Accessory - Strategic Review #1.1, MAGAZINES, Dragon Magazine

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WHATS GOING ON HERE?
INTRODUCING THE STRATEGISTS CLUB!
THE STRATEGIC REVIEW is the newsletter of Tactical Studies Rules,
which will quite naturally be used to carry advertisements for all of
TSRs product line. However, it will do a lot more than that. Each
issue will contain as many features and news items as we can possibly
find space for. This being our first issue, all of the features pertain to
our product Iine.
If we receive submissions for future issues which deal
with other things we will certainly print them, for this newsletter will
try to cover as much as possible. Getting back to what is at hand,
here is the format planned for each issue:
Regular columns will include STRATEGISTS CLUB, CREATURE
FEATURES with a new Dungeons & Dragons monster, CASTLE &
CRUSADE, THE ARMORY, TSR NEWS, and the WARGAMING
WORLD of news and brief reviews. Material and space will dictate
how many of each of the regular columns will be in any given issue,
but we will always try to get the majority into each issue.
There will be one or two features in each issue also. Whether we
include one or two depends mainly upon what is available, for the
basic four-page size of this zine is easily expanded by the inclusion
of a single sheet or double-sized stuffer -- we planned it that way!
In fact, youll note that the stuffer this issue is a test version of a set
of rules for SOLO DUNGEON ADVENTURES which we thought youd
enjoy.
In the future we will probably increase both the size and frequency
of THE STRATEGIC REVIEW, but in order to get into the swing of
things we thought wed better go slowly at first.
If you enjoy this issue and want to help there are two things which
you can do: First, tell your friends about it so that they too will sub-
scribe. Second, send in any brief items you have -- either news or
articles, or material for the other columns. Thanks! We hope that you
thoroughly enjoy this issue and every successive number of THE STRA-
TEGIC REVIEW.
The Strategists Club is a special association open only to TSR sub-
scribers. We will continually offer special privileges to members, and
we currently plan a party for you all on the first night (Friday) of
GenCon VIII, details to be announced in the Summer 1975 issue of
this magazine. Meanwhile, we ask that members name their choices
for the folIowing:
BEST NEW GAME OF 1974
OUTSTANDING DESIGNER
OUTSTANDING WRITER
OUTSTANDING WARGAMING MAGAZINE
BEST MINIATURE FIGURE RELEASE (SERIES)
FAVORITE S&S NOVEL OF 1974
Please send your nominations as soon as possible!
To join the Strategists Club simply send us one dollar along with
your name and address. Well do the rest. As a special bonus to all
members we will allow a 25¢ additional discount on Discount Coupon
purchases, so that if four per year are used your membership fee has
been returned in extra discounts.
PUBLISHERS STATEMENT:
The STRATEGIC REVIEW is published quarterly by Tactical Studies
Rules, 542 Sage Street, Lake Geneva, WI 53147. It is available by
subscription at the rate of $1.50 per four issues. Single copies and
back issues are available at 50¢ each, but availability of all back
numbers is not guaranteed. (Subscriptions and single copies sent out-
side the U.S. and Canada are $2.50 and 80¢ respectively, and pay-
ment must be made in U.S. currency or by International Postal Money
Order.) AlI material published herein becomes the exclusive property
of the publisher unless special arrangements to the contrary are made.
TSR NEWS
Many readers probably are aware that Tactical Studies Rules has
acquired the rights to a number of rules booklets in the Guidon Games
line. These acquisitions are: CHAINMAIL, DONT GIVE UP THE
SHIP, and TRACTICS. Getting these booklets into print under our
own logo is naturally of first concern to us, but that doesnt mean
well totally ignore new releases. What we hope to do is this:
TRACTICS should be available once again by the time this news-
letter is released. It is a second printing with only minor revisions
(given herein in THE ARMORY column) so as to save the costs of doing
a second edition. We will eventually revise and expand TRACTICS,
but that must await an uncertain future date.
