Pegasus #11
Pegasus #11
'" .
FI
".ALM 011. .,_
JAN BEE LANDMAN
iy OOrbrr of t4r
]nuintiblr OOurrlDrb
$400.00
REWARD
FOR THE SLAYING OF THE DEMONS OF DUNDURN
AND TO THANK OUR PATRONS FOR SIX YEARS
OF ENTHUSIASTIC SUPPORT, JUDGES GUILD HAS
ENCLOSED $1100 WORTH OF GIFT CERTIFICATES
IN 3000 COPIES OF THIS PRODUCT AT RANDOM!
~ubgell <&uilb
FEATURES
This Realm 01 Savagery by Jon Bee Landman 5
Science Fiction at its Best! IMPERIAL
Kaissa The Game by Jeffrey J. ·Shaffer 10
The GOR Series Game Rules.
Origins Nomination Ballot 15
The Book 01 the Forgotten Bard by Ronald R. Gross 17
New Anns and Annor.
Crypt 01 the Living Dead by David Tiber 27
A New Melee/Wizard Adventure.
As the World Turns by Kim Kantz 31
A New Calendar for Your Campaign.
Rolling Against Attributes in AD&D by Roy Cram . .. . 65
I Wonder if J Can Break Down this Door .
The Dark Ages by Paul A. Denisowski
When Civilization, Culture, and Technology
69
ISSUE ELEVEN
Stood Still.
Kag's Joy by Richard L. Staff 73 •
A Tunnels & Trolls Mini·Dungeon.
An Alternative to Services in Traveller tm
by Gerry Matson
But, I Don't Want to Join the Servicel
81
TABLE OF
Make Your Cities Come Alive! by Daniel J. Henley .... 86
Spicing Up Those Towns and Villages.
The Three 01 Cups by Glenn Weeks and Mike West .... 89
CONTENTS
~ t ~
An Entertaining Short Story.
•
"Hanging Out in the City State" is the second part of
a six·part history of the Lands of the City States, the City
State of the Invincible Overlord, and the City State of the
World Emperor. We may have to include the history of the
City State of Tarantis at a later date after the product has
been released to make this history truly comprehensive.
I _ • "Crypt of the Living Dead" is a MeleelWizard adven·
ture. The evil Wizard, Anarchia, has stolen the fabled Crystal
Editorial Skull from the King's castle, As Anarchia flees to the Dark
Mountains, a stout group of adventurers assembles to return
Hello, Faithful Readersl By the time you are reading the artifact to its owner. Treasure and magic go to those
this, two new products, Kelandor's Gold and Jungle of Lost brave enough to dare the wrath of Anarchia and return the
Souls will have been released from Judges Guild, and several Skull to the King,
more are in the composing department, most notably City Some of you may be old enough to recognize the title
State of Tarantis, which we hope will be well received by of Kim Kanitz's article, "As the World Turns:' from an old
you garners. television soap opera. Don't let the title fool youl The article
I apologize for the delay in getting out issue 10 of the is an alternate calendar to add to your fantasy campaign.
Pegasus. With the cutbacks in our production staff, Bob and The installment for this issue, "Rumors at the Way-
1 just can't get everything done and out as we once did. We farer's Inn" could be three or four adventures in one. It is
look foreward to an improvement in the economy so things designed by the' staff of Judges Guild to provide several
can get back to normal, but, in the meantime, we will do avenues of adventure, as well as a complete description of
our best to get the Pegasus to you on time. I hope you will one of the Inns in the City State of the Invincible Overlord!
be patient. To anybody who has sent in fiction, general "Rolling Against Attributes in AD&D", an article by
articles, or reviews. we have a new editor for that material. one of our regular contributors, "Mad" Roy Cram, is a sys-
His name is Mike Madden, and he will be the managing tem for using the attribute rolls in AD&D tm to allC'w
editor. I will still continue my position as Editor in Chief, greater flexibility and more realistic variety in game situa-
but I won't have to write as many letters as lance did, giving tions. We think you will find it very useful.
me time for other mischief, such as writing City States. We also have a very informative article by Paul Deni-
Despite the delays, we have a varied Pegasus for you sowski, another of our regular contributors, titled "The Dark
which I think you will find enjoyable. First, we have an Ages:' It describes some of the differences between some
excellent fictional piece by Jan Bee Landman of the Nether- role·playing games and real life during the Dark Ages, a time
lands entitled "This Realm of Savagery." This gripping tale in which many role-playing games are set.
is in two parts (and we have the other part) and will be con- "Kag's Joy" is a mini-dungeon designed for Tunnels
tinued in issue 12. and Trolls tm by Richard L. Staff. Baron Kag's castle was
In issue 6 of the Pegasus, we had an article by Paul overrun by a large band of Orcs, and, during the battle, the
Elkmann about rules for the game, Kaissa from the Gar Baron's daughter was captured and carried away. The Baron
series by John Norman. After its publication, I received a could really use a hand in getting his dallghter back from the
phone call from Jeffrey J, Shaffer, who had developed the clutches of these evil creatures.
game many years ago and had it copyrighted. He asked if he "An Alternative to Services in Traveller" provides
could write a cover letter and send us a copy of the rules to another choice to joining the military or becoming a poor,
be published in the Pegasu., Of course, I said that would be unskilled wanderer on some planet. This Traveller tm article
great, so, on page 10, we have the complete rules to Kaissa, was written by Gerry Matson.
the Game. To spice up and enlarge upon the cities and villages
Also included is a copy of the ballot for the Origins encountered by your players during the course of a campaign,
Awards Nominations. The final ballot is voted upon only we have an article by Daniel J, Henley called "Make Your
by members of the Acadamy of Adventure Gaming Art and Cities Come Alive." The use of his suggestions should make
Design, but, by nominating your favorite game or play aid your villages more than just a place the adventurers go to
of 1982, you might place a virtually unknown piece on the find out about an adventure somewhere else.
final ballot, You may make copies of the ballot for your "The Three of Cups" is an entertaining fictional piece
friends so that they may vote. You may only vote once, and by Glenn Weeks and Mike West about a pair of adventurers
be sure to vote only in categories with which you are who meet for the first time in an Inn and take an instant
familiar and for games that you are certain were released in dislike to one another. You may hear more from the two in
1982. other issues of the Pegasus.
"The Book of the Forgotten Bard" is a piece on arms That about covers the contentsofthe Pegasus! See you
and armor which describes the weapon or armor and gives next issuel
its characteristics and some history of the pieCe. If you have
tired of the same old thing or have run out of new ideas, Editor
here's a collection that could prove useful to you.
T"" IlElilM
OF '"I/I(1EIlI/
by Jan Bee Landman
The vapor that steamed up from him, he could hear the others whisper There was a loud "Poofl", a maniacal
the buff~olored swamp water just and even chuckle at times. He cursed howl, and, as flames leaped up from it,
before sunrise was so dense that it himself. WhV couldn't he be more like the woman's body swelled to the mon-
limited the view to a couple of yards. them; whV did he have to be such a strous size of the actual Droon clawing
The large, distorted stems of the damned coward? madly at its attackers with its tentacles
towering plants acquired something SuddenIV, an alarm signal whis- while it turned into a roaring fire.
grisly in the f09, like emaciated bodies tled inside his helmet. He stopped and Firmin shuddered as he watched
stiffened in violent spasms of death. hissed a warning over his shoulder. In· the metamorphosis, which he had not
SlowIV and cautiouslV, a small stantly, the others were silent, gazing witnessed before. The other soldiers
patrol of Galactic soldiers moved about at the strangeness of the fog- broke into whoops oftriumph. Richard
through the veiled world. Thev waded bound vegetation. stood watching the rapidly dVing fire
up to their knees in the lukewarm Firmin drew his scanner from a with arms akimbo. Grinning proudly,
water. With everv step, the sog9V bot- pocket and studied the small screen. he accepted the praise of his buddies.
tom sucked at the soles of their boots, Nearlv opposite to where thev stood, Then he turned to Firmin with a sneer.
compelling them to use force for every there appeared to be an enemy; it was "WhV didn't vou shoot, assholel"'
next step. Exhausting it was, and, al· motionless and probably lying in am· Firmin,lowered his eyes.
though their air·conditioned suits bush, but, as Firmin looked at it, the ''Well, uh, I ... uh, ... I didn't
worked at full blast, theirfacesgleamed small spot on the scanner began to reallv know what to do."
with sweat behind the transparent move in his direction. At the same "Aw, let him be, Rick," someone
visors of their helmets. time, he heard soft, splashing sounds said. "He's just a rookie. He'll learn."
Firmin Lalla walked point. His behind him. Richard came up, looked Richard shook his head like an
weary, blood-shot eyes moved rest· over his shoulder, and grinned. old, sagacious man, turned, and walked
lessly. peering into the vaporous "Walking straight into us:' he on.
shroud. Each time he put down a foot, said, releasing the safety on his gun. ''I'll take point. This guV is able
it was with a slight hesitation, filled Firmin grinned back nervously. to walk ...."
with the terror of the mines that could In silence, they looked in the It was as if an enormous rock
rip him apart at any moment. direction from which they expected the plunged into the water behind him. A
Of the eight men forming the Draon. Minutes passed. The sun came pillar of water sprung up and opened
squad, he was least suited to walk up and colored the vapors golden, a out like a flower. Richard was gone.
point. Quet by nature, dreamy, and a haze of glowing light in which the tor- After a few, unending seconds, bits of
bit slow, he had been given the nick- tuous stems became even less visible him rained down all over the place with
name, "Sluggy:' which was not al· than before. little, hard splashes.
together unjustified but bothered him Firmin had trouble breathing. Firmin retched. A mine. Richard
a good deal for he did not feel sluggish Any moment, now, the Draan could had stepped on a mi ne.
at all, just a bit of a poet, and that was appear. He hoped it would not be in its "Holy shit," someone cursed.
exactly what he looked out of uniform: true form because that always made "Christ no, not Rickl"
a long, lankv boV with melancholv eVes him sick, gruesome as it was. Firmin had to throw up. With
and golden locks that curled about his The silence was all but complete. unruly fingers, he wrenched loose his
head in a slightly feminine style. Now, Somewhere in the distance, a swamp helmet just in time to keep a surge of
in battledress, he could only be dis- duck quacked and was heard no more. burning vomit outside his suit.
tinguished from the others by his gin- The glowing mists began to dissolve. ''Will you look at that," said an
gerly movements. He always suffered Suddenlv, she stood in front of acid voice. "Little miss Lalla has be-
from bellV-aches when walking point; them, a stunning beauty of a woman, come unwell." -
this time was worse than ever. The startled for a split second but reo "Leave him alone," said another.
weird shapes that kept loami ng out of covering instantly and breaking into a "He can't help it."
the fog played havoc with his nerves. seductive smile. Firmin was too sur- "Can't he, now? Why the hell
Repeatedly, he thought he saw some- prised to shoot, but Richard's gun wasn't he walking point, then?"
thing move. More and more often, he barked at once, and a chunk of napalm "Shut up. Try and find Richard's
fingered the trigger of the gun that he smoked toward the woman and struck dog tag."
carried in front of his chest. Behind her just as her form began to expand. On his knees, Firmin sat in the
PegasuS 5
tepid water. His head seemed crushed, they had been here so much longer. you've gotta pull that trigger mighty
as did his guts. This nightmare could Some had been here as many as six fast because, once they're at ten, you've
not be real. Not his buddy. Richard; months, and, in the fight against the got one chance in a hundred and
not through his fault. If only he had Oroons, that counted for six years, six then ...."
shot the damned Oroon himself, lifetimes, six centuries. "Action'" shouted one of the
Richard would not have taken point. One of the soldiers rose and others. "Here's two coming'"
He would have lived. But then he, him- joined Firmin. It was P'nBur, a hefty They all dropped headlong to the
self. would be dead. Was that what he colonist's son from New Attica. His ground, putting on their helmets and
would have wanted? The answer almost broad, sun-tanned head bore the pale readying their guns.
made him sob. scars of a close encoutner with the On the lake, two Draons had ap-
Someone dragged him to his feet Oroons, as if someone had drawn a fork peared. Across the smooth water, they
and shook him. When he looked UP. he through the flesh of his cheeks cross- came sliding straight towards the
saw it was Sylvane, a half-caste from wise. He put an arm around Firmin and island. They vaguely resembled the
Torricelli Gamma, his bald, skull-like offered him a cigarette which was jellyfish that were called Portuguese
head gleaming like old ivory behind the refused. Men-of-War on earth: enormous, trans-
visor, his green, cat-like eyes inscru- "Oon't take it so hard," said parent bladders revealing thick, internal
table. P'nBur. "It wasn't your fault." veins filled with a blue liquid and half
"Come on, Slug," he said in a "Sure it was. If I had walked a dozen brilliant red eyes floating about
rough but kindly tone. "Let's go." point ...." in the plasma. Up front, they were
With feeble knees, Firmin let "You might have stepped over equipped with a wide, trunk like
himself be dragged along. Stupidly. he it." protruberance that was studded on the
looked about him. The vapors had all "Bull'" inside with rows of sharp little barbs:
but dissolved. On both sides of the "No way. I've seen the last man Oroons in their actual form.
swamp rose the blue-green mountain step on it. This here is just a numbers Firmi n suppressed a shudder and
ridges, still steaming with morning game, kid. Only there's no damned aimed his gun.
mists. thing to win." P'nBur nudged him.
After half an hour's struggle. the Firmin shook his head stub- "Easy, kid. They may be na-
squad reached an elevation in the bornly. tives."
water, Hill 24, a small, round, grass-clad "It was my fault." Firmin nodded. That much he did
island enclosed on three sides by the Pn'Bur shrugged his shoulders know. One of the most treacherous
chaotic swamp brush. Straight ahead, and used the smouldering end of his traits of the Oroons was that they not
the tangle of vegetation opened out in- cigarette to light another. only used their hallucinatory powers
to a wedge-shaped lake reflecting the Firmin fought back the tears that to pass as natives but also to make the
deep blue sky. were swelling bigger and hotter in his natives look like them. Especially at the
On the island, the men flopped eyes. He managed with difficulty. beginning of the war, this had caused
down, exhausted, took off their hel- "Truth is," P'nBur said, "that I many innocent victims. Few young
mets, and lit up cigarettes. couldn't shoot the first time either. It soldiers had enough nerve to let those
Firmin went to sit away from the came at me like three little kids, hol- living nightmares approach to 15 yards,
others with his back toward them. He ding hands. I just couldn't believe it, sniH calmly. and then decide on a shot
felt miserable, ashamed, a dirty even if the stench was· unmistakable. I or not. It had often happened that a
coward, too bad for words. With bleary hesitated. Next moment, it came at me hissing Oroan, on being shot, changed
eyes, he gazed into nothingness. He like a landslide. Then, too, it was into a harmless native who died hor-
could not understand the cruelty of a Richard who fired. Odds were I would ribly. The introduction of scanners cut
fate that had put him. of all people, on burn together with that spook, but I down on those accidents, fortunately,
Malheur, this godforsaken planet on the got lucky. It fell over backwards, although it still took a good deal of
very outskirts of the Galaxy, to hunt though not without leaving its mark. II self-control to let the brutes approach
those murderous spooks. Two months He rubbed one of his mutilated cheeks, unchecked. To make matters worse,
ago, he had still been walking about on grinning. there had been rumors recently that
his dad's farm, barefoot, toting pails of Firmin said nothing, still strug- some natives were fighting on the side
cattle feed, and worrrying about the gling with his tears. of the Oroons. Firmin found this a little
chances of Emmy-Lou wanting to go "It was much harder then than it hard to believe because the carnivorous
to the village fair with him. It seemed is now," P'nBur went on. "We didn't monsters had glutted themselves on the
impossible now. No, it must have been have those scanners yet. You could only populations. If it were true, it had to
someone else, not the same guy who go by the smelL" be under some pretty stiff pressure.
had driven his buddy into death just "The smell?" Intently, Firmin stared at the
now. That other fellow had worried "Yeah. Without scanners, it's the couple that slid up to the hill in a
about school papers, acne, ballgame only way to tell a Oroon from a native, straight line. Their bodies, having a
scores, and video breakdowns, rather a but you sure needed nerves of steel. diamett!r of at least 7 feet, pulsed
far cry from the murder of a good You know that their hallucinatory slowly; their six eyes drifted together
friend. powers are no good inside ten yards. and fused into a single ball of brightly
Unwittingly, he groaned, causing Well, between ten and about fifteen glowing scarlet directed toward the
the others to look his way and to make yards, you can smell them, a pungent men. Again and again, Firmin checked
faces at one another. But, he reasoned, odor of garlic, but, as soon as you do, his scanner, but the screen remained
6 Pell'asus
empty, so they couldn't be real Drcons, Blindly, sobbing and cursing, pily, the womenfolk laughing and ex-
but, hell, they sure looked it. Their Firmin started to spray his fireballs cited, the men even more taciturn,
trunks worked spasmodically, pro- about in a wild frenzy until way beyond stiff, and self-conscious than usual. The
ducing an ominous, hissing sound. the moment that the last enemy had village fair. But, this time, there would
Occasionally, parts of their submerged disappeared among the tangled vege- be an empty spot, a vacant chair, and a
tentacles surfaced like the convolutions tation. He did not stop until he had glass untouched. His Sunday suit would
of a spiky snake. To die in the grasp of emptied his magazine. His eyes were remain hanging in the wardrobe like a
a Drcon was thought to be one of the blurred; vomit dripped down his chin. lonely suicide. His dog, always taken
worst fates known in the Galaxy. On the verge of madness, he looked along, would now be left behind un·
Firmin perspired heavily as he lay round through the cracked visor of his comprehending, tied to his doghouse
and watched. The creatures were ap- helmet, viewing the world as if from and barking furiously at first as the
proaching the fifteen yard limit. The behind a cobweb. Hill 24 was blackened folks disappeared from sight but
red eyes flashed, the elastic trunks and covered with craters, all with a gradually subsiding into soft whimpers
broadened and opened slightly to diameter of about 7 feet, the final res- and, finally, mournful silence with its
rev. I the rows of glistening teeth. Fir· ting places of the burned -out Droons. head on its forepaws. And Emmy-Lou?
min tensed his finger at the trigger. Here and there lay the charred, smoking Would she be thinking of him? Would
Whatever happened, he would shoot at remains of natives, obscene in their she look up occasionally at the star that,
10 yards. mutilations. The squad had been to her, would seem only a flake in a
Then, P'nBur's voice rang out. reduced to three men: Sylvane, Firmin glittering snowstorm and was, to him,
"Behind you!" himself, and Thuloc, a blue..kinned a glaring sun? Worst question of all,
In a reflex action, Firmin rolled cyborg of Halcyon 27. who wouki be taki ng his place in her
aside. The spear thudded deep into the With slow deliberation, Firmin arms, dancing?
soil in the very place where he had uncoupled his helmet and threw it from He clenched his fists while he
been. Behind him stood the native who him. The silence surrounding him was followed Sylvane to Thuloc, whose
had thrown it, now staring, awestruck, great and terrible; the sour-sweet scent right arm was largely stripped of flesh,
into the barrel of P'nBur's gun. Then a of napalm was revolting. He buried his revealing strange patterns of sub·
chunk of napalm exploded in his face, head in his hands. This was not what cutaneous cells like a honeycomb. His
spreading like a splash of burning syrup life should be like. This couldn't be round head with the silvery, compound
over his body. Blind and howling, he what he had been born for. He ought eyes shone with the oily liquid he
tonered about a few steps before he to be on Orlan now, running through emitted by way of sweat. He uttered
fell back into the water in a sizzling the wet, early-summer 9rass with his soft, tremulous sounds.
cloud of steam. dog barking gleefully at his side, warm As best he could, Sylvane tended
" It's happening, but I don't sunlight on his skin, his teeth bared in to the injured arm, spraying it with
believe it," P'nBur yelled. laughter, and shoots of grass in his sterile foam and wrapping it in foil.
Firmin had no time to heed him. mouth instead of this bitter vomit. After that, he gave Thuloc an injection
Behind the stricken native, the water God, oh, god, what a handicraft this that put him back on his feet, and, in a
suddenly teemed with anackers: na- wasl few minutes, they were able to move
tives, Oroons shrinking into human The missing squad members had out.
shapes, natives swelling into Droons. disappeared without leaving a single The way back led through pur-
The air buzzed with spears. Tentacles trace, as if they had never existed. gatory. All three were on the verge of
lashed out with their noisy rattle. After some time, a calm hand exhaustion. They no longer had their
For 8 brief second, Firmin sought his shoulder. He started and helmets, so the heat of the sun pounded
hesitated, but then his gun came alive, looked up into the yellow face of Syl- upon their skulls. The only fireball left
turning into a dragon snake, a fire- vane, who looked stunned. In his to them was in Firmin's gun, which
blasting phallus. emerald eyes, the pupils had distend.d meant that any encounter with more
Withi n seconds, 'the water was into big, black orbs, blurred and rigid, than one Drcon would be fatal, so the
boiling with fiercely-burning Drcons gaZing into an abyss of hell. fear of an ambush accompanied them
and flame-ridden natives. P'nBur and "Come on, Slug," he said tone· like a sinister shadow. Countless were
Firmin scattered their lethal projectiles lessly. "We gona get back. Thuloc's the times that they stood, ,,"trified, to
much faster than the enemy could been hit. We gotta get him back to stare at a grotesquely-twisted tree
replace its losses. Still, one Drcon broke camp." trunk.
through; its tentacles grabbed P'nBur, Firmin rose mechanically, keenly After the swamp, they reached
dragged him toward the trunk, which aware of the fact that, at this very the jungle, a shady hothouse full of
yawned, and worked him inside with a moment, night was falling on Orlan, angry insects, stealthy movements, and
hollow, slurping sound. perhaps the very night of the village sounds. Fortunately, by that time, their
Horror-stricken, Firmin stood fair. The market square would be fatigue had dulled their senses so much
looking at the form of P'nBur struggling decorated with strings of pearly lights; that they stumbled on in a near stupor.
inside the transparent globe like an the bands would be tuning their in- At times, Firmin thought that an
insect in a drop of water, rapidly tur- struments for the last time, and, from ambush and a quick, if horrible, death
ning bloody red as the digestive juices all sides, fair-goers would come strolling would not be such a bad thing com-
attacked his flesh. Firmin had no in out of the blue dusk, all scrubbed pared with the outdrawn torture that
choice. He pulled the trigger, and the and polished till they shone in their walking had become. The large blisters
Drcon blazed up together with its prey. Sunday best, greeting one another hap- on the soles of his feet had long ago
Pegasus 7
been broken, skinned, and scrape ut also
raw wounds that wrench
needles of pain into h' bone pled with his
every step. and going
~
he end of t His otions we e
rea a.uxiliar hing awful was;~~~("", red.
mann ''bIi~ :to~ertain; , ....._~ next
,
where wllje~oul<!.. ,
"I"I""~.
ere ylng In W
\,ol
ough
a magnetic CO~SI • hey w ~ waiting for the idely
least be sal~ i(;'a'!l4'hig . ~. 'fI"'i~~",,/ ·.vtin'le'~ 1 tho~~en ~:;. e far,
o t h e r S ' ~'~'1Iftr1'liM' tJW'fM could, ~ '~nly' rif."'L . , t. His
them .' ~r,~lj~ali.el, for the ept 0 \1' = ':no a few
were .~F;fs Ithey hair ut ver - ••_ 'V drag·
with what Ihllie t 0 '''-~' fall.
their tormente _ oing. T~'"'I(~: .s feet
into an exha r/ ' at'va51 r it.....asC9YPt• . wi rlr~(~~~~~ half-
----rhat 'rii'g V 'llJilllK·ht dead ariJ ro .. g I~Mvlls .., II. : 'nif. :tfal - .
Oroons only, nothing but Drcans: into which the men sank up to their "Come on,
large ones clogging the seas like jelly- ankles, releasing malodorous puffs of one more try."
fish, small ones as raindrops sliding dankness. They trudged on laboriously, But Firmin could not even shake
down window panes or as glassy cock- slowed down by Thuloc, who was his head any more; it sagged down into
roaches on walls and floors. fading visibly. All color had left his the bitter soil.
The next morning, he awoke with skin; the silver gloss of his eyes turned Sylvane looked about. The ter-
a shock as if he had fallen from some dull and gray. Sometimes, he would rain was quite uneven here, with several
height on his back. In the grey gloom groan that they should leave him, but shallow depressions. At once, he
of the bunker, he found he was panting neither would hear of it. Sylvane proved dragged Thuloc to the nearest, returned
for air in the thick atmosphere soured himself the natural leader, always in to Firmin, dragged him to another
by the ;me!1 of sweaty, unwashed flesh. front and alert and always able to find hole, and sought cover in a dry ditch
He did his best not to think of a place to hide when Oroans were in himself.
Oroons and started to fantasize his the neighborhood. In one hand, he held In his hole, Firmin remained as
return to Orlan, but, being so far away a scanner while he supported Thuloc Sylvane had left him, on his belly with
in space and time, it made him so with the other. His bony head gleamed; arms spread out and his gun uncomfor·
depressed that he preferred thinking of his pupils had regained their normal tably beneath him. Sick with fatigue
Droons or, better yet, of nothing at all. siimness though slightly oval in the he was, out of breath, and giddy. It
It was not easy for there would always shaded light. took a long time before he came to
be other speetrestofill his mind. Either In spite of everything, the three himself a little and regained awareness
the memory of Richard stepping to his men progressed but ever more slowly of his surroundings: the surly jungle
doom as he shook his head at Firmin's and with increasing stumbles because sounds, the buzz of insects, the faint
yellowness, or of the delirious fight on they had to take the weakening Thuloc rustlings, all kinds of small cries of wild
Hill 24, or the distorted image of P'n- between them. They had, perhaps, no creatures.
Bur being digested alive crowded into more than three miles to go when Cruelly, his fear ripped through
his thoughts and made him wince. Thuloc broke down completely. Oe- the daze of weariness. The Oroonsl
AgoniZing thoughts they were that kept lirious, he sank to the ground and They had to be close. The worst death
plaguing him like mosquitoes, inces- lapsed into a gibbering version of his of all might be only minutes or yards
santly, inescapably. native tongue. away. He grabbed hold olthe earth and
He was thoroughly glad when, at Firmin and Sylvane regarded each trembled. With little, nervous jerks, he
last, his companions awoke. Thuloc was other in despair. They hardly had the lifted his head to peer over the top of
in a bad state. His blue color had faded, strength to stay on their feet them· his hole. Just in front of him stood a
and the wounded arm no longer selves, let alone carry someone else for small bush with big, floppy leaves on
functioned. three more miles. which bright red bugs scurried about
After a hasty breakfast, they "I'm spent, Syl," Firmin said. in frantic hurry. A little further away
moved on. "So am I, Slug, but we've gotta stood larger shrubs of the same kind,
Firmin was more nervous than get him back." and, beyond those, thorn bushes. and
ever. Fear crept back into his blood, Firmin nodded, more from his mossy trees gradually dissolved into a
stole his breath, and caused a vague weariness than from agreement. Tired greenish obscurity in which the Oroons
tickling sensation on his back, as if he was, so tired that it seemed it would might be approaching.
small insects were grubbing just under be a joy just to keel over and lie in the
the skin. His pace became uncertain, his dirt, simply waiting for death or any
eyes furtive. other kind of deliverance. He felt he
All around reigned the sombre was too tired for fear, but, when Syl·
majesty of the forest, close, shady vane's scanner beeped a second later, it
green, full of rustlings and stealthy was back in his throat more viciously
movement as though the growing of the than ever.
S Pegasus
BOARDING
PARTY
For years before the departure of the
Colonizer Ship Ulysses, mankind had been
locked in fierce and deadly combat with t h e _
"DESTRUCTORS" - robot ships pro-
grammed to eliminate all forms of life. In an
effort to overcome the effects of these
attacks, the inhabitants of Earth had
redoubled their colonization attempts by
firing huge Colony Ships - each of which
was a deadly and utilitarian cross between
a dreadnought and a cargo ship - on a
daily basis. And now, after five years of
travel, the Ulysses still continued its search
for a habitable planet in the Orion system.
The stage is set for the ultimate confrontation between man and machine!
BOARDING PARTY depicts the actions of the crew of the C. S. Ulysses as they try to save their
colonists from the DESTRUCTOR cruiser. Basically a solitaire game in which the
DESTRUCTOR robots move randomly and the player controls the Ulysses' crew after boarding
the cruiser, BOARDING PARTY makes an exciting and challenging two-player game as well!
The game contains a full-color map of the interior of the DESTRUCTOR cruiser, 54 die-cut
playing pieces and comprehensive rules of play; and at $4.95 our Pocket Games just might be
the best deal available.
BOARDING PARTY
Available in line hobby and game stores everywhere.
Only from
TASK FORCE GAMES
The NEW FORCE In gaming.
THEGAME
Dear Mr. Holmer, a mathmatically pure and logically cor- world today.
rect format that is being played in four As I said before. I am not putting
Thank you for taking the time states and Mexico, all in the same for- down Chess; I .m emulating .nd evol-
to talk with me on the phone and also mat. ving Chess to a higher plane of exis-
for allowing me to submit the right Unlike Chess and Mr. Elkmann's tence. All things must grow or evolve
rules for K.i.... The G.me to your Kaissa game. K.issa. The G.me. pro- to keep from becoming stagnant. Ches.
magazine. duced by Port K.r Ind. does not have h•••t.yed the ..me for too long. It i.
The reason I call our rules the any miracle moves such as enpassant time for Chess to evolve into something
right rules is because. as of 1979. we pawn, castling, power promotion, or greater. I<.i.... The G.me.
achieved both copyright and pat. pend. stalemate. There will be a definite We produce, in and out of our
status. As of this year. 1982. the name winner and a definite loser every game. home. two models of K.i.... The
K.i... was trademarked and registered It will only take 1. not 30 or 34 games G.me. One is an Inventor's Original
to Port Kar. Ind. of play to proclaim a world master. Limited Edition cast in bronze and
They are also the only rules that K.i.... The G.me is what Chess should limited to 1.000 signed and numbered
will be accepted by O.A.K. the Original have been. sets; the other is a more earthen set in
Alliance of Kaissa, a mother organiza· Please don't get me wrong. I am cloth and wood. The limited edition
tion with chapters in Oregon. Washing· not trying to put down Chess. It is an sets sell for $1.000.00••nd the e.rthen
ton, California, and Florida. old institution that is and has been a set sells for $20.00. We do have whole-
O.A. K was set up to promote great game, but it has outlived its own sale prices .Iso. but they .re for whole·
city, state, national, and international purpose. sale customers who buy in lots.
tournament playing of K.i.... The When world class Chess matches Enclosed. you will find • rule
Game. It was also set up to recognize are played, it usually takes so many book for K.i.... The G.me .nd pic·
and promote master status of players, games to finally win that it almost tures of singles of the pieces in Kailll.
similar in guidelines to the organiza- defeats its own purpose. A Chess mas- The G.me. All material you have been
tions devoted to Chess. ter can memorize 100 to 2.000 year-old sent is copyrighted. and you have my
As you.lready know. K.i.... The games and proceed to sit down and play written permission to reprint it in its
G.me as a concept was originally them. mostly to draws. Thegame is not complete state only.
exposed in the works by John Norman. a challenge any more. New Blood is Once ag.in. thank you for talking
the Gar series. As it was exposed in the needed. K.i.... The G.me will draw with me. Mr. Holmer••nd accepting
Gar series, it was an incomplete con- that new blood. K.i.... The G.me. my work.
cept. I extracted that concept and when understood and played by the
added one year's worth of research and masses, will eventually be proclaimed Respectfully.
development. What I came up with was the most strategic board game in the Jeffrey J. Shaffer
THE GAME
Originating on another planet in our solar system. THE matches between two ranking world masters, it was quite
GAME. is their answer to our planet's game of chess. As you obvious that chess had finally run its course. It took 32
look over THE GAME. you will notice there are some striking games of play for one master to belter the other. Thai will
parallels to chess, but that is about as far as it goes. never happen with THE GAME. The complex nature and
THE GAME, no one knows who invented it. is far older depth of THE GAME, make it close to impossible that any
than the first recorded dates on chess. It is a more complex one person will ever be acclaimed master of THE GAME. If
and demanding game. You might say that. THE GAME, is and when any such championship matches of TH E GAME
the great-grandfather of chess. ever do take place, it will only take one game. to proclaim a
During the last couple of world chess championship master.
