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Dragon Magazine #077

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0% found this document useful (0 votes)
44 views

Dragon Magazine #077

Uploaded by

villegtuk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 86

DRAGON 1

Publisher: Mike Cook


Editor-in-Chief: Kim Mohan
Editorial staff: Marilyn Favaro We’re listening
Roger Raupp
Patrick L. Price Hmmm. With 1984 more or less around
Mary Kirchoff the corner, maybe that’s a bad way to start
Roger Moore a column. But I’ll let it stand, because it
Vol. VIII, No. 3 September 1983 Business manager: Mary Parkinson sums up the point of this month’s ser-
Office staff: Sharon Walton mon: Why All of You Should Fill Out
SPECIAL ATTRACTION Mary Cossman and Return the DRAGON Magazine
Layout designer: Kristine L. Bartyzel
Readership Survey (pages 55-56).
Contributing editor: Ed Greenwood
KING OF THE TABLETOP . . . . . . .33 National advertising representative: As is always the case with a magazine
A new game, not about furniture, Robert Dewey and its readers, you know us, the maga-
from Tom and Rob and Tramp 1409 Pebblecreek zine, a whole lot better than we know
Glenview IL 60025 you, the group who reads us. We think
Phone (312)998-6237
we know what you like, and we try to fill
OTHER FEATURES This issue’s contributing artists: up the magazine with Good Stuff. If
Jerry Eaton Phil Foglio you’re happy, we all win. If you’re not,
Roger Raupp Dave Trampier vice versa.
The Tarot of Many Things . . . . . . . . . . . . .6 Tom Wham We think we know you based on two
All decked out and ready to play things we get a lot of: Letters, and re-
sponses to other readership surveys we’ve
Curses! .................................................. 18 DRAGON Magazine (ISSN 0279-6848) is pub- published. The letters expressing indi-
Greenwood at his most devious lished monthly for a subscription price of $24 per
year by Dragon Publishing, a division of TSR, vidual readers’ opinions, numerous
Inc. The mailing address of Dragon Publishing though they are, represent only a small
for all material except subscription orders is P.O.
Creative cursing . . . . . . . . . . . . . . . . . . .20 Box 110, Lake Geneva WI 53147.
fraction of you. And it’s been a while
Magic to make characters sorry since we printed a survey; a lot of you
DRAGON Magazine is available at hobby weren’t even with us the last time. (But
stores and bookstores throughout the United
those of you who were with us helped
Elemental Gods . . . . . . . . . . . . . . . . . . .22 States and Canada, and through a limited
number of overseas outlets. Subscription rates are contribute to a couple of tremendous
Deities that almost defy description as follows: $24 for 12 issues sent to an address in
the U.S. or Canada; $50 U.S. for 12 issues sent via
response totals. Keep it up.)
surface mail or $95 for 12 issues sent via air mail We need to know more, about all of
A new game with a familiar name . . .26 to any other country. All subscription payments
you, than we’ve ever known before. We
must be in advance, and should be sent to Dragon
Frank words on D&D® game revisions Publishing, P.O. Box 72089, Chicago IL 60690. need to ask some standardized questions,
because that’s the best way to get exact
A limited quantity of certain back issues of
Spy’s Advice. . . . . . . . . . . . . . . . . . . . . . .32 DRAGON Magazine can be purchased from the readings of fact and opinion from a large
For TOP SECRET® game players Dungeon Hobby Shop. (See the list of available group of people. And the larger, the bet-
issues printed elsewhere in each magazine.) Pay-
ment in advance by check or money order must ter. The more people we hear from, the
DRAGON Readership Survey . . . . . . .55 accompany all orders. Payments cannot be made more sure we can be that you are really
through a credit card, and orders cannot be taken
Fill it out and fill us in nor merchandise reserved by telephone. Neither
talking to us.
an individual customer nor an institution can be The picture of you that we get from
billed for a subscription order or a back-issue analyzing the returned surveys will be
purchase unless prior arrangements are made.
used to shape the future of this magazine.
REGULAR OFFERINGS The issue of expiration for each subscription is You better believe that – we are listen-
printed on the mailing label for each subscriber’s
copy of the magazine. Changes of address for the ing, and we’ll try to do whatever you say
Out on a Limb ............................................3 delivery of subscriptions must be received at least you want.
Letters from readers six weeks prior to the effective date of the change
in order to insure uninterrupted delivery.
No, I can’t say we’ll be able to handle
everything you, the individual, might
The ecology of the Unicorn ...................14
All material published in DRAGON Magazine want us to do. But we’ll try to give the
becomes the exclusive property of the publisher
Previously known only to a few upon publication, unless special arrangements to greatest benefit to the greatest number,
the contrary are made prior to publication. because (a) it seems like the lawful good
DRAGON Magazine welcomes unsolicited sub-
thing to do, and (b) it’s worked pretty
Figure Feature ................................................30 missions of written material and artwork; how-
ever, no responsibility for such submissions can well so far.
be assumed by the publisher in any event. Any
submission which is accompanied by a self-
We know our readership has changed
Game reviews: addressed, stamped envelope of sufficient size will and continues to change. We try, by pay-
HARN campaign package ...................66 be returned if it cannot be published. ing attention to letters and doing some
Plague of Terror module .....................67 DRAGON® is a registered trademark for educated guessing, to keep changing with
Dragon Publishing’s monthly adventure playing you. But sometimes we have to make a
aid. All rights on the contents of this publication
Gamers’ Guide ................................................68 are reserved, and nothing may be reproduced really formal check of our position. We
from it in whole or in part without prior permis- need you to help us navigate when the
sion in writing from the publisher. Copyright©
horizon starts to look too much the same
What’s New..............................................74 1983 by TSR, Inc.
– let us sight on you, like a star, to keep
Second-class postage paid at Lake Geneva, ourselves on course. And, to complete the
Snarfquest ..................................................77 Wis., and additional mailing offices.
nautical analogy, then we can all really
POSTMASTER: Send address changes to start sailing. – KM
Dragon Publishing, P.O. Box 110, Lake Geneva
Wormy....................................................................80 WI 53147. USPS 318-790. ISSN 0279-6848.

DRAGON, DUNGEONS & DRAGONS, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D,
TOP SECRET, BOOT HILL, and GAMMA WORLD are registered trademarks owned by TSR, Inc.
™ designates other trademarks owned by TSR, Inc., unless otherwise indicated.

2 SEPTEMBER 1983
ou may have been King of
the Mountain when you
were a little kid. If you’re
one of our older readers, you
may have been King of the
Drive-In once upon a time. But not until
now has anyone ever had the chance to be
KING OF THE TABLETOP.
Our latest game offering, in the center
of this magazine, is a mixture of things: a
combat game, an economic game, and
above all a prestige game. (You’ll see
what we mean.) It is brought to you by a He or she? a tournament event, called “Into the Lair of
the Minotaur” – but that is where the similar-
mixture of people: Tom Wham, who has Dear Editor: ity ends. We know that to be absolutely true,
more game designs in his head than most I enjoyed Mr. Greenwood’s article concern- and I hope that any of you who might also
people have in their houses; Rob Kuntz, ing the Nine Hells [issue #75]. However, I have been wondering about what happens to
known throughout the land for his work found one apparent mistake. In the article, contest entries will believe us. A module sub-
on Greyhawk articles and the DEITIES & Sekolah is described as a female. The Deities & mitted to the Dragon Publishing contest
DEMIGODS™ book; and Dave Trampier, Demigods Cyclopedia states that the deity is a doesn’t leave our hands in any way, unless and
author of Wormy, who will illustrate male. Can you explain? until it is published in the magazine. – KM
every counter sheet we publish from now Greg Lewis
North Augusta, S.C.
on if I have anything to say about it.
We’ve heard from people who think the
games we print would be fun, but they
Yep, the article was – technically – in Weather words
error. But I think we can figure out where Ed
never play them because they don’t want Greenwood was coming from when he referred Dear Kim:
to “destroy” the magazine by pulling out to Sekolah as a female shark (see page 31 of I enjoyed reading the various letters you’ve
the innards. Well, this is one time when issue #75). In the entry for sahuagin in the published in issues #70 and #73 about my arti-
anyone who feels that way should make Monster Manual, it is noted that “the religious cle on the weather of Greyhawk in issue #68.
an exception – it’s a regally good game. life of these creatures is dominated by the For one thing, I (like any author) cannot help
If the scene on the cover reminds you of females.” The reference to “females” in that but take pleasure in the knowledge that there
passage specifically concerns female sahuagin, are people out there who have read my work,
something from your mind’s eye, that even if only to then disagree with it. I’d like to
who are the clerics of the race.
means artist Jerry Eaton did his job to But, carrying the interpretation of that respond to some of the comments, both gener-
perfection. The painting is his interpreta- statement a little further, it makes sense for a ally and specifically.
tion, using the Players Handbook as a religion “dominated” by females to have a The generality is this: My article, like many
guide, of the appearance and effect of a female deity at the top of their hierarchy, and others published in your magazine, is not
magic-user’s wall of fire spell. Although it seems safe to assume that this was how Ed’s intended to be taken as gospel truth, but
this is Jerry’s first cover painting for us, reasoning worked when he called Sekolah a should be applied with what is termed “DM’s
his signature is also on some striking “she.” In light of the fact that the Monster discretion.” In short, the DM has not only the
color illustrations done for fiction stories Manual is part of the official AD&D™ rules and right, but also the responsibility to ensure that
the DEITIES & DEMIGODS™ Cyclopedia is all the rules, official or otherwise, are applied
in earlier issues.
not a rule book in the same sense, it might be in a reasonable and fair way to the world he or
The next time anyone asks your AD&D argued that the MM takes precedence over the she presents to the players. If something in my
character to play cards, you’d better find DDG book on this point. Fortunately, for the weather system doesn’t work in someone else’s
out exactly what he means before you purposes of playability, it makes no difference world, that person should modify the system,
look at your hand. Presented across lots (that we can see) whether Sekolah is male or remembering to keep things fair for both char-
of pages inside is an article on a 78-in-1 female. We won’t disagree with anyone who acters and monsters.
magic item, The Tarot of Many Things. thinks the article was in error, and you can cer- Now, the specifics. First, I’m pleased that all
Every campaign with characters who are tainly change “she” to “he” anywhere the arti- three letter writers complained only about the
gamblers at heart should have one (but cle talks about Sekolah if you’re more comfort- Appendices, which dealt with topics that, to be
able with that. – KM honest, deserved detailed articles of their own,
only one) deck of Tarot cards, as de-
done by someone more expert than myself. It’s
scribed by author Michael Lowrey for nice to know that the body of the article got
incorporation into the AD&D game. the approval of DRAGON’s readership.
Things may never be the same again. . . .
Obviously, there are times when we
Same module? The issue that received the most comment is
that of developing tidal systems for a fantasy
can’t exactly go to the source in prepar- Dear Editor: world. I’m afraid that both Jonathan Roberts
ing an article on “The Ecology of” some- One of the events listed in the insert on Gen and Dan Laliberte have, in part, misunder-
thing. But Roger Moore managed to get a Con in issue #74 of DRAGON seems to be very stood what I was describing. The article notes
friendly neighborhood dryad to talk similar to the AD&D module I entered in the that there are, for a planet with a single moon,
Dragon Publishing Module Design Contest. a lunar high and low tide plus “. . . a match-
about The Ecology of the Unicorn for ing pair of high and low tides . . .” of a solar
Do you use the modules from the contest that
this month’s issue, and he got more than you don’t plan to publish in DRAGON for nature; i.e., a total of four tides which may
he bargained for. events at Gen Con and possibly other gaming cancel and/or reinforce each other, depending
Also inside is a somewhat unusual arti- conventions? on the relative positions of sun, moon, and
cle – intended for non-gamers, as well as Darren Butler planet. In essence, I was describing all three of
for all of you who usually buy this maga- Orem, Utah the varieties of tide (mixed, diurnal, and semi-
zine. Frank Mentzer tells the story of the diurnal) that Dan mentions, though in terms
new, improved version of the D&D® Basic In a word: NO! We do NOT use entries to that were perhaps too general. Since Dan is
and Expert Sets that are expected to our module contest for convention tourna- clearly more knowledgeable on this topic than
ments or any other purpose. Only a very small I am, perhaps you could get him to write more
attract even more people into the hobby on this field, as well as on such related topics
number of people, all of them associated with
of fantasy role-playing games. After DRAGON® Magazine, even see module contest as the development of navigational techniques
you’ve read the article, lend it to some entries that don’t get published. In this case, in a fantasy environment. (Hmmm, how
friends who don’t play – and be sure to Darren’s question is very understandable, since would adventurers know where they were at
tell ‘em who sent you. – KM the title of his contest entry (The Lair of the sea if there were no stars at all . . . ?)
Minotaurs) is almost identical to the title of Lois Sparling’s letter, on the other hand,

DRAGON 3
takes me (and another author) to task for a lack time to read and comment on the article. honcho’s” purpose were simply eliminated. It
of experience with cold weather. Well, though Should it ever see re-printing, these comments added intrigue, rivalry, and mystery to the
I do live in Philadelphia, I happen to be half may lead to a bit of fine tuning. gaming sessions. And all the people behind the
Canadian and have spent several winters in David M. Axler characters still get along. After all, Roger
Toronto, which has weather of the type that Philadelphia, Pa. should keep in mind that it’s just a game.
Ms. Sparling thinks I ought to get to know D. Klisiewin
first-hand. Will that do? Easthampton, Mass.
The unpleasant experience of having one’s
teeth break while drinking a hot beverage in
an extremely cold climate, however, is not a
‘Personal survival’ Roger Moore’s reply:
When I wrote the article, I was not trying to
fantasy. Several journals of various Arctic and Dear Editor: preach to people about how they should con-
Antarctic explorers actually report such events After reading Roger Moore’s article in issue duct their role-playing games. Everyone has
happening to members of their parties. #73 (“All for all, not one for one”), I feel I different tastes and likes in gaming. It has been
As for Ms. Sparling’s claim that, in the win- must disagree. In many fantasy games, the idea my experience, however, that groups that are
ter, life in the Hudson Bay area “. . . generally is personal survival. In many instances, player cohesive and help their members stand much
carries on normally . . . for those who live in characters have tried to work in a group effort, better chances of survival, and also are able to
this area,” well, I think she’s vastly underrat- and have found that running into a trap to work more closely and coherently together.
ing the effects that several centuries of Euro- save a fighter of low level actually wastes time Such groups also seem to be more fun to game
pean technology has had on the way all the and valuable hit points required to fight mon- with, from my viewpoint anyway, and while
area’s residents, Inuit and Caucasian alike, sters or overcome traps later. some people may find it interesting to have
now deal with the weather. Yes, it’s true that While I can see that Mr. Moore has a point their characters compete in some war-to-the-
“to a person properly clad and out of the wind, about no character being proficient in all death scenarios, many of those I’ve gamed with
-20° F. is quite pleasant in a dry climate and fields, this is rarely necessary in the campaign I have avoided doing this because of the hurt
horrible in a humid climate,” but the items master. Often, when a character survives to feelings and problems it generates. Granted, of
which make today’s Hudson Bay resident much higher levels, magic weapons and cur- course, it is only a game. The article expressed
“properly clad” are not necessarily those rent abilities negate the need for a group effort. my views on what in my experience has made
which would be available to a character in a Even at low levels, the PC is often concerned the game more fun, and I hope some people
fantasy world with medieval technology. not with the group, but with individual found it helpful in making their games more
In other respects, though, her comments and achievement. enjoyable, too. – RM
descriptions are right on target. I, too, would Where Mr. Moore complained of an evil
like to see an article on the effects of tempera- thief killing the paladin at the outset of the
ture extremes, as well as extremes of other cli- adventure and blaming it on alignment, his
matic phenomena such as moisture, dust, and
the like. Much of the information she men-
feelings are justified. In my campaign this
would have been disruptive to play.
‘Extremely accurate’
tions, such as the boiling and melting points As for Mr. Moore’s comments about PCs Dear Sirs:
of various materials, is readily available at the attacking PCs that were new, outcasts, or trou- While reading issue #73 of DRAGON Maga-
nearest library; perhaps some enterprising blesome, I don’t see his point. In my cam- zine, I came across something peculiar, and I
author will soon fill us in on the details. paign, it always provided a competitive spirit. wondered if you noticed the same thing. If you
Finally, my thanks again to all who took the Often, PCs who no longer served the “head turn the map of the Lands of Launewt so that
the top is east, you get an extremely accurate
map of Brittany, including even the scale and
the rivers. It excluded only some canals and the
cities (and the name).
Allen Tulchin
New York, N.Y.

Congratulations for your perception, Allen.


(We hoped someone would notice. . . .) The
coastline described in the map is Brittany –we
“stole” that shape for the Lands of Launewt
because (a) the map needed to be redrawn and
(b) it’s easier to use Mother Nature’s ideas than
come up with our own. Look for other famous
geographical features in upcoming maps
inside your favorite magazine. . . . – KM

Missing address
Dear Sirs:
In issue #72 you reviewed Myth Directions
by Robert Asprin, published by Starblaze Edi-
tions. I want to get all three books in this ser-
ies, but the Stars & Stripes Book Stores don’t
carry them. Can you tell me how to reach the
publisher so I can order the books?
Russell McKenzie
APO New York, N.Y.

We got a lot of requests for the address, and


decided to print it in this space in case even
more of you are wondering. Information about
Starblaze Editions books can be obtained from
The Donning Company Publishers, 5659 Vir-
ginia Beach Blvd., Norfolk VA 23502. We
don’t normally print publishers’ addresses in
book reviews; we always figure anyone who’s
interested can find it out easily enough – even
if that involves writing us a letter. – KM

4 S EPTEMBER 1983
D RAGON 5
TAROT
OF
MANY
THINGS
awesome and puissant object, and will be The effects of the Tarot are instantane-
by Michael J. Lowrey treated as such. ous unless noted otherwise, and should be
The deck itself is a series of plaques or noted immediately by the DM (to him-
Although the deck of many things in cards, fashioned of precious and rare sub- self); characters will not notice any
the AD&D™ game is a powerful and inter- stances: ivory, gold, vellum made from change until they perceive it in terms of
esting device, it is but half a reflection dragon skin, carved bulette scales, or the how it alters their abilities or activities.
(the other being ordinary playing cards) like, painted with costly pigments, The effects are irrevocable unless other-
of the original on which all such objects gilded, or even jeweled. These will be wise stated, short of a full wish for the
are based – the Tarot. This article de- wrapped in silk or other simple but costly Major Arcana, or a limited wish for the
scribes the nature and meaning of the cloth, and placed within an elaborate box Lesser Arcana.
Tarot, and of that most potent and or coffer of at least 5,000 gp value, expen- If the effects of a card would raise or
hazardous artifact known as the Tarot of sively decorated with Tarot symbols, and reduce a characteristic score to a level out-
many things. with the holy symbol(s) of the deity who side racial limitations, the change will
The 78-card Tarot deck consists of two is the master of the deck. It could be sold affect another characteristic if possible
parts. The Major Arcana include the card unused for 39,000 gp plus the value of the within those same limits, in this order:
known as the Fool, which is unnum- box or coffer, but if anyone does more constitution, charisma, wisdom, dexter-
bered, and the twenty-one numbered than look upon the backs of the cards, he ity, intelligence, strength. If a character
cards I (The Magician) through XXI will be compelled (no saving throw for loses 1 point or more from an ability
(The World); these twenty-two cards are any being below a lesser god) to draw score and is therefore no longer qualified
also known as the Greater Trumps. The from it. to be a member of the class he was pursu-
Minor Arcana, or Lesser Trumps, are A person who wishes or is compelled to ing, then the character loses the right to
divided into the four suits of Wands, draw from the deck will be allowed to be in that class and (if not multi-classed
Cups, Swords, and Pentacles; each suit announce an intention of drawing one, to begin with) must begin anew as a first-
includes the “pip” cards (Ace through two, three, or four cards; when the last level character in some other class. Even
Ten) and the court cards (Page, Knight, member of the party who wishes to do so if the lost points are replaced later by
Queen, and King). has drawn, or if one hour elapses without some other means, the character cannot
Although their history and origin are any draw, the deck will disappear – resume study in the class that he was
unclear, Tarot decks are known to have unless the party is on the plane of the forced to abandon; but he may re-enter
existed in Europe by the end of the 14th Tarot’s master deity, which is not the par- that class at first level if, and only if, res-
century. Their origins have been “traced” ty’s own home plane. toration of the lost point(s) takes place
to sources as diverse as the lost continent It is suggested that if player characters within 24 hours of the loss.
of Atlantis and a sonnet by Petrarch; but are at all likely to encounter the Tarot, [If a player declares that his character is
little hard evidence is available. Their the DM obtain a real deck which has performing an action whose only con-
curiously evocative symbolism has symbolism and imagery that harmonize ceivable motivation is the exploitation of
inspired and intrigued intellects ever with his campaign’s cultures, familiarize a card effect which the characters have no
since, from Jung to Yeats to T. S. Eliot. himself with it, and shuffle it thoroughly. way of knowing about, the DM should
Today dozens of decks are in print, some The person making draws, hereafter ask for an explanation; and if it becomes
of them reprints of 15th-century versions, called the “drawer,” should shuffle the clear that the player has information
others new designs made within the past cards well, in such a manner that the which the character should not have, the
decade. For further historical data and images on almost one-half of the cards DM must exercise his right and duty (as
detailed information concerning the di- are inverted or “reversed” in relation to always in such cases) to veto character
vinatory uses of the Tarot, the reader is the others (which are termed “upright”). actions based on illicit player knowledge
referred to the bibliography. Each card is then turned over along the (this is colloquially called a “mindbar”).
If a Tarot of many things exists in a long axis of the card, and presented to the Tricks, traps, and variations, designed to
given AD&D universe, it will be the only DM (from whose viewpoint “upright” deceive players who remember things
one of its kind. Such a deck is normally and “reversed” are judged). After each their characters shouldn’t “know,” must
the creation and/or the property of the person finishes drawing, the drawn cards be a part of every DM’s arsenal.]
most powerful deity of Fate in that uni- are returned to the deck, and it is Above all, bear in mind that this is an
verse, and will certainly expose a user of reshuffled by the next drawer (if any). artifact, not the tool of a chaotic game for
the deck to more than the usual amount [In case the DM cannot obtain a real foolhardy or suicidal characters; it should
of scrutiny from such beings. Under no Tarot deck, each card has been given a be handled with respect and gravity.
circumstances will the deck be left number for the use of percentile dice; a (Whether the random aspects of the Tarot
unguarded, carried around in an orc’s card will be reversed or upright on a 50% make its use an act of chaotic nature is a
knapsack, or used for sheepshead games chance. No card can be received more matter decided between lawful characters,
between high-level wizards. It is a most than once by the same drawer.] their deities, and the DM.)

