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Sticks & Stones

hat is a ? The Oxford English Dictionary defines a The figures strongly in fantasy fiction and legend. weapon as “an instrument of any kind used in warfare Arthur would never have ruled Britain had he not drawn or in combat to attack and overcome an enemy.” In this Excalibur from the stone. Without Durandal, Roland may never sense, almost all animals are armed. Most vertebrates have have held off the infidels long enough for Charlemagne to teeth, and many have claws. Venom is a highly effective defeat them. weapon that appears throughout the animal kingdom. Long Apart from the sword, there are even more subtle, elegant, before humans first appeared, stabbing appeared and seemingly magical weapons. The pen can defeat the right on the animals. Consider the head of the triceratops or sword. The written word has caused nations to rise up and the tail of the stegosaurus. Even today an elephant has tusks overthrow dictators. Words from beyond the grave, preserved and the rhinoceros a horn. in print, have rallied people to great and noble causes. The original human weapons differed from those of other Only humans can injure or slay with a word or a gesture, a animals only in degree, not kind: they had teeth and nails. The wink or a nod. A word can wound more grievously than any first external weapons probably began with sticks, stones, and mere or sword. To be struck by a sword is a kindness bones. Consider the famous scene in 2001: A Space Odyssey in compared to the injury inflicted by a word. The spoken word which the proto-human uses the thigh bone of an animal to is also a mighty defensive weapon. A witty comeback, parry- kill a rival for territory. ing a verbal thrust, has defeated many attacks. A gesture Then rock struck rock, edges were formed, and rocks works as well as a weapon. To “finger” someone is to point him became tools. Sticks were sharpened with the rocks. Rock out for arrest. A nod of feigned complicity to another, indicat- struck rock again, fire was created, and the pointed sticks ing to watchers that a conspiracy exists where there is none, is could be hardened. Fire and iron produced heads, then genuinely Machiavellian. the knife and the sword. Weapons are limited only by the imagination. The grossest The sword is a truly magnificent weapon. It is actually a are the fist, the foot, the elbow, the knee, and the head. Some very sophisticated combination of a stick and a stone: a point of the finest are invisible. Warriors should be prepared, for they for stabbing, an edge for cutting, and the flat of the for never know what weapons they might face. striking. Part of the beauty of the sword is its simple utility. It is compact, easy to carry, and useful for both attack and defense.

Publisher Associate Publisher Editor-in-Chief Editor Art director TSR, Inc. Brian Thomsen Pierce Watters Dave Gross Larry Smith

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Printed in the USA

DRAGON #232 3 August 1996 Volume XXI, No. 3 Issue #232

Weapons of the Waves Rich Baker Seapower can be the key to conquest in any nautical campaign. Page 8 En Garde! Cindi Rice Shh! Here are the secrets of the deadliest swordsmen in ™ campaign. Page 18

And the Walls Came Down Steve Berman The most famous of siege engines, by way of legerdemain and legend. Page 25

A Flurry of Gregory W. Detwiler A sword is a sword is a sword. Right? Page 29 Sorcerous Sixguns Roger E. Moore What barks over here and bites over there? This ain't your father’s magic missile! Page 34

4 AUGUST 1996 Columns

3 ...... The Wyrm’s Turn “Sticks and stones may break my bones...”

6 ...... D-Mail The Ecology of We’ve been reading your mail, and here are the the Roper juicy bits. by Johnathan M. 55 ...... Role of Books Richards Read any good books lately? John Bunnell has, Discover the nature of these and here’s what he thinks of them. horrors through the strange “visits” of a 89 ...... Cons & Pros most unusual guide. Where the games are this summer. Page 42 92 ...... Sage Advice The dos and don’ts of questioning the Sage, and his answers to this month’s questions.

96...... Forum Helpful tips on avoiding a visit from the TSR rules thugs.

DRAGON DICE™ GAME: 98 ...... RPGA® Network News Magestorm! The scoop on LIVING CITY™ interactive events. David Eckelberry 106 ...... Role-playing Reviews Introducing the magical weapons of the This month Rick Swan reviews the quirky, the battle for Esfah, including new minor terrains odd, and the downright weird. and the fearsome dragonkin. Page 76 120 ...... The Current Clack The latest news of the role-playing industry.

Wyrms of the North Other Material and Volo 49 ...... Floyd describe the depredations ...... of one of the mightiest 60 Hellbound red wyrms of Faerun. 100 ...... DragonMirth Page 80 102 ...... Gamer’s Guide 104 ...... Knights of the Dinner Table 116 ...... TSR Previews

62 The Gift of Fire (™: Tales of the FIFTH AGE™) William W. Connors & Sue Weinlein Cook The sundering of the ancient Swordsheath Scroll is only the start of Thorbardin’s tragedy.

DRAGON #232 5 interesting articles. They are well John Rateliff replies: Since “Dragons of thought out and cover interesting topics, Legend” appeared in June, several letter not to mention well written. The artwork writers have queried my use of “Glorund” is, of course, astounding. The retooling rather than “Glaurung” as the name of the of DRAGON Magazine has definitely dragon in The Silmarillion. In fact, these renewed my interest in the AD&D® are two different names for the same char- game. Keep up the good work! acter. In the early versions of the Turin story Jeff Weinberger (The Book of Lost Tales, “The Lay of the Via e-mail Children of Hurin”) the dragon is called Glorund; in later versions, including the We loved “Orbs,” too, and many of this published Quenta Silmarillion, he is month’s letters let us know that we were by Glaurung. Working with Tolkien’s manu- no means alone. So you can bet that we’re scripts as much as I do, I'm afraid I uncon- keeping Roger as busy as we can. Tell us sciously used the earlier version of the what you think of his “Sorcerous Sixguns” in name. (By the way, I highly recommend the Tell us what you think. this issue, and keep an eye on the coming manuscript series edited by Christopher In the United States and Canada, send attractions box for more of his work later Tolkien, The History of Middle-earth, for any mail to “D-Mail,” DRAGON® Magazine, this year. anyone interested in Tolkien's writings.) 201 Sheridan Springs Road, Lake Geneva, As for other points, by “the Fellowship” I WI 53147 USA. In Europe, send mail to Dear DRAGON® Magazine, was referring to the Nine Walkers, not to the “D-Mail,” DRAGON Magazine, TSR Ltd., 120 I enjoyed reading your 20th anniver- book The Fellowship of the Ring. The Lord Church End, Cherry Hinton, Cambridge CB1 sary issue from cover to cover. The spe- of the Rings is not a “trilogy,” but simply 3LB, United Kingdom. cial focus on dragons is always appreci- one book split into three volumes. (Tolkien ated, and Roger Moore’s article on “The himself hated the term “trilogy” and refused Dear DRAGON® Magazine, Orbs of Dragonkind” was particularly to use it to describe his work.) One corre- Having just picked up issue #230 and good. I do however, have a small bone spondent argues that St. George merely sub- finding another ® setting article to pick with John Rateliff’s article dued his dragon rather than killing it, thus within its pages, I felt it was time to write “Dragons of Legend: Dragons in Myth anticipating Grahame’s “The Reluctant you. “The Orbs of Dragonkind” is one of and Literature.” Dragon” by several centuries. I don’t doubt the best articles I have seen in this mag- Dr. Rateliff makes several references for a minute that among the hundreds of azine in my 14 years of playing the to the work of J.R.R. Tolkien and retellings of his legends there aren’t at least a AD&D® game. Maybe I am being a bit describes Smaug as “the standard by few bowdlerized in this fashion; neverthe- biased, seeing as how the article deals which all other fantasy dragons should less, the fact remains that for centuries St. with artifacts of the GREYHAWK campaign, be judged.” I heartily agree! However, it George has been renowned as a dragon- my personal favorite. I had almost given is unfortunate that Tolkien’s work was slayer, not a juvenile probation officer for up looking for new GREYHAWK material incorrectly cited. There is no work enti- wayward lizards. after the lvid the Undying sourcebook tled “Fellowship of the Rings”; The Finally, two addendum: The Zelazny ended up spliced into two different Fellowship of the Ring is the first book of story “The George Business” appears in issues of DRAGON Magazine (#204 and The Lord of the Rings trilogy. More strik- ’s recent anthology of #206), and I am guessing that those ingly in an article about dragons, there dragon-tales (A Dragon-Lover’s Treasury were just the best parts. But I digress. was no dragon named “Glorund.” of the Fantastic). Also, I forgot to add one This article and “The Greyhawk Glaurung was the first (and perhaps delightful little cameo of a dragon that Grimoires” from issue #225 have been greatest) of the dragons of Morgoth, and occurs in C.S. Lewis’s Perelandra; his hero, like finding scrolls of ancient wisdom it was he who sacked Nargothrond, Ransom, attracts a small pet dragon shortly salvaged from the Library of Alexandria. enchanted Turin and Nienor, and was after his arrival on Venus that could serve as (Was that also destroyed in the Rain of killed by Turin at Cabed-en-Aras. That a perfect model for a semi-intelligent infant Colorless Fire?) said, I did find the rest of the article quite dragon. Obviously, I find the “Campaign interesting. [Editor’s Note: While John’s doctoral dis- Classics” section of your revamped mag- My compliments to you on an excel- sertation concerned the stories of Lord azine to be the most interesting and lent issue! Dunsany, he is also a recognized authority most useful. Having bought DRAGON Randall Kintner on the works of J.R.R. Tolkien. In his copious Magazine since #225, I confess that I Pullman, WA spare time, he’s editing and annotating the have never seen so many useful and Via e-mail original manuscript of The Hobbit.]

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6 AUGUST 1996 Dear DRAGON® Magazine, readers, but I must admit that the articles In “The Wyrm’s Turn” in issue #230, have improved by 100 percent! I also like Brian Thomsen asked how could you (the the “Theme of the Month.” Older issues staff) make a better DRAGON Magazine? have featured good themes, but the last After reviewing that particular issue, I ones had really great stuff! The only would say just keep up the quality that thing I fear is that those little “pearls” that you have presented since the format were hidden in even the worst DRAGON change. Magazine will cease to appear. Give us more series like “Hellbound,” What about some kits for the which reminded me of those great fan- setting? (Portal mage, planar tasy mags like Epic, and more theme- tout, or fiend slayer?) oriented departments. The dragon Please do not forget the ® theme of issue #230 was awesome. So setting! much info for just that one month! It’s Even in tough times, thumbs up! exactly what we have come to expect Volker Knuepfing from your publication. Wuerzburg, Germany One area that could stand improve- Via e-mail ment is the “Forum” section; I think it should be expanded. I would also like to Dear DRAGON® Magazine, see reviews of different conventions I recently purchased an Amazon across the country. I think these things Kicker Pack for the DRAGON DICE™ game. would make a great magazine even The rules update mentioned Dragonlords better. and Dragonmasters. What are these dice, Jeffery Martin and where can I purchase them? Rockwell NC Adam Sposato Via e-mail Gansevoort, NY On the Cover Dear DRAGON® Magazine, The Dragonlord and Dragonmaster dice The tough times are really here, espe- are promotional give-aways, distributed at This month we return to our cially for a reader in Europe who has to last year’s ® Game Fair and other own fertile fields and present pay extra for the distributors. That is not game conventions. You aren’t likely to find the work of one of our resi- only for DRAGON Magazine but for other them unless you go to one of those conven- dent artists, Robh Ruppel. For a game materials (I have paid about $45 tions or trade with someone who has. If you look at Robh’s work in collab- for the PLANESCAPE™ campaign box in find one, hang onto it! They’re becoming oration with Tony Diterlizzi (of Deutschmarks). increasingly valuable to the collector. PLANESCAPE® setting fame), turn But back to DRAGON Magazine. I am not to page 60 for the third install- as excited about the new layout as other ment of “The Bargain,” from the Hellbound boxed set. Sending E-Mail

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DRAGON #232 7 8 AUGUST 1996 Seapower in Cerilia

by Rich Baker illustrated by David Kooharian

erilia is ringed by the sea. From the warm waters of the prolonged war. Without exception, nations with large mer- CBair el-Mehare, the Sea of the Golden Sun, to the ice- chant fleets are rich nations. In the expanded naval rules intro- choked mouth of the Krakennauricht, dozens of Cerilia’s duced in Cities of the Sun and the BIRTHRIGHT Naval Battle System, realms sprawl along thousands of miles of coastline. With the roundships and galleons under the royal flag can increase a growth of the BIRTHRIGHT® into the regions of kingdom's revenues by an extraordinary amount. Khinasi and Brechtur in the expansions Cities of the Sun and National character, leadership, and expertise also play a Havens of the Great Bay, more and more realms that border the role in seapower. The Vos kingdoms of eastern Cerilia possess sea and depend on it for survival are coming into play. an extensive coastline on the Dragonsea, but they’ve never For a kingdom with a strong navy, the sea represents many been great seapowers; for centuries, their rulers have looked to things — a highway to all the other lands of Aubrynis, a source expand and prosper inland instead of at sea. To become a of food and wealth, and a possible route for raids or expan- seapower, a kingdom must develop the technical expertise to sion. On the other hand, coastal powers with weak navies (or, build effective warships, a cadre of skilled seafarers to man in some cases, an obsession with their landward frontiers) them, and a handful of great captains to lead them in war—and must view their coastline as an undefendable border by which then, maintain this course for generations. invaders may strike at will into the heart of the nation. Finally, a kingdom or union of kingdoms will never become Regardless of the question of national character, ambitions, a true world power until it can command the sea. While a strengths, every coastal domain of Cerilia must deal with the nation may become a continental power to be reckoned with, issue of seapower. it can’t project its power against distant lands unless it has The term “seapower” has many implications. Obviously, the command of the seas. Many kingdoms ignore maritime inter- military force that a nation can bring to bear on the main is an ests in favor of building up land power — but in the long run, important part of its seapower. But a nation’s seapower is also landbound kingdoms must face the threat of a rival with effec- greatly determined by its geographical constraints. A kingdom tive seapower dictating the terms by which discourse, trade, or that does not possess a year-round ice-free port — like the var- conflict take place. ious maritime powers of Brechtur — is limited in its ability to Today, 500 years after the fall of the Anuirean Empire, there apply seapower in the months when its ports are closed. are a dozen or so great powers scattered around Cerilia. Of all The merchant marine of a kingdom is another part of its these great powers, only Avanil, Boeruine, Muden, Ariya, seapower; the ability to carry out trade or supply Khourane, Suiriene, and the Isle of the Serpent distant forces when the landward borders are are seapowers of any significance. hostile or impassable can be crucial in a

DRAGON #232 9 A brief history of war at sea humans appeared, none of these races Andu marched overland instead, and Galleons and roundships are sophisti- ever displayed much interest in seafar- thus settled much closer to the old land cated vessels, requiring advanced con- ing; however, even in ancient Aduria, bridge to Aduria. Meanwhile, the struction techniques. They are not the humans were a race of mariners. By far Masetian cities fell one-by-one to the products of a Dark Ages culture, and the most accomplished of these early advancing evil. As the situation in the appeared in Cerilian navies only in the voyagers were the Masetians, the most south worsened, more and more last two or three centuries. Like many civilized of the old races. From their Masetian outposts and colonies were other medieval technologies, the art of walled cities on the placid waters of the founded on Cerilia’s southern shores. the shipwright tends to make great Suidemiere, Masetian galleys explored At Deismaar, the Masetian fleets strides in one generation, and then the coasts of Cerilia long before the first stood against the navies of the other remain at that level for several genera- of the Six Tribes began their Flight from Adurian powers that had fallen under tions to follow. In our own history, Shadow. The Masetian galley was an Azrai’s sway. Unknown sea monsters chainmail was the armor of choice from elegant vessel, light and swift. They and other horrors rose from the deeps the end of the Roman Empire to the fought by ram, archery, and boarding. to fight on the side of evil that day, but beginning of the Hundred Year’s War, The Andu, Rjuven, and Brecht peo- the Masetians — the most skillful seafar- almost 800 years later; in that same ples were tribal barbarians at this time, ers in the world in that era — defeated time period, the Mediterranean galley organized by clan and holding. They the southern fleets in a naval action that remained virtually unchanged. built longboats that could be rowed or paralleled the epic struggle on land. So, what was seapower like in the sailed. Unlike the Masetian galleys, the Between the ghastly losses inflicted by early days of Cerilia? It’s easiest to con- longboats were open, with no decking Azrai’s sea monsters and the violent sider four historical periods: Pre- or raised structures. Despite their sim- upheavals that followed the gods’ Deismaar, dating from the earliest plicity, they were durable and hardy ves- deaths, the ships of the Masetian fleet — human emigrations to Cerilia up until sels, better suited to the rough waters of and indeed, Masetia itself — were the War of Shadow; Early Imperial, deal- the Sea of Storms than the fragile destroyed beyond recovery. ing with the rise of the Anuirean Empire Masetian vessels. Unlike the Masetians, (the first five centuries after Deismaar); who viewed their armies and their fleets Early Imperial Late Imperial, the next five centuries as property of the state, the more bar- In the years following Deismaar, the after Deismaar, and the heyday of the baric humans built their ships one-by- Andu organized themselves into the Anuirean Empire; and finally Post- one as the work of a family or clan. Anuirean Empire beneath the leadership Imperial, dating from the end of the They had no concept of fighting at sea of the first Roele. For two or three cen- Empire at Michael Roele’s death up to and used their vessels in war-time for turies, they were busy their own the current day. nothing more organized than a raid. lands and pushing overland to which- Over the years of the Flight from ever lands were closest. But the growing Pre-Deismaar Shadow, the Brecht and Rjuven relocated power of Anuire was hemmed in by two While elves, dwarves, and goblins one clan at a time to the northern great natural barriers — the Stonecrown stretches of Cerilia, going by sea. The inhabited Cerilia many ages before Mountains in the north, and the Iron Peaks in the east. In order to circumvent

Battle of the Iron Cape, 479 HC among the Rjurik fleet. When the Rjurik these formidable ramparts, the young One of the greatest naval clashes of leader—the jarl Anders Leifhund — saw Empire began to develop a navy. The this period took place on a fine spring the galleys approach, he sent some of cog — a sturdy, clinker-built sailing ves- day, as an Anuirean armada tried to his men back to man the longships and sel with raised platforms at bow and land an army on the shores of board the galleys if possible. stern — was coming into common use, Halskapa. For many years, the Empire The Iron Cape proved to be an and the Anuirean navy consisted of had been advancing into the southern inconclusive battle. After a full day of merchant ships pressed into military ser- regions of Rjurik, and the Anuireans vicious hand-to-hand fighting in which vice whenever the legions needed to hoped that a heavy blow against the thousands of men on both sides per- travel by sea. strongest Rjurik state would break the ished, the Anuirean admiral withdrew, All in all, cogs (and a variety of simi- region’s resistance altogether. planning to land what remained of his lar vessels, such as the nef and the The Rjurik force consisted of 22 force further south. A spring storm knarr) represented an improvement knarrs, 15 of which belonged to the jarl blew up, sinking his galleys and dis- over the old longships that had been of Halskapa. The remainder belonged persing his fleet. The invasion of built by humans in simpler times. to scattered allies from Svinik, Halskapa was turned back and was Although they lacked the rows of oars Jankaping and Hjolvar. Over 100 long- never tried again. that gave longships the ability to defy ships also answered the Halskapan call War card scenario: The Rjurik have the wind, the cog was a far better sailing to arms, although as battle approached four knarrs (each card represents five vessel and much more seaworthy. It was they were beached and their warriors ships) and four longships; the partially decked, and could carry several embarked on the knarrs. Anuireans have six cogs and one gal- times the amount of cargo — or fighting The Anuirean armada consisted of ley. The Rjurik start on the north end of men. Andu and Brecht-built cogs were 30 cogs and six galleys that had made the map, which is bordered by land; very similar, but the Rjuven preferred to the tortuous journey up the coast. They the Anuireans begin on the open maintain some small rowing ability and hoped that the galleys, with their ocean on the south end of the field. developed the knarr instead. beaked rams, would wreak havoc The wind is light, from the west.) Meanwhile, in the southern waters, the Masetians were dying out and van-

10 AUGUST 1996 ishing into the new race of the Basarji. ship type called the dromond was com- While the Brecht and Basarji warships These people had come to Cerilia in the ing into use. Oared and sailed like a gal- were maturing into their modern form, years before Deismaar on sailing rafts ley, the dromond raised its ram above the Anuireans continued to develop made from reeds. Along Cerilia’s calm the waterline, which improved its both sailing ships and galleys. One curi- southern shores, the old Masetian galley maneuverability and seaworthiness. ous hybrid was the galleas, a full-decked was still quite suitable for both trade The most important development in galley with high fighting castles at bow and war, and the Basarji generally this period was the introduction of mis- and stern that mounted catapults or fire- adopted Masetian shipbuilding tech- sile weapons into the fleets of Cerilia. throwers. It was felt that galleys still niques. Galleys were maneuverable by The Brecht and the Basarji both hit upon posed a mortal threat to vessels that northern standards, and their ability to this idea at about the same time. were not oared themselves. In battle, ram made them extremely dangerous in Although great numbers of archers and the galleas was no match for the great- battle, even if they were not as sturdy as slingers had been carried by ships of all ships or roundships of northern waters, the cog or knarr. types for many centuries, the Brecht although it was successful against the While the Brecht and Rjurik peoples began to mount light catapults on their galleys of the south. clearly required sturdy vessels such as sturdy roundships. Meanwhile, the By the end of this period, naval war- cogs to survive their northern seas, the Basarji experimented with volatile fire- fare was no longer strictly a matter of Anuireans had a harder decision to throwers and other incendiary devices. ram-and-board, although many fights make. Their cogs did not fare well in bat- Although few ships could be sunk or were decided this way. More by luck than tle against the southern galleys. For cen- even seriously damaged by catapult by design, some captains began to expe- turies, the Anuireans wavered between shot alone, burning pitch-pots or buck- rience success with tactics of standing off the northern tradition of merchant sail- ets of spikes or could set a ship and firing at the enemy with a variety of ing ships and the southern tradition of afire or inflict grievous losses to a crew nasty mixtures. At the very least, most war galleys. concentrated on deck. captains would try to maneuver for deck- clearing volleys of archery and grapeshot Late Imperial before closing for the final grapple. Over the course of time, the technol- ogy of shipbuilding continued to improve, especially in the northern pow- The Battle of Kfeira, 1299 MA ers. Once the shipwrights began to view In El-Arrasi’s finest hour, he mus- courage in repelling the Basarji attacks. banks of oars as more of a hindrance tered a great fleet of the free Basarji The greatships and galleases, now than a help, ship design progressed states to face an immense Anuirean armed with formidable catapults and rapidly. Gradually, cogs and nefs armada led by the Emperor’s nephew, fire-throwers of their own, wrecked evolved into vessels with complete the Prince Caercuillen. The armada was many galleys as the Basarji captains decking and two or more masts. In part of a two-pronged invasion of tried to ram and sink them. The battle Anuire, this lead to the development of Ariya, an attempt by the Anuireans to opened late in the afternoon, and was the greatship, a floating castle with tow- crush the Basarji once and for all; while fought all night by the light of burning ering fore- and sterncastles. The great- Caercuillen advanced by sea, his uncle, ships. It wasn’t until the end of the fol- ship required a crew of hundreds and, the Emperor Alandalae, led an army lowing day that a breeze came up, including soldiers, could carry over a overland. El-Arrasi met the Anuirean allowing the beaten Anuireans to break thousand men. Yet, for all the great- armada off the shores of Kfeira. off the fight. By that time, nearly half ship’s splendor, it was not an efficient The Anuirean fleet included 11 their ships had been sunk or burned to fighting ship. It was ponderous and not ungainly galleases, 25 greatships, and the waterline, a loss of catastrophic pro- very seaworthy; at least once or twice a over 60 additional caravels, galleys, portions. El-Arrasi personally captured generation, a greatship would be sunk and other small craft. More than Prince Caercuillen. He landed his forces by nothing more than a bad gust of 75,000 men sailed in this fleet, and the next day and marched overland to wind that heeled her over too far. dozens of sorcerors and priests were meet the advance of Alandalae’s army, The greatship had other disadvan- scattered among the various flagships. defeating that attack as well. These two tages, as well. It was enormously expen- Against this mighty force, El-Arrasi victories broke Anuirean power in the sive, and only the richest nations could assembled 24 zebecs, 80 galleys, and Saere Sendiere forever. maintain a fleet of them. In Cerilia, this several dozen smaller ships — a force of War card scenario: The Anuireans meant that Anuire (and some of her perhaps 40,000. As the Anuireans bore have six greatships (each card repre- more prosperous colonies) could afford down on the Basarji forces, the wind sents four ships), three galleases, five them. Due to their expense, the Rjurik died down to virtually nothing. The caravels, and five galleys; the Basarji seapowers never built greatships in any towering greatships were immobilized, have six zebecs, two dhouras, and 10 number, while the Brecht found the but almost all the Basarji vessels were galleys. The Basarji start on the east design too unwieldy in the treacherous oared. Thus, El-Arrasi was able to pick end of the map, the Anuireans on the waters of the Krakennauricht. off the Anuirean forces in detail while west; the northern edge is considered In the southern waters of Anuire and Caercuillen was unable to maneuver in to be bordered by land. The Basarji sor- Basarji, ship-building remained fairly response. cerors and priests slightly outnumber stagnant. The oared galley was still the Despite the Basarji’s advantage with the Anuireans; to reflect this advan- warship of choice. Even the mighty the weather, the Anuireans were nut tage, assume that each zebec carries greatship had to fear the galley’s ram. In easily defeated. Individual captains one 5th-level wizard and one 7th-level the easternmost Basarji lands, a new showed great resourcefulness and priest. There is no wind.

DRAGON #232 11 Post-Imperial feature missile armament or naval and overtake or run down his prey. The As the Anuirean Empire fell in ruins, of some kind, along with plenty prospective boarder must run the gaunt- the extravagantly expensive Anuirean of marines or soldiers for the inevitable let of his enemy’s archers and artillery. navy withered away. Captains and hand-to-hand fights that still take place. Finally, he must have some way of mak- admirals joined whichever faction they Until hellpowder come into com- ing his ship fast to the enemy. Dozens of fancied, taking their ships or flotillas mon use at sea, tactics and ship design grappling hooks, lines, or planks can be with them. Within 50 years, the Imperial are unlikely to change much. used to snag the enemy before the cap- navy was a mere shell, and none of the tain can send his soldiers and sailors successor states possessed a quarter of Current naval tactics across. its former fighting strength. With the col- At the current time, a Cerilian sea bat- When your regent character is lead- lapse of this mighty Empire, the other tle features the same general tactics that ing his navy into battle, he’ll want to races of Cerilia began to flourish. have been used for the last four or five remember a few things about boarding: Naval development continued, at a centuries. A captain has three options at ❖ Boarding is a good tactic if your ship slower pace than in the previous cen- his disposal: boarding, missile fire, or — if is larger than your enemy, or carries a turies. The basic ship designs had he commands a galley or similar vessel crew of unusual quality. Boarding a ship reached their effective limits; there was — ramming. with a larger or better crew is foolhardy. no point in building anything as large as ❖ Heroic adventurers can easily carry a greatship, the experiments combining Boarding a ship manned by normal human oars and sail had largely failed, and no The earliest sea battles were nothing sailors, so player characters, henchmen, great revolutions of weaponry would more than land skirmishes fought over and lieutenants can make or break a surface in this time. Accordingly, the the decks of ships floating next to each boarding action. shipwrights of this age have devoted other. This is still the surest way to ❖ Never grapple with a burning or themselves to perfecting the designs decide a fight; once two ships are grap- sinking ship. A ship alongside another that work best. pled alongside each other, one or the that’s afire stands a 50% chance per Three major seapowers remain: the other is almost certain to come out on round of catching fire, too. A ship that’s Anuireans, the Brechtur, and the Khinasi. top. grappled with a sinking enemy may be The Anuirean greatship has become the Obviously, for a captain to board his fouled and unable to move for 1d3 smaller and more seaworthy galleon; the opponent, he must bring his ship along- rounds while the grappling lines and Brecht roundship is the best sailer of side that of his enemy. For sailing ves- wreckage are cleared away. Cerilia; and the zebec is the only vessel sels, this means that he must begin ❖ If you have an advantage in mis- built strictly for war. All of these vessels upwind (or at worst, across the wind) sile fire, make several passes alongside the enemy to sweep his decks clean before you board him. Soften up the Ramming attacks enemy before the hand-to-hand fight. Since ramming attacks weren’t cov- The ramming vessel suffers 1d4-3 ❖ Boarding offers one advantage ered in the BIRTHRIGHT Naval Rules, points of damage from executing its over ramming or missile fire — you here’s a quick way to resolve them in a attack, ±1 point per size difference, -1 stand an excellent chance of capturing Naval War Card battle. The ramming point if it possesses a ram, +1 point if it the enemy vessel for later use in your ship must move into the same space as struck at a Speed of 3 or higher. In the own fleet. the target, and make an attack using example above, the galley would suffer ❖ If the boarding party gets wiped the resolution cards. Just like a 1d4-3 points of self-inflicted hull dam- out, break the grapple and get away Grappling Check, the attack value age, +1 for the size, -1 because it was from the enemy. Many ships have been depends on the relative movement equipped with a ram. So, if this galley captured after they failed to win the allowances of the two ships. If the result gets lucky it could deal out 4 hull points boarding fight. is "F" or "—," the target evades the ram- to the galleon with one blow without ❖ Magic use can be decisive in ming ship. A result of “H” inflicts 1d4-1 being harmed itself, but a very bad roll boarding actions. Most sailors and sol- points of hull damage to the target, ±1 could result in no damage to the diers are 0-level characters who can be point per difference in ship size (as galleon and 1 point of damage to the felled in great numbers by even low- measured by hull point total), +2 if the ramming vessel. level spells. ramming vessel is equipped with a ram, There is a 10% chance per point of and +1 if the ramming vessel is moving damage inflicted to the target that the Ramming at a Speed of 3 or better when it hits. A ships are now stuck together and effec- The ram is one of the most ancient “D” result indicates that the rammed tively grappled. An oared vessel, like a naval weapons, but it is still extremely vessel suffers a mortal blow, and sinks galley, can back away if it becomes dangerous. Of all the ships that are com- after 1d4 rounds. stuck with a successful Seamanship monly seen in Cerilia, only the galley is For example, a galley with 2 move- check on the captain’s part. A sailing designed for ramming—all other ships ment points this turn attempts to ram a vessel requires much more time and may ram if the opportunity presents galleon with only 1 (it was caught turn- effort to disentangle itself from its vic- itself, but it is a risky maneuver that ing into the wind). The galley attacks on tim. If one ship sinks while the other could easily end up sinking both the the +1 column. If it scores a Hit, the gal- ship is still stuck, the surviving vessel ramming vessel and her target. Despite ley inflicts 1d4-1 points of hull dam- must make a seaworthiness check or the risk, many reckless captains view a age, +2 because it has a ram, -1 for the be dragged down too. ramming attack as the perfect prelude relative ship size. to a boarding action.

12 AUGUST 1996 A special tactic used by some galleys when fighting other oared vessels is the shear. In a shear attack, the galley tries to plow through the other ship’s oars, snapping them like matchsticks. The shear works just like a ramming attack. However, neither the ramming vessel or the target suffer hull damage. Instead, the target’s oars are wrecked, prevent- ing it from using its rowing movement. The captain of the sheared vessel may attempt a seamanship check with a -6 penalty to pull or raise his oars, negating the attack, but if this check fails he’s lost his oars and is now a sitting duck. While your character may view a naval battle as a demolition derby in the making, most ships are not built to with- stand the colossal stresses of running into things on purpose. A wise captain will save this desperate and spectacular maneuver for the most critical moment in a battle. ❖ Don’t ram anything larger than your own vessel. ❖ When battling galleys or other ramships, try to stay downwind or cross- wind so that you can turn away and run when they bear down on you. Keep lots of searoom on your disengaged side. If you have to turn into the wind or the shore to avoid a galley’s attack, you’re as good as sunk. ❖ If you are rammed, board your attacker immediately if you outnumber him. Ships have been captured by boarding parties from vessels that they sank by ramming. ❖ The best defense against a ram attack is a priest with a turn wood or lower water spell, or a wizard with wall of force.

