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Issue #224 SPECIAL Vol. XX, No. 7 ATTRACTIONS December 1995 The Designer’s Guide to Publisher 10 Coping with Magic and the TSR, Inc. Supernatural—Jeffrey Allen Paul Associate Publisher Medieval architects never had to worry about attackers riding dragons, or with wands of fireballs. How can a Editor-in-Chief Pierce Watters castle designer cope? Elven Cities & Settlements—Steve Miller Editor 18 Anthony J. Bryant This random generator provides a quick solution to designing customized elven cities. Associate editors Sleep of Ages— Dave Gross Michelle Vuckovich 26 Explore dwarven tombs built by master architects, and learn the secrets of their deadly traps. Fiction editor Barbara Young FICTION Art director Larry W. Smith The Third Law of Power —Richard Parks 86 Marta sought wisdom, and thereby power; but would the Production staff Basilisk Oracle grant her request? Tracey Isler

Subscriptions Janet L. Winters REVIEWS U.S. advertising Cindy Rick Role-Playing Reviews — 34 Rick looks at WotC’s Everway and TSR’s BIRTHRIGHT™ U.K. correspondent and U.K. advertising From the Forge—Ken Carpenter Carolyn Wildma 56 A double feature this month: Horrific holdovers from Halloween, and a year-end look at the best in the business.

Dragon® Magazine (ISSN 0279-6848) is published Kingdom is by Comag Magazine Marketing, Tavistock monthly by TSR, Inc., 201 Sheridan Springs Road, Road, West Drayton, Middlesex UB7 7QE, United Lake Geneva, WI 53147, United States of America. Kingdom; telephone: 0895-444055. The postal address for all materials from the United Subscription: Subscription rates via second-class States of America and Canada except subscription mail are as follows: $30 in U.S. funds for 12 issues orders is: DRAGON® Magazine, 201 Sheridan Springs sent to an address in the U.S.; $38 in U.S. funds for Road, Lake Geneva, WI 53147, U.S.A.; telephone 12 issues sent to an address in Canada; £21 for 12 (414) 248-3625; fax (414) 248-0389. The postal issues sent to an address within the United Kingdom; address for all materials from Europe is: DRAGON £30 for 12 issues sent to an address in Europe; $50 Magazine, TSR Ltd., 120 Church End, Cherry Hinton, in U.S. funds for 12 issues sent by surface mail to Cambridge CB1 3LB, United Kingdom; telephone: any other address, or $90 in U.S. funds for 12 issues (0223) 212517 (U.K.), 44-223-212517 (International); sent air mail to any other address. Payment in full telex: 818761; fax (0223) 248066 (U.K.), 414-223. must accompany all subscription orders. Methods of 238066 (international). payment include checks or money orders made Distribution: DRAGON Magazine is available from payable to TSR, In., or charges to valid Mastercard game and hobby shops throughout the United States, or VISA credit cards; send subscription orders with Canada, the United Kingdom, and through a limited payments to TSR, Inc., P.O. Box 5695, Boston MA number of other overseas outlets. Distribution to the 02206, U.S.A. In the United Kingdom, methods of book trade in the United States is by Random House, payment include cheques or money orders made inc., and in Canada by Random House of Canada, payable to TSR Ltd., or charges to a valid ACCESS Ltd. Distribution to the book trade in the United or VISA credit card; send subscription orders with Kingdom is by TSR Ltd. Send orders to: Random payments to TSR Ltd., as per that address above. House, Inc., Order Entry Department, Westminster Prices are subject to change without prior notice. The MD 21157, U.S.A.; telephone: (800) 733-3000. issue expiration of each subscription is printed on the Newsstand distribution throughout the United mailing label of each subscriber’s copy of the

2 DECEMBER 1995 FEATURES

FIRST QuEST™—Steve Jackson 8 Fond memories of brigand-bashing and puzzle-pondering.

DESCENT TO UNDERMOUNTAIN™ : The Flame Sword of 23 Lloth—M.D. McConnohie Take an early look at Interplay’s soon-to-be-released 3-D computer game, in which you can battle Lloth’s minions. A Thousand and One Words—Mike Shema 42 Don’t just say “I hit the ”. . . it’s dull. Being colorful in your descriptions can add a whole new dimension to your game. Bazaar of the Bizarre: Natural Endowments— 53 Steve Berman Magical items for the more nature-oriented or primitive sets. The History of the Rod of Seven Parts— 66 Here’s the inside story of the AD&D® game’s best-known artifact, from the man who may—or may not—have created it in the first place. The Chronology of Krynn—Harold Johnson and 72 Sue Weinlein COVER Ever wonder about which of those ® stories came This painting was hanging in the art show ® first, and what happened when? at the Game Fair last year. As impressive as it is on our cover, it was Sage Advice—Skip Williams completely overwhelming hanging on a 100 This month, the sage tackles questions on the DRAGONLANCE® wall in all of its glory. I was never able to connect with Florida artist Alan Prior campaign, and on gaming and Real Life. during my 4 days in Milwaukee but was The Ecology of the Lammasu—Belinda G. Ashley fortunate to run across someone who had found one of his business cards. The rest, 114 These lion-men, powerful protectors of law and good, stand as they say, is history. watch over those who need protecting. DEPARTMENTS

4 Letters 95 Floyd 6 Editorial 106 DragonMirth 42 Forum 108 Yamara 76 Rumblings 110 Gamers’ Guide 83 Convention Calendar 119 TSR Previews

magazine. Changes of address for the delivery of address; include sufficient American postage or part without first obtaining permission in writing from subscription copies must be received at least six Internation Reply Coupons with the return envelope. the publisher. Material published in DRAGONS weeks prior to the effective date of the change in In Europe, write to: Writers’ Guidelines, c/o DRAGON Magazine does not necessarily reflect the opinions of order to assure uninterrupted delivery. Magazine, TSR Ltd., include sufficient International TSR, Inc. Therefore, TSR will not be held accountable Back issues: A limited quantity of back issues is Reply Coupons with your SASE. for opinions or mis-information contained in such available from either the TSR Mail Order Hobby Shop Advertising: For information on placing advertise- material. (201 Sheridan Springs Road, Lake Geneva, WI ments in DRAGON Magazine, ask for our rate card. All ® designated registered trademarks owned by 53147 U.S.A.) or from TSR Ltd. For a free copy of the ads are subject to approval by TSR, Inc. TSR TSR, Inc. ™ designates trademarks owned by TSR, current catalog that lists available back issues, write reserves the right to reject any ad for any reason. In Inc. Most other product names are trademarks owned to either of the above addresses. the United States and Canada, contact: Advertising by the companies publishing those products. Use of Submissions: All material published in DRAGON Coordinator, TSR, Inc., 201 Sheridan Springs Road, the name of any product without mention of trade- Magazine becomes the exclusive property of the Lake Geneva WI 53147, U.S.A. In Europe, contact: mark status should not be construed as a challenge publisher, unless special arrangements to the con- Advertising Coordinators, TSR Ltd. to such status. trary are made prior to publication. DRAGON Magazine Advertisers and/or agencies of advertisers agree ©1995 TSR, Inc. All Rights Reserved. All TSR welcomes unsolicited submissions of written material to hold TSR, Inc. harmless from and against any loss characters, character names, and the distinctive like- and artwork; however, no responsibility for such sub- or expense from any alleged wrongdoing that may nesses thereof are trademarks owned by TSR, Inc. missions can be assumed by the publisher in any arise out of the publication of such advertisements. ORIGINS is a trademark owned by the Games event. Any submission accompanied by a self- TSR, Inc. has the right to reject or cancel any adver- Manufacturers Association. addressed, stamped envelope of sufficient size will tising contract for which the advertiser and/or agency Second-class postage paid at Lake Geneva, be returned if it can not be published. We strongly rec- of advertiser fails to comply with the business ethics Wisconsin, U.S.A., and additional mailing offices. ommend that prospective authors write for our writ- set forth in such contract. Postmaster: Send address changes to DRAGON ers’ guidelines before sending an article to us. In the DRAGON is a registered trademark of TSR, Inc. Magazine, TSR, Inc., 201 Sheridan Springs Road, United States and Canada, send a self-addressed, Registration applied for in the United Kingdom. All Lake Geneva WI 53147, U.S.A. USPS 318-790, ISSN stamped envelope (9½” long preferred) to Writers’ rights to the contents of this publication are reserved, 0279-6848. Guidelines, c/o DRAGON Magazine, as per the above and nothing may be reproduced from it in whole or in

DRAGON 3 averse to putting small games in DRAGON® Thanks. And oops. Magazine. We’ve done it before, and we’ll be doing it again. Make sure, though, that any game article include the TSR disclo- Dear Dragon, sure form that accompanies our writer’s It has been a while since you’ve revised guidelines. your great magazine, but when I opened issue #222, I found some good changes. First, I want to congratulate the new Some Ideas editor. I hope he stays longer than his Game Designing 101 predecessor. Dear Dragon. I have some questions: What happened My friends and I have been thinking up to Yamara and the Forum Section? Did Dear Dragon, ideas for DRAGON magazine. Why not have you take them out? Did you notice that My name is Ryan Haskins, and I am a 17- a Sage Advice Hotline (Wizards of the you misspelled the name of Paul F. Culotta year-old high school student. For the past Coast has one, why not you guys?) and list- in the Contents section? couple of years I have been designing ings of gamers? For the listings, people I read in the editorial that Mr. Bryant computer games. After contacting several can send in their name, age, address, was going to work for the DRAGONLANCE® companies about these games, I was dis- game played, etc. section. Now that and couraged by their remarks and attitude Oh—how do I submit drawings for have written the fourth toward my amateur status. Recently after DragonMirth? chronicle for DRAGONLANCE, is there any seeing an article in the December issue of Corey Smith plan for a fifth? Are you going to publish, Inquest magazine entitled “How to Break Montgomery, PA for example, a new boxed set or new Into Gaming,” I decided to get back into it. accessories for DRAGONLANCE? Not computer games, but card games. You have some good ideas in your letter, Luis Ernesto Cordero The latest rage in these games has gotten some of which are—surprise-under P.O. Box 09-01-9145 my attention. Two friends and I, all in development or consideration already. Guayaquil, Ecuador high school, have been fans of TSR and As for your suggestions for DRAGON ADVANCED DUNGEONS & DRAGONS® for years, Magazine, there are things that need to be Thanks for the good thoughts. I hope to and realized that if we wanted to do this, taken into account. We can’t do a Sage stay here a while, too. Yamara and Forum we had better do it right by contacting the Hotline because we like to be able to were not removed so much as displaced; best company in the business. research the answer to give the right one. with all the running around taking charge Ryan Haskins Q&A hotlines tend to promote the quick of the magazine, a few things slipped Lake Mary, FL answer rather than the correct or best through my fingers. Forum is back in force. thought-out one. Resides: answering ques- Yamara, however, will make its final Well, Ryan, you’ve picked the hard topic. tions in the magazine like this allows more appearance in DRAGON Magazine next It’s generally hard for anyone young to get people to see the answers, thereby helping month. someone to listen to him, but when you more gamers and allowing us to answer As for misspelling Paul’s name, you’re consider the demographics of the gaming the question only once. right. My apologies, Paul. Mental note to industry, that doesn’t make sense. The best Gamer listings would be more trouble myself don’t do the table of contents last suggestion I can come up with is to than you can imagine. Do you know how or late at night. address any correspondence to "Game many people play these games? It’s far eas- There will be no more Weis and Design Department” at whatever company ier to get your local gaming store to put up Hickman novels in DRAGONLANCE—or so is you’re targeting. (We know where you a sign-up bulletin board. A couple of signs my understanding—but there will be a should send first, though, right?) For posted around your campus could work, Fifth Age on Krynn. Next August TSR is starters, don’t tell people your age. Don’t too, if you want to start a gaming club at releasing an entirely new game called lie; just don’t give them a reason right off school. DRAGONLANCE: The Fifth Age. It is a new to disregard your letter. Say you’re an ama- Submitting to DragonMirth is easy: send diceless role-playing game with a very teur game designer who has come up with in your art with a disclosure form to us, clever design; but I can’t tell you more this spiff game idea, you’ve playtested it attention Larry Smith. That’s it. Note that about it now or DRAGON would need (you have playtested this stuff right?) exten- we expect professional material: clean another editor again. sively and it looks like it might fly. Give a copies for spec or originals on heavy stock. very brief synopsis of the game (what it is, If you’re interested in doing art for basic rules, mechanics, whatever). Ask if DRAGON Magazine, you can write Larry and anyone would be interested in more infor- request artist’s guidelines (but don’t forget Aak Oops! mation, and ask what hoops you need to that SASE!). jump through. There is probably going to Pages 28 and 29 in issue #219 were be a disclosure form you’ll be asked to fill inadvertently transposed; those of you out, just in case. who couldn’t figure out why the charts If on the other hand, it’s a simple fun lit- weren’t making sense now know why. tle game, you could send it here. We’re not

4 DECEMBER 1995

As 1995 draws to a close, DRAGON® much more expensive than virgin paper. specifics, but, a brief overview is in order: Magazine— the “old” DRAGON—also comes Computer use is generating so much 1. More color—Full four-color capabi- to an end. With the January issue, #225, waste paper that recyclers are referring to lity, will give you a new, livelier you will see the “new” DRAGON. The long- areas like Washington D.C. as “urban DRAGON without sacrificing readabili- promised relaunch is coming. forests.” As more paper is recycled, prices ty. Actually, an old formula for a successful will drop. At least, they will drop relative 2. More articles—We’re tightening our wedding seems the most appropriate to virgin paper costs. A team effort is the articles, removing fluff and leaving description. “Something old, something only way to curb upward spiraling prices. the meat, thus room for more new, something borrowed and something Then there are postal rates. New, rec- information. blue.” ommended rates, due to take effect next 3. New features—Features intended to Let’s start with the something blue. As of spring, will reduce postage for the “big be more directly useful at the gaming January 1996, DRAGON Magazine will have a boys,” the large periodical publishers, up table. cover price of $4.95. Try as we might to to 14%, while penalizing us “little guys” by 4. New attitude—Definitely a dragon’s hold the line on price increases, outside as much as 17%. Raising our price was an attitude. Feisty and opinionated. factors have forced this change upon us. agonizing decision, but an inevitable In the last year, paper prices have gone necessity. Finally, we come to the old. Although we up by 80%. Predictions for 1996 forecast Well, enough singing the blues. The are putting forth a mighty effort to give an additional increase of, at least, another something borrowed is you, our readers. you a new DRAGON, we cannot ignore your 20%, and 12% more in 1997. The era of Although I said “our” readers, you are only favorites. DragonMirth, Forum, Letters computers and the “paperless office” is ours as long as we listen to you and pro- and popular features will remain. Also, upon us. Paper use is skyrocketing and vide for your needs. That’s a major reason the classic style for which DRAGON demand from the European and Pacific for the relaunch. You let us know what Magazine is known will not change. Rim markets are driving prices to new you wanted in your DRAGON Magazine and Welcome in the New Year with the new heights. we are responding. DRAGON, and welcome to the wedding, or, Recycle, folks, it’s our only hope. Now, as to the new, there’s plenty. I’m rather a renewal of vows between us Currently, however, recycled paper is still not going to spoil the surprise with and you.

Editor-In-Chief

DECEMBER 1995

FIRST QUEST is the title of TSR, Inc.'s Audio CD Introduction to Role-Playing Game. This series is a fea- ture where veterans of role-playing describe their first experiences in the hobby.

Roll-Playing Vs. Role-Playing

by Steve Jackson

I remember the very first time I encoun- later. I was freelancing for Metagaming: different exhibits, clues to what we’d face. tered D&D®. I’m not sure exactly when it game development, article editing, game Sometimes the curator would give us spe- was.. either when I was in college, or just design, advertising, typesetting, a bit of art cific hints or even powerful magic. Like afterward. The DM was my old friend direction, you name it. Metagaming is the spray can that turned out to be death Forrest Johnson, who some of you will ancient history now, but in the late ’70s it on giant scorpions. That one saved our remember as the editor of The Space was a busy little upstart of a company bacon once we’d finally figured it out. Of Gamer back in the early 1980s. halfway between D&D and “real course, Robert never used the words Forrest had been talking about this great business.” Around 1977 or ‘78, Robert “spray can” when he described it to us. new game he’d learned. It sounded like Tayler started a D&D campaign for the Good thing the on the top was fun, so one day he ran a couple of us Metagaming crew. We all talked about pointing the right direction when some- through a wilderness adventure. I don’t how it ought to be possible to design a one finally got desperate enough to push think he was using all the rules. In fact, I’m better game, but back then, when we the button. not sure he was using anything but the played, we played D&D. And we liked it. It was during Robert’s campaign that I random encounter and treasure tables. Howard Thompson, Ben Ostrander and I had the single most exciting bit of charac- There must have been some character were the regular players; others joined the ter development that I’d ever experienced. generation in there someplace, but I don’t game occasionally. We talked about busi- My fighter, Ragnar the Impetuous, came recall it. In fact, I don’t recall anything ness and how someday we’d take over the out of the dungeon with some gold. about my character. Not that it mattered. gaming world, and we rolled those poly- Enough to buy chain mail! Now that was The play was fairly simple. Forrest had hedra as we wandered through Robert’s exciting. No longer was Ragnar taking his the books and the charts. He rolled the dungeon. life in his hands every time he faced an dice a lot. Occasionally, someone else got Robert was truly a world-class GM. I orc. Now there was a good chance that to roll. We’d wander through a forest until didn’t know it at the time, of course, but as he’d live through a fair fight. we had a random encounter (which, as I I look back on all the GMs I’ve ever played In the years since then, I’ve had charac- remember, was always a group of ban- with, only Aaron “Play Champions* Till You ters win fortunes, develop super-powers, dits). We would sneak up on them from Drop” Allston put on a better show. And and conquer empires. But there’s never upwind. Then our wizard would cast this was pre-1980. Robert hadn’t the bene- been a vicarious thrill like that of Ragnar cloudkill. After that, we’d loot the bodies fit of years of experience, let alone years of getting his chain mail. and Forrest would roll a lot of dice as he “How to be a better GM, get whiter teeth, Ragnar made it to fourth level before he totaled up our take. Then we did it again. and lose 20 pounds” articles. He was just a died, foolishly trying to rescue a friend And again, and again, and again. That natural. (one of the disgusting dwarves Howard must have been one truly bandit-free You didn’t need to know a lot of rules to Thompson loved to play) from the mind- wilderness by the time we were done. play with Robert. He took care of all that controlling clutches of an ogre mage. The I do remember asking if there was any stuff. But you did need to know about the dwarf, obedient to his evil master, skew- chance our prey would fight back. Forrest world in which you were playing. ered Ragnar with a bolt. Robert assured me that there were combat rules, Specifically, you needed to know what just shook his head. “You should have but that they were awfully complicated. the standard monsters and magic items known you couldn’t rescue him without No character development. No role- were like, because Robert loved puzzles magic.” True. I knew that. Even Ragnar playing of any kind, in fact. Not a hint of and surprises. He was always fair about it, knew that. But he didn’t care. He was angst. But what do you expect? This was but those magic items were important going to die trying. He did, too. the mid-‘70s. parts of his puzzles, and ignorance was a It was a great campaign. Hmmm... You If we ever played a second game, I don’t capital crime. I remember one tragic know, Robert’s still in town. I wonder remember it. But it was fun, in a perverse death that could have been avoided if the whether he’s running any games these sort of way, and it did leave me with a player had remembered exactly how a bag days. vague idea of what D&D was about. Slay of holding worked. the foe, loot the bodies. Cool. I could deal Robert’s dungeon featured a museum, with that. complete with curator, on the first level. * indicates a product produced by a company The next time I played was some years Every adventure, the museum would have than TSR, Inc.

8 DECEMBER 1995

by Jeffrey Allen Paul

Artwork by David Horne

Castles are as integral to the AD&D® game DM’s upper lip curls in an expectant leer case gaseous) commandos means that the as the wyrms that buzz their as he describes Stirling’s final approach to castle’s flat, open towertops and sprawl- and the dungeons that lie deep beneath the Baron’s gray, crenellated abode. But, ing, concentric walls often prove more of their stony . are sancti sanc- hold on, what’s that? In a quick two- a liability than a defense. tora for the powers who move and shake pronged attack, half of the party charges Despite their shortcomings, castles are our imaginary worlds, and they often the front gate and fireball two towertopsfull not going to disappear from our campaign serve as focal points for an entire cam- of guards, stone shape an into a worlds any time soon, nor do we want paign. Gamers rely on these buildings to service entrance, jump to the top of the them to. Castles are too close to the beat- safeguard their favorite nobles and PC’s , and open the doors for their ing heart of fantasy role-playing; they can from the forces and terrors that seek to retainers, while their companions seep be foreboding, romantic, and adventurous depose them. But how many castles with- gaseously into the treasury, steal the best all at the same time, and no nobleman out magical gimmickry are really secure loot, stamp out some feeble resistance, and worth his coat of arms would settle for enough? raise their ensign on the roof of the , anything less. A fantasy castle doesn’t need This exposes a fundamental problem all before the evil baron can finish his to be defended by outrageous creatures or with castles in an AD&D setting. When breakfast or poor Hector can close his magic to retain an awe-striking eminence gamers adopt castles into their cam- mouth. Imagine what would have hap- in your campaigns, however. It just needs paigns, they are asking their fortresses to pened if the party had access to a scroll of a little help. defend against far more than real castles cloudkill or a couple of griffons. With this in mind, here are some sug- were ever equipped to handle: medieval gestions for “beefing up” an AD&D castle’s architects did not have dragons, invisible Hector’s case illustrates three main castle defenses against the most common fan- fighters, or fireballs in mind when they weaknesses in AD&D. First, low-level tasy attacks. The following countermea- designed their defenses, Witness the case magic can subvert a castle’s defenses in sures are grouped into three sections: of Hector, the hapless DM: ways a medieval architect never dreamed. measures against magic spells, measures Second, a party of supernaturally heroic against supernatural attackers, and Newly outfitted with the loot from their last characters unafraid of the puny weaponry measures against aerial attacks. Many adventure, the Stirling Party set out against of a normal castle guard will not be held suggestions are simple, showing how the castle of the evil Baron Boneleaux. The at bay by standard high walls, wooden “homespun” wisdom can cope with assault has been meticulously prepared by doors, or crossbow bolts. Finally, the all- destructive magic. Hector to be a very tough adventure. The too-common scenario of air-based (in this

DRAGON 11 Measures Against As medieval people knew, fur and hum- (depending upon the race of the spotter,) Magical Spells ble felt together create a virtually airtight these spotters generally live a life of luxury If earth- and stone-affecting spells were seal. Thus a door frame, including the and honor. During a battle they become the only magic a fantasy castle comman- floor, or an arrow loop shutter, might be assets of the first rank, for they reveal the der had to cope with, he could take a lot lined with short fur and the door-edge whereabouts of any would-be comman- more coffee breaks. Most spells of this lined with felt, to the detriment of free- dos. Armed with this intelligence, the type are Greek to any mage of less than spirited gaseous infiltrators everywhere. commander can effectively counteract an 9th level, so are correspondingly uncom- otherwise unstoppable enemy. mon; and all of them have a limited range Frequent Partitions and area of effect. Unfortunately for our Even arrow loop shutters aren’t foolproof. Scrolls heroic commanders, even the simplest Frequent partitions are damage control The problem with using priests and spells and spell effects can wreak havoc devices that minimize the destruction mages, from a castle defender’s point of upon a castle’s defences. wrought by fireballs, gas, and all sorts of view, is their very limited natural spell- area-affecting commonly employed magic. casting ability. A large battle can drain Wet Hides and Iron Plates With the addition of frequent partitions, a them of the most useful magic very quick- Soaked animal hides were regularly used spell that might have taken out 10 men ly. One accepted, yet often neglected, way in medieval to protect wooden inside an open section of castle wall or around this is the casting of spells from a structures from fire. They appear here as room might now immobilize only two or magical scroll. It seems logical then, if not a reminder that wooden doors, hoardings, three. The partitions are essentially sec- quite fair, for any prudent lord with to and artillery need not be as vulnerable to tions of wall with doors that are closed increase his own magic supply by “stock- PCs’ fiery antics as they seem. only when the threat of magical attack piling” scrolls between battles. Consider a wet cowhide hung over a occurs. They can be located along any According to the rulebooks there is no wooden door or to be a sort of passage or room in the castle and are limit to the number of scrolls a lord may anti-fire armour. A burning hands or low- made of wood, iron-faced wood, or stone. own as long as he can pay for them and level fireball might not destroy a wooden Often they are pierced with small covered get someone to scribe them for him. A object unless the leather covering first hatches to allow the defenders to coordi- well-balanced DM, however, will want to fails its saving throw vs. fire or magical nate their efforts. Think of frequent parti- find some practical limit to the number of fire, as appropriate. Well-watered hides tions as a kind of water-tight compart- scrolls owned by a given lord. It does fol- could receive a bonus of up to +4 the first mentalization for castles. low that more powerful and more ancient time they are attacked. lordships will have had plenty of time (at The ancient Greeks took fire protection Canine Guards least since the last big battle) to hoard one step further, facing their wooden Dogs have been residents of every strong- their favorite spells. Dispel magic is infi- towers and artillery platforms with hold since the time of Gilgamesh, but they nitely useful for deflating enlarged, flying, iron plating. Structures protected in this have seldom been employed as actual invisible, gaseous, and otherwise way are almost impervious to fire unless fortress guards. The reasons for this enhanced enemies. The new spell invisi- the iron plates can be somehow removed. probably aren’t hard to guess: they have bility purge is similarly very helpful in trouble seeing over the battlements for some situations. Lords with a more offen- Arrow Loop Shutters one, and they also have a tendency to sive flair might stockpile ice storms, magic These simple devices are especially aimed bark at phantom intruders. The latter missiles, and other nastiness for use by at lessening the threat from that most characteristic might have disqualified their court wizards. destructive of castle wrecking spells, the canines from historical guard duty, but it fireball. One party’s favorite tactic was to makes them all the more valuable in Leaded Mortar rush up beside an arrow loop, insert a AD&D where, as often as not, the intrud- This innovation, perhaps the most revolu- wand of fireballs and boom!— more often ers are phantoms. tionary and useful anti-magical defense than not, an entire level of tower guards It is still advisable that dogs be accom- suggested here, was invented a thousand was instantly fried. Fitting a simple panied by human guards who can quickly years ago by the ingenous Paranomian (preferably “leaded,” q.v.) shutter on your judge for themselves whether their part- architects. It is well known that a little bit arrow slits gives guards the fighting ners are barking at a moth or a potential of lead goes a long way to prevent scrying, chance they deserve. threat. Invisible, gaseous, silent, and simi- dimension doors, and many other In a similar vein, a shutter can prevent lar creatures that can evade a human attempts at wall subversion. Leaded mor- most other attack spells, including stinking watch’s senses might be easily detected by tar effectively places the equivalent thick- cloud, lightning bolt, etc. his more acute canine companion. ness of 2”-5” of lead inside a castle wall without compromising its strength, by the Felt and Fur Court Spotter following method: PCs may have access to a potion of One of the more annoying (and potentially A cross section of a castle wall can be gaseous form, the spell wraithform, or the deadly) challenges faced by the defenders likened to a sandwich stood on edge. The magic to commmand insubstantial min- of a fantasy castle is the prospect of an outside layers (the bread) are usually of ions such as shadows to do their bidding. invisible attacker. A lone spellcaster with cut mortared stones, while the inside is How can a stronghold commander defend access to the spells fly and improved invisi- filled with a “rubble” of irregular stones against the air itself? A vaporous PC or bility can quickly put an end to a castle’s and mortar. It is into the “rubble” mortar minion can enter a stronghold unde- active resistance. Fortunately, there are that leaded mortar masons pour their tected, and while there has a free reign to many creatures in fantasy nature whose stuff, which is a mixture of a special carry out whatever treachery he may senses are not fooled by this magical mortar and lead. devise. stunt. To brownies, imps, pixies, lepre- Of course, the elite clique of craftsmen Landowners grow paranoid at the chauns, etc., an invisible spellcaster is no who know the composition of leaded mor- thought of such an unstoppable attack. unstoppable menace, but a very exposed tar will jealously guard their secret for- Gaseous visitations can be curtailed simply (albeit still powerful) target. mula, and “leading” one’s castle is sure to by placing glass in some of a stronghold’s To benefit from the natural abilities of cost an exhorbitant amount of money. portals, but this measure won’t work for such creatures, many lords have created Others may try to secure their strongholds any portals that must remain the office of “court spotter.” Sometimes by placing sheets of lead inside their walls, unobstructed for use as . combined with the office of court jester but this may prove impractical and sub-

12 DECEMBER 1995 ject to sabotage. (Leaded bricks would be THAC0 is otherwise calculated as per a really ruining his evening outside the walls abetter alternative; see below.) normal ballista shot. where they belong? What can a defending Once lead mortar is in place in a castle Suggested to hit invisible creatures lord do when several multi-Hit Die crea- or portion thereof, it is maintenance-free penalty and damage is: 0’-50’, -3, 3-12 hp; tures decide to storm his fortress? and provides unfailing proof against all 51'-l00', -2, 2-5 hp; 101'-150', -1, 1-2 hp; In a toe-to-toe struggle, his men are sorts of nasty magic. Therein lies its 151’-200’, no penalty, 1 hp. next to useless, but he has to stop the appeal, and the rationale behind its bur- Note: To the best of my knowledge, this invaders somewhere. Let us look at the densome price tag. Note: this stuff can be idea might not be scientifically workable, problem safeguarding the castle against very potent if the DM desires; for example, but it makes a lot of sense and is an effec- supernatural beings (including quasi- even an earth elemental that has battered tive weapon besides. As always, discretion magical thieves). its way through a castle wall might move is left to individual DMs. This suggestion is between a standing section and its sum- also effective against supernatural and Multi-Arrow ballistae moner once it’s inside, thus cancelling aerial attacks, as discussed below. Though artillery was not terribly common control and causing it to turn on its on medieval towertops, the Greeks and summoner. Dispel Magic Portals Romans designed towertops and fenestra- The creation of dispel magic portals—per- tion to accomodate effective ballistae, cat- Leaded Bricks haps as useful as the famed leaded mor- apults, and other siege engines. Multi- Leaded bricks are formed of a secret clay tar—is nothing short of a revolution in arrow ballistae make an ideal basis for any and lead admixture. These are not very . Combining dispel magic and anti-adventurer arsenal. useful in the exterior or supporting walls permanency affects a portal of not greater Ordinary castle guards are little more of a castle which must bear great weight than 24 square feet. Any effective magic than catapult fodder when faced by well- or the brunt of an artillery assault, but that goes or is brought through the portal equipped, high-level adventurers. Given they are perfect if one wishes to build an is subject to the effects of a dispel magic the right tools, however, any man-at-arms interior wall impervious to scrying, tele- spell at the level of the caster who cast the can do his job. Multi-arrow ballistae portation, or other magical subversion. original spells. launch all of their large (usually Lords who cannot afford leaded mortar Up to three “layers” of this defensive three) along a parallel path. Depending will certainly wish to safeguard their measure may be cast on the same portal, upon DM deviousness, multi-arrow ballis- personal chambers with leaded bricks. causing multiple checks to be made. Of tae could give low-level guards the fire- course, this can affect the lord’s and power they need to counter a powerful Leaded Slits and Portals courtier’s items and cause problems with but exposed assault. In our introductory example, the Stirling potion transportation (potions are treated Imagine a fighter’s unpleasant surprise Party used the 3rd-level priest’s spell stone as 5th-level magic as per the Player’s as he is slammed backward by the force shape to mold an arrow loop into a tunnel Handbook), but these inconveniences are of two very heavy (2d6) ballista arrows. through the curtain wall. The thin stone minor when compared with the potential A separate attack roll should be made around an arrow loop makes it a natural benefits. A single portal (which one is for each bolt, as they will not fly complete- place for magical subversion to be known only to the castle lord) may be left ly true or necessarily all strike the same attempted, just like the small size of castle undefended in this way to allow his magic target, although a strength bonus equiva- portals makes them natural targets for to pass unharmed. lent to a hill giant’s boulder (+4, +7) reduce and warp wood spells. If the DM so Any attempts by infiltrators to enter could be applied to each missile to simu- rules, all of these common magical tricks warded areas of the castle invisible, late the power of the weapon. can be hindered by the placement of a reduced, polymorphed, gaseous, or the thin layer of lead around the doors, shut- like, may be foiled. A similar combination Glass-Capped Battlements ters, and lining the arrow loops of a castle. of the clerical spell protection from evil Pointed stones were fitted to the tops of and permanency produces portals the crenels on some medieval battlements Mage Shot through which summoned creatures may as decorations. Defenders who must cope We’ve all heard the one about the best not pass. with the magical and semi-magical climb- defense being a good offense. The idea The most arcane and powerful lords ing abilities of AD&D game’s mages and behind mage shot is to turn ballistae and live in towers warded with anti-magic por- thieves might wish to employ a nastier catapults into area-affecting artillery. tals, which, in theory, would unfailingly alternative: setting shards of broken glass Instead of the standard stone or bolt, prevent any magical or summoned effects or pottery into the masonry along the defenders load cannister shot (a missile of from entering. sides of their battlements. This medieval little stones or bullets wrapped in leather). alternative to may render The missiles scatter in flight, to the effect Measures Against grappling hooks useless, and definitely of saturating a cone of 15’ diameter for Supernatural Abilities makes climbing parapets tricky business every 50’ to a maximum effective range of indeed for spider-climbing mages and 200’, with tiny, projectiles that individually One common, but often unrecognized, scaling thieves (who may lose concentra- cause little damage, but are much to the threat to an AD&D castle is the tion and fall.) detriment of creatures flying or trying to “juggernaut factor.” Lords might employ iron spikes and cast spells in the area. The space covered Many beings can dispatch a dozen or so scraps of metal to the same effect. by these missiles might negate penalties common swordsmen without getting a Depending on the ferocity of the glass or for shooting at flying targets and perhaps scratch. Castle designers in the middle iron impedimenta, a thief who tries to even give a bonus of up to +4 for artillery ages could count on crossbowmen behind scale encrusted battlements should be firing at stationary targets. Besides wreck- arrowslits to drive attackers from the forced to make a climb walls check at ing spells and flight, mage shot is espe- walls, and could use walls to channel and -30% to -50% or suffer 1-4 hp damage and cially effective against invisible creatures expose enemy infiltrators to the deadly fall. Spider climbers must make a single whose general location is often known but attacks of several defenders at once; but saving throw vs. paralyzation or suffer 2-5 who are hard to hit with direct fire. heroic fighters and powerful monsters (2-7 for iron spikes) points of damage per Because mage shot saturates an area with scoff at crossbow bolts and count the 4’ of warded surface scaled. missiles, the standard -4 penalty to hit usual castle guards at nothing. How can a invisible creatures is reduced according to castellan hope to keep a troop of powerful Iron Drop-Doors range and size of the cone, although creatures or characters who are bent on When a powerful foe infiltrates your cas-

