29
Modern monsters:
The perils of 20th-century adventuring
by Ed Greenwood

Image: PAPER && PAYCHECKS. This is also the Name of Stuart Marshall, over at Dragonsfoot.
Stuart's avatar (the last I saw) was/is Dr. Who. Stuart is the one who completed the 1st edition of OSRIC, so I have heard.
 
The Setting Artifacts and machinery Vehicles Magic in the modern world Travel
Player character tactics Weaponry Notes The City Beyond the Gate, Part I Best of Dragon V
- - - - Dragon

Readers of Poul Anderson’s novel The
High Crusade will recall the daring victory
of a medieval barony over a galactic
empire — a feat so fascinatingly unlikely
as to be worthy of inclusion in an AD&D
character’s Book of Marvels.1 Modern
and future settings offer a rich alternative
to the usual AD&D milieu, for characters
bold (or unlucky) enough to leave
their familiar Prime Material plane and
take the High Crusade. Some new rules
are necessary to cover the many differences
between modern or future (scientific)
and vaguely medieval (sorcerous)
settings. This article attempts to provide
a basic framework for the DM to devise
rules for the modern setting, and is designed
to be used in addition to the information
provided by Sixguns and Sorcery (DMG, p. 112).

Adventurers being who and what they
are, there will undoubtedly be combat in
the modern setting, and therefore modern
man and his weapons must be expressed
in AD&D terms. Herein, this has
been done following the familiar heroic
fantasy belief that the “medieval” (AD&D)
character has far greater strength and
endurance than modern man — thus
dominating close combat situations —
but in this situation he faces weapons of
awesome power and complexity. This is
not so much a myth; habitual hard labor
and the use of armor and hand weapons
will build a physique rare in modern,
industrial-society man, and modern weapons
deal death far more efficiently than
those of medieval times.

A few moments of thought on modern
military weaponry will remind the DM
that AD&D characters are in the old tactical
bind of fighting an opponent who
of this article, and weaponry enthusiasts setting for play, and remote or rural
areas can be created with the use of an
has a longer “reach” and can kill them
will find that this article has simplified
and scaled down modern arms to a horbefore
they get close enough to deliver rific extent. Statistics for specific weaatlas
and texts on geography. The most
any attack. Survival will depend in part
exciting && dangerous setting, howevpon
makes and models may be substi- er, is urban, and features of other areas
upon wise player tactics (discussed below),
and in part upon magic. Within limtuted
for the general values given in the can be extrapolated from urban elements
itations, magic must work in the modern
Additional Weapons Table by the inter- or from the existing AD&D rules.
ested DM (hopefully, with play balance
setting if players are to have a chance.2

With these decisions in mind, the DM
can prepare for adventures in the modern
world (whatever that is). Much of the topic
(such as full-scale modern combined arms
combat) is beyond the scope of this article,
and weaponry enthusiasts will find modern
arms simplified and scaled down to a horrific
extent. Statistics for modern weapon
makes and models may be substituted for
the general values given in the Additional
Weapons Table (hopefully, with play balance
kept in mind).

The setting

Favorite landmarks, camping areas, or
even specific neighborhoods and homes can
be easily utilized by the DM as the setting
for play, and remote or rural areas can be
created with the use of an atlas or texts on
geography. The most exciting and dangerous
setting, however, is urban, and features
of other areas can be extrapolated from
urban elements or from the existing AD&D
rules.

Modern men (in North America, at least)
will typically be zero-level types with 1-6 HP each.
Some few will have exceptional
abilities (perhaps even psionics)3, but such a
thing as a magic-user or cleric (as the
AD&D world knows them) will not exist.
This does not mean that modern men cannot
become members of such classes, but
merely that not even the minimum basic
training is available on their native world.
The DM may allow exceptions to this rule;
a few individuals4 who came to the modern
setting from other planes may be spellcasters,
and may have secretly gathered and trained
apprentices. They may well be the
leaders of secret societies discussed
below under "Travel.")

Some individuals will have training
similar to that of the AD&D adventurers,
and some of these are detailed below.
Bulletproof vests, riot gear (shields,
helms, etc.), and other protective clothing
will have to be expressed in AD&D

terms. (AC7 is suggested for a police
officer wearing that gear just mentioned.)

Police patrols (in cruisers or walking a
beat) generally consist of 2 men, armed
with revolvers (“.357 or .38 revolver” entry
on Additional Weapons Table) and a
nightstick or billy club in the U.S. or Britain,
or a “bean bag” cosh in Canada
(treat both as doing 1-4 damage vs. S or
M, 1-2vs. L, otherwise identical to clubs).
Most policemen will be equivalent to 1stor
2nd-level fighters, having 6-15 hit
points apiece.

More powerful fighting forces, such as
SWAT teams and military forces, will
have heavier weaponry (see “Weaponry”)
and will be fighters of 4th to 7th level.
Military and industrial guards may have
guard dogs (cf. MM, War Dog). <(Dog: Medium Fighter, Large Fighter, Medium Normal)>
Here the DM may use the Animal Guard Reaction Table from TSR’s TOP
SECRET® game, or predetermine the
beasts’ reactions. In any event, the DM
must decide the extent and effectiveness
of their training.

Other exceptional characters encountered
by a venturesome party may include
individuals with karate, judo, or <use MA rules in OA>
other unarmed combat training. Treat all
such as 1st- to 5th-level monks, 75% being
of 1st level, 10% of 2nd level, 8% of
3rd level, 5% of 4th level, and 2% of 5th
level; none of these individuals will have
any of the special abilities of the AD&D
monk, although weapon damage bonuses,
open hand combat, saving throw advantages, surprise probability, thief abilities,
and freedom from damage while
falling all apply. The DM may invent other
types of exceptional characters, or
employ government agents and vigilantes
of all types, including super-powered
beings, and the aforementioned travellers
from other planes.

A critical decision will be what attitude
the modern inhabitants will have toward
the AD&D strangers. Certainly the AD&D
characters will be (at least until they find
and learn concealment and conformity)
conspicuous, and will attract considerable
attention. Will crowds gather? Fantasy
readers will remember many such encounters,
such as the classic scene of
the witch rampaging through London in
C. S. Lewis’s The Magician’s Nephew;
consult these.5

Will modern men react with fear? (And
thrown rocks?) Bewilderment? Derision,
assuming the adventurers are pranksters
or lunatics? Self-doubt, thinking the
strangers to be hallucinations (brought
on by drink, drugs, nerves, or perhaps
creeping insanity)? Remember that the
reactions of exceptional characters (such
as guards) will be influenced by their
training.

The DM must also determine ease of
communication. Will the fantasy tradition
of being able to speak a truly common
tongue prevail, or will it be a matter
of putting up with gibberish and gesturing
until a Tongues spell is cast? The
value of a gold piece in modern currency,
and where such tender will be acceptable,
are other questions the DM must
resolve. (It is a rare party that can Charm
its way into a bank and make off with loot
without raising some sort of alarm, given
their ignorance of modern technology.)

Artifacts and machinery
Modern machinery will be almost entirely
unrepairable by AD&D characters,
who will often mistake or be unable to
comprehend its purpose anyway. (This
is not that unfair when you consider the
vast difference in technology evident
even in the metallic alloys of a modern
sword, compared with a medieval weapon
— and that most modern drivers
have only a vague idea of how their car
works.) Modern machinery, especially
assembly-line complexes found in factories,
may prove very dangerous to AD&D
characters ignorant of remote control,
electricity, and the like.
Gary Gygax, writing in issue #30 of
DRAGON™ Magazine, gave the following
damage values for electricity: low-tension
alternating current, 1d6 (4d6 if
victim is well grounded); low-tension direct
current, 1d6 per segment until the
victim is freed; and high-tension direct
current, 1d20 per segment until the victim
is freed.

How the DM handles AD&D characters
vs. computers is entirely up to him or
her (and on the DM’s head be it). Tongues
spells may or may not work. Artifact tables
such as the one in the GAMMA
WORLD™ rule book, AD&D module
S3, Expedition to the Barrier Peaks, or DRAGON
issue #100 ("The City Beyond the Gate") can
be used for the examination of modern
items.

Vehicles

Vehicles in the modern setting are of
countless types, from the carts and
beasts of burden familiar to AD&D characters
to dreaded Iron Dragons that roar
along their rails with awesome speed
and weight. The accompanying table
lists the movement rates and unique features
of a few representative vehicle
types. Specific makes and models can
easily be added using this format. (Some
of the impact damages are from Mr.
Gygax.)

Most vehicle movement rates given in
the table have been scaled down to as
much as one-tenth of reality. The DM
may wish to restore some or all of a vehicle’s
move in races, pursuit situations,
and the like. Off-road and battlefield
(i.e., ramming, evasive action) travel
tends to be slower than open-road movement
anyway. Vehicles will move at top
movement rates only after attaining full
speed in preceding rounds. A compact
or subcompact car, snowmobile, or motorcycle
will take 1 round to accelerate to
full speed, large trucks 3 rounds, a diesel
locomotive 5 rounds, and everything
else 2 rounds. The “normal” move distance
shared by most of the road vehicles
is the 55 mph legal speed limit.

