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Issue #188 SPECIAL ATTRACTIONS Vol. XVII, No. 7 December 1992 Need Some Good Advice? 9 Words of wit and wisdom for role-players—for any game Pubilsher system. James M. Ward That’s “Role,” Not “Roll”! — George T. Young Editor 10 Thoughts on how the game master can help the players. Roger E. Moore Be Nice to Your Referee — Stewart Robertson Associate editor 16 There’s more to being a good gamer than rolling dice and Dale A. Donovan painting miniatures. Fiction editor Roles For Role-Players — David Wilder Barbara G. Young 22 New ways to help your game master and keep the Editorial assistant excitement high. Wolfgang H. Baur Art director FICTION Larry W. Smith

Production staff Something Familiar — Eliza Erskine Gaye O'Keefe Tracey Zamagne 66 Only a fool would steal from a master thief—especially this Dawn K. Murin master thief!

Subscriptions Janet L. Winters REVIEWS U.S. advertising Cindy Rick The Role of Computers — Hartley, Patricia, and Kirk Lesser 57 Flight simulators, from World I to tomorrow. U.K. correspondent and U.K. advertising Role-playing Reviews — Wendy Mottaz 74 Great board games for people who hate board games. Through the Looking Glass — Robert Bigelow 113 Presenting part two of the annual holiday shopping guide.

DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR, Inc., PO. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road, West Drayton, Springs Road), Lake Geneva WI 53147, United States Middlesex UB7 7QE, United Kingdom; telephone: of America. The postal address for all materials from 0895-444055. the United States of America and Canada except Subscriptions: Subscription rates via second-class subscription orders is: DRAGON® Magazine, PO. Box mail are as follows: $30 in U.S. funds for 12 issues 111, (201 Sheridan Springs Road), Lake Geneva WI sent to an address in the U.S.; $36 in U.S. funds for 12 53147, U.S.A.; telephone (414) 248-3625; fax (414) issues sent to an address in Canada; £21 for 12 issues 248-0389. The postal address for all materials from sent to an address within the United Kingdom; £30 for Europe is: DRAGON Magazine, TSR Ltd., 120 Church 12 issues sent to an address in Europe; $50 in U.S. End, Cherry Hinton, Cambridge CB1 3LB, United funds for 12 issues sent by surface mail to any other Kingdom; telephone: (0223) 212517 (U.K.), 44-223- address, or $90 in U.S. funds for 12 issues sent air 212517 (international); telex: 818761; fax (0223) mail to any other address. Payment in full must accom- 248066 (U.K.), 44-223-248066 (international). pany all payment include checks or money orders Distribution: DRAGON Magazine is available from made payable to TSR, Inc., or charges to valid game and hobby shops throughout the United States, MasterCard or VISA credit cards; send subscription Canada, the United Kingdom, and through a limited orders with payments to: TSR, Inc., PO. Box 5695, number of other overseas outlets. Distribution to the Boston MA 02206, U.S.A. In the United Kingdom, book trade in the United States is by Random House, methods of payment include cheques or money orders Inc., and in Canada by Random House of Canada, Ltd. made payable to TSR Ltd., or charges to a valid Distribution to the book trade in the United Kingdom is ACCESS or VISA credit card; send subscription orders by TSR Ltd. Send orders to: Random House, Inc., with payments to TSR Ltd., as per that address above. Order Entry Department, Westminster MD 21157, Prices are subject to change without prior notice. The U.S.A.; telephone: (800) 733-3000. Newsstand distribu- issue of expiration of each subscription is printed on 2 DECEMBER 1992 OTHER FEATURES The Wizards Three — 26 A pleasant meeting between three worlds’ most powerful spell-casters.

The Voyage of the Princess Ark — Bruce A. Heard 41 With the world on the brink of war, the Princess Ark heads for home. Bazaar of the Bizarre — Nathaniel S. Downes 50 Ten swords now lost (and up for grabs) in the ® setting. Novel Ideas — Sue Weinlein 79 R. A. Salvatore reveals how a hero and his “legacy” were almost never born. 87 The MARVEL®-Phile — Steven E. Schend COVER Not your normal undercover types: SHIELD’s Super-Agents! ’s cover painting is actually the second in a series of The Game Wizards — works that began with the cover 95 Meet the new RPGA™ Network—and join the fun! painting of issue #163. That issue was for autumn; this one, of course, is for Mind Over Matter — L. Richard Baker III winter. The lady’s advice to 98 Which AD&D® game is best? The psionicist, says adventurers? “Don’t bother me.” this writer. DEPARTMENTS 4 Letters 102 Dragonmirth 6 Editorial 104 Twilight Empire 36 Forum 108 Garners Guide 83 Convention Calendar 120 TSR Previews 92 Sage Advice

the mailing label of each subscriber’s copy of the stamped envelope (9½” long preferred) to: Writers Registration applied for in the United Kingdom. All magazine Changes of address for the delivery of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, subscription copies must be received at least six address; include sufficient American postage or and nothing may be reproduced from it in whole or in weeks prior to the effective date of the change in order international Reply Coupons with the return envelope. part without first obtaining permission in writing from to assure uninterrupted delivery In Europe, write to: Writers’ Guidelines, c/o DRAGON the publisher Material published in DRAGON® Maga- Back issues: A limited quantity of back issues is Magazine, TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR, available from either the TSR Mall Order Hobby Shop or IRCs with your SASE. Inc. Therefore, TSR will not be held accountable for (PO Box 756, Lake Geneva WI 53147, U.S.A.) or from Advertising: For information on placing advertise- opinions or mis-information contained in such material TSR Ltd. For a free copy of the current catalog that ments in DRAGON Magazine, ask for our rate card All ® designates registered trademarks owned by TSR, lists available back Issues, write to either of the above ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR, Inc. Most addresses. the right to reject any ad for any reason. In the United other product names are trademarks owned by the Submissions: All material published in DRAGON States and Canada, contact: Advertising Coordinator, companies publishing those products. Use of the name Magazine becomes the exclusive property of the TSR, Inc., PO Box 756, 201 Sheridan Springs Road, of any product without mention of trademark status publisher, unless special arrangements to the contrary Lake Geneva WI 53147. U.S.A. In Europe, contact should not be construed as a challenge to such status are made prior to publication. DRAGON Magazine Advertising Coordinators, TSR Ltd. © 1992 TSR, Inc. All Rights Reserved. All TSR char- welcomes unsolicited submissions of written material Advertisers and/or agencies of advertisers agree to acters, character names, and the distinctive likenesses and artwork; however, no responsibility for such sub- hold TSR, Inc. harmless from and against any loss or thereof are trademarks owned by TSR, Inc. missions can be assumed by the publisher in any expense from any alleged wrongdoing that may arise Second-class postage paid at Lake Geneva, Wis., event. Any submission accompanied by a self- out of the publication of such advertisements. TSR, U. S. A., and additional mailing offices Postmaster. addressed, stamped envelope of sufficient size will be Inc. has the right to reject or cancel any advertising Send address changes to DRAGON Magazine, TSR, returned if it cannot be published. We strongly recom- contract for which the advertiser and/or agency of Inc., PO Box 111. Lake Geneva WI 53147, U. S. A. mend that prospective authors write for our writers’ advertiser fails to comply with the business ethics set USPS 318-790. ISSN 1062-2101 guidelines before sending an article to us. In the forth in such contract. United States and Canada, send a self-addressed, DRAGON is a registered trademark of TSR, Inc.

DRAGON 3 What did you think of this issue? Do you have thing new for the TOP SECRET/S.I. game? If so, a question about an article or have an idea for a could you give me a preview? Also, how about a Thendar hunt new feature you’d like to see? In the United few more articles on this game? It is an excel- States and Canada, write to: Letters, DRAGON® lent espionage game! Dear Dragon, Magazine, P.O. Box 111, Lake Geneva WI 53147, Todd Derby I have been playing DUNGEONS & DRAGONS® U.S.A. In Europe, write to: Letters, DRAGON Preston MN games for about 13 years now, and in all that Magazine, TSR Ltd., 120 Church End, Cherry time I have never experienced a situation like Hinton, Cambridge CB1 3LB, United Kingdom. Although espionage role-playing games have this before: total and complete memory loss. their atom-hearted fans, the results of the My problem is this: I remember (vaguely) a survey we ran in the April issue of DRAGON race of beings called the Thendar. At one point Magazine (#180) indicated that few readers in time, I knew enough about them to create a Fritz Leiber—we want to see material on these games in our nonplayer character who was a Thendar. Now, I pages. In fact, they were the least-liked of all can’t even find where the heck I got all this remember him role-playing games. TSR has discontinued sup- information on them. I know that it was not a port for the TOP SECRET/S.I. game, and no race I created. I’ve spent tireless hours search- well further articles on that game are planned in this ing through every book and old module I have magazine. We might sorneday see an espionage- ever owned, but have come up empty. Dear Dragon, game article that we love too much to turn I would greatly appreciate it if you could With sadness, I noted the passing of Fritz away; we’ve had some outstanding articles on assist my search for this well-hidden race, and Leiber [on September 5, 1992]. Fritz Leiber’s this genre in the past. Still, we won’t have send me a note telling where I can find it. adventure characters, Fafhrd and the anything in the works until reader support for Thank you very much. Gray Mouser, brought entertainment to readers these games returns Brian Wilson and inspiration to gamers everywhere. I ask Evanston IL that some small tribute appear to him in the pages of DRAGON Magazine. You’ve stumped the Game Lizards. After Perhaps a fitting tribute would be to examine Old fogeys with racking our brains, we’ve not been able to come the gaming products and DRAGON articles dice up with anything like a Thendar, though we did based on Leiber’s work. With a little research, I find a Thundar (it's the name of a D&D game found several: TSR’s boxed ™ game, sea dragon—see DRAGON issue #171, page 11). Dear Dragon, the articles on that game by Dr. MacKnight in We also found the Traldar, who are human early DRAGON Magazine issues, the NPC de- By making the highest age group in your tribesmen found on the D&D game’s Known scriptions of Fafhrd and the Gray Mouser in surveys “23 +” [in “Pen Power II,” in issue #182], World (see AC9 , page 41). If DRAGON issue #27, Leiber’s entry in Appendix you make us thirty-somethings and forty- anyone else has an idea, we’ll let you know! N (“inspirational reading”) in the 1st Edition somethings feel unwelcome. I know there are a lot of older players out Dungeon Masters Guide, the Nehwon mythos in there; you see us at conventions and in gaming the old Deities & Demigods and Legends & stores everywhere, and since about every third Lore, and the AD&D® game products based on Leiber’s works. I hope you are able to use my player you meet says he or she started playing suggestion. in the 1970s with TSR’s CHAINMAIL supple- ment, a little math will prove we couldn’t all be Rex V. Settle Okemos MI too old. I think if you really surveyed for age (instead of limiting your interest to 23 and under), you’d find you have a much broader We at TSR were also sad to hear of the death audience than you’re assuming. of Fritz R. Leiber, Jr, at age 81. He was a mas- We old fogeys fully intend to take our dice terful writer of science fiction, horror; and and Monster Manuals to the nursing home with fantasy who won over 30 awards, including us, and be slaying dragons when we’re 90. four Nebulas and seven Hugos. Fritz Leiber 23 +, forsooth! created the popular term “sword and sorcery” Rebekah McClure in the 1960s to describe the swordsmen vs. Salt Lake City UT wizards brand of fantasy tales. His impact on modern fiction was very great, and the ripples I, your editor, am 37 myself, so I am probably of his work have been felt across every medi- every bit as much of an old fogey as you are (if um, from role-playing games to television (the not more so). If you knew the ages of some of TV show Bewitched was loosely based upon his the other editors, writers, and designers here at 1943 novel Conjure Wife, which Locus maga- TSR, you’d probably be shocked (we ain’t all zine states was “the cornerstone of the modern kids). However, the questionnaire was being horror novel.”). used for a special marketing survey on design- Fritz Leiber was a great guy, and he will be ing games for young people; it was in no way deeply missed. Without him, we probably designed to show disrespect for those with wouldn’t be here, either. more life experience. We aim to get gamers into the hobby when they’re young as well as when they're older; the marketing department needs the information to make it work. Bewildered in the Spies’ demise As a side note, the idea of an Old Gamers’ wilderness? Home has been tossed around at TSR for years. Dear Dragon, We’re still deciding how to set it up; we’ll proba- Got a question about one of TSR’s role- I love your magazine, and I am an avid TOP bly just move our belongings into the TSR playing games? Turn to “Sage Advice” SECRET/S.I.™ game player and administrator. Do building and turn it into a commune or some- to find out the answers! you know if TSR, Inc. plans on releasing any- thing. We’ll let you know. 4 DECEMBER 1992

Make my life easier

Even as I write this, the staff of enough to return your submission. variants; hit-location or critical-hit systems DRAGON® Magazine is revising and refor- SASEs are very important. Without one, or charts; articles aimed specifically at the matting our submission guidelines. They I cannot respond to you regarding your AD&D® original edition game; single magi- are being re-organized to include all our submission. A good rule to remember is to cal items, spells, or monsters; magical current guidelines—for articles, fiction, include an SASE no smaller than the enve- items that duplicate spells or vice versa; artwork, and cartoons- plus a standard lope in which you mailed your submission articles on the theory of or other disclosure form. This will speed the proc- to us. That will ensure I can return your fantasy elements; or adventure modules ess of getting our guidelines out to pro- entire submission to you if I need to (this (these should go to our sister publication, spective authors (and will make my life will make my life easier). Those of you DUNGEON® Adventures, after you get that easier). The revised guidelines will be interested in saving postage who state you magazine’s guidelines). Also, do not send available after the first of the year. don’t want your article back if it’s not us school research papers that have no There will not be any major changes accepted should remember that we occa- direct gaming applications, and don’t send made to the content of the guidelines, so sionally ask for a revision of an article. us anything that is currently being consid- aspiring authors need not request the new When that happens, notes for the author ered by any other publisher. Avoiding version if you already have a copy of our are written in the margins of the piece. these topics will save you time and money old guidelines. The only changes of note How can I return your article for revision (and will make my life easier). are: a) We now request that an author if you include an SASE that’s too small for Now, what do we want to see? We want send us a query letter for every article he your article? to see: query letters before you send us or she intends to submit before submitting I know postage is expensive, but you your articles; articles that accentuate or the piece. If we’re not interested, we can must include sufficient postage (stamps for heighten the role-playing aspects of gam- tell you so when you query us. This will U.S. authors, and International Reply ing, rather than the roll-playing (dice- save time both for the author and for us Coupons, or I.R.C.s, for foreign submit- oriented) aspects; articles on whole (and will make my life easier); b) After we ters) with your SASE. Do not send money, gaming genres (SF, fantasy, horror, etc.); accept an article, we will ask the author if especially foreign coins or currency. Pro- articles on non-TSR games (see my editori- the piece is available on computer disk. spective authors who live outside the U.S. al in issue #166 for possibilities); new The types of disks we can now accept are should know that foreign stamps will not character kits for the AD&D 2nd Edition 5¼” and 3½” IBM or IBM-compatible get your submission back to you. Any game (like campaign-specific kits for the disks, and 3½” Macintosh disks, submissions you send to TSR’s U.K. office ® setting, etc.); more “Ecology” If you don’t have our guidelines, send a are forwarded to me here in Wisconsin articles; articles on new interrelated magi- business-sized, self-addressed, stamped for evaluation. So, if you’re submitting cal items, spells, and monsters in Mon- envelope (SASE) to: Writer’s Guidelines, from any country other than the U.S.A., strous Compendium format; articles on DRAGON Magazine, PO. Box 111, Lake include 1.R.C.s with your submissions. If how to be a better or Geneva WI 53147, U.S.A. Get your hands you’re submitting more than one article at player; articles on how to set up cam- on a copy of our guidelines before you a time, be sure to include an SASE for paigns or adventures; and articles on all send us anything. If you don’t, you’re only each article, as they may get separated the ideas and topics that aren’t covered in wasting your postage and time. during the evaluation process. If you are the “don’t do” list above. Also, read the Our guidelines answer most of the basic interested in checking the status of your editorial in issue #184 pertaining to our questions and concerns of aspiring writ- article or are concerned about its arrival survey’s results. There you’ll learn what ers, but apparently some things need to be here, please don’t call. That interrupts our the readers of this magazine want. restated. I know this because I’m the per- work and only slows the evaluation proc- Another way you can improve the son who first sees the articles submitted to ess even more. Instead, include a self- chances of your article being accepted is DRAGON Magazine. I’m the person who addressed, stamped postcard with your to browse our back issues. There’s no has to deal with the authors who don’t submission and ask for it to be returned to better way to learn what articles we ac- follow our guidelines. The following sug- you when your article is received. cept than by studying the articles we’ve gestions should clear up the confusion on Don’t ask us to assign an article topic to accepted. Find as many back issues as you certain points and will provide hints and you. The collective brain power of you, our can and study them to see what kinds of tips that aren’t in our guidelines. Following prospective authors, far exceeds that of the articles we publish, then ask yourself if these suggestions and tips will improve magazine’s staff (especially on Mondays). your article is of one of those types, your article’s chances for acceptance (and Now that I’ve talked about how to sub- Always take some time away from your will make my life easier), mit articles, it’s time to talk about what writing before sending in a submission, Included in our guidelines package is a and what not to submit. It’s easier to talk Finish your article, then set it aside for TSR Standard Disclosure Form, A com- about what not to do, so I’ll start there. two or three days. Then, go back and read pleted, signed copy of this form must The following is a list of topics we are not it; mistakes will leap off the page. Also accompany each article you submit. Pro- interested in seeing now. Why we aren’t have someone else proofread your spective authors may make as many copies interested varies with the topic, and writing. Two or three sets of eyes can of this form as necessary. If you submit an there’s no room here to discuss them all. catch many mistakes your own eyes will article without one of these forms, your Just take my word for it. We are not inter- miss. (As an example, Roger, Wolfgang, piece will be returned to you unread— ested in publishing computer programs, provided you included an SASE large generic NPCs; “new” or paladin Continued on page 119 6 DECEMBER 1992

That’s “Role,” Not “Roll”! Put more “oomph” in your role-playing—and have more fun by George T. Young Artwork by Lissane Lake

TSR’s D&D® and AD&D® systems are role-playing is very clear: It is pure esca- In the same way, garners need to develop role-playing games. Unfortunately, no pism, pretending to be a person you clear- personas for their characters. Once you dictionary gives “role-playing” the defini- ly are not. How, exactly, do we go about know what your character is like, it tion that garners expect of it: It’s an activi- this? What tables are there for it in the should be easier to assume the mind-frame ty designed to be fun, with the partici- Dungeon Master’s Guide? There are no that allows you to imagine yourself in his pants thinking creatively and using their rules for role-playing; there are, however, shoes. Perhaps your character is com- imagination. There are numerous articles certain guidelines that will help you be- pletely unlike you, so much so that you about new nonplayer characters, magical come better “role-ers.” would act quite differently than your PC, items, and so on, but few guidelines have The obvious question that comes to given a change in circumstances. There been presented on how to become better mind then is also the most important one: are many things you can do to encourage role-players. This article, though by no Why should we attempt to be better role- role-playing. It is always more fun to role- means exhaustive, provides a few ideas players anyway? For one thing, role- play if the whole group is participating; it’s about how to get more out of your gaming playing is a skill that can be developed and hard to get into character when everyone through more effective role-playing. improved; as with any other skill, the else is interested only in getting the most better you are at it, the more fun it be- treasure and being the best rules lawyers Put the stress on role comes. The whole idea of role-playing is they can. I once asked a player in one of my cam- being someone else, playing out someone’s A certain mood also needs to be set for paigns, “Why do you think they call it dangerous and exciting (if not always good playing as well, for the mood in ‘role-playing,’ anyway?” His answer was: glamorous) life. Role-playing allows you all “Because of the dice.” I regret to say that the fun of being someone who lives close he was serious. Gaming, as he knew it (and to the edge without any of the risks. The as too many of us know it), is the juggling game is, above all, completely safe. Your of statistics and scores for the purpose of character can take 17 hp damage from a making a powerful character. Most of us blow, fall into a pit of acid, or get swallow- begin playing this way, and for a while it is ed whole, but none of it affects you. We all entertaining. But, as one horde of despica- grow to value our characters over time, ble monsters after another falls to the and we don’t like to see them killed, but heroes’ swinging swords, the excitement we don’t actually lose anything. wears off. Soon no one is interested in There is a flip side to role-playing: Like how many 20s you roll or even how many most things, you get out of it only what you killed that day. This is the point you put in. If you play a shallow, card- where most casual players quit the game, boardlike character, you are far less likely leaving only the hard-core players deter- to enjoy yourself as much as you would mined to enjoy themselves. playing a character with a personality and Around this time, the remaining group “reality” about him. Whether you’re play- begins to develop the art of role-playing ing an 800-year-old elven wizard or an 80- until everyone participates in it to some year-old human beggar, your character degree. Role-playing is fundamental to the should be believable. Actors on stage “get AD&D and D&D games; no one plays into character” and play their parts; they because he or she likes keeping records step away from who they are and become and memorizing charts. The idea behind who they are not.

DRAGON 11 gaming is comparable to the setting in for themselves in the milieu. Use their theater. Above anything else, creativity is Player 1: “Gee, that’s a lot. I wonder imaginations to spark your own; the re- absolutely necessary. That’s okay, though, why they’re carrying so much.” sults will be astounding. because role-playing gamers are all crea- Player 2: “And we never encountered tive; if they weren’t, they wouldn’t be bugbears this far south before.” The impossible situation gaming. When a group of people role-play Player 3: “That jerk the baron has a lot well, their imaginations are in high gear, of money, so . . .” DM: “The room heats up as the rest of and the whole group has fun. That is the Player 2: “My friends, I smell a conspir- the house catches fire. Smoke is goal of role-playing, after all: having fun. acy. I think we should pay the good billowing up the staircase.” baron a little visit—unannounced, of Player 1: “Whoa, somebody get a rope Participation course.” and—who’s got rope?” Player 2: “We left it behind when we DM: “In our last game, when we left used it to climb that cliff. What do off, you were just about to fight What you as the DM meant to say was we do?” Serpentyne, the ancient red dragon thirty silver pieces. Do you correct your- DM: “You begin to understand the that you have been stalking for self, or let the players get the wrong idea? meaning of the phrase ‘smoke inha- months, and—” If you have any sense at all as a DM, you lation.’” Player 1: “What? Where are we?” leave the players in the dark. The more a Player 2: “Did we kill it? Where’s my DM allows the party to choose their own share of the treasure?” paths in an adventure, the more the group The Impossible Situation occurs when Player 3: “Which character was I play- will participate as a whole. If the party there is no easy solution to a problem that ing?” overestimates the importance or role of an the party has to deal with: monsters that NPC, as in the example, work with their cannot be fought head-to-head, death mistake. Obviously the idea is intriguing to traps, clever NPCs, and colossally poor In the example above, the players have them, so follow their lead. They will ask planning prior to a disaster (as in the no idea what is going on. The time spent you later in the adventure if you thought example). These situations are not neces- between gaming sessions has dulled their they would catch on to the baron’s sarily bad ones; on the contrary, they appetite for role-playing; they are not schemes so quickly. This is a good thing! provide the best gaming opportunities involved in the situation. At the end of the The players will feel that they have accom- because the players must work together last session, the group was tense and plished something with their clever deduc- and use clever thinking to escape. A truly ready for the encounter. Now, they are so tions, and if you alter the plot so that their impossible situation cannot be solved removed from the scenario that they will suspicions turn out to be true, they will be through the use of brute force or magical unthinkingly go through the motions of rewarded for the good role-playing they items; only inspiration and downright playing for the next 45 minutes to get back have done. In the future, they will be even craftiness can save the party. It is a mea- into the mood: imagining what they are more interested in thinking through their sure of a group’s mettle as well; a good doing, planning, and slowly starting to actions. group of players will work to find a solu- have fun again. Planned scenarios are fine as long as the tion, while poor role-players generally The best way to avoid this problem and planning that went into them does not begin complaining or consulting the rules the wasted time that goes with it is to get make them restrictive. The players need to for technicalities with which to prove that the players (and the DM) ready to play feel that they are interacting with the the DM “can’t do that.” before you begin. The way people get campaign world, not just following a set of It is in these tense moments, when the warmed up for role-playing is the same tracks carved in stone. Perhaps, in the players are racking their brains for ideas, way people ready themselves for sports: course of an adventure, the major NPC that the most memorable and fun playing with warm-up exercises. These exercises villain that you wanted to use is left out time is to be had. The time the party should be fun and should help get the entirely. It doesn’t matter in the end, be- bluffed its way into an orcish stronghold players back into the role-playing frame of cause the NPC can always be used later. If and attacked the tribe’s leader, a large troll mind. To start, ask a player to tell you you introduce a variety of different vil- with an unpleasant temper, will always be what color the local tavern is painted. Ask lains to the PCs over the course of a few one of the players’ favorite stories to tell. another player how his character cele- adventures, you can watch the players’ The players felt challenged by the situa- brates his birthdays, and whether or not reactions to their enemies. Whichever NPC tion; afterward, they feel rightfully proud he kissed anyone on his last birthday (if is the one the party hates the most or is to have succeeded against unthinkable the PC did, ask who it was and have him the most interested in should become their odds. Player characters are adventurers explain the circumstances). When the arch-nemesis. In this way, you don’t saddle first and foremost, and they have every player comes up with a suitably creative the PCs with an enemy they are bored right to accomplish daring and unusual answer, move on to the next person, ask- with. feats as long as they have found ways to ing more off the wall and unexpected The game is designed to be free-form, pull them off. questions to force him to be imaginative. and co-managing your campaign with your This is not to say, however, that the DM Don’t ask him any questions to which he players is an excellent way to bring them should come up with insanely difficult already knows the answers—make him into the fun. Too often, DMs fall into the puzzles that require hours to solve, chal- think. The best way to get everyone trap of assuming that they create their lenges that have only one solution, and warmed up is to fire as many questions at campaigns by themselves and the players futile battles. The key to using the Impos- the players as you can; when they get the have no input. This type of thinking needs sible Situation is using it sparingly and hang of it, they are ready. It’s as simple as to be avoided at all costs, for it is the DM’s refereeing it effectively. How realistic is it that. From the warm-ups, you can move gaming with the players that shapes his when the PCs escape certain death four directly into the adventure, knowing that world and gives it a unique flavor. A good times a day? Even Indiana Jones would the group is well prepared to play. DM should pay as much attention to the feel hard-pressed to do that. things his group likes about the campaign To referee these scenarios properly, the Go with the flow world as the things they dislike. When the DM must give the PCs the sense that their players feel that they have some control hard-won victory is real, and the dangers DM: “The bugbears have, uh, thirty over their own destinies, they take part in they faced could have killed them. The gold pieces on them.” the game more often and use more crea- game is more exciting when everyone tivity in play as they try to carve a place knows that something is at stake besides a

12 DECEMBER 1992 few more hit points. One word of caution: into jolly tavern-keepers, pretentious elves, or piece of his past that sets him apart Sometimes, Impossible Situations backfire. and obnoxious barbarians? People expect from other characters. By doing this, the The party comes up with a good plan and that all dwarves are dour and taciturn character will have a more realistic quality uses it well, but for reasons unknown to because it says so in the rule books. and be more fun to play. Don’t let your them, the plan must fail. Perhaps the giant Garners all too often choose character magical items and strength scores make wears a ring of spell absorption, the door classes and races because of the statistical your character! to the armory opens the wrong way, or advantages each type exhibits, instead of Good role-players will also think of some whatever. In these cases, where the party picking a profession because it would bit of personal information concerning the is going to be slaughtered because of some offer a lot of role-playing possibilities. character’s past that allows for plot tie-ins; minor detail that has no significant affect DMs should always give personalities to they provide information that the DM can on the adventure, the DM must use his the NPCs the party meets, realistic identi- use to make the adventure more personal. final and most powerful option: He must ties that the players can relate to. No one Perhaps your mage character carries a cheat. feels tempted to have a conversation with sword that is the only clue to his master’s The DM is a referee, but he is impartial another generic character. The players disappearance. Small tidbits such as this for the sole purpose of providing an enter- recognize the dwarf who always speaks not only make the character more distinc- taining milieu to adventure in, not to cause with an Arnold Schwarzenegger accent tive, they also make him easier to play. bad feelings in the group. The DM should and who plays practical jokes on everyone, Maybe the adventure’s villain recognizes not bow to party members’ wishes merely but they seem to forget the dwarf who is the sword. Does the PC attack with special because they argue loudly; only in dire greedy, likes only other dwarves, and who fervor, assuming that the villain must be circumstances should the DM alter the makes friends very slowly (if you’re lucky, responsible for the foul play involving his outcome. Change a statistic, eliminate an by the time everyone reaches 10th level). mentor? Does the PC attempt to bargain extra trap, cancel the wandering monster Throw out the stereotypes! Considering with him, trying to get more information? that was rolled up. The point is, the party the fact that everyone in the real world is The possibilities are endless. shouldn’t be wiped out by one bad die roll unique, it follows that the campaign world Another good example of this type of tie- or overplanned death-trap. If you let the should have individuals as well. Players in is demonstrated well by Tanis, from the PCs live (with low hit points or after using especially should beware of creating “no- ® saga. When he faced the up most of their magical items), they will personality” characters. The PC who re- Dragonlord Kitiara, he had to deal with feel that they have accomplished some- fers to himself as “the cleric” is probably the woman he loved, not some nameless thing wonderful—they survived and beat not role-playing. If the DM were to ask foe! Leave openings for your DM to work the unbeatable. what “the cleric’s” name was, the player with. Once you know a little bit about One last word on cheating: If you must would doubtless have to look on his char- your character, go on to create a personal cheat for some reason, never let the play- acter sheet. As a rule, when creating a history. Where is your PC from, and why ers know. After the first time they catch new character, players should think of did he start adventuring? Detail his family you cheating, they will always suspect that something unique about the PC, some trait and personality quirks, and get some idea the tasks they achieved had a built-in safety net, and much of the fun of playing will be spoiled. Use the Impossible Situa- tion with caution. Cheat if you have to, but make sure that the whole group’s needs are served when you do. Remember that being creative is as fun for players as it is for the DM; encourage your group’s imaginations, and you will open up new possibilities for adventure.

Creativity and uniqueness

DM: “A short, grubby wearing leather armor approaches you, and—” Player: “I bash him in the face with my axe, take his pouch, and go directly to the nearest jeweller. How much gold do I get?”

Creativity is the most necessary element for players and DMs in a role-playing game, since the game is played almost entirely in the imagination. However, too few players use their imagination as well as they might. In the example, the player believes that he is faced with a thief and no actual interaction is necessary, since the player is looking only for a little trea- sure. The DM is also at fault, for he has presented an encounter with a cliched, uninteresting NPC, and the player is only responding to what he has been given. For players and DMs both, the use of stereotypical characters is a serious mis- take. How many times have players run

DRAGON 13 of how he thinks. It is vital to know where DMs should make intelligent decisions for When someone does this, it brings the a character is coming from if you want to the NPCs and monsters they run; no one whole group out of the role-playing mood know where he is going. To use the exam- would argue that the party should play and the fun of gaming. The way good role- ple of Tanis again, think about what made dumb when faced with a nasty situation. players handle these situations is to direct him different from the other heroes. He Yet most DMs fail to run their characters their frustrations at the NPC or monster was a man torn between two worlds and as well as they could, for they know that causing the trouble instead of the referee. two loves: knowing both, belonging to the players will complain (and with much If an enemy sorcerer casts a magic missile neither. He had a developed background feeling) if they do. The only reason the spell at your thief, blame the sorcerer, not and real motivations that caused him to players do this, however, is because they the DM. Always react to the DM as a ref- act the way he did. Above all, he had a have not learned how to suspend disbelief. eree; that is his role in the game. The DM recognizable personality. These are the In most entertainment-oriented experi- handles disputes and makes rulings; he things that make some characters better ences, the audience willingly suspends does not cause the party harm out of ill than others. Take as much care making disbelief in order to participate. No one will. It may sound silly, but the truth is the PCs as you do in keeping them alive! stands up in the middle of Hamlet and that DMs are the best friends players yells at the actors because they are just have; without them, there wouldn’t be any Suspension of disbelief “pretending” to be Danish nobility. gaming. Role-playing is very much the same, in DM: “Since you do not react when the that the players need to accept the DM’s A final word kobolds pour three barrels of oil on premises for the whole thing to work. If a Role-playing, like anything else, can be you from their high vantage point, rules dispute arises, it is perfectly reason- overdone. When your party insists on their leader chuckles ominously as able for the players and DM to discuss the role-playing the purchasing of torches, the he drops the torch he is holding.” problem and work for a solution. When idea has probably gone too far. Use com- Players (in unison): “That’s not fair! You the players attempt to second-guess the mon sense. If the adventure is getting can’t do that! I can’t believe you’re DM, real problems occur. A good player bogged down by too much dilly-dallying doing this to us!” tries to work within the situation given on the part of the players, simply trim the him, while a poor player generally tries to role-playing back until it is at an accept- argue his way out (“I don’t think he’d able level. Not everything has to be role- Whenever a DM does something fiend- shoot at me, I’m only a cleric” or “Those played, after all. ishly clever or uses a carefully worked-out orcs aren’t smart enough to do that. They plan, the players inevitably scream bloody only have ‘low’ intelligence.“). The players Player: “You know, Mr. Blacksmith, I murder. The worst possible tactic a DM who stop the game to argue over such think that this is perhaps the best can have NPCs use against the party is the things are being immature by refusing to horseshoe I have ever seen.” same tactic they use against every single accept the DM’s storytelling and refereeing monster they encounter: thinking. But because things are not going their way.

14 DECEMBER 1992 DRAGON 15 Be to Your Referee by Stewart Robertson There have been several articles and Artwork by David Zenz letters in DRAGON® Magazine on how a Dungeon Master can make his AD&D® or D&D® campaign more entertaining for his players, but how many players consider what they can do to make the game more fun and easier to run for the DM? After all, the DM has to do a fair amount of work before every game to insure the enjoyment of the players It’s only right for the players to take part of the responsibili- ty as well. Good manners and a little con- sideration before, during, and after the Why fight game can make the experience more en- joyable for everyone in the group and the one make the role of DM much more reward- ing. Here are some tips for the thoughtful player. who’s running An experienced DM tries to create an adventure that suits the abilities and inter- the game? ests of the player characters. Part of an adventure might revolve around a certain item a character wishes to obtain, or a trap might be designed knowing one of the characters has a skill or magical item that will free the group. An important part of a game session could be left out if the wrong person is missing. In one game I was running, the characters spent weeks fighting their way to the lowest planes of Hades. The last night of the adventure, the final “Do or Die,” was shot to pieces when two PCs, one wielding a sword of fiend slaying and the other wearing an amulet of protection from evil, decided not to show up. A lesser disruption to the balance of the game is the player who only shows up occasionally. The DM who has carefully laid out the monsters, puzzles, magic, and treasures of a night’s game can have all his work waylaid when this occasional player unexpectedly shows up for one night. If you are a regular in someone’s game and you have to miss a session, let the DM know as soon as possible. You could sug- gest what your character is doing to keep him away from the rest of the party for that time. You should also phone ahead if you plan to show up for a game you infre- quently attend. Give the DM some advance warning so he can work any changes into the game and keep the game enjoyable for everybody.

Arrive on time This is simple manners. If you are an hour late for a game, one of two things

16 DECEMBER 1992 happens Either the other players wait for more time to put his adventures together that everyone chips into each week. No you, which cuts down the amount of time and give you more of a feeling that this is matter how it is done, the food should be they have to play, or they start without your game world. ready before the game starts. Don’t ignore you, so when you do show up they must If your DM doesn’t wish to share the the healthy snacks—carrots and celery stop playing to let you catch up with them. work of creating the next adventure, ask if taste great with a little chip dip. If you absolutely can’t avoid being tardy, you can create the village or city your call the DM and let him know how late character came from. After all, the charac- Less gab, more play you’ll be Then he can decide whether to ter had to come from somewhere, and Even the most serious players interrupt delay the start of the game or let your PC someday he and the party might visit the game now and then. Jokes and side catch up when you arrive. Some DMs there. With the DM’s approval, you can stories are a common happening in any might even find a way to work the charac- map out the village and write up some friendly group and help to make the game ter’s absence into the game. (“As you enter brief descriptions of a dozen or so people more enjoyable Still, constantly interrupt- the dungeon, Grunt the Warlord is sud- who would be important to the character. ing the game with jokes or stories about denly encased in a trap—an impenetrable The DM can then put “your” village some- previous adventures can be a source of globe of magic!“) where on his map for all the world to see. aggravation for other players. I’ve known He might even decide to run an adventure players who would give a complete de- Know the rules there some day. scription of an entire campaign at the least Most players of D&D and AD&D games opportunity. Equally annoying are the don’t buy the rule books until after their Food & munchies people who constantly make jokes about first game Instead, they have their friends It never fails. You’ve got your dice and the game at hand. I find it distracting to and the DM explain the rules as they go notes laid out and you’re ready for some have someone poking fun at everything along. It’s expected that a first-time player serious role playing, when suddenly some- the DM or other players say and do. Feel won’t have a full working knowledge of one on the other side of the table an- free to make jokes or comments when the game. nounces that she wants some soda, chips, they are appropriate, but don’t stray too Still, it’s a good idea if the player does pizza, or whatever. Now everybody has to far from the game you’re playing. Most of everything he can to learn the rules as wait while she goes to the store. all, know when to quit. soon as possible—not just the rules in the People enjoy their munchies, and during book, but exactly which rules the DM uses a long game they can be a necessity of life. Pay attention from the book plus his own house rules. But let’s make sure they don’t subtract Not everyone’s characters are going to When playing for the first time or joining from game time. There are several ways be directly involved at all times. Some PCs a game with a different DM, ask if you can to handle this. Everyone could simply might be split away from the main group meet with him before the game to gener- bring their own, or the players could all for a while, have a sleep spell thrown on ate your character and discuss how he agree to take turns buying the food. In my them, or fall in a trap everyone else prefers to run his game. Find out what current game, the first person who shows missed. Whatever the case, you should try rules he uses and any particulars of his up is sent out to buy pop and chips, paying to pay attention to what is happening. game. If you’ve never gamed before, then for them with money from a common pot Eventually your “absent” character will be buy a rule book as soon as possible or at least try to borrow a copy. Now the other players won’t need to wait until the DM explains everything to you and you can get right into the fun.

Offer to help Running a game is a lot of work, espe- cially if the DM is running it in her own home. Before a game, someone has to clean the room, sweep the floors, clear the tables, and all the other chores your par- ents always want you to do. After the game, a house can be a nightmare of note slips, scrap paper, soda bottles, pizza car- tons, and the cheese balls Russell threw at the miniatures to represent his character’s fireball spells. I’m sure nobody likes to do housework, but it wouldn’t hurt to volun- teer to show up early or stay after to help clean up. A half-hour of “hard labor” is little enough to give up for your fun, and it may keep the DM’s parents from closing the game down because of the mess.

