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SPECIAL ATTRACTIONS Issue # 165 Vol. XV, No. 8 9 The World Beneath the Waves January 1991 Anchors & Arrows — Thomas M. Kane Publisher 10 Prepare to ram! Naval rules for 1st Edition ™ games. James M. Ward The Dragon’s Bestiary — Tim Malto 16 Why a giant archerfish doesn’t need a bow to bring down prey. Editor Roger E. Moore Undersea Priests — Randy Maxwell 18 Can a merman cleric cast a flame strike? No—but he can do better. Fiction editor Barbara G. Young OTHER FEATURES Assistant editor Dale A. Donovan The Role of Books — John C. Bunnell 26 What if your computerized fantasy game became real—and you were Art director Larry W. Smith trapped inside it? The Voyage of the Princess Ark — Bruce A. Heard Production staff 41 The admiral visits faraway places and meets many people who want Gaye O’Keefe Angelika Lokotz to kill him. Tracey Zamagne The Role of Computers — Hartley, Patricia, and Kirk Lesser Subscriptions 47 Why your PC/MS-DOS game crashes, and how to run a railroad and Janet L. Winters not go broke. The Curse-maker — fiction by Laurell K. Hamilton U.S. advertising Roseann Schnering 58 Who would curse a bard, and why? His friends would stop at nothing to find out. U.K. correspondent Role-playing Reviews — and U.K. advertising 66 Mayfair’s DC™ HEROES role-playing game: The universe changes, but Sue Lilley the game remains a winner.

The MARVEL® Phile — Dale A. Donovan 71 Four new villains who use their brains and their brawn. Maneuvering For Victory — Cory S. Kammer 74 Give your fighters extra punch with 36 special maneuvers. Square Pegs and Round Holes — Jerold M. Stratton 82 An SF module for a fantasy campaign using Wild West characters? The Game Wizards — Timothy B. Brown 88 Giants and dragons-who needs ‘em? The fiends have returned! Through the Looking Glass — Robert Bigelow 104 In space, no one can hear you blow up: a review of Iron Crown’s SILENT ™ game.

DEPARTMENTS

5 Letters 34 TSR Previews 94 Dragonmirth 6 Editorial 35 Forum 96 Twilight Empire 30 Convention 91 Sage Advice 100 Gamers Guide Calendar

COVER This month’s cover celebrates the wonderful world of fantasy sport fishing. Fred Fields shows a memorable moment that will no doubt bring smiles to the faces of the fisherman’s friends as they recall “the one that didn’t get away.”

4 JANUARY 1991 DRAGON® Magazine (ISSN 02796848) is published monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Springs Road), Lake Geneva WI 53147, of America. The postal address for all materials from the United States and Canada except subscription orders is: DRAGON Magazine, P.O. Box 111 (201 Sheridan Springs Road), Lake Geneva WI 53147, U.S.A.; telephone: (414) 248-3625. The postal address for all materials from Europe is: DRAGON Magazine, TSR Ltd, 120 Church End, Cherry Hinton, Cambridge CB1 3LD, United Kingdom; telephone: (0223) 212517 (U.K.), 44-223- 212517 (international); telex: 818761; fax: (0223) 248066 (U.K.), 44-223248066 (international). What did you think of this issue? Do you have tice shorie-ryu (they were the ones mentioned Distribution: DRAGON Magazine is available from a question about an article or have an idea for a in issue #160 who forced me to look at their game and hobby shops throughout the United States, Canada, the United Kingdom, and through a limited new feature you’d like to see? In the United plastic bug collection). I think martial-arts train- number of other overseas outlets. Distribution to the book States and Canada, write to: Letters, DRAGON® ing would be an excellent idea for almost any trade in the United States is by , Inc., and Magazine, P.O. Box 111, Lake Geneva WI 53147, kid from about age eight on up. in Canada by Random House of Canada, Ltd. Send U.S.A. In Europe, write to: Letters, DRAGON But I’m still not going to let my kid flail about orders to: Random House, Inc., Order Entry Department, Westminster MD 21157, U.S.A.; telephone: (800) 638- Magazine, TSR Ltd., 120 Church End, Cherry in the house while I’m trying to fix supper. 6460 toll-free except Alaska (call (800) 492-0782 toll-free Hinton, Cambridge CB1 3LD, United Kingdom. in Maryland). Newsstand distribution throughout the United Kingdom is by Seymour Press Ltd., 334 Brixton Road, London SW9 7AG, United Kingdom; telephone: 01-733-4444. DRAGON® index! Subscriptions: Subscription rates via second-class mail are as follows: $30 in U.S. funds for 12 issues sent Martial arts & to an address in the U.S. or Canada; £16 for 12 issues Dear Dragon, sent to an address within the United Kingdom; £24 for 12 kids In issue #112 was one of the most useful issues sent to an address in Europe; $50 in U.S. funds things ever published in DRAGON Magazine. I’m for 12 issues sent by surface mail to any other address; referring to the article index. Whenever I or $90 in U.S. funds for 12 issues sent airmail to any Dear Dragon, other address. Payment in full must accompany all I have just finished reading the editorial in wanted to find an article, I could just look it up. subscription orders. In the U.S. and Canada, methods of issue #158, “Mica Antelope: An editorial for Now that it is years later, I’ve had to go back to payment include checks or money orders made payable searching for an hour and then either throwing to TSR, Inc., or charges to valid MasterCard or VISA parents.” In general, the article is helpful in credit cards; send subscription orders with payments to: explaining the approach gamers could take in my hands up in utter desperation or forgetting TSR, Inc., P.O. Box 5695. Boston MA 02206, U.S.A. In calming their parents’ fears of role-playing, why I wanted the article. the United Kingdom, methods of payment include My point to all this is: WHEN IS THE NEXT cheques and money orders made payable to TSR Ltd. or whether those fears are media inspired or the charges to a valid ACCESS or VISA credit card; send parents are just not enlightened to the fun of INDEX COMING OUT? subscription orders with payments to TSR Ltd, as per that gaming. Michael McGuire address above. Prices are subject to change without prior Ridgefield WA notice. The issue of expiration of each subscription is But the reason for this letter is that Roger printed on the mailing label of each subscriber’s copy of Moore displays a hypocritical side when refer- the magazine. Changes of address for the delivery of ring to the martial arts. He displays the same We have two partial solutions to your problem: subscription copies must be received at least six weeks paranoia concerning the martial arts as do other 1. We have already purchased an article index prior to the effective date of the change in order to assure uninterrupted delivery. parents who object to role-playing. I understand for DRAGON issues #111-155 from a dedicated reader, Shannon Appel, and this index has been Back issues: A limited quantity of back issues is that Roger’s son is very young. But with the available from either the TSR Mail Order Hobby Shop correct supervision, there is no reason at all at a uploaded onto the GEnie computer network in (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from later date that his son couldn’t learn karate, the TSR area’s gaming library. Information on TSR Ltd. For a free copy of the current catalog that lists GEnie can be found in “The GEnie Unleashed,” available back issues, write to either of the above kung fu, etc. My martial-arts training is fun, addresses. educational, and healthy. I am a keen gamer and in POLYHEDRON™ Newszine #56 (that’s the Submissions: All material published in DRAGON practice kung fu. Neither of these subjects has November/December 1990 issue). If you access Magazine becomes the exclusive property of the pub- this file, you can download it into your home lisher unless special arrangements to the contrary are had any negative effects on my personality made prior to publication. DRAGON Magazine welcomes while growing up. Both have been fun, and I computer by modem. Because of the size of this unsolicited submissions of written material and artwork; shall continue to practice them. index, we would rather not publish it in the however, no responsibility for such submissions can be If Mr. Moore would take time to look into the magazine at this time. assumed by the publisher in any event. Any submission 2. Before we purchased this new index, your accompanied by a self-addressed, stamped envelope of martial arts, as he suggests parents who are sufficient size will be returned if it cannot be published. concerned about their role-playing children editors simply photocopied the “Table of Con- We strongly recommend that prospective authors write should do, he would discover that the martial tents”pages from every issue we needed, add- for our writers’ guidelines before sending an article to us. ing extra notes to the pages for easy reference. In the United States and Canada, send a self-addressed, arts have been afflicted with the same hype, stamped envelope (9½” long preferred) to: Writers’ rumor, innuendo, and paranoia as role-playing. This worked well for many months. Guidelines, c/o DRAGON Magazine, as per the above David A. Daniel address; include sufficient American postage or Interna- Crewe, Cheshire, U.K. tional Reply Coupons with the return envelope. In Art in 1991 Europe, write to: Writers’ Guidelines, c/o DRAGON Magazine, TSR Ltd; include sufficient return postage or I was startled to see that my editorial was IRCs with your SASE. interpreted as being against the martial arts. Dear Roger, Advertising: For information on placing advertise- Good editorial in issue #162 except for one ments in DRAGON Magazine, ask for our rate card. In Another editor pointed out that my comment the United States and Canada, contact: Advertising that I had “banned any other sort of martial-arts thing: YOU FORGOT THE ART SHOW! (Yes, now Coordinator, TSR, Inc., P.O. Box 756, 201 Sheridan flailing about in the house” might have been better than ever.) Springs Road, Lake Geneva WI 53147, U.S.A. In Europe, misunderstood. This was the third year for the art show [at contact: Advertising Coordinators, TSR Ltd. the ® Game Fair]. We doubled the DRAGON is a registered trademark of TSR, Inc. A kindergartner has no real concept of mar- Registration applied for in the United Kingdom. All rights tial arts beyond yelling “Take that, Shredder!” number of artists, floor space, and sales from to the contents of this publication are reserved, and and windmilling his arms, throwing himself to last year, and tripled from two years ago. How nothing may be reproduced from it in whole or in part about letting the public know that we are here? without first obtaining permission in writing from the the floor, and sometimes wrestling with his publisher. friends (my son managed to cut his lip yesterday And while you’re at it, could you mention that ® designates registered trademarks owned by TSR, thanks to this sort of behavior while playing we are gathering names and addresses of artists Inc. ™ designates trademarks owned by TSR, Inc. Most “Tidja Midja Nidja Turtles”). This does not give for next year? Artists should contact us at: other product names are trademarks owned by the 1991 GEN CON® Game Fair Art Show companies publishing those products. Use of the name of me a bad image of martial arts. It merely means any product without mention of trademark status should I have to chat with my son about the negative c/o Elizabeth and Gary M. Williams not be construed as a challenge to such status. effects of wrestling at day care. P.O. Box 6031 ©1990 TSR, Inc. All Rights Reserved. Kingsport TN 37663 Second-class postage paid at Lake Geneva, Wis., I don’t practice any martial art, but a number U.S.A., and additional mailing offices. Postmaster: Send of editors and designers at TSR are involved in Thanks for your time. address changes to DRAGON Magazine, TSR, Inc., P.O. aikido, judo, kyuki-do, and tae kwon do, and Elizabeth & Gary Williams Box 111, Lake Geneva WI 53147, U.S.A. USPS 318-790, some close friends of mine in Eau Claire prac- Kingsport TN ISSN 0279-6848.

DRAGON 5 Bye-bye, complacency

I was fooled, and I should have known better. To explain, let’s stray a bit between the two worlds of games and real life, and how they connect through war. “Bye-bye, WWIII,” my editorial in DRAGON® issue #154, was a farewell to the idea of World War III in gaming (and reality), given the news of the political changes in the Soviet Union and Eastern Europe. It certainly seemed like atomic holocaust was not as plausible an outcome as I’d once thought, and I happily showed the Bomb to the gaming-room door and booted it outside. Only a few readers took me to task for my comments. Charles P. Harris (West Covina, Calif.) noted that the possibility of a world-wide war had not been eliminated at all, and he offered some thoughts about civil warfare in Eastern Europe and the Soviet Union. “Just because one happy thing occurs in our world doesn’t mean all other worlds become instantly spiffy,” he wrote. “Role-playing games are, by their very nature, unrealistic and romantic, so if you think this world is just too nice, you have every right to make your game world as twisted as possible!” Allen Varney (Austin, Tex.) was specifi- cally concerned that my editorial might mislead readers into the complacent thought that the world was becoming more peaceful with the thaw in Soviet- American relations. Allen went on to (cor- rectly) point out that the world since 1945 has been anything but peaceful. There have been over 120 wars, with at least Artwork by Timothy Truman 20,000,000 deaths, since the end of World War II. (I later found a news article that to point out in my editorial that there weapons, and every one of them has been put the number of wars—each having were “lots of believable bad things left to at war within the last 45 years. Many taken over 1,000 lives per year—at 127, come for our gaming enjoyment.” I wasn’t other countries would love to have the with the conflicts in Korea, Vietnam, and very specific about what bad things there Bomb. Iraq sure would. No reason the Nigeria each leaving over 2,000,000 dead, were, though. I wasn’t in the mood to Bomb can’t hang around in games as well. and five others killing over 1,000,000 think about them. I fooled myself, and I admit it. Some- apiece.) After naming some of the current In all that cheer, I missed a few things, times you go with what you want rather destabilizing factors at work in the world like Iraq, and an Army buddy of mine is than what’s actually there. I’ll avoid getting today, Allen wrote, “this is no time for now in Saudi Arabia for the indefinite too wishful in my editorials in the future. complacency.” future. War has lost its “gaming enjoy- Role-playing games are unrealistic and I admit that the idea had occurred to me ment” value for me. I certainly don’t feel romantic. And that’s a blessing, isn’t it? that I might not die from fallout, and I did complacent about anything, either. feel pretty good about that. The thought And nukes? They never went away, did had been with me since I watched Civil they? Submarines still cruise the seas. Defense supplies being stockpiled in my Bombers still fly. ICBMs still sleep in their high school during the Cuban Missile silos. At least six nations have atomic Crisis in 1962. With regards to gaming, my main thesis was that gamers who wanted realistic scenarios would have to forget about the Big Nuke option. I did take pains

6 JANUARY 1991

10 JANUARY 1991 Naval rules for 1st Edition BATTLESYSTEM™ games

by Thomas M. Kane

William the Conqueror carried out an these soldiers as if they were ordinary strike another ship, both suffer this dam- amphibious invasion of England. The city land units wearing light armor (to allow age. Ship lengths are shown on Table 2. of Tyre survived a Babylonian of 13 for fast movement). A typical ship will The speed values in Table 2 assume that years by shipping in food, because al- carry at least one force of skirmishers to both oars and sail are used to full advan- though Nebuchadnezzar of Babylon com- fire missiles from the castles and rigging. tage, except in the case of galleys. Real manded an invincible army, he had no Larger craft use regular troops in their galleys always removed their sails before fleet. Even in a primitive world, no mili- forecastles and aftcastles, and maintain a battle. If players insist on sailing galleys to tary can ignore warfare on the high second unit of regulars to board the en- combat, they will be fast but almost impos- sea. When naval battles occur in an emy. Some rare skirmish troops can swim sible to maneuver. Galleys require two AD&D® 1st Edition game, the 1st Edition with a movement rate of 4” when unar- rounds to raise or lower their sails. A BATTLESYSTEM™ rules can be modified to mored. They may swim to enemy ships galley can also be rowed 3” faster for 20 simulate them. Some general guidelines with drills and bore away one structural BATTLESYSTEM game rounds, or 6” and ideas follow on setting up such a point per round (see “Combat”). faster for 10 BATTLESYSTEM game campaign. A ship’s crew is a special unit type. The rounds, but after this, the rowers must crew can contain from one to 23 figures, rest for one hour. These speeds may be The ships depending on the kind of ship; these fig- interchanged; for example, a galley crew Even the earliest seafarers knew the ures may represent a real:scale figure could go 6” faster for five rounds and value of organization, but ancient and ratio of 10:1, 5:1, or 2:1. Sailors suffer no then 3” faster for 10 more before resting. medieval sea captains were not shackled morale or discipline penalties for belong- Even the boldest sailor cannot defy the into the rigid formations of land troops. In ing to small units. A ship’s crew may fight wind. Table 3 shows directions in which a naval BATTLESYSTEM games, each in either regular or skirmish formation, ship may sail during a given breeze. Use counter represents one independent ship. but while the sailors are in battle, their the Wind Direction and Force tables on When several ships unite in one attack, vessel cannot move. If half a galley’s page 54 of the 1st Edition DMG, and place they can be treated as figures in the same crew—or any scale sailor figure on a sail- a pointer on the game table to indicate the unit, with all attacks resolved with one roll ing ship—is killed, the ship is automatically wind direction. A protractor is helpful in on the BATTLESYSTEM Combat Results crippled (see “Combat”). interpreting the ways a ship may sail. You Table (CRT). Likewise, when several ships Since there is usually no room to maneu- may wish to start both navies on the wind- are the victim of one assault, damage ver aboardship, you do not need miniature ward edge of the table, since they will against them can be determined once and figures or counters to represent marines drift across as the game progresses. spread evenly among the victims. Because and sailors. Simply record their unit ships can move freely, each might belong strength on paper, indicate which figures Game set-up to several temporary “units” during the that are in the rigging and castles, and Since turning is so difficult, a navy must course of a single game. note any figures that are wounded and prepare its formation before it meets the Most ships’ statistics can be found on killed. The action takes place between enemy. The fleet that sees its foe first has pages 53-55 of the AD&D 1st Edition DMG. ships. You need counters only in an am- a vast advantage. Therefore, you may wish Table 1 herein provides details needed for phibious battle, in which marines land and to begin a naval BATTLESYSTEM game BATTLESYSTEM games. These numbers fight ground engagements. while the fleets are still miles apart. Both may be varied slightly to create custom- navies can send out scout ships, and the ized ships. More precise information about Movement DM can keep track of their adventures on historical ships appeared in Margaret M. Movement rates for assorted ships and a map. Without telescopes, ships must Foy’s two articles, “High Seas,” in wind conditions in BATTLESYSTEM game approach within 150” (4,500’) to distin- DRAGON® issue #116, and “The Oriental scale inches are shown on Table 2. Once a guish each other. Sailing ships can see 10” Sea,” in issue #130. Note that very few course has been set, the waves never (300’) farther because of their high crow’s ships are specifically designed for combat. forgive. When a ship turns, it must pay a nests. Vessels may camouflage themselves Until gunpowder and cannons appeared, movement penalty as shown on Table 2. In with gray paint, so that enemies must “navies” were usually merchant fleets that addition, whenever boats wish to change approach to within 100” (3,000’) to see had been pressed into war. Ordinary ships facing, must check discipline by them. However, few ancient admirals carried weapons to ward off pirates. Fur- rolling 2d10 and attempting to score below would forgo their brilliant sails and gilded thermore, no king could afford to pay for its DL rating. If this check fails, the ship is hulls for this. In AD&D games, magical a fleet that was useful only in war, so “in irons” and cannot move until the next spells and items can be used for scouting navies had to be suitable for trade as well round. as well. Whichever side is first to safely as for fighting. A drifting ship moves forward twice its locate and examine the enemy is allowed length during each BATTLESYSTEM game to place its ships on the battle-board sec- The men round. If some obstacle lies in this path, ond, allowing that player to examine the Most “real” fighting takes place between the ship collides with it, taking crippling foe’s apparent positions and prepare to shipboard marines. Develop statistics for damage (see “Combat”). Should the ship counter them.

DRAGON 11 Command the damage is sufficient to cripple more Ancient ship artillerists occasionally The captain of a ship’s crew can be than one, one ship sinks, leaving the oth- hurled caltrops and slippery soap onto treated like any other unit commander, ers undamaged. An attack that cannot do enemy decks to impede marines. If this is but his orders can reach any point on the at least half damage to a ship is ignored. attempted in a game, calculate damage on vessel, regardless of command radius. A Two exceptions to this are fire damage and the normal BATTLESYSTEM CRT, as if the ship cannot sail while the crew is out of drill damage. Both sorts of damage add up missiles caused 3d10 hp damage. Do not command, so a first mate acts as deputy until they are stopped or the ship is crip- cripple or remove any vessels, but when- commander in case the captain dies. If a pled and, eventually, sunk. Since “units” of ever a ship would be crippled by this ship carries boarding parties or marines, ships fluctuate, you should record the damage, mark it to show that its decks are they will probably be a separate unit with structural-point total for each counter. hazardous. That ship’s marines suffer a their own officer. If the boarding party is Hull values appear on page 54 of the 1st +2 on their AR, whether they are board- destroyed, its mother ship can still sail. Edition DMG. ing an enemy ship or defending them- Sometimes, marines are deposited on an When a ship sinks, all its passengers are selves. in ship castles are not enemy deck and abandoned, left to cap- considered killed. Few people could swim affected because of their wooden shields. ture the enemy ship and make it their in ancient times; although some sailors own. These untrained sailors can use their might survive by clinging to wreckage, Boarding new ship, but they suffer a +4 penalty on there will not be enough survivors to form Sailors can grapple enemy vessels when- all DL checks. another unit. When a ship is afire or ever their ships are within one inch of Ancient mariners often tried to disrupt otherwise endangered, its crew will proba- each other. If both captains agree to grap- their foes by blowing trumpets in an at- bly try to board an enemy ship, capture it, ple, the attempt automatically succeeds. tempt to drown out the enemy captain’s and escape. When friendly ships try to Otherwise, the grappled ship has a 25% orders. This can work whenever ships are rescue sailors, use either the grappling chance of escaping, as per page 55 of the within 1” of each other. While the trum- and boarding rules in the 1st Edition DMG 1st Edition DMG. The attacker may break peters blow, they penalize all DL checks (page 551 or the guidelines under “Board- contact whenever he desires, unless the by one point per 10 hornblowers. This ing” herein to determine how many sailors defenders grapple his ship. Once grappling penalty applies both to the enemy’s ship cross from ship to ship. Once a ship has occurs, push the two ships straight toward and to the trumpeter’s own! been “destroyed,” it requires 3-18 rounds each other, without turning either one. There is often only one way for primi- to sink below the water. When they make contact, measure the tive ships to communicate: They must area where the ships touch to determine physically contact each other, so that Artillery and archery the attacker’s frontage. Every ¾” allows captains can shout from ship to ship and Archery is resolved using the standard one boarding figure to attack. For exam- be heard over the crashing sea. Historical BATTLESYSTEM rules. The wooden fortifi- ple, if the frontage is 1½” long, two man- navies sometimes fought battles long after cations of a ship’s “castles” give their size figures can invade. A minimum of one their kings had made peace, because there archers a +3 bonus to armor class. An figure can always board. When galleys was no way to recall a fleet. For complete extra missile-armed skirmish figure could attempt to board taller ships, the galley realism, you could rule that players may be placed in a sailing ship’s masts, al- crew suffers a +1 to its AR, while the not talk with each other during naval though heavy crossbows cannot be re- defenders gain a -1. BATTLESYSTEM encounters, unless they loaded in rigging. The elevated positions of In boarding raids, any unit that fails sail their ships into contact or use magic. castles and rigging allow figures there to morale surrenders, because there is no This rule makes magical communications shoot over the heads of their allies on the room for routs or open formations. Once devices priceless. It also presents interest- deck, without resorting to indirect fire. all defenders have died or surrendered, ing strategic decisions, in which captains Note that the normal movement restric- the attackers own the defenders’ ship. must choose between taking immediate tions for troops using missile weapons The defenders of each ship can usually action or conferring with their allies. (BATTLESYSTEM rule 10.4) do not apply, surround intruders. Assume that the However, it requires great self-restraint since archers can stand still while their defenders can pit two figures against from the players. If you wish, you may ship maneuvers. The effects of archery every one attacker, if enough warriors are ignore this rule and assume that ship fire on a ship are divided between its crew available. The ship’s castles allow extra crews communicate with some form of and marines, as per the normal AD&D defenders to thrust tridents or spears at semaphore, torch, or blinker code. These BATTLESYSTEM rules. . When any corner of the systems did not exist in the historical Artillery can be treated normally against boarders’ frontage is within 1” of the Middle Ages, but they may have been crew on enemy ships. When ships fire victim’s prow or rear, troops in that castle invented in a fantasy world. artillery at other ships, ignore the rule may join the melee. that catapults always strike against AC 0 Combat and damage and ballista against AC 10. Ships are such Ramming Ships can be damaged in battle by the large targets that catapults have a reason- Rams are formidable in mass formations. use of artillery, spells, fire, drills, and the able chance of hitting them, while more When fleets crowd together in constricted like. Artillery can be directed at either a accurate ballista bolts often rebound from waterways, one ramming charge can sink ship or its crew for attack purposes; attack wooden hulls. Armor classes for ships are a navy. bonuses and damage against characters given on Table 1. Ramming attacks occur during the are given in the 1st Edition DMG, pages Use the Siege Attack Values table on movement phase. The attacker must move 108-109 (see also “Artillery and archery”). page 109 of the 1st Edition DMG to deter- at least two-thirds of its normal movement Each vessel must be in one of three mine the hull-point damage done against rate straight forward, and the attacker states: normal, crippled, or destroyed. wooden ships, if the BATTLESYSTEM CRT must strike an enemy ship’s side. Assume This status is determined by the number is not used (ballistae have no effect on a that a ram does 5d6 hp damage, or 12 hull of structural points a ship loses from a ship’s hull). To determine artillery damage points. You can also determine ram dam- given attack. When a ship loses half its to ships using the BATTLESYSTEM CRT, age with the normal BATTLESYSTEM CRT structural points, it has been crippled. If a assume that a light catapult or mangonel table, reading results as 2d12 hull points vessel loses all its points or is crippled inflicts 1d6 hull points damage; a heavy damage. A ram’s AR equals 30, with the twice, it sinks. A crippled ship cannot catapult, 1d10; and a trebuchet, 1d14. Few crew’s DL rating subtracted from that. move above half speed, and it requires ships can mount even a light catapult. Thus, if the crew’s DL rating is 16, the twice as long to perform any turn. When Heavier artillery engines must always be ramming AR is 14. The victim of a ram is several ships are attacked together, and based onshore. forced backward 1” for every three hull

12 JANUARY 1991 points of damage suffered. The rammed with burning , such as the “fire another fire attack had been made on ship goes straight back from the ram, ships” used by England against Spain’s Table 4. All fire damage is cumulative. If a possibly colliding with other vessels. Every Armada, and attacks by fiery piles ship takes three points of damage from ship involved in a crash suffers half the dropped with tongs by aerial enemies. fire, then takes another two, the crew damage that the ram attack caused, so the Assume that unpiloted “fire ships” drift at must spend two rounds fighting the fire. ship that was rammed first takes addi- half their normal speed in the direction of Furthermore, if the ship had only 10 hull tional damage from a secondary collision. the wind. Roll on Table 4 once for every points, the combined five points of hull Ramming leaves the attacker in contact enemy figure firing flaming arrows or for damage will cripple her. with the defender. Unless the rammer ever 5 HD of magical fire used against a pulls away as soon as possible, it may be ship. Lightning does only half the burning Natural enemies boarded. If the victim sinks, the rammer damage of fire. When a burning ship Winds and water can ruin a ship as must spend the rest of the round doing grapples an ordinary one, there is a 10% surely as a ram. In stormy weather, each nothing except pulling away, to avoid chance per BATTLESYSTEM game round ship must check for wind damage at the being dragged under. Only galleys nor- that the new ship will also suffer a fire beginning of the (or game) and once mally mount rams; Viking-type longships attack. This applies to friendly rescuers every 10 BATTLESYSTEM game rounds seldom carry them. A ship without a ram and to enemies. thereafter. Wind damage cripples normal may nonetheless drive itself into an en- Only an extremely advanced navy ships and sinks damaged ones. There is a emy, inflicting half ramming damage on should possess “Greek fire.” For game 10% chance of wind damage at wind both the attacker and victim (it may still be purposes, assume that this substance can speeds of 32-38 MPH, a 30% chance at useful for huge ships facing rowboats). be projected only 2’ but always hits its winds of 39-63, a 60% chance at winds of Rammers can also drive directly at a gal- target. The victim suffers one roll on Table 64-103 and a 90% chance at winds of 104 ley’s prow, then turn and shear off its 4. Greek fire can also be sprayed on the and up. Galleys and rowboats have double oars, crippling the enemy. A DL check water; each shot covers a rectangle normal chances of being damaged. must be made for the attacker; if the 1” × 3”) burning for 1-4 BATTLESYSTEM The sea itself waterlogs galleys. If these check fails, the attacker’s oarsmen left game rounds. Any ships that enter these ships are not taken ashore to dry each their own oars out, and both attacker and pools of flame suffer the effects of one night, they suffer double the normal turn- defender are crippled. (A defender can attack on Table 4. ing penalty. For this reason, galleys seldom make a DL check to have its oars shipped When a ship loses all its hull points to conduct blockades. Viking longships are an to avoid shearing.) Shearing leaves the fire, it burns uncontrollably. The Ship’s exception to both of these rules, being as ships in contact unless the attacker has Burning Time table on page 55 of the DMG seaworthy as any ship. enough movement left to escape. shows how long the passengers have to DMs may also choose to place whirl- escape. If no friend can rescue them, they pools, icebergs, seaweed, reef mazes, and Fires will probably try to board an enemy ship other hazards on the oceanic battlefield. Fires can divert a boat’s crew or engulf and capture it. Lesser fires still require the Islands, shorelines, and hidden coves can an entire ship. When catapults hurl burn- full attention of all crewmembers and conceal ambushers and influence an ene- ing shot, use the BATTESYSTEM CRT and marines for a length of time shown on my’s maneuvers. The exact effect of these treat damage as 1d10. Then round the Table 4. Even if a fire is too small to cause perils depends on the scenario, but you result up or down to correspond to one of damage, the crew must stop it. The crew may assume that collisions with under- the damage entries on Table 4, and cross cannot move the ship or fight while extin- water objects automatically cripple a ship. reference to determine how long the fire guishing flames. In any BATTLESYSTEM Fog has all the effects listed in the burns. game round in which fires are neglected— BATTLESYSTEM rules and can also cause Other fire attacks can be resolved by a the crew must repel boarders, for ships to collide. When any two ships cross roll on Table 4. This includes collisions example—the ship suffers damage as if each other’s path in fog, their crews must-

DRAGON 13 Table 1 Ship Statistics Table

Length Width Crew Marines No. figures Maximum Ship AC (game inches) (game inches) (no. figures *) (no. figures *) per castle * * artillery * * * Rowboat 0 ½-1 1/8-½ 1 1 Barge, small 3 ½-1 ¼-½ 1 1 1 ballista Barge, large 3 ¾-1 ¾-1 1 2 1 ballista Galley, small 5 3-4 ¼-½ 17 3 1 4 ballistae Galley, large 5 4-6 1 23 7 1 8 ballistae Merchant, small 0 4-5 1-2 3 12 2 8 ballistae, 4 catapults Merchant, large 0 6-8 2-3 3 31 3 12 ballistae, 6 catapults Warship 1 3-4 ½-1 2 15 3 9 ballistae, 5 catapults

* This assumes man-size figures with ¾” bases; the number given is the maximum number of figures that can fit on the ship. If the battle is fought any distance from land, larger ships will probably have far fewer marines on board, since they will also be carrying food and water. You can plan ship logistics using Katharine Kerr’s article, “An Army Travels On Its Stomach,” from DRAGON issue #94. * * This statistic indicates how many figures can fight from each of a ship’s defensive castles. All ships have two: one foreca stle on the prow, and one aftcastle on the stern. Thus, a warship can place three marine figures in its forecastle and three more at the st ern. This does not increase the total capacity of the craft, as these troops must come out of the ship’s normal complement. Combat in the castles is described under “Archery” and “Boarding.” * * * Catapults are light catapults (mangonels). Most ships have less artillery than this figure, and longships carry none.

Table 2 Ship Movement Table

Turning Wind speed (MPH) Ship penalty 0 1-12 13-24 25-38 39-63 64-103 104+ Rowboat ¼ 3 9 12 13 13 14 17 Barge, small 1 1/3 3 9 12 13 13 15 16 Barge, large 2 1 4 7 8 8 9 10 Galley, small 2/3 15 15 15 15 15 15 15 (with sail) 2 15 27 33 41 42 44 50 Galley, large 1 1/3 12 12 12 12 12 12 12 (with sail) 4 12 21 24 33 35 36 43 Merchant, small 1 1/3 1 15 21 23 24 26 31 Merchant, large 2 — 9 15 16 17 20 23 Warship 1 1 13 19 20 21 22 23

* This number equals the fraction of a ship’s movement rate that must be forfeited to change direction. Therefore, a rowboat can turn and still have half its movement left, while a large barge requires two whole rounds to turn.

Table 3 Table 4 Points of Sail Table Fire Attack Table*

Required wind speed Hull-point Time to Angle to wind Maneuver (MPH)* 1d100 damage extinguish * * 1200 Tacking 8-46 01-15 1 — 900 Reaching 8-54 16-25 2 1 60° Broad reaching 4-72 26-35 3 1 300 Running free 1-82 36-53 4 2 0° Running before the wind 1+ 54-64 5 2 65-75 6 4 * Thus, a ship can run before the wind with any breeze at all, but tacking is impossible 76-86 7 4 in winds of under 8 or over 46 MPH. 87-96 8 8 97-98 9 8 99-00 10 16

* Adapted from pages 54-55, 1st Edition DMG. * * Time in BATTLESYSTEM game rounds. Continued on page 24

14 JANUARY 1991

Send your PCs on a fishing trip they’ll always remember by Tim Malto NO. OF ATTACKS: 1 Giant Archerfish DAMAGE/ATTACKS: 2-8 Not many campaigns take place in a SPECIAL ATTACKS: Water jet, swallows watery environment. But a party will CLIMATE/TERRAIN: Tropical/large fresh- whole occasionally undertake a short voyage by water lakes SPECIAL DEFENSES: Nil boat, simply to get from point A to point B FREQUENCY: Uncommon MAGIC RESISTANCE: Nil How does a DM get the PCs’ feet wet with- ORGANIZATION: Solitary SIZE: L (9’ long) out introducing a tribe of koalinths, some ACTIVITY CYCLE: Day MORALE: Steady (11) seawolves, or something worse? These DIET: Carnivore XP VALUE: 420 two creatures can bring the PCs into the INTELLIGENCE: Animal water in ways they least expect. TREASURE TYPE: Nil The giant archerfish is a silvery creature ALIGNMENT: Neutral with heavy jaws, giving it a squared-off NO. APPEARING: 90%: 1-3 adults; 10%: look when seen head on. This is due to 5-20 young two powerfully muscled water bladders, ARMOR CLASS: 6 one on either side of the head. Behind the MOVEMENT: SW 20 head, the body narrows quickly to a HIT DICE: 3 + 3 streamlined shape with a powerful tail. THAC0: 17 The water bladders can generate a wa- ter jet once per three rounds, fired from the fish’s mouth, with a range of 30’. Used by a full-grown specimen, the jet can knock a human from the deck of a ship or out of a ship’s rigging. A target is treated as AC 5 regardless of actual armor class, A free-standing victim is knocked backward by the force of the jet; for every 20 lbs. less than 200 lbs. he weighs, he is forced back 1’, and any victim under 200 lbs. must make a dexterity check on 4d6 to remain standing (the point is moot for a victim hurled from a ship). If the victim is grasping a support or is braced, he must make a strength roll on 3d6 to avoid being, knocked back. A saving throw vs. paralysis must be made to continue grasping any hand-held item. An attack roll of 20 indi- cates that the victim is stunned for 1-3 rounds by the force of the jet. Once a victim is in the water, he is sub- ject to a bite attack similar to a shark’s, On a natural roll of 20, the archerfish will swallow whole any victim the size of a or gnome. A swallowed character can cut his way out if he inflicts enough damage to the AC 10 interior of the fish to slay it, but he can do so only if he has a dagger or knife in hand. Meanwhile, the character suffers 1 hp damage per round due to digestive acids, and he has no air to breathe. It should also be noted that, once in the water, a victim loses all armor-class bonuses due to dexterity unless he is wearing a ring of free action or similar magical item, and shields cannot be used.

16 JANUARY 1991 These fish seldom come together except The streamer can be folded down tightly These fish can be found in any warm, to spawn. Eggs are laid on the sea bottom against the body, leaving a ridge that the shallow ocean. They are fiercely territo- and fertilized there. Those eggs not de- fish uses in swimming. rial, each staking out an area of one voured by other predators hatch in 3-4 Nocturnal by nature, this fish rises to square mile near a shipping lane and stay- weeks. The young remain together in a the surface at night to hunt. It deploys its ing with it until prey no longer passes by. school, ranging from 5-20 individuals, until dorsal fin and floats with its head down They come together only to mate; the male they reach the length of about 3’; then and tail relaxed. Upon hearing the ap- then leaves while the female carries the they separate. Young archerfish have these proach of potential prey along a shore or fertilized eggs in her body until they statistics: AC 7; MV 18; HD 1+1; THAC0 in a boat, it wiggles its body and flutters hatch. She then gives birth to up to 25 19; #AT 1; Dmg 1-3; SA none effective; SZ its dorsal fin in such a way as to mislead a young that swim rapidly away to avoid 1-3’; XP 35. viewer into thinking that a woman, either being eaten by their parent. Young giant The water jet is usable upon hatching. human or , is drowning. (The DM damselfish seem to gain their taste for These fish cruise near the surface and should secretly roll intelligence checks on human and demihuman flesh at adult- track prey by sight, following long enough 1d20 for the characters if anybody be- hood, which is when the “damsel” fin is to orient on course and speed. Then they comes suspicious. Any character who fails fully developed and the “fishing” instinct break the surface in a jump and squirt his check is deceived by the ploy.) appears. (Sages speculate that an Arch- their jets to bring down large insects, Once a victim swims within 10-15’, the Mage or higher power was involved in birds, and small water-dwelling animals. giant damselfish lets its “lady” sink convul- their creation.) Adult giant damselfish are The school of young is cooperative in this sively into the water. It then folds back the also highly aggressive and try to eat any hunting style until the individuals reach dorsal fin and lunges at its victim with its creature that comes near them. While this adulthood, when the victims rarely pro- head. If the ram is successful, 1-4 hp dam- ploy usually ensures a hearty meal of vide enough food for the entire school age are done to the victim. The fish then other fish, it’s usually a disaster if the (hence the break-up). The water jets of makes a second attack roll (at +2 to hit) in other creature is a shark. young giant archerfish do not endanger the same round to do 1-4 hp biting dam- Damselfish do not collect treasure, characters, and they cannot swallow char- age. It will subsequently circle and ram though an occasional valuable item may be acters whole, though they could consume whenever it sees a chance. Should the fish found in the stomach of a dead fish. Nor sprites or brownies. miss its lunge, it cannot bite. A natural roll are these fish edible, being exceedingly These fish are not territorial and travel of 20 on a ram indicates the victim is tough and possessing a very strong taste. to any place they can take down prey. stunned for 1-3 rounds, during which time The one reason they are occasionally They eat people only if such are available. the fish will automatically hit with its ram- sought after is for their dorsal streamers, In a pinch, giant archerfish are known to and-bite routine twice per round (for a which can be used as a component in scavenge the bottoms of their shallow seas total of 4-16 hp damage per round, with certain illusion/phantasm spells (any that or large lakes. no further chance of stunning until the use the fleece needed by a phantasmal Giant archerfish have no interest in victim recovers). force spell). treasure, though an occasional item may be found in the stomach of a slain fish. They themselves are not good to eat, nor do they have any body parts known to have practical use (except as bait to catch other fish). Nor is there any use for them as components for any known spells, Artwork by Thomas Baxa

Giant Damselfish

CLIMATE/TERRAIN: Tropical and temperate/saltwater oceans FREQUENCY: Uncommon ORGANIZATION: Solitary ACTIVITY CYCLE: Night DIET: Carnivore INTELLIGENCE: Animal TREASURE TYPE: Nil ALIGNMENT Neutral NO. APPEARING: 1-2 ARMOR CLASS: 5 MOVEMENT: SW 18 (lunge 30) HIT DICE: 2+4 THAC0: 17 NO. OF ATTACKS: 2 DAMAGE/ATTACKS: 1-4/1-4 SPECIAL ATTACKS: Stunning ram SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (7½‘) MORALE: Steady (11) XP VALUE: 120

This fish has a bony head and a slim, dull, dun-colored body. A specially modi- fied dorsal fin trails a streamer that vaguely resembles a humanlike female.

