TEXT: r\EI'I C&CUINS:
  GATEWAY QUADRANT
  bu DAtJE sunG
  MORROW PROJECT REPORT
  by aIec pucEy
  I!Cif:l\CCmE.,,\[ :
  by
  cet\y(~ lINER
  830
  $3.00
  •
  fEUllRE:
  POTIONS PERILOUS
  blJ Rog Cram.
  SCREEN SCENES
  by (:. J.
  IIB-o£~&~
  
  Pegasus 2
  3.lUilgPfi ~utlll
  R.R.B 80_9
  1221 N. Sunnvloid. Rold
  O~lu,. tL. 62S22
  WRITE FOR FREE U
  PAGE CATALOG
  aJubgeB <&uilb
  Available from
  Brt~rr Oralrrs
  E~erywhrrr
  Travel along perilous traits to prove
  your nature as it Hero. Here are quests
  lor Hal'lings and Half-Orcs, and one
  espeCIally made tor your character!
  JJubgc.6
  ~uilb
  r~
  H 8 80x 9.1221 N $vnnvsldt! Road
  [)"c,J1w Il f.i7S22
  9709 Ph 1217)422·1930
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  WRITE FOR FREE 96 PAGE CATALOGUE
  
  ISSUE LOGO
  See page 93 for details.
  ART
  Aaron Arocho__ Front Cover, 90, 91
  Rick HO/lser; Front Covcr Color, 31
  John Mortimer, 77, 18,23,28, 71.89,91
  Sta" Woodvme
  12,28,31
  Eri" McKef1. 5,28, 93
  Paul Jaquays 3'. 73
  EdPe"y· 31
  '3 74
  NEW GUILDMEMBER BONUS
  ISSUE FIVE
  TABLE OF
  CONTENTS
  IMPERIAL
  LOOK FOR THIS
  Publishet:
  Bob Bledsaw
  Editor in Chtef:
  Paul Vinton
  Editor:
  Edward R. G. Mortimer
  Staff:
  Dave sermg, Bill Pixley, Joseph Weing,1I1d.
  Bart Hughes, Clayton Miner, Scott Fulton, Penny Gooding,
  Debye Pruitt, Lindsay Smith, Rick Houser, John Mortimer.
  Jerry TJylor
  GUILDMEMBER 32 PAGE INSTAllMENT
  QUeit for the Silver Empreu by Clayton Miner
  31
  City Srate Campaign Aid
  FEATURES
  Origin of the "Black Arts" by William Hamblin
  8
  A
  short
  lesson
  on
  the
  background of
  magic
  The Crusade Against Fantasy Role Playing
  by Dr. RobertM. Price
  ,.,
  11
  One man's upinion un the effort to crush FRP. Do
  you shore ir?
  A Trip to the Underworld by Bill Paley
  ,
  15
  The lasl pun,f
  The Vile File by Will Fllust . ,
  16
  The stllrt of an hilarious adventurel
  Potions Perilous by Roy Cram,
  ,
  , .. 23
  Duaff that potion with gusfol After all. you only go
  around once
  .
  All That Glitters
  ,
  , .. 30
  TreDSJ.Jff! Everywhere!
  The Saving of Ktis Kringte by Bart Hughes
  67
  Can you salle old Kris from the clutches of evil Orcs,
  Goblins. and Trolls before the night of the Winter
  Equinox?
  Triple Entente by Edward M. Vaughn
  81
  Now, which way do we go? An adventure that is
  reminiscent of the L;xiy and the Tiger story but
  With a tWISt!
  Adventure of the Devirs luck by Gerald Seypura ..... 84
  Another
  Skulls
  and
  Crossbones
  mini·scenariol
  MermaK:l Memories by Diane Monimer and 13
  89
  A memory from agespast'
  ... and Things That Go Bump in the Night!
  90
  COLUMNS
  Horse Feathen by Edward R. G. Mortimer....•......4
  Hello_'
  The Town Crier. , . , .
  .
  12
  TFT .",yone~
  Morrow Project Report by Bill Pixley
  17
  A
  OInnOfl.
  Monar, Armored
  Truck
  and More,f
  Gateway Quadrant by Dave Sering
  19
  Trouble-shooting Trllveller tm Campaigns,f
  A Stroll Through the Market Place
  by 13 and Joseph Wemgand
  22
  An Encounter With the Merchant Master!
  Convention Compendium
  28
  Conventions Galore,f
  Hartgmg Out in the City State
  by Edward R. G. Mortimer
  73
  Attend a Party at ,ho Slave Masten' Guildl
  Screen Scenes by C. J. Henderson
  "
  77
  C. 1. ReViews the Time Bandits!
  Magik Tomes by C. J. Henderson ........•....... 79
  New releases from Harry Harrison andAndff! Norton
  ~~~~~~~~~~~~~~~
  .,.
  ~~~~~~~~~~~~~~~
  3
  P~gasus
  
  (page 5).
  ATTENTION
  Ed. the Ediror
  Other new and interesting features include The
  Morrow Project Report by Weaponsmith, Bill Pixley,
  Th. Gateway Quadrant by Inter·Galactic Space Scout,
  Dave Sering. and the st!COnd installment of H~ngiing
  Out in the Crty-St~eby yours truly.
  There are mdny mom tredrs in store for you
  within t~ pages, SO /'11 let you move on very soon.
  In the future (probably in the summer), I plan
  to do a comparison of most of the major gaming
  magazines. Now. you are probably thinking that I will
  rate the PtiasUI at or near the top, but nor so, dedr
  reackr, not so. J will not be doing a review, I will be
  doing a comperison. It will beastraighc.marhematicAl
  comparison. and you. the reader. will be the judge.
  not I. I think the results will be very interesting. EVf!fI
  though I haVf. forewarned thecomperition,l challenge
  them to consisrently put out a berter magazine than
  WI!' do. Nothing like a little friendly rivalry to keep
  the quality up. and this is better for us af!, both thOS#!
  who S4111 and those who buy.
  Well, that's about all: have a Merry Christmas
  and a Happy New Year, and I wish all of you the best
  of luck in all good endeavol'$.
  In chis issue, we haW! several treats for you. On
  page '6 we present The Vile File, an hilarious comic
  strip about your "a~ge" p!ayer<haracters, Akron
  and SlidntnS.. The Vii. Fil. shalllH! a rPgUlar featum,
  and we welcome Will Faust to our Guild.
  EXPRESS YOUR OPINIONSI
  USE THE ORIGINS A WARDS
  BALLOT
  EDITORIAL
  by Edward R. G. Mortimer
  Greetings, OM and III1! I have :som~ good news
  and som~ bM1 ~ for you. SO lec's gec the bad news
  OUt of ch~ way imm«Jiat~1yso that you can get down
  to ~njoying fhis issu~ of ch~ Imperial Pegasus.
  This issu~ is not on time as Chudc (ch~ Samurai
  Editor) promiSi!d you if
  would~. This is mainly
  because issue No.4 wn so far behind. But. enough of
  ~xcuses. H~fully, issue No.6 will be on
  cim~, but,
  in any
  ~Vf't)f. starting wifh I~ No.7, we will be on
  time if I hallt! fa pull a few teeth to do if!
  Also,
  on~ of ch~
  f~atures I promised you will
  not be ap~aring in this. or any. issue in the fores;ee·
  ab/~
  future.
  The
  feature
  was
  to be "Interstellar
  Fantastes." a comic strip. This is due to circumstanCf!S
  beyond our control (a copouc if I e'A!r heard one, and
  rllt! heard a few, but, in this case. ic is crue). I hope
  the ren of this issue pledUfS you enough to overlook
  this unfulfilled promise.
  Chuck has not been in touch with me $0 the
  review and comments he promised on Mon~en and
  Mazei will have to be published at a later date.
  We sincerely apologize to Gerald Seypura for
  misspelling his name in issue No.3. Mr. Seypurs is, of
  course. one of the co.cJesignen of che game, Skull and
  Crossbonei.
  for which he designed the adventure
  scenario. Yardarm McGraw's Treasure. We are proud
  to have Mr. Seypura's work grace our pages, as is
  evidenced by this issue's S&C adventure. The Adven-
  ture of Devil's luck. We hope to hear more from Mr.
  seYPunJ in the future.
  Well. that's all the bad news; I hope it wasn't
  too hard to swallow.
  The good news is thilt I think we have put
  together the best issue to date (a conceited grin - er. I
  mean, a proud smile· plays upon my countenanCf!J.
  Please write to me and let me know what you think
  of ic.
  Now that all that is out of the way. if is time
  for me to do some. . .uh. . .hmm! This has been
  bothering me since last issue, just what am I supposed
  to say in an editorial? I'm new at this job! To find the
  an~r to that question, I read all che editorials from
  11/1 the magarines I could (or wanted to) get my hands
  on. My conclusion is that they (editon) talk a bit
  about what's inside the fflilJf}azine. but. mosely, they
  talk about whatellt!r they want. I gu~ that's aprivi-
  1«Jge OM gecs when one is an editor. so, h~ gM:S. _.
  Pegasus 4
  
  ACADEMY OF ADVENTURE GAMING ARTS & DESiGN
  OFFICIAL ORIGINS AWARDS NOMINATION BAllOT
  for the year 198', to be presenrttd at ORIGINS '82, July 23, 24, 25, 1982, in Ba/tlmore, Maryland
  (for information about Origins '82, write PO BolC 75405, Baltimore. MD 21220)
  The Origlnt Awarat. preJlnled al OriglM nCh yea,. 're an Inlernallon
  ai, popular fOrlei 01 awaras aImed al rKogn,~mgOUluanding achievement'
  in Adventure GamIng
  They Comprlle Ihe Charles Roberts Awardl lor
  Boardgam,nQ, and the H G WeU, Awards lor M,nialur..s ...d RoIePI....ing
  Games. An Inlelnalronal Awarm Commlttte 01 25 hobbYliu Isome PfO'
  '"slonals. but p"m.. ~y ,r'ldtpendenIlJ directs and IOmlnlllerS the _rdl
  ,ystem. The nam,nallon ballOI
  II ~n to aU mlerw'lltd
  ~I!IS YOUR
  VOTE CMl make a rtill dlflerencll A /rnal bllIol 1'1 prepared by Ihe com·
  mlttee ina "'Oled on by membe... 01 lhe Academy of A<!venlure GamIng
  A'It & Oesogn
  Acedemy mllmbersh,p. $2Iyeal. is opotIfl 10 actIVe. accom-
  plIShed
  hobby ISIS,
  both
  pro and amaleur.
  MembershIp guldelinel afe
  avaIlable
  for a SASE Irom the addreues given below, Corretpondence
  should be se"t to the USA add'eu. Present members may renew by sendmg
  Ihe" check wIth Ih,s blllot. Caned,ant may lend $2 CanadIan, paytb•• to
  M,ke Gi,ard
  UI( and Eu,opean members may "n.d 1 POUnd sttrlonQ
  ~y~le to Ian L,y,ngstone US and an Olhe... may sclfla US $2. paytb'e 10
  B,n $omen
  The A~y and Ihe Awa,dlCommIU_ 81 Wf'Il .. 1M OrIgins con~
  tlon
  Itself.
  luncllon
  under the OIIerali dlrect.on of GlioMA. the Game
  Manulactulers Auoc,a"on
  Oorect correspondence 10 Paul R. B.nnlll.
  ~
  GOW. Box 1646. B'DDmmglon.IL61701
  THE H. G. WelLS AWARDS FOR OUTSTANDING
  ACHIEVEMENT IN MINIATURES AND ROLE.PLAYING
  GAMES
  3. Bell Veh'Cular Serres. 1981
  (,ncludet allY miln.mllde con~evafl!:e.
  chanots. wagons. CilllS, t,ucks. Tanks.
  shIpS. a"c,afl, Il>&cICla't. elcl
  4 Bell M,n,atures Rules, 19B1
  5 B"I Rolv PI....ln9 Rules, 19B1
  (dungeons, Clmpa,gn modulls.
  IClInariOt, elel
  7 Beu ProfesSIonal Min,atures
  MlIQll7lne. 1981
  B Besl Profeu,onal Role play,nQ
  Magaz,ne. 1981
  9
  AU T,me 8enMm,a'",res Rules 'or
  20lh Century Land 8allles
  10. All Time Ben Miniatures Rules.
  fo' pre·2Oth Clntu,y Na~11 BOlli".
  Innructions. Rnd Carefully: Print legibly or IYPI your nominat,ont.
  Billoll Ihl' a,e messy,
  nOI
  IllIrd out correctly. 0' show Inempts ,t
  nufflng WIll nO, be counted
  You may lin Ih,ee nomi""s per catego'y II
  <toe1 not m;llll"
  In Whit order
  YOU hst them. To kMD Ihe votlnQ "
  m,anlngf",1 •
  possible. do not mlOlo;e ielec,ionl in unfamiliar CIIttgOrles
  YOU MUST SIGN THE BALLOT' And 'ndude your addless. YOU may
  IfIlle only one•. and send only one ballo' per envelooe.
  Nom,nallonl ShOUld be fo, producu produced duru'IQ the CIIlend¥
  yea,
  19B1
  E~celltions
  aft
  poermilled
  fOI ofdel products which ;.,n
  s,gn,flcan\ eltl>Olure and &cclalm duriflQ
  1981. M,niIlU'1 "gure "1111
  nom,nal>onl Ihould be f.,r oroducllmes wniCh ;lire either new or have been
  subu.",ially
  ll~p.nt.led ,n
  1981
  All T,m.
  Best nomlnllions are not
  'eU"cted 101981. of courso
  Th,s ballol may be ,eoroduced and clfcul81ed by any meant .vallab'e.
  plov'ded iu conlenU are failhfuUy copied. MIll"ln• .o,lors and publishers
  Ihould plan '0 melude lhe Milot In an 'ssu' of th'ir PUbIlCll1ionl due 10
  com'" out dUII"lI tM ,nlal'Yilll trom I." 19BI 10 mld-Mau;h 19B2. Clubs.nd
  Olher or98nllalions shOUld c.!Cullle COP'" amonrg the" members Shortly
  afte. 1!'Ie flru ollhe year.
  AU Adve...lu.e Gamers are .ncour&ged to votel
  o..dlllll_ M.'ch 31, 1982.
  THE CHARLES ROBERTS AWARDS FOR
  OUTSTANDING ACHIEVEMENT IN
  BOARDGAMING
  12 Best 1981 20In CenlUrv B08l'dgame
  14 8est 1981 FanlaW 8oard9ame
  15 Best 1981 In,",' Reteii18 of a Boarag-
  Ir,f''''nQ 10 Ihe first release of a
  boaldgilme by a new companyl
  16. Belt 1981 Profe"ionat
  Boardgamlng Mall8~lne
  Tne follow,ng calegorles ,ecognlle ouln.nd,n9 lChie\f'l!ment
  'n Adventure GamIng In gene,a1
  17 Sett 1981 Adventure Game for
  Home Computel
  lB. Bill 19B1 ""'Bleur Ad"'enlur.
  Gam,nQ Magallne
  tamtleur msga~in.5 are non·p,ofit
  efforli. nOI of profeulonaJ quality. nOI prOVIding ;ncom, for their nafls or
  not paying for cont"butlons)
  19 Advt!nture Gamini HaU o' Fame'
  (PrevIOUs w,nners of thl Hall of F..". are Don TUlnbull. James F
  and Dungeons a Oragonsl
  N.
  S'gnature'
  _
  Addren:
  City/Stale 01 Province/Zip 01 Postal Code
  Sen.d in youl beHOt by Miirch 31, 1982 to only ()I'III of the follOWing addrlll8i
  e.-,
  Awards, " M'ke GOrin;!
  AA'
  Soulh Woods/H. ONT
  Car-ada. NO'lIVO
  UI( and EUlooe
  Awards, " len L.v;ngnone.
  27·29 Sunbeam
  London NW10
  United Klflgdom
  USA .nd all ,he
  Awards" Bill Somars
  PO Box 656
  Wyandotll. MI 48192
  5 PC!,1asus
  
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  by WILLIAM HAMBLIN
  THE ORIGIN OF THE 'BLACK ARTS~
  •
  As
  is
  well
  known,
  the
  term.
  "Black Arts," designates many of the
  different forms of magical practices of
  the Middle Ages in Europe. Althou\tl
  there is general agreement on what the
  "Black Arts" meant to the people of
  the Middle Ages, there is a wide variety
  of opin'ons as to exactly what the
  origins of those "Black Arts" were.
  The Latin word for "Black Art:'
  "nigromantia:' is generally thought to
  be a corruption of the Greek "nekro-
  manteia." which means prophetic or
  oracular knowledge obtained by sum-
  moning and 5Pt!aking with the dead.
  (nekros '" dead; manteia '" prophetic
  power or mode of divination) The word
  "nekromanteia"
  was
  first
  used
  by
  Homer
  in Book XI of the Odyssey.
  Odysseus
  goes
  through
  a ritual
  of
  offerings, prayers, and sacrifices to the
  Spirits of the dead, by which he sum·
  mons a number of them from Hades.
  He then engages in a conversation with
  some of the Shades of his old, deceased
  comrades
  'Nho tell
  him of current
  events in other places and offer cryptic
  remarks about the future. "Nekroman·
  teia" is used in this sense by a number
  of other Classical Greek writers and,
  eventually, was transliterated into Latin
  by pagan Roman authors as the word,
  "necromantia," with the same meaning
  as the Greek word and from which our
  English
  "necromancy"
  is
  derived.
  Early Christian writers such as
  Augustine used "necromantia" in its
  classical sense of obtaining prophetic
  knowledge through conversation with
  the dead,
  but,
  as the Middle Ages
  proceeded, "necromantia" eventually
  came to stgnify any form of magical
  practice. Around 1100 A.D., we find
  the first use of the latin word, "nigro-
  mantia," meaning magical practices (W
  the "Black Am," (nigro is Latin for
  black) which is thought to have been a
  scribal error in writing "necromantia."
  The English "Black Art" isa translation
  of "nigromantia" which first occurs in
  the Sixteenth century.
  There is, however, an alternative
  explanation
  as
  to
  the
  origin
  and
  meaning of the word, "nigromantia,"
  which offers an interesting due to a
  possible
  origin
  for
  the
  Black
  Arts
  themsetves.. To understand this alter-
  native, we must return to the year
  682 A.D., to Damascus. The Umayyed
  Caliph Valid had died, leaving as heir
  his eldest son, Khalid, who was stilt a
  minor. The lords of the Islamic Em·
  pire, therefore, decided to place the
  government in the hands of Valid's
  brother, Muawiya II. Khalid was to
  succeed to the Throne upon the death
  of Muawiya but, in the meantime, was
  sent to Egypt to study.
  In Alexandria, Khalid met and
  studied with a certain Marianas, a Greek
  Christian who claimed to be the most
  reoent in an unbroken series of sages
  and transmitters stretching back to the
  scholars and priests of Ancient Egypt.
  According to the legend, Marianos im-
  parted the ancient secret of the Phi-
  losopher's Stone to Khalid who later
  transmitted the arcane knowledge to
  other Arabs by means of cryptic Arabic
  verses in books such as The Book of
  the Amulets and The Great and Small
  Books of the Scroll. The correct inter-
  pretation of these verses could be dis-
  cerned only by those who had been
  initiated into the Secret Art and its
  symbolic terms. Khalid, who never did
  ascend the Throne, became the first in
  a long succession of transmitters of
  Islamic Alchemy.
  The most famousofthese Islamic
  Alchemists was Jabir ibn Hayyan, a
  member of the Imperial Court of Harun
  ai-Rashid at Baghdad. Jabir wrote a
  number of treatises on Alchemy, many
  of which were eventually transmitted
  to the west by Latin scholars studying
  in Spain and Sicilv, both of which
  were ruled by Muslim dynasties during
  pan of the Middle Ages. The writings
  of Jabir (known to the Latins as Geber)
  formed
  the
  basis
  of
  European
  AI·
  cherny.
  What has all this got to do with
  the Black Arts? First, we should look
  at the word, alchemy, which is a latini·
  lation of the Arabic word "al-kimiya."
  There are differing opinions as to the
  exact meaning of "al·kimiya:' but one
  prominent
  possibility
  is that
  it
  has
  reference
  to
  the
  ancient
  Egyptian
  word, "kemet" which, in a general
  sense, means "black" but was specifi-
  cally
  used
  to designate "the Black
  Land,"
  which
  is
  what
  the Ancient
  Egyptians called Egypt. "Kemet" has
  reference to the black alluvial agricul·
  tural soil of the Nile valley as opposed
  to the red soil of the infertile desert.
  The Arabic "al-kimiya:' then, would
  literally
  mean "the
  learning of the
  Black
  land"
  (Le.
  Egypt)
  or, more
  simply, "the
  Black Knowledge," or
  "Black Art:'
  There are other interesting paral-
  lels that can be discovered based on
  the assumption that the "Black Arts"
  have an Egypto·Arab origin. In the
  Islamic World, most people who prac-
  ticed "al·kimiya," including Jabir ibn
  Hayyan, were also Sufi mystics. For
  the
  Sufi
  Alchemist.
  the
  chemical
  experiments of "al·kimiya," whe~ it
  was attempted to tum base metals into
  gold, were symbolic of the attempts in
  Pegasus 8
  
  life to turn a base or evil Soul into a
  divine and eternal Soul (a symbolism
  which was also widely utilized by the
  more philosophical of the European
  Alchemists), These Sufi Alchemists, as
  well as all Sufis in general, uSlJal1y
  organiZed themselves into groups for
  prayer, study, and the training of new
  initiates, These groups were called, in
  Arabic,
  "fahmiya,"
  meaning "those
  who understand," But, by coincidence,
  in Arabic there is another homopho-
  nous word,
  also
  pronounced
  "fah-
  miya"
  but with a more gutteral "h,"
  which means "black" «
  "coal-like."
  Because of this, the color black took
  on a special, symbolic significance for
  the Sufi Alchemists and for Muslims in
  general.
  For
  example,
  the
  official
  Imperial Robes of the Abbasid caliphs
  were black.. When the Sufi Alchemist
  spoke of practicing his mystical and al-
  chemical exercises, he would call his
  activities the "art of undenunding,"
  which, of course, would also be under-
  stood as the "art of blackness" or the
  "Black Art."
  When Europeans began to study
  Islamic learning in the Eleventh cen-
  tury,
  one of the
  first
  branches of
  knowledge which captured their atten-
  tion
  was Alchemy. Many European
  scholars traveled to Muslim Spain and
  Sicily to leam the secrets of Alchemy
  at the feet of Muslim Alchemists and
  then returned to Europe to transmit
  their new knowledge to others. Fur-
  thennOfe, there was no dearth of Mus·
  lim wizards, astrologers, and magicians
  in the Middle Ages, most of whom also
  practiced Alchemy. These polymathic
  sages would team
  their Magic and
  Alchemy as an indivisible system, which
  would be so transmitted to the Wert.
  The early non-practlClng Euro·
  peans often considered, perhaps with
  some justification, that Almemy and
  Blado:: Magic were one and the same.
  They were thOllght to be evil arts which
  the Alchemists had leamed from the
  Devil and his disciples. Of course, what
  was a socially acceptable practice in
  the Muslim world and, indeed, could
  be considered pious, would naturally
  be considered
  as evil knowledge in
  Medieval Europe precisely because it
  came from Muslims who were, indeed,
  in the opinions of many Europeans,
  the "disciples of the Devil."
  Eventually, there developed
  in
  Europe a socially acceptable branch of
  the
  Muslim "art of understanding,"
  "learning of Egypt," or "the Black
  Arts,"
  known
  by
  the Arabic name
  "al·kimiya" or, as written in the Latin
  script, "Alchemy,"
  which
  could be
  practiced even by priests and kings. A
  socially
  unacceptable
  form
  of
  this
  knowledge, combined with the ancient
  European magical practices of pagan
  times,
  became
  known
  as
  "nigro-
  mantia," "the Black Arts," being a
  translation of what the Arabs often
  called their similar body of knowledge
  and practices. This form was practiced
  by magicians and wizards and became
  increasingly
  arcane,
  secretive,
  and
  associated
  with
  the worship of the
  Devil. If the foregoing speculations are
  true, then it is not impossible that
  both of these branches of Medieval
  ~aming trace their origins back through
  a long line of initiated transmitters via
  the Arabs to the ancient and arcane
  knowledge and practicn of the Priests
  and
  Magicians
  in
  the
  Temples
  of
  Ammon
  and
  Horus
  in "the Black
  Land" of Egypt.
  Bibliography
  Daniel,
  Norman.
  The
  Arabs
  and
  Medieval Europe. Describes how
  Muslim
  knowledge
  was
  trans-
  tarred to Europe in the Middle
  Ages.
  Holmyard,
  E.
  J.
  Alchemy.
  Centers
  mainly
  on
  European Alchemy
  but has good chapters on the
  early
  origins of Alchemy and
  Islamic Alchemy.
  Nasr, Seyyed Hossein. An Introduc·
  tion
  to
  Islamic
  Cosmological
  Doctrines. A scholarly treatment
  of how Muslims viewed the Uni·
  verse in the Middle Ages, indu·
  ding
  their
  Astrology,
  Magic,
  Alchemy, etc.
  Shah, Indries. The Suf'JS. Presents some
  interesting ideas about the Sufis
  but is generally controversial; his
  ideas should be accepted with
  caution.
  Protection From Protection Spell
  by Scott Fulton
  This spell is used to cancel the effects
  of a normal Protection Spell Ii.e. Pro.
  tection From Evil. Protection From
  Werewolves, etc.!. In effect, it makes
  whatever it is cast upon immune from
  the effects of the type of spell named
  in the casting until there is no such
  spell in effect within 100 feet of the
  recipient. This is not automatic. There
  is a chance of success equal to 50%
  minus 5% per level of the original spell
  plus 5% fat each Jevel of the Protection
  From Protectton Spell.
  One
  of
  these spells can
  also
  cancel out another, making the original
  spell effective and so on, back and
  forth, until one side or the other runs
  out of Protection From Protection
  spells or the original $plll runs out.
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  Pegasus 10
  
  1"1"'"
  True Believers
  1--
  ~~". ~/
  Robert A. Heinlein's Martian religion
  in Stranger in a Strange Land. Have
  these people lost their minds? After <Ill,
  it would seem fairly easy for most of
  us
  to
  separate science fiction from
  reality. The members of the Church of
  All Worlds do not seem to have lost
  this ability. They simply recognize that
  all religious doctrines are built upon
  myths which symbolically express a
  particular view of life. One does not
  have to believe in the myths literally
  to take them seriousJy in a symbolic
  way. So, instead of traditional religious
  myths,
  the AtI-Worlders have simply
  lifted their myths from science fiction
  because they a~t the vision of exis·
  tence expressed there. This is all rather
  interesting.
  But what is even more remarkable
  is
  that
  the fundamentalists do not
  seem able to make this distinction be-
  tween fantasy and reality. We can see
  this by recalling some ollhe other un·
  likely targets of fundamentalist wrath.
  When the movie Star Wan appeared,
  several born·again Christian reviewers
  seemed to think that "the Force" was
  being promoted by George Lucas as a
  genuine religion! It was as if Star Wart
  were a Billy Graham evangelistic filml
  Stil
  today, one can find fundamen-
  talists criticizing the "false gospel" of
  the Force,
  Gary
  North
  adds
  super-hero
  comic books to his list of forbidden
  books: "If you thourjlt all those 19605
  Marvel Comics featuring Norse gods
  were innOOJous, you were wrong." He
  is
  apparently
  afraid
  someone
  will
  accept Thor as their personal savior.
  How
  can crusading fundamen-
  talists be so blind to the difference be·
  tween avowed fantasy and reality? Per-
  haps it is because they already live in a
  fantasy world themselves. Now, this is
  not to imply that their Christian beliefs
  are silly or impossible_ A great number
  of sane and serious people hold Pf"etty
  much the same beliefs. It is rather the
  psychological manner of believing that
  11 Pegasus
  Beyond Reality
  "The Chalcedon SChool" which ad·
  vocates a sort of Christian counter-
  part to Khomeini's Islamic Republic.
  North advocates the establishment of a
  theoct"atic state where all Old Testa·
  ment laws woulct be in force. This
  includes capital punishment for gays,
  adulterers, heretics, and kids who $3SS
  their parents! lSee Rou$3s John Rush·
  dOQfly's Institutes of Biblical Law and
  Greg Bahnsen's Theooomy in Christian
  Ethia.1
  In North's crusade agaInst fantasy
  gaming, no holds are barred. He advises
  his readers, "remember, play dumb.
  Don't come on like a threat to the sys·
  tem
  while
  you're
  gathering
  infor-
  mation. You're just a possible buyer of
  the
  games
  (evidence).
  You're
  JUst
  interested in whether your child or
  grandchild can join one of these clubs,"
  This is pretty much the same as the
  "heavenly deception" practiced upon
  the unwary by the Moonies. So, who
  does it look like is the conspirator here?
  And who doesn't mind using duplicity
  and deception?
  But we wouldn't want to over-
  look an interesting point raised by the
  fundamentalist critics. The notion that
  fantasy
  games
  are
  propaganda
  for
  witchcraft
  and
  occultism
  is absurd.
  Satan didn't invent Dungeons & Dra-
  gons tm any more than, according to
  anti-rock 'n' roU crusader, Bob Larsen,
  he dictated the lyrics of "Jesus Christ,
  Superstar." But, is it possible that some
  players might go over the edge and start
  taking aU this stuff literally, Well, sort
  of. For example, there is, in the New
  York area, a self-proclaimed "Starry
  Wisdom Sect" that believes H. P. Love-
  craft was writing more than fiction
  fsee the "Cthulhu Mythos" chapter in
  Dieties and
  Demigods).
  This group
  takes its name from the worshipers of
  the cosmic monster, "Nyarlathotep"
  in Lovecraft's "The Haunter of the
  Dark."
  A more famous instance is the
  "Church of All Worlds," founded in
  1961
  as
  a
  real·life
  incarnation
  of
  by DR. ROBERT M. PRICE
  Beware of Demons
  With the "Moral Majority" zea-
  lots apparently intent upon stamping
  out everything not actually mentioned
  in the Bible, it really should have been
  no surprise when they turned theirguns
  on fantasy gaming. For imtance. one
  Moral Majoritarian led a successful cru-
  sade to have Dungeons & OrllgOm tm
  banned from a community youth rec-
  reation program. Another. Gary North.
  advocates "a national alert to boycott
  these games and get them out of the
  public S1Chools.'· What, specifically, is
  it about sword . and . sorcery games
  that spurs the fundamentalists to such
  a frenzy]
  Dr.
  Robert M.
  Price curremly
  teaches in the Philosophy and Religion
  Oep<Jrrmenr ofMonrclair Srare College.
  New Jersey.
  THE CRUSADE AGAINST
  /'1:;:;;~
  0,·4
  FANTASY ROLE PLAYING--'/'
  In an editorial entitled "Games of
  Horror,"
  Gary
  North expresses
  the
  alarm shared by many fundamentalists:
  "Without any doubt in my own mind,
  . , . I can say with confidence: These
  games are the most effective, , . intro-
  duction to the occult in man's recorded
  history. Period, ... This is no game."
  Like
  most
  of today's political
  fun·
  damentalists, North has the paranoid
  fear
  that
  he
  and
  the
  other
  good
  Christians of America are the intended
  victims of an all·powerful conspiracy
  of Satanic "secular humanists," So, he
  believes that Dungeons &: Dragons tm,
  Runequest tm, and similar games are
  actually cleverly disguised propaganda
  intended to teach kids real live de·
  monism and witchcraft! It makes no
  difference that both the players and
  creators of these games do not see it
  that way. North believes that they are
  dupes of Satan, whether witting or
  unwitting ones.
  The ironic thing about aU this is
  that, if one is familiar with the writings
  of North and Company, it is obvious
  that they are actually projecting onto
  others what is really their own plan.
  You see, Gary North is a leader of a
  radical
  fundamentalist
  dique called
  
  Dear Horse Feathen,
  I, too, was once a fanatical AD&D player and OM.
  However, I recently have become won over to Metagaming's
  The Fantasy Trip.
  The Fantasy Trip has internal logic and simplicity
  combined with enormous variety of options for the player
  and OM.
  I would like to see a review published and see dun-
  geons and adventures published in this format. Perhaps you
  could issue modules for The Fantasy Trip. What I really
  would like to see is some of your extant modules released
  in a TFT edition.
  The Fantasy Trip is a better game than AD&D and
  deserves at least equal treatment by your excellent publica-
  tion.
  I laud your magazine's courage in publishing "Mono-
  theism in Fantasy Games" by Joseph Ravitts (Pegasus No.
  4). Although, as a "born again Christian," I don't feel it is
  necessary to go to the lengths he described, he certainly
  presents a valid option. A third option is available. My
  campaign has a base much closer to Tolkien. with God
  sending out gods to do his will (Yesl Some of them do
  rebelJ). Final judgement and reward can wait until aher
  Ragnarok. (d. The Last Battle by C. S. Lewis.) This system
  leaves the game substantially intact.
  Sincerely,
  Joseph C. Rast III
  P. S. My sympathy with regards to the mail you are fIO'Jded
  withl
  Joseph,
  Well, thank you very much; your lerrer made my
  day, Concerning The Fantasy Trip, we have only one TFT
  adventllre in our fil8, and it will be in issue No.6, so if you
  would like to see some more of them in the pages of our
  magazine, send some in (that goes for all of you out there).
  I have been thinking of doing a TFT adventure myself, but
  I have not yet gOt around to it. Perhaps now, I will.
  As for re-publishing some of our existing products
  in TFT format, it is an interesting idea 8nd one to which
  we willgive some thought.
  Pegasus 12
  In closing, I wouldlike tosay that Wl!' will be printing
  man TFT stuff in the Pegasus, and. if anyone out there
  would like to see things about othergames that we have not
  yet touched on or have touched on only very lightly, please
  send material in to us. After all, this is a magazine that you,
  the rtNlders, have a clear and substantial voice in. Don't be
  afraid to send material into us. Good material hIlS an excel-
  lent chance to see poblication.
  Give me a chance to show you that this is, indeed,
  your magazine.
  Ed, the Editor
  
  Dear Editor;
  I am the author of "The TangIer," "The Cold
  Reacher," etc. in issue No.4 of the Pegasus, and I am
  writing to inform you that, somewhere along the line,
  a very important minus sign got dropped in the des-
  cription of the TangIer. The line should have read,
  "Opponents of AC -7 or less will be hit on two con-
  seeutive rolls of 20:' not "AC 7 or less." Also. the
  last line of the stats should have been "Experience
  Points per Hit Point:' not "HP."
  I am Quite gratified that you aa:epted my sub-
  missions.
  In closing, I would like to say that I like your
  magazine very much and hope to see Its high Quality
  continue
  (although, possibly, with another proof-
  reader).
  Merry Christmas
  Tim Grice
  Tim,
  Whoops!
  1 seem to have missed something
  there (I am the proofreader). But thanks anyway;
  rm sure our readers will appreciare the quick correc.
  tions.
  EO
  IF YOU ARE MO VING,
  PLEASE CONTACT US
  SO WE CAN MAKE
  SURE YOU RECIEVE
  EVERY ISSUE OF THE
  IMPERIAL PEGASUS
  To the Editor of the Pegasus:
  Here are a few (hopefully) constructive and
  helpful criticisms of
  Issue No. 4 of the Pegasus.
  The cOlier art was ralher unimpressive. Part of
  this could be the fact that all of your covers have had
  a Pegasus on them. After four issues, it seems time for
  a change.
  The missile combat system by Perry Cooper
  brought
  up some good points and seemed easily
  workable, though I don't relish the idea that one out
  of ellery five arrows to hit my human-sized characters
  will do them in. Good art by Wampler.
  Joe Aavltls' article talked only about running
  Christians in a campaign, not monotheism In general.
  His article was very disappointing. I would like to see
  an article on monotheism written for its usefulness in
  gaming instead of personal ethics.
  Ross Mosteller and Emil Parker had some good
  ideas, but their complications out-weighed their use·
  fulness in already confused 0&0 combat.
  Tim Grice's article on blindness was well·writ-
  ten and Quite workable.
  I was very impres.s.ed by Mark Schumann's
  "Making the Most of a Fighter Character." It shows
  there is still role-playing left in role-playing games.
  The fiction was about average.
  "Mountain Moor," the T&T dungeon by Stefan
  Jones, looked lIery interesting.
  I'm looking forward to the new comics and
  oolumns. Good luck to ED the Editor and all his
  elves.
  Fred Weining
  Fred,
  Thank YOII for your fine letter ilnd criticisms.
  This is rho type of letter which helps lIS put together
  a good magazine.
  Oil, by the way, I don't have any Elves working
  for me, Jlist Dwarves and Gnomes!
  ED
  13 Pegasus
  
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  Pegasus 14
  
  A Trip To The Underworld
  FINAL INSTALLMENT
  It's me, Deg. again. with another
  story 'bout some o' the rilings that
  have happened with our group. This
  time we
  were comin' back from
  a
  trip up north, and even thou!tl we
  were
  indoon
  (or
  in
  this
  yolcano's
  cave)
  an'
  nice 'n' warm
  the whole
  time.
  Finney,
  that
  dam'
  Halliing.
  somehow caught a heck 0' a cold. So
  we're ridin' down the road, an' every
  couple hunnerd feet, Finnev lets loose
  with a blast· "Achoo!"
  Now, we were warned to stay
  ifWay from one 10k in the road, even
  though
  it
  was Ihe short way home.
  With
  Finney
  sneezin'
  and
  moanin'
  'bout how his head hurt, we rinally
  decided to cut the trip shon. The fork
  led us past this one mountain
  real
  pretty.
  Sister Penny really liked it.
  an' she couldn't keep her eyes off II.
  Good thing. too!
  We were half way home when
  Penny cries out, "look up there!"
  We all tum to see. an' way up there is
  bV BILL PALEY
  this
  strange
  bird
  thing.
  It
  weren't
  flappin' its wings, it was sorta tvmlin'
  them around 'n' around. What worried
  us,
  thou!fl,
  was
  that
  It was dlvin'
  right down on top 0' us.
  Well, we shol oU a yollev 0'
  arrows, and switched 10 our swords
  and whatnot, but that bird thing came
  tearing down on us. In this first pass it
  wounded both the twins, an' took a
  swipe from my sword. Then it came
  twirlin' around and dived again.
  I guess that monster Ihou!flt we
  were easy food, 'cause on the nex I
  swoop, il landed almost right on top
  of us. It look a chunk 0' meat au Ita
  my fight shoulder when I laid into It
  an' then it got hazy. When I nexi was
  noticin' things (like five or six seconds
  latedl see that bird tumin' on Finney.
  Half the group is wounded, an' FinflCY
  is swingin' his sling.
  Just as this bird is about to swal·
  low the Halliing, he lets loose with the
  grandaddy 01 all sneezes right mto its
  beak. Finney fell over, tangled in his
  own sling, while the bird thing is sittin'
  mere lookin' stunned. We all started
  hillin' it again, so it flew off in its
  weird way.
  Halfway up the mountain the
  thing starts sueelln', itselll It got so
  fouled up lhat It crashed on a cliff,
  killin' it, 1 guess. The Clerics started
  heahn' us up, and bindin' our wounds.
  We were able to ride on a little bit
  later
  It sure was nice to get back to
  town. That eventn' Finney was gettin'
  hImself soused, an' he was tellin' the
  story to the regular crowd. "Folks,"
  he said, "I was sure thai this was the
  end. This bird didn't look like he was
  going to die very easily. I almost turned
  to run away. At lOe last moment, I
  recalled a saying my dad told me when
  I was lust a few months old...a sa\ ing
  that saved our lives..." He paused
  as his audienc(l called for the sayin'.
  "The Whirling bird catches the
  [/erm."
  Catacombs of the
  Bear Cult
  a complete T&T Dungeon with maps
  and key for the Game Master
  The Cult of the (~rt'at Bear MS becom(' a deadly menace: thp
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  lh(' person who brln~ to hpr the head of BJ<>rni oso·,\..\{'(hftl
  the leadpr of the dre31h>d Cult
  Your Krnup of CMrdt Il'rs has
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  depend upon how well they deal With the
  shapt~·..hlhmg
  hi~hwaymen of the Creat Roo,ldl
  catacombs of the Bear Cult IS not merely .1 dungeon -
  It'S an advpnturC'! Addlhnn."11 sceNno SUKK('Stlons ha",p bt"('n
  mdudcd - so onu' a group of <:h..lracters has I:''lhausted tlw
  orl~ln.ll adventure, there are plenlY more \\<lltmF.'
  only $3.95
  ,lv,ul,lblt'.11 Ilr'II('f ,L:,IIlU' ,Inri hubby '/Of(", Of Ifum
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  15 Pegasus
  