Help create the world In addition to the more mundane chores of housekeeping, there are other jobs a player can do to ease the DM’s burden. In any large campaign world, there are a multitude of tasks to be done. Castles need to be created, cities laid out, NPCs put together, areas mapped, pictures drawn, and dozens of things photocopied. Offer to take some of this work upon yourself. Freed from these details, the DM will have

DRAGON 17 back into the action. Listen to the DM™ tell me just tell me how much damage the Some players don’t have the patience to This is another case of speaking out of characters did. The important thing is to sit quietly and listen. They start talking to turn: The DM is trying to describe some- keep combat moving swiftly. whomever is sitting next to them or begin thing, but the players interrupt with ques- going through any gaming books sitting tions before she is finished. I’ve run games Stay organized nearby. I’ve even seen players leave the in which I would be giving the players the Every new PC begins “life” with a fresh game table to turn on the television or dimensions to a room their characters character sheet that contains the name, play games on the computer. When their have entered when someone interrupted statistics, and starting possessions of the PCs were finally back into the action, the to ask if there were any monsters present, player’s persona. Soon it will be detailed game had to stop while they were brought My description of the monsters was then with his experience totals, new hit points, up to date. It’s better to pay attention so interrupted by someone asking about and lists of abilities and magical items, things won’t need repeating. what kind of treasures there are in the After a short time, this clean character room. By now I’m having trouble remem- sheet is a mess of altered statistics, party Wait your turn bering what I’ve already told the players, treasure, new magical items, and erased During the game, especially in combat, while the person doing the mapping is still information. there will be times when all players want waiting to find out the size of the room. Troubles can arise when a player or DM their characters to react But, it everyone Let the DM finish talking before you start needs specific information about the char- talks at the same time, no one can clearly asking questions. acter. Nobody likes to wait for someone to hear what is going on Some DMs go read through her notes, looking for one around the table and ask each person in Plan ahead small piece of knowledge buried in the turn what their characters are doing, Players can really get into combat. You’d mess. At the same time, one particular while others have the players roll dice for think some people were actually fighting possession or magical item can mean the initiative. Either way, wait until you’re these imaginary battles. Unfortunately, difference between succeeding, failing, or called upon before speaking out What- nothing destroys the excitement faster dying for your band of brave adventurers. ever you do, don’t interrupt someone else than a break in the momentum. Someone In one game I played in our characters Another type of interruption is note- who can’t make up his mind on what his were in the middle of a dungeon when passing. Notes can be very important in a PC is doing or who asks a dozen questions they were attacked by a medusa with six game, but if they aren’t used sparingly before declaring his actions destroys the troglodyte henchmen. She petrified one they can be another form of “talking” out illusion the DM has created. If you need to wizard, then began using her serpents’ of turn Unless what you are doing is ask a question, keep it short. Otherwise, bites while her troglodytes hacked away at supposed to be a secret from the other just announce your PC’s actions and roll the party. After five minutes of melee, the PCs. leave the note paper alone the dice as needed. Since I feel my players player of the “stoned” mage noticed on his are trustworthy, I prefer to have them character sheet a medallion of gaze reflec- make their die rolls at the beginning of the tion he had completely forgotten about (it turn, then call their names and have them was listed on his sheet under “Camping Supplies”). The DM then had to make a difficult choice: He could ignore the forgotten medallion and continue the combat, or he could pull the game back to the beginning of the battle and hope eve- rybody could remember how many hit points they had already lost and how many charges they had used from their magical items. As it was, nobody was pleased with the player of the mage. When you add information to your character sheet, try to keep everything as organized as possible. Write down the character’s magical items on one side of the page and the party treasure lists on the other. Write everything in pencil. If there’s something that you need to re- move, erase it instead of crossing it out. If the paper starts to get worn out or disor- ganized, get a fresh character sheet and recopy the current information. Above all else, keep your character organized.

Character stability Long-time role-players enjoy creating a new character every now and then. It allows them to play different roles and can add a little life to the game. But take it easy! I have seen players who want to play new characters or different classes every other game session. Experimentation is well and good, but how can the DM build any consistency into his world if the play- ers insist upon popping different PCs in and out without any warning? It also doesn’t make much sense for one person to disappear and someone new to show up 18 DECEMBER 1992 DRAGON 19 without reason in the middle of a Don’t ignore the obvious disappointed if nothing exciting happens dungeon. Finally, what happens if the Despite rumors, DMs are not gods. No to your character that night. It’s difficult player of a key character suddenly decides matter how hard they try, they cannot to run a good campaign, but it’s impossible to run someone new at a critical point of create an exciting adventure for every to have any enjoyable gaming if the play- the planned adventure? direction a party of adventurers might ers constantly try to go the wrong way. If you wish to create a new character, want to take. Nor is it their job to herd the discuss it with your DM. He can then find PCs into their next adventure as if they Future directions a good point to retire one character and were cattle. Instead, a good DM will put A good DM likes to run adventures the introduce another into the game. some obvious signposts in her games to players are interested in, so he wants to suggest one of several possible adventures. hear the opinions and suggestions of the The style of play She might tell the players about a legend players. This is important when a major There are as many ways to play D&D or of lost treasure, present a person or group expedition has ended and the next game AD&D games as there are DMs. While one who needs help, or just land the charac- starts a new adventure. Are there some DM likes a little thought-provoking mys- ters at the front door of the nearest loose ends from a previous adventure the tery, another prefers nothing but hack- dungeon. characters would like to explore? Is there and-slash fighting, and a third uses little or Pay attention to these subtle and not-so- some great task they wish to set for them- no combat at all. Many enjoy running the subtle hints. While the DM isn’t trying to selves? Is there some city or unknown interaction of the characters while others lead the characters by the hand, she still country they’d like to visit? Tell the DM! consider such things boring. One has no needs to inform them where the next The characters’ interests could wind up magic in his game, and another has magic possible adventure will take place. When being the focal point of the next game. around every turn. the players insist on ignoring everything Telling the DM the characters’ plans for There’s nothing wrong with any of these the DM has planned, then she has no the next game session also cures the styles of play, but different people prefer choice but to run random encounters, “wrong way” syndrome mentioned in the different kinds of role playing. If your DM create something on the spot, or resort to last section, since he now knows which doesn’t run the type of game you like, you forcing the characters into their next way the characters are planning to go and should find a DM who does. It may take a adventure. is able to concentrate on those directions. bit of looking, but somewhere out there is It is your choice as a player whether or a game to fit your preference. If you can’t not you wish to have your character go on Making life easier doesn’t require a lot of find one, consider running your own any particular quest. This makes you effort. All it takes is a little forethought game. Whatever you do, don’t try to force ultimately responsible for how much and consideration. By removing the dis- the present group to play the way you action your character sees. If the DM gives tractions and bothersome holdups from want them to. you three possible directions, don’t go the the game, role-playing games will be far fourth way. If you do choose to run away more enjoyable experiences for the other from the planned adventure, don’t be players as well as the DM.

20 DECEMBER 1992

Take some of the referee’s burden and speed up your game

22 DECEMBER 1992 by David Wilder Artwork by David Zenz

When playing a role-playing system like Who’s in charge? For example, Tom (a player) is running a the D&D® or AD&D® game, there are sev- The Speaker designates the marching mage who suffered a feeblemind attack eral roles the players can perform during order and coordinates the strategy of the during investigations into the properties of a the playing session that can make the game group with the input of the other players. newly acquired magical item. In order to more exciting. These roles help playability This player is the main speaker for the help the mage, the remainder of the party by taking some tasks from the Dungeon group to the DM, and it is recommended went on a quest. Instead of sending Tom Master and letting players assist in running that his character be the main speaker for away, the DM can brief Tom on a group of the game. Using the abilities of the players to the party to all nonplayer characters (this guards in the passages that the charac- help create the world in which their charac- makes it much easier to determine who is ters will need to explore. When the party ters live can make gaming sessions more speaking within the game context). Of encounters these orc guards, Tom helps exciting for everyone. Here are some course other characters should feel free to bring the battle to life by giving the orcs suggestions. interact, but the Speaker should be the names and personalities, adding tactics, and player in charge of the verbal communica- making the appropriate dice rolls. No matter Where are we? tion for the group. This role is best handled how good a DM’s repertoire of battle cries The Map Keeper is in charge of creating by the player who controls the PC with the and death yells, it can be a pleasant change visual aides from descriptions given by the highest Charisma rating, though a well- for everyone to hear a different voice. This DM. If a player character is actually map- spoken and clever player may take the role gives the DM much-needed time to prepare ping, the map and any other drawings may if her character has a reasonable Charisma. for future events or simply enjoy watching be kept by the players and noted or refer- The Speaker must be very familiar with the the players run the game, and it also helps enced in the chronicle (see later). If no PC is names, classes, and personalities of all the develop the players’ ability to role-play. mapping, then any written descriptions characters in the group. Obviously, a player can throw the game should be given to the DM when the PCs out of balance by treating such privileges leave that area. What went on? without respect. Referees should ensure that The player performing this mapping role The Chronicler keeps track of the story, players do not take advantage of situations need not be an artist, though he should have the goals of the PCs, major NPCs encoun- by making life too easy or hard for the PCs. graph paper and several pencils with good tered, important actions taken by the party Nevertheless, a game referee is just that: a erasers. This person primarily does the as well as by individual characters, and referee. He need not control the entire mapping for the group and creates the floor other pertinent information. This is an im- game. Generally, the more freedom players plans in important areas, such as areas portant role for solving puzzles and is often have, the more they enjoy playing, but game where melee takes place. The setting-up of critical for survival; thus, everyone should balance must be maintained by the DM. any other visual aides, such as PC and mon- keep appraised of what is in the chronicle ster miniatures and 3-D displays of walls, being kept, checking for corrections as doors, and other terrain features, are an necessary. If a module takes several gaming optional responsibility of the Map Keeper sessions, the Chronicler begins each session (with appropriate help from the DM). by reading the important events from the chronicle. Between gaming sessions, the When was that? notes taken for the chronicle should be During melee, a chase, or other time- organized, and the actions and events listed sensitive situations, the Timekeeper helps with their time and date. The DM should the DM and the players ensure that all consider using the chronicle to assist in actions are timed properly. At the end of experience-point determination and in creat- each round, the Timekeeper records the ing spin-off adventures. passage of time, working with the DM and other players to see that attacks, spells, The player-NPC etc. are timed correctly. The Timekeeper Situations frequently arise in which play- also keeps track of the current date, assists ers could run alternate characters. Perhaps the Chronicler (see later) in calendar keep- the party gets split up, a character becomes ing, and announces PC hit points regained paralyzed or unconscious, or a PC is killed. through rest. The Timekeeper also keeps Few things are more distracting to game track of when the characters have eaten, play than a DM and a player trying to roll how much food and drink are still available, up a character on the side while the game is whether food has gone bad or not, and any going on. Rather than leaving the player out other time-activated concerns of the party. of the game, allowing him to play an NPC This role is especially important in timed can keep everyone interested and involved adventures and encounters. in the adventure.

DRAGON 23 One important note on the player-NPC: It is not a good idea to allow players to run major NPCs (the master villain, the good high priest who sent the party, etc.). Not only does this make it much too easy for players to destroy game balance, but it is essentially playing with two DMs. While the “team DM” concept can work, it takes a lot of planning and practice.

Players can also assist the DM by running combat procedures and giving ideas toward overall campaign development. The idea is to increase the interaction of the players within the game and to allow players to use their imaginative talents to further create the fantasy world in which their characters live. Of course, the DM must act as a campaign editor to modify or eliminate suggested developments that would destroy playability. Still, increased interaction of the players with the DM makes AD&D and D&D games come alive, adding creative angles that would otherwise be lost. Remember that if you are a DM, these roles train your players to be DMs so that you can play, too!

24 DECEMBER 1992

by Ed Greenwood

Artwork by Dan Burr

s helped me into the smoldering, , Lord Mage of “They all had clones in preparation, I have armor, I was even more excited , appeared in his accustomed heard. They wisely confided little to any- than last time. If all went seat, across the table from Elminster of one, though perhaps a little more in me. well this evening, I’d lay eyes . Ask me in years to come, I suppose.” on the Head of the Order More than before, Mordenkainen’s “ is no more?” of Black Robes, one of frowning face resembled that of a hawk, Mordenkainen sighed—then sighed the most powerful sorcerers on all waiting for the proper moment to strike. again, gratefully, as the refilled jack of Krynn—the Fell One, Dalamar the Dark. Something had happened, and its awful- soup warmed his hands. “I believe so. I swallowed my fear and decided to ask ness was reflected in his dark expression. I Even with all my magic, I cannot be entire- one last time. “Are you sure I should—I swallowed in the close darkness. ly sure . . . but whether the lich-lord is mean, isn’t this too . . . dangerous?” Elminster nodded as if nothing was gone or not, the cost!” Elminster regarded me levelly. “He who amiss. A large drinking-jack drifted He stared unseeing at the far wall for a dares not, lives not,” he said, lowering the smoothly over to Mordenkainen. He took moment, then said slowly, “They were my helm over my head. “And think of thy it without a word, sniffed, sipped—then oldest, dearest friends, El. Fellows in privileged vantage point,” he added placid- drained it in a single long quaff, sighing magic—comrade-mages I could trust, and ly, as he sat down and puffed on his pipe. and letting it fall when he was done. you know how rare those are.” Mor- “Many mages, on three worlds at least, The jack halted an inch above the table. denkainen took a deep drink, then raised would give much to be here tonight, hear- “Another?” Elminster murmured. Mor- his eyes almost accusingly. “This has more ing what you will.” denkainen nodded, sharply. As the jack than soup in it.” Smoke curled up around his head. “Now sailed past me, I smelled hot leek and Elminster spread his hand. “Ye seemed belt up,” he added tartly, “’tis time.” chicken soup. to need it,” he said softly. And it was. An instant later, the crack- Mordenkainen stared across the table. Mordenkainen stared at him for a dark ling fire rose into roaring flames and spat “You know what has befallen.” It was a instant, then nodded. “Yes,? he said slowly. out eight tiny balls of flame. They formed statement, not a question. “Yes, I did. My thanks. I fear I am poor an upright circle in midair, spun briefly, Elminster nodded. “Will the Circle form company, this night.” then sank down into the flames again. As again, in years to come?” Elminster nodded. “Ye must grieve, aye,” the fire returned to its lazy snapping and Mordenkainen shrugged and said grimly, he said. “Yet ye must put it behind ye,

DRAGON 27 when the time is right, or be twisted for- me drink I’d be very foolish to trust you Dalamar’s eyes burned into his, as I held ever. The time to let it go is not yet, and as enough to touch.” my breath. After an eternity passed, Dala- ye say, the Circle may yet appear again . . . Mordenkainen’s face reddened with mar nodded—once-but he did not look but see if ye can set it aside for a time; anger as he turned slowly to lock gazes away. I wondered whom he saw as the ye’11 be the better for it. Besides—tonight, with the newcomer. “If you think to last victor. the lad has agreed to come.” long in the world of magic by insulting Elminster’s voice was almost teasing. “If Mordenkainen sighed again. “I just wish everyone you meet with, you are simple.” ye’re not thirsty, lad, I’ll drain that goblet more of these young, ambitious magelings “And, if ye cannot learn trust of others,” of thine. Will you eat, perhaps?” could see how close death lurks, and how Elminster added mildly, “ye are indeed a Dalamar’s slim fingers went out smooth- years of lore and learning and good works fool as well.” ly and closed around the goblet. “Your can be lost, swept away in an instant. I tire Dalamar snarled and rose. I cringed in message,” he said calmly, “promised talk of of their yapping and posturing.” the armor. “I can go elsewhere to hear magic. I will drink and dine, but speak: Elminster nodded, through spreading clever words tossed about by those who Why have you invited me?” rings of smoke. “They speak and act so think themselves mighty in true power!” Mordenkainen shifted in his chair, then because they think none can touch them. Elminster’s eyebrows rose, eyes sharp. spoke as though no hard words had been The good ones, when young, still get ex- “Do ye think,” he said to Mordenkainen, said. “Elminster and I came to agree that cited about saving the world, before they “our guest thought on all these barbed sharing lore about the magic we wield, discover it’s a task they must work at phrases beforehand—or fall they naturally and the doings of all who work it in our every day, and do right at every turn, with from his lips?” various worlds, would be of common no room for mistakes at all.” Mordenkainen gratefully intercepted his benefit—and even entertainment. After Mordenkainen nodded again, seeing returning jack, and drank. “I fear I’m not what has befallen the Circle, I see the need painful memories. Then he stirred and in the best of humor to hear such words, for the former more, and feel a strong said, “Yes—and so our tutors said, and whate’er his motives,” he said shortly. present need for the latter.” their tutors before them, before we were Dalamar snorted. “Downcast, because Dalamar leaned forward, his manner born, yet alone cast our first spells. the weak have fallen? So the famous Circle precise. “Yes?” Enough—I’ll talk no more of such things of Eight is no more. What is the loss in Mordenkainen looked to Elminster. The tonight. I live still. The worlds unfold as that?“ Old Mage gestured for him to continue. before. Tell me of lighter deeds and—” Mordenkainen caught his breath. His “The rules,” said Mordenkainen, “such as He fell silent, suddenly. Elminster was hand tightened around the jack. Metal they are, run as follows: We take turns calmly pointing, with the stem of his pipe, squealed in sudden protest as it crumpled trading news of magic, intrigues, and at the empty chair between them. A dark- in his fingers like paper. After a moment, beings who travel from world to world. ness had gathered above it, a gloom that Mordenkainen released his grip and stared All of us can hold back what we deem best was darkening swiftly and steadily. It was at its ruin in cold silence. kept secret. We speak of light things and a listening darkness that had grown eyes. Elminster addressed the ceiling, in a soft, mighty, as we feel moved.” Dark and lively with intelligence were considering voice. “Few of us have so Dalamar nodded. “Begin, then. I am here those brown eyes. Very suddenly, their many true friends, in any world, that we and will give you both lore in my turn.” owner was present. Dalamar of Krynn can afford to lose several at one time and Mordenkainen inclined his head. “Well, was in my study, sitting lightly at the not count any cost.” then—from our last meeting, I owe Elmin- table. He wore a simple, unadorned black He brought his eyes down suddenly to ster rather more information than he does robe. At his back the fire danced, reflect- meet Dalamar’s. I swear Elminster’s eyes me. So I’ll begin.” ing off his hair, his pointed ears, and his flamed. “Fewer still,” he added in that soft, He watched as his drinking-jack slowly slim lips. He looked very cool and very gentle voice, “are the archmages of any unfolded with a squeaking of metal, dangerous. age who appreciate an attempt by anyone stretching back into its proper shape, then “Greetings,” he said in a soft voice. “I to establish superiority over-them. Better, nodded thanks to Elminster. I saw Dalamar have come, at your calling. What news?” by far, to come as an equal.” raise his hand, just for a moment, but he Elminster smiled slightly. “Beyond what Dalamar’s eyes met his for a long moment, let it fall again without comment. ye’ve heard already, in all the time ere ye then the nodded. “As equals, then,” he The Mage of Greyhawk cleared his bothered to show thyself?” said. He looked to Mordenkainen, his face throat. “There is a certain wizard who Dalamar shot him a cold glare. “Have a now calm. “My apologies. I . . . see things mastered the ways between the worlds, care, old man. I’m not one to be laughed at.” differently than you, and am not accus- and the art of shape-shifting, while I was “I’ve many cares already, thanks, young tomed to gentle words in the Conclave: still an . He walks both Oerth elf,” Elminster replied mildly. “If ye cannot Mordenkainen sat unmoving for a long and Toril, and perhaps Krynn as well. laugh and take joy in thy Art, why wield it?” moment. Very slowly, he turned his head These days, he goes by the name of Dalamar’s eyes widened. “Why?” he and looked at Dalamar the Dark. His voice, Daunskul, though I knew him long ago as asked, amused. “Why, for power, of when it came, was calm but deeper than Iliphar Firemaster, and before that as course. Why ask me, Mage of Shadow- I’d ever heard it. “I’ll forgive you—as many Ilighar of Teflamm. He is” —the mage dale? You may be almost as many things as an apprentice is forgiven his ignorance, hesitated a fraction of a second, glancing I have heard said of you, but I doubt ‘sim- once or twice. Let it, please, be just once. at Dalamar— “not principled.” ple’ is one of them.” This once.” “What I would call a Black Robe?” Dala- Mordenkainen sighed again, eyes turn- Dalamar’s brown eyes flashed. “Don’t mar’s voice was carefully neutral. “Or is he ing away in disgust. “Power. Of course. patronize me. I have bound liches to my merely . . . disordered?” How many times have I heard that answer, service and lead the Black Robes of Krynn. Mordenkainen shrugged. “He is evil, and and from how many apprentices, down I am among the most powerful of all sor- he does as his magical might allows him. I the years?” He waved a hand. His empty cerers of my world.” know not if he would accept the concept jack set off for the kitchen. “Yes,” Mordenkainen agreed, sounding of order that you do, in Krynn. A rene- Elminster waggled a finger. A heavy both old and tired. “I know. Well, it’s gade wizard, ‘tis best to call him.” goblet that I’d never seen around my doubtful that I’m the most powerful mage Dalamar raised a many-ringed hand. A study before settled out of nowhere, in of Oerth, highly doubtful—yet if it came to bottle rose from a shelf nearby, drifted front of Dalamar. a test of magic between us, I know who under his gaze for a moment, then moved The elf regarded it as one might a coiling would prevail.” He paused, then added, “If over to Mordenkainen’s battered drinking- serpent. “You both obviously think me you set aside your pride long enough to jack and tipped to pour. The Lord Mage of simple—by your words, and by offering think about it, so do you.” Greyhawk thanked him with a nod and

28 DECEMBER 1992 continued. usually depart about then, in search of tarim still. Getting that spell, though, “This Daunskul, whatever his nature, easier loot.” might not be hard, if half the buffoons in has in recent days taken to calling himself Dalamar looked thoughtful. “I’ve seen Zhentil Keep command it.“ He raised his the Lord High Necromancer. He’s mastered something along that road,” he said. “Many eyes challengingly. “Would you try to stop most of the more useful and dramatic wizards among the Black Robes animate me if I came to Toril in search of it?” undead-related spells of Faerun— ‘imbue skeletal hands—crawling claws, you call Elminster shrugged. “No need. I’ll give ye undead with spell ability’ and the like, to them in the Realms—to guard a chest or the spell this evening, before ye leave.” make false liches—and I’ve recently heard vault.” He sipped from the goblet, sighed Dalamar’s eyes widened. “You would—” of a few wrinkles he’s come up with that with approval, and sipped again. “There’s he started to say, but his voice faded out. you might find entertaining.” even a mage of Krynn whose skeletal “Trust you that much?” Elminster’s voice Elminster and Dalamar looked on with hands fly about, swarming to the attack as was quiet. “Yes. That’s what this meeting is interest. Mordenkainen traced a cracked stinging insects do.” all about, isn’t it?” metal seam on the drinking-jack with a He stopped; both Elminster and Mor- Mordenkainen nodded silently—then finger, then watched it melt together denkainen were nodding. “Not news?” His looked sharply up as something large and again, now whole, with some satisfaction. voice betrayed mild surprise. dark sailed over his shoulder. “One thing he’s done is to animate skele- Mordenkainen chuckled and pointed at It was my cookie jar from the kitchen, a tons that are a little more the usual walk- Elminster. “You’re looking at one such large ceramic thing I’d bought because it ing bones.” mage whose guardian claws can fly about.” looked like some sort of haunted medieval “Like baneguards?” Elminster and Dala- Elminster wiggled a finger at a far cor- castle. I didn’t keep cookies in it, despite mar spoke together—then traded sur- ner of the room. In response, a slipper— the scrolled legend across its double doors, prised looks. Then, the younger one more one of my slippers!—moved slightly, then because it didn’t keep the air out and slowly than the other, they smiled. was borne across the floor by a scuttling, everything would go stale. As far as I “Not so magical in powers,” Mor- bony thing half-hidden beneath it. A mo- knew, it contained only a little dust—but I denkainen replied. “He calls them champi- ment later, it glided aloft—and out of view had a strong feeling I was about to be ons, I believe. They reflect back all spells behind a chair. surprised again. cast at them, and when destroyed they “That was one of mine,” the Old Mage of The jar stopped over the table, tilted rise up and re-form to fight again, a set Shadowdale announced, “ere I gave it to the over, and its lid spun away through the air number of times.” young lad whose dwelling this is—as a pet, to orbit the room. Two rolled parchments “Nasty to common folk and simple of course. Most of its powers I removed, to slid out and offered themselves to Mor- sword-swingers,” said Elminster. avoid giving him nasty surprises.” denkainen and Dalamar. Mordenkainen nodded. “There’s more. A pet, eh? In the darkness of the armor I “Please accept my apologies for the He’s come up with something called a began to sweat, as I could only wonder pottery,” Elminster said dryly. “I hid these ‘double spell’ that creates two zombies what other surprises Elminster had in it because of a saying in this world, from the remains of one you’ve just felled.” thoughtfully bestowed upon me— something about bad boys often getting Elminster nodded. “A very old trick; the surprises I hadn’t found as yet! caught with their hands in the cookie jar.” Zhentarim still use it from time to time. Mordenkainen picked up the discourse. Dalamar looked at Elminster sharply— I’ve never heard of it working on anything “A rather hostile mage who raised his then began to laugh easily. Mordenkainen’s more powerful than the minor mage-made tower in the Pomarj—his greatest mistake; deep, rolling chuckles joined in. undead, the skeletons and zombies. I am it’s gone now, of course—had his claws Abruptly, bottles, trays, and fridge- surprised it hasn’t faded from use.” fire ‘magic missiles’ at intruders. ‘Flying shelves of food flew toward the table from Dalamar seemed thoughtful. “Small fingers,’ he called them, and I’ve also heard all directions. There was a brief flurry of magic, yet I can see where it would be the term in Faerun, in ; I be- good-natured jockeying for air-space con- useful to some, soon to be discarded for lieve the mages I overheard were speaking trol, a chaos of cutting cheese, spearing more . . . efficient magic. It could prove of their appearance in Undermountain.” pickles, and opening containers, and, in amusing at the right time.” Dalamar cocked his head. “Would you the end, a trio of satisfied sighs and chew- The Old Mage continued. “My turn—and call one that passed on a ‘chill touch’ spell ing sounds. I’ve something even smaller in Art. The a ‘frost fingers,’ then?” After a time, Dalamar murmured appre- Zhentarim, again, are the source.” Elminster winced and looked pained; ciation of my mustard and said, “My turn. Mordenkainen grinned. “Of course.” Mordenkainen groaned. “That’s a spell by I’ve word of a spell brought to Krynn, only Elminster set down his glass to reach for itself,” the Lord Mage of Greyhawk said. “I a few days past, by a sorceress who the pipe floating beside his nose. “Picture a wonder if a claw could be enspelled to claimed to have been given it by a wizard warehouse,” he said lightly, “or a strong- take a ‘finger of death’ spell?” of Faerun, in trade for a wand. Estel cellar, or the vestibule of a lowly wizard’s Dalamar betrayed no expression at this, Raghara, her name is.” He looked at Elmin- tower. In it stands a guard—a zombie.” though his mind seemed aflame. “I have,” ster, but the Old Mage shook his head. Dalamar nodded, his interest sparked. he said carefully, “heard of mages who “The ‘whip of pain,’ she calls it.” “I’ve seen such.” tipped the finger bones of claws—ones Elminster nodded, slowly. “There is a Mordenkainen also nodded. “A trap?” they were sealing up in chests or tombs as priesthood in the Realms—it originated on “Aye. The zombie fights and is so placed guardians, away from the air—with con- this world, I believe, interestingly as to block passage onward—it must be tact poison? enough—that worships Loviatar, Maiden of fought and bested. It is too confined to be Elminster grunted. “A simple thing, Pain. They have such a spell. For a long turned, for it cannot move away. Yet if it is though rarely considered. While we’re on time, the Zhentarim have been trying to struck of harm, or dispelled by a priest of the subject of magical hands, I hear devise a similar magick.” might, the trap is sprung: The zombie’s Manshoon—or an apprentice now beyond “Them again?” Mordenkainen said, torso explodes, and a keg-worth of nails his reach—has released the secrets of a around a cheese-and-turkey sandwich as within is hurled all about.” spell that he devised some years ago. thick as my forearm. “Busy folk.” Dalamar attempted to suppress a dark Many of the Zhentarim now use it. It Dalamar looked interested. “You think smile. “No doubt, when the survivors get causes xornlike, clutching hands to rise they mastered it—and she got it from a through the door it was guarding, or into out of a stone floor after ye’ve stepped on Zhentarim in need of a wand.” the next area, they’ll see another zombie . . .” it, as a surprise.” “It sounds that way, indeed.” Elminster Elminster grinned back, nodding. “And, “Manshoon,” Dalamar said thoughtfully. smiled and shook his head. “Considering trapped or not, it makes them think twice. “He can’t be such a fool as the few tales our backgrounds,” he added, “magical The lazy-cudgels and the sneak-thieves I’ve heard hint, or he’d not rule the Zhen- ethics is a topic perhaps reserved for a

DRAGON 29 later gathering, when hearts are lighter hands on his mug. “There’s plenty still to way through, and he added, “Forgive me. and we are all more at ease. Yet consider drink.” I’ve been through a lot these last few that Brotherhood—for so they style them- “Aye, of course. They do wonderful days.” selves, and few women seem to rise far in things in this place with chocolate sweets, “It grows late,” Dalamar observed qui- their ranks, though I know of no formal too.” etly, though he didn’t appear the slightest impediment to female advancement— Dalamar relaxed as he sipped his wine. bit tired. “I’ve enjoyed our conversation consider it as an influence in the Realms, “I can wait for dessert. I seem to owe a and meal together. My thanks to you both.” armed with open and brutally wielded measure of lore to you both. I’ve not told “Our thanks to you for taking the risk of magic. A good case, I hold, for the view you anything new to your ears, yet.” coming,” Mordenkainen rumbled, and that those who wield Art in earnest are Two silent hands waved at him to con- yawned again. “Sorry,” he added, when he too dangerous to rule or act in concert tinue, as the other mages slurped coffee in was done. without the fetters of restrictive rules and unison. Elminster yawned in turn. “A catching other powers set against their might, in “This concerns an item of magic, not a habit, I fear.” His warning eye turned my balance.” spell,” said Dalamar. “It may have found its way, just for an instant—and the yawn “Yes,” said Dalamar, eyeing the ceiling, way to the Realms by now. The priest building inside me died a quick, cold “that is a topic best left until we know Ralamar Istrann, an Elder of Paladine, is death. each other better. Yet I confess I would one who wields it. He is a keen explorer of Dalamar pushed back his chair and like to learn more of this band of wizards, worlds other than my own, though I am made as if to stand, then hesitated. if only to understand how they can be not sure his fellows well appreciate his “There’s one more thing I’m curious such dolts and still hold power.” hobby. Several faiths in Krynn use such about.” “The short answer, I think, is a talent for weapons now, and I suspect the gods Two right-hand eyebrows rose, as one. enthusiastic and ruthless persistence,” sometimes bestow them on devout com- “It concerns the Realms,” he went on. “A Mordenkainen said, “but I’ll bow to Elmin- moners, to further their ends.” Black Robe of minor consequence recently ster’s local expertise.” Mordenkainen set down his coffee. “This returned from Undermountain, more or “And I’ll tell ye both that the short an- wouldn’t be a flail that sounds bells, would less intact but merely wiser rather than swer we’ve just heard is correct, so far as it?” richer. My colleague encountered there it goes—and we’d best leave a full dismem- “Ah, it would.” Dalamar gave a faint, what he thought was a beholder. It berment of those unsavory sorcerers for rueful smile. charged at his band of companions with- another evening.” The Old Mage of “Good ideas make the rounds, you out using magic at all. The foremost war- Shadowdale waved his hands. Obediently, know,” the Lord Mage of Greyhawk said. rior was white with fear, the Black Robe water ran in the kitchen, and a floating “They’re never plentiful enough to be told me, but swung his blade nonetheless. line of dirty plates and emptied wrappings safely ignored, in matters of true magic.” At the blade’s touch, the thing split like a rose from the table and started back down “Say on, Dalamar,” Elminster put in. “I’ve sliced grape. A swarm of tiny flying rep- the hall. heard news from Impiltur about some- licas came out and pounced on all there, Mordenkainen raised his head, sniffed, thing like this, but no details. Say on.” drinking blood like stirges. He has the and bellowed suddenly, “Coffee!” Dalamar nodded. “It’s called a ‘fleeting sucking wounds to prove it. Have you any Dalamar raised his eyebrows. “Is that a flail’ in Krynn. It strikes four times, each idea what the thing was?” drink? It sounds like an interesting sub- time with less of a magical assist, and “Ah.” Elminster looked old and wise. “It ject, to be sure, but more so than the thereafter shows no magic until new was a death kiss, a creature found in Zhentarim? They must be dull fellows.” hands wield it.“ northern Faerun that looks like a behold- Both the older archmages chortled—then “Useful for temporary aid to thy wor- er, but has no magic. Its eyestalks are sighed, one after the other. shipers,” Elminster said, nodding. actually sucking tentacles. It drinks blood; “I can see,” Elminster observed, as three “Four peals of a bell are heard at its first some folk even call it a ‘bleeder.’ Thy col- steaming mugs came serenely down the and best magical blow,” Mordenkainen put league met with one about to spawn. I’ve a hall, past the floating line of dirty dishes in. “Then three, then two—marking by paper, somewhere, written by an eminent heading the other way, “that these eve- how much it is aiding the wielder’s attack.” member of the guild of naturalists, about nings won’t have to be dull.” He looked to Dalamar nodded. “That’s it.” He hesi- death kiss spawn; I’ll bring it for ye, next Dalamar. “I take it that you’ve not gained tated, then added, “You’re no doubt both time.” this whip spell, yet?” familiar with rings that allow one to read “And that time will be—?” Dalamar asked The Black Robe wizard snorted gently. the thoughts of those around.” smoothly. “No. I laid plans to acquire it—and any- “The ‘ring of ESP’?” Mordenkainen raised In answer, Elminster’s fingers circled in thing else of note that Estel bore—but she, a finger to show a light patch. “I wear one the air, leaving trails of flames in their alas, outwitted me.” myself—except when meeting wizards, wake. Mordenkainen joined in, and Dala- “It happens to us all, lad,” Mordenkainen when it might be considered impolite.” mar looked startled for an instant, then said gruffly. “So long as the experience is Dalamar’s eyebrows rose, but his expres- frowned a little and moved his own fin- not fatal, escaping it’s a matter for thanks, sion betrayed nothing. It was Elminster gers. From what I could see, the three not regret.” who chuckled. archmages appeared to be engaged in a There was a silence. “You miss your “I’ve a simple little magical item to lay brief flurry of silent signing that looked Circle of Eight,” Dalamar said softly. Mor- before ye both,” the Old Mage said. “It’s a rather like children playing Scissors, Pa- denkainen nodded once after a pause, his ‘cloak of healing,’ used by many faiths in per, Stone. Suddenly they all nodded, gaze drifting away. Faerun—just a normal cloak, but when together. “Until next, then,” said Dalamar. Dalamar kept his thoughts to himself. He donned it heals an injured mammal of any A moment later, the study was empty— sniffed his coffee, frowned, then mur- sort. Many of the larger temples and mon- leaving me trapped in the armor, hanging mured a word. The steam vanished as it asteries have some. A given cloak works on the wall from at least two stout hooks rose from the mug, and the mug as well; only once for each being, and not many that I couldn’t reach. I let out my breath now a crystal wineglass, frosted with cold, times in any event. I’ve been dragged back after a few seconds in a very long sigh. I was lifted in his narrow fingers. from near the grave a time or two by was exhausted and felt giddy. Sweat Elminster leaned back unconcernedly in what looked like little more than a tattered dripped from the end of my nose. his chair. “D’ye like ice cream, to finish up old wrap discarded by a merchant in favor “Elminster,” I said pleasantly to the emp- with?” of a newer and better shoulder-rag.” ty air. “About this armor . . .” “You mean, to finish the food,” Mor- “Handy, Mordenkainen said. “Get me A chuckle answered me. “Etiquette, dear denkainen said reprovingly, warming his one.” His chuckle turned to a yawn, part boy,” came a voice from the empty air

30 DECEMBER 1992 nearby. “We must all leave together, ye save is successful, the spell works only as of force, emanating from the fingertips of see.” a small explosive puff, doing 1d4 + 1hp the caster’s hand (or, for a caster lacking a As he lifted off the helm, I raised my damage. If a delayed blastbones spell is hand, from the end of whatever is left of right eyebrow, just as I’d seen it done. He cast on remains before they are animated the caster’s arm). This crackling, coiling chuckled again and asked, “Hungry?” as undead, no saving throw is granted, line of purple sparks can be wielded as a and the animation does not impair the lash in battle and strikes opponents up to future operation of the blastbones. 10’ distant. For your campaign The material components for this spell The whip of pain functions as a +2 Readers familiar with events in Oerth are a drop of water, a fleck of dust, a magical weapon. If the wielder successful- will note that this evening occurs shortly pinch of ash, and the bones to be affected. ly strikes a target, there is a loud snapping after the events of module WGA4 Vecna sound, and the target must make a saving Lives, and well after the War of the Lance Double spell throw vs. spells and a Constitution check. and the subsequent disappearance of (Necromancy) If the save fails, 4d4 hp damage are suf- Raistlin, in Krynn. Level: 3 Range: Touch fered; if it succeeds, the target takes only As usual, I have since wormed informa- Comp.: V,S,M Dur.: Special half damage. If the check succeeds, the tion enough out of Elminster to present CT: 1 rnd. ST None target feels only enough pain to suffer a the AD&D game rules covering the spells, AE: Special -1 penalty to his very next attack roll. If magical items, and monsters mentioned in This rare spell affects only simple un- it fails, the target is wracked by pain on the mages’ conversation. dead (basic zombies and skeletons from that and the next round, which lowers his humans, demihumans, humanoids, and armor class by one, places a -2 penalty animals, but not the variants based on on attack rolls, and makes it impossible for Wizard spells these body forms, such as crawling claws, him to concentrate enough to cast any ju-ju zombies, and baneguards). To take spells. Blastbones effect, this spell must be cast on newly Further spell-casting by the whip- (Evocation, Necromancy) created undead or remains that are to be wielder, the successful application of dis- Level: 2 Range: 40 yds. immediately animated, within three pel magic, or the unconsciousness of the Comp.: V,S,M Dur.: Special rounds before or after the casting of the wielder will cause the whip of pain to CT: 2 ST. Special animate dead spell that creates the un- disappear, ending the spell. (The wielder AE: Bones, up to 3 cu. ft. total volume dead. It operates only if triggered, and the can trigger magical items like wands with This spell allows the caster to shatter triggering can be one of two sorts, of his other hand without ending this spell.) bony material in a violent explosion. These which one must be chosen during casting. The material components of this spell bones may be either part of a simple un- The most commonly chosen trigger is are a drop of the caster’s blood and one of dead skeleton or zombie, or inanimate magic. If any magic (including a dispel the caster’s hairs. skeletal remains, which can be any num- magic spell!) is cast on the undead or cast ber of small, disconnected pieces. The to include the undead in its area of effect, Manshoon’s xorn talons spell can be cast to take effect immedi- the undead vanishes, and two full-hit-point (Conjuration/Summoning) ately, or set to be triggered at any later replacements appear in its place. Replace- Level: 5 Range: 10’-70’ time, at conditions governed by a verbal ments appear at the beginning of the Comp.: V,S,M AE: Special summary identical to that used in a magic round after the one in which the original CT: 5 ST: None mouth spell. vanished. This is a one-time-only occur- Duration: 1 trn. + 1 rnd./lvl. If acting immediately, the spell causes a rence; multiple double spells won’t work This spell, also known as “stony hands”’ skeleton, pile of bones, or the like to ex- on the same undead, so ‘doubling’ can’t be creates an invisible half-moon arc in front plode in a blast&hat affects a 20’-diameter made an ongoing process. of the caster, set from 10’ to 70’ distant. To spherical blast area. Beings in the area are A separate double spell is required for function at all, the spell must be cast on a allowed a saving throw vs. spells for half each undead to be affected. This spell only solid, level surface, such as a floor, lawn, damage; if it fails, they take 2d4 hp dam- creates duplicates of the targeted undead, clearing, or flat roof (the surface can be age from bone shards. If the skeleton is not other sorts of undead. Any equipment covered by water, but it must be no more undead, it is destroyed in the explosion. carried by the original undead vanishes, than a foot deep). The arc is 12’ across at Animated skeletons and zombies of hu- consumed by the activated spell, and is not its center, and its curving “horns” are 20’ mans, demihumans, humanoids, and ani- duplicated for either of the replacements apart; if solid, nonliving objects (such as mals are affected, but not those of giants (magical items are teleported away to a walls, furniture, or stalagmites) are in the or nonhuman monsters, or those that are random location’ not destroyed). area of casting, or if the space is too small part of more powerful magical beings like The second trigger is clerical turning or to permit the half-moon to fully form, the liches or mummies. disruption. When these are used against spell does not take effect and is wasted. If set as a trap, the spell causes an identi- the guarded undead, it vanishes and is Any living being except the caster who cal blast, but the damage may be aug- replaced by two full-hit-point, identical enters any part of the crescent-shaped mented by other material placed replacements that are immune to turning area of effect is instantly attacked by 2d4 deliberately to serve as shrapnel. A favor- or disruption! (The same restrictions on stony taloned arms. These nonliving, unin- ite trap use for this spell involves a zom- undead type, occurrence, and equipment telligent magical constructs resemble the bie, set as a guardian. When it is attacked apply as for the spell’s other triggering.) upper limbs of living xorn. They erupt for a total of 6 hp or more damage, it The material components of this spell from the ground and grasp at any targets explodes in shards of rotting flesh, bones, are a drop of blood, a small glass prism, for 1-2 hp crushing damage each (THAC0 and nails (placed inside it before anima- two hairs (from any source) and the un- 6); a successful hit means the clawed arm tion). Any beings within 30’ are hit by dead or remains to be affected. is holding its victim fast, inflicting no fur- 1d20 nails (no saving throw); each nail ther damage on it. (Talons rise only where does 1 hp damage. Characters 31’ to 45’ Whip of pain an intruder steps, not all across the half- distant must make two successful Dexteri- (Evocation) moon, so the area of effect can be deter- ty checks to escape all damage; if one Level: 3 Range: 0 mined only by trial and error.) check succeeds, only 1d4 nails strike; if Comp.: V,S,M Dur.: 1 rnd./lvl. Once they’ve grabbed victims, the arms both checks fail, 2d8 nails strike. CT: 3 ST! Special simply hold on until the spell expires. In all cases, undead receive a saving AE: Special Trapped victims cannot move beyond the throw against a blastbones spell; if the This spell creates a whiplike, flexible line stretch of their limbs. They suffer -2