10 Pegasus
There is no way one can improve chess, but you can play of your city. It is that heart, home stone, you have to protect.
something more challenging, more complex, and something It is also that heart, home stone, or your opponent's, that you
far older, THE GAME. must capture. The end of THE GAME, is when one opponent
As one looks at THE GAME, you will see that there are two captures the other's home stone.
opposing sides. Red and yellow. Yellow plays first in THE All capturing done in THE GAME, is done by directly
GAME. landing on an opponent's opposing pieces.
The two opposing sides, two cities, each at war with each • For a more Detailed description of the playing pieces
other. The piece called the home stone in the game. is the involved in THE GAME, and the playing rules peltaining to
most important piece in THE GAME. It represents the heart THE GAME, read. playing pieces and their movements.
Playing Pieces
UBAR
and Their Movements
The Ubar or king of the city. is the most powerful piece on
the board. He is a man wearing a fur robe, a crown, and
holding a sword.
He can move, on the board, as far as he likes in any
direction, so long as his way is not impeded by another
piece.
The Ubar is a back row piece and he can be taken anytime
during THE GAME. His loss does not constitute the end of
THE GAME. That only occurs when the home stone is
captured or an opponent resigns. To find his place on fhe
board, see diagram.
UBARA
UBAR UBARA
FL'g~sus 11
TARNSMAN BUILDER
The Tarnsman of THE GAME, is the Ubar's most probable The Builder ofTHE GAME, is a man holding a scroll. He
right hand man. His moves are three squares up and two too wears a robe, but he also wears a round hat or cap. The
over in any direction; he is the only piece on the board that Builder moves on the board, forward, backward, and laterally
can go over or around another piece. in both directions, with no limit to the number of squares he
The Tarnsman is represented by a man silting on top of a can advance, so long as no one impedes his progress.
giant hawk. There are two Tarnsmen to a side, one on one There are two Builders to a side in THE GAME. To find
side of the Ubar, the other on the other side of the Ubara. To their place on the board, see diagram.
find their place on the board, see Diagram.
SCRIBE
TARNSMAN SCRIBE
BUILDER
12 Pegasus
INITIATE SPEARMAN
The Initiate of THE GAME, is a man wearing robes, his The Spearman is the first of the front row pieces. He is
cap has a cross on its top. This man is a high priest. and not represented by a man, holding a large shield in his left hand
to be trusted. He too, like the Scribe, moves on the diagonal; and a spear in his right hand. He moves forward only and
except, unlike the Scribe, the Initiates have no limit to the captures only on the diagonal.
number of squares they can advance, so long as their way is On his first move, the Spearman has the option of moving
not impeded by another piece. He is also limited to his color. either, 1,2, or 3 squares forward. After the Spearman's first
To find his place on the board, see diagram. move he advances only one square at a time, no matter
which option he chooses. A Spearman cannot be redeemed
for a lost higher piece by advancing him down to your
opponent's first rank, This limits his action and doesn't
create miracles that shouldn't happen. There are six
Spearmen to a side in THE GAME, To find their place on the
board, see diag ram.
RIDER OF HIGH
THARLARION
INITIATE SPEARMEN
Flanking the two Riders of the high Tharlarion, on each The Home Stone is what the game is all about. It does not
end of the front row, are the Assassins. They are start THE GAME on the board, but must be placed on the
represented by a man holding a dagger. The Assassins have board after the seventh move and on or before, but not later
the ability to move two squares in any direction, so long as than the tenth move. The placement of the Home Stone
his way IS not impeded by another piece. To find their place constitutes a move on its own. If the Home Stone is not
on the board, see diagram. placed on or before the tenth move, the game is over by
default.
The object of THE GAME is to capture your opponent's
Home Stone, without losing your own.
THE GAME is over when one or the other Home Stone is
captured, or one or the other resigns.
COMPLETE BOARD LAYOUT The Home Stone does have the ability to move one
square in anyone unimpeded direction. It does not however,
The board of the game, is ten squares by ten squares, have the right to capture other pieces.
alternating red and yellow squares, just as there are red and The placement of the Home Stone on the board is yours
yellow playing pieces. and your opponent's choice.
With no more to say about THE GAME, let it begin. The Home Stone must be placed on the first rank of one's
playing field, or as one looks at the board, on the back row of
your playing pieces. It cannot be placed on an already
Nt as ::>S NJ. 'Ian en N.1 ~ oa HI occupied square.
It BO
14 Pegasus
JC, TN 'IBA UB 1M SC . , IN
ASSASSIN
f
.....
"
. -..
HOME STONE
ACADEMY OF ADVENTURE GAMING ARTS & DESIGN
OFFICIAL ORIGINS AWARDS NOMINATION BALLOT
for the yeer 1982, to be presented et ORIGINS '83, July 14-17, 1983, in Detroit, Michigen
(for information about Origins '83, write P.O. Box 787, Troy, Michigan 48099
The Origin. Aw.rds, presented at Origins each veer. are an international. Instructiona. Read Carefully: Print legibly or type you' nommduons
populi' aerie. of awards aimed at recognizing outstanding achievements In Saliots that Ire messy. not filled out correctly. or show attempts 8tstutflng Will nOI
Adventure Gaming. They comprile the Charles Roben. Awards for BOlrdg.ming. be counted. You may list tkree nominees per category. II does nOl mailer In whal
and the H.G. Wells Award. for Minl.tures and Role·Plevin" Games. An order you hst them. To keep the voting as meanmgful as possible. do nul malll-
intemational Award. Committoe of 25 hobbviste (some prof.uionBII, but seleclions In unlamillar categorIes. YOU MUST SIGN THE BAllOT! A,)o Include
pl'imarily independents) directs and administer. the awards systllm. The your address. You may vote only once.
nomination ballot I, open to all interested gamer•. YOUR VOTE can make I r•• 1 Nominations skould be lor products produced during the calendar year 1982
differencel A final b.llatl. prepared by the committee and voted on by members Exceptions are permlned for older producls which gain signIficant e.cpOSUle and
of Ihe Acedemy of Advenlure Geming Artl & Design. Acedemv membership, acclaim during 1982. Minialure figure series nommetionl' should be lor product
S2/yesr, is open to ective. accomplished hobbYIsts. both pro and ameteur. ifnes which are either new or hive been substar,tial1y expanded ill 1982. All
Memberlhlp guidelines ere Iveilable fora SASE from the Iddresses given below. Time Best nominations are not reslricled 10 1982. of courso
Corrupondence Ihould be lent to the USA address. Prelent members may This bellot mey be reproduced Ind chculaled by any means aVdltable.
renew by .ending their check with this ballot. Canadians may lend $2 Cenadien. provided Its contents are faithfully copIed. Magazine editors end publishers
Ptlyeble to Mike Girard. UK and European members m.y .end 1 pound l1erling skould pilln to include the ballot in.n issue at Iheir publications due to come (lut
peyeble 10 len Llving.lone. US .nd .11 olher. m.y .end US $2 p.y.ble to Bill during the interval f,om late 1982 to mid-March 1983. Clubs and other
Somera. organizations should circulete coptes among their members shortly alter the tlrsl
The ACldemy and the AWlrdl Commitlee as well as the Origins Convenlion of Ihe yeer.
iuelf, function under tke overlll direction of GAMA. tke Game MenufeClurers All Adventure Gamers .re encouraged to vOlel
Astociltion. Direct correspondence to Paul R. Benner, 'Ki GDW, Box 1646,
Bloomington. Il 61701. De.ctllne-·M.rch 31. t983
2. S..t Fantasy/SF Serie•. 1982: 12. Best 20th Century Boardgame 1982:
Name: _
Addr...: ...,- _
Send in your ballot by M.rck 31, 1983 to only one of the following addresses:
Canad.: UK and Europe JSA and III else AUllr.1i1l & New Zealand
Awards, % lin livingstone Awards" Bill Somers Awardl % AdrIan Pett
Award•. % Mike Girard Breakout Magazine
RR 1 london NWtO PO Box 656 P.O. Box 162
South Woodllee. ONT United Kingdom Wyandone. MI48192 Moorool Bark. Victoria
Canad•. NOR 1VO Australia 3138
ACADEMY OF ADVENTURE GAMING ARTS & DESIGN
PRESS RELEASE
OFFICIAL ORIGINS AWARDS
for the year 1981
pnnented at ORIGINS '82, July 23, 24, 25, 1982, in 8altimore. Maryland
The Origins Awards, presented at Origins Bach year, are an international, popular
series of awards aimed at recognizing outstanding achieva..nts in Adventure G88ing.
They co~rise the Charlss Roberts Awsrds for Boardg..ing and the H G Wells Awerds for
~ini.tures and Role-Pleying G...s. Anintsrnationel Awards Ca..ittee of 25 Hobbyists
directs and adainisters this ..erds slst... No-inetiona sre opsn to all interested
o... rs. A finel ballot is prepared by the cos-ittee and voted on by ...oare of the
Aced..y of Adventure G..ing Arts l Design. Acad..y ..abarship, 12/yaar. ie open to
actiwe acc~lishad hobbyiets. "-aGsrahip guidelines and furthar info~tion Ie
available for a SASE froe Awards PDB 656 ~yendotte ~I 4B192.
The Origins '83 G...fest will be held July 14-17, 1983 at CoOo Hall. Detroit.
Info~ation is available froe "-tro Detroit G..ere, D-83 Info, POB 787 Troy "I 48099
The Origins G...feat end the Origins Awsrds function under the owerall direction
of GA~A. the G..a ~nufacturers Association. Direct correspondance to Paul R Benner
Box 1646 Blooeington IL 61701
ORIGINS
Returns to
MICHIGAN
For an Adventure Gaming Experience
, to surpass them all.
ORIGINS 83
July 14 - 17, 1983
•
In
Cobo Hall - Detroit, Michigan
Brought to you by the Michi Con/Winter Can Team
that sponsored Origins 7B
18 Pegasus
11. Corunet's Club 14. Elf Chopper
Description: Large, solid bronze Club. It is as large as a Two- Description: This double-headed, Two-handed 8attle Axe
handed Sword. has a gold-threaded inlay entwined around the oaken
Characteristics: Famous, Unique haft upon which is carved its name in Common.
Likes/Dislikes: Hates anything under 6' tall - especially Characteristics: Unique, Famous
Dwarves. Likes/Dislikes: Hates all Elves and Half-Elves.
History: Unknown. Thought to have been made in the History: Made by the great Zardomnee, Greatest Wizard of
ancient Mauryan Empire for Corunet, Ogre bodyguard the Tishuanacorah. during the Elf-Human Wars, to aid
to the king. in gaining control of the Kascade Isles.
Powers: This weapon is + 1 to hit and damage all "normal" Powers: +3 to hit and damage. Against Elves, on a natural
sized creatures. but, against Dwarves or Gnomes, it is 20, it severs the head from the body. no Saving Throw
+4. In the hands of an Ogre, it does double damage. allowed.
This club can only be used by persons over 6' with a Value: 82.500 GP
strength of 18/0. Due to the weapon's mass. it does
1D20 points of damage. Ogres will attack the user of 15. Basilisk Bane
this club on sight if the user is not of their race. Description: Olive wood haft, silver inlaid Ballie Axe.
Value: 50,000 GP Characteristics: Unique, Famous
Likes/Dislikes: Hates Basilisks
12. Morning Star of Wailing History: Forged in ancient Nearctis, birthplace of Druidism,
Description: It is constructed of solid Adamantite, blue- to rid the land of Basilisks, which sorely plagued the
black in color. population.
Characteristics: Rare, Automatic Powers: Naturally +2 against others, it does double damage
Likes/Dislikes: Hates Fire-worshipers against Basilisks and is +4 to Saving Throws vs Gaze
History: Forged during the War of the City-States of Attack. Basilisks attack owner on sight.
L1anoria when the cults of Vivistal, God of Doom Value: 25,000 GP
Unexplained, and Margonne, God of Evil Plans, sought
to usurp the ancestral worship of Kala·Kala, God of 16. Silver Haft
Fire. Description: Battle Axe of solid oak inlaid with silver and a
Powers: This instrument is basically a +4 to hit and damage. single head of Adamantite
It has the abilities to detect and find mechanical traps, Characteristics: Rare, Automatic, Famous
telepathically communicating their whereabouts to its Likes/Dislikes: Hates Frost Giants
owner. In combat, the Morning Star glows violet and History: Forged in ancient Nordheim by Andrak the Mighty
emits the wailing of the lost, causing any opponent when the races of man strove with the Frost Giants
under and including fifth level to fight at a -1 to hit for dominion of the Emerald Mountains.
because of the wailing. Powers: +1 normally, but, against Frost Giants, it does triple
Value: 250,000 GP damage. Makes user immune to cold. For each Frost
Giant slain. haft produces 104 SP.
Battle Axes Value: 90,000 GP
Pegasus 19
Swords 22. Sword of Weeping
Description: Short Sword with oval blade and golden, tear-
18. Shadow Slayer shaped pommel.
Description: A shining, golden·bladed Broadsword of Characteristics: Unique, Famous
unknown metal with its name inlaid in black Adaman- Likes/Dislikes: Hates violence
tite magic runes along the blade. History: It is thought that some Demon lord has imprisoned
Characteristics: Famous, Rare, Automatic within the Sword the soul of a woman who had
Likes/Dislikes: Hates worshipers of darkness. scorned his affections.
History: Forged in Ashanti during the Wraith Wars when the Powers: Reluctant to fight. Will not attack first. When at-
heroes of the forces of Umannah, the Sun God, the tacked, it becomes +5 to hit and damage. After com-
Radiant Death, and Mawdorn, God of Shadows, bat, the Sword will weep if it has killed or participated
fought. in the killing of something. Sword sheds 1020 tears
Powers: +3 Broadsword except against the following, when which solidify into Black Pearls valued at 160 GP
it becomes +5 to hit and damage: Wraith., Ghost., each.
Spectres, and Shadows. Value: 50,000 GP
Value: Priceless
23. Cemon Slayer
19. Sacred Scimitar Description: Two·handed Sword of pure black Adamantite
Description: Mistletoe design on the blade, Emerald hilt with its name in gold runes along the blade.
Characteristics: Famous, Rare, Automatic Characteristics: Automatic, Rare
Likes/Dislikes: Hates abuse of nature. Likes/Dislikes: Hates Demons and their worshipers.
History: These are forged only on the command of the History: Forged by Faltamar, the Wizard of Chandragupta,
Great Druid. They are given as signs of favor to those foremost of the great southern cities of antiquity after
Druids who have done outstanding service. he inadvertently opened a gate to the nether world and
Powers: +2 Scimitar. In the hands of a Druid, it becomes a let an unknown number of its inhabitants out.
+4 Scimitar, and, on a natural 20, it severs a limb from Powers: +3 Two·handed Sword that does triple damage
the victim. To determine what has been severed, roll against Demons.
106. 1: Head; 2: Right Arm (306 points additional Value: 90,000 GP
damage); 3: Left Arm (306 points additional damage);
4: Right Leg (2010 points additional damage); 5: Left 24. Man-Slayer
Leg (2010 points additional damage); 6: Body split Description: Short Sword with a curved blade and a female
in twain. head carved on the pommel.
Value: 111,ooOGP Characteristics: Rare
Likes/Dislikes: Dislikes men in general.
20. Elemental Eradicator History: Forged in the lands of the Amazons to aid them in
Description: Two·handed Sword with a serrated edge. The their continual wars with men.
blade is silver colored; the hilt is of ivory. Powers: Normally + 1, but, in the hands of a female, it be·
Characteristics: Unique, Famous comes +3 and does triple damage against males.
Likes/Dislikes: Hates all Elementals Value: 60,000 GP
His10ry: Thought to have been forged in Lemuria to keep
in check the powers of the Elementals which roamed 25, Gem Hilt
unchecked in the dawn of mankind. Description: Golden Lion's head pommel. Long Sword.
Powers: +2 Two-handed Sword except against Elementals Characteristics: Rare, Automatic
when it becomes +3 and does triple damage. Adds 1 Likes/Dislikes: Hates Chimeras
to all Saving Throws vs Elementals. Elementals attack History: Thought to have been forged in the Carchemish
user on sight.
Valley which, legends say, was the birthplace of
Value: 100,000 GP Chimeras. This is only speculation.
Powers: Normally a + 1 Long Sword. Against Chimeras, it
becomes +2 and does double damage; it also adds +3
21, Cutlass of Cleaving to Saving Throws involving Chimeras. Has a 30%
Description: Plain-looking steel Cutlass with Ruby hilt and chance of determining the value of gems.
gold skull pommel with skull and crossbones on the Value: 75,000 GP.
blade.
Characteristics: Unique, Famous, Automatic 26. Barbarian's Bane
Likes/Dislikes: Doesn't like staying on land. Loves sea travel. Description: Highly ornate, gold-plated Short Sword
History: Origin unknown Characteristics: Unique, Famous
Powers: +2 Cutlass. In Pirate's hands, does double damage. Likes/Dislikes: Hates Barbarians
On natural 20 roll, severs a limb. To determine which History: Thought to have been forged in Doria before the
limb, roll 106. 1: Head; 2: Right Arm (306 points of coming of the Sakas Barbarians who destroyed that
additional damage); 3: Left Arm (306 points of ad· civilization.
ditional damage); 4: Right Leg (2010 points of ad- Powers: Normally +1, but, against Barbarians, it becomes
ditional damage); 5: Left Leg (2010 points of ad· +3 and, on a roll ofa natural 20, drains 104 life lavols
ditional damage); 6: Body split in twain. from its victim.
Value: Priceless Value: Priceless
20 Pegasus
27. Spide,oSlaye, 31. RuneD_r
Description: Two-handed Sword of unknown metal. Oval Description: Wave.tJladed Dagger covered with magic runes
blade. Highly ornate with Diamond pommel and Characteristics: Rare, Famous
Emerald hilt. Likes/Dislikes: Dislikes Dwarven Fighters;considersthem no
Characteristics: Unique, Famous better than donkeys in armor.
Likes/Dislikes: Hates Spiders of all types. History: Originated in Mohenjo·Daro, City of Wizards,
History: Known to have come from another dimension; Capitol of Gondwanaland. Bestowed as a mark of
beyond this point, its history is conjecture. honor. It is not known what is required to receive this
Powers: +2 to hit and damage. Flaming Sword. Flame from reward; none of the awardees will reveal the require-
the Sword causes 108 points of damage. Against ments.
Spiders, it does 208 points of damage by heat. User Powers: Will not function in the hands of any but a Magic
gets a +2 on Saving Throws vs Spiders. User. It, then, is +5 to hit and damage and contains
Value: Priceless 204 spells. To determine the level of the spells, roll a
1010. After the level has been determined, roil to ob-
28, Sword of Victory tain the number of spells. Once the number of spells
Description: Two-handed Scimitar of an unknown, red has been determined, the Judge must determine the
metal with the word "Victory" etched in gold on the exact spells. The weapon also adds +4 to all Saving
blade. Throws. Non-Magie-Users must Save vs Magic when
Characteristics: Unique, Famous, Automatic the weapon is touched by them or lose 1 life level.
Likes/Dislikes: Hates defeat and cowards. Loves war. Value: Priceless
History: Made by the Fates to be a thorn in mankind's flesh
until the end of time. Knows no allegience except to Armor
victory_
Powers: +5 to hit and damage. On a natural 20, it turns the 36. Rune Plate
victim's skeletal structure to jelly, Save vs. Magic. If Description: Black, Renaissance·type Plate completely
the Saving Throw is made, victim will lose 1 life level covered by red runes
due to system shock. If user's HTK drop below 10, Characteristics: Famous, Unique, Secret
Sword leaves his or her service and goes to the side of Likes/Dislikes: None
the one who is winning the fight. History: Made by the Wizards of Triad during the War of the
Value: Priceless Wizards. Rumored to have been used by Rasputin the
Unholy.
Daggers Powers: +4 Plate. The runes enable the wearer to do the
following: fly, walk on water, and climb walls. In-
29. Dragon Claw creases the users strength to 20 and provides a 5%
Description: A Dagger with a blade of Dragon Claw chance of negating spells thrown at user. All non-
Characteristics: Rare, Automatic magical weapons striking this armor have a 75% chance
Likes/Dislikes: Hates Dragons of breaking. Magic edged weapons have a 15% chance
History: All that is known about this weapon is that it was of breaking upon impactwith the armor, and bludgeon
made by the Dwarves. The claw is thought to have weapons have a 10% chance of breaking.
come from Zendorf because it was not long after that Value: Priceless
Dragon's death that the Dagger appeared.
Powers: +3 to hit and damage, it speaks Dragon, gives a +2 37. Sun Shield
to Saving Throws involving Dragons, and has a 50% Description: Large, round Shield with a sun emblem
chance of detecting Dragons. Characteristics: Rare, Automatic, Secret
Value: 50,000 GP Likes/Dislikes: None
History: Made sometime during the Wraith Wars. Exact date
30. Assassin's Blade is unknown.
Description: Dew-drop bladed Dagger, colored completely Powers: +2 Shield with the ability, once a day, to cast a
red. Continual tight spell and shoot a sun ray fifty yards
Characteristics: Rare for 504 points of damage. Adds +1 to Saving Throws
Likes/Dislikes: None vs cold.
History: Made by the Assassins' Guild for their number one Value: 20,000 GP
terminators.
Powers: Can be used only by Assassins. +4 to hit and
damage. Those struck Save vs Magic or lose 106 life
levels. Non-Assassins touching this weapon take 206
points of damage.
Value: 25,000 GP
Pegasus 21
38. Shield of Absorbing 35. Gold Devil
Description: Crescent-shaped, Crystaline colored Description: Gold·hafted Halberd with devi!'s head engraved
Charaeterisitcs: Rare, Secret on the blade.
Likes/Dislikes: None Characteristics: Rare, Famous, Automatic
History: Forged during the Gondwanaland Wars of Expan- Likes/Dislikes: Hates nobility and Elves
sion against the Mauryan Empire. History: This was made by Sasso, the Dwarf, for use in the
Powers: +1 Shield with the following ability. It can absorb third Elf-Human war over control of the Dardanus
the damage scored upon the user. To determine how River valley.
much damage the Shield can take, roll 5020. All elec· Powers: +3 to hit and damage Halberd with the ability to
trical·based attacks do double damage due to the sever a limb on a roll of a natural 20. To determine
Shield's metallic structure. All vorpal or sharpness what has been severed, roll a 106. 1: The Head; 2:
weapons do quadruple damage. Once the Shield has Right Arm (306 points additional damage); 3: Left
reached the limits of its absorption, it is forever Arm (306 points additional damage); 4: Right Leg
destroyed. (2010 points additional damage); 5: Left Leg (2010
Value: 100,000 GP points additional damage); 6: Body split in twain.
Value: 25,000 GP
32. Thieve', D_r
Description: Plain, ordinary Dagger. 39. Jerkin of Wondrous Leather
Characteristics: Rare, Secret Description: Appears as normal Leather armor
Likes/Dislikes: None Characteristics: Rare, Famous, Automatic
History: Known to be made by the Thieves' Guild of Bon- Likes/Dislikes: None
. doukou. Only high·ranking guild members possess History: Made by unknown Dwarf armorer who discovered
these Daggers. a process to combine Demon and Dragon hide into a
Powers: Will not function except in the hands of a Thief. In light-weight, highly flexible armor.
the hands of a Thief. it becomes +5 to hit and damage. Powers: To determine the armor class bestowed upon the
It has a 25% chance of finding hidden treasure and a user by the Jerkin, roll 104: La Armor factor three.
50% chance of finding traps and communicates tele- 1: Armor Factor 3; 2: Armor Factor 2; 3: Armor
pathically the whereabouts of these items to the user. Factor 1; 4: Armor Factor O.
Any non·Thieves take 106 points of damage upon Value: 50,000 . 90,000 GP depending upon armor factor
touching this weapon.
Value: 25,000 GP 40. Helm of the First Sea Lord
Description: Classical Greek Helmet with a Dolphin crest
Spea.. and Pole Arms Characteristics: Rare, Automatic, Secret
Likes/Dislikes: None
33. Moon Spear History: Unknown
Description; Translucent head with an elm haft Powers: Helmet enables user to communicate with all sea
Characteristics: Rare, Automatic mammals, breathe under water, and walk on water.
Likes/Dislikes: Dislikes Werecreatures Value: 20,000 GP
History: Thought to have been made by the Elves of the
Benin River Valley during the Lycanthrope Wars. 41. Helm of InYulnerability
Powers: +1 to hit and damage normally, but, under the full Description: Conical horned Helmet
moon, it becomes +3 to hit and damage and, when Characteristics: Unique, Automatic
thrown, returns to the user's hands automatically. Likes/Dislikes: Loves war; hates peace
Those struck must Save vs Magic or lose a life level. History: Thought to have been made by the Wizard Vomag
Value: 60,000 GP during the first Elf-Human war.
Powers: Makes head impervious to blows struck with hand-
34. Jayelin of Hunting held weapons such as Swords, Axes, Maces, etc. Does
Description: Black-hafted Javelin with hunting scenes en- not apply to missile weapons.
graved upon the haft. Triple-barbed head. Value: 70,000 GP
Characteristics: Famous, Automatic
Likes/Dislikes: Hates forest creatures and Druids 42. Helm of Be... rke..
History: Made by Andrus, the greatest huntsman of ancient Description: Golden·winged Viking Helmet
Kush. Characteristics: Rare
Powers: Normally +1, but, against forest creatures, it Likes/Dislikes: Hates Magic Users and Undead
becomes +2 to hit and damage and does double History: Unknown. Thought to have been made by the
damage, and, against Druids, it becomes +3 to hit and Dwarves for the lords of Nordheim.
does triple damage. Powers: Powers are dormant unless user is involved in com-
Value: Priceless bat, when user becomes a Berserker equivalent to his
own level. The user becomes very superstitious. Sub-
tracts -3 to all Saving Throws involving magic and Un-
dead.
Value: 10,000 GP
22 Pegasus
43. Helm of Crusader 47. Sacred Sickle
Description: Typical medieval Helmet Description: Appears to be of unknown metal of gold color.
Characteristics: Rare Handle is made of Mistletoe.
Likes/Dislikes: Loves religious wars Characteristics: Famous, Unique, Automatic
History: Made during one of the countless religious wars Likes/Dislikes: Dislikes abusers of nature
which have plagued man since antiquity. History: Made by Gupta, Greatest of all Druids, at Taxila.
Powers: Wearer becomes a religiousfanaticfor whatever god holiest of holies of Druidism, during the War of the
or goddess he or she worships. If wearer worships none, Wizards which destroyed the kingdoms of antiquity
the wearer will become a religious fanatic for the deity and changed the face of the earth.
of the first temple or shrine he or she sees. Wearer will Powers: Any non-Druid touching this weapon takes 3010
desire to draw others into the worship in which he or points of damage. In the handsof a Druid, this weapon
she is involved and to embark upon a religious war does 108 points of normal damage. On a roll of 18,
against other sects and religions. Wearer gains +2 on the victim loses one life level, no Saving Throw. On a
all physical attacks due to fervor. roll of 19. a limb has been severed. To determine
Value: 15,000 GP which limb is lost. roll 106. 1: Aight Arm (306 points
of additional damage); 2: Left Arm (306 points of
44. Helmet of the Interpreter additional damage); 3: Aight Leg (2010 points of ad-
Description: Plain, unadorned skull cap ditional damage); 4: Left Leg (2010 points of ad·
Characteristics: Automatic, Famous, Rare ditional damage); 5: Head;6: Body split in twain. On
Likes/Dislikes: None a roll of a natural 20, victim must Save vs Magic or be
History: Unknown disintegrated.
Powers: Enables user to speak and read all languages. Adds Value: Priceless
+5 to CHA. Highly sought by ambassadors.
Value: 50.000 GP 48. Trident of the Gladiaton
Description: Solid red Trident
Mi.cellaneou. Characteristics: Unique, Automatic, Famous
Likes/Dislikes: Hates slavers
45. Cro..bow ofthe AIIa..in. History: Given to Reta, greatest gladiator of ancient Nearctis.
Description: Appears as a regular Crossbow with a black rose It is rumored that Aeta slew 300 with this Trident
carved on the stock. before winning his freedom. Trident was thought to
Characteristics: Rare, Famous, Secret have been destroyed during the Wizard War, but
Likes/Dislikes: None reports have been heard that it survived.
History: Unknown. Thought to be made by the God of Powers: +1 Trident. but. in the hands of a Gladiator. it
Assassins for his favorite followers. becomes +5 and does double damage to all except
Powers: Normally + 1. Becomes +3 to hit in the hands of an slavers, to whom it does triple damage. On a natural
Assassin and has the following abilities. Doubles the 20 roll, the heart has been pierced.
normal range and rate of fire. On a roll of natural 20, Value: Priceless
victim has been struck in a vital area, which is either
the head or the heart. To determine which, roll 0%. 49. Di.cu. of Decapitation
50% or greater, the brain has been pierced, resulting Description: Black, Obsidian Discus
in instant death. Less than 50%, the heart has been Characteristics: Famous, Rare, Automatic
pierced, resulting in instant death. Likes/Dislikes: None
Value: 100,000 GP History: Made for the death games of ancient Luxor.
Powers: +2 weapon does 106 points of damage. On a roll
46. Termination Bolt. of a natural 20, it decapitates the victim.
Description: Appears to be an Obsidian Crossbow Bolt with Value: 10,000 GP
serrated edges. Feels almost alive.
Characteristics: Rare 50. Flame Whip
Likes/Dislikes: None Description: 10' long Whip of Aed Dragon hide
History: Made by the Assassins' Guild of Luxor for very im- Characteristics: Famous, Rare, Automatic
portant assignments. Likes/Dislikes: None
Powers: Victim struck loses 104 life levels, no Saving Throw History: Manufactured by Xerxes, Master Gamesman, for
allowed. Bolts then dissolve into the wound, and an the slavers of Golden Chain City, located in Luxor. It
acid-based, poisonous parasite envelopes and destroys was also IXlPular in gladiatorial combats.
the nervous system. Victim dies in 104 turns. Powers: +1 to hit and damage. It does 106 of damage per
Value: Priceless strike, with an accompanying 208 points of flame
damage. It does double damage against cold·based
creatures and gives the user +1 on his Saving Throws
on cold vs fire. Dragons attack owner on sight.