Vehicles Table
Vehicle Max. move
(distance per round)
Length Width Height Weight 
(not incl. load)
(#)
Impact 
damage
per 10 mph 
of velocity
Features
Car, subcompact
(incl "mini")
<(1973 Chevrolet Vega GT Hatchback, 
1972 Ford Pinto Runabout, 
1971 AMC Gremlin X, 
1981 Ford Fiesta Mark I)>
55" 
(normal: 48")
up to 14' 5' 4'4" up to 2500 1-2 4 passengers 
(2 in comfort), 
25-30 MPG, 
poor protection in collision
Car, compact
<(AMC Concord)>
66" 
(normal: 48")
14' to 17' 6' 4'4" 3000 1-4 5 passengers 
(4 in comfort), 
20-25 MPG
Car, standard 
(incl police cruiser)
70" 
(normal: 48")
17' to 18' 6'6" 4'4" 3500 1-4 6 passengers 
(5 in comfort), 
15-20 MPG
Car, large 78" 
(normal: 48")
18'-20' 7' 4'6" 5000 1-6 6 passengers, 
7-15 MPG, 
heavy passenger protection 
Jeep 48" 
(off-road safe speed: 30")
11' 5' 5'10" 3750 1-2 6 passengers 
(2 in comfort), 
30 MPG, 
can carry up to approx. 1500 # of cargo
Armored car 48" 
(amphibious: 9")
18' to 20' 7'6" 8'6" up to 10 tons 
<approx 20,000>
1-8 3 crew, 
up to 9 passengers, 
gun turret with 7.62mm machine gun (2,400 rounds) 
and 0.50 (700 rounds), 
possible side gunports (13 or so), armored; 
maximum passenger safety
Small truck
(incl 2-ton <approx 4000 #> pickup, 
vans)
70" empty 
(normal: 48")
20' 7' up to 8' approx. 5500 1-6 6 passengers 
(2 in comfort), 
20 MPG, 
can carry approx 2 tons <approx 4000 #> cargo
Large truck 
(incl highway rigs, 
tractor trailers)
90" on road 
(normal: 48")
up to 70' overall 
(usually 50')
up to 8' up to 16' 
(usually 12')
up to 200,000 1-8 3 passengers (up to 20 can be carried in trailer), 
10 MPG, 
can carry up to 60,000 # cargo)
Tractor 
(incl bulldozer)
14" 
(normal: 4")
up to 20' up to 10' 10' up to 200,000 1-8 4 passengers (2 in comfort); 
durable; 
will survive many collisions; 
motive power of 30-50 horsepower 
(up to 200 hp possible)
Tank 30" 
(normal: 18")
30' 12' 10' up to 50 tons 
<100,000#>
1-8 4 passengers, 
gun turret with various armament (see Weaponry); 
armored; 
maximum passenger safety
Locomotive (includes subway and other trains) 85" (normal: 30") 60' 10'6" 15'6" up to 250,000 lbs. 1-10 4 passengers (2 in comfort); 
average road unit has 2,500 horsepower and (can pull up to 30 cars)
Motorcycle 80" (normal: 48") 5'6" 1'6" 2'6" 500 lbs. 1-2 2 passengers (1 in comfort);
(or snowmobile) 50" (normal: 20") 6'6" 3' 3'6" 360 lbs. 1-2 35 MPG; much maintenance required; fragile, rendered inoperable by virtually any sort of collision

Q: In "Modern Monsters" (issue #57) the
speeds given for modern automotive vehicles
in AD&D terms seem awfully low
(example: 70"/round is about 8 mph).
Why was this done?

A: As mentioned in that article, the speeds
of such vehicles were scaled down by as
much as a factor of ten; this was done
partly for game balance, and because offroad
speeds will be much slower than
normal and game scenarios may have
overland travel involved. DMs using this
material may wish to increase these
speeds, but should be careful in doing so
to preserve game balance.
(79.16)

Additional notes on the table:

Armored car — A representative listing
based loosely on the Cadillac-Gage
Commando vehicle, with reference to
other NATO types. Many armored cars
are modified to serve as armored personnel
carriers.

Large truck — This blanket listing
covers all trucks above the size of a pickup.
The length varies by type, and by law
from state to state or country to country.
Note that cross-country travel in a rig
will be difficult for a party unfamiliar with
toll roads, CB radios, truck stops, and
highway patrols.

Tractor (includes bulldozer) — This
entry covers farm tractors and similar
vehicles for construction, forestry, and
mining vehicles, including all types of
crawlers. A front-end loader, for example,
has 260 horsepower, weighs 51,820
Ibs., and can scoop 7 cubic yards in its
front bucket, which can reach up 40 feet.
Most such vehicles are much smaller,
and can reach up 20 feet with the bucket;
2 fully armored characters could fit in the
bucket comfortably. Crawlers (tracked
vehicles such as caterpillar bulldozers)
range from 145 hp and 37,120 Ibs. all the
way up to 700 hp and 190,300 Ibs., and
have a front blade up to 18 feet in width.
From experience I can say that if a tractor
hits a tree, the tree usually loses!

Tank

Again, this is a representative
listing. The M60 Main Battle Tank, for
instance, is 48 tons; it and the Sheridan
light tank are the American AFVs most
likely to be encountered. The Sheridan
fires a 152mm shell or a Shillelagh missile
(see Weaponry; information on specific
types can easily be found at a local
library, or in many wargames).

Locomotive

They vary greatly in
size (10 feet long to almost 80 feet) and
power (from 10 to 6,600 hp), and are usually
diesel-electrics in the U.S. (Most
subways and interurban trains are electrical,
and travel at high speeds.) Mainline
locomotives have upwards of 1,200
hp, and approximately the dimensions
given in the table; a typical type (the
General Motors GP-38) has 2,000 to
2,200 hp, 65 mph maximum speed,
weighs 250,000 Ibs., and is 59’2” long,
15’4” high, and 10’4” wide. A larger unit,
the General Electric U30C “U-boat,” is
3,000 hp, 70 mph maximum speed,
weighs 363,000 Ibs., and is 67’3” long,
15’4½” high, and 10’3¼” wide.
Freight cars can carry from 50-125
tons of cargo each. Bulk goods (coal,
ore, grain, chemicals) are usually carried
in 100-ton cars, while merchandise is
carried in 50- or 60-ton cars. A survey of
U.S. railroads shows that freight train
speeds vary from 6-40 mph (the average
is 15 mph), and
passenger train speeds vary from 10-60 mph
(the average is 33 mph). The maximum
speeds allowed by the railways vary from
6-100 mph, and the overall average maximum
speed worked out ot 31 mph. (At least
260 railroads have no maximum.) On roads
with different max. speeds allowed for
passenger and freight trains, passenger
trains are always the faster, usu. by 10 or
15 mph. Note that a train at speed may take
a matter of miles to come to a stop; engineers
usu. can't help but hit unfortunates
tied to the tracks!

Motorcycle, snowmobile

This listing
can also be used for ATV fun vehicles.
These vary from 12-30 hp (30" move distance),
and have tracks or large low-pressure
tires. Most carry five gallons of
gas, can negotiate the worst terrain short of
mountainous, and carry four people (six in
a pinch). Some are amphibious (6" move
rate). These vehicles vary in weight from
350-850 lbs., and range up to 10' long, 4'
high, and 5' wide (most of them are around
8' x 3' x 4 1/2'). Motorcycles and snowmobiles,
it should be remembered, also vary
widely in dimensions and performance.
Both can be increased in terms of passenger
or cargo space; the former with sidecars and
"saddlebags" or racks, and the latter with
trailer units.

Magic in the modern world

Magic will ultimately determine the
fate of an AD&D party in a modern setting.
It is the party’s “heavy artillery,” and
must be expended with caution, for it is not wholly
renewable. Magic-users without spell books
will be unable to regain their spells.6

Clerics in a modern setting will be out of touch with
their deities (commune spells notwithstanding)
and will be unable to regain spells
above second level.

Spell-casters of all types may have difficulty
obtaining the proper material components
for their spells (for example, a druid
looking for mistletoe on downtown city
streets during the summer), and substitutions
may greatly affect spell efficiency,
power, and the safety of the caster.

It is recommended that modern characters,
unaccustomed to magical illusions,
must roll a saving throw of 20 to
disbelieve any illusion cast unless they
have special reasons to the contrary (i.e.,
they have seen the illusion being cast,
encountered the party in a “fun house,”
or something of the sort).

Some spell effects are mentioned in
the Weaponry section. Development of
new spells by member spell casters can
gain the party some heavy close-combat
weaponry: electrified bolas, for instance.
The DM may elect to penalize strong parties
by allowing some or all magic items
or artifacts to malfunction or fail to operate
in the modern setting.

Travel
Travel to and from the modern setting
can be accomplished by means of magic
items (cursed scrolls, a We// of Many
Worlds, Cubic Gate, Amulet of the
Planes, a Portable Hole placed within a
Bag of Holding, etc.), artifacts, gates,
spells (Plane Shift, Wish, a Gate spell
acting upon a Sphere of Annihilation,
etc.). Intruders from other planes may
well find traps and a reception committee
awaiting them, for the ruling powers
of each plane may regard the place as
their private garden or hunting preserve
(readers may recall Farmer’s World of
Tiers series), and may form secret societies
or alliances to control the use of
gates —and ultimately all of the worlds
to which they lead. This could form the
background for a long-lived campaign.
TSR module Q1, Queen of the Demonweb
Pits, presents a fine example of
worlds interconnected by gates. The DM
should also decide if there are any limitations
upon the summoning of demons,
devils, and the like. Characters looking
for a way home may well find magic
items and scrolls left behind by earlier
groups of adventurers which have been
abandoned, cached in tombs, caverns,
and the like, discovered and put on display
in museums, and so on.

Player tactics

Adventurers, you are strangers in a
most dangerous new territory. Avoid
pitched battles, and concentrate on concealment,
guerrilla ambushes, and weak
targets. (Oh yes, and have fun!)
More details? Right, then — stay hidden;
find a safe hideaway (deep woods,
abandoned barn or warehouse, cave,
large storm sewer network, or the like),
and keep to it, making occasional forays,
mainly at night. Go quietly, try to avoid
attention.

