Polyhedron 051
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r
N WSZIN
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2
Ohio
Wanted: A group to game
with.
(
ha
ve played the
0&0
5
ga me
for
seven
years,
the A D D ~ game
for four years.
I also have
played
many others. Plea
se
write: Sean O'Connor, 3454 Folk Road ,
Lot
268, Springfield, OH
45
502.
Oklahoma Seeking AD&D game ad
venturers in the Tulsa
,
OK area.
I
pr e
fer older players, you need not be
experienced. OM has to years of experi.
ence, fellowship of three players have
11 years combined. The campaign is in
the true D D game fa sh ion . Call: J'lall
at 479·6427
and
leave a me ssage.
Pennsylvania
Wanted: Game masters
with AD&D game groups that meet
regularly in Beaver County or the im
mediate
vicin ity. Write
to Phillip
Held,
RD
11, Box 353, Hookstown. PA 15050,
01' c811412-575-4692.
Genghis Con
XI,
February 16·18
Gcnghis Con returns to the
Ramada
Hotel, Westminster, CO, staged by the
Denver Gamers Association.
Gaming
of
all kinds will
be
held, including
sane·
tioned RPGA Nctwork events,
minia
tures competitions,
and
a Puffing Billy
tournament .
Registration
is $15 for
th
e
weekend
un t
il Jan. 31, $20 thereafter.
For information:
Denver
Gamers Asso·
ciation, P.O . Box 11369, Denver, CO
80211,
or phone
303·433-3849.
Total
Confusion,
February 23-25
Thtal Confusion will be
held
at
the
Sheraton Worcester Hotel and Confer
ence Ce ntcr in Worcester, MA. Events
include AD&D game,
GURPS,
Battl
e·
Tech, Diplomacy, and Car Wars. Multi
pl
e and single r
ound
RPGA AO&O
game tournaments
will be ru n . Guests
will be R.A.
Salvatore.
Verne
Wetherholt ,
Jay
Tummelson, and
Steve
Glimpse. For more information contact:
Thtal Confusion, P.O. Box 1463, Worces·
ter, MA 01607.
p
o
L
Texas
ARGH (Association
of
Role
playing Garners
of H
ousto
n) is
looking
for RPGA'· Network
members
inter
ested in form
ing
a Network Club .
ARGH publishes " Arghazine;' a quar
terly club magazine , and we hope to
sponsor
a local convention
with
RPGA
Network sanctioned events. Help us
bring
the RPGA
Network
to Houston in
a big way
For
more info
rmation
, con·
tact
Stephen
Bonario, Association
Di
rec tor,
at
7829 Cook Rd.. Houston, X
77072, or call 713·666·6341.
Virginia Need adult DM with two open·
ings for AD&O
game
players in Rich ·
mond,
VA
area. Please hurry Bruce and
Diane Schabinger, 1808 Glencove
Lane,
Richmond ,
VA
23225.
General Wantcd: Penpals from those
long.distance pisces or from short dis·
tances. I'm mainly interested in the
Chimera Con
VI,
March 2-4
The campus
of the
University of
North
Carolina in Chapel Hill is the
site
of
this gaming
cx tr avaganza. Activities
include a one-round RPGA Network
tournament.
For information send
SASE to; Chimera Con VI, 625 Hinton
James, UNC·CH, Chapel Hill, NC
27541.
Egyptian Campaig
n 90,
March
24-25
This convention will be held
at
the
Student
Center
at
Southern Illinoi s
University in Carbonda le, IL. Events
include
an
RPGA AD&D
game
tourna·
ment , miniature judging, a nd a games
auction.
Prc
.
reg
is $8 for both days.
For
more information and a pre-reg form
send a bus iness -
si7.e
d SASE to sm
Strategic Games Society, Office of Stu·
dent Develop
ment
, SIU, Cat'bondale IL
62901-4425,
or
call John Hu
lts at
618·
457·8846.
ConnCon
90, March 31.April 1
The
Ramada
Inn in Danbury, CT is the
y
H
E
D
A&D game and computer products
I'm willing to learn
others
. I'm a 1
year·old male OM/player, a nd I'm
energetic when it
comes
to
role·
pla
Girls
are
welcome to write, too Hs
Gorbsky, 10 Hickory
Lane,
Garner
NY 10923·1906
Genera l I
am
not going to
make
it
college if
I
am forced by my
parent
move ALL
of
my 0&0 game stufT
when I leave. Therefore, [ am will
se ll my ENTIRE collectio n of modu
rule books, and everything e lse. A
everything is in mint cond ition,
so
even
shrink-wrappe
d.
This
stufT w
very
cheap, so call or send me a SA
today. Contact: Elton
C 'I\vork
, 32
Appleton Road, Scottville. MI 494
phone 616·757-2647 or
61 6
·757·394
General
Looking for
players and g
masters to s
tart
PBMs for the AO&
ga me, MARVEL SUPER HEROES
game, TOP SECRET/S. I.
...
game, P
noia, and
Star
Wars. All
agcs
welc
Contact:
Mutant
Foddcr, 141 Cam p
Ave., Yorkville,
NY
13495.
site of this event. It will rea tu re ro
playi ng, board games,
and
miniatu
battles. RPGA Network
AD&O tou
ments include
Grand
Mast ers, Mas
and Feature, and a benefit event. S
cial
guests include
Jean Rab
e, RPG
Network Coordinator. Preregi
st
rati
$15 and includes three free games .
a SASE with all inquirics to: Conn
c/o Hobby Center, 366 Main
Street,
Danbul'y, CT 06810.
OurCon
2, April 20-22
This
gaming convention will be he
the campus of the Universit
y
of No
Carolina in Chapel Hill.
This
year
will
ofTer three
RPGA Network sa n
tioned AD&D game tournaments.
Please
send a SASE for regi
stra
tion
materials. Write to: OUl'Con 2, 605
Jone
sferry Road, Box
SS
·7 ,
Carr
bor
NC 27510.
Craw ley Fest-Con 90, une 30
A gaming convention will be part o
annual Crawley Festival
in
Crawle
Engl
an
d. An RPGA Network tourn
ment will be among the
fe
a tu red ac
ties. For more
information,
contact
Crawley Fest·Con, 36 Deerswood R
W
es
t Green, Crawley, England, W
es
Sussex,
RHU7JN.
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About the Cover
A
s
hip
co
m
es out of hyper
space to
lind
itse
lf bomba rded by well
a rm ed sate llites, kicking off our
science fictio n series.
Art by Kevin Ward.
p
Publisher
Jack
B
euttell
Editor
J ea n
Ru
be
Associate
Editor
Skip Williams
Cartograph er
Guy McLimore
Production
S taff
Angelika I.okotz
Paul
H
anchette
Sylv
ia
Deering
Sharon Simonis
Debbie Pou
tsch
o L
ron ·
NEWSZINE
Volume
10
. Number I
Issue
51, January. 1990
SPECIAL
MODULE
FEATURE
1 0
T h ~
Caves
of Conf
ect ion -
by Ri
ck
~ i d
To sa tisfy a town's sweet tooth, a band of brave adve
nturer
s must face
the
forces that lurk within
the sugar
mines in this scenario for
the
A O ~
gam
or the O&D '
game.
Ill ustrated by
Jame
s Holloway.
FEATURES
7
The BOOT HllL Game -
by
Steve
Wjnter
Get rea
dy to d.
·u
w, pardner, this Wild West role-p layi ng game is b
eing
re -released in a bigger, better fo rmat.
a
On
A Roll
Dice
manufacturer
Lou Zocchi wanLS
to make
a
24
-sided die,
and
he
wanLS
RPCA Network members to give h im a reason to do it.
16 The Living City - by Wes Nicholson
The Network's
Au
stra
lian Regional Director gives us The Downunda
Patisserie, a ta steful Havens Bluff business.
8 Do You Speak Togo? - by Thomas Kane
This fantasy language based on J apanese will fit into
any oriental
role'play ing game.
22 T h ~ New Rogues Gallery - by Skip Olson
and
Lonnie Matney
Sandor the Smasher, dwarven king of Shalimar,
and
his
war
ham mer, Havoc
arc bad news fo r giunl.s a nd a powerfu l force for good.
23
The l iving
Galaxy
-
by
Roger E,
Moore
The
editor of DRAGON I) Magazine begins a column dedicated to science
fictio n r ole p
la
ying games.
27 Spy School - by
David
Myhre
Agents
attending the
O ion Academy
can
learn new skills unde r
the
direction ofcr8ck Orion operaLives.
EDITORIAL
4 Notes From HO -
by
Jean Rabe
Th
e Network is kicking ofT
the
New Year nd
the
beg
inn
ing of its 10th year
in operatio
n-wi
t h a membershi p dr ive_
S
e t t ~ r s -
from
the members
DEPARTMENTS
2
9
Classified Ads and onvention
Announcements
With Great Power - by William Tracy
A lesser-known division of
The
Avengers, called The
Great
L
akes
Avengers,
prese
nt
ed for your
gami
ng pleasure.
Inside
Front Mailer
over - Membership Form
Back Mal ler Cover - Tournament Request
Form
y
H E D
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Notes rom
Q
It s Time For The 10 Year O ld
To
Grow
.
POLYHEDRON
- ---
-
p
o L
Ringing in 1990 is a
special
occasion for
the RP
GA'
Network
because
it
marks
our 10th year in operation. Th e Net·
work
h as change d
during
those years,
contin ually fi
ndin
g better ways to
serve
the members by offering more tourna-
ments a nd programs and by providing a
Newszine to m
eet
the needs of players
and jud
ges.
We're not quite
satisfied
yet. We're going to k
eep
working to
make
the
RPGA
Netwo
rk
better and
str onger. And we re goi ng to need your
help to
accomplish that.
The ma nagement
at
TSR, Inc . founded
th
e
RPGA Network
in
19
80,
and
ap
pointed
Frank
Mentze r the first Net·
work Coordinator.
The
first i
ssue
ofthc
Newszine, at
that
time called the
RPGA
Newsleller came
out
in the summer of
1981.
I t was
a IB-pa
ge
black
and white
quarterly magazine.
The
Network was
quick to involve itself in tournaments,
offering
Network
members
hips as
prizes
at convent ions such
as
GEN CON®
Game
Fair and
GEN
CON®
South
Game Convention .
Kim Eastland was
the second Net
work Coordinator, and during his te rm
th
e newsle
tt
er, now called
POLYHEDRON'· Newszine,
was
edited
by
Mary
Kirchoff,
who
is now
in charge
of TSR's book department. More
tourna-
ments were offered, and the Newszine
grew
in
size. Kim was followed by Linda
Krause, who held the position for only a
few months, and later by Penny Pe tti ·
cord, who implemented a formal
point
system for players
and judg
es
of
Net
work tournamen ts. 1 was
appointed
the
next Network
Coordinator,
coming
on
board
at
the end of March, 1987 .
Many of the Network s members have
be
en
with the or
ga
nization since
the
beginning,
and
have witnessed the
growth
in
our tournam ent program , t he
inception
of
RAVENS
BLUFF ·
,
Th
e
Living City,
and
improvements to
the
Newszine.
We
h
av
e
pi
ct
ured
a few of t
he
first Newszine covers
as
our contribu·
tion
to Network
no
stalgia.
We want to
celebrate
the Network s
an
niversary by doing something special
at GEN CON®Game Fair (we re not
revealing
what yet), and by s ponsor ing
a diff
erent contest
in each issue of
th
e
Newszine that comes out th is
year
. Our
first contest is:
y
H
E o
The 1990
Membership
r v
Remember
several pa
ra
graph s ago
when I sa id we needed yo
ur
he lp t
make
the Network
become bigger
st ronger? Well, here s yo
ur
chance
your
part
and reap
some rewards.
prizes we
arc
offering
are grea
t. A
everyone
who recruits a
member
w
Bu
t, please, don t
participate
beca
the prizes-
they re
just
our
w
ay
of
wa rd
ing
your efforts.
Participate
h
cause
you believe in
th
e
Netw
ork
want to
co
ntribut
e
to its
s uccess. I
maintained th
at
you only
get
out o
organization
what you put into it.
hope you take the time
to
put a lot
th is membership drive .
The
Netwo
needs more
members
so it can be m
of a force in
the ga
ming
in
d
ustry
w
wide. In add ition, more du es·payin
memb
ers
e
quat
es
to
more mon
ey
m
ing the Network can better its pro
and
produce more
produ
c
ts
l
ike Th
Gateway 1b Ravens
Bluff
,
The
Liv
City, which
pr
e
miered at
l
ast ye a
r
GEN CON
®
Game
Fair.
La
st yea
r
s membersh ip
drive wa
as
successful
as the
Network had h
We divided
th
e world
into
se
vera
l
r
gions,
ofTer
ing priz
es
for
each
regio
and giving
as
t he gr and
prize
a tr i
GEN CON
Game
Fair. We
r
e go ing
t ry something a little
diff
ere
nt t his
time, someth ing that won t put
as
a drain on the Network s budget y
will benefit everyone
who parti
cip
Rules, Regulations. Etc .
The con t
es
t will run from January
March
30. All membership
forms
p
marked by March 30 will count. Al
members of
th
e
Network,
includin
those
who
are recru
ited dUring
the
contest time frame ,
are
eligible to c
pe t
e
in the
membership
driv
e. Th
e
side front mailer cover of
thi
s issue
a membership form, wh ic h you can
photocopy an d give to pros pective m
bers. Plea
se
note the sponso
r li
ne o
bottom of
the
membership fo
rm
. Pu
your
nam
e a nd member
sh
ip
numbe
th is line on
each
f
orm
you g ive a pr
spective member.
This
is how
HQ
w
determ ine who brings in the most m
b
er s
. Do not collect
the
forms or m
Continued
on page
3
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etters
Memberships, Money.
And
Missives
Every time I rend th is ma gaz ine
r
feel
guil ty because I don't send you submis
sions. So, I am se nding you th is letter.
Maybe so me of
the
rolc-players in the
U.S. don't know th at in
Spain
we playa
lot of games, and
that
some
games are
tran
s
la t
ed into Spanish, such
as the
D&D®game, MERP, RUNEQUEST, and
CALL OF CTHULHU. In fact, there are
people here who have played role
playing games s ince
the
begi nning, and
we even have
the
original
0&0
game
fir st edition rules.
The reason for the absence of Spanish
members
in
the
R P G A
Network is
that
in the Spanish ed ition
ort
he
0&0
game
, there is
n't any
pu blicity
about
the association.
Xavier Garriga
Ba rcelona ,
Spain
Th
e Network has
members throughout
the
world and is
be8inning
to set up
Re
gion
al
Directors in other countries.
Th
e Network even sponsored an interna
tional tourlla
men
t for members at last
summer s GEN CON J Game Fair. But
you re right, Xa vie
r
we hovell t been
publicized e
nough out
side
of
the United
States.
We
re
working
to change that, however,
through our
d v e r t i , ~ e m e n t s
in
DRAGOND Magazine,
by
sponsoring
Network lourflaments through TSR
distributors
in. many
COllfl/ries,
and
setting up overseas branch es. Such
branches already exist
in Finland and
Norway.
During the next several
months
you
will see more of
our
efforts to get noticed
around th
e globe. And
we
d be
happy
to
receive
publi
city suggestions from our
members.
I write
th
is l
ette
r to
protest
y
our
member
shi
p fees. American members
pay considerably less for
members
hips
than garners in
any
ot h
er
country. As
far as I
can tell,
there
is no r
easo
n for
th i
s.
While mailing costs
are
slight ly
higher to foreign
countrie
s,
this
does
not account for
the
dramatic difference
in price, not to mention
th
e loss of spe
cial offers. Does air mail really cost $20
more in postage? For only six issues?
DRAGON®Magaz ine ha s a flat ra te for
the United States and Canada and a
p
o
L
price of $20 more for a foreign
subscriber.
' bny Pace
Canada
7b begin with, U.S. Network member
ships always ha
ve
been lower pri ced
because we mail bulk, that
is a
U.S.
postal rate that is about the
eq
uivalent of
fourth-class and requires the sender
to
haue a minimum
of2oo
pieces
of
mail. III
addition, international rat
es
vary baRed
on distance. For example, a Calladian
one-year membersh ip is $22, while a
membership sent surface
to other
countries is
$25.
Renewal rates are a little
Lower because we do flot ha
ue
to contend
with the price
of/h
e member
shi
p kit that
each new member gets. Further you must
consider that it costs more {or
us
to
a membership
kit-complete
with pin ,
card, certifical.e, and other materials,
than
it costs to
one Newszille, which
is another reason
why
postage costs alld
membership costs vary between renewalR
and new memberships.
The membership form on the inside of
the mailer couer of/his iSSlle li
sts
a va r i-
ety
ofplans
with different
pri
ces, which
we hope
will
be
mor
e
accommodating
10
our member
s.
In addition, we mentioned
in
response
10 Xavier s letter above
that
we
ar
e work
ing
to set up Network branches in CO W
t-
tries.
We
hope
this
is One
way
to bring
down
the
cost
of
niernatiOlwl
memb
er
sh
ips.
Needing An Incentive
I
jus
t finished reading Alan Block's
letter in issue 149 ,
and
I would like to
put in my two cen ts on the top ic of
th
e
past RPGA Network membership dr ive.
Every state seems to have local conven
tions
of
some type, a nd f
or
most me mo
bers GEN CONS Game Fair is only a
couple of
days
away by
ca
r. Tha t is,
unless, you live somewhere like
Hawaii.
For the past
th r
ee
years I have been
stationed in Hawaii , and for
the
pa
st
two years I have tried earnestly to form
a Network club.
The
response
ha
s been
abysmal. My fault? I
think
not.
Consider that mo st ofOhau is mili·
Continued
on
next page
y
H E D
1_\ \
""' """'"
POLYHEDRON-
Newwne (the
ollClaI
newslell(
01
TSR. Inc's ROLE PLAYING GAME
ASSOCIA
·
TION"
Nelwork) IS
publIShed
bo ·
monlhly by fSA.
Inc The ma1bng adchess lor
all
cOf'
espOndence
PO. Box 5 15. Lake Genella.
WI
531 47, Tele
phone'
(414)
248
·
3625
POLYHEDRON
Newszone oS
ma il
ed I,ee to a
RPGA"
membe rs
US
membershop ra
les
are
$15
flCr yell ' (bulk
mao
del,ve,y
only). IOfClgn rates ar
$25 per year (su ,face ma
il
) Of $4
5
per yea r
{all
m l l r ~
A
pflCCS
Jre subject to change wdhout
MI '<.:e
Ch,mges
of address for the delillery 01
membership ffii; Crrals must
be
,
ecl)llled
at leaS 3
days
prOOf
10 the
elfechve date
o l
he
change 10
'n sure J f \ , r 1 t - ~ r u p l e d dclivery
POLYHEDRON News.zrne wek;omes unsobcrt(
s-ubmiSSIOflS 01 wr<t\etl r n a t e r ~ and artwork,
No
r ~ P O n $ > b o
lor
such
s-ubmiSSlOfls C3n
be
as-
5UfTlC(j
by
lI e
publlsh r ,0
any
£ \Io
n t
No submrS'
SIOIIS
NIl
be
r"'"rned
unless accomparved
by
a
s e I I · a o o r ~ .
Slarnped eoveIope
0/ SUfliclenl
..
U ' ~ spocoa ,mar{ICfT.lI<I s
10 tie co."II'ary
ar
:naae::r or to
publicallCl" .
mllle als 5O.bmo1led
10
me Pt.ruhsher lor PI.bhC3liOO 'n POlYHEDRON
NewsLone are
accep1e(15OIeIy upon
The conGlIOO
tl>al the
e < > a < s
mily be ed.led aoa published oro
POlYHEDRON Ne-.o.-s.zrne or
used
III RPGA'"
Neiwork ,....o<;l·o ed
loornamenls
. convemoons.
and
eveoIs
wrthout COSI to the Pul:*sher. AI OCher
outoclll.OO fights may
be
reserved by the authof
c.r.eJ)ll lat. upon pubhcatoon.
the
Publisher IS
9 . ;mled 3 I"SI lighT 01 reiusallO
pu.d\ase
any and
$ir.1C:1 puU>(;ai Of1 f' 1llS
offered
IOf sale
by
The
,hot So:e y 10' p.lI))OSeS 01 SUbmoSlOf1S 101
oubIocm'Cl1 11 POlYHEDRON N( wszine
and
upon
proo< wllnen
ag reement .
au1hOfs
may
be Qramed
r K l , , · e c ' ' ' l I e
,iglll
to
"SII
TSR
copynQhted
maTe-
r• ,; y, fh propnr x ~ n o w : C ( o e m e n T . hOlNal/er. any
USI 01 SU'1
c ~ y g h l e d
ma
terial rn
lhe subm
o
sio
beyond tI,e
f\l
w"",,
rr.e without TSR's l
ur
th
er pr>Ol
VI/Hell appro',al
os pr oh b.1ed
In
100
elle;"ll an a,t:cle
subm:
tle d 10' p\Jo:'crUOO r1
POLYHEDRON Nc ,,"'U ;ne CO"t3'I1S ma:oILal COpy'
rrghte<.J hy
,SR.
Ir.c .
10
sucl'o an
c xt
o'll as 10 make
rl1Il1[)facl ;calto sep;lrate thO'S" ma:errals hom Ihe
submrS&:on. T$R Vi:
relaU1 copyr
,Uh
'
ownersh ip 0
lhi
art.cH:
upon subffi'SSlon lor
put;rk..ilIO()(l.
f lo-Never.
of
TSA rT\fl kes uw
ot
Iho mat erialS
COOIa:rred on tile ande for My prO<' LICI 01 COtM1&
C,a/ puroose beyonrJ RPGA.'" NeTwork usa. TSR
w
OiIV
the
authO<
T
he
then <.:urren Icc lor
such
prO(1)cI or pu.pooo
k>r.ers
addressed 10
RPGA Nc1YriOf
k
01
to
SA.
Ir>(;
.
w
il. be COI,Sidcreo as submrss:ons
and
may be
prrnled
,n
wt-.oIe
01
rn
part at Ihe diSCIehOn
u1 he 00I0r unless the ser-.de< soecrlic."lIly ',-quesl
OIherwose:n ...
Unless
otlleN.-.sc
SlaTed
.
he
upot'llOfl$
exp,essed
m POlYHEOHON Nl'WS.{cne ate
those
or
ltd
ontJ:IIldlJai
aulhofs. and 00 J"Kl Il()(:eSS.;Ir;ly .e11ceO
Ine oprlK)flS
oIISR. Inc. The
RPGA ~ e { w o t k III t
""
doslgnales
reg'Siered
tradcma
l ks owned by
TSR Inc
desognales :radem<irkS owno d by TSR. Inc .