Value: 15,000 GP
Pegasus 23
NOW AVAILABLE
A ROLE
THE GOLDEN AGE OF PIRACY
HANGING OUT
IN THE
CITY STATE
by Brian Hinnen
Many of the more noteworthy in a non·belligerent manner, grazing row upon row of skulls, Human and
(disastrous) events in the history olthe their vast herds of horses and avoiding otherwise, facing east; this is said to be
Lands of the City States have begun as any contact with settlements. However, part of some local religious ritual.)
population migrations from the north- if challenged outright, they proved to These were the days of the
west; hordes of wanderers of a certain be savage and skilled with the horse· strength of the World Emperor, and,
species or' race pour into the area. bow, asking no quarter and giving upon hear i '1g word of the great victory,
According to the ancient legends none. Such lesser migrations occur he comma 'ed a ten-day festival. The
or tomes, in or around 971 BCCC, a about seven or eight times every hun- battle was loudly heralded in many
horde of winged Apes flew into the dred years and follow predictable heroic songs, and legends grew of the
Lands of the City States. They crossed routes along lines of least resistance. awesome might of the Vasthosts.
the Aves Sanctuary, the Plateau of However, every few centuries, a The Tharbrians returned in 1759
Bendigroth, Willowmead Valley, Swar· great leader arises to unite the Thar- to 1760 BCCC but followed a different
thlad Plain, the Ered Cantref (Cloud· brian tribes in a great confederation and path: on this journey, they followed
wall Mountains). and the Mermist Mar· lead them all south into the Lands of the north coast, burning one quiet
shes (near what is now the CSIO). They the City States. At such times, the fishing village after another. They en-
then turned south and wandered Tharbrians will be far greater in num· countered a teeming port city on whose
throughout the lands of Barbarian AI· ber and in a far less benevolent humor; ruins the Town of Warwik now stands
tanis for many months before going they will destroy everything that lies and laid patient siege to it. When sup-
back to whence they came by way of in their path in this year-long rage. plies continued to come into the city
the Grirnlon Plains, Tric and Trac Anything that moves is killed and by sea, the Wild Men stormed the walls.
Islands in the Trident Gulf, the Plain usually eaten; anything that doesn't The city was taken at frightful cost due
of Eba Aba, and the Starrcrag Moun· move is burned to the ground. Villages to the Tharbrians' inexperience in such
tains. Through their entire circuit, they in the wilderness have repeatedly gone matters, and it was destroyed so com·
left a broad swath of death and des· through the cycle of being razed by the pletely that, when the horde trotted off
truction: burned fields and villages, Wild Men, rebuilt by a pitiful handful to the south, not one stone lay on top
massacred armies, fouled springs and of survivors, growing back to a subsis- of another. Yet, the horde had lost too
streams where once sweet water tence level over the next few centuries, many men to be much of a further
flowed, and slaughtered herds. and being wiped out by the Wild Men threat, and, upon being found and
For over a thousand years since again just when things start to look decimated by Dwarves from Thunder·
the victory of the Viridians over the prosperous. hold, they turned and withdrew down
Tharbrians (Wild Men) at Freemen The first of the invasions of the the ancient Emperor's Way through the
Fields in 101 BCCC, the Tharbrians had Northern Horsemen came in 1333 Majestic Mountains and Silverwood
gradually withdrawn from their ancient BCCC. Since the northerners were un- Valley.
homelands of the Targnol and Zirzus familiar with the lay of the land, they In 2097 BCCC, the Wild Men
Plains and the hills between, leaving were caught in an awkward position came 'again in even greater numbers.
them to a patchwork-quilt of suc- on Bendigroth by two Imperial Vast· They encountered one Vasthost in the
ceeding races, Human and otherwise. hosts and were slaughtered by the Eleph Territories near Pac Cave and
In that time, the culture of the Thar- thousands. A portion of Bendigroth is destroyed it, pursuing and murdering
brians had gently adapted to the life of known as the Plain of Skulls since one the fleeing survivors all the way south
the horse-nomad. Lesser hordes of cannot walk for more than ten paces to Shimmertree Vale where they gave
Tharbrians have periodically swept on it without encountering Human up the chase and turned back. They
through the Lands of the City States bones. (At the east end of the Plain are found themselves caught in the bight
Pegasus 25
of the Sharryn River and a river which leadership of its young Chieftain, lar· Quilt, skirted the Gigabolt Mountains
has since been called Flee. There, in sandrow. to the north, and swept down into the
Glint Valley, they turned back to find Since the Barbarians keep no South Mantle of the Plateau of Bendi·
another way east and were converged written records, little is known of the grath. There, near the village of
upon by three Imperial Vasthosts and career of Larsandrow Longsword ex- Havocia, they were met by five 1m·
entire Vastthrongs of crack mer- cept through the legend lore of the perial Vasthosts, but it was near sunset,
cenaries, and the once·beautiful valley tribes and heroic songs of the Bards; and the two armies set up camp, pre-
became a killi ng ground. There are five these sources have been known to build paring for a long fight the next day.
great and ugly hills in that valley now, a man into a demi-god with words. The Vasthosts set up camp in a great
each consisting of ten thousand charred However, if half the legends told of crescent with one Vast host in the cen·
skeletons. The valley gained its name him are even half-truths, then he was ter and somewhat isolated from the
because a light-cavalry scout from the the match of any Warrior· lord now others. This proved to be their un·
Imperial forces first detected the Thar- living. His blade carved a legend that doing, for the crafty Tharbrians' camp
brian horde by spotting refleeted sun· echoes in many religions, for many call was only a ruse; they deserted it at
light from their arrayed Helmets. After him god and many othersangel, and his midnight and attacked the lone Vast·
that terrible slaughter, it was the Thar· name is known in every waterfront inn host in its tents. The clamor of battle
brians' turn to flee before a vengeful, in every port in the known world. was heard in the other camps, but, by
pursuing army. The greater portion of larsandrow approached the ford the time help arrived, the Vasthost had
the Wild Men fell back to the north; of the Nurn River at Ruppin Athuk, already been completely crushed.
their pursuers broke off at the Plain of preparing to cross and proceed north; Rather than be converged upon from
lethe. Another group of Therbrians there, he encountered the Tharbrian both sides, the Tharbrians turned
fled south, harried at every turn by horde wishing to cross and go south to against one side of the crescent and
Vasthosts that seemed to them to rise besiege Viridistan. There, at Ruppin then the other, and the Imperial Army
out of the ground: through Brotbuckle Athuk, the Tharbrian horde was fought was destroyed. By the time the sun
Briars, along the eastern foothills of to a standstill by a force half its size. rose, the Tharbrians were killing
the Starrcrag Mountains, through the The Tharbrians and Altanians each prisoners.
Berserker Wilds and Bestial Barrens, decided, independently, to move west The defeat of the World Em·
through the Haunting Range at the Pass to the headwaters of the Nurn and peror at the Dark Battle of Havocia had
of Dyta, and on into the Blistering cross there. At the Battle of Vakin ley, its roots in the earlier plague because
Dunes. larsandrow again met the Tharbrians the Vasthosts were never again as well
By this time, most scholars and, this time, defeated them soundly. trained or equipped or of such high
estimate, this faction of Tharbrians larsandrow chose to ride after the Wild morale as they were before the plague.
numbered Ie.. than a thousand. They Men as they withdrew from the lands After the battle, the Wild Men roamed
scattered into the desert and, upon of the City States; the path led across at will, burning, killing, and plundering;
finding that they were no longer per· the Sharryn at the Pebble Straits and there was no longer any army to meet
sued, turned back into the southern ended at a place now known as Bone them on the field of battle; the Em·
foothills of the Haunting Range. In the Hollow; there, the Altanians caught the peror had withdrawn what was left of
narrow strip of grasslands between fleeing Tharbrians and mauled them. his forces to man the city walls. How·
mountain and desert, they formed a Those Tharbrians who still lived ran to ever, many formerly faithful tributary
new tribe, the Nashurpalseiddes Thar· the north in disorder, while the AI· villages, having had their protector fail
barres, and became peaceful and pros· tanian tribe turned west. The adven- them, no longer paid tribute or supplied
perous. They eventually adopted a tures of Larsandrow and his people in recruits, even after they had been
matriarchal hierarchy among local, the lands to the west are a matter of rebuilt. Without recruits to rebuild a
sedentary communities;they integrated legend and cannot be proven by Sages sufficient army to go out and beat them
agriculture and magic into their cul- of the City States, but an Imperial into submission or money to equip
ture, and they eventually founded four Vasthost assigned to thwart the Thar' recruits or hire mercenaries, the World
villages, Athelsward, Nashurpalseiddes, brians found the dead at Ruppin Emperor lost the greater portion of his
Nydad, and Hothme. Were it not for Athuk, Vakin ley, and Bone Hollow power base. Viridistan itself had not
common physical characteristics and and followed the tracks between the fully recovered from the plague; half
language and the histories of the Bards battlefields; the Tharbrians had been the city's buildings still stood empty.
and scholars, one would not know that turned back without ever having en· When a fire struck later that year, the
the peaceful Tharbarres and the fierce countered the Imperial forces. army was there to fight the blaze; still,
Tharbrians have the same origins. In 2490 . 2503 BCCC, a great most of the city burned. It was said
In the twenty·fourth century plague struck Viridistan, slaying eight that a Therbrian spy set the fire, and a
BCCC was the first league of Altanians of every ten of its inhabitants. This was great purge of the guildsmen and com·
formed. Over the course of that cen· the beginning of the decline of the moners began. At least two thousand
tury, a common effort by the Altanian Viridian race from its position of world died in the fire, and there were 1,420
tribes to make economical use of their dominance because it greatly weakened executions for treason in the ensuing
grazing lands was noticed by the City the fighting strength of the Vasthosts winter. Thus, Viridistan itself had to
State of the World Emperor's spies and in many ways. rebuild as a result of a Tharbrian in-
duly recorded by his scholars. In 239B In 2817 BCCC, the Tharbrian vasion just as so many villages had to
BCCC, one of the many tribes of horde came south again, larger than do so many times.
Altanis migrated north under the ever before. It crossed the Sharryn at
26 Pegasus To Be Continued Next ISlue
eclfW~lc @~ lclfu~
ILllwlljfu~ ill)~<dl
A Melee/Wizard Adventure
by David Tibor
Background 4. This large cave is dimly lit by a trio of lanterns hanging
on the walls. Five stone columns reach from the floor
The evil Wizard, Anarchia has stolen the fabled Crystal to the high ceiling. Two corpses are readily evident in
Skull from the king'scastle! Heand his minions fled into the the room.
Dark Mountains and are rumored to be hiding in the ruins
of the old monastery there. A stout group of adventurers has The corpses, labeled "A" and "B" on the map. are
gathered for a dangerous mission: kill Anarchia and return detailed below:
the Crystal Skull to the king.
A. This is obviou.ly a Wizard, judging from hi. robes
Judge'. Note. and broken Staff nearby.
This adventure is for Melee,wizard characters with The only thing of value on the body is a golden idol
some experience. worth 10 silver pieces in his belt pouch.
The Undead creatures - Zombies, Ghouls, and Skele-
tons - are immune to control spells and will fight to the B. This corpse was a Warrior in rusty and worthless
death, never retreating. Chainmeil. Hi. Shield i. in fair condition, but he has
These new Undead monsters are neither hard and fast no other valuables.
rules nor approved in any way by Metagaming or Steve
Jackson. Nearby, in the shadows, is the warrior's magic Mace.
There is a 2 in 6 chance (1 or 2 on 1D6) of each party
Start member seeing it. This Mace does + 1 poi nt of damage.
At the dawn of a new day, the adventurers are assumed 5. There is a Shadow (as per Shadow spell in Wizard)
to have started on their hike up the winding trail to the ruins across this doorway.
of the monastery. Upon reaching their destination, they find
nothing in the ruins except a rusty trapdoor. In this cavern is a stone statue of Anarchia, well lit by
four torches on the walls. It is of poor workmanship,
Map Key - Level One however, and chipped in many places. Several woven
mats lie on the ground in front of the statue.
1. This rough-hewn tunnel is about seven feet tall and is
lit by torches in wall bracket. every twenty feet or so. There is ·nothing of special importance about the
statue or the mats.
2. The tunnel opens into a large cavern containing three
large columns of rock reaching to the ceiling. A wide 6. Several of the walls in this cavern are covered with
tunnel leads from the opposite end ·of the cave. Sud- large webs, and a few bones lie on the damp floor. The
denly, a large, black Spider springs from the darkness cave i. dark, but the light of your torches glint. from
and attacks! .cattered coins. Suddenly, two huge Spiders leap from
the webs and attack!
The Spider (hiding at "S" on the map) has ST: 8,
DX: 11, IQ: 6, MA: 8, ARMOR: none, DAMAGE: The Spiders (each "S" on the map) have the same
1 + 1 bite. It will fight to the death. statistics as the one in Room 2. If any character is
pushed into the webs, he or she will be stuck to it for
3. The corridor fork. in two direction•. Near the wall 1 turn and must roll strength or less on 30 to escape.
between the forks is a man wearing robes. You recog- This attempt may only be made once per turn. While
nize him to be Anarchia! He begin. to gesture and in the web, a person cannot attack, and all attacks
chant, a. if preparing to cast a .pell. Torche. on the upon him or her are at +2 dexterity.
wells light this area well. Scattered near the web is a total of 24 silver
pieces.
The figure is actually an image (as per Image spell in
Wizard). Iftouched, it will disappear, but it will reform 7. The first character entering this mega-hex will be the
in 6 turns. The image will continue to chant and ges- target of a Spear trap. The Spear fires as if it has a OX
ture as long as the party is in sight of it. of 11 and does 2D of damage on a successful hit.
Pegasus 27
8. Thi. caver" i. full of natural stone pilla" which 4. This indicates a Zombie guard with the same statistics
partially obscure vision to tha other .ide of the cave. as the ones in Room 3B.
On the other side of the cave, an iron spiral staircase
descend. to the next level. There are two deathlYllray 5. Ghoul Catacombs. This is the area where the Ghouls
humanoid. near the .tairway - Ghouls! They wheel live. All the tunnels are damp and foul-smelling, with
about and charge to the attack! many skulls and bones strewn around. Every five
The Ghouls (marked "G" on the map) have ST: 8, hexes the party travels in this area, there is a 1 in 6
OX: 10, 10: 6, MA: 8, ARMOR: none, DAMAGE: chance (1 on 10) of encountering a Ghoul (ST: 8,
1 + 1 bite. The staircase goes down about 40 feet and OX: 10, 10: 6, MA: 8, ARMOR: none, DAMAGE:
ends in Room 1 of Level Two. 1 + 1 bite). All tunnels and chambers in this area are
dark with only a one mega·hex visibility.
M.p Key· Level Two
A. In this eav. i. Ghoul picking through ••mall pile
1. The .pi,aI Itaircae exit. into the beginning of • wide of lilv.r piece., H. tum. and challlO' at the party.
tunnel which i. lit by torches in wall mounts,
The Ghoul has the same Slats as listed above for
2. Thi. cav.m i. quite a .ight! Table. and shelves line the Room 5. The pile contains 43 silver pieces and a small
wall. and are covered with book•• vial•• bottles. and a idol of a Gargoyle which, on a command word, will
multitude of _ . Severel vat. of a clear liquid and enlarge into a normal Gargoyle (as per Wiz.rd or
Slverel 1_. stone benches are e1so in the room. A Melee). The Gargoyle will follow the commands of its
number of Human slteietom are hung on the walls. summoner and will last for 15 turns.
Five brass lantern. hang on the well. to provide light.
B. Sitting in this elY. Ire two Ghouls who Ire 8P""
This is the laboratory where Anarchia's Undead parently .rguing over a corpse lying on tho ground
minions are created. A total search of the cavern will between them.
take 10 turns minus the number of searches. For each
turn used. there is a 1 in 6 chance (1 on 1D) that a The Ghouls (marked "G" on the map) have ':he same
Ghoul will enter through one of the entrances. The stats as those IiSled for a Room 5 Wandering Ghoul.
Ghoul has the same statistics as the one in Room B of There is nothing of value in this cavern.
Level One. The search will reveal three items: a Scroll
with one spell on it, Shock Shield (this scroll may only C. Two Ghoul. ar. in this cavern. They whe.1 around.
be used once and requires no strenght points to cast), and, .ft.r eoch hurting a Dart. they charge the party!
a +1 damage Dagger. and a Gauntlet which has a Magic
Fist spell on it. This Magic Fist may only be used 7 The Ghouls (marked "G" on the map) have the same
times and does 2 . 4 points of damage. The liquid in stats as those listed for a Room 5 Wandering Ghoul
the vats is harmless but tastes terrible. except that they have Darts. The Darts do 1 ·2 Dice
of damage. One of the Ghouls has a gem that is worth
3. The entrances to these caves are covered with Shadows 35 silver pieces.
(as per Shadow spell in Wizard). Both caverns are lit
by torches in wall brackets. D. The first person crossing this hex will spring a trap
which fires a Bolt from a heavy Crossbow. It fires as
A. Th.re .re three sarcophagi in this cavern (marked if it has OX: 12 and does 3D of damage on a success-
"S" on m.p) with no lid. on them. Lying in them .re ful hit.
three Skeleton•. Suddenly, the Sk.leton.leap up. and.
br.ndi.hing Cutl...... they attock! 6. The entranceway is covered with Illusionary Fire
which does damage as per Fire spell in Wizard if not
The Skeletons are ST: 11, OX: 9. 10: 4, MA: 6. disbelieved. This Illusion is permanent.
ARMOR: none. DAMAGE: 2 - 2 Cutlass. Sharp and
edged weapons (Swords, Spears, missile weapons, Thi. huge eav.rn i. full of large stone pill.rs reeching
Polearms, etc.) do one·half damage on Skeletons, but to the ceiling n••rly 30 feet ov.rheed. Th. cave i.
blunt weapons do full damage. brightly lit by tho many lantern. hanging on tho well.
and pill.... At tho end of this cav.rn i. a large throne
8. Three stone benches stand in this cav.m. On Il8Ch made of carved stone and inlaid with gem., The .vil
one. a man-tized fllJure lies draped in a whit. doth. Wizard. Anarchia••its upon it. Two Zombies stand
Hanging on on. wall is • red and gold tapesty. guard near the thron•.
If any character advances to one hex away from any The Zombies (marked "z" on the map) have ST: 11,
of the tables (each "Z" on map). the Zombie under OX: 7, 10: 4, MA: 6, ARMOR: none, DAMAGE:
the sheet as well as the two on the other tables will rise 1 + 2 small Axe. They always attack last due to their
and attack. The Zombies are ST: 11, OX: 7, 10: 4, slowness. They will charge immediately to attack the
MA: 6. ARMOR: none, DAMAGE: 1 + 2 small Axe. party while Anarchia prepares some spells.
Zombies always attack last due to their slowness. The Anarchia (indicated by "W" on the map) has
tapestry is worth 300 silver pieces.. ST:30, OX: 12 (1 1),10: 13. MA: 10, ARMOR: none.
28 Pegasus
WEAPON: Staff. His Spells: Staff, Magic Fist, Image, The Shields stop 2 hits/attacks (to front) with no OX
Summon Wolf, Dazzle, Shock Shield, Illusion, Rope, penalty. and the Two-handed Sword does 3 + 1 dice
Fireball, Break Weapon. Flight, Summon Gargoyle. of damage. Under the bed. in an iron chest. is a leather
3-hex Wall. He wears an amulet which absorbs the first sack. Inside the sack is the Crystal Skulll
4 points of every Fireball attack on its owner. He also
wears a ring of + 1 dexterity. He has 130 silver pieces Thus Ends the Adventure of
in his belt pouch. There are 10 gems on the throne, The Crypt of the Living Dead
each one worth 40 silver pieces. To remove one, a
character must roll his or her dexterity or less on three When the Crystal Skull is returned to the king. he will
dice, or the gem's value is halved and another attempt give every surviving member of the party 1,000 silver pieces
must be made to remove it. and a healing potion. These potions will restore 1 - 6 ST
when imbibed, but a person can never have more ST
7. This chamber is reached by passing through two restored than he or she lost.
Shadow Walls (as per Shadow spell in Wizard).
STATUE ~
STAIRCASE@
PILLAR •
SHADOW lHlflfij'
Pegasus 29
LEVELTWO
MAP KEY
FIRE @
SHADOW IlfIIfH
PILLAR •
STAIRCASE ®
30 Pegasus
An AIt......t. C.I.ndar to Fanta.y Gam••
--=--,...---....,......,..,-
by Kim Kanitz
There exist, in this world, people who are fascinated As I said previously, each day has 21 hours. This al·
by the passage of time. This I know for a fact; else, why lows for 14 hours of activity and 7 hours of sleep. This is
would every major culture devise its own calendar? Em- close enough to our Earth norm that combat and movement
perors begin new calendars to commemorate their reigns; tables do not need to be adjusted. Actually, Inanna's year
writers like Talkien include calendars in their works. I am and the Earth year are pretty close to the same length; Earth
one of those people - dormant, however, until seeing Gary has 8,760 hours in a year, and Inanna has 8,673, a difference
Gygax's World of Greyhawk and the calendar he worked out. of only 87 hours or 3% days, so aging isn't a problem
I liked it, but it didn't go far enough. needing compensation either.
So, I set out to create an entirely new calendar with So, here is my calendar. I hope you have as much fun
different-length months, weeks, days, and even hours yet so using it as I had conceptualizing itl
simple that it could be easily used in a campaign. Herewith
is the result of my labors. S = Summer Solstice
On my world (lnanna), a year lasts 413 days; each day A = Autumnal Equinox
is 21 hours long. It is divided into 5 seasons, each consisting W = Winter Solstice
of 3 months, for a yearly total of 15 months. The seasons V = Vernal Equinox
are: > > >
>
>
c(
C > C5
c(
o > ~
C
Spring: Coldeven/Readying/Meltime C5 c(
~ C5 :z: a: c( C/)
C/) C w I- w C w
Low Summer: Planting/Flocktime, Wealsun c > w
High Summer: Firefall/Drying/Goodmonth
Autumn: Reaping/Harverstor/Patchwall
o
Cl
Z
;,
C/) i w
a:
u.
a:
c(
w i "
C/)
a:
I-
2 3 4 5 6 7 8 2 3 4
Cl 2
2 9 10 11 12 13 14 15 16 17 w 5 6 7 8 9 10 11 12 13
Ii: >
w
;5 18 19 20 A A 21 22 23 24
...C 14 15 16 17 18 19 20 21 22
a:
25 26 27 8 23 24 25 26 27
a: 2 3 4 5 6 2 3 4
~
Cl
7 8 9 10 11 12 13 14 15 z 5 6 7 8 9 10 11 12 13
w >=
>
a: 16 17 18 19 20 21 22 23 24 ~ 14 15 16 17 18 19 20 21 22
~ 25 26 27 l:! 23 24 25 26 27
...... 2 3 4 5 6 2 3 4
<l: 13 14 15
7 8 9 10 11 12 5 6 V V 7 8 9 10 11
~
~ 16 17 18 19 20 21 22 23 24 12 13 14 15 16 17 18 19 20
~ 25 26 27 21 22 23 24 25 26 27
2 3 4 5 6 2
CIl
w
7 8 9 10 11 12 13 14 15 ~ 3 4 5 6 7 8 9 10 11
~o 16 17 18 19 20 21 22 23 24
i=
2 12 13 14 15 16 17 18 19 20
a:
... 25 26 27
......
<l:
21 22 23 24 25 26 27
2 3 4 5 6 2
CIl
w
CIl ::!E 9 10 11
W 7 8 9 10 11 12 13 W W
i= 3 4 5 6 7 8
Ul
2
::J
Ul
14 15 16 17 18 19 20 21 22 "g
o 12 13 14 15 16 17 18 19 20
23 24 25 26 27 ... 21 22 23 24 25 26 27
2 3 4 2
z
15 5 6 7 8 9 10 11 12 13 ::J 3 4 5 6 7 8 9 10 11
w ~
~ 14 15 16 17 18 19 20 21 22 <l: 12 13 14 15 16 17 18 19 20
a: w
ii: 23 ~ S
24 25 26 27 21 22 23 24 25 26 27 S
32 Pegasus
Table Of Contents
Introduction 35
this Mvenhre
Belongs to:
,~,~,~
WAYFARER'S
~
,
,
'J1
~~
........-~--.
·z·
-.-
x -_
.
~,y'" .--',--
~"'-';;':-he Wayfarer'. Inn i. located on the relatively quiet Street of Crafts in the City State of the Invincible Overlord. It i.
noted for the extraordinary cleanliness of its rooms and bar, a fact that would usually attract many travelers were it not for
the group of rowdies which have made the Wayfarer their haunt. Birkaby Long-Arm, the proprietor, has a particularly evil
nature and is given to ranting outburst of anger at gentile folks and malicious glee at the misfortunes of others. Birkaby once
plied the sea lanes as a privateer, but he made such a reputation for himself for carnage that his Letters of Marque were re·
voked, and he wa. declared a pirate for a decade. Birkaby eluded captivity and rose high in the rank. of the Brotherhood of
Pirate., Hi. many adventure. eventually ended when he engaged a .eemingly-peaceful merchantman with hi••quad of two
corsairs and three dhow•. Although .uccessful in capturing the prize, Admiral Birkaby wa. cursed with the Spell of Seven Un-
clean Diseases by a dying Vizier of Taranti•. Birkaby was quickly ou.ted by hi. loyal crew (the alternative being death at the
hand of the new captain) and left .tranded on a deserted i.le of barren rock in the Pokrantil Archipelago, Although picked up
by a kindly young Sea Mage, Birkaby suffered for four years from debilitating diseases. After nearly dying several times, he
managed to reach one of his secret caches and purchase a slow, agonizing cure at a temple in the City State of the Invincible
Overlord,
With the amount remaining from his secret cache, Birkaby bought his pardon as well as the Wayfarer's Inn, in order to
stay near the temple wherein hewas cured should the cruel diseases flare up again. Birkaby became moderately prosperous due
to his old contacts with the Brotherhood in this major port. His notoriety also attracted mercenaries seeking work and bandits
hoping to learn more of pirate caches, easy prey along the coast, and cooperative actions with the Brotherhood. Patrons at the
Wayfarer at anyone time will include 2Dl0 each of Bandits, Pirates, and Mercenaries, of which half will be Level One and the
balance Levels 1 ·6. There will also be 1D6 - lather customers present (see tables following).
Judge's Notes
This module contains a complete description of the Wayfarer's Inn and three mini-adventures, the beginnings of which
may be made at the Wayfarer's Inn. The mini-adventures are "The Watchtower of Sentia," "The Dunlin Inn," and "The Hall
of Velus." Gamers' maps are included, and you are permitted to make copies of these to hand out to the players as you deem
fit. This module is designed in a free-form manner, and you should alter or add to it whatever is necessary to adjust it to your
campaign. For low-level adventuring, provide assistance with more information via Beggars, soothsayers, gossips, and non-
player characters interested in the success of a mission. You may also reduce the danger level by causing the monsters to be
ill, sleeping, dressing, gaming, arguing, or losing their footing. Remind the gamers to cooperate I
Pegasus 35
If you have the opposite problem. and the adventures seem a bit too mundane for your usual session. add snares, dead·
falls. pits, arrow traps. explosive locks. slides. cursed scrolls. protective runes, or a rival group of adventurous bandits out to
thwart the gamers and capture the prize for themselves. A particularly nasty surprise is the "traitor within" - a trusted guide
of seemingly low level that is intent upon striking at the most vulnerable moment for the party. either to avenge a "blood
pact" or to abscond with a treasured magical device. Keep your additions fair and well-balanced to provide the most near·
lethaJ fun. however. An escape should always be possible. For instance. Wolvesbane often grows in areas frequented by Were·
wolves.
Several methods of delivering the maps to the gamers are possible. Dice on the table following and follow the action
rolled. If the gamers still fail to obtain the maps necessary, dice up another action to attempt. Failing all else, simply have a
non-player character sell the map to the garners at a price they can afford. If the garners decide not to pursue an adventure.
begin providing rumors to induce them to do so.
Onee the gamers have decided to try an adventure. they should equip themselves for travel to the various locations sug·
gested. The joumey should keep the expedition exciting; any trek into the wilderness is both dangerous and demanding. En·
counters with wildlife (including giant creatures) are common, and enchanted monsters are only slightly less common.
Remember that this is the stuff of which epics are made and don't slight the gamers of random encounters. The travel·
steined explorers should arrive at their destination with a si~ of relief and some slight apprehension of the more perilous test
to come. Should your campaign consist of predominantly low~evel gamers, remember that the fauna (even predators) prefer
to be left a1ono and are ofton already occupied with quarry more to their ta.tes. Highly intelligent creatures will not attack
against the odds unless necessary to achieve a higher goal (encourage the party to join a caravan, clutch of pilgrims, or .imilar
group) and will usually avoid conflict in any case unless it i. a. the la.t resort to attain some goal (and that goal may not even
involve the gamers). Campfires attract attention, although they al.o dissuade most normal predators. Rem"!"ber that animals
will ofton seem to act illogically. For those Judges with high~evel campaigns, remember that virtually everything that crawl.,
walks, or bores underground during the day comes out at night. Be fair in any respect and give warning of some sort if a
valiant gamer i. about to die ignobly from a tiny insect bite.
Scrupulously give the gamers the treasure indicated; they have earned it. If the wealth would unbalance your campaign,
it is also enough to attract the attention of everyone within several hundred miles in a matter of days. Every encounter there·
after will most probably be some attempt to relieve the gamers of their treasure. Thieves, bandits, robbers, tax collectors, petty
B..ons, dishonest merchants, confidence men. and fake estate realtors will abourxl. Precious metals and gems are prime al·
chemical and magical ingredients sought by powerful Master Alchemists, Wizards, and their minions. Sendings, stalkers. and
apparitions will multiply as the notoriety increases. Evil clerics and cults will seek the treasure to enhance their religious stan·
dings even to the point of summoning minor godlings or their hosts to obtain the wealth. Haunted mines. manors, and bank-
rupt businesses will be offered at a fraction of their represented worth. Tolls, fees, and supplies will become 1D6 times their
normal cost. Finally. this amount of wealth would cause even the most loyal non-player hirling. retainer, or companion to
consider the "good" that could be done with the power such wealth might buy. Dwarves will frequently claim their "prior
rights" to such finds, ofton producing supporting legal documents of ownership. Remember that many a fantasy hero is a rich
king one day and a vagabond adventurer the next.