To learn what is necessary for further,
more effective concealment — local
dress, language, and customs, basic
knowledge of current events — ambush
a hapless motorist or passer-by (someone
not living locally will not be noticed
missing as quickly, and if confronted the
party must pose as “travellers from afar”
anyway) and Speak With Dead until you
know all you need. Pick an importantlooking
target. Once you have learned to
recognize lawmen, soldiers, and “lords”
or their equivalents, Charm them as necessary
to maintain your safety. Above
all, HIDE.7

If you do not, you will probably die (or
at least, end your days in a lunatic asylum,
unless you are lucky enough to
meet an understanding group of AD&D
players or SCA members), for communications
are far better than the norm at
home, and the forces of law are far more
powerful. Use lots of cover and try to
arrange fights to your liking; hand-tohand
ambushes and the like. None of
this Monty Haul-style facing down the
German army8;

massed modern weaponry,
to put it bluntly, will slaughter you.
(Paladins will have some problems.)

Bullets can penetrate even the thickest
personal armor, and the shock of a single
high-velocity round striking a target
can kill (DM: Apply this rule for zero-level
characters — party men-at-arms,
bystanders in the modern setting, and
the like, and for party beasts of burden,
such as mules). To match the awesome
punch of modern weaponry you need
magic; magic items so that each party
member has some magical defense or
attack, and a high-level magic-user or
two for the heavy gunning. Coordinating
actions so as to maximize a party’s
“punch” (first-round damage inflicted) is
necessary; teamwork is a must.

Protection From Normal Missiles will
be useful against the smaller stuff; Wall
of iron and Wall of Stone will provide
protection against small arms fire, but
will shatter under the force of artillery or
tank projectiles and explosions equal to
the cumulative force of 12 grenades, doing
1-10 points of shrapnel damage to all
within 2” (save vs. “Other” equals no
damage). A Wall of Force will of course
provide protection from all missiles and
weapon effects, even something as large
as an aerial bomb or a heavy tank or
artillery shell. Explosions of sufficient
force may destroy the Wall, however.
If you can prepare before your trip,
take scrolls of these along, plus potions
of Haste and — especially — Extra-
Healing. They will be needed. Ideally,
the non-spellcasters should have a Ring
of Spell Storing or two among them.
Relevant here is the comment made in
an earlier article in this magazine about a
magic-user blithely standing in a hail of
fire casting Lightning Bolts as though
“he were some sort of armored tank.”9

That’s essentially what spell casters are
going to have to do, somehow. The
magic-user (preferably with the rest of
the party, including several other similarly
employed spell casters) prepares a
spell behind the protection of a cube- or
dome-shaped Wall of Force (or Prismatic
Sphere), and when the protection
ends, lets fly with as heavy an attack as
he can muster. Note that his targets aren’t
very stupid, and survivors (if any)
will head for the hills the next time such a
wall springs into existence and this funny-
looking guy in the robes starts chanting
and gesturing and brandishing material
components. Trained opponents (police
SWAT teams, military, and the like)
will probably throw as heavy an attack as
they can muster at the spellcaster and
his friends the moment their defenses
are down. The party may well decide to
vary their tactics a bit.

Tanks are impervious to anything short
of a Disintegrate spell. They are best
fought by killing the crew or forcing
them to abandon the vehicle (that is, if
you discover in time that this metal
monster has a crew). Heat Metal and
Lightning Bolt attacks are best for this,
although the ultimate is a Fireball cast in
through a gunport, open turret top, etc.
Go for the weakest part of the opponent,
always: the crew, through the chinks in
the armor. Crowds of people can often
be defeated by a single Blade Barrier or
Reverse Gravity. As for all extended expeditions,
lay in a stock of curative spells
and scrolls; your DM will ensure that
they’re needed.

Weaponry
One can spend lifetimes merely listing
modern weaponry, and accordingly this
article only contains a very basic weapons
table. This is designed to be used in
addition to the Sixguns & Sorcery table
(DMG, p. 113), and contains representative
listings of weapon types. A few comparative
examples of specific weapon
models are given to facilitate extrapolation
for weapon types not covered here,
or for more detailed combat. A deliberate
attempt has been made both to retain
the simple, uncluttered combat system
of the AD&D rules and to scale things
down so as not to stretch game balance
too far.

For example, the “.50 aircraft machine
gun” (cannon) listed on the table sticks
out like a sore thumb; its range and fire
rate look a little high. They aren’t; I’ve
scaled the latter down by a factor of nearly
100! The rationale for this is that any
single target creature will be in the gun
sights of an aircraft for only an instant as
it strafes, and thus only 20 projectiles
have any chance of hitting (if you balk at
rolling 20 “to hit” dice, tough! Go back to
the broadswords!). The real reason is
that game balance is stretched even at
permitting 20 rounds; allow half of them
at -1 if you prefer.

I’m sorry if the machine gun is such a
fearsome weapon, but I’ve scaled the
darn thing down as much as I can. If you
want to be harshly realistic, increase the
fire rate to 400-500 projectiles a round.
AD&D characters won’t have a chance. I
could even have made the “to hit” accuracy
much higher; any fool can cut
across a TARGET at waist level so as to hit it
— and characters lying prone for cover
can’t close to FIGHT or CAST spells all that
well.

For the purposes of hitting only, modern
weapons such as artillery, tanks and
aircraft are considered to be equal to an
11th-level fighter (stop chuckling...).
Note that weapon ranges in this table are
modified for game balance. Modern
game rules will give more accurate
ranges.10

Use “Other Shoulder Arms
(DMG, p. 113) for modern rifles and carbines,
modifying range, damage, and
rate of fire as necessary.

Each DM must decide on how to best
simulate modern weaponry in AD&D
terms.

Artillery: In cases where rapid combat determinations
are required, handle artillery
(including howitzers, long-range
guns, tanks, aerial-drop bombs, and missiles
such as anti-tank and air-to-surface)
as doing 6-36 points of shrapnel/shock
damage with grenade (see below) side
effects. Any direct hit by a high-velocity
shell will vaporize the target creature,
literally blowing it to smithereens, forever
gone —- or, if a save (vs. “Other”) is made,
will do double damage. Some limpet
mine or shaped-charge explosives will
also have this effect. Characters may be
thrown 1-4” by the blast.
Artillery starts firing at never better
than -5 due to firing from instructions,
rather than from direct sight. In rare
cases where artillery is firing over open
sights, it is too close to the target to have
a better chance of hitting. Successive
shots will fire at 1 better “to hit” until -2 is
reached. Heavy armored vehicles such
as tanks fire at -2 due to poor visibility,
unless they are using infrared viewing
systems. Particulars of most modern
fighting vehicles can be extrapolated
from the information given, with perhaps
the aid of a current Jane’s book.

TSR’s TOP SECRET game contains
two tables of use to the DM handling
vehicle-related combat situations. Use
of the Path Obstructions Table will cover
the use of spells, flasks of oil, caltrops,
etc., to delay pursuit. Note: Some armored
cars are designed to run even after
the tires have been damaged by caltrops,
mines, or gunfire. Eventually, the
DM will probably find the Explosive Use
Against Stationary Vehicles table necessary.
Add 25% to the die roll for fireballs,
Lightning Bolts, and other incendiary
spells.

For the examination and possible understanding
of modern weaponry by
AD&D characters, use the charts given
on pages 20 and 21 of module S3.
Clarke’s Axiom (“Any sufficiently advanced
technology is indistinguishable from
magic”) applies. It is suggested that the
DM decide on the expertise of AD&D
characters with modern weapons following
the suggestions under “Gun Accuracy
(in the conversion table on page
112, DMG) and “Artifacts” (DMG, p.
114).

If the party should gain control of
something too powerful for your liking
(such as a main battle tank), simply tell
them that it’s far too complex to learn
how to operate unless they can Speak
With Dead with the entire crew for a
week or two, and are willing to practice
(hopefully without attracting too much
attention). If they persist, let them kill
themselves — it won’t be difficult! For
large-scale tank actions, the reader is
referred to a wargaming book such as
Battles With Model Tanks by Donald
Featherstone and Keith Robertson (London,
Macdonald and James, 1979).

DMs should give forethought to the
possibility of firearms and explosives being
brought back to the “normal” AD&D
world by fortunate characters. Will the
stuff still work? Can it be duplicated by
an alchemist and/or smith? Should some
exotic (and rare) substance (such as jeweler’s
rouge, in Roger Zelazny’s Amber
novels) of the modern setting serve as
the only combustible substance in the
AD&D setting? Decisions must be made.

As an alternative to the weapons table
given herein, TOP SECRET combat tables
can be modified to suit (not advised
unless one enjoys juggling figures) or
adapt favorite miniatures rules. Note that
TOP SECRET fire rates must be drastically
scaled down to prevent one policeman
with weapons in hand calmly
pumping 50 or 60 shots into the hapless
AD&D adventurers charging at him.
 
 
 
 
 
 

Additional Weapons Table
- Damage1 - - - - Range - - Range 
modifier5
- - Encumbrance
Weapon S-M L Fire 
rate2
Supply3 Reloading 
time4
S M L S M L -
9mm or .45 automatic 1-8 1-6 4 7 or 8 1/4 6 12 18 +3 +1 0 20
.357 or .38 revolver 1-8 1-6 4 6 1 6 12 18 +3 +1 0 15-26
Submachine gun 2-8 2-8 20 20-50 1/4 7 15 20 +2 0 -1 60-90
Machine gun 2-8 2-12 20 20-50 1/4 11 19 35 +2 +1 0 200-400
.50 aircraft machine gun 2-12 3-18 20 Varies -- 200 1000 2500 0 -2 -5 --
Flamethrower 2-12 2-12 1 500 3-6 1 4 9 +4 +1 0 100-800 (empty-full)
Bazooka 

5-30 4-36 1 1 1 10 30 120 0 -1 -3 Varies
Mortar, light 4-36 3-24 25 1 0 8-60 110 150 -2 -6 -7 300-500
Mortar, med. 5-40 4-36 15 1 0 15-150 500 980 -1 -5 -8 1050 (assembled)
Mortar, heavy 6-48 5-40 10 1 0 34-250 700 1200 -3 -4 -8 6000 (assembled)
Grenade 4-10 4-10 1 -- -- 2 6 10 0 -2 -5 22
Spear gun 2-12 2-12 1 1 1 3 5 8 0 -2 -5 50 w/o projectile
Dart gun 1-4 1-2 4 Varies 1 11/2 21/2 4 0 -2 -5 15-20
Blow gun 1 1 3 1 0 1 11/2 2 0 -2 -5 25
Bola(s) 1-6 1-4 1 -- -- 1 2 3 -1 -3 -6 Varies
Boomerang 1-6 1-3 2 -- -- 1 2 3 0 -2 -5 5
Garrote 1-4 1-2 1 -- -- 1/2 1 -- -- -- -- 2
Whip 1-4 1-2 1 -- -- 1/2 1 11/2 -- -- -- 5
Whip, drover's 1-8 1-6 1 -- -- 1/2 11/2 21/2 -- -- -- 25+

1 -- Per projectile (multiple attacks often possible per round; see "Fire rate"). S, M, L refer to size of creature.
2 -- Attacks per round (scaled down for AD&D purposes; not always true-to-life).
3 -- Attacks possible (rounds that can be fired before reloading).
4 -- In round.
5 -- Don't forget to also apply hit modifiers from the table on page 112 of the DMG.
    Ranges are up to the number given (save for mortars; see text).
    The number given represents units of ten feet. <outdoors?>
    S = short, M = medium, L = long.
6 -- In gold pieces.