32 DECEMBER 1992 penalties to all attack, damage, and saving- ingness. They function only on nonmagical throw rolls, and lose all dexterity-related mammals of any sort (including humans, Skeleton, champion armor-class bonuses. The talons do no demihumans, and humanoids of up to These rare undead are simply normal more damage, but a trapped victim who ogre size, and even including Pleistocene undead skeletons treated with secret tries to tear free must make a successful mammals such as mastodons, but exclud- necromantic spells so as to have extra open-doors roll; and each failed attempt ing such magical, “unnatural” beasts as powers. When “killed,” champion skeletons does 1 hp damage to the victim. unicorns, pegasi, griffons). The cloak does collapse just as normal skeletons do—but The talons are AC 0, and each must be not work on undead or already-dead per- unless a dispel magic is cast on their re- dealt 55 hp damage to shatter it. Spells sons, and it cannot regenerate lost limbs mains, or all of the bone shards are im- that affect stone can be used against the or organs. mersed in holy water, they will re-form talons (stone to flesh and rock to mud both XP Value: 400 GP Value: 6,000 and animate (“rise”) 2d4 rounds later at affect the talons for 1d4 +2 rounds, lower- their full hit points, then attack all living ing their effective AC to 7, and making Fleeting flail + 4 creatures (except their creator) in the them suffer double damage from all at- This weapon bears a special, limited-use vicinity. This rising up is accompanied by a tacks), and a passwall spell destroys the enchantment. In any round in which a pale-white, flickering burst of faerie fire talons in a pathway equal in extent to its successful attack roll is made with it, the radiance known as ‘coldfire,’ which lasts usual area of effect. Spells such as move flail strikes before all other weapons and for one round. Any living thing that touch- earth, which physically affect terrain, do does its full possible damage. The first es or attacks an undead emanating cold- not work against the talons. Dispel magic time it strikes, four rolling peals of an fire suffers cold-based damage of 2d4 hp spells shorten the duration of talons by unseen bell will be heard; the second time (this damage is not gained as hit points by one round per spell, but have no apparent it hits, three peals are audible; the third the undead). Champion skeletons are immediate effect—they do not cause talons time the flail strikes, two peals are heard; enchanted to rise up three times each. to open, pause, or fade away. A dispel and the fourth time it strikes, a bell tolls Champion skeleton: INT non-; AL N; magic cast in an area cannot prevent this once. Thereafter, the weapon exhibits no AC 7; MV 12; HD 4; 25 hp each; THAC0 17; spell from functioning if the latter has not magical properties until it is wielded by a #AT 1; Dmg: by weapon type or 1-2 hp yet been cast, or if it has been cast but no new being, whereupon the cycle of four when fighting unarmed; SA coldfire; SD talons have yet manifested. It does shorten magically assisted strikes occurs again. No immune to all cold-based attacks, all spells the spell duration as noted if cast within being—even if regaining a particular fleet- are turned 100% (as a ring of spell turn- nine turns of the casting of Manshoon’s ing flail many years after first wielding it— ing), edged or piercing weapons do only xorn talons. can ever gain a second four-strike cycle. A half damage; SZ M (6’ tall); ML 20; XP The material component of this spell is a wielder who loses possession of the flail 1,400; MC1. Holy water does 2d4 hp dam- piece of xorn flesh; bone, talon, or hide. before exhausting its magic, but later age per vial to them. regains use of the same weapon, picks up at the point he had reached earlier in the Spawn, death kiss Magical items flail’s descending cycle of magic. In some cases, death kisses (see the “XP Value” shows the experience points XP Value: 500 GP Value: 7,000 Ruins of Undermountain boxed set, gained by a being who makes (enchants) “Beholder-kin/Death Kiss”) meet and mate such an item, not by one who merely without battling to the death. If such a comes to possess it. “GP Value” is the typi- Monster notes “love match” occurs (one time in six), the cal market price for the item in the two death kisses involved soon part to FORGOTTEN REALMS® setting, to a buyer Flying fingers hunt again in solitary fashion. Inside their who does not sense the seller is desperate These flying hands are specially en- bodies, however, 5d10 buds develop, feed- for cash. PCs do not normally know the chanted crawling claws (from MC3, the ing on the bodies and blood of the “going market rate” for any magical item. first FORGOTTEN REALMS supplement to parents—and driving the pregnant death the ) that have kisses into a reckless feeding frenzy. Ring of ESP been imbued with the power of flight. A month after mating, each parent has This plain brass ring is a magical item They are almost always (90%) encountered become a manic husk, hollowed out from that enables an intelligent wearer of any as guardians of a specific area or object, within by its offspring. It continues feed- class or race to use ESP as per the wizard but their orders may allow them to pursue ing and fighting until it becomes so fragile spell, up to three times per day, and up to intruders or be freed to wander, usually that a single blow causes it to burst open, one turn duration per time; it can be end- attacking all living creatures they encount- and its hungry, mobile young spill out, ed earlier by the mental command of the er. Their goal is invariably to attack who- darting immediately to attack any living user. The wearer of such a ring gains a ever causes the removal or destruction of creatures they can find. These spawn, + 1 bonus to all saving throws against whatever the flying fingers guarded (if starved for blood, form a voracious enchantment/charm spells, whether or not the wording of their orders during their swarm. Given spherical area of open air at the ring is active when the spell strikes. creation was careful enough). They typi- least 10’ in diameter around the target, up XP Value: 2,000 GP Value: 16,500 cally swoop to the attack, fighting until to 14 spawn can attack a single human- destroyed. size target in a round. Cloak of healing Flying fingers: INT non-; AL N; AC 7; Death kiss spawn: INT average; AL This magical item can appear as any sort MV 9, Fl 14 (A); HD ½; 4 hp each; THAC0 NE; AC 8; MV Fl 9 (C); HD 1; 5 hp each; of ordinary cloak: leather, hide, black 20; #AT 1; Dmg 1d4 (targets with AC 8 or THAC0 19; #AT 10; Dmg 1 ( X 10); SA blood cotton, or tattered sheepskin. Placing a better) or 1d6 (targets with AC 9 or 10); SD drain (automatic 1d4/round, beginning on cloak of healing on any living mammal immune to turning and holy water, edged the round after 1 hp damage attachment); causes the cloak to pulse with a sudden, weapons do them only half damage (magi- SZ T (8” diameter, tentacles to 2’ long); ML bright, rosy light. When the light fades, cal weapons do only “normal,” nonmagical 19; XP 120. one round later, the being who donned it damage to them, though attack bonuses is instantly cured of any diseases, poison- still apply); MR 100% (they will turn back Here it comes! ings, lycanthropy, or curses (not including all spells cast at them as a ring of spell geas or quest spell effects), and all current turning does); SZ T (6” long or less); ML Wondering what TSR is about to do hit-point damage. 20; XP 270; appear in the Ruins of Under- next? Turn to “TSR Previews” in this Such cloaks function 2d4 + 1 times; at mountain boxed set’s adventures booklet issue and find out! their last functioning, they fade into noth- (“Monster Guide” section).

34 DECEMBER 1992

continue to exist only as an inferior nonplayer character? As to what can be done to make players pick up the challenge of being a fighter, I have inde- pendently arrived at three conclusions. As I have already mentioned, players need incentives to play characters, and each of my proposals deals with this aspect of player psychology. First, I propose that the amount of experience points needed to achieve new levels be reduced by 20% per level for the fighter, making it necessary for a fighter to accumulate only 1,600 XP to reach 2nd level. Second, instead of awarding fighters 1d10 hp per level, they should be awarded 1d12 or even 1d10 + 2. Finally, if one or both of the above measures fail to make the fighter class more attractive to your players, simply increase or improve the “Forum” welcomes your comments and opin- fighter class is definitely worth a second look. followers that the 9th-level fighter receives. You ions on role-playing games. In the United States Steve De Young could even do this to suit your campaign, having and Canada, write to: Forum, DRAGON® Maga- Redlands CA knights or Arabian camel-riders appear. Give zine, PO. Box 111, Lake Geneva WI 53147 U.S.A. fighters exciting followers, have them enter the In Europe, write to: Forum, DRAGON Magazine, In issue #180, Mr. Paraschiv identified the service of a noble, or grant them noble titles. TSR Ltd, 120 Church End, Cherry Hinton, fighter class as being “in danger of extinction.” I Fighters can be exciting with a little imagina- Cambridge CB1 3LB, United Kingdom. We ask would like to address this issue and to highlight tion—not every warrior comes from the local that material submitted to “Forum” be either two or three important points. town! With a little creativity, the simple fighter neatly written by hand or typed with a fresh I have been playing fantasy role-playing games will live on as a PC in the AD&D 2nd Edition ribbon and clean keys so we can read, under- for six years now and have been playing AD&D game. stand, and input your comments. We will print 2nd Edition games for a considerable time. The M. J. Simpson the complete address of a contributor if the campaign I am currently DMing has only served Sutton Coldfield, West Midlands, U.K. writer requests it. to emphasize Mr. Paraschiv’s view. I strive to make magic a rarity; it is both enchanting and Victor Paraschiv brought up a good point in deadly when encountered. For this reason, his letter to “Forum” in issue #180. Mr. Paras- there are not many player-character mages in chiv stated that the fighter class in the AD&D the adventuring parties, so one should expect a 2nd Edition rules is still inferior to other classes, great many fighters in the group. Sadly, this is even though it has weapon specialization. I am writing in response to Victor Paraschiv’s not the case. Of the 24 different PCs that have Even this is lost to them with the introduction letter (issue #180) about the role of the fighter dared to challenge my most nefarious adven- of other classes in various campaigns, such as class in the AD&D® 2nd Edition game. In this tures, three have been fighters and not one of knights of Solamnia (in the DRAGONLANCE® letter, Mr. Paraschiv expressed the opinion that these has managed to advance beyond 5th level. campaign) and gladiators (in the ” the fighter class is inferior and in danger of It is not just my campaign that is plagued in this campaign). Both of these classes are able to extinction. I could not disagree more. way; many of the adventuring parties that I specialize and gain even more abilities. When First of all, I would like to refer Mr. Paraschiv referee have the same lack of fighters. Though my group played in the DARK SUN campaign, it to The Complete Fighter’s Handbook. The use of this is not a symptom of bad DMing, it is the consisted of over 50% gladiators, and we all these optional rules greatly enhances both the DM’s problem. agreed that with these rules, no one in his right strength of the fighter class and its playability. Naturally, I have tried to combat this by mind would play a fighter. Since the publication of the 2nd Edition rules, encouraging players to take up the fighter’s One way to make fighters at least a little I have participated in three separate campaigns. role, yet it seems preferable to play rangers, better is to allow only fighters to have an excep- In these campaigns, I played a dwarven myrmi- paladins, or even thieves instead! The AD&D tional strength rating and also allow only fight- don, a human berserker, and a human gladiator. 2nd Edition game’s fighter is sadly lacking in all ers to have a constitution bonus of + 3 or All of these characters were among the most important special abilities that players hunger greater. This still doesn’t make fighters that powerful in their respective parties. for. Despite a fighter’s freedom to choose any much better, but it is a start. If anyone else has Fighters have a distinct advantage at low alignment, weapon, and armor, players are any more ideas, I would like to hear them. levels. First, they have more hit points and reluctant to play them. Even the advent of Selman Halabi better armor classes, thus making them superi- weapon specialization does not compensate for Toronto, Ontario or to other classes in survivability. Second, they the fighter’s ability deficiency. Let’s face it, a + 1 are capable of doing far more damage than any bonus to attack and a +2 to damage are not I’d like to comment on Mr. Paraschiv’s view of other class. For example, a first-level mage is greatly appreciated when, for similar attribute the fighter class. According to Mr. Paraschiv, capable of casting one magic missile in combat, scores and experience points, one can be blow- fighters, especially humans, are the weakest of doing 1d4 + 1 hp damage. Compare this to a 1st- ing the hell out of the enemy with Melf’s minute all classes. level berserker, who can do 2d4 + 11 hp damage meteors and fireball as a mage—a much more However, if we compare the fighters with the three times every two rounds (assuming 18/00 exciting alternative. And why bother playing a other classes, it is obvious that the fighter is Strength and specialization with the two-handed fighter when one can play a cleric and cast second to none when it comes to defeating the bastard sword). Clearly, fighters are essential to spells, turn undead, and get priestly benefits, all evil monsters attacking all those frail mages and a low-level party. for fewer experience points per level? thieves. Warriors do have a higher bonus for At higher levels, with magical weapons, fight- Once the fighter has struggled through the high constitution scores, have possible excep- ers retain their value by representing a reliable lower levels to arrive at name-level status, he tional strength, have more attacks per round, source of damage, each and every round. No finds his friends have greater powers. Perhaps and generally have more hit points than other chance of spell failure and no memorization he is daunted by the prospect of adventuring classes. Only priests can hope to equal the limits—just a constant source of major damage with these people or feels inferior to his cous- fighter in a fair fight and they sometimes work to foes. ins, the ranger and paladin. under severe limitations imposed by their faith As to the issue of whether the ranger and Sadly, players don’t realize the joys of role- (unless you’re a follower of Tempus). paladin classes eclipse the need for fighters, playing the simple fighter—and make no mis- Now, let’s consider the other warrior classes take the example of my previously mentioned take, fighters provide the best opportunities for the paladin and the ranger. True, a paladin has three characters. None of those characters good PCs. From the most valiant knight to the lots of benefits, but he has several limitations could have held the ranger or paladin class, yet lowliest outlaw, from the simplest tribesman to (no followers, only lawful-good henchmen, no they were all viable and enjoyable characters. the daring swashbuckler, from savage to followers at 9th level). The ranger does attract Thus, I feel that Mr. Paraschiv was premature nobleman—all are rewarding characters. Will followers and can fight two-handed without in his judgment. The AD&D 2nd Edition game’s the character fighter, whomever he may be, restriction; still, he’s more at ease in the woods,

36 DECEMBER 1992 and his benefits diminish in cities or dungeons. offer. I have been playing AD&D and other role- 30th-level paladin, yeah. A fighter can always Rangers and paladins also have limited spell use, playing games now for close to seven years and have another quest in store for him, rule a which gives them some advantage over normal have played every character class at least twice. country, or travel the dimensions and Astral fighters. Mr. Paraschiv states that even with I have been the DM for three different cam- plane with the help of magic and his wizard weapon specialization, the fighter is still inferior paigns and have read all the worthy novels put buddies. A paladin becomes boring when he to the paladin and the ranger. A beginning out by TSR, and I still regard the fighter class achieves high levels and has no zest or appeal— specialist fighter has the same number of at- with nobility because of its usefulness. by this time, all crusades are incredibly easy, tacks as a 7th- to 12th-level paladin or ranger, For starters, the fighter class is very versatile, and his magical and innate powers make him while those classes have no bonus on their meaning it can have any alignment, any weap- invincible. He cannot take the perilous trek into attack ( + 1) and damage ( + 2) roll. A fighter on, and literally hundreds of different magical the lair of the to loot their treasure be- specialized with a bow can fire before initiative items. It does not have a restricting code of cause: 1) it’s unethical; and 2) he probably has is rolled if he has an arrow nocked and drawn, honor or some deity to follow and appease too many magical items (and who needs gold something I consider to be a great advantage. (unlike the ranger and paladin). A fighter can be now?). Another point is the supposed advantage of of any origin, come from countless different To sum up, I have to say that the fighter will multiclassed PCs. Multiclassed fighters cannot backgrounds and societies, and have whatever never be weak, boring, or pointless. He will specialize and are limited in their choice of faith he or she chooses. always symbolize the epitome of AD&D games weapons and armor if they want to use their Secondly, the fighter class is exciting. Histori- and the history behind them, and I’m pretty other classes effectively (there are also consider- cal heroes show that fighters were the generals sure he won’t die out. able level limitations). and emperors. Sir Lancelot was a fighter, not a Remember: Conan was a fighter. One last remark: A couple of issues back, paladin; El Cid was a fighter with wise values, Andre Costantini someone wrote about the weakness of the mage and Robin Hood was a fighter who knew how to St. Catharines, Ontario class in the AD&D game; now the fighter is a use a bow and get around a forest without weakling, and next month the thief will be a getting lost. Other examples in our very own It was with great sadness that I read your [the wimp. Properly played, every PC, regardless of AD&D universe could be the Heroes of the editor’s] reply to Mr. Danielson’s letter (issue class, can become a powerful character— Lance, specifically Caramon and Sturm. Sturm, #178), finalizing once and for all the question of someone you wouldn’t dare anger. If someone who everyone thought so diligently a knight, weapon specialization. The problem caused is has any comments on this, please write to me. was really a fighter with etiquette and the quite simply this: goodbye swashbuckler, good- William De Pretre longing to be a knight. Caramon, one of the bye to the truest of AD&D game combatants. Weimanstraat 25 most famous fighters, was not made because of The swashbuckler kit (The Complete Fighter’s 8377 Zuienkerke, Belgium a need for a kick-ass character, but because of a Handbook, pages 34-35) specifies that a fighter need to contrast Raistlin without killing him out character inclined toward the use of a light, I think that Mr. Paraschiv (issue #180) is of religious or ethical qualms (that is why a rapid weapon and the wearing of brightly correct in stating that the fighter is weaker than paladin was not chosen). colored silk clothes (i.e., a swashbuckler) must the other character classes. However, I do not Lastly, a fighter is powerful. He can reach “devote half of his weapon proficiency slots to feel that this weakness in any way detracts from limitless levels and attain great superiority over those four weapons [from the fencing blades the attractiveness of the class. most classes. Paladins and rangers can attain group: stiletto, main-gauche, rapier, and sabre]. By definition, a fighter is a hack-n’-slash these levels, but who cares? So now you have a Once he has achieved specialization in all four battler—the most basic of any of the character classes. This is the source of both its weakness and its appeal. The role-playing options for a paladin are restricted—each one must adhere to strict rules in order to remain a paladin. Rang- ers are likewise limited in scope; their back- grounds and, to some extent, their personalities, are mapped out for the player. Both classes must be good-aligned and have inextricable ties to an outside force, either nature or religion. It is not my purpose to put down either of these classes. Actually, I consider the challenge of role-playing a realistic paladin an exciting and formidable one—the paladin is one of my favor- ite characters. Instead, I would point out that fighters can be built from the ground up. A fighter can be given depth by a good player; alignment, background, and code of living are all open for creation. The personality of the character is not limited by some set of guide- lines. A fighter can be a barbarian plainsman, a swashbuckling pirate, or a shining knight. Or you can break away from the stereotypes and create a really unique character. The opportuni- ties are just not as expansive for other charac- ters. The mage is always in search of knowl- edge. The thief seeks either glory or wealth. The priest follows the edicts of religion. In the fighter’s simplicity lies both his bane and his fortune. It all depends on whether you’re in the game to get somewhere or to challenge yourself. John Duffin Calgary, Alberta

I am writing in response to Mr. Paraschiv’s letter in issue #180 in regard to the imminent extinction of the fighter class. I believe that statement to be very untrue. The fighter, regardless of which edition of the AD&D game you’re using, has always and ever will be one of the most versatile, exciting, and powerful character classes that the game has to ®, TM & © 1992 - TSR, Inc. All Rights Reserved DRAGON 37 of those weapons, he may freely choose where many interpretations of lawful good as there 11. It is more difficult to become a ranger the rest of his weapon proficiency slots go.” are lawful-good gods with paladins. than it is to become a paladin, because as the As the initial number of weapon proficiencies 2. If a paladin ever performs a chaotic act, he ranger you need a set of scores that are higher for a swashbuckler is six, the most outrageous must atone. If a paladin performs an evil act, he in average overall. The law of averages supports character is created by spending these as fol- loses his character class, but so what. Most role- a wide range of scores, making it easier to lows: two for proficiency in the fencing blades players are not going to foul up, and a good DM support a paladin character in the first place. group, one for specialization in a weapon from does not force no-win situations upon his play- There are several more discrepancies, that said group, and two more for two-weapon style ers. If a ranger performs an evil act, he must would make this letter altogether too long. I and ambidexterity, leaving one slot free for atone but doesn’t have to seek out a cleric. have been a DM for 12 years, and I can be variety’s sake [see pages 58-60 of the CFH]. Again, so what. The only difference here is that pretty sure that this is a game balance foul-up. Using this system, the swashbuckler runs into if the paladin does something chaotic, he con- However, I have several ideas that might bal- trouble immediately upon reaching 3rd level, at tinues to gain experience. Rangers, on the other ance this out: which time his new slot must be spent on an- hand, stop advancement immediately. While the 1. In the FORGOTTEN REALMS® setting, some other specialization. paladin does not gain experience while atoning, rangers are specialty priests of Mielikki. If so, If the one-weapon specialization limit were to he can still gain experience while getting there. does this mean that they can use clerical magi- be enforced, we could say goodbye to swash- 3. The paladin has 10 special abilities; the cal items and scrolls? This would help to solve bucklers higher than 2nd level. There is, of ranger has five. What is listed as a special ability the problem, especially considering that, in course, a simple modification that could make for the ranger is considered a disadvantage for certain areas of the Realms, a ranger’s word in the required specialization possible without the other. The paladin does not attract fol- the wilderness is not just important, it’s the law! allowing other fighters too great an advantage. lowers, but can build keeps. The ranger attracts Declare all rangers to be functioning priests, My proposition is that all single-class fighters followers and can build a keep, but cannot whether or not they can actually cast spells, and alone should be allowed to specialize in as many maintain the money necessary to build one, nor the problem is partially solved. weapons as they wish, with the limitation that are more than 50% of their followers appropri- 2. Give rangers the ability of weapon speciali- all such weapons must be in same tight weapons ate to staffing a keep. This is not an advantage, zation. The only thing that compensates for a group. because people will flock to a paladin anyway lower average armor class other than magical On the question of ranger/paladin weapon because of his high charisma. items is the ability to do more damage when specialization, though, I can see the point in disal- 4. A paladin has unique special abilities that you actually hit, not just the ability to swing lowing this. I do, however, have an alternative. always work; only two of his abilities are in any more often. The fighting-with-two-weapons After all, rangers are fabled masters of the bow way conditional (a paladin requires a special ability is just so much hokey. and long sword, and paladins of the lance and long weapon to gain a circle-of power, and turning 3. Give rangers more dangerous followers. sword, yet (with the exception of elven rangers) undead requires a die roll). By contrast, a rang- Twenty percent of all of a ranger’s followers will they gain no advantage over normal fighters. er’s thieving abilities, his tracking, and his be bears—how blase (or unbearable). Roll 2d4 Characters of these two classes could, if the DM animal empathy require a die roll of some kind. for follower level; this gives a ranger a chance agrees, be allowed to specialize in a single weapon Furthermore, his armor restriction gives him an to gain followers who will truly make some kind only, but at the cost of two and three proficiency average AC 6 (studded leather + Dex 15). The of difference, and maybe even make construct- slots, respectively; bow specialization would cost paladin has an average AC 4 (banded mail). If ing a keep a worthwhile enterprise. three and five slots, respectively. the ranger wears banded mail, both the ranger 4. Give the ranger a damage bonus of + 1 for With that out of the way, there is still another and the paladin need to spend the same number every two levels against his species enemy. That optional use for weapon proficiency slots that I of proficiency slots to buy off the off-hand way, when the ranger meets it (and trust me, have devised primarily for swashbucklers: weapon penalty. this will not happen every few weeks unless the specialization in called shots (CFH, pages 65-69). 5. Rangers gain priest spells up to third level ranger picks an insignificant creature that he These normally require a - 1 penalty to initia- and get two spheres (plant and animal). Paladins doesn’t need the bonus to kill anyway), he will tive and a -4 to hit. Specialization in a specific gain priest spells up to fourth level and get four be able to do some serious damage to the crea- maneuver, however, would cancel the initiative spheres (combat, divination, healing, and protec- ture. After all, he has spent a great deal of his penalty and reduce the attack penalty to some- tion). Rangers do get spells one level earlier, but life learning how to fight it. where in the range of 0 to -2, at the DM’s when you’re dealing with this many experience 5. Make the species enemy more general. discretion. Note that specialization in Expert points, it’s pretty much irrelevant. Instead of a specific creature, make the species Disarm should not be possible, though Disarm 6. Rangers cannot have hirelings, henchmen, enemy based on general types. Instead of green specialization would allow the expert maneuver or any servants until they reach 8th level. dragon, dragons should be the character’s with - 1 and -4/6 penalties. (Even if this kind Paladins can hire as many as they want, but species enemy; instead of drow, races of the of specialization is allowed and it cancels normal those must be lawful good. When a ranger can (including drow, driders, mind attack penalties, a - 6 on the Expert Disarm get hirelings, isn’t he going to make sure that flayers, aboleth, and kuo-toa). would be advisable, given the sheer difficulty of they are good as he is? (Remember, the mini- 6. Give the rangers more clerical spells, up to the trick.) mum wisdom for this class is 14.) fourth level, and the elemental and weather Lastly, one final proficiency-related question 7. Rangers require three statistics above 16 to spheres. remains. The level-related gains in proficiencies gain a 10% XP bonus. Paladins require only two, I am certainly not suggesting that you do all of seems somewhat arbitrary and illogical. Would and one of these they always have (charisma). I these, though it might be a good idea to see it not be more realistic to have proficiency gains strongly believe, in my heart of hearts, that this what works and what doesn’t. Something must related to the time a character spends specifi- is a typographical error and that the score you be done. The ranger is falling by the wayside in cally studying a given subject—this time being meant it to be was wisdom [It wasn’t.—The a great many campaigns because the AD&D 2nd class-dependent, of course? After all, where do Editor]. However, whether this is so or not, the Edition rules have paralyzed the character class. the normal people in the world (e.g., black- ranger still loses. Let it be noted that I have run a ranger in my smiths) get the levels to increase their non- 8. A paladin must tithe 10% of all the treasure own campaign for close to three years, and if it weapon proficiency scores? he gets to his religious institution. A ranger can’t weren’t for the fact that her statistics are posi- Any advice or comments on these subjects even carry, in a great many cases, the 10% the tively miraculous, I would have had a corpse would be greatly appreciated. paladin must tithe. The ranger can convert it to several times over. I also would like to say that Rick Tazzle a portable form, but this is not always possible I’ve run a paladin and observed its problems London, U.K. and usually costs more than the 10% a paladin firsthand. These discrepancies are real, they has to give away. However, paladins can keep hurt the AD&D 2nd Edition game, and they I have a great deal of trouble with the way ungodly sums, in excess of 500,000 gp, to build prevent people from playing the time-honored AD&D 2nd Edition game fighter subclasses are a structure of reasonable size using the Castle ranger class that many people associate with the presented. If you are choosing a fighter sub- Guide. essentials of fantasy gaming. If anyone has any class, there is no reason to take a ranger. 9. A paladin may not possess more than 10 solutions to this problem, please mail them to Though the ranger is a popular class, the game magical items. So what? Five out of 10 DMs do me so I can playtest and implement them. mechanics as described clearly favor the pala- not consider potions to be full-fledged magical Michael Satran din. The reasons are described below: items. The other five don’t give out much magic 11 Ernst Place 1. Rangers must be any good alignment, anyway. Tenafly NJ 07670 whereas paladins must be lawful good. In a 10. These two classes take the same amount of group of good role-players, such restrictions do experience to rise in levels. This is a major not have a terribly great impact; there are as injustice.

38 DECEMBER 1992 DRAGON 39

outer planes. Soon after leaving the Astral plane, we reached the plane of Draesten, a cluster-universe of raw energy in the outer planes. There, we appeared to be standing on a high mountain peak Rain- bows of magical might shimmered across the sky all around us. We flew for some time among Draesten’s dizzying flashes and bursts of hue and energy when I noticed a flickering silhouette following us. It was so faint I had missed it earlier, but it was there, and it was alive. The silhouette, possibly 20’ long, seemed to follow our flight, occasionally coming up to our side. I spoke to it, but it did not respond. I tried sign language, with the same ineffec- tual result. At last, I gambled a read magic. Success! The flickering light was sentient and friendly She stated she’d be willing to carry us to the site we sought, in exchange for a burst of magical energy—mere food for this creature. I suspected curiosity to be her motivation, for this place was filled with all sorts of energy. As the deal was struck, the three of us found ourselves within the multicolored entity and shot across the sky, hurtling through Draesten like comets in ’s firmament. It took little time to reach the by Bruce A. Heard end of our journey in this strange world. Artwork by Amphimir 25, AY 2001—Haldemar: The creature—I called her a flicker— After the strange discoveries of the past stopped among a cluster of floating rocks. This series chronicles the adventures of weeks, I decided to return to Alphatia and Floating above one, it created a gate of an Alphatian explorer and his crew as warn Her Imperial Majesty. I couldn’t take blue, crackling light. they journey across the D&D® Known the time to fly the Princess Ark all the way I cast a minor spell as payment, then we World in their skyship. The information back, nor did I want to take the risk of bid the flicker farewell and entered the herein may be used to expand D&D cam- breaching the skyshield for a faster jour- gate. Alas, I soon discovered it led not to paigns using the Gazetteer series. ney. The ship still needed repair anyway. the place we had sought. I had expected to So, despite Her Majesty’s orders to stay see the Hardball arena in Sundsvall. In- away from the empire, I took along Lady stead, we stood in the Ethereal plane, Abovombe and faithful Myojo when I cast observing through the wisps of ether a a travel spell, Talasar would take the Prin- very large and unknown cavern some- cess out of the land of Wallara and seek where on the Prime plane. another repair site. The gate faded away behind us. I had to find a short cut through the Trapped! The flicker had tricked us. But

DRAGON 41 why? I had no travel spells left. So, while I function: to enhance one’s magical prow- playing drums and a distant echo respond. could rest and meditate for new spells, ess while forever draining magic from the ed. Good, that kept their attention away Myojo and Abovombe would watch for world of Mystara. from us. Raman eventually freed himself any activity in the cavern and around us I felt a ghastly hand clutch my heart. and untied me. Before anything else, I in the Ethereal plane. How could they? The Glantrians were prayed for Razud to bestow upon my Amphimir 26—Talasar, from a using some sort of evil magical device to companion a blessing to neutralize poison. later account: Not far from the lands of destroy the most precious element of our He would need it to approach the Wallara, we found a patch of very tall world. Life without magic? Inconceivable! natives—soon-as my voice attracted the trees towering over the forest. We could All I had learned in the past weeks now natives’ attention. see no activity below, save for some un- made sense. The clues about , Al- Raman stepped forward, cleared his usually large raccoon-faced monkeys phatia, and magic being drained were throat, said, “Gentlemen, would you casually jumping from branch to branch— pulling together. Somehow, I was linked to please—” and went on chirping at the nothing to worry about. They’ll make a all this. Perhaps my destiny had already natives in their strange speech, making good stew for the crew. been woven, and it led me to this obscure gestures. After a moment of silence, a I had the Princess Ark hover above a place. Else, someone wanted me to come wave of rage overtook the natives. Raman clearing, and sent the crew down to pre- here, despite my journeys away from the had perhaps insulted one of the leaders. A pare for the ship’s landing. Once they Known World. cloud of poisoned stings came flying in his were down, I ordered the ship to become I had to do something about this Glantr- direction. A moment later, Raman was still visible to ease repair. Work was proceed- ian scheme, whatever it was. If there was standing there, trying to protect himself ing at a good pace. Several trees with something like forbidden magic, this was while removing the prickly stings. The perfectly straight trunks were soon cut it. If I warned Her Majesty, it would mean natives became suddenly quiet. down. Raman and Leo were doing won- war. Surely, the empire would not ignore In apparent awe, they all dropped to ders directing operations. this fiendish magical device and would their knees and bowed before Raman. Suddenly, a volley of stings, stones, have to march against Glantri sooner or “Oh, by the Brow of Smaarad!” said Ra- sticks, spears, and arrows came pouring later. would, of course, inevitably man. “They think I’m some sort of forest down on the crew. Sentries were the first rise against Alphatia, given my country’s spirit!” His ability to resist their sleeping to fall, most of them without a word. I saw actions. Knowing Thyatians, they just poison had truly impressed the natives. Ramissur pull a sting out of his arm, take a would never allow an Alphatian presence They were ready to obey him, up to a few steps, and fall flat on his face. Poison! in what they’ve always considered as their point. Raman convinced his followers to Our attackers were hiding in the bushes backyard. untie me, but they refused to free anyone and the trees. I could not see them. Feeling What was I to do? I had fought before else. Soon afterward, the natives carried a burning sensation on the back of my and knew all too well the savagery and us toward their village. neck, I turned around and barely had the sorrow of war. Many would suffer and Amphimir 27—Haldemar: With the time to notice a strange, raccoon-faced die. Should men die for magic to exist? help of a travel spell, we returned to the monkey staring back at me from under How right was this cause? location in Draesten where we had last the shadow of a large fern. It held a long My dilemma was eating at me. If I did seen the flicker. She was gone, and so was blowgun. The scene blurred and all went nothing, magic and all that is wondrous the magical gate. As I suspected, further dark. would disappear forever from our world. attempts to return to the Glantrian device Amphimir 26—Haldemar: It ap- If I exposed the Glantrian scheme, empires through the outer planes failed completely. peared the cavern was made of black would clash in perhaps the greatest of all Without the gate, I was unable to retrace stone fused by great heat. Approximately wars, bringing misery and darkness to our path to the cavern. 500’ in diameter, it had the shape of a many. What if Alphatia lost the war? Our journey led us to the Hardball arena sphere except for the flattened floor. A No. I wasn’t brought here merely to do in the Imperial capital. It was a game day. dull-gray structure, almost 200’ long, nothing. If so, they should have chosen The place was crowded and no one no- occupied the center. Nearby stood a large someone else instead. I just was not that ticed our arrival. We entered the palace statue with an inscription at the bottom: kind. Perhaps without magic there would grounds thanks to my family seal. Seals “Alexander Glantri—Still He Protects.” be neither man nor world—indeed, it was are magical items that Alphatian nobility Glantri? Perhaps we had entered a se- time to leave this forsaken place. I had often use to enter or exit the Imperial cret crypt somewhere in Glantri. The seen enough. palace. It gives the Lord of the Guard a Draesten flicker clearly had something in Amphimir 27—Talasar, from a convenient way of locking out unwanted mind when it lead us here. There must later account: I awoke to find myself families and checking on who visits the have been someone else behind its tied to a tree trunk. Next to me was Ra- palace. I was relieved to see that the actions—someone powerful. Who? man. The remainder of the crew was Haaken seal was still acceptable. The magi- I studied the gray structure and found slowly waking up as well. The entire crew cal door opened after I removed my seal no way to enter it. The whole object was was similarly tied, dangling from branches from the recess. We entered. magical and impervious to my influence, or tied to masts on the Princess Ark. With Palace halberdiers came to attention as even from the Ethereal plane. I tried dis- horror, I realized our assailants had taken we walked down the cavernous main pelling its fields of magic and casting a over the ship. hallway. Noblemen and palace officials magical door; but these attempts and sev- They were halfling-sized creatures, politely nodded as we went by, largely eral others proved futile. The mysterious more or less like monkeys. They were minding their business. So far, things were structure either exuded powerful anti- intelligent. Two of their war-party leaders going fine. magic or it was an artifact. Considering were arguing, perhaps about what to do At regular intervals stood pedestals with the size of the structure, either possibility next. I asked Raman, “Are you hurt, man?” the busts of past rulers and legendary seemed mind-boggling. Even Alphatia “I don’t think so. I’ve been listening to state figures. Unfortunately, they were could not produce something like this! To them for some time. I can understand fitted with magic mouths that emphatically think Glantrians concealed such a device some of their words. If only I could move, announced our arrival, according to the sent a chill down my spine. I might be able to communicate with seal I had presented at the entrance. Much I had guessed I’d have to deal with some them.” Raman tried to twist out of his to our discomfort, their calls echoed down sort of mystery here and had studied my ropes. the long hallway. We would’ve preferred spell of lore last evening. The spell re- I could move one hand. I managed to inconspicuousness to pomp and circum- vealed the structure was called the “Nucle- loosen some of Raman’s ropes and they stance just then. After some time, nobles us of the Spheres.” It also unveiled its began to give way. The natives began began giving us furtive looks, while people

DRAGON 43 whispered behind our backs. march. Everyone rested from the long, entire crew, The Imperial Herald walked up to us difficult journey through the woods. Finally, the Jibaru released us and the and discreetly slipped a note into my Sometime after our meal, both Raman crew. They brought food (baked spider hand. It said that Her Majesty wished to and I began suffering from severe cramps. legs), fruits, nuts, and other forest goods, see us at once. At least she had found out A shaman had made us drink a magical while the crew worked on the ship. After quickly enough about my return. Unusu- potion of his making. As a result, we both a night of feasting, drum-beating, and ally, we met in her quarters in a rather shrunk to the natives’ size. The shaman dancing around a large campfire, we took informal way. It appeared that she was watched us and laughed, “You not spirit! our leave and returned to the Princess more concerned about avoiding public Not spirit!” That was bad luck. Ark. It turned out these phanatons were attention than displaying any outgoing We eventually reached the village—a good fellows after all. friendliness. Fortunately, Empress Eriadna place named Cafua—if Raman got the Amphimir 29—Haldemar: After did not bring up the topic of my obligation name right. The village sat up in the another travel spell, we were back aboard to stay out of Alphatia. branches of the tallest trees. Precarious, the Princess. I was pleased to see repairs Empress Eriadna nevertheless enjoyed hanging bridges linked a multitude of were on schedule and that everything had the presence of Lady Abovombe and even platforms on top of which sat the natives’ gone well. At least they had an easy time! showed some curiosity toward Myojo. She huts. They had to haul us up with ropes, I announced the news of what had hap- had never seen a rakasta before. Then since we couldn’t climb the tall trees at all. pened to the crew. Everyone was stunned came the more serious business. I in- We were allowed some rest in the sha- and overjoyed. At last, we were going formed her of all that had happened lately, man’s hut—a detestable place with all sorts home for good. I couldn’t help thinking and of the Glantrian device, She consid- of dried insects pinned to the walls, all about what was to come, though. What ered the information at length. manner of snakes and arachnids hanging did the future hold for the Princess and “I do trust you, Admiral, but I doubt that from the roof, and, worst of all, an impres- her loyal crew? It seemed that the adven- the Council of Wizards will. You have no sive collection of mummified skulls, most ture was over for now. But does adven- tangible proof of these incredible things of which looked like shrunken human ture ever really end on Mystara? you just told me. It will take time before I heads, am in a position to back your discovery. The shaman showed up with a sly grin. The End Even then, there is dissention among the After a rudimentary conversation with council. A faction secretly works to split Raman, we learned that these were the Phanatons the council, perhaps conspiring to seize phanaton people of Jibaru, forest hunters Land of Jibaru—Capital: Itucua (pop.: the throne. I haven’t yet identified who is and tree dwellers. It took some doing to 1,250 phanatons); ruler: Queen Barana-Ui behind the treachery. I am convinced that convince the shaman that we weren’t “Orchid-Soul,” daughter of Queen Ujiri-Xuu this faction would push the council to from Herath—apparently people they “Forest-Whisper”; Immortal patron: Ui. discredit you and your discoveries in didn’t like. He still seemed suspicious. A Phanatons are halfling-size mammals order to get to me. phanaton warrior entered the hut and that look like a cross between raccoons “Unbeknownst to the council, I have motioned us to follow him. The village and monkeys. A membrane stretches pursued a quest to unveil that hollow chief wanted to see us. between their limbs that allows them to world of yours. I have now received proof He, too, was very suspicious. Then, the glide from branch to branch (and to fly at of its existence beneath our world, and shaman told Raman to enter a large cage higher levels). They have long, prehensile started establishing a way to reach it more that sat on one of the tree platforms. It tails that can easily support their weight. quickly. Some day, that new world will be was filled with large spiders. I quickly These tree-dwellers were originally de- Alphatian. Should anything happen to the bestowed upon him the same magical scribed in AC9 Creature Catalog, page 43. empire as a result of the Glantrian protection against poison, but that did not Relative to the ancient araneas of scheme, look toward the hollow world. reassure him one bit. He hated spiders. At Herath, phanatons are newcomers among You might very well find me there. the sight of what lay in the cage, so did I. the civilized races. In their early years, “You find my words rather gloomy, but I There was little choice there. Dozens of phanatons were forest predators that fed have been suspecting some great evil at warriors aimed their bows at Raman and on large insects, lizards, and small mam- work. I have known for some time now I. The chief then said “You enter cage, or mals. Immortals gave them a natural agili- that magic is slowly waning from Mystara. Ixu make trophy of your head.” ty that made the phanatons well suited to The temple priests have spoken of friction Raman entered. The spiders all leaped hunting dangerous creatures like poison- among the Immortals, and it seems to have on top of him. I could barely see his hands ous snakes, scorpions, and spiders. Among something to do with magic. If this is true, and feet sticking out from under the these, the latter were by far the most Admiral, someone far greater than even crawling mass, as he screamed in abject common prey in the region. kings and emperors of Mystara has guided terror. The village chief raised his hand At first, phanatons were viewed as a your path ever since you left the empire, and a volley of blowgun stings neutralized nuisance by other races. In their early If so, even the whole of mighty Alphatia the spiders. years, phanatons hunted common spiders may not make a difference at the end. Moments later, the phanatons pulled and occasionally giant ones—araneas used “I will speak to the Glantrian wizard- Raman from under the dozing arachnids. the latter as servants, thus the spider- princes. I will pray that they listen to the It seemed the spiders did not react as folks annoyance (see episode #30, voice of reason. Should I fail, a great war expected. The shaman then said, “He not DRAGON® issue #183). It was fashionable will follow. I am not certain we’ll win, but man from Herath; spiders attack him.” The then for affluent araneas to capture and this empire will fight like never before. phanatons quickly applied herbal concoc- tame young phanatons as pets. No araneas The world will not be the same again. tions to Raman’s wounds. in their right minds would otherwise ever “Admiral, it is time for you to return The rest of the day went more peaceful- venture deep into the northwestern end of home. I want you to stay at your ancestral ly, thank Razud. We learned that the the Orc’s Head Peninsula since the region domain in Floating Ar. You will be safe phanatons of Jibaru were spider-hunters, was notorious for being infested with there. Be patient. I may need your help and not surprisingly, had gotten in trouble these pesky creatures. and the service of your loyal crew in the with the neighboring Herathians over the Over the centuries, phanatons grew difficult times to come. You have done well years. Not having seen many humans, they smarter. They had been a race on the and shall not be forgotten.” thought we too were from Herath. Had brink of becoming fully sentient. Perhaps Amphimir 28—Talasar, from a the spiders not attacked Raman, by now the habit of those captured phanatons to later account: Some time before arriving our heads would be adorning the chief’s mimic their aranean masters precipitated at their village, the war party halted the hut, soon to be followed by those of the the natural process of their evolution. At

