Dragon Magazine #
Dragon Magazine #
Contents
Vol. VII, No. 8
January 1983
SPECIAL ATTRACTION
ARRAKHARS WAND. . . . . . . . . . 45
Finders arent always keepers:
A new fantasy boardgame
OTHER FEATURES
A special section:
Runes in history . . . . . . . . . . . 6
Runestones in fantasy. . . . . 12
Be Quest and in fiction. . . . 16
Castles by Carroll . . . . . . . . . . . . . 19
II: Wawel Castle
Everybody Eats Everybody
On Sundays Planet . . . . . . . . . . . 24
YouII devour this story
Charting the classes. . . . . . . . . . . 31
A point-by-point comparison
Caped Crusaders
and Masked Marvels. . . . . . . . . . . 38
Superhero role-playing games
Ready for anything! . . . . . . . . . . . 63
Take along a few of these
More Pages from the Mages. . . . 67
Elminster offers magic lore
Weapon statistics . . . . . . . . . . . . . 75
TOP SECRET facts & figures
REGULAR OFFERINGS
Out on a Limb. . . . . . . . . . . . . . . . . . 3
Letters from readers
From the Sorcerors Scroll . . . . . 20
The thief-acrobat
Deities & Demigods
of Greyhawk . . . . . . . . . . . . . . . . . . 27
Featured Creatures. . . . . . . . . . . . 36
More fungus monsters
Leomunds Tiny Hut. . . . . . . . . . . 54
The entertainer classes
Convention schedule . . . . . . . . . . 74
Reviews:
United Nations . . . . . . . . . . . . . . 78
Jasmine card game. . . . . . . . . . 78
The Role of Books, Pt. II . . . . . 81
Whats New . . . . . . . . . . . . . . . . . . . 88
Wormy . . . . . . . . . . . . . . . . . . . . . . . 90
Gali Sanchez
Roger Raupp
Patrick L. Price
Business manager: Debra Chiusano
Office staff: Sharon Walton
Pam Maloney
Product design: Eugene S. Kostiz
Layout designer: Ruth M. Hodges
Contributing editors: Roger Moore
Ed Greenwood
National advertising representative:
Robert LaBudde & Associates, Inc.
2640 Golf Road
Glenview IL 60025
Phone (312) 724-5860
DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, and TOP SECRET are
registered trademarks owned by TSR Hobbies, Inc. designates other trademarks owned by TSR Hobbies,
Inc., unless otherwise indicated.
J ANUARY 1983
Spelling if out
Dear Editor:
In reading the new illusionist spells devised
by Mr. Gygax (issue #66), I came across the
spell Read Illusionist Magic. But on page 39 of
the Dungeon Masters Guide it states, lllusionists do not need the spell read magic or
anything like it in pursuit of their profession.
Was this merely an oversight on the part of Mr.
Gygax, or is this a definite rule change?
Larry Smith
Montreal, Quebec, Canada
Barbarian error
Dear Editor:
I was reading your article (by E. Gary
Gygax) about whats official in DRAGON #67,
and I think it was very good of you to admit
your mistakes, but Ive found another one.
In issue #63, it says about the barbarian, If
at least fairly bulky armor is worn, reduce the
[AC] bonus to +1 per point of dexterity in
excess of 14. And, as it says on page 27 of the
DMG, chain is fairly bulky, therefore reducing
the AC bonus to +4 for a character with an 18
dexterity. In the article, there is an example of
a barbarian with chain mail and shield getting
the full AC bonus. As far as I can see, without
somehow acquiring elfin mail, the best armor
class a barbarian can have is -1.
Jack Lyons
Valparaiso, Ind.
Exceptional elf
Dear Editor:
In issue #67, Mr. Gygax stated that grugach
elves (in Featured Creatures) were not magicusers, but fighter/druids. I can understand
why they arent magic-users, but my Players
Handbook says in the Character Race Table II
on page 14 that elves, even NPCs, cant be
druids. Please clarify.
Ned Zimmerman
Summit, N.J.
4 J ANUARY
1983
Aura alteration
Dear Editor:
I enjoyed your issue describing new illusionist spells (#66) and thought it was a bit
overdue. I was disappointed to see that one
spell was left out: Nystuls Magic Aura. This
spell is more an illusionist spell than a magicuser spell, I think. It does not create any magical capability or power, it merely creates the
misguided conception one could say the
illusion that an object is in some way magical. This, I think, definitely makes it a 1st level
illusionist spell, and it should be so listed. The
seventh level spell of obtaining 1st level
magic-user spells is not a sufficient reason for
why this particular spell is not a 1st level illusionist spell.
Carl Malec
St. Louis, Mo.
Language lesson
Dear Editor:
A. D. Rogans article on the use of language
in the AD&D game (DRAGON issue #66)
was useful in that it provoked a great deal of
thought on the subject. We must, however,
disagree with many of your assumptions. We
do not wish to imply that the article was not
useful, but it contained some complications
and some inaccurate generalizations.
First, true neutrals do actually have an
alignment tongue; you need only ask your
neighborly assassin, who may have learned it
(page 29, Players Handbook).
BY
PHIL TATERCZYNSKI
AND
In this account, Odin finds a runic alphabet at the price of many torments:
l know that I hung from the windy tree,
For all of nine nights, stuck by a spear,
Given to Odin, myself to myself;
Of that tree, no one knows whence run
its roots.
I was brought no bread, no horn to
drink from.
I gazed down, then grasped the runes,
Crying aloud, finally I fell.
You shall find runes and read the
staves
Great strong staves, great mighty
letters,
The mighty sage wrote them,
Given by the gods, made by their chief.
Do you know how to write?
Do you know how to read?
Another Norse myth relates how a
Valkyrie (one of the female warrior-servants of the Norse gods who carried
away men slain in battle) gave the mighty
hero Sigurd the knowledge of how to use
magic runes and also obtain the favor of
Tyr, the god of war: For victory one
should carve Runes in thy sword-hilt and
twice name Tyr.
ROGER RAUPP
but this is where the history of runes
starts.
In earlier times, the Germanic tribes
and their forerunners used written or
carved symbols as representations of
events, ideas, and objects. These were
not runes, in the sense that the term is
defined here, but they could be considered descendants of runes. Carvings
from the late Bronze Age and early Iron
Age, some made as long ago as 1600
B.C., are found on the rocks throughout
Scandinavia, particularly in Sweden.
These prehistoric symbols, known as
Hallristningar, represent man and nature: tools, body parts, animals, and sun
symbols. (The era during which these
marks were originally scribed can be
considered prehistoric, since the people
of these lands were at the time far more
primitive than the Greeks or Egyptians to
the south.)
It is believed that these symbols carried deep religious and mystic significance, showing in pictures the power of
the things they represented. These symbols were apparently not used as a form
of writing, although it is reasonable to
assume that the people who used them
gave names to each one. A modern example of the same principle is the skulland-crossbones symbol, which conveys
a meaning of poison or danger to
someone viewing it, but is not actually a
word, or part of our alphabet, in itself.
JANUARY 1983
Many of the inscriptions were memorials to-dead friends. or kinsmen, a memento of a visit, or something referring
to the craftsman or builder of the inscribed item. Norse mercenaries in the
employ of the Byzantine Emperor carved
runes on a statue of a lion in Piraeus,
Greece. A runic inscription found at
Kingitorissoak, Greenland, reads: Erling
Sighvatsson and Bjarni Thordarson and
Endridi Jonsson on the Saturday before
the minor Rogation Day built these
cairns.
Such rune-stones can be found in any
of the lands where the Scandinavians
lived. Today there are some 2,500 known
to exist in Sweden alone, with another
1,500 scattered all over Norway, Denmark, Iceland, Greenland, Finland, the
USSR, and even North America.
Other inscriptions can be found on
weapons, jewelry and coins. Runes were
scratched on weapons to label them with
the names of the owner, the maker, the
owners patron deity, or the weapon itself. The Kovel spearhead, mentioned
above, carries the name Attacker. The
Chessel Down sword, found in a Jutish
grave on the Isle of Wight, has on it the
words increase to pain. The runes on
this sword show Anglo-Saxon influences, which indicates that it was forged by
Danes or their descendants living in
England.
On the rim of a gold drinking horn recovered in Germany there was found the
loremasters and poets, those who maintained the legends and knowledge of
their societies pre-Christian cultures.
Much of this knowledge was frowned
upon by advocates of the church as being paganism, black magic, and contrary
and offensive to the ways of the church.
Runic writing was looked on with equal
disfavor, considered to have mystic properties because it was the means by which
these pagans recorded their thoughts
and recollections.
Runes have resurfaced in history since
their decline, but only in isolated cases.
Two Swedish military leaders used runes:
Admiral Mogens Gyldenstjerne, in the
year 1543, kept a private journal written
in runes. General Jacob de la Gardie
used a runic military code system during
the Thirty Years War in the early 17th
century. The use of runes as a craftsmans mark survived among guilds and
other artisans groups. Adolf Hitler, in his
efforts to incorporate Teutonic mythology into Nazi ideology, used runic and
Hallristningar symbols. Two outstanding examples are the swastika, a mystic
sign which was originally a sun symbol,
and the double sig (victory) emblem
worn by SS troops.
Recently, the popularity of fantasy literature spearheaded by the publication of the work of J.R.R. Tolkien has
brought about a renewed interest in
runes. Different authors have devised
different runic alphabets for use in their
10
JANUARY 1983
11
RUNESTONES
One night Elminster and I were sharing what fantasy writer tin Carter calls a
round of converse (the sage has acquired a weakness for pina coladas, a
beverage unknown in the Realms from
whence he comes), and our talk turned
to the dwarves.
Elminster thought the picture of the
Hill Dwarf in the AD&D Monster Cards
very striking. While he was admiring it,
your wily editor asked if he knew of any
written dwarvish records: tomes of lore,
for instance, and, ahem, magic. Elminster chuckled and reached into one of
the many pockets in his voluminous
robes (yes, I know he looks odd, but the
neighbors think Im strange anyway),
12
JANUARY 1983
BY
ED GREENWOOD
cutting them into stone. No punctuation
can be shown in Dethek, but sentences
are usually separated by cross-lines in
the frames which hold the lines of script;
words are separated by spaces; and capital letters have a line drawn above them.
Numbers which are enclosed in boxes
(within the frames) are dates, day preceding year by convention. There are
collective symbols or characters for
identifying peoples (clans or tribes) or
races. If any runes are painted, names of
beings and places are commonly picked
out in red, while the rest of the text is
colored black or left as unadorned
grooves.
Runestones are commonly read from
the outer edge toward the center; the
writing forms a spiral which encloses a
central picture. In the case of the stone
illustrated here (Elminster said this stone
came from a place now destroyed), the
crude central picture identifies the writer
as a warrior (the hammer) of the House
of Helmung, now thought to be extinct.
(His name, Nain, is written above the
shield of Helmung, as is the custom. A
dwarf of some importance would place
his personal rune here.)
Runestones telling a legend or tale of
heroism usually have a picture of the
climactic scene described in the text;
grave markers or histories usually reproduce the face or mark of the dwarves
described. The central symbol may also
be a commonly understood symbol (e.g.,
a symbol of a foot for a trail marker, or an
inverted helm to denote safe drinking
water), or sometimes nothing more than
simple decoration.
DRAGON
13
14
JANUARY 1983
rising in the evening sky above his rocking chair, will as usual be most interested in treasure. I made him another
drink, and in silence we watched the fireflies play around the garden fountains. I
waited, and finally he spoke. Apart from
those stones that are treasure maps
usually directions hidden in those cryptic verses people write when they think
theyre being clever a few stones are
themselves magical, or adorned with
gems.
Later meetings with Elminster yielded
three examples of treasure-map stones
(the text from which is reproduced here),
and two examples of magical stones: a
record in the Book of Passing Years that
mentions a runestone that functions as
an Arrow of Direction, and almost forty
DRAGON
15
BE QUEST
FICTION
BY
ATANIELLE
Hoofbeats hammered the causeway rising across the bogland. Marsh-birds scattered in, a clap and whine of wings.
Heardings farmstead waited mute in a wash of mist.
Brand skinned a hare on the hearthstone, admiring the gray
gleam of use on his knife-blade. With pride he read the runescratched name on the hilt. The names of the letters birch,
ride, Asir-god, need, day formed a blessing: Gods will ride
through the birches on your day of need. The blessing was his
own, unshared. None other in the household could read.
The knife and the understanding of letters, which his father
had learned as Thegn to Eorl Athelstan, were all he could thank
his father for. His young mouth set in a grim line.
He sliced neatly through the pelt, careful to avoid the muskglands that could ruin the skin. He probed with skilled fingers
between hide and body, bringing the pelt away whole.
Hearthfire blazed, a kettle boiled, hens shuffled their feathers. A sleeping dog twitched inside his loose and scar-lashed
skin. Outdoors a cockerel crowed, brighter than the mistmoored sun. Then the dogs outside racketed an alarm, wakening the hearth-dog.
Down, Grim, Brand admonished as he held the hare out of
reach. In the firelight, the boy showed as lean and wild, at
seventeen, as the wolfish dogs leaping and howling at the
sound of hoofbeats. Pale brown hair, like autumn straw after
rain, hung comb-shy around eyes trained into an untrusting
stare, green-gray eyes glowering out of a briar-scraped face.
