Dragon Magazine #150
Dragon Magazine #150
Dragon Magazine #150
Fiction editor
Barbara G. Young
Editorial assistant
Kimberly J. Walter
Art director
Paul Hanchette
Production staff
Kathleen C. MacDonald
Gaye OKeefe Angelika Lokotz
Subscriptions
Janet L. Winters
U.S. Advertising
Sheila Gailloreto
U.K. correspondent
and U.K. advertising
Sue Lilley
SPECIAL ATTRACTIONS
11
A Taste of Horror:
Stephen Inniss
In the lands of the mind flayers live their more monstrous relatives
Stephen Inniss
Illithids welcome all strangers to their homeworld with open tentacles.
The editors
A Halloween issue without vampires is like a day without sunshine: the
revised AD&D 2nd Edition vampire!
Dean Shomshak
Cthulhu doesnt scare me. I have a degree in art design!
OTHER FEATURES
Ken Rolston
Looking for new adventures? Here are five that make the search
worthwhile.
68
Create a world, govern a nation, or whack monsters with your trusty axe
all on your home computer.
78 Darkest Secrets
Marcus L. Rowland
There are some things your TOP SECRET/S.I. agent doesnt know even
about himself.
John J. Terra
Boldly go where no gamer has gone before, in FASAs STAR TREK
universe!
Dean Shomshak
Curling up with a good book in Chaosiums CALL OF CTHULHU game?
DEPARTMENTS
5 Letters
6 Forum
8 Sage Advice
4 0 TSR Previews
74 Gamers Guide
96 Convention Calendar
100 Dragonmirth
COVER
This months cover is a particularly American blend of horror and fantasy by Larry
Elmore. Somewhere in the hills of western Kentucky, a witch and her familiar check
up on a scarecrow that guards her domain. What the scarecrow does when it finds
an intruder is left to your imagination. The arrowhead in the picture (good luck
finding it!) is dedicated to the times when Larry and his father searched for them on
their farm.
4 OCTOBER 1989
The vampire
revamped
Dear Dragon:
The AD&D 2nd Edition game is a great
system, but I was shocked when I recently
purchased the Monstrous Compendium, Volume
One. In the two-page entry for the vampire, the
second page merely repeats the text of the first.
The illustration is different, but rather than
going into the habitat and ecology of the vampire, the information on page one is repeated
word for word.
Is this error unique to my copy or is it common to all? If the latter, how does TSR, Inc. plan
to rectify the situation? Perhaps a special insert
in DRAGON Magazine is in order.
Paul Fraser
Windsor, Nova Scotia
The error was common to all copies of the
first run of that productand we have the
corrected text in this issue of the magazine,
appropriately enough in time for Halloween.
Continued on page 66
DRAGON 5
6 OCTOBER 1989
Continued on page 44
by Skip Williams
If you have any questions on the games
produced by TSR, Inc., Sage Advice will
answer them. In the United States and
Canada, write to: Sage Advice, DRAGON
Magazine, P.O. Box 111, Lake Geneva WI
53147, U.S.A. In Europe, write to: Sage
Advice, DRAGON Magazine, TSR Ltd., 120
Church End, Cherry Hinton, Cambridge
CB1 3LD, United Kingdom.
Combat and melee in the AD&D 1st
Edition game make up this months topic,
with special advice on fighting hydras. All
references to the Dungeon Masters Guide
and Players Handbook in this article are to
the 1st Edition versions of those volumes.
In all cases, the information in the AD&D
2nd Edition volumes takes precedence
where there is a contradiction between
those rules and this column.
But first, a special word from the sage,
then one from the editor.
Why havent you answered my 27
letters, each with 57 questions on
my favorite game system? You said
you would reply if I sent an SASE
with each letter. Why dont you give
a seminar at the GEN CON game
fair? If I come to Lake Geneva, can I
meet you and ask you questions?
Although the Sage Advice in DRAGON
issue #121 said the sage would make personal replies, I receive so many letters that
I cannot answer every one. (However, if
you dont enclose an SASE, I cannot reply
at all.) Usually I reply only to letters that
have questions I can use in the column, so
that all the readers get the benefit of my
time. Needless to say, I dont give extended
private interviews in Lake Geneva or
anywhere else.
If you want to increase your chances of
getting a personal reply, do the following:
1. Look through your books for your
answers, and be sure to consult the indexes (if the books have them). Often, with
a little extra effort, youll find rules that
have eluded you.
2. Keep your letter short. Decide what
you really need to know, and stick to the
most important questions. As Ive stressed
before, role-playing games involve choices
and decisions; dont be afraid to make
some on your own.
3. Include the title of the book and the
page number that contains the rule you
are asking about; this saves me a lot of
page flipping.
My work with the RPGA Network
keeps me busy at almost every game con8 OCTOBER 1989
Weapon speed factors allow for comparison among weapons. The lower the speed
factor, the quicker the weapon. Their most
common use (and the only use mentioned
in the rules) is for breaking ties on initiative. When a tie occurs, compare weapon
speed factors; the lowest factor goes first.
However, on the first round of a melee,
when the opponents are closing, the
longer weapons have the advantage. The
advantage is also with mounted opponents
attacking or defending against unmounted
opponents and with characters who are
defending or attacking from above. Spellcasting time is equivalent to the weapon
speed factor. That is, a weapon with a
speed factor of 3 is as slow as a threesegment spell for purposes of tie breaking.
How do you use the weapon to-hit
adjustment tables in the Players
Handbook (page 38) and Unearthed
Arcana (page 27)? I dont understand
what they mean.
The tables list the bonus or penalty
given to a weapon against the basic armor
types. For example, the line for Axe, Hand
reads: -5, -4, -3, etc., for AC 0, AC 1,
AC 2, etc., respectively. Full plate armor
and shield gives AC 0, so a hand axe has a
-5 to hit vs. full plate armor and shield. If
the target were wearing full plate armor
+ 1 and using no shield, the adjustment is
still AC 0. However, full plate armor alone
is AC 1, so you use the AC 1 column regardless of magical bonuses, and the hand
axe has a -4 to hit. The same holds true
for dexterity bonuses. These tables are for
attacking humans, demi-humans, and
humanoidsnever for attacking monsters.
Use of the tables is strictly optional; they
were included in the game mainly to satisfy the real history buffs who know that
certain weapons were much more effective than others on the medieval battlefield.
What do the following weapons
look like: bardiche, spetum, voulge,
guisarme, halberd, and scimitar?
Some of the less-known weapons in the
AD&D game are pictured and described in
Unearthed Arcana, pages 123-128. The
weapons depicted on these pages include
everything on your list except the scimitar.
A scimitar is simply a curved broad sword
used by Arabs and Saracens. If youve
seen any movies depicting the Middle East
during the crusades, youve seen scimitars.
What is a morning star?
A morning star looks like a long, thin
club with spikes or flanges at the business
end. The morning star in the AD&D game
is similar to a mace but is longer and
heavier. Some books on weapons identify a
ball and chain as a morning star, but this
combination is considered to be a flail in
the AD&D game.
Why did Unearthed Arcana take
shields away from assassins? It
10 OCTOBER 1989
Embrac
Illithidae
The Dragons
Bestiary
All life crawls where mind flayers rule
by Stephen Inniss
The homeworlds of the Illithids (mind
flayers) and the depths of the Earth most
thoroughly colonized by the Illithids, as
described by the sages in The Sunset
World, share a number of common features. There are three major classes of
creatures always associated with Illithid
activity: amorphs (jellies, oozes, trappers,
ropers, and company); fungi; and Illithidae
(alien beings of which the Illithids themselves are the most notable examples).
Some of these creatures are well known to
adventurers in the Underdark; others are
known only from areas fully colonized by
Illithids. Table 1 shows some life forms
typically associated with Illithid lairs.
Amorphs
12 OCTOBER 1989
Fungi
Though they are willing at times to negotiate with other intelligent creatures, they
have little desire for anything but food
and reproduction. In general, they are
wily and treacherous. On occasion, if they
are not hungry, cessirids will harry and
torment prey for hours before killing it.