Missiles The third tactic used at sea is the Arcs of fire concentration of archery, magic, and The Naval War Cards included in the If your DM prefers to use the artillery artillery fire on one’s enemies. Cerilia’s Cities of the Sun boxed set assume that statistics to handle individual ship com- navies are not equipped with cannon, an area of the battlefield is so large that bat, your character’s ship may be cus- so the tactics and technology of broad- a ship’s exact facing doesn’t matter for tomized to carry catapults, arbalests, or sides, crossing the T, and similar consid- missile fire. This is an abstraction. In other such weapons. Here’s the rule of erations just don’t come into play. A reality, a ship’s dimensions dictate that thumb: no more than 25% of a ship’s stout, well-built ship such as a galleon or more weapons can be brought to bear weapons can be arranged to fire for- roundship has little to fear from most on the broadside than on the stern or ward or aft. If a ship can only carry one missile attacks... but from time to time, the bow. To reflect this basic fact, sub- catapult, for instance, that catapult must a well-placed stone can hole a large tract 1 from the ship’s missile rating if it be limited to firing port or starboard. A vessel. is firing directly ahead or directly aft. ship mounting 12 arbalests could have While smashing holes in the enemy’s You may want to use a marker or as many as four firing forward and four hull is next to impossible with Cerilian chit of some kind to indicate which way firing aft, but the rest must be mounted technology, there are many other ways a ship is heading. Naturally, its bow is for firing over the sides. The fire throw- for missiles to be used to great effect. pointing in the direction that it last er is an exception to this rule; even Catapults can throw burning pitch-pots moved, and its stern is pointing in the though any ship can only carry one, it at the enemy in an attempt to set it afire. direction it moved from. can be mounted to fire to any side. Archers can cut down any sailors, sol-

DRAGON #232 13 two ways you can deal with this question Table 1: New naval weapons summary in your campaign: Weapon Crew THAC0 ROF Range Damage 1) Hellpowder is a magical concoc- 8 15 1/5 5/20/40 2d10/3d10 tion, unsuitable for production in any Dragon 3 13 1/3 8/16/24 1d12/1d20 large amounts. It will remain a wizard’s Petard * * **3d6/3d8 toy, but will never be brought into com- * varies with the launching device mon use on the battlefield. 2) The use of hellpowder is in its diers, or officers who dare to show them- weapons are more effective than your infancy. No one has yet devised an selves on the open decks. And many wiz- enemy’s, try to remain there for the effective, accurate cannon. Ships can ardly spells can be every bit as devastat- course of the battle. fling petards — barrels of hellpowder ing as a broadside of iron cannonballs. ❖ Most ships are very limited in their with burning fuses — with catapults or The most terrifying enemy a wooden ability to fire straight over the bow or mangonels, and may mount very primi- sailing ship faces at sea is the threat of directly behind the stern. Position your tive bombards. This has the effect of fire. The fire thrower is a weapon specif- ship in these blind spots, so that you can doubling a ship’s missile rating for War ically designed to burn ships to cinders. rake the enemy with your best concen- Card battles. If the DM allows, characters Other large missile weapons — the cata- tration of missile fire while escaping any may purchase bombards, dragons, and pult, the mangonel, and the shot ballista serious retaliation on his part. petards for their ships (see the Weapon — can be fitted for firing incendiary shot. ❖ If your ship is seriously outgunned Table, at the end of this article). When one of these weapons fires incen- in missile power, try to close the range On the other hand, while hellpowder diaries instead of normal shot, it suffers rapidly and turn it into a boarding fight. weapons may or may not be available, a -2 penalty to its hull damage roll (see ❖ By far the deadliest missile weapon wizards and priests are definitely avail- the Naval Armament card in Cities of the at your disposal is the use of magic. If able. A mid-level wizard is one of the Sun), but it has a chance to set the ship your PC is a wizard or priest, he may most devastating pieces of seagoing afire. In terms of the War Card missile command a variety of devastating spells artillery to be found. Finding wizards rating, the ship suffers a -1 penalty that can seriously damage a ship (or who are willing to sail on your regent’s when firing incendiaries. sink it outright) with one blow. ship anytime he wants to torch some- Whenever a ship suffers a hit from a thing may be hard; wizards are scarce in fire thrower, incendiary shot, or certain Hellpowder and sorcery Cerilia, and many have better things to fiery spells such as fireball or produce fire, For some reason, players and DMs do than risk life and limb in a fight that it may be set afire. The chance is 25%, alike can’t think of a medieval sea battle doesn’t concern them. Therefore, wiz- plus 25% for each point of hull damage without envisioning Captain Blood or ards are only available as lieutenants, inflicted by the attack. For example, a Treasure Island. In our own history, the henchmen, or hirelings. ship that suffers no damage from the innovation of arranged in In order to find lieutenants or hench- attack of a shot ballista firing a pitch pot broadsides didn’t appear until the mid- men, the player character must make has a 25% chance to be set afire, while dle of the 16th century, while the most some unusual efforts to contact specific another vessel that suffers 2 hull points advanced regions of Cerilia are assumed non-player characters. Simply hiring a of damage from a fire thrower has a to have a technology equivalent to the wizard doesn’t require the player to role- 75% chance to be set afire. Once a ship early 15th century. However, in the last play the encounter or befriend a NPC, is on fire, it loses 1 hull point per round 30 or 40 years Brecht and Khinasi but it’s not easy. At best, there’s a 1% until it sinks. There is a 10% chance per alchemists have been experimenting chance per point of domain power (the round that the crew can extinguish the with a substance commonly known as sum of the regent’s province and holding flames before the ship suffers more “hellpowder” — the Cerilian equivalent levels) that there is a true wizard in his damage, although some spells or magi- for gunpowder. domain who is willing to hire on as an cal items may be able to smother the Hellpowder is not going to lead to artillery piece at any given time. This flames automatically. effective , pistols, or even seago- character may range from 3rd to 10th ❖ There are two schools of thought ing cannon in a single generation. To level (d8+2), and will demand at least on the topic of the most favorable wind continue the historical example, the first 100 gp per level per month as his fee for for a battle to be fought with missile uses of gunpowder on European battle- serving in the character’s military forces. weapons. Aggressive admirals prefer to fields were crude petards, or bombs, and Priests, on the other hand, are a little enter battle upwind of their enemy, so hand cannons that launched iron . easier to find. Any temple holding of that they can close at will. Conservative Although many ships were carrying early level 3 or higher has a 50% chance of admirals prefer to be downwind, so that cannon by the late 1400s, 50 more years having a priest of 2nd to 7th level they can turn away and open the range passed before the English and Dutch (d6+1) available. Priests are hierarchical (or escape the battle) if necessary. began to arrange a ship’s firepower into and organized; if ordered to by their ❖ Range is crucial in missile engage- broadsides and perfect the tactics for superiors, these special characters will ments. If you find a range at which your using this innovation in battle. Here are make themselves available to the regent. Persuading a priest regent to Table 2: New ship types summary loan his most capable followers to the Ship Availability cost MC Hull Seaworth. monarch’s military forces may require Dromond Khinasi 10 GB A(2) 2 14 diplomacy, adventuring, or even espi- Galleas Anuirean, Khinasi 14 GB C(1) 3 12 onage on the player character’s part. Greatship Anuirean, Rjurik 20 GB C 4 13

14 AUGUST 1996

New naval weapons Petard. As noted above, a petard is a Galleas. An unusual hybrid suitable Bombard. This is a primitive cannon, cask filled with hellpowder that is flung for calm waters only, the galleas is a firing a stone ball weighing 60 to 90 at the enemy. Timing the fuse is every- very large galley designed to mount the pounds. lacking an efficient recoil system thing in a petard-shot. In the artillery sta- greatest missile firepower possible for or carriage, the bombard must be re- tistics, a catapult or mangonel flinging an oared vessel. It is a poor sailer and aimed after every shot. It inflicts 1d4-2 petards instead of stones doubles the not very maneuverable, but it packs a points of hull damage, regardless of the dice rolled to determine damage. For wallop. The galleas can carry 2 GB of ship’s defense rating. There is a 25% example, a catapult normally rolls a d8 cargo, or up to three units of soldiers. chance per successful hit that 1d6 random and compares the result to the target’s Greatship. Before seaborne artillery crew members may be injured or killed. A defense rating; if the catapult flings a became popular, the greatship was the bombard costs 10,000 gp or more, and a petard, two eight-sided dice are rolled, last word in ship design. It was a floating ship can mount one per hull point. each of which may inflict one hull point castle with towering decks, designed to A ship fitted with bombards may add of damage if it beats the ship’s defense carry the most soldiers possible. A great- 2 points to its missile rating for War Card rating. ship can carry up to four units of sol- statistics. When using petard-equipped ships in diers, or a cargo of up to 5 GB. Dragon. This is a small, primitive can- a War Card battle, simply add 1 point to non mounted on the ship’s rails or cas- the missile rating of the firing ship. tles. It fires a small lead or stone ball weighing about 2-4 Ibs. It inflicts 0 or 1 New ship types point of hull damage; compare the Dromond. This archaic vessel was Rich Baker is one of the principal design- result of a d6 roll to the ship’s defense formerly used extensively in Khinasi. It is ers of the BIRTHRIGHT setting and the author rating. If the roll exceeds the targets a two-banked galley with a raised ram, a of the upcoming novel, The Falcon and defense rating, it suffers 1 point of hull full deck, and usually two masts. The the Wolf. His most recent AD&D® game damage — otherwise, the damage is dromond is a fine sailing ship and also design can be seen in this summer’s insignificant. very maneuverable by oars. It has a PLAYER’S OPTION™: Spells & Magic rulebook. A ship mounting dragons adds 1 cargo capacity of 2 GB, or one unit of point to its missile rating for War Card soldiers. statistics. This is cumulative with the bombard bonus.

DRAGON #232 17

by Cindi Rice illustrated by Lorelle Ahlstrom

Secret weapon passes for the SAVAGE COAST™ online campaign

swords into the circle. Julian inspected AVAGE OAST each and chose one for himself. S C ™ Online Fernando made a few trial swings with The SAVAGE COAST™ campaign set- ting is TSR’s first online game world. Fernando asked his opponent, the remaining weapon and turned to The SAVAGE COAST products listed in the his four eyestalks studying the other face the other man. man intently. He paid no attention to TSR Catalog will appear only on The crowd grew quiet as Fernando America Online (AOL), Genie, and the the young woman tracing a large circle spoke in a loud voice. “Julian Cortez, Internet — they won’t be available in around them in the sand, nor to the you have been charged with the mur- stores. The SAVAGE COAST Campaign Book, people filling the street around them. ders of four innocents — people whose the SAVAGE COAST MONSTROUS COMPENDIUM® Julian nodded slightly. “Don’t leave only crime was to be afflicted by the Appendix, and ’s Head (an accessory the circle, and don’t use any magic. I Red Curse. For these crimes, you are and adventure) will be available in know how to duel,” he replied, irritation sentenced to die. As a constabulary for July, September, and November, in his voice. He impatiently wiped his Sir John, I will carry out this sentence. respectively. Each is accompanied by separate files containing maps and art, large hands on his bright red pants and Do you have anything to say?” including the covers. The Black Vessel, a turned away. “Only that you will be number five, “And no legacies, right?” Fernando SAVAGE COAST novel, will be published you disgusting fiend,” Julian said as he conventionally. said, smiling as he tied a dark gray raised his sword. handkerchief on his head and covered Finding the files it with his wide-brimmed leather hat. Welcome to the Savage Coast, a land On AOL, just look for the Download The younger man wheeled angrily of power and intrigue, high adventure of the Month Library in the TSR Online and spat, “I am protected by Bozdogan. and ultimate danger. Here, a curse forum (keyword: TSR). Only heathens have legacies — only inflicts hideous mutations while simulta- On Genie, find the TSR Online hideous monsters Iike you.” neously bestowing magical abilities. RoundTable Software Library (type Fernando closed his front two eyes Unique races and civilizations struggle m125;3) and look for the SAVAGE COAST as if he’d been slapped. “I would have for power, and swashbucklers dazzle Topic on the TSR Bulletin Board (Genie, commoners with their daring feats. thought that Bozdogan would have page 125, menu option 1, Category The Red Curse actually comprises sev- also taught you respect,” he said slowly. 18/Topic 4). To make things simpler, eral different magical components that “Aren’t you in enough trouble already, you can also use the keyword “TSR” result in both Legacies and Afflictions. and then select the menu options. boy?” Those who live on the Savage Coast all On the internet, ftp to ftp.mpgn. “I do not consider a foolish buzzard eventually acquire Legacies. These spell- com. Log in as “anonymous,” use your like yourself any trouble at all. Now, can like abilities do not come without a price, e-mail address as your password, and we get on with this, or do you have however, for they are usually accompa- look in the /Gaming/ADND/Worlds/ more bragging?” Julian said. nied by horrible Afflictions. SavageCoast directory.) E-mail any Fernando turned and gestured to the The SAVAGE COAST setting also boasts questions about downloading these young woman, who carried two thin many unusual inhabitants. Though the files to [email protected].

DRAGON #232 19 ciency slot. A PC may begin play with in combats to the death, or at least duels Table 1: Exceptional Hits one secret pass only if he is a full mem- held in secret. Attack roll exceeded by: ber of a fighting school. (See “Fighting Allowing someone to steal a move is Pass Sword Schools” below for more details.) These not only dishonorable, but it can also be Basic 5 6 passes can be performed only against grounds for punishment by that school. Difficult 67 humanoids or other creatures using Stealing passes, while not dishonorable, Master 7 8 weapons (DM’s call otherwise). The DM does anger the members of the school Death 8 9 should also feel free to expand the list of from which it is stolen. passes for each school or add new A PC can steal only moves he would schools, using these as guidelines. be capable of learning. For example, a eastern sections of the coast are inhab- PC who knows only one Basic Pass ited mostly by humans, the western Learning secret passes could not steal a Master Stroke. In order areas are home to several other races. Any PC can learn a secret pass if he to steal someone’s move, the PC must The most prevalent creatures include joins a fighting school. A PC must accu- see the pass used firsthand with no dis- the feline rakastas, the canine lupins, mulate one month’s training with a mas- tractions (such as being in battle). A PC and the turtlelike tortles. ter and make a successful Intelligence fighting nearby could not see the pass A few simple mechanics greatly check to learn the pass. If the check fails, well enough to copy it. Even if it was enhance the swashbuckling flavor of the the PC cannot try to learn that pass used against him personally, a PC would setting. For example, PCs can now accu- again until the next level of experience, not be able to duplicate the move. The mulate Panache Points and Gauche but the proficiency slot is not lost. A PC PC must also be proficient in the Points. These mechanics reflect the luck learns a pass only on a specific weapon. weapon that was observed. and caprice of the swashbuckling Once a PC has learned a pass, however, If all of these qualifications are met, lifestyle. When a PC performs a particu- spending one more proficiency slot on it then the PC can attempt an Intelligence larly flashy or daring act, he is rewarded would allow him to perform that pass check to see if he understands the with Panache Points. He can later spend with any one-handed sword with which move; if this check is successful, the PC these points to improve his chances of he is already proficient. must practice the move until he reaches accomplishing other actions. He can To learn a Difficult Pass, a PC must the next level of experience. At that even spend more Panache Points than have already mastered two Basic Passes. point, the PC must make another Intelli- he has accumulated, but then he must To learn a Master Stroke, he must have gence check at a -4 penalty to actually accept an equal number of Gauche already mastered two Difficult Passes. To master the move. If this check is suc- Points. The DM can then spend these learn a Death Move, he must have cessful, the PC has completely mastered points to the PC’s plans. already mastered two Master Strokes. A that secret pass. If this check fails, how- Secret passes PC can never have more Difficult Passes ever, the PC must continue the training than Basic Passes, more Master Strokes and attempt another Intelligence check One of the most important elements than Difficult Passes, or more Death at a -3 penalty upon reaching the next of swashbuckling is dueling. A new Moves than Master Strokes. level. The attempt gets easier each time. secret pass system heightens the excite- To determine which pass a PC’s mas- A stolen pass still requires spending a ment of these types of encounters. With ter chooses to teach him, refer to the list proficiency slot. If the PC does not have this new system, PCs can join fighting of passes for his school and roll the one available at the time, he must wait schools to learn secret fencing moves appropriate die. If it is his first pass, roll until he does to master the move. and strategies. for a Basic Pass. If he already knows two Secret passes are fighting maneuvers Basic Passes, roll for either a Basic Pass Using secret passes that PCs must spend a great deal of time or a Difficult Pass (PC’s choice). A PC can The rapier is the most appropriate learning and perfecting. In the example always go back and learn a lower level weapon for these moves, but any one- above, Fernando is a member of the pass. Fernando trained with the handed sword will suffice (subject to DM Cavalcante fighting school. He has mas- Cavalcante school for eight years before approval). receive no penalty; tered nine of their secret passes and has finally learning the Death Move, other swords receive a -1 penalty to all even instructed at least a dozen students Surgeon’s Knife. After that, he still went secret pass attacks. DMs must use com- in the Cavalcante philosophy and fight- on to learn the Battle Royale even mon sense in deciding which passes can ing method. As easy as he makes fenc- though it is only a Difficult Pass. be performed with some swords. ing look, learning these techniques These special combat moves are When a player rolls at least five requires a great deal of hard work and almost always taught by a master points higher than his target number in discipline; it has taken him over 10 years swordsman. A PC cannot teach a move an attack, this counts as an exceptional to reach his level of expertise. Still, the until he has known it for at least five lev- hit. In combat, any time a PC makes an hard work pays of grandly in the end. els of experience, and even then he must exceptional hit against an opponent, he These special maneuvers can mean the acquire permission from his school. has the option to use a secret pass. The difference between a mundane win and degree of success necessary for each a grandiose victory — and sometimes Stealing secret passes type of move is given in Table 1. even between life and death. Secret passes are just that — secret. A player doesn’t declare before The secret pass system should be One does not want to use them in pub- rolling that he intends to use a secret used instead of (not in addition to) the lic for fear that another swordsman pass. By rolling well in combat, the PC critical hit system. Secret passes each might see and copy them. Generally, a creates an opening for one of these cost one weapon or nonweapon profi- swordsman would use such moves only maneuvers, and he may then choose

20 AUGUST 1996 whether to take it. If too many people style, so to be a member of this school, a 5-6 Two-handed farewell: No mat- are around or he doesn’t have an appro- PC must spend an additional proficiency ter which attack it is performed priate move available, he may choose to slot in that style. Dominguez members with, this pass inflicts maximum score a normal hit on the opponent. do not receive the typical -2 penalty to damage for both weapons. This The effect of a secret pass is always their secondary weapon attacks. does not negate any other in addition to normal damage unless attacks. otherwise specified in the description. Dominguez secret passes Some of the passes require a special Basic passes Master strokes condition, such as the use of a shield or 1d4 1d4 second weapon or the presence of a cer- 1 Torreoner two-step: This attack 1-2 Torreoner block and strike: This tain object. can be used only on the swords- attack must be on the first For example, Fernando (an 11th-level man’s first attack (in any given attack in any given round. The fighter) has a THAC0 of 10 with his rapier. round). With it, the swordsman first weapon inflicts no damage, Julian has an Armor Class of 3 due to his sets up his next attack, which he but the second weapon does Dexterity and ring of protection +3, so will use to throw his secondary maximum damage if it hits. The Fernando needs a roll of 7 to strike him weapon at a +2 bonus to hit. swordsman also automatically successfully. An attack roll of 15 succeeds 2 Swift sting: This attack inflicts a gains initiative in the next by 8 points, so Fernando can then wound to the opponents sword round. If the opponent has not choose to land a normal hit on Julian or arm. Foe fights at an attack attacked this round, his next hit use any Basic or Difficult Pass, Master penalty of -2 until damage is is effectively parried. Stroke, or Death Move that he has healed. (Effect is cumulative 3-4 Manzanas blurring tower: The learned. Fernando, having already been with each secret pass until -10; swordsman whirls blades so severely wounded, decides to perform then, the foe loses all use of that quickly that the opponent is the Surgeon’s Knife, killing Julian and arm). confused, missing all attacks ending the duel. 3 Slow counter-step: This attack until the end of the next round automatically puts the oppo- and suffering a +2 AC penalty. Fighting schools nent off balance until the end of Secret passes differ according to the following round; he has a Death move school. The four most famous fighting +2 AC penalty (AC 5 becomes Dominguez necktie: The swordsman schools on the Savage Coast are the AC 7). This attack inflicts no strikes with both weapons, opening the Dominguez, Cavalcante, Moncorvo, and damage. arteries in the foe’s neck. Opponent can Verdegeld schools. No one is ever 4 Dominguez double-dive: This no longer fight and dies in 2d4 rounds if allowed to join more than one school. pass can be used only on the a healing spell (cure serious wounds or These schools distinguish themselves by swordsman’s first attack in any better) is not used within that time. their differing philosophies. Each school given round. This move is actu- has its own set of secret passes, though ally two successful attacks, so it Cavalcante school some of the basic ones are similar. The also takes the place of the sec- The Cavalcante school originated in schools each employ a few masters, ond attack. Damage for both Texeiras but is becoming popular who learn all the passes, and some attacks is rolled at a +1 bonus. throughout the Savage Baronies. This instructors, who learn most of them. school focuses on force. Practitioners Very selective in choosing their stu- Difficult pass prefer moves that display strength and dents, these schools often require appli- 1d6 power. To be a member of this school, a cants to pass a test (or series of tests) 1-2 Kiss of steel: The swordsman PC must have a Strength of at least 13. before joining. Most schools also charge hits opponent with weapon ; dues to their members, usually around opponent must make a success- Cavalcante Secret Passes 100 gp per year. This amount does not ful Constitution check at a -6 Basic passes include any fee or demand made by the penalty or be stunned, losing all 1d4 specific instructor before revealing a attacks for one round. 1 Agueira’s salute: This attack is a secret pass. The price of learning an indi- 3-4 Morales ironsnap: The swords- crushing blow to the opponents vidual pass can be as high as 200 gp per man pins foe’s weapon. If used head. It gives a +2 bonus to level of the pass. against an opponent fighting damage; the opponent must The schools each have a secret with one weapon, the next make a successful Constitution phrase or signal that lets members iden- attack automatically hits for check at a -4 penalty or be tify one another. Someone who per- maximum damage unless the stunned, automatically missing forms a secret pass and cannot identify opponent uses his initiative (if his next attack. himself as a member of that school he hasn’t already used it) to 2 Cavalcante’s charge: The could be in a bit of trouble! make a successful Strength swordsman implements a force- check, freeing his weapon. If the ful forward attack. The oppo- Dominguez school Strength check fails, his weapon nent must make a Strength The Dominguez fighting school origi- must successfully save vs. crush- check at a -4 penalty or be nated in Torreon, but it has also become ing blow or break. This attack forced backward 1d4+2 steps. the most popular school in Renardy. It inflicts no damage. This is especially useful when focuses on the two-weapon fighting fighting on a ledge or cliff.

DRAGON #232 21 3 Baronial masquerade: The 3-4 Sudden squall: The swordsman 5-6 Vilaverdan slip: The swordsman swordsman distracts the oppo- successfully hits for maximum skillfully steps around a foe nent and rushes in, knocking damage and grabs a nearby blocking the way (including foe’s weapon to the ground. object, hitting the opponent for through a doorway), automati- The swordsman automatically an additional 1d8 hp damage cally gaining initiative in the gains initiative next round and a plus any Strength bonus. next round and a +2 bonus on +2 bonus on his next attack. his next attack roll. This attack inflicts no damage. Death move 4 Texeiran trounce: The swords- Surgeon’s knife: The swordsman dis- Master strokes man attacks forcefully enough embowels foe. Opponent can no longer 1d6 to knock foe off balance. The fight and will die in 2d4 rounds. Only 1-2 Inigo’s rebuke: Swordsman cre- opponent must make a success- healing spells (cure serious wounds or bet- ates an opening for 1d3 extra ful Strength check at a -4 penal- ter) can be used to repair this damage. attacks, which he must apply ty or be thrown to the ground. immediately. His next initiative must be spent Moncorvo school 3-4 Swashbuckler’s eyebrow: The picking himself up. The Moncorvo fighting school is a swordsman slashes the oppo- favorite of swashbucklers all over the nent on the forehead, inflicting Difficult pass Savage Coast. This school originated in maximum damage and tem- 1d6 Vilaverde and still has its headquarters porarily blinding foe, who 1-2 Iron lunge: The swordsman there. To be a member of this school, a attacks with a -2 penalty for the doubles the damage rolled for PC must either have the tumbling profi- next two rounds. this attack and adds +2. ciency or a Dexterity of 13. This school 3-4 Battle royale: The swordsman also favors the use of a buckler. Death move runs his sword through the Moncorvo’s Heartbreak: The words- opponent, doing maximum Moncorvo Secret Passes man pierces foe through the chest. damage. The opponent must Basic passes Opponent can no longer fight and dies make a successful save vs. para- 1d4 within 2d4 rounds if not healed magi- lyzation at a -2 penalty or flee. 1 Hidalgo death wish: This attack cally (cure serious wounds or better). 5-6 Shattering ram: The swords- inflicts a wound to the oppo- man strikes foe’s weapon with nent’s side. Foe suffers an AC Verdegild school his own sword, using massive penalty of +2 until the wound is The Verdegild fighting school originat- force. The opponent’s weapon healed. (Effect is cumulative ed in Eusdria. Popular with both paladins must successfully save vs. crush- with each pass until the oppo- and honorbound, this school teaches ing blow or be shattered. This nent’s AC is 10; then, the attack that superior skill is shown through con- attack inflicts no damage. inflicts double damage.) trol. Anyone can kill an opponent, but a 2 Rapier’s harvest: The swords- superior swordsman can prove his skill Master stroke man can cut any single nonliv- without causing death. A duel ends 1d4 ing object within reach, such as when an opponent is disarmed or, occa- 1-2 Scarlet veil: The swordsman a pouch, rope, candle, belt, or sionally, at first blood. Though practition- gouges out one of the foe’s any object that can normally be ers of this style do not like to kill, they eyes. Opponent receives a -2 cut by a rapier. This attack will defend themselves to the death if no penalty to all attacks and initia- inflicts no damage. other alternative presents itself. tive rolls and a +2 AC rating 3 Baronial panache: The swords- penalty until the eye is magical- man’s spectacular skill requires Verdegild secret passes ly regenerated. If both eyes are foe to make a successful save Basic pass gouged out, the foe suffers a 4- vs. paralyzation or flee. 1d4 point penalty to all the above. 4 Silk and steel: This attack lets 1 Corsair’s handshake: This dis- the swordsman swirl a cloak to arm attack works even against confuse his foe and entangle an opponent using the two- opponent’s weapon, causing weapon fighting style. Oppo- him to automatically miss the nent must make a successful next attack. Strength check at a -4 penalty or drop all weapons he is cur- Difficult passes rently holding. This attack 1d6 inflicts no damage. 1-2 Master seal: The swordsman 2 Paladin’s reverence: This attack carves a personal mark into the inflicts a wound to the oppo- foe’s forehead or clothing. Scar nent’s leg. Foe suffers a -2 requires regeneration to erase. penalty to initiative rolls until 3-4 Swordsman’s gambit: The the leg is healed. (Effect is cumu- swordsman tumbles under the lative with each pass up to a foe’s weapon and adds an extra -10 penalty; then, the opponent 1d6 damage on this attack. loses use of the leg.)

22 AUGUST 1996 3 Swordsman’s slice: The swords- lative the first two times this is 3-4 Honorbound’s courtesy: The man can cut any single nonliv- used; after that, the opponent swordsman disarms the oppo- ing object within reach, such as can no longer use that arm.) nent and shreds his garments a pouch, rope, candle, belt, or 5-6 Eusdrian standoff: The swords- over a vital area. The opponent other object which can normally man locks swords with the oppo- must make a successful save vs. be cut with a rapier. This attack nent, closing in until they are paralyzation at a -4 penalty or inflicts no damage. face to face. This effectively pre- flee (if there is room) or surren- 4 Show of force: The swordsman vents any sword attacks by der. The swordsman can choose unbalances foe and forces him either of them until someone to execute this attack for no backward. Opponent must steps away. If the opponent steps damage. make a successful Dexterity away first, the swordsman auto- check at a -4 penalty or be matically gains the next initiative Death move knocked to the ground. His next with a +2 bonus on his attack Verdegild’s sentence: The swordsman action must be used to pick him- roll. However, the opponent can severs (or at least completely disables) self up. The swordsman can attempt a Strength check at a -6 opponents sword arm at the elbow; choose to execute this attack for penalty to push the swordsman opponents hit points are automatically no damage. away; if he succeeds, neither halved, and he must make a successful receive any subsequent bonuses. system shock roll or fall unconscious. He Difficult pass will bleed to death in 1d4 hours if not 1d6 Master stroke healed, magically or otherwise. 1-2 Royal display: The swordsman 1d4 makes a flourish with his blade, 1-2 Musketeer sundown: This demonstrating such superior attack inflicts a hard blow to the ability that his opponent must side of the opponents head. Cindi grew up in New Mexico but moved make a successful save vs. para- Foe must make a successful to the United States at the tender age of 21. lyzation at a -2 penalty or sur- Constitution check at a -8 After eluding federal immigration authori- render. penalty or fall unconscious. This ties for months, she finally married U.S. citi- 3-4 Knight’s accolade: This attack attack inflicts half damage. zen Wayne Rice and was safe at last. This inflicts damage to the oppo- article marks her first appearance in nents sword arm. Foe fights at a DRAGON® Magazine. -4 penalty to all attack rolls until arm is healed. (Effects are cumu-

DRAGON #232 23

by Steve Berman illustrated by Michael Scott

he simplest form of siege weaponry, the battering ram, The Arien of Thang-Nor may perhaps be also the most glorified throughout One of the benefits of magic is that ordinary events can be Tfantasy literature and historical myth. Some scholars have made unpredictable. And while some tacticians would say that suggested that the Trojan Horse may have been a metaphor siege warfare is anything but ordinary or predictable, certainly for such an engine. The ram’s horns that collapsed the walls of the advent of magic to the battlefield would make a general in Jericho in the Old Testament may well be a reference to a dec- a fantasy campaign worry and bite his nails while awaiting orated headpiece of an ancient battering ram. If such colorful some arcane offensive that he was certainly not planning for. allusions are accepted, why not create more magical versions Thang-Nor was infamous for such assaults when besieging a of such a time-tested weapon? fortress. The wizard was a crafty survivor of the harsh Western Below are four different enchanted battering rams, from a Steppes and would brook no outposts from other nations in wizard spell to an orcish seige engine. what he considered his land. Perhaps his most infamous spell was not one of utter destruc- tion but one of unforeseen attack.

DRAGON #232 25 Arien of Thang-Nor (Conjuration) is so low that unprotected creatures Level: 5 (heavy fur clothing or some magical pro- Range: 30 yds. keep, leading a flock of rams. Before the tection are required) suffer 1 hp damage Components: V, M enemy could react, the animals would be per round with no saving throw allowed. Duration: 1 turn per level killed, allowing for the summoning of an Anyone not protected against extreme Casting Time: 1 round Arien to pound away the doors to the cold (resist cold spell, ring of warmth, etc.) Area of Effect: Special keep. Thang-Nor also used the weapon suffers 1-6 hp damage upon touching it, Saving Throw: See below when attacking an old blue dragon that also without the benefit of a saving This spell conjures forth from the had recently awakened in the area. The throw. material components a 20’-long batter- creature believed that cattle were being However, those who can survive near ing ram. The Arien, as the spell devel- offered to appease its appetite by the it benefit from one aspect of the cold: oper was wont to call the weapon, locals. Instead it found its doom behind they should be considered protected as seems to be crafted from ordinary wood the crushing blows of the magical batter- per endure heat. Because the weapon’s with an iron tip shaped like the head of ing ram. cold is so detrimental to the touch, an angry horned beast. But such wood undead skeletons have usually been its cannot be set afire or warped by magic, Frost-Rent wielders — as they are from the grave, nor the metal head rusted or dented. Legends suggest that this siege the cold has no ill effect upon them — The whole conjuration can suffer 30 hp weapon was taken from the ever-cold though there is one recorded instance in damage before breaking apart, has a realm of the Para-Elemental Plane of Ice which several frost giants manned the relevant AC of 3, and makes all saving to win a long-forgotten war. Its appear- ram. throws at +3. The Arien radiates potent ance is that of a immense, somewhat Perhaps strangest of all, inside the ice magic, of course. Ten men are needed to irregular cylinder of ice, nearly 10’ wide of Frost-Rent, near its center, appears to carry and use it. and 30’ long. Supposedly due to its be a rowboat of rare, streamlined This siege weapon is more powerful unique nature, the battering ram never design. A woman sits at the prow, than the ordinary battering ram. Very melts away, but whoever has possessed dressed in a long green gown. Her face large creatures could conceivably be Frost-Rent has always protected the is hard to see through the ice, but many attacked with the Arien, but the men at weapon with the thick skins and pale have said no lovelier visage can be its sides would have to be proficient in furs that were brought with it from that found in all the lands. Who she is, is a its use if such a strike was to be effec- realm of eternal ice. Made from crea- matter of mystery. Some sages have tive. The material components are 10 tures native to that plane, the skins and said that she is one of the original horned animals that must be slaugh- furs carry an natural dweomer that acts inhabitants of the Para-Elemental Plane tered as the words to the spell are much like a chill metal spell and keep before it totally froze over. Others say invoked. The sort of animal is important Frost-Rent freezing cold. that she is a princess, the heir to a to the spell, the preference being rams Frost-Rent causes any structure it crown, and cruelly imprisoned centuries or bulls. Other animals may be chosen, strikes to suffer both structural damage ago by an evil wizard who coveted the but the use of any passive creature (such and freezing cold. The weapon is most throne. Whoever she may be, none of as cows) cuts the duration in half. effective against metal, causing it to the owners of Frost-Rent value rescuing Thang-Nor used this spell in many become extremely brittle. Thus, wooden her when the cost is the loss of a mag- wily assaults. Disguised as shepherds, doors bound in iron usually fall before nificent weapon. the wizard and the nomads under his this ram. The weapon is dangerous to be Due to its bitter cold, fire spells of 4th sway would approach an unsuspecting around. In a 10’ radius the temperature level or below have no effect on the

26 AUGUST 1996 ram, and those of 7th or below when it vousness that increases the chance of these rods are traditionally the name of is wrapped up in the chill skins. The ice mishap. All rolls are made at a penalty the battle for which they were made, is so thick (treat as AC 0) that only mag- of -1 while the battle rages. Another and since many of these were crafted ical weapons can really have a physical saving throw must be made. The second long ago for cultures and causes now effect on its nature, and delivering over roll, if failed, means that the affected lost to the past and without written 50 hp damage would still not likely individuals hesitate in their actions as records, only through such divinatory reach the trapped woman inside. they fear their cause to be lost. All initia- magics as legend lore can such informa- tive rolls — whether melee combat, tion be obtained. Khalmick-Graz spells, or any other actions — suffer a By holding the rod aloft, the wielder is Whispers hint at the existence of this penalty of +2, and another saving throw protected from electricity (mundane or weapon, though it has not been sighted must be made. The third roll, if failed, magical). Complete invulnerability is in nearly six decades. Nonetheless, causes the person to flee the area in bestowed against such attacks as natural old-timers who fought in those wars panic until they are outside the hearing lightning, dragon breath, the touch of a against the will always curse the range (100 yds. of the weapon). At the will o’wisp, etc. There is no cost to the evil mind that created Khalmick-Graz DM’s discretion, they may drop items rod’s charges for this effect, but neither (orcish for “Torn Throat”). they were holding. Note that all the does it recharge the wand (to do so, The weapon is a weird construction, above effects are cumulative. While the some mages have revealed, requires reported to be nearly 30’ long, borne on third effect lasts until the affected indi- immersion in a vat of giant slug acid a large-wheeled cart. Interspersed along vidual can no longer clearly hear while striking the rod with lightning its wooden length are large - Khalmick-Graz, the first two last the bolts). No knowledge of spellcraft is nec- rimmed holes, pipes of horn, and metal duration of the battle! essary to utilize this “power,” and any gongs. At one end is the brass-tipped The only way to prematurely disrupt profession would benefit from such pro- spike used to batter at the walls, while on the effects is to destroy the weapon. tection. But to wizards and whatever the other is a massive bellows. It takes Unfortunately, this has never been army hires them, it is the next two nearly 20 orcs to bear Khalmick-Graz, accomplished, and those who have aspects of the rod are what make it so five on each side to push and heave the once faced Khalmick-Graz are doomed desirable: At the cost of one charge the weapon along seven to run along its to suffer a cumulative -1 penalty on rod is covered with crackling blue electri- length and open and shut the valves their saving throws against it on the cal energy. By touching an opponent along the holes, and three alone to work next battle they are so unfortunate to with the rod at this time, the wielder the bellows. But the results of all the toil encounter it again. The silence, 15’ radius delivers potent charge, much like the are well worth the effort involved, for in spell seems the downfall of this weapon, shocking grasp spell. The jolt inflicts 20 hp every campaign the weapon was used, but only if the caster uses the spell on damage, half this amount if a successful the orcs have won. potential victims, thus preventing them saving throw is made. In addition (no Not that the battering ram is superior from hearing the music. The reason for matter what the saving throw’s result) to others; in fact, generals say that the this is simple. Orcish shamans realized the opponent is stunned for 1d4 rounds. weapon is no better in that regard than the risk posed by such a common spell The jolt may be held for up to one turn any other faced. The power of the ram is and over many, many years imbued the before the magic will expire if a creature the music that Khalmick-Graz plays as it wood of Khalmick-Graz with powerful is not touched. An electrical conductor, trudges along to the battle. With the bel- abjuration magic. Any attempt to cast such as metal or water, can be used by lows pumped and the holes opened and the silence, 15’ radius on the ram results the rod wielder to attack a creature not covered, it plays like some twisted wind in one of the rude gongs sounding and within close range. instrument, boosting the morale of any no cessation of the music or chanting. By expending three charges, the rod orc (+3) while shivering the spines of the The gong alerts the handlers that a cler- will release a massive bolt of lightning, enemy (-3 on their morale). But once ic is among the defenders. Perhaps if all appearing as a shaft of wicked, crackling the siege begins, and the weapon the gongs were destroyed, the spell blue light as thick as an ancient tree attacks the walls or doors, then the ram might have some effect. trunk. This “thunderstrike,” as it has been plays the terrible song of “Torn Throat.” The shamans of whatever orcish tribe named, is not only an effective weapon Any non-orcish humanoid within created the weapon imbued it with against creatures, but also against the hearing distance (100 yds.) must make a some measure of defense (AC 5; +3 on walls of a fortress. It can reach up to 200’ saving throw vs. rod, staff, or wand to all saves; 100 hp). One disheartening away from the rod wielder. Any oppo- avoid the following effects. Because of campaign looked like the end of the nent struck by a thunderstrike suffers 50 the chanting of weapon’s handlers, any weapon, when boiling pitch set the hp damage, with a saving throw vs. rod, individual that can understand the wood afire. To the defender’s horror, the staff, or wand permitted and resulting in orcish tongue and thus translate their curative magic of the orcish shamans half damage if successful. The creature is dire song suffers a -2 penalty on their and priests was actually able to heal the also stunned for a number of rounds roll. Still, those individuals with above battering ram before their very eyes. equal to 20 — Constitution (for charac- average Wisdom receive a magical ters) or Hit Dice (for monsters). Against defense adjustment to their saving Thunderstrike rod structures, the bolt released is adjudicat- throws. (Weak-willed persons suffer a This is a rare, but coveted magical ed on the battering ram table. Also, penalty, as normal.) Also remove fear item. Rather than polished wood or rare because the thunderstrike meets the tar- spell still grants the +4 on saving throws metals, such rods are fashioned from get with a near-deafening fulmination, vs. the weapon’s song effects. The first the horns of an adult blue dragon. The failed save results in anxiety and ner- problem is that the command words for Continued on page 46

DRAGON #232 27

Exotic new blades

by Gregory W. Detwiler illustrated by James Holloway

he AD&D® game, and fantasy games in Tgeneral, have a variety of swords listed in the equipment tables. Almost invariably, however, these are the commonest swords used in medieval Europe, possibly with the addition of a few of the more famous Oriental swords (the and ) if any adventuring takes place in the Far East. This article seeks to remedy this situation by giving a vari- ety of swords of all cultures and all times, ranging from Cost: 15 gp (ornate) or 11 (plain) Celtiberian Spain to the Philippines. Some swords would be Weight: 4 quite suitable for particular campaign settings, such as Kara-Tur Size: M or Zakhara, or historical settings as presented in the the Age of Type: S Heroes () or Glory of Rome (Roman Empire) Speed factor: 5 sourcebooks. Damage S-M/L: 1d8/1d4 In the following descriptions, Cost is the price of the weapon Culture: Greek/Lankhmarian in gold pieces, while Weight and Size are the same as on the This sword is a light, basically straight blade with a slight weapon tables of the equipment lists in the Player’s Handbook. curve at the tip, with antenna-like projections at the hilt as Type is the type of weapon it is, whether piercing (P), slashing decoration. Fans of the late Fritz Leiber will recognize it as the (S), or a combination of both (P/S). Speed Factor, again, is the sword used by the Gray Mouser, sans antennae. same as in the weapons tables in the PHB, and the same goes Proficient use: The user has a +2 bonus to all parries. for Damage S-M/L. Finally, Culture indicates what peoples Specialized use: The speed factor is lowered to 4. really used these weapons. In some cases, characters with pro- ficiency or specialization in a particular weapon gain benefits Chinese bastard sword in addition to the usual ones. Cost: 15 Weight: 7 Abbasi Size: M Cost: 20 gp Type: S Weight: 5 Speed factor: 7 (one-handed) or 5 (two-handed) Size: M Damage S-M/L: 1d8/1d12 (one-handed) or 2d4/2d8 (two- Type: P/S handed) Speed factor: 5 Culture: Chinese Damage S-M/L: 1d8+2/1d12+2 This weapon is one of several swords used as arms in the Culture: Rajput (Indian) . Made of finer metal and with a keener The abbasi is one of several Indian versions of the long edge than its western counterparts, it is both lighter and hand- sword. The blade is reinforced by extra strips of perforated metal ier without sacrificing any power. on one side, both increasing the damage it causes and lessening Proficient use: Proficiency gives a +1 bonus to all parries. the chances that it will itself break during battle. Specialized use: Specialists operate under a Because of the reinforcement, the blade has a +2 speed factor of 6 (one-handed) or 4 (two- bonus to any saves vs. crushing blow. handed).