Brand thrust the hare on a shelf and rushed to the door. Chill
mist made of the rider a grizzled grave-shape. Guthmods men
have landed! The strangers voice wavered in and out of the
squall of fowls and dogs. Eorl Athelhelm requires a man from
each hearth to meet on the morrow at Welands Stone. Have ye
heard?
Brands uncle shouted assent from the byre door.
Then meet in the morning, and Tiw bless your blade.
Brand stood clutching the doorpost, his heart echoing the
retreating hoofbeats, drumming out silent words: War! I am
going to war! I was chosen. Uncle is old, his son is simple. I go to
war to rout the raiders.
Brand, did you hear?
His uncle and mother, weather-wizened, wind-bent folk,
each took him by the hand, one rough, one tender. His uncle,
peering from red eyes, matched him, as though matching
horses to a team, to the memory of his father warrior, hero,
Thegn to Eorl Athelhelms father. His mother, tears drenching
her cheeks, memorized the features of her only living son.
Looking into her eyes, Brand realized for the first time that he
could die.
I wish I had my fathers sword.
Why had he spoken aloud? The startlement in the faces
before him was condemnation enough. But if it were his father
before him, age-bent, and not his uncle, would not his father
have lent him his sword?
Would he have, though?
Tall, fierce-haired, hard of hand and eye, the unrelenting man
who was his father stood forth in his memory. Brand cringed
back, as from a blow.
In that moment he hated the indomitable dead as fiercely as
he ever had the living man. What right had he to reach out from
the grave, making his son cower in the daylight? Worst, Brand
saw himself as the craven his father had called him.
16
JANUARY 1983
ANNYN
NOEL
Eh, Brand, boy, Ill tell you the way to Welands Stone. Youll
show those cutthroat Guthlings the fastest way back to their
harbors or how deep we bury brigands and bandits!
Brand let his uncle lead him away to point out the road. His
mother, turning back to the house, smiled through her tears,
the smile with which she had tried all his life to heal his fathers
beatings.
He must have his fathers sword, and stay alive.
He had thought himself young and strong and tireless, as
brave as any lad years his senior, but if his dead father could
hurt him so, what could Guthmods men, living, do?
. . . left beyond Denebridge, in a meadow between three hills.
The men will muster by the stone. When you see the Eorl, go
down on one knee to him, and speak only to answer his asking.
There, boy, the sun breaks through a bit. Sit down, rest
awhile.
I remember my first battle, lad, but your father . . . if ever a
brother worshipped his brother, it was I. Ive seen him splashed
about hair, boots, and all between with the blood of enemies.
He was a hard man, but wed go anywhere at his heels.
The only man to equal him, Eorl Athelstan, father to Eorl
Athelhelm, knew the measure of the man who served him. He
made him Thegn and gave him honor, and your father answered, My Eorl, I, your Thegn, oathbind my aid to you and your
household. As I am beside you at the dawn of battle, beside you
I stay to death and beyond. I heard him swear so before the
Battle of Warren Hill.
He is still beside him, beneath the barrow. Faithful in death..
Few are like him. Be glad today you had his teaching.
Brand fisted his white-knuckled hands to help him keep his
silence. Unvoiced angers roiled within him. His voice, when he
tried to use it, choked him.
There, lad, Ill leave you be. Youre going on to glory from the
battle before you. The uncle scuffed back to the byre, favoring
one knee.
Brand, looking after him against his will, thought: If my father
were so old now, perhaps we could make peace. I only remember him in his prime, despising the weakness of his son
the weakness he himself would have had if he had grown old.
Facing his mortality in his fathers battle-death, Brand knew
he himself could die on the field. He must have the sword the
sword buried in his fathers hand.
He must go to the priest. He knew what the priest would say,
but until it was said, Brand couldnt act. He returned to the
hearth to retrieve the flayed hare; the priest would require an
offering.
Inland from the marshes, the causeway passed an isolated
thicket of birches so interwoven, so matted together, that they
seemed one entity. A green mist of buds softened branches as
entwined as vipers in a pit. Slightly removed from the grove, half
hidden in bracken and briars, the priest had his dwelling.
A man of presence, the gray-cloaked priest strode out to
meet Brand as if he anticipated his visit. Brand stood unmoved
by the baleful gaze of the priest. Over a massy beard spread
fanwise on his chest, over a sharp, prying nose, under a grayish
leather cap, hard eyes measured the boys strength of will.
For Brand, though, the granite crag of a man held no terror.
He felt relieved; if he were undaunted by a priest of Tiw, he had
little chance of turning coward before Guthmods men.
18
JANUARY 1983
seemed ready to bellow forth all the hate and blame to his son
that he had ever said before.
But what is a man three years dead? Bone, or leathery skin, or
loathsome rottenness? Brand found it ironic that he struggled
so hard to reach the man he wanted least to see.
He cleared a passage and crept inside, gasping on the smoke
of his torch. The chamber was small and low-ceilinged in the
swelling flank of the barrow hill. The barrow itself was age-old,
housing forgotten kings in a chamber whose door was lost. In
these times, the mound-side was burrowed now and then to
hold a mighty Eorl or hero.
Out of the rain, the chamber seemed startlingly dry, smelling
only of dust, stone, and a slight, mousy mustiness. The footprints of the burial party were still clear, overlain by prints of
rats and weasels. Here, near the entrance, the floor was pocked
and knobbed in a minute pattern where water had leaked and
dripped. A few pieces of war-gear, shields and spears, leaned
against the wall as if in a storeroom. Torchlit, enclosed from the
weather, the room had the familiar feeling of a farm-shed. Like
grain-chests, the hollow oak logs stood by the wall. The lesser
of the Earls men had been buried in a ditch near Warren Hill.
Only two men were here, and now one boy. . . .
Brand unlidded one of the chests. He glanced inside sideways, saw enough to see that the bones were not clean.
Gnawing beasts had done their work, but brown blothces of
dried flesh marred the pure skeletal lines. The wood showed
minute chisel-tooth marks where the beasts had forced a hole
through through just below the edge of the lid. The gnawed
space stood out vividly in the torchlight as Brand, half-blind,
willed himself to examine the bony heap that lay within.
He could see by looking at the trunk that the body was not the
Eorls. The copper arm-ring, the checked pattern of tunic were
familiar to Brand; they formed into images at the edge of his
eye, harmless. And then . . .
There was no face.
Brand dared look full at it for a fraction of time. Stained bone,
naked teeth, a curve of leather that might have been an ear lost
in the mat of hair. . . . No light shone in the empty skull as baleful
as the living eyes had been. No bony hand raised to strike him.
No voice bellowed from bony hroat.
The flayed hare, limp, damp, pallid, had had as mugh dignity
as this. Was this the response to that sacrifice? Had the gods
ridden through those birches on this day of need to bring him
this? And then . . .
The hand had fallen from the hilt.
Slowly, as if struggling in deep water, Brand shifted the torch
to his left hand, leaned, and took up the sword.
Heavy in his hand, plain, roughly made, scarred and dented
with such war-work as he would put it to, the sword gleamed
dully.
The quest was achieved, but not as in old tales with flaming
glory and horns bellowing, but with a hilt in his hand, ascent of
rust and mildew, and the hissing whine of torch-flames.
Brand glanced back at what had sired him, no longer terrifying, and, if loathsome, loathsome as a thing of worth now
ruined. Perhaps the proud warrior spirit still dreamed in those
bones, living an unlife of hazard. Brand drew his knife, placed
its hilt beside the withered hand. He slid the lid back into place,
slumped for a moment with the exhaustion of relief, and examined the sword once more.
His sword. His fate. The lines of the blade, the binding of the
hilt, the heft and swing of it, must become familiar to him. Here,
parallel scratches grooved the blade. Runes. Words. Brand
spelled them out in wonder.
Weeping, he leaned his torch against the wall, blackening the
stones. Weeping, he knelt by the oak-coffin, hugging the wood
for comfort, all too late. Through tears he read the letters on the
blade, torchlit on coffin-lid, and sobbed again. Perhaps months
before his final battle, his father had scratched out what none
had seen or understood:
GIF Ml SONNE Ml SWEORD
DRAGON
19
16
1
17
2
18
Note regarding Strength Table III: All bonuses are used
to adjust the Thief-Acrobat Function Table detailed later.
The adjustment for strength, plus racial adjustments, are
added to the base chance for success or function maximums found there.
20
JANUARY 1983
5%
17
10%
5%
2%
3%
5
18
5%
15%
10%
3%
10
19
15%
4%
8%
20%
Note regarding Dexterity Table III: All bonuses are
used to adjust the Thief-Acrobat Function Table detailed
later. The dexterity bonuses here are added to the base
chances for success or function maximums found there.
Racial adjustments must also be made.
Race of thief-acrobat characters
A member of any character race may opt to specialize as a
thief-acrobat.
Character Classes Table II (Addition):
Armor & Weapons Permitted
Class of character Armor
Weapons/Oil/Poison
Shield
Thief-Acrobat
as thief
as thief, plus staff
as thief
The Thief-Acrobat
Upon gaining sufficient experience points to achieve 6th
level ability as a thief, the character desiring to specialize as a
thief-acrobat must seek out a character already in this profession to train him or her. The established thief-acrobat must be
of at least 10th level. It will require 6 full weeks of training to
learn the basic skills needed to begin active practice of the
special profession of thief-acrobat. Except as noted, the specialization procedure is otherwise the same as that for a regular
thief.
The primary functions of a thief-acrobat are: 1) tightrope
walking; 2) pole vaulting; 3) jumping; and 4) tumbling. In addition to these functions, the thief-acrobat retains the abilities to
move silently, hide in shadows, hear noise, and read languages
which he or she acquired through 5th level of the standard thief
profession. Although the ability to read magical writings is
never gained, the ability to climb walls is still increased according to experience level.
Tightrope walking assumes that the character will use this
means to cross from place to place. The skill allows ascent up a
rope or beam of about a 45 angle (maximum) or descent at a
slightly steeper angle, all while upright and with hands free (in
general). This is accomplished by balance, muscle coordination, and superb reflexes.
Pole vaulting includes any jumping which employs a leverage device to assist the individual in gaining height from momentum; i.e., a teeter board or springboard might serve as well
or better than a pole in some cases. It will help to get quickly to
the top of or over obstacles. It requires strength, dexterity, and
practice to improve.
Jumping includes all sorts of unassisted leaps high jumping and broad jumps (both from a standing and a running start)
being important here. The skill requires coordinated strength
and continual practice.
Tumbling assumes all sorts of gymnastic skills tumbles,
rolls, jumps, handstands, and so on. These routines are then
used in attack, defensive evasion, and in jumping/falling.
Character
level
Tightrope
walking
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
75%
80%
85%
90%
95%
100%
100%
100%
100% 1
100% 1
100% 2
100% 2
100% 3
100% 3
100% 4
100% 4
100% 5
100% 5
4
4
4
4
5
5
5
5
6
6
7
7
8
8
9
9
9
9
4
4
5
5
6
6
7
7
8
8
9
9
10
10
11
11
11
11
8
8
9
9
10
10
11
12
13
14
15
16
17
18
19
20
21
21
6%
7%
8%
9%
10%
11%
12%
13%
14%
15%
16%
17%
18%
19%
20%
20%
20%
20%
Tumbling:
Evasion
Falling
10%
15%
20%
25%
30%
35%
40%
45%
50%
52%
54%
56%
58%
60%
60%
60%
60%
60%
25%/10
50%/10
75%/10
25%/20
50%/20
75%/20
25%/30
50%/30
75%/30
20%/40
40%/40
60%/40
80%/40
20%/50
40%/50
60%/50
80%/50
20%/60
Racial adjustments:
-2
-1
+5%
-2
-3
Dwarf
-5%
+10%
+5%
+5%
-1
Elf
+10%
+5%
-2
-1
-1
-4
+5%
Gnome
+5%
Half-elf
+5%
+10%
-2
-1
-1
-4
+5%
Halfling
+5%
+10%
Half-orc
1
Includes the ability to carry up to 1,000 g.p. weight/encumbrance in addition to normal load, or handle a moderate
wind with no penalty to the chance for success.
2
Includes the ability to carry 1,000 g.p. weight/encumbrance in a moderate wind, or carry up to 2,000 g.p.
weight/encumbrance, or handle a strong wind.
3
Includes the ability to carry up to 2,000 g.p. weight/encumbrance in a moderate wind, or 1,000 g.p. weight/encumbrance in a strong wind.
4
Includes the ability to bear up to 3,000 g.p. weight/encumbrance or as in 3 above
5
Includes the ability to carry up to 2,000 g.p. weight/encumbrance in a strong wind or bear up to 3,000 g.p.
weight/encumbrance in a moderate wind, or bear up to a maximum of 4,000 g.p. weight/encumbrance.
THIEF-ACROBAT TABLE I
Experience
Experience points
Level Level title
Burglar-Acrobat
Second-Story Thief
Cat Burglar
Master Cat Burglar
Thief-Acrobat
Master Thief-Acrobat
Master Thief-Acrobat
(12th level)
250,000 experience points for every level beyond the
12th.