DRAGON 17 Spells for aquatic clerics in the AD&D® game

by Randy Maxwell Artwork by Robert Klasnich Creating viable NPC priests and shamans unholy silt each. Holy silt performs pre- guards and servants. Lacedons are terrible for underwater societies is often difficult cisely as holy water with regard to water-dwelling ghouls, and ships for DMs attempting to run oceanic undead, creatures from the lower planes, wander the seas, troubling both surface AD&D® campaigns. What spells and magi- or creatures whose primary purpose is the and underwater denizens. Therefore, as cal items are available to underwater promotion of evil. Unholy silt may likewise they often have ample need and opportu- priests and shamans? What about holy be used against paladins or creatures nity to do so, the sea-priest turns undead water and spell components? While many whose primary purpose is to defend good. as any priest can do. of the priest spells listed in the AD&D 2nd Holy/unholy silt can be used as a material Edition Player’s Handbook are as useful component for a spell, as such it is used Sea-priest spells underwater as they are on land, sea- exactly like holy/unholy water. However, a When selecting spells for a sea-priest, dwelling priests have little or no use for pouch of holy/unholy silt cannot be used consult Table 1 herein. When the sea- other spells used by their land-based as a grenadelike missile if hurled under- priest casts a spell, the spell-casting at- counterparts. water. It is most commonly used in hand- tempt is made precisely the same under- However, DMs can make up for this lack to-hand combat. The pouch is opened water as on land with regard to range, of useful spells by assuming that the dei- directly over an opponent, and the holy/ duration, casting time, area of effect, and ties of the sea-dwelling peoples grant unholy silt pours down in a 1’-diameter, saving throw. altered versions of certain standard spells 10’-tall shower. This does 2-7 hp of acidlike However, in many cases, the material to help their sea-priests and worshipers damage to affected creatures caught in the components for a spell are quite different survive. The deities of the locathah, mer- silt. Unless used as a material component for a sea-priest than a land-priest. While a men, ixitxachitl, tritons, and sahuagin are for a spell, the holy/unholy silt will hang in holy symbol is a holy symbol, regardless of detailed in the 1st Edition the water for only one round before being the type of priest, it is obvious that a triton and Legends 6 Lore. The tritons are more rendered inert. Holy/unholy silt is in- or locathah will not be able to obtain such mysterious, and all that is known is that stantly contaminated and rendered use- things as burning incense, oak leaves, they serve a god named Triton. less, whether it is being used as a material thistledown, etc. As stated earlier, holy silt Sea-priests are primarily clerics. How- component or not, if it comes in contact replaces holy water. Likewise, other mate- ever, many of the underwater races are with air (including an airy water spell). rial components used by the sea-priests neutral in alignment and might take a Scrolls: It is almost impossible to use reflect the nature of their aquatic habitat naturalistic, druidic approach to matters. paper, papyrus, or vellum scrolls in the while retaining some logical (but not nec- Like the normal druid, the sea-druid underwater realms. Sea-priests, therefore, essarily obvious) connection to the spell in wishes to protect the unspoiled nature of use specially prepared shells. These shells question. For example, a sea-priest casting the sea from those who would pollute the are often worn as jewelry and appear to an air walk spell may use the fin from a waters, over-fish the oceans, or hunt crea- be nothing more than amulets or simple flying fish for the material component tures like whales to extinction. It is up to decorative shells hung from a necklace or rather than the bit of thistledown as de- the individual DM whether to allow sea- belt. Any type of shell can be used, but it scribed in the PHB. On the other hand, druids into the campaign. If allowed, the must be of a sufficient size for a spell to be when casting a moonbeam spell, a sea- class must be given a complete overhaul to etched on its surface using a special piece priest may substitute a sea plant for the suit the underwater wilderness and abili- of coral, shark tooth, whale bone, etc. The moonseed plant, but the spell may still ties of the aquatic races. etching device used depends on the require (at the DM’s option) a piece of The AD&D 2nd Edition game’s Mon- priest’s mythos and ethos. Shell spells moonstone. DMs need only substitute sea strous Compendium sets limits for the work exactly the same as scroll spells with plants for land plants, and powdered maximum levels of the various sea-priests. regard to spell level, spell failure, casting shells of can be substituted for , However, when a DM is creating a sea- time, etc. Once the spell is cast, the etch- chalk, or sulfur. Ground or powdered priest NPC, he has the option of creating ing is reduced to meaningless scratches. coral of various colors can be substituted exceptional characters by using Table 8, The shell can be reused if the scratches for gold dust or any metal dust, while under “Exceeding Level Limits,” on page 15 are polished off. pearls and the organ-gems of urchins (see of the 2nd Edition ’s Besides shells, sea-priests may use or the MC) may be substituted for gems. Guide. (For convenience, DMG, PHB, and construct other magical items based on One interesting fact about many water- MC will be used hereafter for references the items’ applicability and availability in dwelling creatures is their highly devel- to the 2nd Edition Dungeon Master’s the underwater world. Pearls of wisdom oped senses of smell. For spells requiring Guide, Player’s Handbook, and Monstrous will be more plentiful than, say, brooches burning incense as a material component, Compendium.) of shielding or scarabs versus golems. In the sea-priests may use scented oils in- addition, even if they are available, certain stead. Scented oils are especially pungent, Priests beneath the waves items have little or no use underwater, having the consistency of cod liver oil, and Sea-priests serve the same functions as such as magical boots, bowls, braziers, (not surprisingly) smell very “fishy.” The their land-dwelling cousins: They use their candles, censers, and dusts. However, sea- oils are released into the water. powers and abilities to protect and serve priests may possess alternative magical the community. However, due to the items that duplicate the effects of items Using sea-priest spells aquatic environment in which he dwells, used on land, such as sand of choking, silt Other than material components, some the sea-priest must change or adapt cer- of illusion, etc. sea-priest spells are completely unchanged tain standard religious articles and items. Combat and weapons: The sea-priest from their descriptions in the PHB. Spells Holy/Unholy water: A sea-priest does not uses the weapons and armor normally such as cure light wounds, detect lie, and use holy/unholy water; containers of the used by his race; e.g., a locathah cleric will restoration are used by a sea-priest in precious liquid would immediately be use either a lance, crossbow, trident, or precisely the same manner and in the contaminated and rendered useless if short sword; triton clerics use tridents or same circumstances as a priest on land. opened underwater. Instead, a sea-priest long spears, etc. (see the MC for details on Just as land-based person may dive into uses holy/unholy silt. The silt is the sand, the arms and armor used by the sea- water to escape swarming insects, the sea- powdered coral, or powdered rock from dwelling races). As always, DMs have the priest can use air walk or wind walk to an especially holy or unholy site belonging final say on what arms are allowed and escape waterbound opponents. to the sea-priest’s mythos. The silt is care- may limit the selection to nets or spears. While many of the sea-priest’s spells are fully prepared and filtered to remove all Undead haunt the seas just as they do on no different than those used by land-based impurities. It is then placed in special land. Evil sea-priests and sea-wizards clerics, the circumstances in which a spell pouches that hold about 1 lb. of holy/ create skeletons and zombies to act as is used or the application of a spell is often

DRAGON 19 quite different. Warp wood and turn wood all tricks must be taught within one month worthiness check need be made. If the spells, for instance, are much more likely of acquiring the fish. During this month, water devil is unable to sink or capsize the to be used as an offensive attack on ships the fish will not harm the caster, but if the vessel on the initial attempt, then succes- rather than a defense against wooden fish is left alone for more than one week, sive attempts fail automatically. The water missiles or weapons. For a sea-priest, it reverts to its normal state and acts ac- devil has no power to disperse the ink dispel magic is an extremely effective spell cordingly. The material components are cloud left by a giant squid or kraken. against underwater opponents requiring the caster’s holy symbol and a piece of However, it is able to hold at bay liquid water breathing or free action spells. In food the fish likes. creatures (e.g., slimes, oozes, and jellies, the sunless depths, faerie fire is deadly as Detect snares and pits has little use including jellyfish) or push them away the fearsome predators are attracted to underwater and is replaced by detect nets. from the caster. A spell-caster hit by his the light. Entangle can be extremely trou- The area of effect remains the same, a own water devil while casting another blesome for those it traps in a forest of 10’ × 40’ area. The spell-caster is able to spell must make a saving throw vs. spells seaweed and whose time underwater is detect any net constructed of nonmagical to keep his concentration or the spell is limited by a water breathing potion or material in the area of effect. The spell- ruined. Any creature to the elemen- spell. Part water is an excellent defensive caster can scan and detect nets in an area tal plane of Water—even another water spell, putting a barrier of air between the the size of the area of effect every two devil—can disperse a water devil with a sea-priest and pursuers. rounds for the duration of the spell. The single hit. In addition to their applications, such spell is directional: The caster must face Speak with animals is replaced for the spells as earthquake and commune with the desired direction to determine if a net sea-priest by speak with fish. The spell nature are changed slightly. Thus, the is placed in that direction. Otherwise, the enables a sea-priest to comprehend and Earthquake Effects table on page 233 of spell performs as detect snares and pits. communicate with any normal or giant- the PHB remains unchanged. However, Invisibility to animals becomes invisibil- sized fish of zero (non-) intelligence. Other- creatures do not “fall” into chasms created ity to fish when used by a sea-priest. The wise, it operates the same as speak with by the earthquake; they are “pulled” in by spell makes one creature touched per level animals with regard to cooperation, eva- inrushing water. In the case of the com- of the sea-priest become totally undetect- siveness, or inanity on the part of the mune with nature spell, a sea-priest will able to normal and giant-sized fish. Sea creature involved. The speak with fish want to “know” the sea plants, sea crea- mammals (e.g., dolphins, whales, sea ot- spell is ineffective on sea mammals, mon- tures (fish, mammals, or fantastic), or the ters, etc.), fantastic creatures (e.g., kra- sters, or other sea creatures with an intel- general state of the underwater environ- kens, sea hags, eyes of the deep, etc.), and ligence greater than zero. ment just ahead. fishlike creatures with an intelligence Spiritual trident functions the same as Sea-priests do not have access to a wide greater than zero (non-) are unaffected by spiritual hammer in terms of targets, variety of spells. Some spells are either this spell. The material component is kelp, range, magical bonuses, caster concentra- impossible to cast underwater, such as call rubbed over the recipient. tion, and opponent’s magic resistance. woodland beings and the fire-based spells, Locate fish or plants replaces locate However, damage done is 2-7 hp vs. oppo- or are completely useless, such as create animals or plants in the sea-priest’s spell nents of man-size or smaller, and 3-12 hp water trip, or transmute water to dust. In repertoire. The spell enables the caster to vs. larger opponents, plus the magical some cases, the land-based spells duplicate find any fish or sea plant using the same bonus. The material component for this an ability that occurs naturally under- guidelines on the general frequency of a spell is a trident that the sea-priest must water, such as pass without trace. If a spell subject as given for locate animals or hurl toward opponents while uttering a is not listed on Table 1 herein, sea-priests plants. The spell enables the caster to find plea to his deity. do not have access to the spell in either only fish, not sea mammals or fantastic As the wyvern does not exist under- normal or altered form. creatures. water, the wyvern watch spell is replaced Purify food is the same as purify food by manta ray watch. Manta ray watch Altered spells and drink, only it has no affect on water functions the same as wyvern watch in all Some spells on the sea-priest spell list or liquids of any kind. The spell purifies aspects, except that the insubstantial form have been altered from their standard (or putrefies, in reversed form) food only. brought forth by casting the spell resem- forms given in the PHB. The changes made Holy/unholy silt is unaffected by this spell. bles a manta ray. in these spells are merely the transforma- 2nd Level: Shellskin replaces barkskin. 3rd level: Create food and water be- tion of what is logically available or When a sea-priest casts this spell upon a comes simply create food for the sea- needed on land to what is logically availa- creature, its skin becomes as tough as crab priest. The create food spell brings forth ble or needed underwater. Unless other- or lobster shell, increasing its armor class appropriate kinds and amounts of food as wise stated, spells retain the same sphere, to AC 4, plus one point of armor class for described for the create food and water- range, duration, casting time, area of every four levels of the sea-priest: AC 3 at but does not cause any water or liquid of effect, saving throw, and material compo- 4th level, AC 2 at 8th, and so on. The any kind to appear. nents as presented in the PHB. material components for this spell are the Hold animal becomes hold undersea 1st Level: The fish friendship spell sea-priest’s holy symbol and several pieces animals for sea-priests. The spell works usurps animal friendship’s place on the of crab or lobster shell. the same as hold animal with regard to sea-priest’s list of spells. The area of effect Sea-priests use water devil in lieu of the number of creatures, saving throws, dura- is one fish, the spell being ineffective on dust devil spell. The water devil created tion of spell, etc. Normal or giant-sized sea mammals such as dolphins or whales. by this spell is actually a weak water ele- fish, crustaceans, and reptiles are affected, The fish friendship spell allows the spell- mental (AC 4; MV 6, SW 18; HD 2; #AT 1, but not monsters such as eyes of the deep caster to show any fish with zero (non-) Dmg 1-6; hit by normal weapons; AL N). or sea mammals such as dolphins. The intelligence that he desires friendship. The On the surface of the water, a water devil weight restrictions for the hold undersea fish is handled as if it were an animal for appears as a small wave about 3-4’ high animal spell are: 400 lbs. (100 lbs. for non- the animal friendship spell with regard to and 5’ wide, but it is completely invisible fish) per fish per caster can be affected; its saving throw, reaction to the spell- underwater. It moves as directed by the e.g., an 8th-level caster can affect up to caster, detection of ulterior motives, num- cleric, but it dissipates if it is separated four 3,200-lb. fish or a like number of 800- ber of hit dice, alignment, etc. The from the sea-priest by more than 90’ or if lb. reptiles or crustaceans. spell-caster can teach the befriended fish a the sea-priest fails to keep his concentra- Speak with dead is as given in the PHB, maximum of 1-4 simple tricks or tasks, tion. When a water devil is used to attack but when cast by a sea-priest the spell such as “attack” or “fetch.” Each task re- a ship, a seaworthiness check is made (see functions underwater. The material com- quires a training period of one week, and Table 77, page 126, DMG). Only one sea- ponents are the sea-priest’s holy symbol

20 JANUARY 1991 and scent-oil. barnacles. For example: A caravel has a plague must leave the water or be within As insects are unavailable underwater, base movement rate of four and a seawor- the area of effect of an airy water spell to the sea-priest uses the summon crusta- thiness of 7.0%. If two barnacles on its side be free of the crustaceans. The material ceans spell rather than summon insects. are suddenly enlarged, the ship’s base components are a crab or lobster claw and The summon crustaceans spell attracts a movement rate becomes one (4 2 = 2 for a small piece of fish. swarm of normal crustaceans to attack the the first barnacle, then 2 2 = 1 for the 6th Level: Fish summoning III is much foes of the caster. The crustaceans include second barnacle), and its seaworthiness is the same as fish summoning I and II, ex- lobsters, crabs, shrimp, and barnacles. reduced to 50%. If the ship fails its sea- cept this spell allows the summoning of up The damage done by the crustaceans and worthiness check, it means the enlarged to four fish of no more than 16 hit dice, effects on a victim’s attack rolls, armor barnacles have either capsized the vessel eight fish of no more than eight hit dice, class, and spell-casting are the same as for or caused it to ride so low in the water or 16 fish of no more than four hit dice the summon insects spell. The crustaceans that the waves swamp it. each. As with fish summoning I, the caster have a movement rate of 4. The crusta- Hallucinatory forest retains its name for may try three times to summon three ceans disperse and the spell ends if the the sea-priest. The forest produced when different types of fish, and only normal or victim is able to enter an air-filled area or a sea-priest casts this spell is an illusory giant-sized fish can be summoned. Spell outswim the swarm. The material compo- forest of seaweed. The illusory seaweed range, creature actions, and the chance of nents needed for the spell are the caster’s appears to be perfectly natural and is a creature type being within range are the holy symbol and a crab or lobster claw. indistinguishable from real seaweed. Un- same as for animal summoning III. The frond spell is to the sea-priest what like the normal hallucinatory forest, there Anti-fish shell is far more appropriate to the tree spell is to the land-based priest. is no guarantee that anyone or anything the underwater world than the anti-animal Frond performs exactly as tree with re- will detect the sea-priest’s hallucinatory shell. By casting this spell, the sea-priest gard to the caster’s armor class, hit dice, forest for what it is. There is a 5% chance brings into being a spherical (or hemi- and abilities while transformed. By means per intelligence point of a creature view- spherical, if standing on the sea floor) of the frond spell, the sea-priest can as- ing the illusion that the viewer will recog- force field that prevents the entrance of sume the form of a large frond of sea- nize it as an illusion (e.g., non-intelligent any sort of living creature that is wholly weed, kelp, sea lettuce, or even red algae. creatures have no chance of seeing the or partially fish (excluding strongly magi- The material components for the spell are hallucinatory forest for what it is, while a cal or extraplanar creatures). Thus, a the caster’s holy symbol and a small piece creature with an 18 intelligence has a 90% shark, a hippocampi, or a merman would of the plant the caster wishes to imitate. chance of seeing it as an illusion). be kept out, but a dolphin, an undead 4th Level: Fish summoning I replaces Repel crustaceans is the sea-priest’s mammal, a dragon turtle, or conjured animal summoning I on Table 1. By means version of the repel insects spell. The spell creatures could pass through the magical of this spell, the caster calls up to eight creates an invisible barrier to all sorts of barrier. The spell requires the caster’s holy fish that have four hit dice or less, of crustaceans. Normal crustaceans will not symbol and a small sea anemone. whatever sort the caster names when the approach within 10’ of the caster. Giant The conjure fish spell is to the sea-priest summoning is made. The caster may try crustaceans with hit dice of less than one- what a conjure animals spell is to land- three times to summon three different third of the caster’s experience level are priests. The total hit dice of the conjured types of fish. The caster may only sum- also repelled. A crustacean with more hit fish cannot exceed twice the level of the mon normal or giant-sized fish, such as dice can enter the protected area if it rolls spell-caster. Guidelines for hit dice for the sharks, swordfish, barracudas, etc. The a successful saving throw vs. spells, but it conjure fish spell are the same as those for spell fails to summon sea mammals or takes 1-6 hp damage from passing the the conjure animal spell. Only fish such as fantastic creatures. Spell range, creature magical barrier. The spell does not affect sharks, tuna, swordfish, etc. may be con- actions, and chance of a creature type any other sea creature besides crusta- jured. Sea mammals and fantastic crea- being within range are the same as animal ceans. The material component of this tures are not conjured using this spell. summoning I. spell is a bib worn around the neck of the The difficulties in conjuring a fire ele- The giant crustacean spell is the sea- sea-priest. mental underwater are obvious. There- priest’s alternative to the giant insect spell. 5th Level: Fish growth is the same as fore, the conjure fire elemental spell is By means of this spell, the caster can turn animal growth; except that it affects fish changed to conjure water elemental. In one or more normal-sized crustaceans into only. The spell does not affect crustaceans, this case, it is 65% likely that an 8-HD larger forms resembling those in the MC. sea mammals, mermen, locathah, hippo- elemental appears, 20% likely that a 12-HD This spell works only on crustaceans. campi, or any other fishlike creature. elemental appears, 10% likely that 16-HD Starfish, jellyfish, and other types of small Fish summoning II is much the same as elemental appears, 4% likely that two to sea creatures are unaffected. Only one fish summoning I, only the spell allows the four uncontrolled and uncontrollable crustacean can be altered at one time (i.e., summoning of either more fish or fish water weirds appear, and 1% likely that a a single casting cannot affect both a barna- with a greater number of hit dice. The water elemental of 24 HD will appear. cle and a lobster), and all crustaceans spell summons six fish of eight hit dice or The heroes’ feast spell simply becomes affected must be enlarged to exactly the less, or 12 fish of four hit dice or less, if feast. When the sea-priest casts this spell, same size. The number of crustaceans, the such are within range. As with fish sum- he brings forth a great feast that serves as size to which they can be enlarged, and moning I, the caster may try three times to many creatures as the sea-priest has their statistics are the same as for the summon three different types of fish, and levels. Each underwater race has a differ- giant insect spell. only normal or giant-sized fish can be ent idea of what a magnificent feast would Note that barnacles are a special case for summoned. Spell range, creature actions, entail. Therefore, when a sahuagin casts this spell. Barnacles do no damage but are and chance of a creature type being this spell it would include delicacies such often attached to a ship’s side and bottom. within range are the same as animal sum- as dolphin fins, hippocampi or mermen If one or more of these barnacles is en- moning II. tail, kraken tentacles, etc. Tritons, on the larged by a giant crustacean spell, it slows The crustacean plague spell is used by a other hand, would balk at eating mermen the ship and may even sink it. For every sea-priest to perform the functions of the or hippocampi. Their feast would include ship-attached barnacle enlarged by a giant land-based insect plague. The crustaceans only favorite fish, shellfish, and seaweed crustacean spell, a ship’s speed is reduced include barnacles, crabs, lobsters; and delicacies. The feast requires the same by one-half (fractions rounded up) and its shrimp. The crustacean plague does dam- length of time to complete and has the seaworthiness is reduced by 10%. An age, obscures vision, disrupts spell-casting, same beneficial effects as the heroes’ feast immediate seaworthiness check is made and causes morale failure as per insect spell. The feast spell produces a sweet upon the enlargement of one or more plague. The victim of the crustacean caviarlike substance that produces the

DRAGON 21 Table 1 Sea-Priest Spell List

1st level 2nd level 3rd level 4th level 5th level 6th level 7th level

Bless Aid Animate dead Abjure Air walk Animate object Animate rock Combine Augury Continual light Cloak of bravery Anti-plant shell Anti-fish shell* Astral spell Command Chant Create food* Control temperature, Atonement Blade barrier Confusion 10’ radius Cure light wounds Charm person or Cure blindness/ Cure serious wounds Commune Conjure fish* Conjure earth mammal deafness elemental Detect evil Detect charm Cure disease Detect lie Commune with Conjure water Control weather nature elemental* Detect magic Enthrall Dispel magic Divination Control winds Feast * Earthquake Detect nets * Float * * Feign death Fish summoning I* Crustacean plague * Find the path Exaction Detect poison Find traps Frond* Giant crustacean Cure critical wounds Forbiddance Gate Endure heat/cold Heat metal Glyph of warding Hallucinatory forest* Dispel evil Heal Holy word Entangle Hold person Hold undersea Hold plant Fish growth* Part water Regenerate animal * Faerie fire Know alignment Inkjet* * Imbue with spell Fish summoning II* Speak with monsters Reincarnate * ability Invisibility to fish Manta ray watch* Locate object Lower water Moonbeam Stone tell Restoration Invisibility to undead Messenger Magical vestment Neutralize poison Plane shift Transport via plants Resurrection Light Obscurement Meld into stone Plant door Quest Turn wood Swarming doom* Locate fish or plants* Resist fire/cold Negative plane Protection from evil, Raise dead Wall of coral* Succor protection 10’ radius Protection from evil Shellskin* Repel crustaceans* Spike stones Weather summoning Sunray Purify food* Silence, 15’ radius Snare Speak with plants Transmute rock Whirlpool* * Symbol to mud Remove fear Siren song* * Plant growth Spell immunity True seeing Word of recall Transmute metal to wood Slow poison Prayer Starshine Wind walk Snake charm Remove curse Sticks to snakes Speak with fish* Remove paralysis Tongues Spiritual trident * Speak with dead* Warp wood Spike growth Water devil* Stone shape Wave * * Summon crustaceans* Withdraw Water breathing Water walk

* Altered version of a standard spell. * * New spell.

same effects as the nectarlike drink of the the swarming globe moves toward any CT: 5 Duration: 1 turn/lvl. heroes’ feast spell. The material compo- prey within 240’ at a rate of 3. This spell Save: Neg. AE: One creature or nent for this spell is the sea-priest’s holy inflicts damage and is reduced in size as object symbol and specially prepared fish eggs. per the creeping doom spell. A priest can place float upon his person, The sea-priest creates a wall of coral The reincarnate spell remains un- an object, or any single creature. The instead of a wall of thorns. The wall of changed. However, when a sea-priest casts priest can float a maximum of 200 lbs. per coral spell creates a barrier of hard, rough a reincarnate spell, use Table 2 herein level of experience. When cast, the spell coral with many razor-sharp edges. The rather than the one provided in the PHB. causes the priest, object, or creature to dimensions of, damage inflicted by, and float upward toward the surface of the duration of a wall of coral are the same as New priest spells water at a movement rate of 3. This move- wall of thorns. A passage can be battered The following spells are used primarily ment rate is in addition to or subtracted through the wall of coral in four turns. by sea-priests. However, any priest with from any other (e.g., a priest or creature 7th Level: The creeping doom spell is access to the appropriate sphere may be that normally has a swimming movement changed to swarming doom for the sea- granted the use of one or more of these rate of 12 can swim toward the surface at priest. When the swarming doom spell is spells. a rate of 15, or dive for the bottom at a cast, the sea-priest calls forth a swarming rate of 9). Horizontal movement is not mass of 200-1,200 (2d6 × 100) small crusta- Float empowered by the spell, but the recipient ceans, jellyfish, and sea urchins. The (Alteration) Reversible can still swim or be pulled laterally. Once swarming mass forms a globe about 30’ in Sphere: Elemental Level: 2 cast, the spell requires no concentration diameter. Upon command from the caster, Components: V,S,M Range: Touch and the caster can cancel it at will. If the

22 JANUARY 1991 are made for a wave cast by a 7th-level creature for every three levels attained Table 2 sea-priest. The -5% penalty is applied for (e.g., one at 3rd level, two at 6th level, Sea-Priest. Reincarnation Table every level after 7th level as well, so a three at 9th level, etc. seaworthiness check is made at a -20% The material component for this spell is 1d100 Incarnation penalty against an 11th-level sea-priest’s any large, empty sea shell. 01-03 Dolphin wave; which is 11’ high and travel for 390’ 04-08 Merman on the sea. The wave causes 1 hp damage Inkjet 09-12 Urchin (yellow) per level of the caster to any land-based (Alteration) 13-16 Locathah being struck by it if the wave rolls over- Sphere: Protection Level: 3 17-19 Sting ray land, but it does no damage to swimmers Components: V, S, M Range: 0 20-23 Urchin (black) on the open sea. CT: 1 Duration: Instant. 1 24-28 Vurgens Wave spells are unaffected by sea or Save: None AE: The caster 29-31 Triton weather conditions. Thus, a wave can be When cast, the spell gives the priest the 32-34 Pungi ray made to run at a right angle to or com- ability to jet away for one round at a 35-36 Swordfish pletely counter to the direction of any movement rate of 18 in the direction he is 37-40 Moray other waves. Wave spells affect the sur- facing, like a giant squid. The spell-caster 41-44 Urchin (green) face of the water only and have no more must be careful about his direction and 45-58 Same race as spell-caster affect on underwater creatures than natu- not accidentally jet into an obstruction. 59-61 Manta ray rally occurring waves. Jetting into a solid object, such as a coral 62-64 Jellyfish reef, the bottom of a ship, or into the sea 65-68 Urchin (red) Siren Song floor causes 3-18 hp crushing damage. 69-70 Ixitxachitl (Illusion/Phantasm, Enchantment/Charm) Jetting through plants, such as seaweed or 71-75 Urchin (silver) Sphere: Charm Level: 2 kelp, causes 2-8 hp damage from being 76-80 Shark Components: V,S,M Range: 300’ whipped by the fronds. If within 10’ of the 81-85 Sahuagin CT: 2 rnds. Duration: 1 turn surface of the water, a spell-caster may jet 86-00 DM’s choice Save: Neg. AE: Special straight upward and actually leap out of The victim of this spell hears haunting, the water like a dolphin to a height of 1-8’. beautiful music and is overwhelmed by a Ixitxachitl clerics and sahuagin priestesses subject of the spell is unwilling, or the desire to find the music’s source. The sometimes use this leap technique to at- object is in the possession of an unwilling sound is illusory and is, therefore, impos- tack anyone who leans too far over the creature, a saving throw vs. spells is al- sible to find. The victim wanders aimlessly side of a ship or dock. lowed to determine if the float spell affects in the area of effect looking for the source At the moment priest jets away, he it. This spell works only in liquids or liqui- of the music. The desire is so all consum- leaves behind a great cloud of inky dark- fied matter (water, quicksand, molten lava, ing that the victim will ignore food and ness. The cloud is a large oval shape, 60’ etc.) and cannot cause objects or creatures treasure, though not obvious dangers. high, 60’ wide, and 80’ long. The cloud to float into the air. Objects affected by the (The victim may be caught by hidden reduces visibility to zero within its con- spell will float on the surface of the water dangers, of course, and many who wade fines. It lasts for five rounds, suddenly for the duration of the spell or until the or swim out into the sea risk drowning or dissipating at the end of the fifth round. spell-caster negates it. Creatures affected attack.) The victim fights all attempts to The cloud cannot be negated by a light or by the spell will also float on the surface constrain him by either friend or foe. In continual light spell. but have the option of swimming or div- the first round of combat, the. victim is The material components for the inkjet ing. The spell does not empower any crea- surprised, strikes last in the round, and spell are a small (not necessarily living) ture with water walk or free action fights at -2 on attack and damage rolls; squid and a black pearl. abilities. thereafter, he fights at -1 on attack and The reverse, plunge, causes objects to damage rolls but normally otherwise. Whirlpool sink into the depths (movement rate as Should the victim be injured in combat or (Alteration) above). The plunge spell can be devastat- forced out of the area of effect, the spell is Sphere: Elemental Level: 6 ing to ships and swimmers. Naturally, a negated and the victim returns to normal Components: V,S,M Range: 0 float spell can be used to counter a plunge, immediately. CT: 1 turn Duration: 1 turn/lvl. and vice versa. To use this spell, a spell-caster need not Save: Neg. AE: Special The material component is a small splin- be underwater, but must be within 60’ of By use of this spell, a priest causes a ter of driftwood for the float spell or a the sea or the spell fails to work. Also, the large whirlpool to come into being. The small pebble for plunge. victim of the spell must be in the area of spell is effective against both surface and effect when the spell is cast; this area underwater creatures and objects. The Wave encompasses a globe with a radius of 60’ spell requires the use of a specially con- (Alteration) + 30’/level. Those who wander into the structed ball of sharks teeth that is 1’ in Sphere: Elemental Level: 2 area of effect after the casting are unaf- diameter. The ball is taken to the appropri- Components: V,S Range: 0 fected. The victim is allowed a saving ate depth (10’ for every level of the spell- CT: 1 turn Duration: Special throw vs. spells. The saving throw is modi- caster) or is placed on the sea floor or Save: None AE: Special fied by the intelligence of the victim. The ocean bottom if the depth is insufficient. When a priest casts this spell, a wave more intelligent the creature, the more The whirlpool spell is then cast, and the originates from him and moves in the beautiful the music seems. Creatures with ball of teeth begins to rotate, slowly pick- direction he faces, in a 60° arc. The wave intelligences of four or less (semi- ing up speed with every rotation. Once the is 1’ high per level of the caster, and it intelligent) roll with a + 2 bonus on their spell is cast, the ball stays in place and travels for 60’ plus 30’ per level of the saving throw. Those with intelligences 5-7 cannot be moved. The bail will rotate for caster on the open sea, reaching inland for (low) roll with a + 1 bonus. Those with two turns before the whirlpool forms (the 10’ per level of the caster. Ships caught in intelligences of 8-12 (average to very) roll two turns count against the spell’s dura- the wave spells area of effect must make a normally. Those creatures with intelli- tion). The caster has these two turns to get seaworthiness check to avoid capsizing, gences of 13-14 (high) save with a -1 out of the area of effect, or he may get though at a + 30% bonus at 1st level; this penalty. Those with intelligences of 15 or caught in his own whirlpool. bonus decreases by 5% per level there- greater receive a -2 penalty on their The whirlpool has a radius of 100’, plus after, so that normal seaworthiness checks saving throw. The caster can affect one another 10’ per level of the spell-caster.

DRAGON 23 The center of the whirlpool, called the vortex suffer 1-6 hp damage per round movement rates exceed 12 can avoid being vortex, is 1’ per spell-caster’s level wide at from battering. pulled into the whirlpool. the surface, narrowing to 1’ wide just Swimmers and ships may fight the pull Swimmers and ships with a maximum above the ball; the vortex is 10’ deep per of the whirlpool’s current, but their move- movement rate of 12 make no progress level of the spell-caster. If the ball has not ment rate must exceed 12 to escape. For and only keep themselves the same dis- been placed deep enough in the water, or swimmers, use the information on swim- tance from the vortex. Swimmers may if the water is of insufficient depth and ming on pages 120-121 of the PHB; for swim at full speed against the whirlpool’s the ball is placed on the ocean floor, the ships, use the information on ocean voyag- current for four rounds, after which they depth of the vortex is shortened accord- ing on page 126 of the DMG. To determine must make a constitution check every ingly. If the ball is placed too deep, the how long a swimmer or ship may fight the round. If a swimmer fails a constitution vortex fills with water immediately after whirlpool’s current, deduct the swimmer’s check, he is considered exhausted and can forming and the whirlpool collapses on or ship’s movement rate from the whirl- do nothing but keep his head above water itself and is destroyed. When the spells pool’s movement rate (12), then divide the until the whirlpool takes him under. Ships duration expires, the ball of sharks teeth whirlpool’s movement rate by this number with a maximum movement rate of 12 disintegrates and the whirlpool collapses for the time in rounds. For example, a hold their own against the whirlpool for in on itself and disappears in one round. human with a swimming rate of nine is five turns. After that time, a seaworthiness Anything entering the area of effect is caught in a whirlpool. The swimmer will check must be made at -10% per turn in inexorably drawn into the vortex of the be drawn into. the vortex in four rounds the whirlpool. This check reflects the whirlpool in one turn. Movement is in a (12 - 9 = 3, 12 3 =4). Swimmers whose growing exhaustion of the sailors and spiraling fashion at a rate of 12. Once in rowers as they fight the whirlpool’s cur- the vortex, ships and underwater vessels rent. If a seaworthiness check is failed, it must make seaworthiness checks to avoid means the sailors and rowers have col- capsizing; apply a -5% penalty to such lapsed with exhaustion and can do nothing checks for every level of the spell-caster more. above 11th level. Characters caught in the

Anchors&Arrows Continued from page 14 each make a DL check, penalized by add- two lines, one behind the other, so that if side with higher discipline and faster ships ing the ship’s turning penalty, with all the attacker foiled the first formation, a to win without fighting. fractions rounded up. If either crew fails second was available. However, in narrow this check, the ships collide and each is straits, large numbers of ships were a Last notes crippled. A ship already crippled sinks. handicap: One ram attack could crush Few gamers own navies of tiny ships, so them all together. you can make naval BATTLESYSTEM Tactics Even the less-sophisticated Norse style of counters by cutting out pieces of card- With BATTLESYSTEM rules for naval sea battle required some art. Norse cap- board to the size of a ship on the fights, adventurer-admirals need to learn tains were like generals who designed BATTLESYSTEM game scale, as per Table how to win these fights. Historically, there their own battlefields, customizing every 1. Snip off the two front corners on each were two philosophies of naval tactics. detail to suit their plans. Each ship chose ship to make a pointed prow. You can also The Mediterranean peoples preferred to when and how to board its enemy, so fold cardboard into three-dimensional oval fight in carefully arranged lines of battle, ships that carried many marines could hulls or build ships from toothpicks. with rams and catapults. After these en- surround foes, while vessels with few Model kits and lead miniatures may also gines had disabled the foe, marines sys- mighty defenders could sail between ob- provide more attractive ships. tematically boarded each enemy ship. (The stacles or friendly ships to protect their Pirates, sea monsters, and enemy na- Vikings scorned that caution. They flanks, forcing enemies to attack one by tions provide reason enough for PCs to boarded enemy ships recklessly, hoping to one. The Vikings were known to lash ships become admirals. Yet not all naval win through the prowess of their war- together for defense, making floating BATTLESYSTEM scenarios need be mili- riors.) The object of line battle formations fortresses. tary. Peril haunts the most routine voyages was to attack the foe’s flank and rear, In a battle of sailing ships, each captain in the ancient world, and PCs may find while defending one’s own. Without gun- must decide how to use the wind. Aggres- that their fortunes depend on merchant powder weapons, the “broadsides” posi- sive admirals prefer to attack from the fleets. Emperors may dispatch great navies tion was often useless; in fact, rammers windward side, the “weather gauge.” This to search the world for riches and curiosi- preferred to face the foe’s side. lets them sail straight against the foe, or ties. Guiding these flotillas through nar- When lines of ships confronted each hold still and refuse battle. If the “weather row seas, battered by storms and hemmed other, they had two options. Attackers fleet” does not come forward, its enemy by reefs, can be exciting too. could attempt to sail straight through the cannot reach it except by oar. Unfortu- Remember, The Odyssey began when enemy line, then return from behind, or nately, the “weather gauge” prevents ships the war ended. they could attempt to maneuver around from withdrawing and forces them to sail the foe’s flanks. To defend against these straight into enemy missile fire. The fleet Bibliography attacks, fleets formed “hedgehogs,” circles with the “lee gauge” can remain orderly Hough, Richard. Fighting Ships. New York: with their forecastles facing outward. and flee if it desires. When both admirals G. P. Putnam’s and Sons, 1969. Defenders also took up positions around seek one side of the wind, a long competi- Leckie, Robert. Warfare. New York: reefs, shorelines, and islands. Navies ex- tion of maneuvers can result with no Harper and Row, 1970. ploited numerical superiority by forming combat. This is an excellent chance for the

24 JANUARY 1991

Alien worlds and worlds unreal

IN THE NET OF DREAMS mons knows his game mechanics and Wm. Mark Simmons populates his realm with all the familiar Questar 0-445-21016-8 $4.50 denizens of dungeon, tavern, and wilder- Its execution is peppy rather than so- ness. Some of these are even recognizable phisticated, and author Wm. Mark Sim- as AD&D® game borrowings: Orcus, com- mons sometimes shows more daring than plete with wand; the Wand of Xagyg (“in skill in his world-building. Nonetheless, In case of Armageddon, break glass”); and the Net of Dreams comes about as close as Dreamworld creator Robert Ripley’s possible to translating the sheer experi- choice of character class (“Bard never ence of fantasy gaming into novel form. got final approval for public use”). The concept isn’t totally new: We’ve seen The game has been in business for five other giant game-computers into which years when the real-world programmers players can plug their consciousnesses and suddenly lose control of the system, leav- play out their fantasies. But the ing participants trapped inside the game. Cephtronics Dreamworld is a better- Ripley is summoned out of retirement to realized game construct than most; Sim- trace the “Anomaly,” but forces both inside

26 JANUARY 1991 and outside the game world are assem- European's-eye view of World War II). scenes and characters from Poe’s work bling against him. Simmons’ fantasy quest But the sins of omission are minor com- makes that explanation unlikely. Yet there’s is rambling but fast paced, and his treat- pared to the virtues of what made it into no apparent rhyme or reason to the bor- ment of the computer-intelligence aspects the story. Campaigners in the various SF rowings, or at least none accessible to a of the plot is spirited as well. There’s a fair gaming universes should find Fire on the general reader. dose of humor and pun-craft, but it serves Border a challenging and readable re- So while players of the right specialty as an effective background rather than the source, and the samurai lore may also be role-playing games (perhaps using GDW’s tale’s centerpiece. If anything, there’s more of interest to those with Oriental worlds SPACE: 1889™ game or Chaosium’s here than will fit comfortably in a single and characters. This is one novel that CTHULHU BY GASLIGHT* supplement) novel (and despite a solid ending, Simmons amply demonstrates the principle that war may want to acquire the book purely on leaves a tag line that virtually demands a is as much a mental as a physical the basis of its unusual setting, most sequel). struggle—and that the adversaries are not gamers will be safe in passing it by. Sa- The style is breezy, sometimes almost always who we expect them to be. berhagen and Zelazny have written a too breezy for the more serious elements novel that’s much more likely to please of Simmons’ narrative, and not all the set THE BLACK THRONE graduate students in literature than it is to pieces are successful. But the book as a Roger Zelazny & Fred Saberhagen satisfy the average lover of fantasy. whole is a clever and winning yarn. In the Baen 0-671-72013-9 $4.95 Net of Dreams is what gamers may have Neither the letter nor the marketing VOYAGE OF THE STAR WOLF hoped for, but didn’t get, from An- brochure that came with The Black David Gerrold derson’s Gamearth books. Tracking down Throne tried to classify or categorize the Spectra 0-553-26466-4 $4.50 a copy may be a challenge, though; at least book, which struck me as rather odd until David Gerrold’s newest novel is a num- in its first printing, there‘s no name on the after I’d read it. Collaborators Zelazny and ber of things: a vivid space adventure, a novels copyright page, which means that Saberhagen have, between them, managed rugged character yarn, a biting black collectors or lawyers may have cornered to come up with a story that simply comedy, and a convoluted riddle story. the market by the time this sees print. doesn’t fit any of the usual pigeonholes That’s a lot to pack into one book. For the normally found on a fantasy editor’s desk. most part, the components are well FIRE ON THE BORDER Instead, it goes into the long-forgotten packed. Kevin O’Donnell, Jr. secret compartment with Edgar Allan Strictly speaking, the title isn’t quite Roc 0-451-45030-2 $4.50 Poe’s initials scratched on the inside. accurate. According to Alliance tradition, a It’s the middle of the 24th century, and Readers will need at least a modest starship isn’t named until it’s seen and the Terran Association is 1,200 worlds acquaintance with Poe’s works to make survived a battle; as the story opens, the strong—but there are a couple of small much sense of the novel. Saberhagen and LS-1187 hasn’t yet been blooded. problems. One is the alien Wayholder Zelazny propose that the eccentric Poe That doesn’t stay true for long—but Empire, which has abruptly informed the was a refugee from an alternate Earth, when the ship does meet the enemy, it has Terrans that it’s going to destroy a number switched for our worlds Edgar Perry as the singular misfortune to survive without of the Association’s worlds as part of a part of a mysterious arcane conspiracy. firing a shot. Never mind that the odds war-training exercise. The other is the And in Poe’s original dimension, what we were impossible and the initial contact Sagittarian Guard, which is defying orders know as the stuff of bizarre fiction is very accidental; the LS-1187 is branded a jinxed not to resist and is doing its best to stop real and very dangerous. Perry meets a vessel. the Wayholder devastation. remarkably deadly orangutan and its Executive Officer Jonathan Korie is Kajiwara Hiroshi is under orders to stop keeper, penetrates a compound carefully therefore trapped. His superiors won’t let the Guard, but he’s also acting as its leader, guarded against the Red Death, obtains him resign, but neither will they court- in a sense, as a clone of Hiroshi sent to spy advice from a corpse that is not quite dead martial, transfer, or promote him. Instead, out Guard resources is co-opted into the with the aid of a strange young woman they assign the LS-1187 to the toughest, rebel movement. Yet both Hiroshi and his named Ligeia, and narrowly escapes the deadliest captain in the fleet and send it duplicate (rechristened Daitaku) are acting razor-sharp blade of a slowly descending back out with mysterious and critically with honor by the lights of the nearly pendulum. important orders. forgotten samurai codes they follow, as is The focus of this involved and exotic Gerrold succeeds admirably at creating a secondary protagonist Darcy Lee, a crack quest is Annabel Lee, a young woman of high-strung atmosphere aboard the LS- pilot also drawn to the Sagittarians. extraordinary will whose psychic powers 1187 very much like that of the M.A.S.H. Fire On the Border is three sorts of provided the initial link between Perry TV series, in which the characters use novel at once: a solid, square-jawed battle and Poe, but is now sought as the key humor as an antidote to and defense story crowded with firefights and split- element in a strange alchemical scheme against the danger surrounding them. As second timing; a sophisticated strategic for creating gold. The relationship be- in M.A.S.H., situations can range from the conflict in which vast fleets, the economy tween Perry and Annabel is as peculiar as outrageous (notably an involved “exor- of war, and the craft of intelligence are all the rest of the story; there isn’t enough cism” sequence) to the emotionally elements of the plot; and a surprisingly character development to make it work as charged (Korie’s confrontations with Cap- introspective examination of the individ- a romance, but it’s hard to imagine any tain Hardesty, also known as the Star ual’s obligations to self, to superiors, and other motivation sufficient to keep Perry Wolf); yet at both extremes the characters to survival. It’s a logical but demanding committed to rescuing her in the face of are equally convincing. combination, and O’Donnell does an excel- increasingly spectacular opposition. Just one thing keeps Voyage of the Star lent job of keeping the pace even and Zelazny and Saberhagen have done a Wolf from being entirely satisfying. Ger- smooth while juggling the various aspects good job of capturing the relentless, off- rold has pulled a number of names and of his narrative. kilter, and slightly ornate character typical references from other sources into the Only when O’Donnell strays too far from of 19th-century fantasy and science fic- novel: Harlie, the ship’s sentient computer, Octant Sagittarius, the disputed segment tion. The Black Throne reads much as is descended from a namesake in an ear- of Association space, does the novel be- might an undiscovered manuscript from lier Gerrold novel, and crew members come less than convincing. The full scope the pen of Poe, H. G. Wells, or Sir Arthur Hodel and Fontana are named respectively of Terran colonization is at best implied Conan Doyle. What they haven’t done is to for a noted radio interviewer rather than made explicit, so that on re- give the novel any sort of context. Is it (now deceased) and a Star Trek writer- flection the book doesn’t have as much simply intended to be a “synthetic” 19th- producer. This isn’t just window-dressing, context as it should (a little like getting a century yarn? The extensive catalogue of as Hodel and Harlie in particular are im-

DRAGON 27 portant characters, and those who don’t blend of romance, soul-searching, and be distinctive but easy to identify with. In know their origins won’t see them the intrigue, and the character of the storytell- Alex McDonough’s case, both Scorpio and same way as those who do. ing all carry a resonance that recalls Leah qualify handily. Scorpio is alien but That’s unfair to Gerrold’s readers, and Shakespeare’s treatments of magic, ro- not overly grotesque, and his somewhat it’s hard to brush the issue aside. But if mance, and royal conflict. There are dif- retiring manner counters much of the Voyage of the Star Wolf doesn’t stand ferences in detail and degree, but Kay’s unease with which he might otherwise be entirely on its own, it’s still more than novel definitely has just the right vividness greeted. Leah, from 14th-century France absorbing and clever enough to give SF and density to warrant the comparison. and of Jewish ancestry, is more worldly gamers more than their money’s worth in Tigana was once the brightest of several without being too self assured. ideas and entertainment. provincial states on a peninsula strategi- Second rule: Each adventure should be cally located between several larger self contained. McDonough’s device is that MOST ANCIENT SONG realms. As Kay’s tale opens, it’s now Scorpio and Leah are time travelers, mov- Casey Flynn scarcely a memory; the sorcerer-king who ing from one era to the next by means of Spectra 0-553-28832-6 $4.50 conquered it a generation past has used an orb whose workings they don’t com- There’s a substantial difference between his powers to wipe the name virtually out pletely understand. This second entry in authentic Celtic mythology and the lore of existence. Only a handful of people on the series opens as they arrive in Elizabe- found in most supposedly Celtic fantasy the entire peninsula can remember or than London, and concludes as they de- novels. Even the AD&D game’s Legends & speak of Tigana, and only this small band part barely ahead of deadly pursuers. But Lore sourcebook takes liberties (note the has any hope of restoring Tigana to its the London episode is still a complete changes to the 2nd Edition version, and rightful name and rule. story with two parallel plots: While Leah compare the AD&.D game’s two Morrigans That makes identity the prize in a multi- and Scorpio attempt to master the orb’s to the one in Tom Deitz’s novels). Yet while layered struggle, for while Kay’s conspira- elusive powers, royal astrologers John Dee Most Ancient Song bills itself as a retelling tors are planning strategies for Tigana’s and Edward Kelley see the pair as a useful of the oldest of Irish myths (and is the first liberation, they also face individual and vehicle for winning influence from the in a series as well), it adopts a style and personal challenges. The young musician unpredictable Queen Elizabeth. vision that seem determined to undermine Devin must untangle his complex relation- Third rule: Continuing elements of the its authenticity. ship with fellow performer Catriana. series should be given significant atten- The names are traditional enough. Erlein di Senzio must come to terms with tion, but not at the expense of an individ- Nuada, Dagda, Diancecht, Mathgen: All are the powers he conceals and the duty ual episode’s plot. Here again, McDonough familiar to us as Irish or Celtic immortals. forced upon him by an ancient binding- does a credible job of balancing his story. Here, though, we meet them long before spell. And Alessan bar Valentin must make Though fully half the book goes by before their ascension to godhood, as they arrive dangerous and costly choices as he tries to Scorpio’s pursuers, the Hunters, arrive in to colonize a remote island that is appar- stage-manage a complex game of politics, London, McDonough manages to inter- ently somewhere in the northern Atlantic intrigue, and wizardry. twine their chase neatly with a scheme ocean. (AD&D game players might find These, though, are only a few of the hatched by the unsavory Kelley so that the this an intriguing campaign premise.) strands in Tigana’s many-faceted web. In Hunters become a part of the overall plot The writing style, by contrast, is unaf- addition to a large and varied cast, Kay rather than being superimposed on it. fected and modern, littered with contrac- packs his narrative with a wealth of im- When so many multivolume series are tions and glib speech patterns. It’s neither ages, themes, and symbols that build on specializing in cliffhanger endings and formal nor ornamental enough to convey and reinforce each other in ways that plots that stretch out for several volumes an aura of power and age, but neither is it complement rather than becoming repeti- at a time, Scorpio Rising is a welcome if straightforward and simple enough to tive. An example: The Peninsula of the modest counterpoint. While the novel may carry the tone of a fable or legend. Palm is so named because it’s shaped be only marginally more ambitious than, Then there are the Fomor, traditionally rather like a hand, albeit one with only say, a Doctor Who adventure, it’s at least adversaries of the Irish folk. Here they’re three fingers. It’s not at all coincidental well crafted and competently executed. portrayed as a mechanized society of that wizards on the Palm come into their Series novelists—and RPG campaign genetic mutants possessing a variety of full powers only after sacrificing the third designers—could do worse than to take advanced biochemical weapons. The au- and fourth fingers of one hand. McDonough’s work as a model. says this is a free interpretation, but It seems almost petty to note that Kay’s the scientific images again work against a approach to magic is one that gamers Recurring roles mythological view of the book. (It doesn’t should find intriguing, and that the free- This issue’s Department of Things Con- help that the benign immortal Lir’s powers wheeling, Italianesque character of his tinued includes a prequel, a sequel, and* are described in traditional magical terms, setting ought to be highly attractive to three additions to ongoing series. The giving the conflict a magic vs. technology designers of Renaissance-flavored cam- prequel is Patricia C. Wrede’s Dealing With flavor.) paigns. One might better observe that Dragons (HBJ/Jane Yolen, $15.95), and What’s most frustrating about Most Tigana is one of those rare novels that can Wrede again demonstrates that there’s Ancient Song is that, as a novel, it’s be read several times over without ex- nothing like a dose of courtesy and com- smoothly and entertainingly told: The hausting its capacity to surprise and en- mon sense for turning fairy-tale conven- matter-of-fact writing is appealing and lighten, and even that is a considerable tions on their ears. New readers should pleasant. As a “plain” fantasy, it’s satisfy- understatement. like this as much as those who scooped up ing. But, as the mythological retelling it copies of the earlier Talking to Dragons. purports to be, the book is misleading at SCORPIO RISING Two sequences in particular, one involving best. Author Casey Flynn (really veteran Alex McDonough wizards and buckets of water and another Irish fantasist Kenneth Flint under a pseu- Ace 0-441-75511-9 $3.95 concerning an impatient jinn, are espe- donym) has done both his source material So much of current fantasy and SF is cially clever. and his readers a disservice. series fiction that we may be starting to Transition (Spectra, $4.95) is Vonda take the series form for granted. Then McIntyre’s sequel to Starfarers, but it’s a TIGANA along comes a book like Scorpio Rising, to sequel of an unusual kind. Where the first Guy Gavriel Kay remind us of the rules and conventions book was mostly a novel of Earth-based Roc 0-451-45028-0 $21.95 that allow good episodic storytelling to intrigue spilling into the realms of space- The short description of Tigana is that stand out. flight, the new book is a tale of survival it’s a Shakespearean novel. The setting, the First rule: The central characters should and decisions set far out among the stars.