6 SEPTEMBER 1983
The effects and values of the individual 01: The Magician sceptre, for hers is the realm of universal
cards in AD&D terms, given in the fol- The Magician stands by or over a table fecundity and wealth.
lowing text, are based on their divinatory on which are various articles: swords, Upright, she signifies material wealth,
and symbolic meanings. (The effects of wands, pentacles, cups, dice, balls, bells, productivity for farmers and creative
draws made by characters are printed in or others. One hand holds a double-ended workers, profitability for merchants; prac-
italic type, with “upright” effects always wand toward the heavens, the other tical application of knowledge.
given first.) Space does not allow for points to the earth; over his head is a The next time treasures are divided, the
fuller explanation of details; the inter- lemniscate curve, the symbol of eterni- drawer will receive some item which will
ested reader is referred to the bibliography ty/infinity. The table, which resembles turn out to be worth an extra 3d6 thou-
at the end of this article. an altar, is surrounded by growing sand gold pieces; but even the drawer will
things. Represented here is the rational not notice until at least three days later.
mind, confident in its power and right to Reversed, she signifies poverty, sterility,
use the forces of the infinite to reshape inability to produce; waste or dissipation
the world of matter. or resources.
Upright, The Magician signifies will, The next time treasures are divided, the
mastery, the ability to manipulate the drawer will receive an item which will
universe through rational thought, self- prove to be worthless (a seemingly magi-
confidence, ability to manipulate others. cal mace which actually has Nystul’s
Drawer gains 1 point of intelligence, magic aura on it, a “ruby” which is actu-
2 points if a magic-user or illusionist. ally cut glass, etc.) as the largest part of
Reversed, he signifies ineptitude, fail- his treasure share, but will not notice for
ure of will, indecision; abuse of power; at least three days.
disquiet; mental illness.
Drawer loses 1 point of intelligence, 04: The Emperor
2 points if a magic-user or illusionist. Regal and fatherly, the Emperor sits
upon his throne, with open space sur-
02: The High Priestess rounding him for a domain. He wears
The High Priestess sits enthroned in kingly robes, and in his hands bears a
THE MAJOR ARCANA her temple, dressed in flowing robes that sceptre and/or orb of rulership. His
obscure the scroll or book of secret laws crown is simple but majestic. He is the
00: The Fool and wisdom she holds securely. She is the active principle, the ruler of the visible,
The Fool is a quirky and variable char- mother of wisdom, sometimes identified material world through law.
acter; he may be clad in the fool’s cap and with Isis or Diana; the queen-protector of Upright, he signifies leadership,
motley of a jester (or joker), or in gor- hidden knowledge and occult mysteries. strength of mind, dominance, law, con-
geous, elaborate, and costly (though not Upright, she signifies serene knowl- trol of natural drives, stability, power,
cumbersome) vestments. A staff and edge, sagacity, intuition, foresight, inspi- conviction, protection, and the like.
pouch over his shoulder, a little dog ration; the power of the inner mind to A lawful drawer gains 2 points of cha-
behind him, he strides blithely into the heal, create, enlighten, and inform. risma; a chaotic drawer must successfully
World. The Fool is often seen dancing at Drawer gains 1 point of wisdom, save vs. poison or suffer confusion for 2d4
the brink of the precipice, for his is the 2 points if a cleric or druid. months; a neutral drawer is unaffected.
folly (and the wisdom) of childhood, the Reversed, she signifies superficiality, Reversed, he signifies immaturity, con-
untrammeled innocence of the babe and conceit, shallowness, a lack of depth, of fusion or loss of control, ineffectiveness,
the mischief of a child. perception, or of understanding; an lack of self-control, irrationality, attempts
Upright, he signifies unformed poten- acceptance of external and superficial to destroy one’s authority or rights.
tial, the need to make choices and the “knowledge,” of trivialities. Unless the drawer saves vs. death magic
necessity of making the right choice, the Drawer loses 1 point of wisdom, at -4 (-2 for neutral characters, no
wisdom of fools and follies of the wise. 2 points if a cleric or druid; in the latter penalty for chaotics), over the course of
Drawer gains one more draw, but the case, the drawer will receive one new four days he will gradually become
new draw will not count unless and until secondary skill from the Secondary Skills insane in one of the following ways:
the card drawn is one with an effect that table (DMG, page 12). manic-depressive, schizoid, dementia
is mostly good for the drawer. praecox, or hebephrenic.
Reversed, he signifies thoughtless 03: The Empress’
action, folly; choices must be made, but Royal and matronly, the Empress sits 05: The Hierophant
may well be faulty. enthroned among rich fields, clad in rich Established in state within his temple,
Effect as above, but the subsequent card garments, and crowned with a starry open the Hierophant is the embodiment of the
must be mostly bad in effect. crown. Befitting her position, she bears a church in the world, the external pomp

DRAGON 7
and circumstance of organized religion; adventure he will be demoted for “ineffec- (horses or sphinxes) of opposing colors
his elaborate crown, ornate robes, and tuality” and “lack of authority.” If and pulling in somewhat opposing direc-
sceptre of power establish him as a hier- drawer is a chaotic cleric, he will gain 1 tions. The charioteer bears a sceptre of
arch and potentate. He is the link be- point of intelligence. dominion, but no reins; the Chariot must
tween deity and worshiper, his is the role be controlled through dominion of mind.
of mediator and medium. As the High 06: The Lovers Here is represented the conqueror of the
Priestess is mistress of the hidden myster- A winged supernatural being hovers outer world, victorious yet not truly in
ies, The Hierophant is the master of over a man and a woman, behind each of control of the fullness of reality.
external, manifest religion, law, and whom flourishes a different tree. The Upright, the Chariot signifies triumph,
morality, usually depicted ministering to, man looks at the woman, but she, though success, conquest over the physical plane
(including illness and one’s own weak-
nesses) by the rational mind, intelligence
rather than wisdom; also travel in com-
fort, state visits.
Drawer is cured of all diseases, lycan-
thropy, deafness, blindness, curses,
charms, etc., of which he is a victim, and
will be 15% less susceptible to them
hereafter. Also, the drawer will be able to
coax an extra 3” of movement out of any
vehicle, mount, or other mode of travel,
as long as his mind is clear and free to
concentrate on doing so.
Reversed, it signifies decadence, ill
health, restlessness, victory through foul
means, disputes, failure.
or being attended by, two lesser clerics, open to him, looks up at the supernatural Drawer, over the next seven days, will
upon whom he bestows a blessing. messenger. The Lovers are emblematic of begin to manifest a severe and chronic
Upright, he signifies the outer form of the necessity for the conscious mind disease, which can only be cured by a
religion; social relations with the world, (“intelligence”) to approach the super- potion made from the brains of two dif-
ritualism; conformity, traditionalism, and natural and transcendent through the ferent kinds of sphinxes. The disease will
orthodoxy; retention of outmoded ideas unconscious (“wisdom”), for a harmoni- not prove fatal for at least 49 days.
and attitudes; orderly hierarchies; mercy ous and loving life depends on the coop-
and forgiveness. eration of both ports of the mind. 08: Strength
Drawer gains 1 point of charisma (2 (In older decks the Lovers are often A calm and self-contained, yet clearly
points if a lawful cleric); clerics also gain shown as a young man standing between quite human, woman controls the jaws of
1 point of intelligence. If drawer is a two women; some different divinatory a lion with her bare hands. Strength is
cleric who belongs to any body of a hier- meanings relate to this older symbolism.) both hers and the lion’s. They are not
archical nature, religious or secular, Upright, they signify attraction, ama- struggling, for she has already subdued
which does not base rank solely on levels tiveness, love; difficulties overcome, tests the beast, and they are now in a harmony
of ability, he will be promoted therein and trials passed. of opposites: Hers is the Strength of the
soon (5-25 days) after returning from this The drawer’s charisma increases by 1 mind at one with itself; his is the
adventure/expedition. The Hierophant point for every 6 points of wisdom or Strength of passion and the carnal needs,
also serves as a remove curse spell for a intelligence (whichever is lower), round- which is unable to withstand a con-
drawer who is in need of one. ing down; in addition, the drawer’s reac- sciousness aware of its link with the infi-
Reversed, he signifies overkindness, tion rolls increase 1% for each point of nite, and must submit to its control.
weakness; unconventionality, openness to wisdom or intelligence (whichever is Upright, the card signifies spiritual
novelty, unorthodoxy. lower), toward all persons (now known or power overcoming material power, the
Drawer gets a permanent -2 on saving encountered later) to whom she or he fortitude of the self-aware mind; courage
throws against charm, suggestion, and might be romantically inclined (based on and magnanimity; the triumph of love
other mental attack forms involving will race, gender, etc.). over hate.
force; he will also have a permanent +20% Reversed, they signify tests failed; fick- The drawer gains +4 to saving throws
on his reaction roll to all persons and leness, unreliability, infidelity; a need to against fear, charm, suggestion, illusion
beings. If drawer is a member of any hier- stabilize and harmonize the self, the pos- and other mental attack forms involving
archic body (as described above), within sibility of a wrong choice. will force.
5-25 days of returning from the current The drawer’s charisma is reduced by 1 Reversed, it signifies the dominance of
point for every 6 points by which his wis- the material and physical, lack of faith
dom or intelligence (whichever is lower) and moral force, failure of self-control,
falls short of 18, rounding losses up; reac- giving in to temptation, failure of will.
tion rolls increase as above, but based on Drawer suffers a -4 to saving throws
whichever ability score is higher, and if against the attack forms listed above.
the drawer already has a loved compan-
ion or spouse, the reaction roll toward 09: The Hermit
her or him is reduced by half the amount A robed figure, the archetypal “Old
that other reaction rolls are increased by Wise Man,” the Hermit stands alone. He
(round reduction up). leans on a pilgrim’s staff and holds up
the lantern of wisdom, offering light to
07: The Chariot those who are humble enough to seek it.
A youthful and triumphant figure (a He illuminates the path to wisdom for
conqueror rather than a hereditary ruler) those who want to emerge from darkness..
stands in a chariot, covered over by a Upright, he signifies prudent counsel,
starry canopy and drawn by two steeds receiving wisdom or instruction from one
8 S EPTEMBER 1983
DRAGON 9
more knowledgeable, guidance on the with Anubis, or Hermes Trismegistus);
path to one’s goal; circumspection and yet with another turn of the Wheel, the
caution; a solitary nature. ascendant will descend and the descend-
Within nine days of returning home ant will ascend. Resting atop the Wheel
from this adventure or expedition, drawer (yet undisturbed by its rotations) is a
will meet a visiting cleric of his own sphinx casually holding a weapon,
faith, of a level higher than his own, who emblematic of the equilibrium which the
will offer religious instruction to the enlightened mind manifests even in the
drawer, “for the improvement of the midst of fortune’s everchanging rounds.
mind,” with a warning that the instruc- The sphinx, like the four winged beings
tion will not be quick. After one month of the apocalypse which occupy the
of study (if the drawer accepts the offer; corners of the field, is also a denial of the
this should be a decision of the player), apparent randomness of the universe, and
the drawer will emerge with a 2-point of the fatalism such false beliefs induce.
increase in wisdom, but a 1-point loss in Upright, it signifies success, fortune,
charisma. The cleric will then give the felicity, an unexpected bit of luck, a
drawer a hint to the location of a magic change for the better.
item, and depart for places unknown. Drawer gains a permanent +2 on all
Reversed, he signifies immaturity, saving throws; in addition, the next trea-
folly, refusal to accept aging and growth. sure discovered by the party will include a
Drawer loses one third of his accumu- magic item of not less than 800 nor more
lated age, gains 1 point of charisma and than 8,000 experience-point value, on
loses 2 points of wisdom. When the which the arms, image, and/or name of
drawer next seeks to gain a level, the pro- the drawer are ineradicably engraved or
cess will be three times as long and otherwise incorporated, in such a way as
expensive as usual, because of his refusal to mark it as predestined only for that
to heed the instructor. person. If the drawer sells the item, both
the card and the materials used to pur-
10: The Wheel of Fortune chase it will disintegrate, and the drawer’s
The Wheel of Fortune rotates eternally, saving-throw bonus will be negated.
bringing the great to naught and the Reversed, it signifies unexpected bad
humble to power, for a time. Descending fate, ill luck, setbacks or interruptions in
(on the left) is an evil creature (often iden- plans, unwanted change.
tified with Typhon or Set); ascending is a Drawer suffers a -2 penalty on all sav-
canine-headed being (often identified ing throws; in addition, one magic item

10 SEPTEMBER 1983
(at random) belonging to the drawer will ego and material matters, unwillingness character; the new form may be a member
disintegrate (if he owns no magic, this to sacrifice; false prophecies. of any player-character class for which he
will not apply). Drawer goes into a trance as described is eligible, except the old character’s
above, but will “snap out of it” after 5d5 former class (unless that is the only pos-
11: Justice rounds, having lost 2 points of wisdom, sible choice), and will be of 1st level, with
Like the High Priestess and the Hiero- but gained 1 point of charisma. He will no experience points.
phant, Justice sits crowned and seem to show a new ability to prophesy Reversed, he signifies stagnation, mere
enthroned between pillars. In her right the contents of rooms, intentions of existence, inertia or immobility, lethargy,
hand she bears a two-edged sword, its strangers, etc., but after five such detailed, sleep, petrification.
point toward the heavens; in her left correct “visions,” the supposed new abil- Drawer falls under a permanent slow
hangs a set of balances. Firm and reso- ity will go tragically awry (and will com- spell and will receive no experience
lute, hers is the power of moral strength pletely vanish after being discredited). points for this adventure (while slowed,
and integrity, of righteousness (good) drawer will age at half the normal rate).
rather than rectitude (law). 13: Death
Upright, she signifies justice, virtue, Death, represented as a skeleton, 14: Temperance
right judgments, the triumph of the regards a desolate plain strewn with his A solemn angelic figure, a flower or
good, just rewards, purity. victims, who are of all ages and condi- sun emblem on its forehead, pours a fluid
Drawer of good alignment gains 8,000 tions, for Death has no favorites. He is from one of a pair of different-colored
experience points; drawer of evil align- chalices to the other; behind the figure
ment loses 8,000 experience points or are growing plants, and distant hills. The
three fourths of all experience points, card represents the inner self, enabling
whichever is greater; neutral drawer will one to balance the forces of the mind, to
be unaffected. The DM may reduce these illuminate intelligence by wisdom and to
gains or losses by up to 50% if the drawer clarify wisdom with intelligence.
has not been entirely consistent in follow- Upright, it signifies control of self,
ing his alignment. adaptation, tempering of extremes; har-
Reversed, she signifies bias, injustice, monious and fruitful combinations, wise
excessive severity; legal complications. management of resources; cooperation.
Unless drawer has been acting in very Drawer will gain 2 points of intelli-
strict conformance with his alignment gence or wisdom (whichever of the two is
(the DM should be very rigid in this eval- presently the lowest) but will lose 1 point
uation), he is stripped of all property, in whichever of the two is higher. If the
effects, wealth, allegiance or loyalties of two scores are equal, he will gain 1 point
followers (those over 50% base loyalty), in whichever of his other characteristics is
etc., except for non-magical clothing sometimes shown wielding a scythe, the lowest, with ties settled by player
being worn; and all but one eighth of his sometimes “terrible with banners.” preference. Also, the drawer will never
experience points. Drawer will also forget Upright, he symbolizes transit to the again injure a companion through care-
all spells received or memorized. next stage of being, transformation; lessness, ill timing, bad luck, or the like.
abrupt and unexpected change of the old Reversed, it signifies discord, hostility,
12: The Hanged Man self (not usually physical death), the end failure to communicate, conflicts of inter-
From a gibbet or tau-cross of living of security and old situations and the ests, unfortunate combinations.
wood a youth is suspended by one leg; his beginning of a new kind of life. Drawer gains 1 point in whatever char-
arms form a triangle behind his back, and Drawer dies. Body and effects burst into acteristic is most useful for his class (cler-
his free leg is placed behind his first one flame (which will do l0dl0 points of ics and druids gain wisdom; fighters,
to form a cross (if viewed upside down, he damage if a character is foolish enough to paladins, and rangers gain strength;
seems to be dancing a jig). He represents go into it; after 1-8 rounds the flames will magic users and illusionists gain intelli-
Everyman, suspended by his own consent die down and from the ashes the character gence; thieves and assassins, and monks
as a pause and decision point in the crea- will step, reborn according to the follow- gain dexterity; and bards gain charisma),
tion of an enlightened self. He is clearly ing table (roll d%): but loses 2 points from whichever of his
in a contemplative state, not one of suf- 01-02 bugbear 31-36 halfling characteristics is the lowest. If there is a
fering, suspended between the old life and 03-08 dwarf 37-42 half-orc tie for lowest, the loss will be from the
the new; he must create his new self 09-14 elf 43-44 hobgoblin one of the lowest characteristics which
knowingly and willingly. 15-16 gnoll 45-94 human the DM judges to be most generally use-
Upright, he signifies a pause, or sus- 17-22 gnome 95-96 kobold ful for the drawer’s class. In addition,
pension of ordinary activities; transcen- 23-24 goblin 97-98 orc from now on the drawer will have a reac-
dence of material temptation; surrender 25-30 half-elf 99-00 ogre tion roll adjustment of from -10% to -15%
to the purification of the self; spiritual Note: A very good or very evil person (ld6+9) to all persons.
wisdom, prophetic power; regeneration. will not be reborn as a creature whose
Drawer goes into a contemplative state alignment is the opposite. Regardless of 15: The Devil
for 24 days, in which he is open-eyed, can the form in which the character is rein- Bat-winged, horned, donkey-eared,
walk (at 3” rate), drink, and eat (lightly), carnated, allow the new form to progress with hairy legs and eagle’s feet, the Devil
but will not fight or otherwise interact as far as possible in characteristics and stands or squats upon a blocky pedestal
with the mundane world; during this abilities. Someone reborn as a gnoll (which sometimes resembles an altar,
period he will also regenerate as if wear- might eventually gain hit dice up to 3,4, sometimes an anvil). His right hand gives
ing a ring of regeneration. At the end of or even 5, plus bonus points for a high a cryptic salute; in his left is a weapon
this period, the drawer will lose 1 point constitution; the figure would be eligible held in a bizarrely useless manner (a
of strength, but will gain 2 points of wis- to wear armor, could use magic items sword held by the blade, a torch which is
dom. For a year and a day thereafter, he available to fighters, and would have the upside down or burnt out). Connected by
will refuse all wealth, whether earned or intelligence level of its former incarna- ropes to the altar are two figures (usually
offered, except that necessary for his mod- tion (or racial minimum), If the new a man and a woman), mostly human but
est needs and those of his henchmen. form is of a player-character race, the with certain animal characteristics such
Reversed, he signifies absorption in the character must be generated as a new as horns and tails; they are much smaller
DRAGON 11
than the Devil, and appear strangely (presumably a man and a woman) in rich twice the usual amount of tutoring before
serene about their bondage. garments, along with showers of sparks any new level can be obtained. This
Upright, the card signifies the bondage and debris; they are stunned to see their change is permanent.
of human nature to its own lowest needs Tower of isolation and pride broken open
and impulses, desires of greed and domi- by a stroke of fire from the heavens. 18: The Moon
nation, sensation without understanding; Upright, it signifies the overthrow of The crescent Moon radiates its decep-
fatality, disaster, violence; weird and de- existing notions, the fall of pride; sudden tive brightness upon a dim and forebod-
structive experiences; evil influences. and unlooked-for change; a perceived ing landscape. In the pool which fills the
Drawer is attacked by the Devil of the catastrophe which may bring enlighten- foreground lurks a crayfish (or other crea-
Tarot (see below). ment in its wake; the destruction of false ture from the abyss); beyond this two
Reversed, it signifies release from bond- concepts and ideas. dogs (or a dog and a wolf) bark and howl
age to the material; conquest of pride and Drawer loses one level (from the most at the Moon, which sheds a cryptic dew
greed; the first steps toward spiritual advanced if a multi-classed character of upon them. In the background are two
enlightenment; freedom. uneven levels, choose randomly if equal; towers, and a path leads from the pool to
Drawer gains 1 point of wisdom and is first- level drawer has experience points the goal beyond these towers.
freed of all charms, suggestions, posses- reduced to zero), all magic items, and all Upright, it signifies the “dark night of
sions, and other spells subjecting him to wealth, but drawer gains +1 to saving the soul”: trickery, deception, secret foes;
the will of another; he will give away all throws in a column of player’s choice. unforeseen perils; bad luck for a loved
nonessential possessions at the end of this Reversed, it signifies the same to a one; danger, darkness, terror, occult forc-
expedition (clothing and jewelry items of lesser degree; but also oppression, false es; danger of falling into a trap or being
less than 500 gp value may be given to imprisonment or accusations; living in a misled, great danger of making an error.
player characters or NPCs; all else will go rut, inability to effect worthwhile change, Drawer must make a saving throw vs.
to religion and charity). being stuck in an unhappy situation. death magic or fall prey to lunacy at the
Reversed: Drawer loses one level (as next full moon (see DMG, p. 84). If the
THE DEVIL OF THE TAROT above); also, for a year and a day he will save is made, drawer must then save vs.
FREQUENCY: Unique not be able to gain a new level, regardless polymorph or succumb to lycanthropy
NO. APPEARING: 1 of experience points accumulated. (as a werewolf) upon the next full moon.
ARMOR CLASS: See below If both saves are made, a henchman or
MOVE : 9”/15” 17: The Star servitor (at random) will become disloyal
HIT DICE/POINTS: See below A vast, flamboyant Star of eight points over the next five turns (reduce loyalty
% IN LAIR: Nil is surrounded by seven similar stars. In and reaction rolls by 21-54% [3d12+18]).
TREASURE TYPE: Nil the foreground, a young woman rests one Reversed, it signifies peace gained at a
NO. OF ATTACKS: 4 or by weapon type foot on land and one upon the waters, as cost; instability; lesser degrees of decep-
DAMAGE/ATTACK: 1-4/1-4/1-2/1-2 from two identical jugs she pours the tion or betrayal, trifling errors.
SPECIAL ATTACKS: Feet claw for Water of Life both upon the land and The best magic item in the possession
1-4/1 -4; surprise (see below) into the larger body of water. Behind her of the drawer is permanently drained of
SPECIAL DEFENSES: Can be attacked is rising ground and a tree with a bird in all magical properties; if drawer has no
only by drawer it; in the distance are mountains. magic, he will lose 20% of all experience
MAGIC RESISTANCE: 15% Upright, it represents inspiration freely points earned on this adventure.
INTELLIGENCE: See below flowing, the gifts of the spirit, the fruits
ALIGNMENT: Neutral evil of meditation, understanding, hope; good 19: The Sun
SIZE: See below health and pleasure; granting of wishes. The Sun in its splendor shines benevo-
PSIONIC ABILITY: Nil The next time the drawer, after having lently down, either upon a pair of chil-
Attack/Defense Modes: Nil earned enough experience points to dren playing blithely and simply
The Tarot Devil appears as shown on advance to the next level, spends an hour together, or upon a single child riding a
the deck being used except that it has the or more under a clear and starlit sky, he white horse and waving a scarlet banner.
face and gender of the drawer. It has the will feel inspiration pour down upon The innocent children (pair or single) are
armor class, hit points, “to hit” rolls, himself from the very stars, and will find playing in front of a walled-in garden
weapons and magic items, intelligence, that the next level has been gained with- which they have left behind.
and size of the drawer as well. If the out formal tutoring. Drawer also gains a Upright, it signifies happiness, success,
drawer fails to save vs. death magic, he +2 to saving throws vs. mental illness. contentment (particularly in marriage);
will be surprised by the Devil, for as Reversed, it signifies pessimism, doubt; achievements and studies completed, lib-
many segments as the saving throw was chance of illness; arrogance, haughtiness, eration to enjoy the simple pleasures;
short. The devil fights with a claw/claw/ stubbornness; lack of perception. devotion, friendship.
horn/horn routine, and if it scores two Drawer becomes so smug, arrogant, Drawer receives enough experience
claw hits during a single round of melee and skeptical a pupil, he will require (Continued on page 50)
it will also rake with its feet claws in that
round for 1-4 points each. When either
the drawer or the devil is slain, the devil
will disappear with all of its effects, but
the drawer will receive 15,000 experience
points. If the drawer is killed in this
combat, the experience-point gain is ap-
plied to the character’s total if and when
he is raised from the dead.