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  Pegasus 16
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  fJESIDE5, IA~EADY
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  WE
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  A C/lANcE.
  COloR
  8y
  
  ,.
  MORROW PROJECT
  REPORT
  By Bill Pixley
  Krell Weapons
  One of the problems that the
  Warriors of Krell
  fan into after the
  destruction or over-running of the early
  Morrow Projeet settlements and bases
  is that, while they captured a lot of
  20mm
  ammo,
  most of the vehicle-
  mounted cannons were destroyed in
  the assault on Morrow. They were,
  therefore. stuck with very deadly ammo
  but a lack of weapons to use it. The
  answer to this problem was to steal an
  old,
  pre·WWII
  idea
  and create
  the
  20mm, single-shol, bolt-action, anti-
  tank rifle with which to arm their
  infantry
  and
  home·made
  armored
  vehicles.
  Krell
  20mm Single-shot. Bolt....ction
  Anti-tank Rifle:
  Weigl1t:
  25kg
  Effective Range:
  1500m
  Maximum Range:
  65OOm
  Rate of Fire:
  20 RPM
  Feed Device:
  Singfe-shot,
  Bolt-ac;tion
  Krell Armor Vehicles
  Though
  some
  Morrow Project
  vehicles were captured by the Krell, a
  large number of the Krell forces were
  without armored support. The answer
  was that one of Krell's lieutenants (a
  man by the name of M. Raygun) had
  built a number of boiler-plate covered
  trucks and, with a weapon on central
  pedestal in the open back of the trucks,
  gave the Warriors of Krell a bit of an
  advantage over most of the regular
  population.
  Weapon can only be fired if bipod
  braced or if on vehicle weapon mount.
  Weapon uses 20mm M56A 1 and 20mm
  T221E3 ammo. Rifles are issued with
  either a belt of 6 of each for non·
  vehicle use. or a box of 20 of each for
  use in vehicles. Due to the age of the
  ammo, there is a 1 in 6 chance of the
  round failing to fire and being a dud.
  Krell Armored Car:
  Crew: .............•.......6
  LengtH: . . . . . . . . . . . . . . . . .. 6m
  Width:
  _ . . . . . . . . . 2m
  Ground Clearance:. . . . . . .
  . .15m
  Turning Radius:
  1Om
  Maximum Road Speed:
  50 km/hr
  Fording Depth:
  2m
  Trench:
  25m
  Armor Class:
  25
  Treat the vehicle as a jeep vs ex-
  plosive
  fire.
  Armament:
  Either
  an
  LMG or an Anti-tank Rifle on a central
  pedestal.
  Note
  the
  pedestal
  has an
  AC: 10 screen on it.
  The vehicle
  resembles a
  large
  pickup truck covered with armor and
  having an open end. Radius of opera-
  tion for the vehicle is 20 km.
  17 Pegasus
  
  4_2 in Mortar M30:
  Note ammo carried in cassion
  gun-cassion contains 20 shells.
  Rate of Fire: . _
  6 RPM
  Ammo Type:
  HE Shell
  Maximum Range:
  3OOOm
  Minimum Range:_
  100m
  Burst Radius:
  1Om
  E·factor:
  _....•........ 6
  Anti-armor Class: _
  E
  Shell Weight:
  4.5 kg
  Tear gas filling burns for 120
  seconds.
  Weight (gun and wheeled
  carriage):
  1SOO kg
  Crew: .. _
  3 tr1lined men
  4·8 untrained gun movers
  Actions to set up Gun:
  3
  Movement by Full Crew
  PUshing: .. 1m per combat turn
  Movement by 4·Horse
  Team: ... 16m per combat turn
  Ilium M335:
  Minimum Range:
  640m
  Maximum Range:
  4,800m
  Illuminated Area:
  800m diameter
  Burning Time:
  60 seconds
  Rate! of Descent:
  10m per second
  Weight:
  12.09 kg
  The New Armory Light Artillery Piece:
  3-inch Breec:htoader:
  SmokeM2:
  Minimum Range:
  870m
  Maximum Range:
  4,620m
  8urst Radius: ,
  BOm
  Weight:
  11.32 kg.
  XM630 Tactical CS:
  Minimum Range:
  ,
  l,540m
  Maximum Range:
  5,650m
  Weight:
  11.64 kg
  .:]
  Weight Assembled:
  305 kg
  Rate of Fire: .. 9 RPM for 5 minutes
  then sustained fire of 3 RPM
  Ammo Types:
  HE M3:
  Minimum Range:.. "
  87Om
  Maximum Range:
  4,620m
  Fragment E·factor:
  6
  Wei\tlt:
  12.21 kg
  Burst Radius: ...•......... 20m
  PegasuS 18
  Light Artillery Piece
  The
  4.2
  inch
  mortar
  is
  the
  heaviest commonly used mortar of the
  U.S. Army. This mortar is usually used
  by the Army to lay smoke and other
  chemical gases. For the Morrow Pro·
  ject, the mortar is used by the Rich
  Five, by the Warriors of Krell, and by
  the Morrow Project. The Krell and the
  Project use the mortar as a light bom-
  bardment piece
  for those occasions
  when an 81 mm mortar shell is too
  light to do the job (bombarding a
  fortress or a bJnker complexl. The
  Rich Five, on the other hand, use the
  mortar as the main artillery weapon
  for their various fortifications. Note:
  due
  to the extreme
  lNeight of the
  mortar,
  if
  it is not mounted on a
  vehicle, a light trailer is used to haul
  the mortar around.
  In
  the
  Morrow
  Project Hand-
  book, in the case of the New Con-
  federacy and the Lakeman, they are
  supposed to have light artillery, but
  there is no explarllltion of what kind
  of light artillery they have and what it
  does. So. based upon the average range
  and explosion burst of a number of
  ~ns from the 1860s to the 18905, I
  have come up with the New Annory
  light Artillery Piece.
  r
  •
  (, ~~l"~
  <a.:..J..!71
  W ;7' i.
  
  On the Trailing edge of the 1m·
  perium lies an area of adventure. In that
  tangle of mixed client states between
  the Hive Federation. the Two Thousand
  Worlds, and the Imperium lurks adven-
  ture enough and more. Exerpu from the
  chronicles of this region are brought to
  Trtlveller 1m Adventurers everywhere in
  the Gateway Ouadrant Series. This series
  of products tonns a complete Science
  Fiction
  Role Playing Campaign with
  detailed material published at all levels
  from individual ships and crewmen up
  to sector·spanning empires. Each adven-
  ture can stand on its own but all are
  designed to mesh together to supply a
  ready made campaign to assist the busy
  Judge.
  The Gateway Ouadrant material
  is comprised of several series of publica-
  tions. The basic starting products are
  the Sector Guides. There are four separ-
  ate sectors, each of which has a guide
  published
  for
  it:
  Ley,
  Glimmerdrift
  Reaches, Crucis Margin, and Maral'\antha·
  Alkahest.
  Each Sector Guide
  is com-
  posed of a 22" x 34" three color map
  and a 32 page Guidebook. The map is a
  single sheet showing the entire expanse
  of the sector at a glance with all politi·
  cal boundaries and jump routes. The
  location of each solar system is shown
  but
  no
  planetary
  names
  are
  given.
  Significant intrastellar navigational ha·
  zards are noted. Also depicted are the
  subsector
  names
  and
  boundaries.
  A
  quick reference summary of the major
  political groupings is repeated on the
  map for convenience. The reverse side
  of the map sheet depicts eight of the
  planets of
  the
  sector
  in
  detail. The
  planets chosen are selected to give a
  good selection of the different types of
  planets available. They are also selected
  to give at least one from each major
  political grouping and are spread evenly
  across
  the surface of the sector. All
  relevant
  statistics are given again for
  each planet. Then a summary of the
  planetary
  configuration
  of
  the
  solar
  system is printed along with any signi·
  ficant information on other planets in
  that system. A background history of
  the planet is summarized along with the
  current political and/or military signifi-
  cance of the planet or system. Finally
  any
  significant economic information
  on resources, exports, and imports is
  given_
  Each
  Sector
  Guidebook
  com-
  mences with a historical overview_ The
  galaetographic significance of the ~or
  location is given_ Involvement of the
  galactographic significance of the sector
  location
  is given. Involvement of the
  Major Races and their political relation-
  ships with the sector is then summarized.
  Each
  interstellar state and significant
  race
  is
  summarized.
  giving
  history,
  political philosophy and significant dip-
  lomatic
  relationships.
  Each
  subsector
  has a page devoted to it. The right half
  of the page gives a detailed map of the
  subseetor with all of the systems named
  and
  political
  boundaries
  and
  jump
  routes depicted. The adjacent subsectors
  are named on the map as well. The left
  half of the page begins with a summary
  of the significant galaetographic features
  and
  maj~ historical events. Next, the
  signifICant planet of each system is listed
  in the Standard Traveller format: Name,
  Political Affiliation, Coordinates, Uni-
  versal Planetary Profile, Bases, Remarks,
  Travel Zone, and Gas Giant. A statistical
  summary
  of
  the
  subsector
  is !liven.
  Across
  the
  bottom
  is
  repeated
  the
  Political Allegiance Codes applicable to
  that subseetor. Special information on
  races or intrastellar conditions that is
  intended for the Judge's use only are
  given
  on
  special
  pages
  prominently
  marked Judge's Information Only. The
  next
  section
  provided
  is
  a
  special
  Rumors Table. The first portion of the
  table
  is
  devoted
  to general
  rumors,
  the second to rumors specific to political
  orgaJactographic locations. The intended
  method of use is for the Judge to roll
  on the general table first and then con-
  sult
  the
  local
  table
  if
  appropriate.
  Aumors
  are intended to be used reo
  peatedly and will require adjustment by
  the Judge to maintain variety. In some
  instances, a built-in variance on a die
  roll is provided. The next section is an
  Encounters Table, again split ,nto gen-
  eral and local
  ~ specific encounters.
  Encounters are also for repeated use and
  may be modified by the Judge for each
  successive use. Also in this section may
  be a set of Event Tables. Events are
  singular encounters which occur only
  once.
  Other
  special
  charts and
  lists
  which may be present include Spaceship
  Encounters,
  Animal
  Encounters,
  and
  Space Encounters. The final two pages
  comprise an alphabetical listing of the
  planets in the sector.
  The second series of products
  are the System/Planetary Guides, each
  of wh ich concentrate on a single solar
  system and its major planet. These are
  intended to form a completely detailed
  area for a Judge to utilize as he or she
  sees fit. Each System Guide has detailed
  area for a Judge to utilize as he or she
  sees fit. Each System Guide has detailed
  amographic information giving all perti-
  nent data on the planets and sattelites.
  As
  the
  Sector
  Guide
  St!ries
  provides an initiating point for a cam-
  paign,
  other
  series of
  Judges Guild
  Traveller
  products
  provide
  for
  both
  expansion and detailing of the gamers
  universe. The Navigator's Starckarts is
  a playing aid to assist the Judge or
  players in mapping their gaming star
  cluster. It consists of six complete sets
  of sector maps. Each set has an overall
  miniature map of the sector, a section
  19 Pegasus
  
  LEY SECTOR
  GLiMMERDRIFT REACHES
  of notes and
  mapping symbols, and
  sixteen subsector maps numbered in the
  Conmoid Tr1Iveller system with accom-
  panying
  form
  sheets
  for
  recording
  statistical data on the star systems. The
  Judge
  may
  utilize
  the
  Navigator's
  Starcharts
  to
  expand
  the
  published
  areas of the Traveller universe with his
  or her own creations. As an alternative,
  the players may build their own playing
  map of the game universe as they dis-
  cover
  it.
  Tentative
  or
  approximate
  information may be entered in pencil
  and be replaced with accurate informa-
  tion in ink as the players discover it.
  In this way, both the players and Judge
  are continually aware of the extent and
  accuracy of the characters information
  on their own universe. This simple pro-
  cedure has been of great value to the
  smooth running of many a campaign.
  Covering over parsecs of space and with
  room for data on star systems, there is
  area enough for any active campaign to
  grow for many a wild gaming session.
  Another useful product at this
  particular
  point
  is
  the Judges Guild
  Universal Science Fiction Roleplaying
  Aid. the Astregator's Chartbook. While
  the previous product took the gaming
  universe
  from
  star
  clusters
  through
  sectors and Subsectors down to the
  Pegasus 20
  MARANATHA.ALKAHEST SECTOR
  CRUCIS MARGIN
  individual Stellar System, this ~oduct
  provides a series of standardized mapping
  formats to detail a Stell"r System fTOm
  the millions of kilometers of intefl)lane·
  t"ry space right down to the meters of
  buildings and their individual features.
  Geodesic maps are provided to chart
  individual planets while also in a special
  logarithmic scale the position of that
  planet in its Stellar System is summa·
  rized. Each individual hex390n on the
  planetary map may then
  be enlarged
  to whatever scale the game play requires
  by use of the Judges Guild Campaign
  Hexagon SVJlem. Further detail may
  be achieved by transferring at the most
  enlarged end to the square grid contained
  herein for buildings, vehicles, and other
  artificial structures requiring such a de·
  piction. Each map sheet has a facing
  sheet specifically provided for it which
  contains symbol
  keys appropriate to
  that map type as well as note space to
  record significant information. Astroga·
  tor's Chartbook is thus a unified system
  which permits a Judge to quickly and
  easily portray a solar system and its
  contents in whatever degree of detail
  the game situation requires.
  Making integrated use of these
  and other Judges Guild systems is an
  additional series of Trayeller products
  LEY SECTOR
  1.
  Imperium
  2.
  Sydlmlc Empire
  GLIMMERDRIFT REACHES
  1.
  Imperium
  2.
  MIlrlon Primate
  3.
  Ginloochy Coocordance
  4.
  MIlndenin Co Dominion
  5.
  Krax Confederation
  5.
  brilln Realm
  CRUCIS MARGIN
  ,.
  Sphere Fenix
  2.
  Chhuflfj Kuo
  3.
  MIlndanin Co Dominion
  4.
  Union Crucis
  5.
  Am Nol
  6.
  Hv'lko Kamlin
  MARANATHA·ALKAHEST SECTOR
  1.
  ZulQ....te Al Amyl
  2.
  Rem.yon
  3.
  Kmyill Eil'lln:hy
  4.
  K'Chemi Central".
  5.
  Aonge Valvai'll
  6.
  Supnlher-d T'lflaree
  7.
  Maorin Statt
  8.
  StO$ffll Zonya
  9.
  Taql,lori' Commit!
  termed the Planetary Guides. This series
  concentrates on providing a Judge with
  an entire planet detailed to serve as a
  background for adventuring in a cam·
  paign.
  Examples
  of
  this
  series
  are
  Tancred, Marooned on Ghortring, and
  W8spwinter, all of which are set in the
  Gateway Quadrant. The emphasis in this
  series is to provide the Judge with a
  location for adventures with all the back-
  ground worked up in detail ahead of
  time. All the statistical data is elaborated.
  explained
  and
  amplified with charts
  and tables greatly organized. All neces·
  sary
  maps
  are
  provided
  as
  well
  as
  history.
  pmitics, economics. ecology,
  and
  special
  occurances.
  Tables
  "re
  provided for rumors and special events.
  Animal Encounter Charts are made up
  for each type of terrain. All the terrain
  special events are completely explained
  and any game affect thoroughly detailed.
  All new types of lifeforms are explained
  in detail. All new sapient races are given
  a complete rundown in Trayeller terms,
  including physical and mental abilities,
  technical and social information as well
  as military and political significance. As
  is Judges Guild standard practice, a
  mini·adventure is given to help the Judge
  in
  getting
  things
  moving. Additional
  campaign tips and hints are given to
  
  ~\'(....
  SS'(,~
  ,,'i::.
  K.rur (Centaur Home Worldl
  *
  *
  Guaran (Hive Home World)
  THE
  TWO THOUSAND
  WORLDS
  HIVE FEDERATION
  * I
  I
  1
  Glea (Hive Federation Capital)
  ~
  o
  Q
  hlC)
  VAfj§R ENCLAVES
  COAEWARD
  *
  Terra (Solomani' Home W~rld)
  ~Iand
  * IIVilani
  Home World)
  SOLOMANI SPHERE
  I /\ Hive Young Worlds
  .. ~
  I
  LEY SECTOR
  Capital
  ~
  •
  (Imperial Capital World)'
  I
  THE IMPERIUM
  I
  * I•
  KUlU (Asian Home Worldl
  ASLAN HIERATE
  *
  ZHODANICONSULATE
  "z
  I -HU¥A"ILV"'!"'~'·'I[,U
  I
  / I /1
  I
  I
  I IllY 'K
  (I~
  I
  I '
  ~
  --
  L; l\ '1.-.'
  i I.-...~ In_
  rt
  r
  ~
  i
  IF"i
  ,...
  ,
  c(
  a:I-
  ca:•
  ~
  ;;:;
  ~
  ~
  1
  I"
  ~
  0 1
  0
  ~:
  I~01S
  ~o~ l/ l '(....
  ~~\-
  (:,~'(,~
  1
  /J·5 Rou"
  \J
  _---- .,
  rl
  "'~-
  ',/"If' <....J) n
  '"
  /'
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  ~
  a "
  "
  CLJENTSTATES)
  5·
  <
  0
  i!.g
  ~
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  'I~O~U
  fcJ~
  ~~II
  MAP OF THE IMPERIUM 1105
  Copyriqht 1980, Journal of the Travellefs' Aid SoClelV_
  ,
  
  (continued on p. 93)
  On this stroll through the market place, I bumped
  into the Merchant Master who kindly agreed to show me his
  new wares while I sat in complete luxury in the middle of
  the square (right next to the hairy guy in the stocks!). So.
  from my comfortable vantage point, I shaH inform you of
  these wares as the Merchant Master hurriedly scurries to
  and fro, bringing them to me for my delectation.
  Judges Guild, Inc.. has created their very own Judges
  Guild Jackets for only $20. These finely-erafted wind.
  breakers come in red, navy, and royal blue with the Judges
  Guild logo on the back. They are a must for all garners;
  everyone up here already has one or twol A warming
  thought fIX Christmas gifts or any time, this extra-ordinary
  item
  is available from your favorite game-aid company,
  Judges Guild.
  Eight new adventure releases from Judges Guild
  include Waspwinter, a Traveller tm adventure featuring
  daring space pirates who raid passing ships for booty, new
  technology, and slaves. Waspwinter is written by Dorothy
  Bledsaw and sells for $5.98. Also new on the Traveller tm
  scene are Maranatha·Alkahest Sector and Rogue Moon of
  Spinstorrne, both by Dave Sering. Maranatha • Alkahest
  Sector completes the background for the entire Gateway
  Quadrant and sells for $5.98. Rogue Moon of Spinstorme
  details a commando raid, alien warbots, and much more for
  only $5.98.
  Dave Sering has also written our new Dragonquest
  adventure,
  The
  Quest for the Azure Sea Falcon. This
  product should soon be on the shelves of game and hobby
  shops across the country. or you can order it direct from
  JUdges Guild.
  We also have Portals of Twilight. by Rudy Kraft,
  which brings the adventurer to another reality. Journey fonh
  and discover the secrets of the twilight world for only
  54.98. Portals of Twilight is designed for use with AD&D tm.
  The Glory Hole Dwan'en Mine. by Edward R. G.
  Mortimer, takes you through the adventurous and treache-
  rous tunnels of the Dwarven mine located right outside the
  City·State of the Invincible Overlord. Glory Hole is for use
  with most FRP games systems currently on the marieet and
  is easily worth twice the listed price of S3.98. Also by
  Edward R. G. Mortimer. we have Heroic EXpeditions. which
  sells for $3.98. Three quests are offered here: one for
  Halflings, one for Half..()rcs, and one for a single high level
  character. Heroic Expeditions is designed to be played with
  Pegasus 22
  most FRP systems. Finally, we have F'deckFo's Tomb, by
  Scott
  Fulton.
  It takes you on a magical adventure to
  uncover and remove the awful curse laid upon the Great
  Druid, F'deckFo. F'deckFo's Tomb is priced at a mere
  $2.00.
  We have a few new releases from GDW. There is the
  Journal of the Traveller's Aid Society No. 10 (S2.50),
  featuring an article on Planet Building and another alien
  race called K'Kree (or Centaurs). GDW has also released
  two boxed games, Invasion: Earth about the final battle of
  the Solomani Rim War (S 11.98). and Fifth Frontier War, a
  campaign game portraying the battles for the Spinward
  Marches ($14.98). Both games are approved for use with
  Traveller un.
  From FASA, we have Adyenture Class Ships (59.00l,
  featuring blueprints on 15mm scale of 10 new ships along
  with a 16-page booklet containing descriptions of each. This
  product is approved for use with Traveller un and should
  find its way into every good scienct' fiction campaign. Also
  from FASA are three new Traveller tm approved adventu res:
  The Ll98nd of the Sky Raiders Ian archeok>gical expedition
  searching for a lost civilization); Action Aboard (adventure
  on the King Richard. the pride of the PEL fleet). and
  Uragyad'n of the Seven Pillars (detailing an attempt to free
  a civilization from the ruthless grip of a military dictator-
  ship). All three adventures sell for S6.00 and appear to be
  very interesting, especially U~yad·n.
  SPI has released a new game called Dragornlayer
  1$15.00), which is based on the movie of the same name.
  Strategy and Tactics No. 88 is also on the stands ($6.00).
  Flying
  Buffalo.
  Inc.
  has
  released lhe Sorcerer's
  Apprentice No. 12, featuring Viking weapons and tactics
  for Tunnels and Trolls tm (S2.50).
  Eon has released four new games, Dar6<over ($ 15.00)
  (based on Marion Zimmer Bradley's best-selling novels),
  Quirks f$12.00) (a game of "unnatural selection"). Hoax
  ($10.00) (a role-playing game of bluffs and counter-bluffs),
  and Runes (S10.00) (an unique and intriguing word game).
  Chaosium. Inc. has just produced the Call of Cthulhu,
  a game based on the works of H. P. Lovecraft ($20.00).
  They also have released Different Worlds No. 16 ($2.50)
  which has a good article on mythological monsters for The
  Fantasy Trip.
  XOIOII Games. Inc. has released rules for naval war·
  fare from Salamis to Bolognas (No. I'm sorry; it's Salamis
  to Actium; I just couldn't resist). called Embolos. Embolos
  appears to be a well·thought-out rules system and completely
  playable. Embolos sells for only S4.50.
  FGU has released Shelden's Compendium of Star·
  craft I (S6.00) for use with Space Opera. This booklet
  details 21 starships with all necessary deck plans. A must
  for all science-fiction campaigns. Also by FGU are two
  adventures for Space Opera, Alien Base IS5.00l (an investi-
  gative adventure which uncovers a major alien invasion of
  the United Federation of Planets). and Probe ($5.001 ( a
  survey mission to NCG8436 with loads of adventure on this
  "routine" mission).
  Avalon Hill has released Volume 18, Number 3 of
  The General, featuring Operation Torchlight, the end"9ame
  in Afrika Korps (52,501.
  
  POTIONS••••••••••••••• PERILOUS
  ~tfL(~j_ - it
  ,
  '"---y-":JI'I
  By Roy Cram
  The players had all arrived and
  were getting their character sheets and
  lead figures ready, so, senling down
  behind my Judges screen for another
  long AO&D evening session, I made
  my
  usual
  request,
  "OK, guys, let's
  have your copy of stats and equip-
  ment," The sly smirk on each player's
  face should have warned me, but I was
  still taken by surprise to see, in the
  section of each and every player's sheet
  reserved for recording magic items, at
  least a dOlen new potions.
  My stinginess with all types of
  magical
  treasure
  is
  something of a
  legend among the club members; you
  earn what you get when I'm running
  things, Consequently, other than the
  healing potions, which
  I consider a
  necessary evil, potions, scrolls, wands,
  rings. etc., are as rare as hen's teeth. I
  soon learned that they had aCQuired
  their extra potions in a weekend Monty
  Hauler run by another club Judge who
  is much more open-handed with his
  goodies than
  I am. So, there I !>at,
  facing a dilemma. If I disallowed the
  windfall and disappointed everyone, I
  would have to listen to an all-night
  bitch-and-moan session. If, on the other
  hand, I let them keep and use their
  shiny new toys, the balanCi! of my
  c<Jrefully-planned adventure would be
  totally disrupted and force me to make
  many time-consuming adjustments to
  redress the situation.
  At
  that
  moment.
  my
  Malice
  gland
  switched
  into
  high
  gear
  and
  cranked out about a half-pint of Nasty
  hormones,
  I had an inspiration, and
  the prototype system on which this
  article is based was born. The original
  version, I confess, was a bit more puni-
  tive, and, perhaps, I was just a little
  overzealous in applying it, but, before
  the night was over, I had instilled in
  my players a strong sense of caution
  regarding potions they had picked up
  in
  some
  other
  Judge's
  dungeon.
  I am sure that other Judges have
  run
  into
  problems
  that
  involve
  a
  plethora of potions, also. To helpthem
  deal with this annoying situation,l have
  developed the following system and
  recommend it to them for their enter-
  tainment and to use as they see fit. It
  will not only put a stop to interminable
  chug-a-lug sessions before and during
  every encounter, but it will add not a
  little spice and interest to the adven-
  ture, as well.
  The
  premise
  on
  which
  this
  method is based is that making potions
  is a very tricky and complicated busi-
  ness
  involving numerous
  hard-to.get
  and delicate ingredients_ Any such pro-
  cedure almost neees!>arily invites errors
  and mistakes; add to this the serendipi-
  tous nature of magic itself, and you
  have a stage all set up and waiting with
  bated breath for something out,of the
  ordinary to happen.
  The
  Dungeon
  Master's
  Guide
  recommends, on page 117, a 5% to
  20% failure probability, suggesting that
  potions which fail
  become Delusion
  Potions of the type attempted. Instead
  of having all potions that "fail" auto-
  matically become Potions of Delusion,
  I created a Potion Defect Table (q.v.)
  which takes into account a wider range
  of
  possible
  results.
  Each
  potion
  is
  assigned a Defect Probability rating as
  follows:
  The GP !>ale value of each
  potion
  as
  listed
  in
  the
  Dungeon
  Master's Guide is divided by 100 and
  the resulting number added to 4. This
  is the potion's basic defect probability
  rating.
  For
  example,
  a
  Potion
  of
  Diminuation costs 500 GP. Hence, its
  DP rating is 4 + 500/100 or 4 + 5 '" 9%.
  If a potion's origin is of a dubious
  nature, Le. you bought it from Happy
  Herman, the itinerate potion-hawker,
  found it in 8 dungeon treasure cache,
  or don't know who made it, roll 1010
  and
  add
  the
  number rolled to the
  potion's DP rating. Finally, for potions
  that have
  been
  subjected to severe
  magical stresses, such as teleportation,
  extremes
  of
  temperature,
  powerful
  magnetic fields, and what have you,
  another 1% to 10% penalty should be
  tacked on to allow for "damage" to
  what is surely a delicate and highly.
  fragile system. However, the overall
  DP rating should never exceed 20% in
  any case, to keep it in line with the
  recommendations
  of
  the
  Dungeon
  Master's Guide and to keep the system
  from
  rendering certain high-eost po-
  tions too dangerous to use under any
  circumstances.
  Whenever the dice roll indicates
  that the potion consumed is defective,
  the perCi!nt dice should be rolled again
  and the Potion Defect Table consulted
  to see what has occurred.
  Potion Defect Table
  01 - 08
  No.1. Potion's normal effect
  enhanced 10 - 100%.
  09 - 10
  No. 1 plus Side Effects (see
  Side Effects table).
  11
  No.
  1 plus Unusual Effects
  (see Unusual
  Effects table).
  12·24
  No.2. Potion's normal effect
  dimini5hed 10 - 100%.
  25 - 26
  No:"2 plus Side Effects (see
  Side Effects table).
  27
  No. 2 plus Unusual Effects
  (see Unusual Effects table).
  28·34
  No.3. Side Effects (see Side
  Effects table)
  35 - 38
  No.3. Unusual Effects (see
  Unusual Effects table)
  39 - 50
  No.4. Delusion: User thinks
  it
  works,
  but
  it
  doesn't.
  51 - 60
  No.4 with Side Effects (see
  Side Effects table)
  61 - 70
  No.4 with Unusual Effects
  (see
  Unusual
  Effects
  table)
  71 - 75
  No.5_
  Potion
  failure;
  no
  effects whatsoever.
  16 - 80
  NO.5 except for Side Effects
  (see Side Effects table)
  81 ·85
  No.
  5
  except
  for
  Unusual
  Effects (see Unusual Effects
  tablel
  86
  No.6.
  Potion
  has
  become
  toxic; Save vs Poison or die.
  87 - 00
  Potion appears to be one kind
  but is actually another kind.
  Select which type it reatly is
  from the table on page 121 of
  the Dungeon Master's Guide.
  Side effects are reactions caused
  by
  a
  potion's
  ingredients
  that
  are
  usually not related to their primary
  desired action; this is due to the fact
  that many of the substances used in
  making
  potions
  possess
  pharmaco-
  logical activityaswetl as magicaL Thus,
  there
  is always a risk of these ad-
  ditional,
  undesired
  effects occurring
  when a potion is taken, whether or not
  23 Pegasus
  
  it works. The following table is used to
  determine what side effects have been
  elicited when they are called for by
  the Potion Defect Table.
  Side Effeeu Table
  01·09
  Dizziness, vertigo
  10 - 21
  Headache, disorientation
  22 - 35
  Nausea, possibly vomiting
  J6 - 44
  Flatulence, diarrhea
  45 - 53
  Pronounced diuresis
  54 . 62
  Blindness or impaired visual
  activity
  63·71
  Impaired hearing or deafness
  72 . 80
  Muscular
  weakness,
  flaccid
  paralysis
  85 - 89
  Fainting, extreme drowsiness,
  rom,
  90 - 93
  Tremon, convulsions
  94 • 96
  Acute
  psychotic
  symptoms,
  insanity
  (see Dungeon Mas·
  ter's Guide, p. 83)
  97 - 98
  Two of the above (roll again,
  twice)
  99 - 00
  Three of the above (roll a9<lin,
  three times)
  Side
  effects last from
  1 - 12
  hours and are seldom prolonged more
  than
  72 houn
  (S"
  chance).
  Their
  duration is a function of the half-life
  of the resposible ingredient.
  Unusual Effectl
  Unusual
  potion
  effects
  result
  from a modification or a malfunction
  of the magical elements used in making
  the
  potion.
  They
  are
  strongly
  in-
  fluenced by the type of magic attemp-
  ted or by the special ingredients used
  in the potion's manufacturt. Several
  possible unusual effects for each of the
  potions listed in the Dungeon Master's
  Guide are listed below. Judges may
  select one (or morel at random,
  Of
  simply and arbitrarily pick one that
  suits the fancy at the moment. Judges
  should also feel perfectly free to im·
  provise wherever it suits them to im-
  prove on the Iimited choices offered
  belO1N. Have funl
  Pegasus 24
  Potion of Climbing
  BOP: 9%. Requires the legs of giant
  insects.
  Character develops a hard, chiti·
  nous exoskeleton
  (AC: 3, but
  DEX decreased to 5).
  Character grows long, grasshop-
  per legs (but, boyr can he jump!).
  Character sprouts
  7'
  long an·
  tennae, very sensitive.
  Potion of Oiminuation
  BOP: 9%. Requires Kobold horn and
  Wererat blood to make.
  Character's equipment not affec-
  ted by the potiO(!.
  Character grows a pair of 7 . 12
  inch horns on head.
  Character contracts lycanthro·
  py of the Wererat variety (let
  him
  find out
  the hard way).
  Character shrinks away to no-
  thing.
  Character gets stuck, permanent·
  Iy, in a diminished size.
  Potion of Dragon ContraJ
  BOP: 20%. Requires Dragon brain to
  make.
  Char3eter
  develops
  a
  Dragon
  Breath weapon.
  Magalomania; character wants to
  conquer the world.
  Character polymorphed 1 - 1()()%
  into a Dragon.
  Character
  irresistibly
  attracted
  to Dragon.
  Dragon irresistibly attracted to
  the character.
  Dragon controls character (Po·
  tion effect reversed).
  Potion of Animal Control
  Basic Defect Probability; 8%. Requires
  animal gland or organ to make.
  Character afflicted to believe he
  and
  animals can conquer
  the
  world Im3!}3lomania).
  Character 1 . 1(J()% polymorphed
  into the animal he is trying to
  control.
  Animals react very negatively to
  potion user.
  Animals find potion user irresis·
  tibly attractive.
  Charcter
  finds
  animals
  irresis-
  tibly attractive.
  Potion of Clairaudience
  BOP: 8%. Requires primate thalamus
  gland or ear from an animal with keen
  hearing.
  Character's ears grow from one
  to six times normal size.
  Character unable to endure any
  noise whatsoever.
  Character starts to resemble a
  monkey.
  Vastly enhanced sensory input
  makes character crazy.
  Potion of Clail'\l'oyance
  BOP: 9%. Requires primate thalamus
  gland or eye from an animal with keen
  vision.
  Character's eyes increase in size
  from one to four times.
  Character develops X·ray vision.
  Character afflicted with extreme
  phOtophobia.
  Character experiences terrifying
  hallucinations.
  Character grows a long, monkey
  tail.
  Ponon of ESP
  BOP: 13%. Requires Brain of a Mind
  Flayer to make.
  Character gains psionic JXlWen
  of a Mind F1ayer.
  Character sprouts lour ugly ten·
  tacles from his face.
  Character has irresistable cra'll'ing
  to eal brains.
  Character's thoughts
  broadcast
  to all creatures around.
  Character driven mad; picks up
  ------
  
  all
  thought for
  miles around,
  simultaneously.
  Potion of Extra-Healing
  BOP: 4%-.
  Requires Troll blood to
  make.
  Character gains a Troll's sense of
  smell.
  Character
  smells
  like
  a Troll.
  Character gains limited powers
  of regeneration.
  Character polymorphed 1 ·100%
  into a TrolL
  Character's nose grows 7 . 12
  inches.
  -I
  try not to discourage the use of
  Healing
  Potions.
  Also,
  the
  Healing
  Potions made from the hair of a saint
  never fail or have any defects. This
  kind
  is,
  unfonunately.
  very
  rare.
  Potion of Fire Resinance
  BOP: 8%. Requires Salamander's scales
  to make_
  Character's skin turns fiery red.
  Character grows scales all over
  his body.
  Character craves extreme heat;
  can't
  endure
  nonnal
  tempera-
  tures.
  Character polymorphed 1 ·100%
  into a Salamander.
  Potion of Flying
  BOP:
  12%. Requires Hippogriff fea-
  thers and Wyvern blood.
  Character grows feathers all over
  his body.
  Character sprouts functional
  wings from back.
  Character grows a long, ugly tail
  with a venomous sting.
  Potion of Gaseous Form
  BOP: 8%. Requires Vampire dust or
  Ogre Magi teeth to make.
  Character seized with an irresis-
  tible
  craving
  to
  drink
  wann
  blood_
  Character develops an abnormal
  dread of Holy symbols or ob·
  jects.
  Character unable to endure sun-
  light.
  Character sprouts 6" tusks and
  grows a 9" horn on his forehead.
  Character turns lavender.
  Potion of Giant Control
  BOP: 20%. Requires Giant bl1lin to
  make.
  Character believes that he is a
  Giant.
  Giants irresistibly
  attracted to
  character.
  Character
  irresistibly
  attracted
  to Giants.
  Character afflicted with megalo-
  mania and delusions of grandeur.
  Potion of Giant Strength
  BOP: 13% - 18%. Requires Giant sweat
  (whewII to make.
  Character smells like
  8 Giant's
  locker room.
  Character increases in size from
  , • llJO%.
  Character
  perspires
  profusely.
  Character
  may
  injure
  himself
  using Giant strength; potion fails
  to give him a Giant's durability I
  Potion of Growth
  BOP: 7%. Requires Pituitary gland of
  an Ogre magus.
  Equipment
  not
  affected
  by
  potion.
  Potion affects only the charac·
  ter's equipment.
  Character gains
  powers of
  an
  Ogre magus.
  Character polymorphed 1 ·100%
  into an Ogre magus.
  Character afflicted with priapism.
  Character gets stuck in enlarged
  size.
  Potion of Healing
  BOP: '%. Requires blood of an Ogre
  magus to make.
  See
  Potion
  of
  Growth above.
  Use of Healing Potions should not be
  discouraged.
  Potion of Heroism
  BOP:
  9%
  1100%
  for
  non·fighters!)
  Requires heart of a Lion or other large
  oat.
  Character poIymorphed 1 ·100%
  into a cat.
  Character grows cat fur all over
  his body.
  Potion works in reverse.
  Character
  afflicted
  with feline
  version of Lycanthropy. (Again,
  let him find out the hard way.)
  Character has an irresistible urge
  to lick himself all over.
  Potion of Human Control
  BOP: 13%. Requires Vampire's eye or
  Nixie blood to make.
  Character seized with a craving
  for wann blood.
  Character able to use a Charm
  spell once daily.
  Character afflicted with photo·
  phobia; gains infravision.
  Character must get wet and stay
  wet or suffocate.
  Character afflicted with magalo-
  mania and delusions of grandeur.
  Potion of Invisibility
  BOP: 9%.
  Requires Invisible Stalker
  ichor to make.
  On IV character's flesh affected.
  Equipment still visible.
  On IV character's equipment af-
  fected. Character appears naked.
  Character unable to regain visi-
  bility.
  Charaerer
  rendered ethereal as
  well as invisible.
  muJ
  25 Pegasus
  
  Oil of Etherealness
  BOP: 19%. Requires Demon brain or
  Shedu fat.
  Gains innate demonic (or She-
  duan) abilities.
  Character stuck in ethereal fonn.
  Character possessed by a demon.
  Character gains 10 . 100 pounds
  of ugly fat.
  Character
  grows
  stubby, non-
  functional wings on back.
  Philtre of lOYI
  BOP:
  7%.
  Requires
  Dryad
  hair
  to
  make.
  Character becomes shy and non-
  violent.
  Character cannot bear to be more
  than 36 feet away from an Oak
  tree.
  Charaeter afflicted with priapism.
  Character's hair grows to six feet
  in length.
  Potion's effects reversed.
  Potion of Inyulnerability
  BOP: 9% (100% for non-fighters). Re·
  quires Gargoyle horn or lycanthrope
  skin to make.
  Character grows a 10" Gargoyle
  horn on his forehead.
  Character transformed 1 - 100%
  into a Gargoyle.
  Potion works in reverse.
  Character contracts Lycanthropy
  (let him find out the hard way).
  Potion of levitation
  BOP: 8%. Requires eye of a Beholder
  to make.
  Character gains one spell ability
  of a Beholder (select at random).
  Character goes insane; thinks he
  is a Beholder.
  Character
  unable
  to close
  his
  eyes.
  Character unable to control spell
  and continues to rise until the
  Pegasus 26
  potion wears off. _...
  Potion of longe'lity
  BOP:
  14%. Requires Dragon or Elf
  blood, and Treant sap.
  Character
  acquires
  a
  Dragon
  Breath weapon.
  Character turns green, develops
  bark on skin, sprouts leaves, be-
  comes
  sluggish
  and
  drowsy.
  Potion
  works in reverse. Ages
  character.
  Character gains
  Elven
  abilities
  and attributes.
  Philtre of Persuasiveness
  BOP: 12% - 13%. Requires Harpy's or
  Oevil's tongue to make.
  Character's tongue grows one to
  four feet in length,
  Character unable to stop talking.
  Character's
  voice
  attracts
  all
  living creatures within hearing.
  Character possessed by a devil
  (voice only).
  Character
  compelled
  to
  sing
  everything
  he
  wants
  to
  say.
  Potion of Plant Control
  BOP; JC.tI,. Shrieker spores and Umber
  Hulk eyes needed to make it.
  Character's
  gaze
  causes
  con·
  fusion.
  light or movement within 30'
  makes character scream.
  Character afflicted with magalo·
  mania,
  delusions
  of
  grandeur.
  Character
  develops
  infravision.
  Character has an irresistible urge
  to burrow in the din.
  Character thinks he is a Petunia.
  Potion of Polymorph Self
  BOP; 7%. 8%. Requires Mimic skin or
  Succubus hair to make.
  Character's skin exudes an in-
  stant-bonding superglue.
  Character can steal a level by
  kissing other characters.
  Char3Cter"s hair grows one foot
  per
  minute
  without
  stopping.
  Character stuck in new shape;
  can't change back.
  Character gains innate demonic
  abilities.
  Character
  attracts any
  nearby
  demons.
  Potion of Speed
  BOP:
  8% - 9%. Requires nean of a
  Pegasus
  al"Kl
  Giant
  Weasel
  blood.
  Character develops insatiable cra-
  ving for warm blood.
  Character
  grows
  large,
  white,
  functional wings.
  Character grows Weasel fur all
  over his body.
  Character is irresistibly attracted
  to
  horses and
  horse-like crea-
  tures.
  Character unable to stow down
  again. Will age one year for each
  hour of time until Dispel Magic
  is cast on him.
  Potion of Super·Heroism
  BOP:
  11%
  -
  12%.
  (100% for non-
  fighters).
  Requires
  Giant
  Wolverine
  blood and Minotaur heart to make.
  Character goes homicidally ber·
  serk.
  Character sprouts horns like a
  bull.
  Character develops keen Mino-
  taurian senses.
  Character
  exudes
  Giant
  Wol-
  verine musk from skin.
  Character becomes vicious and
  bloodthirsty, cruel and savage by
  nature.
  Potion works in reverse.
  Potion of Treasure Finding
  BOP: 6% - 7%. Requires Gold Dragon
  Scales or six powdered gem stones.
  Character grows golden scales all
  over his body. AC: 2.
  Character
  becomes
  insatiably
  greedy.
  