Additional notes on the weapons listed on the table:

9mm or .45 automatic

This is the magazine-loading, self-ejecting, semiautomatic
modern handgun seen in most armies (and all spy movies).
Magazine sizes (“Supply” column on the table)
vary with type as follows — 7 shots:
Walther PPK, Colt Government, Beretta,
Browning 1910 and Cougar. 8 shots:
Luger, Walther P38, Mauser Model Hsc.
One model, the Browning Hi-Power, has
a 13-shot magazine. The weight given is
an average.

.357 or .38 revolver -- Revolvers of this
type include all spun-cylinder, manually
loaded "western" revolvers, from the .38
snub-nose Police Special and the infamous
.357 Magnum to the Colt Peacemaker.
British military officer's sidearms manufactured
by Smith & Wesson and Webley also
fall into this category, as do most police
sidearms. All are six-shot models. The
average weight is 20 gp, the 15 gp model is
the snub-nose and the 26 gp weight is for the
Magnum.

Submachine gun

Hand-held weapons
such as the Thompson “tommy
gun,” M3 “grease gun,” Sten gun, etc.
These can be fired one-handed, at a cumulative
“to hit” penalty of -1 per bullet.
Supply varies by type. Some magazine
sizes: Thompson, 20 or 50; M3, 30; UZI,
25, 32, or 40; Sterling MK-4, 32. Increase
range modifiers to S +4, M +2, L -1 if fire
traversed across target. Weight also varies
by type (refer to TOP SECRET rules
or a gun collector’s catalog).

Machine Gun +

.50 aircraft machine gun
 

Flamethrower:
 
 

Bazooka (and anti-tank missiles)

This listing represents an average infantry
anti-tank weapon. Some specific
models follow. A “direct hit” (roll of 20)
will vaporize any creature as discussed
above under “Weaponry,” and will hurl
any survivors within 1” off their feet,
tossing them 1-4” away. (All gear carried
will have to make item saving throws.)
Passengers and crew within armored
vehicles hit by a bazooka must save (vs.
“Other”) or take full weapon (shrapnel)
damage. The modern NATO Carl Gustav
recoilless gun has a 2-man crew, fires 6
times a round, and can penetrate up to
15¾ inches of armor. It fires anti-tank
missiles up to 210”, HEAT to 150”, HE
and smoke to 300”, and flares up to 600”.
The more infamous World War II-era
models include the PIAT (S 7, M 15, L 30)
which could penetrate up to 4 inches of
armor, the bazooka (S 14 M 30 L 120),
later replaced by the more powerful
super-bazooka and the German “stovepipe”
and its replacement, the one-shot,
disposable Panzerfaust, which could penetrate
7” of armor. As an example of the
weight of a modern Bazooka-type weapon,
the M67 LAW (expendable rocket
launcher), successor to the super-bazooka,
weighs in at 28 gp, and its rocket
projectile also weighs 28 gp.
Modern guided infantry anti-tank missiles
(such as the U. S. Army Dragon) will
destroy any armor with a direct hit of 20,
vaporize any creature as discussed in
the text, and hurl survivors 1-4” (system
shock survival rolls apply). Guiding (by
control wire or radio) takes time, and so
these missiles have a minimum range
(82%“) as well as a maximum range
(426”). They are -4 to hit at S, 0 at M, and
+2 at L by reason of this visual guidance.
There are scores of such weapons available;
interested DMs should check out a
current Jane’s Weapon Systems or similar
reference. <(Jane's Information Group)>

Mortar (light, medium, heavy) — Mortars
are essentially area weapons, hav-
ing terrible accuracy when used against
a point target (such as an individual or
small group of characters), and the range
modifiers reflect this. (The average error
for mortar aiming is 1% of the range at
which it is firing.) Mortars have a minimum
range due to the limited range of
elevations; bombs fly up into the air and
take 30 to 45 seconds to come down to
earth. Reloading times are given as zero
because they are incorporated into the
scaled-down fire rate; to reload a mortar,
one merely drops the projectile into the
open maw of the barrel anyway. Heavy
mortars can penetrate all vehicular armor,
but aren’t very portable. Light mortars
can be packed (and operated) by
one man.
Some typical mortars: Granatwerfer
34 (the standard German WWII mortar)
fires 10 times per round, maximum range
of 822”; U.S. 81 mm Ml fires 18 times per
round, max. range 984”; light 50mm
WWII infantry mortar (all major combatants
had similar versions of this) fires 30
times per round, max. range 135” to 162”
(depending on type).
Changing targets takes ½ round. Firing
at a moving target, or firing through
smoke, dust, or snow both cause a cumulative
“to hit” modifier of -1
.
Grenade (plus other explosive missiles)

— This weapon has nasty sideeffects,
as described in module S3, p. 24.
‘These are quoted hereafter: The stated
damage on the table is dealt to all creatures
within 1” (save for half, damage).
All within this blast radius are stunned
for 1-4 rounds and deafened for 1-4
turns. Creatures within a 2” radius are
stunned for 1 round and deafened for 1-4
rounds. If detonated within a container,
all within 2” will suffer 0-9 additional
points of damage from shrapnel (roll
d10, a roll of 0 meaning no shrapnel hit).
Other grenade-like missiles consist of
hurled or projected canisters of smoke
(for concealment), tear gas (effects equal
to a Stinking Cloud), napalm (burns for 4
rounds: 2-12/2-8/2-8/1-6, and water won’t
extinguish), gelignite, nitroglycerine,
and other blasting explosives, which can
for game purposes be considered to do
6-36 damage plus system shock to all
within 2” (save equals half damage, no
system shock). Molotovs and incendiaries
are equivalent to the familiar AD&D
“oil pot.”

Spear gun —This weapon uses a mechanical
(i.e., spring), compressed-gas,
or explosive charge to propel a thin metal
rod at a target. The rod or projectile
may have a variety of heads, including
arrowheads, poisoned or sleep-drugged
points, and explosive tips. The weapon
will function underwater, and is typically
connected to a projectile by a wire line
(of up to 12” in length). The statistics
given are for a heavy-duty weapon; a
lighter sporting piece will do l-6 points
damage, and has ranges of S 2, M 4, L 6.
Dart gun — These weapons typically
fire from 1-4 projectiles, but different designs
may fire only 1 dart before requiring
reloading, or fire a “clip” of up to 9 or
even a dozen darts. Such darts have a
low penetrative power, and will be turned
aside by metal plate (e.g., plate mail).
They are usually drugged or poisoned,
such poison causing unconsciousness
or death.

Bola — This weapon consists of 2 or
more balls (of iron, carved wood, or
stone) attached by lengths of rope or
cord. Its weight therefore varies depending
upon how many stones there are
(such stones typically weigh 3-5 gp
each). When thrown, it causes impact
damage plus possible entanglement of
the target creature. This chance of entanglement
is 80% for S-sized creatures,
60% for M-sized creatures, and 40% for
L-sized creatures, modified by +5% for
every point of the target’s dexterity above
15. Non-avian entangled creatures of all
sizes will be able to free themselves in
1-4 rounds. The DM must decide the
precise nature of the entanglement in
accordance with the prevailing situation
and the creatures involved.

Boomerang — Made of wood, ivory, or
metal, typically 3-4 feet in length, this
throwing weapon is aerodynamically
shaped. This shape usually includes a
body curve and twist of the body’s surfaces.
It will not return to the thrower; only
light, relatively harmless types of boomerangs
(doing 1 HP damage plus possible
stun if target has less than 1/2 hit dice)
will do that — and then only if they miss
their target. When using this type of
boomerang, the thrower must concentrate
on the returning weapon to catch or
avoid being hit by it, and cannot engage
in spell casting or other activities while
employing it. (It is suggested that all
classes be allowed to use boomerangs.)

Garrote — This thieves’ and assassins’
weapon is absent from the Players Handbook.
Although a belt or a length of rope
may serve in a pinch, the garrote is typically
a length of waxed cord or (in modern
times) wire. Most slings will serve
admirably as garrotes. A garrote causes
constriction damage per round and
brings death by strangulation in 3-6
rounds unless cut or loosened. Note that
against neckless creatures, where a
needed supply of air cannot be constricted,
a garrote is useless, doing no
damage. Striking from behind allows “to
hit” and damage bonuses (PH, p. 27).
Distances shown are for normal-sized
character vs. normal-sized victim. Reach
and strength play a part. It is suggested
only strengths of 18+ be used to increase
damage (1 HP more per 10 percentile,
points of strength, disregarding points
left over), and that for every 2 points of
strength (again, disregarding fractions)
the victim is stronger than the attacker,
damage done is decreased by 1 point.
Note that garrotes may be easily concealed
in, or as part of, clothing. It is
suggested that magic-users be allowed
to learn proficiency in the use of a garrote
(employing the waistcord of their
robes for this purpose).