28 JANUARY 1991 McIntyre’s characters are as well drawn as Ghostwood (Axolotl/Pulphouse, $10.00), is Night-Threads, describes it succinctly), and before, and their discoveries point the way more unusual if slightly less satisfying. our heroes aren’t the only folk from our toward a third volume that promises to be This limited-edition, trade paperback book world who’ve been drawn across the just as different and just as absorbing. follows up material from the earlier realities into the conflict. Best of the ongoing-series arrivals is Moonheart as well as from two shorter A quick thanks is in order to those who Barry Hughart’s Eight Skilled Gentlemen limited-edition pieces. While it’s as in- have written in recent months, readers (Foundation, $21.95/$10.95). This is the tensely atmospheric as all of de Lint’s and authors alike. In particular, regarding third adventure of ancient Chinese Li work, there are too many characters the latter: Dennis McKiernan properly Kao and his assistant Number Ten . As wandering through Tamson House for him notes that dragons are alive and prosper- readers might expect, it’s a frenetic combi- to cover them all effectively. (Contact ing on Mithgar, not extinct as implied in nation of wild comedy, harrowingly dan- Pulphouse Publishing at: P.O. Box 1227, my comments on Dragondoom (issue gerous detective work, and obscure magic Eugene OR 97440; though the edition was #159). And has history on of immense and mysterious power. sold out by press time, they can recom- her side regarding the idioms in Dragon Hughart’s style has been turning more mend likely sources.) Wing (also noted in #159). informal with each new book, but this In a completely different vein, V. E. As always, your comments and sugges- series is still at the very top of the Oriental Mitchell’s Enemy Unseen (Pocket, $4.50) is tions are welcome even if time doesn’t fantasy lists. one of the meatiest Star Trek novels to permit replies to everyone. Correspon- By contrast, Lord Conrad’s Lady (Del come along in ages, with a thoroughly dence and review materials should be Rey, $4.95) is rather forgettable. The good nasty batch of villains and an impressively directed to: news is that it ties up most of the loose convoluted locked-starship mystery to John C. Bunnell ends left hanging at the end of Leo recommend it. Mitchell packs two or three 12320 SW Center St. #32 Frankowski’s fourth Conrad Stargard books’ worth of plot into one dense story; Beaverton OR 97005 book, but the bad news is that it does very this is one Star Trek tale that can’t be read little else, instead mostly recycling pre- while your brain is coasting along in neu- vious ideas. tral gear. New books from Charles de Lint are Finally, The Calling of the Three (Ace, usually much more reliable, and The $3.95) begins a new Ru Emerson trilogy Dreaming Place (Atheneum/Dragonflight, that finds a loose-knit California family Out of Supplies? $14.95) is no exception. De Lint kicks off a pulled into a world where they must young-adult fantasy imprint similar to quickly learn to cope with magic and with Write for a free catalog from the Walker’s Millennium line with a compelling renegade nobles of several political per- Mail Order Hobby Shop, c/o TSR, story involving stepsisters who find them- suasions. Two points stand out: The magic Inc., P.O. Box 756, Lake Geneva WI selves the targets of a dying spirit-being’s system, though rather lightly explained, is 53147 U.S.A. hunger. Another recent de Lint title, distinctive (the trilogy’s collective title, PROJECT ’91, January 20-21 This two-day convention will be held at the Ramada Inn in Fresno, Calif. Tournaments and open events include AD&D®, BATTLETECH*, *, CALL OF CTHULHU*, and CHAMPIONS* games. Other activities include computer gaming, Japanimation, a miniatures contest, and a swap meet. Registra- tion: $10/weekend, or $8/day. Dealers, game masters, and swappers are wanted. Write to: PATCO, c/o Phillip S. Pittz, 5415 E. Washington, * indicates a product produced by a company other than TSR, Fresno CA; or call: (209) 255-1668. Please make Convention Calendar Policies Inc. Most product names are trademarks owned by the checks payable to Phillip S. Pittz. companies publishing those products. The use of the name of any product without mention of its trademark status should not This column is a service to our readers be construed as a challenge to such status. ADVENTURERS’ INN II, January 26-27 worldwide. Anyone may place a free listing This gaming convention will be held at the for a game convention here, but the follow- GAMICON ALPHA, January 19,1991 Stockton Growers’ Hall in Stockton, Calif. A ing guidelines must be observed. Sponsored by SFLIS/ICON, this gaming con- medieval/fantasy atmosphere highlights this In order to ensure that all convention vention will be held at the Iowa Memorial Union gathering of gamers. Events include gaming, listings contain accurate and timely infor- at the University of Iowa in Iowa City. Events SCA demos, a 36-hour campaign, a costume mation, all material should be either typed include AD&D™, CALL OF CTHULHU*, BATTLE- contest, and a dealers’ area. Registration: $15/ double-spaced or printed legibly on stand- TECH*, and STAR FLEET BATTLES* games, as weekend until Jan. 1, or $13/day or $201 ard manuscript paper. The contents of well as seminars and panels by guests (including weekend at the door. A $3 discount goes to each listing must be short and succinct. Roger E. Moore) and a silent auction. Registra- anyone in medieval/fantasy costume. Write to: The information given in the listing must tion: $8 (fee includes all games). Send an SASE ADVENTURERS’ INN, P.O. Box 3669, Turlock CA include the following, in this order: to: GAMICON, c/o SFLIS, Student Activities 95381. 1. Convention title and dates held; Center, IMU, University of Iowa, Iowa City IA 2. Site and location; 52242. Call Nigel at: (319) 354-2236; or Ahmad at CANCON ‘91, January 26-28 ❖ 3. Guests of honor (if applicable); (3191 351-7963. No collect calls, please. ’s biggest and best convention will be 4. Special events offered; held at the University of Canberra, ACT, Austra- 5. Registration fees or attendance re- ROACH-CON ’91, January 19 lia. Our special guest will be Jean Rabe. Events quirements; and, This convention will be held at La Roche include miniatures, board games, RPGs, RPGA™ 6. Address(es) and telephone number(s) College and is sponsored by Project Achieve- Network events, and a costume parade. Regis- where additional information and confirma- ment. Events include AD&D®, TOP SECRET/ tration: $20 (Australian). Most events cost $2. tion can be obtained. S.I.™, and BATTLETECH* games, as well as Write to: CANCON, GPO Box 1016, Canberra Convention flyers, newsletters, and other movies, vendors, and a miniatures-painting City, ACT, 2601, AUSTRALIA. mass-mailed announcements will not be contest with an entry fee of $2 per figure. considered for use in this column; we Registration: $5 preregistered, or $7.50 at the REALMS OF ROLE-PLAY II prefer to see a cover letter with the an- door. Write to: ROACH-CON ‘91, La Roche Col- February 1-3 ❁ nouncement as well. No call-in listings are lege, Box 22, Allison Park PA 15101; or call Bob This convention, organized by TRoA, will be accepted. Unless stated otherwise, all at: (412) 793-6028 or (412) 341-6450. held at Sofiendalskolen, Aalborg, Denmark. dollar values given for U.S. and Canadian Events include AD&D® 2nd Edition, CALL OF conventions are in U.S. currency. JANCON ’91, January 19-20 CTHULHU * , D&D®, MERP * , ROLEMASTER * , WARNING: We are not responsible for This two-day gaming convention will be held *, STAR WARS*, WARHAMMER incorrect information sent to us by conven- at the Quality Inn Conference Center in New FANTASY BATTLE*, WARHAMMER FANTASY- tion staff members. Please check your Haven, Conn. Events include AD&D®, BATTLE- ROLEPLAY*, and board games. Registration: convention listing carefully! Our wide TECH*, and DIPLOMACY* games, with minia- DKK 50/weekend, or DKK 30/day, GMs are circulation ensures that over a quarter of a tures painting, movies, and a dealers’ room. welcome! Write to: TRoA, Hvikildevej 20 A, 9220 million readers worldwide see each issue. Other activities include a banquet on the 20th Aalborg Oest, DENMARK. Accurate information is your responsibility. and a benefit game with all proceeds going to Copy deadlines are the last Monday of Alzheimer’s research. Send an SASE to: JANCON PSURREALCON ’91, February 8-10 each month, two months prior to the on- ’91, P.O. Box 822, Shelton CT 06484. The Norman Oklahoma Science-Fiction Assoc. sale date of an issue. Thus, the copy dead- (NOSFA) presents its third-annual convention at line for the December issue is the last PANDEMONIUM VIII, January 19-20 ❉ the Sheraton Hotel in Norman, Okla. This year’s Monday of October. Announcements for This convention will be held at the Ryerson guests include Mercedes Lackey, Algis Budrys, North American and Pacific conventions Hub Cafeteria, Jorgenson Hall, Ryerson Poly- Mark Rogers, David Lee Anderson, Keith Ber- must be mailed to: Convention Calendar, technical Institute, in Toronto, Ontario. High- dak, and Donna MacKenzie. Activities include a DRAGON® Magazine, P.O. Box 111, Lake lights include two game auctions, over 50 dealers’ room, an art show, an auction, panels, Geneva WI 53147, U.S.A. Announcements games, a miniatures contest, and many local two video rooms, gaming, and filksinging. for Europe must be posted an additional dealers. Prizes will be awarded to tournament Registration: $12 until Feb. 7, or $15 at the door. month before the deadline to: Convention winners. Registration: $10 (Canadian)/day. Write Single-day rates are available. For hotel reserva- Calendar, DRAGON® Magazine, TSR to: PANDEMONIUM VIII, c/o 17B Wales Ave., tions, call: (405) 364-2882. Send an SASE to: Limited, 120 Church End, Cherry Hinton, Toronto, Ontario, CANADA M5T 152; or call: PSURREALCON, Oklahoma Memorial Union, Cambridge CB1 3LB, United Kingdom. (416) 597-1934. Rm. 215A, Norman OK 73019. If a convention listing must be changed because the convention has been can- WINTERCON ’91, January 19-20 CONNECT-A-CON, February 16-17 celled, the dates have changed, or incor- The Gamer’s Alliance of Miniatures Enthusiasts This SF/fantasy/gaming convention will be rect information has been printed, please and the Midwest Masters RPGA™ Club are spon- held at the Sheraton Westgate in Toledo; Ohio. contactus immediately. Most questions or soring this convention that will be held at the Guests of honor include Jean Lorrah, Dennis changes should be directed to the maga- Reunion on the campus of the University of McKiernan, and Rob Prior. Events include zine editors at TSR, Inc., (414) 246-3625 Nebraska-Lincoln. Events include two RPGA™ gaming, a writers’ workshop, a short-story (U.S.A.). Questions or changes concerning tournaments, with BUCK ROGERS® XXVc™, contest, a costume contest and masquerade ball, European conventions should be directed AD&D® Oriental Adventures, WARHAMMER a murder-mystery contest, a huge dealers’ to TSR Limited, (6223) 212517 (U.K.). 40,000*, STAR TREK TACIXAL SIMULATOR*, and room, a 24-hour movie room, an art show and microarmor games. There will also be a multicate- auction, and a gaming auction. Registration: $151 ❖ indicates an Australian convention. gory painting contest. This convention is free! weekend before Dee 31, or $20/weekend there- ❉ indicates a Canadian convention. Write to: Hobbies Etc. (c/o Rufus), 905 N. 16th St., after. Write to: CONNECT-A-CON, P.O. Box 4674, ❁ indicates a European convention. Lincoln NE 68508; or call (402) 477-7006. Toledo OH 43620.

30 JANUARY 1991

DUN DRA CON XV, February 15-18 TOTAL CONFUSION V, February 22-24 *, CIVILIZATION *, BATTLETECH *, This convention will be held at the Oakland This convention will be held at the Sheraton STAR FLEET BATTLES*, ASL*, WORLD IN Airport Hyatt in Oakland, Calif. (Mention the Worcester Hotel and Conference Center in FLAMES*, and AD&D® games. Prizes will be con for special room rates.) Events include over Worcester, Mass. Events include AD&D®, awarded for some tournaments. Registration: 120 role-playing games, plus seminars, board GURPS*, BATTLETECH*, CALL OF CTHULHU*, $10 preregistered, or $12/weekend at the door. games, tournaments, miniatures, SCA demos, a DIPLOMACY*, ASSAULT*, *, DC Single day prices vary. Write to: RSFAFA, flea market, a figure-painting contest, a huge HEROES*, and AXIS & ALLIES* games. Over OWLCON, P.O. Box 1892, Houston TX 77251. dealers’ room, and plenty of open-gaming space. 120 games are scheduled. Other activities in- Registration: $25 until Feb. 1; $30/weekend or clude a costume competition and a miniatures- SILICON VI, March 8-10 $15/day at the door. Write to: DUN DRA CON, painting contest. Registration: $8/day or This convention, sponsored by the Society for 386 Alcatraz Ave., Oakland CA 94618. $20/weekend preregistered, or $10/day at the Interactive Literature, is dedicated to live-action door. Write to: TOTAL CONFUSION, P.O. Box role-playing games. It will be held at the Annap- ECONOMYCON IV, February 16-17 1463, Worcester MA 01607; or call: (508) 987- olis Holiday Inn in Annapolis, Md. Four live- This convention will be held at the Smart 1530. action games will be run: “Cafe Casablanca; Plaza, Road Suites 17 and 18, in Mesa, Ariz. “Small Town,” “Steeplechase,” and “See Jane Run Events include AD&D®, BATTLE FOR MOS- GAMER’S DELIGHT ’91, February 23 ❉ Again.” A mini-game, “MASKS,” will be run COW*, *, and BATTLETECH* The Quebec Gamers’ Assoc. (A.Q.J.S.), will Friday night. Registration: $35 until March 1, or games. Other activities include computer games, hold this convention at John F. Kennedy High $40 at the door. Write to: Terilee Edwards- Japanimation, open gaming, and a Miniatures School in Montreal, Quebec. Events include an Hewitt, 3454 S. Utah St. B-1, Arlington VA Fest featuring WWII microarmor, American AD&D® tournament, plus board games and 22206-1942. , British colonial, and SF miniatures miniatures. There will be three playing sessions. gaming. There is no admission fee, and all Registration: $13 (U.S.) before Feb. 15, or $16 AGGIECON XXII, March 2 1-24 events are free. Send an SASE to: ECONOMY- (U.S.) at the door. A.Q.J.S. members will receive The largest and oldest annual SF/fantasy CON IV, c/o Roaming Panther Game Co., 2740 S. a $2 discount. Write to: A.Q.J.S., Box 63, Station convention in the Southwest will be held on the Alma School Rd., #16, Mesa AZ 85202. M, Montreal, Quebec, CANADA. H1V 3L6; or campus of Texas A&M University in College call Larry at: (514) 278-5292. Station, Texas. Guests include Fred Saberhagen, GENGHIS CON XII, February 15-17 Lynn Abbey, Keith Parkinson, Wolfman, The Denver Gamers’ Assoc. presents this CHIMERACON VII, March 1-3 and Steve Jackson. Activities include RPGA™ convention at the Sheraton of Lakewood. Events This seventh annual SF/fantasy convention will tournaments, a dealers’ room, game shows, a include VICTORY IN THE PACIFIC *, CIVILIZA- be held at the Union of the University of North hall costume contest and masquerade ball, SF TION*, KINGMAKER*, ASL*, and BATTLE- Carolina in Chapel Hill, N.C. Guests of honor films, Japanimation, video rooms, and live-action TECH* games, with official RPGA™ Network include Fred Chappell, Alan Wold, and Gavin and games. Registration: $13 before March 1, or $16 tournaments including PARANOIA*, D&,D®, and Yvonne Frost. Write to: Shannon Turlington, c/o thereafter. One day passes are $10. Write to: AD&D® games. Other activities include minia- CHIMERACON, 306 Avery UNC-CH, Chapel Hill, NC AGGIECON XXII, MSC Cepheid Variable, Box J-1, tures events, auctions, art and figure-painting 27514; or call: (919)1933-2912. College Station TX 77844; or call: (409) 845-1515. contests, seminars, demos, and the PUFFING BILLY* railroad tournament. Guests include EGYPTIAN CAMPAIGN ’91, March 1-3 CONTEST VIII, March 22-24 Jean Rabe, Darwin Bromley, and Richard Berg. This gaming convention will be held at the Sponsored by the Tactical Simulation Society, Registration: $15/weekend preregistered. Write Student Center of Southern Illinois University in this convention will be held at the Holiday Inn to: Denver Gamers’ Assoc., P.O. Box 440058, Carbondale, Ill. Events include RPGA™ AD&D® Holidome in Tulsa, Okla. Events include AD&,D®, CO 80044; or call: (303) 680-7824. tournaments, miniatures judging, and a game AXIS &. ALLIES*, and other role-playing, board, auction. Registration: $8 preregistered, or $5/ miniatures, and computer games, with a large ORCCON 14, February 15-18 day. Admission on Friday, the lst, is free to all. dealers’ room and an auction. Write to: TSS, P.O. This convention will be held at the Los Send a business-size SASE to: S.I.U. Strategic Box 4726, Tulsa OK 74104. Angeles Airport Hilton. All types of family, Games Society, Office of Student Development, board, role-playing, miniatures, and computer Southern Illinois University, Carbondale IL SIMCON XIII, March 22-24 games are featured. Get bargains at the flea 62901-4425; or call: (618) 529-5317. This gaming convention will be held the markets, auctions, and exhibitors’ area. Also University of Rochester’ River campus in Roch- featured are seminars, demos, and special GUILD FEST ’91, March 2-3 ester, N.Y. Role-playing events (including an R. guests. Write to: STRATEGICON, P.O. Box 3849, This convention will be held at the State Talsorian-sanctioned CYBERPUNK* tournament), Torrance CA 90510-3849; or call: (213) 326-9440. University of New York at Binghamton campus. miniatures events, board games, and a minia- Events include CYBERPUNK 2020*, AD&D®, tures contest are scheduled. Registration: $7 ECLECTICON 5, February 16-18 GURPS*, and RUNEQUEST* games, with a before March 4, or $10 thereafter. College This SF/fantasy convention will be held at the dealers’ room. Registration: $3/day or $5/ students with an I.D. receive a $2 discount. Sacramento Hilton Inn in Sacramento, Calif. weekend preregistered; $4/day or $7/weekend Write to: SIMCON, CPU Box 277146, River Guests of honor include Greg Bear, Rick Stern- at the door. Write to: Gamers’ Guild, P.O. Box Station, Rochester NY 14627. bach, and Rhea Stone. The dead guest of honor 2000 c/o SUNY-Binghamton, Binghamton NY is Jules Verne. Registration: $25 until Jan. 15, or 13901. SCRYCON ’91, March 23 $30 thereafter. Proceeds will benefit the Sacra- Sponsored by The Seekers of the Crystal mento Public Library and the Children’s Burn BASHCON ’91, March 8-10 Monolith gaming club, this convention will be Unit of the University of California at Davis This sixth annual convention, sponsored by the held at the Oakwood School in Poughkeepsie, Medical Center, among other charities. There Benevolent Adventurers’ Strategic Headquarters, N.Y. Events include RPGA™ AD&,D® games, will also be a blood drive at the convention on will be held at the Student Union Auditorium at alternate games, a painted-miniatures contest, Feb. 17th. Write to: Publicity Committee, the University of Toledo’s main campus in Toledo, and a used-game flea market. Registration: $6 ECLECTICON 5, #176 P.O. Box 19040, Sacra- Ohio. Over 150 game events will be featured, preregistered, or $8 at the door. Send an SASE mento CA 95814; or call: (916) 421-8365. including RPGA™ tournaments, plus movies, a to: SCRYCON ‘91, P.O. Box 896, Pleasant Valley miniatures contest, an exhibitors’ area, two auc- NY 12569. Space is limited; preregister! NOT-A-CON III, THE SEARCH FOR MOC tions, and an honored speaker or two. Registra- February 22-24 tion: $3/weekend or $1 for Friday, $2/day for GOTHCON XV, March 29-3 1 ❁ This convention will be held in the Palmetto Saturday and Sunday. There will be no preregistra- This convention, sponsored by the Bifrost, Ballroom on the Clemson University campus in tion. Games cost $.50 each. Send an SASE to: UT- Chaos Apes, Skymning, and Ygdrasil gaming Clemson, S.C. Events include RPGA™ AD&,D®, BASH, c/o Student Activities Office, University of clubs, will be held at Munkebacksgymnasiet, other AD&.D®, SHADOWRUN*, TOP SECRET/ Toledo, Toledo OH 43606-9987. Ernst Torulfsgatan 1, in , Sweden. S.L™, and war-gaming tournaments, as well as Events include AD&D®, CALL OF CTHULHU*, open ROLEMASTER*, SPACEMASTER*, and OWLCON XII, March 8-10 MEGATRAVELLER*, PARANOIA*, ROLEMAS- * games. Registration: $10 before Jan. 20, Rice University’s WARP and RSFAFA will hold TER*, MERP*, RUNEQUEST* (3rd Ed.), ASL*, or $15 thereafter. Write to: NOT-A-CON III, 726 this convention at Rice University in Houston, CAR WARS*, DIPLOMACY*, and ILLUMINATI* Riverbank Commons, 250 Elm St., Clemson SC Texas. Tournaments will be held for RUNE- tournaments, as well as several independent 29631; or call: (803) 653-5030 and ask for Wayne QUEST*, PARANOIA*, CALL OF CTHULHU*, Chastain, Andy Berg, or Jeff Peake. CAR WARS*, TRAVELLER*, DIPLOMACY*, Continued on page 34

32 JANUARY 1991

NEW PRODUCTS FOR They may take it over! Suggested Retail Price: $12.95/£7.99 Firstborn JANUARY Product No.: 2118 ® Elven Nations Trilogy, Volume One WGA4 Lives PHBR5 The Complete Psionics Handbook by Paul Thompson and Tonya Carter AD&D® ® module AD&D® 2nd Edition accessory Silvanos, august founder of the elven nation, by David “Zeb” Cook by Steve Winter Silvanesti, is dead and buried in a crystal tomb. Vecna was the most powerful wizard of his This manual describes a completely new set Leadership falls to his son, Sithel, himself the age, and he became the most powerful and evil psionics rules for the AD&D® 2nd Edition game. father of twin sons—and the rivalry that de- lich of any age. Legends say that he was de- Within its pages you’ll find a psionic-using velops between these two princes reaches a stroyed centuries ago and will never return— character class and rules for mental powers climax when their father dies! but the legends were wrong! As the world goes that are available to all PC classes. Psionics are Suggested Retail Price: $4.95/£3.99 mad under Vecna’s coming, who will brave back, so don’t miss this one! Product No.: 8337 almost certain death to fight him? Suggested Retail Price: $15.00/£9.99 Suggested Retail Price: $9.95/£6.50 Product No.: 2117 Web of Futures Product No.: 9309 TSR Books SJR2 by Jefferson P. Swycaffer FROA1 Ninja Wars AD&D® ™ accessory The tall man-shape with saucer eyes was AD&D® ™ module by Dale “Slade” Henson covered from head to toe with dark, gleaming by Nigel D. Findley This sourcebook covers the that fur. And Maddock O’Shaughnessey—born liar, The Oriental lands of Kara-Tur are rocked to contains the planet Toril (where the whole tavern-goer, and idle fisherman—was picked by their foundations by a series of ninja wars that FORGOTTEN REALMS™ campaign is set) and this alien to save men’s lives, to collect their affect noblemen and commoners alike. Few contains information on Selune, the beholder souls, and to roam the future. have meddled in ninja affairs and lived to tell of planet, the secret of the Tears of Selune, and Suggested Retail Price: $3.95/£2.99 it. Don’t miss this module that examines those ’s hideout among the stars! A full-color Product No.: 8217 secretive assassins, the ninja! map of Realmspace is also included. Suggested Retail Price: $9.35/£6.50 Suggested Retail Price: $10.95/£6.99 Product No.: 9307 Product No.: 9312 Unless otherwise noted: ® and ™ denote trademarks owned by TSR, Inc. ©1990 TSR, Inc. All Rights Reserved. HWA2 Nightrage SJR3 Dungeon Master Reference Screen D&D® HOLLOW WORLD™ module AD&D® SPELLJAMMER™ accessory BUCK ROGERS and XXVc are trademarks used under by Allen Varney by TSR Staff license from The Dille Family Trust. ©1990 The Dille Family This second HOLLOW WORLD™ module This valuable accessory contains tables and Trust. All Rights Reserved. further explores the myriad cultures and king- charts commonly used in any SPELLJAMMER™ doms of this new campaign setting. Take your campaign, making it vital to any DM who wants PCs on an incredible journey across this new to run a SPELLJAMMER™ campaign quickly and Convention Calendar world on a quest to discover Ancient Nithia and smoothly. Take your heroes to the stars! Continued from page 32 find out what really happened to the great Suggested Retail Price: $8.95/£6.50 + VAT events. Other activities include a live-action feathered serpent. Product No.: 9313 Suggested Retail Price: $8.95/£5.95 chess game, dealers’ rooms, fantasy artists, and an auction. Registration: 150 Swedish Kronor Product No.: 9310 25CS1 Deimos Mandate BUCK ROGERS® XXVc™ module ($30) before Feb. 15 (140 SKr for SWEROC Crusade by TSR Staff members), plus tournament fees. No preregis- Empires Trilogy, Book Three Deimos, one of the of Mars, holds the trations accepted after Feb. 15. One-day tickets, by key to many of RAM’s secrets. In this adventure, if available, will be sold at the door for 75 SKr The barbarian horde has turned and set its your PCs will explore the mysteries of this ($15)/day. Write to: GOTHCON XV, c/o Bertil sights on the western Realms. Only King Azoun satellite—and strike a blow for the forces of Jonell, P.O. Box 154, S-43900 Onsala, SWEDEN; of Cormyr has the strength to bring the western NEO against the hated operatives of RAM. or call: +46 300-61004. factions together and an army to chal- Suggested Retail Price: $6.95/£4.50 lenge the horsemen. But Azoun had not reck- Product No.: 3569 ROUNDCON VI, April 5-7 oned that saving the Realms might mean losing The Round Table Gaming Society will host this convention at the Russell House at the Univer- his beloved daughter! 25CREF1 Character Record Sheets Suggested Retail Price: $4.95 BUCK ROGERS® XXVc™ accessory sity of South Carolina campus, in Columbia, S.C. Product No.: 8480 by TSR Staff Events include an AD&D®, a SHADOWRUN*, a This 48-page booklet is essential for all players PUFFING BILLY* (including 1830*, RAIL BARON*, and a Mayfair railroad game), and a of the XXVc™ game. In it is everything players NEW PRODUCTS FOR and GMs need to keep track of their space-going board-game tournament. Other one-round PCs and NPCs. tournaments will be held for CHAMPIONS*, FEBRUARY Suggested Retail Price: $8.95/£6.50 + VAT TALISMAN*, *, B-17 SQUADRON*, CIR- Product No.: 3570 CUS MAXIMUS*, and AD&D® games. Prizes will MC8 , be awarded for all tournaments. Registration: Outer Planes appendix A LINE IN THE SAND game $5/weekend before March 1, or $7/weekend AD&D® 2nd Edition accessory TSR military strategy game thereafter. Write to: Round Table Gaming Soci- by Lots O’Folks by TSR Staff ety USC, P.O. Box 80018, Columbia SC; or call The fiends, an assortment of vile beasties The military forces of the world are closing in Trella at: (803) 779-1924. from the lower outer planes, are back-and on the vital oil resources of the Middle East. they’re not happy. This Monstrous Compendium When the armies assume battle formations, the How effective was your convention listing? binder is packed with 74 of everybody’s favorite world watches with apprehension. Take a side If you are a convention organizer, please foes, foes that can make the mightiest charac- in this political-military game! write to the editors and let us know if our ters weep with fright. These creatures will fit Suggested Retail Price: $19.95/£13.99 “Convention Calendar” served your needs. into any AD&D® campaign—but be careful: Product No.: 3032 Your comments are always welcome.

34 JANUARY 1991 “Forum” welcomes your comments and opinions likely to have a small special-missions corps mine the accuracy of intelligence reports about on role-playing games. In the United States and composed of mid-level mages and a few hon- the enemy, it hardly is in the same group as Canada, write to: Forum, DRAGON® Magazine, ored, high-level wizards in its service because tongues or speak with animals/dead/plants/ P.O. Box 111, Lake Geneva WI 53147, U.S.A. In those groups would have more opportunities monsters spells. Europe, write to: Forum, DRAGON Magazine, for study and adventure than the mundane I’m not exactly sure why he lists casting TSR Ltd, 120 Church End, Cherry Hinton, guards or workers. Dragons and flying mounts legend lore among the duties that low-level Cambridge CB1 3LB, United Kingdom. We ask are very rare, hard to keep, and always long for mages can perform. It’s a sixth-level spell, and that material submitted to “Forum” be either lives of excitement and travel, and this is one of hence a minimum of 12th level is needed to cast neatly written by hand or typed with a fresh the few things an adventurer can offer that a it. Also, this is one of the spells whose compo- ribbon and clean keys so we can read and city guardsman cannot. Flying devices might be nents are important. A magical item or some- understand your comments. more practical, but they are subject to breaking thing of equivalent value to the caster has to be and I find it hard to envision a city having 112 sacrificed to whatever power answers the spell. I read with interest Tom Schlosser’s “Romance of them. Finally, a wish coming from a mortal You don’t use it to check junk. and Adventure!” article in DRAGON issue #161. source could probably not build indestructible “A giant hurls only rocks.” Since when? A giant I was quite surprised that Mr. Schlosser felt towers of gold, though a wish of omnipotence has hands and brains; anything a human can romance in a AD&D® campaign needs to be might (see “If You Wish Upon a Star . . .” in throw, a giant can throw, too, proportionately contrived. In the many campaigns I’ve played DRAGON issue #146). A city that maintains a large aerial cavalry over the years, I would never have thought it By modifying some of the characteristics of cannot withstand a long siege. Sir William of was anything but natural. the ancient medieval castles, I think that it’s Farcastle’s griffon cavalry burns a huge number In my first campaign, I played a young female possible to defend them against practically any of calories lugging around barding and armored bard who became interested in and later fell in spell. A good start would be to mix metal with riders, then going out and fighting all day. love with a thief. Several weeks into the cam- the wall bricks and mortar, then give the bricks Figure about two cows per griffon per week. paign, my brother, a , discovered there a thin coating of lead. This would protect Add in the [needs of the] four dragons, and the was hanky-panky going on, resulting in a “cross- against passwall, phase door, stone to flesh, herds start thinning real fast. Cut the griffons bow wedding.” transmute rock to mud, etc., as well as keeping and dragons off from the herds by siege, and Another instance involved a triangle in which out some of those pesky detection spells. To that cavalry quickly ceases to be effective. a psionicist and a mage had an affair going protect against earthquake, disintegrate, and Detect spells of various sorts can be negated when a new character, a beastmaster (beastmis- sappers, the walls could be made thicker and by one amulet, making the clerics and wizards tress?), managed to move in and conduct a long- lower, and the foundations sunk deeper. Special standing around the gates useless (not to men- term romance with the psionicist. bolts to keep the gate from shrinking could tion reducing the city’s income because the In yet another campaign, a druid and a shape- protect against reduce, and a drawbridge, wizards are standing around instead of making changer had a several-month-long romance that portcullis, and additional bars on any doors magical items). ended with their retiring together, getting would protect against a single knock spell Mr. Collier overlooked one very useful spell: married, and building a home. In the same opening the front door of the castle. Since the simulacrum. Players often mistakenly think the campaign, a second couple planned to retire greatest danger from teleportation, poly- human/humanoid limits put on clone apply to together, but one met with an untimely death on morphing, and astral or ethereal travel is that of simulacrum as well. But simulacrum can be what was to have beentheir last adventure. a few people getting through and opening the used to duplicate just about any creature, and it These are but three of the many campaign gate, a gate-opening system that requires sev- gives either side with access to the spell the romances that have taken place in my living eral people to operate it might help. One of my ability to “ally” themselves with monsters whose room. I can’t think of a campaign we played in favorite ways to defend against underground loyalty isn’t in doubt—a few strategically placed that didn’t involve at least one. They all blos- attackers is to grow a huge pudding, slime, trappers, for instance. somed independently of the DM and contrib- ooze, or similar monster under the city and feed A of 60 rust monsters advancing uted vastly to the game and player interaction. it all of the city’s garbage and waste. As the upon an invading or defending army can be In almost no case was there any relationship monster continues to expand, it might even be devastating, possibly ending the battle before a between the two players outside the game. allowed to grow up into the city walls, giving single ounce of metal has been transmuted to If campaign romances are as rare as Mr. attackers a nasty surprise and keeping out rust. The more metal in the armor of the army Schlosser seems to believe, I think there must astral or ethereal visitors. All of these sugges- facing the monsters, the worse the modifier is be a lot of very dull games going on out there. tions, though, are merely examples. Depending on the morale check. This tactic works better To me and to other members of my gaming on their situation, each town will have to tailor for the attacker. Once inside the city, invading group, romance is just as natural within the its defenses to meet its own needs. rust monsters can start working on locks, game setting as it is in real life. Jason Williams pulleys, and grates holding the gates in place. Carol McGarril Silver Spring MD The friendly djinn guarding the city is less Alexandria VA effective than one helping the invaders. Assum- James R. Collier’s “Enemy ” de- ing many parts of the city are subject to fire, I have just finished reading “The Enemy at the serves comment. It is a fairly broad examination envision a djinn creating a just out- Gates” in DRAGON issue #160. I enjoyed the of the theme of tactics in a world where magic side the city. When the winds are about to article and have a few suggestions and com- works—always a good topic. burst, a flying creature able to take damage ments to add to it. My only reservation is in the First, his errors: Some of the spells he de- from the wind dumps crateloads of red-hot nails amount of magic, wishes, and fantastic beasts scribes just don’t work the way he has them into the windstorm. There will be an inferno as that Mr. Collier uses. A campaign with magic as operating. Improved invisibility (or normal those nails ignite various buildings. common as he suggests would have no need for invisibility, for that matter) cannot be cast on Cities and castles are part of the culture on castles, catapults, or anything similar; it would objects (area of effect: creature touched). Nor which game worlds are based. To prove that probably already have magical mass production, can protection from normal missiles be cast they could not exist due to magic is not what I communication, and transportation to make it upon castle walls, for precisely the same reason. intend. However, this game was built on a “go to equal to [cities in] modern or high-tech cam- Polymorph self limits size changes from hippo the dungeon and loot, loot, loot” basis, and paigns. Mages are fairly rare because it takes a to wren. Becoming a bee is not possible with magic in this game favors the invader rather special combination of intelligence, magical this spell, unless you started out very small. than the defender. What we need are some aptitude, and patience to be a member of that Commune is not a communications spell. It official defensive spells so campaign A doesn’t class, and those who do qualify would probably lets the caster ask one “yes/no” question per need 7th-level casters while campaign B needs resent being used as “foot soldiers” or common level of the caster of the deity or designated 12th-level casters. laborers in the city dungeons. A city is more servants of the deity. While it is of use to deter- S. D. Anderson Whittier CA

DRAGON 35 I recently participated in a group that plays stats. To solve the powerful magical item prob- AD&D and D&D® games. The campaigns had lem, you can simply exclude or make then one interesting feature worthy of note: There extremely rare (once-in-a-lifetime things). If a PC was no thief class. already has an item, then simply have a 15th. Needless to say, I was extremely surprised level thief come along and acquire it. As for (and disturbed) to hear this, but the DM’s expla- higher stats, don’t allow your players to tell nation not only satisfied me, it got me thinking other players their PCs’ ability scores. If they about my own campaign. His reasoning went do, punish them in some way, such as taking something like this about the non-attractiveness away experience points. I always tell my players of the thief class to the average player: that your characters don’t have numbers on the 1. Thieves are, have been, and always be, backs of their heads for all to know. feared, hated, and illegal. John L. Stanton, Jr. 2. Thieves, in order to train, must go to a Jacksonville AL thieves’ guild, a wretched hive of scum and villainy. I am writing in response to John Wall’s letter 3. The thief’s party never trusts the thief not in DRAGON issue #159. I am currently involved to rob its members, especially since “most in a D&D campaign in which my character is a thieves tend towards evil” (1st Edition Players , adapted to the D&D game from the Handbook, page 27). description in the DRAGONLANCE® saga books, 4. Thieves are significantly weaker than the and I have never played a character that was so other three major classes, especially in the Basic much fun and yet so much of a risk to herself. D&D game. Thistle (my character’s name) has an immense 5. Thieves are often looked down upon by curiosity about everything, and a great deal of their party for the above four reasons. trust in the good intentions of everything and 6. Thieves must train young urchins if they everyone else. Needless to say, she was very wish to build a hideout or stronghold. The thief nearly killed on several occasions, in situations then becomes like Fagin, a master of cutpurses. that I thought were risky. One good example 7. Thieves, because of their very character was when, in a desert, my character found a class, are forced to constantly lie. “Uh, yeah, I’m chest buried in a sand drift and opened it to a fighter. I just like leather armor and can’t find that its contents had been almost entirely afford a shield.” stolen by bandits-except for a small, sealed pot. So, in that group, there were fighters, clerics, “A trap!” I thought. “This looks really interest- mages, and a group of characters skilled in ing!” was Thistle’s reaction, who promptly stealthy endeavors and dungeon adventures. opened the pot and was nearly killed by poison These characters stayed at the very front of the gas (“What a pretty color. Why is the world party, not at the back “guarding the rear.” They spinning around like that?“) were called scouts, and they could be of any You will note that I said nearly killed. The one alignment (the non-good part always bothered factor that spared my kender’s life, time and me about thieves). Instead of the pick pockets again, was that she was watched over by a skill, they possessed sleight of hand, virtually kindly DM. In battles, and from traps and spells, identical to the former but with a better name my character faced the normal risks run by all and perhaps being a more useful skill. (The DM dungeoneers. But on those occasions when my may not allow a character to conceal something character acted against all reasonable judgment using the pick pockets skill.) Scouts can climb for the sake of role-playing, our DM kept an eye walls and open locks. But they can be proud of open to see that the manner in which my char- their profession. They just aren’t thieves. acter was affected was not unfair. The 15th-level scout in our Basic D&D party I do not really think that this gives my charac- had leather armor +2, a ring of protection +2 ter an unfair advantage over the other charac- and an 18 dexterity, for an AC of 0. He also had ters, biased though my opinion may be. So long weapon mastery, so he was safe to guide the as we did our best and acted as sensibly as our party and even a limited amount of front-line characters’ personalities permitted, our DM combat was all right. confessed that she was not going to let a freak Thieves’ guilds still exist, containing mages, roll of the dice spoil the campaign, although our fighters, and scouts who feel that the world characters still run the risks in a battle or situa- somehow owes them a living. As that DM told tion in which the odds were against us, or when me, a thief, like an assassin, is not a character the situation occurs through our own stupidity. class but a profession. [Note the scout PC class I suspect that my character might wind up for the AD&D® game in issue #1 61, “Scouting being throttled by one of the other characters For New Options.“] anyway, as they seem to resent my character’s Dirk Waters habit of finding items they “lose.” Branford CT Another thing about playing such characters as kender and gully dwarves—yes, we have one Being a DM, I hate to see dissention among of those as well—is that they encourage role- players. In most campaigns I’ve seen, there is playing, both in their players and in the others competition among the players that all too often in the campaign. It is very simple to picture the results in somebody’s character getting killed. Evil reaction of a mage who has had his spell book characters tend to be the ones who disrupt game “borrowed,” or that of an elf who has just play, so I simply discourage those alignments, but stepped on a gully dwarf. No one in our group I do not rule them out. Another problem be- seemed to mind that we had come out of the tween players is when they want power and that adventure with very little treasure; they were is all. If your group has fun “roll-playing,” then all too busy, no doubt, thinking of different that’s fine, but I think most people would have ways to cook a kender. fun role-playing. Keep in mind that several of the What I am trying to say is if you are DMing a greatest game characters don’t have an 18 in any game with characters whose personalities ability, like Tanis, Tasselhoff, or even Raistlin dictate that they do something that seems rash, [from the DRAGONLANCE® saga]. If the players a little intercession will prevent tragedies with- don’t care about their PCs’ stats, then you’ll all out spoiling the challenges of the game. have more fun. Bonnie Patterson Another major problem is jealousy, usually Ruskington, Lincolnshire involving powerful magical items or higher United Kingdom