  Potion works in reverse.
  Character's skin turns gem-
  colored (color is Judge's option).
  system
  for
  dealing
  with
  excessive
  potion abuse. I hope you will have fun
  using it in your campaigns.
  WRITE FOR FREE BROCHURE
  THE COMPANIONS, INC.
  245 WATER STREET
  BATH, MAINE 04530
  207-443-4909
  Third Annual
  ADVENTURE ROLE PLAY WORKSHOP
  For Designers and Judges
  GAMESMASTERS
  WORKSHOP '82
  JUNE 26 - JULY 9, 1982
  PleMfl'~ by TI'le Compan.OI1s
  ......!h Lefl,rd Llkolk.., Pe'e. RIC., Johfl Wheeler.llld ow".
  Held 011 the c.npul of the
  OAK GAOVE-cOBURN SCHOOL
  EAST VASSALBORO, MAINE
  Choose from FOUR COMPLETE PROGRAMS
  - SWORDS AND SORCERY
  _ WILD AND WOOLY "'EST
  • CLOAKS AND DAGGERS
  -STAR TRAVELLERS
  THE COMPANIONS
  I
  Character is irresistibly attracted
  to dead things and to undead
  creatures.
  Character
  acquires ability
  and
  craving to touch other characters;
  each
  touch
  drains
  one
  level.
  Potion of Undead Control
  BD?:
  20%.
  Requires
  Spectre dust,
  Vampire brain, or Lich tongue.
  Character
  acquires
  dread
  of
  Clerics and Holy symbols.
  Potion of Water Breathing
  BOP: 13%. RequiresWater Naga blood,
  or Nixie organs.
  Character afflicted with megalo·
  mania.
  Undead are irresistibly attracted
  10 character.
  Character turns into a Zombie.
  Character is irresistibly attracted
  to
  snakes and snake·like crea-
  tures.
  Character turns into a bat Of a
  rat 150150 chancel_
  Character gains ability to use a
  Charm
  spell
  once
  per
  day.
  Character loses ability to breathe
  air.
  Character
  turns
  into
  a
  Giant
  Constrictor Snake.
  Character acquires a passion for
  Nixies.
  Character thinks he is a Water
  N....
  Unusual
  effects,
  fOf the most
  part, last no longer than the potion's
  normal effects would have endured,
  except where noted above. Most of the
  persistent effects can be nullified or
  rectified by a 7th level orgreater Dispel
  Magic spelL Lycanthropy, of course,
  will have to be cured in the normal
  manner.
  There, for better or worse, is my
  27 Pegasus
  
  F'r.=ir~CONVENTION
  :JO
  COMPENDIUM
  SON OF GENGHIS CON
  January 16· ", 1982 Littleton, CO.
  Denver Garners Association
  Box 2945
  Littleton, CO 80161
  CONFUSION II (SF)
  January 29· 31. 1982AnnArbor,MI
  Ann Arbor SF Association
  P. O. Box 1821
  Ann Arbor, M148106
  HOBBY INDUSTRY OF AMERICA
  SHOW
  January 31 - February 3, 1982
  Dallas, TX
  HIA
  319 East 54th St.
  Elmwood Park, New Jersey 07407
  INTERNATIONAL TOY FAIR
  Febmary 4· 10, 1982
  Num/)erg, West Germany
  International Speilwarenmesse.
  eGmbH.
  8500 Nurnberg-Messezentrum
  West Germany
  Pegasus 28
  VIKING CON 3
  February 5· " 1982 Bellingham, WA
  The Science Fiction & Fantasy Club
  Viking Union 222
  Western Washington University
  Bellingham, WA 98225
  Phone: (206) 676 . 3460
  WARCON
  February 5 - 7, 1982
  Texas A&M University
  David (Kong) Heiligmann
  Chairman, WARCON '82
  P.O. BoxJ·1
  College Station, TX 77844
  Phone: (7131845 -1515
  GENCON SOUTH VI
  February 6·8, 1982
  Jacksonville Beach, FL
  Gencon South '82
  P. O. Box 16371
  Jacksonville, FL 32216
  MANNHEIMER-eON '82
  February 12 - 15, 1982
  Mannheim, West Germany
  Grenadierstrasse Kriegspiel Society
  181 Trans 8n APO New York 09166
  MAINECON '82
  February 12 - 14, 1982 Panland, ME
  John Wheeler
  245 Water St.
  Bath. ME 04530
  GAME FAIR
  February 13 - 14, 1982 Spokane, WA
  Shannon Ahern
  Book & Game Company
  W. 621 Mallon
  Spokane, WA 99201
  Phone: (509) 325 . 3358
  ORCCON 1982
  February 13 - 15, 1982 Anaheim, CA
  Orccon
  PR Dept.
  P. O. Box 2577
  Anaheim, CA 92804
  DUNDRACON VI
  February 13 - 15, 1982 Oakland, CA
  Dundracon VI
  386 Alcatraz Ave.
  Oakland, CA 94618
  
  CANADIAN TOY FAIR
  February 14 - 17, 1982
  Montreal, Canada
  Canadian Toy Manufacturers Assn.
  Box 294,
  Kleinber, Ontario LOJ lCO
  NEOCON I
  March 19·21, 1982 Akron, OH
  Convention Lords, Inc.,
  P. O. Box 4045
  Akron, OH 44321
  M. I. G. S. III
  May 3D, 1982
  Kitchener, Ontario, Canada
  Les Scanlon
  473 Upper Wentworth St.
  Hamilton, Ontario, Canada
  NEW YORK TOY FAIR
  February 20- 22, 1982 New York, NY
  Toy Manufacturers of America
  200 Fifth Ave.
  New Yor1c, NY 10010
  Phone: (2121675 - 1141
  SCIENCE FICTION WEEKEND
  April 8 . II, 1982Irv;ne, CA
  Science Fiction Weekend
  clo Fantasy Publishing Co.
  1855 W. Main St.
  Alhambra, CA 91801
  Phone: (213) 337·7947
  GENGHIS CON
  June 5 . 6, 1982 Denver CO
  Denver Garners Association
  Box 2945
  Littleton, CO 80161
  a
  game master's aid for
  ALL
  role-plavlng sYStems
  MICHICON GAMEFEST
  June 1'· 13, 1982 Detroit, MI
  Metro Detroit Gamers
  P. O. Box 787
  TroY, M148099
  CONQUEST III (SF)
  May 28 - 30, 1982 Kansas Ciry, MO
  Conquest III
  P. O. Box 32055
  Kansas City, MO 64111
  GRIMCON IV
  May 28· 31, 19820akland,CA
  Grimcon IV
  P.O.8ox4153
  Berkelv, CA 94704
  Grimtooth's
  MIDWEST TOY AND HOBBY SHOW
  March 13· 16, 1982 Chicago, It
  Midwest Toy and Hobby Show
  P. O. 80x 2188
  Zanesville, OH 43701
  .
  One hundred and one catastrophic traps,
  sinister snares, engines of evil, and deadly devices
  FANTASYLAIR
  March 12 - '4, 1982 Ponca City, OK
  Shelby Cooper
  Northern Oklahoma Dungeoneers
  P. O. Box 241
  Ponca City, OK 74601 - 0241
  Crlmtooth's TRAPS have been presented Without game mechanICS
  of any kll1d; the nature, cause. and effect of each trap has been
  thoroughly descnbed SO that any GM may Introduce these devices of
  delver destruction Into hiS or her games WIth ease. For example;
  8etW'een A Rock and A Hard PIac:e I!> iI d'l
  ('f
  ~i1nalJun un Ihl' ttlTYTUI prIfl"lho·
  romdor \Iap Mid "'. '-'f&<n' thai c.haf<iClt'f"!> Mot'PtrI'
  r 1Ol'S;lI all \I"OE'S - ortlll'V,,'lcN-lhffl
  tcle§/ A st.ond;&rd PIIIf'lIhP lIorw Ilo """'~If'd hv ",hollf'\l.'I' mrthod \<lU ~ When iI dwitlteo
  fats 10 IhP honom ci the pc. he ". find lh.M he f) ., 100 dl't-'V to dmb <U un Ilf) 0\lIo11.
  ,....toenthe Irapdoof Wn-600..'fl oIli\oW'6I ttr~d ltlI'~. Ab,I Mmmltll',,"I"'......
  c.JtJ§(!o,I VIo1I rJ ~ IOshant'f" The ~ rapdydlssoto.-es iI "'YeN rl.W&~throuidl the~
  ,,-..II to ~e ... pl.Ke ttr ~tlOfldrod oIbt",.'\: the PII. A!o ~ao.;,,~ f'PfNlI1lo on ltlI' 1Il1Ol' d
  the PII !hl.' ~ pLAT!:' ~ "'. ~.. tNl It-. blod 01 ceftr1« ~ ... pI.lce .... the
  ".
  f§
  ft'n'lCM'rl,
  rtWt'l rht (~
  1<0n.....\1 ."
  p.Jt:o,
  JH
  01
  Cn>lIOOlh~
  T'ItN'SI
  only $9.95 (less than a dime a death!!
  "
  ..
  <I~.t.bIl' <II berlt'J .Ildfflf' MId hobbr ~, or Of'dfof df(Ia from
  FtyIng Buffak) Inc. • P.O. Box 1467· Dept. .JC-23 • SCOttsdale, AZ 85252 ~~ ftCt.d. SIb ~ C. ~
  (l.k & Europe.vo customel'S p6ea5e order (lOTI OYIS ~'fB, P.O. b
  100, 6.Jth Sf:. WMw!t w .\ldands. t..t...)
  29 Pegasus
  
  ALL THAT
  GLITTERS. • •
  ';"-~
  ···b
  "'".' -
  ~~,;..._.....", The Spectacles of Sightt......--~
  by Edward R. G. Mortimer
  These Spectacles enable the wearer to see certain vibrations
  to the exdusion of all others. In other words, the wearer
  can only see what the Spectacles have the power to reveal,
  so the wearer does not have normal sight. The Spectacles
  can function once a day for as long as they are worn; they
  will not falloff accidentaly but can be removed by some·
  body other than the wearer. To determine what kind of
  Spectacles are found, consult the table below:
  01· 10
  Spectacles of Far Sight: act as a telescope with
  100x power.
  11 - 20
  Spectacles of Minute Sight: act as a microscope
  with 100x magnification.
  21 - 30
  Spectacles of Ethereal Sight: enable wearer to see
  into the Ethereal Plane.
  31 - 37
  Spectacles of Astral Sight: enable wearerto see into
  the Astral Plane.
  38- 44
  Spectacles of Invisible Sight: enable the wearer to
  see things hidden by the II/visibility spell, or the
  Psionic discipline (only).
  45· 55
  Spectacles of Infravision: give the wearer Infra-
  visional sight at 120 yards (or feet).
  56 - 65
  Spectacles of Ultravision: give the wearer Ultra·
  visional sight.
  66· 73
  Spectacles of Magic Aura Sight: enable the wearer
  to see the Aura radiated by magic items and spells,
  even if the spell has been cast upon a person (such
  as a Chaml, Omoc, etc,),
  74, 79
  Spectacles of Personal Aura Sight: enable the Aura
  of an individual to be seen. After experimentation,
  alignment can be determined by the person's Aura.
  80 - 00
  Spectacles of Shaded Sight: These magical sun·
  glasses will protect the eyes from bright lights,
  glare, and all radiations which affect the eyes; only
  normal sight in lighted areas is possible.
  The Spectacles can be used by any being who normally has
  2 eyes, a nose, and 2 ears. The Specatcles will enlarge or
  shrink to fit the wearer.
  /
  There afe several types of Bottles; each is of liter size and
  is made from II single Rock Crystal. Upon utterance of the
  command word leach Bottle has II different one). the Bottle
  will fill itself with it's particular type of liquid. When II
  Bottle is found, consult the table below to detennine what
  type it is:
  Web Seeds
  by Edward R. G. Mortimer
  The Everfull Bottles
  by Edward R. G. Mortimer
  1 .
  5
  Red Wine
  41 -48
  Iced Tea
  6 - 10
  White Wine
  46 - 48
  Light Beer
  11 - 13
  Dandelion
  49·58
  Dark Beer
  Wine
  59-65
  Mead
  14· 16
  Fruit Wine
  66 - 71
  AI.
  (Sangria)
  72-80
  Whiskey
  17 - 22
  Spring Water
  81 - 85
  Rum (151 proof)
  23 - 25
  Goat's Milk
  86·88
  Vodka (100 proof)
  26- 28
  Cow's Milk
  89- 92
  Brandy
  29- 31
  Grape Juice
  93 -95
  Wild Cherry Brandy
  32- 37
  Apple Juice
  95-98
  Peach Brandy
  38- 40
  Cranberry
  99
  Pure Grain Alcohol
  Juice
  00
  Other
  The Bottles will function 3 times a day.
  Web Seeds appear to be fibrous, grey husks about J inches
  in diameter. They can be used by anyone who knows the
  command word. They can be thrown (up to 30 yards) or
  shot from asling (normal). Upon impact, after the command
  word is spoken, they "explode" into the same dimensions
  and effect as a Web Spell. The duration is 5 hours.
  Pegasus 30
  
  Ring of levitation
  by Michael A. Wilson
  Allows the wearer to levitate himself and his gear (up to
  400 poonds) to a heigtlt of 10 feet for 2 turns (20 minutesI
  twice a day.
  Boots of Giant Stomping
  by Scott Fulton
  In an earfier magazine. an item known itS Boots of
  Halfling Stomping was
  introduced.
  These boots are a
  variation on those. Like the other boots, these appear to be
  normal boots until tried on. They will then oonfo"" to the
  foot as magical boou do. They will not reveal their nature.
  however, until the wearer is in sight of a true giant. When
  this happens, he will have an uncontrollable urge to kick
  the creature to death. While wearing the boots, he will not
  engage in any other attack against a giant. The boots, in
  fact. give a +2 to hit vs. giants and do I ·8 points of damage
  per attack. If a giant is in sight. they cannot be removed in
  any manner short of a Willi. Otherwise, they can be taken
  off and put on normally. Note that they only cause this
  kicking frenzy when worn.
  Quill of Commanding
  by Michael A. Wilson
  Functions as a scribe. Will
  translate voice into written
  language for up to two hours per day.
  Bracelet of luck
  by Paul W. Vinton
  This bracelet appears as an ordinary silver wrist band. 2"
  wide and solid. It adds +2 to all saving throws, but once per
  day for three melee rounds, adds 1 to all opponents chances
  to hit its wearer.
  /~<",,/
  4.
  .' •••• ,.....
  "'iir'i:l."·
  ••~...
  ,.".,~
  Once this paper has been written on. it can be tom up in
  ~h a way that only the person who tore it is able to piece
  It back together. Partial successes fup to 50%) are possible
  by other persons.
  Spell Staff
  By Paul Andrew Denisowski
  Thn appears to be a short 18'1 metal
  tube. It
  functions much like a Rod of Absorbtion, with the ex-
  ception 1hat it can only absorb spells cas1 upon it by
  its user. The Staff can hold up to 101 spell levels, know.
  ledge of which is given 10 the user when grasped. The
  stored spells can be discharged a1 will in Clfle segmen1
  (it could be used in melee). The 101 spell levels may
  be filled or emptied at any time and are never IOS1. If
  the S1aff is broken, all stored spells go off as if cast at
  the SP01 where 1he Staff was broken. There is a 5% chance
  that first level Spell Caster will be given one by his Men-
  tor. Suggested GP Sale Value: 80,000
  DunDraCon VI
  February 12-15, 1982
  Join us for
  I round the clock.
  dungeons * SCA fighting demos *
  films" Seminars * Offical ad-
  ventures and 1'lJRE!
  Where? The
  Cun fey Hate1 in San Ma teo, CA.
  3-day memberships: $13,00 by mail
  to: Dundracan. 386 Alcatraz Ave.
  Oakland CA 94618,
  Brin9 a friend!
  31 Pegasus
  
  Total Amount Enclosed:
  Pleaw plate numbe, 01 jackeu desired 10 appropriate box". Enclose
  $20 pvr each jackel ordered. ct1u<:k 0' money order. No stllmp'
  please. For you. own prolllCtion,
  pl.~ do not Mnd c.h as we
  Cinnot b. responsible for noh tost in the m....
  ,
  •
  Small
  Medium
  NEW
  Large
  X-large
  JACKETS
  N'me'
  _
  Address:
  _
  City:
  State:
  Zip:
  _
  SAME DAY SERVICEI
  "Dem,md Elleeeds Supply.
  Pie.. Wei, 4 Weeks for Oeliv..-y
  PIe_ add 52.00 for Posug. and HHdling
  ~S1.50forCOO
  Illinois Retidenl$ldd 5% tex
  Royal Blue
  Royal Red
  Navy Blue
  ROVERS
  STAR
  ,
  •
  ThaI's right, folksl
  Judges Guild brinvs you yet .nothe.- SIlper
  Special wIth OUt mach._ashHI•. 100% nylon jackets lined wIth
  50" conon/5O% poly..'e. "'brie. They come in Royal Red, Royal
  Bit••, and N1"Y Blue lind in sizes X.,~ L...~. L.rge, Mldium....d
  Small.
  NEW
  ~u~ge5 <&uil~
  ,~ullgt9
  (&
  Introducing the new STAR ROVERS tm line from Archives.
  THE EMPIRE
  ARCH Z401: IMPERIAl-DREADNOUGHT:
  (SllIt_n pleus: approll. a" long). The prloe
  01 IIle Imperial FI..t. FeW$hlp$ln the P~IIY
  can match the power 01 \hls class 01 ship.
  S 19.95
  ARCH 2402: IMPERIAl,. NESTAR: (Twen'
  ty·three
  pieces:
  approll.
  S"
  longl.
  The
  Flghter·Catrlen 01 Ihe Imperlel F ....I. com·
  Plete whn a complement 01 fl9hten, Indu·
  olng 1 Sentinel (ARCH Z407). I
  Imper~l
  Intirceplor
  lARCH
  240al,
  ano:!
  I
  SCout
  Ftghter (A RCH 24091.
  S lS.t5
  ARCH Z403: IMPERIAL. ASSAUl,.T SHIP:
  (FIve plece$: approx. 5" lon91. Ellira-lal"lle
  IroOP and et!ulpment tran$port tor use ou.lng
  shlp.to-shlp Elolrdlng actions and planelary
  nsaulU.
  St.'5
  ARCH '''()4, IMPERIAL SCOUT CRUISER:
  (Four plet:esl approll. 4" longl. one 01 Ihe
  WNlle, crulier types In Ihe Imperlat Fleet.
  ThIS one Is the moS! widely u_ ot lhe I.r,.,
  elus $hlQI. Used where.n lmperl., pl'lIwnce
  muff. be emphulzed.
  S 1.'S
  ARCH
  240S:
  IMPERIAl,. OESTROYERS,
  (51" plecel' approx.
  J.5" long eachl. The
  moil widely used meolum slllla ShIp In Ihe
  Imj)ll.lat Fleet. Used lor SearCh and Deslroy
  mInIons
  ."Inlt
  Plr",t"
  strongholds
  and
  rOUllne paHol of
  tmp",lal territory. Two
  Shlpl per box.
  SS.t5
  A"CH
  2"0&,
  IMPERIAl,.
  TRANSPORT
  SHIP: (Three pieces: ",pprox. 4" Ion.). The
  bKkElone of Imperial power. These ships are
  used to n,ul Ihe major cargoes upon whICh
  the economy of the emQI.e Is basad.
  $1.9S
  ARCH
  2401:
  IMPERIAL
  MONITORS:
  (Twelve oleees: apgrox.
  1"
  longl. Imperl.ll
  IIUnboals usea fo, IIlKk .~Inil mUCh l.r9ll'
  _Is "'nd as extr", hUvy '''lIten fo, IlKkup
  IYpQort ag.aln$t Fight.. _arm$. FO<,Jr Ships
  per bolt.
  $ .... 5
  "'RCH 240', IMPERIAl,. INTERCEPTORS:
  fElghteen pleees: .pprox. lb" long). Haavy
  comoat lighten Oe$l,nao:!
  to
  Intercept In·
  coming mlnlles i1nd other c:omb",t IIghte"
  01 various sizes. Sill $hlpi per ElO".
  "4.95
  Pegasus 32
  ARCH
  240':
  IMPCRIAl,. SCOUT
  FIGM·
  TERS, (EIghl""n pIKes; appro". lb"
  longi.
  I..Ighl, 10n9-range combat lighten U10Cd prl·
  marlly for harassment
  anO rec:onnalssance
  pUITJOSOS. Sill shipS ocr bOK.
  S4.,S
  THE REBEL AXIS
  ARCH 2421:
  RC8El,. GREAT CRUISER,
  (Four pfec.es, app'OIl. S" Ion.). The tar",,"
  $hlp Clus oullt oy Rebel Axis to date. end
  the clowsl thing In Ihelr lI..t 10 a OrMa·
  noughl.
  While
  Iii
  sllnouette
  Is dlstlnclly
  reoel. tho appearance ollIS WeaPOnry aeflnl·
  tely showl the Inlluence 01 Illel, allen IIl1lu.
  st.n
  ARCH
  2422:
  nE.BE.L
  HEAVY
  DEST·
  ROYE.R, (Eight Qleces, appro".
  Z.. long).
  Whal
  II loses In sIze. It m;lkei UP for In
  SopoMa ,no power. Thil $hlp Is rea Iy more of
  ", pocket cruiser. ",no:! the maln$lay 01 the
  ReEleI rtMt. Two $1111'S per Doll.
  S 1.'S
  ARCH
  2"23:
  REOEl,.
  ASSAUl,.T
  SHIP,
  (Throe
  pieces,
  "Pilro".
  4"
  long).
  "The
  Wtlale:' Tne reb'll eQulvalenl of the Imperial
  assault c<",ft linea abov". A frelghler modi·
  lIed for comblll aLlty.
  SS.U
  THE ALIENS (Reb'll AIII.s)
  ARCH
  2441:
  Al,.IEN
  DREADNOUGHT'
  (Tw.lve pieces: "'Pp,o". 1" lon9l. The allen
  eQLlIVlI.nl
  10
  thCl
  Imperl",1
  OreadnOU9!lI,
  lmaller In sIze and powe•• OUI fUler. 11 Is,
  ...vertheleu, en aWlOme powe, 10 conlend
  wllh.
  S14.,S
  ARCH 2442: Al,.IEN NESTAR: IEl!Illleen
  plocu:
  "'pprox. 6"
  longl.
  Allen
  Fighter·
  tanior.
  II lackS Ihe rn"u of Ihe Imperl",1
  equivalent. out II 'aster. Inclutles I Ncll 01
  Ihe Allen senllnel (ARCH 24461, Intereep,
  tor
  (ARC)ol
  2441),
  ana
  SCout
  Fighter
  (ARCH Z44a) dlss Ships.
  $14.'S
  ARCH
  2443:
  AUEN
  ASSAULT
  SMIPS,
  (Ten Qlecn, apQro". 2" long). Allen eQulva·
  lent
  01 the
  ImperIal
  Ship type, but of a
  smaller class. What Ihey lack In Slle, they
  maka UP for In numElen. Two Ships p/,lf box.
  S7.ts
  ARCH
  '444:
  AL.IEN
  l,.INE
  CRUiSER:
  (Four piKa: eppfOx. 5" long). Allen eQul.
  valent of Ih. Imperial snip Iype, and about
  equal
  In power. The main aUeck vusel 01
  the D'l'gonspawn Hegemony.
  S7.'S
  ARCH ,44S, ALIEN DESTROYERS: (Ten
  pieces: approx. Z.. lon91, Allen equlvelenu
  01 Ihe Imper..1 $hlp types. but $OITI_hal
  n'",,. powerful. T!>e'M a.. the prlmery ~ull
  WppOft fOfc:es of Ihe
  Dre90n~n Hege,
  mony. Two ships per bOX,
  .&.tS
  ARCH 244&: AUEN SENTINEl,.S, (Twelve
  Qlecu, ",ppro". 1" longl. Allen eQuivalents
  Of Ihe ImllOrllll Ship Iypes. Four Shlp$ per
  box.
  $4.9S
  ARCH
  2441,
  ALIEN
  INTERCEPTORS:
  (EightHn Qleee$' appro"....... long). Allen
  llQu",alenn of the Imperl",l $hlQ Iypes. Six
  $hJp$ Pet" 0011.
  $4.,S
  ARCH 244', AUEN SCOUT FIGHTERS:
  (Elght_n pIeces: apprOx. 'b"
  long). Allen
  equlv",lents 01 the Imperial Ihlp types. SI"
  ShlQs per bOlt.
  $4.95
  (Piece
  eounl
  Includ.s
  PlrtS
  to
  ",ulmbl.
  dlspl",y Itandl.)
  Judges Guild now lias all three fleets in
  stod: ready to sail to your door!
  Jfullg1'5 ~ui(ll
  R. R. 8, BOil 9, 1221 N. Sunn~d. Road
  OMalu•• IL. 62522·9709 Ph. 12171 422·1930
  PIe_ add $2.00 for P01ll1ge end Handli...
  ....d$150fo,COO
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  33 Pegasus
  EMPRESS
  - --.=:. - --_':=-+ ~
  ,
  THE QUEST
  FOR THE
  SILVER
  by
  CLAYTON MINER
  "---
  - .
  _--.-- ----
  CITY-STATE CAMPAIGN INSTALLMENT
  
  THE QUEST FOR THE SILVER EMPRESS
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  Table of Contents
  Designed by Clayton Miner
  Art by Gustave Dores, Kevin Siembieda, Paul Jaquays,
  Ken Simpson, Rick Houser, Bob Bingham
  Graphics and Layout by Jerry Taylor, Bart Hughes. Cedric Oakenshield, and 13
  Notes. . . . . . . . . . . . . . . . . • . . . . . . • . . . ..
  . .....••......•........ 35
  The Stories. . . . . . . . . . . . . . • . . . . . . . . . . .
  . . . . . . . • ..
  . .•......... 36
  Copper Cup House......•••••.••......•.•••••..••............... 38
  The Nosferatu...................••.......•.............•...... 47
  Essential Tables. . . . . . . . . . . • . . . . . . • . . . . . . .
  .
  54
  Silver Empress Maps...................................••........ 61
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  Al'Jvenl>ur.e
  Belongs Ito:
  Copyright (91981 by Judges Guild Incorporated, R. R. B, Box 9, 1221 N. SunnYSide
  Road. Decatur, ILL 62522 . 9989. All fights reserved. This product is a playing aid
  designed to be used with a sct of Role Playing Game Rules. The contents of Ihe product
  may need to be changed by the individual Judge to suit the campaign he or she moderates.
  No similarity between any of the names of characters, persons, and/or institutions in this
  publication with those of any Iiving or dead person or institution is intended, and any such
  similarity which may exist is purely coincidental. Printed in the United States of America.
  Pegasus 34
  
  Notes for the Judge
  The descriptions of the NPCs found in the Copper Cup House are, as a rule, longer than those of the other NPCs
  encountered. To a great deal, this is because the playeR stand a chance of convincing the majOf"ity of these NPCs to join the
  group. Generally. the other NPCs, such as the fishermen and the ship's crew. will not want to or will not be in a position to
  accompany the players anywhere.
  1 strongly recommend that any Judge who is interested in running this adventure should read through it thoroughly.
  There are few, if any, hidden problems designed to cause either the players or the Judge any difficulties, but it is best to read
  through it in order to establish some image of the NPCs.
  I have not included pre-generated player-characters in this scenario because I feel it Is better if the playeR risk using a
  character with which they are familiar; also, they will probably enjoy it more and play better if they use their own d1aracters.
  To facilitate using this adventure. it is necessary for the Judge to make some arrangements with one or two of the playeR. I
  would suggest setting this up in advance with the people because they may become suspicious if you suddenly lay an "Oh, b
  the way..." on them that suggests that one or more of them all at once knew something vital to the adventure. The tYpe of
  information you will want to set up with the players beforehand should be in some way to their benefit in the adventure.
  primarily in figuring out where to look for the ship. To 90 about this. you can use the following ideas or come up with your
  own:
  1.
  One of the players comes from a long line of sailors and, as a child and young man. heard many tales from his
  relatives, one of which was about a great treasure ship lost in a northern sea near the coast of Tarantis during,
  wild storm.
  2.
  The player in question may have been the recipient of some vague prophecy about rid1es and a wine-dark sea and
  has been searching for the answer.
  3.
  Instead of being the recipient of a prophecy, as a child, the player was a native of the region. A resident of the
  castle which housed the survivor of the wreck, the player remembers traveling with his father to the beaches to
  search for signs indicating the proximity of the hull of the Empress.
  The Quest for the Silver Empress is not intended to be a simple "hack and slash, pick up the treasure" adventure. It has
  been set up primarily as a thinking adventure where the players rely more on their brains and their abilities than on a Sword
  or an Axe. True, there may, and, most likely, will, be some killing before the adventure is over, but that is not the main thrust
  to this installment; intelligent and creative play is. As a few final words to the prospective Judges of this installment, you may
  find that I have glossed over some areas that you would like to have seen covered, such as the castle or the cities Ind villages.
  That may be, but, remember, 01'lC1! you have decided to use this installment, it becomei part of your world system, and my
  views on a castle or village may be quite different from youn. The major intent of setting up the Ouest for the Silver Empreu
  was to provide a framewol1c for an Idventure and. as such, centen primarily on main points of interest. As Judge. you should
  feel free to expand this installment to your liking, for ex4mple, by adding a land campaign section to cover the party's tnvels
  from a port to the beach. and so on.
  The following table explains the Annor designations used in this adventure. Animals, of course. don't wear Armor but
  have natural defenses. In the case of an animal, a letter designation indicates that an animal is as difficult to damage as 8 person
  wearing that type of Armor.
  •
  A
  B
  C
  o
  Unarmored
  Shield Only
  Leather Armor
  Leather and Shield
  E
  F
  G
  H
  Chainmail
  Chain and Shield
  Plate Armor
  Plate and Shield
  The Copper Cup House
  ••
  A small, well cared for tavern set along the Silver Shod Canal, the Copper Cup House sheds a cheerful light upon
  darkened streets and alleyways. The Copper Cup House is a modest place nestled among old warehouses, residel'lC1!s, and shops
  that, for the most part. have seen better days. Even though the area around the Copper Cup House slowly decays with age
  35 Pegasus
  
  and rot spawned by the moisture in the air, Polybis and his employees somehow continually manage to keep the place clean
  and in good repair. The main claim to fame of the Copper Cup House, and the greatest part of its drawing power, is its reputa-
  tion for being a place where anyone's bad fortune turns to good. Whether or not this is true, or that some beneficial spirit
  watches over the tavern, has never been determined, but one thing that is a certainty is that friendship and good fellowship
  dwell within its walls. Polybis, owner and proprietor of the Copper Cup House, has made it an established rule that the doors
  of his establishment will remain open to anyone, regardless of their race, however wretched they may be, or whatever their
  situation. Many is the time that Polybis has served a meal free to the city's poor and often has been repaid in a number of
  ways.
  The Story of the Quest for the Silver Empress
  fTo be read to the players)
  It has been a rather pleasant evening for you and your comrades as you sit around one of the tables of the Copper Cup
  House, one of the better eating and drinking establishments to be found in the City State of the WO(ld Emperor. The meat and
  ale of the place is good and so is the conversation flowing between yourselves and the gentleman who joined your company
  to Itsten to tales of your recent exploits. Introducing himself as Polybis Beak-Breaker, a one-time adventurer and current
  owner of the Copper Cup House, he has hauled over a chair for himself and invited himself to your reminiscing, oa:asionally
  ordering a round of drinks fO( all of you. The only thing that has marred the overall quality of this night out on the town is
  the presence of a small gang of rowdies who seem to enjoy creating a ruckus and making themselves heard over everybody
  else, but, as they are paying customers, Polybis is doing his best to ignore them. Before long, however, the rowdies congregate
  on a table occupied by some anonymous old man and begin to harass him, often sneeringly demanding that he "tell that old
  fishstory again, Granpal" in a collectively nasal voice_ This goes on for a few minutes until your host and a scarred female
  sitting at a table in the comer tell this group to put up or shut up, which they quickly do. Now being encouraged by Polybis
  to "tell your tale to my companions here and to anyone else who may not have heard it:' the old man, whose name is Old
  Scarly, proceeds to do 50.
  "Old Scarly" Drachsha:
  s/£MBI£OA
  "Old Scarly's" Story
  "I remember the days I served on the Silver Empress:; a proud and beautiful ship she was. None like 'er anywhere in
  t' entire world as that there beautiful lady. She were near unto 200 feet long from the great carvin's on 'er stem to the point
  0' 'er bowsprit, an' she carried three great, 'uge masts that could really 'o&d a mess 0' sailcoth. Leastways, she could 'ave afore
  she went down near about thirty year ago. Anyways, there was none like the Empress; she were a right 01' queen 0' the sea,
  she was. The Empress were a special ship made exclusively to the orden: of the king 0' Valon. Can't seem to remember 'is
  name right off, but 'e sure seemed to know what types 0' ships 'e wanted us to sail. Anyway. the Empress was 'is pride an'
  joy, an' it were we that were sent on all the important runs, like our last voyage.
  PeQasus 36
  
  "We 'ad been out 0' port for about a week 'aulin' a load of silver ingots an' suchlike valuables back to 'is Majesty in
  Valon that we 'ad gotten while in Tarantis. I never did figure out why we were goin' after such a prize, us relatively undefen·
  ded an' all, but orders is orders, an' we 'ad to get this load back 'ome. Welt, the Cap'n was sorter nervous on the trip an' must
  0' been a bit worried that we might be jumped by raiders, but I guess that we were lucky on that score. Another one of the
  Cap'n's worries, an' the rest 0' us, too, was that our load might suddenly shift to one side 0' the 'old should things get bad.
  But, for the most part, our luck 'ad 'eld.
  "Well, 'twas on the afternoon 0' the tenth day out from port an' after we 'ad put considerable distance atween our·
  selves an' the shipkillin' reefs along the shoreline that our lookout in the crow's spots what 'e takes to be a gatherin' storm
  Sure enough, that's what it turns out to be, an' the Cap'n decides it would be best if we were l' give it a wide berth. Well, we
  turn the ship to grab ourselves a good breeze an' get around the storm as fast as we can, an', to 'elp things along, the Cap'n
  orders that we put on full sail, some9t we did as fast as we could 'cause none 0' us liked what we could see. Unfortunately for
  us, our luck turned bad, real bad, for, as we were mavin' along at a real good rate 0' speed, we 'it somethin' 'ard, real 'ard.
  Well, we never found out what it was we 'it. I guess it could a been a whale or somethin. a might bit worse, but we kept gain'
  with what we thought to be only mild damage. There were some timbers forced that required patchin', but the bad news was
  that we 'ad lost our rudder an. were all but 'elpless. Of course, 'twas about this time that we noticed that the storm 'ad not
  only built up but 'ad changed course an' was 'eading in our direction.
  "The Cap'n orders the ship's carpenter to cut out some 0' the cabin walls an' build usa temporary rudder. It were a
  good idea, but it came too late to 'elp us. Before the rudder were finished, we were becalmed right before this wallopin' great
  storm. Well, she finally caught up with us, an' we started to move back towards where we knew the coastline was, but, as
  things weren't too bad, yet, we 'ad 'opes 0' seein' our families again. But the Empress' luck were all used up an' afore long we
  were at the mercy 0' a dreadful storm. What with the timbers below creakin' like a demon's knees an' the waves a·crashin'
  over the bow above, we really knew what fear were all about.
  "Welt, it weren't too long afore the wind 'ad tom open the sails the Cap'n 'ad ordered reefed right after we lost the
  rudder, an', afore we could do anythin' about it, we lost most 0' them along with parts 0' them magnificent masts I told ye
  about. We lost a couple 0' men right then when the crown 0' our mizzen came crashin' to the deck in a tangle 0' sailcloth an'
  riggin' like ye'd never want to see.
  "Well, we knew at that point that our beautiful Silver Empress were doomed to go down as we were springin' leaks
  an' some 0' the deck planks were torn up, but things just 'ad to get worse. Somehow, she 'ad gotten turned broadsides to the
  win' an' we got slapped by a great wave. This must 0' been the final straw for the ai' girl 'cause the main beam split open an'
  our cargo broke loose. We 'ad figured on the stonn lessenin' up by now, but it showed no signs 0' lettin' up. As near as we
  could tell, in the dark an' the cold, we were gettin' perilously close to those reefs, so we were really in trouble. We 'ad all
  gathered on the aft deck to 'ear what the Cap'n 'ad to say, an', as we expected, it were the order to abandon ship. With cer-
  tain death ahead 0' us, many felt they would stand a better chance over the side.
  "As first mate, I stayed back to join the Cap'n when 'e left the Empress, but, before 'e could leave 'er, part 0' a yard·
  arm fell an' pinned 'im to the deck. By the time I was able to reach the Cap'n an' try to lift the arm, the Empress 'ad reached
  the reefs. We struck full on, an' I was thrown for'ard 0' the Cap'n an' almost were hit by what was left 0' the main mast as it
  went over the side. Seein' as 'ow we were bein' jammed in tight by the force 0' the gale, I went back to try to free the Cap'n,
  but he were dead at last. The storm all at once lifted the Empress off the one reef an' drove 'er right onto l' other, where she
  stuck fast again. By that time, though, she were so low in the water an' stuck at such an angle that you could just step from
  the aft deck into the sea, which I did,
  "As I was driven past the bow 0' the Empress, I 'eard a sudden crack an' saw the silver-painted figurehead break free
  an' fait towards me. I'll never forget 'ow she looked like an avenging angel as the lightenin' lit 'er up on 'er way down, an' I
  can remember 'ow I thought' were goin' to be killed by my own ship, but she missed me an' felt into the surt. At that point,
  a wave came along an' lifted me right over the sharp edges 0' the reef an' set me down in the open waters between that an' the
  shore. The next thing' recall was wakin' up on a beach somewhere an' looking about for me mates. Nearby lay the remains 0'
  one 0' our ship's boau an' some bits o' wreckage includin' some 0' the crew's gear an' sailcloth. Out away from the shore some
  900 to 1,000 feet was the remains 0' the Empress still impaled on the spines o'the reef. I guess she 'ad shipped a good bit 0'
  water an' the wei!tlt 0' it were more than she could stand, for, as I watched, she broke off the reef an' went down to the bot·
  tom. For a few minutes, I could see bubbles an' bits 0' this an' that comin' up, but then they stopped, an' I figures that she's
  probably about 20 feet down there. Oneil she were finally gone, I found me a fesh water river openin' up to the sea nearby
  an' started to follow it. They say that a group 0' noblemen found me still wanderin' along that there river, out 0' my wits.
  Supposedly, they was out a-nuntin', but 1don't know about that part 0' the story. Alii know about that is I found myself in
  a great stone castle where I was brought back to 'ealth an' sent on 'ere to the City-State an' me 'ome."
  Once Old Scarly finishes his story, the punks start up again, telting him that their folks all say there never was any ship
  by that name and that he is making it all up. Several of them pult out knives and threaten to shut him up once and for all, but,
  before they can act, a person whom nobody had noticed was there steps out of the shadows with Sword drawn to defend Old
  Scarly. Before anyone can act, however, the nearest punk slashes the man and lets him drop to the floor, apparently lifeless
  (although you are unable to judge that from your vantage point). and turns back to Old Scarly. This, then, is your situation;
  what are you going to dol
  (From here, the game is started)
  37 Pegasus
  