Rivalry between cessirid packs is sharp,
but. they will generally band together
against other creatures.
Reproduction is accomplished by depositing 1-3 larvae in the body of a victim.
The juveniles grow quickly and seem able
to prevent the decay of the corpse during
their development. Adults guard the larvae until the latter metamorphose. For
reasons not entirely clear, cessirids prefer
intelligent creatures for larval food.
Thanks to millenia of training and breeding, the dogs of the githyanki (kaoulgrim,
from Hounds of Space and Darkness, in
DRAGON issue # 117) and the cessirids
are fanatic enemies, and will fight one
another regardless of other constraints
(even magical charms). Szarkel, the dogs of
the githzerai (from the same article and
issue as kaoulgrim) will always avoid meetings with cessirids. Szarkel can detect the
approach of cessirids within one mile,
probably by detecting the use of the latters psionic talents.
Embrac
Saltors
Cessirid
FREQUENCY: Rare (common near Illithids)
NO. APPEARING: 1-20
ARMOR CLASS: 4
MOVE: 18//15
HIT DICE: 8 + 16
% IN LAIR: 5%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 bite
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: Poisonous bite,
psionics
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 3
HIT DICE: 11+22
% IN LAIR: Nil
TREASURE TYPE: C
NO. OF ATTACKS: 8
DAMAGE/ATTACK: 2-8 each (tentacles)
SPECIAL ATTACKS: Paralysis, constriction,
surprise on 1-3, psionics
Kigrid
Saltor
FREQUENCY: Rare (common in Illithid
areas)
Kigrids
Cessirids
Discipline
Domination
Hypnosis
Dimension door
Dimension walk
Mind Bar
Astral projection
Table 1
Monsters Associated With Illithids
Fungi
Ascomoid
Basidirond
Fungus, violet
Gas spore
Mold, brown
Mold, yellow
Obliviax
Phycomid
Shrieker
Ustilagor
Zygom
Amorphs
Gelatinous cube
Gray ooze
Lurker above
Mimic
Ochre jelly
Pudding, deadly
Roper
Scum creeper
Slithering tracker
Trapper
Crystal ooze
Mustard jelly
Table 2
Saltors Statistics
Hit dice
3+6
4+8
5+10
6+12
16 OCTOBER 1989
Damage
0/0/0/0/1-2
0/0/0/0/1-3
1/1/1/1/1-4
1/1/1/1/2-5
Size
S (2 tall)
S (3 tall)
S (4 tall)
M (5 tall)
Illithidae
Carrion crawler
Cessirid
Embrac
Illithid
Kigrid
Saltor
DRAGON 17
reason we called our new home the Sunset World, though we were to learn that
its inhabitants know it as Ssirik Akuar.
Traveling sunward, the lands grow hotter and more arid until at last the explorer,
comes to eternal noon, where water boils
when it touches the parched earth. In the
opposite direction are the Nightlands,
capped and covered with ice as the coldest
regions of our own world. Between the
Sunlands and the Nightlands is twilit
habitable region: a ring, thickest at the
poles and thinnest at the equator, between
the glaciers and the salt flats that cover
opposite halves of the glove. A chill wind
blows from the Nightlands toward the
warmth and water flows likewise first in
frozen glaciers, then in chill fresh meltwater, and at last in tepid, briny rivers.
This flow of air and water never ceases or
changes in direction; the trees, bushes,
and the land itself are shaped by it.
The Sunset World is not without its
seasons, as we surmised from the broken
and uprooted trees in the swamps around
us. As seen from our encampment, the
sun dips a little below the horizon after
the hottest season and rises a little above
its usual position before the warm
weather, but the change of seasons is
caused by its variation in size. Over the
course of our stay, the sun shrank and the
wind chilled and weakened, only for the
sun to grow rapidly again to three times
the girth of our own Sun and the wind to
grow to a torrential gale for a brief hot
season. This entire cycle takes no more
than 20 of our weeks. Fogs and mists are
common near bodies of water, as the
changes in temperature are so sudden and
great. Seen from our campsite, the moon
rises as a thin crescent near the sun, waxing until it sets toward the Nightlands; this
occurs over a period of perhaps 10 of our
days, after which it appears again to repeat the performance some 10 days later.
The poorly drained land we first encountered is typical of the habitable belt.
Much of the region between the ice and
the salty deserts consists of swamps or
shallow lakes. Deep bodies of water and
mountains are rare. Water is most often
found in pools and seeps, and seldom in
waterfalls or rapids.
DRAGON 19
DRAGON 21
from the corpses of two confirmed solitary individuals which were provided for
us through the efforts of Lord Aragson
and his men. All of this was time consuming; for security, we had located our camp
far from Illithid activity.
Prior to our expedition, knowledge of
Illithid anatomy was scanty. The typical
Illithid garment (both in our own world
and on Ssirik Akuar) is a robe that conceals all but hands, feet, and head. Illithid
bodies are rarely recovered for study, as
encounters with Illithids typically end in
the death of their opponents or the rapid
retreat of the Illithids. In those rare instances in which Illithids are defeated and
killed before they can retreat, the tendency of the flesh to putrefy quickly is an
additional barrier. Only a dedicated
mud unhindered and to levitate over difficult terrain allows the Illithid to take a
direct route that involves little wasted
energy and reduces exposure to possible
hazards. Often the prevailing winds are
employed in conjunction with levitation;
the Illithid will rise up and let itself be
carried downwind toward its destination.
This is typically done only at low altitudes
or in foggy weather because of the danger
of airborne predators.
When prey is encountered at close quarters, an Illithids ability to read and control
minds allows detection and capture of this
prey with a minimum of effort. If the
Illithids are in a group, they may coordinate their activities mentally, or use verbal
wilderness.
While no Illithids were observed to cast
spells, they are highly skilled in the production of magical and psionic devices or
substances, particularly various potions
(this last accords well with reports from
our own world that Illithids frequently
keep several potions in their store of treasure). It seems that much of the special
equipment wielded by Illithids both here
and in the Sunset World is crafted by the
Illithids themselves.
Illithid art is seldom representational.
They seem to prefer abstract patterns of a
complex and angular sort, in colors that
are rather muddy to the human eye. Their
few depictions are generally of violent
scenes: hunts and conflicts between
Illithids. One particularly vivid mural
confirmed part of our story of Illithid
reproduction and provided an additional
bit of information: it would appear that
the ultimate triumph is to use other Illithids as food for ones larva.
Illithids produce numerous books and
scrolls, but we found those we examined
to be either entirely factual or completely
incomprehensible. If Illithids produce
fiction, this is not immediately evident.
Neither did we observe Illithids to erect
shrines or temples or spend any time in
worship; reports that they have no deities
are evidently correct. It is also notable that
Illithids seldom assemble in large groups
except under the most unusual circumstances. Only once during our stay did we
observe such an action.
Iliithid meditation remains a mystery to
us. We thought at first that astral projection took place during these sessions, but
careful measurements showed this not to
be the case. An Illithid engaged in astral
projection generally does so from a sealed
room, whereas meditation seemed to
occur in any sheltered spot. Perhaps the
missing worship of deities occurs during
these states, or perhaps these sessions are
merely a form of rest. Whatever the case,
this practice consumes a great deal of an
Illithids time.
We gathered much information from
peripheral observations, from the two
captures of which I have spoken, and from
a few daring forays into vacant Illithid
dwellings. Having mastered Ssirik Akuars
considerable natural hazards, and having
operated undetected at the fringe of Illithid civilization for some time, we began
the final phase of our work. Here Academican Kratanitkuls particular gifts came
to the forefront: his ability to mimic the
appearance of Illithids and their slave
species and even to counterfeit certain
Illithid abilities proved invaluable. These
abilities served him well in his investigations of Underearth societies. Academician
Kratanitkul and his assistants began a
period of extremely close observation.
