness,accomplishments, problems, etc.

16-17 Specifics on the town nobility, if any: begin with lowestlevel noble and move up, giving bureaucrat a 25%chance to know some valuable information; uponfailing once, his knowledge ends. (A bureaucrat willknow the names and titles of all nobles in his town.)

18-19 Specifics on town officials, mayor, aldermen, sheriff, etc.20 Specifics on shady town occupants: assassins� guild,

thieves� guild, bully gangs, protection rackets, pressgangs, waterfront bars, etc.

21-23 Local heraldry24-25 Signs and sigils

2 6 Cryptography27-34 Demography of humans, demihumans, and humanoids

in town35-47 History of town or city48-50 History of county or country51-55 Legends and folklore of area56-65 Local laws66-74 Town customs75-77 Genealogy of prominent citizens78-80 Source of maps of town showing sewers, old construc-

tion, proposed construction, etc.81 Maps of buildings in town � not necessarily depicting

the interior, or all the rooms, of a structure83-84 Information on �monsters� in the locale

85 Timetables for ships, barges, wagons, coaches, etc.86-87 Knowledge of town tariffs, taxes and levies88-90 Knowledge of local dialects and languages; the ability to

translate them91-95 Specific facts on local temples and their occupants

96 Information on local magic-users and illusionists97-98 Information on rangers or paladins in the area99-00 Knowledge, of one of the above sorts, of another town or

city in the area; reroll on the list, disregardingresults of 99-00, for the type of knowledge

The chance for a bureaucrat to know the answer to a questionin one of his fields is calculated as follows: The question isjudged to be general, specific, or exacting (see pages 31-33 of theAD&D� Dungeon Masters Guide for information on theseterms). When giving the answer, consider the alignment of thebureaucrat before forming the answer and stating it.

The first area of knowledge rolled for a bureaucrat is his or herminor area of specialty. In this area, the chance to know a singleanswer is:

General information: 2% per level of the bureaucratSpecific information: 1% per levelExacting information: ½% per level (round down)

For example, a 7th level bureaucrat is asked a question about�monsters� in the locale (his minor field). If 1-14 is rolled, theinformation he can give in an answer is only general; if 15-21 isrolled, his knowledge is specific; and if 22-24 is rolled, hisknowledge on the subject is exacting. If 25-00 is rolled, hisanswer will be wrong.

The second area of knowledge rolled for a bureaucrat is his orher major area. In this area, the chance of knowledge is:

General information: 5% per level of the bureaucratSpecific information: 3% per levelExacting information: 1% per level

The exact cost of information will depend on whether thebureaucrat knows something. However, any bureaucrat will needat least one gold piece per level just to �break the ice.� Generalinformation will cost at least 1 g.p. per level, specific informa-tion 3 g.p. per level, and exacting information 6 g.p. per level ofthe bureaucrat. The upper limits are usually 5 g.p., 10 g.p., and20 g.p. per level respectively for such information.

DMs note: Don�t give away too much information if it is goingto ruin some phase of play in town! You can overrule the resultof a dice roll at any time!

10 JUNE 1983

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THE POLITICIAN is a sub-class of bureaucrat. To become apolitician, the character rolls up scores just as for a bureaucrat,except that physical abilities have a base score of 9, not 10, andnon-physical abilities have a base score of 12, not 11. (See thebureaucrat class description, page 8, for an explanation of dicerolling.) A politician must have a score in intelligence, wisdom,or charisma of 15, and must have this score in two of the threeabilities in order to advance beyond 4th level.

Not all countries will have elections, and therefore might havelittle use for politicians. The most common elective offices in atown are the aldermen and perhaps a mayor. A few countriesmight elect sheriffs and other �county� officials, who would bemembers of the politician class. A sheriff is 85% likely to be aformer member of an adventuring class, with some type of fight-er being the most common (80%).

Different special skillsPoliticians have none of the special skills of their parent class.

If they are to succeed, politicians cannot afford to have it appearas though they are confusing or infuriating the public the way abureaucrat does. Instead, certain other particular abilities areavailable to them.

Politicians who are not ex-adventurer types have a 45% resis-tance to charm spell attacks, and those who win office have achance to cast a suggestion spell in any speech they make beforea group of five or more people. The audience (each member con-sidered separately) is only 35% likely to be susceptible. Those inthe audience who are susceptible still obtain a normal savingthrow against the suggestion. Those who fail the saving throwwill make every effort to act out the suggestion if it is possible.Suggestions to give up more than 100 g.p. (in money, goods, orservices) allow the victim a +2 bonus on the saving throw. Anysuggestions to give up a magic item or more than 250 g.p. incurrency allows the victim(s) a +5 bonus to the save. Politiciansgenerally will suggest that the listener(s) contribute to his or hernext campaign fund.

Politicians who have won three elections (not necessarily allfor the same office) gain the ability to perform these skills:

Stuff the ballot box: This ability will add 10% to the politi-cian�s vote total in any election when it is tried, and it can onlybe detected by examination of the individual ballots. The per-son(s) looking at the ballots must make a saving throw vs. spellto notice the fraud.

Enthrall: Similar to the suggested new cleric spell enthrall de-scribed in issue #58 of DRAGON� Magazine. The politician canenthrall all members of an audience who can understand thelanguage the politician is using, and who fail to make a savingthrow vs. spell. The ability is activated after the politician hasspoken for one full round; all listeners eligible to becomeenthralled must make a saving throw each round thereafter, foras long as the politician continues speaking, to avoid beingtaken in. The enthrallment is broken as soon as the politicianstops talking. It cannot affect anyone with 4 or more hit dice, oranyone with a wisdom of at least 15.

Those who fail a saving throw and become enthralled willstand in awe of the politician, treating him or her as if thespeaker had a charisma of 21. However, enthralled figures willnot undertake action, such as they might if they were under theeffect of a suggestion.

Sixth sense: This is an ability that manifests itself in severalspecific ways. First, an accomplished politician has a way of�knowing� where and when a noteworthy event will occur, andwill make him or herself available in the hopes of being seenfavorably and thus have a chance to gain votes, recognition andperhaps donations. The chance to employ the �sixth sense� suc-cessfully for the purpose of being in the right place is 5% perlevel, one attempt per day.

Politicians can employ their sixth sense to see through cloudsof smoke and fog, including such things as a cloudkill spell, astinking cloud, smoke from a fire, a wall of fog, a fog cloud,pyrotechnics, and the like. The chance of success is 10% per level,once per cloud, twice per day maximum.

POLITICIANS EXPERIENCE TABLE4-sided dice for

Experience Experience accumulated hitpoints level points Level title0 � 1,200 1 1 + 2 Reliever

1,201 � 2,400 2 1 + 4 Party member2,401 � 4,800 3 l + 6 Speaker4,801 � 9,600 4 l + 8 Orator9,601 � 20,000 5 2 + 8 Politician

20,001 � 60,000 6 2 + 11 Chairman60,001 � 120,000 7 2 + 14 Leader

120,001 � 240,000 8 2 + 17 Vice-president240,001 + 9 3 + 17 President

Politicians have a 7% chance per level to detect lie and anequal chance to successfully manage an undetectable lie, just asfor the 4th level cleric spell of the same name.

Other abilities and characteristicsA politician can be of any alignment except true neutral. A

politician attacks as a magic-user at all times and obtains thesaving throws of a magic-user as well. He or she may fight withdagger, club, blackjack, or mace, beginning with one weaponand obtaining a new weapon of proficiency at 7th level. The pol-itician�s non-proficiency penalty is �5.

A politician can wear protection items but not armor, exceptfor a breastplate that can be employed to make him resistant tofired missiles. The politician cannot wield most magic items,though he or she can use the following specifically:

Potions � those of animal control, clairvoyance, clair-audience, delusion, dragon control, ESP, extra healing, gaseousform, healing, human control, longevity, oil of slipperiness,philter of love, philter of persuasiveness, plant control, treasurefinding, and undead control.

Scrolls � None, although neither will any kind of scroll havean effect on the politician. A cursed scroll, for instance, would begibberish to the politician and would not work against him.

Rings � those of djinni summoning, contrariness, delusion,human influence, mammal control, protection, and X-ray vision.

Rods, staves, or wands � none but the rod of beguiling, rod ofrulership, stuff of command, and wand of enemy detection.

Miscellaneous magic items � only the amulet of proof againstdetection and location, bracers of defense, brooch of shielding,crystal ball, cube of force, cubic gate, eyes of charming, any typeof dust, helm of comprehending languages (but cannot readmagic with the helm), medallion of ESP, medallion of thoughtprojection, rug of smothering, rug of welcome, tome of clearthought, tome of understanding, and tome of leadership andinfluence.

Magic armor and weapons � No magical armor or swordsallowed; however, a politician can employ any magical dagger ormace, except for a mace of disruption.

Politicians gain experience from two sources: votes, andmoney taken in during campaigns. Money found in a dungeonor similar sort of adventuring environment can count towardexperience for a politician, but killing an enemy (monster) gainsa politician nothing. Election experience is awarded at the rateof one experience point for each vote received; however, a politi-cian can never gain more experience points from one electionthan the minimum necessary to advance to the next level. Thus,a first-level politician could gain no more than 1,201 experiencepoints from winning an election, even if he received more votesthan that. Politicians who lose elections always lose experiencepoints and drop back to the midpoint of the next lower level.

Gold pieces found (contributed) also are equated to experiencepoints on a one-for-one basis, again limited by the fact that goldcan only �buy� one level at a time. And for gold to be counted asexperience, it must be spent by the politician in an effort to beelected to some office (a campaign within the campaign). Excessmoney can be used any way the politician sees fit. Politicians ofnon-good alignment can make and take bribes at any time.

DRAGON 11

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T axonomically, dragons have always been considered an iso-lated group. According to the Monster Manual, they are allmembers of the same genus (Draco) and, apparently, only dis-tantly related to the reptiles. However, from faraway Drogasiacomes word of a form that is obviously related to the Draconiandragons, but also merits distinction as a separate group.

The Drogasian land dragons, or �landragons,� as they arecalled by the natives, have breath-weapon abilities like theircousins do, but they lack the ability to fly. However, they havestunted wing appendages (often put to use for purposes otherthan flight) that serve as evidence of the strong evolutionary linkbetween the two groups. Other noteworthy differences betweenthe types include the bulkier build of the Drogasians, the shorter,thicker tail, often used as a defensive weapon, and a differentgrowth pattern from that of all flying dragons. Also, few of theseflightless dragons show the intelligence associated with theirbetter-known counterparts.

stray into their area, as well as wild prey. In their encounterswith humanoids, they will be very territorial and defensive. Thearack will bluff and charge �half-heartedly,� with crest andwings expanded, trumpeting the call that gives the beast itsname, attempting to drive off anyone who comes within itsdomain. If the intruders run away, the dragon(s) will generallynot pursue, unless especially hungry (1 in 6 chance). If corneredor the target of a charge, these beasts will attack at once, usingthe breath weapon in the defensive mode while doing so.

These great �lizards� grow fairly slowly but continuallythroughout their lives. Newly hatched young average 4� inlength (nose to tail) and thereafter they grow at a rate of about 3�every 10 years until they are 120 years old. Beyond that, duringold age, no further growth occurs.

Dragons of this species can live to be about 150 years old. Asthey grow, they gain hit points and earn increases in their meleeattack ability. They are hatched with 1d10 hit points and gain

These differences have led sages to place the three documentedspecies of �landragons� of Drogasia in a separate genus, thatbeing Drogas. Dragons of this genus have the same fear auraability as their flying cousins, but they never possess any magicalability. All three species have developed strong physical abilities,of both offensive and defensive nature, to offset their lack offlight and magic, and overall they can be at least as formidable asthe Draconians.

A land dragon found outside its lair will not be asleep. One (ormore) will be asleep whenever encountered inside a lair (usuallya cave or an old dungeon), unless the party awakens thedweller(s) of the lair in its approach.

ARACK (Drogas amagia)

FREQUENCY: RareNO. APPEARING: 1-4 (50%: 1 only)ARMOR CLASS: 1MOVE: 15� (climbing: 9�)HIT DICE: 1-10% IN LAIR: 50%TREASURE TYPE: BNO. OF ATTACKS: 3DAMAGE PER ATTACK: up to 1-8/1-8/5-30SPECIAL ATTACKS: Breath weapon, tailSPECIAL DEFENSES: Breath weaponMAGIC RESISTANCE: See belowINTELLIGENCE: Semi- to lowALIGNMENT: NeutralSIZE: L (up to 40� long)PSIONIC ABILITY: Nil

Attack/Defense Modes: Nil

The appearance of the arack dragon, and its use of a breathweapon, make it an obvious relative of the Draconian (�true�)dragons. Its lizard-like body with slightly stunted wing append-ages is somewhat bulkier than the bodies of the flying dragons,but its size and mobility on land make it a formidable opponent.This species has blue-grey scales and a deep red undersidematched in color by the crest on the head and neck and themembranous ligatures on the malformed wings. The wings havethree slender �fingers� of unequal length, one with a long nail.These are the �wing spears� the beast uses as a secondary weap-on in melee.

Arack dragons are found in rocky areas on the outskirts of civ-ilization. They feed on domesticated cattle, sheep, and goats that

12 JUNE 1983

Wingless wondersof a faraway landby Ronald Hall

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DRAGON 13

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one hit-point die with every 4 feet of growth; hence, the length ofa particular arack can be used to determine its number of hit dice(length divided by 4, rounded down).

A newly hatched arack dragon has no breath weapon, its wingspears are unusable in attack, and its bite does only 1-6 points ofdamage. When it reaches 10 years of age, the creature gains theuse of both its wing spears and its breath weapon; at this point,the wing spears do 1-3 points of damage per hit each, and the gasemitted by the breath weapon has full effect but only covers anarea within a 14� radius to 7� high.

As the dragon grows thereafter, the area of effect of its breathweapon grows as well, with the height always equal to the drag-on�s length and the radius twice as large. The wing spears do 1-4points of damage at age 40, 1-6 points at age 80, and 1-8 points atage 120. The damage figure for the beast�s bite increases as well(as shown on the accompanying growth table), going up by 1d6for, roughly, each 27 years up to age 106.

ARACK DRAGON GROWTH TABLEDamage:

Age (yrs.) Hit dice Wing spears Bite0-9 1d10 none 1-6

10-12 1d10 1-3 1-613-26 2d10 1-3 1-627-39 3d10 1-3 2-1240-52 4d10 1-4 2-1253-66 5d10 1-4 3-1867-79 6d10 1-4 3-1880-92 7d10 1-6 4-2493-106 8d10 1-6 4-24

107-119 9d10 1-6 5-30120-150 10d10 1-8 5-30* � Breath weapon capability gained at age 10.

Length4�-6�7�*8�-11�

12�-15�16�-19�20�-23�24�-27�28�-31�32�-35�36�-39�40�

The breath weapon of the arack dragon is a gaseous cloud,nearly transparent but faintly visible in daylight (but not undertorchlight, moonlight or magical light short of a continual lightspell). The size (area of effect) of the breath weapon, as men-tioned above, is a direct function of the dragon�s size. The heightof the cloud is equal to the length of the dragon�s body, and theradius it covers is equal to twice that number.

The breath weapon is usable only twice per day but does notdissipate quickly; the cloud normally persists for 10 turns. Liv-ing creatures (except for the arack) within the gas will notice asticky dampness and a stifling lack of oxygen (described by theDM as �stuffiness�). This causes the loss of 1 additional hitpoint, cumulative, for each round that a victim is in the gascloud: 1 point for the first round, +2 points in the second round(for a total of 3), +3 points in the third (total of 6), and so on.

If a victim retreats out of the cloud and remains out of its areaof effect for a number of rounds equal to the time he or she wasinside, then the cumulative effect is �reset� (to 1 point) if thecloud is re-entered. If the �time out� is not as long as the lastperiod of �time in,� then the cumulative damage will continueto increase, counting upward from where the count left off, if thecloud and the victim again come into contact. A character whoretreats out of the cloud and stays out long enough to �reset� thecumulative damage receives a saving throw (vs. poison), successindicating only half (of the total accumulated) damage was takenfrom the character�s last time in the cloud.

The other effect of the arack�s breath weapon is a dampingeffect that it has on magic. The gas reduces the combat effective-ness (�to hit� and damage figures) of all magical weapons by 2,and has an adverse effect on certain spells. A +1 or +2 weaponbecomes, in effect, a +0 weapon, still magical in nature (with itsother special properties intact) but having no enhanced combatusefulness at the moment. A +3 weapon becomes �worth� only+1, and so forth. Cantrips and first-level spells will fail automat-ically in the casting, or cease to operate � regardless of the levelof the caster � if their area of effect coincides, in whole or inpart, with the gas cloud. A character attempting to cast a spell ofhigher than first level must make a saving throw, using the

proper row of the following chart, for the casting to succeed �but this save is only necessary if the spell is targeted into orthrough the breath cloud. (This is in addition to all other rollsthat might be necessary to determine spell success or failure.)

If a magic item having charges is within the area of the breath,the DM may (optionally) secretly roll a saving throw for eachcharge remaining in the item, assuming in this case that the gasdissipates charges from the item upon exposure of the item to thegas, but does not prevent it the item from operating (except, pos-sibly, by dissipating all of its charges). Artifacts and relics willnot be affected in any case, their spells work normally within thegas, and they may not be discharged while in the gas.

Spell saving throwsSpell levelCantrips

1st2nd3rd4th5th6th7th8th9th

RingsRodsStavesWands

Saving throwFail automaticallyFail automatically

20171512951

Succeed automatically7

151416

In melee, the arack can be a formidable opponent. If a fight isimminent, the beast will use its breath weapon to create a cloudof gas in a convenient area, then step into the cloud to fight thehumanoids threatening it. The gas does not dissipate or spreadunder normal conditions (short of a gust of wind spell or thelike), so anyone trying to fight it must suffer the effects of thebreath unless it can be blown away. The effects are not alwaysobvious, however, since the gas is nearly invisible, even in day-light. Meanwhile, the arack will attack with its mouth and wingspears against anyone in front or alongside it (on three separatetargets). The neck is supple, able to attack on either flank, andthe beast is quick about turning to face those who think they arebehind it. In battle, it sweeps its tail back and forth continuallyand with some velocity. Anyone to the rear of the dragon willhave to contend with the tail as they attack; a successful hit bythe tail (rolled as for any other �to hit� chance) knocks theopponent down, does no damage, but causes the victim to take around to get back to his or her feet.

SCINTILLATING DRAGON (Drogas radiatas)

FREQUENCY: Very rareNO. APPEARING: 1 (10%: 1-6, family group)ARMOR CLASS: 1MOVE: 12�HIT DICE: 2-12% IN LAIR: 20%TREASURE TYPE: DNO. OF ATTACKS: 2DAMAGE/ATTACK: up to 1-8/6-36SPECIAL ATTACKS: Breath weaponSPECIAL DEFENSES: Fear at �3 (see below)MAGIC RESISTANCE: StandardINTELLIGENCE: Low to averageALIGNMENT: NeutralSIZE: L (up to 45� long)PSIONIC ABILITY: Nil

Attack/Defense Modes: Nil

This land dragon has a more muscular body than the flyingtypes, with an agile, snake-like neck and a short, thick tail. Thedragon�s scales are luminescent and iridescent; its body is colored

14 JUNE 1983

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The scintillating dragon sees humans asa good source of protein as well as athreat to its own existence, and willattack a human-dominated group withvirtually no provocation, unless thedragon senses itself to be vastly out-classed. Anyone who ventures into thehome ground of a scintillating dragon isconsidered, literally, fair game.

in rainbow tones that sometimes seem to ripple across the scalysurface. The scales have a soft glow of their own, which intensi-fies the �moving rainbow� effect and actually turns the dragon�sappearance into a sort of natural weapon.

The dragon�s strange appearance will entrance some adventur-ers. Upon sighting the dragon, all humanoids must attempt tosave by rolling their intelligence or less on d20, with a �3 modi-fier to the die roll. Those failing this roll will either run away inpanic (if the roll would have failed without the adjustment) orstand entranced by the flashing colors. Those thus enrapturedwill continue to watch the dragon until they are attacked or untilthe dragon moves out of view.

The entrancing effect will be negated if victims are forciblyturned to face away from the dragon or blinded in some way (ahood, for instance) and kept from viewing the dragon for oneround. Likewise, it takes one round for characters to �snap outof it� after the dragon leaves their viewing area. But if anentranced character is attacked, the trance is broken immediately.The entrancing effects of the dragon�s scintillating hide can only�charm� a character upon first glance (when the saving throwsare rolled). Those who make this saving throw will not beaffected as long as the dragon remains in viewing range. How-ever, a new round of saving throws would be required if thedragon moved out of, and then back into, viewing range.

This land dragon is not unintelligent and will usually attemptto eat or disable immobile, entranced victims (attacking at +4against such defenseless creatures). The scintillating dragon seeshumans as a good source of protein as well as a threat to its ownexistence, and will attack a human-dominated group with virtu-ally no provocation, unless the dragon senses itself to be vastlyoutclassed. The beast seldom seeks out civilized areas for itsdepredations, but will if its normal sources of food are depleted.Anyone who ventures into the home ground of a scintillatingdragon is considered, literally, fair game.

As with other members of this genus, the growth of this spe-cies is slow but sustained. At the time of hatching, a youngdragon is only 6� long (including the tail). Growth for the first60 years of the dragon�s life is at the rate of 1 foot every 2 years, toa length of 36� at age 60. Then the dragon�s growth slows to 1foot every 10 years, to a maximum length of 46� attained at 160years of age. Individuals of the species have reportedly lived toage 200.

The scintillating dragon�s abilities in all respects are reflectedby its size, with damage, hit dice, and hit probability increasingas body length increases. A newly hatched dragon has 2d10 hitpoints, a bite that does 1-6 points of damage, and a tail that doesno damage. As the dragon grows, it gains 1 hit die for every 4 feetof growth.

At 16 years of age (14� in length), the dragon�s bite damageincreases to 2-12 points and the bludgeon-like tail is strongenough to do 1-2 points of damage. This is also the age when thedragon acquires its breath weapon capability. With every 8 feetof additional growth, the bite damage increases in damage by1d6 and the tail by 1 point of damage at the maximum (skippingthe ranges of 1-5 and 1-7). The beast�s breath weapon ability

increases as a function of hit points, in the manner described fol-lowing the table.

SCINTILLATING DRAGON GROWTH TABLEDamage:

Age (years) Hit dice Bite Tail Length0-7 2d10 1-6 0 6-9�8-15 3d10 1-6 0 10-13�

16-23 4d10 2-12 1-2 14-17�*24-31 5d10 2-12 1-2 18-21�32-39 6d10 3-18 1-3 22-25�40-47 7d10 3-18 1-3 26-29�48-55 8d10 4-24 1-4 30-33�56-79 9d10 4-24 1-4 34-37�80-119 10d10 5-30 1-6 38-41�

120-159 11d10 5-30 1-6 42-45�160-200 12d10 6-36 1-8 46�

* � Breath weapon capability gained at age 16.

The breath weapon of the scintillating dragon is a shimmer-ing beam of energy, 10 feet wide and with length equal to fivetimes the length of the dragon (up to a maximum of 230 feet).The presence of the beam is practically undetectable; the beamitself is invisible, but when it is in use the affected area resemblesthousands of glinting dust particles in a strong beam of light.Damage is computed by rolling one d6 for each hit die thedragon has (up to 12d6), with a saving throw vs. breath weaponfor half damage. The dragon can use this breath weapon up to 3times per day.

The damage from this breath manifests itself in an unusualform. Only half the damage is felt immediately (round down), as�burn damage.� The remainder appears over the course of thenext two days (half of the remainder each day) as the victimgradually weakens (losing 1-3 strength points each day) andbreaks out in large burns. Non-magical healing from thesewounds doesn�t begin until the fourth day after infection andproceeds at only half the usual rate. Magical healing applied onthe day of the attack heals only half the damage rolled for at thetime of the healing, but the remaining half of regained hit pointswill be applied against the delayed damage.

Only after the victim�s healing is completed (by magic, time ora combination of the two), the victim may become aware of theworst effect of this insidious ray: Short of the use of regenerationor a limited wish spell, not all of the damage done by the breathweapon will heal. Permanent damage to a victim is reflected in areduction in the victim�s number of recoverable hit points.

To compute the amount of permanent damage, roll percentiledice and multiply the result, as a percentage, times the amountof delayed damage incurred by the victim (round down). Thisgives the number of hit points that may not be recovered thereaf-ter without the use of high-level magic. If the hit points orstrength points of a victim drop below zero at any time duringthe �delayed damage� process, he is dead.

The loss of strength points is independent of the amount ofdamage taken, even if more than one breath attack is used on thesame figure. The lost strength points will be recovered at thesame rate as lost hit points (one every 2 days), and magical cureswill not help this (except for regeneration). When a healing/cur-ing spell is used on a character who has also suffered damage ofanother sort, the other damage is recovered first, before applyingany of the healing power to the breath damage.

Example: Kasanati the Unwise, sixth level fighter, and hisparty are involved in a melee with a scintillating dragon 39 feetlong. During the fight, the dragon breathes on Kasanati, doing10d6 of damage. Kasanati successfully rolls his saving throw, cut-ting the damage in half, but still suffers 14 points of damage.Seven points are applied immediately. The party�s cleric casts acure light wounds spell, expecting to heal about 4 points ofdamage, and is puzzled when only 2 points are cured. (The spellactually did heal 4 points of damage, but only half of the healingpoints are applied immediately.)

The next day, as they travel, Kasanati feels weak (he has lost 1

DRAGON 15

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strength point) and, by day�s end, he has lost another 3 hit points(4 minus 1 of the �healing points�) and large blemished areas areappearing on his skin.

The next day, Kasanati loses another d3 of strength (2 pointsthis time) and 2 more points of damage (3 minus the last �heal-ing point�).

Kasanati does not die, since his original hit-point total andstrength score were high enough to stand these losses. The DMnow rolls percentile dice for permanent damage, getting a 68.This means that the unlucky fighter will be unable to recover68% of the hit points he lost to the �delayed damage� effect of thedragon breath. The delayed loss was 7 hit points (simply half ofthe total damage; the effect of the cure spell does not enter intothis calculation).

So, of the hit points Kasanati lost to delayed damage, four arelost forever (68% of 7 = 4.76, rounded down to 4) and the otherthree can be recovered. The maximum number of hit pointsKasanati can have when at full strength is now four less than itwas before he decided to engage the scintillating dragon (as if hehad never rolled those four hit points in the first place). Thisreduction can only be offset by regeneration, limited wish, oralter reality spells.

Since the effect of its breath is so damaging and long-lasting,the scintillating dragon is usually treated with great respect by

all creatures that live within its area, and the dragon movesabout with self-assurance. It expects most of those it meets to flee(either by being panicked by the �scintillation� attack, orthrough real fear of what it can do), or be chewed up if they areunlucky enough to be entranced.

If several characters attempt to fight it together, the dragonwill be offended � not afraid � and if attackers are clustered itwill use its breath weapon (if possible) to �burn� all who standin its way, hoping to garner one or two to satisfy its nearly con-stant hunger. If forced into melee, it will use its large mouth tobite (again, bringing its breath weapon into play if severalopponents are within a potential area of effect), while beating itstail back and forth to cover its rear. Anyone hit by the tail mustmake a saving throw vs. breath weapon or be knocked to theground and unable to attack in the next round.

If more than one scintillating dragon is encountered, it will bea family group consisting of a female and her brood. The hatch-lings of this species remain with their mother for protectionuntil they are capable of using their breath weapon and fendingfor themselves. The female will be at least 30� long and the juve-niles all 15� or less. (Sometimes one of the young will remainwith the mother for a year or so after acquiring use of the breathweapon at 14�.) The mother will be very defensive and will attackat the slightest provocation in an encounter.

NIGHT DRAGON (Drogas retinosis)

FREQUENCY: RareNO. APPEARING: 1-6 (20%: family groups of 2-8)ARMOR CLASS: 2MOVE: 15�HIT DICE: 2-8 (d8)% IN LAIR: 60% (100% in daylight hours, 20% at night)TREASURE TYPE: Dx2NO. OF ATTACKS: 1DAMAGE/ATTACK: Up to 4.32SPECIAL ATTACKS: Breath weaponSPECIAL DEFENSES: Hide in darknessMAGIC RESISTANCE: StandardINTELLIGENCE: Average to highALIGNMENT: Neutral evilSIZE: L (up to 32� long)PSIONIC ABILITY: Nil

Attack/Defense Modes: Nil

The night dragon gets its name from its nocturnal huntinghabits and is well adapted for this style of attack. Its scales areblack with grey streaks, camouflaging the creature in any under-ground or after-dark environment. Night dragons are almostnever encountered in daylight, spending their days in their caves.or other dark lairs. For this reason their range of vision includesboth infravision and ultravision, but their vision is rather weakin the normal spectrum.

The beast�s quiet movement and the ability to stand perfectlystill when approached provide it excellent cover. In any encoun-ter in the dark, a night dragon will be 90% undetectable at arange of over 3� unless it is backlighted or within the radius of alight spell (or faerie fire, etc.). When within 3� of a party, a nightdragon will attack, usually with surprise, unless the dragon hasalready been detected. If strong light is used by its opponent(s),the dragon will be at a slight disadvantage (�1 �to hit� on all ofits attacks, including its breath weapon).

