Professional Documents
Culture Documents
Getting Together
How to Form a Gaming Club
Mem~rs of the PMPl~yers, a~ RPGA"' Network club based in Northern Illinois, pose proudly with the
troph1es they won dunng the f1rst Network clubs competition.
by Jeri McGraw
and Greg Schwartz
In every town, there are garners or
potential garners who do not have a
group to game with. And even people
who belong to a small gaming group
often have difficulty scraping together
enough people to have a session when
their gaming friends are busy with
work, school, or with other hobbies. As
an RPGA"' Network member, you can
promote gaming in your community by
starting a gaming club. One person or a
small gaming group can recruit enough
people to start a club by running an ad
in a newspaper or by putting up
announcements at hobby shops, book
stores, schools, or colleges. For more
complete information on finding garners
in your local area, see Birds of a Feather
in issue 846.
Your initial group could then start
deciding the structure of the club, all
the while recruiting more members.
Unless the club stays very small, a
Board of Directors should be elected by
all members. The directors would then
elect officers from among the Board.
The membership structure, any restrict ions on membership, and the amount of
dues t he club will charge should be
decided early. For example, The Evansville Gaming Guild charges a membership fee of $10.00 per year and has two
classes of members-active and honorary. (An active member is someone who
pays his annual dues; an honorary
member is someone, usually from outside the Evansville area, who has been
recognized for supporting the organization or its activities.) The Evansville
Gaming Guild also has an age
restriction-members must be at least
14 years of age-and requires parental
consent for all members under age 18.
Written bylaws are always necessary.
For help writing your bylaws, look at
bylaws from other social clubs and read
Robert's Rules of Order, available at
most libraries and bookstores. Your club
can be incorporated through your state
government, through the office of the
Secretary of State, and might even
qualify for non-profit status.
You should hold organizational and
planning meetings once a month, and
your club should run gaming sessions
every week at the same time and place.
Gaming sessions could be held in a
room at a local restaurant, university
classroom, nursing home, or at a community center. The dues you collect
should pay for a monthly or quarterly
newsletter to keep members informed
about club business, upcoming parties,
Palylledranm
NEWSZINE
Introductory Issue
FEATURES
20
Adding carefully developed heroes and villains to any role playing game
campaign will add fun for the game master and players.
21
The New Rogues Gallery - by Skip Williams, Valerie Valusek, Bruce Rabe,
Tracy Reed, and Jean Rabe
"Sir" Orville and Company is an adventuring group that has crossed the
continent and crossed paths with a terrible foe.
28
Hoaten Thee, a scribe with unmatched talent, will translate almost any document.
31
Publisher
Mike Cook
EDITORIAL
Editor
JeanRabe
Assistant Editor
Skip Williams
DEPARTMENTS
Contributing Editor
Guy McLimore
Our columnist offers suggestions for creating your own super heroes.
Production Staff
Angelika Lokotz
Cory Graham
Sylvia Deering
Sharon Simonis
Debbie Poutsch
The Line-Up
Now you get to pick or create your characters for the super team. It is usually
best to have a group of aboutJive to
seven members on your team. Or you
could take the "Legion" option. In this
opt;ion, you choose a large team of super
heroes Oike the Legion of Super Heroes)
or have each player create two or more
characters. At the beginning of each
adventure, the referee and each player
can decide which character that player
can use during play. This option lets
players use a favorite character most of
the time, and gives everybody a chance
to fry his hand at different characters.
When creating or picking one single
cbal'acter, or choosing from multiple
characters for one adventure, it is best
to 'fBe a variety of types of super heroes.
If you look at any the various established hero teams, you'll see they use a
number of different types of heroes, so
that they can handle different types of
enemies and situations. A list of the
different types of super heroes and some
examples of each type follows. When
creating a super team, the players
should try to limit tl).e group to one
member of each type and try to have as
many different types as possible.
Notes From HO
Welcome to
the Network
Welcome to the ranks of the ROLE
PLAYING GAME ASSOCIATION"'
Network, the largest-and in our
opinion-the best international organization for role playing game enthusiasts.
Members of the RPGA"' Network
range in age from 10 to 70 and come
from the United States, Canada, Mexico, South America, Africa, Australia,
New Zealand, throughout Europe and
China, and from other countries where
role playing games are sold. Despite our
different backgrounds, professions, likes
and dislikes, we all have one thing in
common-we enjoy role playing games;
we love to have our imaginations
stirred; and we appreciate the creativity
the games inspire.
We're glad to have you as part of our
family, as we're confident you'll be
pleased that you joined the Network.
As a Network member you will be
able to compete in RPGA Network sanctioned tournaments which are held at
conventions throughout the world.