36 JANUARY 1991 I would like to expand upon a paragraph from the terror of the land, and I know that is what players who know how to survive without Michael Griffith’s letter in DRAGON issue #154, she wanted to achieve in my campaign. relying on their characters’ “goodies.” A DM in which he stated: “If we [DMs] didn’t do so So we had a conflict of playing with differing should challenge his players frequently lest they [play evil NPCs in a ‘nasty and relentless’ man- styles. I do consider myself a hard DM, but only rest upon their laurels and their magical items. ner], you would be facing mindless hordes of because I want my players to rely on good Don’t make life a constant struggle for the easy targets, and while this may be great for player skills and not the magical items they characters, but don’t let them “rod, staff, and attaining experience points, it does little to receive during the course of an adventure. I wand” their way out of every situation, either. enhance the actual role-playing experience for stress this to my players constantly, when they Player skills are the most valuable asset in any all concerned.” first come into the campaign and during in- role-playing game, not winning an empire or I’ve been playing AD&D games for almost between game discussions. The players are attaining pseudo-deity status. seven years, about half that time as a player and quite aware that mine will never be a Monty Robert T Wahl half as a DM. I’m currently engaged in my third Haul campaign. Browns Mills NJ extensive campaign. My group meets once a I believe that a player’s ability to wield a week, and we keep in touch between games character is more important than his character’s I would like to offer accolades to Michael through a local BBS run by one of my players. ability to wield weapons, spells, magical items, Griffith for his letter in DRAGON issue #154 on In a room aptly named “The Dragon,” we discuss or whatever. I despise Monty Haul campaigns the cunning use of evil NPCs and the reluctance the current game, the campaign, and the rules. for supporting weak play. Good players who are of the player characters to accept such actions. Recently, one of my players quit my just having a loose game is another story, but in I, too, am a DM who plays evil NPCs with ex- campaign—via the BBS—without giving a clear a campaign where 3rd-level godly mortals treme stealth and cunning. I, however, acquired reason, simply leaving an “I quit” message. Her wreak havoc with six artifacts apiece, the game the label “character killer.” The road to prosper- most recent complaint before quitting was that becomes a complete joke. ous and high-level characters should be paved her character hadn’t gotten any “goodies” dur- The pinnacle of my Monty Haul career as a with pain, injury, and often severe humiliation ing the last adventure and had gotten “only” player occurred when my 2nd-level fighter and at the hands of an enemy. I, though, will also be experience points. She had just come from a other party members stole 6.7 × 1050 (that’s the first to admit that there is such a thing as Monty Haul campaign, as I could tell from right: ten to the fiftieth power) gold pieces from going too far. hearing about her character in that campaign. under a sleeping Tiamat. And how did we carry Some time ago, I ran a campaign involving five In my campaign, she played a fighter/ all that gold away? In our backpacks, of course. PCs of mixed classes and alignments, one of magic-user who almost always abandoned the And that was only my second AD&D game. The which was a fighter/mage with an exceptionally party during fights or potentially threatening game grew progressively and incredibly worse, high strength and constitution. The adventure situations—not always during lethal encounters, and we quit that DM after about five or six was out of hand from the moment it began. I but ones that could cause damage to the PCs. games. Another player took over as DM for a lost control of the campaign because I found Forgive me if my interpretation of dark elves is few years, and finally I did. My first DM showed myself catering to the challenge of the fighter/ wrong, but I see them as the most naturally me how ridiculous Monty Haul can get and how mage and, for all intents and purposes, ignoring vicious race in the AD&D game, always ready weak of a player you can be to play in such a the rest of the party. It ended up that the other for the kill. Admittedly, PCs may deviate from a campaign. I was a complete beginner (“Just roll four PCs conspired to attack the fighter/mage race’s natural tendencies, but this player de- the twenty-sided when we tell you to. That one, because they were so bored with the campaign. lighted in bragging about how her former the one with the most sides and the ‘20’ on it.”). Needless to say, they died. character, also a drow fighter/magic-user, was A good AD&D campaign is kept alive by What I would like to know is how many DMs

DRAGON 37 have made the mistake of playing into the hands For lack of time and want of safety, everyone —Characters possessing valuable items that of a crafty PC such as this, and not having the passed by the crates, except for the DM's char- are obviously magical in nature will draw foresight to improvise and deviate from your acter, who casually stashed them in his portable thieves and enemies that desire the item them- original plans to allow other PCs to join the fray? hole. Another player mentioned, “Yeah, we’ll selves. A 2nd-level fighter flaunting his flaming Lastly, I would like those of you who have split it up later,” but was confronted with, “No, sword in town is almost asking for high-level made amateur mistakes such as these to tell me it’s all mine; you passed it up.” enemies to steal it away in the night or attack how you did combat with the possibilities of this Personally, I cannot fathom how to put up him outright. After fighting off thieves and happening again. From the campaigns that I with these unfair practices, and I would like to jealous creatures, the owner of the item may have been in and have seen, there is always one know how you other players feel about these curtail its obvious use or bring it only on partic- character who seems to run amok, regardless of situations. The fun and spirit of the game cer- ularly difficult quests. who DMs. tainly do suffer, and the ultra-characters that —The DM may introduce defects, side effects, Your feedback on this problem would be result certainly do not deserve their achieve- or magical limits on any item. After all, it is his appreciated. ments or recognition. campaign and who is to say that each wand and Ron “Winston” Dippel Michael Repka sword is not unique to itself? Swords that only Cleveland OH Tyler TX gain magical bonuses at night or items that add months or years to the owner’s age when used I would like to find the opinions of this publi- I have been an avid AD&D game player for can be introduced. When an item’s unique cation as well as those of other role-players on the last 11 years. A complaint that I have fre- abilities and defects are discovered by the the subject of solo gaming or a variation of such quently heard is that of players becoming too players, it often makes for a more interesting that involves the DM playing one of his PCs as a powerful for the DM to handle, often because of campaign than when players find an item, look character with a party of adventurers. the magical items they carry. Often a DM will it up in the DMG, and say, “Well, it has buttons, I Through my unfortunate experiences of allow a powerful magical item to fall into the guess we found another rod of lordly might.” A playing in short campaigns (mainly hack-and- hands of a character to “spice up” a boring DM can use an item’s history or lore to make it slash) with these type of self-Dungeon-Mastered campaign. Soon the magical item becomes a even more fascinating. Some items may only characters, I find that they have become ex- further problem, and so the campaign goes work in a certain terrain. Perhaps that rod of tremely powerful for any character at any level. Let me say that I believe that magical items, lightning the party recovered from the frost Several of the offending characters have re- properly handled, can make a campaign inter- giant’s lair doesn’t work in hot areas such as sorted, to the players’ delight, to using magical esting and more exciting. Some DMs will not jungle or desert surroundings. Let the players items for any situation. If an item does not even allow players to find a potion until 3rd-4th discover this the hard way. [See “Magic Gone already exist, it is created, then “found” by the level or a wand until 6th-8th level. This is ,” DRAGON issue #163.] DM’s character. I personally believe that this wrong. Players often have a real need for help —When stocking high-level dungeons, supply defeats the purpose of a fun gaming session. I ful potions (healing and the like) at lower levels; enemy guards and monsters with magical items realize that the option not to play with the these are the levels where the loss of 6 hp can the party has difficulty using, if you must give superpowered characters is open, and, as of easily mean death! the monsters magic at all. For example, the late, I have chosen it. I am just getting tired of What all DMs should remember (and I’m party should not be able to defeat 12 evil guards listening to: “My 11th-level character has a page- boggled as to why they don’t) is that they are armed with magical swords and grab 12 magical and-a-half of magical items.” the sole judges as to what goes on in their swords at one time. Perhaps the guards use I have observed several sessions of the type campaigns. Everybody makes mistakes, but if a swords +1 that can be used only by lawful-evil where the DM plays one of his characters as a game imbalance is created, it is the job of the creatures. A magical ring or weapon employed PC. This practice is grossly unfair to the other DM to straighten out the error or imbalance. If by a giant may be too large or heavy for the players, as well as extremely helpful, for the a character has an item that is too strong for the characters to employ. In the AD&D White power-hungry character of the DM. I see no party or makes the owner outshine the other Plume Mountain module, there was a giant crab way possible that this method can be employed characters, take it away! Don’t let players ham- that wore an armband that made it psionic- so that the true spirit of adventure gaming is string you! There are a multitude of ways in proof. It was noted in the module that the magic achieved. After all, how can the DM play if he which magical items can be removed from of the armband was keyed to that particular already knows everything? Though this may characters. The following are a few examples: monster alone. Obviously some items will be occur only within my group, it must befall even —Require that the item make a saving throw created with their monstrous users in mind! the most honest DM to try not to injure his (as per the Dungeon Master’s Guide) each and The type of magical items found by an adven- personal character. Several times a dragon has every time it is exposed to lightning bolts, fire- turing party, especially a low-level party, should used its breath weapon on the party, and one balls, cave-ins, and similar damage. usually be items with a limited number of uses. character was immune—guess which one? The —Require that a saving throw vs. loss be made These items include potions with only a few most irritating problem with this technique is if the owner is knocked into the ocean, caught doses, scrolls, wands with 20 or fewer charges, that the DM’s character reaps all the rewards in a sandstorm, buried in a mudslide, etc. and similar things. Create special versions of from the risks that no one else would take. The —There are creatures such as jermlaine and magical items that will melt, shatter, or crumble DM’s character knows there is nothing but disenchanters that can drain items of all their after a predetermined number of uses. Above treasure behind the door, so he’ll open it first. magic. An opponent could use a rod of cancel- all, your players, even through magic divining, One party happened across three crates of lation, or an enemy spell-caster could employ a should only have a vague idea of the number of treasure (known to be so because of a ring of ’s disjunction spell. charges in a wand or item. Items such as magi- X-ray vision), in an attic of a dangerous tower. cal armor or magical weapons should be gained only after a terrible fight and extremely good playing or problem-solving on the player’s part. Powerful magic should be earned, not stumbled across! Magic is one of the things that makes the AD&D game great. Rather than keeping magical items away from your players for a ridiculous amount of levels, let your players have a small taste of different items and put a little variety in your game! This will keep the rest of the party from having to watch Vorko the Fighter pull out his flaming battle axe +5 and save the day yet again. As the game progresses, let the more advanced characters utilize and keep more powerful magical items. It is the job of the DM to keep the campaign flowing in a balanced manner, making things neither too easy nor too hard for the players. A little creativity can eliminate the problem of super-characters and produce a memorable campaign. Rick Maffei Ridgewood NJ 38 JANUARY 1991

reach the Princess Ark within the atmos- phere of this world. Sudmir 17: I have conducted further research on the Myoshiman monolith during the days of our journey between Starpoint and East Portage. By luck, the Empress did not request this “gift” from Lord Katayama. I have devised a contrap- tion for controlling the effects of the magi- cal monolith. With a simple command word, Talasar or myself can now allow or disallow the invisibility to take effect. Sudmir 19: We entered the sky above East Portage this dawn. As usual, a multi- tude of busy merchantmen crowded the port, some unloading their cargo and others picking up valuable merchandise from the west. I observed nearly any kind of flag at the docks, and several new ones, too. With pleasure, I noticed the Imperial Banner was still the most common. Several medium-sized ships were being pulled out of the water and loaded onto large wooden cradles. Scores of logs placed ahead and under the ships allowed the massive hulls to move forward, pulled by hundreds of draft horses. The ships were to be slowly dragged 140 miles over- land in this manner until they reached West Portage, on the opposite coast of the by Bruce A. Heard Sulamir 26, 2000 AY: The departure narrow Isle of Dawn. This was quicker for from Starpoint was a grim one. I couldn’t surface vessels than circumventing the Isle take the chance of being discovered. Em- of Dawn. This is proof that skyships such This series chronicles the adventures of press Eriadna might have been watching, as the Princess Ark are a blessing for all an Alphatian explorer and his crew as and she might not have tolerated a longer navigators. they journey across the D&D® Known stay, no matter how helpful it was to my The port authorities did not seem to World in their skyship. The information crew’s morale. There would be other stops mind our presence; after vague formali- herein may be used to expand the D&D elsewhere, away from the Empire. ties, some of the crew went down, alter- campaigns using the Gazetteer series. We are now sailing to the southwest, nating shifts again. I thought it would be a toward East Portage. I decided to remain comfort for Lady Abovombe to leave her within the skyshield. I have no doubt in quarters and visit the city with me. Talasar my mind that the Heldannic Knights are had spent many hours with her, providing aware of our emergence into this era. counsel and spiritual help. I was greatly They would certainly intercept us if we relieved to see that Abovombe had finally breached the skyshield. Fortunately, their partaken of my potions. She is clearly at best ships are built in the void and cannot her best now. Her looks could melt the heart of the coldest man. whom he worked for. He died mysteri- progressively regaining their former living We landed near a huge, paved avenue ously within the hour of his capture. appearances. On the throne was a black that divided the entire town of East Por- Magic was ineffective in retrieving the figure, King Haptuthep presumably. An tage, from the port to the west gate. The man’s soul for further questioning. Ru- unsettling, evil glow flickered in his eyes, avenue was wide enough for two seagoing mors flew among the native workers that almost overwhelming my senses. ships and their horse carriages to pass frightening, ancient curses were at work. As the king spoke, Raman translated his through at once. Elephants and a number The tomb was dug up at last, however, whispered words with some difficulty. of other large creatures were also used as and its treasures were shipped back to “You, sage, are a thief in my abode. And draft animals, depending on the ships. Alphatia. All of the sages in the expedition you, sorcerer, are a profaner. Your magical Heavily armed caravans lead the ships, died of mysterious causes in the following powers are useless here, and your feline often followed by impressive baggage three years. Raman himself nearly lost his lackey is an insult to the Immortals.” trains and other travelers. life in a fire that ravaged his personal I inquired of the being as to what I had We took a stroll to the commoners’ mar- library. Many ancient Thothian scrolls that belonged to him, and he went on. ket. It was quaint. I offered Abovombe a were destroyed in the blaze. “That magic you used to empower your selection from a “bird of fortune” at one of Lacking any other clue as to the nature ship with the ability to fly is mine. It was those stuffy Ochalean shops that one can of this problem, I have ordered an immedi- stolen centuries ago when your people only find in a small, isolated street. It is a ate departure toward Upper Thothia, into invaded my land. You have been the last to local custom to pay the shop owner to the neutral region. keep it, and you committed a sacrilege have his bird pick one of several thousand Sudmir 25: We located the old excava- when you invoked its power.” scrolls in the shop. The scroll often turns tion site that Raman described. It lay in a I was properly nettled. “Why have you out to be a poem, a luck sign, or some deserted, rocky valley; the tomb was aban- waited so long to manifest your anger, obscure saying. Lady Abovombe read her doned, and no sign of life was visible. Sand may I ask?” scroll, smiled, and placed it in her pouch. filled most of the entrance left by the “My servants searched your empire for Tradition demands that he poem be kept archaeological expedition. you for decades until an old friend of for oneself, but I wondered what it said. Raman, Myojo, Ramissur, and a squad of yours came to me. She revealed many I then took her out for dinner at The boltmen came with me to study the tomb. things about you and your servants, Synn Silver Snake, a native place of my knowl- Removing the sand from the entrance was is her name. Now you shall become my edge. Amazingly, it was still there after all no major problem, and soon we started servants.” these years. Dinner was pleasant, but searching the dark monument for clues. Naturally, I didn’t wait any longer and Abovombe still showed a bit of coldness in The expedition team had been quite tried to web this sinister character. I felt her eyes. I was about to reveal how painful thorough in stripping the tomb of trea- the magic go off, but nothing happened, or that was to my heart when I felt my dagger sures or anything else worth studying. We at least nothing that I was aware of. If we quiver in my sleeve. Danger was close. visited a number of chambers and gal- had been standing within an anti-magic Suddenly, Abovombe screamed, grabbed leries. Extra attention was brought to the zone, I would have felt nothing at all. And my arm, and pulled me to the ground. A where the assassin had been that’s what tipped me off. I’ve seen this swarthy man hiding behind a pillar had caught, deep inside the tomb. The cham- kind of trick before. He was merely trying stepped forward and tossed a dagger at ber had only one entrance, so the assassin to make me believe that magic didn’t my back. Abovombe was quicker and must have used a secret passage or magic. work. This was one pharaoh who had lost saved my life. The man shouted, “Death to It was Myojo who found—or, rather, touch with reality. Alphatian wizards are the Profaner!” and escapedinto the smelled—the answer. fully aware of the powers of hypnosis. It is crowded street. The dagger stuck into a Raman studied some hieroglyphs on the the oldest trick in the grimoire! wooden pillar that had been behind me, wall and unveiled an interesting parable Myojo swung wildly at the approaching the blade oozing a black, oily substance. which gave away the mechanism of a priests, and Raman tried to fend off a few After an interminable string of abject secret passage. We entered the passage others with his torch. I feigned being a apologies from the owner, we left and and followed a long stairway down to a wizard incapable of casting a spell, returned to the Princess. I wondered what larger chamber. It seems the expedition dropped to my knees, and implored his I had gotten myself into this time. I could picked up a false treasure, a lure left by royal highness for mercy. also not stop thinking that Abovombe the builder of the tomb to fool the grave The king stood up, already rejoicing at saved my life, and that perhaps she still robbers. This new chamber contained a his victory. Then I added, “Oh, what the had some feelings for me! large sarcophagus, treasures, and statues heck!” and fired my wand of disintegration Sudmir 20: It was quite inconvenient of ancient Thothian mythology. Especially with quite a bit of conviction. It worked that I was unable to see my aggressor, for worrisome was a series of alcoves in perfectly well. this denies me the option of tracking him which stood the mummified remains of With a cry of rage, the king reeled back. with my crystal ball. According to Lady priests and acolytes who remained in the He survived, so to speak, since he was Abovombe’s description of the man and tomb at the time it was sealed. In dark undead as I had suspected. The marching his accent, he must have been a Thothian. places such as ancient tombs where necro- of the dead priests was illusory, and so So far, I cannot see in what way I would mantic magic may be powerful, one must was most of the room. The old king ap- deserve such treatment. be naturally suspicious of any corpses. peared for what he truly was—a horribly Raman, our chief engineer, erudite in My dagger quivered again. Ramissur and desiccated body with glowing eyes, no the matters of ancient history, confirmed the boltmen took position against the doubt a lich. His left arm and shoulder had the dagger to be Thothian—that is, ancient corpses. However, unleashing lightning been obliterated by the wand, unveiling Thothian. Raman had years ago been part bolts in such closed quarters could be bones darkened by centuries past. He of an archaeological expedition in Upper disastrous, and I ordered the boltmen out uttered a quick word and disappeared. Thothia and had unearthed items of this immediately. About then, a large slab of Sudmir 26: We had no trouble empty- nature. Sages in the expedition then began stone slammed shut with a thunderous ing the chamber of its treasures and dying mysteriously during the excavation rumble. Low voices rose from the corpses, scrolls. As I expected after yesterday’s of King Haptuthep’s tomb. Eventually, a chanting a strange hymn. The corpses did encounter, King Haptuthep’s royal sar- native was caught while attempting to slit not move-but the walls did. They seemed cophagus was empty. The king’s lich prob- the throat of a sage who had fallen ill the to fade away into darkness, revealing an ably has another lair somewhere in evening before. The native had a weapon even larger chamber, a throne room lit by Thothia. We removed the other corpses identical to the one hurled at me. glowing braziers. and gave them a more permanent burial. Unfortunately, the man never revealed The mummified priests came alive, It was evident that his chamber had

DRAGON 43 been regularly visited. There were many If you have any comments regarding this yama until Haldemar demonstrated his gifts, some quite recent, that could not column or the D&D game’s Known World daring and power when he bent to his will have withstood the passing centuries. The as designed in the Gazetteers, please send a ferocious monster (see DRAGON® issue lich probably maintained a group of living your inquiries to: Bruce A. Heard, D&D #161). In absolute awe, Myojo wanted followers, fanatics devoted to their ancient Column, TSR, Inc. P.O. Box 756, Lake Ge- nothing else but to serve his new master. king. I must have encountered one of neva WI 53147, U.S.A. We cannot guaran- Myojo is otherwise hot tempered, arrogant them in East Portage. Well, I am not in the tee that all letters will get answers, but with foes or underlings, and generally lich-hunting business. This will have to be they always get our attention. haughty with nonrakasta other than left to the proper authorities in Edairo. Haldemar. He does not trust Xerdon, The most interesting discovery, however, whom he senses could be a rival to Halde- concerns this ancient scroll of which the Myojo Katamura mar, and considers Leo the gnome an king spoke, which I obtained decades ago (Attaché to the Admiral) inferior being. during the war. I am worried that, as a Disposition: Goodwill toward Halde- result of my use of the scroll to enchant History: Myojo comes from a family mar; Neutral toward Talasar; Antipathy my ship, the Princess Ark may be more traditionally devoted to the life of war- toward Ramissur, Raman, Tarias, Ashari, than I first thought. But what could the riors. The Katamuras are vassals to the Lady Abovombe, Xerdon, and Leo (given scroll have been? I fear that I was not in Katayama clan on Myoshima, and Myojo in order of preference). possession of the entire spell when I con- was sent to serve in Lord Katayama’s Appearance: Myojo is a rakasta, a cat- ducted the original enchantment of the personal guard. While still a teenager, headed humanoid. Short gray fur covers ship. According to my findings in the Myojo gained great honor when he de- his body and face. A rather good looking tomb, it seems I must perform a further flected an arrow meant for his shogun. male by rakasta standards, Myojo is slim ceremony to complete the full enchant- Unfortunately, his awe and admiration for but well muscled, with keen yellow eyes ment. I will have to study these new a nonrakasta (Haldemar) has made him a and large pointy ears. Myojo usually wears scrolls further. As an to my thoughts, pariah to his kin. His two former compan- traditional Myoshiman armor complete a low groan seemed to arise from the ions, Kenju Fuurifesu (the shogun’s cousin) with kabuto war helm, modified to bear Princess Ark's hull. and Jiro Tomokato (Myojo’s brother-in-law) Haldemar’s family colors (gold crescent To be continued . . . . are now dead, and consequently all Kata- over a crimson and sable background). yama and Katamura will seek to slay Myojo bears multiple scars on his chest, a Myojo if given the opportunity. testimony of his fight against Synn, the Personality: Myojo is a naturally brave night dragon. The wound becomes very and proud warrior. He was loyal to Kata- painful in the presence of wights, wraiths, and other powerful undead. Equipment carried: Myojo’s armor was given to him by his father; it is light but effective armor +2. His favored weapon, a katana, is a very fine sword +1. He also owns a small gong of dispel- ling (12 charges, casts dispel magic, 12’ radius at level 10), and a ceremonial waki- zashi (short sword). D&D game statistics: S 16, I 13, W 11, D 17, Co 15, Ch 10 (14 to rakasta); HD 2 + 1; AC 0 (with Dex and magic); hp 16; MV 90’ (30’); #AT 1 or 2 (katana or daikyu great bow); Dmg 2d6 +4 (Myojo reached skilled-proficiency in his mastery of swords) or d6, Save F2 +2, ML9, AL N. Languages: Myoshiman (common and poetry) and Alphatian (treat as an Intelli- gence skill). Skills: Tracking (Wi), Myoshi- man Etiquette (In), Blind Shooting (Dx), and Bravery (Wi).

Raman, Nabonidus (Chief Engineer)

History: Born to a family of horse traders, Raman became a jack-of-all-trades. He raised horses with his elders when he was a teenager, but soon grew bored and left to learn about the marvels of the world. He was a soldier for a short time, studied Basic Magic at Eriadna High, cre- ated a mobile theater and sold it a few years later, returned to Eriadna High and graduated in Ship Building, joined an archaeological expedition in Upper Thothia, ran a plantation in Aegos where he made a small fortune, returned and dabbled for some time in politics, gave up 44 JANUARY 1991 the risky and expensive life of politician to become a poet, then opened his own li- 1965 AY in Cestia. Lord Katayama of Talasar is confusing the issue for her. brary, which eventually burned down in a Myoshima abducted her when she was 27, Appearance: Now in her forties, Lady fire. Nearly penniless, he joined the Impe- and she spent 34 years in a Myoshiman Abovombe is still sensual and elegant rial Navy as a last recourse. dungeon while the Princess Ark voyaged despite three decades of captivity. She Personality: A snob and a bit pedantic, into the Hollow World, then was hurled often keeps her jet-black hair tied in a Raman is the blase type. He is 50 years old into the future to the year 2,000 AY. Synn bun. Her dark skin makes quite a contrast and has an opinion on everything and the night dragon then brought her back to with her steel-gray eyes. Although she everyone. Thanks to his education and the ship to torment Haldemar. Haldemar doesn’t look strong, Abovombe’s strength extensive experience in life, Raman does gave her two potions of longevity, rejuve- and endurance surprise many. To the reasonably well as a sage. He is quiet, nating her to the biological age of 41. crew’s delight, she speaks with a charming rational, and despises disorder and non- Personality: Despite the years of hard- native Cestian accent. conformist thinking (such as Leo’s). He ship in Myoshima, Lady Abovombe still is Equipment carried: Lady Abovombe loves poetry, literature, and famous quota- a sophisticated and proud person. She can, does not normally carry any item of im- tions, although (much to his consternation) however, switch quickly to her more rug- portance when on the ship. She will take he does very poorly as a writer himself. ged side, as dictated by the situation. She along the following objects when expect- He tells endless stories about his tribula- is equally at ease within a palace as among ing danger: short sword +1, bolas +2, tions that often put listeners to sleep. a party of crude, ruthless warriors. Her bolas of sunlight, ointment of soothing, Disposition: Goodwill toward Halde- passion and hot temper prevent her from and a ring of safety. mar, Talasar, and Xerdon; Neutral toward succeeding as a diplomat, and she has D&D game statistics: S 14, I 13, W Lady Abovombe and Myojo; Antipathy gotten her in trouble when dealing with 10, D 15, Co 16, Ch 16; 4th-level Fighter; toward Tarias, Ashari, Ramissur, and Leo. adversity, such as when she was thrown AC 8 (with Dex); hp 28; MV 120’ (40’); #AT Appearance: Like many people of the into the Myoshiman jail. Her willpower 1 (short sword +1 or bolas +2); Dmg by ethnic Ambur background, Raman has a and tenacity allowed her to endure and weapon type (1d6 + 2 or d4 + 3/entangle; copper skin, dark brown eyes, and short survive despite her condition. She now Abovombe reached master-proficiency in black hair. He is small and bit overweight. despises all Myoshimans. her mastery of bolas); Save F4; ML 11; AL Raman grows a neatly trimmed goatee Disposition: Goodwill toward Halde- L. Languages: Cestian, Night Dragon (read- that he pulls at when lost in thought. mar, Talasar, Xerdon, and Ashari; Neutral ing only), and Common Alphatian (treat as Equipment carried: Wand of light- toward Leo and Raman; Antipathy toward an Intelligence Skill). Skills: Detect Decep- ning bolts (8d6) and Zigomar’s instant Ramissur and Tarias; Hatred toward tion (Wi), Tracking (Wi), Horsemanship library (Raman’s pride and joy). This large Myojo. Lady Abovombe is in love with (Dx), Leadership (Wi). ivory tube contains a scroll listing a collec- Haldemar but doubts his true feelings for tion of books. A read magic is required to her, and her growing friendship with Continued on page 102 decipher’the scroll. Uttering a title on the scroll makes the corresponding book appear next to the tube. “Keep” is the command word that either returns the book or enters a new one into the scrolls arcane memory. Any summoned book must remain within 30’ of the tube or crumble into dust. The scroll memorizes up to 1,000 books. Raman protects the tube with a wizard lock. Spells memorized: Level 1— Read languages, read magic Level 2— Knock, wizard lock Level 3— Dispel magic D&D game statistics: S 11, I 16, W 14, D 11, Co 12, Ch 10; 6th-level Magic-User; AC 9; hp 15; MV 120’ (40’); #AT 1 (dagger); Dmg by weapon type; Save MU6; ML 9; AL N. Languages: Common Alphatian, Thothian, and the Ambur dialect. Skills: Horse Hus- bandry (In), Ship Building (In), Literature (In), Archeology (In), Linguistics (In), Ethnology (In), and Zoology (In).

Abovombe, Daughter of Mananjary (Ambassadress from Cestia)

History: Lady Abovombe is the third daughter of Mananjary, the king of Manaraka on Cestia. Raised to become a diplomat, she always preferred the tradi- tional life of dragon hunter. Whenever she had an occasion, she would leave the palace and join dragon-hunting raids in- cognito. While still a teenager, she mas- tered the fighting techniques used against Night Dragons. She joined the Princess Ark expedition in DRAGON 45

BattleTech: The Crescent Hawk’s Revenge ()

Bytes, bits, and (tid)bits

A letter from Anthony Ragan, of Los essary drivers or TSR (Terminate and Stay Reviews Angeles, Calif., prompted us to check out Resident) programs. Check your AUTO- problems with PC/MS-DOS games designed EXEC.BAT and CONFIG.SYS files. If you before the introduction of DOS 4.0 and reduce the number of buffers and files Computer games’ ratings DOS 4.1. Anthony’s problems were with ordered when your computer boots, you’ll Mines of Titan, from (Media- save memory there as well. X Not recommended genic), which crashes when running under You might also boot from your floppy * Poor DOS 4.0. disk using a system disk. This is a disk that ** Fair Hundreds of games were written before contains only the DOS files, affording your *** Good DOS 4.0 hit the market. DOS 4.1 was then computer its minimum memory configura- **** Excellent released because DOS 4.0 was bug- tion. Then switch to your hard-disk drive ***** Superb infested. Both DOS versions occupy more or insert your game disk and play on. memory than previous versions, which Mediagenic cautions that DOS problems means that many games written before differ. The company is more than willing MicroProse Software DOS 4.0 will crash when you run them.. to talk with individuals regarding prob- 180 Lakefront Drive We talked to Pam Barnett at Mediagenic, lems in running games under DOS 4.0 or Hunt Valley MD 21030 who discussed this problem with the Con- DOS 4.1. If you are trying to play a Media- (301) 771-1151 sumer Service technicians at her company. genic (Activision or Infocom) game and it They offered the following suggestions: If continually crashes, give these helpful Railroad Tycoon ***** you are running under DOS 4.0 or DOS folks a call at: (415) 329-7630. PC/MS-DOS version $59.95 4.1 and your game crashes, remove unnec-

DRAGON 47 We now have a favorite simulation game: Railroad Tycoon. Not since the appearance of SimCity last year has a simulation generated as much excitement around our game central. Playing times were never less than two hours; several sessions ran over eight hours. Time seems to become meaningless when you start building your railroad empire. Railroad Tycoon requires several ses- sions to learn. A great amount of detail is packed into this game, even when playing at the lowest of the four skill levels. You probably won’t realize all of the game’s features for several turns. We strongly advise you start your railroading quest at the Investor level, where you run trains in “non-conflict situations.” This means your trains won’t run into each other (even on single tracks), there is friendly competition between you and other developing rail- roads, and the basic economy is in effect. This mode ensures that stations in moder- ate to large cities will purchase all in- coming cargo. Other reality levels include Financier, Mogul, and Tycoon. Each level adjusts the amount of money you earn BattleTech: The Crescent Hawk’s Revenge (Activision) when you deliver cargo to a station. The manual consists of 180 pages of extremely well-written instructions. Also priority products, to news reports that can road traffic control. And attempt to buy included is a tutorial, plus historical rail- affect the operation of your railroad. For out your opposition through smart stock road facts. example, there are financial news reports purchases. You may start your railroad in the west- concerning railroads stock prices and Railroad Tycoon has it all, from excite- ern United States, eastern United States, competitors’ railroad maneuvers. Local ment to strategy. We strongly recommend England, or Europe. After three weeks of news informs you about priority ship- that MicroProse convert this simulation to continuous play, we continue to manage ments needing pickup. other platforms, specifically the Macin- our third railroad empire attempt that we A few of the animated sequences can be tosh, Amiga, and Atari ST computers. started in the western United States. overridden by striking the space bar. After Several other games have now been per- The difference between a U.S. railroad you’ve seen a bridge built to span a river manently removed from our hard disk in and one overseas lies in the cargo that or a train wreck eight or nine times, you’ll order for Railroad Tycoon to remain as trains carry. In order to drive economies, prefer continuing with the game without one of the most accessed programs on our certain industries require specific consum- these cut-scene interruptions. system. If you own a PC/MS-DOS machine, ables. For example, should one of the cities You can improve a railroad station by railroading could become one of your your railroad services possess a refinery, adding a restaurant, a hotel, a switching most favorite activities. delivery of petroleum rewards your ef- yard, a maintenance shop, food storage, This game was reviewed on a PC/MS- forts with cash. The farther the distance livestock pens, goods storage, a post office, DOS 80286 computer with the Roland between pickups and deliveries, the higher or an engine shop. Add that post office, sound system, an EGA board, and an EGA your delivery payment. Should you begin and watch your mail delivery and pick-up monitor. The game requires 512K RAM your railroad in England, the goods revenue increase. Add that restaurant and (640K if using VGA graphics), with CGA, shipped include: chemicals, cotton, coal, hotel, and watch your passenger loads EGA, VGA/MCGA, or Tandy 1000 color steel, hops, textiles, beer, livestock, manu- pick up. An engine shop allows you to cards and a color monitor. A mouse is factured goods, mail, and passengers. If build any of the available trains at that recommended. Three 5.25” disks are Europe is more to your liking, you’ll deal location, instead of awaiting a new train included. with: nitrates, wool, coal, fertilizer, tex- from a far-away terminal. We suggest that tiles, steel, wine, grapes, armaments, mail, once you have selected the area for a and passengers. (We haven’t attempted railroad that you plan your station build- Spotlight Software overseas railroads yet as we are still trying ing wisely. distributed by Cinemaware to succeed in the United States.) The abundance of detail in Railroad 4165 Thousand Oaks Blvd. The railroad sounds produced through Tycoon prohibits us from addressing each Westlake Village CA 91362 the Roland sound system are also feature in this review. Suffice to say that (805)495-6515 fantastic. Wait until you hear the blast and the manual contains 176 pages of guide- echo of your train’s whistle. The graphic lines and suggestions. Add a 14-page tech- BrainBlasters ***** displays are intelligently designed and nical supplement and two double-sided Amiga 2600 version $39.95 colorful. We recommend you have at least reference cards, and you’ve got several Usually, when a game company offers an EGA system. hours of learning ahead of you. We feel two games in one package, the consumer There are five game-speed options, from that the combination of the manual, the receives two lower-quality games for the frozen to turbo. The latter speed is not tutorial, and the excitement generated in price of one better-quality software enter- recommended if you want to read the building your own railroad empire offsets tainment. This is certainly not the case important messages routed to you during the time required. with BrainBlasters. These two games are the game. These messages range from You can engage in rate wars as your highly playable, and they offer appealing train messages that report the arrival and railroading experience grows. Try dis- graphics and great music and sound. departure of trains or the delivery of patcher operation for a true feel of rail- The first game, Xevious 2, has you fly

48 JANUARY 1991 through different levels, blowing things to the map-window features the entire galaxy one notch, as well as our drives. We also oblivion. Along the way, you can pick up in color. managed to train our communications cash and power up items to make you A highly effective soundtrack happens to officer to achieve a higher level. It is your more powerful. The Amiga’s graphics rival interfere with the game’s interface. When communications officer’s responsibility to some of the arcade shoot-em-ups. music is playing, it becomes somewhat translate any incoming messages. These As you get to the ending of each level, difficult to close the game’s windows. You alien messages can provide you with any you enter a shop. The proprietor is visible must stop the music from loading, and number of outstanding hints, as well as in the upper left-hand corner of your continually click your right mouse button warn you of pending trouble. screen. This animated creature shows you for your on-screen cursor to appear. The You must crew your spacecraft with a what can be bought or sold. Watch out, on-screen cursor is used to close the win- captain (who can fill in at any position, though: The big bosses at the end of each dow that activates the music. We found should that become necessary), a science level are almost invincible. You’ve got to that turning the music off through the officer (who scans planets and obtains find their weak spots. Xevious 2 is well game menu was the best action to take to analyses of its condition as well as any done with attention given to game details. speed up game play. present civilizations), a navigator (who The second game, Bombuzal, is a In Imperium, you set out to either domi- maneuvers your craft through space as thinking-man’s Pac-Man. The player takes nate the entire galaxy or live to a ripe well as prepares the ship for combat), an the form of a creature that must detonate 1,000 years of age. You control all ele- engineer (who repairs damage and han- bombs on tiles. Each level has different ments, from political to military, as you dles any acquired jump pods), a communi- layouts of tiles with a few bombs on some not only endeavor to spread your own cations officer (who hails spacecraft and of the tiles. You must detonate all of the empire’s influence but also to prevent questions other ship captains using vari- bombs before the timer runs out. Should other empires from influencing your own ous voice inflections), and a doctor (to one bomb detonate, it might blow up territory. heal, heal, heal your crew!). other bombs around it. Invasion forces, building your own Crew positions are selected from the Some tiles are indestructible while oth- fleets, ensuring your subordinates remain species found on Arth; Human, Velox, ers break up after you have stepped on loyal to your cause—all require a great Thrynn, Elowan, and Android. Each spe- them. Some tiles are slippery, while other deal of constant checking and updating. cies has special attributes. The Android, tiles are fitted with slots that allow you to Thankfully, you can have the computer for example, is highly skilled in navigation move the bombs. Some objects you find control your empire’s economics, defense, and engineering. However, if the Android (such as teleporters, spinners, and robots) and diplomacy. is selected, it cannot be trained to higher will hinder your progress. There are hundreds of hours of playing skill levels. Other races can be trained The game can be played in either 2-D or time packed within this software package. when you have enough cash (SPs) on hand 3-D mode. We preferred the 2-D mode We must stress the strategic aspect of the to accomplish that. because your on-screen character is far game and not its graphic elements. As you travel about space, you’ll also easier to control. We enjoyed this game Yes, there is copy protection, but it is learn when to recommend planets for because each level requires you to con- manual based. You can simply read the colonization. Recommend well and you sider each move. You must figure out how required information from various profiles earn SPs. Recommend poorly and you’ll be to detonate the bombs without being within the manual and enter the data to fined, sometimes quite harshly. Just find- trapped on an isolated tile and without proceed through the game. Imperium is ing planets worthy of colonization efforts being blown to bits. quite an offering. Its user interface is will take some time. Both games offer a good balance of unusual and sets its own standard of oper- Starflight 2 is a good science-fiction strategy and action, and are a great buy. ation. If nothing else, we hope this review adventure for beginning or mid-range has encouraged you to check it out at your gamers. There is nothing supremely chal- dealer to see if its elements match your lenging about the game. It is quite slow at Electronic Arts gaming needs. times, but this was not caused by our 1820 Gateway Drive computer. The various game modules that San Mateo CA 94404 Starflight 2: Trade Routes of the must be accessed during play can slow (415) 571-7171 Cloud Nebula *** down your command actions. The user PC/MS-DOS version $49.95 interface is through the keyboard only. Imperium **** The blasted Spemin have threatened There is no mouse or joy- support. Atari ST version $39.95 Arth once again! Unfortunately, these Starflight 2 is a one-action-at-a-time Imperium is a war-gamer’s delight. If you slimy and somewhat cowardly aliens have game. This is not realistic. For example, enjoy strategic thinking and do not require an unlimited fuel source and a brand new let’s say you are cruising through a solar a graphic display for your hard work, weapon. Your objective is to get into deep system after having left a planet. On the Imperium could well be your ticket to space and locate not only the technology planet, two of your crew members sus- grand space adventure. However, if you the Spemin are using, but to acquire it as tained injuries in combat with one of the enjoy fast-action games, Imperium is not well as their fuel source. planet’s life forms. You have a doctor for you. To take on the Spemin, naturally you’re aboard, but in order to access the doctor, This adventure is icon- and window- going to have to train your crew and up- you must disengage from maneuvering driven. Icons allow you to save and load grade your ships. Interstel only has so (being accomplished by your navigator). games, establish alliances and embargoes, much money—certainly not enough to Your ship halts in space (forget !). review your wealth, deploy your forces accomplish this task. So, its going to be up Now you scroll through the navigator’s and fight, check maps, and gather news to each captain, his ship, and the crew commands to the Bridge option, which and reports. Windows can be set around members he commands to drum up trade takes you to the menu that allows you to the screen. Within the windows are selec- and make money to carry out these up- command any of your crew members. tion areas where you either type in data grades to both personnel and spacecraft. Once selected, you scroll through the crew or click a button to retrieve additional The vastness of space is yours to ex- positions and access the doctor. You can data. All icons and all but one window, plore. Given that not all the wonders you then select Treat, and he’ll start work on with attendant information, are displayed encounter are going to be friendly in one crew member and one crew member in monochrome. We feel far more color nature, it is a good idea to upgrade your only. Don’t forget, you’re still motionless in could have been employed in this offering ship and crew as soon as possible. Despite space while you determine who should be and would have been highly effective in somewhat sparse funds, we found we healed. In order to travel onward, you delineating gamer selections. As it is, only were able to upgrade our laser weaponry scroll back up through the menus to the

DRAGON 49 navigator and once more access Maneuver nately, just about every INIT that occupies to get moving. high memory in the Macintosh causes this This one-command-at-a-time feature is combat simulation not to run. Also, if you quite debilitating as far as game enjoyment are using your CD desk accessory and are goes. Starflight 2 offers some enjoyable playing music in the background through moments, but the game does not offer your AppleCD SC drive, the game again anything stunningly new. refuses to run. And don’t even think of This game was reviewed using EGA running MultiFinder, as Armor Alley finds graphics. that unacceptable as well. It’s no big deal to turn off the music, but we object to Accolade having to remove our INITs that conflict 550 South Winchester Blvd with this simulator, San Jose CA 95128 Why is it that other game publishers can (408) 985-1700 produce software that acknowledges and negates memory-address difficulties? We Ishido: The Way of Stones * * * * * use our Macintosh IIx for a number of Macintosh version $54.95 functions that require INITs, CDEVs, and The beauty and simplicity of Ishido will D/As to be available for use at any time. As leave most gamers stunned. Its grace and far as we know, few computers are used complexity offer challenges that will find solely as game machines. A game that you engrossed for hours at a time. Acco- requires your computer to be used for lade, which also brought the superior entertainment purposes only probably Shanghai to the Macintosh computer, has wasn’t made to account for the multiplicity outdone itself with Ishido. of computing needs. Originally developed by Publishers Inter- Ishido: The Way of Stones (Accolade) national, this once-obscure but highly Stratego praised game was rescued by Accolade, Ishido is the finest puzzle game of the (Accolade, 408-985-1700) which repackaged it and made it afforda- year. We simply cannot leave its environ- On Macintosh IIx, 256-color mode ment long enough to peek at other new ble for all gamers. Thankfully, a PC/MS- We bet most of you have played Milton DOS version of the game is also available, offerings. This game is a must for those Bradley’s STRATEGO board game at one so Ishido should reach thousands of who enjoy puzzles and superb game cod- time or another. Accolade has released the gamers. ing to produce an offering as delightfully computer version of this great strategy The object of the game is to master the graphic as it is playable. game for the Macintosh and, for approxi- stones. You are presented with a game This review was made using a Macintosh mately 30 minutes of play, it was dyna- board containing 96 squares. Onto this IIx computer. mite. The colors were fantastic. The play game board you’ll place one of the 72 was authentic, Avoiding the enemy’s stones contained in your pouch. These bombs and trying to find its flag was a stones must match one another in color or great deal of fun. symbol. When you place one stone next to Then we ran into a fatal crash. We se- another stone, there must be a match. The Armor Alley lected one of the predesigned strategies, real strategy comes into play when you try (Three-Sixty Pacific, 408-879-9144) Wheel of Danger, This strategy had some to place a stone next to three other stones On Macintosh IIx of our most powerful folk up front, with whose colors and symbols are different! We don’t mind resetting our Macintosh the flag protected within a wheel of The graphics on the color Macintosh IIx Control Panel to two or 16 colors, and bombs. Unfortunately, once the strategy version are superb. The richness of the the game is not copy protected. Unfortu- had been selected and we grabbed our stones and playing board are very realis- tic You can also select from other playing boards, backgrounds, and stone types. The Egyptian environment was as rich as the Chinese environment, in our opinion. You can play either the ancient or the modern game, and you also have the op- tion of playing with a partner in coopera- tive mode. Sometimes two heads are far better than one in this puzzle game that requires concentration and strategy skills. You can challenge your friend or the com- puter in the challenge game, and even enter tournament play. The few strategy hints provided are truly an asset for those learning Ishido. Succeed with a four-way placement, and the Oracle of the Stones will issue insight into a question or the situation that was posed prior to the successful stone place- ments. You can interpret these answers in any way you wish and save them for fu- ture reference. You can also edit your stone sets, back- grounds, and boards. This can provide the creative gamer another outlet to pure Stratego (Accolade) enjoyment.