DRAGON 13 tle, seal him off and call for reinforce- doors mentioned above. Sealing stones are commanders. Lords recognize the value ments. Iron drop-doors provide a defend- built to keep enemies from passing of this spell and commonly use it to ward ing force that is out-leveled and out- through a certain corridor by turning it the inner recesses of their strongholds; magicked vital time to regroup, and they into an unbreathable wall, so they are only but a given stronghold only has so many can greatly hinder intruders. These heavy used as a last resort. The room required places where placement of a glyph is devices consist of a sheet of iron or iron- for placement of a sealing stone is consid- practical. faced wood fitted -style into a erable. To block a 5’ wide, 7’ high corri- One may wish to create a series of passage or doorway ceiling. Normally the dor, a stone of at least 5’ x 7’ x 4’ thick doors (a reasonable number would be door slabs are held out of the way by iron must be suspended in an alcove in the three to six) leading to a given room or crossbars. When needed, a lever is pulled, corridor ceiling by chains of monstrous passage, each of which may be warded and down they fall, cutting access from thickness. Space must also be left above with a glyph. (This is most practical in overrun areas of a stronghold. If they fall the alcove for the suspension mechanisms. places used only infrequently, such as a into a shallow (1”) groove in the floor, they The stone itself is often faced with solid main treasury or a secret escape passage, are virtually impossible to move during stone caps followed by a layer of lead or and where there is a long stretch of hall- the chaos of an attack. lead mortar (q.v.) to make them proof way available for placement of the doors.) Iron drop-doors may be placed any- against any of the standard stone Even the most foolhardy adventurer where in a castle, but they are at their bypassing spells. becomes discouraged by the fourth or most useful inside the top level of a tower, Most sealing blocks drop from the ceil- fifth door that explodes in his face. Lords where they can help defend against aerial ing as described above, but an extremely who use the passageway on occasional attack (q.v.). An enclosed stone staircase is clever architect can create a sealing block business can set the wards to disregard built to access the tower roof in place of that slides sideways across a corridor. creatures of their own alignment or the usual hatch, and the bottom doorway The obvious problem with these devices species as per the PHB. to the staircase provides a fine place for a is their indestructibility. They are one-shot Glyph passages are great ways to safe- drop door. If things on the roof get too devices, their suspension mechanisms guard escape tunnels under a castle. heated, soldiers may prevent enemies being ruined in the sudden release of ten- from entering their tower by simply sion at their fall. Whoever holds the castle Concentration Room pulling a lever. (Don’t forget to “lead-line” when the dust of battle has settled has The concentration room gives low-level your doors.) quite a task ahead of them if they ever and outnumbered castle guards a position wish to see the view from the top of their from which to defend against invaders. In Sealing Blocks keep. this room every possible advantage These are a feature of powerful dwarven belongs to the defender. strongholds (such as the gates of Pax Glyph Passages This is a circular or polygonal room at Tharkas on Krynn) and are essentially The 3rd-level priest/4th-level mage spell the end of a fortified entryway. The room giant, stone versions of the iron drop- glyph of warding is invaluable to castle is lined with arrowslits. From the enemy’s perspective it looks like a room in a round castle tower, except that the arrowslits are facing inward, toward would-be intruders. The other essential features of this room are one or two false doors located on the walls, and a secret door. In times of peace, the secret door is left open to allow nor- mal access. Behind the arrowslits is a guardroom garrisoned by crack crossbowmen and spearmen who fire and stab mercilessly at intruders at point blank range. Well-pre- pared lords keep a stock of Greek fire and oil on hand to set the room ablaze. The best designs incorporate arrow loop shut- ters, felt and fur, and frequent partitions (q.q.v.) to thwart magical attacks. Of course, any number of pits, portculisses, murder holes, and other nasty devices can and should be added here, as this is where a garrison will want to make its last stand.

Wizard Stake Though most civilized folk frown upon poison, tucked away in a corner or locked room in some castle chambers is a long thin barrel with a stake protruding from the top (looking rather like an emaciated butter churn). Soldiers of the tower are to pluck the stake from the barrel only if they face “nightmarish odds.” A wizard stake is a javelin whose head is stored in a small pot of fast-acting poison. The spear head makes an airtight lid for the poison pot, allowing the deadly liquid to stay potent for some time.

14 DECEMBER 1995 Measures Against Aerial Assault front doors. An economical solution surrounding land, and the second row A sad consequence of building strong- would be to reinforce the hatches by forg- opens just above head height to provide a holds with no provision against aerial ing them of iron and securing them with view of the sky. The windows are large assault is that castles as we know them bars. This might just give guards the time and frequent enough for archers to aim have concentric rings of isolated, flat they need to call in reinforcements and and shoot at a flying target, while remain- topped towers. These are useless for anti- prepare themselves for aerial attack. ing small and few enough to provide a aerial fortresses. If medieval people at large degree of cover. The Romans effec- some point had suddenly been faced with Elevated Ballistae tively fired ballistae at ground targets from the possibility of airborne attack, they no Multi-arrow or mage-shooting (q.q.v.) bal- similar portals. (Firing at aerial targets doubt they would have taken precautions listae make excellent anti-aerial assault through such a portal might, at the DM’s similar to those suggested below. weapons when provided with an elevating discretion, incur a —2 penalty to hit, but and swiveling mount, especially when remember that mage shot [q.v.] can negate Keep-Centric Design provided with some cover. (See improved this disadvantage.) Many medieval cast consisted of a tower tops, below.) The dome-top need not be very thick straggling, unkempt series of outlying because its angle will serve to deflect earthworks, walls, and towers which Improved Towertops dropped or ground-based missiles. Of sprawled all over several acres of land and This countermeasure might prove a bit course, the windows should have strong were physically unconnected to any cen- radical for a few castle purists, but some shutters (preferably leaded [q.v.]) to pro- tral building. In some castles there was no kind of towertop improvement is essential tect against magical attack and enemies central building per se, and a ring of tow- if a castle commander wants to get seri- seeking entrance. The designs leave no ers joined by curtain walls served in ous about anti-aerial defense. Troops on a battlements outside the main level for its stead. flat, open towertop (wonderful targets for landing on. The top of the dome can be Both of these designs are very vulnera- breath weapons and fireballs) might as flattened and crenellated to provide a ble to airborne attackers. In the first case, well be standing in the middle of a field small watch tower above this room. If the a castellan must sprinkle his men around during an aerial attack Troops who man- dome-top is infiltrated, the staircase into the outlying walls and towers where they age to escape down into the tower have the tower can be fitted with an iron drop can be taken, after which these areas pro- little choice but to hunker down with no door (q.v.). vide perfect cover and hiding spots for effective offense, and are little more than Larger tower and roofs present a enemy troops. No castle commander can prisoners in their own castle. bit more of a problem if they are to do all defend such a vast area during an aerial The obvious place for a castle garrison of the above as well as provide a platform assault, as remote ramparts and towers to fend off airborne attackers is from the for multi-arrow ballistae (q.v.) and/or tor- succumb one by one to swarming towertops. A new towertop structure must sion catapults. Much more open space is enemies. provide ample cover for soldiers for required here than is provided by a dome- In a tower-ring design, defenders have attacks from any direction while allowing top tower. This problem can be solved by literally nowhere to run when, say, a gag- them to fight back effectively, and be building a cross-shaped wall dividing the gle of harpies decides to swoop in for a architecturally sound while remaining old flat towertop into four equal areas, visit. With little shelter and no central aesthetically pleasing with regards to and enclosing each quadrant with an haven to retreat toward, each tower is left overall castle design. overarching roof. Each quadrant will be a to defend itself. (Certainly not a morale- In smaller towers, where placement of rounded cave-like area, looking much like boosting arrangement.) more than one ballista is impractical, a a modern amphitheater, leaving enough A castle commander who is faced by stone dome-top can be suggested. These room and arc to fire a catapult. The roof aerial invaders is in a much better posi- tops are vaguely reminiscent of Henry is shaped so as to provide direct overhead tion if he can keep most of his men in a VIII’s 16th century shore-fort architecture, coverage but with plenty of room for a centralized location, where they can fight and they are pierced by a number of small ballista to be fired with up to 50° elevation. as a strong and unified force and have a (2’ x 3’) arched windows. The windows The center area where the four quadrants roof over their heads and a wall to lean occur in two rows around the sides, meet is enclosed to contain a small circu- against if the going gets tough. The com- where the first row provide a view of the lar room and staircase into the tower (or mander will also want to see most of his fortress at once without concerning him- self with what may be happening in some tower 200 yards away. A strong, keep-centric design has a few thick supporting towers linked by in-wall passageways (all carefully guarded and equipped with drop doors or sealing stones, [q.q.v.]) and outer walls built to be abandoned in the event of aerial attack. Classic Scottish castles are some good examples of this type. When under attack from every side, the presence of a strong central to steady the defenders can often turn the tide of battle.

Reinforced Towertop Doors Only the stupidest invaders enter through the front door—especially if it is open. While medieval architects enjoyed the lux- ury of leaving their towertop entrances open to the air, fantasy architects have to cope with the fact that their tower-top doors are almost as vulnerable as their

DRAGON 15 upward into a complete dome-topped towertop into quadrants does hinder visi- tower above.) The quadrant walls need bility on the main level, but provides not be extended to the battlements, so an insurance that at any given time only one- unbroken circuit may run round the out- fourth of the towertop is vulnerable from side of the tower. Small windows can be a single attack. Flying creatures attacking created in each quadrant wall to further one quadrant must expose their flank and communication between the quadrants rear to another quadrant while they during battle, or iron-faced doors may reposition themselves. pierce each quadrant wall to facilitate the An additional dome-top above the quad- movement of ballistas. rant roof forces attackers to deal with fire This design affords towertop defenders from more than one level. This design cover from above and on three sides at all provides the cover, firepower, and con- times, while allowing them freedom to fire centration of forces that make a castle their artillery in a wide arc. Division of the tower defensible.

16 DECEMBER 1995

by Steve Miller

Artwork by Brian Durfee

The Complete Book of Elves provided use- This article provides DMs with a ready- To the north of Arimar, the land rises ful suggestions for how the basic subraces made elven city that both uses and breaks into rocky foothills where the elves oper- of elves might be approached when a DM the conventions that have come to be con- ate a heavily guarded mithril mine. To the or player is considering what an elven city sidered “traditional” in AD&D®. It also pro- west and south are marshes claimed by is like. It divided elves along racial lines: vides tables that can be used to randomly the gnolls and goblins. A river winds gray elves live in mighty fortified stone generate an elven city or settlement. through the forest, terminating in what cities; high elves live in elegant tree (These tables can, of course, also be used the elves consider the heart of Arimar, the houses; and sylvan elves lead nomadic as a checklist by the DM who has an elven center of the ancient, virgin forest in existences, only occasionally building city in mind, but who wants to make sure which their city is built. semi-permanent structures. he has everything covered.) Arimar is a city of 3,500 inhabitants, and One would think that elves, much like is built over an area of four square miles. humans, have different architecture The City of Arimar Should humans ever discover the city, it is depending on their culture, circum- very likely that they will merely observe stances, and the world in which they exist. Arimar is isolated from human communi- part of the sprawling settlement and view The various TSR settings seem to bear this ties because it is located deep within a it as a small elven community, or they will out. For example, two of the elven nations high plateau, shared with goblins, gnolls, come upon several of them and conclude in the DRAGONLANCE® setting build impres- and nature spirits such as dryads, that it is cluster of villages isolated from sive walled cities of airy courtyards and nymphs, sylphs, sandlings, and neriads. each other, despite the fact they may only mighty stone palaces with spires that twist The Arimarians have generally friendly be a mile or two apart. To the elves, how- into the sky, with the wild forests around relations with the humanoids, and live in ever, Arimar is about as compact and them being one of the primary defenses of perfect harmony with the nature spirits. crowded as necessity dictates and they the cities. The third culture, on the other Occasionally, the goblins and gnolls will can tolerate and still maintain their sanity. hand, leads a more nomadic existence, get tired of raiding each other, and will At the heart of Arimar is the Grove. This moving from area to area of the island turn toward Arimar. Then they are park-like area holds both the seat of the upon which they dwell as dictated by the reminded why they stick to raiding each city’s government, the High Council, and seasons. By contrast, the elven nations other. Well-traveled Arimarians have met the forges and smithies where master- detailed in the WORLD OF ® humans, and consider them a few steps craftsmen shape mithril into elven chain and ® settings almost above the goblins, but saw little of worth mail and potent weapons. Both are universally live in fixed settlements that in opening relations with peoples so far housed in an elaborate stone building blend with the environment around removed. To most Arimarian elves, constructed to resemble an immense, nat- them—most frequently magically shaped humans are just another humanoid race ural boulder. In addition, the Grove is trees—so that the elven homes are with whom they share the world, a race home to several beings who are tightly literally living, growing things. that is neither friend nor foe. tied to the natural world. There is a pond

DRAGON 19 which serves as the home for a nymph. A to bring the gnolls and elves from existing ground, blending perfectly with sylph lives high in the top of an ancient in a state of uneasy peace to a united front natural environment tree to which a dryad has bound herself. as allies. Once the dragon was driven off, An area of open sand is the dwelling place the two races drifted from each other Government Type of a sandling. The ever-burning forges of again. 1—3 Hereditary monarchy the community is home to a fire mephit. 4 Hagiarchy The elves of Arimar surround their site of The Citizens of Arimar 5 Democracy government with these other beings Arimar consists primarily of single family 6 No set government, except in because they believe they sprang from a dwellings constructed around the base of times of crises; then a “king” is union of the four elements, earth, wind, trees, with additional levels built in the appointed by elves of hereditary fire, and air. They do not believe they were crown of the tree. The rooms on the noble status; the “king” rules until created by gods, although they can hardly ground are where Arimarians receive the crisis has past deny the existence of such beings, but guests, conduct business, and generally instead believe they embody the best of interact with those who are not family Seat of Government what the natural world offers. members. These structures are generally 1—2 Central palace or council hall made from stone, with floors made of 3—5 An open grove somewhere within The High Council packed earth. Some feature small springs. the city’s territory The High Council is a semi-democratic Again, the elves are reminding themselves 6 No set place for government to body. Those who sit on it must be resi- from whence they sprang. The structures meet. dents of Arimar for at least 75 summers. built in the tree are intended strictly for When a council member steps down, he the family, and as the tree grows, the lad- Army must nominate a successor, and this suc- ders leading to these other levels are 1—2 Standing army. cessor must be accepted by a majority of extended. How extensive these are is con- 3—5 Volunteer army, assembled only in the council before taking the seat. Any citi- sidered a sign of wealth among times of crisis. zen of Arimar may call a council mem- Arimarians, but it is considered the ulti- 6 Hunters double as army ber’s right to sit on the council into ques- mate shame to overbuild a tree to the tion, and 100 or more citizens may even point of either killing it or breaking it. Defenses nominate an individual to sit on the coun- As young elves leave home to establish a 1 Wall or hedges (magically cil. Of course, they must also point to the household of their own, they choose a enhanced plants) council member they want their nominee tree close to the home of a close relative 2—3 Border forts to replace. In both cases of citizen involve- and connect the upper levels of their 4—5 Combination of wall or hedges ment, the council accepts or rejects their home to the upper levels of the relatives and border forts motion, but the councilors are known to dwelling with rope bridges. Because of 6 No defensive structures adhere to the will of the citizens in most this tradition, the city has more or less cases. become divided into districts dominated Faith/Religion There are four seated members of the by the five clans that form the majority 1—2 Worships elven deities as estab- council, one for each of the elements. A population of the city. (Clan lineage is lished in AD&D supplements fifth member heads the council, and he is determined by the female’s background, 3 Worships deity normally associat- always chosen by the citizens of Arimar at and it is not uncommon for Arimarian ed with another race elections that are held once every decade. women to go on adventures in search of a 4—5 Worships unspecified “forces of Generally, the head of the council is a suitable husband in the lands beyond nature” or the elements hunter or warrior who has performed Arimar.) Since the clans tend to have 6 Does not recognize divine powers some invaluable service for the commu- crafts they specialize in, the city is also as holding sway over them nity and has made himself a hero to the divided into various trade districts, people. The elves have very long memo- although there is no central marketplace Temples (skip if non-applicable) ries, so unless a deed is truly remarkable, per se; natives know where to go to get 1—3 Does not build temples, but wor- or the head of the council steps down vol- what wares, and will happily direct ships in groves that are untouched untarily (which many do, as adventurers visitors to the correct locations. by civilization often find that life as a politician does not 4 Has one temple central for the agree with them), the head of the council Random Elven City whole community generally rules for life. Generation Tables 5—6 Each home has its own shrine The High Council is responsible for establishing law in the city, and it main- type Main crafts and trade items (roll twice) tains a small welfare program for children 1—3 High elf 1—2 Stone masonry/statuary who have been orphaned. 4 Gray elf 3 Woodcarvings 5—6 Sylvan elf 4—5 Weapons and armor-smithing. The Defenses of Arimar 6 Wines and produce The elves of Arimar co-exist relatively Settlement Size (divide results by 10 if peacefully with the gnolls who dwell in a Elf Type was “Sylvan Elf”) Family Structure nearby marsh, so the need for a standing 1 10—60 1—4 Nuclear army does not exist. All adults (those over 2—3 70—200 5 Extended the age of 40), however, are required by 4 300—1,000 6 Communal law to be able to use a bow, as each adult 5 1,100—5,000 must serve as a hunter for the community 6 5,100—10,000 Homes for one month out of every year. 1 No private homes; entire settle- Additionally, in time of dire threats, it is Dominant Architectural Feature ment one big commune these archers who are called upon to 1—2 Homes built in trees 2—4 Single, nuclear family dwellings defend the city. This last occurred when a 3 Stone buildings 5—6 Extended family/clan lives in com- green dragon attempted to establish a lair 4 Temporary dwellings, except for pound and dominance over the area. The dragon temples and government halls was so obnoxious about it that it managed 5—6 Homes built in trees and under-

20 DECEMBER 1995

by M.D. McConnohie

Does a chant sound more like Celtic or more like Arabic? What does a resist magic spell actually look like? These are a few of the endless questions that need to be answered when trying to bring the FORGOTTEN REALMS® to life in Interplay’s ‘DESCENT To UNDERMOUNTAIN™: The Flame Sword of Lloth.” This, the first fully 3-D action/character-building game, is based on the 3-D engine of the hugely successful DESCENT*. (Descent continues to cut into work hours everywhere as employees network together to blast each other to pieces — an unmistakable mark of success.) Descent 2* will be coming out this winter, and space jockeys everywhere will be lining up to plot strategies and assaults in whole new robot- infested mines. But how to translate this gravity-less 3-D universe to a more terrestrial form and make it fun?

DRAGON 23 Interplay Productions power: it could rend the had recently signed a very fabric of reality, licensing agreement with opening two-way gates to TSR, Inc. for their any plane of existence— FORGOTTEN REALMS line, to including the PLANESCAPES translate their boxed sets and Chaos. into computer games. This The Flame Sword was opened a whole new divi- not created by Lloth, but sion at Interplay, devoted instead by a much older strictly to TSR games. and deeper power that Upcoming will be close to a forged four mighty dozen brand-new titles blades, each representing over the next year or two, one of the extreme align including DRAGON DICE™, ments (chaotic evil, law- BLOOD AND MAGIC™, and ful evil, chaotic good, and PLANESCAPES®. Also in the lawful good). Early in her lineup is DESCENT TO existence Lloth came UNDERMOUNTAIN. across the chaotic evil DESCENT TO blade, and bent it to her UNDERMOUNTAIN is set in the will using deep magics, stone belly of and investing a part of Undermountain below her own self in the blade. , an area of dark The world would have magic, terrible monsters, fallen entirely into the and an endless stream of hands of Lloth and her adventures (and adventur- armies but for a lone ers). It’s a limitless reach of elven hero. This now- dark caverns, corridors forgotten warrior made and rooms, the private his way into the very playground of the mad heart of the Spider wizard Halaster. Queen’s encampment Halaster likes to make and stole the blade. At things interesting, so the cost of his own life he adventureres could easily took it deep into the find themselves falling into , where it was a water pit trap. Of course, hidden from even the there could be electric eels sight of the gods. Lloth in there: just because a has searched for her wizard’s crazy doesn’t blade ever since. mean he’s not Somewhere, deep in There’s much more to the heart of Under- Undermountain than this. mountain, waits this In a land already ancient, sword. Its power is undi- this is an incredibly old rected, and portals to place. Even before the other planes open unex- drow made their descent, pectedly, allowing... there were nameless and things.. into our reality. terrible things there. They Whoever finds it will stretch back to a time either find a way to suc- when gods walked the land cessfully cloak its ener- and wrestled with the pri- gies, or be destroyed by mal energies of it. There is no middle creation, and each other. ground with an object of The Underdark is so vast, this power. so all-encompassing, that even the gods don’t know DESCENT TO what all is in there. That’s UNDERMOUNTAIN: The at the very heart of this Flame Sword of Lloth is particular adventure, “The no casual undertaking. Flame Sword of Lloth.” Just how did Interplay The Flame Sword is a decide to take a laser- hitherto-unknown power blazing space opera and object specific to the Spider root it in fantasy? Queen, the goddess Lloth. “DESCENT TO Legend has it that long UNDERMOUNTAIN was an ago, with her minions the drow, Lloth upon the world.” absolutely natural progression from wrought devastation on the land. Half-for- The few historians who studied these Descent,” says Mark O’Green, head of gotten tales tell of how “Lloth herself led ancient events assumed the blade was Interplay’s TSR Division. “We could her dark children against the bright elves, literally a flaming weapon the goddess already see the end of action-only games, and with each strike of her flaming sword, wielded on behalf of her dark children. everyone jumping on the Doom*-me-too a horror from the Abyss was unleashed None realized the dark blade’s true wagon, and it all looked the same—

24 DECEMBER 1995 the same actions, the same re-actions, the same flat-art UNDERMOUNTAIN is fully approach. We wanted to three-dimensional. You take the next step forward. can walk around a tem- We needed something that ple column, sneak up wasn’t just another hack- behind a monster and ‘em-up, that had some stab it in the back (if it character development, doesn’t hear you coming, and that happened in a which it probably will) or living 3-D world.” fall into deep pits. If you The game itself is pri- jump a chasm, you’d bet- marily an action game, with ter jump hard, because if many aspects of the more you fall, it’s going to hurt. conventional TSR paper Players will encounter games; there are character humans, dwarves, , growth and accomplish- goblins, , zom- ment, level gains, experi- bies, skeletons, elves, ence, and treasure. drow, gnomes, kobolds, Like the space game mind flayers, trolls, Descent, DESCENT TO piercers, beholders, gar- UNDERMOUNTAIN will be goyles, spiders, a green multi-player, both on-line dragon, and other things and in local networks, as that don’t even bear well as a standalone game thinking about. for the solitary gamer. In In all, DESCENT TO on-line mode, an adventur- UNDERMOUNTAIN: The ing party could consist of a Flame Sword of Lloth fighter from San Francisco, looks to change the face a mage from New Mexico, of computer adventure and a thief in gaming in the same way Saskatchewan. Descent changed com- puter space gaming.

DRAGON by Steven Schend

Artwork by William O'Connor &

over the millennia, their natural craft with stone progressed, creating more secure areas for dwarves to live in and even more secure ones to dwell in after death. Dwarven Tomb Architecture Dwarven tombs of the past centuries all share these common details, regardless of It must be remembered that much of the the status of those interred therein. Some information herein is based on historical of these features appear on the tomb of an study, examination of artifacts and sites, individual if the deceased had been a hero and interviews of various Northern dwarves or craftsman of note, but they are common with long memories. As I have endeavored only on clan or large dynastic family to uncover the dwarven history of the tombs. North, I have found that few dwarves (and • The first entrance to the tombs proper even fewer dwarven landmarks) yield their is succeeded by at least three rooms: an secrets easily. antechamber (with a mark—obvious only to dwarves, of course—indicating this as a Origins and Development place of dwarven rest), a clan chamber The origins of dwarven tomb-building are (with various decorations noting the clan lost to the ages, but modern dwarves name, deeds, and primary purposes), and agree that they had simple motivations to a chamber dedicated to Dumathoin (not such practices, just as humans and other officially his temple, but a layperson’s races do. The dead were interred below place of worship). ground, preferably within deep rock, to The place of actual burial—the cham- protect the remains from scavengers and ber with the corpse—is always at least 50’ carrion-feeders. below the outermost tomb portal. As with nearly everything built by • A series of rooms exists either inside dwarves, the tombs began simply but and directly attached to the tomb or with- became more and more impressive. They in 100 yards of the entrance. These rooms graduated from simple rock shaft mass are either the mortuary, attendant priests’ graves to individual shaft graves to mau- quarters (for a clan tomb with a long-term soleums for individuals or entire clans. expectation of service for clan burials), or While dwarven civilizations rose and fell quite possibly both.

DRAGON 27 28 DECEMBER 1995 • Dwarven corpses are always interred stone burial tokens—the corpse’s person- fore tend to be buried within a well- with at least one item related to their for- al mark, the clan’s mark, and guarded tomb, and their sarcophagi are mer life. For example, miners may be Dumathoin’s mark—must be braided into surrounded by (if not buried under) buried with their picks, warriors have the corpse’s beard. The corpse is then tokens and offerings by the priest’s friends their armor and weapons, and priests are clothed in either the deceased’s own and faithful. Priests of Clangeddin or with their holy symbols. armor or a light suit of mail burial armor; are often interred with the While one might expect differences in for no matter what trade a dwarf plied in remains of their greatest conquered adver- structure and details to vary from era to life, none enters the afterlife unarmored sary, ensuring a grand afterlife of battle era, major dwarven tombs have not altered and unreadied. Finally, the priest presid- against dwarf-foes. Unlike many other notably in structure in over 14 centuries. ing over the burial must create a song dwarven tombs, priests’ spells are used Also, clan differences have not changed honoring the dead dwarf’s life and deeds; heavily in the interment of a priest to pro- tomb layouts or structure as much as the song is carved into the lid of the coffin tect the remains and offerings (and, some might be expected due to one unifying fac- or sarcophagus (or, when in a large clan hint, to prevent the gods from calling on tor: The priesthood of Dumathoin oversees tomb with numerous niches for the fallen their servants after their time has passed). the building, interring, and protection of dwarves, onto the back of a mausoleum • Clan allies of any race can be interred any and all dwarven tombs. seal, a plaque or marker covering the within dwarven tombs, but only if they fell recess where the deceased is buried). in battle defending the allied clan, the Dumathoin’s Priesthood The song is never sung out loud in tomb, or a place sacred to Dumathoin. honor of the ever-silent Dumathoin. If • While all others are buried with stan- Dumathoin is the patron god of the Shield someone finds it and speaks or sings the dard ceremony and accouterments, wizards Dwarves of the North. As Keeper of burial chant out loud, it is believed that a are always clad in robes made of woven Secrets Under the Mountain, he is unoffi- curse will settle on the offender. (Some silver and sealed in solid silver sarcophagi cially their protector in death. While it suggest that the corpse itself might (or a burial creche lined with silver); this may have been otherwise in the early days reanimate and smite the offender.) is due to a superstition born of an old of dwarven civilization, Dumathoin’s Burial practices may change slightly to dwarven myth that Dumathoin paid priests have been the primary morticians suit particular clans, but a number of Mystra his weight in silver to garner his and tomb protectors since the latter days changes in burial practices occur upon faithful protection from the magics that of Ammarindar, the lost dwarven realm the passing of a dwarf deserving of special disturb the sleep of the dead. While we that existed as a contemporary of ancient status. In general, there are simply more know there is little truth in such a legend, Netheril. In fact, they do their god justice ceremonies and more attention is paid to the custom still prevails. as “Keeper of Secrets,” for it is incredibly the construction of the tomb. The follow- • Clan outcasts (assuming they can even difficult to find the tombs at all, let alone ing are some specific variations that might find a priest of Dumathoin willing to offi- plumb their mysteries. be found in burying important dwarves: ciate over their burial) are buried without Among the various burial practices used • The burial of a priest is a more convo- a clan mark within their beards, and their by priests of Dumathoin, there are only luted and lengthy process, incorporating coffins or burial place markers often three set precepts that must be met. The aspects of Dumathoin’s worship and that depict a broken or marred symbol of their body must be washed and three or more of the god the priest served. Priests there- former clan.