Map Method
1. Won Gambling with "Other" 6. Offered by Birkaby for the 11. Hurled to Floor With Loud 16. "Special" Patron Disappears
Patron Death of "Special" Patron Oath by Departing "Special" With a "Puff'" . Leaves Map
2. Dropped by Brawling 7. Dejected "Special" Patron Patron 17. Spilled Wine Congeals Into
"Other" Patron Offers for Horse 12. Aged Beggar Bequeaths it Map
3. Offered by "Special" Patron 8. Carried by Giant Rat Under for Small Kindness 18. Dying Pilgrim Gives Map to
for Weapon Table 13. Found in Secret Pouch Sewn Player
4. Found in Bottle Holding 9. Found in Sack Under Chair, in Cloak 19. Slave Offers Map For Free·
Candle on Table Along With Severed Orc's 14. Dropped from Baggage of dom
5. Gift from Appreciative Bar- Head "Special" Patron 20. Tucked in Skull Behind Bar
maid 10. 8ecomes Visible by Acciden- 15. Found Baked in Bread Loaf
tal Touching· Tacked to Wall
Other Patrons Special Patrons
1. Sea Mage 11. Assassin 1. Great Ape 11. Illusionist
2. Sea Witch 12. Cultist 2. Sea Hag 12. Dark Elf
3. Dwarf 13. Cleric 3. Crabman 13. Gnome
4. Minstrel 14. Jester 4. Disguised Demon 14. Gnoll
5. Thief 15. Barbarian 5. Serpent Person 15. Vampire
6. Ogre 16. Gobli n 6. Wizard 16. Tarn Rider
7. Orc 17. Elf 7. Lizardman 17. Armorer
8. Juggler 18. Troll 8. Pixie 18. Alchemist
9. Viking 1g. Amazon g. Anti-Paladin 19. Wererat
10. Ranger 20. Special 10. Bard 20. Godling
36 Pegasus
Wltchtow. of Sentill RUmMI
1. The dweller of the tower is a 7' tall Skeleton with a glowing Sword which commands Goblins.
2. A Ghoul was seen dragging a sled with the Mage of Dorn and his pouch of potions to the tower.
3. The Goblins have captured a party of nobles and taken their jeweled scabbards to the tower.
4. The adamantite Dagger, "Glamour Gore" is hidden in the chamber of skulls.
5. The walls have been weakened near the spiral staircase. Do not force the door!
6. The enchanted Axes of the Dwarven Tribunal of Kings are used as patterns within.
7. The Goblins hold many peasants captive and dare not enter many of the rooms for fear of traps.
B. The conundrum of the doors demand the services of a high-level picklock.
9. Alchemists consort with Goblins and Orcs to concoct many potions and unguents.
10. A Wolf commands Undead Ghouls and Greater Orcs by means of powerful magiks.
1. There is a tunnel beneath the tower which leads to a cache of gold and furs.
2. Smiter is the agent of a powerful Assassin and the present owner of the Dunlin Inn.
3. Varnir is a powerful Sage who sells miscellaneous magiks to support research.
4. A Dragon occupies the gold mine at 980' above sea level. It feeds on wild horses.
5. The silver mine contains a nexus gate to another world where Sapphires are ground.
6. The Invincible Overlord is sending a scouting force to recapture these lands.
7. Niglo the Hunter is seeking some adventurers to assist him in capturing Moronic Kharpagh, chief of a nomadic tribe.
8. Hidden beneath the tower is a warchest containing sufficient funds to finance a rebellion.
9. Sixteen cantrips are taught by a Half-Elf Mage for 200 GP each. The Mage lives one league south of the Inn.
10. A baron's son stays at the Inn and desires followers to overthrow his tyrannical father.
Pegasus 37
Physical Description of the Wayfarer's Inn
1. A large, L-shaped room, 87%' x 87%', contains the main bar area. Windows line the west wall on either side of the en-
trance. Two stone fireplaces, one in the southeast corner and one on the south wall between the kitchen and the bar,
provide heat for the room. Seating for about 150 patrons includes the long bar in the southeast leg of the L. several long,
wooden tables with benches or main on either side, some small tables for four, and a number of comfortable chairs
grouped around the southeastern fireplace. The varnished board-and-batten interior, beamed ceiling, and pegged plank
floor strewn with sawdust provide functional yet pleasant surroundings. Several oil-lamp chandeliers hang from the
ceiling to provide light when the interior wooden shutters are closed over the windows at night or during bad weather.
An opening in the center of the north wall provides access to the laundry room as well as to the stairs leading to the
sleeping rooms on the second floor. A door to the west of this opening leads to the office of Birkaby Long-Arm, the
proprietor of the Wayfarer Inn. At the northeast corner of the main room is a door leading to the room housing the ser-
vants who work at the Inn. Near the end of the bar is the double swinging door leading to the kitchen area.
2. The owner of the Inn, Birkeby Long-Arm, occupies this private bedroom as well as the office adjacent to it (Room 3).
The 20' x 35' bedroom has an exit to the street on the north wall and two windows flanking the bed on the west wall.
In the center of the east wall between the bedroom and the office is a stone fireplace with a heavy. beamed mantle and
shelves on either side which are used to display an assortment of cheap trinkets the owner has collected over the years.
The door between the office and the bedroom is in the southeast corner. In the southern third of the room, a valuable
woven carpet of vivid hues covers the pegged flooring. On this carpet, a low wooden table surrounded by a comfortable.
overstuffed couch covered in blue sailcloth and two wood and canvls chairs are arranged. Oil wall lamps hang on either
side of the couch. A seachest sits beside the double bed on the west wall. It contains Long·Arm's clothing and grooming
necessities. a pair of high hard boots. a silver Dagger, a steel Cutlass with a copper-embossed handle, and, hidden at the
bottom beneath a pile of linen shirts, an iron strongbox containing 127 GP, 42 SP, 366 CP, two Rubies worth 15 GP
each, a single gold earring worth 5 GP. and a silver amulet set with a large Jade stone and hung on a silver chain worth
145 GP. Beside the chest isa dressing table holding an oil lamp, a straight razor, a bar of yellow soap, a ceramic mug, and
a silvered mirror with a teakwood handle worth 5 GP. In the northeast corner of the room, a colorfully striped linen
curtain suspended from the ceiling by copper chains forms a small chamber and conceals a shelf holding a wash basin and
a chcrnber pot. Two soft towels lie beside the basin, and a clean cloth lies near the chamber pot. The towels and cloth are
changed and the chamber pot is emptied each day by the servants. Wooden shutters with stout fasteners are hung on
either side of each window to be closed at night or during bad weather, and the heavy oaken door to the street is secured
by three iron dead bolt locks.
3. The office of the Inn, 1B' x 35', is entered from the main bar by a door in the south wall. A table to the west of the
door is intended to hold the weapons of any person entering the office for the purpose of conducting business with Bir-
kaby Long-Arm. A door in the southwest corner leads to his private bedroom. In the middle of the west wall is a fire-
place flanked by shelves holding the ledgers detailing the financial business of the owner, several books of fiction and
poetry, and a collection of seashells. A couch and chair occupy the north end of the room by the two windows, which
are protected by wooden shutters and covered with short lengths of polished linen woven in brightly-colored stripes. In
the middle of the room, a large rug covers the pegged floor. On it sits a large desk, behind which is an upholstered rose-
wood chair. Arranged before the desk are three wood and canvas chairs. On the desk sits an oil lamp, a pair of wickers,
a tinderbox with flint, and an enormous Sand Oollar. The desk holds current ledgers, parchments, quills, inkbottles full
of ink, an iron Dagger, a vial of acid, three gold buttons worth a total of 2 GP, a penknife, two felt blotters, a bottle of
sand, four sticks of sealing wax, and a small volume of poetry authored by Birkaby Long·Arm. Behind the desk chair is
a small, heavy wooden safe with an iron padlock that contains the cash box with funds for the daily operation of the
Inn. Usually, it holds 35 GP, 125 SP, and 135 CP. Two oil lamps hung on the east wall on eitherside of the desk shed
light into the room when the shutters are closed over the windows. A secret door in the northeast corner of the room
leads to a vault under the stair landing in which the owner keeps his treasures. The vault contains four tapestries valued
at 100 GP each, a silver goblet worth 50 GP, a gold Dagger set with three small Emeralds worth 450 GP, a sack con-
taining 350 GP, a sack containing 427 SP, a sack containing 3 Opals worth 15 GP each, 4 Rubies worth 10 GP each, 2
Jades worth 20 GP each, and an Aquamarine worth 7 GP, and a carefully folded pirate's flag.
4. This is the laundry room (20' x 35') where all the patrons who rent rooms on the second floor must have their apparel
washed (1 GP) upon registering at the Inn. The door in the west wall is the only entrance. Two windows in the north
wall are protected by iron bars and can be covered with wooden shutters at night and during bad weather. Iron candle
holders affixed to the walls at regular intervals provide light to the room when the shutters are closed. Shelves line the
west wall. These are stacked with fresh linen for the beds and clean towels and washing cloths. Two tables are provided
for use in folding and sorting laundry. On a low platform in the northeast corner are two large vats used for doing the
actual washing of the laundry. Small holes in the platform allow excess water to drain into a large sewer drain beneath
the platform. Water for the washing is heated in large iron kettles over the fire that burns continually in the fireplace in
the east wall. The northern end of the room contains racks used for drying the laundry. If the players wish to search
through the pile of dirty clothing by the platform in the northeast corner, they may find 2 GP per minute of searching
up to 12 GP.
38 Pegastls
5. The servants' room (18 x 35) is simple and bare. The only entrance is in the south wall, and the two windows in the
north wall are barred and may be covered by wooden interior shutters with iron fasteners. A fireplace in the center of
the west wall provides the only heat lind light available. A large table sits on either side of the fireplace, but no chairs
are provided. The tables are bare, and it is here that the servants are expected to take their meals when not needed to
work in the Inn. A chamber JX)t sits in the northwest corner of the room. Five plain oots with straw ticks covered by
cotton sheets and woolen blankets are arrayed along the east wall of the room. At the foot of each bed is a wooden
chest with no lock that contains the clothing and footgear of each servant. There is nothing of value in any of them.
6. The kitchen area, 30' x 40', is entered through swinging double doors in the northwest corner. A large double fireplace
oa:upies the north wall. Iron kettles hang on hinged iron arms over the fire and an iron cricket rests amid the ashes on
the hearth. Pots, pans, and other large cooking utensils as well as rush and reed baskets, two fishnets, and several iron
cleavers hang on hooks on the north wall at either side of the fireplace. Wood is stacked in the northeast corner near the
fireplace. Along the east and west walls are shelves containing baskets and crocks of foodstuffs, a huge crock of salt, and
II few gins jars which hold fare spices.North of the door in the east wall that leads to the food storage room is a rack
th.t hokts four barrels; one barret contains beer, one contains ale, one contains wine, and one contains water. Ropesof
Ox Sausage festoon the ceiling, hanging from the beams on iron hooks. The west wall is lined with shelves piled high
with smaller cooking utensils, bowls, trenchers, pletes, mugs, and eating utensils. Two tables in the southern teetion of
the room are used for preparing food, and the large oak butcher block near the center of the room is stained with blood
despite regular cleansing by the servants. The three windows along the south wall ere all barred and have wooden shut·
lers with iron fasteners to ctose them at night and during bad weather. An oil~amp chandelier hangs from the ceiling to
provide further light for the cooks. 8eneath two of the windows in the south wall is a low table holding two Ilrge pins
used to hold the wiler for washing dishes. Several drying towels hang on hooks attached to the ends of the tlble. The
pegged floor is kept spotlessly ctean by the servants, who sweep it several times a day with the corn broom standing
behind the door. Beneath one of the preparation tebles is a keg of sand used to absorb any grease spilled on the floor.
7. The storeroom, 18' x 30', has double swinging doors giving access from the kitchen. The windowless room is lined with
shelves full of foods in varying stages of preservation. The lower shelves hold baskets of fresh fruits and vegetables, and
the upper shelves contain jars of pickled, salted, and preserved meats, fruits, and vegetables. Huge rounds of Goat Cheese
hang in net holders from hooks fastened to the support beams of the shelves. On the floor, sacks of wheat and rice flour,
wonn meal, potatoes, salt, and kelp are piled. Near the southern wall are stacks of barrels containing pickled fish,
smoked and salted Otter, brined cucumbers, cauliflower, and loveapples, honey, wine, ale, rum, beer, and mead. Several
smoked hlms hang from the beamed ceiling. Crates containing citrus fruits, onions, and cabbages are stacked in the cen·
ter of the room. The room is lit by several oil lamps suspended on hooks from the beamed ceiling.
There are seventeen rooms on the second floor; forty-three ~e$t can be accommodated here without crowding them.
The floors of all the rooms are varnished wood with no carpet, and the walls are whitewashed lathe·and·plaster. Each room
contains a number of chests equal to the number of beds in the room for storing the clothing and personal belongings of the
occupants, so the contents of the chests will vary with the occupants and will not be included in the room descriptions. The
beds are all made of oak with tied springs and have straw ticks covered with cotton sheets and woolen blankets. Single beds
have one feather pillow, and double beds usually have two to four feather pillows. There are two suites on the second floor,
each sleeping four people and having its own water chamber holding a chamber pot and a shelf with wash basin, soap, and
towels. The occupants of the other rooms must use the communal chamber pots stored in the two designated rooms, with the
exception of the large communal sleeping room on the south side of the building. Rooms 14, 16, 18,20, and 22 are especially
favored by mercenaries and bandits because they have no outsidewindows;the only entrances to these rooms are through the
single doors, which make the rooms easier to guard and defend in case of attack. A small lounge area has been created in a pub-
lic area of the second floor by the guests who have, over the years, brought chairs out of the individual rooms and grouped
them about the fireplace. All the rooms, as well as the 10'wideand70'Iong corridor traversing the center of the building, are
lit by oil lamps hung on the walls and by candles in candlestands on the tables or desks in the rooms.
8. This room, 18' x 25' is one of a suite of rooms. The door from the hall opens inward, as do all of the doors to the
sleeping rooms, to reveal two comfortable couches on a large area rug. A Fireplace in the east wall is flanked by several
shelves which hold seashells, driftwood, and small, carved replicas of boats. A desk and chair are positioned beneath one
of the two windows in the north wall. The contents of the desk depend on the occupant of the room. The windows may
be closed againstdlrkness or foul weather by oaken shutters with sturdy iron fasteners. A table is against the south wall,
Ind I door in the east wall gives aa:ess to the bedroom beyond.
Pegasus 39
9, This 20' x 25' room is the bedroom of the suite. A clothing trunk is set at the foot of each of the four beds arranged
along the eastern wall. Two wood and canvas chairs are grouped in the southwest corner of the room by the fireplace,
and another sits in the northwest corner beside the entry to this room from the sitting room. On the other side of the
fireplace on the west wall is a large table, above which is hung a silvered mirror. Wood for the fireplace is stacked on the
hearth between the fireplace and the table. The window in the north wall can be closed against darkness or foul weather
by interior shutters fastened with a sturdy hook. A door in the southern wall leads to the private washing room that ser·
vices this suite.
10. The private wash area of the suite is a 5' x 10' room containing a shelf holding a wash basin, yellow soap, and a clean
towel, and a chimber pot. On the west wall of the chamber is a door of iron bars that may only be opened from inside
the chamber. It gives access to two small hatches which, when opened enable the user of the chamber pot to place it in-
side the chamber pot storage room. A servant checks these rooms several times a day and empties the chamber pots if
necessary, making it unnecessary for the servants of the Inn to enter the private suites when they are occupied. This
helps to eliminate charges by wealthy adventurers, bandits, and pirates that the servants of the Inn have removed some
of the wealth of the occupants of the room in the course of their cleaning duties and provides more privacy for the
patrons of the Inn. Other chamber POts are also stored in the small 2Y,z' x 5' area for use by the customers occupying
the less expensive quarters in the Inn.
11. This 18' x 25' room is the sitting room of a suite of two rooms. A large area rug covers most of the pegged floor, and a
small coud'l upholstered in green v~vet sits upon it. A larger couch upholstered in the same material is against the east
wall 'acing the stone fireplace on the west wall. The fireplace is flanked by shelves holding a few books of adventure fie·
tion and history as well as an assortment of cheap trinkets, part of the collection of the owner of the Inn which he uses
as decoration. One of the cheap trinkets, however, is a small leaden box with a curious, raised inscription on the lid. Un-
known to the owner of the Inn, a copper piece placed within the box will become two copper pieces in a day's time. The
box is big enough for only two copper pieces, so one must be removed in order for the original copper piece to repro-
duce. Obviously, if the box is removed from the Inn, and the players return later to that room, this particular item will
not be part of the description of the room. A desk and a wooden desk chair are situated beneath one of the two win-
dows in the northern wall. The contents of the desk depend upon the occupant or occupants of the room. The two wi..,·
daws can be dosed against the darkness or foul weather by wooden shutters fastened with iron hooks. In addition, green
velvet drapes may be drawn across the windows to keep out the drafts. A wood and canvas chair sits beside the door to
the bedroom of this suite in the west wall, and a large table is positioned against the south wall next to the door that
provides entrance to this room from the hall.
12. A double bed is positioned beneath each of the two windows in the west wall of this 20' x 25' bedroom. This room was
obvious'y intended for the wealthiestofthe Inn's clients; green velvet curtains are draped along each bed toward its head
and drawn upward toward a wooden valance carved to resemble the prow of a ship. Green velvet curtains are also draped
on either side of each of the three windows, but only those over the window in the northern wall can be drawn across
the window, although all three of the windows can be closed with wooden shutters to keep out the night air or bad
weather. Between the two double beds, two flat-topped clothing chests are arranged along the western wall. On each
chest sits a brass candlestand holding a single candle. At the foot of each double bed is another clothing chest. Two
chairs upholstered in green velvet are clustered in the southeast corner beside the fireplace, and a table is positioned
against the eastern wall on the other side of the fireplace. A watercolor of a pirate ship hangs on green velvet cord from
a hook set in the ceiling just in front of the stone fireplace. A wood and canvas chair is positioned in the northeast cor·
ner of the room beside the door leading to the sitting room. A door in the southern wall gives access to the private
washing room of this suite.
13. The private washing room of this suite is plainly furnished with a chamber POt and a washbasin set on a wooden shelf.
Beside the washbasin lie two soft towels and a bar of yellow soap. A silvered mirror hangs on the western wall above
the shelf. The eastern wall has a door made of iron bars set into it that can only be opened from within this private
chamber. On the other side of the door, the wall has two small hatches that give access to the chamber pot storage
closet beyond and enable the occupants of this suite to set their used chamber pot within the storage closet to be emp-
tied by one of the servants of the Inn. This eliminates the need for the servants to enter the suite frequently and pro-
vides more privacy for the occupants. Other chamber pots are also stored in the small 2Y,' x 5' area for use by the cus-
tomers occupying the less expensive quarters in the Inn.
15. Two occupants can rest comfortably on the single beds in this windowless, interior room. The room is 18' x 21' and the
only entrance is through the door from the hall in the west wall. A wood and canvas chair sits beside each of the two
beds arranged in the northeastern and northwestern corners, and the clothing trunks for each bed are against the east and
west walls. A brass candlestand with asingle candle sits atop the desk positioned against the southern wall, and the chair
drawn up to the desk is made of cherrywood. The contents of the desk depend upon the occupants of the room. A
dressing table stands in the southeast corner of the room, and a tin mirror hangs on the eastern wall above it. Pegs on the
east and west walls beside the beds provide places to hang clothing or weapons.
16. An interior room for three, this lB' x 21' sleeping room is easily defended due to the lack of windows and the single
door from the hall in the eastern wall. Two of the three beds are arranged along the western wall with their clothing
trunks placed between them, and the third bed is in the southeastern corner with its clothing trunk at its foot along the
eastern wall. Two wood and canvas chairs sit near the third bed along the south wall, and a third chair is positioned at
the foot of one of the beds near the northern wall. A crude drawing of Mermaids gathering pearls hangs above the chair
on the north wall.
17. The three beds in this 21' x 20' room are spaced evenly along the west wall with the two shuttered windows between
them. During the daytime, the iron fasteners may be unhooked and the wooden shutters drawn back to provide light
for the room. At the foot of each bed is a clothing chest, and a dressing table flanked by two wood and canvas chairs is
set against the eastern wall. On the south wall is a desk and chair; the contents of the desk depend upon the occupants
of the room.
18. This windowless, 20' x 23' room can house four, and is easily defended due to the solitary ent "lee at the southwest
corner. Three of the four beds are arrayed along the eastern wall, and the fourth is in the north"".st corner. All of the
beds have clothing chests set at their feet. Each bed has a wood and canvas chair next to it, and a dressing table is
positioned against the western wall beside the door. A tin mirror hangs above the dressing table.
19. Two occupants may be comfortably housed in this lB' x 21' sleeping room which features a large stone fireplace on the
southern wall to provide heat and light. The fireplace, the easy defense of the windowless, single·entranced room, and
the relative privacy it affords make this one of the more expensive of the smaller sleeping rooms. A dressing table is set
along the western wall beside the door giving access to this room from the hall. Beside the dressing table is a wood and
canvas chair. The two beds are arranged along the eastern wall with their clothing chests beside them in the corners of
the room. A desk, the contents of which depend upon the occupants of the room, and a desk chair sit against the north
wall, and another wood and canvas chair is beside the desk. On the mantle of the fireplace are several shells and pieces
of driftwood and an enameled tin container used to hold pipeweed, now empty.
20. This small interior room is barely large enough to hold three guests. It is 18' x 17Y, and has a single door in the eastern
wall giving access from the hall. Two of the three beds are against the northern wall, and the third is placed in the
southwestern corner. One clothing trunk is at the foot of one of the beds along the north wall, but the clothing chest of
the other bed is beside it next to the north wall. Beside that clothing chest is a wood and canvas chair, and in the north·
east and northwest corners are pegs set in the walls to provide places to hang clothing or weapons. Another wood and
canvas chair is against the west wall beside the third bed, and the third trunk is placed at the foot of the bed along the
south wall. More clothing pegs are set in the south wall at the southeast corner, and a third wood and canvas chair sits
beside the door in the east wall.
21. A double bed rather than two single beds is the outstanding feature of this comfortable lB' x 20' room for two. The bed
is set into a slight alcove on the southern side of the room, and the two clothing trunks are placed at the side of the bed
and at the foot between the two windows in the western wall. The windows have wooden interior shutters fastened with
iron hooks which may be closed against the night air or bad weather, but they also have curtains of a vividly-striped
material which may be drawn across the windows to protect against drafts. Two wood and canvas chairs are set in the
northeast corner of the room, and a dressing table is set along the northern wall. On the dressing table is a brass candle-
holder with a single candle, and a tin mirror hangs above the table. A desk with a wooden chair is positioned on the east
wall; the contents of the desk depend UPO(l the oa:upants of the room. The door to the room is in the southern wall.
Pegasus 41
22. This 18' x 22' sleeping room holds three guests. Two of the beds are by the south wall, and the third is against the north
wall. A clothing chest sits next 10 one of the beds by the south wall, and clothing pegs line the west wall. Also by the
west wall is a wood and canvas chair. Between the entry to this windowless room in the northern wall and the bed that
rests by the north wall, a wood and canvas chair and a flat-topped clothing chest are arrayed. A brass candleholder with
a single candle sits atop the clothing chest. Another clothing chest with a wood and canvas chair beside it sits along the
eastern wall near the foot of one of the beds.
23. A spacious 20' x 20', this room is appointed for two occupants who don't mind sharing the double bed placed in the
small alcove in the northwest corner of the room. One of the two clothing chests sits beside the entry to the room in
the north wall, and the other is positioned toward the foot of the bed between the two windows in the west wall. This
room is somewhat more elegantly appointed than the other sleeping rooms; the shuttered windows are covered with
red velvet drapes, and a white bearskin is draped across the double bed. The room is much favored by the female pirates
who frequent the Wayfarer Inn, despite the lack of easy defense. An ornately-<:arved cherrywood desk and a matching
chair with a red velvet cushion sit along the southern wall. Above the desk is an etching of a moonlit landscape, and
beside the desk is a wood and canvas chair. Another wood and canvas chair sits beside the cherry wood dressing table
against the eastern wall, and a silvered mirror in a gilt frame hangs above the dressing table. A brass candlestand holding
a single cindie Ind a small crystal fingerbowl Ire set Itop the dressing table. The fingerbowl is bolted to the dressing
table to discourage Its removal.
24. This irregularly-shaped room is about 20' x 25' and houses two guests quite comfortably. The two beds Ire positioned
liang the eastern walls with two wood and canvas chairs set between them. At the foot of one of the beds is a clothing
trunk, Ind the other clothing trunk is in the northeast corner beside the second bed. A dressing table sits against the
westarn Will, and a desk with I wooden desk chlir is 19ainst the northern wall. Two windows in the southern, oblique
wall mlY be unshuttered during the day to provide light to the room, but the sturdy iron hooks close them fast aglinst
the dlrkness Ind bad weather. Pegs for hinging clothing or weapons are set into the west wall between the dressing
table and the southwest corner.
25. This is the only room on the second floor which is permanently rented, although the occupant is seldom in it. The room
is rented to an old Pirate turned Bard who spends much of his time below in the main bar or on the docks watching the
ships come and go. The bed of 8ardache the GriZZled, although made like the other beds in the Inn, is covered by several
blue silk quilts, and the intricately carved tusk of a Tusked Whale hangs above the headboard on the east wall. At the
foot of the bed, instead of the usual clothing chest, is an old, battered, iron-bound seachest containing 8lrdache's
clothes, two steel Cutlasses, several strings of glass beads worth 1 SP each, a gold nose·ring worth 5 GP, a silver-embossed
teakwood box with blue velvet lining worth 16 GP and containing a severed Human hand well preserved, a leather bag
holding 145 SP, 134 CP, and a 81ue Diamond worth 50 GP, and a small leather pouch containing an ivory toothpick.
Another trunk of the common, flat-topped house variety contains several pairs of leather boots, a silver Dagger worth
15 GP, a catoO-nine-tails, 42 CP scattered about the bottom, and a locked, iron box holding a silver ring set with an
Emerald worth 27 GP, 34 GP, and a carefUlly-folded pirate's flag with a large hole burned in the center. The dressing
table against the northern wall holds a set of silver-handled combs with ivory teeth worth 45 GP, a silver-handled mirror
worth 35 GP, and a boar-bristle brush with an Onyx handle worth 145 GP. Above the dressing table, a silvered mirror
is hung, and several hooks on the walls beside the dressing table hold a variety of hair ribbons for use in tying back 8ar-
dache's ponytail. Two wood and canvas chairs sit in the southeast corner of the room next to the oak desk with an oak
desk chair. Upon the desk are several quills, a bottle of ink, a parchment sheet, and a brass candelabra holding three
candles. Within the desk are more quills and bottles of ink, several sheets of parchment, a steel straight-razor, a penknife,
a brass buttonhook, two ivory buttons, and a volume of unfinished songs, some authored by Bardache and some by Bir-
kaby Long-Arm. Along the western wall of the room are several roughly-built shelves holding scrolls of songs and books
of poetry. A little-used Lute hangs on the wall in the northwest corner, near the door. The twowindO'Ns in the south
wall may be covered by wooden shutters with sturdy iron hooks against the night air, but the deep blue burlap curtains
hung on either side of them are for decorative purposes only and cannot be drawn.
26. Ten beds line the walls of this irregularly-shaped common sleeping room. In the southwestern corner of this approxi-
mately 25' x 50' room is a stone fireplace with four wood and canvas chairs drawn up before it. Four beds are positioned
along the southern wall between the windows, each with its clothing chest beside it beneath all but one of the five shut-
tered windows. Another bed is along the west wall between the two windows on that wall. Its clothing chest sits at the
foot of the bed. Five beds are arrayed along the northern wall, each with its clothing chest beside it. The door to the
room is in the northern wall at the northeastern corner. In the southeastern corner, a gaily·striped curtain suspended from
the ceiling by copper chains conceals a chamber pot and a small shelf attached to the east well and holding I wash basin,
I bar of yellow soap, and several soft towels. A tin mirror, badly scratched, hangs above the shelf.
...
42 Pegasus
Gamer's Map
Watchtower of Sentia
~ WATCH
o VILLA6ES
rI HILLS
_ ...,"Utl
~ SWAMP
• FOREST
t
Pegasus 43
Watchtower of Sentia
Along the River Madron lies the Watchtower of Sentia, forgotten but to a few, and the dungeon below it wherein evil
experiments were strangely wrought. Now, strange and hungry creatures have recently taken up residence there. The local
farmers, not used to unearthly encounters, are encouraging passing adventures to in~estigate this ruined Watchtower with its
"hidden treasures". They mention that "8 few petty annoyances might resent the party's presence there, but surely a blow or
two from those wicked looking Swords will easily disperse them".
'------._--------........-------_/
H Pcgasus
WATCHTOWER OF SENTIA
ON, To Dungeon
y
T TRAPS
2 5
• Garbage Pit
Ii] Spiral Staircase
DUNGEON LEVEL
.LAB
-4-+- 2
Pegasus 45
Dungeon Level
Garvid
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LED LCK PSY WPN
FTR LGX 011 008 011 031 174 133 103 153 123 123 153 123 123 103 133 IDH
A local peasant, Garvid is very angry at his captors and wants to obliterate them all. He knows the overall physical layout of
the place but not where the traps are.
Kadin
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LED LCK PSY WPN
FTR LGX 011 009 011 031 163 142 113 164 143 132 151 143 112 113 124 IDH
Kadin just wants out, though he will help the party fight. The only captors he really hates are the Goblins.
The door to the south leads to Room 5; the door to the west leads to the hall corridor. The east/west corridor stones
are also pressure-sensitive. On a roll of 1 or 2 on a 106, the trap is sprung. Spears will emerge from both walls on the roll of 1,
hitting on a roll of 1 ·4 on 1020, and doing 4 points of damage. On 2, a spray of acid will spew from the cracks between the
stone IIoor doing 1 point of damage to both IIesh (heaven help any who are sprayed in the eyes), and cheap armor, as well as
any items carried out in the open. In the corridor is one secret door; a roll of 4 or below on 206 will reveal it. This door leads
to Room 4. One visible door, inscribed with runes, is on the west wall.
Clara
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LED LCK PSY WPN
ALC CEX 052 027 014 062 123 175 133 153 145 164 143 143 164 134 162 lOG
Clara resents her position and feels she should be in charge of the entire installation. She is sullen and inclined to resent intru-
sion by anyone. She will try to take care of any invaders with the Guards on hand before calling for reinforcements.
Karid
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LED LCK PSY WPN
ALe CEX 032 011 015 052 132 166 123 144 126 143 154 152 152 123 173 lOG
Karid is working extremely hard to gain a higher level of competence and knowledge. While obeying Clara's orders for now,
she wants to take her place as soon as she can. She will fight any intruders but will not be inclined to protect Clara's back.
Geldina
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LED LCK PSY WPN
ALC CEX 021 007 011 052 113 177 114 143 154 155 145 164 143 124 146 DOG
Geldina supports Clara and is suspicious of Karid. She watches Clara's back and tries to improve her own position. She has
a violent temper which makes it hard to get along with fellow-Alchemists.
~li Pegasus
Sleena
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LED LCK PSY WPN
ALC CEX 021 006 011 052 122 164 142 154 133 152 126 123 133 143 154 DOG
Sleena is a supporter of Karid, but doesn't have all that much skill or patience in her trade. She will defend herself or Karid
but doesn't like to fight. She will flee the room to seek additional help if she can.
Rissa
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LED LCK PSY WPN
ALC CEX 021 007 010 052 133 175 134 123 122 163 134 143 121 134 127 lOG
Rissa doesn't like either faction and doesn't want to play politics. She will defend herself but is not likely to help any of her
colleagues, fleeing the first chance she gets.
Five Goblins are also in the room, armed with Short Swords: ALN CEN, HIT 002, HTK 005·006·007·007·007,
ARM 050, AGL 115. The Goblins are here to guard and follow the orders of the Assistants. All along the north and south
walls are beakers, glass vials, and other breakable glassware. If two beakers are mixed together, there is a 55% probability of
an explosion doing 10 points of damage to all in the room. Completed on the south wall are the following shelved Potions:
Dragon Influence, Undead Repellent, Fearsome Fire (bums for two hours· do not swallow), Vampire Repellent, and Quick
Poison (guarenteed results in 30 seconds); and two books, Spells of Necromancy and Book of Shifting Alignments, which will
cause 4 points of damage to any who touch them and which will then disintegrate. Behind the west wall is a panel (hidden
door to the corridor leading to Room 3). To activate the panel door, one of CEX Alignment must touch it. The corridor is
booby·trapped to release 4 Spears from the ceiling if a LEX or LGX steps on the floor. The spears hit on a 1 ·4 on 1020 and
do 8 points of damage.