20,001
45,001
75,001
125,001
181,001
250,001
500,001
45,000
75,000
125,000
180,000
250,000
500,000
750,000
6
7
8
9
10
11
12
Notes regarding Thief-Acrobat Function Table: Where applicable, roll percentile dice to determine success or failure of an
attempt. Scores must be not greater than the percentage generated in order to be successful.
Tightrope walking assumes that the character will be traveling no more than 60 distance. Movement rate is 60/round. If
distance is greater than 60, then additional checks must be
made. Moderate winds decrease chance of success by 10%,
strong winds by 20%. In strong, gusty wind conditions there is
always a 5% chance of failure. In non-windy conditions, a balance pole increases the chance of success by 10%. Failure to
perform successfully means that the character falls to the area
below, taking damage accordingly.
Pole vaulting requires at least a 30 running start and a pole of
Falling damage
The correct procedure for determining falling damage in the AD&D game
system is to roll 1d6 per 10 fallen,
cumulative. Since a falling body accelerates quickly, the damage mounts geometrically: 2d6 for the second 10 feet
fallen, 3d6 for the third 10 feet, etc.
The maximum of 20d6 is therefore
reached after a fall of approximately 60
feet for most characters. A thief-acrobat
can often fall further distances, but the
same 20d6 maximum should be applied.
The rationale behind this system will
be discussed in the next issue (#70) of
DRAGON Magazine.
DRAGON 21
22
JANUARY 1983
Other information
In all other respects the thief-acrobat is treated as a thief. This
includes followers, abilities, setting traps (at 5th level of ability,
of course), and gaining experience.
Thief-acrobats will be a part of the normal thieves guild if any
such characters exist in the territory controlled by the guild.
They can be leaders in such organizations, since they are treated the same as a regular thief by their brethren.
There it is! Comments are welcome.
24
JANUARY 1983
25
was that torture didnt work on the hungry puffballs showed him that his heresy was that of trying to be a king. He
called it king; the spitter word seemed
to translate as he who is not eaten.
Universal democrats! yelled Albrecht
Sonntag, the veins sticking out from his
stiff neck, his face becoming flushed.
Communists! But that was their code:
Everyone eats everyone.
He retreated to his submerged spaceship to think, deeply, upon how to subjugate this ungrateful people. An army
whose soldiers didnt fear death? An
army whose soldiers were their own provisions? It could all be worked out, he told
himself. . . .
Where did little spitters come from, in
the first place?
The question so startled Albrecht
Sonntag that he immediately swam up to
the islet and asked. It was not easy.
Oh, little Rolf finally made an answer.
You mean egg-laying.
Naturally, thought Albrecht Sonntag;
what else could I possibly have meant?
Tell me about egg-laying.
Here in this place several long
sentences followed that specifically described the island an egg is laid, on the
seasonally adjusted least-squares average every two times fifty-four times fiftyfour days. Albrecht Sonntag was so
amazed that he only narrowly escaped
when Rolf tried to eat him.
Population divided by birth rate equals
life span, he pondered heavily, taking all
factors into account. A hasty census of
the island showed 745 plant-forms
744, actually, since one awoke just then
and tried to take a bite out of Albrecht
Sonntags kingly leg and six (now, all of
a sudden, seven) live and animate spitters. Seven hundred fifty-one divided by
one over two times fifty-four times fiftyfour days . . .
Albrecht Sonntag retired to the beach
to perform his calculations on the fine
white sand. A spitter followed him, probably with hunger aforethought, Albrecht
Sonntag kicked it vigorously amidships.
King, it said reproachfully, and rolled off
to eat Rolf.
A lifespan of. . . Four and a half million
days? Um he bent to the sand-table
twelve thousand years? Of which, he
had already discovered, some ninety-nine
percent was spent in plant-form.
If I conquer them, I will be remembered
forever! he cried, triumphant not over
his fellow men, but at least over his enemies of time and mortality.
An inflatable raft from his ship took him
to a nearby, Java-sized island, where
conditions were almost the same as they
were upon the first islet,
The population was much larger, however, and when Albrecht Sonntag stepped
ashore and announced, I am your new
king, he was nearly buried beneath a pile
of hungry and resentful spitters. He escaped, saved by their dislike for seawater.
26
JANUARY 1983
At the next island, Hawaii-sized, he suffered the same fate. And at the next.
Albrecht Sonntag was never terribly
quick on the uptake. Dictatorship suited
him, and he knew it; at the next island, he
didnt announce his intentions, but merely
put them into effect. He would not be
eaten, he gave orders, and he enforced
his will with the toe of his boot. In response, they tried to eat him.
After many and varied adventures, all
of which ended in his narrow escape, he
found an island where the spitters were
willing to discuss philosophy with him.
They were well suited to it. He was not.
Communism is the wrong word, one
spitter told him, after having made the
effort to learn the humans language.
There is no property to be wrongfully
accumulated in order for the revolution
to restore that property to the workers,
which we also have none of.
Feudalism?
With no labor to be accomplished by
the serfs, there is no need for a nobility.
Albrecht Sonntag saw that he would
have been just as well off trying to found
an empire among the fish of his home
world. He would have understood the uselessness of trying to become emperor of
the dolphins, except that he had never
seen a dolphin.
ISTUS
(Lady Of Our Fate)
Major goddess
Fate, Destiny, Predestination, Future
ARMOR CLASS: -8
MOVE: 12
HIT POINTS: 377
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 100%
SIZE: M
ALIGNMENT: Neutral
WORSHIPPERS ALIGNMENT: Any
(Neutral preferred)
SYMBOL: Golden spindle with
three strands
PLANE: Uncertain
CLERIC/DRUID: 14th level in each
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 24th level
(savant)/14th level illusionist
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
Attack/Defense Modes: All/all
S: 15 I: 23 W: 25
D: 21 C: 17 CH: 19
Istus, The Colorless and All-colored,
Lady of Our Fate, is honored and feared
as the controller of foreordination. While
she has relatively few faithful devotees,
many persons will call upon Istus in time
of want or need. She may or may not
heed this call; no one knows. Because
fate is so often cruel or unkind, only very
cynical or unfeeling persons tend toward service of Istus.
No one knows where (or when) Istus
makes her abode. Some savants postulate that there is a nexus linking the other
planes of existence to a pocket universe
which only she, and her webs of fate, can
enter or exit. Istus does certainly make
appearances on other planes, including
the Prime Material. Sometimes she is an
old crone, other times she appears as a
noble dame, then again as a lovely lady
or even as a shepherd girl. In whatever
form, Istus never bears an obvious weapon, for she is able to employ any object
to cause damage. With any such item
she will always hit any creature, even
another deity, since she controls fate.
The damage so inflicted is, however, variable due to the immediacy of such an
encounter.
Istus can create and cast strands and
webs. This she does one of a kind, at will,
once per melee round. Each strand or
web has its own powers and effects.
Each type has a limited number of usages per day. These strands and webs
are:
Strand of Binding: Any creature failing
to save versus magic will be as if wrapped
in iron chains. This effect lasts for a
number of rounds equal to 100 minus the
level or hit dice of the creature affected,
strength notwithstanding. This power is
usable three times per day.
Strand of Cancellation: This strand
causes the object struck to become as if
it never existed. Only non-living things
are affected. Magic items are entitled to a
27
28
JANUARY 1983
TIME ELEMENTAL
FREQUENCY: Very rare
NO. APPEARING: 1; see below
ARMOR CLASS: 2
MOVE: 1
HIT DICE: 12 or 16 (20)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12 or 4-16 (5-20)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +3 or better
weapon to hit
MAGIC RESISTANCE: See below
INTELLIGENCE: Very Exceptional
(Genius Supra-genius)
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VIII/3,000 + 20/hp
Time elementals are basically of two
sorts, common and noble. Information
given in parentheses in the statistics
above pertains to noble specimens. Time
elementals exist in multiple times, so
they are always perceived as small creatures resembling a cloud of fire, dust, or
vapor. They usually attack by spraying a
fine, powdery substance at opponents.
Those hit suffer damage due to cell
death (aging).
Common time elementals can bring in
has the power to move forward, backward, or sideways in time (one round
worth of such movement for each hit
die), a time elemental can usually avoid
contact or break off contact at will. Unless the avoided party has the ability to
likewise travel in time, the time elemental
is then absolutely untraceable. (Those
able to follow will see a faint trail of haze
in the direction of the time elementals
movement.) Similarly, a time elemental
can pursue by time movement, 1 additional for each hit die, thus equalling up
to a 13 or 17 movement rate. This
could put the elemental in front of a fleeing opponent.
All time-related spells are useless
within 3 physical distance of a time
elemental, and no such spell will affect
or reveal anything about a time elemental or its actions. In addition, since these
creatures exist across a multiplicity of
times, there is only a 10% chance that
any spell cast or magic employed against
or upon a time elemental will actually
function. (To determine this, roll d10 to
find the elementals current center of
vulnerability, then a second d10 to see if
it matches the first number rolled. If so,
the spell or magic works.) Any opponent
able to move through time can automatically determine where the time elemental is most vulnerable, so magic or spells
used by such an opponent will function
properly, although the time elemental is
still allowed a saving throw.
Noble time elementals have all the
powers of common ones. In addition,
each has the power to cast a time stop
spell which will affect even time elementals of common sort, age a creature by
1-20 years, make a creature younger by
1-20 years, age non-living vegetable
matter by 10-200 years, age mineral
material by 100-2,000 years, or move up
to 4 other creatures in time (forward,
backward, or sideways) randomly, or to
a desired locale, singly or jointly, providing the creatures are willing or otherwise
OBAD-HAI
(The Shalm)
Lesser god
Nature, Wildlands, Freedom, Hunting,
Wild Beasts
ARMOR CLASS: -2
MOVE: 21
HIT POINTS: 140 (see below)
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-12 +5
(+3, +2 strength bonus)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 100%
SIZE: M
ALIGNMENT: Neutral
WORSHIPPERS ALIGN: Neutral
SYMBOL: Oak leaf and acorn
PLANE: Prime Material
CLERIC/DRUID: 9th level cleric/
15th level druid
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
Attack/Defense Modes: All/All
S: 18 I: 17 W: 20 D: 18 C: 21
CH: 19 (24 as regards forest creatures)
D RAGON 29
30
JANUARY 1983
Suggestions
The AD&D system, as has been pointed out before by many
people, is not perfect. As time goes on, suggestions can and
should be made for how the system can be improved. Though
the system is playable as it is, this article is intended to point out
that the system might be unbalanced in several areas. The
following suggestions are not by any means official, and better
ways of improving the game balance may be found; Ive taken
some pains to make them as reasonable as possible.
1. The druid class should have its x.p. table changed so that
greater amounts of experience points are required to reach the
lower levels, and so that hit-point averages are more in line with
the other character classes for playability and balance (see
Table 4 for suggested x.p. modifications). In Table 5, the suggested change in the druid x.p. table is, rated at various x.p.
levels; it may be seen that though the druid is still tougher than a
regular cleric (probably from all that outdoors conditioning), it
is not more powerful than a ranger or other fighter-type. It
DRAGON
31
CLR
Experience
points
3
DRD
FTR
PAL
RNG
M-U
ILL
THF
10
1
1
1
1
1
1
1
1
1
10 4
4
4
4
3
31
31
4
4
10 5
7
9
7
7
7
8
8
8
10 6
12
13
11 1
10
12
12
13
14
2x106
16
(14)2
15 1
13
15
15
18
19
1
At the listed amount of x.p.s, the character is 1 x.p. short of entering the next higher level.
2
Druids cannot advance beyond 14th level (1,500,00) experience points).
3
Assassins cannot advance beyond 15th level (1,500,00) or more experience points).
10
10 4
10 5
10 6
2x106
Experience
points
3
4.5
18.0
31.5
46.5
54.5
CLR
4.5
18.0
40.5
58.5
(63.0)1
DRD
5.5
22.0
38.5
55.5
67.5
5.5
16.5
38.5
52.5
61.5
9.0
18.0
36.0
53.5
59.5
2.5
7.5
20.0
28.5
31.5
2.5
10.0
20.0
28.0
33.0
3.5
14.0
28.0
43.0
53.0
ASN
MNK
1
4
7 11
13
(15)3
1
31
7
12
14
3.5
14.0
24.5
45.5
(52.5)2
ASN
MNK
5.0
10.0
20.0
32.5
37.5
MNK
10
6.5
6.5
7.5 / 9.5
7.5 / 9.5 13.0 / 17.0
4.5
4.5
5.5
9.0
5.5
104
26.0
26.0
30.0 / 38.0 22.5 / 28.5
26.0 / 34.0
13.5
18.0
22.0
22.0
18.0
105
45.5
58.5
52.5 / 66.5 52.5 / 66.5 52.0 / 68.0
36.0
36.0
44.0
38.5
36.0
106
64.5
84.5
73.5 / 91.5 70.5 / 88.5 75.5 / 97.5
50.5
48.0
63.0
71.5
58.5
2x106
72.5
(91.O)1
85.5 / 103.5 79.5 / 97.5 81.5 / 103.5
67.5
53.5
53.0
73.0
(82.5)2
NOTE: Only the fighter classes are given a listing for average hit points at 18 constitution; all other listed classes have the
same average number of hit points at 18 constitution as at 16 constitution.
2
1
The h.p. average is for a 15th-level assassin.
