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Citadel Miniatures era world renowned Jar quality of design and material. Amongst
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ROLEMASTER™... a cut
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DRAGON 1
,r
SPECIAL ATTRACTIONS
Publisher
Mike Cook
Editor-in-Chief
Kim Mohan
Editorial staff
Patrick Lucien Price
Roger Moore
Robin Jenkins
OTHER FEATURES
Editorial assistance
Eileen Lucas
Advertising
Mary Parkinson
Subscriptions
Pat Schulz
Rom™ and the Dire Wraiths™ in the MARVEL SUPER HEROES™ game
DEPARTMENTS
3 Letters
COVER
This is probably the first cover painting we've ever published that owes its
existence
to a real-life experience. As Daniel Horne tells it, "On weekends some of my fellow
SCA friends and I go into the countryside in costume. It was late afternoon and we
stopped in an apple orchard for a rest. Then we started to sing the song that the
dwarves had sung in The Hobbit. I looked to the sky and saw ragged scarlet clouds
— one of them in the shape of a dragon! I went home and quickly did a sketch of
it."
Daniel told us the painting is untitled, and suggested we come up with a name for
it
if we wanted to. Well, "Easy Pickings" seems like an appropriate title, no matter
which point of view you consider it from.
2 AUGUST 1986
Death of an
Arch-Mage's flaws
Kim:
Posted forthwith, a complete (I hope) list of
things in "Death of an Arch-Mage" tissue #111)
that were botched by me, you, and other re¬
sponsible parties:
Michael Selinker
Evanston, Ill.
Dear Dragon,
Though it may seem rude to correct you,
there were a few items in "The House in the
Frozen Lands" tissue #110) which I feel need
clarification.
Mike Sostre
Brooklyn, N.Y.
Turning up
the volume
Dear Dragon,
Richard E. Hutson
U.S. Marines in Germany
Half right
at the best
DRAGON 3
If you live outside the continental SF = STAR FRONTIERS® game; ST = other game-
players who would be
United States and Canada, you can be STAR TREK®: The Role-Playing Game; interested
in corresponding about the
included in the World Gamers Guide by MSH = MARVEL SUPER HEROES™ activities that
they enjoy. Unfortunately,
sending your name and full address, game; TS = TOP SECRET® game; T = we cannot
extend this service to per-
plus your gaming preferences, to World TRAVELLER® game; RQ = RUNE- sons who live in
remote areas of the
Gamers Guide, DRAGON® Magazine, QUEST® game; W = VILLAINS & U.S. or Canada, or to
U.S. military
P.O. Box 110, Lake Geneva WI 53147. VIGILANTES™. personnel with APO or FPO
addresses.
name indicate games in which that for the benefit of gamers who live receive will
be published in three con-
AD&D® game; DD = D&D® game; CC and Canada, in areas where nearby to be listed for
more than three issues,
= CALL OF CTHULHU® game; GW = gamers are small in number or nonex- you must send in
another postcard or
istent, as a way
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DRAGON® Magazine (ISSN 0279-6648) is published monthly by TSR, Inc. The mailing
address for all material except subscription orders is DRAGON Magazine, PO. Box
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listing available back issues, write to the mail order department at the above
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The issue of expiration of each subscription is printed on the mailing label for
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copies must be received at least six weeks prior to the effective date of the
change in order to assure uninterrupted delivery. All material published in DRAGON
Magazine
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AD&D, D&D, and STAR FRONTIERS are registered trademarks owned by TSR, Inc. ARES is
a trademark owned by TSR, Inc. All Marvel characters and the distinctive
likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER FIEROES
and MARVEL SUPER VILLAINS are trademarks of the Marvel Comics Group.
Copyright ©1986 Marvel Comics Group, a division of Cadence Industries Corporation.
All Rights Reserved. ROM is a trademark of Parker Brothers. Copyright ©1986 Parker
Brothers, Inc. All Rights Reserved.
Second-class postage paid at Lake Geneva, Wis., and additional mailing offices.
Postmaster: Send address changes to TSR, Inc., PO. Box 110, Lake Geneva WI 53147.
USPS 318-790, ISSN 0279-6848.
4 AUGUST 1986
TO ORDER DIRECT BY MAIL: please list game title and product number. Include list
price plus $2.00 for postage and handling. All payments must be in U.S. funds.
No COD. Prices subject to change without notice. Allow two to four weeks for
delivery.
James A. Yates
Rockwood, Mich.
Margaret M. Foy
Chicago, Ill.
Thomas M. Kane
Farmington, Me.
6 AUGUST 1986
INTRODUCING
VERSION TWO:
Far Moimaibn or brachun call: (Gi 7 ) bgs-otzo dragonfire ii: IBM $30.95
Special; order all three modules for $60. Add $3.00 shipping to ail ondars. Visa.
MC, COD accepted.
Drag entire can be used with most mis playing systems.
by Kim Mohan
SF scaled down
Computer coverage
8 AUGUST 1986
, - ’ ■
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, i
This contradiction has its roots in the fact that while the num¬
ber of different animals that are listed is high, the number of truly
different forms is small. Brachiosaurs or brontosaurs, camara-
saurs or cetiosaurs — it's all very much the same from the point of
view of the typical player, since they differ only in their hit dice
and the amount of damage they can do. Nor do gorgosaurs, allo-
saurs, megalosaurs, and tyrannosaurs differ all that much in the
nature of the challenge they present. Since they aren't really all
that much different from one another, these monsters could be
presented in a more compact manner. Already, they are described
according to their genus names in official works (Tyrannosaurus ,
Triceratops, etc.). This is like calling all of the big cats (jaguars,
lions, tigers, leopards, and the rest) Panther a or all dogs and
wolves and jackals Canis. The same concept can be carried fur¬
ther, as it has been with other entries in the Monster Manual The
entries "elephant" and "mastodon" cover more than one genus
apiece, for instance, while "shark" covers every sort of predatory
shark that there is; the most extreme case, "herd animal," de¬
scribes hundreds of different species at a single sweep. Mesozoic
animals can be adequately described in a similar way.
There are other reasons as well for taking a fresh look at Meso¬
zoic animals in the AD&D game. For one thing, the view has
grown over the past decade or so that dinosaurs were not just big
reptiles. They were biologically comparable to birds or mammals,
or at the very least belonged in a category by themselves, unlike
other "reptiles." They may indeed have been warm-blooded, as is
indicated by several lines of circumstantial evidence. This makes
the animals themselves more useful and interesting and, more
importantly, it makes them harder for player characters to tackle,
since they now become faster and sometimes even smarter than
equivalent giant lizards. With its inclusion of dinosaurs and other
prehistoric animals, the AD&D game contains an element of sci¬
ence fiction, in that it uses the findings of the science of paleontol¬
ogy. In science fiction, it's always a good idea to be up to date,
especially if the latest ideas make better stories than the older
ones.
Categorizing dinosaurs
ALIGNMENT: Neutral
DRAGON 11
HIT DICE: Dinosaurs and mammal-like reptiles are given the hit
dice of birds and mammals of equivalent weight and diet. The
more reptilian animals are compared to crocodiles and giant liz¬
ards, which (to judge from examples in the Monster Manual) are
to be granted fewer hit dice pound-for-pound than livelier animals
get.
% IN LAIR: The lair varies with the kind of creature and the
circumstances under which it is encountered. Marine animals that
never come inshore (pelagic marine animals) have no lair. Amphib¬
ious forms encountered in the lair are at a hauling-out spot like a
place where a seal, penguin, or crocodile spends its shore time.
Eggs or very young animals may be found there in season. Terres¬
trial animals encountered in the lair may be at a daily or nightly
resting place, a wallow, or a nest. Archosaurs (see below) and
mammal-like reptiles tend nests and nestlings, while the remaining
animals described here hide the eggs and leave the offspring to
fend for themselves.
12 AUGUST 1986
of its adult hit dice and appropriately reduced attacks and altered
movement rates. Smaller and younger individuals are usually
nestlings with no effective attack, possibly under parental care,
while individuals with over 80% growth are effectively adults.
THE BESTIARY
The Bestiary
Parti Barnes
DRAGON 13
They lay hard-shelled eggs and which they tend and guard in
nests. Like crocodiles or birds, they tend the young after hatching
time as well, and may even nest in colonies. The eggs are as large
as an ostrich egg in the largest species. Small, active, terrestrial
archosaurs may have feathers for insulation. Large archosaurs, or
those that spend much time in the water, have scaly or warty skin.
Concerning accuracy
Dinosaur descriptions
AETOSAUR
ANKYLOSAUR
FREQUENCY: Uncommon
NO. APPEARING: 1-8
ARMOR CLASS: 2 or 3
MOVE: 6" or 9 "
HIT DICE: 2 / 2 to 11
NO. OF ATTACKS: 2 (tail)
Nodosaurids have a solid shell over the back, and have relatively
long legs, but their tails lack the mace-like knob found on other
ankylosaurs. They move at 9", have an armor class of 2, and in¬
flict damage as if they were one size class smaller (V2 HD individ¬
uals inflict 1-2 points of damage). Nodosaurids typically have long,
narrow heads and have long spikes at their sides to prevent carno¬
saurs from turning them over.
CARNOSAUR
FREQUENCY: Uncommon
NO. APPEARING: 1-10 or 1-2
ARMOR CLASS: 5
MOVE: 22", to 15 ",
HIT DICE: 8 to 18
14 AUGUST 1986
iti&FOR TRAVELLER
Alien Realms
Robots
QDW
On me
po jv*
Hivers
: Designers' Workshop
YAi\ StcronpL-e. PL
MOVE:
15"
15"
12"
12"
12"
HIT DICE:
8-10
11-12
13-14
15-16
17-18
DAMAGE:
1-4/14/
1-4/14/
1-3/1-3/
1-3/1-3/
1-3/1-3
3-24
3-30
3-36
4-40
4-48
SIZE:
L(15-20)
L(21-25)
L(26-30)
L(31-35)
L(36-40)
MOVE:
12",
12"
12"
12"
15",
HIT DICE:
1 hp
y 2
y 2
DAMAGE:
Nif
1-2
1-4
1-6
SIZE:
S(to 3)
S(4)
M(5)
M(6)
M(7-8)
MOVE:
18",
18"
15"
15",
HIT DICE:
4-6
7-9
10-12
DAMAGE:
2-8
2-12
2-16
2-20
SIZE:
L(9-10)
L(ll-15)
L(16-20)
L(21-30)
CERATOPSIAN
FREQUENCY: Common
NO. APPEARING: 1-100
ARMOR CLASS: 6
MOVE: 12" to 18"
HIT DICE: 1 hp to 12 HD
CHELONIAN, MARINE
FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 37/18”,
16 AUGUST 1986
raovonAliPU
1 &13 GnttleTnch Edu aprints Sal #1 *SFdur -<SiH^^rsL blu&prinL sh&eiti 1 51 DOfl
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control moil everything. In Ellis UftiyflflM 0* Chengiiig. toyallWIL you musl
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of the Nobodies
Peasants can
by Joseph R. Ravitts
DRAGON 19
JTNOW ONLY%_
1 * 1.951
Place an order today at your local game store, or send $18.00
for a 12 month subscription—a fantastic saving of almost 25%
off the cover price. Write to: Games Workshop (US),
DRAGON 21
To order call: r ’ 1
1 800228-5287 ^
In Illinois:
312 - 257-9010 _
DBEInc.
25 Sunhill Ln.
Lemont,l!l. 60439
Or mail check or
money order to
Summing it up
STATE OP WAD
The year is2000! They said it would never happen again. BUTITHAd!!!
CIVIL WAD IN THE U.6.!!!
IS
22 AUGUST 1986
Games have their origins in the distant past, so far from the
present that the time of their beginnings can only be guessed at by
experts. Board games have been played for about 5,000 years; this
group includes such old favorites as the Royal Game of Ur (Iraq,
circa 3000 b.c.), Chaturanga (the forerunner of chess, from 6th-
century India), and Go (China, circa 2000 b.c.). These forms of
entertainment spanned all continents, with varieties of similar
games being played in even the most geographically isolated areas.