Sentia
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LED LCK PSY WPN
FTR CEX 051 030 042 041 164 174 104 141 153 041 141 143 103 103 174 DLS
Sentia just doesn't want to leave this room and would be perfectly content to putter around in this room for the next couple
of centuries. He resents intrusion but is not particularly inclined to fight unless forced.
Lining his walls on shelves are 2 Potions of Undead Banishment, 2 Potions of Deception, 2 Potions of Magical Negation,
a Potion of Eternal Slumber, and one unfinished experiment. This bubbling vial sitting above a cold oil lamp has preserved
his Undead status. If the vial breaks or he moves SO' from it, he will collapse after 60 seconds.
INN
One Squart=
GROUND FLOOR _ _ z:
---~=
- 8
I
••
~.
_.
~.
lb·
EI •
EiJ
IlIA
• m-
11=
1 [!D=
0=
II 111
©>
e
(!) •
2
• •
..
n·
[I] • .
'.
~s hgasus
KEY
'e =2% Feet E SECOND FLOOR
] = Stairs
• = Door
,
• ~ Door Barred
1= Window
I . Window
Barred
I- Fireplace
t\. Curtain
i= Table
,. Desk
::I: Chair
,. Couch
= Bar Stool
9 = Shelf
= Chelt
I = Bed
= Rug
Drying Rack
1Laundry Vat
:s Water Basin
- Chamber Pot
=Cooking Vat
:Ill Sacks
- Kegs
':II Crates
..~':.~.:~ ....~.......::;....
.:~:.";,.;:-~ -, -, .:.;:-~q!
" '. -...
..••. ,':,'." ~.: ' :~:-:·"'·i,:···.:·
......... '.'~: .",',"
,\ ..: .... ~ .. .~"
J .::,".: '0 ' , :~
"'.:,...•......' .:..•,••. - ~.'.'
' ','..
' :.•.••"'_~::"';"
<.•..:..' ;..•.•. : ..... ,•.....•
.... \. ~ , .'
.
;.:~~!~. ; ~ .,~
'-
..... :-', ".-'~ .
: ':'
.
" " ~
..:. ·".:,..
-,,:."
..
• ....<r
,
~ :~,
::\.~.,
,;'
.~.:.
_ .t"""'''I', ::-
:; ",: .
' .........
. .
.. .: ,-.
;
'
, .
::· ...•.
...... ;.
, .
':: " ; J
. !~; ;
.,
~
... .
~
HILL ·.,,~
.:.. ;-
.. 0"
oA.A oA.A RIVER
STREAM .'>:'
O':{,
.,~
WOODS )~.~~"
:::,:-
•
IllI
VILLAGE
GOLD
':
"
-.:;
..
ISl SILVER
Ii:I COPPER
50 Pegasus
Dunlin Inn
General Description
In sight of Boughrune, there lies the citadel of Stone Inn (Hex 3412, Judges Guild City State Campaign Map One). There
is no greenery in the immediate vicinity for a 2 mile radius because the present owner had it cleared away. The structure is
circular in design with a high watch tower on the south wall. There is only one entrance, near the watch tower. a large, 6'
wide stone door. The wall is 30' high and 5' thick and is constructed around a 90' exterior diameter. The tower is 50' high
and 20' in diameter. The walls are of a grey limestone and have no decorative design and no apparent windows to relieve the
monotony of the exterior. In the upper part of the stone tower are two windows through which can be seen two Mail-dad
Guards with Crossbows. Entry to the tower does not appear to be possible from the outside of the Inn, and the only apparent
entry to the Inn is through the door adjacent to the tower.
Past History
The Stone Inn was originally a defensive citadel build by Gnolls against Goblins some 500 yea" ago. During the course
of along and costly war, it fell into the Emperor's hands. The Emperor then decided to erect the present watch tower to sate-
guard the stone citadel and create a stable fortre.. in the area. As time passed, the power of the Goblins was broken in this
region, and the importance of the citadel declined. Finally, there was no need to maintain such a citadel in the area because
the threat had expired.
The Emperor sold the citadel to a local Baron about 100 yea" ago, and the Baron, some yea" later, resold the building
to another Baron. The present owner purchased it 20 yea" ago and converted it into an inn. The Baron Morgain ran the Inn
himself for a number of yea" before he tired of it. Succumbing to a bad case of wanderlust, he hired a notorious general
manager, Smiter Smye, to operate it in his place. The Baron had built up a respectable and highly successful business. Smiter
maintains its quality and service, though for no other reason than to embezzle funds from the profits.
Smiter is the only one who is aware of the trapdoor in the fi"t level of the tower. He is ignorant of the fact that the
tunnel is lined with booby traps set by the Gnolls who built the corridor as an escape long before the Emperor's troops oc-
cupied the citadel and built a watch tower above it. The Baron, however, is aware of the trapdoor, the tunnel, and the booby-
traps.
Interior Description
After passing the guard, one ente" through the narrow, 5' x 5' corridor to the courtyard. Along the narrow walls are
grouped rooms on a lower and upper level. The lower level rooms consist of the Common Room to the left, where regular
drinkers gather, the Sleeping Room, where one can spend a night for 12 SP, the Guards' Quarters, the Servants' Quarters, the
General Office, the cheaper Bedrooms, which cost 7 GP per night, and the Stables for general pack animals. The exterior of
these rooms is a drab grey.
The upper level is comprised of the better Sleeping Quarters, the Dining Area, the Kitchen, the Special Bedroom; and
the Manager's Quarte". A ladder leads to the walkway above the second floor. The exterior of this level is also a drab grey.
This 20' x 30' tavern is painted in a dark brown tone. Few lights relieve the gloom. In the north is the bar behind which
are stored various kinds of ale, wine, beer, mead, etc. There are six circular tables in the room with companion chairs. In the
south are three small booths. There are no exits other than the door on the east wall which serves as the entry from the court·
yard. Behind the bar is a till with 50 GP and 75 SP.
This 20' x 20' room contains a few cots and 7 hard benches and is painted black. There is no treasure in this room. Al-
though Spartan in appearance and accommodation, the room is generally clean and reasonably safe.
This 20' by 15' room is painted grey with the insignia of the World Emperor on the west wall. Along the south wall are
arranged 4 cots, and there are 4 foot lockers by the east wall. Extra weapons hang above the lockers: 2 Shortswords, 2 Spea",
1 Axe, 1 Broadsword, 1 Quiver of Arrows, and 1 Bow, all of which are non-magical. The locke" contain only uniforms and
boots.
Pqjasus 51
Servants' QUlrte"
The Servants' Quarters (20' x 15') are painted a bright yellow, Three dressers and three cots furnish this room where
the cook and two maids reside. The cots are arranged by the north wall. Within the straw tick that serves as a mattress for the
cook's cot are 29 GP and 40 SP. The other two have no valuables hidden within. Adjacent to the cots, on the same wall, is a
closet containing uniforms. In the dressers are underwear, clothing, and a total of 29 GP and 14 SP. A 5' x 2' bronze mirror is
suspended on the back of the door.
Generll Offioe
Herein is all the business for the Stone Inn transacted. The office is divided into two 10' x 15' sections so that the extra
supplies can be stored in the back section. A desk, two chairs, and a ledger book with quill and ink bottle fill the outer office.
. The walls are painted a light green, and a mint green, 10 x 10 rug covers the floor. A filing cabinet in the northeast corner is
half filled with papers. No treasure is hidden here.
Chelp Bedroom.
Each 20' x 15' bedroom is painted beige Ind furnished with I single bed, a smoll dresser, and no closet. The rooms are
clean and well-kept, but they are not luxury accommodations.
The Stables
This 40' x 20' area is designed to provide for a small group of animols. A smoll number of stalls are available and the cost
of 1 GP per animal per night includes the hay provided as feed.
Reaching the second level by means of a wooden stairway, the visitor discovers the better quality rooms. Six overnight
rooms Ire usually available. Each bedroom has a double bed, a large dresser. a mirror, and a double closet. The rooms are
painted light yellow and have darker yellow floor rugs and light orange and brown wall hangings for decoration.
Dining Room
The Dining Room area is 30' x 40'. Inside this light blue room are 7 tlbles scattered at equil intervals. They are covered
with plaid cloths and are capable of seating four people each. Two sets of candelabras, each set on a small stand on the north
and south walls, softly light the room.
The Kitchen
A light yellow color scheme dominates this 20' x 10' room. Spices and herbs in jars are shelved along the east wall.
Beneath them, on the floor, are baskets of apples, oranges, Ind vegetables. On the south wall are shelves of pots and pans. A
bread board hangs on the south wall as well. Above the fireplace in the east wall are various cutting utensils.
An elaborate rug worth 250 GP decorates the floor of this light blue 20' x 15' room. A double bed with silk and satin
pillows and covered in fine linen further enhances the room. The dresser on the north wall is filled with fine shirts, trousers.
and handkerchiefs. Hidden in the closet behind some old clothes is a small sack containing 205 GP and 415 SP which Smiter
has embeuled from the profits of the Inn.
Special Bedroom
This 25' x 20' gold and purple room is reserved for visiting nobility. No one but those of noble blood is allowed to use
this room. The manager has the only key. On the north wall is a beautiful tapestry of the City State of the World Emperor
valued at 250 GP. On the west wall is a large double bed with satin sheets and brocaded pillows. A thick pile rug covers the
entire floor. A double drawer dresser with attached mirror is against the east wall. There is nothing in the dresser.
'-\iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii~/ '-\iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiJ/
52 Pegasus
DUNLIN INN
The Stone Inn
CROSS SECTION
,
, ,
r.p OOor
:_1
, I
ARST LEVEL :_: TUNNEL ( SECOND LEVEL
:=-:CI~~~~If~C)
Key:
. . Stll",
A heavy wooden door on the north leads into the tower. To the immediate right is the stone staircase spiraling along
the wall up to the second level. Further to the right are three 5' x 5' cells for holding troublesome guests or trespassers. A trap
door is concealed under some crates in the southern section of the tower. It leads to a tunnel which extends some 2,000 feet
east before leading to the surface.
On the second level of the tower are three benches and three water jugs. Three of the four Guards who are here take up
posts near a window, and one makes hourly rounds of the building, checking on the Common Room, the Sleeping Room, and
the General Office. Each window Guard has a pot of oil beside his post for defensive purposes. Extra weapons are also kept at
this level. It contains 2 Spears, 2 Longswords,4 metal Shields, and 5 Daggers.
The Tunnel
After lifting the door to the tunnel, the character finds that there is a 6' drop from the surface to the floor of the tunnel.
There is a pressure-sensitive trap at the beginning of the tunnel which releases five Darts from the south wall doing 3 HTK of
damage per Dart. A roll of 5 or less on a 1020 indicates that the Darts have hit. 500 feet further down the corridor, a trip wire
is rigged. When activated, it releases 3 Arrows from the north side that do 4 HTK of damage each. A roll of 6 or less on 1020
indicates that the Arrows have hit. 1,500 feet farther down the corridor, a Spear trap is concealed in the south wall. Cobwebs
block the tunnel. If removed, they trigger 3 Spears which hit on a roll of 7 or less on 1020 for 8 HTK of damage each. The
remainder of the tunnel is safe. lithe trap door to the surface is lifted by the handle, a poison needle trap is released for 4 HTK
of damage per needle. Six needles comprise the trap, end each needle will hit upon a roll of 8 or less on 1020.
Services Provided
Penonnel
Smiter Smye, the General Manager of the Stone Inn, is a calculating, middle-aged man who knows the value of a copper.
He once belonged to the tax collection branch of the Emperor's Revenue Department but was ousted because it was suspected
but could not be proven that he misused funds. Since that time, he has worked with tax collecting bodies in one way or
another, always getting more than his fair share of the profits. When he applied for his present position, he was careful to re-
veal only a small part of the truth about his past. He is cold and devious. He is a Half-Elf.
Merlye, the Cook, is stupid but sweet. This plump woman makes up in common sense what she lacks in intelligence. Her
meals are nutritious and filling. Her food has helped establish the Stone Inn as a viable business commodity. Her innocence
and naivity are unsurpassed for miles around.
54 Pegasus
DiIBt8, the maid, wern!: to drift through life doing the tasks assigned to her without question or inspiration. Her only
jov seems to be retiring earlV after a hectic dav. Smiling at guests is an effort for her, as is making conversation. She seems
happiest when left alone.
Disete
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LEO LCK PSY WPN
FTR LEX 031 020 020 021 143 103 113 143 153 113 153 143 113 113 103 None
Merry, the other maid, is nothing short of exuberant, even on her worst days. Unlike her older sister, Disete, she find joy
in evervthing and fulfillment in work. No task is beneath her or offensive to her. Evervone is her friend. She is highlV intel·
ligent and is a pleasing influence on the guests.
Merrv
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LEO LCK PSY WPN
FTR LGX 031 025 020 043 153 174 133 153 153 163 153 153 163 133 163 None
Ovm, one of the Guards, is a pleasant fellow. He enjovs his uneventful job. Few troublemakers bother the Inn, and no
loiterers from local villages care to frequent the place. He does not relish bloodshed but is readv to fight if the need arises. His
onlV complaint about the job is that he has little time to spend with his girlfriend, who lives several miles from the Inn.
Ovm
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LEO LCK PSY WPN
FTR NXX 041 029 040 031 143 133 123 153 133 123 153 133 123 123 133 ISP& DLS
Velm, a bothersome fellow, is the second Guard. He is not happv with such a quiet life. His time in the armv left him in
the mood for excitement, but there seems to be none here. He is quick and almost too-readv to attack if the upportunity
arises. The entire Inn rises at dawn; by midday, he is on everybody's nerves.
Velm
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LEO LCK PSY WPN
FTR NXX 031 022 040 031 163 133 103 143 133 153 143 133 153 103 133 ISP & DLS
Jurm, the third Guard, is an old veteran of the Emperor's Guard. He expects his fellow Guards to be vigilant and indus-
trious at all times. He does not distinguish between the requirements for this job and those for his tour in the army. He is very
devoted to his line of work and would not trade it for any other profession.
Jurm
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LED LCK PSY WPN
FTR NXX 051 029 050 053 143 143 133 153 133 113 153 133 113 133 143 ISP & DLS
Gurm, the last Guard, is relativelv new to the area. He just left the armv to seek his fortune. This job seems easv to him
and without serious danger. He performs his duties in a careless fashion; he is not challenged by his tasks. Jurm, of course, is
offended bV his attitude and air of unconcern.
Gurm
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LEO LCK PSY WPN
FTR NXX 021 015 040 031 163 143 133 143 163 133 143 163 133 133 143 ISP& DLS
Guests
Merin the Wizard often stavs here overnight during his trips to Elfburn or Limerick. Merin is, bV reputation, very hasty
in his judgements based on first impressions and overlv suspicious of strangers, especiallv of Elves and other spell casters. An
Elven Mage once tried to "zap" him, and he has never forgiven the Elves for it. He usuallv demands one of the cheaper bed-
rooms on the lower floor and expects not to be disturbed bV anvone.
Pegasus 55
Lanzo the Drunk is the disowned son of a local Baron. He has a considerable amount of credit to his name, and he is in
a constant state of drunkenness due to his relationship to the rest of his family. Lanzo will beg anyone within grasping distance
to intercede for him with his family and help him to return to his father's good graces and great fortune.
Niglo the Hunter is a professional bounty hunter; he sometimes masquerades as an old beggar to check out the Common
Room and the Sleeping Room for prospective prey. He will not deliberately provoke a fight but will lure his victim aside and
tell him or her to come quietly or elseH When not engaged in professional work, he will be very friendly, but he reveals little
of his personal life to others; he prefers to let them do the talking.
Serle, the Sage, comes infrequently to the Stone Inn, offering her services when needed. She esks no great fee for the
use of her healing powers, only a meal and a bed for the night. She often finds herself the mediator in disputes between
drunken parties because of her great wisdom and infinite patience.
Seria
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LED LCK PSY WPN
SAG NXX 071 028 030 053 153 143 174 133 163 163 133 163 163 174 143 IFM
Vemir the Verbose is a talkative merchant who likes to pose as a Sage and dupe people into buying his services. Varnir
is not the most knowledgeable person about anything, but his ability to twist words and meanings gives the impression that
he is somewhat competent. If he can, he will convince clients of the need to buy one or more trinkets from his chest of mis·
cellaneous items. None of them are magical.
Varnir
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LED LCK PSY WPN
FTR NXX 031 028 010 054 143 133 133 143 153 133 143 153 133 133 133 DSS
Mel"er., a simple fruit farmer, sells her wares every morning in the courtyard. Melvera is slowly building a steady busi·
ness at the Inn because she raises excellent fruit and her prices are reasonable. In addition, she brings news from the surroun·
ding countryside to feed the curious at the Inn. She is the girlfriend of Ovm, one of the Guards, but, because of his job and
her involvement with the fruit farm, they see little of each other beside the brief time she is at the Inn to peddle her fruit.
Melvera
CLS ALN LVL HTK ARM PSL STR INT WIS CON DEX CHA END AGL LED LCK PSY WPN
FTR LNX 021 017 010 042 141 123 141 164 143 145 132 096 141 123 102 DDG
Rumon
1 Melvera is actually an escaped slave from the Elvish Gardens of Delight. She stole an enchanted basket of fruit from
there.
P~gaslls 57
The Hall of Velus
In the Forest of the Crying Wood (Hex 3423, Judge. Guild Campaign Map Four). is an old, ruined hall, once a great
dwelling for the mysterious Elven Lord, Vel us, but now reduced to rubble through the desolation wrought by a rebel Vasthost
regiment. The rebel leader, Waylor, himself fled this hall with the remnants of his men, claiming that a terrible evil was un-
earthed there. The locals who dare to live in the area claim it was Velus' spirit that he saw and that no real danger is entombed
within. They also talk of Velus' jeweled crown and a forgotten Wand of Frost which never appeared outside the forest area
after the fall of Vel us' stronghold and Waylor's route by the spirit of Vel us. Vel us' kinsmen offer 3,000 GP for the return of
the crown.
Outer Grounds
There will alwavs be two horses outside the ruins of the hall itself; one horse, a black steed, waiting for Wavlor, and a
silver mare waiting for Velus. They will be grazing together by the entrance to the hall. If one listens closely, one will hear the
two arguing about who owns the hall. Their argument will be in the Common Tongue and easily understood although hard to
hear. If touched or noisily approached, both will vanish immediately. Before the player-eharaeters cross the threshold of the
ruin., a Ghostly figure resembling an Elven Warrior will materialize before them, bearing a Great Spear.
The Ghost will say, "Beware your life, if vou seek Cl"own or staff." It will then vanish. If an Elf approaches the en·
tmlCe while the Ghost is there, it will selute the Elf as if in epprovel of his or her mission.
The Hall
The double doors are damaged, requiring a few minutes to pry one open.
Room Cl: 40' x 40'. The first chamber is protected by a trap. After the doors are forced, 3 Spears will fall from the ruined
ceiling into the center of the chamber as a warning. These Spears are rusty and not worth using in combat. One
of the sulHluman inhabitants has rigged this trap and will reset it within 2 ho... if it is triggered. In.ide the cor-
ridor, on both sides, are discarded bones, partiallv-devoured meat, and other wastes. A small Wolfwere cub is
nibbling at the remains of a Human. Woifwere: HTK:008; DPA: 008; AGL: 163; SIZ: 3'; ARM: U2O; PY%: 010;
GES: 6 mos.; PSY: 143; SPA: Ferocious Attack; POR: 000; NIL: 001; NOA: 003; SPD: 24'; FOD: Meat;
ALN: NEX; PF%: 40; INT: 143; GRP: Pack; MRT: 000; RAD: 000; L1F: 14 years. A ruined half door leads to
the Great Corridor.
Room C2: The great Corridor is 20' x 120'. Various objects lie inside the Great Corridor. Near Room One on the west side
of the corridor are the skull and Helmet of an Elf. His rusted, shattered Sword has two small gems concealed in
the hilt. Near Room 2 on the east side is a half-eonsumed human carcass under which lie two megic Arrows which
add 4 points to damage rolls in a crushed quiver. Outside Room 3 on the west wall crawls the Skeleton of a
Human warrior. He begs for release from his torment. Smashing the skull (3 HTK of damage will suffice) will
bring the 200 year old bones to rest. On his person are 20 GP, 1 SP, and a badge of the Overlord which is sewn
on his jacket. Next to the door of Room 4 are two sacks, each containing a Vial of Health. Both liquids have
become contaminated, and drinking them will cause nausea, dizziness, and loss of 3 STR points for 2 turns. By
Room 6 on the east wall are 2 Wolves fighting over a freshly-killed Dwarven carcass. Wolves: HTK: 015; DPA:
006; AGL: 103; SIZ: 4'; ARM: 020; PY%: 040; GES: 6 mos.; PSY: 163; SPA: None; POR: None; NIL: 000;
NOA: 002; SPD: 7' per minute; FOD: Meat; ALN: NEX; PF%: 050; INT: 164; GRP: Pack; MRT: 000; RAD:
000. L1F: 10 years. On the other side of the corridor bV Room 5 are a broken Bow and a rusted Axe, both
normal. In the center of the corridor between Rooms 7 and 8 is a pair of torn Gauntlets that were once power·
ful sources of megic but are now half-ehewed and incomplete. Anyone attempting to make them function will
take 3 HTK of damage per Gauntlet.
Room 1: 20' x 25'. The door is blocked on the inside by piled junk so that no one can burst in on the occupant without
giving warning. Inside is a Madman taunting a female Elf chained to the west wall amidst a pile of rubble. He is
armed with a megic Longsword that shoots a rav of Fearsome Dread. Those struck must roll under INT on 1020
or flee to the Outer Grounds. Madman: CLS: FTR; ALN: CEX; LVL: 081; HTK: 035; ARM: 010; PSL: 032;
STR: 194; INT: 133; WIS: 103; DEX: 153; CON: 164; CHA: 031; END: 163; AGL: 153; LED: 031; LCK: 103;
PSY: 133; WPN: VLS. Female Elf: CLS: MAG; ALN: NXX; LVL: 051; PSL: 082; STR: 114; INT: 143; WIS:
133; DEX: 163; CON: 143; CHA: 143; END: 143; AGL: 163; LED: 143; LCK: 133; PSY: 143;WPN: None.
The door on the south leads to Room 12. Close examination of Room 1 reveals much rubble, debris, and cob-
webs.
Room 2: 20' \ 30'. This door is covered with invisible Elvish Runes of Protection. When touched, the victim receives
6 HTK of damage unless he or she is an Elf. After first touching the door and receiving the damage, that person
may, Hstill able, open the door. Inside are two skeletons lying upon a narrow bed covered by rotting linen. On
the dresser will be found one Pearl (fake) necklace (worth 2 CPI, 2 copper bracelets, and what appear to be 2
Diamond earrings (the "Diamonds" are glass). The real treasure is underneath the bed in a small wooden chest.
It consists of two Diamond earrings worth 35 GP each, a golden bracelet worth 250 GP, and a jevvel"mCl"usted
Dagger worth 750 GP. When the party approaches the bed, the two Skeletons will sit up and speak. They will
intone: 'What do vou want in the King's Chambers] Gol Go, before I take your life!!" The floor in this room is
rigged to a pressure-sensitive trap to make the Skeletons sit up in the bed. What they speak originates from a
Magic Message spell placed on the bed. These are really just skeletons of common Elves. The secret door to
Room 13 will not be found unless someone moves the bed, triggering the door's sliding mechanism.
58 Pegasus
Room 3: 20' x 25'. This door will open easily to complete darkness. When eyes, both Elvish and Human, adjust after a
few seconds, they will see 2 replicas of 2 of the party members. Oopplegangers: HTK: 030; OPA: 006; AGL:
153; SIZ: 6' or less; ARM: 007; PY%: 10; GES: 6 mos.; PSY: 133; SPA: Duplicating victim's form; POR: 000;
NIL: 002; NOA: 001; SPO: 6' per minute; FOO: Meat; ALN: CEX; PF%: 000; INT: 133; GRP: Pair; MRT: 000;
RAO: 000; L1F: 30 years. The only other things in the room are two Owarven corpses, both stabbed in the back.
Their weapons lie broken beside them.
Room 4: 20' x 30'. The door to this room will open if the intruders use a little force for 3 or 4 seconds. Once open, on a
roll of 3,4, or 6, 3 Spears will fire across the room from the south wall to the north. One Elf in Leather armor is
impaled by two of these Spears on the north wall. He was slain two days ago. In his scabbard is a magic Sword
(adds 2 points to damage rolls). On his finger is a Ring of Hiding which makes any creature wearing it undetec-
table by magic spells. Giant Spiders crawl around the ruins of this old armory; cobwebs abound. Behind one
cobweb is a magic Dagger with a silver coating. It does one extra point of damage. Searchers need 1 or 2 on 106
to locate it. 3 Giant Spiders: HTK: 020; OPA: 006; AGL: 143; SIZ: 8'; ARM: 009; PY%: 30; GES: 4 mos.;
PSY: 103; SPA: Poisoned 8ite; POR: 100; NIL: 003; NOA: 001; SPO: 10' per minute; FPO: Meat and blood;
ALN: NXX; PF%: 40; INT: 103; GRP: Nest; MRT: 000; RAO: 100 LIF: 1 year, Poison from their bites does 4
HTK of da~r per round until cured. Normal weapons buried in the rubble consist of 3 Battle Axes, 5 Short
Swords, 2 Longswords, and one brass Shield,
Room 5: 20' x 25', There is an empty chest in the back of this darkened room. Ghosts of dead Elvan warriors appear, but,
being non-eorporeal and LGX in ALN, they will not affect the living, They only want the party to lea... them to
rest in peace, Further searching will not reveal any treasure.
Room 6: 20' x 30'. The door to this room will glow brightly when approached. Inside are 2 Wraiths hidden in the shadows
of the east wall. When the door is touched, the glowing abruptly stops, and the adventurar takes no damage. The
first thing the party will notice in the room is a cauldron by the north wall, There is a large ladle in the cauldron
which is stirring itself, and the fragrance of freshly-cooked meat fills the room. This is unusual, to say the least,
since there is no attendant within the room or fire beneath the cauldron. The Wraiths will not attack unless at·
tacked first. Wraiths: HTK: 030; OPA: 006; AGL: 143; SIZ: 5' 10"; ARM: 012; PY%: 000; GES: N/A; PSY:
153; SPA:Cause fear and STR drain; POR: 100; NIL: 002; NOA: 001; SPO: 10' per minute; FOO: N/A; ALN:
CEX; PF%: 40; INT: 163; GRP: N/A; MRT: 90%; RAO: 100%; L1F: Undead. The cauldron is magical; it will
cook meat to perfection unattended and without fire, but it does not produce the necessary ingredients such as
water and meat. These must be provided in the usual way. It would be worth 500 GP.
Room 7: 20' x 25'. The door to this room must be forced open, If the party first listens at the door, a deep growling will
be heard from within the room followed by a loud scream. Entrance to the room will reveal a Wolfwere feeding
on a half-dead female Elven Warrior. She is in no condition to fight. Female Elven Warrior: CLS: FTR; ALN:
NXX; LVL: 031; HTK: 028; ARM: 073; PSL: 031; STR: 133; INT: 103; WIS: 092; CON: 153; OEX: 153;
CHA: 103; END: 153; AGL: 153; LED: 103; LCK: 097;PSY: 103; WPN: None. She has a broken magic Sword
and a splintered wooden Shield. Wolfwere: HTK: 020; OPA: 008; AGL: 153;SIZ: 5.8"; ARM: 035; PY%: 10;
GES: 9 mos.; PSY: 143; SPA: Ferocious Attack; POR: 100%; NIL: 001; NOA: 003; SPO: 10' per minute; FPO:
Meat and Blood; ALN: CEX; PF%: 050; INT: 143; GRP: Pack; MRT: 40%; RAO: 000; LIF: 20 years, There is
nothing of value in the room.
Room 8: 20' x 30'. A terrible stench from outside the door will warn most people to leave the area. Those attempting to
break through the door must roll 1 on a 106 to do so. Once the door is successfully breached, a pile of rotting
garbage will flow out of the doorway and into the outer hall, overwhelming anyone foolish enough to stand by
the door. Once dug out of this horrid trap, the party will notice someone or something in the shadows of the
room, laughing at them. If they venture 10' into the room, they will encounter a Troll munching upon an Elvish
hipbone as he sits on a pile of debris. Troll: HIT: 8; HTK: O4B; OPA: 006; AGL: 143; SIZ: 8' 10"; ARM: 009;
PY%: 030; GES: 14 mas; PSY: 123; SPA: Regeneration; POR: 100%; NIL: 1 - 3; NOA: 003; SPO: 6'; FOO:
Meat; RAO: 100%; L1F: 40 years.
Room 9: 15' x 20'. The door to this room is booby trapped to fire explosive Darts if touched. Any spell to identify such
or attempts to pick locks will trigger 3 Darts that explode for 8 HTK of damage each. A Dart will hit on a 1 - 4
on 1020. Inside the room are three Orc guards that react mechanically, as if under enchantment. They throw
Javelins which do 5 HTK of damage and are armed with 8astard Swords. Orcs: HIT: 003; HTK: 012; OPA: 003;
AGL: 133; SIZ: 6'; ARM: 007; PY%: 040; GES: 9 mos.; PSY: 133; SPA: None; POR: 000; NIL: 003; NOA:
003; SPO: 5'; FOO: Meat; RAO: 000; L1F: 30 years. They try to prevent anyone from reaching the west wall.
Room 10: 10' x 20'. The door to this secret room can only be discovered on a roll of 1 on 106. Inside the room is Velus'
crown resting on a satin pillow set on a carved oaken pedestal. On the north wall hangs his gold-plated Sword
worth 250 GP. If the crown is removed, a statue of a gargoyle near the south wall will announce, "All is lost;
they've found the crown."
Pegasus 59
Room 11: 20' x 30'. The door will open easily if tested. Upon entering the room, the players will notice the blackened walls
and the number of ash mounds scattered throughout the room. First guess would suggest that someone hurled a
firey explosive charge into the room. lithe adventurers dig through the ashes, they will find 16 Elven skeletons
wearing the Coat of Arms of Vel us. Further searching will reveal a Ring of Fire Protection (now useless) on the
hand of Vel us' Sergeant at Arms.
Room 12: 20' x 25'. The door feels double locked. Two anackers with STR scores of 1B9 or the equivalent will be required
to break through. Inside, crawling over the broken remnants of furniture are 5 Giant Spiders who previously
webbed the stubborn door. Giant Spiders: HIT: 5; HTK: 020; OPA: 006; AGl: 143; SIZ: 10'; ARM: 010;
py%: 010; GES: 4 mos.; PSY: 103; SPA: Poisoned Bite; POR: 100%; Nil: 005; NOA: ool;SPO: 12' per min.;
FOO: Meat and Blood; AlN: NXX; PF%: 030; INT: 103; GRP: Nest; MRT: 000; RAO: 100%; lIF: 2 years.