The h.p. average is for a 14th-level druid.
TABLE 3: LEVEL WIDTH IN EXPERIENCE POINTS FOR OFFICIAL AD&D CHARACTER CLASSES
(Figures given are in thousands of experience points)
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
CLR
DRD
FTR
1.50
2.00
2.00
1.50
2.00
2.00
3.00
3.50
4.00
7.00
5.00
10.00
14.50
7.50
17.00
27.50
15.00
35.00
55.00
25.00
55.00
115.00
30.00
125.00
225.00
35.00
250.00
225.00
75.00
250.00
225.00
100.00
250.00
225.00
450.00
250.00
225.00
750.00
250.00
225.00
250.00
225.00
250.00
225.00
250.00
225.00
250.00
All values for levels beyond the 17th are
PAL
2.75
2.75
6.50
12.00
21.00
50.00
80.00
175.00
350.00
350.00
350.00
350.00
350.00
350.00
350.00
350.00
350.00
the same as
RNG
2.25
2.25
5.50
10.00
20.00
50.00
60.00
75.00
100.00
225.00
325.00
325.00
325.00
325.00
325.00
325.00
325.00
for the 17th
definitely takes longer to reach the higher levels, but the continual addition of a new hit die (plus very powerful spell abilities
and followers) even this out. Druids, no matter how you cut it,
are a lot tougher than one might think.
2. The monk class should have its hit dice adjusted so that it
has a higher average of hit points, putting it at least on a par with
the thief class. It is suggested that either 6-sided dice or 4-sided
dice plus one point per die be substituted for the given 4-sided
dice; the hit-point range would be broader in the former case
and narrower in the latter, but the average number of hit points
per level would remain the same. Table 6 and Table 7 contain
statistical data on these suggested changes. These changes
would help keep the monk alive in close combat at all levels,
and make it a more effective and viable class. Note that at high
experience levels and with high constitution, monks become as
powerful as assassins in terms of hit-point average, which
seems reasonable enough.
32
JANUARY 1983
M-U
ILL
THF
ASN
MNK
2.50
2.50
5.00
12.50
17.50
20.00
30.00
45.00
115.00
125.00
375.00
375.00
375.00
375.00
375.00
375.00
375.00
level.
2.25
2.25
4.50
9.00
17.00
25.00
35.00
50.00
75.00
220.00
220.00
220.00
220.00
220.00
220.00
220.00
220.00
1.25
1.25
2.50
5.00
10.00
22.50
27.50
40.00
50.00
60.00
220.00
220.00
220.00
220.00
220.00
220.00
220.00
1.50
1.50
3.00
6.00
13.00
25.00
50.00
100.00
100.00
125.00
150.00
175.00
250.00
500.00
2.25
2.25
5.25
12.50
25.00
50.50
102.00
150.00
150.00
200.00
250.00
300.00
500.00
500.00
500.00
500.00
02,000
2,0014,000
4,0017,500
7,50115,000
15,00130,000
30,00160,000
60,001120,000
120,001250,000
250,001500,000
500,061750,000
750,0011,000,000
1,000,0011,500,000
1,500,0012,000,OOO
2,000,001+
1
2
3
4
5
6
7
8
9
10
11
12
13
14
1
2
3
4
5
6
7
8
9
10
11
12
13
14
1
4
7
11
13
4.5
18.0
31.5
49.5
58.5
6.5
26.0
45.5
71.5
84.5
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
2+2
3+3
4+4
5+5
6+6
7+7
8+8
9+9
10+10
11+11
12+12
13+13
14+14
15+15
16+16
17+17
18+18
7
8
9
10
11
12
13
14
15
16
17
18
7.0
14.0
28.0
45.5
52.5
11.0
22.0
44.0
71.5
82.5
The bard
Tucked away in the back of the Players Handbook is the bard
character class, surely one of the most misunderstood character classes in the AD&D game. There is a popular misconception about this class: People feel its too difficult to become a
bard because one must work through 11 to 15 levels in the
fighter and thief classes first. However, when x.p. totals are
considered, this assumption is shown to be false. It is very easy
to become a bard. In fact, the bard is the most unbalanced
character class in the AD&D system.
There are two possible extremes one may take in the approach to creating a bard character. One is the fast way; the
absolute minimum number of experience points are gained in
passing through the fighter and thief classes in order to enter
the bard class as soon as possible (as detailed in Table 8).
People who use this method obviously cannot wait to get their
hands on a lute. And theres the slow way, taken by those who
would rather build up other skills first. Using the slow way, a
character gains the maximum possible number of x.p.s in the
fighter and thief classes before turning into a bard. Of the two
extremes, the fast method will produce the lowest possible
hit-point average in a bard character, and the slow method will
produce the most powerful character, in terms of hit points.
Tables 8 and 9 offer the same statistical analysis for bards as
was done in earlier tables for the other ten official AD&D character classes. The results are rather surprising. Regardless of
which method, fast or slow (or any procedure between the two
extremes), is employed to create a bard, the bard character
advances just as fast in levels, if not faster, than a member of
any other class and this takes into account the experience
that must be gained in the fighter and thief classes. This phenomenon exists because the lower levels of any class are relatively easy to attain in terms of the number of x.p.s required.
Furthermore, there is the problem of hit-point averages. At
medium and high levels, bards are incredibly tough; slow
bards are especially mighty, tougher than any other character
class, and actually reach, or at least approach, demigod status
in terms of hit points. A 23rd-level Magna Alumnae with an 18
constitution and a background as a 7th-level fighter and 8thlevel thief has an average of 139 hit points, and a possible
maximum of 198 hit points. This amount cannot be justified in
terms of the nature of the class: Is a person who recites poetry
and plays musical instruments for a living innately tougher than
a Ranger Lord who kills dozens of orcs, trolls, ogres, and giants
each month? Likewise, it cannot be rationalized by the need for
game balance: Why are that many hit points necessary? Should
bards be that hard to kill?
Table 10 elaborates on the problem. Most of the trouble with
the official bard comes from the continual addition of hit dice
once the character reaches the bard class, with attendant bonuses for constitution added on. Another source of trouble is
the fact that the width (in x.p.s) of each level in the bard class is
quite narrow compared to those of other character classes; this
means it is easier to gain levels in shorter times. This aggravates
the hit-point problem further, of course, and contributes to the
hit-point inflation.
Other criticisms may be leveled at the bard. It is rather clumsy
to have to work through two other classes to become a bard,
whether the process is easy or not; in many ways it would be
better to develop the class on its own (as was done by Jeff
Goelz in DRAGON issue #56; his version of bards is worth
looking up). A friend of mine has pointed out the aggravation of
having a medium-level bard run into a group of life-draining
undead; with their fighter and thief levels behind them, they can
outlast all other group members in the ensuing combat.
Beyond this, the bard class as written violates two previously
established tenets of the AD&D rules: It allows a human to gain
three classes, one after the other, when humans are supposed
to gain only two classes, and it allows half-elves to do the same
when they are normally supposed to be advancing in two or
more classes simultaneously. It is also rather strange to declare
that bards cannot use weapons they had learned previously as
fighters, such as bows or polearms. This could be circumvented by, again, developing the class on its own and making the
appropriate weapon restrictions apply, as with other classes.
Suggestions
The bard class, as written in the Players Handbook, should
probably be dropped from use in play and revised in terms of
hit-point accumulation and overall advancement. For a number
of reasons, I believe Jeff Goelzs bard (DRAGON issue #56) to
be superior when considering the factors of game balance,
playability, and realism.
10 3
1 (fighter)
1 (fighter)
1O 4
4 (fighter)
4 (fighter)
10 5
8 (bard) 1
7 (fighter)
6
10
15 (bard) 1
14 (bard) 2
2x106
20 (bard) 1
19 (bard) 2
1
A fast bard is assumed to have expended the
minimum number of experience points in going through
the fighter and thief classes (18,001 for a 5th-level fighter
and 20,001 for a 6th-level thief) before becoming a bard.
2
A slow bard is assumed to have expended the
maximum possible amount of experience points in going
through the fighter and thief classes (125,000 for a 7thlevel fighter and 110,000 for an 8th-level thief) before
becoming a bard.
DRAGON
33
10 3
1O4
10 5
106
2x106
5.5
7.5
9.5
5.5
9.5
7.5
22.0
30.0
38.0
22.0
30.0
38.0
81:51
91.51
55.51
38.5
52.5
66.5
1
1
102.0
112.01
70.0
80.02
116.02
130.02
117.01
75.01
107.01
121.02
85.02
135.02
1
The average hit points for a fast bard are calculated by taking the average h.p.s for the fighter class background (5.5 h.p, for each of 5 levels), adding the average
h.p.s for the thief class (3.5 h.p. for 1 level), and then
adding the average h.p.s for each bard hit die (3.5 h.p. per
die). Constitution bonuses are then added to each hit die;
bards with constitution scores of 17+ receive bonuses to
their hit dice of +3 or more only on their fighter hit dice;
thief and bard hit dice still get a +2 bonus each at best. The
average number of hit points for a 5th-level fighter/6thlevel thief of 7-14 constitution is 31.
2
The average hit points for a slow bard are calculated as per the note above, except that 7 fighter hit dice
and 1 thief hit die are taken into account. The average
hit-point total for a 7th-level fighter/8th-level thief of 7-14
constitution is 42.
Level
1
2
13
200
2
2
14
200
4
3
15
200
4
8
16
200
17
5
9
200
15
18
6
200
7
20
19
200
8
25
20
200
25
21
9
200
10
40
22
800
11
50
23
12
200
Figures given are in thousands of x.p.s. The table pertains only to the bard class as per p. 117 in the Players
Handbook, excluding the initial fighter and thief levels
required to achieve bard status.
The barbarian
A new official character class, the barbarian, was introduced in DRAGON issue #63 by E. Gary Gygax. This is a fighter
sub-class that seems to have been designed as the ultimate
survivalist; a barbarian character is very independent, apparently distrustful of society and magic in general, and prefers to
rely upon his own skills. There is much about this class that I
must confess I like; barbarians have been long overdue for their
share of attention in this game. However, there are some apparent problems presented in the class as described (with additional materials provided by Mr. Gygax in DRAGON issue #67).
There are also some unusual features that appear to be inconsistent with established AD&D rules, though some of these
things may be justified and are not all that unbalancing.
Since the barbarian class is, essentially, just another character class among many, there seems to be no reason to offer it up
as a pre-determined choice as a character, prior to rolling up
ability scores. If barbarians can do this, why not other classes?
Magic-users could roll 9d6 for intelligence, dropping the lowest
6 results, and so forth. There is no reason to treat barbarians
differently. This option, in fact, has much to recommend it;
rather than having to roll hundreds of times in order to get the
right set of stats for a monk character, one simply selects the
class first, rolls out the characteristics, adjusts them in order to
meet minimum scores, and sets in to play.
34
JANUARY 1983
There are numerous rules of the AD&D system that the barbarian class appears to violate:
1. Excessive dexterity bonuses to armor class. Though this
bonus appears very unbalancing at first glance, a little research
reveals that the lowest possible armor class a barbarian in
non-bulky armor could have would be AC -1 (using leather
armor or furs and a small shield). This ability could be easily
justified by noting that barbarians (especially those in fantasy
literature) are highly skilled at dodging blows from their longpracticed habits of fighting with little armor. Heavier armor
slows them down and they lose this ability. (Note: Mr. Gygaxs
contention that a barbarian could wear chainmail and use a
shield, apparently of any size, and receive an AC of -4, appears
to have been in error (see DRAGON issue #67). Use of any
shield larger than a small one, or any armor bulkier than leather,
removes the added dexterity bonuses to armor class. Overall,
this violation is not too bad, considering that not all barbarians will have dexterity of 18. A fighter in plate mail with magical
and dexterity-related bonuses to armor class can do much
better than that.
2. Lack of an alignment tongue. The Players Handbook says
that all intelligent creatures use alignment tongues, but barbarians know only a couple of tongues at best; their poor education could be the reason for this deficiency. Alignment tongues
in general are not innate powers; they must be learned, and
barbarians just dont have the background (or inclination,
probably) to learn them. This violation, too, is no problem.
3. Excessive hit-point bonuses for constitution. Unfortunately, this violation does cause problems. Table 11, which outlines the level and hit-point progression of the barbarian, shows
that at medium and high x.p. levels, the hit-point average of a
high-constitution barbarian outstrips every other character
despite the fact that this class gains levels more slowly than all
the rest. It seems unrealistic for a barbarian to so outstrip other
fighter-types; the hit-point average for a barbarian with 18 constitution in particular appears off-balance in game terms.
4. Exceptionally slow level advancement, and no need for a
tutor or instructor in order to advance in levels. These two
points are tied together; the latter one, is a violation of the
tenets on p. 86 of the Dungeon Masters Guide, and is used to
justify the former point. There is no reason for barbarians to be
exempt from needing tutoring in the art of weapon-wielding, or
other skills such as climbing, hiding, tracking, animal handling,
and so forth. Even Tarzan and his son Korak received tutoring
in these skills, though it came mostly from watching others use
these skills or from the teachings of the Mangani apes who
raised them. The hard knocks are there, as for any other class,
but very few characters could possibly learn to use a sword or
bow to full effect without any instruction.