DRAGON #232 29 Chinese war sword Specialized use: Add another +1 to all protect their soldiers from its blows, to Cost: 15 gp parrying attempts, for a total of +2. say nothing of reinforcing their shields. Weight: 6 The speed factor is also reduced to 3. Proficient use: When swung two- Size: M handed, the is +1 to hit. Type: S Epee Speed factor: 6 (one-handed) or 8 (two- Cost: 10 gp Franc-taupin handed) Weight: 2 Cost: 15 gp Damage S-M/L: 2d4/2d4 (one-hand- Size: M Weight: 3 ed) or 2d6/2d6 Type: P Size: M (two-handed) Speed factor: 3 Type: P Culture: Chinese Damage S-M/L: 1d6/1d4 Speed factor: 5 This is a pure chopping Culture: Western European Damage S-M/L: 1d8/1d12 weapon. As with the bastard The epee looks more like an Culture: French sword, it may be used both one- enlarged needle with a sword - This odd medieval weapon resem- handed and two-handed. On dle on one end than anything else, bles a long sword, but the front half of wilderness adventures, PCs making it useful only for thrusting the blade narrows sharply to half the will find that it works attacks. It is, however, one of the few width of the blade’s base, producing a equally well as a swords that is regarded as much as spikelike shape suited only for thrusting weapon and as a tool an item of courtly dress as a weapon, attacks. (like the ). and it may well be the only weapon a PC can take with him when admitted to the throne Double room for an audience with swords the king. The epee is mainly a Cost: 15 gp dueling weapon. Glavelot (per pair) Proficient use: Users gain a +1 Cost: 35 gp Weight: 6 bonus on all parries. Weight: 12 Size: M Specialized use: The speed factor is Size: M Type: P/S reduced to 2. Type: S Speed factor: 3 Speed factor: 9 Damage S-M/L: 1d6/1d8 Damage S-M/L: 2d4/3d6 Culture: Chinese , Persian Culture: Western European These Chinese short swords are sold Cost: 12 gp Basically, this is a falchion with the in pairs. Each one has a handle that is Weight: 4 blade length of a bastard sword, immor- flat on one side, enabling the two blades Size: M talized in Howard Pyle’s novel Men of to be stored in a single scabbard. This Type: S Iron as the weapon the chief villain used makes for a nasty surprise if an enemy Speed factor: 4 in the final tournament. It may be used simply counts scabbards to determine Damage S-M/L: 1d8/1d6 only two-handed. Some authorities also how many swords are present. Culture: Persian refer to it as the hand-. Proficient use: The user may attack This weapon has a longer blade than with both swords at no penalty, no mat- its medieval European counterpart, mak- Hegyester ter which hand is being used. ing it better suited as a military blade Cost: 20 gp Specialized use: Users operate under a (which it is) than as a . Weight: 10 speed factor of 2. Size: M Type: P Dusack Speed factor: 6 Cost: 12 gp Damage S-M/L: 1d6/1d8 Weight: 4 Culture: Hungarian Size: M Falx Another bastard sword hybrid, the Type: S Cost: 18 gp hegyester has a blade like an awl , Speed factor: 4 Weight: 7 making it suitable only for thrusting. Damage S-M/L: 1d8/1d8 Size: M It is almost always used in Culture: Hungarian/Eastern European Type: S mounted combat, being The dusack consists of the blade and Speed factor: 8 (one-handed) or 6 (two- held out like a as nothing else, with a hole in the blade’s handed) the rider charges his foe. base substituting for the grip. It was a Damage S-M/L: 1d8/1d12 (one- Proficient use: The user favored weapon for dueling and is more handed) or 2d6/2d8 two-handed causes an extra +4 hp damage, regard- likely to be used against the PCs in an Culture: Dacian/German less of the enemy’s size, when charging urban or court adventure than on a bat- The falx was a scythe-bladed sword the foe in a jousting-style attack. tlefield or in a dungeon. used by the Dacians, who attacked Specialized use: The user does double Proficient use: Add +1 to all parrying Rome in Trajan’s time. So deadly was it damage at the end of a charging attack, attempts. that the Romans were forced to put old no matter what size the enemy. models of armor back into production to

30 AUGUST 1996 Khyber knife , regimental Manchu broadsword Cost: 7 gp Cost: 12 gp Cost: 18 gp Weight: 2 Weight: 4 Weight: 4 Size: M Size: M Size: M Type: P/S Type: S Type: S Speed factor: 3 Speed factor: 5 Speed factor: 4 Damage S-M/L: 1d8/1d6 Damage S-M/L: 1d10/1d10 Damage S-M/L: 2d4/1d12 Culture: Afghan Culture: Nepalese Culture: Chinese/Manchurian This is actually a short sword, with The regimental kukri is an Like the Chinese bastard sword (see a 24” long blade and an 8” blade. Its enlarged version of the famous above), this is another Chinese sword blade has an extra-thick T-rib (half an (and deadly) curved knife of the that is used by martial artists. The blade inch thick) that gives it greater strength Gurkhas. In the real world, it is a has a slight curve to it, giving extra force than looks would indicate. ceremonial weapon, used to to the downward slashing stroke that Proficient use: The Khyber knife bless the regiment by slaying a makes it so deadly. causes an extra 2 hp damage water buffalo. The actual sacrifice Proficient use: Users may do an extra 3 against human or humanoid foes consists of beheading said hp damage per blow to a foe of Size wearing armor during a stabbing water buffalo with a single S-M. attack, due to the reinforced stroke. Only one is issued per Specialized use: The speed factor is blade. Gurkha regiment, for the specif- reduced to 3. Specialized use: The ic purpose of the good luck cere- speed factor is mony, or dushera. This weapon Mel puttah bemoh reduced to 2. is over 2½’ in length. Cost: 30 gp Weight: 12 Size: L Type: P/S Speed factor: 8 Cost: 12 gp Damage S-M/L: 1d10/2d8 Weight: 5 Culture: Indian Size: M This weapon of southern India is liter- Type: S ally a two-handed, double-edged Speed factor: 5 rapier. As with the kora (see above), it has Damage S-M/L: 1d10/2d4 hand guards above and below the grip. Culture: Malay Proficient use: Users may inflict an The klewang is a Malaysian extra 2 hp damage per attack, with no machete/ hybrid. It is best rec- regard for the target’s size. ognized by its odd handle, which Machaira Specialized use: The speed factor is extends almost at right angles Cost: 10 gp reduced to 7. from the blade. In Oriental Weight: 7 Adventures, it would be a suit- Size: M Rapier able sword for jungle bar- Type: S Cost: 12 gp barians. Speed factor: 6 Weight: 3 Damage S-M/L: 2d4/2d6 Size: M Culture: Celtic/Greek Type: P or P/S This sword was invented by Speed factor: 4 the ancient Celts and subse- Damage S-M/L: 1d6/1d6 quently adopted by the Greeks. Culture: Western European It was also known among the This is the dueling sword of Greeks as the khopis, while the choice. As with the smaller epee Romans who faced it in Greek (see above), it is more of a Kora and barbarian hands— decorative court sword than a Cost: 18 gp particularly in Celtiberian Spain— weapon to be used in serious Weight: 8 called it the . This broad- adventuring or battle. Early ver- Size: M bladed slashing sword has an sions were double-edged, while Type: S inverse curve the opposite of that of later models were merely Speed factor: 9 a . According to battle enlarged epees, suitable only Damage S-M/L: 2d6/2d8 accounts, it had terrific armor- for thrusting. The damage is the Culture: Nepalese penetrating ability. same whether a slash or a The kora is the national sword of Proficient use: The machaira is +1 “to thrust is used. Nepal, home of the legendary Gurkhas. hit” when fighting an armored opponent. Proficient use: The wielder gains a It is a pure chopping weapon, and has +2 bonus on all parrying attempts. hand guards both above and below the Specialized use: The speed factor is grip. reduced to 3.

DRAGON #232 31 Saddle sword Talibon Cost: 60 gp Cost: 10 gp Cost: 17 gp Weight: 15 Weight: 3 Weight: 5 Size: L Size: M Size: M Type: P/S Type: S Type: P/S Speed factor: 10 Speed factor: 4 Speed factor: 6 Damage S-M/L: 1d10/2d10 Damage S-M/L: 1d6/1d4 Damage S-M/L: 1d8/1d12 Culture: Western European Culture: Thracian Culture: Filipino The saddle sword is a two- This is a short The talibon is used by the Christian handed sword which sword-sized scimitar. natives of the Philippines. The blade is is used as much for It was used by the Thracians heavy, with a slight outward curve thrusting as for slashing, if of ancient Greece, and was the in the center to add more force not more so. Its name comes main weapon of the “Thracian” class of to a slashing attack. As with from its special scabbard, Roman gladiators. In Robert E. Howard’s the klewang (see above), it which enables it to be slung stories of Kull the Atlantean, it also would be a suitable from a saddle for easy appears to be the sword used by the weapon for jungle bar- transport. The last quarter to Picts of that period. barians in the Oriental third of the blade is wider Proficient use: Proficiency earns a +1 Adventures campaign than most of it, forming into parrying bonus. setting. an elongated spear head. Just Specialized use: The speed factor is behind this elongated head is reduced to 3. a socket that can be plugged by a crossbar. This serves the same purpose as the baffles Cost: 35 gp on a lance or boar spear: it Weight: 4 Yataghan keeps the weapon from pen- Size: M Cost: 12 gp etrating the target so deeply Type: S Weight: 4 that it is difficult or impossi- Speed factor: 4 Size: M ble to withdraw it again. Damage S-M/L: 1d10/1d10 Type: S Proficient use: The saddle Culture: Japanese Speed factor: 6 sword inflicts an extra 6 hp While later tachi are virtually identi- Damage S-M/L: 2d4/2d4 damage if the wielder uses cal to the katana, the earliest tachi were Culture: Turkish it in a thrusting attack. straight swords, but they still shared the The broad-bladed Specialized use: A special- single, razor-sharp edge and chisel point yataghan is one of the ist who makes a charging of later cousins. Oriental Adventures play- primary weapons of attack causes double ers who covet magical weapons should Turkish warriors. A type of damage at the end of his note that, this being the case, there will sabre, the most noticeable charge. be far more magical tachi lying around thing is its incurved blade, in dungeons and other old ruins than which was designed to go Seax, long there will be katana or wakizashi. precisely in line with the Cost: 18 gp Choose your weapon proficiencies (and motion the wielder’s wrist Weight: 4 specializations) accordingly! makes when delivering a Size: M slashing attack, allowing all Type: P/S Tai chi sword his strength to go into the Speed factor: 4 Cost: 12 gp blow. Much of the blade’s Damage S-M/L: 1d8/1d12 Weight: 3 weight is forward as well, Culture: Frankish/Saxon/Viking Size: M adding still more force to a The seax is a long sword variant used Type: P/S downward cut. Suitable for by many Germanic tribes. Speed factor: 3 campaigns from the AL-QADIM® The last third of the blade tapers Damage S-M/L: 1d8/1d8 setting to Oriental Adventures, gradually toward the point. Aside from Culture: Chinese including India and eastern shaving a bit of weight off the blade, The tai chi sword is the last of the Europe. making it easier to wield, this also listed here to be used by Proficient use: The user causes makes the sword handier than most martial artists. an extra 2 hp damage. long swords in a thrusting attack. Proficient use: Wielder gains a +1 bonus on parrying attempts. Specialized use: The speed factor is reduced to 2. Over the past decade, Gregory W. Detwiler has been a fre- quent contributor to DRAGON® Magazine and POLYHEDRON® Newszine.

32 AUGUST 1996

by Roger E. Moore

illustrated by Mark Nelson agical in the AD&D® game? A who cringes at the thought of a simple in the campaign will probably have a fit at the thought of putting a of sharp- shooting +3 in a treasure pile. Nonetheless, there are several official AD&D campaigns in which firearms are found, and magical guns are a logical outgrowth there. This article, then, is for the daring DM who is willing to give the concept a try. A good rule of thumb for allowing magical firearms into a campaign is to find a comparable magical wand or device that can be used by any class of character, such as a wand of magic missiles, and determining which is more powerful, the wand or the . If magic is to be the most powerful element in the campaign, keep magical firearms at a low level of power.

Firearms are described in many places Firearms in TSR Worlds alds for armies, and hand match or in the AD&D rules. For the purposes of Any original, unofficial AD&D cam- . (Normally, this article, all game information on paign using the basic rule books can be blunderbusses are or firearms is taken from the AD&D rule- granted the use of firearms. Only the , but we’ll assume these are PLAYER’S OPTION™: book, Combat & Tactics, hand match arquebus and possibly the primitive blunderbusses.) Very large, in Chapter Seven, “Weapons & Armor”; hand match handgunne would be avail- crude bombards are made and used by for weapon details, see the table on the Red Wizards of Thay, and some of able in fantasy campaigns using the 2 pages 130-133 and notes on pages most primitive firearms.1 Some of these these siege guns are in the Pirate Isles. 136-137. However, this article may be weapons could be enchanted, if the DM The presence of magical firearms is used with any campaign’s description of so wishes. almost a certainty here, but ribalds, local firearms, which vary considerably Among official campaign worlds, a blunderbusses, and bombards are very from realm to realm. unlikely to be magical, given their ® campaign set in In any event, the DM must be aware of Faerun in the years following the Time extreme size or crudeness. both the extraordinary power of firearms Firearms do not appear in the of Troubles (1358 DR) can easily incorpo- in the game system — and their failings, rate firearms, as Lantanna priests of GREYHAWK® campaign, as local laws of too. It is strongly recommended that the Gond the Wondermaker are making physics and magic (and possibly a lack of DM pick up the PLAYER’S OPTION: Combat & and spreading them throughout the necessary materials) prohibit the manu- Tactics book and read the following sec- Realms. The Lantanna have mastered facture of either gunpowder or smoke tions: “The Renaissance,” pages 123-126; hand match and matchlock weapons- powder there; the BIRTHRIGHT® campaign “Firearms,” pages 126-127; and, most making, and can regularly produce initially lacks smokepowder and gunpow- importantly, “Weapon Descriptions: der, though recent developments in that high-quality hand match handgunnes, 3 Firearms,” pages 136-137. The latter sec- hand match , matchlock world may change that. The ® tion emphasizes the characteristics of mis- arquebuses, matchlock calivers, and campaign’s Known World region, includ- firing, armor negation, and causing matchlock muskets (with gun rests). ing Karameikos and Glantri, generally open-ended damage. They can also produce hand match rib- has no firearms within it, but the Savage

1. See the Player’s Handbook (PHB), pages In DRAGON® Magazine issue #30, page 12 the artifacts from the Barrier Peaks region, of 68-69 and 73 (1989 printing) or pages 94-96 (“From the Sorcerer’s Scroll: New Setting for course. (1995 printing), and also DMGR3 Arms and the Adventure”), stated, Both Gary Gygax and Ed Greenwood, Equipment Guide (pages 53-54 and 108-109), “Gunpowder and explosives will not function among many other AD&D game designers, for more arquebus details. Magical smoke on the World of Greyhawk.” He also disal- have allowed for AD&D game characters to powder is described in the DUNGEON MASTER® lowed firearms in AD&D game worlds in gen- travel to other worlds where firearms work Guide (DMG), pages 138 and 179-180 (1989 eral in the AD&D original edition DMG, page very well — particularly our own Earth. For printing) or pages 187 and 238 (1995 print- 113 (“Transferral Of Fire Arms To The AD&D examples, see the AD&D original edition ing). Original campaigns mixing advanced Campaign”) and in a letter to DRAGON DMG, pages 112-114 (BOOT HILL® and GAMMA firearms and magic are described in DMGR5 Magazine, in issue #66, page 4 (“Out on a WORLD® game mixing with the AD&D game); Creative Campaigning, on pages 4, 8-11, 17, Limb: Gary on gunpowder”). The latter was in DRAGON Magazine issue #30, page 12: “From 33, and 35-36. DMGRZ The Castle Guide, on response to an article by Ed Greenwood in the Sorcerer’s Scroll: New Setting for the pages 98-102, gives bombard and cannon issue #60, page 24: “Firearms: First guns were Adventure”; and issue #57, page 5: “Modern statistics for generic AD&D campaigns. not much fun.” Here, the historical develop- Monsters: The Perils of 20th-Century 2. See FORGOTTEN REALMS Adventures (FRA), ment of gunpowder firearms is described, Adventuring.” A more complete listing of fan- pages 11-13 and 20, and the new edition of with information on converting primitive tasy-world crossovers to our modern world the FORGOTTEN REALMS campaign boxed set, A hand match firearms to AD&D game statis- appears in POLYHEDRON® Newszine issue #117, Grand Tour of the Realms, pages 11 and tics. Much of this material on adding gun- page 23: “A World of Your Own,” sidebar 108-109, for details on these weapons and powder weapons to AD&D campaigns reap- (“AD&D Voyages to Earth & Back”). events surrounding their spread through peared later in FRA, pages 11-13. 4. An article outlining means for adding Faerun. (It is implied that Lantanna gnomes, Ed Greenwood wrote an expansion of his firearms to the D&D® game’s Known World possibly as priests of Gond, are aiding the earlier article that appeared in DRAGON campaign, later the AD&D game’s MYSTARA® spread of firearms — not surprising if Gond Magazine issue #70, page 31: “A Second campaign, appeared in DRAGON Magazine did appear to the Lantanna in a gnome’s Volley: Taking another shot at firearms, AD&D issue #199, page 96: “Ready, Aim, Fire!” form during the Time of Troubles.) Also, the style.” This included notes on and (Bruce A. Heard). However, this was an unof- 1995 anthology, Realms of Magic, includes flintlocks, with detailed illustrations. Ed points ficial option, and only the Savage Coast two short stories about firearms in the out (correctly) that Gygax himself seems to region of the ® campaign has smoke Realms: “Smoke Powder and Mirrors” and have allowed firearms into his own GREYHAWK powder and firearms at present. For details, “Gunne Runner.” The latter story notes that campaign, despite Gygax’s protestations to see the RED STEEL boxed set’s Campaign Book the Realms word “gunne” might be a corrup- the contrary. Firearms in the GREYHAWK cam- (pages 51-52, 56, 81-86, 93-95, 97, and tion of Gond’s name. paign are mentioned by Gygax in articles in 112-113) and Lands of the Savage Coast (pages 3. The SPELLJAMMER® boxed set’s Lorebook DRAGON Magazine issues #17, page 6: “Faceless 10-11); see also the Savage Baronies boxed of the Void, page 89, bans the use of smoke Men & Clockwork Monsters: A DUNGEONS & set’s Book 1: The Savage Baronies, pages powder and firearms on the world of Oerth, DRAGON® [sic] Adventure Aboard the Starship 8-10, 13, 20-21, and 51-60. Note than only though such devices work elsewhere in Warden” (see page 8) and issue #71, page 19: in Cimarron County are firearms and smoke Greyspace. The BIRTHRIGHT boxed set’s “Greyhawk’s World” (see page 73). It is possi- powder actually manufactured, and these are Rulebook, page 17, notes that arquebuses are ble that the City of Greyhawk wizard who was heavily used there, though they are known to unavailable in Cerilia (but see “Weapons of seen with a pistol, as noted in issue #17, was other Savage Baronies, particularly the Waves” in this issue, as well as the forth- Murlynd from issue #71 (see editorial com- Guadalante, and to distant Renardy. coming novel, The Falcon and the Hawk, by ment in Ed Greenwood’s “A Second Volley” in 5. Two examples of tinker-gnome projec- Rich Baker). See also Chronomancer, page 79, Best of DRAGON Magazine, Vol. V, page 22, 1986 tile weapons are found in the Tales of the for notes on guns in the GREYHAWK and printing). No one but Murlynd is likely to have Lance boxed set’s World Book of Ansalon, on BIRTHRIGHT campaigns. a true on Oerth — if you don’t count pages 68-69. The belcher is a match-lit can-

36 AUGUST 1996 Coast region to the far west (i.e., the RED over many centuries, and the huge, Unusual sorts of smoke powder STEEL® campaign) manufactures its own hippo-headed giff, who have an weapons from wildspace include magi- firearms and smoke powder, and some extreme and sometimes fatal love for cal bombards, disposable “Giff guns,” of these items might find their way across guns and explosives. As one would and whole ships built around gigantic the sea to the Known World lands.4 imagine, tinker gnomes and giff get cannons, called Great Bombards. (The Firearms seem to be unknown in the along famously. Spacefaring humans mere existence of Great Bombards HOLLOW WORLD® setting within Mystara. have also greatly aided the spread and inspired the creation of the first known Though primitive firearms were man- use of firearms by constantly improving “gun cult.”)9 Any firearm up to the level ufactured at the end of the DRAGONLANCE® weapons design and using guns in of wheel-locks can be found in wild- campaign’s Fourth Age by the minoi, the many combat situations. space; snaplocks might be found but are tinker gnomes of Mount Nevermind, the More recently, however, two other extremely rare, the product of intense gnomes were not interested in having forces have begun to spread firearms and prolonged development. them enchanted. (“Magic? Rubbish!”) and smoke powder through the spheres. One important development is that Additionally, no wizard or priest of Krynn During the Second Unhuman War, firearms are entering numerous worlds ever dared to enchant one for fear of the humanoid armies and spelljammer from sources in wildspace. Wheel- extreme danger involved in getting near navies led by the scro (powerful space- pistols known as “starwheels” are some- any explosive device created by gnomes. faring orcs) sometimes carried smoke times sold or traded across Toril (of the (Spellcasters of Krynn might also regard powder explosives and firearms, though FORGOTTEN REALMS campaign) by spelljam- the addition of magic to any tinker- usually only elite or command units had mer crews, or they are stolen from crews gnome device as a criminal act endan- them. The war recently concluded with a by local thieves.10 At least one spelljam- gering all civilization.) No firearms are marginal victory for the elven Imperial mer landed on Krynn bearing firearms, known to have been made by the gno- Fleet, the scro’s primary enemy, scatter- and this event has likely been repeated moi, the gnomes of Taladas, but if they ing the battered humanoid forces — and many times on this and other worlds.11 were none would be enchanted.5 their weapons — across wildspace.7 The most advanced firearms known Firearms can be imported into the Additionally, the Smiths’ Coster, a in any official AD&D campaign are outer planes of the PLANESCAPE™ and weapons-and-armor merchant company found in Earthly settings where non- ® campaigns, but materials for largely controlled by dwarves, has long magical gunpowder is cheap and plenti- making gunpowder, smoke powder, or been responsible for spreading smoke ful. A magical version of Europe, other explosive substances are not nor- powder weapons throughout many detailed in HR4 A Mighty Fortress, mally found here. spheres. It is highly likely that the Second includes everything up to One other place where firearms are Unhuman War has redoubled the efforts firearms, with a wide variety of large reasonably common and magical of the Smiths’ Coster to get firearms into field guns.12 Because provision is made firearms are likely to be found is the the hands of dwarves, gnomes, humans, for magic to work during this period, 6 SPELLJAMMER® campaign. Smoke powder and other good-aligned folk across the magical firearms are well within reason, weapons ranging from sophisticated spheres as defensive weapons. The though they would be very rare as the wheel-lock pistols to huge (even magi- Smiths’ Coster is based in the gigantic process for enchanting them is likely to cal!) bombards are found in many crys- asteroid belt known as the Grinder, in be longer and more difficult here than tal spheres, thanks primarily to two Greyspace, a sphere which was the on high-magic worlds. It is likely that this races: Krynnish tinker gnomes, who scene of a huge battle during the Second Earth can be reached by other-world have migrated en masse to wildspace Unhuman War.8 adventurers only through the most diffi-

non, and the is a hand match They were involved in sending advanced set’s Lorebook of the Void all point out the influx weapon. Both use smoke powder, as normal firearms into the Realms through Waterdeep of firearms from wildspace into the Realms. gunpowder is not found on Krynn. It may be in the short story, “Gunne Runner,” from Doubtless, the Smiths’ Coster has contact with that smoke powder is actually imported to Realms of Magic. the humans and gnomes of Lantan, and may Mount Nevermind by extremely lucky 8. Information on the Smiths’ Coster have contacts in Waterdeep and elsewhere. gnomish spelljammers. The gnomes of appears in CGR1 The Complete Spacefarer’s 11. The event noted here was the arrival of Taladas do not like adding magic to their Handbook, pages 88-89. The battle known as Herphan Gomja the giff aboard a crashed inventions, as they regard it as “cheating.” See the Borka Maneuver is detailed in the War spelljammer, about 30 miles south of the Time of the Dragons boxed set’s Guide Book Captain’s Companion, Book 1: War Captain’s Kalaman; see the SPELLJAMMER novel, Beyond to Taladas, page 109, for details. Guide, page 20. It is likely that the Smiths’ Coster the Moons, for details. 6. There are many references to smoke and other groups are currently battling rem- It is worth a thought that in the RED STEEL powder firearms and bombards in the nants of the scro and Borka fleet throughout campaign, smoke powder is said to have been SPELLIAMMER campaign. Some important ones the Grinder, if not across all the Known Spheres. discovered in AC 948 by a dwarven family include: SPELLJAMMER boxed set’s Concordance, 9. Magical bombards appear in the War called the Smithy clan. This clan, made up pri- pages 42, 45, and 47; SJR1 Lost Ships, pages 4 Captain’s Companion boxed set’s Book 1: War marily of smiths, invented the arquebus in and 74; The Legend of Spelljammer boxed set’s Captain’s Guide, page 78; “giff guns” appear in 957; the wheel lock pistol was developed by a Captains and Ships, pages 13-15 and the Great SJR1 Lost Ships, page 74; Great Bombards are Smithy and a jeweler named Westron Bombard card; CGR1 The Complete Spacefarer’s detailed in the War Captain’s Companion boxed in 975. (The current year is about AC 1010.) Handbook, pages 57, 62-63, and 88-89; The set’s Book 2: Ship Recognition Manual, page 25, Such rapid technological advancement seems Maelstrom’s Eye (SPELLJAMMER Cloakmaster Cycle, and The Legend of SPELLJAMMER boxed set’s stunning even by our Earth’s standards — Volume 3); and the War Captain’s Companion Captains and Ships, pages 13-15 and Great unless the Smithy clan was merely a front for boxed set: Book 1, pages 67, 72, and 78; and Bombard information card. the Smiths’ Coster, which lent technical Book 2, page 25. 10. Page 13 of FORGOTTEN REALMS Adventures, know-how to local dwarves! 7. Scro are noted to use firearms and explo- the story “Gunne Runner” from Realms of 12. For details, see HR4 A Mighty Fortress, sives in The Maelstrom’s Eye, mentioned above. Magic, and page 93 of the SPELLJAMMER boxed pages 36, 38, 54, 56-61, and 69-70.

DRAGON #232 37 Nomenclature for Table 1 article; HR4’s Elizabethan Earth repre- marauding adventurers. The owner sents the most advanced state of magic must, of course, have a supply of gun- SC: Standard AD&D campaign, and weaponry that will be dealt with powder or smoke powder available, with bullets. allowing only primitive hand-match here, though a hypothetical world with firearms. technology at the level of A.D. 1800 is A good short rule follows: With every allowed for in the weapons tables. magical or nonmagical firearm found in FR: FORGOTTEN REALMS campaign, a treasure hoard, a 33% chance exists after the Time of Troubles in 1358 DR. Magical firearms as treasure (roll 1-2 on 1d6) that a pouch or con- These are almost always made in tainer of smoke powder (or gunpowder, Lantan and have the symbol of Gond In any campaign in which magical stamped on the butt. firearms are present, several things must if allowed) containing 3d6 charges is be considered when depositing such found with it. Another 33% chance SJ: SPELLJAMMER campaign, before, exists (another roll 1-2 on 1d6) that a during, and after the Second Unhuman weapons in treasure hoards. pouch with 2d10 lead bullets is found as War. Many (40%) of these weapons 1. How long have firearms and magi- well. If both powder and bullets come are made and sold by dwarves from cal firearms been present? If they have with a weapon, and the treasure hoard the Smiths’ Coster, though weapons been around for several hundred years, owner can manipulate the firearm, he from many worlds can be found. they are probably regarded as being no different from any other sort of weapon, will use it himself. RS: RED STEEL campaign, after AC and they will turn up in treasure piles just 3. Should the discovery of firearms in 1010 (possibly spilling into the MYSTARA treasures be a chance affair? If firearms campaign at this time). These are usu- like magical swords or wands. If they are are otherwise common, plentiful, and ally (95%) made by dwarves and a fairly recent development, very few if relatively cheap, random rolls placing humans from Cimarron County, often any of them will be found in them in treasures (with some common from the firm of Smithy & Westron. monster-held treasure hoards. Remember sense applied) can be used. A base HR4: Magical Europe during the that even if magical firearms are rare in a campaign, normal firearms are likely to chance of 5% (roll 1 on 1d20) can be Elizabethan Period and Thirty Years turn up in treasure piles with some fre- given for any treasure hoard to contain War, AD 1550-1650. 1-4 firearms, including magical ones, if AR: Magical world with weapons quency, especially if common citizens, the possibility is reasonable. Pacifist pix- technology equal to Earth at the time hunters, and soldiers have access to them. In HR4’s Elizabethan Earth, a drag- ies might ignore huge, bulky, stinky, of the American Revolution, up to AD dangerous firearms, but a dragon might 1800. on’s treasure might contain many dozens of pistols, muskets, gunpowder pouches, have many of them lying around her and bullet bags (most nonmagical) gath- cave with the bones of their former cult planar travel. Gothic Earth, detailed ered from soldiers and would-be users. If firearms are rare, then DM in the RAVENLOFT® Masque of the Red Death dragon-slayers. Along the Savage Coast, should simply place a normal or magical boxed set, has many sorts of advanced the dragon’s hoard might contain only firearm in a logical treasure pile without firearms common to the 1890s, but one nonmagical wheel-lock horse pistol, rolling for the possibility. there is (thankfully) no provision for without smoke powder or bullets. making them magical. An enchanted 2. Can the owner of the treasure Random-roll tables Gatling gun would be a frightening hoard use the firearm? If so, it is very If the DM wishes to use random-roll piece of work, indeed! Gothic Earth’s likely that the owner will keep the tables for magical firearms, Table 1 weaponry lies outside the field of this weapon near for his own use against should be consulted first for each

Table 1: Magical Firearm Types by Campaign

SC FR SJ RS HR4 AR Weapon allowed 1-10 1-4 1 - 1 - Hand match handgunne 11-20 5-8 2 - 2 - Hand match arquebus - 9-12 3-4 - 3-4 - Matchlock arquebus - 13-16 5-6 - 5 - Matchlock caliver - 17-20 7-8 - 6 - Matchlock musket - - 9-11 1-4 7-8 1 Wheel lock arquebus - - 12-16 5-12 9-10 2 Wheel lock belt pistol - - 17-20 13-20 11-12 3 Wheel lock horse pistol - - - - 13-14 4-5 Snaplock belt pistol - - - - 15-17 6-7 Snaplock horse pistol - - - - 18-20 8-9 Snaplock musket - - - - - 10-11 Flintlock belt pistol - - - - - 12 Flintlock blunderbuss - - - - - 13 Flintlock blunderbuss pistol - - - - - 14-15 Flintlock carbine - - - - - 16-17 Flintlock horse pistol - - - - - 18-20

38 AUGUST 1996 weapon. The table is structured to allow A blade may pop out from a con- Table 2: Magical Firearm for differences between campaign cealed spot beneath the barrel, or a sort Powers (roll 1d100) worlds in the types of weapons they of may come with the weapon, have locally available. More or less able to be attached or detached at the 1d100 Power advanced weapons would, of course, be user’s whim. In any event, because the 01-15 Accuracy available if the item came from another weapon is magical, the firearm cannot 16-18 Combined weapon world, brought here by its owner after be damaged when used in normal com- 19-30 Distance traveling by magical gate, teleportation bat unless subjected to damage requiring 31-35 Double-firing spell or device, planar travel, spelljam- the use of Table 29: Item Saving Throws, 36-38 Enchanting mer, etc. A 1d20 roll determines the from the DUNGEON MASTER Guide. 39-45 Enemy detection type of weapon found. (This table may Distance: A firearm of distance has 46-60 Impact be used for determining nonmagical double the range of a normal firearm. 61-65 Infravision weapon types as well.) This doubling applies to the weapon’s 66-74 Missile shield A quick note: There are a few types given short, medium, and long ranges. 75-76 Multiple-firing of firearms not given on the table, like The weapon magically allows the user 77-80 Night attacks the crude blunderbusses from the to see better at longer ranges only if the 81-90 Perfect action Realms. If you want a magical Lantanna weapon is being held and aimed, not if 91-95 Silence blunderbuss, go ahead and make one fired blind or from the hip. 96 Special purpose up, but I’m assuming they are extremely Double-firing: This power allows a 97-99 Speed rare for reasons given earlier. weapon to fire two bullets at the same 00 Roll for extra, different Once Table 1 has been used, the DM time. Both bullets must attack the same power (maximum of two can make the previously suggested rolls target, but they each make a separate extra rolls). to determine if powder and bullets are attack roll. This power cannot be com- present. A 5% chance (1 on 1d20) may bined with multiple-firing. Two nonmagi- also be allowed for a pistol to have cal bullets and powder sufficient for two age done. The damage bonus is cumula- either a storage box or leather belt hol- shots must be loaded before each use. A tive with bonuses from magical bullets. ster with it (50% chance for each). misfire occurs on a roll of 1 on the attack Infravision: This power grants the Muskets requiring stands or braces are roll. Use of any magical bullet with this user infravision out to 60’ in darkness. 50% likely to have them present if weapon damages the bullet and This is especially useful in indoor or found randomly. removes its magical powers upon firing; underground environments, as the night After this, Table 2 is used to deter- a misfire also results on a roll of 1 or 2. attacks power do not work here. mine the magical powers that each Enchanting: The enchanting power Missile shield: A missile shield firearm possesses. Notice that the magi- causes nonmagical bullets to be able to firearm grants its user the use of a cal powers given do not exactly match strike any creature that can be hit only by defensive spell three times per day on those given for other types of missile magical weapons. The bullets do no extra command, at the 12th level of magical weapons, even if the name is similar. For damage and there are no bonuses to power. The user may thus fire at ene- instance, a pistol of accuracy does not attack rolls, but the bullets can effectively mies with some protection from return- have the same powers as a of harm creatures like gargoyles, lycan- ing missile or bullet attacks. Magical accuracy. A firearm may have more thropes, fiends, and the like. Magical bul- missiles or bullets are not necessarily than one enchantment, as allowed for lets are not affected by this gun’s powers guarded against, however. The follow- by the table; if a die-roll selects the same and are treated normally; thus, a bullet ing table is checked when this weapon power twice, the duplicating roll is +1 would not harm a monster affected is found, and only the type of spell indi- ignored and no further rolls are made. only by weapons of +2 power or better. cated can be used. Enemy detection: If held in the Explanation of Table 2 hands, this weapon allows the user to powers 1d10 Power see all hostile beings within a 60-yard 1-2 Blur Accuracy: A firearm of accuracy has a range, even if the beings are invisible, 4-6 Mirror image permanent attack bonus of +1 (roll 1-6 disguised, or hidden. Ethereal, astral, 7-8 Shield on 1d10), +2 (roll 7-9 on 1d10), or +3 and out-of-phase enemies cannot be 9-10 Protection from normal (roll 10 on 1d10). This bonus applies to detected using this weapon. missiles any sort of normal projectile used in the Impact: This power causes bullets weapon, but this bonus does not apply fired from the weapon to do greater than Multiple-firing: This weapon has to damage rolls. This bonus is cumula- usual amounts of damage. This damage been designed to allow for the rapid fir- tive with magical bullet bonuses. bonus is either +1 (roll 1-6 on 1d10), +2 ing of up to six bullets within a single Combined weapon: A firearm with (roll 7-9 on 1d10), or +3 (roll 10 on round, firing one shot with each squeeze this power is constructed so that it also 1d10); the bonus does not apply to of the . Each bullet has normal serves as a secondary , attack rolls. This bonus can be added to chance to hit and damage a foe; the bul- usually either a dagger, axe, short sword, knockdown rolls, but it does not increase lets may be aimed at one or more tar- club, hammer, or mace. The DM should the chances of open-ended damage. gets. The weapon must be loaded with carefully consider the possibilities and Damage rolls are checked for sufficient bullets and powder before- choose which secondary weapon open-ended damage before the damage hand. The maximum number of rounds applies. Historical examples are many, bonus is added; however, the damage the weapon can fire is determined by a but the DM is encouraged to be creative. bonus is then added to each die of dam- roll of 1d4+2: this limit cannot be altered