DRAGON 29 Standard Tombs The Entrance to a Prince’s Rest A dwarven tomb typically conforms to the In my studies, it has proven essential to know the dwarven craftsmen behind the mas- following pattern, be it a solitary tomb in terful constructs I studied. One friend gave me a written description of the final the wilderness for a fallen hero or one for entrance to a particular tomb; he allegedly found it within the records in the tomb of a family of miners who still mine the rich- Raglar Stonecutter, a dwarven architect and tomb-maker who died at the time of es beneath Mirabar. Delzoun’s height. While my friend kept the location of the tomb and the identity of the Dwarven tombs and mausoleums are tomb’s inhabitant secret, he swears all the mechanical traps are quite genuine and never placed or marked above ground; should serve to deter foolhardy adventurers from attempting to rob the dwarven dead. such practices are only for elves and "After all,” he reminded me, “there are precious few who can claim to have plundered humans, and a dwarf buried less than 10' the tombs of the dwarves. High time you tall folk were reminded as to why that is.” beneath the surface allegedly spends the afterlife in discomfort and might even rise “The walls glitter with gold, gems, and bright mosaics that glisten in torchlight again as undead. despite the centuries of dust that should have accumulated on them. The bas-relief One of the main reasons dwarven on the wall of the antechamber seems so lifelike, you’d swear the hallway was filled tombs are difficult to locate is a simple with a horde of trolls! Three dwarves stand heroically atop a pile of troll bodies, fight- method of wilderness camouflage: Once ing on against overwhelming odds. The prince, another dwarven warrior, and a stan- the body is interred and the tomb is com- dard-bearer appear to be directly in your path, though they are carved on the facing pleted and sealed, the burial priest and at wall as you walk into the hallway. least two members of the deceased’s fami- Though the tomb’s guardian bypassed the traps and triggers to the secret door ly (or friends) cover the stone entrance with some special magics, he explained the traps and their working. There are five with earth and smaller rocks, taking care different mechanical triggers within the 30’ high mural to open the secret door to the to blend the earthwork in with the sur- crypt. Like the door itself, the triggers are next to impossible to find for non-dwarves. rounding terrain. Lichens and small “The correct combination to open the secret door is to activate all five triggers plants are allowed to grow over the simultaneously; the triggers must then be released in this order: four, five, three, one, entrance, making the tomb part of the and two. Once done, the wall opens to expose the entrance room that sinks down to terrain again. the crypt. If any trigger is activated out of the sequence above (such as one trigger at a The basic floor plan of a standard tomb time to start it), the trap connected to that particular trigger is set off. runs in two directions: straight back from “The first trigger is the short sword of the prince’s warrior-companion. It shifts the entrance and down to the tomb. slightly to the left, along with the pommel. The trap linked with this trigger opens the There are, of course, many alterations to ceiling 40’ above. Then, hundreds of short swords fall from above the ceiling into the allow for the local topography and geolo- room, all point down.1 gy, but entrants into a tomb find them- “The second trigger is the prince’s crown. To activate it, the tear-shaped gem at the selves always moving deeper within the front of his crown must be turned point-down over his brow. If the trap is used rock. wrong, the floor rises at incredible speed to smash all persons within the room As stated above, the first room is always against the ceiling.2 an antechamber; its walls are often “The troll engaging the standard-bearer hides the third trigger: its movable jaw and unadorned, and the room has one or mouth. The trap slams the door out of this room shut, and a pump dumps grease all more statues of a dwarf (either the patron over the floor and walls. The floor tilts, opening into a steep chute under the eastern deity of the dwarf buried within, or the wall. The chute slides for 600’ and comes to an end at the bottom of a 10’ x 10’ shaft. deceased himself) in the center or Once the victims hit the floor of the shaft, it sinks slightly and the slippery chute corners. rotates back up, the grease preventing any hold on the edge.3 The shaft’s ceiling is lost Beyond the antechamber is the clan in darkness far above any light source the victims have. There is a pile of rotted rope chamber, often the most heavily decorat- in the center of the floor and two shattered skeletons lying on it.4 ed room in the tomb. Its walls are “The fourth trigger is the prince’s ring: Dumathoin’s symbol of a gem inside a adorned with many carvings, bas-reliefs, mountain is reversed. To initiate the lock, the ring’s emblem must be twisted around mosaics, statues, and other decorations. so the mountain peak points at the king’s knuckle. If the trap is activated, the person At the very least, the walls are painted or touching the prince’s ring is doused in acid.5 drawn with clan motifs and heroic deeds “The fifth trigger is the money bag on the standard-bearer’s belt; shifting the draw of the deceased. string from one side to the other (and activating the trap) causes a loud click and the The chamber beyond the clan room is entrance to the room slams shut and locks. Holes 2” wide appear in the ceiling and a always dedicated to Dumathoin. With a jingling of coins is quickly heard. A rain of copper and silver coins and gold dust statue of Dumathoin and an altar for offer- starts falling through the ceiling onto the invaders, invading the nose and mouth of ings, the uninitiated and non-dwarves will any breathing beings.6" consider this a temple, but Dumathoin’s temples are always in natural caverns; this room is simply for offerings for the 1. Actually 1d20 swords fall on each character within the room, and the blades all fall at such a speed deceased in Dumathoin’s honor. The and number that each has a THAC0 of 7. If any people are still alive after the onslaught, they must move chamber to Dumathoin is often called the no quicker than MV 1 or automatically suffer 1d4 hp damage from walking on or against blade edges. Protector’s Chamber. It usually contains a 2. The effects are equal to the grease spell on every surface, negating any chance of grabbing hold number of traps and difficult doors into of anything. and out of it to discourage crypt robbers. 3. This crushing floor trap deals 4d8 hp damage to all within the room and then recedes back to its nor- Beyond that chamber is an entrance mal floor level. leading deeper into the ground. Older 4. DMs are encouraged to make the shaft at least 5,000—10,000’ high; this mine shaft was abandoned by tombs or those short on space open into a the dwarves over 15 centuries ago, but there’s no telling what it connects to these days. shaft with a carved ladder or a spiral stair 5. The effects of this acid are identical to the effects of green slime; the PC will be dissolved within two leading down, while others have a stan- rounds if the saving throw is failed. dard set of stairs leading down to the 6. No matter what the room’s occupants do, the outpouring of money and dust keeps coming until the crypt level. entire room is filled. Anyone in the room is either crushed under the weight of millions of coins or Elaborate tombs contain a mortuary and choked on gold dust. a few additional ceremonial rooms to

30 DECEMBER 1995 honor the clan or the dwarf buried there; if offerings of gold or precious gems so their their paranoia and fears about disturbing so, these are on a level still above the actual weight may open the door. the rest of the dead, and they prefer to crypt of the primary crypt inhabitant. Tomb markers themselves are simple gear their traps toward killing invaders in The final burial crypt is often plaques placed near the burial plot or tombs outright and with little mercy. If unadorned and empty of everything runes carved into the sarcophagus. The traps are not meant for immediate execu- except the coffin or sarcophagus of the markers identify the deceased by name tion, they simply trap the raider within the deceased, though there are exceptions. If and list famous relatives of the deceased, tomb and let him starve to death. Either a dwarf was particularly rich, he might the clan name, and place of death. way, the secret of the tomb is protected. have some treasure within his burial Dwarves do not use dates on their tomb- crypt; artisans’ crypts often contain either stones, and it is assumed that any dwarf Tombs of Royalty their finest or final works—some artists should know of a battle or location where even take pains to commission their bur- another dwarf died. For example, a female The tombs of dwarven royalty and dwar- ial crypts early and carve or paint a final healer-priestess of Sharindlar (the dwar- ven heroes are, of course, much more memorium on the crypt walls themselves. ven goddess of life and dancing) might be elaborate and opulent than a standard One dwarf of note—the swordsmith identified as such: “Gaena Aurilstone, daul tomb. While the layout and purpose of the Dargoth “Steelbeard” of the clan of Immar Drakeslayer, blood of rooms is the same, the scale in which they Trueforger—created two magical axes of Minemaster Mith One-Thumb, honored are built is much grander. Rooms are such power that they were rumored to fell servant and healer of Sharindlar, clan three times dwarven size at the very least giants with one blow; he had his crypt Ironstar. Her lifedance ended at the Clash (rooms no less than 12’ square), and no built within the Spine of the World and of Fireskies, purifying the Realms of three expense is spared in ceremonial decora- filled it with traps to deter any intruders. tanar’ri with her passing.” tion. Statues are of gold and mithril, and Dargoth’s final words have led many a Secret doors within dwarven tombs the finest other metals and precious dwarf and human alike to their deaths: often hide the final burial chamber or—if stones adorn many surfaces. Other than “Only the strong and crafty soul who can the deceased was particularly wealthy or these cosmetic differences, royal or grand find and breach my tomb shall gain the was a priest of Abbathor, the god of tombs often share these details: mighty Axes of Foesdeath. The tests within greed—any separate treasure chambers. • Torches rest in magical sconces my tomb shall prove that he is of the While some operate similarly to standard allowing them to burn indefinitely when a mettle to wield them.” secret doors, they are craftily made and dwarf stands within the room they light. Doors within a dwarven tomb are dis- are more difficult for non-dwarves to find. These features are found in tombs of the tinguishable from the surrounding walls Also, a standard for all but the smallest Fallen Kingdom or in tombs built with the only by a marked lack of runic carvings, tombs is a two-way secret door set on a aid of elven allies, as the principal mosaics, or other decorations. Their locks pivot. The easier-to-find secret door enchantments are elven in nature, A few and mechanisms are either beneath the (known to the dwarves as a “Death’s Door”) dwarven tombs are similarly lit, but the base of a statue within the adjoining room leads only to a chamber or hallway riddled torches are carved stone and are attached or recessed under a secret floor panel. with traps; the more difficult-to-find secret to natural gas jets. The recessed locks are most often a set of door trigger (opening the “Entry True”) • often are used in door- three handles that must be twisted in cer- that causes the door to pivot the opposite ways if a grand tomb has a large number tain series of motions to unlock and open way leads to either an adjoining hall or the of chambers or supplementary rooms. the doors. Other door activators include a crypt itself. The locks and opening mechanisms for set of five buttons—keyholes that fit only Nearly any door or surface or container the portcullises are identical to those on specific holy symbols as their keys, or within a dwarf’s tomb could contain a the doors within the tomb. even recesses that must be filled with trap. Dwarves are second to none with • In the final antechamber before the

DRAGON 31 actual burial crypt, there are one or two thirsty, though anyone protecting their rests against the far wall. It appears locked additional two-way secret doors (the legacy tends to be so. and hard to move, but there are scrapes “Death’s Door” and “Entry True” doors) on the floor that look like it should be leading to burial crypts identical to the opened by shoving it toward the right cor- actual crypt. These false tombs are empty The following paragraphs are traps ner. Moving the chest triggers the trap of dwarven remains and treasure, but translated into “game-speak” for DMs, who and releases the springs beneath the floor. each and every room beyond the secret should feel free to insert any of these traps The ceiling rises up quickly along with the door has a lethal trap. within any dwarven tombs, specifically floor, and bloodied, barbed spears project

l The final approach to the crypt for placed near or around the final burial through the holes. grand tombs is often deeper than the per- place for a single figure. If the tomb is The spears strike victims at a THAC0 of ceived final level. Beyond the “Entry True” attended by priests (either as an actively 5 and deliver 1d6 hp damage per hit; a secret door to the crypt is an antecham- used clan tomb or guarded by undead), medium-sized character can be only be ber with a hidden trigger; activating this they must have ways to mechanically or hit by a maximum of 10 spears, and a trigger causes the floor to sink down to magically disable the traps to allow entry. small character is targeted by only six the actual crypt. Ceilings will drop into All dwarven tomb traps are hidden in unex- spears. After an hour, the mechanisms place above the sinking floor, blocking pected areas, reducing their chance of retract, withdrawing the spears and doing direct access from above. Traps can be detection by 30%. an additional 2 hp damage per spear hit placed all along the descending length of due to the retracting barbs. the dropping corridor to deter robbers. Corridor Trap: Balancing Blocks The floor will stop when it is even with The floor of the hallway is made of small- Door Trap: Slamming Door the recessed doorway leading into the er 4’ square blocks. The floor blocks are Once this room is entered, a tomb-robber crypt. A lamp enchanted with some varia- set to pivot and roll when weight is placed can easily find this secret door ostensibly tion of a continual light spell often hangs on them, crushing a foot or leg between leading into the crypt. This “secret door” above the sarcophagus in a small vaulted blocks or between a block and the wall. actually turns the wall into a falling slab, burial chamber. If this final crypt is that of Once the block has shifted, its direction and once it is found and “opened,” it falls a clan ruler, his immediate family is either cannot be reversed to allow the person to on all invaders within the room, crushing interred in a sub-chamber beyond with pull his foot free. DMs are encouraged to them with 4d10 hp crushing damage. multiple lesser sarcophagi on daises or alter the pattern of where to step to avoid Anyone standing just outside the room is placed in recessed burial creches in the crushing one’s feet. This trap encompass- safe and sees this entry room and the walls of this room. es the entire hallway leading to or around “crypt” as one combined room now. • One secret door within the tomb com- the final crypt. plex leads to a natural cavern beneath the The victim must save vs. paralyzation (at Crypt Trap: Emerald Treasures tomb attendants’ quarters; all grand tombs a —2 penalty) to pull his foot free before it A stone sarcophagus lies on a raised stone are permanently staffed with guardian is trapped. If successful, the stone simply dais. The top of the sarcophagus is carved priests, and this cavern is the official tem- rolls one way; if the save is failed, the vic- like a dwarven king lying in state. There is ple to Dumathoin used by the priests. tim suffers 1d12 points of damage and is an easily defined lid that can be slid off pinned to that spot with a crushed foot or the base. Once the lid is moved more than leg. a few inches, a stone block falls to cut off Standard Dwarven Tomb Traps the only exit from the room. The sides of Antechamber/Room Trap: Ascending the sarcophagus fall away, and green I have found a number of repeating traps Floor slime flows out onto the legs of the perpe- that tomb-builders of Delzoun and its The 20’-high and 20’-square ceiling within trators. Due to their close range and their contemporaries have used in a number of this room is peppered with hundreds of size, the slimes flow onto victims manipu- tombs. They are all lethal and quite blood- 2”-diameter holes. A large stone chest lating the lid with a THAC0 of 9.

32 DECEMBER 1995

Chaosium, FASA, Steve Jackson, and West End. Not this time. Maybe GENCON was out of synch with the product cycle. Or maybe the majors had chosen to , er, invest their resources in the collectible card fad, er, hobby. In any case, I was tickled to see that TSR, Inc. and , the indus- try’s King Kongs, came through with ter- rific new products. Maybe their enthusias- tic reception will inspire other companies to redouble their commitment to role- playing. Or maybe we’re going to have to steel ourselves for a drought. A loooooog drought. By the way, I had more than the usual amount of trouble coming up with this month’s ratings. The featured games are great for veterans (earning them five pips) but not so great for beginners (dropping them to three pips). So I went for an aver- age, and gave them four pips each. How’s that for a hedge?

Everway* game

162-page Playing Guide, 64-page Gamemastering Guide, 14-page Guide to the Fortune Deck, 90 Vision Cards, 36 Fortune Cards, four Source Cards, six Quest Cards, 24 character sheets, one 16” x 11” map sheet, one 8” x 11” map sheet, boxed Wizards of the Coast $35 Design: , with Jenny Scott, Aron Anderson, Scott Hungerford, Kathy Ice, Bob Kruger, and John Tynes Editing: Jenny Scott Illustrations: Doug Alexander, Rick Berry, Daniel Gelon, Janine Johnston, Hannibal King, Scott Kirschner, Ed Lee, John Matson, Martin McKenna, Ian Miller, Jeff Miracola, , Andrew Robinson, Christopher Rush, and Amy Weber Cover: Susan Harris

I wasn’t surprised to hear that Wizards of the Coast was publishing an original role- playing game. That was about as unex- pected as the sun rising in the east. After conquering the world with the Magic: the Delicious new releases Gathering* game, and dabbling in board games (like the * game) and reprints (the underappreciated * for game-hungry veterans game), an original RPG was just a matter Role-playing games' rating To you, perhaps, GENCON® Game Fair ‘95 of time. was a warm bubble bath of a weekend More surprising was Wizards of the Not recommended that continues to conjure blissful memo- Coast’s choice of helmsman: Jonathan ries. But to me, it was an ice water dunk Tweet. It’s not that Tweet lacks experi- May be useful tank, and I’m still shivering. Sure, I ence. Having published everything from enjoyed the spectacle, the crowds, the $2 AD&D® supplements (such as Black Spine soda pop. But where were the new role- for the ® setting) to card games Fair playing games? There were card games, (the wonderful On the Edge* game), he’s Good sourcebooks, and novels galore. And the accomplished more in a decade that most small press served up more than the designers manage in a lifetime. Nor does Excellent usual number of quirky little RPGs (some he lack talent; his rejects (like the Stone of which we’ll be dissecting in the next Age project he has hidden away in his The BEST! month or so). But what happened to the closet) sound more interesting than most majors? Usually, you can look forward to of the stuff that turns up the stores. But as splashy GENCON debuts from big guns like evidenced by his previous RPGs, like the

34 DECEMBER 1995 * game (which stood fantasy on (uh... well, you just can’t have them). Cards, the Fortune Cards have ambiguous its head) and the Over the Edge* game Sound restrictive? Not really. It’s a plea for images: a man tossing pebbles in a field, a (role-playing in the Twilight Zone), Tweet’s sanity. With a system this tricky, the refer- warrior struggling to swim in an ocean. not a mainstream kind of guy. And if I ee already has his hands full; he doesn’t Unlike the Vision Cards, they also have were president of Wizards of the Coast, need to be dealing with dinosaur PCs or titles: the man with the pebbles represents investing truckloads of hard-earned Magic Captain Kirk. Sowing Stones, the warrior represents money, I’d have wanted a mainstream After determining a general premise for Drowning in Armor. Also, each card kind of product. (This, perhaps, is why I’m his character, the player selects five Vision depicts two traits, one printed at the top not president of Wizards of the Coast.) Cards. Each Vision Card features an and another, the “reversed” trait, at the In fact, Everway is so far out of the main- ambiguous image on one side, a list of bottom. Sowing Stones shows “Fruitless stream, it’s barely recognizable as an RPG. open-ended questions on the other. The Labor” and “Ceasing Fruitless Labor.” For starters, it has no dice. It has no tables player interprets the images and answers Drowning in Armor has “Protective or charts. A deck of cards directs the flow the questions any way he likes, using his Measures Turn Dangerous” and “True of the game. Monster bashing, treasure reactions to flesh out his PC’s background Prudence.” With guidance from the hunting, dungeon crawling—bye-bye; and personality. For instance, one of the referee, the player uses the images, titles, Everway is pure narrative. We’ve seen Vision Cards shows a woman in a blue and traits to determine his PC’s Virtue, these elements before: the Amber* game robe pouring liquid over the head of a Fault, and Fate. He might decide ‘Ceasing pioneered diceless role-playing, White comatose man; the questions include Fruitless Labor” means his PC is sensible Wolf’s Vampire: the Masquerade game “What is happening in this scene?” and (that’s his Virtue), and “Protective championed storytelling over combat “How are the man and woman in blue Measures Turn Dangerous” means he’s encounters, and TSR’s 1988 BULLWINKLE connected?” The player might decide that impulsive (his Fault). As for his Fate, that’s AND ROCKY game used cards to help players his character (the comatose man) was res- essentially the province of the referee; improvise adventures. But they’ve never cued by a witch (the woman in blue), and Drowning in Armor might mean that been integrated so faultlessly or presented he now owes her a debt of servitude. sooner or later, the PC will face a life and so imaginatively. Everway will have veter- Another card depicts a building carved in death threat that.. uh, I’m not sure. I an players and critics (like me, who tend the side of a cliff; the questions: “What is never quite figured out the Fates, and the to overreact to anything off the beaten the building?” and “Who built it?” The rulebook wasn’t much help. path that’s even halfway well-done) doing player might decide that the building is a In what looks to me like a concession to handsprings. Novices, however, should temple; therefore, his character is a priest. traditional RPGs, players receive 20 ele- proceed with caution. This is The architect is the blue woman who mental points to spend on powers (read: hazardous territory. revived him; she’s a priestess, who spells) and elements (read: attributes). The Thanks to Wizards of the Coast’s deep rewards him with new spells whenever he point cost of a power depends on its pockets, Everway receives a first-class pro- completes a mission on her behalf. potency; fast healing costs one point, duction. We get over a hundred state-of- A second set of cards, the Fortune Deck, invulnerable costs three. Points not spent the-art playing cards, as heavy-duty and adds more refinements. Like the Vision on powers can be invested in elements, aesthetically appealing as their Magic brethren. We get plastic trays to hold the cards. We get full-color, suitable-for-fram- ing character sheets. We get three rule- books that look like art catalogs, so elegant that I was afraid to bend the pages. Despite an occasional syntactic tangle (“Lacking animals can have a big effect on the human cultures that live there”), the concise, conversational writing makes the game a snap to learn; it’s as if Tweet him- self were sprawled on your couch, explaining the rules. Poetic flourishes— walking through a teleportation gate is “like falling through the air on a starless, silent night”-evoke the ambiance of a bedtime story. The only clinkers in the box are the lifeless maps. The city map consists of a bunch of buildings plopped inside a circular stone wall, devoid of streets and without a scale of miles. The Bonekeep map, basically a river and a big , has exactly four locations labeled. The maps appear to be the work of artists, not cartographers—believe me, you can tell the difference. Everway gives players remarkable lati- tude in designing their characters, though they’re nudged toward fantasy archetypes like spell-casters and warriors. Tweet lays down the ground rules: no modern age or PCs (high tech doesn’t fit), no villainous PCs (too disruptive), no PCs from history or mythology (you’re sup- posed to use your own imagination, not someone else’s), no non-humanoid PCs

DRAGON 35 including Fire (sort of like AD&D game’s Or I might decide that Fire 2 pops his Stonedeep, gets the campaign off to a Strength), Earth (sort of like Constitution), opponent with a rock (sowing stones—get roaring start. Air (sort of like Intelligence), and Water it?). How much damage does he suffer? Evaluation: In my regular AD&D ses- (sort of like Charisma). The higher the It’s the ref’s call. (“Determining the exact sions, I never use dice or charts, nor do I score, the more competent the character; way that any given wound or other prob- allow my players to use them. The same a Fire 2 PC will lose most bar brawls, a lem hampers a hero is up to the goes at my convention appearances—no Fire 7 PC can hold his own against a drag- gamemaster...“) dice at my tables. In 10 years, I’ve yet to on. To round out his character, the player On page 141, Tweet refers to the Fortune have a single player abandon ship. adds a motive (wander the world, elimi- Deck and asks rhetorically, “Isn’t that like Everway codifies the freeform style nate evil, seek beauty), a name, and a few flipping a coin to see whether he suc- favored by me and (I suspect) thousands of possessions. ceeds?” His answer: “Not at all.” My other referees. It makes for a brisk game, Thanks to the generous number of answer: Sure it is. But who cares? It and Everway, to its credit, plays at blinding examples, character generation is easy doesn’t matter—it shouldn’t matter— speed. But to an unprecedented extent, the and fast—it took my players less than half whether you use coins, cards, or random success of an Everway adventure depends an hour to get their PCs off the ground. whims. In the world according to on the improvisational skills of the referee, And it’s fun, especially for those of us who Everway, rules never subvert the story his ability to come up with interesting plot enjoy a respite from die-rolling now and line, a bad draw never interferes with an twists, characters, and scenic details on then. But the system requires a lot of interesting subplot. Depending on the par- the spur of the moment. And players must second-guessing; more so, I imagine, than ticipants’ experience, this approach can respond in kind, relying on their imagina- Tweet intended. The powers, for instance, be liberating, or it can be maddening. tions instead of die-rolls to forge their are frustratingly vague; here in its entirety, The proceedings take place in a characters’ destinies. I’ve spent many a is the description of Shadow Whispers: ™ -like multiverse, the various painful afternoon watching would-be ref- “The hero can speak to the dead (though worlds (called spheres) linked with tele- erees struggle to stage elementary AD&D some ghosts are in no shape to hold a portation gates. Everway, the city serves encounters and exasper-ated novices try- conversation, and some simply don’t want as home base. With its kings, wizards, and ing to translate lists of numbers into three- to talk.” But how do you know which ones unicorns, Everway doesn’t stray too far dimensional personalities. It isn’t easy, can talk? How long will they hang around? from conventional fantasy; it’s a bit lighter even with detailed rules and funny-sided How much do they know? Tweet’s than the * game, a bit darker dice to use as crutches. responses, I assume, would be something than AD&D. The setting is sketchy but I suspect Tweet has underestimated the along the line of: “It’s your game. You promising; provocative details—a average gamer’s aptitude for improvisa- decide.” That’s fine for guys like me, who humanoid dragon that gives language tion. But I could be wrong. In 1987, I have a feel for what works and what lessons in the public library, mourners thought Ars Magica would last maybe a doesn’t in an RPG. But this is the kind of carrying a shrouded corpse to the House year or two. It’s about to enter its fourth approach that drives novices nuts; a first- of Dusk—hint at good things to come. The edition. It’d be just like Tweet to surprise timer might not be sophisticated enough first-rate adventure, Journey to me again. to realize that a ghost who knows every- thing virtually guarantees an unplayable adventure. A Weak Mage (level 2) is “capa- ble of a decent spell or two.” So what’s “decent?” And which is it—one or two? I guessed—not inferred, but guessed—why it was necessary for characters to have Virtues, Faults, and Fates, since they didn’t have much effect on play (at least not in my game). Likewise, resolving game actions requires a keen story sense and a fair amount of guesswork. Tweet offers three methods—he calls them laws—which can be used interchangeably. According to the Law of Karma, the highest rating comes out on top; if a Fire 2 character and a Fire 4 character get into a fight, the Fire 4 character wins. If he likes, the referee can fudge the numbers to account for unusual circumstances; if the Fire 4 character has two broken arms, he fights as a Fire 1 character and loses. The Law of Drama allows the referee to do anything, within reason, so long as it makes for an interest- ing story; the Fire 2 character wins with a lucky punch, because his long lost love is about to walk through the door. The Law of Fortune relies on the Fortune Deck; to resolve an action, the referee draws a card and interprets the result based on the image, the title, the trait, anything—he can base his decision on the color of the let- tering if he likes. If I draw the Sowing Stones card with the “Fruitless Labor” phrase face-up, I might decide that Fire 2 is too inept to hold his own against Fire 4.

DRAGON 37 Birthright™ Wyrms expansion gave us player charac- ter dragons. Now comes BIRTHRIGHT, in for the which PCs become surrogates for entire ADVANCED DUNGEONS & nations. That’s right—we’re talking player DRAGONS® game character countries. 96-page rulebook, 64-page Ruins of The idea isn’t new. The Aria* game Empire book, 32-page Atlas of Cerilia, 12 (enthusiastically reviewed in DRAGON® reference cards, 112 Cards, card- Magazine issue #214) covered much of board treasure chest, four-panel referee the same ground. But BIRTHRIGHT avoids screen, three 21” x 32” map sheets, the clutter than made Aria such a boxed headache, despite its innovations. TSR, Inc. $30 Combining the best elements of Aria with Design: Rich Baker and Colin McComb bits of the Civilization* computer game, Editing: Anne Brown and Sue Weinlein BIRTHRIGHT allows AD&D players to exer- Illustrations: Ben Otero, Doug Chaffee, cise their power in a compelling Walter Velez, Tony Szczudlo, , new format. Stephan Peregrine, , and It’s a beautiful package, boasting color William O’Conner art on nearly every page and one of TSR’s Cover: Tony Szczudlo best-ever sets of poster maps (the Everway design team would do well to look them Blood Enemies: over). The data-packed rulebooks include Abominations of Cerilia everything but an index, a necessity for a project this ambitious (try to find, for Supplement for the BIRTHRIGHT campaign instance, the rules for rebellion). The setting attractive playing cards are the low-tech, 128-page book, 56 War Cards punch-out kind, as collectible as last TSR, Inc. $18 week’s newspaper (and thankfully, for Design: slade cost-conscious gamers, about as cheap to Editing and development: Steven E. produce). If you like, you can store your Schend cards in the cheesy little treasure chest Illustrations: , Charles that comes with the game; but if you do, it Lang, William O’Conner, , won’t close; I prefer rubber bands. Randy Asplund-Faith, Adrian Bourne, BIRTHRIGHT player characters resemble Alyce Bucker Cosart, , David their standard AD&D counterparts, aug- MacKay, Tony Szczudlo, Susan Van mented with bloodlines, regency points, Camp, , Dee Barnett, and domains. A PC’s bloodline represents and Les Dorscheid his noble heritage. Additionally, it gives the Cover: Jeff Easley PC special magical powers, regardless of his character class; in a sense, bloodlines Player’s Secrets of serve the same function in BIRTHRIGHT as Roesone the Red Curse does in the ® cam- paign. As part of the Supplement for the BIRTHRIGHT campaign process, each player rolls on the Bloodline setting 32-page book, four-panel screen Strength Table to determine a bloodline TSR, Inc. $7 score. Bloodline derivation, obtained from Design: Rich Baker another table, links the score to a particu- Editing: lar deity. Most of the powers—called Illustrations: Ellisa Mitchell bloodline abilities—duplicate familiar Cover: Tony Szczudlo and spells, such as healing and protection from evil. But there are a few oddballs, Player’s Secrets of too, like touch of decay (the ability to Endier destroy inanimate objects) and divine aura (a reaction check bonus). My players Supplement for the BIRTHRIGHT squawked about the system’s inequity— campaign setting powers are distributed more or less at 32-page book, four-panel screen random—but over the course of a long TSR, Inc. $7 campaign, I don’t think it matters much if Design: Colin McComb one guy starts with divine aura and his Editing: Doug Stewart neighbor doesn’t. Illustrations: Ellisa Mitchell Regency points represent the strength of Cover: Tony Szczudlo and Dana Knutson a PC’s mystic bond with his domain, the region he rules. The domain, which func- Let’s face it—we’re power mad. In 1981, tions as an extension of the PC, consists of the basic DUNGEONS & DRAGONS® game his home province (a county or township) boxed set took player characters to level 3, and a variable number of holdings (guilds, but that wasn’t far enough. By 1984, the temples, sources of magic) and assets D&D® Companion Set had upped the ante (roads, castles, armies). As the domain to level 25. That still wasn’t enough. So in grows, so does the PC’s pool of regency set number five, the Immortal Rules, PCs points. A PC spends regency points to became gods. , 1992’s AD&D boost his bloodline score and perform expansion for the DARK SUN® gave us 30th- domain actions (which we’ll get to in a level characters. In 1994, the Council of minute).