CHAINMAIL will be reprinted soon in a third edition, with addi-
tions in the historic characteristics section to include the fighting men
of the Far East, among others. Also added are sections in the man-to-
man rules and some small items to the Fantasy Supplement. The
additional material, coupled with current costs will require that we
raise the price, but that is unavoidable in todays economy. It is also
hoped that we will be able to release at least one -- and possibly
two -- companion booklets to CHAINMAIL, one to deal with the
Crusades and the other with mythical English Medieval times (you
Unsolicited material cannot be returned unless accompanied by a
stamped return envelope, and no responsibility for such material can
be assumed by the publisher in any event. AlI rights on the entire con-
tents of this publication are reserved,
and nothing may be reprinted in
whole or in part without written permission of the publisher. Copy-
right 1975 by Tactical Studies Rules.
Editor -- E. Gary Gygax
Assistant Editor -- Brian Blume
Change of Address should be sent as soon as possible, and in any
event not less than two weeks prior to the first day of April, July,
October and January, as applicable.
guess which of the two possibilities we plan!) Both will use the
CHAINMAIL
system with modifications to fit the particular case.
DGUTS
will be reprinted in its original form, and it is planned to
quickly follow its release with two companion volumes which will de-
tail the orders of battle of the fleets of the major and minor navies of
the world in that era and give rules for conducting large-scale, long-
term campaings of an historic or fictional nature. The whole will
possibly be boxed, although this is still not settled yet, for the cost
might prove too high to make it attractive. Eventually TSR hopes to
add still more booklets in the DGUTS system, and as this developes
we will I keep you informed.
DUNGEONS & DRAGONS
supplement booklets are still high on
our priority list, and we should be getting at least one off sometime
before GenCon. (If you will all rush large cash orders to us we can
guarantee that well take the copy to the printer for immediate prep-
aration . . .)
Other irons in the fire include many more rules booklets and a game
or two. If you have a burning desire to see a particular set of rules in
print, drop a card and let us know -- the old business about squeeking
wheels is sometimes true.
many languages spoken throughout the circulation area, Walter pub-
lishes in English. It is absolutely jammed full of information. A highly
recommended news zine, and 60¢ gets you a sample copy here in the
U.S., but remember not to send personal checks and the like -- postal
money orders of the international variety are best!
Another news zine is GREAT PLAINS GAME PLAYERS NEWS-
LETTER (Communications Dept., U. of South Dakota, Vermillion, SD
57069). It contains both regional informations and a fair amount of
fantasy material besides other interesting articles. Single issues are
but 30¢, and a full year costs only $2.50. It is a good buy.
With its recent changes in format, WARGAMERS DIGEST has
strengthened its bid to become the dominant publication in the minia-
tures aspect of our hobby. Gene M
C
Coy is to our knowledge working
on still more to include in his journal, and every wargamer who plays
miniatures should subscribe to WD. The price is $5.95 per twelve
issues from WARGAMERS DIGEST, P.O. Box 5526, Madison,WI 53705
We suppose that Avalon Hill got tired of having to take it on the
chin from SPI, so when the latter began to compete with AH in the
store market, AH countered with its own line of direct mail games to
compete with the vast array offered by SPI. It should be of benefit to
all of us, for we can afford now to pick and choose among all the
titles to find the very best.
And last but not least, plans for GENCON VIII are now underway.
Another three-day event is planned for the late part of August, the
exact date to be announced soon. If this years convention is as ex-
cellent as 1974s, we all have a lot to look forward to!
CREATURE FEATURES
The Mind Flayer:
Number
Appearing 1-4
Armor Class 5
This is a super-intelligent, man-shaped
creature with four tentacles by its mouth
which it uses to strike its prey. If a ten-
tacle hits it will then penetrate to the brain,
draw it forth, and the monster will devour it.