  Seated
  THE COPPER CUP HOUSE
  1
  Polvbis (Owner)
  2
  "Old Scarly" (Sailor!Story Tellerl
  3
  Verian (Customer)
  4
  Ellisey (Customer)
  5
  Jacthra (Customer)
  6
  Cvne (Customer)
  1
  Khand (Customer)
  8
  Edward (Customer)
  9
  Ivar (Customer)
  10
  Penelian (Customer)
  11
  Ponsonby (Customer)
  12
  "Slack Jack" (a Punk)
  13
  "Mangler" (a Punk)
  14
  "Weasle" (a Punk)
  15
  Grawulf (a Punk)
  16
  Oreath (a Punk)
  11
  Kristoferap Riis (Cook)
  18
  Kilburton Cramfast (Barkeep)
  19
  Silvina Cramfast (Serving Girl)
  20
  "Knavish" Haliford (Serving Boy)
  K.y
  P • Party Members
  1. • 1st Victim of Punks
  iIfJr <!:op'll'T <!up
  1
  F >r-
  """,N
  ...
  BLUEFIN WALK
  ~~------.
  The Copper Cup House is located
  on the comer of Oarstreet and Bluefln
  Walk on the banks of the Silvershod
  Canal (Hex 1421 of the City State of
  the World Emperor Map).
  •
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  HANGING
  SIGNS
  Pegasus 38
  Sil't'Cr Shod Cenal
  
  The NPCs in the Tavern
  Polybis Beak·Breaker: CL$: FTR; ALN: N; LVL: 1; HTK: 7; ARM: UK; PSL: 6; $TR: 15; INT: 10; WI$: 9; CON: 12;
  DEX: 13; CHAR: 13; END: 15; AGL: 10; LED: 16; LCK: 16; PSY: 12;WPN: Rapier. Polybis is a portly gentleman
  given to frivolity. However, he does run a half-way decent inn. Continually on the prowl for a good joke or clever
  story, he frequently mingles with the guests and passes his jokes and tales around. Always cheerful, he makes a point
  of personally greeting patrons as they enter, and, if this is the first time they ha~ visited his place, he gives them their
  first drink free and has them sign in. The north wall is covered with the names of the patrons and the date they first
  entered.
  "Old Sc.arty" Drachsha: CLS: FTR; ALN: LG; LVL: 4; HTK: 16; STR: 14; INT: 8;WIS: 8; DEX: B; CON: 13; CHAR: 11;
  AGL: 9; END: 13; STA: 12; SPD: 8; LED: 14; LCK: 10; AT: C; WPN: Dagger. Wealth on Hand: 110 $P. 5' 4" tall,
  128 Ibs. with watery blue eyes, grey hair 3" long, coarse, tanned skin, and medium voice. He is right-handed and 64
  years old. A quiet. unassuming man with hardly any enemies in the entire world, "Old $early" is content now to sit in
  the back of the Copper Cup House and share a pipe and some tales with his old sailing buddies. Having spent a full and
  active life of adventure on the high seas, he now sees no reason why he and his contemporaries should not be able to
  sit back and reminisce at their leisure and let the young folks have the fun and rewards of adventuring. Throughout his
  half-eentury of sailing the great oceans and rivers, "Old Scarly" has collected a great number of tales and delighU in
  telling them to anyone who will listen. He can go on for hours at a time. Fortunately, he has always had the good
  fortune to have companions who enjoy hearing a well·told tale. To those who are good friends of "Old $carly," it
  comes as no surprise that, of his entire stock of yarns, his favorite is his recounting of the sinking of the Silver Em·
  press, a fabled treasure ship known to many a sailor, ship's captain, and navigator but almost unheard of ouuide the
  naval profession.
  Also a man of meagre wealth, "Old Scarly" manages to keep himself alive through the continual use of his many
  talents which include chartmaking, teaching others the art of knot tying, and fishing. There is hardly a day that goes
  by that "Old $carty" is not down by the canal edge dangling a line into its waters. Frequently, "Old Scarly" can be
  found down by the docks watching the ships enter and leave the port. Many's the time he has tried in vain to find I
  ship's master that will take him on for a voyage; so far, none have been willing to take the chance on his advanced
  years, and so he continues to look about.
  Verian Dellansar: CLS: FTR; LVL: 3; HTK: 22; ALN: N; STR: 13; INT: 10;WIS: 13; DEX: 14; CON: 11; CHAR: 14; AGL:
  14; END: 16; STA: 15; SPD: 14; LED: 10; LCK: 10; WPN: Broadsword; AT: F. Wealth: 310 GP. 5' 7" tall, 178Ibs.,
  piercing green eyes, black hair 4" long with beard and mustache, tanned skin, and low voice. He is lett· handed and 21
  years old. A relative new-comer to the varied charms and delights of the Copper Cup House, Verian has yet to hear the
  greatest portion of the tales spun by "Old $early" and his several transient friends. In that he spends almost all of his
  time traveling from place to place in search of fun and excitement plus a gold piece or two, it is most unlikely that he
  ever will. In some ways, this is unfortunate for the young man 8S he has not yet heard $carly's tale of the loss of the
  Silver Empress and, at the least, would be very interested in that he lost his father with that ship. When present in the
  tavern, Verian feels a very strong attraction to "Old Scarly" whom he feels uncannily resembles the portrait of his
  father that hung in his home. Verian's continually active lifestyle has turned this once-sickly little boy into a fine,
  strong lad, fit enoug to go out and battle just about anything that crosses his path.
  Although Verian tries his best to control himself and be a peaceful man, he has had the misfortune to have been
  borne with a fierce temper that frequently erupts at the slightest provocation. Otherwise inclined to be somewhat
  reticent, a goodly number of people have come to believe that he is a berserker, but he has yet to display any special
  prowess in battle. At one time felt by his parents to be destined to join the Cleri~, Verian was unable to see the sense
  in trusting one's existence to the whims of an invisible, and, possibly, not even real, power claiming to be a god when
  one could learn how to survive with a visible and highly tangible Sword. As a result of this thinking, he left his home
  to roam through the world as an adventurer and a mercenary rather than remain confined to a drafty stone building.
  Perhaps it is this that troubles him and contributt1 to his short temper and moody countenance.
  ~
  ~
  ,
  "The Weasel:"
  isI
  ~
  ,
  
  Adward Skraelson: CL: Cleric; LVL: 2; ALN: LG; HTK: 7; STR: 12; INT: 14; WIS: 16; DEX: 14; CON: 14; CHAR: 12;
  AGIL: 14; END: 15; STA: 15; SPD: 14; LED: 12; LCK: 14;WPN: Morningstar; AT: E_ 5' 5" tall, 160 Ibs., white hair,
  blue eyes, clean shaven, high cheekbones, deepset eyes, and low voice. He is right-handed and 27 yean old. Spell
  Casting Ability: 2nd Level: 3. Spells: lst Level: Heal Minor Wounds, Food Purification, Detect Magic Auras, Detect
  Ellil Auras, Personal Protection from Ellil, and Sphere of Light. Merely a tired tralleler who is looking for someplace to
  bathe, eat, and get some sleep, Adward could not possibly be any more disinterested in what is going on in this par-
  ticular tavern. He is particularly disinterested in whatever it was that prompted some youngish Elf to look at him with
  a mixture of anger and distrust on his face and then stick out his tongue. So far, the only need that Adward has been
  able to satidy is the one for food, but this is due to the fact that he is too tired, right now, to try to find a place with
  bath and bed. AU things considered, Adward has been seriously thinking of just crawling into one of the cornen with
  his well-worn blanket and spending the night. Just coming from a highly successful adventure that brought him a total
  of 1,200 GP in coins and gems, Adward is intending to stuff himself until he all but bursts. Accustomed to the finer
  things in life, Adward finds dungeon adventuring to his liking, except for the food. In his blood-spattered and torn
  clothing and with a 5<1ay growth of beard, he looks very much the hard-bitten adventurer, and so far, for the most
  part, has been left alone. Somewhat interested in what the local news was while he and his few friends were off
  traveling about, Adward has been trying to get somebody to come over and talk with him, but, so far, he has been
  unsuccessful.
  Weary to the bone from chasing and being chased by many and varied dungeon occupants, Adward really hopes
  that nothing out of the ordinary occurs tonight because he is iust too tired to be effective in a fight. He is not that
  foolish, however, and realizes that the rowdies in the place are going to cause trouble before they are finished, and his
  biggest hope is that there will not be too much bloodshed. Currently, he is on his third helping of steak and roasted
  potatoes and, much to the dismay of the serving girl that has been attending him, it appears as if he is going to call her
  over again. Basically, she is somewhat afraid of this blood-stained man who keeps putting his steak bones on the table
  in front of him instead of letting her clear them away. On his part, Adward is planning on using them as missiles in
  case any fighting breaks out. Adward is a pretty good shot when it comes to throwing things and is counting on the
  surprise value of beaning someone with a chunk of bone.
  Ivar Kasparian: CL: Thief; LVL: 5; ALN: N; HTK: 13;STR: 16; INT: 13;WIS: 13;DEX: 17;CON: 12;CHAR: 12;AGIL:
  18; END: 14; STA: 14; SPD: 13; LEO: 11; LCK: 14;WPN: Rapier; AT: C. Wealth: 190 GP. 5' 6" tall, 110 Ibs., black
  hair and mustache, pale blue eyes, and average complexion. He is right-handed and 23 years old. A long-time prowler
  of bars, taverns, and inns, Ivar has become quite proficient at sensing those situations that can be turned to his advan-
  tage, and the coming conflict is one of them. Quite skillful at lifting pouches, his mode of operation is to wade into
  the middle of the battle while delicately cutting the purses of those involved. He is the first to admit that this is a
  dangerous practice, but he also will admit to living his life solely for adventure. Quite the swashbuckler, Ivar displays a
  very odd form of ethics while in combat, such as allowing the enemy to retrieve a lost weapon, pointing out untied
  bootlaces, and so forth. These little nicities are frequently only a prelude to a rather cheap and nasty trick such as a
  knee to the face when his opponent bends over to retrieve a weapon. Outfitted in wide-euffed boots, a blue velvet
  poncho and a soft hat with a huge plume in it, he cuts a magnificent figure in the many duels he fights_
  Also quite a religious person, Ivar has always shown deference to any clerical type that he chances to meet, but
  let them cross him and he will not rest until he has put them in their graves. At last count, he was plotting revenge on
  the last 67 Clerics he has run across. There are those who are familiar with the members of the local thieveing guild
  who are of the opinion that baiting Clerics has become a hobby with the young man and may have something to do
  with the time he was left for dead in a street fight by a Cleric he was trying to help. This may most certainly be true
  because, ever since that day, Ivar has held a veritable open season against what he considers to be "false" or "un-
  worthy" Clerics.
  Pegasus 40
  
  Panelian Harlanor: CL: FTR; LVL: 4; ALN: CN; HTK: 19; STR: 17; lNT: 16; WIS: 14: CEX: 12; CON: 13; CHAR: 9;
  AGIL: 11; END: 11; STA: 12; SPD: 15; LED: 10; LCK: 9; WPN: Broadsword; AT: F 1+ 1 Mail). Wealth: 78 GP. 6' 1"
  tall, 210 lbs., flaxen hair, clean shaven, brown eyes, tanned complexion, pronounced facial bones, and low voice. He is
  right·handed and 48 years old. Considered by many to possess one of the finest military minds currently in existence,
  Penelian has been able to sustain quite a high standard of living for himself through his highly effective mercenary
  groups. Sought after by many political factions, Penelian's men operate on the simple principle that, if someone has
  enough cash, they will fight for them. The only rule that they lay down on potential employers is that at no time are
  two groups of Penelian's highly·trained forces to be put in a situation where they are attacking one another. There is
  one known instance where someone decided to put an end to Penelian's mercenaries and financed a small war in which
  both sides were supplied from the same group. This attempt, however, failed quite miserably on the first day of
  fighting when the attempted trickery was discovered. The resulting number of casualties to their employer's own forces
  and, eventually, to his own family, has served as a good example of what a contract-breaker can expect from Penelian
  and his crew.
  The most outstanding of Penelian' personal possessions is a silver and gold inlay hilted Broadsword which he
  wears at all times. Carried in a black leatherwrapped scabbard, this weapon has attracted the gaze of many as he moves
  about and is reputed to have shed the blood of every Thief that has dared to remove it. Rumored to be a gift from an
  Elven King, noone but Penelian knows precisely where it came from. and he is not saying. Currently, he and his second
  in command, a well'seasoned warrior named Giyrd of Neverich, are visiting various places in the City·State in hopes of
  turning up a new contract. So far, they have had no luck, and Penelian has stopped here only for some rest and a quick
  pint before moving on. Like Adward. the Cleric, Penelian dearly hopes that all will be quiet while he is having his
  drink. Already quite irritated by the carryings-on of the rowdy guests of the Copper Cup House, Penelian is not very
  far from being fed up and taking matters into his own hands. Quite proficient an armed opponent, it is unlikely that
  he will be faced with any difficulties with this small group of rabble-rousers. In fact, Penelian is so sure that there is
  going to be trouble that he has taken the precaution of loosening his fine Sword in its scabbard.
  Ponsonby Scramff: CL: Magic User; LVL: 2; ALN: N; HTK: 8; STR: 15; INT: 17;WlS: 9; DEX: 16; CON: 15;CHAR: 12;
  AGlL: 16; END: 16; STA: 13; SPD: 17; LED: 12; LCK: 12; WPN: Dagger (2x); AT: A. Wealth: 15 GP. 5' 2" tall,
  green eyes, brown hair 3" long, average complexion, and medium voice. He is right-handed and 24 years old. Spell
  Casting Ability: 1st Level: 2. Spells Available: Detect Magic Auras, Lock, Read Magic Script, Personal Protection from
  Evil, Sphere of Lighr, Charm, Slumber, Magic Shield, Magic Bolt, and Venrrifoquism. Keeping pretty much to himself
  while he sits and eats his rather simple meal, Ponsonby is trying to project an image of a calm and urbane gentleman at
  one time used to many of the finer things in life but currently down on his luck. Unfortunately, his rather shabby
  clothing and many furtive glances throughout the room have given most of the clientele the impression that he is
  either a beggar of some sort or, perhaps, an outlaw on the run. While neither of these assumptions are strictly true, the
  conclusion that he is an outlaw on the run is certainly the closest. He is currently being sought by the local legal
  authorities for his involvement in and suspected instigation of a highly destructive riot at the Hundred Fountain
  Square. This has made Ponsonby quite a nervous person, likely to bolt at a moment's notice. Along with his fears of
  being recognized and being held for questioning by the authorities, he is further put on edge because of his plans for
  this particular evening. Although a Magic User by training and a baker by upbringing, Ponsonby is present at the
  Copper Cup House tonight for an attempt at an assassination; it is something he is not looking forward to. While not
  cut out to be an Assassin, eithe~ physically or mentally, he has agreed to make the attempt in exchange for having all
  the charges stemming from the riot currently against him being dropped. Being somewhat of a realist, Ponsonby is
  aware that his chances of survival are not at all promising, especially considering that his assigned target is the mer-
  cenary leader, Penelian.
  Even though he is, for the most part, unprepared for the attempt, Ponsonby has pretty much resolved himself to
  go through with it because it is the only way out of his present difficulties, insofar as he is aware. Armed only with his
  long, well-sharpened Dagger and a nebulous plan to slip up behind Penelian at some point and stab him with it, Pon·
  sonby may very well balk and fail to act when the opportunity arises. Currently, Ponsonby has been forming a new
  plan which involves his waiting forPenelian to advance on the trouble·makers in the room and then slipping the Dagger
  into him as he goes by Ponsonby's table. As this plan involves quite a number of variables, Ponsonby is no surer of the
  outcome but is a bit more comfortable with it, as it is, at least, a more detailed plan than his previous one. Once the
  deed has been done, Ponsonby is in the dark about what he is to do, but he remains sure (or hopeful, at least) that the
  people who originally made him the deal will contact him.
  41 Pegasus
  
  "Black.Jack" Ony: CL: FTR; LVL: 3; ALN: NE; HTK: 12; STR: 13; INT: 12; WIS: 14; DEX: 8; CON: 8; CHAR: 13;
  AGIL: 8; END: 13; STA: 12; SPD: 7; LED: 11; LCK: 11; WPN: Btack-Jack and Shortsword; AT: C. 5' 2" tall, 100
  Ibs., black hair 1" long, clean shaven, black eyes, olive complexion, heavily scarred face and hands, and medium voice.
  He is right-handed and 22 years old. Leader of the gang of punks, "Black-Jack" maintains tight control over this group
  of young toughs with an iron fist and rock-hard determination. Like so many of his fellows who also occupy the lower
  strata of the City·State's social order, Davy is nearly insane with hatred towards those he sees as being his betters as
  well as with the frustration of not being able to escape a lifestyle he finds intolerable. Almost a total illiterate, along
  with the rest of his following, Davy has turned to traveling the streen at night and engaging in petty thievery, mug-
  gings, vandalism, and the occasional rape as his way of staging a protest. Usually, the favored areas of Davy and his
  gang. the Gorgon's Claws, are the park areas and the fringes of the merchant's quarter, but tonight they have chosen
  to roam through the sailor's quarters for a change of pace. Unofficially the "Warlord" for the Gorgon's as well as their
  leader, Davy bears many scars as testimony to the frequent altercations between the rival gangs and the City Guard.
  One of the reasons underlying Davy's continual search for trouble is a subconscious death wish of which he is, for the
  most part, unaware.
  At one time the devoted son of a moderately successful adventurer, Davy has been on his own in the slimier parts
  of the City-State since his father died in a tavern brawl 14 years ago. Fortunately, Davy's father had possessed the
  foresight to start 10 train the boy in the use of weapons almost as soon as he could walk. The loss of his father and his
  experiences during the next four years contributed greatly to his bitterness toward the well-to-do citizens of Veridistan.
  Through many hours of continual practice and instruction, "Black.Jack" Davy has turned his loosley·knit band of
  followers into an effective fighting force that usually comes off well in the many brawls they stir up. Although he
  keeps subconsciously hoping to be killed during one of their many excursions Into the well·patrolled quarters of the
  City-State, Davy is, nonetheless, pleased and somewhat proud that the Gorgon's Claws routinely inflict more injuries
  than they receive.
  Gustav "The Mauler" Hawkins: CL: FTR; LVL: 3; ALN: N; HTK: 9;STR: 16; INT: 14;WIS: 9; DEX: 10; CON: 13; CHAR:
  8;AGIL: 12;END: 13;STA: 14;SPD: 12; LEO: ";LCK: 11;WPN:8areHands;AT:D_S' 10" tall. 1991bs., Red·
  dish-orange hair, crew cut, green eyes, pale complexion. high voice, freckles, buck teeth, "barn door" ears, and a high
  voice. He is left-handed. Right·hand man and COflstant companion to "Black-Jactc," there are few places DaIlY qoes
  that his body-guard, "The Mauler," does not follow. For the most part, this almost dog-like devotion and loyalty on
  the part of Gustav has been a great asset to both Davy and the Gorgon's, but there have been occasions where it has
  led to some friction between the two. Fortunately for the group, these instances have been relatively few in number
  and do not last long. To a great extent, it is Gustav's devotion to Davy that has kept the balance of power intact in the
  Gorgon's because most of the members of the gang are afraid of Gunav and his massive hands_ Cursed with a mal·
  formed body, Gustav is often viewed by those outside of the gang to be linle more than a dumb brute or an illiterate
  country clod. Although Gustav is, in actuality, a highly intelligent person gifted with a great deal of natural cunning,
  he has not been granted any sense of finesse whatsoever which has reinforced his image of being a bumbling clod.
  Named "The Mauler" by his companions in the Gorgon's Claws, Gustav has demonstrated any number of times
  that this nickname is weU-eamed. His unusual, two·fisted style of killing leaves no doubts among his fellows that they
  do not wish to share the same fate as that of his many victims. Ever since the time he knocked out a Guardsman's
  horse with one hit, and it was later found to be suffering from a major concussion, the other members of the gang have
  treated him with great deference. Although Gustav is highly intelligent, he is, at the same time, a dangerously warped
  person and has shown an almost pathological love for killing people in partiCularly shocking and horribly messy ways.
  Another way in which Gustav's devotion to "Black.Jack" has manifested itself is in his willingness to die for his leader
  which Davy, with his still·unrecognized death wish, finds mildly annoying.
  "The Weasel:" CL: FTR; LVL: 3; ALN: N; HTK: 17; STR: 12; INT: 13; WIS: 12; DEX: 11; CON: 9;CHAR: 10; AGIL: 10;
  END: 11; STA: 17; SPD: 11; LED: 9; LCK: 9; WPN: Longsword; AT: C. 4' 9" tall, 95 Ibs., brown hair 2" long, black
  eyes, swarthy complexion, thin lips, thin limbs, low voice, and big eyes. He is right.handed and 18 years old. Nick-
  named "The Weasel" by the other members of the Gorgons for his amazing talents of evasion and escape and for
  several times when he was suspected of informing on the gang's activities, "The Weasel" has shown himself to be of
  great use to the group. Having lived through his rather lengthy trial which involved several repeatedly shouted accusa·
  tions, a number of nail-studded leather strips, and the loss of close to two pints of blood, "The Weasel" is once again a
  member in good standing among the Gorgons. Frequently posted as a lookout while the rest of the gang is occupied
  with ransacking the interior of $Ome merchant's store or a private citizen's home, he has many a time demonstrated
  his talents and his value to the group by alerting the others to the arrival of a rival gang or a contingent of the City
  Guard. His sPeed and stealth have, in many situations, given the Gor9Cms enoogh time to prepare for a fight or make
  good their escape, whichever is deemed the best course of action. As a sort of reward for his services to the Gorgons,
  "The Wease'" has been appointed to the unofficial position of exchequer to the gang and given first pick of the booty
  after it has been sifted by "Black-Jad<" and "The Mauler." This has been quite an improvement from his previous
  status, which left him with whatever the 20-odd other Gorgons did not want.
  Looking out, pretty much, for his own interests, "The Weasel" is, for the most part, unconcerned about the
  affairs of the other members of the gang so long as their actions do not jeopardize either his life or position in the gang.
  While trying, for the most part, to keep his mind on the activities in the Copper Cup House, he is, nonetheless, some-
  Pegasus 42
  
  what alarmed by "Black-Jack's" decision to come here tonight with so few members of the Gorgons and then to start
  causing trouble when there are so many oblliously well·trained people in the place. "The Weasel" has already decided
  to make a mOlle for the door if and when things get out of hand due to Davy's actions. With his talents of sneaking
  about and hiding, he feels quite confident that he can make good his escape with only minimal difficulties and injuries.
  "Rabid" Grawulf Thomal: CL: FTR; LVL: 2; ALN: NE; HTK: 13;STR: 11; INT: 8;WIS: 7; DEX: 7;CON: 10;CHAR: 11;
  AGIL: 9; END: 12; STA: 12; SPO: 7; LED: 14; LCK: 9; WPN: Dagger and Whip; AT: C. 5' 4" tall, 165 Ibs., dark
  brown hair 4" long, black eyes, low voice, and facial scars. He is right·handed and smiles a lot. One of the meanest,
  most sallage, and dirtiest street fighters that anyone could ever hope to alloid, Grawulf alone can truthfully boast of
  hailing defeated more opponents than any other mem~ of the Gorgons, In fact, a great many of the gang's victories
  can be ascribed to this man's ferocity in battle. When wielding his favored weapon, a 6' wire-and-nail-studded Whip, he
  is truly a terrible sight to behold. In battle, Grawulf is totally devoid of any sense of mercy or restraint, and he has been
  known to press an attack long aher his opponent has surrendered. He also has a reputation for provoking altercations
  with unarmed and defenseless passers<ly. Apparently, Grawulf does this for some form of enjoyment rather than fOl" a
  profit as it is rare fOl" him to rob his victims once he has beaten them senseless. There have been a few times when his
  excessive brutality has gone too far, and several of the unfortunates who have run up against him have died. Inasmuch
  as one of these people was the eldest son of one of the lesser noblemen living in the city, there is currently a price on
  his head of 5,000 GP (less if he is dead).
  Fortunat~y for Grawulf, none of the other members of the Gorgons have
  heard of thiS r~ard_
  Grawulf also enjoys using Knives on people, particularly if the Knives are quite sharp, and has developed a fair
  degree of proficiency in handling them. When it comes to using his glittering, sharp Knilles, Grawulf's favorite method
  is to Sit astraddle his victim while carving what he considers to be "pretty little pictures" into the victim's skin. Gra-
  wulf's prowess with a Knife stops with his artistic endeavors, and, as such, he is, at best, only average when it comes to
  fighting with a Dagger. In fact, he is somewhat less than average in a Knife fight as can be evidenced by the scars on
  his face. Somewhat of a morbid pef$()n as well as brutal, Grawulf makes it a habit to collect "mementos" of his
  triumphs. One entire wall of his room is decorated with weapons, clothing, personal possessions, etc. of his successes
  in combat, and, on his person, he sports a necklace of human teeth and finger bones around his neck and a belt woven
  of human scalps around his waist. Needless to say, even the other members of the Gorgons are a trifle leery of him.
  Ponsonby Scramft:
  SIII,ma Oa,klasl'
  43 Pegasus
  
  Jacthra of the Silvertrove: CL: Thief; lVL: 6;AlN: CG; HTK: 18;STR: 12; INT: 11;WIS: 13; OEX: 17;CON: 14;CHAR:
  13; AGl: 18; END: 16; STA: 14; SPD: 17; LED: 12; LCK: 15; WPN: Rapier; AT: C. Wealth: 60 GP. 6 SP. Race:
  Elven. 5' 5" tall, 120 lbs., brown hair 2"lon9, copper eyes, low voice, left-handed. thick eyebrows, and 352 years old.
  Almost always a welcome sight at the Copper Cup House, Jacthra continually brings along with him a wealth of tales
  jokes, coins, and tricks. It is his love of the latter item that has brought about his occasional stretches of unpopulari~
  with Polybis. who has a tendency to get a bit upset when Jaethra's antics go too far. The last time. he had been shown
  the door and the garbage-laced canal out back for snitching the door knobs to the private rooms upstairs white Inere
  were tenants using them. A frail and easygoing fellow, Jacthra has SUa:essfully covered his three- member thieving ring
  under the guise of a hi!1lly successful traveling medicine show, and one can be sure that any city, town, or canle that
  Jacthra's troupe visits will find a sudden imbalance in its stock of valuables. His undercover activities have not spawned
  any confhcts with his "good" tendencies as he views robbery as being a more efficient means of redistributing the
  wealth between those who have it and those who don't.
  J~thra usually tries to keep a low presence when he is around the clergy because he is convinced that they are
  after hIS soul, and he has every intention of saving it for his own use. Admittedly, his fears are not entirely groundless
  be~use he seems to have been Q.lrsed to attract more than his fair share of representatives of ..off·the......all.. religions.
  While he has had better luck with the mcwe "established" religions, the ones that can afford the prestigious structures
  he is still a bit leery of them as well because they, too, have tried to convert him in the past. The only reason that h~
  gets along with Eltisey to any degree is that she has impressed him as being $Omeone who doesn't care any more; al$O,
  the fact that she has occasionally joined in one or two of his wilder- $Ongs has affected the way he views her. While
  Jacthra will not be foolish enough to try to rob one of the regulars, he makes it a practice to snitch a newcomer-'s
  pouch, take a few coins from it, put it back, and then buy the newcomer and himself a round of drinks with the
  money_
  Cyne Biogan: CL: Magic User; lVl: 3; AlN: NG; HTK: 6; STR: 14; INT: 15; WIS: 14; DEX: 14; CON: 15; CHAR: 15;
  AGll: 14; END: 15; STA: 15; SPO: 14; lEO: 11; lCK: 10;WPN: Dagger; AT: A. Wealth: 80 GP. 4' 6" tall, 971bs.,
  grey hair and mustache, green eyes, faintly yellowish skin, and gravelly voice. He is right-handed and 52 years old.
  Spell Casting Ability: 1st level Spells: 3; Second level Spells: 1. Spells Available: 1st Level: Lock, Read Magic Script,
  Understand Languages, PersOlUlI Protection from filii, Sphere of Light, Slumber, and Magic Shield: second level:
  Fireworks, Find Possession, Sreak, Open. Sphere of D~rlmess. Spider Web, Multiple Images, and Magic Message. The
  shortest of the regulars to the Copper Cup House. Cyne is also one of the most lively. Always active. he makes a per·
  fect companion for Jacthra and has been known to outlast the capricious Thief in assorted punning and drinking con-
  tests. His short stories, jokes, and remarks have been so painful at times that Polybis and the other regulars have used
  him on the transient customers as a form of "punishment" for getting out of ham!. All of the repeat clientele remem·
  ber the day lor evening, actuallyl when the punning duel between Polybis, Jacthra. and tvne became so intense that
  that the City Guard was called in to disarm the participanu. Cyne is no stranger to the City Gaol as his seemingly
  boundless energy has prompted him to carry out some "off duty" carousing long after the taverns were closed.
  Possessing a strength far greater than one would expect from someone as short as he, Cyne has become the un-
  disputed champion at arm wrestling for the tavern. Through his standing challenge to anyone to come in the House
  and face him, he has gained a fair amount of coin, and Polybis has gained a great deal more business. Although it is
  rumored by many of his detractors. usually those he beats, that he is casting spells to insure his victories against larger
  opponents, there has never been any indication that this is so. A highly intelligent man, Cyne has proven himself to be
  quite an inventive fellow, As a result of his puttering about in his study for the better part of a month, combined with
  a fortuitous spill, he came up with a more durable parchment for writing scrolls upon that also make it easier to do so.
  This parchment, which is being examined quite thoroughly by the local wizards, will retain the text of a spell almost
  indefinitely, only losing the power of the spell once it is used. He has hopes that the wizards in the City will be pleased
  and will help him set up a commercial outlet for it.
  Khand, 'tile Bear:" Cl: FTR; lVl: 4; AlN: N; HTK: 19;5TR: 15;INT: 7;WIS: 6;DEX:8;CON: 16;CHAR: 7;AGll: 8;
  END: 9; STA: 13; SPD: 10; lEO: 7; lCK: 7; WPN: Broadsword 1+1); AT: E. Wealth: 160 GP. 6' 3" tall. 268lbs.,
  black hair and beard, brown eyes, and very deep voiu. He is right-handed and 34 years old. On the whole. a pretty
  good fighter and a valiant companion to have by one' side in a desperate situation, "The Bear" spends most of his
  time trying to scrape together the few coins necessary to purchase the one or two trinkets in the bazaar that he fancies.
  Born in the small village of Doomford (hex 1005, map 5), his style of clothing and manner of speech mark him to be
  a stranger and leaves him open to some suspicion on the part of those he deals with. a problem which he really does
  not understand. At one time a highly inquisitive man, Khand unfortunately suffered brain damage when the raft he
  and his friends were using overturned and his armor dragged him to the bottom. Although he was rescued by his com-
  rades and then revived as soon as possible, the damage was done and now his mind operates on a rather simple level.
  Even though he is no longer the great fighter he once was, Khand has managed to relearn enough about the use of
  Sword and Shield to be able to once more travel with his friends.
  Currently in the Copper Cup House because he enjoys listening to others tell stories of excitement and adven-
  ture and beeause the food had been recommended to him, Khand has been having a great time chatting with people
  and making new friends. However, the six rowdies in the place that have been bothering "Old 5carty" have upset him.
  He keeps hoping that someone will side with him if he tries to roust out these ruffians. but he is afraid that he would
  end up fighting on his own.
  Pegasus 44
  
  Dreath the Merrybegotten: CL: FTR; LVL: 2; ALN: NE; HTK: 8; STR: 16; INT: 11; WIS: 8; OEX: 13; CON: 16; CHAR: 9;
  AGIL: 13; STA: 16; END: 15; SPO: 11; LED: 12; LCK: 8;WPN: Dagger and Shortsword; AT: C. 5' 9" tall, 173 Ibs.,
  blonde hair 1" long, pale green eyes, medium voice, and dark skin. He is right-handed and 14 years old. One of the
  youngest members of the Gorgon's Claws, Oreath is also one of their most: ambitious members. Eager to assume a
  position of authority within the gang, his current low status among the others is something he finds quite frustrating.
  Along with his resentment of the leaders of the Gorgons, Oreath is also a chronic failure at 90% of everything he tries
  to do, which does not impmve his self-esteem. As such, Oreath has little confidence in himself and is considering
  leaving the Gorgons at the end of tonight's activities. Aware that this resolve is, most likely, going to get him killed
  and that being wch a bungler and yet remaining a member of the Gorgon's Claws is, most likely, also going to get him
  killed, Oreath is almost at the point of desparation. In fact, there are times when Oreath has his doubts as to whether
  or not he is really enjoying himself as a gang member, but his fear of reprisals from the others in the gang have preven-
  ted hlm from trying to break away. Although Oreath is a complete bungler when it comes to planning and executing a
  plan, he is a passable Fighter. and his strength has been a great asset to his companions. His abundance of brute force
  is one of the reasons that Oreath is brought along as much as he is.
  The one thing that Dreath seems to be totally unaware of is that he is somewhat well-liked by members of the
  gang, despite some rather obvious flaws in his leadership abilities, and he would be liked even more if he were not so
  moody a fellow. His repetative depression is due, in part, to his lack of self<onfidence, but it is also due to premoni-
  tions he has involving the deaths of members of the Gorgon's Claws. Tonight, he is especially subdued. having foreseen
  the coming demise of at least three members of the gang although he remains uncertain of who they will be and when
  it will occur. Since the small group came into the Copper Cup House, Oreath has become increasingly agitated, but, as
  of yet, he has not made the connection between his dream and this place.
  KristoHer .p Rib: Cl: FTR; LVL: 5; ALN: LN; HTK: 30; STR: 12; INT: 13; WIS: 14; OEX: 15; CON: 16; CHAR: 15;
  AGIL: 15; STA: 17; END: 17; SPO: 18; LEO: 15; LCK: 17; WPN: Meat Cleaver and Frying Pan; AT: B. 4' 11" tall,
  105 Ibs., sandy hair, grey eyes, slight lisp, medium voice, and a dimpled chin. He is right-handed and 47 years old. A
  calm and easygoing fellow who's had more than his share of adventurous living. Kristoffer is just as fond of tales of
  great deeds and far away places as Polybis, but he does manage to keep his mind on business somewhat better than
  does his employer. Throughout the many busy evenings that occupy much of Kristoffer's time, he entenains himself
  by listening to what snatches of conversation he can overhear in the steady stream of voices and lening his mind
  wander over his own dungeoneering exploits. Having first met Polybis during a tavern brawl in Thunderhold. the two
  of them fOlTTled an almost immediate friendship and partnership. Later on, this pair went on to become two of the
  best-known and most successful! adventure" of their time. Now that they have both retired. Polybis and Kristoffer
  "ave maintained their friendship and their partnership through joint operation of the Copper Cup House.
  Verian Oellansar:
  Oreath the Merrybegotten.
  45 Pegasus
  