16: The Tower


A tall square Tower topped with a
crown is being struck by lightning, which
topples the crown but leaves the tower
standing. Hurtling (from its windows; it
has no doors) earthward are two persons

12 S EPTEMBER 1983
DRAGON 13
The ecology of the unicorn
by Roger Moore
“You would know about the unicorn?” little more than if you’d spoken with an was slain; the survivor would have died of
asked the dryad. Her green eyes widened. average man who had lived in the woods grief but heard a low sound, and beheld a
“You are a hunter?” all of his life. Yet little do mortal folk unicorn coming, who touched the other
After I assured her that I bore no weap- know of what a unicorn truly thinks. one once and restored the lost one to life
ons or armor, and sought to learn about They are older than the calendars most before fleeing. What can be made of all
the unicorn for my own curiosity, the mortals keep, and wiser than most sages. this is beyond even the sages to say; but
dryad looked at me with head tilted. Their knowledge is not of building fires clearly, one should never take a unicorn
“Most of the mortal folk hunt the Free and laying stone, but of the nature of liv- for granted.
One for its horn, the magical horn, they ing things, the wisdom learned from A unicorn runs more like a deer than a
would slay it, take its horn, iron in their watching the stars pass in the night, the horse, travelling in great leaps that clear
hands and ice in their hearts, and we who endless cycle of nature repeated again and the height of a man at times. Because of
loved it are left with the body, such is the again yet differently every time. They their speed, there are precious few crea-
way of the mortal folk. Long the Free know what is in the heart of a man or a tures who will ever get close to one with-
One runs, far the Free One travels, deep woman, and can read meaning into the out its permission, and fewer still since
the Free One hides from the mortal folk. turn of the wind, the fall of a leaf, the unicorns have a magical intuition about
The horn is its heart as the unicorn is the sigh of a child, meanings no one else the approach of anyone who has evil
forest’s heart, would you run if mortals knows. Dearly they love secrets, and thoughts or has the intention of harming
chased you for your heart?” In such a way dearly they keep them. them. Unicorns avoid all but those of
did the dryad speak, her words and sen- It may be said that a unicorn lives for good heart and those who love the forests;
tences running together like water in a itself. It will defend its wood and its the rest see little more than their tails
stream. friends, but it exists for its own sake and flicking as they leap into the distance,
I bowed my head to hear this; I was not serves no one but its own will. Even and often they will see nothing of them at
a killer. It seemed the dryad saw this: she magic is powerless to control them; their all; unicorns love to hide and can be more
bade me sit with her on a mossy stone for wildness is too great to be constrained by quiet than an empty cathedral when they
a while, and she told me of the unicorn. a dweomer. They eat when it pleases want to be.
The unicorn, she said, is many things. them and sleep when they like; they feast No one knows how old unicorns be-
No two people will see the same unicorn, on tender grasses and honeysuckle, sweet come. The dryads say that it is rarer for
though one may be seen by many. Mor- roots and bark, and some say they can the moon to turn blue than for unicorns
tals see it and call it shy, fierce, proud, draw energy from drinking the winds if to mate, and the birth of a foal is cause
free, the spirit of magic, the spirit of they need. It is known that the best place for riotous joy among all the inhabitants
unconformity, the symbol of purity, to see a unicorn is near a still pond, for of a unicorn’s wood. Some elven folk
truth, change, goodness, chaos, inno- they love to look at themselves reflected remember tales of their ancestors of gen-
cence, grace, beauty, secrecy, and a thou- therein; a vanity, perhaps, but they are erations before, telling of the same uni-
sand other things. There is truth in each entitled to it as well as anyone. corn those elves see now, which if true
of these, but each of them alone is not It is true, too, that unicorns are strong. means that unicorns live for thousands of
enough, and all the words that could be Theirs is an endless strength; they may years. The dryad I spoke with had known
spoken would not a unicorn describe. run for days without tiring at full speed, two unicorns, and neither of them knew
To human eyes the unicorn is less like passing the winds and flashing through how old they were, much less how much
a horned horse than is generally believed; even the densest forest growth. “Chasing time had passed since the week before. If
it is smaller and more graceful than a the unicorn,” the common folk say when time means little to elves, it means
horse, and far more beautiful. Unicorns they mean someone is wasting time; nothing at all to unicorns, and each day
are generally white in color, though some “catching a unicorn,” they say of some- to them is special and new. The chaos in
claim to have seen gray, black, silver and one doing the impossible. them casts boredom aside; a unicorn can
gold ones, and one or two adventurers The powers of the unicorn’s horn are watch the same event over and over, and
speak of spotted ones. Their horns are debated by serf and king alike. It is each time will see something new about it
most often a mother-of-pearl color, giv- known that unicorns cannot be poisoned, to hold its interest.
ing off a rainbow of hues in the sunlight; and that the horn will protect a man, Who befriends a unicorn? Everyone
again, there are reports of silver, gold, though to lesser effect, from toxins of all knows that a maid, old or young, who is
and black horns as well. The cloven kinds. Yet there are always tales of other, good at heart will stand a fair chance of
hooves of the creature are gray or silver. hidden magicks that the horn can per- seeing and perhaps even touching a uni-
All unicorns have a wild silken mane that form. A ranger will remember a unicorn corn. Sometimes it happens that the maid
flashes in the wind as they run, a tail like coming upon him as he lay dying in the may even gain the unicorn’s agreement to
a lion or wild boar, and a beard like a woods of a goblin’s arrow; the unicorn serve her as a steed, and the unicorn will
goat. Some say, though, that the strangest but touches the infected wound and it is be faithful to her for as long as the maid
part of a unicorn is its eyes, for they are healed at once. A lost child, when found, is good; the unicorn will suffer no one
many colors at once and change even as will tell of seeing a “one-horned deer” else to ride it, however, and may not even
one looks at them. No one can well who cured his sicknesses from eating wild let the maid ride it if the maid comes to
remember the color of a unicorn’s eyes. mushrooms or berries with a tap of its believe she is the unicorn’s master. No
You will find in the world learned horn, then guided the child home again. one is the master of a unicorn.
sages who tell you the unicorn is not There is even a legend that two lovers, Druids also like unicorns, not so much
exceptionally bright, and that if you chased into a forest by their enraged fami- for their goodness (druids also like green
could converse with one you would get lies, fell from a low cliff and one of them dragons) but because unicorns are so
14 S EPTEMBER 1983
much a part of the forests the druids pro- they avoid all who are evil, and who enough to see a unicorn would be all I
tect. At times a unicorn may give aid to a would cause them harm. Yet it is also could ask.”
druid, but always it is because the uni- true that those who are selfish and petty, “Lucky thou are, then,” said the dryad.
corn chooses to do so, not from any com- who desire dominion over their fellows, “Look over your shoulder, slowly and
pulsion the druid may exert by charm. and who are blind to the goodness and with care.” Her eyes were shining like
Rangers and unicorns seem to do well innocence of childhood will never see the stars and her face glowed with awe. She
together, and unicorns will even let them- horned one. If one cannot see beyond the was looking behind me.
selves be seen by male rangers and reach of his own grasping hands, he will For all of my life I remembered that
touched by them, though only female wander the forests of the world and see moment, as I watched her face and it
rangers may ride them. Good bards are nothing at all but trees. dawned on me what she meant. In that
known to chase after unicorns, and mad Such was the tale the dryad told me, moment I had an awareness of someone
chaotic bards as well; the sight of a uni- and I was utterly silent as I heard it, and near me, very close to me, someone I had
corn brings bards to tears, and they will afterward. I felt the wonder in me rising sought all my life. Even though I am
write volumes and volumes of poems and and my thoughts were adrift; the dryad older now than almost any man, I still
tales and songs about their beauty, and seemed to know it and she laughed. remember the last few seconds before I
recite them every chance they get. “Stranger, I have told you that a thou- turned around, and in the light filtering
Of the true woodland folk, faeries and sand words could not say what the sight through the leaves and in the silence of
elves are among a unicorn’s closest of one unicorn can, and you look as if the primeval wood, beheld the unicorn.
friends, and some of them even have you’ve seen one a’ready.”
speech with unicorns. Dryads, satyrs, “Your story has caused it,” I replied, APPENDIX
nymphs, pixies, and sprites see them embarrassed. “I am no one like a bard or Unicorns are also known as alicorns,
often enough, and it is said that treants, a prince or a ranger; I am a wanderer and monocorns, and have the technical name
who may be the only beings to live longer the road is my home. I have heard many of monoceros in sages’ texts.
than unicorns, know more unicorns per- tales and seen many strange beings in my If desired, the awe effect of seeing a
sonally in their lifetimes than any human years, but never such a creature as you unicorn may be simulated by giving them
could guess at. All of the true wood folk have told me.” a charismatic power that causes all crea-
except the evil ones love the unicorn and The dryad’s eyes twinkled merrily. tures and beings with less than one hit
would throw down their lives for it, and “And if you were to see one, what would die to be rendered immobile upon seeing
even the evil ones would not cause it you do?” one for 1-3 rounds; more powerful crea-
harm; unicorns are fearful when aroused I thought for a moment and laughed tures will be able to act normally, but the
for fighting, and have slain ogres and myself. “In truth I have no idea. Perhaps sight of a unicorn will still affect them
worse with a single thrust of their all in all, I would do nothing but wonder deeply in some manner. Good beings will
whorled horns. at it. Beautiful things are rare in the love and admire them, neutral ones will
Who is a unicorn’s foe? It is true that world, and, for myself, to be lucky seek to control or capture them, and evil
DRAGON 15
ones usually hate them, for the unicorn’s not considered a charm-type spell; it does
beauty reminds them of the ugliness of not put the unicorn under any compul-
their souls. sion to obey the druid, any more than any
Unicorns may be treated as having a 25 other creature called must obey the druid.
wisdom for purposes of immunity to A summoned unicorn will be aware that
charm and hold spells or powers, as per a druid is “calling” for assistance and
the DEITIES & DEMIGODS™ Cyclope- may decide to help (represented by the
dia; animal friendship, snare, trip, and saving throw vs. spell). In no case will a
sleep spells, as well as any other unicorn approach nearer than 24” from a
enchantment/charm spells, do not affect druid if the presence of any enemy (an
them either. They will note a hallucina- evil character or a hunter of unicorns) is
tory forest for the illusion that it is. Being sensed, and a unicorn will dimension
immune to death spells covers all door away if necessary to escape a trap.
enchantment/charm, conjuration/sum- Interestingly, lower-level druids have a
moning, or necromantic spells that cause marginally better chance to summon a
death with or without saving throws unicorn for aid (using call woodland
(including finger of death, destruction, beings) than higher-level druids; this says
symbol of death, and power word, kill). something (indirectly, at least) about the
If desired, a unicorn may be able (once unicorn. The way the spell is moderated,
per day or less often than that) to simu- a lower-level druid has a better chance of
late one beneficial clerical spell of any failing to attract those woodland crea-
level with a touch of its horn. The effect tures mentioned ahead of the unicorn on
of this touch will take place instantly. the list, which means the chances for that
Unicorns will only use this power if druid to succeed in calling a unicorn (the
another creature or being is in extremis; last entry in the sequential list of possible
DMs should use this power with care. creatures) are correspondingly better. And
The dimension door power of a uni- in the long run, a unicorn is more liable
corn will only rarely be used, but it takes to heed the summons of a lower-level
effect instantly at the unicorn’s desire. A druid because (a) the druid is relatively
unicorn could, for instance, vanish just a more likely to need help and (b) a lower-
moment before being struck by an arrow level druid would not be seen as much of
or weapon if it was aware of the object’s a potential threat to a creature as power-
approach, and could even evade a fireball ful and versatile as the unicorn.
as it travelled on its way. –for Cassandra and all the others,
The druid spell call woodland beings is with our love

16 S EPTEMBER 1983
DRAGON 17
CURSES! Twenty good ideas
for bad tidings
by Ed Greenwood
The excitement of curses in the AD&D™ considerable damage (5d6 base suggested, 11) One character (DM’s choice or at
game – danger and uncertainty for char- more if falling from a great height; those random) is confused (6 rounds) or
acters, and fun for the Dungeon Master – who save vs. dexterity on d20 by rolling feebleminded or loses consciousness (2-8
can contribute much energy to humdrum their dexterity or less take no damage). rounds) immediately, in all cases with
dungeon exploration, and unsettle those 4) Reverse gravity takes effect on curse total spell loss if the affected character is a
all-powerful, “expert” characters (to say recipient (one character), lasting for spell caster.
nothing of their players!). 2 rounds, with attendant injury (ld6 per 12) One or more characters (DM’s
But, some of the curses suggested in the 10 feet fallen, or refer to issue #70 of choice or at random) begin to halluci-
rules are more grim than exciting (cf. be- DRAGON® magazine for the “new,” nate. Such visions will include at least
stow curse spell description), and many more severe damage system) unless fall one monster (treat as illusionist spell
others, such as those suggested for cursed avoided. shadow monster, of up to 12 hit dice, but
scrolls and the flask of curses, are a mite 5) One (or more) spell casters in the invisible to others).
too powerful for low-level characters, party “forget” a spell (DM’s choice), los- 13) Constant noise accompanies party
tending to be instantly fatal or having ing it instantly from their minds. for 1-4 turns (or days!); for example,
long-lasting effects on play. Here are 6) A slithering tracker close by is thunderous echoes of any words anyone
some suggested curses of lesser power, for alerted to the party’s presence and in the party speaks.
DMs who wish to be relatively fair and location. 14) Any one magical item (of the DM’s
want to continue to be tolerated by their 7) Any gold carried by the party when choice) carried by the party will act as a
players: the curse is activated turns instantly to wand of wonder (see table in DMG for
1) Recipient of curse (character read- lead; anything inside a magic item such effects) when next activated.
ing scroll or otherwise directly activating as a bug of holding, Bucknurd’s everfull 15) Recipient of curse is turned to
a curse, or who is touched by a bestow purse, or Leomund’s tiny chest is stone. (This state lasts only 1-4 turns, but
curse) is surrounded by a vivid yellow or unaffected. to withstand the initial transformation,
orange faerie fire that lasts up to 2 turns 8) One piece of paper (scroll, map, the recipient must make a system shock
unless dispelled (for which dispel magic, page of spell book, etc.) carried by the survival roll.)
limited wish, or similar magic is party (or in the same room at the time) is 16) One magic item in the party’s pos-
required). erased, becoming instantly blank. session (DM’s choice or at random) is
2) Most valuable magic item(s) of 9) A familiar or similar animal activated and/or animated to attack the
party (DM’s choice as to which and how accompanying the party (pack mule, party or members thereof, for one dis-
many) teleport away. These items should paladin’s warhorse, etc.) is promptly charge or one successful “to hit” – with
not travel far, and their new location – injured in a freak accident such as a fall, full normal effects.
in the same dungeon, or perhaps in a being struck by aerial debris or driven 17) One or more protective magic items
nearby but unexplored area – should be into an obstruction by a gust of wind, (i.e. ring of regeneration, ring of protec-
revealed in hazy visions to characters pricked and/or torn by thorns, struck by tion, bracers of defense, magic armor)
employing augury, etc. A locate object falling stones or caught on collapsing will cease to magically function for 2-12
spell would have its usual effect. pavement or stairs. This accident should rounds.
3) All drawn or held weapons are disable the beast, inconveniencing the 18) One party member will blink (as in
snatched from every character’s grasp and party. the third level magic user spell) for 5-20
levitate upward to the ceiling (if no ceil- 10) One charge is lost from a magic rounds, unable to stop and with no con-
ing, continue upward for 100 feet or item (perhaps with a visible aura bursting trol over locations reached.
more, at the DM’s option), remaining into light about the item to give away the 19) If individual or party is in open ter-
aloft there for 1-4 turns. If a creature is hit event or, conversely, the loss can occur rain, an uncontrollable storm is brought
by a falling weapon, the item should do without warning or apparent effect). into being within 3-6 rounds; it will
break with multiple lightning bolts (3d6
variety) discharging at random. Roll d6
once per round for 8 rounds; on every
result of 5 or 6, a bolt comes to earth;
every armored party member must save
vs. breath weapon at +2 to avoid being
struck. A bolt may fork and strike more
than one party member in a round.
20) One member of the party is
instantly paralyzed for 4-16 rounds (rig-
idly immobile, can breathe and blink
eyes, but not speak).

The possibilities are endless; each DM


knows his own players best, and can
devise curses that are intriguing and add
color and flavor to play. Don’t let a curse
be simply gloom and doom; make it
interesting!
18 SEPTEMBER 1983
DRAGON 19
Nasty additions to a DM’s arsenal
by Richard Fichera
Have you as a DM ever spent your crea- except by magical fires, lightning, or abilities should be rolled by the Dungeon
tive energies putting a really fun (for you) whirlwinds; no combat ability; no spell Master as normal, but all dice results
cursed magic item in your dungeon, only casting abilities. The only way to remove should be ignored. Note that thieves will
to be faced with a player who can give this cursed ring is to cause the character still have the usual 20% chance over the
you a complete inventory of them from to return to solid form by a remove curse base rate (now zero percent) of going
the Dungeon Masters Guide? Even with- spell cast upon the gaseous character undetected on a pickpocketing attempt,
out this problem, there are so few (which will suppress the ring’s effect for although the actual attempt will still fail.
malignly charmed articles that you could one turn) followed by a second remove Back stabbing becomes a normal rear
conceivably run out of tricks “from the curse before the character turns gaseous attack (at +2) for purposes of the medal-
book” to pull on your players. To fill this again. A single wish spell, properly lion’s effects. It is always possible to take
vacuum, here are a few additional items worded, will also suffice, as will two this item off, although it functions
to pop into your campaign: limited wishes or a pair of castings of whether it is worn or carried.
Ring of gaseous form – What would alter reality. Helm of enemy nondetection – This
normally be a boon in potion form Medallion of protection from thieves, helm radiates magic if such is detected
becomes the opposite when in the shape 30’ radius – This ornately jeweled for, and is curious only in the fact that
of a ring. It will operate exactly like the medallion, an item no greedy thief could while it has a hinged visor, the visor is
liquid, turning any character and all of possibly resist, is actually quite beneficial immovable, apparently stuck in the “up”
his equipment, carried or worn, into an to the party – everyone, that is, except position. The helmet can easily be put on
indefinable mist. While at first the player the thief. It is most effective if the filcher and taken off until it is “triggered,”
may be excited, his enthusiasm will of the group is the first to spot it and which happens the first time any fighter
quickly wane once he realizes that he decides to lift a little extra treasure for wears it into actual combat. At this point,
can’t find his finger to remove the ring. himself. Regardless of who is carrying the visor will snap shut, and since it has
He will remain in gaseous form until the this item, it will cause the thieving abili- no slits in it, this leaves the wearer
proper magics can be cast. While wearing ties (including back stabbing) of any thief blinded. Attacks will be made at -4 “to
the ring, the affected character will have or assassin character within 30’ to drop to hit,” and all attacks against the user are
all the abilities, and lack thereof, that are zero percent. Under no circumstances at +4 “to hit.” The visor will automati-
usually attributed to the potion, i.e., base should the players be told of this predic- cally open once the battle ends or the
movement at 3”/round; unharmable ament; all attempts by thieves to use their character loses consciousness; however, at

20 S EPTEMBER 1983
this point the helm is not removable after the second week, a new randomly
without a remove curse spell. determined disease will be believed to
Dagger of monster calling – This little plague the individual, but as before no
weapon operates just like a standard +l actual disease will be present. This pro-
dagger until it comes within sighting dis- cess will continue indefinitely, with the
tance of any evil-intentioned monster. symptoms changing each week until the
Then it will begin calling out, in a very ring is taken off and left off permanently.
loud, high-pitched voice, to these nearby Of course, there won’t be a doctor any-
evil creatures in their native tongue, and where who will be able to find anything
will curse and insult them intolerably. If wrong with the character. Other rings of
the encountered creature does not speak this sort might provide +l protection or
any language, the dagger will emit a some other minor magical benefit, mak-
screaming wail sounding remarkably like ing them of debatable usefulness.
a poor, defenseless animal waiting to be Arrows of conscientious objection –
eaten. This dagger can easily “teleport” These magical arrows absolutely refuse to
into a character’s possessions, like any fight. Once placed in a quiver or con-
cursed weapon, if the owner makes a tainer with a character’s regular arrows,
simple attempt to discard it. they will transmute themselves to look
Ring of hypochondria – This ring exactly like the other arrows. Their dif-
may frustrate the most thorough of trial- ference will become obvious as soon as an
and-error examinations, since it will do archer attempts to use them. When one is
nothing for one week after the owner be- fired, it will vanish only inches before
gins wearing it, although it will radiate striking a hostile target (doing no damage
magic (an identify spell may work to to the target). Since the cursed arrows
reveal its talents). Unlike most cursed have changed their appearance, it should
rings, this ring is always removable. After be impossible to separate the mundane
the wearer has had the item on for the from the magical without a detect magic
requisite week, he will believe himself to spell (and not even then, if the cursed
be suffering the symptoms of a randomly arrows are in the same container with
determined disease (see page 14 of the regular magical arrows). Twenty percent
DMG). The symptoms will continue to of these arrows will not vanish, but will
be felt for one entire week once begun turn into daisies just before reaching their
whether the ring is worn or not; note, destination (also doing no damage, of
however, that the disease itself is not course, unless the creature has an allergic
actually present. If the ring is still worn reaction).

DRAGON 21
Elemental
gods
A four-part
approach to
campaign deities

by Nonie Quinlan
Most role-playing game referees, in laying out their cam-
paigns, have no trouble finding suitable gods. For “good-bloody-
fun” campaigns, which include most FRP worlds, the general
rule is: The more gods the merrier, and the more wars between
the gods the better. In these warlike universes, gods should be
killable by high-level characters and they should be clearly rec-
ognizable as belonging to one race and one alignment, On the
other hand, campaigns designed for medieval authenticity will
tend to reproduce the medieval church: a highly organized Because they are so powerful, it is clear that they must not be
clergy, with a single abstract deity who never takes a direct part hostile toward each other, or the world would have been de-
in the action. stroyed in their first conflict. Their powers must be balanced,
But there is a third, rarer type of campaign that could be called equal, and approximately at peace. For this reason, the four ele-
the “high fantasy” style. It tends to involve consistent, non- ments seem a good model for the nature of the gods, because the
anachronistic worlds; you will never hear “Frodo’s Pizza Parlor, elements have always existed together without serious conflict.
may I help you?” or “You . . . you mean this whole dungeon is (Certainly water and fire, for example, may be mutually destruc-
one big pool hall?” The characters have real motivations, and tive on contact, but neither seems dedicated to locating and de-
will not jump into an abyss just to see how deep it is. They are stroying the other, and both still exist as they always have.)
part of an ongoing history which they respect; upon discovering The requirement that the gods be at peace with one another
a great hero’s tomb, they will pour libations and pray for him, also calls into question the assumption that a god has an abso-
not try to figure out how to loot the tomb. The role-playing is lute alignment. If there are truly good gods and truly evil gods,
well thought out, consistent and realistic, and the highest part of they will not endure each other’s existence. But the elements, like
the game is not the loot and experience, but the sense of wonder. any force of nature, unite both positive and negative aspects in
Gods for such a campaign are hard to find. It is necessary that themselves; without fire, civilization would barely exist, and yet
they be of a kind that a real person could take seriously, because fire is the great destroyer. And what could be more ambivalent
the characters are going to be serious about their religious than the life-giving, life-taking sea?
beliefs. The gods must be more than super-powered beings, It is for these reasons that our local D&D® gaming group has
because a strong and independent adventurer is not likely to developed a pantheon based loosely on the four elements and
worship a god just because the deity has more hit points than given them the characteristics described below.
any others and better powers. On the other hand, it must be
remembered that in the campaign world the gods are real, not The nature of the gods
simply manifestations of cultural religious beliefs; why would There are four gods: those of Earth, Air, Fire, and Water. They
there be one god for gnomes and another for orcs? Fire is fire. are not hostile to each other, or to each other’s followers. Each
For the gods to be taken seriously by both the players and their may be worshipped by someone of any race or alignment; they
characters, it is necessary that they be all-powerful, all-knowing, have many natures, and every worshiper may see them differ-
and truly immortal. For this reason they should not be assigned ently. They encompass opposites; good characters and evil ones
formal attributes; they need no armor class or hit points, because may worship the same god, even if they pray at different fanes.
no creature of this world could harm them. They have infinite The gods are not limited in gender any more than in align-
strength and unlimited power, and only the nature of what they ment; they may tend to be associated with one sex, but certain
rule constrains them; a god of fire will rarely control water. aspects will be of the opposite gender, or both, or none.
22 S EPTEMBER 1983
They rarely take an active hand in matters; they give power to in a fantasy campaign. A certain amount of originality, if
their clerics and may answer prayers, but they do not wake up in handled consistently, will yield a much richer and more fascinat-
the morning and decide to start a war. They are all-powerful, ing system.
non-corporeal beings, but once in a while one aspect of a god
may take apparently physical form and walk on the earth; even The aspects of the gods
in that form they cannot be injured or constrained. The average The Earth: In my campaign, the Earth is the goddess of birth
character stands a good chance of seeing a god at least once in and growth. She is primarily a deity of live soil rather than
his life, which may seriously affect his religious beliefs. stone, and is responsible for farming and fertility. Called the
Mare, she rules most animals except the wildest beasts that
The nature of religion belong to the Air, and the animals of highest intelligence that
In developing religion within a culture in a campaign using share man’s ability to choose their own gods. She is most wor-
elemental gods, it must be remembered at all times that the gods shipped by humans and halflings, but the elves know that she
are real and the people know it. Oaths sworn to the gods must be gives them their beloved forests, and the dwarves know that it is
honored, or retribution will fall on the oathbreaker; this is an her strong hand that holds the stone roof over their heads and
absolute law, as certain as a law of nature. shelters them.
The gods do not demand worship. It is the nature of men to In her evil aspect, she rules the darker side of fertility; plague,
worship the divine, and so most men will perform religious ritu- poison and decay, and on the other hand sterility and famine.
als, offer prayer, and otherwise deliberately affirm their relation- Animals particuarly associated with her are the mare, the bull,
ship to the gods. Other men may never perform an act of wor- and the serpent, and her tree is the apple. Religious symbols and
ship in their lives, but they too are aware that the gods exist. other objects made in her honor will often be made of copper or
When the gods are clearly real, there can be no atheists. bronze, set with jade, carnelian, or amber. Her colors are green,
In my campaign, I assume that each character has a closer tie brown, blood red, and harvest gold. In prayer, she might be
to one of the gods than to the rest. It is to this god that the char- addressed as Allmother, Giver of Gifts, Earthshaker, Bearer of
acter prays most often, and this god is most likely to help the Burdens, Mother of Horses, Shepherd of the Trees; in her darker
character in times of need. However, characters are not therefore aspects, Pourer of Poison, Barren Field, Mother of Vipers.
hostile to the gods they don’t worship, or even to other aspects of Another campaign in our group has a very different Earth
their own gods. They know the gods exist and they honor them, goddess called the Bear, who is primarily a protector and
but each character’s greatest devotion is given to his own deity. defender; she is the goddess of good warriors (who in this world
An analogy to this in our own world might be the tradition of are gentle rather than fanatical), and she is the youngest and
patron saints. most personal and friendly of all the gods; not a mother goddess,
Members of the priesthood, both spell-casting clerics and the but a beloved sister.
little village priests who perform marriages and bless the crops,
must be sincere in their beliefs, not hypocritical and avaricious, The Air: The Air god of my campaign is called the Raven, and
because the gods know the truth of their oaths of service. This is he has two natures; even in his good aspects, he is the god of
also true of such people as knights, kings, and judges; they may both the still air and the storm. In the first, he is the god of
be mistaken or misled, but they must be true to their vows. thought and speech, and thus of learning and music. Clerics who
Details of religions vary from culture to culture, but the aver- worship this aspect of the Air god tend to live contemplative
age man’s life is much like what we would expect. He asks the lives of meditation.
priest’s help with the rituals of birth, marriage, and death, and In his second aspect, he is the god of storms and of wild
the priest’s blessing on the spring planting or the launching of things; stags and hawks, werewolves, berserkers, and the Wild
the fishing fleet, and he will later offer thanks for the harvest or Hunt. It is not far from this to his evil aspect, which rules insan-
the catch. With his family, he shares the lesser rituals of the table ity and the love of destruction. (It may seem difficult to unite
and the day’s task, and alone in the night, or when he is greatly poetic wisdom and cruel violence in one god, but a close look at
moved, he will speak to his god in spontaneous prayer. Belief Odin’s character in Norse mythology will show a similar
will not dominate his life and his actions, but it will always be contradiction.)
present, because he knows the gods are real. The Raven’s animals are primarily the wolf, the stag, and the
hawk, and his tree is the pine. His metal is iron, his tones grey
The Elements quartz and obsidian. His colors are grey and black; midnight
A system of gods based precisely and exactly on the four ele- blue in his sky aspects, pine-green and red as the Hunter. Some
ments is actually likely to be both dull and confusing. How of his titles are: Shapeshifter, Teacher, Father of Wolves, Mask,
worked up can someone get about the divinity of granite? And Masterbard, Hunter, the Dark-Winged One.
on the other hand, what element is a thunderstorm? The rain is In contrast to the wolf-like, masculine aspect of the Raven,
Water, the wind Air, the lightning Fire. Is a volcano Earth or another campaign sess the Air god more as a cat-figure, more
Fire? And what possible element is a human? Dionysus than Odin. This Air god is androgynous, playful, often
In our local gaming community, we have three established malicious, and treacherous when angered.
Dungeon Masters using a system of elemental gods, and several
others just beginning. In no two campaigns are the gods entirely The Fire: The Fire god in my campaign is worshipped as the
alike, because no DM uses a technically pure elemental system; if Dragon, god of the forge. He is the patron of craftsmen, and
it were not colored by the personality of the gods and of their especially of smiths. Dwarves have a particular love for the
worshipers, it would be not a religion but a science. In the de- Dragon, but he is also responsible for the human’s plowshare
scriptons of the mythologies below, two campaigns’ versions of and the elf’s harp. The Fire god is in many ways the god of civil-
each god are given to show how they can be varied according to ization, because he is the god of tools; not just the hammer but
each referee’s desires. also tools such as the loom, the saw, the net, and the cookfire.
A word of caution, from experience: Be careful about the ten- The Earth may be the goddess of creation, but the Fire rules
dency to use standard god-figures. It is almost automatic to creativity.
assume that the Earth is a fertility god, the Fire a sun god, and so In his evil aspect he is the volcano and the forest fire; blind,
on. But these set-ups will degenerate quickly into monotony for uncaring destruction that can overwhelm a man or a city with-
players and DM unless the DM has a complete understanding of out noticing.
how they work, what opposed natures they represent, and how to The animals of the Fire god are the dragon, the griffon, and
make these “facts” real to the players. While I have had success the nightmare; his tree is the oak. Gold is his metal, and his
with an Earth fertility goddess myself, it is an uphill struggle, stones are ruby, topaz, and all clear fire-colored gems. His colors
and I have never seen a sun god well and interestingly handled are red, gold, and white. The Fire god is sometimes called Master