THE ARMORY
Move 12
It will take one to four turns for the tentacle
Without further ado, here are the only changes which were made
in the recent reissuance of
TRACTICS
by Tactical Studies Rules:
Refer to
PULL OUT #4c,
Direct Fire Mode,
ARMOR PENETRATION:
First, change the heading of the second column from 75/L40 to 75/L42.
Next, change the penetrations of the 75/L30 column to the following:
90, 88, 86; 84, 82, 80; 78, 76, 74; 72, 70, 68; 66, 64, 62; 60, 58,
56.
Finally add the following classes:
Hit Dice 8+3
to reach the brain, at which time the victim
is dead. A Mind Flayer will I flee if an en-
counter is going against it. Their major
weapon, however, is the Mind Blast, a wave
PSI force with a 6 directional range and a
radius of 5. All within the radius must save
as indicated or will suffer the result shown:
% in Lair 50%
Treasure F
Magical
Resistance 90%
Mind Blast:
75/L24
75/L40
Range
Penetration
Range
Penetration
IntelIigence
Saving Throw at Range
Effect of
0-4
65
0-5
96
of Opponent
l-2 3-4 5-6
Mind Blast
4-8
64
5-10
94
POINT
8-12
63
10-15
92
BLANK
3-4
19
19
17
Death
5-7
17
16
15
Coma, 3 days
12-16
62
15-20 90
8-10
15
14
13
Sleep, 1 hour
16-20
61
20-25
88
SHORT
11-12
13
12
11
Stun, 3 turns
20-24
60
25-30
86
13-14
11
10
9
Confuse, 5 turns
15-16
9
8
7
Enrage, 7 turns
24-28
59
30-35 84
17
7
6
5
Feeblemind
28-32
58
35-40
82
MEDIUM
18
5
4
3
Insanity, permanent
32-36
57
40-45
80
Magic users add +1 to their saving throws, and clerics add +2. A
Helm of Telepathy adds a +4 to saving throws, and when such saves
are made the attacking Mind Flayer is stunned for 3 turns.
36-40
56
45-50
78
40-44
55
50-55
76
LONG
44-48
54
55-60
74
48-52
53
60-65 72
WARGAMING WORLD
52-56
52
65-70
70
VERY
56-60
51
70-75
68
LONG
The release of the Hinchliffe line of Martian figures last summer,
the Fantastiques line of Der Kriegspielers, and the brand new
Conan series prepared by MiniFigs all point to the big boom in
fantasy/swords & sorcery wargaming. Those of you who have formerly
had to struggle along with numerous conversions will soon have almost
everything you can imagine ready for use simply by ordering, and it
will undoubtedly get better still in the future!
Of great interest is the new magazine EUROPA (Walter Luc Haas,
Postfach 229, CH-4018 Basel 18, Switzerland) which is a wargaming
newsletter aimed at U.K. and European hobbyists. Because of the
60-64
50
75-80 66
64-68
49
80-85
64
EXTREME
68-72
48
85-90
62
POSTAL DUNGEONS & DRAGONS VARIANT, a game which combines
D&D and MIDGARD will be handled through the magazine, FANTASIA.
To obtain full details, write: FANTASIA, Jim Lawson, 3508 Benton Dr.,
Calgary,Alberta,Canada T2L 1W8.
2
CASTLE & CRUSADE
By Gary Gygax
COMING NEXT ISSUE . . .
Some readers will harken back to the time when there was a
Castle & Crusade Society, originated by the Lake Geneva Tactical
Studies Association and jointly sponsored by it and the now-defunct
IFW. As the LGTSA was instrumental in preparinq the final version
of CHAINMAIL, it is quite natural that your editor should discuss
those rules in his column. And as he was the founder of the C & C
Society, it is just as logical that this column on the Medieval epoch
should be included in SR from henceforward! Return with us now to
those bygone days of yesteryear . . .