  Although Kristoffer prefers to present the image of an unperturbable, efficient cook contentedly going about
  his work, he greatly enjoys life when there is something exciting going on. On his days off from the grill in the Copper
  Cup House. one can be certain of finding Kristoffer wherever there is some action, even if he has to go to the extent
  of causing it. There have been one or two occasions when Kristoffer has missed 3 few extra days of work due to the
  intervention of the City Guards. While he may find enjoyment from watching people unwind in a tavern brawl and
  may gleefully join in one himself, Kristoffer does not ap~ove of lethal weapons being drawn in the midst of a brawl.
  If this should occur. he will do his best to reach and disarm the owner of the offending weapon. Should an armed
  brawt break out in the Copper Cup House, things will be a bit different. Armed with a trusty frying pan and a well·
  used Meat Cleaver. Kristoffer will attempt to subdue or, if necesary, kill those people who have pulled their weapons
  unless, of course, those weapons were drawn in self-<lefense.
  Kilburton Darkfast: CL: FTR; LVL: 3; ALN: N; STR: 14; INT: 11; WIS: 14; DEX: 11; CON: 11; CHAR: 11; AGIL: 10;
  STA: 11; END: 12; SPD: 13; LED: 13; LCK: 14; WPN: Dagger; AT: A. 6' 2" tall, 2131bs., grey hair 2"long, blue
  eyes, pale complexion, medium voice, and receding hairline. He is right-handed and 38 years old. Possessing all the
  grace, learning, and sophistication of a country gentleman, Kilburton cuts an imposing figure as he stands and tends
  aJstomers behind the great oak bar along the wall. An amazingly well-educated man, Kilburton seems to be capable of
  partaking in a discussion on any subject from philosphy to the arts magical. In addtion to being one of the most
  interesting people in the City·State to engage in conversation, he is also a good listener which is one of the essential
  traits for a successful barkeep. little is known of Kilburton's past and even less is known about his private life except
  that he has an only daughter and makes a hobby out of collecting and praying musical instruments, This shroud of
  mystery around Kilburton has given rise to a number of speculations as to his past, but most of them are wildly
  improbable. The only information about him that is a certainty is that he fiercely protects his daughter and that the
  two of them live somewhere in the northern end of the City·State.
  Many are the times that aJstomers in the Copper Cup House on a slow day have seen Kilburton idly fingering
  one of his priZed instruments as if lost in thought or trying to remember something long forgotten. Although he has
  never openly played a tune or a song while at the Copper Cup House, and nobody can ever recall his performing any·
  where else, his daughter, the serving girl, frequently claims that he plays for her quite often and is the best musician in
  the whole of the City·State. She has made mention of the faet. that, when he does play, however, he seems to be a dif·
  ferent man. These observations of hers have recently fired up more speculation on Kilburton's past, but there has been
  no evidence to confirm or deny even the least of these rumors.
  Silyina Dafkfast: CL: FTR; LVL: 1; ALN: LN; HTK: 6; STR; 14; INT: 12;WIS: 10; DEX: 11;CON: 9; CHAR: 13; AGIL:
  14; STA: 11; END; 10;sPD: 13; LED: 13; LCK: 16;WPN: Dagger and Hair Comb; AT: S. 5' 4" tall, 120 Ibs., blonde
  hair 4" long, green eyes, high voice, and thin face. She is right-handed and 14 years old. A calm and restrained young
  gin, Silvina goes about her duties as a se~ at the Copper Cup House with the air of a person who is totally content
  with her lot in life. A pretty girl, as well, Silvina exudes an almost mystical aura about her as she moves from table to
  table waiting on the various customers of the tavern. Her polite demeanor has won her the admiration and approval of
  her employer, Polybis. who sees to it that her duties are not too demanding. Silvina makes a practice of not saying
  much while serving the guests. preferring to listen and to learn as much as she can from the various conversations that
  are going on almost continually, This reticence has worried her father, Kilburton, somewhat because he fears that a
  spell or ensorcellment of some bizarre nature has been placed on her which prevents her from speaking unless spoken
  to first. Fortunately, Sivina does not appear to have inherited as much superstitiousness as that which her father displays.
  Silvina has found her attractiveness to be a burden only a few times when working. This was primarily when
  passing groups of nomads or the northern barbarians had visited the Copper Cup House. However, the training she
  has received from her father and several of his warrior friends in the use of small weapons for self-defense has stood
  her in good stead and helped her to avoid trouble. Armed with a good-sized Dagger, Silvina will draw it only if she feels
  threatened or if she feels that she has been insulted. If disarmed or outnumbered, she will draw the ornamental comb
  in her hair and attack with it, using the four sharpened tines to puncture and rake.
  "Knavrsh" Haliyord of Demon', End: Cl: Thief; LVL: 2; ALN: CN; HTK: 5; STR: 11; INT: 8;WIS: 11; DEX: 14; CON: 9;
  CHAR: 12; AGIl: 12; STA: 10; END: 7; SPD: 16; LED: 11; LCK: 13; WPN: Stiletto; AT: C. S' 1" tall, 110 Ibs.,
  aJrly, reddish·brown hair 2" long, narrow, green eyes, and low voice. He is left~nded and 26 years old. An interesting
  combination of traits. "Knavish" Halivord is not the type of person one would expect to find eking out a living as a
  WIVing "boy" in a tawrn. At least. that is the impression most people get after being around him for a short while.
  Halivord projects the image of a person who would much prefer to be let loose to roam about the world rather than
  be confined in a small, boisterous ale house. Something of a loner by nature, Halivord prefers to be off by himself
  where it is quiet, and he has a tendency to act peculiar when forced to be around too many people for too much of
  the time. Some of his almost innumerable quirks include an intense dislike of children counter·pointed by an equally
  intense love of cats, a raving distrust of Elves, dogs, and windowsills, an obsessive belief that someday he will spon·
  taneously tum into a clump of asparagus, and a tendency to wear his clothes on backwards while working. Another of
  his oddities is an argumentative nature which centers on a person's taste in food. Should someone be so unfortunate as
  to request something to eat that Halivord does not like, he or she will find that the service is brusque and he becomes
  quite melodramatic about serving it, doing so with a great number of actions, gestures, and words designed to impress
  Pegasus
  4G
  
  the person with how much he, Halivord, dislikes the dish.
  Hativord is not a stupid person, merely somewhat unbalanced. If he senses that he has gone too far with his
  antics, he will immeidately back off, giving his target an opponunity to calm down. Even when he is in his eccentric
  phases, Halivord's thieving talents remain as sharp as ever, and he uses every opportunity to sharpen them funher. It
  is possible that the excellent cover provided by his position as a server is the one reason he remains where he is. Hali-
  vord is not a man for hobbies, but, if one must be listed, it would be causing bar-room brawls. In this one area, he
  excells greatly; he surreptitiously instigates a fight and then lifts pouches and wallets from the participants. In the
  event of a fight breaking out here in the Copper Cup House, Halivord shall cover his activities by at least appearing to
  try to break up the action.
  Ellisey of the Shimmering Beach: CL5: Cleric; LVL: 3; ALN: LN; HTK: 18;STR: 12; INT: 11;WIS: 15; OEX: 14;CON: 13;
  CHAR: 16; AGL: 13; END: 15; STA: 14; SPO: 14; LED: 11; LCK: 12;WPN: Mace (+1/+1); AT: O. Wealth: 32 GP.
  S' 10" tall, 170 Ibs., green eyes, brown hair 4" long, average complexion and skin, and medium voice_ She is right-
  handed, 29 year$ old, and has B scar on her face. Spell Casting Ability: ht Level: 2_ Spells: 1st Level: Heal Minor
  Wounds, Detect Magic Auras, Personal Protection from Ellil. and Sphere of Light. Other than the nearby teenaged
  serving girl who is trying her best to serve the evening's customers amid all the bustle, Ellisey is the only woman
  currently in the tavern. One of the regular$, she prefer$ to quietly sit at one of the corner tables where she can easily
  keep an eye on the doors to the tavern as well as the main mass of the clientele. Having shown her usefulness as a
  Cleric and as a bouncer at times past when several excessively violent fights broke out, she is given preferential treat-
  ment by Polybis and his employees. While this has caused some grumblings among one or two of the old timers who
  have been coming around longer than she has, there have been no problems. This is due panly to her rather firey eyes
  and her practice, when sitting down, of placing her Mace on the table next to her Knife. Those few who have ap-
  proached her table with leu than peaceful intentions have sworn that, when they got close to her, the Mace flickered
  with. pale blue light, but this has been scoffed off by the other patrons as being the product of an alcohol·soaked
  brain.
  A very calm and quiet woman who wishes merely to enjoy the few pleasures in her life, she bears an active dis-
  like, combined with distrust, of any man older than herself. This is due to the way her father and two brother$ treated
  her when she first announced that she was planning on leaving the farm to join the ranks of the 1,000, an elite Wa"ior-
  Priest group dedicated to spreading education throughout the world. At first merely cajoled into staying, then beaten
  and threatened when she tried to leave, Ellisey finally ran from home on the evening her father decided to "put an
  end to this Warrior-Priest nonsense once and for all" and proceeded to slash her face down to the cheekbones with a
  dull knife. Claiming to be the only survivor of a Troll raid that resulted in the farmstead burning, Ellisey declined to
  enter the order of the Warrior·Priests as she was no longer qualified to be a member of the 1,000. Actually, they
  would be willing to accept her, but she has kept a low profile while going her own way.
  --
  //
  , /..
  /
  /
  The Nosferatu
  Originally constructed and christened The Trader's lord for a growing merchant coalition, this vessel spent many of
  iu earlier years plying the waten of foreign seas on miuions of trade and commerce. For a white, the company was quite
  wocessful. but fonunes changed, and the company failed due to bad luck, To satisfy the demands of the creditors, the few
  ships that had survived the bad times were sold off to various companies or private individuals. The Trader's Lord was just
  one of those vessels that had to be sold to pay the bills of the company. Purchased by Captain Kendaris Martlet at an out-
  nandingly low price, the ship was paid fOf" upon receipt and almost immediately pulled into dry dock for substantial modifi·
  cations. The most important work was done below the level of the hold deck, where the hull was slimmed down and reshaped
  to form a sharper, more narrow keel. Above decks, the masts were replaced with ones that were taller and stronger and
  allowed for a greater area of sail to be used. Other, smaller modifications that were made contributed toward making The
  Trader's Lorn into a faster ship. The only problem that came up during the refining of this vessel was that not enough ballast
  was on hand, so gravel from a nearby graveyard was substituted for the maiden voyage.
  47 Pegasus
  
  Painted black with gold filigree wood working and name boards and white masts and bulwarks, the ship was re-
  christened The Nosferatu and once more went out to sea. Her maiden voyage was an unnerving one with a near-coilision with
  several barges, reJ)04"t$ of ghostlv apparitions, and the deaths of several crewmemben in a freak storm that almost claimed the
  entire vesseL Upon reaching their destination, the captain speedilv unloaded the entire cargo and all the ballast and had a
  high'powered exorcism done on board. While this eliminated most of the supernatural occurrences on The Nosferatu, there
  are still a number of unexplained happenings plaguing the ship. The Nosferatu has a reputation among other marinen of being
  a haunted vessel, and the sign against the evil eve is often made when this black and white ship enten a port.
  Currently (when the players come across her). The Nosferatu is taking on cargo consisting of a variety of foodstuffs,
  some weaponry, and 50 oblong wooden boxes measuring 6' in length,4' in width and 4' in depth. All of this is being stacked
  in the hold, and, as soon as this is finished, the ship will leave port. If the playen can summon the courage to find the oppor·
  tunitv 10 search through these boxes (which are all nailed shull, they will find each one filled with some sort of earth or dust.
  This is nOI what it may appear to be, for, while the players may jump to the conclusion that there is a vampire on board, this
  shipment is actually of a business nature. The material is being sent to an alchemist in Tarantis who is actively engaged in the
  transmutation of metals. However, the shipment is also a cover for a number of smuggled ran'! art objects, antique weapons,
  and the like. This may be discovered on a chance of 2'lIi cumulative per box searched.
  If, by any chance, the players are discovered searching the hold, those who were involved will be taken prisoner and
  locked in a storage compartment for the night. The next day they shall be given 20 lashes by Schreck for anempted thievery
  and turned over to the port authorities upon arrival in Tarantis. There is a percentage chance equal to the character's CON
  subtracted from 25 of the character dying as a result of the flogging.
  A partial list of some of the unexplained and somewhat supernatural occurrences going on on board The Nosferatu
  when she is at sea includes the following:
  1.
  Singing in the hold when no one is there.
  2.
  Doon quietly opening and closing on their own.
  3.
  Lights dancing around the mast and craw's nest.
  4.
  A large, grevish-white dog Ippean that no one can explain or capture.
  5.
  The appearance of a tall, gaunt man in black.
  6.
  The cargo is occasionally rearranged.
  7.
  Ghostly eyes staring at people from darkened cornen.
  8.
  Names or conversations being whispered in hallways.
  9.
  Metal weapons taking on a reddish tinge.
  And so on. For the most part, the occurrences are low-key, aimed at being malicious rather than violent or aggressive.
  The Ship's cat
  Known as Jones or Jonesy, the cat of The Nosferatu is a somewhat skittish, orange-colored tom that is rarely found in
  one place for any length of time. Quite affectionate, Jonesy likes to roam the ship and hunt for rats. After dark, though,
  Jonesy will usually single out one person and stick to the chosen one like glue. If encountered while roaming the ship, Jonesy
  will try to hide behind anything convenient. Following the cat or cornering it will cause it to arch its back and hiss, all the
  while looking over the penon's shoulder. Jonesy will then take the opportunity created by the person's instinctive reaction to
  chet:k behind him to slip away.
  \ ~
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  l~ 3i,..~. 'Iff
  ~, ~~~
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  Captain Christigan Martlet: CL: Thief; LVL: 14;ALN: N; HTK: 26;STR: 13;INT: 13;WIS: 12; DEX: 17;CON: 14;CHAR:
  16; AGIL: 15; STA: 14; END: 15;SPD: 15; LED: 18; LCK: 16;WPN: Dagger and Rapier; AT: C. 5' 8" tall, 175Ibs.,
  gray hair 3" long, blue eyes, average complexion, and low voice. He is right~anded. The owner and captain of the
  well-known and somewhat unusual ship, The Nosferatu, Christigan is always on the lookout for excitement and adven·
  ture, particularly if it will bring fun and profit to himself and his crew. While Captain Martlet may appear to be a pillar
  of the community and a guiding beacon of goodness in the darkness of sin and wickedness, he is actually the leader of
  a highlV successful smuggling operation. A highly intelligent and crafty man, he has managed to avoid any hint of sus-
  picion throughout the 4 yean that he has kept his smugglers in operation. He is always willing to take on paying
  passengers but makes no guarantees that the passengers will arrive safelv in their port of destination.
  Pegasus 48
  
  j
  •
  j
  I
  "Mad Dog" Madhao: Cl; FTR; LVL: 10; ALN: CG; HTK: 71: STR: 11; INT: 13; WIS: 13; oex: 9; CON: 9; CHAR: 11;
  AGIL: 8; STA: 9; END: 10; SPO; 9; LED: 13; lCK: 13; WPN: Hand Axe; AT: C. 5' 3" tall, , 151bs., black hair 5"
  long, black, almondoShaped eyes, 5fTlail nose. and medium voice. He is ambidextrous. A small and wiry man, well
  capa~e of handling himself in a fight. "Mad Dog" is also one of the quietest members of the Nosferatu's crew. It is a
  common occurrence for passengers to go through an entire voyage without hearing his voice once. Having spent much
  time in perfecting his skills in stealth and hiding, it is also a common occurrence for passengers and crew to walk right
  past him, even if they are looking for himl Madhao's nickname came about as a result of his actual name and the be-
  havia.. he exhibiu in banle. In a combat situation, Madhao is prone to wade into the frav, laying about with his Axe
  and yelling excitedly in a foreign tongue. To many of the sailors of the Nosfe...tu, this resembled the barking of a dog,
  and so the name came into being.
  "Tiny" Tillinghast: CL: FTR; LVL: 7; ALN: NG; HTK: 39;STR: 15; INT: 9;WIS: 7; DEX: 13;CON: l1;CHAR: 14; AGIL:
  14; STA: 13; END: 13; SPO: 13; LED: 14; LCK: 17; WPN: Broadsword and Horsebow; AT: C. 6' tall, 1951bs., red
  hair, narrow, blue eyes, tanned skin, medium voice, big ears, and high cheekbones. He is right-handed. A member of
  the unofficial boarding party that the Nosteratu sports, "Tiny" makes an impressive sight as he charges across a deck
  waving his Broadsword. A good friend of Max Wood, the two are almost inseperable and, when in port, can be seen
  frequenting taverns and inns throughout the waterfront areas. "Tiny" is considered something of an oddity among his
  crew mates, who find it hard to understand how such a violent fighter can be so gentle with others. When not engaged
  in war of some sort, "Tiny" displays a touching kindness that clashes greatly with the bloodlust he exhibits in battle.
  Little is known about "Tiny's" background, and a quick way to alienate his eaSViloin9 nature is to ask questions along
  those lines.
  Eliard Camplin: CL: FTR; LVL: 10; ALN: N; HTK: 59;STR: 16; INT: 12;WIS: 9; DEX: 12; CON: 9; CHAR: 11; AGIL 9;
  STA: 16; END: 12; SPD: 12; LED: 10; LCK: 14;WPN: Cutlass; AT: C. 5' 9" tall, 160 Ibs.. blond hair 3"long, green
  eyes, and a high voice. He is right-handed. At one time the owner of a fair·sized fleet of merchant vessels, Eliard is
  now a broken man. Earlier in life, Eliard was a very successful merchant and held a comfortable place in society, but
  disaster overtook his business as, one by one, his ships and cargoes were either lost at sea or impounded to satisfy his
  creditors. The final stroke to his venture came when his best and last ship, the Madame Mina, was lost with all hands
  in a sudden hurricane in the Silver Skein Islands. Soon after that, Eliard's wife left him to the mercy of his creditors,
  taking with her his child and whatever valuable objects she could lay her grasping hands upon. Penniless and faced
  with a protracted stay in Debtor's Prison for non-payment of bills, Eliard slipped away from his home to find a ship
  on which to make his escape. Every so often, when the Nosferatu is in port, he will spot one of the surviving vessels of
  his fleet and wonder what became of his family.
  Ridley, Ship's Navigator: CL: FTR; LVL: 8; ALN: NG;HTK: 41;STR: 14; INT: 14;WIS: 8;OEX: 11;CON: 7;CHAR: 13;
  AGIL: 14; STA: 8; END: 10; SPD: 9; LEO: 14; LCK: 15; WPN: Dirk and Loogsword; AT: B. 6' 1" tall. 220 Ibs.•
  greyish-brown hair 5" long, beard, brown eyes, tanned skin, low voice, hawk nose, and lantern chin. He is right han·
  ded. A loud and boisterous man who is constantly in good cheer. Ridley is an exceptional fellow. Capable of wearing a
  smile regardless of the situation, Ridley is also a highly qualified navigator. Originally signed on board by Christegan
  to merely assist in plotting the course, the captain has become quite dependent on his skills over the years. Ridley
  makes quite a flamboyant sight when on the bridge in his red and black panerened kilt and playing his ornate set of
  bagpipes. Quite often. he will be present by the captain's side when the Nosferatu leaves a port. Something of an
  exhibitionist, Ridley often moves about the ship wearing only his boots and kilt and playing a small musical instru-
  ment of some sort.
  Hlljom, "The Cub": CL: FTR; LVL: 4; ALN: NG; HTK: 28; STR: 15; lNT: 11; WIS: 9; DEX: 12; CON: 8; CHAR: 15;
  AGIL: 14; STA: 9; END: 13; SPD: 14; LED: 15; LCK: 18; WPN: Battle Axe; AT: C. 4' 11" tall, 951bs., black hair
  2" long and bushy eyebrows, brown eyes, and a facial scar. He is right·handed. An eager young man, anxious for
  adventure and filled with romantic notions of life at sea, treasure hunts, and glorious battles with pirates, Haljorn
  occupies the position of cabin boy. Usually, Haljom has little to do in this capacity and spends much of his time asa
  lookout or as a rope hauler down on the deck. He is slowly being disabused of his notions of life aboard ship and is
  not finding the lifestyle particularly enjoyable. Already, Haljom is bristling under the boredom of shipboard life and is
  becoming desperate for something to do. His feelings of frust...tion at his current situation are slowly corrupting
  Haljom and causing him to look at the captain and his fellow crew members with hatred.
  "Hol'I' Ector: CL: Cleric; LVL: 4; ALN: NG; HTK: 15; STR: 16; INT: 7;WIS: 17; OEX: 14; CON: 13; CHAR: 10; AGIL:
  13: STA: 15;END: 13; SPD: 13; LED: 10; LCK: 11 ;WPN: Cudgel; AT: A. 5' 9" tall, 150 Ibs., curly gray hair 3" long.
  green eyes, fair skin, and medium voice. He is left-handed. A fairly competant Cleric, capable of the standard, expected
  rituals, Ector really lacks some indefinable quality to his ministrations. Although he does not show it, Ector has been
  finding it increasingly difficult to get his spells to function. So far, he has been able to cover this with elaborate rituals,
  but he is afraid that, sooner or later, his failing as a Cleric will be found out, and he will be done away with as a fraud.
  Currently, Ector is wallowing in an ever·increasing pool of self-doubt as well as doubts about his chosen god, which is
  49 Pegasus
  
  contributing to his present problem. Unbeknownst to Ector, some of the more observant crew members have noticed
  his difficulties lately and are already spreading dissention among their fellows.
  "Peg·Leg" Quincy: CL: FTR; LVL: 8; ALN: NE; HTK: 42;STR: 15; INT: 6;WIS: 13;DEX: 8;CON: 15;CHAR: 11;AGlL:
  10; STA: 18; END: 17; SPD: 9; LED: 14; LCK: 14; WPN: Gladius; AT: G. 5' 5" tall, 180 Ibs., brown hair '''lon9,
  brown eyes, dark skinned, medium voice, and wooden left leg. He is right-handed. Pretty much the picture of a
  weather-beaten, hard·fighting sailor, "Peg.Leg" could well be found on <.Iny recruiting parlor or handbill anywhere in
  Veridistan. A tough man who has seen many years before the mast, "Peg·Leg" ahs been, in one capacity or another, a
  member of a crew for most of his life. Originally brought on board as a slave purchased from a passing merchant who
  needed the funds more than he needed his servant, "Peg-Leg" eventually was granted his freedom by the captain. By
  this time, however, he had become accustomed to life at sea and decided to stay with the Nosferatu. Despite the loss
  of his left leg from the knee on down in at attack by sahuagin, he has remained a formidable warrior. Almost through
  sheer stubbornness, "Peg-Leg" has retained the mannerisms, accents, and customs of the southern "barbarians" with
  whom he was raised.
  Ridley
  5/EMBI!PA· 80-
  ~
  <Zr
  j
  Pegasus 50
  Peg Leg Quincy
  
  Gra"in of Howarth Flat: CL: FTR; LVL: 2; ALN: NG; HTK: 9; STR: 9; INT: 12; WIS: 10; OEX: 12;CON: 7; CHAR: 15;
  AGIL: 12; STA: 6; END; 9; SPD: 13; LEO: 18; LCK: 16; WPN: Heavy Club; AT: C. Wealth: 10 SP. 5' 6" tall, 150
  lbs., brown hair 3" long, blue eyes, dark skin, and high voice. He is right.handed. An average sort of man, almost non·
  descript, in fact, Gravin's position on board can be described in the same fashion. To the captain and crew, Gravin is
  viewed as being a general worker, someone who is on hand when extra people are needed. To Gravin, this means that
  he is continually being called upon to do somebody else's job or to act as a servant. Only rarely has Gravin been called
  to help someone instead of to do their job. Not a particularly good Fighter nor possessed of any great strength, Gravin
  has developed the opinion that the others take advantage of him because of his failings. He is, however, determined to
  put up with the situation as long as is necessary to prove that he is as strong and as valiant as the others.
  Rannulf of Herbert Wells: CL: FTR; ALN: LG; HTK: 14; STR: 15; INT: 13;WIS: 11; OEX: 13;CON: 7; CHAR: 11; AGIL:
  11; STA: 11; END: 9; SPD: 15; LED: 11; LCK: 14; WPN: Broadsword and Net; AT: D!C (use lower vatue if without
  net). Wealth: 19 GP. 5' 10" tall, 162 lbs., blonde hair 3" long, grey eyes, and medium voice. He is right·handed. A
  strange man with some pretty wild ideas, Rannulf is looked upon with a mixture of alarm, consternation, and amuse-
  ment by the crew of the Nosferatu, as well as by anyone else who listens to him. For the most part, the crew is of the
  opinion that Rannulf is just plain uazy. As far as Rannulf is concerned, it is the othen that are crazy and not he.
  Among his totally preposterous ideas are that someday, in the future, magic will either cease to function, or people
  will have forgotten how to use it; mankind will rule the world through the use of intricate machinery; ghos15, dragons,
  liches, and all manner of magic creatures will no longer exist, and so on. The one idea that he has that always brings
  laughter to his listeners is that, in this future, man will reach to the stars without the use of magic. Indeed, Rannulf
  professes that, even now, magic does not work, and, while those around him try to laugh that off as well, no one can
  ever recall any magic ever having affected the man. (Judge's note: Rannulf possesses a natural anti-rnagic field and is
  100% resistant to all magic.)
  Albart Tygler: CL: Thief; LVL: 2; ALN: N; HTK: 7; STR: 10; INT: 9;WIS: 8; DEX: 15; CON: 14; CHAR: 7; AGIL: 15;
  STA: 13; END: 9; SPO: 18; LEO: 8; LCK: 6; WPN: Rapier and Dagger; AT: C. 5' 10" tall, 170 Ibs., blonde hair 3"
  long, grey eyes, medium voice, and facial scar. He is right-handed. The average, run-of-the-mill Thief, there is little in
  the way of skills that would make Albart stand out in any crowd. In terms of following one's chosen profession, this is
  much to his liking, but beingoontinually anooymousgreatly rubs against Albart's vanity_ Something of a megalomaniac,
  Albart burns with the desire to be a leader of men and to be well·known wherever he travels. Needless to say, it is most
  unlikely that he will ever become anything more than a second·rate Thief.
  Aldwin Hansard: Cl: MU; LVL: 3; ALN: lG; HTK: 25; STR: 10; INT: 15;WIS: 9; DEX: 15; CON: 11;CHAR: 16; AGll:
  18; STA: 9; END: 8; SPO: 16; LED: 18; LCK: 18; WPN: Quarterstaff; AT: A. 5' 5" tall, 1651bs. gray hair 5"1009,
  gray eyes, tanned skin, and medium voice. He is right-handed. Spell casting: 1st Level: 3; 2nd ~evel.: 1. Spells: ht
  Level:
  Magic Bo/r, Detect Magic, Read Magic, Read Languages, Sphere of Light, Charm, and MagIC Shield: 2nd L~vel:
  See Invisible Objects, Levitation, Invisibility, Improved Lock, Detect Evil, Read Minds, Pflrmanflnt Sphere. o~ LIght,
  srrongth, Firoworks, and Open. Considered by most of the crew to be the ship's wizard and w.ise m~n, AldWin IS often
  kept busy by various people coming to him with a wide range of personal problems or needing mlOor charms, spells,
  and enchantments. Somewhat flattered that he has been more accepted by the crew than has been Ector, the rather
  narrow-minded Cleric Aldwin has also found all the anention somewhat bothersome. So far, he has found little time
  for himself. White it 'may be contrary to his beliefs, Aldwin has concealed the full extent of his abilities from the
  others, primarily because he is afraid that they will become even more reliant on him than they are now. Generally, he
  performs showy rituals to pacify the water and weather spirits and calm the superstitious sailor, as well.
  '- j
  ,
  ., '- /
  
  Led Renfield, 1st Mate: CL: FTR; LVL: 13; ALN: N; HTK: 77; STR: 15; INT: t 1; WIS: 12; DEX: 14; CON: 14; CHAR: 14;
  AGIL: 15; STA: 15; END: 12;SPD: 14; LED: 12; LCK: 15;WPN: Sword; AT: C. Wealth: 15 GP. 5' 5" tall, 1351bs.,
  sandy hair 3" long, green eyes, small mouth, and medium voice. He is left·handed. An appropriately unusual man for
  an unusual vessel, Renfield currently occupies the position of First Mate to the Nosferatu. His overall views on life and
  his odd mannerisms can all be summed up with the statement, "That one's a tad balmy, that one is"· a comment that
  can ohen be heard on board when Renfield comes up in conversation. One of his most outstanding eccentricities is his
  love of fire and explosions. To this end, he always has a number of molotov cocktails ready for use in his sleeping area
  as well as 106 on his person at all times.
  Hanz N. Pfoeffer, Ship's Cook: CL: FTR; LVL; 10; ALN: NG; HTK: 57; STR: 17; INT: 16; WIS: 12; DEX: 11; CON: 11;
  CHAR: 15; AGIL: 10; STA; 14; END: 14; SPO: 14; LED: 13; LCK: 17;WPN: Meat Cleaver and Frying Pan; AT: C.
  5' 7" lall, 170 lbs., blonde hair 2" long, blue eyes set far apart, tanned skin, and medium voice. He is right.handed.
  Having the near-legendary expert in Imperial cuisine, Hanz N. Pfoeffcr, serving aboard as the Ship's Cook has imparted
  a great deal of prestige to the Nosferatu. At one time the head of the Emperor's kitchen, Hanz eventually grew weary
  of the position and retired, hoping to spend the last years of his life traveling about and adventuring. There are few
  that can match Hanz's skill in preparing a meal, and it is often said on other vessels that the crew of the Nosferatu is
  the best fed. When not actually engaged in fixing something for someone to eat, Hanz usually sits and whittles or tries
  his hand at catching a few fish. His positiion on the Nosferatu is somewhat unique because no one dares to cross him
  for fear that he will not cook dinner for them.
  Mall Wood: Cl: FTR; LVL: 6; ALN: N; HTK: 28; STR: 14; INT: 14; WIS: 14; OEX: 15; CON: 12; CHAR: 15; AGIL: 18;
  STA: 12; END: 14; SPO: 18; LED: 15; LCK: 15; WPN: Broadsword; AT: C. 5' 5" tall, 1431bs., black hair2" long,
  blue eyes, tanned skin, and high voice. He is right-handed. Mall is only one of the general deck hands with no really
  special talents to his credit. Indeed, he is somewhat of a jack-of-all-trades and, perhaps, is of more value this way. Born
  and bred to the sea in one of the northern fishing villages, Max looks upon land dwellers with disdain. An adventurous
  soul with the enviable gift of knowing when to keep silent, Max is Christegan's partner whenever smuggling arrange'
  ments need to be made. A fearless warrior, Mall has been in many battles and has shown himself to be an excellent
  leader of men. If a combat situation goes against him and his men, and Max is required to make a morale check, he
  does so with a +4 modifier in his favor.
  Wilholm Schreck: CL: FTR; LVL: 9; ALN: N; HTK: 51 ;STR: 18; INT: 9;WIS: 12; DEX: 11; CON: 9; CHAR: 14; AGIL: 14;
  STA: 13; END: 9; SPD: 10; LED: 13; LCK: 16: WPN: Sword and Cat-o'·Nine-Tails; AT: C. 5' 6" tall, 165 lbs., blonde
  hair 4" long, blue eyes, medium voice, lon9 teeth, and hi9h forehead with scar. He is right·handed. A well-built and
  powerful man, Wilholm is unofficially in charge of the loading and unloading of cargo. Part of the smuggling operation,
  his responsibilities also include updating and maintaining records, seeing to it that illicit materials are well-hidden, and
  altering and forging various documents, a task he performs amazingly well. Along with the unofficial position of cargo
  master, Wilholm holds the position of Provost Marshal AKA the "Head Flogger." Despite his continual readiness to use
  his Cat-o'·Nine·Tails and his immense strength, Wilholm has never been known to beat a man to death. In addition,
  Wilholm has not been known to use his whip without sufficient reason.
  Sigourney, Ship's Sailmaker: CL: FTR; LVl: 5; ALN: N; HTK: 26;STR: 9; lNT: 12;WIS: 10; DEX: 13;CON: 12;CHAR:
  12: AGlL: 15; STA: 7; END: 9; SPO: 11; LED: 15; LCK: 13; WPN: Dirk; AT: A. 5' 9" tall, 180 Ibs. brown hair3"
  long, brown eyes, and low voice. He is right-handed. Occupying one of the more essential positions on board as Sail-
  maker, Sigourney also spends a good part of his time doubling as ship's carpenter. To a large elltent, it is his efforts
  that keep the Nosferatu in good shape and ready to sail. Not really an active member of the smuggling ring, it, never-
  theless, falls on him to construct the crates or hidden compartments for the materials the smugglers are hired to trans-
  port. While Sigourney does his best to keep quiet and not say anything, the situation bothers him, and he has been
  known to occasionally slip and say something about it to the wrong person. So far, nothing has come of his infrequent
  comments, but he is being treated with suspicion by both the port authorities and some of his crew mates.
  "Blundering" Odo: Cl: FTR; LVL: 6; ALN: NG; HTK: 23;STR: 17; INT: 18;WIS: 8; DE X: 9;CON: 13; CHAR: 13; AGIL:
  11; STA: 17; END: 17; SPO: 10; LED: 12; LCK: 12; WPN: War Hammer; AT: A. 5' 2" tall, 110 Ibs., curly brown hair
  5" long, green eyes, medium voice, and freckles. He is left-handed. Another one of the general hands on board the
  Nosferatu, Odo does his best to find a place that his well-developed muscles will help him fill. So far, he has not been
  made to feel all that welcome by the rest of the crew and has been spending much of his time thinking about jumping
  ship at the next available opportunity. The major reason behind the crew's dislike of Odo is that he is so clumsy.
  During the few months that he has been on the Nosferatu, Odo has been responsible for the loss of an anchor while at
  port, a sail set afire, the Captain being knocked down one of the gangways, and a yardarm crashing to the deck. While
  the accidents have been coincidental and did not result in any permanent damage, the crew has become convinced
  that he is a jinx and want him off the ship as soon as possible.
  Pegasus 52
  
  "Baarbait" Ethfllred: CL: FTR; lVl: 4; ALN: N; HTK: 19;5TR: 10; lNT: 13; WIS: 10; DEX: 14; CON: 10; CHAR: 14,
  AGIL: 12; STA: 8; END: 10;SPO: 13;LED: 11; LCK: 15;WPN: Mace; AT: C. Wealth: 25 GP. 6' tall, 210 Ibs., black
  hair 3" long, blue eyes, pale skin, low voice, broken nose, upturned eyebrows, and pointed ears. He is right·handed.
  One of the biggest members of the crew of the Nosferatu, Ethelred gives testimony at the northern blood running
  through his veins by his physical make up. On no other WirV does he bear any resemblance to any of lhe sea raiders
  who stormed his home village with the intent 10 burn, pillage, and rape anything female. Born as a result of that forced
  union, Ethelred, as a child, was subjected to the conlempt and taunts of neighbors who were more interested in
  believing that his mother gave herself freely to the raiders than in remembering the rape, as well as the dislike of his
  mother who saw in him a living reminder of that night. When he was old enough, Ethelred fled from home vowing 10
  seek OUI a life of adventure and to never return to his mother's house.
  Tiny Tillinghast
  Galliard
  Holy Ector
  Ethelred
  Maddog Madhao
  GalliJIrd of Myrthin's Hill: CL: FTR; LVL: 3; ALN: LG; HTK: 18; STR: 16; INT: 12; WIS: 12; OEX: 13; CON: 13; CHA:
  15; AGIL: 16; STA: 16; END: 12; SPO: 14; LEO: 15; LCK: 13; WPN: Bastard Sword; AT: C. 5' 10" tall, 160 Ibs.,
  blonde hair 4" long, grey eyes, and low voice. He is right-handed. One of the newest members of the crew, Galliard is
  only II temporary addition to the company. Signed on only three days earlier, shortly after the Nosferatu docked, he
  is planning on only working for his passage across the sea 10 the City-Stale of Tarantis. His ultimate goal is to reach
  the Windedark sea and explore the coast, seeking some clues as to the resting place of the Sil\l1lr Empress. He, too, has
  heard the tale (four nights earlier, as a matter of fact} and is convinced of the wreck's existence. Galliard is somewhat
  suspicious that this motley crowd he has become involved with may try to sell him to a slaver, and he is continually
  on his guard. As he came on board, most of the crew were struck by the great similarity between Galliard and Albart,
  and the suspicion is that they are brothen. As of yet, no one has broached the subject, so the speculations are rife.
  53 Pegasus
  
  Duration of Dive Table
  This table is designed to give the players and the Judge some guidelines to determine how long a character may remain
  submerged. If desired, this table may be used in conjuetion with the Sink or Swim tables originally printed in the Modron
  (JG 0034) installment and repeated on page 21 of the Ready Ref Book (JG 0014).
  Condition of Diver
  Duration of Diye-
  Holding one's breath
  Y.t of CON (rounded down) in phases.
  For each phase on bottom past limit,
  add 10% chance of drowning.
  Using spell of Water Respiration
  As spell description. For each phase on
  bottom past limit, add 7% to chance of
  drowning.
  Using Potion of Water Respiration
  As potion description. For each phase
  on bottom past limit, add 5% to chance
  of drowning.
  ever is greater) divided by the number of seconds
  See description. For each phase on
  bottom past limit, add 3% to chance
  of drowning.
  e activity w' involve the attempt to recover some portion of the
  fonnula to dete
  ine if any of the treasure is spotted. The Judge
  volve a complete
  derwater archeological dig, nor is the treasure
  irelings, and henchmen they haye with them
  RepetitiOJ\.-of Diye
  (12+8+91/1 +7=36% ~
  (12+8+9)/2+7-22%
  '"
  (12+8+9)/3+7"'17%
  (12 + 8 + 9)/4 + 7 - 14%
  (12 + 8 + 9)/5 + 7 - 13')(,
  (12 + 8 + 9)/6 + 7 '" 12%
  "7"~,,ing of Water Respiration
  %ofDiscovery-10x IINT+WIS+DEX)
  r1
  on the bottom· + Level or '
  • if holding breath only
  1n 10 Seconds:
  2nd 10 Seconds:
  3rd 10 seconds:
  4th 10 Seconds:
  5th 10 Seconds:
  6th 10 Seconds:
  \
  For Example: Stephan of Blueknoll (7th Lev
  I
  :...!.2,
  IS: 8) DEX: 9, CON: 12) is going to make an attempt at recovering
  some of the treasure, pretty much unaide$l by
  ~l mea""
  Duration of Dive: 60 seconds ICON: 12/2 - 6)
  Repetition of Dive: rests for 30 secol;lds (15/5 .. 3)
  Once Stephan is on the bottom, he begins ms search for some of th
  If Stephan remains below, his chances for finding any tre3SlJre will oontinue to decrease, while his chances for drowning will
  increase.
  
  Order of Roll
  WEATHER
  TABLES
  Table I
  Wind Strength
  (Roll 10201
  (Flat Plains and Mountains add 2 to Die Rolli
  Roll
  h.
  2nd
  3,d
  4th
  5th
  6th
  Name of Table
  Wind Strength
  Wind Direction
  Precipitation Probability
  Base Temperature
  Precipitation Type
  Precipitation Amount
  Table Number
  I
  II
  III
  IV
  V
  VI
  Modifiers
  Terrain
  Zone
  Month, Zone
  Special
  Month, Zone
  Temperature
  Zone, Special
  Roll
  1 - 4
  5· 11
  12 - 11
  18
  19·20
  Result
  Calm, 0·3 mph
  Light. 4 • 18 mph, .,
  Longrange Missile Fire
  Strong, 19·39 mph, -2 long and Effective Range
  Missile Fire
  Special (see Table la)
  Gale. 40 . 70 mph, -3 Short Range Missile Fire
  Special Table la
  Arctic
  1 • 15
  Squall
  16·20
  Blizzard
  Tropical
  1 - 2
  3-8
  9· 14
  15 - 16
  17·18
  19·20
  Tropical
  10
  15
  25
  30
  35
  35
  30
  25
  20
  10
  10
  10
  55 fenasus
  Tropical
  1 - 17
  Thunderstorm
  18
  Tornado
  19· 20
  Hurricane
  Semt-Arid Oesen
  1 • 15
  Dust DtNil
  16 - 20
  sandstorm
  ---
  Sub-Tropical
  1 - 2
  3· 14
  15 - 17
  18
  19
  20
  Sub-Tropical
  05
  25
  20
  20
  25
  35
  25
  20
  20
  15
  05
  05
  SUb-Tropical
  16
  Thunderstorm
  17
  Tornado
  18·20
  Hurricane
  Temperate
  1 - 15
  Thunderstorm
  16 - 18
  Tornado
  19·20
  Hurricanel
  Blizzard
  Table II
  Wind Direction
  (Roll 1020)
  ,
  Cold
  Temperate
  1 -4
  1 - 2
  5-9
  3-4
  10
  5-6
  "
  7 - 8
  12 - 13
  9·17
  14·20
  18 ·20
  Table III
  Precipitation Chance
  Cold
  Temperate
  10
  30
  15
  25
  20
  20
  25
  35
  35
  25
  35
  15
  25
  05
  20
  05
  '5
  15
  15
  25
  10
  25
  05
  30
  ~
  Arctic
  1 - 4
  5· 11
  12 . 13
  '4
  15 - 16
  17 - 20
  Cold
  1 - 15
  Squall
  \:- ,
  16-18
  Blizzard
  ~
  19·20
  Thunderstorm
  Direction
  N
  NE
  SE
  S
  SW
  NW
  Month
  Arctic
  I
  20
  II
  15
  III
  10
  IV
  05
  V
  05
  VI
  05
  VII
  05
  VIII
  05
  IX
  10
  X
  15
  XI
  20
  XII
  20
  --=
  ~
  
  Table IV
  Base Temperature
  (Measured in degrees Celsius/Fahrenheitl
  Month
  Arctic
  Cold
  Temperate
  Sub-Tropical
  Tropical
  I
  ·38/·36
  -25/-13
  -8/18
  7/45
  22/72
  II
  -40/-40
  -22/-8
  -6/21
  7/45
  22n2
  III
  ·33/·27
  ·17/1
  0/32
  8/46
  23n3
  IV
  -22/-8
  -8/18
  5/41
  9/48
  24n5
  V
  ·10/14
  3/37
  0/32
  11152
  25n7
  VI
  om
  8/46
  15/59
  13155
  2405
  VII
  5/41
  "/52
  16/61
  15159
  23m
  VIII
  0/32
  9/48
  15159
  15/59
  23m
  IX
  -12/10
  2/36
  12/54
  14/57
  25n7
  X
  -24/-11
  -11112
  7145
  10/50
  25n7
  XI
  -32/-26
  -2014
  -1/30
  8/46
  24{75
  XII
  -35/-31
  ·25/·13
  -8/18
  6/43
  23m
  ,
  1/33.10/50
  ·10/14 - 0/32
  ~.,
  h~V
  "'''w .t
  .........
  Precipitation Type
  -""t. ~
  "
  ~ ~
  (Roll 0%1
  Ebse
  ~_.\ teL)",.
  Tempenlture
  Below
  Range:
  ·10/14
  Nonnal Temperature Varia~: RoIIlD10 and 106; on 1 ·3, add 1010; on 4 ·6, subtract 1010.
  ~
  ...
  I
  Weather
  Type
  Snow
  1 - 98
  1 - 80
  1·20
  1 ·2
  Sleet
  99-00
  81 ·89
  21 -22
  3-4
  1
  Hail
  90 ·97
  23 - 25
  5-7
  2-4
  Rain
  98-00
  26·00
  8 -00
  5 ·00
  Table VI
  Precipitation Amount
  (Roll D%I
  .-.
  ,
  J;r
  .
  .. (
  ~
  ~
  ~.~ .- - .
  50% chaQCe of precipitation temporarily raising wind strength one category. Precipitation temporarily lowers temperature by
  10 degrees Fahrenheit.
  .....--
  Type
  T,...
  Slight
  Moderate
  Heavy
  Steady
  Arctic
  1·59
  60·97
  98·100
  Cold
  1-39
  40 ·69
  70 ·94
  95 ·99
  '00
  Temperate
  1 ·20
  21·70
  71 ·90
  91 - 97
  98 -100
  Sub·Tropical
  1 - 40
  41 - 92
  93 - 97
  98·100
  Tropical
  1 ·10
  11 -45
  46 ·87
  88 ·95
  96 - 100
  0.....
  1 ·75
  76 - 100
  Semi-Arid
  1 ·75
  76 -97
  98·100
  Special Note: Semi-Arid has constant 5" chance of precipitation; Desert has a constant 1% chance of precipitation. Precipita-
  tion is highly localized in cloudburst.
  Special Precipitation Amount Chart
  Pegasus 56
  Type
  T,...
  Slight
  Moderate
  Heavy
  St,,,,,,
  Amount
  0·.1 em
  .2· .5cm
  .6-1 em
  1,1-3em
  3+ em in 24 hrs.
  