DRAGON 23
Craftsman, Forgefather, Goldenhand, the Maker, and also Fire- Old One, she is the goddess-of the ocean, in a world where the
fang, Flaming Horse, Eater of Cities. only land is a scattered group of islands. It is she, not the Earth,
Another campaign has a very similar god, but he also rules who gives men food and life, and she who withholds it. She is
magic and all the ways of the wizard, because magic is seen as a the creator and destroyer, the most terrible of elemental forces;
human act of creation and an act involving the use of skill, and oldest and strongest of the gods, she is the least human of them
the essence of magic in this campaign is fire. all, and to anger her is fatal. Even her clerics fear as well as
honor her.
The Water: Because of the connection of the moon and the
tides, the Water goddess of my campaign is the ruler of light, and Conclusion
therefore of darkness. Called the Moon, she is the most revered of In the examples above the world has clearly shaped the gods,
all the gods. She is the goddess of magic, worshipped most of all as the gods should shape the world. The details of these mytho-
by elves and unicorns. Of all the gods, she is the most purely logical systems are given only as an example of two such pan-
good and the most purely evil; both the holiest and unholiest of theons, not as a rule for all to follow. The great advantage of the
characters are her followers. She is the goddess of healing, the elemental pantheon is flexibility in a framework of consistency.
protector of the innocent, the goddess of justice and thus of war, If adapting such a system to your own campaign, consider
when it is undertaken for noble reasons. seriously the geography and cultures involved. It can become an
As the Dragon is the god of the hands of civilization, so she is exercise in anthropology: If these people worshipped a fire god,
the goddess of its heart and mind, and of the things that make how would they picture him? How are their beliefs like the
humans more than mere beasts with tools. Thus, her evil aspect beliefs of other cultures and races?
is the destroyer of civilization – not blind destruction, but care- Above all, remember that in the campaign world the gods are
ful, reasoned, and deliberate evil. One of the two greatest cities in real. Their worshipers are real. If the players are to maintain
my campaign world was brought to ruin by the deliberate consistent characters within the world, then the gods must also
designs of the Moon's evil worshippers, and a conflict fostered be consistent, believable, and interesting, not just names and
between two innocent races still smoulders centuries later. attributes to which a character pays lip service when necessary.
The Moon’s animals are the unicorn, the dolphin, and the They must be a living part of a living world.
gull; her tree is the birch. She is often represented as a horned Each campaign has its own style, and everyone thinks their
hippocampus. Her metal is silver (mithral is said to be made own the best, but it seems safe to say that few players whose 50th-
from her tears), and her stones are pearl, sapphire and onyx. Her level characters manage to find and kill the evil god of gnomes
colors are black, white, blue, and green; as the goddess of magic, have ever felt anything like the awe and the chill felt, not only by
grey and purple are also her colors. Her titles include: Shepherd the characters but by the players, when, in troubled times in my
of Unicorns, White Lady, Silvershield, Protector, Lady of the campaign, the city of Arna looked out across its great bay and
Waters, Wavemantle, Shipbearer, and Fairest. In her evil aspect saw on a cold early morning, a long-forgotten masculine aspect
she is Deathgiver, Shipbreaker, Mother of Demons, Night’s of the Moon rise up from the waters to tower high above the
Queen, Drinker of Blood, and Mistress of the Abyss. world – his pearl-skinned body still waist-deep in the ocean
Another campaign has a different Water goddess. Called the while his streaming hair was crowned with clouds.

24 SEPTEMBER 1983
DRAGON 25
A new game with a familiar name
by Frank Mentzer
This summer and fall, TSR will release taught newcomers the ways of role- data plus evolution. They were not
the newest version of the DUNGEONS & playing; it was bypassed by the extraordi- “revised,” merely “reorganized.” This
DRAGONS® game, revisions of the cur- nary nature of this new type of gaming, one is different.
rent Basic and Expert Sets. and its incredible impact on the hobby. For openers, you can play the game
“Again?” groans the hobby gamer, hav- And so it grew, essentially unchanged, for alone. That’s a big step forward in itself;
ing seen the original “brown box” or years; one major effort to reorganize this up to now, you had to have someone to
white box” set evolve into the “blue mass of evolving, growing game data was run it, and someone else to play it. TSR
book” edition which became the latest made by the noted author J. Eric Holmes, is working on solo modules to support
“red book” set. who edited the 1978 “blue book” edition. this technique; the M-1 module is already
“This one is different!” I reply. And the game inspired others. The out. (Yes, I realize that other FRP games
“So were the others!” retorts the gamer. man known as EGG (either E. Gary can be played solo. Agreed, this is just for
“Why change it again?” Gygax or Excellent Good Guy, depend- openers. Stay with me.)
Why indeed? ing on your point of view) wrote the Secondly, you can start playing with-
First and foremost: With the old set, detailed, highly technical ADVANCED out learning the rules. (Huh?) There are
you had to find someone to show you DUNGEONS & DRAGONS® game. two booklets in the set, one for beginning
how to play. If you merely bought the Many other fantasy role-playing games players and the other for novice Dungeon
rules and tried to learn. . . . Well, all kid- appeared, dealing with the topic in a va- Masters. Everyone starts with the Players
ding aside and facing the brutal, blunt riety of ways. Other topics were also Guide; it begins with a tale about a fight-
truth, the big problem was that after buy- addressed; we now see a wide spectrum of er. You pretend that you’re this character,
ing the game, you couldn’t learn to play. topics: wild west, science fiction, science and he/she comes equipped, ready to go.
A few experienced gamers could (and fantasy, spies and espionage, gangsters, During the adventure, many things
did) learn the game from the rules, but and other themes in role-playing form. happen – a giant snake bites you, a
they were rare. While this fact would be Enough of history; why another edition cleric is found; the cleric cures you,
fatal to the sales of an ordinary new of the D&D game? Simply, the previous explains a few things, and turns some
game, it proved to be a minor obstacle in editions were not revisions. They were undead. An impassable locked door
the case of the D&D® game. It was offset new attempts at using the same methods shows the need for a thief, and a magic-
by a devoted following, people who of organization applied to the original user attacks you in the grand finale. And
by the time the story ends, you’ve seen
how most of the game system works. You
haven’t read pages of rules, and you
haven’t been swamped by charts and
tables; you’ve merely read an entertaining
fantasy story.
From that point, the booklet explains
how to use a character sheet, describing
each part. Then you can start another
adventure – but for this one, you make
the decisions. A small dungeon setting
contains a variety of monsters, tricks and
traps, incorporating an easy introduction
to mapping. By the time you’re done, you
know how to play, when and what to
roll, and so forth. Lastly, the Players
Guide explains how to play in groups, a
few more options for your character, and
pre-made characters of other types.
The Dungeon Master’s Rulebook
builds on what you learn in the Players
Guide. To play in a group, the new DM
uses a step-by-step adventure given there;
it includes what things you should say
and ask, and when and what to roll. A
later section called “Procedures” covers
most details that are needed. The DM
rulebook also contains the “usual” mon-
sters and treasures, gives a complete first
level dungeon with maps for the rest (and
guidelines for filling it), and explains
how to make more dungeons.
Of course, it took a lot more than the
previous 64 pages to do all this; it took
over 100, counting both booklets. For
financial reasons, the module had to go;
EGG’s “Keep on the Borderlands” is not

26 S EPTEMBER 1983
in the revised edition, nor is any other “red book” was even better. Well, hang now they open on 5-6 (on ld6), and you
module. But the “play value” remains; on to your eyeballs, because a couple of just add your strength bonus to the roll.
the solo and group adventures offer great guys named Larry Elmore and Jeff Easley So minor things like that have been
amounts of playing time, and were did most of the art in the Players Manual. changed, for easier play, but the rest
designed specifically to help you learn to Elmore’s the guy who did the cover for stands. It’s just presented differently, a
play. And with the redesigned set, more DRAGON® magazine (issue #62) show- bite at a time, until you find that you’ve
purchasers will be able to use the rules in ing the paladin facing the three orcs, with digested the whole thing, and it’s easy. Or
the first place. We could have kept the the mountains in the background . . . at least edible.
module in and kicked the price up, but state-of- the-art fantasy graphics. He also The D&D Expert Set should be out in
we’d like to keep the cost down where did the covers for the first few ENDLESS late summer or early autumn. I took the
everyone can afford it. QUEST™ Books. And Mr. Easley is about fantasy world from module X-1, as de-
It’s not really a set for experienced three brush hairs behind Mr. Elmore in scribed by Dave “Zeb” Cook, shook it
gamers. It’s for those friends of yours, the quality, and moving up fast. once or twice, and got the basis for a fan-
ones who just haven’t gotten around to And we’ve got a new department at tasy world for the whole D&D game sys-
trying the game. It’s for that younger (or TSR, a group called “Product Finish- tem. (You could call Zeb a game designer,
older!) brother or sister who might like to ing.” In the old days, we just slapped the much as you could call an artifact a
try it, or even for parents, (Hey, parents games on paper as best we could, and “magic item”; technically correct, but not
are people, too. They might want to rolled ‘em out the door. But the big-time
understand those terms you keep using, game makers do it right; they make the
like “a-cee” and “hit points” and so games as pretty as they are playable. The
forth. Don’t expect them to play as often best chefs make food look as good as it
as you do, or necessarily as well; but if tastes; it then tastes even better (a bit of
they read the new Basic Set, they might applied psychology). This applies to
surprise you!) This set is for the non- everything that people buy; we like to
gamer novices who might play a few card buy pretty things. In the publishing biz,
games or board games, but who seem to there are professionals at this sort of
think that role-playing is too compli- thing, called “Product Finishing” people.
cated. Well, it is a lot more complex than So they got to work on Basic and figured
Old Maid, but it’s a heckofalot simpler out ways to make it all look delicious.
than it used to be – with the revised I changed almost nothing in the actual
D&D Basic Set. Basic game rules. The spell progressions
The artwork is outrageously good. I for clerics and magic-users were a little
remember seeing those cute little sketches lopsided, so I fixed those, but they’ll only
in the Original set, and the “great new affect Expert-level play and up. I inverted
pictures” in the “blue book”; and the the game mechanic for “opening doors”;

DRAGON 27
forceful enough. With a foundation like Demigods & Heroes book is due for revi- vast astral sea; strange and wondrous
his, the thing almost builds itself.) sion, too. I’m lucky enough to get large experiences beckon to the brave.
The Expert Set includes spells and chunks of EGG’s time, for brainstorming Every journey begins with the first step,
character details for levels 4-14. It de- sessions and design approvals, and Fran- and this journey starts with the Basic Set.
scribes a “Home Town” for the charac- cois Froideval is adding his creativity to The DUNGEONS & DRAGONS game is
ters, and gives a few plot outlines for the projects. He’s already done a map of a way for us to imagine together – like
DMs to develop in to interesting adven- the globe, with all the continents and watching the same movie, or reading the
tures. It covers the same things it used to, things, and the area described in Expert is same book. But you can write the stories,
plus a few more details on campaign-type in one small corner of the world, the without putting a word on paper–just
games. As for rules – instead of just say- starting point for epic adventure. by playing the D&D game.
ing “here they are,” the book tells you Humans can work their way up to level You, along with your friends, will
how to apply them. 36 (15-25 in the Companion Set, 26-36 in create a great fantasy story. You will put
All the “B” and “X” modules can be Masters). All characters can either travel it away after each game, and go back to
located on the territory map, and future or settle down to rule their domains, liv- school or work, but – like a book – the
modules should all fit nicely – a ready- ing in and running their own castles. The adventure will wait. It’s better than a
made campaign. Notes on designing your demi-human Clanmasters have ancient book, though; it will keep going as long
own areas are also included. The guide- secrets to be shared with their deserving as you like.
lines are general but thorough, enough so PC kinfolk; magic-users consult with It’s nearly the most popular game ever
that existing AD&D game DMs may want their brother wizards and discover new made. And you’ll see why, shortly after
to get the set. details of magical power. Paladins, you get into it. When you bought some
All of this material has been crammed knights, and druids roam the land, but other game or book, did you ever think,
into the same amount of space; Zeb’s “Isle are very different from their AD&D coun- “Gee, that’s nice, but it’s not quite what I
of Dread’ module will still be in the set, terparts. And the Overlord reigns thought it would be. . . .”? Well, your
and the rules booklet will still be 64 supreme – but only until deposed by D&D adventures will be just what you
pages. No price increase is expected in the some lucky, clever, and powerful player want, because you’re the one making
near future. But I wouldn’t count on that character. them up!
for long; you’d be wise to get a set soon, At the highest levels of power, the And it’s not hard. It takes a little read-
before paper and printing costs force an characters may strive for the greatest of ing and a little thinking, but most of all,
increase. There hasn’t been a price goals: immortality. Details and proce- it’s fun.
change for a good while, but all things dures will be provided, and the adventure It’s fun when you and your friends get
must pass. does not stop even at that high point, for together, isn’t it?
Now I’m working on the rest of the the Immortals have their own adventures It’s fun when you discover that nobody
D&D game system, planning and outlin- and methods of progression. loses, and everybody wins!
ing what is to come in Set #3, Compan- A universe awaits, and more. The It’s fun when you get good at the game
ion, and #4, Masters. The old Gods, Planes of Existence float as islands in the – for example, knowing what to expect

28 S EPTEMBER 1983
in a kobold cave, and which dragons are
on the side of the good guys.
And you don’t have to put in a coin
each time, as is true with many other
games. Once you have the rules, you
don’t need anything else.
There’s more, of course, if you want it:
exciting adventures to play, miniature
figures of monsters and characters, expert
rules For more experienced players, and
lots more. But you’ll already have every-
thing you need to start: the Basic Set
package, and your imagination.
Ah, yes; it does cost one more thing,
which you also have, right now – a bit
of time. It takes a few minutes to learn
the basic rules, and another hour or two
to play a full game. You’ll probably want
to spend more time, and might even make
it a hobby; millions of people have.
But for now, just sit back and let your
imagination run: Your character stands
atop a grassy hill. The sun glints off your
golden hair, rippling in the warm breeze;
you absent-mindedly rub the gem-studded
hilt of your magic sword, and glance over
at the dwarf and the elf, bickering as
usual about how to load the horses. The
magic-user has memorized her spells, and
says she’s ready to go. A dangerous dun-
geon entrance gapes at you from the
mountainside nearby, and inside, a fear-
some dragon awaits. Now, it’s time to get
moving. . . .
Have fun!

DRAGON 29
FIGURE FEATURE
CASTLE CREATIONS
1322 Cranwood Sq. S.
Columbus OH 43229
Villains & Vigilantes™ Line
Pictured: Crushers & Crusaders
(Sculptor: Russ Coddington)
There are currently many superhero
role-playing games on the market.
Castle Creations is filling the need for
good guys (Crusaders) and bad guys
(Crushers) with a total of 6 blister
packs. Each pack contains three hefty
figures who work well in the comic-
book genre and can also be used as
“crossovers” into fantasy or science fic-
tion. The photo displays a large, brut-
ish Crusher, a winged Crusader, and a
neutral-looking robot that could be a
good guy or a bad guy. Suggested
retail price: $3 per pack.
ESSEX MINIATURES
Distributed by The Reiter
3440 S. Monterey Dr.
New Berlin WI 53151
English Civil War Line
Pictured: Highlander Chieftain, New
Model Army Officer, Royalist Foot
Officer w/Cane
The problem with most fantasy fighter fig-
ures is that they are the standard fare: medieval-
style knights and men-at-arms that may or may
not look like adventurers. For those gamers
who want an unusual identity or flair for their
characters, we suggest they look into some of
the historical miniatures on the market. Essex
has a broad line of historical fighters, and some
fit into fantasy games nicely. The English Civil
War period also offers some interesting-looking
figures to use as thieves or bards. All the figures
shown are one-piece castings. Suggested retail
price: 65¢ each.

GRENADIER MODELS, INC.


Price & Pine Sts.
Holmes PA 19043
Call of Cthulhu™ Adventurers,
Call of Cthulhu Monsters
Pictured: Gentleman, Adventurer
with pistol & whip, Professor
with tome, Serpent People,
Great Race of Yith
(Sculptors: Andy Chernak, John Dennet)
The popular Cthulhu genre joins forces
with Grenadier’s creativity in the first two
sets of a new line. The 12-piece set of
Adventurers (samples shown at right) set (samples shown on facing page) gives casting!). It’s obvious that both sculptors
includes characters that can be used for any us a glimpse into the unusual imagination researched their subjects well, and the sets
role-playing game set in the Roaring 20’s. of H. P. Lovecraft. The monsters are both are valuable either as gaming figures or as
The detail is quite nice, and the “costum- beautiful and horrid at the same time, and collector’s items. Suggested retail price: $10
ing” is authentic. The 10-piece Monsters very well crafted (the Yith is a one-piece per set.
30 S EPTEMBER 1983
FASA CORP.
P. 0. Box 6930
Chicago IL 60680
STAR TREK® II, The Wrath of Khan
Pictured: McCoy, Spock, Scotty, and
Kirk, all in dress uniforms
(Sculptor: Scott Penn)
Although the Star Trek characters have
been attempted in figure form a couple of
times previously, no one has captured the
feel and detail of the crew members like
the FASA line has. The photo shows four
of the pieces in the boxed Collector Set
#1, which includes a figure of the USS
Enterprise and eight members of the
bridge crew. Collector Set #2 contains the
USS Reliant, Khan, and seven of his fol-
lowers. The same figures are also availa-
ble in more animated poses for use in
role-playing games. All uniforms and
personal items are based on those found
in the Wrath of Khan movie. Suggested
retail price: $10 each for the Collector
Sets, $1 each for single character figures.

TASK FORCE GAMES


1110 N. Fillmore
Amarillo TX 79107
Swordplay Figure Line
Pictured: Musketeers
(Sculptor: Richard Kerr)
Swashbucklers and pirates are spe-
cifically needed for some role-playing
games, and many of them can be used
in a fantasy context as well. To meet
this demand, Task Force Games is
now producing a line of figures duel-
ing and brawling in typical Errol
Flynn fashion. Each pack contains
four figures, and most packs have four
weapons cast separately that easily fit gaming map sheets, and are also lunging, and, in the case of the gent
into a swordsman’s gloved hand. Note fashioned with cobblestones, planks, doffing his chapeau, just plain
that the bases are hexagon-shaped, and the like, for added realism. The showin’ off. Suggested retail price:
making them easy to use with some most common poses are parrying, $3.95 per pack.