- CAVALIERS & ROUNDHEADS, Some Additions and Clarifications
- DUNGEONS & DRAGONS, Questions Most Frequently Asked
- POLE ARMS, and Their Relationship to CHAINMAIL
- plus a new monster for D & D, news, and more I
SPECIAL FIRST ISSUE FEATURE!
SOLO DUNGEON ADVENTURES
The Spear in Man-To-Man Combat: Several players have asked
why the spear is so (seemingly) ineffective in the CHAINMAIL Man-
To-Man combat system. There is no question that the Melee Table
shows it as the least effective weapon statistically, although due to its
length it usually allows figures armed with spears to deliver the first
attack. However, before discussing its seeming ineffectiveness further,
I believe a short discussion of the weapon itself is in order.
A spear is a sharp-pointed weapon with a shaft of considerable
length which undoubtedly derrived from nothing more than a pointed
stick. By Medieval times there were several types of weapons which
were spear-like:
The javelin of 4 or 5 length for hurling;
The spear for thrusting or hurling, ranging from about 6 to 9 in
length;
The lance of 10 or 12 length for use by horsemen; and
The pike of 15 to 20 in length.
The spear was a weapon primarily of barbaric peoples or poor ones.
The Vikings of the early Medieval period used it extensively, but it
was abandoned for more effective arms whenever possible in most cases.
The Scots used it throughout the period, but the Scottish version of
the spear was very long indeed,
and was more nearly a pike. The var-
ious peasant levies used it little by the middle of the period, carrying
instead combination-type pole arms, i.e. the halberd which combined
axe and spear and similar weapons with which both the thrust and the
chop were possible. Those weapons which did not combine those two
types of attack were either pike-like or broadly hooked so as to other-
wise catch opponents not penetrated by the thrust. AlI of the latter
class had hafts longer than that of the typical spear.
by Gary Gygax, with special thanks to George A. Lord
Preliminary testing: Robert Kuntz and Ernest Gygax
Although it has been possible for enthusiasts to play solo games of
DUNGEONS & DRAGONS by means of Wilderness Adventures,
there has been no uniform method of dungeon exploring, for the cam-
paign referee has heretofor been required to design dungeon levels.
Through the following series of tables (and considerable dice rolling)
it is now possible to adventure alone through endless series of dungeon
mazes! After a time I am certain that there will be some sameness
to this however, and for this reason a system of exchange of sealed
envelopes for special rooms and tricks/traps is urged. These envelopes
can come from any other player and contain monsters and treasure, a
whole complex of rooms (unfolded a bit at a time), ancient artifacts,
and so forth. All the envelope should say is for what level the contents
are for and for what location, i.e. a chamber, room, 20 wide cor-
ridor, etc. Now break out your copy of D & D, your dice, and plenty
of graph paper and have fun I
The upper level above the dungeon in which your solo adventures
are to take place should be completely planned out, and it is a good
idea to use the outdoor encounter matrix to see what lives where (a
staircase discovered later just might lead right into the midst of what-
ever it is). The stairway down to the first level of the dungeon should
be situated in the approximate middle of the upper ruins (or whatever
you have as upper works).
The first level of the dungeon is always begun with a room; that is,
the stairway down leads to a room; so you go immediately to TABLE
V. and follow the procedure indicated. Always begin a level in the
middle of the sheet of graph paper.
Save what you develop, for if you decide not to continue each solo
game as part of a campaign, the levels developed in this manner can
often be used in multi-player games. Likewise, keep a side record of
all monsters, treasures, tricks/traps, and whatever. If the opportunity
ever comes (as it most probably will) you will have an ample supply of
dungeon levels and matrices to entertain other players.
Descretion must prevail at all times. For example: if you have
decided that a level is to be but one sheet of paper in size, and the
die result calls for something which goes beyond an edge, amend the
result by rolling until you obtain something which will fit with your
predetermined limits. Common sense will serve. If a room wont fit, a
smaller one must serve, and any room or chamber which is called for
can be otherwise drawn to suit what you believe to be its best position-
ing. At all times you are serving in two roles, referee and player, so
be sure to keep a fair balance.