Night dragons are quite intelligent and sometimes hunt ingroups of 2 or more. These hunting packs are especially fear-some since they will act in concert, to the maximum disadvan-tage of their prey. Such tactics as baiting an enemy into anambush (with ambushers hidden in the dark), attacks from therear, and group breath attacks are not unknown.

This species of dragon exhibits increasingly powerful capabili-ties with age, as do others of this genus (see the Growth Tablebelow). Hatchlings are 3� long including the short, thick tail,

with 2d8 for hit points and a bite that does only 1-4 points ofdamage. The night dragon grows at the rate of 1 foot every 4years. At the age of 20 years (8� in length), the dragon gains theuse of its breath weapon, and the damage from its bite increasesto 1-8 points. The dragon gains one hit die for every 20 years ofage thereafter, and an additional 1-8 points of damage for its biteevery 40 years, to a maximum of 8 hit dice at age 120 and 4-32points of bite damage at age 140. The dragon does not grow orexperience an increase in power beyond age 140; individualshave been reported as old as 160 years.

Night Dragon Growth TableAge (years) Hit dice Bite damage Length

0-19 2d8 1-4 3-7�20-39 3d8 1-8 8-12�*40-59 4d8 1-8 13-17�60-79 5d8 2-16 18-22�80-99 6d8 2-16 23-27�

100-119 7d8 3-24 28-32�120-139 8d8 3-24 33-37�140-160 8d8 4-32 38�

* � Breath weapon capability gained at age 20.

The breath weapon of the night dragon is an extremely brightbeam of light only ½� in width, effective out to a length equal tothe length of the dragon converted to scale �inches.� Hence, a25-foot-long dragon can use his breath weapon to a distance of25�, converting to 250 feet indoors or 250 yards outside). Whenthe breath weapon hits an enemy, the light causes damage equalto the dragon�s number of hit dice, except that damage is rolledwith d6�s instead of the d8�s used for hit dice; thus, the breathweapon of a 120-year-old night dragon will do 8d6 damage. Asuccessful saving throw vs. breath weapon allows half damage.

In addition � only if the saving throw is failed � the breathweapon will cause blindness in victims by damaging their eyes.A character blinded by a night dragon will remain sightless for 2days, unless magical aid (such as cure blindness) is used to re-store vision. At the end of the 2 days, the victim can regain his orher lost sight by making a save vs. poison. Failing this savingthrow means that the victim is permanently blind unless magicalaid is employed.

Family groups of these dragons will typically have 1-4 adults(60+ years old) and 1-4 juveniles (each less than 40 years old).The juveniles will only attack if directly threatened, preferring toremain motionless so that they may go undetected while theadults lead the threat away from them.

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The electrum dragon by Ed Greenwood

FREQUENCY: RareNO. APPEARING: 1ARMOR CLASS: 2MOVE: 12�/24�HIT DICE: 7-9% IN LAIR: 60%TREASURE TYPE: See belowNO. OF ATTACKS: 3DAMAGE/ATTACK: 1-4/1-4/3-24SPECIAL ATTACKS: Breath weapon +

possible magic useSPECIAL DEFENSES: See belowMAGIC RESISTANCE: StandardINTELLIGENCE: ExceptionalALIGNMENT: Neutral goodSIZE: L (36� long)PSIONIC ABILITY: Nil

Attack/Defense Modes: NilCHANCE OF:

Speaking: 100%Magic Use: 100%Sleeping: 40%

The electrum dragon (Draco Maguselectrum) is a rare, solitary creature whodwells far from civilization, usually inmountainous areas, and always lairs in acavern or stone building. It is usuallypeaceful and philosophical in nature, butcan be a formidable fighter if aroused.

An electrum dragon fights with itsbreath weapon or by spell casting, inaddition to possibly employing its physi-cal (claw/claw/bite) attacks, and maydirect these four attacks against multipletargets in any round of combat.

Its breath weapon is a unique, unstablegas emitted in a cone 4� long by 3� by 3�high, which reacts with air and loses itseffectiveness after 1 round. This gascauses enfeeblement (effects last for 1turn), confusion (for 9 rounds), or both.All creatures in the affected area mustsave twice vs. breath weapon to avoidboth effects.

An electrum dragon begins life able todetect magic and read magic, gains theability to identify items on touch �without any ill or cursed effects � upongrowing to Young state, and uponbecoming an Adult, gains the power todispel magic once per day. A Very Oldelectrum dragon can dispel magic twiceper day. These are all natural abilities(the former two usable at will withoutlimitation), rather than spells.

In addition to these abilities, an elec-trum dragon gains the ability to castspells as follows: Very Young specimenscan cast one 1st level magic-user spell

each 24 hours; Young ones can cast two1st level spells a day; Sub-Adults, two 1stand one 2nd level spell per day; YoungAdults, 3 1st and 2 2nd; Adults, 4 1st, 22nd, and 1 3rd level spell: Old 4, 2, and 2;Very Old: 4, 3, 2, and 1 4th level spell;and Ancient, 4, 3, 3, and 2.

These spells are never automaticallyknown. They must be acquired fromscrolls or spell books or through trainingwith a magic-user. An electrum dragonmust experiment with a written spell forsome time in order to successfully modifyif for entirely verbal casting. (Refer to theAD&D� Monster Manual for aging andother details of dragon nature.)

Electrum dragons enjoy trading, bar-gaining, and philosophical debate. Theyhoard things of beauty (such as finelycrafted items) rather than wealth per se; atypical electrum dragon�s hoard mightcontain statues, a harp or two, tapestries,and gems and jewelry, but few coins ofany metal. Electrum dragons mateapproximately every 100 years, the femaleproducing 1-4 rubbery, foot-long eggs ayear after mating. These eggs are laid andleft untended; each egg (if it remainsunmolested) is 75% likely to be fertile, andwill hatch in a matter of days.

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Seven swords

byEd Greenwood

�No spells tonight,� Elminster saidwith a smile. �It is of swords I wouldspeak.�

�Swords? Magic swords, I take it?� Iasked, settling myself in the chair acrossfrom him.

Elminster grinned through his curlingbeard. �As ever, your mind runs swiftlyon a narrow track. Yes, magic blades �but only after you tell of the famedswords of this world, for I am most inter-ested in the to-ing and fro-ing betwixtboth our worlds . . . mayhap some bladeshave made the journey.�

�No problem,� I replied, reaching forthis, that, and other books from theshelves surrounding us both. Thusarmed, I told the old sage of KingArthur�s Excalibur, and Arondight, bladeof Sir Lancelot of the Lake.

I spoke of Charlemagne�s Joyeuse andFlamberge (= �the flame-cutter�), and theswords of his stalwart paladins Roland(Durandal), Oliver (Glorious and Haute-claire = �very bright�), Rogero (Bali-sarda), and Rinaldo (Frusberta).

I turned to Siegfried, and told the sageof that hero�s swords Gram (= �grief�),Mimung, and Balmung.

I read aloud from Spenser of the bladesChrysaor and Sanglamore, and thenpassed on what I could find of the Cid�sblade Tizona; Ogier the Dane�s Courtain(= �the short sword�) and Sauvagine; SirBevis�s Morglay (= �big glaive�); andalmost a hundred more. I read from oldbooks, modern fantasy stories, and guide-books to royal regalia until the night hadquite gone, and Elminster had filled hispipe almost forty times.

When I ran down, he nodded approv-ingly at me in the grey half-dawn. �Your

18 JUNE 1983

tongue proved even longer than I hadhoped,� he said. �I recognized no blade ofthe Realms with certainty in all yourgabble, but no matter. In return, I willtell you of seven blades of power � oh,yes, there are countless others, but onlyseven this time, mind; blades that I haveseen with my own eyes, in the Realms.�

What he said thereafter I have set downbelow.

Name(s): Adjatha, �The Drinker�Description: Adjatha is a +2 longsword

of fine blue steel, hilted with steel in sin-gle cross-quillon and a plain, sphericalpolished knob pommel. Set in the heartof the tang, where the quillons meet justabove the fine chain-wrapping of thegrip, is a large (one-inch diameter)cabochon-cut black sapphire (worth 6,000gp). There are no known markings orrunes on the blade, and it does not shedany radiance.

However, upon touching any magicitem (not including scrolls, but includingpotions if these are poured over the bladeor it is immersed in them), Adjathasiphons off magical energy, causing theitem in question to glow, shedding a palegreen-white radiance, until the item isdrained of dweomer or the sword and theitem are separated.

The Drinker can never permanentlydrain an artifact, but it can steal themagic of lesser items. In all cases, thetouch of Adjatha causes one power oreffect (per round of contact) of the item tobe nullified for 1-4 turns after contact. Ifthe item has limited charges, or operatesbut once, sufficient contact with Adjathacan drain it entirely of magic. The bladeabsorbs the dweomer into itself in a

Bladesof the

Realmspeculiar way, retaining magical energy toprotect itself and its bearer.

Per charge drained or round of contact(many lesser items of magic will bedrained after 13 or so rounds of contact),Adjatha gains 2 �hit points.� It has 9 �hitpoints� worth of personal strength, andmay add any magically drained points toits own, without (known) limit. Anyattacks on Adjatha or its bearer mustexhaust these phantom �hit points�before they can harm the physical entitiesof blade or bearer. When reduced to itsoriginal 9 hit points, Adjatha cannotabsorb further damage to its bearer, and isitself vulnerable. Anyone grasping thegrip of Adjatha can receive its �hit point�protection; there is room for a maximumof two bare human hands to grasp thegrip at one time.

Adjatha, it must be noted, cannotrepeatedly drain the vitality of the sameitem; after two contacts with any singleitem, The Drinker cannot drain anythingmore from it � but note also that a con--tact, if uninterrupted, can continue for upto 1 turn before any bearer must with-draw or risk the onset of feebleminded-ness due to magical backlash (10% chanceeach round beyond 1 turn of continuouscontact). Drained �hit points� gained byAdjatha in no way cure existing damageto its bearer, but merely absorb all furtherattacks until exhausted.

Adjatha cannot drain or negate spellscast at it or its bearer, and confers no spe-cial magic resistance except immunity topsionic domination, charm spells, andsimilar direct mind-control spells. Thisimmunity does not extend to sleep, sug-gestion, ESP, and the like.

Lore: The Drinker is first known to

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have existed more than four hundredyears ago, in the reign of Kurskos Iron-hand; it was the sword of that monarch�sherald and chief councilor, Amrok of theDwarves. Kurskos slew Amrok in a nightof revelry after one Shieldmeet, and tookAdjatha the Drinker � plus the enmity ofthe Dwarves � as his own. Amrok was ofalmost human stature, and it has oftenbeen said Adjatha is of human and notdwarven manufacture, for it is of full sizeand heft for a strong, long-armedswordsman.

The stories of its making are many andcolorful � and most are doubtless as fan-ciful as the tale told by Thyri of Amn,who stole Adjatha from the palace vaultsin the sack of Aumreayum upon thedeath of Kurskos. Thyri held that Adjathawas given to his grandfather by the gods,and made any of the family who wieldedit invulnerable in battle.

Thyri was easily � almost contemptu-ously � slain by the first man who chal-lenged him, a merchant from Calimshan.That merchant, whose name is lost, wasslain while on caravan soon after by amischievous kenku. In like manner, TheDrinker has often changed hands over theyears, usually remaining with any oneowner only a short time.

Elminster saw Adjatha forty wintersago at the court of Nesker of Mulmaster,when the sorcerer-king was studying it toincrease his own arts. It disappeared

before Nesker�s death and came to lightbriefly in reports of fighting in the Shaar,apparently being wielded by one of thenomad chieftains. The sword was stolenfrom him, and despite sending agents farafield, he was unable to recover it. Thepresent whereabouts of the blade areunknown.

Name: AlbruinDescription: Albruin is a broadsword,

of a steel/electrum/silver alloy, demon-strably as effective as silver againstundead and other creatures who sufferparticular effects from contact with thatmetal. It is +1 to hit and +3 on damage. Itsheds an eerie blue radiance (up to 1�radius) when drawn from its scabbard. Itis of chaotic neutral alignment (intelli-gence 17, ego 13), communicates byspeech (alignment tongue, common,elvish, drow, thieves� cant), and can readlanguages and magical writings.

Albruin�s bearer can, at will, activate �and maintain by concentration � thesword�s power to detect invisible objectsin a 1� radius. Albruin can also neutralizepoison once every 3 days, and heal itsbearer once every 12 days. These powersare evoked at the will of the bearer, or bythe sword if the bearer is unconscious andAlbruin deems it advantageous to itself toactivate either power. Physical contactbetween Albruin and the flesh of thebearer is necessary for the powers to work.

Lore: Albruin is believed to be the crea-tion of the long-dead smith Surdee, whowas famous in his day for the craftsman-ship of the work that came out of theforges of icebound Glister, where heworked ore fresh from the mines abovethe city on the edge of the glacier. Theblade itself evades questions as to itsorigin; there are no markings or definitetouches of workmanship that identifyAlbruin as the work of anyone inparticular.

Albruin was held for decades in theroyal house of Cormyr, kept as a familytreasure but seldom (due to its alignment)borne by the kings of that land. It wasstolen from the palace at Suzail someninety winters ago by the thief Nyparr(�Nipe�), a halfling who was soonarrested at Wheloon by soldiers of Cor-myr and slain when he attempted escape.Nipe did not have the blade when seized,and did not reveal its whereabouts. It wasrumored amongst the thieves of that placethat he had sold it to a �grey trader�(�fence�) by the name of Blusken Shtult,who had a merchant barge on theWyvernwater, and that Blusken hadsailed from Wheloon up to a port on thenorthern shore of the Wyvernwater anddelivered the blade to a waiting buyer.

The blade�s whereabouts were uncer-tain for some twenty-four winters, until alady of high birth in Selgaunt, oneShamur, found the blade left behind inher bedchamber by a visitor fleeing thecity guard. He never returned, andShamur sold it when she married. It wasbought by an adventurer visiting the cityof Selgaunt on matters of trade (gold formercenaries), and wielded thereafter inseveral minor skirmishes about the East-ingreach before its owner died in anambush. His slayer, the adventurer-princeThaum of Telflamm, used Albruin tohelp him take the lands of Impiltur forci-bly from his father�s rule and found hisown kingdom. Thaum eventually died bymagic (hired by his father Kuskur, whowas unable to regain control of the lostlands), and Albruin was acquired by oneof Thaum�s warriors, who fled the deadking�s keep and took the blade backwestward into the Dalelands.

This warrior, one Adjuz by name, per-ished at the hands of brigands on anorthern road, and Albruin disappearedfrom view � but not before Adjuz hadsought out a sage (Elminster, of course)in Shadowdale to learn the blade�s truenature and powers.

After the death of Adjuz, the trail of thesword is hidden for some eight winters,but it is known to have been in the handsof the mercenary general Malakar on hisvisit to Zhentil Keep in the spring of theninth year thereafter, and was identifiedagain by the sage Murail of Sarbreenwhen a mercenary warrior sought himout to learn the blade�s properties in thatcity some six winters beyond that time.From then to now, the whereabouts of

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Albruin are unknown, but Elminster iscareful to remind us that its plainappearance and its ability to controlmany of its bearers would contribute tothis anonymity.

Name(s): Ilbratha, �Mistress of Battle�Description: Ilbratha is a bronze

shortsword with a row of six matchedbloodstones set into the helve of the bladeon its left face. Each bloodstone is worth70 gold pieces; as an undamaged set ofstones, they might bring 500 to 600 goldpieces if sold shrewdly. Ilbratha does notglow and bears no inscriptions. It is +1 tohit and +1 on damage, and when graspedby a fighter of any alignment, its powerswill be communicated telepathically tothe holder. This is a feature of its magicalmanufacture; it is not sentient.

Ilbratha gains its nickname from itspowers, which are very useful in combat.When grasped (flesh to handgrip) andmentally ordered, Ilbratha can with itsbearer jump (as in the spell; 1 leap only)three times per day, blink itself and itsbearer once per day, and create a mirrorimage of itself and its bearer once per day.

It also rings like a struck chime or tu-bular bell when it is touching magic; thisincludes spell effects from devices andphysical contact with enchanted items,but not physical effects (such as a stink-ing cloud or gust of wind) caused by analready-cast spell. This power is a warn-ing only, and is in no way a protectionagainst magic.

Lore: Ilbratha was created by unknownhands at the behest of Azoun I, long-deadking of Cormyr. He bore it once into bat-tle, at Ithmong in his war with Tethyr,and then lost it in a storm that wreckedhis ship on the rocks of the Neck.

The sword was found by fishermen ofTeziir and sold to a rich merchant, Sevanof Amnwater. He took it west on caravanalong the Trader�s Road and the riverChionthar to Scornubel, where he sold itto Phelas Urm, a merchant of Thentia.Phelas brought it overland through Cor-myr, where it was recognized in Arabel.Agents of King Azoun attempted to re-cover it, and slew Phelas, but in the con-fusion the blade was lost (or stolen by oneof the agents for himself).

All trace of it was lost until, twohundred winters later, the sage Thallas-tam of Procampur was offered the bladefor 1,500 gold pieces by a peddler from anearby town who seemed ignorant of itstrue nature. Thallastam brought theblade to Elminster in Shadowdale, theonly fellow loremaster interested inswords whom Thallastam trusted.

Elminster identified the blade from thewritings of Azoun I (the old king�s great-grandson had then just come to thethrone), and Thallastam bore it backtoward Procampur by way of Tilver�sGap and Essembra. But he was never seenagain, and did not reach Procampur. Hisruined diary, his staff, and a skeleton

22 JUNE 1983

were found some years later when thePool of Yeven in Battledale was dragged,but the sword was not found. Elminsterbelieves it is in the hands of brigands, orperhaps mercenaries, who have not sincedrawn the blade in battle near the Dales.

Name(s): Namara, �The Sword ThatNever Sleeps�

Description: Namara is a longsword(+2 to hit, +4 on damage) of fine steelforging. It glows with a pale mauveradiance when drawn, and spits whitesparks when striking other metal. On oneside of the blade is etched in common:Namara, and on the other face NeverSleeps. The bearer may, at will, evoke thesword�s power to emanate silence 15�radius.

Namara is as heavy as a normal weap-on, but will float on top of any liquid �fresh water, brine, oil, wine � it has sofar been dropped into. The sword has noalignment or sentience.

Lore: Namara appears in many legendsand tall tales, but the term �The SwordThat Never Sleeps� appears to be derivedonly from the inscription on the bladeand does not refer to any specific propertyof the sword. Its origin is unknown;Namara appears to have existed for aslong as tales have survived, wielded bysuch mythic heroes as Eth and Brensylthe Tall. Even the most critical of sages(Kumur the Skeptic, First Speaker ofEvernoster) cannot determine Namara�sprobable time or place of origin, or findany references in the tales of a world to atime �before Namara was forged.�

Within the last five hundred years,Namara has been the blade of Serrus theGreat, founder of Amn, and a blade bornethere by his descendants for three genera-tions; the fourth, Ereskas, bore Namaranorth to found the city of Mirabar.

Ereskas died without issue, and Nam-ara was carefully preserved atop his tombin the city. There it remained for sixtywinters, until Mirabar was overrun andplundered in the Goblin Wars. The gob-lin chieftain Nethaug seized the swordand bore it back to a ravine so deep in themountains that the goblins, who weresubsequently almost eradicated from theNorth, still hold this ravine today.

The blade remained in goblin handsfor almost two hundred seasons, until agoblin named Ghaur was slain by a bandof adventurers known as the Company ofthe Gryphon. The leader of the band, awarrior called Flarr, gave the blade toThulmar One-Eye of Port Llast inexchange for training some eighty win-ters ago.

Thulmar bore the blade until his deathin the Cold Winter, whereupon it passedto the Mistress of Port Llast, Stormraventhe Proud Queen. Stormraven, who rodeand fought at the head of her men withher jet-black hair flowing wildly abouther, briefly made Port Llast great. She isremembered fondly by old warriors, and

will live long in fireside tales. At lengthshe married a former foe, Parldulph ofNeverwinter, and gave Namara to her sonRivenhelm.

Rivenhelm, who became one of thegreatest knights, passed the blade on toTamper Tencoin, an adventurer. Tencoinstood over the wounded knight in battlewith the mercenary company of the Flam-ing Fist for most of a day in a vainattempt to save Rivenhelm�s life. The tinyband held on till nightfall, when themercenaries fell back and drove in theirtracking dogs to ravage the woundedenemy. Rivenhelm handed Namara toTencoin in the darkness and said �This isyours now.� Leaving a trail of bloodbehind him, Rivenhelm crawled forwardto choke the life out of one dog and diedunder the jaws of half a dozen more.

Tencoin lost the blade when he waspoisoned in the Whistling Wizard Innfour winters ago. The poison made himmad for days, and when he returned tohis senses, Namara was gone. Elminster,who saw the blade when Tencoin visitedShadowdale some years before this event,believes it was stolen by local thieves andwill soon turn up again. And when itdoes, Tamper Tencoin will come lookingfor it.

Name: ShazzellimDescription: A scimitar of rather poor

steel but keen edge, with a guard of ironcurved into rearing serpents. Its grip is ofleather, dyed red, but this may now havebeen replaced. Shazzellim is neutral evil,has an intelligence of 16 and an ego of 14,and communicates by speech (alignmenttongue, common, thieves� cant, orcish). Itis +1 to hit, can detect magic in a 1�radius if the bearer so wills while wield-ing it unsheathed, and in like manner canlocate object in a 12� radius. It can alsodetect secret doors in a ½� radius at thebearer�s will, and read any non-magicallanguages or maps. It will heal its beareronce per day, at the bearer�s will, and hasa special purpose: to slay bards. Any bardstruck by Shazzellim strikes will be disin-tegrated unless the victim saves vs. spell.

Lore: Shazzellim was created by (or atleast under the orders and with the assis-tance of) Lauzoril of the Red Wizards ofThay, in order to destroy his enemies theHarpers. Little is known of the Harpers;they consist of bards and a few rangers,are known by the device of a silver moonand a silver harp, operate in the northernregions on both sides of the Great Desert,and are a secretive organization ratherthan a band or race of people. Of thebards of great power, only Mintiper isthought not to be a member, and of thehigh-level rangers, only Thulraven andEstulphore are believed to be independentof the Harpers.

It is not clear if the Harpers are anything more than a private club or fellow-ship at present, although in the past theyhave acted in concert to keep kingdoms in

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the northern lands and in the Dalelandssmall in power, and on at least two occa-sions have forcibly prevented the expan-sion of farms and settlements into elvenwoods. The cause of Lauzoril�s enmitytoward the Harpers is unknown.

Elminster saw Shazzellim when Ahlzul,a captain of the armies of Thay, broughtit to Archendale to slay the ranger Dove.Mistakenly Ahlzul attacked the wrongwoman � the knight Jasilmer � and washimself slain. Ahlzul�s men recoveredShazzellim and their captain�s body, butwere later killed by men of Archendaleover a code-of-conduct dispute.

Shazzellim disappeared from viewbriefly, was later identified by the sageHelavaster of Hillsfar when brought tothat city by the caravan master LhemakoTarsakh, and subsequently passed intothe hands of Lhemako�s superior, Meer.The scimitar does not appear to havepassed on to Meer�s superiors in ZhentilKeep (unless one of the lords of that cityis hiding it from his fellow lords for somereason), and may have been stolen, hid-den, or passed to another by Meer beforehis disappearance. The blade�s presentwhereabouts are unknown.

Name(s): Susk, �The Silent Sword�Description: Susk is a slim longsword

of fine make and good (oil-) slaked steel,devoid of adornment or inscription. Itdoes not glow of itself or even reflect

light, so that it does not appear to bemetal from afar. Its nickname comes fromits magical silence: The sword neverrings, clatters, scrapes or emits any sound.A blade struck against it may ring, butSusk itself remains silent. This silence inno way affects creatures, spells, objects orany area about the blade.

Susk is +3 to hit, but does normal dam-age (1-8/1-12). It has no apparent intelli-gence or sentience, and only one othermagical property � it levitates involun-tarily. That is, it can never rise, fall, ormove in any way by itself, but alwaysremains stationary when released, even ifin midair. It can be moved while so float-ing by being struck with other objects, orby magical effects (such as telekinesis),but will stop quickly when such force isremoved.

Susk cannot therefore be effectivelyhurled at an opponent, or tossed away toprevent its capture � it will stop mereinches from the point of release and hangin midair. There is no known limit to, orway to nullify, this power. Any creaturemay grasp (and, if not a spell caster towhom cold steel is forbidden, wield) Suskwithout harm. It confers no magic resis-tance or spell immunities upon the bearer.

Lore: Susk is a blade mentioned repeat-edly in tales and legends of the north. Itsorigin is unknown � and curiously,never mentioned in any folklore � but itseems to have always been around in the

hands of someone or another. Its presentwhereabouts are a mystery; the sageElminster can speak of its location withcertainty only over a short span of timebeginning some twenty winters ago,when he recognized it in the hands ofAbadda, a northern prince of the FallenKingdom, who was then a proud wan-derer and bandit-leader.

Abadda was challenged by Distyl ofNesme at the court of Alustriel, HighLady of Silverymoon, in Elminster�s pres-ence. During the fight that followed,Elminster and at least one other � theadventurer Urnen of Yartar � recognizedthe blade for what it was.

Abadda was slain in combat, and Distylrightfully took the blade. Shortly thereaf-ter he was found dead by his campfire onthe Trollmoors, and Urnen was seen inLongsaddle not much afterward, bran-dishing a blade that was demonstrablySusk � to Urnen�s eternal dismay: Whenhe let go of it involuntarily in the middleof a tavern brawl, it hung in mid-air,beyond his grasp, as he was dragged tothe floor and stabbed to death.

A local bully, Usk Harpell, claimed theblade, but was found dead in a nearbyalley within the night, the blade gone. Itdisappeared from view at that time, butrecent reports from Shadowdale (some sixwinters back) and Mulmaster (two win-ters ago) suggest that the strange blade isstill �changing hands the hard way�

DRAGON 23

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amongst the adventurers and caravanmerchants of the Realms.

Name(s): Taragarth, �TheBloodbrand�

Description: Taragarth is a bastardsword, of steel fire-blackened along thelength of the blade so that only the sharp-ened edges gleam. On the base of theblade, just ahead of the simple crossbarguard, is a rune etched into the metal.The rune is non-magical and evidentlythe mark of the blade�s maker, but whothe maker was has been lost over time.

Taragarth requires strength and statureto wield, but while it is held unsheathed,the bearer is protected from fire (effectsequal a ring of fire resistance) and will beprotected by a feather fall if descending10� or more precipitously.

Taragarth strikes normally but does +3damage. It does not glow and is not sen-tient. While gripping Taragarth (evensheathed), the bearer is protected fromESP and detection spells (including knowalignment). Such spells will simply haveno effect. This protection does not affectcharm, sleep, other control-related spells,or psionic attacks.

Lore: Taragarth was forged by Elfgarof Silverymoon in the early days of theNorth, and was given to the championAeroth when he led the armies of thekingdoms of the North against the trollsof the Evermoors. The might of the trolls

was broken at the Long Battle (of ninedays duration) across the moors, andTaragarth was brandished aloft bloodilyso often by the valiant Aeroth that it wasdubbed �The Bloodbrand.�

Much later, when Aeroth was grey-bearded, Rayuth of Silverymoon died,and the throne passed to his son. Aeroth,grieving for his lord (and none too fondof the sadistic, proud Tulven, Rayuth�sson), took ship west from Waterdeep, sail-ing first to the isle of Toaridge-At-The-Sun�s-Setting and later to the MoonshaeIsles. There, with his wife and six sons,Aeroth founded the city of Vlan. His de-scendants, the nucleus of a group swelledby other disenchanted or dispossessedmainlanders, were to become the feudingmerchant houses of the Moonshae Isles.

But Aeroth�s sword was not seen on hisvoyage, and most legends hold that he leftit in Silverymoon, where it has been lostin some concealed hoard or in one of themany warren-like caverns beneath thecity. A few sages know that, in truth,Aeroth hid the blade in a ruined well onthe isle of Toaridge so that his argumen-tative sons would not fight over it.

There it lay while ages passed, until anexploration party of illithids found it andcarried it to their underground city on themainland near what is now Beregost.There it was studied for only a short timebefore a band of adventurers plunderedmuch of the city and gained it.

The names of the band are now lost;one was a fighter who later took servicein the merchant-guards of Amn and diedbattling bandits on the banks of the Sul-duskoon river. It seems likely that he boreTaragarth, but no word of it can be foundafter it (presumably) fell into the hands ofthe- bandits, until a wandering peddleroffered it for sale in a market at Berdusk.It brought 400 pieces of gold from anadventurer who recognized it, but he mis-takenly told a companion what hethought the sword was, and was dead bythe next morning. So was the companion,murdered in turn by the assassin Turl.

Turl carried the blade north to the cityof Scornubel, using it to pay off a debt tohis guildmaster Iritan. Little is known ofIritan, who evidently ruled the guild withan iron hand for more than twenty win-ters, but one spring he appeared inWaterdeep, dying of poisoned wounds,and gave the blade, plus more wealth, tothe wizard Marune. Much of Marune�swealth was lost in subsequent upheavals,and The Bloodbrand fell into the handsof an unknown someone in Waterdeep.Where it traveled then is not known, butfour winters ago it was brought toElminster when he was visiting Westgate,for examination, by a swarthy, much-scarred fighting man of Calimshan whogave his name as Vulph. The presentwhereabouts of Vulph and of the bladeTaragarth are unknown.