While many of these tournaments are
open to everyone, only Network members receive points for playing in them
and game mastering them. When you
collect points, which are recorded at
Network HQ in Lake Geneva, WI, you
will go up levels as a player and a
judge, similar to the way a character
goes up levels in the AD&D game.
Players and judges who reach 3rd level
are able to compete in and judge Masters tournaments, and upon reaching
5th level they are eligible for Grand
Masters competitions. This level ranking system is the only one of its kind for
role playing garners.
Network members who do not attend
conventions can still participate in the
point system. Points are awarded for
writing tournaments, writing articles
for the POLYHEDRON"' Newszine,
recruiting new members to the Network, and for a variety of other accomplishments.
There are many other benefits to
being a Network member. You bold one
of them in your hands. The
size.
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01989 TSR, Inc. AI Rq1ls Reserved.
ContiniU!d on page 30
by Jean Rabe
Ghost
Righters
Players' Introduction
"There is no challenge too great, no
task too dangerous, and no house too
haunted that it cannot be overcome
by the Gallant Heroes Opposing
Supernatural Threats (G.H.O.S.T.,
Inc.)" So reads the sign above the
front door of your business in the
town of Deleeven.
For about a year now the six of you
have specialized in eliminating troublesome undead menaces from nearby cemeteries, crypts, farm houses,
and old manors. You have easily
handled skeletons, zombies, ghouls,
and an occasional ghast. You're still
looking for the really tough undead
contracts such as wights, ghosts, and
vampires that could finally prove a
challenge to your cleric and improve
everyone's resumes.
Yes, this is the life and a far more
profitable line of work than what you
used to do-adventuring into deep,
dark, dungeons where all manner of
unknown evil beasts lurk. At least
this way you know what you're up
against. And you're specially
equipped to deal with foul creatures
that need to be put back into the
earth.
Valthyweshia Valliantheart, the
brave and noble fighter, has a sun
blade that helps her make short
work of undead.
Tracylrathomore Oatsmorovich of
the Great Reedwoods, the skillful
ranger, has three arrows of slaying
undead which he has been saving for
just the right occasion.
Jonzeralokite Pikerinizallo ill, the
most-competent thief, and
Geanerlene Moonwillowither, the
fearless druid, each have amulets of
life protection which make them the
force to pit against ghosts.
D' Aveeventhro Coenoentethropiza,
the even-tempered cleric, has a mace
that can make short work of any
undead.
And Ralph, the dashing mage and
self-appointed leader of the group,
has a much-valued, fully-charged
scarab of protection to keep him safe
against life-draining threats.
The six of you have a nice arrangement. You get paid for eliminating
undead creatures, and you get the
creatures' treasure, too.
..
An AD&D game adventure
for 4-6 characters levels 6-9
Illustration by David Zens
The Client
Dworgon Axewielder
lOth Level Male Dwarven Shade Fighter
Light Condition
AC
Normal:
AC
.a
Rear:
Hit
Points:
SA:
MR(~):
1
1
70
80
90
90
100
50
50
50
50
90
Dworgon began traveling the continent waiting for Synevil to die of old
age so he could regain his castle. However, he learned through well-paid
informers that Synevil was employing
potions and other magic items to extend
her life. Frustrated, Dworgon began to
search for a means to gain power and
extend his own life. Eventually, he met
a dark mage who practiced an arcane
and nearly-forgotten force that turned
Dworgon into a shade. This was not
quite the "power" he had wanted, but
he was confident it would allow him to
outlive Synevil, thereby regaining his
castle. Dworgon roamed the Plane of
Shadow for the next several decades
waiting for the woman to die. His existence made him miserable, and he tortured himself with thoughts of revenge
against Synevil. Finally, his revenge
becoming an all-consuming thing,
Dworgon left the Plane of Shadow to
return to his old castle. There he found
Synevil, who also had found a way to
become a shade. Synevil, using her
clerical abilities, had drawn undead
around her to help protect the castle.
The two fought a battle neither could
win because of their shadely-matched
abilities, but Dworgon was repulsed-he
had always hated fighting undead when
he was an adventurer.
The Adversa ry
Synevil Synd ers
Female Human Shade Cleric/Illusionist
(10113)
Brt.
STR:
INT:
WIS:
DEX:
CON:
CHA:
COM:
Light Condition
Ave. Twil. Shad. Drk. C.Drk.
8
16
16
14
9
14
15
Brt.
AC
Normal: 2
AC
Rear:
2
Hit
Points: 33
SA:
N
9
17
17
15
10
15
16
11
16
17
12
11
18
18
18
13
18
19
18
18
17
12
17
18
10
18
18
16
11
16
17
Light Condition
Ave. Twil. Shad. Drk. C.Drk.