38 DECEMBER 1995 In addition to standard AD&D turns, rep- series, contain regional maps, stronghold thing along the lines of the Diplomacy* resenting the activities of individuals, blueprints, background notes, resource game. I’d love to see the TSR game wiz- BIRTHRIGHT PCs also execute domain turns, lists, and strategy tips—think of them as ards dig it out. As presented here, the representing the activities of kingdoms. A the most detailed character sheets you’ve BIRTHRIGHT rules are so much frosting; domain turn begins with a random event, ever seen. Blood Enemies offers stats and they deserve to be the cake. which introduces an obstacle (a trade biographies for about two dozen NPC That said, BIRTHRIGHT remains an engag- route closes) or an opportunity (a rival rulers, most of them monsters; an inter- ing, high-IQ expansion for AD&D. Not only kingdom considers a treaty). After resolv- esting effort, but non-essential. did I have to deal with fire-spewing mon- ing the event, the PC tallies his regency Evaluation: I don’t claim to understand sters and booby-trapped treasure chests, I points (based on the size of his holdings), every nuance of BIRTHRIGHT. I haven’t had also had to manage an economy, com- collects taxes, and pays maintenance fees. enough time. According to the rulebook, mand an army, and squelch a peasant He then carries out as many free actions as many as two or three standard AD&D uprising—it was a great way to spend the as he can afford (most “free” actions cost a adventures are supposed to occur weekend. I never felt like a god (like I do gold bar or two, the BIRTHRIGHT equivalent between domain turns; only one domain in Civilization) but I sure felt like a king. of 2,000 gold pieces). For instance, he turn transpires over the course of the So what’s next, player character planets? might build a road, spy on his enemies, introductory Family Matters adventure and beef up the public treasury with a few (which, by the way, is pretty good). At this Short and sweet gems from his personal hoard. During the rate, I’ll still be shaking down the system action round phase, the heart of the when I’m in the old folks’ home. Labyrinth of Madness, by . domain turn, he performs up to three Some preliminary conclusions: TSR, Inc., $10. domain actions, most of which require 1. This isn’t for the inexperienced. Need to teach your AD&D characters a the expenditure of regency points and BIRTHRIGHT adds another layer of little humility? Send ‘em through the gold bars. Domain actions include complexity to a game that’s pretty tough Labyrinth of Madness, a merciless - Research (allows spell-casters to create already. geon crawl for PCs of level 15 and up. A magical items), Trade Route (generates 2. BIRTHRIGHT rewards military strength network of subterranean temples is dis- gold bars), and Realm Spells (unleashes and aggressive expansion. Not only does charging muck like a backed up toilet, and enchantments like death plague and bless this tend to pit player against player (in somebody’s gotta clean it up. Snobs might army that affect an entire province). contrast to the cooperative efforts encour- call this approach old-fashioned (or just Success is not automatic; some actions aged by traditional RPGs), it downplays plain old); there’s not much of a story, and require success rolls, others can be scientific, cultural, and social develop- logic rarely lifts its ugly head. But if your thwarted by enemy actions. If a player ments. Significantly, there’s no domain idea of a good time is navigating an obsta- opts for the Declare War action, the game action for Technological Breakthrough or cle course of convoluted traps and foul- shifts to a separate battle map; the role- Artistic Achievement. tempered monsters, this way to the playing game transforms into a military 3. Somewhere in BIRTHRIGHT lurks a stairs—going down, of course. simulation, where playing cards substitute stand-alone political simulation, some- for miniatures. Considering the system’s scope, it’s sur- prisingly smooth. I wasn’t crazy about the military game; the rules are okay, but what are the non-participants supposed to do while the antagonists fight it out, go to the movies? (The designers allow the DM to simply declare a victor in lieu of playing out a battle, so most of the time, I kept the war cards in their rubber bands.) Some sections, the random events in particular, are too vague; the Magical Event entry consists of a few sketchy examples and this definition: “Some bizarre event takes place.” I’m still not sure how the tax rates work; what happens if I tax the peasants into the poor house? But overall, the rules are clear and clever. Diligent managers are rewarded, incompetents are beaten into the ground. And as its policies develop, each domain acquires a unique personality; mine might be avaricious and unpredictable, yours might be conservative and dependable. BIRTHRIGHT takes place in a self-contained campaign world called Cerilia which, except for the bloodlines and mobs of bickering rulers, is basically your stan- dard fantasy setting. The Atlas of Cerilia provides a succinct history and an overview of the terrain. Ruins of Empire catalogs the various domains, describing their holdings and aristocracies. To use the domains as player surrogates, how- ever, you’ll need the corresponding sourcebooks. Roesone and Endier, the first two volumes of a theoretically endless

DRAGON 39

Aztlan, by Nigel D. Findley. FASA The T.W.E.R.P.S. Files, by Niels Erickson. Ice Age* game, by , Jim Lin, Corporation, $18. Gamescience, $3.50. Chris Page, and Dave Pettey (based on the This * game sourcebook deft- Who’d have thought that the TWERPS* Magic: the Gathering game by Richard ly blends Aztec mythology with cyberpunk game, the world’s easiest—make that the Garfield). Wizards of the Coast, $8 (60-card sleaze. Topics range from corporate secu- world’s goofiest—8RPG would survive for starter deck). rity policies (the Aztechnology company almost a decade? And who would’ve Cool! uses cockatrices and basilisks as watch- dreamed it’d spin off 12 (!) supplements? dogs) to fashion tips (buy the expensive This parody of everybody’s favorite para- Rick Swan has designed and edited more synthleather; the cheap stuff makes you normal TV show serves up a few pages of than 50 role-playing products, including sweat). The religion chapter is especially skeletal rules and a bundle of cheap the Complete Wizard’s, Ranger’s, Paladin’s good, with essays on prayer ceremonies, laughs; the bad guys, for instance, belong and Barbarian’s Handbooks for TSR, Inc. blood magic, and clerical computer mod- to a group called P.O.O.P. (People Opposed You can write to him at 2620 30th Street, eling. And it’s funny. In the middle of an to Other People). It’s dumb. It’s fun. It’s Des Moines, LA 50310; enclose a self- interminable historical summary, a com- three and a half bucks. addressed envelope if you’d like a reply. mentator interjects, “Is anyone else getting as bored of this drek as I am?” One of the Miskatonic University, by Sandy Antunes. * indicates a product produced by a company other late ’s best and—sadly—one Chaosium, Inc., $11. than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. of his last. Talk about overdue. Call of Cthulhu* The use of the name of any product without mention of fanatics have been waiting for a guide to its trademark status should not be construed as a chal- The Ultimate Mentalist, by Steven S. H.P. Lovecraft’s academic madhouse for lenge to such status. Long. Iron Crown Enterprises, $18. 15 years. It’s a feast for trivia hounds, with A supplement for the Hero* game univer- comprehensive lists of library holdings, sal system, The Ultimate Mentalist is a faculty appointments, and financial aid one-stop resource for psionicists of all opportunities (Deep Ones might consider persuasions. Unless you’re a rules lawyer, applying for the Fisheries Scholarship). skip the jargon-heavy introduction (“A But it’s also burdened with blah maps, character under the effects of injurious stretches of dull text, and useless hand- Mental Illusions will only take damage on outs (what am I supposed to do with an ad phases indicated by the attacker’s SPD”) for an ice cream shop?). There’s not and dive into the campaign material that much history, and the Mythos takes a comprises the bulk of the book. You’ll find back seat to the routines of college life. I a smorgasbord of nifty villains (like could go for a second volume with a little Brainchylde and Psychophant), gadgets less minutiae and a little more meat. (mindblades, psychic sifters) and staging tips (how to deal with the Mentalist Sniper Syndrome). The appendix shows how to convert it all to the GURPS*, Shadowrun*, and Mage: the Ascension* games. Impressive.

Chilling Tales, by . TSR, Inc., $10. Those interested in the ® setting but not sure where to begin should pick up Chilling Tales, an anthology of seven easy-to-play, fun-as-a-pillow-fight adven- tures. Though based on the exploits of Rudolph Van Richten (the alleged author of TSR’s Van Richten’s Guide series), the real stars are the monsters, a menagerie of vampires, ghosts, and mummies straight from the late, late show. Copious staging tips ease the transition for AD&D-ers interested in seasoning their fantasy campaigns with lightweight scares.

Rifts Underseas, by Kevin Siembieda and C.J. Carella. Palladium Books, $20. Even if you’re not a fan of the Rifts* game, you should still be reading the sourcebooks. With the possible exception of the Call of Cthulhu* game, no RPG fea- tures a nastier, more outrageous cast of characters. Silicon sea snakes, also known as zomba, flop onto ship decks to slurp up sailors. Spiny-headed stidjron eat sperm whales for lunch. The Naut’Yll humanoid has three bulging eyes, the feet of a frog, and a mouthful of wriggling tentacles. If creeps like these don’t make your skin crawl, they ought to least raise your eye- brows.

DRAGON 41

“Forum” welcomes your comments and My letter is in response to Mr. Adulhaqq’s opinions on role-playing games. In the earned, but starting them grossly plea for help in issue #221. United States and Canada, write to: Forum, underpowered is unfair and sure to ruin Your problem is one that seems to DRAGON® Magazine, 201 Sheridan Springs any chance of their playing a pivotal role, plague many beginning DMs who have Rd., Lake Geneva, WI 53147, U.S.A. In not to mention ruining their fun. players who refuse to conform to a Europe, write to Forum, DRAGON Magazine, Geordie Keefe desired behavior. First, you have to under- 120 Church End, Cherry Hinton, 167 Concord St. stand your role as before Cambridge CB1 3LB, United Kingdom. We Gloucester, MA 01930 you can mend the problem. In basic ask that material submitted to Forum be terms, your are the omnipotent being in either neatly written by hand or typed with Michiel van Veen’s letter in DRAGON® your world. You have the power to shape a fresh ribbon and clean keys so we can Magazine issue #220 begs rebuttal. kingdoms and ruin heroes. The players fit read and understand your comments. You Joan of Arc was an inspired woman into this scheme in that they are the must give us your name and full mailing who did much for France, but however beings to whom you are paying most address if you expect your letter to be much she may have deserved it, she was attention. It is your job to challenge and printed (we will not consider a letter sub- never appointed to be a general of France, amuse them with adventure and excite- mitted anonymously), but we will withhold let alone being knighted. Knighthood and ment. Never should you play an adversary your name if you ask us to do so. We will marshalling were “males only” institu- to your players. How could such a contest print your complete address if you tions; from the Dark Ages through the be fair? You could destroy them with a request it. Renaissance, very few women were powerful beastie or bizarre calamity. knighted. While this may punish offending players, it To agree with Michiel, a black knight does not earn respect for you or your I have developed a recurring problem was not typecast as an evil knight; but world. If the overt does not work, rely on with a DM friend of mine, and am curious there we part paths. To say a black knight subtle methods. about how common this problem is and if was “simply black-skinned” is pure fantasy. Let’s study the case where a shopkeeper anyone has any advice. This friend is one Reality is not so politically correct. Edward is killed for a few experience points. In of the finest DMs and role-players I know; “the Black Prince” of the Hundred Years’ any city, a shop owner may have ties to the his only problem seems to be in his treat- War was the son and heir of England’s thieves’ guild. He pays a monthly fee to ment of new PCs. Recently he strongly Edward III, not a visiting African poten- keep his shop and his person free from urged some mutual friends and me to join tate. He earned this sobriquet by dint of harm. When errant rogues (i.e., your play- a campaign of his that has been running his black armour. Various red knights ers) kill him, this makes the guild look for several years. Despite my arguments, have come to light in history; this had bad. If they do not punish the party they he started the new characters out at nothing to do with suntans or political will lose funds from other shopkeepers. roughly half the level of the characters affiliation. Like so many other nobles, they The guild will resort to any means neces- already in the campaign. This is not the were known for a predominate color in sary to harm the party and save face. first time he has done this and it consis- their wardrobe. By encounters, show your party that tently galls me. It appears that he doesn’t Unmarried women in Medieval and they aren’t the biggest fish in the pond. want to overshadow the players who have Renaissance times certainly could not date There must be mages and swordsmen earned their levels, magic items, holdings, whomever they chose. This has been true much more powerful than they. Certainly etc., but he is definitely ruining the fun for up to modern times. Romeo and Juliet it is possible for one such NPC to witness the new players. It wouldn’t be so bad if deals squarely with this topic, and the the party behaving in an evil manner. A there were more that we could con- rebellion of youth against parental wishes. mage of power could subdue the party tribute, but there are no apparent prob- To believe that there were “actually less easily with web, blindness, or charm per- lems that cunning or role-playing can prejudices” in the Middle Ages than today son spells. You are the DM. Use any trick resolve that the raw power of the veteran is to hide one’s head in the sand. People to coerce the players, but remember: style players cannot; to make matters worse, he in one place would sneer at others from is everything. is constantly humiliating or off-handedly the next county and be downright hostile C. Joseph Walker endangering the new players as if to towards foreigners. Prejudices in the 3210 Costa Alta #75 amuse the older players or present them Medieval world ran deep. La Costa, CA 92009 with a challenge of rescuing their “wet- Prejudices should exist in your fantasy behind-the-ears” colleagues. In all fair- world. They add depth and excuses for I am writing in response to Hussain ness, I didn’t stay with this group long much of society’s ills, real and imagined. Adulhaqq in issue #221. I see two possible enough to witness any problem solving or Nothing, even laws and societal beliefs, is solutions: traps, and the lord whose mer- role-playing. His adventures are good, but guaranteed to be fair. This should be true chants are being robbed and murdered. could easily entail hours of humiliation even in a . I can’t believe a weapons dealer wouldn’t and boredom before I was even asked for Allen Mixson have something rigged so people couldn’t an opinion, let alone a chance to enter the 711 S. Stillwater Ln. use his wares against him. thick of the action. Anaheim, CA 92807 Say you are a 57th-level knight who has I have argued with this DM before, and spent 25 years adventuring and fighting still do not see the logic in his actions evil. You have retired, but still like to keep Granted, new players should not be given your skills (not to mention your sword)

DRAGON 43 sharp. Now you hear about a band of out- troupe of entertainers wandering from laws slaying shopkeepers in your lands. place to place in search of fun and profit? Time to get a warband together and go Our traveling theater company performs after the scoundrels. This should solve dramas written by the Loremaster, direct- your problem as the PCs should be kept ed by and starring the Thespian, with the running from a high-level warband. The rest of the party playing supporting roles. knight’s men can show up repeatedly as Each has his own schtick to ensure a fair they track the PCs, and they can be used share of the limelight for all; thus, serious as a prod to get a storyline going. clowning is the domain of the Jester, who Karen Remick also draws crowds with his tumbling; the 1360 Airport Way #1134 Blade shows off his weapon-skill in solo Fairbanks, AK 99701 displays and also choreographs the fight scenes; the Meistersinger is the chief Few things inspire me to write letters, but musician. Lately we have recruited a H. Adulhaqq’s letter in issue #221 has. Gallant; she and the Blade have yet to The main reason you are experiencing appear together, but if they do, it will these problems is, you aren’t making your surely be so that the Gallant can die hero- PCs face the consequences of their ically and heart-rendingly, foully slain by actions. Whatever a character does has the villainous Blade. consequences. For example, you men- Off stage and looking for trouble, the tioned you had a problem with characters members of the troupe complement each stealing the equipment they need instead other just as happily. Experience point for of purchasing it. The consequence of this experience point, none matches a fighter, action could be that the PCs are known as for they cannot have exceptional strength thieves. Because of this, innkeepers put nor weapon specialization, and their base out “no vacancy” signs, tavern owners THAC0 is rather worse. On the other won’t serve them drinks, the city guard hand, no one is an arrant incompetent, harasses them every chance they get, cler- either, not even the Loremaster, and ics won’t heal them, and any of a dozen between the Blade’s or the Gallant’s useful other logical consequences. Try having kit benefits, the Jester’s surprising 18 the shopkeeper hire a new security spe- Strength, the Thespian’s happy knack for cialist with a seedy background, one profi- picking up any weapon and trying it out cient in “elimination of problems.” Have (including an ogre’s club, to date), and the him catch one of the PCs stealing. elven Meistersinger’s bowmanship, we Describe to the PC that a very sharp blade have no shortage of both melee and has just been put to his throat. Give him missile capability. the option of leaving and never coming Assuming, that is, the need to resort to back, or floating face down in the local violence in the first place. Our Meister river. I don’t care what the rules say: if singer has often been able to persuade you slice a man’s throat, he will die dangerous animals to leave us alone. Nor without immediate attention. are the rest of us socially inept, and this You’re giving experience points for has a wide variety of applications. killing a shopkeep and his help or a town Consider the humble dungeon door as a guardsman? If anything, you should be test case. Fighters or priests might batter penalizing your players for this. But, it down the druid might warp it, and wiz- again, if you’ll just think of the conse- ards could blast it open or knock, and quences of their actions you should be thieves might pick the lock. Bards have able to stop this. First of all, killing the most of these options, but they could also shopkeep and his help is murder, plain choose the lateral approach of finding out and simple. If there are any paladins in who has the key and wheedling it out of the group, immediately strip them of their him. Many other cases may arise when paladinhood. Second, the penalty for mur- brute force or a waste of spell power can der in most places is death. If PCs are be avoided by judicious knowledge of caught, have them executed in a graphic whom to daunt and whom to humor. way. Do not reward stupidity or cruelty. If It can readily be seen that so far from they murder a guardsman, have the other being the least likely choice for a one-class guardsmen hunt them down ruthlessly, campaign, the bar is one of the most pulling out all the stops. This is what cops appropriate choices imaginable. This is do to cop-killers. facilitated by the kits introduced in The Roy Penrod Complete Bard’s Handbook, and five “plain 305 W. Martin St. vanilla” bards would be less differentiated Grayville, IL 62844 and less exciting. Parenthetically, I’d like to observe that In Peter C. Zelinski’s otherwise first-rate none of us gave much consideration to article “Class Action” (issue #217), he says playing a multi-classed bard—one of the that it is “difficult to imagine an adventur- few bad ideas in The Complete Bard’s ing party consisting solely of bards.” I beg Handbook. It’s hard to know how to role- to differ. One of the most enjoyable cam- play a jack of all trades who also happens to paigns I have ever played in features just be master of one; it’s equally hard to under- such a party. stand how this person had time to learn all What could be more natural than a of the many and varied skills of the bard

44 DECEMBER 1995 and still manage to achieve excellence as a I have noticed a trend lately concerning ing a mage slinging wish spells around like fighter, mage, or whatever. the role of women, and especially the they were . I found my own way of Douglas Porter number of women in role-playing. The dealing with wishes early on in my gaming 21 Reepham Rd., Bawdeswell, main focus seems to be that there are not career. Dereham, Norfolk, NR20 4RU enough women in the hobby. At first I had banned them, but the play- England, U.K. My opinion is that the hobby is doing just ers started to complain and I realized that fine with the amount of female players it was subtracting from my game. I then I’ve a problem with DMs who aren’t willing there are now. hit upon the idea that if I didn’t want too to let me into any group. The first strike No, I am not “threatened by women many wishes being slung around wreaking against me is that I’m a girl in what seems players and DMs” as heather Darling havoc in my campaign, I had to make the to be a predominantly guy-played game. (issue #219) suggests in a gross overstate- players more hesitant to use them. I did The second strike against me seems to be ment of how “most” men react to women this by interpreting any wish completely that my character is too strong for their lik- in game sessions. I also recognize the con- literally. For instance, I had my players ing. She’s a 50[th-level?] drow, and due to a tributions some women have made to the engage in a fight on dragonback, and one very clumsy DM’s slip-up, very powerful. industry, such as Margaret Weis of of them was getting slaughtered, so even Nor will they let me start with a 1st-level DRAGONLANCE® fame. But I believe such knowing that I would somehow warp his character, as they claim they’re too women show a rare interest in a game in wish, he felt it was his last chance, so he advanced in their game. I’ve tried gathering which men are more likely to participate. used his ring of wishes. His wish in the my own AD&D® group together, but down My main concern is what I believe to be haste of battle was for 50 more dragons at here in , no one seems interested. a false notion that women must be involved his back to help him beat his opponent. He Linda Edwards in the game for diversity’s sake. neglected to specify alignment, so 50 red 114 E. Stanfill St. Males and females have a number of dragons appeared and after killing his Hahira, GA 31632 interests for which the opposite sex has lit- opponent killed him as well. tle care. While there are women who enjoy Because of my method of interpreting This is in response to Eric Shearer’s letter traditionally male activities such as fishing, wishes, my players have become hesitant in DRAGON Magazine #217. It is sometimes football, and yes, role-playing, they are a about using them. This has led to some difficult to determine what the PCs of your minority. I would welcome women into my interesting situations when they were in campaign should know or be able to figure role-playing session, but if they don’t come dire peril, and I would have allowed them out. The easiest way I know is this: if the I’m sure the hobby would not suffer. a correctly interpreted wish, and they did PCs are native to that world, they should Jason G. Ward not use one. They instead came up with know the surroundings of their birth, and Englewood, CO some exiting and unique methods to have generalized knowledge of other areas escape certain doom. they have heard of or seen as they travel. If I am writing in response to Joe Walker’s Jeremy Prada it is already known to them, your details letter in issue #218, concerning the invin- Orland, ME can be general. If the area is unknown, give cible characters in his campaign, includ- good details with a hint of vagueness so as to give the PCs a clue that this is unfamiliar territory. In essence, they already know they are in a strange place and want to know what they see around them. Remember that as DM, you are part storyteller, among other things. Enhance your storytelling. Reading books that give good descriptions may give you insights as to how to better your storytelling and flesh out your descriptions. Using your two examples (“You are in a dark forest...’ and “You are 50 miles west of Corvia...“), the first could be said, “The forest you are in is a bit strange. Some of the vegetation you see you recognize, but the trees with the roots in the air and the branches under- ground, and the bush off to your left eating that deer is like nothing you’ve ever seen.” The second could be, “You are in a mead- ow. Off to your left you see a river meander- ing through and into the forest. You know this place. You are near Corvia.” If they ask how far, you can tell them, “About 50 miles or so.” As the GM, you are the master of all knowledge; you control the information, and what is given out. If your PCs should already know, tell them. If not, give them only as much as they see, or how much you want them to know; but describe it richly enough so they can picture it in their minds. Anton J. Uselmann P.O. Box 492 Gold Beach, OR 97444

DRAGON 45

by Mike Shema Artwork by Michael Mott

It’s Not What You Do, It’s How You Say It A picture is worth a thousand words, or in AD&D® game terms, a well-rolled 50d20. Since attack rolls only use only one d20, you can imagine the difficulty in visualiz- ing combat by only rolling dice and declaring hits and misses. Detailed rules for realistic combat would be a monstrous undertaking in terms of game mechanics; but in the realm of imagination the venture becomes simple. Hack-and-slash campaigns are a notorious manifestation of combat relying on endless die-rolls without true role-playing. When the campaign moves away from simple statements of “I hit” and “I miss” to more descrip- tive terms, the encounter‘s become more exciting to visualize and they offer a higher level of role-playing. This demands more of the players and the DM, but results in heroic battles. In its most basic form, combat involves the PCs and their opponents attacking in turn. Die rolls determine what, if any, damage is taken. Ironically, this is a very passive method of play. ‘lb improve on this one must describe how the opponents are attacking and what they are doing to defend themselves.

DRAGON 47 Attacking In dodging, the attack was so poor that When to Use Detail it missed altogether or the character evad- Describe the method of attack in terms of ed the attack by moving out of the range Players are less reckless with their charac- what it does rather than its type. or the path of the weapon. This can be ters when they have a clear picture in Bludgeoning weapons such as maces and accomplished by leaps, ducks, dodges, their mind of what is going on. staves crush, smash, flatten, and pound. and feints. Some players may wish to capi- Describing battles blow by blow adds Piercing weapons thrust, pierce, and talize on PC class or abilities. Mages will more excitement, but it also adds to play- skewer. Slashing weapon slice, chop, and want to rely on quick feet to stay out of the time. You may not find it necessary to cut. Natural weapons accomplish their range of swords, a thief may simply dodge describe every battle in this manner, but tasks with the same descriptions, but can between attacks, and a fighter may choose the DM could adjust the number of also bite, rip, claw, tear, and shred. to deflect blows with a shield or parry. encounters to take this into account. If The difference between “you skewer the your current gaming style tends to rely mind flayer” and "you use your sword on The following example illustrates descrip- mostly on hack-and-slash, then the battles the mind flayer” should be obvious. There tions applied in combat. Note that the will become more exciting than just, “Oh, is no difficulty in using either phrase, but numbers play a role in gauging how well we attack and slay the creature” by adding the first gives a truer sense of battle. A the- the attack was and the strength of the a sense of role-playing within the battle. saurus contains many words to substitute. damage. Getting used to playing out combat These examples are to get you thinking. Bill: Wolfe will punch his spear into the sequences takes a while, but when players An attack has one of two possible out- gnoll’s chest. [Rolls a 13 to hit, for 6 hp feel comfortable with it, they will do more comes; either it succeeds or it fails. damage.] than just hit and miss. Consider the Successful attacks might be small nicks DM; Wolfe slams his spear through the example above. When the gnoll locked that bit through armor or slipped inside a gnoll’s chest, crushing a rib and rocking Wolfe’s spear against his side, Wolfe could parry. A character may have feinted a the beast on its heels.-The gnoll swings its have attempted to push the spear shaft downward strike only to spin the blade battle axe down toward Wolfe. [Rolls a 10 into the gnoll and knock the beast down, into a sweep to catch his opponent in the to hit.] The force of your attack punches or pull the gnoll off-balance so it could side. Most attacks strike the torso, but one the gnoll back enough to knock-his attack not attack. should feel free to choose other parts of off-balance. His sword slices through the It is up to the DM to decide the difficulty the body to target. (Keep in mind that the air a few inches away from Wolfe’s left of the action and whether its effect on the combat rules are not affected by these arm. battle will be more than just rhetorical. In changes; called shots must still be called.) Dave: Kitt tries to slam her mace into the example, the gnoll’s locking the spear All players know that their characters the gnoll’s right flank. [Rolls a 5 to hit.] down did not affect any rolls; it merely miss quite a bit more than they hit, so you DM: Kitt’s attack comes too late and served as an explanation of the gnoll’s need to create a pool of “miss” descrip- swings harmlessly through the air. attack that flowed with Wolfe’s actions. tions to draw from. Decide on reasons for Bill: Wolfe attacks again. He’ll try to This can especially increase the atmos- the miss. Attack rolls only decide that the spin the spear-shaft into the gnoll’s kid- phere of a RAVENLOFT® campaign. Consider miss occurred; did the attack swing wide ney. [Rolls a 14 to hit for 1 hp damage.] a use that will lead to horror checks: a or did the monster duck out of the way? DM: While Kitt’s attack occupies the priest fighting a inflicts the maxi- Was the opponent’s armor too tough? Was gnoll, Wolfe swings the shaft in to hit the mum amount of damage possible with his the attack parried? The sword may have gnoll’s broken rib. The gnoll howls in flail. A wound opens up revealing a rotted slid off the armor or the character may anger and for a moment looks dazed, but body oozing with worms and smelling dis- have misjudged an opponent’s movement its armor seems to have taken the brunt of turbingly like a ghast. The sight of the and swung his sword too early. the blow. [An initiative role is made.] wound coupled with the suggestion of a If the opponent suffers damage, then Before Kitt moves, the gnoll drops its ghast’s incapacitating smell is enough to describe it. The key is how something hap- feigned daze and attacks Wolfe off guard. scare the player as well. Try to scare pens, not what happens. Where is the [Rolls a 14 to hit.] It traps Wolfe’s spear another player by describing a wraith wound? What does it look like? Did the shaft against its body with its left arm, reaching into his character’s chest and fighter’s sword slice across his opponent’s pulling Wolfe closer and [rolls 7 hp dam- clawing his heart. chest, or did a priest’s mace crush an age] opens a gash across Wolfe’s chest When their characters swap stories at arm? Blood and gore do not have to spurt with its axe. an inn, players can reflect on some great everywhere, but swords can still slice to Dave: Kitt steps to the side and swings feat of swordsmanship or exceptionally the bone and rip into armor. at the gnoll’s right arm. [Rolls a 16 to hit clever action rather than simply stating for 3 hp damage.] that they killed something. The game Defending DM: The gnoll howls again and involun- exists on in tarily drops its axe. It spins and lashes out There are two kinds of defense: weapon at Kitt’s face with its good arm, [rolls a 3 to or armor interference (blocking) and hit] but the crushed rib slows it and Kitt using Dexterity (dodging). Virtually any easily dodges the blow. weapon can be used to block or parry. Dave: Kitt pulls a dagger out of her boot (This is not the parry defined in the and brings it up in an arc toward the Player’s Handbook or The Complete gnoll’s gut. [Rolls an 18 to hit for 3 hp Fighter’s Handbook; it is a term to replace damage.] the DM’s pronouncement that “he miss- DM: Kitt dodges under the gnoll’s arm es.“) An attack that misses may have been and neatly plants her dagger in the beast’s blocked by a well-placed weapon or stomach. The gnoll grunts and goes down. deflected by a shield. In other cases it may have simply been weak and bounced off the armor. Describe what blocked the attack and what direction the block took (e.g., “The drow recovers and raises his sword, barely parrying Grenyen’s blade before it hit.“).

48 DECEMBER 1995

Your Fantasy Comes True Test Drive Network Events

If you’ve always fantasized about a convention that caters This year at the game convention you can to game masters, game club presidents, and convention play in RPGA Network tournaments even if you are not a coordinators, WINTER FANTASY™ is for you. Expect interest- member. If you like what you see, then you can sign up ing and useful seminars, workshops, demonstrations, and on the spot and receive all the tournament points you free prize give-aways from several major companies. earned at the convention. Whether you’re looking to learn to judge and play better, l New Events: Seventeen first-run and first-rate events enhance your convention’s gaming with company support, show you just how great Network events can be! or just have fun, WINTER FANTASY provides the opportunity for you to talk to the best role-playing game companies in l LiVING DEATH™ Campaign Premier: The newest Living the world. Campaign, the LIVING DEATH™, takes place in the Gothic Earth setting described in Masque of the Red Death, the World Builder Company Seminars popular expansion for the RAVENLOFT® campaign setting. Come try this new setting for sophisticated audiences. World Builder Seminars are great ways to learn about the Any LIVING DEATH event can be made a benefit event by newest and best games on the market! After you are contributing $5 at the table. introduced to these great products, many companies will l Network Judge Invitational: The Network Judge supply you with a free sample of their game so you can go Invitational tournament is a two-round elimination to back home and represent this product line at stores, con- determine the best game masters at the convention. ventions and to other GMs. Exhibitors will also be per- Test yourself against other judges to see how you really forming many other seminars, game demonstrations, rate. gaming events, and tournaments to promote their products. l LIVING CITY™: The plate is full for LC players and judges. Two new events plus the Interactive, which runs Exhibitor Profile Sunday from 8 AM to 1 PM. Look for some surprises! Plus, the competition for the position of Lord Speaker of The primary exhibitors at WINTER FANTASY will be manufac- the Advisory Council concludes with an official appoint- turers who participate in the RPGA® Network tournament ment at the Awards Ceremony. Applicants must play program. These companies will be showcasing their par- both LIVING CITY events. ticular games and game settings to game masters and Awards Luncheon: The traditional RPGA Network players alike. From demo games to full-scale scenarios l breakfast is becoming an awards luncheon for all atten- and everything in-between, it’s all here! Tournament pro- gram companies include: TSR, Inc., , dees. Come socialize after the last gaming slot and stay GDW, 54°40’ Orphyte, FASA Corp., , Hero for the Awards Ceremony. Those who are not eating can join us for the ceremony afterward. Games, Flying Buffalo, Inc., Wizards of the Coast,

R. Talsorian Games, Storm Press, Chaosium, Tri-Tac l Demos Galore: Look for demonstrations of the hottest System, Atlas Games, TOMB, Hogshead Press, Omni games in our huge Demo Hall! All demos will offer RPGA Gaming Products, and Phage Press. Network Player points for participants. The RPGA Hotel Rates

The WINTER FANTASY Convention is hosted by the RPGA Reserve your rooms today by calling one of the follow- Network, the largest game club in the world. It promotes ing hotels in the Milwaukee area. All are within walk- excellence in the role playing hobby, and provides a wide ing distance of the MECCA Center. range of programs for its nearly 10,000 members. The Holiday Inn $56 per night 414-273-2950 Networks tournament program provides member-written Hotel Wisconsin $30 per night 414-271-4900 scenarios for over 200 conventions each year, and in 1995 Hyatt Regency $69 per night 414-276-1234 helped Network members raise over $100,000 for local and Milwaukee Hilton $60 per night 414-271-7250 national charities.

™ and ® designate trademarks owned by TSR, Inc. © 1995 TSR, Inc. All Rights Reserved. WINTER FANTASY™ Game Special Tournaments Include Convention Company Attendees DRAGON DICE: TSR’s new expandable dice game RPGA STAFF : TSR’s quick and simple card game about the AD&D worlds. Scott Douglas l RPGA Network Coordinator BLOOD WARS: TSR’s card game based on PLANESCAPE™. Duane Maxwell l Editor of POLYHEDRON® Newszine Magic: The Gathering: Need we say more? Robert Wiese l Tournament Coordinator Sim City: Mayfair’s collectable city building card game. Judy Mueller l RPGA Network Clerk Highlander: Thunder Castle Games ultimate one-on-one FASA . Lou Prosperi l Designer of Earthdawn Middle Earth: ICE’s new collectible card game based on FLYING BUFFALO Tolkiens Middle Earth World.

Rick Loomis l Creator of too many games to mention l *. Plus more to come *** MAG FORCE 7 Convention Location Margaret Weis l Co-creator of Star of the Guardian

Don Perrin l Co-creator of Star of the Guardian & Wing The MECCA Center is located at 510 West Kilbourn Avenue Commander in downtown Milwaukee, Wisconsin.

Jeff Grubb l Co-creator of Wing Commander MAYFAIR Dates & Times Doug Tabb l Editor of Underground Convention February 9, 1996 8 A.M. to 12 A.M. Trella Wilhite l Director of Cosmic Encounters February 10, 1996 8 A.M. to 12 A.M. Tom Smith l Designer of Fantasy Adventures February 11, 1996 8 A.M. to 4 P.M. THUNDER CASTLE GAMES Exhibit Hall February 9, 1996 10 A.M. to 6 P.M. February 10, 1996 10 A.M. to 6 P.M. Mike Sager l Designer of Highlander: The Card Game February 11, 1996 10 A.M. to 4 P.M. Bill Littlepage l Designer of Highlander: The role- playing game Admission Policy TSR

Jim Ward l Creator of SPELLFIRE® WINTER FANTASY is open to all consumers. Admission at the

Lester Smith l Creator of DRAGON DICE™ door will be $30 for the weekend or $15 a day. Discounts

Colin McComb l Designer of BIRTHRIGHT™ will be given to individuals who pre-register with the RPGA

Steve Winter l Creative Director of AD&D® core books headquarters before December 31, 1995.