Room 13: 20' x 30'. The preserved body of Velus lies in state here. By placing the crown on his head, his spirit will be set
free from its earthly bonds and sent to its rest. If the adventurers take the crown with them, Velus' spirit will
follow them, demanding its release.
HALL OF VELUS
k~-t-H--+-+--+-+-+-+~i-+-I
eN
+
- - 12H-+-+~+-+-I-I'13 +-+-+-
Cl
....... I-iIiI..........
60 Pegasus
~
.
.","
..
.. ..
•
•
-.
"'-
(_.
-_........
- -
CAMP. MAP+-4
-''J-
,J
.-'
•
•
."
.. . .. .......
--- ~- '-,
:. "._ .....
This product Is a Judges Guild Unlverul Role Playing Adventure designed for use ABBREVIATIONS
ABBREVIATIONS
with all game systems and requires a separate rules system for Its use. The categories
A"'C ALC ... t:"l"
L LIAT"'."
of statistics listed are selected to oe applicable to the majority of the published rule A"'. ..... A10N
II .... ' .... I l
systems but should not be considered the only statistics open for use. Should the par-
tIcular game mechanics employed reQuire the use of an additional term or statistic not
"'N'"
A". "'H''''I\~
A"""O"("
' ..... IN...
" "IITTIIfO o. aD"
o O't1C LCU.. found In this format, the Judge Is encouraged to add It. All unused categories may be A'"
allo
"'SSAS\''''
•• ac .....
, "L. .. " V ... ignored. The values of the statistics given assume that the natural span of human
Q QU ..... TZ .1111 811"'111I"'1"
" .OC"
characteristics ranges between one and twenty with the normal person averaging at .". .A II.'" II I"''''
, I l l .... lit ten. Since adventurous characters are above average, their beginning characteristics are ."0 ..... 0
.u~ .U"OO'"
T To" generated with 306 to give a range of three to eighteen. A comparison chart Is pro- CHL CHILO
U "011>0" '.11"1'1:0
vided to permit the Judge to Quickly convert values on the 106, 206, 306,1020, and CL. eLI .. ,r
Y "" .. Cle
%0 ranges from one to the other. Interpolation may be necessary with some figures, 01'" 0("'0'"
'" WOOD
• uN.OINT"IIO 0"0 olllUlo
but the Judge should keep In mind that these are suggested values only and may be ,,,, ~ICOH11"
v ...... c..cv ...
1ltlCON modified to suIt the tone of the campaign he or she is moderating. 'LL 'L ... U~.. O""I'T
The basic assumptions on the rationale for Magic vary so widely from one game "'' ' T
.....a
K""la ... ,
......alc V'UI
system to another that one set of statistics cannot cover the field adequately. There- "'NK "'0"'1'"
fore, each spell or magical effect Is given a general name such as Stop Person or Invisi- I'AL ."LAOIN
bility. Unusual effects or articles are described in the text where first encountered or IICII .""ICI"
'AC 'ACI
_ ..... 0 . 0
In a special section at the end. The Judge can then assign an equivalent spell or effect
'rom the game system being used.
'A'"
TH"
'A~UJI""
TH'[~
MO "'",,,'" cAUCH!! During the initial reading of tnls prOduct, the Judge should hate the Quantities VAL V ... L"'VII,[
TlI. ' .... OW'NG "".1'. and distribution of the treasure and artifacts. Each game system and each campaign
VI'" VIKING
01' 011'''' WIT "'ITCM
DG O CGUI tends to run at a level of reward uniQue unto Itself. The Judge Is reminded to adjust
'1 0 . '...0.0 the amount of treasure available by adding or deleting to correspond With the cam-
'L ""LeHtO,. paign he or she moderates.
ARMOR
sc. .eIMI' ....
'S •• OAOSWO.O Game characters are given varying amounts of description depending upon the
1..1 LONGMOlitO
... ...O........... Ti"l[
Importance of the character to the adventure. Minor individuals are listed where first • ."O.. lll
CI CANI. MOllO
•• IUI"l• •
encountered In the text and have only the most cursory details given. Major Indlvl· e Co""II"
101' .....' .... D ..... OtlO duals are listed where first encountered and have as much detail given as Is desirable o OA ...... 'CVS STilI ...
T' 'WO,,,,,,,HeMO l'llfOtlD I (LIICT"V'"
for their Intended role. In addition to the text lIsting, an alphabetical listing of the ., 'II T Dill "UIIII
Jy JAy ..
characters and their game statistics may be given In chart form at the end of the G ao o
I" 'N . ... MAIIOII .. 1I0 WOOD
LA LA"'C' product. The explanations of the possible character statistics follows In the order given.
"" ........
.." POLl: ......
In the cases of statistics STR through CHA or PSV (depending on which Is used last),
,
J
1"0"
,"'Sl'f.III 011II JAOI
C" ( ... '(H-I'OI.II
the first two numbers IndIcate the actual ability, and the last number Indicates the K CLOT'"
... ILaOle"'l: number of times per day that the ability may be tested without checking for stress L ( ... TMII ..
lot ITM"IL
" IILL damage. N ",(TTI ..G
"1. 'IA'H(R 1'1'''''
a Olll'C ... ACUIiII 0 . eN' x
G' cu"aOllO AWL "'Kt:
PC ,. ... 1,1( . . . . . 0 CLS . Class Is an indIcation of the character's profession or main occupation. Ab- I' .... ATI .. U ...
Q QUAIIT:
Go. OUI,A'"I11. breviations are explained on a following table.
III "OCK
e.., ou,.... " ... ·YOULCIl ALN - Alignment Is an index of a character's predIsposition toward the moral or , 'ILVII.
OL OLAI"'.
00 QI. ... 'vl·Qu ..... t1tIll .. ethical choices to be made during the game. Alignment Is abbreviated In descen- T TIN
U IIAIIIT" 0" CL .... V
lolL "''''1.1''.0 ding Importance from left to right. The third letter Indicates only a suppressed
LN
.. ,.
L.ue."'" ,
010 ..",,"_
'l,.AIL
desire.
V
w
IlIA"aLIl
WOOD
,.,. TIZ .. LVL • Class Level Is an Index of the experience and skill aCQuired in the character's lC UNIOtIllTI"I.O
II... ."'' ' 111.111I main occupatIon or profession. The first two numbers Indicate the actual class "
Z
I'AI'II11
.I.CO"
T. '.taINT level, and the last Indicates the total number of occupations In which the charac-
YL ..,DULD. ter has gained skill. CT C"AIN M"'IL TU"'IC
...... AaZ·AXe HTK - Hits to Kill is the number of hit points necessary to render a character uncon- "T III ..C "'AIL TUNIC
AO .." ..... ,lltG Aot CO COAT 0' OI:~II"'SIl
c. C;U".NT. . . . ADZ
scious when reduced to zero or to slay the character when reduced to a negative "'C co .. , 0" "AI'"
ill" ... N ....... amount equal to the character's CON. a .. t: .. ST.LA'1l
A-';
Moll
AIIlII-I(NI'.
"'''NO .....
ACL • Armor Class is an indication of the degree of difficulty of hitting based upon
a 11II
.c
...
aooy CO.St. ...
.""'010, AIII"'Olll
,T
•• • ... TTI. • • •ut:
the defender'S armor. CA C"'~~AL·AIIMOIII
.... MILrY " "'c", ARM· Armor Type Is a summary of the amount of damage it Is possible for the IK JAC-
CMt ow "' " ....... character to absorb due to the protectlon of worn armor and clothIng. Wearing a .... STUt:Dt:O LIIATH.II
"'M Mo• •a .,.,ca K'" lIIUL"" KHUO
lot of armor will lower the AGL and SPD of the character. During normal com-
"Ill "DOT ...,.,ca aN GOIIGfT NlIc'" AII"O"
bat, the amount of damage which can be absorbed per round Is eQual to one· co CAMAIL OU 1I0
""
IllS
CL
HCK.Y ",.,Tall S.III ..'H.11I
MQIINI"O IT,.,II
CLW
tenth the ARM with all decimal amounts dropped. For Instance, ARM 022 will ••
AD
.A O"IC
A
T
INO OOU.LIT
.a
provide 02 points of protection per round. The ARM Is the sum of the pieces of
TC TIlIUNCHIO" AQ AII",11lfQ QI.CK.a
.. .LUDeaON armor listed In the following charts. "'N A • •lNO HOM
QI QUAIlIT... U ....... PSL· Personal Social Levellsan Index of the character's social standing. The fIrst two .... ... I SPU ••
..: .ACHO digits indicate the level In the area In which the character resides, and the third .A '.1 0 T
• IHOIllT.U.# a. AIICH • • '" OUA.O .IIAC ••
c. COtlllf'OSl' t: eOI. number Indicates the level of notoriety gained within a twenty-mile radius. OCI DU.l.'NO OAUNT .... T
.... HOIU.eow STR - Strength Is an Index of the character's ability to apply physical force. "" "ALeONI.'" .AUNT ....T
~ LONG .OW INT· Intelligence Is an Index of the character's reasoning power,learning ability, con- MO "AIL aAu ..T T
Ae A".ALIIT "A "A"'CONIII'" O OVI
K. HKAV,. c..O'HOW centration, and memory. l.0 a .. IIAY.'
.... "'UL TI~. c..o. .eow W IS - Wisdom Is an Index of the character's Intuitive JUdgement and knowledge gained C... CLOUD H.L'"
N NLL.T e.ol.ow from experience. "C H.L. CIIII.T
... ...NATINCI e.o....ow .0 .... e. Qu.... O
O. DAIIT aLOWOUN
CON - Constitution Is an Index of a character's ability to withstand pressure and phy- 110 .AlIt OUA.O'
ST SN.II T"llcwr.1I sIcal hardships without permanent harm as well as the recuperative powers of the .. ....TI.AlItOUreel
SL SLINC character. C. C"AI" ..... 01....
S" .TA.... M.we _ ~1·IIIU.O
DEX - Dexterity Is an indication of a character's coordination and manipulative ability. ., .ue ......1I1I
DT OA.T
TH T"'.OWlNO IT." CHA - Charisma Is an Index of the character's personal magnetism and persuasiveness. SU SUIIICOAT
•• .00.... IIANG END - Endurance is a measure of the amount of physIcal stress to whIch the character ICO CLOAK 0" iliON
C. CI.TIII can be SUbjected.
K" K .. UCK .... OUSTf. AGL - Aglllty Is an Index of the character's ability to maneuver the entire body.
WH WHIf' WEAPONS
NT ..aT LED - Leadership Is an Index of the character's ability to command the respect of
eo .O...A' subordinates, motivate others, and boost morale. A AoA"'ANTIT.
.... "A."AN • .1II0N ••
LCK - Luck Isan Index of the character's relationship with the forces that control that C eO"'t;1I
"A ..... fllIO character's fate. The first two digits are the actual LCK, and the third Is the o o ..... A~CUS STfl:L
CT c.A ... TIIIO"
.T .A"'U'TA number of times this characteristic can be tested without incurring the "wrath I: (LfeT.UM
.... ....TT.IIINO IIA ... of the gods. I t " "'LIN'
CU CATA"VLT C; GOLD
.A ... ANGO...... PSV - Psionic Ability Is an Index of the character's ability to channel and use psionic ... M.aO.N.O "000
ON ONAO• • powers. I 'iliON
M •• III .... ALO I lAD.
WPN - Weapon Is an Indication of the weapon commonly carried and most likely to III 'UIIS.O
T. TII •• UCHfT
be used In combat. Abbreviations are explained on a followIng table.
UNIVERSAL COM.AT STATISTICS
GAME STATISTICS VARY CONSIDERA.LY WITH EACH GAME IVITEM, AND THE MOST SENSITIVE
OF THESE STATISTICS ARE THOSI: USED TO RESOLVE COM.AT. RATHER THAN COMPLETE LV IGHORE
THIS VITAL AREA, AS MANV OTHERS DO, WE HAVE PROVIDED TWO STATISTICS TO PERMIT YOU TO
ADJUST THE ONE CLOSEST TO THE SVSTEM YOU UK. RE"ER TO THE DE"INITIONS OF ARM AND ACL.
ADD ALL. THE FOL.L.OWING DESCRIPTIVE RATINGS (RATINGS ARE "OUND TO THE L.E" 0" THE
DESCRIPTtoN) TO DETE:RMINE THE: ARMOR TY~ (ARM). MUL.TlltL.V THE: ARMOR TYItE: (ARM) BV THE
RATING O,.THI: CONSTRUCTION MATERIAL. USED TO DETERMINE THE TOTAL. DAMAGE: THE: ITE:M CAN
ABSORB WITHOUT FAIL.URE:. WHEN USING THIS SVSTE:M, ONL.V THE SHIE:LD OR BODV ARMOR WIL.L.
ABSOR. DAMAGE, NOT 80TH.
...•••
ARM o.R ACL
.
•• ,"
DESCRI"IVEIEXAM~L.ES·SHIELDS I:XCLUDEO
BARE HUMANS OR SO,.T·SKINNED HUMANOIDS CArE
MANTL.E
SHAWL
JACK.T
aREECHII'
HOUSIICOAT
.,..".z.••• 1
• ,.•
SCANTY CLOTHING
FUL.L. SILK, WOVEN CLOTH, OR L.INEN CL.OTHING
BASIC LAYERI:D CL.OTHING OR "UIII
SUIIICOA'"
JAPaN
SHIFT
UNOI.S
BRA
COWL
....,..3. 1
•• •••
ADEQUATE L.IGHT L.EATHER TUNIC OR HEAVY FELT
BODY CORSEL.ET OR WAR CL.OAK
AVERAGE HEAVV LEATHER TUNIC
JERKIN
CL.OAK
FOOTGEAR
...••• 3
3
•• ••
7
7
LEATHER JACK
PROTECTI:D ItADDED L.EATHER OR L.EATHER JACK + 1
COAT OF DEFENSE:
ARMORED STUDDED L.EATHER OR BRIGANTINE
••• •• •• SCALE MAIL TUNIC
....7.•••••• 7
•• ••
3
THOROUGH COAT OF MAIL.
CHAINMAIL TUNIC OR COAT OF MAIL. + 1
EXTENSIVE PARTIAL BRONZE PLATE OR BRONZE PLATEMAIL
LAMELLOR TUNIC OR BANDED MAIL
......••••••
.n 7
•• ••
3 COMPLETE ADVANCED SEALED BODY ARMOR COAT
PARTIAL IRON PLATE OR IRON PLATEMAIL.
~
,..
IRON PLATEMAIL. + 1 .:
• 1 PARTIAL DAMASCUS PL.ATE OR STEEL. PLATE MAIL
11.
,.• •
11
1
·1
ADVANCED SEALED BODY SUIT OR 'ULL GOL.D, COPPER, OR JADE PL.ATE~
FUL.L. BRONZE, SILVER, OR ELECTRUM PLATE
FUL.L. PLATINUM PLATE OR IRON PL.ATEMAIL. +5
I
.
12.
13.
12
13 ..
·z 'ULL IRON ItLATE OR FUL.L ELI:CTRUM PLATE"2
"UL.L DAMASCUS ItL.ATE
...".
150
170
"n
II
17
~
..••
.
·7
P"ULL. MITHRIL. PLATE
FUL.L. ADAMANTITE PLATE
"0
". ••
11
11 •• . --:
----=-
'00 ·1' POWERED ARMOR SUIT TECH :::;---
PttIMlt,C . .1we:Chert
~§ 10. 1 1 1 1 1
•
2
••
2 3 •7 5
, ,.,. •
5 I I
• I
~§
• • , ,.. ,.
208 2 2 3 3 5 7 I 11 11 12 12
308 3 7 I 10 11 12 13 15 11 17 11
1020
100
1
1
1
2
1 2 3
11·11
'·5 I·'
2t.3t
'·10
JI.5O
11·13 11·17 11
14·10 "
I1·M M·.
20 20 20
100
3·5 1·10 "·27 51·12 tJ·73 7.·13
"
31 FIRST FANTASVCAMPAIGN . . 57.98
46 WILDERLANDS HEX SHEETS. 53.00
66 SEA S' E.EOS &0 WAVE RIDERS. 56.50
68 WAR CRV . . . . . . . . . . • . . 54.00 A~PROVEO FDA USE WITH ORACONQUEST tm
69 '-LOlILLA ONE. . . 55.00
96 T REASURV OF ARCHAIC NAMES. $.4.95 '90 MAGEB'l.l1) auf'S I 110.00
104 CASTLf BOOK II . . . . . . • . . . . . .... 53.00 900 HEROf S .~ND VILLA-INS 57.00
240 THE FANTASV CARTOGRAPHERS FIELD BOOK S3.98 930 STAR SILVER I REK · $7.00
360 LASER TANK . • . . . . . . . . . . . . $1.50
410 THE ASTROGATORS CHART BOOK $J.98
440 TEMPLE BOOK I. . . . . . . . . .. . S3.00
530 RAVENSCRAG . . . . . • . . • . • • . . $10.00 APPROVE.O FOR USE. WITH TRAVELLER tm
550 FIELD GUIDE TO ENCOUNTERS.. . .... $12.00
680 TOWER OF INDOMITABLE CIRCUMSTANCE. $4.98 1~ TRAVELLER REFEREE SCREEN . . · $2.50
ti90 MASTERS OF MIND. . . . . 17.98 18 TRAVELLER LOG BOOK . . . . • 13.50
700 RESTORMEL . . . . .9 STARSHIP & SPACECRAFT FOR TRAVELLER. · S5.50
IS." 1050 DRA'K'NE STATION. • ,4.95
790 F'DECH FO'S TO..,e• • . . . $2.00 lJQ TANCI:tEO. . . . .'" .. · $5.9'
'00 GLORV HOLE DWARVEN MINE. 13.98 340 LEV c.+ CTOR . .14.98
810 FANTASTIC PERSONALITIES 15.98 350 DAfll"AN •. )N auEEN . · ,3.50
• 20 HEROIC EXPEDITIONS . . . . . 53.98 4S0 50 srI,·, flASt:..S • ,5.9'
910 CORSAIRS OF TALIBAR. . • . . 14.98 4"0 '.: ".'/'. leOF-lf T ClEA<.HES. · ,4.98
990 BOOK OF TREASURE MAPS III 56.98 'JOO U'/: ' THE. SINGING SlAR. ,11.911
1010 SHIELD MAIDENS OF SEA RUNE. ~'O NI.>. ./1\ rQRS Sl ARCHAFH5 . . • S4.911
$5.98
1030 PIRATES OF HAGROST . $4.98
1040 WONDROUS WEAPONS . 15.98
1090 WITCHES COURT MARSHES 56.98
1100CAVES & CAVERNS 13.911 APPROVED 1"0" USE. WITH AUNEQUEST GATEWAY t,"
1130 DRUIDS OF DOOM . $4.98
107 BROKEN TREE INN. . .... · ,4.00
116 T'-1( HELLPITSQF NIGHTfANC. · ,3.00
170 RUNEQUEST SHIELD . . . .12.50
NEW BOXED GAMES FROM JUDGES GUILD 220 LEGENDARV DUCK TOWER · ,'J.9'
310 CITY OF LEI TABOR. · 11.98
3110 DUCK POND ... 15.98
1110 IMPER IAL INFANTRV SQUAD. U5.00
1120 CITV STATE WARFARE . . . . U5.OO
AP~ROVEO FOA USE WITH CHIVAt.qV 10 SORCERY tm
APPROVED FOR USE WITH AOIoD tm
250 C & S SHIELD . . S3.00
117 CHARACTER CODEX. · S4.50
8. DARK TOWER. .55.50
109 OPERATION OGRE . . .53.25 AP~ROVED FOR USE WITH TUNNELS 10 TROLLS tm
)]4 MALTESE CLuE . . . , . · $4.00
)]7 TEMPLE OF RA ACCURSED BY SET .12.00 400 THF TOUGHEST DUN(1£I)N IN THE WORLD . . . . . • 4.00
124 ESCAPe FROM ASTIGAR'S LAIR .52.00
190 THE TREASURE vAULTS OF LINDOR.\\N. .54.00
210 INFERNO . . . . . . • . . . . .55.98 APPROVED FOR USE WITH SUPERHERO lO .... tm
260 PORTALS OF TORSH . . · sJ.98
460 BOOK OF RUINS . .14.00 430 HAZARD . . . . . . . $2.00
560 PORTALS OF IRONTOOTH .53.98
APPROVED FOR USE WITH
EMPIRE OF THE. PETAL THRONE tm
AP~ROVED '-OR USE. WITH DI.D tm
540 NIGHTMARE MAZE OF JIGRESH . . . . $2.00
2 DUNGEON TAC CARDS .13.95
14 READY REF BOOK. .12.99
21 TEGEL MANOR . .14.50
21 JUDGES SHIELD . PEGASUS
· 11.9' 53.00 Rer Issue
34 MOORON . • . . • , . . . . . . .•• .13.50
J6 CHARACTER CHRONICLE CARDS. · 11.98
47 CAMPAIGN HEXAGON SYSTEM . . . .12.50
48 W~LDERLl\NDS or HIGH FA'NTASV THE DUNGEONEER JOURNAL
.18.50 Back. I~~ues Available
52 THIEVES or BADABASKOR .13.00 52. ,per ISsue
55 GENCON IX DUNGEON · 13.50
5. VILLAGE BOOK I . . · 52.15
60 CAST L[ h-JOK I . . . . · 12.7~ THE JUDGES GUILD JOURNAL
6' ISLAND .... l)OK I . . . . . . . . . . .. . .. · $2.7!» B.Ck Issues AvaU.ble
62 ClTV STATE OF THE INVINCIBLE OVERLORD $8.00 12.80 per Issue
63 CITADEL OF FIRE . · 53.00
67 FANTASTIC WILOERLANOS BEVONDE . · s8.00
71 FRONT n.n FORTS OF KELNORE . .13.00 THE DUNGEONEER
76 DRAG()r~ CROWN . · 11.75 B.ck ISsues Ava".Dle
80 OF SKU_LS AND SCRAPFAGGOT GREEN. .14.50 S 2 .80 pel ISsue
92 WILDEHLANDS OF THE MAGIC REALM. .18.50
• 3 UNOf.Ff THE STORM GIANT'S CASTLE . 13 THE DUNGEQNEER COMPENDIUM OF 1·6 12.50
.13.00
• 5 SUf~VIV.'\L OF THE FITTEST . .53.50
10:- (AVlIH.S.OF THRACIA. .16.50 Are these other fine product5
104 VILLA(.~ BOOK II . . . • · $3.00
108 vE PRCJ~H . . . . . .16.500 IVlilable from your De.er?
I I I MI .... ES dF CUSTALCON . . . .13.95
113 BudK Of" TREASURE MAPS If not. ask why Ind hive him contact U5
.IJ.95o
118 S ..·., .q[) OF HOPE . • • . . • . . . 13.00 for full details.
11. TII~':l R OF ULiSSION . . . • . . . . . . . . .13.00
lSO C,.11 • STATE OF THE WORLD EMPEROR 112 .00 Judges Guild, Incorporlled
270 SI'II S OF LlGHTELF , ..•... · S4.95 R. R. 8, 80. 9
300 W1LnERLANr,C; (IF THE FANTASTIC REACHES. · '8.50
320 BClc"'f( or T Qf AS\.'RE MAPS II . · 13.95 1221 N. Sunnyside Roed
420 UNKNOWN GUOS . .16.00 DlCllur, fL. 62522
ROLLING AGAINST
ATTRIBUTES IN AD&D
by Roy Cram
During the past year or50, I have become familiar with BON Range (BON + 206) Average
two role-playing games, Tunnels and Trolls tm from flying 0 2 - 12 7 Easy
Buffalo, Inc.• and Metagaming's Fantasy Trip, both of which 1 3 - 13 8
use rolls against various character attributes to determine the 2 4 -14 9
outcome of various player choices and actions. Such a 4 6 -16 11 Average
method possesses many merits; it not only gives a whole new 6 8 -18 13
dimension of meaning and significance to a character's pre- 8 10 - 20 15 Hard
detennined capabilities but it also allows a much greater 10 12 - 22 17
flexibility and realistic variety in game situations. Therefore, 12 14 - 24 19 Terrible
I have developed a simple but useful system for using rolls 14 16 - 26 21 Murder
against character attributes which allows Judges playing the 16 18 - 2B 23
AD&D 1m rules to take full advantage of these benefits. 18 20 -30 25 Impossible
Different tasks require different attributes and can 20 22 -32 27
vary considerably in complexity and the amount of effort
required to carry them to successful completion. To reflect and so on, ad absurdem
this, the Judge must assign a Base Difficulty Number to each
task to be attempted. This BON may range from zero for Anything above base 16 in difficulty will be impossible
very easy jobs to as high as he feels appropriate for very hard to do without exceptional Strength (18+) or modifiers or the
ones. Once the BON has been assigned, the Judge or the chance of "automatic" success on a roll of two.
player rolls two six-sided dice and adds the resulting dice- Characters should, of course, get a bonus for the ex-
generated total to the BON. This sum is then compared to perience they have laboriously acquired in the school of hard
the character attribute being challenged or tested. If the sum knocks. Thus, I let players subtract one from the dice roll
is less than or equal to the trait in question, the player's for every three levels of experience they have attained. If the
effort succeeded. If, however, the BON plus the dice roll attribute being tested is a prime requisite for the character's
total is greater than the character's attribute, the attempt class, however (Le. Dexterity for Thieves, Intelligence for
failed. Magic Users, etc.). I let them subtract one for every two
For example, say Grimblade the Fighter, with a levels of experience. Finally, in cases where a learned skill is
Strength of 16 wants to force open a locked door. The Judge involved or a natural ability is being tested, a subtraction
has given this particular well-built portal a BON of 7. Grim- of one for each level is permitted, such as when Thieves
blade's player rolls 206 and gets a total of 9 on the dice. apply their professional skills or Elves search for secret
Nine plus seven equals sixteen; Grimblade succeeds in doors.
opening the door but just barely. If he had rolled a ten or For example, Rog Rogish, a sixth level Thief, could
greater on his dice, all he would have for his effort would subtract two from a roll against his Intelligence but gets to
be a sore shoulder. Now, Zarska the Magic User, with a take three from tests of his Dexterity, but Zarska. our sinis-
Strength of 10, would need a roll of two or three on the dice ter sixth level Magic User, would do just the opposite.
to open this door and would, doubtless, find the job a lot However, if Rag was trying to disarm a trap, he could
tougher than would his more heavily-muscled comrade. deduct a whopping six points from his roll, whereas Zarska
To retain, in all such situations, the ever-present would still be stuck with his measly bonus of two.
chance of success or failure due to blind fate or dumb luck, In AD&D tm, Strength refers to a character's muscle,
I use the following conventions: a roll of snake eyes (double endurance, and stamina. Rolls against Strength are useful
ones) always meets with some kind of success, however when a character has to open a locked or jammed door, bend
limited, and a roll of box cars (double sixes) is always ac- iron bars, lift gates, break chains, push, pick up, pull, carry,
companied by some degree of failure, total or partial, at the or move something heavy, climb up ropes, walls, or cliffs,
Judge's discretion. These "automatic" failures and successes hang on to such things as ledges or falling comrades, and
always occur regardless of modifiers or other influencing wrestle Trolls or Alligators. For Fighters with extraordinary
factors. This element of possible fortune or hazard in any Strength, I use the following table to assign a value to their
given situation helps maintain suspense and keeps the game attribute:
interesting.
To give Judges and players a better idea of how the Strength Number Value Assigned
system works and to assist them in assigning SONs to dif- 18:01 -18:25 19
ferent tasks, here is a chart which gives the range and average 18:26 - 18:50 20
of numbers generated for base difficulties from zero to 18:51 - 1B:75 21
twenty. 1B:76 - 18:00 (191 22
And so on.
Intelligence is a measure of 10, brains, reasoning The method used here allows even dumb characters
prowess, and cleverness and is a measure of the character's like Oenso the Titanic, a Fighter with an Intelligence of 5,
ability to think and solve problems using his wits. As Judge, to spot crude or simple traps but also makes possible the
I often encounter the situation where a character has a insertion of extremely subtle and dangerous mechanisms into
higher 10 than the person running him or her. Rolls against the campaign that may confound even Grimli, the high·level
Intelligence let characters use their brains even if the Gnome.
operator behind them is a trifle handicapped in this depart· Elves and half·Elves have hitherto possessed an ex·
ment! Intelligence is a primary determinant when characters c1usive ability to sense and find secret doors and concealed
are looking for secret or hidden doors or objects, searching portals. Wh iie sensing such things may be exclusive to the
for traps or trying to neutralize them·, solving riddles and Faerie folk and their cousins, finding such things is, to my
problems, deciphering inscriptions, reading maps or arcane way of thinking, more a maner of Intelligence. Here, too,
books, and figuring out the significance of clues or other in- rolls vs. Intelligence modified by experience ought to give
formation and deciding what to do. any thinking creature 8 fair chance to find them. To com-
Dexterity measures a character's hand-to-eye coor- pensate the Elves and half·Elves for the competition,l grant
dination, speed, agility, balance, and precision. It is a major them a bonus of one subtracted from their dice rolls for each
determinant in using all Thief skills (q.v.) and also in any level of experience, and Elves seek hidden doors at two
situation where characters have to dodge, duck, run, jump, BONs (half·Elves at one BON) lower than other races. Thus,
or maneuver adroitly, such as when walking a tightrope. Zarska, the Magic User, would seek a base eight door nor·
Rolls vs. Wisdom are made in questions of power, good mally, while Maia, a half·Elf, would treat it as a base seven,
common sense, and matters of moral judgement. I also use and Elaolar the Elf, would have a base six in difficulty.
it where instinct may be an important factor and to warn Considering bonus modifiers, which one do you think has
players in circumstances where their consciences should be the best chance to find the elusive barrier? The main advan·
their guides to safe~ard their alignments. tage of this system is, as stated previously, that it allows the
Constitution is the overall measure of the state of the Judge to use secret and concealed doors of widely differing
character's health, physical well·being, and toughness. Thus, characteristics and also lets groups that lack Elf or h..f·Elf
it plays a big part in determining how well a person survives companions to seek such things with fair chances of success.
such drastic stresses as shape changes or resurrection, resis- Thief skills appear to be based on the unspoken as·
tance to disease and environmental stresses, the ability to sumption that all locks are equally difficult to pick, and all
recover from wounds and injuries, and the capacity for traps are equally hard to find and disarm. Furthermore, it
dealing with and recovering from the effects of drugs, al- would seem that only magic or Thieves are able to find and
cohol, and poison. deal with such things. Again, the system of rolling against
Chari$rTIa is the attribute challenged whenever a attributes allows all characters a chance to do these things
character's physical attractiveness, persuasiveness, or per- and makes a wide variety of such items of differing types and
sonal magnetism is a factor. Situations involving lies, in- degrees of complexity possible.
timidation, seduction, or leadership are most often involved To find traps, characters must make a roll vs. Intel-
in this case. ligence. In disarming traps and picking locks, rolls vs both
Dexterity and Intelligence are necessary. A character not
only has to be skillful; he has to figure out how, as well.
Thieves, who are trained how and who own and know how
• Neutralizing traps can also require a simultaneous roll to use the tools required, perform one BON below other
against Dexterity as well as 10! classes and get to subtract a bonus of one for each level of
experience. For example, a base six lock for Denso (who is
too stupid to figure it out, anyway) is a mere base five for
Racial Abilities and Acquired Skills Rog Rogish, and he gets the benefit of subtracting one from
his dice roll for each level of experience.