BUSHIDO'
Flashing bladework, brave warriors, martial mastery, wise priests, honor, stealthy
assassins, demons, magicians, spirits, war — the stuff of Legends, the Legends of
Japan. BUSHIDO is a role playing game that allows you to adventure on the Misty
Isles of Nippon.
Players in BUSHIDO design their characters to suit the profession they choose.
A skill system is used to determine the character's success in both martial and
peaceful endeavors.
\n
Try adventuring in a
world where a man's
honor and fame are
as important as the MS?
number of foemen he
P.O.Box 182,
DRAGON 23
Why such strong praise for a game that "simply" sends one into
a dungeon to be pitted against strange foes while searching for
treasure? Such a scenario has been repeated hundreds of times in
other software presentations. True, but in this case Rogue re¬
quires the player to participate with some modicum of thought.
The game is certainly not all slay, slay, slay for pay, pay, pay! (Al¬
though without doing the former, an adventurer would have
difficulty garnering the latter.)
Every game has a specific main goal. In Rogue, the player must
seek and retrieve the Amulet of Yendor. Created by magicians long
ago as a remembrance for mankind, the Amulet sparkles with a
purity and beauty found nowhere else. Such dazzling radiance
was not appreciated by one person, the Lord of the Dungeon, a
malefic being who has stolen the Amulet and hidden it deep
within the Dungeon of Doom. How apt a name for this under¬
ground labyrinth, for few players have ever successfully recap¬
tured the Amulet of Yendor. All sorts of beasties have been
brought into his realm by the evil Dungeon Lord, and the crea¬
tures have a single purpose: to thwart every player's quest by
making him vacate the dungeon — or, if he chooses to stand and
fight, by taking his life.
Death can come swiftly within the dungeon, and perilous situa¬
tions should be avoided at all costs. You can save a game in prog¬
ress if your character is still alive, but if your adventurer dies you
have to start over on level 1 — and to make matters worse, all of
the knowledge and experience you acquired will be useless. The
Dungeon of Doom changes in configuration every time the game is
restarted from scratch, and the elements found in the labyrinth
change location and function. A certain type of armor that pro¬
tected you well in your previous game can be next to worthless in
your next one; a potion that once filled your belly with food or
imparted a bonus to your weapon now sends poison coursing
through your body; a scroll that once detected the location of
monsters now summons the evil beasties directly to your position.
Your adventurer can continue to learn and grow as long as he
survives, but an entirely different environment awaits each player
that starts on level 1. This can be rather frustrating if you have
worked to get an adventurer down to the 20th level before he
expires, but the "different dungeon every time" feature also makes
it possible to enjoy the game over and over again even if you do
succeed in retrieving the Amulet.
24 AUGUST 1986
SUPREMACY
★★★★★
OMNI’s Choice
December 1985
Ted A. McDonald
GAME NEWS,
December 1985
Sid Sackson
GAMES Magazine,
July 1985
DRAGON 25
vant to what has just happened (the value of treasure found, the
outcome of combat, the nature of found objects, and so forth).
Become a Daredevil!
ALSO AVAILABLE:
• Daredevil Adventures 1:
featuring Deadly Coins
• Daredevil Adventures 2
with Menace Beneath the Sea
• Daredevil Adventures 3:
Supernatural Thrillers
Cloaked in magic
by Ed Greenwood
Cloak of battle
Cloak of comfort
Cloak of fangs
DRAGON 27
Cloak of reflection
5KYRGALMS
BEHIND
TM
28 AUGUST 1986
A Completely computer-moderated *
A Professional management
A Over 20.000 turns processed
A $7 (U S.) for setup, rulebook. and 2 free turns
A Only $4 (U S.) per turn — never an extra charge
An exciting new role playing game in which characters use or deal with awesome
psionic powers in
a near future setting. PSI WORLD offers over seventy-five different skills, twenty-
five psionic disci¬
plines, and over ninety specific psionic abilities.
The Gamemaster chooses the nature of the near future society, and with the input of
the players,
selects the style for their campaign. There are two options:
• The Government has attempted to gain dictatorial powers and uses the Psis as
scapegoats to distract
public attention from the Government’s illegal grab for power.
• The Psis are a true threat to democratic rule as they use their powers to gain
unfair advantages in
business, politics, and all aspects of daily life. Players take the roles of
members of the Psi Police
to protect the public from this psionic menace
Be a Psi and control awesome powers of the mind! Protect the innocent from those
with great
powers as a member of the Psi Police! The choice is yours. Seek adventure in this
fast paced game of
action and excitement in a near future setting. The only limits are your own
imagination!
GAMES Q, PSI W0RLD includes complete and easily understandable rules, the PSI
PSI WORLD includes complete and easily understandable rules, the PSI
WORLD ADVENTURE with introductory adventures to get your campaign
started, Gamemaster's Screen, and master character sheet suitable for photo¬
copying. Everything needed to begin your PSI WORLD campaign is included
in the boxed set. Ail of this is yours for only $12.00.
Please add $2 for postage and handling. N. Y. residents please add sales tax.
Cloak of stars
cloaks is found:
Cloak of survival
DRAGON 29
GURPS is a whole new approach to roleplaying — a
game in which ease-of-learning, ease-of-play and realism
go hand in hand. The rules are written in plain English.
You won’t need to learn a new language to play the game.
Watch foe the GURPS Basic Set at your game store or send $27.50 (Texas residents
add $ 1.00 sales tax) to:
Steve Jackson Games, Box 18957-D, Austin, TX, 78760
(From page 8)
Darcy Stratton
Eugene, Ore.
DRAGON 31
"Mayfair did an
outstanding job on
this one.”
—Fantasy Book
“DC HEROES
is a must-buy //f
for long time
gamers who want to
sample the richness >
of the DC Universe.
—Comics Feature
“★ ★ ★ ★
A minor
miracle ♦ * . the
system doesn't
break down
recommend it /
imoondit ionally
—Different Worlds
(< DC Comios
— —- is represented
^ in the superhero
an innovative,
thoughtful,
respectable
superhero role
playing game."
—Space Gamer
Highlights Include . . .
• Steranko Cover
• Robotics
• Bionics
• Special Training
Highlights Include . . .
• Animal Mutations.
Now you too can transform ordinary house pets into the
superheroes of tomorrow. From the family feline or hamster
to lions, tigers and bears, you can create the most unusual
superbeings in the annals of history.
Highlights Include . . .
by Matt Bandy
* Thigh
7
side of the body being struck.
Thigh
Shin
Shin
Knee guard *
Knee
Bracer, leather *
Lower arm 6
Bracer, steel *
Lower arm 4
Mail shoes *
Feet
The
Thigh
; as
Knee
Shin
Foot
Areas
Knee
Armor type
protected AC
Shin
Helmet, great
Head
Foot
Helmet, small
Head
Shin
Hit location
Collar, leather
Neck
7
Foot
Collar, steel
Neck
Shin
Breastplate
Chest
Foot
Abdomen
* Shoulder
Chest
Shoulder
3
however, it becomes implausible. The shin
Abdomen
Groin guard
Groin
Groin
Gauntlet *
Hand
Shoulders
Gloves, leather *
Hand
l 9
Chest
and may
Abdomen
7
be bought for either the right or left side
Groin
of the body.
Shoulders
uses.
Upper arms
Chest
of the
Abdomen
Groin
7
piece of armor.
Shoulders
Thighs
Chest
Abdomen
Groin
Item
Cost
Weight
assuming a regular-sized shield is used.
Shoulders
Collar, leather
10
Upper arms
Collar, steel
10
20
Chest
Breastplate
100
100
01-10 Head
Abdomen
120
11-15 Neck
Groin
5
Mail tunic, studded
13
170
16-30 Chest
Shoulders
25
200
31-40 Abdomen
Upper arms
38
280
41-45 Thigh
Thighs
65
220
46-48 Shin
Chest
70
300
49-50 Knee
Abdomen
80
280
Groin
15
Shoulders
30
71-75 Elbow
Upper arms
15
76-80 Foot
Thighs
6
Shin guard, steel
30
81-85 Hand
Chest
Knee guard
10
10
86-95 Shoulder
Abdomen
Bracer, leather
10
96-00 Groin
Groin
Bracer, steel
20
Shoulders
15
always strike the left side of his opponent's
Upper arms
40
Thighs
Groin guard
10
DRAGON 35
Body part
Leather
Padded
Studded
Ring
Scale
Chain
Splint
Banded
Plate
Bronze
Field
Plate
Full
Plate
Head
10
10
10
10
10
Neck
10
2
Chest
Abdomen
Thigh
8
7
Shin
Knee
3
3
Upper arm
Lower arm
10
3
4
Elbow
Foot
10
10
10
10
Hand
10
10
10
Shoulder
Groin
7
7
01-05 Helmet
06-10 Breastplate
11-34 Thigh guard
35-60 Shin guard
61-66 Knee guard
67-84 Bracer
85-00 Shoulder guard
For all items except helmets and breast¬
plates, an even roll denotes that the item
was made for the right side of the body,
and an odd roll, the left. Thieves may only
use partial armor types made of leather.
Suits of armor
Combat procedure
ACCEPT NO IMITATION
A SUPER HERO
ROLE-PLAYING GAME
Powers:
3. Invulnerability/20
Endurance: 31 ^
Agility: 12
Intelligence: 15
Charisma: 12
Dam. Mod.: +2
Accuracy:+1
Hit Points: 18
Heal: 2.7
Car. Cap.: 278
Basic HTH: 1d6
Power: 67
Movement: 52' '
ROADSTRIKER
WITH
ADVANCED TRANSFORMABLES - A
new expansion for designing multiform
MEKTONS! Now Astrofighters, Hydrofoils,
Tanks, Walkers. Beastmecha and other
exciting types can all be added to your
MEKTON campaign!
ril T 7 /r|i§T
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filial
36 AUGUST 1988
THEQUUSHMS™ BULLETIN
mMmWk
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Dueling Dragons.
THE FIGHTER
Use this ad as a handy order form! Or as a checklist to keep track of which figures
you’ve bought, and which one you still need.
COMPLETE LISTINGS of all Ral Partha’s thousands of fantasy figures are contained in
the 1986 Fantasy Catalog. Send for yours today! It costs
$2.00, but comes with a handy Redemption Coupon good for $2.00 off your first
order.
MAIL ORDERS; For mail orders under $30.00, please odd $2.00 postage and handling.
Orders $30.00 and over are postpaid. Sorry, we can’l
accept C.O.D. orders!
PREVIEWS
NEW PRODUCTS
DAI Adventures in
Blackmoor™ Module
D&D® Game Adventure
by Dave Arneson
Game Adventure
by Roger Moore
LORDS OF DOOM:
A DRAGONLANCE® Adventure
AD&D® Adventure Gamebook #10
by Douglas Niles
ACOLYTES OF DARKNESS
AGENT 13™ Book #3
by Flint Dille and David Marconi
AGENT 13™ & ©1986 Flint Dille and David Marconi and TSR, Inc.
NEW PRODUCTS
PREVIEWS
REVIEWS
19 DAY OF AL’AKBAR
AD&D® Game Adventure
by Allen Hammack
BATTLE ROAD
CAR WARS™ Gamebook #1
by Steve Jackson
in CITY IN DARKNESS
by Jeff Grubb
CAPTAIN AMERICA™
WARLORDS:
ONE-ON-ONE™ Adventure
Gamebook #7
PREVIEWS
magazine
in your lair?
Well, a limited number of back issues of DRAGON® Magazine is available through The
Mail Order
Hobby Shop. Or, if you've been searching in vain for that special article that
appeared in the now
out-of-print issues of DRAGON Magazine, our Best Of DRAGON® volumes might fill your
need.
Just take a look at the list below, then check the lines of those issues you’d like
to order. If you
want more than one copy of a specific issue, write the number of copies on that
issue’s line.