24 JUNE 1983

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DRAGON 25

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The ecologyof the

Bulette

by Chris Elliottand Richard Edwards

�Brethren of the Guild of Naturalists!�The hum of conversation in the hall

fell to an expectant hush as the speaker, ashort, balding man in the robes of aGuildmaster, raised his arms for silence.

�For untold years, there has been nosighting of the Teeth in the Earth, moreprosaically known as the Land Shark,and even in the Guild there were manywho dismissed the tales of this spawn ofsorcery as little more than legend.

�Tonight, however, we have with us aman who has not only seen one alive andbeen within three poles of the behemoth,but actually hunted it for trophy!

�From the land of Morn � A�ahb theHunter.�

The Guildmaster stepped back, hisplace taken by a tall, rugged man insandy-colored robes; black-bearded, hook-nosed, burnt and weathered by sun andwind. Without preamble, he addressedthe expectant Guildsmen.

�I�ve hunted all kinds of game, but likemost of you I never thought the bulette,the land shark as you call it, was any-thing but the stuff of legend. How couldsuch a beast swim through the earth likea fish through water, even if it wasmagical?

�Then, five years ago, I was in a littleknown and even lesser traversed area ofMorn when I heard rumors of tribes thattracked such a beast, digging the earthfrom where the bulette had passed, takingthe mud that they found, and smearing iton their plows.

�I asked the reason for this strangepractice and was told that it made theplows cut the earth like the prow of aboat cuts the water. I began following thesource of these rumors, to the east, deeperinto the interior of the sparsely populatedwilderness.

�I was approached by the headman of anative village shortly after my arrival onhis premises. He confirmed the stories I

26 JUNE 1983

had heard, and from what he said I beganto get an idea of the nature of the beast.

�It existed � that much seemed certain� and its uncanny powers must comefrom an ability to secrete a slime from itsskin that works like the potion for trans-muting rock to mud, known to somewizards and alchemists. But this secretionmust be weaker than the potion instrength and duration, and it seems towork only on earth, not rock.

�The headman said that he was glad Ihad come this way. His village was beingterrorized by an enormous rogue bulette,an albino of the species, that the nativescalled �Mobh Idich� � The Great WhiteOne. Many warriors had tried hunting it,but it would either pick them off singly,or, gathering speed beneath the surface, itwould burst forth upon a small group,just as a porpoise leaps out of the water,and devour them all.

�The headman asked me if I thought Icould kill it. I didn�t know if I could ornot � but I knew I wanted to try. . . .�

The hunter paused, perhaps savoringthe anticipation that he knew hisaudience was feeling.

�When I first saw a bulette on the sur-face, it fitted all the partial descriptions Ihad heard. Its body was articulated, andcovered in thick, scaly plates that built upinto a carapace on its back. Part of thisshell could be extended to become thehorny fin that produces the weaving fur-rows that criss-cross the land shark�sdomain. Its stocky, powerful limbs can beretracted while its muscular tail is pro-pelling the beast through the earth. Themouth opens almost to a right angle,revealing a gaping maw filled with rowsof dagger-like teeth.

�The beast is warm-blooded andbreathes air, surfacing to do so. It is likelythey bear live young, but if so this is donebeneath the surface. As far as I know, apregnant female has never been seen.

�I can tell you are wondering how I gotclose enough to the beast to find out allof this without being eaten. Well, you canfind out these things from a dead one justas well � and I found a way to kill thebulette that has worked for me time andagain since the first.

�From what I had been told, I figuredthat the bulette hunts by tracing vibra-tions in the earth, rather than by scent.So, I caught myself a kobold. A horsewould work just as well, but they�remuch too valuable to use for bulette bait.I found a solitary tree, tied the kobold tothe trunk on a short rope, and nestledmyself in the branches with my heavycrossbow in hand.

�The kobold circled frantically. I sentan occasional reminder in its directionwith my crossbow when it started to slowdown, and after a while the constantmovement of the kobold in the small areahad done its task. I sighted a large finweaving across the plain. It circled thetree, spiraling inward, and then abruptlymade its final rush.

�As it burst from the earth, jaws wideopen and mud streaming off its flanks, Ilet fly with a large quarrel smeared withpoison � right down its gullet.

�What�s that? Yes � only one shot,thanks to the poison. Really, once you�vegot the technique down, it�s quite easy.I�ve killed others since the first day, butthere�s always something special aboutthe first one. I still keep the hide of TheGreat White One as a memento. . . .�

At this point A�ahb the Hunter pulledon a cord, and a cloth behind him fellaway to reveal a huge skin stretched on aframe. The meeting dissolved in chaos asmembers of the Guild fought to be thefirst to examine it.

(An earlier version of this articleappeared in Dragonlords � Yet AnotherFantasy & Sci-Fi Roleplaying Magazine.)

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DRAGON 27

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Tracing THRUSH�s nestThe place: London The time: 1894by Arlen P. Walker�Footfalls echo in the memoryDown the passage we did not takeTowards the door we never openedInto the rose gardenShall we followThe deception of the THRUSH? Intoour first world.�

� T. S. Eliot, Four Quartets

The year was 1891. The single largestthreat to the peace and freedom of theworld had just been eliminated. James P.Moriarty, professor of Mathematics,Napoleon of Crime, lay now at the foot ofthe falls at Reichenbach. He had beenremoved, and the price was the life ofonly one man. Yet this price was a dearone. True, the prime force of evil in theworld was no more, but neither was theprime force of good. In dealing with theprofessor, Sherlock Holmes had paid thefinal price. He, too, now lay at the foot ofthe Reichenbach.

So much was made known to the worldby the late John Hamisch Watson, M.D.Yet, something more was now happen-ing, unbeknownst to our favorite doctor.

The passing of Holmes had led manyto begin to weave elaborate webs of crimeand treachery. Once such group met inthe Northumberland Hotel shortly afterthat fateful day.

Scotland Yard had rounded up most ofMoriarty�s gang, and with the help of theevidence in �Pigeonhole M� of a desk inBaker Street, successfully prosecuted thosethey had arrested.

But there were yet some who were toosmart for the Yard, which no longer hadHolmes� sure guidance. These men,knowing Holmes was now out of theway, met to plan the building of anempire of crime the like of which theworld had never seen. It was at this meet-ing that Colonel Sebastian Moranappeared, breathless from his hasty returnfrom Europe, with the news that Watsonhad lied: Holmes still lived!

The topic of the meeting rapidlychanged. Holmes alive!! That meant theycould not operate openly, that they muststay well submerged beneath the surfaceof society. Their plans must all be long-range, now. But the aim would stay thesame � to conquer, to control, to removeany obstacles that stood in their way.

Moriarty was an eminent mathemati-cian, a scholar, and he gathered manyfine minds about him. These were themen who served as the planning commit-tee for this new organization.

28 JUNE 1983

They called their new organizationTHRUSH � the Technological Hier-archy for the Removal of Undesirablesand the Subjugation of Humanity. As thename suggests, THRUSH recognizedScience and Technology as the wave ofthe future; and they were the first organi-zation to support their vision with per-manent staff for research anddevelopment.

Their first order of business: find afoolproof method of planning their oper-ations. This was of paramount impor-tance now that Holmes was known to bealive. Moriarty had been their leader, andhe had planned many a foolproof job.But in the end he proved to be only aman, he failed to outwit SherlockHolmes, and that failure cost him his life.

From this incident the Ruling Councillearned two lessons. Lesson one was thatno human planner was to be fullytrusted. Humans could fail, and no onecould hope to predict how or when withaccuracy. Lesson two was that the properreward for failure was death.

The first commission of the R & Ddepartment at THRUSH was the con-struction and testing of The Computer.To the agents of THRUSH, it willalways be known simply as The Comput-er. Charles Babbage had been one ofMoriarty�s mentors. Babbage, in fact, hadshown Moriarty the plans for his comput-ing machine. Moriarty had rememberedthem, and had been at work himself onperfecting it. Not satisfied with knowingthat it would work if only the materialscould be properly made, he set himselfthe task of designing the materials. Thiswork was almost completed at the time ofhis unfortunate demise. His cohortsremembered the many times he hadboasted that when this work was finished,it would be the only thing in creationthat was smarter than he was.

Smarter than Moriarty, and a machine� and therefore not prone to makingmistakes. That was precisely what theyneeded! So the top brains of THRUSHset about deciphering Moriarty�s notes.And building. And testing.

Finally, three years later, it was ready.The council fed it all of the informationabout the present time � 1894 � andwaited. The Computer gave its first order,for the surveillance of 221B Baker Streetand the execution of Sherlock Holmes.

Colonel Moran bumbled his assign-ment and paid the penalty, but he wentlike the soldier he was, without a hint of

what lay behind his attack. The Comput-er then revealed that it had expectedMoran to fail and had given him thisassignment to eliminate what it judgedwas a weak link in the mighty chain themachine was forging. As the council satand waited, The Computer revealed itsplan for the conquest of the world.

It directed that THRUSH should formshadow governments throughout theworld. But these governments would notcorrespond with the official ones.National borders were irrational, illogicalbarriers. Instead, the world was dividedinto regions, each having some commonfactor unifying the territory it covered.These divisions were called satraps.

Because the people and governmentswithin each satrap have their own flavor.The Computer selects as the director of agiven satrap the person it considers bestable to work in that area. The satrap isthen, for the most part, left to governitself. While each satrap therefore sharesthe same aims as the others, it may goabout achieving those aims differently.

Sometimes rivalries may spring upbetween directors as personalities clash. Ifthe two satraps cannot be made to coexist,at least on the surface, both directors willbe replaced.

Above the directors of the satraps arethe councilors. There are thought to be 26councilors, each one taking as his title aletter of the alphabet. The ruling Councilof THRUSH meets periodically in itscapital city to review the progress beingmade on the projects assigned by TheComputer.

This capital city of THRUSH (whichgoes by the same name) is unique in thatit has no particular geographic location.The Computer realized that a city isnothing more than its people, and thatthe major weakness of a city is its immo-bility. The Computer decreed thatTHRUSH, then, would be an entirelyportable city. The elements of the citymove with it to each location so skillfullythat no one has ever been able to say withcertainty just where it is currently.

But THRUSH is a complete city, forall its portability. It has a standing army,as well as a force of civil servants, bothdedicated to the movement and protectionof the city. Its security has never beenpenetrated by any who survived the visit.As far as is known, this is the only majorespionage center that can make thisclaim.

There does not seem to be any area

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where the city cannot go. It has left tracesof its existence in an underground cavernin the southwestern United States, as afloating city on the Atlantic, encased in adome submerged in the Pacific, even inthe Himalayas. One report even claims itwas floating in the air.

As with all century old-firms, some tra-ditions have grown up with THRUSH.For one thing, the council members seemto be patterned after the professor whohad, albeit unwittingly, designed theirentire organization. The council membersall have a very prominent place in theeveryday world as well. There have been afew statesmen and diplomats, but by andlarge, the council members were and areworld-renowned scientists.

The members of THRUSH are dedi-cated to the accumulation of power. Thisis the �drug� they use to recruit most oftheir members. In return, these membersare loyal, for they realize that onlythrough THRUSH can they acquire thepower they seek. There are very few defec-tions from THRUSH, and virtually nonefrom the upper echelons. No councilorhas ever been known to defect.

�Thrush� can be the name of a bird aswell, and the group member seems tohave taken to their namesake quite read-ily. Some of their uniforms includedecorative feathers and wings. The fieldheadquarters are called nests. And aboveand beyond all, they are experts in aerialoperations. It has been said that if a placeis accessible by air, THRUSH can breakin � and probably already has. And if itcan�t be reached by air, they�ve probablybeen there, too, just to find that out.

Missions are planned with little or noregard for human life. If it costs a thou-sand lives to achieve The Computer�saims, so be it. The aim will be achieved.Agents are always implanted with a mon-itoring device linked to The Computer. IfThe Computer decides the agent is aboutto betray the organization, it detonates anexplosive device housed within the mon-itor. The agent, of course, dies.

The average man on the street willhave no knowledge of THRUSH, but if acitizen is found who has heard of it, thechances are the contact left him with agood impression; the aims of THRUSHare apt to be persuasive if presented inpublic. Their aim is world peace. Also,they seek an end to petty national rival-ries, world hunger, and pestilence. Theyhave been known to sway idealists withthis line, and some directors honestlybelieve this is what they�re workingtoward.

That some traditions have arisen overthe years within THRUSH does not,however, indicate that it is hidebound.The Computer has realized that as timeschange, it must change too. As new tech-nology has arisen, either on the openmarket or in THRUSH�s labs, The Com-puter has absorbed this new technologyinto itself. And as a result, it has grown

tremendously in thinking power over theyears.

In the past, it had insisted on beingtransported with the city of THRUSH,but now, in an age of instantaneousworldwide communication, it has decidedit must remain constantly awake, evervigilant for an opening it may exploit inits opponents� defenses. While The Com-puter�s exact location is not known, it isbelieved to be somewhere in the East Six-ties in New York City.

The Computer has not limited itself tophysical changes. As the multinationalcorporations came into being, it realizedthat in them lay a great opportunity. Itbegan to penetrate them, and throughjudicious moves in the internationalfinancial arenas, The Computer has evenbuilt one or two multinational entities ofits own. There are reports that a few mul-tinationals have even been awarded thestatus of satraps.

While THRUSH has changed muchover the years, some things remain con-stant. Its policy on failure is one. If anoperation should go awry, it is not thefault of the plan. The Computer did noterr; the plan was perfect. It was thehuman who failed to carry it out. And ifyou fail, you are unworthy of serving theperfect planner. There is a short trial bythe councilors, after which the �failure�is disposed of.

THRUSH agents have a number of

weapons, and the agents are quite diffi-cult to disarm, because there is alwaysone more device hidden somewhere. Oneof the most popular is an explodingtooth. If one is taken from an agent, lookagain; they usually carry two. Someagents are immunized to truth drugs, butthat is usually reserved for those in thehighest echelons.

Of late, there have cropped up in theworld many terrorist organizations whosesole aim, it would seem, is to destroy.These organizations, while useful attimes to THRUSH � mainly as diver-sions � do not fit in with the organiza-tion�s plans. THRUSH has no intentionwhatsoever of destroying the world: Howcan they rule a burned-out cinder?Members of THRUSH have even beenknown to cooperate with their arch-foeUNCLE (about which more will be saidin the article that follows this one) infoiling a group which had that aim.THRUSH�s preference is to conquerwithout firing a shot, but they will kill aslong as the spoils remain intact.

THRUSH has come a long way sinceits inception in 1891; from the brokenremnants of Professor Moriarty�s gang, tothe super-secret, super-powerful organiza-tion of today. And they may have a longway yet to go, but they are willing towait. For them, it is only a matter of timeuntil the final act is played out in thecentury-long plan of The Computer.

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In trouble? Say UNCLEThe date: New York City The time: nowby Arlen P. Walker

UNCLE�s Headquarters building is noteasily located. We won�t be able to find itin any phone book. However, we canbegin by prowling around Third Avenuein New York, a location where manyUNCLE agents have been spotted.

As we travel along Third Avenue inNew York�s East Forties, we come to apublic parking garage. If, at this corner,we turn left we will see a row of brown-stones and, at the far corner, a three-storywhite building.

The first two floors of this building aregiven over to a �key club� (a private clubwhose members identify themselves byshowing a key at the door) called TheMasked Club.

The Masked Club gets its name fromthe fact that � in deference to the privacyof its members � all those inside (includ-ing the waitresses and staff) must wearmasks. The patrons all are businessmen�unwinding� after a busy day. The clubalso has a dance floor and band, andbanquet rooms are available.

On the third floor of this building arethe offices of an agency known simply asUNCLE. The offices are modest, consist-ing mainly of desk after desk of earnest-looking young people, all of whom arebusily telephoning.

If we stand inside the door for a whilelooking lost, the receptionist will come toour aid. If we ask what UNCLE is, shewill explain that it is an organizationthat attempts to aid the hungry andoppressed all over the world. She willthen recite facts and statistics of deathsfrom famines and floods, and the tortureof political prisoners in various countries.If we offer to donate to the cause after shefinishes her spiel, she will tell us thatUNCLE has been entirely funded by aneccentric billionaire, but that if we reallyfeel we must donate, she can take a giftfrom us to forward to another organiza-tion less fortunate than UNCLE.

The rest of the brownstones are fairlynondescript; most are residences. Themost prominent of the non-residences isDel Floria�s Cleaning and Tailoring.

Upon entering Del Floria�s we find itto be a small, comfortable establishment.To the left, against the wall, are manybolts of the excellent fabrics which willupon request be made into equally excel-lent suits. To the right are racks of suitsalready made. Against the far wall is arow of changing rooms, with a smalllight above each door that comes on if theroom is occupied.

30 JUNE 1983

Occasionally a man will enter the shop,go to a rack and select a suit, and head forthe changing rooms at the rear. As heapproaches the rooms, the light over thethird door will wink out, and that will bethe room he enters. After he has enteredthe third booth, the light will again comeon. A few minutes later he will emerge,return the suit to the rack, look around abit more, and leave.

But at Del Floria�s, things are seldomwhat they seem.

Del Floria himself is a mild-seemingman in his late fifties. It might be hard toimagine, but he is also a highly respectedmember of UNCLE�s Section VI. He is aguardian, and his shop is a secretentrance to the inner chambers ofUNCLE Headquarters. He is the onlymember of UNCLE below Section I whoknows all the members of UNCLE bysight. He is also a capable guardian, thisroute to headquarters having only beenpenetrated once in the history of UNCLE.(He offered to resign on the spot whenthis happened, but Waverly wouldn�thear of it.)

This is what actually happened�behind the scenes� in the incident de-scribed above: An agent came to report inthrough Del Floria�s. He selected a suit asan excuse to use the changing room. Thelight is always on over the third cubicle,insuring it will always be available whenan agent needs it. Del Floria, recognizingthe man as an agent, makes any excusesnecessary to allow him (Del Floria) to getto his desk. Once at his desk, he operatesa hidden switch, turning the light overthe third door off. The light going off is asignal to the agent that Del Floria hasrecognized him and it is safe to enter.Once in the cubicle, he twists the clotheshook at the back, and a panel slides aside,giving him entry into a brightly lightedcorridor leading to a desk. At the desk, areceptionist hands him his identity badgeand takes the suit he selected from theshop. She puts this suit on a table besideanother agent who is busily making him-self up to look like the agent who has justcome in. When his disguise is complete,the second agent takes the suit, returnsthrough the cubicle, places the suit backon the rack, looks around a bit more, andleaves, returning to HQ (if he desires)through a secret door in the parking ga-rage. Meanwhile, the agent who receivedthe ID badge from the receptionist pins iton his lapel and goes his way through thelabyrinthine corridors of UNCLE HQ.

UNCLE � the United Network Com-mand for Law and Enforcement � isdivided into six sections, each one over-lapping slightly the duties of the sections(if any) that are above and below it. If thePolicy Board is captured or eliminated,control of the network will pass to eachsection in turn. If any of the lower sec-tions are eliminated, the other sectionswill take over their duties.

Section I: Policy and Operations. Thisis the head of UNCLE, the section thatcontrols the network. At the top is thePolicy Board, a council of five men.These men do not live on the same conti-nent as one another, making the captureor control of them as a unit as difficult aspossible. Alexander Waverly, who wasinvolved in the founding of UNCLE in1946, is the current Chairman of the Pol-icy Board. He is therefore the solemember of the board residing in NorthAmerica, and his office is in UNCLE HQin New York. The Policy Board neverphysically meets in one location, andonly in extreme emergencies do even twoof the members meet face to face; sessionsof the board are held over an encryptedsatellite link.

Policy Board members are the only per-sonnel permanently assigned to Section I,but many members of other sections aretemporarily attached to Section I to carryout support functions and special mis-sions. No one in UNCLE can hold ahigher clearance than a Section I clear-ance, which is sufficient to open any filein UNCLE. Only Policy Board membershave a Section I clearance full-time,although temporary Section I access maybe granted in extreme cases.

Section II: Operations and Enforce-ment. At age 33, Napoleon Solo was theyoungest man ever to become ChiefEnforcement Officer, a position whichshares with the Operations Chief fullcontrol over Section II. Only UNCLE�stop agents, the ones able and ready tokill, are found here; these are UNCLE�sshock troops. When there is an enemystronghold to break into, Section II willalways be found leading the way.

Section III: Enforcement and Intelli-gence. This group gathers the hard-to-obtain data and takes on the high-riskintelligence operations as planned by Sec-tion II. Covert actions will be carried outfrom here. The agents in this section arestrongarm artists, but they do not haveblanket authority to kill, as Section IIagents have. Killing is a viable option for

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Section III agents only if there is no otherway to achieve a necessary end, and anydeaths they cause must be satisfactorilyexplained to headquarters. Since head-quarters frowns on killing done by agentsbelow Section II, this will not be easy.

Section IV: Intelligence and Communi-cations. These people are the workhorses, the data-gatherers. They monitortransmissions worldwide, break theinformation down into its essential com-ponents, and feed it to the main computerto be made into the reports Section Ireceives daily (or more often, if the newsreceived is judged pertinent to an ongo-ing operation or represents an imminentdanger). Very little happens in the worldwhich is not noted by Section IV. Peoplefrom this section have the responsibilityto brief the Policy Board, as well as thoseagents temporarily attached to Section Ifor special assignments, on all facts evenremotely connected to a case.

UNCLE agents use are devised here, andwork is always going on to build newcovers to be used in future missions, or incurrent ones if covers are blown.

Section VI: Security and Personnel.These are the policemen of UNCLE,whose jobs are to ensure the physicalsecurity of UNCLE installations aroundthe world. They are always listening onemergency wavebands for cries of agentsin trouble. The emergency plan (Plan 9)is always being changed by them, so anenemy will never know from which direc-tion the cavalry is coming, but it alwaysinvolves the agent requesting assistanceto decoy his followers into a prearrangedambush. They also perform securityinvestigations of all personnel newlyemployed or promoted by UNCLE, aswell as maintaining complete files onevery world leader and the members of hisgovernment.

Section V: Communications and Secu- The entire block housing UNCLErity. This is the gadget shop of UNCLE. Headquarters, from the public parkingThe spy pens, hidden radios, bombs, and garage to the white stone building con-guns used by agents in the field are taining The Masked Club, is owned bydesigned and built in this section. The UNCLE. All of the buildings have wallsencryption of the satellite link between of steel-reinforced concrete, enclosing thePolicy Board members is handled by three-story headquarters. On the roof oftechnicians from this section temporarily the brownstones are television antennasassigned to Section I. In addition to devis- and billboards, just like on other brown-ing the codes UNCLE agents use, this stones around the city. The difference issection also has the responsibility of that the TV antennas are false, and thebreaking enemy codes. The covers billboard disguises a high-powered

shortwave antenna connected to elaboratesending and receiving gear attuned toevery part of the world.

The identification badges supplied bythe receptionist are individually keyed foreach agent with a specific combination ofchemicals, In every area of UNCLE thereare sensors which detect one or more ofthese chemicals. If someone enters an areawhile not wearing a badge containing thechemical or combination of chemicalswhich the area allows, alarms will soundin Section VI and steel curtains will closeoff the area.

While the headquarters building isthree floors tall, there are no stairways.Four elevators handle the vertical traffic.There is also a basement to UNCLE HQ,housing most of the code-breaking opera-tions, and beneath the soundproofedbasement floor is an underground chan-nel to the East River. At the undergrounddocks there, UNCLE keeps several cruis-ers (some up to sixty feet long) moored.

There are four known entrances toUNCLE � Del Floria�s, the parking ga-rage, the UNCLE office in the whitestone building, and the river entrance �but a fifth is suspected. If it does exist, itis known only to Waverly, and used onlyby him. Only two of these entrances haveever been penetrated, and by far the mostserious penetration was by way of theriver. Since then, security in that area hasbeen increased, and it is thought that the

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river entrance would now be the hardestto break through.

The first and second floors of UNCLEHeadquarters are taken up by the staffs ofSections II through VI. The third floorcontains Waverly�s office, as well as otheroffices for agents temporarily attached toSection I, and some other high-secrecyprojects. The third floor, for instance, iswhere a daily radio message from theHimalayas is received and processed � amessage so secret it is never written downanywhere.

Access to UNCLE�s third floor is sel-dom granted. In addition to the chemicalcode required, badges allowing thirdfloor access are color-coded as well; thecurrent color for third-floor access iswhite.

The most prominent feature of thethird floor is Alexander Waverly�s office.It is a very large room, in part because ofhis importance as a member of the PolicyBoard and in part because it doubles as abriefing room for those missions run per-sonally by him. Centered in the wall is abreathtaking view of the United Nationsbuilding, a symbol of Waverly�s ownbelief that the nations of the world mustlearn to cooperate, or the world isdoomed. Although the view is lovely, it isnot seen through a window; rather, his�window� is a projection screen for a pic-ture picked up by a remote camera.

Waverly himself is something of an

32 JUNE 1983

enigma to those who work for him. Noone sees him leave his office, but he hasfrequently been seen strolling the corri-dors of UNCLE observing his people atwork. Many thousands of people haveworked for him, and while he always hes-itates before calling anyone by name(perhaps a holdover from times when hedared not use anyone�s real name), he hasnever been known to forget any name.Every morning he reads newspapers fromevery major city of the world, and he hasan uncanny knack for being able to putfacts from several papers together anddiscover some new danger to whichUNCLE must respond quickly. Heclaims to be in his fifties, but his warrecord stretches back more years than thatallows for. No one knows AlexanderWaverly�s real age, but it is almost certainhe is past UNCLE�s mandatory retire-ment age � a fact that even UNCLE�scentral computer doesn�t dare call atten-tion to.

Waverly doesn�t make as many foraysinto the field as he once did. On one ofthose trips he was captured by THRUSH;that organization attempted to extractinformation from him, but found he wasimmune to every truth drug they had.Waverly remains the Policy Boardmember with the highest profile.

UNCLE�s main goal is to secure thepeace and freedom of the world. Theorganization tends not to get involved innational disputes unless they threaten thesafety of the world. UNCLE�s mainopponent is THRUSH, although it hasencountered other groups whose goal wasworld domination (and one, DAGGER,whose object was world destruction).UNCLE agents have a strong reputationfor fairness and impartiality, which hasinfluenced many of the world�s otherintelligence organizations to assistUNCLE when such assistance wasneeded.

The second goal is secrecy. UNCLEtries to keep as low a profile as possible,hence its philanthropic front. The rea-sons for this are twofold. First, if a new

group threatens the world, UNCLE willhave the advantage of surprise. Thegroup will probably not be prepared foran organization as far-reaching and effi-cient as UNCLE. Second, if the generalpublic knows nothing about the actualnature of UNCLE, it will be more diffi-cult for some headline-hunting dema-gogue to use UNCLE as a scapegoat forthe world�s troubles. Also, if the generalpublic knew of UNCLE�s true purpose, itwould know of the danger that UNCLEis always fighting, which could lead to aworld-wide panic.

The actions of UNCLE agents will bepredicated on these two major goals.They will not interfere with the domesticaffairs of any country, and they will keepas low a profile as possible.

The requirement to keep a low profilemeans agents will seldom kill. When anagent of Section II kills in the course ofan assignment, a special UNCLE clean-up squad is called in to tie up loose endsbefore civilian authorities can discoverthem.

While its repeated confrontations withTHRUSH have forced UNCLE to designand build a super-computer of its own,there remain some major differencesbetween its and THRUSH�s. UNCLE didnot have access to the single-minded pur-pose of THRUSH�s technology, and as aresult UNCLE�s computer is not theequal of THRUSH�s. In addition, theUNCLE computer does not run theorganization, but is subservient to thehuman members of Section I. The com-puter only suggests, it does not order.

There have only been two defections inUNCLE�s history; one a security teammember who went insane, the other acommunications tech from Section V.There has never been a defection fromabove Section V.

There have been security breaches,though. Most have occurred because ofbad judgement by station heads in var-ious parts of the world. Some have beenquite damaging, but none has resulted inlasting harm. The penalty in UNCLE fora security breach is dismissal.

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Spying on the spiesAuthor�s notes: A struggle with sourcesby Arlen P. Walker

After reading the foregoing articles,you are probably wondering where allthis information came from. Most of itcame from published sources, but some ofit, I must confess, I manufactured myself.If the division between the two is notreadily apparent, I have succeeded, and Ithank you for the compliment.

There were three �official� sources:personal memories of The Man FromUNCLE television series (MGM-TV),The Man From UNCLE paperbacks (AceBooks), and The Man From UNCLEMagazine (published by Leo Marguilesand edited by Cylvia Kleinman). The bib-liography at the end of this article is not acomplete list of available sources; theentries represent only the books and mag-azines to which I had access, either frommy collection or from the public library.

Writing the preceding articles was notas easy as merely going through thebooks, jotting down relevant facts, andpresenting them. The Man From UNCLEwas, first and foremost, a television series,and television series are not noted fortheir consistency. Many writers workedon the TV episodes, and as a result, manycontradictions appeared in the show. DelFloria�s didn�t seem to be in the samelocation, or have the same neighbors, allthe time. Contradictions appear in evengreater number in the magazines, mostlikely attributable to the pressure ofgrinding out 20,000+ salable words eachand every month.