Dwarves and Gnomes have a number of talents as- Regarding racial adjustments for Thieves Isee p. 2B in
cribed to them alone by the manuals, such as determining the Player's Handbook), subtract or add, according to the
the grade or slope of passageways, detecting new construc- situation, a one for each 5% of bonus or penalty as listed
tion, or shifting or sliding walls or rooms, spotting traps in from the character in question's dice roll. For example,
walls, floors, and ceilings, and estimating depth underground. Elves add one to their dice roll when attempting to open
In my opinion, any sapient beings, especially if they have locks, but Owarves subtract two.
had some mining or other subterranean experience, should Thus, we have here the basis for a system which opens
be able to figure things like this out by making rolls against up new vistas of flexibilty and variety for our game and
their Intelligence. To give the little guys a relative advantage makes character attributes vitally important factors in its
here, I let Owarves and Gnomes roll at one BON lower than moment·to-moment play. Judges should find this interesting
other races and also give them a bonus of subtracting one method simple and easy to use in the process of creating
per level of experience from their rolls. In every case, the better and more exciting adventures for their friends and
accuracy of any determinations made should be propor- fellow enthusiasu.
tional to the margin by which the determining character's
roll succeeded or failed.
66 Pegasus
A new game by Millenium Games is entitled Air
Attack. The game includes such things as jet fighter aircraft,
electronic warfare bombers, surface to air missiles, and
military targets which the player must defend. The rules are
on one 8%" x 11%"sheetofpaper.40 counters, a 17" x 22"
map, and a pairof dice are included. The retail price is $7.95.
Pegasus 67
ALL THAT
GLITTERS. • •
This Amulet is usable only by Monks. When worn, it enables This Sword, under the command, "Behead'" will instantly
the Monk to "immerse" himselflherself in a meditative decapitate any creature with a total number of hit die of less
trance, For every level of experience, a Monk can spend 30 than 5. This Sword is +5 against Lawful Evil and ·5 against
Rounds (3 tums) in trance·state. Poison can be neutralized Lawful Good. There are three conditions with which the
if 3 hours are spent in tranc...tate (no damage can be healed user must comply. First, he must find it. That is probebly
during that time). Disease can be cured if 6 hours are spent the most important. Then, he must be Lawful Good. Finally,
in trance-state (no damage will be healed). While within the he must have a Strength of 15 or better.
trance, the Monk will be totally oblivious to his surroun-
dings, though he/she can hear hislher name if it is called out.
The trance can be broken any time the Monk wishes. The Ring of Iron
trance-state can only be attained once a day. By Paul Andrew Denisowski
68 Pegasus
by Paul A. Denisowski
The current genre of swords and (what little justice there was). High- a siege train and/or a regiment of
sorcery gemes are based (however waymen terrorized merchants. putting troops to insure unswerving loyalty to
loosely) upon English history, the an effective stranglehold on trede. As him.
dominating period being from circa trede decreases, prices increase. Supply Suspicion and fear gripped the
500 AD to circa 1500 AD. Though and demand can often spill blood as heart of every mortal. Superstitious
known by 8 variety of names, the most history has shown. Thieves banded into peasants prayed that the evil spirits
accurate is the Dark Ages. guilds, and woe to he who defied or of- would pass them by in favor of some·
The Dark Ages were a time when fended the guild. Organized thievery one more deserving of their attentions.
civilization, culture, and technology became so widespread that armies Those claiming necromantic powers
came to a standstill. Scum and villains (literally) of thieves overran villages. ruled by fear of supernatural retali·
roamed the countryside. Disease and . Government and politics were in ation. Anyone daring to question the
famine killed untold thousands. The chaos. These were the times of city ruler's authority would either end up
Christian faith almost died out, and states and duchies. Megalomaniacal in his dungeon or in a ditch with a
people followed those who delt in the rulers taxed the populace unmercifully Dagger in his back.
dark arts, necromancers. Druidism was and had oppressive laws which were Weapons were hard to get.
at its zenith, human sacrifices and all. enforced by devious means. Needless Chivalry & Sorcery portrays a fairly
The outlook was pretty grim, to say the to say, bloody revolts shattered the accurate view on weapon ownership.
least. weakened structure and left the area Blacksm iths were forbidden to make
Since swords and sorcery games open to enemy invasion. Assassins and them, and strict penalties, even death,
are based upon these times, they should murderers were so easily bought that were imposed upon those caught
reflect these hardships. They don't. the inhabitants of a state might have carrying them. The fear of rebellion
Chivalry & Sorcery tries but falls short. over 50 rulers in a year. Charismatic was greatly lessened when the enemy
When one compares the relative ease leaders fared much better, sometimes had no weapons. Daggers and Short
of obtaining wealth and power in the staying in office several months at a Swords were favorites since they were
games to the harsh realities of these time. easily made and easily concealed. Bow
times, the difference is appalling. Even Warfare between these states wa:: weapons were strangely absent except
those who despise the fantasy-realism even more popular. Wars were declared in large armies.
trend and the anti-RuneQuost/Chivalry every day, and, at times, a country had Justice was a widely differing
& Sorcery players can see the problem no idea who its allies and enemies were. subject. Punishment had nothing to do
presented. Plundered castles, towns. and villages with the crime; it was at the whim of
The intelligent Judge can take poured more money into the war cof- the judge that one's fate was decided.
advantage of this, though. Most cam- fers. Mercenaries were hired, siege Arrests and convictions were made on
paigns suffer from an over-abundance trains built, fleets made, and troops circumstantial or no evidence. Bribery
of money. The Dark Ages campaign can paid. Men-at-arms had a zero unem- tipped the scales of justice even more.
solve this. Thieves and bandits, while ployment rate. Local militias could not What is the point of all this? Too
not subtle. are excellent in this regard. compete with elite regiments of highly- many campaigns are 8 joyride for the
Inflation of the cost of goods saps paid troops. players. With hundreds of thousands
money from hapless players, and These military and political af- of GP changing hands every day, the
reduction of treasure gained enhances fairs are certain to affect players. En- challenge is lost. An element of danger,
this effect to the fullest. terprising players can join an army or low but constant, can keep your
Thievery was such a large part of become pawns in a political game. A players on their toes. To aid in incor·
the Dark Ages that there was no prac· tyrant may consider a player's strong· perating these ideas in your campaign,
tical way to bring them all to justice hold a threat to his well being and send a series of tables follow.
l'egaSI\$ ,'l'
Tabl.1 Table III Table V
Cost of Goods Legal Cod. Punishment
(Roll once per week - cumulative) (Roll 1D4times) (Doesn't necessarily reflect on crime)
70 Pegasus
FROM THE
HORSE'S MOUTH
-
PEGASUS Reviews Games
and Game Aids
Villain, and Vigilante, V&V does not have the pon- creatures, natural dillSt.r•• dangerous
Reviewed by Cat Francis derous burden of multi·rulebooks on wildlife, criminals, and so forth taka
which many of the fantasy and space place while the charocter, we "patrol-
Villains and Vigilantes, produced roleplaying games rely _This does place ling," Usually, only one or two of the
by Fanlesy G"",a, Unlimited, is one of more responsibility on the Judge, who players patrol at a time.
the better superhero roleplaying games will be confronted with various ques- Th i, system mean, that the
on the market. The second edition of tions from the players along the lines characters need I means of com-
the game has cleared up a lot of the of "Can I use my stretching powers to municating back to their base, either
minor flaws and frustrations from the make a slingshot of myself by making with wristcoms, walkie talkies, tele-
first edition. The combat system has parts of my body stiff and other parts pathy, or the nearest phone booth,
been made significantly quicker and stretchy?" When these questions occur. which mayor may not be occupied. If
simpler. the Judge must rely on his or her dis- whatever menace the patrollers have
Besides a number of new powers cretion since it is not a problem which discovered is too dangerous for them,
(wings in addition to flight, absorption, can be resolved by referring to the rule- they can call upon the other players,
bionics instead of cybernetics, will· book. who arrive on the double or an hour
power, etc.), the tables of abilities have One thing V&V possesses only later, depending on their means of
been reorganized to allow the player partially are gUidelines for designing transPortation and the crosstown
to pick and choose between powers, veh ieles and special weapons. Again, the traffic.
devices, magic/psionic items. skills, and Judge determ ines the Iim its. The first edition of V&V had the
magic/psionics. Each d"laracter also No guidelines at all are provided players rolling ten-sided dice to deter-
rolls for a weakness, which he or she for designing bases, yet this is some- mine their origins, which ranged from
has the option of discarding at the cost thing every group of players I have en- mutant (ex. the X-Men); supernatural
of discarding a power as well. While countered brings up almost imme- (Dr. Strange); homemade (Hawkeye);
V&V doesn't confer on the player the diately. Some of the groups are govern· accidental scientific (Spiderman, the
designing potential that Champions ment sponsored, which means they not Fantastic Four); designed (Captain
(Hero Games) provides, it does allow only have Federal benediction, but are America); non-powered adventurer (the
for generation of characters which are paid a monthly wage by the govern- Black Widow, Nick Fury); charismatic
both varied and relatively easy to run. ment. One would assume that the involvement (Jimmy Olsen); or extra-
Although an in-depth knowledge government would at least consider terrestrial (the old Captain Marvel,
of the intricacies of comic book lore is building a small base for a group which Howard the Duck)_ This is now deter-
helpful in V&V, it certainly is not has proven itself. A few groups are mined by a chart which determines
necessary to play. Such knowledge may privately sPonsored, but, unfortu- which country the maraeter comes
come in handy when one wants to nately, eccentric millionaires are few from, with a sl ight chance of the
demonstrate to the Judge that there is and far between. character being from another planet,
a precedent for whatever ridiculous ac- Other superheroes make their dimension, or time. The origin affected
tion the character has just performed. living by relyingon bounty hunting and the number and type of powers in the
Still, the only thing truly essential is the the gratitude of rescued people, a shaky first edition, but it no longer has any
spirit of comicdom. the willingness to thing at best. The game provides a for- bearing on the character's powers,
go out and fight for Truth, Justice, and mula for determining the chance of which evens things out considerably.
the American Way. such rewards. Those players who decide The game adapts itself well to the
Because of the structure of the that their characters will go out and get bizarre turns of humor often found
comicbook universe, superhero role- jobs usually find their activities as among wargamers. In games I have en-
playing demands from the player a lot "champions of justice" considerably countered, there hava been intelligent
of willingness to assume the persona of aJrtailed as a result. penguins, talking motorcycles, giant
the character. Shouts of "Halt, vile The game is best suited for a mutated dandelion, with frighteningly
miscreant'" and "Taste my wrath, foul small number of players in order not mobile seeds, slightly confused Druids,
spawn of darkness'" add a lot to the to overburden the Judge. The encoun- and superheroes who, time after time,
general enjoyment of the game. ters with supervillains, extraterrestrial managed to fall over their own two
Pegasus 71 feet. (continued on p. 92J
NEW for APPLE and TRS-80 Computers
CAVES OF DEATH
On a quest - to live or die - you must battle
trolls, dragons and other nasties to answer the
riddle of the PENTAGRAM OF FIRE. But
just when you think you're done, then the
adventure has just started.
Caves of Death is a solitaire computer
adventure like never before. Based upon
Dungeons and Dragons it has:
riddles; magic pools; negotiating with person-
alities; puzzles; spells; graphics; illusions;
battling monster; sounds; and 16 separate
commands.
HOLY GRAIL
Search for the Holy Grail and you have only
12 hours left to find it in this "real language"
adventure. Dozens of verbs and nouns all to
complete your quest.
Fantasystic Software
7905 Rodgers Road, Elkins Park, PA 19117 (215) 635-6294
WE ALSO SELL OTHER COMPANIES' SOFTWARE - SEND $1 FOR CATALOG
Apple. TAS·BO, and Dungeons & Dragons are registered trademarks 01 Apple Computers Inc., Tandy Corp .. and TSR Hobbies respectively.
Kag's Joy
A T& T Mini Dungeon!
by Richard L. Staff
Playtesting: Ted, Ray, and Bill
Note: The running of this scenario would be greatly facilitated if the Judge had a copy of Tunnel. & Troll. tm, 5th Ed., 1979.
Background: Kag's Castle has been overrun by a large force of Orcs and Half-Orcs. Baron Kag has been forced to flee
with his family and a small band of surviving followers. Unfortunately. the Orcs caught up with him. During the ensuing battle,
all of Kag's family was killed except his daughter, Joy, who was carried away by the Orcs. After slaying the group of Orcs that
was left to mop up, Kag set out after the Orcs and his daughter with a much smaller band of followers. Out of exhaustion, he
stopped for the night to rest his men and himself. Eighteen hours later, Kag and his men are standing before the ruins of
Moorcock. Judge OnIV: The Orcs have forgotten Kag because they think he is dead. The Orcs are proceeding with their plans
for Joy. Playurs' Task: Rescue Joy or die trying. Treasure gained and monsters slain will also earn nominal Victory Points;
however, rescuing Joy earns a chestful of Victory Points.
Languages:
Oreish, Common
dl: 20' x 20' locked double doors. Open when a MU casts a Knock-Knock spell and makes a Ll-SR on IQ or when a charac-
ter successfully picks the lock (a L3·SR on OX).
Ml: 2 Cave Trolls guard the corridor. A small firf? and scattered debris are against the east wall. If given the chance, the bigger
one says, "Go away. Stay. we kilL" The big one can just barely speak Common.
1: 4 Ghouls are against the east wall, standing guard over 2 small lether bags. They will not move to attack the party but
will guard the bags, attacking anyone getting within 10' of them. They are standing so close together that there is no way
to get to the bags without going through them. Characters taking hits from the Ghouls must make a Ll-SR on CN to
avoid paralysis. Ooor is unlocked. Judge Only: Both bags contain a total of 350 GPs. The Ghouls stand in front of a sec-
ret door which can be discovered by an Oh, There It Is spell or by searching (L3 - SR on LK).
Sneaky: MR = 130, 140 + 65, skin armor takes 10 hits, SP = F, Immune to Fire, Take That, You Fiend and energy
beams do %damage; Vorpa/B/ade weapons are neutralized.
a: When a party member steps on Plate a, it drops the panels at •. It also causes the automatic firing system of the re·
peating Crossbows to start firing. Bows fire Bolts at a height of 3'. The entire party must make a L2·SR on LK to avoid
being hit. These Crossbows generate 406 worth of damage if they hit.
3: Room is filled with Giant, Man·Eating Plant. Cabbage will attack party members standing at either the east or west doors
with its whiplike tentacles. Characters attacked by the tentacles must make a Ll·SR on OX to avoid being caught and
drawn into the room, where standard melee rules would apply. Judge Only: Cabbage is susceptible to fire. Any time a
fire or energy attack is made on Cabbage, Cabbage must make a L1·SR on LK to avoid catching fire. Fire does 206
damage each round for 3 rounds. Apply fire damage at the end of each melee round after resolving combat for that
round. If Cabbage is completely burned, the party will find 50 GPs and 1 Gem worth 900 GPs (1 WUI.
Cabbage: MR = 200, 210 + 100, LK = 10, tears up Webs like tissue paper.
4: Small barrack room. Judge Only: The Half-Ore, Ringo, is waving his beringed left hand at 3 Orcs and a Gargoyle, urging
them to attack the party. The silver ring (worth 50 GPI on his left hand has a ST Storing Crystal of ST: 17 mounted on
it. Ringo will try to remain out of the fighting. First, he will cast a Little Feets on Rocky and then a Vorpal Blade (2nd
level) on the Orc weapons. He will use the Crystal's Strength until it is drained dry and then will use his own. He will
only join the melee if forced or if he feels there is an advantageous position from which to strike.
The Orcs are just cannon fodder for Ringo. He always makes them attack first while he stays behind and supports
with magic.
Ringo: MR = 34, *Hand·and·a·Half Sword 50, armor take,8 hits, SP = N, ST: 24, 10: 14, Spells: Take That, You
Fiend, Vorpal Blade, Little Feets.
Each Orc: MR = 17, Broadsword 3D + 4, armor takes 6 hits, SP = N.
Rocky: MR = 60, 70 + 3D, skin takes 11 hits, SP = SIN; weapons must make a Ll . SR on LK to avoid breaking:
Swords' LK = 12, Hafted Weapons' LK . 15.
5: Ringo's bedchamber. This room is accessed by the west, south, and north secret doors. As with all secret doors, they can
be discovered by an Oh, There It Isspell or by searching (L3·SR on LK). There is an iron-banded wooden chest (I' x 2'
x I') under Ringo's bed. The treasure is in the chest: 700 GP, 2 Gems (each 1 WU) worth 750 GP each, and a history
book about the Orc race worth 50 GP (50 WU).
6: 4 Gorillas squat on all fours in the center of the room. They will attack anyone who dares to enter the room. They move
very quickly, so, if a character has stepped into the room, he won't make it out before the Gorillas jump him. The room
itself is an old guardroom, empty of furniture and holding only some overturned racks for holding weapons and armor.
There is onlya broken chest in the northwest corner of the room. Judge Only: If the party takes 1 turn (10mr) to search
through the debris on the floor in that corner, they will find 50 GPs scattered about. There is a Target Shield near the
overturned racks.
7: An old barrack room. The east and west walls each have 3 niches cut into them for beds. Rotten hangings cover the
niches. Judge Only: A L1·SR on LK allows a character to notice that each niche holds a body. Zombies will all move to
attack if they are attacked in any way. They will pursue into Room 8 or Corridor B but not beyond that. They are also
activated when Howard the Duck is freed; they will attempt to block the party's return passage through Room 7. There
are 6 Zombies.
Pegasus 75
Zl: MR = 34, 40 + 17, Leather armor takes 6 hits, SP = N.
Z2: MR = 23, 3D + 11, Leather armor takes 6 hits, SP = N.
Z3: MR = 30, 40 + 15, Leather armor takes 6 hits, SP = N.
Z4: MR = 31,40 + 15, Leather armor takes 6 hits, SP = N.
Z5: MR = 32, 40 + 16, Leather armor takes 6 hits, SP = N.
Z6: MR = 33, 40 + 16, Leather armor takes 6 hits, SP = N.
8: Prison Room. Howard the Duck is shackled, gagged, and chained to the east wall. Upon seeing the party, he mumbles
vigorously through the gag; it appears that he wants to be set free. Judge Only: The keys to the locks on the shackles
and chains holding Howard hang from a peg on the west wall directly across from Howard, If the party sets Howard. free,
they get 46 VP. If they kill him, they lose 5 VP. When freed, Howard asks for either a Sword or a Dagger and a Shield.
If he is given the requested items, he will join the party; he will also blurt out that Kag's daughter is slated for sacrifice
to the Snail·God sometime this day, and he knows where the temple room is. He also knows about the secret door in the
southwest corner but not about Room 9.
H: Duck Rogue, Level 5; Combat adds: +10; speaks Duck, Common, Orc. ST: 17, 10: 14, LK: 15, CN: 17, OX: 14, CH
09; SP = F. Spells: Take That, You Fiend, Oh-Go-AwllY, Vorpal Blade, Omni-Eye, Web.
9: A chill, bare room, empty· except for three, heavy bronze coffins bound with iron. Two are against the north wall, and
one is against the west wall. Two Human males stand against the north wall, and one Human male stands against the
west wall. J~ Only: These three Vampires will proceed to close with the party. When any Vampire's MR drops below
10, it will change to a bat and attempt to flyaway. If a Vampire is caught in a Web, it will change to mist. Only a Take
ThIIt, You Fiend can hit a Vampire in bat or mist form. Vampires can only be killed by sunlight or a stake through the
heart but are out of the game if MR is reduced to zero. If a Vampire manages to escape with any MR points, it will be
restored to its full MR poinu four turns later and can join in future monster attacks on the party.
*The treasure is on the wooden table in the center of the room. It consists of 600 GP and an esoteric book on the
nature of the world which is worth 50 GP (50 WUs).
b: This plate releases a set of swinging and whirling blades. Characters on plate must make a L1 SR on LK to avoid being
hit. The blades do 606 worth of damage if they hit. This trap automatically resets itself after 10mr.
Public Fountain: There are park benches on the north, west, and south sides of the fountain. At the northwest and southeast
corners are trash receptacles. At its northeast and southwest corners are evergreen bushes. There is a female nymph splashing
and playing in the water of the fountain. It takes an appropriate L3SR to do anything with or to her. Web doesn't affect her.
Jayne: MR = 40,50 + 24,10: 15, CH: 14, Speaks Common. -5 Vi's for killing her.
When she notices the party, she will speak thus: "Come, drink from my fountain. There is a good chance of a boon, and
only a small chance of a bane, but to drink from it twice means death." If a character drinks just once, do the following:
1 = ST 4 = CN
2= 10 5 = OX
3 = LK 6 = CH
VP adjustment = (+ for boon or - for bane) x (points rolled). Any character who drinks a second time, keels over and
dies. Jayne cannot live out of water for more than 5 mr.
10: Barrack for Orcs. Crudely built bunks piled with sleeping skins line the west wall. There is clutter around the bunks, but
the rest of the room is clean. Regardless of the door by which they enter, the party faces a band of 4 Orcs and one Half-
Orc.
76 Pegasus
11: Latrine. The room is obviously being used by the Orcs on a daily basis. Judge Only: Here is stored the Orcs' treasure in
the pits. well covered. Those characters that dig up the treasure temporarilv lose 5 points from CH (until they can wash
thoroughly), but the party will get VPS for loot taken. The treasure chest contains 1,950 GP, a Ruby·tipped wand (5
WUs, acts like a Laser gun, does 406 damage, costs MU 1 ST point to activate, and is burned out after 12 uses), one
Ruby and Opal bracelet worth 1,450 GP, 3 Emeralds worth 300 GP each, and two Potions of Swordsmanship that, when
swallowed, give the drinking characrer an extra die of damage when a Sword is used in combat. Note: Each gem weighs
1 WU, and the bracelet is 2 WUs.
12: Another barrack room for Orcs. Rough, crude furnishings made of massive wood are contained in this room. Judge
Only: When fighting occurs in Rooms 10 or 15, roll 1010 every 2 melee rounds; the 5 Half·Orcs are alerted on a roll of
1 or 2;they will join in the fighting on the next melee round. Whatever happens, they automatically join in on the 10th
mr.
Half·Orc No.1; MR - 35, Morningstar 50, armor takes S hits, Adds: + 17.
Half·Orc No.2: MR - 33, War Hammer 50 + 1, armor takes 7 hits, Adds: +16.
Half·Orc No.3; MR = 34, Heavy Flail 40 + 4, armor takes 6 hits, Adds: +17.
Half·Orc No.4: MR - 39, Heavy Flail 40 + 4, no armor, Adds: +19, SP = N.
Half·Orc No.5: MR = 39, +Great Sword 60, no armor, Adds: +19, SP = N.
13: Another barrack room. The furniture is better made and more expensive-looking than that in Room 12.
Heb is playing a solo game of Monllanl Monllonl He has time to get hold of the Great Sword standing next to him. If
outnumbered 3 to 1 or worse, he will spill the beans about the secret doors in Rooms 12 and 13 (if given the chance).
14; Storage room for loot, including non·perishable foods and several kegs of good beer and ale. There is also a tapestry
depicting a scene from the Oragon Kill War of a Oragon heroically coming to the aid of a group of Oragonewts fighting
off a band of Human warriors (see AD&O Judge's Shield) and worth 3,000 GP (300 WUs). There is also a ST Storing
Crystal with a current ST of 16.
15; Temple Room of the Snail·God. The 30' wide double doors swing inward. The 15' wide central aisle leads to the large,
obsidian altar at the south end of the room. There are regular lines of low benches to either side of the aisle. The ceiling
arches 100' above and is lost in shadows. There is a large bas·relief above and behind the altar on the south wall; it
depicts the Snail·God. Judge Only: A Salrog stands at M2. Orc No.1 and Orc No.2 stand before the altar as guards.
Basher is preparing to use his War Hammer on Kag's daughter, Joy; he stands at the East end of the altar. Orc No.3
stands behind Basher.
Smokey; MR = llS, Flaming Flail 50 + 4, Combat adds: +59, SP = F, 120 + 59, Flaming Sword 70 + 3, ST: 29, LK:
10, OX; 54. Smokey has the option in combat to use one of his weapons to "soak off" part of an attacking group and
to use the other weapon for one-on-one combat with a selected party member; he will do sol Flaming Salr09Il Skin
armor takes 10 hits. Split combat adds: +29. He is immune to fire and Take That, You Fiend, and energy beams do 1(,
damage. VorpalBladed weapons are neutralized.
Joy; ST; OB, 10: 09, LK; 05, CH: 10, OX; 11, CH: 15, Adds: ·5. She lies, naked and bound, on the altar. Gaining pos-
session of a living Joy earns the party 580 VPs.
Sasher will cast a L2 VorpalBlade on Orc No. l's Sword, and a Little Feets on Orc No.2 and then will join them
in helping Smokey. Orc No. 3 will run to the SE door to release Oragon·Snail; if necessary, Orc No.3 will die holding the
door open. If Smokey is killed, Sasher will go crazy, spin around, and cast a Take That, You Fiend at Joy.
Pegasus 77
c: This isn't a plate at all. A reinforced Mirage spell hides a 10' deep spiked pit. If a hand or other body part is placed in the
Mirage, it feels cold but is not destroyed. It can be detected magically but can only be dispelled by a Dis-Spell spell.
However, if the party members don't catch on, party members in the lead will fall in. Falling in will result in 406 points
of damage. The screams and splattering blood of the unfortunate party members who fall in destroy the Mirage of a solid
floor. The two catwalks over the spikes are then revealed.
16: Pen room for Dragon-Snail. (Drag is a stand-in for the Snail God.) There is considerable trash on the floor (mostly
Human and animal body parts), but there is not enough to impede progress. Judge Only: Drag appears invincible; he
shows no damage until dead. In a melee, its two heads can dart rapidly in and out at an individual party member, so
combat is resolved as a one-on-one to see if Drag gets through a character's parrying moves. Other party members can
make unopposed attacks on Drag. Drag is not affected by Web.
Drag: MR - 58,60 + 29, skin armor takes 14 hits (Take That, You Fiendfenergy beams do Y, damage), SP = S (however,
it can move SO'lmelee round). Spell: Glue-You, ST: 19.
When the party either takes a rest or enters the Public Fountain area, roil one six-sided die (106). Roil 106 every 30
minutes of rest; a roll of 1 activates 0 squad. Roil 106 when party enters fountain area. On a 1, the Orcs attack immediately.
On a 2, they wait at C, and on a 3, they wait on the catwalk over trap c. On a 4 ·6, nothing happens. It is a 6·0rc squad.
Lt. Mez: MR = 22, Broadsword 3D + 4, armor takes 7 hits, SP = N, ST: 15, IQ: 10, Spell: Take That, You Fiend (will
cast it at a party member).
Victory Points
Sum 1: Total GP value of all treasure "taken" and then divide by 100; this gives VPs for treasure in the possession of the party
at the end of the game.
Sum 2: Total MR value of all monsters reduced to 0 MR and then divide by 10; this gives VPs for monsters slain or removed
from the game.
Add Sum 1, Sum 2, and special VPS earned according to Dungeon Key text; this result yields the overall game VPs.
Monsten
78 Pegasus
10: Sgt. Hagen: 38 15: Smokey: 118 Ore Squad: Lt. Mel: 22
Ore No. 1: 18 Basher: 46 OSLST:15
Ore NO.2: 18 Half-Ore ST: 24 Ore No.1: 16
Ore No.3: 18 Ore No.1: 22 Ore No.2: 16
Ore No. 4: 18 Ore No.2: 22 Ore No.3: 16
Ore NO.3: 22 Ore No.4: 16
12: Half-Ore No.1: 35 Joy:CN:l0 Ore No.5: 16
Half-Ore No.2: 33
Half-Ore No.3: 34 16: Drag: 58
Half-Ore No.4: 39 ST: 19
Half-Ore No.5: 39
10 12 M2
11
.,~"."
1
.. 15
80 Pellasus
by Gerry Mat son
As many piaye... of the GDW science fiction game, 10 Development·
Tr.¥.lIe, tm. have foond, you either have to enter a service 11 Carou.ing Book Five
of some kind for training and money or become a poor, un· 12 Blade Combat Book One
skilled wanderer on a planet, without a ship or a job. Fol· 13 Vehicle Book Four
lowing is described an alternative to entering a service in 14 Survival Book Four
TrIV.II.r 1m. 15 Development·
Rolling up characters is still done in four year "terms," 16 Steward Book One
but each player rolls on a chart to see how many skills he or 17 Liaison Book Five
she gets per term (this roll is made each term). A player also 18 Recruiting Book Four
gets a roll on a money table once per term with certain
bonuses, based on skills. The skills and money show what a • Roll on Development Table
player learns and earns working, travelling, and training on
his or her homeworld. A player can start rolling here at age
14 if he plans to use these charts for rolling up his entire
character, or he can roll up a term or more here any time
from age 18 fo 70 after quitting another service. A player
cannot join any other service after rolling up part of his or
her character on these charts unless the service to be entered
is Rogues, Pirates, or Other (ellu this must be at age 300'
earlier). This system also allows the character to gain a wider
range of skills and some cash and still not have to worry
about having the character die while he is being rolled up.
Tabla 4: Monay
(Roll Once per Tenn)
ft
T
G
A
DI~I SITS
_~
a
EM 2 \ZtT
R F IC I GAMESCIENCE is proud to offer to you our first in a series Of~IMITEO EOITf: COLLECTORS'
DICE SETS. Each of these special collectors' series dtce sets comes with a certificate that guarantees
its authenticity and provides the date purchased as wet! as its limited edition number to prove that it
is an authentic COLLECTORS' EDITION SET. These sixi'iece sets are inked. They are each guaran·
I R teed to have a drtferent pattern of design; no two sets are identicalt The first of these limited edition
E S sets contains combinations of the colors orange and black with special, white permanent inking. These
sets are sure to increase in value as the remaining sets are released. Order now to insure that you are
i
N T
$ 7.D D
the first to own one of these sets. Only 5000 sets of each combination will be made. If your order for
one of these sets comes to us after the first series has been sold, we will inform you that you will
receive one of the next series.
To the Editor, Dear Sirs,
I have just been reading P_, No.8. I found it to I have recently bought your product, The City Shla
be an improvement over all previous magazines. The cover of the World Emperor. tthink that it is the best geming aid
was a pleasant surprise from the usual light blue, green, and you have yet published. However,l was unable to find listed
yellow. I really enjoyed "Murder at the Ruptured Troll" and any place the population of the city. Could you please mail
(surprise I It was therel) the conclusion of "To the 8east." to me in the enclosed SASE the "official" population of the
The guide to copyrighting is also very good. The area des- City State of the World Emperor? Also, could you send me
cribed in the intallment was very well done; probably second a current catalog of your products?
only to the 4 adventures in Peg..us No.7. The only problem
was the lack of a name. I thank you for ending the "Vile Thank You;
File," but perhaps the new section, "Crimson Swords," is as Ron Young
bad. I also have one problem that you could solve. I would
like to order some Judges Guild products, but how do I pay Dear Ron,
you in American Dollars? What exchange rate do you use?