These offerings are priced at $3.00 each (except for all issues after #105, which
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DR112
Expiration Date
DRAGON is a registered trademark owned by TSR, Inc. MAIL TO: The Mail Order Hobby
Shop, P. O. Box 756, Lake Geneva W1 53147.
° 1986 TSR, inc. All Rights reserved. Make checks or money orders payable to: The
Mail Order Hobby Shop.
$ 4.50
40 August 1986
No, that doesn't mean we're never going to index all our future issues.
What it means is that, from now on, we expect to be able to simply update
the Ultimate Article Index with yearly or year-and-a-halfly supplements.
Then the index went into production, which is similar to the process of
putting a steak through a meat grinder: What comes out is essentially the
same as what went in, but it gets softened up a bit so that it can be manip¬
ulated to fit into a certain amount of space. In this case, we had roughly 25
pages of text that needed to be squeezed into 19 pages of space. By drop¬
ping a few of the more esoteric categories and consolidating some entries
that could appear under the same heading instead of slightly different
ones, we managed to make it fit into the space we could afford for it.
What's in here. . .
The index contains two kinds of primary entries: article titles and topic
headings. Titles are printed in boldface type, followed by the subtitle (if
any), author's name, and issue number in regular type. Of course, titles do
not include "A," "An" or "The" when one of those was the first word of the
title; for instance, "The Role of Nature" (issue #108) is listed under "R" for
"Role." Every article that qualified for inclusion is represented by at least a
title entry, and often it also appears under one or more topic headings.
Topic headings are useful for two purposes. If you remember what an
article was about, but don't recall the exact title, try looking for it under an
appropriate topic heading. For instance, the article on the sentinel NPC
appears in the "H" section because that's the first letter of the title. But we
don't expect you to remember what it was called, so you can also find it
under the topic headings "Sentinel NPC" and "Non-player character," both
of which give the article's title and the issue number in which it appears.
Then, if you want to check back to find out who wrote it, you can look up
the title entry.
The second useful purpose is to find out how many articles have ap¬
peared on a certain subject. If you want to check out everything we've
printed that is primarily concerned with elves, look under "Elm Some¬
where in the neighborhood, you'll also find every article title that begins
with "Elf" or "Elves" or something like that. Sometimes an article will not
be listed under an appropriate topic heading when it also appears listed by
title in close proximity to that heading, which is one way we avoided
redundancy and got the index cut down to a manageable size. Also, take
note of the word "primarily" used a few lines back. The topic heading "Elf"
does not mention every article in which the word "elf" appears, only those
articles that deal mainly or exclusively with elves.
And here's the apology: Sorry, folks. If we had unlimited time to compile
and produce the text, and unlimited space to print it, maybe we would
have done more. But we didn't, so we didn't.
If you run across an error of omission that you think is significant, drop
us a line and let us know about it. If we agree that it's an error, and not an
intentional omission, we'll let everyone else know about it in a future issue.
Also, if you have any suggestions for minor changes to the style and format
of the index, our mailbox is always open. We aren't going to rip this index
down to its foundation and start over, as we've done in the past, but we are
open to ideas on how to make the updates easier to use in case there's
something we've overlooked.
Finally, we have to say the same thing we've said every time we've pub¬
lished an index. Although this compilation goes all the way back to issue
#1, you all should realize that around three-fourths of the issues we've
published are out of print and not available for sale as back issues. Please
don't write in to say that you iust have to get a copy of issue #26, or a copy
of an article from that issue. We can't honor requests like that, so all you're
going to do is waste a stamp and make us feel guilty.
The back issues that are for sale through TSR's mail-order department
are listed on the order blank in every issue of the magazine. If we don't
have what you want, all is not necessarily lost. You might be able to find an
out-of-print issue for sale (probably at much more than cover price) in a
hobby shop. You might be able to locate the issue you need by putting an
ad in your local newspaper - and dig up a new playing companion at the
same time. Old issues are often for sale at auctions, especially at the larger
game conventions. In short, there are ways to get your hands on an old
issue, but it won't be easy and it probably won't come cheap.
Enjoy the index for the good it can do you, instead of getting frustrated
over what it can't do. Even if you've only got three or four years' worth of
magazines, you've probably spent a lot of time flipping pages to find an old
article that you know is in the stack somewhere. Ir the Ultimate Article
Index helps you find what you want faster than you could find it by flip¬
ping, then it will have fulfilled its purpose. From now on, all you have to
remember is what issue the index is in.
DRAGON 41
Abigor, Duke of Hell, 76
Abilities
Acrobat
Melee in D&D, 24
Fedifensor, 67
Forest of Doom, 73
Garden of Nefaron, 53
Gypsy Train, 93
Mechica, 70
Ruins of Andril, 81
Temple of Poseidon, 46
AD&D exam
Dwarves in Space, 70
Alignment language
Allosaurus, 55
Alocer, Duke of Hell, 75
by Stephan J ames, 98
ALPHA OMEGA
Gygax, 28
Animals
Ankylosaurus, 55
Partagreco, 26
Anti-Paladin NPC: Good got you down? Try this for Evil, by
George Laking and Tim Mesford, 39
Antidotes, tables
Poison, 81
Apatosaurus, 55
Apes
Apollyon
Arack dragon
Landragons, 74
Archdevils, 91
Archer NPC
Weapon Specialization, 66
Sage Advice, 71
Argas by J ames Hopkins II, 53
Armory
Understanding Armory, 53
Kluever, 25
Arrikhan
Aruchai
Anvoreen
Ascomoid, 68
42 AUGUST 1986
Assassin
Astrologer
Atlatl
Bad Idea, Good Game?: Yes, it can happen-but not all the
time, by Michael Dobson, 106
Bahgtru
Greyhawk's World, 63
Protection Circles and the Like, 56
Bandits!: A shifty character for your campaign, by Tom
Armstrong and Roger Moore, 63
BARBARIAN PRINCE
Beg, Borrow or Steal?, 68
Gypsies, 59
in Sage Advice, 56
Singing a New Tune, 56
Bare-handed combat
Barghest, 26
Tom Moldvay, 52
Basidirond, 68
Basilisk
Barker, 4
Battles, D&D
Battles, in fantasy
Fights of Fantasy, 79
Bhaergala by Ed Greenwood, 94
Bichir by Ed Greenwood, 89
Blackjack
Bleeder by Ed Greenwood, 59
Blowgun
Bola
Bond, James
BOOT HILL
DRAGON 43
True Dragons, 50
Ruins, 54
Bullwhip
... But not least: The Humanoids: Goals and gods of the
kobolds, goblins, hobgoblins, & gnolls, by Roger
Moore, 63
Island Enchanters, 52
Caltrop
Game Balance, 16
Hate Ores? You'll Love This Campaign, 43
Making of a Milieu, 93
Mission Control, 48
Poison, 59
Gypsies, 59
Deities
Wandering Monster, 15
War!, 65
Getting started
Ideas
Instant Adventures, 48
Setting
Setting, aquatic
Setting, ruins
Ruins, 54
Dwarves in Space, 70
Setting, town
City Campaigns, 37
Development of Towns in D&D, 8
Locals Aren't All Yokels, 109
Random Events Table for Settlements, 15
That's Life in the Big City, 99
Social structure
'Caste' of Real Characters, 70
Economics Made Easy, 107
How Taxes Take Their Toll, 95
Law of the Land, 65
Playing the Political Game, 90
Treasure, see Treasure
Canaanite gods
Cantrips
More Cantrips, 60
Cantrips: Minor Magics for Would-Be Wizards by Gary
Gygax, 59
Castles
Fights of Fantasy, 79
Great Stoney, 86,97
Knock, Knock!, 52
Who Lives in That Castle?, 80
Castles by Carroll by Mike Carroll
I: Neuschwanstein, 68
II: Wawel Castle, 69
III: Jericho, 70
IV: The Tower of London, 72
V: Leeds Castle, 73
R. Lovins, 33
Cavalier
Chivalrous Cavalier, 72
Chakram
CHAMPIONS
Chivalrous Cavalier, 72
Customized Classes, 109
44 AUGUST 1986
Charisma
Charm spell
Guritzky, 19
Chess
Chimera
Chinese mythos
Monster Mixing, 49
Island Enchanters, 52
Leathers, 37
City adventures
Cleric
Cleric Collection, 85
Clerics, dragon
Lawrence Huss, 33
Understanding Armory, 53
Cockatrice
Ecology of the Cockatrice, 95
Coinage systems
Combat
Combat, by giants
Combat, unarmed
Psionics is different, 78
Comeliness
Compsognathus
Computer
Conquistadores
Constitution
Coyote
Elfquest, 66
Cyrollalee
D&D
Chapel of Silence, 50
Creature of Rhyl, 55
Fell Pass, 32
Hail of Mystery, 21
Halls of Beoll-Dur, 41
Sword of J ustice, 92
DRAGON 45
Death Fog, illusionist spell, 66
Death master
Down-to-Earth Divinity, 54
Elemental Gods, 77
Feathered Serpent, 2
Sage Advice, 66
Demi-humans, birthplaces
Demons
Dhole
Dimensional travel
Dingo
Diplodocus, 55
Divine abilities
Divine intervention
Of the Gods, 29
DIVINE RIGHT
Black Hand, 46
Black Knight, 44
Chronology of Minaria, 57
Eaters of Wisdom, 49
History of Dwarves, 45
History of Elfland, 37
History of Hothior, 35
History of Immer, 36
History of Mivior, 38
History of Muetar, 34
History of Pon, 42
History of Rombune, 54
Minarian Variants, 46
Monsters of Minaria, 56
Monuments of Minaria, 55
Schardenzar's Story, 51
Trolls, 41
Dokyu
Philip Meyers, 47
Doppleganger
Dracolich
Dragons
Chinese Dragons, 24
Cult of the Dragon, 110
Dragon Damage Revised, 98
Dragon Damage Revisited, 110
Dragon Magic, 15
Dragons and Their Deities, 86
Dragons of Krynn, 98
Faerie Dragon, 62
Grey Dragon, 62
46 AUGUST 1986
Druid/Ranger
Dryad
Duchy of Tenh
Dungeon setting
by Gary Gygax, 22
Dwarf, language
Earth, god
Elemental Gods, 77
Basilisk by Ed Greenwood, 81
Beholder by Ed Greenwood and Roger Moore, 76
Bulette by Chris Elliott and Richard Edwards, 74
Catoblepas by Chris Elliott and Richard Edwards, 73
Chimera by Ed Greenwood, 94
Cockatrice by Ed Greenwood, 95
Displacer Beast by Bill Mickelson, 109
Dryad by Shaun Wilson, 87
Eye of the Deep by Ed Greenwood, 93
Gorgon by Ed Greenwood, 97
Gulguthra (Otyugh, Neo-otyugh) by Ed Greenwood, 96
Ixitxachitl by Ed Greenwood, 85
Leucrotta by Ed Greenwood, 91
Maeder (Medusa) by Ed Greenwood, 106
Mimic by Ed Greenwood, 75
Mind Flayer by Roger Moore, 78
Ochre Jelly by Ed Greenwood, 104
Pernicon by J ohn Nephew, 108
Peryton by Nigel Findley, 82
Piercer by Chris Elliott and Richard Edwards, 72
Rust Monster by Ed Greenwood, 88
Sea Lion by Ed Greenwood, 107
Slithering Tracker by Ed Greenwood, 86
Stirge by Ed Greenwood, 83
Trapper by Ed Greenwood, 84
Treant by Susan Lawson, 79
Unicorn by Roger Moore, 77
Will-o-Wisp by Nigel Findley, 99
Economic Class, Of character
Moldvay, 39
Elemental planes
Sage Advice, 60
Valley Elf, 67
Elminster
Astral Plane, 67
Inner Planes, 42
Planes, 8
Ettin
Euparkeria
Anti-Paladin NPC, 39
see also Alignment
DRAGON 47
Eye contact
Familiar
Fighter
Be a Two-Fisted Fighter, 68
Big, Bad Barbarian, 63
Mightier Than the Pen, 46
Working Your Way up to First Level, 51
Berserker subclass
Cavalier subclass
Chivalrous Cavalier, 72
Followers, tables
Level progression
Samurai subclass
Samurai, 3
Fire, god
Elemental Gods, 77
Fire-eye Lizard by J osh Susser, 40
Firearms
Second Volley, 70
Firearms, 60
Flard
Food
Foretelling
Forgery
Goristro Revealed, 91
48 AUGUST 1986
Planet Busters, 64
Ringside, 38
Runngus's Game, 40
Snit Smashing, 10
Snit's Revenge, 11
Danger on a Budget, 99
Exterminator, 104
Gamma Hazards, 85
New Brotherhoods, 93
StarQuestions, 86,90,95,103
Garath
Gargoth, Arch-devil, 91
Garrot
Gates
Fantasy Genetics, 44
Pulsipher, 81
Giants
Gladsheim
Glyphs
Glyphs of Cerilon, 50
"J ust" a Door? Not Any Morel, 53
Glyphs of Cerilon by Larry DiTillio, 50
Gnoll
Gnome
Lakofka, 30
Grappling
Gulguthra
Guns, table
Firearms, 60
Harpoon
Restless Dead, 42
Hawk/falcon
Hazards, natural
Healing
Understanding Armory, 53
Herbs
Hero-deity
Kelanen, 71
Hindu mythos
Fischer, 2
History
Armada Disasters, 25
Armies of the Renaissance, Part I, 22
Armies of the Renaissance, Part II -The Swiss, 24
Armies of the Renaissance, Part III - Condotierre
and the Papacy, 25
First Assassins, 22
Irresistible Force, 22
Mongols, 36
Real Barbarians, 72
Hit points
Horses
Let the Horse Buyer Beware, 92
Warhorses and Barding, 74
Horseshoe Crab, Giant by Ed Greenwood, 89
Horseshoes of Hades by Victor Selby, 47
House in the Frozen Lands: A mid-level adventure for the
AD&D game, by James Adams, 110
How Do You Rate as a DM?: Only your players know for sure,
by DeAnn Iwan, 43
Lakofka, 36
Wesley D. Ives, 1
Humans, birthplaces
Hunting dog
Idee
lllrigger
llneval
IMPERIUM
Michael Dodge, 34
Smith, 24
Enchanting Incantatrix, 90
Incubus by Craig Stenseth, 54
Inn
Gary Gygax, 73
Inner Planes by Len Lakofka, 42
Insectoid
Intelligence
Intelligence, of monsters
Invisibility
Iron fan
Iron golem
Irongate
luz
Jackal
Jericho
Jester
Jewelry, table
CHAINMAIL Revisited, 17
Joy of the Juggernaut by William Tracy, 91
Judging
50 AUGUST 1986
TSR presents
by TSR Staff
GEN CON is a registered service mark owned by TSR, Inc. ®1986 TSR, Inc. All Rights
Reserved.