In retrospect, we had grown somewhat
overconfident, perhaps pardonably so in
light of our prior successes. When our
Continued on page 65
DRAGON 25
Vampire
CLIMATE/TERRAIN:
FREQUENCY:
ORGANIZATION:
ACTIVITY CYCLE:
DIET:
INTELLIGENCE:
TREASURE:
ALIGNMENT:
NO. APPEARING:
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THAC0:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE:
Western
Eastern
Any land
Rare
Solitary
Night
Special
Exceptional (15-16)
F
Chaotic evil
1-4
12, Fl 18 (C)
8+3
13
1
5-10
Energy drain
+ 1 or better magical weapon
to hit
See below
M (5-6)
Champion (16)
3,000
4,000
Of all the chaotic evil undead creatures that stalk the world, none
is more dreadful than the vampire. Moving silently through the
night, vampires prey upon the living without mercy or compassion. Unless deep underground, they must return to the coffins in
which they pass the daylight hours, and even in the former case
they must occasionally return to such to rest, for their power is renewed by contact with soil from their graves.
One aspect that makes the vampire far more fearful than many
of its undead kindred is its appearance. Unlike other undead creatures, the vampire can easily pass among normal men without
drawing attention to itself for, although its facial features are
sharp and feral, they do not seem inhuman. In many cases, a
vampires true nature is revealed only when it attacks.
There are ways in which a vampire may be detected by the
careful observer, however. Vampires cast no reflection in a glass;
cast no shadows, and move in complete silence.
Combat: When engaging in combat, vampires are savage and
fearsome opponents. They are physically very powerful, with a
Strength score of 18/76, receiving a bonus of +2 to hit and +4 to
damage. The crushing blows of a vampires attack are so fierce
that they inflict 5-10 points of damage.
The gaze of a vampire is one of its most powerful and dangerous weapons. Any person who allows the vampire to look into
his eyes will be affected as if by a charm person spell. Due to the
power of this enchantment, a -2 is applied to the victims saving
throw versus spell. In this manner, vampires are often able to pass
posted sentries and surprise their chosen victims.
Like all undead creatures, vampires exist in both the Positive
Material and Negative Material planes at the same time. Their
powerful negative essence allows them to drain two life energy
levels from anyone they strike. If the vampire is making use of
some form of weapon in the attack, it cannot employ this power.
Weapons of less than + 1 enchantment pass through vampires
without harming them in any way. Even if attacked with and
harmed by magical weapons, vampires regenerate 3 hit points per
round. If reduced to zero hit points, a vampire is not destroyed,
but is forced to assume gaseous form. Once in this state, it will attempt to flee and return to its coffin where, after eight hours of
rest, it regains its corporeal form. If the defeated vampire is un-
Vampire
Just as vampires can be kept at bay, so too can they be slain by
those who have the knowledge to do so. Any vampire which is
exposed to direct sunlight is instantly rendered powerless and, after one round, utterly annihilated. If the vampire can be immersed in running water, it loses one-third of its hit points each
round, until destroyed on the third round. Last, a vampire can be
killed by having a wooden stake driven through its heart. In this
case, however, the creature can be restored simply by removing
the stake if further measures are not taken to ensure the fate of the
vampire. In order for it to be completely destroyed, the vampires
head must be cut off and its mouth stuffed with holy wafers (or
their equivalent).
In addition to its aversion to items like garlic and holy symbols,
the vampire acts under many other limitations. One of the most
powerful of these is the creatures inability to enter a home without being first invited to do so by a resident of the dwelling. This
does not apply to public buildings and places of business which,
by their very nature, extend an invitation to all. Once a vampire has been invited to enter a residence, it may come and go
freely afterward. A common manner for obtaining permission to
enter a home is the use of the vampires gaze to charm a servant or
other inhabitant.
Any human or humanoid creature slain by the life energy drain
of a vampire is doomed to become a vampire himself. Thus, those
who would hunt these lords of the undead must be very careful
lest they find themselves condemned to a fate far worse than
death. The transformation takes place one day after the burial of
the creature. Those who are not actually buried, however, do not
become undead and it is thus traditional that the bodies of a vampires victims be burned or similarly destroyed. Once they become undead, the new vampire is under the complete control of
its killer. If that vampire is destroyed, the controlled undead are
freed from its power and become self-willed creatures.
In most cases, vampires do not lose the abilities and knowledge
which they had in life when they become undead. Thus, it is possible for a vampire to have the powers of, for example, a wizard,
thief, or even priest. In all cases, of course, the new vampire becomes chaotic evil.
Habitat/Society: Vampires live in areas of death and desolation
where they will not be reminded of the lives they have left behind.
Ruined castles or chapels and large cemeteries are popular lairs
for them, as are sites of great tragedies or battles. Vampires often
feel a strong attachment to specific areas with some morbid significance, like the grave of a suicide or the site of a murder.
When deciding on a course of action or planning a campaign,
vampires move very slowly and meticulously. It is not uncommon
for a vampire to undertake some scheme which may take decades
or even centuries to reach its conclusion. Because of the curse of immortality that has fallen upon them, they feel that time is always on
their side and will often defeat foes who might otherwise overcome
them; the vampire can simply go into hiding for a few decades until
the passing of the years brings down its enemies.
Vampires are normally solitary creatures. When they are found
in the company of others of their kind, the group will certainly
consist of a single vampire lord and a small group of vampires
which it has created to do its bidding. In this way, the vampire can
exert its power over a greater range without running the risk of
exposing itself to attack by would-be heroes.
In general, vampires feel only contempt for the world and its
inhabitants. Denied the pleasures of a true life, they have become
dark and twisted creatures bent on revenge and terror. When a
vampire creates another of its kind, it considers the new creature
a mere tool. The minion will be sent on missions which the vampire feels may be too dangerous or unimportant for its personal
30 OCTOBER 1989
The Well-Rounded
Monster Hunter
Investigators skills in the CALL OF CTHULHU game
1989 by Dean Shomshak
32 OCTOBER 1989
experience at any sort of mechanical repair. A specialist can therefore use a specialty skill for nonspecialized tasksbut
not very well. An Egyptologist who hasnt
actually spent points on Archeology skill,
for example, could try identifying a nonEgyptian artifact using his Egyptology skill
but at a greatly reduced chance of success
(say, at x 25%). Of course, a character
could buy both Egyptology and Archeology, but this would be rather wasteful.
Specialty skills cost just as many points as
regular skills, and there are no cost savings for buying multiple specialties. Certain specialty skills are meant for
non-player characters, who dont need to
be as versatile as Investigators.
Specialty skills
speed calculations.
Mathematics is occasionally useful in
investigations because so much of Mythos
magic and lore involves bizarre geometry.
While neither Mathematics nor any other
skill is sufficient to let an Investigator
learn a Mythos spell, it could make the
learning easier in some cases. For instance, a character trying to learn the
highly mathematical Gate spell from a
tome might be given a + 1 on the tomes
spell multiplier if he successfully makes a
Mathematics roll. Mathematics might
reveal that wall markings or a mosaic
design symbolize strange multidimensional
or non-Euclidean structures and relationships, providing a warning to Investigators. Finally, at the Keepers option, a
successful Mathematics roll may give an
Investigator a bonus on another skill roll,
such as Astronomy, Physics (see
Chaosiums Cthulhu Now supplement), or
Cryptography.
Painting: This skill allows a character
to produce pictures by applying paint,
charcoal, crayons, etc. to a flat surface
such as a canvas. Success at a Painting roll
means production of a fairly accurate
representation of what the artist was
trying to show. Although one can represent abstractions such as emotions or the
Decline of the West through painting, in
game contexts this skill will be more often
used to create pictures of landscapes,
creatures, and artifacts. Memory fades
with time, after all, and not all things
encountered in a Mythos investigation can
be photographed. Whether anyone else
will believe the paintings are of real things
and not, the product of a disordered
imagination is another matter.