Steven Schend l Creator of BLOOD WARS™ lll PLUS MANY OTHER TSR DESIGNERS & ARTISTS l ** Booking Flights WotC To get the best rates on flights to Milwaukee, call American Steve Bishop l Writer Designer/Ars Magica Wade Racine Creative Director of Ars Magica Express Travel Services, the convention’s official travel l agency. With more than 1,700 offices around the world, CONVENTION COORDINATORS they can help you with all your travel needs and emergen-

Ed Kramer l cies.

Gary Smith l GAMMA Trade Show & Origins In addition to arranging special discount rates on

Vinnie Salzillo l Dex Con & Dreamation Midwest Express, our official airline. The agency can help

Ken Whitman l GEN CON® & WINTER FANTASY Game Fairs you with all your travel needs. Call 1 (800) 325-6157, ext. 1 and ask Chris for details.

Name RPGA® Membership Number Address City State/Zip Day Phone Evening Phone

___ Pre-registration until December 31, 1995: $20 Registration after December 31, 1995: $30 Total fees enclosed: $

l There are no event fees required to play in standard events or to attend seminars and workshops.

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Send this form along with your Check or Money Order to: WINTER FANTASY, 201 Sheridan Springs Road, Lake Geneva, WI 53147. E-mail questions to: [email protected]

™ and ® designate trademarks owned by TSR, Inc. ©1995 TSR, Inc. All Rights Reserved. by Steve Berman

Artwork by Stephen Schwartz

The problem all started when a player craftsmen and then enchanted by wizards wanted a character who would be a or fashioned by lost races and sects. This devoted priestess to a nature god. Much priestess turned her back on a magical like a druid, the character was protective censer (it had been fashioned by a silver- of the wild and its denizens. The religion smith), and even snubbed a polished gold was rather fanatical in its observances, ring of three wishes. So while the other however, and would use no tools not characters had possessions of suitable hand-crafted. power, hers was in sore need of some- It seemed simple enough at the start. thing to bring her up to the level of the Adventures were specially designed so others. An enchanted wooden staff to give that all our players would be interested, her a better chance in combat was only a with extended forays into both the wilder- so-so idea. I needed to create something ness and cities. One day I discovered a natural and yet magical, something she glitch. As the campaign progressed and could use often and be proud of. the other characters gained in experience Many of the magic items in the AD&D® and acquired magic items in their travels, game imply civilization. Though one could the nature priestess seemed to only have a easily describe a ring of three wishes as a few potions to her name. twisted band of gilded leaves rather than a I discovered that the majority of the circlet of gold and gems, it is hard to magical items found in the DUNGEON change the image in the players’ minds. MASTER® Guide and most DRAGON® Logically, a more primitive sort of magic Magazine articles are produced by urban had to precede that of the towns and

DRAGON 53 cities. Shamans and priests and druids the animal might be the totem spirit of a with the wilderness could make use of and hedge wizards would still have arcane tribe or symbol of a god. In the latter case, their powers. objects at their disposal. This, then, is a would not the shaman fashion a cloak of discussion of magical objects not of protection from such a creature? And the Claws of the Great Bear refined products crafted by tradesmen, pelt of animal is not all that may be used; but of raw resources hand-crafted in tents the skull, the horns, the hooves, even the Description: Several druids and nature or caves. tail, might be considered to hold some priests of a more martial disposition have All such natural magic items would be magic or be added as decoration. acquired these charms. The claws appear crafted from materials one could find out Just as animals have different traits, so as a necklace of fur and sinew, decorated in the wilderness. That is not to say that do plants. Consider the mighty oak, ash with a hanging pair of large black bear the craftsmanship will be slighted, as trees that survive being struck by light- claws. skilled hands can still work bone and ning, and the weeping willow. What would Powers: The claws of the great bear wood, antler and stone to form beautiful be different about a staff fashioned from must be worn for its magic to be activated. and impressive objects. As nature is birch rather than pine? What of a flower- Once per day, the bearer can increase his neutral in alignment, so will most such ing plant, a shrub, even a weed? A rose is Strength to 19, this effect only lasting for objects are unaligned or of neutral tem- a rose, but a thistle also has uses. Petals or one full turn. During this time he gains all perament. The more powerful may even carved roots or even seeds might possess of the benefits of such high might, except possess an aura of magic undetectable to some special properties and be used in that the bonuses to hit probability (+3) low-level wizards who need a true sight more than mere decoration. and the damage adjustment (+7) are only spell for their dweomer to be revealed. Minerals could range from simple rocks included when the character is attacking The DM must consider first what pur- to colored stones to lumps of unworked with his bare hands (no cesti or hand gear pose the new magical item serves, in what precious metals and gemstones. All were of any sort are permitted). form it appears, and whether certain chosen either for their location (this rock After the additional vigor has abated, classes should be barred from its use. was found in the Sacred Valley of Mugli), the character quickly grows fatigued, suf- With natural magic items, however, appearance (the sky’s hood is reflected in fering a -2 on all rolls, until he has a appearance is almost always directly the blue of this stone), or their shape chance to sleep. Then he enters a hiber- related to function. The rural craftsman which might resemble something. nation-like state, deeply resting for a has the three basic things to work with: Primitive artisans did carve stone, but number of hours double to the amount animal, vegetable, mineral. Simple their techniques were different than city by which his Strength was raised (for enough. Or is it? dwellers’ and dwarves’. example, a druid with a Strength of 13 First off, the type of animal will greatly Basically, anything that ancient man would sleep for 12 hours straight). During reflect on the nature of the dweomer. Is it could use as the basis for myths and leg- this time, the character may have penal- the skin from a deer or a mountain lion? ends can be utilized by a creative DM. ties to wake prematurely, dependent upon Surely one is different than the other: Here are a few samples of natural magic the DM’s judgment. speed and agility versus might and fierce- items. I have included how and why each While worn, the claws also offer a +2 ness. The inherent traits of the animal item was fashioned. All were originally on all Constitution and Wisdom saves and could well be bestowed upon the wearer intended with druid and nature priests in complete immunity to fear spells or or bearer. One should also consider that mind, but anyone with some connection effects.

Silver Branch

Description: The wood elves were the first ones to be seen using silver branches in their nighttime ceremonies to preserve and defend their forest glens. Each such branch appears to be made of pure sil- ver—not of wood—with the heft and feel of the metal. No leaves or fruit cling to these branches. How some humans man- aged to such items from the fey folk is unknown. It is perhaps better off that way. Powers: When grasping a silver branch, all plant sphere spells cast on a night with some lunar activity (no new moon) have their duration increased by 50%. Should a full moon be presiding that night, the spell’s duration is doubled. The branch sheds a pale, cool light in a 50’ radius, only after dusk, and any fairy folk (such as brownies or pixies) who use any sort of natural invisibility power can be seen faintly in this light. The penalty for striking at such a dim target is reduced from -4 to -2. Some of these items need a command word spoke in elvish to make use of the increased duration for spells.

54 DECEMBER 1995 Pouch of Trails the bird be somehow blinded while the get’s bare skin/hide must be touched, and Description: Bounty hunters and pilgrims wearer is viewing through its eyes, he it receives a save. If successful only 1—6 often prize these items above their own must make an immediate save vs. spell or points of damage are inflicted. This power safety. Pouches of trails range in size from be similarly blinded (thus permanent can only be used once per day. small to very large, but are always fash- blindness might even ensue). Every time a bane toadstool is held and ioned from simple, tanned leather with lit- used, roll a secret save for the character tle or no ornamentation. A simple stone Bane Toadstool to see if he becomes infected by the evil on a thong acts as a clasp. Each pouch magic of the item. Each failed roll leads to feels full, but inside looks empty. Only Description: This item is all too prevalent a disease, which can be followed by a when a person reaches inside will he find in wooded areas that have been corrupt- worse state. All the suffering is cumulative something: a gritty substance that feels ed. Rumors also place bane toadstools in effects. much like common road dirt. amid underground forests of towering The diseases progress thus: Stage one: Powers: When a handful of this dirt is fungi. Wherever they are found, most Bearer begins to shun bright light, tem- tossed onto a person’s feet, he then can sages agree that they are to be avoided. porarily losing 1 point of Dexterity and walk without leaving any tracks in the They possess an evil, almost sentient Charisma while exposed. Stage two: road, the effect lasting for six hours. magic that soon perverts the user, so Bearer turns neutral evil. Stage three: Enough dirt may be pulled forth to cover beware of any small black mushroom that Bearer takes damage from daylight, suffer- up to five people (or two average-sized seems to have a vaguely sinister face upon ing 1 hp per turn of exposure and losing horses) in a day. its mottled cap. half all Dexterity. Stage four: Plant sphere When the dirt from the pouch of trails Powers: The magic inherent in each spells cast by the character cannot affect is spread over a patch of road, the pouch’s toadstool requires that the user grasp it in any non-fungoid life. Stage five: Bearer owner gets a furtive vision of the path’s his bare hands. A person can wear gloves begins to grow thread-like mold about final destination in the direction he or gauntlets and use its magic. When person, lowering Charisma by 4 as he stands, along with the whispered name of brandished, all fungoid creatures turns deathly pale, hair falls out, skin the end site in his ear. This affect can only (myconids, purple fungi, shriekers) will turns pasty, etc. Stage six: Bearer finally be done once, in each direction, to any react docilely to the bearer unless turns into a fungoid entity much like a road. Thus, anyone bearing such a pouch attacked. The individual can touch harm- myconid. can said to be never truly lost. ful fungi without fear of poison or spores. A bane toadstool will always register as Finally, when the dirt is spread on an In addition, with the toadstool one can evilly aligned and poisonous to divination animal track, the pouch owner will hear putrefy food at will with only a touch, and magic. faintly the sounds of that creature’s pass- detect poison in a 20’ radius at will. The ing. This can only be done once per set of bearer is offered a +5 on all saves versus tracks. poison. The bearer gains a poison touch, causing 3—18 hp damage and a possible 1 Eyes of the Frentlin hp loss on each round following the touch until a full 18 hp are finally lost. The tar- Description: The small mask called the eyes of the frentlin is among the oldest dis- covered natural magic items. It is fash- ioned from sinew and delicate feathers and covers only the area around the eyes and nose. Frentlin were priests of an ancient cult who worshipped a goddess of wind and creatures that soared through the air. Legends say the frentlin died out cen- turies ago, but these masks sometimes are found as part of lost hoards and treasures. Powers: The magic of the mask needs a carrier: any bird will do. (A familiar may be used at the game master’s discretion.) The wearer stares into its eyes, and a con- nection is made. The animal receives no save for the contact to be made. From then on, the wearer can at any time view the world from the bird’s eyes. As this change of vision can sometimes be quite severe, the character should be con- sidered stunned for the round he places the eyes over his face. When desired, the wearer can change carriers, but first he must find a new bird before detaching from the old. The wearer has no innate control over the avian, nor can he speak their lan- guage. However, the eyes work as a chan- nel between the two, and any animal sphere spells cast upon the carrier are easier to complete, lowering the bird’s save by —2. There is a danger to the mask: should

DRAGON 55 Reviews

Games Workshop/Citadel 3431-C Benson Avenue Baltimore, MD 21227-1072 Voice: (410) 644-5699 Fax: (410) 242-1839 Mail Order: Yes Catalog: Free

#0001 Warhammer Quest* Author: Andy Jones Scale: 28mm cost: $59.99 Presentation: 9 Playability: 9 Value: 9

There has always been something irre- sistible about staggering hither and thither in an unknown dungeon environment, hacking at monsters as they leap from the shadows, and discovering long-forgotten treasures. Warhammer Quest serves as both a reminder to those of us who have been participating in such excursions for many years, and as an initiation to those who are not so lucky as we. Warhammer Quest allows you to explore mysterious dungeons, randomly designed and populated, or to pre-design the map and influence the population. Each char- acter has special skills that are uniquely his, with equipment to help him along. A hefty role-playing book allows characters to experience life outside the catacomb, spending the gold they find and expanding their knowledge. When played as a board- game, there is no character advancement, but with the role-playing material, charac- ters can become deadlier and deadlier, taking on more difficult tasks. The game can be deadly, so the adven- turers need to work together well, or they might find themselves looking at the inside of a minotaur’s belly. A single game can run from half an hour, not including set-up time, to over three hours, depend- ing on the size and nature of the scenario. Warhammer Quest comes with dozens and dozens of plastic figures, as well as portals to connect rooms to hall sections. Everything you need to play, from dice to map pieces to figures, is included. In addi- tion, there are many new materials sup- porting the game, from characters to more scenarios, so it will be a while before you run out of things to do.

#9201 Krell, Lord of the Undead #9185 Lichmaster Warhammer Fantasy* line Sculptor: Gary Morley Scale: 28mm Cost: $8.50 each Yes, it’s December, but this is being put has to offer. We invited the miniatures Technical: 8 Artistic: 9 Value: 4 together at the end of October, so in manufacturers to select a favorite from honor of Halloween, the focus of the first among their currently available figures. These two deadly characters for your half of this month’s column will be Those figures appear as a sort of “Best undead Warhammer army are incredibly horror. of" miniatures overview. detailed. A few minor parting lines are vis- It is appropriate that this belated The second half isn’t a review column ible, but they’re not significant. Take a few Halloween column present the night- per se and there isn’t a Best of Show moments with your files and they’ll marish issue of frightening (and just selection. This is just a way to display he ready to prime. downright wierd) miniatures. some figures of rare quality, reminding Krell is ready to leap into battle, his The second half of the column is a you why we became modelers and huge axe poised to send his foes to the special Christmas present: an end-of the painters in the first place. afterlife. Layered armor, consisting of year look at some of the best the market Have a good holiday. chain and plate, protects all of his vital...

56 DECEMBER 1995 organs’? His stance is dramatic, with excel- lent features and accessories. As a Dark Lord of Nagash, he is an ominous sight on the battlefield. The Lichmaster, Heinrich Kemmler from the undead army list, is a very pow- erful necromancer character. He wears an apron of sewn flesh, held by disembodied hands, and a number of skulls adorn his clothing. There is a great deal of detail, including a knotted, gnarled old staff and a skull-shaped lantern, and his cloak is lined with small skull shapes. Either or both will make your fearsome undead army even more terrible.

Rafm Company 20 Parkhill Road, E. Cambridge, Ontario, Canada N1R 1P2 Voice: (519) 623-4832 Fax: (519) 623-2795 Mail Order: Yes Catalog: $4

#2010 Skeleton War Wagon Sculptor: Bob Murch & Bill Schwarz Scale: 25mm Cost: $25 Technical: 6 Artistic: 7 Value: 6

As long as we’re discussing undead armies, Rafm’s war wagon is a nice addi- tion. You can treat it as a chariot or create workable house rules for the figure. The wagon pieces have the expected flash along the edges, which will require some time to fix but shouldn’t have any impact on the detail. Getting a tight fit will also require a bit of work, but is well worth it. The skeletons and horses, except for the usual minor parting lines, are very clean. Two nicely-detailed, decomposed horses pull this wagon of battle-hardened (perhaps fossilized?) skeletons. The wood grain and wagon embellishments (shields, skulls, etc.) are very good. The battle stan- dard itself is a number of shorter poles strapped together. The wagon design is ingenious, and nicely illustrated instructions make assembly easy to follow. A good paint job will make this a great display piece or centerpiece for your army.

Ral Partha Enterprises, Inc. 5938 Carthage Court Cincinnati, OH 45212-1197 Voice: (800) 543-0272 Fax: (513) 631-0028 Mail Order: Yes Catalog: $4

#01-505 Dracolich ADVANCED DUNGEONS & DRAGONS® line is surprisingly simple, as the pieces fit work, are wonderful. Another highlight of Sculptor: Jeffrey P. Wilhelm very well and require little additional the undead dragon is the spine and Scale: 25mm cost: $49.95 effort. As with any piece of this size, pin- attached ribcage, which has excellent Technical: 8 Artistic: 9 Value: 10 ning and epoxy is recommended to rein- detail and near-perfect fit. force the joints and fill any minor gaps. I don’t often recommend a figure, since A limited edition release, like and This impressive figure is based on art- gamers and modelers have such varying the Great Red Dragon before it, the work by . It has an ominous tastes, but this is a great challenge for any Dracolich is an incredible piece of superb presence. Whether used as a gaming aid modeler. In addition, the Ral Partha design and sculpting. or strictly as a display piece, the Dracolich limited editions have a history of selling Casting is very good, with parting lines will generate a satisfying reaction from out quickly and appreciating as col- visible only on a couple of the 18 pieces. your friends. The wings, with deteriorat- lectibles (albeit to a small group of Despite the number of pieces, assembly ing tissue clinging to their bony frame- collectors).

DRAGON 57 #11-064 Grenadier Models Harlequin Miniatures #11-500 Crypt Thing P.O. Box 305 P.O. Box 50081 AD&D® 2nd Edition line Springfield, PA 19064 Amarillo, TX 79159 Sculptor: Dennis Mize/Robert Olley Voice: (800) 843-2015 Fax: (610) 623-5980 Voice: (806) 372-1268 Fax: (806) 372-1361 Scale: 25mm cost: $5.95/2.15 Mail Order: Yes Catalog: $3 Mail Order: Yes Catalog: Free Technical: 7 Artistic: 8 Value: 7 #1458 Ultimate Skeletons #7101 Greater Daemon Here’re a couple of guys who don’t know #1459 Skeletons with Hand Weapons #1005 Skeleton Warriors when to quit; death, apparently, doesn’t Fantasy Warriors* line Fantasy line stop everyone. The infamous Lord Soth, Sculptor: Mark Copplestone Sculptors: Kev White/Chaz Elliot & Roy and a less famous cousin, the crypt thing, Scale: 2Smm Cost: $6.95 each Eastland make a great contrast; with Lord Soth in Technical: 7 Artistic: 7 Value: 8 Scale: 25mm cost: $10.95/$5.50 regal attire and an air of authority and the Technical: 7 Artistic: 7 Value: 7 crypt thing in simple clothing and humble Here are two blisters of four skeletons each. pose. These figures are great for any fantasy Not your typical daemon, this horrific A few minor parting lines are the only milieu, from role-playing to miniatures abomination from the bowels of... actually, visible casting flaws, and those will clean gaming. being from the bowels of anything sounds up easily. One parting line runs through a Minor mold lines run along the sides of pretty distasteful. The quartet of skeletons bit of detail on the mounted Soth’s legs, so the figures, but the detail of the legs and is pretty imaginative as well. you need extra care there. ribcage are easy enough to maintain when The daemon needs a little file work to From his heavily embellished armor you file away the lines. The sword-wielding get its four pieces cleanly joined and there and helm to the folds of his cape, Soth has skeleton from the Ultimate pack looks as if are a few visible parting lines. It is highly a great deal of detail. His horse is also the sculptor took a hobby knife and cut the detailed with scales and tough, wrinkled highly de tailed, but the proportions are closed mouth open. Still, a good paint job hide. Its head is a bulbous gourd, some- off. The neck is too long and the legs are will remove any trace. A point of confu- what similar to the creature’s head in the too short. Once Soth is mounted, though, sion, however, is that one set has round film Alien. Its stance is lively, with a the neck isn’t quite as noticeable. bases and the other set has square. creative curve to the spine. The crypt thing is a simpler fellow, The Ultimate skeletons are creatively The skeletons are very clean, with little happy with a headstone and some adven- posed, with very nice accessories, like a war flash or parting line to speak of. They are turers to deal with. Ragged clothing and a horn, battle standard, and really toothy well sculpted, with good proportions and detailed skull are this figure’s claim to grins. These are the perfect command realistic structure. Some have comical fame. The huge headstone will look great group. The Skeletons with hand weapons stances while others take themselves after painting, as will both figures. Using a still have some shreds of clothing or pieces more seriously. The skulls are especially weathered sandstone paint-scheme on the of armor, as well as animated poses. well proportioned and detailed. headstone should counter the traditionally drab coloring of the crypt thing.

58 DECEMBER 1995 Grim Reaper Casting Clifton Industrial Center Mill Rd. & N. Sycamore Ave. Clifton Heights, PA 19018 Voice: (610) 626-8031 Fax: (610) 626-8064 Mail Order: Yes Catalog: Free

#1096 Dragonman Warrior Nasteez* line Sculptor: Cliff Linton Scale: 28mm Cost: $3.00 Technical: 8 Artistic: 7 Value: 6

The Nasteez line has grown rapidly the last couple of years. Because the sculptors are young and rather new to the industry, they have yet to face the dangerous beasts that all artists eventually fight: redundancy and the mainstream. The Nasteez line is filled with original work and a lot of character. Minor parting lines are visible in a few locations along the edge of the figure. Other than the edge of the shield, no detail is endangered, so clean up is a snap. The stance and texture of the creature are very good, and the shield will paint up excellently; but the single most impressive feature is the inside of the wings. The tex- ture is wonderful and totally unique.

Heartbreaker Hobbies & Games 1260 E. Woodland Ave. Springfield, PA 19064 Voice/Fax: (610) 544-9052 Mail Order: Yes Catalog: Free

#322 Shadowmant #331 Despairthought Earthdawn* line Sculptor: Phil Lewis Scale: 25mm Cost: $4.95/$3.95 Technical: 9 Artistic: 8 Value: 5

Earthdawn provides an excellent source of strange creatures as yet unknown to gamers, and Heartbreaker didn’t waste their opportunity to release some original, intriguing monsters from FASA’s RPG. There are only faint traces of parting lines on these figures, so clean-up should take mere moments and you’re ready to prime and paint. The design of the Shadowmant is won- derful, with stinging tail curved over its back like a scorpion and the illusion of flight supported by a rock formation. The pieces fit together very well. A little epoxy will blend over the joint easily. to step up to the task, push- I don’t know what a Despairthought is, ing the limit of their skills. but this is a very interesting and creative Gamer’s BOS is GW’s sculpture. Lichmaster, winning by a Painting these figures will be simple and nose (and a few other body enjoyable, with all that texture working parts.) The level of detail with you. shows their designers are a dedicated band of game fiends with a love for their Best of Show work. A close second are the Heartbreaker pair; very Modelers’ BOS is Ral Partha’s Dracolich, a different and interesting. phenomenal piece that presents such a challenge to modelers that they are bound Continued on page 62

DRAGON 59

The Year’s Best Miniatures

Now that we’ve looked at some horrific undead, let’s try something lighter. A number of miniatures manufacturer’s were kind enough to select one of their favorite releases. Since this is a Best Of of sorts, the figures aren’t reviewed, just pre- sented for your appreciation. Figures like these exist to remind us why we became painters and modelers in the first place.

#1021 Hippogryffe Rescue Thunderbolt Mountain Miniatures 656 E. McMillan Cincinnati, OH 45206 (800) 235-3908 Sculptor: Tom Meier 25mm scale $13.95

Hippogryffe Rescue depicts the rescue of Angelica by Roggerio from Aristo’s epic poem Orlando Furioso. In the miniature scene, Roggerio and his hippogryffe have struck from the skies to snatch Angelica from the choppy waters, just as she was to become lunch for a foul denizen of its depth. This is one of Tom Meier’s favorites because it exemplifies several features he considers important in miniature models: dynamic action, characterization, and #2014 Necro Drake technical precision in representation. Rafm Company 20 Parkhill Rd East #02007 Domur “Hunter’s Moon” Cambridge, ONT N1R 1P2 (519) 623-4832 Reaper Miniatures Sculptor: Bob Murch 25mm scale P.O. Box 293553 $34.95 Lewisville, TX 75029 (214) 434-3088 In any case, Domur is an excellent Sculptor: Julie Guthrie 25mm scale piece. He stands concentrating on his Bob Murch’s dragon-lich is an impressive $1.65 spell book while a conjuration of flame presence. grows from his palm. The mischievous Tattered wings and bleached bones, the Through methods unknown, Reaper has faces in the conflagration apparently don’t Necro Drake crawls across the landscape, dragged Julie Guthrie, kicking and know who’s boss here... or do they? bones rattling a warning to all within screaming no doubt, out of her retirement earshot. It seeks the life-force necessary to from 25mm sculpting. Possibly the lure of sustain itself... or the means by which to sculpting for their new Dark Heaven line end its existence. was too much to resist.

62 DECEMBER 1995 #5108 Kreegah the Spoiler Grim Reaper Casting Mill Rd & N. Sycamore Ave. Clifton Heights, PA 19018 (610) 626-8031 Sculptor: Cliff Linton 25mm scale $7.25

Summoned from a distant plane, Kreegah’s strange appearance—heavily ribbed torso, dimly glowing eyes, and hor- ribly twisted set of teeth—shook the confi- dence of, and inspired fear in, the most powerful of summoners. It was rumored that whenever Kreegah was summoned, he destroyed his captor and returned home.

#AX002 AXXE Mythic Proportions, Ltd. P.O. Box 1903 Shelton, WA 98584 (360) 426-0104 Sculptors: Erik Pollard and Phillip Schiefer 25mm scale $89.95

Perched on the ridge of a rocky mountain, AXXE stood supreme over his domain. Nothing could challenge him: he was death incarnate for his opponents. Only through the gaining of his favor could a lesser creature hope to survive in his realm. So said the stories. AXXE stands about 16” tall, not includ- ing the mountainous base that comes with him. He requires a great deal of assembly and finish work, so he is not for the begin- ner, but he’s well worth the effort, as you can see. AXXE is available by mail order only.

#8599-B Tyrion /Citadel Miniatures 3431-C Benson Ave. Baltimore, MD 21227 (401) 644-1400 Sculptor: Jes Goodwin 28mm scale $8.50 him not to hit his general’s unit with nasty magic, or perhaps he just liked having one An aura of elegance and regal stature of the squealing little creatures around. radiate about the high elf prince, Tyrion. Kev Adams has done hundreds of orcs Ladies and lords alike had long admired in his sculpting career, and we can still the presence and power of the prince. see why. Attired for battle, even his armor and weapon were beyond human ken. His #3303 Giant Grim Reaper steed was a powerful beast, equipped to Grenadier Models match his master. The dragon emblem of P.O. Box 305 his birthland, together with the heart sym- Springfield, PA 19064 (610) 623-5780 bol of his family, represented power and Sculptor: Andrew Chernak 54mm scale mercy. Such a combination could rule a $19.95 land... or a world. A symbol of mortality, no man need fear #2015 Orc Shaman him until fate decrees an end to his mor- Heartbreaker Hobbies & Games tal existence. The sundial at the Reaper’s 1260 E. Woodland Ave. feet shows him the mortal time, indicating Springfield, PA 19064 (610) 544-9052 those who’s time has run out. With a great Sculptor: Kev Adams 28mm scale slash of his scythe, souls separate from $2.50 their bodies and gather to him. With another, their journey begins toward a Having poor vision, this sharp-witted orc final reward. Emotionless, his task is shaman apparently found himself a repeated, day by day, hour by hour, seeing-eye-goblin to help him target his moment by moment... powerful magics on enemy units. Possibly Andrew Chernak doesn’t often get an an accident in the previous battle taught opportunity to sculpt nowadays. Pity.

DRAGON 63 the self-directed machines, the Legions of Steel, the final advantage. Between Tom Frank’s design and Dave Summers’ sculpting, this line just keeps getting better.

#01-081 Armored Balrog 5938 Carthage Ct. Cincinnati, OH 45212 (800) 543-0272 Sculptor: Tom Meier 25mm scale $5.95

Armored with partial plate and chainmail, the Balrog wields both a flaming sword and cat-o-nine-tails. Leaning its powerful form forward into the fray, what foe can stand before the strongest soldier the Abyss can offer? The decision-making process to select a best of figure seems to have taken its toll on Joe DeCambra at Ral Partha. Can someone in Cincinnati stop by with smelling salts? #RF1786 Klingon Rawcliffe #FAN150 Legion of the 155 Public Street Damned set 1 Providence, RI 02903 (401) 331-1645 Stone Mountain Miniatures Sculptor: Julie Guthrie 2½” tall P.O. Box 675 $17.50 Brighton, CO 80601 (303) 654-7989 Sculptor: Chub Pearson 25mm scale The quality of these pieces will $8.95 raise some eyebrows. At least we can take solace in the fact Each of the seven shapes was uniquely that the sculptor is “one of us,” as Julie outfitted and armed, from longsword to Guthrie’s work has appeared in our hobby two-handed flail. Tales tell of such a unit since I can remember. of skeletal troops serving a powerful necromancer. Who would lead living #1810 Archfiend Colossus troops against such a horde? The destruc- Global Games tion of the Legion of the Damned could Sculptor: Dave Summers 28mm scale only be won with blood and death. $39.95 Chub Pearson has done some great Archfiend’s presence. Those troops who work for Stone Mountain, and this is a Designed for its psychological impact as stayed to fight it are unable to tell tales— fine example. much as its battlefield capacity, one can they forever lay silent in the monster’s understand the tales told by troops who wake. Carbon and steel, tungsten and * indicates a product produced by a company other have fled before the terror of the iron, the beast may be the menace to give than TSR, Inc.