Excuses,excuses ...
The solution was the Event Listing you now hold in your-
hands. All the TSR Staff-sponsored events are listed herein
(even the few that made it into the original Pre-Registration
Brochure), along with a schedule of who will be sitting in the
TSR Profiles Booth (previously known as the Designers' Booth),
eagerly awaiting your questions, complaints, and requests for
autographs.
Michael Dobson
Director of Games Development
GENERAL SEMINARS
BOARDGAMES
MINIATURES GAMES
NOVICE
OTHER GAMES
NOVICE
Come meet the TSR creative staff at our booth in the Exhibit Room. Questions an¬
swered, autographs signed, complaints cheerfully heard, and suggestions carefully
considered.
This schedule is current at press time, but more people are expected.
1000 to 1400 Doug Niles Anne Gray Doug Niles Steve Winter
1400 to 1800 Michael Dobson Dave (Zeb) Cook Michael Dobson Karen Martin
Frank Mentzer Jean Black Bruce Heard Ruth Hoyer
Historical Units
Monster
Scale: Any
Fantasy, Diorama
General, Diorama
Scale: Any
Personality
Scale: Any
Masters diorama
Scale: Any
Scale: Any
Definition: Any genre desired
Note: It must specified by the entrant during registration
that he/she is 14 years old or younger and wishes to
compete only in the Junior class.
Junior diorama
Scale: Any
Best of show
Jung Meh
Jungle
Jungle hydra
Jupiter
Katar
Kelanen, 71
Kender
Greyhawk's World, 71
Keys of Sirdan by Richard Forsten, 39
Keys to Good SF: Some thoughts for novice science-fiction
gamers, by Sherri Gilbert, 109
Khopesh
Kicking
Chivalrous Cavalier, 72
Who Lives in That Castle?, 80
Knights of Doom
Knights of Solamnia
My Honor Is My Life, 94
Language
Runes, 69
Thieves' Cant, 68
Leeds Castle
Elfquest, 68
Inner Planes, 42
Jon Mattson, 28
Levels
Edward C. Cooper, 26
Lower Planes
Luna, the Empire and the Stars: The Moon in the OTHER
Luthic
Lyan
Lycanthropy
Other Were? Right Here!, 40
Another Look at Lycanthropy, 24
Maedar
Magic
Magic items
Mission Control, 48
Treasure Trove, 91
DRAGON 55
Components
Living in a Material World, 81
Research into
Magic-user Spells, 68
More Cantrips, 60
Sensible Sorcery, 21
McCloud, 18
Mapmaker
Mars
Melanesian mythos
Mephlstopheles, Arch-devil, 75
Mercenaries
Merchants
Feathered Serpent, 2
Micronesian mythos
M.A.R. Barker, 7
J. Kask, 26
Inflation in D&D?, 21
Player Character and His Money, 74
Money Isn’t Everything: . . . except to those poor beginning
characters, by Carl Sargent, 106
Mongols: History, Weaponry, Tactics, by Michael Kluever, 36
Monk
Random Monsters, 10
Ruins, 54
Ups and Downs of Riding High, 50
Wandering Monster, 15
What is a Monster Worth?, 89
What's That In The Water?, 68
Monsters, specific
Alcor, 101
Allosaurus, 55
Amitok, 89
Anatosaurus, 55
Anhkheg, 5
Ankylosaurus, 55
Apatosaurus, 55
Argas, 53
Aruchai, 47
Ascomoid, 68
Automaton, 101
Avari, 101
Baku, 65
Barghest, 26
Basidirond, 68
Bats, 90
Beetle, Killer, 89
Bichir, 89
Bleeder, 59
Bogeyman, 101
Boggart, 54
Bohun Tree, 89
Brachiosaurus, 55
Bulette, 1
Burbur, 101
Calygraunt, 89
Cantobele, 89
Centaur, 103
Colfel, 56
Cooshee, 67
Corkie, 89
Crawling Claw, 32
Creeping Pit, 101
Cryoserpent, 44
Curst, 30
Dark Dwellers, 51
Deinonychus, 55
Devas, 63
Devil Spider, 55
Diplodocus, 55
Doppleganger, 80
Dracolich, 110
Dracones, 101
Duleep, 89
Dust Devil, 45
Dyll, 55
Explodestool, 89
Fachan, 89
Fire-eye Lizard, 40
Firetail, 61
Flailtail, 89
Flard, 47
Flitte, 40
Flolite, 38
Forchoreai, 101
Frosts, 33
Fury, 47
Gargorian, 101
Gaund, 46
Gem Vars, 56
Ghuuna, 89
Giant Vampire Frog, 50
Glasspane Horror, 89
Golden ammonite, 48
Gremlins, 79
Groundsquid, 39
Grugach, 67
Gu'armori, 101
Hamadryad, 101
Hawkdragon, 101
Horast, 27
Naga, Dark, 89
Narra, 53
Necroton, 42
Nogra, 49
Oculon, 53
Orpsu, 101
Parassaurolophus, 55
Peltast, 89
Pernicon, 108
Phoenix, 47,85
P hooka, 57
Phycomid, 68
Pilfer Vine, 101
Piranha Bats, 51
Pitcher Plant, Giant, 89
Planetar, 64
Plateosaurus, 55
Poltergeist, 55
Pooka, 60
Prowler, 7
Pteranodon, 55
Quatsch, 42
Rakshasa, 84
Rekeihs, 94
Remorhaz, 2
Righteous Clay, 101
Sand Lizard, 45
Sandbats, 42
Sea Demon, 48
Sea Giant, 101
Seastar, 89
Scallion, 89
Shrike, Giant, 89
Shroom, 56
Silkie, 41
Sind, 89
Skyzorr'n, 45
Solar, 64
Spiders, 67
Spriggan, 59
Star Leviathan, 89
Stegosaurus, 55
Stroan, 54
Stymphalian Birds, 59
Sugo, 47
Surchur, 55
Tener, 101
Teratosaurus, 55
Thendar, 101
Therezinosaurus, 55
Tolwar, 43
Tomb Tapper, 41
Triceratops, 55
Triffids, 53
Tundra Beast, 101
Tybor, 61
Tyrannosaurus Rex, 55
Ukuyatangi, 31
Umbrae, 61
Utukku, 89
Venus Fly-Trap, Giant, 89
Vilkonnar, 34
Moon
DRAGON 57
Murlynd, quasi-deity
Greyhawk's World, 71
Mystic
Mythos
Japanese Mythos, 13
Near Eastern Mythos, 16
Persian Mythos, 12
To Select a Mythos, 25
Names
by Bill Fawcett, 26
Pickens, 3
Landragons, 74
Nine Hells, Part I by Ed Greenwood, 75
Nine Hells, Part II by Ed Greenwood, 76
Nine Hells Revisited: More 'facts'' about devildom, by Ed
Greenwood, 91
Ninja
Characteristics, tables
Magic-users
Merchants
Dragon's Blood, 41
For Better or Norse: I, 110
For Better or Norse: II, 110
Origins of the Norse Pantheon, 29
Plane Facts on Gladsheim, 90
Norse runes, 39
Swycaffer, 15
Nunchaku
Ochre jelly
Oil, flaming
Oil, magical
Clyde Heaton, 66
Only Train When You Gain: A different way to handle the in-
between times, by David B. Reeder, 97
Onnwal
Missing Dragons, 65
Ore
Oriental Adventures
Oriental adventuring
Chinese Undead, 26
Oriental armor
58 AUGUST 1986
Otiluke’s Telekinetic Sphere, magic-user spell, 68
Ounce of Preparation is Worth a Ton of Paint, in "Fantasy-
smith's Notebook", 29
Paladin
Anti-Paladin NPC, 39
PARANOIA game
Parassaurolophus, 55
Peryton
Is It Really Real?, 66
Elfquest, 66
Pickpocketing
Piercer
Plateosaurus, 55
Player character
Aging, table, 29
Character chart
Death of
Female
Money
Progression
Soapbox", by Ed Greenwood, 49
Players Handbook
Official Errata, 35
Politics
Polynesian mythos
Mythos of Polynesia in DUNGEONS & DRAGONS, 20
Pooka: Time stands still for this critter from Celtic myth, by
Michael Fountain, 60
Pop the Clutch and Roll!: Rules for car chases in TOP
SECRET play by Ed R. Teixeira, 78
Population
Possession
Possessors, 42
DRAGON 59
Prisoners
Probability
Psionics
Astral Plane, 67
Deryni, 78
Missing Dragons, 65
Gary Gygax, 26
Mike Holthaus, 60
Inner Planes, 73
Quatsch by Andrew South, 42
Quest for the Midas Orb: AD&D adventure, by J ennie
Good, 61
Quetzalcoatl, 2
Race
by Gary Gygax, 23
Ranger
Ransom
Ratik
Elfquest, 66
Kuntz, 8
Remorhaz, 2
RISK
Rods
Charging Isn't Cheap, 101
Role-playing
60 AUGUST 1986
Sabratact
Sacrifices
Sense of Sacrifices, 52
Sai
Saint
Samurai
Sap
Saturn
Satyr
Hooves and Green Hair, 109
Saurians: A new race for STAR FRONTIERS campaigns, by
J effrey Bouley, 103
Savant
Saving throw
Insanity, 18
Poison, 59
Scallion by Ed Greenwood, 89
Treasure Trove, 91
Scythe, battle
Or With A... Weird One, 61
Sea Demon by Ernest N. Rowland, J r., 48
Sea Giant by Gregg Chamberlain, 101
Sea Lion
Sheela Peryroyl
Shield
Shurikin
Fights of Fantasy, 79
Knock, Knock!, 52
Skeletons, animal
Elfquest, 66
Skyzorr’n by J on Mattson, 45
Slave Pits Revisited: Suggestions for saving the AD&D
Open, by Philip Meyers, 49
Slithering tracker
James McMillan, 26
Flow Charts, 29
Lost Civilizations, 24
See Africa and Die!, 20
South Province
Spell casting
Spell Research, the Hard Way: Making new magic takes lots
of time, by T. I. J ones, 37
DRAGON 61
Mattson, 38
Spider
Spindrift Isles
Greyhawk's World, 65
Spined devils, 75
STELLAR CONQUEST
Swycaffer, 37
Strength
Sugo
Sumerian gods
Sun
Sunndi
Surefire Strategy for the Third Reich: The Nazis get even
nazier, by William B. Searight, 31
Survival is a Group Effort: The effects of population growth
and regrowth, by Stephen Inniss, 89
Sword, khopesh
Swords
Tarot
Deck of Fate, 26
Therezinosaurus, 55
Thief
Jr., 73
Tiamat
Time elemental
62 AUGUST 1986
Timelords: An NPC class for the future, present & past, by
Lewis Pulsipher, 85
TIMEMASTER
Tolkien, J.R.R.