Musl OIheo prodUCl na.'T\e$ arc tmdemafk$
owned by
the
oompan:es po.rbfi<;h.ng those
oroduct$
Usc
01 me
name
01 any orodocl wolnouT
mcntron of Iradernmk status no
be
con ·
Slr
u
ed
as a
chatle"{le
O
such
slatus,
"'1990
rS
R, Inc . All R,ghls Aesl fved,
R
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6
tury personnel or their dependents. This
mea ns
that
t h
ere
is almost
nothing
th at
the RPGA'" Network can offer as an
incentive to join. Strike
one
:
military
personnel get
the
same 10 %
discount
that
RPGA Network members get.
Strike two:
there
are
NO
local RPGA
Network sponsored tournaments on the
island,
or
if there were they were the
best
kept secret
in th.: history of
man
·
kind . Stri ke
three:
convention space is
so expensive
that
there
are
no local
conventions.
Something
to consider is an increased
emphasis on member submissions. Arti
del . NPCs, ideas, etc. afC the cu rrent
S
t81)\e
of the POLY HEDRON'·
News:tine, but why n
ot
include an
er
·
rata column
fo
r RPGs?
In issue 149,
it was
stated that the
RPGA Network
must
become more of a
force in
the ga
ming
indu
st ry.
Perhap
s
expa
nding
the size of t he
POLYHEDRON Newszine by a few
pnges
and
s
tw
'l ing "Furum" C )
lum
n
to spur dialog between members would
ass
is t
in
th is
growt
h. Wh ile t
his may
seem trivia l to some,
the
POLYHEDRON
New
szi ne is my only
real contact with the RPGA Network
membership (and I know my situation is
not un ique).
Perhaps RPGA
Network submissions
could be put toge ther
into
a compu ter
udvt lltm'c
like
Pool of Radiance
or
HiUsfar:
With such a
game
put
into
general
distr ibu tion,
interes
t in the
RPGA Network is bound
to
grow.
Eric Scott Vaughn
Aiea, Hawaii
Eric,
to
our knowledge the Network
hasn t sponsored tournaments in Ha
waii, but let's work together
to
change
that. Convention
sites
are expensive, bId
there are places available-perhaps free
ofcharge-where you
could
set
up
a one
day gaming fe
st
for
a
start. Maybe
you
could use a place
on your
base. Some
military bases on the U.S. mainland
hold
Network
tournaments
.
Try
contact
ing
a
publi
c library or other public
building. By starling small, with a one
day event, you
at
least will meet
other
gomer
s
and
can work from there. Th e
Network
has
a pool o one- and two
round tournaments
avoilable for a vari
ety
o{ game
systems that are ideal {or
one-
day
conventions. Next, you men
tioned trying to start a Network club.
Thke
advantage of the
POLYHEDRON'
Newszine 's Classifled d service, where
you can submit an aduertisement look-
p
o
L
ing
for Network members in your Slate.
There's no charge {or the ad. In addi
tion, there is a Network play-by-mail
club which is still looking
{or
members.
It is: Dragonslayers Unlimited, e{o
Jeff
Young, 88
Mallard
Run,
Mau
mee,
OR 43537.
A s {or increasing the size
of
the
POLYHEDRON Newszine and putting
more emphasis on member submissions
(like we d id
with
last issue's larger-sized
anniversory
special), well, help
IlS
get
more members,
which means
more reve
nu
e
and we can do things like this more
often. In addition, the second Liuing City
prod/lct, which
has
been giuell the gree
light, will be comprised solely o{member
contributions.
Too
Many
Open
Thurnaments
Many a
member
has
ex
pressed t heir
troubles
, co mments, and tales about
the
Network
point
system, memberShip,
Hnd
the membership drive. I, lou, de·
cided to take the time to give feedback
and my own opinions.
Th e thing about being a member is
that you get to do all
of
this neat
stuff
(Le.
tournaments, co nte
sts, etc.> that
non ·members can t do . The problem I
sec
here is
th
a t
th
e Network h
as
opened
up too much. I mean in the way of tour
naments.
For
example: At the
19
89
GEN
CON® Game Fai r, 27
of
the total
36 RPGA Network sanct ioned tourna·
men ts
were OPEN
TO ALL. If you
ask
me,
that s taking
some of the private
privileges supposed ly on ly available to
us
as mem
bers. If a non ·member rea lly
wants to play in a tournament , he can
join
the
Network a nd see what he s been
mi ssing.
One reason that everyon Mr. Block
from issue
1
49 or lny others who
hav
e
written in-have failed to point o
ut
is
why
it's great to be a
member
: RPGA
Network clubs. People who a rc in Ne t·
work Clubs get a
tournament to play
in
at t he GEN CON Ga me Fair. Those
same
people got to help play
te
st the
AD&JY I2nd Edition
game.
Hey, I would
have loved to have play ested it.
As I n
ear
the end of my letter, I would
like to say the Network olTers more now
than it us
ed
to. I joined two
years
ago
a nd there wasn t an Introductory
Newszine or a fu
ll
-color
membership
pin
. If there are any doubts in your
mi nd why
you
shouldn 't join the Net
work, forget
them
.
Bill Black
Lex ington, K Y
y
H E
o
Bill, we open
many
tournaments to
generalgoming public at
G N O
Game Fair so people can
be
expose
Network euents, which hopefully w
prompt them
to join.
Also
,
the
Netw
is given sl lch
a lar
ge
area
at
the
go
{air
that
we probably couldn t
/ill i
solely with members. However, we
closing more events nex t year, and
memberlihip grows we
will
close sti
more.
A Special For Members
Jay
Tummelson, Li
nda Bingle,
and
have formed a company which has
quired
th
e r ights to a
number
of ga
products, including not on ly the
TIMEMASTER and S IAR
ACE
ro
pl
ayi ng games and modu les, but a
the SANDMAN
instant adventure
tery ga me
and
the WABBIT WAMP
and WABB IT S WEVENGE board
Our
company, 54
0
40 Orph
Inc., is st' \ing these prod
uc t
s by m
order
and
at
gam ing conventions.
have plans
to expand
th e available
modu les for the role-
pl
aying ga me
market a
TlMEMASTER board
ga
Naturally,
we also wilt be
working
tournament scenarios for our
game
systems sui table for RPGA Networ
sanctioning.
B
ecause
Jay, Lin
da,
and I have
s
fir st-hand again and aga in how mu
the
RPGA Networ k
and its
membe
ben
efit the
hobby
of
role-pl
aying
ga
ing
through
the
POLYHEDRON
New szine and t hrough sa nct ioned
na ments and product
s,
we
wa
n
ted
comp
any
to be the firs t
after
TSR
recogni:r.e
the
pivota l role
of
t he RP
Networ
k
and
discount
all retail ga
purcha
ses from
our company
to act
members of
the
Network. We even
extend thiA discount to sales of a n
vcmory ofC
H
1L
L r ole-
pl aying ga
m
and modules we have obtained, al
though
our
company did not obtain
rights to this system, a nd , thus,
su
plies
are
limited
to
existing copies.
Network
m
embers
need
only
show
the ir membership card
at
conventi
or include their membership numb
a mai l order form (avai l
ab
le from u
when
maki
ng a pu rchase to obtain
10% disco
unt.
Donald Bingle
Pr e
side
nt
54
40' Orphyte,
In
c.
PO. Box 2108
Naperville, IL 60567·2108
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The OOT HILL Game
For a
Few
Gunfights More
by
Steve Winter
In
the
n
ext
few
years,
TSR, Inc. pl ans to
republish some of
its older
role'playing
games in new
formats
.
One
of
these
classic
reprints" is the BOOT I L L
game, the
very first role-playing game
published after
the
game. The
release is scheduled for Octoher, 1990 .
In
stead
of
the familiar
box,
th
e pack·
age will be a 124-page soft·cover rule
book.
There
won't
be any di
ce or
counters
or a
poster.size
map , bu t the
page c
ount
u
p from
36
in the boxed
version-will let
us do some
expansion.
Garners who played
the
origi na l game
remember that it was a nicely
detailed
set ofrulcs
for conducting Wild
We
st
shoo t
outs
and brawls,
but the
role
playing
aspects
were a
bit thin
. This
new
edition
\the third, not counting
the
change of
art
on
the
box
as
a
separate
edition) will expand
the
rules considera·
bly and still leave room for one or two
adventu
res.
The BOOT
HILL
game h
as
been a
favo
rite
of mi
ne since I
first discovered
it, Getting
to
work on the reprint is a
real plum
for me.
I
began
revisi
ng
sec
tions of the game years ago (around
1983, I think
) for my own use, pr ima rily
with an eye
toward
speeding up play for
conventions. Those
changes were all
well-received by the people who played
th
em,
and
I
just kept
adding things as
time
went
on_When
this
project was
listed on the
schedule,
I raised my hand
and
said ,
I've
got a whole box full of
ma terial at home-give th is one
to
me
and
the
work's
half
done."
With
th
at for a
lead
-in, yO I1 a re correct
in a
ssumin
g
that there
will
be :Klme
changes, Let me summari ze
th
e most
important
points.
The
percentile dice which
WCt'
C used
throughout will become a 20-s ided die.
With only a few exceptions,
eve
ry num
ber used in the game
was
di visible by 5,
80 this
change
has no effect on anything
e x ~ p t speed of play. P lus,
with
only one
die to roll. it will fall on t he floor or bowl
o,'er the miniatut-es
only
half
as
onen_
Slrangely enough, of all
the
change
r
plan to
make
, I expect th is one to get the
biggest reaction, g
ood and
bad. Some
people
are
very attached to the
ir
percen
ti le dice;
I'm
not one of
them
.
p
o
L
The
old characteristics of Speed,
Gun
Accuracy, Th rowing Accuracy, Bravery,
Strength, and Expel'ience are replaced
with
just
four: St rength (physical power
and
stamina),
Coordination (speed and
dexterity
),
Observation (
mental
sharp
nes.' and alertness),
and
Luck (that
inta
ngible so
mething that
keeps
some
peoplt, alive othel' s are moving
into Boot Hil \). Th e first three a
re
deter
mined
almoiSt identically to th e original
characteristi
cll,
except with a 20-sided
d ie. Luck is determined
by
rolli ng a d20
and divid ing by 2. Anytime one of these
character
istics is
ca
lled di
t"l-ctiy
into
play, the plnyer roll:; ld20. A res ult
equal to or les '> thtln
th
e charucteristic
score {which might
e
modili ed by cir
cumstances l weans success, while any
thing l s ~
menns fa il m e of one sort or
Imother.
Fast li nd eHSY
nre
the
key
goals.
Each
stat·ting c
haracter
also
gets
to
choose three skil ls from a list of 52 work
skills
and
five weapon skills. Work
skills
are
those related to e
arning
a
living in
the
everyd3Y world: assaying,
cow handl ing, gamb ling , and saddle
ma king,
to
name just
foUf.
Each of
these
skill s
ha
s a
IIco
re s
imilnr
to a
charact
er·
istic score , determined by modifying a
Id20 roll. Wo r k ski ll s
arc
u
lle
d
the
same
way
charucl
er istic scores are . Weapon
skills, on tht1 other hnnd, always start
with a score of
I
A character's weapon
s kill score is added directly to the appro
pr iate characteri
stic
Co
t'e when
the
c
haracter us
es
that
weapon.
The
five
weapon skills are r ifle, pistol , knife
swo
rd
, bow, and
br
awl ing.
The game is intentionally unclut
tered .
One
or the m o C<lmmon com·
pla ints about the old BOOT HILL rules
was
how t hey bogged down ill a gun
fig
ht
involving more
than
two charac
ters_ A
wester
n
gu
nfight
should be
fast
and furious, not llow and plodding. T h ~
game, after al l
, is
ahout
g
unslingers
with
l i h ~ n i n
rcflexes, not pikcmcn
dueling in a bog. The game
has not
been
simplified for the sa ke of beg
inner
s or
youngsters (though keeping
it
simple
can ' t hurt when
new
pla
ye
rs
are
needed
).
Instead, it's been streamlined
to
keep the important action moving at
a
sharp
pace.
The
proposed outline for the book
(with
explanatory notes) follows.
y
H E
o
C
hapter
1: Creating Characters (j
what you expect).
Chapter
2:
Gunfights (no sense wa
ing time, let 's
get
to
the
s
tuff
eve rybo
wanttl right away ).
Chapter
3: Fistfights (actually,
th i
chapter covers
all combat
that doesn
come under Gunfights,
including
bra
ing, knife fights,
and
explosives).
Chapter 4: The Wild West (this is a
s hort his
tory
lesson on
the
American
West
as
it
really
was and as Hollywoo
and
some great western writer
s have
portra
yed it ).
Chapter
5:
H
orses
(yes,
they get
a
chapter of
the
ir
own-
hor
ses
have ch
acteristics and can
learn ski
ll s
ju st
li
characte
rs
,
and
a good one is mighty
important).
Chapter
6:
Cavalry Indians
(
and
all sorts of
other
NPCs-
not
everyone
was a gunfighter).
Chapter 7: The Western
Campaign
(this may be
th
e most
important
secti
of all t includes tips on how to start
your campaign, how to keep
it
going,
what to fill it wi
th
, how
to
resolve pro
lems, and
where
to find new ideas).
Chapter 8: ? ? ? ? (this one's a sur
prise
th
a t
I'm not ready to
unveil yet,
but it will set this game apart from
everyth ing else like
it
).
Chapter
9: Adventures
(the
se may
reprints of some classic
modul
es
lik
e
allots
and
ullets
or urned u
sh
Wells 01
tournaments
from
pa
st
GEN CON
e Game
Fair
competition
s -
th
at decision is still
open).
Appendix
: Promise Ci
ty
and EI D0
r ado County (even
though
we ca n't
include a poster·sized
map
, we can
pu
in a good assortment or building
layo
suitable for photocopying and
arrangi
however the referee wants, plus
th
e
campaign map
at
reduced size).
That
's
t h ~
plan,
at
lea
st
so
far
, W
e'r
nlways
interested in hearing
what
ou
customers
want,
however, so
don't be
stingy with your stamps_ We
do care
what you
think, even if
we c
an
't
re
·
spond individually to
every
l
etter
. So
you have
an
opinion, let us know. We '
always here
when
the mailman
rin
gs.
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8
n Roll
A
icey
Contest for the Membership
Lou Zocchi and his dummy, Woody,
pose during a visit
to
HQ.
For years, dice
manuf
acturer Lou Zoe
chi h
as
been looking for a n excuse
to
create a 24-sidcd
di
e. A few
tab
les in t he
D D 2nd Ed ition Game h
ave
24
entries; n
ot
cn
ough
to
j u
st if
y
an
expe
n
sive mold for a new
di
e .
Undaunted, Zocchi, president orGa
me science of Gulfport , MS, still
wanted
to make
the
die. So he approached lhe
RPGA'" Network,
asking it
s members to
create uses for his new dice.
Th e
Netw
ork is complying by sponsor
in
g 8 conte 'll. Zocchi ill providing the
pri r.e 24' liided d ice will
e
give
n
to
th
e
win ners before the dice go
on
sale at
mnjor
co
n
ventions
t hi s su mmer.
Specifics on the contest are presented
at
the
end of
this
article.
Zocchi , whose company exhibits a t
major gaming conventions in
the
U.S.,
produces 4
-,
6., 8
., 10
-,
12
-,
20
-,
a nd 100-
sided dice.
Zocchi maintains he ca n make a die
wit h as many sides
as he
wa
nt
s. " I was
at ORIGINS at Ba ltimore one year,
Zocchi recalls. "1 w
as
w l k i n ~ by t he
Ar mory booth a nd I h
ea r
d someone
ta lk ing a bout ha ving a
30
·sided die by
GEN
CONe
Ga me Fa
ir
. I went
home
and
got some cardboard . I cut it
into
all
kind
s of sh
apes
to
mak
e a 30
-s
ided die. I
cou ldn't do it. I went to GEN CON
p
o
l
Game Fa
ir,
and
there wa s t he 30-sided
die. I was fil led with admiration
.
Zocch i t hought a IOO·sided die would
be more market
able
, so he began work ·
ing on one . He s tarted by purchasing
several golfball l an d
counting
the dim·
pies
to
see if a lOO-sided die could be
made like a
golf ball.
But
most
ball
s
have
348
dimples,
not
a multi ple of 100.
Zocc
hi's d
etermi nation
eventually
prevai led, a nd
hi
s
lo o
-sided Zocchihe ·
dron hi t the
market,
I solv
ed
it me·
chanicall
y. It's si mple.
But
it's
an
indus tr ia l secret I don 't sha re. The first
time
I
laid it out
I
made
a 79·sided die.
With one
minor ad
jus tme
nt
I made a
l oo-sided die, I have
mad
e 50·sided
di
ce.
Now r want
to
make a 24·sided die .
Zocchi has mad e
improvements to
his
IOO·sided di e to
mak
e it more
random
.
The improved die goes on sa le th is
s
prin
g.
Zocchi's company h
as
been manufac
tu r ing dice for about 10
yea
rs. He has
turned the work into a science by p
ro
ducing dice he
claims
are more un iform
a nd more t ru ly random than dice pro
duced by ot her manufacturers. He ex
pla ined t h
at
some c
ompanie
s take the
dice
out
of t he molds, dip t hem in paint,
and
then toss
them
into something
si milar to a rock polisher. This
round
s
the
edges
on
all
th
e dice and
leaves
the
paint
or ink in the numbers so
all
th e
numbers can e clearly read. Zocc
hi
says
th
e t umb ling
pr
ocess unevenly
shaves
materia l off a die and makes it
te nd
to
ro ll ce
rt
ain
numbers mor
e oRen.
" We ink
our
di(. C by hand , he sa id ,
" It 's labor intenRiv
e,
but
it leaveR the
edges sha
rp
a nd crisp , which
th
e
edges do what they're supposed
to
do,
absorb
energy when t hey roiL"
or
c
ou
rse, his dice are more ex pensive than
round
-edged dice,
And
since ma ny
garners
choo
se
not to spend
the extra
money Zocchi a lso stocks cheaper dice
from other ma nu facturers.
Zocchi got
hi
s first
ex
posu
re Ul
ga m·
ing wh
en
he was s tationed with
th
e
U.s . Air Force in J a pa n in 1959. " I saw
an
ad in a
Sear
s and Roebuck
catalog
for a Gettysburg
ga
me. I wond erd who
would
want
Ul play
The
South, The
South would have
to
lose."
But
Zocchi
boug
ht
the game
and
discovered
the
action in war games didn 't necessarily
repeat hi
sto
ry,
y
H
E o
Several years la ler Zocch i becam
ga me te s ler for Avalon Hi
l l
,
ed
iloo
wargame magazine , The General
created
his own
game, Boule of
r
The game
was
published , s hi ned
hand
s
between
gam e com panies, a
finally came back to Zocchi,
who
p
chased the company Gamescience
began to cr
eate and
se ll his own ga
Zocchi ha s interests o
th
el'
th
nn ga
ing. He is a jazz musician, pl ays
th
e
s a ventriloquist (when his frie nd W
IS prese nt), and is a stage
ma
gicia n
i
ce
Co
nt
st Rul
es
Eac h entry must c
on
s ist of a table
24
item
s. Anything goes if it is
tast
tr easures,
combat ta b
les, ra ndom (
c
ur
ences, business inven tories, ct.
A ta ble mu
st
fit into one of
th
e
fo
ing ca tegories: medieva l/h istorica
rantasy ; science fiction;
es
piona
s u
pe
r hero ; ho rror; or hum or.
The contest is open
to
a ll Network
me mbers, a nd each member can sub
as
many tables as
he wants, Howev
each table must
e
on a se
pa rate
sh
paper. It is all right to include sever
e ntries in t
he
same envelope, All en
mu st
be
typed, double spaced. Co
mp
pr intouts
are
acceptable if
they
can
t llsi ly rea
d.
All
entrie
s become
the
p
erty of the RPGA Network. The bes
entries will e published,
The deadline for submitting ta
is
May 1s t, 1990.
The Prizes
Th ere will be up to 100 winners (
Zo
makes lots of dice and we want to g
away lots
of
prizes). So, while mult
entries
increase yo
ur
c
hances
to wi
th ey w
on '
t garner
you
more th a n
24-sid
ed
die.
In addition, the first, second, a nd
third place winners will rece ive a
ge
m"
loo
-sided Zocchihedron, whi
not
yet
in production.
And
,
th
e RPG
Network will give the fir st place w
a year 's extension of
hi
s
or
her
Netw
members hip,
and
will give
th
e seco
an d th ird place
winn
e rs a s ix·month
exte
nsio n.
Send all entries to: Dice Con test
RPGA
Network,
P.O.
Box 515,
L
Geneva, WI, 58147.
R
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The Great Lakes Avengers
by
William
Tracy
The MARVEL UNIVERSE · is ever·
expanding,
and
one such expansion is
The Great Lakes Avengers, a lesser
known
chapter
of the Avenger
which
watches over
the
midwest .
In
addition
to the new
superheroes
listed below,
the
team
also
has as members Hawkeye
and Mockingbird.
Big Bertha
a.k.s. Ashley
Crawford
F A S
E R I P
TY TY GD RM TY
GD
TY
6) 6)
( O) (30)
6) (10)
6)
Health:
52
Karma:
22
Popularity:
1/0 outside
the
Great Lake
s
Resources:
RM
30)
Talents:
Unknown
.
Powers:
Alter
Ego. Through some
as
of
yet unknown means, model Ashley
Crawford is able to increase her body in
den
sity
and size. As Big
Bertha, she
has
a
weight and
body size
that
rivals
the
Blob. While in this larger form, she has
Amazing Body
Armor
against
physical
attacks
and
Good Leaping Ability.
As an
estab
l ished power stunt, Big
Bertha can catch bullets or blunt weap
ons
that are thrown at her in the fatty
folds of her dense flesh. She can then
expand
her muscles, causing the caught
projectiles to fly back at her assailant.
Th hit her assailant she must make a
successful FEAT roll on
the
Good
column. This attack only does a
maxi
·
mum
of Good blunt
throwing damage
.
Background: Very little is known
about
Big
Bertha
s
background
except
that she is a successful model
in
her
Ashley Crawford identity.
She has
con
tacts
in the
fashion world.
She
has not
demonstrated the use of any partieu
lar
Talents.
p
o
L
Mister
Immorta
l
F SERIP
RM EX G EX TY GD PR
(30) (20)
10) 20 )
(6)
10)
(4)
Health:
80
Karma: 20
Popularity:
11 outside the
Great Lakes
Resources : Unknown
Talents:
Martial Arts
Band E, Acrobat
ics
and
Tumbling
Powers: Immortality, Unearthly
rank.