Philosophy: A character using this
skill can argue, more or less intelligently,
in the four main branches of philosophy:
metaphysics (dealing with the ultimate
nature of reality), epistemology (the nature
and limits of knowledge), logic (the study
and practice of valid reasoning), and ethics
(the study of good and evil). Such a character will also be familiar with philosophical
trends of the past and present. Using this
skill, a character may guess at the beliefs
of another person after several minutes of
subtle questioning, assuming that the
subject either doesnt know or doesnt care
that the questioner is trying to learn something. This skill can also be used to disguise true beliefs, somewhat like
Impersonation (q.v.). Philosophy can thus
be used to gain the confidence of cultists,
politicians, and other sinister folk, since
people are more likely to trust those
whom they think agree with them.
Finally, Philosophy can be used to increase SAN, although this is less effective
and more dangerous than Psychoanalysis.
In each week of intensive philosophical
analysis, or month of less intensive analysis, the philosopher-analyst makes a skill
roll and the subject makes an Idea roll. If
both succeed, the subject gains 1 point of
SAN and may roll for an increase in his
Base
05%
INT%
05%
10%
00%
05%
05%
00%
05%
As original
Sage
36 OCTOBER 1989
DRAGON
37
character may use a second weapon instead of a shield, provided that the second
weapon is a dagger or hand axe. Otherwise, there is no penalty for multiple
attacks.
Is there any way to prevent a vorpal weapon from severing the neck
if the attack roll is high enough?
No. However, the DM might choose to
introduce some kind of protective magic
that would do this. Note the limitations
given on page 166 of the DMG. The DM
might choose to introduce some additional
limitations; for example, it would be impossible for a human to sever a cloud
giants neck unless the giant was bent over
or the human was flying or levitating.
38 OCTOBER 1989
palm.
DRAGON 39
Kendermore
42 OCTOBER 1989
Forum
Scrolls or spells up to fifth level can be obtamed, but due to the longer time to prepare
higher-level scrolls and spells, such a shop
would probably have only first- to third-level
spells in stock, unless the owner had a great
deal of spare time, or a particular fourth- or
fifth-level spell was constantly required in the
areaboth unlikely events. Higher-level spells
would have to be ordered, requiring a minimum
of one day per level of each spell to complete,
assuming the mage has the ingredients to make
the ink for the scroll. (And thats assuming no
errors are made!)
DMs are advised to keep the spell books
belonging to such shop owners fairly bare and
such shops distant. Players who have to go
through a lot of trouble to get a single spell will
be reluctant to go spell shopping without good
reason. PCs, being the most aggressive characters in the area, may stock up an impressive
supply of spells and items. A less aggressive
NPC, even it considerably more experienced,
may not accumulate as many spells The typical
magic shop should have basic spellsi.e., those
you feel safe handing out to the players
S. D. Anderson
Whittier CA
In issue #139s Forum, S. D. Anderson wrote
about a hypothetical battle in which a single 8thlevel PC fighter equipped with bracers of defense (AC 2), gauntlets of ogre power, a ring of
protection + 3, a horsemans flail + 3, 75 hp,
and a dexterity of 17 defeated 40 5th-level NPC
fighters in chain mail and armed with scimitars
Each NPC had 32 hp, they attacked two at a
time, and whenever one dropped, another took
his place. Eriana the PC was not allowed multiple attacks or weapon specialization.
The NPCs are idiots to attack Eriana two at a
time. The whole situation seems rigged in her
favor. She may have no specialization bonus but
neither do her enemies, and all attacks are
made against her front, where she can use her
dexterity bonus. In a realistic campaign, the
monsters arent going to be so kind to her.
According to page 69 of the Dungeon Masters
Guide (under the heading Number Of Opponents Per Figure), a single man-size figure can
be attacked by six man-size opponents at once.
Three will attack her from the front, two from
the flanks, and one from the rear. Erianas -4
armor class takes a nose dive under these
conditions, to AC -1 from the flanks and AC 1
from behind. Eriana will now have to kill 35
NPCs just to keep them from completely surrounding her.
Under completely average conditions, 12.5 hp
damage per hit with a 95% chance of hitting
will take her 94 rounds to kill all NPCs. The
NPCs scimitars average 4.5 hp damage per hit.
The NPCs in front of her have a 5% chance of
hitting, the ones at her flanks have a 20%
chance, and the one behind her a 30% chance.
Those helpless, faceless NPCs, now doing an
average of 3.825 hp damage per round, will cut
her to ribbons in 20 rounds. Now it is Eriana
who finishes over an hour late. We can nudge
the odds back in Erianas favor by giving back
her multiple attacks per round and by giving
her double specialization with the horsemans
flail, but even with two automatic hits each
round and + 12 hp damage (average 31 hp per
round), she still needs 36 rounds to kill only 35
of her 40 opponents. Her effort is heroic, however, since she takes 19 of her 5th-level opponents to the grave with her.
The point is that PCs can be killed when
outnumbered by lower-level opponents attacking intelligently, so giving them poison, five
extra levels, or totally arbitrary to-hit bonuses is
quite unnecessary. In fact, the PCs will have to
use their heads or powerful magic to defeat
such large groups. In the above example, Eriana
will win this bout if she can put her back to a
corner, but she will still take 24 hp damage.
The above is still a contrived example. Fighters of 5th-level are rare, or at least they should
be. Suppose Eriana, armed as above, is fighting
a small army of orcs armed with broad swords
(averaging 5 hp damage on a hit). She can automatically kill two orcs per round. The three
orcs in front of her inflict an average of
(.05 x 5 x 3) = .75 hp damage each round. The
two at her flanks deliver (.05 x 5 x 2) = .50 hp
damage per round. The one behind her inflicts
(0.15 x 5 x 1) = .75 hp damage per round. Thats
a total of 2 hp damage inflicted on Eriana per
round. It will take the orcs 38 rounds to kill her
at that rate. Before she dies, Eriana will kill 76
orcs. Impressive, but I wouldnt single-handedly
take on the orcish invasion force if I were her.
Ted Collins
Johnson City TN
Continued on page 51
Nobody Lasts
Forever
But Death rarely has
the last word on superheroes
by David Edward Martin
Lets think about the unthinkablenamely, death and its effects
on your heros career in the MARVEL SUPER HEROES game.
Death doesnt usually change people physically. Oh, they dont
breathe, are no fun at parties, and have hygiene problems, but on
the whole, not much else occurs to the
recently departed. Superbeings are a
different case. Because of the powers
that some superbeings (or their superequipment) possess, death may
cause unforeseen events with the loss
of the deceaseds conscious control.
All Marvel characters: & 1989 Marvel Entertainment Group, Inc. All Rights Reserved.
Post-mortem effects
A question of resurrection
Resurrection as remodeling
Table 1
Post-Mortem Effects for
Superbeings
1d100 Post-mortem effect
01-25
26-54
55-69
70-84
85-91
92-95
96-98
99-00
PM1/Total Loss
PM2/Reversion
PM3/Partial Loss
PM4/Retention
PM5/Self-Direction
PM6/Self-Destruction
PM7/Explosion
PM8/New Power
Table 2
Apparent Ages of Long-Lived or
Immortal Superbeings
1d100 Apparent age (years)
01-07
08-14
15-29
30-58
59-80
81-94
95-00
Baby (under 2)
Child (2-11)
Teen (12-19)
Young adult (20-40)
Middle age (41-60)
old (61-80)
Very old (81+)
Quick exits
Table 3
Actual Ages of Immortal or Long-Lived Superbeings
1d100 Actual age (in years)
01-06
07-39
40-67
68-79
80-88
89-94
95-97
98-99
00
Under 100
100-500
501-1,500
1501-4000
4001-10,000
10,001-100,000
100,001-10,000,000
10 million-5 billion
5 billion +
Birth era
Modern industrial era
Post-Renaissance
Dark Ages
Classical period
Ancient, post-Ice Age
Cro-Magnon, Ice Age
Primitive man
Various prehistoric eras
Before Earth was created
normal life expectancy withers to a mummylike state. If his age exceeds four times
his normal life expectancy, the mummy is
apparently lifeless. Consciousness remains,
though, and the mummy is free to use its
other powers as best it can. If the Longevity or Immortality power is later restored,
the character might regain his previous
appearance, depending on the circumstances and the Judges discretion.