TOON
Super Spies, 44
Ward, 14
Tournament
Traps
Pedestal Room, 35
Pits, 15
Quickfloor, 35
Travel Works Both Ways: PCs on the road will meet many
fellow wayfarers, by Paul Vernon, 105
TRAVELLER
Active Duty, 102
Antimissiles and Roundshot, 95
Asimov Cluster, 20
Black Holes!, 35
Dwarves in Space, 70
Filling in Skills, 55
In Defense of Computers, 51
Interstellar Athletes, 88
"Other" Options, 35
Planet Parameters, 51
Robots, 84
Canard, 43
Exonidas Spaceport, 59
Treant
Treasure
Ukuyatangi, 31
Unicorn
Urdlen
Vallejo, Boris, 52
Value assessment
Vampire
by Gary Gygax, 9
DRAGON 63
by Gary Gygax, 11
Vriyagga, 4
Vulture
Wanda
Water elemental
Wawel Castle
Second Volley, 70
Modern Monsters, 57
Monk
Ninja
Be a Two-Fisted Fighter, 68
Weapons, damage to
Weapons, Witch
Weather
Whip
Charles Sagui, 16
Wilderness adventures, see Campaign design: Setting
Kenneth W. Burke, 31
Will-o-wisp
Wirchler
Wisdom
Wish spells
Best Wishes!, 49
Lowdown on Wishes, 19
Witch
WIZARD game
Wolf Nomads
Women Want Equality, and why not? by J ean Wells and Kim
Mohan, 39
Would the Real Ore Please Step Forward?: Dealing with the
proliferation of orcish miniatures, by L. Harrop, 25
Wounds and Weeds: Plants that can help keep characters
alive, by Kevin J. Anderson, 82
Wraithform, illusionist spell, 66
WRG Rules Modifications: General Rules Armor & Infantry
1925-80, by Michael Reese, 32
Wyrm, Great by Roger Moore, 94
Xaver by Ed Greenwood, 94
Neal M. Dorst, 25
Missing Dragons, 65
Yurtrus
Zombie
Restless Dead, 42
Zoroastrian gods
Persian Mythos, 12
64 AUGUST 1986
MS BOW-MOUNT®
GRENADE LAUNCHER
MS grenade launcher
RECON*
MVVl
Palladium Books®
Dept. D
5926 Lonyo
DRAGON 65
HD:
to Va
Vi
3 4-5 6-7
DAMAGE: Nil
1-2
1-3
SIZE:
S(2-3)
M(4)
L(5)
L(6)
with plates of bone and horn. Some Cretaceous and Jurassic spe¬
cies reach astounding sizes, though modern crocodilians seldom if
ever exceed 25' in length (8 HD). These predators eat anything
they can catch. Though they are not particularly sociable, large
numbers of crocodilians may be found together at some favored
OTMM-
FREQUENCY: Common
NO. APPEARING: 1 or 1-20
ARMOR CLASS: 6
MOVE: 15" to 21"
HIT DICE: 1 hp to 6 HD
NO. OF ATTACKS: 3 (claw/claw/bite)
MOVE:
15"
15"
15"
18"
HIT DICE:
1 hp
Nil
y 4
Vi
DAMAGE:
1-3
1-2/1-3
(1-3)
SIZE:
S(to 3)
S(4)
S(5)
S(6)
MOVE:
18"
21"
18"
HIT DICE:
3-4
5-6
DAMAGE:
M(7)
M(8-9)
M(10-13)
CROCODILIAN
FREQUENCY: Common
NO. APPEARING: 1 or 3-24
ARMOR CLASS: 5
MOVE: 6 "//15" (and see below)
HIT DICE: 1 hp to 14 HD
NO. OF ATTACKS: 3 (bite)
Coelurosaur
1 hp
Nil
y 4
y 2
2
3
1-2
1-4
2-5
2-8
S(to 3)
S(4)
S(5)
M(6)
M(7)
L(8-9)
5-6
7-8
9-10
11-12
13-14
2-12
2-16
2-20
3-24
3-30
3-36
L(10-ll)
L(12-15)
L(16-25)
L(26-35)
L(36-45) L(46-55)
sunning spot. Those encountered in groups are of similar sizes,
for obvious reasons. They vary with size as shown below:
HIT DICE:
DAMAGE:
SIZE:
HIT DICE:
DAMAGE:
SIZE:
Though many crocodilians may venture out into the open sea, a
few are heavily modified for a marine existence, with reduced
body armor, paddles in place of feet, and sharklike tails. These
specialized crocodiles may be adapted to fish-eating as described
above. They are found only in Jurassic settings. The armor class is
66 AUGUST 1986
rnrnm -
FREQUENCY: Uncommon
NO. APPEARING: 1 or 2-20
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 1 hp to 4 HD
NO. OF ATTACKS: 1 (bite)
DUlMOMYiTOAUR-
FREQUENCY: Uncommon
NO. APPEARING: 1 or 1-20
ARMOR CLASS: 6
MOVE: 18" to 21"
HIT DICE: 1 to 7
DAMAGE/ATTACK: up to 1-4/14/2-12
SPECIAL ATTACKS: Rear claws
SPECIAL DEFENSES: Nil
INTELLIGENCE: Animal
SIZE: S to L (6 to 13' long)
HD: 1 hp
DAMAGE: Nil
SIZE: S(to2
DRAGON 67
ily built, with a shorter neck, a larger and more powerful mouth,
and a huge sharp claw on the second toe that serves as a sort of
switchblade for slicing and stabbing prey. Deinonychosaurs may
be found singly or in packs. All but the smallest deinonychosaurs
are prone to attack man-sized creatures that they encounter,
HD: 1 2 3 4 5 6-7
The rear-claw attacks are listed in brackets, since they only take
place if all front-claw attacks hit. The smallest sort of deinonycho-
saur is given a single attack representing the front claws and
another representing the rear claws.
DICYNODONT
FREQUENCY: Common
NO. APPEARING: 2-40
ARMOR CLASS: 7
MOVE: 12"
Though small dicynodonts may use their claws to dig, and large
ones may rear up and use them to pull down foliage, dicynodonts
are not dextrous enough to use their claws in self-defense. Some
common sorts of dicynodonts are semiaquatic herbivores, like
hippopotami. The shape of the beak varies with the diet, which
may include any sort of vegetable matter. Dicynodonts vary with
size as follows:
HIT DICE:
to V4
Vi
4-6
DAMAGE:
Nil
1-2
1-4
2-5
2-8
2-12
SIZE:
S(to 2)
M(3)
M(4)
M(5)
L(6)
L(7-9)
ICHTHYOSAUR
FREQUENCY: Common
NO. APPEARING: 1-20
ARMOR CLASS: 6
MOVE: 07/18" to 0"//24"
HIT DICE: 2 / 2 to 10
NO. OF ATTACKS: 1 (bite)
MOVE:
18"
18"
21"
21"
24"
24"
HIT DICE:
Vi
1-2
3-4
5-6
7-8
9-10
DAMAGE:
1-4
2-5
2-8
3-12
4-16
5-20
SIZE:
S(3-4)
M (5-7)
L(8-10) L(ll-15)
L(16-20)
L(25-30)
68 AUGUST 1986
LABYRINTHODONT
FREQUENCY: Common
NO. APPEARING: 1 or 3-24
ARMOR CLASS: 7
MOVE: 3"//IT
HIT DICE: 1 hp to 8 HD
NO. OF ATTACKS: 3 (bite)
HIT DICE:
1 hp
Nif
y 4
Vi
DAMAGE:
1-2
1-4
2-5
SIZE:
S(2)
S(3)
S(4)
M(5)
M(6)
HIT DICE:
5-6
7-8
DAMAGE:
2-8
2-12
2-16
2-20
SIZE:
M(7)
L(8-9)
L(10-ll)
L(12-15)
MOSASAUR
NOTHOSAUR
ORNITHOMIMOSAUR
FREQUENCY: Common
NO. APPEARING: 1-20
ARMOR CLASS: 6
MOVE: 18" to 24"
HIT DICE: Vi to 4
MOVE:
18"
21"
21"
24"
HIT DICE:
Vi
3-4
DAMAGE:
1-2
1-4/1
1-6/1-2
2-8/1-4
SIZE:
S(6)
S(7-8)
M(9-10)
L(ll-13)
ORMTHOPOD
FREQUENCY: Common
NO. APPEARING: 2-40
ARMOR CLASS: 6
MOVE: 12" to 18"
HIT DICE: 1 hp to 13 HD
NO. OF ATTACKS: 1 (kick or bite)
MOVE:
12"
12"
15"
18"
15" 12"
HIT DICE:
to V4
Vi
5-8 9-13
DAMAGE:
Nil
1-2
1-4
1-6
2-12 2-16
SIZE:
S(to 5)
M(6)
PHYTOSAUR
PLACODONT
Placodonts are Triassic reptiles that live in and near the sea and
eat molluscs. Some forms are encased in bony armor and may be
treated as marine chelonians. Others are more lizardlike in form,
having a long broad tail and limbs that are less flipper-like. These
may also be treated as chelonians, except that they are 3" faster
on land, have an armor class of 5, and are 50% longer. Either form
may have up to 4 HD.