Text by
Kim, Eastland

Photos by
Scheibe Studio

DRAGON 31
Spy’s Advice by Merle Rasmussen

Answers to Questions for TOP SECRET® players


What would be the effects of someone detonated by flame or electricity, it burns Is there a limit to AOKs?
being exposed to 1 cubic inch of with intense heat along the length of its Yes, an AOK score for a player charac-
uranium? path. Thermite paste comes packaged like ter can never exceed 150.
More data is necessary to completely toothpaste, with a 12-ounce tube (enough
answer this question. The proximity of to lay a 10-foot-long strip) costing $30. If you have a 99 Knowledge and you
the uranium, the duration of the expo- gain 2 more points in it, do you get
sure, and the type of shielding, if any, How long would a flash grenade blind another superior AOK roll?
must all be taken into consideration. As a a character? No, you only have the superior Areas of
general rule, anyone with severe radiation Official statistics for flash grenades are Knowledge you start the game with. It is
sickness will suffer 1-10 injury points not currently available. The Administra- possible by applying experience points
each day until killed or cured. tor might roll a random value from 1-100, that any AOK value can increase in value
which is the number of minutes the vic- to 150 whether it started out as a superior
How much does a thermite bomb cost? tim is temporarily blinded by any non- AOK or not.
How much is needed to burn a man-sized permanent damage.
hole through different surfaces? Can NPCs have Fame and Fortune
A thermite bomb (grenade-type canis- How much would a tripod add to the points?
ter) costs $30. Thirteen of these thermite PWV of a rifle? Generally, no. The only way a non-
grenades set around the perimeter of a 30” If an agent was using a two-handed player character could have Fame and
diameter circle will melt through ½” of shooting stance, would it increase his Fortune points is if he was formerly a
any metal in 40 seconds. This process will chance to hit? By how much? player character who is now being played
create a man-sized hole. The same ar- Your Administrator may rule that bi- by the Administrator.
rangement will burn through ½” of wood pods, tripods, and a two-handed shooting
and/or plaster in 40 seconds. Thermite stance may be considered as a weapon at When a character’s Life Level is
bombs are not effective against brick or rest on a solid object. The miscellaneous reduced to zero from drinking alcohol, is
concrete. Some Administrators allow Hit Determination Modifier for each shot the character dead or unconscious?
agents to have thermite paste; when this would be +10. Since alcohol is a depressant poison,
paste is applied in a ½” wide strip and the character has literally drunk himself
The Life Levels of player characters in to death.
missions I administer are around 140, but
the average NPC has a LL of 15. What How can I run a campaign with mul-
am I doing wrong? What can I do? tiple groups of investigators, confiscators,
Life Level is equal to the total of Phys- or assassins without the players finding
ical Strength plus Willpower divided by out about each other’s major objectives?
10. All fractions are rounded to the near- Have you considered handing every
est whole number. See the rules for Char- player a note telling him his agent’s true
acter Construction on page 5 of the TOP major objective? Each agent could also
SECRET rule book. The “Life Level” have a cover objective that players might
line on the Agent’s Dossier in the back of reveal to each other. You can request that
the rule book does not make the proper the agents’ Bureau designations (under
calculation clear, which is probably why Classified Information on their Agent’s
the LL figures for your player-agents are Dossiers) be left blank and are only
so high. known by the Administrator. No agent,
or the player of an agent, will be sure of
How do you determine if an agent has anyone else’s true major objective, since
made a successful parachute jump? some will reveal it and others may lie or
It is far more likely that a parachute not tell anyone anything.
will open improperly than not at all.
Square chutes are more than six times Are the correct prices for many of the
safer than round chutes. When the rip- Other Weapon Types found on the
cord is pulled, roll percentile dice: 01-99, “Weapons Chart” or on the price list
chute opens; 00, roll again. With a square under “Equipping the Character”?
chute, on a second roll of 01-97, the chute The correct prices for Other Weapon
opens; on a roll of 98-00, the chute mal- Types are listed on the Weapon Chart. A
functions. With a round chute, on a manual speargun costs $50. A CO, spear-
second roll of 01-80, the chute opens; on a gun costs $100 and pressurized CO, cap-
roll of 81-00, the chute malfunctions. sules cost $1 each. A sword ($30) and a
Always pack a back-up chute, and when sword cane ($50) are used much the same
possible always pack your own parachute but are concealed differently. Dart guns
to avoid sabotage. can cost $250. A boomerang that returns
is only $5. If it hits anything greater than
When you gain points in Knowledge its weight (½ pound) it will not return.
through experience, does your basic AOK Boxing gloves cost $25 a pair, and karate
go up accordingly? padding for both hands and feet costs $50
Yes. a set.
32 S EPTEMBER 1983
T his is a fantasy game played with a large of this world are all small bits of thin paper
assortment of cardboard tiles. You begin the (hopefully, you glued them to some cardstock)
game as a landed aristocrat in a strange kingdom that come to life in your imagination.
(you wouldn’t really want to live there). You All of this activity occurs on a wooden plat-
hold great territories of land and guard them form in the middle of an enclosed space, sur-
with large armies that defy description. rounded by large bipedal creatures who don’t
You are given a Player Chart on which to know any better. The large mass of protoplasm
organize your holdings. You begin the game that is reading these very words is only now
with a random selection of wealth, allies, cities, coming to realize that this is her, or his, chance
villages, and willing warriors. The inhabitants to become . . .
Inventory of Game Parts the fighters and nobles in the land. They value of the mine. A mine has no defense
are kept face up in the bank. Each player value. Mines may only be played in the
Your KING OF THE TABLETOP in turn may try to get one of these charac- mountains.
game should contain the following parts: ters to join his army by a roll of two dice.
1 Rules booklet Treasures
276 small square cardboard tiles (you The Land Deck
must glue these down and cut them
out yourself), consisting of:
54 Terrain tiles
60 Gold piece tiles (money)
11 Special Character Tiles
27 Fortification tiles (9 Towers, The six treasures in the playing deck
7 Keeps, 7 Castles, 4 Muniments) may be concealed in a player’s hand.
124 Playing Deck tiles, including: When he decides to spend one, the trea-
90 Character tiles (5 sets of 18 each) The Land Deck consists of two types of sure is returned to the deck, and the
5 Mines (1 Gold, 2 Silver, 2 Copper) pieces, land tiles and instruction tiles. On player is given the listed gold piece value
14 Settlements (5 Cities, 9 Villages) each turn, a player draws from the deck from the bank.
9 Magic Items until he draws a land tile. If no instruc-
6 Treasures tions have been drawn, the player gets the Magic Items
4 Player Charts (must be cut out) land for free. Otherwise, the last instruc-
Lots of 6-sided dice (you must tion drawn must be followed before the
provide these) player can claim the land tile.
Land tiles form the basis of each play-
er’s holdings. The characters drawn from
The Playing Pieces the Playing Deck are keyed to different
types of terrain. Cities, villages, mines, The Playing Deck contains nine magic
The playing pieces of KING OF THE and fortifications may only be built on items. When drawn by a player, these
TABLETOP are divided into three main land tiles. must be kept in the player’s hand until he
types: those that constitute the Playing desires to use them. Magic can be used at
deck, those in the Land deck, and the The Playing Deck any time, even if it is not your turn. The
Support Tiles. magic tiles are explained in more detail
Characters later.
Support Tiles
Gold Some Terms Explained
Defense Value – Fortifications, cities,
and villages each have a defense value.
Most of the Playing Deck consists of This is the number of hits the tile may
characters. Each character is coded to a absorb before defenders within sustain
The number indicates the value. Gold specific type of terrain. If a player has damage. In addition, it is the number of
is kept in a “bank” on the table and that type of terrain, characters keyed to combat dice the owning player may roll
watched over by an honest banker/player. that terrain may be placed in the player’s against attacking characters.
standing army. The number on a charac- Combat Value – Special Characters
Fortifications ter tile represents its combat value. Sym- and characters from the Playing Deck all
bols and letters preceding the combat have a combat value. This is the number
value indicate special abilities, explained of combat dice the character may roll dur-
later. ing a battle, either on attack or defense.
Gold Value – At the beginning of each
Cities and Villages turn, a player collects gold from the bank,
according to his holdings. Each land tile
is worth 1 gold. Mines, cities, villages,
The number in parentheses indicates and fortifications have a gold value equal
the defense value of the fortification. One to the number printed on the tile.
fortification may be built on each land Prestige Value – Each land tile is
tile. One level, starting with a Tower, worth 1 prestige point. Mines, cities, vil-
may be built per turn. Thus, it takes 4 One city or village may be played on a lages, and fortifications have a prestige
turns to build a Gran Muniment. Each land tile. The number represents the value equal to the number printed on the
level costs 10 gold pieces. defense value, prestige value, and gold tile. Each Special Character in a player’s
value. The more cities and villages a standing army is also worth 1 prestige
Special Characters player has, the richer he becomes. point.

Mines
Preparing for Play
All players should help sort the various
tiles. The Playing Deck, consisting of
characters, magic, cities and villages, and
The numbers represent the combat the mines, are all placed in a clean, dry
value of the tile. Most have special abili- One mine may be played on a Moun- cup. The Land Deck, made up of land
ties which are explained later in the rules. tain tile, instead of a city or village. The and instruction tiles, are all placed in a
These pieces represent the upper crust of number indicates the gold and prestige separate cup. The fortifications, Special
34 S EPTEMBER 1983
Characters, and the gold tiles are all Sequence of Play mine = 1 gold; 1 tower = 1 gold; 2 keeps =
organized at the edge of the table to form 4 gold. 7 + 3 + 1 + 1 + 4 = 16 gold that
a “bank” for easy use during the game. KING OF THE TABLETOP is played Tom collects during phase one.
Once the sorting is completed, each in turns that are divided into four phases.
player takes a Player Chart and places it During each phase, all players (beginning A player’s gold must be kept face up by
on the table in front of him. Everyone with the first player and proceeding his hand. The total amount cannot be
now rolls two dice and collects the clockwise around the table) perform the kept a secret. Treasures held in a player’s
amount shown in gold from the bank. actions indicated for the current step. hand, however, need not be revealed until
The high roller is the first player. In case When all four phases have been com- they are cashed in for their gold value.
of a tie, roll again, but do not collect any pleted, the turn is over. The person to the
more gold. left of the first player then becomes the
The first player now draws (without first player for the next turn. Play con- Prestige
peeking) 10 tiles from the Playing Deck tinues in this manner until someone has
and places them face down in front of accumulated 30 prestige points and built After collecting gold, a player counts
him. This is his hand. He then draws 4 a Gran Muniment, thus becoming King his prestige points. This is done to
tiles from the Land Deck in the same of The Tabletop and winning the game. determine whether he is entitled to a
manner, but places these face up across bonus on the roll for Special Characters.
the top row of squares on his Player Turn Sequence: Prestige is counted in the same manner
Chart. If any of the 4 tiles drawn are Phase 1, Collection & Construction as gold: 1 point for each land tile, the
information tiles, push them off the a. Collect gold printed value for all forts, villages, cities,
Player Chart to the center of the table (do b. Count prestige and mines. In addition, a player also gets
not put them back in the cup yet) and c. Roll for Special Character 1 prestige point for every 10 gold he has,
draw tiles to replace them. Continue this d. Build (forts, cities, mines, villages) and 1 prestige point for each Special
procedure until the player has 4 land Phase 2, Events (roll 2 dice, consult chart) Character in his standing army.
tiles. Phase 3, Acquire Tiles
The other players, proceeding clock- a. Draw from Land Deck (follow Example #3: In Example #2, Tom col-
wise around the table, draw 10 tiles from instructions, if any) lected 16 gold from his holdings. He also
the Playing deck, and 4 land tiles in the b. Purchase extra tiles from has 1 Special Character (the Thief) in his
same manner. Players may look at the Playing Deck standing army, and had 5 gold before he
tiles in their hand, after they have been c. Free draw from Playing Deck collected 16 more. For his holdings
drawn. Once all players have their start- Phase 4, War (counted in the same manner as gold), he
ing tiles, put any instruction tiles that a. Select & pay attacking army (option) gets 16 prestige points. His 21 gold gives
were drawn back in the Land Deck. b. Determine initiative him 2 more prestige points, and his one
Before play begins, all players should c. Line up for battle Special Character is worth another point.
look through their hands and place as d. Roll dice for each battle Tom’s prestige point total is 19.
many or as few tiles as they wish, face and remove losses
down, in the standing army box on their Players should be constantly aware of
Player Chart. Only characters keyed to No player may go on to the next phase prestige point totals once anyone’s score
the types of terrain a player holds may be until all players have completed the cur- reaches 20 points or more. Any time, dur-
placed in his standing army. rent phase. If a player forgets to take an ing any phase, that a player can prove
Once all players have placed their action, and play has proceeded to the next that he has 30 prestige points and a fin-
standing armies, play is ready to begin! phase, tough luck! ished Gran Muniment, he wins the game.

Example #l: Rob’s land tiles consist of 2


Forest, 1 Mountain, and 1 Plains tile. In Gold Roll for Special Character
his hand, he has 1 City, 1 Village, 1
Magic Scroll, 1 Ruby, 2 Elves (forest), 1 At the beginning of a turn, each player After collecting gold and counting
Sphinx (desert), 1 Centaur (plains), and 1 collects gold from the bank, according to prestige, a player has a chance to get one
Crocodile (swamp). his holdings. Each land tile is worth 1 of the Special Characters (those left in the
Cities, villages, mines, magic scrolls, gold. Fortifications, villages, cities, and bank) to join his standing army. First, the
and treasures cannot be part of his army. mines are all worth their printed value in player states which character he is trying
He does not have any Desert or Swamp gold. for. Then he rolls 2 dice. If the dice total
land, so the Sphinx and the Crocodile equals or exceeds twice the combat value
cannot be placed in his army. Therefore, Example #2: Tom has 7 land tiles, 3 Vil- of the character wanted, the player gets
Rob puts his 2 Elves and 1 Centaur, face lages (1 each), 1 Copper mine (1 gold), 1 that Special Character.
down, in his standing army box. The rest Tower (1), and 2 Keeps (2 each). His total A player may add 1 to his dice total for
of his hand is kept face down, off the holdings are calculated as follows: 7 land every 10 prestige points he has. If no Spe-
Player Chart, to avoid confusion. = 7 gold; 3 villages = 3 gold; 1 copper cial Characters are left in the bank, no
roll may be taken.

Example #4: In Example #3 Tom counted


19 prestige points. This gives him a +1 to
his dice total. (If he had just 1 more pres-
tige point, he could add +2 to the dice.)
Tom decides to try for Guilliame Tell,
who has a combat value of 5. Ordinarily,
a roll of 10 or better on 2 dice is needed to
get him.
Tom rolls a 9 on two dice, and adds his
+1 bonus to make 10 – success! Tom
takes the Guilliame Tell piece and places
it, face up, in his standing army.
DRAGON 35
Events TabIe
1st 2nd Result
Die Die

1,2 Forest Fire


1 3,4 Prairie Fire
5,6 No Event

1,2 Floods
2 3,4 Earthquakes
5,6 No Event

1,2 Sandstorms
3 3,4 Willing Workers
5,6 No event

1,2 Good Omen


4 3,4 Mother Lode
5,6 No event

1,2 Pennies From Heaven


5 3,4 The D6 Tax Law
5,6 No Event

1,2,3,4 Good Harvest


6 5 Black Plague
6 Smallpox

Special Characters must always be kept only one level per land tile per turn.
face up in a player’s standing army. However, no player may ever have more Events Explained
When a special character is killed, his tile than 1 Gran Muniment.
is returned to the bank. Players are limited to the number of FOREST FIRE – Point to each Forest
tiles provided with the game. If a player tile in play (including your own), and
wishes to build a Keep into a Castle, but roll two dice. If the result is 7, a forest fire
Building no Castle tiles remain in the bank, he has broken out in that land tile. Any
must wait until a Castle tile becomes other result has no effect.
After rolling for a Special Character, a available before he can make the If a fire occurs, any fortification in the
player has a chance to improve his lands improvement. land tile is reduced by one level. If a city
through construction, by constructing or village is in the tile, the owning player
fortifications and/or by playing a city, must make a saving roll (roll 1 die; even =
village, or mine in the land tile. Building a City, Village, or Mine saved, odd = lost). If there is no surviving
Note that the Player Chart allows room fort, city, or village, or there were none to
for one fortification and one “other” Cities, villages, and mines are not kept begin with, the burned Forest tile is
improvement for each land tile held. in the bank; they are only found in the returned to the Land Deck.
Only one fortification and one “other” Playing Deck. They may only be placed
improvement is allowed per land tile. on land tiles during the Build segment of PRAIRIE FIRE – Point to each Plains
Fortifications are paid for with gold the first phase of each turn. tile in play (including your own), and
and taken from the bank. Cities, villages, Only one city, village, or mine may be roll two dice. If the result is 7, a prairie
and mines must be drawn from the Play- placed in a land tile. Cities and villages fire has broken out on that land tile. Any
ing Deck and played from your hand. may be placed in any type of land. Mines other result has no effect.
may only be placed in Mountains. If a fire occurs, any fortification in the
For each city, village, or mine that a land tile is reduced by one level. If a city
Building Fortifications player puts onto his Player Chart, he may or village is in the tile, the owning player
draw an extra tile from the Playing Deck. must make a saving roll (roll 1 die; even =
Fortifications come in four sizes: Tow- If the new tile is a city, village, or mine, it saved, odd = lost). If there is no surviving
ers (l), Keeps (2), Castles (3), and Gran may be immediately placed, and another fort, city or village, or there were none to
Muniments (4). Only 1 fortification may tile drawn from the deck. begin with, the burned Plains tile is
be built in a land. Each level of fort costs If a land already has a village on it, and returned to the Land Deck.
10 gold. Only one level may be built in a a player wishes to replace it with a city or
given land tile per turn. mine, he may do so, but the village is dis- FLOODS – Point to each Swamp tile
carded. Similarly, mines may be replaced in play (including your own), and roll
Example #5: Tom builds a Tower in a by cities or villages, and cities may be two dice. If the result is 7, a flood occurs
Mountain area, to protect a mine. On his replaced by mines. in that land tile. any other result has no
next turn, he may pay 10 additional gold effect.
and replace his Tower with a Keep. On If a flood occurs, any fortification in
the next turn, 10 more gold replaces the Roll For Events the land tile is reduced by one level. If a
Keep with a Castle. Finally, on a later city or village is in the tile, the owning
turn, Tom pays 10 more gold to convert On every turn, each player rolls two player must make a saving roll (roll 1 die;
his Castle to a Gran Muniment. dice of different colors, stating which is even = saved, odd = lost). If there is no
the first die and which is the second die. surviving fort, city, or village, or there
A player may build as many fortifica- He then consults the Events Table and were none to begin with, the flooded
tions as he wishes, provided he builds takes the appropriate action. Swamp tile is returned to the Land Deck.

36 S EPTEMBER 1983
DRAGON 37
38 S EPTEMBER 1983
DRAGON 39
40 S EPTEMBER 1983
DRAGON 41
DRAGON 43
44 S EPTEMBER 1983
EARTHQUAKES – Point to each lives. If the result is an odd number, the War
Mountain tile in play (including your character dies. Magic may not be used to
own), and roll two dice. If the result is 7, save characters from black plague. In the last phase of the turn you may, if
an earthquake occurs in that land tile. you wish, send all or part of your stand-
Any other result has no effect. ing army to attack the holdings of any
If an earthquake occurs, any fortifica- Draw from Land Deck one other player. If you choose not to do
tion in the land tile is reduced by one so, your part of the turn is over.
level. If a city, village, or mine is in the After the events phase, each player has Wars are fought in this sequence:
tile, the owning player must make a sav- a chance to obtain new land. 1. Select & pay attacking army
ing roll (roll 1 die; even = saved, Draw one tile from the Land Deck. if it 2. Determine initiative
odd = lost). If there is no surviving fort, is a land tile, you may add it to your 3. Line up for battles
city, village, or mine, or there were none holdings for free. If the first tile you draw 4. Roll dice for each battle and
to begin with, the Mountain is lost to the is an instruction tile, keep drawing from remove losses
earthquake and returned to the Land the Land Deck, taking one tile at a time,
Deck. until you draw a land tile. All instruc-
tions except the last one (if more than one Select Attacking Army
SANDSTORMS – Point to each was drawn) are returned to the deck. You
Desert tile in play (including your own), must follow the last instruction drawn if To send an attacking army, you must
and roll 2 dice. If the result is 7, a sand- you wish to obtain the land tile. first pay your warriors 1 gold for every 2
storm occurs in that land tile. Any other If you acquire a new type of land, you tiles you send. You may send all or part
result has no effect. may play characters of that terrain type of your standing army. Put the attacking
If a sandstorm occurs, any fortification from your hand into your standing army. pieces out on the table in front of the
in the land tile is reduced by one level. If lands of the player you intend to attack.
a city or village is in the tile, the owning FOR SALE – You must pay (to the All but the Special Characters may
player must make a saving roll (roll 1 die; bank) the amount shown in order to gain remain face down. The attacking army is
even = saved, odd = lost). If there is no the land tile. If you don’t pay, the tile is now considered to be “in the field.”
surviving fort, city, or village, or there returned to the deck.
were none to begin with, the land tile is
returned to the Land Deck. LAND AUCTION – The land tile is Determine Initiative
put on public auction. All players with
WILLING WORKERS – Your well gold may bid. Proceeds are paid to the Once your attacking army is in the
paid construction crews finish one level bank. If there are no bidders, you may field, you and your opponent must count
of fortification for you. Improve any fort take the tile for free. the number of tiles in your armies. The
by one level (even if you built or defending player must count his entire
improved it this turn). If you have no FIGHT – The player on your left standing army. You (the attacker) count
forts, build a Tower. Remember, you may draws 4 tiles from the Playing Deck. Any only those forces sent to war. The player
only have 1 Gran Muniment. If there are cities, villages, mines, or treasures drawn with fewer tiles may add one to his Initia-
no tiles available to improve any of your are returned to the deck. These tiles tive Die Roll. If both sides have an equal
forts, or to build a Tower, collect 10 gold represent the current owners of the land number of tiles involved, no bonus is
from the bank instead. tile. If no owners remain, you may take added to either player’s die roll.
the land tile for free. You and the defender both roll one die.
GOOD OMEN – Draw a free tile from You must defeat these owners in one This is called the Initiative Die Roll. The
the Playing Deck! round of battle (see War) to claim the player who rolls the highest number (roll
land tile. You may use as much of your again in case of a tie) is called the first
MOTHER LODE – Collect double standing army as you care to commit. player, and must line up his army first.
the gold value from all your mines! You need not pay gold to use your army
in this instance. If you do not kill all the
PENNIES FROM HEAVEN – Collect owners, or if you choose not to fight for Lining Up for Battle
1 gold! the land, the tile is returned to the deck.
The first player must now place each of
THE D6 TAX LAW – Roll a die. Col- his tiles opposite (or behind) one or more
lect that many gold! Purchasing Tiles land tiles in the defending country. When
he is finished, there should be one or
GOOD HARVEST – Collect your After the draw from the Land Deck, more rows of character tiles by the land
gold (as though you were just beginning you may buy 1 to 4 tiles from the Playing tiles. When lining up, all but the Special
a turn) again! Deck. You must pay in advance, and say Characters may still be kept face down.
how many tiles you want to buy: The second player must now line up
SMALLPOX – This affects all play- Draw 1 tile, pay 2 gold his tiles, on the opposite sides of the land
ers. With a neighbor watching, players Draw 2 tiles, pay 5 gold. tiles (attacker lines up in the field,
must point to each piece in their standing Draw 3 tiles, pay 10 gold. defender lines up in his homeland).
army and roll 2 dice. If the result is a 7, Draw 4 tiles, pay 20 gold. When all tiles have been placed, you are
that character dies. ready to resolve the battles.
Magic may not be used to save charac-
ters from smallpox. The magic bow or Free Draw
the magic sword may be destroyed if they Roll Dice for Each Battle
are in the standing army. Whether you buy extra tiles or not, you
may alway draw 1 tile from the Playing Each land tile of the defending player
THE BLACK PLAGUE – This affects Deck each turn for free. that is being attacked is considered to be a
only the player with the largest standing When a player receives a new tile from separate battle. The attacking player may
army. He must point to each character in the Playing Deck, he places it in his choose the order in which each battle is
his standing army and roll 1 die. If the hand. You may also play a new tile resolved. As each battle is resolved, all
result is an even number, the character directly into your standing army. tiles in that land are turned face up.
D RAGON 45
A battle is fought in two stages. First, Special Abilities attacker to be able to capture the land. If
all ranged weapons (labeled “R”) are this happens, the capturing player must
fired, and losses extracted. Then the sur- Character tiles with a star infinity make a saving roll for each fort (even =
viving characters have hand-to-hand symbol , C, or R printed before their saved and captured, odd = lost, return to
combat (rolling dice) and losses are again combat number have special abilities. bank).
removed.
In each stage of a battle, first the attack- RANGED WEAPONS (R) – Charac- Example #6: Tom is defending in a Forest
ing player and then the defending player ters who use ranged weapons (bow and area with a city (2) and a Keep (2). In the
roll their combat dice. Keep track of hits arrow, spear, thrown rocks) roll their land he also has a Wildcat (3) and a Bear
scored on a piece of paper. Once both combat dice first. Losses due to “R” dice (2). Tom has no ranged weapons. His
players have rolled their dice, first the rolls are removed before combat con- forts will absorb the first four hits scored
attacker and then the defender must tinues with hand- to-hand battles between against him.
remove one character for each hit made the other characters. A character killed by Rob attacks, first with 6 dice of ranged
on his forces. The player suffering the ranged weapon fire does not participate weapons, followed by 15 dice in hand-to-
loss decides which characters are killed. in the hand-to-hand battle. hand combat. Rob rolls all of his combat
Characters who have already used dice first (since Tom has no ranged weap-
ranged weapons do not roll again during ons) and scores a total of 5 hits. Tom
Capturing Land hand- to-hand combat (but they may be fights back with 9 dice (2 + 2 + 3 + 2), and
killed during either ranged weapon fire scores only 2 hits.
If all attacking forces in a battle are or the hand-to-hand battle). Rob’s first 4 hits neutralize Tom’s forts.
killed, the defending land tile is safe (even His fifth hit kills one of Tom’s characters
if all defenders were also killed). If all CHARGE BONUS (C) – Knights (Tom chooses the bear). One defending
defending pieces in a land tile are killed mounted on war horses are all able to character remains, so Rob has no chance
and at least one attacking piece survives charge into combat and receive a bonus to capture Tom’s land tile or the neutral-
the combat, then the land tile is captured for this ability. Each time a knight goes ized Keep and city. Rob selects two of his
by the attacking player and transferred to into battle, roll one die and add the result characters to be killed, and the battle is
his Player Chart. to the knight’s combat value. Thus, the over.
If a land tile is not defended, and Black Knight (value 4) always rolls from
attacking forces are present in that land, 5 to 10 dice in combat (4 + 1 to 6).
it is captured without a fight. Applying Hits
A land tile containing a city, village, or MAGIC ABILITY – Characters
fortification cannot be captured unless with a star printed next to their combat In battle, after both players have rolled
those pieces have been neutralized (see value have magic ability. They score hits their combat dice, each player must
Fortifications in Battle) and no defending on a roll of 5 or 6 (instead of just a 6). remove a number of his characters equal
characters remain. If these conditions to the number of hits scored by his oppo-
have been met, the capturing player must FLYING CHARACTERS — Crea- nent. The owning player always chooses
make a saving roll for each structure (roll tures that are able to fly are somewhat which of his characters are to be killed.
one die; even = saved and captured, harder to kill than other characters. After Casualties are removed after ranged weap-
odd = lost). ranged weapon fire and again after hand- on fire, and again after hand- to-hand
Mines have no combat or defense value. to-hand combat, a hit flying character is battle.
If the Mountain tile in which one is allowed a saving roll (even = saved, All characters except the Swordmaster
located is captured, the attacking player odd = lost). are killed by one hit. Dead characters are
must make a saving roll for the mine, just A flying character hit during ranged returned to the Playing Deck. Special
as for a city, village, or fort. fire may be saved with a successful saving Characters that are killed are returned to
If a player already has a Gran Muni- roll and still participate in hand-to-hand the bank.
ment and captures another, the captured combat. If a flying character that is the If the defending player has a city, vil-
one is reduced to the next lower level of last remaining defender of a land tile is lage, or fort, hits are first applied to these
fortification available in the bank. hit but saves by rolling an even number, structures until they are neutralized (see
If you lose the only tile of a certain type the land tile is also saved. Fortifications in Battle).
of land from your Player Chart, charac- Flying characters get a saving roll if
ters keyed to that type of land are taken they are hit (even = saved, odd = lost).
from your standing army and returned to Fortifications in Battle However, flying characters are lost if
your hand. more than one hit is applied to them. If
If you gain a new type of land, you Cities, villages, and fortifications pro- more hits are scored against a player’s
may immediately play characters keyed to vide protection to all characters defending forces than he has characters to apply
that land from your hand into your the land in which they are located. For them to, extra hits must be applied evenly
standing army. the purpose of battle, cities, villages, and to any flying characters in the player’s
A player who loses all of his land is out fortifications are all called forts. The forces.
of the game and must return his holdings defense value of a fort is the number of
to the decks and to the bank. combat dice that may be rolled against an Example #7: Neil attacks Rob with a
attacking force. giant snake (combat value 3) and two
The defense value of a fort is also the ghosts (flying characters, combat value 1
Combat Dice number of hits that the fort absorbs each). In the battle, Rob scores 4 hits on
before defending characters can be hit. Neil’s forces. One hit is applied to each of
All character tiles have a number Once a number of hits have been scored Neil’s three characters, and one hit is left
printed on them. This is their combat equal to the combined value of all forts in over.
value, representing the number of dice a land, the forts are neutralized. After a The extra hit must be applied to one of
they may roll in battle. A character such fort has been neutralized, hits apply to the ghosts, killing it without a saving
as the Cyclops, with a value of 5, may roll defending characters in the land. roll. Neil may make a saving roll for his
5 dice in a battle. If a land tile is defended only by a fort remaining ghost. If Rob had scored 5
A result of 6 on a die roll is a hit. Usu- (or forts) and no characters, all forts in hits, neither of Neil’s ghosts would have
ally, one hit kills one enemy piece. the land must be neutralized for the been able to attempt a saving roll.