Aging and death: The character rapidly
ages to his true age. The shock tends to be
fatal, especially if the characters actual
age is more than twice that of his normal
life expectancy. Rapid decomposition occurs in 1-100 turns; the remains attain a
state similar to that of a normal body the
same age as the recently deceaseds actual
Table 5
Aftereffects For Loss of
Longevity/Immortality
1d100 Effect
01-40
41-60
61-00
Normal life
Sudden aging
Table 4
Life Expectancies of Long-Lived Superbeings
Rank
FE (2)
PR (4)
Ty (6)
GD (10)
EX (20)
RM (30)
IN (40)
AM (50)
MN (75)
UN (100)
Shift X (150)
Shift Y (200)
Shift Z (500)
C1000
C3000
C5000
Modifier
8
64
216
1,000
8,000
27,000
64,000
125,000
421,875
1,000,000
3,375,000
8 million
125 million
1 billion
27 billion
125 billion
Life
expectancy (years)
560
4,480
15,120
70,000
560,000
1,890,000
4,480,000
8,750,000
29,531,250
70,000,000
236,250,000
560 million
8.75 billion
70 billion
1.890 trillion
8.750 trillion
DRAGON 49
50 OCTOBER 1989
Forum
Continued on page 98
DRAGON 51
52 OCTOBER 1989
The
Serpent
of Aledorn
by John P. Buentello
DRAGON 53
OCTOBER 1989
55
OCTOBER 1989
DRAGON
57
58
OCTOBER 1989
In search of adventures
1989 by Ken Rolston
In 1983, I bought my first HARN campaign supplement, called Harn (now
known as Harnworld). The back cover
blurb unblushingly proclaimed, STATE OF
THE ART the most detailed, logical,
comprehensive, and consistent fantasy
world yet published; an authentic medieval environment of unsurpassed quality,
specifically designed for fantasy gaming.
In 1983, that was a pretty bold claim
against competition like Glorantha and
Middle-earth, but nonetheless a fair and
arguable assertion.
Ironically, and to the everlasting honor
of Columbia Games, the claims of that
blurb are probably more justified today
than they were in 1983. On its selfproclaimed termsa comprehensive,
logical, authentic medieval fantasy campaign settingeven Harns earliest supple60 OCTOBER 1989
ness of caverns occupied by strange creatures, abandoned shrines, and lost cults.
Ultimately, in the lowest ranges of the
caverns, dwells the god himself.
The choice of a limestone karst region
for the setting is geologically apt, with
sinkholes and caverns galore. The history
of the waxing and waning of a major cult
shrine, and the accounts of the communities and doctrinal squabbles of the cult
factions, are plausible, effective, motivational contexts for scenarios.
The adventures themselves are really
little more than scenario outlines, though
one or two provide enough detail to qualify as complete adventures. However, with
the sort of sophisticated gaming Harn
encourages, a scenario outline is usually
sufficient, with character development
and role-playing occupying the bulk of
session time. Further, the maps and diagrams of locations and dwellings are detailed enough to be used for travel and
strategic problem-solving.
To some degree, Araka-Kalai is a transitional phase in the development of a Harn
adventure pack, in that most of the background and setting detail is still extraneous to the scenario outlines. The
background material is rich and interesting in its own right, and it provides a
perfect opportunity for a GM to improvise
his own adventures. But only one of the
seven scenario outlines exploits the Pit of
Ilvir, the caverns beneath, and the cult
shrine background. The other six scenario
outlines are clearly integrated into the
setting but do not specifically exploit the
numerous pages of history and location
diagrams and keys that make up the bulk
of the supplement.
This is apparently an intentional design
feature. The supplement introduction
states that the designers want to provide
enough detail so GMs can begin play with
a minimum of preparatory work, but not
so much detail that the GM is locked into a
rigid path. (Incidentally, Harn materials do
require a minimum of GM study, compared with most other supplements, because of their lean, clean organization and
writing and the excellent layout and
graphics.) The philosophy of Harn has
always been to provide an intelligent,
cohesive background that does not stifle
the GMs creativity. The irony is that Columbia Games may unintentionally underestimate the GMs natural and cheerful
irreverence for FRP supplements. I suspect that the GMs instinctive impulse to
creativity is stimulated, not suppressed, by
an abundance of details, particularly when
it provides a challenging and inspiring
example of excellence.
However, the important thing about the
seven scenario outlines is that they give a
clear idea of the kinds of stories that might
be expected to unfold in a Harn setting.
One, a short mission to scout the outpost
of an unusually successful and wellorganized orc tribe, is a refreshingly plausible and interesting development of
62 OCTOBER 1989
DRAGON 63
whether I should adapt The Broken Covenant to our house campaign rules. Standard melee combat plays a small part in the
scenario, so adaptation of NPC and creature stats is only a minor problem. However, The Broken Covenant is best suited
for the flexible resources of ARS MAGICA
game magic, though a squad of midlevel
D&D game spell-casters or SJGs GURPS
Magic game characters with a wide distribution of spells might manage the investigative and tactical magic necessary to cope
with the scenarios challenges.
The Broken Covenant is available from
Lion Rampant, P.O. Box 621, Northfield
MN 55057, U.S.A.
Flight 13
Adventure supplement for the GURPS
Horror or GURPS Space games
64-page softbound book
Steve Jackson Games
$8.95
Design: W. G. Armintrout
Heres an adorable bug-eyed-monster,
Fifties-style, science-fiction adventure in
which mad scientists from beyond the
stars capture some humans and subject
them to scientific tests. These tests look
suspiciously like television actionadventure episodes to those of us not
trained in science. As usual, these mad
scientists from beyond the stars are unspeakably powerful and technologically
hip, so they can effortlessly craft fantastic
amusement park arcades for destruction
testing of our doughty PC heroes. This
concept is so cliche that its hip. It takes a
certain amount of courage to publish such
an apparently unfashionable setting and
adventure, particularly for a relatively
sophisticated system as the GURPS game.
And freed of such fetters as realism and
real-life logic, it looks like a lot of fun.
The presentation and adventure staging
are sharp and appealing, going for depth
of characterization and episode rather
than epic scope. To start, a plot twist in the
middle of the first episode yanks the rug
out from under the players (and PCs) feet.
In the opening episode, we get a welldeveloped event description and NPCencounter menu. In other adventures,
wed probably get only a half-page explain-
Sunset World
from page 25
DRAGON 65
66 OCTOBER 1989
DRAGON
67
1989 by Hartley,
Patricia, and Kirk Lesser
Reviews
Computer-game ratings
X
*
**
***
****
*****
Not recommended
Poor
Fair
Good
Excellent
Superb
Electronic Arts
1820 Gateway Drive
San Mateo CA 94404
(415) 571-7171
*****
Populous
$49.95
Commodore Amiga version
The story of Good versus Evil in a new
and entertaining format has been released
by Electronic Arts. Designed by Bullfrog,
this game is an outstanding offering for
Commodore Amiga enthusiasts. Populous
is a game with a different feel and interface quite unlike anything currently available on the market. Basically, you perform
miracles. You are a god and, as such, control part of a worlds population.
It is your responsibility to see that your
people have enough food. If you manage
this task by granting your settlers land for
68 OCTOBER 1989
Mindscape, Inc.
3444 Dundee Road
Northbrook IL 60062
(312) 480-7667
****
Gauntlet
Apple Macintosh II version
$49.95
This is a flying-finger fantasy. Talk about
exciting! Gauntlet can drive you absolutely
bonkers as you attempt to mop up
dungeon levels in your quest to obtain
riches. For one or two players, Gauntlet
joins Thor, Thyra, or Merlin in a massive
display of magic and hand-to-hand combat
in the finest of arcade-game traditions.