50 JANUARY 1991 first piece with our mouse to move it into oping the former game. the air or on the ground. You battle enemy territory, the game froze. That little The Software Toolworks is moving to: 60 through dark forests, deep valleys, and watch icon appeared on-screen, and every- Leveroni Court, Novato CA 94949. You can eerie caves to find and destroy an evil half- thing locked up. We could do nothing but reach it at: (415) 883-3000. man/half-. Other villains include a reboot our system. We tried this same Taito Software (604-984-3344) presents mysterious monk, the ghost of a fugitive procedure three times, with identical Rastan for the Apple IIGS computer. You warrior, and a two-axed . results. venture to an ancient world of danger and If you purchase Stratego, just don’t play become Rastan, the bravest warrior in the Wheel of Danger strategy. Odds are Lograth. You must confront and slay hor- Clue corner you’ll lose. rid gargoyles, dragons, and other wretched creatures if you are to save the Curse of the Azure Bonds (SSI) land from the tyrannical Castle King. 1. If a character can somehow attain a News and new products— There are four levels of danger, and only 20 in constitution (with the help of the computer games your Fire Sword can keep you alive. Girdle of Dwarves), that character will From Accolade (408-985-17001 comes regenerate hit points at the rate of one Altered Destiny. Modern-day hero P. J. point per turn. Barrett suddenly finds himself with a News and new products— 2. Those who show some backbone may surprising new identity when he enters a video games be able to get around some rakshasa. world unlike any he could imagine and Atari (408-745-2000) has announced 3. In Myth Drannor, don’t trust every- finds that the future of an alien universe releases for the Lynx portable video-game thing you see. rests on his shoulders. Designed by system. Slime World is a scrolling adven- 4. Have at least one female character in (of Suspended, Cutthroats, ture game for as many as eight gamers your group. and Infidel fame), the game costs $59.95 who enter a world filled with slime to 5. If you find some Dust of Disappear- for PC/MS-DOS versions (an Amiga version complete six quests. Klax is a one-player ance, hang on to it for emergencies or for is expected). strategy game. RoadBlasters finds you the final battle. Activision (415-329-0800) presents three driving through 50 rounds of action while 6. In the Tower of Dracandros, if you new PC/MS-DOS games. The first is Shang- using guns to destroy enemies and collect- find an odd-looking object in a pool, get hai II: Dragons Eye. The game features 13 ing fuel to continue the game. Xenophobe it-someone wants it! tile formations modeled after the Chinese allows as many as four players to clear 7. If you see some shambling mounds calendar, nine beautifully detailed tile sets, alien-infested bases, search for weapons dragging a body, attack them. a layout construction set, and three modes and valuable objects, and make it back to 8. Anyone can take the test of the of play. The price is $49.95. The second their ship alive. Rampage allows four sphere, but be careful. new offering is BattleTech: The Crescent players to become one of four monsters John C. Williams Hawks’ Revenge. Jason Youngblood is back that earn points by destroying buildings Ashland OH to rescue his kidnapped father and face and eating tanks and soldiers. Zarlor Mer- the newest threat to the Inner Sphere: the cenary finds you involved in an intergalac- 1. The best way I’ve found to win this Clans. There are 27 scenarios of 31st- tic shootout where players collect money game is to obtain powerful magical weap- century political and military strife, set on to buy more powerful items. Rygar is ons and items. It’s best to have at least five planets, with over 50 ‘Mechs, tanks, similar to the arcade hit in which the three fighters who can use these weapons: aerofighters, infantry, and other units. player becomes a dynamic warrior in a a Long Sword + 3 Frost Brand (found in Multiple endings mean replayable games. variety of action-packed battles. the Fire Knives’ armory), a Long Sword Its price is $49.95. The third game is F-14 Atari has also contracted six outside + 4 (hidden behind Dagger Falls), and Tomcat. This is a dogfighting simulation in firms to develop software for the Lynx. another Long Sword + 4 found in Zhentil which you fly a tour of duty from one of U.S. Gold will produce a sub-atomic war- Keep. several aircraft carriers. You must earn fare game named E-Motion, and original 2. In Dracandros’s Tower, you should the right to attend the Top Gun school. titles Rotox, Gold; and Italy 1990. APTI find Plate Mail +3, a Shield +2, a Wand of The price is $49.95. Game Systems has designed two multi- Fireballs, a Wand of Ice Storm, a Ring of Britannica Software (800-572-2272) player games called Battle Universe and Protection + 3, and Bracers AC 2. The presents Eye of Horus, an arcade- Alternate Earth. Battle Universe pits play- most powerful item you’ll find in the game adventure game set in ancient Egypt. You ers against each other for control of the is also here, a Ring of Wizardry. can transform from man-god to hawk or universe, while Alternate Earth has play- 3. In Yulash, you’ll locate Plate Mail + 3, back again at will, in search of the seven ers racing to save the Earth from destruc- a Shield + 2, a Cloak of Displacement, missing pieces of your father’s body. The tion. Telegames USA will contribute an Gloves of Thievery, an Ioun Stone, and a missing pieces must be returned to the action-packed, multiplayer game that clerical scroll. burial chamber so peace can be restored incorporates driving, stalking, and shoot- 4. Not only will you find a Long Sword to the land. This game is for the Amiga, ing skills. Shadowsoft Inc. is creating Bugs; +4 behind Dagger Falls, but several other Atari ST, and PC/MS-DOS computers; the players must overcome a barrage of obsta- items as well. price is $39.95 and for the Commodore 64/ cles and invading bugs. Labs will 5. To beat the Zhentarim, you’ll need 128 it’s $29.95. introduce an action game in which players experience. Try roaming Zhentil Keep and In Britannica’s Archipelagos, you enter manipulate a vehicle in two- or three- attack everyone you see. You can find a the earths hazardous atmosphere and dimensional space, and a first-person, Wand of Paralyzation, 20 Arrows +2, a begin to destroy radioactive nodes and mythological game where players must Shield + 2, and yet another Long Sword obelisks. The object is to reclaim the once- overcome obstacles to advance. + 4. If you need help getting out, check beautiful earth. The price is $39.95 for all NEC Technologies, Inc. (708-860-9500) the map in the back of the Journal. Also, formats. has announced the release of Ninja Spirit there are several magic user scrolls in the game that you’ll want to obtain. Make MicroProse Software (301-771-1151) has ($61.99) for the TurboGraphx-16 system. added to its Medal- Ninja Spirit features four power-up items, certain you have the Fireball spell. You can ist International marketing division. Leg- including a multiplying Alter Ego that roam Yulash or the caves near Shadowdale end will be producing Spellcasting 101: provides as many as five extra lives on the and Essembria for other magical items. Sorcerers Get All the Girls and Time Quest screen simultaneously. These extra ninjas Alan Bester under this label. is devel- follow a players every move, whether in St. Louis MO

52 JANUARY1991 1. In Shadowdale, go into the dungeon your party. Through the door is one extremely tough (Search) and fight as many encounters as 4. If you explore around Dagger Falls, drow. Have your magic-users cast Haste possible. Have your magic-user or cleric you will find a magic shop that is identical and Enlarge on everyone, and cast Magic memorize Detect Magic. If you are lucky, to the one in Zhentil Keep. Missiles at the drow. any any drow you will find a magical sword after a bat- 5. In the burial grounds of Myth Dran- weapon you can use. Don’t read any paper tle. This sword is poisoned; if you hit nor, you can avoid some conflicts with the notes that are lying around. Beware of the anyone, he must make a saving throw vs. thri-kreen by parlaying, then telling them Trial of the Sphere. When you fight some poison or die. that you serve Tyranthraxus. When possi- wyverns in a room on the lowest level, 2. The cleric can also find a magical ble, avoid spiders or attack them from a Dracandros should be through the south- mace in Shadowdale. It is a Mace +2; if distance. A Cloudkill is a good way to ern door. Good luck! you hit anyone with it, he must make a clean up spiders if a group of them are Daryl Fraser saving throw vs. death or be killed. swarming around your party. Brisbane, Australia Andy Ahnn David Rakonitz Anaheim CA Menlo Park CA Dragon Wars (Interplay) The first thing you are going to need in 1. Upon leaving Tilverton, it is possible 1. In the Village of Haptooth, Parlay and order to survive is magic. Head due west to go too quickly after the members of the Act Nice or Meek to avoid combat with the until you reach the far wall. You’ll gain New Alliance and get in over your head. If drow. For an easier fight in the barn, kill some experience points along the way. your party does not have Neutralize Poi- at least four drow patrols. Take the map There is a small hut along the wall. Enter son, going after the red wizard in Hap is from the efreet in the barn. It will show it and have your characters who possess risky. The red wizard has a number of you the way to Dracandros’s tower. Low Magic take one scroll of each spell. wyverns as pets. Instead, explore the cities 2. If your party has at least one female Do not take extra scrolls! Leave and Use for adventure and obtain experience. adventurer, you could find an ally in the each scroll, and the spells are added to 2. When exploring the dungeon near caves below the tower. Take note of any your characters’ repertoires. Ashabenford, be certain that your party is arrows you find and follow them. You Second, find the magic pool that fully protected by a Fire Resistance spell. should Parlay with any female drow you reenergizes your power points. It’s in the You are likely to meet at least one draco- encounter. When you encounter Crimdrac middle of the south wall. Memorize the lich and numerous salamanders in those the dracolich, cast only Magic Missiles or path to this pool—you’ll be making many a caverns. Fireballs at him. Through the southern run for its borders! 3. Stupid monsters, such as hell hounds, door of his room is the entrance to the Third, get some help for a fighting shambling mounds, and otyugh, are not tower. chance. In the northeast corner of the city afraid to charge through Stinking Clouds. 3. When you have either fought the is a bar. Listen to the rumors (some will If the monsters are some distance away, black dragons on the roof or Parlayed save you from a watery grave), and ask for oblige them and cast the spell in front of with them, Save the game and Rest. volunteers. Let Ulrick join the party. He’ll

DRAGON 53

3. The staff was broken into eight pieces and these sections are hidden in the eight upper levels of the mine. You need to use the mine shaft to get there. Behind the altar is a secret door to the temple’s trea- sury. Be certain you go to Derf before you start getting pieces of the staff. 4. To find the staff, go: 1st west (on dead adventurers); 2nd west (in a chest); 3rd north or east (in the wyvern’s lair); 4th south (in a pouch); 5th north (in a box); 6th west (guarded by lizard men); 7th south (on dead mage, but watch out-umber hulks are nearby); 8th south (in Oswulf’s tomb; journal entry #35). 5. On the 8th level is a broken teleporter that will take you to the 9th level. 6. Go east on the 10th level to get to the dungeon. 7. To hit an iron golem, you need at least a + 3 weapon. Lightning slows them down, but fire heals them. 8. You need three keys to get to the Altered Destiny (Accolade) Dreadlord. They are in the 1st, 4th, and become a trustworthy member for life. 6. Ulrik’s twin brother, Barsad, is a 7th levels of the dungeon. You start from Fourth, in the middle of the northern strong and powerful spell-caster. He the 10th level and work up. wall is the arena (you’ll hear the screams). knows both Sun and Druid magic. Barsad David Barry Make certain that you have full power can be found by talking to the blind old St. Clair Shores MI points and have saved the game just be- man in the Slave Camp. fore you enter. Make sure you have no 7. The key weapon in the game is the Ultima VI () items (extra scrolls, weapons, and so on), Black Sickle (which is classified as a two- 1. The Wizard of Oz can be found in the and you will be given 12 items—yes, 12 handed sword). It may be found in the catacombs under the Lyceum. If you re- items—including your choice of weapons third level of the Kingshome dungeon. trieve this book and give it to Lord British, and armor. Don’t turn down this chance at Beware, for it is guarded by the Death he will give you many gems. freebies. Fight the gladiators, and have the Knight and a host of Stosstrupen. 2. Also under the Lyceum is a book spell-casters cast Lesser Heal on the fight- 8. Discard all dragonstones before enter- containing several of the mantras. There ers. Don’t worry about the party getting ing Necropolis, for they are monsters are many words in the book; try them stunned, as you’ll live to fight in your new magnets and are of no use to your party. until one works for each rune. armor another day. You’ll have to defeat You can find them again when you leave. 3. To join the guild, you must make a set the gladiators someday to obtain Citizen’s Matt Kirby and Will Plat of panpipes and play “Stones.” The mayor Papers, but for now go for more experi- Yarmouth ME of Yew can tell you where to get a Yew log. ence points along the way. Take the log to the sawmill east of Minoc. After surviving Purgatory, you’ll still Secret of the Silver Blades (SSI) There it can be turned into a Yew board. have to master the rest of the Eastern I recommend at least four dual-class After this process, take it to Julia, who can Isles. Purgatory will seem like a stroll characters: two paladin/magic-users, a make it into a set of panpipes. “Stones” is through a park! ranger/magic-user, and a cleric/magic-user 67898978767653 in its numeric form. Scott Hermansen transferred from Curse of the Azure 4. The Glass Sword, which hits for 255 Oak Park IL Bonds. This gives your party an edge. points of damage, is in Trinsic with several Have at least two dual-class magic-users other useful items. 1. In the fire in the Underworld, you will memorize Hold Monster before entering 5. If you are having trouble opening the find a chest with a potent weapon. the Well of Knowledge. The hatchling and jail cells in Yew, just keeping Moving the 2. You need the aid of a dragon to find sub-adult red dragons can be dispatched keys from the table to the front of each the secret island off Mudtoad. with a combination of Ice Storm, Cone of door. Then, Use the keys without picking 3. If you have an Arcane Lore of seven Cold, and weapons. The ancient red them up. or greater, you can befriend the Humbaba dragon may be overcome with the Hold 6. You need the boat of the humblest in Purgatory. He might join your party! Monster spell. If that doesn’t work, try man in New Magincia if you want to get to 4. By standing in the fire in the Under- backstabbing, because this is the toughest the Avatar’s shrine. You should look for his world area, you can gain some personality dragon in the game. Keep your hit points shield south of his house. It’s under a points. First, enter the fire and walk as high as possible in case you lose the plant! around until all of your characters except initiative with the red dragon. Also, don’t Alex Ingle your most powerful fighter have died. rest in the mayor’s house after returning Seattle WA Second, save the game, then reboot and from the Well of Knowledge. The well That’s all for this month. Don’t forget to equip your lone fighter with a single offers safe rest. Head directly for Marcus’ vote for your favorite game of the year. dragonstone. Third, have your fighter use house upon returning to New Verdigris. And continue to send in your game hints! the dragonstone while in the fire, and all Christopher Carter of your characters will be resurrected Brooklyn NY NOTE: The Lessers have moved. Their with 25 more personality points tacked on new address is: The Lessers, 521 Czerny for good measure. 1. Journal entry #1 of the dragon’s lair is Drive, Tracy CA 95376, U.S.A. Send all 5. On King’s Island, you will find the correct. Within the lair, you’ll find the correspondence to their new address. The word of Mountaineering. You can use this Amulet of Eldamar. You cannot win the Beastie Award will be published in next sword if you have a Mountain Lore skill of game without it. months column. two or greater. 2. Find help in a small box in the mine.

DRAGON 55

ilon Songsmith was dying. Brown hair clung to his face in limp, sweat-soaked strands. His skin was gray-tinged, like dirty snow. Breath was a ragged chok- The ing sound, his body trembling with the effort to draw air into his lungs. Sidra Ironfist stood looking down at her friend. Her strong, calloused hands gripped the hilts of her swords until her hands ached. Sidra’s solid gray Curse-maker eyes stared down at her friend and willed him to live. She ran a hand through long yellow hair and turned to the wizard leaning against the wall. Gannon the Sorcerer was tall, as tall as Sidra. His hair was yellow, his eyes the fresh blue of spring skies. But his face was set in cynical lines as if he had seen too much of the world, and it all disappointed him. Today his eyes held anger and sorrow. “I will not let him die like this,” Sidra said. “It is a death curse, Sidra. You cannot stop it. The bard is a better friend to me than any man alive, and I am just as helpless,” Gannon said. by Laurell K. Hamilton “Can nothing stop it ?” Her eyes searched his face, demanded he give her some hope. “It is the most powerful death curse I have ever seen. It would take days for another curse-maker to remove the spell. Milon has only hours.” Sidra turned away from the sorcerer and his compas- sionate eyes. She would not let Milon die. He was her bard. They had ridden together for eight years. Even with a bard’s safe conduct, accidents could happen. If you rode into battle, unarmed, you took your chances. But this— this was a coward’s way of killing. By all laws, Milon should have been safe in the tavern. Harming a bard, save in self defense, was punishable by death. Someone had hated him enough to risk that. But who? And why? Sidra Ironfist knelt by the bed. She reached out to touch Milon’s forehead with one scarred finger. She could feel the heat before she touched his skin. The magical fever was eating him alive. She whispered to him, though he could not hear her, “I will not let you die.” She turned to the sorcerer. “What of the curse-maker who placed the curse?” Gannon frowned. “What of him?” “Could he remove the curse?” “Well, yes, but why would he?” Sidra smiled, tight-lipped. “I think we could find ways to persuade him.” Gannon nodded. “We might at that, but how to find him in such a short time?” There was a knock on the door. Sidra pulled her long sword from its sheath and called, “Come in.” A woman hesitated at the doorway. Her hair was streaked with gray, and she wore the robes of a white healer. “I was told you had an injured man.” She caught sight of the bard and stepped into the room past Sidra’s bare steel. “That is not a wound.” Sidra sheathed her sword. “Tell her, Gannon.” He explained briefly. Outrage showed on the healer’s face, then anger, a white burning anger that Sidra found Illustrations by Timothy Standish comforting and frightening all at the same time. “By all

DRAGON 59 the civilized laws, bards are sacred. A death curse on one pounded her fist into his desk twice—violent, painful, but such as this is an insult to all we hold dear.” The healer it helped the anger. It kept her from drawing steel and asked, “Who has done this?” slitting his throat. Her voice came low and soft, the whis- “Unknown,” Gannon said, “but we will find out.” per of steel through silk. “That is three times your usual Sidra said, “Yes, we will find out.” There was some- pay.” thing in her voice, in the steel gray of her eyes, that was “This is a seller’s market, Sidra. Supply and demand.” frightening. “Our friendship is no more, Malhari.” The healer stepped away from the tall warrior woman. “I know.” “You look like calm death, warrior.” “If Milon dies because of this delay, I will kill you.” “Can you keep him alive until we return?” “You will try,” he said. “I will keep him alive, but be swift. There will come a Sidra leaned toward him, and suddenly Malhari was point from which no one can bring him back.” staring at six inches of steel. The knife caressed his throat Sidra nodded. “Keep him alive, healer. He’s important with no pain or blood, yet. He did not try to move, to me.” though he had several secreted blades of his own. He “That I knew when I saw your face, warrior.” knew better than to try. Sidra looked away from the healer’s wise face. She was Sidra’s words came careful and neat, soft and angry. uncomfortable that anyone could read her so easily. “You have grown soft, Malhari. In the old days, I could “Come, Gannon.” She was through the door and on the not have taken you without your at least clearing a blade stairs before Gannon had time to move. He jogged to of your own. I will kill you if I want to.” catch up with her. “Where do we begin?” He said nothing but felt the blade dig into his throat as “Malhari.” he swallowed. “You have paid a fair price. The one you Malhari was a big, beefy man. The muscle of his mer- seek is Bardolf Lordson. I saw one of Bardolf's lackeys talk cenary days had run to softness but not to fat. He was still to your bard tonight. Bardolf is powerful enough to have a formidable man. His black hair was close cropped, done the spell.” framing a nearly perfect roundness of face. His right arm Gannon cursed. “When we worked for Duke Haydon, ended abruptly a span above the wrist. A metal-studded I detected magic on Bardolf. I thought that it was not leather sheath hid his stump. It had given the tavern its quite enough to warrant training as an herb-witch. But a name: The One-Armed Man. His dark eyes caught them curse-maker! It suits him.” as they came down the stairs; no words were needed. He Sidra nodded. Bardolf had thought to bed a warrior. called one of the bar-lads over to pour drinks and mo- Sidra had broken his arm for the insult. Neither she nor tioned them into his office-small, neat, and orderly, the Bardolf mentioned the incident to Duke Haydon. way Malhari had run campaigns years ago. “He is Duke Haydon’s favorite son, bastard or not. We He eased his big frame into a chair and motioned them cannot kill him after he has cured Milon. I will not risk to sit. They remained standing. “What has happened to everything we have worked for in one act of vengeance. If your bard, Sidra?” Milon dies, things are different. But our true purpose is to “A death curse. He has only hours to live.” save the bard, not to get revenge.” Malhari’s eyes went wide. His fingers curved over the Gannon said, “Agreed. We save the minstrel. If the metal studs as another man might drum his fingers. curse-maker just happens to perish,” he smiled, “well, “Why come to me?” that is an added bonus.” “Where in Selewin do you go for a death curse?” Sidra smiled. “Even a duke’s son can have an accident.” “I go nowhere for such things. Curse-makers are un- She bent close to Malhari’s face. “Tell me where he is.” lucky, Sidra. You know that.” “You wish more information from me, Sidra? I am a She sat down across from him, hands spread on her business man.” legs. Gannon remained standing like a guard at her back. “You are a fool,” Gannon said. Sidra said, “You did not pay for that splendid house in the The blade tip bit into Malhari’s neck. Blood trickled hills from this small inn. You are the person in Selewin to down his throat. Sidra said nothing. come to for information, for a price. Tell me what I need The innkeeper’s breath caught in his throat. “For you, to know, Malhari. Do it for friendship or money; I don’t Sidra. Bardolf has a house on Silk Street.” He stared into care which.” her eyes and saw death. “Take the money, Sidra. I give “If I am what you say I am, and if I had your informa- you this information freely.” tion, how much would it be worth to you?” She smiled then. “No, Malhari. If it was a gift, then the Sidra’s eyes narrowed, as if from pain. “Not friendship bonds of friendship would constrain me. This way it is then, but money.” only money, and I owe you nothing.” “You cannot spend friendship on a cold winter’s night.” He tried not to swallow around the point of the knife. “I think you would be surprised what you can do with “I don’t want you to sell this information to anyone else,” friendship, Malhari .” She did not wait for the puzzled Sidra said. look on his face to pass but threw a leather pouch on the Malhari was having trouble talking. “I give you my desk. “Gold, Malhari, twenty-five pieces.” word, I will not.” “And,” he said. “Your word means nothing. Gannon, if you please.” Sidra hesitated. “With great pleasure.” The sorcerer smiled. There was “You would quibble over the life of your friend?” Sidra something of fearful anticipation in that smile.

60 JANUARY 1991 Sidra stepped back from the man, quick and careful. been asleep until called. Sidra wondered what, if any- “Please, Sidra, I would not tell. I swear to you.” thing, the blood blade dreamed of. She doubted she would Gannon made a broad sweeping gesture, hands up- enjoy the answer, and she knew Leech would lie about it raised to the ceiling and brought his hands down in a fast anyway. Blood blades were notorious liars. clap, pointed at the man. She told the sword only that the bard was away. If the Where Malhari had sat there was a large black tomcat sword knew that Milon’s life was at stake, it would de- missing one front paw. It yowled once and fell silent. Si- mand a larger blood price. dra had never seen horror on a cat’s face, but she saw it Sidra sheathed Leech but left its locks undone in case now. she needed it quickly. The blade did not fight being Gannon said, “It is a permanent shapechange, sheathed; it was strangely content tonight. It hummed one Malhari, unless I remove it.” He knelt, eye-level with the of Milon’s own tunes—Leech’s favorite—“Lord Isham cat. “It is almost a curse, but not quite.” and the Goose Girl.” There were two versions: one for the The big cat just stared at them, yellow eyes dazed. taverns and one for the prince’s halls. Leech, of course, Sidra said, “Come, we haven’t much time.” preferred the bawdy version. Precious minutes had passed before they stood in an She persuaded the blade to stop humming and scouted alley that spilled into Silk Street. They were in a wealthy the house. She was a flicker of shadow, gone before you part of town. It was well known that Bardolf was the could look directly at it. duke’s favorite son, and the grand house showed it. The She returned to Gannon. “Two doors: this one and wealthy could afford magical guardians, things that nor- another that leads into a small yard. Both doors are posted mal steel could not touch. Sidra’s long sword was such with warning signs. They’re both warded.” ordinary steel. The short sword was not. It was the law in Selewin that you had to post signs for Sidra unsnapped the locks on the hilt, and the short wardings. There had been too many innocent people sword sprang to her hand, rising of its own accord. The killed. sword said, “Ah, free.” Without moving, it gave the im- “All windows are barred, no traps that I could see.” pression of catlike stretching. She asked Gannon, “What kind of warding is on the front “I may have work for you tonight,” Sidra told it. door?” The sword hissed, “Name me.” He concentrated a moment, staring at the door, and then “You who were Blood-letter when the world was new. said, “Fire, powerful enough to kill whatever touches it.” You who were Wound-maker in the hands of a king. You Sidra gave a low hiss. “I thought death wards had to be who were Soul-Piercer and took the life of a hero. You marked as such? ” who were Blood-Hunger and ate your way through an “By law they do.” army. I name thee blade mine. I name thee Leech.” For “Can you get us past it?” every name the sword had taken, the legend had ended “Yes, but stay well back while I’m testing it.” with the blood blade slaying its wielder. Sidra knew what would happen if he failed to negate the The sword chortled, “I am Leech, Leech. I am the warding. He would die, and he didn’t want to risk her life bloodsucker.” The sword’s voice dropped to a whisper, as well. But Gannon had risked himself before, as had “Feed me.” they all. Sidra pressed the naked steel against her bare forearm. Sidra nodded, and Gannon walked alone into the street. The sword felt like any steel against her flesh. Gannon He pressed his hands wide and moved them toward the assured her that, once activated, Leech gave off an aura of door. Leech began to hum a drum roll. “Brrrrrm, brrrrm.” evil. “Feed gently, Leech, for we have much work to do.” “Hush.” There was always the chance that Leech would take too The sword did not stop but only hissed an accompani- much and kill her. It had happened to others, great he- ment as the sorcerer touched the door. Gannon’s back roes. But the sword bit once into her arm. Blood poured bowed outward, and the sword hissed a crescendo. Sidra in a sharp painful wash down her skin. The blade said, slapped the sword’s sheath, and it made a muffled sound “Sacrifice made, contract assured.” and fell silent. Sidra ignored the wound. It would heal in a moment or Gannon was walking toward them, cape pulled close two to join the dozens of shallow white scars that criss- about him. The door looked just the same to Sidra. A crossed her hands and arms. She did not bother to clean sorcerous ward was always invisible until you tripped it, the blade. All blood was absorbed cleanly. It truly did unless you had eyes that could see magic. feed. The sorcerer stepped into the alley, and Sidra said, “Let Gannon stepped close, and the sword struck at him. me see your hands.” Sidra held it two-handed, saying, “Behave.” He hesitated only a moment, then drew them from “You don’t frighten me, little knife,” the sorcerer said. inside his cloak. The palms were scorched and hung heavy “Not afraid,” the sword whined. “No fun.” The sword with huge watery blisters. turned in her hands as if looking for something. “Where Sidra drew a hissing breath. “Gannon, can you go on is bard? Bard fears Leech. Baard,” the sword called, draw- like that?” ing the word out in a sing-song, “Baard.” He shrugged and grimaced. “There will be many sorce- “Silence, Leech.” Sometimes the blood blade seemed ries I cannot do with injured hands. I can still levitate and aware of everything that went on. It would spring from its teleport, but not much else.” sheath ready for action. At other times it acted as if it had “Our luck is low tonight.” She touched his shoulder. “It

DRAGON 61 is up to you, Gannon. I cannot ask you to go on.” “Did this bard give up his safe conduct?” “No one asked me to come.” “He never had the chance. He was attacked in his She nodded. It was his choice, and she would not tell room, alone.” him to stay behind. Jevik waved the guards back and said, “And how did The door looked ordinary enough except for the sign you trace this outlaw here?” next to it that read, “Warning, WARDINGS in place. “Gannon traced a teleport.” Please ring bell.” A brass bell hung from a bracket by the “Come, we will talk to the duke,” Jevik said. door, its cord swinging uneasily in the night wind. The guards had formed a wary but respectful line to Sidra knelt beside the door and touched the rough either side of the newcomers. Lord Haydon himself sat wood. No fire, no warding—Gannon had done his job. upon his throne. His beard was still as full and gray as The lock was cheap and easily picked. All that money on a before. He did not shave because it was court fashion to sorcerous ward, then skimping on the lock itself. Bardolf be smooth-faced. And he did not waste sorcery on looking wasn’t spending his money wisely. younger than his years. She reached for Leech, and it leapt to her hand. Shield He smiled a greeting at them and extended his hands. held close, she pushed open the door. They had just “Sidra Ironfist, you who saved my castle and all that I stepped into the inky blackness when Gannon said, own.” She bowed and took his hands. He touched hands “Someone teleports nearby.” with Gannon and saw the sorcerer wince. The duke drew There was no time for stealth. If they hoped to trace the a sharp breath when he saw Gannon’s hands. “Go with teleport, they had to find the point of departure quickly. one of the guards and use my own healer.” Gannon said, “This way.” Against all caution, she let the Sidra did not like the idea of Gannon being separated wizard lead in a mad flight up the broad stairs. Two dim from her. He looked at her a moment, smiled, and fol- lanterns threw pools of shadow and light on the steps. She lowed a guard from the room. He was right, of course. glimpsed her own reflection in half a dozen gilt-edged When a noble offers you hospitality, you do not refuse it. mirrors. Glass and gold were both rare and costly. Bardolf “Now, Sidra, tell me what has brought you here so was well off indeed. unexpectedly.” Light spilled from a room at the end of a long hallway. She told the story quietly, leaving out only the name of Dark rooms with closed doors led up to that one shining the curse-maker. door. Sidra pushed past Gannon so she could enter the Haydon’s eyes were a glittering icy blue when she fin- room first. ished. “It is against all civilized laws to harm a bard. How It was a bedroom. Silks and pillows were strewn over are we to hear of the great deeds of heroes if bards are not the carpet like a child’s toys, used and carelessly forgotten. safe in battle?” A huge candelabra hung from the ceiling, and it sparkled He asked her then, “And do you have a name for this like pure gold. A sobbing woman knelt on the carpet. Her outlaw?” raven-black hair was thrown over her face, and she curled “Yes, my lord. It is Bardolf the Curse-maker.” naked near a pile of clothing. He opened his mouth, then closed it. An angry flush Gannon strode to the middle of the room and picked up crept up his neck. “These are grave accusations, Sidra. If a now-blank scroll. He sniffed it as if he were a hound on you leave now and say no more of this, I will let it pass.” the scent of a fox and said, “I have it.” “It pains me to have to bring you such news, Duke There was no time, and Sidra stood beside the sorcerer. Haydon, but it is the truth. I swear it.” As the woman glanced up, Sidra had a glimpse of a lovely He took a deep breath that shook with rage and perhaps pale face that was bruised and battered. a touch of apprehension. Sidra wondered if others had The world spun and Sidra caught her breath. They come before her and told tales of evil against Bardolf. If faced outward, back to back. Sidra crouched, sword and so, they had been bullied into silence. Sidra would not be shield ready. Then she recognized the throne room of bullied. She did not want to believe that Haydon would Duke Haydon. Bardolf had run home to his daddy. simply kill her out of hand, but if that were the case, she Someone shouted orders, and the room was suddenly would not die easily. full of the red and silver of Duke Haydon’s guards. Sidra At last the duke said, “You will persist in this lie against wondered if they would have time to explain before some- my son?” one died. “It is not a lie, my lord.” It was the head of the guards, Jevik, who recognized “Jevik, have my son sent to me now.” The guardsman them and called, “Hold!” He strode forward through his half ran from the room. men and stood before Sidra. He sheathed his sword, and Gannon was back with his newly healed hands before she did likewise. Leech complained about missing such a Bardolf was escorted in. lovely fight. Bardolf strode in just ahead of Jevik. He was short, with Jevik only blinked. He had fought beside her and tasted the soft lines of a man who has never done physical labor. the sword’s humor before. “Why are you here like this, His sensual pouting mouth was set in a confident smile. He Sidra?” was dressed all in brown silk worked with black pearls. “It is a long story, Jevik. But we give chase to an out- When he saw Sidra and Gannon, his smile vanished. law .” Jevik led him in front of the duke, then stepped back “What sort of outlaw?” leaving Sidra, Gannon, and Bardolf in a semi-circle “One who would kill a bard.” around the throne.

62 JANUARY 1991 Bardolf greeted his father first and then very correctly “Yes.” turned to Sidra and Gannon. “Sidra Ironfist and Gannon “You will be executed, and your blood money will do the Sorcerer. How good to see you again.” He stared up at you no good.” his father, eyes unreadable. “Father, what is this all “Father, even if I cured the bard and gave back the about?” money, my client would see me dead.” Haydon sat very still upon his throne and kept his face “Who, who will see you dead? Who ordered such a vile blank. He was a noble and knew how to hide his emo- deed? ” tions. He told his son of the accusations. Confusion then “I cannot say. As your son, I beg that you do not ask anger crossed Bardolf s face. Sidra would almost have me again .” believed the act herself. Some people had a true talent for Duke Haydon said, “No! No son of mine would do lying. such a thing.” A soundless tear trailed down his face; his “Would you convict me of such a vile crime on the voice remained firm, but he cried. word of an information peddler?” Sidra looked away. The Duke smiled. “No, Bardolf, not on that alone. I Bardolf s face showed fear. “Father?” want you to take an oath for me.” Haydon turned to Sidra. “Do with him as you see fit. “Of course, Father.” Let all here be witness. Bardolf Lordson is no son of “Swear by the birds of Loth and the hounds of Verm mine.” Tears flowed in silver streaks down Haydon’s that you did not harm Milon Songsmith.” cheeks. Everyone in the room was pretending not to see. “I have never taken such an evil oath!” Bardolf knelt before the lord, touching the hem of “It is only evil if you have something to fear. Swear, Haydon’s robe. A tear trailed down his face. “Father, Bardolf, swear to it.” please. If I cure the bard I will be killed.” “If you insist.” Duke Haydon jerked his robe free of the man and left “I do.” the room. All but two guards left with him. “I swear by the birds of. . . I swear.” He stared up at Sidra had wanted to call after the duke, but what could his father, a sort of pleading look upon his face. she say? “Thank you, Duke Haydon, for being just and Haydon’s noble mask slipped, showing pain in his eyes. law abiding”? The man had just signed the death warrant “Swear.” His voice held a note of begging. of his favorite son. “Thank you” did not even come close “I cannot, Father.” to covering that. “If you are innocent, the oath means nothing. You are Bardolf stood slowly, rubbing his eyes. Sidra and Gan- guilty then.” non moved to stand beside him. Bardolf tensed to run and “I cannot take the oath you ask. Perhaps another to found himself entangled in a spell. He could not move his Mother Cia.” arms or legs. Sidra said, “Nicely done, Gannon.” Haydon looked down at the floor and drew a deep The sorcerer shrugged. “Healed hands do wonders for breath. He seemed suddenly older than he had a moment a person’s magic.” before. “Only the oath to Loth and Verm is binding Sidra stepped near him and asked, “Do you know what enough for this. Will you swear?” a blood blade is, Bardolf?” “No, Father.” The younger man’s eyes flared wide, showing white. The duke’s face seemed to crumble. The tears that She could see the pulse in his neck jump. threatened in his eyes were chased away by anger. The Gannon hissed near his face, “Answer the question.” same anger he had been willing to use against Sidra, to “Yes,” he whispered. protect his child, now turned against his son. “Why, Bar- Sidra said, “What is it?” dolf? Have I not shared my wealth with you?” “An evil sword that can suck a man’s soul.” All the “Yes, Father.” color had drained from his face. “Then why?” He stood and walked the few steps to She leaned against the cool marble throne and asked, stand before his son—the son who could still look him in “Have you heard the song ‘Blade Quest’?” the eye and lie, even now. Bardolf whispered, “Yes.” Bardolf said, “You gave me crumbs from your table, “I think Milon captured the essence of a blood blade in Father. I wanted my own table. My own money. My own that song: dark, hungry, evil.” lands .” Leech chuckled. “I have given you all that and more.” Sidra drew the sword. It gleamed in the torchlight. She Bardolf shook his head. “They are mine until I anger said, “Leech, I want you to meet Bardolf the Curse- you. Then you take them away as a punishment, as if they maker.” were sweets and I were a child.” The sword hissed, “Fresh blood, yumm.” “There are honest ways to make money!” Sweat beaded on Bardolf s face, but his words were “Not enough money.” brave. “You can’t feed me to that thing.” “Not enough, not enough!” Haydon raised a hand as if “I think I can.” She bent close to him, the naked blade to strike him. Bardolf cringed, throwing up a hand. The quivering near his neck. She held it two-handed, not duke stepped back. Sidra watched the man gain control of trusting it. She spoke low and close to his frightened eyes. himself. It was a painful thing to see. When he spoke “The duke, your father, has decreed that I can do any- again, his voice was soft and controlled. “Do you know thing I want to you. Up to and including taking your the penalty in Meltaan for killing a bard?” soul.”

DRAGON 63 “No, please.” Sidra asked, “ ‘Lord Isham and the Goose Girl’?” “Gannon.” Gannon unlaced Bardolf 's sleeve and began “Yes. Now, please, get that thing away from me.” to roll it upward. The skin was pale. Sidra drew Leech back from the wound, but he did not Leech crooned, “Blood, fresh blood, new blood.” want to come. She fought the sword two-handed as it The man struggled until sweat dripped down his face, struggled and cursed. “Not enough, not enough. Fresh but he could not move. Only his head was free to thrash blood, not enough.” from side to side. The sword was quivering, fighting against her, and she “Please, please don’t let it touch me.” could not sheath it. Gannon said, “Sidra.” He bared his “Tell us who hired you, agree to cure the bard, and you arm. will live.” She said, “No.” “I won’t live. He’ll kill me. Or have me killed.” Leech stopped shrieking and began to wheedle, “Just a “But he is not here, and I am. I’ll kill you now.” little more, a taste, fresh taste.” Bardolf shook his head and closed his eyes. “Please, It was a very unhealthy habit to disappoint a blood he’ll kill me.” blade. Leech hovered over the flesh and said, “Blood.” Bardolf Sidra held the blade carefully and said, “Gannon, I opened his eyes and watched the blade come closer to his would not ask this.” arm. “No!” The point bit into his flesh and he screamed. “You did not ask. Do it. I have often been curious.” Blood spurted out from a cut artery. Leech chortled in a She laid the blade tip against his arm, and it bit deep rain of blood. Bardolf cried, “Lord Isham! Lord Isham into muscle. The wizard winced but stared as the blade hired me!” wiggled in the wound like a nursing calf. Sidra didn’t remove the sword but watched it lapping Sidra pulled Leech free of the wound, and the sword his blood. said, “Ah, good, yumm.” Gannon ignored the sword and “Get it away! Get it away!” stared curiously at his wound as the edges knit together. “Why would Lord Isham want Milon Songsmith Soon there was nothing but a whitish scar. dead?” She sheathed the short sword and turned to Bardolf. Bardolf swallowed, closing his eyes against the sight of “Are you willing to cure the bard now?” the sword in his arm. He looked as if he might faint. Bardolf nodded weakly. “Anything you want. Just keep When he finally spoke, his voice was as pale as his skin. that sword away from me.” “The song that Milon wrote about him. Lord Isham took Leech chuckled. insult.” Gannon stood on one side of him and Sidra on the

64 NOVEMBER 1990 other. Then Gannon released the spell hold, and Bardolf as Gannon moved to the door. He turned back and asked, nearly fell. With Gannon steadying him against the dizzi- “What of our feline friend?” ness, they teleported to the inn. “Do as you think best.” The three appeared in front of Milon’s bed. His skin Gannon smiled, a broad cheerful smile. “I will attend was gray, his eyes sunken and black-smudged. If he was to it with pleasure.” He left with Bardolf following behind. breathing at all, Sidra could not tell it. Sidra knelt by the bed and smoothed the sweat- The healer gasped. darkened hair from Milon’s forehead. The healer moved a Sidra’s heart felt like lead in her chest. “Are we too short distance away, giving them privacy. Sidra whispered late?” to the bard, “I did not let you die.” The healer shook her head. “There is time.” Leech was singing softly in its sheath. The words came Sidra pushed Bardolf forward against the bed. “Cure up faint and hollow. “Lord Isham went a riding, a riding, him or the blood blade will taste your soul.” a riding. On his great bay stallion he went riding over his Bardolf half fell to his knees beside the bed. He laid a land. First he met a milkmaid, a milkmaid . . .” hand on Milon’s forehead and over his heart. The curse- Sidra asked, “Leech, have you ever tasted the blood of maker’s face went blank. It was the tranquility Sidra was a province lord?” accustomed to seeing on a healer’s face. She found it The sword stopped in mid-song and whispered, “Never, strange for a curse doer. but I hear they’re quite tasty.” Milon took a deep, shuddering breath, then his chest “We will be visiting Lord Isham.” rose and fell. Bardolf stood up, looking relieved. Gannon Leech asked, “When?” forced him to stand back from the bed. “Very soon.” Sidra fought the urge to smile. One The healer touched the bard’s forehead. “The fever has should never smile when contemplating another’s death. broken; he sleeps. With a few days’ rest, he will be well.” The sword giggled, and Sidra found herself laughing with Sidra asked Gannon, “Can you take that one to the it. She saw the healer make the sign against evil. Sidra jail?” sighed. Evil had many faces. Some were just more obvi- “I think I can manage.” Gannon placed a hand on ous than others. She brushed her lips on Milon’s forehead Bardolf 's forehead and spoke one strange syllable. The and whispered, “Very soon.” curse-maker’s eyes went blank, and he followed obediently She made it sound like a promise.