How then to resolve the contradictions?I decided the paperbacks should be myprimary source, since they were (presum-ably) produced at greater leisure, with themagazines secondary (I still would havesomething on paper I could quote from ifnecessary), and my memory would serveto fill in the gaps. In all cases I reservedthe right to break this rule to accept anitem which seemed especially intriguing,and to improvise if none of the alterna-tives seemed artistic enough. With theseground rules established, I began topursue that elusive bird, the THRUSH.

Perhaps the most interesting facet ofTHRUSH (and the centerpiece of thearticle) was its connection with ProfessorMoriarty. Was THRUSH ever explicitlylinked with the Napoleon of Crime? Notin so many words, but here is a quotefrom The DAGGER Affair (see the bibli-ography for complete reference on thisand other quotes):

�The First Council was made up ofsurvivors of an unnamed organization

34 JUNE 1983

which had been built entirely fromnothing by one of the most brilliantmen the world has ever known. TheProfessor was a genius in two slightlyrelated fields � mathematics andcrime. In 1879 he began to construct aweb of power which covered all ofEurope and was extending its tentaclesinto America by the time he was killedin 1891.�

True, never a specific mention of Mor-iarty. But can there really be a doubt? Is itpossible there were two mathematics pro-fessors intent upon building an interna-tional criminal organization? . . .

The turning of the aims of the organi-zation from crime to world control isdocumented by another quote from TheDAGGER Affair:

�(The members of THRUSH) wereaware of a few things the Professorhad not seen. Crime, per se, does notpay as well as it used to. And money isno longer hard to get. The true wealth,they knew, lies in personal power.They set for themselves the goal ofunification of the entire world into theimage they foresaw, with all ineffi-cient, non-productive or anti-productive members of society elimi-nated, and the efficient, productivemembers producing at theirdirection.�

So we now have Moriarty�s crew aimedat world control. Next, we turn to TheComputer. In keeping with the Moriartymotif, I introduced it with the samephrasing Watson used to introduce IreneAdler. But The Computer does exist anddoes direct THRUSH, as documented bymore references than I have room toquote. It is described as the UltimateComputer. But who built it?

Here I ventured onto less firm ground.Its designer has never been named, oreven hinted at, but a computer that com-plex must have been designed by a geniuswith a high degree of expertise inmathematics. Does this unknowndesigner begin to resemble someone Ihave already named?

Where did Moriarty acquire his interestin computing machines? How did helearn their design? He might have learnedabout them by studying the designs ofCharles Babbage � but a more artisticsolution began to take shape. Babbagelived until 1871. What lover of mathemat-ics would not desire to meet the inventorof the �difference engine�? We havealready seen Moriarty�s penchant for

turning desire into reality, so we mayassume such a meeting occurred. Bab-bage, upon seeing Moriarty�s interest andrecognizing his obvious talent, wouldnaturally wish to get Moriarty to con-tinue his work on computers.

Moriarty would accept the challenge,and was not one to let a lack of toolshinder him. Hence, he came up with thedesign and plans for the construction ofThe Computer, even though he neverlived to see it completed.

The date I have given for THRUSH�sfounding is 1891, while in The DAGGERAffair it is given as 1895. Why did Ichange the date? Well, Holmes wasthought to have gone into the Reichen-bath in 1891. Yet the writer of TheDAGGER Affair would have us believethat Moriarty�s organization did nothinguntil 1895, four years later. This clearlywas inexplicable; with the one man deadwho could hope to oppose them, thefounders of THRUSH should havesprung into a frenzy of action. Why werethey silent? Clearly, because they knewHolmes still lived.

But how did they know this? Mycroftsurely would never have let slip such asecret, and he was the only man whomHolmes told. But there was one otherman who knew Holmes had survived: theconfederate of Moriarty who stood atopthe cliff as long as he dared and rolledrocks down upon Holmes. In �TheAdventure of the Empty House� Holmestells Watson he was sure it was Moranwho gave him that �evil five minutes�out on the ledge.

If Sherlock Holmes was sure, who am Ito argue with him? Therefore, we knowthat Moran knew Holmes was still alive.As Moriarty�s chief lieutenant and heirapparent to his organization, it wasclearly Moran�s duty to return and informthe others � and so he did. While themembers still at large in London wereplanning their crime wave, Moran arrivedwith the news that doused all their hopes:Sherlock Holmes still lived!

If they were still to exist, the master-minds of THRUSH needed a counter-force for Holmes; hence, their insistenceon prompt completion of The Computer.Moran was not of high enough caliber torun the organization, so The Computersent him on his suicide mission againstHolmes. There might perhaps have beenyet another motive for Moran�s assign-ment, though: Maybe The Computer wasalready securing its position of authority

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within the group by eliminating the onecandidate who might possibly challengeits domination. At any rate, it was onlyafter Moran�s elimination that the seriousbusiness of world domination could getunder way. Since we know that Holmesreturned in 1894, Moran was probablyexecuted late that year.

The first meeting of THRUSH proper,the group that was out to rule the world,could only take place after Moran�s exe-cution, so the THRUSH leader�s asser-tion of 1895 could be correct, since thatwould have been the time of the firstmeeting using the name THRUSH. Butmoving the formation of the organizationback to 1891 solves the problem posed bythe quietude of Moriarty�s henchmen forfour years after his death.

The remainder of the details of theorganization, tactics, and goals ofTHRUSH are mainly straight from thesources, with only minor points whichcould easily be deduced from the factsgiven used to fill in the gaps.

The best source of information onTHRUSH is The DAGGER Affair,which recounts the only time (as far as Iknow) that UNCLE and THRUSH evercooperated. Working alongsideTHRUSH gave agents Napoleon Soloand Ilya Kuryakin a great many insightsinto that organization � insights whichare shared by the readers.

UNCLE, on the other hand, was a

much more difficult and less rewardingrow to hoe. While much of the informa-tion on THRUSH came from one author,no single writer contributed nearly aslarge a share of the pool of knowledgeabout UNCLE. So many different authorscontributed, and so poor was the editingof their work, that there are almost morecontradictions than data! It would seemthat no one could agree on section namesused within UNCLE, how many secretentrances there were to UNCLE HQ, orwhere these entrances were.

I finally accepted the section namesfrom The Thousand Coffins Affair. Myreasoning was that there was not as much

time pressure for this, the first UNCLEpaperback, as there was for the rest, sothere was more time to get the detailsright. Also, the first book of a series tendsto be more tightly planned, in order to setthe stage for future adventures.

The duties of the various sectionswithin UNCLE are about half docu-mented, the remainder being logicaldeductions from the names of the sec-tions. The reason for the overlapping ofduties between sections was neverexplained, so the one I supplied was pureguesswork.

The physical location of UNCLE HQis well documented, as well as the secret

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entrance through Del Floria’s. Theremainder of the block, except for thewhite stone building and the garage, isnever detailed. The indoor furnishings ofDel Floria’s and the UNCLE office on thethird floor of the white building are frommy imagination and memory.

The operation of the secret entrance atDel Floria’s is never adequatelyexplained, and the button which frees theback panel of the changing room islocated in many different and mutuallyexclusive places, so I guessed at thesethings. The agent check-in procedure isfairly well documented, except for theconduct and re-entry of the agent who isassigned to cover the home station. Thesewere just surmises on my part. Nowherecould I find a better identification of thekey changing room than “the third” —whether from the right or the left is nevermentioned. I have a vague memory of itbeing the left, but since I wasn’t sureenough to call it absolutely, I decided tolet UNCLE retain some secrets.

THRUSH’s penetration of Del Floria’sis recounted in “The Thrush FromTHRUSH Affair,” a title that was a TVepisode as well as a magazine story. “TheThrush” was a female agent highlyplaced in Interpol who, through contactsin Interpol and UNCLE, learnedUNCLE’s recognition signals and codes.Del Floria did not recognize her, but lether in on the strength of the codes she

knew. Waverly spoke to him later, andwhile we are not privy to what was said,my guess that Del Floria offered to resignis consistent with UNCLE‘S penalty forbreaches of security. That the resignationwas not accepted is obvious from the factthat he is still around at the beginning ofthe next episode.

The color- and chemical-coding of thebadges is well documented, as is thealarm sequence. There is no mentionanywhere of the codes changing, butanyone with experience of secured areasknows that such codes are changedregularly.

The activities presented as happeningon the different floors of UNCLE HQ,expect for Waverly’s office and the under-ground wharf, are my own guesses. Sincea special pass is required for access to thethird floor, I placed the sensitive opera-tions on that floor, to take advantage ofthe additional security.

The data on Waverly is well docu-mented. The view of the United Nationsfrom his office is, in my view, definitely aprojection of a view from a remotecamera. In the literature there is consider-able waffling on this point. My decisionwas based on two observations: Having aconnection to the outside world is badenough, but to have it connect straightinto Waverly’s office is unthinkable.Secondly, how could this window be dis-guised? The lights are on at all hours inhis office, and he never closes the cur-tains. No, it has to be a projection.

Taking you on this guided tour of thecreation of an article has been fun, and tobe sure I expect to get paid for it. Butthere is another reason for doing it. Byshowing you the decisions I made andgiving you access to the facts I used tomake them, I’m hoping to encourage youto make up your own mind. If you don’tlike some of what I’ve written aboutUNCLE or THRUSH, you also haveaccess to the facts, and you can second-guess me. In any case, I hope what’s writ-ten here helps you and yours get moreenjoyment out of espionage role-playinggames.

BIBLIOGRAPHYPaperbacks in The Man from UNCLE

series, all published by Ace Books:The Thousand Coffins Affair

by Michael Avallone (#1)The Doomsday Affair

by Harry Whittington (#2)The Copenhagen Affair

by John Oram (#3)The DAGGER Affair

by David McDaniel (#4)The Mad Scientist Affair

by John Phillifent (#5)The Vampire Affair

by David McDaniel (#6)The Radioactive Camel Affair

by Peter Leslie (#7)The Monster Wheel Affair

by David McDaniel (#8)The Diving Dames Affair

by Peter Leslie (#9)The Assassination Affair

by J. Hunter Holly (#10)The Invisibility Affair

by Thomas Stratton (#11)

Stories from The Man From UNCLEMagazine, all written by Robert HartDavis and published by Leo MarguilesCorporation. Stories appeared one permonth, Feb. 1966 through June 1967:

The Howling Teenagers AffairThe Beauty and the Beast AffairThe Unspeakable AffairThe World’s End AffairThe Vanishing Act AffairThe Ghost Riders AffairThe Cat and Mouse AffairThe Brainwash AffairThe Moby Dick AffairThe Thrush From THRUSH AffairThe Goliath AffairThe Lightkill AffairThe Deadly Dark AffairThe Hungry World AffairThe Dolls of Death AffairThe Synthetic Storm AffairThe Ugly Man Affair

36 JUNE 1983

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The vicarious participatorTake the middle ground in role-playing styleby Lewis Pulsipher

In the early days of fantasy role-playing(FRP) gaming, many players did not role-play in any significant sense of the word;that is, they did not pretend or imaginethat they were in a real world differentfrom our own. Instead, they made a farceout of FRP, and their characters tended toact like thugs or gangsters, if not fools.Pursuit of power, without regard for any-thing else, was typical.

In reaction and rebuttal to this, someplayers went to the other extreme. Theybelieved that characters, through theirplayers, should imagine themselves asfulfilling a role in the real world, andfurther declared that each charactershould be a personality completely sepa-rate from the player, so that the playerbecomes more of an actor than a partici-pant in a game. For several years thesepeople were voices crying out in the wil-derness, but as more people gained FRPexperience or heard about this �improvi-sational theater� (or �persona-creator�)school of role-playing, and as the morearticulate and vociferous of the �persona�extremists found an audience for theirviews, this extreme attitude about role-playing has spread so widely that it,instead of not role-playing at all, seems tohave become the standard.

Unfortunately, because initially theyhad to express their views about role-playing with maximum emphasis just tobe listened to, many of the people in thissecond group have become intolerant ofother views. One occasionally runs intoremarks at conventions or in articleswhich disparage anyone who does notcreate an elaborate persona for each of hischaracters, each different from his ownpersonality. The most hard-line advocatesof this school of thought refuse to believethat there is any other �proper� way toplay, and they measure the skill of a role-playing gamer in accordance with howclosely he or she meets their notions ofrole-playing as theater.

There is a third group, with an attitudethat lies between the power-mad, thug-character players on one hand and thepersona-creators on the other. The view-point of these people, who may be called�vicarious participators,� reflects theoriginal intent of role-playing gaming.They (and I number myself among them)believe that the point of a role-playinggame is to put oneself into a situationone could never experience in the realworld, and to react as the player would

like to think he would react in similarcircumstances.

In other words, the game lets me do thethings I�d like to think I would do if Iwere a wizard, or if I were a fighter, orperhaps, even, if I decided to take the evilpath. Consequently, it would be foolishfor me to create a personality quite differ-ent from my own, because it would nolonger be me. The game is not a matter of�Sir Stalwart does so-and-so� but �I doso-and-so.� In my imagination, I am theone who might get killed � not somepaper construct, however elaborate it maybe. (Of course, because these are gamesplayed by people with adult mentality �even if not of adult age � no one everbecomes overinvolved emotionally.)

Notice, also, that I didn�t say �as Iwould act,� but �as I would like to thinkI would act.� Few FRP gamers are madeof the stuff of heroes, but we like to thinkwe are when we play the game. The gameallows us to live out our fantasies aboutbeing heroic, or saintly, or evil, althoughwe in our personal lives will never reachnor probably aspire to any of theseextremes. As one player put it, if he wereactually in a dungeon he�d be scared sillyand would flee in utter panic � but hischaracter does not, because the charactercan have attributes (courage, in this case)which the player does not have.

The difference between this view andthe persona-creator�s view is fairly clear-cut, though it would be hard to define aline dividing one style from the other.The vicarious participator lives an adven-ture through his character, which tends tobe a lot like he is himself. But he acceptsthat his character must undergo somechanges in attributes and personalityfrom the player�s, whether these changesare imposed by the player himself, by thegame rules, or by the nature of the ref-eree�s �world,� to help him enjoy eventshe could never experience in the realworld.

For example, he will accept therequirements of an extremely goodalignment and crusading zeal of apaladin, or the requirements of a charac-ter who is evil, or even a character of theopposite sex. To him, the question is�What would I (like to) do if I were such-and-such in a fantasy world?�

The persona-creator, on the otherhand, places himself at a distance fromhis character, regarding it as a separateentity almost with a life of its own. He isnot interested in what he would do, butin what a creature of such-and-such race,

intelligence, likes, dislikes, etc., would doin a given situation. If his character dies,his reaction is not overly emotional,though he�ll certainly regret the loss of allthe work he put into the character.

The difference between the two styles ismanifested in many small ways. Forexample, a persona-creator playing acharacter of low intelligence will playdumb. If he has a good idea, he probablywon�t mention it to the other players,since his character wouldn�t have thoughtof it. A participator, on the other hand,doesn�t always care what his character�snumbers happen to be. It�s really him inthere, anyway, and he�ll use his ownbrain and other faculties to the fullest tokeep his character alive and accomplishhis goals.

This difference can be generalized toshow the attitudes of the two types ofrole-players to the aspect of luck in char-acter generation. The persona-creators arenot much concerned with being able tochoose aspects of the personality of theircharacter. In a sense, they try to be likethe most versatile film and stage actors,who can play any role well. Consequentlythey would not mind, and might evenprefer, playing a game like Chivalry &Sorcery, in which virtually everythingabout a character � alignment, race, evenhoroscope � is determined by dice rolls.On the other hand, vicarious participa-tors want to have some choice in the rolethey play. They prefer an activity such asthe DUNGEONS & DRAGONS® game,in which only the ability scores aredetermined by chance, while race, align-ment, social status, and so on are largelymatters of choice. The participatorsresemble film or stage actors who havespecialized in a type of role; in this case,they specialize in being some variant oftheir idealization of themselves.

As stated before, one cannot draw a def-inite line between the two styles. As par-ticipators play more characters in differ-ent situations, they begin to approach thepersona-creators in effect. They playmany different roles, increasingly differ-ent from their original notion. Manypersona-creators, on the other hand, donot care to play a persona they have notcreated themselves; that is, they put muchof themselves into the character. There isstill a fundamental difference in attitude,however, between �I am doing it� and�This character is doing it.� Persona-creators, even of this limited sort, havebeen known to write stories about theircharacters and develop plot lines which

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do not arise from any game or any ref-eree�s action. Participators would neverbother with this.

How does the vicarious player differfrom the power/thug gamer? Again, thereis no sharp dividing line between them.In some cases the power/thug players aresimply indulging in infantile fantasies �they haven�t matured yet, or they don�tbring their maturity to their gaming ses-sions. Vicarious players realize that inthis and every world there must be limita-tions on what a person can do, but thoselimitations are different in the game thanthey are in real life. For example, I havenever met a participator who couldbelieve in (or tolerate) a situation inwhich mortal characters defeat gods. Yetsuch scenarios occur frequently in�power� games. The power/thug playersare quite content to ignore all limitationson their characters, and they find refereeswho allow or encourage them to act inthis manner. Some role-players sneer atthis attitude, but many people enjoy play-ing this way. However, while persona-creators and vicarious players can co-existin a campaign, provided they are aware oftheir differences, neither type can practi-cally co-exist with the thugs.

The most important point I want tomake is that there is nothing superiorabout the persona-creation method ofrole-playing. Vicarious participation isneither less mature, nor less intelligent,

nor less �true blue� than persona-creation, though all these claims havebeen made at times. Persona-creatorsshould accept that many players simplydo not want to become actors. Refereeingrequires quite enough acting for most ofus, for the referee must separate himselfcompletely from his non-player charac-ters or he cannot be objective and impar-tial � he must be a persona-creator inorder to be a good referee. Perhaps this isthe clearest indication that persona-creation is no better than vicarious partic-ipation: Many excellent referees, who arenecessarily excellent persona-creators,nonetheless prefer vicarious participationwhen they play. The vicarious style is amatter of choice, not of inability to act.

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It�s a base . . .It�s a plate . . .

Combat Computer!It�sthe

One of the most complex and tiring tasks facing theearnest Dungeon Master in an AD&D� adventure is theproper and efficient resolution of melee. Combat is a bless-ing and a curse: On one hand, it provides the right atmo-sphere for conveying the thrill and the danger of theheroic fantasy milieu; indeed, without combat there couldbe no game. On the other hand, even the most experiencedDMs find the mechanics of conducting combat to be time-consuming � even with all the pertinent charts, tables,

HOW IT GOES TOGETHERCarefully separate the sheet of cardboard from the rest of

the magazine by pulling it gently away from the staples,or by prying up the ends of the staples, pulling the card-board out, and re-closing the staples to keep the magazine

Your Combat Computer will be stronger and more

pages properly bound. The larger of the two discs is the

durable if you glue a second sheet of cardboard to theunprinted side of the magazine cardboard. Be sure theadhesive you use forms a tight seal around the outer edge

base, and the smaller disc is the plate.

of each wheel, and around the edges of the windows thatare cut out of the plate. For even more durability, you maychoose to have the discs laminated after they are cut out.

HOW IT WORKSThe Combat Computer offers a quick way to cross-

index the armor class of the defender with the experiencelevel or hit dice of the attacker, which yields the attacker�sbase �to hit� number.

To determine this number, line up the pointer on theedge of the plate with the number on the inner ring of thebase that represents the defender�s armor class. Look at thecolored bands on the plate, known as the Class/Level Arc.(The divisions, reading from the outside in, are for fight-ers, monsters, clerics, thieves, and magic-users.) Find thecolored band and the level or hit-dice range that applies tothe attacker, and refer to the �break line� (to the left of the

ARMOR CLASS ADJUSTMENTSOne of the most often overlooked parts of the AD&D

combat system is the Armor Class Adjustment section ofthe weapons table on page 38 of the Players Handbook. Itstands to reason that someone using his bare fist, forinstance, ought to have a better chance to hit (and therebydo damage to) against an unarmored opponent thanagainst an opponent wearing plate mail. Although mostof the armor class adjustments for weapons are much moresubtle than the bonuses and penalties for using a bare fist,they are all important; failure to take them into accountduring the resolution of melee can mean the death of a

and rules spread out before them � and players must waitto know the outcome while the DM is referencing andcross-referencing all of his charts and tables.

Now, help is at hand. The DRAGON� Magazine Com-bat Computer, reproduced on cardboard stock in the cen-ter of this issue of the magazine, is designed to help theDM save time and prevent mistakes when determining �tohit� numbers for missile or melee combat. It�s easy toassemble, and almost as simple to use.

Cut around the outside of each disc along the heavyblack outline, using a scissors and a steady hand. Then usea modeling knife, if you have one, and a straightedge to

Use a sharp pointed object to punch a small �starter�

cut out the gray blocks outlined in black on the front of

hole in the center of each disc. Then push a small brasspaper fastener through the holes to hold the plate against

the plate. These holes are the windows through which the

the top of the disc. Turn the assembly over and spread thetabs of the fastener flat against the back of the base. Turn

armor class adjustments for various weapons are read.

the assembly face up again and slide the discs around afew times to be sure they move freely.

arrowhead) for that section of the colored band. Followthis line toward the edge of the base, and it will point tothe base number needed �to hit� for that attacker againstthat defender.

Example: A 3rd level fighter is attacking an adversaryarmored in chain mail (AC 5). Line up the pointer on theplate with the number 5 on the inner ring of numbers onthe base. Locate the section of the fighter band (coloredred) that pertains to 3rd-4th level characters and follow thepath of that section�s break line toward the edge of thebase. The break line points to the number 13, which is thefighter�s base chance �to hit� in this situation.

character or creature who otherwise would have survived.Unfortunately, the Combat Computer can�t automati-

cally compute these adjustments, but it does display them.This is where the �weapon windows� on the plate comeinto use. When the Combat Computer is correctly alignedto yield a base �to hit� number, each window reveals thebonuses and penalties that apply for all the weapons listedin the Players Handbook. Without moving the plate, findthe window that displays the adjustment for the weaponin question, and either subtract the number given from thecharacter�s base �to hit� number, or add it to the player�s

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actual �to hit� die roll before determining success or fail-ure. (Remember that subtracting a negative number is thesame as adding a positive number of the same value.)

Example: Our 3rd level fighter from the previous exam-ple, facing an opponent armored in chain mail, has a base�to hit� number of 13. His weapon of the moment is abattle axe. By looking in the proper window (immediately

APPARENT VS. ENHANCED ARMOR CLASSAnyone who has turned the plate too far in one direc-

tion or the other has already seen by now that something�goes wrong� when a defender�s armor class is better(lower) than 2: That is, the �weapon windows� don�t lineup properly with the columns of numbers beneath them.Does this mean that the Combat Computer only works forarmor classes of 2 through 10?

No � but to use it for combat involving armor classesof better than 2, or for any melee involving characters hav-ing bonuses or penalties to their AC, it�s necessary to dis-tinguish between apparent armor class and enhancedarmor class.

Regardless of the actual armor class a piece of equip-ment provides its wearer, the apparent AC of that armor isthe same as for all armor of that type. The armor classadjustments given in the Players Handbook, and repro-duced on the Combat Computer, only apply to apparentarmor classes � those between 2 and 10 inclusive.

For example, a man in +3 chain mail has an armor classof 2, for combat purposes. But the apparent AC of hisarmor is 5, just as for all types of chain mail. The armorclass adjustments for weapons apply to all objects of a cer-tain armor type, magical or not.

A character�s actual armor class may be enhanced by anumber of objects and factors: dexterity (high or low;�enhancement� works both ways), magic items, magicspells, possibly such things as physical condition. When-ever a defender�s armor class is enhanced for any reason,using the Combat Computer becomes a simple two-stepprocess:

First, line up the plate and the base according to thedefender�s apparent armor class. Read the proper �weaponwindow� to obtain the armor class adjustment, if any, thatapplies to the attacker�s weapon.

OTHER ASSISTANCEPrinted on the plate in note form in various places are

many commonly used �to hit� adjustments, taken fromthe pages of the Players Handbook. These notes enable theDM to have at hand virtually all of the informationneeded to properly resolve a combat situation. Of course,many particular magic items and spells have an effecteither on either the defender�s armor class or the attacker�s�to hit� number. These effects cannot be taken intoaccount by a device such as the Combat Computer, andwill have to be notated and allowed for by the DM whenthey are present.

counterclockwise from the pointer, in this case), the DMnotes that the battle axe brings with it a �1 penalty �tohit� against armor class 5. To account for this, the DMcan either subtract �1 from the character�s base �to hit�number (making the number needed 14 instead of 13), oradd �1 to the player�s actual roll (decreasing the result)before announcing whether a hit has occurred.

Then rotate the plate until the pointer is opposite thedefender�s enhanced armor class number and read theproper �break line� of the Class/Level Arc to obtain theattacker�s base �to hit� number against that armor class.Take into account the armor class adjustment for weapontype determined in the first step, and the result is an accu-rate �to hit� determination that takes less time to performthan to describe.

Example: Our 3rd level fighter won�t know it for a fewmore seconds, but his opponent is actually decked out in+4 chain mail. This gives his foe an actual (enhanced)armor class of 1, but still an apparent AC of 5, just as ifthe chain mail was not magical. To resolve the matter, theDM first lines up the Combat Computer as in the previousexample, noting the �weapon window� and establishingthat the fighter has a �1 penalty �to hit� with a battle axeagainst chain mail (apparent AC 5). Now he turns theplate so the pointer is lined up with armor class 1 on theinner ring of the base, and then reads up from the properline on the Class/Level Arc. This reveals that the fighter�sbase number �to hit� against armor class 1 is 17; thisnumber is then modified either before or after the die rollto take the �1 penalty into account.

As a double-check against accidentally lining up theplate and the base improperly, a black patch will appearin one or more of the �weapon windows� whenever thepointer on the plate is rotated beyond the range of armorclasses 2 through 10. If black shows through any of thewindows when you�re looking for a �to hit� number, thatmeans you�re dealing with an enhanced armor class; toobtain the correct armor class adjustment for the attacker�sweapon (if you haven�t done that already), you�ll have to�back up� the plate to the defender�s apparent armor classso the correct adjustment will be displayed.

The Combat Computer, when used by itself, will proveto be a time-saver for the DM and also will serve as assur-ance to players that their characters� �to hit� numbers arebeing calculated accurately and consistently. When used inconjunction with an AD&D Dungeon Masters Screen, orwith the reference charts on page 124 of the Players Hand-book, the Combat Computer will still help to speed upplay by putting most of the essential information literallyat the DM�s fingertips. Learn how to use the CombatComputer, and you�ll soon be playing a round of combatin almost as short a time as it takes to swing a sword!

CREDITSDesign and development: Laura and Tracy HickmanGraphic design: Roger RauppText editing: Kim Mohan

DRAGON 41

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Q: What do you get when you cross aDungeon Master with a computer?

A: Programmed character creation �without human hesitation!

Article and program by Joseph C. SpannIt cannot be simply coincidental that there are so many role-

playing game enthusiasts among our nation�s rapidly growingnumber of �computer hackers.� Or perhaps it would be moreaccurate to say �so many computer hackers among the ranks ofRPG players,� as evidenced by the presence of computer-orientedcolumns and information in gaming magazines like this one. Atany rate, the balance of this commentary consists of some specu-lations concerning this commonality of interests.

While the advantages of computer technology seem to hold agreat deal of promise for utilization in our kinds of games, theexact manner of its implementation is unclear, and several falsestarts have already been made.

Perhaps some insight might be gained by examining what it isthat attracts so many people to both role-playing games andcomputers. Certainly, an active mind is required for both of theseactivities. How tempting it would be to flatter ourselves andattribute this combination of interests to a high order of intellec-tual capacity.

Unfortunately, this notion won�t stand up under close scru-tiny. We all know very intelligent individuals who have abso-lutely no patience for role-playing games, or anything else theyview as impractical or �silly and childish.� By the same token,we also know people with average mental attributes who none-theless enjoy and succeed at hacking and conjuring their way outof the dungeon that lies deep beneath the citadel.

Intelligence, by itself, is also no touchstone for success incomputer programming. One may have an encyclopedic know-ledge of all the commands and functions of a programming lan-guage, but without the imagination to envision how a problemcan be expressed and solved using that language, the knowledgeis useless.

No great amount of intelligence or education is needed for agame player to understand that a rapidly approaching hobgoblinmust be dealt with promptly and thoroughly; but unless theweight of the shield and the slick oak of the spear shaft can befelt, role-playing gaming is a pretty dull exercise in dice rollingand will be only a diversion instead of a regular pastime. Fromthe player�s standpoint, one�s imagination needs to be workingon a full-time basis to get the most out of a role-playing game.

Imagination can be more than a way of setting a mental mood,as it should be and often is used in role-playing games. Imagina-tion is used constructively by a gamer, or a computer pro-grammer � the way more commonly known as �using yourhead.� Many a good carpenter has asked �what if . . .?� and thenbuilt a building in a better way. In the last game I refereed, I sawtwo students from the local university (one in accounting andthe other in art), a welder, a shop foreman, an auto parts clerk,and a high-school student all immersed in solving a problemthat could not exist in any known universe. Yet, in their imagi-nations, they saw a peril nearer and clearer than nuclear

42 JUNE 1983

holocaust. And, by using their imaginations, they solved it.This reasoning obviously leads to the point that possession of

a good, active imagination is the common link between thosewho enjoy both computer programming and fantasy role-playing games. Assuming this thesis is correct, let�s see if any ofthe insights we seek flow from it.