Now proceed to the tables which explain all play.
With this in mind, it is easy to note that a spear-armed man is un-
likely to be pitted against any armor class greater than chain-type,
with or without shield. At first glance this still seems to put the spear-
man at a serious disadvantage. However, I suggest the following: As
the spear was ineffective against better protected fighting men, the
proper employment historically should be sought by those fielding such
troops. When they are confronted by foot troops in superior armor the
spears should be hurled and the figures then considered to have drawn
secondary weapons. This is what spear-carrying Vikings did historically,
for example. When confronting mounted troops the spearmen are then
of utmost importance, for unless the horsemen are all lance-armed the
spearmen will I have first attack, and the effectiveness of a spear
against even a barded horse is indicated clearly on the Melee Table.
As the spear is unlikely to turn up in games beyond the eleventh
century or so, I am certain that a re-evaluation of the power of the
spear will prove that it isnt so terribly ineffective as it appears at
first.
TABLE I. PERIODIC CHECKS:
As a final word, the Man-To-Man Melee Table includes a catch-
aII catagory -- Pole Arms. This was done in interest of space,
for there are so many varieties of pole arms that it would have required
far too much space to warrant their inclusion. More importantly, how
many wargame figures have you seen which are equipped with partis-
ans, voulges, and the like? However, there might be the possibility
of these arms being shown in the future, so we will combine The
Armory and Castle & Crusade next issue in order to bring you a
complete rundown on the pole arm, as well as give you the more cor-
rect scores to use if such varieties are employed in play.
Die Result
1-3 Continue straight, check again in 60
4-7 Door (see TABLE 11.)
8-10
Side/Passage (see TABLE Ill.), check again in 30
14-16
Chamber (see TABLE V.)
17
Stairs (see TABLE VI.)
18
Dead End (walIs 1., r. and ahead can be checked for Secret
Doors, see TABLE V., footnote)
19
Trick/Trap (see TABLE VII.), passage continues, check again
in 60
3
SOLO DUNGEONS ADVENTURES ©COPYRIGHT 1975 GARY GYGAX
20
Wandering Monster (see Vol. III, D&D), check again
immediately to see what lies ahead so direction of
monsters approach may be determined.
Unusual Shape and Size (Roll Separately for Shape and Size):
Die
Shape
Size
1-3
Circular
about 500 sq. ft.
4,5
Triangular
about 900 sq. ft.
6,7
Trapezoidal
about 1,300 sq. ft.
TABLE II. DOORS*:
8,9
Odd-shaped*
about 2,000 sq. ft.
10
Oval
about 2,700 sq. ft.
Location of
Door:
11
Hexagonal
about 3,400 sq. ft.
Space Beyond Door Is:
Die
12
OctagonaI roll again and add result to 11 above (if
another 12 repeat the process, doubling 11
above, and so on)
*draw what shape you desire or what will fit the map
Die
Result
Result
1,4
Left
1,2
Parallel passage or 10x10 room if
door straight ahead
5,8
Right
3
Passage straight ahead
Exits: Number, Location, and Direction (Passages in Chambers, Doors
in Rooms)
9,12
Ahead
4
Passage 45 deg. ahead/behind
5
Passage 45 deg. behind/ahead
Die
Room Area
6-12
Room (go to TABLE V.)
Number of Exits
1
up to 600
1
*If no room is beyond a door check again on TABLE I. 30 after
passing by or through a door.
1
over 600
2
2
up to 600
2
2
over 600
3
3
up to 600
3
3
over 600
4
4
up to 1200
0*
TABLE Ill.