MR (%~
10
18
18
16
-2
-1
46
N
59
85
85
59
60
60
60
60
Staging
1. When the characters enter town they
will see six "people" wandering about
the alleys and back streets. The people
look like they perhaps have had a little
too much to drink. These are zombies
and can easily and quickly be dealt
with. The zombies' first tactic, as
ordained by Synevil, is to move forward,
acting menacing. If the targets flee, the
zombies will go back to the alleys. If the
targets fight, so will the zombies.
2. Synevil is in the general store waiting and watching for the Ghost Righters. When she sees them fighting her
six zombies she will begin screaming,
" Help! Save me from the undead!" If
the PCs run to the general store, she
will go to the basement, where she has
more undead stashed, and continue to
call for help. She has cast a few programmed illusions in the basement
which show 60 skeletons erupting from
the earth and filling the basement. The
illusions begin when a PC walks off the
bottom step and touches the basement
floor. The illusions are like waves, with
15 skeletons erupting from the floor
each round for four rounds. These skeletons cannot be turned, as they are illusions. However, there also are 20 real
skeletons in this basement and 10 zombies. Synevil will step into the Plane of
Shadow via her ring when the PCs
begin their descent into the basement.
The illusory skeletons act en masse
moving and striking in unison, doing
1d6 damage per successful hit as long as
the PCs really believe they are being
attacked by skeletons. An illusory skeleton "dies" when struck a solid blow by
a PC. There will be no evidence of a girl
anywhere in the general store who
might have been calling for help.
10
11
B. E legant E n trance
When the characters reach the entry
room, they will see two very large suits
of armor, one on each side of the
entrance. If the PCs touch the armor,
the suits will fall forward, then roll over
on their backs and stop moving. If the
PCs further inspect the armor, the
armored figures (zombies) will attack.
The four other zombies, hidden in the
shadows, will join the battle.
If the characters do nothing with the
armor, and merely stroll through the
entrance, the armored zombies and the
four others in the shadows will attack.
Monster Zombies (6): AC 6 (except the
2 in plate which are AC 3); MV 9"; HD
6; hp 2 @ 36 (in the armor), 4 @ 34; Nr
1; D 4-16; SA These zombies are animated corpses of bugbears. They will
always strike last in melee, and they
are turned as ghasts. Blunt weapons do
half damage. They are immune to
charm, cold, death magic, hold, and
sleep; AL N; Size L; THACO 13.
12
Going Down
This room, though still richly
appointed, is not as fancy as others
you have seen. The paint is a drab
olive-green, and there is little decoration on the walls. Chairs line the
walls, and in the center of the room
is a tiger skin rug. A painting, showing Dworgon hanging from an old
tree, is clearly visible.
Slightly off to the right of the rug is a
large hole. The floor caved in about a
hundred years ago. However, an illusion
will keep the PCs from seeing the hole.
If characters walk over the hole, they
will fall into the crawlspace beneath,
which is the lair of Snyevil's shadow
mastiffs. Because of the special lighting
in this room (courtesy of Synevil), the
fight between any PCs and shadow
mastiffs in the crawl space will be
shown in shadows on the wall in the
room above. Characters looking on will
see their comrades disappear into the
floor, but the illusion of an intact floor
will remain.
Shadow Mastiffs (6): AC 6; MV 18" (9"
in bright light); HD 4 (-1 hp per die in
bright light; hp 3 @ 20, 4 @ 23, 1 @ 30;
AT 1; D 2-8; SA baying causes panic
unless a save vs. spells is made; SD hide
in shadows; AL N(E); Size M;
THACO 15.
F. Step Into The Parlor
This dark, shadow-filled room is
evidently a parlor. Musical instruments lay on chairs at one end of the
room. Sheet music is strewn about
the floor, and blood covers some of
the sheet music. At the center of this
room is a large fountain, with water
flowing from an ornamental horn on
top. 'lb the right of the fountain is a
painting showing Dworgon being
strangled in the strings of a harp. As
your eyes adjust to the room's lighting, you see a man in the shadows
bent over a beautiful, young woman.
The man looks up at you and smiles.
Blood drips from his fangs. The odor
of death wafts heavily in this place.
"Welcome, Ghost Righters:' the vampire says as he floats toward you.
13
14
J. Mirror, Mirror
This richly-furnished bedroom smells
of lilacs. Deep purple drapes and
cushions are accented by gold and
purple-flecked paint. Two large decorative mirrors sit on each side of a
large chest. Next to the right mirror
is a rack with fine clothes. A table
with brushes and vials sits next to
the left mirror. The bed is covered by
a thick purple quilt. Purple rugs of
various tones cover the floor. Above
hangs an ornate chandelier fllled
with violet candles. Above the chest
is a painting of Dworgon. In this
painting he appears to be quickly
losing a fight with a dozen giants.