Level advancement for barbarians is slow enough to make
the class distinctly less effective in combat than other fighters,
even though barbarians would have as many or more hit points.
This deficit, however, appears to be balanced out by the large
number of weapons that barbarians can learn to use, their low
non-proficiency penalty, and their rapid acquisition of new
weapons. Improving level advancement (and the ability to hit
opponents in combat) would unbalance the barbarian class by
making it too powerful.
Even though barbarian characters will have to get used to
rather slow level advancement compared to other classes, this
does not appear to be an exceptionally difficult problem. Lowlevel barbarians, unless they have very high dexterity (17 or 18),
would be well advised to use heavier armor until their hit points
improve on a par with other fighters, just before 6th level.
5. Ability to strike creatures resistant to non-magical weapons. At first glance, this ability seems outrageous. No other
player character can attack such monsters without magical
weapons; it seems highly unfair for barbarians to knock off
gargoyles with regular swords. Take a second look at this
ability, though. Barbarians would not gain any bonuses to hit or
damage in such attacks, as regular fighters with magical weapons would. This ability is also gradual; barbarians of 1st
through 3rd level cannot attack monsters affected only by magical weapons, only characters of 4th level and above can hit
creatures affected by +1 weapons, etc. Since barbarians abhor
the use of magical weapons, this ability gives characters a
chance to survive encounters with such monsters though not
quite as good a chance, perhaps, as someone else with a +5
sword would have. I find nothing wrong with this ability, and do
not believe it unbalances the game or the character.
There are some other aspects of the barbarian class that I
have difficulty swallowing, not because the abilities are unreasonable but because of the loopholes created by their
inclusion, and because some abilities are not well explained.
The detect magic ability is not well outlined; it is not clear if
this ability has a range, how often checks must be made to see if
a barbarian recognizes an object as being magical, and how
referees can prevent the players of barbarians characters from
accumulating magical treasure that their characters dont
know is magical.
I would suggest that a barbarian could automatically detect
by touch if something is enchanted; this would be a sure way of
keeping magical weapons and armor out of their hands at any
time. This would serve as a sixth sense for barbarians; they
would distrust and possibly fear magical things, and would
want nothing to do with them. This is not an overbalanced
power, since its main function would be to keep the barbarian
legal, and also would enable a barbarian to identify an item as
having magical powers or enchantments. However, barbarians
would not care to serve as the magic detectors for their
dungeon party. What if theres a cursed sword in a treasure
pile? What about other sorts of dangerous items? And why
should a barbarian take all the lumps for everyone else? A real
barbarian would clobber anyone who suggests that he or she
serve as an errand-runner for the group. The 5%-per-level ability to detect magic should not have a range of more than 10
from the barbarian in any event, and would require concentration for a full round in order to use. I would suggest that this
power could be used any number of times on an object; sometimes a barbarian would sense an aura and sometimes not.
Sixth senses can be tricky.
Many questions are left unanswered by the secondary and
tertiary abilities listed for this class. Among them:
Exactly how far should a barbarians skills be reduced in
effectiveness if the character is operating in unfamiliar terrain?
What bonuses does the horsemanship ability confer? What
difference would it make if someone didnt have it?
How accurate is general weather prediction?
How long does it take to train an animal, build a boat, or
construct a pitfall? How would a typical pitfall work in the
context of the game (chance for pit to be spotted, damage
done, etc.)?
How does the running skill work? Does this mean the barbarian could travel in a dungeon at a speed of 30, or that the
character moves at 20 times the normal dungeon movement
rate (about 5 per second)? Would a running barbarian get
charge bonuses as listed per the DMG, p. 66?
How far can a normal (non-barbarian) character leap and
spring?
Does the detect illusions power act in conjunction with a
saving throw vs. an illusion?
How do the rules on first-aid skills work with regard to poisons and diseases? How long would potion-concoction take?
How effective would it be? What things could be defined as
natural poisons and minor illnesses?
How does one calculate the effect of charisma values greater
than 25?
One secondary ability that might be added to the list is
knowledge of how to make primitive weapons (spears, javelins,
etc.) and how to fashion armor from leather or furs. This would
keep the barbarian supplied with assuredly non-magical weaponry and protective clothing. No one said the weapons and
armor would be of high quality, or even good quality, but at
least they would work, and replacement would be cheap.
Level
Pts.
Level
Pts.
1
2
3
4
5
6
6
12
24
32
6
7
8
9+
70
125
225
500
Experience
points
103
104
10 5
10 6
2x106
7-14 Con
Hit-point averages
16 Con
18 Con
8.25
14.75
40.75
57.75
65.75
10.25
18.75
52.75
73.75
81.75
12.25
22.75
64.75
89.75
97.75
DRAGON 35
by Gary Gygax
Ustilagor
FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 5
MOVE: 9
HIT DICE: 3 + 3
% IN LAIR: 90%
TREASURE TYPE: Q (x1-20)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-5 (+ poisoning)
SPECIAL ATTACKS: Psionics
SPECIAL DEFENSES: Psionics
MAGIC RESISTANCE: See below
INTELLIGENCE: Unratable
ALIGNMENT: Neutral (evil)
SIZE: S (1-1 diam.)
PSIONIC ABILITY: 150 + 5-30
Attack/Defense Modes: D/F
LEVEL / X.P. VALUE: V / 215 + 4/hp
Ustilagor fungi appear to be brain-like
growths with coral-like appendages. Although soft and not fast in normal
movement terms, they can scuttle and
dart, and this accounts for their relatively
high armor class. Their attack form consists of flicking out ribbon-like tendrils
about 3 long. A hit inflicts damage due
to alkaline fluids and causes the victim to
save versus poison or suffer additional
like damage (2-5 hp) next round as the
caustic substance affects its body.
Ustilagors have no intelligence or mind
as defined by human standards, so mental attacks do not affect them. (See
AD&D Players Handbook, p. 11, Wisdom Table, asterisked paragraph regarding Magical Attack Adjustment.) These
monsters do, however, have some form
of brain, for they have psionic powers.
36
JANUARY 1983
Zygom
FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 8
MOVE: 1 (or as host; see below)
HIT DICE: 3 (+ hosts; see below)
% IN LAIR: 50%
TREASURE TYPE: By host type
and/or incidental
NO. OF ATTACKS: By host type
DAMAGE/ATTACK: By host
SPECIAL ATTACKS: Milky glue
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Unratable
ALIGNMENT: Neutral (evil)
SIZE: By host size (1/6 - 1/4 per growth)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL / X.P. VALUE: III / 65 + 3/hp
Zygoms are individually small fungoid
growths which consist of a short, thin
stem with an ovoid cap. One or two dozen such growths are conjoined by a rhizome structure to make up a singular
community creature, a zygom. Although
able to exist in earth, zygoms prefer to
infest living creatures, nourishing themselves on the hosts blood and flesh. This
infestation controls the host creature by
DRAGON
37
Caped Crusaders
and
Masked Marvels
by Roger E. Moore
38
JANUARY 1983
killed in the comics. Supervillains, although killed more frequently than heroes, are also prone to hang around for
long periods of time and rarely take their
final bow. Not many cartoonists or writers would like having to create a new
super-crook for every magazine. Not
many people are going to buy comics in
which the hero bites the dust in the second or third issue.
Superhero combat is intensely personal and individualistic. Grudges are allowed to develop, and off-and-on struggles are allowed to continue through
many issues of a comic to establish a
certain consistency in the superhero
world. Keeping the enemies alive not
only ensures employment for superheroes in the future, but keeps up the dramatic elements, in the game. Will that
archcriminal Bulldozer escape from prison and come searching for the heroes
who had him locked up? Will the heroes
ever manage to defeat the minions of
that world-wide organization known as
SHADOW? Long-running campaigns
may be developed with ease using this
sort of stretching technique.
Another good reason for keeping
criminals alive in superhero games is
because there is (or should be) an unwritten rule in the comics world that says
that killing is evil. (Amazing how few
games utilize this assumption, isnt it?)
All player characters of a superhero
game are usually good guys, and should,
whenever and wherever possible, avoid
killing their opponents. The object is to
bring criminals to justice, and if possible
help them mend their ways and become
good citizens. But criminals dont care
about being good citizens, and will want
to rub out all the good guys as soon as
humanly possible; superheroes are assumed to be a cut above this level of
thinking, and should abhor the taking of
lives.
There are some superhero players who
dont go along with this tenet, and would
rather play ultra-powered Mack Bolan
types who routinely kill criminals. After
all, Doc Savage and Tarzan have killed
criminals, and probably if you dig deeply
enough into comic literature youll find
superheroes who have killed crooks with
impunity, too. Thats not the point. Very
often such killings occured under extreme circumstances. Both Tarzan and
Doc Savage made a habit of sparing the
bad guys (Doc Savage even ran a hospital where criminals were cured of their
anti-social tendencies); they tended to
kill only when their immediate families
were harmed, placing them under tremendous stress.
Referees of superhero games can discourage vigilante characters of this
sort by having criminals single them out
for special vengeance so that they are
slain in the course of play, rather than
DRAGON
39
40
JANUARY 1983
There are essentially two types of settings that can be used in a superhero
game: a fictitious city or country, or a
real one adapted for a superhero world.
The former setting would involve the
creation of a town like Metropolis or Gotham City, or the island/nation of Inguria
used in Superhero 2044. This technique
is useful for referees who want to have a
free hand in designing the landscape to
include special items like factories, research stations, etc. It is also good to use
when the players and referee do not live
near enough to a major city with which
they can identify and which they can use
as a setting. But from my viewpoint, the
latter alternative of using a real city as a
backdrop for superhero campaigns is
best whenever its a viable alternative.
Players and referees living in or near a
major city may find it both helpful and
amusing to make the city the setting.
Helpful, because maps of the city should
be readily available and the groups familiarity with the area should make it
easier to visualize the scenes where the
action takes place; amusing, for reasons
that should be (or would soon become)
obvious.
Popular landmarks might be the backdrop for great fights between heroes and
villains; local governments and organizations can be caricatured, and (unless
you live in New York or Los Angeles,
where most comic superheroes seem to
reside) there is always the weird element
of trying to imagine your city as actually
having superheroes. The campaign I am
currently running is based in Louisville,
Kentucky (where all of us live), but it is
the Louisville of an alternate world where
places like Metropolis exist as well.
Louisville is a great city, but it isnt the
sort of place you automatically think of
when you think of superhero cities. Oddly enough, though, once you get used to
the idea after a couple of sessions of
Egos or is it superegos?
As mentioned before, superheroes are
by nature a very individualistic lot. Each
hero (meaning each player) is going to
want some glory; fame is what keeps superheroes going, after all. More often
than in other sorts of role-playing games,
player characters may go off on their
own to try to pick up leads to solve
crimes, or fight criminals without other
peoples (or heroes) help. When possible the referee should try to encourage
players to work together, and should design adventures that will require the
Resources
Until recently there were not very many
playing aids specifically designed for
superhero games; this should not deter
prospective referees, however. Ideas for
adventures may be taken from many
other game systems, if properly adapted.
Research Station Gamma (GDW) may
be easily form-fitted to superhero adventures as the abode of evil arch-criminals;
many other Traveller and related sciencefiction/space-opera modules depicting
futuristic weapons or buildings are useful, too. The GAMMA WORLD game
(TSR) and the spell lists in the AD&D
Players Handbook (TSR) provide much
interesting reading for those looking for
new sorts of super-powers to develop.
Spell-casting superheroes may check
through RuneQuest (Chaosium) for possible magics to use, or look in Magic
The games
The following games are generally
available in most hobby and game stores.
It should be noted that Superheroes and
Supervillains contains miniatures with
rules for combat, but is not designed for
broader use in role-playing Campaigns.
Champions (Hero Games, 19881) by
George MacDonald and Steve Peterson
Superheroes and Supervillains (Heritag, 1981); rules by Brian Phillips, figures by David Helber
Superhero 2044 (Gamescience, 1977)
by Donald Saxman
Supervillains (Task Force, 1982) by
Rick Register
Superworld (part of the Worlds of
Wonder boxed set of games, Chaosium
Inc., 1982) by Steve Perrin and Steve
Henderson
Villains and Vigilantes (Fantasy Games
Unlimited, 1979) by Jeff Dee and Jack
Herman
The Official Superhero Adventure
Game (1982) by Brian Phillips
Supergame (1982) by Jay and Aimee
Hartlove
DRAGON
41
42
JANUARY 1983
DRAGON
43
44
JANUARY 1983
Introduction
Game Components
Designed
by
C. C. Stoll
46
JANUARY 1983
The Game-Turn
3.0 A game-turn consists of a sorcerer-player phase followed by a wizardplayer phase. Neither player engages in
any activity during the opposing players
phase. Each phase consists of five segments which must be carried out in strict
sequence:
Sorcerer-player phase:
1. Wandering-orc check (3.1)
2. Summon spells (3.2)
3. Movement (3.3)
4. Fireball spells (3.4)
5. Combat (3.5)
Wizard-player phase:
1. Haste spells (3.6)
2. Movement (3.3)
3. Fireball spells (3.4)
4. Combat (3.5)
5. Haunt check (3.7)
48
JANUARY 1983
49
bonus vs. demons, dwarves have a bonus vs. orcs, and elves have a bonus vs.
ghouls. Whenever all the attacking and
defending units in a single attack (made
by the wizard player) are of the specified
types (barbarians vs. demons, dwarves
vs. orcs, or elves vs. ghouls), the attack
result is read as if the odds were one step
better (for the attacker) than they actually are (an attack at 1:2 becomes 1:1; 1:1
becomes 2:1, etc.).