44 DECEMBER 1992 the heart of Jibaru, there rose a new ture. Garish piranha-bird feathers, woven grown from the ranks of shamans, clan breed of phanatons who organized a socie- spider silk, and phanaton pottery are in chiefs, and minor war chiefs. There is no ty and eventually took over the region. particular demand by the chameleon men. social difference between males and fe- They got better at hunting spiders, Emu eggs, giant termite larvae, and croco- males among the Jibaru, age alone being thanks to their natural agility, but also due dile skins are a favorite among phanatons. the way of sorting out who in a family to new hunting methods involving bait, Also traded are occasional human-made inherits a king’s or clan leader’s position. nets, and missile weapons. They also objects, either stolen from Herath or trad- learned to make blowguns to shoot nee- ed from a Texeiran outpost lying at the Immortal patrons of the dles dipped in a paralyzing poison made edge of The Horn, a sandy peninsula north Phanatons from giant-spider venom. Although many of Jibaru, near the Trident Isles. It is a Ui—( Ordana) Head of the panthe- spiders still dwell in the region, there are penal colony, with a fortified prison at the on. She commands the forces of nature. far fewer of them today. Phanatons then tip of The Horn. Patroness of the forest and protector of its began raising giant spiders in captivity, as Phanatons have sensed the difference people, Ui is the one who gave the phana- cattle, but in order to renew their stock, between Herathians and the colonists of tons the spark of intelligence so they could phanatons performed occasional forays The Horn, but a relative distrust still pre- avoid total subjugation by Herath. Al- into Herath, whose forests were reputed vails. Trade with Texeiran colonists takes though an ally of Korotiku in the mainte- for their plump, juicy giant spiders. place occasionally when the latter sail up nance of the Hollow World, Ui despises his Some unwitting araneas were caught in the Jururu and Xinga rivers. Sometimes a spider folk, and loathes what they did to their natural form and taken back to Ji- handful of escaped convicts will seek neighboring chameleon men followers of baru. Amazed phanatons later discovered refuge among the Jibaru. If anything goes her friend, Calitha Starbrow. “humans” among their catch, and not wrong during such encounters, these Mother-Earth (Marau-Ixui)—(alias knowing what to do with them—certainly, human visitors are likely to end up with Terra) Patroness of birth, life, and death; they would not eat them!—the phanatons shrunken heads as well. Rare tree resins, the cycle of years and seasons; earth and released them. Phanatons came to believe cocoa beans, vanilla, healing mosses, and fertility. She is the one who created the these spiders to be the souls of very evil silver are what attracts the colonists to sail primitive phanatons as natural predators beings. They were a bad omen. Since then, up the dangerous, piranha-infested rivers. to balance the aranean threat on the Sav- a prevailing suspicion among the phana- Soon after they had organized their first age Coast. Mother Earth is a friend of the tons is that the people of Herath harbored society, Jibaru phanatons multiplied rap- Star Dragon and sympathizes with neigh- evil spirits among them. idly. They established many more “clans,” boring chameleon men. Shamans of Ui or Survivors of the phanaton hunts re- usually centered around single villages of Mother Earth usually support good rela- turned to Herath, bringing tales of “fero- no more than 300 individuals. Rivalries tions with the Wallara tribes. cious and intelligent phanaton hordes bent and frictions grew among the clans until The Huntsman (Uatuma)—(alias on devouring the nation!” Herath dis- their first clan war took place. The death Zirchev) Patron of the hunt, but also of patched a heavily armed force to probe toll was heavy. Fearing an attack from bravery, charm, and success among the the region beyond the Forbidden High- Herath, shamans arranged a truce during clan. The Huntsman is a friend of Ui. He is lands. Soon they ran into a large phanaton which the clan chiefs chose the greatest the one who guides the hunting parties war band. Surrounded by what they pri- war-chief as their king. The monarch has and the war bands during times of crisis. marily viewed as dangerous predators, usually little to do on a day-to-day basis, Herathian officers (araneasl panicked and but when the nation is endangered, the Phanatons as PCs ordered an immediate attack. The king can summon the Council of Clans at As an option, phanatons could be run as Herathians were slaughtered almost to the his capital, the City of Itucua. The clan player characters (or NPCs with levels). last, mostly because of the phanatons’ chiefs usually votes on major issues—the Here is a way they could be added to your blowguns. Several more Herathian “cru- king counting for a full third of the total game. It is suggested that PCs’ game statis- sades” took place over the following dec- votes at the council. If the king has more tics be rolled with the standard 3d6 dice ades with the same horrifying results. than half the votes, his wishes will be method. After what had happened with the cha- respected, or else the clan chiefs will go on Gliding: Phanatons can glide, usually meleon men of Wallara (see episode #33, deliberating until a solution is found. If a from branch to branch, due to loose skin DRAGON issue #186), Herathian wizards war takes place, the king commands to all between its limbs. The distance a phana- were reluctant to use overwhelming magic war hordes of the Jibaru. Monarchy ton can glide is equal to three times the to destroy the phanaton clans. Their expe- among the Jibaru is hereditary. Within the starting height. So, for example, if a ditionary armies being systematically past decades, a small group of “nobility,” as phanaton jumped from a height of 30’, it eradicated, they finally decided to rein- medieval humans would conceive it, has could glide over a horizontal distance of force their defenses along the Forbidden Highlands. Meanwhile, occasional raids by phanatons into Herath still took place, Phanatons Special Shaman’s mostly to acquire venom for their blow- Spell levels 1 2 3 4 guns. Some hunting parties were wiped Level XP HD abilities XP HD 0 1d8-1 ---- out. Others got through, but now with the 1 0 1d8-1 Glide 3,000 2d8-2 1 - - - new habit of beheading captured 2 1,800 2d8-2 — 3 3,600 3d8-3 — 6,000 3d8-3 2 - - - humans—especially officers or nobles, and 2 1-- thus araneas—and shrinking their heads 4 7,200 — Fly 12,000 — 24,000 4d8-4 2 2 - - as war trophies. Despite the fact phana- 5 14,400 4d8 - 4 — 48,000 5d8-5 2 2 1 - tons developed a taste for fruit, vegetable, 6 28,800 5d8-5 — — 2 2 2 nuts, and even fish since their primitive 7 56,600 — Pass plant 96,000 - 6d8-5 3 2 2 1 origins, the two races have maintained a 8 112,200 6d8-5 — 200,000 400,000 +2hp* 3 3 2 2 virulent hatred of each other. 9 225,000 +2hp** — The phanatons have gotten along fairly * + 300,000 XP per level thereafter. well with the chameleon men of Wallara, * * +2 hit point per level, Constitution bonus no longer applies. especially since they discovered their Constitution bonuses should be added only when the PC is created and every time it common fear of the Herathians. Today, gains a new level, up to 8th level. phanatons trade with the Wallarans, bar- tering whatever goods they can manufac-

46 DECEMBER 1992

90’ maximum tat the rate of 50’/round). knowledge of reading and writing. When gliding, a phanaton must spread its They can only cast spells from the - arms and legs to catch the air, and there- ic spell list (see the Rules Cyclopedia, page fore cannot fight, cast spells, or do any- 33). Shamans should have both a Wisdom thing requiring two hands. For every 100 and Charisma of 12 or better. If the Wrath cn of weight they carry, phanatons reduce of the Immortals accessory is used, sha- their horizontal gliding range by 20’ for mans of Ui gain the ability to move silently the same loss of altitude as an unencum- and hide in shadows as thieves of the same bered phanaton. experience level so long as they remain in Flying: At 4th level, phanatons can fly— trees. Mother Earths shamans gain the that is, maintain level flight or gain alti- mystic’s ability to speak with animals. tude, but only if updrafts or normal winds Shamans of the Huntsman receive the are present. The phanaton can gain 10’ of general skills of “Tracking” and “Alertness” altitude for every 60’ of horizontal dis- plus any other general skills they might tance covered with normal winds (see the have. Rules Cyclopedia, page 90). A strong Jibaru shamans must use up one skill breeze will reduce the horizontal distance slot in order to read and write their own to 30’. Phanatons do not fly in high or language. Common Jibaru don’t have that extreme winds. knowledge. Shamans must then choose Pass plant: Phanatons gain the magical language skills to speak treant, dryad, and ability to pass plant, as per the druids elven (if any such creatures exist in the fifth-level spell. They can use this ability phanatons home), before any other skills. once per day. Non-shamans may acquire Jibaru writing Shamans: Also called the “wise-ones,” skills, but with an initial penalty of - 3 to they are chosen at birth and begin learn- their Intelligence scores. Monarchs and ing the way of the shaman from a very other Jibaru leaders usually have that skill. young age. They are entrusted with the Miscellaneous: Phanatons are poor

48 DECEMBER 1992 swimmers, preferring their arboreal habi- dealing with humans and demihumans tat. Phanatons do not have infravision. other than elves. Phanatons and araneas If you write The more common, primitive (nonsentient) have a relative Charisma of 3 when deal- to us at breeds of phanatons are normally clumsy ing with each other. Label DRAGON® with their hands. When fighting, they are Names & language: Tapuru, Urua, Magazine, likely to drop objects (coconuts, branches) Maragu, Araca, Ixaituba, Tuaca, Uapagu, on their attackers, or bite them (1d6 points Cacui, Jarapua, Gujari, Ixugu, Garanui, Your please label of damage), or use simple weapons Axaua, Purucui, Palama, Tapaju, Uruxu, the outside of (branches, stone maces, or other blunt Itupaxingu, Macapui, Irigi. The Jibaru your enve- objects). Phanatons of Jibaru have learned language does not have “e” and “o” sounds. Letter! lope to show to use small spears, short bows, and blow- The “x” is pronounced “sh,” and the last what your letter contains — a guns with needles dipped in a paralyzing vowel in the name is accented. Double letter to the editor, “Forum” sub- poison (save vs. poison or remain para- names are usually a sign of nobility, as mission, request for guidelines, lyzed for 1d6 turns). Shields and armor shown for the two queens mentioned are rarely used since they negate the earlier in this article. gaming article, short story, art- phanaton’s ability to glide. All phanatons The spoken language is still primitive as work, cartoons, or subscription are otherwise naturally agile (PC phana- far as grammar and syntax go, requiring correspondence. This ensures tons must have a Dexterity of 16 or better many gestures. The written language that the letter you send gets to to qualify). Their natural AC is 9, with a otherwise requires an extensive library of the right person. In the United +2 bonus to their AC and to all saving symbols representing animals whose States or Canada, write to: throws due to their small size and agility. sounds come close to the desired syllables. They have the following racial modifiers Ideograms conveying ideas complement DRAGON Magazine, P.O. Box to their game statistics: other written symbols available to Jibaru 111, Lake Geneva WI 53147, shamans. The rest is left to the readers’ U.S.A. In Europe, write to: Abilities St In Wi Dx Co Ch interpretations. DRAGON Magazine, TSR Ltd, Race Max. 16 15 15 18 18 18* 120 Church End, Cherry Hin- Phanatons: AC 7, HD l-l, MV 90’ (30’) Phanatons -2 -1 - +2 - - ton, Cambridge CB1, 3LB, or 150’ (50’) gliding, AT 1 bite or weapon, D Shamans -2 -1 +1 +1 - - United Kingdom. 1d6 or by weapon, Save as F1 ( +2), ML 7, AL Lawful (any for PCs), XPV 5. Size: 4’ * Natural Charisma applies only between tall. DRAGON is a trademark of TSR, Inc. phanatons, elves, treants, and dryads; ©1990 TSR, Inc. All Rights Reserved. otherwise, penalize Charisma - 1 when dealing with other humanoids, - 2 when

DRAGON 49 A set of special swords from the AD&D® game’s FORGOTTEN REALMS® campaign by Nathaniel S. Downes

Artwork by L. A. Williams

Calathangas Description: Calathangas is a short Dyerwaen (“The Rat Blade,” “The Sting of Xerastos”) sword with a very sharp steel blade and a (“Forester’s Friend”) This unique sword first appeared over plain hilt set with a white moonstone This unique weapon was forged by the 80 winters ago during a plague that swept (worth 250 gp). It is + 1 to hit and + 3 on gray elves of old Myth Drannor as the first . It was used by a warrior of damage. Although it is not intelligent, it is men began to fill the Dalelands. It was Battledale named Rathinor, who eventually evil and inflicts lycanthropy (wererat) given to Torek Graybeard, the leader of fell fighting a band of thieves in the wood, upon anyone who so much as holds the the new human settlement, as a token of killing and wounding several of them blade without passing a saving throw vs. friendship between the two races. When before he himself died. The rogues were spells; this check must be repeated each Torek died childless, he gave Dyerwaen to never seen openly again and presumably week the weapon is used. his nephew Tireen, who bore it proudly disbanded. In combat, anyone injured by the blade until his disappearance six winters later The blade disappeared for 15 years, but not actually killed by it has a 20% on a hunting trip. until a young and ruthless soldier named chance of contracting wererat lycanthro- The sword surfaced briefly 12 winters Xerastos bought it from a peasant for the py. The sword glows only when rats are ago in the hands of a goblin raiding party. price of six sheep. He grew quickly to within 50’ of it; if the wielder so desires, The goblins clashed with a passing group infamy as captain of a small but powerful he can summon and control 2d12 giant of adventurers and were defeated; Dyer- group of adventurers. His enemies feared rats (30%) or 6d12 normal rats (70%). waen was taken to Cormyr to be sold at him no less because of rumors of an awful They arrive in 1-4 rounds if any are near- auction, but was stolen by thieves en curse upon his sword than for his prowess by. Should the wielder compete with a route. It has not been seen since. with the weapon. vampire or other creature for control of Description: Dyerwaen is a fine steel Xerastos met his fate a decade later at the rats, Calathangas succeeds 70% of the broad sword with a rose etched along the the hands of an eager paladin who sought time. length of the blade; its hilt is tightly to destroy the blade. The paladin killed the XP Value: 800 wound with green velvet. It is +2 to hit wicked man and intended to return Cala- but has no bonuses on damage. The weap- thangas to his church, but took ill before on sheds light (up to a 10’ radius) when its completing his quest and disappeared. The wielder desires, glowing at no other time. weapon has not been seen since. In a forest setting, Dyerwaen’s bearer is

50 DECEMBER 1992 camouflaged so as to be 90% invisible more, the bearer is protected as though by morphed griffon, or a doppleganger might when motionless, nor will he leave any a ring of mind shielding (DMG, page 148), all be induced to assume their normal trace when traveling through such an although in this case Elquillar must be appearances at a touch. environment. In addition, if the sword is firmly grasped in hand. Finally, whenever XP Value: 2,000 suspended from a rope, the blade always this weapon touches (or strikes in combat) points to true north. The wielder is enti- a creature in other than its natural form, Evithyan’s Blade tled to use the Tracking and Weather Elquillar returns the target to its true Evithyan was a high elven hero of old, Sense nonweapon proficiencies at a +2 shape. There is no saving throw against no less a skilled wizard than a warrior. It bonus on ability checks. this effect. Thus a gold dragon, a shape is widely held that he fashioned this sword A few spell effects can be used by the changed wizard, a vampire, a poly- himself, nearly 1,000 years ago in ancient wielder of Dyerwaen as well. He can in- voke invisibility to animals (P1) at will, or speak with plants (P4) as a 7th-level priest once per day. These powers require only a command word and have an initiative modifier of + 3. Finally, elves and woodland creatures of good alignment regard the sword bearer as though his charisma were one point higher, to a maximum of 18. Dyerwaen is itself chaotic good, although it has never displayed any sign of intelligence. XP Value: 1,200

Elquillar (“The Sword of Many Faces”) This unique blade has been difficult to trace but is at least 700 winters old. Al- though some scholars maintain that it was forged by the elves to spy upon the activi- ties of young and rising races, it is proba- bly the work of a Calimshite illusionist named Akhir Ahad, who was forced to excel in his sorcery by the power of his political enemies. Legend has it that he constructed the weapon to help him es- cape numerous assassins. Eventually, the night rogues caught him, but not before he had passed the blade on to his most trusted bodyguard, whose name escaped the record books. The latter used it to such effect that it is impossible to locate it with certainty until some 300 winters later, when it appeared at an auction in Waterdeep. A number of murders ensued, and the sword was again lost. Its most recent wielder is said to be an assassin who calls himself “The Rider in White.” He is a well-educated individual with an excellent reputation, working artfully rather than with cruelty. Many of the little governments surrounding the Inner Sea have at one time or another hired him to remove undesirables, the victims often (though by no means always) being of evil alignment. Description: Elquillar can change its shape to become any type of sword, scimi- tar or dagger, though it’s always only + 1 on attack and damage rolls. Such a trans- formation occurs whenever the wielder desires another weapon to appear, and it takes less than a round to complete. Multi- colored runes spelling out its name appear on the blade regardless of its current shape or any efforts to conceal them. Elquillar’s master may alter his own shape as though wearing a hat of disguise (Dungeon Master’s Guide, page 170); this requires that the sword be kept on his person, though it needn’t actually be held (e.g., it can be in its scabbard). Further-

DRAGON 51 Myth Drannor, then used it to fight the Heart of Stone quests; it had no exclusive wielder and drow in the Underdark. When his time (“Gorgon’s Breath”) was only seldom used. Dwarven tradition came to pass over the sea to Evermeet, he Description: This short sword has an holds that Ice Claw has slain at least one gave the weapon to his apprentice, Caltha- intricate silver blade with runes that spell dragon and three fiends during its colorful lyon. In turn, the young elf used it to great “Heart” on one face and “Stone” on the history, as well as many lesser foes. effect and eventually handed it to another. other. Both the scabbard and the rather One hero failed in his appointed task This changing of the guard lasted for spartan pommel are made of black ada- and lost Ice Claw to treachery; he shaved several hundred winters, until one elf met mantite. his beard in shame, then left in exile to a premature fate and the blade was lost. The sword is + 3, though it cannot dam- recover the blade. He died without success It reappeared in 70 years ago in age creatures from the elemental plane of 116 winters ago. the possession of a novice thief, who had Earth. Such elementals will not normally The sword remained lost for the better somehow stumbled upon the weapon. He harm the bearer, however, unless pro- part of four decades before it eventually was poisoned in less than a week; al- voked. On a natural 20, the target must found its way into the hands of one Cap- though he survived, the sword was taken save vs. petrification or be turned to stone; tain Farzahd of an obscure mercenary and has not been seen in the years since. the bearer saves vs. petrification at +4. company. When he later tried to force Description: This long sword has a well- The wielder may cast the following himself on an elven maiden named Ulsha- balanced steel blade, the haft being of spells once per day: meld into stone (P3, nya, she slew him with her sorcery and mithril and set with a small emerald. The double weight capacity), passwall (W5), took the sword for herself. She is still an sword is normally of + 3 enchantment. and stone tell (P6). In addition, any of active adventurer and travels across the When used against the drow, however, it these spells may be cast once each per Realms with the weapon. becomes +5. On a natural 20, the blade week: contact other plane (W5, elemental Description: Ice Claw is a unique short drains 2-8 Constitution points in addition plane of Earth only), stone to flesh (W6), sword with a polished off-white blade that from the dark elf, unless a saving throw and stoneskin (W4). All spells are cast at is cool to the touch. The pommel is silver, vs. spells is made. The lost points can be the 12th level of ability. twined with black adamantite thread and regained at a rate of one point per day of XP Value: 5,000 set with a large diamond (worth 5,000 gp). complete rest. Any elf who loses all Consti- It is of lawful-neutral alignment (Intelli- tution points to the blade will die. The Ice Claw gence 17, Ego 20), communicates by drow are aware of this and fear the weap- This sword was forged by the dwarves speech (in Common or Dwarvish) or telep- on accordingly; they must make a morale of Citadel Adbar (see FR5 The Savage athy, and can read writings of either mun- check whenever confronted by Evithyan’s Frontier) centuries ago to stem the dane or magical nature when touched to Blade. onslaught of dragons in the Ice Mountains. the open script. XP Value: 2,200 Their high king maintained the weapon in This sword acts as a frost brand +3 his personal armory and bestowed it on a (DMG, page 185) with the special purpose select group of champions for specific of defeating dragons of any alignment.

Advanced Dungeons & Dragons, Forgotten Realms and the TSR logo are trademarks owned by TSR Inc. 52 DECEMBER 1992

The wielder gains a +2 to all saving written in such languages merely by winters, showing up all across the Realms. throws and takes - 1 hp per die of dam- touching the blade to the work (the sword It was finally purchased by an eccentric age sustained in combat against dragons understands such texts, too, reading what- adventurer who met disaster in battle (to a minimum of 1 hp per die). Ice Claw’s ever is exposed to the blade’s “sight”). No with trolls 30 years ago. It has not been bearer is also immune to the aura of fear mouth or eyes appear on the weapon; its seen since. surrounding some dragons. sensory abilities are purely magical in Description: Nightwatcher is a long XP Value: 2,600 nature, so it can see in every direction sword with a very sharp, black-adamantite from its blade, and hear all that’s said blade and a silver-and-ivory pommel set Neekar within a 60’ radius. It cannot use telepa- with a large black pearl (worth 500 gp). It (“The Sword of Tongues,” “The Water- thy, even with its wielder. is a + 3 weapon that radiates no light. dhavian Diplomat”) The weapon was meant to be an incon- The sword’s bearer can see at night This unique blade first appeared centu- spicuous aide in politics and is indeed a under an open sky as well as if it were ries ago in the treasury of a noble house of shrewd negotiator. It has a history of daylight. All magical darkness within 30’ Waterdeep. It was lost in a duel with a participation in delicate treaties that it is of the blade is dispersed, though darkness rival family, who in turn sold it a genera- quite proud of, and the sword is often of natural origin is unaffected, except as tion later when the family briefly fell from willing to parley on behalf of its wielder noted above. fortune. Both houses would doubtlessly for even trivial matters. When planted firmly into the ground, pay a handsome sum for its recovery. XP Value: 1,000 Nightwatcher hums loudly if anyone with Description: Neekar is a steel broad intent to harm its wielder approaches sword with a plain silver pommel and an Nightwatcher within 60’. This functions even if the ivory scabbard. Unlike most magical This unique blade first appeared on the individuals are concealed or invisible, swords, it sheds no light and has no com- Sword Coast nearly 200 years ago in the though Astral and Ethereal creatures bat bonuses. If a detect magic spell is cast possession of a grizzled old adventurer cannot be sensed by the sword. upon it, it proves to radiate an aura of who claimed to have found it in an ancient XP Value: 2,400 divination. It is of lawful-neutral alignment ruin deep within the Great Desert, (Intelligence 16, Ego 10), communicates by Anauroch (see the FORGOTTEN REALMS Sword +2, shock blade speech, and can read nonmagical writings. Cyclopedia of the Realms, page 23). The Description: There are perhaps a score Neekar’s primary ability is its power to old man gave it as a wedding present to or more of these magical weapons speak in any language native to the Prime his eldest daughter’s fiance, and it thence- throughout the Realms. While of many Material plane, a function derived from forth passed from father to son for four sizes, the swords are often identified by the complicated use of a tongues spell in more generations until one used it to pay the large hilt-fitted opals used in their its creation. This is even applicable to off his gambling debts. construction. archaic or regional dialects. By the same Nightwatcher changed hands with bewil- token, it lets its wielder read any text dering frequency over the next 50 or 60 Continued on page 119

54 DECEMBER 1992 DRAGON 55

Aces of the Pacific (Dynamix) Pilot your choice of flight-simulators

KnightLine U.S.A. to the Trust. The first charity to for the new Sega CD unit. In the interest of space, we’re trying to receive funding from the Trust is The Spectrum HoloByte is moving to larger write briefer reviews for most of the George Lucas Educational Foundation, an offices at 2490 Mariner Square Loop, software we discuss. Also, your letters and organization that seeks to improve educa- Alameda CA 94501. It’s new telephone faxes are of high priority to us, so please tion by creating new ways to integrate number is (510) 522-3584. You can look write to us when you have questions or interactive multimedia technologies with forward to several new releases from hints for us. Please remember we live on teaching and learning. Spectrum during the next 18 months, the West Coast, and our fax hours are Electronic Arts has just signed a new, including Operation: Fighting Tiger, A- 10 from 9:00 A.M. to 5:00 PM Pacific time multiyear licensing agreement. Not only Warthog, and Star Trek: The Next Genera- Sierra (of King’s Quest and Quest for will Electronic Arts continue to publish tion. Glory fame) has acquired Bright Star Tech- Sega cartridges, but you can expect the The Legends of Future Past (LOFP) game nology. This is a clue that Sierra is plan- game company to start producing games has debuted. This fantasy role-playing ning to enter the Macintosh software game (FRPG) game resides on the Digital market more strongly. Bright Star is well Computer games’ ratings Dreams Network (DDN) operated by Inner known for its HyperAnimation technology, Circle Software in Worcester, Mass. Access Not recommended especially speech synthesis. X is through your local TYMNET node. Char- * Poor Sega has established the Sega Youth ter membership is $49.95, which includes ** Fair Education and Health Foundation Charita- the player’s manual, six hours of on-line *** Good ble Trust. Initially funded with $3 million credit, free conversion of your character **** Excellent from Sega of America and Sega Enter- for play in LOFP, and no monthly member- ***** Superb prises, funding will continue through Sega fees during the first year. Regular donating a part of its cartridge sales in the membership, which includes the player’s DRAGON 57 manual and a $2 per month membership fee, is $19.95. The adventure takes place in Andor, Land of the Shattered Realms, starting in the City-State of Fayd. With six main reli- gions, a Hall of Justice, guilds and shops, various skills, and eight races, there are broad gaming possibilities ahead for mem- bers. Although we haven’t yet played LOFP the environment as described in the player’s manual is quite intriguing. For readers of our column, a free copy of the quarterly DDN newsletter entitled Zephyr is offered to you. Call (508) 757-5737 to request it, or write to DDN at 1415 Main St., Suite 760, Worcester MA 01603. The information we received certainly attract- ed our attention!

H.E.L.P. From Sam Hernañdez and family of Puerto Rico comes the following requests. “I’m stuck on level 11 of Eye of the Behold- er because I don’t know what to do in the Room of the Key, so I can’t open the door. What do I do? Also, in Les Manley’s Search for the King, how can I get Helmut Bean to Aces of the Pacific (Dynamix) go with me? What do I spill on the hotel the wall (it can be removed without the needs it. carpet?” door closing).” Yi-Zhon Liu of Palo Alto, Calif., has tack- David Endler of Naples, Fla., asks, “I Michael Lavoie continues: led both Bruce Kumsteen’s Secret of the have the game Beyond Zork and I’ve come “The next query came from Sean Larson Silver Blades questions, and Charles Rose to a complete standstill. I read the hints in regarding Spellcasting 101. If you do have and Inoo Labion’s Dragon Wars questions DRAGON issue #182 by Jake Haney, but I all the spells, then you must go to the posed in issue #183. am still stumped. How do you get past the Housemaster’s Suite in Frogkisser House “In Secret of the Silver Blades, after monkey grinder? How do you get the and take the surfboard from the wall, You getting the Staff of Oswulf, head north, helmet out of the trench when the horse is need the Dispar spell to get it (if you lack then west, then north again to find a mal- covering it? How do you fly the pterodac- this spell, have you negotiated the Maize functioning teleporter. Before stepping tyl?” Maze yet?). Examine the dials on the board through, memorize all spells and heal the Michael Lavoie of Nashua, NH., epito- and compare them to the map that came party, as stepping through the teleporter mizes the character of most DRAGON in the game box; their use should be obvi- inflicts about 30 hit points of damage on readers. Not only does he decide to help a ous. Take the surfboard to the boat dock, all members. You’ll face many umber hulks fellow gamer, but he assisted by answering put it in the water, get on it, set the dials, upon your arrival. You are now on level two queries posed by garners in our and push the red button. A final note: Be nine of the mines. Journey south to the column in DRAGON issue #183: sure that you have the Kabbul spell (you’ll mine shaft and kill the guards to “I have answers to two of the questions have to ‘bust’ your way into the upper lift the wall of force blocking the shaft, posed in issue #183. First, Charles Lin stacks) and the popular book, both in the Next, head down to the tenth level and queried about Eye of the Beholder II. If he library. You absolutely cannot win the into the dungeon to find the three keys has gotten as far as he said, he must have game without them,” used in the Dreadlord’s Castle. acquired all three parts of ‘Talon.’ Simply There have been several requests from “In Dragon Wars, head to Nisir to find place the Eye, Hilt, and Tongue of Talon garners involved in FTL’s Dungeon Master. Namtar. Collect the treasure and Dragon into the sword imprint (the sequence Ian Richmond from Michigan answers a Eyes near the stairway from the Under- doesn’t matter). This brings down the question from Bruce Stevens from Colum- world. Now, you can fight your way barrier, leaving behind a useful item.” bus, Ohio. “The Neta and Ros paths do through a guard room or use a climbing If you don’t have the three parts, read meet under the Demon Director, but re- skill to bypass it. Either way, you should this hint from Allen Reaves of Ingleside, quire two different solutions. To open the find yourself at the edge of a gap, with Tex.: “The Tongue of Talon was dropped door through Neta, you force a skeleton Namtar’s lair on the other side. Use the by the frost giant who turns to dust after into the alcove. When this is one, ‘God’ Golden Boots to get there. While you’re in he finishes talking. The Hilt of Talon is on strikes it down with lightning. The ninja Salvation, you should also show the Sword the fourth level of the Azure Tower (the way is to lead a skeleton into the teleport- of Freedom to the Universal God (by using level that is infested with medusas and er. When it is behind the door, pelt it with it) to have it blessed, which enables it to aerial servants). It is found under a pile of missile weapons. That is why the rocks are cast an Inferno spell when used. The rock bones in the two-by-two room where a in this room.” on the Faerie Bridge shows where the pit secret door is opened to the west by press- If anyone wishes some exacting clues for Namtar sprang from is located. To kill ing a stone in the north wall (this is shortly the Sega Genesis version of The Immortal, Namtar once and for all, you need to bring before Dran traps the party and drops please send us an SASE and a note re- his body here and dump it in. I haven’t them into the frost giant prison). The Eye questing this information and we’ll send found the Black Sickle yet, but the Rusty of Talon is the gem used to open the door you a listing of hints and tips. This compi- Axes are more powerful than the Battle or on the second level of the Azure Tower lation was kindly completed by Roberta War Axes, although they do subtract three (the level filled with basilisks and bulettes) Rizza and D. Urbano of Wallingford, Conn. from your AV. To get to Namtar below past the pressure plate that moved a sec- Their list is far too extensive to print in Nisir, first get out of the starting rooms by tion of wall in front of the party. It is possi- this column, but with their permission we using Soften Stone spells, then head to the ble you might have left the Eye of Talon in can send the material to anyone who big pit and cast an Air Summon spell.

58 DECEMBER 1992 Now, go through the doors, turn right, and cast a Soften Stone on the next wall. Proceed inward and then cast another Soften Stone spell to get into yet another room, which leads you to Namtar’s lair. When facing Namtar’s army, you should call the Dragon Queen with the Dragon Gem to skip the fight, saving your resourc- es for the fight with Namtar. Use the Free- dom Sword, Spiked Flail, Dragon Sword, Crush Mace, Gatlin Bow, and Magic Quiv- er, in addition to casting Rage of Mithras, Mithra’s Bless, Zak’s Speed, Cloak Arcane, Kill Ray, and other powerful spells. Keep your magic potent by using the Dragon Eyes.”

Reviews

Darkseed (Cyberdreams)

backward on the screen. This can ruin your shot, so be aware of this. All menu controls are point and click. Nothing could be simpler. With mission recorders and realism panels that you can adjust, AOP is a great addition to your flight simulation library. This WWII flight/combat simulation requires: DOS 5.0, 2MB of RAM, 20MHz Aces of the Pacific (Dynamix) CPU (80386 or better), a VGA graphics board, and a hard disk drive. You should Aces of the Pacific **** also have 610K of free conventional mem- Dynamix, PC/MS-DOS ory and 311K of expanded memory (EMS). Darkseed (Cyberdreams) For World War II Pacific Theater com- Joy stick, mouse, and Thrustmaster I/O bat, nothing beats Aces of the Pacific devices are supported. AdLib, Roland, (AOP). Whether taking off from an airstrip ThunderBoard, and SoundBlaster sound or from an aircraft carrier, you will soon cards are also supported. B drive in order to play the game. We do find yourself in the thick of action against not believe this form of copy protection is talented enemy pilots. Utilizing an inter- Darkseed *** viable and recommend that Cyberdreams face similar to that of the Red Baron game, Cyberdreams, PC/MS-DOS come up with some other form of security you have total flexibility in not only learn- Cyberdreams is on the right track, but for its games. ing how to fly your WWII fighters, but the implementation of its first offering The documentation is poor, as it doesn’t also in starting your career and in choos- needs some fine tuning. Yes, the H.R. Giger alert you that many “accomplishments” ing combat missions. graphics are absolutely awesome—you’d are required within certain periods of As is common with Dynamix games, the think this adventure jumped right of the time. You’ll figure out what you didn’t player’s manual is one of the most com- Alien soundstage! The graphic interface complete, and you then have to restart plete, thorough, and enjoyable publica- allows you to click your mouse button to your game from the beginning in order to tions to accompany any game. Included is activate a specific command icon that complete the necessary activity. By the a quick run-through of how to pilot your appears on your screen. You can click to time you’ve done this eight or nine times, aircraft and enter combat. The historical check things out, pick them up, use them, it becomes extremely frustrating! Add that overview is thorough and interesting, but and so on. some of the items you need to retrieve are as we are all aware, garners want to dive Darkseed offers excellent voice digitiza- so small and so well hidden in the graphics into the simulation and worry about read- tion, especially when coming from an that you could spend quite some time ing later. internal PC speaker. We imagine with a moving your icon around the screen just AOP is one of the easiest flight simula- SoundBlaster, the digitization is even bet- trying to find these important relics. tions to learn. Within five to ten minutes, ter. You can save games at any point and This adventure is a graphics delight, you should be up engaging enemy Zeros. replay them when you want. As the lead containing puzzles galore and great playa- Read the section on proper flight and character, Mike Dawson, you’ve escaped to bility. Cyberdreams is able to produce combat practices, and you should become the new home you’ve purchased in Wood- games that will excite consumers, but only quite successful. The only drawbacks we land Hills in order to do some writing. if it listens to some of the complaints and found to this game are the rather static, Seclusion is what you wanted—horror is works them out before its next release. motionless screen views if you fly on what you get, especially the kind of horror This graphic requires at patrol. Additionally, when we were diving in knowing that you must never lose disk least a 12MHz 80286 computer, 640K at an enemy plane, the foe would on occa- #1 in the set because Darkseed uses the RAM, a VGA graphics board, and a hard sion stutter and shift positions as though a key disk form of copy protection. This disk. It supports AdLib and SoundBlaster magic hand had propelled it forward or means you must have disk #1 in your A or cards, mouse, and joy stick.

DRAGON 59 those with Macintosh systems, talk is that a new version is just around the corner, We hope so, for one of the outstanding features of this flight simulator is the ability to play opponents via modem, espe- cially when your friends are flying from different systems. Spectrum HoloByte continues their success with Falcon 3.0 for PC/MS-DOS computers. With a wealth of material included in the game box including accu- rate maps and a troubleshooting card for those who may not have enough system memory to run the game, this flight simu- lator continues to reign as one of the best, This flight/combat simulation requires: DOS 5.0. Recommended systems are: 2MB of RAM, 20MHz CPU, a VGA graphics board, and a hard disk drive. Joy stick or mouse optional.