K. Nothing Special
15
Ralph
Valthyweshia Valliantheart
STR:
INT:
WIS:
DEX;
CON:
CHA:
COM:
STR:
INT:
WIS:
DEX:
CON:
CHA:
COM:
STR:
INT:
WIS:
DEX:
CON:
CHA:
COM:
14
17
10
10
11
18
19
AC Normal: 4
AC Rear: 4
Hit Points: 21
THACO: 19
Alignment: Neutral Good
Height: 5' 10"
Weight: 150 lbs.
Hair/Eyes: Blond/Green
Age: 58
Weapon Proficiencies: Staff, dagger
Non Weapon Proficiencies: Direction
sense, slow respiration, swimming,
sound analysis, riding Oand)
Languages: Common, Elvish, Gnome,
Halfling, Goblin, Hobgoblin, Orcish,
Gnoll, Dryad, Slyph
Spells/day: 4 3 3 2
Magic Items: Dusty rose loun Stone
(protection + 1), Bracers of Defense A C
7, Cloak of Protection + 1, Ring of Protection + 1, Ring of Regeneration, Staff
+ 3, Belt Pouch of Holding (30 cubic feet
capacity), Scarab of Protection (12
charges)
Other Equipment: 2 vials of holy
water, bedroll, dried fruit and beef, 2
skins of excellent wine, 2 skins of water,
4 empty vials, 3 empty scroll cases, fine
silvered dagger, shaving kit, small mirror, cologne, 2 crystal goblets, linen
tablecloth, 2 silver candlesticks, 2 pastel blue hand carved tapers, 7 cakes of
soap, 3 changes of good clothes
Wealth Carried: 20 gp, 10 pp, 50 gp
pearl
Level 1 Spells
Charm Person
Melt
Detect Magic
Magic Missile
Read Magic
Write
17
16
10
10
18
13
15
ACNormal: 3
AC Rear: 7
Hit Points: 28
THACO: 19
Alignment: Chaotic Good
Height: 5' 10"
Weight: 175 lbs.
Hair/Eyes: Brown/Brown
Age: 28
Weapon Proficiencies: Short bow,
sling, dagger, short sword
Non Weapon Proficiencies: Tracking,
plant lore, foraging, animal noise, fire
building
Languages: Common, Elvish, Centaur,
Treant, Brownie, Thieves' Cant
AC Normal: 1
ACRear: 5
Hit Points: 63
THACO: 14
Alignment: Neutral Good
Height: 5' 5"
Weight: 120 lbs.
Hair/Eyes: Red/Blue
Age: 25
Weapon Proficiencies: Long sword,
broad sword, bastard sword, short
sword, two-handed sword, dagger
Non Weapon Proficiencies: Endurance, healing
Languages: Common, Elvish, Dwarvish, Ogre, Gnoll, Goblin
Spell Books:
Burning Hands
Comprehend
Languages
Feather Fall
Precipitation
Unseen Servant
16
12
12
18
13
12
14
Other Equipment: Chain mail, backpack, tinder, flint and steel, lantern,
cologne, ivory comb and brush, silver
neck chain (300 gp), silver and pearl
ring (200 gp), ruby earrings (820 gp),
silver bracelet (80 gp), silver and amethyst armband (310 gp), 2 water skins,
parchment, quill, vial of brown ink.
This is the life! As a member of
G.H.O.S.T., Inc. you are a hero. People
look up to you, respect you. You are an
example to the women in this society, so
you strive to look your best and practice
good manners. You are also evidence
that people aren't born to certain functions or certain layers of society. Your
parents were peasants, and still you
managed to climb out of poverty and
become a high-classed warrior. You wear
jewelry, which you enjoy collecting, to
show off your station.
16
Level 2 Spells
Detect
Invisibility
Knock
Strength
Web
ESP
Invisibility
MelfsAcid
Arrow
Whip
Level 3 Spells
Fireball
Lightning Bolt
Slow
Protection From
Normal Missiles
Dispel Magic
Hold Person
Melfs Minute
Meteors
Water Breathing
Level 4 Spells
Dig
Ice Storm
Otiluke's Resilient Rary's Mnemonic
Sphere
Enhancer
You are reasonably strong, very intelligent, incredibly charismatic, and unbelievably good looking. You were born to
a wealthy half-elven family on a large
estate several hundred miles from here.
You are evidence that aristocrats are
born, not made.
Forming G.H.O.S.T., Inc. was your
idea. And a splendid idea it was. It
makes much more sense to specialize in
one type of monster-undead-rather
than to adventure into unknown areas
to fight creatures ranging from giant
animals to powerful demons. Oh yes,
putting up the initial capital to get the
group established was a splendid idea.