The combat bonus does not work both
ways; sorcerer-player units always attack at the regular odds. The combat bonus does not apply if two different types
of wizard-player units are participating
in the same attack.
Some examples of the calculation of
combat odds are given in the next column. It should be noted that there is never more than one type of unit defending
against an attack, because each attack is
made against one or more units in the
same hex, and stacking restrictions do
not allow different types of units to be
stacked in the same hex. By referring to
the combat factors and combat bonuses
listed in the Counter Chart, players
should see why the odds listed for each
attack are appropriate.
50
JANUARY 1983
Attacker(s)
Defender(s)
Odds
2 elves
2 ghouls
2:1
1:1
2 ghouls
2 elves
1:1
1 elf, 1 dwarf
2 ghouls
4:1
3 barbarians
3 sorcerers
2 barbarians
3 sorcerers
2:11
2
4 wizards
1 orc
3
1 dwarf
3 ghouls
4 barbarians
6:14
1 orc
1:11
3 orcs
2 elves
2 demons
4:1
1 dwarf
1 demon
2 wizards
2:1
1:2
1 demon
2 barbarians
1
rounded in favor of defender
2
not allowed; wizards cant
attack in combat
3
not allowed; odds are less
than 1:2
4
best ratio possible, even
though actual odds are 8:1
3.6 Haste spells: This type of magic
is only usable by wizard units, and is one
of the two spells wizards may cast; however, each wizard unit can only cast one
spell per turn.
A Haste spell enables a wizard to give a
single stack of wizard-player units (up to
four of the same type in the same hex) a
bonus of 2, 4, or 6 hexes to the movement
The Wand
4.0 The counter of Arrakhars Wand
can only be moved if it is stacked with at
least one wizard-player unit (not necessarily a wizard). It can be moved by one
carrier (one wizard-player unit or stack)
each turn, when that unit or stack moves.
The wand may be handed off from a
stationary carrier to a unit or stack which
is moving through the carriers hex, but
only if the stationary carrier has not already moved in that turn. (The unit or
stack receiving the wand becomes the
new carrier, and must have movement
Notes on Strategy
and Tactics
Although there is no turn limit to the
game, it is obvious that the wizard player
must achieve victory before the sorcerer
players constant reinforcements make
such a result impossible. Usually the
sorcerer player will place the haunts in
the shape of a rough circle around the
board. After the wizard player places his
forces at E hexes, the sorcerer player
will summon demons, orcs and ghouls to
block off access to the haunts and the
vulnerable sorcerer units. (Even a single
sorcerer-player unit can block an advance, as a sacrifice to buy time for
summoning and effectively deploying
other sorcerer-player units). If the wizard player cannot establish an edge in
eliminated units early on, he will find victory difficult to achieve.
Alternatively, the sorcerer player might
place haunts in a tight pattern, intending
to hole up in a corner of the valley and
fight a war of attrition. Or, he might
spread haunts and sorcerers far and
wide, turning the contest into more of a
bluffing match.
If the sorcerer player, by an exaggerated deployment of units, clearly indicates the haunt in which the wand is hidden and such is actually the case it
is possible that the wand will not come
into play until (or unless) the larger issue
Variations
1. Short Scenario. Initial force points:
Wizard 40, Sorcerer 44. The sorcerer
player is only required to have four of
each type of unit in his force design; the
wizard player is only required to have
three of each type of unit in his force
design. All other rules of the Basic Scenario apply.
2. Long Scenario. Initial force points:
Wizard 90, Sorcerer 100. The sorcerer
player is required to have nine of each
type of unit in his force design; the wizard player is required to have six of each
type of unit in his force design. The sorcerer player places all haunts (three of
each type) on the board. All other rules
of the Basic Scenario apply.
3. Advanced Play. This rule change
can be applied to all scenarios. In designing forces, players are not required
to have a minimum number of units of a
given type. They are restricted only by
the countermix and the point limit of the
scenario being played, whether it is one
given here or one of the players devising.
4. Handicapping. Reduce the number
of force-design points available to the
more experienced player (for a shorter
game), or increase the number of forcedesign points available to the less experienced player (for a longer game). If
either the wizard-player side or the
sorcerer-player side wins too often for a
given set of players, adjust the design
points available to the sorcerer player up
or down in increments of two points.
Credits
Design: CC. Stoll
Editing: Kim Mohan, Wendy Vincent
Graphics: Keith Waits
Playtesting: Will Crawford, Donald
Kimmel, George Kimmel, Roger Raupp,
Gali Sanchez, Charlie Sexton, Ed Vermillion, Wendy Vincent, Jeff Webb
Inspiration: Kimmel of Cimmeria
(Scourge of the Western Coast)
DRAGON
51
FIREBALL TABLE
SEQUENCE OF PLAY
Die
roll
Set-up:
1. Design forces (secretly)
2. Sorcerer-player unit placement
3. Wizard-player unit placement
2
3
4
5
6
Game turn:
Sorcerer-player phase
1. Wandering-orc check
2. Summon spells
3. Movement
4. Fireball spells
5. Combat
Wizard-player phase
1. Haste spells
2. Movement
3. Fireball spells
4. Combat
5. Haunt check
E
r
E
E
E
E
E
E: Unit eliminated
r: Roll again; no effect on 1-3, unit eliminated on 4-6
: No effect
WAND TABLE
Result when used against:
Die
roll
Demon
Orc, Ghoul
2
3
4
5
6
E
E
E
E
E
E
E
E: Unit eliminated
: No effect
COMBAT TABLE
Die roll
1
2
3
4
5
1:2
1:1
2:1
Combat odds:
4:1
3:1
5:1
E
E
E
E
E
E
E
E
E
E
E
E
E
E
r
E
E: Unit eliminated
r: Roll again; no effect on 1-3, unit eliminated on 4-6
: No effect
2
3
4
5
6
r
E
E
E
E
E
HASTE TABLE
SUMMON TABLE
Die roll
6:1
Die roll
Number summoned
2
3
3
4
4
4
2
3
4
5
6
Movement bonus
2
4
4
6
6
6
COUNTER CHART
Unit
Wizard
Barbarian
Dwarf
Elf
Sorcerer
Demon
Orc
Ghoul
52
A N U A R Y
1983
Move
4
6
4
4
4
6
4
4
Combat
cost
3
2
1
1
1
1
3
2
1
1
1
1
temple
ruins
crypt
Sorcerer
E
E
E
E
E
DRAGON
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JANUARY 1983
Combat abilities
Entertainers fight as thieves and obtain the saving throws and
magic resistances of a magic-user in general melee. However,
each sub-class has some advantages in particular situations:
In regular hand-to-hand melee, an Acrobat gains a +2 bonus
to armor class for each point of dexterity above 14.
In weaponless combat, an Acrobat gains a bonus of +2% per
level above 2nd, on both the Base Score to Hit table and the
particular Result table being used.
When firing a bow, a Troubadour uses the fighter table instead of the thief table for to hit determination.
If a Juggler is the target of a thrown weapon and sees it
coming, he or she has a 15% chance per level above 2nd to
catch the weapon. An Acrobat in the same situation gets a +2
bonus to AC for each point of dexterity above 14.
If a Juggler is the target of a fired arrow or crossbow bolt and
sees it coming, he or she has a 5% chance per level above 2nd to
deflect the arrow or bolt. An Acrobat in the same situation gets
a +2 bonus to AC for each point of dexterity above 14.
If a Juggler throws a hand-held weapon with which he or she
is trained, he or she receives a +1 bonus to hit for each level
above 2nd.
If a Juggler is subjected to any illusion, including invisibility,
at a range of 10 feet or closer, he or she has a 7% chance per
level above 2nd to disbelieve and discover the illusion, in addition to the characters usual saving throw.
If a Juggler is attacked by telekinesis or levitation, he or she
gains a magic resistance of 5% per level above 2nd. For an
Acrobat in the same situation, the magic resistance is 15% per
level above 2nd.
If a Juggler puts on or is forced to put on a pair of cursed
gauntlets, the character has a 15% chance per level above 2nd
of being able to remove the gauntlets but only one such
attempt can be made per day. An Acrobat in the same situation
has a 5% chance per level above 2nd to remove the gauntlets.
If an Acrobat puts on or is forced to put on a pair of cursed
boots, the character has a 15% chance per level above 2nd of
being able to remove the boots but again, only one such
attempt can be made per day.
A Troubadour who is the target of a charm, command, or
other control-type magic gains a bonus to his or her saving
throw of +1 per level above 2nd.
A Troubadour who is the intended target of any sort of scrying, or a spell such as ESP, gains a magic resistance of 8% per
level above 2nd against such attempts.
A Troubadour gains +3 on all allowed saving throws whenever the character is the target of an attack involving psionics.
If a Troubadour puts on or is forced to put on cursed jewelry,
he or she has a 4% chance per level above 2nd of being able to
remove the jewelry (as above, one attempt per day).
A Troubadour has a 3% chance per level above 2nd of being
able to detect lie whenever a falsehood is told to the character,
but only one such attempt can be made for each falsehood.
If a Troubadour is given any fake item (paste jewelry, fools
gold, an item with an illusion cast on it, a magic item drained of
all its charges, etc.), the character has a 7% chance per level
above 2nd to know that the item is not what it might appear to be
but only one such attempt can be made for each item.
56
JANUARY 1983
Giving performances
All entertainers desire to perform before an audience. Those
having bare minimum ability scores can never achieve third
level or higher in any sub-division. They might, however, still be
associated with the theater, acting or doing some type of
performing, but they will never achieve any great success.
Stagehands and Performers are just beginning to learn their art
and havent decided on a specialty yet. They gain none of the
bonuses that apply to third level or higher in the sub-divisions.
A Stagehand or a Performer might know how to carry a tune
as a singer, play an instrument (just barely), dance a little (only
one or two types of steps), or perform the basics of juggling
three balls (dropping one every now and then). He or she will
know one weapon and will have no basic bonus skills, except
for the minor abilities of hide in shadows and move silently as a
first-level thief.
If a Performer has the minimum requirements for a profession in one or more of the sub-divisions (Juggler, Acrobat,
Troubadour), then he or she may begin to learn that trade from
another who already knows it and is at least fourth level. This
training for specialization will require 2-5 months, and the
character in training can do no adventuring during that period.
Members of the entertainer class can never gain a new level
of experience without giving a performance for an audience of
two dozen or more spectators. Failure to give this performance
will negate the opportunity to go on to a new level, regardless of
experience points gained in adventuring and regardless of the
number of small tricks, jokes, acts, or dances the character
might perform in lieu of the level performance.
When an entertainer gives a level performance, he or she
must obtain the support (via applause, laughs, thrown coins,
etc.) of the majority of the audience. An entertainer who does
not receive praise, accolades, money, etc., from at least half the
members of his or her audience has failed and will lose enough
experience points to place him or her at the midpoint of the next
lower level.
When giving or preparing to give a level performance, the
entertainer must abide by certain restrictions and procedures:
1. The entertainer must have at least 70% of the experience
points needed to advance to the next level; for instance, an
Actor (7th level) who wishes to become a Star (8th level) must
have 70% of 75,001 experience points, or at least 52,501, before
he gives this level performance. He or she can wait until the
entire 75,001 points is accumulated if he or she desires, but
until the performance is done successfully he or she will remain
7th level even if more experience is gained. If the performance
is completed successfully before the entertainer has enough
experience points to qualify for the next higher level, then the
entertainer will be able to advance to the next level as soon as
the required number of experience points are accumulated.
Note: An entertainer could give regular performances using old
material, sets, etc. at any time, but no experience is gained for
such efforts (although they might bring in some revenue); only
new performances count toward the awarding of experience.
2. The performers audience of intelligent beings must
number 24 or more.
3. The performer sums the levels (hit dice) of the audience
and divides this number by his or her current level in the profession for which he is giving the level performance. The result is
always rounded up in favor of the audience. (Zero-level figures
and 1-1 hit die intelligent monsters count as one hit die/first
level.) For example: Eleven zero-level humans, ten first-level
humans, six second-level humans, three third-level humans,
and a fifth-level gnome fighter/thief show up for the performance. They add up to (11x1)+(10x1)+(6x2)+(3x3)+(1x(5+5)) =
52 levels. His current level is 7 (Actor); 52 divided by 7 = 7.42,
which is rounded up to 8. This means the performer must roll 8
or higher on a d20 for this audience to like the performance. If 7
or less is rolled, the Actor goes back to being a Poet (one level
lower) at half of the required experience points to hold the level
in this case, 27,501. The performer can try to qualify as an
Actor again since he or she has more than 70% of 37,501 points,
or 26,251. Of course, he or she must also rise to 37,501 points,
as well as succeed in a new level performance, to again be the
level of an Actor.