DRAGON #232 39 for any one weapon, so a “four-shooter” special target it gains a +5 bonus to Nomenclature: Because magical cannot be made into a “six-shooter.” This attack and damage. This power cannot firearms are fairly new in most regions power cannot be combined with dou- be combined with accuracy or impact. and quite rare everywhere, and ble-firing. Magical bullets are so dam- This type of firearm is sometimes called because there are no set types of mag- aged by being fired from this weapon a firearm of slaying, though it doesn’t ical firearms (they are invariably made that they immediately lose all magical automatically kill its targets. This to fit the needs of specific customers), powers and become normal bullets. The weapon’s bonuses are cumulative with magical weapons of this sort are not chances of misfiring are reduced to a roll those of magical bullets. given “generic” names, such as the of 1 on each attack roll, unless a magical Speed: This power reduces the Speed hypothetical flintlock musket of sharp- bullet is used, in which case all misfires factor of the weapon by half, dropping shooting +3 mentioned early on here. are increased to a roll of 1 or 2. all fractions. It also allows the user to fire Instead, the owners of magical Night attacks: A firearm of night in the same round and segment as an firearms tend to give their weapons attacks grants its user the ability to see attacker who has gained surprise over specific names, a habit especially com- as well at night outdoors as during full the user, and to gain the initiative in mon among the spacefaring giff. daylight. This is not the same as having each non-surprise round in which the Names like Joykiller, Annabelle Lee, infravision, but it is far better for firing weapon can be used. It essentially Righteous Fire, Cavemaker, and the purposes and range (unless the user in speeds up the user’s reaction time and Stupendous Flaming Blunderbuss of indoors or in a cave, in which case this hand movements, though it doesn’t Colonel Khathmor the Red, Retired (a power does not work). This power allow the user to run faster, make multi- giff-given name if there ever was one) comes into effect the moment the user ple attacks in a round, etc. are the rule. These names rarely indi- grasps this weapon by its grip, as if cate the true magical powers a firearm keeping it ready for firing. Other magical possesses, and gun owners generally Perfect action: This power automati- firearms powers aren’t foolish enough to reveal their cally cleans out the barrel after every shot Weapons developed for use in the weapons' secrets to anyone who asks. and eliminates all chances of disastrous SPELLJAMMER campaign are the most Magical firearms are not mass-pro- misfires. This is one of the most popular likely ones to have unusual powers. The duced, so no standard procedures exist magical powers found with firearms. DM can pick and choose unique powers for their creation, and each new-found Silence: This weapon makes as appropriate to the campaign, borrow- weapon must be carefully tested to absolutely no sound when fired, though ing from spell lists and existing magical find its true value and potential. the bullet will make a sound if it passes items. Defensive powers (e.g., protection a bystander or strikes a target. This from evil) allow the firearm’s user to fire power is regarded as the mark of an openly or confront certain opponents for to the campaign as desired, but keep assassin, spy, or other criminal, though it brief periods without harm, and detec- them rare and of reasonable power. Note still has some quiet popularity. tion powers (e.g., detect undead) allow that some magical firearms destroy mag- Special purpose: The firearm has a the user to find appropriate targets. The ical bullets on firing. No magical bullet special purpose. It has been designed to DM should carefully consider powers can be used more than once, as the bul- do extra damage to a particular type of and drop those that are better placed on let is destroyed on impact. There are being or creature; the DM must deter- rings or amulets (e.g., protection +1 or rumors, however, of cursed magical bul- mine what sort of being must be target- regeneration, which are best used on a lets that return to the firer and strike him ed (e.g., reptiles, undead, wizards, lycan- continual basis, not just when the in the back (let the finder beware). thropes, avians, great cats, dragons). firearm is held) or have wide areas of The firearm has a normal bonus of +1 to effect that would irrelevant to a gunner Magical powder attack and damage rolls, but against its who might operate alone or among ene- Noiseless smoke powder has been mies (e.g., protection +2, 10 foot radius). developed, but is rare since weapons can themselves be made silent by Magical bullets magic. A cursed form of smoke powder Several types of magical bullets are is also known that immediately causes known to exist, but these are quite rare. an explosive misfire when used. The Most normal bullets are small lead, steel, explosion does 6d6 hp damage to the AD&D® Game or iron balls, very cheap and easy to user and 2d6 hp damage to anyone Brain Buster make in almost any culture; magical within 10’; a saving throw vs. death alterations are usually made to weapons, magic is allowed for bystanders for half After his torch was extinguished not ammunition. Batches of 3-30 bullets damage, but not for the weapon user, by a sudden rush of air, Lord Jupe fol- +1 are the most common magical pro- who takes the full rolled damage. lowed several bobbing lights into a jectile, though some wizards have creat- mass of spider webs. Ranger Jasmine, ed explosive bullets (doing up to 6d6 hp running for help, suddenly collapsed, damage on impact, without open-ended choking. What deadly creature or damage rolls), poisonous bullets (saving creatures is the party most likely to throw vs. poison required on impact, with Roger E. Moore is currently hard at work encounter next? varying bonuses or penalties), and illumi- on another article for DRAGON® Magazine. nation bullets that burst into light when At least, he had better be, if he knows what’s they strike a target or reach a certain alti- good for him. tude. The DM should add magical bullets

40 AUGUST 1996

Terror in the dark

y name is Anna. I am alone in my bedroom, once again. I spend much of my time here, lying in bed, thinking, and wishing. I wish I could be up and about, like other chil- dren, but Father says I must stay in bed. My fever is high again. He worries so. I wish I could go visiting again, but I’m not sure exactly how to go about it. It just happens. I can’t really control how, or when, it happens, but I wish it would happen now. Sometimes it gets so lonely. Father doesn’t believe that I go visit- ing at all. Neither does the doctor who by Johnathan M. Richards comes to see me. I heard them talking about it once, when they thought I was illustrated by Lorelle Ahlstrom sleeping, and they said things like “fever dream” and “delirium.” Besides, Father doesn’t know it, but I visited him once, the time I visited a little boy who lived visiting, I never know exactly where it is so I know what he really thinks. far away in the cold. He had a house I’ve just been. Like the little boy who He worries about me. An awful lot. that was made out of ice! And even lives in the cold place. I can still remem- He’s afraid that I’ll die, like Mama, and though he was littler than me, his father ber him and what it looks like where he then he’ll be all alone. had made him a spear of his very own, lives, but I have no idea where that is, I feel sorry for Father. He spends so and he was learning how to hunt! what direction, or anything. The same much of his time being very sad, and he Once, I even visited a monster. thing was true when I visited the mon- puts so much effort into being brave in I still get goosebumps thinking about ster. I don’t know where I went to go visit front of me. I wish I could tell him that I it, even though it was months ago. I’ve him or how far away he was from me, know exactly what he’s feeling. I mean never visited it again since. But I think because it’s almost like it doesn’t take tell him and have him really believe me, about it, and sometimes it gives me any time at all to get to where I’m visit- because it’s true. I do know, I’ve been nightmares. ing. Just whoosh and I’m there. right there in his head, and I know how It started out the way it always does. Usually, when I get to where I’m visit- terribly sad he feels. But he’d think I was I was in bed, with a fever, and I was kind ing, I see right away out of the person’s only trying to comfort him, and he of asleep and kind of not. It’s sort of like eyes and can “hear” what they’re think- thinks that’s his job, to comfort me. And having a dream but being awake at the ing. It wasn’t that way when I visited the I can’t tell him about my visiting him, same time and knowing that it isn’t a monster. because he doesn’t believe in that. dream. It’s hard to explain. I was in bed, First of all, it was very confusing. It But it’s true. and I was floating in my room, looking wasn’t at all like visiting a person, or I’ve visited many different people. down at my own body in the bed, and I even anything like a person (I visited an Some of them, like Mrs. Chandler in the knew I was going to go visiting. once, and he was pretty much like a village, I know. I visited her when she I didn’t know who I was going to visit, regular person). My body felt strange. I was helping a calf be born. Some of because I never do. I never know where didn’t have any arms or legs, just lots of them are people I don’t even know, like I am going, either. Even when I’m done little wiggly toes under my body.1 My

1. Contrary to popular belief (and many an Underneath the roper's body are its many ropers AC0, but it also prevents the roper’s artist's depiction), the standard roper does not cilia-like appendages. These provide the roper body heat from being detected by infravision. have tentacles waving around in all directions. with its limited movement rate and are able to Furthermore, it is a good insulator, causing the Rather, it has a series of six sticky strands, three excrete the same sticky substance found on the roper to suffer only half-damage from cold- on each side, that it normally keeps within its ropers web-like strands. This anchors the roper based attacks. On the other hand, ropers are body cavity. However, these strands can be when it drags large prey toward itself and also unusually vulnerable to fire, saving at -4 extended at great speeds to capture prey. Once allows it to climb walls and hang from ceilings. against fire-based attacks. “fired,” the strands cannot be manipulated by To further their camouflage abilities, ropers the roper, other than by being drawn back into 2. Ropers have a rough surface exterior, are also extremely malleable beings, able to the roper's body, dragging prey to the creature. similar to rock in both appearance and texture. squeeze their bodies into a variety of shapes On the other hand, the storoper, or “stone They are able to alter the color of their skin that help them to blend in with their environ- roper,” does have 20’-long tentacles which it (which is normally a yellowish-tinted grey) in ment. They can easily be mistaken for a sta- keeps extended from its body at all times, and order to blend in with the rock surrounding lagmite or a stalactite. By compressing its body this no doubt adds to the confusion. them. Their tough outer skin not only gives down, a roper can assume a boulder-like

DRAGON #232 43 skin was hard on the outside, but kind thing. When I visit somebody, I always up ahead, and turned its body (I can’t of squishy on the inside, like it could be see what they see and hear what they really say it turned its head, but it did squashed into all kinds of different hear, and I even know what they think. kind of twist just the top part of its body) shapes, like clay.2 And I had only one That’s how I know how frightened to concentrate on what was coming. eye, in the middle of my forehead, but I Father is for me. But the monster was To my surprise, it was an elf! I’m not didn’t have a forehead. I didn’t have a just sitting there.5 sure what an elf was doing down there head, either. My “face” was at the top of So far, I wasn’t scared. The monster in a monster cave, but it was a strange my body, but all I had on it was one eye was weird to visit, but it hadn’t done any- elf anyway. His skin was black, like no elf and a huge mouth with sharp teeth. thing scary. In fact, it hadn’t done much I’ve ever seen. He ran like something There were ears, too, but they were tiny, at all except just sit. I started to get was chasing him, because he kept look- and you probably wouldn’t be able to bored, being in a sleeping monster. I ing back over his shoulder. He wasn’t see them.3 started poking around in its head, look- paying attention to where he was going. Once I had gotten settled into the ing at its memories. Which was too bad, because the mon- monster’s body, I started to take a look The monster was really strange! ster got him. around and tried to figure out where I When it was born, it looked just like a lit- That was the beginning of the scary was. It was underground, that was for tle rock. Well, not a really little one, but part. The monster let out a really loud sure, because I was in this big cave, with little compared to the full-grown mon- scream, which I could hear just fine, but all kinds of tunnels coming into it and ster. For the first six weeks of its life, all the elf didn’t even seem to notice it. going out of it. It was dark in the cave, the monster did was sit there, absorbing Then, the monster shot a big gooey I’m sure, because there weren’t any some kind of energy from the ground rope from its body at the elf, and it hit lamps or fires or anything. That was the below it.6 It grew a little bit each day, but him right on his chest.7 weird thing: I could see just fine, like it it never moved. Then, one day, it just That got the elf’s attention, because was only twilight.4 kind of popped up, fully grown. almost as soon as the rope hit the elf, I think the monster was sleeping or I was just starting to go through the the monster started reeling him in like a something, because even though it had monster’s early memories and hadn’t fisherman reels in a fish. It was a weird its eye open, it wasn’t really paying really found anything that exciting when sensation for me, because I could feel attention to anything or thinking of any- the monster “woke up.” It felt movement movement inside the monster’s body shape or fully flatten itself out so that it looks depth of the Underdark), the immature roper potential roper victim masks it from the roper's like a mere lump on the cavern floor. Due to absorbs the magical emanations of the echolocation sense. In this case, the roper is this camouflage ability, a roper encountered in Underdark, which allow it to grow and are also aware of an area of silence, but since its ultra- an underground setting causes its opponents responsible for some of its magical abilities — sonic screech cannot penetrate the radius of to have a penalty of -2 on their surprise rolls. primarily, its Strength-draining strands and its the spell, it must rely only on its monocular high (80%) magic resistance. vision in order to target any creatures in the 3. A roper has no sense of smell. A very lim- As the roper’s magic resistance is derived spell’s area of effect. In this case, the roper is at ited sense of touch is confined mostly to its from the energy it absorbs from the Underdark, -2 to hit due to its lack of depth perception. A cilia, to aid it in moving around. The roper's DMs might wish to rule that roper seeds that deafness spell has the same effect, but this spell thick skin does not permit much feeling to pen- develop close to the surface (where the magi- must be cast directly on the roper — and make etrate. In fact, it is theoretically possible to cal emanations are weaker) end up with a it past the creature’s magic resistance. sneak up on a roper from behind and knock it lower magic resistance — anywhere from lightly on the back of its “head” without the 10-60%. In any case, once a roper “hatches,” 8. The roper can fire only one strand per roper being aware of the transgression. To its magic resistance is fixed and does not fluc- round, at a range of 20’-50’, but once it hits, date, however, no one has been found willing tuate if it moves deeper into the Underdark or the captured prey is drawn 10’ closer to the to put this theory to the test. closer to the surface world. roper each round thereafter, as the strand is pulled back into the roper’s body cavity. The 4. The roper has infravision capabilities to a 7. Like the bat, the roper uses echolocation drawing in of prey is automatic; thus a roper range of 60’. to find its prey. Since the roper has only one need not concentrate on reeling in a strand, eye, it has a lack of depth perception. This and is free to fire additional strands in subse- 5. Ropers don’t so much sleep as go into a would ordinarily cause it to be a poor shot quent rounds. Each strand can pull up to 750 light trance. While in such a state, they are when trying to “rope” prey. However, by send- Ibs. and, due to the roper’s magical nature, aware of their surroundings and can readily ing out an ultrasonic pulse and hearing the temporarily (for 2d4 turns) drains one-half of return to a fully-alert state if necessary (if poten- echo, it is able to sense its surroundings with the victim’s Strength unless a saving throw vs. tial prey or a threat to it approaches). The trance great accuracy. In fact, a roper can use its poison is made. The Strength loss begins 1d3 is a way of preserving energy, much like hiber- echolocation ability to target prey even in con- rounds after the strand’s adhesion to the vic- nation, although the trance seldom lasts longer ditions of absolute darkness. It can likewise tim. Multiple strand attacks are possible against than a day or two. Since the roper can see only sense invisible creatures without penalty; a single victim, and in such cases the effects of what is directly in front of it during its trance, it however, the roper uses its echolocation only the Strength drain are cumulative. For the pur- usually positions itself in a corner or flattens when actively hunting prey. While it would still poses of roper attacks, treat warriors with itself on the wall or ceiling of a cavern, where it be able to “see” a wizard it was fighting after exceptional Strength (18/01 to 18/00) as hav- is less likely to be approached undetected. the wizard cast an invisibility spell on himself, it ing a Strength of 18, and round all fractions would not be able to detect an invisible char- down. 6. Ropers reproduce asexually. A roper acter walking past it down a dungeon corridor To escape a roper's strand, the victim must “seed” is dropped off from the parent's body, unless it was actively hunting at the time. The either make a successful Open Doors roll or and this “seed” looks exactly like a large rock range of a roper’s echolocation is 60. cause at least 6 hp damage in a single stroke (probably for protection, since an immature Since echolocation is a hearing-based with an edged weapon. The strand is AC0, and roper has no means of attack, and its main sense, it can effectively be negated by the suc- damage to the strand causes no hit point loss source of sensory input, its single eye, is buried cessful casting of a silence 15’ radius spell. Note to the roper. Severed strands grow back in the in the creature’s interior, until it “hatches” as a that with the roper's 80% magic resistance, the course of a week. fully-grown roper). Over the next 2d4 weeks use of any spell on a roper is usually doomed Ropers have been known to use their (depending on the size of the “seed” and the to failure, but a silence 15’ radius spell cast on a strands in an unusual fashion: by firing several

44 AUGUST 1996 where the gooey rope came from, I remembered it had made the same almost like a snake squirming around.8 noise right before it attacked the first elf. The elf grabbed a knife from his belt, Another sticky rope shot out from the and started hacking at the rope, but he monster, and hit one of the new elves in wasn’t strong enough, because he was the arm. He dropped his sword when getting closer and closer, until he was the monster tugged him closer, and the close enough for the monster to open other one jumped forward to try to cut up really wide and bite the elf. It was the rope. The lady elf backed up and horrible, because the monster’s mouth started doing some magic, which I was was so big that he fit the elf’s whole glad to see, because maybe they could head, neck, and shoulders into it before kill the monster. Then I got scared, he bit down. The elf wiggled a little bit, because I didn’t know what would hap- then was still. I knew he was dead. pen to me if I was still visiting the mon- I was very scared, and I wanted noth- ster when it died. ing more than to return to my own The monster only had one eye, and it room, to my own body, but I couldn’t. I was concentrating on the two elves, but was trapped in the monster's body, and out of the corner of its vision I could see I couldn’t get out. I couldn’t even close the lady elf vanish from sight. I never my eyes or look away. So I sat there and had gotten to see anyone turn invisible watched the elf get eaten, body, clothes, before. and all.9 By the time I turned my attention back Once the elf was in the monster’s at what the monster was doing, it was stomach, it went back to its nap, or what- too late for the elves. The first one had ever it was. It didn’t get to stay that way shot a little arrow at the monster, but it very long, because there was more noise bounced right off of its skin without hurt- coming down from the passageway. It ing it at all. The second elf, while trying to was three more elves, dressed the same cut the rope from his friend, got tangled as the first one, and with the same dark up in two ropes of his own and was skin. Two of them had swords in their dragged closer too. The first elf got close hands and funny little bows and arrows enough for the monster to bite him, and strapped to their arms. The other was a it did. It felt like the elf’s whole head lady elf with long, white hair. They came came off in the monster's mouth, but running into the cavern, and it seemed then he let go, and let the elf’s body fall like they were chasing the first elf. That to the ground.10 The second elf was made me feel a little better, because screaming out as he struggled to free maybe the first elf was bad or some- himself with his sword. I think he was thing and these three were trying to put probably calling for help from the lady him in jail. Anyway, at the time, I hoped elf, but I guess he didn’t know she was that was the case, because I felt so bad invisible and maybe thought she had run about the monster killing him. away. In any case, it didn’t do any good, The three new elves came along the because even though he finally cut one same way, toward the monster, and I rope off of him, the other one dragged wished that I could call out a warning. him in until he was close enough for the Then I got a shock, because right as I monster to bite him to death too. was yelling in my head, the monster Once both of the elves were dead, gave a loud shriek. I thought I might the monster sucked its sticky ropes back have made it make that noise, but then into its body and started making those strands on the cavern ceiling overhead, then chance of it swallowing creatures whole in releasing the adhesive cilia keeping them in combat. Instead, it uses its bite to kill the victim, place and “reeling in” their strands, they can pull and then goes through the process of getting themselves up to the ceiling at a remarkable the meal into its mouth. Some ropers have speed, much quicker than if they had walked been known to clamp down on an opponent up the surface of the cavern wall with their cilia. and then shake it back and forth while Such maneuvers are rare and are usually per- clenched it its jaws, causing an additional 5d4 formed when speed is of the essence (such as hp damage each round until the victim is dead. to avoid a lava flow or a black pudding). 10. A roper can digest only one creature of 9. As a fully-grown roper can stand 9’ tall, it size M at a time, but this won’t stop it from can swallow creatures of up to medium size. attacking additional prey if opportunity pre- Lacking hands or arms (the strands are good sents itself. In such an instance, the roper only at dragging objects closer, like a winch), attacks and kills its prey, then lets it sit in a the roper swallows creatures whole if possible. heap while it digests its current meal. The The process of swallowing any creature larger digestion of a medium-sized creature can take than size S, however, takes some manipulation up to a full day, after which time the roper on the roper’s part; as a result, there is no swallows its next kill. A roper with a grisly

DRAGON #232 45 high-pitched shrieks again. I’m sure the all! But by chasing her, it was making of its cave and started eating people.14 lady elf couldn’t hear them, but I bet she her back up away from it, to stay out of That was the scariest visit I ever went was surprised when the monster turned range of its sticky ropes. Unfortunately on. I was afraid of visiting for a long its “head” to look straight at her. The for the elf, it was also making her back time after that, afraid that I’d end up in monster kept shrieking, over and over, up into the range of another of the mon- another monster and see other people and then it started moving toward her sters, and she didn’t realize it until a get killed. As usual I didn’t have any on its little crawly-feet. sticky rope hit her square in the back. choice in the matter. Two weeks after I couldn’t see her, but I “knew” she She screamed and fell to the ground the monster visit, I ended up visiting an was there. The monster knew where she and kept on screaming.11 The monster I old lady who lived in a big castle, and was from the noises it made. I wish it was visiting turned away and moved she was nice. A few days after that I vis- was more like sight, though, because I back to where it was before, by the two ited the boy who lives in the ice house would have liked to have seen her face dead elves, so I didn’t have to see the elf again. I haven’t visited any monsters when she saw the monster coming after lady get eaten. It didn’t take very long since. Just that one. her. She must have been scared to know before her screaming stopped.12 For that matter, I haven’t visited any- it could kind of see her, even though she Once the monster got back into posi- one for a long time now. My fever's was invisible. tion, it went back into its trance, seem- higher than its been in a long time, and She was pretty smart, turning invisible ingly just happy to sit there. Every once it seems even harder to sit up in bed and and all, and I think she must have seen in a while its stomach would make a look out of my window. The medicine one of these kinds of monsters before, funny noise, and there would be a bub- from the doctor doesn’t seem to be because she was careful to stay far bly sensation from deep within.13 The helping. Father is very worried. enough away that the monster couldn’t monster stayed like that for the rest of It’s been so long, but I think, very hit her with one of its sticky ropes. At the my visit, which fortunately didn’t last soon, I’ll be going on another visit. Only same time, chasing the elf lady didn’t much longer. Then it was whoosh, and I this time, I don’t think I’ll be coming seem like such a smart idea to me. The was back in my own bedroom, in my back. Father will be sad, and I will miss monster moved much slower than she own body, and I cried and cried because him. But I think, before too long . . . did, so there wasn’t much of a chance to of what I had seen. Father came in to . . . I’ll be going to visit Mama. catch her. Why did it need to catch her comfort me, telling me that it was just a when there were still two dead elves it bad dream, but I knew that it wasn’t. He left behind that it could eat? Then, when felt my head and said I was burning up, I started peeking into the monster's and he got me some more of my medi- thoughts, I saw what it was up to. cine. I tried to sleep afterward, but I was Johnathan M. Richards is an Air Force I tried calling out a warning, but that too frightened. I kept thinking of the officer currently stationed in California. His was no good, since I was just visiting. monster and scared myself thinking work has appeared in both DRAGON® The monster wasn’t trying to eat her at about what it would be like if it came out Magazine and DUNGEON® Adventures.

“future meal” waiting at the base of its body is 13. The roper’s digestive processes are sticky glue coating its cilia and strands (the less likely to cause surprise to opponents; DMs nothing short of incredible. Its powerful stom- glue itself sells for about 8 gp per ounce, or 25 might wish to limit the surprise penalty to -1, ach acids are able to digest almost anything, gp per gland, of which the roper has a total of or do away with it altogether. from the softest flesh to the hardest metal. Two four) and the eye, which is considered a deli- notable exceptions to this are platinum and cacy among certain humanoid races (prices 11. elves have a healthy respect for the gemstones, which the roper is unable to digest. vary). Roper glue is a valuable component roper, recognizing it as a power to be feared in For this reason, these substances are often used in the preparation of sovereign glue. the Underdark. No doubt it is for this reason that found undigested inside a roper’s stomach the yochlol, or “handmaiden of Lolth,” adopts a (3d6 platinum pieces, and a 35% chance of 14. Fortunately for surface-dwelling people, form similar to that of a roper when appearing holding 5d4 gems). However, they are put to ropers prefer an underground existence. They before the drow on the Prime Material Plane. good use, grinding up the roper's meal much leave the Underdark for the surface world only like the stones swallowed by some birds for if prey becomes too scarce, and then only at 12. As solitary creatures, ropers rarely coop- the same reason. night, for they find bright light uncomfortable; erate with each other and are usually found The stomach acid from a slain roper is however, lest any spellcasters get any smart together only in areas where the hunting is worth about 4 gp per ounce to an alchemist. A ideas, a continual Iight spell cast on a roper's good, but their high intelligence and evil cun- full-grown roper can supply 80-120 ounces of eye makes for a poor weapon, as the creature ning can make them extremely dangerous the acid, but it must be carefully harvested and can rely on its echolocation to target prey with- adversaries when they work together. stored only in platinum vials. Other roper by- out using sight at all. products include the glands that produce the Walls Continued from page 27 match the number below or better to throw roll of 2, and thus an amount of remain undamaged by the battering packed earth flies apart in all directions anyone within 50’ of where it finally ram. A failed saving throw indicates that equal to (5 - 2 = 3) cubic feet. strikes must make a saving throw vs. a number of cubic feet of the material is breath weapon or be deafened and broken apart/destroyed/breached equal stunned for 1-2 rounds. to the amount the roll was missed by. Steve Berman spends most of the year in Table 1 in this article is based on For example, a mage uses a thunder- New Jersey waiting for the autumn season Table 52, Structural Saving Throws, strike rod on an earthen embankment. when he can attend the local Renaissance found in the DMG. The structure must The defenders make an abysmal saving faires. He has yet to lay seige to any castles.

46 AUGUST 1996

DRAGON #232 49 50 AUGUST 1996 DRAGON #232 51

spring to your defense. But suppose bent on saving the world nor so self-cen- you’re halfway between, caught on the tered as merely to ignore the chaos flow- twilight border of life and un-death? If ing in his wake. that’s the case, then best look out, One result of the expert juggling is because neither the powers of the living that the novel’s multi-twist ending nor the dead will rest until you’re per- should genuinely surprise many if not manently out of their way. most readers. One Foot in the Grave It’s good to see Wm. Mark Simmons owes debts to a variety of formula fic- writing again, and One Foot in the Grave tion, but its climax and resolution follow is as energetic an adventure as his earlier no logic but their own. For a further works. Being half-alive and half-vampire wonder, it looks to be entirely self-con- is just the beginning of Chris Csjethe’s tained—while there’s theoretically room © 1996 John C. Bunnell problems. At least two different sets of for a sequel, there’s a sense of finality to vampires are out for his blood, he’s in the conclusion that is all too often miss- demand both as scientific anomaly and ing from this sort of book. Readers have sex object, and it’s beginning to look as if good reason to thank Baen Books for the deaths a year ago of his wife and luring Wm. Mark Simmons out of the lit- child are somehow tied to his current erary woodwork, and they should hope predicament. In order to find out for sure, that his next novel doesn’t take as long though, Chris must first survive the to appear as this one has. machinations of two of the deadliest supernatural foes in all history. Shade and Shadow As usual, Simmons rarely lets the Francine G. Woodbury pace drop below a brisk gallop. There Del Rey $4.99 are chase scenes and firefights in ample supply, into which Simmons drops an When I first noticed Shade and ingenious working-out of vampiric pow- Shadow in a local bookstore, I nearly ers and vulnerabilities that pays homage asked the clerk, “Hey, doesn’t this to all manner of classic monster lore, belong in mystery? It says these two including no few grand old B-movies Oxford professors are arguing over com- (and not necessarily the ones you’d puter research — one’s murdered, one’s expect). The plot unfolds like an origami a suspect. Office politics, jealousy and sculpture designed by M. C. Escher, but betrayal, magic... Magic?” Then I read the cast is a mix of seemingly normal the back cover copy again. And while folks crossed with every movie-genre Francine G. Woodbury’s first novel really subculture you can think of. is a traditional English murder mystery, it A definite air of the mischievous runs also proves to be a tale of sophisticated through much of the logic, supernatural spellcraft and sorcerous theory. and otherwise, and the sheer variety of Woodbury’s version of reality is in beings and creatures encountered sug- most respects quite like our own, com- gests an amiable tip of the satirist’s hat to plete with Mickey Mouse wristwatches White Wolf’s World of Darkness* game and Microsoft software. The difference is One Foot in the Grave milieu. But though Simmons maintains a that in the world of Shade and Shadow, hint of wryness to the tale throughout, he magic is a science like any other, whose Wm. Mark Simmons never lets the humor get out of control building blocks are mathematics and Baen $5.99 and take over the story, Bureau 13- fash- alchemical lore and lost Etruscan runes ion. Chris and his sometimes unlikely, of power. Raoul Smythe is a young assis- You’re a vampire down on your luck? often reluctant allies aren’t caricatures; tant professor in Oxford University’s Not to worry; a clan or an enclave they are, for the most part, complex char- College of Magic, generally acknowl- somewhere is bound to take you in. acters whose motives and goals edged to be tremendously gifted and You’re a human with the hosts of the Simmons develops with startling insight equally eccentric. In our world he’d be a undead on your tail? No problem; vam- and compassion. Chris in particular is a computer nerd — he’s never discovered pire hunters are sure to turn up and memorable, unusual protagonist, neither girls, wears jeans under the academically

DRAGON #232 55 her magical system and of the English setting. But if the book isn’t an adven- ture tale, neither is it a travelogue; where the novel really stands out is in its characterization. Raoul emerges as an engaging if occasionally inept protago- nist, comfortable with his nonconformist status yet not quite willing to fully retreat into a hermit’s role. And those around him are likewise intriguing, non- cardboard characters who wander in and out of Raoul’s life while leading lives of their own. Woodbury does provide enough of the underlying logic that one can get a fair handle on what her magic can and can’t do. It’s an intriguing, potentially interesting system, and the one major trouble with it is that its existence has changed the novel’s modern civilization remarkably little as compared to the one we know. You’d think that as reliable, ancient, and well-codified a discipline as Raoul studies would have radically changed the march of history, but not so sized East Coast high school. But there’s here. Practical sorcery seems confined more going on than that; in Brazil, to setting wards on one’s luggage and another company is setting up an aero- guarding one’s car against getting into space operation. What’s the connection? required scholar’s robes, and lives by accidents. (Then again, there’s a Both firms are tendrils of a multi-nation- himself in a huge county mansion. His sequence where Raoul dramatically dis- al business empire controlled by solitary future, however, is uncertain; depart- covers the trouble with trying to cast heiress Mariesa Van Huyten, and ment head and fellow magician Arthur spells under combat conditions — per- Mariesa has a dream that will take years Mowatt utterly disapproves of Raoul’s fectly illustrating a point AD&D® game to realize and involve a host of separate choice of research subjects, a theoretical referees have been trying to drive home and mostly secret efforts by various units area that could revolutionize spellcasting for decades.) of the Van Huyten conglomerate. processes. So when Mowatt unexpect- If one overlooks that one logical What precisely is the dream? edly turns up dead after a departmental implausibility, though, Shade and Humanity, Mariesa believes, needs to party where the two had a loud dis- Shadow is a well-written if rather odd return to space and establish a strong agreement, Raoul finds himself in the and quiet tale. It's clearly not for every- presence there. But though Firestar proverbial hot water. one, but those with a taste for its spans eight years of time and follows a What ensues is, in fact, more mystery slightly scholarly, understated atmos- sharply varied cast of characters — a bit- than fantasy; while Raoul’s amateur phere should find Woodbury’s debut a ter young poet, a once-retired astronaut, hunt for the true killer does involve a pleasant and rewarding one. a teacher pulled into Mariesa’s orbit, and certain amount of magical effort, the more — it only chronicles the first phase spellcraft here is largely window-dress- Firestar of the dream’s fulfillment. There are, the ing, not integral to the working-out of Michael Flynn jacket promises, more books to come, the puzzle or to the commission of the Tor $27.95 although the present novel is reason- crime. Thus Woodbuy isn’t, for exam- ably complete in itself. ple, following in the footsteps of Randall At a time when hard-nosed military Flynn stage-manages his epic with Garrett’s classic “Lord Darcy” fantasy SF is dominating the sales charts, full of the same crisp assurance he ascribes to whodunits. Instead, the magic serves tactical insight and flying shrapnel, Mariesa’s oversight of her far-flung cor- mostly to give color to the story, much Firestar is a welcome step in quite a dif- porate realm, and he makes everything as a Tony Hillerman novel gains texture ferent yet utterly traditional direction. sound utterly logical and convincing, from its Southwestern setting and Native Michael Flynn takes science fiction back from the teaching strategies to the American lore, or a Tom Clancy thriller to its roots in a sweeping epic that com- spacecraft designs. Nor is he so starry- builds drama by incorporating authen- bines high drama, cutting-edge technol- eyed an optimist as to assume that tic-sounding military and political data. ogy, and visionary leadership, and does everything will fall neatly into place This ought not, or at least not neces- it with a vigorous enthusiasm whose like given a protagonist with sufficient sarily, to be considered a flaw. While it hasn’t been seen in a long time. vision; there’s government resistance, means that those looking for a more The time is, almost literally, tomorrow opposition from a conservative environ- typical adventure yarn are liable to find — after a page or two of prologue, the mental group, and an uncertain and dif- the book slow going, Woodbury does a story opens in 1999, when a private firm ficult romance. More, not everyone skillful job of sketching in details both of is taking over the operation of a good- takes kindly to Mariesa’s well-intended