Berserker, Good
rank
.
This
power
allows him
to
add a + 1 CS to Fighting
and
Strength when it is in effect.
Background: Mi
st er I
mmortal's
origin
and background
arc
unknown. He is
slightly mad and suicidal, not hesitat
ing to take wild risks in a fight.
Thi s
unbalanced
state
of
mind is prob·
ably caused-at least in
part
- by his
Immortality powers. He is short tern·
pered,
and
he usually enters a berserk
rage
when fighting someone who
has
ju st killed him .
Dinah
Soar
F A S
GD RM TY
(10)
30 )
6)
Health: 56
Karma: 22
E R
GO TY
10) 6)
Popularity: 110 outside
the
Great
Lakes
Resources:
Unknown
Talents Unknown.
I
TY
6)
P
GO
(10)
Powers: Flight. She can maintain
Typical air speed because of her wings.
Sonic
Generation
, Excellent rank. Her
hyper.sonies also can be used to disori·
ent or
calm
a person.
Background:
Dinah
Soar's past
and
origin
are
a mystery. Her odd physical
appearance
could indicate that she is a
mutant
or
a non·human. She is
not
able
to communicate verbally.
She seems to have a fondness for Mr.
Immortal.
H E D
Doorway
F A S E R I P
GD TY
TY
EX
TY
GD
I
(10
)
6 ) 6 ) 2
0) (6)
(1 0
)
(4
Health: 42
Karma:
56
Popularity:
11 outside the
Great Lakes
Resources:
Unknown
Talents:
Unknown
Powers: Fl i
gh t
, Feeble
rank.
He is n
able to
carry
anyone
while he flies.
Teleport
Other
s.
Doorway
can
some
how
cause
his body to become a
gatew
between two points in space. Only
normal·sized living beings
can
move
through
Doorway to
use
him
as
a tele
portation gateway.
Wh
en he is in his
ga teway form he only can be harmed
mystic,
mental,
and energy
attacks.
H
cannot
move
or
take any other actions
while people
are
using him as a telepo
tal.
This
ability has a Remarkable ran
power.
Background: Unknown
Flatman
F A S E R I P
TY
GD TY EX EX GD G
6) 0 ) 6)
(20) (20)
0 )
Health: 42
Karma: 40
Popularity: 110
outside
the
Great Lakes
Resources
:
Unknown
Talents:
Unknown .
Powers: Enlongation, Unearthly ran
Plasticity, Remarkable rank.
Body Armor, Remarkable protection
against physical attacks.
Duo-Dimension,
Remarkab
le
rank.
Flatman truly is nat.
Background: Fl
atman
is the Deputy
Leader of
the
Great
Lake
s Avengers.
Nothing else
is known about the hero.
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1
The aves
o onfection
p
An adventure for 6
D D®game
or AD D®game characters,
levels 1-3
Illustration by James Holloway
o
L
y
H E
o
by
Rick Reid
Notes for the
OM
Thi
s ligh
thearted
adve
nture
is
des
for six l st-3rd level Basic D&D®
g
characters. Statistics for
AD&D®
g
monsters also are provided for OM
wi sh to run t his adventure
as
an A
game scenario; AD&D game sta tis
appear in shaded
area
s.
At
the
beginning of
th
e
adventur
is assu med
the
PCs will come to
th
Keep at Ongoin, intendin
g
to
rest
buy provisions. However, you shou
feel free to concoct another reason
the PCs to go there
if
it
8
uits your
better.
Introduction
Even the most stalwart band of a
venturers must stop sometimes fo
rest and provisioning , and accord
to
you r maps, the nearest city is t
Keep at Ongoin .
The Keep
at
Ongoin is
much
lik
eve ry
other
heavily fort ified city
you
have encountered in yo
ur tra
ci
s. The st andard
high,
thick
s
ton
walls surr
ound the town, a nd
the
only
e nt
ran
ce is a
pair of barred
wooden
ga te s.
Following
st a
ndard procedure , y
a
ppr
oach
the gates
a
nd
s hout for
entrance. After a wait of
aev
eral
minu
tes, you shout again.
St i
ll no
response. Getting imp
atie
nt. you
dismount and
bang
on t he gates.
Almost immedi
ate
l
y,
a muffled vo
from the other side replies, " Wha
t he password?"
Part I : Keep Ongoin
After the PCs
have
taken several
gu
esses
at
the pa
sswo
rd
, a
noth
er m
fled voice responds, "Try 'Pancake.
someone in
the party
r
eplies
"P anc
both
gates
swing open r
evealin
g
an
e mp
ty
cobblestone st reet leading in
the
center of town. If
the PC
s
pass
through the gates, they
are set
upo
a mob of villagers shouting
"S
weet
Swee t
s
Give us your sweets " A m
more t han 200 r us h from
their
hidi
places behind the open gaLes, swa
rm
over th e PCs, pull them from their
horses, and rip th rough their packs
clothing.
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Villagers
(207):
AC
9; HD
1;
hp 3 each;
MV
120'(40');
T
1; 0 special; Save
as
Norma l Huma n; ML 6; AL N; XP 5
ea
ch; SA hit ind ic
ate
s
grab
and hold
until victim
makes an
open d
oo
rs roll, if
th
ree or more villagers hold a victim he
is
pulled
down.
~ 10; HD 1; MV 12; .;'AT 1; Dm g
l
Pummel/wre;;tre; THACO
2/); rnL
Ave.
8·10);
SZ
1\1; AL
NC (but cfUzed);
Xi>
L5
eacb
J
---- - .__ - - ---
After several mi
nute
s of this mayhem, a
shrill whistle bl ows and a troop of
g
uards rushe
s into t he melee, pulling
th
e villagers o
tT
th
e
charac
te r s
and
beratin
g
them
:
Leave th
em a lone;
the
y' r
e tourists " When
the
g
uard
s have
su
cceeded in
disentangling the last
vi llager from t he rnckus, a portly gen·
tleman
with a
long-,
cu
rlin
g
white
mus·
t ache approache ; the
part
y.
Turning
to
the village
rs
, now shnffiing a round with
downcast eyes
:tnd guilty
looks on
their
faces , he says, " Is
this any
way to treat
guests? I'm ashamed of you Now
I want
you to apologize to
these
nice people
right
now " Severa l of
the
villagers
mumb le insincertJ apologies whi le
the
gu ard
s help
th
e PCs
up
, d
ust ofT
th eir
clothing,
an
d hel p t
hem
ga
ther up
th eir
belongings . While
th i
s is goi
ng
on, the
villagers sli
nk
away, occasionally giving
the
pes a
hungr
y glance.
When order
ha
s been
re
s
to r
ed,
the
portly gentleman introduces himself
as
Farfel, mayor of Ongoin,
and
a pologizes
to the
group
for
the
actions of
th
e towns·
people. Theil with a wistrullook i
ll
his
eyes, he asks,
Ah,
you
don't
happen to
have any gumdrops, do you?
When
the
party ha s rep li
ed
in the
negative, t he mayor gives a
lo
ud sigh
an
d says:
Ah, I th ought not. Oh welL Pl ease,
let me escort you i
nt
o town while I
try to explain
the
behavior of
the
townspeople. You see, for
years
On·
goin
has had the reputation of
pro·
vidi
ng
th e finest sweets, candies, and
desser ts in the realm. In ract,
the
king
him
self
would
not
th
ink of
us ·
jng any o
ther
peppermint
can
dy for
his
indigest ion
but that
which we
manufact
ure
. Bu t now
that
has all
changed.
You
sec, we
obtain the
raw
materials
for our creations from a
series of most wonderful caverns to
the north
of town. Within t hese
caverns- dubbed the Caves of Con·
p
o
L
fection by the locals-
run
veins of
pure rock suga
r,
bubbling pools of
ca
ram
el,
and
n
at
ural springs or choc·
olate sauce .
Needless to
say, with suc h a
trea
·
su re at our disposa
l, it
was only
natura
l
that
our
vi
llage
sh
ould base
it
s economy on t he creation of
sweets
. Bu t several days ago, a
gr
oup
of
sugar
miners came
runnin
g back
into town with stories of ho rrible
creatures
th at had taken
up
resi·
dence in
the
caverns. A battalion of
gu a
rds
WIIS
s
ent
to invest igate,
but
never rd.uflwd. [ had no choice b
ut
to po
st the
mines ofT·limits, eve n
though
it me
ant the death
of
our
industry. The vi llagers, raised on a
diet of sugary
treats,
we
re dr i
ven
ha
i
r·
mad
by
the
absence
of their
accustomed diet a nd took to riot ing
and wo
rse things. In despera t ion ,
I
sent
away for a wagonload of
sugar
from
th
e closest village.
But
it, along
wi
th
ano
ther
wagon of kitchen uten·
sils, nev
er arrived
.
Attempts
were
made to provide substi t
ute
s, hoping
our
customers would not notice the
difference. B
ut as
you can see
the
r
esults
were le
ss th
an successful."
With this statement, the mayor points
out severa
l shops advertising such
thin
gs
as :
Salt
Cakes," Vinegar
Bun s," " Mu
st
ard Pies
:'
"
Br
ine ·filled
BonBon
s;'
Fish Ball
s;'
and "Meat
Wafers." All t he s hops have a l
arge
cl
osed sign in front.
"Th make
matters
worse
,
the mayor
continues, "This is
the year
my wife
is to host
the annual
Mayors ' Wives'
lea Party for a ll
the
mayors' wives
in
the
area. W
it
h
out
any teac
akes
or
lady fingers for the guests, her party
will be
the
social disaster of the year.
But,
th is is not your problem.
Unless, of course, you
want
to
take
on
th
e job of cleaning out
the
cave
rn
s- for which y
ou
will receive a
ha
nd
some r
ewa
rd
an
d
the und
ying
gr a
ti tude of the townspeople , not to
mention my wife. Well,
what
do you
say?
If
th e
characters
agree to
take
on
th
is
task,
th
e mayor shows
th e
m the road
lea
din
g
nort
h from town to
the
caverns.
If
they wish to obtain fur
the
r prov i.
sions, a trader's shop contains all basic
equi
pment at twice book price.
y
H
E
o
Part
: The
aves
of
onfeaion
A.
The
Entrance
After a journey of about a
half
hour,
th
rou gh rocky terra in
dotted
with
growths
of thick sh
rub
be
r
y,
you ap·
proach the race of a tow
erin
g cliff.
A
t he
clifT'
s base is a
da rk,
roughly
circul
ar entrance
about
12
reet in
diameter. 'l\vo vaguely humanoid
figures s tand
to
either s ide of the
entrance, barely concealed by
sc
ra
gg ly bush es. An
overpoweringly
sweet smell fill s
the
air.
As
til('
PCs approach
the entrance, th
see
that the
figures are
nothin
g more
than
wooden c
utout
s, pa
inted
to resem
ble fierce goblin s,
an
d propped up
against th
e clifT.
Th
ey will also see,
directly above
th
e e
nt r
ance, a crudely
painted wooden sign
reading
Cave o
C<lod Eats
-Mon
ste
rs Welcome
Hu
mans
Co Home." Loo
kin
g into
the
en t
rance, the characters see a 12·foot
12
·foot cave
exten
di
ng
30 feet north
a
ending in a
"T"
inte rsection. Wa lls,
floors,
and
cei ling
are hard and
rocky.
Closer examination r
evea
ls a spr inkli
of
sugar
covering
the ca
v
ern
floor.
B.
Equi
p m en t
Approxima
tely
10 feet in to
th
e ca·
vern , a se r ies of two doze n spikes
are
dri ven into
the
west wall at eye
leve
l.
Twelve
battered
metal
helm
et
and 12 la
nt
erns hang fr om
the
spik es.
The helmets were worn by
the
suga r
miners
as pr
otection in the event of
fall ing rock candy. They
ar
e
paint
ed
with names such
as S
tinky
: '
"Shorty
"\Vaffie·
ea
rs," and "Fred." The lanter
are
filled with oil
and
s till usa bl
e.
C. Billy
After a distance of 40 fee t ,
th
e caver
takes
a bend to
the
easl. As you
approach the bend, you
hear
a loud
slurping noise coming rrom a ro
und
the
c
orner
.
S
il t
ing on
the
cave floor, su ck ing on a
piece of
rock candy is a
young
boy
wit
red
hair an
d freckles. When
the
boy
nolices
th
e
party,
he hides his candy
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12
and tells
them
to Get y
our
own." I
[the
you
ng l
ad
is qu
es t
ioned nicely or bribed,
he
reveals that
his name is Billy
an
d he
lives wit
h
his Grandpa in
Go
goin. He
tells
the PCs that he wa s tired of not
having a ny ca nd
y,
so he snuck away
a nd came to the mine to get some.
Billy
got
h is
can
dy f
rom the
rock
su gar veins directly a
head
. He brags to
the PCs th a t he snuck p
ast
all th e mon
sters wo rking in the
mine
a nd gr abbed
a piece
ofT
t he noor wi thout be ing no
ticed . If asked abo ut the
numbe
r
of
creatures
in the mine,
he puff
s up
hi
s
chest
and
sa y
s, Oh,
about a hundrod."
If
Billy is t
hrea t
ened,
grabbed
, or told
to go home, he s
tart
s yelling, "Ow Ow
Ow " in a loud vo ice and tr ies to run
away. The ensuing commotion is su re to
hr.ing
the
m ine
k r s
fro m the s uga r
mines
(area
E)
to
Inves
tigat
e.
If
Billy is
left alone, he follows the party for
aw hile, the n wanders oIT.
Billy:
AC
10; HO Ih; hp
2;
MV
120'(40');
t T
1; D 1 (ki
ck
or bite); Save
as
Normal
Human; ML 6; AL N;
XP
5
AC 10; liD
'
f ,; hp 2; I\IV 12;
t AT
L
-]
mg pummel;
THACO 20;
Int Ave.
(8·10); SZ M; AL N(Gl;
XP
15
CAVES
OF
CONFECTION
,,
'
/l)/l) ,
Straw /l) )/l.
t ~ ~ ·
Utensils & dishes
"Chocolate"
at ream'
Rock ~
#
Marshmallow
i e Y l e r
Ledie ok
ntlt
Shrubbery
1
square.
10 Ceet
p
o
L
D. Chocolate Stream
After several feet,
the
pa ssage
branches
off to the north lind con·
tinue
s
ca
st. From
the east
passage
yC; U pick up faint sou nds of digging,
pi cks ba nging,
and
occasional voices.
Th. the north, you detect a sweet, but
faint
, odor.
If the PCs.
ta
ke the north pa ssage, r
ea
d
t he followmg:
A
thick, cloying odor of chocolate
wafts from the
entrance of
this c
ham·
ber
. Inside
the
40·foot
diameter
room
an 8·foot wide stre
am of
thick, brown'
flu id flaw s sluggish ly from a n open ·
ing in
the east wall , runs across
the
chamber,
and
disappears into
a simi·
l
ar
ope ning in the west wall.
Several
buckets a nd ladles lie on t he floor.
Propped up aga
inst
the so
uth
wall
a rc
12
hu manoid figures, apparently
composed
of
the
same
brown
mate·
rial, wrapped in red bows. Across
from
the
st ream,
there
is
an
ope ning
in
the
no
rth
wall.
The s tream, which only runs to a dept h
of
three feet at t his particular spot, is
..
·1
I
y
H
E
I,
I
I
o
not
actua lly chocolate, bu t is comp
of run·off from the sugar
mines
mi
with
naturally·occu
rin
g s ubterran
vegetation
and minerals
giving it
taste,
appearance, and texture
of
r
chocolate. The
12
figur
es
are t he o
nal gu a
rds
sent to investigate the
turbance at the mine.
They
were
captured and dipped
alive in
the c
late
. Examining the figu r
es
reveal
sm a ll tag on each one
reading:
"To
Master, 1\vink-Eat In
Good
Heal
E. Sugar Mine
The passage opens into a
huge
ca
ernous area, almost
1
20 feet in d
ete r. The rough rock wa lla
are
imp regnated with thick
veins
of
clear crystaline substance with a
very sweet odor.
A
dozen lar ge,
h
dog·faced cr
ea t
ures work
th
e ve i
with picks and shovels, a nd load
debris
into wheelbarrow
s.
T
he
th
biggest cr
eatur
e whee ls the whee
ba rrows out an
opening
in
the no
wall.
Until
the party takes
Ome
action,
creatures (gnolls>will
not
be
aw
ar
their
presence. The sound
of
diggi
® -->1=1
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and
pi ckin g echoes loudly throughout
th is chamber a nd mix es w
it
h the gno lls'
cursing and
gr
unting. Th e gnolls are
mining the rock sugar for
the
Snack
Dragon,
an
d
their
fear
of h is
anger
is
th
e only thing
that
keeps
th
e m work·
ing .
Ift
he
party m
ov
es to aUack ,
the
gnolls reciprocate, sw inging thei r picks
and shove ls. If
the
gnolls lose more than
half their
number, one gnoll t
hr
ows
down his pick , and in
cr u
de Common
cries
out, Th at's it We don't have
to
put up wi
th
th
is Come
on,
we'
re
go ing
on strike "
With
th a t, the other gno lls
toss down thei r weapons and foll ow
their
l
ea
der out the chamber and to the
cave entrance.
Any gnolls t hat
are
captured and
qu
estione
d reveal that the boss
of
the
cave
s is a "big li
zard
th
at
eats
like a
pig." The only
reason
th
ey
are wo rk ing
is that he
th r
ea tened to c at
them
if
the
y
didn ' t keep his appet ite sa ti sfied. If
the
part
y asks
directions to
th
e big boss, the
gnolls gesture in the di rec tion of
th
e
no
rth
passage. There
are
t
hr
ee wheel·
barrows, six picks,
six
s
hovels
, and a
lot
of rock sugar in the room.
Gnons (12):
AC 5; HD 2; hp 15, 13,
3@12, 10 2@9, 6
,2@
5,4;MV90 '(30');
IAT 1; D 2·7; Save as Figh t er 2: ML 8;
AL C; XP
20
each
AC 5; HD
2;
hp
15, 13 , 3@12, 10,
2@9,6,2@5,4;MV9; N
AT
1;
Dmg
2·
7; 1'HACO 19;
In
t Low (5·7 ;
SZ
L; AL
CE; XP 35 each
F. Kitchen of
Doom
A blast of
in t
ense heat emi na tes
from th is room, accompa nied by
clanging and
bangin
g sounds.
This 80·foot diameter room was used
as
a hakery, with heat provided by natu ·
redly occuring veins of
magma
which
flow a long
the wa
lls.
Se
ve
ra
l
la rge
iron
doors were built into
the
wa lls, and
the
item
s to be baked were
plac
ed into cav i·
ties behind
th
e doors and heated by
the
magma.
Two 40 ·foot long and 20·foot
wi de wooden tables, covered with bowls,
spoon
s,
and baking pans, are si tuated
in
the
cente r of the room.
The room is cu
rr
ently occup ied by
eig
ht bakery
zombies wearing white
hats
and aprons r eading " Ki ss
the
Cook." As they
are
able to
work 24
ho
ur
s a day and can
withstand
t he
p
o
L
i
nten
se heat,
the
Snack Dragon (area J
has programmed them to bake treats to
satisfy
his voracious appe
tite
. Raw
materials from the su
gar
mines (area
E),
the
chocolate s
tream
(area
D),
th
e
ma r
shmallow geyser (area H), and t he
orc rooms (a rea I), a re de livered here
to
be baked in
to
dessert s and goodies. Th e
zombies ignore the PCs unless they
interrupt
t hem from t hei r c
urren
t task
of baking dozens of gingerbread orcs
(cookies). If attacked,
they
reciprocate
by flinging
batt
er, pans, bowls, and hot
cookies.
On one
of the tables
is a
thick
leather·
boun
d tome entitled
Cook Book
of
he
Dead
.
I t contain ins
tructions
for s
um
·
moning a
Swee
t
lboth
Demon, a large
dessert . Anyone attempting
to rea
d
from
the
book will lind his hand perma·
nently
stuck
to
the
pages. Vi
ctims can·
not
put
down
th
e vo lume un t il
the
y
ha
ve
gathe
red
all
the ingre
dien
t.s
listed
in
the
recipe (over 2,000 obscure spices
and condime
nt
s) and mixed them ac·
co rd ing to in tru ction
s.
Zombies B): AC 8; HD 2; hp
16
, 2@14,
9, 2@8,6,4; MV 90'(30' );
NAT
1; D 1·8
(claw) or 1·4 (hurled object); Save
as
Fighter I ; ML 12 ; AL X;
XP 20
each; SA
a
lways
lose in itiative; SO
immu
ne
to
sleep
an
d charm spells.
AC 8; HD 2; MV 6; NAT 1; Dmg 1·8
(claw)
or
1·4 (thrown object): THACO
19; Int Non· 0); SZ ; AL N; x.p
65
each ; SA
always
lose initit ive; SD
immun
e to
skcp, e/wrm
hold. death
magic
poisons,
and co
ld , holy
wat
er
~ i t s 2·8 points damage
G. Gramps
A bobbing yellow light can be seen in
the north
passage
.
The
l igh t
seems to
be
moving in your direction ,
but
before you can take a ny action, the
stillness is s
hatter
ed by a gravelly
voice
yellin
g, "Billy Billy "
The
voice belongs to Billy's
(area
C)
gTandfather, who is looking for
the
wayward
lad. He
carries
a thick cane in
one hand and a lan t
ern
in
the
ot
he r
. His
eyes
ight is very poo r, an d if approached
by
the PCs, he lashes out at t hem with
his ca ne, mistaking them fo r monsters.
Gramp
s'
hearing is
just as
bad
as
hi s
eyesight. He
carries
an earhorn
tuck
ed
in his belt , wh ich
he
u
ses
only
if
reo
minded of its
pr
ese nce. Anything
the
y
H
E
D
PCs
say
to
Gram
ps is
lik ely
to be
in te
prete
d
as
a n ins ul t. If th e party is a b
to relay to
Gra
mps who they
are
a nd
th e
natur
e of
their
i
nt
e
ntions,
he star
in
on
one
of
his long·win
ded stories o
his own y
outh
when he
was
an adven
tur
er
, punctuating his
ta
le by gTabbin
one of the PC's swords and swi nging
wi ldly aro
und
his head.
If t
he
gro
up
can con
vi
nce
Gramps
t
they have indeed seen
Billy
a nd h
ave
gen
er
al idea as to his wh er
eabout
s,
Gramps continues south, shouting a n
banging on
th
e wal ls with his cane.
Gramps : AC 10; HD
Ln; hp
2; MV
90'(30');
IAT
1; D 1·4 (cane ;
Normal
Human; ML 6; AL N; x.p 5
AC
10:
HO Ih ; hp 2; MV 9; IPi r ;
Umg 1·4 (cane);
THACO
20; Int Ave.