DRAGON 69
rWsiOsAuk-
FREQUENCY: Common
NO. APPEARING: 1-6
ARMOR CLASS: 7
MOVE: 3"//15"
HIT DICE: 2 to 10
NO. OF ATTACKS: 1 (bite)
PL10SAUU-
mmrnm -
FREQUENCY: Common
NO. APPEARING: 1-20
ARMOR CLASS: 6
MOVE: 12" to 15"
HIT DICE: U to 11
MOUMUcHlAN, WD0SUCH1AN-
PTEROSAUR
FREQUENCY: Common
NO. APPEARING: 1-20
ARMOR CLASS: 10
MOVE: 3"/24"
HIT DICE: 1 hp to 4 HD
NO. OF ATTACKS: 1 (bite)
HIT DICE:
1 hp
Nif
y 4
V 2
DAMAGE:
1-2
1-4
SIZE:
S(to 10)
S(ll-15)
S(16-20)
S(21-25)
HIT DICE:
DAMAGE:
1-6
2-8
2-12
SIZE:
M(26-30)
M(31-35)
M(36-40)
70 AUGUST 1986
RHYNCHOSAUR-
FREQUENCY: Common
NO. APPEARING: 1-20
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 1 hp to 2 HD
NO. OF ATTACKS: 1 (bite)
HIT DICE:
to V*
2
DAMAGE:
Nil
1-2
1-4
SIZE:
S(2-3)
M (4)
M (5)
M (6)
SAUROPOD-
FREQUENCY: Common
NO. APPEARING: 1-20
ARMOR CLASS: 6
MOVE: 9" to 12"
HIT DICE: 9 to 36
DAMAGE: 2-12/ 2-12 2-16/ 2-16 2-20/ 2-20 3-24/ 3-24 3-30/ 3-30 3-36/ 3-36
SIZE: L(30-45) L(46-55) L(56-65) L(66-75) L(76-90) L(91-105)
A sauropod defends itself with its massive front feet. As with
prosauropods, the thumb supports an elongated nail. A sauropod
can also swing its tail at enemies who are near its hindquarters,
inflicting damage equal to a kick. The lengths given above are for
a "normal" sauropod. In actuality, there is considerable variation
in build. Sauropods that do not conform to the general type are as
follows:
DRAGON 71
SCELIDOSAUR
STEGOSAUR
FREQUENCY: Uncommon
NO. APPEARING: 1-8
ARMOR CLASS: 6
MOVE: IT
HIT DICE: 1 to 10
NO. OF ATTACKS: 1 (tail)
Now that time elementals and a Plane of Time have been intro¬
duced into the AD&D game (in Monster Manual II), there is yet
another opportunity for Mesozoic madness: time travel. (This
might explain the abovementioned invasion of Mesozoic monsters
— a hostile time elemental? an uncontrolled time-gate?) While
short-range travel would have to be ruled out because of the
confusion caused by time paradoxes and the like, long-range jour¬
neys needn't present such problems. Player characters might visit
the distant past through the agency of cursed scrolls, deities (hos¬
tile, friendly, or just bored), gate effects (one-way or otherwise),
the functioning or malfunctioning of new magical items, or the
machinations of artifacts and relics. (Perhaps some of the "relics"
72 AUGUST 1986
Period pieces
ditions extended far north and south of the equator, and warm
temperate climes sometimes reached to the poles. Adventurers
might be treated to the sight of the midnight sun in a land of palm
trees and tropical reefs, or the winter darkness in a forest far
north of the arctic circle. For most of the Mesozoic, the oceans
reached farther onto the continents, leaving shallow seas over the
low-lying parts and giving most places a mild coastal climate. This
doesn't rule out deserts, though. Some of the most notable deserts
of today extend right down to the water. Rain was seasonal in
many Mesozoic climates, so droughts and forest fires are not at all
out of the question. Imagine trying to evade a forest fire and
herds of fleeing dinosaurs at the same time!
The plant life and minor animal life are sketched in below for
each Mesozoic period. It would be impossible to cover everything,
so the emphasis is on what might be immediately relevant or
noticeable to AD&D game adventurers. The information has been
simplified and padded out, since accurate data on plants and small
animals is hard to find. Their fossil records are poor, and such
data isn't often featured in popular books. The DM can decide on
the basis of the material here what components are available for
spells (especially druidic ones) and which of the giant animals in
the Monster Manual might be added to the scene if a larger cast of
creatures is required.
There are animals that look like lizards, rodents, and salaman¬
ders, but the "rodents" are mammal-like reptiles, the "lizards" are
unrelated to modern ones, and the "salamanders" are small laby-
rinthodonts. No true frogs and toads exist. The turtles bear teeth
and won't be able to pull into their shells, and no sea turtles and
tortoises exist. Among insects, the ants, bees, wasps, butterflies,
DRAGON 73
found in and around the trees. There are numerous small rham-
phorhynchoid pterosaurs. Slugs and land snails have put in an
appearance. There are crabs at the seaside (looking somewhat
lobsterlike), and squids have joined the other cephalopods. There
are fewer lungfish and coelacanths, but more sharks.
TABLE Al: Triassic Encounters (animals by terrain and frequency on that terrain)
Mountains
Desert
Swamps
Salt water.
Common
Common
Common
surface
Pseudosuchian
Pseudosuchian
Aetosaur
Common
Uncommon
Uncommon
Dicynodont
Ichthyosaur
Cynodont, carnivore
Cynodont, carnivore
Phytosaur
Nothosaur
Cynodont, herbivore
Cynodont, herbivore
Prosauropod
Placodont
Dicynodont
Prosauropod
Pseudosuchian
Uncommon
Prosauropod
Rare
Rhynchosaur
Portuguese man-o-war
Rare
Carnosaur 1
Uncommon
Shark
Aetosaur
Dicynodont
Carnosaur 1
Rare
Carnosaur 1
Proterosuchian
Cynodont, carnivore
"Barracuda" 3
Proterosuchian
Rhynchosaur
Cynodont, herbivore
Rhynchosaur
Very Rare
Labyrinthodont
Salt water.
Aetosaur
Proterosuchian
depths
Hills
Common
Common
Fresh water.
Plains
Ichthyosaur
Dicynodont
surface
Common
Placodont
Prosauropod
Common
Dicynodont
Uncommon
Pseudosuchian
Labyrinthodont
Prosauropod
"Barracuda" 3
Rhynchosaur
Nothosaur
Pseudosuchian
Nothosaur
Uncommon
Uncommon
Uncommon
Shark
Aetosaur
Dicynodont 1
Carnosaur 1
Carnosaur 1
Phytosaur
Cynodont, carnivore
Cynodont, carnivore
Rare
Cynodont, herbivore
Cynodont, herbivore
Carnosaur 1
Proterosuchian
Proterosuchian
Proterosuchian
Rhynchosaur
Shark 4
Rare
Forest
Aetosaur
Common
Fresh water.
Aetosaur
depths
Dicynodont
Common
Prosauropod
Labyrinthodont
Pseudosuchian
Uncommon
Rhynchosaur
Nothosaur
Uncommon
Rare
Carnosaur 1
Dicynodont 1
Cynodont, carnivore
Phytosaur
Cynodont, herbivore
Shark 4
2: Semiaquatic form.
Proterosuchian
Very Rare
Carnosaur 1
74 AUGUST 1986
herring, and cod. Still missing are the spiny-finned fishes and their
relatives such as swordfish, perch, flounder, and sea horses. Gar
and sturgeon may be recognized. The coelacanths and lungfish
are rare. Sharks flourish, and the rays have appeared.
Tables Al, AZ, and A3 provide lists of the larger fauna for each
Mesozoic period in the style of the Monster Manual II encounter
tables. Animals with less than Vi HD are not included, since they
are not usually significant to adventurers. If needed, lists can be
compiled from the animals described above and from the smaller
representatives listed in the "A" tables, and the DM should allow
two encounter checks for every one with larger animals. Other¬
wise, the lesser fauna can just be used to set the scene. In creating
encounter tables from these lists, the DM should choose a particu¬
lar subtype and hit die size for each entry (for example "ankylo-
saur, nodosaurid, 5 HD" or "ornithopod, 12 HD"). This saves time
when the animals are encountered randomly. Some terrain types
have no listing for rare or very rare animals. These slots can be
filled with the less-common members of the larger groupings. For
instance, large carnosaurs are less common than smaller ones.
Additional encounters
(each in the appropriate period). Giant frogs and toads and other
magically supported or altered creatures might also be added.
However, the Mesozoic has an abundance of animal types already.
The more interesting additions are the intelligent creatures.
Of the first group, lizard men are the prime candidates. With
some minor modifications in their depiction, they could be passed
off as the descendants of semiaquatic coelurosaurs. With a world
to themselves, the lizard men might be more diverse. There could
be exceptional individuals with magic-user abilities. There could
be cities, towns, and nations. There could be groups of different
alignments. There might even be different species — lighter,
swifter types, for instance, farther inland, or aquatic varieties
farther out at sea. In part, the diversity depends on how many
other intelligent species exist with which the lizard men share
their world. For instance, troglodytes might be included and given
the same sort of ancestry. The kuo-toa or the locathah might be
depicted as bizarre descendants of labyrinthodonts or lobe-finned
fishes, though there is more science fantasy and less science fic¬
tion involved here. Perhaps the kuo-toa would still be surface
dwellers in a Mesozoic world. Further toward the fantastic, the
ixitxachitl might be included in Cretaceous settings, since they
seem to be a sort of ray.
on that terrain)
Mountains
Fresh water.
Plains
Salt water.
Common
surface
Common
surface
Coelurosaur
Common
Coelurosaur
Common
Uncommon
Crocodilian
Ornithopod 1
Crocodilian, marine
Ornithopod 1
Uncommon
Uncommon
Ichthyosaur
Rare
Plesiosaur
Carnosaur
Plesiosaur
Carnosaur
Sauropod
Scelidosaur
Shark
Scelidosaur
Rare
Stegosaur
Uncommon
Stegosaur
Carnosaur
Rare
Crocodilian
Sauropod
Pliosaur
Hills
Fresh water.
Portuguese man-o-war
Common
depths
Desert
Rare
Coelurosaur
Common
Common
"Barracuda" 2
Ornithopod 1
Crocodilian
Coelurosaur
Shark, giant
Uncommon
Uncommon
Uncommon
Carnosaur
Plesiosaur
Ornithopod 1
Salt water.
Sauropod
Rare
Rare
depths
Scelidosaur
Sauropod
Carnosaur
Common
Stegosaur
Very Rare
Scelidosaur
Crocodilian, marine
Carnosaur
Stegosaur
Ichthyosaur
Forest
Shark
Common
Swamps
Uncommon
Coelurosaur
Common
"Barracuda" 2
Ornithopod 1
Coelurosaur
Plesiosaur
Sauropod
Crocodilian
Pliosaur
Uncommon
Ornithopod,
Rare
Carnosaur
Sauropod
Crocodilian
Scelidosaur
Uncommon
Shark, giant
Stegosaur
Carnosaur
Scelidosaur
Stegosaur
DRAGON 75
gent non-mammalian creatures that have somehow arrived and
flourished in a Mesozoic setting: dragons, bullywugs, grippli,
krakens, ophidians, and yuan-ti, to name only a few. Since they
have access to the Plane of Time via probability travel , the illithids
(mind flayers) might also be included in a Mesozoic setting, partic¬
ularly if there are intelligent races on which they may prey, In
such a setting, they might be merely nocturnal rather than subter¬
ranean in nature.
Suppose that after they have traveled back in time to the Meso¬
zoic, some particularly adventurous player characters choose to
explore the Inner or Outer Planes, It is a fair bet they won't find
genies, demons, and devils of manlike form in the distant past, not
if the DM is an imaginative one. Perhaps the residents of the other
planes are modeled on whatever intelligent creature dominates
the Mesozoic Prime Material Plane (as per the nonhuman deities
of Legends & Lore), or perhaps the Inner or Outer Planes are
uninhabited or even nonexistent. If player characters spend a
significant amount of time exploring the Mesozoic, the DM will
have to give at least some attention to the problem. For instance,
what happens when elementals are summoned, or when various
spells that contrast or conjure up creatures from the Outer Planes
are used? The safest course is to rule that these spells simply fail,
but brave and imaginative DMs may wish to try out a few interest¬
ing ideas of their own.
Mesozoic melee
that terrain)
Mountains
Desert
Swamps
Salt water.
Common
Common
Common
surface
Coelurosaur
Coelurosaur
Coelurosaur
Common
Uncommon
Ornithomimosaur
Crocodilian
Chelonian, marine
Ceratopsian
Pterosaur
Ornithopod
Ichthyosaur
Ornithomimosaur
Uncommon
Pterosaur
Mosasaur
Ornithopod
Ceratopsian
Uncommon
Plesiosaur
Pterosaur
Deinonychosaur
Ankylosaur
Pterosaur
Snake, constrictor
Ornithopod
Carnosaur
Shark
Rare
Rare
Crocodilian, terrestrial
Uncommon
Ankylosaur
Ankylosaur
Sauropod 1
Crocodilian
Carnosaur
Carnosaur
Snake, constrictor
Pliosaur
Deinonychosaur
Rare
Portuguese man-o-war
Fresh water.