46 S EPTEMBER 1983
Magic
There are 9 pieces of magic in the Play-
ing Deck. When you draw these, you
must keep them in your hand until you
use them. Generally, magic may be used
at any time, even if it is not your turn.
You may use the magic on your own forc-
es, or to aid a friend or stop the player
who is winning. A description of each
piece, its effects, and when it may be
played, follows:
LUCKY CHARM – This lucky little
shamrock may be played any time you
wish to modify any die roll in the game.
Special Characters they apply two hits to any fort with a You may change that die roll by +1 or -1.
value of 2 or more. In addition, they may, It may be the first or second die of an
There are 11 Special Characters in the of course, roll their normal combat dice. event, an initiative die roll, or a combat
world of KING OF THE TABLETOP. die roll during battle. The choice is up to
They represent people of great impor- THE MASTER THIEF – The thief you.
tance or talent, or both. Initially, their may try to steal gold from the treasury of You must play the charm within a
tiles are kept in the bank. During the first any other player. His attempt comes after reasonable amount of time after the die in
phase of a turn, players have a chance to the resolution of combat, just before the question has been rolled. If another die is
get a Special Character to join their army. end of a turn. If you send the thief into rolled before you invoke the charm, you
If a player rolls a number on 2 dice that battle, he cannot try to steal gold at the have missed your chance.
is equal to or greater than double the end of that turn. TALISMAN OF DELIVERANCE – A
combat value of the Special Character, he To find out if the thief is successful, small green stone, fabled to have come
gets to put the tile for that character in you and the player from whom you are from some other tabletop, this device may
his standing army. A player may add 1 to trying to steal gold both roll one die. If only be used after a war has been com-
the result of this dice roll for every 10 you roll higher, the thief steals an pleted. During the war, set your dead to
prestige points he has (see Prestige amount of gold equal to the difference one side, instead of returning them to the
Points). between the two die rolls. If you roll deck or the bank. When the war is over,
When Special Characters are in a play- lower than your opponent, the thief fails roll a die. The result is the number of
er’s army, they must always be kept face to steal anything. If there is a tie, the thief characters you may bring back to life and
up. If a Special Character is killed, either has been caught in the act, and you and return to your standing army.
in battle or by other causes, the tile is the other player must roll again. This Characters saved by the talisman are all
returned to the bank and may be re-used. time, if you tie or roll lower than your saved too late to help in the capture, or
The Elf Lord and Guilliame Tell are opponent, the thief is killed, and if you prevent the capture, of land tiles. Once
both great archers, the Arch Mage and roll higher, the thief escapes with his life. the talisman is used, it is returned to the
Arch Cleric are pretty hot with magic Playing Deck.
ability, and Sir Launcelot is the greatest ASSASSIN PRIMUS – Usually the DUST OF DEFENSE – You may
knight in the land. The others have spe- most sought-after Special Character, the blow this stuff into the face of an enemy,
cial features that need some explaining: Assassin may be sent to attempt to kill a and end any one battle, before it begins!
member of the standing army of the The attacking characters go home, and
DWARF KING – If the Dwarf King is player of your choice. As with the Master the land tile is saved. Once used, this
in your standing army, you receive 1 extra Thief, this attempt is made after combat piece is returned to the Playing Deck.
gold when collecting gold at the begin- is resolved, just before the end of a turn. GOLEM – A part clay, mostly magic,
ning of a turn. If you send the Assassin into battle, he monster. When called, the golem joins a
may not attempt a killing in that turn. player’s army. It is immune to ranged
SWORD MASTER – The Sword Mas- You and the player you choose to send weapons and may only be killed in hand-
ter is the only character in the game that the Assassin against both roll one die. If to-hand battle. The golem may defend or
requires two hits to kill. In a battle, you you roll higher, the Assassin has killed a capture land for its owner. When the war
may apply one hit to him, and he will character in the other player’s standing is over, the golem is returned to the Play-
still survive. army. If you roll lower, the Assassin fails, ing Deck.
If he gets into a battle where too many and if the die rolls result in a tie, the SCROLL, THE MIST – When read,
hits are thrown against the side he is on, Assassin has been caught in the act. In this scroll causes a fearsome mist to
the first excess hit (one hit greater than this case, both players roll again. If you spread over the countryside. It stops a
the number of characters with him in the tie or roll lower, the Assassin is killed, war, in progress, or before it begins. All
battle) must be applied to the Sword Mas- and if you roll higher, he escapes. warriors go hame and the gold they were
ter, killing him. You may, however, If the Assassin succeeds in his deadly paid is lost. Once read, the scroll is
apply extra hits to flying characters in deed, your opponent must randomly returned to the Playing Deck.
order to save the Sword Master (see Spe- determine which character in his stand- SCROLL, DISPELL MAGIC – When
cial Abilities, Flying Characters). ing army has been killed. (This includes read, this scroll cancels all magic of any
Special Characters.) This can be easily one player. It may be read at any time,
BARON MUNCHAUSEN and THE done by dividing the army into halves but the effects last only to the end of the
GRAND DUKE – Both of these gentle- and rolling a die (even = one half, current player’s phase of the turn. While
men are military geniuses. Their skill in odd = the other half), and keep dividing under dispell, the player may not cast
the art of siege warfare is amazing. When the army into equal parts, by roll of a die, new magic, and any magic he has already
one of them is in a battle, attacking any until 6 or fewer pieces are left “in the played does not work. Characters in his
type of fortification (including a city or running.” Then assign a number between army with magic ability only hit on a 6.
village), one hit is automatically applied 1 and 6 to each piece, and roll a die until As soon as the dispell wears off, the scroll
to the fort. If both are in the same battle, one piece’s number is up. is returned to the Playing Deck.
DRAGON 47
SCROLL, WALL OF FIRE – When
read, this scroll creates a magic fort in
any one land. The wall may be played in
The Contents of the Playing Deck
an undefended land, or added to any DESERT MOUNTAIN FOREST
existing fortifications. The value of the 1 Sphinx ✩ 4 1 Cyclops 5 2 Walking Tree 5
wall is determined by the roll of one die. 1 Old Dragon 4 1 Giant R4 1 Green Knight C3
It may only be cast during a war. Once 1 Dust Devil 4 1 Troll 4 1 Wyvern 3
used, it is returned to the Playing Deck. 1 Baby Dragon 3 1 Blue Knight C3 1 Druid ✩ 3
MAGIC SWORD – The magic sword 1 Yellow Knight C3 1 Giant Roc 3 1 Elves R3
is given to any character in a player’s 1 Sand Worm 3 1 Dwarves R3 1 Elves 3
army. It cannot function alone. The 1 Camel Corps 3 1 Dwarves 3 1 Elf Mage ✩ 2
1 Griffon 2 1 Dwarves R2 1 Elves R2
sword imparts magic ability to its user, 2 Dervishes 2 1 Dwarves 2 1 Elves 2
scoring hits on a 5 or 6. It does not 1 Nomads 2 1 Great Eagle 2 1 Wildcat 3
improve ranged attack ability (R), but if 2 Nomads 1 1 Ogres 2 1 Forester R2
it is given to someone with magic ability 1 Buzzards 1 2 Mountain Men 2 2 Bandits 2
( ✩ ), that character hits on a 4, 5, or 6. 2 Vultures 1 1 Great Hawk 1 1 Bear 2
The magic sword may be killed by a hit 3 Skeletons 1 4 Goblins 1 1 Dryad ✩ 1
in battle (owner’s option), by the assassin, 2 Pixies 1
or by disease. It remains in a player’s PLAINS MAGIC
standing army until it is killed, at which 1 Great hunter R4 1 Lucky Charm SWAMP
1 Wolf Pack 4 1 Dust of Defense 1 Black Knight C4
time it is returned to the Playing Deck. 1 Lion Pride 4 1 Talisman 1 Vampire 4
MAGIC BOW – Like the magic 1 Buffalo Herd 4 1 Golem 1 Slime Beast 4
sword, the bow is used by a character in a 1 White Knight C3 1 Scroll – Mist 1 Basilisk ✩ 3
player’s army. It cannot function alone. 1 Buffalo Herd 3 1 Scroll – Dispell 1 Giant Snake 3
The bow gives magic ability to any char- 1 Plains Eagle 2 1 Scroll – Fire Wall 1 Cutthroats 2
acter who has ranged weapons (R). If 1 Ranger 2 1 Magic Sword 2 Giant Lizard 2
given to someone with magic ability ( ✩ ), 2 Tribesmen 2 1 Magic Bow 1 Huge Leeches 2
they can make ranged attacks, but still hit 1 Villain 2 2 Crocodile 2
1 Centaur 2 TREASURE 4 Ghosts 1
only on 5 or 6. If the bow is given to a 1 Chest (40)
1 Gypsies ✩ 2 3 Poison Frogs 1
non-magic, non-ranged character, it 1 Gypsies ✩ 1 1 Diamond (20)
simply imparts the ability to make a 4 Farmers 1 1 Emerald (20) MINES
ranged attack (hit on 6 only). 1 Sapphire (10) 1 Gold (4)
The bow may be killed by a hit in bat- SETTLEMENTS 1 Ruby (10) 2 Silver (2)
tle (owner’s option), by the assassin, or by 5 City (2) 1 Gold Nugget (5) 2 Copper (1)
disease. The bow remains in a player’s 9 Village (1)
standing army until it is killed, at which
time it is returned to the Playing Deck.
Optional Rules Roll for initiative, and set up armies in
Game Etiquette the normal way, but do not touch the
You probably should play the game reserves. Once both sides have lined up
Players may not trade tiles with one once before adding any of these optional their armies, they roll again for reserve
another, nor may they loan gold to each rules. I like all of them except the trading initiative. There is no die roll modifica-
other. They may, however, make alliances rule, which was put in for all you wheeler tion for this. The player who rolls higher
and attack the player who seems to be dealers out there. must line up his reserves first.
winning. Magic may be given to allies, or
used against a common enemy. Royal Influence Trading
If a player sends his army into the field,
then loses the initiative die roll and The Elf Lord and Dwarf King com- During the last phase of a turn, a
decides he doesn’t want to fight, his army mand great respect and loyalty from their player may announce that he wishes to
will run away. They return home, shame- followers. When the Elf Lord is in a bat- trade instead of going to war.
fully, without fighting. The gold they tle, all elves fighting in the same land A player may trade anything he wishes,
were paid is lost. with him add one to their combat value. but remember that structures are built on
Any die that goes off the table, bounces Any elves fighting against the Elf Lord in land. If land is traded, any city, village, or
into in an ashtray, or lands on anything a battle must subtract one from their fort on that land must go with it. Players
but a flat surface must be re-rolled. combat value. The Dwarf King has the may buy and sell characters and magic
Cups are used to randomize draws from same effect on dwarves. items. The trading player may only strike
the two decks of tiles. When a player is to a deal with one other player in a turn.
draw from either cup, someone else Terrain Bonus
should take the cup, put his hand over Credits
the top, and give it a good shake. That Everyone fights better on his home turf.
same person should then hold the cup so Any character fighting in its own terrain Game design: Tom Wham and
that the drawing player cannot see into (either on attack or defense) adds one to Robert J. Kuntz
the cup. its combat value. Counter art: Dave Trampier
Editing: Kim Mohan
How to Win Army Reserves Development, playtesting, and other
venerable aid: Tom, Rob, Francois
The moment any player proves that he Once an attacker’s army has taken the Marcela-Froideval, Bruce A. Heard, Jeff
has 30 prestige points and a finished field, but before the players roll for initia- Leason, Neil Christiansen, Tim Everett,
Gran Muniment, he wins the game. Or, if tive, each player sets aside his reserves, if Ralph T. Williams, Dave Conant, Brian
all other players are eliminated by loss of desired. Only flying creatures and Special Blume, Mike Gray, James M. Ward, Jim
their lands, the remaining player is the Characters may be placed in reserve. The Pierce, Tom Champeny, Kim Mohan,
winner. reserves must all be placed face up. Ernie Gygax, and Jeff Perren

48 S EPTEMBER 1983
21: The World save vs. spell at -2) are freed from all
Tarot Surrounding by an elliptical wreath of existing geas and quest spells and
(From page 12) living foliage is a female figure dancing charms, and will be placed under a com-
points to enable him to reach the next joyously, a short wand in each hand. In pulsion (equivalent to a combined geas
level, but not more than 19,000 in any the four corners of the card are the heads and quest) to kill a single monster of
case. Also, drawer will have a +5% reac- of the four beings of apocalypse, hovering 7,000 xp value (or a single group of
tion roll toward all persons met later or protectively outside the wreath. Her legs monsters of 21,000 xp value) or more.
known presently, and they will have a form a cross, as do those of the Hanged Fulfillment of the task will gain each par-
+5% reaction to him. Man, but she stands upright, supported ticipant an additional 1,000 xp, over and
Reversed, it signifies unhappiness, by the ether, the very fabric of the World; above the xp reward for the monster(s).
loneliness; plans and triumphs delayed; her dance is of the sensitive life, of joy Reversed, it signifies false starts,
broken friendships or engagements; pos- attained in the body, of the soul’s intoxi- clouded joy, ruin, decadence, cancellation
sible loss of a job or home. cation in the World- turned-paradise. of projects, failure, retreat.
Drawer will lose all henchmen and ser- Upright, it signifies completion, suc- Effects as above, but the compulsion
vitors after returning from this expedition cess, triumph in all things, perfection, will be to cancel the expedition and
(they will leave town, take another leader, fulfillment; the path of liberation and return to base as quickly as practical.
or otherwise leave for “personal reasons,,; enlightenment; the admiration of others. While returning to home or headquarters,
they will not become hostile). If drawer is Drawer gains 1 point to each of his the party will have -2 to armor class (two
a henchman or vassal of another, he will ability scores which is two or more below places better) and +2 to saving throws,
be dismissed, or stripped of his offices, racial maximum. but will receive no experience points for
unless he makes a saving throw vs. death Reversed, it signifies imperfection, actions performed during this retreat.
magic. Also, drawer is stripped of enough failure, lack of vision, failure to complete
experience points to reduce him to the task; fear of change or travel, fixity, per- 23: Two of Wands
bottom of present level, but not more manence, stagnation. A majestic figure wearing crown-like
than 9,500 in any case. After 1-4 days, drawer will begin to headgear regards the broad world from a
develop an increasing distrust of strange height. He holds one wand, and regards a
20: Judgment places: other cities or countries, dun- globe; another wand is nearby.
An angel sounds forth the call to geons, wildernesses, new taverns, etc. Upright, it signifies boldness, courage,
Judgment from a trumpet to which is at- Within an additional 2-8 days this will rule over others; and also the anguish and
tached a banner bearing a cross; the become full-blown paranoia, with drawer sorrow that may accompany power.
clouds from which it emerges radiate believing that everyone and everything Drawer gains 1 point of charisma; and
power. Below, a figure rises from a tomb outside his home (eventually, his if he is in danger of becoming insane,
while on each side a man and woman chambers) is out to get him, and that any that possibility is increased by one fourth
also rise; all these figures are as one in the so-called “friend,, or “loved one”, who (i.e., a 4 in 10 chance becomes 5 in 10)
wonder, adoration, and ecstatic awe tries to get the drawer to come out into anytime during the next year; the insanity
which their whole bodies express as they the world is clearly part of the conspiracy. will take the form of melancholia.
answer the summons. Reversed, it signifies trouble, fear, sad-
Upright, it signifies rebirth, renewal, ness, surprise.
awakening; rejuvenation, change of per- Drawer’s saving throws against fear
sonal consciousness; a life well lived and and hopelessness are reduced by 1.
a work well done; atonement, judgment,
the need to forgive and to seek forgive- 24: Three of Wands
ness, sincere self-appraisal. A calm personage, his back turned,
Drawer becomes a young adult over the leans lightly upon one of three wands
course of the next hour (if not one planted in the ground, and looks out
already) but without any changes in upon a sea, beyond which are mountains.
characteristics. To determine exact age, Upright, it signifies established
select a young-adult age randomly, then strength, wealth, enterprise, discovery,
add half the difference between that age partnership in undertakings.
and maximum young-adult age, round- When the drawer next seeks to go on an
ing down. If drawer is already a young expedition or adventure, a non-player
adult, he will become 90% of the min- character of 1-3 levels higher will offer to
imum young-adult age. If the drawer’s come along, and to loan equipment and
behavior is judged by the DM to have THE MINOR ARCANA supplies. (This should be an established
been strictly consistent with his align- NPC already friendly to the drawer.)
ment and religion (observance of taboos, Wands Reversed, it signifies cessation of adver-
sacrifices, donations, etc.) he will also Wands generally represent enterprise sity, an end to or suspension of difficul-
gain 2-12 hit points, determined ran- and growth, progress, advancement, ani- ties; assistance with an ulterior motive.
domly, but the gain can only be up to the mation, inventiveness, intelligence, and Effects as above, but the NPC will be
maximum possible number of hit points energy. This is the suit of the magic-user, planning to trick or betray the drawer.
for that character. and of the laborer. This could be by stealing a magic item
Reversed, it signifies weakness; stupid- from him, robbing him and stranding
ity; a sentencing; disillusionment, disap- 22: Ace of Wands him on an island, or whatever; generally
pointment; indecision leading to procras- A hand issuing from clouds grasps a (80%), the betrayal is not meant to be fatal
tination and delay. still-verdant branch in the shape of a to the drawer.
Drawer is affected as if struck by a ray wand. In the background may be a city or
of enfeeblement from a magic-user of 3rd castle on a hill. 25: Four of Wands
level or the same level as the drawer Upright, it signifies creation, begin- Four great wands are garlanded with
(whichever is higher); the drawer is also ning (of an adventure, a journey, or an chains of flowers, two women bear flow-
henceforth subject to a penalty of -1 on endeavor), invention, enterprise. ers, and behind them is a bridge over a
initiative rolls, due to his inability to Drawer (affected automatically) and moat, leading to a castle or manor.
choose between alternatives. certain party members (those who fail to Upright, it signifies repose, peace, rural
50 S EPTEMBER 1983
DRAGON 51
refuge, country domesticity and felicity. Upright, it symbolizes a stand against
When drawer returns from this expedi- unfavorable odds from an advantageous
tion to his home or headquarters, after or superior position, the need to hold an
healing is finished he will feel a strong unpopular stand or defy seemingly
desire to rest a while at home; for every unbeatable opposition.
month of rest thereafter up to four In the next combat where drawer and
months, the drawer will (unknowingly) party are outnumbered 2:1 or worse, the
receive 1,000 xp. The desire may be re- drawer’s party will have +4 on initiative
sisted (roll for sawing throw vs. spell, at rolls; they will also have a bonus of +1 on
-2, not more than once a week), but can saving throws and AC (one place better).
continue beyond the four-month period. Reversed, it signifies indecision, igno-
Reversed, the meaning is the same but rance, perplexity, anxiety, embarrass-
less intense. ment, doubt, hesitancy.
Effects as above, but only 500 xp are Drawer becomes indecisive; he will
given per month, and saving throws to have a permanent -1 on all initiative rolls
resist the desire are at -1. for drawer and any party he leads.