I 8·1 ); SZ M; AL N(G);
XP
15
,
H M a r s
hm allow
luff
Th
e walls, floor and ce il ing of th is
40·foot diameter cavern a re covered
with a
th
ick, gooey
white
sub
st a
nce
There is a 12·inch
diam
eter hole in
the center of the floor a nd a n exit
directly ac
ross the chamber in the
north wall. A 6-foo t wide stone ledge
ju
t ts from t he east wall, about 12 fe
above the ground.
A large pile of sticks and
sma
ll
rocks s its on
th
e ledge; it resembl es
ne
st of some type. An
undistin
guish
a ble
lump
squats
in
the ne st 's center
The
e
ntire
affair is
covered
with
the
gooey white substa nce.
The PCs
are
in
the
cavern containing
t he marsh
ma
llow geyser. Thick
veins
su
ga
r, heated by bubbling
und
ergroun
pools, s
imme
r
under
the su rface unti l
th
e ir consistancy is
that
of
th
ick
ma r
s
mallow . Periodically,
th
e
bubblin
g
ma
er
up
ts
from
the
hole in
the
floor, spray
in
g the room and its contents
with
a
thick
coat
in
g
of ma r
s
hm a
llow.
The lump in
the
nes t is a m
ar shm
a l
low ha
rpy,
which h
as
grown
quite
fon
of
th
e taste of marshmallow. She at·
tempts to l
ure
the ch
ar acters
into
the
room with her song. I f s
he
is successfu
she wa its for t he geyser
to
er upt a nd
coat her hapless vict
im
s in marsh
ma
l
low, rendering them immobile. She
ca
then
eat
the
m at h
er
lei s ure.
Once
the
PCs
have
entered the room
check each round for
an
e
rupti
on. A l
2 on Id6 m
ea
ns
the
geyser h
as
e
rupt
e
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14
and anyone caught in th e room
mu st
save ' IS. paralysis
or be rendered immo
bile. Even if the save is successful,
the
character's movemen
t a
nd
attacks
are
cut by half. The harpy is
immune
to the
efTects of
the
geyser, and wi ll only leave
h
er
nest. to
attack
in the event
th
at
the
major ity of the group is rendered immo
bile
,
or if they try
to
leave the room
.
If
the
harpy is defeated,
the
charac
ter > can sea
rch
her nest . Inside are 36
lti c
ky
gold pieces, a
bib
wi
th
a picture
of
a lobster on the front (new magic
it em
),
a
vial of
clear
liquid
(new
magic
item),
and
a
toothbru
sh.
Marshmallow Harpy; AC 7; HO 3 '" ;
hp 21; MV 60 {20 )l f lying 1
5
'/50 ; tAT 2
claws,
1
weapon, +
;;
pN:ia l; 0 1·411 ·4/ 1·
6;
Save
as
Fighter 6; ML 7; AL C; XP
50;
SA
so
ng
causes
saving
t hrow
'IS.
spell or
vic
tim is charmed.
AC i ; lID
7;
hp
21; j\IV 0, FI15 (C);
liAT3:
Um g
1·
/ 1·
/ 1·
6;
THA CO 1:3:
rot Low (5·7); SZ M; AI. CJ<':;
XP
14.00:
SA
can
sing in COnluut, SOllK casues
saving-
throw
vs. s pell
or
victim is
cIJarmcd- clwrf/ p<I
victims imme
di·
ately pl"Oceed
toward
the
ha rp
}"
and
allow
themselves to be s la in. t
he
c
harm
las ts
until
the s
fl
n) " s tops,
touch causes savc vs. spell or victim
is charmcd fOI" 20
+ 1d 10 h
ou r
s,
the
charm is broken when the hurpy is
sillin.
New Magic
I tems
Bib
of
Good Eating:
Wh
en
WOI'n
, the
wearer is compelled to
eat
only good,
nutritious meals,
forsaking any snacks
or sweets.
A
s
ucessful
save vs.
spe
ll
negates the bib's
elTects.
Potion
of
A ppetite Control:
Anyone
im ·
bibing this dear, colorless,
liquid
will
experience an immediate feeling of
f
ullness
for
a
period of 13·24
hours
(1d12
+
12), and has
nO
de
sire
for food
durin
g
that time.
I
JinSll
Orcs
After
a
distance of several
fee t, t he
no
rthern
pa
ss
a
ge
c
ur
ves
towa
rd
the
west
. The w
estern
passage is lit ter
ed
wit h bu
tter knives, fo
r ks , and soup
spoons. Ahead you notice several
openings carved
into the
north
and
f'Quth walls.
p
o
L
The openings
lead into
the rooms
or
a
tribe of jin
su orcs. If
the
p
arty
stops to
investigate the si l
verware, or
pa
ss
es by
the openings, the orcs
pour
out of th e
room
s
and attempt
to
capture and su
b·
due
them.
The orcs,
em
ployed as
guards, waiters, cooks, and dishwashers
by the Snack Dragon (area
J
arc a r·
mored in
pots,
pan
s,
and
roast
platte
l·s
and brandish meat grinders, potato
peelers
,
cheese gr a
t
ers, egg beaters,
a
nd
apple corers a s weapons (plunder from
th e
wagolls hound fo
r Ongoin).
The
orcs
attempt. to oVI'l"ll" hclm the PCs a
nd
c:l
ptur
e
th em alive
to
present to the
snack dragon. Du ring
the fighting
,
the
orcs cont inu a lly
call
fO l· the PCs to su r ·
render. Becau
se
of the overwhelming
numb
er
of orcs,
th
e PCs should be e n·
co
ur a
ged to do
so
.
Rooms
All
the rooms arc roughly 12·feet
square
and contain the
following:
1. A huge tub of soa py water and a tall
pi le
of
di
rt
y dish
es
. Six
orcs are wa
s
hin
g
dis
he
s in h
ere
.
2.
Numerous
ba
gs of
flour,
spices,
herbs
a nd seasonings.
Seve
ra l
barrels
co nt ai n
vin
egar
, va nilla
ex t
r
act,
sugar
water,
and maple syrup .
3. A
large fi
re
pit
dug in to t he cen
te
r
of
the
r
oom
is filled wi
th
burning wood.
Above
the
fire
is
an
iron
ca
ld r
on
being
stirred
by
two
orcs in
white apron
s.
Th
e
orcs
arc
boil
ing
refined
l'Ock
sugar to
make
ca ra mel.
4. A l
ong
wooden ta ble
piled
hi gh
wi t
h
various
types of cookbooks. Six orcs are
pouring
over the
books, jotting
down
no
tes an
d
recipes
.
5.
The e
nl i
re floor
of
t h
is room is lay.
ered
with l>truw
. '{'welve or
cs
a re ly in g
on t he floor, re sting from the ir
duties.
Each arc is alternately polishing
his
weapon
and licking a cinna
mon
stick.
6 Th i
s room is piled hi gh
with
a jumble
of
cook
in
g
ut
ens
il
s, k
it
chen
impl
ements
and
dinn
e
rw
are. Six orcs
ar
e attempt·
in g to m ake so me so
rt
of order out of th e
s
hamble
s.
Jinsu Orcs
(36): AC 6; H D 1;
hp
5 each ;
MV 120 '(40 '); IAT I ; ·6; Save as
Fi
ghter 1; ML 6; AL C; XP 10 each
AC 6; liD 1; hp 5
each: j\
·IV 9;
IAf
1;
Dmg
1.6;
THA
CO
19;
l
nt
Avc. (8·10);
I SZ 11.1 ; AL LE; XP 15 each
- -
y
H
E
D
J.
Lair of the Snack Dragon
As you a re
lead down
t h e
twist i
n
passage, a loud
roar of
"FOOOO
reverberates
do
wn
the corridor
f
ahead. T
he
orcs, now
vi s
ibly sha
hur
ry
you alo
ng through an
arch
s
et
into t he st o
ne
wall .
Sitting on an immense pi le
of
dishe
s, frosting bowls, no n
retu rn able bo ttles, wr appers, ca
plates, pie pans, cookie ti n s, and
candy mol ds is a large cotton·ca n
pink
dragon.
The
dr a
gon 's choco
smeare
d
jaws ar
e
firm
ly
wrappe
a
round the protruding stick
of a
day sucke
r.
Rows of
sugar donut
ring
h is
tw
in
horn
s
and
h
is long
spiked tail is
curl
ed protective ly
ar ound a pot of je
llybea
n s.
A
s
everely-s
tained
bib
is tied
aro
un
his
thin
ne
ck, a hsorbing l he freq
dribble of drool that l
eak
s from t
corner of
h is mouth.
Above
the
dr ago n, a large opening in the ce
a ll
ows
the moonlight to s parkle
hi s
sugar-coated
scales.
Th e
dragon
looks
you up and d
with a hun g ry eye, removes th e
suck
er
from
his
mouth ,
waves at
OICS, and iss ues a command, " Pr
pare
t he
kitchens I
have a
rec
ip
ca
r
mel
-
covered adventurers
di
pp
in
toasted
al
monds
th
a t
I'm
dyi n
t ry "
At this
comm
and
,
th
e
orcs
exi t
room,
leaving
you
to face the dra
With the same hungry g leam in
eye,
t he dragon ad
dr ess you.
I suppose good manne rs di cta
th
at
I should introduce
m
ys e lf
be
I
eat
you. 1 am
1Wink,
a very rar
snack
dragon.
Mo
st of
my
race, u
fortUnAtely. d ied
out
because t h
e
could n
ot
find enough sw
eets
to s
ta
in t hem. We h
ave qu ite
a
vorac
appet ite, you
kn
ow. But l
ucky
m
came ac ross
this wonderous
cave
my
travels.
It
contains enough
sw
ee
ts to sustain
me for years
. I
s
that
wonderful "
At
this poin t, if the PCs
take no
ac
ag a
ins t
the
d
ragon, he sta rts pokin
them
with his
sucker
stick
to see if
are "
ju
icy"
enough
.
Th
e c h ar acters
try
to defe
at
1\vink before
th
e orcs
tu
rn
in six
tu r
ns
to bake them. 1W
very
intelligent (but
gree
dy ) a
nd no
ea s
ily tr icked, nor will a n
out-an
d-o
attack be likely to succeed. One pos
sol
ut i
on wou ld be to
get
him to use
th
er
of the ma
gic i
tems fo un
d in ar
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causing
him to
lose his appetite or de
sire for sweets
and
possibly vacate the
cave.
If the PCs attack
Twink,
he uses his
breath
weapon
in an attempt
to
encase
them
in a
tough
candy
shell.
A strength
of 18 or
better
is needed to break
out
of
the
shell.
Twink does
have one
weak
spot, his
stomach. Th
ere is a 5%
chance
that
any successful
attack
will hit his
stomach, causing him to
double
over in
pain for Id6 round
s.
Snack
Dragon
(Twink): AC 3; HD 6**;
hp 40;
MV
90'(30')/flying 240'(80'); AT
2 claws,
1
bite or
breath
weapon;
D 1·
6,1.6/3.24;
Save as
Fighter 6; ML 8; AL
N; XP 725; SA br
eath
weapon
usable
3X/day, cone of candy coating 2' wide at
mouth,
80'
long, and
30'
wide at end,
v
ictim
s
must save
vs.
breath
or
he
coated and immobilized for 2dl2 turns,
18
strength
to break out.
AC 3; HD 6; hp 40 ; MV 9, Fl24 (C);
IIAT
3; Dmg 1·6 + 111·6 +1/3-24 + I;
THACO 15; lnt Ave. (8·10); SZ L; AL
N(E); XP 1400; SA breath weapon 3/
I
ay, cone of candy coati ng 2' wide at
motlth,
80'
long, and
30'
wide
at end,
-- - -- - -
victim::; must save vs . breath or be
coated
and
immobilized for 2d12
t.urns, fea t of
strength
to break
Ollt
If
the
characters manage
to
defeat
the
snack
dr a
gon, or convince him to let
them escape,
th
ey can climb up the pile
of tr ash and exit out
the
hole in the
ceiling (this is how Twink entered).
Once
out
of the hole,
the
PCs can circle
around to
the front
of the
cave
and the
road back
to
town .
Part
Ill: The Reward
When
the
party
returns to the village,
the
mayor meets them to li s
ten
to
their
story. Unless the
PCs
have defeated
th
e
snack
dragon,
or
banished
him
from the
caves,
they
are not
eligible for
their
reward.
If
the
PCs were successful, the
mayor rings
the
town bell, calling
the
villagers
to
assemble. He relates
their
story
to
the townspeople,
hi
ghly prais
ing
the
PCs' bravery. When he gets to
the part of the story where the PCs
defeated
the dragon and
freed the caves,
the
villagers
sho
ut,
"Sweets Sweets "
and bolt for the caves, trampling the
mayor
and the PCs. After apologizing to
th
e party, t
he
mayor
invites them
to a
Enter the
Gates
of
Ravens luff
Ravens Bluff, The
living
City,
is
an ever<hanging city
nestled In the Forgotten Realms. It is a city filled with
memorable characters, fascinatrng shops and
businesses.
politkal
lntr
igue
, and,
of
course, adventure.
Ravens Bluff and the lands around it belong
to
the
ROLE PLAYING
GAME ASSOCJATI()I\f" Network, an
international
org
anIzation
of
role playing game
n t h u s i ~ s
The characters. bulkllngs, ancl adventures
in th
is
Gateway
rack
are created
by
RI'GA'"
Network
members.
Enter the gates of Ravens
Bluff,
a
c
ity
that
Is
evCf-
changing and growing, a
city you can be a part of
in the Forgotten Realms.
This new
accessory.
ateway
to RAVENS BLUff ', The Living
City
is
available only through
the RI'GA Networl< .
Call
' ·800-558-5977 to
order
) 'OW copy today
roo<;orrtN .,ALMS .
o o . , - ~ , . . c ;
c.AMt
AWlCW ,
OI GJ\
• _
· .._ ' ..
'ao
... " .......... . . •" ... .. ,""", ........
.. . T . . . . . . ..
p
o
L
y
H
E
o
banquet to
be
held in
their
honor the
following evening when the
villagers
have calmed
down."
The banqu
et is a rou s
ing
success,
consisting of every sort of delicacy
imaginable.
And
just when
you
thi
you could not eat another bite,
the
mayor taps his spoon
on
his wine
glass and
calls
for dessert. As you
gape in astonishment, six carts
draped in fine
linen are
wheeled
ou
in
front
of you.
The
coverings are
whipped off with a
flourish,
reveal·
ing life·size peanut·butter fudge
statues of your party.
"Dig in " the mayor beams, They
all yours " With weak smiles you
reach for a piece of ear. Seeing your
disappointed looks,
th
e mayor gives a
chuckle
and
nudges
you
with
his el
how, "I
think
you'll
like
the filling th
best;' he whispers, "Gold coin T hink
the cook said it was "
The
DM is free
to
assign whatever
m
etary
reward he
thinks
is reasonable
his campa
ign; 200-500 gp for each ch
acter is a good rule of
thumb.
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I
16
The iving ity
The
Do
w nunda
atisserie
r - - - - . - - -
- ----
Downunda
Patisserie
.......
. ...
Legend
1 sq. =5ft.
0
Door
0
Warded Door
EjCD
•
6
Window
-
Mirror
0::::0
Oven
ill
D
Bread Bins
j
Cooling Rack
-
Bench
10
0
01
Cake Cabinet
@
p
0
l
Y
Desk & Chair
Beds
Couch
Lounge Chair
Bsthtuh
ookcase
Linen Press
H
E
0
- -- - - - - _
--
by
Wes Nicholson
Th
e Dowllunda
Patisserie
is foun
t h ~
middle
c l U ~ f
busines
s district o
R,well:: Bluff.
nearer the upper cla
area
than
the poor (IUnrtcr.
The pro
tor is
Jemima
ChiBoim, a
middle
-a
widow whose cutiullry skill
are
fa
becoming
Ii
legend. J
cm im1:t lives
a
the sho
p
with
her
three children. D
Allison,
and KarL
Derek
and
Alliso
help out around the shop, hut Karl
old enough to be trusted wi
th
all th
sweet temptation : .
The
shup specinlizes in
/ine
cakes
nny occasion. as well as
sma
ller cu
and fresh bread. Poople go to great
cfTorl tu buy 00 1 of
e m i m a ~
chees
loaves f r e ~ h from the oven,
and
t h
e
Ilre never any len
by 9:15 in the m
ing.
Othe,' p r o d u c i
are not as popu
out
arc still gobbled
up.
,Jem ima is uffectionately known
a
Mother Hubbard " to the local pop
because her shelves
arc always bar
closing time.
There
are three sections to the sh
The front section is open to the pub
and has
IU"ge glllss
cases
where 1:1 11
day's offerings a re displayed. The b
of
the
shop is divided into
a kitchen
preparation
area,
and is
near
a stor
room
wher
e nil the inwedicnt.'1 for
ma';;
de
licacies ure kept. Th is room
protected by a glyph ofwarciing wh
friendly cleric provided in
lieu of
pa
menl for a bir thday cake for her bis
Those breaking
into
the storage roo
must save vs. spells
or
be ch armed
they were
under
u arm person sp
Ch
ar
med individuals go sll'aight to
Ravens Bluff
chief
constable and tu
themselves in for their crime. Jemi
and
Derek know the key
to
the glyp
Many
wealthy residents
of
Raven
Bluffhavtl specilll·occ
asion
cakes
pr
pared
by Jemima
rather thnn
by th
own staff,
and thi
s has provided
Jemima with
enough
money
to
sen
Karl to school. Derek and Allison
missed out on formal school ing , but
both a re wi se beyond their
ye
ars.
The only magic item in the shop i
oven, which adjusts
itse
lf
automatic
so
that every cake and every loaf co
out perfect. The oven wa s a gift. from
wizard for whom J emima expertly
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cooked
an
an niversary t'ukc such U.i
Havens Bluff
had never
seen , and will
neve r see again. Never to cook another
ca ke like
it
Wit" part of t he rl cul for t I lt
ov
en.
Th
e following item.,
arc
in
the i
hop
C\'cry mOIni ng:
Bread
Ch
cese
loaves
(al ways gone by
(9: 1
5)
Wholcmeallnaves
Kibble loaves
Small
cukes
19p
7sp
IOsp
fruit s lice (cherry, apple, a pri cot)
is]
Cup cakes lsp
Creom pull'" :lsp
Rock cakes (especial ly (,)1' dwarves)
bp
Mini ll pl)ll
ge
(especially for elves) , "p
Large
cakes
Banana
und walnut.
(i
n season)
Orange, Chocolate
with creum
Rl ack forest
Igp
15sp
Igp
30sp
When t,he mood
takes
her, J emimll
makes a batch of something ipecial,
such a s: rock cake with
dwarf
spirit
icing (3 b'P) or sponge cllke with essence
of pine
(3 b'Pl
.
These
specillls neve r las t
on the shelvcs for
mor
e than one houl".
rn addil ion, special ord ers are ac·
cepted, t.he price
ran
ging from 10 to
whatever the
custome
r can afford .
As t he shop is frequent.ed by pL
<l
pl e
from all over
town
, J emima
gets to
he ll I
mu
ch ubout
what
is go
ing
on.
She
is n
ot
a gossip, but "he is
II
mine of
informa tio n- if
her
customer s clIn ge
t.
her to
talk.
All ruces
are
welcome in
the
Downunda
Patisscrie,
but Je m ima
and
th
e children keep a
careful
eye on
all
halfling
s who enter. Haltlings are
tr
eated politely and
are
given personal
attention for
the
entire time
th
ey
are
in
the
shop; that is
hecau
se Jemima
doesn 't
want
the halflin
gs
to become
ove rl y te
mpted
by
her
wares
and
empty
th
e shelves' contents into their pockets
when she isn't. watching.
For reMons
unknown,
Jemima
is not
very well disposed toward adventurers,
and anyone
r ecognised a s un adventurer
will bc served politely, bu t quickly, and
gotten out of
the
shop.
Jemima Chisolm
o
Level Female Hu man
STH: 12
INT:
15
WIS: 16
DEX: 2
p
o
L
cos: 13
CHR:
17
COM:
1:1 ( 16 to nwn Qve r
4(
1)
AC
Normal:
10
AC
Rear
:
10
Hit Points: 4
Alignment:
Neutral Good
Weapon Profil
:ie nc ies:
None
Special
Abiliti
es: Cooking
Languages: Common, Elv l < h, Dwnrv·
ish, HaIn ing
,rcmima is 39 y
ea
rs old,
5'
4" lall. and
weighs
l29 p
ound
s . She
has
bright blue
eyes which
are
always twinkling and
<
lrawherry bl ond h
air
th
ut i:;
go ing
slightly b'Tay, She enme to Ravens OI utT
with
her th r
ee childr
en
a few
years
ago.
1'he only item
th
ey brough t with them
was
a gem which Jemi ma
used
to
buy
th
e shop. No one knows where she ca me
from or why,
and
unyone rude en
ou
gh
to
ask
will
be boiven t.he cold shoulde r. She
docs not speak of her dea d hw;band .
Apart
from this, she is a
bright,
friendly
per:;on who has a kind word for every·
one except adv
en t
ur er ll. She is well
known in the poor quarter, which is
su rprising since poo r peopl(l cannot
anord
her
wure l . Perhaps the rumors
that s
he onen
cooks a few
extra
batches
of
cakes a nd
the
m
to
the poor
quarter
ar e
true
. Jemima loves
hcr
three chi ldren a nd will do anyth ing to
prot
ect
them fro m "undesirable types."
Derek and Allison lire
kept
as busy
po:;sible to preven\. a ny s illy notions of
running
away
to
b<.'Come udventu
r
crs.
Karl goes to schoo
l,
and
Jemima has
high hopeI
that
he will hecome a clois·
tered cleric when he is old enuugh.
Je m ima's cooking is her only other
interest in life,
an
d she keeps the family
well fed.
The childr
en
are
rationed to
three small
ca
kes a week :;
0
t h
ey
don' t.
get fat..
erek Chisolm
o Level Male Hu man
8TH:
5
lNT:
12
wrs: 13
DEX:
6
CON: 16
CHA: 13
COM: 15
AC Normal: 8
AC Rear: 10
Hit Points: 6
Alignment: Neutral Good
Weapon Proficiencies:
None
y
H E
o
Specilll abilities: None
I,unguagcs:
Common, Hu.U1ing
1
Derek is
9 year
s old, 6 '4 ta ll. a nd
wl)ighs 197 pounds. He htl:; his
mother
cyes und
jet
black
hair
. He is th e d
rl
eil
ch ild a nd has had to be
the
lIla n
of
the
hOU:;l'
sine t'
the
family a r rived in town
He
doesn't
m
in
d this respon:;ihili ty
I';i nce it
gives
him a sense o
fp
urJlosc.