64 DECEMBER 1995

The Rod’s Early Appearances character grasping a segment and uttering charm and animal control powers drain Back in the mid-1970s fantasy role-playing the proper command word can command two charges when used. The Charisma games (FPRGs) were new; big, thick books other creatures as the 1st level priest spell improvement drains no charges and oper- full of new magical items and artifacts had command. Each use of this power drains ates continuously while the bearer holds not yet appeared on the scene. Heck, pub- one charge; the segments have 1d20+50 the staff. lished modules hadn’t even appeared yet. charges when found, but actually can All powers are cumulative; a character Dungeon Masters were on their own hold 100 charges. It can be recharged. wielding all four segments joined together when it came to filling their worlds with A second command word causes the could command, beguile, mass charm, rare and wondrous magical items; it was a segment to show the direction to its near- and control animals, and would have a time when DMs really had to be inventive. est companion. If allowed to rotate freely Charisma of 18. Effects created by a single I don’t know who first dreamed up an (balanced in the bearer’s finger or open segment function as though cast by a 6th- adventure featuring a multi-part item palm or left on a smooth surface), the seg- level character. As the wielder adds more whose individual pieces could lead the ment points steadily toward its nearest segments, the casting level goes up for all bearer to the other pieces, but one of my companion, and will continue to so point the staff’s powers; two segments function early dungeons featured a four-piece staff for a full turn. The glyph on the end point- at 8th level, three segments function at hidden inside a labyrinthine tangle of ing toward the next segment glows; if the 10th level, and four segments function at twisting passages, deathtraps, and tele- bearer moves the segment so the glyph no 12th level. The staff can be recharged no porters. Players in my campaign never longer points toward the next segment, it matter what stage of assembly it is in. managed to collect more than three seg- stops glowing. Each use of this power con- XP Value:— ments of the staff. In any case, I shared sumes two charges. If the bearer grasps GP Value: 15,000 per segment the idea with the gaming crowd in Lake the segment so that it cannot turn freely, Geneva, and the actual Rod appeared or uses it to cast a command effect, the Further Developments shortly thereafter. For all I know, I segment stops pointing, though it can be invented the basic concept. command to point again. The Eldritch Wizardry supplement for the At the time, a few penciled notes scrib- If the bearer has two or more segments, original D&D® game gave the Rod of Seven bled on index cards contained all the a third command word allows him to join Parts its first official appearance in a TSR information on the original staff. Here’s a them together. Joining two segments product. Eldritch Wizardry was a pamphlet- more complete version, written especially drains no charges, but the combined item sized softback released in 1976; it was for readers of DRAGON® Magazine: has only as many charges as the individual something of a milestone for TSR. The segment with the fewest charges. Each booklet introduced artifacts, denizens of The Staff of Cynnius time a segment is added, the staff gains the lower planes, and psionic powers into Anyone with a desire to rule, from a new powers: the game. It also featured a color cover benign monarch to the worst despot, cov- Two segments: beguiling as a rod of showing a nude woman lying on an altar. It ets this unique item, which was crafted beguiling. Each use drains one charge. also marked the first time retailers objected ages ago by a mysterious wizard. The staff Three segments: suggestion, as the 3rd- to a TSR product. “Send me 12 copies of all consists of four ivory rods that join to- level wizard spell. your D&D products—except the one with gether to form a shaft 6’ long. The individ- Four segments: the bearer gains a the nude on the cover,” one letter read. ual segments are about 18" long and as charisma of 18 (there is no effect if the The Rod not only had more parts than thick as a thumb. Each segment is capped character already has a charisma score of The Staff of Cynnius, you also had to put at both ends with a platinum flange about 18 or better) and can use the staff to cre- them together in the right order or all the 2” wide. All the flanges are inscribed with ate a mass charm effect as the 8th-level parts would teleport away. Also, once magical glyphs. wizard spell. The bearer also can control assembled, there was a 5% chance that The segments radiate strong enchant- animals as a potion of animal control (all Rod would break apart and the pieces ment/charm and alteration magic. Any types of animal are affected). The mass would teleport away. Any of the Rod’s

DRAGON 67 pieces, however, could lead a character we wouldn’t necessarily tell the same ARMOR CLASS: 5 (per caste and level) holding it to other pieces of the Rod. As story. Both products therefore feature MOVEMENT: 12, FI 12 (A) with all the artifacts from Eldritch essentially the same cast of characters, but HIT DICE: 4 (per caste and level) Wizardry, the Rod had no specific powers the book relates the story of Kip Kayle, a THAC0: 17 (per caste and level) assigned to it. Instead the DM was direct- none-too-honest who finds the No. OF ATTACKS: 1 (per caste and level) ed to a set of tables at the back of the first segment of the Rod and becomes DAMAGE/ATTACK: by weapon + Strength book. So, no player could buy the book enmeshed in the never-ending struggle bonus and find out exactly what the Rod did. between Law and Chaos. The adventure, SPECIAL ATTACKS: See below When the original DUNGEON MASTER® on the other hand, is all about what hap- SPECIAL DEFENSES: Resistant to air attacks Guide arrived in 1979, the Rod developed pens when the Rod surfaces one your and magical aging a history. Here, it was first revealed that favorite game world. Both tales, of course, MAGIC RESISTANCE: Nil the Rod is an artifact of Law built by the feature the Rod, which has been slightly SIZE: M (7’ tall) Wind Dukes of Aaqa to aid them in a war redefined. Game players beware! The Rod MORALE: Elite to fearless (13—20) against Chaos, where the Rod was shat- itself holds surprises even for diehards XP VALUE: 2,000 + 1,000 per level tered. The book also contained more who’ve read all the previously published beyond 4th detailed rules for assembling the Rod, game material on it. including just how far the pieces tele- The Wind Dukes of Aaqa, or Vaati, as The Vaati (VAH•tee), or Wind Dukes, are a ported away if improperly assembled they call themselves, have a presence in race of immortals dedicated to Law. Vaati (100—1,000 miles in random directions). both products. They are a proud and look like statuesque humans. They are tall, The Rod’s exact powers were still deter- noble race of immortals, though their muscular, and androgynous. As a rule, mined secretly by the Dungeon Master. struggles against Chaos have weakened they wear no clothing, but usually wear When the AD&D 2nd Edition game them. The are masters of the element of belts or harnesses to carry weapons and came along in 1989, the Rod came right air. They are androgynous and seldom equipment. Vaati have smooth, ebony skin, along with it. The revised DUNGEON MASTER find need for clothes. A prudish mortal brilliantly white eyes that sparkle with Guide revealed still more about the Rod. brazen enough to chide them for their inner light, and velvety black hair (which In the book, we learn that the Wind Dukes lack of attire is likely to get a lecture on usually is kept closely shaved). used the Rod in the battle of Pesh against the myriad ways clothing creates chaos. Vaati speak their own language, which is the Queen of Chaos and her consort, The Queen of Chaos looms in the back- very rhythmic and melodic. It also con- Miska the Wolf-Spider. Supposedly, the ground during both searches for the Rod, tains many complex whistling sounds. A Rod shattered when it was used to slay though she plays a greater role in the group of vaati talking produce something Miska. A specific list of suggested powers adventure than in the novel. She directs that sounds more like chanting or wind was given for the first time, but they were hordes of her tanar’ri servants to harass whispering through the trees than conver- only suggestions; DMs were encouraged the heroes. The queen is a titanic lord of sation. Vaati adventurers also speak com- to change the powers of all artifacts to the Abyss, standing about 24 feet tall. She mon. When surprised or exited, however, keep players guessing. has a corpulent humanoid torso that sits a vaati tends to let out a whistle rather In 1993, The Book of Artifacts fleshed out atop a mass of squid like lower body that than use an exclamation peculiar to its the legend of the Rod in some detail. Here sports a mass of powerful tentacles. Direct adopted language. we learn that the fully assembled Rod is confrontations with the queen tend to be Aeons ago, the vaati ruled a vast empire exactly 5’ long, and that it becomes more short and painful for lesser creatures spread over several worlds on the Prime powerful as pieces are added. Some (such as PCs) who displease her. Material Plane, with footholds throughout details of the battle of Pesh are included, Miska the Wolf Spider, the queen’s the planes. When war between Law and along with a few notes about how the Rod grotesque consort, broods inside a hidden Chaos erupted, the vaati were nearly anni- might be destroyed. We also learn that citadel, where a cocoon of pure law holds hilated. They survived only by creating the Miska the Wolf-Spider wasn’t killed in the him prisoner. He is a three-headed mon- Rod of Seven Parts and using it to end the battle, just sent through a planar rift. Now, strosity who yearns to spread chaos war. the Queen of Chaos seeks the Rod so she through the multiverse once again. Miska can find Miska and have him by her side is an opponent best avoided, if possible. Combat: Vaati are peaceful and prefer to once again. The spyder-fiends are a hitherto negotiate rather than fight. If pressed into unknown breed of tanar’ri who serve the action, or faced with chaotic foes, they dis- The Quest for the Rod queen. The weakest of them are about as play considerable strength and ingenuity smart as a wolf and as large as a pony. in combat. Next August, TSR, Inc. will ship the Rod of The worst of them are geniuses as big as All vaati have the following spell-like Seven Parts boxed adventure, which con- elephants and with a host of magical abili- powers usable at will: control temperature sists of four booklets totaling 208 pages, ties to soften the opposition before closing 10’ radius, dust devil, gust of wind, and three full-color poster maps, and six in for the kill. The spyder-fiends revere feather fall. They can fly at a speed of 12 player reference cards. A companion Miska and would like nothing better than (some vaati fly even faster), although novel will ship a couple of months earlier. to follow him to war once again. strong head winds reduce their move- I had the pleasure of writing the adven- ment by half. They can use their gust of ture and working with Doug Niles, the Vaati (Wind Dukes) wind ability to double their flying move- man who wrote the companion novel. The ment for one round. Their spell-like box and the novel, however, are only the powers function at 4th level or at their most recent installments on a tale that is CLIMATE/TERRAIN: WY character level, whichever is higher. older than the AD&D game itself FREQUENCY: Very Rare Vaati are immune to all forms of aging The Rod of Seven Parts boxed adventure ORGANIZATION: Collective or Solitary and are resistant to attacks based on the and novel pick up where The Book of ACTIVITY CYCLE: Any element of air. No air elemental creature Artifacts left off, pitting the Queen of DIET: Omnivore will attack a vaati or even approach within Chaos against a band of mortal heroes in INTELLIGENCE: Exceptional to Genius 5’ unless the vaati attacks first. Even then, a race to locate and assemble the Rod. (15-18) vaati receive a +2 bonus to all saving In preparing the novel and the adven- TREASURE: A (A,W) throws, Armor Class, and ability checks ture, Doug Niles and I decided that we ALIGNMENT: Lawful Neutral involving air-based attacks of any kind, and would work from a common source, but No. APPEARING: 1d4 any damage suffered is reduced by —2 die

68 DECEMBER 1995 (minimum of one point of damage per die). Parts and the Queen of Chaos. The wen- hands of a non-vaati, the weapons not Vaati have infravision with a 90’ range deam are independent beings and only lose their enchantment, but also cor- and can see though fog, dust, and similar essentially outcasts. rode, falling to pieces in 2d6 months. All air-based impediments to vision, The wergadeam never leave the Valley of houdeam are two-handed sword special- If they cannot avoid a fight, vaati usually Aaqa. The other castes, except for the ists. Even if unarmed, houdeam can make try to gain a height advantage over their wendeam, tend to remain in the valley open handed attacks at the standard rate foes. They bombard the enemy with spells unless sent away to handle some matter of for their fighter levels. These can be and missiles; they also use their feather vital interest to the race. The wendeam resolved as pummeling attacks or as lethal fall ability to foil incoming missile attacks. wander the Prime Material Plane and attacks that inflict 1d4+4 points of dam- More powerful vaati have additional almost never set foot in the Valley of Aaqa. age. When making a lethal open hand class and spell-like abilities based on their The vaati employ no badges or markings attack, a houdeam is considered armed castes, as detailed below. The level ranges to indicate caste. To a vaati, another vaati’s (see Chapter 9 of the PHB). If the martial given are only typical values, and higher caste is immediately obvious. arts and weapon mastery rules from the or lower level vaati are possible. To most observers, even the most open- PLAYER’S OPTION™: Combat and Tactics A vaati’s flesh is resistant to blows and minded, vaati seem stuffy and overcon- book are in play, houdeam are considered provides an excellent Armor Class. More cerned with formal rules. They are excru- specialists in martial arts style C and mas- powerful vaati have even better Armor ciatingly regular in their personal habits ters with the two-handed sword. They Classes. If a vaati wears armor, he receives and they have rules governing everything. have one step of mastery for every three either the Armor Class bestowed by the They are quick to criticize any lapse in eti- levels they have gained beyond 4th. armor or his own Armor Class, whichever quette. Very lawful creatures usually are Houdeam have the spell-like powers is better. Bracers of defense and other impressed by their behavior, but others common to all vaati, and can make their protective items that bestow a fixed Armor find it tiresome. two-handed swords dance (as swords of Class work the same way. An unarmored dancing) three times a day. A houdeam vaati wearing a ring of protection or a sim- Ecology: Though fairly large and power- typically makes open handed attacks while ilar item gets the full benefit from the ful, vaati eat very little. They seem to exist his sword dances. item. primarily on air. The Valley of Aaqa, how- Vaati have a base morale of 13, which ever, produces a wide variety of foods, and Haikjadeam improves by one for each level beyond 4th the vaati can offer the occasional visitor a The haikjadeam serve as record keepers, for a maximum of 20 at 11th level. sumptuous repast. police, and teachers. During the war Although they can be slain or laid low by against Chaos, the Captains of Law includ- Habitat/Society: Most of the remaining disease, vaati are immortal. Most vaati are ed companies of haikjadeam for use vaati live in the Valley of Aaqa, a secluded at least 3,000 years old, and many are against undead troops. The haikjadeam vale ringed with protective mountains. much older than that. Vaati birth rates are also were responsible for security and The valley is completely sealed to all very low; there are no more than one or kept a lookout for spies. means of transit except flight. two vaati children born in a century. The Haikjadeam are paladins of 4th—13th Teleportation is ineffective, though there race probably never will recover from the level (1d10+3). They have Strength scores are several gates to the Astral plane. The losses it suffered during the war against of 18/97, giving them a +2 attack bonus valley’s exact location is a well-kept secret. Chaos. and a +5 bonus to damage. Haikjadeam’s The Valley of Aaqa is a well-regulated paladin abilities are skewed toward Law paradise with a constant temperature of Wergadeam and Chaos, rather than Good and Evil. For 72 degrees, manicured fields and gardens, Most vaati belong to this caste. They have example, they have the ability to detect and stately pavilions surrounded by Strength scores of 17, giving them a +1 Chaos and their aura of protection is exquisite rock gardens. In the entire vale, bonus to attack and damage. They are typ- effective against chaotic creatures. They there is not single blade of grass or leaf ically armed with staves and knives. If pre- can command or turn undead, depending out of place. The valley could easily sup- pared for war, they carry long swords and what action they deem most lawful under port 10 times more vaati than currently long bows. They have no special powers the circumstances. Haikjadeam of 9th reside there, and most of the pavilions beyond those common to all vaati. level and higher can cast spells from the stand empty. Even this last stronghold of combat, healing, charm, divination and the race was depopulated during the war Houdeam law (from the Tome of Magic) spheres. against Chaos. The houdeam conduct the vaati’s civil and Haikjadeam have a base Armor Class of Vaati society is divided into seven castes. military affairs. They are primarily 3, which improves by 1 for every two lev- The exact criteria the vaati use to assign charged with guarding the Valley of Aaqa els the haikjadeam has gained beyond 3rd. castes is unclear to outsiders. All vaati are and keeping a wary eye on visitors to the Haikjadeam are armed just as the born into the wergadeam (worker) caste. valley. During the war against Chaos, the houdeam are, though they do not have Sometime after adolescence, a young vaati Houdeam formed an elite corps many weapon mastery, open hand attacks, or either joins another caste or remains a thousands strong. These were the the ability to make their swords dance. wergadeam. In times of need, some mem- Captains of Law mentioned in the history In addition to the spell-like abilities avail- bers of the wergadeam join other castes of the Rod of Seven Parts. able to all vaati, haikjadeam can reveal where they can be more useful. The other Houdeam are fighters of 5th—14th level truth and calm air three times a day. Reveal six castes are the houdeam (civil and mili- (1d10+4). They have Strength scores of truth functions as a dispel magic spell, but tary leaders, guards, and soldiers), the 18/77, giving them a +2 attack bonus and is effective only against illusions and other haikjadeam (teachers, investigators, and a +4 bonus to damage. Their base armor forms of magical deception. The spell can lorekeepers), the trygrideam (farmers, ani- class is 3, and it improves by 2 for every destroy illusion magic of all kinds, force mal keepers, and judges), the kheirdeam three levels the houdeam has gained polymorphed or shape changed creatures (physicians and counselors), the vindeam beyond 4th. A houdeam is usually armed back into their true forms, reveal invisible (philosophers, guardians, and advisors), with a two-handed sword, a long bow, and beings, and so on. If cast directly on a crea- and the bledrudeam (also philosophers, several daggers. The sword and bow have ture, the target must attempt a saving guardians, and advisors). a +1 enchantment when used by a vaati, throw vs. spells or be forced to speak only There is an another, unofficial, caste as and the enchantment improves by one for the complete truth for 2d4 rounds, The tar- well: the wendeam, who are wanderers every three levels the houdeam gains get can refuse to speak, but evasions of the that keep watch over the Rod of Seven beyond 4th, to a maximum of +4. In the truth are not possible.

DRAGON 69 Calm air quiets all forms of wind in a 30’ mal concentration. Damage to the creator as described in the Player’s Handbook. radius around the haikjadeam. All winds, does not dispel the whirlwinds, but the Vindeam and bledrudeam are Armor magical or natural, are reduced to gentle creator can take no action other than Class 4; their armor does not improve as breezes. Creatures from the elemental movement while controlling them. If the they increase in level. They carry wizard plane of air cannot enter the radius — the creator is killed or loses consciousness, weapons, but favor staves. circle of calm collapses if deliberately the whirlwinds dissipate. A whirlwind can In addition to the spell-like abilities forced against a creature that normally freely attack gaseous creatures; it can also common to all vaati, vindeam can cast would be hedged out, just as a protection disperse magical clouds. Magical clouds solid fog and cloudkill once a day and can from evil spell does. All sound-based with instantaneous durations, such as summon whirlwinds three times a day as attacks are negated within the radius. The green dragon breath, are unaffected. trygrideam can. effect lasts three rounds per level of the Permanent clouds are dispersed only as Bledrudeam have the spell-like powers haikjadeam. long as the whirlwind remains in their common to all vaati and can cast spell areas of effect. If skimming along the turning once a day. They can also cast Trygrideam ground in an area covered with fine dirt, reveal truth and calm air three times a day The trygrideam are charged with tending sand, dust, ash, or the like, a whirlwind as haikjadeam can. all the plants and animals in the Valley of picks up the loose material, creating an Aaqa. It is they, and teams of wergadeam opaque cloud with a 15’ radius. Creatures Wendeam working under their direction, who main- caught in the cloud are blinded while they The wendeam are a handful of wandering tain the valley’s park-like appearance. The remain inside and for one round after vaati descended from the Captain of Law trygrideam also mediate any disputes that they leave. who scattered the pieces of Rod of Seven might arise between vaati, and pass Parts at the battle of Pesh and pursued judgment on visitors who break vaati law. Kheirdeam Miska the Wolf-spider through the planar Trygrideam also secretly keep contact The kheirdeam are the vaati’s physicians rift, as described in the history of the Rod. with the wendeam. They are keenly inter- and spiritual counselors. They tend other Because they devote all their energies to ested in the Rod of Seven Parts and the vaati the way the trygrideam tend the ani- tracking the Rod as it moves from world Queen of Chaos, and they stand ready to mals and plants in the Valley of Aaqa. to world, other vaati see the wendeam as intervene to keep the Rod out of the During the war against Chaos, the kheir- renegades and outcasts; only the try- queen’s hands if necessary. deam formed a medical corps that cared grideam truly understand how valuable Trygrideam are druids of 4th-13th level for the wounded and acted as reserve the wendeam’s efforts are. (1d10 +3). They have Strength scores of 16, troops. Wendeam are rangers of 4th—13th level giving them a +l bonus to damage. Kheirdeam are clerics of 5th—14th level (1d10+3). They have Strength scores of Trygrideam have full druid abilities and (1d10+4). They have Strength scores of 16, 18/97, giving them a +2 attack bonus and can cast spells from the sphere of Law in giving them a +1 bonus to damage. a +5 bonus to damage. The wendearn’s addition to the spheres normally allowed Kheirdeam can cast spells from the long struggle against the Queen of Chaos to druids. Trygrideam have a base Armor sphere of Law and all spells in the ele- has made them lawful good (which does Class of 3, which improves by 1 for every mental sphere that involve air (air walk, nothing to improve their reputation two levels the trygrideam has gained cloud of purification, conjure air elemen- among other vaati). They have the normal beyond 3rd. They carry druidical tal, dismiss air elemental, and wind walk) ranger abilities, and their species enemy is weapons, but favor staves. in addition to the spheres normally spyder-fiends. Despite their lawful alignment, try- allowed to clerics. Kheirdeam have a base Wendeam have a base Armor Class of 3, grideam follow the druidical ethos as Armor Class of 3, which improves by 1 for which improves by 1 for every two levels explained in the Player’s Handbook. They every two levels the trygrideam has gained the wendeam has gained beyond 3rd. differ from other druids in that they view beyond 3rd. They carry clerical weapons, Wendeam prefer lightweight weapons. nature and see proof of a universal order, but favor staves. Most carry long bows, darts, a dagger, and not a cyclical reality. To them, order is the In addition to their clerical abilities and two short swords. They take full advantage natural state of the universe and Chaos the spell-like abilities common to all vaati, of their ranger abilities and use a melee upsets that order, bringing destruction. kheirdeam can reveal truth and calm air weapon in each hand when unarmored. In addition to their druidical abilities three times a day as the haikjadeam do. Wendeam usually have at least one and the spell-like abilities common to all They can command or turn undead, enchanted melee weapon of +1 or vaati, trygrideam can use the following depending what action they deem most greater. Wendeam of 6th level or higher powers three times a day: solid fog, cloud- lawful under the circumstances. have a +1 weapon of some type and a 60% kill, and calm air (see above). Once per chance for another weapon of +2 or bet- hour, a Trygrideam can summon a vortex Vindeam and Bledrudeam ter. Wendeam of 10th level or higher have blade. A vortex blade is similar to the magi- These two castes are the vaati’s wizards. one or two +1 weapons and a 60% chance cal weapon created by the 2nd level priest When not busy casting spells, they func- for another weapon of +3 or better. spell flame blade except that it is a blast of tion as scholars, philosophers, and advi- Wendeam weapons are standard magical high-pressure air that inflicts 1d4+6 points sors. In the war against Chaos they served items that do not become nonmagical or of damage. It has no effect on air elemen- as support troops and magical artillery. corrode if separated from their owners. tal creatures, and inflicts double damage Today, they stand ready to defend the Wendeam have all the spell-like powers (2d4+12) on earth-based creatures. Valley of Aaqa. They also conduct most of common to all vaati. In addition, they can Once a day, a trygrideam of 8th level or the vaati’s business outside the valley, serv- follow any teleporting creature if they can higher can summon one to seven power- ing as ambassadors and troubleshooters. find its tracks, just as a hound of law can. ful whirlwinds. Each whirlwind is seven Vindeam and bledrudeam are wizards When following a teleporting creature, a feet tall and three feet wide at the top. of 4th—13th level (1d10+3). They have wendeam can carry 250 pounds of addi- They fly at a speed of 21 (MC A), have a Strength scores of 15. tional weight, plus an extra 150 pounds THAC0 of 10, 30 hit points, and their cre- Vindeam specialize in spells involving the for each level the wendeam has attained ator’s armor class. They attack once a element air or gas. If the optional elemen- beyond 10th. round for 4d4 points of damage. The cre- tal schools from the Tome of Magic are in ator can direct the whirlwinds at any dis- play, Vindeam have all the benefits and tance as long as he keeps them in sight. restrictions of air elemental specialists. Controlling the whirlwinds requires mini- Bledrudeam are abjuration specialists,

70 DECEMBER 1995

A Timely look at the Dragonlance® Saga by Harold Johnson and Sue Wieinlein Title Author Product* Date** Title Author Product* Date** Linda P. Baker Novel 6320-5980 PC “Easy Pickings” Story (Dragons) 1021 PC The Kagonesti Douglas Niles Novel 3811 PC-79 AC The Legend of Huma Richard A. Knaak Novel 1020—1018 PC Covenant of the Forge Dan Parkinson Novel 2689 PC “Silver and Steel” Kevin Stein Story (Tales 3) 1018 PC Hammer and Axe Dan Parkinson Novel 2596 PC “Kaz and the Richard A. Knaak Story (Dragons) 1015 PC Firstborn Paul B. Thompson Novel 2308-2192 PC Dragon’s Children” & Tonya R. Carter Kaz the Minotaur Richard A. Knaak Novel 1014 PC The Kinslayer War Douglas Niles Novel 2192—2140 PC Knights of the Crown Roland Green Novel 891 PC “The Best” Margaret Weis Story (Dragons) 2132 PC Knights of the Sword Roland Green Novel 881 PC The Swordsheath Scroll Dan Parkinson Novel 2111—2068 PC “The Three Lives Douglas Niles Story (II Tales 1) 117—7 PC The Qualinesti Paul B. Thompson Novel 2000—1892 PC of Horgan Oxthrall” & Tonya R. Carter “The Goblin’s Wish” Roger E. Moore Story (II Tales 1) 92 PC The Dargonesti Paul B. Thompson Novel 1793 PC “Filling the Nancy Varian Story (II Tales 1) 89 PC & Tonya Cook Empty Places” Berberick “Night of Falling Stars” Nancy Varian Story (Dragons) 1435 PC “ Stew” Nick O’Donohoe Story (II Tales 1) 18 PC “Colors of Belief’ Richard A. Knaak Story (II Tales 1) 13 PC “Six Songs for the Michael Williams Poems (11 Tales 1) 6PC Temple of Istar” The Dark Queen Tina Daniell Novel 3 PC—97 AC “Off Day” Dan Parkinson Story (II Tales 1) 1 PC “The Silken Margaret Weis Story (II Tales 1) 1 PC Threads” & Tracy Hickman “True Knight” Margaret Weis Story (II Tales 2) 1 PC—0 & Tracy Hickman “Ogre Unaware” Dan Parkinson Story (II Tales 2) 0 “The Voyage of Paul B. Thompson Story (II Tales 2) 0 the Sunchaser” & Tonya R. Carter “Into Shadow, Richard A. Knaak Story (II Tales 2) 0—1 AC Into Light” “No Gods, No Heroes Nick O’Donohoe Story (II Tales 2) 2AC “Seekers” Todd Fahnestock Story (II Tales 2) 3AC “The Word and Michael Williams Story (II Tales 2) 17—18 AC the Silence” “A Good Knight’s Tale Harold Bakst Story (Tales 3) 19 AC “The Cobbler’s Son” Roger E. Moore Story (II Tales 2) 22 AC War of the Twins Margaret Weis Novel 39 AC / 357 AC & Tracy Hickman “Mark of the Flame, Michael and Story (II Tales 2) 44 AC Mark of the Word” Teri Williams “The Night Wolf” Nancy Varian Story (II Tales 3) 50 AC Berberick “The Bargain Driver” Story (II Tales 2) 56 AC “The High Priest Douglas Niles Story (II Tales 2) 100 AC of Halcyon” “The Wizard’s Morris Simon Story (Tales 2) 127 AC Spectacles” “Seven Hymns of Michael Williams Poems (Dragons) 143 AC the Dragon” “Dragon Breath” Nick O’Donohoe Story (Dragons) 148 AC “A Painter’s Vision” Barbara and Story (Tales 3) 172 AC/ Scott Siegel 2800 PC Weasel’s Luck Michael Williams Novel 228 AC Galen Beknighted Michael Williams Novel 230 AC Mark Anthony Novel 258—308 AC & Ellen Porath Hederick the Ellen Dodge Novel 292—349 AC Theocrat Severson Before the Mask Michael and Novel 313—342 AC Teri Williams “Harvests” Nancy Varian Story (Tales 1) 323 AC Berberick Night of the Eye Novel 323 AC Dark Heart Tina Daniell Novel 323—342 AC The Black Wing Mary Kirchoff Novel 325—351 AC The Medusa Plague Mary Kirchoff Novel 326 AC ‘A Stone’s Throw Roger E. Moore Story (Tales 1) 329 / 342 AC Away” The Seventh Sentinel Mary Kirchoff Novel 330 AC Wanderlust Mary Kirchoff Novel 331 AC & Emperor of Ansalon Douglas Niles Novel 332—340 AC

DRAGON 73 Title Author Product* Date** Title Author Product* Date** “Hide and Go Seek” Nancy Varian Story (Tales 3) 337 AC Night & Tracy Hickman Berberick “Finding the Faith” Mary Kirchoff Story (Tales 1)Winter 352 AC The Gates of Dan Parkinson Novel 339 AC Dragons of Light Adventure Spring 352 AC Thorbardin (DL7) “The Exiles” Paul B. Thompson Story (Tales 3) 339 AC Dragons of Dreams Tracy Hickman Adventure Spring 352 AC & Tonya R. Carter (DL10) The Oath and the Michael Williams Novel 339 AC Dragons of Spring Margaret Weis Novel Spring 352 AC Measure Dawning & Tracy Hickman Book of Lairs Skip Williams and Adventure 342 AC “The Blood Sea Barbara and Story (Tales 1)Spring 352 AC Nicky D. Rea Monster” Scott Siegel Steel and Stone Ellen Porath Novel 343—345 AC “Dreams of Darkness, Warren B. Smith Story (Tales 1)Spring 352 AC Maquesta Kar-Thon Tina Daniell Novel 344 AC Dreams of Light” “Snowsong” Nancy Varian Story (Tales 2) 344 AC “The Storyteller” Barbara and Story (Tales 2)Spring 352 AC Berberick Scott Siegel “Hearth Cat and Nancy Varian Story (Tales 2) 344 AC Dragons of Faith Harold Johnson Adventure Spring/Sum. Winter Wren” Berberick & (DL12) 352 AC The Companions Tina Daniell Novel 345—346 AC Dragons of War Tracy and Adventure Summer 352 AC Tanis, the Shadow Barbara and Novel 346 AC (DL8) Years Scott Siegel Dragons of Deceit Douglas Niles Adventure Summer 352 AC “The Test of the Margaret Weis Story (Tales 1) 346 AC (DL9) Twins” Dragons of Truth Tracy Hickman Adventure (DL13)Fall 352 AC “Raistlin and the Margaret Weis Story (II Tales 3) 346 AC Dragons of Triumph Douglas Niles Adventure (DL14)Fall 352 AC Knight of Solamnia” “Wayward Children” Richard A. Knaak Story (Tales 1) 352 AC Darkness and Light Paul B. Thompson Novel 346—347 AC “Lord Toede’s Harold Bakst Story (Tales 2) 352 AC & Tonya R. Carter Disastrous Hunt” “Raistlin’s Daughter” Margaret Weis Novella (Tales 3)346—347 AC “Lorac” Michael Williams Poem (II Tales 3) 352 AC & Tracy Hickman “The Vingaard Douglas Niles Story (II Tales 3) 352 AC Brothers Majere Kevin Stein Novel 346—347 AC Campaign” Kendermore Mary Kirchoff Novel 346—347 AC David “Zeb” Cook Accessory 352 AC Flint the King Mary Kirchoff Novel 346—349 AC “The Middle of Dan Harnden Story (Dragons) 352—370 AC & Douglas Niles Nowhere” “Love and Ale” Nick O’Donohoe Story (Tales 1)Spring 348 AC “From the Yearning for Michael Williams Story (Tales 3) 353 AC “ and Michael Williams Poem (Tales 1) 348 AC War and War’s Ending” the Crystal Staff” “The Potion Sellers” Mark Anthony Story (II Tales 3) 353 AC “War Machines” Nick O’Donohoe Story (II Tales 3) 348 AC Tree Lords John Terra Adventure (DLS2) 353 AC New Beginnings Mark Acres Adventure (DLS1) 348 AC Lord Toede Jeff Grubb Novel 353—356 AC Dragon Dawn Deborah Christian Adventure (DLAl) 348 AC Otherlands Scott Bennie, Adventure (DLR1) 354 AC Nancy Varian Novel 348—352 AC , and Berberick John Terra Mists of Krynn Various Adventure (DL15)348—354 AC New Tales: John Terra Adventure 354—358 AC “Heart of Laura Hickman Story (Tales 3) 349 AC The Land Reborn (DLT1) ” & The World of Krynn Douglas Niles, Adventure 354—358 AC Dragon Knight Rick Swan Adventure (DLA2) 349 AC Michael Gray, and (DL16) Dragon Rest Rick Swan Adventure (DLA3) 349 AC Harold Johnson “Clockwork Hero” Jeff Grubb Story (II Tales 3) 350 AC Margaret Weis 355 PC/l PC “The Hand that Feeds” Richard A. Knaak Story (II Tales 3) 350 AC & Tracy Hickman Riverwind the Paul B. Thompson Novel 350—351 AC “Definitions of Honor” Richard A. Knaak Story (Tales 2) 355 AC Plainsman & Tonya R. Carter “Dead on Target” Roger E. Moore Story (II Tales 3) 355 AC “A Shaggy Dog’s Tail” Danny Peary Story (Tales 2) 351 AC “The Final Touch” Michael and Story (Dragons) 355 AC “By the Measure” Richard A. Knaak Story (Tales 3) 351 AC Teri Williams “The Promised Dan Parkinson Story (II Tales 3) 351 AC “Fool’s Gold” Jeff Grubb Story (Dragons) 355 AC Place” “Into the Heart Michael Williams Story (Tales 2) 357 AC “The First Dragonarmy Story (Dragons) 351 AC of the Story” Bridging Company” Test of the Twins Margaret Weis Novel 357 AC “Into the Light” Linda P. Baker Story (Dragons) 351 AC & Tracy Hickman “Dagger-Flight” Nick O’Donohoe Story (Tales 2) Fall 351 AC Dwarven Kingdoms Douglas Niles Accessory 357 AC “Hunting Destiny” Nick O’Donohoe Story (Tales 3) Fall 351 AC of Kryrnn Dragons of Autumn Margaret Weis Novel Fall 351 AC DRAGONLANCE Tracy Hickman Rules 358 AC Twilight & Tracy Hickman Adventures & Margaret Weis Dragons of Despair Tracy Hickman Adventure (DL1) Fall 351 AC In Search of Dragons Rick Swan Adventure (DLE1) 358 AC Dragons of Flame Douglas Niles Adventure (DL2) Fall 351 AC Rick Swan Adventure (DLE2) 358 AC Dragons of Mystery Adventure (DL5)351—352 AC Dragon Keep Rick Swan Adventure (DLE3) 358 AC Dragons of Glory Douglas Niles Adventure 351—353 AC Taladas: The Minotaurs Colin McComb Adventure & Tracy Hickman (DL11) (DLR2) 358 AC Dragons of Hope Tracy Hickman Adventure Winter 352 AC “And Baby Makes Amy stout Story (Dragons) 358 AC (DL3) Three” Dragons of Desolation Tracy Hickman Adventure Winter 352 AC “Honor is All” Mickey Zucker Story (Dragons) 359 AC & Michael Dobson (DL4) Reichert Dragons of Ice Douglas Niles Adventure Winter 352 AC “Scourge of the Wicked Janet Pack Story (Dragons) 359 AC (DL6) Kendragon” Dragons of Winter Margaret Weis Novel Winter 352 AC Atlas of the Accessory 359 AC

74 DECEMBER 1995

Title Author Product* Date** Title Author Product* Date** DRAGONLANCE World “Wanna Bet?” Margaret Weis Novella (Tales 2) 382 AC Wild Elves Scott Bennie Adventure (DLS4) 359 AC & Tracy Hickman Oak Lords Blake Mobley Adventure (DLS3) 362 AC “The Sacrifice” Margaret Weis Novella (2nd Gen.) 382 AC Knight’s Sword Colin McComb with Adventure (DLQ1) 362 AC Dragons of Summer Margaret Weis Novel 383 AC Thomas M. Reid Flame & Tracy Hickman “The Story that Margaret Weis Story (II Tales 3) 363 AC Tasslehoff & Tracy Hickman * “Dragons” indicates a story from of Krynn. Promised He Would “Tales 1” indicates a story from The Magic of Krynn. Never, Ever, Ever Tell” “Tales 2” indicates a story from Kender, Gully Dwarves, and Gnomes. Flint’s Axe Tim Beach Adventure (DLQ2) 365 AC “Tales 3” indicates a story from Love and War. “A Dragon to the Core” Roger E. Moore Story (Dragons) 368 AC “II Tales 1” indicates a story from The Reign of Istar. The History of Ed. Margaret Weis Compilation 372 AC “II Tales 2” indicates a story from The Cataclysm. DRAGONLANCE “II Tales 3” indicates a story from The War of the Lance. “The Hunt” Kevin Stein Story (Dragons) 372 AC “2nd Gen.” indicates a novella that first appeared in The Second Tales of the Lance Various Adventure 372 AC Generation. Player’s Guide to the Various Adventure 372 AC Other abbreviations in this column represent game product reference DRAGONLANCE Campaign codes. Unsung Heroes Various Adventure (DLR3) 375 AC Leaves from the Inn Ed. Margaret Weis Compilation 375 AC **PC stands for pre-Cataclius, or “pre-Cataclysm.” AC stands for alt- of the Last Home Cataclius, or “after the Cataclysm,’ according to the dating system Astinus “Kitiara’s Son” Margaret Weis Novella (2nd Gen.) 378 AC of Palanthas employed in his Iconochronos, or “River of Time.” “The Legacy” Margaret Weis Novella (Tales 1) 382 AC & Tracy Hickman

You can send us news, press releases, And speaking of conventions... The 1996 TSR is delighted to present a totally announcements, and gossip using the GEN CON® Game Fair will once again be new licensed product from SunsOut, Inc. Internet at [email protected]. We held at the MECCA auditorium in The new offering is a set of five phone welcome your comments at Rumblings, Milwaukee, WI from August 8—11. This cards featuring TSR’s famous fantasy art. DRAGON® Magazine, 201 Sheridan Springs year’s special guest is Robert Picardo, The set is limited to 2500 numbered cards Road, Lake Geneva WI 53147, U.S.A. the holographic doctor on Star Trek: and bonus cards are also available. Each Voyager. And of course, all of your card carries 20 minutes and can be used favorite TSR writers and artists will be with any type of phone. A complete set of TSR is restructuring the WINTER there also. 5 cards costs $60. FANTASY ™ Game Convention to target game masters, con organizers, and club Columbia Games, the makers of the Games Magazine has named TSR’s presidents, as well as players. “This new Dixie* collectible card game will release a DRAGON DICE™ the adventure game of the angle on conventions should help breathe new game called Eagles: Waterloo* this year. new life into convention attendees, as well month. The game plays just like Dixie, as those who run them,” states Ken with changes to reflect Napoleonic war- Whitman, TSR’s convention coordinator. fare. The cards depict French, British, “This will be the first chance for the most Dutch, Belgian, Brunswick, and Prussian * indicates a product produced by a influential people in the industry to really regiments present during the Waterloo company other than TSR, Inc. talk about the future of gaming.” WINTER campaign of 1815. There will be three ver- FANTASY 1996 will be held at the MECCA sions of the cards to allow gamers to Convention Center in Milwaukee, WI, on obtain a complete set while collectors can February 9-11, 1996. hunt for the rare cards.