Deinonychosaur
"Swordfish" 2
Hills
surface
Ornithomimosaur
Rare
Common
Common
"Barracuda" 2
Ceratopsian
Crocodilian
Plains
Ray, manta 2
Coelurosaur
Pterosaur
Common
Shark, giant
Ornithomimosaur
Uncommon
Ceratopsian
Ornithopod
Ornithopod 1
Coelurosaur
Salt water.
Uncommon
Plesiosaur
Ornithomimosaur
depths
Ankylosaur
Rare
Ornithopod
Common
Carnosaur
Carnosaur
Pterosaur
Chelonian, marine
Deinonychosaur
Crocodilian, terrestrial
Uncommon
Ichthyosaur
Pterosaur
Sauropod 1
Ankylosaur
Mosasaur
Snake, constrictor
Snake, constrictor
Carnosaur
Ray, sting
Rare
Deinonychosaur
Shark
Sauropod 1
Fresh water.
Rare
Uncommon
depths
Crocodilian, terrestrial
"Barracuda" 2
Forest
Common
Very Rare
Plesiosaur
Common
Crocodilian
Sauropod 1
Pliosaur
Ceratopsian
Uncommon
Ray, manta 3
Coelurosaur
Plesiosaur
"Swordfish" 2
Ornithomimosaur
Rare
Rare
Ornithopod
Ornithopod 4
Crocodilian
Uncommon
Snake, constrictor
Shark, giant
Ankylosaur
Very Rare
Carnosaur
Carnosaur
Deinonychosaur
Crocodilian, terrestrial
Sauropod 1
Snake, constrictor
Rare
bite.
Crocodilian, terrestrial
Pterosaur
76 AUGUST 1986
wise be. Large animals are an exception to the general rule; de¬
spite their impressive hit-point totals and the large amounts of
damage they can inflict, they have few special abilities and limited
intelligence. The incautious DM may be fooled into thinking that
they may be compared to demons or dragons that are in the same
hit-dice range, with the result that Mesozoic monsters enter the
campaign too late, when the characters have already reached high
experience levels.
Sources
New classification
HD*
Species
New classification
HD*
Anatosaurus
ornithopod
10-11
Megalosaurus
carnosaur
13-14
Ankisaurus
prosauropod
V 2
Monoclonius
ceratopsian (horned)
Ankylosaurus
ankylosaur, ankylosaurid
11
Mosasaurus
mosasaur
12
Antrodemus
carnosaur
14-16
Nothosaurus
nothosaur
2-4
Apatosaurus
sauropod, diplodocid
21-22
Ornitholestes
coelurosaur
Archelon
chelonian, marine
Paleoscincus
ankylosaur, nodosaurid
Brachiosaurus
sauropod, brachiosaurid
31-36
Pentaceratops
ceratopsian (horned)
Camarasaurus
sauropod
19-20
Phororhacos
Camptosaurus
ornithopod
to 7
from Miocene
Ceratosaurus
carnosaur
8-10
Plateosaurus
proqauropod
Cetiosaurus
sauropod
13-18
Plesiosaurus
plesiosaur
4-5
Compsognathus
coelurosaur
lhp
Podokesaurus
coelurosaur
Dacentrurus
stegosaur
5 F
Pteranodon
pterosaur, pterodactyloid
Deinonychus
deinonychosaur
3-7
Pterosaur, giant
pterosaur, pterodactyloid
4
Dilophosaurus
carnosaur
10
Stegosaurus
stegosaur
10
Dimetrodon
Struthiomimus
ornithomimosaur
from Permian
Styracosaurus
ceratopsian (horned)
Dinichtys
Xmystropheus
from Devonian
Diplodocus
sauropod, diplodocid
23-24
Elasmosaurus
plesiosaur
10
attack.
Euparkeria
pseudosuchian
lhp
Tennodontosaurus
ichthyosaur
10
Gorgosaurus
carnosaur, tyrannosaurid
15-16
Teratosaurus
carnosaur
10
Iguanodon
ornithopod
10
Triceratops
ceratopsian (horned)
12
Kentrosaurus
stegosaur
Tyrannosaurus
carnosaur, tyrannosaurid
18
Lambeosaurus
ornithopod
12-13
Mamenchisaurus
sauropod, diplodocid
21-22
Massopondylus
prosauropod
3-4
DRAGON 77
ff
DUNGEON™ Adventures.
TSR, Inc.
78 AUGUST 1986
DUNGEON, AD&D, D&D, TSR, and the TSR logo are trademarks of TSR, Inc. Copyright
®1986 TSR, Inc. All Rights Reserved.
Future stops
rir
ArmltS t}f the Night: A guided tour of the Big Apple, The player
chiiriCtflfS an? eh-argwl wish keeping some sort □£ order whirs
street gangs fight it out and certain unscrupulous individuals
ssek out a fortune in gold h.ir v
Al r lords of the Qzarfrx Before the war, com mereia I di rigi bles
had just come into their own as efficient freight transporters.
Swveiaf of the few surviving airships are now used by the storm
troopers of New Amemra to impose their despotic try It on the
hill country of Ihe Ozark:*,
Geo StanLone Star is now available. The others will Ise appear¬
ing this- fall, along with more modules set around the world!
Subscribe to
Magazine
Use the reply card in this issue of DRAGON Magazine to order, or sim¬
ply seed your name and address along with payment in advance to
TSR I nc.. P. 0 Box 7 2 0fl9, Chica go I L 60690. I ust be su re your order i s
postmarked by Aug. 31. and then settle back and let us do the rest!
H f till I I |4
Dire Invasion
by William Tracy
In another area of the Milky Way galaxy, far from Earth, flour¬
ished the civilization of Galador. The inhabitants of Galador were a
highly advanced and peaceful race, and spread their philosophy
across the stars. About 200 Terran years ago, the Galadorian
exploration fleet entered an area known as the Dark Nebula and
encountered the nebula's inhabitants, an alien race known as the
Dire Wraiths™. These hostile shape-changers were experts in
technology and sorcery. Summoning a birdlike monster known as
Deathwing, the Dire Wraiths ambushed and destroyed the
Galadorian space fleet.
swore to battle the Dire Wraiths anywhere in the galaxy until the
last of them had been hurled into Limbo with the neutralizer guns
of the Galadorians.
Ft AH NO
Michael was trying to destroy the plans for the battle-suit when
he had his accidental fight with Daredevil. Before Michael died, he
made Brock promise to destroy the plans; Brock donned the suit
and quickly did so. For the next few months, he acted as a part-
time super hero, fighting a group called the Rocketeers™ several
times. These men, hired by Senator Stivak, wore weaker proto¬
types of Torpedo's battle-suit.
Then, while Rom was away from Clairton, the female Wraiths
took over the town while magically clouding Torpedo's mind so
that he wouldn't notice anything. Eventually, everybody in Clair¬
ton was dead and had been replaced by Wraiths. Torpedo died
fighting Wraiths in his burning house. The Torpedo battle-suit was
apparently destroyed in the fire. Rom and Starshine II swore to
avenge the people of Clairton and the courageous Torpedo.
By this time, the government had discovered that Rom was not a
homicidal alien, but a benevolent being trying to save Earth from
the Dire Wraiths. The government placed S.H.I.E.L.D.™ and its
psionic division in control of Wraith-destroying missions and
enlisted the help of various super heroes, including the
X-Men™ and Alpha Flight™. Eventually, a special branch of
S.H.I.E.L.D. known as the Wraith-Hunter Rangers was formed to
deal with the problem.
Rom soon gained two new allies: Rick Jones™ and a little girl
named Cindy Adams™. Rick Jones, who has been involved with
many super heroes, became one of Rom's closest friends and allies
even though he was in love with Brandy Clark. Rick discovered
that he was dying of an incurable form of cancer, the same cancer
that killed Captain Marvel™ some time before. Cindy Adams was a
normal child until she was attacked by a Dire Wraith. The Wraith
was killed just as it had begun to absorb her memories. Because of
this, a part of the Wraith's consciousness was lodged in her mind,
and at times Cindy could guess what the Wraiths were planning.
and a great portion of the Wraiths' power, since it was the source
of their sorcerous energy. With the power of the Wraiths broken,
mopping-up operations finished off the remainder of the alien
invaders.
ROM™
Health: 175
Karma: 50
Known Powers:
FLIGHT. Rom's armor was provided with twin rocket pods (electri¬
cally powered, low-density plasma engines) which enabled him to
fly at Unearthly speed in the vacuum of space or at Monstrous
speeds in an atmosphere. Rom also possessed special sensors that
enable him to locate space warps with Monstrous ability and
range, allowing "shortcuts" through space with Class 1000 range.
82 August 1986
STARSHINE™ I and II
Landra (I) and Brandy Clark (II)
Spaceknights of Galador
Fighting:
Agility:
Strength:
Endurance:
Reason:
Intuition:
Psyche:
Health:
Karma:
(Deceased)
REMARKABLE (30)
INCREDIBLE (40)
INCREDIBLE (40)
MONSTROUS (75)
EXCELLENT (20)
GOOD (10)
GOOD (10)
Resources: AMAZING
Popularity: 10
II
(Inactive)
EXCELLENT (20)
INCREDIBLE (40)
INCREDIBLE (40)
MONSTROUS (75)
TYPICAL (6)
TYPICAL (6)
TYPICAL (6)
175
18
AMAZING
10
Sh
,4T
TRANSLATOR. This special micro-computer was able
to translate any language it heard for at least six
consecutive turns. It then fed the information into
Rom's memory banks, enabling him to speak that lan¬
guage at will.
&
DRAGON 83
Known Powers:
CINDY ADAMS™
Orphan
Fighting: POOR (4)
Health: 16
Karma: 46
Known Powers:
DIRE WRAITHS™
Health: 74
Karma: 46
Resources : AMAZING
Known Powers:
F A S E R I P
Go Ex Xy Re Re Ty Go
Health: 66 Karma: 46
ROCKETEERS™
Health: 50
Karma: 18
Known Powers:
84 AUGUST 1986
|U3)H2* ADDRESS
giir
STATE, 21P
Wo- Mch c^dn add Ldl IK pvalaua 4 C#i| 04 > 4 - iMSl %k*+
•SIC: USCJ-rg V> ■aalEtevLa. Carw-dlana t mimu EiMkH**!* *.** 'h *. HE3Mf
Cull pi Cll-a.lhu ■ I- Ji ■h:|h - '. i - a p-HUP'IV "I ■:> ji:uiuTi U- uDZv j =GU
UeflflnnnflS Splps. and Friiplp LyP b - Slpi,nh. Mlddlp earth Rcr* ‘iVfim;
■.■IhiflT RnlBipi-iaBJ.
iUS)J15 K
.lusisiCr'
SINC- TG\
HERO GAMES
era (ROff CRQ^N ENT
P.O. BOM 360fe
perfect duplicate of the victim, down to the victim's voice. After
taking a new form, the Wraith's physical abilities become those of
the form taken. The Wraith loses all normal abilities and vulnera¬
bilities except for its shape-changing power. If more damage is
taken than its new form can withstand, it is forced to return to its
true shape, and the previously taken damage is retained.
HELL HOUNDS™
Health: 80
Karma: 16
Known Powers:
HYBRID™
Health: 115
Karma: 140
Known Powers:
FLIGHT. Hybrid was able to fly at Typical speeds using his mental
abilities.