56 AUGUST 1996 manipulations; in particular, the poet Styx (whose verse Flynn aptly casts as a sort of punk-Kipling) proves more of a wild card than anyone expects. “Starry-eyed,” though, isn’t a bad description of the novel’s vision, and Flynn makes that vision seem utterly right — right enough that many readers are likely to buy into it lock, stock, and starship without noticing which parts of the plan don’t necessarily mesh with their personal views of real-world poli- tics. The school-privatizing scheme, for instance, works far more effectively in the book than most such proposals have so far promised to do in reality. But politics aside, what Flynn has managed is to re-create the old fashioned “sense of wonder” that defined the original wave of space-exploration SF of a gen- eration or two earlier. That’s a rare and impressive achieve- ment, and one that makes Firestar an important and powerful novel. One of science fiction’s defining characteristics used to be the idea that SF itself ought to be part of humanity’s roadmap toward the stars. That proposition has been less realistic, providing a crisp contrast to the and less true in recent years, but Firestar fairy magic, Nye’s evocation of street goes a long way toward putting SF back gangs and marginal families is curiously on track toward that goal. subdued, as if executed in pastel car- toon tones as opposed to bright, vivid The Magic Touch colors. Nor does it help that protagonist Jody Lynn Nye Ray takes all of about twenty pages to Warner Aspect $5.99 buy completely into the fairy-godmother philosophy, rapidly becoming much too The trouble with The Magic Touch good to be true. It’s easy to tell that Nye isn’t that it's badly written; on the con- is in trouble when the most complex tray, Jody Lynn Nye delivers readable character in the book is one of Ray’s prose and mellow, pleasant characters gang-member friends who’s at best the in her latest novel. The trouble is that its fourth or fifth banana, and a pawn of basic premises are too familiar, and the real villains of the piece. Nye’s execution simply doesn’t compare The combination of rose-colored real- to that of the works and writers whose ism and cartoon tone might still have territory she’s sharing. worked — if only Nye’s humor weren’t We’ve seen the “fairy godmothers are just as bland as her street-wisdom. But real” idea done quite recently by where the novel’s plot borrows from Elizabeth Scarborough, in The Godmother Elizabeth Scarborough, the comedy ele- and The Godmother's Apprentice. That’s ments come across as weak photo- the cornerstone of Nye’s novel as well, copies of the much sharper, more over- with Nye setting her tale in Chicago the-top humor of some of Esther rather than Scarborough’s Seattle or Friesner’s work. Where Friesner’s Ireland. Like Scarborough, Nye postu- Wishing Season gives the reader inge- lates an old, established organization niously clever genies and bright, dra- that oversees godmotherly activity. And matic magic, the evil genies (or djinn; as in the Scarborough novels, the basic Nye is oddly inconsistent about the story involves a full godmotherly mentor spelling) of The Magic Touch are about (in this case, Jewish matron Rose as smart and exciting as the Three Feinstein) and a young apprentice in Stooges on a bad day. And where need of training (Ray Crandall, fresh out Friesner’s Gnome Man's Land and its of high school). sequels give a thorough, colorful por- But where Scarborough’s portrayals trayal of the complications of many dif- of poverty-line culture are sharp and ferent sorts of magical beings wrestling

DRAGON #232 57 over turf wars in the shadow of modern and if she can gather the proper magical contributors the likes of Jane Yolen, metro-culture, Nye again mutes her tale and temporal support, only she may be Lawrence Watt-Evans, and Janni Lee into a minor union squabble that only able to set events back on a course that Simner, these collections are drawing on escalates very late in the game, and will allow Tielmark to survive. some of the brightest talent in fantasy, then briefly. Reimann has created a convincing and this time the series shifts its empha- Again, its not that Nye is inherently a detailed landscape for her tale, with well- sis slightly, focusing less on dark-and- poor writer. There are good moments in developed roles for priest and deity, scary tales and more on the purely the book, and it's entertaining enough witch and prince alike. Her characters are wondrous. while one is reading it. It’s simply that both satisfyingly human yet larger than The Magic Touch relies far too much on life when appropriate; one particular The Forgotten Realms have also been the sheer novelty of its premise for its standout is the smoothly dangerous lively in recent months. Elaine dramatic impact, and when that novelty Bissanty sorcerer lssachar Dan, master Cunningham’s second chronicle of Liriel disappears, most of the books vigor among other things of a small flock of Baenre is Tangled Webs (TSR, $19.99), vanishes with it. The moral for readers? giant metallic eagles. And she has a sure and it’s a startling adventure that takes That it isn’t enough to come up with a hand for wilderness journeys; one can the young drow mage on a pirate voy- clever idea for a story or a game cam- feel the tangle of underbrush or the age and a visit to a cold, remote under- paign — it's how the idea is used that roughness of a sheer cliff face right along water empire. Cunningham remains one counts. with Gaultry as she hurries back and of TSR’s best and most polished story- forth across Tielmark in search of aid. tellers, and weaves skillfully in and out Wind from a Foreign Sky The one awkward slip is a throwaway of familiar Realms history while adding Katya Reimann reference to the month of January, as the her own contributions. Another of these Tor $23.95 ordinary Roman calendar seems wildly is a thoughtful tale of Liriel’s youth, one out of place in this wholly invented of five in Realms of the Underdark (TSR, Fantasy’s vast and increasing popu- landscape. $5.99), which collects several smoothly larity has caused it to subdivide into a But while Wind from a Foreign Sky is executed adventures set in the deep multitude of sub-genres — humorous a thoroughly straightforward and well- caverns under Faerun. Ed Greenwood’s swashbucklers and urbane mannerist executed heroic fantasy that definitely entry in the volume, “A Slow Day in tales, stories of urban faerie and elabo- follows in the footsteps of Robert Jordan Skullport” is a wryly amusing yarn that is rate family sagas. Oddly enough, that’s and Terry Brooks, its narrative voice is chock-full of lurking wizards and layers meant that the traditional heroic fantasy, very much its own. Though there are within layers, though its portrayal of featuring kingdom-spanning quests, plenty of women writing fantasy novels Halaster is at some variance with the mysterious prophecies, and so forth has these days, almost none are working in account given by Mark Anthony in been harder to find of late outside the as classic a mold as is Reimann, and her Escape from Undermountain. And Brian small but hugely successful handful of evocations of a spirited female protago- Thomsen’s “Volo Does Menzo” finds the bestselling writers led by Robert Jordan nist and a triad of powerful goddesses irrepressible tourguide in unusually and David Eddings. Now comes a new has a resonance none of her male col- good form. heroic fantasy from first novelist Katya leagues can match. With a sequel Reimann that’s both squarely traditional already in the works to this excellent Crossover (Pocket, $23.00) is one of and unexpectedly refreshing. (and self-contained) debut, Katya the more ambitious of the hardcover The traditional elements are all pre- Reimann could very well join the exalt- Star Trek novels, as it attempts to follow sent in good measure. We have a shad- ed handful of writers at the very top of up the “Next Generation” story of owy sisterhood of witches, whose tal- the genre’s bestseller lists. Spock’s efforts to reform Romulan soci- ents in generations past helped to free ety from within as well as rounding up the kingdom of Tielmark from repres- Recurring Roles Montgomery Scott and “Bones” McCoy sive rule by the Bissanty Empire to the L. J. Smith is back after a brief silence for return appearances. The author, north. We have an active pantheon of with the first novel in a new young adult Michael Jan Friedman generally man- powerful gods, who must be placated at series, and Secret Vampire (Archway, ages to bring it off, although his McCoy the proper time with the proper rituals to $3.99) finds her in good form. Although is a little less wise than one might assure their followers’ continued pros- relatively brief and somewhat narrowly expect. This is definitely one of the long perity. And we have a prophecy which plotted, Smith’s story is a clear and prac- novel series’ livelier entries, and worth indicates that the next set of rituals is of tical-minded chronicle of just how one the price of admission. critical importance — that with the right goes about becoming a vampire, with as twisting of tradition, Bissanty forces can much time given to the costs and sacri- reach out and snatch Tielmark back into fices as to the benefits. There are few of their grasp. Smith’s usual pyrotechnics here, but her Into the midst of this Reimann drops characterization is as strong as ever. John C. Bunnell’s book collection has Gaultry Blas, a young woman who outgrown three apartments to date and knows only that her twin sister is in Bruce Coville’s Book of Magic shows no signs of stopping. Correspondence great danger, and that the intimidating (Scholastic, $3.99) is the sixth in this regarding “The Role of Books” may be stranger Martin Stalker has been magi- series of anthologies aimed at younger addressed to him at 6663 SW Beaverton- cally geased to protect both Blas twins. readers, and likewise continues to fulfill Hillsdale Hwy. #236, Portland, OR 97225- But Gaultry has witch-talent of her own the sequence’s reputation for telling 1403. — more, it develops, than she realizes — good stories suitable for any age. With

58 AUGUST 1996

62 AUGUST 1996 by William W. Connors and Sue Weinlein Cook

Artwork by Terry Dykstra

DRAGON #232 63 The draconian was dead before its scaled body back on his warrior’s reflexes, Hornfel had caught hit the stone floor. the lizard’s wrist in his powerful hands and neatly “The Swordsheath Scroll is no more,” whispered turned the weapon back upon its surprised wielder. Glade Hornfel, Hylar elder and High Thane of the Now Hornfel looked around the assembly once great underground nation of Thorbardin, home to more and realized there was nothing else to say. the Hylar, Daewar, Theiwar, and Daergar mountain His gaze met the deep black eyes of Lustre dwarf clans. His brittle voice carried with it only a Feldspar, his seneschal, who motioned silently hint of the despair that gripped him. History would toward the High Thane’s private chambers. In the judge him coldly for the things he now said — and company of his oldest companion, the thane strode didn’t say. silently out of the Great Hall. He dismissed the Ten, Drawing a great breath, the High Thane turned the elite warriors charged with protecting him, and to face the Council. Nearly every thane and many dropped into a great oaken chair. When the stout citizens had gathered in the Great Hall of Audience stone door had closed behind his bodyguards, he to hear the message of the envoy from the Green motioned to Feldspar to be seated as well. Dragon’s realm. The white-bearded ruler pointed a “You have something to say, old friend?” wrinkled hand at the draconian’s body, just as the prompted Hornfel, reading the concern in stony corpse crumbled to dust before the aston- Feldspar’s face. ished onlookers. “The peace which has protected The wizened Feldspar, even older than Hornfel dwarf and elf and man since the Kinslayer War has himself, nodded slowly and leaned forward to lay been destroyed by the hand of Gilthas, Qualinesti his hand on the thane’s shoulder. “Severus will prince!” he roared. “Let his name be forever cursed make much of this.” by dwarf and elf alike!” Hornfel tensed at the mention of the wild-eyed In the wake of Hornfel’s thunderous decree, a Daewar priest. His was the only voice on the cacophony of dwarven voices filled the hall. The Council of Thanes that Hornfel dreaded. High Thane silently asked forgiveness from what- Feldspar continued slowly. “He has long wanted ever powers might be left to Krynn for profaning us to end the treaty, saying the elves could not be the name of the young elf ruler. Gilthas worked in trusted. His supporters will see what happened secret to preserve his nation the only way he could today as proof that their master sees the future — — by undermining Beryllinthranox the Green from that he is what he claims.” within. Hornfel was one of only a handful of souls “The ‘Prophet of Reorx,’” choked Hornfel. “It sick- who knew of Gil’s resistance operations; if word of ens me to see the hill dwarf refugees embrace such them should reach the Green’s minions, Gil was as nonsense.” good as dead, and Qualinesti truly lost. “You must not blame the Neidar, my Thane,” Hornfel looked down at the pile of dust that had counseled Feldspar. “Each day, the Green Dragon been the envoy of Beryl. He bent to retrieve the drives more of them from their homes. They come sword of dwarven steel, the blade that had been to us in need. You have tended to their physical his gift to Gilthas upon his ascension to the posi- demands by granting them shelter within tion of Speaker nearly three decades ago. Even Thorbardin. Severus mends their broken spirits with though he knew the message was not Gil’s, his the hope that Great Reorx has not truly withdrawn heart was heavy that the gift had found its way from us. And who knows?” The elder dwarf leaned back into his kingdom in the claws of a would-be back in his chair. “Perhaps he is a prophet.” assassin. Hornfel bit back a curse. “I hope not,” he said, The draconian, admitted to the dwawen halls by “for he predicts things more terrible than the break- virtue of the elven Speaker’s seal it bore, had ing of this treaty.” He shook the folded parchment announced to the hastily gathered thanes that the for emphasis. Qualinesti and the green wyrm who ruled them no Feldspar nodded. He too had heard Severus longer considered themselves bound by the telling of the Gift of Fire: a great weapon the Swordsheath Scroll. Hornfel had accepted the news absent Reorx would send to the dwarves — in the calmly and had even reached out to take the prof- prophets words, “to use against all our enemies, fered ancient parchment from the dragon-man. even those who have of late feigned friendship.” However, decades on the throne hadn’t softened Many on the Council believed that Severus would the old dwarf as much as the dragon might have be happy only when he had reduced the lands of thought. Even before his bodyguards could cry out elf and man to cinders. in warning, Hornfel had seen the glint of light on the silvery edge of the descending sword. Falling

64 AUGUST 1996 Bedrock. respect for you,” assured Arameekos quickly, “even As hard as iron to cut, yet as likely to crack as if we do not share a common theology.” crystal. It was the stuff from which Thorbardin was “That means as much to me as the faith of my carved, from the deepest levels of Hybardin to the followers,” acceded stern-faced Severus. His gaze shallow farming warrens. drifted back to the collapsed warren. “I just hope Far below the mountain, where the clans had you don’t discover that I am cut from flawed stone.” built their cities, the rock was much more stable. Arameekos smiled and was about to speak Countless millennia of bearing the weight of the when a cry of alarm filled the dim cavern. Severus great Cloudseeker Peak had fused it solid and bit off a curse and ran forward, finding himself swept away the imperfections that resulted in col- already two strides behind the agile thinker gnome. lapse, a miner’s greatest nightmare. “It must be another collapse!” shouted Arameekos. Higher up, this was not the case. Beneath the The pair reached the entrance to the small cham- pinnacle of the great mountain, the stone was ber that appeared to be the source of the consterna- laced with faults. As wave after wave of Neidar tion. Pushing through the knot of miners who had refugees filled the eight cities of Thorbardin to likewise responded, Arameekos and Severus found overflowing, however, these regions closer to the themselves staring at something neither had ever surface remained the only sites available for new seen before. Both gasped with surprise. hill dwarf arrivals to make their homes. Hardly a “Hood those lanterns,” whispered an awed warren was excavated without a major collapse. Arameekos. As the dwarf workers smothered the It was just such an event that brought the ruddy- amber light of the oil lamps, the alcove should cheeked Severus Stonehand to the new warrens on have been plunged into darkness. Instead, the the edges of Daebardin. The red-bearded dwarf ocher glow was replaced by a scintillating red-and- strode back and forth, watching but not comment- gold radiance. ing as weary workers cleared away the rubble. The source of the glow terrified almost everyone When yet another body was pulled from the crush- in the chamber, even rational Arameekos. But the ing embrace of the mountain, he lowered his head discovery intrigued Severus. A grin lit his face, as he and closed his suddenly moist eyes. realized that Reorx had indeed heard his prayers. “How many this time?” he whispered after his “What is it?” asked a miner, reverently. brief prayer for the spirits of the dead. “What I have foretold,” whispered the red- “Only three,” was the immediate response from a bearded prophet, his fierce grin and fiery eyes slender gnome who suddenly appeared at the making him as fearsome as the source of the dwarfs side. Severus winced at the news from blood-red light. “The Gift of Fire!” Arameekos, his aide. He supposed he should feel grateful, for the last collapse had killed seven. “We need more materials for bracing, Prophet, and another team of engineers would be invaluable.” Severus stood before the Council of Thanes in “Don’t you think I know that?” hissed the dirty, tattered garments that ill-befitted the Great Daewar thane. He instantly regretted his bitter Hall of Audience. Upon reflection, he supposed that tone. Arameekos was just as frustrated with the he ought to have taken time to make himself pre- delays and hazards as he was. sentable for the assembly. Still, there was much to In way of apology, Severus changed the subject. be said for reminding his fellow thanes of the work “You have heard the news?” in the new warrens. Most were quick to forget the “About the Swordsheath Scroll?” inquired the Neidar refugees. short, willowy thinker gnome. The brilliant thinkers “My good Thanes,” he began. “I come before you — those fortunate tinker gnomes from whom Reorx with news that will bring happiness even to the had lifted his ages-old curse before withdrawing heart of our High Thane.” A murmur of amusement from the world — had been one of the few bless- rippled through the Council. The thought that one ings upon Ansalon during the dark days following of the prophets rants might prove anything but a the Chaos War. At the Daewar’s nod, Arameekos pebble in the shoe seemed absurd. continued. “It is as you anticipated, Prophet. Indeed, “Pray tell us,” shouted long-armed Pounce you have the Sight of Reorx.” Quickspring, Theiwar thane, “are the warrens com- “You don’t believe that,” said Severus, glaring pleted? Are there at last enough homes for those sternly at his trusted aide. “Sometimes I even think hill dwarf wretches you have adopted?” you call me ‘Prophet’ just to laugh at me.” “No, they are not completed,” hissed Severus. “You know that I have nothing but the greatest “The Council appears to desire me to build them

DRAGON #232 65 without timber or tools....” The prophet caught him- himself wished them to use this weapon against self. His passions had almost drawn him into a their enemies? Yet it was obvious that the entire debate he knew he should avoid, if he wanted to Council was against him. win over the Council. For the first time in his life, Severus was speech- After a breath, Severus nodded to Quickspring. less. He could make no answer to the High Thane. “That, however, is a matter for another day.” The But Hornfel did not wait for one before launching Theiwar grimaced. “Today, however, I present the another inquiry. Council of Thanes with a new weapon in the war “Even if what you say is true,” conceded Hornfel, against the Green Dragon!” “what makes you believe the young dragon within At that news, disinterested eyes around the grand this egg can defend us? Will it not be swept aside chamber all locked onto the red-bearded priest of as a goblin before the Hammer of Kharas?” Reorx. Since the death of Beryl’s assassin, the Severus recovered his thoughts. He had been dwarves had lived under the knowledge that an ready for this question, at least. “The dragons of attack must come soon. Even as the Council met, Beryl’s realm are great and terrible, true. Still, they teams of engineers labored in great bays cut out of are mortal beasts, born of this world and fated to the stone near the top of Cloudseeker Peak. It was die as dictated by the River of Time. But the child hoped that the huge bombards they toiled to build that sleeps within our egg is a spawn of Chaos. would prove the solution. The dwarves had taken What power of this world could destroy Chaos?” this gnomish device and improved its reliability, Pounce sprang to his feet with a predator’s replacing the primitive iron projectiles with deadlier gleam in his eye. “What is to keep so terrible a lead ones. However, no one actually believed the beast from turning its attention toward Thorbardin? bombards would repel a dragon attack. The fire dragon could side with our enemies!” “While laboring to expand the warrens,” Severus The fiery gaze of Severus fastened upon the said in a measured tone, “a team of miners came Theiwar. “Reorx has delivered this gift to us. He upon an artifact of tremendous power. With this would not turn it upon us.” Gift of Fire, we can turn away the armies of the As satisfying as that answer might have been for Qualinesti and their dragon allies.” Severus, however, it fell short for the other thanes. At the mention of the Gift of Fire, any trace of dis- The Council’s expressions of doubt changed to out- missal vanished from the Great Hall. There was not rage or, worse, pity. a thane there who had not heard this prophecy. “But Reorx has left us!” For the first time, Glade Hornfel spoke. “What is “Stonehand really is insane.” the nature of this gift?” Visions counted for nothing, Severus realized “Near the upper reaches of Daebardin, we have with a heavy heart. He looked from one thane to come upon...” Severus paused for emphasis, a another, hoping to find one that had not judged gleam in his eye, “. . . the egg of a fire dragon.” him mad. But not one of his peers seemed willing Every Council member gasped. Severus smiled to to side with him. At last, his eyes met those of the himself. This was exactly the reaction he had High Thane, and he knew his fate. hoped for. During the Chaos War, the dwarves had “You will go from this hall, Severus,” Hornfel fought desperately to save their underground king- ordered, “and see to it that this egg is destroyed. As dom from these creatures of Chaos and their foul you should well remember, so terrible a creature of riders, the daemon warriors. They knew the awe- Chaos obeys no master. None of us can predict or some power of the Rift-spawned fire dragons — control its entropic powers. If we do not destroy it, more dangerous than any wyrm of flesh and blood it shall surely destroy us.” — and they all too well recalled the destruction the By this point, Severus had regained his compo- beasts had wrought. Such an ally would make sure. “Would you cast aside our salvation and lead Thorbardin unconquerable, Severus reasoned. us into slavery as did the fool Gilthas? If we incu- When the High Thane spoke, however, it was bate the dragon’s egg, we make this amazing crea- not with the praise the prophet had predicted. ture our ally.” He now shouted to the entire assem- “Are you insane?” came the astonished voice of bly. “It is as almighty Reorx told me in a vision! Glade Hornfel from his throne. The same question How can you doubt something so obviously clearly was on the lips of everyone in the room. brought before your eyes by his divine hand?” Severus’s eyes widened. How could anyone Fueled by the fire of his own belief, he turned on doubt him? He had foreseen the coming of this Hornfel once more. “Perhaps it is your own sanity weapon. Did not its arrival prove he was the true you should question, my Thane, not mine.” Prophet of Reorx? Couldn’t they see that the god With that, Severus turned to leave the Great Hall,

66 AUGUST 1996 spitting upon the floor before allowing the massive strife in Daebardin, has taxed you as nothing has doors to slam shut behind him. since the days of the Chaos War.” The silence of the room felt crushing. As he waited for Hornfel to speak, Feldspar started to take a bite of the mushroom in his hand, only to Glade Hornfel strode across his throne room in discover it held no more appeal for him. With an the city of Hybardin and into his private chambers. inaudible sigh, he tossed it into the glowing hearth The Ten matched his every step until he vanished and watched it shrivel in the flames, looking not behind the stone door, where they stood ready to unlike Cloudseeker Peak. Deciding this was just an defend their master’s privacy. old man’s imagination, he turned his attention back Beyond that great door, a grim Hornfel slid the to the High Thane. bolt into place. Three long steps carried him across “Go to the bombards,” said the dwarf king at the thick carpet, and he fell into a plush chair. last. “Tell them to double their pace, but say noth- “Things appear dark, my Thane,” said the slowly ing of what we have heard from the west. They will advancing Feldspar. “You know Severus will never learn of it soon enough.” relinquish the egg.” “Very good, my Thane,” nodded Feldspar. He “You should not be here,” grumbled Hornfel. turned to go, then paused and faced Hornfel again. “Anyone found in these quarters without my per- “May I inquire as to your own intentions?” mission is subject to death. Even you.” “I shall march to the gates of Daebardin.” The “I suppose I must rely on your mercy, my Hylar brought his hands to his forehead and Thane,” Feldspar stated, straight-faced. rubbed his temples. “Reorx help me if I cannot talk “You do that with great regularity,” chuckled the some sense into that so-called ‘Prophet.’ I only distraught ruler, “but there are more important mat- hope that history will not record the name of Glade ters to consider. What have you learned?” Hornfel as the ‘Last Thane of Thorbardin.’” “We have confirmed the story of the Daewar “It must not,” offered the older dwarf, “for if it courier,” reported the seneschal. Hornfel nodded. does, my name shall be forgotten altogether.” An unarmed messenger had arrived from Hornfel looked up and smiled. “Now that, my Daebardin to report that a refugee family had friend, would be a tragedy.” spotted a wing of green dragons moving toward Thorbardin. The High Thane had been impressed that Severus would put aside their differences to share this information. A scattered line of quickly constructed barri- “The dragons approach from the west, destroy- cades, three hundred hastily assembled and crudely ing everything dwarven they come upon,” Feldspar armed militia, a slight thinker gnome, and a dwar- continued. “Work on the bombards proceeds. Six ven priest with the fire of a departed god in his are completed. The rest will be in firing condition eyes stood between the city of Daebardin and an within the next day.” army. At the head of those grim-faced soldiers “You have great faith in the bombards, Feldspar.” stood the proud figure of Glade Hornfel. “And you do not, my lord?” asked the elderly They had faced each other across a barren atri- seneschal as he reached for a mushroom from the um for half an hour before Hornfel decided the bowl on the table beside his friend. time had come for action. Handing his great mace “Against ground troops, the bombards would be to the first of the Ten, he strode calmly forward. devastating. No army of elves or men could At the High Thane’s overture, Severus placed his threaten Thorbardin while they stand ready to fire. hand on Arameekos’s shoulder. “I will lead the mili- Against dragons, I do not know. The War Chieftain tia — into battle, if I must,” he said. “Meanwhile, says the guns may serve only to enrage the beasts, continue incubating the egg. Our time grows short.” if we can hit them at all.” “As you wish, Prophet,” nodded the gnome. He “That may be the case,” acknowledged the eyed the army warily, then turned and vanished seneschal, “though I prefer to believe otherwise.” down a side tunnel. “In any event,” muttered Hornfel, “we have no The priest of Reorx, unarmed, met his king in the choice but to trust in these defenses.” center of the atrium. Feldspar stood silent, not sure how to react. “Severus Stonehand,” pronounced Hornfel in a Despair hung heavily upon his king. “Tell me, my commanding tone, “I call upon you to allow the Thane,” he said quietly. “How may I free you of this Ten to take possession of the fire dragon’s egg.” burden? This threat from Beryl, combined with the The Daewar did not hesitate. “I cannot.”

DRAGON #232 67 Hornfel nodded, then lowered his voice so only Cloudseeker Peak without bringing them under the he and the Daewar could hear it. “Do not do this, gaze of these dwarven cannons. Severus. You gave me information about the Feldspar bowed his head. As in the dark days of advancing dragons. We can work together. This is the Chaos War, Thorbardin was under attack. no time for dwarf to war upon dwarf!” “I have heard the words of Reorx, my Thane,” Severus said quietly. “He has sent me a weapon to use against our enemies, both new and old. To Just beneath Cloudseeker Peak, Arameekos refuse it would mean turning our backs on our god, heard the warning drums of Thorbardin. Although a greater blasphemy than I can comprehend.” the rolling beat made him look up from his work, “Think of your followers!” hissed Hornfel between he did not bother trying to decipher the exact mes- clenched teeth. “They cannot stand against an sage. He understood the gist of it. Quickly, he army! You lead them to their deaths!” His cheeks checked the chamber beneath him one last time. were flushed and his brows knitted with fury. At its center, braced in a metal framework, “I lead them only where the hand of Reorx leads rested the great egg. Enormous pipes ran to it from me,” replied the prophet. He slowly began walking a series of forges. The incredible heat from these back to the ranks of his militia, then turned and furnaces caused the mottled surface of the egg to called to the ruler of Thorbardin. “I know well my ripple red and orange. To the untrained eye, the peril, High Thane.” The red-bearded dwarf's eyes fire dragon egg might appear an elongated sphere blazed wildly beneath his bone helm. “Order your of purest magma from the heart of Krynn. troops to attack.” “How much longer?” demanded Arameekos of Glade Hornfel stood silently at the center of the the dwarf overseeing the forges heating the relic of atrium. His lips drawn together in a tight line, he the Chaos War. The roar of the bellows and clang- began to pace off the steps back to where the Ten ing of metal forced the gnome to shout his ques- waited with the army. As he did so, he cursed the tion to draw the foreman’s attention. stubbornness of the Daewar and called to the “We can begin any time!” called the stout dwarf. ranks to ready their weapons. They instantly “Excellent!” Arameekos smiled. His heart beat obeyed. Behind him, he heard the scrapings of sim- faster as he took in the intricacies of the device. ilar weapons being readied by Severus’s militia. “We now await only the word from the Prophet.” With that, the thinker gnome twisted his spindly body around and quickly strode from the room.

High in a bombard bay, Feldspar raised his eyes to the sky, sheltering them with a wrinkled hand. The beauty of the Kharolis Mountains always The High Thane was almost thankful to hear the threatened to take his breath away. Behind him, alarms. To be sure, he knew they signaled the the sound of hammers and picks reminded him dragon attack, but at least he was spared the task that work continued on the ring of bombards that of signaling the charge on Severus’s militia. would defend Thorbardin. As he ordered the Ten to abandon their posi- It seemed impossible that any force could threat- tions and head for the bombard bays, his eyes met en this stronghold, the seneschal thought. Still, those of the prophet. The latter bore no visage of could a fortress built to stand against man stand triumph; he only cursed and whipped about to against dragon? issue new orders to his men. Suddenly, a flash of movement near the horizon The High Thane turned and charged after the Ten. caught his attention. He knew, even before the lookout beside him raised the alarm, that these were the green dragons. He saw a dozen wyrms, like emerald hawks diving toward their prey. A great cheer erupted from the gunners follow- Dragons could lay waste to an army, Feldspar ing the deafening report of the bombard’s dis- knew. Between the choking miasma of their caustic charge. Although most of the deadly missiles had breath and the impenetrable scales that covered swept past their targets, one of the blazing leaden their bodies, a flight of these beasts normally spheres penetrated the gleaming emerald scales of would spell the doom of Thorbardin. But today, the the lead dragon. The wyrm’s tremendous roar of dwarves had readied their massive bombards. No pain drew the attention of the other dragons. Then, path would take the dragons to the top of as quickly as it began, the howl was choked off.

68 AUGUST 1996 The dragon, slain, fell to the jagged slopes of crashed through a pair of warriors toward the Thorbardin with a crash. stricken gunner. Behind him, he could hear the Even as Feldspar’s bombard crew hurried to rushing body of the dragon sweeping through the reload their weapon, the other guns barked the air. He knew he had only seconds before the beast defiance of the dwarves. Smoldering spheres of would destroy him as it had his beloved Feldspar. red-hot metal leapt out at the wyrms, amid great “Fire, damn you!” howled Hornfel as he snatched plumes of smoke and fire. the smoldering blackpowder match from the quiv- The dragons, however, were not to be so easily ering hand that held it. Pivoting cleanly to face the defeated. Having seen the terrible effect of the dragon, Hornfel was shocked to see the beast prac- dwarven guns, they banked steeply to avoid them. tically on top of him. As he moved to fire the bom- For all their efforts, two more beasts were hit. One bard, the dragon exhaled. A plume of green death of them, the bones of its left wing shattered, blossomed toward him. whirled in a tight spiral that ended as it impaled Then, much to the surprise of the dragon, the itself on an outcropping of rock. The other wheeled great bombard spoke. A half dozen searing lead about and winged its way westward. spheres tore into its flesh, crushing bones and leav- The nine remaining dragons, each fully one-hun- ing it no more than a hurtling corpse. Despite his dred feet long, opened their jaws and released exhilaration, Glade Hornfel realized that his was the great clouds of green smoke toward the gun bays. only gun that had fired a second salvo. The deadly vapors poured around the bombards, Then the toxic cloud of blistering chlorine blew hammering the crews with a gale of toxic chlorine. into the bombard bay. Hornfel gagged and threw Cries of pain became choking coughs as the his hands up to protect his eyes. An instant later, dwarves drew lungfuls of the deadly fumes. before the agonizing gas could take its full effect, It was into this chaos that Glade Hornfel and the the great body of the dead dragon plunged into Ten charged. At once, the High Thane ordered his the bay. men into action. As the brisk mountaintop winds The screams of warriors mingled with the shat- swept away the deadly cloud, the Ten directed tering of stone. The impact of the giant wyrm tore fresh troops to replace the fallen crew of the bom- the bombard from its carriage and collapsed the bards. In just over a minute, as the attacking drag- entire bay. Tons of rock rained down upon dwarf ons had whirled about to make another suffocating and dragon alike. Hornfel felt intense pain as his pass, the guns stood ready to fire once more. ribs bent and snapped, but then he was released Hornfel moved to the firing officer’s station only from his agony by a peaceful blackness. to discover a slain warrior crumpled there. As he pushed the body aside, his eyes fell upon the still face of his faithful Feldspar. He froze. The elder dwarf's flesh was blistered and cracked, his features Severus burst into the incubation room as the rigid with pain. As the dragons dove toward the first salvo of bombard fire shook the bedrock mountaintop, the Hylar thane howled with rage. around him. As the blistering heat of that chamber Tears pooled in Hornfel’s eyes. Suddenly, the splashed across his body, sweat ran down his face. world seemed cold and empty. Never before had Arameekos, as always, materialized at his side. he considered the possibility that the unassuming “Is everything ready?” demanded Stonehand Feldspar would be taken from him. over the noise of the forges. A fury greater than any he had ever felt filled “It is, Prophet,” shouted the gnome. His left arm Glade Hornfel. As the largest of the dragons made a sweeping gesture, directing the dwarf's plunged toward the mountaintop, the dwarven gaze over the intricate apparatus that encompassed king boomed, “FIRE!” the fire dragon egg. “My device will hatch the egg, The only sound that answered his order was the freeing the fire dragon to ravage the wyrms!” A howl of an angry dragon drawing in its breath to seething red glow washed across the entire cham- release another gale of death. ber, creating a disorienting effect that caused Whirling about, Hornfel saw his gun officer stand- Severus to steady himself against the wall. The ing frozen with dragonfear. His eyes, wide and seemingly endless shaft stretching upward right unblinking, stared directly into those of the looming into the pinnacle of the mountain made him feel as wyrm. Hornfel shouted his order again, but again if he were looking up from an endless pit. there was no response. Even the Ten, those veteran “Let us raise our voices in thanks as we prepare warriors, were paralyzed by the dragons’ assault. to destroy the enemies of the dwarven nations!” Cursing loudly, Hornfel sprang forward. He called out the prophet. As chanted prayers filled the

DRAGON #232 69 air, drowning out even the roaring of the bellows, to do more than offer a final prayer. An arm pro- Arameekos sprang to the side of the fire dragon truding from beneath one pile of debris bore a egg. He released several catches and called out an gauntlet of the elite Ten. With a gasp, Severus real- almost unheard command. ized that the High Thane himself must be nearby. In response, a pair of muscular dwarves drew on With renewed fervor, he began to dig through great chains. Slowly at first, but with increasing the rubble within the bay. With every passing speed, the darkly scintillating egg rose up the dark minute, however, he became more disheartened. It shaft. High overhead, a stone panel slid back to was impossible that the High Thane could have expose the crystal blue sky above Cloudseeker Peak. survived such a collapse. Arameekos, standing beside the pulsating egg, Or was it? looked down upon the receding shape of Severus. Hearing a faint groan from the debris ahead of He had no thought for the danger above him, only him, Severus tore into the shattered rock. He even the anticipation of his device’s ultimate test. Few brought his almost useless left arm into play as he gnomes had been privileged to construct so impor- drew stone after stone away from the pile and tant a mechanism. When he activated it and the egg came upon the neck ridges of a green dragon hatched, his name would be known across Krynn. corpse. The dusty air combined with acrid wisps of As the wondrous device rose out of sight, chlorine to make it almost impossible to breathe, Severus offered a final prayer of thanks to Reorx but the prophet would not give up. for the dragon’s egg. Then he turned briskly and At last, he uncovered the still-breathing Glade hurried into the tunnels. Surely the warriors man- Hornfel from beneath the very body of the dragon. ning the bombards above would need his mystical However, his triumph promised to be short-lived. healing powers. Some would be wounded, some Hornfel’s breath came in shallow gasps, accompa- dead, and all could use words of comfort. The Gift nied by a gurgling that spoke of severe internal of Fire was in the hands of Arameekos now. There injuries. was nothing more for him to do here. “By Reorx,” vowed the prophet, “I have not found the High Thane alive only to watch him die!” Again, the mystic reached for the strength deep within his heart, finding the healing power and As the prophet ascended the last of the tunnels directing it outward. Carefully, he focused his that spiraled toward the bombard bays, a clap of essence on the fading life within Hornfel. Just as artificial thunder reverberated through the stone the fire within the Hylar’s breast threatened to around him. Something was amiss: Severus heard falter, Severus fanned it back into life. the report of only a single weapon in this second Minutes later, the prophet collapsed beside the round. Clearly, disaster had already struck. body of the High Thane. He used so much of his Even as that thought entered his mind, a tremen- own energy to revive Hornfel that he had brought dous concussion hurled the dwarf backward. The himself to the very threshold of death. Still, the risk tunnel cracked and splintered as his whirling body had paid off. Hornfel breathed more steadily, much fetched up against a stout wooden brace. Chlorine of the damage to his shattered body reversed. He gas filled the air, causing his eyes to water. would be long in recovering from these injuries, but Blood welled up beneath his tunic, and Severus he would live. realized the impact with the brace had shattered the Severus gasped a few bitter lungfuls of the tainted bone of his left arm. Closing his eyes, the dwarf air in the half-collapsed tunnel, then forced himself priest focused his inner strength on the tortured back to his feet. With as much strength as he could limb. Gradually, the pain faded and the bleeding muster, he lifted the body of the High Thane onto stopped. He could have done more, but he knew he his shoulder and staggered down the tunnel. would find others with far greater injuries than his. “You do not die this day, my Thane,” he whis- Struggling to his feet, he charged forward. The pered, “although you may wish you had.” tunnel, once as true and straight as dwarven engi- neering could make it, was now convoluted and almost impassable. Still, he pressed on. He called out, hoping to find survivors in the bombard bays. The trembling within the mountain was so great Working with only one arm retarded his progress, that Arameekos began to despair of reaching the but his determination made up for the handicap. peak. Only when the fire dragon egg and its har- Several times the prophet rushed to the aid of a ness were locked into place at the top of the seem- fallen dwarf, only to discover that he was too late ingly endless shaft could he call his journey done.