76 DECEMBER 1995

SUNQUEST ‘96, Jan. 5—7 FL

Important: DRAGON® Magazine does not publish This convention will be held at the Sheraton Phone numbers for conventions. Publishing incor- Plaza at The Florida Mall in Orlando, Fla. Guests rect numbers is always possible and is a nuisance to include , Tom Prusa, Jackie Cassada, both the caller and those receiving the misdirected Nicky Rea, Darwin, Peter Bromley, and Ruth call. Be certain that any address given is complete Thompson. Events include role-playing, card, and correct. board, and miniatures games. Other activities To ensure that your convention listing makes it into our files, enclose a self-addressed stamped include RPGA® Network events, tournaments, an Convention Calendar Policies postcard with your first convention notice; we will art show and auction, and charity events. return the card to show that your notice was Registration: $20 preregistered before 11/30/95, This column is a service to our readers received. You also might send a second notice one $30 on site. Write to: SUNQUEST ‘96, P.O. Box worldwide. Anyone may place a free listing week after mailing the first. Mail your listing as early 677069, Orlando, FL 32867-7069, or e-mail: on or a game convention here, but the following as possible, and always keep us informed of any GEnie [T.REED10], CompuServe [72337,234], guidelines must be observed. changes. Please avoid sending convention notices by AOL [RFarnsl In order to ensure that all convention list- fax, as this method has not proved to be reliable. ings contain accurate and timely information, AGOG 9, Jan. 12—14 AZ aII material should be either typed double- indicates an Australian convention This convention will be held at the Tucson spaced or printed legibly on standard manu- indicates a Canadian convention Convention Center in Tucson, Ariz. Events script paper. The contents of each listing indicates a European convention include role-playing, card, board, and minia- must be short and succinct. tures games. Other activities include a raffle, an The information given in the listing must * indicates a product produced by a company other than auction, and a miniature painting contest. include the following, in this order: TSR, Inc. Most product names are trademarks owned by Registration: $10 preregistered before 12/15/95, 1. Convention title and dates held; the companies publishing those products. The use of the $14 on site. Write to: AGOG 9 c/o Gamers 2. Site and location name of any product without mention of its trademark status Haven, 2241 East Broadway, Tucson, AZ 85719. should not be construed as a challenge to such status. 3. Guests of honor (if applicable) 4. Special events offered CRUSADES ‘96, Jan. 12—14 CT 5. Registration fees or attendance require- This convention will be held at the Comfort Inn ments; and, of Darien in Darien, Conn. Events include role- 6. Address where additional informa- playing, card, board, and miniatures games. ion and confirmation can be obtained. WARP’DCON V, Dec. 2 NJ Other activities include an auction, dealers, a Convention flyers, newsletters, and other This convention will be held at Drew University painting contest, and sculpting and painting mass-mailed announcements will not be in Madison, New Jersey. Events include seminars. Write to: CGC P.O.Box 403, Fairfield, considered for use in this column; we prefer role-playing, card, board, and miniatures CT 06430 or e-mail: [email protected]. to see a cover letter with the announcement games. Other activities include an auction and as well. No call-in listings are accepted. contests. Registration: $5. Write to: WARP’D- WRIGHT STATE GAME FAIR, Jan. 13 OH Unless stated otherwise, all dollar values CON, c/o Richar DiTullio, P.O. Box 802, C.M. Box This convention will be held at the Wright State given for U.S. and Canadian conventions are 1405, Madison, NJ 07940, or e-mail: University Student Union in Dayton, Ohio. in U.S. currency. [email protected]. Events include role-playing, card, board, and WARNING: We are not responsible for miniatures games. Other activities include tour- incorrect information sent to us by conven- EVENT HORIZON ‘95, Dec. 29-31 MD naments, miniatures painting contests, dealers, ion staff members. Please check your con- This convention will be held at the Columbia artists, movies, and a charity auction. vention listing carefully! Our wide circulation Inn Hotel in Columbia Maryl. Guests include Registration: $15 on site. Write to: WSU ensures that over a quarter of a million read- Hal Clement and Sandy Peterson. Events Adventurers Guild, W033 Student Union, ers worldwide see each issue. Accurate include role-playing, card, board, and minia- Dayton, OH 45435. information is your responsibility. tures games. Other activities include an auc- Copy deadlines are the first Monday of tion, a blood drive, and a masquerade ball. LEGENDS & LEGIONS ‘96, Jan. 13—14 FL each month, three months prior to the onsale Registration: $25 preregistered. Write to: This convention will be held at Collegiate date of an issue. Thus, the copy deadline for EVENT HORIZON ‘95, Attn. Registration, P.O. Village Inn in Tallahassee, Fla. Events include he December issue is the first Monday of Box 1438, Sterling, VA 20164. role-playing, card, board, and miniatures October. Announcements for North American games. Other activities include tournaments, and Pacific conventions must be mailed to: GAMES UNIVERSITY, Jan. 5—7 CA dealers, and a painting contest. Registration: Convention Calendar, DRAGON® Magazine, This convention will be held at the Red Lion $10/day and $15/weekend preregistered before 201 Sheridan Springs Rd., Lake Geneva WI Hotel in Ontario, Calif. Events include role-play- 12/l/95, $l2/day and $20/weekend thereafter. 53147, U.S.A. Announcements for Europe ing, card, board, and miniatures games. Other Write to: nfga-con, 931 Kendall Dr., Tallahassee, must be posted an additional month before activities include a sanctioned Magic: the FL 32301. he deadline to: Convention Calendar, Gathering tournament. Registration: $20 pre- DRAGON Magazine, TSR Limited, 120 Church registered before Dec. 31, $25 on site. Write to: CONSTITUTION IV, Jan. 19—21 MD End, Cherry Hinton, Cambridge CB1 3LB, Ultraviolet Productions, P.O. Box 668, Upland, This convention will be held at the Best United Kingdom. CA 91785. Western Maryland Inn in Laurel, Maryl. Events If a convention listing must be changed NECRONCON 10, Jan. 5-7 OH include role-playing, card, board, and minia- because the convention has been cancelled, This convention will be held at the Harley Hotel tures games. Other activities include dealers he dates have changed, or incorrect infor- in Columbus, Ohio. Special guest is Kailen and tournaments. Write to: CONSTITUTION IV, nation has been printed, please contact us Mitchell Events include role-playing, card, P.O. Box 13607, Silver Spring, MD 20911. immediately. Most questions or changes board, and miniatures games. Other activities should be directed to the magazine editors include demos, workshops, dealers, tourna- PANDEMONIUM XIII, Jan. 20—21 at TSR, Inc., (414) 248-3625 (U.S.A.). ments, a costume contest, and a con suite. This convention will be held at the Ryerson Questions or changes concerning European Registration: $12 preregistered, $15 on site. Polytechnic University/Ryerson Hub Cafeteria in conventions should be directed to TSR Write to: Ravenstone Games, 6825 Flags Center Toronto, Ontario, Canada. Events include role- Limited, (0223) 212517 (U.K.). Drive, Columbus, OH 43229. playing, card, board, and miniatures games.

DRAGON 83 Registration: $20 preregistered before 1/5/96, WINTER WAR XXIII, Feb. 2-4 IL DUNDRACON XX, Feb. 16—19 CA $25 on site. Write to: Peter Fund, 34-118 This convention will be held at the Chancellor This convention will be held at the San Ramon Roncesvalles Ave., Toronto, Ontario M6R 2K8, Hotel in Champaign, Ill. Events include role- Marriott Hotel in San Ramon, Calif. Events Canada. playing, card, board, and miniatures games. include role-playing, card, board, and minia- Other activities include dealers, an auction, and tures games. Other activities include tourna- ATCON ‘96, Jan. 26—28 TX a miniatures painting contest. Registration: $6 ments, dealers, and a flea market. Registration: This convention will be held at the Ramada Inn preregistered, $8 on site. Write to: Donald $20 preregistered before Dec. 31, $35 on site. in Austin, Texas. Special guest is Jean Rabe. McKinney, 986 Pomona Drive, Champaign, IL Write to: DUNDRACON, 1145 Talbot St., Albany, Events include role-playing, card, board, and 61821. CA 94706. miniatures games. Other activities include RPGA® Network events, and a charity auction. MAGNUM OPUS CON-10A, Feb. 15—18 GA ORCCON 19, Feb. 16—19 CA Registration: $15 preregistered for RPGA mem- This convention will be held at the Adam’s This convention will be held at the LA Airport bers, $12 for GOAT members. Write to: GOAT Mark Hotel in Charlotte, N. Carolina. Events Wyndham Hotel in Los Angeles, Calif. Events 3816 South Lamar #2019, Austin, TX 78704. include role-playing, card, board, and minia- include role-playing, card, board, and minia- tures games. Other activities include dealers, tures games. Other activities include a flea mar- CREMECON 2, Feb. 2—4 WI panels, an auction, a lip sync contest, a psychic ket, dealers, and an auction. Registration: $25 This convention will be held at the Manchester hot line, and much much more. Write to: MOC- preregistered, $30 on site. Write to: STRATEGI- East Hotel & Suites in Glendale, Wisc. Guests 10A P.O. Box 6585, Athens, GA 30604, or e-mail: CON 333 N. San Fernando Blvd., Los Angeles, include Lawrence Watt-Evans, Sue Wienlein, [email protected]. CA 91502. C.H. Burnett, and Richard Russell. Events include role-playing, card, board, and minia- PREZCON, Feb. 15-18 VA TOTAL CONFUSION X ‘96, Feb. 22—25 MA tures games. Other activities include dealers, an This convention will be held at the Best This convention will be held at the Best art show, a masquerade ball, and workshops. Western Mount Vernon Hotel in Charlottesville, Western Royal Plaza Hotel in Marlboro, Mass. Registration: $20 preregistered before Jan. 6, Va. Events include role-playing, card, board, Events include role-playing, card, board, and $30 on site, single day rates available. Write to: and miniatures games. Other activities include miniatures games. Other activities include a CREMECON 2, P.O. Box 37986, Milwaukee, WI tournaments. Registration: $15 preregistered dinner theater production and a miniatures 53237, or e-mail: [email protected]. before Jan. 15, $20 on site. Write to: Justin painting contest. Registration: $12/day on site. Thompson, P.O. Box 4661, Charlottesville, VA Write to: TOTAL CONFUSION, P.O. Box 604, HURRICON, Feb. 2-4 FL 22905. North Oxford, MA 01537. This convention will be held at the Holiday Inn Beach Resort in Ft. Walton, Fla. Guests include WAR ‘96, Feb. 15—18 NC Clive Barker, Philip José Farmer, Peter S. This convention will be held at the Adam’s Beagle, and Brian LeBlanc. Events include role- Mark Hotel in Charlotte, N. Carolina. Events playing, card, board, and miniatures games. include role-playing, card, board, and minia- Other activities include tournaments, and a tures games. Other activities include tourna- charity auction to benefit the Red Cross ments and prizes. Registration: $25 for the con Hurricane Relief Fund. Registration: $30 pre- and $50 per game entered. Write to: National registered before Jan. 15, $35 thereafter. Write Association for Professional Gamers, P.O. Box to: HURRICON, 328 N. Eglin Pkwy., Ft. Walton 6585, Athens, GA 30604, or e-mail: [email protected] Beach, FL 32547. com.com.

84 DECEMBER 1995

86 DECEMBER 1995 one Tapper was a surly soul, even for a raven. He had once been a man, but, for some odd reason, the prospect that he might be one again one day did little to improve his disposition. He perched on his companion’s thin shoulder and peered down the valley at the place they had traveled fifty leagues past the Longbone River to reach. He shook his head to clear a red-gold strand from his eyes when a sudden gust caught Marta’s unbound hair. “That is not a temple to Astonei or any other Immortal Power,” he said. “That is a hole in the ground.” “Are you forgetting our agreement?” Marta asked. Her tone was deceptively mild. The raven was quick to demure. “I serve you in all things, as my debt to your late mother and thus to you requires. I try to be as pleasant a servant and compan- ion as you could wish. But fear has a way of smothering that, I am afraid.” Marta nodded. “Me, too. But every portent I can read says that the secret to the Third Law of Power is here. I have only to find it.” by Richard Parks “My confidence in you knows no bounds,” Bone Tapper said, but Marta ignored him. They stood beside Marta’s cart, just within the shade of the forest, looking out over large grassy valley and across to where a line of cliffs thrust up abruptly from the grassland. At this distance, the temple was just a darker patch near the base of the cliffs, and if Marta did not see as well as the raven, she certainly noticed more. For instance, the broad, beaten path that ran across the valley floor and up to the cave and the small figure trudging along toward the entrance. The faint lines across the top of the cave mouth were recognizable as Westan glyphs even at that distance. Marta couldn’t actually read the glyphs from that far away, but she didn’t need to. Astonei was the Immortal Power to which Black Kath’s line owed its tal- ent. Knowing the placement of most of her major shrines was simple necessity to those who owed Astonei soul-debt, especially Black Kath’s only child. We’d best be going,” was all Marta said. She unhitched the dappled mare from the wagon and pre- pared a barrel of water and a good measure of oats for the animal, then hobbled it so it could graze on the grass at the forest’s edge without wandering too far. Bone Tapper ruffled his feathers. “Why leave the wagon here unguarded? Why not just drive to the temple?” Mart shook her head. “All this valley is holy ground. We walk. Or at least I do. Most of the wards mother placed on her wagon are still there; it’s safe enough. The talisman I braided into the horse’s mane should keeps wolves and such away. If someone decides to steal it—” she looked grim “—they won’t keep it long. “Black Kath’s wards might be fading now. I could stay and watch the cart.” Artwork by Deran Wright “And do what, if it came to doing? Besides, I may need you. Come on.”

DRAGON 87 Bone Tapper obediently perched on Marta’s shoul- Lornis’ quarters were in a room off the main entrance der, and together they started down toward the pilgrim to the cave. It looked like a natural opening that had trail. By the time they reached the path, the figure been refined by a mason’s hand into a very comfort- Marta had seen from the ridge was well past them. It able space. There was even a serviceable fireplace was easily identified now as a vigorous old woman carved into the stone of one wall, with a working draft. keeping a smart pace along the trail, her staff preced- Lornis brewed tea while Marta sat on one of the priest- ing each step like a herald. Marta quickened her step ess’ chairs, watching her. Bone Tapper had been given just enough to close the distance without appearing to free rein of the quarters with Lornis’ permission. He hurry. flitted from table to chair to mantel to bed, looking at “Blessings of the day to you, Good Mother.” everything with his cold black eyes. He finally lit on The woman turned back to look at them. Her face Marta’s shoulder. was lined by the wear of life and more than a little sun. “I trust your friend is satisfied for your safety?” She pulled off her hood to reveal gray hair still carry- Lornis asked, not looking up from her preparations. ing a memory of black. She wore her hair long, and “What is his name?” tied back with a red cord. She ventured a faint smile. “Bone Tapper,” Marta said. “And to you, child, though in truth it has been many Lornis did glance back at her this time. “I mean his years since anyone called me mother.” real name. He had one before he was changed.” “Have you come to visit the shrine?” Marta didn’t speak. It was Bone Tapper who broke “Most certainly, there being precious little else to the silence. “Dryas,” he said. “As best I can remember.” draw a body’s attention hereabouts.” Bone Tapper looked at Marta and shrugged, clearly Marta bowed slightly. “Well struck, well deserved. I indicating that he thought denial pointless. had assumed as much and was hoping you could tell me Marta had to agree, but her heart sank a little. She something about the shrine. This is not my country.” felt no animosity from the woman, but it was never a The woman smiled at her. “I had assumed as much. good idea to reveal too much at first meeting, even Folk from as far away as the Longbone come to worship among those who might be friends. Lornis had here, but I think you come from farther still.” pierced her mask a little too easily, a little too casually, ‘Just a bit,” Marta said with great understatement. and with apparent unconcern for what it revealed Torsa was a good six weeks’ journey east of the about herself. Longbone, though she didn’t think of it so much as ‘You’re an adept, I see,” Marta said. home now as simply the place where she had been “The tea is ready.” Lornis said. It wasn’t an answer, born. Her home would probably be the place where but then Marta hadn’t really asked a question. Lornis she accumulated enough of the Laws of Power to served the tea in stoneware mugs. She placed one cup begin practicing her craft. The same had been true of and a bit of cake on the mantle for Bone Tapper, then her mother Black Kath and her mother before that. took her place on a willow-work chair across from But right now Marta knew only two of the many Laws Marta. “So tell me, Marta, why have you traveled so far of Power, and to attempt to serve Astonei with so little to seek the Basilisk Oracle?” was worse than futile—it was suicide. Marta thought of her options, and decided on the “What do you want to know?” the old woman asked. truth. “I’m seeking a Law of Power.” “Does this shrine contain the Oracle of the Basilisk, Lornis nodded. “I suspected as much. Which one?” as I’ve heard? I come seeking the divination dream.” It wasn’t idle curiosity, Marta knew. She’d stated the The old woman wasn’t smiling now. “I would speak truth, and clearly Lornis wanted all of it. But it went that name softly if I were you, child. The Oracle is only against every instinct Marta had to surrender everything consulted at great need, and the price for a basilisk without at least token resistance. dream is high.” “Why, the next one,” she said. Her face was “My need is great,” Marta said. “And I will pay innocence itself. whatever I am asked.” Lornis smiled. “So be it, child. Just be aware that “The price will be a steep one, I assure you. The there is an order to Laws, and learning one out of turn priestess of Astonei will take great pains to dissuade can be worse than not learning it at all.” the curious and the foolish. You might be asked for “My mother said the Laws come in their own time more than you can give for the privilege of the oracle.” and their own choosing. I think that part is out of my “I see I was fortunate to meet you today, Good hands at least.” Mother. Your knowledge of the priestess’ whims seems “Most likely,” Lornis said. ‘Your mother is a very very intimate. Even more than intimate, I dare say.” wise woman.” Marta waited. Marta looked away. “She was. She died a year ago.” The old woman nodded evident satisfaction. “I can’t She hadn’t meant to say it; a sudden painful memory speak for the quality of your curiosity, but you are cer- pushed it out. Marta knew it was a mistake, but it was tainly no fool. Yes, child. My name is Lornis. For the too late. past forty years I have been Priestess of Astonei, “Then young as you are, she could not have had Mistress of the Basilisk Oracle. enough time to teach you more that fraction of what you need to know,” Lornis said, looking thoughtful. “One Law of Power, perhaps two... yes, your eyes

88 DECEMBER 1995 betray you, child. You seek the Third Law.” floor was littered with bones. Bones protruded from Marta nodded, beaten. ‘Yes.” the walls. Bones were have sealed in stalagmites or The priestess smiled. ‘You know so little. For one covered with delicate lacework crystals, clear as ice. who owes soul-debt to one of the Immortal Powers, “Oh,” Marta managed to say. that is a serious matter. So. What have you brought for “These were the Companions of the Basilisk,” the offering?” Lornis said. “Like the few in the tunnel, their nature is Marta had wondered how long it would be before unknown. So is the basilisk’s, for that matter. Truth to they came down to talking terms. She was almost tell, it’s called a basilisk, but we don’t really know that relieved. “What is customary?” for certain. on this point, Astonei is silent.” Lornis shrugged. “I decide what is customary, and as Astonei is silent on many things, Marta thought, then I said before, the price is always high—by proportion. quickly suppressed the blasphemy. A copper or two for the local villagers and the hum- Lornis stopped in the center of the chamber, paus- bler pilgrims. Silver for a scholar, gold for a noble; ing to light two torches mounted on tall stalagmites. though both are rare in these parts. You are none of “As all things are measured, so are all things given those,” she said. “Show me the sign.” value. The value I give the Oracle is this: Marta, if the Marta looked blank for a moment, then remem- Oracle gives you your answer and you have the wisdom bered. She reached down the front of her blouse and to see it, you depart here with what you sought. If you pulled out a small bronze pendant hanging from a do not, you will remain here as my novitiate. You will leather thong. It was cast in the shape of a drawn bow. surrender the Path of the Arrow for the Path of “My mother game me this when I was a little girl.” Solitude and take your place in time as Priestess of ‘You’re little more than that now,” Lornis said primly. Astonei. Swear to this now or depart as you came, with Marta kept her tongue with an effort. She was being neither honor nor blame.” challenged again, she knew, but she didn’t dare respond. Not what I came for. Marta took a deep breath. “I Lornis nodded in evident satisfaction and leaned for- swear it,” she said. Even as she did so, Marta had the ward. She took the pendant in her hands, examining it feeling that something was missing from the oath, but carefully. “Novitiate of the Arrow Path, servant of her mind was racing ahead to what lay down the far Astonei,” she said. “For such there is a special price.” tunnel, and it left mere vague doubts behind quickly. “Which is?” Bone Tapper shook his head. “I’ve said this “Lornis dropped the pendant and sat back, taking a before—” sip of the bitter tea. “Everything,” she said. Marta reached up and pressed Bone Tapper’s beak firmly shut. Marta followed Lornis down a long tunnel. The priestess wore long, black robes that would have made Lornis left Marta and Bone Tapper along among the her nearly invisible except for the stars embroidered Companions of the Basilisk. Marta found a smooth bit on the cloth in silver thread. The uneven floor sloped of stone and sat down, facing a circle of greater dark- downward. Lornis moved with serene confidence while ness on the far wall. it was the mouth of a tunnel, and Marta had to concentrate on her footing, which was the end of it was the basilisk’s skull. She looked at it hard to do with Bone Tapper riding nervously on her for a moment, then closed her eyes. shoulder. Even harder when he leaned toward her ear “Are you praying?” Bone Tapper asked. every few minutes to whisper, “Have you taken leave of “In a way. I’m thinking.” your mind?” “About what?” Marta bit her lip and kept silent. In a moment, Bone “About how to recognize a Law of Power.” Tapper was distracted by the sight of a large bone Bone Tapper shrugged. ‘You’re better off praying. embedded in the walls of the tunnel. The marks of a Are you not a follower of Astonei?” chisel were clearly visible around it as someone had “It’s not as simple as that. While the ways of any clearly worked to expose as much of it as possible. goddess are a mystery to me, there is one thing I know: “Upper leg bone. And of a very large animal.” Since Astonei wants the soul-debt paid. Why would it matter Bone Tapper’s ravenhood began, he had become quite to her if I develop my talent on the Arrow Path or qui- the expert on bones, and the sweet bits of carcass still etly serve the Path of Solitude? Both are aspects of her attached to them. A little farther they spied another, will. It does, however, matter to me how the debt is then another. Bone Tapper identified each with profes- paid. A great deal. If I pray to know her will, would she sional interest. “Lower leg. Right shoulder. Right front have an answer? How can I ask Astonei’s help in this paw... oh, consider the length of that claw.” Bone without increasing the soul-debt? I’m on my own.” Tapper shuddered delicately. “I see your point,” Bone Tapper said dryly. “Were these all from the same animal?” Marta asked. “Frightening thought though it is.” Bone Tapper shook his head. “At least three. Probably Marta smiled a grim sort of smile. “As it should be. more. And before you ask, no. I don’t know what sort of If I fail, your debt to me is transferred to the Temple creatures they were. Nothing I’ve seen living, that’s for along with the cart and the horse and everything else certain.” that is mine. In you harbor the illusion that Lornis The tunnel ended abruptly in a large round room would be a gentler mistress than I, I think you’re that seemed part cave and part charnel house. The mistaken.”

