SUCCESSFUL AD VENTURES utrusted person, and a "will" of some sort written out so that the DM will notbalk at the arrangements made to assure the smooth transition of goods tothe devoted "relative" of the defunct character if those sore straits shouldever <strong>com</strong>e to pass.With everything just about all set to go, a few more touches will be ofgreat help. Assign formations for the group - 10' corridor, 20' corridor,door opening, and any other formation which your party might <strong>com</strong>monlyassume. It is always a wise idea to have the very short characters in thefront rank, elves and dwarves to the flanks, and at least one sturdy fighterin the rear if the party is sufficiently large. Draw these formations out onpaper (possibly your referee will require copies for reference), identifyingeach character carefully. The leader who is to make decisions and givedirections for the party must be in the front rank, or in the second rank if heor she is tall <strong>com</strong>pared to the characters before. The leader should keep asketch or trailing map as the adventure gets underway, and anothermember of the expedition should keep a carefully drawn map as well.A word about mapping is in order. A map is very important because ithelps assure that the party will be able to return to the surface. Minormistakes are not very important. It makes no difference if there is a 20'error somewhere as long as the chart allows the group to find its way out!As it is possible that one copy of the party's map might be destroyed bymishap or monster, the double map is a good plan whenever possible -although some <strong>players</strong> have sufficiently trained recall so as to be able tofind their way back with but small difficulty, and these individuals are agreat boon to the group. If pursuit prevents mapping, always go in a setescape pattern if possible - left-straight-right-straight, etc. Such patternsare easy to reverse. In mazes always follow one wall or the other, left orright, and you will never get lost. If transported or otherwise lost, beginmapping on a fresh sheet of paper, and check for familiar or similar placesas you go along. Never be<strong>com</strong>e despondent; fight until the very end.When everything is all set, it will take only a very few minutes to organizethe group for the adventure once time for actual play begins. Your refereewill certainly appreciate this, for his or her enjoyment <strong>com</strong>es fromadventuring, not from waiting for a party to get their act together. Withyour objective all set, it will also be a relatively quick trek to the "jumpingoff" area, as the expedition leader will be able to give clear and concisedirections on how to get there to the DM, and that means there will be fewmonster dice, for the party is marching along quickly down knownpassages, not mapping or otherwise tarrying.Avoid unnecessary encounters. This advice usually means the differencebetween success and failure when it is followed intelligently. Your partyhas an objective, and wondering monsters are something which standbetween them and it. The easiest way to over<strong>com</strong>e such difficulties is toavoid the interposing or trailing creature if at all possible. Wanderingmonsters typically weaken the party through use of equipment and spellsagainst them, and they also weaken the group by inflicting damage. Veryfew are going to be helpful; fewer still will have anything of any value tothe party. Run first and ask questions later. In the same vein, shunencounters with creatures found to be dwelling permanently in thedungeon (as far as you can tell, that is) unless such creatures are part ofthe set objective or the monster stands between the group and the goal ithas set out to gain. Do not be sidetrocked. A good referee will have manyways to distract an expedition, many things to draw attention, but ignorethem if at all possible. The mappers must note a11 such things, and anotherexpedition might be in order another day to investigate or destroysomething or some monster, but always stay with what was planned if atall possible, and wait for another day to handle the other matters. This notto say that something hanging like a ripe fruit ready to be pluckedmust be bypassed, but be relatively certain that what appears to be thecase actually is. Likewise, there are times when objectives must beabandoned.Co-operation assumes mutual trust and confidence, and this is enhancedwhen members are certain that the survivors will do their best to see thatany slain character is carried forth from the dungeon to be resurrected if atall possible. All members of the expedition should be ready and willing topart with any goods, money, and magic items in order to save lives. Failingthat, each should be willing to fight to the death to assure the survival andsuccess of the party. This will happen when mutual trust exists. What aboutevil alignment? selfish neutrals? unco-operative <strong>players</strong>?Intelligent <strong>players</strong> of evil alignment will certainly be ready to help in orderto further their own ends. This is not to say that they will be chummy withthose of good alignment, but