Whip (including Drover’s) — Whips
vary in size and damage. Statistics given
are for a small, single-strand type, 5 feet
or less in length. More elaborate specimens
may have multiple ends, and these
may be salted (soaked in brine) or braided
around metal spikes, stones, or pieces
of glass. These variant weapons will
do additional (+1) damage.
Drover’s whips are much longer and
heavier weapons, typically of braided,
tanned animal hide which has been varnished
or tarred, and sometimes exceeding
20 feet in length. Carried coiled on
the shoulder, they are thrown from this
position, and are thus aided by a height
advantage over the opponent (e.g., attacker
on horseback or atop wagon,
target on foot). A strength of 15 or greater
is required to wield this weapon, and
once thrown, it cannot be lashed back
and forth, but must be pulled in and recoiled
for another throw (a process which
takes 1 round).

Poisons: Spear guns, dart guns, and
blow guns may all use poisoned projectiles.
Refer to p. 20 of the DMG for poison
types: Insinuative Type A is the most
common, followed by a “sleep” drug
causing unconsciousness for 1-8 turns.

DAMAGE, S-M:
DAMAGE, L:
FIRE RATE:
SUPPLY:
RELOAD TIME:
RANGE (S/M/L):
RANGE MODIFIER (S/M/L):
ENCUMBRANCE:

Notes

1 — AD&D characters, like everyone
else, acquire souvenirs and momentoes
of their adventures, ranging from awesome
artifacts to useless bric-a-brac.
These are “Wonders.” Tales of derringdo,
quaint customs and folklore, and
sordid accounts of personal adventures
“Marvels.” Most professional adventurers
pride themselves on their collections
of Marvels and Wonders. (Thanks to writer
Alexei Panshin, who used Marvels
and Wonders as the basis of a most interesting
game in the third Villiers book,
Masque World, an Ace paperback.)

2 — However, modern technological
artifacts and weaponry need not work in
the fantasy setting, at the DM’s option.

3 — See the AD&D Rogues Gallery,
pp. 28-29, for an encounter table of zero-level
characters with some above-average
characteristics.

4 — See C. S. Lewis’s Narnia series
and P. J. Farmer’s World of Tiers series.

5 — An interesting alternate world
would be one in which magic is commonplace
and handled as a business
(such as in Poul Anderson’s Operation
Chaos, Robert Heinlein’s Magic, Inc., or
Randall Garrett’s Lord Darcy stories).
Unwitting parties could well run afoul of
local union rules and the like.

6 — Museums and libraries may prove
to be a source of new spells, perhaps
ones devised by long-dead magic users
or earlier visitors from other planes.

7 — Illusionists really come into their
own here. Comic readers and radio buffs
will recall Dr. Strange’s, Professor Xavier’s,
and the Shadow’s neat trick of
clouding the minds of those around into
not seeing the hero, forgetting they saw
him, or not seeing him as he really is.
Refer to the “Magic in the modern world”
section of this article for the effectiveness
of magical illusions on modern
men, <>

8 — From Jim Ward’s article in issue
#15 of DRAGON Magazine, Monty And
The German High Command. Bazookas
and panzerfausts can knock out storm
giants, according to this. Um, storm
giants tossing boulders, it says. Maybe
they were some other species mistakenly
identified in the heat of battle.

9 — From Keeping The Magic-User In
His Place, by Ronald Pehr, in issue #24 of
DRAGON Magazine.

10 — To somewhat pacify purists, here
are more realistic ranges for some often used
weapons: 9mm and .38 handguns,
S 10 M 25 L 80; Lee Enfield, S 50 M 200 L
500; Submachine gun, S 16 M 40 L 100.
See the shift in power? The DM should
settle on ranges and rates of fire that best
balance his or her own campaign. Note
that some weapons, ranges (e.g., the
grenade and boomerang) are markedly
increased for characters with exceptional
or magically augmented strength.



Well...

I tried to have my players take their PCs into a "strange articficial tunnel floored with a trio of steel ribbons," whilst chasing an Evil Wizard that dabbled in technology. They heard strange rumblings and wailing sounds--all muffled. Then they found a place where they could ascend a to ledge about three feet above the tunnel floor, and on it they were assialed by a band of club- and knife-armed youths whom they defeated rather handily. After that they retreated the way they had come, passing back through the portal of glowing energy that had taken them into the tunnel.

It didn't take them long to realize that they were in the NYC subway during the infamous blackout--that caused by the Evil wizard escaping them, and that once above-ground their odd appearance would have brought down the local constabulary, of course. I had such plans for mayhem too... :\

Cheers,
Gary



 



 

THE CITY BEYOND THE GATE, Part I
 
 
Introduction The Goal General Guidelines Encounters -
- - - - -

INTRODUCTION
As Roger Moore noted in his adventure
The Dancing Hut (DRAGON® issue #83),
high-level adventures are much in demand,
and often the most powerful magic items
are the sources of many adventures. So it is
with this particular adventure. However,
unlike in The Dancing Hut, characters who
visit The City Beyond the Gate will not find
powerful enemies to challenge them in
combat, nor magic in great amounts. Instead,
they will find themselves in an alien
world where they must use wit, wile, and
stealth to achieve their goal. They will find
themselves in a modern, technological city.
Obviously, an entire city cannot be presented
in the excruciating detail required to
give players a complete sense of their locale
and its atmosphere and populace. Therefore,
this adventure is for the most part
given in a very general form, with guidelines
and suggestions to aid the DM in
clearly and accurately conveying a sense of
this new milieu. Please note that, to this
end, many of the locations described in the
following text are not critical to the completion
of the adventure. They are described
here in the interest of giving a reasonably
complete picture of the city in which the
adventure takes place.

The City Beyond the Gate is designed for
characters of 9th level and up. However,
with some modification of the Gate Island
section and the goal of the expedition, this
adventure could conceivably accommodate
characters of as low as 4th or 5th level.

THE GOAL
The fabled Mace of St. Cuthbert has
been lost from the sight of both human and
demi-human for many centuries. Some
claim it lies at the heart of an active volcano,
guarded by salamanders and flowing
lava; others swear it lies buried deep inside
the earth, warded by powerful magics raised
by those who would see its power denied to
the forces of Law and Good. A few assert
that it has never left the possession of the
Saint, and even now he holds it in his
strong right hand. But a few claim that
none of these are so -- that long before the
Sainted Cuthbert rose to his exalted station,
his mace was hidden away from those who
would steal it before he returned for it,
hidden away outside the bounds of normal
time and space, in a place so outlandish that
the Mace's power and destiny would be
unknown and unknowable, and thus safe.
These same seers claim that the time is
coming for the &face to reappear in the

world and lend its strength to the forces of
right before returning to its owner.
The Mace of Cuthbert was hidden in a
universe other than that in which the "natural
laws" of magic and miracle hold sway.
In fact, it has been secreted in a technological
universe. To be more specific, it is on
our Earth, in London, England, in a museum.
The job of quantifying the milieu of a
technological world such as this one is difficult
but vitally important. The best treatment
of the subject is found in issue #57 of
DRAGON Magazine, in the article "Modern
Monsters: The perils of 20th-century
adventuring," by Ed Greenwood. However,
if a copy of this article is unavailable, do not
panic -- all vital information is to be found
below. "Modern monsters" is a useful and
entertaining background work for those
DMs who plan to run this adventure. Players
with some idea of what they will be
getting into might also wish to examine the
article, for it contains a section on tactics
that just might keep their characters alive.

GENERAL GUIDELINES
Magic works in "our world," though with
some limitations. Magic-users without spell
books will, of course, be unable to regain
cast spells. Clerics will be completely out of
touch with their deities and their servants,
and subsequently will not be able to regain
spells above second level. There may be
problems obtaining material components
for spells, and substitutions may result in
interesting alterations of spell effects at the
DM's option. Some spells are affected by
the location; see below for more information
on spell alterations.

Modern humans will generally be 0 level,
with 1-3 HP. Police and security
officers will generally be the equivalent of
2nd- to 4th-level fighters. SWAT teams,
military forces, professional mercenaries,
and the like will range from 5th to 8th level
in the fighter class. Thieves of all levels up
to 14th will be found. The higher the thief?s
level, the rarer and more specialized he will
be; for example, thieves of 10th level and up
in the modern world will often be sophisticated
cat burglars or jewelry thieves a la
"The Saint." Thieves from the modern
world will not have the ability to read foreign
languages.

There are no native spellcasters on Earth.
Note that the Anglican and Catholic
churchmen of the vicinity are not likely to
look with kindness upon "pagan" priests
(i.e., player-character clerics) who perform

so-called "miracles." Also note that while
the use of the more spectacular spells may
panic the populace, minor magics are likely
to go unnoticed, except perhaps by psychic
researchers and tabloid newspaper reporters,
either of whom will cause no end of
trouble for a party.

Encountered natives with training in
karate, kung fu, or other martial arts should
be treated as 1st- to 5th-level monks. Of the <or, use the MA rules in OA>
total, 75% will be 1st level, 10% 2nd level,
8% 3rd level, 5% 4th level, and 2% 5th
level equivalents. They will possess none of
the special, semi-magical abilities of regular
monks, having only combat abilities, saving
throw bonuses, and thief abilities as seem
reasonable.