Minotaur **** Bungie Software, Macintosh Imagine trying to develop an exciting multiplayer adventure game not knowing what model of Macintosh computer any of I the players possess. Add the requirement Falcon 3.0 (Spectrum HoloByte) that the game be played by modem or an with the game’s voice feature. The music AppleTalk network, and you have a predic- soundtrack, when played through a Ro- ament land sound card, is outstanding. Bungie has succeeded in this rather Your Training starts with teaching you daunting task. The Minotaur fantasy ad- how to take off and the basics of flying venture game not only meets all minimal through air-to-air and air-to-ground en- expectations—it exceeds them! However, gagements. You start by learning about the an up-front warning! This is a tough game. different screens in the War Room and by We rarely lasted beyond the first 15-20 selecting your flight squadron. Then you minutes. Granted, the graphics are a little move through pilot assignments and weap- less than what one might expect on a ons loadings. You can even jump directly Macintosh game. For those playing in into battle with an Instant Action order! black-and-white, any icons must be readily As there are a number of options, some of identifiable from others. This means large Falcon 3.0 (Spectrum HoloByte) them rather complex, Spectrum HoloByte icons to represent those 80-odd items to be Falcon 3.0 ***** was thoughtful enough to include a real picked up) such as weapons, objects, Spectrum HoloByte, PC/MS-DOS escape—the Escape key backs you up to spells, and armor. You’ll note that these If you want to know what it’s like to fly the previous screen. icons occupy a full “hex” on-screen. So, if and fight in an F-16 Fighting Falcon, Falcon The Autopilot feature is a great way to you find a spell that normally comes in a 3.0 is the flight simulator for you. The learn about the F-16. During your tutori- small bottle, it’ll look as big as your charac- program treats you as though you have als, it’ll even land the aircraft for you. And ter. some intelligence. It not only offers a if you decide to go into combat and are To test this game’s playability, we en- smooth, user-interface for maneuvering having some difficulty maneuvering to gaged in a two-character duel using a through the different selection screens attack position, Autopilot will do its best to Macintosh IIx with S-bit color and a Po- that offer exciting missions, but also a bring you in behind the enemy for some werBook 170 over both an AppleTalk well-written manual that doesn’t talk clear shots. You can even accelerate the network and by modem. The game slows down to even a novice flyer. In fact, their Autopilot mode to bring you into combat when movement operations are being eight-lesson Red Flag tutorial is the best more quickly. processed for both characters simultane- flight simulator tutorial we’ve used by far. There are various views, so you’re not ously, but there was no problem identify- One complaint though, and it’s a common stuck just viewing the heads-up display. ing who was who and so on. The key to one when a software publishing company You get a chase-plane view, satellite view, this game is not in moving your character releases a thick manual, is that there is and tracking view, all of which are rotat- through the maze to find spells and weap- absolutely no way to keep the page open able not only horizontally and vertically, ons, but in learning how to counteract to your tutorial when you’re in the thick but left and right as well. Watching your- what your opponent(s) might have to use of controlling your aircraft, We would like self take off or land in the tracking view is against you. to see more publishers using wire-ring a definite help in learning how to fly the F- Via AppleTalk, you can participate in a spines when they know their manuals are 16 correctly. You can even zoom in or out game involving seven players. Movement going to be heavily referenced. on your plane, or watch yourself from the is handled through your numeric keypad, Falcon 3.0 has wonderful animation and vantage point of your wingman. your cursor arrow keys, or the following their sound drivers are quite good. Due to With an enormous variety of missions keyboard combination: “p” for up, “l” for IBM or clones’ cheap quality, the voice from which to select, you are guaranteed left, semicolon for down, and apostrophe feature is rather tinny when played never to be bored while piloting your F-16. for right. We found the lack of mouse through your internal speaker. We recom- The danger from enemy ground and air support quite annoying. In a multiplayer mend that if you don’t have a SoundBlas- forces is immense. Falcon 3.0 is one flight game, your target’s name and icon appears ter or similar sound card, don’t bother simulator every gamer should acquire. For to the left of the on-screen maze. If pulsat-

60 DECEMBER 1992 ing crosshairs appears over this icon, that is your current target. You can press your Tab key to cycle through all your oppo- nents to select whichever target you wish. You can also designate other players as “friendly” using your plus key—however, rest assured many dissolve in the heat of battle. Attacking in a two-player game requires some practice, so the publisher has includ- ed a single-player exploration mode that allows you to explore the labyrinth to learn what the icons represent and how to use them. In this mode you can’t die, but neither can you kill. Two disks come with the package as well as two command cards. Minotaur would, we believe, do well on an on-line service such as America On-line, GEnie, or CompuServe. We don’t know if such discussions have taken place there, but they should be considered. Minotaur is a terrific game for telecommunication garners but could withstand a new version that fully supports the Macintosh mouse for character movement. This adventure game for at least two modem players requires System 6.0.5 or Red Baron (Dynamix) greater (and is System 7 compatible), 1MB of RAM for black-and-white play, an 8-bit with less time than before. That’s why we video card and 2MB for color. preferred to open a saved game, so that the remaining time factor was in our Prince of Persia ***** favor. Broderbund Software, Macintosh It’ll take you three or four starts to get If you aren’t an arcade game junkie yet, the hang of the numeric keyboard assign- get your hands on this excellent offering ments for your on-screen persona, who from Broderbund. We ran Prince of Persia must rescue the Sultan’s daughter and the (POP) under System 7 on both our Macin- throne from the evil mitts of the Grand tosh IIx and our PowerBook 170 and were Vizier Jaffar. As he has tossed you into the delighted with its playability. With dungeons with nary a possession, it takes thoughtful consistency in the use of the quick action and quicker wit to master Macintosh human interface guidelines, these 12 complex levels. When death does POP will leave you wondering where all come to you, either from a fall from a Red Baron (Dynamix) the hours went! Once you start, addiction great height, snapping metallic jaws, or you can never have enough good flight is the result of your having to ponder nasty spikes, the gruesome result is seen simulations in your library! puzzles while under a time limit that adds on-screen. Learn from your mistakes! We found flying using the keyboard to the game’s enjoyment. You will get POP offers some of the most fluid anima- commands to be the most effective. All frustrated, as you’ll forget some of the tion ever offered and 250 rooms packed menu selections are point-and-click, ena- paths taken earlier to avoid traps or get with action. POP is the best arcade/action bling you to dive right in and battle a through obstacles. If you fail to complete a game we’ve played on the Macintosh, and famous ace, fly a single mission, or go level by getting killed, you have to start we highly recommend it to all garners! directly to the career menu. If you try the that level over again. There is no saving a This arcade/adventure game, a new latter, you select either a career in the game in the middle of a level. Fortunately, conversion to System 7, requires 2.5MB of Royal Flying Corps or the German Air you can save your game as you succeed at RAM for black and white game and 4MB Service in December of 1915. Your mission gaining the upper hand over levels. of RAM for color game. For System 6.0.2 assignments are quite varied and include For our taste, there is too much copy to 6.0.7, it requires 2MB of RAM for either attacking Zeppelins, dogfighting enemy protection. Each time you wish to restart black-and-white or color game. A hard planes, and protecting recon missions. your game from a saved level or progress drive is required. Should you survive and find promotion to to a new level, you must enter the first First Lieutenant or Oberleutnant, you now letter of a word designated in your user Red Baron ***** become the flight leader and are responsi- manual. Granted, the way you enter that Dynamix, Macintosh ble for one other pilot’s actions. Make it to letter is unique—your character must find This is a great offering from Dynamix. captain and you command four planes the potion with the correct letter assigned While Hellcats Over The Pacific from plus your own, which you can paint to to it and drink it—before the next level Graphic Simulations proves polygonal your own specifications. Try for the Victo- door will open. When you consider the graphics offer superior screen animation, ria Cross or the Red Eagle Order medals. number of times your character is going Red Baron (RB) shows what can be accom- The ultimate achievement is to earn more to die, this becomes disruptive as you plished by a publisher who takes the time victories than Frenchman Rene Fonck (75) ponder how to better yourself on your to convert a PC/MS-DOS game to the Mac- or Rittmestier Manfred von Richthofen next level attempt. You can simply restart intosh environment. Featuring smooth- (80) and become the ace of aces. the level, but whatever time you used on frame animation, good sound effects, and Various views are available that allow your previous attempt is no longer exciting missions, RB is as much a “must- you to scan the sky or ground for targets, available—you’re off and running again buy” for Mac garners as Hellcats. Heck, You can compress time if you are in a

DRAGON 61 hurry to meet some objective and you can Might and Magic III (New World Com- the kings give you one million experience record your mission for later playback. puting, version) for each orb you bring them Maps are included to help you with your 1. Inside the pyramid on the Isle of Fire, 6. For 100,000 gold each, your charac- various missions, and you get one of the you can obtain an Interspatial Transport Box ters gain every skill in the game (including most exhaustive manuals published. It that can teleport your party just about any- Thievery) inside the Halls of Insanity. contains not only the control documenta- where. It seems to have unlimited uses. Eric R. Smith tion you need to learn to fly the plane, but 2. The following locations have one of Clovis NM also a wealth of information in its histori- the hologram sequence cards: Fortress of cal overview sections. RB is an exciting Fear, Halls of Insanity, Dark Warriors Prophecy of the Shadow (SSI) flight/combat simulator, and for color Mac Keep, Cathedral of Carn, Tomb of Terror, 1. Berrin has the white key to Larkin’s garners it’s a great addition to your soft- Maze from Hell. workshop that is northwest of Larkin’s ware game library. 3. These locations cannot be teleported house. This WWI flight/combat simulation to, but can be teleported from: Castle 2. Search the doormat at Larkin’s house requires: a hard disk, SuperDrive, 8-bit Whiteshield, Castle Bloodreign, Castle to find the iron key, which opens the video card, 2MB RAM for System 6.x or Dragontooth, Whiteshield Dungeon, Bloo- house. 3.5MB for System 7. The simulation also dreign Dungeon Dragontooth Dungeon, 3. The bandit camp is north of town. supports the Gravis joy stick. and Central Control. The password is “Znfandel.” Kill the Mage 4. For those who do not wish to spend a Hunter to get the Death Warrant, which Clue corner lot of time in the Maze from Hell, here are you should give to Berrin. the coordinates for the Hologram card and 4. The wizards tower is northeast on Dungeon Master (FTL Games) the Ultimate Adventurer Fountain. You the island. You need to use a rope to enter. 1. In the starting room, put the torch in can use a series of teleports to get to the Kill the zombie. the sconce to open a jumping hallway. An locations and, with luck, not run into any 5. The glasses are useless, but the sev- imaginary wall opposite the sconce has a encounters: ered head and the platinum catalyst are full suit of behind it. Be sure to Water Mane Fountain: X14, Y19. useful. open the teleporter using the Ful bombs Hologram sequence six: X27, Y23. 6. Use Larf’s staff to activate the tele- and Ven potions, so you’ll have a return 5. You need to be an Ultimate Adventur- porters to leave the island. To find them, route from Ros. er and possess the Blue Priority Access look for pair of conical stones placed next 2. Instead of going to the FulYa pit, just Card to get to the end of the game. The to one another. Stand between the stones return to the starting room. To do this, card can be obtained by bringing 11 orbs and use the staff. just fall down a pit in the Corbum Bomb to any of the kings. In an earlier issue of 7. You need to show the scroll Berrin Pillar room. Each return trip to the Sup- the column it was said that you only gave you to both guilds’ masters. Garen’s plies for the Quick room grants new trea- obtain one million experience, no matter house is northeast of Silverdale and sures. Also, check for secret walls here. how many orbs you present. I found that Gerald’s house is due west.

62 DECEMBER 1992

8. The Torlok cave is in the center of the High Gazer sends you to. The Pango fruit up the good work by sending your com- Great Forest (inside, you must get the is on a bush in the SW corner of the With- ments, hints and tips to: The Lessers, 521 Chieftain’s tongue). The library is a little ering Lands, near an abandoned house. Czerny Street, Tracy CA 95376. Until next east of the cave area in the Great Forest 15. The Shadow Sword can be found at time, game on! 9. Use the Teleporter southwest of With- the bottom of the silver mine, located ering Lands to get to the last High Gazer. north of Silverdale near the coast. Find the Eternal Lamp there. 16. Use the teleporter just above the Moving Away? 10. Enter the ruins in the Withering temple in Malice to get to Abruxus’ castle. Lands—you can find the Earthen staff by Place the four “elemental” objects on the If you have a subscription and plan searching the corpses. correct pedestals: Fan (air), Flask (water), to move soon, please let us know at 11. Once the guild masters have been Eternal Flame (fire), Earth Staff (earth). least six weeks beforehand. If you killed by Mage Hunters, you can use the Take the appearing door to Abraxus. Cast Death Warrant to gain entrance to Granite the spell that the witch gave you on live in the United States or Canada, Keep. Find the Everful Flask. Fiona the Abruxus and then kill him with the send your old address, your new maid will give you a key to Cam Tethe’s Shadow Sword. Use the same technique address, and your most recent mail- room. Kill Tethe to get the key to the you used against Cam Tethe because ing label to: Subscriptions Depart- Dungeon, where you can free the Prin- Abraxus has about 200 hit points. ment, DRAGON® Magazine, P.O. cess. If Tethe is too tough, engage him in 17. Also, drink any strength potions you Box 111, Lake Geneva WI 53147, melee for only one or two rounds, then can obtain. Train with the Guy in Glade U.S.A. If you live in the United King- exit. He doesn’t follow. Heal yourself and and drink Gazer Icor. These all raise your dom, send the above information fight him again. Repeat, if necessary—he stats. to: Subscriptions Department, has about 100 hit points. 18. There is an Orb of Sight that a Mage DRAGON Magazine, TSR Ltd., 120 12. Free the Princess and she gives you Hunter possesses in the library. There is a the key to the torture chamber. Use the Pack of Holding that can be found in the Church End, Cherry Hinton, Cam- key to enter and get the evil adornments. sewer system below Granite—it allows you bridge CB1 3LB, United Kingdom. 13. Wear the evil costume to enter the to hold over 50 additional items. The more quickly you let us know temple in the Town of Malice. Get the Scott Ferrigno about your move, the easier it is for magic fan that can turn you invisible. Columbia CT us to keep your subscription going. 14. Walk on the plants to enter Fell We might not be able to replace cop- Swamp. Talk to the witch Esme on the We want to thank everyone who has ies of the magazine that you miss! island. Give her the severed head. The acid graciously responded to reader queries can be purchased in many places. The after the answers have been published. DRAGON is a trademark of TSR, Inc. spider venom can be obtained by killing The time they take is much appreciated, ©1990 TSR, Inc. All Rights Reserved spiders in the Mage Tower that the Last even if their names aren’t published. Keep

Advanced Dungeons & Dragons and the TSR logo are trademarks owned by TSR Inc. 64 DECEMBER 1992

66 DECEMBER 1992 he city of Dartmor sprawled untidily along the shores of the river Foamfleck. It was neither the largest city in the region nor the most beauti- Something ful. In fact, its only distinguishing feature was the excellence of its thieves’ guild, a distinction that the city council preferred not to advertise. Despite the coun- cil’s best efforts, however, “as slick as a Dartmor thief” Familiar had become something of a byword in the area. The Thieves’ Guild of Dartmor was located in a large and ostentatious stone mansion in the nicer quarter of the city. Not that everybody knew this, of course, but the observant had noticed that, despite the apparent affluence of the mansion’s owners, nobody knew precisely who they were or how they managed to pay for the upkeep of the property. Moreover, there was the undeniable fact that Tenebre Place had never had so much as a window broken —much less been robbed—in the century that it had been standing. Until very recently, that is. by Eliza Erskine The current head of the Thieves’ Guild went by the sobriquet of Nightshadow. She had straight raven-black hair, emerald-green eyes, and a temper that was uncertain at the best of times. She was just over five feet tall and appeared to be a descendant of the elusive elven race, except that her distinctly pointed ears were matched by a set of equally pointed teeth. Just at the moment, those unnerving teeth were bared in a grimace that was most definitely not a smile. The master thief was furious. She was both a light sleeper and cautious to a fault, but sometime in the early morning, while she had been sleeping following a particu- larly successful cat burglary, somebody had stolen a very precious object from her and escaped entirely unnoticed. Only the single item had been stolen: a silver chain bear- ing an onyx pendant in the shape of a leaping cat. What made matters worse was that the chain had been around her neck at the time of the theft, for she never removed it from her person. The entire guild was in an uproar. It was not considered good form to steal from another guildmember, let alone the guildmistress herself. There were a great number of anxious faces in the stately halls of Tenebre Place, and more than a few knocking knees, for Nightshadow was determinedly interviewing every guildmember she could find. The master thief’s office was on the top floor of the building, in the northwest corner. It was expensively fur- nished in dark woods and heavy brocades, and the floor was covered by a plush, wine-red carpet that glinted with gold thread. Nightshadow’s unadorned, black-clad form appeared almost out of place in the midst of such luxury. She was sitting behind a massive oak desk, with a hastily procured list of the current guild membership in one hand and a writing stylus in the other. A tall man with dark eyes and closely cropped brown hair stood slightly behind and to her left. A pale scar ran from his right temple to the corner of his mouth, giving him a twisted, enigmatic smile that was as chilling in its own way as Nightshadow’s unusually pointed teeth. His long, slender hands were Illustrations by Jeff Menges clasped under his chin, and the silent, impassive stare with

DRAGON 67 which he fixed each testifying guildmember was calculated Perik Quinn decided not to question her motives. It was to unnerve even the most hardy and cold blooded among probable that they were entirely centered on the speedy them. recovery of her pendant, but part of him wished to believe This was Perik Quinn, a diviner by trade, a mage of that she was also concerned about his well-being. He led considerable skill who had been cast from his own guild the way to his ritual chamber in silence. many years before for reasons that he did not speak of and The room was a large one, but this was not immedi- none dared ask. In the Thieves’ Guild, one did not pry ately obvious as it was cluttered with the accumulated into such matters. Quinn was Nightshadow’s partner in apparatus of many years. There were two windows, but business, and they had been an exceptionally successful both were heavily shrouded in velvet, and the room was team for the past decade, a diviner’s skills being of great nearly dark. Quinn lit a half-dozen candles and set them value to the enterprising master thief. The mage was about the room. Inlaid in silver into the floor, in the cen- among the very few to know the true significance of ter of the room, was a large pentagram inside which lay Nightshadow’s missing pendant, but he was not one to an ornate mirror perhaps three feet in diameter. As Night- share secrets. shadow watched, Quinn gathered up the necessary com- It was many hours later when a tired and frustrated ponents and arcane items he needed for his spells. His Nightshadow rose from her chair and wearily shut the preparations completed, the diviner stepped into the pen- heavy office door behind the last of the available guild- tagram, laid the items he carried on the floor, and seated members. There were still a number of people to track himself crosslegged on a small cushion in front of the mir- down and question, but for the moment she had had ror. He then made a complicated gesture in the air with enough. She turned to face Quinn, her features suddenly his hands and spoke a sharp word of command. impassive. They looked at each other for several mo- The mirror began to glow brightly, then it rose off the ments, each assessing the other’s thoughts. floor to hover in front of Quinn, just at head height. With Abruptly, Nightshadow spoke, her voice harsh. a glance over his shoulder at Nightshadow, he set to work, “You know that there must have been magic, powerful occasionally staring for long periods of time into the mir- magic, involved in this theft.” ror. Seeing that the mage was wholly engrossed in his Quinn nodded. He knew what she was going to ask spells, Nightshadow stationed herself near the door, a next, and his shoulders tensed involuntarily. He moved a nearly invisible figure in the wavering light of the candles. few steps toward her but halted reflexively as she laid a The sun had set completely by the time the diviner sat hand on the hilt of her dagger. back from his scrying mirror and looked around blearily “Perik, I must know. Did you have any hand in this for Nightshadow. He blinked, unable to find her, then outrage? You are the most obvious suspect, for not only do jumped as she spoke from just beyond the warding you have access to my rooms, but you know how losing pentagram. my talisman affects me.” “Well, magus, what have you found?” Keeping his eyes on hers, the mage sank slowly to one Quinn rose unsteadily and sought out his most comfort- knee. able chair. Nightshadow handed him a glass of red wine “Terilanelon Eiwonythwyn,” he said quietly, using her and a thickly buttered slice of bread, and looked hopefully true name, “I swear to you in the name of the Lady of at him. The room was now lit solely by the light of the Magic that I was not party to this deed in any way, man- mirror, which Quinn had not yet dismissed. ner, or form.” Sipping thirstily at the wine, the mage tried to gather The master thief considered this for what seemed to his thoughts. Quinn a very long time, her face utterly devoid of emo- “Well,” he said at length, swallowing the last of the tion. Then she relaxed-her stance, and the tension in the bread, “I have discovered that your talisman is currently room eased perceptibly. in the possession of an old acquaintance of mine, a man “Very well, Perik, I believe you,” she said, her tone no by the name of Pal Revin. He is currently examining it in longer harsh, but full of steel. “I will have my spies’ re- his laboratory, and he is very pleased with himself.” ports by tomorrow morning, but I do not wish to remain Nightshadow hissed under her breath and fingered the idle until then. What do you suggest we do next?” well-worn hilt of her favorite longsword. Quinn stood gracefully and bowed slightly to her. “There is more,” Quinn continued, frowning. “Al- “Next, O Guildmistress, I suggest that I try to discover though I was very cautious, I believe that Revin was alert- some information by magical means. It is a risky endeav- ed to my presence by magical means. Shortly after I or and time consuming, but well worth it if it works.” began observing him, some kind of ward sprang up and Nightshadow assented silently. She went to a corner of prevented any further scrying. I then tried to determine the room and pulled aside a tapestry. The wall behind it whether he had accomplices within the guild, but without looked perfectly solid, but at a touch from the master thief success. I do not think that he does. Revin is more than it slid into a recess, leaving a narrow opening into the capable of committing such a crime without aid, and he is passageway beyond. too cautious to bring in witnesses unnecessarily.” “I will watch over you as you work,” she said to the Nightshadow raised a slanted eyebrow. mage, motioning him into the passage. “I fear that who- “You seem to know this Pal Revin well, Perik. Was he a ever took my talisman may realize that you are my best man of power in your old guild?” hope for recovering it and try some mischief upon your Quinn met her gaze with a curiously twisted expression person while you are lost in a trance.” on his face.

68 DECEMBER 1992 “Revin was my teacher. All that I know of the Art he the center of a large, cobbled courtyard. Nightshadow knows and more. He is the man whose accusations were pursed her lips in a silent whistle. Of course! She had sufficient to have me expelled from the guild. He is a very always known that the mage who inhabited the tower was dangerous person to cross.” fond of cats, but she had never bothered to find out who Nightshadow bared pointed teeth. One almost had the he was, as one of her basic tenets of thieving was not to impression of a tail lashing angrily behind her. meddle with mages. Except Perik, of course, but he was a “And I am a very dangerous person to steal from, different case, though now and then even he could be as Perik. Tonight, I think that I will pay a visit to this slimy aloof and frightening as any guild magus—which, after soul-stealer, to reclaim what is mine and perhaps a bit all, he had once been. more into the bargain.” Slowly and silently, the master thief and the mage made Quinn sighed as deeply as she had earlier that day. their way to the tower. Nightshadow regarded the rough- “I will accompany you, Shadow. Somehow I feel that I hewn stonework with professional contempt, for it would should. But be warned that Revin is neither a fool nor be an easy climb even without rope. With a last look at defenseless.” Quinn, who shrugged, she started to make her way up- Nightshadow opened the door into the main corridor of ward to a dark window some twenty feet above the court- the upper story of the mansion. She blinked in the yellow yard. Quinn watched her for a few seconds before glare of flickering torches. Suddenly a thought struck her, concentrating his gaze on the surrounding area. The and she turned back toward Quinn, who was slumped streets were deserted in this residential area, well away over in his chair with his face in his hands. from the inns and taverns of the riverside. The only traffic “Perik?” that Quinn saw pass was a handsome coach, which sped He looked up, squinting against the light. by with a great clatter just as a long rope came snaking “Yes?” down the side of the tower to dangle a few inches from Nightshadow looked around cautiously. Nobody was in Quinn’s head. sight. Waiting only until the noise of the. coach’s passage had “How would Revin know of my talisman, and why died away, Quinn muttered a brief but heartfelt prayer to would he want it?” the Lady of Magic and began to ascend the tower wall. It The mage looked at her somberly. was with great relief that he swung his leg over the win- “Pal Revin studies cat-lore. He has spent decades re- dow ledge and dropped lightly to the floor inside. His searching the various myths about cats, and he is obsessed relief was short-lived. with finding and collecting artifacts associated with felines, Even as Nightshadow began to pull up her rope, there most especially those created by the Cat Lord himself, was a sudden glare of light, and Quinn realized, too late, whom Revin knows well to be no myth.” which room they had broken into. Dropping her rope and Nightshadow felt a cold fear settle in the pit of her stom- trying desperately to adjust her eyes to the sudden light, ach. A man who knew of the Cat Lord, the powerful and Nightshadow whirled around, drawing her weapons. mysterious Felis Rex, could be a grave threat to her. Her Quinn, who in the last ten years had learned much of life was inextricably linked to that of the Cat Lord and his thieving but little of swordcraft, did not even bother to minions. She turned sharply on one heel and shut the pull out his dagger. door to Perik’s workroom. Once in her own rooms, she Pal Revin, Quinn’s former mentor, was a man of aver- changed into her working attire: tight-fitting black hose, a age height, with a slight paunch and graying hair. He was black silk tunic, and supple black boots. She was just ex- standing in the doorway of his laboratory leaning on an amining her rope for thin or frayed portions, when there iron-bound staff, the tip of which shone with bright light. was a tap at her door. A large tabby sat attentively at his feet, apparently much A key scraped in the lock and Quinn stepped into the interested in the proceedings. Revin scrutinized his in- room, garbed much as she was. He had not made a bad truders carefully before permitting himself a broad grin. thief, Nightshadow reflected to herself, although it was Quinn realized, without much surprise, that they had rare that he actually left the guild on assignment. She been expected. paused for a moment to admire the slender, muscled fig- “Good evening, Perik! I did so hope that the puzzling ure framed in the doorway, before slinging her sword Nightshadow would bring you along with her this evening.” across her back (for ease in climbing) and hooking her Quinn, his face set in an unreadable mask, caught rope onto her belt. Nightshadow’s arm as she began to make her way around They made their way silently through the lower levels of the heavy marble table that separated them from Revin. the guild, which were far below the supposed basement of She snarled at him, but he didn’t let go. He spoke quietly. Tenebre Place. These levels gave access to the sewer sys- “Shadow, he’s protected by a number of peculiar and tem, and to the secret tunnels known to members of the unpleasant wards. I wouldn’t get too close if I were you.” Thieves’ Guild as the Underway. The passages of the Un- Nightshadow swore but stopped advancing. Quinn derway were damp and chill, and dimly lit by irregularly slowly released his grip. spaced torches. Quinn was glad when, after somewhat less Revin leaned his staff against the wall beside him and than ten minutes of walking, they exited the Underway into removed a familiar pendant from about his neck. He dan- a narrow alley between two large buildings. gled it provocatively from his right hand so that the leap- Quinn peered around the corner of one building and ing cat-form showed clearly against the light from his pointed to a stone towerlike structure standing alone in staff.

DRAGON 69 Despite herself, Nightshadow hissed and lunged for- fangs. The cat favored Revin with a pointed grin but did ward, her green eyes glowing with murderous rage. not move. Mere mortal magic could not hold the Cat “Give that back to me, wretch!” Lord’s daughter when she was in her true form, but Revin Her sword sliced through a variety of intricate and very still had her pendant. Still, at least her thoughts were free expensive glassware, which crashed to the floor, utterly of the mage’s obscene control. And he will pay for the theft, destroyed. Revin looked annoyed as the master thief she promised herself, and for every humiliation. Bloodlust leaped to the tabletop and sprang at him with amazing rose within her, but she quelled it with an effort. No, she agility, There was a crackle of fire, and Nightshadow was thought, blood is not enough. The punishment must fit the crime. hurled backward, badly burned, her sword spinning from Her eyes alighted on the overfed tabby at Revin’s feet, her grasp. and all at once she knew how to hurt this proud, stupid, Quinn winced in sympathetic pain from his vantage mortal, point near the window, Revin cleared his throat. Good evening little brother, she thought to the tabby. “Now that you have had your chance at a little unprovok- The tabby stiffened, its tail twitching nervously. ed mayhem,” he said in an unpleasant, almost venomous Good evening, my Lady, it replied, knowing the voice, tone, “perhaps you will be more inclined to listen to me.” though it had never heard it before. Nightshadow, rising painfully from the floor, said noth- You serve one who seeks to hurt me, Nightshadow told it in ing, Her eyes flicked toward her sword, but, she made no menacing tones. move to reach for it. The tabby cowered, terrified by the power of the Lady. “This pendant,” Revin continued, keeping a close eye And the giant black cat grinned just a little wider. Re- on the thief, “interests me greatly. I can divine that it venge was going to be sweet. grants you some sort of shapechanging ability, but there Perik Quinn had not really noticed Revin’s familiar are unusually strong magics in it that I do not compre- earlier, as he had been preoccupied with other things. He hend. What I would like to know is more about Nightsha- noticed it now, however, as it leaped suddenly from the dow, to whom it is closely attuned,” floor and slashed its former master across the face before Nightshadow glowered at him unhelpfully. darting from the room. Revin screamed, an agonizing, Revin did not seem to be upset by this. His expression heart-rending howl of pain. Then he collapsed to the floor was smug as he started to chant the words of a magical and lay still, his features deathly pale. ritual, gesturing rapidly with the hand that held the me- For a moment, Quinn was utterly stunned. Beyond dallion, Nightshadow backed quickly away toward the need for explanation he knew the cause of that anguished window and Perik Quinn, who looked furious and was scream and felt an echo of the pain in himself. He thought shouting something about illegal magics. Suddenly, Night- of Petryl, and of the pride he had felt in the friendship and shadow felt her gaze caught and held by Pal Revin, and companionship of the young kestrel until she had been she was unable to move. torn from him, ripped apart by magical energies no mere “If you try to cast a spell, Quinn,” she heard Revin say bird could survive. For that more than anything else Perik to the younger mage, “I will deal with you in ways that Quinn hated Pal Revin. Harder to bear than any of the will make your expulsion from the guild look pleasant.” humiliations Revin had heaped on his too-capable appren- For just a moment, Quinn’s impassive features regis- tice, the murder of his familiar had left a scar that twenty tered an expression of sheer hatred, Then he shrugged years had not healed. And now, it seemed, vengeance had and clasped his hands tightly in front of him, tacitly bow- indeed been taken, and justice served. ing to Revin’s order. Quinn was recalled from his bleak memories by a gentle “Now, little one,” Revin said, turning his full attention nudge on his leg. The black cat was glaring expectantly at on Nightshadow, “tell me truthfully, from whom did you him, as though he were supposed to know what to do steal this trinket?” next. Oh yes, Quinn thought, still fighting the shock of “I did not steal it,” Nightshadow heard herself reply. what had transpired, and the lingering pain that it had Revin’s eyes gleamed intently. evoked. She needs the pendant. “Then where did you obtain such a thing, little thief?” For the truth of the matter was that, contrary to popu- Nightshadaw struggled not to answer, fought the urge lar belief, Terilanelon did not need her pendant to assume to tell her secret to this pitiless questioner, but in vain. the shape of a cat, but rather to assume the humanoid “My father gave it to me when I was born,” she said, in shape in which she was more frequently seen.-She was not a strangled voice. an elf who could become a cat, but a cat who could, with At least, Quinn thought sourly, Pal Revin has the grace to the help of the pendant, become an elf. She preferred the look surprised. After all, it isn‘t often that you meet the only living bipedal form because, when she remained long in cat child of the Cat Lord. form, she found herself becoming more instinctive and Revin was almost trembling with excitement. less rational. “Prove that this talisman is your birthright,” he com- Quinn muttered a few words and walked slowly over to manded the ensorcelled thief. peer at the unconscious form of Pal Revin. Unfortunately, Quinn breathed in sharply, Revin was tampering with the older wizard was still guarded by protective magic. something that he did not understand, and his former Tensing his shoulders, Quinn forced himself to reach for student hoped fervently that he would pay for it in blood, the pendant, still clutched in Revin’s grasp. You‘ve been hurt Nightshadow blinked once, and in her place was a huge before, he told himself, and you survived it then. Quickly, be- black cat with brilliant green eyes and whitely gleaming fore he could think better of it, he snatched at the pen-

70 DECEMBER 1992 dant. Fire lanced through him, but he was ready for it and shock did not kill him.” did not drop the precious talisman. Gasping, he fell to the Quinn shivered at the malice in her tone and did not floor, his strong hands burned and blistered and oozing reply. He drew a deep breath and slowly let it out again. blood. He closed his eyes, fighting back tears. Suddenly Nightshadow was hauling in her rope. he felt a wet coolness across his injured hands. With unac- “I think that we may as well leave by the front door,” customed gentleness and none of the roughness that one she remarked. would associate with a cat’s tongue, the black cat was Quinn, whose hands were still very sore, agreed. cleaning his wounds and more, actually healing them. “I wish we had had time to explore his library,” he re- When she had done all she could, she padded slowly back- marked sadly, as they quietly let themselves out into the ward and peered down at him anxiously. night. Quinn sat up slowly and placed the silver chain around Nightshadow grinned toothily. the cat’s neck. The form before him shimmered, and then “Ah. . . I am glad that you are recovering your fine Nightshadow was kneeling in front of him, her features sense of larceny, Perik. Still, I must reluctantly concur pale. She smiled wanly at him. with your assessment that robbing a mage’s tower is court- “I’ve never been in cat form without my pendant be- ing death. Alas for the treasures lost!” fore,” she explained hesitantly. “My thoughts seemed to They walked slowly toward the Underway. grow more like those of a cat every instant. It is not a “Perhaps we ought to give some thought to leaving the sensation I enjoy.” fine city of Dartmor,” Perik said hesitantly, stopping to Quinn stood up, still shaking with reaction. look back at Revin’s tower. “What you did to Revin was cruel, Lady Nightshadow.” Nightshadow turned as well and slipped her arm Nightshadow gave him an odd look, surprised that he through his. They stood together in silence for a moment, was so shaken by the business. Perik Quinn had nerves of two black shadows under the pale light of the stars, Then steel and a streak of ruthlessness that had cost more than Nightshadow nodded decisively. one person’s life. “You are quite right, of course. I only hope that Revin “He has been punished in a manner fitting his crime,” takes a long time to recover.” she said finally, fingering her pendant. “I dissolved the Perik Quinn looked away. link that bound him to his familiar, who was a cat and “He will . . .” he murmured softly. “Oh, he will.” therefore subject to my power. I am only sorry that the

STATEMENT OF OWNERSHIP, MANAGEMENT, AND CIRCULATION Title of publication: DRAGON® Magazine Date of filing: 30 September 1992 Publication no.: 0279-6848 No. of issues published annually: 12 Frequency of issue: Monthly Annual subscription price: $30.00 Complete mailing address of known office of publication: DRAGON Magazine, P.O. Box 111, Lake Geneva WI 53147 Complete mailing address of the headquarters of general business offices of the publisher: TSR, Inc., P.O. Box 756, Lake Geneva WI 53147 Publisher: James M. Ward, P.O. Box 756, Lake Geneva WI 53147 Editor: Roger E. Moore, P.O. Box 111, Lake Geneva WI 53147 Owner: TSR, Inc., P.O. Box 756, Lake Geneva WI 53147 Lorraine D. Williams, P.O. Box 756, Lake Geneva WI 53147 Willard D. Martens, P.O. Box 756, Lake Geneva WI 53147 Known bondholders, mortgagees, and other security holders owning or holding 1 percent or more of total amount of bonds, mortgages or other securities: None Average no. copies each Actual no. copies of single issue during preceding issue published nearest Extent and nature of circulation 12 months to filing date Total no. copies (net press run) 93,371 93,545 Paid circulation Sales through dealers and carriers 67,142 66,300 Mail subscriptions 25,276 23,685 Total paid circulation 92,418 89,985 Free distribution 143 134 Total distribution 92,561 90,119 Copies not distributed Office use, left over, etc. 204 3,426 Return from news agents 606 - TOTAL 93,371 93,545

I certify that the statements made by me above are correct and complete. James M. Ward, Publisher

DRAGON 71

©1992 by Rick Swan Try something new in the board-game field

The 1992 ®/ORIGINS™ game of time roaming the halls to check out fair was so thick with garners that I what people were playing. Role-playing wouldn’t have been surprised to hear dice games, naturally, were the main course, ® clattering in the bathroom stalls. Not only Role-playing games’ ratings ranging from elaborate AD&D campaigns were the scheduled events packed, players to a homemade oddity where the player seemed intent on filling every square foot X Not recommended characters looked like anthropomorphic of the convention center with impromptu * Poor, but may be useful garden tools. Board games seemed espe- games. If you didn’t watch where you ** Fair cially popular this year, judging from the number of open boxes I almost stepped in. were going, you risked bumping into *** Good somebody’s dungeon or squashing an **** Excellent The AXIS AND ALLIES* and SPACE imperial army. ***** The best HULK* games were among the favorites, It was quite a spectacle, and I spent a lot as were the CIVILIZATION* game and the

74 DECEMBER 1992 eternally popular MONOPOLY* game. a few chances. How about a fantasy board dealt randomly at the beginning of the However, though science-fiction, war, and game that seriously explores the ramifica- game, describe each player’s mission, family board games saw plenty of action, tions of magical research? Or a fantasy which may involve escorting another fantasy board games were as scarce as game that combines exploration and eco- Chair Actor to a particular destination or cheap food. Considering the dozens of nomics along the lines of Avalon Hill’s traveling to a series of locations as an fantasy board games published in the last STELLAR CONQUEST* game? Or a fantasy envoy of the king. decade or so, it’s surprising they don’t CIVILIZATION game, with the players After the players acquire Chair Actors draw the crowds. taking the roles of gods creating their own and missions, each receives five But maybe it’s not so surprising. With universes? Encounter/Event cards, used to bolster the few exceptions, fantasy board games seem Well, maybe some day. While there fortunes of their own Chair Actors or to have the life-spans of tsetse flies. Appar- aren’t any ground-breakers among the serve as obstacles for opponents. Each E/E ently, garners play the new releases a few products we’re examining this month, all card contains two different encounters: times, then stick them on the shelf and of them boast intriguing design features or the owning player can use either one he never come back. unusual twists that make them worth a wants. Encounters include hazards (mostly After looking over my own game library, look, even from those who’ve given up on monsters, such as the Kraken Weed and I’ve concluded that most fantasy board board games as dull and predicable, Are Abominable Snowman), objects (like the games deserve their second-class status. there any classics? Check the hallways at Healing Draught, which restores a Chair Over and over again, designers return to next year’s GEN CON game fair. Actor back to health), and events (the the same two tired approaches, neither of “Edit” card, for instance, cancels a previ- which have worked all that well. ously played hazard). Transplanting role-playing concepts is XANTH* game *** A player completes his movement phase the first and most obvious approach. In Boxed game with 16-page rulebook, by moving the pawn representing his RPG-derived board games, players control 27” X 15” mounted game board, 162 Chair Actor to adjacent regions, There’s a the actions of one or more colorful charac- playing cards, 15 six-sided dice, six two-region limit on land movement, while ters, struggling to complete a quest by pawns, 12 chits a dice-roll determines the amount of avail- battling monsters and snatching treasure. Mayfair Games, Inc. $25 able sea movement. After the Chair Actor Examples include Games Workshop’s TAL- Design: Mike Nystul finishes moving, opposing players make ISMAN* game, Iron Crown’s FELLOWSHIP Development: David N. Searle his life difficult by slapping down E/E OF THE RING* game, and West End’s Editing: Jim Musser cards. Usually, the active Chair Actor must TALES OF THE ARABIAN NIGHTS* game. Art director: Ike Scott face a monster, The Chair Actor can avoid While such games can be entertaining, Game art: Jael the monster by rolling less than or equal they’re ultimately hollow experiences to his Cunning rating. Otherwise, combat because they’re only superficial renditions In Piers Anthony’s pun-ridden Xanth ensues, which requires the combatants to of the real thing. In RPGs, players can novels, characters such as Chester Cen- roll less than or equal to their Strength theoretically go anywhere and do any- taur and Stanley Steamer visit places like ratings to inflict damage on the other guy. thing; board-game players are limited to a Deer Abbey and the Isle of View, encoun- Combat continues until one opponent is narrow selection of actions. RPG charac- tering deafening blossoms called Hell’s Xonked Out (suffering damage equal to his ters resemble real people; board-game Bells and tough canines named Rock Strength) or the Chair Actor retreats (this characters are collections of numbers. Hounds. The XANTH board game dutifully gives the monster a bonus attack). If a RPG players interact with a living, breath- follows Anthony’s lead, wallowing in word Chair Actor ends up in a region that cor- ing referee; board-game players interact play and drawing as much inspiration responds to the location on an object card with a rule book. It’s possible to maintain from Alfred E. Neumann as J. R. R. he holds in his hand, his Chair Actor ac- interest by adding new encounters and Tolkien. Whether this approach strikes quires that object; the object card is then options—the TALISMAN supplements do you as playfully subversive or cringe- placed with the Chair Actor card. The this quite well—but if it’s role-playing you inducing kid’s stuff depends on your toler- player replenishes his hand to five cards, want, why settle for a board game? ance for whimsy—and I mean whimsy by his turn ends, then it’s on to the next Chair The second approach uses war games as the megadose. Actor. The cycle continues until somebody a template, substituting magic wands and Since I’ve suffered through enough completes his mission. dragons for machine guns and Marines. In ponderous fantasy to last me a lifetime, It sounds routine, and to a certain de- these games, two armies comprised of I’ve found the occasional Xanth book to be gree it is. Completing the quests doesn’t variously powered units clash on a battle- as refreshing as lemonade in July. The require a lot of thought or planning, as field, fighting for terrain objectives and same goes for the board game, which there’s usually an obvious route to each high body counts. The Avalon Hill Game combines the breezy appeal of the novels destination, The hazard cards function as Company has tried this approach a num- with a set of easy-on-the-mind mechanics, a series of random events over which the ber of times (the DRAGONHUNT* game, The result is a charming diversion for recipient has no control and few options; the DRAGON PASS* game, and the DARK players who don’t take their games too unless you happen to have an event card EMPEROR* game, for example), employing seriously. that delivers you from evil, you either hex maps and die-cut counters that Neither the premise nor the rules hold leave or stay put to engage in a tedious weren’t all that different from its SQUAD many surprises, as RPG conventions are die-rolling contest to resolve combat, LEADER* game and other historical pretty much followed to the letter. Players Worse, the difficulty of the missions is products. TSR’s DRAGONLANCE® board assume the roles of familiar Xanth per- wildly uneven; a player who must journey game (from 1988) boiled down to a tactical sonalties (such as Bink and Dora Zombie), all the way across the board doesn’t stand air game, using flying dragons instead of wander around a map of Xanth, pick up a chance against an opponent whose desti- Messerschmitts, Though well-designed magical goodies, and attempt to complete nation lies just a few regions away. The war games of any type can be fun, fantasy simple missions. Each personality, called a rulebook dismisses this inequity by claim- board games invariably lack the sophisti- Chair Actor, is profiled on a playing card ing that the game duplicates “life’s inher- cated mechanics and historical resonance featuring a color portrait, numerical rat- ent unfairness.” That’s cute but not of military simulations, which makes me ings for Strength and Cunning, and a brief particularly satisfying. An optional rule lose interest fast. description of his special talent (e.g., Bink requiring players to complete two or more For fantasy board games to come into can cause a reroll of any die, and Zora missions minimizes the balance problem their own, designers need to quit leaning Zombie can absorb damage more efficient+ but doesn’t eliminate it. on war games and RPGs for ideas and take ly than other Chair Actors). Quest cards, Still, the sheer number of variables kept