SIDE PASSAGES:
4
over 1200
1
5
up to 1600
0*
Passage Width:
Die
Die
1
2
3
4
5
6
7
8
9
10
11
12
Result
left 90 degrees
right 90 degrees
left 45 degrees ahead
right 45 degrees ahead
left 45 degrees behind
5
over 1600
1
Result
6
any size
1-4, roll to de-
termine
1-7
10
8-10
20
Die **
Location
Direction (If a Door use TABLE II instead)
11
30
12
5
1-5
opposite waII
straight ahead
right 45 degrees behind
left curve 45 degrees ahead
right curve 45 degrees ahead
passage Ts
passage Ys
four-way intersection
passage Xs (if present passage
is horizontal or vertical it forms
a fifth passage into the x)
6 - 8
left wall
straight ahead
9-11
right wall
straight ahead, 20 wide
12
same wall
45 deg. left/right
* A secret door might exist, and a search may be made if desired. For
every 10 of wall space checked roll a 12-sided die -- a 1 indicates
a secret door has been found, a 12 indicates a wandering monster has
come in.
TABLE IV. TURNS:
** If a passage or door is indicated in a wall where the space immedi-
ately beyond the wall has already been mapped then the exit is either
a secret door (1,2) or a one-way door (3-6).
Die
Result (check on width of passage on TABLE Ill.)
Chamber or Room Contents:
1-4
left 90 degrees
Die Contents
1-12
empty
13,14 monster only (determine from D&D, Vol. Ill)
15-17 monster and treasure (see table below)
18 special* or empty
19 Trick/Trap (see TABLE VII.)
20 Treasure (see table below)
* insert a sealed envelope indicating room contents which can be
prepared for you by any willing person, and open the envelope when
indicated above.
5
left 45 degrees ahead
6
left 45 degrees behind
7-10
right 90 degrees
11
right 45 degrees ahead
12
right 45 degrees behind
TABLE V. CHAMBERS AND ROOMS: (Roll for Shape and Size,
Shape and Size:
then Exits, then Contents
Die
1
2-4
5
6
7
8,9
10
11
12
Chamber Shape and Area Room Shape and Area
Square, 20 x 20 Square, 10 x 10
Square, 20 x 20 Square, 20 x 20
Square, 30 x 30 Square, 30 x 30
Square, 40 x 40 Square, 40 x 40
Rectangular, 20 x 30 Rectangular, 10 x 20
Rectangular, 20 x 30 Rectangular, 20 x 30
Rectangular, 30 x 50 Rectangular, 20 x 40
Rectangular, 40 x 60
Rectangular, 30 x 40
Unusual Shape and Area, see sub-table below --
Treasure:
Die
Without Monster
With Monster
01-25
1,000 copper pieces/level
According to the
26-50
1,000 silver pieces/level
type indicated in
51-65
750 electrum pieces/level
D&D, Vol. Ill for
66-80
250 gold pieces/level
Outdoor Adven-
81-90
100 platinum pieces/level
tures with pro rata
91-94
1-4 gems/leveI
adjustment for rel-
95-97
1 piece jewelry/level
ative numbers.
98-00
Magic (roll on D&D table)
4
TABLE VI.
STAIRS:
TABLE VIII. CAVES & CAVERNS
Die
Result
Die
Result
1-5
6
7
8
9
10
11
13
14-18
19,20
Down 1 level*
Down 2 levels**
Down 3 levels***
Up dead end (1 in six is collapsing chute down 1 level)
Down dead end (1 in six to chute down 2 levels)
Chimney up 1 level, passage continues, check again in 30
Chimney up 2 levels, passage continues, check again in 30
Chimney down 2 IeveIs,passage continues,checkagain in 30
Trap door down 1 leveI,passage continues,checkagain in 30
Trap door down 2 levels,passage continues,check again in 30
1-3
4
5
6
7-9
Cave about 40 x 60
Cave about 50 x 75
Double Cave: 20 x 30, 60 x 60
Double Cave: 35 x 50, 80 x 90*
Cavern about 95 x 125*
10
11
12
Cavern about 120 x 150
Cavern about 150 x 200*
Mammoth cavern about 250-300 x 350-400**
*Roll to see if pool therein
**Roll to see if lake therein
* 1 in 12 has a door which closes egress for the day
** 1 in 10 has a door which closes egress for the day
*** 1 in 8 has a door which closes egress for the day
N.B. Check for such doors only after descending steps!