Street thugs and such ilk will range from
0 level to 2nd level in either fighter or thief
classes, with fighters predominating. For
examples of extraodrinary 0-level types, see
the AD&D Rogues Gallery, pp. 28-29.
The most common weapons to be encountered
in the modern world are knives,
billy clubs and handguns. Treat knives as
daggers, adjusting damage to fit blade size.
The standard switchblade knife given in the
table below has an eight-inch blade; the
blades of folding (pocket) knives range from
three to seven inches, and combat and
survival knives range from six to eighteen.
Treat billy clubs as identical to clubs, except
doing 1-4 points vs. size S or M and 1-2 vs.
size L opponents. Handguns and other
weapons likely to be encountered are presented
on the "Firearms and other weapons" table given herein (based on the
original in "Modern monsters").
London "bobbies" (or "woolies," as they
are sometimes known by runaways and the
like) will be equipped with billy clubs and
.357 revolvers. Lower-class thieves will
possess anything short of a submachine
gun.

Terrorists, while unlikely to be encountered,
can be assumed to possess all of the
above weapons (excluding the drover?s
whip), plus hand grenades (doing 4-10/4-10
to all within 30? (save vs. petrification for
half damage) plus stunning (for 1-4 rounds)
and deafening (for 1-4 turns) effects; victims
30?-60? from the explosion suffer 1 round
of stunning and 1-4 rounds of deafness; save
does not apply to these effects. Terrorists
may also possess simple bombs (producing
8-48 points damage, plus a system shock
roll for survival for all within 60?) and
stunning and deafening effects as above;
save vs. petrification for half damage and
no system shock).

SWAT teams are
equipped as regular police officers, also '
having rifles, shotguns, tear gas (treat as a
stinking cloud), and body armor that improves
their AC to 5.

The drover?s whip is included in the table
because of the numbers of horse-drawn beer
wagons traversing the streets of London
during the average day. The driver of any
wagon with more than two horses will possess
such a whip, but he rarely uses it on his
team in such a way as to cause damage.

ENCOUNTERS
The following tables are basically selfexplanatory.
Please bear in mind that these
are strictly "extraordinary -<>- encounters "
that is, encounters other than the usual
traffic to be found on the streets or in the
park areas. There will always be traffic
during the day and through most of the
night, with a minimum of twenty cars,
trucks and taxis per one-block area at any
given time. During the day, there will always
be 5-20 humans of both sexes and
assorted ages within 40? of any PC(s),
unless action is taken by the PCs to avoid
people. Only late at night will the streets
and parks be virtually empty.

Street encounters
(1 in 4, check every turn)
Dice Daytime encounters
01-08 1-2 street urchins
09-11 Truant officer
12-18 1-4 police officers on foot
19-27 Crowd of 10-20 shoppers (50-100
near peddlers, 10% chance for a
pickpocket to be with them)
28-34 Pushcart peddler (DM?s option as
to wares)
35-41 Pickpocket (treat as 10th-level
thief)
42-55 Horse-drawn hackney cab
56-65 Bus (35% double-decker)
66-70 Beer wagon
71-81 Group of 2-12 tourists
82-89 Group of 2-6 children
90-93 1-6 punks
94-98 Reporter
99-00 Special (see subtable)

Street encounters, continued
(1 in 4, check every turn)
Dice Nighttime encounters
01-10 1-4 street urchins
11-25 1-4 police on foot
26-37 1-3 police on horseback
38-45 1-2 police in patrol car
46-52 Bum/wino (15% chance is also
pickpocket, equal to 6th-level
thief)
53-61 Street gang (25% punks)
62-67 1-4 muggers (treat as 2nd-level fighters with clubs or knives)
68-77 Bus (35% double-decker)
78-88 Horse-drawn hackney cab
89-96 1-3 prostitutes
97-00 Special (see subtable)

Park encounters
(1 in 6, check every 5 rounds)
Dice Daytime encounters
01-15 1-3 police officers (40% on horseback)
16-20 1-3 street urchins
21-25 Truant officer
26-32 2-16 children
33-38 Lovers
39-46 Band in bandstand
47-52 1-3 persons riding horseback
53-62 Nanny with pram (baby carriage)
63-74 2-12 people playing soccer
75-85 Picnicking family
86-98 Horse-drawn hackney cab
99-00 Special (see subtable)

Dice
01-25
26-35
36-50
51-60
61-65
66-75
76-95
96-00
Nighttime encounters
1-3 police officers (50% on horseback)
Lovers
Street gang (35% punks)
1-4 muggers
Bum/wino (15% may be pickpocket,
as above)
Horse-drawn hackney cab
1-3 prostitutes
Special (see subtable)

Special encounters subtable
Dice Encounter
01-23 Major fire/fire engines on their
way to a fire
24-31 Traffic helicopter or other lowflying
aircraft
32-44 Major traffic accident
45-54 Mugging/robbery in progress
55-64 Street gang warfare (night only)
65-79 Police van (25% chance police will
stop PCs and try to arrest them)
80-88 A tall, blue box with a bright light
on top is found. A tall, curlyhaired
man with a floppy hat and
a long scarf enters the box, followed
by a girl saying, "But Doctor,
where are we going now?"
The light starts to blink, and the
box makes hideous screeching
noises and slowly vanishes. This
encounter can only occur once.
89-95 Terrorist attack (bombing, sniper,
or the like)
96-00 1-8 terrorists (incognito, not on an
attack)

Notes on encounter tables
Street urchins are ?wild? children who
live in the streets of London and are often
accomplished thieves (1st-4th level). Sometimes
orphans, more often than not they are
rebellious kids escaping school or bad family
situations and trying to survive on their
own. To best portray the majority of these
children, think of Fagin?s crew in Oliver
Twist. Urchins are not easily identified as
such; they may have slightly grubbier clothing
than the children found on the Park-
Day matrix, but that may be the only
outward distinction between them.
Truant officers are the bane of street
urchins, seeking to take them off the street
and see that they are taken care of. A truant
officer is not necessarily a bad person, but
he may be overworked and as a result a
little bad-tempered. Most (75%) truant
officers work in plain clothing, while the
remainder wear uniforms similar to those of
the police. They are unarmed.
 
 

Police encounters should be treated with
common sense. Bobbies who are armed will
shoot persons attempting to escape arrest if
they're considered dangerous and can't be
run down on foot. English cops may have a
reputation for being peaceful and helpful,
but they are police officers just the same.
Play them like they were polite N.Y.C. or
L.A. cops.

Punks are outrageously dressed persons
of either sex, usually in leather or other
non-standard garb. Their hair will be in
various shades not normally found in nature
or completely shorn off, and their behavior
will be calculated to shock or disgust. Think
of a belligerent Boy George.

Street gangs will sometimes be composed
of punks, but generally will conform to the
American stereotype of the gang. They will
number from 2-16 youths, armed with
knives (10% chance for 1-4 9mm pistols).
All but the leader will be 0-level humans;
the leader will be a 1st-level fighter. A gang
will usually (75%) be composed of males
ranging from fourteen to twenty years in
age. The remainder will be either all females
of the same age (60%) or mixed.

Beer wagons are huge, wheeled vehicles,
averaging 20? -30? long and carrying a
dozen or more barrels of English beer,
delivered daily to the local pubs. They are
drawn by teams of six to ten large horses
(Clydesdales or Percherons), guided by a
driver who sits 10? off the ground. Consider
the horses to be equal to heavy warhorses,
but with only one hoof (smash) attack for 1-
6 points each. By law, beer wagons always
have the right-of-way on London streets; if
one is encountered, it is likely that the party
noticed the ruckus made by traffic getting
(or being made to get) out of the wagon?s
way.

Reporters are likely to notice anything
out of the ordinary about a party, like full
armor and drawn weapons, and they will
investigate. Even if PCs are disguised, a
reporter is still 40% likely to notice something
odd and check out his hunch. To this
end, he or she will tail the PCs, attempting
not to be noticed, and will take notes on
their actions when applicable. A reporter
may also consult police, street urchins and
other sources of information on PCs, and
may possibly alert police and other "hostiles
? to the party?s location. 40% of all
reporters are female. 10% work for radio or
wire services and 25% for television. The
remainder are employed by the many London
newspapers. Television reporters are
40% likely to have a camera crew ready
nearby. More experienced newspaper and
wire-service reporters may be the equals of
1st- to 3rd-level fighters or thieves, depending
on the beat they work and the type of
newspaper that employs them.

Terrorists are not likely to be nice. They
will always be politically motivated, and
fanaticism is not uncommon. Should a
terrorist group get an idea of what a party is
capable of, it will attempt to gain control of
the PCs by using hostages or other means.
There is the possibility that if the terrorists
see the party being persecuted, they might
offer shelter and aid, at the DM's option.
Terrorist groups will be composed of 1-6
each of fighters, thieves, and assassins, with
levels from 3 to 6 (d4 + 2).
 

FIREARMS AND. OTHER WEAPONS                                                                                                                                                                                                                             Range                        Range modifier
Weapon
Damage
(S-M / L)
Fire
rate
Supply Reload 
time
S M L S M L
9mm/.45 pistol 1-8 / 1-6 4 7 or 8 ¼ 6 12 18 +3 +1 0
.357/.38 revolver 1-8 / 1-6 4 6  1 6 12 18 +3 +1 0
Rifle 2-12 / 2-10 2 2 ½ 11 19 35 +3 +2 0
Shotgun 1-8 / 1-6 1(2) 1(2) 2 4 8 13 +2 0 -3
Sawed-off shotgun 1-10 / 1-4 1(2) 1(2)  2 2 6 9 +5 0 -2
Submachine gun 2-8 / 2-8 20 20-50  ¼ 7 15 20 +5 +1 -1*
Slingshot 1 /0-1 3 -  - 1½ 2½ 5 +1 0 -3
Switchblade 1-3 / 1-2 - -  - - - - - - -
Garrot 1-4 / 1-2 -  - - - - - - - **
Drover?s whip 1-8 / 1-6 - -  - ½ 1½ 2½ - - -
Blackjack 1-4 / 1-2 - - -  - ½ - - - - -

* -- Increase range modifiers to + 8 (S), + 4 (M), and 0 (L) if fire is traversed across target.
** -- If garrot attack is made successfully and a hold can be maintained for three rounds, the target of the attack will be reduced to
zero hit points by suffocation (this assumes a breathing target with a vulnerable neck area).
 