Until now the returns have been well
worth it.
However, business has slumped
recently. Your group has taken care of
most of the undead menaces in this
area, and there doesn't seem to be much
left. You're going to have to do something, perhaps open a branch office
somewhere.
You lead an expensive lifestyle. You
wear the best clothes, drink the best
wine, and you spend money on the
ladies.
Even though you are concerned about
your well being, you frequently volunteer to help others. Fighting to defend
the poor and helpless, especially the
ladies, comes naturally to men of your
breeding. You fight with flare and
flashy spells. This is only fitting, as you
are a heroic figure who the bards will
sing about and the historians will write
about.
17
Geanerlene Moonwillowither
9th Level Female Half-Elf Druid
12
8
17
15
16
17
14
STR:
INT:
WIS:
DEX:
CON:
CHA:
COM:
ACNormal: 3
AC Rear: 4
Hit Points: 53
THACO: 16
Alignment: Neutral
Height: 5' 1"
Weight: 110 lbs.
Hair/Eyes: Blond/Blue
Age: 41
Weapon Proficiencies: Spear, scimitar, dagger
Non Weapon Proficiencies: Weather
sense, cold survival, heat survival,
riding (land)
Languages: Common, Green Dragon,
Gnome, Nixie, Pixie, Sprite, Treant,
Dryad
Spells/day: 7 6 4 2 1
Magic Items: Bracers of Defense A C 4,
Murlynd's Spoon, Amulet of Life Protection, Boots of Eluenkind
Other Equipment: Heavy cloth backpack, blanket, small ceramic water jug
and ceramic cup, metal comb, small
silver mirror
Wealth Carried: 25 pp, 15 gp, 10 sp,
100 gp pearl
You are not yet comfortable living
among humans, although being associated with the Ghost Righters has
helped.
You were raised by a family of wolves
which lived in the hills many, many
miles north of here. You still carry
many of your wolf-traits, such as baying
at the moon and running through
spring grass. The wolves raised you as
one of their own, and you learned their
manners. They told you they found you
as a cub wrapped in a blanket and laying under a tree.
As you grew, you learned to respect
nature's animals and had a difficult
time accepting the wolves' carnivorous
ways. You swam with the otters,
learned wisdom from the owls and the
Tracylrathomore Oatsmorovich
of the Great Reedwoods
STR:
INT:
WIS:
DEX:
CON:
CHA:
COM:
STR:
INT:
WIS:
DEX:
CON:
CHA:
COM:
14
12
18
16
13
12
14
15
15
15
14
15
10
15
AC Normal: 1
AC Rear: 3
Hit Points: 35
THACO: 16
Alignment: Lawful Good
Height: 6'
Weight: 180 lbs.
Hair/Eyes: Black/Gray
Age: 33
Weapon Proficiencies: Mace, hammer, staff
Non Weapon Proficiencies: weaver,
potter, riding (land)
Languages: Common, Elvish
Spells/day: 5 5 3 2 4
AC Normal: 1
ACRear: 4
Hit Points: 21
THACO: 47
Alignment: Neutral Good
Height: 6' 2"
Weight: 190 lbs.
Hair/Eyes: Brown/Blue
Age: 25
Weapon Proficiencies: Long sword,
dagger, long bow, staff, falchion
Non Weapon Proficiencies: Slow
respiration, boating, rope use, mountaineering
Languages: Common, Gnoll, Ore,
Lizardman
18
19
Players' Map
...
20
Greater Heroes
Campaigns can be viewed somewhat
like serialized novels. The world can
revolve around the player characters,
who may have land holdings, authority,
occupy the position of the ultimate
champions of good, etc. In these
instances, the heroes occupy such a
position of importance that it is within
the scope of the campaign that they
mold its direction. And without these
individual characters, the campaign
simply ceases to have a firm direction.
In fiction, a good example of a greater
hero would be that ofThlkien's Gandalf.
While not as powerful as his ultimate
enemy, as a greater hero, Gandalf was
in a position to directly challenge
Sauron, albeit behind the scenes.
by Vince Garcia
In any fantasy campaign, two of the
most indispensible aspects are the
heroes and the villains. One problem
frequently encountered, however, is a
lack of proper perspective in both sides'
roles.
Most garners tend to view the opposing groups somewhat onedimensionally. Players, not without
some bit of justification, often assume
that the ultimate end of any given villain is to be vanquished by the heroes.
Frequently, this can result in problems
for the DM, especially when a player
character chooses to pit himself against
an NPC the DM desires to make use of
indefinitely.