DRAGON 65 ©1990 by Allen Varney

The state of the art in superheroics, Part 2

Mostly, I don’t get it. T-shirts, underwear, consumers buy anything with a comic Western answer to Polynesian tribal lunch boxes, notebooks, trading cards, character’s picture on it? Is this the mass- rulers, who cover their faces with tattoos collectors’ plates, pen and pencil sets, market equivalent of the vestments that or scars to denote status? children’s vitamins—why do millions of designate membership in a holy order? A Understand, I’ve nothing against licensed merchandise. But I have never understood how a Walt Disney cartoon character’s face on a popsicle box makes the popsicles sell better, let alone taste better. I do not eat presweetened breakfast cereal with a bat emblem on it, nor peanut butter with a big red “S” logo. My closet holds no illustrated T-shirts, except one my mother made depicting “Globbo,” a character from one of my own games. Other than that, I have no garments adorned with character pictures or product logos (what writer Paul Fussell calls “legible clothing”). I guess I’m out of step with pop culture. Except in one way. I don’t know why, if you like a comic-book superhero, you therefore want to eat peanut butter, ce- real, or castor oil bearing that hero’s pic- ture. But I comprehend at once the pleasure of role-playing the hero. The peanut butter, one hopes, just sits there; but a role-playing scenario lets me re-live the pleasure and excitement of the hero’s original stories. In this column, we look at a new edition of one of the major licensed superhero RPGs, along with its new sup port line

66 JANUARY 1991 had previously worked on Victory Games’ columnar tables. (The numbers don’t quite DC HEROES™ Role-Playing Game, JAMES BOND 007 role-playing game, line up in the wheel’s windows, but it still Second Edition adapted that game’s ideas in a unique and works okay.) As before, combat remains $25 thoughtful approach that gives DC fast-paced and fluid. 16-page “Read This First” guide, 72-page HEROES’ one-table system unusual vigor. Hero Points: The game awards these Rules Manual, 64-page Character Hand- (The same design philosophy appears in as experience, but they serve far broader book, 96-page Background Roster Book, concentrated form in Gorden’s most re- functions here than conventional “experi- 32-page adventure, three-panel Game- cent system, ’ TORG™ ence points” in other games. Characters master’s Screen, 75 color plastic-coated game.) can spend Hero Points to gain initiative, character cards, 8½ “Action Wheel,” The bedrock of the DC system is Attrib- temporarily increase attributes and two 10-sided dice, boxed ute Points, or APs. These measure not only powers, and reduce damage taken. It costs Design: characters’ abilities but weight, distance, Hero Points to build gadgets and to buy Second edition: with time, money, information, and literally new powers. They’re almost a currency, Thomas Cook everything measurable. Six APs of time is and more so in the second edition where “Exposed!” adventure: Dan Greenberg four minutes; of distance, 200 yards; of “pushing” a power now costs three points Illustrations: DC Comics staff weight, 1½ tons. (The second edition has per AP gained. This is a fair fix of the tinkered a lot with the original AP quanti- earlier silly rules, where a good die roll let I reviewed the first edition of this game ties.) If you have a Strength of 6 APs, you lift a DC-9 airplane. for The Space Gamer magazine in 1985, can lift 6 APs of weight, or throw 4 APs of The pregenerated heroes start play with and to this day that review bugs me. It weight for 2 APs of distance, or throw 1 10 to 200 Hero Points, and they can earn was lengthy, comprehensive, fair—and so AP of weight at 5 APs of speed, and so on. 100 or more in a successful adventure. wishy—washy that readers thought it Everything in the game interrelates in this They need them all, because there’s al- panned the game, when actually I have elegant way. ways a heavy Hero Point flow during play. placed the DC HEROES game on the In- Attribute Points increase logarithmi- Sometimes so many Hero Points get blown tense Personal Admiration shelf of my cally— that is, as the rules put it, “Each in a single phase, maybe on a single game library. It’s just that . . . the trouble additional AP of measurement is worth punch, that it’s like the Weimar Republic, is, it’s . . . [waves hands vaguely in the about twice as much as the AP before it. where townspeople hauled hyperinflated air] . . . I see that five years has not im- Therefore, a Character with a Strength of deutsche marks in wheelbarrows to buy proved my wishy-washiness. I’ll try again 6 is twice as strong as a Character with a loaves of bread. anyway. Strength of 5.” An ordinary human has Character generation: This is much Overview: DC Comics editor Robert Strength 2; Batman has Strength 5; Won- improved in the second edition. Players Greenberger writes in this game’s Back- der Woman, Strength 16; , spend Hero Points on selections from a ground Roster Book: “The bedrock of the Strength 25. The strongest characters are very extensive list of powers and skills, DC Universe still remains the core the Monitor and Anti-Monitor from the now given a “Factor Cost” to differentiate heroes—For the record, the ‘core charac- Crisis on Infinite Earths mini-series, with plot-shattering powers like Continuum ters’ are considered to be Superman, Won- Strengths of 28 and 30 respectively. (A Control from non-starters like Super Ven- der Woman, Batman, the Flash, Green Strength of 30 can lift 30 APs of weight, or triloquism. These powers can now have Lantern, and Green Arrow. We have 100 million tons.) cost-changing bonuses and limitations a la added to that list with the revamped Attribute Points have to be logarithmic in Hero Games’ CHAMPIONS® game. Charac- Aquaman, Atom, Hawkman; and the order to fit both heroes and normals on the ter advantages, drawbacks, and motiva- newly-minted Starman.” same Action Table, the chart used to re- tions lend individuality even to the The second edition lets you play all these solve any action with a single die roll. This nonpowered supporting cast. and almost 250 other characters in the DC is the tricky part of the DC HEROES game’s The second edition designers also en- Universe—nearly everybody except the design, but once you master it, you know courage heroes with personalities, not just Legion of Super-Heroes, the Doom Patrol, almost the whole system-the great powers. In an elegant streamlining of the and a few others. We also get some heroes strength and weakness of one-chart games. first edition’s rather bizarre options, play- outside the standard continuity (Sgt. Rock, Character attributes provide “Acting ers get Hero Point bonuses for defining ’Mazing Man, and the ). This Values” and “Opposing Values.” Cross-index their characters’ backgrounds, physical edition’s selection of characters improves these on the table to find a number to beat descriptions, and personalities. The de- significantly over the roster of its 1985 on a roll of 2d10. Roll the dice, count how signers realize that this, as much as a list predecessor. In that way, it is symbolic of many “column shifts” you get on the table, of powers and skills, is what makes a fun the entire game. then go to the Results Table, the other half and memorable superhero. Components: At its 1985 debut, the of the DC system. Cross-index the charac- One may quibble with certain power DC HEROES game boggled the industry ters’ “Effect Values” against their “Resist- cost ratings (Spirit Travel, an astral form, with its large quantity of material at a ance Values” to obtain a value in Result is among the cheapest in the game!), and reasonable price. Going by its components Attribute Points, or RAPS. These RAPS with the approach that makes, for exam- alone, the second edition also offers a (increased by column shifts from the ple, Earth Control, Flame Control, and Ice superb value: 278 pages of text, a GM Action Table) tell how much damage a Control three different powers instead of screen, two decks of coated cards, an haymaker does, how long a magic spell one Control power with three options. But “Action Wheel,” and dice, for a price you’d lasts, how much information an interroga- in general this is a good, balanced system, expect to pay for the text alone. The value tion gathers, or whatever. much broader than the existing DC Uni- has also improved in that Mayfair’s edito- It sounds forbidding, but it’s just two verse requires. It produces a wide variety rial staff has banished the first edition’s steps up from those “Mileage Between of superheroes without taxing the player. notorious layout and textual errors to the Major Cities” charts on road maps, and no Gadgets—zero for three: Most major Phantom Zone. more complicated than reading a slide role-playing systems seem to have a blind Mechanics: This is one of those rule-not that I recall how to do that. Most spot, a particular rule or system that just universal-table games, where every action of the other rules are trivial adjuncts to won’t work right no matter how many comes down to a die-roll on a single chart. the Action and Result Tables. times the designers fiddle with it. In the TSR’s MARVEL SUPER HEROES™ game is The system has not changed between CHAMPIONS game, it’s Growth or (maybe) one of the few other survivors of a whole first and second editions, except that now the vehicle rules. Players of Chaosium’s spate that appeared several years back. you can use the “Action Wheel” to figure CALL OF CTHULHU™ game lament the DC HEROES designer Greg Gorden, who the numbers instead of using boring old time needed for character generation vs.

DRAGON 67 how long the character survives. In the How well does this work? See for your- it takes more than 100 photos, about four AD&D® game, it’s—well, fill in the blank self. The Batman wants to build a minia- rolls of film. yourself. Every DC HEROES game player ture bat-camera. He buys the camera’s 1 All this may sound like a Pentagon pro- knows its blind spot: the gadget rules. The AP of Body and 12 APs of Recall power at curement scandal, but it points up the root second edition is Mayfair’s third try at a cost of 13 APs—something under problem that has always kept DC HEROES gadgets, and the rules still don’t work. $200,000. That’s for one camera, yeah. gadgets from working: Fundamentally, the Gadgets, like characters, are defined by This is the same cost as the Batmobile. It’s designers just don’t want heroes to have their APs of attributes, powers, and skills. a good thing Bruce Wayne is a billionaire! them. “If Gadgets with long durations You buy these with both Hero Points and Of course, he can buy the Recall power in were easy and cheap to build,” designer the owning character’s money. The more one week for $100,000 (12 APs), and the Greg Gorden wrote in the first edition, reliable the gadget, the more expensive it Body the next week for $50 (1 AP), saving “they could be very inexpensive replace- is. Most ordinary gadgets break down $99,950 for a week’s wait. ments for permanent Powers.” about one time in 10 uses. To build the camera, the Batman must So what? What else puts nonpowered To make a gadget, you use the gadget’s pit his Gadgetry skill of 12, an impressive heroes like Batman in the same (Justice) AP values to figure its Hero Point cost and value, against the camera’s 12 APs of Re- League with titans like Green Lantern and dollar cost, spend the Hero Points, then pit call. He has a 50-50 chance. If the player Captain Atom? Gadgets are practically self- the owning hero’s Wealth APs against the rolls 10 or less on 2d10, the task has de- balancing. Villains steal them; heroes don’t dollar cost in a check on the Action Table feated Batman; the camera’s intricacy is always have them to hand (no power (the hero is trying to buy the parts). To beyond him. If the player rolls 11 or 12 on armor allowed in fine restaurants); and reduce the price at the expense of more 2d10, Batman has to spend a solid week, their batteries run out or their warranties time, buy each ability separately. Once the doing nothing else but eating and sleeping, expire. A game master can keep them in parts are in hand, check the hero’s Gadg- to build the camera. It probably breaks if line as easily as any abusive power. Loosen etry skill to see how long it takes to “in- up, guys. stall” the gadget’s abilities. The baseline Evaluation: In that 1985 review, when time is one week, but a good roll could one-table game designs were proliferating reduce that to a few hours. like comic-book mutants, I spent pages talking about the problems of the single- chart approach: You can’t memorize the rules. There are lots of tiny little rules on interpreting the table, and the table gives vague results. That’s where readers thought I was condemning the game. Five years later, that whole argument seems, if not wrong, beside the point. Whatever a universal table’s limitations, the DC HEROES game has overcome them by cleverness and by sheer longevity. It combines broad combat options with speed of play. It quantifies noncombat interaction, such as interrogation, better than any game I know. Its AP system shows true ingenuity and, in the second edition, improved realism. The back- ground roster is immense, and the “Exposed!” adventure (by the talented Dan Greenberg) is both entertaining and educational for novice game mas- ters. Philosophic objections and gad- get rules notwithstanding, this is one sharp design. so the game still resides on my Intense Personal Admiration shelf. But the problem is . . . you see, I just . . . [more hand waving] . . . oh, darn! The continuing saga: The big- gest change between the first and second editions isn't the

68 JANUARY 1991 rules. It’s the universe. After the first The RPG in the time between the first two one player, leads the Batman on an intricate edition, DC Comics finished its big Crisis Star Wars movies. Even if later films in the trail of clues to a confrontation with an old on Infinite Earths universe-cleaning lim- series appear, the existing material still nemesis. (Hint: The GM often gets to flip a ited series. Two or three more giant works. The DC Universe’s planned obsoles- coin.) Too bad the ending falls a bit flat, but multititle runamuck crossover series fol- cence, by contrast, makes an official cam- the development to that point should keep lowed. John Byrne overhauled Superman, paign unstable. Even as players relive their the Batman’s player working hard. George Perez revised Wonder Woman, and favorite stories, the campaign history may The Batman Sourcebook maps all of Batmania hit the nation. Hot titles cooled be shifting like mercury. Wayne Manor, most floors of the dyne off, and new ones captured the buyers’ This leads inevitably to a peculiar set of: Foundation, and all four levels of the Bat- fickle affections. Recommendations: Don’t get the DC cave. It even lists the issues in which Bat- The result is a completely different DC HEROES game’s second edition for the man picked up those two trophies we Universe. Everybody has changed, and license; get it for the system. Though the always see in Batcave scenes: the giant nearly everyone has shuffled group affilia- game closely simulates its subject and 1947 penny and the Tyrannosaurus Rex. tions. Big-time villains have died. Lex provides plenty of background on the DC Now, that’s complete! Luthor is no longer a mad scientist in Universe, that universe carries fatal risks Unfortunately, graphics designer Gre- power armor but the worlds wealthiest as a campaign background. gory “Ike” Scott, fresh from giving May- man. S.T.A.R. Labs has become a vaguely But if you find other superhero RPGs too fair’s new edition of the CHILL™ game a sinister conglomerate, and the U.S. intelli- slow or complex for your taste—and if you stylish and scary veneer, adapted the same gence community looks different after the don’t mind one-table systems—use the DC bizarre approach to this book. All the titles “Janus Directive” story line. For unclear HEROES rules as a fast-paced superheroic look like ransom notes! It’s good to see that reasons, magic is now less powerful than combat system for your own campaign in later DC HEROES game supplements, it was, and the Spectre is no longer an world. Sure, you may take your inspira- Mayfair has abandoned Scott’s peculiar ultimate power. The Green Lantern Corps tion from DC’s universe, but soon your use of boldface type. is gone. Superboy? Who’s Superboy? campaign will probably diverge to become Free-lancer Michael A. Stackpole ran your own creation. That new world will The Otherwhere Quest into this trend when he updated the Bat- entertain you as much as the comics you Mayfair Games $7 man Sourcebook supplement for the DC based it on. 40-page solo adventure booklet HEROES second edition (see the following Author: Ray Winninger review). Of the eight years of Batman back The Batman Sourcebook, second Cover: Arne Starr issues Stackpole was researching, DC edition editors declared five years’ worth, all the DC HEROES game supplement I’ve seldom enjoyed Mayfair’s solo adven- work of a particular writer, and void. Mayfair Games $10 tures, with their hundreds of tiny para- Another issue revised the origin of the 96-page softcover reference book graphs of flat prose and their brief, linear second Robin, Jason Todd. Then, just Author: Michael A. Stackpole plots with limited replay value. This solo before Stackpole’s deadline, an issue of Additional material: J. Santana, Louis J. adventure lets you take the role of any of The Question featured a completely new Prosperi, Jack A. Barker, and Ray Earths three Green Lanterns, though your origin of Batman’s foe, the Riddler. Stack- Winninger choice is immaterial to the plot, and sends pole got caught off guard. Cover and illustrations: DC Comics staff you into an alternate dimension called the “Is this for real?” Stackpole asked DC. Otherwhere. There you must find the Yes, said DC, it’s part of the canon now. So Mayfair supported the first edition of MacGuffiner—er, Harmony Beacon—that will Stackpole wrote that Riddler origin—but the DC HEROES game vigorously if un- re-energize the Forever Barrier, saving the now, a year or two later, DC has gone evenly. Though DC is apparently a fussy Thurians (characterless good guys) from back to a previous origin. The canon, like licenser (DC recently returned the forth- the Subjugators (offstage bad guys). that of the early Hindus, apparently un- coming Justice League sourcebook for a This solo features a couple of nice ideas, dergoes frequent revision. second complete rewrite), it appears May- such as Combat Tables that let opponents Reading vs. gaming: These changes, fair is gearing up for the same pace on the use different fighting tactics, and a Power whether cosmetic or systemic, make inter- second edition. Did Mayfair just want to Ring Table that simulates the famous ring’s esting reading if you follow DC comics. But lead with a strong product, or was it capi- open-ended Omni-Power. This serves as a does this maelstrom work as a campaign talizing on the Bat-craze that still grips the useful teaching device for the DC HEROES background? Sure, the DC HEROES Back- comics market? Either way, the new line game mechanics. But as I traveled the ground Roster book does a fine job of de- benefits from this polished update of one Otherwhere (that is, moved from square scribing the universe and its heroes. But of the original edition’s best supplements. to square over a flat diagram), I concluded note how much this description differs Mike Stackpole designed FASA’s new this one-shot plot feels as flat as the Other- from the first edition. And each months LEGIONNAIRE™ RPG and many other where itself. worth of DC titles puts it further out of games, and he has written six or seven date. novels set in the universe of FASA’s The Law of Darkness Suppose you start a DC Universe cam- BATTLETECH® game. In his spare time, Mayfair Games $8 paign, then next year’s mega-crossover this talented writer has updated this com- 48-page adventure module series or a revised villain origin makes prehensive 1986 reference guide about the Design: Scott Paul Maykrantz your current subplots obsolete. Do you Caped Crusader. Along with updated stats Cover: Paris Cullins and Mike DeCarlo throw the plots out, or do you decide for everybody, everything, and every place you’re not playing in the “official” DC important to the Batman mythos, The Most of the New Gods don’t appear in universe? Presumably the “official” uni- Batman Sourcebook includes essays on the DC HEROES game’s second edition, but verse was the reason you bought the Batman’s relationship to the new, post- Mayfair has quickly remedied the lack game, but the subplots are what your Byrne Superman, his role in the Justice with this far-ranging adventure featuring players want to play. League(s), and that perennial topic of Highfather, Orion, Lightray, and other This review began by recognizing the arguments at comics conventions, “Is the residents of New Genesis. appeal of a licensed game background that Batman Sane?” (In the latter, Stackpole That incorrigible Apokolipsian, allows players to re-create their favorite almost weenies out from answering the Darkseid, is still trying to conquer the stories. But that background should be question, but finally argues yes.) universe, and this time he’s accidentally stable, a known quantity. For instance, Ray Winninger’s “Double Jeopardy,” a blown up Supertown’s Source Wall, so the West End Games has set its STAR WARS? snappy adventure for a game master and New Gods must travel to Earth, where

DRAGON 69 Granny Goodness (looking, as the text whether by robots, aliens, or (no kidding) says, “like Dr. Ruth after a 30-year prison giant ants. Learn how to set up the in- sentence”) is hypnotizing everyone in New vaders’ command structure and firepower, York City into doing calisthenics. The then follow every phase of the invasion heroes fight Acidic Blobs, Slow-Down Gas, from arrival to aftermath. The nicely and the Deathmaker robot from Studio X, illustrated sourcebook section details a 13. then it’s off to Gotham City to fight hordes scenario invasion by Demonicus Rex and of rats, or maybe to Metropolis to fight his otherdimensional thugs, and it pays lip hordes of Para-Demons, then to DeSaad’s service to five other traditional invading lair to fight hordes of Bug Warriors and a armies. The scenario outlines here need Devolution Cube, then to the big climactic fleshing out, but Invasions takes you a fight with Darkseid himself. Just let me long way toward turning your campaign catch my breath! world upside down and righting it again. Once again, the adventure’s ending falls Much of this book adapts easily to other slightly flat, but getting there should be a superhero RPGs, too. Start filling your roller coaster ride worthy of the original game’s skies with enemy ships. stories of the New Gods. But don’t try to run this plot with a different group of heroes! If you corres- pond with us Short and sweet Label at DRAGON® PHBR3 The Complete Priest’s Handbook, Magazine, by Aaron Allston. TSR, Inc., $15. Is there Your please label anything so unlikely as a “generic priest”? the outside of This 128-page AD&D® game supplement your envelope provides noble priests, outlaw priests, Letter! fighting monks, amazon priestesses, and to show what other “priest kits”; priest personality ar- your letter contains — a letter to chetypes like the crusader, philosopher, the editor, “Forum” submission, hypocrite, and earnest novice; 60 sample request for guidelines, gaming priesthoods of deities for agriculture, article, short story, artwork, birth, disease, elemental forces, hunting, cartoons, or subscription corre- literature, oceans, oracles, trade, wind, wisdom, and more; and rules for designing spondence. This ensures that new faiths for your campaign. There are the letter you send gets to the new weapons and equipment, martial-arts right person. In the United rules, and adventure hooks for priest States or Canada, write to: characters. Never thought of an all-priest DRAGON Magazine, P.O. Box campaign? Then you never saw The Com- 111, Lake Geneva WI 53147, plete Priest’s Handbook. Bravo! (Or do I mean “Hallelujah”?) U.S.A. In Europe, write to: DRAGON Magazine, TSR Ltd, Invasions: Target Earth, by Cyrus Harris. 120 Church End, Cherry Hin- Iron Crown Enterprises, $8. Watch the ton, Cambridge CB1, 3LB skies? Too late, they’re here! This cam- United Kingdom. paign sourcebook for Hero Games’ CHAM- DRAGON is a trademark of TSR, Inc. PIONS game tells how to game a large- ©1990 TSR, Inc. All Rights Reserved. scale, multiscenario alien invasion,

MARVEL

The Amazing Spider-Man® was the first comic book I ever read and collected on a regular basis. Of course, after a while, my interests changed and I stopped reading about Spidey’s exploits. That was over 10 years ago, but recently, dropped a copy of The Amazing Spider- Man #340 on my desk and said the lady villains therein would make a great “MARVEL-Phile.” I read through it and found myself caught up in the life of Peter Parker again, just like I was years ago. Jeff was right, of course. The “” really gave Spidey a run for his money in that issue, and now they can keep vour campaign’s heroes on their toes

WHIPLASH™ Criminal (mercenary)

F GD(10) Health: 56 A EX(20) S TY(6) : 22 E EX(20) R TY(6) Resources: Typical I TY(6) P GD(10) Popularity: – 2

POWERS: has no known powers of her own. Her costume contains three retractable steel whips (Incredible (40) Material Strength) in each arm. In MINDBLAST™ combat, they do Remarkable (30) Blunt Telekinetic criminal (mercenary) Attacks damage. The whips are apparently stored in her gauntlets when not in use. F TY(6) Health: 28 Her padded costume also provides Good A TY(6) (10) body armor from physical attacks. S TY(6) Karma: 61 KNOCKOUT™ E GD(10) TALENTS: Whiplash is a Weapon Special- R GD(10) Resources: Typical Leader of the Femme Fatales ist with her whips. I TY(6) P IN(45) Popularity: – 3 F EX(20) Health: 110 A GD(10) The MARVEL-Phile’s Marvel characters and the distinctive POWERS: Mindblast’s lone power is Tele- S IN(40) Karma: 40 names and likenesses thereof are trademarks of the Marvel kinesis. Her rank for this power is Incredi- E IN(40) Entertainment Group, Inc. and are used with permission. Copyright ©1990 Marvel Entertainment Group, Inc All Rights ble (451, but she has not (as of this writing) R EX(20) Resources: Good Reserved. used it to directly attack a foe. It is proba- I GD(l0) ble that she has not yet developed that P GD(10) Popularity: – 2 Power Stunt. She does possess the follow- ing Power Stunts, however: Other than her strength, POWERS: —Flight for herself only at Typical (6) Knockout has no discernable powers. She airspeed; and does however, wear a suit of metallic —A coruscating energy shield that sur- armor that acts as Excellent (20) body rounds her body and provides her with armor against physical attacks. Good (10) protection from physical and energy attacks. TALENTS: Knockout has the Martial Arts A and Leadership skills. TALENTS: Mindblast has displayed no 72 JANUARY 1991 particular talents. MARVEL

HISTORY: As this is the with Mindblast are suggested pairings). If of the Femme Fatales as a team, they have your heroes mess up or underestimate only a brief history to report. these ladies, be sure that the Femme Fa- Recently, Spider-Man was asked to at- tales make them pay the price. These tend a public ceremony welcoming an villains use their brains, not just their ambassador from an Eastern European brawn. country. The Femme Fatales attacked The Femme Fatales might appear in Spidey at the airport. They directed a feint your campaign as hired muscle on any of a toward the ambassador, but their true number of missions. Perhaps the local target was Spider-Man. The Web-slinger boss has someone—probably your fought them to a standstill, but as police heroes—that he wants taken out of the reinforcements arrived, the Femme Fa- picture. Maybe a mastermind villain is tales fled the scene. It is a safe bet, how- looking for some super-powered muscle to ever, that the Femme Fatales and protect him or to help him wipe out those Spider-Man will meet again. pesky heroes who keep cropping up at all More information will doubtlessly be the worst times. Or maybe the Femme revealed about the Femme Fatales and Fatales just arrived in your heroes’ town their powers as time and plots move along. and want to show everyone just what they For more information on Whiplash and can do. And what better way than by Bloodlust, see Presents #49. trashing the local heroes?

ROLE-PLAYING NOTES: In their battle A note to those of you who have written against the Web-slinger, the Femme Fatales to me requesting stats on all the amazing showed sound tactics. Bloodlust and Whip- mutants hopping around the MARVEL lash kept Spidey off guard and didn’t allow UNIVERSE™ these days: Pick up The Un- him to take the offensive. Meanwhile, canny X-MEN™ Special! boxed set (TSR Knockout and Mindblast prepared to Product No. 6896) by Jeff Grubb. In it, administer the coup de grace. They also you’ll find a Roster Book full of up-to-date BLOODLUST™ took advantage of the situation, using the stats on everyone from the Mutant Libera- Criminal (mercenary) ambassador’s arrival to cover up their true tion Front, the Brood Mutants, and the motive—attacking Spider-Man. Mindblast to the X-Men, X-Factor, and the F EX(20) Health: 92 even attempted to roast Spidey by tele- . Also included is a campaign book A RM(30) kinetically holding him above the ambassa- for running your own all-mutant cam- S GD(12) Karma: 34 dor’s plane, which was leaking fuel, while paign, an adventure book containing the E RM(30) Knockout tossed a lit cigarette lighter into adventure “School’s Out,” by Rick Swan, R PR(4) Resources: Typical the pools of fuel. plus four full-color maps of such legend- I EX(20) In your campaign, the Femme Fatales ary locations as the X-Men’s Mansion, P GD(10) Popularity: – 5 should use similar techniques to beat your Excalibur’s lighthouse, and more! heroes. They work together very well and Send any comments or questions to: The POWERS: Bloodlust’s only power is her pair up to take on foes they outnumber MARVEL-Phile, DRAGON® Magazine, P.O. Excellent (20) Material Strength claws. In (Bloodlust with Whiplash and Knockout Box 111, Lake Geneva WI 53147, U.S.A. combat, Bloodlust inflicts Excellent (20) Edged Attacks damage. Also, Bloodlust’s costume has enough padding to give her Typical (6) protection from physical attacks.

TALENTS: Bloodlust is a Weapon Special- ist with her claws, and she possesses the Martial Arts E and Acrobatics skills.

FEMME FATALES™

CONTACTS: At the time of this writing, the only contact revealed for the Femme Fatales is a mysterious scientist named Dr. Turner. He employed the Femme Fatales to harass Spider-Man, so that Spidey would return to Turner’s lab. Turner’s plans for the Web-slinger are unrevealed.

DRAGON 73

Special maneuvers for AD&D® 1st Edition game fighters by Cory S. Kammer

Elrion Drowslayer hid in the rocky pass, to feel triumph, he hoped his skills would easier it is to master and execute. When at the base of a narrow path leading to a serve him as well in the battles to come— choosing a maneuver, a character must natural stone bridge. The bridge arched and he prayed that his comrades still lived. select them in a progression from #1 on across a canyon, the only entry to the up. A more difficult maneuver can be Arch-Mage’s mountain sanctuary. Three For simplicity’s sake, the drama of battle learned only when those before it are ogres guarded the bridge. Beyond them is lost in AD&D® 1st Edition games. Fight- mastered. was a spire of stone riddled with twisting ing is divided into an attack roll against an If a character wishes to be schooled in passages, laboratories, lairs, and the armor class, followed by a damage roll. abilities from several categories, all ma- dungeon in which Elrion’s comrades were Feints, parries, and ripostes are assumed neuvers must be learned in order. For entrapped. With luck, they still lived. to occur during the space of a round to example, Kyrik Wulfgar begins his career The bridge had been carved eons ago, facilitate the game. But this is unfair to learning skills in the Movement category. with no cover or rails, by Aerdrie Faenya, fighters. Mages, clerics, and druids domi- After learning Feint, Parting Blow, and the goddess of the winds. The ogres had nate combat with fabulous spells that alter Drive, he chooses to improve other skills, no missile weapons, but they were at least reality, and thieves can slink and hide so he next masters Dodge and Evasion in a bowshot away. Elrion’s arrows had long before striking critical backstabs. Until the the Grappling category. At this point, he been exhapsted, and he could not rely on advent of specializations, fighters had no decides to return to the Movement cate- stealth to get past the sentries. He would special skills in battle other than a better gory to learn the Speed maneuver, which need his quickness and fighting skills. So chance to hit. is possible only because he previously be it. Enter Oriental Adventures. After its earned the first three skills. Should he Elrion bellowed a challenge and sprinted appearance, the whole new world of mar- later decide to extend his expertise to from hiding, runesword in hand, his elven tial arts and special maneuvers emerged another category, Kyrik will start at the boots dancing silently across the rocky for those who adventured in the mystic beginning maneuver yet again. path. As he had hoped, two of the ogres realms of Kara-Tur. The special maneuvers Special combat maneuvers are the dis- charged him with their own insults, swing- were made simple to use, with few addi- tinct province of the fighter class. Each is ing their clubs in high . As the first tional die rolls; the emphasis was on versa- earned by expending one weapon profi- drew near, Elrion feinted, then thrust tility, fun, and creativity. Each new ciency slot. There is no limit to the num- sharply, drawing blood and driving the character could have his own distinctive ber of skills that may be learned, but a ogre over the brink. An instant later, his martial-arts style. Always seeking to simu- character must be proficient with at least shield arm rang with sudden pain as late the feint, thrust, dodge, and parry of one weapon type before attempting them. Elrion’s second assailant was upon him. real melee combat, this became the per- Players must consider their choices care- The impact of its club, just barely parried, fect avenue to create special combat ma- fully, because even a 16th-level fighter has numbed his shield arm and shoulder. With neuvers for fighters. only nine slots to divide among weapon a quick riposte, a second blow was de- This article expounds on how gamers proficiencies, specializations, and weapon flected sideways, and Elrion thrust his can utilize special combat maneuvers to maneuvers. Nonweapon proficiency slots blade deep into the ogre’s breast. The ogre improve play and versatility. Potentially, cannot be used for these maneuvers. crumpled, and Elrion paused to free his each fighter can create a combat style Training for maneuvers is long and sword. unique to himself. rigorous. First, an individual must seek a Instead of signaling for aid, the final Special combat maneuvers are actions qualified teacher who knows the special ogre stared impassively. Its massive arms and abilities acquired through intensive maneuver desired. In a large city, there flexed, one hand patiently resting on his training and skill. Some maneuvers are may be fighting schools where a variety of upright mallet, as if posing for a portrait. actions that must be announced at the disciplines are taught. In an isolated com- But as Elrion closed, its two mighty hands start of each round during a fight (Feint, munity, a character may be restricted to closed on the tremendous hammer and Parry, Evasion). Others are always in ef- the skills of a few well-trained individuals. hefted it above the ogre’s shoulder. The fect (All-Around Sight, Resist Unconscious- Characters with military training might thing grunted obscenities in its native ness, Dexterity). Sometimes combat have received their skills through constant tongue. Bending under the ogre’s swipe, maneuvers are risky because failure leaves drilling with their units; thus, specific Elrion caught the maul on the overlong the character in an exposed or dangerous skills might be quite common to a region. crosspiece of his long, sword, wrenched, position. Some are weapon-based skills, It is quite likely an entire adventure could and levered it from the beast’s grip. and others deal with intellectual and phys- hinge on locating or rescuing the master Weaponless, the creature was no match ical power. of a difficult maneuver, just as a mage for Elrion. It was a short battle before Maneuvers are categorized into princi- might go on a quest for an arcane tome. Elrion, spotted with blood and covered in pal methods of fighting. All special combat Having found a suitable instructor, the scratches, stood alone. Elrion then set off maneuvers are ranked from easiest to student begins strict training, similar to across the great span toward the dark most difficult to master within each cate- level-advancement training. Mastery of a tunnel at the end. Knowing it premature gory. The lower a maneuver’s number, the skill is earned in 1-4 weeks, depending

DRAGON 75 upon a character’s performance in prior maintain game balance. Campaigns relying paladin or cavalier advances a level and is adventuring. Special combat maneuvers heavily on fighters will benefit from hav- allowed his 2d10 roll for additional dexter- can never be acquired through self- ing more versatile characters, but the ity percentile points, he receives a bonus training. Coupled with level training, train- strength of the opponents might need to of + 5% to this roll, thanks to the maneu- ing time for combat maneuvers may be be increased (or fewer combative situa- ver. No other benefit is received, not even reduced by one week, but the total train- tions might be encountered, limiting the the gaining of a full dexterity point, but no ing period may never be less than a week. use of such special maneuvers). Campaigns additional training is necessary, either. Training costs are highly variable. The with few fighters will benefit as the war- degree that a maneuver is known through- riors will be better able to fill their roles to Movement out a region will affect the price of train- defend their allies and attack foes. If fight- Feint: To employ this maneuver, a char- ing, as well as the teacher’s predisposition ers come to overshadow other classes, acter must announce that he intends to to his student. Generally, the base cost per however, these maneuvers should be make a feint before making an attack roll. week of special-maneuver training is trimmed down or left unused. A normal attack roll is then made. If the equivalent to the costs for level training. The descriptions of special combat ma- blow hits the opponent, the character’s The prices tend to escalate the more one neuvers follow and are arranged by cate- next attack on the same opponent will be excels in a category, because few fighters gory, from least difficult to most difficult, at +2 attack bonus. This is a consequence ever achieve those higher pinnacles of skill as given on the Special Combat Maneuvers of drawing the opponent’s attention away and they treasure their unique standings. Tables. from the point at which the character will Costs for rare maneuvers may be excep- strike next. Against a rival countering with tionally high. Balance a Riposte, there is no chance whatsoever Special combat maneuvers were in- Fall: This maneuver enables a character to land a feint; however, the Riposte will tended to function as a special ability of to roll with a fall or to position himself to be at a – 4 attack probability. the fighter class. A DM may decide other lessen damage from a fall. Once learned, Parting Blow: By saving at least one fighter subclasses merit, special combat this maneuver is constantly in effect. A attack and allowing all melee opponents maneuvers as well, but these subclasses character thus protected suffers only half their remaining attacks, an individual may must satisfy their other class requirements damage from falls; his carried equipment strike the final blow in a round. Should before expending weapon proficiencies for receives a +2 bonus to save vs. fall. the attack hit successfully, the attacker maneuvers. Instant Stand: Knowing this skill al- may withdraw 10’ without any opponents Monsters are also candidates for using lows a character to instantly regain his pursuing or striking at him (unless he is special weapon maneuvers. Some logic feet, whether he’s knocked off balance, restrained or surrounded). This allows the must be used, or variety will be lost if prone, or recovering from a fall. The character to close the distance with a every creature possesses them. For the character loses only the ability to move different opponent, lend aid in another most part, humanoids of lawful alignments that round and suffers no defensive penal- portion of the battle, or get a head start if and of average or better intelligence are ties. Only nonbulky armor may be worn he intends to flee on the following round. prime choices to adopt combat maneuvers, when executing an Instant Stand. At the If the Parting Blow fails, the character is because of their intellect and tendency DM’s discretion, this maneuver is allowed still engaged in melee combat. toward regimented training. With their to function in magical bulky armor, due to A fighter with multiple attacks who fells warlike organizations, orcs and hobgoblins its greater flexibility and lesser weight. an enemy with his first blow may use commonly acquire special maneuvers. Prone Fighting: This maneuver has Parting Blow to move up to 10’ and attack This can make those one-hit-dice orcs many functions. First, a fighter with this a second foe within that range, as long as surprisingly tough. Ogres, bugbears, skill is empowered to fight as effectively he is allowed another attack in that round. gnolls, and trolls, who tend to be disorgan- when knocked to the ground as if he were It is possible to strike a Parting Blow but ized, should be without maneuvers, except on his feet. The only limitation is that no lose initiative in the following round. An for the rare leader types among them. Not other special maneuvers except Instant opponent who closes in such a case ne- all chaotic alignments should be excluded Stand may be used when fighting in this gates the previous round’s Parting Blow from special maneuvers, though. The manner. Second, all die rolls made to es- movement advantage. drow, for instance, are chaotic evil but cape a grappling-attack gain a +1 bonus. Drive: By strength and skill, an attacker enjoy a structured society that encourages Third, this maneuver allows a character to may attempt to push or direct his oppo- excellence in combat; they could learn overcome penalties when fighting in tight nent backward. On a successful hit, the weapon skills. places, such as a cavern with a low ceiling, opponent may be driven back 1’ per level A DM must use common sense in assess- due to the character’s practice in fighting of the attacker. If the distance an oppo- ing those situations in which combat ma- in unusual or off-balance positions. All nent is pressed back is greater than 3’, the neuvers are effective. Some skills are functions are constantly in effect. victim must save vs. paralyzation to re- always in effect, but events might circum- Dexterity: After an initial training time main on his feet. In addition, should a vent their use. A character stumbling into of double the normal length, a fighter is victim be driven over 3’ into a solid object a pit of spikes will be impaled, so it is introduced to a regimen of exercises that or wall, he takes 1 hp damage. A victim improbable that he could use his Fall ma- creates greater agility, nimbleness, speed, may also be pushed over a brink. Should neuver to roll when hitting the ground and flexibility. He gains one point on his an opponent remain standing, he may and suffer only half damage. Obviously, it dexterity score. This reflects commitment melee with his attacker normally. is ridiculous to attempt stunning or inca- and hard work, and it takes an hour per Because of the aggressive nature of this pacitating a red dragon by pummeling; day of exercises to keep this bonus. Fail- attack, should the Drive fail, the attacker and entangling a creature with no limbs is ure to keep this regimen causes these is exposed and loses any bonuses to armor impossible, if not pointless. The DM dic- skills to atrophy quickly. A character who class due to dexterity for the remainder of tates whether or not it is possible to use a misses training for more than three con- the round. given maneuver in each case, just as he secutive days loses the benefit of the dex- Speed: Through concentration and would judge the effects of a spell. As a terity bonus and requires two day’s of muscle control, the character gains double rule of thumb, an opponent must be from double workouts for every day missed, or the amount of melee attacks and twice his halfling to ogre size in order for a special must begin intensive retraining as if the normal combat movement rate. This ma- combat maneuver to work against it. skill had never been learned. A new profi- neuver is very tiring and can be done only Additionally, remember that these are ciency slot need not be used, however. once per day for five rounds. After this highly experimental additions to the game. If the DM allows a paladin or cavalier to time, an individual can fight normally for Adjustments may have to be made to gain this skill, the results differ. When the 1-4 rounds more, then must rest for 2-8