Pools:
Die Result
1-5 No pool
6,7
Pool, no monster
8,9
Pool, monster
10,11 Pool, monster & treasure
12
Lakes:
Die Result
1-5 No lake
6 - 8 Lake, no monsters
9-11 Lake, monsters*
12
Enchanted lake**
TABLE VII. TRICK/TRAP:
Magical pool
Die
Result
* 1-4 monsters, 4 in 5 chance of treasure
**enchanted lake leads any who manage to
cross it to another dimension (if special map
is available, otherwise treat as lake
with monsters) -- lake wiII have from 2-5 monsters
1-5
Secret Door unless unlocated: Non-elf locates 1 in 6, elf
locates 2 in 6, magical device locates 5 in 6 (then see
TABLE II.) Unlocated secret doors go to die 6,7 below.
Pit, 10 deep, 3 in 6 fall in.
Pit, 10 deep with spikes.
20 x 20 elevator room (party has entered door directly
ahead and is in room), descends 1 level and will not ascend
for 30 turns.
As 9 above, but room descends 2 levels.
As 9 above, but room descends 2-5 levels, 1 upon entering
and 1 additional level each time an unsuccessful attempt at
door opening is made, or until it descends as far as it can.
This will not ascend for 60 turns.
Wall 10 behind slides across passage blocking it for from
10-60 turns.
Arrow trap, 1-6 arrows, roll for each to see if and score
hits, 1 in 6 is poison.
Spear trap, 1-3 spears, 1 in 12 is poisoned
Gas, party has detected it, but must breath it to continue
along corridor as it covers 60 ahead. Mark map accord-
ingly regardless of turning back or not. (See Gas Sub-Table
below.)
Use a trick/trap from a sealed envelope, make up one of
your own, or roll again until a 1-19 turns up.
6,7
8
9
Magic Pools: (In order to find out what they are characters must enter)
Die
Result
10
11
1-3
Turns gold to platinum (1-3) or lead (4-6), one time only.
4-6
Will on a one-time-only basis add (1-3) or subtract (4-6)
from one characteristic of all who stand within it:
1 = strength
4
= dexterity
2 = intelligence
5 = consitution
12-14
3 = wisdom
6
= charisma
15
(add or subtract from 1-3 points, checking for each
character as to addition or subtraction, characteristic,
and amount).
Talking pool which will grant 1 wish to characters of its
alighnment, damage others from 2-12 points; 1-2 lawful,
3-4 neutral, 5-6 chaotic. Wish can be withheld for up to
1 day.
Transporter pool: 1-2 back to surface, 3-4 one level down,
5-6 100 miles away for outdoor adventure.
16
17,18
7-9
20
10-12
Gas Sub-Table:
Die
Result
1-5
6
7
8
9,l0
Only effect is to obscure vision when passing thru.
Blinds for 1-6 turns after passing through.
Fear: run back 120 unless save vs. Magic is made.
Sleep: party sound asleep for 2-12 turns.
Strength: adds 1-6 points of strength to all fighters in party
for 10-40 turns.
Sickness: return to surface immediately.
Poison: save vs. Poison or dead.
11
12
CAVES AND CAVERNS FOR LOWEST LEVELS:
You may wish to
have rough-hewn and natural tunnels in lower levels, and where
chambers and rooms are indicated substitute Caves and Caverns. Exits
are as above, and there is a 1 in 6 chance for monsters, 5 in 6 that
the monster has treasure.
5
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