4. A performer obtains 25 experience points per level of the
audience if successful. In the example given, this comes to
(25x52) = 1,300. But being successful does not mean that he or
she becomes 8th level at that moment in time. The performer
would add the 1,300 to his or her current experience point total,
and if that brings it to 75,001 or more, then the new level is
gained. In any event, the Level Performance is now out of the
DRAGON
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JANUARY 1983
the result is only 20. So far the advertising has cost the performer 180 g.p. He gives the show, but cannot use it as his Level
Performance since 24 spectators are not present. He spends
180 g.p. more to advertise for another three days. The DM rolls
6d8 and this time gets a result of 38. According to the stipulation given above, 10 people from the first audience will also
show up, yielding a packed house of 48. The entertainer must
go on, even though his chance of giving a successful Level
Performance under those conditions is greatly diminished from
what it would be if only the required minimum of 24 people were
present.
theater.) Naturally, if the entertainer botches a level performance he will have to give two performances to make it up.
(Exception, as noted before: If he tries to go from 3rd to 4th and
fails then he does not have to perform again to regain 3rd level.)
Obtaining an audience
The entertainer cannot cheat in his attempt to stack the
audience in his or her favor. He or she must advertise in pubs,
inns, via town criers, with handbills, etc., that he or she will give
a level performance, Great Performance, or Command Performance. Advertising must begin at least three days before the
event. The event must be in a town, at a reasonable time, and in
a safe place. The advertising cost is 60 g.p. per day. This outlay
of (at least) 180 g.p. can be cut by one third (from 180 to 120
g.p., in this example) if the entertainer already has his own
theater. He or she must provide enough room for double the
number of people required to see the performance. Excess
people up to the capacity of the room/hall/arena cannot be
turned away. People who come with money in hand must be let
in, whether they are peasant or king. The theater management
(perhaps the entertainer himself) does have the right to forbid
drunks and to stop hecklers and rowdy behavior in the
audience.
The DM will roll 6d8 for a level performance, 9d8 for a Great
Performance and 8d12 for a Command Performance to determine the number of people who show up. If the size of the
audience falls short of the required 24, 36, or 48, then a show
must still go on that night (no disappointing those who do show
up), and the performer must advertise for three more days and
again attempt to stage the required level, Great, or Command
Performance. However, in such a case, half of the number of
people who showed up the first time will come back for the
second show, in addition to the new audience. Example: A
character is to give a level performance. He provides room for
48 spectators, as required (even though only 24 have to attend
for the level performance to qualify), and the DM rolls 6d8 but
59
60
JANUARY 1983
Skills of entertainers
Stagehand: A stagehand learns how to move silently and hide
in shadows as a first-level thief, so that he will be out of the way
as things occur on stage. He understands lighting, and a very
little about a number of performing skills. He can sing a little
(off key), play a little (very little), juggle a simple cascade for 2-7
segments, do a shoulder roll, tell a little joke, etc. He has no
special ability otherwise. He fights as a first-level thief and
saves as a first-level magic-user. He will begin to learn the
crude beginnings of makeup, but someone can see through
one of his disguises at a 75% chance plus 5% per level of the
viewer. This chance goes down by 10% base for every level the
entertainer gains thereafter (the 5% chance to spot the disguise
per level of the viewer remains), so that a fifth-level entertainer
would do a disguise that a first-level character could see
through 40% of the time (75 minus 4x10 plus 5). An Entertainer
(11th level) would have a chance of 75 minus (10x10) plus 5% =
-20% to be spotted by a first level; i.e., he would not be spotted.
Note that being double-classed as an entertainer does not help
this percent chance until Showman is achieved and the entertainer can count himself as 10th level.
Performer: The ability to move silently and hide in shadows
goes up just as if the entertainer were a thief for his or her entire
career. Otherwise, no new skills are added at second level.
When the Performer is studying to become third level in one
of the three sub-classes, he will begin to specialize. However,
every entertainer begins to learn the gift of gab. Upon becoming third level in any of the sub-classes, he or she has a 5%
chance per level to enrapture zero-level type peasants. This
does not include a zero-level master craftsman or a zero-level
educated figure; it pertains only to the uneducated clodhopper
or the typical group of children. Such an ability can often get an
entertainer free room and board in a home, hut or barn.
The ability to act, sing, dance, juggle, tumble, etc., can be a
great asset even in front of small audiences or in one-on-one
situations. Even educated characters of second level or higher
might like a joke, story, or trick. Give such a figure a normal
saving throw. If the throw is failed, the audience likes the joke,
story, trick, or whatever, and he will offer to give the entertainer
a free drink, a few coins (silver), and perhaps food and a place
to sleep. This ability does not necessarily gain any direct benefit for the party, but a performer can often work the streets for
a few hours and get enough silver pieces to put himself and his
friends up for the night. Alignment of the entertainer and the
figure being entertained must be identical or (at most) one step
apart for this form of entertainment to work.
Weapon
Penalty for
each weapon
3 4 5 6 7 8 9 10 11
in burst
Dagger
2* 2* 3 3 3 3 4 4
4
-3
Dart
3* 4 4 4 5 5 5 6 6
-4
Hand axe
1* 1* 1* 2 2 2 3 3
3
-2
* normal number per round allowed, not considered a burst, no penalty applied.
Example: A Showman of 10th level (i.e., he has become a 9th
level Juggler and 9th level in another entertainment profession
as well) decides to throw a burst of daggers on one round, then
darts on another. He selects 4 daggers and 6 darts for the two
bursts. Since he is +8 to hit normally with these trained weapons, his accuracy is now +5 with each dagger and +4 with each
dart. Note: Adjustments of -2 and -5 for medium and long range
apply, just as with any other missile weapon attack.
An Acrobat can jump (as the spell) at will once for each level
of experience during any single turn if the Acrobat has taken
less than half damage. If current damage is more than half the
characters total hit points, he can jump only once per turn
regardless of level.
Magical clothing operates well for Acrobats in some specific
cases. Boots of elvenkind make them only 1% likely to make
noise in the worst conditions. Boots of striding and springing
will never cause them to fall or trip from a misstep or poor jump.
An Acrobat can march for 15 hours in such boots. Boots of
speed allow an Acrobat to move at a base speed of 25 plus 1
per level above 2nd.
Gauntlets of ogre power give an Acrobat a grasping strength
DRAGON
61
Race
Level of Acrobat
3
4
5
6
7
8
9 10 11
Human,
Half-elf
92% 93% 94% 95% 96% 97% 98% 99% 99.5%
or Elf
Dwarf
84% 85% 86% 87% 88% 89% 90% 91%
81% 82% 83% 84% 85%
Gnome
An Acrobat can walk a taut wire (or rope) in calm wind
conditions (less than 3 mph wind velocity) at the rate of
1/round plus /round per level above 3rd. His chance to fall is
a base 3%, minus 3/10% per level above 3rd.
An Acrobat can walk a slack wire in calm wind conditions at
the rate of /round plus /round per level above 3rd. His
chance to fall is a base 7%, minus 7/10% per level above 3rd.
Note: A taut wire has to be pulled tight by a winch or a series
of pulleys. A taut wire is not achieved by tying a rope between
two trees that is a slack wire.
An Acrobat can walk up a slanted wire in calm wind conditions at the rate of /round plus /round per level above 3rd.
His chance to fall is a base 6%, minus 4/10% per level above 3rd.
The wires angle can be up to 15 with no penalty. Thereafter
the chance to fall is increased by 2% per degree of angle, with
35 being the maximum slant in any case.
Each full 3 mph of wind velocity adds 1% to the chance to fall
from any sort of wire, and a wind velocity of more than 45 mph
makes the acrobat also have to save vs. spells each round or be
thrown off the wire. An Acrobat is allowed a save vs. wands to
catch himself in a fall from a wire (on the wire itself). If such a
catch succeeds, the Acrobat will take a full round to regain his
footing. Note: 1 on ropes and wires always equals 10 feet,
never 10 yards.
A Troubadour has a 5% chance per level above 2nd to know if
an item, person, or place is historical or legendary. The item,
person, or place must be within 10 feet of the Troubadour, and it
must have a history that is meaningful and relevant for the
Troubadour to have any chance to relate some fact about it.
Troubadours have a 10% chance per level above 2nd to relate
a list of possible uses for an item found to be magic. For
example, if a wand is found by a Troubadour or a member of the
Troubadours party, the person playing the Troubadour (who
will be the DM if the Troubadour is a non-player character), if
the appropriate dice roll is made, can relate the names and uses
of every wand in the Dungeon Masters Guide that the player
can actually remember! No looking in the book is permitted (if
62
JANUARY 1983
Containers
If an adventurer finds a liquid or solid
item that he or she wishes to take along,
but doesnt want to touch, a reliable,
easy-to-handle container is. necessary.
Small creatures may also be imprisoned
therein, but dont forget they need to
breathe if you intend to keep them alive.
A screw-top jar of any reasonable size
is a handy thing to have. The jar should
be of metal-reinforced ceramic or glass
so it wont break easily. An airtight box,
padded on the inside, is necessary to
hold the jar safely and securely. The jar
ought to fit snugly into the padded box
63
Communication aids
This category includes some rather
fundamental and straightforward items
and techniques. A piece of chalk or
charcoal, for example, can be used for
marking dungeon walls. Such primitive
markings might be most useful if there
are only illiterate or unintelligent enemies about; an intelligent foe could easily duplicate the marks, thus confusing
the adventurers. Pen, ink, paper or
parchment (very durable, especially if
made of treated hide), paint, and a paint
brush are more useful than chalk and
charcoal. Since the right color of paint
and the proper type of brush would be
needed in order to make a mark similar
to that of the partys, an enemy would
have a more difficult time trying to foil
the communication system devised by
the party.
When adventuring outdoors, visual
and audio techniques are important for
fast and effective communication. For
example, strips of white cloth could
prove to be useful. Stretched on the
64
JANUARY 1983
Tools
More than once, a party in a cul-de-sac
has elected to cut its way out through a
wall rather than face some menace. In
order to do this effectively, tools are necessary. Such items as a crowbar, candles, stone-mining tools, a small pack for
carrying bigger mining tools, and a small
shovel are usually helpful.
In addition, adventurers might consider taking a trick 10-foot pole, a threepronged grappling hook, and some torch
adaptors. The trick pole consists of two
five-foot sections connected by a screw
joint, or by a collar joint with a pin to hold
the two sections together. When a long
pole is needed, the two pieces are assembled. In normal circumstances, the
five-foot pieces remain unattached so
they dont get in the way. The grappling
hook, most useful for scaling, resembles
the ones often seen in war, prison-escape, and spy movies.
Torch adaptors are simple square pieces of metal with a hole/collar in the
middle. The adaptor is placed onto a
torch from the bottom, so that it lies just
under the flame. Though the adaptor
protects the hand holding the torch, it
also blocks some of the light from radiating downward. If the torch is dropped or
thrown, the adaptor may keep the flaming part from lying on the floor, since the
torch will be supported by its non-burning end and the adaptor. And it wont roll
around, either. This means a better
chance of throwing a torch without extinguishing it.
Offensive devices
A wine sack can prove useful as an
attack device, especially if it is the type
that can be used as a kind of short-range
squirt gun. Perhaps the skin can be
made of, or reinforced with, a material
tougher than ordinary hide. A character
may want to squirt wine, water, light oil,
or some other liquid at an enemy or at an
object. Squirting offers a greater range
than pouring, and has almost as much
accuracy.
Adventurers should carry plenty of
holy water. If they can afford it, all their
weapons should be blessed by a cleric,
and perhaps bathed in holy water before
an adventure. This may not help every
time, but it cant hurt, and may thwart a
referees most subtle plans.
Colored dust or flour, contained in
paper packets and/or small spheres of
pottery, can be thrown at an enemy. At
worst, the opponent(s) will be slightly
worried; at most, theyll flee from the
Defensive items
When an individual or a party is attempting to flee an area, mustard powder, oil of citronella, or other strongsmelling concoctions can be strewn
about to cover a partys trail. Cover, in
this sense, means preventing the pursuer from using its sense of smell effectively, so that after it passes the affected
area, it still wont be able to smell the
party (or anything else). The powder
should be put in a paper packet, the oil in
a small, smashable flask.
Caltrops are four-pointed metal objects shaped in such a fashion that one
point is always up and the other three act
as a base. This device will slow down
pursuit, and can also be used to create
an alarm perimeter around a camp. If the
tips are poisoned, caltrops can be a surprisingly powerful weapon, particuarly
in darkness.
In addition, wedge-shaped pieces of
wood or metal, with a rough, slightly flexible bottom shoe base, are excellent
doorstops. Laying down a doorstop and
kicking it into place takes much less time
than pounding in a spike to hold the door
open.
Another defensive item with many uses
is a dead rat (or other small animal).
These rats (if you carry one, you may as
Miscellaneous items
Numerous smaller items, such as those
mentioned below, can be of additional
service to adventurers. For example, wire
can sometimes be used where rope cannot. With appropriate wooden or metal
handles, a short wire becomes a garotte.
Piton rings for climbing can be used
when a thief is unwilling, unable, or unavailable. A pair of five-foot chains with
silver-coated manacles at the ends has
many uses. There is no need to rely on
rope when the silver should help prevent
a lycanthrope from changing into its
animal form, though this varies from
referee to referee. An adjustable leather
collar, reinforced with metal, with loops
for attaching rope or chain is a similarly
useful item.