DRAGON 89 “I think you’re right. And, since there’s nothing I her hands again, taking the true measure of the inside can do about it either way...” Bone Tapper yawned of the basilisk’s skull. and hopped to the top of a stalagmite. He put his The interior measured about seven feet long, head under his wing. almost as much wide, and about four feet high. There ‘You could come with me, you know,” she said. “The was no draft in it; the air was mostly still, and slightly price serves for two.” warmer than in the fissure outside. The surface where Bone Tapper glanced at the tunnel and shuddered. she rested was slightly curved, like the bottom of a “This is too close to being entombed as it is, so I’ll stay bowl. It was almost comfortable. here in the relative open if it’s all the same to you. I Marta nestled down into the curve of the skull like doubt the basilisk has anything to tell me that I’d want someone settling into a hammock. She didn’t get to to know.” sleep quickly—her mind was too noisy a place to allow Marta didn’t say anything, and in a moment she was that—but she managed it at last. certain the raven was asleep. She envied him that skill, often demonstrated, of a quick slumber. She didn’t “Hurry up! She’s waiting!” even know if she could sleep now, and sleep was the Bone Tapper pecked Marta back to awareness. She one thing she had to do. was not in the basilisk’s skull now. She sat with her Marta rose and started down the tunnel. She back to one of the stalagmites in the Hall of thought of taking one of the torches with her, but the Companions, with Bone Tapper perched on her shoul- way was too narrow, and a strong draft blowing der and pecking her none-too-gently on the head. It through the tunnel was likely to push the flames into didn’t seem such a strange thing for him to be doing. her face as not. She moved, half bent-over, feeling her What was strange was why she was there in the first way as she went, using the weak light from the cham- place. ber behind her as much as possible. The way grew “How did I get here?” dimmer until Marta was moving almost completely on “I assume your mother had carnal relations. It’s the feel, when she came to the edge of the tunnel. usual way. No time for this nonsense.” Bone Tapper Or not quite the end. left her shoulder as she struggled to her feet. “She’s Marta’s fingers touched smooth stone. The tunnel waiting for you,” he repeated. opened abruptly so that now she could stand to her “Who is? Lornis?” full height again. There was an opening in the stone, But Bone Tapper was already gone. Marta heard his and a faint light from above. Marta glanced up and croaking call echo from the tunnel leading back to the saw stars. main hall of the temple. “Hurry!” That explains the breeze. Marta didn’t understand what all the rush was The tunnel was open to the sky where the shaft about. If she’d returned from the Basilisk’s skull, she ended. The starlight was faint but it was enough to se had done it without any oracle or dream that she the pale, ghostly outline surrounding the hole in the could recall, never mind that she couldn’t remember wall. It wasn’t a new tunnel—it was the basilisk’s skull, returning to the hall, either. She had failed—that was embedded in solid rock. Marta traced an outline of a what mattered. Marta followed Bone Tapper up the horned beak and crest of bone. The opening was its tunnel. left eye-socket. This time the tunnel opened on Lornis’ private “Now what?” she asked. “Do I meditate on a skull quarters. locked in stone?” This isn‘t right. . . There was no answer but the soft moan of the wind. Marta knew the tunnel from the Hall of Marta shuddered, hugging herself against the chill. Companions didn’t lead to Lornis’ chambers, but this She certainly couldn’t sleep here—she’d freeze. She time it did. Marta was certain it was the same room, reached out to the eye again, feeling the bone of the but now it was very different, quite changed. The upper rim, hard and rough now as the stone it had chairs Marta remembered were not present; the crys- become. Lower down, the rough texture smoothed tals on the mantle had been replaced by dried herbs in out, became almost glassy. She smiled. bundles; and even the bed covering and fireplace tools “Marta, you are a silly bit of fluff, aren’t you?” she were different. said ruefully. Bone Tapper perched on a peg by the doorway. Marta crawled inside the basilisk’s eye. There was “Will you hurry? You have no time to waste!” Then he plenty of room, and once inside she found herself was gone again, flying out the door and toward the passing through a smaller hole where the inner bone main audience chamber. Marta started to follow had fractured. Now Marta was in true darkness, feeling because she didn’t know what else to do, but she was her way through a space larger than she expected but certainly in no hurry to admit defeat. She paused to still fairly close. It felt more like being shut in a box glance into a mirror hanging on the near wall, one of than being in an open room. Marta felt the walls clos- the few furnishings that hadn’t changed. ing in on her in a way she had not felt any time before I must look a fright. within the temple. She mastered an attack of panic Marta stopped. She didn’t look a fright; she looked through sheer will and forced herself to breathe slowly like someone else. A woman maybe a year or two older and deeply until the feeling abated. She stretched out than she, no more than that. A woman with long dark

90 DECEMBER 1995 hair and rich clothes, and a face of casual authority. Marta sighed. “Let’s not keep her waiting.” There was something familiar about the face, but “What did you find?” Bone Tapper asked, trying to Marta couldn’t place it. She examined the clothes in sound unconcerned and not quite managing. the mirror, then looked down and saw the same fine “I’m not sure yet. But I can’t wait to find out.” robes in place of her own blouse and breeches, and Bone Tapper had no reply. He rode her shoulder soft cloth shoes instead of her own sturdy leather into the audience chamber, as vast and grand as Marta boots. remembered it, only now it was Lornis who was sitting “Who are you?” she asked aloud; then she felt in the high priestess’ chair on the dais. Marta stopped talons on her shoulders, impossibly strong. Bone suddenly as the shock of recognition hit her. Tapper perched on her shoulder, grinning. Marta It had been Lornis in the mirror. Much younger, knew that a raven couldn’t grin, but Bone Tapper was but it was her. Of course! I should have known. doing it anyway. “Have you found what you sought?” Lornis asked. ‘You will come to the audience hall. Now.” Her voice seemed to fill the chamber. Marta was too stunned and confused to protest, or Marta looked at her for several long moments. ‘You do much of anything except move as the raven direct- came to the temple for an oracle dream many years ed her. She went out the door and followed the tunnel ago,” she said. ‘You took the place of the high priestess.” to the audience hall. Lornis was already there. Except, ‘Yes,” Lornis said, frowning. ‘You haven’t answered of course, it was not Lornis. my question.” The woman was very old. The ceremonial robes of a ‘You’re not an adept,” Marta said, as if she hadn’t priestess of Astonei hung off her body like clothes on heard. ‘You recognized Bone Tapper by simple intu- storage pegs. Bone Tapper didn’t release his painful ition. The signs are there for anyone with wit to read grip until Marta marched herself before the dais and them. I’m so used to Bone Tapper as what he is that I bowed to the seated priestess. no longer see them.” “Have you found what you were searching for?” the Lornis’ smile was all teeth. “I never said I was an woman asked adept, child. You did.” “No, priestess, I have not.” It was true enough, but Marta nodded. “I did. I went beyond the respect why did the words feel so empty, as if she were speak- that is your due. I gave you power you did not have.” ing lines from some unknown play? And why did her “The Second Law, child: ‘What cannot be taken, voice sound so strange? With a little thought, Marta to cannot be given.“’ the answer to that part, at least. Marta shook her head slowly. “A misinterpretation Because here, now, I am not Marta. But who am I? of the Second Law, which really has more to do with “Then by your own word and the goddess’ price, you the limits of pure force. Force had nothing to do with now belong to the Basilisk Oracle. Have you anything to this.” say?” Lornis’ face was as a dark cloud considering a “Just that I will serve, as my word has bound me. storm. “Did you find what you sought?” May it please Astonei.” ‘Yes,” Marta said. “I did.” "So. . . ” Lornis looked skeptical. “Then, what is the Third Marta shivered, and the words seemed to fall away Law of Power?” from her like echoes across an impossible gulf. “I can’t tell you.” “...be...” "You mean you don’t know.” Not impossible. She was there. Had been there... “I mean,” Marta replied firmly, that you don’t. I . . .it.” can’t tell you because it would mean nothing to you. I Marta shivered again, and the stone against her can’t tell you because many years ago, you came here back felt as if it were set with a thousand needles. In a searching for the Third Law as I did and you didn’t moment, she was fully awake and back in the darkness find it.” of the basilisk’s skull. The dream was over. Lornis was silent for several long moments. ‘You’re wrong.” Marta did not go back to Lornis’ quarters this time, There was a seed of doubt in Marta’s mind, but it but she did find a mirror along one of the tunnels didn’t grow. “I don’t think so,” she said. near the baths. She looked into it for a good, long Lornis looked weary beyond her years, but she man- time, but all she saw was herself. aged a smile. “Well, about part of it anyway. I did find “Vanity doesn’t suit you. Where have you been?” the Third Law. And when I came to stand before Bone Tapper lit on her shoulder. Marta winced instinc- Delaset, my old mistress, as you stand before me now, I tively, but the raven’s grip was no worse than usual. told her I had not.” “I could ask the same of you. You weren’t in the Marta blinked. She struck down the denial forming Hall of Companions when I returned.” on her lips; she had only to look at the old woman to “A hole in the ground is no place for a raven. I went know she spoke the truth. “But... why?” out to get some air. Come along, Lornis is waiting for “The Arrow Path may be all to you, child, but for you in the audience chamber.” me it was a mistake. I was weary of the traveling, of the “Aren’t you going to tell me to hurry?” Marta asked, searching, long before I came to the Basilisk Temple. but the raven just blinked at her, uncomprehending. And here I found a very weary, very ancient priestess

DRAGON 91 with a settled life and a high office, and both looked Astonei.” very good to me. All I had to do to make it mine was “What about your honesty?” one little lie. So that’s my soul-debt to Astonei. It’ll be Marta almost laughed. “Now you talk out of the paid soon enough. I have a better offer for you, Marta. other side of your beak, Bone Tapper. First you Stay with me. You won’t even need to lie. It could be assumed we were both lying.” your choice.” Bone Tapper ruffled his feathers. “Fine. I give you Marta shook her head. “You are a fine servant of that one. But what did finding or not finding the Astonei. I think your choice to stay served a greater Third Law have to do with knowing that Lornis wasn’t truth than the lie you hid to preserve that choice. But an adept?” if I tried to stay, that would be the lie, and would not “My oracle let me live a piece of Lornis’ life, serve Astonei at all. Or you. Or me.” enough to suspect. I had assumed that Lornis was an “If I had been as wise at your age,” Lornis said, “I adept because I didn’t consider the other option. would have come to the Temple straight-away and Which is, that she merely appeared to be. That her saved poor Delaset a great deal of aggravation. I’m experience and natural intuition allowed her to seem sure she knew it all along.” more than she was. But if you always accept what you Marta bowed. “Shall I tell you the Third Law?” see. at face value, how can you distinguish between it Lornis shook her head. “No need. Go in peace.” and the truth?” Bone Tapper thought. “I don’t think you can.” “That was quick thinking,” Bone Tapper said, and it “And at that point it no longer matters. ‘The was the first thing he’d said since they had taken their appearance of power, once accepted, is power itself.“’ leave of the temple. “The Third Law,” Bone Tapper said, musingly. “What was?” Marta asked, brushing the mare in “Assume what you will,” Marta said sweetly. “I’ll say preparation to hitching it up again. no more on the matter.” “That story about finding the Third Law, of course. Bone Tapper took his place on Marta’s shoulder You were convincing, I must say. So was she. I’d swear and she steered the wagon back the way they had Lornis actually had found her Law and just chose to come. “And how has this knowledge increased your stay, as she said.” abilities?” “She did. And she did.” “It allowed me to escape from the temple, didn’t it?” Bone Tapper blinked owlishly. “She could have “There was nothing holding you there.” been pretending, just as you could have... and I “I believe that was the point,” Marta replied dryly, thought you were. How could you know otherwise?” then she smiled. “After our time in the earth, I fancy a “If I had actually failed, I would have stayed. I would bit of sun. Have you ever been to Lyrksa on the coast?” have had to. Lornis knew that.” The raven shrugged. “No, but then, most destina- “I repeat: How?” tions are the same to me.” “If I still believed that Lornis was an adept at the “Not to me. I hope my destinations will always be end of the oracle, it would mean that I had not found different than one another. It’s the path I won’t the Third Law. And if I believed that about her, sub- change.” terfuge would have been out of the question. I would Marta knew the hunt for the Fourth Law had have obeyed, and it would be no more that my own already begun, but for now she was in no hurry. She let perception of Lornis’ power that kept me in line. The the cart horse set its own pace toward magic. oath I took in the Hall of Companions was not to

complete strand the subject in some intermediate form? The answer to this one is entirely up to the DM. There could be a puff of smoke, a twinkle, or the subject could simply begin growing new body parts, as you suggest. by Skip Williams In any case, the change is complete by the end of the round in which the spell is cast. Once the spell takes effect, the subject cannot do anything that isn’t possible in the assumed form. That is, a griffon that fails its saving throw and is turned into a goldfish loses its ability to fly the instant the spell strikes. A successful dispel magic This month the sage pays a brief visit to Exactly when are the sprinting checks that takes effect before the change is fin- Krynn, explores optional material for the described on page 13 of the Skills & ished instantly returns the subject back to AD&D® game, and stops to offer advice to Powers book required? its original form. a player who’s encountered the worst Whenever a character tries to sprint, of monsters of all. course. The reference on page 13 refers to Isn’t the long spear a little too potent? You can now submit questions to the the Jogging and Running optional rule in The Complete Fighter’s Handbook, The Sage through e-mail. Send your questions Chapter 14 of the Player’s Handbook. If a , and to: [email protected]; we regret that per- character has a Stamina score, you check Combat & Tactics all make this weapon sonal replies to questions are not possible. that rather than making Strength checks better against man-sized opponents when a character tries to move faster than (2d6 points of damage) than the two- Are bards on Krynn (the DRAGONLANCE® normal. handed sword or any pole arm. world) required to take the test of high I’m inclined to agree that the long spear is sorcery? If a the test is required and a Although both the Combat & Tactics a little over rated. I suggest you treat this bard decides not to take it, how long and Skills & Powers books have rules weapon as just a longer version of the will it be before the character is con- for weapon mastery, C&T has two two-handed spear: damage 1d6 + 1/2d6, sidered a renegade? Do bards have to extra levels, high mastery and grand type p, speed 8 (slow). That’s still a little choose an order of high sorcery? mastery. What are the character point better than an awl pike, but in the Combat Krynn has no native bards at all, so the costs for these two levels of mastery. & Tactics system the awl pike has a reach question of a test is moot. Bards from What are the costs for martial arts high of 3 and the long spear has a reach of only other worlds need not take a test, but mastery and grand mastery? 2. Pole arms don’t inflict much more once the native wizards discover that a A level of weapon mastery costs the same damage than the revised long spear, but if visiting bard can cast wizard spells they number of character points. For example, you’re using the Combat & Tactics rules will offer the bard membership in one of each level of mastery costs a single- most polearms either have better speed the orders. If the bard refuses, he classed fighter 2 character points. That is, factors or better knockdown dice. becomes a renegade immediately. A bard once a fighter is a specialist, it costs 2 who joins an order recives no bonuses or character points to become a master, 2 What happens when a wand or staff penalties from Krynn’s moons, but must more to become a high master, and breaks? In our group, we had always abide by his order’s spell limitations. another 2 to become a grand master. Note assume that these items went boom. that mastery isn’t something that just hap- Not long ago, one of our characters The shield proficiency table on page pens, the character has to make a special snapped a wand of lightning an NPC 72 of the PLAYER'S OPTION™: Combat & effort in addition to spending the points. was holding. As the rest of the party Tactics book shows the bonuses for a Unarmed and martial arts mastery works cowered, the DM frantically turned normal shield user and a proficient the same way. If you’re using the optional pages in the rulebook, looking for the user. However, page 115 of the P LAYER’S rule from the Skills & Powers book that section on exploding wands. We OPTION: Skills & Powers book says the allows multi-classed fighters, paladins, couldn’t find any such rule. proficiency bonus is added to the nor- and rangers to become weapon special- When a wand, staff, or rod breaks, you mal bonus. Which is correct? For ists, these characters have to spend 8 have a broken and useless magical item; example, if a character with shield character points on each level of mastery. that’s all. Your group probably was think- proficiency is wearing chain mail and ing of the retributive strike power of the carrying a small shield, is his Armor Page 21 of the Skills & Powers book staff of the magi, and staff of power. A wiz- Class 1 or 2? allows wizards to purchase a combat ard using either of these two staffs can No matter which set of rules you use, you bonus for 10 character points; how- produce a blast of energy by breaking the apply the proficiency bonus to the charac- ever, a mage only gets to use a rogue’s staff. This is a special power that must be ter’s normal (unshielded) Armor Class. THAC0. On the very next page, special- deliberately invoked. If the staff is broken The character in your example would ist wizards can gain a priest’s THAC0 normally there is no special effect. have an Armor Class of 3 (AC 5 chain mail for the same measly 10 points. Is this and an additional +2 for proficient use of is mistake? If a character is fighting a monster that a small shield). Note that a bonus from a Yes it is a mistake. Any wizard who pur- has poison, paralyzation, or a similar small shield can be used against only two chases a combat bonus gains a priest’s special attack, does the character have opponents at a time. If the character faces THAC0. to attempt a saving throw each time three opponents, one of them gets to the monster hits, or just the first time? attack AC 5. Of course, opponents attack- Just how does a polymorph other spell If a monster has a special attack that ing from the character’s rear or take effect? Does the change in form works automatically when the monster unshielded flank always ignore the shield. take place in a puff of smoke? Or does scores a hit in combat, the opponent must the subject change more gradually, roll a saving throw each time he is hit. For sprouting wings or scales or what- example, a character fighting a ghast must ever? If the latter case is true, will a roll a saving throw vs. paralyzation each dispel magic cast before the change is time the ghast hits. Every time the ghast

100 DECEMBER 1995 gets its teeth or claws into the character, If a psionicist really doesn’t want to When in doubt, check the spell descrip- there is a chance the graveyard filth on mount a defense, you might decide to let tion. If the saving throw entry at the them will get into the wound and affect the him so chose. In that case, give the attack- beginning of the spell says “None” the character. Note that the character only has er a +2 attack bonus. If the attack is suc- spell has no saving throw. Note that for to save once against the ghast’s stench. cessful, the defender’s mind is forced classic illusions such as phantasmal force, open and remains open for 1d4 + 1 improved phantasmal force, spectral force, In the new psionics system presented rounds. and the like, a saving throw and disbelief in the Skills & Powers book, what hap- are one in the same. That’s why these pens if a character involved in psionic What, exactly, happens when a charac- spells have saving throws listed as combat chooses not to defend? For ter with a high Intelligence score “Special.” Normally, characters have to do instance, suppose the attacker uses encounters an illusion? The section on something (state disbelief) before they roll mind thrust. The defender might inad- Intelligence in the Player’s Handbook saving throws against these spells. vertently give the attacker a +5 attack says the character notices some incon- Creatures with very high Intelligence bonus if he chooses the wrong sistency in the illusion that automati- scores get to disbelieve land save) auto- defense. If, however, the defender opts cally allows the character to make his matically. for no defense at all he forces the saving throw. Does this mean the char- All of the foregoing aside, the original attacker to roll against the defender’s acter always makes his saving throw AD&D game gave creatures with very high base Mental Armor Class, right? What when there is one? Or does it mean Intelligence scores complete immunity to happens if the attacker rolls and suc- that the character automatically disbe- all illusion/phantasm spells of a certain ceeds? Is the defender’s mind auto- lieves the illusion? level or below. (as shown in the current matically forced open? Or would he If you follow the rules to the letter, crea- PHB). Using this approach is completely just lose PSPs as in normal psionic tures with Intelligence scores of 19 or within the spirit of the rules, it won’t affect combat? higher automatically make successful sav- game balance in your game very much, Technically, a psionicist or wild talent ing throws against low-level illusions, as and it keeps arguments to a minimum. doesn’t have the option to present no shown on Table 4 in the PHB. If the illu- defense if he has PSPs remaining. The sion in question does not allow a saving A rakshasa is immune to spells lower character must choose a defense from the throw, then the character is still affected. than 8th level. Does this apply to priest list of from the list of defenses he knows For example, a character with an spells? Is a rakshasa also immune to and he must spend the PSPs required to Intelligence score of 20 is automatically spell-like effects from wands, staves, mount that defense. If the character’s PSP unaffected by any illusion/phantasm spells and rods? What about other magical total is so low that there aren’t enough of 1st or 2nd level, provided they allow items? PSPs available to power the defense saving throws. The character could ignore Yes, rakshasas are immune to priest spells desired, I recommend allowing the char- an improved phantasmal force spell, of level 7 or less, which is all priest spells acter to choose a defense normally; just which allows a saving throw, but is affect- except quest spells (from the Tome of give the attacker a +2 attack bonus to ed normally by a mirror image spell, Magic) and true dweomers (from PLAYER’S reflect the feeble defense. which does not allow a saving throw. OPTION: High-Level Campaigns). Generally,

DRAGON 101 any immunity or limitation based on a sure so that the minute time catches long ago, my boyfriend and I had a pri- spell’s level applies equally to priest and up to the time-shifted character the vate (not game related) disagreement, wizard spells. point goes right in? The power and the gaming group decided to take Level-based spell immunity protects description says the user gets a +4 his side. Now, I’m barred from the against spell-like effects from magical attack bonus, but I’m having a hard campaign, and the DM says I can’t play items if the spells they mimic are of levels time coming up with a logical reason my characters anywhere else. (One of low enough to be defeated themselves. A why that kind of maneuver won’t my characters started out as an NPC rakshasa, for example, is unaffected by work. that the DM gave me to play.) Someone fireballs or lightning bolts from any The absolute best offensive advantage time in the group even walked into my source, be they spells, wands, staffs, or shift can provide is a +4 attack bonus; house while I was away and took my other magical items. A character with an instant kills are beyond the power’s capa- characters and my dice. It was proba- Intelligence score of 20 is immune audible bilities. The reason the time shifter can’t bly the DM; he often uses the game to glamer and phantasmal force effects from achieve an instant kill is that the power get his own way. If a player doesn’t do a wand of illusion. shunts the character into an alternate what he wants, the player’s character reality all his own. The character can view gets killed in the next game. I’m really If a character who is unconscious— future events in the main time line, but mad because the DM won’t give my not dead—receives a resurrection or what he sees isn’t exactly what happens. characters back. My boyfriend and I raise dead spell, does the character He can grab an opponent by the neck and aren’t playing anymore, but I still want still have to attempt a resurrection stick a knife in a vital spot, but when he my characters back. Can a DM tell a survival roll to stay alive? returns to the main time line neither he player not to use a character any- Neither of these spells have any effect on nor his opponent are exactly where the more? As a capable female player I living creatures (though their reversed time shifter saw them while in the alter- used to be pretty hot commodity, but forms do). No living creature, uncon- nate reality. now I’m barred from the game. What scious or otherwise, has to make a resur- should I do? The only thing I can think rection survival check when subjected to A little less than a year ago, my of now is to sock the DM in the gut one of these spells. boyfriend introduced me to the AD&D until he gives me my stuff (and believe game, and I enjoy it very much. I’m me, I have some friends who would be A character using the psionic devotion also pretty good at it, and the local delighted to do just that). I just want to time shift cannot affect anything while players quickly dropped their reserva- play AD&D. shifted. But what happens if the char- tions about having a newbie in the The first thing you should do is step back acter positions himself for an instant group and invited me into the cam- and take a few deep breaths. If you’re kill? Say the character throws an arm paign. I have several characters who involved in a campaign where people around an enemy’s neck and puts the have become important in the cam- carry grudges from real life into the game, point of a knife at the base of the paign, and I’ve kept a detailed journal and also take them back to real life again, enemy’s skull and applies a little pres- of all my character’s adventures. Not it’s high time you found a new campaign.

102 DECEMBER 1995 If you can walk away from it after losing only a few characters and a bag of dice, you should feel lucky. Take a little time away from the game; judging from the full text of your letter (six pages), I’d say your gaming has put you under entirely too much emotional stress. Gaming is sup- posed to be fun. To answer your rules question, no, there’s nothing in the books that says DMs can tell their players what characters to use in other campaigns. If you’ve got a character you like—even a dead charac- ter—from an old campaign and you think it would be fun to play it somewhere else, go right ahead. You should explain to the new DM, however, that you’ve played the character before. Some DMs don’t like to accept recycled characters. As far as your future involvement in the campaign and any further attempts to get your property (dice and characters) back, here are my suggestions: First, find another campaign to play in. There are literally millions of AD&D play- ers out there, so your entire AD&D game experience does not depend on this one group. Better yet, start a campaign of your own. Stop being flattered that a group of veterans took you in and start showing a group of newbies how to play the game right—you’ve certainly got plenty of expe- rience with a game that is played wrong. Your journal should give you plenty of ideas for a campaign of your own. Second, give up on the NPC you adopted. It’s churlish of the DM who gave you the character to ask you not to play it any- more, but the character is not worth the struggle, no matter how much you love it. If you’re as good at the game as you say you are, you’ll have no trouble creating another great character on your own. Besides, if the DM is on a power trip you’ll deny him the satisfaction he gets from withholding the character from you. If you’re really fond of the character, create a new character based on the one you lost. Perhaps the new character is the original character’s twin, who has gone out adventuring to find out why the origi- nal character mysteriously disappeared. Third, either take legal action to get your stolen property back or let it go. Do not under any circumstance “sock” the DM in the gut or send your friends to snatch your property back. If your former gam- ing comrades took your property without your permission they’re guilty of theft, pure and simple. That is a matter for the police, not for you or for your friends. On the other hand, you can always create new characters and buy new dice. Doing so probably will take less time, effort and anguish than wresting with the legal sys- tem, especially since your case probably isn’t going to enjoy a very high priority with the local police and district attorney. It’s up to you.

DRAGON 103

A Visit With Powerful Protectors of Law and Good

e were known as the Company of Singing Soldiers. We had traveled a great distance to reach the foothills of the Roaring Mountains, wherein lay the tem- ple of my forefathers, an ancient strong- hold against evil but one long forgotten to song and tale. At first, our journey went easily, but as we climbed higher into the mountains, the way became more diffi- cult, With each step our muscles ached and our backs strained under our load. On the 15th day of our journey, we spot- ted orc tracks, As fate would have it, the weather grew foul we were pelted by wind and rain. by Belinda G. Ashley On the 21st night, before dawn, we were attacked. After a fierce battle, those that remained of us made for the heights. Half Artwork by Tom Baxa way up, our path was suddenly blocked by boulders and felled trees. An ambush. The orcs flew over them with mad glee, out- numbering us ten to one. We ran, fighting “I don’t think so,” Sharyllon said. “I’ve paws. Many of the rooms, however, were as we fled, but were lost; our strength was never seen a manticore cast a light- empty. Raliendar told us that most of the waning, and the last of our arrows was ning bolt.” pride had gone to the war council. spent. No amount of valor could hold off “Manticores wouldn’t bother healing us “The Defenders and Enlightened are so numerous an enemy for long. One by just to turn around and eat us,” Bromar making battle plans to rout the enemy.” one we fell; there were just the three of us added. “Maybe we can reason with them.” Raliendar explained.4 “We were aware of now, the other four unmoving at our feet. As we slowly, painfully, rose to our feet, the orc’s army but were waiting for the I, too, finally began to give in to the pain, the bolt on the door pull back. The door- gathering of Whitemoon to hear from the to the exhaustion. way was at once filled with the body of one elders and the Pride Lords.’ All the prides As I fell, a crack of light slammed into the of the winged lion-beasts. Though its mane have now gathered here in preparation orcs. They cried in sudden shock and and eyes were that of a lion, the face was of war.” panic. Another bolt of light flashed before human and wore an amused expression. I asked him how many prides there me; the scent of sulfur and burnt flesh “Well, warriors,” it said, humor in the were. filled my nostrils. Again and again light- bariton voice, “I’m glad to see that you’re “There are six within the area you call ning exploded in the orcish ranks, and awake. My name is Raliendar of the the Wilderlands. Each one is responsible they fell back. In the sky appeared winged Krondak Pride and I am to be your for keeping a lookout for such evils as this. lion-beasts who dove at the orcs with advisor.“3 Come, let me show you something.” He flames and lightning leaping from their I introduced our company and—with stopped in front of two ornately carved massive paws.1 My head throbbed horribly, more than a bit of apprehension—asked doors and opened them for us to see with- and as my thoughts faded into darkness, in what he planned to do with us. in. On the floor of the room, drawn in my delerium, I could have sworn that I He gave a deep chuckle. “What do you chalk, was a detailed map of the area. A was flying over the battlefield, watching think? Eat you?” Then he laughed a great dozen or more stern faced lammasu bent orcs squirm in the grasps of trees.2 laugh that made our chests rumble with their heads over the map, speaking in the sound. “Are the songs so old and for- tense tones. gotten that none know of the Rewarrien, “They look different from you somehow,” w e awoke to find ourselves lying on piles Harwei nak Grwellin? In your language I whispered. of fresh rushes in a bare room with no we are called lammasu.” When we didn’t “These arc the Pride Lords; they are the windows and only one heavy wooden answer, he shook his shaggy head and greater lammasu.” See the tall one to the door, We were in the temple. My limbs sighed. “You have much to learn. Well, I far right? That is Krondak, our Lord,” said ached and my mouth felt parched, but I would imagine you are all hungry. Dinner Raliendar proudly. was otherwise in good health; though we is waiting, if you’ll follow me please.” Raliendar told us that each pride’s still wore our tattered and stained garb, We followed Raliendar through ancient Defenders, Enlightened, and Pride Lords our wounds were healed, and our hands marble halls, occasionally catching were here discussing tactics for the and faces were clean of blood. glimpses inside the rooms. In several, the upcoming battle. “The Enlightened are “What were those beasts?” I asked. “What lion-beasts—lammasu, did he say?—lay informers and surveyors. They give the do they want from us?” sprawled across the stone floor, leisurely Defenders the needed information to lay “They’re manticores,” said Lorien. cleaning their tawny coats and feathered battle plans. The Defenders are our pro- “They’ve brought us here to eat us at their wings. In others, adults supervised playful tectors; they use strategy and spells to leisure.” cubs as they swatted each other with their drive back and defeat our enemies.”

DRAGON 115 He turned and motioned us to follow. worship is how we keep our history and entangle, plant growth, and spike growth. We passed from the war room into a faith in our gods.“8 2. Lammasu will seldom allow any to ride brightly lit hall. In the center of the room “First Elders?’ upon their backs except in dire need, and stood a large table with heavy oak chairs. “The Illuminated Ones. The first pair to the being carried must be small-sized or Arranged on the table was an assortment have walked upon the world and breathed smaller. They can, however, carry large of fresh vegetables and melons. “Ah! Your life into our kind. Rhamaldrig the Father, items grasped in their great forelimbs for meals are ready,” said Raliendar. “I am Lord Protector, and Chareah the Mother, short distances. Their maneuverability sorry that we do not have utensils for you; Queen of Knowledge.“9 class in this case would be two levels we have little need of such items.” After our wounds healed, our company lower than normal. Bromar looked at the food hesitantly, lent a hand in the great battle against the 3. A pride consists of 10—35 members and “Will you be serving any meat by chance?” orcs for which our hosts had been plan- takes the name of its lord. All members of Raliendar frowned, “We do not eat the ning. We were amazed at the organization the pride are responsible for foraging for flesh of animals with whom we share our of the lammasu. Every member, except food, raising the young, and keeping their homes. We are not the only ones to live the cubs and den mothers, helped in the dens clean and orderly. under the sanctuary of the Temple. There conflict against the orcs.10 An entire pride 4. The lammasu have a strict hierarchy. are many here who help us in our cause would make themselves invisible, split into Each member of a pride belongs to one of and deserve protection.” three units, and set up an attack. We three groups: Defenders, Enlightened, or “Of whom else do you speak?” I asked. joined them on the second day of battle as Healers. Each of the three groups is com- “I’ve seen no one here but you lammasu.” part of the second line of attackers. manded by an elder. Though all lammasu “Well, there are the forest creatures that The morning sun had not yet risen, and can cast spells, each group memorizes help us keep an eye on things. And then, the sky was still a misty grey. Rain fell on spells that benefit his group. For example, of course, there are the brownies.“7 leaves with a soft pitter-patter, muffling the Enlightened would take detect spells, “Brownies!” we said in unison. our footsteps through the woods. The endure cold/heat, pass without trace, know Dalisyn looked shocked. “Brownies up lammasu had spotted a small group of alignment, and messenger as typical spells here? In this rocky area?” orcs that had become separated from the to have for surveillance. Raliendar chuckled softly. “Of course! main army; this was our target. The 5. The Pride Lord is not of any one group They help us tend the gardens. Beyond Enlightened positioned themselves on the but is representative of all groups. The the ridge is a green valley in which we orc’s left and right flanks as we positioned elder of each group chooses the Pride grow our food. It is not cultivated like the ourselves in the center. Silently we drew Lord; these four, elders and lord, will gardens of man, and to the uneducated our swords and bows and tensed always be greater lammasu unless there eye it looks like an overgrown meadow. ourselves for the moment of battle. are none available for these positions. The But with the brownies’ help we’ve more Without warning, the Enlightened Pride Lord is always a male. than enough food to keep everyone happy. hurled their first attack. Bushes and small 6. Greater lammasu have black tipped Enough questions. Eat! I must see how the pines grasped the enemy in leafy boughs. manes, tails, and wing feathers. council fares. Wander around as you Orcs yelped in surprise, struggling with 7. Lammasu get along well with most syl- please; I shall join you later.” their woody opponents. Lightning leapt van creatures, but they are especially fond After eating, we strolled around the into their ranks and sent those not yet (and protective) of brownies, who are also buildings and headed for the temple. We entangled running for their lives. lawful good. Brownies will always show had not actually seen it as yet; we had only The Lords and Defenders descended up when lammasu are near, no matter the wandered through the outlying halls and from the air, sending bursts of flames area, and will offer their help in tending living quarters. Climbing the well-worn among the orcs. We rushed forward, the gardens and doing any occasional steps, we came to a level courtyard, and keeping clear of the entangling plants, and writing needing to be done (as lammasu there, across the uneven stones, it stood. set upon the retreating enemy. The can not hold pens with their massive I trembled with excitement. The building Healers, who were hidden at the rear of paws). glowed with the setting rays of sunlight the orc army, cast a wall of spiked plants 8. The lammasu keep no written records and from within floated the beautiful to prevent escape. No orc escaped their of their histories; however, they have sound of voices. We entered solemnly. wrath. After a week, the orc army dis- excellent memories and use song and sto- Before us stood dozens of lammasu persed and scattered across the great ries to pass on the knowledge of one gen- singing before a golden altar. Amber light Wilderlands. eration to another. poured through stained glass windows, Months went by; heavy rains held us 9. Rhamaldrig and Chareah are celestial bathing their tawny bodies in a holy radi- within the mountain’s grasp. Yet the lammasu. (See ® ance. Though their words were unknown Temple was dry and comfortable, and so tome 8.) to me, the purity of the song overwhelmed we spent a peaceful season within its 10. “Den mother” is a term used to denote my heart with peace. halls. But alas, with the coming of sum- those responsible for the young and does Raliendar later joined us and asked if we mer our spirits once more yearned for not refer to gender. would come with him. We passed from adventure, and we readied ourselves for the temple through a tiled foyer and the long march ahead. We gave heartfelt Other Notes entered a small chapel called the Tomb of farewells to our new friends and set The lammasu do not have infravision but Souls. “Beneath these marble stones,” he ourselves on the path homeward. have eyesight as keen as a cat and can see said, “Lie your forefathers. We have kept Several years have passed, and I can still well even on a moonless night. They also these tombs sacred for many an age recall the beauty and splendor of the lam- have sensitive hearing. against the dark rulers who would defile masu and their great love of song. Most of Lammasu mate for life and live to be this holy place.” all I remember their cunning and courage approximately 150 years old. Greater lam- He spent most of the night telling us against their enemies. And now, on every masu can live to be as old as 200. During about his kind. We discovered he was a Fallfest, I raise a toast: To the lammasu, their life they will only have two or three Healer and one of those who had rescued for bravery, wisdom, and justice, I salute breeding periods, giving birth to one to us from the orcs. Healers, he told us, you. May the gods’ breath be always two cubs per period. weren’t just for healing wounds of the under your wings. Of the three groups, the Enlightened are body but for healing the soul as well. They the most likely to run into PCs, as they are dedicate their lives to teach the pride the 1. Common spells that the lammasu use in often out scouting their terrain for sacred songs of the First Elders. “Song combat are, lightning bolt, produce flame, trouble.

116 DECEMBER 1995

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DRAGON 119