  Encounter Tables
  (RoU 106;1t 10 +0%1
  Treasure Table
  (Roll 0% each time a Detection Roll is Suooeufull
  Ocean Sunfish
  Blue Marlin
  Portugese Man..()·War
  Giant Squid
  Stingray
  Giant Catfish
  Devil Ray
  Moray Eel
  Sea Bass
  Sea Rawn
  Giant Porwpine PuHer
  Wolf Fish
  Maca Shark
  Bay Shark
  Great Hammerhead
  Shark
  Great White Shark
  444 - 459
  460·475
  476·491
  492·507
  508· 523
  524·539
  540 - 555
  556- 571
  572·587
  588·603
  604 - 619
  620· 633
  636 - 651
  652 - 667
  668 - 6B3
  6B4 - 699
  Encounter
  M.n
  Lamprey Eel
  Merman
  Dolphin
  Seahorse. Giant
  Giant Crab
  Croccx:lile
  Pungi Ray
  Sea Snake
  Leviathan
  Water Elemental
  Air Elemental
  Whale
  Sea Turtle (Giant)
  Godless)
  Barracuda. Giant
  Roll
  100 - 160
  161 - 176
  177 - 192
  193 - 208
  209 - 224
  225·236
  237·296
  297 - 308
  309- 324
  325· 332
  333- 340
  341 - 348
  349 - 409
  410·425
  426 - 427
  428 - 443
  Roll
  01·02
  03- 04
  05· 06
  07 -08
  09 - 10
  11 • 12
  13· 14
  15 - 16
  17- 18
  19· 20
  21·22
  23- 24
  25·26
  27 - 28
  29- 30
  31 - 32
  33- 34
  35· 36
  37·38
  39· 40
  41·42
  43·44
  45· 46
  47·48
  49- 50
  51 - 52
  53- 54
  55· 56
  57·58
  59· 60
  61·62
  63-64
  65- 66
  67 - 68
  
  69· 70
  10.
  71 - 72
  10.
  73· 74
  103
  75- 76
  103
  77 - 78
  103
  79- 80
  1012
  81 - 82
  106
  83-84
  1010
  85-86
  108
  87·88
  106
  88-90
  '06
  91 - 92
  1020
  93- 94
  '02
  95· 96
  10'
  97 - 98
  1 Magic Weapon
  99-00
  106
  Indigenous Underwater Encounter Table
  (At Site of Wreck)
  (Roll 0%)
  Ann",
  Hit
  Number
  Roll
  Type
  Size
  Type
  Dam...
  Dice
  Appearing
  MoYe
  Attack"
  Specie'
  01 ·05
  Great Barr&CUda
  10'
  0
  , - 8
  3
  1 -.
  12"
  10
  06- 10
  Dolphin
  6'
  0
  , - 8
  2+2
  2 -20
  15"/21"
  10
  R.m
  Attacks
  11 - 15
  Ocean Sunfish
  6'
  A
  1 -.
  •
  1 - 2
  ."
  10
  16· 20
  Blue Marlin
  20'
  E
  1 -6
  3
  1 . 12
  10"
  10
  21 - 25
  Portugese Man-Q-War
  20'
  A
  1-.
  5
  ,-.
  3"
  10
  Poison
  Type 5
  26- 30
  Giant SQuid
  20'
  CIG
  1-8
  6
  2 - 12
  3"/12"
  '2
  1 • 10
  points due to bite
  31 . 35
  Stingray
  2' R
  8
  1 -.
  2"
  10
  Poison
  Type 4
  36·40
  Catfish
  12'
  C
  1 -6
  3
  1 -6
  8"
  10
  41 - 45
  Stingarges
  '0'
  C
  1
  2
  2-8
  3"
  '0
  3 Stingers
  Poison Class 3
  46·50
  Devil Ray
  20'
  E
  2· 12
  6
  ,-.
  12"
  '0
  Smother ;n
  2 . B turns
  51·55
  Moray Eel
  6'
  e
  ,-.
  , +4
  2 - 1B
  12"
  10
  Poison
  TypeB
  56- 60
  Sea Bass
  7'
  8
  , -6
  5
  2 - 12
  8"
  10
  Ram to
  Subdue
  61 - 65
  Sea Raven
  20'
  G
  , -6
  3+ 1
  1 -.
  8"
  10
  Back is
  AT:C
  66· 70
  Porcupine Puffer
  3'/9'
  0
  ,-.
  2
  1 -6
  3"
  10
  Poison
  Spines Type 5
  71·75
  Wolfish
  6'
  A
  , -8
  3+2
  2·12
  ."
  10
  76· 80
  Hagfish
  3'
  8
  1 -.
  ,
  1 ·10
  5"
  10
  Drains
  Blood at Rate of 1 ·2 STR points/phase
  81·85
  Sea Turtle
  20'
  0
  1 -.
  5
  ,-.
  20"
  10
  Shell is
  AT:H
  86- 90
  Maco Shark
  0
  1 -8
  5
  1 -8
  20"
  70
  91 - 95
  Bay Shark
  C
  1 -8
  5
  2 -8
  10"
  60
  96-00
  Great Hammerhead $hark
  e
  1 -8
  3
  2 -8
  5"
  50
  
  'DISON EFFECTS
  PoinD at
  lin Addition 10 0.",...1
  PM
  R~_
  DIofn", P...
  EHK1 wh... s........ Throw···
  PatIO'>
  P.....
  Ett_
  Flaund/Na. of
  II Not Ma6e On:
  O,",I!
  T,,, -,...
  Raundl;·
  Man·SOzlld
  Ogr.sizlld
  Dragon-$ind
  C_
  O
  9
  Dill
  ~, Act;Or'!s
  IOGP
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  7
  7
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  3/3
  PJr.IYled
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  Move H.lved
  300GP
  •
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  HlIll Acuons
  400GP
  S
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  ParlilYUc'd
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  500GP
  6
  3
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  600GP
  7
  7
  7/7
  '"
  Pllfalyled
  Coma.
  700 GP
  8
  ,
  8/8
  PlI,alvud
  PiI"'Vled
  Paralyhd
  BOOGP
  •
  0
  .19
  Coma·'
  Coma·'
  Coma'·
  900GP
  If Saving Th,ow is not madl!. f'gr.J,n show O""agl!' Poml$ 'rceiYet:! per round and number 01 rounds sullet'ed If $<1"'"9 Throw's" ....... n.lwe
  figu.-n shown !drop trKTiond . be'ng o.m. 'ecr,ved
  •• In addition to 08magl! receiYrd.nd Com. efleen.·1 on OUTltf'itV, permanenlly. 'I suffered.
  ••• Efleen shown 1.1t 8IlXording 10 lin:
  Duration
  Man-siud' 1 .10 davs
  Ogre-Siled.12- 4 8houl"I
  D~·Siled.6 - 36 'OOJt!d1
  Com•. is Unc:on5C;o",I, l!'lul no act;o.'II. etc.
  Par.lyud. CoouciOOJs bul /'10 IettoOl ..e allowed.
  Moy. H.yM: Movemrnt, onlv. it at half rate. ulually precludrs llight capllbilily.
  :
  Del.y of. cet'"tllin number of .00J1'ldI will occur before iI/'Iy a.m. 'I wfferl.'d. o••ny spao;ial effKIS. per.bove o;h.M.
  Ill. ;s Unconscious molt or lhe lim••nd no ilCliOO$. IImiled M(Nement.Uowed, per Juligll.
  "-
  /.
  8'
  "'",
  ~:.
  IS, II
  PoilOf'll can only be plK'ed on ~I by Akhemllft The Porson SillY' potent fo' one week, and b«omes ineffectIve .Ite. CluSlng Ii...
  Hill. EIId1 Porson Potio/'l will tl'Mt tl'O -nail Wtll!Ipons or Ihr. I.rge OMS. Attempting 10 nrike a loPf!Cif,C poinl hueh ••• head 0' bodyl wllh •
  Poisoned Wspon reducn Hil Probability by .4. GeneBlly, pIli in the upper dungaD/'I IlMIlslw'lh PoilOf'led Spikesl will hllVe IYIM 1 .6.
  H.lf"Ao;tio..: All Ktlons: Spelll, Sp.aech. MOW'ffienT are performed II hall rIIte Of ire delayl.'d iI round, ilt Judgllli option.
  When SaYinv Throw ,t made, onlV half D.m. OCO;UI"I • no til, Coma, eTC. When s.y,ng Th,ow IS nOI made. lpecllll elfeclt below occur '"
  lIddition 10 D.-nage·
  Major Underwater Encounters
  Residing within the decaying hull of the Silver Empress are two creatures acting in some form of master·pet relation·
  ship and, together, currently presiding over the positions of "guardian" and "executor" of the treasure. Their relationship to
  the treasure is one of accident rather than of desire as neither of the occupants are interested in the sand-obscured wealth
  accumulated arOlJnd them. The only notice that has been paid to the remains of the ship and its cargo has been an occasional
  rummage about for tools by "The Beast," and, one or two times, the Octopus has played about with gems it has uncovered
  while looking for something to eat. It is possible that the fishermen have seen the OClOPOS tossing the gems to watch them
  float down and reflect the sunliltlt and drew the conclusion that it owned the treasure. Whatever 1he reason, the fishermen
  have avoided the wreck itself and know nothing about it.
  The Giant Octopus has made its home here within the wreck merely because it is seeking a secluded and easily defen·
  sible habitat in which it can hide and re!>!. Pretty much a cowardly creature, despite its rather ferocious appearance, if the
  Octopus is encountered outside the hull, it will flee if surprised or threatened, leaving behind a cloud of murky, fout·tasting
  ink to cover its return to the wreck. Usually. when the Octopus is encountered outside its lair, it is hunting for a meal. Under
  these circumstances, there is 8 slight (10%1 chance that it will attack a person under the erroneous impression that it has
  found food. Stumbling across the Giant Octopus when it is in the wreck is a different matter altogether. The Octopus viE!'NS
  any intrusion upon its lair as an attempted attack and shall respond accordingly_ The Octopus will fight until either all the
  intruders are dead or it is better than three-quarters damaged, at which time it will flee, leaving behind the oily cloud of ink.
  The other inhabitant of the Silver Empress is a creature that has only rarely been glimpsed by the fishermen or visitors
  to this area. All that is knO'Nn about it is that it is a ferocious fighter, seemingly intelligent, and has been spotted on land at
  times. Even though the fishermen know of its presence in the vicinity of the wreck, they are not absolutely sure where its lair
  is located. All they know for certain is that they are deathly afraid of it. Despite their fear, they have made no attempt to
  destroy "The Beast." Truly a deadly monstrosity, nobody knows what "The Beast" is or why it exhibits such unbridled
  59 Pegasus
  
  aggression. "The Beast" is a large creature measuring 7' when standing and 11' from nose to tail-tip when swimming and
  weig,ing rougly 1.000 Ibs. It is somewhat lizard·like in itt appearance and is armed with razor-sharp fan!JS and scythe·shaped
  talons which it uses with incredible precision.
  While "The Beast" may not appear to be a life form capable of doing a great deal of thinking, it is, nonetheless,
  amazingly intelligent as well as highly cunning. This has been bome out by its demonstrated ability to plan, anticipate, and
  evaluate. Many ambushes by would~ treasure seekers have failed and have even been reversed, snaring them instead. The
  apparent cunning of "The Beast" is matched only by its strength, which is reputed by the fishermen to be great enough to
  tear a man's chest in half with ease. No stories are capable of doing justice to "The Beast" which can best be described as an
  intelligent, four-limbed shark. Itssensesof hearing. touch, and smell are all highly developed while the senses of taste and sight
  are somev.tlat limited, being only marginally poorer than that of the avtrage human. Even though it does not possess out·
  standing vision, its eyes are weil-adapted to salt water, allowing it to see as well in water as men can see on dry land.
  The main driving force within "The Beast" is its highly attuned territorial imperative. Other than hunger. nothing can
  spark the ferocity of "The Beast" like an invasion of what it considers to be its area. Currently, it has claimed the hull of the
  Silver Empress and everthing around it for a space of HY to be itt territory and will conduct a lightning-swift attack if that
  zone is entered by someone. If, by some stroke of misfortune, "The Beast" is encountered while it is out hunting, it will attack
  anyone ...mo comes within 30' of it. There have been very few that have survived its rapacious attacks, and those who have
  survived have ended up being maimed or crippled for life. The creature does not always engage in these savage amacks; if it
  encounters a group or a perwn outside its territorial limits, it will spend hours in hiding and observing the strangers.
  Gi.nt Octopus
  Body Size:
  _. __
  10' diameter
  Tentacles:
  __ 30' in length
  Hit Dice: ...........•.................... 10
  Hits to Kill Main Body: ..................••.• 35
  Hits to Kill Single Tentade:
  _
  10
  (tentacle must lose all points to be severed)
  Damage:
  1 - B (crush with tentacles)
  1 • 10 (Bite plus Save vs Poison or all voluntary
  muscles paralyzedl
  Chance per Tum of Being Outside Hull:
  10%
  The Beast
  Hit Dice:
  _
  _
  _
  10
  Hits to Kill: .....••..•......... _
  _
  71
  AT: ..........••••••............ _....•. G
  Move: ...........•......... 30"19" (Ocean/Landi
  Damage: ........•.......... _. _. 2 - 12 per hand
  3 - 18 bite
  Lair: .....••.....•.......... 25% of being in hull
  Treasure: ........•..................... None
  Pegasus 60
  
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  Lost S8ils Ind Started T8king ~ere
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  Crew of Silver Empress Abandons Ship Here
  All But One Perish
  -."M----
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  Presumed Resting Place of the Silver Empress
  Wrec~age and Sole Survivor L8nd Here
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  Campaign Map Three
  
  Oertroyed Ship'. Bo8't Here
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  / )
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  S_""_iYOr and Some Wreckage Came Ashore Her.
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  Pegasus 62
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  II
  !
  IT
  
  THE SAVING OF KRIS KRINGLE
  BY BART HUGHES
  Judges Notes
  This adventure wu designed for 5 ·7 characters of 5 . 6th Level. The Judge should give one of the players a SCroll of
  Invisibility lusabfe only once} to help them get Oul of the city and through the enemy lines. Remember, this is just for fun, so
  have a Merry Christmas.
  As the great wars racking the North cities of the Buska Mountain range wear on, the battle-weary human allies' morale
  drops lower and lower. Things have never been like this. The humanoids had always pushed previous Orcish invasions. started
  in Spring. back into the mountains. That was, however, before Drassak.
  Drassak is the most cunning of any previous commander and is said to be smarter than any three Goblins or Orcs com-
  bined. Drassak has succ:essfully defeated the Border Patrols of the Buska Mountains and captured two cities. These cities were
  really villages. and most of the inhabitants escaped back to Norwell before the Orcs could catch them. The North's most walled
  city, Norwell has taken in most of the refugees.
  Or8S5ak has used these two victories to whip his troops into a banle frenzy. The morale of his troops has increased with
  each settler's home they bUmed.Any captured prisoners are maimed and sent to the city of Norwell which the Ore and Goblin
  host now besieges. E~ry day at noon, Drassak tortures another human as the city watches.
  The effect on the city has been devastating. Morale is at its lowest. Many who now dwell in the city feel that they will
  not live to see the Winter Equinox.
  To make matters worse, the commander of the city Guard, Sorvic Holmshorn, is a pessimistic old fool. All assc.ults
  against the invading host have been spontaneous attacks with linle planning and have, thus, been failures. Sorvic puts the
  blame on his sulx:ommanders, his soldiers, the direction of the wind, anywhere but on himself. In fact, his troops are actually
  better than the Orcs and Goblins, and his sub-captains are excellent leaders. Sorvic is old and set in his ways, however. At 65,
  he has spent most of his life in the cavalry of the lower plains. He only seems to know two combat techniques: Charge and
  Retreat. This type of fjghting is much more effective in the plains of the South where there are no tricks like waiting for the
  charging troops to follow bait into ravines where a rainstorm of Arrows, Darts, and rocks can destroy them.
  Actually, a swift victory is the invader's only hope. If the walled city can hold until spring, the regular troops of the
  South wilt be able to get through the snow and chase the Orcs and Goblins back into the mountains. The Goblin chief knows
  this and plans to attack the city on the night of the Winter Equinox. On the day of the Winter Equinox, Kris Kringle of the
  North flys around the world, under a spell of Speed, depositing gifts and trinkets under decorated pine trees. This day is a real
  shot in the arm for morale. This year, however, the Goblin chief plans a change. As a final morale effect, Orassak sent a group
  of fifty of his most-prized Orcs and Goblins with a vanguard of eight Snow Trolls to the far North, to Castle Kringle. The force
  entered a seemingly·abandoned cave and tunneled their way under the small wall and into the storage dungeon under Kris'
  house. Then they broke into the house when Kris was inspecting his magic reindeer, captured Mrs. Kringle, and left a note
  saying they would kill her unless Kris came, alone and unarmed, to pay a ransom. Now Kris, being the kind of person he is,
  went down with the ransom of 10,000 GP and, predictably enough, was set upon by the Orcs, who finally captured him,
  although he managed to kill 9 of them. Mrs. Kringle escaped in the tussle and is now inside the house with 22 of the Lyynger
  Elves.
  The Goblin's luck has gone downhill ever since. That "seemingly abandoned cave" they tunneled in from now has some
  inhabitants, a group of 57 Ice Gorillas. The Goblins would be hard-pressed to defeat such adversaries. They now face the
  choice of trying to fight their way out through the Ice Gorillas or go through Kris' house.
  One week before the Winter Equinox, a Snow Dove will land at the player-character's residence bearing the following
  message:
  "Time is running out. We can't hold the Orcs off much longer. Be at the Glistening Falls arn::l read the following out
  loud as soon as possible:
  'Eight reindeer pull the sleigh,
  One Elf to lead the way,
  Help arrives to save the day,
  Now that fortune looks our way:
  Signed: Glenda Kringle"
  First the player-characters will need to escape the town. General Sorvic has issued an ordinance that none may leave the city
  while it is being besieged. The characters must figure a way out of the city. The city wall that encircles the town is 30' wide
  and 60' high. Four portOJlIi, one at each of the four entrances, contain fifty guards, Twenty pairs of guards are continually
  patrolling the walls. Rolling a 6 on 106 indicates that a guard pair walks past (roll every 3 minutes). If the adventurers are on
  the wall when guards walk by, roU 106. 1 - 3 indicates the guards see them, 4·5 indicates that they do not, and 6 indicates
  G5 Pegasus
  
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  small Elf will be driving the sleigh. and he will tell the adventureB that his name is Gimbi and that it is urgent that they be on
  their way back to Castle Kringle. He will also tell them, once in the air, that Kris has been captured and Mrs. Kringle is in dan-
  ger. He will say that the Orcs plan to kill Kris in front of the city before they assault it on the Winter Equinox. It will take the
  sleigh-load of adventurers 6 hours of flying to get to castle Kringle.
  Gimbi Silverton: Cl: Clairvoyant/FTR ;lVL: 2; Race: lyynger Elf; HTK: 7; STR: 11; INT: 13;WIS: 14; CON: 13; DEX: 15;
  AG1L: 15; STA: 12; SPD: 15; LEAD: 13; lCK: 9; WPN: Shoruword (+ 1) and Short Bow (+2).
  Gimbi has the ability to know who people are. what their motives are, and some of the immediate future. He is 4' 6"
  tall and weighs 89 Ibs.
  Gimbi will land the sleigh behind the bam unless the adventurers instruct him otherwise.
  InsKJe the house, Mrs. Kringle is holding off the Orcs and Goblins with the remaining 16 Lyynger elves (not counting
  Gimbi). Until the time the adventurers arrive, the Orcs and Goblins have tried nothing but frontal aMau[u against the one
  opening from the dungeon. It has been 1 - 6 hours since their last attack. Mrs. Kringle will tell the characters that her group
  has killed 5 of the Orcs, 4 Goblins, and 1 Troll. She will give them a map of the two-level dungeon and split her force of 16
  Elves, giving 8 to Gimbi and telling him to aid the adventurers. She is wounded and will guard the top of the stairs with the
  remaining Elves.
  Glenda Kringle: CL: Mage/Cleric; LVL: 6; Race: Human; AT: E; HTK: 47; STR: 11; INT: 14; WIS: 14; CON: 12; DEX: 12;
  AGIL: 12; STA: 10; SPD: 11; LEAD: 14; LCK: 12; WPN: Rolling Pin. Height: S' '''; Weight: 169 lbs.
  Garbed in red fur, Glenda wears her snow-white hair up in 8 bun. She has picked up most of her magical and Clerical
  ability from her husband. She is rather chubby with a melodius voice and, nOlTTlally. wouldn't hurt a flea, but, with Kris in
  danger, she will do anything to save him.
  Bam
  .;
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  Warehouse
  Scale
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  L
  1= 50 yant•
  .....
  ,
  67 PegasUs
  
  lewelOne
  Room A:
  Storage Room. This room contains the magical trinkets and toys Kris and his Elves produce. It also looks some·
  what like a battleground. The door at the top of the 40' staircase is torn off its hinges. This happened when the
  Orcs raided the house the first time. The floor contains the bodies of 5 Orcs. 4 Goblins, and the massive body of
  a Troll. 5 Elves also lie on the stairs.
  Room B:
  RoomC;
  This room is empty except for the 2 Orc guards. They are HO: 3; HTK: 16, 10; AT: GB (Scale Mail,Shield,
  Helmet); WPN: Falchion (1 - 8/1 - 8) and light Crossbow and Shortsword. The Orcs have drilled' hole in the
  door and take turns watching. If they see the adventurers coming. one will go to get help, and the other will fire
  Crossbow Bolts until the first guard gets back with help from Room H or he feels the party will break through
  the door. The door is now spiked shut. and it will take the other Orc 2 minutes to relay the message and get help.
  The Goblin Sub.captain in Room H will send 2 sentries (AT; F; HO: 3; HTK: 11, 16; WPN: Broadsword,
  Shortsword) to room G to spike the door shut and go below to warn their leader.
  This room. by the time the adventurers get to it, will have the door spiked shut. It has the remains of a meal and
  some Orc droppings left by the Orcs on this level.
  Room 0:
  More trinkets and gifts. This room is obviously a store room. The Orcs have broken into some of the boxes, but,
  other than that. there is nothing out of the ordinary.
  Room E:
  Room F:
  Another Storage Room. This room is empty except for one box of gifts.
  3 Gobl.ins and lOre gu.ard.this ~oom. If the Goblins meet the party, they will throw as many of their 4 Daggers
  as po.sslble and make a fighting withdrawal to Room H. The Ore will immediately retreat to Room H to get help.
  Goblins: HD; 2; HTK: 12,10,9; WPN: 4 Daggers and Broadsword each. Ore: HO: 3; HTK: 16; AT: F; WPN:
  Spear and Scimitar.
  .,.
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  Empty except for six crates of fruit.
  Room H:
  This room contains 11 Orcs, 1 Goblin, and 1 Troll. Orcs: AT: G (ScaleMail);HO:3;HTK:9.ll. 13. 6, 9, 14, 3,
  5,20,16, and 10; WPN: Scimitan. Goblin: AT: F; HD: 2; HTK: 8;WPN; Shortsword. Snow Troll: HD: 5;
  HTK: 27; AT: H (Giant Scale Mail); WPN: Giant Mace (1 - 10) or Fists 11 ·8/1 ·8), plus, charaeten under
  300 Ibs. are knocked off their feet. SCore of 20 on dice knocks cha~er unconscious.
  This party of reinforcements is composed of battle-hardened veterans. They will fight until one side or
  the other is dead.
  level Two
  Room I:
  4 Sentries: 2 Orcs: AT: GS (Scale Mail and Shields); HD: 3; HTK: 12.8; and 2 Goblins: AT: E; HD: 2; HTK:
  13,7; WPN: Light Crossbow and Scimitar. These troops will fire a volley of light Crossbow Bolts and run to
  Room N. If the lower level is alerted, the captain will combine all the forces that previously had been working
  on digging a tunnel out into the main grounds of castle Kringle.
  The Stats for the assembled war party are as follows: 8 Goblins: AT: EB (Studded leather and Sheild);
  HO: 2; HTK: 13,11, 11, 10.4.6,7,9; WPN: Shortsword; 8 Orcs: AT: GB (Scale Mail and Shield); HD: 3;
  HTK: 18,14, 15, 10, 13,6,9, 15;WPN: Scimitar; 4 Trolls: AT: J (Giant Splint Mail); HD: 5; HTK: 24, 24, 21,
  26; WPN: Fist or Club, both 1 - 10 DAM. The Trolls will attack immediately, followed by the Orcs. The rest of
  the war party will not be able to attack until 3 Trolls are dead or a party member gets between the Trolls and
  Orcs. They will not retreat because they have nowhere to retreat to.
  Room J:
  This room contains crates of foodstuffs. 17 of these crates have been opened, and the Orcs have turned this
  room into a kitchen. There are no Orcs in this room at this time.
  Room K:
  Being about 600 ft. underground. this room makes a great food locker, as would any room on this level. It
  contains 6 sides of beef and 2 reindeer and 4 lamb carcasses. The Orcs have also broken in here and eaten some
  of the food.
  Room l:
  Another storage room for clothing, etc. The invaden have done nothing more than open a few of the crates.
  Room N:
  Kris ;s tied up here with a bag over his head. He is weary but not really harmed. Guarding him are 2 Orcs: AT: G;
  HD: 3; HTK: 11,10, WPN: Shortsword, Scimitar; 3 Goblins: AT E; HD: 2; HTK: 4, 9. 7;WPN: Shortsword;
  and 2 Trolls: AT: J (Giant Splint Mail); HD: 5; HTK: 30, 26;WPN: Clubs and Fisu. These guys are desperate.
  The Trolls will attack immediatety while the othen hide behind Kris. If the Trolls are killed. the Goblins will hold
  a Dagger to Kris'throat and threaten to kill him unless the player-cha~enlet them leave.
  .
  Kris has a spell that he needs only his mind to perform: Super Slumber. He will cast it when he hears the
  party members answer. All enemies of the party will fall asleep. After the pany has untied him. Kris will thank
  the party members by giving them a ring with one Wish. That's right; this ring will give them almost anything
  they want. I would recommend that the Judge not describe it quite so grandly. however. The ring is only usable
  once. Kris will also give each player 1.000 GP each and have Gimbi take them wherever they wish to go. He will
  not take them nim~lf because he must prepare for the Winter Equinox.
  Second Level
  
  01 - 06
  07·12
  13 - 19
  20· 2B
  29· 37
  38 -46
  47 - 54
  55 - 66
  67 - 74
  75- 90
  91 - 97
  98·00
  Encounter Table
  1 . 4 Brown Bears
  10 - 20 Orcs on Patrol
  1 . 2 Black Bears
  1 - 10 Ice Gorillas
  5 - 20 Snow Hens
  3 - 1B Ducks
  2· 12 Geese
  1 . 6 Snow Trolls
  10·50 Goblins on Patrol
  1 . 6 Polar Bears
  1 . 20 Dwarves
  1·10 lyynger Elves
  Ice Gorillu
  !Ronlltrr iestrtptton
  lyynger Elves
  AT: •..... _•....•..•...•.....••...•...•.E
  HO:········
  _
  5
  ATIACKS: ..•....... 3(1·B/1-Borbymouthl·6)
  These Gorillas travel in loose bands of 10 - 50 over the
  tundra of the North. They are carnivorous and, of course,
  enjoy human flesh.
  Snow Trolls
  AT: .....................•..... D plus Armor
  HO:
  5
  ATIACKS;
  1 plus weapon
  DAMAGE:
  By weapon or fists 1 . 10
  SPECIAL ATTACK:
  See Below
  FREQUENCY:
  Uncommon
  MOVE:
  5 mph
  Due to their incredible strength, when an opponent under
  300 Ibs. is struck by the Snow Troll, the opponent will be
  knocked off its feet. These huge creatures derived from
  giants in the far reaches of the north. They are of average
  intelligence.
  Goblin
  AC:
  B (Natural, but can wear Armor)
  HO:
  1D6,l.2,3,4,or5
  MOVE: .. ,
  9" or 12" (106·3 HD or 4·5 HD)
  DAMAGE:
  By Weapon
  (Usually Club, Spear. or Morning Star)
  Goblins are ugly, misshapen, evil. and mischievous beings.
  They love to torture most life forms. They sometimes live
  and work well with Worgs and are sometimes enslaved by
  larger monster·types or powerful beings.
  Pegasus 10
  AT:
  E
  AD: .........•....••....................3
  ATTACK:
  1
  WEAPONS: .............•... Shortsword or Dagger
  These Elves differ from other Elves in that they are much
  smaller and live much looger. Their average height is about
  3' 6", and they weigh about 72 Ibs. They have some mining
  ability and enioy doing precisioo work. They have infra·
  vision.
  AT: .........•.....B (Natural. but can wear Armor)
  HD: .........•............... 1,2,3,4,5,or6
  MOVE:
  12"
  DAMAGE:
  By Weapon
  Orcs are larger, fiercer, Goblinoids. They are good miners
  and can see into the infra-red spectrum. They usually'wear
  Ring or Chain Mall and favor Scimitars, Axes, Hammers,
  and all sorts of Pole Arms.
  Snow Troll
  
  HANGING OUT
  IN THE
  CITY STATE
  by
  EDWARD
  R. G.
  MORTIMER
  Here we are, again, at the City-
  Statl!. In this issue. f haves very special
  ffNt for you
  Thieves out there . a
  special invitation to a party at The
  SI..,. Marten Guild It promises to be
  s gala ellent with many rich folk atten-
  ding. Here's your chance to rub elbows
  with
  (and pick
  the pocktlts of) the
  City-State's mort influential citizens.
  But. please. be careful: if you should
  get caught. / shudder to think how
  long you would spend in jail
  So, without further delay· on to
  the partyl
  Judge's Notet
  Th is scenario is designed to be
  used by Thief·typecharaeterswho have
  I
  high
  probability of suocess when
  picking pockets.
  To
  begin
  this
  scenario.
  the
  player"Charaeter(sl must find the spe-
  cial in1litation(s). This is wry easy to
  do. If the character frequents a tavern,
  the following sequence of events will
  take place. They can either be narrated
  or acted out by the players. The choice
  is yours.
  Tavern
  One
  n~ht. as you (the player.
  characters) Ire enjoying yourself at
  your favorite bar. some new people
  enter (as many as there are player-
  chlr3Cters). These people are obviously
  drunk (from their ridiculous antics)
  and rich (from their expensive clothes
  and jewelry). They order drinks and sit
  at the table next to you. aNi pulls out
  a deck of cards, and they start to play
  poker. Another asks you if you wish
  to join the game. You accept_ As the
  night wears on. they get more intoxi-
  cated until. finally, only one is awake.
  He, too, then falls asleep. It is late at
  night; your group is the only one left
  in the tavern. You slyly reach oller and
  cut the purseh) off the onels) next to
  you and calmly proceed to shovel the
  coins from the table. You look around;
  nobody is paying any attention to you,
  so you remove a couple of rings and the
  purses from the rest and say your good-
  nights as you exit into the cool night
  air of the City·State.
  If your player-eharaeters do not
  frequent a tallern, then the following
  sequence of ellents will take place. As
  with the preceeding sequence, this can
  be narrated or played out.
  One night. as you (the player-
  chal1lcters) are strolling through the
  streets of the City-State, a few drunken
  revelers approach from the other end
  of the street. As you watch, they
  stumble Into an alleyway, and you can
  hear them making fun of someone who
  passed out. By the time you approach
  the alleyway, there ara no longer any
  sounds emanating from It. You care·
  fully peer Into the darknes:s, and you
  see them sprawled about the alley, all
  "dead
  to
  the
  world."
  From
  their
  clothes, you can telt they are rich. You
  look around; no one is In sight, so you
  calmly walk up and rob them blind.
  In either case, tavern or non·
  tavern, the loot garnered wilt be the
  following:
  100 GP per person
  70 SP per person
  3 Amethysts per person
  1 Ring per person
  (gold and
  diamonds worth 800 GP
  eachl
  1 Sillier inlaid. mahogany square
  (3" x 3") which is an invi·
  tation to a party at the
  Slave Masters' Guild (one
  for each person) which is
  taking place "tomorrow"
  night
  A Brief History of the Sialle Master,
  Ragolet the Ruffian
  Ragalet began his long career as
  a common ruffian, hence, his name.
  He was not to remain a ruffian for
  longl Quickly. he learned that selling
  people as slaves was very profitable.
  Some say he discollered this fact after
  being
  "kidnapped"
  and
  sold
  into
  slavery himself. He was astounded by
  the price that was paid for him, and
  the "little wheels
  inside his
  head"
  began
  formulating
  the
  start
  of
  a
  "brilliant" career.
  After "losing" his new master,
  Ragelet gathered his ruffian friends to·
  gether and started a kidnapping and
  selling business. Profits poured in, and,
  by exercising a little (ruffian) muscle,
  he eventually became the Guildmaster
  of Slalle Masters.
  cr;<iF
  71 Pegasus
  
  As Guildmaster. Ragolet collects
  one slave a year (his choice) from each
  Slave Master. From these cornmisions.
  he has collected 20 of the most exotic
  female slaves from all over the world.
  They are his pride and joy. and he
  constantly looks to increase their num·
  ..,.
  Physically. Ragelet is short and
  slightly stocky. He has a short, cropped
  beard that is salted by white whiskers.
  and his hair flows wildly from his nead.
  His hands are large and gnarled and
  somewhat clumsy. He is botnered by a
  chronic cou~ which has affected his
  heald'l a great deal. At one time. he was
  known for his talent at wrist·wrestling,
  but he has not accepted a challenge
  since he lost 13 straight matches 8
  years ago. Ragolet is 49 years old.
  Ragolet
  carries
  a
  magical +1
  Broadsword at nis side, encased in a
  silver·studded scabbard worth 15 GP.
  HIs clotnes are made of tne finest
  materials available. and he is partial to
  furs, especially marten.
  One
  throwback to his ruffian
  days is his love of wild parties. Food,
  drink, and entertainment abound when
  Ragolet throws a party.lndeed,he even
  allows his prized slaves, the 20 exotic
  females,
  to seNe and
  entertain his
  ,..em.
  Each of his treasured slaves Is at
  least an 18 CHAR, and he gives them
  jewelry to demonstrate his pleasure in
  them. Each slave wears 1,000 GP worth
  of
  jewelry
  (silver
  and
  Sapphires).
  The Adventure
  The adventure is detailed in the
  following
  manner:
  The
  rooms
  are
  numbered. and in the description will
  be listed all the people that are in each
  room. The personal descriptions of the
  people can be found at the end of this
  scenario. Also with the personal des·
  criptions is a Quoted sentence. These
  sentences are to be used by you, the
  Judge, to initiate and/or sustain a con·
  versation
  with the p1ayer.char.cten.
  They indicate what is uppennost upon
  that particular perlan's mind and what
  he orshe is most inclined to talk about.
  There are two characters that
  need some clarification. One is Sylperi
  th, Spellbinder, the owner of the Red
  Peart Inn on Water·Rat Road. Sylperi
  is at the party uninvited, but nobody
  knows he Is there because he is invisible
  when
  the
  &dventure
  begins,
  He
  is
  sneaking around, picking pockets at
  his leisure, and enjoying himself as he
  Pegasus 72
  samples the fine food and drink that is
  available. He also loves to play nann·
  less pranks on unsuspecting victims
  (and, to an invisible person, nearly
  everyone is an
  unsu~ing victim).
  Sylperi does this sort of thing
  quite often. He is able to do these
  invisible adventures with the aid of a
  spell he created. By using this spell
  lSylperi's Marvelous Ensorcellment),
  he is able to become and remain in·
  visible for a length of 168 hours (1
  week).
  He
  may
  vcluntarily become
  visible at any time during the spell's
  duration, but can only be forced to
  become invisible by the use of some
  sort of
  magic-ca~lIing spell, magic
  item, or technological device.
  If he
  becomes voluntarily
  visible, he
  can
  become
  invisible
  again
  by
  simply
  wishing to do so. This is a very power-
  ful spell. but it does have one draw-
  back of wn1ch Sylperi is not aware.
  Each time the spell is used upon a
  peoon, there is a 50% chance that the
  person
  will
  permanently
  lose
  one
  point
  of
  LCK
  or WIS
  (determine
  randomly). So far, Sylperi has been
  lucky, but, sooner or later, he will pay
  for his many usesof the spell. If neither
  of the above ratings are used in your
  campaign,
  choose whichever
  ratings
  you
  think
  are
  most
  appropriate.
  Remember that the p1ayer-cha-
  racterls)
  are
  just as
  vulnerable
  as
  anyone
  to
  Sylperi's
  pranks
  atld/or
  thievery.
  He
  almost
  never
  picks
  pockets, but steals items that are laid
  down
  by
  the owner; all
  items
  he
  wishes (tnat he
  is
  touching and is
  entirely within a 10·foot radius) to
  become invisible will be invisible and
  subject to the normal effects of the
  spell from tnere onl.
  The second character is Hippotier
  the Kind, the owner of the Bazaar on
  Bywater Road.
  Hippotier
  is a very
  clever"Japanese Ogre." This type of
  Ogre differs from nonnal Ogres in that
  they are very intelligent and can cast
  magic.
  They also
  have
  two special
  abilities. One is to become invisible at
  will; the other is the ability to assume
  the shape of any human·type being
  (e.g. Humans, Elves, DwaNes, Goblins,
  ete.), This second ability is particular
  enough that the Japenese Ogre can
  assume the shape of a specific person.
  Hippotier masquerades as a kindly,
  old gentleman who loves to chat about
  nearly everything.
  He is here to make new friends (all
  of his old ones have been eaten...l.
  and,
  perhaps,
  buy
  another
  female
  Altanlan slave or two. He will offer to
  sell items from his shop at a 30% dis·
  count to his newly-acquired friends
  (the players).
  The Party
  Only infonnation not available in
  the City State of the Invincible Ove,-
  lord is given here.
  The following table is for wandering
  enoounters during the party. Every 15
  minutes, one roll should be made. A
  roll of 1 - 3 on 106 indicates an en·
  counter.
  Encounter Table
  ROll % diu 10 delermlne WIlO Is en·
  countered. The lollowlng abb...vlallorn are
  used:
  G - Garb
  TT. T...nTlnu
  C - Complexion
  H _ Height
  VS - Vltel Statistics
  A_ Age
  PP _ Platinum Pieces
  GP - Gold Pieces
  MP -
  Mlth~1 Pieces
  SP - Sliver Plec:es
  OM _ No.INO. _ Gems a NumMr Of gem"
  lotal wonll 01 ge~ In GP.
  JW - No.lNo. - J_elry a Number of pieces
  of
  ~elryfl:otal wor1h of J_elry In
  GP.
  FR _ NO.INO... Fur Clothes _ NumDer 01
  fur lIemsjtolal worth of lun In GP
  FTR a Fighter professIon
  LVL aLe..",' 0' proflcleno;y.
  When ExoUc Female Sla..es are en·
  counterea.
  lhe...
  wllt
  De
  Ktlng
  U
  se....lng
  m~lds. Everythln9 Is a"allable lor Ille uklng
  • this Is,) rlcll party.
  01
  Exotic
  Female Sian No.1,
  G ..
  Amazon, TT .. Sky Blue, C a Ebony.
  H _ 4' g •., VS .. 31 - 25 .35, A" 29.
  02
  ExotIc
  Female Slue
  No.
  Z,
  G
  a
  Amazon, TT _ Brunetle, C •
  M11Icy
  White, H - 4' 0", VS - 35 ·23 -33.
  A- 21.
  03
  Exotic
  Fema'e
  5.....
  No.
  :I,
  0
  -
  Priestess, TT .. AUburn, C a Red, H a
  6' 6", VS .. 39 • 21 • 31, A a 11.
  04
  Exotic Female Sla..e No.4, G -Wood
  Nymph, TT a arunette, C .. Ebony.
  H _ 4' 3", VS. 34·22·32. A. 11.
  05
  Exotic Femal, SIa..e No.5, 0 _Woocl
  Nymph. TT .. Bloncse. C a £Don....
  H" S' 0". VS _33 _22·31.Aa27.
  06
  Exotic
  Fem,'e 5'''. No.5,
  G
  _
  Priestess. TT .. Brunette. C .. Bronze.
  H - 4' 3''. VS -34 -24 ·32.Aa 21.
  07
  Exotic
  "'email' Sbn
  No.7,
  G
  _
  PrIeStess,
  TT
  a
  sable.
  C
  -
  Outl(y
  OU.... H - 4' 6". vs - 35 • 25 - 33,
  A a 26.
  01
  Exotic
  Fem~le s.~n No••. G .. sea
  Ny'mpn. TTa Silver, C a Milky White,
  H" 5' 0", VS - JI-26·36.A -19.
  09
  Exotic F,male Sl.awe No. t, G - Page,
  TT - Olonde. C _ Bronze, H _ 4' 9",
  VS _ 36 - 25 _ 34. A a 21.
  10
  hotle
  Fema'e S'ue No.
  10, G ..
  Shepn...deSS, TT _ sable, C" Ebony.
  H a 4' 9" VS a 38 -21 ·36. A- 19.
  11
  Exotic Female Slaw. NO. 11, 0 .. sea
  Nymph, TT - LUaC, C _ Oronze, H a
  4' 9", VS -
  42 - 30 _ 40. A _ 17.
  12
  Exotic
  Fema"
  51..e
  No. 12, G
  -
  Amazon, TT _ Olondl, C _ Cowny
  Golden Fur and FellneT.II, H" 5' 0",
  VS- 32·22 ·30.A _25.
  13
  Exotic
  Female SI.ve
  No.
  1:1, G
  -
  ShepherdeSS, TT
  -
  Brunette,
  C
  •
  Ousk... Oll..e. H -
  S' 6". VS _ 3a -
  26·36, A a 20.
  