I
is ha ppy with his life a mi is devotcd to
hi s mother
and
siblings. De rek spoil s
Kllrl at eve ry opportullity. He al so due
his hes t to he
ad
otT
any
u n ~ llIan
t.I'yin g to sec his kid sisier. In Derek's
eye ;. no mun is good enough for
hC
I
an
nonc
ever
will he , He is a
wa
re
of hi
s
mother's fear that he willlC'(\ve for
a
li
of adventuring, but he ha s no such
intentio
n.
Allison
Chisolm
a Level Female Human
STH: 12
INT:
17
WIS: 13
DEX: 17
CON: 12
CHA:
17
COM:
18 (20 to men under age
25
)
AC Normal:
7
AC Hear:
19
Hit Points:
3
Alignment:
C
haoti
c Good
W
eu pon proficiencies: None
Spec
ial
abilities: None
(yet)
Languages: Common, Elvish, Dwarv·
ish, Halning
Allison is 17 years old, tall, and
weighs pounds. She has bright blu
eyes and fiery red hair. Allison is s
tun
·
nin
gly beautif
ul and
she k nows it , but
she is
no
t snobbish about it . She love:;
her family,
but
craves adventure, espe
cially
wi
th
attractive
young
men. Alii·
son does not have a
mean
bone in
her
body and is friendly to everyone she
meets. It is likely she will sneak
IIWOY
and join
a
band of
young
a
dv
e
ntur
e rs,
Magic fascinates her,
but
wit h t he
"
ri
ght"
teaching,
she wou ld make an
accomplished thief. Like Derek, Allison
spoils
her younger
brother. Allison is
th
e
on
ly fa mily member who will speak
of her father, but only if no other fa mily
me mbers
ar
e present
and
s he is
sure th
story will go no further.
Arv end Ch isolm was a
mercenary
wh
got drunk once too often an d killed a
noble
by
mistake . He was executed,
and
C')1 tinued on
page n
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18
o ou
Speak Togo
A Language for Oriental Fantasy
by Thomas Kane
Kawamiya·Josef fingered
the
one token
that
remained
of
his
l
if
e as a gajin-an
iron manacle on
hi
s wrist. He s ipped
hi
s
tea and
watched
the
two bounty
hunters
experiment with ways of sitting
on
the
goza s traw
mat s.
One
grim slave
r s
quat
·
ted like a dog;
the other
was
trying
to
stretch both legs s
traight
out and lift
his torso with hi s hands.
Kawamiya·J05crs laced mail flexed
into supple curves
as
he
bowed to
his
dsimyo.
Neither
orthe
two
Westerners
bent, although
the squatting, bearded
onc extended his hand, perhaps expect·
ing the daimyo to
shake
it. Then
he
glared at Kawamiya·Josef. "You can't
translate
for us, you son of
an
otyugh.
You 're our runaway Get someone e lse.
You'll lie ri
ght and
left
.
Kawamyia
·Joseftold his lord what the
bounty
hunters
had sa id. The copper
rin
o
truth he
wore forced him to
be
honest. He saw the daimyo's sl i
ght
nod.,
and
that
one
movement both
instructed
him
to continue translating and indi
cated
severe
di
spleasure
with
the guests.
The
bearded
slaver put his hand
s
on
his hips. "Very weH, you know what we
came for. Say: 'Jo
e-yea
h, I mean
you
is our thrall, and we
want
him back. He
rows in our ga lley.' Say: 'Have someone
else
tran
slate, and we'll
make
a deal.' "
Kawamiya·Josefpondered on ways to
tr ans
late
that.
Requests
and proposals
were difficult to express in Kozakuran
because it
was
insulting
to
demand
things directly.
Both
slave·catchers
gazed hungrily at Kaw amiya.Josef. He
waited
several
minutes
, and
then trans·
lated
th eir r
emark
s
into
the euphe·
mis
ms
and
ornate
evasions of
Oriental
tongues.
"That's
not
what
I said
Completely
different words. You little cheat. I know
w
ha
t
you're
saying . I ca n
talk
to t h
ese
squinty ·eyed people, I'
ve
been
learning
their
language,
and
when we pay
our
little
visit
to t he whipster, I'm gon
na
tell him about every single lie you
spat." Then
the
slaver spoke in a
man·
gled version of Kozakuran , using un ·
grammatical words, which could
approximately mea n, "
Kin
g. You hire
scum·slave
servant
s to
tr an s
late. Do
what I tell you. We work together,
you
p
o
L
an
d I. I grasp
your
blade in token of
friendship."
The daimyo's face remained passion·
less
as
he
avenged
the
insult. He drew
his katana,
swept
it
through
the
a
ir
a nd
sheathed it again. all in one fluid mo·
tion. A head
tumbled
to
th
e floor.
The
living
bounty hunter
scrambled
back
·
wards,
shredding
the s
traw seat
in his
frenzy. "Josef Josef, I'm not
with
him.
Joe
, old buddy, friend, you can
talk
East·talk, please, tell
that
guy we
didn't
mean it. Kawamiya-Joser smiled and
said
nothing.
GMs
of
western fantasy
c
ampaigns
onen
include
ru n
es
or
words rrom Mid·
die
English
in their worlds, so GMs of
o
riental
campaigns might use
bits
or
East ern la nguages. Authentic names
and
phrases evoke t he s pir
it
of the Ori·
ent,
and when
gajin chara
cters
visi t
oriental lands,
languages become espe·
cially important.
The tongue
described
here is a fantasy language, based on
Japanese,
but including
severa l Chinese
words
and rhetorical
customs. Some
Japanese
grammatical rules have
been
simplified, so that Occidental OMs and
players can understand easily. This also
make
s
the langua
ge
adaptab
le to
all
oriental
campaigns. OMs
can
alter th i
s
language
to
reproduce
the
language of a
specific country. For
example,
in
the
AD&D: I game world of Kara·'1\lr, KOla·
kura and
Wa
would speak pure J apa
nese, Shou Lung and '1\1 Lung would
use
Chinese,
a
nd
the universal
Trade
' bngue
would combine both. This orien ·
tal tongue
is ca lled "'Ibgo," a word
which
means "Eastern-Language."
It
can add atmosphere to Bushido, AD&D
ga
me Oriental Adventures or any
other
oriental fa
nt
asy game.
'Ibgo can be espec ially usefu l
whe
n
gaj in PCs a.re struggli ng to le
arn
an
oriental
language.
You can insert
seem·
ingly trivia l oriental words into
the
adventure,
a nd then give western PCs a
written
or
ien
ta l document to
see
how
much they
remember. Pe
rh
aps
they
could find oriental directions for using a
magic machine or a
written
description
of a cleverly trapped dungeon.
Pronunciation
Since
orientals write in pictograms,
as
opposed to a phonetic alphabet, their
y
H
E
o
words
can be hard
to
render
into
letters. Therefore, severa l rules g
oriental
pronunciation.
Most cons
sou nd
the sa
me in
oriental
tongue
in
English.
Pronounce oriental
vo
like Italian ones-the "A"
as
in "c
the
"E" as in
"bed;' the
"I"
as
in
dium," the 0
as
in
"no,
"
and th
as
in "fluke." Some letters are
"lo
and should
be
enunciated for twic
much time
as the
shorter ones.
Th
indicated
here
by
doubling the
let
Remember to prolong these
sound
stutter them. "k k"
sounds
like "c
no
"ke·ke:'
"00"
is
pronounced "o
not
"o
uu." Obviously,
long Jetters
confusingly like short ones,
but
th
distinction matters. A "jooro" is a
tering pot, but a "joroo" is a legal
titute. "Shoojo" means "young gi
but a "s hoojoo" is an ape. Finally,
tals
place equal s
tr ess
on
each
sy l
The Japanese say " YO -KO-HA-M
while
gajin
tend to mispronounce
word "yo-ko-HA·ma."
Putting Them Together
Orientals create new words by m
ing
sev
eral
older ones.
The
new w
are
simply
descriptive mixes
and
contain metaphors or
amusing
ass
tions.
The
word for
"tax" is "lei"
indicates a
"big
br
other
" with dev
horns
inspecting
the
rice crop. "'lb
which
means " to
take
, combines
"
hand"
and "ear,"
because of the a
cient
custom
where
w
arriors rippe
their
ca ptives' ears. A tr i
be
of Sou
Sea island people named
westerne
the
obscenity that their
sailo
rs con
stantly
used. OMs
ma
y
make
up w
as
minor
re
wards
for PCs - a ll cha
ters
would enjoy having their nam
favorite say ings
made
part
of
the
guage.
Newly·invented
wor
ds
may
spire
whole adventures.
\Vizards
c
hir
e
adventurers
to
investigate su
natura
l invocations. with
the
PCs
sea
rc
hing
people's
nam
es,
since
t h
indicate the
traits and
histories of
owners.
The rammar
Oriental languages employ
an
e
tirely
different
structure
from
wes
tongues, in
which
words can be us
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many
gram matical c o n t e x ~ s Th
e same
word
ca
n serve
as
a verb, an adjective,
or a noun . An
example of
th is concept in
English
might
be fight.
You
can
fight
so
meone
or wa
tch a fight. In Tog
o,
the word
hane
can mean
win
g,
winged,
or flew.
Or
i
en tal
se n
te nces
empl
oy
same word
or
der : subject ,
object , verb . Th is can be a nother way to
confuse gaj in , who
are
used to more
freeform sentences wi
th
verbs some·
where between subject and object . If
characters phrase their
statements
car
elessly, they may
say the
e
xact
oppo·
site
of
what t hey mean .
An orie
ntal language
ca n 1
('
spoken
fiv e ways: insulting.
abrupt,
normal,
polite,
an
d very pol ite . l i t e or ie
ntal
s
demonstrate their power by
spea
king
harsh
ly to lessers. People n
or
mally use
the
po
l i
te language
for
ta
lk
ing
to
equa
ls,
and
when co nve rsing with superiors, one
must constantly fawn and avoid the
point. Most we
stern
languages are pe.
remptory a nd painfully direct when
compared to eastern tongues. When
gajin use telepa thy or spells to com
muni
·
cate
with orientals, their messages will
seem haughty a nd crude. (fwes tern
characters s
tudy
an orientallanbruage,
the GM wi ll have to decide what level of
politeness t hey learn.
Verbs
and
djectives
Orientals Ilse short endings to express
different forms
of
verbs. Dictionari
es
and word lists usually
verbs in
th
eir infiniti ve form,
with the
ending
u. The en ding te can he used like
th
e
i'
;nglish Other ve
rb
s
en
d with
some form of the word masu
.
Thgo ha s
no words for yes
and
no, because
th
e masu
indicates
whether a verb is
positive
or
negative,
and
what te n
se
it
is in.
These
wo
rd
s a lso
make verb
s
und
eman
ding
enough
for polite
co
nyer·
ss
t-ion
s. Masu e ndi ngs a re s hown on
the
table below.
Verb Endings Tab
le
Thnse
Present
Pa
st
Probab le
Mean i
ng
Posi tive Negative
·masu
·mashita
·
ma
sh
oo
·
ma
se n
·ma
se n deshi ta
·mase
n deshoo
The J apanese use
an extr
emely com·
plica ted set of r
ules
for a
dj
ect ives, a nd
th
ese va r iations should be ignored in
gaming.
Th
make
an
adjective ne
gat
ive,
foll ow
it
with
the
word na i. For exam·
pi
e shita
nai
, means no t alive . In
pol
ite
levels of
conversation, Orienta
ls
p
o
L
.
use
th
e prefix.adjective
0
before refer·
ring
to
an
yone e lse's
po
ssessions. This
disavows an y in te ntion to st eal the
object under discuss i
on
.
The following sentences illustrate
grammatical'lb
go.
'fuga: Ki doku ho irmasll
Literal
trans lation: Bottle poison
holds.
Common: Th is bottle holds poison.
'fugo:
00
s
hita
na i ka?
Liter al trans la tion: King
not
alive is-
it-
true?
Common : Is
th
e k ing d
ead?
'lbgo: Anata na ossharmasu ireu.
Literal translation: You name say to
enter.
Common: If you
want
to
enter,
tell
me
your
name.
'fuga: Lung mekmosen deshoo
Literal
tr aMlation:
Dra
gon watching.
might·not ·be.
Common:
Ma
y be th e dr agon isn 't
watching.
A GM c
an
use t h
ese
rul es to m
ake
gajin PCs feel
app
ropr iately foreign
during
easte
rn adventures. Even
west·
erners who s
tud
y or
iental
languag
es
may make
em barr
assing mi
st a
kes.
These rules also help a GM imitate
y
H E D
1
f
oriental speech. When
gajin
PCs m
eet
fln
orie
nt a
l who speaks Common,
the
NPC
mi.c: ht
try to force western words
into eastern formats.
Oriental Numbers
Th
e orie
ntal
version of one, two,
th r
cc, four, five, six, seven, eight, nine,
t
en
is ichi, ni ,
san,
shi, go, roku,
s
hi
chi , hachi, kU,juu
.
Th{> Japanese
borrowed these number : 1 00} China, b
changed shi: ' or four, to
y
on; ' becau
se
in J apanese, the word sh
i
implies
d
ea
th. One hu ndred is hyaku;' one
thou
sand is sen
;'
and
te
n
thou
sa nd is
ma
n, These numerals
can be
added
together to make other
numbers
. For
example, filteen would be juu
go.
Vocabulary
Unfortunately, many
unr
e la t
ed
ori e
nta
words sound very s imilar. Many words
ha ve two pronunciations,
one
fo r
nor
·
mal
use,
and th
e other for f
ormi
ng
larger words. For
example,
the word fo
eas
t is h
igas
h
i.
When
it
is
used
as
part
of
anot her word, it becomes to;' a
in Thkyo, which
mean
s
eastern
·
capitol
.
Th ese compound fragm e
nt
s
have
been included to hel p GMs make
up new
oriental
words.
R
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20
Word
List
English
Togo Compound English
Togo
Compound
English
Togo
Com
Fragment Fragment Fra
advance/move
okuru
forbidden kin
kin
power
chikara
riki
advice kokoruzuke fore
st
mOri mod private/me/l
walashi shi
al t l l f
,h,
fricnrl
torno t.omo
profit
,; ,;
ancient
furui
ko
from
k,H I)
ram
arne
Hme
anti·
hltn
h,
frulL/result ka
ka
ra nk/grade
dal
kai
ape
.;
hoojoo
gas
kiwi
kitai
r a
ys
hikuru
arrow
,.
,.
girl s hoojo
red
aka
scki
'
kawars kawars
give· kudasaiu
reflection utsuru
,;
bumhuo takt> dai
j , w l ) c ~ u m e
inl>;sh:Jmu
r ~ p l a c e
ku\\'nru ..
burrier
Stlki
k.
gold kin
kin nee
he;
he
;
big
(IOkii
dai
or
00 good
ii
ii
rice
paddy
han
cda d;1
be j{OUlru
guard
mamoru
' ha
ddiculc
waru
guchi
beautiful
utsukUlihi
b;
hand
' '
tisc LBtSll rits
best ichiban harmonious w. wa
river kawa
kaw
between
aida ma
a r t
shin shin room Hhi tsu s
hit
bird
tori
tori
hCll
vy
omoi juu
rooL'source
hUll
hoo
blllCk kuroi
koku
hell
..
,
osshllru
blue/we en
'
'
hero
I11CIJIn
sayings
,uu ,au
bow (weapon )
hiku
;"
hoi v
sili lei
scribe
daishoya
build koo koo
hor-se
urn. b.
sheep
hilsuji
,00
burellucrllt
k
k,o
h
ot
spr ing
(>nsen
onsen si
rH
'0
AAO
ba,
kau hai
h
ousemaid
joc
huu <elf ji ji
cannibal
shokujin
inn
yudo
~ I I
'0
bat
city ward ku ku inttlrrogale kiku moo shop
mise
ten
chariot.lcart kuruma sha islund lihimu
'
limull chiiliui
ko
chiefllong nagai
,hoo
jewel hooseki hooseki
smart
rikoo
child
ko
ko
kinlol
00
00 smoke eo
<I
~ j i n l
hei
JUllguage
go
snow yuki yuk
color/erotic
,
eo
iro
'ow
, a
SUIl society shakui shak
concentrate chuu i ch uu i
likellove
lIuku
ii
south its
contains hairu nyu lil
D/c
ncrg-y kat.:>u kal.Su lpeciul
toku
loku
cooperate
kyooryoku
k,o lightning deo
d,n
spir it ki
k;
<ow
IIshi gyuu
learn
na
rau Ilhuu
sture irome
I;owardly
shoshin lcgit_mate tadarlhii rei start.ling k,o
I;remarorium yakiba
mUKlc
hoka gai
stone
ishi
)cki
crossroads iku koo mun owko dan stop to>narll shi
dangerous nbunfli
k;
lIleMlUre hlJkaru kef struggle
urasou
'00
death
shi
shi
meat
niku
n
iku
sty
le
shiki shik
deity
kami
s
hin
m(...,t ing
kai kai
sun
hi
nich
disguise
,hu
,ha merchant
,.
,U
tale/opinion
~ ' u
sets
du
na
saru mercury suigi n
tolk hanusu
wa
doctur
;
middle
nak
n naka
teeth
h.
m
d,. inu inu
military
gun ...
,'Un*· temple
terti
ji
d"",
mind/psyc
he
; ;
time
jikan
down/hclow shila
.'
muon
t
;u
ki galsu (ichi-jikan
means
1:00, etc.)
dragon lung mother oknsan
town
murn
rink
nomu
;n
mountnin
yama
n
tree
k;
mok
dru
g k u ~ u r i
k u ~ u r i
m o u ~ h
/ o p e
ku chi koo trust
shin
shin
dual Micide
::;hinjull
mUll lC ougll.ku
onga
ku
up/above
'
jo
'
mimi
name
no
mei valley
tan i
ta nt
earth
tsuchi to nation kuni koku vault kinko
east
higashi
to
nenr chikai
kin
volcano kazan
eldest girl choojo neutral chullrilsu
warrior
gurU
in
eldest tlOn c
hoonan
"Ow atarlls
hi shin
water
mizu sui
cmerlo(ency
itlOl-:u
kyuu north kita hoku water
pot jooro
end/winter
owari owari
no'
hana
hana
west
nishi
,00
enter
ireu nyu ocean
,00
,00
white
shiroi haku
e\'ery
mai man
offmy
uo
wings
hane hane
evil
warui
aku
oil abllra
,U
with/attach tsuku
ts
uk
e x i ~ t
niku o,..n
akeru kai wom an onna
jo
exit
deguchi
out )ide
gai yo
u anata
'
m, m,
pa lace o-miya gu
fast
hayai
p r ~ o n
hito jin
fire
kaji
k,
pig
bula
to n
fish sakana sakana
plate
/dish t
k;
ki
nood
oomizu
plea
sure ta noshii
tanoshii
flower hana hana
poem
/s
pell
sh
i
shl
food/eat tahero
shoku
poison
doku
doku
fooVleg
ashi ashi
posseS8
,u
,u
p
0
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2
• This can also
be used
as a gene ra l Roll Name Roll
Name
Oomiya Big
Shrin
e
comm
and·verb
, meaning do what I
just
29 Hu 65
Ping
Oota-ku Lord
Data's
ward
said . When you request something 30
H
uang
66
Po
Ootaini
Big Valley
from a superior, it is pol ite to begin the 31 Hung 67 Pu Sanmon Mountain Gate (temple)
sentence
with
dooz
o,
which
means
32
Jang
68
Shang
Shinagawa Things-River
please.
33 Jen
69
Shaqui Shimoda Lower F ield
*' No
pun
intended. Thi s
has
no rela-
34
JUng
70
Shek
Shimojima Lower Island
tionship
to
firearms. 35 Ka i 71 Shih Shirokiya
White
Tree
Shop
t Th is word is often used in the names
36
Kong
72
Sui Taishoo Great Righteousness
of weapons . 37
Ku 73
Sun Takamatsu
High Pine
t t
This suffix is
roughly
equivalent to
38
Kuang 74 Sung Yamaichi First Mountain
the
Spani sh senor:' in that one uses it
39 Lan 75
Ssu
·ma
Yoyogi
Many
Generations
of
to indicate respect for anyone, not
ju
st a
40 Lao 76 Thi Trees
superior. Polite
orientals
faste n
the 41
Lien 77 Tung
Yuurakuchoo
Have-Pleasurc-'Ibwn
word
sa
n to any personal name or
42 Liang 78 Tho
Natural Features
profession.
A
scr ibe s hould be called 43
Lin
g 79
Thieu
Oaiyama Big Mountain
daishoya-san, and
Mr.
Oki is ad·
44
Lin
80
Ti
Yamanaka Amidst
the
Mountains
dressed Oki-sn n.
Orientals
ind icate
45
Liu 81 Tien
(a lakel
complete devotion by eliminating san
46
10
82
Too
Yamamoto Original Mountain
and pl acing the word sa rn a before a 47
Lu
83
T, u
name
. For
example
, n
deity
is called
48
Lung
84
Tsung
Japanese
amily
Names
sama-karoi:'
49 Ma 85
Tu
Akiyama Autumn
Mountain
50 Manchu
86
Tuan
Furukawa Old River
Chinese Names
51
Mao
87
Tung
Furuta Old Field
Most
garner
s have an in satiable need
52 Maspero 88 Thu
Hayashi
Wood,
53
Mei
89
Wang
Ishida Stone Fie
ld
fo r names. People, places, items ,
and
54
Meng
9
Wei
Is
hikawa
Sto
ne·River
t im es need titles, and
in
a proper o
rien
·
55 Min 91
Wen
Kawakami Upper R
iver
tal world, th is requ ir
ement
increases
56
Ming
92 Wu
Kimura Tree Vi lla
ge
manyfold. Oriental peopl e can have
57 Mu
93
Xian
Koizumi Small Spring
doze ns of names, indicating family,
58 Nai
94 Yao
Komori
Little Fore
st
rank, political
alliance,
occupation,
59
Nao
95 Yen
Kuroda Black Field
religion,
and
even status
as
alive or
6 Nieh
96
Ying
Miyakawa
Shrine River
dead. This leads shameful numbers of
61 Nien
97
Yu
Miyamoto Shrine Origin
role·players
to strin
ging
random
sylla·
62 Quiang
98
Yung
Miyashita
Below the Shrine
bles together in imitation of oriental
63
Pan
99
Vuan
Motomura
Original Village
words,
and prompted
DRAGON
Mags·
64
Pang
100
Zhen
Mori
Forest
zine to publish a list of Japanese na mes
Moriy
ama
Forest
Mountain
titled
Wuddya M
ean,
'J
ac
k Th e Sa mu-
The followin g table lists titl
es of
Nakamura Middle Village
rai,' ' '
by Barbara
C
urti
s, in issue '121.
places, dynasties, and legendary ka ·
Ogawa
Small Rivel'
However, m
any
oriental fantasies
are
tanas.