Left with the unpleasant choice of
whether the NPC or the PC is to be the
survivor in an unplanned conflict, too
often the DM compromises his plans.
After all, the game should be for the
development of the PCs, not the NPCs,
right? Ultimately, yes. But not to the
extent that the DM should compromise
his principles and position of game
moderator. Thus, to offer a clearer perspective of the roles of heroes and vil-
Lesser Heroes
Contrast his role with that of humble
little Frodo. Even though the saga
revolved around him, and while he was
an indispensible tool of Good, he was
just that: A tool of greater forces .
Most player characters fit in such a
role-that of lesser heroes. While an
invaluable force for Good, lesser heroes
often occupy a position within the campaign where they are merely the instruments of greater powers. Thus, lesser
heroes usually do not find it within
their cast in the campaign to personally
vanquish certain key forces of evil
(although they might well play an
important role in that end). The Ring
Fellowship, for example, stood well
against and defeated many minions and
servants of Sauron. But none could
directly stand against Sauron himself,
and to have directly pitted them against
the Lord of Evil would have been
uncalled for-and deservedly suicidal if
they were foolish enough to try it on
their own.
Greater
Vi~lains
Lesser Villains
Because most PCs may be considered
lesser heroes, the majority of their opposition is from lesser villains. Whether
existing as the minions of greater forces
or not, these are the enemies player
characters most often will directly contend with. In the case of such NPCs,
their design should be such that the DM
presumes their expendability.
In the final analysis, then, lesser
heroes should only be pitted directly
against lesser villains, and a bit of
thought on the part of a DM goes a long
way in properly matching up adversarial forces. This is especially true of
campaign aids purchased by the DM.
When a publisher lists an NPC in an
important position of authority, such a
character should be, unless it appears
obvious otherwise, considered to have a
greater role in the setting. (Consider the
possible ramifications for the DM if a
Lankhmar campaign PC was "allowed"
to kill off Fafrhd or the Grey Mouser!)
So, if conflict arises with a PC choosing
to assume a role which is not meant for
him, the DM not only is within his
right, but is obligated to step in and
make whatever judgment calls necessary to maintain campaign integrity.
21
Tii-Kyrmeldur ap Puirdoch
(Tylk)
Male Half Elf Ranger/Druid 516
Player: Skip Williams
STR:
WIS:
DEX:
CON:
CHA:
COM:
AC Normal: 0
AC Rear: 3
Hit Points: 51
Alignment: Neutral Good
Age: 29
Weapon Proficiencies (ranger): Long
Sword, Lance, Short Composite Bow,
Dagger
Weapon Proficiencies (druid): Spear,
Staff
Sp ecial Abilities: Musician (recorder),
Healing, Riding Oand mount), Swim-
17
13
18
15
16
13 (15)
16 (18)
INT:
four daggers. His daggers are strategically placed behind his neck, at his left
wrist, behind his right thigh, and in his
right boot. His left boot contains a purse
which holds most of his wealth, currently 1,022 gp in gems. He also carries a
few copper and platinum coins in his
belt, and unobtrusively wears any jewelry he owns, currently a gem-studded
gold armband worth 1,000 gp. When
stealth is required, Tylk dons leather
armor and his boots of eluenkind.
Background: Ty lk was born and
raised on his human father's farm near
Delmar. His mother was married to his
father for a time, but grew tired of living among humans and quietly slipped
away one evening. Tylk never really
missed her, as his father was wealthy
and Tylk always had a nurse or nanny.
Despite his father's affiuence, Tylk was
not a happy child. As soon as he grew
old enough to play with the children on
the next farm he learned-and was not
allowed to forget-that his mother ran
away. He also learned he was different.
Even worse, he was slow to mature
because he was a half elf, and was
always a little weaker, a little slower,
and a little less clever than human
children his age. Even Tylk's father
tended to be impatient with him
because he didn't understand that Tylk
needed a little extra time to develop.
Pressure from his father and competition from his peers forced Ty lk to grow
up at a nearly human pace. Now he has
become a successful adventurer well
before he has reached his prime.
As an adolescent, Tylk did a favor for
a crusty old human ranger who became
his mentor and teacher. This man
taught him not to be ashamed of his
race, and not to allow himself or anyone
else to be mistreated; he also taught
Tylk the rudiments of combat, outdoor
skills, and druidical magic.