DRAGON 75 me coming back for more. With two and allies). All characters begin with a features aren’t the game’s strong suit. dozen Chair Actors, 26 different missions, single point in each of the four attributes. There’s no meaningful distinction between and more than 200 encounters, the They spend the early turns of the game the attributes, and building them up de- XANTH game invites replays, if only to try moving around the MONOPOLY-like perim- pends more on lucky rolls than player out the various combinations. The colorful eter of the board (called the Career Track), decisions. The Plot Cards should more board is a pleasure to explore. Disaster hoping to land on spaces that will beef up appropriately be called , as cards, which pop up intermittently in the their attribute totals. Landing on the “Em- they have few narrative elements; the E/E deck, wrench the game in unexpected pathic Training” space, for example, gives minions exist merely to attack the charac- directions; the “Deja Vu” disaster, for in- the character two extra Empathy points ters. The game discourages player interac- stance, sends all pawns back to the start- and one bonus Contact point. Attribute tion, as everybody operates more or less ing gate, regardless of their current status. levels don’t shape a character’s personalty independently against the system- And the barrage of puns makes for an (personality isn’t really a factor in this controlled minions. engagingly goofy atmosphere. game) but instead serve to improve his As with the XANTH game, what makes Evaluation: Mayfair has had mixed chances when battling minions. the MINION HUNTER game fun are the success adapting fantasy literature into Meanwhile, the minions are busy hatch- imaginative encounters and clever details. board games. The MYTH FORTUNES* and ing devious schemes to take over the coun- Spaces on the Career Track give charac- DRAGONRIDERS OF PERN* games, to try. A deck of Plot Cards represents the ters the opportunity to boost their attrib- name two, were nice tries but didn’t do a minions’ activities. The back of each card ute tallies by staging corporate raids and whole lot with the concepts in the Robert indicates a particular city in Dark America brushfire wars. Other spaces send charac- Aspirin and Anne McCaffrey books. The (the name given to what’s left of the Unit- ters spinning into the Proto-Dimension, XANTH game, however, is not only enjoy- ed States after a few decades of corporate where they may be able to take advantage able but also captures the spirit of the abuse). The front of the card, concealed of a dimensional shortcut to send them source material in all its cockeyed splen- from the players, names a specific minion anywhere on the board. Demonground dor. Anthony fans should get a kick out of and gives its relevant statistical informa- spaces may force the characters to face off riding the Holey Cow to the Conversation- tion. The Plot Card on the top of the deck against the evil spongies or the ET death al Plateau and the Rumor Mill, while casu- begins the game on the first space of the ray. Not even the hospital is safe. A bad al players should be in for some laughs Plot Card Track. After every player turn, roll on the Hospital Encounters table may providing they can withstand the Pun- the active Plot Card moves another space subject a recovering character to a ishment. Now where’s the Xanth role- down the Card Track. If the card moves all Morlock attack or blood raid. Equipment playing game? the way to the end of the track without cards, acquired by landing on the right being intercepted by a character, the card spaces or making successful Attribute is flipped to reveal the secret minion. The Checks, supply characters with everything MINION HUNTER * game * * * l/2 card is discarded, and if the minion is one from zip guns to palmtop computers. Boxed game with eight-page rulebook, of the four primary threats (such as a Interestingly, the equipment not only 20” X 17”mounted map board, 72 Plot Morlock or Fey Folk), the corresponding boosts a character’s attributes (a zip gun Cards, 40 Equipment Cards, 10 pawns, minion pawn moves an indicated number adds + 1 to the Combat score), it also character sheet pad, one lo-sided die, of spaces along the Plot Point Track. If any serves as a medium of exchange; a hospi- one six-sided die, play money sheets, minion pawn moves to the last space of talized character may be required to pay advanced rules sheet the Plot Point Track, the minions win the his bill by forking over a weapon. GDW, Inc. $25 game and all of the players lose. Evaluation: Serious role-players, par- Design: Lester Smith To stop the minions, the characters must ticularly those caught up in the complex- Development: Loren Wiseman intercept the active Plot Cards by bouncing ities of the beguiling DARK CONSPIRACY Editing: Stephen Olle between the Career Track and the map of game, may find the MINION HUNTER Art director: Amy Doubet Dark America. If a character lands in the game too slight. Those demanding an Illustrations: Janet Aulisio, , right space on the Career Track, he’s allowed intellectual challenge may find it too easy; Dell Harris, Rick Harris, Dave Martin, to move to the Dark America city of his assuming the characters don’t waste a lot and Thomas Darrell Midgette choice. If a character occupies a city that’s of time wandering around the Career shown on the back of an active Plot Card, Track, the minions are usually doomed. In GDW’s DARK CONSPIRACY* role- the card is flipped, and the character con- (The advanced rules, which accelerate the playing game, nasty alien creatures have fronts the minion. The character may battle minions’ movement along the Plot Track, infiltrated the world of the future, preying the minion by making an Attribute Test; make the game more of a contest and are on the innocent and worming their way essentially, the character must roll less than highly recommended.) However, if you’d into our social institutions for their own or equal to the attribute listed on the minion like to get a taste of the DARK CONSPIR- fiendish purposes. Stopping them won’t be card. For instance, to beat the Fey Folk, he ACY universe, or if you’re fond of blowing easy; I suspect it’ll take at least a couple may have to roll less than or equal to his away monsters, the stylish MINION dozen supplements, and maybe even an Empathy score. Tougher minions might HUNTER game won’t disappoint. expansion set or two. require the character to roll less than or The MINION HUNTER game gives us equal to half of a particular attribute, struggling humans our best shot at strik- If the Attribute Test fails, the character GREYHAWK® WARS ing back at the bad guys, as the aliens is sent to the Intensive Care space of the game * * * ½ don’t seem quite so formidable in this Hospital Track and spends a few turns Boxed game with eight-page rulebook, 32- classy board game as they do in the RPG. recovering; the minion continues moving page Adventurer’s Book, two 21" X 32" Only four minions pose a genuine threat— along the Plot Card Track. If the test suc- map sheets, 153 playing cards, 416 die- the Nukids, Morlocks, ETs, and Fey Folk— ceeds, the character beats the minion, the cut counters, two 10-sided dice and all it takes is a favorable die-roll to card is removed from the Plot Card Track, TSR, Inc. $20 send them back where they came from. and the player collects the number of Design: David Cook Best of all, the good guys don’t die; they Fame Points indicated on the Plot Card. If Editing: J. Robert King just go the hospital. no minion has made it to the end of the Cover: Players represent characters with four Plot Point Track after all of the Plot Cards Interior art: and Charles Frank attributes: Empathy (psychic strength), have been played, the player with the Counter and card art: Robin Raab and Karl Stalking (sneakiness), Combat (weapon most Fame Points wins the game. Waller expertise), and Contacts (access to friends Despite its RPG roots, the role-playing Graphic design: Dee Barnett

76 DECEMBER 1992 A lot of garners dismiss military simula- ciently high roll, the uncommitted country is a war game for people who hate war tions as too slow, too hard, and too boring. becomes an ally. Heroes can also recruit games. In some respects, they’re right, especially mercenaries by moving to a special merce- about the boring part. Many war games nary recruitment area, then drawing a take forever and a day to play, and the Mercenary Card. If the Mercenary Card’s BATTLEMASTERS* game * * 1/2 volumes of fussy rules often pursue real- alignment is compatible with the hero, the Boxed game with 28-page rulebook, one ism at the expense of playability. Make no player acquires the card and may use it to 54” X 60” vinyl battle mat, 103 minia- mistake: the GREYHAWK WARS game, improve his chances in combat. Finally, ture figures, 25 bases, 25 flag poles, based on the popular AD&D setting, has heroes may search for treasure in regions three label sheets, four plastic hedges, more in common with the SQUAD LEAD- designated as magic areas. Before he snags one plastic castle, four terrain tiles, 10 ER system than the MINION HUNTER a treasure, the hero must draw a Treasure cannon tiles, 100 tokens, 65 playing game. But Dave Cook has bent over back- Card and battle the indicated guardian cards, six combat dice ward to make the mechanics as painless as monster. A single die-toss resolves the Milton Bradley Company $50 possible without sacrificing the sophisti- battle. A high roll means the hero tri- No design/art credits listed cated interplay that makes the best mili- umphs, and the player adds one or more tary simulations so appealing. Treasure Cards to his hand. Were you ever infatuated with a gor- As in conventional war games, the play- Heroes and troops may engage in com- geous classmate, only to discover that ers command opposing armies struggling bat when occupying the same region as behind that appealing face were the brains to kill enemies and control territory. The enemy forces. Both sides remove their of a plastic doll? Did you ever buy a novel game begins with players selecting a sce- counters from the map and arrange them for its spectacular cover, then find out the nario and receiving cards representing in parallel lines so that every friendly story was as interesting as the tax code? their countries. In the “Furyondy Frontier” counter faces at least one enemy. The Do you see where I’m going with this? scenario, for example, one side receives attacker makes an assault against an op- That the contents of the BATTLEMAS- the Furyondy and Shield Lands Country posing piece by rolling 1d10 and compar- TERS box are impressive, stunningly so, is Cards, and the other side gets the Iuz and ing the result to the attacking unit’s self-evident. The dozens of plastic pieces, Horned Society cards. Each Country Card strength, printed on the counter., If the roll detailed down to the bolts on the war lists the available troops; the Horned Socie- is equal to or less than its strength, modi- hammers and scowls on the goblins, are a ty troops consist of two orcs, three hob- fied by any applicable Mercenary or Trea- miniaturist’s dream. The enormous vinyl goblins, and one goblin, while the Shield sure Cards, the enemy suffers a hit. battle map, with nearly 25 square feet of Lands army comprises two medium infan- Strong units suffer two hits before dying, green fields and azure rivers, may be the try units and two heavy cavalry units. while weaker units bite the dust after a biggest playing area ever included in a Players deploy the counters for their single hit. Combat lasts for three rounds board game. Throw in a 5” plastic castle, a armies on the map, a detailed rendering of only, though if a hero is present the battle handful of skull dice, and enough odds Oerth divided into dozens of discrete may be extended to four rounds. A hero and ends to bury the family dog, and it’s regions. Each region can hold a stack of up may also increase any unit’s strength by like a visit from Santa Claus. to five friendly troop counters. Players one. Regardless of the outcome of combat, But while Santa may have been responsi- also receive a fixed number of hero a hero never suffers damage. At the end ble for the components, it must have been counters, which function as super soldiers of a player’s turn, any damaged units that Ebenezer Scrooge who came up with the capable of a variety of special actions. haven’t taken any actions may be healed to rules. The systems are so stripped of com- Heroes may be deployed in any country their full strength. One new army may plications, it’s as if the designers were controlled by a friendly player, one hero also be raised in any unoccupied home afraid that excessive decision-making per region. country. might cause the players’ heads to explode. A die-roll determines which player goes Though fast and easy, combat is the least After positioning their pieces on opposite first. After making sure his heroes are satisfying aspect of the game. The three- sides of the battlefield, players draw cards properly positioned, the active player round limit seems arbitrary, serving no from the Battle Deck, each of which de- begins his turn by drawing an Event Card clear purpose other than to minimize the picts one or more Chaos or Imperial army and following the instructions. Some number of casualties. Because the strength units. Whichever units are depicted are events, such as the “Rains Flood River” of an opponent isn’t considered when allowed to move one hex in any direction. card (which prevents movement across resolving combat, an attack against a If a unit moves adjacent to an enemy unit rivers for the current turn), are played tough infantryman can be as effective as (or, in the case of an archer or crossbow- immediately. Others, like the “Buccaneers an attack against a puny goblin. And why man, two or three hexes away), it may Attack” card (which gives a free attack must heroes be invulnerable? I don’t care attack by rolling a number of skull dice against a ship), are held and played at the how tough he is, I don’t think that any equal to its combat value. The defender owner’s discretion. The active player then character ought to be able to survive an also rolls its combat value worth of dice. completes an action for each of his troop indefinite number of assaults. The number of shields on the defender’s stacks and heroes. Troops may move (up Evaluation: Combat aside, the dice are subtracted from the-number of to three regions for infantry and four for GREYHAWK WARS game features sensible, skulls on the attacker’s dice. The defender cavalry, with forests and other rough easily mastered rules that make the game suffers the difference in skull tokens. A terrain impeding normal movement rates), fluid and intense. The variety of units, unit that accumulates three skull tokens is fortify (by constructing a castle to increase ranging from ships to treants, encourages removed from the map. When all of the the defensive capacity of the region), or players to experiment with different strat- opposing units have been “skulled,” you disband (the player removes a stack from egies. The Mercenary and Treasure Cards win. the map, making the troops available for increase the tactical choices, while the Is that it? Just about. The Chaos player deployment elsewhere). Event Cards keep things interesting by has a special ogre unit that can move and Heroes, naturally, aren’t as constrained introducing a steady stream of variables. attack up to three times when his card as ordinary troops. They may accompany To put it all in context, the 32-page Adven- comes up in the Battle Deck. The Imperial troop stacks or split off on their own, turer’s Book provides a detailed historical player employs a Mighty Cannon to moving up to six regions per turn. If a background, enabling ambitious players to bounce a cannon ball up to eight hexes hero moves to an uncommitted country, incorporate the results of the board game distant, flattening anything it hits. Some he may engage in diplomacy by rolling a into a GREYHAWK campaign. An intelli- minor terrain rules affect movement (no die and comparing the result to his home gent design, well-executed and handsome- moving over rivers or past plastic hedges), country’s diplomacy rating. On a suffi- ly presented, the GREYHAWK WARS game while the castle grants combat bonuses to

DRAGON 77 any occupying unit. A few simple sce- game is made to order for tinkerers, as its tricky competitions to test the Harvest narios are provided for variety, most of components are generic enough to accom- Bride’s would-be suitors, and an investiga- them having to do with alternate methods modate just about any simple war-gaming tion of the mysterious Rabbit Hat Farm, of deploying the armies. system. Get started by assigning some protected by a bizarre character called Too much of the BATTLEMASTERS spells to the beastmen and a movement Pumpkinhead the Jack-o-Bear. Novices may game, however, is just plain silly. There’s bonus to the roads. be overwhelmed by all this; there are no meaningful difference between the 3. It’s cheap. I found the BATTLEMAS- several references to previous RUNE- various units, as just about all of them TERS game on sale for under $30 at a QUEST supplements, and even a sugges- move and attack the same way. The rigid shopping mall; considering the sheer vol- tion that an NPC improvise a story along mechanics guarantee that strategic options ume of components, that’s an unparalleled the lines of The Decameron (do you have are kept to a dead minimum. Units don’t bargain. Even if you never get around to your copy handy?). However, old-timers move any faster when traveling by road. playing the game, you can get your who’ve mastered the nuances of the Archers can shoot through friendly units, money’s worth by assembling the minia- RUNEQUEST game should jump for joy at terrain features, and even the castle to hit tures and painting them up, or using the another chance to visit one of the hobby’s enemy targets. And where’s the magic? battle map as a tablecloth. At this price, most fascinating worlds. There’s not a spell-caster in the bunch, a you might even consider buying an extra striking omission in a fantasy game. copy to store in the attic. Your grandchil- Tales of the Lance, by Harold Johnson, Evaluation: So, if the game’s nothing to dren will love you. John Terra, J. Robert King, , get excited about, why the relatively high Colin McComb, Jean Rabe, and Norm rating? Three reasons: Short and sweet Ritchie. TSR, Inc., $20. Like any multiple- 1. I played this several times with some Sun County: RUNEQUEST* Adventures author setting, Krynn has acquired some grade-school kids, and unlike us grumpy in the Lands of the Sun, by Michael excess baggage over the years. The Tales perfectionists, every one of them adored O’Brien, Greg Stafford, and Ken Rolston. of the Lance boxed set sets the it. They didn’t care about the inflexible The Avalon Hill Game Company, $19. This DRAGONLANCE® saga straight, addressing movement rules; they just liked the idea of first-rate supplement, describing a Gloran- the discrepancies, summarizing the histo- a game big enough to fill the living-room than farming settlement permeated by ry, and detailing key locales in a thick floor. Players willing to overlook the con- strange Sun Dome cults, reaffirms the volume that stands as the definitive Ansa- ceptual problems may have a good time in RUNEQUEST game as the RPG of choice lon resource. A generous set of character spite of themselves. It’s fast, surprisingly for grad schoolers. The quality of writing cards provides comprehensive statistics balanced, and a snap to learn—and there’s and precision of detail rivals that of a for Flint Fireforge, Ironfeld, and an undeniable pleasure to be had from history text, bringing to life even the most other DRAGONLANCE icons, while a four- fondling all those pieces. mundane aspects of Sun Country culture. panel Dungeon Master’s screen includes 2. You want to be a game designer? Particularly outstanding are the richly tables for everything from terrain obsta- Here’s your chance! The BATTLEMASTERS imagined scenarios, including a series of cles to animal movement rates. Since much of this material is recycled, DRAGONLANCE saga fans who’ve been with the project since the beginning may not find enough to spark their interest (though if they pass, they’ll miss the most lavish product in the series). But if you’re thoroughly confused, or if you’ve been wondering what all the fuss is about, Tales of the Lance answers your questions and furnishes all the information you need to begin your own adventures.

Rick Swan has been a full-time free-lancer for five years. In that time, he has worked for TSR Inc., West End Games, and Steve Jackson Games. He is also the author of The Complete Guide to Role-playing Games, published by St. Martin’s Press. He has been writing reviews for DRAGON® Magazine for about one year.

ORIGINS is a trademark owned by the Game Manu- facturers Association.

* indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. The use of the name of any product without mention of its trademark status should not be construed as a challenge to such status.

78 DECEMBER 1992 by Sue Weinlein

find a place on the map that wasn’t al- ready occupied by someone else doing a project,” the author recalled. “After weeks of frustrating calls, I located a tiny bit of land—it must have been a typo. ‘Is anyone there?’ I asked. When they said no, I said, ‘Good, that’s where is going to be.’ ” It seems incredible to think that only a few years later, Salvatore, 33, has become one of the most-read authors of FORGOTTEN REALMS novels. The popu- larity of his dark-elf hero, Drizzt Do’Ur- den, a masterful fighter who longs for a place to belong, virtually assured the author of a best-seller with his latest ef- fort, The Legacy. This novel, the Massa- chusetts author’s first hardcover, involves characters from both his Icewind Dale and Dark Elf trilogies and spent four weeks on the New York Times best-seller list. As the story opens, Drizzt’s life has never been better—until he uncovers the powerful Spider Queen’s vengeful plot to destroy his life. With his loyal friends, the dark elf struggles to shake off the drow pursuers who have ventured to the sur- face in search of him. A human assassin, Artemis Entreri, seeks a duel to the death with Drizzt and conspires with the drow’s sister, Vierna, who wishes to sacrifice the beleaguered dark elf to the goddess Lloth. Salvatore completed The Legacy in a record two months to satisfy TSR’s request for a new book about the dark elf. “That really wasn’t a problem, because this is the book I’ve been wanting to write since The Halfling’s Gem.” He finished writing that novel, the final installment to the Icewind Dale Trilogy, in 1989. From there, he went on to write the Dark Elf Trilogy, detailing Creating a Legacy Drizzt’s early life, and left the Icewind Dale companions’ story until now to be What exactly is the FORGOTTEN the shared fantasy world to the first-time continued. REALMS® ? author over the phone, Kirchoff sent him We can imagine people asking this ques- the only Realms product published at the Drizzt’s birth tion as they stop to look at a display of the time: ’ novel, Darkwalker on Readers of the Icewind Dale Trilogy first FORGOTTEN REALMS hardcover . Figuring the Realms consisted know that Drizzt didn’t start out as the novel, The Legacy, in their local book entirely of the Moonshae Isles, Salvatore main figure. When Wulfgar traveled from stores. Surely this question could never immediately put together a proposal for a the Moonshae Isles across the Sea of have come from the lips of R. A. Salvatore, novel involving Niles’ characters Daryth, Swords and north along the coast of author of The Legacy and creator of Canthus the moorhound, and a new hero: Faerun to Icewind Dale five years ago, Drizzt Do’Urden, one of the most popular a young barbarian named Wulfgar. Salvatore had yet to conceive his most heroes in the Realms. He was surprised when Kirchoff sent popular hero. The character was born It did. Five years ago, , him a vast map of the entire Realms and during another phone conversation with then managing editor of TSR’s book de- explained that she did not want him to Kirchoff, who asked the new author, partment, called Salvatore to say she liked write a sequel to Niles’ book. Instead, she “What are you going to do for [Wulfgar’s] the manuscript he had sent her, but could wanted to see a whole new story set in a sidekick?” Although the author had never he rewrite it to take place in the completely different part of the world of given the matter a moment’s thought, he FORGOTTEN REALMS setting? Toril. found himself saying, “I’ll do a dark-elf Rather than try to explain the scope of “It took us two weeks on the phone to ranger.”

DRAGON 79 There was a long pause as Kirchoff than 10 years, “I have to tell you, the game vulnerability and become “Fonzie-ized.” considered. “A drow? What’s his name?” had very little influence on my writing,” he “Remember back on the first season of Again, inspiration seized the writer, and said. Instead, his main influences included Happy Days, the Fonz was a well-written he blurted out, “Drizzt Do’Urden.” He classical literature and the landmark fanta- character,” Salvatore said. “He was the knew he had stumbled upon something sy works of J. R. R. Tolkien. “I like to think coolest of the cool. Then, as the series good when Kirchoff told him, “Okay, write of Drizzt as a cross between Daryth from progressed, here’s a guy from Milwaukee, it up.” Doug’s book and Aragorn from The Lord right? Suddenly he’s going out to the West “And that’s where he was born, just like of the Rings.” Coast and winning surfing contests, he’s that,” Salvatore said, adding that many Drizzt (pronounced “Drist”) has certainly jumping his bike farther than anyone’s readers assume the dark elf originated in outgrown his “sidekick” status. The drow ever done before. He became invincible. one of the author’s role-playing campaigns. has been featured in seven novels to date, Under his leather jacket there appeared a Although the author has played fantasy and he will reappear in a short story in big S—Superman. That’s not going to hap- role-playing games like the ADVANCED the FORGOTTEN REALMS anthology pen to Drizzt.” DUNGEONS & DRAGONS® game for more Realms of Valor, due out in February, 1993. However, Salvatore also is working on the A new chapter Cleric Quintet for TSR, featuring a young Has the success of this, Salvatore’s tenth The Complete hero named Cadderly. Can this character novel for TSR Inc., proved to be a turning and others to come possibly measure up to point in his writing career? “I’ve been told Works of R. A. the drow’s fame? it is by editors and several authors who’ve “They’re not intended to,” Salvatore said been there. They’ve all assured me that Salvatore firmly. “Cadderly is a very different hero my life will change.” He paused. “Certainly, from Drizzt. As far as a hero goes, a fight- now I’ll be able to find work!” ing hero, I don’t know that I’ll top Drizzt, “It was a turning point in my career The Icewind Dale Trilogy and I don’t know that I want to. He has because it was a hardcover. When you get The Crystal Shard become the character I most like to write into a hardcover novel, a lot of places start Streams of Silver about.” looking at you that never looked at you The Halfling’s Gem The author said he finds the beliefs he before. There are a lot of things that shares with his creation give him a voice would’ve taken a lot longer without the The Legacy (Hardcover and audiotape in his novels. “He’s got the ideals I wish I success of the hardcover. The Legacy has sequel to the Icewind Dale Trilogy) had,” Salvatore said. He hesitated. “Well, given me exposure beyond the people who Starless Night (Hardcover follow-up to maybe I have them, but I think he adheres go back and look in the science fiction and The Legacy, coming in October to them better than I do.” He admires the fantasy section. Since The Legacy came 1993) fact Drizzt can tell right from wrong and out, many people in my hometown have choose the correct action, even when come up to me and said, ‘Oh, I see you’ve The Dark Elf Trilogy another choice might have been easier. had a book published.’ ” Homeland “Drizzt doesn’t cut corners. He doesn’t With that increased exposure came Exile stray from the course in the face of in- increased fan reaction. Salvatore has been Sojourn credible hardship. I’d hope I could be like invited to numerous gaming and literary that.” conventions, and receives nearly 50 pieces The Cleric Quintet Many readers admire Drizzt as well, but of mail each month; that’s double what he Canticle the author worries that the drow’s reputa- could expect in the pre -Legacy days. His In Sylvan Shadows tion may get a little out of control. He fans range quite a bit in age, he said; mail Night Masks doesn’t want the character to lose his Continued on page 84 The Fallen For-tress (June 1993) The Chaos Curse (Summer 1994)

Echoes of the Fourth Magic (Roc) The Witch’s Daughter (Roc)

The Woods Out Back Tir na n’Og (coming from ACE/ Berkeley) Pot o’ Gold (coming from ACE/Berkeley) The Haggis Hunter (coming from ACE/ Berkeley) Forthcoming epic fantasy series (Warn- er Books, December 1993)

Game design credits Menzoberranzan (boxed set) FR7 Hall of Heroes FR9 The Bloodstone Lands

Short stories “The First Notch,” DRAGON® Magazine issue #152 “A Sparkle for Homer,” , Hob- bits, Warrows, and Weefolk, Warner Books, 1992 “The Dark Mirror,” Realms of Valor; TSR, Inc., 1993.

80 DECEMBER 1992

VISIONCON ‘93, Feb. 5-7 MO This convention will be held at the Quality Inn North in Springfield, MO. Activities include RPGA™ Network events, war games, miniatures- painting contests, an art show, a dealers’ room, and a costume contest. Registration: $10 until Jan. 15; $15 at the door. Send an SASE to: VI- SIONCON ‘93, 1375 S. National, Springfield MO 65804; or call: (417) 863-1155 Monday through Saturday 3-8 P.M.

* lndicates a product produced by a company other than TSR, WARCON ‘93, Feb. 5-7 TX Inc. Most product names are trademarks owned by the This convention will be held at the Memorial Convention Calendar Policies companies publishing those products The use of the name of any product without mention of its trademark status should not Student Center, Texas A&M University in Col- This column is a service to our readers be construed as a challenge to such status lege Station, Tex. Events include role-playing, board, and miniatures games, with a dealers’ worldwide. Anyone may place a free listing PALACON ‘92, Dec. 28-30 KY room, Japanimation, 24-hour open gaming, and for a game convention here, but the follow- This convention will be held at the Laser Chase a games auction. Registration: $12 preregis- ing guidelines must be observed. in Louisville, Ky. Events include role-playing, board, tered, $15 at the door. Write to: MSC NOVA, Box In order to ensure that all convention and miniatures games, with prizes, vendors, and J-1, Memorial Student Center, Texas A&M, listings contain accurate and timely infor- open gaming. Registration: $20. Write to: The College Station TX 77844. mation, all material should be either typed Paladin Group, 721 N. Hite Ave. #3, Louisville KY double-spaced or printed legibly on stand- 40206; or call: (502) 893-8953. ard manuscript paper. The contents of DUNDRACON XVII, Feb. 12-15 CA This convention will be held at the San Ramon each listing must be short and succinct. 1992 ™ Convention, Marriott in San Ramon, Calif. Events include The information given in the listing must Jan. 8-10 WI over 120 game events, seminars, a dealers’ include the following, in this order: This gaming convention, sponsored by the room, a painting contest, computer gaming, and 1. Convention title and dates held; RPGA™ Network, will be held at the MECCA a flea market. Registration: $25 until Feb. 1; $30/ 2. Site and location; Convention Center in Milwaukee, Wis. Events weekend or $15/day at the door. Write to: 3. Guests of honor (if applicable); include role-playing, board, and miniatures DUNDRACON, 1125 Nielson St., Albany CA 4. Special events offered; games, with a benefit tournament for the Mil- 94706. 5. Registration fees or attendance re- waukee Zoo. Registration: $16 ($10 for Network quirements; and, members). Write to: WINTER FANTASY™ Con- 6. Address(es) and telephone number(s) GENGHIS CON XIV, Feb. 12-14 c o vention, RPGA™ Network, P.O. Box 515, Lake This convention will be held at the Marriott where additional information and confirma- Geneva WI 53147. tion can be obtained. Southeast in Denver, Colo. Activities include gam- ing of all kinds, RPGA™ Network tournaments, Convention flyers, newsletters, and other CONSTITUTION ‘93, Jan. 29-31 VA auctions, a figure-painting contest, and miniatures mass-mailed announcements will not be This convention will be held at the Quality considered for use in this column; we events. Registration: $15/weekend. Write to: Den- hotel in Arlington, Va. Guests include Jay Tum- ver Garners Assoc., P.O. Box 440058, Aurora CO prefer to see a cover letter with the an- melson. Activities include RPGA™ Network 80044; or call: (303) 665-7062. nouncement as well. No call-in listings are events and role-playing games. Registration: accepted. Unless stated otherwise, all $10/preregistered or $15/at the door. Preregis- ORCCON 16, Feb. 12-15 CA dollar values given for U.S. and Canadian tration is strongly recommended. Write to: This convention will be held at the Los conventions are in U.S. currency. CONSTITUTION, 1737 Seaton St. NW, Washing- Angeles Airport Hyatt. All types of family, WARNING: We are not responsible for ton DC 20009; or call James at: (202) 986-7904. incorrect information sent to us by conven- strategy, board, role-playing, miniatures, and computer gaming are featured. Find bargains at tion staff members. Please check your IA GAMICON GAMMA, Jan. 29-31 the flea markets, auction, and dealers’ area. convention listing carefully! Our wide This convention will be held at the Wesley Attend seminars, demos, and meet special circulation ensures that over a quarter of a Foundation in Iowa City, Iowa. Guests include guests. Write to: STRATEGICON, PO. Box 3849, million readers worldwide see each issue. Erick Wujcik. Activities include role-playing and Torrance CA 90510-3849; or call: (213) 326-9440. Accurate information is your responsibility. miniatures games with RPGA™ Network events. Copy deadlines are the last Monday of Registration: $12 until Jan. 1; $15 thereafter. each month, two months prior to the on- HURRICON ‘93, Feb. 26-28 FL Write to: Legends, 2054 8th St., Coralville IA This convention will be held at the Okaloosa sale date of an issue. Thus, the copy dead- 52241; or call: (319) 339-8701. line for the December issue is the last Island Holiday Inn in Fort Walton Beach, Fla. Guests include George Alec Effinger, Margaret Monday of October. Announcements for PANDEMONIUM 10, Jan. 30-31 North American and Pacific conventions Weis, Douglas Niles, David Dorman, and Larry This convention will be held at the Ryerson Elmore. Activities include game tournaments, an must be mailed to: Convention Calendar, Hub Cafeteria in Toronto, Ontario. Activities art show, video rooms, lectures, panels, filking, DRAGON® Magazine, P.O. Box 111, Lake include over 100 events, two auctions, dealers, open gaming, an auction, a dance, a concert, a Geneva WI 53147, U.S.A. Announcements five AD&D® events, plus RPGA™ Network USAF Space Command demo, and a “Winterfest” for Europe must be posted an additional games. Prizes will be awarded to tournament for Beauty and the Beast TV fans. Registration: month before the deadline to: Convention winners. Write to: PANDEMONIUM, c/o 17b $25 until Jan. 31; $30 at the door. Write to: Calendar, DRAGON® Magazine, TSR Wales Ave., Toronto, Ontario, CANADA M5T Bard’s Tales Bookshop, 109D Race Track Rd., Ft. Limited, 120 Church End, Cherry Hinton, 152; or call: (416) 597-1934. Cambridge CB1 3LB, United Kingdom. Walton Beach FL 32547; or call: (904) 863-7323. If a convention listing must be changed CYBERCON IV, Feb. 5-7 CO because the convention has been can- JAXCON ‘93, Feb. 26-28 FL This convention will be held at the Lory This convention will be held at the Radisson celled, the dates have changed, or incor- Student Center on the Colorado State University Inn at the Jacksonville International Airport in rect information has been printed, please campus in Fort Collins, Colo. Guests include Jacksonville, Fla. Events include all types of contact us immediately. Most questions or Bruce Sterling. Activities include role-playing games, a miniatures-painting contest, a flea changes should be directed to the maga- games, a costume contest, two video rooms, and market, a dealers’ area, a snack bar, and door zine editors at TSR, Inc., (414) 248-3625 open gaming. Registration: $3/day or $5/week- (U.S.A.). Questions or changes concerning prizes. Registration: $12/weekend until Jan. 12; end before Jan. 30; $5/day or $7/weekend $18/weekend thereafter. Single-day rates vary. European conventions should be directed thereafter. Write to: Bill Keyes, Box 412 LSC, to TSR Limited, (0223) 212517 (U.K.). Write to: JAXCON, P.O. Box 4423, Jacksonville Colorado State University, Fort Collins CO FL 32201; or call: (904) 778-1730. 80523; or call: (303) 493-3652. indicates an Australian convention. indicates a Canadian convention. indicates a European convention.

DRAGON 83 TOTAL CONFUSION VII, Feb. 26-28 MA This convention will be held a the Best West- ern Plaza hotel in Marlborough, Mass. Events include role-playing, board, and miniatures games, with RPGA™ Network events, a miniatures-painting contest, and the annual costume competition. Registration: $23/weekend or $9/day preregistered; $10/day at the door. Club rates are available. Write to: TOTAL CON- FUSION, PO. Box 1463, Worcester MA 01607; or call: (508) 987-1530.

MINIATURES PAINTING CONTEST & GAME DAY ‘93 Feb. 27 IN This convention will be held Metalcraft Minia- tures and More in Elwood, Ind. Activities in- clude role-playing and war games. There is no entry fee. Fifteen categories of miniatures will be judged; get the list before entering. Write to: Metalcraft Miniatures and More, 926 N. 9th St., Elwood IN 46036.

CON OF THE NORTH ‘93, Feb. 27-28 MN This convention will be held at the Landmark Center in St. Paul, Minn. Events include fantasy, war, miniatures, and adventure games, with an RPGA™ Network tournament. Registration: $15/ weekend or $10/day. Write to: CON OF THE NORTH, P.O. Box 18096, Minneapolis MN 55418.

How effective was your convention listing? If you are a convention organizer, please write to the editors and let us know if our “Convention Calendar” served your needs. Your comments are always welcome.

Novel Ideas polo shirts, and now just; enjoys “funking published book, he actually completed his Continued from page 80 out and having fun with the readers. A lot first novel in 1982. He spent the next five comes from fifth-graders, who pass his of my fans are surprised when they first years revising this modern fantasy, titled books among their friends at school, as see me. I think I look more like an aging Echoes of the Fourth Magic (later published well as military personnel, who swap his high-school football player than a writer.” by Roc). His submission of Echoes to TSR books around their bases. brought him to Kirchoff’s attention. [Anyone wishing to write to R. A. Salva- The writer He still calls his discovery a “lucky tore can do so by sending letters ad- Being the author of a New York Times break” and warns hopeful novelists to dressed to the author, c/o TSR, Inc., P.O. best-selling hardcover novel may have prepare themselves for their own big Box 756, Lake Geneva WI 53147 U.S.A.] changed a lot of things in his life, but break. College gives a writer the necessary “Fantasy fans are wonderful. They’re Salvatore said it hasn’t changed the way he literary and historical background, he strong readers, they’re hungry readers. writes. “I don’t think much is going to said. Revising and starting over give a They are people who seem to want a little change as far as the writing goes,” he said, writer discipline. Rejection and frustration more out of the world than what they’ve although he pointed out that he will be give a writer drive. Most importantly, life been seeing. Many of them are incredible able to take more time with his next hard- gives a writer insight. idealists.” covers, including Starless Night, The Leg- “It’s the rare person indeed who can And many of them are also willing to acy’s follow-up and Salvatore’s sixteenth write a book of publishable quality before stand in line for hours to get an autograph novel. the age of twenty,” he said. “There are not from the man who created Drizzt and After sixteen books, has writing gotten age requirements, but certainly there are Wulfgar. To promote The Legacy, Salvatore any easier? “No. It’s gotten easier to put life experience requirements.” has done more than 30 book signing ses- the words down on the page. I don’t labor Salvatore has had a couple new life sions in two months, including a nation- over the words as much any more, and I experiences himself, thanks to the success wide tour. In addition, he signed books for have got the confidence now. But, there of The Legacy “Someone once told me the more than eight hours during The are other mistakes that can creep up and first step to being an author is to be pub- Legacy’s premiere weekend at the 1992 bite you. I’m grateful that I have a good lished. The second step is to be published GEN CON®/ORIGINS™ game fair last Au- editor in Eric Severson. It’s easy some- in hardcover.” What the third step is, he’s gust in Milwaukee, Wis. “It’s been exhaust- times, to forget the scope of the individual not quite sure. But, if he can land a ing!” he said. book and fall into the trap of monster- FORGOTTEN REALMS novel on the New When he first began doing such auto- bashing. There are pitfalls that are still York Times hardcover best-seller list only graph signings, Salvatore said he played there, and that will always be there.” five years after first venturing into the The Author to the hilt, complete with suit Salvatore pointed out that he had been Realms, there’s no doubt he’ll soon find and tie. He noticed that he was “not con- writing novels for six years before his first out. necting with the garners, many of whom book was published. While The Crystal have better stories to tell than I do.” So, he Shard, which began back with that pro- ORIGINS is a trademark of the Game Manufacturers changed his signing wardrobe to jeans and posal to Mary Kirchoff in 1987, was his first Association.

84 DECEMBER 1992

by Steven E. Schend

Super-Agents for super-campaigns

A few months ago, Dale came into my cubicle with an odd look in his eye. “Steven,” he said, “I’ve got a bunch of great characters for you to work into the ‘MARVEL-Phile’! Do the SHIELD Super- Agents for this month.” Now, even though his Nick Fury disguise was impressive, I couldn’t simply write up the agents imme- diately. Little did Dale know that there was almost no information on these char- acters, and it took six months of waiting for more comic appearances before I began this month’s column. Thanks to Barry Dutter of Marvel Comics and Scott Lobdell, the creator of the new Super- Agents, for providing the necessary infor- mation to allow us to present the SHIELD agents for the 1990s.