86 AUGUST 1986
Die roll
Fighting score
01-60
Excellent
61-80
Remarkable
81-96
Incredible
97-99
Amazing
00
Monstrous
Die roll
Ability score
01-10
Excellent
11-30
Remarkable
31-70
Incredible
71-90
Amazing
91-00
Monstrous
Die roll
Endurance score
01-30
Amazing
31-90
Monstrous
91-00
Unearthly
Note that Endurance scores refer only to the need for rest, as
Spaceknights could withstand exposure to deep space indefinitely.
Keep in mind that these super powers are produced and made
possible by the Spaceknights' advanced battle suits. The power
ranks of their powers, after being randomly rolled, should be
shifted to the right one column to indicate they have been created
by an advanced technology. A power's rank should have a maxi¬
mum of Monstrous.
flngpn
At last, you have found the mighty source for authentic Faruasy-Wear apparel. The
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yJfpimrl
Only anpum cr^gr r<m rrr piiirln -ii|k ill farm wil St s*:i.:|:li:J
PLTAfil- rtlHiaif tHJ.tfk ■ Ifclfl UflOER TO AVDlD OCLT.Y. TkftNR VC J
r, j- 1 .Ml un' xiu kur Tfifl # t. 'fr. tBA, ITL U HfiJK iK*i™
Omnillin
hkn
Trt
fiinpacns 4 Qnapan 1
wtPlE mzisJiii
F^f wnyp
56
' Smill
Mrtiim
9M-I
K-lrit
T-stirl pl:lim]|
S a^s
SmpM
MrtHm
HmF
Mif
UlrHDn' MapcnnE
'fflfl LOhlfl
grev F-fihrl
H E j
EhTi a 1 i
K4M
Htdkm
KM
LirSi
IWvirti
9M1T
AlUIUtJ Dl/iIIlC iL A
ZirajDit
1 YitiiE- smatsnr:
in.®
Small
9^12
Med ram
raia
Large
JC Ltnge
3^1?
E
AdiU.CMl Ojiijnr> ft
Diiaiiu^
luTO* hflrrA
trfUli
Med Aim
9*417
LETE
1 ST
Diaqin.aniE *
1 i-:u -■ caftan
l q-1 :hJE p sMi
5 a*
■Small
3M3D
Htdijm
itm
wS
I-Ltm
Sftpp ngfHmdtip
i7®
:---llU.
Extra equipment for the STAR FRONTIERS * game
For a
Fistful
of
Credits
Doze jetclip. The doze jetclip is loaded with 10 rockets, each carry¬
ing a small amount of doze gas. The rockets burst on impact,
causing no damage, but filling a one-meter area with doze gas.
Poison jetchip. The poison jetclip also has 10 rockets, each carry¬
ing a small dose of poison gas that will affect a one-meter area.
When the target is hit, no damage is done, but a current Stamina
check must be made. Those that fail will be affected by a S5/T10
poison. If the character passes the check or is wearing a gas mask
or spacesuit, he will not be affected. A shot of antitox will neutral¬
ize the poison so no further damage is taken.
Defensive Suits
MAM
ENVIRONMENTAL
SUIT
88 AUGUST 1986
and mass
table
Item
Cost (Cr)
Mass (kg)
Gyrojet ammunition
20
30
-
50
100
30
60
Defenses
Slipsuit
600
Computers
Organic computers
Computer programs
Infiltration
Medical technology
Accelerator drug
10
Anesthetic drug
-
Cloning
Intensive healing
500
30
Regeneration
Universal antibody
100
Vehicles
Cloud flyer
40,000
4,000
Miscellaneous equipment
Density scanner
500
Environmental suit
100
Enviro-proofing
300
20
Thermosign generator
1,000
100
— See description.
DRAGON 89
Computer
Function
Point
Level
Potential
Housed
Implanted
10
10,000/ —
100,000/*
30
35,000/1
400,000/*
100
125,000/2
1,000,000/*
4
250
300,000/2
2,000,000/*
600
700,000/3
5,000,000/*
1500
2,000,000/3
10,000,000/*
The computer receptor implant will allow the user of the implant
to be in contact with his computer at ranges up to five kilometers.
The user simply "thinks" his request to the computer. The com¬
puter (if it has the proper program) will then send an answer to
the user, where it will be "heard" as a thought in his brain. So long
as the user stays within range, he will be in contact with his
computer.
Computer programs
Medical Technology
ples are taken of various parts of the character's body. These may
be held for any length of time. From these samples, a new body
may be grown when requested. Growing a clone takes 500 days
and costs 1,000,000 Cr. Physically, the clone will be identical in
appearance to character from which the tissue samples were
taken, save for scars and other uninherited physical traits. The
clone will have average scores in Strength, Stamina, Reaction
Speed, and Dexterity. It will have no Intuition, Logic, Personality,
Leadership, or Special Abilities. A clone may be supplied with
these abilities through an experiential matrix (giving the clone the
scores recorded in the Matrix, see below). If a matrix is fed into a
clone different from the person from whom the matrix was taken,
the Strength, Dexterity, Reaction Speed, Personality, and Leader¬
ship scores are reduced by 20 points. No score may be reduced
below a level of six in this case. Clones and cloning are illegal on
some worlds.
Oxy drug injector. This slowly releases oxygen into the blood¬
stream, supplying all needs for twelve hours. Oxy drug injectors
are usually worn on the wrist, feeding the drug directly into the
blood. The injector must be attached at a hospital. Once the injec¬
tor is attached, the character may refill it with oxy drug as
needed. The cost of a refill is noted on the price list. Note that an
oxy injector will not protect a character in space; a spacesuit
MUST be worn.
Vehicles
90 AUGUST 1986
Passengers: 6
Miscellaneous equipment
tects these items from the extremes of heat, cold, dust, submer¬
sion, tainted atmospheres, and vacuum. The referee should note
that there are no specific rules for equipment failure in the STAR
FRONTIERS Expanded Rules. Enviro-proofing is provided to pro¬
tect equipment in situations in which the referee feels weather
may affect the item. It is up to the referee to create other planets
and situations where it would be useful. Enviro-proofing may be
done when the item is bought or at some later time. The cost to
enviro-proof an item is 10% the cost of the item.
These discs must be custom-made and cost 100 Cr each. The gen¬
erator is approximately a one meter cube. It requires a parabat-
tery to operate. The generator uses one SEU each hour of
operation. fi
(604) 493-5420
DRAGON 91
ADVACON, Oct. 12
92 AUGUST 1986
Name:__
Address:__
Name: ___
Plus . . .
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Random f unctions, Treasures, 14 Shops, storage for 200* Monsters. 51
Treasures. 51 Characters or NFC’s, Dieties Hall and More!
UJflnGHfTlES#
WEST
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Albuquerque, NM 87106
Mountain Mage
7871 S. Monaco Ct.
Englewood , CO 80112
VISA MASTERCARD
FREE DICE
COMIC CASTLE i
94 AUGUST 1986
£ W byAndorian
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Index to advertisers
Page(s)
adventure Systems.
....... 29
.20,
Armory, The.
.104,
. i,
Bard Games.
.13
Chaosium, Inc.
.5
Magicware.
.7
DBE, Inc.
.22
Mayfair Games.
21,23,25,27,
DRAGON® Magazine.
... .40,80
.78
Milton Bradley.
. 9
Palladium Books.
29, 36
R. Talsorian.
.36
Fantasy-Wear.
.87
.37
FASA Corp.
.17
.28
... .15, 79
.30
.22
Supremacy Games.
.25
Gamers' Guide.
... 94-95
TU-E Games.
.91
Wizards Nook, The.
.18
DRAGON 95
Mi
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DRAGON 101
JT& ABOUT TIMM XX)
a g\g mmrM^
<*trr: JWeSse
THEY
POU'T ^lilji
GIVE '/A
MUCH TIME ^
fEft REST W
Regeneration
IN THIS HOLE-
S77U AUVE ?
Wt!
- iFYA WAKNA
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WHERE ^
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MEET EM ALL
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DRAGON 103
ARMORY PAINTS & OTHERWORLD ARTIFACTS
ARE AVAILABLE FROM THESE FINE STORES.
AL - AUBURN
Time Portal
FL — TAMPA
MD - GLEN BURNIE
Galactic Enterprises
OH - AKRON
TX - MCALLEN
Myth Adventures
AL - BIRMINGHAM
Lion A Unicorn
GA - ATLANTA
Ml - FLINT
OH - DAYTON
Hobbies International
TX - SAN ANTONIO
AL — DALfVILLE
GA - DORAVILlf
Ml — LANSING
OH - DAYTON
TX — SAN MARCUS
Merlins Wizardry
CA - ANAHEIM
GA - MARIETTA
MD - IOPLIN
Parallel Worlds
OH - KENT
Spellbinders
VA - ALEXANDRIA
Little Soldier
CA - BAKERSFIELD
Imagination Station
IA - DES MOINES
MO - KANSAS CITY
OK - TULSA
OK Hobbies A Games
VA - CHARLOTTESVILLE
CA - FRESNO
IL - BRADLEY
Castle Hobbies
MO - OVERLAND
OR - BEAVERTON
Tammies Hobbies
VA - FAIRFAX
CA - LONG BEACH
IL - BUFFALO GROVE
NC - CHARLOTTE
PA - ALLENTOWN
)ones Hobbies
VA - NEWPORT NEWS
CHQ Inc.
CA - ROSEVILLE
IL - SOUTH HOLLAND
Scale Models
NC - JACKSONVILLE
PA - CHAMBERSBURG
Fascinating Fantasy
VA - NORFOLK
Campaign Headquarters
CA - SAN RAFAEL
Ancient Dragon
IN - ELWOOD
NH - KEENE
Toy City
PA - LANCASTER
Park Hobbies
VA - STAUNTON
S And 5 Services
CA - SANTA MONICA
Aero Hobbies
IN - INDIANAPOLIS
Game Preserve
NH - MANCHESTER
PA - LEBANON
Spellbound Hobbies
VA - VIRGINIA BEACH
CA - W. SACRAMENTO
Flying Fortress
IN - KOKOMO
Captain Fantastic's
NJ - LINDEN
Kiddie Mart
PA - LEMOYNE
CT - W. HARTFORD
Kings Crown
NJ - WHITE5BORO
Pat's
PA - STROUDSBURG
The Encounter
WV - MORGANTOWN
Craigs Comics
DE - CLAYMOUNT
Book Thrift
KS — WICHITA
NY - BROCK PORT
SC - N. CHARLESTON
Green Dragon
WV - SHERIDAN
Universal Travels
DE - NEWARK
Days of Knights
Hobby Shop
TN - CONCORD
CAN - SASKATOON
Wizard's Corner
EL - HOLLY HILL
Dusty's Dungeon
FL - JACKSONVILLE
Zeno's
FL - MIAMI
Hobbyland
KY - RADCLIFF
Bookstore
LA - BATON ROUGE
MA - WESTBORO
The Wiz
Westboro Shopping Ctn (3662030)
NY - NEW YORK
Compleat Strategist
11 E. 33rd St (605-3880)
NY - MIDDLE ISLAND
Men at Arms
TN - MADISON
TN - NASHVILLE
TX - AUSTIN
LATE ADDITIONS
CO - ENGLEWOOD
OK - STILLWATER
Little Professor
FL - NEPTUNE BEACH
Hobby Oasis
ME - BATH
Toy Soldier
in Front St. (443-3711)
NY - PLATTSBURGH
14 Brinkerhoff St (561-5033)
TX - COPPERAS COVE
Paradise Hobbies
OR - PORTLAND
FL - ORLANDO
Enterprise 1701
FL - ORLANDO
Fantasy Apothecary
ME - LEWISTON
Pendragon Games
MD — ANNAPOLIS
Skip Shop
NY - SYRACUSE
NT - WATERTOWN
Pegasus Hobbies
TX - CORPUS CHRISTY
Cavalier Hobbies
Games N Stuff
Military Corner
TX - GALVESTON
Books Etc.
FL - ST AUGUSTINE
Armchair General
NY - WFST SENECA
Herb's Hobby Haven
1370 Union Road (674-7111)
TX - LUBBOCK
Star Books & Comics
2014 34th St. (744-9150)
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