VEHICLES

VEHICLES TABLE
Vehicle Maximum
move per
round
Weight
(pounds)
Impact
damage *
Notes
Car, subcompact 55? up to
2500
1-2 4 passengers (2 in
comfort), poor protection
in collision
Car, compact 66? 3000 1-4 5 passengers (4 in
comfort)
Car, standard** 70? 3500 1-4 6 passengers (5 in
comfort)
Car, large
(limousine)
78? 5000 1-6 6 passengers, heavy
passenger protection
Small truck
(including panel
trucks and
police vans)
70?
(empty)
5500
(empty)
1-6 6 passengers (2 in
comfort; police vans
hold 8 prisoners), can
carry 2 tons of cargo
Large truck
(tractor trailers)
70? 200,000  1-8 3 passengers (up to 20
in trailer), can carry
60,000 lbs. of cargo.
Motorcycle  60? 500 1-2 2 passengers (1 in
c o m f o r t )
Moped 30? 150 0-1 1 passenger

* ? Damage per 10 mph of velocity. Impact damage applies both to persons struck
by and persons inside the vehicle, should it crash.
* * ? Includes police cruisers.

As Ed Greenwood pointed out in "Modern
Monsters," vehicles in the modern
world will be of countless forms, and almost
all will be strange and unfamiliar to PCs.
However, all non-motorized vehicles will be
easily mastered, once their purpose and
workings are determined; even a bicycle can
be figured out in (at most) a day or two by
the determined adventurer.
Motorized vehicles are another matter
entirely. The accompanying table (adapted
from Greenwood's original) gives the vital
statistics on a good selection of vehicles
likely to be found in the areas of London
covered by this adventure. Note that Greenwood
scaled down movement rates, sometimes
by as much as a factor of ten; if you
anticipate the possibility of a high-speed car
chase through the streets of London, don?t
forget to restore full movement rates --
otherwise it will be rather slow-moving. For
off-road travel, keep movement rates given
for all situations. Acceleration to full speed
takes two rounds for most everything; large
trucks require three rounds, while cars
smaller than standard-sized, along with
motorcycles and mopeds, need only one
round to reach full speed. However, note
that full speed is substantially greater than
the maximum speed limit (which is somewhere
around a 48"-50" rate, and slower in
some areas).

It is possible for characters to learn to
drive simple cars and trucks. This requires
instruction (from someone who knows how
to drive) given for a period of time equal in
hours to twenty minus the intelligence score
of the PC who is trying to learn. Once this
period of instruction is over, the PC will
have sufficient knowledge of how to operate
a vehicle if necessary. The instruction does
not provide driving skills, which must be
attained with more practice than the PCs
will have time for, nor does it provide more
than a cursory treatment of the rules of the
road. As a result of these two factors, PC
drivers will have a 25% chance per turn
(non-cumulative) of causing an accident or
attracting the attention of a police officer.
Of course, such things as intoxication and
magical effects will alter this percentage
upward (DM's discretion as to the exact
modification).

For purposes of atmosphere and accuracy,
DMs should remember that traffic in England
follows a flow pattern that is the
reverse of that in America -- vehicles drive
on the left side of the road, not on the right.
Consequently,. the driver's seat is positioned
differently, and the entire traffic system runs
a little strangely (to those used to American
driving). Do not remind players of this,
though -- let their characters discover it on
their own. (One fighter from the original
presentation of this adventure leaped in the
left door of a police van to wrest the wheel
from its driver, only to find an empty seat
and the driver on the other side pulling a
gun on him. . . .)

OTHER TECHNOLOGY
During the course of this adventure,
characters will inevitably encounter items of
modern technology ranging from butane
lighters and flashlights to household appliances
to high-powered weapons. In the
absence of someone to instruct them in their
use, PCs may attempt to puzzle out modern
artifacts on their own. To do so, they roll on
one of the Investigation Charts given
herein. Put a marker on the start position,
and have the player roll a d10 for each
round his character spends puzzling out the
item. The following modifiers apply to each
roll (all modifiers are cumulative):
Intelligence less than 10 . . . . . . . . . . . . . . + 1
Intelligence greater than 14. . . . . . . . . . . . . - 1
Similar object seen in use . . . . . . . . . . . . . - 1
Object has been explained by someone
familiar with it . . . . . . . . . . . . . . . . . . - 2
Operated similar object previously. . . . . . - 2


 
 

PEOPLE AND REACTIONS
The natives of London will generally not
react favorably to a party that remains in
full battle array as it wanders about the city.
Until such time as PCs manage to blend in
with the crowd, either by magic or by buying
or stealing ordinary-looking clothing,
their unusual appearance will draw attention
to them.

The presence of non-humans in the adventuring
group will affect the reactions of
London citizens. Elves and half-elves will
prove to be an asset, for their exotic appearance
and often unearthly beauty will entrance
onlookers, sometimes to the point
that the rest of the party will be ignored.
The presence of a half-orc will automatically
result in the opposite response; if the halforc's charisma or comeliness is 8 or less, a
disguise will be required in public, lest some
good people run screaming from the horror
in their midst. Halflings will often go unnoticed,
as they look very much like human
children in general appearance -- even
more so when clothed to blend in with the
crowd. Dwarves and gnomes will attract
attention, but only because of their size,
and then only for a short time.

Any party spending time in public in full
"fantasy" regalia will attract the attention
of police. Inquiries will be made as to the
film company that the PCs are with, and if
this proves fruitless, the bobbie(s) will attempt
to convince the party that they are
not wearing appropriate clothing. There is a
good chance (DM?s decision on exact odds)
that the entire party will be considered of
questionable sanity, and reinforcements will
be sent for to take them to the Royal Hospital
for examination. While London police
are generally calm and friendly, and can be
counted on to endure strange people and
events with little reaction, they do have
their limits.

One of those limits is weapons. Weapons
openly displayed (even if sheathed) will
immediately bring police trouble. The
bobbie will call for backup and will attempt
to bring the party to the local station-house
under arrest for possession of dangerous
weapons. A concealment charge is likely if
the weapons were sheathed, or worn, as is
the case with many thieves and magic-users,
up sleeves or in boots and belts. Resisting
arrest and escaping police will put the party
on a "wanted" list, with warnings that they
are armed and considered mentally unsound.
If PCs go out en masse after being
placed on such a list, they may quickly be
identified by police anywhere in the city
(100% if they are still in their original garb,
65% even if they have changed to local
clothes). Shortly thereafter, they will be
surrounded by a large (2-4 times the party?s
size) armed force. For individuals going out
alone or in small groups, there is only a 5%
chance per person (cumulative) of being
identified.

Except where otherwise indicated in the
building keys, the following applies to the
remainder of London as long as the party
members remain in their original garb: as
long as no violence or magic use occurs,
public reaction will be neutral, tending
towards negative (-25% on reaction rolls for
encountered individuals). There will be a
general assumption that the party is either a
publicity stunt, part of a movie being
filmed, or simply a more outrageous than
usual punk gang. The closer the PCs get to
parks and other areas of London where
unusual dress is the norm, the less negative
the average reaction will be (-10% on reaction
rolls within 3 blocks of parks and plazas,
no adjustment when in the parks and
plazas themselves).

Combat or fatal violence of any sort will
cause panic in onlookers and bring police
and reporters, as will major displays of
magic (fireballs, lightning bolts, or anything
with lots of "special effects"). Once such a
panic is caused, the undisguised party or
individual PC will not be able to travel
anywhere in the city afterward without a
similar panic and its attendant attentions
starting. Given time to get to know PCs,
citizens may eventually come to overlook
their exotic abilities and origins. However,
most will not want to take the time.
As to special subgroups in the population,
well, punks will embrace PCs for what they
will see as the ultimate rebellion against
modern society. Major criminals and terrorists
who have a chance to calmly evaluate
the party's capabilities will find advantages
for themselves, and plot accordingly. Muggers
and the like will hesitate to assault a
fully outfitted party, although PCs in disguise
are just as likely as anybody else to be
victims of an attempted robbery.
One final topic: language. Unless the
DM assumes that the common tongue is
virtually identical to modern English, the
PCs will not be able to communicate with
any local citizens. The use of spells, magical
items, and the like will help overcome this
handicap, but the DM should always keep
the language barrier in mind. (How do you
ask for a restroom, for instance?)
If the language barrier is deemed too
great a hurdle, the DM may declare that
passage through the gate alters a character?s
memory of language. The common tongue
is instantly translated into English when the
character reaches London; the reverse
transformation of English into common
occurs when the character passes back
through the gate into the AD&D game
world.

MAGIC MODIFICATIONS
The alternate universe in which London
can be found exists on the Prime Material
Plane of the AD&D multiverse, one of the
many such alternates (others include
Midgard, from the module Aesirhamar,
DRAGON® issue #92, and the worlds
connected to the Demonweb in AD&D
Module Q1, Queen of the Demonweb Pits).
However, there is something odd about it.
Nearly everywhere in the multiverse, save
for a few other "freak" planes, the laws of
magic rule. The plane that London is on is
something of an ignored backwater universe,
for it is solidly connected to the rest
of the Prime Material, Astral, and Ethereal
Planes at only a few points, and is at best
tenuously connected with the rest of the
Inner Planes, and almost not at all with the
Outer Planes. (This was one of the main
reasons that the Mace was hidden there.)
Because it is so weakly connected to the
rest of the magical multiverse, Earth has no
magic. There is no leakage of the extraplanar
energies that cause the evolution of
magical and semi-magical creatures and
that produce the oddities which stimulate
human research into magic. Because of its
isolation, Earth is magically null. As a
result of this, some spells will function
differently or not at all in London. The
following sections cover all the spells found
in the AD&D PH, as well as
those published in DRAGON Magazine
during the last few years. (Some of these
also appear in UA). If a spell
is not listed below, assume that it works
normally unless the nature of the spell
dictates otherwise.