Although the ranger passed away,
Tylk has not forgotten him, and he
fondly remembers some of the old bear's
most cogent quotes, such as: "It may be
a sin to mistrust your fellow beings, but
it's seldom a mistake:' "Good instincts
will give you the right answer long
before your mind will:' "Never underestimate an enemy nor overestimate a
friend:' And many others. Tylk is fond
22
STR:
INT:
WIS:
DEX:
CON:
CHA:
COM:
16/20
16
11
16/29
16/44
13
11
AC Normal: -1
ACRear: 3
Hit Points: 55
Alignment: Neutral Good
Age: 256
Weapon Proficiencies: Long Sword t,
Lancet, Short Composite Bow, Macet
t Weapon of choice
Special Abilities: Blind-Fighting,
Tracking, Animal Training (hawks), Elf
Abilities, Cavalier Abilities
Languages: Common, Elf Languages
Magic Items: Long sword + 1 auck
blade), long sword + 1, shield + 1, heel
of reunion *, amulet of the hero *, potion
of spider climbing
*New magic item
Mount: Lasgalen rides a white medium war horse named Fleet. AC 7; MV
18" ; HD 2+2; Hp 15; #At 3; D 1-611-6/13. Fleet has been trained to come when
Lasgalen whistles.
Appearance: At 5'11", Lasgalen is
very tall for an elf. He has a youthful
appearance, and at 160 pounds has a
slender, muscular build. He has dark
blond hair, which falls to his shoulders,
and violet-edged blue eyes. Galen prefers to wear plate mail on campaigns.
However, at restful times he wears
doeskin breeches and a soft gray tunic
23
STR:
INT:
WIS:
DEX:
CON:
CHA:
COM:
17
15
12
18
17
12
9
AC Normal: -1
ACRear: 3
Hit Points: 41
Alignment: Neutral (Some good
tendencies)
Age: 51
Weapon Proficiencies (fighter): Long
Sword, Short Bow, Spear
Weapon Proficiencies (thief): Dagger,
Sap
Special Abilities: Alertness, Carpenter, Swimming, Rope Use (x2), Riding
Oand mounts), Thieving Skills, Halfling
Abilities
Languages: Halfling Languages
Thief Skills:
PP OL FI' MS HS HN CW RL
75 67 55 77 67 25 87 25
Magic Items: Bracers of defense AC 4,
ring of protection + 1, boots of eluenkind,
long sword + 2 dragon slayer (white
dragons), two potions of healing, two
potions of sweetwater
Neecha Nightmoon
Taur Hithui
Female Drow Magic User/Cleric 5th/5th
Player: Tracy Reed
STR:
INT:
WIS:
DEX:
CON:
CHA:
COM:
13
15
16
12
10
12
12
ACNormal: 2
AC Rear: 2
Hit Points: 28
Alignment: Chaotic Good (presently)
Age: 115
Weapon Proficiencies (cleric): Footman's Mace, Footman's Flail
Weapon Proficiencies (magic-user):
Dagger, Staff
Special Abilities: Animal Noise (x2),
Riding Oand mounts), Fungus Identification, Swimming, Animal Training,
24
D 1-6/1-6/1-3.
Pet: Neecha is usually accompanied by
an immature female yeti named Moonlight. AC 6; MV 15"; HD 2 + 2; Hp 12;
#AT 2; D 1-3/1-3.
Spell Books:
Can trips
Color
Dry
Hairy
Change
Blue light
Present
Fire finger
Sweeten
Warm
Tangle
Palm
Level 1 Spells
Armor
Jump
Mending
Read Magic
Spider Climb
Charm Person
Identify
Magic Missilet
Protection From
Euil
Shocking Graspt
Write
Level 2 Spells
Deeppockets
Knock
Locate Object
Webt
Inuisibilityt
Leomund's Trap
Strength
Level 3 Spells
Lightning Bolt
Melfs Minute
Meteor
Fireball
tFavorite spells
Preferred clerical spells: Cure light
wounds, detect magic, hold person,
silence 15' radius, speak with animals
(so she can converse with Midnight and
Moonlight), spiritual hammer
25
26
Spell Books
Level 1 Spells
Darkness 15'
Radiust
ESP
Invisibilityt
Know Alignment
Locate Object
Stinking Cloud
Detect Invisibilityt
Forget
Knock
Levitate
Mirror Image
Webt
Level 3 Spells
Scardo Linden
Male Half Elf Cleric/Magic-User 11111
NPC, DM J ean Rabe
STR:
INT:
WIS:
DEX:
CON:
CHA:
COM:
15
18
18
11
16
10
10
Dispel Magic
Fireballt
Haste
Lightning Boltt
Slow
Level 4 Spells
AC Normal: 0
AC Rear: 0
Hit Points: 62
Alignment: Neutral Evil
Age: 110 (appears late 40s)
Weapon Proficiencies (cleric): Mace,
Flail, Club, Staff
Weapon Proficiencies (magic-user):
Dagger, Dart
Special Abilities: Alertness, Blindfighting, Swimming, Riding (Land
Mounts), Riding (Air Mounts), Endurance, Half Elf Abilities
Languages: Half Elf Languages, Troll,