on a single expedition basis it is possible toarrange situations where they are very likely to desire to be helpful inorder to benefit themselves and their cause. Generally evil characters,porticularly chaotic evil ones, are prone to be troublesome and hurtful tothe party. They should accordingly be shunned when possible. Selfishneutrals are similar to evil characters, but their price is usually easier tomeet, and it is therefore easier to integrate them into an expedition whichwill depend on co-operation for success. The character of good alignmentwho is basically unco-operative - often acting as an evil or (selfish)neutral would - is another matter, for such <strong>players</strong> usually join under thepretense of being helpful and willing to act in the best interest of the party.Undoubtedly the best way to take care of such <strong>players</strong> is to expel themfrom the group as soon as circumstances permit. Do this os often as isnecessary to either change the player'? mind about co-operation, or untilhe or she be<strong>com</strong>es tired of having their characters consigned to oblivionbecause of their attitude.So much for the underworld adventure. Most of what was said regardingsuccessful expeditions there also applies to outdoor and city adventures aswell. Preparation and mutual aid are keys to these sorts of adventuresalso. It is not usually possible to return to home base in the wilderness, buta place of refuge can be found and used in order to rebuild a party'sstrength. The party should avoid confrontations with monsters which areobviously superior and always seek to engage monsters at an advantage.City adventures are the toughest of all, for they are more difficult to planand prepare for. Yet with care, and a careful adherence to co-operativeprinciples, they can be successfully handled with the guidelines statedabove. Setting out with an objective in mind, having sufficient force togain it, ond not drawing undue attention to the party in the course ofac<strong>com</strong>plishing the goal should serve to bring such adventures to successfulconclusion.Superior play makes the game more enjoyable for all participants, DM and<strong>players</strong> alike. It allows more actual playing time. It makes play moreinteresting. The DM will have to respond to superior ploy by extendinghimself or herself to pose bigger and better problems for the party to solve.This in turn means more enjoyment for the <strong>players</strong>. Successful play meanslong-lived characters, characters who will steadily, if not rapidly, gainlevels. You will find that such characters be<strong>com</strong>e like old friends; theybe<strong>com</strong>e almost real. Characters with stories related about their exploit%-be they cleverly wrought gains or narrow escapes- bring o sense of prideand ac<strong>com</strong>plishment to their <strong>players</strong>, and each new success odds to theluster and fame thus engendered. The DM will likewise revel in telling ofsuch exploits ...j ust as surely as he or she will not enjoy stories whichconstantly relate the poor play of his or her group! Some charocters willmeet their doom, some will eventually retire in favor of a new character ofa different class and/or alignment; but playing well is a reward unto itself,and old charocters are often remembered with fondness and pride os well.If you believe that ADVANCED DUNGEONS 8 DRAGONS is a game worthplaying, you will certainly find it doubly so if you play well.If the party be<strong>com</strong>es lost, the objective must immediately be changed todiscovery of a way out. If the group be<strong>com</strong>es low on vital equipment orspells, it should turn back. The same is true if wounds and dead membershave seriously weakened the group's strength. The old statement aboutrunning away to fight another day holds true in the game. It is a wise ruleto follow.On the other hand, if the party gains its set goal and is still quite strong,some other objectives can be established, and pursuit of them can then befollowed. It is of utmost importance, however, to always carry slainmembers of the expedition with the party if at all possible, so even if but alone character is lost, it is usually best to turn back and head for thesurface.inn
PSIONICSAPPENDICESPSIONICSAPPENDIX I: PSIONICSPsionics are various powers derived 3m the brain. ani PV enablecharacters so endowed to perform in ways which resemble magicalabilities. If your DM opts to include psionic abilities in your campaign, theywill be determined for humans (and possibly dwarves and halflings) asfollows:Characters with one or more unmodified intelligence, wisdom or charismaability scores of 16 or higher might have psionic ability. Whether or not thisability is possessed is then determined by a dice roll using percentile dice.Any score of 00 (1000/0) indicates the ability exists. For each 1 point ofintelligence above 16 add 2% to the dice roll, for each 1 point of wisdomabove 16 add 1% to the dice roll, ond for each 1 point of charisma above16add % to the dice roll (drop all fractions).Example: A character has intelligence of 17, wisdom of 12, and charismaof 17. There