The color version on the Macintosh II is
absolutely first-rate.
Whats unique is that in a two-player
game, both gamers can select a character.
When working in unison to clear dungeon
levels, selecting characters with differing
but complimentary powers works to your
advantage. For example, Thor the warrior
can axe the monsters to pieces, but his
magic skill is lacking. He can magic away
some of the monsters, but until those
monster generators are destroyed, those
Dragon Bytes
Mindscape, Inc.
3444 Dundee Road
Northbrook IL 60062
(312) 480-7667
****
Barbarian
$39.99
PC/MS-DOS version
You are Hegor, the most famous dragon
slayer of all in a time and place long ago.
You saw a dragon kill your father when
you were a child, and you have sworn to
avenge his death. Now the kingdom is in
turmoil as children disappear at night and
homes are burned to the ground. The king
offers his crown and riches to whoever
can stop this terrible trouble. So the adventure beginsand Barbarian is fun. The
monsters dont appear so quickly that
there isnt time to catch your breath.
Barbarian is proof that there are good
adventures for PC/MS-DOS machines that
consider a variety of graphics modes. This
game is available for Amiga, C64/128, and
Apple IIGS computers.
Courtney Harrington
Clue corner
Eternal Dagger (SSI)
In order to enter Avliss Tower, you must
have the Bag of Winds from the eagles.
Plus, you must have 20 copper pieces.
They MUST be copper; gold wont do!
To find the princess, follow the hallway
until you come to double doors. Go
through these doors and battle your way
through the nursery that youll find beyond a second set of double doors. At the
bottom of the nursery is another doorway.
Go through it. Youll enter a storeroom.
Dont bother searching the wall, but DO
search the shelf. You should find a peg,
which you should turn. A secret door will
become exposed in the northwest part of
the wall which can only be opened after
youve turned the peg. Go through the
secret door, and youll encounter dragonmen. Battle them and, if you win, march
right through an illusory wall that represents itself as the eastern section of the
north wall. Once through the illusory wall,
youll find the princess.
The way to win this game is to destroy
the globe.
Legacy of the Ancients (Electronic Arts)
1. When you begin the game, view the
Fountain and Thornberry. This will place
you in that town and net you 200 in gold.
2. ALWAYS speak to encounters in the
wilderness: those that will let you, that is.
3. Visit the fortune teller often.
4. Play blackjack instead of flip-flop; the
odds of winning are better.
5. The museum caretaker knows many
things.
6. When you receive a topaz coin, go to
the native currency exhibit. Each time you
visit it, you will receive approximately
2,000 gold pieces.
7. Each dungeon has eight levels. Always
use the XAMINE command on new pasContinued on page 95
74
OCTOBER 1989
DRAGON 75
Darkest
Secrets
What you dont know could kill
you in the TOP SECRET/S.I. game
by Marcus L. Rowland
TSRs TOP SECRET/S.I. character-generation system,
suggests some interesting possibilities for creative refereeing that arent explicitly developed. One aspect can
easily add many new facets to the game: the advantages and disadvantages discussed in chapter 2 of the
Players Guide. The rules require player characters to
take one advantage and one disadvantage, and optionally allow multiple advantages and disadvantages. Players always know that their PCs have these traitsbut
in the real world, we dont always know everything
about ourselves. Can anyone be absolutely sure that he
doesnt have a secret enemy, unknown admirer, unsuspected allergy, or hidden talent?
An additional optional rule can be used to allow for
such surprises: At the Administrators discretion, and
with the players consent, the Administrator may secretly award an agreed number of points in advantages and disadvantages to each PC, but without
initially revealing their effects to the players. These
traits are recorded by the Administrator, not the players, and their effects are only revealed in play.
For example, a player might agree to take five points
in unknown disadvantages to buy five extra skill points,
or to gain an unknown three-point advantage and an
unknown three-point disadvantage. The Administrator
needs to do some extra record-keeping, but the effect is
to add a little more tension, always useful in an adventure game like this one. Usually, secret advantages and
disadvantages are more specific than their overt equivalents; for example, someone would know that he was
afraid of dogs but might not know about his fear of octopi until an octopus was encountered.
Illustration by Terry Dykstra
78 OCTOBER 1989
Secret advantages
talent. A triggering event or psychotherapy may remove the block. Until then, the
PC learns languages normally. The Administrator selects a suitable trigger event
(e.g., the death of the teacher is reported
in a school newsletter) when allocating
this advantage.
Obscure knowledge (1-2 points): The
PC has a limited form of the usual Obscure
Knowledge skill. For example, a knowledge of an old science-fiction TV series
might be worth one point and a broad
knowledge of science fiction two points.
Introduce this skill at an appropriate moment; the PC always had it but never
thought of it as a useful talent until the
need arose. Its up to the Administrator to
ensure that this talent is actually helpful
occasionally; perhaps the agents must
infiltrate a group of Trekkies with plans
for global domination.
Wealth (1-3 points): The PC is unknowingly rich, being the lost heir to some vast
estate, owner of some forgotten shares
that have rocketed in value, or holder of
the winning ticket in the Peruvian national
lottery.
1 point: Potential annual income of
$10,000.
2 points: Potential annual income of
$50,000.
3 points: Potential annual income of
$100,000.
Each level of wealth costs one point less
than in the normal form of this advantage,
because PCs start with no income from
this advantage and should encounter
difficulties in claiming their rightful
riches. And dont forget the tax man.
New advantages
Secret disadvantages
New disadvantages
Dyslexia (1 point): The PC isnt illiterate, but he has trouble reading and making sense of what has been read. Whenever anything is read, the PC must roll
under INT to understand it, or make a
language roll under normal skill when
dealing with another language. If the roll
is failed, give the PC slightly misleading
information, such as a wrongly spelled
address or formula, or a telephone number with two digits transposed. If this is a
secret disadvantage, avoid tipping off the
PC too quickly by asking all players to
make INT or language rolls whenever
anything is read (but ignore the results for
normal PCs).
Notoriety (1, 2, or 3 points): The PC has
a poor reputation from a record of damaging accidents, mistakes, or unnecessary
violence. A one-point disadvantage means
that senior officials of the agency dislike
the PC; two points mean that everyone in
the agency despises the PC; and three
points mean that other allied agencies are
aware of the PCs reputation. The NPCs
concerned will do their best to ensure that
the PC gets the worst equipment, lousy
seats on airliners, uncomfortable hotel
rooms, etc. Notoriety also acts as a modifier on reaction rolls; each point takes 5%
off WIL when trying to persuade or coerce someone who is aware of the agents
poor status.
If this is a secret disadvantage, the PC is
unaware of the unfavorable treatment. Its
odd that all the other agents get rooms at
the Ritz and Walther PPKs with ivory inlay
on the grips, while the PC stays at ratinfested boarding houses and is issued a
rusty Luger, but there are bound to be
occasional administrative foulups.
Naturally, players will catch on in time
and may attempt to buy off this disadvantage by acts of heroism and other activities
that tend to improve their reputations.
Encourage the other agents to accuse
them of being glory hogs or claim that
their grand-standing endangers the team!
Unearned fame (1, 2, or 4 points): This
is the gunfighters disadvantage. Theres
always someone out there who wants to
gain fame by taking out the champion.
1 point: The reputation is only slightly
exaggerated (e.g., the PC is rumored to be
a black belt in karate, not just a reasonably
competent martial artist).
2 points: Gross exaggeration of one
ability (e.g., there are stories that the PC
can hit a fly with a single bullet at 50,
when the PC can barely hit a car at that
range).
4 points: This is bad news. For some
reason, the PC is treated as a virtual superman, hypercompetent in every area of
physical and mental activity. This is very
confusing if the PC happens to be a rookie
agent on his first assignment! These situations can be the result of mistaken identity, agency or media hype, exaggeration,
or misleading records. An agent might be
given an impressive record to decoy the
opposition and draw fire while the real
master spy does the dirty work. If this is a
secret disadvantage, the PC learns of it
only when challengers start to crawl out
of the woodwork, eager to take on the
master agent. If this seems at all exaggerated, remember that there are quite, a few.
people around named James Bond, and
most have trouble if they have to go
through Customs or deal with other officials! [I never have any trouble.The
editor].