Industrial automation, the incredible exploits of NASA, therevolution in all phases of business and governmental record-keeping, and even the way this article was drafted have alldepended upon the availability of computers. As amazing as allof these advances have been, not a single one of the many enor-mously sophisticated mainframe computers used to effect thesewonders has ever shown the slightest trace of any imaginativethought!

Little wonder, then, that efforts to use computers in our gam-ing environment of bizarre beasts, colorful architecture, andmostly non-group-centered behavior have been less than success-ful. Those of us with enough years behind us to clearlyremember the heyday of radio can see a certain parallel with theadvent of television. In our mind�s eye, we had no difficultyobserving the perilous descent of Buck Rogers� space ship, de-scribed on radio as it threaded its way down through the craggymountains of Venus in a blinding mist. This same scene, whenviewed on the seven-inch screen, was far more likely to provokeyouthful giggles and speculations regarding whether the show�sproducer had blown his whole budget on five pounds of dry iceor was simply puffing cigar smoke at the toy space ship, held upby wires that glinted off the spotlights.

Using all of our mental senses in a role-playing game, withthe help of a skilled Dungeon Master or module writer, we cansmell the rank odors from the nearby swamp, hear the dry scrapeof the dead leaves as they blow across the stones of the courtyardin the cold wind, see the eerie glow of the torches as the proces-sion draws nearer and nearer through the yellow fog. Computergraphics can be great fun, but they really can do little more thansuggest this kind of detail. . . . Excuse me for a moment while Ipull my cloak a little closer.

Computers, with all their grand capabilities, simply cannotsubstitute for quality modules and referees. True enough, somecomputer games are available which are basically narrative. Anobjective judgement of these games will reveal that they are notthe equal of a good printed D&D® or AD&D� scenario. Theyhave only novelty to offer, and that at a very high price. They arelimited in the number of players who can participate, and arealmost invariably of the �enter the room � fight the monster �get the treasure � find the way out� type of adventure, which isof interest only to those who have never fought and thoughttheir way through a really well-conceived scenario.

In fairness, an individual who really badly wanted to play afantasy role-playing game and did not know a qualified DM or

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any other possible players might enjoy this kind of game incomputer format. Beggars can�t be choosers. If cost were abso-lutely no object and programmers who were very well versed inthe techniques of role-playing adventuring were utilized, itmight be possible to adapt some of the artificial intelligencemethods to produce a reasonable imitation of a well-run game.The main problem with this concept is that the things that thecomputer does well, it is not asked to do, and vice versa.

Well, surely there must be some way to use our expensive andgenerally very useful electronic friends in the furtherance of ourfantasy role-playing interests. Of course there is! Read on:

All of the fears of our society notwithstanding, modern com-puters have taken over only those tasks which are too dull andrepetitive or benefit from superhuman speed, strength, orpatience. It seems only logical to computerize tasks which arenot fun but have to be done with regularity. This applies to aD&D campaign just as it does to the other aspects of our lives.For instance, it doesn�t take too long for the fun to evaporatefrom the seemingly endless dice rolling and arithmetic requiredto generate a party of adventurers. Also, scrabbling aroundthrough the charts and rules to determine a character�s savingthrows, special abilities, and so forth, is of limited appeal afteryou�ve done it for a year or two. This is the kind of activity thatneeds a helping hand from Silicon Valley.

As an illustration of what this helping hand might look like,included with this article is a program that has been a great timesaver for me in working up parties of adventurers.

The �Dungeon Master�s Personnel Service� provides ready-to-use adventurers, lacking only names (which are provided by theoperator). It has also proven extremely useful for working upnon-player characters.

Briefly described, the program makes all the 3d6 rolls neededto determine player ability scores; makes all the adjustments aris-ing directly from them (number of retainers, adjustments toarmor class based on dexterity, etc.); and prints the character�sbasic abilities on the screen so that the player or DM may decideto keep or discard the character. Each character paraded by forinspection is numbered so that a player who is choosing his owncharacter knows how many chances he has left. If players areoperating the program to generate their own characters, I givethem the option of looking at a certain number of characters asthey unfold on the screen. Once rejected, a character is goneforever. The counting function built into the program simplytells players how many chances they have left.

If the decision is made that a character is viable, and the playeror DM wants to use it, the program will ask the operator toinput data regarding the character�s race and/or class, sex, andname, plus the experience level at which the character willbegin. Based on this information, the program then calculateshit dice, hit points (adjusted for constitution), saving throws,and skill levels for cleric and thief abilities, and prints thisinformation to the screen. It is not difficult to modify the pro-gram to direct the output to a printer, if you have one. By doingso, a great deal of time can be saved by not having to manuallycopy the material.

The data provided by the program is presented for review andmanual copying one more time before the operator is queriedregarding his desire for another character. All of these calcula-tions are made in strict accordance with the methods described inthe D&D rule books � with one exception. The computer�sspeed is harnessed to eliminate a problem that has irritated mesince I began playing this game. This difficulty arises when thedice describe a player with a strength of 17 and a constitution of4. Strength and endurance are closely enough interrelated thatthis sort of thing is absurd. It is just as bad when constitution isvery high and strength very low, or when a similarly dispropor-tionate relationship exists between intelligence and wisdom. It isnot practical to attempt to do anything about this situationwhen dice are being used. To roll these abilities, compare them,roll again, etc., would mean an enormous waste of time in devel-oping most characters. However, it is a simple operation toinsert a checking algorithm in the program to be sure that these

factors are in a rational relationship. If the computer produces aconstitution score that is less than two-thirds of the strengthscore or more than one and one-half times as great as thestrength score, it is instructed to try again and keep on tryinguntil the conditions are met. The process is repeated with theintelligence/wisdom relationship. What would take a great dealof time to perform manually usually requires only a fraction of asecond in the computer. Only rarely is any delay evenperceptible.

If the operator selects a character on the basis of race, class maybe entered later; the converse is also true. Fifth is the highest�starting level� offered, but this seems a reasonable cutoff pointwhen we consider that �new� characters are being created. Char-acters of extremely high level don�t just �pop up� in an adven-ture or a campaign.

Using this program, it is not difficult to create a high-qualityparty of six players with a good mix of classes in 20 minutes,including the time necessary to copy the characters� data fromthe screen. If a printer is used, 10 to 15 minutes will suffice.These characters are ready to go, needing only to spend their�starting money� � the amount of which was also calculated forthem by the program.

This program was originally written in Microsoft�s BASIC80�, a very complete version of the language. However, thecommands and functions used in this program are of the mostelementary sort, and will be included in any BASIC dialectworthy of the name. The idea, of course, was to develop a pro-gram that can be implemented on almost any computer aswritten.

Screen display considerations were carefully considered, andthe decision was made not to exceed a width of 40 columns inthis version. There is a considerable amount of tabular material,and it is just nearly impossible to get it in less than 40 columns.This width will accommodate most Commodore PET, Commo-dore 64, Apple, Atari, and TRS-80 users. And of course, thosewith Heathkit, IBM, or other 80-column CRT displays will haveno problem at all. Those of you with Commodore VIC-20�s andother units with less than 40-column display capabilities canperhaps use shorter abbreviations, or even break the tabular dis-plays up into two parts and display them consecutively. It is justimpossible to fit the peculiarities of every piece of hardware withany useful program.

The existence of so many TRS-80 computers did pose oneproblem which was solved with that type of computer in mind.Although these machines use a 64-column line, which is good,they only display 16 lines, whereas most displays have at least 24lines available. Consequently, this program is written to displaya maximum of 16 lines at a time.

Although the program is rather long, it will fit into a 16Kmemory with plenty to spare, if a few precautions are observedwhen typing the program into your machine. First, do notinclude anything before line 1140 or the REMarks. They are ofno use once the program is copied and debugged. Although youwill not be copying the REMarks, do not change the other linenumbers: simply skip the REM statements.

Some BASIC dialects require the RANDOMIZE operation andothers do not. Check your manual to see if you need to includethis operation to get a new random number seed. The only othercommand or function which may vary from machine tomachine, so far as I can tell, is PRINT CHR$(12). This is simplyan instruction to clear the screen and home the cursor.

Copying a long program like this can be very tiring, and thepossibility of a mistake grows as fatigue increases. It would bebetter to type it in over three or four sessions than to try gettingit done all at once.

Following is a brief description of the program:

1 . 1000-1130 Title block2. 1140-1160 Dimensions array variable PS, gets new ran-

dom number, and clears screen.3. 1170-1320 Screen title4. 1360-1460 Rolls 3d6 and assigns scores to ability areas.

DRAGON 43

Page 46: Dragon Magazine #74 & Dragons... · Layout designer: Kristine L. Bartyzel Contributing editors: Roger Moore Ed Greenwood National advertising representative: Robert Dewey c/o Robert

5. 1530-1640

6. 1680-1720

7. 1760-2080

8. 2120-23009. 2340-2470

10. 2510-261011. 2650-2920

12. 2960-3040

13. 3090-3240

14. 3280-346015. 3500-367016. 3720-3790

3830-39203960-40104060-4130

17.18.19.

20. 4180-428021. 4330-4470

Prints strength score and calculates andprints adjustments due to strength.After checking for balance with strength,repeats above procedure for constitution,except printing of adjustments is deferred.Prints intelligence score, calculates andprints adjustments due to intelligence.Process is repeated for dexterity.After checking for balance with intelligence,process is repeated for wisdom.Process is repeated for charisma.Race/class choice is made and screened forconsistency with ability levels.Number of sides for hit dice is assigned,based on class.Character level is input, and hit dice and hitpoints are calculated and printed.Cleric skills assigned based on level.Thief skills assigned based on level.Characters are counted, count displayed, andselection made to keep/reject the character.Character�s name, class, race, gender input.Character�s money is calculated.Switching operation to obtain printout ofskills appropriate to each class/race.Program ends.Subroutine for calculating hit points, basedon hit dice and constitution.Prints out data based on character�s level,class, race, etc. in a recap format. The balanceis obvious.

22. 4510-----

Screen formats � sample run:Note: The small displays shown below are not intended to be

exact replicas of the manner in which text and inputs are dis-played on the screen, but they are essentially accurate. Charactersprinted in italic type inside square brackets are operator inputs.

(# 1)RANDOM NUMBER SEED (-32768 to 32767)?

(# 2)DM�S PERSONNEL SERVICEPRODUCES CHARACTER ABILITY SCORESFOR DUNGEONS & DRAGONS(R)IF YOU ARE READY FOR THE 1STCHARACTER, ENTER A ONE? [1]

(# 3)CHARACTER�S STRENGTH IS 13*ADD 1 TO ROLLS TO HIT, DAMAGE, OPEN DOORSCONSTITUTION SCORE IS 13CHARACTER�S INTELLIGENCE 12*LITERATE IN NATIVE TONGUE*45% TO KNOW SPELL � MIN/MAX PER LVL: 5/7CHARACTER�S DEXTERITY IS 11CHARACTER�S WISDOM IS 11CHARACTER�S CHARISMA IS 11*CAN HAVE 4 RETAINERS WITH MORALE OF 4IF YOU HAVE THIS DATA AND ARE READY TOPROCEED, ENTER A ONE? [1]

(# 4)CLASS/RACE LIST(1) FIGHTER (4) HALFLING(2) MAGIC USER (5) ELF(3) CLERIC (6) DWARF

(7) THIEF

SELECT THE RACE/CLASS THAT YOU WISHYOUR CHARACTER TO HAVE AND ENTER THENUMBER FROM THE TABLE ABOVE? [1]

44 JUNE 1983

(# 5)(Same as #4, plus:)CHARACTER LEVEL RANGE... ONE (1) TO FIVE (5)AT WHICH LEVEL WILL CHARACTER START? [4]

(# 6)YOUR CHARACTER HAS 4 HIT DICEYOUR CHARACTER WOULD HAVE 19 HIT POINTS

THIS IS CHARACTER # ( 1 )DO YOU WANT THIS CHARACTER (Y/N)? [Y]

(# 7)WHAT IS CHARACTER�S NAME? [OTHO THE FIERCE]

(# 8)(Same as # 7, plus:)WHAT IS CHARACTER�S RACE? [HUMAN]

(# 9)(Same as # 7 and # 8, plus:)WHAT IS CHARACTER�S GENDER? [MALE]

(# 10)(Same as # 7, # 8, and # 9, plus:)WHAT IS CHARACTER�S CLASS? [FIGHTER]

(# 11)RECAP OF CHARACTER ABILITIES

NAME OTHO THE FIERCERACE HUMAN HIT DICE: 4GENDER MALECLASS FIGHTER HIT POINTS: 19LEVEL 4NOTE!! COPY THIS AND THE INFORMATION THATFOLLOWS TO THE CHARACTER RECORDSHEET NOW. IT WILL NOT BE AVAILABLE AGAIN!

TO CONTINUE, ENTER A ONE? [1]

(# 12)OTHO THE FIERCE�S STRENGTH IS 13*ADD 1 TO ROLL TO HIT, DAMAGE, OPEN DOORSOTHO THE FIERCE�S CONSTITUTION IS 13*LITERATE IN NATIVE TONGUEOTHO THE FIERCE�S DEXTERITY IS 11OTHO THE FIERCE�S WISDOM IS 11OTHO THE FIERCE�S CHARISMA IS 11*CHARACTER MAY HAVE 4 RETAINERS, MORALE OF 4

TO CONTINUE, ENTER A ONE? (1)

(# 13)SAVING THROW TABLE

DEATH PARALYSIS RODSRAY OR MAGIC OR TURN DRAGON STAVESPOISON WANDS TO STONE BREATH OR SPELLS

10 11 12 13 14MAY WEAR ANY ARMOR AND USE SHIELDMAY USE ANY WEAPONNO SPELLS, BUT MAY USE MAGIC ARTICLETHIS CHARACTER HAS 110 GOLD PIECES

ANOTHER CHARACTER (Y/N)? [N]

The character used for this sample run is the first one thatturned up when I ran the program; no attempt was made to finda more interesting one. If the character had been generated withability scores appropriate to a thief or a cleric, and this role hadbeen chosen for him or her, then we would have seen a printoutof a chart showing the cleric�s table of rolls needed to turn theundead, or the thief�s special skill roll requirements.

Page 47: Dragon Magazine #74 & Dragons... · Layout designer: Kristine L. Bartyzel Contributing editors: Roger Moore Ed Greenwood National advertising representative: Robert Dewey c/o Robert

Dungeon Master�s Personnel Service1000 REM *************************************************************1010 REM * *1020 REM * DUNGEON MASTER'S PERSONNEL SERVICE *1030 REM * ( 40 COLUMN BY 16 LINE CRT DISPLAY ONLY ) *1040 REM * SAVE AS "D&DCRT.BAS" - VERSION 1.2 *1050 REM * *1060 REM ***********************************************************1070 REM * GENERATES PLAYER CHARACTERISTIC FOR FANTASY *1080 REM * ROLE - PLAYING GAME "DUNGEONS & DRAGONS" Tm *1090 REM ***********************************************************1100 REM * WRITTEN BY: JOSEPH C. SPANN - MONROE, LA. *1110 REM * "DUNGEON MASTER'S PERSONNEL SERVICE"-ver 1.2(C)LAIRTECH *1120 REM * "DUNGEONS & DRAGONS" Tm BY TSR HOBBIES INC. *1130 REM ***********************************************************1140 DIM PS(7)1150 RANDOMIZE1160 PRINT CHR$(12)1170 PRINT1180 PRINT " DM'S PERSONNEL SERVICE"1190 PRINT "-----------------------------------------"1200 PRINT1210 PRINT" PRODUCES CHAR. ABILITY SCORES"1220 PRINT1230 PRINT" FOR"1240 PRINT1250 PRINT" DUNGEONS & DRAGONS Tm1260 PRINT1280 PRINT" IF YOU ARE READY FOR THE 1ST"1290 PRINT" CHARACTER, ENTER A ONE (1)."1300 INPUT C1310 ON C GOTO 13201320 PRINT CHR$(12)1330 REM***************************1340 REM BEGIN 3D6 ROLLS FOR ABILITIES1350 REM***************************1360 L=L+11370 Z=INT((RND(1)*6)+1)1380 Z2=INT((RND(1)*6)+1)1390 Z3=INT((RND(1)*6)+1)1400 ZZ=Z+Z2+Z31410 IF L=1 THEN 15301420 IF L=2 THEN 16801430 IF L=3 THEN 17601440 IF L=4 THEN 21201450 IF L=5 THEN 23401460 IF L=6 THEN 25101500 REM***************************1510 REM CALCULATIONS FOR STRENGTH

1520 REM***************************1530 PRINT"CHARACTER'S STRENGTH IS ";ZZ1540 ST=ZZ1550 IF ST=3 THEN SF=-31560 IF ST > 3 AND ST < 6 THEN SF=-21570 IF ST > 5 AND ST < 9 THEN SF=-11580 IF ST > 8 AND ST < 13 THEN SF=01590 IF ST > 12 AND ST < 16 THEN SF=11600 IF ST > 15 AND ST < 18 THEN SF=21610 IF ST=18 THEN SF=31620 IF SF=0 THEN 13601630 PRINT"*ADD�;SF;"TO ROLLS TO HIT,DAMAGE,OPEN DOORS"1640 GOTO 13601650 REM***************************1660 REM CALCULATIONS FOR CONSTITUTION1670 REM***************************1680 CO=ZZ1690 A=ST/CO1700 IF A < .67 OR A > 1.5 THEN 13701710 PRINT"CONSTITUTION SCORE IS ";ZZ1720 GOTO 13601730 REM***************************1740 REM CALCULATIONS FOR INTELLIGENCE1750 REM***************************1760 PRINT"CHARACTER'S INTELLIGENCE";ZZ1770 IN=ZZ1780 IF IN < 9 THEN IZ%="*INTELLIGENCE TOO LOW FOR MAGIC USER."1790 IF IN=9 THEN IZ$="*35% TO KNOW SPELL-MIN/MAX PER LVL:4/6"1800 IF IN > 9 AND IN < 13 THEN IZ$="*45% TO KNOW SPELL-MIN/MAX PER LVL:5/7"1810 IF IN > 12 AND IN < 15 THEN IZ$="*55% TO KNOW SPELL-MIN/MAX PER LVL:6/9"1820 IF IN > 14 AND IN < 17 THEN IZ$="*65% TO KNOW SPELL-MIN/MAX PER LVL:7/11"1830 IF IN=17 THEN IZ$="*75% TO KNOW SPELL-MIN/MAX PER LVL:8/14"1840 IF IN=18 THEN IZ$="*85% TO KNOW SPELL - MIN/MAX PER LVL:9/18"1850 IF IN=3 THEN 18701860 GOTO 18801870 I$="* DIFFICULT SPEECH-ILLITERATE"1880 IF IN>3 AND IN<6 THEN 19001890 GOTO 19101900 I$="* EASY SPEECH BUT ILLITERATE"1910 IF IN>5 AND IN<9 THEN 19301920 GOTO 19401930 I$="* BARELY LITERATE."1940 IF IN>8 AND IN<13 THEN 19601950 GOTO 19701960 I$="* LITERATE IN NATIVE TONGUE."1970 IF IN>12 AND IN<16 THEN 19901980 GOTO 20001990 I$="* LITERATE AND FLUENT 2 LANGUAGES"

DRAGON 45

Page 48: Dragon Magazine #74 & Dragons... · Layout designer: Kristine L. Bartyzel Contributing editors: Roger Moore Ed Greenwood National advertising representative: Robert Dewey c/o Robert

2000 IF IN>15 AND IN<18 THEN 20202010 GOTO 20302020 I$="* LITERATE AND FLUENT 3 LANGUAGES"2030 IF IN=18 THEN 20502040 GOTO 20602050 I$="* LITERATE AND FLUENT 4 LANGUAGES"2060 PRINT I$2070 PRINT IZ$2080 GOTO 13602090 REM***************************2100 REM CALCULATIONS FOR DEXTERITY2110 REM***************************2120 PRINT"CHARACTER'S DEXTERITY IS ";ZZ2130 DX=ZZ2140 IF DX=3 THEN DF=-32150 IF DX > 3 AND DX < 6 THEN DF=-22160 IF DX > 5 AND DX < 9 THEN DF=-12170 IF DX > 8 AND DX < 13 THEN DF=02180 IF DX > 12 AND DX < 16 THEN DF=12190 IF DX > 15 AND DX < 18 THEN DF=22200 IF Dx=18 THEN DF=32210 IF DF=-3 THEN GOSUB 53202220 IF DF=-2 THEN GOSUB 53402230 IF DF=-1 THEN GOSUB 53602240 IF DF=1 THEN GOSUB 53802250 IF DF=2 THEN GOSUB 54002260 IF DF=3 THEN GOSUB 54202270 IF DF=0 THEN GOTO 13602280 PRINT "*ADD ";DF;"TO MISSILE FIRE ROLLS 'TO HIT'"2290 PRINT "* " ;X1$;X2$;X3$;" ARMOR CLASS."2300 GOTO 13602310 REM***************************2320 REM CALCULATIONS FOR WISDOM2330 REM***************************2340 WI=ZZ2350 B=IN/WI2360 IF B < .67 OR B > 1.5 THEN 13702370 PRINT"CHARACTER'S WISDOM IS " ;WI2380 IF WI=3 THEN WF=-32390 IF WI > 3 AND WI < 6 THEN WF=-22480 IF WI > 5 AND WI < 9 THEN WF=-12410 IF WI > 8 AND WI < 13 THEN WF=02420 IF WI > 12 AND WI < 16 THEN WF=12430 IF WI > 15 AND WI < 18 THEN WF=22440 IF WI=18 THEN WF=32450 IF WF=0 THEN 13602460 PRINT"*ADD";WF;"TO ROLL-MAGIC BASED SAVING THROW"2470 GOTO 13602480 REM***************************2490 REM CALCULATIONS FOR CHARISMA2500 REM***************************2510 PRINT"CHARACTER'S CHARISMA IS ";ZZ2520 LET CH=ZZ2530 IF CH=3 THEN XF=12540 IF CH > 3 AND CH < 6 THEN XF=22550 IF CH > 5 AND CH < 9 THEN XF=32560 IF CH > 8 AND CH < 13 THEN XF=42570 IF CH > 12 ND CH < 16 THEN XF=52580 IF CH > 15 AND CH < 18 THEN XF=62590 IF CH=18 THEN XF=72600 PRINT"*CAN HAVE ";XF;" RETAINERS WITH MORALE OF" ;XF"2610 L=02620 REM***************************2630 REM RACE/CLASS SELECTION & CHECKING2640 REM***************************2650 PRINT" IF YOU HAVE THIS DATA AND ARE READY TO"2660 PRINT" PROCEED, ENTER A ONE (1)."2670 INPUT VG2680 ON VG GOTO 26902690 PRINT CHR$(12);PRINT2700 PRINT " CLASS/RACE LIST"2710 PRINT "-----------------------------------------"2720 PRINT " (1) FIGHTER (4) HALFLING"2730 PRINT " (2) MAGIC USER (5) ELF"2740 PRINT " (3) CLERIC (6) DWARF"2750 PRINT " (7) THIEF"2760 PRINT2770 PRINT"SELECT THE RACE/CLASS THAT YOU WISH"2780 PRINT"YOUR CHARACTER TO HAVE AND ENTER THE"2790 INPUT"NUMBER FROM THE TABLE ABOVE";CN2800 IF CN=4 THEN 28202810 GOTO 28702820 IF DX < 9 OR CD < 9 THEN 28402830 GOTO 28702840 PRINT" DEXTERITY AND/OR CONSTITUTION"2850 PRINT" TOO LOW FOR HALFLING"2860 GOTO 27702870 IF CN=5 AND IN < 9 THEN 28902880 GOTO 29002890 PRINT"INTELLIGENCE TOO LOW FOR ELF.":GOTO 27702900 IF CN=6 AND CO < 9 THEN 29202910 GOTO 29602920 PRINT"CONSTITUTION TOO LOW FOR DWARF.":GOTO 27702930 REM***************************2940 REM HIT DICE ASSIGNED BY RACE/CLASS2950 REM***************************2960 IF CN=1 THEN HF=82970 IF CN=2 THEN HF=42980 IF CN=3 THEN HF=62990 IF CN=4 THEN HF=63000 IF CN=5 THEN HF=63010 IF CN=6 THEN HF=83020 IF CN=7 THEN HF=43030 IF CN=0 THEN 11603040 PRINT

46 JUNE 1983

305030603070308030903100311031203130314031503160317031803190320032103220323032403250326032703280329033003310332033303340335033603370338033903400341034203430344034503460347034803490350035103520353035403550356035703580359036803610362036303640365036603670368036903700371037203730374037503760377037803790380038103820383038403850386038703880389039003910392039303940395039603970398039904000401040204030404048504060407040804090

REM***************************REM CHARACTER LEVEL ASSIGNED ANDREM HIT POINTS CALCULATEDREM***************************PRINT "CHARACTER LEVEL RANGE..ONE(1) TO FIVE(5)"PRINTINPUT"AT WHICH LEVEL WILL CHARACTER START";LLIF LL > 5 THEN PRINT "NUMBER TOO LARGE: RE-ENTER":GOTO 3110PRINT CHR$(12)PRINTPRINT"YOUR CHARACTER HAS ";LL;" HIT DICE"PRINTIF CO=3 THEN PF=(-3 * LL)IF CO > 3 AND CO < 6 THEN PF=(-2 * LL)IF CO > 5 MD CO < 9 THEN PF-(-1 * LL)IF CO > 8 AND CO < 13 THEN PF=0IF CO > 12 AND CO < 16 THEN PF=LLIF CO > 15 AND CO < 18 THEN PF=(2 * LL)IF CO=18 THEN PF=(3 * LL)GOSUB 4330REM***************************REM CLERIC SKILLS ASSIGNED BY LEVELREM***************************IF CN=3 THEN 3300GOTO 3500IF CN=3 THEN 3320GOTO 3500CZ$=" CLERIC VS. UNDEAD TABLE (1D20)"CU$="SKEL ZOMB GHOU WIGT WRAI MUMM SPEC VAMP"PRINT CZ$PRINTPRINT CU$Z1$=" 7 9 11 -- -- -- -- --"Z2$" T 7 9 11 -- -- -- --"Z3$=" T T 7 9 11 -- -- --"Z4$=" D T T 7 9 11 -- --"Z5$=" D D T T 7 9 11 --"IF CN=3 AND LL=1 THEN PRINT Z1$IF CN=3 AND LL=2 THEN PRINT Z2$IF CN=3 AND LL=3 THEN PRINT Z3$IF CN=3 AND LL=4 THEN PRINT Z4$IF CN=3 AND LL=5 THEN PRINT Z5$REM***************************REM THIEF'S SKILLS ASSIGNED BY LEVELREM***************************IF CN=7 THEN 3520GOTO 3720TY$=" THIEVE'S ABILITIES"TA$="PICK REMV PICK MOVE CLIM HIDE HEAR"TB$="LOCK TRAP PCKT SILT SURF SHDW NOIS"PRINT TY$PRINT TA$PRINT TB$K1$=" 15% 10% 20% 20% 87% 10% 1-2"K2$=" 20% 15% 25% 25% 88% 15% 1-2"K3$=" 25% 20% 30% 30% 89% 20% 1-3"K4$=" 30% 25% 35% 35% 90% 25% 1-3"K5$=" 35% 30% 40% 40% 91% 30% 1-3".IF LL=1 THEN PRINT K1$IF LL=2 THEN PRINT K2$IF LL=3 THEN PRINT K3$IF LL=4 THEN PRINT K4$IF LL=5 THEN PRINT K5$REM***************************REM CHARACTER COUNT DISPLAYED ANDREM DECISION TO USE IS MADE.REM***************************CC=CC+1PRINTPRINT" THIS IS CHARACTER #[";CC;"]"PRINTINPUT"DO YOU WANT THIS CHARACTER(Y/N)";D$IF D$="N"THEN 1320IF D$="Y"THEN 3790CC=0REM***************************REM OTHER CHARACTER DATA IS INPUTREM***************************PRINT CHR$(12)PRINT:PRINT:PRINTINPUT"WHAT IS CHARACTER'S NAME";NA$PRINTINPUT"WHAT IS CHARACTER'S RACE";RA$PRINTINPUT"WHAT IS CHARACTER'S GENDER";SE$PRINTINPUT"WHAT IS CHARACTER'S CLASS";CL$PRINT CHR$(12)REM***************************REM CHARACTER'S GOLD CALCULATEDREM***************************PRINT:PRINTLET M1=INT((RND(1)*6)+1)LET M2=INT((RND(1)*d)+1)LET M3=INT((RND(1)*6)+1)LET MT=M1+M2+M3LET GC=(10 * MT)REM***************************REM SEPARATION BY RACE/CLASS FORREM FINAL DATA CALCULATIONS.REM***************************IF CN=1 THEN GOSUB 5470IF CN=2 THEN GOSUB 6130IF CN=3 THEN GOSUB 5580IF CN=4 THEN GOSUB 5690