These name
s cannot be deter·
Oobayashi Big Woods
ba
sed on Chinn,
and
Chinese names
mined
randomly s
inc
e most of them
Ooizumi Big Spring
sound quite different fro m Ja pancse
have
a definite meaning which de-
Ookawa
Big River
ones. A table
of
com mon C
hin
ese names
is below. Each character will have
two
scribes
the
object or person
named.
Ooki Big
Tree
of
these,
the
family name (which comes
Name Meaning
Oomori Big Forest
Shim ou
ra
Lower VjJlage
first) and a personal one .
Cities, Places
Shorik i
Righteous Po
wer
Chinese Names (Roll d%)
Asahi
Morning
Su
n
Thchikaway Rising River
Chiyoda Field of One Thousand
Tamura Paddy Village
Roll Name Roll Nam e
Generations
Thramoto
Thmple Origin
1
Bang
15
Feng
Chome
White Eyes (city ward)
Thda Door to the
Paddy
2
Biao
16
Fu
Chuuoo·ku
Lord Choouu's
ward
'Ibyama
Door to
the
Mountai n
3
Chang
17 Fung
D
aito
Big
Paddy
Ueda U
pper
Field
4
C
hao 18 Keng
Kochi Lotl.y Wisdom
Yamadera Mountain
Tem
ple
5
Chen
19
Han
Komatsu
Small Pine
Yamakawa
Mountain
Stream
6
Che ng
20
Hang
Kyo Capitol
Vamashita Below
the Mountain
7
Chi 21 Hao
Matsuda Pinetrec Paddy
Swords
8 Chich 22
Hean
Matsumoto Pine Origin
9
Ching
23 Heng
Ma
tsumura
Pine
Village
Arne Lung
Rain
Dragon
10 Chiu
24
Ho
Matsushita Below
the
Pine
Kan
11
Chou 25
Hsi
Matsuzakaya Pine Hill Shop
Chiang' Male Bla de
12 Chu 26 Hsiang
Meguro Black Eye
Kiden Lightning Vessel
13
Chuan
27
Hslu
Nlkkoo
Sunshine
Mo
Yeh*
Female
Blade
14
Fei 28 Hsun
Ninomiya
Second Shrine
'
Indicates a Chinese name .
D
p
0
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22
The
New
ogues allery
Sandor the Smasher King
of
Shalimar
by
Skip Olsen and
lonnie
atney
Sandor The Smasher
th
level Male Dwarf Fighter
STR: I sn
INT: 16
WI S: 17 (magically raised)
DEX: 17
CON
: 18
eHA: 6 (magically raised)
CO
M;
AC
Norma l: -4
AC Rear: 1
Hit Points: 89
Alignment
: Lawful Good
Age: 146
Wea pon Profic
ienci
es: Dagg
er
, Axe,
Hammer, Broad Sword
Sp ecial Abilities:
Blind
-fighting, En
dur
a nce, Survival, Tracking, Mountain
eering
Magic
It
ems: H
olJOC, the mystical
war
hammer ',
helm of
alignmen t detection ',
g irdle of nvisibility, boots
of
speed,
scarab of de fen
se ',
tran sparent plate
armor·
New i
tem
Languages:
Co
mmon, Dw arvish, El
vish, Halfling , Gnomish, Goblin
Sando
r is a proud king , s tanding 4 '3
ta ll
and
we ighing 135 pounds. Unlike
others of
hi
s race , he keeps his gray
s
teaked
bl
ack beard
tr immed short.
However, he wear > hi.<;jcl blnck
hair
long. His piercing black eyes
and
scarred,
ru
dy complexion attest to hi s
rough, warrior's life. He has one notabl e
scar runn ing from the top of
hi
s head,
down his front to h is navel and down
his back to his
waist.
He received th is
when
he
was
cleaved by
a
grea
t sword
head to wa ist for a cr ime
he
did not
commit. Sandor was subsequently
ra ised by a mysterious de ity who
watches
over him. Sa nd or asked
the
de i
ty
to leave the sc
ar
,
as
it reminds
The Smash
er
of his unending fight for
justice.
The Smash
er
was horn Sandor
Breakenrock in
the settlement
of Deep·
mine in the Iron Mountains a nd soon
became known fo r his
strengt
h and
stamina. He spe
nt
long hours in the
p
o
L
mines, br
eaking
rocks and are with his
sledgehammer;
he produced four
tim
es
as
much
as
any of his co ·workers.
His
young
life cha nged whe n a
band
of orcs
bu
r ned his village and killed
the
women an d ch ildren wh ile the men
were
worki ng the mines.
Hi
s rage was
unstopp
ab
le, and thunder and lightning
danced
across th e sky
as he
tracked
down
the
orcs. Orc bodies crumpled
beneath his sledge
hammer
. So
great
was his destruction, t hat the orcs fled
fearing to ;tanti agai nst him. '
Still in shoc k and rage , Sa ndor
re
turned to the
min
es
And
co
nt inue
d
to
smash r
ocks
fo r three dnv s without rest
He finally o l l f l p from exhaust ion, .
and when he rlltUl'ncd
to Deepmine
he
saw the graves of his
pa r
ents and
s iblings.
During the next several years Sandor
wandered in
the
wildernes
s.
eventually
meeting a stranger who directed h im to
th
e keep of Eltan the
ran
ger lo
rd
, a
human who trained people to be
war.
ri ors.
Sa
ndor's tuition had been myster
i.
ously
paid
for.
However, Sandor's sword ski lls
were
far from exceptiona l, and he
was
some.
time
s "
punished
by
being
assigned
to
break roc ks in
th
e courtyard. He took to
h is punishment with rel ish. After
one
such
punishment session , and
as
he had
neared
the end of his training ,
Sa
ndor
was
summoned to Elton's chamber,
where the ranger presented
him with
an unusua
l gift.
" I took
you
in to my academy
on
ly
because
your
mysterious benefactor
he lped
me
once long ago,"
the
ranger
said.
"He left th is for me to give to you
when
you were
ready
for your destiny.
My hea
rt
tells me now is the time."
Sandor was overcome with awe when
he
saw
th
e W('spon, I huge war hammer
wi t h a lightning bolt engraved on its
head
. Through
the
next severa l months
he learned all the properties of the
hammer and that his " m
ysterious
bene
factor
was
an
unk
n
own
deity.
The dwarfs adventur
es
have bee n
numerous
and
led him to becoming king
of Sh
alimar
and a known scourge
to
all
evil . The Thorinson Clan of Ye
tam
(see
i
ssue 127)
are some
of his many
su bjects.
y
H
E
o
New Magic
It
ems
Havoc, Ihe Mystical
Wa
r
Hamm
e
unknown deity forged
Ha
voc tho
of years ago. The
hammer
was be
to have been
ca rr ied by a deity, w
been wlltching ove r
Sandor.
Havoc is Lawfu l Good, h as a co
ego of 30, a nd
commu
n
icates
te le
cally with its wielder.
Havoc is a +3 weapon; +4 vs. e
+5 vs. giant s. Havoc's
blows
de li
13 O d
lO
+;j); 5-16 (ldl2 +4) vs. e
23
(Jd6
+5)
vs. giants
If Havoc's wielder has
an
18 or
strengt
h , he can
hurl
Havoc up to
feet. Havoc returns
to
the
wielder
hand
whether
it st r
ikes
the
targe
Strength bonuses for dama
ge
a pp
whether
Havoc is
used as
a me lee
weapon or hur led.
When the wielder
cries
" Havoc
battle, a clap of thunder s pl
its
the
ens
and
all enemies within 100 f
e
the
wi elder must save vs. spells o
come una ble to at tock during
the
ing round. Enemies
who fail their
automatically lose in iti ativ e an d f
with - 2 uti;u:k 1'011
an
d
da
mage p
tie
s for
the
following t h
ree roun
ds
Any ev il cr
ea
tu re touching H
avo
suffers
8-64 (&18)
poin ts of damag
automatically fl
ees (jflt
survives)
IdlO
minutes.
All other be ings who touch Havo
without
the
wie lder 's perm ission s
3-24
(3d8) points of
damage
.
Havoc can detect euil co
ntinuousl
~ s t
a lightning
bolt
once per
day
, t
times per week , for 3-18 poin ts of
age; cu.re serious
wounds
once
per
d
thre
e t imes per week;
commune
wi
Sandor's unkno
wn gu ardian
deity
per month (nine questions).
Helm
of
Alignment DeteClion;
This
allows
the
wearer to to cast a know
alignment
spell at will , o
nc
e per tur
Scarab
of
Defense: This item
improv
the
weare
r 's armor cl
ass
one place.
These items
work in conjuction wit
protective items except ea ch ot her.
Transparent Plate Armor: Sa ndor's
un kn own dei
ty
gave him this
armor
The suit
is non ·magical and gives
th
wearer a base arm or class of O.
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2
UUU
[ D \ V D [ ] l J ~ m D m ~
The Databa
se
Is
Your
Friend-heh
heh heh
by
Roger
E Moore
When t he
Traveller game
was released
by GDW
more than
10 ye
ars
ago,
it
gave me my first taste of the universe of
science·fi ction role-pl
aying
ga mes. Since
then , many suc h games have appe
ared,
each with its own style a nd flavor; bu t
t he majority
of
them are cut from
the
sa
me cloth-
space opera. Starships
drive into
the
endless
galactic
night.
Inte
r
st e
llar
em p
ires
spa
n t housands of
differe nt worlds. Alie n jungl
es
t
ea
m
wit
h
monstrous
and
hostile
life.
De
s
per
.
ate
men and women
stake
their for
tune
s
an
d lives on
th
eir
la se
r weapons
a nd wits. It 's the glorious , terrifying,
awe-inspi ring
futufe of
humanity.
But I discovered a basic fact about awe·
inspiring futures: they are compli
cated
.
It
took a lot of work to
brin
g t
he
galaxy
to life. It he lped. to have player s who
were fans of TV shows l ike Star Trek
and of movies like A lien and
Star
Wars.
These players
had
an easier t ime accep
t..-
ing the campaign as believable. But the
burden still fell on me, the game
ma
ste r,
to make th e campa ign wo
rk
.
This article
a nd those
th
at follow in
this co lumn , "The Livi ng Galax
y,
are
for everyone who is involved
in or
is
thinking of starting a science fiction
role·playing game
ca
mpa ig n.
Plain Talk
About
Data
Fantasy scenarios rarely in volve any
so
rt of
detective work or library re
search , except for
an
occasiona l visit to
the local sage. Only as PCs e
nt
er
th
e
high-tech cultures of
th
e
20 t
h Century
and beyond does research become im ·
po rtant
in game adventures.
If
you
don't do
your
homework in Cha08ium's
Call
ofC
thulhll
game,
t he M
i-
Go wi ll
have
you
and your
friends as a light
lunch.
Gs n
gsters mow down the un in
formed
in
TSR's GANGBUSTERS
ga me, and corporate
assassi
ns
termi
·
nate the careless
in
R. Talsorian's Cy
berpunk game. With
high techno
logy
com
es
a desperate need to know
the
facts, a nd you won
t
h
ave
a
detect lie
co
mmune
or
legend lore
spe ll avai lable
to you when you vis it ei ther Miskatonic
University, the Chicago Public Library,
or the Net . At
leas
t one PC is needed on
p
o
L
each t
ea
m who enjoys
the
smell of
Ii·
brary air
or
is
ade
pt at hacking into
data bases.
As the size
of
t he ro le-playing uni
verse expands, the
amount of
potential
information on that un iverse also
grows. In science fiction role-playing
games,
the
ability of
the
cultures in
vo lved to store an d ret rieve da ta is
assum
ed
to be a lmost unlimi
te
d . Data
isn ' t just useful t's everything. In the ·
ory, player characters in such campa·
ings should
have
the entire
su
m of
human a nd alien knowledge at th eir
fingertips, all
st
ored i
nside
t he n
eares
t
user-friendly
compute
r termina
l.
It
doesn't mutter
if the
PCs ar c
mutant
squ irrels in TSR's GA
MM
A WORLD
: )
ga me, modern-day monst er hunters in
Chaos
iu
m's Call ofCthulhu game , or
interstellar adventurers in GDW's Me-
gatraueLler
ga me.
Th ere is a lmost no way to d uplicate
th is sum of knowledge in ga me te rm
s.
Peopl e today talk about wall-to-wa ll
data
when descr ibi ng
the
probl
ems
of
dealing with more in for
ma
tion than
they want or need . How can a GM so
rt
through t he staggering
ma
ss of knowl
edge
ava
il
able
to P
Cs
in
theo
ry a nd
select the bita that they
absolute
ly need
to know, and make it all rea listic?
Imag ine, for examp le,
th
e problems
facing t he GM of a sh ipload of
star
far ing adventurers hot on the tr ail of
the
Lost Stars
hip
of th e Kojak
Nebula
.
The PCs
eagerly
lean over th e shoul der s
of
the
ir
c
omputer
wiz as he searches by
modem
fo
r more in
fo rmati
on.
"
I'm
trying t he following keywords "
ye lls
th
e computer wiz's player. " I
'm
trying : STARSHlp KOJ K NEBULA
L
OST
ST RSH1PS NEBULA and
BIG
TRE SURES
.
" Uhhh . . . s
ays the
GM, who made
up
th
e advent ure on the spu r of th e
mo
ment,
and now must decide how
much information to give out. How ca n
he make the adventure work now?
Limits
On
The Infinite
Before starting a science fiction sce
na r io,
th
e GM must decide what li
mits
ex i
st
on information ·gather ing in his
particular
campaign. Fortunate l
y,
some
basic limits already exist in
the
rea l
world, an d th
ese
adapt rea dily:
y
H E D
1. The more
in f
orm
atio
n that's avai la
ble to
the
PCs, the ha
rd
er
it
will be to
find the part of it
that they
need.
2. The more obscure the information
being sought, t he harder
it
will be to
find it anywh
er e
.
3. Th e more im
portan
t a piece of info
mation is, the harder it is t o find it.
(Thi s is one
oft
he many
versions of
Murphy's Law.)
4. If a particular piece of informat ion
is especia lly important to the PCs, b
ut
is on a sensit ive topic, som
eon
e may
have
elim inated
or
sabotaged m
any
databases'
references
to
that
particular
topic. Deli ber ate ly created false infor
mat
ion ("misin formation )exists and
for ma ny reasons , not
th
e l
east
of whic
are
nationa l
or
corporate security,
greed, crimina l inte nt,
and
p
aran
oia.
5. No matter how up.ta-d a te a data·
ba se is, it is always
ou
t
of
da te. If a
world does
not
ha ve
in
s tantaneous
trav
e l or comm
unication with the
res t
of
the galaxy, the particular da t
abases
found on thu t world will be rel
at
ively
complete ollly
co
n
cerning
t hat world.
GOW's Traveller game often
pl
ayed up
on this ou tdated-d
ata
th em e in its ad
ven
tu
r es. ("But
th
e
co
mput
er
said this
world didn't HAVE nuclear weapons
yet How can
it
use
th
em
aga
in st us?")
6. Incorrect data exi sts in euery data
base. Hu mans and
alien
s create li
braries
and
program computers,
and
to
err is
not
only hu man, it is unavoidable
7. Some data is si
mp
ly not ava ila ble
on
any co
mputer
syste
m or
in any
l i ·
brary fil es. This
in formatio
n , of course,
is almost always the most critica l infor
mation in
th
e
adventure.
It is the " big
secret " tha t the PCs are go in g to find
out at the end
of
their qu
es
t , and this
knowledge may well destroy the PCs if
t hey aren't careful. T
his
da ta isn't in
the files because no one knows about it
ye t (and GMs don't want to spoil
the
surp rise).
Th ink a bout these proble ms when you
are designing your scenario. You don ' t
want to totally frustrate th e players as
ifthey were play ing
in
an a l
te
rn ate
ver
sion
of
West End Games'
Paranoia
game, being driven to dis traction by
The Co
mpu
ter at every t urn . But you d
want to keep a r
ea
listic grip
on
how
much
u
seful data the PCs get at each
step of
the
game.
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24
Information retrieva l is best don e by
keyword searches , the way you
flip
through an encyclopedia or
dictionar
y.
GDW's Traveller ga me
made
good use of
this conce
pt
by ha vin g gam e booklets
entirely
devoted to
computer
-
librar
y
references on subjects that might be
interes ting to adventurers (legends ,
unusual
planet
s,
al i
e n r
aces
, Imperial
history, va luable cargoes, etc .). As
eac
h
bit
of
da
ta was
called up ,
th
e GM would
hand
a sli p
of
pa
per
to the computer-
user wit
h
whatever d
ata
he was able
to
find
printed
thereon : very neat, simple,
and
clean .
Finding t he righ t keyword is tr icky,
th ough . Take th e PCs l
ooking
for the
Lo
st Sta r
shi
p of
the
Ko
jak
Nebula.
The
keywords STARSH P nd NE
BUL
will
produce
nothing usefu l to the PCs;
it '
s like look
ing
up
KANSAS
in an
encyclopedia
to
find the s
treet address
of a fr iend in Thpeka. BIG
TREASURES is al most ce
rtainl
y use
less. LOST STARSHIPS looks good, but
the database might bu ry the da ta
among u l isti ng of
hundr
eds of
other
ships lost in s
pa
ce
over
t he centuries.
The
people
who
put
th
e s
hipboard
com
pu
te
r 's
database toge
the r may not have
thoug
ht
t h
at
the Lo st
St a
rsh ip of the
Ko
jak
Nebu la was
even
important
enough to be worthy of
mention
(it
wasn 't very big, after a l
l)
, a nd nothing
at all may av ailable on it. KOJAK
NEBULA might be a good reference,
though
again
it
is h
ar
d
to
s
ay if
you will
find
that
lost
starship
in
that
one
sec
tion; it's like
huntin
g for a
de t
ai led
desc ription of
th
e wreck of
the R.M.
S
Titanic by looking under ICEBERGS or
NORTH ATLANTIC. The PCs might
ha ve
to
s
tart
checking computer
da ta
bases on
ev
ery planet t hey find , or even
(groan) trudge
over
to some local lib
rary
and ac tua lly look at a book.
Ib succeed in a da tabase search in a
science fiction game , the players mu st
be clever and able to second
·g
uess the
GM. The sh ip's computer da
taba
se
might not h
ave
much on the Lost S
tar
ship
of
the
K
oja
k
Nebula,
but if
you
went to the Kojak Nebula and looked
for
LOST
STARSHIPS references on
worlds in t h
at
r
eg
ion , you might fin d
somethi ng useful.
Pfio r
Proper
Planning
All this po ints up an impo
rtant
ru le in
d
ealing
with
the
Ga lactic Information
Explosion:
Plan
ahead_
Set
up the
elemen
ts to yo
ur
adventure before th e
PCs climb aboard
the
ir
stars
hip-
in
p
o
L
fact , long before t he
players
even reach
your home
fo
r
the
eve
ning's
game.
The sear
ch
for
informati
on can , in a
good adventure , power
the
players and
keep
th
em interes ted in
the
quest. Look
at
two
good
exa
mpl
es
of
adven
tu r
e
staging th
a t
ar
e closely tied
to informa·
tion re trieval : the old Traveller ga me
adventu re, Twilight s Peak, and the Call
ofCthulhu. module, Shadows of Yog
Sothoth. In each adventu
re
, the P
Cs
start with
littl
e clue as to t he adven
tu
r e's big secret. In
th
e
fo
r mer, the se·
cret is the location of an a lien base
hundreds of thous
and
s of years old ,
filled with items of inc redib le power
(there 's a
catc
h or two,
of
course). In th e
la
tt
er,
th
e s
ecret
is a
pl
ot to cause
Cthulhu's island to r ise and tu rn its
best
-
known
i
nhabit
a
nt
loose upon
th
e
world .
Do
t
he
PCs
st a
rt
out
knowing
everything they need to know?
Of
cour
se not.
The
y s
tart
with a mino r clue
that reveals a little about the main
secr
et
and
leads
to
ano
ther clue loca
ted
elsewhere , which tells a little more a nd
l
eads to yet
a nother
clu
e .
On e game designer described th is
pr
ocess
as
simi l
ar to peeling
an onion,
with layer upon layer of mystery
be
ing
slowly pull ed away to
reveal
t he
fi
na l
secret. In the Traveller module,
PCs
ca n
check differ
ent
library keywords to put
together
the
pieces of t he pu
zz
le th
at
will allow them to find the legendary
Twilight's Peak .
Each
pi
ece
of
in
fo
r
matio
n t
ha
t
the
PCs find
lead
s to its own mini
adventure in a well
-s ta
ged adventure
plot. Sometimes
the
PCs m
ay
reach a
dead end or red her ring in
their sea
rch
for
in f
orm ation . Sometimes they
di
s·
cover traps within
th
e in
fo
r ma tion
itself, set by t hose who
want
no one to
un cover
the
final
bi
g sec
re t
. But th ere
should always be a cha nce for th e PCs
to find what they need to know to fini sh
the adventure and m
eet
the big secret
face to face- and maybe get blown to
bits
by it.
B
ut th a t's what adventu r
es
are all abou t, right?)
The Sceptre of Zonos
Here's an example of an adventure
plot se t up for use with science
fi
ction
c
am
paigns
that
use space travel a nd
multiple
inhabited worlds. Each part of
t he advent ure is reac hed only by locat
ing
and
eva lua ting the data available,
then
fo
llowing up to see where ever
y
th ing comes out. I make no claims to
or igi na lity or brillia nce for th is adve n·
tu re,
but
you should get the basic idea
y
H
E o
on
u
si
ng
data ret
r ieval in
an adve
staging by looking it ove r. Al so
no
how
the
info rm
atio
n
that
t
he
P
Cs
at
eac h
ste
p of
the
w
ay
is
lim
it ed.
piece should
whet th
e pl
aye
r s' app
for
mor
e
data and
dr
ive
t
hem
forw
This
adventu r
e begin s
t
a comp
console on a st ars hip some wh ere b
tween worlds. Bored with r
outine
du t
y, a
computer·wise PC is sk imm
the
co
mputer
data
base
in
se a
rch o
ancient
legends and m
yste
ries
pa rt i
cularly
profitable o
nes
,
as
t h
ship 's maintenance bills
ar
e
ea
tin
everyone's s
al a
ry :
Fo llowing the discovery
of
pr eh
toric r uin s on Danfi rt h V II, a n a
chaeological team un
ea
rthed an
extraordin
ar
y nu mbe r
of
artifact
from
th
e
great
unde r
grou
nd
cham
bers there ,
among
the m the Sce
p
of Zo no
s,
which was kep t a t the
S
Museum at Zonas un til t disa p.
pear
ed during
a revolut
io
n.