  14
  IExotie
  Female Sla"e
  No.
  '4: C
  •
  a~9ar Clrl. TT .. Ll9ht C,"n. C "
  Pale Blue. H ~ 5' 3". VS ~40·21l·311.
  A .. 23.
  15
  Exotic
  Female Slue
  No.
  15: C ..
  Paop. TT .. BlOnde,
  C .. realhery
  Down .na WI"'9S, H '"' 4' 3", VS _
  35·25.33,A_lll.
  16
  botlc
  Female Slue No. ,., C
  _
  Priestess. TT
  ... Sit...."
  C
  •
  OU$lcy
  011.... H - 5' 3". VS .. 38 ·211 .36.
  A-30.
  17
  ExoUe
  Female SI...e
  No.
  17, G
  •
  M.rmald, TT" 1".laes.»nl. C" SC.IO<I
  .nd h.11 mennald. H _ 5' 9". VS ...
  33·22-31.Age_11.
  III
  IExotk
  Female 511'1. No. II; G
  ..
  Be99ar Clrl. TT .. sable, C .. 8,onz••
  H • 4' 3". VS .. 35 . 23 _ 33. A _ 21.
  19
  Exotic F.mal. Sian No. II
  G
  •
  Prlest~, TT -
  sabl•• C
  Y.lIOW.
  H·.' 6". VS"'32-22-30,A"21.
  20
  I::ootle "'.male Slu. No.
  20: G
  _
  Page,
  TT
  -
  Sky
  Blu•• C
  •
  Milky
  White. H -(;' 6". VS - 39 -27 .31,
  A" Amazon,
  21
  Hlppoll., the Kind (Bu.aar, Bywaler
  F1oilld),
  20
  PP.
  "I
  ha...
  just
  the
  rl9nt
  fo' YOU :II my bU",I"
  22
  Mu.lnh Bahdar (Monoy-L.nd.r, SlI,
  v.r sq,
  GM .. 5/1,500. "Lat·s 90
  taka. 9.nder al Ihe Slaves for roal.;
  n'''ybo we' I He One we Uk•."
  23
  wn.lp
  Roarbek
  (FI,ed,..k.
  Mead
  H.II, SlIv.r 51.): 10 PP, 50 GP. "Tnts
  P.rty .In·t bad, bUI 1 pul on. Deller
  show
  every
  nlghl
  it
  my
  place,"
  24
  """a'ir "".111 (Money Changer. 511....'
  St.), 50 !>p...H....e you soon Mu.luh
  Slhdar around~"
  25
  Tre9lrdls the Thu"Cle"r
  {Mer~",ry
  Gulld, Sliver St.),., GP... I.... 901 ..
  900cl ]~ ....all..DI. fO' W.rrlon SUCh
  ,Ii
  yoursell
  -
  as
  ""rem
  guardU"
  26
  L~"dw.llan the Blu. (Wlurd's K"p.
  Waler
  R..I
  Rd.):
  GM
  .. 20/6.000,
  Rln9 of Flight, Wand of Ice. "It's
  90Dd 10 gel ..way ',om lhe humorum
  of 9u.rOltlll the Clly."
  27
  Ro.""
  K....ln
  ($tIa
  Capl..ln. w..ter
  Ril RO.): 100 GP. 3 MP. "N.xl week
  I 1.111 K,OSS Ihe Wlnd.lrk Sea lor Ih.
  O ....rtoTdI..
  211
  Gru.n Guffaw (Llundry. Wale' R..I
  Rd·l:
  I
  CPo 3 SP. 'Wowl
  I n_
  d,oamO<l.••.
  29
  D.mlol the O..."ka,d (Ship BUlld.r.
  Wat.,
  Ral
  RD.),
  10
  MP.
  50
  GP.
  "Com. on ove, to my plac. no. I
  Thor'S
  Day;
  1'm
  Ih,owln9
  a ,ul
  party I"
  30
  Varllk
  the
  Palrlol
  (Admiral.
  Watar
  R..t
  Rd.),
  tOO GP."
  .anD th."
  Ih...·s the limo I held 011 an onllre
  army 01 GObllnS.111 Dy mYHlf•• , •
  31
  Pyom Ihe Charleta" (FI,st Born Inn,
  Wal.r R.t Rd.), 50 PP, "Hmm. I.t·s
  see. you',. a Leo. right'"
  32
  Durda, Tawag (First Born Inn. Waler
  Ral RO.I' 50 PP. "So. yOU say yOU
  need a potlon,"
  33
  Flakls 80arck {First Born Inn. Wale,
  Rat Rd,}: 50 PP. "On. 11m., U I was
  gUiding a P.rtY}hrou9h a mounl..ln
  pus," Roc....
  34
  8a""01k..1 the F..y (Shipping M.ognale.
  Walet"
  Ral
  Rd.),
  200
  GP,
  Ef,",1
  Botti. with an Ef,eetl Ini/.oo, "My
  merCh.nl..'leln Is growing IU1. Prelly
  soon•••.
  35
  Plump
  Ponw.r
  (Perfume..
  Walling
  St.): GM. 7/350. "You _
  a fal,.
  1.0.'"
  36
  Tau.
  Gam.t
  (COl.Jrtet.ln.
  TWilight
  Rd·I'
  2,860
  GP
  worth
  of
  BOdy
  Jewelry. 3 Ow.,f JU9\l1• ..,. 4 Hallllnt)
  G"'''TdS, .nd 3 Hand Mald.ns...you·...
  Doen 0911"9 m. att nlghtl ..
  37
  Du_as P,.m (Jc_I.,.. Twlll,hl Rd.),
  GM
  -
  11/1.600. "Fine Partl'_,
  ..
  311
  MUh.,
  MItT)'1
  (Mashe,'s
  Gilmlng
  HOUM. sea
  Brlg.ono·s SI.),
  50
  lIP.
  "You Ilk. to , ..mble' I·v. gOI Ihe
  best tames In the Cllyl"
  39
  Atmlol
  Ih.
  T.nlh·Than.
  (Go....,.n.
  monl Bu,.au. Re9<l1 St,): GM _ 5/750.
  50 PP. "The O .....rlord can'l goet ..lon9
  wlthoul mel"
  40
  AthelbN'
  Ih.
  Affable
  (Sorce,er'S
  Supply
  HOUse,
  R.gal
  51_I'
  GM
  _
  2/200,
  50
  GP.
  MOd..lllon of Magic
  Aura Delect!on. F11"9 of FI.ry BOlts,
  "I hurd YOU we,. Inlerested In Ob.
  1.lnln9 ....rlous monne, p.rts.. I' so.
  I'm Ih. m"n 10 Mol'"
  41_50 C."'chis
  Ih.
  8a,..
  Ember OChl.r.
  JUIS
  ""arlz"a, and
  f"lutlerin9
  Blzel
  (Dancen., Phtu 01 Profu.. P1eaiIJ,es),
  JW .. a/60 .ach, 'Wh..t ire yOl.J tooys
  dcHtlll'"
  51
  C'ack.... Rutlk"or (Velvet
  Bed or
  Table.
  P1,oza of PrOlu.. Pleasu,esl,
  50 pp... I·..... 901
  teO tom..l. stawes
  working In my .$IabUShmen""
  52
  He",ld Vartll.t (Fu, snap. F'tau 0'
  Pt'OfUH
  pt.easuresl'
  FR
  _
  4/4aO.
  50
  lIP.
  "You'O lOOk fantaslle In •
  Leooard clo;lk'"
  53
  Gnarll"g
  Guile.."
  (T.x
  Collec;tor.
  51..... Market "".u): 50 GP. "Old YOU
  plly th. Royal Tax on Ihose Slaves'"
  54
  HOdatll
  of
  Allania
  (Bazaar.
  51.....
  Markot
  PlaU!,
  50
  CPo
  Gold
  Key
  around n.Ck worth 20 GP. "Hey, a.e
  you Inlor.st.d In a brass 90n9' RUI
  cheap!"
  55-60 Amllt" the Rlolous, SleiDert the I".
  Ion.', and BudD'.dl (Minstrels, Slave
  M.rkel
  PlaZa), 20 pP. 30 CP oileh.
  "Let us sln9 YOU a sonll 01 the forest,'·
  61
  Zog the Mulanl (Brass Bazaar, Slave
  Market Pi....), 50 pp. "I 901 all kinDs
  01
  melal
  war.
  at
  my Ihop.
  ..
  62
  C.lmlol (Wlnory. Sla.... M.rkel F'taza):
  30 Gp, "I gosh Sh"m °da b.sh Shtull
  In da hhot. Cllyl"
  63
  Veil
  Ihe
  Rank
  (LUst
  Shop.
  51.....
  Market Piau): 22 GP. "I ....n guaran-
  I
  ..
  6.
  Delphia
  Ih. T.""'r lDelohtl's De-
  Ilghl. Sla..e
  Mal1<.1
  Plaa},
  30 GP.
  Amu et 01 Youlh (10 yurs yoynge,).
  "HOw about a 1..le nlghl in.ICk ..t my
  Plac.,"
  65·75 W.nch
  Oolra"...
  Bumps
  Clorlna.
  8",z."
  aell"a,
  and
  uychJna
  Ih.
  Bundl. lDaneen. Mu,ky 51.)' JW _
  3f10 each. "H.y.
  where
  h..... you
  boon all nlghU"
  76
  GHama,
  ""d
  Merwl"a
  th..
  Lith..
  (Fortune
  T.lI~,.
  Sireel:
  01
  Mael.
  stromS): 50 lIP .ach and Merwl", i'Ys
  JW
  -
  1/350. Bolh "a...... Jewelled
  m~1c Dagger. "Would you care to
  know whal In. fUlure nOlds In slore
  ror YOU'"
  17
  Beteroptn
  (eo~.'s
  Head
  Tave,n,
  Streel
  Of
  Ma.lstrOrn1i),
  50
  GP and
  weaA a 9~rljc n.Cklac•• "You haven't
  .<c<In
  any
  Vampl,es
  around,
  havo
  you'"
  78
  Lady Amphl1bla (HOi HOUMl, SI,eel
  of
  Ma.lslromsl,
  JW
  ..
  10/1,250,
  "How'd you like a sauna'"
  19
  Sla...emaUe, Makcalel (Slave FIr. Bri_
  gade,
  Guardimans
  Rd,),
  60
  GP.
  "Thai's .. mlghly line weapon
  YOU
  "ave l!lo,o. 1)0yl"
  110
  Scultor Ihe Mlnl.lu,I,1 (A,U.I. Fe$ll-
  V"I SI.I' JW_ 1/100, "My, my I You're
  the Splllln' Imallll 0' World Empero,1
  You bolter nO! let lhe O ...orto,d soo
  yOU'"
  III
  Mulle..., Ih. Lioness
  I~PPY Harpy,
  F.stlval 51,1: FA _ 1/100. "Pu,,,.,,.!"
  112
  Belllrin the LO"'.' (Poet. End Gat.
  Rd.), 45 SP. "Zz.uzZZlUZ.l.!l!"
  113
  cUt/g sa ....hlker
  (Sla......
  End Gale
  Rd.): 50 lIP, 10 MP. "I hu,d you
  _,e
  100kltlll
  10'
  a
  OW..f
  11.1........
  84
  Lampoon Tryflneri
  {Crystal Fla90n
  B.lnquet
  H..n.
  Datmp
  SI.I,
  "TraSh
  like YOU
  WOUld newr gel Info my
  pL:lc.!,U"
  IS
  R.wa", Ih. R.concll., (M~lstfilte's
  Residen.... CroH Ro.od!, JW _ 11S00,
  SO
  GP. "Ahhh!
  "ol"lnll
  tlke
  \IOOd
  fOOd, gOOd poeple, and. 900d P.lrty,"
  116
  Alotoroto Rub ISla...." ca,av.n 51.),
  SO SP. anel .. huge now. "Heyl You
  lea...e my nOM oul olltllll"
  117
  Thedori"a (Courttian. C""'Vlln 51.),
  JW .. 4/480. "Hey, tlill bovt You ha...e
  any d..p. da,k wcreis you'o Ilk. 10
  tell me,,,
  88
  Ragolel
  the
  Rufflan
  (Your Host):
  JW .. 4/400. "I hOo. YOu'ro.n]oylng
  yourself,"
  119·00 t
  .
  3 Sl.... Guard, (Sclmlla', FTR,
  LVL,
  II'
  Whal.....,
  II aop,op'l.Ite,
  Which Is moolly Illence.
  73 Pegasus
  
  The Map'
  Below are the details of the keyed
  areas on the floor plans.
  Front Door; Hert! stand two Slave
  Guards (see table above). They
  will demand to see an invitation
  and then will allow entry when
  one is produced. Exotic Female
  Slave No. 15 is here bringing
  wine to the guards.
  2
  Main Reception H.Il; Here, the
  party is in full swing. The room
  is decorated in Early City-State
  (e.g. suits of armor, coats of
  arms, ovemuffed chairs, elegant-
  ly carved furniture, 25 marble
  statuettes of mythical a'eatures
  worth 100 GP each. silver candle
  sconces which ani too big to
  pocket. etc.), and many chairs,
  couches, and 10veseaU have been
  made
  available to the
  guests.
  Currently in this room are
  15 of the people listed in the
  table. Choose them randomly or
  specifically, whichever you pre-
  fer.
  7
  8
  9
  10
  11
  Up.tain Lending: There is aSlave
  Guard hertl, keeping an eye on
  things.
  Privata Room: Used for guests,
  this room
  is an extravagantly
  furnished bedroom. Many silver
  knick-knacks are placed about
  (10/500). Two
  partv~rs are
  aJr~ntly here.
  A sea-et compartment in
  the stone wall hides 430 GP in a
  sock.
  Private Room: As No. B in all
  respects except that the gold is
  hidden under a loose floor board.
  Living Room: This room is used
  by Ragolet and his Exotic Female
  Slaves when they are just re-
  laxing. The ebony end tables hide
  a total of 10 gold plates on their
  undersides. Each plate is worth
  100 GP.
  There
  are
  4
  party-goers
  within.
  Hellw8Y: There are 5 party-goers
  standing about, talking,
  16
  17
  Master Bedroom: Ragolet's room
  is furnished in mahogany, satin,
  and silver. He also has a wall·to-
  wal! giant ram rug and several
  hunting
  trophies
  on the. wall
  (Tiger, Baby Dragon, GnHon,
  Hippogriff).
  He has 10 gold plates hid·
  den
  under
  loose
  floorboards,
  worth 100 GP each. A secret
  compartment in the outside wall
  hides 430 GP in a sack.
  His clothes are stored in
  various mahogany chests and are
  mostly made of silk or leather.
  Library: This room is chock·full
  of bookshelves, and the book-
  shelves are chock-full of books.
  scrolls
  alchemical
  equipment,
  star
  ~harts,
  and
  silver
  knick-
  knacks (10/5001. Ragolet used
  this room for a Wizard com·
  panion
  he once had.
  Ragalet
  hardly ever comes up here now
  because the Wizard died here of
  mysterious causes, and his ghost
  still wanders about the room
  rtlading books and making notes.
  The ghost does not like to be
  disturbed.
  15
  3
  4
  5
  6
  H.Uw-V: Some of the party-goers
  are hanging around in the hall·
  way. Choose 6 and place them
  here. The hallway is decorated
  with tapestries that depict dif·
  ferent views of the City-State and
  are worth 50 GP each. There are
  eight silver candle sconces which
  provide light.
  Dining Area: This area is decora·
  ted with carved oak tables and
  chairs, overstuffed chairs, ebony
  end tables, silver oil lamps worth
  35 GP each. and tapestries depic-
  ting banquets, feasts, and festi·
  vals (worth 50 GP each).
  Within
  the
  room,
  mun·
  ching on all types of exquisite
  foods.
  art!
  11 party.goers (see
  5 alsol.
  St.irway; This stairway leads up
  to the second floor. Thert! is a
  Slave Guard here, keeping an eye
  on things.
  Kitchen: This kitchen is com·
  pletely stocked with every ima·
  ginable utensil and exotic food-
  stuth. Working here a~ four old
  cooks (females). They will cook
  anything desired by the guests.
  Pegasus 14
  12
  13
  14
  Hallw..,: There are only 2 party-
  goen standing about, talking in
  this hallway.
  Stairway: This stairway leads up
  to the third floor. There are 2
  party1:loers here.
  Hlllw..,:
  There
  are
  4
  Slave
  Guards here. They will prohibit
  anyone from entering Rooms 15
  and 16.
  Harem Room: This room is used
  by the 20 Exotic Female Slaves
  IS living quarters. The room is
  decorated with silk sheets, cur-
  tains. pillows, etc. There are also
  numerous knick·knacks (40/1(0)
  in the room. There is 1 Exotic
  Female Slave here, changing her
  attire.
  
  First Floor
  .,
  UJ.-l--+-6
  KitchtnlJ~.. ~l.1.
  SLAVE
  MASTERS
  GUILD
  Second Floor
  lol-'i'---~.-t~...P.li_7-+l
  "~::~'·~~---Jl~~~~'~~.. ~11,
  13 .'
  H.rem Room-H--f-l"1
  15
  -9
  ~~..
  ~
  ,.
  .
  12
  .:.-
  11
  '.
  ,
  "
  <
  .'
  ""'.
  !',
  .':,
  I
  r.,'t.+-+- 14
  Ha tway -1-+1":1.,,
  +1-+-1
  17
  library-
  E:J - Stone W.,I
  :II: • Wood W.II
  ::IlJD. • Stail"ll
  B
  . Bill'T'ed Window
  }-( - Door
  r -{. Doub~ DOOt
  3rd Floor
  ... ,':.'; ... : : .' .
  3
  4
  '.: :. ",.- ...:..'-: ':;'.'
  .' .
  2
  ~in Reception Hall
  "
  I
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  '.
  '.
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  ..., +---1
  ."-
  ,
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  1-+-::-I~--I
  16
  MaNr
  IIdroom
  75 Pegasus
  ""';',:' : :....,.;... ~
  1
  Front Door
  ,
  ,", ..;......
  , .. ,':.,
  ;. -':
  , .
  ".,
  
  $7.00
  Com_ ." ••ot!<
  orl.ft
  " ......"
  In moc" coman,
  Ul._._ .
  unlou.
  4>100.
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  C.,...pl.,oI••_.;",....... '
  •
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  All
  prices IlJbject to chlnge without notice
  Include $1.50 to_cover
  postage.
  Allow 4
  '0 6
  fof delivery. Sorry
  NO C.O.D.
  STAR FLEET BATTLE MANUAL =%=
  ..... so.....
  'U~T
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  Startog. A.... The
  $ciefIm Fiction
  R...... • nd MM'- Show-.
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  wirfl m"fIUin. prodvction. ediring. te«h'n,.
  ",d rflNtttr m.Mf/lItJlttnt ."d"_ IIad nowtls
  publfrhM by Ariel Books .nd Acerrempo
  Bookr MId fkrion pub/i6h«l by
  PttgIMlf.
  Quntllr• • nd M.rvttl Comict. among orhen.
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  ,...,. on • ~/.r bttQs. W.. tit 'egews tire
  ~ to ttdd Alr. H.ndttnon to our growin,
  llilt ofw;r;ompfiUl«l writen.
  Time Bandits
  Reviewed by C. J. Hendenon
  Producer/Director ...•.Terry Gilliam
  Screenplay
  Micheal Palin
  Director of Photography. Peter Biziou
  Editor
  Julian Doyle
  Music
  Ray Cooper
  King Agamemnon ..•• Sean Connery
  The Supreme Being
  Sir Ralph
  Richardson
  Evil Genius. ...••.•..David Warner
  Vincent
  Macheal PaJin
  Robin Hood
  John Cleese
  Fidgit
  Kenny Baker
  "'"
  Kevin ..........•. Craig Warnock
  Recently, a movie was released
  which caused quite a critical stir. Some
  critics said that it was the funniest
  picture of the year; others said it was
  disappointingly
  unhumoroos.
  Some
  reviewers have labeled it an important
  work of fantasy. as important as The
  Winrd of Ozor King Kong; others have
  called
  it
  a
  hopeless
  muddle.
  And,
  unfortunately, in the case of the film.
  Tim.
  B.ndits, they
  are all correct.
  Time Bandits is an unusual film
  in the broadest sense of the worm. It
  oPens in
  the suburban
  home of a
  proper British family, sometime in the
  future. A bright-eyed, eleven-year-old
  boy. tired of listening to his mother and
  father
  dully
  debate
  the
  merits
  of
  owning an automatic packaged opener.
  retires for the night to the peace of his
  toy-strewn room. He changes dothes
  and then makes his way to bed through
  a miniature army of soldiers, Greek
  heroes. medieval warriors, toy rocket·
  ships, cowboys. and Lego blocks. He
  has barely dozed off. however, when a
  full-sized.
  armored
  kniltlt
  a'ashes
  throoftl the wardrobe door on horse·
  back, thunden throu!tl the room. and
  then disappears through the next wall
  which has vanished to be replaced by a
  field. Kevin blinks for a moment, and,
  suddenly. the room is back to normal,
  and his father's head is angrily jutted
  into view. ordering him to stop making
  so much noise.
  Kevin returns to
  bed with his
  camera and a flashlight. waiting for
  something
  else
  to
  happen.
  What
  happens
  is
  the
  emergence
  of
  six
  dwarves from the same wardrobe. They
  have stolen the Supreme Being's map
  of the time haees in the fabric of the
  Universe.
  The holes remained unre·
  paired when the Supreme Being grew
  weary at the end of the First Week and.
  somehow, overlooked them.
  The
  problem
  is.
  the SuP4'eme
  Being wants his map back; the dwarves
  don't want to give it back, and in-
  nQC1lnt Kevin suddenly finds himself
  swept up in a rampage through time and
  space which puts him face to face with
  the likes of Robin Hood, Napoleon,
  Agamemnon. and a lot of other his·
  torical and legendary figures - in other
  words,. every linle boy's dream come
  tru••
  The problem with Time B..diu
  is, however, that the dream is a little
  too erratic a rampage for many peopte.
  Audiences are used to following the
  basic idea of a comedy from one end
  to the other without having to think
  about what is going on. This is not
  possible with Time 8.ooits; this is
  basically
  because Time Bandits. al·
  though
  hysterically funny
  in many
  parts, is not a comedy.
  Even
  director/producer,
  Terry
  Gilliam confessed. "I'm not sure what
  kind of film it is. I just want it to en·
  tertain and amaze everyone. I'd like
  them to come out aSking. '15 it real·
  isn't it real . or doesn't it matterr"
  Time
  Bandits
  is
  a
  dramatic
  fantasy. The premise is a serious one.
  The plot developments are also serious
  ones. The movie's trouble begins with
  the
  placement
  and
  order of
  these
  developments.
  Gilliam admits, "The
  whole thing was organic; the script was
  forever trying to keep up with the
  production."
  The film
  had
  many problems
  during shooting. When it was only two·
  thirds shot. there was already over two
  hours of screentime. By the time the
  final
  picture
  was cut together, one
  entire major sequence had to be cut.
  This. coupled with other P4'oblems,
  forced changes in the movie which.
  unfortunately. give it an u.neven flow.
  "We
  had to
  keep re-writing," said
  Gilliam, "as each new problem arose.
  There
  were
  things
  we
  found
  we
  couldn't do because they were too
  oostly or just impossible, and so the
  script had to be revised to adapt to the
  problem:'
  As
  much
  as these sound like
  excuses. however. they really aren·t. It
  is true that the film flows unevenly
  and that better use of the premise could
  have been made. It is also true that the
  goings on within it seem a bit too
  rushed. But this is the point of the
  film. The audience is supposed to feel
  hurried;
  the
  dwarves
  are
  fleeing,
  77 Pegasus
  
  have condemned the film for not being
  PythoneSQue in style, even though none
  of the film's advertising suggests that it
  is a Monty Python film (which is a lot
  like the country electing Henry Fonda
  President because he played Abraham
  Uncoln so well in the movies and then
  blaming him when he doesn't do as
  good a job as Lincoln did).
  To sum up briefly, Time Bandits
  is not essentially a comedy. What it is,
  is fast-paced, irreverent, damn funny,
  and damn entertaining. And, compared
  to a lot of films which have come out
  this year, that is almost more than one
  could hope for.
  He's not human - He's God. We are
  things
  made;
  we don't
  count.
  The
  struggle between good and evil will
  continue forever, and being meek is
  not the way to keep from being de-
  stroyed. Stupid, dull, or lazy people
  will always be evil's tools, and, although
  goodness is an effective shield against
  evil's manipulations, it is not a suf-
  ficient shield against evil itself. To beat
  evil, one needs power, courage, and an
  understanding of evil and its workings.
  This is the lesson young Kevin is
  presented with
  before he faces the
  film's tragic and coofusing ending. It is
  not the message of a comedy.
  The main reason so many people
  have gone to Time Bandits expecting a
  comedy is because three (eleese, Palin,
  and Gilliam) ex-Monty Python alumni
  are involved with it. Having cast them
  in a certain frame of mind, audiences
  pel·mel, from God. They are running
  for more than their lives; the mightiest
  being in the Universe is enraged with
  them. Normal, intelligent men would
  flee stupidly in a panicking gibber.
  these culprits are far from intelligent.
  I am not suggesting that it was
  Gilliam's plan from the beginning, OOt
  it does work out. As the film pro·
  gresses, the pacing grows faster and
  more erratic with every moment. The
  audience may want more bits with, say,
  King Tut or Keauor, maybe, Caligula,
  but that is the point; there isn't time
  for sightseeing . God is coming, and
  everyone has to keep moving.
  All in all, Time Bandiu does more
  than its makers set out to aecompfish.
  Although it is not a moralizing film, it
  presents a better picture of God than
  any ever shown before in the movies.
  God is cruel; He is inhuman. Of course
  Pegasus 78
  
  TOMES
  MAGIK
  •
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  The Best of Harry Harrison
  by Harry Harrison
  Released by Timescape Books
  Reviewed by C. J. Henderson
  People who read science fiction
  break down into many categories. Two
  of the major divisions are those people
  who read science fiction magazines and
  those who do not. For those who do
  not, the only way they can ever catch
  up on all of the best short stories in
  the field is to wait for collections and
  anthologies to be printed.
  For those people who do not
  read science fiction magazines, there is
  good n~; Timescape Books has just
  re~ased a gathering of Harry Harrison's
  best. Introduced by Barry Malzeberg.
  the volume contains over 300 pages of
  Harrison's
  finest
  wort<. The stories
  stretch over nearty twenty years of his
  career.
  There
  are
  fantasy
  stories.
  science fiction stories, and some which
  are hard to categorize. What they all
  are, however, is good.
  The book opens with Harrison's
  dassic. 'The Streets of Ashekelon."
  This story, first written in the early
  '60s. was so radical for the times that
  it took several years to finally get it
  into print. The tale of the story's his·
  tory, along with Harrison's personal
  comments on censorship, precede the
  story. Each of the shorts within the
  collection are preceded by. at least, a
  short paragraph !some, by several para·
  graphs) telling the reader something
  about the story.
  Harrison's feetings
  about it. or how it came to be written.
  In these passages. the author explains
  some of the private jokes within the
  stories, the ways some of them came
  into being. and other little bits of
  information which help give the book a
  warmer. more personal feeling.
  As interesting and informative as
  these preludes are. however, it is the
  stories themselves which are of main
  interest. Harrison is a quiet writer; he
  is not given to large scenes of sweeping
  emotion. His stories grow in silence;
  the awful truth of what is about to
  happen creeps up darkly out of the
  corners of the paragraphs and slips
  before the reader. almost unnoticed.
  This is not to imply that Harrison
  is another Harlan Ellison. Many of his
  stories are very funny, although there
  are not too many humorous ones in
  this collection. The seoond one in the
  book, "Captain Honario Harppfayer,
  R. N.... is a good example of Harrison's
  tongue-in-cheek style of humor in full
  swing.
  But. although his power to amuse
  is a fair one. his power to shock the
  sensibilities of the average person is a
  great one. Stories like .., Always Do
  What Teddy Says"
  or "A Criminal
  Act,"
  show Harrrison's very personal
  feelings toward violence and the sense-
  less kind of social non-thinking which
  can bring violence about.
  To review elk:h story would take
  far too long. To give away any of the
  surprises would be unfair. The best I
  can do is to direct people to The Best
  of Harry Harrtson and let them take it
  from there. I am fairly sure no one will
  be disappointed.
  .J1__ ........
  - ;LTJr'J-""~~OC
  =:J[j
  "~
  jDCi
  tv~
  :J
  Hom Crown
  by Andre Norton
  Released by DAW Books
  R,viewed by C. J. Hendenon
  One of the happiest momenu of
  any fantasy reader's life is when they
  finish a great book and find out it is
  part of a series. Although the fantasy
  genre has suffered some terrible indig-
  nities. many of the series within its
  boundaries make fine reading, novel
  after novel.
  One such series is Andre Norton's
  Witch World books. Although (as it is
  to be expected) some of them have
  been better than others, all of them
  have made for very good reading. Now.
  DAW books has released her newest
  one. Horn Crown. in which she finally
  goes back to the beginning of the series
  and seU the stage for all of the novels
  which have gone before.
  In Horn Crown. we are taken all
  the way back to the beginning of the
  human
  "occupation"
  of the Witch
  World. It is set shortly after the time
  when the Elder People have deserted
  their home. and the Cosmic Gates have
  opened to allow the migration of the
  human households which would be·
  come the land's new masters. Though
  the land is abandoned. the new owners
  find
  signs of those who have left.
  Shrines of both darkness and light are
  found, some of them out in the open.
  some of them hidden. Evil black birds
  protect some areas; hideous magical
  traps protect others.
  Due to a disturbance between
  the balance between dark and light,
  two people are drawn into a quest
  which will not only alter their li"85 but
  the entire face of the humanity which
  has escaped into the Witch World. The
  first, Elron the Clanless, finds himself
  79 Pegasus
  
  on the trail of his ex·lord's daughter.
  Blaming himself for her disappearance
  (the admitting of guilt being the thing
  which makes him danless in the first
  place), he determines to trail and re-
  trieve her for her father. He does not
  hope for a minute that this action will
  reinstate him with his clan; he is only a
  good warrior doing his duty.
  On the other hand, Gathea the
  Wise Woman also trails the missing girl.
  She, however, wants to find her for the
  more selfish reason of obtaining power
  for herself. It is her power by right,
  she feels, but, even if this is so, Gathea
  does not understand the risk in trying
  to obtain it.
  Elroo
  arK:!
  Gathea cross paths
  and seperate several times throughout
  the novel, facing terrib{e dangers both
  seperately
  and
  together.
  Since
  the
  novel is written from Elron's point of
  view, we get only sketchy parts of
  Gathea's adventures away from Elron,
  but it does not matter. Every scene we
  are given is a good one, and each leads
  us further into the mystery which both
  the
  hero
  and
  heroine
  are chasing.
  Hom Crown
  is an excellently
  crafted
  book.
  Both
  of the
  book's
  major
  figures
  come
  across
  as
  real
  people.
  Their character
  traits, both
  good and bad, are so well-defined that,
  a third of the way through the book,
  the reader is able to tell what decisions
  they will make as easily as they can of
  friends they have known half a life-
  time.
  One of Norton's major achieve·
  ments in this day of female author
  dominated fantasy novels is that, for
  once, the major male figure is not a
  completely
  unlikable,
  corrupt,
  or
  whathaveyou
  personality.
  He
  is an
  average {actually, maybe, better-than·
  averageI man doing what he feels to be
  right. Before he spends too much time
  in Gathea's company, the readers find
  themselves hoping that he will get a
  chance to show her up. Norton has
  portrayed her Wise Woman as basically
  an
  arrogant
  snot, v.tIat one would,
  most likely, expect a yoong woman
  with
  power, on
  the
  trail
  of more
  power, to be like. She spends more time
  telling Elron how stupid and naive men
  are than she does working toward her
  goal.
  What I am applauding here is not
  the fact that the major female character
  is hau~ty to the point of annoyance,
  but that Norton has realized that both
  Pe.gasus SO
  men and women can act stupid. For
  too much of what we have seen lately
  in the fantasy field has been a testa·
  ment to the glory of womankind and a
  condemnation of the lowly male rather
  than a
  balanced
  gathering
  of both
  brought
  together
  to
  tell
  a
  story.
  And Horn Crown certainly tells
  a good one. This latest Witch World
  book is one of the best in the series.
  Although
  violent
  Klion
  is limited,
  .......en it is center stage, it is riveting.
  Norton's characters speak naturally,
  conveying and hiding their feelings with
  a sense of realness which is overwhel-
  mingly solid and enjoyable. The scenery
  of the novel is painted in light but
  detailed strokes. Everv image is dearly
  set, but none of them is ponderous.
  No time is wasted anywhere through-
  out. From cover to cover, it is one of
  the tightest stories Norton has ever
  written.
  Hom Crown is good reading. For
  anyone who has ever- read a Witch
  World novel, this one is an absolute
  must. For anyone who has never read
  008, I couldn't recommend a better
  one to start with_
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  IDriplt tEttt1'ttt1'
  By Edward Vaughn
  ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••
  I
  Jathral could hearthem up there,
  a rumble and a rage like thunder. Under
  him. the ground shook. His footing was
  precarious. Jathral clutched the hilt of
  his powerful Sword tightly in his huge
  hand. They were close; he knew that.
  He could sense them.
  Morgsl Those renegade Elves who
  had joined forces with the Orcs and
  Trolls. Behind him. Jathral could hear
  the steady breathing of the Wizard, the
  rasp
  .-Kt
  stink
  of
  his wine-soaked
  breath. It made Jathral angry and ill,
  the thou!tlt th81 the entire party relied
  on that tosspot for its ultimate safety.
  What, Jathral wondered, could
  that decrepit old man do against half a
  dauo Benerkers? Or even against three
  of the Morgs that waited so near now?
  Jathral
  could
  sense them,
  feel
  the
  amber hair at the nape of his neck raise
  in anticipation. Soon, soon. The battle
  would
  be
  soon.
  They
  were
  close.
  Suddenly. from overhead. there
  was
  a
  tremendous roar.
  The earth
  heaved and Jathrallost his footing. His
  SWOf"d
  clashed
  against
  the
  ground.
  numbing hts arm. and he feared. for a
  moment. that his wonderous blade had
  shattered. Only his Leathers protected
  him from injury. He rolled. came erect.
  and spun in a circle, frightened. That
  had been the worst quake so far. And
  they continued
  to
  grow
  WOf'Se the
  closer the group got to the .outside
  world and freedom.
  From somewhere up ahead had
  come a scream, the piteous wail of the
  defeated. the dying. It had come the
  moment the ground shook. Thecrv had
  come from a human throat, and Jathral
  knew it to be that of Barshak, the point
  man. It could be no other. So. Jathral
  thought. another member of our party
  has died. For a moment he smirked
  81 Pegasus
  