Other useful (perhaps even essential)
items include flint and steel, which are
mandatory for fire-making; a blindfold
and a gag, to be used in conjunction with
the restraints mentioned above; an eyepatch, for a quick disguise, for medical
purposes, or even for (temporarily) blinding a prisoner in one eye for some reason. Though smelling salts will probably
never save anyones life, sometimes a
quick recovery from unconsciousness
can be vital.
Flashy trinkets, counterfeit coins, silver-coated slugs, gold-plated copper
pieces, and other deceptive valuables
can be carried either for dishonest trading or for throwing down while fleeing an
enemy. Some of the items especially
large but flawed (and thus relatively
worthless) gems can be placed in a
paper packet which can be easily torn,
so that the contents will scatter and attract a pursuers attention. Weak, rotten
cloth can be a substitute if paper is not
available in the adventure setting.
A character who can cast continual
light (which has no duration limit) should
place that spell on a variety of objects,
especially cubes, slabs, and spheres.
These can be stored in containers slightly larger than the objects themselves and
then revealed when the party wants to
throw a light somewhere. For example,
rather than walk down a long, dark flight
of stairs, a character rolls a light ball
down to get a good view. If a cube or slab
is made of flexible, shock-absorbent material, it wont bounce far when light is
desired in a specific place. A sphere, on
the other hand, will go a long way in a
dungeon-like interior. If the referee
agrees, characters can even make light
frisbees from pie plates.
A particularly useful variation of continual light objects is the light bomb.
To make such an item, a light cube is
placed into a pottery ball. The ball can be
made of two hemispheres bound together with twine, or the light cube can be
baked inside a one-piece sphere. Then
when a character who is invisible or hiding in shadows wants to attack with surprise and have light to see by, he can
throw a light bomb. Suddenly, a light as
bright as daylight appears in the midst of
the enemy! The bomb might even frighten
off unintelligent monsters.
Another useful variation involves using a tube that contains a long cylinder
or stick with the continual light spell on
Encumbrance
Where does one carry all of this? If the
referee allows the players to take along a
mule, or if theyre outdoors riding horses,
distributing the weight of extra items
such as these should not pose a problem. Using a charm monster or charm
mammal or animal friendship spell can
make animals more docile. Defensive
materials should be kept close at hand
so they can be used on short notice.
Containers, tools, most communication
aids, and many of the other items can be
stored in a place where a minute or two
will be needed to bring them into play,
since these arent necessarily emergency items.
Although a large number of items have
been mentioned, most of them are quite
small and light in weight. Moreover, in
many instances, only one or two of a
certain item is needed for an entire party.
This makes it easy to pass the objects
around, just in case a character is unable
to carry them all by himself or is without
a mule. If one has a beast, most of the
objects it carries should be spares of everyday items such as blankets and rope
things which arent quite as interesting, perhaps, as the items and devices
mentioned here, but just as necessary
for the well-equipped adventuring party.
DRAGON
65
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JANUARY 1983
DRAGON 67
details of some magical books, too. (Editors note: See Pages from the Mages
in DRAGON issue #62.)
Thats to tell those who are most interested that the Art is available to them,
the sage answered. But not here; they
must seek it in the Realms. I think Ill
have to give you some more information
about lost and missing books of magic,
to whet the appetites of those maids I
saw, if naught else.
Oh, I sighed, reaching for a pencil
and failing to entirely hide my eagerness, all right . . .
Accordingly, here are another four selections from Elminsters notes, describing books of magical importance whose
present whereabouts are unknown. If
you feel a stirring within as you read on,
seek you a way to the Realms. But you
will find no clues to your route here, for
that is part of the test. . . .
68
JANUARY 1983
DRAGON
69
70
JANUARY 1983
71
72
JANUARY 1983
Dismind
(Enchantment/Charm) Reversible
Level: 9
Range: Touch
Duration: Special
Area of Effect: One creature
Components: V
Casting Time: 2 segments
Saving Throw: Neg.
This spell consists of a phrase spoken
while the caster touches the recipient
(the spell may be cast on oneself, serving
as a last resort escape from certain
death, torture, or mental damage), causing the recipients mind to fly from his
body. The body instantly undergoes a
curious transformation: It remains in the
position it was when the spell was cast,
surrounded by a glowing aura of force
DRAGON
73
Convention schedule
NORCON 83, Feb. 11-13 Scheduled for the Mount Royal
Hotel, 1455 Peel, Montreal, Quebec, Canada. More than 30
events are offered, including game tournaments, an auction,
and a figure-painting contest. Admission is $15 for the weekend
or $8 for a single-day pass at the door. Contact: Norcon 83, 320
Caledonia Ave., Dorval, Quebec, Canada H9S 2Y2.
74
JANUARY 1983
A few Words
of wisdom about
weapons statistics
SECURITY CLEARANCE LEVEL:
For Administrators and Agents
BEGIN MESSAGE
TO: Administrators desiring clarification of inconsistencies
between the statistics found on the Weapons Chart and statistics as generated using the optional Gun Design rules.
BY AUTHORITY OF: Merle M. Rasmussen, designer, and
Allen Hammack, editor.
PURPOSE: Because of the bulk of correspondence we receive concerning weapon-statistic incongruities and gun-design problems, we have conspired to issue a statement in hopes
of alleviating rule misunderstandings. We also hope to explain
our reasonings behind particular rules and statistics within the
current TOP SECRET Espionage Game rules system.
MESSAGE: Why arent the PWVs of certain guns from the
Weapons Chart the same as PWVs calculated from their A, F, P,
R ratings using the optional Gun Design rules?
1) Five of the weapons (a, c, j, k, p) have PWVs left over from
the original TOP SECRET manuscript and were never modified
during editing.
2) One of the weapons (j) is the victim of a typographical
error found under Gun Design in the section on Accuracy. A
Rating of 4 should have a PWV of -4, not -2.
3) Variations between similar weapons are based on specific
performance data and subjective reports from users of various
gun types.
4) Different weapons with statistically identical A, C, F, P,
and R ratings had their values slightly modified to make the
weapons different from one another for game purposes.
5) For game balance, PWVs were varied independently of the
weapons A, F, P, and R ratings with a tolerance of plus or minus
0 to 19.
6) All PWVs on the Weapons Chart were assigned and are
official. Weapons denoted a, b, c, g, h, i, j, k, p, and u-ee are
inconsistent, but will not be officially modified at this time.
Why are designed guns using the Gun Design 20 or less trait
rating total such poor renditions?
1) Unlike weapons produced by professional manufacturers
who spend a great deal of time and money on research and
development, homemade weapons are pitiful reproductions.
Few espionage agencies can afford a private armorer or an
in-house gunsmith, and are more likely to contract the work out
or buy standard weaponry commercially produced.
2) We strongly suggest modifying the given weaponry to suit
your needs, as opposed to designing new weapons from
scratch. Homemade weaponry would be easier to trace than
mass-produced guns because of the distinctive rifling marks,
PB
Pistols
0
-45 -145
X
-75 -195
Carbines
+3
-10
-45 -115
Rifles
+5
-5
+4
-95 -245
-25
Submachine Guns
-60 -170
Assault Rifles
+5
-10
Machine Pistols
+1
-80 -220
-25
4) These average Range Modifiers can be subjectively altered within the following parameters:
PB: + (0-5), but PB can never be less than 0
S: + or - (0-9); randomly, equivalent to d10-1
M: + or - (0-19); randomly, equivalent to d20-1
L: + or - (0-49); randomly, equivalent to d%-1
5) In all cases, if the actual gun cannot shoot further than
medium range (600ft.), its long-range modifier should be X (not
possible).
How were the weapons chosen for inclusion in the TOP
SECRET rules, and why were those weapons chosen?
1) During the research phase, some weapon descriptions
were determined to be so sketchy and vague they werent even
passed on from the designer to the editor.
D RAGON 75
Weapon
.25 self-load
.32 self-load
9mm Double col.
mag. self-load
.357 Mag. 6-shot
small-frame rev.
.380 self-load
.38 S&W 5-shot
small-frame rev.
.38 Standard wt. 6shot revolver
.38 Llama
.41 mag.
.44 special
.44 mag.
Range Modifier
PB S M L
PWV
WS
AM
CST
DC
31
43
0
0
-54
-50
-154
-150
X
X
F
VF
1
1
6?
6?
360
370
0
-2
2
2
6
5
5
5
3
4
2
4
3
4
47
-46
-148
VF
8?
365
-4
33
45
0
0
-40
-41
-140
-141
X
X
F
VF
6
1
325
8?
-4
380
3
-2
4
3
4
5
4
5
6
4
4
4
34
-41
-141
VF
5?
375
-2
35
47
43
43
43
0
0
0
0
0
-41
-39
-38
-37
-36
-141
-139
-138
-137
-136.
X
X
X
X
X
VF
VF
F
F
F
1
1
1
1
1
6
8?
6?
6
6
370
380
320
260
280
-4
-6
-8
-8
-8
4
3
3
3
3
4
3
2
2
2
4
5
4
4
4
4
4
5
5
5
6
6
6
6
6
4
4
4
4
4
ADMINISTRATIVE CORRECTION
In reference to the article in DRAGON issue #49, concerning ammunition, the following clarification is necessary:
Gyrojet and microjet ammunition may not be fired from conventional firearms (ones containing firing pins). Such specialized ammunition is fired from cast aluminum launchers possessing electrical igniters. These miniature, solid-propellant
rockets produce a visible burning tail and are not particularly
accurate. The bonus to hit with such a weapon should be
applied for targets at long range due to the acceleration of the
projectile after launching.
Launchers may be used in a vacuum or underwater, since the
projectiles carry their own oxygen supply to support combustion. If a launcher is used underwater, reduce all ranges by 75%;
however, the damage from striking the target remains unchanged. Firing-pin ammunition may not be used in a gyrojet or
microjet launcher. If they are the correct caliber, both microjets
76
JANUARY 1983
HW
DRAGON
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78
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DRAGON
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80
JANUARY 1983
them sell used books, but most specialize in publishers overstocks and remainders. Overstocks are sold because the
publisher feels it has more copies on
hand than it can sell normally through
bookstores. By selling its extra books
cheaply, the publisher reduces inventory and consequently reduces taxes and
storage costs. Remainders are books for
which there is no further demand from
bookstores. The publisher sells them at a
large discount to a mail-order firm, since
some revenue is better than none. In
either case, the books cost around half
of list price, plus postage (which is less
per book the more books you order at
one time). The mail-order catalogs describe each book in one sentence or one
paragraph (with some exaggeration, I
might add), and books are categorized
by subject. For a free catalog, write to
one or both of these mail-order houses:
Barnes & Noble, 126 Fifth Ave.,
New York NY 10011
Publishers Central Bureau,
1 Champion Ave., Avenel NJ 07001
If you decide to buy a book new, remember most books that are in print are
not on the shelves of the average bookshop. Most shops will order a book for
you at no extra cost if it isnt in stock.
DRAGON
81
82
JANUARY 1983
Castle
80 pages, pub. 1977
City, a Story of Roman Planning and
Construction
112 pages, pub. 1974
Pyramid
80 pages, pub. 1975
All written by David Macaulay, published by Houghton Mifflin; all pages
9 by 12; all available in hardcover
for $10-13 each; Pyramid issued in
paperback in April 1982.
These books are aimed at the juvenile audience, and may perhaps be
found in the non-adult section of your
library but, as someone once said, if a
book isnt good reading for an adult, its
not worth publishing, regardless of the
intended readership. These books are
certainly worth adult reading, treating
each subject simply but thoroughly in
both text and drawings. I suspect that
David Macaulay is primarily an artist
who has found a niche in this complementary form of art and text. While there
is nothing outstanding about his line
drawings, they show you exactly what
he, as the author, wants to illustrate.
All the books follow the same pattern.
Each discusses and illustrates the construction of a complex of buildings. One
or two paragraphs of explanation accompany a large drawing on each page
or two-page spread. Drawings range
from panoramic views of the building
DRAGON
83
84
JANUARY 1983
Illusionist ideas
Dear Editor:
Being quite fond of illusionists, I read issue
#66 of DRAGON Magazine with some interest, and decided it would be worth offering my
reactions.
First, I disagree with Tom Armstrongs
assumption that there is no physical element
in illusionary damage that its entirely a
product of mental shock. Its a well-known
fact that a hypnotized man with his hands in
lukewarm water will blister and receive burns
if he is told the water is scalding hot. In the
same fashion, as I se it, an illusionary fireball
could fry a body to a crisp, even though its
effects were mental. The same thing will apply
to other forms of attack, like wounds. Some
readers may have heard of stigmata wounds
which spontaneously open and bleed in imitation of Christ on the cross (at least, I take this
as an example of mind-over-body; those who
Game credit
Dear Editor:
We would like to make public the fact that
the name of David R. Megarry was erroneously omitted from the list of credits in the
first print run of the DUNGEON! computer
game. We wish to acknowledge that the
DUNGEON! computer game is based upon
the DUNGEON! boardgame by David R.
Megarry, and Mr. Megarrys name will be
included in the credits of all future print runs
of the DUNGEON! computer game.
Legal Department
TSR Hobbies, Inc.
Correction
DRAGON
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DRAGON
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88
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DRAGON
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90
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DRAGON
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DRAGON
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DRAGON
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