76 JANUARY 1991 rounds, during which time he can move at offers a +4 bonus to armor class. Shields +1% per level greater than normal. The only half speed and can only defend him- may counter only a specific number of maximum chance to stun is 95%. self (no spell-casting or psionics). He may attacks per round, as outlined in the 1st Vital Area: This carefully aimed pum- fight and move normally thereafter. Edition Players Handbook (page 36), and meling attack increases damage by 1 hp Missile Deflection: This maneuver this does not change with this maneuver. per level. This bonus is used instead of the may be executed with a shield or with a Riposte: This maneuver is an attack as +½ hp gained from the Crushing Blow weapon 3-6’ in length. Lightning-fast re- well as a defense. To use this skill, a char- special maneuver. The force of the blow flexes allow a defender to deflect up to acter must withhold at least one attack also will incapacitate a victim’s limb (se- two missile attacks per round. If a large allowed to him in a round and have an lected randomly, excluding the head) on a shield is employed, three missiles may be equal or greater initiative roll than his roll of four or more better than needed to avoided. The skill always functions, but antagonist. The character waits until his hit his armor class. Again, this bonus the defender must be aware of his assail- foe begins his assault, then parries with applies to shield smashes, and the chance ant. The attempt to deflect missiles must his weapon and rapidly strikes his own to stun an adversary remains the same as be announced before the to-hit rolls for blow. The success of the Riposte is deter- under Crushing Blow. the missiles are made. If the defender mined just as a normal Parry maneuver Stun/Incapacitate: On a successful saves vs. paralyzation, he has successfully would be; if the Riposte deters the oppo- pummeling attack, besides damage gained deflected a missile attack and sustains no nent’s attack, the character’s subsequent as per Vital Area, the impact may stun or damage. A failed save allows a standard attack is at a +2 bonus (strength and incapacitate the victim if he fails to save chance to be hit. specialization bonuses still apply). If an vs. paralyzation. If the save fails, the oppo- Missiles that cannot be deflected include opponent’s blow lands despite the parry, nent is stunned for 1-6 rounds; if a second exceptionally large ones, such as giant- the Riposte is negated and the character saving throw vs. paralyzation fails, the hurled boulders or catapult missiles, and makes his attack with normal bonuses. victim is knocked unconscious for 2-8 missiles created by magic, like Melf’s min- Weapon Catch: When parrying a turns. This bonus does not apply to shield ute meteors, fireball, or magic missile weapon thrust with his melee weapon, a smashes, and the normal chance to stun spells. Enchanted missiles, such as arrows character tries to catch his opponent’s when pummeling is disregarded when or quarrels, subtract one per magical weapon in place by leverage. The charac- attempting this maneuver. bonus of the missile from a defender’s ter’s weapon must be of at least half the saving throw. size and weight of the opponent’s weapon. Grappling If Weapon Catch is announced at the start Dodge: This maneuver may be used in Defense of a round, the opponent’s weapon is place of an attack, bestowing a bonus of Parry: This maneuver may be used caught and rendered ineffective if his +2 to a character’s armor class against all once per round per attack permitted to attack fails and if the character makes a melee attacks. The defender must be the fighter. If parrying with a melee successful attack roll (which does no dam- aware of all of his attackers. The dodge weapon, all of the character’s bonuses to age to the opponent). The opponent may maneuver is not negated until the charac- attack from strength, magic, or specializa- drop his weapon or may sacrifice his next ter attacks. This skill constantly gives +1 tion may be subtracted from the adver- attack to automatically pull his weapon to saves vs. breath weapons and other sary’s attack roll. Should an attacker roll a free. Should the opponent’s weapon be magical attacks that may be dodged, or a natural 20, the penalty from a parry is trapped with an entangling weapon, a +2 if the user currently has this maneu- negated. The Evasion maneuver may 1d20 dexterity check is required to break ver in effect. This maneuver cannot be never be coupled with a Parry. free. used if the character is wearing any armor Weapon’s Length: A character using An individual who has caught an oppo- other than non-bulky. this maneuver, and employing a thrusting nent’s weapon may strike a blow with his Evasion: This lets a character evade weapon (e.g., spear) of equal or greater free hand at a +2 attack probability, ei- melee attacks directed at him in a round in length than his foe’s in melee, may strike ther during the same round (if he has which he has the initiative. Such attacks the first blow when closing with a foe attacks left to make) or during the next can be normal melee attacks or magical regardless of initiative rolls or weapon- round (if the opponent has not released or attacks that affect a 10’-square area or speed factors. If the blow is successful, the freed his weapon). He may disarm his foe less. The character’s evasion chance is 3% opponent is also forced to remain just instead. The opponent is allowed a save vs. per level and can never exceed 45%. The beyond the thrusting weapon’s reach, paralyzation to retain his weapon, but the Evasion chance is rolled for a character unable to close with the character. Failure character’s bonuses to hit with his melee before the to-hit roll is made by an at- to deal a successful blow allows the oppo- weapon are subtracted from the oppo- tacker. This special combat maneuver nent within the character’s guard, and the nent’s save. The DM should administer this cannot be used while the character is opponent hits with a +2 bonus. The ma- maneuver carefully, with an eye toward wearing bulky armor. neuver cannot be reestablished after fail- realism and logic. In the event a fighter/thief-acrobat takes ure until a round when the opponent fails this skill, he gains an additional 2% bonus to attack successfully. Additionally, if the Strike to his thief-acrobat evasion ability each opponent attempts to rush the character, Pummel: When using Weaponless time he earns a new level; this is subject to the character may remain in place but Combat System I from , a thief’s armor class restrictions. thrust at the attacker, striking first and blows from fists do 1-4 hp damage rather Slam: A fighter with this maneuver doing double damage as if his weapon than the usual 1-2 hp. If using Weaponless throws his body weight into an opponent were set for a charge. Both of these func- Combat System II, small, soft objects inflict to knock him off balance. With a success- tions are effective against only one at- 1-4 hp damage; small, hard objects inflict ful attack, the Slam staggers the defender, tacker, and both require sufficient room in 1-6 hp; and all large objects inflict 1-8 hp giving him a -2 to hit and -2 to his initia- which to wield the thrusting weapon. damage on any hit, plus applicable tive for his following attack. A failed at- Shield: With this special maneuver, the strength bonuses. tack leaves the character off balance, fighter’s training has granted him superior Crushing Blow: This maneuver is applying a -2 to his next attack initiative. prowess with a shield, giving a +1 bonus constantly in effect. Damage from pum- Clinch: A character may execute this to armor class, beyond any other bonuses, meling attacks are at an additional +½ hp maneuver when he has initiative for the which is always in effect. Magical and per level. This bonus also applies to shield round. Provided an opponent’s attack dexterity bonuses are counted as well. smashes. Furthermore, when using Weap- misses, the fighter exploits the opening by Thus, a nonmagical medium shield offers a onless Combat System II (from Unearthed pinning the opponent’s weapon arm to his +2 bonus to armor class, and a shield +2 Arcana), the chance to stun a victim is side or behind his back, with no attack roll

DRAGON 77 necessary. Successive attacks made by the Intelligence: After undergoing an Special Combat Maneuvers Tables character are at +2 to hit, and the oppo- extensive initial learning program of at nent’s dexterity bonuses are neutralized. least three times the normal training Balance Grappling The opponent’s future attacks must be time, a fighter gains + 1 to his intelli- 1. Fall 1. Dodge used to negate the hold; any method men- gence score. However, if a mind is not 2. Instant Stand 2. Evasion tioned in Weaponless Combat System II constantly challenged, it gets lethargic 3. Prone Fighting 3. Slam may be used to do so. Once applied, this and knowledge is forgotten. To keep full 4. Dexterity 4. Clinch maneuver is in effect until the opponent effectiveness, a fighter must spend 1½ breaks free. hours of study or reading a day. After Movement Mental Training more than a month without sufficient 1. Feint 1. All Around Sight Mental Training reading, study, or research (at the DM’s 2. Parting Blow 2. Mental All-Around Sight: The character’s discretion), this ability will be lost. to 3. Drive Resistance training attunes him to his immediate regain it requires two full days of study 4. Speed 3. Blind Fighting surroundings so he is able to detect oppo- for each week of reading missed, or ex- 5. Missile 4. Intelligence nents on all sides, provided they are not tensive retraining as if the skill had never Deflection invisible. Characters with this maneuver been learned (a new proficiency slot need may never be struck from behind or suf- not be used). Physical fer a penalty from a back attack in melee. Defense Training Missile attacks still strike normally. This Physical Training 1. Parry 1. Ironskin skill constantly functions but is negated by Ironskin: By physical training and 2. Weapon’s 2. Resist Unconsci- wearing a great helm or similar device. toughening, a character makes himself Length ousness Mental Resistance: The mental exer- more resistant to physical damage, im- 3. Shield 3. Perception cises and ordeals of the individual’s train- proving his armor class by one step. Dex- 4. Riposte 4. ‘Health and ing have toughened and strengthened his terity bonuses, rings or cloaks of 5. Weapon Catch Fitness will so that he receives + 2 bonus on all protection, bracers of defense, shields, 5. Strength saving throws against mental attacks, and like items may be used with this skill, including: charm, hold, and illusion spells. but Ironskin cannot be used when wear- Strike Weapon Skill This maneuver is always in effect. ing any type of armor. 1. Pummel 1. Entangle/Fast Blind Fighting: In darkness, when Resist Unconsciousness: When a 2. Crushing Blow Draw blinded, or faced by invisible enemies, a character applying this maneuver reaches 3. Vital Area 2. Stun character with this skill suffers only a -1 zero hit points or lower, but not below -9 4. stun/ 3. Weapon Breaker penalty on attack rolls and saves. While hp, he may function for two segments per Incapacitate 4. Hit Location this maneuver is always in effect, any of level before falling unconscious. The charac- 5. Secondary these instances can be combined with a ter might have time to call for aid, bind one Weapon silence spell to render the character effec- tively blind again.

78 JANUARY 1991 wound, drink a potion, or even slay his Entangle allows a character hitting suc- Secondary Weapon: This maneuver attacker before blacking out. Note that a cessfully with a weapon possessing entan- allows the character to fight two-handed character in negative hit points continues to gling capabilities (like a morning star with with none of the usual penalties for such lose 1 hp each round, nonetheless. chain, a whip, a flail, or a net) to entangle fighting. The weapon wielded in the pri- Perception: Perception instructs an an opponent’s weapon and disarm him, mary hand may be any of the sort that can individual to focus his senses more effec- unless the foe saves vs. paralyzation. If an be used one-handed. The secondary tively. He gains a +2 bonus on 1d20 rolls adversary’s saving roll turns out to be one weapon may be any type, 2’ or shorter in (or + 10% on 1d100 rolls) to: find secret or less than was needed to save, then both length. At the DM’s option, he may rule concealed doors; hear noises; find traps; the opponent’s and character’s weapons that specializations are not effective for penetrate an assassin’s disguise; save vs. are hopelessly entangled, taking a full weapons in the secondary hand. illusions lacking visual, audible, tactile, or round to disengage them. Normal damage olfactory sensations; and all similar situa- is scored on a successful hit in any case. For fighters who favor only a few weap- tions that affect the senses. Likewise, Fast Draw is the art of unsheathing or ons, special combat maneuvers are a bless- surprise rolls are modified by +2, but a sheathing a melee weapon with blinding ing. Fighters have always had a multitude roll of a 1 always fails. Some of the skills speed. The character must specify which of weapons proficiency slots available to that will benefit from this maneuver might weapon this skill applies to, and the them; through personal experience, it is not be possessed by a fighter who is not weapon must be a distinctive type, not a apparent that at some point the slots be- multi- or dual-classed. general class. From that time on, the indi- come excessive. A character with an intel- Health & Fitness: Following double vidual may switch to or from that weapon ligent long sword, vorpal weapon will use normal training time, consisting of run- in an instant without penalty. In an at- that weapon to the exclusion all others. ning and aerobic exercise, an individuals tempt to startle an opponent, a character Despite the fact a character is proficient stamina is increased enough to gain one may Fast Draw his weapon, receiving a with the morning star, long bow, pike, and point on his constitution score. An addi- -1 penalty on his opponent’s surprise roll. battle axe as well, the only weapon he will tional hour of exercise is necessary each If the rival is also skilled in Fast Draw, this use is that long sword. Special combat day to retain this bonus. Neglect allows penalty is negated. maneuvers eliminate wasted weapon the body to lose its form quickly. Missing Stun: This risky move allows an at- proficiencies, enhance the capabilities of a exercises for more than three consecutive tacker to guide his blunt weapon, sword character’s favored weapon, and provide days disallows the constitution bonus and pommel, spear butt, or like weapon to bonuses in situations where a character requires two days of double workouts for land a blow that inflicts subduing damage might normally be vulnerable. every day missed. The other option would (as per the rules on pummeling in the 1st Just as two mages differ in spell choices, be to retrain as if the maneuver were Edition DMG, page 72) and stuns an enemy special combat maneuvers allow fighters never learned, but the character need not for 2-12 segments. A stunned opponent to evolve in completely separate direc- expend a new proficiency slot. loses all shield and dexterity bonuses, may tions. A few maneuvers can change ge- As with the Dexterity maneuver, this not attack, and may not use spells or psi- neric character stats into a fighter of ability changes if a DM allows cavaliers to onics. A missed Stun attack leaves the formidable skill. gain special maneuvers. When a cavalier opponent an opening to strike at + 2 on As always, the DM makes the final deci- achieves a new level, then makes his 2d10 his next attack. If an adversary is cur- sion on special combat maneuvers. He may roll for additional constitution percentile rently stunned and subsequently stunned choose to eliminate specific maneuvers or points, he benefits by gaining +5% to the again, the following stun attacks add 3-18 entire categories that are inappropriate roll. No other benefit is gained, not even segments to the time he is stunned. for his campaign. The variety of special the full point of constitution, but no addi- Weapon Breaker: This jarring stroke combat maneuvers added to the fighter tional training is required outside the with a melee weapon will break a de- class opens a new realm of play. Don’t cavalier’s normal regimen. fender’s weapon unless it saves vs. crush- forget to riposte! Strength: Already physically fit, a ing blow. Additionally, the defender must fighter may now build on his physical save vs. paralyzation or drop the weapon. power. An initial training time of twice The weapon breaker may operate against normal duration is required. Through shields or armor as well, destroying a strength-building exercises and weightlift- shield or weakening armor by one step of ing, an individuals strength score will armor class if it fails a saving throw vs. increase by one point, or one level of crushing blow. Shields will be ruined, but exceptional strength (18 percentile) to a armor may be repaired although any maximum strength of 18/00. Only half an magic dweomer will be lost. The maneu- hour of additional exercise per day is ver causes no loss of hit points. Of course, required to sustain this ability. In all other the character’s weapon should be solid aspects, this maneuver behaves as the and heavy enough to break the opponent’s previous skill, Health & Fitness. weapon, and the opponent’s weapon must Assuming cavaliers and paladins are be breakable. Magical bonuses of the entitled to gain special combat maneuvers, opponent’s weapon are added to its saving they receive bonuses to their strength throw. percentile as detailed under Health & Hit Location: Targeting a specific area, Fitness, with the same restrictions. an attacker with initiative strikes a blow for maximum damage. The targeted area Weapon Skill need not be determined, eliminating the Entangle/Fast Draw: This maneuver need for hit location charts, as it is as- is exceptional in that there are two possi- sumed that the fighter’s superior training bilities to choose from. Entangle is often and skill guides his thrust to the least- preferred, but few characters use weap- protected area on his victim. This attack is ons with entangling attacks; therefore, made at -4 attack penalty. If this maneu- Fast Draw is offered as an alternative. ver is coupled with the Stun maneuver, Should a character wish to gain both skills, the penalties are cumulative. Combining he must learn each as a separate skill this skill with Weapon Breaker penalizes before advancing to the next weapon skill. all the defender’s savings throws by -2.

80 JANUARY 1991

by Jerold M. Stratton Artwork by Terry Dykstra

82 JANUARY 1991 Many game masters are of the opinion way? Are any characters, PCs or NPCs, in will appear out of place. You should edit that using prepackaged, commercial ad- your world similar to any of the module’s the snippets of history the author occa- ventures in their carefully constructed given characters? If so, replace some of sionally mentions, modifying them with campaigns is similar to forcing a square the stock characters with your own. Take your knowledge of your worlds history. peg into a round hole. I believe that well- Mung, the wilderness guide whom the Tales of great battles with giants thus constructed campaigns are the most suit- module recommends your party hire, and become tales of great battles with hobgob- able for commercial adventures and that replace him with Trasker, the barbarian lins. Also, a background history is often commercial adventures can enhance a hireling of a PC in your group, making implied in various parts of the adventure. campaign and aid the game master. If a sure that Trasker knows all that Mung was If, in your world, ghouls congregate only world is created with care, the designer supposed to know. This is a great step around areas of ancient battles, and part can more easily make decisions about toward making the adventure look like it of the adventure involves meeting a large integrating adventures into the world. was written just for your world. number of ghouls, there is an implied Also, there is nothing to restrict game You can also modify the adventure to history: A battle occurred in the adventur- masters to using only adventures written make it more suited to your style or to ing area sometime in the past. You must for one game system; adventures from simply be different. You may make some ensure that such a history could exist other game systems are also useful. There creatures more powerful, weaken some, before putting the situation in the adven- are two major reasons for using commer- and completely rework others. NPCs that ture. You may even want to make such a cial adventures. The most obvious is that a the author largely ignored can be given history important to the adventure to large amount of adventure material can be larger roles, while some the author put in anchor that adventure firmly to your gained with only a small amount of work. the spotlight can be downplayed. world. The second is that it allows the game You may have to modify the history of Now look at the events in the module. master to run adventures in styles he does certain items, magical or otherwise, to Would the reasons for the adventure’s not feel comfortable creating himself. make them fit your world. You may also existence make sense in your world? Politi- want to simply get rid of some items, cal tensions, religious battles, abandoned How to get started either because you do not want the PCs to strongholds-all can generate, adventures First, find an adventure that you would have them (no spheres of annihilation, for and (if the backgrounds are generic like to run. Chances are you have already example) or because they simply do not enough) can be modified to fit the events come across adventures in the local game have a place in your world (no dragon- of your campaign. Think of adventures in store and thought “This would be good if lances in a non-DRAGONLANCE® saga terms of their plots, and you can use them it weren’t for . . .” If the basic premise of campaign). You can also replace stock regardless of genre. Here are some adven- the adventure is something you like, the items with similar items that already have tures whose basic structures are well adventure can probably be integrated into histories in your world, or with items that suited to most genres: your campaign. There are three steps to you want to introduce to the campaign. 1. An immensely powerful being or fitting an adventure to a world: Whatever you do, make sure it doesn’t group becomes interested in the powerful 1. Read the adventure: Make sure you adversely affect the adventure. If you beings of this world, and sends them to understand what is happening and why it replace or modify an essential item, make fight for survival on a patchwork planet, is happening. Why do the antagonists act sure that you somehow make that item continent, or city complex far from home the way they do? Why are the items unnecessary or move its responsibility (MHSP1 The Secret Wars, for TSR’s where they are? Why are the events tak- somewhere else. A ring of comprehend MARVEL SUPER HEROES™ game). ing place when they do? The author did languages, for example, could be replaced 2. Lost on a previously unexplored not write this adventure with your worlds with a multilingual NPC critical to the planet or continent, the players must player characters in mind; your players adventure’s success. interact with numerous alien races in their may do things the author did not expect, When changing locales, make sure the bid to find a way home. On the way they and you must be prepared to wing it module’s locale could exist in your world. discover that, to help the races survive, within the module’s context. You could use dimension travel, planar they must fight a mysterious villain and 2. Find what you like: Determine what travel, or time travel to get the characters bring the races together to fend off an appeals to you about the adventure. Is it to the exact location of the adventure, but attack from outside (the Volturnus series, the genre? the plot? the locale? If it is a this turns the adventure into a dimension- for TSR’s ® game). mystery based in Las Vegas, is the idea of travel, planar-travel, or time-travel adven- 3. An expedition is lost in an uncharted running an adventure in Las Vegas what ture. This is not always bad, but it’s jungle. In their quest to save the group, appeals to you, or is it running an adven- usually best to place the adventure some- the characters come face-to-face with ture in a backdrop of glamour and gam- where within the confines of the ‘normal’ unimaginable horror and confront a villain bling? If the latter is the case, then the world of your campaign. A GANGBUS- from the worlds forgotten past (The Pits adventure could be moved to Atlantic City, TERS™ adventure based in Chicago could of Bendal-Dolum, from Cthulhu Classics, Lake Tahoe, or a city in a fantasy world. become an AD&D® adventure based in a for Chaosium’s CALL OF CTHULHU® You should look past the trappings to the fantasy city of your campaign, preferably game). real draw of the adventure. When you a city with a reputation for organized know what you like about the adventure, crime. You must also ensure that the geog- Crossing genres you know what not to change. raphy of the adventure fits the geography One of the advantages gained from using 3. Find what you need to change: Exam- of the area where you place it. Geography commercial adventures is the ability to ine the adventure again, with an eye for can usually be modified after you find a switch genres within a campaign. If you ways to mesh the adventure with your place for the adventure, but important want to give your fantasy game a taste of campaign. Examine the characters, crea- geographical features may limit the possi- horror, go out and buy a good horror tures, items, locales, geographical features, ble locations (if the module requires a adventure. If you want to give it a taste of events, and histories (both stated and volcano or a seaport, you need a volcano mystery, buy a good mystery adventure. implied), and modify them to suit your or a seaport). Simply convert the game mechanics to world. Look at the history involved, too. Would your own game system, but keep the With regards to the characters and cities, towns, and villages have developed theme. Crossing genres increases the creatures involved, will using certain NPC the same in your world as they did in the number of commercial adventures availa- and monsters from your world rather author’s? Would they have the same ble for your campaign, but you must keep than using the author’s NPCs and monsters names? If your world is based on Celtic an eye out for special circumstances. change their motivations or actions in any mythology, a town full of Spanish names Situations tailored for one genre can have

DRAGON 83 difficulties in another. A major villain in without magic. Also, NPCs in fantasy ad- thus be replaced with its medieval one of TSR’s TOP SECRET/S.I.™ adventures ventures may have too many magical counterpart. may have gone to great lengths to con- items, even for other games using magic, if Trickery can replace special powers. If a struct a cell to hold her enemies. This magic is less common and more mysteri- villain in a superhero adventure is sup- same cell may be worthless against a 3rd- ous in your campaign (as it often is in the posed to be able to teleport, and you don’t level wizard with a knock spell. If the horror genre, for example). You will then want this in your detective campaign, villain is altered to be someone who origi- need to reduce the amount of magical make the villain a master of disappear- nated from the fantasy campaign world, items carried by the module’s NPCs, possi- ance. His house will have many secret she will have taken different precautions bly replacing them with technological doors and passageways to effectively against escape: a permanent silence spell items or skills if essential. “teleport” him to different areas. Away cast over the area by an allied mage, per- Modern Era: This category includes from home, he could use manhole covers, haps, or part of the locking mechanism espionage, detective, police, and military crowds, and carefully planned getaways kept out of range of a knock spell. systems. One thing to watch when using involving vehicles that can be hidden in You should also be careful not to lose the adventures from different modern-era other vehicles—driving a Porsche into a feel of things when converting. Remember game systems is the varying level of tech- semi-trailer, or a motorcycle into a van. that the simple conversion of statistics will nology across these games. If the module’s Even the most amazing powers can be not always be the correct thing to do. You author expects the PCs to view the villains mimicked with careful planning and the should also keep in mind what the statis- with their mini X-ray cameras, and the correct circumstances. tics mean in relation to other characters. best your PCs can come up with is a 1932 Horror: When using adventures from For example, if you use this article’s flash camera, you will have to modify one horror game system to another, be guidelines to convert Thor’s strength of 25 some situations and events. careful that you do not violate what that from the AD&D 1st Edition Legends & When using these adventures in cam- game considers the “rules” of the un- Lore (page 106) to Hero Games’ CHAMPI- paigns of another genre, remember that known. Many horror games have very ONS® system, you wouldfind out how the adventures probably assume a com- strict views on the unknown forces that much he can lift (about 1,500 lbs.) and plete lack of magic on the part of the PCs. the PCs combat. When converting a CALL then check what strength is necessary to A single AD&D game locate object or OF CTHULHU adventure to a “standard” lift that amount in the latter system (this is passwall spell might drop the playing time ghost-story adventure, you may have to also 25). However, remember that a score to a couple of minutes if care is not taken. use demons in place of the major of 25 in the AD&D game is the limit for It shouldn’t be too hard to add precautions Cthulhoid monsters. any personal characteristic. When con- against magic, but keep in mind that it will When using horror adventures in cam- verting Thor to the CHAMPIONS game, probably have to be done. Also, most of paigns of other genres, your major prob- you will probably want to increase his these adventures are tailored to above- lem will probably be the lack of detail on strength even more so that he is one of the average (but still normal) characters who certain areas of the adventure. PCs in strongest beings on your world. Keep the rely mostly on cunning, intelligence, and horror adventures are rarely as powerful proper balance and feel of things in mind skill against similar NPCs. Care must be as their counterparts in other games when converting. taken to keep an adventure interesting in (weakness feeds the horror atmosphere of other genres with tougher characters. the game). Thus, where the author expects Genre by genre Modern-era adventures most suitable for the PCs to be forced to go one way, the Each genre has its own idiosyncrasies conversion are those requiring deduction fantasy PCs in your campaign may decide and special problems. Only a few prob- and reasoning, which is generally ex- to go another way (“So there’s a vampire. lems are noted here, but these are among pected of players in any game system. Let’s kill him and see where he came the most important points. Each section Science Fiction/Superhero: Science- from!”). You should find these situations first looks at going between game systems fiction and superhero adventures are and take care of them before running the within the same genre, then using adven- probably the easiest to convert from game adventure. The most common ways of tures from that genre in other genres. to game within a single genre. SF adven- dealing with this are: Fantasy: Fantasy is the most popular tures tend to have few restrictions as to 1. Expand the adventure as necessary. RPG genre, so you will have lots of extra what can happen and how it can happen, 2. Modify the adventure so the players material if you use commercial fantasy since science fiction encompasses a wide will be forced into the correct direction adventures. Remember, though, that if you range of possible scenarios. Superhero after all. cross game ‘systems, mechanics like spell adventures are easy to convert between 3. Replace the locale with one you are levels, psionics, and spell-casting will game systems because the genre has been already familiar with, making it easier to change greatly. High-level spells in one so well defined by comic books, and most wing it when the players go in unplanned game might can be low-level spells in superhero games fall within the comic- directions. another. Ensure that the adventure can book framework. There are other things to be watch. handle the spells used in your campaign, When using science-fiction and super- Most horror games do not include a power and that the spells necessary to complete hero adventures in other genres, look out like a 1st-level cleric’s undead-turning the adventure are available. If the adven- for the level of technology involved. If you capability in the AD&D game. Most adven- ture assumes unlimited spell-casting (gen- are converting such a module to a fantasy tures will not be written with this possibil- erally with a spell-point system) or the use world and plan to keep the technology ity in mind, so you should pay close of different spell components, various level of the NPCs (they’re part of an alien attention to it when converting a horror things within the adventure may change invasion, perhaps), you must be sure that adventure to fantasy. also. For example, if a spell requires a the PCs have enough resources, magical or Funny/Comic: It can be fun to occa- frog’s leg in one game and a dragon’s leg in otherwise, to balance the NPCs. If you sionally take an adventure from a tongue- another, the frequency of that spell’s cast- replace the technology, be creative; it need in-cheek game system such as West End ing will probably change. not all be replaced with magic. For exam- Games’ PARANOIA™ or GHOSTBUSTERS™ When going from fantasy to other gen- ple, a science-fiction pirate with an inter- adventure, modify it to suit your needs, res, you need to remember that most stellar corsair equipped with a massive and surprise your players with an off-the- fantasy adventures virtually require a computer and a crew armed with lasers wall adventure in another genre. The spell-caster in the party. Psionics, super- and vibroblades might become a fantasy main thing to worry about is whether or powers, and technology sometimes make RPG pirate with an ocean-going corsair, a not your players are up to such an adven- up for a lack of magic; take this into ac- crew armed with crossbows and rapiers, ture. Some players resent sustained comic count if transferring to genres or games and a reliable sage. Much technology can relief in an otherwise serious campaign,

84 JANUARY 1991 especially if they don’t get to play that one game to another is simply to use your Player’s Handbook that lists strength val- often. If your players do not want an own judgment. You must be familiar with ues and carrying capacities. Take the adventure of this type, don’t force it on both games to do this, and must be at ease SPACE OPERA character’s carrying capac- them. If in doubt, simply ask or have an- with the system you use regularly. This ity (determined from strength, physique, other adventure ready in case the first system works best for things that you are and constitution) and determine, from the adventure doesn’t seem to be going over modifying drastically. For example, if you table in the Player’s Handbook, what value well. Converting a serious module to a are using CALL OF CTHULHU game mon- is needed to lift that amount. You now comic game system has some advantages sters to create a Lovecraft mythology in have the character’s strength. From there, (e.g., a CALL OF CTHULHU module for the your world, but are drastically changing go on to work out the rest of the abilities. GHOSTBUSTERS game), but too much the monsters’ looks and abilities, this Numbers to percentages: If you are seriousness could damage the humorous method will probably be the way to go. using an adventure from another game atmosphere. A good dose of realism and Specific rules: The simplest things to system in your campaign, and you have fear, however, can often heighten a ses- convert are situations and items that have access to the rules this adventure was sion’s comic and heroic effect. specific rules in your game system. Falling written for, you can be much more spe- War games: War-game scenarios make damage is a good example of this. If the cific when converting the adventure. If very good backgrounds for role-playing AD&D adventure states “The pit is 30 feet you know the dice used for determining games, especially for wars set in modern deep; characters falling in take 3d6 dam- characteristics, events, and actions, you times. A war-game scenario based on the age” but you are using CHAMPIONS game can determine the exact chances of certain Battle of Normandy, for example, would PCs, you would look up falling damage in characteristics being generated, certain make a great background for a superhero the CHAMPIONS rules and note damage to events occurring, or of certain actions time-travel adventure. You will have to be 15d6. A D&D® game’s saving throw vs. being successful. make your own decisions about what poison would become a ® On the linear die roll tables provided in happens as far as the battles are con- game’s resistance roll. Standard animals, this article (1d4, 1d6, 1d8, 1d10, 1d12, and cerned, possibly modifying the expected weapons, armor, and supplies can easily 1d20), the chance of getting any single outcome depending on the actions of the be replaced, as most games list all stand- number is given in parentheses after the PCs. See the STAR FRONTIERS adventure, ard items and their statistics. Within the column title (e.g., the chance of getting a 5 SF2 Starspawn of Volturnus, for a good fantasy genre, many of the monsters (skel- on 1d8 is 12.5%). On the V and bell-curve example of dealing with war in a PC- etons, goblins, dragons, etc.) are also dupli- die-roll tables, the chance of getting each oriented adventure. cated. You do have to be careful that the number is given in the “Single %” column names don’t cover completely different (e.g., the chance of getting a 13 on 3d6 is Crossing game systems monsters. While goblins in one world 9.7%). For both sets of tables, the “Cumu- When crossing game systems, some might be short humanoids appearing in lative %” column gives the chance of get- game mechanics in a given module must great numbers, in another world they ting that number or less (e.g., the chance be converted to your own system. After might be huge monsters appearing in of getting 7 or less on 1d12 is 58.3%). To replacing some of the original NPCs and small groups. In that case, you could re- discover the chance of rolling a certain items with those from your campaign, this place the goblin with another monster number or greater, look in the “Reverse problem will be lessened, but some char- similar to the original game’s interpreta- %” column (e.g., the chance of rolling 19 acters, items, and situations will remain to tion of goblins, or rename the monster or greater on 2d10 is 3%). To find the be dealt with. Not everything must be and create or convert it as normal. chance of rolling a certain collection of converted to your game system, however. Games and reality: Some conversions numbers, add up their individual percent- Characters in encounters that involve only will not be quite as easy as the previous ages. The chance of rolling a 4, 5, 7, or 9 conversation do not need conversion, and ones. Character abilities are a good exam- on 1d10 is 10% + 10% + 10% + 10% = 40%. neither will combat encounters that will ple of this. Many have similar names with- The chance of rolling a 4, 5, 7, or 9 on 3d6 give the PCs no serious trouble. You can out quite the same meaning. The is 1.4%+2.8%+6.9%+11.6%.=22.7%. easily fake this from your own experience. CHAMPIONS game, for example, has three Suppose that the adventure states that a 6 Anyone who will return later in your character abilities describing intellect and or greater is required to save vs. an event. campaign should be converted. Likewise, mental faculties: intelligence, ego, and You know that the game system uses 2d6 the people or things involved in pivotal presence. FGU’s SPACE OPERA™ game has for saving throws. You want to convert encounters that can give the PCs a hard nine: empathy, intelligence, psionics, intui- this to a game system that uses 1d20 for time should be converted. If the possibility tion, bravery, leadership, general technical saving throws, to be able to keep the char- exists in combat that the PCs could lose or aptitude, mechanical aptitude, and electri- acter’s ability modifications correct (from that the PCs could be weakened enough to cal aptitude. How can abilities with vary- magical rings, dexterity, etc). Also, you lose later, don’t fake it; the situation will ing meanings be correlated? want the saving throw to be vs. a number get too confusing if you don’t have things The best way is to look at what the or less. Look at the 2d6 table. The chance written down. Once you decide who and characters can do. Games often tell how to of rolling 6 or greater is found on the what to convert, the question becomes determine a character’s IQ from certain “Reverse %” column: 72.2%. Now, go to how best to convert them. These four mental capabilities, usually involving intel- the 1d20 table. The nearest percentage to methods that give the best results: ligence tests. You can use this to determine 72.2% is 70%, which is 14 or less. If you 1. Use your own judgment, possibly in intelligence in other games. Determine the wanted to have the players roll high, it combination with the next three methods. IQ of the character in the first game, then would be 7 or more. 2. Drop specific rules in the original determine what statistics are required for If you want to convert statistics using game system to use rules for the same that IQ in the second. this method, you can do it using the “Cu- effects in your own game system. Easy stuff should be done first to lay the mulative %” column. For example, consti- 3. Translate effects and statistics from groundwork for some of the harder tution in AD&D games is rolled on 3d6. If the original game system to their real- things. As an example, suppose you have you wish to convert an AD&D game con- world counterparts, then to your own to convert the SPACE OPERA game’s stitution of 13 to a STAR FRONTIERS game system’s statistics. scores for strength, physique, and consti- stamina, find the chance of getting 13 or 4. Translate statistics in the original tution to the AD&D game’s strength and less on 3d6: 83.8%. Since the STAR system to percentage values, then back to constitution scores. Strength is the first FRONTIERS game uses percentile dice to statistics in your game system. one. In AD&D games, strength measures determine abilities, just look up this per- Using your judgment: The simplest almost nothing but carrying capacity— centage on that game’s ability table. This way to convert items and characters from brute force. There is a table in the AD&D gives a stamina of 60.

DRAGON 85 When converting statistics, you must sometimes combine many statistics in one game to get a statistic for another, or go Table 1: from one statistic to many. Going from Linear Die Roll Probabilities SPACE OPERA game’s nine mental statis- tics to the AD&D game’s three (charisma, 1d4 (25%) 1d8 (12.5%) Cumulative % intelligence, and wisdom) requires deter- Reverse % —112.5% 100% mining which statistics in the former correspond to those statistics in the latter. 1 2 25% 87.5% —337.5% 75% Make a list of the statistics in the game system to which you are converting; after 2 4 50% 62.5% — 5 62.5% 50% each of those statistics, list the relevant statistics in the first game system, in order 3675% 37.5% from most relevant to least relevant. For — 7 87.5% 25% 4 8 100% 12.5% example, to convert an AD&D game statis- tic (in boldface) to a SPACE OPERA game 1d6(16.7%) 1d12(8.3%) Cumulative % statistic (in regular type), you might list the Reverse % following: — 1 8.3% 100% 1 2 16.7% 91.7% — 3 25% 83.3% Intelligence: Intelligence, General Tech- 2433.3% 75% nical Aptitude, Mechanical Aptitude, Electrical Aptitude, Psionics — 5 41.7% 66.7% 3650% 58.3% Wisdom: Intuition, Empathy, Bravery, — 7 58.3% 50% Psionics 4 8 66.7% 41.7% Charisma: Leadership, Empathy, Bravery, — 9 75% 33.3% Intuition, Psionics 51083.3% 25% — 11 91.7% 16.7% When determining AD&D game intelli- 612100% 8.3% gence, SPACE OPERA game intelligence would be the main factor. A high aptitude 1d10 (10%) 1d20 (5%) Cumulative % Reverse % score might make up for a low intelli- —15% 100% gence, however, or vice versa. Likewise, in 1 2 10% 95% order to have psionic ability in AD&D — 3 15% 90% games, a high intelligence, wisdom, or 2420% 85% charisma is required, so SPACE OPERA — 5 25% 80% game psionics might influence intelligence 3 6 30% 75% as well. — 7 35% 70% Final words 4 8 40% 65% — 9 45% 60% One of the main problems you may have crossing game systems will not be crossing 51050% 55% genres, but crossing between mythic game — 11 55% 50% 6 12 60% 45% systems and realistic game systems. A — 13 65% 40% mythic game system assumes that the PCs 71470% 35% are the major characters in the adventure. — 15 75% 30% If the majority of the PCs don’t survive to 8 16 80% 25% the end of the story, the story probably — 17 85% 20% wouldn’t have been written about them. 91890% 15% PCs often get breaks that are not realistic. — 19 95% 10% Even if the-PCs do die, their battles and 10 20 100% 5% deeds make stories, myths, and legends to be handed down for generations. In realistic game systems, it is not as- sumed that the PCs are going to survive to the end of the story. In these games, the chances of death and injury are considera- Table 2 ble. A single sword stroke might kill a V and Bell-Curve Die Roll Probabilities healthy character. Realistic game systems shift part of the focus of the adventure 2d6 Single % Cumulative % Reverse % from the story to PC survival. When using 2 2.8% 2.8% 100% an adventure from a mythic game system 3 5.6% 8.3% 97.2% in a realistic game system, combat sce- 4 8.3% 16.7% 91.7% narios should probably be toned down, as 5 11.1% 27.8% 83.3% should most damage-causing events. PCs 6 13.9% 41.7% 72.2% may have to be given strong inducement 7 16.7% 58.3% 58.3% to finish the adventure. When survival 8 13.9% 72.2% 41.7% becomes more important, PCs in a realistic 9 11.1% 83.3% 27.8% game system might not take the initiative 10 8.3% 91.7% 16.7% as often as PCs in a mythic system. 11 5.6% 97.2% 8.3% On the other hand, when using adven- 12 2.8% 100% 2.8% tures from a realistic game system in a mythic system, you may find that many of 86 JANUARY 1991 the “nudges” that the author gives the PCs Table 2 (cont.) become less necessary. In a mythic game system, the heat of battle and the chance 3d6 Single % Cumulative % Reverse % for glory are often enough to move PCs 3 .5% .5% 100% toward the climax of the adventure. 4 1.4% 1.9% 99.5% Another problem comes up when con- 5 2.8% 4.6% 98.1% verting adventures to a game very differ- 6 4.6% 9.3% 95.4% ent from its original game system. This 7 6.9% 16.2% 90.7% involves overestimating the effects of one 8 9.7% 25.9% 83.8% aspect of the adventure—most often in 9 11.6% 37.5% 74.1% overestimating the effects of technology in 10 12.5% 50% 62.5% a primitive setting. For example, many 11 12.5% 62.5% 50% modern weaponry systems have been 12 11.6% 74.1% 37.5% added to the AD&D game, and quite a few 13 9.7% 83.8% 25.9% give large damage values for handgun fire, 14 6.9% 90.7% 16.2% ranging from 1d8 to 2d6 or more. A real- 15 4.6% 95.4% 9.3% world deer-hunting bow (equivalent to a 16 2.8% 98.1% 4.6% long bow in AD&D game terms), when 17 1.4% 99.5% 1.9% used correctly, propels its arrow with the 18 .5% 100% .5% same velocity as a .22 rifle bullet. The bullet won’t do more damage than the 4d6 Single % Cumulative % Reverse % arrow. The gun has a higher fire rate and 4 .1% .1% 100% is easier to shoot (that’s why it overtook 5 .3% .4% 99.9% the bow and arrow in our own history), 6 .8% 1.2% 99.6% but the bow is a deadly weapon in itself. 7 1.5% 2.7% 98.8% Similar problems occur when converting 8 2.7% 5.4% 97.3% martial-arts systems into games with only 9 4.3% 9.7% 94.6% normal hand-to-hand fighting. 10 6.2% 15.9% 90.3% Be sure to replace rather than redo. This 11 8% 23.9% 84.1% drastically cuts the amount of conversion 12 9.6% 33.6% 76.1% work and makes you that much more 13 10.8% 44.4% 66.4% familiar with the characters, things, and 14 11.3% 55.6% 55.6% places. Don’t replace what originally drew 15 10.8% 66.4% 44.4% you to the adventure, however. Put lots of 16 9.6% 76.1% 33.6% little notes in the margins of the module, 17 8% 84.1% 23.9% so you’ll remember what you’ve changed 18 6.2% 90.3% 15.9% when you start running the adventure. 19 4.3% 94.6% 9.7% Keep notes about what rules cover the 20 2.7% 97.3% 5.4% events being talked about, what saving 21 1.5% 98.8% 2.7% throws are required, and what pages you 22 .8% 99.6% 1.2% might want to refer to in your rule books 23 .3% 99.9% .4% or other references. 24 .1% 100% .1% Use works of fiction as adventure sources. The methods given here for 2d10 Single % Cumulative % Reverse % crossing genres and game systems will also 2 1% 1% 100% work for taking ideas from source other 3 2% 3% 99% than role-playing, such as films, books, 4 3% 6% 97% and the real world. Life is interesting—and 5 4% 10% 94% never let the PCs forget it! 6 5% 15% 90% 7 6% 21% 85% 8 7% 28% 73% 9 8% 36% 72% 10 9% 45% 64% 11 10% 55% 55% 12 3% 64% 45% 13 8% 72% 36% 14 7% 79% 28% 15 6% 85% 21% 16 5% 90% 15% 17 4% 94% 10% 18 3% 97% 6% 19 2% 99% 3% 20 1% 100% 1%

DRAGON 87

Can one ever be sure what’ll step through that gate?

by Timothy B. Brown

“Far beyond these realms, Sir Knight, plunging their respective planes and all dealing with the fiends, the hunters can are multitudes of beasts from which your those between into further despair and easily become the hunted. mighty horsemen cannot protect us. Our ruin. Other races in the lower planes are 3. Fiends are nearly impossible to kill. salvation lies in the hope that our enemies, mere pawns in this ancient Blood War. Even if the PCs manage to confront a in their wickedness, cannot muster the Both sides see the Prime Material plane as powerful fiend and injure it, they will be sorcery necessary to bring them down their future battlefield. very hard pressed to finish it off. Aside upon us.” from their impressive array of protections —a comment to His Most Honorable Lord- When planes collide (sub-zero armor classes, regeneration ship, Holmer the Earl of Walworth, Knight Care must be taken when integrating abilities, high magic resistances, spell-like Commander of the Shield Lands, from these powerful monsters into your cam- abilities, and more, depending on the fiend Geoffrey of Willip, Wizard Apprentice to paign. The monsters of the outer planes in question), most have the ability to tele- the Court, while inspecting the Knights of are beyond the norm and so deserve very port without error at will. A highly intelli- the Holy Shielding. careful attention. There should be distinct gent fiend won’t ignore its own damage reasons why the characters deal with just to press the fight unless it has been Until now, the lives of the highest-level beings from beyond the Astral plane. utterly enraged. player characters have been a little dull. Except on their own planes, encounters 4. Fiends can choose their own ground. They clean out a nasty giant‘s lair before with outer-planar creatures are never Again, using their teleportation and detec- breakfast, slay a few dragons at midday, “random.” tion abilities, intelligent fiends only and dine later with the gods themselves An encounter with an outer-planar present themselves for battle when the (with whom they’re on a first-name basis, being should be no less than the focus of odds are in their favor. They will not stand of course). Well, take heed, you mighty an entire adventure. A priest might and fight against a fresh party that has warriors and wizards—prepare to run achieve an audience with a solar only after loads of spells and hit points. The crafty screaming from the battlefield. The mon- a lengthy ordeal against evil. In order to fiends would sooner wait and attack when sters of the outer planes have arrived! face a mighty pit fiend, the journey to the the party is weak and exhausted after With the release of the Monstrous Com- lower planes alone would test the limits of some other encounter. Powerful fiends pendium, Outer Planes Appendix (MC8 the most powerful party of adventurers. will send scores of minions to their deaths $12.95) this month, the beasts from be- Take care never to let interaction with just to wear a party down for the kill. yond the Astral plane can exert their outer-planar beings become commonplace Also, remember that fiends like to extend substantial influence in your campaign. in your campaign. the hunt as long as possible, taking great Since we introduced the compendium In any situation in which the PCs are pleasure in the torment and terror they concept, audience demand for these mon- pitted against the overwhelming talents cause. sters has grown and grown. The package and abilities of a fiend, there are several 5. Fiends never forget. Even when has 96 pages, with 74 unique monster important elements to keep in mind: bested by mortals, fiends never stay entries and all the information necessary 1. Fiends are geniuses. And they’re an- beaten for long. They will be back in to use the outer planes with the AD&D® cient geniuses, to boot. Don’t make the strength, when they feel the time is right. 2nd Edition game. But don’t just mix these mistake that the powerful outer-planar It may be a week or a century, but they creatures in with your other monsters for monsters are sedentary, mindless guards, will not be denied their revenge, no mat- the sake of alphabetic consistency; these stupidly awaiting those who will defeat ter how much time passes. critters are in a class by themselves. them and take their enormous treasures. If the DM keeps these elements in mind, There are several entries devoted to Wrong, wrong, wrong! A pit fiend is not fiends can become the most feared and monsters from the upper planes. These are just a huge ogre that has scads of hit respected evil monsters in any campaign. extremely powerful beings devoted to the points and a few spells to cast. A powerful Those PCs that delve into the outer planes causes of goodness. Two creatures, the fiend has spies everywhere, vast armies of and confront the creatures there might planetar and solar, are arguably the mighti- underlings to do its bidding, and the fore- well get themselves involved with forces est beings in the appendix. With their min- sight to protect itself in thousands of sub- so powerful that they’ll never fully re- ions, they keep tabs on the upper planes, tle ways. If a party is hunting one down, cover, and fiends will dog them for the protecting them from evil influence. the fiend will certainly catch wind of their rest of their days. However, a far larger portion of the efforts and set up an elaborate trap, es- appendix is dedicated to the evil monsters cape, or ambush. It may, in fact, have been of the lower planes, collectively referred preparing for eons, knowing all the time to as the fiends. It is far more likely that that this confrontation would come. PCs will face the fiends in their adven- 2. Fiends are never alone. A group of tures, so more space was devoted to them. adventurers might think themselves very All the races of fiends are described, one clever to have tracked down a single fiend wretched monster at a time. for the slaying. But they may have a There‘s some new background history, change of heart when that single fiend as well. The horrible baatezu race of the gates in six more fiends, and they each in Nine Hells is locked in a bitter war of turn bring six more! Most of the powerful annihilation with the foul tanar’ri of the fiends have the ability to gate others of Abyss. Their struggle has been absolute, their race to their location, at will, and do all encompassing, and virtually eternal, so as a matter of course. Again, when