  inwardly as he considered replacing
  Barv.ak with the Wizard, Navermane.
  But he dismissed the idea. The Wizard,
  annoyance thouIt1 he was, was still too
  valuable to be wasted. It was he who
  carried the map.
  How many were left? Five? Six?
  It was too late for a head count, but it
  couldn't be more than that. Six, per·
  haps, out of twenty who had started.
  Still, Jathral knew that the spoils they
  had collected went to those who sur-
  vived, and he planned to be among
  them.
  \
  i
  ~
  \
  ,,,
  "
  \,
  Jathral
  ordered
  the
  woman,
  Jamine, forward as lookout. If Banhak
  could do
  it, she could as weU, he
  reasoned. Besides, they all shared fully
  or not at all.
  The halls they walked were dark,
  nearly devoid of tight, and smelled, a
  fetid odor of long disuse. The dust on
  the floor showed no footsteps other
  than those of Sarshak and, now, Ja-
  mine. No tracks of even the Morgs
  Jathral knew to be SO very close. But
  he was aware that they could have been
  PegasUS 82
  erased. Magic!
  As though on command, Naver-
  mane appeared at Jathral's side, reeking
  of cheap spirits. Where he kept the
  stuff, Jathral could never determine,
  though he searched. Perhaps that was
  the
  old
  man's
  lone
  magical
  trick,
  Jathral thou!tlt.
  Ignoring him, Jathral strode for-
  ward
  down the long. dim corridor.
  following the course Jamine had set.
  When he reached the place where the
  golden·haired,
  shield·bearing
  woman
  stood, he stopped. Beside her on the
  floor were Barshak's Dirk and Mace.
  Of the body, no sign remained. Naver·
  mane and the others trouped up, stan·
  ding in a semi·circle, warily casting
  gtances
  down
  the corridor,
  A
  few
  meters ahead, the tunnel branched off,
  splitting in three directions.
  ''Well?'' Jathral snarled at Naver-
  mane, "Which way?"
  Gnarled hands dug deep into the
  tom and stained robe, pulling forth a
  tattered and ragged slip of paper. This
  map was their lone guide. Navermane
  had made it during their descent. Now,
  he studied it carefully.
  "Forward," he said, his voice a
  rheumy whisper.
  Jathral stared hard at the wizened
  Wizard, wondering why he had allowed
  anyone so obviously incompetent to
  join his expedition in the first place.
  "See, that wasn't so hard, was it,
  old man?" Jathral sneered.
  "Beware. lad.
  You
  mock too
  freely."
  "Enou~, old man:' Jathral said,
  repeating his insult. "Let's just get out
  of here."
  Jathral walked alone to the bran·
  ching of the corridor, standing and
  staring into the murkiness. There were
  Morgs thete, along the route the Mage
  had indicated; he could feel them. He
  turned back to the others. Angrily.
  Jathral snatched the map from the
  magiker's quivering fingers and held it
  before his face, attempting to read in
  the
  dim
  light.
  For a moment,
  he
  puzzled over the curious script, and
  then it struck him.
  "It's gone'" he bellowed. "It's
  not herel Where is the rest of the map,
  you stupid clot? Where is it?"
  "I. .. It's gone."
  "I
  know
  it's
  gonel"
  Jathral
  howled in fury. He swept his Sword
  free, raising it threateningly abo~ his
  head. "I want to know where it is,"
  "It wasn't my fault," Navermane
  pleaded. "A Morg must have crept in
  while we
  were steeping, stealing it
  from my robe. But....but I remember
  the path. I do. I remembef-_"
  Jathral lowered his blade slowly.
  "Ohr' he said.
  "Yes, I do. It's that way, there,"
  said the Wizard, indicating the tunnel
  to the left."
  Jathral hesitated, uncertain. In
  two attempts, the Wizard had made two
  seperate choices. Would a third prove
  the same? Jathral did not want to be
  the one to choose. He turned to the
  remaining
  members
  of
  the
  troop.
  "Well:' he said. 'Which shall it
  be?"
  IT IS SUGGESTED THAT, AT THIS
  POI~T, THE READER TAKE OUT A
  106. AS THERE ARE THREE TUN-
  NELS, THERE ARE THREE SEPA·
  RATE ENDINGS FOR THIS STORY.
  ROLL THE OtE. WITH A ROLL OF
  ,
  OR 4,
  READ ENDING ONE. A
  ROLL OF 2 OR 6. READ ENDING
  lWO. FOR A ROLL OF EITHER 3
  OR 5, ENDING THREE SHOULD BE
  READ.
  GOOD LUCKI
  Ending One: The Tunnel to the Rigkt
  The members of the company
  trudged hesitantly down the corridor
  to the right, casting furtive glances to
  both front and rear. The tunnel seemed
  to be growingdar1c:er. the air more dank
  and filled with the odor of rot. Jathral
  motioned Navermane forward.
  "I do not remember this,"
  he
  said,
  indicating
  the
  steps
  that
  led
  downward. "You lied."
  "No, I swear," the Mage pleaded,
  his voice a whine in the near·blackness.
  "Besides, you chose. You all chose. It
  was not my decision alone."
  "Ah, begonel" Jathral
  shoved
  the white-haired magiker ahead, down
  the stairs. The remainder of the party
  followed stealthily, fingers clutching
  weapons, shoulders hunched in antici-
  pation.
  "Magicians! You never can count
  on them," Jathral grumbled. "So smart
  they think they are. Better, somehow.
  Naw, give me a blade and Leather to
  bind myself...."
  Jamine shouted from the front.
  "It ends up here. The steps stop at a
  wall."
  From
  behind
  them
  came
  the
  rumble of stone against stone. Every·
  one turned, startled. For a moment.
  nothing seemed to be happening. Then
  they saw it. The roof was collapsing in-
  ward. Navennane stood frozen, unable
  to move.
  Jathral raced toward the crum·
  
  bling ceiling, but too late. Before he
  arrived,
  the entire tunnel
  had been
  blocked, huge slabs of stone littering
  the
  passageway.
  In
  a fury,
  Jathral
  swung his Sword, bringing it crashing
  down
  against
  one of the immobile
  chunks of rock. The blade snapped,
  whinging wickedly through the dust-
  filled air and slamming against the wall.
  "TrappedI" Jathral raged.
  His eyes burning, his face con-
  torted with anger, muscles bunched.
  the warrior turned away from the rub·
  ble and away from the other members
  of the group. Clutching the remnants
  of
  his
  once-mighty
  Sword,
  Jathral
  walked toward the stairs. He sought
  the Wizard.
  Ending Two: The Tunnel to the Left
  The members of the oompany
  trudged
  hesitantly down the empty
  oorridor to
  the left. casting furtive
  glances both to the front and to the
  rear. The tunnel seemed to be growing
  darker. the air becoming more filled
  with the odor of decay. Jathral moved
  ahead slowly. He motioned Navermane
  forward.
  "I do not remember this." he
  said, pointing to the deserted celts that
  lined
  the
  path
  along
  which
  they
  walked. "You lied."
  "No,
  I
  swear,"
  the
  magician
  pleaded, his voice a thin cry in the
  inkiness of the tunne1. "Besides, you
  all chose. AU of you chose together,
  not just me,"
  "Ah,
  begonel"
  Jathral
  shoved
  Navermane forward, farther down the
  corridor, The remainder of the party
  followed stealthily, weapons held to
  the ready, muscles taut in anticipation.
  "Magicians1
  You
  can't
  trust
  them. ever," Jathral grumbled. "Airs
  they
  always put
  on. Superior they
  pretend to be. Naw, give me a blade
  and Leather to bind myself and... ,"
  From
  behind
  them
  came
  the
  sound of drums, hundreds of drums,
  thumping
  and
  pounding
  down
  the
  passage. Everyone turned, startled. For
  a moment only. the drums sounded,
  deep. resonant. and timed, a sound
  like the very earth rending.
  Then
  it
  came,
  from ahead, a
  surge of horns, screeching and blaring,
  howling the defiance of the Morgs at
  the stunned humans. They all froze,
  terrified.
  So many. There were so
  many.
  The first to move was the Wizard.
  From somewhere within himself. Na·
  vermane found the strength to resist
  the evil that confronted them. Stepping
  forward and pulling thC"'sleeves of his
  ragged robe back, Navermane raised
  his staff and began to chant. Slowly,
  inaudible amid the din that raged from
  both front and rear, Navermane wove
  his magic. With his motions, incompre.
  hensible to the others, he carved secret
  runic signs in the air.
  And suddenly, in front of him,
  the air itself came to life, a glowing,
  churning
  maelstrom
  of
  color
  and
  energy. Jathral stared in awe. The old
  man had done it. Before them was the
  ultimate weapon: a power of such fury
  that none had ever heard it named.
  The drums halted; the pipes fell silent.
  From overhead came a raucous
  rumble.
  The earth
  shook
  violently.
  Jathral watched from the floor as the
  ball of light and radiant ene'9Y 5J)read
  out in all directions. Slowly. inexora·
  bly, it moved, sweeping down the long
  Ienth of the tunnel, lighting everything
  in its path, bringing the light of day to
  this netherworld for, perhapS, the first
  time.
  Then
  it
  stopped
  a
  few
  scant
  meters shon of their foes. It halted, its
  light
  wavering,
  dying.
  The
  tunnel
  plunged into blackness.
  "You missed'" Jathral screamed.
  It would be only a matter of
  seconds now, Jathral knew, before the
  huge throng would be upon lhem. For
  the magician's failure. for his miscalcu-
  lation, Jathrat's fury knew no bounds.
  His eyes burning. face taut with
  the strain of his anger, his muscles
  bunched,
  Jathral turned away from
  the others of the company and made
  his way toward Navermane. Sword in
  hand, he stalked the Wizard.
  Ending Three: The Tunnel Straight
  Ahead
  The
  members
  of
  the
  group
  trudged hesitantly down the central
  corridor, casting furtive glances ahead
  and to the rear. The tunnel seemed to
  grow darker with each step. the air
  becoming more dank and filled with
  a necrotic smell. Jathral could feel the
  presence of the Morgs. They were here.
  But there was more, much, much more.
  Here, lay evil, terrible wrong. Jathral
  motioned Navermane forward.
  "I do not remember any of this,"
  he said, indicating the bizarre carvings
  on the wall. "You lied. We have not
  been here before."
  "No, I swear." the Mage pteaded,
  his voice a whine in the jet'COlored air,
  "Besides, you chose. You all chose. It
  was not my decision alone that we
  oome this way."
  "Ah,
  begone!"
  Jathral
  shoved
  Navermane forward. deeper into the
  black of the corridor. The remaining
  party
  members
  followed
  stealthily,
  hands
  cluth<;hing
  weapons.
  muscles
  alert in anticipation.
  "Magicians! You cannot count
  on them. Neverl" Jathral grumbled.
  "So smart and wise they think them-
  selves. Better than other folk. they
  think. Naw, give me a length of steel
  and Leather to wrap myself and...."
  From ahead in the gloom and
  silence came the sound of feet and
  breathing, loud. strident, and very con·
  fident. Whatever was ahead was huge.
  Then Jathral heard voices. Morg VOices.
  and he knew that this was to be the
  last stand, the final test before they
  carried their plunder to the safety of
  the outside world. Jathral set himself
  and walked forward.
  For a moment he did not notice
  the quiet form of Navermane striding
  alongside him. matching his gait step
  for step. The magicker was suddenly
  alert. his eyes bright and fixed on some
  distant object not visible to Jathra1.
  The tip of his staff glowed in th~ dark.
  a blue-white light that ached the eyes.
  The creature's roar caught Jathral
  off-guard.
  Something
  immense
  was
  ahead, something Jathral had never seen
  before, something he could not name,
  something evil. In a rush, it came at
  them, bellowing. Jathral stepped aside,
  letting the creature pass. He knew that
  mere steel could not deal with that.
  But,
  for
  the
  filthy
  vermin
  wihich
  followed the horror...ah, for them.
  the steel was precisely the weapon.
  Jathral sprang forward into the
  midst of the Morgs. The sky resounded
  with thunder almost like the sound of
  gigantic
  voices;
  the
  ground
  shifted
  violently
  underfoot.
  Jathral
  went
  down but sprang erect again instantly.
  To his side, the others came, Jamine
  crying her war song. The Morgs hesi-
  tated, backing off. gibbering among
  themselves. Jathral knew them to be
  gathering courage for the final rush.
  And it came. Dozens of perver·
  ted, twisted little creatures raced at
  them,
  screaming
  and
  howling.
  The
  humans
  held
  their ground. Swords
  flashing. voices raised in battle chant.
  weapons wielding their deadly work.
  For a moment, the balance seemed
  precarious. Two of the humans wt!nt
  down
  under
  the rush
  and
  died
  in
  agony. The world shook, and the sky
  roared, but, still. the brave band fought
  on. And on.
  Then,
  as
  suddenly
  as
  it
  had
  begun. the attack eocled. Almost with-
  83 Pegasus
  
  THE
  ADVENTURE
  OF THE
  DEVIL'S LUCK
  BY
  GERALD SEYPURA
  Dnwn on the Carribean and a battered Sloop limping into Port Royal;
  Main Mast cracked and her sails tattered.
  Aboard is her master, Edward
  , .
  Mansvelt,
  8 free lance Pirate.
  A nurry of activity and ~he is warped into
  . .
  her berth. her impatient Captwn eagerly making his way ashore after 8
  ' '."
  ~
  sulphurous blast at his First Officer to see that she- is repaired and fast.
  He makes his way to the Brigantine "Devil's Luck" and his old friend Captain
  Charles York.
  "Ye say she made her way to Piper's Cove?"
  How sure can ye be with
  the sightin bein' so bad 8S ye say? Oh, I'll grant that yc saw the Dons
  .,.
  running 8 convoy through those waters; I'll even grant that the thing was
  broke up by the storm. but to claim you know the berthing of any onc of
  them with the seas that high; hard to credit.
  Captain York was feeling amite feisty from too little activity and decided to
  be a little obstreperous with his old friend.
  "I followed her" yelled Captain Mansvelt ,'I most of the way, anyway, before
  my main Mast cracked Bnd J had to come about.
  It's the only sheltered cove
  around, the only one with any kind of port in it thot·she could reach.
  I told
  you, her formast was at least as bad off as my main Mast and she'll be there for
  two or three weeks at least. II
  Thumping his chair for emphasis, l\1ansvelt went on.
  "Blast You. this is a golden opportunity. what are ye waitin' for?"
  "Not a thing, old friend, you'll sail with us, will ye not? First Officer.
  we sail with the tide, mkke ready. II
  The ship is the Neptune: Captain Edward Mansvelt, last careened: 4 months,
  Captain's LvT: 6 • Type: Sloop. Owning Power: Crew, Current Max. speed: 2,
  Navigator's LvI: 4, Sailmasters Lvi: 4, Damage/Hit Points: 79. Cost of Repair: 50
  Gold, Damage Status of Hull: -21 points, Damage Status of Sails: Cracked main Mast,
  Damage Staus of Rudder: None. No. of Guns of Port (left): 9, on Starboard (right):
  9,
  Crew on deck to board or repel boarders: 65, Casualties Suffered: 5 Sail handlers.
  Letters of Marque: None.
  Captain Edward
  Mansvelt: Skills: Master Gunner, LvI: 6, LvI. Bonus: ...2 Lead .•
  HP, 32, STR, IS, INT, 16, Agility, IS, CON, 17, Luck, 12, Leadership, 17 +3 bonus
  -20, Bonuses & Penalties: None, Gambling: Average, Election Table: +10%, to
  Hit: +12% (Expertise), to Dodge: +12% (Expertise), Damage: Average, Weapons:
  Cutlass, Pistol, Exp points: 40,000. Exp points to next LvI: 60,000.
  Pegasus 84
  
  The ship is Devil's Luck: Captain
  Charles York. Type: Brigantine. Last
  Careened: One month, Owning Power:
  Crew, Current Max. Speed: 3, Cap-
  tain's LvI.:
  6, SwImaster's LvI.: 5.
  N8vi~ator's LvI.:
  5, Damage/Hit
  Points:
  200, Cost of Repair: 100,
  Damage Status of Hull:
  O. Damage
  Status of Sails:
  O. Damage Status of
  Rudder:
  O. No. of Guns on Port (left):
  Eighteen.
  10 T. 8 Second. Starboard
  (right):
  Ei~hteen. 10 T.
  8 Second,
  Crewmen at Guns:
  3. Crew on Deck
  to board or repel boarders:
  89,
  Letters of Marque: ENGLAND.
  Captain Charles York: Skills:
  Sailmaster. LvI.
  6. LvI. Bonus:
  +5
  Lead .• Bonuses and Penalties: Hitl
  Dodge +10%, HP:
  3~, STR: 171NT:
  17, AGILJTY:
  20, CON:
  15, LUCK:
  16, LEADERSHIP:
  16, GAlI'IBLJNG:
  12 • Election Table:
  Exempt, to Hit: +10%. to Dodge: +10%. Damage: Average. Weapons: Rapier, Coach
  Gun, Exper. points: 40,001, Exper. points to next LvI: 60,000.
  Navigator Deacon Mowbray: Skills: Navigator, Lvi: 5, LvI. Bonus: lost on 6
  only, Bonuses & Penalties: None, HP: 28, STR:14, (NT: 13, Agility:17, CON: 14,
  Luck: 11, Leadership: 16,
  Gambling: 16, Election Table: Average, to Hit: +18%
  (expertise), to Dodge: +8% (expertise), Damage: Average, Exp. points 20,000,
  Exp. points to next Lvi: 5, DOL
  Weapons: Rapier,
  Pistol.
  Sail Master Henry Higgins: Skills: Sail Master, Lvi: 5,
  LvI Bonus:
  Double turns, Bonus
  &: Penalties: Exper. + 10%, HP: 44, STR: 14, tNT: 23,
  Agility: 14, CON: 20. Luck: 12, Leadership: 15, Gambling: Average, Election
  Table: Average, to Hit: Average, to Dodge: Average, Damage: Average,
  Weapons: Ropier, Pistol. Experience points: 22,000, Exp. points to next LvI:
  3001.
  Master Gunner Henri Rocheforte: Skills: Master Gunner, LvI: 5, LvI Bonus:
  +10% Hit, Bonus & Penalties: HP + Damage +5, HP: 44, STR: 24, [NT: 14, Agility:
  12, CON: 15, Luck:6, Leadership: 17, Gambling: -10%, Election Table: Average,
  to Hit: Average, to Dodge : Average, Damage: +5 points, Weapons: Cutlass.Pistol,
  Exp. points: 22,000, Exp. points to next LvI: 3.001.
  Master at Arms Quicksilver Long: Skills: Gunner. LvI: 4, LvI. Bonus: +5% M
  10% G, Bonus & Penalties: H plus 20%1 10% D 20%, HP: 35, STR: 18, INT: 14,
  Agility: 23, CON: 17, Luck: 15, Leadership: 14, Gambling: Average, Election
  Table: Average, to Hit plu,s 20%/+10%Fire Arm, to Dodge: +20%, Damage: Average,
  Weapons: Rapier, Main Gauche, Coach Gun, Exp points: 7, ODD, Exp points to
  next LvI: 1,001.
  85 Pegasus
  
  ~ .. Shallow Water
  Pegasus 86
  ..•.,
  •
  •
  I-
  ==-
  ""Town
  '" Deep Water
  K~ -Hm
  t
  .~
  "" Trees
  . ~ r .
  11
  ~ l'r
  
  Piper's Cove
  1.
  Fisherman's Inn: Innkeeper-George Fontaine
  2.
  Mayor's Residence-Herman Dasilva-Mayor
  3.
  Temporary Forts constructed by the Crcw of the Fontaneda and
  using her Starboard Guns.
  4.
  The Fontaneda-a-Iarge merchant with 20 Guns.
  Hcr Treasure room:
  has 80,000 Pieces of Eight in Plate.
  Swivel Guns
  These very short cannons were served by one man and they were used
  prior to boarding or by the crew of a ship trying to prevent being boarded.
  On occasion, they were mounted on long boats, in the bows, for small expeditions.
  The usual charge for the Swivel Gun is 8 Musket Balls or even scrap metal.
  Their 1'ange is the same as the musket. one hex away and the effect is the same
  as the Coach Gun doubled.
  The Swivel Guns ond the :\luskets are fired simultan-
  eously Bnd the results are computed before boarding begins.
  The effects are
  computed as the
  Main Guns and the casualties will be computed as per the
  Grape Shot Rules except that the casualties are only on third of Main Gun Grape
  and the points necessary to effect are tripled.
  For each six points of damage,
  one Cannoneer and one Musket/Pike Man may be killed with 25% chance of killing
  a Gunner's Mate.
  The ship is the Fontaneda: Captain: Deigo Velasquez, Type: Large Merchant,
  Last Careened: 1 week,Owning Power: Spain, Current Max. Speed: 3, Navigator's
  Level: 5, Captain's LvI: 6, Sailmaster's LvI: 5, Damage/Hit points: 220, Cost of
  Repair: 120. Damage Status of Hull: 20, Dama~e Status of Sails: Foremast demounted,
  Damage Status of Rudder: 0, No. of Guns on Port (left): 10. Starboard (right): O.
  Crewmen at Guns: 3, Crew on Deck to board or repel boarders: 30, Casualties
  Suffered: 5 Sail Handlers, Letters of Marque: N/A.
  . ...
  _.... ~
  •
  87 Pegasus
  
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  MERMAID MEMORIES
  Dedicated to Sharon
  A cool breeze sailed over the waters,
  As the waves lapped at the shore.
  A woman was standing on the sand,
  She swore she'd been here before.
  She couldn't remember how she did arn've.
  Just before break of day.
  Diam's moon was sailing across rhesley,
  Glisrening upon the bay.
  Just then! In a moments notice,
  The moon seemed, the sun to laugh,
  The woman looked down upon herself,
  Andsaw what once had passt!d.
  No longer was she human,
  For her beautiful legs,
  were transfonned, a Mermllid's Tai/l
  She cried, "Oh God," she begged.
  But God smiled upon her,
  Said, "Woman, whar's done is daM.
  Do not disgrace yourself,
  Accept what you have become. ..
  She fell to rhe ground,
  "No, this cannot be. ..
  She longed to be free,
  'was drawn to the sea.
  The airy waves rushed a friendly greeting,
  Hesirantly, their fragrance she did breathe,
  And was awash in splendid emotion.
  At last fortune decreed her to be freed.
  No longer was she fearful,
  For her hean had cleared.
  She looked up at heavenly hosts,
  Bade a farewell dear.
  The waves, the Mennaid did embrace,
  Knowing that she now belonged.
  A pre-known joy did fill her heart,
  With a long forgotten song.
  •
  
  Grundarrak
  by Paul W. Vinton
  Number Appearing
  1 ·2
  Number in Lair
  6 -10
  Hit Dice..... _. 1DB males,
  106 females, ~D6 young
  Number of Attacks
  3
  or by Weapon used
  Damage/Attack... Bite: 'hD4
  Pummel: 'hD4
  Pummel; 'hD4
  Speed
  Above Average
  Agility. _
  Average,
  Very Dexterous Manually
  Size
  Small
  Alignment.. Lawful Neutral
  Annor Type
  Leather
  and/or Padded
  Percentage of Females •. 30%
  Percentage of Young ... 30%
  Intelligence
  Average
  Gestation Period. 12 months
  Grouping Name..... Family
  Food Eaten ..Small Animals,
  Grain, Nuts, Berries
  Psionic Ability .. Low to Nil
  Magical Resistance... Above
  Average
  Special Abilities ....Natural
  Blending
  Languages Spoken.... Sign,
  Common, Own Dialects
  Weapons ... Hand Axe: 106
  Shortsword: 106
  Pick: 106
  Hammer: 104
  Short Spear: 106
  Family group of six seen
  Three
  ambushed
  corpses
  found
  Long distance solitary spot-
  ting
  Village of 39 noted by a
  Aangar
  Solitary spotting
  Two males spotted
  Village of 43 found and
  traded with
  Male found
  in bear trap
  Family group of 4 spotted
  on trail
  Male encountered on trail
  Family group of nine seen
  in hills
  Campaign Map Nine, Hex 3824
  Campaign Map Nine, Hex 4014
  Campaign Map Six, Hex 3902
  Campaign Map Six, Hex 5217
  Campaign Map Nine, Hex 3518
  Campaign Map Nine, Hex 4114
  Campaign Map Nina, Hex 4605
  Campaign Map One, Hex 3324
  Campaign Map One, Hex 3216
  Campaign Map One, Hsx 0514
  Campaign Map One. Hex 2802
  The above can be used by a Judge for his/her campaign
  or can be thrown in various spots on the maps as rumors.
  shafts are driven for the forges which use charcoal in order
  to produce next to no smoke. They will put up s fierce
  fight, if forced to, with their Hand Axes and Short SWOfds
  as well as a scattering of mining tools. Each Grundarrak is
  a semi·skilled Magic User of sorts, with spell types mostly
  used being those of concealment type magic (Fog, B/ending,
  etc.). Some progress has been made in other areas of magic
  use such as Healer and Animal and Plant Communication
  type magic. Not much other magic is known or used.
  Grundarrak
  have
  been
  sponed
  in the following
  Campaign Map Hexes:
  The Grundarrak are small
  and
  hardy
  folk
  encoun·
  tered mainly in dark forests
  and
  lonely
  hills.
  Their
  origins
  are
  shrouded
  in
  mystery; some claim that
  they are the remnants of a
  once proud and rich race,
  and others retort In kind
  that the Grundarrak were
  the slaves of that race who
  rose in rebellion,destroyed
  their masters, and, in time,
  dwindled in numbers and
  knowledge.
  Low browed
  and shan, averaging 4' 8"
  and weighing around 90
  pounds
  for
  the
  males,
  4' 3" and 75 pounds for
  the
  females,
  a
  typical
  family group runs 3 - 4
  males, 2 - 3 females, and
  1 . 3 young. Dark hair and
  dark complexions are pre·
  dominent, most males have
  facial
  hair
  grown
  also.
  Dark and stained leather
  jerkins and sl<insare favored
  dress along with breeches
  or leggings and loincloth.
  Grundarrak generally run
  barefoot. Originally wood
  cuners and charcoal bur-
  ners in addition to being
  master
  scroungers,
  espe-
  cially of metal items, they
  are now budding metallurgists and are getting more skilled
  day by day. The Grundarrak are very skilled at concealment
  and are very rarely surprised. A typical lair is often a natural
  cave system with a well hidden entrance and several exits/
  lookout posts. If no caves are available in an area, an
  underground tunnel system would be dug with rooms for
  each family and work group. Entrances would be situated
  under a large tree or in a pile of boulders. Ventilation
  Pegasus 90
  
  Verdans
  by Paul W. Vinton
  members of the species. This link is not constant and di·
  minishes over distance and time. Another use of Telepathy
  is that used between a Verdan and her mount. a large bird
  called an Okrik, very similar to an ostrich except having
  dark hairy feathers, HO: 2, Armor Type: Padded. Speed:
  Rubble
  Rousers
  tive in
  piles of rocks created by
  cave·ins and collapscs in
  dungeons and caves. They
  are about 12" tall with
  powerful
  arms
  reaching
  to the ground. Although
  they
  have
  very
  keen
  hearing and sight (infra
  vision),
  they
  have
  no
  sense of smell. They are
  covered in grey. scaly skin
  completely devoid of any
  hair. They are not carni-
  vorous, subsisting on lichen and other plant life growing in
  the dark. moist recesses of deep dungeons and caves. Not
  aggressive, they will, however. fight fiercely if cornered. Al-
  though they are not at all dangerous if not attacked. lhey
  can be a nuisance because their high-pitched chattering
  when disturbed may bring larger, more dangerous monsters
  into the vicinity to investigate. If attacked, they use rubble
  rocks as weapons to throw at attackers. or. if close enough,
  they will bite any exposed flesh. Given the chance. however,
  they will flee any intruders, and they are particularly good
  at escape because they run very fast and can conceal them-
  selves extremely well among the rocks and in the nooks and
  crannies of their natural habitat.
  Surprise: .,
  ,."
  .1·4
  Hit Dice: , ,
  , , . ,2
  Move:
  ,
  ~BO'/minute
  AC:
  "
  4
  Attacks: ,
  , .2
  Damage: ......•. 1 . 6 each
  (Bite 1 ·3)
  Number Appearing: . , . , .1 - 8
  Number in lair:
  ,1 - 20
  Frequency: .,
  Uncommon
  Intelligence: ......•...low
  Alignment:_
  ,
  Neutral
  Size:
  12" tall
  Rubble Rouser
  by Oebye Pruitt and Scott Fulton
  Very Fast. Verdans use a RapierlDagger combinalion as
  they are ambidextrous. and for mounted combat use Self
  Bow and lance. They speak with a sibilant whisper. and
  can communicate with humans and humanoids with hartly
  any problems. Verdans and other felines lie. Great Cats)
  get along at a distance, can communicate with each other,
  but prefer not to IGreat Cats cannot understand slavery}.
  Magic use is thought of as unwomanly, and charms are
  muttered against practitioners. However, any help is usually
  not refused and benefactors are amply rewarded. Most con·
  tact with Verdans will usually result in enslavement or
  death for those who wish to try without a spokeswoman.
  Verdans
  are
  wilderlands
  roaming nomadic Amazo-
  nic Warrior Hunters. They
  are feline in origin. which
  makes them even more so
  independent and they keep
  the males of their species
  as
  slaves
  only who take
  care of the young and the
  daily
  basic chores.
  Each
  Pride
  is
  nJled
  by
  the
  strongest warrior woman.
  in
  coojunction with
  the
  advice
  of
  ~der revered
  matriarches. The Verdans
  range from 5' 4" to 6' in
  height and from 90 to 150
  pounds in weight, being of
  a sinewy build. The males
  have basically these same
  characteristics also. but to
  throttle
  any
  attempts at
  resistance are kept shackled
  and
  sometimes
  muzzled.
  Fur coloration range from
  light
  tan
  to
  black,
  fur
  texture being kept soft by
  constant cleaning. A Pride
  averages
  from
  21
  - 28
  females,
  10 .
  14 males,
  and 15 . 18 young, An un·
  usual feature noted among
  the Verdans
  is a limited
  Telepathic
  link
  between
  Number Appearing
  _4 - 8
  Number in lair
  30 - 40
  Hit Dice..... lDlO females
  1D6 males. 1D4 young
  Terrain Appearing In ..Plains
  and Scrub
  Number of Attacks
  3
  or Weapon used
  Damage/Attack... 8ite: ~04
  Claw: ~D4
  Claw: ~D4
  Speed
  15+. Very Fast
  Agility
  __ .. 14+. Agile
  Size
  _
  Man Sized
  Alignment
  lawful Evil
  Armor Type
  leather
  and some Mail
  Percentage of Females ..50%
  Percentage of Young ...30%
  Intelligence
  Average
  Gestation Period .. 6 months
  Grouping Name
  Pride
  Food Eaten
  Strictly Meat
  Psionic Ability
  limited
  Telepathic
  Magical Resistance.. Average
  Special Abilities ...Tracking
  languages Spoken, .. , Sign,
  Own Dialect, Common
  Weapons ..... Rapiers: 108
  Oaggers: 1D4
  Self Bows: 1D6
  lance: 1010
  91 Pegasus
  
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  Published
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  Incorporated,
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  PegaSu.s 92
  
  (continued from p. 83J
  out
  thou~t, the remaining humans
  raced toward the light that was visible
  down the long corridor.
  "The Wizard'" Jamine shouted as
  they ran.
  "Forget him," Jathral replied.
  "Runl"
  The sky
  raged and
  the earth
  rumbled again. From behind the fleeing
  humans came the sounds of a titanic
  struggle. They did not care. They had
  their
  booty,
  the
  treasure
  they had
  risked their lives for, and freedom lay
  just ahead. They raced on, into the
  light of day.
  Then the sky broke apan and
  the gods spoke.
  "Nice game."
  "Yeah, it wasn't bad. You've got
  a great dungeon there:'
  "Well, you did get three out.
  That Jathral, he's a tough character. I'll
  probably see more of him in the fu-
  ture."
  "Probably, but I did lose my
  Wizard."
  "Yeah, but, against my Balrog,
  wnat did you expect? I thought it was
  a nice touch, leaving him for the end:'
  "Not for my Wizard, it wasn't."
  Jathral felt the world rise up and
  begin to tilt over. He was falling down,
  down into a dark hole. And there he
  lay, along with Jamine and the others,
  waiting until it was again time to play.
  .-r.>.-r.>.-r.>"""".--t
  (continued from p. 21)
  assist the Judge in integrating the planet
  into their own active campaign. Gener·
  ally,
  several
  more
  mini·scenarios are
  given to maintain the player's momen-
  tum. Planetary Guides may also contain
  additional playing aids such as Tancred's
  15mm
  cardstock
  plans
  of
  annored
  fighting vehicles as well as an entire
  detailed mercenary regiment to make
  use
  of
  them.
  Each
  Planetary Guide
  contains a large scale map of the planet
  giving extra geographical and c1imatalo-
  gical detail. Frequently these maps are
  of
  immense
  wall
  p:>ster size, a
  full
  22" x 34"
  in extent!
  More of the
  Planetary Guides will be released, each
  selected to enhance an ongoing campaign
  or serve as the start of a new one, and
  all set in the fantastic Gateway Ouadrant.
  Further explorations
  into
  the
  fascinating Gateway OJadrant continue
  in the next issue.
  (continued from p. 11J
  is in question here. Why do people like
  Gary North seriously fear that fantasy
  gamers may slip over the edge into real
  demonism? Perhaps it is because North
  and Company are already on the same
  wavelength.
  They believe their own
  beliefs in an essentially fanatical way,
  in a way that takes everything dead
  seriously.
  In other words, they take
  everything else as literally as they do
  the
  Bible_
  Thus,
  people like Gary
  North, and not the players, are the
  only ones who will
  ever find
  real
  demons in Dungeons & Oragonl tm.
  The views andopinions expressed
  within this article are those of Dr.
  Raben M. Price. We, at Judges Guild,
  are proud to present a forum where our
  readers can express their views unhin·
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  this great country. If anyone cares to
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  please
  2nd
  all
  letters/articles
  to:
  Imperial Pt9UUS
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  13
  anb 101'11,,4 ID1'tnganll
  ~~~~~~~~~~~~~~~
  (continued from p. 22)
  Games Workshop ltd. has just released the White
  Dwarf No.
  26, featuring
  a prize-winning Traveller tm
  scenario, Amber to Red ($3.001.
  Manzakk Publishing, Inc. has Adventtlre Gaming
  No, 5 (Volume I) for us for only $3.00. It features three
  articles on the game, Titsn, and a "how-to" article about
  Space Invadersl
  The Merchant Master has collapsed in the square
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  the Merchant Master, the hairy guy in the stocks, and me:
  A very Merry Christmas and a Happy New vearl
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  Two new scenarios dealing with game systems that
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  youl
  C"lrKte" ,ape"in, In 11111 m'!luln. ". fletlon,!. Anv slmll"Uy
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  pe'~M, I1ving o. Ge,d, b au,.lv
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  Morrow Project Report
  Weaponsmith. Bill Pixley. describes weapons made
  outside the United States. Detailed are weapons from
  Canada, Argentina. Brazil, Mexico. and the Dominican
  Republic. The United States is invaded by foreign
  arms in the next installment of the "Mo"ow Project
  Report:'
  Showing Your True Colon
  by John Mortimer. Exploring the realm of Skull and
  Crossbones, John brings to us 8 discussion on Pirate
  Flags. Everything you always wanted to know about
  Pirate Flags but didn't know who to askl
  Pegasus 94
  
  ~Npw marilla Wimpa ~
  December 1981
  INue 963,457,812,389,420.831
  JUDGES GUILD ANNOUNCES
  DRAGONQUEST GAME-AIDS ,
  •
  NEW for
  Universal
  City State
  Campaign
  Game aids
  TERROA BENEATH THE CITY STATE
  Danger lurks belowl Beneath 1he City State
  of fhll Invincible Overlord lies a maze of
  ttlnnell and sewen populated by criminals,
  fugitive5. end 8 host of strange creatures.
  This massive product includes many NPCs,
  multiple undergroulld areal to be explored,
  and sevenll new monslen. Terror Beneeth
  the City Sut. is en absolute mUll for any-
  one CBmPlligning In the City State.
  JG 0860
  DragonQuest
  AZURE SEA FALCON
  Make a fantastic quest for II rllre item which
  Involves a perilous journlly o'er land and sea
  to the rugged crngs of the Rookeries, This Is
  8
  chellenging
  Initial
  adventure
  to
  start
  beginning players into too amazing world of
  O"'90nQum. This sc:-enario contains three
  completely detailed villages, numerous cha-
  racters, new monsters, encounters, carallllns,
  bf'igands. merfolk, pirates, and much, much
  more,
  This continuing campaign
  module
  from Judges Guild is creeted and approved
  for the Frontiers of Alusie from Oregon-
  Q"~
  JG 0880
  STAR SILVER LODE
  High in the Barren Hill, o'er the Fells of
  Valusna. it is rumored, lies tho fabled Ster
  Silver Lode, Now, with danger threatening.
  your Dwarven Clan has !lent you and your
  $!Wen stoul-hearted friends to seek out thet
  hoped-for treasure lode. Can your party but
  return with enough Star Silver, the cunning
  smiths of Ihe Clen will forga luch mighty
  weapons that your Clen will heve an OV$!"'
  whelming
  adllllntllge
  in
  the
  threatening
  liIrife.
  Go quickly. nowl The cry of Ute
  Raven on the night wind waml that the
  enemy may al'o have heard of the lode and
  be, even now, stealing il awayl Set in the
  Frontiers of Alusia campaign map. this 32-
  page adventure s<:enario provldeli new mon-
  ners,
  encountllf1i.
  end
  wggested
  player-
  charac::ters el well lIS a IUll98ned new skill.
  Designed and epproved for use with Oravan·
  QUII$I.
  JG 0930
  PlUM 'dd $1.00 for Po". and H,ndling
  .nd $1.40 for C.O.D.
  11I",olS R,"d,nh.cld 5% ,..
  ')
  WASPWINTER
  by
  W.lter
  and
  Oorothv
  Bleduw.
  High
  adventure In the fer future as Space Piretes
  scourge the It&rlenos. Vicious Mind Control
  DevicllS enslave hilpless captives. The Pi...te's
  Starbase and the entire planet ofWespwint8l"
  are detailed for play. Five subjllCt raclll ere
  tined, along with ell encounter tables for
  the life end land of the plenet. Contalos e
  32·page book with 22" x 34" color map of
  the planet. WltSp'Winter Is another of the
  .kldges Guild Planetary Guide series created
  end approved for use with Tr....U.r tm.
  JG 0940
  $5.98
  1/
  --
  JJurageg (&uUb f)
  R. R. 8 Box 9
  1221 N. Sunnyside Rd.
  '- 1./
  Decatur, IL. 62522
  Ph. (2171422-1930
  -,
  r
  Judge. Guild Announce.
  \.__ FREE 88 Page Catalog !
  '\
  Y
  Latest
  ~
  ~
  Traveller
  ~
  Release
  ~
  by Edw.,.d R. G. Mortimlll'. This 48-page
  Unlwrlal P1ayaid details the rich DWlINen
  Mine which lies just outside the ....0115 of the
  City State of the Invincible Overlord. The
  City Slate is alille with rumon: of the strange
  happenings deep within the Glory Hole.
  Something is going on down there· is it the
  discovery of onc;lent CIItllCOmbs filled with
  the artifl!lCU of IIl0ng-dead civilization? Is it
  • power struggle between tha Overlord and
  the OWlll"VeS over the control of the minll? Is
  It a grudge mateh betwelln OWlirven end
  norl·Owarven miners over the division of vast
  treasures that have been found? II it an
  influx of creatures from without? Is it an
  Influx of crut\,lres from within? Is it an
  Influx of creetures from another Plane? Is it
  the
  discovery
  of
  a
  lost
  Gnomish
  mine
  adjacent to the Glory Hole? Can all of the
  preceding
  qUlltions
  be
  answered
  by
  an
  emphatic "YESI"
  Ventu~ Into the Glory
  Ho~ Ow......en Mira, If you dare, and find
  out how you can turn these events into
  adventure and richlll bevorld your wildllt
  maml!
  JG 0800
  $3.98
  GLORY HOLE DWARVEN MINE
  Pl_ add $ 2.00 for Postage .nd Handling
  and S 1.50 for COD
  Illinois Rasidents add 5% tell
  Juilgts <&utlll
  9S Pegasus -
  R. R. e, BOil 9, 1221 N. Sunnyside Road
  O_tur. IL. 62522 - 9109 Ph.121?1 422·1930
  
  iubgts ~uilb
  .... Mnd cheek or rnonllV order.
  Don" -.cI dlhl U.S. CUfT&nCy only1
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  PAID
  PERMIT _275
  UECATUR, lL Inn
  Ewrt tvwo mondts. you w.1t ,..."..
  3:Z~C~~AchM·
  tu.. • l-'ing the w., to m. ........
  tic .u-a.... a..Int ondudKt In
  ~.84 ..... F~N
  sa.nc. F~ 0-"" M ....
  packed full of ntonnat_ AnklIII.
  ptey AidI, R....... and Ad'a'''.
  e~ng ,II aspec;u or a.n.. -.d
  R. PIIIv.. A total of 98 pIglIt of
  F
  ~
  for
  t.... L_
  Quld __ R.. of only $15.00.
  V.'!
  SI'.,....
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  R. R. e, Box 9,1221 H. Sunn'flid. R_d
  o..tur, IL. 62522 -8709 Ph. 12111 422-1930
  WHY FIGHT OVeR THe peGASUS'•••
  BECOME A GUILDMEIIBER AND RECEIVE SIX CITY STATE
  CAMPAIGN INSTALLMENTS
  EVERY YEAR /
  o
  •
  '
  .... Sn'
  l$:ItDII
  UlJAPOIFPO
  1uI11 ...te . . . . . . • . . . • • None
  Ftnta- . . . . ...
  . ... '8.00
  c..-
  Pint ea- . . . . . . . . . . . . 18.00
  ltda-. . . . .. ..
  . ......so
  -
  AIr~ . ..
  . •..•... 130.00
  .,,..M.iI... .. . .. 11.00
  LIM lube -.xl 1 y.-s appropriIte
  -
  ....... CMr......'tn {Jlls ,
  Pw'_
  v
  iN_ bimonthly
  pW.,...
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  lehdeIignKI
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SOURCE: textdata/thevault/Judges Guild (osr)/Judges Guild Pegasus/Pegasus #05.pdf