Or what? Glad you liked City State of the World Emperor so
well. I am very proud to have worked on that product and
Sach Killam glad so many people ha"" enjoyed it. The number of mus-
terable men living in the City State is around 6,000. The
DearSach, actual population is around 18,000. I will, of course, put
your name and address on our mailing list so that you can
I am ""ry happy that you enjoyed Pegasus NO.8. The receive our 80-page catalog_ Dn our catalog policy, you will
name of the Campaign Installment for that issue ....s notice that, if you send us a dollar, we send the catalog first
"Threat in the North" by Reynolds C_ Jones. The co""r for class. If you just write in, we send them out at bulk rate, and
the installment, through some error in the layout depart- that sometimes can take 2 or 3 months because we need to
ment, appeared on page 72. Sorry about that. Your question have a certain number of inquiries to send that bulk mailing
about finding out the current exchange rate is one that is out.
asked quite often, so I'll be glad to answer it for you. The
exchange rate often changes daily, so get your order to- Mark
gether and find out how many U.S. dollars you are going to
need by going to your local bank. They will know the cur-
rent exchange rate, and you can get a money order to send
with your order. Thanks for your letter and Good Gamingl
Mark
84 'Pegasus
I J " '/:
CONVENTION \ .
o [
M
P
E
N
D
I
U
M
The Convention Compendium is a free listing of Science Fiction, Fantasy, and Gaming Conventions. Convention planners are
invited to send us the in[annanoll on your Conventions so we can print it for you here. Write to: Convention Compendium,
c/o Judges Guild, Inc., R. R. 8, Box 9,1221 N. Sunnyside Road, Decalur, lL. 62522, or Call: (2Il) 422-1930.
Pt'llaS\lS 85
MAKE YOUR CITIES
COME ALIVE
by Daniel J. Henley
With most of the adventurers I've Now thin sheets of copper have Or there may be sorne new figure
met, a city was a place to go to cure been used on ships for a long time. to coming on the scene to take it over
your wounds, cash in your treasure, keep the toredo worms from chewing and be another member of the power
and restock your knapsacks for your their way into the bottoms of wooden structure.
next adventure. Outside of a nasty inn- ships. Another bright city person, if There could even be something
keeper. an occasional wandering mon- this town is on the water. may decide more devious. The owner of the copper
ster or some talkative fellow at the to use the copper sheets manufactured mill could get together with the banker
local tavern that lets you know about in the city and build a boatyard that and allow the shipyard owner to set up
the dungeon down the road, cities specializes in putting copper sheathing the new business. But. in doing so. he
were dull places. And since real cities on ships hulls (this wasn't done for would have to mortgage everything he
are not dull, there had to be something quite a few years after the Medieval has. And the notes would be held by
wrong with the way we, or our adven- Period of Earth's history, but that the banker and the owner olthe copper
turers, were handling our cities. doesn't have to be so in your world). mill. As soon as his back is financially
. A city, particularly a frontier That gives us three important commer· to the wall, they will foreclose on him.
city, is a very fragile fabric that can be cial figures, all mutually dependent, Of course, the shipyard owner may
torn apart quite easily. And a city is to a less or greater extent. on each have formed an alliance with someone
made up of Human Beings who are other. else. Maybe even a double alliance
trying to gel ahead in their own fields But wait a minute. How did with the banker so that the whole
of endeavor just as the adventurers are these guys get started? They weren't deal falls back on the copper mill
trying to get ahead by using their born rich or they probably woundn't owner. leaving him with his back to
particular skills. There is a power struc- be breaking their backs to get ahead, the wall. And I'm sure that other
ture in a city. built up of alliances. especially in a frontier town. That Judges could think of other circum-
whether the alliances are by formal means a money lender or banker who stances that might undermine the
contracts for business purposes. or a probably owns a piece of all three entire business community.
more informal type based on friend- businesses--a fourth important com- But how could this problem in·
ship or mutual prosperity. But it is mercial figure. valve our stalward adventurers who are
these alliances that form the power Now there are other businesses just riding through to restock their
fabric of the city. in town··the butcher, the baker, the oil and arrows? The owner of the ship·
These different power networks, greengrocer. the carpenter. the mason. yard hears about this band (or happens
being very fragile. are not likely to a few fishermen, if the city is on a river to run across them in one of the
remain static. The city is either growing or coast. These fellows would be much taverns). Since he suspects a plot by
or decaying and any changes are sure too small to have any effect on the big the banker and possibly someone else,
to affect the power fabric. wheels we've been considering. That is. he hires the adventurers to break into
Cities were developed for two unless they unite into a union. or guild. the bank and try to find some evi·
main reasons, defense and trade. As a I consider ten small businesses to be dence that there is a plot. and who the
city became more established. the large enough to form a guild that would banker's partner might be. Besides
trade became more important. So be powerful enough to have a voice in paying the band, they can take any
let's examine the commercial fabric controlling the business decisions of loot that they happen to find, and, as
first. Suppose your city has a number the city. The town might have several long as they are not caught in the
of copper mines in the area. The city such organizations; a Merchant's Guild. bank, the shipyard owner will set up
would then be a great place to develop a Craft Guild, a Fisherman's Guild, an ironclad alibi for them. Of course.
a copper smelting and refining indus- and so on. if they're caught in the bank..C'est la
try. The owner, or owners, of this But what does all this commer· vie!
factory is going to be a pretty powerful cial activity have to do with a town There are many other scenarios
man. since he is the market for the being alive? Remember I said the fabric for adventurers in the business world.
copper mines and employs a number was fragile. Suppose a new business The nice old widowed innkeeper the
. of townspeople. opportunity opens up. Say this town is bank is about to foreclose on. The
Probably someone would soon now large enough to warrant ships manufacturer who is exploiting woo
get the brilliant idea of starting a stopping by frequently. There will men and children in his factory and
drayage company to bring the ore to then be an import and export trade. paying them less than survival wages.
the factory, and the refined copper to If it appears to be profitable, any of The police chief who is picking up
some distribution point. We now have our powerful individuals may want to everyone he Cdn and supplying manu·
at least two powerful men in the control it. Or one or more of the guilds facturers with slave labor for, say,
business community. may want it as a cooperative venture. half what a person's salary should
~(; PqlaslIs
JUST WHEN YOU THOUGHT IT WAS
SAFE TO GO BACK INTO THE DUNGEONS
Grlmtooth'5
a division of Flying Buffalo Inc. Ask fOr our free fantasY and Sf game catalOg
Providing reliable
* BOARD OF DIRECTORS'"' economic
wars!
computer-moderated
service to thousands * NUCLEAR DESTRUCTION"'boom!
of customers world-wide
- since 1970 FLYINCi BUFFALO INC. Ask for our free catalog. or send $5 for
II P.O. BOX 1467 • Dept. lG8 I. the rules to all of the above games.
SOURCE Address TCV448 SCOnSDALE, AZ 85252-1467 Please do not ask to enter any game
Compuserve Address 70030,240 before reading the rules.
be. The honest businessman who is turers. If the Cleric is a high enough that a satellite town is budding up just
being put out of business by pressure level that Odin himself has given the outside its gates, or if such a town al-
from a dishonest guild. And you could Cleric his spells, then Odin will be very ready has a satellite community, the
go on and on. displeased with the adventurers and city fathers may have seen fit to break
But that's only one layer of the may intervene directly with their down the old walls and build a new
fabric of the town. How many places activities-after he has sufficiently one which would include the external
of worship do you have in this town? chastised his own erring Cleric. community, particularly if that com·
The gods used in 0&0 tm are jealous Other ways that our band of munity were starting to cut into the
gods. interested in power over their adventurers might interfere in the reli- profits of the business community
peers. They will heap worldly honors gious power structure of the town still within the town.
on Clerics who give them more power might include stealing the Cleric's There are some changes that
by increasing the number of their religious symbol, stealing a prized would be forced upon a town by ex·
worshippers. In the town, the only religious artifact from the temple, ternal events. Suppose the local copper
way to get a good number of new substitution holy/unholy water for its mines petered out. There would be no
worshippers is to take them from opposite, and maybe even convert the ore for the mill, and unless some other
another order. There is no ecumenism Cleric or one of his more powerful use were made of the mill, the workers
inAD&Dtm. parishioners. would be left unemployed, the owner
Religion with many people is a The third layer of fabric in the would lose his profits, and the mill
matter of economics as well. If the town structure is political. This would si here (and perhaps become
owner of the copper mill is a devout include the Mayor, Aid an inter "dungeon" to adven-
Odinist, and believes in promoting Councilmen, Police Chief, turers ri In e town). Or suppose
only other Odinists, an unusually of any Military or Naval es the own committed suicide in it but
high percentage of his employees are within town, Tax Colle the never found? This event
going to be Odinists. The cult of Odin Representative from t he owner of the shipyard
will be quite strong, at least in that or whatever Noblem ialty (copper sheathing
sector of town. The Guilds, since they on ich the town f ship hulls). He may not
are composed of the conglomeration the litical Ie effected, though, if his
of businessmen, are less likely to also the general shipbuilding had
affected by religious patronage. fabric iciently well·known, and if
Generally, after I locate th may shipping in the area had
pies of the various gods tha e fficiently.
to have power in one external events that could
use the dice to dete town would be a visit from
the chief Cleric in e bleman seeking conscripts
after I have decided s to t,a
levels I want, then er or
centage to determin ugin
population will fa py a
god. sell
Now, uld
day is co e as
of Odin. If tance And
the rese!then
tur
per rem r in
red e if you are gol g to
ace, are that the town
ged since the adven-
~re or less, depending
t at .visit was. An
fljrt of person he
witl\ ' j "-.- - s-and enemies
ward :;1 ~king forward
sequentes. I,), r.lll",d",·C:-"" ay or
trick 6n a P ie . eing
turers wan r i to a '1'~st have an
the power "J Od n is s ng, , ~ and the ad·
be in serious tro ble. If hey I , effect on the
been faithful Ito their own deit s, the I" I
will get#6 !>e1R from that source. If' lr l<\t.,T
howev{{/~.EE~~lY le:Q~t.'\friends h~v":' \. change swell. ew b 'fJ's
hoodwinke;#tVf1 . ely mino/ib~e mUlt open il~ 0"\ ones cia .1"11
(up to . h levell, where his power is ".1 II town iSj~~OS 'i,,~,.it rhust be g ingl
not directly granted by his god, Odin I while \~ it is dedying, people must be
may not be too harsh with the adven- moving out. It may be building so fast
88 Pegasus
rtt 0,
by Glenn Weeks & Mike West
The dining area of the Inn was more like a Priest."
empty except for a very stout and hairy Such a deduction was true, for
man in his early twenties and his com· the big man wore a rather battered
panion, a rather large dog with blue leather tunic, p.ants, and no shoes.
black fur who was busy, at the mo- "Barefoot? Jump in and crush a
ment, playing with a wooden plate. toe? No, I've no escape, and, if he were
The two had just finished their to grapple me ... if those arms didn't.
evening meal. The man leaned back in crush me, those wristlets would tear
his chair, causing it to creak in protest me to ribbons."
at his great weight. There he sat with a This sobering observation was
look of idle boredom on his face; then, true; on each wrist, his opponent wore
with a satisfied smile, he leaned forward a heavy metal band studded with
suddenly, causing the chair to creak spikes.
loudly upon hitting the floor. After "Why must I abuse people?"
reassuring himself that it would still lamented the smaller man. "I should
support him, he leaned over and rum· be eating my supper instead of defen-
maged through his pack on the floor, ding my body against this brute. Well,
pulling out a sturdy wooden box which such is life." Then, out of the corner
he opened to remove a bundle of violet of his eye he saw, "A Wolf? No, not
silk that he promptly unfolded to pure Wolf. Come now, don't let your
reveal an oversized deck of cards. Afte mind wander. Do Wolves always sit on
spreading the silk over the hastily- tables to watch brawls? Since my fists
cleared table, he began to carefully cu alone have little effect, Ishall givethem
and shuffle the cards. After much more power," the newcomer said to
this manipulation, he took the t himself as he carefully took two metal
card, glanced at it, and slapped it do n Objects out of each pocket and gripped
on the table, mumbling to himself. one in each hand.
"Influences: 'Veiled Goddess', "This bravo has quick reflexes,"
keep my intentions and follow my ,e Priest told himself after he had
hunch. I usually do." . th wn the chair at his assailant to no
Then, taki ng the next card and ! I Then, fixing his attention on the
laying it across the the fr t on er, he red to himself,
mused, "Lightningl Well, ge one lOne green
is a catastrophe; isn't every e. looks of a weasel.
He placed the next card abo the shows good breeding.
other two. "My Crown, 'The 50v n of y age, slight build, sure·
Cups.' My achievements will let the save for tables. Yes, he's a
truth be revealed to me; what coul Fighter. Ahal He saw my friend. May-
person want but the real tr hap I'll let him challenge this buftoon;
He then placed the nex few unarmed men could handle his on-
below the others. "My Fou slaught. No, I shall do it." Then he saw
'The Magus: willpower, aequO the pair of knuckle dusters. "Damn'"
fort." he swore under his breath.
The next card was p ::;;:r= ~~ Th ---"BOth men took the next instant
right of the first two. "Behin me, my ~. . E a slight step for-
past:' he ruminated. "The 'Three of - swung with all his might. The
Scepters'." Upon looking at the Three----: wiry man was able to jerk his head aside
of Scepters,' he unconsciously flexed to avoid the hairy one's fist but could
his muscles, causing them to swell not avoid a spike, which tore a ragged
menacingly. "Action for the future, gash in his forehead. The big man
confidence, aggressive, active in priest- didn't even see the fist that hit him; he
hood. Yes, all of those are me. only saw the stars afterward.
Pegasus 89
"Curse of the Gods upon him!" In his hurry to reach the window, momentarily holding them off and
was the first thing the large man was he was only vaguely aware of the dozen drawing blood when one came too
able to clearly think. lor so bewildered peasants that were close. The other was using a short,
"May he be damned by the watching the fight. Thrusting Spear with a large, bronze
Godsl" swore the lean man. "That big "Bloodthirsty cowards," he mut· counter-weight as lightly and surely as
oaf can hurt I" tered to himself. "I wonder where that a master at Quarterstaves, slicing flesh
Once again, they started circling rogue went? I've no desire to be back· here, cracking ribs there. The dog was
each other. Only now, since they were stabbed." running under tables and through
in an untouched section of the Inn, At the window, he took a deep chairs, frustrating many a winged man
they cautiously shoved, kicked, and breath and drew his Scimitar from its who tried to catch him and killing those
tHrew tables and chairs aside. Both men sheath. The blade wasn't out more than he caught alone.
distinctly heard the whine of the Inn· a few seconds when a small creature Suddenly, the big man slipped in
keeper concerning the fate of hi$ Inn. flew through the window to land on the a puddle of blood and fell to the floor.
When the newcomer, stool in hand, floor; it was quickly followed by two With unheard cries of savage glee, many
spun in place and sent the stool off at more. creatures jumped on his prone form.
a tremendous vek»city, the big man They were one-half the size of a Pinned to the ground as he was, his only
ducked instinctively; the projectile man, grayish in color. and having large, recourse was to roll over and OYer wnh
passed by him a few feetto his left and chiropteran wings. Their bodies looked his arms flailing and his feet kicking,
smashed through a window, causing the amazingly human except for the fact crushing with his weight any creature
Innkeeper to yelp in protest. that they had tails and sharp talons in· unlucky enough to have grappled him.
"Ho, the little Demon, destroying stead of hands and feet. The heads on He went through all these movements
some poor country peasant's Inn," their shoulders were a most startling to good effect, leaving a path of broken
thought the Priest. "Poor did I say? combination of various animals with a chairs and smashed bodies in his wake.
With what I paid him for that room... bald pate and no recognizable ears. He lurched to his feet and still wasn't
what shall I break?" He glanced hastily The big man let out a great shout free. One of the creatures was wrapped
around. as he sheared the wings from the first around his left arm, biting his shoulder.
"After I finish off this brute, creature. Heedless of its wounds, it Another was on his back with its talons
mayhap I'll start with that damn sprang for the big man's throat only to sunk deep in his flesh; still another
peasant," thought the smaller man. The have its own torn out by a backhand pulled the big man's Dagger from its
bravo then became very tense as he slash of the Scimitar. The dog attacked sheath and attempted to use the wea-
noted a change in the large man's another creature from behind and pon. A bare foot kicked his hovering
mood. "He's smiling, the idiot! Whatl busied itself with ripping its leathery form in the face, sending the creature
He looked away from mel Just do that flesh. The stout man then jumped across the room and the Dagger with it.
once more, and 1'11- AH'" toward the remaining creature, whose He then grabbed the creature on
The newcomer suddenly sprung gaping mouth screamed in a super-sonic his left arm by its tail and swung it over
in low and fast only to receive a stun- voice no Human ear could hear until his head like a club against the other
ning kick; before he could regain his he was cut in two at the waist. creatures coming at him. The winged
control, he felt himself being lifted up The big man took a quick look man on his back simply hung there; it
and up. In his daze, he was very much out the window and cursed at what he was probably dead, he figured. The
aware of his position, being held up by saw. He then looked around the Inn. winged men were now swarming all
the crotch and neck, staring down at The dazed jester was standing across the over him, and, after the tail of his club
the small Giant's head, feeling the grip room, weapon in hand. He, too, cursed broke, he was unarmed except for his
getting tighter and tighter. Even his last as a winged creature smashed through body, which, he had learned, was the
trick of nature couldn't help him now. a window near him. The peasants fled most dangerous weapon of them all.
The conflict was over, and he had lost. in panic; neither man had a chance to He lashed out with his fists, smashing,
The big man knew he had his at· either join or curse them as winged tearing, and breaking bodies with ease.
tacker helpless, but, "Now what?" he creatures entered the Inn through win- Whatever he hit, fell; whatever he
wondered. "Crush his neck? Break his dows and doors at an alarming rate. grabbed, he crushed. He slew many, but
back? Throw him in the fire? No, not Both men tried to defend their that still wasn't enough. There were
that. Let him go? I wonder, should he wi ndows with good results, but there just too many for him alone unless. ..
die now, like this?" were too many undefended entrances. "l've but one chance," he
A sound familiar as his own voice They cut their way through the scat· thought. Pulling the wings from one of
startled him out of his almost trance- tered, winged men to find themselves the creatures, he roared like an enraged
like state. The dog was in front of the face to face; instinctively, they turned bear and smiled as he felt new strength
broken window, growling, with his and stood back to back. surge through his weary body.
great white fangs bared. The burly Not a moment too soon did the When the big man slipped and
Priest immediately knew that a greater two join forcesl Dozens of winged men rolled, the newcomer found himself
danger approached. He absentmindedly were swarming over them in an instant, suddenly hemmed in from all sides.
dropped the newcomer and grabbed his using talons and teeth to try to bring With a few quick swings, he cut a gap
weapon belt, hitching it up as he ran one of them down. The big man was in the line and was through it in a flash.
to the window. swinging his Scimitar in full arches, He turned and faced his mob of as-
(Continued on p. 93)
90 Pegasus
.-.
~)l
Pegasus l) I
This, as the promotional sheet indicates, is not a book were slight, an occasional typographical error and a sentence
to be read straight through like a novel. It is truly an Ar- never finished, which will doubtless be corrected before the
thurian encyclopedia, a valuable reference tool or enjoyable final print. Even if they are not, they in no way reduce the
book for occasional browsing. One of the extras in this book enjoyment of the book.
that I particularly appreciated was the indusion of bits of
incidental information on the way of life of Arthurian times Writing a review of what is essentially an encydopedia
and the original meanings of words such as "varlet" which is different from reviewing a novel. In this book, there are
have been distorted by later usage. Maps, family trees, and no plots to explain, expound, or explore, no characters need
lists of family and personal ties of the more prominent fleshing out, and no climax exists. It may be reviewed by
characters add to the authentic feel of the book, as do the saying that the book was well and thoroughly researched and
"woodcut" capitals at the beginning of the first entries of written, usefully arranged, and adeptly edited, but that does
each alphabetic section. In addition to people, places, and not do justice to the enjoyable, if somewhat lengthy, ex-
things, the book includes a small bestiary to name specific perience of reading it. I would recommend it to any with
animals associated with the Arthurian legend. The abun- even the slightest interest in the romance of King Arthur,
dant references invite the reader to validate the information and if I, who have only a mild interest in the Arthurian
given for himself, but, at the same time. give one the feeling legends, find this book fascinating, someone who is truly
that such research is unnecessary. interested in the subject will find it absolutely riveting. I
In addition to being a fine reference book for general suggest you go right out and buy the book; use any excuse
purposes, King Arthur's Companion would make an excel- you can manufacture to justify spending the $15.95 to get
lent source book for the more mature gamers. It contains it. If you absolutely cannot afford it, go to your public
many unusual (today) names, magical items, wonderful library and hound them into putting this book on their
weapons, and scenario ideas that could be incorporated into shelves I
a campaign if one were not already playing King Arthur's Excuse me, I have to get back to King Arthur's
Knights. The only problems I found with the proof pages Companion ....
••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••
(Continued from p. 711
The game uses stats generated by down with minutiae. It must be said in
rolling three six-sided dice, with ap- defense of Champions, however, that
The V&V world is one in which propriate modifications for powers. it allows the player to design exactly
JlITles Bond and Doctor Who type Therefore, characters from it can be the sort of character he or she desires.
characters function equally well. The converted to Gamma World (TSRI or The boxed set of Villains and
sources for the Judge may vary from a Dungeons and Dragons (TSR) settings. Vigilantes, which comes with rule-
Crest toothpaste commercial to the Modifications from either of these books, the module, Crisis at Crusader's
movie, "Star Wars." It is a world which games can be easily introduced. If a Citadel. screens for the Judge designed
can encompass the silly to the serious, character has a magic item, the 0&0 for easy reference, dice, and a copy of
the Captain Carrot and the Zoo Crew magic item chart is useful if one dis· a character sheet which is easily dup-
(DC Comics) to Daredevil (Marvel regards potions. licated, retails for twelve dollars. The
Comicsl. Players, when generating charac- rulebook alone retails for six dollars.
One of the joys of the game is the ters, should try to balance each other Besides generating supervillains,
flavor it acquires as it progresses. The out as much as possible. A horde of the Judge will probably want to deter-
group of players slowly win a name and superstrong heroes and heroines isn't mine the appearance of these villains.
reputation. The low·level character who much good if they lack the intell igence The character sheet provides a space for
was rolled into a ball and shot out to to figure out which are the bad guys the artistically inclined to sketch cos-
sea becomes, in later games, the intrepid and which the good guys. tumes. The players will want to do the
superheroine who singlehandedly de· The possibilities for adventures same. The Judge may want to deter-
feats a band of armed robbers. are numerous; the Judge can figure out mine a way of figuring wear and tear
To help Judges who are still encounters in advance of play or use on the players' costumes unless they are
figuring out how to design a city and the provided encou nter chart. The made of unstable molecules. Needless
supervillains, Fantasy Games Unlimited Judge should prepare a map of whal- to say, such cloth will be both expen·
has pUblished four scenarios: Crisis at ever area in which the superheroes are sive and hard for the player-eharacter
Crusader's Citadel, Death Duel with the based. Some Judges may prefer to to find. There are no tables for deter·
Destroyers, The Island of Doctor prepare two maps, one for the players' mining personal appearance; that is up
Apocalypse, and F.O.R.C.E. Crisis at use and a more complete map for the to the discretion of the player or the
Crusader's Citadel is provided free in Judge's own use. Judge.
the boxed set of V&V. All of these The initiative system works bet·
scenarios mesh well with an existing When compared to the other ter than most I have seen since it is
campaign, provide a take..,ff point for leading superhero roleplaying game, based on a ten-sided die roll added to
a beginning game, or just furnish an Champions, Villians and Vigilantes dif· the character's agility, with the highest
opportunitY for a game to while away fers in two major areas. It is a much number going first, the next highest
a rainy afternoon. FGU has also come looser character generation and combat second, and so on. The hit points are
out with Opponents Unlimited, which system than Champions, which allows based on a number of things, including
is a conglomeration of supervillains of for greater freedom in terms of role- the character's weight, agil ity, strength,
varying levels and dangerousness. Each playing. This, in turn, makes it easier and constitution. The hit points in-
of these supplements retails for five to run, campaign-wise, than Cham- crease as the character increases in
dollars. pions, which often tends to get bogged level.
92 Pegasus
If there are a number of super· There is no magic system for the familiarize novice players with the
villains running around with devices, characters who use magic spells. The mechanics ofthe game. Characters from
and the group is not forced by the spells, which are learned one at a time, comic books can be utilized in the
government to tu rn over captured are determined by the player and the game, facilitated by the Marvel Comic
items, the players may become veritable Judge. Each one is fairly powerful, release of the Marvel universe series,
walking heaps of machinery, which can resembling the Doctor Strange comic but, as the game's designers point out,
hamper the game. This tendency can book. "The possibility exists for events in
be combatted by having the villains The game could be pared down your campaign to contradict what you
strip devices from captured or subdued considerably and reduced to only a read in those comics in the future and
heroes whenever the opportunity series of combats if the Judge is unwil- at that point you diverge from their
arises. ling to put in the time that designing a storyline anyway." (P. 2BI
city would require or else just to
THE
CRYSTAL BALL
---~-
.- .~--
Judges Guild welcomes all contributions of copy and art for
the Pegasus. There are certain restrictions that apply: Letters to the
Editor will not be paid for; articles submitted by Game Manufactures
or Designers reviewing their own products will not be paid for;
Rules Variants, Clarification, Scenarios, etc., or Reviews of the
Realm of Savagery pt. 2
products of others will be paid for.
by Jan Bee Landman is the final episode to a fine Artists unfamiliar with the 'fake' color process will find an
science-fiction story which was presented in issue no. 10. excellent article on it, with required charts, in issue 12 of The
Find out what happens to Firmin and his fellow troopers Oungeoneer, available as a back-issue. Black and White Artwork
as they fight off the dreadful Drcons. which we add color to is paid for at Black and White rates. Artwork
may have to be reduced or blown-up to fit our needs. All Art is paid
The Mask of the Faceless Sorcerer for at published sizes. We reserve the right to determine type, size
and style, published size for art, and all other editorial rights. Full
by Paul O'Conner is a shurt scenario for Storm bringer
page size is between 8%" x 11"and 7%" x 9Y2" (full page of copy).
for use with five or six beginning characters with much
Payments less than $2 are not mailed out. We do credit your
emphasis on fighting. Will you be able to m"ke the three account for that amount, though. Special for Guildmembers:
day journey to the dreaded Sorcerer's Isle or will you Guildmembers will be paid at a rate 10% higher than shown on
succumb to the mighty . charts. Special on Judges Guild Products: If payment is made in
products which Judges Guild produces, you get 20% more than
Death Watch shown on chart. Special on Judges Guild Products and Special for
by Mike West is a continuation from a story from Guildmembers combined gives you a rate 32% higher than shown
issue no. 10, the Three of Cups. This time or heroes Tonder on the chart.
and ToPik travel to the brink of death as they face the
mysterious Dark Lord of the Other Side. $10 $8 $7 $6 $5 $4 $3 $2
FRP CR MS T HW
Operation:Pyschopath
by Gary Watkins is a Champions mini adventure. The Fiction CR MS T
superhero Quickbolt has located a killer in a local ware·
house and goes in after him. Seconds later the mutilated Reviews CR MS T
body of Quickbolt is dropped from a second story window.
Just as the police start to enter the building our heroes 'Fake' Color Art" H A F
step in to save the day.
B & W Line Art H A F
Half-toned Photo H A F
Copyrlgf1t 1983 by judges Guild, Inc., R. R. 8, Box 9, 1221 N.
Sunnyside Rd., Decatur, tL. 62522.Prlnted in the U.S.A.; All Rights
Reserved. The Pegasus 15 owned and published Bimonthly by Judges B & W Photo/Art .... H A
Guild, Inc. No Article printed herein Is Offlcal or Approved for use
with any of the rules systems mentioned. Or Color Separations provided
Characters appearing in this magazine are fictional. Any similarity .... Black and White needs to be Half-toned
between them and any actual persons, living or dead, Is purely
coincidental. The views expressed In this magazine are soley those
of the writers and do not reflect the views of Judges Guild, Inc. CR = Camera Ready; MS:c Manuscript; T:: Typed; HW::;: Hand-
written; H "" High Quality or Detail; A so Average Quality or Detail;
upon publication of any advertisement, sole responsibility for any
and att contracts and agreements ell:preSSed or Implied, rests with the F :: Fair Ouality or Detail.
advertizer. JUdges Guild, Inc. assumes no responsibility for any
losses or unfulfilled agreements of any kind. Handwritten Fiction and Reviews and Fair Quality 'other' Black
The following games are copyrighted by their respective manufac- and White Artwork are paid at the rate of $1.00 per page. All Above
turers: Ru nequest by CHAOSlum; The Arduln Grlmolr. by Grlmolre Average Quality FRP, Fiction or Reviews are paid $2.00 more per
Games; Tunnels .. Trolls and Monstersl Monsters! by Flying Buffalo;
Empire of the Pebl Throne and Sup.rhero 2044 by Gamesclence page, depending on presentability, than shown.
Corp; Trayeller and En Garde! by Games Designers' Workshop;
Chivalry and Sorcery, Starshlps and Spacemen, Villains and Vigl·
lantes, and Bunnies and Burrows by Fantasy Games Unlimited;
Top Secret, Dungeons" Dragons, Advanced Dungeons" Dragons.
and Metamorphosis Alphill by Tactical Studies Rules; Adventur.s
In FilIntillsy by Adventure Games, Inc.
Pegasus 94
DID YOU MISS THE
LATEST ISSUE OF THE
~
•
Order Form
Please send me a subscription/resub
scription to the Pegasus for rhe term
indicated below. Enclosed is my check or
money order.
Name _
Address _
City _
New Subscriptions Post.1 Sub- C....rges
p., Subscription ,., V.., State Zir _
I
Iyr 115
sa
2y
3y In Bulk R
USIAPOIFPO
NOM o New Subscription 0 ReSubscription I
lit a.. 00
DOne Vear 0 Two Vear 0 Three Vear
eo....
1yr . . . . . . . . . . • " .
2yr>• . . • . . . . . • • S28
,.0_
wa..
sa.oo
S4.80
3y S3&
For...,.
AI, Mlil . . . . . . 130.00
Surf..:. Mliil. . . . . ".00
In Search of
Kelandor's Gold
ADVENTURE FROM ~u~g£s <&uil~
[t is rumored that the vast treasure of
Ke[andor [ still lies scattered about the once
mighty castle. The present lord. Ke[andor IX
has invited any and all to search for the great
treasure in return for clearing the castle of
the many monsters that have taken up
residence there since the demise of Ke[andor
l.
This exciting new Judges Guild Uni-
versal Play Aid includes 9 levels. [0 maps.
7 new monsters. and over 90 NPC's. all in
an 80 page book. Also included are 9 pre-
genererated adventurers to use if your just
starting out or use your own experienced
characters. This adventure is for a dungeon
party of 5-8 adventurers from leve[s 6-10.
JG 1170 $3.00
3ht~UP1i <S1tt1~
K.R. ~ Bux 4
I ~~ I :-.: Sunnyside Rd.
De.." JIlH.11. 6~5~2 970Q
BULK RATE
U. S. POSTAGE
Jubgt1l ~ui1b PAID
PERMIT "'275
DECATUR. IL.• 2S11
R. R. I, Box I, 1221 N. Sunnyside Road
o-tur.IL. 82522 ·1701 Ph. 1217) 422·1930