Page 49: Dragon Magazine #74 & Dragons... · Layout designer: Kristine L. Bartyzel Contributing editors: Roger Moore Ed Greenwood National advertising representative: Robert Dewey c/o Robert
Page 50: Dragon Magazine #74 & Dragons... · Layout designer: Kristine L. Bartyzel Contributing editors: Roger Moore Ed Greenwood National advertising representative: Robert Dewey c/o Robert

4100 IF CN=5 THEN GOSUB 58004110 IF CN=6 THEN GOSUB 59104128 IF CN=7 THEN GOSUB 60204130 GOSUB 45104140 PRINT4150 REM********************************4160 REM 'END' OR 'CONTINUE' AND CLOSE4170 REM***************************4180 INPUT"ANOTHER CHARACTER (Y/N)";GB$4190 IF GB$="Y" THEN 13204200 PRINT CHR$(12)4210 PRINT:PRINT:PRINT:PRINT:PRINT4228 PRINT " THANKS FOR USING ME!"4230 PRINT4240 PRINT"IF YOU CHANGE YOUR MIND AND"4250 PRINT"WANT ANOTHER CHARACTER,JUST"4260 PRINT"ENTER THE WORD 'RUN' - BYE."4270 CLEAR4280 END4290 PRINT4300 REM***************************4310 REM SUBROUTINE TO CALCULATE HIT PTS4320 REM***************************4330 Y=Y+14340 PS=INT((RND(1) * HF)+1)4350 PS(Y)=PS4360 IF Y <> LL THEN 43304370 FOR Y=0 TO LL-14380 PS=PS+PS(Y)4390 NEXT Y4400 PT=PS + PF4410 IF PT=<0 THEN 44304420 GOTO 44404430 PT=LL4440 PRINT "YOUR CHARACTER WOULD HAVE";PT;"HIT POINTS!"4450 PRINT4460 Y=04470 RETURN4480 REM***************************4490 REM RECAP DISPLAY BEGINS4500 REM***************************4510 PRINT CHR$(12)4520 PRINT4530 PRINT" RECAP OF CHARACTER ABILITIES"4540 PRINT4550 PRINT "NAME....";NA$4560 PRINT "RACE....";RA$;TAB(22)" HIT DICE: " ;LL4570 PRINT "GENDER..";SE$4580 PRINT "CLASS...";CL$;TAB(22)" HIT POINTS: *;PT4590 PRINT "LEVEL...";LL4600 PRINT4610 PRINT "N O T E !! COPY THIS AND THE INFORMATION"4620 PRINT " THAT FOLLOWS TO THE CHARACTER"4630 PRINT " RECORD SHEET. IT WILL NOT BE"4640 PRINT " AVAILABLE AGAIN!"4650 PRINT4660 INPUT" TO CONTINUE,ENTER A ONE(1)";KK4670 ON KK GOTO 46804680 PRINT CHR$(12)4690 PRINT NA$;"'S STRENGTH IS.. . . . .";ST4700 IF SF=0 THEN 47204710 PRINT "*ADD";SF;"TO ROLL TO:'HIT,DAMAGE,OPEN DOORS"4720 PRINT NA$;"'S CONSTITUTION IS..";CO4730 PRINT NA$;"'S INTELLIGENCE IS..";IN4740 IF CN=2 THEN PRINT IZ$4750 PRINT I$4760 PRINT NA$;"'S DEXTERITY IS....";DX4770 IF DF=0 THEN 48004780 PRINT "*ADD";DF;"TO MISSILE FIRE ROLLS 'TO HIT'"4790 PRINT "*";X1$;X2$;X3$;" ARMOR CLASS."4800 PRINT NA$;"'S WISDOM IS.......";WI4810 IF WF=0 THEN 48304820 PRINT "*ADD*";WF;"TO ROLL-MAGIC BASED SAVING THROWS"4830 PRINT NA$;"'S CHARISMA IS......";CH4840 PRINT "*CHAR MAY HAVE";XF;"RETAINERS - MORALE OF";XF4850 IF CN=3 THEN 49004860 GOTO 49604870 REM***************************4880 REM DISPLAYS CLERIC'S SKILLS4890 REM***************************4900 PRINT CZ$:PRINT CU$4910 IF CN=3 AND LL=1 THEN PRINT Z1$4920 IF CN=3 AND LL=2 THEN PRINT Z2$4930 If CN=3 AND LL=3 THEN PRINT Z3$4940 IF CN=3 AND LL=4 THEN PRINT Z4$4950 IF CN=3 AND LL=5 THEN PRINT Z5$4960 IF CN=7 THEN 50104970 GOTO 50704980 REM***************************4990 REM DISPLAYS THIEF'S SKILLS5000 REM***************************5010 PRINT TY$:PRINT TA$:PRINT TB$5020 IF CN=7 AND LL=1 THEN PRINT K1$5030 IF CN=7 AND LL=2 THEN PRINT K2$5040 IF CN=7 AND LL=3 THEN PRINT K3$5050 IF CN=7 AND LL=4 THEN PRINT K4$5060 IF CN=7 AND LL=5 THEN PRINT K5$5070 INPUT" TO CONTINUE,ENTER A ONE(1)";PK5080 ON PK GOTO 51205090 REM***************************5100 REM DISPLAYS SAVING THROW TABLE5110 REM***************************5120 PRINT CHR$(12):PRINT5130 PRINT " SAVING THROW TABLE"5140 PRINT"DEATH : :PARALYSIS: : RODS"

5150 PRINT"RAY OR:MAGIC: OR TURN :DRAGON:STAVES"5160 PRINT"POISON:WANDS:TO STONE :BREATH:OR SPELLS"5170 PRINT"------:-----:---------:--------:---------"5180 PRINT ST$5190 PRINT P1$5200 PRINT P2$5210 PRINT P3$5220 PRINT P4$5230 PRINT P5$5240 REM***************************5250 REM DISPLAYS PLAYER'S GOLD SUPPLY5260 REM***************************5270 PRINT "THIS CHARACTER HAS[";GC;"] GOLD PIECES."5280 RETURN5290 REM***************************5300 REM DISPLAYS WISDOM ADJUSTMENTS5310 REM***************************5320 X1$="ADD " :X2$="3":X3$=" TO"5330 RETURN5340 X1$="ADD " :X2$="2" :X3$=" TO"5350 RETURN5360 X1$="ADD * :X2$=" 1 " :X3$=" TO"5370 RETURN5380 X1$="SUBTRACT " :X2$="1":X3$=" FROM"5390 RETURN5400 X1$="SUBTRACT " :X2$="2":X3$=" FROM"5410 RETURN5420 X1$="SUBTRACT " :X2$="3":X3$=" FROM"5430 RETURN5440 REM***************************5450 REM SAVING THROW & MISC.-FIGHTER5460 REM***************************5470 IF LL < 4 THEN ST$="..12....13......14.......15......165480 IF LL > 3 AND LL < 6 THEN ST$=...10....11......12.......13......14.5490 P1$="MAY WEAR ANY ARMOR AND USE SHIELD."5500 P2$="MAY USE ANY WEAPON."5510 P3$=" "5520 P4$="NO SPELLS, BUT MAY USE MAGIC ARTICLE."5530 P5$=" "5540 RETURN5550 REM***************************5560 REM SAVING THROW & MISC.-CLERIC5570 REM********************************5580 IF LL < 5 THEN ST$="..11....12......14.......16......15"5590 IF LL=5 THEN ST$="...9....10......12.......14......12"5600 P1$="MAY NOT USE EDGED WEAPONS."5610 P2$="MAY WEAR ANY ARMOR AND USE SHIELD. "5620 P3$="MAY USE SLING "5630 P4$="HAS ABILITY TO 'TURN' UNDEAD.'5640 P5$="USES CLERICAL SPELLS ONLY. "5650 RETURN5660 REM***************************5670 REM SAVING THROW & MISC.- HALFLING5680 REM***************************5690 IF LL < 4 THEN ST$="...8.....9......10.......13......12"5700 IF LL > 3 AND LL < 6 THEN ST$="...6.....7.......8.......10......10"5710 P1$="CANNOT USE LONGBOW OR 2 HANDED SWORD."5720 P2$="ADJUST MISSILE ATTACK 'TO HIT' BY +1."5730 P3$="ADJ AC BY -1 VS. MORE THAN MAN-SIZE OPP."5740 P4$="ONLY 10% CHANCE OF DETECTION IN WOODS."5750 P5$="REMAINS UNSEEN IN DUNGEON ON 1-2 (1D6)"5760 RETURN5770 REM***************************5780 REM SAVING THROW & MISC. - ELF5790 REM***************************5800 IF LL < 4 THEN ST$="..12....13......13.......15......15"5810 IF LL > 3 AND LL < 6 THEN ST$="..18....11......11.......13......12"5820 P1$="HAS 60' INFRA-VISION."5830 P2$="DETECTS OR SECRET DOORS ON 1-2(1D6)."5840 P3$="IMMUNE TO PARALYSIS FROM GHOUL ATTACK."5850 P4$="SPEAKS ELVISH,ORC,HOB-GOBLIN,AND GNOLL."5860 P5$="MAY USE SPELLS AND MAGIC ARTICLES."5870 RETURN5880 REM***************************5890 REM SAVING THROW & MISC. - DWARF5900 REM***************************5910 IF LL < 4 THEN ST$="...8.....9......10.......13......12"5920 IF LL > 3 AND LL < 6 THEN ST$="...6.....7.......8.......10. . . ...10"5930 P1$="HAS 60' INFRA-VISION."5940 P2$="DET'S TRAPS,DUNGEON ANOMALIES,@ 1-2(1D6)"5950 P3$="SPEAKS DWARVISH,GNOME,KOBOLD,AND GOBLIN."5960 P4$="MAY NOT USE A LONGBOW OR 2-HANDED SWORD."5970 P5$=" "5980 RETURN5990 REM***************************6000 REM SAVING THROW & MISC. - THIEF6010 REM***************************6020 IF LL < 5 THEN ST$=...13....14......13.......16......15"6030 IF LL=5 THEN ST$="..12....13......11.......14......136040 P1$="LEATHER ARMOUR ONLY-NO SHIELD"6050 P2$="BACKSTABBING ADDS +4 TO 'TO HIT' ROLL"6060 P3$="BACKSTABBING DOES TWICE NORMAL DAMAGE"6070 P4$="SEE TABLE FOR OTHER SKILLS."6080 P5$=" "6090 RETURN6100 REM***************************6110 REM SAVING THROW & MISC.-MAGIC USER6120 REM***************************6130 ST$=" 13 14 13 16 15"6140 P1$="MAY NOT USE A SHIELD OR WEAR ARMOR."6150 P2$="MAY USE ONLY A DAGGER AS A WEAPON."6160 P3$="CHECK INTELLIGENCE FOR ABILITY TO"6170 P4$="LEARN SPELLS AND # OF SPELLS/LEVEL"6180 P5$=" "6190 RETURN

48 JUNE 1983

Page 51: Dragon Magazine #74 & Dragons... · Layout designer: Kristine L. Bartyzel Contributing editors: Roger Moore Ed Greenwood National advertising representative: Robert Dewey c/o Robert

DRAGON 49

Page 52: Dragon Magazine #74 & Dragons... · Layout designer: Kristine L. Bartyzel Contributing editors: Roger Moore Ed Greenwood National advertising representative: Robert Dewey c/o Robert

A player characterand his money. . lby Lewis Pulsipher

It has frequently been noted that insome fantasy role-playing games theamount of money available to, and actu-ally possessed by, player characters isunbelievably enormous � impossible totransport, or to store in anything smallerthan a castle. Even a relatively inexpe-rienced character can, after not too long,afford almost anything he can carry, andsuch things as towers and ships arewithin the range of a character�s pocket-book before not too much longer thanthat.

Some gamemasters go to great lengthsto describe goods and services in theircampaigns in terms of their �real� (thatis, medieval) prices � very low rates tosomeone with several pounds of goldcoins. Typically, suggestions for the�toning down� of a game�s monetary sys-tem are met with two retorts: first, it is a�fact� of the campaign that the area fre-quented by adventurers is experiencingrampant inflation; and second, that thisis an adventure game, after all, and hugepiles of gold are part of the heroic milieu.

This article approaches the subject ofmoney from two angles � first, suggest-ing a means of simplifying monetarytransactions while making treasures morebelievable and easier to store or carry; and

second, describing some ways in which areferee can coax treasure away fromadventurers once they�ve discovered it.

The silver standardThe first part is easy. In any descrip-

tion of a hoard of monetary treasure,replace the word �gold� with �silver.�(But don�t change prices or values givenfor goods or services.) Adopt the �silverstandard� which actually prevailed in latemedieval times. A gold piece (arbitrarilyset equal to 10 silver pieces to make calcu-lations easy) becomes really valuable. Andsilver, once sneered at as �too cheap tocarry,� takes its rightful place as thewealthy man�s mode of exchange. Main-taining the proportion between gold andsilver, the value of a silver piece is setequivalent to 10 copper pieces. Thecopper piece is small change, certainly,but not such a miniscule piece of cur-rency as it is in some games.

In a world where silver �replaces� gold,medieval prices for ordinary goods andservices are reasonable, and the net resultis either unchanged or decreased spend-ing power for adventurers.

Concerning the size and weight prob-lem, a display of medieval coins in amuseum will show that coins minted

prior to the modern era were very small,rather like an American dime or Britishhalf-penny (new pence). Consequently, inbygone days it was possible to carry asmall fortune without risking a perma-nent back problem from the weight. Trysetting the size and weight of a coin(copper, silver, or gold) equal to the sizeand weight of a dime. When this standardis used instead of, for instance, theAD&D� game standard (where coinsweigh a tenth of a pound each), someonewho could carry a sack of 300 gold pieces(30 pounds) in the old system can carry6,584 gold in the new system (1 dime = 35grains, or 219+ coins/pound). And gold isfar more valuable per piece, because thesilver standard is used. (And this systemfor size and weight can only be used if thesilver standard is also employed.)

Now, personal fortunes are no longerimpossible to carry, and adventurers don�tneed magic bags or mules in order tocarry a decent sum away from an adven-ture (or a theft).

The origin of treasuresWhy, since gold circulated so freely in

the ancient world, did it virtually disap-pear in the Dark Ages? Much washoarded (e.g., buried) and lost. Some wassuccessfully hoarded for centuries. Mostof the remainder flowed to the easternworld via trade. For a time, even silverwas so rare that most transactions were bybarter rather than purchase. In a sense,adventurers are discovering lost hoardswhen they take treasure from monsters. Ifthe history of your fantasy world is likethat of Earth, having a Dark Age or Ageof Chaos, there may justifiably be a severeshortage of gold (hence its great value) inthe years that follow this period. Mostpersonal wealth will be in goods, notmoney, and consequently it will be rela-tively difficult for a thief to transport or

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dispose of his gains. Except through bar-ter, one can�t �spend� a fur coat or obsid-ian necklace. Unless player characters areastute, they may sell such �liberated�items for far less than their nominalworth.

A player character and his money . . .What means are available in the cam-

paign to separate player characters fromthe treasure which, sooner or later, theywill accumulate? A few games provide aformal system for forcing expenditures.In the Runequest® game, charactersspend money for training and learningspells. (Why they don�t teach each otherfor free I am unsure.) In the AD&D game,characters are supposed to spend moneyfor training when they rise a level. Thissystem seems unusable at low levels,where a character must spend half histime adventuring without gaining expe-rience just to gain sufficient funds toreach the next level. So what do you do ifyour game has no such system, or youdon�t like the one provided? Here aresome possibilities:

Theft: The obvious way to relieve char-acters of their burden of wealth is tosimply steal it (rather, have it stolen), butthis can create tensions outside the game.If players aren�t used to losing money tounseen and undetected thieves, they�regoing to be very unhappy, and may think

the referee is unfair. In other cases, play-ers won�t mind theft so much, providedthat 1) they have a chance to catch thethief and 2) their precautions againsttheft reduce the frequency and successrate of such attempts.

To illustrate the first point: If the ref-eree simply says one day, �You can�t findyour money pouch,� the player will havevirtually no chance to stop or catch thethief. If, however, during the course ofdiscussions at an inn or on the street, thereferee casually refers to someone bump-ing into or jostling the character, theplayer has a chance to react to the theft (ifhe thinks about the possibility). Or if atheft occurs while the character is sleep-ing, he may be able to find some clues tohelp track down the miscreant.

As for the second point, precautions: Acharacter who conceals rather thanflaunts his wealth should be less vulnera-ble to theft than one who becomes knownas a big spender. Furthermore, someplayers make lists of precautions to beobserved by characters when in towns orother areas frequented by thieves, whileothers take no precautions. The latter aremore likely to be successfully robbed.

A character can be conned out of hismoney � for example, when he buys amagic spell scroll which turns out to haveflaws � but frequent con games and sim-ilar forms of deceit are no fun for refereeor players. Moreover, players soon

become extremely wary, making it almostimpossible to �fairly� con them. Butmost important, con games, moreso thanordinary theft, are too personal. This feelstoo much like the referee, rather than themonsters and NPCs, against the players,obstructing the ideal of the referee as animpartial arbiter. For this reason alone,deceit is not a satisfactory way to relievecharacters of their treasure.

Players soon become so wary of ordi-nary theft that the referee cannot success-fully steal large sums without resorting tostrongarm tactics � for example, anextortioner who happens to be a high-level assassin. Once again, this results inan adversary relationship likely to sourthe game, if not personal relations out-side of it. Theft is not enough.

Upkeep: Since adventurers spend onlya small part of their time out adventur-ing, they must spend money for a place tostay, food, clothing, and amenities � allexpenses that are not reflected in buyingequipment for adventures. Some rulesassume that the more experienced a char-acter is, the more money he will spend.This is almost universally true, but stillsomewhat inaccurate; though there is atendency in most people (and characters)to spend more when one has more tospend, an adventurer�s rise in income canoften far outstrip his expenditures.

Adventurers will always have to pay a

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minimum amount for upkeep, with addi-tions according to the extent of largesseand luxury they wish to enjoy. Armorand weapon repairs, oil and rations, andother matters of equipment replacement,often ignored by players, can be sub-sumed in upkeep. And the more expen-sive a city�s prices are, the higher upkeepcosts will be for residents in the city. Hereis where the idea of local inflation � the�gold rush boom town� with very highprices for ordinary goods � can comeinto play.

Henchmen and hired help: Along withpersonal upkeep comes payments tohenchmen and loyal followers, including(but not limited to) their upkeep. Thistotal expense can be much greater thanpersonal costs.

Novice and near-novice adventurers areunlikely to have such expenses, but vet-erans who may wish to hire skilledcraftsmen must pay what the marketdemands, regardless of the �list price�given for a service in the rulebook. If onlyone armorer in town can make plate, andseveral adventurers or lords want to hirehim, the armorer may charge an unusu-ally high fee.

(It should be noted for medievalists,however, that in the Middle Ages manyfees were set by a guild or by the citygovernment and could not be exceeded.Supply and demand, as we know it, didnot operate to change prices, though itmight lead to a devaluation of coinagethrough reduction of the metal content.)

Adventurers� followers and henchmen,if they�re to remain loyal, must be verywell paid; otherwise, many will strike outon their own. A character who owns astronghold, even a simple blockhousewith tower, will have to pay troops andother skilled personnel to garrison it.They must be paid well enough toremain loyal, or the character may findwhen he returns from an adventure thathe�s excluded from his stronghold, or thatit has been sacked, by the garrison.

Acquiring a stronghold: Perhaps thegreatest expense any adventurer will faceis the cost of buying or constructing apersonal stronghold. An adventurer maybuy or build several strongholds in thecourse of a long, successful career. Thefirst may be a small tower, or just a stonehouse or villa, either in or near a town.

Unless he has obtained a large grant ofland as well, the character may prefer tomove to another area to build a full-scalecastle, rather than expand his singletower. And later he may trade territories(not uncommon in the Middle Ages) orfind a better place to build his master�festung� in which to spend his remain-ing years. Such great stone edifices areextremely expensive, especially if theadventurer wants it built rapidly ratherthan over the course of five years.Moreover, expenses do not stop when the

stronghold is completed. Maintenancecosts, both for material and personnel, areanything but negligible � and the olderthe stronghold, the more maintenance ofthe structure will cost.

If life is too easy for characters whilethey stay in a town, they�ll have no incen-tive to obtain a stronghold. The morethey�re harried by thieves, assassins, punksword-slingers looking for a reputation,and so on, the more they�ll look onspending money for a stronghold as again, not a loss.

Religion: Religion should drain a sig-nificant sum from adventurers, stayingmore or less proportional as income rises.In most fantasy worlds the gods are real,and if not omnipresent, they at least affectthe world through manipulation of fol-lowers and minions. Most adventurerswill actively worship one or more gods, ifonly �just in case, you know . . .� Activeworship entails contributions, if nottithes (10% of all income) or offerings ofanimals and goods of the worshipper.And if the local temple is destroyed, thewealthy worshippers (that is, the adven-turers) will be expected to provide moneyto rebuild it.

Taxes: In the medieval or the modernworld, citizens of a town are expected topay taxes according to the value of theirproperty � including money, in theMiddle Ages � and non-citizens aretargets for special levies, unless the townis particularly eager to persuade the for-eigners to stay. This eagerness is conceiv-able if the town is threatened from theoutside and the foreigners (adventurers)offer the best defense.

A character�s stronghold may be taxedby the overlord of the area. If the charac-ter holds the land in fief, he may beexempted from many taxes, but on theother hand he�ll have feudal obligationsto his overlord. This often includes theproviding of troops, which means thatthe character must hire extra men, andpay for upkeep of troops on campaign,even if he doesn�t go himself. This will betrue whether the troops take an activepart in the campaign or march on a cru-sade to a faraway land.

Pets: The animal companion(s) of anadventurer, especially if they are big pets,can be a drain on the character�s incomeas he pays for housing, training, andfeeding the creature. Perhaps outside oftown the fighter�s pet griffon or hippo-griff can feed on kills � provided itdoesn�t take down some farmer�s domesticanimal � but when the fighter stays intown, he�ll need to buy animals to feedhis mount.

Training young animals may cost evenmore than feeding them, because the abil-ity to train is so rare and the act requiresso much time. But the biggest expense ofall could be buying the young animal (or

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egg) in the first place. Encourage playersto have pets, if only well trained (andthus expensive) war dogs. Sooner or laterthe pet will be killed, and in the mean-time it may cause much amusement forthe referee, and difficulty for the owner.On the other hand, if his pet saves his lifejust once, the owner will think it wellworth the expense.

Equipment: Not all equipment iscreated equal. That is, some suits of (non-magical) armor are more protective thanothers, some swords are stronger thanothers and hold an edge better, and so on.The �ordinary� price for a piece ofequipment given in rulebooks could notbe for the highest quality product. Con-sequently, another way to bleed fundsfrom characters is to offer the opportunityto buy exceptional, but non-magical,armor and weapons. The best of thismight even be equivalent in protection orstriking power to the weakest sort of mag-ical armor and weapons; you, as the ref-eree, must judge where the line is drawn.

Or, if you prefer, you may simply make�ordinary� equipment somewhat unsafeto use, in order to encourage player char-acters to buy better materials. For exam-ple, a dice roll can be taken at the end ofeach adventure (or each battle) to deter-mine whether armor or weapons havebroken or worn out � and more expen-sive equipment wears out much lessoften. Or, stipulate that when a playerrolls a 1 when attacking, there is a chancethat his weapon breaks, and when anattacker rolls a 20 (or 100) there is achance that the target�s armor is damagedand his armor class is lessened by one.The size of this �chance to be damaged�will vary with the quality of the equip-ment. The players can either periodicallybuy or repair cheap stuff, or they can buyhigh-quality products and rest moreeasily.

Of course, a referee could have someonesell magical equipment to characters, butin most worlds the price should be soprohibitive that no adventurer couldafford anything but a trade of magicitems, rather than a purchase. Whowould be crazy enough to sell a perma-nently endowed magic item, such as asword or shield?

One-use magic: While permanentmagic items such as armor will not beavailable for purchase in most cam-paigns, except between players, one-usemagic will be more plentiful. Alchemistsmanufacture potions to sell them, sincethey can�t use most potions themselves.Retired magicians may make a livingcreating and selling scrolls and recharg-ing some magic items.

Allowing for the purchase of �one-usemagic� can be a wonderful way to drainmoney from adventurers without unbal-ancing the game; in fact, it offers playersone more way to make a �good move� in

the game by purchasing the most impor-tant types of one-use items, such as scrollsfor healing or neutralizing poisons.

If a character finds a fairly good magicitem, such as a wand of magic missiles ora wand of weak fireballs, he can hardlyafford to allow the thing to run out ofcharges, yet he�ll probably use it fre-quently. Consequently, he�ll be willing topay out large sums to a magician to re-store some charges to the item. It�s notunknown for several members of a groupof adventurers to contribute moneytoward recharging a wand owned by oneof them, because the wand helped all ofthem survive.

Information: The �facts of the matter�should be a valuable commodity in thecampaign, something characters will buyat a high price. This information cancome in many forms, from stories told intaverns (�Have another drink and tell memore�) to accounts told by rumor-mongers and oral historians, to the pur-chase of ancient books and the expertiseof sages. Education and training for theadventurers themselves is a form ofinformation which will cost significantsums early in a campaign; later, adven-turers will teach one another their skills,and will learn few new ones.

The more accurate a piece of informa-tion is, the more it should cost. Experts,especially, are always expensive � think

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of a sage as the fantasy equivalent of a�consultant,� with the high fees thatoccupation demands, rather than theequivalent of a reference librarian or auniversity instructor. And although therewere no detectives in medieval times, it ispossible that someone would set himselfup in the �information gathering� busi-ness � not quite a detective, but not a spyeither. Such persons would charge highfees because their service is nearly unique.

Politics: It is almost impossible tobecome a wealthy, successful adventurerwithout getting involved in politics:wealth and prestige bring enemies andhangers-on. The more a character partic-ipates in politics, the more it will cost toacquire and retain supporters, to obtaininformation, to bribe.

Well-known adventurers may beexpected to spend a season at the court ofthe ruler of the region. The travel,retinue, finery, and gifts this entails willnot be balanced by any monetary gain,although the increase in prestige andfavor may help the character later.

Tournaments (jousts and duels) can beexpensive for adventurers who areexpected to participate in such events,although in some areas the prizes offeredmay more than offset the cost.

And if a character is really seriousabout politics, he may have to bankroll aprivate army!

Bribes: This is a way to soak up moneyin an accumulation of small amounts.Most readers will have heard of countriesin which every official, minor or other-wise, expects a bribe in return foraccomplishing what is nominally hiseveryday job. Why can�t a fantasy societybe afflicted with the same inefficiency?It�s a matter of the size of the bureaucracy,the way it�s recruited, and the expecta-tions of the society.

Research: Magical research, whether todiscover new spells or to determine thenature of found magic items, takesmoney. Don�t let characters pay a meagersum in order to find out everything thereis to know about a newly obtained item.Bleed their money away, giving a littlemore information for each input offunds. After all, magicians are rare andshould be paid appropriately for theirvaluable research time.

Of course, player characters may decidenot to pay, but that�s their choice; it maybe possible to discover the relevantinformation through rumors, libraries,and knowledgeable non-magicians.

The more complex a magic item is, themore characters will have to pay todetermine exactly what it does. More thanone level of performance, or more thanone power, is desirable in an item � evenitems with (unbeknownst to the playercharacters) only one power � so thatplayers may continue to pay money in anattempt to learn about additional powersof an item long after all of its powers andlevels of ability have actually beenrevealed.

Investments: Bad investments will costcharacters large sums. There ought to bea few good investments available, butmost should be bad � just as in the mod-ern world. Ways to spend invested moneymay include schemes to manufacture newinventions, property deals, money lend-ing, and most likely, mercantile ventures.While a smart mercantile deal may net acharacter a return of more than 100% or200%, most will result in a poor return ora loss. Characters may attempt to literally�protect their investments� by accom-panying a vehicle or caravan picking upor delivering goods, thereby giving thereferee opportunities to create mini-adventures connected with the traderoutes and destinations.

Gambling: This is a good way toseparate incautious characters from theirfortunes, in the long run. Just make surethe odds favor the house � if the gameisn�t actually fixed � and remember thata really big winner may make enemies ofthe owners of the gambling establish-ment, or of the losers in a private game.

A referee can encourage gambling bymaking participation a matter of prestigein the locale, and by providing means ofobtaining information � rumors, at theleast � unique to the gambling estab-lishment(s). If you challenge the �man-hood� (or �womanhood�) of the playercharacters in connection with gambling,some of them will respond unwisely �that is, they will gamble to �prove�themselves.

Small treasures, big spendersFor example, one researcher may be The more opportunities player charac-

able to determine one of the powers of a ters have to spend money, in smallwand. Another research expert may know amounts or large, the more they�ll spend.a command word, not necessarily relating Some combination of the methods de-to the known power. Further research scribed above should allow the referee tomay reveal another command word and a reduce the fortunes of all but the mostsecond power, perhaps a variation of the miserly adventurers. But the most impor-first one. And, the wand may be found to tant single method of doing this is tooccasionally weaken the user; finding out make treasures small, so that charactershow to avoid that effect � or even if there can�t accumulate large fortunes. Whetheris a way to avoid it � would cost even this stringency fits the �heroic� mold is amore than finding out about one of the matter that only each referee and his orwand�s beneficial aspects. her players can decide.