Th
e
Sceptre
was
one of
th
e
IIne
st exa
ples of craft
sm a
nship known from
th e
ra
ce now called t he Nova Fo l
its reported value w
as
in the mil
of credi t
s.
Seve
ra
l legends were
a
tached to the Sceptre, chief am
on
th
e m
being that
the
Sce
ptre was
haunted by the s pirits
of
th e Nov
Folk . Little information
rem
a ins
the Sceptr e , as the revolu t ion
pro
duced consid
erabl
e c
hao
s.
A bett
k nown
exa
mple of m
yt
h
ma
king
a
prehistoric artifacts is t he
Infini
Eng ine of Birkoffs W
orld
, which
reported to be hau n ted by dead i
stellar ent ities th at were suck ed
i
ts
electroma
gne
tic hydr ogen sco
and d
es t
royed
fo
r fuel
The
Infi
nite En
gine is
merel
y a d
end
in
th e
ma
in adventure, being
a ncient ramscoop
starship
that
ha
thoroughly explored;
it
is now a to
at tractio
n on a minor wo
rl d
.
Th
e
ghosts in
the
engine
are
merely
ries spread by loca ls for the sake o
attracti
ng mo
re touri
sts.
Th e real adventure lies w ith the
tre
of
Zo
no
s. Th
e PC decides
to inv
gate before
tellin
g a nyone about it
punche
s in
th
e keywords
SCEPT
R
KONOS, KONOS, OANF RTH VI
NOVA FOLK.
Th
e GM c
orr
ectly a
n
pa ted all
of
the se keywords and ha
li
ttle
slips of
pape
r to
the pl
ayer, g
prev iously prepared bi
ts
of informa
on
th
e world of D
anfirth
V II ,
the
S
tr e
, a nd the now ·ex.t i
nct
No va Folk
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died out
during
a
war in
which they
ca used
the
suns of their colony worlds to
nare
up a nd roast all inhabita n
ts
in
each system; only the
ir
homeworld
and
Danf
orth VU escHped).
Zonos
turns
out to be
the
only city of
any importance on Danfirth VII,
built
inlo t
he
very chambers once hollowed
out by
the
Nova Folk. The rest of
the
Eart
h·sized ice wor ld is uninh
ab
ited,
t hough robot mines a re everywhere.
'rho Scept re wag
last
see n in
the
Mu
seum of Zonoli , so
the
quest for the Scep
tre
should continue
there
.
The PC shares t his information with
his crewmatcs, who a ll decide to m
ake
their way to Danfirth VII and look for
the
Sce
pt r
e. One clever
PC
checks
the
computer databalle to Bee what sorts of
im
pOl·t. i
Dunfirth
VII
has
, so
the
PCs
can t
urn
a profit as merc h
ants
on thei r
way to t
he
adv en
ture
( I'll
try ·
F TH VlIIIMPORTS
).
Tho GM had
not
thought
of
an
answer to th is before·
ha
nd
,
but he
is ab le to improvise
after
a
quick glance at his more extensive
notes on
that wo
rld ( I
ndust
r
ia
l
minin
g
equipment, vitamin su pplements,
and
basic
machin
e
parts
for
stars
hip e ngin
es
are al
ways
needed.
.
The PCs eventually arrive at Danfirth
VII,
the la r
gest moon of a giant planet
p
o
l
s
imilar
to Jupiter. There
the
PCs sell
their cargo of vitamins and starship
widgets, then explore
the
city of Zonas.
The computer
at
the Museum ofZonos
has
more information on the Sceptre,
and the PCs lea
rn
of t he circumstances
surrounding its finding and disappear.
ance (though, odd l
y,
there are no
ru
mors
nbout the Sceptre being h
au
nted). Tho
Sceptre was isolated from the rest of the
museum's works for some reason, and
after a time was
taken
off display ; no
reason for thi s appears in
the
database.
The Sceptre vanished
just
hours before
the
mUflCum ifAclf was taken over by
revolutionary
Ruu
rd
s.
Little real damage
was done to the museum and its dis
plays,
as the
guards were fanatic nation
Al ists who wanted to prelerve
the
site
(
their
dc:scendants now run t he
mu
·
seum).
Th
e museum's former curator a nd
his staff also diSflppeared before the
guards arrived, and
it
j , c l j e v ~ d they
fled
the
city with the Scept re.
The PCs
are
l
earn
in
g a lot. U
nfortu
·
nat ely, t he computer
at the
mus
eu
m is
programmed
to note
whether anyo
ne
accesses its files on the &Cplre.
The
compu
ter
t hen releases a specia l m
es
sage
to t he museum's directors, a small
but
radical group
that
would like to
recover
the
Scep
tr
e for reasons of pres·
y
H
E
D
2
tige. This group
sen
ds
an agent
or two
to follow
the
PCs just in
case
t hey com
up with something. Foll
owing
people
like
this
is a common practice of t his
group,
as
the
PCs
are
not
th
o first
to
hunt for
the
Sceptre. The radical grou
has left
the
particulars of
the
Sceptre's
dillappenrance unchanged in
the
muse
um's computers to aid
nthers
in locati n
it
. How
eve
r,
the
gro up 's com
puter
ex
perts have carefully edited out refer·
ences to
the
Scep
tre being
h
aunted, as
th is be li
ef
is hardly a
pleasa
nt one.
If
a computer-
li t
e
ra t
e
PC tie
s i
nt
o a
non·Mulleum
database
and looks
up
ol
obscure news
arti
cles from
the
time of
the revolution ,
he
finds out something
else: The curator who
va
ni shed when
the
Sceptre did was co n
sidered st
r
ange
l
or
belief
that
the
Sce
ptre
was
haunt.ed. Most legends
and rum
ors
about
the Sceptre
originated
from
the
curator s
beliefs, which
became
s
trong
over time.
He co
nfided h is beliefs to hi
family a nd closest friends, who told
about his crazy ideas in t h
eir
memoirs
The
curator
eventually took the Sceptr
off public display, which
angered
many
local res idents, as
the Sceptre
was a
very pop
ular
attraction . Then came
the
revolution, and mention of
the
Sceptre
s lowly faded from
the
news.
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26
Where do
the
PCs go next? A sea rch of
the local starport's database mig
ht
be in
order f
or
records
of
ship arrivals and
departures during t he revolution . H
ow
ever, the records from
that
time
are
in
complete and worthless,
The information search broadens.
and
a streetwise
P
locates a retirem ent
home
for
union employees of the star
port. Posing
as
a
galactic historian, the
PC finally finds someone who remem
bers seeing the museum curator and his
co-work ers
at
the starport on th e eve of
the revolution (t he PC has photos of the
museum personnel from computer files).
The old woman was a dock supervisor.
The curator, she ~ a y s was quite mad; he
clutched a ci()th,wl'upped
bund
le and
gave orders to his s taff as ifhe fcared
for his life, but he often spoke gibberish.
S
he assumed the stress of the
d
ay's
eve
nts had worn on the
ma
n. The mu ·
seum st aff boarded the ship, and it took
ofT.
Th at is all she know
s.
I f the PC is especia
.ll
y char isma tic the
old woman then confides in him .
She
ba s been ques tioned by th e direct
or
s.
whom she des
pi
ses. and has never told
them one secret. The old wom an 's eyes
sp
ar
kle. I know where t hat sh ip went;'
she says. " It
never
len
the syste
m; it
didn
' t have
an interste
ll
ar dr
ive. T
he
la st
thing
that crazy old man sa id as
they
w
ere
s
hutting the
door on his
ship
was, "lb
the su
n ' "
Th
the su
n?
Back
in the st a
r
port,
the
crew's astrogator checks the local s tar
system's layout
and
promptly finds that
a ti ny astero id lies in a dose orbit
around
the
sun. The a.ster oid ha s not
been
previously expl
ored
and is not very
impressive, being only a few ki lometers
long. Besides,
it
is
unbel
ievably hot, so
hot
that it
ca
n be approached only by
st a
rships, even space su its won 't
protect
crewm
en
from the star's rad
iatio
n and
heat. In a fi t of
excitement,
the PCs
boa rd the ir ship a nd t a ke off for the
asterord . But on t he way ou t, t he PC
commun ications officer hears a sad
report
on the local ne ws st at ions: some
one has
murd
ered
an
old
woman at
a
re t
irement
home
.
The
tr ip to t he asteroid is uneventful
after
that. The asteroid
appears
unre
markab
le except th
at it
glows a faint
red from the sun's heat. (This might be
a good time to
have the
ai r cond
ition
ing
overload and quit.) As
the
PCs ge t
doser,
th
ey discover two facts:
1. The
as
teroid is in captured rotation,
mean ing t hat it keeps one side a lways
facing the s
un
.
2. There is a tiny s
hip
appar ent ly
p
o
L
doc k
ed
to the " night sid
e
of
the
aste·
roid, shielded from the
su
n by
th
e aste
roid itself. Close in spection
and
another
c
omputer
check shows the sh ip is an old
in -syst em transport with ma rkings
ty
pi
cal of t he pre- revolut ionary govern
m
ent
of Da n
fi
r
th
VII.
We 'll assume the PCs approach the
asteroid
and study
it,
and
event
ually
send
out
a
crew
in space su
its to
cheek
out th e old ship. They can use space
suits
so long
as they stay
in
the
shadow
of
the
asteroid, out of th e sun's radia·
tion and h
ea
t. The
sh
ip is merely teth·
ered by cables to
the
asteroid to hold it
in
place. PCs who board the s
hip
find it
in
vacuu
m and a ll of
it
s c
rew dead
ex
cept
for
the
museum c
ur
ato r, who is
not aboard .
It
's
about th
is point
that
anyone
remaining on the PCs' st a rship
detects
a
new
st
ar sh i
p approac
hin
g
from
the
dir eet ion of Danfirth VII. An
other computer check reveals th e new
ship is an ar med p
ri
vate yac ht.
As
the
P
Cs
on their own ship d
eal
wit h
the
i
ntru
der, which
turn
s out to be
crewed by some of
the current
museum
stafTand its hi relings, the other PCs
access t he da tabase on the old st a rs hip.
Video and
aud
io interna l-sec
ur
ity tapes
are found and saved f
or late
r
inv
es t iga
tion .
The
i
ntr
uder
ship
flees for
the time
being after a
brief
exchange
of
lasers
and
missiles with the PC
s.
Th e tapes
are taken aboard t he PCs' sh ip and
played
back
. As
the
old woman
sai
d,
th
e
curator seems to be l raving' lun atic. He
is shown
by
the sh ip 's in
te
rnal camer
as
to be speaking
what
sounds like gibber
ish
at
t imes,
an
d his stafT seems
af
raid
of him_Finally, the tapes show
the
cura
tor donning a spll-cesuit , carefully open
ing the ship to vacuum (killing
th
e
sleeping crew)
and
leaving through the
airlock.
If anyone scans t he night side
of the
aste
roid for unusual
features,
a circula r
depression is located only a short dis
t
ance
away_
It
looks like a.c
ra ter but
is
too precise in shape to be n
at u
ral.
From this point on , the PCs are
not
like ly
to use the
ir
database
,
though
t hey
might recall from
ea
rlier checks th at t he
Nova Folk sometimes use asteroids
as
bases and bad learned to move astero ids
around th
eir colony systems. PCs
go
i
ng
to
the
circular area find that it is a holo
graphic project ion covering a dock ing
bay
large enough to pe
rm
it entry
of their
ship,
and
in they go _
The big secr et is only a short
di
s
tan
ce
away now. The
PCs
soon will l
ea rn th
at
the
Nova Folk were clever
as
well
as
ge
n
oc
idal (and suicidal). They figured
y
H
E
o
ou t how to create tremendous sola
fl
ares
by
fi
r ing enormous lasers ri
i
nto
a s
ta r
's
su
r face from a dose so
o
rb it
.
Fo
r some
reaso
n
the
Nova F
decided to
have
a civil war ,
an
d
th
un leash
ed th i
s w
eapon agai
n
st all
rebe l worlds, incinerating thei r po
tions in less
than an
hour.
The
hom
world had earlier and secretl y plac
asteroid
with a
su n
-bl
as tin
g super
around eac h colony world 's
su n
. In
cases,
the
homeworld Nova Folk w
able to ac tivate th ese flar
e-ca
using
weapons by sending a suicide sh ip
whose crew
activated th
e laser in
rebel system . The flare wo
uld
mel
asteroid,
de
s
troying it
completely,
scour the rebel world
minutes
late
Th
is pl
an
failed in
the Danfirth
V
syst
em, thanks
to
alert
defensive
s
s
hip
s, so
an
alte
r
native plan was
d
oped. The homew
orld
Nova Folk c
a truce and sen t a
sh
ip of amba. sa
to t he
rebels
of
Danfir
t h VII , offer
beautiful scepter to t heir ru ler as a
token of peace. The rebel leader d i
tr
usted the
gift
an
d had
it
l
ocke
d-u
War broke out again shortly therea
a nd biological warfare soon manag
slay
all
of
the rebels
as
well
as
the
oppre ssors on the homeworld .
The Sceptre
itself is a
mind
-read
and mind-control device programm
force
any
intellig
ent
being
graspin
to get to
the
a
ster
oid
as
so
on
as po
and activate the superlaser,
d
es
tr
o
a ll life in
the
system.
It
is, of cours
many hundreds of
thou
s
an d
s of
ye
t
oo
la te on its mi ssion. But what d
self-aware crystalline
device
know
about time?
The
curator's body lies
inside the m
ai
n control room,
dead
heart attack just
before
he reach
ed
su
per laser 's controls. Dan firth VII
saved
by luck.
Bu t now the PCs
have
arrived ,
a
one of
them
mi
ght
grasp t
he
Scept
n
ex
t .
What
will
happen to save
t
he
adv
ture
rs, not to mention the whole po
t ion of Dan
fi rth
VTI? Will
the
P
Cs
ca
p
tu re
or destroy
t he
mur
der
ous
m
se
um
staff? Ca n the PCs deactivat
Sceptre? Does t he
su
p
erlaser
even
work? These problems are for th e G
and players to resolve. But you saw
th e PCs often
came
back to
one
com
puter
database or another to advan
the plot.
Th
e database is
your
frie nd .
Mak
work for you in your next
adventu
r
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py chool
Espionage
Cl
asses For Agents
by avid Myhre
Th
e TOP
S R T
game s
yst
em
docs not provide for
all
types of agents
to acqui
re
S pedal ty S ki ll s which could
e
ess
ent
ial to the c<l mp lction of espio.
na ge mis
sion s. However, g
ame
m
as
te rs
can
mak
e
that
provision by
sendin
g
th
e
agents to spy school.
ndercover Campus
New
agent train
ing at
th
e Ori on Acad-
e my l
asts
s ix w
eek
s.
Its operation falls
und
er
the
control of
the Ganyme
de Bureau
's G4 Branch .
Th
e Academy is in
the
So
uthea
s
tern
Un ited States and se r ves
the
needs of
t he Capricorn (
North
America
), Aqu
a r
iu s (
Central
A
merica
l,
an
d
Arie
s (So
uth
America)
Bureaus
.
The Ganym
ede Bu-
re
au operate
a
ddit
ion a l ag
en
t train ing
center
s
in oth
er Orioll
Bureau ar
eas.
The Academy is known locally
as
Langford
Seminary
College for Indepen.
dent St.udy. It. rese mbles a small , r ur al
CAmpu
s.
The largest campus bu ild ing is The
Mansion, which
houses
the dining
area
,
kitchen
, adm in ist.rati ve offices,
li
brary
, commun ications
center
, a nd a
small armory. Meals
are
served in
the
man
s ion's combination c
afeteria and
dining
room. In
the
eveni ng,
the
dining
room doubles as a mov ie
theater
wh
ere
espionage and
detective
films
are
shown
ni ghtly.
Ot.her, nondesc
ript
buildings a rc used
for cla
ss
rooms.
The
l
arges
t is a g
ymna
·
sium. Beyond
it
are
living quarter
s for
Academy
staff members
.
Because
th
e school is
next
to a
quarry
and
not. far from a
hunting
lodge (both
owned and c
overtly operated
by Orion),
demolition and
fi
re
arm
classes
arc held
without
fear
of the noi
se attractin
g t he
attention
of
ne
arby res iden
ts
. Survival
cla
sses
ar
e held in
th
e woods
surr
ound ·
ing t he Academy.
The Staff
The Academy's
director
is codenamed
Headmaster. He
has
been at t he Acad·
emy
longer than any of the ins
tru
ctors.
No one at t he Aca
dem
y k nows h is
real
name or exactly wh
en
he ar r ived at the
p
o
L
school.
It
is rumored
he
was
an
Orion
Fou n
da
tion Sec tion Dire
do r, pa r
t oft. he
ZODIAC.
Headm
as ter
is
5 8
tall , thin framed,
and ha
s thinning
gr
ay hair. His cold blue
eyes st are out. over a large, red handle·
bar
mous tache. His slight. Briti sh accent.
colors h is soft, bar itone voice. Headmas·
ter s
usual
attire
is a tweed s
ui t
,
alwa
ys
neatl
y prl'AAed , whi te shi
rt
, and a regi ·
me
nl-
al t i
c. H
C1
1(Jrll a ti lc r
only was seen
wearin
g a black suit once;
that
was th e
day after three new agents blew them ·
se
lves and an ins
tructor
into v
er
y s ma
ll
pi eC f s
dur
ing a demolition exercise .
Ot her cur ren t members of the Acad·
emy
stair
include instructors, security
personne
l,
technicians,
and
ge neral
stafL The Academy inst ru ctors al so are
referred to by Or ion codename s. NPC
instructor statist ics
are
not
presented
so
each referee
can
t
ai
lor
th
e inst
ru ct
ors to
hi
s or her campa ign.
Camisndo
te aches
demolitions
and
all the heavy weapon skills. He fill s in
to assist S
hamr
oc k in
tea
ching
sm
a ll
arm
s use to rook ie a
ge
nts. Ca misado
s
tand
s tall
an
d weighs 250 pounds.
When he demons
trates
how to use a
li
ght ma
c
hinegun,
he
handle
s
it
as
easily
as if
it were a rifle . Cam isado
calls all of his students
Tr
ooper.
Cyp
her te
ache
s t he spycraft subjects
of
cryptograp
h
y,
WEB procedures, Orion
procedures, in terrogat.ion, a nd
Span
ish.
A Colombi
an
native, he is a dedicated
man who
takes
ve
ry
seriously his reo
sponsibilities orturning raw recruits
into agents. Cy
ph
e r prefers
kn
ives to
gu ns because kn ives are silent. He
always carries
th rf e t.hrowing knives in
a hidden
belt
sheath.
Cyph
cr has been
known to have a special
interes
t in
agents who
hav
e fought aga inst t hose in
t
he dru
g
trade
.
Rumor
hal; it
that
his
broth
er
was k il led for
speaking out
against
the
drug cartels.
Ferret speci
al i
zes in cove
rt
skills
s
uch
as disguise, stealth, shadowing,
and
s
ur
veillance. He is
5 9
tall,
weighs
180 pounds, and ha s an
av
erage build.
He is in his
early
3
05
,
and
wears hi s
brown
ha
ir
cut
in a moderate style .
Because
he ha
s no
remarkable
features ,
most people do not remember
him
five
minutes after
th
ey
meet
him .
This
cult.i·
vated blandness is one of
the
reasons
Fe
rret has been so successful. He dou ·
y
H
o
bles
as
head of the schoo l 's secur ity
d
et
achment.
2
Gizmo teaches all of the Academy's
me
chani
cal skill courses, including
Tinkering.
Her
blond hair,
Southern
drawl, and down -home Al
abam
a outlo
conceal
th
e high inte lligence which go
her through
the
Massachu
sett
s Insti ·
tu t
e ofThchnology. She
usuall
y wea rs
light hlu e covera lls, t he pockets of
which arc
fi
lled
with
sc
rewdriv
e rs,
wre
nche
s,
wire
s, and
other ele
ctronic
o
ddities
. She repairs and
contr
ols the
Academy's vehicles. G i7;mo
ha
s
be
en
seen in
th
e company of Wheels on man
occasions.
Lilac t
ea
ches French ,
Italian
, and
ir s
t. Aid. She is from ra nce , on loan
from t he Ge
min
i (We ste
rn
Europe) Bu
rea u. The delic
ate
woman
appear
s cold
unemotional. and Uncarin g; attitudes
fostered by one of her previous
as s
ign.
ments when nil of her
te
am ma tes were
killed.
She ha
s been a
ss
igned to
th
e
Academy
to
ke
ep
her
out
of the field fo
a while.
Sh
e is
the
newes t. ins
tructor
,
h
av
ing arr ived
two
mont.hs ago . Lilac
also serves
as the
Ac
ademy
's s
taff
ph
ys
ician
.
Mr.
Ki
is
the
close·e
ombat and
musc
po
wered range weapons ins
tructor
. He
doubles by teaching exotic and obs
cure
weapons skills. From
Japan,
he is
ru
·
mored
to
be a Ninja. His s tudents know
hi m to be mys terious
and
in scru ta ble.
Mr. Ki
alway
s wears a wh ite gi with a
white belt. He is
unusu a
lly polite,
put
ting a Mr. or Ms. in fro
nt
of
ea
ch a
gent
codename
. Despite his s k ill
with
weap
ons,
Mr.
Ki refuses to use
firearm
s on
miss ions, believing
that
an agent.'s bes
weapon is hi s mind and
bo
dy, not his
pi stol.
Shamrock , a proud Iri s
hm an who
laughs
a lot, is
the curr
e
nt
small ar m
s
inst
ru
ctor. He was retired from active
duty three yea
rs
ago when he com·
manded a
Ti t
an Team
and
lo
st
most of
hi s lefl.Jeg
to
an anti .personne l mine.
Th
e
art
ificial limb
works we
ll e
nough
that new agents cannot usually tell
(1
1
INT check)
that
t he leg isn
t
real. Sham
rock wears a camouflaged
jump
suit.
with an enamel four·leaf clover pin on
the
collar.
Wheels teaches offensive driving
s kill
s. If
something has
ti r
es, Whee ls
co n drive
it
. He ha s been at
th
e school
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28
for almost
three years
and
is "about
ready to
hit the road:'
although
the
other
ins tr
uctors
aren't
sure
what he
means by that. His dark blue
j l lm pslIit
normally open to the waisL exposes a
tie·dyed Tshirt. Wheels speaks like he
just dropped in from the sixties; his
vocabula ry includes the te
rms
Fal'
Out" and "G roovy," He has
been
seeing
Gizmo socially.