One special note: Remember that the
people inhabiting London generally have no
experience with illusions. Therefore, they
initially receive no saving throws to disbelieve
them. Repeated exposure to illusionary
displays may allow for saving throws,
and some citizens may believe they are
viewing an advanced form of laser hologram
or are hallucinating instead of seeing
"real" magic.

Cleric spells
Astral spell is severely limited. The spell
will function as long as travel by it is only
through the Astral Plane and around London's plane; any attempts to reach other
planes (including the party's home) will fail.

Ceremony (consecrate item) will not work
because it implies the attention of the god or
the deity?s servants for the investiture of the
holy aura. Holy symbol will not function for
the same reason.

Commune, divination, and spiritual
hammer will not function because the cleric
is beyond the reach of his god for the time
he is in London. The cleric will realize this
before casting the spell.

Dust devil will fail 50% of the time,
because the connections between London's
plane and the Elemental Planes are so tenuous
that only the smallest and weakest
elemental beings can find a path large
enough to allow them passage. For this
reason, all greater summonings (such as
aerial servant) will fail.

Gate and Negative Plane protection will
not function because of the separation of
Earth from other planes.
Magical vestment will not work unless
the cleric casting it has established in London
an appropriately consecrated area of his
own religion at least the size of a chapel.

Word of recall will not return a cleric to a
sanctuary on a plane different from that of
Earth; it is possible, though, for a sanctuary
to be designated in the modern universe
and thus allow the spell to be used there.

Druid spells
Call woodland beings is useless. There
are no such beings to call in the vicinity of
London.

Chariot of Sustarre, conjure fire elemental,
and conjure earth elemental will not
function because of their Elemental Plane
connections, as explained in the section on
the cleric spell dust devil. Fire storm is
likewise partially elemental in source, and
will fail 25% of the time.

Reflecting pool will not be able to scry
beyond the universe in which London lies.

Reincarnate will not result in the reincarnation
of a character in a magical or semimagical
form, such as a faun, centaur, etc.,
that is not native to Earth.

Magic-user spells
All cantrips function normally.

Astral spell: See the cleric spell of the
same name.

Cacodemon will not function, as the
Abyss cannot be contacted from Earth.

Conjure elemental will not work, as
described for the cleric spell dust devil. For
obvious reasons, distance distortion is also
useless.

Con tact other plane will not work. See
the cleric spell commune.

Demand: See sending.

Drawmij?s instant summons will not work
for items on other planes.

Energy dram will not function because it
requires a stronger connection to the Negative
Material Plane than the modern world
possesses.

Ensnarement will create a planar opening
elsewhere on London?s plane, and a random
human, animal, or alien will step
through it rather than the targeted creature.
The spell will continue to function as
though the desired being had been ensnared,
though.

Find familiar will locate no special familiars,
and the only normal familiars available
in the vicinity of London will be black cats,
crows, and toads. Treat all other results as
?no familiar available.?

Gate will not function (see cleric spell).
Invisible stalker will not function; see
cleric spell dust devil.

Leomund?s secret chest, if sent from the
home universe, cannot be retrieved in London.
If one is placed in the Ethereal Plane
from the modern world, it will be lost if the
caster does not retrieve it before going
home.

Magic mirror has limited effect. See
druid spell reflecting pool.

Maze will fail 25% of the time, but when
successfully cast, it will have double duration
because the isolation of London's universe
allows a larger extradimensional maze
to form.

Monster summonings (all levels) will not
work because there are no monsters in or
near London.

Protection from normal missiles will
provide an impenetrable barrier against
bullets and grenade fragments -- the best
bulletproof vest one could want. In similar
fashion, shield will still act to improve the
recipient's armor class, and is thus also
handy to have when the lead starts to fly.

Reincarnation: See the druid spell reincarnate.

Sending acts as though London is six
planes removed from any other Prime Material
alternate due to its isolation; sendings
beyond the Prime Material Plane also operate
with this six-plane initial handicap ?
i.e., if one sends a message to an Elemental
Plane, there is a base 35% (5% x 6 plane
removal handicap, plus 5% for an actual
planar displacement) of an unsuccessful
sending.

Wall of stone will meld into concrete slabs
and bricks, as well as clay bricks, cinder
blocks, and asphalt.

Illusionist spells
Purely illusionary spells (phantasmal
force, create illusion, and the like) work
automatically on all natives of London, no
saving throw allowed, as noted above.

Astral spell: See the cleric spell of the
same name.

Demi-shadow magic and shadow magic
victims who fail their saving throws take
only one-half normal damage.

Magic mirror: See the druid spell reflecting
pool.

Maze: See the magic-user spell of the
same name.

Shadow monsters, demi-shadow monsters,
and shades will produce monsters that
have one-half the given hit points and inflict
half the given damage against victims who
make their saving throws, due to the remote
position of London with respect to the Plane
of Shadow.

Shadow walk will function correctly only
50% of, the time; 25% of the time it will fail
outright, and the other 25% of the time it
will leave the illusionist (and his companions,
if any) stranded on the borders of the
Plane of Shadow.

Summon shadow will not function because
of the remote connections between
London and other planes.

Vision will not function (see cleric spell
commune).
 

discounts. Let common sense be your guide
here, and remember that for most consumer
goods, British prices are close to American
ones. At the time that this module takes
place (June 1985), £1 is roughly equal to
$1.33. If the DM wishes to have more
contemporary values, he should check with
local banks on the current exchange rates.
Adventurers will probably be unfamiliar
with the concept of paper money, travelers
checks, and bank accounts, but coins from
an AD&D universe are not going to be valid
currency in London. PCs must exchange
their coins for pounds if they intend to
spend their money in the city. The following
exchange rates will be in effect for the duration
of the party?s stay in London. Roll
variations in exchange rate every few days
or so in order to simulate various current
economic pressures and shifts.

AD&D coin Value in British pounds
Copper 1-5 shillings per 10 cp
Silver £6 + 1d4 per sp
Electrum See below
Gold £150+1d10 per gp
Platinum £320 + 1d20 per pp
Electrum is a gold-silver alloy that is
rarely seen or used. Assume that most
banks will be unfamiliar with it and will not
be willing or able to trade pounds for electrum
coins. If a jeweler or metalsmith is
contacted, electrum may be sold for varying
amounts (£10-100 per ep). Fantastic metals
like mithral or adamantite will bring varying
prices, depending upon the DM?s
whims.
American Express and other similar
institutions, located throughout London,
will give 100% of cash value; jewelers and
others will offer 60%. Either way, even the
poorest character will be well off here,
thanks to the gold-rich and inflationary
economies of most fantasy-campaign
worlds.

Open Locks: Thieves are going to have trouble with
modern cylinder locks, since they are beyond
medieval state of the art. To simulate
the impact this new technology will have on
thief PCs, do the following. For the purposes
of picking modern locks, all thieves
are regarded as being 1st level. For each
modern lock they successfully pick, they
regain one level of experience in lock picking
until they return to their original level
of expertise. Combination locks will stymie
thieves with an intelligence of less than 15,
but those with an intelligence of 15 or better
will progress as with normal locks, except
that they cannot progress farther than two
levels below their actual level for picking
combination locks.

Find/Remove Traps: The location and disarming of traps is
another matter entirely. Until informed by
anyone familiar with what technological
burglar detection/prevention devices look
like, thieves will have no chance whatsoever
to detect them, let alone remove them.
However, once a thief is given a sufficiently
detailed and accurate description, the detection
of technological traps such as photosen-
sors and motion detectors is handled in the
same manner as lock-picking. When instructed
by one who is knowledgeable in
how to disarm such a unit, the thief will still
have only a 10% chance to deactivate it
(dexterity and racial bonuses do not apply
here). Failure on this roll indicates that the
device is immediately set off.

On a larger scale of problems, there are
the following:

Time: First, there is a time differential
between the two sides of the gate. The
ratio is roughly one day (London) to one
month (AD&D universe). Thus, if PCs
spend any significant length of time in
London, they may be thought dead and the
usual procedures (reading of wills, selling of
property, whatever else is done depending
on the milieu) will be performed. The PCs
will NOT find any information that suggests
that this time differential exists before
they step through the gate; let them find out
on their own.

Level Loss: This is unlikely to occur, though, because
of the second problem. Because of this
universe's isolation from the magical energies
of the multiverse, those influences
which allow AD&D game characters to be
more powerful than modern men will be
lacking. Like a vitamin deficiency weakening
a person's body, the lack of these vital
environmental factors will eventually cause
a loss of energy (experience) levels in PCs
who remain in London too long. After the
first month (should the party stay so long),
all characters will begin to lose one level per
week until they return to their home universe.
Excursions to the Astral or Ethereal
Planes will, on a one-time basis, delay this
weakening for one month, but will not
prevent it. Once home, characters will
immediately start to regain levels at the
same rate at which they were lost.

One further point before the adventure
begins. The map provided covers but a
small portion of the city of London, although
many major sites of interest are
included. Characters may express an interest
in wandering beyond the edges of these
maps. It is not recommended that they be
allowed to do so -- even if you, the DM;
have the resources and inclination to let
them gallivant all over the British Isles.
They have a mission to complete, and they
will start to feel weak after a while, too, so
short-circuit the PCs any time they try to
move outside the module?s area of focus.
The sudden appearance of blue police vans
in front of the party is a most effective, if
unsubtle, means of accomplishing this; even
encounters that might have otherwise been
mere casual run-ins can become important
enough to distract the players. After all,
London is a modern city, full of the hustle
and bustle of the crowd and the Crown.
There will always be something happening
somewhere, something to interest the party.
Keep them interested in London -- don?t
give them a chance to wonder about areas
not on the map.


 

Good luck. And now . . .