26: Five of Wands 29: Eight of Wands


Five youths are apparently battling Eight wands fly through open space,
with huge wands, yet there is no sign of but near the end of their flight; they will
actual bodily injury. clearly fall to ground soon.
Upright, it signifies competition, strife, Upright, it signifies swiftness, haste;
differences of opinion, non-fatal struggle. that which is moving; approach to goals;
The effects of discord (as per the sym- travel by air; too-rapid advancement.
bol) will befall the drawer’s party after 4-7 When next attacked, drawer will be
turns; grappling and other non-lethal hasted for 2d4 turns, rest of party for 8
combat techniques will be used, but rounds; those who make their saving
serious in juries are nonetheless possible. throws vs. death magic will not suffer
Reversed, it signifies victory after sur- aging (the drawer’s throw will be at -1).
mounting obstacles, contradiction or Reversed, it signifies delay, stagnation;
trickery. quarrels and disputes.
All characters involved in the party’s When next attacked, the entire party
next victorious combat will receive dou- will be slowed for 8+1d8 rounds; after-
ble experience points for the action; ward, those who do not save vs. spell will
thieves in the party will have a 10% better suffer discord (as with the symbol), but
success rate in thefts attempted upon their they will not attack with lethal weapons.
own companions until the end of this
expedition or adventure. 30: Nine of Wands
A sturdy muscular figure, with a minor
27: Six of Wands wound (already bandaged) grasps or leans
A laurel-crowned rider bears a wand on one staff and expectantly regards the
adorned with a laurel wreath, and is surroundings. Behind are eight other
accompanied by five staff-bearing figures wands, arranged as for a palisade or other
on foot. sturdy boundary.
Upright, it signifies victory, triumph, Upright, it signifies a pause in strug-
good tidings, the successful completion of gle, strength to meet opposition, power
a struggle. in reserve, discipline, preparation for an
Drawer will be doubly effective (double encounter, delay or suspension.
damage for weapon-wielders) in attacks One time before the end of this adven-
against his next foe; magic-users and illu- ture/expedition, drawer and party will be
sionists’ spells will be of three times’ able to return to a designated sanctuary
normal duration, and saving throws (as per the cleric spell word of recall) for
against such spells will be at -3. 9-12 turns. They may bind their wounds,
Reversed, it signifies indefinite delay, refresh themselves, and the like, but may
disloyalty, the success of an enemy, fear. not pick up or drop anything, or com-
Drawer will learn upon returning from municate with anyone; at the end of the
this adventure/expedition that his most duration, they will reappear at the time
hated and feared opponent(s) have had a and place they left from, in the same posi-
great success and are said to be intent tions and carrying the same equipment.
upon attacking the drawer soon. (The Reversed, it signifies obstacles, adver-
opponent(s) can be anyone from a profes- sity, opposition, weakness, ill health,
sional rival to an entire tribe of orcs – even calamity.
anyone the drawer has defeated, attacked, Drawer’s strength will be reduced to
injured, or merely outshone. Even a first- racial minimum when next confronted by
level character will have had a rival fel- an opponent, and will remain reduced for
low apprentice, a traditional family or 8 turns.
clan enemy, or something of the sort.)
31: Ten of Wands
28: Seven of Wands A weary figure stumbles toward a city
A youth brandishes a staff from the top or castle, oppressed by the weight of ten
of a hill, and is confronted by six more wands he is trying to carry.
wands in opposition from below. Upright, it signifies oppression, testing
52 S EPTEMBER 1983
by work and pain; also force, energy, or (human or otherwise); thus, they may 33: Knight of Wands
power misused and applied to selfish possess combinations of classes or other A handsome young man in plate
ends, the burden of ill-controlled power. attributes which might be forbidden to armor, the Knight, wand in hand, rides
An employer, liege, ruler, supervisor, player characters or NPCs. They will across the plains in haste. His hair is
or other person with power over the materialize the next time the drawer is blond, his eyes pale, and he is fair of
drawer, will soon (2-20 days) begin to attacked by another creature or character, complexion.
overwork and overburden the drawer. if and will engage in combat until the com- The Knight of Wands: 4th/4th level
the drawer bears up under the oppression bat is resolved by the defeat of one side or magic-user/fighter (AC 2, HP 26, #AT 1,
(which will not be unendurable, merely the other, or by the successful evasion of D 4-11); wears plate mail +1 and carries a
irksome in the extreme) for 1d10 weeks, one party by the other, or until the card- rod of smiting (30 charges). His spells are:
he will be relieved of the oppression, and being is slain. Upon this resolution or sleep, burning hands, push, mirror
will receive a reward of 1,000 xp per week slaying, the being will dematerialize image, scare. If the setting is suitable
of suffering. along with all its effects. Stated armor (open meadow, city street, etc.) the
Reversed, it signifies loss, separation, classes, damage figures, and the like, take Knight will be riding a light warhorse (16
immigration; intrigue. account of the magics with which these hp) which wears horseshoes of speed.
Drawer is teleported a distance of 1-4 beings are equipped, and of dexterity or
levels in a dungeon-type setting, or 2-20 strength bonuses. Ability scores for each 34: Queen of Wands
miles in a city or wilderness setting, to a individual in a set of court cards are as The crowned Queen sits on her throne,
place he is not familiar with at all. At given for the Page in each case: 16 in the a wand in her hand, a black cat (her
least one party member will urge that the prime requisite score and 12 in all other familiar, with 7 hp) at her feet. She is a
rest of the party consider the drawer abilities. All of the card-beings are neu- fair blonde with pale eyes.
deceased, and that his possessions (if any) tral in alignment. The Queen of Wands: 7th level magic-
being carried by party members be con- user (AC 9, HP 28, #AT 1, D by weapon);
sidered extra treasure for the “survivors.” 32: Page of Wands wears a ring of protection +1, a ring of
The Page is a fair youth with blond fire resistance, and a brooch of shielding
The Court Cards hair and light eyes, who stands boldly (70 points left) and carries a wand of fire
The Court Cards of each suit (King, upholding a wand as if ready to deliver a (40 charges). Her spells are: enlarge,
Queen, Knight, and Page) signify a being message or proclamation (the Page is magic missile, shield, sleep, mirror
who will aid or attack the drawer, often a bearer of tidings, good or ill). image, scare, web, dispel magic, protec-
depending on whether the card is drawn The Page of Wands: 3rd level magic- tion from normal missiles, confusion.
upright or reversed. Each of these beings user (AC 8, HP 12, #AT 1, D 4-9 (d6+3), S
is a material form of that which is sym- 12, I 16, W 12, D 12, C 12, Ch 12); wears 35: King of Wands
bolized by the card (their appearance will boots of speed and carries a staff of strik- The King sits in royal robes upon his
be exactly that of the person depicted on ing (15 charges). The Page’s spells are throne, a crown and cap of maintenance
the card) rather than a natural being magic missile, shield, stinking cloud. upon his head. A staff is in his right
hand; a little alchemical salamander is at 38: Three of Cups failure to come up to expectations, disap-
his feet (it has 4 hit points and is as Three cups are lifted up, in a setting of pointment or disillusionment, dissolu-
immune to fire as a standard salamander; flowers and other growing things. tion of a friendship or marriage.
so, therefore, is the King), which looks Upright, it signifies victorious and Drawer will lose the affections of a cur-
like a small black lizard. He is a mature happy conclusions, success, abundance, rent lover or, if none, those of a hench-
man, blond and fair with pale eyes. pleasure and hospitality, solace, fulfill- man to whom drawer might be attracted
The King of Wands: 7th level magic- ment, and healing. (they will not become hostile, merely
user (AC 8, HP 28, #AT 1, D by weapon); Before the drawer appear three large indifferent) over the next five days; draw-
wears a ring of protection +2 and a neck- cups or chalices (which are of wood, but er's morale and reaction rolls will be at
lace of adaptation, and carries a wand of resemble those on the card), on which are -5% for 5d5 weeks.
frost (35 charges). His spells are: burning carved the drawer’s name. In each of these Reversed, it signifies return of pleasure,
hands, shield, sleep (×2), invisibility, the drawer can create food and water, one of an old friend or loved one, new part-
stinking cloud, web, blink, fireball, wall cubic foot of either, 7 times, after which nership or alliance.
of fire. they become simple cups worth 2 gold Drawer will gain or regain an old lover
pieces each. If the drawer is a cleric, each or henchman to whom drawer might be
Cups cup will work 21 times. These items are attracted, within five days of returning
Cups generally represent love, happi- not salable for more than the 2 gp, since from this adventure or expedition; draw-
ness, deep feelings, gaiety, joy, and wis- the spell will only work for the drawer, er’s morale and reaction rolls will be at
dom. They hold water or wine, symbols and only if all three are together; their +5% for 5d5 weeks after this.
of pleasure and happiness. This is the experience point value is 1,000 for the set,
suit of the cleric and the minstrel. 3,000 for a cleric. 41: Six of cups
Reversed, it signifies achievement; end- Two young children stand in a garden
36: Ace of Cups ing; overindulgence in drink and the or village green, playing with one of six
A large and ornate cup, usually shown pleasures of the senses; excess. cups filled with flowers; the ambience is
accompanied by flowers and other living Drawer becomes more susceptible to bucolic and nostalgic.
creatures. The incidental aspects of the intoxication from alcohol and other Upright, it signifies remembrance of
card vary from deck to deck. The Waite drugs: slight intoxication (normally) things past, the joys and happiness of
deck shows the cup supported by a hand becomes moderate, moderate becomes days gone by.
issuant from a cloud; pouring from the great, great becomes “beyond great.” This Drawer sees a clear vision of a beloved
cup are five streams flowing into a body change will first become evident after the friend and companion of days gone by
of water on which floats water-lilies; a end of this adventure or expedition. (one who is still alive). Within 1-8 days of
white dove drops a communion wafer the drawer’s return from this adventure,
into the cup. 39: Four of Cups he will receive a parcel from this friend,
Upright, it signifies joy, nourishment, A youth sits contemplatively on the passed on by an obliging merchant or
content; opulence, fulfillment, abun- grass beneath a tree. A hand from a mys- other appropriate courier. In addition to
dance; joys of faith, “my cup runneth terious cloud offers a cup; but the youth a letter of reminiscences, the parcel will
over”; fertility, productiveness. seemingly ignores both it and the three include either a gem of 4,000 gp value or
This draw serves as atonement, cure other cups upon the ground nearby. less (49%), an item of jewelry of 4,000 gp
critical wounds, cure disease, dispel evil, Upright, it signifies weariness, surfeit, value or less (40%), or a minor (gp and xp
dispel magic, exorcise, or remove curse disgust with earthly pleasures and things values of 4,000 or less) miscellaneous
(any two of the above needed by the of this world, boredom and discontent, a magic item usable by the drawer (11%).
drawer within the next 21 weeks) at the re-evaluation of lifestyle. Reversed, it signifies renewal, thoughts
16th level of clerical ability. Drawer will decline any nourishment of the future, that which is to come.
Reversed, it signifies change, alteration, but water for the next seven days (“to Drawer has a clear vision of the next
instability, bad faith, false love, erosion, clear the mind and system”); at the end of being or group of beings the party is to
inconsistency. this expedition, drawer will give all food encounter after they have finished with
The next two spells from the list above and drink and 10% of his wealth to the the Tarot (although he will not know the
cast upon the drawer will be ineffective. poor, and give half of his gains from this meaning of this vision, of course).
adventure to his faith (100% if a cleric,
37: Two of Cups druid, monk, or paladin). These dona- 42: Seven of Cups
A young man and young woman share tions will go to public institutions, not to A startled figure is confronted by seven
cups, perhaps in pledge; above them is a any player character or NPC. The drawer cups overflowing with fantastic visions:
caduceus, surmounted by a winged will then withdraw from the active world castles, dragons, jewels, and other sights
lion’s-head. for 4 weeks + 4d4 days, emerging only for more bizarre.
Upright, it signifies love or friendship religious services which cannot be carried Upright, it signifies daydreaming, dis-
beginning or renewed; union; under- out at home. sipation, wishful thinking, ephemeral or
standing, cooperation, and partnership. Reversed, it signifies novelty; reawak- illusory success.
Drawer will fall in love with the ening to new goals, new relationships, or Drawer has a -2 penalty on saving
member of the party most attractive to her new ambitions; refreshment. throws vs. illusions from now on.
or him (based on charisma, racial prefer- Drawer breaks free of any charm, insan- Reversed, it signifies resolution, deter-
ences, etc.) over the next 24 hours; drawer ity, beguilement, or the like by which he mination, strength of will, intelligent
gains 4 points of charisma at the same is afflicted. Drawer will move afoot at an choice.
time – in the eyes of the beloved only. extra 3” for 4d4 weeks, and will gain a Drawer will save at +2 vs. illusions
Reversed, it signifies misunderstand- bonus of 25% on all experience points from now on; illusionists will gain one
ing, crossed desires, violent passion, dis- earned for the rest of this adventure. level instead.
appointment in love, disunity.
Drawer will fall violently, passionately 40: Five of Cups 43: Eight of Cups
in unrequited love with the member of A gloomy, cloaked figure in a hilly set- A dejected figure with a pilgrim’s staff
the party most attractive to her or him, ting looks sideways at three spilled and leaves eight neatly stacked cups behind,
over the next 24 hours; drawer loses 7 fallen cups; two full ones stand behind. and trudges up a barren moonlit moun-
points of charisma – in the eyes of the In the background is a body of water. tain into the distance.
beloved only. Upright, it symbolizes partial loss, Upright, it signifies abandonment of

54 S EPTEMBER 1983
DRAGON 57
success, disappointment in material dance together blithely; a home stands in swords
gains, the discarding of what has been the background. Swords generally represent courage,
achieved for a higher goal; journeying Upright, it signifies contentment, boldness, violence, force, strength,
from place to place. repose of the heart, perfection of love and authority, aggression, ambition, activity,
Over the remainder of this expedition, friendship, peace. accomplishment of goals (for good or ill);
drawer will feel an increasing discontent Reaction/loyalty scores of the drawer’s sometimes misfortune and disaster. This
and an increase in religious interests. friends and associates increase by +20%. is the suit of fighters, and of the ruler.
Within eight days of returning home Reversed, it signifies betrayal, loss of
from this adventure, he will sell all non- friendship, waste, criminal behavior, 50: Ace of Swords
portable properties, abdicate (or at least strife, hatred, resentment. Issuing from a cloud, a hand grasps an
take leave from) all official positions, and Reaction/loyalty scores of the drawer’s upright sword, topped by a crown from
enter a religious retreat for at least 8 + 4d8 friends and associates decrease by one which hang branches of olive and laurel.
weeks (after donating half of all his third of their present amount (round Upright, it signifies conquest, the tri-
worldly goods to the faith). If drawer is losses up), but at least 10% in any case. umph of brute force, championship,
eligible, he will become a cleric, druid, or excessive use of power.
paladin of his deity (allowing for align- 46: Page of Cups Drawer will hit his next opponent in
ment, gender, and racial requirements, A fancily dressed youth of medium col- physical combat on every attempt (unless
and the restrictions listed in, the Players oration, the Page stands lightly, contem- 21 or more is required to hit); but he can-
Handbook). Clerics, druids, and paladins plating the fish or other curious image(s) not strike to subdue that opponent.
will stay in religious retreat for a year and emerging from the Cup being carried. Reversed, it signifies debacle, disaster,
a day, emerging with 4,000 additional Page of Cups: 3rd level cleric (AC 4, lack of productivity, Pyrrhic victory.
experience points. Those who fall into HP 24, #AT 1, D 2-7, S 12, I 12, W 16, D The next time drawer hits an opponent
neither of these classifications will 12, C 12, Ch 12); has bracers of defense in physical combat, his weapon will do
emerge from retreat with renewed spiritu- (AC 4) and a mace +1. The Page’s spells 2d4 + the normal points of damage but
ality and 1,000 extra experience points. are: command, cure light wounds, hold will then shatter irreparably. If the blow
Reversed, it signifies feasting, joy, striv- person. The Cup is his holy symbol. is with a body part, said part will suffer a
ing for material success, gaiety, a less severe break, requiring a heal spell and
spiritual outlook. 47: Knight of Cups four weeks of immobility to become use-
While healing and resting after the end Stately but not martial, the Knight car- ful again. This applies even if the drawer
of this expedition, drawer will be feeling ries his Cup firmly as he approaches a was attempting to strike to subdue.
increasingly restive and frivolous. As stream. He wears Plate armor, with a
soon as it is safe to do so, he will spend at winged helmet; he is a young man, of 51: Two of Swords
least 8% of his wealth on a feast or series medium coloring. A blindfolded female figure balances
of feasts and carousals, stopping only Knight of Cups: 4th/4th level cleric/ two swords upon her shoulders beneath a
after money starts running low or a daily fighter (AC 1, HP 42, #AT 1, D by weap- new moon; behind her is a turbulent or
saving throw vs. death magic (at -2) is on); has plate mail and a cloak of dis- rocky sea.
successful. Depending on alignment, placement. His spells are: cause fear, cure Upright, it signifies balance of forces,
deity, and profession, this debauchery light wounds, light, chant, hold person. expedience, conformity, alliance of arms,
may require atonement by the drawer. The Cup is his holy symbol. If the setting indecision or tension in relationships,
is suitable (plains, highway, etc.) the stalemate, harmony, concord, affection.
44: Nine of Cups Knight will be riding a medium warhorse Loyalty and reaction rolls of friends,
A prosperous figure, having feasted (18 hp) with horseshoes of a zephyr. henchmen, and servitors will change 2dl2
happily, rests before a counter on which points toward 60%, going up or down as
nine cups, plenteously filled, have been 48: Queen of Cups appropriate, over the next two turns.
neatly arranged. Beautiful and dreamy, the Queen con- Reversed, it signifies treachery, disloy
Upright, it signifies success, satisfac- templates an extremely elaborate cup; she alty, duplicity, release, movement of
tion, all the good things of life, well is quite capable of turning those dreams affairs in the wrong direction.
being, the granting of wishes. into actions. She is of medium coloring. Loyalty and reaction rolls of friends,
Drawer gains one immediate wish, Queen of Cups: 7th level cleric (AC 7, henchmen, and servitors will change 2d12
which can only be used for physical or HP 56, #AT 1, D 2-7 or 1-6 +3); wears a points toward 20%, going up or down as
material matters (thus, it could be used to ring of protection +1 and a cloak of pro- appropriate, over the next two turns.
restore hit points, but not to raise an tection +2 and carries a sceptre which is
intelligence score). also a mace +3. Her spells are: command, 52: Three of Swords
Reversed, it signifies misplaced confi- sanctuary, cure light wounds, hold per- Against a turbulent background, a
dence, false assurance, material loss, son (x2), silence 15’ radius, animate dead, heart is pierced by three swords.
imperfections, mistakes, disputes, failure dispel magic, cure serious wounds. The Upright, it signifies division, quarrel-
to fulfill a wish. Cup is her holy symbol. ing, separation, upheaval, civil war or
Effects as above, but the wish will go political struggle, arguments.
wrong in one of various ways; thus, a 49: King of cups Those members of the party who do
wish to bring a character back to life Solemn, level-headed, and responsible, not make successful saving throws vs.
might result in the deceased becoming a the King sets the great Cup upon his spell (at -3) will start a violent fight
zombie (as per the spell animate dead), or right knee, Of medium coloring, he is a within the party in the next 1-4 turns; the
a wish to transport the party into the for- fair and lively-minded man. drawer does not get a saving throw. The
tress of an enemy might transport them King of Cups: 7th level cleric (AC 2, basis of the fight may be philosophical,
into the cells of his dungeon, without HP 56, #AT 1, D by weapon); wears brac- racial, political or religious. Those quar-
keys. The mistake or flaw may be disas- ers of defense (AC 5) and a ring of protec- reling cannot be stopped (except force-
trous, but should not be fatal per se. tion +3; and his Cup is also a decanter of fully, by those who made the saving
endless water. His spells are cure light throw) until at least one party member is
45: Ten of Cups wounds, light, sanctuary, hold person, unconscious or dead.
Ten cups in a rainbow appear as in a slow ,poison, resist fire, prayer (×2), cure Reversed, it has much the same mean-
vision; beneath it a couple raise their serious wounds. The Cup also serves as ing but to a lesser degree.
arms in joy and ecstasy and two children his holy symbol. Effects as above, but saving throws will

58 S EPTEMBER 1983
be at +1, and those party members with a greater. Thus, an elven drawer listening
wisdom of more than seven will be using at a door behind which a band of orcs
non-lethal combat methods. (Note: In lurk will have a 5 in 20 (instead of 3 in
both these cases the effects of the card will 20) chance of hearing noise; a drawer
wear off in 4-7 hours, but the animosities checking an alley for danger with a
created or revealed may linger.) medallion of ESP will suffer a malfunc-
tion on a 2 in 30 (rather than 5 in 30)
53: Four of Swords chance, etc.; but a drawer who blithely
The image of a warrior lies upon a enters a presumably empty woods with-
tomb or altar; alongside it is one sword, out drawing weapons and taking similar
and three more hang in the background. prudent measures will be surprised on a 5
Upright, it symbolizes repose, release, in 6 (instead of 3 in 6) chance by the
hermit’s retreat, solitude, exile, replen- werewolf therein.
ishment (not death).
After this adventure is completed, 54: Five of Swords
drawer will refrain from adventure and A scornful youth watches as two
excitement for an extra 4 weeks + 1d4 dejected figures slouch away; two swords
days after healing and other recovery are lie on the ground, two more are slung
completed, regardless of inducements over the youth’s shoulder, and he holds
offered. The period of repose will be the fifth confidently, pointed toward the
spent in solitary study and meditation, at ground. The sky is clouded and stormy.
the end of which the drawer will roll 4d4; Upright, it signifies defeat, dishonor,
if the resulting number is less than the loss, degradation, infamy, destruction,
drawer’s wisdom, he will gain perma- conquest, cruelty, failure.
nently 1 hit point, 2 in the case of fighters In their next conflict with beings not
(including paladins and rangers). evil in alignment, drawer and party will
Reversed, it signifies circumspection, be defeated and will surrender rather than
precautions, a need for careful adminis- be slain. They will be stripped of all
tration, economy, prudent action. weapons, valuables, and supplies, but no
Drawer gains a permanent 10% increase lives will be lost.
in the chance of success of precautionary Reversed, it signifies more or less the
measures (listening at doors, attempting same, plus sorrow, weakness, funerals,
to detect evil/good, casting augury, and loss of a friend.
the like); but if the drawer is careless, the Effects as above, but the drawer will
chance for him to be surprised is 2 in 6 suffer some form of humiliation or

DRAGON 59
injury, possibly including the slaying of a Upright, it signifies partial success, a Reversed, it signifies prior treachery,
familiar, henchman, or servitor. plan that may fail, plots and schemes, disquiet, unforeseen mishap, fatality.
tricky endeavors. Drawer will encounter wandering
55: Six of Swords The next encounter in which the monsters at twice the normal chance until
A ferrykeeper conveys solemn pas- drawer takes part will be a partial success: the end of this adventure.
sengers to a further shore across calm some opponents will escape with part of
waters. Six swords stand hilt-up along the the treasures, valuables will be damaged 58: Nine of Swords
edge of the boat. in the fighting, etc. Any attempt to make A woman, racked with despair, is sur-
Upright, it signifies a departure, break- the encounter more nearly a total success rounded by the swords of the card; she is
ing away, travel, success after anxiety, will bring the whole effort to ruin (i.e., blanketed with roses, but feels only their
voluntary separation, water journey. while sacking up the last copper pieces thorns.
The next effort by drawer and party to and checking the chests for false bottoms, Upright, it signifies utter desolation,
flee, avoid, or evade opposition that the Party is surprised by returning oppo- despair, misery, death, failure, disap-
would normally fail, will succeed, unless nents – and their allies). pointment, miscarriage or delay, decep-
the chance for success was zero (but also Reversed, it signifies wishes soon to be tion, doubt, illness, loss.
even then, if there is a body of water fulfilled, chance of unexpected success; Drawer falls prey to melancholia (see
between the party and the pursuers). sound counsel, instruction. “Insanity” in the DMG) after 9 turns; if
Drawer has a permanent 5% bonus chance The next plan devised in part or whole he saves vs. death magic (at -2), the
of evading pursuit, etc., if he can cross a by the drawer which involves at least 7% melancholia will last for 3-12 (ld10+2)
body of water ahead of the pursuers. but no more than 49% chance of failure, months; if not, it will be permanent. Dur-
Reversed, it signifies outcry, lack of will be a success, if the scheme is based on ing this period, he will be doubly suscept-
immediate solution, staying in place. stealth, cunning, or deception (rather ible to illness and parasitic infestation,
The next time the drawer and party than a “smash and grab” operation). Reversed, it signifies doubt, suspicion,
seek to flee, avoid, or evade, they will fail shame, patient suffering, “time heals all
badly because of slow speed, an involun- 57: Eight of Swords wounds,” timidity, reasonable fear.
tary outcry that alerts the opponents, or A female figure, her eyes covered, Drawer will have a -25% to morale and
inability to get across a body of water. stands alone, surrounded by the swords of react at -10% for 3-9 (2d4+1) weeks; he
Drawer also becomes permanently sensi- the card. will heal at half speed until fully recov-
tive (-1 on saving throw) to attack forms Upright, it signifies restriction, bond- ered from this adventure/expedition, and
based on loud sounds or outcries. age, betrayal, imprisonment; chagrin; will then require an additional 4-7 days
calumny or censure; temporary sickness. of rest.
56: Seven of Swords Drawer will be taken captive (and
A scurrying figure rushes away with stripped of gear, weapons, etc.) by the 59: Ten of Swords
five swords, while two other swords are next opposing group the party meets of A body, pierced by ten swords, lies
left behind. greater power than their own. upon a desolate plain beneath a black-
ened sky.
Upright, it signifies defeat, darkness,
disaster, woe, loss, and desolation (but
not death).
Drawer loses the affection of all lovers,
henchman, and associates (reaction and
loyalty rolls will be reduced by 11-30
points, with a new maximum of 55%),
with the rest of the drawer’s party feeling
uneasy around him and wishing to get
rid of the drawer as soon as they can do so
without endangering the party. Any
home the drawer owns will be destroyed
or taken from him, as will 80+ld20% of
his material wealth.
Reversed, it signifies benefit, profit,
success, favor, etc., but of a passing and
impermanent sort.