All inst ructors se rve a
minimum
of
onc yea
r,
but. no more than four ye ars.
The only exception is
Shamrock,
who
has
been assigned to the Academy per·
manently because
of
his
injury.
Security personnel
wear
da rk b
lue
jumpsuits and do not display a ny type
of
id en tificat ion on t hei r clothing. How
ever, each has a re
gu
lar SW· ' watch, ID
card, and card case. Gu ard s are typi.
cally
armed
with
dart
gu ns loa
ded with
sleep darts.
In
emergencies, oth e r weap
ons
are available in the armory and
stashed at va ri ous places th rou ghout
th
e
cumpu
s
groun
ds.
Gua
rds have
un
re
st r icted access
cleara
nces.
Academy technicians, such as me·
chanics,
armorers, communication
equipment operators,
an
d general
equipment repairmen, wear ,'Tay jump
sui
ts
also devoid
of
ide
nt
iri
cat
ion_ Each
ha
s
been throu
gh sec urity checks an d
are cleared for access into most
areas
of
the school.
General st afT members wear white
jump
ui t
s.
Th
ey fill
maintenance
a
nd
Bervice su ppor t positions, induding
meal preparations, clea ning, and
groundskeeping.
Th ey also
hav
e been
t hrou
gh
secu r
ity
checks and are
cleared
for access i
nto many
areas of the school .
Introducing The Academy
Th e Orion Academy can serve a
number
of uses in a TOP S E C R E 1 / S I ga me
campaign and,
wit h a
name change,
could be modified for use with
other
espionage
role
playi
ng
game;;. F or ex
ample, PC agents can meet at
the
sch
ool
and be
established
as
a team
. The Acad
emy
also can be
used
by
experienced
agents
who must go back
to
school to
learn new sk ill s or become more profi
cient
in old skills. PC
students
could
develop useful contacts with instructors.
In add i
tion
,
veteran
PC age nts or
wounded
agents
can
be
recalled
to the
Academy to teach classes
to
rookie
age
nt s
.
p
o
L
e Students
For
security
reasons,
no new agent
knows
the
location
of
the Academy.
Each agent is tr·ansported to the school
in a
private, windowless jet.
T
he ag e
nt
can
make a n e
du cated guess
about the
school's location, based on the nora and
fauna, but even this would be difficul t ,
as
plants
and animals from oth er parts
of th
e U_S.
and
from other
countries
are
placed on the grounds to confm;e CUriOl lS
rookie agents
.
Agents
who actually
decipher
the
Academy's
position gl-a
du
ate from spy sch ool with top honors.
When new agen ts
ar
r ive, they are
assigned codenames based on a part icu
lar theme_
For
example,
one
class was
named for melee weapons; Stille tto,
Swi
tchblad
e, Da
gg
er, and Dirk.
Stu
dents are
in
st
ruc ted to
use
on ly
their
Orion codena m
es
and not revea l
th
e ir
real names and back ,'TOltnds to a n
yone
in the Academy_ Students d
isregar
ding
the order are dismissed.
When
classes begin the students are
given "Treen jum psui ts, modified
Orion
comm
SW-l watches.
10 card
s,
and card
cases, which they are
requ
ired to
wear
and cany.
Th e S W·1 watches only have
the low power setti ngs. The 10 ca rds
hav
e a
non
-removable red
stripe ru n
n
ing
do wn th e center. The card (
ase
docs not have the explosive charge.
The
Curriculum
Basic curricul
um
,
so
me of which is
elective,
includes
operation of Or io n
Foundation eq u ipment, weapons use,
Orion
procedures and history, u na rmed
combat, WEB methods and procedures,
and various other espionage trlldecrall
s
kills
not normally learned as part of a
regu lar
profession.
Graduates
are given
a O-level skill in th ese areas.
The three
mandatory classes arc
First
Aid, Orion Prucedures"' , and WEB Pro
cedures '_ An
agent who
does not have
the First Aid skill
when he arrives at
the Academy will
learn
the s kill
at
0
level;
an
a g
ent
who
al
ready
has
the
skill at 0 or 1 raises it nne level.
In addition to th e mandatory courses,
student agents must study two ranged
weapon skills and two close
combat
skills from th e following lists.
Ranged Weapons
Basic Firearms/Pistol
Rifle
Shotgun
SMG
Knife Throwing
y
H
Close
Combat
Basic Melee
Knife
Club/Blackjack
Fencing
SpearlStaff
E D
Students
also
must
selec t onc ski
from each of following
ca t
e gories_
Spec ialty I
Spec
ialty
Animall'raining Pi c kpocke
Concealment
Shadowing
Cryptography
Steal
th
Disguise Su rveillan
In te n-
ogation
Su r
vival
Lockpicking
'I'l
-
acking
Technical
Technical
Basic Heavy Weapons
Bt·ibery *
Demolitions
Electronics
Escape Artistt·y*
Fingerprinting
,.
D
enotes
new s
kill
Gu nsmithi
Oriental
Martial
A
Securi ty
Systems*
Seduction '
S t r e e
Tinkering'"
The
fol low ing are new sk
il l
s not
in the TOP S ECRE T/S. .' game set
ORION PROCEDURES
AT'l': I NT COST:
2 3 5 PR
This ski ll is use d when an agent w
to
re m
e
mb
er tt
certa
in p
iece
of Or io
related informa t ion or to de te rmine
a n ite m of Orion-is sue equipment w
used properly. Actions which would
require an ORION PROCEDURES
include
trying to remember where
Pisces Bureau
headquarte
l
's
is loca
or if the agent
was
able to operate h
SW-I
properl
y to
reach
un
overhead
sa telli te .
w m PROCEDURES
ATI: lI2
INT
COST:
2 5 9 PR
This skill is
used
when an agent wa
to identify someone who mi g ht be a
known WEB agent. or recogniJle evi
dence
which
could lead to
u
WEB sp
sor ed operation. For example, a
successful WEB PROCEDURES rol
might allow
an agent to
connect
the
company
name of Spinner Enterpri
to
a WEB plot
currently
under inve
gation_
BRIBERY
A'IT: WIL
COST: 3 2 4
PR
Th is s kill a llows
an
age nt t o know
when,
how, what, and how
much
to
someone in a specific situation. The
Wea lth advantage gives an agent
a
modifier per point spent on
the
adva
ta ge when using Br ibery.
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ESCAPE ARTISTRY
AT1': REF
COST:
4 5 6
PHI ;: 9
Th is is a specialty skill. with Luck pi ck·
iog as a
prere
q
uisite sk
ill . The agent
with
this
skill
can es
ca
ll
e
["rom
ropes,
handc
ufT
s. s t
l"Uigh
t
jackets,
a nd other
un comfortahle si t
uation
s by popping
joints a nd
relaxing
muscles. Double·
joinl ed agents get a + 15 mod
iller
to
t he
il
' skill check.
Clumsy
agu
nts
s
uff
er
a
-
10 modil1er penalty.
GUNSMITHING
NIT:
DEX COST: 4
2 4
PRE :
I
This is a mechnn ical sk i ll and require
Basic Tool Use as a prere
qui
site. 'l'his
skill enables an agent to rcpair UI mod·
ify fi relll 'ms and to construct silencers.
If th e age
nt
lacks the proper too ls, a
20
modifier is a pplied
to
I
epair
at ·
tempts.
A Gunsmithing likiU averoged
wi th a Me
ta lw
orking sk ill allows the
age
nt
to build firearm
:
if all the neces·
sory components and tools are avui lable
und
a
succe
ss
ful skill
check
is
mad
e.
T h ~
rcfm'ee ha s
the
option of
declaring
that a particular weapon is too badly
damaged to repair.
SECURITY SYSTEMS
ATT: INT COS1':
4 3 6 PRK9
This is a spt.'C ial ty s
kill
which enah les
an ngent
to
loca te , identify,
and
neut ra l·
i1.e
or
bypass
intrusion ~ t i o
sys·
tern . Lockpicking,
Demolition
,
or
Safecracking s
kills
arc needed to defeat
the
physical
security (locks)
of
the
ta r
ge t , therefore Lockpicking is cons idered
a
prer
e
qui
s ite.
Electronics or Surveil·
lance skills give a +5 modifier per level
to the Seclll"ity
Systems
sk ill ch(.'Ck rol l.
Usc whichever skill is
more
appropriate
for the modil1er ba sed on th e circum·
sb lnces.
SEDUCTION
A1'1': WIL COST:
3 3 6
PRE : -
This is i specialty skill which allows an
agent
to
attempt to
use his or he r physi .
cal
char
ms to learn information
01'
to
convince a target to do something. At ·
tr active Appearance III OWS a
+5
modi·
fier per
point
spent on t he advantage.
The Sen
sua
li ty advantage allows a +
to
modifier to
th
e WIL check. Unatt ractive
age nt s h
ave
a
5
modifi er
per point
spe
nt
un
the
disadvantage . Uncou
th
age n
ts
ha ve a -20 modifier. PreSence
cnn be +5 or -5 modifie
r,
depending
on the total of
the other
modifiers. All
modifier are
cumulative
when using
th is skill.
p
o
L
STREETSMAHTS
ATT: PRE COST:
3 2 5
PRE: -
Agen ts with this specia lty sk ill know
where the black Inarke t usuHlIy can
be
found
and
how to deal
with
it. They also
can gain information a nd se rvicc from
members of
th e crimi na clement. This
skill can lead agel1 ts to WEB crimi nal
ac t ivities si nce
the
y
can
move in
the
s
ain
e circles a s
the
W£ B agen ts. If an
agel1t with t his sk ill is
not fluent
in
the
language
of
th e ar ea, the sk i
ll
is used
at
112
the sk ill level.
TINKERING
NIT
1 2 INT COST: 5 3 6 PHE: 3,5,7
Th is is a mechanical skill with prereq·
uisites
j\·l t. Chanic, l\.lctalwor k·
ing, and Electron ic . This skill enables
an a g e n ~
to rework,
rebuild,
modi
fy,
improve,
or
construct u
quipment
on an
emergency
ba sis uut of
alm OSL anything
" found" while on :J mission. Devices
subjected Ln Lhe a ttentions of a Tinker·
ing agent may be smuller, have more
functions, or have a completely differ
ent
appearance. Th ey mig
ht
even work. If
the
agent lacks the proper tools, a -20
modifier
is
applied
to
th e Tink e
rin
g
attempt.
Age n
ts with
a Basic Science
Deb'Tee get
a
+
O
modifier;
those
wi t h
e it
her
an EIt.C tr ical
or
M
echanicnl
En gi·
neering Deg
ree
get a +20 modifier.
Modifiers arc not cum
ulati
ve. The sk ill
level in
Tink
e
ring
ca
nnot
be
higher
than the lowest level cu rrently held in
any of
the
t
hr
ee
prer
equisite ,;kills.
One
catagory of new skills,
called
UNUSUAL WBAPONS , is not one
of
the Academy fi forma l classes, and is
only taught in independent
study
courses to ,;tudents with an avid desi re
to learn about obscu rc weapons. No
more than two obscw'c wca pons should
be allowed pel'
agcnt team. With
the
referee's permiss ion , using an obscure
weapon as the agl
mt's
pr im
ary
(
perhaps
only) weapon could be
the
agent's
ego
signature.
WEAPON
WT.
COST($)
Bolas
3 50
War Boome
ra
ng 2
25
Plastic
Chakram
1 15
Meta
l Chakram
2 25
Chu·Ko·Nu
12
3000
y
H
E
D
BOLAS
/\'n : r.,
'lOV
COST: 514 5
2
P R I ~
Th is s kill allows the agen t
to
t
hrow
th
South AllIel'ical1 cnlangli ng weapon . ;
bola consis ts
of
two or
th ,
'ce balls
a t ·
tac hed to rope 'Itrands. When thrown
succesfifully,
it
entangles t he legi' or
arms of t he
ta r
get, causing Id6 points
bruise d
amage.
It will
ca
u se th e upper
1' lower body to be wrapped with the
rO lle, "cs t l'icting
the acti
o ns
0 "
move·
ment
s
of
the
target.
BOOMERANG, WAR
A1'1':
MOV
COST: 3 4 6 PRE:
This
skill is lIsed
to thro
w flat ,
curved
thl'owing missiles used by Austt'a lian
ahor igine
tribes.
"
Toy"
boomerangs w
return to t he thrower, but on ly do ld4
p o i n L
of
bruise
damage
and
have
a
CCV of 5. Wtlr and
hunt ing
boomerang
do
not return when
thrown .
C HAKRAM
A1'1':
MOV COST: 4
6
PRE:
Th e
se disks arc
similar
to plastic
deat
rin
gs, but
have
sharpened outer edges
to caas
e
cutting
or
slashinu
damagc an
do
l1
<)t contain
drugs
or poison. Pl astic
chakram can
be
safely cal
'r
ied
thro
ugh
a melal detector. Metal
chakram
do
mol'c damage . Both types arc ava ilabl
CHU·KO-NU
ATT: D ~ X COST
:
3 4 6
PHE
:
Thi s weapon is also
know
n as a
Chines
rep
eati ng crossbow. In well·trained
hands, it is ca pable of firing 12 bolts in
15 st.'Conds. The cho·ko·nu fires
s
pe
cia liy·made , light bolts thut calise
1d4 wound damage,
not
the 11.16
of
u
regu lar cros..'lbow boll. How(Jver,
the
ch
ko·
nu ha
s a magazin(J which
holds
12
bolts. Reloading
take
s two rounds. Th e
specinl
bolls
c
ost three dollars
ench a n
only ca n use standard tips . Other tips
will not feed
through
the ma
g-
tlzine. Th
cost of the cho-ko·nu is so high be
cause
th e w
ea
pon is considered rare .
r
HANGE
DAMAGE
CCV
20 35 50
Spec.
20
40
60
11.16
B
1
20 4
sn
o Id4 W
5
20 40f60
I
d6
W 10
40 100 200 Id4W
25
R
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30
otes
from O
C )ntinued {rom page 4
and
th
em in. Eac h new mem ber
should mail in his or
her
own fOI m and
payment
.
HQ will
reco
rd
the number
of
new members cDc h member brings in.
The
winner
s
will
be announced in the
Ju ly August issue of the New
sz
ine and
wi
ll
be
given
a special award a t
GEN CONe Game Fair.
Recruit members honestly. Tell them
about t
he
benefi ts of being in the
RPGA" Network and about
the
Newszine. That is th e best way to get
people to
join
.
Do
not
sign your Il ame
and number to a bunch of membership
forms
and
se t
th
e m
out
at conve ntions
or hobby shops. Those conventions a nd
hobby shop
s and other
mem
bers
who
see
them
le t
us
know
who does
th
is.
HQ does not
con
si der this recruiting
member
s
and
will not award l prizo to
someone found doing this.
Prizes
'
rhe
G
ra
nd
Pri
ze is
the
original piece of
artwork used
as
the cover of
POLYHEDRON'" Newszine '50. Th is
piece or art he Newszine's firs
t
color
cover- will be
matt
ed
and
rramed a nd
mailed
to the Grand Prize Winner in
April. This is a rare opportunity to
acquire an
orig inal piece
of art
by
Jeff
Easley, the TSR , Inc. staff
arti
st whose
work
graces
t he c
over
s
ohhe
AD&DS
2nd
Edition
Game books and other
prodUct
s. Th
e piece is a collector's
item
So
he said,
Jr yo u're so
powerful,
make
me
a dancing sword.
p
o
L
and feat
u
res
th
e
character
s rrom t
he
Living City's Thysmiths shop. The piece
ha
s a
wa t
ercolor background
wi t
h
an
an
ima tion eel
overlay
and is s igned by
th
e
arti
st.
Second place is a $100
gin cert
ificate
to
the
Mail Order Hobby Shop; third
place is a $50 gift certifi
ca t
e to the Mail
Order Hobby Shop; and fourt h place is a
$25 gift
certifica te
to
the Mail Order
H
ob
by Shop.
Everybody
wins
in t he
member
ship
drive
be
c
au
se members par ti
ci patin
g
recei ve a one·
month
extension on
their
own memberships for
every
new memo
ber
they
recr uit. The more members you
recruit,
th
e longer you extend you r
ow
n
mem bership.
And iryou
recru i t a lot. of
m ~ m r
you could
win
one or our top
pn
zes.
Severa l
Network member
s told me
they
didn
't participate in la
st year
's
drive because
they didn't think
they
had a chance to win. There's no exc use
now. r c
hallenge
each member to
recruit
at least one person
to join
t he Net work
du
r
in
g t
he
first
three month
s of 1990. It
mig
ht be
someone
new
to the hobb
y,
a
friend you
hav
e gamed with for
years
and
who reads yo
ur
New szines a nd
competes in to
urnament
s
but
never
both
ered to join, or
it
mi
ght
be someone
who belonged years ago and let hi s or
her me mbership
lapse
.
Ju
st g
et
out
there and rec rui t them. Do
it
to
extend
your member
ship ,
or
do
it for a c
hanc
e
at the Grand Prize. Above al l , do it for
the
Network.
T Sh
irt
Winner
Our last c
on
test was a competit i
on
to
write the best
caption ror a ca rtoon
featurin
g a
dan
cing sword, a magic
u
se r
, and a fighte r.
We
received a multi·
tude or entries
from
throu
ghout
the
world,
and
nearly
all
of them made
reference to
th
e sword. One of
the
most
unu
s
ua
l e
ntrie
s was a postca
rd
-sized
coaster reoturing a Ma ri lyn Monroe
lookalike. The winner, who coinciden
tally
also was
th
e individua l
who
su
b-
mitted
th
e most entries, was Mark
Ericson of Wisconsin . His winning cap
tion
is dis
pl
ayed to
the
len.
What
Do You
Think
It's importa
nt
to the
Network
staff to
learn wh
at th
e members
think
about
the POLYHEDRON Newszine. We
want
to know if we
are
giving you
the
mix of
articles for various gam e syst
em
s
that
you enjoy
and
usc.
We can
't
print what
y
H
E
D
you w
ant to see
un less you tel l us
you like.
Set aside a few minu tes a nd jot d
some oryour
feelings abo ut
the
Newsz
ine
and
abo ut some
of
the
fe
ture
s you would like to see printed
r
ea
d every le
tter
that comes to
the
work .
Welcome
Aboard
I'm pleased
to
announce th a t
the
N
work
has
hired
an
addi tional
staff
ber.
Ski
p Williams, associate
edit
o
th
e New ;zine,
has
come on
board
t
tournaments, New
szine
s
ubmissio
n
and
perform a myri
ad
of
other task
help keep
the Network running
smoot hl
y.
During the pa st fe w year
Netw
ork expanded its
tour
n
ament
gram
, improved
the
Newsz
in
e, beg
offering more se
rv
ices, r
ev a
mped
t
club
prOb'Tam, and incrC0 6ed the of
ings a t GEN CON®Game Fair and
othe r conventions. Bul we hadn't i
creased th e stafTto
help keep up
w
the workloa d. Fortu
na
tely, t hat si
t
t ion h
as
changed,
and
S kip
an
d I w
work to kee p up wit.h
th
is increase
workload, while still
trying
to impr
services
and
remain sane.
Skip
h
as
worked as a freelance ed
for t he Network for n
early
t he
pa
st
th ree yea rs, and ha s se rved as
an
e
fo r
the
Newszine s ince issue 1
4
. In
addit
i
on
,
he
ha
s
vo
lun teere
d
unc
o
u
abl
e
hour
s to
help the
Ne
twork
at c
ventions throughout
the
midwest a
wi
th other pr
ojects.
Skip
has co-author
ed seve
ral
Net
tournament
s. is DRAGON® Magaz
Sage Adv ice" co lumnist, and will
the
au t
hor of next
month
's Notes F
HQ column,
where he
will discuss s
mittin
g
arti
cles to
the
Newszine
an
conside
ration
for ruture Living City
products.
Next Issue
In POLYHEDRON
Newszine
1
5
, w
will
re l
ease
a list of
ou
r
RPGA Net
Regionll l Directors and
th
e ir addre
along
with the
s
tate
s and
countries
are
re
sponsible for. Al so f
ea tured
w
an
AD&D 2nd Edition
game
New
Rogues Gallery and an
advent
ure f
We
st End Games'
Paranoia
game.
Take
Ca r
e,
Jea n
R
o
N
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The Oownunda Patlsserle
Continued rom page 17
all
hi
s possessions were forfei
te
d exc
ep
t
the ge m
that Jemima
h
ad
hidden. The
family left
in
s
hame
for what
Arvend
had done.
Karl Chisolm
oL
el Male
uman
STR:
9
IN n 13
WIS: 10
DEX: 18
CON: 11
CHA:
13
COM: 14
AC
Normal: 6
AC
Rear: 10
Hit Points: 2
Alignment: Chaotic Neutral
Weapon Proficienc
ies: None
Special
Abilit
ies : None
Languages: Common, El vi
sh
Kar l is 13
yea
rs old, 5'5
H
tall ,
and
weigh s 143 pounds. He has piercing
gray ey
es
and jet black hair. As the
baby of the fam ily he is spoiled, and he
loves it . He loves his famil y more for
wh
at
th ey do for
him than
loving them
f
or
themselves. Lik e all
te
en
age
rs
, he
kno
ws exac
tly
what he wa n
ts to
be-a
grea
t hero. Jemima is not worried about
this
,
as
she believes Karl will grow
out
of it .
Karl is dil ige nt in his less
on
s,
and
he
might become a cleric
when
he is
3
older-
depending
on whether his align
men t is acceptable to any temp le his
mother
allows
him
tojo
in
.
Ifhe
does
n
join a temple, he probab ly will he lp ou
in the
shop
when
he le
av e
s school.
Karl s ma in occupation
when
not st ud
ing is playing
Paper
s a
nd
Paychecks
with h is friends.
PCs can buy any tr
ea
t s
th
ey like in
the Downunda Patisserie , and if t hey
are
careful
an
d don t reveal themselve
as adventurers th ey migh t get some
u
se
ful
informatio
n from Jemim a or
from other cus tomers. If a ny PCs
man
a
ge to
get Allison
alon
e
and
off
er
her a
pl ace in
th
e party, she wi ll
join
as
a fir
level thief or magic use r provid ing a
party member will appt'ent ice her in
eit her cla ss or maybe in both .
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Tournament Request Form
Tournament Types
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ga
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ga
me, all produced by TSR, Inc., Paranoia
by
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Hill, GURPS by Steve Jackson Games,
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Bond by Victory Games, 1\vilight 2000
by
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by GDW,
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GDW,
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Outer
Space by
R.
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WI 53147
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