are 2% points to be added to the psionic potential roll becauseintelligence is 1 above 16, and % point for charisma 1 above 16, total 2%+ % = +3. The dice are rolled, and any score of 97 or greater indicatespsionic ability exists in the character.If psionics are possessed, it is necessary to determine the ability (orstrength) and the number of powers the character has. Psionics in no wayaffect the performance of the character in his or her chosen class, exceptas possible behavioral modifiers.PSlONlC ABILITYThe psionically endowed character rolls percentile dice, adding 1 point tothe total for each unmodified point of intelligence, wisdom and charismascare above 12. In addition, if 2 of these scores are above 16, the numberof points is doubled, and if all 3 scores are above 16, the number of pointsis quadrupled. The base score (01 -00 (100)) plus bonuses (1 -72), if any, areadded together. The total is the psionic strength of the individual; it is thestrength for attack and for defense. Psionic ability is double psionicstrength, i.e. 10 to 344. One-half of psionic ability is attack strength, onehalfis defense strength.Strengths can be used up in attack and defense during psionic <strong>com</strong>bat andin employment of psionic powers. These expenditures are detailed later,as is how they can be regained. Once psionic ability is determined it cannever change except due to brain injury (which will destroy it), or theacquisition of magical devices (which artificially alter it). Use of strengthpoints, or regaining them, does not alter psionic ability.PSlOnlC POWERSPsionic powers include attack modes, defense modes, and disciplines (themagic-like powers). The number of each power is determined by furtherdice rolls; attack/defense modes are selected by choice, disciplines byrandom selection.Attack Modes:Roll percentile dice, and consult the following table:01-25 1 attack mode26-50 2 attack modes51 -75 3 attack modes76-95 4 attack modes96-00 5 attack modesAttack RangeAttack Mode Point Cost per Usage Short Medium longA. Psionic Blast 20 2" 4" 6"6. Mind Thrust 4 3" 6" 9"C. EgoWhip 7 4" 8 12"D. Id Insinuation 10 6" 12" 18E. Psychic Crush 14 5"Psionic Blast is a wave of brain force, in effect much like "stunning news"to the mind. It is costly in attack point expenditure, but it is the only psionicattack which can affect non-psionic creatures. The attack is a cone-shapedwave of force %" diameter at its source and 2" diameter at its terminus (6"distance).Mind Thrust is a stabbing attack which seeks to short the synapses of thedefender. The attack is individual.€go Whip attacks the ego, either by feelings of inferiority andworthlessness or by superiority and megalomania. The attack affects but asingle creature.Id Insinuation seeks to loose the uncontrolled subconscious mind of thedefender, pitting it against the super-ego. The attack affects all psionicallyaware creatures in a 2" X 2"area within attack range.Psychic Crush is a massive assault upon all neurons in the brain,attempting to destroy a11 by a massive overload of signals. This mode ofattack affects but one defender If it is used the user may defend with onlymode G, Thought Shield, or have no defense ot all.Point Cost per Usage: This shows the number of psionic attack points ofstrength which the attacker must expend in using the attack mode.Attack Range: This table shows the various distances at which the variousattack modes will function. Effects of attacks are reduced at medium andlong ranges.If all attack points are expended, or too few remain to use any attackmode listed, the creature may defend only.Defense Modes:Roll percentile dice and consult the following table:01 -25 2 defense modes26-75 3 defense modes76-90 4 defense modes91 -00 5 defense modesDefense ModePoint Cost per Usage Area ProtectedF. MindBlank 1 Individual onlyG. Thought Shield 2 Individual onlyH. Mentol Barrier 3 Individual onlyI. Intellect Fortress 8 10'r. of individualJ. Tower of Iron Will 10 3'r. of individualThe individual must always have defense mode F. Others are optionallyselected.Mind Blank attempts to hide the mind from attack, making its partsunidentifiable.Thought Shield cloaks the mind so as to hide first one part, then another.Thisdefense can be kept upat all times, unlike the others.Mental Barrier is a carefully built thought repetition wall which exposesonly that small area.Intellect Fortress is a defense which calls forth the powers of the ego andsuper-ego to stop attacks.Tower of Iron Will relies only upon the super-ego to build an unassailablehaven for the brain.Point Cost per Usage: This shows the number of psionic defense points ofstrength which the attacker must expend to use the defense mode whenunder psionic attack.Area Protected: If the defense mode has an area of protection beyond theindividual, it offers its defense, or the defense used by any individualwithin its radius, whichever is better. Suppose 3 psionics are defending ina group; the first puts up defense mode F, another I, and the third puts up J.The first selects from defense modes F, I or J; the other two from either I orJ, whichever does the most efficient iob of damage reduction. Non-110