70 AUGUST 1996 Finally concluding that long ascent, the gnome its yellow eyes threatened to stop his heart and took in the sight from Thorbardin’s highest point crush the breath from his lungs. Some portion of and gasped in horror. his mind remained clear enough to tell his arm to Eight massive dragons had landed on the slopes draw down the lever and release the fire dragon of Cloudseeker Peak. Some tore at the stone where egg, but his limb refused to obey. the dwarves had cut their bombard bays, others Only as the massive talons swept toward him hammered at the mountain with massive tails to did the gnome find the power for one final act: collapse tunnels within, and the rest sprayed High atop the summit of Cloudseeker Peak, as streams of deadly chlorine into air vents that Thorbardin cried out in agony beneath him, opened into the warrens of Thorbardin far below. Arameekos screamed in terror. As his body was Although he knew it was impossible, Arameekos torn apart by the scimitar-claws of a green dragon, thought he could hear the screams of dwarf women the lever that would test his ultimate mechanism and children from the depths of the mountain. remained unthrown. At that moment, one of the dragons swept its The green dragon perched atop Cloudseeker massive head up and looked toward the peak, Peak and let out a howl of triumph. The incredible directly at Arameekos and his device. With a cry, sound echoed from mountainside to mountainside the beast leapt into the air and flew toward him. like a great bell heralding the doom of a nation. The gnome reached for the great lever that Then, it swept its snakelike tail down and would send a final surge of warmth into the egg to crushed the frail device that clearly had been crack its magma shell. Spurred on by that cascade, designed to destroy it. the chaos dragon within should awaken and rise to A creature of Chaos was freed. defend Thorbardin with all its otherworldly power. As his fingers tightened around the lever, a strange sensation passed through his body. The dragon seemed so impossibly large, Arameekos Miles away, a wounded green dragon atop a could think of nothing else. The withering gaze of snow-capped mountain watched the eastern sky.

DRAGON #232 71 The injury from the damnable dwarven bombard “You sent for me, my Thane,” announced pained him terribly, and he cursed his bad luck. He Severus as he stepped away from the doors. His had so hungered for the flesh of dwarves! face was smudged with dirt, proof that even the A tiny spark, like the twinkling of a distant star, splint on his left arm had not kept him from aiding caught his attention. Something was amiss atop in the repairs to the city. Cloudseeker Peak — but what? The beast leaned “I have not yet thanked you for saving my life,” forward curiously, straining his reptilian eyes to see. said Glade Hornfel. “I do so now.” As the amazed dragon watched, a great sphere “I could not have done otherwise, my Thane,” of white flame blossomed from the top of the replied the prophet. mountain. The roiling, expanding globe swallowed The master of Thorbardin nodded. “Nonetheless, the tips of the interceding peaks, and the scrub- I am grateful.” pine littering the upper slopes burst into flame at its The prophet looked obviously uncomfortable. “If touch. Snow caps and mountain streams boiled that is all,” he said, “there is much work to be done. away into clouds of steam. Even the absence of one arm is felt.” As the dragon cocked his head to one side, he Hornfel fell silent for a moment, searching for realized what was about to happen. the proper words. “The High Council has met on In the last seconds before the wall of heat struck the subject of your actions, Severus. Are you aware him, the dragon managed to speak a spell of pro- of its decision?” tection. Even with this barrier of sorcery, the green The prophet tensed. He knew there was no felt nearly broiled alive by the heat that licked at chance for leniency on his part. The other thanes him from all sides. The roar of agony that leapt hated him and were probably glad to hand down from his throat echoed for miles. their decision. “I assume I am to be executed for Close on the heels of the blistering sphere, a my role in the devastation to the kingdom,” he said tremendous shockwave hammered the dragon. in a calm, measured voice. Under the wrath of this magical assault, the moun- “That was the decision of the Council,” said the tain beneath him trembled, and it was all the wyrm High Thane. “It was unanimous, save for one vote.” could do to dig his claws into the rock. Beneath the Severus was startled at that. “Might I know the tree line, vast stretches of forest burst into flames. name of my lone ally?” he queried. But even as he The ground beneath the dragon tore itself apart, posed the question, he realized the answer. pitching the beast into the air. A rain of stones “I did not vote for execution,” said the High expelled by the blast hammered through his sorcer- Thane, “although I daresay it has cost me much sup- ous wards to batter his scales. The green’s cry of port from some of your more determined enemies.” pain was drowned out by the roar of destruction Severus chuckled, a sound that the High Thane around him. was not sure he had ever heard before. “I was not Then, as quickly as it had hit him, the shock- aware that anyone on the Council was less deter- wave passed. mined to see me removed than his peers.” Then, Struggling to right himself, the dragon understood without allowing the moment of levity to linger, he that the dwarves had employed a powerful spell to asked, “When is the sentence to be carried out?” defend their mountain home. Such incredible power “It is not,” said Hornfel. “I have absolved you of was beyond his imagination — he couldn’t begin to your guilt.” guess at what magic might have created it or how At the Daewar’s skeptical expression, the High the dwarves might have harnessed it. Thane stepped nearer and looked him squarely in His Great Green master, Beryllinthranox, must be the eye. “Do not fear, Prophet. I did not make my told. With awkward and painful motions, the twice- decision in gratitude for my life. If I were to allow wounded wyrm made his way home. the other thanes to carry out their rash decree, the repercussions would be far greater than they real- ize. Without you to guide them, the refugees would fall into despair. They would hold you up as a mar- The great doors of the High Thane’s personal tyr, Neidar and Daewar rallying around your banner chambers in Hybardin slammed shut. Despite their and, in time, plunging all of Thorbardin into a civil thickness, Hornfel could hear the sounds of stone war. So, Severus, I am afraid that you must live.” masons working just outside. No section of The prophet, having prepared himself for his Thorbardin was untouched by the dragon attack or death sentence, was at a loss. He could only nod the destruction caused by the explosion of the egg. silently. Thousands had died in the conflagration.

72 AUGUST 1996

“That is not the end of the matter, however,” hundreds of Daewar and Neidar had chosen ban- Hornfel continued. “Your continued presence in ishment of their own accord. Thorbardin could lead to problems nearly as severe To the people on the other side of that gate, as those that would follow your execution.” those who would remain in Thorbardin, he sup- The High Thane stood as tall as possible, a feat posed he was a hero. Most of them believed that that caused him considerable pain, and cleared his he had managed to incinerate the dragons. It did throat. In his most commanding voice, he pro- not seem wise for Hornfel to dwell too long or too nounced the Daewar’s fate. publicly on this matter. The beasts had been turned “Severus Stonehand, you defied my orders and aside and were unlikely to menace Thorbardin in heedlessly released the powers of Chaos. Such an the immediate future. In the interim, the dwarves act must not go unpunished. From this day forth, would rebuild their shattered warrens and cities, you and those who choose to follow you are cast and mourn their dead. out of Thorbardin. Do not return here, for you will Below, the stream of refugees had ended as the find the Great Doors closed against you. I shall last of their carts was drawn out of Southgate. After make food and water available to you, what little a few seconds, the final exiles were followed by we can spare, and a score of ponies to lessen your Severus himself. Where he would lead them, Glade burdens. But within one hundred hours, you must Hornfel did not know. As the prophet looked up, his depart the realm.” gaze finding the eyes of the High Thane, no trace of emotion showed on his face. To that determined and grim soul, Hornfel knew, he would always be thought a bit of a fool. Perhaps he was right. It had taken far less time than Severus had imag- Then Severus turned away from Thorbardin, and ined to prepare his traveling pack. So many things Southgate slammed behind him with a boom that he had surrounded himself with had little or no reminded Hornfel of the report of the bombards. meaning in the wake of the High Thane’s decision. He knew that, at the same moment, Northgate was Indeed, he could hardly believe that much of what closing as well, and his men were going to work he had acquired had ever appealed to him. In the sealing the gates of Thorbardin off from the surface end, all that he cared about fit into a single sack. world. The last sealing of these gates almost four To be sure, he was abandoning enough wealth hundred years ago had led to a brutal war, Hornfel to make any three dwarves content for the rest of knew. Yet he had no choice — he could not place their long lives. But these were the things of his old his weakened realm at risk again. As he watched life. Now he looked ahead to a new life, in the east. Severus stride away, he heard the prophet break Five long steps carried him to the door of his into a powerful, mournful song that beseeched the chambers. He place his hand on the latch but gods to watch over their pilgrims on a holy quest. paused a moment and glanced at the room. Was Hornfel turned away, tears in his eyes. His gaze there anything else that mattered here? fell upon a bolted oak door. Behind it, he knew, lay He sighed and opened the door, stepping three more fire dragon eggs, recovered during the through into the press of his followers. At the sight excavation of the bombard bays. None of the other of their leader, a cheer of support rose from their thanes, especially not the exiled Severus, knew worn and tired ranks. Severus smiled and acknowl- about them. And if Glade Hornfel had his way, that edged them with a wave of his good arm. was how it would remain. Yes, there was something else that mattered. “Perhaps,” he said to himself, “I am a fool who has not yet known the depths of his folly.”

Glade Hornfel looked out a broad window on the road leading away from Southgate and William W. Connors has just completed work on the Thorbardin. Here, in a private room guarded by the RAVENLOFT® second edition game. A fan of old-time radio newly selected Ten, he tried to decide whether his- shows and baseball, he was also the primary designer tory would record him as a villain, a hero, or a fool. for the DRAGONLANCE®: FIFTH AGE™ game. Far below, he saw the followers of Severus mov- Sue Weinlein Cook worked in TSR’s book department ing away from Thorbardin. To them, he knew, he and edited BIRTHRIGHT® accessories and adventures was a villain. They would curse his name with before helping to create the DRAGONLANCE: FIFTH AGE every step of the journey before them. He hadn’t game. She lives with her game designer husband, forced them to join their leader in exile — these Monte, in a converted Church.

74 AUGUST 1996

by David Eckelberry

The Magestorm Expansion Set intro- Flicker foils, dawn blades, and vorpal duces entirely new elements to the con- swords promise havoc in melee, as the flict of elves, dwarves, goblins, firewalk- trueflyer, eyebiter, and the heartseeker ers, undead, and feral. With both divine do for missile fire. A sight stone, a ring magic and foul sorceries, the enchanters of stars, or a magi’s crown bolster mag- of Esfah have fashioned magical items ical strength. The effects of a bronze and artifacts to focus the powers in the targe, a buckler, or a gilt shield coming struggles. Meanwhile, the drag- provide protection for an army against ons took a hand in matters, seeking to all manner of attacks. draw the war to quick resolution; from Magical items can’t be killed, but their their own spirits they have created price is high. Like a normal unit, each Dragonkin. Finally, as the generals of the magical item has a cost—the more pow- conflict grow more clever, their spies dis- erful the item, the greater the cost. Also, cover advantage in the use of minor ter- magical items must be wielded by a unit. rains: bridges, villages, knolls, and For each magical item in an army, at woods. least one unit must be there to carry it. To carry a magical item, a unit must Tools of destruction match the element (color) of the item. For With the invention of magical items, example, a dwarf unit can wield gold or the wizards of Esfah have devised a way red magical items. Without someone to to harness the power of the land into wield them, magical items are absorbed startling new shapes. Items to match back into the land, never to return. every element (fire, water, earth, air, and death) have evolved. One of the few Feats of destiny weaknesses of magical items is that their Like the strongest soldiers, magical strong tie to the land remains: magical items bear new and terrible special items do not function when taken away action icons. from terrains into reserves. Attune: Found only on the magi’s Magical items bring a new focus to crown, during a magic action, the the battle. Like normal units, each item attune icon can be used to generate one appears in common, uncommon, and point of any color of spells, regardless of rare varieties. Unlike normal units, mag- the magical item’s actual color. In addi- ical item dice have four sides instead of tion, the player may convert the magical six. Every one is devoted to a single pur- results of one unit in the same army to pose: maneuvers, saves, magic, missiles, that same color. or melee. Speed slippers, winged san- Bash: When an army is foolish dals, and seven-league boots enhance enough to engage in a trial of arms with an army’s battlefield movements. a army equipped with a gilt shield, it is

76 AUGUST 1996 the attacker who is wounded. When tion in reserves. Because of the energy missile, etc.) that normal units do, and saves are rolled, the icon reflects the involved, artifacts have grown into finding good uses for their talents is easy. melee results of any opposing unit back unpredictable engines of war. Specialize or generalize? Since the onto the attacking unit. The first blade golem combined the advent of the DRAGON DICE game, the Decapitate: One might expect a vor- talents of dwarven engineers with those argument over whether to specialize or pal sword to present such a menacing of magicians. Since then, the appearance generalize has raged. Many claim that prospect as the ability to remove heads. of these war machines in armies dedicat- without a focus on one or two types of If used during a skirmish, this icon indi- ed to melee combat has become com- troops, an army cannot generate cates that, after the defending army has mon. In addition to its chance of produc- enough results to succeed. Players have rolled for saves, the wielder of the vor- ing melee hits, saves, or maneuvers, the witnessed the magic/ combina- pal sword can select one unit of any size blade golem may enter a flurry, attack- tion, the light /missile mix, and with an ID result — a face — to be killed. ing a single army again and again. even heavy infantry and magicians Impale: Found only on the heart- The dragon staff was forged by paired together. Meanwhile, other play- seeker, the impale icon does in missiles Morehl seeking a greater mastery of ers maintain that, on the unpredictable what the decapitate icon does in melee. dragonkind. The intensely powerful battlefield, every army must be able to One defending unit that rolls an ID icon magical focus has the ability to summon do a little bit of everything. Here is a is sent to the graveyard. dragons, and when it is used, they are look at the two opposing strategies. Wayfare: The seven-league boots likely to come. Concentrate your strength. Magical were originally developed by the The flying carpet is the ultimate cre- items are by nature a focused energy, dwarves using their hidden magics of ation in improving an army’s talents for and even artifacts demonstrate a focus, Pathing. When this icon is rolled during maneuvering. In addition, it has the though it is not as absolute. If you’re a maneuver, it may immediately trans- power to elevate, allowing missile fire to playing a melee army, the addition of a port itself and one unit in the army to be used in melee combat. few dawn blades or a vorpal sword can any other terrain or to the reserves. The mantlet is a war engine proving do more than just another unit. A magi- its use in battle every day. An enormous cian army without a dragon staff is wast- Today’s artifacts shield with wheels, its likelihood to pro- ing its potential. In addition, the special Just as the magicians of Esfah have duce a saves is extremely high. action icons on rare magic items appear outdone themselves, their mightiest Moreover, it may generate a sortie spe- almost twice as often as they do on a archmages have devised even greater cial action icon, which can count as normal unit, and all of them work to aug- sources of power called artifacts. In their saves, hits, or both. ment one type of action. For example, an creation, mages have produced objects The largest of the new war engines is attune result almost guarantees that that combine the strength and unpre- the trebuchet. This enormous throwing you’ll be able to cast just the right spell. dictability of a monster unit with the machine can cast boulders and missiles Power in diversity. Magical items do extraordinary characteristics of magical that may crush its foes into the earth, guarantee at least one result of what items. These 10-sided dice work in many not only killing but also burying them you’re looking for. Tired of your oppo- ways just as the smaller magical items: for all time. nent rolling no maneuvers and still they consist of one element (color), they being able to adjust the terrain die cannot be killed or discarded to account Weapon specialization because of your bad luck? Including a for damage to an army, they must be Magical items and artifacts display pair of speed slippers in each of your wielded by a unit, and they do not func- the same wide range of abilities (melee, armies guarantees it will never happen

DRAGON #232 77 other means. Furthermore, they refuse frost breath of the green kindred halves to battle dragons of their own color. Best the rolls of a single unit. The fiery flame of all, from the standpoint of the DRAGON breath of the red and the disease effect DICE game , their tough of the black dragon kin are brutal and skins provide an army with automatic direct: a single unit is killed and buried. saves. These saves they provide to Just like normal special action icons, the themselves and their army are nullified breath of the dragonkin takes effect only when the dragonkin unit rolls its before normal action icons. belly icon. Today, every magician knows the Commanding the Dragonkin spell to summon dragonkin into the fray: An army playing without dragonkin to back them up will be at a significant Cost Spell disadvantage against one with these 3 Summon dragonkin: Add one allies. An opponent must move fast health worth of your dragonkin before all those additional forces show to the casting army. The color up on the scene. Unlike magical items, of magic determines the color dragonkin do not count against your of dragonkin summoned. starting allowance of units, and no other player can muster your dragonkin, so In play, each player may bring a there’s no reason not to bring them health value of dragonkin equal to one- along the next time you go into battle. third of the total army size. In the stan- And remember, dragonkin don’t do you dard tournament game (24 health), eight any good sitting out of play. Cast some health worth of dragonkin can be quick magic as soon as you can and brought to the table by each player. The summon them in. After that, do a quick kin, however, do not actually count switch to group some melee units in against the army construction of the play- with the dragonkin, and move the er. Unlike dragons, however, each player mages out the way so you can get into can summon only his own dragonkin. the battle’s glory. On the battlefield, dragonkin behave Charge: Your dragonkin are useless much as normal six-sided units, but they in a trial of missiles or magic. Don’t do not serve willingly. They will not waste any time. Get them into melee leave the terrain to which they are sum- range as fast as you can, and charge. moned, and if a group of dragonkin is Besides their breath attacks, dragonkin ever left alone, they quit the fray (return have nothing but maneuver and melee again. Because of the item’s individual them to their owner until he summons icons, so its difficult for them to perform focus, the generalist can forge an army them again). Moreover, they will not badly in an all-out attack. Plus, even that he knows will never completely fail enter into a combat with a dragon though your army won’t get to roll for in any given task. which matches their color. In the event saves in the charge, you’ll still get the that an army containing dragonkin is benefits of the dragonkin’s automatic Children of the beast attacked by a dragon, any dragonkin saves to protect you (unless you were When the dragons conjured dragon- which match the dragonkin’s color will unlucky and rolled their belly icon dur- kin from their own life energies, they merely watch as their comrades are ing the charge roll). Combine the drag- hoped to bring the war to a quicker end, assaulted. Limited in their scope, the onkin with a good army of cavalry, and and perhaps to end the many summons fierce dragonkin do not practice the arts Esfah trembles beneath you. that brought them to decimated lands of of archery or magic, choosing instead to Fight my magicians: Often in war, conflict. Unfortunately for the children of charge their foes and rend them limb magicians have been caught without the wyrms and drakes, the magicians of from limb. support and have died quickly. Few Esfah quickly discovered the weaknesses magicians have the ability to maneuver of these dragonkin. Like dragons, they Deadly breath or to save their skins when attacked. can be summoned to battle, but unlike All of the most powerful (3-health) Now mages can call upon the dragonkin those primal beasts, the dragonkin can dragonkin possess the ability to breathe when confronted with the prospect of be controlled. clouds of gas when they attack their melee. The dragonkin fortify the mages’ Dragonkin bear many of the same foes. These breath attacks bear much in weaknesses, providing a good number properties of their parents. They consist common to the great wyrms that of maneuvers on their faces, and their of a single element: fire, water, earth, air, spawned them. These breath weapons save results are the best that the world or death. When not in use, dragonkin only take effect when the dragonkin are has seen. are set aside near the dead unit area. used in melee combat, close to their Drake and dragonkin: One nasty tac- Should they be killed in battle, they foes. The breath of the gold dragonkin tic you can experiment with is to sum- return to their own area. Dragonkin are turns to stone one unit of the enemy mon a dragon that matches the color of creatures of the land, and they cannot army; the target must save or die. The the enemy’s dragonkin. His dragonkin be buried through black magic or any paralyzing breath of the blue dragonkin won’t help him at all during its attacks, immobilizes one enemy unit, and the and the protection he may have been

78 AUGUST 1996 rain that can aid in the struggle. You can include the knoll, which assists in missile combat. An army lurking in woods has a good chance not to be hit by enemy attacks. Construction of a village aids in melee. Finally, the bridge allows an army unrestricted movements. You may bring up to four minor ter- rains to the game. Instead of adjusting the die after a successful maneuver, you may instead choose to place a minor ter- rain in the army. The minor terrain is immediately rolled, and your army may gain one of a list of advantages. The advantage remains in effect for your army until you take another march with that army. Then the minor terrain is rolled again, and your army is likely to receive a different benefit. Depending on the individual die, they may provide double moves, double saves, allow the army to take an action (missile, magic, or melee) other than the one shown on the major terrain die, or some combination of these advantages. Each of the minor terrain dice has a focus toward giving one kind of benefit. Unfortunately, each minor terrain also has some small chance of being destroyed through the whims of nature. Bridges can be flooded, villages experi- ence revolts, knolls suffer landslides, and whole armies can become lost in the woods. counting on will be gone. Meanwhile Seizing the advantage The question remains not whether to your dragonkin (of a different color) will Minor terrains warrant a good deal of use these terrain, but when. Generally, still give you automatic saves and good care and consideration before you put you shouldn’t use a minor terrain when attacks. them into use. Remember that despite you’re close to achieving the eighth Facing the dragonkin: The dragonkin the advantages they provide, it costs face. Never put a minor terrain in play are useless in missiles and magic. If you a successful maneuver to put the when the terrain die is at seven, and you you’re confronting a group of them, minor terrain in play. You could be using probably won’t want to do it at six. The don’t give up all hope and flee. Instead, that same maneuver to turn the major minor terrain’s advantages disappear get some of your best maneuvering terrain closer to the eighth face, which is when the eighth face is captured. The troops and keep the die away from the ultimate goal. best time to use a minor terrain is when melee as long as possible. Use a Wind That said, minor terrains may be a one of your armies is confronted with a Walk or Transmute Rock to Mud spell to greater friend to you than even the formidable enemy at the same terrain, help. Meanwhile, take advantage of any dragonkin. Often you may have found and you know you’re going to be in a opportunities to kill the non-dragonkin your heavy infantry troops stuck far long and bloody fight. The minor terrain units in the enemy army. If all the nor- away from the enemy army, and thus can give your army just the edge you’ll mal units die, the dragonkin must leave. made useless. Now you can prepare for need to fight the long journey to victory. It’s no easy task, but it can be done! this eventuality by bringing a village minor terrain with you. Your chance to A piece of the action use your melee troops is suddenly dou- The last new jewel of strategy that bled — and even if the minor terrain Magestorm presents are minor terrains. doesn’t provide that opportunity, you David Eckelberry spent the first two (The larger terrain dice that came in the may be doubling your saves or maneu- decades of his life plotting to take over the original game are now called “major ter- vers instead. Similarly, your missile army world from Washington D.C., so it only rains” and they haven’t changed.) For can be standing by with a knoll to shoot makes sense that now he helps create years now, the war has raged over cities, from. And, as terrible as the catastro- worlds for TSR in Lake Geneva, WI. For towers, standing stones, and temples phes of a flood or revolt may be, the quick answers to DRAGON DICE questions, e- while ignoring some other points of ter- odds of such an event are only 1-in-8. mail [email protected].

DRAGON #232 79

The Flying Flame by Ed Greenwood illustrated by Storn Cook

he survey of dragon In addition, Balagos is thought to striking foes at their weakest point. (He rulers of the North con- have destroyed Tastrar Nagthalass and typically flies away to strike at the ducted by the notorious at least four other Red Wizards, as well homes and mates of those who come Volo (and corrected by as three or more Zhentarim magelings seeking to slay him, if he can learn who Elminster) continues with sent separately on a mission to steal and where such targets are). The great one of the most famous dragons in all magic from the Flying Flame’s hoard. red wyrm is more intelligent than most Faerun: Balagos, the Flying Flame. This This fool’s errand was ordered by Lord red dragons and has three outstanding great red wyrm is legendary for his Manshoon not to win powerful magic talents: he never forgets the face, name, gigantic size and temper, and for the but in hopes that Balagos would be or attitude of any being he meets (drag- spells he hurls so often and recklessly in goaded into pursuing the magelings to on, human, or other); he is a shrewd his boisterous, brawling rise to suprema- recover the lost treasure — only to be judge of character (of many races, not cy (he intends) over all Faerunian drag- lured into a trap. Certain of the elder orb just dragons); and he always looks onkind. Balagos acts like a much beholders who support (some would say ahead for consequences and likely out- younger dragon, betraying no weakness manipulate) Manshoon have developed comes. These faculties allow him to act nor loss of fire and showing wisdom a spell they believe will (if they sur- in just the right way to defeat foes or fur- only in his avoidance of well-prepared rounded the great wyrm and cast it ther his aims as effectively as possible. mages who come looking for him. He together) put Balagos in mind-thrall to If cornered or pressed into a fight, strikes hard and unexpectedly, and he them, helpless to escape the endless Balagos is merciless and fearless, taking has slain so many other dragons that watchful weight of a dozen old and hurt if need be to disable a foe when he the elves dubbed him “Dragonbane.” mighty beholder minds. Presumably this faces many opponents, and moving to Balagos is Ulla Bahor in the tongue of trap still awaits Balagos, who avoided it force enemies to hamper or harm each the flind. Shortened to Bahor, this name by slaughtering all the Zhentarim who other with spells and wielded weapons has passed into wider use among the dared approach his lair. intended for him. He’s called ‘the Flying humans. Whatever he is called, this giant Balagos is a megalomaniac who truly Flame’ for the effective aim of his fire- dragon is a fearsome foe who delights in believes he has the wits and might to breathing dive, but he prefers to snatch slaughtering adventurers, wizards, and rule all Faerunian dragons — and lead up rocks, wagons, or horses and drop dragons alike. He has been the death of them in a war of extermination against them on foes from aloft before spending the Company of the Firestar (based in humans and elves, leaving other beings his fire-breath or moving close enough Esmeltaran), the Company of the Coin as fodder to be devoured at will by the to face the blades of his foes directly. (out of Amnwater), the Laughing Lynx victorious wyrmkin. His mighty ego and Balagos seems to need less sleep than Long-haul Caravan Company of Riatavin, raging temper doesn’t render him stu- most red dragons and spends the addi- the wizards of the Tower of Tyruld east of pid, however. Where many a red dragon tional wakeful time he gains in wary Keshla, and the entire seven-ship Silver charges into waiting death, Balagos observation of the land around. He can Swords Boarding Company pirate fleet! coolly slips away and plots revenge by often be seen perched motionless atop a

DRAGON #232 81 mountain peak in his domain, looking aid of a few fire spells to provide a burnt This lair is named for its entry shaft — out over the landscape for hours. As the smell and some drifting smoke, they fool a natural cauldron formed by the long- sage Thoravus of Athkatla commented in some adventurers into thinking Balagos ago collapse of a volcano. A thoroughly a public speech (given on MirtuI 26, 1354 has been slain — but their foe is usually miserable, always-cold young adult DR), “The mind of Balagos is never still. watching them from aloft, or lurking in a brown dragon, Altagos, inhabits this He is always thinking — thinking on how side-shaft that opens into the bottom of bowl valley, spending most of his time best to rise to rule all Faerun. Most red the central shaft, allowing the Flying huddled in a tunnel he’s scraped out in dragons think they are fit to rule the Flame to send his breath out across the the ash, trying to get warm. He scram- world, if only the rest of us would scorched pit in a deadly sheet of flame. bles out smartly when intruders enter acknowledge them. Balagos knows he is, He rarely has to. Counting on his own the cauldron: they’re almost the only and he just might, for once among all the immunity to fire, the great red wyrm food he receives. arrogant, lazy failures that make up the often shows himself to foes. As they are Altagos is the doorguard of a lair that dragonkind of today, be right. He bears concentrating on him, he activates the begins as a huge cavern in the eastern watching. He will always bear watching.” deadliest trap in his lair: the firestaff of side of the shaft walls, a cave that is Three days after that speech, Balagos Aunagar the Black (a long-dead mage of home to bats. Altagos swoops among swooped down from a clear sky and Tashluta). This weapon is buried among them, mouth agape, as they leave at devoured Thoravus, smashing apart the the scorched coffers so that its tip is dusk and return at dawn, but it takes sage’s home in central Athkatla to do so. exposed, and Balagos can activate only many bats to feed a hungry dragon. It is Most who witnessed the attack say the one of its powers from a distance — the also home to several helmed horrors, dragon intended to be seen, taking a one that unleashes a meteor swarm operating under orders to attack all deliberately leisurely approach before- silently up and in any one direction humans, demi-humans, or humanoids hand, and a majestic pose atop the ruins desired, thrice a day. The Flying Flame who try to enter or leave the cavern afterward, to ensure that as many triggers this behind a band of adventur- unaccompanied by Balagos.1 humans as possible saw him and were ers who face him and often melts or at This cavern leads to a steeply- impressed. The bowmen of a mercenary least fries them all before a single spell descending tunnel whose floor is a slick caravan escort company hustled out into is hurled or a sword raised in earnest. chute of melted and fused glass (pre- the street to fire at him, and he ignored Those who free themselves from this pared by Balagos, with his flame breath) their arrows as he leapt into the sky, cir- trap discover that the Smokespire is rid- and whose ceiling is graven with regular cled slowly, and then flew away — but the dled with large, smooth-walled tunnels holds for a dragon’s claws. (Balagos slides next day, when that company left the city and that Balagos delights in dodging in down into the lair to enter, and — on his guarding a mixed-wares caravan bound and out among them, wearying intruders back, with wings folded to fit into the tun- for Iriaebor, Balagos dove down out of until they stop for a rest — and become nel — climbs up out of it, to exit.) At the the clouds and blasted or devoured every easy prey for spells or fire-breath sent bottom of the tunnel is a large, irregular horse and man of the escort company — down their tunnel. natural cavern whose once-molten walls leaving the caravan itself untouched. It’s Balagos keeps all of his magical trea- resemble iron-red flows of ice (everything no wonder that in Amn and the sur- sure, and most of his gems, buried under is smooth and sweeping, because the rounding lands, Balagos is deeply feared. sand in two of the deepest caverns of rock flowed like water before hardening), His confidence and might make him his lair, but most intruders never find once a gas cavity at the heart of the vol- seem truly a “Dragon King.” them: they’re busy battling one of the cano. In the sulfurous gloom here slithers trio of young or juvenile (never older; a young black dragon, Auroxas, wingless The Flying Flame’s lair Balagos devours them when they grow (thanks to the Flying Flame’s jaws) and Balagos lairs in the Smokespire, the too old) dragons that Balagos has cap- tethered here with an energy drain chain most westerly peak of that arm of the tured and forced to guard areas of his by Balagos, to serve as a second lair Troll Mountains that shelters the upland lair, with their wings bitten away and guardian. This chain is too short to allow forests of Amn north of Eshpurta, and their hunger kept ravenous. him to reach the bottom of the tunnel, points toward The Ridge. Balagos doesn’t even spend most of and when Balagos enters this lower cav- The Smokespire is a long-extinct vol- his time in the Smokespire, using it ern, he can avoid contact with any acid cano, with a central cone or shaft whose instead as a lure for adventurers, Auroxas might dare to spit by turning walls are covered with caves and pits. Dragon Cultists, and other foes and sharply to the left, down a way along the Most of these Balagos has turned into would-be thieves. When he’s not out edge of the cavern that keeps many pil- traps, filling the pits with the jagged, exploring wider Faerun (flying freely, lars of rock between the two dragons. cracked bones of creatures he has daring other dragons to challenge him This route leads to a spot where the devoured, then covering them with the while in their territories) or enforcing his cavern narrows, noxious volcanic scales of fallen draconic foes and dirt. growing rule, he’s inspecting his other vapors waft up into it — and a channel of The central pit is adorned with a mound lair, in Tethyr: the Wyrmwell, in Mount chokingly-hot lava crosses the open of blackened stone coffers and melted Thargil (easternmost of the Starspire space. Only a red dragon or other crea- coins, upon which is coiled the bones of Mountains), overlooking the former ture immune to fire and heat effects can a burned dragon, the remains of duchy of Sulduskoon (the upland farms leap, stretch, or climb across the channel Hulrundrar, the old red dragon Balagos between the upper Sulduskoon River without harm. Beyond the channel, the slew to take this lair as his own. With the and the Forest of Tethir). way widens again in two smaller cham-

1. These animated suits of armor are detailed in the MONSTROUS COMPENDIUM® Annual, Volume One, and in the (revised) FORGOTTEN REALMS® Campaign Setting boxed set.