IVORY™

F EX(20) Health: 56 A EX(20) S TY(6) Karma: 30 E GD(10) R GD(10) Resources: EX(20) I GD(10) P GD(10) Popularity: 0

KNOWN POWERS: Kinetic energy control: Ivory has the Unearthly (100) ability to absorb, project, and redirect kinetic energy due to her Vibranium-saturated body. Within a range of five areas, Ivory can manipulate kinetic energy in a variety of ways, and she may be able to expand her powers in your game world (flight, enhanced hearing, silence field, , etc., are all possi- Color by Steve Sullivan ble). Her current powers are: —Absorption: Ivory can absorb up to Unearthly (100) Force attacks, reduce the of up to Monstrous (75) intensity. shattering lesser rank materials around speed of missiles and projectiles by Un- —Force blast: Ivory can release absorbed them. Constructed items, like weapons, earthly rank, and reduce sound and other kinetic energy as a Force blast (range of tend to shake themselves into their compo- vibratory attacks with Unearthly skill. She five areas) of Incredible (40) rank. nents whereas whole items like steel doors can retain the absorbed energy for 10 —Force field: Ivory is able to project a break along stress fractures; vehicles must rounds, using it to fuel her Force and field of fluctuating kinetic energy that make a Body roll to stay in one piece. shattering attacks, and it is harmlessly provides Unearthly (100) protection from Other items must roll their material dissipated by her Vibranium body struc- physical and Force attacks and Amazing strength versus Ivory’s Remarkable (30) ture. (50) protection from Energy attacks. attack or suffer Remarkable (30) damage. —Feedback: Ivory can wrap her oppo- —Shatter bolts: Ivory can induce Re- Ivory can apply her power in this way nents in an invisible vibratory field that markable (30) rank vibrations within the within a range of three areas. causes immediate feedback of any Force-, molecular structure of materials, causing vibratory-, or sonic-based attacks, subject- lesser material strength items to shatter TALENTS: Electronics, Physics, Language ing the wielder of said attacks to his own under the strain, and those of greater (Wakandan), Martial Arts B and D. powers. Ivory can cause power feedbacks material strength begin to vibrate, possibly

DRAGON 87 ROLE-PLAYING NOTES: KNOCKABOUT™ telling so many stories for so long even he Ivory is a mulatto native of Wakanda, is not-perfectly sure where the lies end the African nation ruled by the Black F RM(30) Health: 120 and the truth begins). Though he passes Panther and home to the rare substance A GD (10) himself off as simple and naive, he is called Vibranium. Throughout her forma- S IN(40) Karma: 46 crafty enough to weave complex stories tive years, she was called Ivory as a slur E IN(40) and tales without getting caught in a lie; if against her mixed parentage and she was R TY(6) Resources: EX(20) alone, he might tell someone his origin, often considered an outsider. This treat- I GD(10) but give someone else another story. ment fostered a deep resentment against P RM(30) Popularity: 0 Knockabout revels in combat, always her fellow Wakandans, but she grew into a treating a fight like a game He doesn’t stable, compassionate young woman de- KNOWN POWERS: succumb to berserk rages or fury when spite such treatment. As a college research Dreamtime energy absorption: Knock-battling, but he often barrels into a fight assistant, Ivory was on hand during an about gains his powers and abilities by with no coordination or strategy He is a experiment using Vibranium. Something telling stories and weaving tales, using the brawler with an effective “bull-in-a-china went wrong, and Ivory’s body became energy of his storytelling (and, subliminal- shop” method If he uses any strategic permeated with Vibranium. While she was ly, the psionic energy of those who listen thinking at all, he works with what imple- recovering in the hospital, she was ap- to and even partially believe his story) to ments are at hand, using cars or machin- proached by Angar the Screamer, who tap into the Dreamtime and use the en- ery as bludgeons or throwing people over used her resentment against the prejudice ergy there to enhance his physical struc- crevasses His fighting generates a lot of she felt in Wakanda to recruit her for his ture. He must tell at least one tall tale a damage and noise, the more the better as cadre of super-terrorists. Feeling just as day to maintain his power levels If he is it will eventually be turned into a tale of out-of-place in their ranks, her good na- somehow prevented from doing so, his ever-increasing magnitudes ture surfaced when faced with Timothy powers are each reduced by one rank per In MSH campaigns, Knockabout’s player “Dum-Dum” Dugan’s bravery and Nick day until reaching Shift 0, reducing him to should generate a number of stories to Fury’s heroics (see “Group History”); she a normal human tone tale restores a rank keep on hand, ready to toss them out helped them defeat Angar and was induct- of any one power at a time if reduced to whenever there’s a lull in conversation, ed into the Super-Agents program under less than Good (10) ranks). role-playing, or action. Knockabout should the tutelage of Fury. Knockabout can manipulate his ab- always be quick with a joke or story, pref- Ivory is a young woman of deep emotion sorbed dream energy with the following erably ones tied to the Australian outback. and empathy capable of much compassion effects: No matter what the situation, Knockabout and goodness. She exhibits very proper —Body armor: Knockabout’s skin and will never reveal his true name or the speech patterns and is highly educated in musculature are hardened, providing source of his powers for fear of losing the scientific research of her native Wa- Incredible (40) rank physical and Force them. He most often tells the truth on kanda. Despite her beginnings with protection and Remarkable (30) rank En- facts that cannot be disputed, but then Angar’s super-terrorists, Ivory is the ergy protection. tangles them in half-truths that can con- Super-Agent most dedicated to the ideals —Enhanced abilities: Knockabout’s fuse the listener into doubting the facts. of SHIELD. She has a low tolerance for Strength and Endurance are both en- Knockabout is most effective either as a prejudice, having been subject to much hanced to Incredible (40) levels; if de- SHIELD agent assigned to work with other discrimination in her native Wakanda. prived of this power, his Strength and PC superheroes, or he could be encoun- Having been treated as an outsider for Endurance both slip to Excellent (20) tered as a free agent wandering the out- years, she has taken to the Super-Agents —Growth: When powered up, Knock- back. As always, he will not tell the details and Nick Fury as her extended family, about can increase his size with Feeble of his power, allowing people to assume relying on them for companionship and ability, allowing him to reach up to eight he’s a mutant or an altered human. support. feet in height with no marked increase in In MARVEL SUPER HEROES™ (MSH) Strength. His normal height is 6’ 6”. PSI-BORG™ game campaigns, Ivory can expand on her —Leapmg: Knockabout’s great strength powers and become one of the best, and allows him to leap with Monstrous ability, F EX(20) Health: 76 certainly one of the most powerful, clearing 75 feet or live areas with a jump. A RM(30) SHIELD agents in history. Ivory’s power is —Regeneration: Knockabout’s amplified S TY(6) Karma: 60 something that SHIELD technologists physical structure heals more efficiently E EX(20) would love to study; it is up to the GM than a normal human’s, operating at R EX(20) Resources: EX(20) whether Wakanda will allow such infor- Amazing (50) rank. At this rank, he re- I EX(20) mation of national security to be revealed stores 50 Health points per minute of rest. P EX(20) Popularity: 0 (T’Challa might even request that she return home to the defense of her home- TALENTS: Wilderness survival (Austra- KNOWN POWERS: land.). Unhampered by psychological lian outback), Martial Arts B and D. “Psibernetlc Circuitry”: Psi-borg has difficulties or drawbacks due to her extensive cybernetic implants within her powers, Ivory has the most potential of ROLE-PLAYING NOTES: arms, skull, and all along her spinal these Agents to graduate beyond her Nothing is known about Knockabout’s column The microcircuitry is made of status with SHIELD and join the ranks of true background and it is doubtful any complex polymers of Arnim Zola’s design independent superhumans such as the facts will be forthcoming. Knockabout is a that act as metals and standard circuitry Avengers. If she goes solo, Wakandan pathological liar, though few know it since but do not register on metal detectors or agents, with advanced native technology at they are taken in by his seeming naivete run a risk of implant rejection. Only X-ray their disposal, might be dispatched to An Australian native, Knockabout is jovial, machines and other scanners of Amazing secure her return, unless she joined the very friendly and outgoing, and boisterous (50) rank or greater can detect the im- Avengers with T’Challa’s blessing. to an extreme (this is all part and parcel of plants due to their size, widespread orga- his power, allowing his loquaciousness to nization, and unique construction. fuel his enhanced abilities, but he has been Psi-borg’s artificially-induced powers

88 DECEMBER 1992 include: mation unless absolutely necessary She is —Air control: Psi-borg can psionically very secretive and protective of her pri- manipulate gasses with Incredible (40) vacy, a learned response from having effect. Her power stunts include maintain- grown up in Latveria under the ever- ing a localized atmospheric pressure re- present eyes of Doom. She IS deadly seri- gardless of external air pressures (similar ous in combat and acquits herself equally to pressurizing airplane cabins) and con- well in the use of her powers and in hand- densing and containing expanding gases to to-hand combat Given her propensity for a limited area (“bottling” harmful gases secrets and her sometimes extreme emo- before they affect others). tional responses, many people wonder —Flight: Psi-borg has a Poor (4) rank how much of her behavior is dictated by Flight power, allowing her an aerial move- her and how much is controlled by her ment speed of four areas per round. cybernetic implants. —Invisibility: Psi-borg can psionically In MSH game campaigns, Psi-borg can be mask her presence from the eyes of senti- both heroine and villainess; her freedom ent beings with Amazing (50) ability, ren- could easily be an illusion; either Zola or dering herself invisible to organic visual Dr. Doom (using Zola as an ally/agent) sensors. She can expand the influence of could be manipulating her from afar, using her masking field up to one full area, her to test the implants’ effectiveness making a number of persons invisible as Assuming some hidden mechanisms are well; this stunt reduces the power rank to within her body, Psi-borg could be a mole Incredible (40) but accomplishes the same for the master villains, recording or relay- effect. ing (without her knowledge) SHIELD and — Mental bolts: Psi-borg projects mental world government secrets. If the heroes bolts through artificial circuits in her choose to have her as an ally, there is hands at a single target. The target must much adventure potential in freeing Psi- make a Psyche FEAT roll against an In- borg from the overriding influence of her credible (40) intensity mental bolt or be implants, perhaps even uncovering a total- knocked unconscious for 1-10 rounds. ly different personality. Psi-borg is a ci- —Telepathy: Psi-borg has a low-level pher for the Judge to use to his purpose: telepathic ability; she cannot initiate mind- Psi-borg’s memory could be implanted to-mind contact or communicate mentally, (look at Wolverine for another example) so but she uses this power to locate a per- she could be molded into the ultimate son’s brain patterns like telepathic homing psionic warrior for good or ill signals. If she knows a person and has learned to recognize his brain pattern, Psi- VIOLENCE™ borg can locate him with Remarkable (30) ability. For unknown persons, she can F EX(20) Health: 66 detect brain patterns and psionic activity A RM(30) with Excellent (20) ability. Her range for S TY(6) Karma: 30 this power is Shift Z (500) (i.e., 400 areas E GD(10) or 10 miles). R GD(10) Resources: EX(20) I GD(10) TALENTS: Language (Latverian), Martial P GD(10) Popularity: 0 Arts B and D. KNOWN POWERS: ROLE-PLAYING NOTES: None; all of Violence’s abilities are a A native of Latveria, Psi-borg spent her result of physical training or equipment. life in the idyllic Balkan country trying to lead a simple life but finding her drive EQUIPMENT? leading her to callings beyond those of a As a SHIELD operative, Violence has mere peasant girl. As did all the natives of access to the following SHIELD equipment Latveria, Psi-borg made sure either to and weaponry: please the Master (Dr. Victor Von Doom) or Plasma beam handgun: With a range of to avoid his anger. In an attempt to gain three areas, the handgun can shoot In- his favor and attentions, she somehow credible (40) rank energy. Its battery packs escaped Latveria and approached Arnim give it a capacity of six shots before the Zola, the Swiss biochemist famed for ge- pack needs replacing. These handguns can netic reconstruction. He grafted unique be reduced in intensity for stunning oppo- circuitry into her body to grant her psi- nents rather than killing them If a target onic powers. The details of her attempt to is hit by this weapon, he must roll on become Doom’s most-favored agent are either the Energy or Stun tables, depend- unknown, though she is one of the few ing on the weapon’s setting. Latverians who seems to be allowed free Machine pistol: This gun shoots .30- reign and apparently has no allegiance to caliber armor-piercing shells at variable Doom. rates of fire and damage: single shot (1 Psi-borg is a relatively unemotional shot/round; Good (10) Shooting damage), young woman who yields very little infor- burst (3 shots/round; Excellent (20) dam-

DRAGON 89 age), and auto-fire (10 shots/round; Re- TALENTS: Pilot—Air and Land craft, misunderstanding and scuffle with Nick, markable (30) damage). The range of the Marksman, Martial Arts B and D. the Super-Agents, Bridge, and Fury man- machine pistol is six areas, and each am- aged to release the HeliCarrier from the munition clip holds 60 rounds. ROLE-PLAYING NOTES: clutches of Angar the Screamer and his Uniform: The SHIELD Kevlar-lined jump- Violence, also known as Violet Pinker- superhuman terrorists. One of the terror- suit Violence wears provides Good (10) ton, is a emotionally troubled woman from ists, a Wakandan named Ivory, chose to protection against physical and Force England. She holds a personal grudge betray her employer and side with attacks and Poor (4) protection against against Nick Fury. Her grandfather, Per- SHIELD after witnessing Nick’s and Dum- Energy attacks. cival “Pinky” Pinkerton, was tried years Dum’s willingness to throw down their SHIELD experimental equipment: De- ago for alleged war crimes while a mem- lives for the ideals of SHIELD; she passed spite her access to standard SHIELD weap- ber of Nick Fury’s Howling Commandoes; the needed security clearances and joined onry, Violence tends to use equipment though he did not blame Nick for this, the team. beyond the range of standard equipment Violet holds him responsible for this blot After their initial mission, Nick Fury normally issued to SHIELD agents. Given against her grandfather. Initially rejected resigned as Director of SHIELD to take her status as a Super-Agent and her fear- for entrance into SHIELD due to psycho- over the training of this quartet of undisci- lessness, she is one of the few agents other logical problems (labelled as suicidal, she plined agents. Their powers and skills than Nick Fury who tests new technology was declared unfit for duty due to disre- make them a valuable combat unit, but for SHIELD. Her standard weaponry in gard for her own safety and that of oth- their inability to follow procedure and current use is as follows: ers), Violet was accepted by G.W. Bridge their recklessness could be tamed only by Combination handgun: Violence’s large into the Super-Agents program. Bridge’s Colonel Fury. Their enthusiasm and afore- pistol combines a plasma beam handgun initiative was to provide the best and most mentioned qualities reminded many peo- with a flame-thrower and a projectile powerful SHIELD agents; though Violet, ple, especially Nick, of the old Howling pistol. The statistics for each of the set- now aptly code-named Violence, was a Commandoes of World War II Given their tings are below: danger to those around her, she would be actions in reclaiming the HeliCarrier and —Flame-thrower: The gun can shoot an extremely able (though undisciplined) on subsequent missions, the SHIELD Excellent (20) intensity flames up to a agent and would do the least harm to Super-Agents could certainly become the range of one area; it has enough fuel for superhuman teammates. It was also Howlers for the ’90s. 10 blasts or a constant medium flame of deemed necessary, by Bridge’s initiative, to Good (10) intensity of three minutes’ dura- keep her in SHIELD simply so she The MARVEL-Phile’s Marvel characters and the distinctive names and likenesses thereof are trademarks of Marvel tion. wouldn’t join HYDRA. Entertainment Group, Inc. and are used with permission. —Pistol: The gun can fire explosive Violence is one of the angriest people Copyright ©1992 Marvel Entertainment Group, Inc. All Rights projectiles to a range of six areas. The your player characters could ever meet in Reserved. projectiles explode on contact with Re- a MSH game campaign. A member of markable (30) Force. The gun contains Britain’s growing numbers of disaffected four explosive rounds before needing to youths, Violet is excessively violent in reload. dealing with obstacles and problems; her —Plasma beam: This gun has a number outlook is borderline suicidal and she is of improvements over the SHIELD totally fearless due to her instability. She is standard-issue plasma gun. Its range is furious at Nick and at the world, and all increased to four areas and it conserves her negative emotions are focused in her energy, allowing 10 shots before needed a fighting. She charges into combat situa- new battery. It still fires an Incredible (40) tions with little regard for her safety and rank Energy charge. that of her allies. Her casual disregard for Reinforced uniform: Violence’s uniform authority, especially Nick’s, could easily is an experimental weave of Kevlar and cause more trouble than it’s worth for metallic fibers that still maintain the flexi- anyone working with her. Used as either a bility of cloth. It provides Excellent (20) hero or a villain, Violence is the epitome of protection from physical and Force attacks a “battle-happy” personality; she is only and Good (10) protection against energy. happy when she is in combat and gives SHIELD flying motorcycle: Violence rides every battle her all. Her only redeeming the prototype SHIELD flying motorcycle. It quality is her noble quest (of sorts) to clear has the same electronic intelligence, com- her grandfather’s name by serving with munications, and reconnaissance equip- Fury and getting him to pay for Pinky’s ment as the SHIELD flying cars and shame. No matter what side of the law she performs with Incredible (40) Control (due works on, Violence will always work with to its smaller size and reduced weight). It the most destructive and lethal weapons provides Poor (4) Body protection to its available, regardless of personal risk. rider (or maximum of two riders). Its top land and air speeds are Remarkable (six GROUP HISTORY: areas per round on land, 15 areas per The SHIELD Super-Agents program was round in the air). Violence’s motorcycle founded by G. W. Bridge after the restruc- also has rear-mounted machine guns that turing of SHIELD following the Deltite fires armor-piercing bullets at a combined Affair. Working independently of Nick rate of 20 shots/round for Incredible (40) Fury’s cadre of agents, Bridge recruited Shooting damage (use Violence’s Agility for three promising candidates in Knockabout the guns). The guns’ clips are contained in Psi-Borg, and Violence. Their first mission the cycle seat and contain 200 rounds was to rescue the SHIELD HeliCarrier each. from the hands of terrorists. After a minor

90 DECEMBER 1992

by

When using the Control Body de- votion, exactly how do you hold a psychic contest between the attack- er’s power score and the victim’s strength score? Does the psionic character make a regular power score check at all? Yes, the psionic character makes a stand- ard power check when using Control Body. If the power check fails, the character pays four PSPs (see page 11) and he does not gain control of the victim’s body. If you have any questions on the games should be on guard against reticent play- If the campaign uses the optional “skill produced by TSR, Inc., “Sage Advice” will ers who refuse to have their PCs act upon score” rule (see page 11) and the attacker’s answer them. In the United States and their fears. The instant the player declares roll equals his power score, then he auto- Canada, write to: Sage Advice, DRAGON® an action that the DM feels is inappro- matically gains control (although he can Magazine, P.O. Box 111, Lake Geneva WI priate for a person caught in the throes of lose control by forcing the victim into a 53147, U.S.A. In Europe, write to: Sage abject terror, the DM should disallow the suicidal action and losing the resulting Advice, DRAGON Magazine, TSR Ltd., 120 action and suggest another one. If the psychic contest). Church End, Cherry Hinton, Cambridge player is stubborn and holds up the game If the power check roll is lower than the CB1 3LB, United Kingdom. We are no by not playing along, the DM should tem- power score, there is a psychic contest. longer able to make personal replies; porarily take control of the character. You hold this contest in exactly the same please send no SASEs with your questions way you hold any other psychic contest (SASEs are being returned with writer’s (see page 22), except that the victim uses The initial cost for the Teleport guidelines for the magazine). his strength score and the attacker uses science is listed as “10 + .” However, The temporarily concludes his his power score. This is because Control there is no “10” cost on the teleport exploration of psychic mysteries this Body is psychokinetic; the attacker actu- table. month. Unless otherwise stated, all page ally generates a physical force that can The first “20” in the table is a typo; Tele- references refer to The Complete Psionics seize control of a victim’s body. The victim ports of 10 yards or less cost 10 PSPs. Note Handbook. however, can overcome this force by sheer that this change also applies to the Tele- physical strength. port Other science, whose initial cost should be listed as “10 +” as well. Is the armor class gained through Does a weapon moved by the Tele- the Flesh Armor devotion cumula- kinesis science or Ballistic Attack tive with the armor class gained Can the Molecular Manipulation devotion inflict normal damage? from normal armor or magical devotion be used against a character Ballistic Attack can only move objects protections? using the Body Weaponry devotion? that weigh one pound or less; this ex- Generally, Flesh Armor is not cumulative If so, what happens to a character cludes just about anything larger than a with actual armor—except that an ar- who has a Body Weapon broken? dagger. Any item used in a Ballistic Attack mored character who has no shield can Molecular Manipulation can weaken or inflicts 1d6 points of damage regardless of use the “shield” created if the power check break a Body Weapon (see the question on its “normal” damage rating; this is due to result is a 1. Treat Flesh Armor as non- the Soften devotion vs. Body Weaponry in the tremendous velocity the devotion magical armor when determining how it last month’s column). If the Molecular generates. I suppose a sheaf arrow used in works with various magical protection Manipulation power check succeeds, the a Ballistic Attack could do 1d8 points of items. Generally, this means that Flesh Body Weaponry user can feel the weak- damage if the DM so desires, but there’s Armor is cumulative with rings of protec- ness in his arm. If the Body Weaponry no guarantee the arrow will hit the target tion, but not with cloaks of protection. user stops maintaining the power and point first, so I suggest sticking with the Flesh Armor also is not cumulative with allows the Body Weapon to change back standard 1d6. Using Telekinesis to wield a bracers of defense or with other items into an arm, the weakness disappears weapon is more like normal melee, and a that provide a fixed armor class, such as because the arm is part of a creature—no hit inflicts the weapon’s normal damage robes of the archmagi. longer an object and no longer subject to rating. Unless you allow items such as Molecular Manipulation. If a Body Weapon arrows and quarrels to be used as stab- Can the Prolong devotion make a breaks—because of Molecular Manipula- bing weapons in melee, I don’t recommend Ballistic Attack more powerful? tion or any other cause—the Body Weap- you allow them to be used Telekinetically No. The Ballistic Attack devotion is a onry user loses that chunk of body mass, either. (I know some campaigns allow “single item” effect, which cannot be Pro- as though the affected limb were severed. characters to make stabbing attacks with longed (see Prolong power description, The broken piece immediately changes arrows when there’s no other weapon page 100). back to flesh (it is cut off from the flow of available. A typical “house rule” governing psychic power that kept it in weapon such attacks sets the damage at 1d2 and How does the Phobia Amplifica- form), and the DM might rule that the the arrow usually breaks when it hits.) tion devotion work on player Body Weaponry user must immediately characters? drop the power, although there is no Does the errata on psionics sup- The same way it works on NPCs or game-logic reason that he couldn’t go on plied with the DARK SUN™ boxed set monsters. Well-developed player charac- spending PSPs to maintain the broken apply to all campaigns or just to ters probably will have a trait or personali- stump. In any case, I don’t recommend DARK SUN games? ty quirk that can be turned into a any spectacular or gory effects when the The errata sheet supplied with the full-blown phobia. If not, the Dungeon Body Weaponry user does drop the DARK SUN boxed set is a general set of Master or player will have to supply one power—he should just have a healed-over corrections that applies to psionics in on the spot. If the power works and the stump. Any means that can restore a general, not just to DARK SUN campaigns. victim’s save fails, it is up to the player to severed limb, such as a regeneration spell If you don’t have a DARK SUN boxed set, decide what the PC will do. The DM or magical items, can restore the lost limb. you can get the errata free by sending an

92 DECEMBER 1992 SASE to: TSR Inc., c/o , PO. ing such saving throws. employing the Psychic Drain siphons away Box 756, Lake Geneva WI 53147 U.S.A. more than half of the host’s psychic poten- Write a note saying that you’d like the Does the Dream Travel devotion tial, and even then the exact effect de- errata for The Complete Psionics Hand- induce sleep in willing subjects? pends on the degree of depletion (see book, TSR product #2117. Feel free to That is, can it work if the subjects power description, page 102). Hosts who include any comments you may have. aren’t sleepy? are not depleted regain “lost” ability points The power description plainly requires when they awaken from the trance. (It’s If a psionic character uses the that the psionic character fashioning the fine to assume that hosts who are prema- Animal Affinity science to gain the dreamscape where travel will take place turely awakened suffer from reduced hit points of the creature he is at- must be asleep and so must any passen- ability scores, if any, until their hour of tuned to, does any damage suffered gers he takes with him. If the DM rules grogginess passes.) carry over to the character’s true that sleep isn’t possible because the sur- The power description specifically states form when the character drops the roundings are too noisy or too uncomfor- that “people” must serve as hosts. In this power? Do such hit points always table, then no Dream Travel can take case, it is entirely within the spirit and start at the maximum when the place. On the other hand, there is no rea- intent of the rules to define “people” as power is first activated? son to assume that characters who can creatures of greater than animal intelli- Any ability bestowed onto the character make themselves somewhat comfortable gence. However, the DM is on his own by Animal Affinity is strictly temporary, and relaxed can’t will themselves to drift when it comes to determining the psychic and it completely disappears when the off far enough to allow the power to potential of a nonhumanoid creature power is dropped or when the character work. Generally, if the characters involved without defined ability scores. chooses to assume a different animal are reasonably warm and dry, can sit or attribute. If the character chooses to as- lie down without discomfort, and have no If the Wrench devotion is success- sume an animal’s hit points, he in effect overt reason to feel anxious, they can be fully used on a creature that can be gets a whole new set of hit points that sleepy enough for Dream Travel. An un- hit only by + 1 or better weapons, have nothing whatsoever to do with the willing victim who can force himself to does the creature become vulnera- hit points he has as a character. When he stay awake cannot be compelled to Dream ble to normal weapons? drops the power, his hit points immedi- Travel. Yes, it does. Wrenching completely strips ately revert to whatever total the charac- the creature of its weapon immunity for ter had when he activated the power. If Are the effects of the Psychic as long as the power remains in effect. the character uses the power to assume Drain devotion permanent? Can this Note, however, that Wrench does not animal hit points again, he immediately power be used on nonhumanoids? work on every creature that is immune to has whatever total his animalistic alter-ego Ability score losses from Psychic Drain normal weapons. Lycanthropes, for exam- had when he last used the power. can be permanent only if the character ple, don’t have a dual, extraplanar exist- Adjudicating hit-point recovery for char- ence and cannot be Wrenched. acters with this power can be tricky. For playability, I suggest that “artificial” heal- ing from first aid, magical items, healing spells, or psionics apply only to the hit- point total the character is presently us- ing. That is, a cure light wounds spell cast on a character who is using an animal’s hit points improves only the animal’s hit point total. Since the unused hit point total cannot be damaged, it cannot be healed either. However, ‘natural” healing from rest should apply to both totals. In effect, both aspects of the character’s hit points can be assumed to be at rest whenever the character is completely inactive.

Does the Reduction devotion affect a character’s equipment and cloth- ing? What happens to equipment and clothing if the character rolls a 20 on the power check and doubles in size? According to the power description, Reduction is the opposite of Expansion. Since Expansion does not affect clothing or equipment (see page 60), it’s clear to me that Reduction doesn’t affect clothing or equipment either. If a Reduction user rolls a 20 on a power check, he should “pop” right out of his clothes. A DM might rule that the character suffers some damage in the process, say 1d4 to 1d8 points of dam- age. A strict DM will make the character roll item saving throws for anything the character was wearing; the magical fire category (see the item saving throw table in the DMG, page 39) seems to offer the most reasonable set of numbers for mak-

DRAGON 93

POLYHEDRON and the RPGA logo are registered trademarks owned by TSR, Inc. RPGA is a trademark owned by TSR, Inc. ©1992 TSR, Inc. All Rights Reserved. encounters for the Networks portion of the GAMMA WORLD® campaign; create game aids; design villains for the AD&D® game; concoct still more monsters; and come up with the most wondrous and preposterous of gnomish inventions—and that’s just to name a few. The best entries appear in POLYHEDRON Newszine or in game supplements produced by the RPGA The RPGA™ Network gets a facelift! Network. The Newszine is not available in hobby shops. However, all Network members receive 12 issues a year as part of their membership benefits.

Tournaments For more than a decade, the Network has offered fast-paced, fun adventures for variety of role-playing games. Members enjoy top-quality Network tournaments at conventions and game days across the world. In 1993, there will be more Network tournaments open only to clubs. These clever team events feature problem- solving, role-playing challenges, tricks, and traps to challenge veterans. Clubs across the world will be compete for top honors and trophies. The Network is planning special competitions featuring the DUNGEONS & DRAGONS® game, as 1993 marks the 20th birthday of that role- playing game. by Jean Rabe Magazine editor Dale A. Donovan; and The Network is also constantly adding “Into the Dark,” by novelist . new games systems to its library of tour- Next month marks the 12th anniversary “With Great Power” contains a wealth of nament scenarios. The AMAZING of the founding of the ROLE-PLAYING hints and ideas for running super-hero ENGINE™ game system, coming soon from GAME ASSOCIATION™ Network, the larg- game campaigns. “Into the Dark” is a TSR, Inc., is one of the newest additions. est international organization of role- video-review column featuring tapes The prizes are getting better, too. At the playing fans. It also heralds some changes garners might find interesting and useful, 1993 GEN CON® game fair, top prizes will in the Network sure to delight garners Lowder’s wit has earned this nongaming be available for Network tournaments. everywhere. The changes start with feature a strong following. Continuing Some of them include: one copy of every POLYHEDRON® Newszine, the monthly features include “The New Rogues’ Gal- product TSR, Inc. produces during a year; magazine available only to Network lery,” which features NPCs for a variety of one copy of every game SSI produces members. role-playing games, and “The Bards Cor- during a year; a $100 gift certificate from ner,” which has featured short stories, Ral Partha; $100 gift certificates from TSR; ® POLYHEDRON Newszine poetry, and other entertaining tidbits. and multiyear subscriptions to DRAGON When the Network began more than a A new feature will be “Club News,” Magazine, DUNGEON® Adventures, decade ago, the Newszine was 16 pages where Network members can learn how AMAZING® Stories, and POLYHEDRON long and was published quarterly. to form clubs, join existing clubs, and Newszine. Through the years, it increased in size and organize their own conventions. “Club There even will be a tournament where improved in quality, and, in 1991, it be- News” will be penned by veteran club a lucky member’s character will win a came a monthly publication with 32 two- members from across the globe. position in the government of a color pages and no advertisements. Computer-game fans will be pleased FORGOTTEN REALMS® campaign city. In 1993, the magazine will feature occa- with “Take A Byte,” which highlights new Most Network tournaments feature the sional four-color covers and two games games from SSI, offers hints about current AD&D game and its many worlds. How- that can’t be purchased anywhere else. games—before clue books are available— ever, there are also tournaments for the The Network staff has been reviewing and presents interviews with computer- GAMMA WORLD game, TOP SECRET/S.I.™ games and has settled on a couple that are game designers. game, BOOT HILL® game, and others certain to be winners. Everyone likes to win prizes, and the produced by TSR, Inc. Network tourna- The Newszine also will continue its popu- RPGA Network offers garners many oppor- ments also feature games by manufactur- lar columns, “The Everwinking Eye,” by Ed tunities to enter contests and do just that. ers from throughout the industry. West Greenwood and “The Living Galaxy” by There have been contests to create mon- End Games’ STAR WARS*: The RPG, PARA- DRAGON® Magazine editor Roger E. Moore. sters, magical items, spells, science-fiction NOIA*, and TORG* games are also popular All the articles in the Newszine are written weapons, and more. settings for Network tournaments. by Network members, and all members are POLYHEDRON Newszine will continue to Network members who participate in invited to submit manuscripts. feature fantastic contests open only to the tournaments receive points that help Other regular features include letters Network members. Some of the prizes them rise in levels as players and judges. from Network members; “Notes From HQ,” include specially autographed games and It’s sort of like being a fighter in the where the Network staff keeps members supplements, original artwork, and more. AD&D game. The more the character informed about what’s happening in the During the next several months, members accomplishes and the more battles he Network; “With Great Power,” by DRAGON will have a chance to devise creatures and wins, the more points the PC’s player adds

DRAGON 95 to his level. When Network members gain for nonprofit status. The Living City levels, they can compete in special, more Clubs will have more tournaments and The RPGA Network has developed a difficult competitions. There are Feature, activities open just to them. For example, portion of the FORGOTTEN REALMS® Masters, Grand Masters, and Paragon at next month’s WINTER FANTASY™ con- campaign world. It’s RAVENS BLUFF™, The levels. The competition gets more difficult vention in Milwaukee, there will be an Living City, and its environs. It can be the higher a player progresses. event only for Network clubs, and at the found near the Dragon Reach. Network Garners who can’t make it to conven- 1993 GEN CON game fair, there will be members contribute adventures, charac- tions still can participate in Network tour- two such events. The tournaments focus ters, rumors, and much more, which naments through computer bulletin-board on teamwork and strategy, and the tro- makes this part of the FORGOTTEN services. For example, the GEnie system phies and prizes are terrific. Groups of REALMS world ever changing and grow- and America On-Line regularly offer Net- garners can form their own Network clubs ing. Each month, features on The Living work tournaments. and can enter the competitions. City appear in POLYHEDRON Newszine. Network tournaments are written by the Each year, the Network has a special These are all written by members. members, and those authors also receive year-long contest called the Gaming De- There are tournaments set in The Living points in this international ranking of cathlon. In it, Network clubs select 10 City, too. Members play their own charac- players and judges. Network tournaments events that they will compete in during ters, taking them from event to event are some of the best adventures around the course of the year. The Decathlon across the world and gaining experience, because they are balanced, offer a variety includes tournament competitions, writing fame, and fortune. Some characters are of challenges, and are well-written. The contests, and more. The more events a lucky enough to win government posts. best Network tournaments are published club wins, the more points it garners. At One such post will be awarded at the in POLYHEDRON Newszine. the end of the year, the winning clubs are WINTER FANTASY convention. presented awards and prizes. The Decath- Network clubs lon is open to clubs throughout the world. Other membership benefits Clubs provide places to game, a chance Network clubs also get to playtest up- Want to find new people to game with? to socialize with friends, and opportunities coming releases from TSR. The AD&D 2nd The Network can help. All an RPGA Net- to try new systems. The Network has been Edition game was playtested by more than work member has to do is to write to Net- committed to assisting local clubs for the a dozen clubs. The BOOT HILL game and work HQ with a list of up to five zip codes past several years. Now, the RPGA Net- the GAMMA WORLD game, as well as covering where fellow garners are sought work is putting an even greater emphasis several AD&D game modules, were play- (and send a $3 processing fee). The member on clubs. tested by members, too. Playtesting helps will receive the names and addresses of In the pages of POLYHEDRON Newszine, guarantee better products, and it affords Network members in those zip codes. garners can learn of the clubs nearest garners an opportunity to offer input on The Network also can provide members them, how to form their own clubs, and systems and supplements before they hit with free lists of official clubs and their how to do things such as incorporate clubs the hobby shop stands. addresses. Each issue of the Newszine also includes convention listings. Game conven- tions are great places to meet new people. Further, each Network member is entitled to place free Classified ads in the Newszine. These short, personal notices can help you find new garners, locate hard-to-find gaming materials, or sell used gaming materials. A special section within the Classifieds is devoted to trading cards. RPGA Network members often spend less on the latest game releases because they get a 10% discount to TSR’s Mail Order Hobby Shop. Many game shops throughout the world offer discounts to garners who display their Network mem- bership cards. Only Network members have an oppor- tunity to purchase fantastic Network merchandise. There are T-shirts, sweat- shirts, embroidered jackets, embroidered dice bags, tote bags, mugs and more. The apparel proudly proclaims the wearer’s affiliation with the Network.

Joining the Network The Network is changing and growing, and 1993 promises to be an exciting year. If you want to join, fill out the member- ship card inside this issue, or write: RPGA Network, P.O. Box 515, Lake Geneva WI 53147 U.S.A.

* indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. The use of the name of any product without mention of its trademark status should not be construed as a challenge to such status.

96 DECEMBER 1992 DRAGON 97

The role of the psionicist, the best AD&D® game character of all!

Which character can fight as well as a thy, psychometabolism, and psychokinesis The adventuring psionicist warrior, sneak better than a thief, cure all afford the combination of offensive and While psionicists can temporarily fill diseases and injuries like a cleric, charm defensive skills the psionicist needs to be a other roles in an adventuring group, that and control enemies with the best of wiz- viable character. Take a look at your PC’s is not what they are meant to do. In a ards, and beats a bard for versatility? ability scores before you decide; some well-balanced party of adventurers, it may If you guessed the psionicist, you’re disciplines have a number of powers with seem that the psionicist is nothing more right! The psionicist of the Complete Psi- power scores based on the same ability. than a backup character. Players who onics Handbook is the single most flexible For example, most psychometabolic sci- allow themselves to fall into that role miss and self-reliant character class of the ences and devotions are based on Consti- out on the psionicist’s true mission— AD&D® 2nd Edition game system. The tution; if your PC has a Constitution of 8, dominating the spectrum of psionic ability psionicist is also the most difficult charac- he is probably going to have a miserable for the benefit of his comrades. ter type to play. The player has to make career as a psychometabolist. What does this mean? Briefly, the idea is hard decisions with each and every level The single-classed psionicist should to exploit psionics for your advantage about what his character’s capabilities will strongly consider telepathy as his primary while preventing your enemies from doing be. He has to master a complicated game discipline, especially if the campaign has a the same. If your psionicist character is subsystem—namely, psionics. And last, but lot of psionics in it. No other psionicist is the only one for miles around, this means certainly not least, the player with a going to defeat a telepathist in mental she has the freedom to launch psionic psionicist character has to carve out his‘ combat, and the direct manipulation of attacks, reconnaissance, and support for own adventuring and campaign role. mind and thought is what a psionicist is all the party. But, in psionics-heavy games, Where does he fit in? about. Multiclassed characters can afford your character should stand ready to At first glance, the psionicist seems like a to specialize in the other disciplines. Psy- defend her group to prevent enemy jack of all trades. With Adrenalin Control, chometabolism is perfect for warrior/ psionicists from turning your fighters into Flesh Armor, and Displacement, he turns psionicists and thief/psionicists. turnips. The idea is the same as tactical into a formidable fighting machine. Invisi- The next battery of decisions come as archery: If there are no other archers bility and Shadow-form seem perfect for you select your initial devotions and sci- around, shoot at the infantry; otherwise, thieflike stealth. Cell Adjustment and ences. Telepaths and psychokineticists your first job is to keep the enemy archers Absorb Disease even give the psionicist absolutely must take Mindlink and Contact from hassling your own infantry. Psionic access to clericlike powers. With all these or else Telekinesis at 1st level, since so supremacy is the most important duty of options open to the player, it’s important many of the powers within their disci- the psionicist PC. to remember the character’s limitations. It plines require these sciences as prerequi- The second role of the psionicist is the is very easy to get yourself into deep trou- sites. It is a very good idea to come up information-gatherer. Psionicists have the ble by forgetting the difference between with an advancement strategy when your potential to be the supreme information what your character does well and what character is first created. Early on, decide sources in an AD&D campaign. Clairsen- your character has to use a pile of psionic which sciences and devotions you will tient devotions can be used to scout out strength points to do well. want to have at higher levels, then make the terrain with even more stealth than a sure your PC selects the prerequisite thief can achieve—after all, the psionicist Creating a psionicist powers. is not even there. Want to know enemy When a psionicist character is created, It is a good idea to vary your PC’s strengths and plans? Just ESP that sentry the first and most important decision of powers. Choose a good mix of offensive, you saw in your mind’s eye. Your psioni- his career has to be made right away: defensive, and generally useful abilities. If cist character can be a hundred miles What discipline will he select as his pri- your PC already possesses an offensive away, planning the upcoming mission in a mary discipline. Think carefully about power capable of damaging an enemy, comfortable tavern, while he comes up what you want your character’s capabili- picking up Ballistic Attack or Chemical with detailed plans of the camp and guard ties to be at low and middle levels. With Simulation for their combat uses may not schedules. Psionicists should regularly time, the psionicist gains access to any be as wise as selecting Dimensional Door check up on known enemies to see what powers that please him—but for the first or Body Equilibrium, powers that can get they are plotting next; there’s no excuse few levels of his career, the psionicist is you out of trouble quickly. Mages and for a psionicist who gets surprised by going to be very restricted by the limited clerics can decide at the beginning of an ongoing events. number of disciplines allowed him. adventure if they need an offensive or Lastly, a psionicist is exceptionally capa- Out of the six psionic disciplines, two defensive posture, but the psionicist is ble as a party’s utility man. Remember that can be dropped from consideration imme- stuck with his chosen abilities until he this is a tertiary role, but in psionics-poor diately. The psychoportive sphere has a reaches the next level. campaigns do not hesitate for a moment to number of useful and necessary powers, There are a number of different views exploit your PC’s advantages over non- but there are far too few sciences and about selecting the particular devotions psionic characters. Unlike wizards, bards, devotions to allow the psionicist to ad- and sciences for a psionicist, but here are and clerics, who must try to anticipate an vance past low levels. Similarly, the disci- my humble opinions: adventure’s spell requirements, the psioni- pline of metapsionics is very useful for a Ten really great psionic powers: Adrena- cist can access any of his powers at any high-level character, but many of the lin Control, Body Equilibrium, Reduction, time. If the adventure turns out to be powers within the discipline have prereq- Mindlink, ESP, Post-Hypnotic Suggestion, overland travel rather than the expected uisites that are difficult for a low-level Truthear, Dimensional Door, Metamorpho- dungeon crawl, the psionicist won’t be character to meet. sis, Levitation. caught flatfooted like the mage with knock- Of the remaining disciplines, clairsen- Ten just awful devotions: Feel Sound, and wizard eye spells occupying that tience is the least useful to the adventur- Feel Light, Hear Light, Ballistic Attack, precious memory space. The ability to ing psionicist. While clairsentient powers Biofeedback, Graft Weapon, Immovability, improvise is one of the single greatest are perfect for nonplayer-character sages Time/Space Anchor, Incarnation Aware- advantages that psionicists enjoy. or information-seekers, a player character ness, and especially Taste Link. needs more punch and flexibility. Telepa-

DRAGON 99 The fighting psionicist effect. Enemy leaders should be subjected and against each of these interpretations, Despite a number of powers that can to Domination, Post-Hypnotic Suggestions, and you should be prepared to lay down increase armor class or Strength, you and miscellaneous telepathic attacks. He the law in your own campaign. should remember that your PC fights only should keep an eye open for comrades in A psionic PC with Mindlink will be able as well as a rogue. With six-sided hit dice trouble and toss attacks at the enemies to communicate with anyone in your and a rogue’s THAC0, physical combat is who are pressing them. Id Insinuation and campaign at any time. Given time, the not the psionicist’s forte. In melee, his Ego Whip are excellent for briefly incapac- psionicist can call up sages for instant concentration can be ruined just like a itating enemies. Targeting enemy archers advice, clarify orders or ask for instruc- wizard’s. While a psionicist can always with the suggestion that they are out of tions, or even check on the activities of maintain powers initiated earlier, he may arrows could help the party as a whole by any person she has ever seen. Mindlink is find himself in a combat situation where suppressing missile fire. better than a cellular telephone for staying he needs to initiate new powers and can’t in touch, and clever players are going to because he is in the thick of the fight. Running a psionics campaign use that ability. Just like real life, effective Don’t get caught in melee unless you are Introducing psionics into a campaign can communications in a fantasy campaign can certain your PC can handle all foes with- be a painful and surprising experience. If spell the difference between success or out his psionic advantage! you are heading this way with your game, failure. Why ride three horses to exhaus- However, never be afraid to fight when make sure you understand the rules as tion to reach a frontier fort when the you can stack the odds in your PC’s favor clearly as possible on advancement, com- psionicist can send a mental warning by powering up those big psychometabolic bat, and using psionic powers. You can instantaneously? If you’re the DM, be devotions. A psionicist’s natural place deal with individual sciences and devo- prepared to see your most nefarious plots should be back with the spell-casters of tions as they come up, but you must un- foiled by instant communication and per- the party, but she can serve as an ade- derstand how the system works as a fect counterintelligence. quate rear guard to handle any enemies whole. On the bright side, there is nothing that slip through the front line of fighters. As the DM, you must make a couple of wrong with a NPC psionicist using these A combat position away from the melee judgment calls on the effects of some of same tactics on your players’ characters. will also ensure that she can launch psy- the more ambiguous powers. Does Psionic Assume that the great evil villain of your chokinetic and telepathic attacks in com- Contact alert the target to a mental intru- campaign, Lord Morgg the Dark, has a parative peace. sion, or is Contact unnoticed until a sec- grand vizier who is in reality a competent During a combat situation, what should ond ability is used? Can a psionicist tell psionicist. When the PCs torch Morgg’s the psionicist do? Generally, he is best off how far away a target is by the difficulty armory, he tells the grand vizier to find looking to attack individual enemies. Un- involved in contacting him? Should the out who did it and where they are. The like a mage, the psionicist will never knock psionicist player be allowed to know the vizier (possibly from hundreds of miles down a roomful of orcs with one mighty approximate level of his target by keeping away, courtesy of Mindlink) interrogates a spell of destruction. Like a thief, he needs an accurate count of Contact or Domina- surviving guard who saw the PCs, and he to carefully select his targets for maximum tion costs? There are good arguments for gets a mental picture of the party. A few power-score rolls and PSPs later, he estab- lishes Contact with one of the PCs. Now, using ESP, he determines their location and listens in on their plans. Another Contact and Mindlink notifies the nearest of Lord Morgg’s legion commanders. With- in minutes, the forces of evil are on their way to attack the hapless PCs. If the vizier is especially evil and power- ful, he requests the use of a few dozen slaves from Lord Morgg and uses Psychic Drain on the poor wretches to power a massive series of Teleportations. Lord Morgg’s personal guard of chaotic-evil bad guys is on its way to the PCs’ campsite within minutes of the beginning of the grand vizier’s search. Evil psionicists are unbeatable assistants to the chief adver- saries of any campaign.