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SF/gaming convention calendarR. F. MICROCON III, June 10-12

Sponsored by the Forest Gamers Club,to be held at the River Forest CommunityCenter, 414 Jackson, River Forest IL60305. For more information, write to theabove address.

UNICORN I, June 10-12The first fantasy gaming convention

ever in Lexington, Ky., to be staged atLexington Catholic High School. Forregistration information, contact conven-tion coordinator Steven J. Isert, c/o Uni-corn Adventurers, P.O. Box 12666, Lex-ington KY 40583.

X-CON 7, June 10-12Author Poul Anderson will be among

the guests of honor at this SF convention,to be located at the Olympia Spa andResort in Oconomowoc, Wis. Registra-tion fee is $15 (half price for childrenunder 12), payable to X-Con 7 at P.O.Box 7, Milwaukee WI 53201. A brochureand other information can be obtained bywriting to the above address.

HUNTCON II, June 16-18This second convention effort of the

Dragon Hunters� Guild is sponsored by

the Fountain Hobby Center in Winfield,W. Va. Several AD&D tournaments arescheduled, plus other contests and specialevents. Admission is $1 per day or $2 forall three days. For more information,send a self-addressed, stamped envelope toHuntCon II, c/o Keith Payne, Rt. 1, Box794, Winfield WV 25213, or call(304)757-9519.

GENGHIS CON V, June 17-19A gathering for gamers in Denver,

Colo., featuring board games, role-playing games, miniatures, and computergaming events. Reasonable on-campushousing is available. For details, contactthe Denver Gamers Association, P.O. Box2945, Littleton CO 80161, phone(303)798-1404.

KOMMAND CON �83, June 18-19At the Ohio National Guard Armory in

Mansfield, Ohio, this event has some-thing for every type of gamer. For moreinformation, write to the Kommander�sWargaming Club, P.O. Box 2235, Mans-field OH 44905.

STARS, SPELLS & SHELLS, June 18-19A mini-con staged by the Gamemasters�

Guild of Waukegan, to be held at theZion Leisure Center, 2400 Dowie Memo-rial Drive, Zion, Ill. Admission is $2 perday or $3.50 for the weekend. Contact theGamemasters Guild, 1413 WashingtonSt., Waukegan IL 60085, or call (312)336-0790 after 2 p.m.

SEAGA �83, June 24-26A wide range of gaming activities is

scheduled for this event, sponsored by theSoutheastern Adventures GamingAlliance. It will be held at the AtlantaDunfey Hotel, located at I-75 and HowellMill Road in Atlanta, Ga. For informa-tion and registration details, write toSEAGA �83, P.O. Box 930031, NorcrossGA 30093.

EASTCON, June 24-26More than 4,000 gamers are expected to

attend this gathering at Glassboro StateCollege in Glassboro, N. J. (See adver-tisement on facing page.) The organizinggroup is a combination of the peoplewho have helped stage Origins, GENCON® East, and PennCon conventionsover the past several years. Seminars,demonstrations, and tournaments will beoffered involving most major games andgaming activities. For more information,send SASE to EastCon, P.O. Box 139,Middletown NJ 07748.

POLYCON �83, June 24-26Sponsored by the Society of Wizards

and Warriors of Cal Poly in San LuisObispo, this event promises a large va-riety of games and related activities. Moreinformation can be obtained by writingto the Society of Wizards and Warriors,P.O. Box 168, Julian A. McPhee U.U.,Cal Poly, San Luis Obispo CA 93407.

TEXCON 1983, July 2-4An extensive schedule of games and

related events will be offered at this con-vention in Austin, Tex. For details, sendSASE to David Ladyman, 8028 Gessner,Apt. #1805, Austin TX 78753.

EXPO �83, July 8-9A convention oriented toward minia-

tures and models, staged jointly by theTampa Scale Modelers and Suncoast Mil-itary Miniatures Association. The eventwill be at the Ramada Inn North, at theintersection of I-275 and Busch Blvd. inTampa, Fla. For information, write toBill Hogan, 14707 Carnation Drive,Tampa FL 33612, or call (813)961-1995.

DRAGONSTEETH I, July 16A one-day event featuring tournaments

in 18 different role-playing and militarysimulation games. The site will be theA&J Hobby House, 20 Auburn Ave.,

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Utica NY 13501. Write to that address formore information.

ARCHON 7, July 22-24A SF and gaming convention (origi-

nally scheduled for July 7-9) slated for theChase Park Plaza Hotel in St. Louis, Mo.Gene Wolfe will be Guest of Honor, andthe list of other guests includes namessuch as Joe R. Haldeman, Ed Bryant, andWilson �Bob� Tucker. Memberships are$18; to preregister or obtain more infor-mation, write to Archon 7, P.O. Box15852, Overland MO 63114.

NANCON 88-VI, July 29-31Another running of the convention

that has become a tradition in the Hous-ton area. To be held at Stouffer�s Green-way Plaza Hotel in Houston, and featur-ing a full range of role-playing, boardgame, and miniatures events, plus more.For further information, send SASE toNan�s Game Headquarters, 118 Briar-grove Center, 6100 Westheimer, HoustonTX 77057, or call (713)783-4055.

MEMPHIS FANTASY CON, July 29-31A comics, SF, film, and game conven-

tion to be held in Memphis, Tenn. Regis-tration fee is $10 for all three days or $5per day. To obtain more information,write to Memphis Fantasy Con, 665 S.Highland, Memphis TN 38111, or phone(901)452-9376.

OMACON 3, Aug. 5-7Described by the organizers as a

�science-fiction, gaming, & space supportconvention,� this event will feature LarryNiven and Jerry Pournelle among itsguests of honor. It will be staged at theSheraton Inn S.W., 120th and �L� St.,Omaha, Neb. Registration is $13 untilJuly 23, $15 thereafter; one-day member-ships at reduced rates are also available.For details, send SASE to OmaCon 3,2518 S. 167th St,, Omaha NE 68130.

ATLANTA FANTASY FAIR, Aug. 5-7The Omni Hotel and the adjoining

Georgia World Congress Center inAtlanta will be the location for thisSF/fantasy gathering. Special guestsinclude Elfquest creators Wendy &Richard Pini and animator Chuck Jones.Memberships are $16 until June 30, $19thereafter and at the door. For moreinformation, write to Atlanta FantasyFair, P.O. Box 566, Marietta GA 30061.

ADVENTURE EXPO �83, Aug. 6Sponsored by the Adventure Unlimited

gaming club and the Wizzards and War-riors Guild of Michigan City, Ind., thisone-day gaming event will be held at theNational Guard Armory in MichiganCity. Admission is $4 for pre-registeredguests, $5 at the door. Contact: AdventureUnlimited, 2707 S. Franklin St., Mich-igan City IN 46360, phone (219)879-2781.

KAL CON I, Aug. 6-7A game convention to be held at Moore

Park in Westfield, N.Y. For more infor-mation, contact James Pacanowski II, 44E. Second St., Westfield NY 14787.

MYSTICON 2.5, Aug. 12-14Science-fiction author Orson Scott

Card will be guest of honor at this SF andgaming convention, to be held at the Jef-ferson Inn in downtown Roanoke, Va.Memberships are $10 each; for moreinformation, send SASE to MystiCon,P.O. Box 1367, Salem VA 24153, or phoneCalvin Yates at (703)362-3562.

MYTHCON 14, Aug. 12-15Stephen R. Donaldson will be a Guest

of Honor at this event, otherwise knownas the 14th Annual Mythopoeic Confer-ence. The theme of the conference is�Mythic Structures in (the writings of)J.R.R. Tolkien, C.S. Lewis, and CharlesWilliams.� It will be held at Scripps Col-lege in Claremont, Calif. Registration is$20; for details, write to Mythopoeic Con-ference XIV, P.O. Box 711, Seal Beach CA90740.

GEN CON® GAME FAIR, Aug. 18-21The 16th annual gaming and fantasy

extravaganza sponsored by TSR Hobbies,Inc. For more information, see the pre-registration brochure and advertising inthis issue of DRAGON� Magazine.

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The SF �universe�An in-depthexamination ofthe STARFRONTIERS�game:

Rules and systems

The game �world�

Componentsand more

by Tony Watson

The entry of the STAR FRONTIERS�game into the science-fiction RPG field isa lot like man�s entry into interstellartravel: Maybe man wasn�t the first race togo into space, but now that he�s there, heintends to make his presence felt.

Likewise, the STAR FRONTIERSgame certainly wasn�t the first science-fiction role-playing game on the market,but in its first year of existence it hasmoved into a position of popularityalongside some of the older front-runners.

The reasons for this popularity, and somethoughts on why the game�s popularityisn�t as high as it might he, are outlinedin the text that follows.

United States after a holocaust. MA takesplace on a gigantic colony starship inwhich the technical and social order hasbroken down.

While they are certainly interesting,Background and undoubtedly SF in nature, neither of

TSR had previously published SF- these games fully realizes the potential oforiented role-playing games, most nota- a science-fiction setting. A star-spanningbly the GAMMA WORLD® game and the civilization, interstellar spacecraft,METAMORPHOSIS ALPHA game, but strange aliens, and adventures on athese two games are post-apocalyptic myriad of bizarre and challenging newvisions of the future. GW is set in the worlds are the elements of a classic SF

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framework. The possibilities for adven-ture in such a �universe� are nearly limit-less. The STAR FRONTIERS game,unlike its predecessor SF titles from TSR,is able to appreciate these possibilities.

A variety of science fiction RPGs haveappeared over the last half dozen years orso. Comparisons between all of them andthe STAR FRONTIERS system are inev-itable. And on a comparative basis, it�sfair to expect good things from STARFRONTIERS. The game�s late entry intothe �outer space race� should entitlegamers to expect a more polished andtighter design than exhibited in somegames that have come before. TSR had afairly long time to mull over its product,at the same time giving other games theopportunity to go first, blaze the trail,and have the first chance at tripping up.As things turned out, some of the earlierSF role-playing games didn�t trip up toobadly, TRAVELLER® being the mostobvious example of success, and theSTAR FRONTIERS game will have toacquire and maintain a good reputationamong the game-playing public to have ashot at edging out some of the firmlyentrenched old-timers.

The settingIt has always been this reviewer�s opin-

ion that the setting of a role-playinggame is just as important as the designitself. An effective combat system and an

60 JUNE 1983

intelligent character creation and devel-opment process lose their utility ifcoupled with a poorly thought out orinadequately described background. Themechanics of a role-playing game are ofcourse very important, but they are, in thefinal analysis, just ways for the playersand the gamemaster/referee to explore,confront, and challenge the dangers andopportunities posited by the game�s set-ting. The fictional framework of anyRPG is what attracts the players andlatches on to their imaginations; gamemechanics are merely modes of inquiryinto the game�s possibilities.

An enterprising and imaginative refereecan get by with a minimum of back-ground material, relying instead on hisown hard work, but every set of gamerules needs some sort of conceptual skel-eton. At the very least, the backgroundcan provide some useful parameters forthe rules: What is possible and what isnot. A fantasy game, for example, is verylikely to have some element of magic andthe supernatural present; what that powercan do is as much a part of the back-ground as the actual limitations placedupon the power by the rules. If thedesigner sets his fantasy RPG in a worldwhere magic commonly manifests itself,wizards and magical artifacts willabound, and the rules will (or should)reflect this. At its best, an interestingbackground will give the players a realsense of the imaginary world the designerhas created, as well as suggest possibili-ties for adventures and the style of role-playing and refereeing the participantsshould employ.

The STAR FRONTIERS game is set inanother galaxy than our own, one wherethe stars are closer together. Despite thisnon-Terran �future history,� a race ofHumans, nearly identical to ourselves,serve as the focal point in the game.Sometime before the time frame of thegame, these people were able to contactthree other starfaring races: Vrusk, large,ten-limbed insectoids; Yazirians, a race ofsomewhat ape-like humanoids with large,wing-like membranes; and Dralasites,amorphous creatures something like largeamoebas, capable of forming variablenumbers of limbs and changing shape.

The four races first met in a region ofspace known as the Frontier, and thereformed a multi-cultural civilization. Theneeds of the society were met by a largeinterstellar corporation, the Pan-GalacticCorporation, an entity not unlike some ofthe charter companies active in colonialareas during the age of exploration inNorth America.

The four races formed a political body,the United Planetary Federation, whenthey encountered the worm-like Sathar,who seemed intent on destroying the civ-ilization that had grown up in the Fron-tier sector. The Sathar are the heavies inthe STAR FRONTIERS universe.Unable to defeat the UPF in a straight

military confrontation, they have resortedto the employment of agents from theother races to disrupt commerce andharmony in the Frontier. The Sathar area good bet to be behind any major plotsagainst the UPF, and thus a fine rationalefor any number of scenarios.

To combat the Sathar, the UPF hascreated a law-enforcement arm, the StarLaw Rangers. This is where player char-acters come into the action, as Star LawRangers. Playing the roles of Rangersinsures that the players� characters willalways be in the thick of an adventuresituation, and this aspect of the settingaids the referee greatly in setting up sce-narios and rationalizing playerinvolvement.

Components�Everything you need is in this box,�

says the text on the back of the STARFRONTIERS package. Statements likethis are often suspect, but it�s not hypethis time. STAR FRONTIERS is com-plete, including everything necessary tobegin play. The amount of material isespecially surprising considering the cost;at $12, the game is a bargain, and com-pares favorably with other games of thisilk in this regard. The components,briefly described, are these:

Basic game rules � A 16-page, 8½� by10¾� rule book containing introductorymaterial, the basic game rules, and severalbeginning adventures. The back coverdoubles as a character record sheet andmust be photocopied for game use.

Expanded game rules � This 60-pagebook, of the same page size as the basicrules, contains material on the four char-acter races and the Sathar, a listing ofskills and their uses, and guidelines forcharacter development plus extensiveadvanced combat rules, rules for vehicles,guidelines for the creation and use ofcreatures, and listings of weapons andequipment. In addition, the bookincludes brief sections on Frontier socie-ties, how to referee, and the design ofadventures.

Game map � This attractive item isone of the nicest features of the game.The 23� by 36� sheet is double-sided formaximum utility, printed in full colorthroughout. One side shows the down-town environs of Port Loren, a star-cityon an unnamed UPF planet in the Fron-tier Sector. The map has a truly extensivedisplay of buildings of various sorts, parkareas, monorail tracks and stations, andso forth. The reverse side is a compositeof seven different maps of various types ofterrain: craters, mountains, forest, ruins,desert, a fort, and a large-scale map of atown. The wide selection of terrain typesshould insure that one will be suitable forany given encounter. All maps are over-laid with a half-inch grid to facilitate theuse of the combat rules.

Counters � The STAR FRONTIERSgame includes 408 counters for use with

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the encounter and combat rules. Thecountermix breaks down into five broadcategories: 1) the four character races andNPCs; 2) aliens; 3) creatures and animals;4) robots; and 5) vehicles. Counter vari-eties are easily differentiated by colorbackground; each counter also bears anidentification number and a drawing (nota silhouette) of the being, creature, ormachine represented. I am particularlypleased with the latter feature, since thedrawings add considerably to the tacticalfeeling of encounters, in much the samemanner as miniatures do.

Introductory Module SF-0, �Crash onVolturnus� � Beginning players canimmediately get involved with the STARFRONTIERS game in campaign formthrough the inclusion of this introduc-tory module. The booklet is 30 pageslong, surrounded by a stiff �cover� that isactually a double-sided, full-color foldoutmap. One side depicts the bridge and sur-rounding cargo bays and staterooms ofthe starship Serena�s Dawn, and the otheris a detailed hexgrid of a large land areaof the planet Volturnus. The moduleincludes encounter materials, descrip-tions, rules, and a 12-page pullout sectionof creatures and background informationon Volturnus.

Dice � Last but not least are a pair often-sided percentile dice, in differentcolors, and a crayon for filling in thenumbers. Since the game uses only these

dice (a commendable choice, given theease with which odds for endeavorattempts and occurrences can be renderedin percentages), the purchaser is ready toplay the game right away and does notneed to buy more special dice.

ArtworkIn the last analysis, artwork in a game

has only aesthetic value. An ugly gamecan be a good game, but it�s much nicer ifit�s pretty. The artwork and graphics usedin a game help to set the tone for playand jump-start imaginations into pictur-ing the scene and the action.

Graphics and illustrations used on theSTAR FRONTIERS maps and countersare well done and entirely in keepingwith the mood of the game. Colorful andillustrative, they are both attractive andfunctional. The game rules are profuselyillustrated. Many of the drawings arepurposeful as well as decorative, such asthe diagrams of each of the main racesand the pictures of creatures.

Since several artists contributed to thework, the styles and quality vary. Most ofthe interior work is adequate, thoughTimothy Truman�s all-too-few picturesseem a cut above the rest. Also note-worthy is Larry Elmore�s contribution,especially the box cover. The depiction oftwo humans and a Yazirian defendingthemselves before their wrecked vehicleon some barren world superbly catches

the tone the game is trying to set: flashy,colorful, and action-oriented.

The basic game rulesUnlike most role-playing games, STAR

FRONTIERS has a set of basic rules.Apparently, TSR is aiming the gametoward newcomers to RPGs or peoplecoming over from D&D® game playing,and the company has decided that a set ofsimple rules will serve to get the playersinvolved quickly. The rules are simpleenough that the game could be played assoon as an hour after the gamebox isopened. The term �basic rules� is nomisnomer: They are very simple, but thisis good; players will be able to get intothe swing of things right away.

The rules begin with a storyboard-stylerecounting of a brief adventure, and thenget into the meat of the matter with a sec-tion on character creation. Like nearly allother role-playing games, the STARFRONTIERS system uses dice rolls todetermine characteristics and abilities.The eight qualities possessed by playercharacters are grouped into the four�ability pairs� of Strength/Stamina, Dex-terity/Reaction Speed, Intuition/Logic,and Personality/Leadership. The abilitiesin a pair have a clear relationship to oneanother � the second being a derivativeof the first, which is more of a character-istic, or quality.

The character�s score in each category

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is determined by rolling the dice and con-sulting a table. Scores run from 30through 70 in increments of five; theaverage is 45, and 50% of the results willbe either 40, 45 or 50. Unfortunately, asentence in the early part of this sectiongives the impression that the range canrun from 1 to 100. This is clearly not thecase; although the upper limit of 100 canbe obtained through character develop-ment (and it would take quite a while),there�s no way a player character could beso unlucky as to have a score of 1.

Ability values for aliens (as in theD&D® and AD&D� games, humans arethe norm) are adjusted for certain charac-teristics. Yazirians, for example, tend tobe bright and dextrous, but are lacking instrength and stamina. The differencesbetween races are not radical, but suffi-cient to establish certain tendencies.

Tactical movement and combat are thetopics of the rules section following char-acter creation. At this point in its �devel-opment,� the game is very much like asimple, man-to-man, tactical combatgame. Movement and range are governedby the maps� square grids. In each turn, acharacter may move and fire, reload, ordo nothing; each turn represents only sixseconds of game time.

Movement is very simple: Each racemay move a given number of squares perturn, either walking or running. Curi-ously, diagonal movement is at the samerate as horizontal or vertical, a distortionattendant to the use of a square grid.Buildings, skimmers (hovercars) and themonorail track (on the Port Loren map)all have an effect on movement.

The combat procedure is equally sim-plistic: Fire combat is straightforward,and hand-to-hand and melee weapons areignored. Fire combat is a function of thetype of weapon used, the range and thefirer�s dexterity. A character�s dexterity ishis base percentage chance of hitting atarget at point-blank range. Decreasingchances of success at longer ranges areaccounted for by subtractions from thisbase score, depending on weapon type.

If a hit is scored, the weapon does a cer-tain number of dice worth of damage,which is subtracted from the target�sstamina, an ability which functions ashit points in this regard. Unfortunatelyfor the play of the basic game, the weap-ons do a surprisingly small amount ofdamage, no more, than one or two dice.Figuring the average of 1d10 as 5.5 andthe average stamina as 45, characters willhave to be hit about four to eight times(depending on weapon strength) to beknocked unconscious � and this withoutbenefit of defensive armor! Because of thisrelationship between weak weapons andstrong characters, firefights can get a bitmonotonous and drag on and on. Notonly is this somewhat �unrealistic,� butit slows the game down precisely when itshould be at its most fast-paced and excit-ing. The combat section also covers

62 JUNE 1983

incidental but important topics such asgrenades, ammunition reloads, and cover.

The amount of equipment available tocharacters in the basic game is small.Four types of firearms (gyrojet, laser andneedler pistols, and laser rifles) are avail-able, all illustrated. Some simple itemssuch as communicators, coveralls, pockettools, rations, and a first aid kit are men-tioned. A cost table for all items, includ-ing the prices for hospital stays andtransportation, is included.

To aid in the understanding of thesesimple rules, and get the players goingright away, the basic rule book has sev-eral brief adventures. The first (and long-est) of these, �Pan-Galactic SecurityBreach,� is a programmed adventure; oneplayer is chosen to take the part of the�reader,� sort of a proto-referee, who willguide the others through the fourteennumbered paragraphs of the story. Eachparagraph represents a juncture wherethe players must make a decision. Thereis usually a short descriptive passage toset the scene, a listing of any pertinentactions that take place or happen to theplayer characters, and a set of possiblechoices for the players to make. Depend-ing on the action selected, a new para-graph is consulted, and so it goes untilthe adventure is complete.

The scenario story is simple enough:The players are called upon to stop aparty of raiders who have breached PGC�ssecurity. As the action unfolds, playerswill use all forms of movement andengage in several firefights.

A second scenario, �Alien Creature onthe Loose,� is not a programmed adven-ture. This story involves a gigantic mon-ster rampaging through Port Loren. Thescenario can be played several times,using rules for varying the monster�scharacteristics and powers. Followingthis mini-adventure is another page and ahalf of ideas and guidelines for creatingnew adventures.

A final bit of interesting information iscarried on the inside back cover, where asurprisingly complete glossary appears. Itdefines important terms and often-usedconcepts, such as initiative modifier orrange modifier. This is a handy list thatwill save some time for beginningplayers.

The STAR FRONTIERS basic gamerules, while hardly a satisfying base tobuild a science-fiction role playing cam-paign on, serve admirably to introducethe rudimentary mechanics of the game.The game is simple enough to get evenabsolute novices involved in play with aminimum of effort and problems, whichseems to be its purpose. At this purpose,it excels.

The expanded game rulesAgain, the title is no misnomer. These

rules are a considerable embellishmentand expansion of the basic game. Theyprovide the basis for conducting much

more involved and interesting adventures.One of the major changes is the greatlyincreased emphasis on the role of the ref-eree. More now than just a simple readerof programmed paragraphs, the referee isexpected to handle the myriad of admin-istrative and scenario development taskswe have come to associate with the title.Secondly, the rules greatly elaborate oncharacter abilities and development,combat, and equipment.

While ability scores are rolled up in thesame manner as the basic game, playersare allowed to shift up to 10 pointsbetween the two scores in an ability pair,offering a greater diversity among playercharacters and their capacities. The eightcharacter abilities are treated in greaterdepth, and their use in the game is betterexplained.

The nature of the various races is alsodealt with in greater detail. Each of thefour player-character races, plus theSathar, has an entire page devoted to itsdescription. This includes a drawing ofthe being, with accompanying details ofany special features, as well as sections onphysical appearance and structure, senses,speech, society and customs, attitudes,and special abilities. The information isquite comprehensive and, taken as awhole, very intriguing. For instance, theVrusk � despite their insectoid structure� have an internal skeleton. Their cul-ture is based on independent corporationswhich serve a sort of clan role. The Vruskget along well with the other three races,and are great lovers of art and beauty. Incontrast to that are the shape-changingDralasites, philosophical creatures withstrange senses of humor. Smell is theirmost important sensory ability, and theybreed by hermaphroditic budding.

Unique racial characteristics are trans-lated into game terms via the section onspecial abilities. Because of their elasticbody structure, Dralasites may form newlimbs at will, while Yazirians mayattempt limited glides using their wing-like membranes. The listings provide thenecessary information (die rolls and thelike) for implementing these abilities ingame play. I found these five pages to beamong the best in the rulebook. Theyflesh out the various races very nicely,imparting to the reader an understandingof the physical structures and capacities,as well as the cultural background, ofeach. Judicious adherence to the materialshould enable the players to �get intocharacter� that much faster and enhancethe referee�s ability to run non-playercharacters.

In one major respect, the STARFRONTIERS system follows in the tradi-tion of games like TRAVELLER®, inwhich the acquired skills (as opposed toinnate abilities) of a character are impor-tant parameters of what that charactercan accomplish. The game lists thirteenskills that player characters can learn,grouped into three primary skill areas

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(PSAs). These are Military (includingBeam Weapons, Demolitions, GyrojetWeapons, Martial Arts, Melee Weapons,Projectile Weapons, and Thrown Weap-ons); Technological (Computer, Robot-ics, and Technician); and Biosocial(Environmental, Medical, andPsycho-social).

Each of the thirteen primary skills isfurther divided into subskills. Thenumber of subskills within a primaryskill varies; for example, the skill of BeamWeapons allows the possessor an advan-tage when firing certain types of weap-ons; the way the term �subskill� is usedin the rules, each specific weapon withinthe Beam Weapons category is not a sub-skill. However, the Computer skill isdivided into eight distinct subskills: oper-ating computers, writing programs,defeating security, bypassing security,displaying information, manipulatingprograms, interfacing computers, andrepairing computers. Similarly, theTechnician skill involves tasks such asoperating and repairing machinery; Med-ical skill covers diagnosis, surgery and theadministering of drugs. In total, there arenearly 50 subskills covering a great va-riety of tasks the characters mightattempt.

Subskills are translated into gameaction by the use of �success rate� formu-las. These are based largely on the charac-ter�s level in that skill (more on how lev-els are attained in a moment). Anexample: A character with Medical skilllevel 2 is attempting minor surgery on awounded compatriot. The success rate isequal to 40% + 10xlevel (=20%), or 60%. Inaddition, if the surgery is taking place ina hospital, 20% is added. Thus, the med-ic�s chance to succeed is either 60% or 80%,depending on the circumstances. Thisnumber, or lower, must be rolled on per-centile dice for the surgery to produce thedesired results.

All applications of skills work in a sim-ilar manner, although the base chancemay vary from 10% to 100%, and theaccompanying paragraph to a �successrate� formula may place special con-straints on the application of the skill,such as the availability of tools or drugs.The system is clever in its simplicity; thedifficulty of the task is combined with thelevel of expertise in a simple-to-usemethod of determining success. The listof skills is complete for the areas covered,though one can think of a number ofareas that are ignored, such as most of the�soft� sciences and humanities, and any-thing to do with spacecraft.

A character�s skills, and also his or hereight basic abilities, may be upgraded viathe character improvement process. Expe-rience points (XPs) are awarded by thereferee after each adventure, or at the endof a session of play, but these points don�tcome in clumps of hundreds or thousandsas in many other games. The rulesrecommend that the referee award no

more than three (3) XPs to a single char-acter at the end of an adventure, and thenonly to a character who performed excel-lently and made a great contribution tothe success of the mission. Characterswho simply survive an adventure withoutdoing anything outstanding are assuredof receiving at least one (1) XP for theeffort.

And this is why XPs are so few and farbetween, and so valuable: Experiencepoints may be traded in for increasedability on a one-for-one basis; that is, anability score can be raised one point byexpending one XP. Alternately, XPs canbe used to learn new skills or raise thecharacter�s level of competence in a skillalready known. The level of knowledge ofa skill can be raised to a maximum of 6,with increasing costs at higher levels.

The character development rules allowplayers to improve their characters byexpanding their abilities and knowledge.While the characters are not locked intocertain skills, branching out into differentareas is done at relatively high expense,which seems to make sense. The numberof points necessary to go up levels inskills is not so prohibitive as to preventappreciable growth in a campaign game,nor is it so cheap as to encourage therapid evolution of super-characters.

While the skill rules are among themost interesting in the game, they are cer-tainly ill served by the character record

sheet printed on the outside back cover ofthe basic rule book. While spaces are pro-vided for recording personal data, weap-ons and chances to hit, movement rates,racial abilities and current medical status,no provisions are made for registeringskills and levels. Given that these areimportant aspects of a character�smakeup, on a par with the ability scores,the suggestion to �record skills andequipment on reverse side� is hardlysatisfying. The sheet could have easilybeen restructured to allow room to noteskills and expertise.

The combat rules in the expandedgame are considerably more complicatedthan those introduced in the basic book.Almost a quarter of the book�s pages aredevoted to combat and supplementaryrules.

For the most part, the basic game com-bat rules are used as the foundation, andthen built upon. Where the basic rulesconsidered only a few factors in determin-ing a character�s chance to hit with aweapon, the expanded rules mix in suchthings as target size and movement, burstsand careful aim, skill levels, even usingthe wrong hand. Special situations suchas opportunity fire, more than one shot aturn, and shooting at targets in crowdsare addressed. The rules are completeenough to cover damage to structures.The procedure, is a bit ponderous, butplayers can speed things up as they get

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familiar with using it. On the plus side,the combat system is quite flexible andcovers just about any situation that islikely to crop up.