DRAGON
81
A Final Frontier
of Your Own
by John J. Terra
Campaign creation
for FASAs STAR
TREK: The Role
Playing Game
Captains Log, U.S.S. Valiant, Captain
Koren Anastas reporting; Reference Stardate 2/2202.11: It has been 36 hours since
First Officer Yoshitomo Karasuma, Chief
Engineer Stephen Decataur, Chief Science
Officer Kai-Jasik, and Dr. Trisha Steuben
beamed down to the surface of Gamma
Draconis IV We have lost contact with
them, but we face an even greater problem. The IKV Leading Sword, a Klingon
D-10 heavy cruiser, has taken up an orbit
trailing our position. The captain of that
vessel has a personal grudge against me. I
can do little about it, as Starfleet has instructed us not to initiate hostilities. I dare
not lower my shields to beam down a
search party, since this will leave my vessel vulnerable to the Klingons. These next
few hours will sorely test my command
abilities, and I pray that I will not be found
wanting.
Why a campaign?
Timing is everything
DRAGON 85
should rarely be Chief Helm, since helmsmen fire the ships weapons and Vulcans
dislike violence. Vulcans are also not party
animals, greedy, power hungry, or rowdy
(and they flirt only once every seven
years).
Only a fool would choose a Tellarite for
Chief Communications Officer (This is
Commander Taubarrgjjh of the U.S.S.
Valiant speak, Klingon slime!) or place an
Andorian in a position that may involve
hot temperatures such as an engineering
area. Deltans are lovers, not fighters, and
consequently would be flops as Security
Chiefs (but would make good doctors).
Efrosians make excellent doctors, and
their warrior background means that the
good doctor may justifiably get involved in
a good melee or two. Andorians are a good
choice for the warrior-type player, but
even this race attempts to be as unemotional as the Vulcans. When they do get
riled up, watch out!
The STAR TREK games charactergeneration system is excellent because it
provides the player with a PC who is already an experienced officer rather than a
raw recruit. The GM may give each PC a
score of 10 in his respective planets
Culture/History skill but not count it
against the PCs amount of pre-Academy
skills. Any civilized planet would give its
children instruction in basic culture and
history whether the child wants it or not.
If the planet has a particularly hostile
environment, the GM is also justified in
A cast of thousands
88 OCTOBER 1989
DRAGON 89
Engineering
department
Miscellany
Unspeakable
Secrets
Made Easy
Building your unspeakable library in
Chaosiums CALL OF CTHULHU game
1989 by Dean Shomshak
Sometime in the course of a campaign,
CALL OF CTHULHU game Keepers will
find a need for new, exciting Mythos
tomes. This article has some thoughts on
how to create new tomes to surprise Investigators, with examples drawn from
Mythos stories, the CALL OF CTHULHU
shows that only the most important Mythos books like Kulten and Vermiis get a
knowledge rating of 12%-15%, while very
minor lorebooks and grimoires like People
of the Monolith and the Zanthu Tablets get
ratings of 5% or less. Anything in between
is a matter of the Keepers taste. The maximum possible sanity loss is usually closely
tied to the knowledge rating. For example,
the Celaeno Fragments gets a knowledge
rating of 9%, and can cause up to 8 points
SAN loss. The major connection between
knowledge rating and sanity loss is the
level of danger posed by the tomes information. Monstres and Their Kynde and
The Golden Bough both have a knowledge
rating of 5%, for example, but Monstres
causes 1d6 SAN loss, while Bough only
does 1d2. Bough, however, deals with the
Cthulhu Mythos only indirectly and accidentally through its analysis of ancient
European myths and customs. Besides,
The Golden Bough is a real book that has
probably never driven a reader insane. In
general, unless a tome is meant to be a
major sanity-buster like Vermiis or Kulten,
1d4 or 2d4 is a good rating for sanity
losses from tome reading. Either roll has a
50% chance of forcing a check for temporary insanity but isnt likely to cause indefinite insanity.
Spell multipliers show how comparatively easy or hard it is to learn spells from
a Mythos text. The most common multiplier is x 2; it gives Investigators a fair
chance to learn a few spells without making it easy to learn any spell in particular.
Second most common are the multipliers
x 1 and x 3; x 4 and x 5 are appropriately rare, reserved for the Necronomicon
and those few texts approaching it in
virulence. Of course, minor lorebooks
completely lacking spells have no spell
multiplier. Aside from these broad categories, there is no intrinsic relation between
a books spell multiplier and its knowledge
rating or SAN loss, or between the books
spell multipliers and whether that book is
a grimoire for learning spells or not. As
mentioned above in relation to Kulten, a
lorebook author might clearly describe
how to cast a spell even if he didnt consciously intend to; on the other hand, a
sorcerer explaining a spell might cloak his
instructions in obscure symbolism. Minor
texts might present their few spells in a
Language
English * *
Spanish * *
English
English
English
English
Spell
Knowledge
multiplier SAN Loss
rating
x1
2d4
+ 10%
1d8
x2
+8%
x2
1d8
+6%
1d6
x1
+6%
1d6
x3
+5%
1d3
+3%
DRAGON 93
The Ponape Scripture and the Necronomicon offended scholars as much as his wild
Necronomicon.
Computers
Continued from page 73
sageways. Have plenty of healing herbs.
8. The Pirates Lair contains a sapphire
coin and a jeweled crown..
9. You will eventually have to fight in the
castle. When you have a lot of firebolts, go
to a section of the castle, wipe out the
guards, and open the chests.
10. The Temptress will offer you either
Charm or Gold.
11. You must have four magic seeds to
succeed on the second level. More magic
seeds are found in the same place after
you use the ones you have.
12. After you solve each dungeon, your
strength will increase.
13. The turquoise coin is found on the
second dungeon level.
14. Use the guardian exhibit to open the
door across from the Spiral room.
15. The distant healer is in Eagles
Hollow. He will give you a ruby coin.
16. After you have the four guard
DRAGON 95
OCTOBER 1989
doc Hall Inn in Leesburg, Va. All types of adventure games are included, from historical board
and miniatures games to science-fiction and
fantasy role-playing games. Vendors are welcome. Write to: Northern Virginia Adventure
Gamers, c/o Wargamers Hobby Shop, 101 E.
Holly Ave., Suite 16, Sterling VA 22170; or call:
(703) 450-6738.
UCON 89, November 17-19
This role-playing and strategy gaming convention will take place in the Michigan Union at the
University of Michigan in Ann Arbor. Events
will include: live role-playing; dealers tables; a
movie room; two AD&D tournaments; and
over 80 events including CIVILIZATION*, STAR
FLEET BATTLES*, DIPLOMACY*, THIRD
REICH*, and historical miniatures games. Gamemasters receive free registration if preregistered. Write to: The Michigan Wargaming Club,
P.O. Box 4491, Ann Arbor MI 48106.
UK Masters 1989 AD&D Tournament
November 11-12
This tournament will be held at the WAR 89
Convention at the Rivermead Leisure Center,
Richfield Ave., Reading. Entry fee is 3.50 (2.50
for players with UK ranking points). Make
cheques payable and mail to: Mr. C. Froud, 88
Southview Ave., Reading, Berkshire, ENGLAND.
Space is limited, so register early.
DALLAS FANTASY FAIR, November 24-26
Featuring over 140 dealers tables, more than
60 guests, and over 2,000 attendees, this fantasy
event will be held at the Marriott Park Central,
7750 I-635 at Coit Road in Dallas, Tex. Attractions will include two 24-hour video rooms,
Japanimation, 24-hour gaming, four-track programming, a masquerade, an open con suite, an
art show and auction, a charity auction, artists
and writers workshops, autograph sessions,
filksinging, dancing, an amateur-film festival, a
talent show, and more. Admission is $15 for all
three days in advance, or $20 at the door.