Hill Giant, Black Dragon
Spells/day (magic-user): 4 4 4 3 3
Spells/day (cleric): 7 6 5 4 2 1
Magic Items (carried): two bags of
holding (250 lbs.), bracers of defense AC
Blink
Feign Death
Flyt
Hold Persont
Phantasmal Force
Charm Monster
Dispel Illusion
Hallucinatory
Terrain
Massmorph
Polymorph Selft
Dimension Door
Fear
Ice Stormt
Polymorph Other
Wall oficet
Level 5 Spells
Airy Water
Cone of Coldt
Teleportt
Cloudkill
Passwall
Wall of Forcet
tFavorite spells
Preferred clerical spells: Command,
cure light wounds, detect magic, protection from good, augury, hold person,
resist fire, speak with animals, animate
dead, continual light, dispel magic,
prayer, curse, cure serious wounds, cause
serious wounds, giant insect, speak with
plants, cure critical wounds, flame
strike, insect plague
Appearance: Scardo Linden appears
to be human in all respects. He is 5'7"
27
28
by Fran Hart
"The Living City" is a continuing feature in the POLYHEDRON" Newszine
through which members can share their
best fantasy city material with the rest of
"the Network. All accepted submissions
will eventually become part of TSR,
Inc.'s series ofLIVING CITY fantasy
play-aids. If you have a building, business, encounter, or personality that adds
some spice to your campaign's "town
business" we'd like to see it.
Hoaten Thee
5th Level Male Human Magic User
STR:
INT:
WIS:
DEX:
11
19
18
CHR:
10
10
17
COM:
14
CON:
AC Normal:8
AC Rear: 10
Hit Points: 18
Alignment: Lawful Good
29
SpeD Book:
Cantrips
Dust
Shine
Levell Spells
Read Magic*
CompreMnd
Languages
Fmnds
Message
Unseen Servant
DeUel Magic*
Ert~~~e*
Hold Portal
Read Magic
Write
Level 2 Spells
Wuard LocJc
ESP
Magic Mouth
DeUel Evil*
Locate Object
Strength
Level 3 Spells
1bngues*
Clairaudience
Clairvoyance
Hold PerBOn
=2
feet
Sciandra Thee
0 Level Female Human
STR:
INT:
WIS:
DEX:
CON:
CHR:
COM:
10
16
17
13
15
15
17
AC Normal: 10
AC Rear: 10
Bit Points: 5
Alignment: Lawful Good
Weapon Proficlencles: None
Special Abilities: Cooking, singing,
juggling, ventriloquism
Languages: Common, Orcish, Goblin,
Harpy, Elvish, Dwarvish, and smatterings of Halfling and Pixie.
Solandra stands 5'5" tall and weighs
120 pounds. She is very cheerful and
has a knack for getting others to smile.
She is happy to be working for Hoaten
and considers no task too menial. Her
pleasing disposition and friendly nature
are assets to the business.
30
Zylara Thee
1st Leuel Female Human Magic User
STR:
9
17
15
15
15
14
17
INT:
WIS:
DEX:
CON:
CHR:
COM:
AC Normal: 10
AC Rear: 10
Notes from HO
Continued from page 5
club, write tournaments for the Network or articles for the Newszine, and
help the hobby by teaching new fans
your favorite role playing techniques.
And consider submitting a building,
personality, or adventure for Ravens
Bluff, The Living City. 'Thke out a copy
of the FORGO'ITEN REALMS"' campaign setting and look for "The Living
City~' That city belongs to the RPGA"'
Hit Points: 5
Alignment: Lawful Good
Weapons Proficiencies: Dagger
Special Abilities: Ventriloquism, singing, perfect pitch, folklore, and story
telling.
L&Dguages: Common, Orcish, Goblin,
Harpy, Selkie, Elvish, Dwarvish, Centaur, Pixie, and the rudiments of Gold
Dragon.
Final Notes
When creating the super team try to be
sure that at least one third of the characters can fly by some means. And if
they don't have some sort of long distance vehicle, such as the Avenger's
Quinjet or Titans' T-Jet, make sure that
one or more characters have the ability
to transport most or all of the characters, for example Dr. Fate's 'Thleport or
Green Lantern's Ring.
Finally, one tip that all super teams
need to know (and that most have trouble remembering), when faced with
opponents whose powers cancel the
powers of certain team members in the
middle of battle, switch opponents. 0
'Thke Care,
JeanRabe
31
Rumor Table
1. A storm giant is angry with the local
ship merchants because they dumped
2.
3.
4.
5.
6.
7.
8.
DRAGON
IS
a lrademark of TSR
Inc