60 S EPTEMBER 1983
Drawer will have 1d10 additional hit Concealed in or on some item acquired
points for the next ten days. during this expedition, drawer will dis-
cover a gem worth at least 10,000 gp.
60: Page of Swords Reversed, it signifies greed, miserliness,
An alert, lithe, and energetic youth of that prosperity which gives no happiness,
dark coloring, the Page holds the Sword misused or corrupted wealth.
ready for action while walking briskly Effects as above; also, for 2d4 months,
over rough ground. all wealth gained by the drawer has no
Page of Swords: 3rd level fighter (AC 6, experience point value whatsoever.
HP 30, #AT 1, D 1-8 or 1-12 +2, S 16, I 12,
W 12, D 12, C 12, Ch 12); wears bracers of 65: Two of Pentacles
defense (AC 6) and wields the Sword, A youth in frivolous costume dances
which is +1 (a long sword) with no spe- and juggles two pentacles; in the back-
cial abilities. ground ships are tossed on the high sea.
Upright, it signifies gaiety, light-
61: Knight of Swords heartedness, grace under pressure; but
A dashing and chivalric young man of also difficulty in launching new ventures
dark coloring, the Knight rides full tilt or adapting to additional burdens; varia-
across open storm-swept country. Brave bility of moods.
and proud, he brandishes his Sword at Drawer gains 1 point of dexterity, but
unseen foes, or from sheer spirit. will receive only half the experience
Knight of Swords: 5th level fighter (AC points actually earned until he has
2, HP 50, #AT 1, D 1-8 or 1-12 +3); wears enough experience points for the next
plate mail +1 and wields the Sword, level. At this point, drawer will take twice
which is +2 (a long sword) with no spe- the usual time for training and study, in
cial abilities. If the setting is suitable order to gain the new level.
(heathland, plazas, etc.) the Knight will Reversed, it signifies enforced or simu-
be riding a roan medium warhorse (18 lated gaiety and enjoyment.
hp) and will appear already charging (see The next time the drawer is under
p. 66, DMG). attack, he will suffer the effects of Otto’s
irresistible dance for 4-7 rounds.
62: Queen of Swords
Dark and grim, the Queen sits on her 66: Three of Pentacles
throne beneath a clouded sky and bran- A master artist or mason carving penta-
dishes her Sword as if to say “Approach cles in stonework is regarded approvingly
who dares!” by two robed figures (probably clerics),
Queen of Swords: 7th level fighter (AC one of whom holds a set of plans from
2, HP 70, #AT 3/2, D 1-8 or 1-12 +4); which the crafter has been working.
wears a ring of protection +1 and bracers Upright, it signifies skill, craftsman-
of defense (AC 3) and wields the Sword, ship, glory or renown (particularly in a
which is +3 (a long sword) with no spe- commercial matter), mastery, rank and
cial abilities. power in one’s profession; it also is used
to signify matters relating to secret socie-
63: King of Swords ties, guilds and the like.
The crowned King, dark and stern- Drawer will receive a 30% bonus on all
looking, sits on a throne of judgment earned experience points until the next
beneath stormy skies; his Sword is held in level is attained; thieves will also gain a
a manner which makes it menacingly permanent 3% bonus in all their profes-
clear that he is familiar with its use, for sional skills. In addition, if drawer is a
good or evil. member of a society, guild, or the like,
King of Swords: 7th level fighter (AC 1, whose ranks are not based on character
HP 70, #AT 3/2, D 1-8 or 1-12 +4); wears class levels, he will soon (3-36 days) be
chain mail +4 under his robes, and wields promoted therein.
the Sword, which is +3 (a long sword) Reversed, it signifies mediocrity and
with no special abilities. lack of skill, ineptitude, sloppiness, mer-
cenary attitude, lack of distinction.
Pentacles Drawer will function in all skills of his
Pentacles represent material and finan- class as if one level lower, until the next
cial matters, money, occupation, material level is attained. In addition, if he is a
gain, business development, and involve- member of such a group as is mentioned
ment in the world. This is the suit of the above, drawer will not be promoted there-
thief, and of the merchant. in for 3 months after the customary time,
“having failed to distinguish himself.”
64: Ace of Pentacles
A single pentacle takes the form of a 67: Four of Pentacles
large coin or other piece of precious A hunched-over figure, crowned with
metal or jewelry; it is usually held by a one pentacle, grasps another fervently
hand or hands. In the background are with hands and arms, and stands firmly
flowers, butterflies, and the like. upon two more; he clings avidly to what
Upright, it signifies gold, content is already held.
prosperity, the happiness and pleasure Upright, it signifies making sure of
that wealth can bring. material gains; worldly gain leading to
DRAGON 61
nothing beyond it; sometimes (not 70: Seven of Pentacles next time the drawer is in an outdoors
always) miserliness and a lack of generos- An intense young man leaning upon setting a hawk will come to him tamely,
ity, but always a monetary, mercenary his staff hovers protectively near seven to serve as a familiar; it will be fully
concern and point of view. pentacles attached to the greenery of the trained for hunting as well.
Drawer will receive no experience garden-like space he is tending. Reversed, it signifies robbery, loss of
points for any material gains made dur- Upright, it signifies speculative pauses, things treasured, roguery, danger from
ing this expedition, except thieves and fretting, anxiety, success not yet attained, thieves. Caution is advised.
assassins, who suffer only a 10% penalty. disappointment. There will be a burglary, robbery, or
Reversed, it signifies material setbacks, During the next project the drawer is bandit raid on the drawer’s home or
opposition, delay, hindrance, chance of engaged in which takes a long time headquarters during his present absence;
material losses. (training for a new level, enchanting an much but not all (60-90%) of the drawer’s
From 4-16% (4d4) of the drawer’s total item, etc.; anything requiring 10 days or property therein will be stolen, including
wealth will disappear or be stolen in the more for completion), he must save vs. at least one item precious to the drawer,
next four days, never to be recovered. death magic once each week. Failure to but not necessarily intrinsically valuable.
make a successful saving throw means
68: Five of Pentacles that the drawer has ruined the process 73: Ten of Pentacles
Two ragged figures (one on crutches), a through overanxiousness, and must begin A man and a woman stand in the
man and a woman, pass beneath a lighted anew or pay whatever penalty is imposed entryway of a house; a child and an
window in a snowstorm. They are clearly for such interruption. Such interruptions elderly man each pet a dog contentedly.
in distress. because of this card will not exceed seven Upright, the card symbolizes gain,
Upright, it signifies loss of home, desti- in number; and on each saving throw security, riches, family, home, stability.
tution, joblessness; affinities discovered after the first, the drawer will have a Drawer will soon (5-50 days) gain a
through mutual suffering; generally, cumulative +1 on the roll (thus, the small but sturdy home, free of encum-
troubles in the material-financial realm. second roll will be at +1, third at +2, etc.). brance; this may be gift of a ruler or
Within 5 weeks of returning from this Reversed, it signifies impatience, patron, an inheritance or dowry, or what-
adventure/expedition, drawer will lose all apprehension, suspicion, especially in ever is natural for the campaign.
homes, savings, jewelry, magic items and money matters. Reversed, it signifies loss, robbery, fam-
other valuables, and job (including Drawer will have a permanent -7% ily misfortunes; elderly people may
henchman status), if any; for 5d10 weeks reaction to strangers and casual acquain- become a burden,
after drawing this card, drawer will be tances who ask for favors or act in any Drawer will soon (5-50 days) become
doubly susceptible to illness, and to para- way “suspicious”; this penalty will dou- obligated for the care of his parents, clan/
sitic infestations. If drawer has a lover or ble for loans or other financial favors. guild/village elders, feudal dependents,
spouse, they will each increase in loyalty or other aged persons to whom drawer is
toward each other by 5%. 71: Eight of Pentacles obligated (whether he knew of the obliga-
Reversed, it signifies disorder, discord, An artist sits happily carving out a tion or not).
severe toil, overcoming of ruin; new pentacle; other completed examples are
interest in spirituality; need for charity. racked neatly nearby. 74: Page of Pentacles
Drawer will quarrel with the rest of the Upright, it signifies work, craftsman- A Pentacle rests lightly in, or hovers
party over division of the proceeds of this ship, skills (perhaps still at an apprentice over, the hands of the Page, a very dark
expedition, and will receive only one fifth level); job or commission to come. youth who moves slowly through a flour-
of his rightful share. He will spend at If drawer is less than 3rd level (or less ishing field, his gaze seemingly fixed
least 5 days in retreat and/or meditation than 4 total levels, for a multi-classed upon the lone symbol in studious reverie.
under the tutelage of a cleric of his faith. character), he gains 3d8 hundred expe- Page of Pentacles: 3rd level thief (AC 3,
rience points; if higher, the gain is 30-240 HP 18, #AT 1, D 1-4 or 1-3, S 12, I 12,
69: Six of Pentacles (3d8 × 10) experience points. W 12, D 16, C 12, Ch 12); wears bracers of
An opulently dressed figure, probably a Reversed, it signifies vanity, thwarted defense (AC 5) and has a hidden dagger.
merchant, gives money to the distressed ambition, greed, usury, skill in cunning
from a balance or scales, giving out of and intrigue, sharp practices. 75: Knight of Pentacles
goodness of heart from present wealth Drawer will soon (8-64 days) be short- Sturdy, laborious, and patient, the
and plenty. changed or hoodwinked in a major trans- Knight rides placidly through a freshly
Upright, it signifies just and righteous action, losing at least 8,000 but not more plowed field. A thorough-going material-
charity, gifts and inheritance, wealth than 80,000 gold pieces. If drawer is a ist, he looks upon but not within the
received for good reason, just desserts. thief, he will gain 1d12 hundred expe- Pentacle of his suit. He is very dark and
When the proceeds of this expedition rience points; if an assassin, 3d8 hundred. earthy in coloring.
are divided up, drawer’s share will be Knight of Pentacles: 4th/4th level
6d6% larger than it normally would be; 71: Nine of Pentacles fighter/thief (AC 0, HP 44, #AT 1,
drawer will give at least half of this bonus A stately woman stands in a flourish- D 1-8 +1); wears plate mail +1 and a ring
to a good religious body, or to a charity ing vineyard, presumably part of her of invisibility, and carries a scimitar +1
(these monies are not to be given to a manorial domain. On her wrist is a tame with no special abilities.
player character, NPC, or ruler, regardless hawk; she is otherwise alone, and seems
of alignments). The effects of this good serene in her isolation. 76: Queen of Pentacles
act, if done by an evil or neutral charac- Upright, it signifies security, prudence, Very dark of coloring and meditative of
ter, must be adjudicated by the DM. wealth, self-sufficiency, love of gardens expression, the Queen contemplates her
Reversed, it signifies greed, jealousy, and home, comfort in material matters. Pentacle on a throne in a fertile bower;
pride or arrogance of wealth, envy, self- For the rest of this expedition or adven- her serious, even, melancholy mien sug-
ishness, refusal to give. ture, any pickpocketing attempts upon gests that she sees curious things indeed
When the proceeds of this expedition the drawer will fail (although the thief within that symbol.
are divided up, NPCs will swindle the will not be caught); and until the drawer Queen of Pentacles: 7th level thief
drawer, so that his share will be 12%-72% returns, his home will be safe from (AC 4, HP 42, #AT 1, D special); wears a
(Id6 × 12%) of what it ought to be. The robbery, burglary, and banditry. Drawer ring of protection +4 and carries a dagger
drawer will not realize this for at least six also gains a secondary skill in gardening. of venom (D 3-6 vs. S, 2-5 vs. M, 2-4 vs.
days afterward. If he is a magic-user with no familiar, the L, + poison), fully charged.

62 S EPTEMBER 1983
77: King of Pentacles Many other sorts of decks are available,
A dark and courageous, yet somewhat and the interested DM should investigate
lethargic figure, the King sits stolidly them. Certain decks will seem especially
upon his throne within a flourishing appropriate to certain campaigns; and the
garden, and placidly the Pentacle he symbol(s) of your chosen deck should be
holds upon his knee; a short rod or wand mirrored in the broader campaign in
is his sceptre. omens, beliefs, legends, and songs.
King of Pentacles: 7th level thief (AC 3,
HP 42, #AT 1, D 1-4 or 1-3); wears leather BIBLIOGRAPHY
armor and a cloak of protection +3, and
carries a wand of magic missiles Balin, Peter, The Flight of the Feath-
(70 charges) and a dagger. ered Serpent, Wisdom Garden Books,
Venice, Calif., 1978.
A note on effects and descriptions Butler, Bill, Dictionary of Tarot,
Obviously, with literally dozens of dif- Schocken Books, New York City, 1975.
ferent Tarot decks on the market, descrip- Cavendish, Richard, The Tarot,
tions (and interpretations) are going to Harper & Row, New York City, 1975.
vary to differing extents; when wide dif- Crowley, Aleister, The Book of Thoth:
ferences exist, this writer has relied on the a Short Essay on the Tarot of the Egyp-
Waite deck (also called the Rider deck), tians, Level Press, San Francisco, 1974.
which is perhaps the standard in the Douglas, Alfred, The Tarot: the Ori-
English-speaking world. gins, Meaning, and Uses of the Cards,
Also worthy of consideration (simply as Taplinger Books, New York City, 1972.
an art collection, if nothing else) is the Grey, Eden, A Complete Guide to the
Fantasy Showcase Tarot, assembled and Tarot, Crown Publishers, New York City,
published by Bruce Pelz (15931 Kalisher 1970.
Street, Granada Hills, CA 91344; attn: Grey, Eden, Tarot Revealed, Signet
Elayne Pelz). With original cards com- (N.A.L.), New York City, 1971.
posed by 84 fantasy artists, including Kaplan, Stuart R., Tarot Classic,
many Hugo winners and nominees, it is a Grosset & Dunlap, New York City, 1973.
distinctive approach indeed, including Papus, The Tarot of the Bohemians,
some thought-provoking innovations Arcanum Books, New York City, 1958.
(such as two added Major Arcana, Separa- Waite, Arthur Edward, The Pictorial
tion and The Farrier; and four Ladys to Key to the Tarot, University Books, New
balance the genders of the court cards). York City, 1959.

DRAGON 63
64 S EPTEMBER 1983
DRAGON 65
Harn universe is worth the price
In recent years a number of detailed past history, and geography; weather The referee should carefully control
role-playing campaign universes have charts, time and movement scales, and access to the Harndex (or any of the rest
appeared. Many have been packaged as encounter tables are provided, as well as of this material, for that matter) by play-
gaming aids, most notable being the tables to determine characters’ past histo- ers in a campaign.
Judges Guild universe of the City States, ries and social classes. The character- A number of unusual aspects of the
the WORLD OF GREYHAWK™ fantasy generation section recommends that all world of Harn stand out after reading the
setting from TSR, Chaosium’s Quest- player-characters on Harn be human; two booklets. Some of these things are
world and Glorantha universes, and Iron non-human races are very limited in curiosities; the monetary system consists
Crown Enterprises’ series of modules power and number on Harn. The section of pence, shillings, and pounds, measured
depicting Tolkien’s Middle Earth. A new on determining the sex of player charac- in, silver pieces (gold coins are very rare).
entry into the field of such universes is ters is also rather irksome, but neither of The influence of Tolkien can be seen in
HARN, by Columbia Games Inc., of these points is serious in any way, and the some places, particularly in the descrip-
Vancouver, B. C. sections of the booklet in question may be tions of the dwarves (Khuzdul), elves
Advertisements for Harn have claimed ignored safely. There is also a section (Sindarin), and the deity Morgath. Game
that it represents the state of the art in included on getting campaigns started on referees who don’t care for close Tolkien
playing aids, that the environment is Harn, telling what information may be ties like these may eliminate them with-
authentically “medieval,” and that the given to new characters and what should out great difficulty. Harn is a magic-poor
module has a high degree of complexity not, but this section is unfortunately all universe; there are mages, but not much
and detail. Harn also costs $20, fairly too brief. is said of magic items. Again, this may be
steep for a campaign world (though try- The Harndex is a sort of encyclope- modified by referees if they so desire. Salt
ing to purchase all of the I.C.E. Middle dia/index listing various geographical, takes on an exceptionally important role
Earth modules or Judges Guild universe historical, political, cultural, economic, in the economics and politics of Harn,
modules would be much more expensive). and religious terms in common use on or and the ramifications of this logical con-
The Harn campaign package comes directly related to the isle of Harn. Like cept are worth exploring in the Harndex.
with a full-color map of the island of all world indexes, the Harndex is addic- One of the nations, Kanday, is apparently
Harn, which is the size of Madagascar; tive; flipping through it, one reads of the the home of some of the hard-pressed
the map covers an area of about 625 miles Khuzdul (Harn’s dwarven race), then good guys on the isle, and the reader is
by 1,516 miles, an adequately large terri- turns to read about Kiraz, then about the tempted to try drawing parallels between
tory for many adventures. Two booklets, Carnage of Kiraz, then Lothrim, and so “Kanday” and “Canada” (in a tongue-in-
the Harndex (indexing major features of forth. This sort of booklet-thumbing will cheek way). Some interesting new mon-
Harn and important aspects of the cul- keep one going for hours, even though sters not found in other game systems are
tures and lives of its inhabitants) and the the Harndex is only 64 pages long. The noted in the Harndex, adding local color
Harnview (giving a general overview of Harndex is well illustrated and has a to the isle.
the history and societies of Harn, and number of tables and charts, but not The map of Harn, finally, is beautiful.
notes on how to referee the campaign excessively many. Some of the references, If you are a fan of fantasy cartography,
world) are also enclosed in an attractive particularly the one for Kethira (the the map makes a wonderful addition to
cover folder. planet, upon which Harn is found), are one’s collection, having lots of legible
The Harnview booklet describes Harn’s interesting but not the sort of thing that detail and a well worked out ecological
kingdoms, cultures, religions, economy, the players would have any knowledge of. system and geography. The map is over-
laid with a thin-lined hex grid and
includes all major topographical features
down to “points of interest.” The overall
effect is very impressive. It would be
rather sad for players to not have access to
this map, and game referees may allow
them to use it as “general knowledge” if
so desired.
What sort of role-playing game systems
best fit the Harn campaign? With minor
modifications it will serve well for D&D®
and AD&D™ gaming, and other fantasy
RPGs that use races like dwarves, elves,
and orcs should also find Harn usable
with some changes. Chaosium’s Basic
Role-Playing game family (Runequest®
and Magic World in particular) may
require a bit more alteration and adjust-
ment, but will do well nevertheless.
In short, if Harn is to be used at all, it
should be used thoroughly. Small sec-
tions of it may be dropped or altered, and
the referee will still feel like he has spent
the $20 well. One should not worry about
using all of this material at once, since
most of it will initially be irrelevant to
the players and their situation; in time,
however, the whole interlocking system
66 S EPTEMBER 1983
will start to fall into place, and this adds Harn if you like to extensively alter game
considerable depth to any campaign material, unless you don’t mind spending
based here. money. The map is almost worth the
In designing scenarios, the referee is price of the whole product alone, and the
advised to use the suggested list in the booklets that go with it even out the dif-
Harnview for high-level campaigns only, ference well. In comparing this to a uni-
and should create appropriate scenarios verse like that of the GREYHAWK pro-
for adventurers of lesser power and abil- duct, one gets a smaller campaigning area
ity. Little is said about making up “every- but with much more detail in Harn;
day” adventures, but most referees should characters do not need to have a whole
have little trouble doing this. planet mapped out for them to adventure
I recommend Harn for experienced across, and Harn should be more than
referees who don’t mind using a largely sufficient for most gaming needs.
prefabricated universe with a few minor State of the art? It could be better, but it
alterations to suit their own campaign is very good.
tastes. It is not a good idea to purchase – Reviewed by Roger Moore

Plague has its problems


Plague of Terror is a role-playing The most serious problem with Plague
adventure module (price: $8.50) produced of Terror, however, is the graphic vio-
by The Companions, designed as a lence that goes on within Wentworth.
generic product for use with a number of This is not really a module that gamers
role-playing systems. The action in the in their early teens might enjoy, or
module centers around a small village gamers of any age. It is one thing to have
called Wentworth, which is undergoing modules in which player characters cheer-
some bad changes of fortune when the fully hack their ways through hordes of
adventurers are scheduled to arrive. The goblins, zombies, trolls, and so forth. It is
module provides for a large number of another thing to have a module that
subplots and scenarios to get the adven- details torture, child abuse, sexual
turers involved in the tangled web of assault, sadistic vengeance, and other
intrigue in Wentworth, and gives all the such activities. To make it worse, the pic-
relevant maps and NPC descriptions that ture of the guardsman killing the peasant
are necessary to run the scenarios as a girl for Encounter 11 doesn’t match at all
game referee. the way he is supposed to have killed her:
Unfortunately, Plague of Terror is a careless oversight.
plagued by some terrible problems. The In its favor, Plague of Terror has some
subplots seem to be too interwoven, and amusing names for some of the towns-
pulling the threads apart can be very dif- people; my favorites are the Gaullo
ficult for inexperienced referees (and for brothers.
some experienced ones as well). There is a I cannot recommend this module for
superabundance of detail in the module, inexperienced role-players, for referees
and cutting through it all is very time- who like to do their own creative think-
consuming; the module might have been ing in role-playing NPCs and setting up
better with about one-quarter of the scenarios, or for those who feel uncom-
material cut away and the rest stream- fortable with violence, torture, etc., etc. If
lined to ease reading. The printing in the the module is ever revised, it should be
module is small and densely packed, pruned carefully and printed in larger
which makes one feel overwhelmed with type, and the picture for Encounter 11
the amount of material to be gone should match the text. Caveat emptor.
through. – Reviewed by Roger Moore

DRAGON 67
68 S EPTEMBER 1983
DRAGON 69
70 S EPTEMBER 1983
DRAGON 71
Index to advertisers
Name of firm or product Page(s) Name of firm or product . . . . . . . . . . . . . . . . . . . . . . . . . Page(s)
Advanced Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Hco . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
American Creative Games, Inc. . . . . . . . . . . . . . . . . . . . . . . . .32 Hero Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Armory, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70,71 Hobby Game Distributors, Inc. . . . . . . . . . . . . . . . . . . . . 64,65
Bard Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Indicia Associates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Broadsword Miniatures, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Imaginative Mail Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Castle Creations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Iron Crown Enterprises . . . . . . . . . . . . . . . . . . . . . 1, Back cover
Chaosium Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60,67 JandeL Products, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Character Portraits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Judges Guild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Citadel Miniatures US. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Knights of Chivalry, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Clash of Arms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 McKelvie Programs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Columbia Games Inc. . . . . . . . . . . . . . . . . . . Inside front cover Morgan-Milwaukee Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Companions, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Midkemia Press . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Compleat Strategist, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Nova Games Designs, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
DB Enterprises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Palladium Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Dragontooth, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 RAFM Co. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Dragon Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Ral Partha Enterprises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Dungeon Hobby Shop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 RPGA™ Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Dunken Company, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Science Fiction Book Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Endless Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Schubel & Son . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Entertainment Concepts, Inc . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Steve Jackson Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Fantasy Games Unlimited . . . . . . . . . . . . . . . . . . . . . 10,20,29 Talisman, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Fantasy Unlimited . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Task Force Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Fantasy Worlds Unlimited . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Tin Soldier, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
FASA Corporation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 TSR Hobbies, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Flying Buffalo Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Victory Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Game Designers’ Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Wargames Warehouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Gamelords, Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Wargames West . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Gamemaster Hobbies, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Wizard’s Corner, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Grenadier Models Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Yaquinto Publications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

72 S EPTEMBER 1983
76 SEPTEMBER 1983
DRAGON 77
78 S EPTEMBER 1983
80 SEPTEMBER 1983

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