Single-day admissions may be purchased at the
door; prices are $8 Friday, $10 Saturday, and $8
Sunday. Write to: Bulldog Productions, P.O. Box
820488, Dallas TX 75382; or call: (214) 349-3367.
MACQUARIECON 89, December 8-10
The Macquarie University Role-Playing Society
will host Australias largest role-playing convention at Macquarie University, Sydney, Australia.
Events will include AD&D, PARANOIA*, CALL
OF CTHULHU*, JAMES BOND*, TRAVELLER*,
STAR WARS*, M.E.R.P.*, WARHAMMER*,
SPACE: 1889*, JUDGE DREDD*, and board
games and freeforms. Registration is $30 (Australian) for the weekend or $3 (Australian) per
session with a $7 registration fee. Write to:
M.U.R.P.S., P.O. Box 1577, Macquarie Centre,
North Ryde NSW 2113, AUSTRALIA.
TRITICON I, December 8-11
Students Tempted by Adventure, Fame, and
Fortune (S.T.A.F.F.) will host their first convention at the Price Center on the University of
California-San Diego campus. Events will
include AD&D tournaments; BATTLETECH*,
CAR WARS*, and COSMIC ENCOUNTERS*
tournaments; DIPLOMACY*, HOW TO HOST A
MURDER*, GAMMA WORLD*, TRAVELLER*,
and WARHAMMER* games, and a live dungeon.
Prizes will be awarded to tournament winners.
Other events include open gaming, SCA demonstrations, a figure painting contest, a dealers
room, and a flea market. Registration is $10($8)
before December 1, $12($10) at the door for the
weekend, and $5($4) each day at the door. UCSD
98 OCTOBER 1989
students receive the discounted rates in parentheses; include ID number when registering.
Write to: TRITICON I, Price Center, E-30, UCSD,
La Jolla CA 92093.
WINTER FANTASY, January 5-7, 1990
The RPGA Network will sponsor WINTER
FANTASY 1990 at the Ramada Inn Airport at
Milwaukee, Wis. Special room rates are available by contacting the hotel at (414) 764-5300.
Sanctioned events include AD&D Grand Masters, AD&D Masters, AD&D Feature, AD&D
Benefit, MARVEL SUPER HEROES, TOP
SECRET/S.I., PARANOIA*, and other tournaments. Other activities include a writers seminar, Saturday morning breakfast, Sunday
brunch, open gaming, and a dealers area. All
gaming is free except for the benefit tournament. Limited preregistration is available to
RPGA Network members; contact Network HQ
for a preregistration form. Registration fees are
$10 to Network members, $12 to nonmembers
until November 1. Afterward, fees for the entire
weekend are $15. Send a SASE to: RPGA
Network, P.O. Box 515, Lake Geneva WI 53147.
CHATTACON XV, January 12-14, 1990
CHATTACON XV will be held at The Chattanooga Choo-Choo, Chattanooga, Tenn. Accommodations are $60 flat, $85 for sleeper car
suites. Guests will include Michael P. KubeMcDowell, Robert E. Vardeman, David Cherry,
Danny Gill, Wilson Bob Tucker, Stan Bruns,
and Dick and Nicki Lynch. Registration: $18
until Dec. 1, $25 thereafter and at the door.
Send an SASE to: CHATTACON XV, Box 23908,
Chattanooga TN 37422; or call: (404) 591-9322
(no collect calls, please).
NEW MEXICON I, January 12-14
This science-fiction/science-fact con will be
held at the Las Cruces Hilton Inn. In addition to
gaming, featured are a variety of people from
science and the arts to hold panel discussions
and give demonstrations and lectures. Confirmed guests are G. Harry Stein as scientist
guest of honor; Real Musgrave as artist guest of
honor; James P. Hogan as author guest of honor;
and Jim Davidson, Laurie Wiggins, Dr. Mike
Hyson, and Greg Kennedy as scientist guests.
Author guest speakers will be Walter John
Williams, George Alex Effinger, Sonni Cooper,
and James Theisen. Write to: NEW MEXICON I,
Box 3836, New Mexico State University, Las
Cruces NM 88003-3836; or call Lew Maestas
evenings at: (505) 522-0115, or Gaylord Teague
at: (505) 521-3828.
JACKSONVILLE SKIRMISHES 90
February 9-11, 1990
SKIRMISHES presents this role-playing and
war gaming convention at the Jacksonville
Motel on the Riverwalk, 565 South Main Street,
in Jacksonville, Fla. Room rates are $52 for one
to four persons. Events will include AD&D
game features, along with TRAVELLER*, STAR
FLEET BATTLES*, CAR WARS*, and SEEKRIEG*
games. Other events will include board gaming,
a KILLER* tournament, dealers, a miniaturespainting contest, demonstrations by the SCA,
and many other role-playing and historical
events. Hotel reservations may be made by
calling: (904) 398-8800. Registration is $18 for
the entire weekend. Send your registration fee
to receive a program booklet. Write to: SKIRMISHES, P.O. Box 2097, Winter Haven FL 33883;
or call: (813) 293-7983.
Forum
Continued from page 51
magical items. PCs in these games have some
incredible stuff. I ask you, how many paladins
below 7th level have holy swords in your campaign? In this campaigns case, roughly half.
Its getting worse, but the players enjoy it.
When I started with this group, I tried to run
games by the book. I rejected characters right
and left for the above reasons and didnt use the
variant systems. After a bit, I noticed a pattern.
Some people would deliberately not come to
games I ran, and no one would play a magicuser. I had to adapt to the gamers playing
styles, or I wouldnt be playing with them for
long. I began using the variant spell systems and
was more lenient with character selection.
I try to hold the line by myself. I retire my
monster PCs soon after they become monsters,
and I stick to book classes and races during
character generation. I have a dream that this
group will follow my example, but Im not
holding my breath.
All of you out there who have your ideas, use
them if they fit your gaming style. If they dont,
go back to the basics.
Bill McCullough
Riverside CA
The Forum, issue #146, contains several
letters on subjects that I would like to address. I
have been playing the AD&D game since 1982,
and I have seen the long, slow transition from
the original AD&D game to the amalgamation of
the 12 or so hardcovers and finally to the new
AD&D 2nd Edition (which I must say is GREAT!).
I have also seen, the birth of the political/
socioeconomic masterpieces that have become
so popular lately. The point I would like to make
is: WHO CARES?!
First, the whole purpose of a game is to have
fun. So what if a group wants to indulge in the
detail and rules needed to run a direct-actionproduces-results campaign or indulge in hour
after hour of creating mindless monster-bashing
adventures? I have run and played in both, and
I enjoy both. What are people arguing over?
Second, I am also concerned about those who
say that a bloodbath cannot be creative. In my
estimation, I6 Ravenloft (by Tracy and Laura
Hickman) is essentially a bloodbath that focuses
on vampires, but its a hard test of a players
skills and game knowledge. It is also the best
module ever produced by TSR, Inc. I dare
anyone to say its not creative.
Third, whats the problem with having evil
PCs? They are hard to play, true (what better
test of skill?), but why cant they be in a party of
predominately good characters? Raistlin sure
wasnt good (even in the beginning, he acted like
a neutral PC with evil tendencies). In Dragons of
Autumn Twilight, Laurana asked Raistlin why
he followed Tanis. His reply was: Because for
now we walk the same path.
In closing, let me say this: I am a new waver
(i.e., a punk rocker to some, although there is a
difference), and I try to see people as individuals
(thats why I consider myself chaotic neutral). If
a group of players prefers building a kingdom
to thrashing orcs and giants, so what? As long as
we are the ones who make the AD&D game
what it is and have fun doing it, nothing else
matters, does it? So just sit back, relax, and let
us all revel in our infinite diversity (to quote a
certain Vulcan).
Anthony N. Emmel
Longview TX
DRAGON
101