Summary Psionics adds a new dimension to any AD&D campaign. Before you allow whole- sale psionics use in your campaign, you may want to try a pilot run with one psionicist PC and an occasional psionic foe. The psionicist character is a thinking player’s character (no pun intended) who enjoys greater flexibility and self-reliance than any other class in the AD&D system. If you’re ready for an extra challenge and a new twist on the old favorite, you’re ready to play a psionicist.

100 DECEMBER 1992

102 DECEMBER 1992 DRAGON 103 104 DECEMBER 1992 DRAGON 105 106 DECEMBER 1992

108 DECEMBER 1992 DRAGON 109 110 DECEMBER 1992

©1992 by Robert Bigelow Photos by Mike Bethke

readers; I enjoy hearing from you and take your comments to heart. To everyone who reads this column, I send the joy of the season, peace, and good fortune. [Editor’s note: The Medium Omni ‘Mechs planned for the last issue were dropped for reasons of space (this explains the curious painting credit from last issue’s first paragraph). They are presented here instead.] Now, on to the reviews:

Ral Partha Enterprises 5938 Carthage Ct. Cincinnati OH 45212-1197

Ral Partha Enterprises c/o Minifigs 1/5 Graham Rd., Southampton UNITED KINGDOM S02 0AX

10-841 Medium Omni ‘Mechs * * * * ½ Medium Clan ‘Mechs for FASA’s BATTLE- TECH* game are now available from Ral Partha. All these ‘Mechs are used by more than one Clan, but each type is used heavi- ly by only one Clan. Each ‘Mech is a kit containing a number of different pieces, including a hex base. Please remember to carefully read and follow all kit instruc- It’s that holiday shopping time again (part 2) tions if you get this item. Dragonfly: The main user for this ‘Mech Welcome to part two of our holiday- to arrive, and hope that it was not out of is the Ghostbear Clan. The miniature shopping product reviews. In keeping with stock. This is not fun for either of you. stands 30 mm tall and is 25 mm across. the spirit of the season, we’re including a Please don’t wait till the last minute. The miniature is very similar to its line number of gift items as well as playing Short of a major disaster, I will be at the drawing in the game reference books, pieces. Remember to order early from WINTER FANTASY™ game convention in differing only in the position and place- your local hobby shop if it does not have Milwaukee and may run some games. If ment of the gun on the left arm; the gun what you want. Deliveries are slow at this you want to speak to me there, I will be should be much lower than the fist. The time of year because of the volume, and glad to chat provided it doesn’t disrupt a second difference lies the upper super- stock is frequently depleted on fast-selling game. structure and cockpit. The picture has the items. Shop owners are happy to help you I here wish to thank my many loyal front around the head area being round- find and procure what you want, but they ed; the miniature has the area flat. Includ- may need more than one attempt to get Miniatures’ product ratings ing the hex base, this item is made up of the product. Each attempt may take up to seven pieces, all of which had some flash five days or more, depending on how far * Poor but went together with only minor diffi- the distributor is from the store and ** Below average culty. Use superglue sparingly on the small whether the distributor has a computer to * * * Average peg holes. tell the shop owner instantly if the **** Above average Fenris: This is the most standard-looking product is in stock. Without the computer, ***** Excellent ’Mech in the Clan units and is used mostly you’ll have to order, wait for the shipment by the Wolf Clan. The figure is an excel-

112 DECEMBER 1992 lent match with its line drawing in Techni- cal Readout 3055. It stands 40 mm tall and consists of six separate pieces, all of which go together and fit well, though there are obvious mold lines on the outside of both legs (the lines came off with a minimum of difficulty except in the lower areas). Black Hawk: This is almost a nonspecific Clan ‘Mech, used only marginally but most often by the Wolf Clan. This ‘Mech is short and squat, being only 28 mm high and 32 mm wide. The miniature is made up of seven different parts. The two inside legs do not match up with their holes and must be bent to fit. There was a large amount of flash on the pieces, but it was removed with some work. The line drawing and the miniature match perfectly except for the chin weapon units. I admit that the ‘Mech in the photo here is facing the wrong way on its feet; this resulted from an emer- gency repair when I looked at the picture but unknowingly did the opposite. The ‘Mech holds together well now. Ryoken: This is primarily used by the Smoke Jaguars. This miniature stands 38 mm tall and matches the drawing in Tech- nical Readout 3055 exactly. This unit con- sists of eight different pieces, all of which had flash or mold lines that needed clean- rise out of their backplate protection. Human figures #5 and #6 are armed ing. The pieces fit together well, except Figure #2 has a head that points to canine with hand weapons. Figure #5 has chain that the arms did not quite clear the legs ancestry, while #3 looks like a tentacled mail with an elaborate that and the figure had to be put slightly askew demon with a fin. Figure #4 carries a includes massive shoulder protection. He to allow the arms to be deployed. poleax on a wooden pole but is otherwise holds a many-pointed sword-club in both These models require work but are very similar to #1 and #2. His circular hands. A skull appears on his right shoul- worth it when finished. If you are building shield has a spider-web design; he, too, has der armor, His skin-covered skull is open- specific ‘Mechs, these are highly recom- plate armor. His face is almost goblinlike, mouthed, with a tongue sticking out in mended. The cost is $18 per box. and his mouth is open as if screaming. defiance. Figure #6 has a skinless skull Figure #5 has only vapors for a body supported by high-backed plate and high from mid-chest down; like the others, he collar. He clutches a simple long sword in RAFM Co. Inc. has overlapping plate armor. His left arm armored hands with his arms crossed. 20 Park Hill Rd. East ends in an ax and his right arm ends in a Shoulder plates with rivets are evident. Cambridge, Ontario wicked long sword. His face and head The figure appears to be waiting patiently. CANADA N1R 1P2 appear sharklike (he has a thick fin over Figure #7 is a scale-mailed champion his head), and he wears a predator’s grin. protected by a huge kite shield with a 2008 Dream Warriors * * * * ½ The standard bearer for this unit, figure skull crowned in knives and lines, carried The Dream Warrior set contains 16 lead #6, has exaggerated facial features that on his armored left arm. His right hand figures allegedly scaled to 25 mm, but bring a frog to mind. His standard is a holds a bastard sword with a skull on the actually standing 30-32 mm high. The skull flanked by thick wings on an ornate hilt; another skull adorns his armor. A figures are of beings rising in ghostly pole. He also carries a shield. pointed ridge runs up his spine, capped by vapors from differently shaped bases. The None of the human figures has fully a closed helmet that comes to a point. The designs make it difficult to tell whether formed legs or lower torsos, and even standard bearer for the humans has a there is any flash or not, as any flash some equipment is partially formed. Fig- trident-shaped totem braced on an ornate would look like vapors. Mold lines are ure #1 has a polearm and shield at the pole. Runes cover the outer two tines, visible on the nightmare steed and some of ready; his helmet has its visor down with a while the center tine is sharp. The head is the foot troops, but all are easily removed swordlike blade on top. Plate protects his covered by a teardrop-shaped helmet; the and do not impair or detract from the chest and shoulders, but his back has little spine is exposed. His left arm supports a detailing. armor. Figures #2, #3, and #4 have various shield with a burst pattern with a large The troops included seem to be either polearms held in the guard position. Fig- spike at the center of the burst. human or bestial “chaos” types. The six ure #2 has the deep-set plate armor of #1, Last but not least is a wraithlike leader “chaos” troops are armed with a variety of but his shoulder protectors look more like riding what could very well be a barded weapons and are of different species. pads. His shield has a pattern like #l’s, nightmare from TSR’s AD&D® game. The Chaos figure #1 has a bovine skull, a parti- only with a skull grinning from under a horse has a small saddle, scale barding, ally formed body, overlapping armor hood. Figure #3 has scale mail and a round and plate protection on its head, chest and plates, and shoulder plates with spikes. He shield boasting a skull and crossbones. His front legs. Tack detail is very good; the is armed with a long pole and flail, and his helmet has tusklike features on the bottom teeth and baleful eyes stand out well. The helmet has elongated steer’s horns. with a spike on top, and a skull face on his miniature is mounted on a slightly round- Chaos figures #2 and #3 are armed with breastplate. Figure #4 has heavy plate and ed base that gives it a rocking-chair ap- glaive-type polearms. Both figures are a closed helmet with a skull and a set of pearance but also suggests the mist rising armored and carry decorated circular fins that make the helmet appear to be an around it. All hair streams out behind as if shields (#2 has a skull and #3 has what aerial bomb. He carries a rectangular the horse were at full gallop. The rider is seems to be a Mercedes emblem); spikes shield on his left arm covered in plate mail from foot to neck.

DRAGON 113 Both his hands are armored; the left great deal of detail, the bottom of the main floor to join a fallen conical hat adorned clutches a knife while the right has a long body has no detail and even has a copy- with wizards symbols. His chair back is sword. A long cape flows back from his right message on a visible place in the covered by a bat with its wings spread and shoulders, with the top half of the rider’s rear. You will want to fill this message with two skulls with red jewels for eyes. His left skull glaring out between its folds. putty in order to get a quality display hand holds a pipe with a red-jeweled bowl This set could be used for anything from piece. You must also fill the exhaust noz- while his right hand fingers an old a dream army sent to kill characters in zles, and you must also note that the noz- spellbook with runes. He has a slightly their sleep to a ghostly army rising from a zles are not symmetrical. The ’s upper puzzled expression and looks as if he is battlefield to protect their possessions. part has a number of details molded on, going to say something. Both crossed legs With the use of individual figures, this but they are slightly exaggerated and rest on a footstool of large books. The army could be a welcome addition to the rounded as are most epoxy castings. Few wizard is the picture of peace and content- ranks of your undead. It is highly recom- bubbles or pits were noted. ment during a wild season. This figure is mended at $18 per set. This piece is useful not only for GW’s well worth its $15 price tag. WARHAMMER 40,000 system but other games using grav vehicles. It is well rec- HG 517 Guardian Angel Epicast USA ommended even with the work needed, Hologram * * * ½ 1495 Quail Valley Run and it is worth its $20 price tag. This angel stands on a base of waves and Oakley CA 94561-3425 sand, with ivy curling around the edges and encircling the form of the angel. The Falcon Grav Tank **** Black Dragon Pewter angel is female and extremely thin, almost Eldar players—attention! You now have 2700 Range Rd. angular. There are some molding defects equipment to rival the APCs of Imperial North Bellmore NY 11710 on her stomach and buttocks. Her hair Troops or the equipment of the space orks streams out behind as she is getting ready in Games Workshop’s WARHAMMER Trick or Treat Dragon ***** to blow a ribbon-wrapped trumpet while 40,000* system. This Falcon tank gives you Gift pewter is always popular at Christ- she holds a long sword (the arm support- the ability to move troops over obstacles mas, and this year we have a good selec- ing the sword is overly squared and thin, and provide fire support. tion for you. This first piece arrived too detracting from the image). The wings are The Falcon Grav Tank kit is scaled for late for the October issue, but it was cute excellent and also form part of the support 25-mm figure use and made of a heavy enough to be worth a shot. The Trick or for the well-done hologram of Earth, com- epoxy substance that accepts paint readily. Treat Dragon stands 40 mm tall, his young, plete with visible mountain ranges, It comes in three pieces: a flash suppres- scaly body hunched in anticipation of Seen from a distance, this is a nice fig- sor, the main tank body, and the grav unit treats and treasures. His head is covered ure, but it doesn’t bear up well under very for mounting underneath. The body is by a mask, and two red gem eyes stare close scrutiny. Its price is $40. wedge-shaped, starting at 1%” wide and fixedly ahead. His hands hold open a sack expanding to 4” wide at the engine of treasure open. A pearl sits in plain mounts and nozzles. The main body is 7” sight. To his left sits a jack-o-lantern with Soldiers and Swords long, with the gun adding another ¾” to two red eyes and a lopsided, wavy grin. 25 Fayette St. the front. The vehicle is just over 2%” Enthusiasm such as you see from kids Binghamton NY 13901 high at its highest point. every year leaps out at you. This is truly a The flash suppressor must be trimmed neat little treasure at only $15. T002 Barkeep * * * * ½ to fit correctly onto the barrel; some filling Townspeople are always in demand as might be needed. The grav unit has to be 1043 Relaxin’ Wizard ***** sources of rumors or background informa- placed in such a way that the rear hatch This 36-mm wizard sits back in a tall tion. The local barkeep hears everything aligns with the upper edge of the hatch on wooden slat chair with cushions, dressed and is usually ready to impart a piece of the main body. While the grav part has a in a comfortable robe that drops to the wisdom for a small fee. This barkeep is a

114 DECEMBER 1992 some between her legs. This is a good female figure that is intelligently dressed; Miniatures it is recommended even with the work 656 East McMillan needed at $1.25 each. Cincinnati OH 43206-1991

R004 Man-at-arms * * * * ½ Thunderbolt Mountain This figure is suited in armor of a style Miniatures fitting the period from 1360-1410. The 70 Harcourt St. figure wears a bascinet helmet with a Newark, Nottingham true 25-mm figure, as measured from base camail (chain-mail neck guard) that covers UNITED KINGDOM NG 241 R4 to eyes, and is-made of lead. He is slightly a mail and a jupon (under-armor stout at the waistline and wears a shirt padding). Shoulder guards and arm pro- 1023 Blood Tor ***** with rolled-up sleeves, simple pants, and tectors are well done. Both hands have This set is guaranteed to warm the heart plain shoes. His left hand holds a bar rag; gauntlets, and the right hand clutches a of any barbarian lover on your gift list. his right presents a bottle for consump- long sword. A shield can be attached to The kit consists of four 25-mm lead figures tion. An apron pocket bulges with the the left arm after painting. Both legs are with peg supports and a detailed 25-mm evening’s take. protected by leg and knee plates and knee scaled base that provides most of the text The face is interesting. A bushy mous- guards. The feet are covered by sollerets. for the diorama’s story. tache and eyebrows and mutton-chop The face is that of a middle-aged man with The figures consist of a male and female sideburns frame a head bare except for a his mouth open as if shouting. Unfortu- barbarian and a pair of very unlucky fringe of hair in the back. His expression is nately, his face also looks as if it is missing hobgoblins. The male barbarian is true to solemn, There are no flash spots or mold part of the jaw. classic form, with mostly bare skin and lines. At $1.25 each, this figure is a very This piece would be equally at home in good muscle tone. He wears a pair of laced good value. either an AD&D game world or in histori- sandals with shin protectors, a loincloth, cal miniatures games. For a complete and a helmet with nose guard and horns. E006 Luna **** naming of all the parts of the figure’s A large knife hangs from a disk belt, but This is another true 25-mm scale figure armor, see page 119 of Palladium Books’ he is busily putting his axe to use. Long that adds a female fighter to the non-bikini Compendium of Weapons, and hair falls from beneath his helmet, and a brigade. Luna looks like a female thief Castles, which has an almost exact copy of tooth necklace adorns his neck. Both his armed with a long sword and dagger. The the figure in a standing stance. This figure wrists have bracers that help the figure sword has a defect at mid-blade that needs is highly recommended at $1.25 each. support the hobgoblin that is held by the to be fixed. Luna wears long gloves, a tight neck in preparation for chopping. The blouse open at the neck, tight pants, high hobgoblin hangs mostly limp with his boots, and shin guards. Crossed belts fangs visible and eyes bulging slightly. The support scabbards for both sword and hobgoblin is bare except for a loincloth, knife. Shoulder guards and a scarf com- bracers, and shin protectors. A scimitar plete the detail on the body. hangs limply in his right hand. His ears are The face is plain with concentration held straight up, as if he knows he is about evident, Facial detail is good; care should to die. be taken when removing the slight mold The female barbarian is fighting a foe line from the face. Her hair falls slightly who is obviously just as doomed. This lower than shoulder length. There was hobgoblin is protected by a round shield flash between her left arm and body and with studs, a breastplate, bracers, and

DRAGON 115 Viking Forge 1727 Theresa Ln. Powhatan VA 23139

M-99 Centaur With Bow * *½ Centaurs are good troops in fantasy miniatures games, as they can double as cavalry and scouts, with weapon skills as well. This centaur archer measures 21 mm to the top of his back and 33 mm to the eyes; he is shown after arrow release. He wears a leather jerkin and has bracers on both wrists. The horse part of his body has squared legs on the insides; the legs are also spindly and not in scale. The horse part is flat, with no chest to speak of, and has flattened surfaces where mus- cle groups should be. The chest of the horse is angular instead of rounded and broad. The human part of the figure has a quiver of arrows; a cape covers his back, and his facial features are not very clear. Long hair falls to his shoulders. It looks like his arms are covered by chain mail. This figure is not recommended for most garners. The quality of my review metal shin protectors. He holds a scimitar is a 2” circle representing a group of rocks piece was extremely poor and even had a as he gives his opponent a hateful gaze. that crown a hill. On these rocks are all crack in the lead from the stomach of the The female barbarian is dressed in a the hobgoblins who have died at the hands horse through the quiver. I have seen French bikini bottom, steel breast cones, of the two barbarians. Over 20 bodies or other centaurs from Viking Forge and they and shoulder protectors. Flexible leather parts of bodies litter this area, wearing were much better. This is at least one of boots extend to her knees, which are plate armor, leather, clothing, or nothing the few male centaurs with a bow that I covered with metal protectors. Both wrists at all. A variety of weapons, shields, and have seen. As the figure is, it is not worth have bracers. A round shield with stars other items clutter the scene and add a its $3 price. and a sword pattern graces her left arm. wealth of detail. The visor-up helmet frames her expression The diorama will probably not come out M-100 Centaur With Lance * * * ½ of concentration and disgust as she guides exactly as the picture here shows. We had This figure also has problems with both a long sword through the neck of the to bend some legs and arms to fit the holes its horse and human parts. The horse legs hobgoblin in a death blow. as they were drilled. This is a minor prob- are flattened on the inside, and the body is The base is the real jewel, and it should lem that must be fixed before painting. much too thin and almost looks like it provide a challenge to anyone who wishes Still, this set is highly recommended at didn’t form completely underneath when to bring out all the detail with painting. It $13.95. cast. The human half is armed with a lance and has a sword hanging on the left on a wide belt. Arm muscle detail looks slightly flattened. He is dressed in a skin cape, shirt, and neck protector. the facial detail is slightly off. This miniature will need work. I cannot recommend this figure at $3 each.

Grenadier Models Inc. P.O. Box 305 Springfield PA 19064

Grenadier Models UK Ltd. 25 Babage Rd. Deeside, Clwyd, Wales UNITED KINGDOM CH5 2QB

5001 FANTASY WARRIORS * Companion ***** Last year, we reviewed the FANTASY WARRIORS* boxed game from Grenadier. This year, Grenadier has released a com- panion set that increases the original set’s playability considerably. The new compan- ion has rules for undead armies and equip- ment and the means to form new units from the dead. Mercenaries are now

116 DECEMBER 1992 brought into combat, and new army lists for everything from Amazons to undead allow you to set up campaigns that pit the races against one another. The set is well laid out, with rules in an easily read and followed format. The fre- quent illustrations do not always seem to go with the text, but usually support it. The margins contain lots of examples and sug- gestions to aid the understanding of the text. The undead rules integrate themselves well into the system and cover each of the undead types in specific sections. This rules’ companion also gives artillery rules and introduces heavy weapons and gun- powder as well as weapon-equipped mon- sters. New rules and tips are clearly marked, and space is left for notes in some areas. New magic is included that allows combat between mages, and great magic is given that extends combat abilities of the units. This 80-page book is done in black and white. There is a sheet of colored counter that includes arrows, counters for cannon volleys, dragon breath, necromantic and terrain markers. I highly recommend this book for anyone who bought the FANTASY WARRIORS game; I still highly recommend the game itself, and even more so now, The cost for the book is $12.95.

5617 Barbarian Battle Leader * * * * ½ This loincloth-wearing barbarian is 29 mm tall and made of lead. His legs are covered by boots bound by thongs. His chest and back are bare except for a shield across his back and a necklace. A belt secures a knife and sheath and supports the loincloth. Both wrists have bracers, and a huge bastard sword leans across his shoulder. The barbarian points ahead; his face shows concentration and aggravation alike. His lips are curled back and cheeks slightly sunken. His good eye squints (his left eye is covered by a patch that stands out well). Muscle detail is very good on the entire figure, but there was flash between the legs that was easily cleaned. This figure is highly recommended, even at $1.75 each.

Mithril Miniatures Macroom, Co. Cork IRELAND base to eyes. All bases are rectangular has suffered much. Ed Wimble/Prince August with beveled edges and are covered with Ghân-buri-Ghân is a hero of the War of Miniatures USA pebble-shaped rocks. the Rings for allowing an army of Good to The Byrne Building, Lincoln & Morgan Both fighters wear only loincloths, and pass through his lands. He wears a tas- Streets they appear slightly pudgy, with visible seled loincloth and a tooth necklace, with Phoenixville PA 19460 navels. The spearman has his hair pulled his hair pulled back into a topknot. A back into a topknot, while the blowpipe stone axe is clenched in his right hand M248 Ghân-buri-Ghân and Wose warrior’s hair hangs straight down. Both while his left hand signals a stop. Spearman * * * * ½ figures have glue-on arms and weapons, None of these figures had any mold lines M249 Wose Warrior with Blowpipe but the arms didn’t quite match up, even or flash, although each weapon arm was and Wose Priestess * * * * ½ with bracelets molded there. The priestess unprimed; all will require work and care- All these Woses (from J. R. R. Tolkien’s has a fringed lei that covers her breasts ful handling. These sets are highly recom- ) can be handled in and a fringed loincloth in front. Her right mended to anyone who really loves The one quick review, as they share many hand sweeps out as if blessing, and her Hobbit and other Middle-earth books and common traits. They are true 25-mm scale left hand clasps an ornate, tasseled totem. games. They are priced at $3.49 per pack and range from 22 mm to 26 mm from She looks middle-aged and gaunt, as if she of two.

DRAGON 117 nails. Next to the table sits a metal pot, parti- ally filled. There is also a deflated bellows. An anvil sits on a stone section. The mold lines on the anvil and table legs are easily cleaned up. The cooling tub is mounted on a plank-and-block stand that has a mold line across the top row of blocks (this can be easily removed by scraping). The tub also has a line across the water surface, but again this is easily removed. This set easily lends itself to dioramas or city adventures. The pieces should proba- bly be mounted on a card base so they stay together. This set, actually more typi- cal of a blacksmith’s shop than an armor- er’s, is highly recommended at $4.98.

Lance and Laser Model, Inc. P.O. Box 14491 Columbus OH 43214

028 Dwarf Winged Hussars * * * * This 25-mm set could be used as a seri- ous war-game unit or a tongue-in-cheek set. The set contains two dwarven soldiers and their mounts: two mules in full nor- mal tack (dwarf-sized at 22 mm high along the back and 32 mm long). The mules have fringed saddle blankets with tassels on the tack. A sabre in a scabbard hangs from the left side of each, and a pair of pistols or clubs hang in holsters on both sides of the neck. Each mule stands still with its left ear cocked forward. Muscle detail is good; a mold line is barely visible after priming but is easily cleaned. No other flash was noted. Each base is uneven and can be painted like rough earth. The riders are armored with light plate, including pot-bellied and overlapping plates protecting their limbs. Hands are covered by riding gloves. Each dwarfs face is visible, showing a well-kept beard and moustache, although the nose is covered by a protector and the ears by flaps. In their right hands, the dwarves clutch lances with pennants; the left hands hold the reins. The most interesting fea- ture is a wood frame (a peg-in-hole type) that attaches to each dwarfs back and supports a large number of thick, well- detailed feathers—thus “winged” hussars. I plan on picking up two more packs so I have a set of medium cavalry for my Fantascenes pallet has rough spots that will require dwarves. I like the figures, which I recom- Box P cleaning of mold points at leg ends and mend at $5 per pack of two. Pine Plains NY 12567 board junctions. The beds are sheet- covered and have blankets, turned down, 1-12 Beds and Straw Pallets * * * * ½ and pillows, The beds are slightly smaller Heartbreaker Miniatures If you lived in the Middle Ages and went than the pallets and require light cleaning Paoli Tech. Ent. Center to an inn, chances are that you would at the bedposts. These items are highly 19 E. Central Ave. have slept on a straw pallet rather than a recommended for dioramas or gaming Paoli PA 19301 bed. Beds were reserved for the most use. A package of these is $4.98. expensive rooms and were usually had by Gamecraft nobles or very rich people. This set con- 1-07 The Armorer’s Workshop * * * * ½ A16 Gardeners Row tains two beds and two pallets, all scaled This is a seven-piece lead set in 25-mm Business Center Ltd., Liverpool for 25 mm and made of lead. scale. Each of the tools shown is essential to UNITED KINGDOM L3 6TJ The straw pallets are 7/8” wide and 1¼” either a blacksmith or a weaponsmith. The * * * *½ long. A wood frame contains the straw. tool bench consists of two parts, the legs and HB119 Magic Users The pillow is cloth-covered, and a wrin- a plank top. On the top rests a hammer, a This three-wizard set is made for the kled sheet or blanket lies over straw. Each file, pliers, part of a horseshoe, and some ever-popular 28-mm scale and is not suit-

118 DECEMBER 1992 able for use with true 25 mm. The figures are made of lead. The first wizard is a flamboyant type wearing a long robe with fur trim. The long-sleeved robe reaches his fur-lined boots and is cinched by a wide belt with a round buckle and a bag on the left side. A furry cape covers his shoulders. His cap is fur-lined and crowns a bearded face with chubby cheeks and bushy eyebrows. His left fist is clenched; his right clutches a long totem with a skull mounted on a pole The figure looks like a necromancer. The second figure’s long robe is deco- rated with arcane symbols, front and rear. Voluminous sleeves hide most of the left arm except for the hand, which clasps a wooden staff with excellent detail. His right hand is up as if waving; the wrist has a studded bracelet. A belt supports a bag, a jug, a wafer belt buckle, and a charm. His face, hair, and beard remind me of Charlton Heston in the movie, The Ten Commandments. A mold line in the sleeves was not as easy to clean up as I thought it would be, but there was no flash. The third wizard wears a long robe wit embroidered sleeves and hems. His belt supports a variety of pouches and bottles on the left and a large bag on the right. A Bazaar of the Bizarre Editorial key and lock hang from a chain on his belt. His hair falls to midback, and a cape Continued from page 54 Continued from page 96 drops to his knees. Though bald, he has a Such a blade inflicts a bonus of 2 hp and Barbara all proofread this column at electrical damage (over and above its long beard that falls to his waist. His right least once before it went into the maga- normal bonus) on every strike; metallic hand and forearm are clenched into a fist, zine.) Taking these suggestions will get you armor and shields (even if magical) are while his left hand clutches a large oak that much closer to having an article ac- staff. discounted for to-hit purposes, as the tiny cepted (and will make my life easier). arc of energy can hit its target even All the figures are well made; very little If, after all this, your article is still reject- though the sword itself may have missed. needed to be done to prepare them for ed, don’t take it personally. We aren’t In addition, the wielder is protected as if painting. The features seem to be exagger- rejecting you, just that particular article. I by a ring of shock resistance ( + 3 on sav- ated and the heads oversized, but not wish I could write a personal letter to each enough to be cartoonish. These are recom- ing throws vs. electricity, -2 hp per die of author who has an article rejected, but I mended for people looking for new mages damage). Finally, the bearer may call light- just do not have time. Remember, for GW’s WARHAMMER FANTASY ROLE- ning (P3) twice daily if a storm is in the DRAGON Magazine is not a writing school. PLAY * or other fantasy games, or as possi- area. We don’t have the time to critique your ble leaders for miniatures’ forces. They XP Value: 1,200 article in detail. Do not resubmit a rejected are nice at $4.95 per set of three. article to us, either. “No thanks” means just Sword +2, vampiric that. If we want you to revise your piece, I want to thank Sam White for the excel- regeneration we’ll ask you to do it. lent painting job on Blood Tor and the There are only seven of these magical I apologize if this sounds harsh, but the Falcon, and Fred Hicks, Jr. for his job on blades in the Realms, most of which are harsh truth is that if you want us to pub- the Dream Warriors. broad swords. lish your article, you have to follow our If you need to contact me, you can at: Description: Half the damage this weap- rules. It’s really not that tough to do. Get Friend’s Hobby Shop, 14112 Washington on inflicts on opponents is immediately our guidelines and follow them. Query US St., Waukegan IL 60085; or call: (708) 336- bestowed on the wielder, with all hit-point before you send in an article. Use common 0790 MWThF 2 P.M.-10 P.M. or S&S 10 A.M.- fractions rounded down (q.v., ring of sense. 5 P.M.. See you next year! regeneration, DMG, page 149). If the tar- Why should you want to make my life get of the blade is not a living creature Ian easier? Because you want me to publish * indicates a product produced by a company other than extraplanar being, golem, or undead, for your article, so don’t give me any reasons TSR, Inc. Most product names are trademarks owned by the example), it functions only as a normal not to like your piece. Above all, be a companies publishing those products The use of the name of magical sword. It cannot otherwise cause any product without mention of its trademark status should professional. If you want to become a not be construed as a challenge to such status. regeneration, nor will it restore life, limb, professional (being published and getting or organ. The wielder’s hit points cannot paid for it), act like a professional. Good increase beyond his normal maximum by your luck, and I hope to accept an article from What’s opinion? virtue of this blade’s powers. you someday. It’s one of my favorite parts XP Value: 5,000 of this job, so write a good piece and make What is the future direction of role- my life easier. playing games? What problems do you have with your role-playing campaign? Turn to this issue’s “Forum” and see what others think—then tell us what you think!

DRAGON 119 NEW PRODUCTS FOR NEW PRODUCTS FOR REF6 Rogues’ Gallery AD&D® game accessory DECEMBER JANUARY 1993 by TSR staff This 96-page loose-leaf book is a Who’s Who of SJR6 PHBR8 The Complete Elves Handbook unique and fascinating characters, both good AD&D® game ® AD&D® game accessory and evil Humans, demihumans, and nonhu- accessory by Colin McComb mans are all detailed. Wizards, priests, war- by TSR staff The glorious world of elvenkind shines from riors, and rogues are all there for use on a This 96-page book links the innovative these pages! Detailed in this 128-page book are moment’s notice. Instantly expand your cam- SPELLJAMMER® line with the oldest AD&D® elven societies, rituals, and myths. Also included paign with three-dimensional NPCs drawn from game world, the WORLD OF GREYHAWK® are notes on elven physiology and psychology— the 1992 Collector Card series. setting Now your spelljamming PCs can en- descriptions of every kind of elf abound. Round- $12.95 U.S./$15.50 CAN./£7.99 U.K. counter the Circle of Eight, battle Vecna, or ing out this information are 11 new kits; new TSR Product No.: 9380 even fight in the wars that rage over the Fla- optional rules and suggestions for running elven naess PCs can also explore the rest of Oerth’s campaigns; plus special elven equipment, spells, Character and Monster Assortment solar system—a system quite unlike that of any and magical items. D&D® game accessory ® other AD&D game world—with the map that is $15.00 U.S./$18.00 CAN./£9.99 U.K. by TSR staff included TSR Product No.: 2131 Have you ever run short of goblins? If so, then $10.95 U.S./$13.50 CAN./£6.99 U.K. this is for you. Each package contains seven TSR Product No.: 9374 Volo’s Guide to Waterdeep sheets of character and monster stand-ups from AD&D® game FORGOTTEN REALMS ® TSR’s previously published Adventure Packs, HR4 A Mighty Fortress Campaign accessory with over 120 stand-ups total, including new, Sourcehook by Ed Greenwood double-sized monster stand-ups. Now players can AD&D® game accessory This travel guide, the first of its kind for the expand their collections of 3-D game pieces and by Steve Winter FORGOTTEN REALMS® campaign setting, have enough stand-ups for large encounters, Buckle your swash like it’s never been buckled details Waterdeep and environs. The floor plans $8.95 U.S./$10.95 CAN. before! This 96-page reference book brings the and menus of popular inns, important NPCs, £6.99 U.K. including VAT ® AD&D game to the age of the Three Muske- local hang-outs, tourist sights, and areas to avoid TSR Product No.: 9363 teers. Included are new rules on duels and are all described in this handy, pocket-size fencing, new character kits, new weapons reference work. It even contains a foldout color The Companions (including many firearms), new monsters based map of Waterdeep. Learn all about Waterdeep DRAGONLANCE® Meetings Sextet, on the superstitions of the time, and rules on with this Fodor’s-style guide book. Volume Six resolving large-scale battles. Also included is a $9.95 U.S./$11.50 CAN./£6.99 U.K. by Tina Daniell detailed map depicting Europe in the 16th TSR Product No.: 9379 Caramon, Sturm, and Tasslehoff are blown Century Take your campaign to new heights of thousands of miles off course by a magical swashbuckling adventure with this exciting MHR3 AVENGERS™ Archives windstorm while on an innocent errand. Back in accessory. MARVEL SUPER HEROES™ game Solace, Raistlin convinces Flint and Tanis that $15.00 U.S./$18.00 CAN./£8.99 U.K. accessory they must make a perilous journey to Mithas, TSR Product No.: 9370 by Steven E. Schend the kingdom of the minotaurs. Their task is not The Avengers are Earths mightiest heroes, only to rescue their friends, but to defeat the DSR4 Valley of Dust and Fire and they are the subject of the latest sourcebox elusive Nightmaster. ® AD&D game DARK SUN™ accessory for the MARVEL SUPER HEROES™ game. The $4.95 U.S./$5.95 CAN./£3.99 U.K. by L. Richard Baker III 32-page book contains the Avengers’ U.N. Char- TSR Product No.: 8345 There is one dragon on the world of Athas, ter and By-Laws, plus excerpts from the Aveng- and he reigns supreme This 96-page book ers’ computer files on their history and villains. details him and the magical valley he calls home. The 64-page book includes game stats on over Unless otherwise noted: The valley is hard to find, as it seems to move 80 characters, information on Avengers’ head- ®designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. from place to place Wherever it is, the valley quarters, plus adventures and two teams of the © 1992 TSR, Inc. All Rights Reserved. holds the deepest secrets and the greatest Masters of Evil. Also included are character dangers on the planet of Athas. This product fold-ups, Avengers I.D. cards, and a poster by MARVEL SUPER HEROES™ and all Marvel characters and draws both from the original DARK SUN™ Steve Lightle. the distinctive names and likenesses thereof are trademarks of Marvel Entertainment Group, Inc. and are boxed set and the hardbound $15.00 U.S./$18.00 CAN./£8.99 U.K. used with permission. $10.95 U.S./$13.50 CAN./£6.99 U.K. TSR Product No.: 6908 TSR Product No.: 2413 DLR3 Unsung Heroes RQ3 From the Shadows AD&D® game DRAGONLANCE® AD&D® game RAVENLOFT® module accessory Moving On? by by TSR staff Unable to leave his domain on the Demiplane of This 64-page book focuses on the new heroes If you are changing your address, tell Dread, the lich-lord Azalin commands and sends in the world of Krynn, some from previous us immediately. The Post Office will forth the PCs to do his evil bidding. The events novels, others whose roles have never before not forward second-class mail without that occur in this 64-page adventure have been been revealed. This is the first time hinted at in several past RAVENLOFT® products DRAGONLANCE® setting characters have been prior notice, and we cannot replace This adventure—complete with a map—expands detailed in such complexity in one place. This issues that are lost in this manner. on these to fulfill a dark prophecy reference book supports the Tales of the Lance Please send us your address change $9.95 U.S./$11.95 CAN./£5.99 U.K. boxed set and contains rules additions and as soon as possible (with your most TSR Product No.: 9375 clarifications, recent mailing label) so that you won’t $9.95 U.S./$11.95 CAN./£5.99 U.K. miss any issues! TSR Product No.: 9383

120 DECEMBER 1992