Damage is handled in a much moreacceptable manner than in the basic gamerules. Because of increased rates of fireand the opportunity to change energy set-tings on beam weapons, characters can doconsiderable damage with their weaponsin the expanded game, putting excite-ment and a real sense of danger intocombat situations. In addition to damagetaken against stamina, some weapons cancause unconsciousness. To help the char-acters out in this suddenly more danger-ous environment, there are several typesof defensive suits and screens that canabsorb damage from certain types ofattacks.

Although I have only mentionedranged weapons, the expanded rules treatmelee attacks with equal thoroughness.Twenty types of melee weapons are listed,from chairs and bottles to sonicswordsand vibroknives. The procedure for theiruse is much the same as that for rangedweapons.

Unlike those in many other role-playing games, the combat rules in STARFRONTIERS are not abstract. Rather,they are nearly as precise and as detailedas those one would find in a boardgame.Given the emphasis the game�s designplaces on combat, this is understandable.

64 JUNE 1983

Vehicles receive an equally detailedtreatment. The problem of movementalong the square grids of the maps (accel-eration, deceleration, turning, specialmanuevers and the like) require completecoverage. The problem is intensified atthe same time it is being covered; in addi-tion to the �normal� ground cars andhover transports, the rules deal withglijets, aircars and other forms of flyingtransportation. The role of vehicles of alltypes in combat situations is also covered.

One of the weak points in the rules isthe sections dealing with creatures.Encounters with strange and alien ani-mals are part and parcel of SF adventure,and I think the design of the STARFRONTIERS game could have dealt withthis topic in more depth.

My main criticisms are aimed at theresults and examples of creatures pro-vided, rather than the process itself. Therandomness and silliness that wouldresult from a system based on die rolls isrejected in favor of guidelines followingan almost Socratic method. The refereeasks himself a series of questions: What isthe creature�s purpose? Its size? Its speed?How does it attack and defend? Does ithave special abilities? The referee thenuses these guidelines to create his beastie,although finishing the creation stillmakes quite a demand on the referee�simagination.

Ten sample creatures, with all thenecessary statistics, descriptions and illus-trations, are offered in the rule book. Thefantastic nature of some of these examplesseems to fly in the face of any sort of bio-logical rules, and some of them remindme of the sort of �homemade� creaturesthat might pop up in a DUNGEONS &DRAGONS® scenario. What�s acceptablein a fantasy game can seem a bit odd in ascience-fiction setting. But some couldturn this argument around on the prem-ise that strange, other-worldly environ-ments could cause creatures stranger thanthese to evolve, so it�s largely a matter ofindividual taste.

The next major section of the rulessurveys the equipment available to adven-turers. Two pages of tables list weapons,defenses, toolkits, robots, computers,power sources and miscellaneous equip-ment, along with their cost and mass.Seven pages of text and descriptionsaccompany them. Despite their simplic-ity, I found the rules for computers androbots to be useful and innovative.

The four-page section on Frontiersocieties raises some questions aboutcompleteness. This should be the textthat fully fleshes out the Frontier Sector,but the information given is a bit sparse.One full page is a map of the sector. Six-teen systems are listed, coded for popula-tion, trade characteristics, and gravity.Curiously, the number of moons circlinga planet is given, but a planet�s atmo-sphere � certainly a critical aspect � isignored. A few slender notes on some of

the planets accompany the data listing,but overall, the amount of informationabout the Frontier Worlds is ratherskimpy. Perhaps a future supplement,devoting itself to a description of the sec-tor, will rectify the situation.

The final parts of the rule book dealwith a number of �how to� questions:how to referee, create an adventure, ordeal with non-player characters. This sortof information is quite valuable, espe-cially to referees just starting out whomight find the task of creating and run-ning an adventure rather formidable. Theadvice, while often obvious, is sound.

The back cover of the rule book con-tains one of the most important featuresof all: a complete index to the rules.

The introductory module�Crash on Volturnus� is a structured

introductory module for use with theexpanded game rules. It is intended tostart a campaign off, as well as introduceall parties involved to procedures and thestyle of play. Everything is carefullyexplained for the referee, and by follow-ing these instructions his first attempt atrunning an adventure should gosmoothly. �Crash on Volturnus� alsoappears to have the secondary goal ofproviding an example for referees to emu-late; it seems to be representative of thesort of adventures one can expect in aSTAR FRONTIERS campaign.

Random encounters and plannedencounters are joined by a pullout sectionon NPCs, creatures and special locales. Ablank map to help the players keep trackof their travels is provided, while the ref-eree has his own full-color display of alarge section of the planet Volturnus.

The scenario plays smoothly, thanks tothe care that the designers have takenwith it, and problems are few. Theemphasis is on action. The players willskip from one danger to another, andencounter strange creatures and aliens.They�ll be forced to battle for their liveson numerous occasions, and the scenariois certainly tense.

�Crash on Volturnus� seems to succeedon all counts, both as a learning processfor players and referee and as a excitingadventure. While some players may balkat several of the premises (a surprisingnumber of alien races dwell on Voltur-nus, for example) a little willing suspen-sion of disbelief should get everyone intothe spirit of things.

Closing commentsLike any good role-playing game,

STAR FRONTIERS has a lot about it tolike, and a bit to dislike as well; just whatwill appeal to whom depends on individ-ual preferences and ideas about what arole-playing game should be. The follow-ing constitutes this reviewer�s generalopinions of the STAR FRONTIERSgame system.

One of the best aspects of the game is

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its approach to character creation anddevelopment. The choices made for abili-ties seem intelligent, and the question ofskills is handled very well. Skills, becauseof the broad range of subskills and theeasy method of their application, addconsiderably to the game without any realbother. Combine these features with thebackgrounds and special abilities foraliens, and you have a system that easilylends itself to character differentiationand role-playing. The procedure fordevelopment and new skill acquisitionseems fair and reasonable.

The STAR FRONTIERS combat sys-tem is extensive and complete. It is cer-tainly one of the key aspects of the game;only character creation seems to be ofequal importance. The emphasis onarmed confrontation in the rules seems tobe an accurate reflection of the designphilosophy behind the rules. The STARFRONTIERS game is very action/vio-lence oriented, more so than most science-fiction role-playing games. One maycome away from reading the rules withthe impression that the rest of the gamewas built around the combat system; evenso, many opportunities to ameliorate thistendency to �shoot �em up� may presentthemselves to thoughtful referees.

On the other hand, the rules have oneglaring omission that should strike anyscience-fiction gamer right away: thealmost total absence of anything to dowith spacecraft?

The rules devote a couple of para-graphs to space travel, consisting ofguidelines on travel time, schedules, andpassage costs aboard starliners. But noprovisions are made for players owningstarships, nor are there any rules for theirdesign, movement, or use in combat.

The referee will have to either impro-vise, or accept space travel in the mannerin which the game defines it: a simplemeans of getting from one world toanother. True, most activity in a gamecampaign will take place on planetsrather than between them. But otherscience-fiction role-playing games such asUNIVERSE� and TRAVELLER havedevoted lengthy sections of rules to star-ships, and to good effect. By ignoring thisaspect of the science-fiction genre, thedesigners of the STAR FRONTIERS sys-tem have limited not only their fictionaluniverse, but the possibilities open to theplayers as well. The hope is that thissituation will be rectified soon.

Similarly, the material on the UnitedPlanetary Federation and the FrontierWorlds in particular is a bit skimpy. Ifone accepts the points contended earlierabout the importance of setting and con-text, four pages (one of them a map) istoo little to build a campaign upon. Asupplement the size of the �Volturnus�module could quite nicely add the miss-ing planetary maps, plus data and noteson society and economics, and would cer-tainly be a worthwhile project.

The completeness of the sections onaliens, the expanded combat rules, andthe equipment lists is certainly note-worthy. The physical quality of the gameis quite good, and the maps and countersare attractive as well as useful.

The STAR FRONTIERS game cer-tainly has a different feel from thatevoked by TRAVELLER. Some of theweaker aspects of the TSR game, such asbackground and starships, are strengthsof the TRAVELLER system. GDW�sgame seems a bit more solid and seriousin its approach. Comparing the two islike comparing the movies Star Wars and2001: A Space Odyssey: both very good,but very different, facets of science fiction.The STAR FRONTIERS system, for itspart, improves upon the concept of skillsas important components of a character,and has a more versatile combat systemthan the TRAVELLER rules. The TSRgame is the new kid on the block, whileTRAVELLER has had five years toentrench itself as the front runner.

A final question remains: Is the STARFRONTIERS game just a D&D game inspace? The pedigree is evident, but Ithink TSR has managed to avoid tradingmagic for technology, swords for lasers,and orcs for aliens. The emphasis onaction and some of the design philosophybelies the kinship of STAR FRONTIERSto the D&D game, but it is innovative andoriginal in its own right. The similaritieswill make it easy for D&D players to shiftover to STAR FRONTIERS as their firstscience-fiction role-playing game. Thismay be the largest single body of STARFRONTIERS buyers. One very importantadvantage in the TSR connection is thatplayers can count on the company tosupport the game with accessories, andTSR�s wide distribution network shouldmake these products easy to find.

The STAR FRONTIERS game is fast-paced, accessible, and playable. Thedesign shows thought and imagination,and the product is quite a bargain. Whilenot without its weaknesses, it�s certainly acontender in a competitive market andprobably a good choice for newcomers tothis facet of role-playing.

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66 JUNE 1983

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Off the Shelf

Of comics, chaos, and �classics�Reviews by Chris Henderson

D�ARC TANGENTFoglio/Freff

ffantasy ffactory $2.00Rarely is a comic magazine reviewed in

this column, simply because good litera-ture in comic-magazine format is rare.However, when a magazine like D�ArcTangent is published, it deserves atten-tion. Unlike its peers which tend to havean eternally evolving plot, that of D�ArcTangent will unravel itself in just sixteenissues � four per year for four years.

As the story begins, senior field agentAvari T and her partner/mate compose ateam of explorers who scan the universeunder the direction of an inter-galacticstarfleet. Early in the story, Avari losesher partner to the hostile creatures of aninsane planet, which the duo has recentlydiscovered. Unable to live without him,Avari begins to die.

In addition to the violent world onwhich Avari�s mate was killed, the fleethas found only one other planet whererandom violence is favored naturally overempathy: Earth. In order to understandthe depression which threatens to kill her,Avari�s robots take their mistress there.Upon reaching Earth, the drama thickens

as events get wildly out of hand.Though a science fantasy, the charac-

ters of D�Arc Tangent are not the usualcardboard images prevalent in this genre.Instead, the characters have been devel-oped slowly, so that their personalitiesand motives are clearly understood. Anelement of levity is balanced with that ofgravity, creating humorous and poignantscenes that appear real to the reader. Ifsuch literary quality continues, D�ArcTangent could be for comics what theFoundation trilogy was for science fic-tion: an opus of respectability for a genrewhich has been accused of being childishfor too many years.

Finally, to evaluate any comic maga-zine accurately, one must consider the art.The quality of illustration in D�Arc Tan-gent rivals anything else being done inthe industry today. In terms of textures,wood and brick have the rough qualityinherent to them, while metal shines andgleams. Clothing drapes naturally, andthe folds and creases create shadows anddepth. Character faces abound with thoseemotions that appropriately define theevents around them. The angles used ineach panel indicate that the book is intenton supplying as much cinematographicdetail as possible.

With such fine art and intriguing plot-line, D�Arc Tangent should prove to beone of the best amongst its competitors.

PRELUDE TO CHAOSEdward Llewellyn

DAW Books 0-87997-800-7 $2.75Though the topic of anarchy is not

new to science fiction, Llewellyn stilldeveloped a fascinating novel from thesubject.

In a not-so-future America, GavinKnox, an ex-bodyguard to a now assassi-nated president of the United States,resides in the most advanced maximum-security prison ever devised. Knox�s onlycrime is that he knows too much aboutthe people who assassinated the presi-dent. Fellow inmate Judith Grenfell, aneurobiologist, suffers from a similar fate:too much knowledge of the people andfacts related to a government-sanctionedbirth-control device which is accidentallysterilizing the entire country. Together,they deduce that the country is headingfor civil war and anarchistic collapse.And, unless they can escape and warn the

appropriate parties, innocent people willbe slaughtered by the horrors to come.

Knox is a tough, determined, strong-willed man who believes only in himself.As an intelligent, self-assured woman,Grenfell keeps her strong religious con-victions and her duty to those she loves incalm balance. Together, the pair escapesprison, fights with the government andeach other from state to state, andattempts to alert the correct people of theupcoming danger.

As the narrator of the story, Knoxrecounts the details of events in a blunt,matter-of-fact language; thus, each sceneis described concisely and quickly. Thissense of honesty characterizes both Knoxand Grenfell as stubborn, willful types.Though each is competent in his ownfield, each feels lost in the other�s. But theurgency of certain situations forces bothof them have to cross their respective linesof expertise: Knox performs surgery;Grenfell kills.

By the story�s end, Knox and Grenfellbecome lovers. Watching them get to thatpoint, though, makes this book surpris-ingly intelligent. And, it is this carefulstudy of characterization that makes thisnovel worthwhile. As the protagonists

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attempt to save various people, the readerbecomes aware that those being saved areno better than the people from whomthey are being rescued. In truth, themoral fiber of the protagonists is as ques-tionable as that of the antagonists. Suchbeing the case, it often becomes difficultfor the reader to tell the factions apart.

Though several chapters do bog downa little, a study of human nature is alwaysworth reading. And since Prelude toChaos falls into this category, the readershould find it to be a fine, but quick read.

THE THREE-LEGGED HOOTCHDANCER (Tales of the Galactic Midway#2)

Mike ResnickSignet Books 0-451-120832-5 $2.50

Mike Resnick�s new Tales of the Galac-tic Midway series is a contender againstBarry Longyear�s Circus World series forpopularity amongst science-fiction fans.Though both deal with a planet-hoppingcircus, Resnick�s series is not as dramaticas Longyear�s, since Resnick is primarilyinterested in making people laugh aslong and as often as possible.

Directing Resnick�s bizarre carnivalcrew is Thaddeus Flint, a small-timeproducer who has sought the big time allhis life. Traveling in space with hisbroken-down carnival, Flint discoversthat what made his performers uniqueand interesting on Earth makes them bor-ing and incomprehensible on otherplanets. The best example of this misfor-tune is Butterfly Delight, a lonely, not soattractive stripper named Gloria. Heronly claim to fame is that she strips well.But, on other planets, no one seems toointerested in watching a human beingtake off her clothes.

68 JUNE 1983

Besides Gloria�s constant crying, Flintis inundated with other difficulties:animal acts which can�t get used tochanges in gravity, legal hassles, a front-man who likes being a slug better than ahuman being, and a lack of decent beer.Therefore, trying to make it through eachday proves to be just as much a challengeto Flint as attempting to make a profit, topay performers, or to balance the booksfor the intergalactic corporation thathired him.

Although serious on occasion, TheThree-Legged Hootch Dancer is a gentlyfunny book, one of the few science-fictioncomedies of the year. Other than KeithLaumer�s Retief series, the use of constanthumor in the science-fiction field justdoesn�t exist. Too many writers of thegenre have avoided comedy, hoping to betaken seriously by critics and consumersalike. Luckily, Resnick is not so insecure.Sideshow, the first in this series, was justas funny as his second effort, but a littleless controlled. Hopefully, The Three-Legged Hootch Dancer is an indicationof a promising future for the element ofcomedy in science fiction.

THE WALLS OF AIRBarbara Hambly

Del Rey Books 345-29670-2 $2.95The cover to The Walls of Air calls the

book �the chilling sequel to� The Timeof the Dark. Sequel it is, but chilling maybe a bit misleading. Very little in the wayof chills or horrors appears within thisnew release. However, the book containsa new approach to the same old fantasycharacters we have seen so many times inthe past.

The Walls of Air is one of those sequelsso tightly written that it can stand on itsown, without reference to what precededit. This volume provides all the detailsnecessary to understand what takes placetherein.

Gil and Rudy, two California residents,are transported into another dimensionby the magics of Ingold Inglorion, astandard, mysterious old wizard. There,Rudy learns to control and use the magiche is capable of summoning, while thescholarly Gil joins the Guard, layingaside her researcher�s habits for those of ahack-and-stab warrior-woman. The threedo their best to stop the Dark, a form ofsingle-celled, vaporous evil which intendsto destroy all that exists in Ingold�sworld.

Hambly�s obvious enthusiasm for hercharacters adds a dimension of reality tothe story. By giving Gil and Rudy con-temporary backgrounds, touches ofhumor and nostalgia make scenes anddialogue constantly refreshing, ratherthan tiresome. Unlike other female writ-ers, Hambly does not make her womenall knowing, all loving, all everything. IfGil is considered smarter than Rudy, sheis still no more determined to try and save

this world than Rudy is. Similarly,Ingold�s character is balanced by that ofthe female head of the Church of hisworld. Both people show strength andendurance, wit and compassion. As fan-tasy wizards must be, Ingold is alwaysone step ahead of the Church leader.Since she would see all wizards banishedor buried, he had better stay that way.

Hambly also creates a number ofgroups within her world which are as fas-cinating as the individuals. In particular,the White Riders are especially well-crafted. Hambly gives the Riders a fairlycomplete culture, taking as much space asnecessary to develop them as humanbeings rather than mere stereotypes.

Hambly�s command of past knowledgeserves her in good stead, too. Small factsabound in her work, giving many of herscenes much more flavor than one usuallyreceives in today�s sword-&-sorcery epics.

Hambly�s basic appeal resides in thedegree of reality her world and charactersassume. Those who have read The Timeof the Dark will not be disappointed byThe Walls of Air, for the author hasmaintained this appeal. Those who haveread neither should track them down asquickly as possible, for these two novelsrepresent the best of sword-&-sorceryfiction on the market today.

ORION SHALL RISEPoul Anderson

Timescape Books 0-671-46492-2 $16.95Anderson has long been respected as an

author of both science fiction and fantasy.His last novel, The Devil�s Game, was acurious combination of both genres.Orion Shall Rise reflects a similar case.

Set in Earth�s future, the story describeswhat happens after a nuclear war whichcauses the political structure of the planet

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to completely change. The superpowersonce in charge no longer exist; little oftheir cultures or philosophies have lasted,either. Mindful of the horrors unleashedon the Earth in the past, the world is nowmanipulated by ecologically orientedsuperpowers who watch the activities ofthe barbarian energy-burners.

Orion is the code word for the Dreamof the Lodges, a project coordinated bythe energy-burning peoples. Hopefully,this project can shift the balance of poweron Earth so that men will be free oncemore to travel to the stars. However, thespace platform known as Skyholm couldprevent success of the project. As the onlyspace station which survived the nuclearholocaust, Skyholm is equipped with thepower to stop any foe on Earth; therefore,the platform is viewed a means by whichto control political competitors.

Orion Shall Rise takes place over anentire generation, illustrating how thecrimes and plots of the parents come tofruition in their offsprings. From reli-gious battles to political strife, from loveaffairs to power plays, Anderson moldsand develops his characters. If Andersondoes manipulate the reader, it is not withblunt statements, but with facts aboutevents and characters, which permit thereader to get a notion of what is goingon. Taking his reader behind the scenes,Anderson shows how the complexities ofbackroom politics really shape worldsand their wars. By allowing the reader toobserve events in such a way, the bookoffers an opportunity to comprehend reallife.

Orion Shall Rise is a compelling studyof human nature and possible politicalevents. As such, this highly enjoyable andtimely book ought to cause a renewedinterest in science fiction as literature.

THE MISTS OF AVALONMarion Zimmer Bradley

Alfred A. Knopf, Inc 0-394-52406-3 $16.95As Anderson is equated with excellence

in the genre of science fiction, so is Mar-ion Zimmer Bradley with that of fantasyliterature. Her latest, The Mists ofAvalon, is a testimony to this statement.

The Camelot she presents is not thehollow wonderland of Lerner and Lowe,but rather a place peopled by religiouszealots, bestial men, promiscuous women,insufferably ignorant clerics, and agelessfairy folk. In Bradley�s Camelot, lust is arecuring theme; purity and chastity arepictured as desirable, but rarely attainablevirtues.

The action revolves primarily aroundMorgaine. First seen at the age of seven,Morgaine is neglected by her husband-worshipping, priest-fearing mother, andis entrusted with the care of her tinybrother Gwydion. However, when hermother�s sister Viviane, High Priestess ofAvalon, discovers Morgaine has the Sight,she whisks the child away to Avalon

to be initiated into the cult of the God-dess. Since Viviane has no female heir yetmust provide a successor to her position,Morgaine is the obvious choice.

The young Morgaine leads the ascetic,celibate life of a novice until she has toparticipate in the Great Marriage, a ritualthe future kings of Britain undergo toensure the allegiance of the Tribes of theNorth to the people of Avalon. WhatMorgaine does not know is that this par-ticular future king is Gwydion � nowcalled Arthur � whom she has not seensince early childhood. Consummating therite in darkness, neither realizes until thenext morning what has happened. Thatthis union results in an offspring remainsunknown to Arthur until late in hisreign. Their child Mordred assumes hisrole as heir to the throne only whenLancelot�s son, named successor byArthur, is killed. Mordred�s birthright,incestuous though it is, is then revealed.

Another usual interpretation of thelegend is the battle for religious controlof Arthur�s court. This becomes a majormotivational force as the story and thecharacters evolve. Within the time frameof the novel, the peaceful co-existence ofthe Druids and the Christians becomesincreasingly strained. As Christianityencroaches upon the once pagan territory,Druids and priests swear an oath never totake up arms against the other, despitethe clashes of their religious beliefs. TheDruids are able to accept some of thetenets of the religion they oppose. TheChristians, not so open-minded, decry theDruid faith, calling for an end to heathenpractices. Complicating matters further istheir idea that political control of Britaingoes hand in hand with religious control

of the monarchs. The ensuing scramblefor dominance over the court sets thestage for a dramatic renunciation ofArthur as protector of the Tribes by Mor-gaine in her position as Lady of the Lake.

Bradley recounts the Arthurian taleleisurely, allowing the reader an oppor-tunity to observe the main figures matureto adulthood. The reader partakes of theevents, thoughts, and emotions that shapethe characters� lives. All characters areallowed to vacillate occasionally betweengood and evil. Even the best among thecast is capable of jealousy, cruelty, andchildish retribution.

The author�s description of the ritualsand lifestyle of the Druids is compelling.The care with which she has researchedthe topic is evident. The contrast betweenthe earthy, seductive rites of the Druidsand the stilted, mournful ceremonies ofthe Christians is vivid. Maybe too vivid,for the author�s bias shows clearly. As aresult, the total effect is less convincing.

It is within this religious context thatthe only real flaw in the work lies. HadBradley�s evocation of the religiousatmosphere been as well balanced andpresented as the personalities of her pro-tagonists, the novel would be amasterwork.

Nevertheless, the novel is still a farmore enjoyable experience than onecould have hoped. Written with a fervent,natural style, the plot unfolds gracefully.Morgaine�s thoughts, interspersedthroughout the novel as commentaries,function well as a plot device and areoften insightful and moving. After all thetellings and retellings of Arthurianlegend, it is more than justifiable that thestory be finally recounted by femalecharacters.

REPRINTS AND COLLECTIONSIn past months, several science-fiction

and fantasy works have been reprinted orreissued. The titles of those works arecategorized below according to the pub-lishing company; publishing firms arelisted in alphabetical order.

Ace Books: Heroic Visions, JessicaAmanda Salmonson, Editor, $2.75.

Avon/Bard: Benefits, Zoë Fairbairns,$2.95.

Bantam Books: Tales of Nevèryön,Samuel R. Delany, $3.50; The WorldInside, Robert Silverberg, $2.50.

DAW Books: Mutants, Gordon R.Dickson, $2.95; The Three Stigmata ofPalmer Eldritch, Philip K. Dick, $2.50.

Del Rey Books: Foundation/Founda-tion & Empire/Second Foundation, IsaacAsimov, $2.75 (each); Sector General,James White, $2.75.

Donning/Starblaze: The Colors ofSpace, Marion Zimmer Bradley, $5.95.

Signet Books: Eyes of Amber, Joan D.Vinge, $2.75.

Warner Books: In a Lonely Place, KarlEdward Wagner, $2.95.

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�Male oriented�Dear Editor:

I am a new subscriber to your fine publica-tion and would like to commend you on a jobwell done. However (isn�t there always a how-ever?), I am quite bothered by the very maleoriented nature of your writing and illustra-tions. I realize that most of your readers and,indeed, most gamers are male. But I fail to seehow you plan on gaining any female playersand readers by the continual ignoring of them.

In defense of my point: issue #72. Yes, thereare two female warriors on the cover and a

drawing of a female cavalier. But so what?Throughout the rest of the magazine we see allmale warriors and jesters, hunters and magicusers. To top it off, Roger E. Moore�s story iswholly from the male perspective. Are thereonly succubi? Where are the incubi? Surely youknow that this fiend has no true gender butrather appears in the image of the desired crea-ture for the victim.

Theresa A. ReedPortland, Ore.

Parts of Theresa�s letter make sense to me,and those parts I can respond to. Other parts ofher letter make me wonder if she�s reading the

same magazine we�re printing. At the risk ofdevoting more words to this often-debated sub-ject than it warrants, I submit the following in�defense� of what we�ve done lately:

Yes, the cover of issue #72 pictured twofemale warriors. In fact, seven of the last 10covers we�ve published (not counting thismagazine) have included a female character. Iwon�t count the number of times we�ve por-trayed females in artwork on the inside pagesduring those 10 issues � but I will point outthat issue #72 has a picture of a female barbar-ian (on page 27), in addition to the femalecavalier (on page 10) that Theresa mentions.

As for Roger Moore, I don�t think he�ll mindme pointing out that he writes �from the maleperspective� because he is a male. If he tried towrite from a female perspective or from a dualperspective � especially for a story about �sexin the AD&D� world� � he�d be even crazierthan he is already. And where are the incubi?Well, to be technical about it, they�re not inthe �AD&D world� (the succubus is listed inthe Monster Manual, but not the incubus), andtherefore incubi were not within the �terri-tory� covered by the article. And, heck, thewhole thing was for a laugh anyway, right?

I don�t mean to sound flippant. I thinkwe�ve done okay when it comes to representingthe roles of both sexes in the realm of role-playing games, and we�ll continue to try tolook at the �female perspective� whenever wecan. Like it says in the response to the letter onpage 3, we really do want to try to make eve-ryone happy. If you agree with Theresa�s pointof view, please let us know, and (I know thissounds high-falutin� � but it�s true anyway)you can play a part in shaping the future ofthis magazine. �KM

70 JUNE 1983

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DRAGON 71

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The Gamers� Guide offers a wide selection of advertisements and no-tices directed specifically at the ever-growing audience of game hobby-ists. It is a place for growing businesses to tell readers about their wares,and for established businesses to publicize products of interest to gamers.

Payment for space purchased in the Gamers� Guide must accompanyan advertiser�s insertion order. For 2� to 5� of column depth, rates are:

Per column inch 1x 6 x 12x(column width = 2 5/16�) $52 $48 $44

For further information: contact Bob Dewey, c/o Robert LaBudde &Associates, Inc., 2640 Golf Road, Glenview IL 60025, phone(312)724-5860.

Index to advertisersName of firm or product Page(s)American Creative Games, Inc. . . . . . . . . . . . . . . . . . . . . . . . . 54Avalon Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Bander-snatch Leathers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56Bard Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55Britton Designs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56Castle Creations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53Chaosium Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29, 65Close Simulations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35Columbia Games Inc. . . . . . . . . . . . . . . . . . . Inside front coverCompanions, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63Compleat Strategist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71Dag Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39Dark Horse Designs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72Dragontooth Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Dragon Tree Press . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64Dungeon Hobby Shop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53Dunken Company, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60EastCon convention . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57Entertainment Concepts, Inc.. . . . . . . . . . . . . . . . . . . . . . . . . . . 9Fantasy Games Unlimited . . . . . . . . . . . . . . . . . . . . . 17, 31, 51Fantasy Worlds Unlimited . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71FASA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Floppy Disk, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71Flying Buffalo Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61Game Designers� Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Gamelords, Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36Gamemaster Hobbies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45Game Systems, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54GEN CON® XVI convention . . . . . . . . . . . . . . . . . . . . . . 58, 70

Name of firm or product Page(s)Grenadier Models Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47Gryphon Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71Hero Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52Hobby Game Distributors, Inc. . . . . . . . . . . . . . . . . . . . . . . . 37Hobby House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36Imaginative Mail Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71Indicia Associates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32Integral Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70Iron Crown Enterprises. . . . . . . . . . . . . . . . . . . . . . 1, Back coverI.S.L.E. Labs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32Judges Guild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45Just Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71Letters, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71McKelvie Programs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71Nova GamesPenny Promotions

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

3971

Ral Partha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21, 33RPGA� Network 66Schubel & Son . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72Strategic Correspondence Games. . . . . . . . . . . . . . . . . . . . . . . . 72Task Force Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49Tin Soldier, The -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65Trident Computer Products . . . . . . . . . . . . . . . . . . . . . . . . . . . 72TSR Hobbies, Inc. . . . . . . . . . . . . . . . 19, 80, Inside back coverVictory Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5WarGames West . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71Wizard�s Corner, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39Yaquinto Publications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

RAFM Co. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25

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DRAGON 73

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DRAGON 79

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Magazine

Combat Computer

©1983 Dragon Publishing

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