82 AUGUST 1996 bers, where Balagos keeps his main then dine, leaving them alive as he nib- foe dangling from his jaws, for dragons metals (coins, trade-bars, and items such bles away, taking meal after meal. and “cattle” (humans, demi-humans, and as coffers, candlesticks, and platters, that humanoids) alike to gawk at. are fashioned of precious metal) hoard. The Domain of Balagos Balagos won his large personal hold- No one knows exactly how much Balagos holds sway over a domain ing by slaying the old red dragon wealth has been amassed here, but the that stretches from the southern edge of Hulrundrar (in 1258 DR) and the venera- guardian dragon Auroxas believes both the Wood of Sharp Teeth to the Giants ble silver dragon Eacoathildarandus (in caverns are heaped almost full, because Run Mountains, and from the southern 1216 DR), whose lair was atop Scarsiir's increasing amounts of coinage are banks of the upper River Chionthar (hard Crag on the northern side of the Cloud spilling down the passage to where they by the walls of Iriaebor) to the River Ith. Peaks, overlooking The Neck. The aban- can reflect the dull, angry red glow of Many stretches of land around the doned lair is now a monster-haunted the lava. edges of this area — and the entire Forest place, with wyverns and peryton battling Balagos keeps his two servitor dragon of Tethir, within it — are claimed by other for use of the high ledges, and giant slugs guards hungry and hating each other (by dragons, but the Flying Flame has a and far worse things roaming the depths. annually offering freedom to whichever rather casual attitude toward draconic one kills the other, and then towing dominion that other dragons have The deeds of Balagos Auroxas up into the Well to do battle learned to accept. Most dragons hide Balagos is most fond of human flesh, with Altagos, only to declare neither wor- when they see him on the wing or keep particularly that of youngish females, thy of freedom when the evenly- to their lairs and ignore his passage. though few communities think he can be matched dragons collapse from their Balagos considers all of Faerun to be his, appeased by offering him live maidens wounds), but both would cooperate in and lesser dragons (that is, all other as sacrifices (as was once done in the vil- an instant if they truly believed that they wyrms) to be merely custodians of this or lages of eastern Amn, in less civilized could win their freedom by doing so. The that part of it, who hold their offices and times). He relishes a good fight almost as problem is that they don’t believe there’s lives at his pleasure. Every so often, he much as a good meal, and he plays with a creature in Faerun — demigods and all makes an example of a random dragon prey that scrambles to escape or tries to — who can defeat Balagos, so they dare to keep the others in fear of him; his fight back, while ignoring terrified cows not help any intruder against the Flying common practice at such times is to slay that cower in fields in plain view. Flame, for fear of suffering the fate he the other dragon and then fly in a slow, The Flying Flame likes to bathe often promises them: to cook small por- triumphal flight around half the conti- (unusual in a red dragon), and prefers to tions of their anatomy with his flame and nent, with the corpse of his vanquished do so in the Chionthar (from which he has risen, dripping, at dusk, to terrify many a bargeman). He usually takes water at Lake Esmel or the Gaping Face Cascade (where Gaping Stream, the westernmost of the two tributaries of the upper Esmel River that join each other in the Troll Mountains and then flow south to join the Esmel at Trollford, is born). Balagos hunts anywhere he pleases, always over land and usually taking creatures on the move and not actually in mountains (the great wyrm is too cun- ning to trust confined spaces and the cover that caverns and rock pinnacles afford enemies). To Balagos, there is no such thing as a ‘typical day.’ He’s always varying what he does, so no foe can catch him in a routine and no creature living in his domain can come to feel safe and com- placent. He’s as likely to alight on the roof of a coster hall in Athkatla as to sun himself on high ledges in the Troll Mountains, and every so often he flies hard and fast along the Trade Way, 40’ or so off the ground, terrifying horses and humans alike, and sending goods and wagons tumbling in the wind of his passing. If a farmer in Amn checks over his shoulder to look at the roof of his barn when coming in from the fields at dusk, grunting that “the King of All Dragons could be a-sittin’ up there — or

84 AUGUST 1996 anywhere!” Balagos is well pleased; Currently, Balagos is thought to be when the being lets go of the manacle.) that’s exactly how he wants all of the assembling a small band of loyal human A creature that strikes manacles or creatures he rules over to feel. agents whose tasks will be to strike at chain directly or with any sort of Such behavior has won him no short- any human organization or dragon weapon (regardless of its conductivity) age of foes, and many a wizard has cabal that plots to work together against suffers 2d6 hp electrical damage per sought to win fame as “the destroyer of Balagos. The first few of these agents blow, and such attacks cause no dam- the dread Balagos” — but such titles must have already slain a Red Wizard who age to the item (beings imprisoned in be earned, and though a lone red dragon tried to poison the Gaping Face Cascade, the manacles at the time don’t suffer shouldn’t be able to prevail against the so as to render Balagos blind and para- this damage). Missile attacks don’t harm right combination of spells and items, lyzed. (The wizard had the concentration the launcher, but they also leave the somehow Balagos always seems to sur- of liquids wrong and succeeded only in chain unaffected. vive, and the list of wizards who ended causing the great wyrm several days of If a being imprisoned by an energy up as smoldering bones spit into bone pit discomfort). drain chain tries to cut it, otherwise by the Flying Flame grows ever longer. attacks it, or tries to stretch it to reach Balagos takes no mates, though it’s The magic of Balagos something beyond the length set by its said he once consorted with Uluutha- Little accurate information is known wielder, it drains 1d4 hp life energy varra, a venerable red dragon who laired of the magics of Balagos, but it is certain (energy that can be regained only magi- somewhere near the Lake of Steam. In that he uses some powerful items crafted cally, not through rest and recuperation). the end he had to slaughter all of his off- by others. One such is the energy drain For every 10 hp lost this way, the pris- spring, after they slew and ate their chain, believed to have been crafted in oner loses a Hit Die or experience level. mother and came looking for him. long-ago Netheril, where they were used (wizards and priests forget memorized Several wizards (including Elminster) to capture, subdue, and control (as spells, all victims lose a level of class share the belief that Balagos is covertly steeds, digging forces, or beasts of bur- abilities and combat ability, etc.), to a trying to research clone magics or a new den) large monsters such as dragons. minimum of 6 hp and 1st level (beyond kind of lichdom that will allow him to which the chain does not drain, but retain more of his powers than the Cult- Energy Drain Chain instead confers 1d4 rounds of paralysis assisted undead dragons that he con- This ancient, rarely-seen item consists per attempt to stretch or harm it). Note temptuously calls “bone dragons.” of two mithril manacles that expand or that the chain stretches 5’ per round; a Balagos holds no special affinities or shrink magically (from about 3” in interi- determined prisoner who pulls continu- hatreds for anyone; all beings are his or radius to about 20’) to pass around a ously suffers one “drain” from the chain rightful subjects, and all who defy him living body or stone spar that they’re per round but may succeed in making must be destroyed. To many observers, touched to as a command word is whis- the chain longer (until the aforemen- he seems one of the few mad tyrants in pered (they do not change size if tioned paralysis occurs, temporarily end- the Realms who just might have a touched to wood or metal). A second ing stretching attempts). A prisoner can’t chance to carry out such a policy and command word causes the manacles to strangle, climb, or descend by means of survive, as he already has done, for shrink again until they touch something the chain — it floats in a straight line more than a thousand years. solid — allowing them, for instance, to between its anchor and its prisoner, lev- be put over a man’s head and then itating a prisoner who steps out into a shrunk to clasp his neck snugly. chasm, for example, gently in its clasp. To open a manacle or change its size, The only known ways of severing an the correct command words must be energy drain chain, or forcing open a uttered by a creature who is directly manacle, are the application of dispel touching the manacle to be affected, magic spells from a dozen different cast- and at the same time also carries (in ers within a 2-turn period, the applica- direct flesh contact) a specific trigger tion of a properly-worded wish or limited substance (usually a disk of a particular wish spell, or the casting of a disintegrate FORGOTTEN REALMS® type of metal, although anything made spell so as to touch some part of the Setting of the trigger substance will do). This chain and simultaneously to destroy Brain Buster substance is kept secret (usually hidden something made from, or partially made under clothing) to prevent others who from, either of the trigger substances overhear the command words from used to control the chain. A legend lore A party of brave adventurers is hired opening the manacles. or similar spell always fails when used to by some farmers to drive off savage The manacles of an energy drain chain learn the trigger substances of these flying creatures that attack at night. are linked by an arc of energy that chains. Note that other harmful effects By the moon’s light, a great battle appears as a flickering blue-white helix used on an energy drain chain are trans- ensues. The next morning, the party of small, darting lightnings. To change mitted with full effect to any prisoners of is seized for malicious property dam- the length of this “chain,” a wielder must the chain. age by the farmers who hired them. possess a second trigger substance Typically an energy drain chain is used Assuming our heroes are guilty, how (always different than that for the man- to tether a powerful being to a stone did it happen? acles), touch the arc of energy, and then spar — or two beings to each other, usu- utter a command word and pull directly ally with the chain between them on one of the manacles to shorten or wrapped around a stone pillar or other lengthen the arc. (The change ceases anchor. (Note that in such a case the

86 AUGUST 1996 horizontal level of such a chain can be change targets, causing the claw to wink ultra-lich Larloch, could destroy the Flying altered if both prisoners work together out of visibility for one round and then Flame if he attacked them on their home to shift the arc up or down the pillar — reappear adjacent to the new target on ground, where they could call on servitor which is why this sort of tether often the next round. A choking claw disap- creatures, magic items, and traps. Yet involves passage of the chain through a pears permanently if the caster under- none of these mighty ones ever seems to hole or slot too narrow for the prisoners takes the casting of any other spell, but manage to corner Balagos — and so his to pass through between the anchor otherwise it attacks by itself, moving arrogant rule continues from decade to and either prisoner.) and striking without the caster’s atten- decade, century to century, and age to XP Value: 4,000 tion, for round after round. age. Misadventure or a lucky attack could GP Value: 15,000 On each round in which the claw weaken the wyrm and leave him vulner- attacks, the target rolls 1d6 and the claw able to the attacks of his many enemies, One spell employed by Balagos is rolls 1d8. If the scores are equal or the but at the moment such a fate seems known to Elminster: target rolls higher, the claw misses; oth- unlikely. His recent efforts to achieve erwise, it deals 2d6 hp damage and dis- immortality, or at least a second chance, Choking Claw rupts any target spellcasting during that suggest that Balagos is at last feeling the (Evocation) round. In addition, struck targets who hand of time. . . but they also mean that Level: 5 are climbing or attempting other deli- his first death may not be his last. Only Range: 10 yds./level (120 yds. for Balagos) cate or dangerous tasks may have to his unpredictability keeps his tyranny Components: V make a successful ability check to avoid from becoming intolerable — and so long Duration: 5 rounds a fall or other mishap, as the DM as his brilliance never strays into foolish- Casting Time: 5 (1 for Balagos) decrees. ness, the Realms may live in fear of the Area of Effect: Special Flying Flame for centuries to come. Saving Throw: Special The fate of Balagos This spell creates a black, taloned It’s conceivable that The Simbul, any claw of translucent, shimmering magical two of the other Seven Sisters, or a cabal force that appears in midair near a cho- of wizards led by Khelben, Elminster, or Ed Greenwood, like his alter ego sen target and slashes at that being. A perhaps Halaster of Undermountain Elminster, is tall, bearded, untidy, prank- choking claw can’t strangle, grapple, or could defeat Balagos in face-to-face battle some, and generally annoying — but he stab, only rake, and it makes one attack — and that a score or more of beings res- freely admits it all. per round. Its caster can choose to ident along the Sword Coast, such as the

DRAGON #232 87

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Special events offered board, and miniatures 5. Registration fees or attendance games. Registration: $20 pre- Bubonicon 28 Arlington Park Hilton Hotel requirements, and, registered, $30 on site. August 23-25 NM in Arlington Heights. Events: 6. Address(es) where additional infor- Gamefest, 3954 Harney St., Howard Johnson East, role-playing, card, board, and mation and confirmation can be San Diego, CA 92110. Albuquerque. Guests: Dennis miniatures games. Other obtained. McKiernan, Gordan Garb, and activities: RPGA® Network Convention flyers, newsletters, and other mass-mailed announce- Gamecon 9 Lisa Scott. Events: role-play- tournaments. Registration: ments will not be considered for use August 18 VA ing, card, board, and minia- varies. Randy Giesey, 1775 in this column; we prefer to see a Holiday Inn, Fair Oaks tures games. Other activities: Ashford Circle, Wheeling, IL cover letter with the announcement Shopping Mall, Fairfax. dealers, panels, an art show, a 60090-5100. as well. No call-in listings are accept- ed. Unless stated otherwise, all dollar Events: role-playing, card, costume contest, movies, and values given for U.S. and Canadian board, and miniatures more. Registration: $25 on Gateway 16 conventions are in U.S. currency. games. Other activities: a flea site. NMSF Conference, P.O. August 30-Sept. 2 CA WARNING: We are not respon- market. Registration: $3 Box 37257, Albuquerque, NM LA Airport Wyndham sible for incorrect information sent to 87178. us by convention staff members. NOVAG members, $5 general Hotel, Los Angeles. Events: Please check your convention listing public. NOVAG, P.O. Box role-playing, card, board, and carefully! Our wide circulation 7158, Reston, VA 22091. Organized Kahn Fusion miniatures games. Other ensures that over a quarter of a mil- P.E.W. activities: dealers, seminars, lion readers worldwide see each Dragonflight ’96 August 24-25 PA and an auction. Registration: issue. Accurate information is your August 23-25 W A responsibility. Newberry Town Fire Hall $25 preregistered, $30 on Copy deadlines are the first Bellarmine Hall on the in Etters. Events: political, site. Strategicon, 333 N. San Monday of each month, four months Seattle University Campus, economic, board, and minia- Fernando Blvd., Burbank, CA prior to the on sale date of an issue. Seattle. Events: role-playing, tures games. Other activities: 91502. Thus, the copy deadline for the card, board, miniatures, and December issue is the first Monday of dealers. Registration: varies September. Announcements for North network computer games. M. Forner’s Games Only Campbellford Scottish & American and Pacific conventions Other activities: seminars, Emporium, 230 S. 8th St., Medieval Festival must be mailed to: Convention dealers, and an auction. Lemoyne, PA 17043. August 31 -Sept. 1 ❊ Calendar, DRAGON® Magazine, Registration: varies. Dragon- Campbellford Fair Grounds 201 Sheridan Springs Rd., Lake flight, P.O. Box 417, Seattle, Geneva, WI 53147, U.S.A. LA Con III in Campbellford, Ontario. Announcements for Europe must be WA 98111-0417. August 29-Sept. 3 CA Events: role-playing games posted an additional month before the Anaheim Convention and a medieval feast. Regi- deadline to: Convention Calendar, Migscon XVII Center, Anaheim. Guests: stration: $6 preregistered, $8 DRAGON Magazine, TSR Limited, 120 August 23-25 ❊ James White, Roger Corman, Church End, Cherry Hinton, on site. Harry Heydon, 81 Cambridge CB1 3LB, United Kingdom. The Royal Connaught and Connie Willis. Events: Ranney St. S., Campbellford, If a convention listing must be Howard Johnson Plaza Hotel, role-playing, card, board, Ontario, K0L 1L0, Canada. changed because the convention has Hamilton, Ontario. Events: and miniatures games. Other been canceIed, the dates have changed, or incorrect information has been printed, please contact us imme- ❖ Australian convention Important: diately. Most questions or changes ✻ Canadian convention should be directed to the magazine ❁ European convention Dragon® Magazine does not publish phone numbers for conventions. Be cer- editors at TSR, Inc., (414) 248-3625 tain that any address you send us is complete and correct. (U.S.A.). Questions or changes con- * indicates a product produced by a com- To ensure that your convention listing makes it into our files, enclose a self- cerning European conventions should pany other than TSR, Inc. Most product addressed stamped postcard with our first convention notice; we will return the names are trademarks owned by the com- be directed to TSR Limited, (0223) panies publishing those products. The use card to show that it was received. 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DRAGON #232 89 Mage Con South XI furt. Guests: James Wallis and August 31 -Sept. 2 IA Andrew Rilstone. Events: role- GEN CON® Sioux City Hilton, Sioux playing, card, board, and Game Fair City. Events: role-playing, miniatures games. Other August 8-11 WI card, board, and miniatures activities: demos, tourna- The Wisconsin Center (MECCA), Milwaukee. Experience games. Other activities: tour- ments, workshops, movies, the biggest and best game fair in the Western Hemisphere. naments and an art show. and a miniatures painting The GEN CON Game Fair offers over 1,200 gaming events, Registration: varies. M.A.G.E., contest. Roleplaying and more than 200 exhibitors, celebrity guests including Garret P.O. 114, Sioux City, IA 51250. Simulation Game Club, Martin Wang, Stephen R. Donaldson, Walter Koenig, the cast of Kliehm, In der Roemerstadt Mystery Science Theatre 3000, and more! Other activities September 164, 60439 Frankfurt, include an art show, games auction, a vast dealers hall, Conventions Germany, or e-mail: martin. Starbase 1, anime, workshops, and seminars. Registration: [email protected] $45/4 day pass preregistered, $50 on site, daily rates avail- Round Table Gaming able. Contact: Sandy Kinney, GEN CON Game Fair, TSR Inc., Society Bogglecon 4 201 Sheridan Springs Road, Lake Geneva, WI 53147. September 7 SC September 21 PA The University of South Wind Gap Legion Hall on Carolina, Russel House. Broadway, Wind Gap. Events: tered, $25 on site. Goblin- October Conventions Events: Magic: the Gathering* Living City™ tournaments, tooth Enterprises, 46 High- tournaments including a card, board, and role-playing land St., Reading, MA 01867. Cangames type one tournament offer- games, and free games October 4-6 ❊ ing a Black Lotus, a sealed demonstrations. Other activi- Shorecon ’96 Ottawa Congress Centre, deck tournament, and a type ties: dealers, a games auction September 27-29 NJ Ottawa, Ontario. Events: two beginner’s tournament. and raffle, and canned food Berkeley Carteret, Asbury role-playing, card, board, Registration: varies. Round drive. Registration: $3, or $5 Park. Events: role-playing, and miniatures games. Other Table Gaming Society, at the door. Most game card, board, and miniatures activities: auction, seminars, University of South Carolina, events cost $1. For more games. Other activities: a dealers, and miniatures P.O. Box 80018, Columbia, SC information, send SASE to M. masquerade, an auction, art painting. Registration: varies. 29225, or e-mail: uscrtgs Griffith, 118 S. Broadway, show, anime, a dance, etc. Cangames, 6930 Sunset @aol.com Wind Gap, PA 18091. Registration: $20 preregis- Blvd., Greely, ONT, Canada tered, $25 on site. Multigenre K4P 1C5, or e-mail: Wincon Civic Con Inc., 266 Spruce Drive, Brick, [email protected]. September 13-15 ❊ September 22 IN NJ 08723. Ramada Marlborough, Hammond Civic Center, Westward Ho 1 Winnipeg, Manitoba. Events: Hammond. Events: role-play- Nuke-Con October 5 TX role-playing, card, board, ing, card, board, and minia- September 28-29 NE Best Western, Midland. and miniatures games. Other tures games. Other activities: Holiday Inn Central, Events: role-playing, card, activities: an auction. Regi- a comic show. Registration: Omaha. Guests: Tom Prusa board, and miniatures games. stration: varies. GITS, P.O. $2. Atlantis Productions, and Fredd Groham. Events: Other activities: dealers and Box 28073, 1453 Henderson 2654 Forest Park Dr., Dyer, IN role-playing, card, board, . Registration: $4 Hwy, Winnipeg, MB, R2G 46311, or e-mail: atlantis@ and miniatures games. Other preregistered, $5 on site. 4E9, Canada. tsrcom.com. activities: tournaments. Regi- Westward Ho 1, P.O. Box stration: varies. Nuke-Con, 9805, Midland, TX 79708. Falcon ’96 Cog Con 13115 Josephine Circle, ❊ September 14 September 27-29 MO Omaha, NE 68138, or e-mail: Necronomicon ’96 Lord Nelson Hotel, The Miner Recreation [email protected]. October 11-13 FL Halifax, Nova Scotia. Guests: Building at the University of Camberly Inn, Tampa. Robert Sawyer, Peter Francis, Missouri, Rolla. Events: role- Organized Kahn Fusion- Guests: Tim Powers, Michael Michael Gallant, and Luisa playing, card, board, and Battletech Straczynski, and Brinke Nadalini. Events: role-play- miniatures games. Other September 28-29 PA Stevens. Events: role-playing, ing, card, board, and minia- activities: tournaments. Regi- Newberry Town Fire Hall, card, board, and miniatures tures games. Other activities: stration: $10 preregistered, Etters. This is a Battletech -only games. Other activities: a cabaret, a costume contest, $12 on site. CogCon, P.O. Box con featuring: single, lance, Ygor party, panels, an art and an art show and auction. 1939, Rolla, MO 65402, or e- free for all, and mechwarrior show, dealers, and a mas- Registration: varies. Falcon, mail: [email protected]. games. Other activities: deal- querade. Registration: $18 P.O. Box 36123, Halifax, NS, ers and a miniatures painting preregistered, $25 on site. B3J 3S9, Canada, or e-mail: Hostile Aircraft Aces contest. Registration: varies. Necronomicon, P.O. Box [email protected]. Tournament M. Forner’s Games Only 2076, Riverview, FL 33569 September 27-29 NY Emporium, 230 S. 8th St., or e-mail: 74273.1607@ Fron 14 Travel Lodge, Kingston. Lemoyne, PA 17043. compuserve.com. September 21-22 ❁ Events: open gaming, and a hostile aircraft tournament. Buergerhaus Griesheim, Continued on page 97 Schwarzerlenweg 57, Frank- Registration: $20 preregis-

90 AUGUST 1996

If a thief sneaks up on a sleeping character and attacks him, does he get extra damage from a backstab? Attack- ing a sleeping opponent has the same attack modifiers as a backstab according to the new rules in the PLAYER’S OPTION™: Combat & Tactics and Skills & Powers by Skip Williams books. A backstab requires that the thief be behind his target and that the target be If you have any questions on the games this; that’s why the Sage has a job.) So unaware of the thief or unaware of the produced by TSR, Inc., “Sage Advice” will here they are: When writing to the thief’s intention to attack. Sleeping char- answer them. In the United States and DRAGON Magazine staff, you have to send acters generally aren’t very aware. Many Canada, write to: Sage Advice, DRAGON® a SASE that is big enough and has creatures can’t be backstabbed at all; Magazine, 201 Sheridan Springs Road, enough postage to do the job. You can’t however, see the next question. Lake Geneva, WI 51347, U.S.A. In Europe, send in a 30-page manuscript along with write to: Sage Advice, Dragon Magazine, a dinky little envelope and 32¢ (US) My DM insists that thieves gain extra TSR Ltd., 120 Church End, Cherry Hinton, postage and expect to get your manu- damage from backstabbing only Cambridge, CB1 3LB, U.K. You can also e- script mailed back to you when the staff because they know how to strike at a mail questions to [email protected]. finishes with it. Also, the Sage is not a creature’s vital organs. He allows char- This month, the Sage lays down the law member of the DRAGON Magazine staff, acters to get damage bonuses from about personal replies, considers the finer which is one reason why he doesn’t send backstabbing only if the target creature points of backstabbing, and looks at a few personal replies. It doesn’t make a differ- actually has a spine. He says backstab- optional rules and spell effects for the ence how much return postage you send bing doesn’t work against undead at all. AD&D® game. or how hard you have to strive to drop Is this right? It seems to me that the your question into a mailbox. I’d love to damage bonuses ought to apply to any- In January of this year, I sent you a maintain personal correspondence with thing that has an actual front and back. question about the ghul lord kit from all my readers, but I’m just one guy with Overall, your DM is being more gen- The Complete Sha’ir’s Handbook (specif- only 10 fingers, and it’s just not possible erous than he has to be. If you read the ically about the process of leeching). I for me to answer everybody’s questions description of the backstab ability in enclosed an international postal reply individually. Chapter 3 of the Player’s Handbook, you’ll coupon that cost me $5.16 Canadian. This whole exception-to-the-rule busi- learn that part of the skill involves For five bucks, I think I’m entitled to an ness confuses people, and each month I knowing where to strike. The PHB goes answer. get a couple of SASEs. I turn those over on to say that a backstab target must be I pointed out two things back in issue to the DRAGON Magazine staff, who stuff a humanoid with a definable back and #228 that bear on your case. Alas, #228 the envelopes with writer’s guidelines that the backstabbing thief must be able was the April issue, too late to save you and mail them back. I’ll take your word to reach a significant target area. So, from the horrible fate of being $5.16 for it that your January letter had a your DM has expanded the list of possi- (Canadian) poorer: First, “Sage Advice” postal reply coupon in it, and I’ll pass ble backstab targets by opening it up to does not send personal replies, even if your current letter on to the DRAGON anything with a spine. In either case, you include return postage and a prop- Magazine folks so that you can get your your thief character couldn’t backstab a erly addressed envelope. Of course, the writer’s guidelines, too. I should point out roper or beholder. good folks at DRAGON® Magazine require that writing the Sage is a bad way to get Incorporeal undead should remain you to enclose a coveted SASE (Self writer’s guidelines, as your reply will be immune to backstabs, judging from the Addressed, Stamped Envelope) with any delayed at least a month, maybe more. text in the PHB (no significant target article submission or other piece of corre- On to the second useful (but belated) areas). One could make a similar argu- spondence that requires a reply from thing from issue #228: Check your back ment for other undead as well; zombies them, such as a request for submission issues for the answer to your question just don’t care if somebody sticks a knife guidelines. But “Sage Advice” sends no before sending it in. As it happens, I into their kidneys. On the other hand, replies and you’re wasting your money if answered your question about ghul lords most undead are humanoid, which is the you send a SASE to the Sage. In the world back in issue #218. See if any of your basic requirement for backstabbing. A of gaming this is what we would call an gaming pals has the issue (in my experi- skeleton or a ghoul probably is going to exception to the general rule. In a rule- ence, every group has at least one pack find a severed spine inconvenient. In book, it might read something like this: rat who saves copies of anything gaming campaigns where the DM strictly limits The “Sage Advice” column does not related). Failing that, check out your local backstabbing to humanoids, corporeal send personal replies. Readers should not library or game store. If you’ve got a undead should be susceptible (if they’re send SASEs with questions for the Sage. computer and a modem, you can get the humanoid). If the DM has loosened up Now, there are a few little details that text from issue #218 (and lots of other the general restriction (as yours has), our theoretical rulebook writer above left back issues) from the TSR, Inc. area on there’s justification for limiting backstab- out. (Rulebook writers are always doing America Online (keyword TSR). bing in other ways (as your DM also has).

92 AUGUST 1996 When a flying creature makes a ters base initiative twice, once for his I’m inclined to favor the simplest pos- “swoop attack” against a fighter who is reduced movement rate and once for his sible answer to your questions. A dual- using the guard option from the encumbrance category. classed character gains no new weapon Combat & Tactics book, and the swoop- Note that the rules on page 18 are or nonweapon proficiencies upon choos- ing creature moves away at full speed, intended primarily for monsters, not ing a new class. This differs slightly from how many attacks does the fighter player characters. Most PCs are sup- an answer I gave to a similar question a have? If the fighter is normally entitled posed to have base initiative phases of few years ago, but your question has to multiple attacks (due to level or spe- fast. You should treat all dwarves as caused me to reconsider. cialization or both), does he gain any man-sized creatures with base initiative Nonweapon proficiencies really aren’t extra attacks? phases of fast despite their actual heights a function of a character's class. The It all depends on the exact sequence and their racial movement rates of 6. character has full access to all the non- of events and how the fighter is facing That is, do not treat some dwarves as weapon proficiencies he knows (no mat- relative to the swoop attack. If the small creatures (with the attendant limi- ter what groups they’re from) but doesn’t swooping creature makes a flank or rear tations on weapon use) just because receive any new nonweapon proficien- attack, the fighter has no attack at all, they happen to be under 4’ tall, and cies until after his level in his new class because he doesn’t threaten the swoop- don’t sock any dwarf with a base initia- exceeds his level in the old class. I’m ing creature. tive of average just because his legs are assuming nonweapon proficiencies are If the swooping creature makes a short. something like hit points; the character frontal attack, the fighter has his first acquires them by virtue of his class and attack phase as soon as the creature When casting cause Iight wounds, or level, but they aren’t really class abilities. comes within reach (this is not an attack similar touch-delivered spells, does the Instead, they become part of the charac- of opportunity). If the swooping creature target get the full benefit of armor, or ter, and the character takes them right makes its attack, then flies away in the does it not apply? The logic behind it along when assuming a new class. same round, the warrior gains an attack not applying would be that the touch Weapon proficiencies, on the other of opportunity when it leaves. Remember does not have to contact flesh, that it hand, are a class function. The character that an attack of opportunity allows one can simply touch the armor and be cannot use weapons not normally phase’s worth of attacks. If the fighter has effective. I have ruled that the armor allowed to his class without forfeiting all one weapon, he has one attack. If the does apply, except in the case of shock- experience he would otherwise gain on fighter has a weapon in each hand, he ing grasp, which can be transmitted an adventure. If the character is profi- has two attacks. Each separate attack, through a conductive object such as cient in a weapon allowed to the new however, counts against the maximum metal armor. class, he can use it without penalty. If number of attacks of opportunity the Any touch-delivered spell requires a the character is not proficient in any fighter can make in a single round. successful attack roll against the target's weapons allowed to his new class, he If the swooping creature attacks the normal armor class, including adjust- has to struggle along as best he can warrior and ends its movement, then ments for armor worn. There’s no law of until his new level exceeds his old one uses the withdraw option on the next physics that applies here, its just the way and he can learn to use another round, the fighter might not get any touch-delivered spells work. Allowing weapon. Characters who do a little more attacks against it, because with- shocking grasp to ignore metallic armor advance planning will be much better drawing from a threatened area doesn’t sounds fine to me, but any adjustments off than characters who leap unpre- provoke an attack of opportunity. for the target's shield, Dexterity, and pared into a new profession. defensive magic (including metal armor's This answer does not quite conform Does a characters movement rate enchantment) should still apply. to the letter of the dual-class rules in have any effect on his base initiative Chapter 3 of the PHB, but it sticks to the phase in the optional combat system When you dual class a character, do spirit pretty well and saves both players from the Combat & Tactics book? For you pick new weapon proficiencies and and DMs a lot of headaches. example, a mountain dwarf is size M, nonweapon proficiencies as you would giving him a base phase of fast. Does when starting a new character? Bonus Under the description of the 2nd- the dwarf slow down to average proficiencies from a high Intelligence level priest spell nap, from the Tome of because his Movement Rate is only 6? score would not apply, right? Can the Magic, it states that wizards can memo- A characters base movement rate character immediately use the non- rize a new set of spells after benefiting (see Combat & Tactics, page 13) does affect weapon proficiencies from the general from the nap. But what about priests? his base initiative phase, as explained on grouping learned under his previous Even though it is a priest spell, they are page 18. Note that base movement can class? Or does he have to wait until the not specifically mentioned as being be improved by high ability scores (see new class’s level exceeds the old? What able to memorize new spells after ben- pages 14 and 15), which can allow about weapon or nonweapon proficien- efiting from the nap. My current ruling dwarves, gnomes, and to avoid cies that belong to a grouping allowed to has been that priests receive spells the penalty to base initiative because of the new character class? If the character from their deities only once per day a movement rate of 6. Note also that you learns the same nonweapon proficiency (provided they get enough rest before calculate the base initiative adjustment twice, once for the old class and once for memorizing them), much like many of for movement rate before calculating a the new, what happens when the new the other granted spell-like powers. It is character’s final movement score, which class level exceeds the old? Does the not just a question of rest and memo- includes encumbrance. Otherwise, you character have the old proficiency score rization it is a question of how often the could penalize an encumbered charac- plus a bonus for learning it again? power will grant the request for spells.

DRAGON #232 93 If it is allowed for priests, then we will will be granted when the characters powers cannot be included in a contin- likely find a lot of annoyed deities who awaken from their naps; the players will gency. Note that all the normal limitations are getting called upon three or more have to weigh the risks carefully. In any still apply to priest spells; that is, the spell times a day to grant each one of their case, granting extra priest spells after a must be cast in conjunction with the con- priests spells all over again. One of the nap should be fairly rare; as you point tingency spell (as part of the contingency’s criteria for priests is Wisdom; this out, no deity looks favorably on a char- one-turn casting time), it must affect only includes enough common sense on acter who’s constantly requesting spells the contingency caster’s person, and it how best to use their spells, and not to just to waste them or use them for self must fall within the level limit (half the waste them. Therefore I believe that glorification. caster's level, rounded down and no other than the rest and healing effects As you point out, this whole discus- higher than 6th level in any case). of the spell, nap, it has no other effect sion begs another question: Just how on priests and their memorization of often can a priest or any other spell Is there an initial saving throw spells. Is this correct? caster memorize new spells. The answer against charm -type spells? Or is the tar- You’ve offered a darn good logical is literally as often as the DM is prepared get automatically charmed? One player argument for not allowing priests to to let them. As long as the character gets “threw a cow” when I told him that the learn fresh spells as a result of a nap a good night's sleep (about eight hours), charm spell his character had cast spell. On the other hand, nobody is he can expect to start memorizing new didn’t work. going to use this spell three or more spells whenever he wakes up. It’s pretty Check the spell’s description. I expect times a day, because characters can nap difficult for anyone to sleep for a full you’ll find that any charm -type spell has only once every 18 hours (see spell eight hours unless he’s been awake and a saving throw of “neg,” which means description). I’m inclined to follow your active for the preceding 10 to 14 hours, that the recipient is entitled to a saving logic this far: wizards and bards (who but exceptions do occur. Priests, as you throw when the spell is cast, and the cast wizard spells) can memorize spells point out, can be an exception. If the spell has no effect at all if the saving immediately after a nap. Rangers, pal- priest has done something to offend his throw succeeds. adins, and priests (including clerics and deity, no spells are forthcoming no mat- In any case, there are two things you druids) cannot unless the DM decides ter how well rested the priest is. don’t have to do when adjudicating the deity who grants the spells has some If a character is a dual- or multi- charm spells. First, you don’t have to say compelling reason to bestow spells on classed wizard/priest, can he use a con- whether the spell worked; you can let the characters in question at the time in tingency spell to activate a priest spell? the player figure that out on his own. If question. No deity is going to withhold What about a psionic power or any the target is familiar with spell casters, it spells from a character who is ready to special ability? might surmise that it has been subjected receive them if the character has been There’s nothing in the spell description to a charm spell attempt and only pre- faithful to his alignment and to his deity that says the contingency caster has to use tend to be charmed. Second, you don’t and who faces a situation in which out- a wizard spell, but the effect to be trig- have to put up with bovine ballistics. come could affect the deity’s interests. gered via the contingency must be a spell. Players who can’t handle the occasional Of course, the DM is under no obligation Effects from magical items, psionic abili- failure shouldn’t be playing the game. to tell the players whether more spells ties, priest granted abilities, or innate What would happen to the cloud generated by the 2nd-level wizard spell stinking cloud if a 3rd-level fireball spell were cast in the same area? Would the fiery blast bum up the cloud? Would the area be choked with smoke from the fireball and noxious gases from the stinking cloud? The gas from a stinking cloud spell is not flammable, and it takes a pretty stiff breeze to blow it away. A firebaIl doesn’t generate nearly enough pressure to dis- perse a stinking cloud. A fireball doesn’t generate any smoke by itself, but flam- mable materials might smoke quite a bit if a fireball sets them alight. Usually, how- ever, the leftover smoke from a fireball wouldn’t be noticeable within a stinking cloud.

Skip reports that he encountered a large, smoky cloud personally as he fired up an outdoor grill right after finishing the first draft of this month’s column.

94 AUGUST 1996

The reason I mentioned my objec- Despite Tim’s comments, the PLAYER’S tions with the PLAYER’S OPTION™ rules is OPTION: Skills & Powers book states on simple: the Forum was introduced in page 12: “no subability score can be issue #81 as “a place where we can print lower than 3, and — with the exception your opinions and observations.” Get it? of Strength — no subability score can be (Obviously not.) higher than 18.” There is also a clear ref- Lighten up, people. Most (or all) of us erence on page 19 under the Strength know the rules are completely optional, heading: “Or, the fighter might have a but we can all benefit by being fussy 20 Stamina or Muscle....” I’m typically about what TSR makes “official” and by not a “rules quoter,” but I wanted to illus- engaging in some thought-provoking trate the parts of the book that may be exchanges! Any DM worth his dice causing problems. I am well aware of knows enough to change offensive racial maximums, but there is no rule rules. I was simply curious if anyone stating that a racial Strength maximum shared my opinion, and I wanted to start of 18 also limits relating subabilities Forum welcomes your comments and a little debate. If stating my opinion (Muscle or Stamina) to 18. Most conven- opinions on role-playing games. strongly makes me an , so be it. tion groups I have encountered interpret In the United States and Canada, send (Mind flayers do have a “genius” intelli- the rules in a manner that allows fight- any correspondence to “Forum,” DRAGON® gence, you know.) ers to possess Muscle scores of 20; Magazine, 201 Sheridan Springs Road, The Forum is an opinion column about hence, my original letter. Lake Geneva, WI 53147 U.S.A. In Europe, the AD&D game; therefore, letters debat- Discarding rules is great when you send mail to “Forum,” DRAGON Magazine, ing rules imbroglios are certain to appear, are the DM, but what about the player TSR Ltd., 120 Church End, Cherry Hinton, just as the “Mom thinks gaming is evil” who enters a convention event where Cambridge CB1 3LB, U.K. You can also send and “no more fantasy women in bikinis” PLAYER’S OPTION rules are used? What e-mail to [email protected]. issues will reappear every so often. I’m about the player who joins a group in We ask that all material be neatly typed truly sorry if Tim Nutting or others find which the DM follows all of the PLAYER’S or handwritten. You must give us your full the semi-constant rules arguments and OPTION rulebooks to the letter? This lat- name and mailing address if you expect game balance observations tedious; I find ter example actually happened to me your letter to be printed (we will not consider them educational, thought-provoking, recently, yet the DM is both knowledge- a letter sent anonymously), but we will with- and occasionally amusing, but never able and competent. My first Forum let- hold your name if you ask us to do so, and we will not print your full address unless you request it. “They’re optional? Really? You mean TSR thugs simply had to respond in turn to Tim won’t come to my house and rough me up if I I Nutting’s response (issue #230) to my delete or change some rules?” Forum letter about the Muscle subabil- ity (issue #228). It took a second glance to verify that his earlier (and more civil) boring. If a person cannot read Forum ter was actually the result of a post- letter in issue #226 was written by the without condemning others as whiners, game debate I had with two long-time same individual. Tim states in #226 that inexperienced, or whatever, perhaps that players and the aforementioned DM, all he has no problem with people airing person should simply skip the column. of whom insisted that fighters should their complaints, but I wonder . . . Long-time readers (including me) must have Muscle scores of 20. Let’s address each point: firstly, when remember that what is an “old” Forum On a side note, I agree wholeheart- I mention the number of years I’ve been argument to you may be entirely new edly with the comments made by Larry playing the AD&D® game at the start of and have great merit to others. Framness and Tres DeLoach in DRAGON my letters, it is simply a way of introduc- In my campaigns, the Muscle prob- Magazine issue #227. Gentlemen, I salute ing myself. I agree, everyone makes mis- lem isn’t a factor, because I ignore the you. What made the “oldie” modules takes. I have met excellent DMs with one rules as they are written and substitute such as the “S” and “G/D” series great year of playing experience and jaded, the remedy I mentioned in my first letter. was atmosphere, coupled with detailed inept DMs who have been playing since By the way, Tim mentions the same lairs and monster tactics. I have never the white-box days. There is no seniority solution I mentioned in issue #228. To seen a better series of giant lairs than in role-playing games, and my letters quote my letter: “I recommend treating the G1-3 series nor a creepier tomb were not meant to imply this. the Muscle and Stamina percentile divi- than the ; perhaps mind- Regarding the nature of the rules: sions as whole numbers; thus, a charac- numbingly long plots and pages of trite They’re optional? Really? You mean TSR ter with 17 Strength can adjust to gain a NPC descriptions are not necessary if a thugs won’t come to my house and 15 Stamina and maximum 18 (01) module is written creatively. I’d also like rough me up if I delete or change some Muscle.” Tim’s interpretation of the to thank Tim Gray for his letter (issue rules? Obviously, I’m joking. I actually strength spell is somewhat incorrect (the #228); it was both funny and dead on mentioned to friends that an “It’s spell actually lets an 18-Strength fighter target in its player descriptions. optional, you guys!” letter would soon increase by 10% increments per point, Rick Maffei be coming, and some of them threat- not chart brackets per point), but his Ridgewood, NJ ened (jokingly) to write one. basic implications are sound.