DRAGON 89 by Skip Williams

.. If you have any questions on the games that a nondamaging jostle or cross block is attacks each round with the weapon in his produced by TSR, Inc., “Sage Advice” will easier to make than a potentially lethal “good” hand; this varies with his class, answer them. In the United States and blow. While this sort of ruling tends to be level, and weapon specialization. The Canada, write to: Sage Advice, DRAGON® an equalizer when the target spell-caster is specialist gets one attack each round with Magazine, P.O. Box 111, Lake Geneva WI a high-level evil patriarch with an armor the weapon in his “off” hand, regardless of 53147, U.S.A. In Europe, write to: Sage class in the negative numbers, it can be level, class, or specialization. Advice, DRAGON Magazine, TSR Ltd., 120 unreasonably tough on a 1st-level wizard Game logic assumes that no one is coor- Church End, Cherry Hinton, Cambridge with AC 10. Apply such bonuses carefully, dinated enough to launch multiple attacks CB1 3LD, United Kingdom. We are no if at all. I suggest that bonuses be limited with each hand; there’s a limit to how longer able to make personal replies; send to +4 or less, and you might consider much activity a person’s brain can direct no SASEs with your questions (SASEs are applying them to the target’s armor class in a single round of melee. Game balance being returned with writers’ guidelines for rather than to the “to hit” roll. If you use also requires such a limitation, as war- the magazine). the armor-class adjustment method, do not riors are not intended to be walking This month, “Sage Advice” splits some allow an armor class to be adjusted to blade barriers. hairs regarding spell-casting and combat in worse than 10. the 2nd Edition AD&D® game and exam- Specialization in the two-weapon ines a few other fantastic mysteries. Will the damage inflicted from fighting style from The Complete round to round by a Melf’s acid ar- Fighter’s Handbook reduces the row spell prevent spell-casting? penalty for attacking with two If a wizard casts a stoneskin spell Yes. Damage makes the concentration weapons. Can the specialist further on himself, then is struck in melee required for spell-casting impossible. This reduce the penalty to nothing if he while casting another spell, is the is one thing that makes Melf’s acid arrow a has a high dexterity score? second spell disrupted or is the useful spell. However, the acid can be Yes. The rules on page 96 of the PHB wizard able to maintain concentra- washed off before the duration expires. apply to the character, except where modi- tion because the stoneskin’s protec- fied on page 64 of The Complete Fighter’s tion negates damage? How are infravision and ultra- Handbook. Note that high dexterity scores The second spell is disrupted, as a suc- vision supposed to work? Do they cannot turn the penalty into a bonus, no cessful hit ruins a spell in progress (Play- work like infrared goggles that de- matter which rules you are using. er’s Handbook, page 85). Note that a tect heat, or like “starlight” optics successful attack—not damage—is the that simply gather large amounts of How many punches can a charac- critical factor here. Game logic assumes light? ter throw in one melee round? Does that even a nondamaging hit can disrupt Strictly speaking, infravision is the abil- fist fighting require a weapon concentration. It’s tough to keep your ity to “see” infrared light or heat. The proficiency? mind focused on something as complex as exact game effects of infravision depend This is entirely up to the DM. Contrary a spell when someone’s using your head on the rules your DM is using; see pages to popular belief, fist fighting is not uni- for batting practice, even if the blows 118 and 119 of the Dungeon Master’s versal and was unknown in several pre- aren’t hurting you. Many kinds of non- Guide for the rules governing this kind of gunpowder cultures; American Indians, damaging hits can disrupt spell-casting: a vision. Ultravision is a bit harder to de- for example, generally resorted to wres- hand clamped over the mouth, an arm- scribe, but generally it is considered to be tling in unarmed combat, so DMs have lock, or just being knocked down. How- quite a bit like “starlight” optics. Creatures great latitude here. ever, damage always breaks concentration. with ultravision have eyes that can gather I suggest allowing any character to make If, for example, a spell-caster takes damage large amounts of-light and can also detect one attack on the punching/wrestling table from a fireball or breath weapon, any ultraviolet light and use it to enhance the (PHB, page 91; or DMG, page 59) without spell in progress is lost even if the caster available normal light. Ultravision gener- penalty each round. Since the punching/ made his saving throw and took only half ally is useful only outdoors at night. wrestling table allows for single-blow damage. knockouts, I suggest that this kind of These distinctions also are important to What happened to psionic abili- combat be treated as a special case that game balance. Spell-casters are intended to ties? I seem to remember reading falls outside the normal weapons rules. be vulnerable to physical attacks during something about an upcoming psi- However, fist fighting and wrestling can be spell-casting, and their opponents must be onic rules supplement. treated just like any other weapons that given a chance to anticipate the spell and A new rule book, The Complete Psioni- require proficiencies. If this is the case, disrupt it before it goes off. Spell-casters cist is due in early 1991, This book will the proficiency should be available to any can’t get around this limitation by using feature a boatload of new psionic abilities, character class. If a character spends a spells such as stoneskin. Likewise, spell- a detailed combat system, a new psionicist weapon proficiency on punching, he casting monsters that are immune to nor- character class, and other goodies. should get the extra melee attacks listed mal weapons (such as liches and vampires on Table 15, PHB, page 26, if he is a high- with character abilities) can have their How many attacks would a spe- level warrior. Punching specialists would spells ruined by any successful attacker. cialist with a two-weapon fighting use Table 35, PHB, page 52.) Any character Some DMs even allow “attack” bonuses style (from The Complete Fighter’s (under any punching system) attacking when characters make attacks specifically Handbook) get each round? with both fists would use the attacking to disrupt a spell. The reasoning here is The specialist gets the one or more with two-weapons rule (PHB, page 96).

DRAGON 91 Note that wrestling generally requires two have. It’s also a good idea to make the level Can a wizard with a Zagyg’s spell hands. of power fixed, not subject to improve- component case (from the Un- ment though experience. It certainly is earthed Arcana tome) pull compo- The punching/wrestling table al- acceptable to twist such wishes by chang- nents for nonwizard spells from it? lows for results on an attack roll of ing the character into some creature that The wizard can get the components for 1. Don’t 1s always miss? has the desired ability; such changes might any spell he knows from the case. If he is A roll of 1 always misses in normal be permanent or temporary. It also is fine a multi- or dual-classed character, he can combat. However, punching and wrestling to have a creature possessing the desired get nonwizard spell components. If the are not normal combat, and 1s can hit. ability appear and serve the character for wizard does not know a certain spell, he This is an exception to the general rule. a short time. cannot “think of” the proper components “Sage Advice” has discussed wishes and cannot get them from the case. Is it acceptable for a character to before; check out this column in issues wish for special abilities, such as #133 and #162 for general information. thieving or spell-casting abilities? If LOOKING FOR A granted, would these abilities be What armor class do the various GAME CONVENTION? permanent or temporary? Would Bigby’s Hand spells have? such a wish turn the character into Each “hand” has AC 0, in either version If your gaming group is too small, something that had the desired of the AD&D game. or if you’ve just moved into the power? neighborhood, finding friends who This is entirely up to the DM. You’ve How can a necklace of adaptation are also gamers can be a problem. listed a couple of reasonable approaches to allow a character to exist in airless However, your local hobbies and the problem. If wishes are fairly rare in space? Wouldn’t a character in a games shop may have a bulletin the campaign, and the DM feels that the vacuum just explode? board where gamers can advertise need is justified, a special ability such as In a fantasy game, being thrust into a their groups and meeting times. lock picking might be granted for a limited vacuum does not necessarily cause cata- The hobby store may also know of time, say as much as a month (but more strophic decompression. The AD&D local game conventions where you likely a few turns or hours). If wishes are SPELLJAMMER™ rules, for example, as- true rarities or if the DM really approves sume that anything in space carries its can meet dozens of other gamers of high-powered player characters, it’s fine own atmosphere. In any case, the necklace with the same interests. The Con- to make the ability permanent, but I sug- has the power to sustain the character in vention Calendar in this issue may gest that the ability be low powered, about airless space for as much as seven days. also be of help. Don’t sit at home one-third to one-half of what the average What happens to the character at seven and wish you knew more gamers. player character in the campaign might days plus one second is up to the DM. Go out and find them today.

92 JANUARY 1991

By Barbara Manui & Chris Adams 94 JANUARY 1991

96 JANUARY 1991 DRAGON 97

100 JANUARY 1991 DRAGON 101 Princess Ark of them) deciphered the hieroglyphs and Drow and Shadow Elf. Could you clear up Continued from page 45 thus discovered that culture’s existence. some of this confusion? Letters There is, after all, an Emirate of Nithia in I would also like to know if you have any northern Ylaruam. Ancient Nithia now product for a jungle setting. In DRAGON I am concerned about the future of the belongs in the exceedingly obscure realm issue #160, the HOLLOW WORLD Princess Ark. I loathe the idea of seeing of Known World archaeology supplement is pictured as a boxed set, and the end of the D&D column in DRAGON® I take it that Nightwail and Nightrage are Magazine, and I think it should go on as Could you come up with a plausible extra games within the Hollow World. If long as possible. So I have two questions: reason why a desert setting lies next to a so, how many more are involved? How does “The Voyage of the Princess Norse region in the Known World? As I live in New Zealand a lot of the Ark” end, and what happens to the log? Although I understand this is part of the games are not available here. Do you have I certainly agree the column should go D&D Known Worlds fantasy, how could a mail order system? If possible can I get a on as long as possible, provided that it you explain it otherwise? TSR mail order catalog sent to me? brings something new to the reader. If the A segment of the Elemental Plane of Fire GAZ13 The Shadow Elves is “it” for the series were to meet its end, I suppose the seems to coincide with the general moment. The shadow elves are the D&D Princess Ark could head into space—that location of the Ylaruam desert, so the hot setting’s equivalent of the AD&D game’s is, with its log book. Don’t forget that it is weather there is magical in nature. As far drow, sort of. Shadow elves are pale really up to you to decide whether or not as the Northern Reaches are concerned, skinned; drow have black skin. Shadow the log book should ever become available assume that the intersection of cool winds elves also have abilities and magical to PCs. If yes, the party could hear legends coming down from the Makkres powers different from drow. about it and go on a quest to find it. But of Mountains and the icy sea currents The HOLLOW WORLD boxed set offers course, that is another story! flowing from the north create a cold several jungle settings. The Dawn of the microclimate. The Hardanger Range Emperors boxed set (look for the I’ve been a long-time fan of the D&D shields the northern weather pattern from Hinterlands) and GAZ4 Ierendi (with game. However I’d like to point out that Ylaruam’s. Aloysius Island) are the only two Known the rules are difficult to use. The game World jungle settings. There is little rules are generally simple, but finding Exactly which colonies or nations lie on information on these two regions, them is a problem. The rules are spread the Isle of Dawn, and where do their however. among five different boxed sets, and they boundaries lie? Do these states have Nightwail, Nightrage, and Nightstorm are very poorly indexed. Although the capitals? Also, on the Isle of Dawn, what is are part of the HOLLOW WORLD Blood D&D Known World is probably one of the the “Provincia Septentriona” depicted on Brethren Trilogy. More modules will be best game worlds I ever played in, I must the TM2 Trail Map, and how does it relate published for the HOLLOW WORLD set in admit that the game’s organization is to the other colonies? the future. appalling. I would love a simpler, more See the map of the Isle of Dawn for For everyone overseas who is flexible alternative to the AD&D game; so specific boundaries. As for a list of experiencing difficulties acquiring copies far, the D&D game has fallen short of this colonies and nations, starting from the of current or older products, TSR has a goal. Is there anything planned in future North on Thyatis’ side: City State of mail order department where you can also to address that problem? Helskir (only covers approximately a get a free catalog. Just send your address Yes! Our writers have had the same 72-mile area); Northern Territories of to: The Mail Order Hobby Shop, P.O. Box complaint for years, including yours truly. Dawn (wilderness claimed by Thyatis); 756, Lake Geneva WI 53147, U.S.A. Fall 1991 should finally see the release of Grand Duchy of Westrourke (archduke’s the D&D Rules Cyclopedia, a 304-page, capital: Newkirk); Province of Like many other D&D enthusiasts, I was a hardback compilation of all D&D rules (colony, administrative center: Redstone bit distraught at the absence of commentary from Basic to Masters. If everything works Castle); Province of West Portage (Colony, on the D&D Known World until the present out, it should also include beefed-up admin. center: West Portage); County of column, “The Voyage of the Princess Ark.” It monster descriptions, a complete listing of Kendach (similar to Helskir); Provincia was a much-needed overview of the world skills, a small atlas of the Known World, Septentriona (colony, admin. center: not yet touched on by the Gazetteers. This optional rules, and a complete guide on Laticea); County of Furmenglaive (similar information can give DMs like myself a how to convert D&D game material to the to Helskir); Provincia Meridiona (colony, chance to see what lies beyond the realms AD&D 2nd Edition game. How’s that? admin. center: Caerdwicca). specified in the Gazetteers. Continuing from the North, on the Personally, I would like the Princess Ark I found a strange sentence in the D&D Alphatian side: Confederation of Dunadale column to continue exploring the outer HOLLOW WORLD™ boxed set. Page 119 of (capital: Dunadale); Dunadale Bogs Known World. The SPELLJAMMER™ and the Dungeon Master’s Sourcebook reveals (wilderness claimed by Alphatia, under the HOLLOW WORLD sets cover their that Yagrai’s chief ally is Halav, enemy of Dunadale Confederation’s administration); respective territories adequately. An all humanoids. Am I missing something? Kingdom of Hillvale (capital: East Portage); overview of the Known World presented in Errare humanoidurn est! The author City States of Ekto and Trikelios (both the Masters Set would be more beneficial, meant “Yagrai’s chief foe is Halav, enemy similar to Helskir); Kingdom of Lower since it would touch on areas not yet of all humanoids.” Thothia (capital: Edairo); Upper Thothian explored, helping to “explain” little Territories (unclaimed wilderness, neutral questions that arise as the world is being How do you explain that Haldemar territory). explored/developed, like why “The Arm of referred directly to Nithians in his log The Northern Territories of Dawn, the God” (Masters Set) is now referred to as book when describing the “Old Nithian” Dunadale Bogs, and the Provinciae “The Arm of The Immortals” (HOLLOW scroll? I thought all memory of Nithians Septentriona and Meridiona are largely WORLD set). had been magically wiped out. unpopulated regions. These dependencies The Arm of God became the Arm of the Direct memory about ancient Nithia was were essentially created for administrative Immortals simply because D&D has wiped out when that empire was purposes. They may be subdivided into Immortals but no gods. By the way, the destroyed. However the spell affected only dominions as their populations develop. SPELLJAMMER set does not deal with the current memory not future knowledge. In D&D universe. Although this excellent the following centuries, Nithian rums I would like to know how many system works perfectly well in a D&D were dug up in Ylaruam and Thothia. A Gazetteers there are beyond GAZ13 The setting, it is first and foremost an AD&D small number of sages (Raman is the last Shadow Elves. I’m a bit confused about the product.

102 JANUARY 1991 DRAGON 103 Photography by Mike Bethke

©1990 by Robert Bigelow Silent deaths and shadowrunning

Last month in this column, you read incorporate into their respective packag- Now let’s look at some of the products about a bill that could conceivably change ing the words ‘collectable item, contains that this bill would forbid or restrict. the face of our hobby. For those who lead, not suitable for children under the didn’t read that article, I recommend that age of 12.’ ” you do so before you read here any fur- This bill and its amendment will allow us Reviews ther and become totally confused. to continue to purchase miniatures of our Here is an update on what has occurred favorite characters, monsters, or armies of since last month. GAMA (Games Manufac- any period. It also places certain responsi- Iron Crown Enterprises turers Association, an organization consist- bilities on us as gamers. We must make P.O. Box 1605 ing of game manufacturers, distributors, sure that our figures are never left where Charlottesville VA 22902 shops, and clubs) has hired a lobbyist to children can get to them and chew or help protect the interests of both gamers swallow them. It also means that if we get 7010—SILENT DEATH* game * * * * * and collectors. So far, this energetic young tired of figures or must otherwise dispose Over the years, many space-combat lady has approached many members of of them, the figures should be given to a games have appeared. Most of these were Congress or their staffs to help them un- gaming club or to someone who wants the either board games or miniatures games derstand the feelings and wishes of the figures rather than be dropped in the adapted from board games, and often hobby industry. The anti-lead bill not only trash. When you throw figures out, the their game mechanics fell apart when they endangers our hobby but could do serious lead can leech into the soil. You can also were used with miniatures. Iron Crown damage to the model-railroad industry and spray your figures with base coats of paint has changed much of this with the intro- the modeling community at large. These several times to seal in the lead. duction of the SILENT DEATH* game. industries use lead to produce weights and I encourage you to become politically The SILENT DEATH* game is a scenic accessories such as tree trunks, involved in this matter. Send a letter to miniatures-oriented game with provisions vehicles, houses, roads, and interior details your local congressman supporting this for use as a board game. The game grew on car or truck models. A cease-and-desist amendment, and use the format described from an earlier system for use with Iron law would either stop production of all in last months “Through the Looking Crown’s SPACEMASTER* RPG. It is one of these things or would make them much Glass” column: Also, check your local the first totally contained miniatures more expensive. hobby shop. If it does not have one of the games to hit the hobby field in many The amendment to the bill has now petitions available, point out the danger of years. Included in the box are rules, maps, taken solid form and reads as follows: the bill and ask him to either contact counters, dice, and miniatures. You don’t “Proposed amendment to S.2637 and HR: GAMA or make up a petition for his cus- need to purchase anything else to enjoy Section 402, subsection (j) shall be amend- tomers. These petitions should include a this game, but you probably will want to ed by adding the following paragraph: space for printed names, addresses, states, purchase additional ship miniatures as ” ‘(4) the administrator shall, by regula- zip codes, and signatures. When these they become available. tion, exempt from the restrictions on the petitions are filled, they should be sent to The box contains six 17” × 22” hex map lead content of toy or game pieces de- GAMA, P.O. Box 591, Grinnell IA 50112, or sheets. The maps are of random star clus- scribed in paragraph (9) of subsection (b) they should be sent to your elected repre- ters printed on slick paper and include all pre-owned and newly manufactured sentative. With a little luck, all of us will both small and large hexes over the stars. collectable items as well as the materials get what we want. When all the sheets are put together, they used for the creation of such items when form a huge battlefield that can accommo- introduced for adult use! Miniatures* product ratings date large numbers of ships. The sheets “This exemption shall include, but is not held up well under our gaming club’s limited to, molds, mediums, figurines and * Poor usage, including folding, unfolding, and accessories-assembled and in kit form, ** Below average heavy play. I highly recommend that you war gaming figurines and accessories *** Average laminate these sheets to insure their sur- created for adult competitions and all pre- **** Above average vival in spite of spills or normal gaming owned period toys. ***** Excellent accidents. The extra cost and increased “All newly manufactured items must storage space should be balanced against

104 JANUARY 1991 the fact that replacement sheets are not currently available. Also included are a multicolored counter sheet and a scenario booklet with all the paperwork to play the game. The sce- narios are fairly easy to use and vary from small duels to multiship battles. The sce- nario sheets have perforations so they can be easily separated and used (I recom- mend that you pick up some document protectors to protect these sheets). The simple but very effective teaching and training scenarios allow you to introduce new people to your group. The counter sheet contains at least two each of all the fighters and laser satellites, one each of the combat and life pods, and a large number of torpedo and missile counters, all of which are coded and easy to read. The last major part of the sheet is an aste- roid belt that is a large-scale obstruction when left together, but can be broken up. The instruction book is 32 pages long, excluding the pull-out ship players’ sheets in the center. These pullout sheets and a copier machine will make it easy to have lots of player and damage sheets available at all times. The book includes simple step- by-step rules and a play-it-as-you-learn scenario. With a competent teacher, you can learn the game in about 20 minutes (many of our club members read the book and played a full game successfully in less time than that). The dice system that de- termines damage is simple, and dice are included. Even firing orcs are easy to determine. Advanced scenarios and a short campaign are also presented. Adding to the fun of the game is the short history of the Empire included in the book. This loose, feudal organization makes it easy to build a variety of differ- ent conflicts. The frontier provisions allow the entry of pirates and mercenaries. Economic wars and system disputes in- crease the game’s scope even further. Combine this with a “sales brochures” description of different fighters and attack craft, and you can custom build systems and defenses. Last, but not least, is the large variety of metal miniatures and plastic stands in- cluded in the game. The arsenal includes: four each of the Pit Vipers and Spirit Riders; two each of the Thunder Birds, Thunderbolt Mountain Amazons. The Amazons were rumored to Night Hawks, Salamanders, and Seraphs; Miniatures be a fanatical and ferocious tribe of and one each Shryak Shuttle and Epping P.O. Box 37024 Roselawn women fighters skilled in many weapons. gunboat. These miniatures are well done, Cincinnati OH 45222-0024 Their devotion to fighting principles was with flash present on only two of the so great that legend says they each re- ships. I still contend (as noted in issue Thunderbolt Mountain moved the left breast to be able to fire a #163) that the ships are not quite in scale Miniatures bow. This tribe held men in contempt and with each other, but this does not detract 70 Harcourt St. considered them fit only for housekeep- from the game. The number and variety Newark, Nottingham ing, babysitting, and mating. Their queen of these ships allows you to play out most UNITED KINGDOM NG 241 RF was chosen by her fighting prowess. Any of the available scenarios. male trespassers to this realm were either The set contains almost $26 worth of 1005—Amazon Queen on sentenced to death or became a plaything lead miniatures, if you were to buy them Throne ***** of the tribe members. separately. Combine this with all the other January releases include Thunderbolt The diorama is in 54-mm scale and de- components, and you have a product well Mountain’s new sculpture entitled, “Ama- picts a captured barbarian in front of the worth your Christmas money. This game is zon Queen on Throne,” a diorama scene Amazon queen. The base of the diorama is highly recommended at $40. based upon the ancient legend of the 57 mm × 60 mm, and is 5 mm high.

DRAGON 105 319—Sleeping Astrologer * * * * * The holiday season and the period there- after frequently produces a drastic in- crease in pewter sales. Pewter has always been a good gift idea, and shops of every kind now seem to carry a growing num- ber of different pewter sculptures. Many of these are simple pewter copies of exist- ing lead fantasy-gaming figures, and they are presented as “unique gifts“ or “collec- tor’s items” but can be seen in store after store with no verification papers. How- ever, pewter collectors’ pieces are sculp- tures produced in limited numbers before the mold is destroyed. Generally, these figures have a “run” of between 100 and 4,000 individual castings. The “Sleeping Astrologer” is one such figure. The figure is sold through a direct- mail subsidiary of Gallow Pewter, an old and respected name in the field. The fig- ure submitted for review is #453 of 3,000 and includes a certificate of authenticity. The numbers on both the base of the figure and the certificate match. This is Amazon Queen on Throne (Thunderbold Mountain Miniatures) important, as a figure with a wrong certifi- cate can be worth up to 25% less. Always diorama. Two of the figures are pet oce- make sure the numbers match before lots, although the figures could be painted leaving a store, or make sure that the as onyx statuettes. The other two figures company has a return policy if you get the are the queen and her barbarian captive. figure through the mail. The queen sits in a reclined position with The figure is massive in both size and her right arm extended (when the figure is weight, being just over 100 mm from its placed on the throne, her right hand rests base to the top of its head. The circular on the head of an ocelot). Her outstretched base measures 58 mm across, is 12 mm legs rest on two pillows molded to the high, and is molded to look like rough base. Her left hand supports her chin, stone blocks supporting a metal-ringed with her elbow on the armrest. She is floor. The top of the base holds an inscrip- dressed in sandals and a short costume tion that reads: “How Can I Fear The Night that can be compared to the Amazons in When I Have Seen The Stars.” The floor DC’s Wonder Woman comic, including the also holds a thick tome and a small book, tiara, the wrapped and interlaced hair- both under the chair on which the astrolo- style, and the arm and leg bracelets. Her ger sits. A conical wizards hat, complete right breast is exposed but covered by a with stars and moons, sits on the floor coiled-snake piece of jewelry. The muscle beside the chair. tone is well done, and the only detraction Rising from this base is an ornate pedes- is a slight mold line on her left arm. tal over 75 mm high. The pedestal top is The barbarian male wears a fur loin- angled slightly like an old desk, and has an cloth and a disk belt. The figure is kneel- inkwell, a feathered quill, a partially un- ing with his wrists chained around a rolled scroll, a small book, and a multiface- wooden pole behind his back, which is ted crystal ball set in an ornate base. The attached by more chains to his belt. His detail is painstakingly done. The focal point of the piece is the astrol- Sleeping Astrologer (Black Dragon Pewter) hair hangs straight down to his chest, and his face shows pain and determination. oger, who wears a long, high-necked robe Sculpted square blocks form the floor, and This is a striking figure. Muscle detail is over a shift. The robe is open slightly in a molded, ornate carpet leads from the excellent, with only a slight mold line. front, with a hem of runic symbols run- front edge of the base to the dais on which This is an excellent display diorama that, ning vertically on the front opening. The the throne sets. The barbarian kneels with with work, could become a keystone in a back of the robe and shift have a sewn his chains piled on the ground. miniature collection. The pieces all fit flap. The robe shows creases and folds as The throne rests on a raised block. The together with minimal filing. Paint each it conforms to the man who wears it. throne itself consists of a U-shaped base section before you glue them all together, The astrologer sits with his right arm and chair, upholstered arms including and a higher quality piece will result. This supporting his head, while his arm rests buttons and appropriate indentations, and is an excellent diorama and is well recom- on the pedestal. His left arm is draped a pillow upon which the queen sits. The mended even at its $19.50 price. Remem- over the back of his chair, which has a back of the throne is a huge, shell-type ber to include an extra $1.50 for shipping curved back and symbols carved in it. The structure that fits nicely between the arms and handling if you live in the U.S. astrologer’s face is calm in his repose, with of the throne. This shell is made of ribbed only a few lines showing. The figure is and formed sections with symbols en- bald with a long, flowing beard. Separa- graved on them. It has a large disk in its Black Dragon Pewter tions are visible between the right hand middle, and its forward sweep can provide c/o Gallow Pewter Sculptures Corp. and the head, and his fingers are well shade as well as protection. 166 N. Franklin St. sculpted. Curled in his lap is a cat that is as Four figures are included in the Hempstead NY 11550 deeply asleep as its master. The astrologer

106 JANUARY 1991 must have been sleeping a long time, as someone has laid a “Do Not Disturb” sign at his feet. This humor adds to the sculp- ture’s value as a collectible. The only bad spot on this figure is the mold line on the back, which has a slight mismatch and small gap, although I doubt that a piece like this would go out to a customer with- out this single fault being buffed out. It is a very good value at $110.

Grenadier Models Inc. P.O. Box 305 Springfield PA 19064 Grenadier Models UK Ltd. 19 Babage Rd. Deeside, Clwyd, Wales UNITED KINGDOM CH5 2QB

9701—Shadowrunners ***** Much of the gaming industry today seems to be stuck in a pessimistic mood. The hobby itself is booming, but the game content of many newly released games contains a dark future story line that Shadowrunners (Grenadier Models) emphasizes everything amoral or bad in society today. These games feature no heroes, simply those who are out for his right eye and armor or plate in his belt is slung on her hips, and her long themselves. Of these games, the one that I forehead. He wears a mismatched suit boots are probably assisted. Her facial do enjoy is FASA’s SHADOWRUN* RPG, with arcane symbols on the legs, a vest, features appear to be relaxed. What look and it also seems to be the best supported. and a coat (with symbols on the lapels) like data jacks can be seen on a shaved The set submitted for review contains 10 that falls past his knees. A satchel hangs section of her right forehead. figures representing the most commonly by a shoulder strap. Other straps suggest Mercenary—This figure has no exposed played SHADOWRUN characters. These other, unseen things. skin except for the bottoms of his nose, 25-mm lead figures form a basic shadow- Elven Decker—The elven decker is one cheeks, and mouth. The rest of his head is running party and allow a group to under- of the simpler-dressed figures in the set. covered by a helmet that includes large take most tasks they may be given. The He wears a floor-length coat edged in goggles and a radio on the front right side. cast in order of appearance are: feathers at the shoulders, an open shirt, His shoulders and chest are covered by Male Street Samurai—Clearly seen are simple pants, and knee-high boots. Both extra armor pads, and he wears camou- the cybereyes, ropy muscle replacement, hands hold a personal computer keyboard flage down to his laced boots. Two hand razor in the semi-retracted position, in front of him, and the input jacks are pouches are on his right boot, and a pouch and a predator pistol, grip forward on the visible on his forehead. He has long hair, a and knife are on his left boot. He has knee figure’s left side. The figure is also wearing widow’s peak, and high, hollow cheeks. protectors and a belt visible only from the long pants and boots, spare armor His face appears to be almost serene. rear. He carries an Ingram LM6 with a pouches on the left leg and right side on Shaman—The shaman is the most inter- smartgun attachment; extra ammo is in the belt, and grenades on a chest strap. estingly clothed figure in the set. Dressed pouches on his right side. The gun is in a The figure has a permanent scowl on a in a long coat and tunic that is patched port-arms position. battered face, short hair, and heavy armor and laced, he also wears simple calf-length Rigger—This character has a smug look covering dermal plating that can be seen boots and a body suit. A pistol is carried on his face and a helmet covering most of on his stomach. His right arm is stretched on his right side. Crossed ammo bando- his head, complete with ear covers and out pointing, and his left hand hovers over liers sit low over his stomach, and his plug points. His cybereyes are clearly his pistol. chest is covered in joined-reed armor such visible, and there is no other exposed Street Mage—The street mage wears a as that worn by several of the Indian flesh except for his hands. He wears three-piece suit, complete with tie and tribes of the 1800s. A components bag multilayered, tight-fitting clothes with wide lapels, spats on his shoes, and a long hangs from his belt, and he has feathers in wide lapels, a thigh-length coat, knee-high trench coat with symbols on the lapels. His his hair and fur trim on his clothes. boots, and knee protectors. He is pulling facial expression is grim. A monocle rests Female Street Samurai—This figure his left hand out of his coat pocket; in his over his right eye. He is topped off with a manages to maintain a feminine form in right hand he carries a hand gun pointed wide-brimmed hat covered with symbols, spite of the enhanced muscles and bio-feed at the sky. Former Wage Mage—The most and he carries a magic wand in his right systems visible on both arms. The cyber- striking part of this figure is her face. If hand. Be especially careful when you paint eyes are much smaller and not so protrud- you look closely, you’ll see what could be this piece, or you could lose much of the ing as the male’s She is dressed in a one- either a look of horror or intense concen- subtle detail. piece bodysuit covered by hardened tration. Her left hand is out as if casting a Burned-Out Mage—The burned-out armor that conforms to her shape and spell, while her right hand holds a protec- mage is in a pose that brings to mind a only becomes visible from the back. She tion spell. Her long hair covers the band swashbuckler swordfighting, with his left wears a communicator on her left wrist for her tiara, complete with gem, and her hand over his head and right hand holding and holds what looks like a Beretta model entire body is covered with jewelry. She what looks to be a .44 magnum instead of 101-T in her left hand. Her right hand is wears a molded brassiere and a half- a rapier. Two thermo-eyes are visible, with drawn up in front of her chest with razor length, hard-armor jacket that is open in what could be either wiring or a scar over knives extended. A compartmentalized the front. There are no obvious compart-

DRAGON 107 A-9 Cruiser (GHQ) Mk VI B+ AA Tank (GHQ) ments for spell components, and her long, were to be made to: 1. Police the Empire; desert. The vehicle weighed only 12 tons open-slit dress exposes her left leg. 2. Put down guerrilla warfare; 3. Pacify and moved at a maximum of 25 MPH. The Ork Mercenary—Standing about a head areas; and 4. Fight a major war. These tank was armed with a 21-pound gun (37 taller than the other characters and hav- policies dictated that tanks be small, mm), a coaxial machine gun, and two small ing considerably more bulk, the ork cheap, and light. In addition, the tank turrets with a machine gun on the lower doesn’t seem to have many of the extra supporters were divided as to whether front hull. The A-10 used basically the gadgets common on the others. He is tanks should only support infantry or be same body with no front turrets and a armed with a short sword on his belt, a able to cover large amounts of area like Bese heavy machine gun. The A-10 had long sword slung over his back, and an the old cavalry. almost double the front armor, and the AK-94 held in the ready position in his The Mark VI tank was used in all areas tank weighed 13.5 tons. The main gun right hand. He wears a beret instead of a of the British Empire, with heavy use in remained the same. helmet and has skin-type boots and pock- north Africa and fighting in France in The A-13 was the first significant change ets on his pant legs. Extra armor is worn 1940. It was the end of the line of highly in this line. The A-13 was the first British under his wrap-around jacket and at the maneuverable light tanks and weighed tank to use the Cristie suspension, which shoulders, but it is barely noticeable. only 5.2 tons. It was crewed by three men consisted of large road wheels rather than Crossed belts on his chest and spare ammo and normally carried two heavy machine the shocks, springs, and small wheels. The pouches finish out his attire. He has a guns, or one light cannon and one ma- gun remained the same, but armor was baleful glare, and his tusks, two up and chine gun. These tanks were almost al- reduced to 15 mm and speed went up to two down, are clearly visible. ways used as early recon units since they 30 MPH. This set is highly recommended for could be easily destroyed. These miniatures reflect their real coun- anyone who plays FASA’s SHADOWRUN* The Mk VI miniature is only ½” long terparts exactly. The A-9 has full detailing RPG. There are some mold lines that will and just over ¼” wide. The tracks are of the six small road wheels and springs. need to be filed, and all of our figures excellently done with individual links The body reflects the sloped sides and needed trimming on their bases in order clearly visible. The suspension is correct turrets characteristic of this tank, and it to stand straight, but there was no flash and raised high enough not to be ob- has well-defined hatches, muzzles, and and the figures are cleanly molded. Take structed by paint. Thin plate armor is guns. The mufflers are obvious and show your time and paint carefully, as there is a visible with a wealth of rivet detail. Carry- the height at which the tank was made to wealth of fine detail on these figures that ing baskets and small tools are visible; wade through water. The main turret is could be covered up by carelessness. turrets, plate lines, rivets, and hatches square, with almost no slope but having a These figures can also be used in some of with hinges are detailed. Detracting from ridge that runs front to back. Tool boxes the other “dark future,” games so they this excellent work is a single mold line by and racks are excellently detailed. have extra value. These are highly recom- the gun, and the fact that it is the B ver- The A-10 miniature differs by its lack of mended at $9.95 per set. sion, which was grossly underarmed but hull turrets and built-up driver’s and gun- was unfortunately the most numerous ner’s front plate. Rivet detail is superb. type. The AA (anti-aircraft) version is well The A-13 is a slightly longer and wider done, including a tank commander in an tank with completely different suspension. open hatch, but I have not been able to The Cristie suspension is clearly shown, GHQ find mention of this vehicle in my library. with the rubber edge visible. The bolt that 2634 Bryant Ave. The main difference in the body of the holds the wheel on is also visible. The first Minneapolis MN 55408 anti-aircraft version is a circular turret plate of the recessed hull is shown, that and a large box on the rear. also connects the Bese heavy machine gun. UK-36 Mk VI B +AA Tank **** The cruiser tanks were designed to The muffler is no longer visible, as it is UK-37 A-S Cruiser * * * * ½ operate on the screening and flanking lower and vented to the side. The body is UK-38 A-10 Cruiser * * * * ½ principle; they were not meant to fight of a more square design, with all hatch UK-39 A-13 Cruiser * * * * ½ other tanks. Tank columns were designed detail clearly shown. The history of tanks began in World War to operate as mounted infantry or cav- These tanks are excellent models for I when the British used them against the alry, seizing single objectives and disrupt- either playing or display, with one small Germans. The Germans were shaken, but ing enemy lines. Their armor was of fault: The barrels are thin and should not watched several bog down and dismissed medium weight, and the main guns were be bent too many times or they will break. their importance. This event was to of small size. These designs were fielded If you want to recreate the fast-moving change war forever, but no one seemed to in 1936. battles of France in 1940, or of north know what the object lesson was. The A-9 cruiser was an intermediate Africa, these tanks are needed. Their British tank policy between World Wars design that was made in small numbers, quality makes them highly recommended. was based upon political policy. Vehicles but was used into 1941 in the African The cost is $5.50 per package of five.

108 JANUARY 1991 DRAGON 109 , Inc. 5938 Carthage Court Cincinnati OH 45212 Ral Partha Enterprises, Inc. c/o Minifigs 1/5 Graham Rd., Southhampton ENGLAND SO2 0AX

10-560— The Horde: Yaemun’s Hoekun Clan Warriors * * * * ½ 10-561—Billidum and the Ogre Marauders and Spiderhaunt * * * * The new Horde novels from TSR chroni- cle the story of an army of horsemen who try to conquer the world. If this story sounds familiar, it should, as it was in- spired by the Mongols of history. These horse troopers swept westward from eastern Asia and conquered huge areas of the Eurasian continent. Ral Partha, with TSR’s help, has staged a skirmish using the BATTLESYSTEM™ rules. This skirmish is fought using two boxes of figures, each of which represent one side. The set-up and scenario instruc- tions are included in a story-based hand- out included in each box. Set #10-560 represents Yaemun’s Hoekun forces. The box contains 19 25-mm cavalry troops, including three different horse castings and three different figure cast- ings, including the leader, Yaemun. All of the figures require some assembly. Yaemun is dressed in the woven plate described in the novel, Horselords. His helmet covers the back of his head and part of his face, and it has some ornate markings on the brow. A shikoro, or neck guard, extends from the helmet to his shoulders. His face is stern, and his mous- tache shows clearly. The breast and back plates are plain; only buckles mar the smooth surface. He also wears a thigh guard, bagged pants, leather boots, gloves, and reinforced sleeves on both arms. A raised mace is in his right hand. Separate bows in holders and quivers of arrows must be glued to his belt. His horse is not armored and has a braced saddle and correct tack, though no reins are visible. The horse is in mid-step, with its tail slightly droopy. The mane and tail are both excellently done. The common tribesmen’s horses are the same as the leader’s, except that provi- sions, ropes, and jugs hang from the sad- dles and the horses are moving at a trot. The troopers are dressed in hats with neck flaps, long robes cinched with belts and buckles, pants, and leather boots. They hold bows, and empty bow holders are molded to the left rear of each figure. Separate lances in the box can be glued to their backs. Also in the set are “valiant men,” the elite of the clan fighters and the far-Eastern version of knights. The men in the kit wear plate armor wired onto leather, forming a very flexible plate. These fig- ures wear helmets and neck guards with- out nose and forehead protection.

110 JANUARY 1991 Otherwise these men are dressed as the allow you to rig your attacks to display clan leader. Valiant-men figures can attack mixed weapons. These figures are just at with either swords or lances in their right the right range at $24.95. hands. Weapons are separate and must be There is one caution on both these sets. glued on. The horses are also fully ar- No instructions are provided as to where mored except for their breasts, confirming to place weapons, etc. By closely observing that these are the troops that go the pictures on the back of the box, you into battle first. These are highly recom- can place most of the equipment without mended at $29.95 per set. problems. Set #10-561 contains a young hill giant and 12 marauding ogres. According to the l indicates a product produced by a company other scenario book, these creatures have calmly than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. eaten breakfast, consisting of the clan The use of the name of any product without mention horses, when they left the feast to return of its trademark status should not be construed as a home and were caught in a trap on the challenge to such status. open plain by clan horsemen. The young hill giant stands 65 mm high and is almost 40 mm at the shoulders. His body is heavily muscled and is covered Free Catalog! with a thin layer of engraved body fur. His face is Neanderthal in appearance and Write for your free catalog of comes as a separate piece that joins to the games and gaming supplies! In the neck that juts forward from the shoulders. United States and Canada, write to: His arms must also be glued on, and some TSR Mail Order Hobby Shop, c/o filling is needed to make the junction TSR, Inc., P.O. Box 756, Lake Geneva between the arms and shoulders look WI 53147, U.S.A. In Europe, write realistic. The figure is clad only in skin “boxer shorts” and fur boots. He is armed to: TSR Mail Order Catalogue, TSR with a huge log that must be fitted into his Ltd, 120 Church End, Cherry Hin- right hand after some light flash is cleaned ton, Cambridge CB1 3LB, United off the fist. This figure almost looks like a Kingdom. Our catalog is free — giant gorilla. send for it today! The ogres come in three different poses. One figure is a leader, differing from the other fully armored figures only in the position of his arms. As with each of the follower types, you must pick out one head from the 12 available and one weapon from the five types available. These weapons include spears, axes, maces, swords and spiked clubs/two- bladed axes. Ogre group #1 consists of five ogre bodies, all wearing plate armor over ani- mal skins, stomach protectors, left arm and hand protection, and rope sandals. Knives are worn on their right hips. Their left arms stick out almost vertically, and their right arms are almost parallel to their bodies. All hands are open and are capable of holding weapons. Group #2 consists of six figures. Their armor appears to be buckled over bare, hairy skin. Shoulders, chest, stomach, and groin are all covered by overlapping plates, while the forearms and wrists are uncovered. The legs are bare, and the feet are clad in a slipper-type shoe. These figures have their left arms up as if getting ready to throw something. Their right arms are straight from their sides. All hands are empty. The 12 ogre heads have an Oriental look and come in four basic types. Two are growling, with lips pulled back, and two have their mouths open. One head has no helmet and has flat hair, one has a top- knot, and the other two have different helmets on. The spare weapons and heads in this set allow you to make a custom army and

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