96 AUGUST 1996 I am writing in response to Adam game fun and interesting would be there are only a few true wizards, but Cole’s letter from issue #228. Mr. Cole gone. However, I think he misunder- does that make Middle-earth less magi- (like so many others) is admonishing stands what Paul Fraser was talking cal? Why, in Middle-earth, the very players who like fantasy role-playing, as about. stones and trees are alive! On the other opposed to historic role-playing. I am not Mr. Fraser is not advocating the elim- hand, in Robert Jordan’s Wheel of Time certain which “fantasy literature and ination of all magic, merely the limita- series, the Aes Sedai are not exactly games” he is referring to, but I hardly tion of PC access to it. As Mr. Fraser uncommon and have even formed a consider from, say, the states early in his article, “. . . an over- society (the White Tower), but they have RAVENLOFT® or the FORGOTTEN REALMS® abundance [of magic] is the easiest way not begun to open shops in the markets, setting as “corporate officers.” for any fantasy role-playing campaign and magical items (called angreal) are Mr. Cole needs to realize that this is to get out of control.” How many mid- still exceedingly rare treasures. fantasy, not Europe of 1513. Even in level characters do you know walking Certainly, one can create a world of medieval Europe the “divine right” of around with the powers of the gods in djinni-driven railroads, flying castles, and kings was not always heeded. The peas- their pockets? By the time that dwarven crystal ball booths, but after a while, magic ants’ revolt of 1381 proved this. warrior has his girdle of giant strength, his in these worlds grows stale, and the wiz- Fantasy games like the AD&D game sword +2, his three potions of healing, and ards are taken for granted. If you are a offer us much in the way of diversity. his necklace of missiles, what can you wizard, which world would you rather be There is room for all aspects, historical threaten him with other than an arch- in: one in which you are in competition or otherwise. Not everyone needs to be mage or the tarrasque? If every city has for attention with three more on the a student of history to play the game. two or three archmages in it (as seems same block — or one in which you are Jeffrey Martin the case in the FORGOTTEN REALMS cam- treated with the fear and awe anyone Rockwell NC paign setting), why journey to a far who can slay with a few mumbled words country to visit the only wizard who can and a gesture or two deserves? You can I am writing in response to the letter remove your character’s curse? Why have your fleet of airships; I’ll take the by Nick Spear in issue #229. bother with creatures that can be hit path to wonder and awe. First of all, I understand his point. only by magical weapons when every Michael D. Bugg Without magic, we would have to character has at least three? Lilburn, GA rename the game “Dungeons,” and all of Besides that, look at your favorite fan- the really strange things that make the tasy novels. In Tolkien’s Lord of the Rings,

Pensacon Tubular Con, P.O. Box 18791, Gamma Con Cons Anaheim Hills, CA 92871- Continued from page 90 October 11-13 FL October 26-27 TX Pensacola Grand Hotel, 8791, or send e-mail to: Four Points by Sheraton, Pensacola. Events: role-play- [email protected]. Texarkana. Guests: Roxanne Knight Games ’96 ing, card, board, and minia- Longstreet, Cat Conrad, Joy October 11-13 NY tures games. Other activities: Fantacon Marie Ledet, and Elissa Berkeley Carroll School, tournaments and an auction. October 26 IN Mitchell. Events: role-playing, Brooklyn. Events: role-play- Registration: $30. Pensacon, Porter County fair- card, board, and miniatures ing, card, board, and minia- P.O. Box 9350, Pensacola, FL grounds, Valparasio. Events: games. Other activities: deal- tures games. Other activities: 32513. role-playing, card, board, ers, tournaments, an art tournaments. Registration: and miniatures games. Other show and auction, and a cos- $15 preregistered. Knight TolCon XIV activities: a card and comic tume contest. Registration: Games, P.O. Box 3041, October 12-13 OH show, tournaments. Regis- $25/weekend, $15/day. Ou- Brooklyn, NY 11201 or e- Scott Park Campus of the tration: $2. Atlantis Pro- tpost Productions, 503 mail:[email protected]. University of Toledo. Events: ductions, 2654 Forest Park Courthouse Ave., New role-playing, card, board, and Dr., Dyer, IN 46311, or e-mail: Boston, TX 75570. NovaCon ’96 miniatures games. Other [email protected]. October 11-13 TX activities: dealers, an auction, Sibcon ’96 The Memorial Student and a miniatures painting Frontier Wars 11 October 26 PA Center o f Texas A&M contest. Registration: $8/ October 26-27 IL Days Inn Conference University, College Station. weekend, $5/day. TolCon XIV, Miller Park Pavilion, Center, Butler. Events: role- Events: role-playing, card, c/o Mind Games, 2115 N. Bloomington. Events: role- playing, card, board, and board, and miniatures games. Reynolds, Toledo, OH 43615. playing, card, board, and miniatures games. Other Other activities: tournaments, miniatures games. Other activities: dealers, demos, and anime, open gaming, and an Totally Tubular Con IV activities: an auction and a tournaments. Registration: $5 art show. Registration: $12. October 18-20 CA painting contest. Registration: preregistered, $7 on site. Alison Tashima, Director of Days Inn, Fullerton. Events: $10/weekend, $6/day. Becky Circle of Swords, P.O. Box Public Relations Memorial role-playing, card, board, and Spenser, 218 Kaiser Ave., 2126, Butler, PA 16003. Student Center, Texas A&M, miniatures games. Other Normal, IL 61761. Box J-1, College Station, TX activities: a LIVING CITY tourna- 77844-5117, or e-mail: * indicates a product produced by ment. Registration: $25 pre- a company other than TSR, Inc. [email protected]. registered, $30 on site. Totally

DRAGON #232 97 world background itself is consistent; the Interactives take place against the backdrop of ongoing events that affect the city and those who adventure there. Finally, rather than having storytellers who move about resolving conflicts, and who may take NPC roles during play, most of the NPCs to be met in LIVING CITY Interactives are there to run booths, spread rumors, and entice char- acters into skill contests and adventures. And that may be the main difference: booths, shops, recognizable continuing characters and a variety of activities for character participation. While there may by Nicky Rea be a plot, not every character has to assume a role in it. You are free to roam, interact with others, play poker at “Hear ye, hear ye! Milords and seated at a table and roll dice, draw Thud’s House of Cards, or trade magical miladies, heroes, champions and gentle- cards, or use other methods of deter- items. The Interactive is what you make folk, all...” So begins the call to adven- mining whether their actions succeed or of it. ture for the GEN CON® Game Fair’s third fail. Games such as Amber Diceless Role This year at DragonCon, the interac- annual LIVING CITY™ interactive event. Set Playing* are said to be interactive tive, named “A Night in the Old Harbor,” in the member-created city of Ravens because they compare relative skills featured the launching of the city’s first Bluff, the Interactive has become a pop- rather than utilizing random factors warship since the war began. Sites to ular attraction at the Game Fair, such as dice. Such systems require more visit included the Temple of Tempus; the DragonCon, and other conventions description from both game master and fortune-telling booth of Reina, the throughout the United States and the players to determine the outcome of Gypsy Princess; Thud’s House of Cards; world. But what exactly is an interac- character actions. Sharkey’s Bar (familiar to many from the tive? And how does it differ from table- SCA (Society for Creative Anachro- recent Weekend in Ravens Bluff con- top gaming and live-action role-playing? nism) events, White Wolf’s Mind’s Eye vention); and Potions, Lotions and Role-playing is like extemporaneous Theatre*, the LIVING CITY Interactive, Dark Notions. theater. The player characters respond Confrontations*, and the Shattered Isles* (a At the GEN CON Game Fair, characters with ad lib dialogue and describe their new medieval fantasy live-action) are all will enter “A City Under Siege.” Ravens actions in response to a set plot line. interactive. They take role-playing a Bluff has, of late, been besieged by well Players and game master usually remain step further, adding physical movement organized and powerful enemies. Now and often costumes, props, and scenery the city celebrates its first victory of the to the mix. Even among these, however, war. Knights on leave from the front The RPGA® Network serves over there are differences. The SCA is not so may participate in contests utilizing 9,500 members worldwide. Network much about role-playing as recreating a practice weapons. (The real ones are clubs sponsor conventions, support medieval society in which mock battles needed at the front.) The Ministry of Art charities, write tournaments, playtest are fought and kingships claimed. Mind’s and the Wizards’ Guild combine new games, and participate in a Eye Theatre, Dark Confrontations, and forces to present the Dartboard of friendly competition known as the other live-action events encourage Transmutation from the “Mansion of the Decathlon. Members meet online, on doing rather than describing, and pro- Mad Wizard Ren,” and enthusiastic campuses and at conventions. vide room for characters to interact with “recruiters” for the war effort will be out The Network publishes the one another and solve problems pre- in the street. Elminster, the sage of POLYHEDRON® Newszine, which members sented by the plot. They do not allow Shadowdale, has consented to a brief receive monthly. This award-winning physical contact, instead resolving appearance, heartening all good and publication features articles from actions through playing rock-paper-scis- true citizens during their darkest hour. members and industry authors, news sors or tossing coins. Groups who play Both of these interactive scenarios were from HQ, and original artwork. The at home often have ongoing story lines written by prolific RPGA Network mem- Network sanctions tournaments for and characters who grow and improve ber Dan Donnelly. You’re all invited, so AD&D® game, Shadowrun*, Star Wars*, with experience. Dark Confrontations has come to Ravens Bluff and enjoy! Amber*, and other game systems for ongoing characters as well, but these use at hundreds of conventions. are not always played by the same per- For more information about the son. Networks programs, write to: RPGA LIVING CITY Interactives are much like Network, 201 Sheridan Springs Rd., live action role-playing, but all the PCs Nicky Rea is a freelance game designer Lake Geneva, WI 53147, or send e- are created by those who play them, and member of the RPGA Network. She mail to: [email protected]. and each has a background in the city lives in the mountains of western North Carolina, where she is owned by five cats * indicates a product produced by a company of Ravens Bluff, established through other than TSR, Inc. play during other LIVING CITY events. The and a personal computer.

98 AUGUST 1996

100 AUGUST 1996 DRAGON #232 101

has been aware of an extraterrestrial presence but prefers to keep the general populace insulated from the truth because, well, you know, regular folks like you and me can’t be trusted. Conspiracy X fosters a more paranoid world-view than The X-Files; it has almost as many secret societies crawling out of the cracks as the Illuminati: New World Order* game. And its poltergeists and zombies might strike you as refugees from Tales From the Crypt. That said, Conspiracy X captures the paranoia and lost my favorite socks, the yellow ones Illustrations: C. Brent Ferguson, Francis general creepiness of The X-Files so effec- I with the zebra stripes and the holes in Hogan, Heather McKinney, Chris Pallace, tively that it’ll more than suffice until an the heels. They’re in my closet, I’m Robert Taylor, and George Vasilakos official product finds its way to the pretty sure, somewhere among the Cover: C. Brent Ferguson stores. boxes of old Tarzan paperbacks, back Each player constructs his character issues of Spin magazine, and my collec- Extraterrestrials have taken over the from a pool of 100 points, buying rat- tion of Captain Beefheart albums. game business. How else to explain the ings for everything from basic attributes Hmm... here’s a 1988 GEN CON® flurry of alien-inspired RPGs in the past (Agility, Reflexes, Willpower, Perception) Game Fair T-shirt... a ham sandwich, few years, such as the Don’t Look Back*, to skills (Demolitions, Martial Arts, probably from the same year... the first Pandemonium*, and Nightbane* games? Photography) and resources (Media three volumes of my autobiography... Either that, or game designers have Connection, Police Contact). Depending and — hey, here’s a whole pile of game been watching too many TV shows, like, on the number of points invested, rat- products I intended to tell you about, but oh, I don’t know, The X-Files maybe? ings range from a low of 1 to a high of for some reason never got around to. Conspiracy X is the latest entry in the 5. You can boost your point pool by sad- Forget the socks. Let’s dab a little Aliens Walk Among Us sweepstakes, dling your PC with disadvantages; mustard on what’s left of the ham sand- and it’s also the best. Conspiracy X has Schizophrenia adds an extra 15 points, wich and see what we have here . . . no official link to the The X-Files — as far Wanted by the Law adds as many as 20. as I know, the RPG license for The X-Files A PC’s skills derive not so much from his Conspiracy X* game is still up for grabs — but it wouldn’t sur- choice of career as from the organiza- 224-page softcover book prise me to learn that Mulder and Scully tion to which he belongs (or, more accu- New Millennium Entertainment $25 have crossed the design team’s field of rately, the organization to which he Design: Rick Ernst, Shirley Madewell, vision on more than one occasion. belonged before he joined Aegis). A PC and Chris Palace with Mike Lewis, Jim Here’s the premise: players assume the from the Center for Disease Control, for Parks, and Willie Williams roles of secret operatives charged with instance, has access to Computer Use, Editing: M. Alexander Jurkat investigating mysterious abductions, First Aid, and Science skills. A Drug Additional editing and development: psychic experiments, and other bizarre Enforcement Administration agent Tina Beaven, Brian Herbek, and Bernard phenomena on behalf of a government knows Lockpicking, Small Arms, and C. Trombley agency called Aegis. For 40 years, Aegis Stealth.

106 AUGUST 1996

Yep, we’ve seen a lot of this before. purchasing the real estate, inventories, you smack in the middle of a world Disadvantages have been around since and personnel which the group as a gone nuts, where paranormal psy- the GURPS* game at least, and I think whole will exploit throughout the cam- chopaths are as common as cab drivers, cave men came up with the idea of skill paign. Properties of the Cell include and the man next door just might be a points. And yep, some of the abilities, Location (military base, warehouse, dispatcher for a fleet of UFOs. In other like Animal Animosity and Supernatural office building), Facilities (barracks, labo- words, it’s like The X-Files come to life. Or Focus, could’ve used more explanation. ratories, storage vaults), Staff (techni- it that just an eerie coincidence? Still, the system generates winning char- cians, soldiers, pilots), and Equipment Information: New Millennium acters; a typical PC combines the (weapons, software, medicines). All prop- Entertainment, Dept. X, 15 Ledgewood resourcefulness of James Bond with the erties must be chosen communally, by Drive, Albany, NY 12205. hardiness of Arnold Schwarzenegger. vote, bargaining, or even intimidation. Is And if playing a guy from the Center for it fun? Well, my group spent an entire Disease Control sounds like a snooze afternoon and a good chunk of the inducer, obviously you’ve never seen evening fiddling with their Cell, and got Outbreak or read The Hot Zone. testy when I suggested it might be time The task resolution system also mines to move on. familiar territory, using rules similar to Cool Concept Number Two is the those in Don’t Look Back, the * Rhine Test, the mechanism used to game, and about a zillion other RPGs. resolve psychic abilities. The test The gamemaster assigns a difficulty rat- employs a set of five Zener Cards that ing to a task, then determines the rele- come with the game. (Before you can vant skill or attribute; if a character use them, the cards must be photo- wants to break down a door, for exam- copied and pasted over regular playing ple, the difficulty level might be 5, with cards.) You’ve seen these before, proba- Strength the relevant attribute. The bly in conjunction with ESP experiments; player rolls 2d6; if the roll is less than or each card has its own symbol: a square, equal to the difficulty level, the character star, wave, circle, or cross. When a executes the task. It works pretty well, player wants his character to use a psy- providing the gamemaster can come up chic ability, like foretelling the future, he with equitable and accurate difficulty rat- names one of the cards. The gamemas- ings. And he has to come up with them ter then draws the number of cards cor- fast, unless he wants his players to fall responding to that particular ability. If asleep while he ponders the rating for the card that the player picked is one of riding a bicycle or baking a cake. Experi- the cards drawn by the gamemaster, the enced gamemasters shouldn’t have any ability succeeds. Thus, the character’s trouble. But novices may find themselves success depends on the player’s real-life struggling, as the rulebook skimps on “psychic” powers. Neat, eh? examples and advice. A series of sharp, engaging essays Combat also incorporates difficulty brings the campaign world into focus, Lost Worlds* game levels and attribute rolls, complicated by providing enough information to accli- 32-page softcover book, one charac- a long list of modifiers, including those mate newcomers but not so much as to ter sheet, four playing cards for range, armor, and called shots. bury them in trivia. A solid chapter of Chessex $6 Lacking the patience to decide if the gamemastering tips introduces an Design: Alfred Leonardi light was too dim to fire my dart gun (a intriguing gallery of adversaries, includ- Character creation: Adamo Leoni -2 penalty), I ignored most of the modi- ing cannibals, shapeshifters, and Development: Dennis Greci fiers, which didn’t seem to make a voodoo priests. But apparently aliens Illustrations: Doug Shuler whole lot of difference since the system abducted all the adventure hooks, as relies on educated guesses anyway. there’s not a single ready-to-go scenario For Christmas in 1986, my wife gave Besides, Conspiracy X discourages com- to be found. me a bundle of Lost Worlds books, at that bat, so why fuss with all the numbers? I Evaluation: Since I’ve only lived with time published by Nova Games. It got a kick, so to speak, out of the mar- it for a few weeks, I’m hesitant to give turned out to be one of the best presents tial arts rules, which mix traditional fare Conspiracy X an unqualified thumbs up. I ever got, for two reasons. First, more like jump kicks and nerve punches with In a game this meaty, there’s always the than 10 years later, I’m still playing with wacky options like Gun Fu. possibility that a long campaign might them, making Lost Worlds a gift with seri- Overall, we’d be talking an acceptable turn up a glitch that pushes the whole ous legs. Second, at six bucks a pop, the but undistinguished set of mechanics, thing over a cliff. But our introductory books weren’t exactly cheap, and as a were it not for a pair of pretty cool con- scenario — which I adapted from an old chronic tightwad, I never would’ve spent cepts that earn Conspiracy X a standing TOP SECRET/S.I.™ game supplement — the money to buy them myself. ovation. Cool Concept Number One is revealed no serious flaws. More impor- So now it’s 1996, and hallelujah, a the Cell, the base of operations created tantly, it generated a table-full of satis- new publisher has brought Lost Worlds by the players at the outset of the game. fied customers, hungry for more. (Memo back from the dead. It’s as terrific as Each player begins with a fixed number to New Millennium: bring on the official ever, meeting all the criteria that ele- of Resource Points to invest in the Cell, adventures — now.) Conspiracy X plops vates a product from the merely enter-

108 AUGUST 1996 taining to the dazzlingly classic. It’s easy, from endlessly repeating their best a perfect alternative for jaded card play- learnable in a couple of minutes (no kid- maneuvers, the matrix tables limit their ers. After all, a Lost Worlds book costs ding). It’s challenging; 10 years on, and I options; a fire giant who’s being only six bucks, a typical starter deck will still haven’t cracked all its secrets. And charged can’t hurl lava rocks, an elvin set you back eight. Of course, Chessex as a design, well, it’s nothing short of maid who’s being grabbed can only neglects to mention that you need a spectacular, on par with such ground- dodge, duck, or jump. minimum of two books to get a game breakers as the Magic: the Gathering* and Fans of the Nova version will note off the ground. And Lost Worlds doesn’t DRAGON DICE™ games. that Chessex has wisely ditched the con- begin to match the aesthetic appeal and Thankfully, Chessex didn’t mess with fusing multi-player rules and experience collectible value of, say, Magic: the the fundamentals. You begin by choos- points. Chessex also added a set of four Gathering. ing a character, represented by a picture “fantasy cards” to each package, allow- Still, the comparison to collectible book and a character sheet. The initial ing characters to cast spells (like card games is not without merit. Like assortment of characters — Chessex Dalclion’s blur, which protects the caster Magic and its host of imitators, Lost promises more in the near future — from damage) and wield magical items Worlds aspires to simulate the give-and- includes Cimeree the Elfin Maid, Othere (Booga’s taunt, which forces the oppo- take of a real-time duel. But the dueling the Djinn, Brimstone the Fire Giant, and nent to make an impulsive attack). aspect of a card game is abstract at best; Sir Percival, Knight of the Realm. You Gripes? A few. The images don’t rarely do the players lose sight of the fact swap picture books with your opponent, always correspond to the actions; no they’re arranging cards on a table top. In each of you retaining your own charac- matter what weapon you’re wielding Lost Worlds the action is immediate and ter sheet. You turn to page 57 (yes, the against the elf, her pictures always show vivid; you get to see what happens when books only have 32 pages, but the game her being struck with a sword. The a fire giant flings a rock toward your uses a weird numbering system) and find sequence of events doesn’t always skull, and that’s a thrill unmatched in the yourself staring at a full-page image of make sense; one minute the elf’s thrust- world of paper gaming. your opponent, ready to attack. If, for ing her weapon, the next minute she’s As for the cost, Lost Worlds is, admit- instance, you’re fighting Brimstone, you crouching behind you. And considering tedly, hard on the wallet. But a Lost see a snarling giant gripping a battle axe, the price of these things, how come Worlds set remains a better buy than a crouched and ready to spring. Chessex didn’t spring for color instead of stack of comic books you’ll never read When it's your turn, you select a this blah black and white? or a weekend’s worth of artery-clogging maneuver from the list on your character Evaluation: Chessex claims, with cheeseburgers that’ll only hasten your sheet. Among the elfin maid’s options tongue in cheek, that Lost Worlds makes journey to an early grave. And in the are Charge, Jump, Throw Dagger, and Cast Magic. If you pick Charge, you call off the corresponding maneuver num- ber; in this case, it’s 50. Your opponent finds 50 on the movement matrix at the bottom of the page he’s currently look- ing at. The matrix refers him to a new page. He turns to the indicated page and sees that — gulp — a sword-swinging elf is about to filet him. He responds with maneuver 60. You check your matrix. Yikes! The giant's heaving a lava rock! Back and forth you go. If the word “score” appears on a picture page, you’ve inflicted some damage, modified by the last maneuver you attempted. (If you just Charged, you boost the damage by 4.) The first player to reduce his opponent to zero damage wins the game. What makes Lost Words so engaging, aside from the ingenious combat sys- tem, is the menu of maneuvers, cus- tomized to give each character a distinct fighting style and personality. Cimeree comes across as sneaky and versatile, able to fling her dagger in one round, and pick a pocket in the next. The brutish Brimstone specializes in such crude tactics as grabs, shoves, and beard pulls. Othere’s a whirlwind of energy — literally; he can transform into a sentient tornado and fling his enemies into the next county. To prevent players

DRAGON #232 109 unlikely event you get sick of your Lost peaceful but primitive Ha’esh. Enter the dwellers are good at Swimming and Worlds books, you can always give ’em player characters, members of a leg- Animal Lore), and roll for your age. away at Christmas. You’ll endear your- endary organization called the Clondis, Is that all? Er, not quite. Now you’re self to a loved one, probably for a long, dedicated to preserving Ha’esh tradi- ready to embark on your Travel Path, a long time. tions and keeping the Karro at bay. series of mini-encounters (a duel with a Information: Chessex, 2990 San Tension exists not only between the Kyromancer, a meeting in the Museum Pablo Avenue, Berkeley, CA 94702. Clondis and the Karro, but also between of Archaeology) in various locales (Geva, the Church of Sanctology and the practi- Jevin, Rol-Katel) that generate appren- tioners of science. The mysterious ticeships (Pathskiller Recruit, Siltreaver) Kyromancers, who combine the power to determine your occupation (Doctor of of Sa with the discipline of technology, the Healing Arts, Armsman) and another lurk on the fringes. The book presents set of skills (Herb Lore, Tracking, and the world in meticulous detail, right about 150 others). down to the number of witch-hunters on Is that all? Silly boy! You’ve still got the Sha-Bro Province Sanctology Council Skill Points to spend, Wealth Points to (two), making it one of the most lifelike invest, and an Energy Bar to fill out (we’ll settings this side of the Runequest* get to that in a minute). At the end of the game’s Glorantha. road, you’re left with a five-page charac- Character creation isn’t just a part of ter sheet speckled with enough numbers the game. In a sense, it is the game. to gag an accountant. Yes, it takes for- You begin by choosing an archetype ever. But, surprise, it’s kind of fun to (Fighter, Rogue, Scholar, or Mystic) and develop a PC in this much detail, shap- making D20 rolls to determine 10 basic ing every element of his life from the attributes (including Strength, Agility, day he leaves the womb. When all was Knowledge, and Stealth). Next, you said and done, I knew my Ha’esh Mystic choose a race (with Ha’esh the most better than my own wife. likely), roll for a family background Task resolution involves difficulty (raised in a swamp, a port, or a noble’s levels and attribute rolls, not unlike house), jot down the skill levels associ- Conspiracy X. The rules are logical and ated with your background (swamp- well-explained, though they veer toward Tales of Gargenthir* game 344-page softcover book Sanctuary Games/Mind Ventures Games $25 Design: Richard Cooper and Alastair Cowan with Robert Eccleston and Jamie Reid Illustrations: Alastair Cowan Cover: Richard Fox

When I say “Scotland,” you might think of bagpipes, moors, and kilts. But role-playing games? I doubt it. That may change with the publication of Tales of Gargenthir, a Scottish RPG imported to the U.S. by Mind Ventures, the folks responsible for the alien-infested Don’t Look Back (see DRAGON® Magazine issue #230). As thick as a phone book and oozing ideas, Gargenthir ranks among the most ambitious RPGs of the past five years. And it also ranks among the toughest. It’s how I imagine the Earthdawn* game would’ve turned out if it’d been designed by history professors. Gargenthir defies a simple summary, but let’s give it a shot. The game takes place in a world of floating islands sur- rounded by a magical energy called Sa. About a hundred years ago, a band of human explorers known as the Karro settled on the continent of Agasha and proceeded to oppress the natives, the

DRAGON #232 111 the nitpicky; before you break down a Short and sweet cast of eight, preferably skilled in chore- door, you have to decide if its wooden, ography. College drama departments, thick wooden, or reinforced and apply Treasure Tales, by Loren Coleman. take note: better Elder’s Revenge than the appropriate modifier. The magic sys- TSR, Inc., $13. the umpteenth revival of Bye Bye Birdie. tem, the game’s best feature, involves In the tradition of the Treasure Maps mechanical gizmos that harness and Treasure Chests accessories, Treasure Heroic Adventures Volume 1, by Chris Kyromantic powers; Disrupter Plates Tales consists of 32 loose-leaf pages, Avellone, Bruce Tong, and Jim Crocker. attach to the hands and enable the cast- each with a color illustration on one Gold Rush Games, $16. er to discharge kinetic energy, the Hassic side, and background and encounter This trio of adventures for the Translator clamps over the mouth and information on the other. In other Champions* game combines the excesses allows him to speak any language. words, instant adventures. The next of Image Comics with the goofiness of I could’ve used a Hassic Translator time your buddies whine about AD&D Mad magazine — witness the “Throwing myself to unravel the combat system, an games taking too long to play, lay one Stars and Bars” scenario where the PCs obstacle course of defense rolls, success of these beauties on ’em. storm Graceland to battle a horde of tests, and wound effects. Each player Presleybots. The art is hit or miss, a few of tracks damage on an Energy Bar, two The Elder’s Revenge, by Jennifer the encounters are underdeveloped, but rows of boxes that show the current Donaldson with John Flournoy. White any book that features a super-hero peer- Fatigue and Initiative levels. When a cer- Wolf Game Studio, $11. ing (puking?) into a toilet is okay by me. tain number of boxes have been marked It looks like a Broadway program, but Information: Gold Rush Games, P.O. off, various combat modifiers kick in. The it’s actually an adventure for Mind’s Eye Box 2531, Elk Grove, CA 95759. Collapse box indicates when the PC has Theatre, the live-action spin-off of the become exhausted. The Death box indi- Vampire: the Masqerade* game. The Blackhand’s Street Weapons 2020, cates when he’s, uh, dead. story pits Kindred against Kindred in a edited by Derek Quintanar and Janice Though ingenious, all of this Energy struggle to unravel the secrets of a mys- Sellers. R. Talsorian Games, $8. Bar stuff seems unnecessary and out of terious prince. The lengthy script comes The cover blurb of this Cyberpunk* place. Gargenthir isn’t about combat. It’s complete with production notes, stage game supplement reads: “Over 250 about exploration, investigation, and directions, and props (letters, lyrics, weapons compiled in one volume. Plus character growth. In a well-run cam- newspaper clippings). Be forewarned one new gun!” One new gun? Big deal! paign, the PCs will form alliances with that a full-scale production requires Still, trigger-happy Cyberpunk -ers should the feline Chinte’ F’har, learn to execute seven principal actors and a supporting find this a useful resource, if only for the Icedust Rituals, and navigate swamp- lands on the back of a sleth, a docile lizard the size of a house. They’ll talk his- tory with the Geographical Society and bounty-hunt for renegade Kyromancers. And throughout, they’ll strive for kai points, a measure of honor and achieve- ment, which can be exchanged for favors and services. The introductory adventure, a page-turner titled “Enter the Clondis,” gets the campaign off to a rousing start. Evaluation: Comparing Gargenthir to the typical fantasy game is like compar- ing the Loch Ness Monster to a garter snake. I don’t pretend to understand the whole thing; heck, I think I deserve a pat on the back just for reading it all. Despite the Energy Bars and Travel Paths, Gargenthir isn’t a particularly innovative game — rife with fighters, rogues, and polyhedral dice, it owes a debt of gratitude to the AD&D® game — but it's a rich one. Players who put in the time, I suspect, will be rewarded accord- ingly. I don't plan to abandon AD&D or Earthdawn for Tales of Gargenthir. But I might if I had a bigger brain. Information: Sanctuary Games, Whitworth Building, NEL Technology Park, East Kilbride, G75 0QU, Scotland, UK, or Mind Ventures Games, P.O. Box 1032,Starkville, MS 39759.

DRAGON #232 113 comprehensive statistics and ammuni- Faiths & Avatars, by Julia Martin with customized dice, included with the cards. tion rules. As for the new gun, its a dou- Eric L. Boyd, Ed Greenwood, L. Richard If you arrange a favorable marriage or ble-action revolver called the 757 Baker III, and David Wise. TSR, Inc., $20. acquire a coveted possession, you collect Cityhunter. Like I said, big deal! Gods, anyone? This 192-page AD&D® honor chips (also included). But if you supplement catalogs virtually every discharge gunpowder, hire ninja, or The Galactic Smorgasbord, by the entity of the divine relevant to the engage in similarly dishonorable activi- Amarillo Design Bureau. Task Force FORGOTTEN REALMS® setting, detailing their ties, your chip stack shrinks. Collect 400 Games, $10. powers, worshipers, and manifesta- chips, you win. The rules are a little stiff, A sampler for the Star Fleet Battles* tions. In general, the nastiest are the the cards a little bland, and I don’t fore- game, Galactic Smorgasbord contains most enticing. Moander, for instance, see national Samurai tournaments any excerpts from more than a dozen works- traffics in corruption and decay, and time soon. That said, Honor of the in-progress. Among the more promising wields spells like handfang and speed rot. Samurai remains a pleasant diversion entries: F2: The Vudar Enclave, featuring a That’s my kind of deity. and a great way to spend an afternoon race a reptilian killers, and Star Fleet on the patio with Dad. Assault, a preview of a new ground com- Honor of the Samurai* game; by Scott Information: Gamewright, P.O. Box bat system. Though sketchy in places, it's Kimball with Monty Stambler. Gamewright, 120, Boston, MA 02258. a bargain, allowing players to get a taste $23. of an impressive variety of supplements Lets face it — not all card players have without having to invest a fortune. the patience for Magic: the Gathering, Information: Task Force Games, P.O. BLOOD WARS, or any other game that Rick Swan has designed and edited Box 50145, Amarillo, TX 79159-0145. takes more than 10 minutes to learn. For nearly 50 role-playing products. Write him them, I recommend Honor of the at 2620 30th Street, Des Moines, IA 50310. Middle-earth: the Wizards* game Samurai, a game of dueling warlords Enclose a self-addressed envelope if you’d Companion, by Coleman Charlton and that goes down as easy as a cup of hot like a reply. Michael Reynolds with John Curtis, Pete chocolate. Opponents draw daimyo and * indicates a product produced by a company Fenlon, Jason O. Hawkins, Nick Morawitz, samurai cards, lay them out in horizontal other than TSR, Inc. Most product names are trade- Jessica Ney-Grimm, and Dave Platnick. lines (called houses), then fortify them marks owned by the companies publishing those with castles and armies. Battles are products. The use of the name of any product with- Iron Crown Enterprises, $10. out mention of its trademark status should not be This lavish guide to the Middle-earth: resolved by rolling a set of colorful construed as a challenge to such status. the Wizards card game includes turn summaries, strategy tips, solitaire vari- ants — everything, in fact, except color illustrations of the cards themselves. The site analysis alone, however, makes it an essential purchase for those more interested in mastering the rules than drooling over artwork.

Eagles* game, by Tom Dalglieh. Columbia Games, $9. If you’re a collectible card fan, you’ve probably played a wizard, a vampire, or maybe even a dragon. So how about a 19th-Century infantryman? Eagles, a sequel of sorts to last years Dixie* game, tackles the Waterloo Campaign of 1815, with a 60-card deck representing the French, British, Dutch, and Prussian regi- ments. (One deck will suffice, but two makes for a better battle.) It isn’t fantasy, you say, so who cares? You might be sur- prised to learn the tactics aren’t all that different from those in Magic: the Gathering, the battlefield layout is remi- niscent of the Wyvern* game, and Napoleon is a dead ringer for the Lady of Pain from the BLOOD WARS™ game. Okay, so I made up that last one. But if you’re the adventurous type, you still ought to give this a look. Information: Columbia Games, P.O. Box 3457, Blaine, WA 98231.

DRAGON #232 115 Heroes’ Lorebook A FORGOTTEN REALMS® accessory by Dale Donovan & Paul Culotta This is the definitive book of game statistics for every hero featured in the Realms — including Elminster, Drizzt, and King Azoun — and provides every- thing DMs need to introduce these char- acters into new or existing campaigns. $20.00 U.S./$26.00 CAN./£11.99 U.K. TSR Product No.: 9525 ISBN: 0-7869-04127

Death Ascendant Grim Harvest Series #2 by Lisa Smedman NEW FOR AUGUST Naval Battle System The Ebon Fold’s web of intrigue A BIRTHRIGHT® rules supplement spreads as the master reaps the artifacts of Darkness and prepares to proclaim The Feral by Rich Baker This supplement features the Naval himself emperor of Terrors. For charac- DRAGON DICE™ Kicker Pack #4 Battle System from the Cities of the Sun ter levels 6-9. by Slavicsek campaign expansion. Included are war $12.95 U.S./$16.95 CAN./£7.99 U.K. The Feral combine the mental facul- cards of Cerilian ships, a battle mat, TSR Product No.: 9526 ties of mankind with the bestial nature and counters to resolve naval battles. ISBN: 0-7869-04143 of the fiercest animals of Esfah. $10.95 U.S./$15.95 CAN./£7.50 U.K. $6.95 U.S./$10.95 CAN./£4.99 U.K. TSR Product No.: 3134 Cast of Fate TSR Product No.: 1504 ISBN: 0-7869-06286 DRAGON DICE Book #1 ISBN: 0-7869-04674 by Allen Varney Adventure along with a young lava Sages and Specialists The New Adventures of FAFHRD™ and the GRAY MOUSER™ elf raised by coral elves as he resolves An AD&D® accessory A LANKHMAR™ campaign setting the conflicts of his heritage in land for- by Matt Forbeck by Shane Hensley ever at war. This tome details crucial NPCs and $5.99 U.S./$6.99 CAN./£4.99 U.K. presents new rules to use in any cam- Discover fast-action, intrigue-filled adventures Fritz Leiber style! This cam- TSR Product No.: 1508 paign world. These sages and specialists ISBN: 0-7869-05107 are unique in that they can grow and paign setting is a new approach to one develop with the player characters. of the world’s best-loved fantasy settings and includes a quick The Black Vessel $20.00 U.S./$26.00 CAN./ synopsis of the AD&D core A SAVAGE COAST™ novel £11.99 U.K. rules. The boxed set includes by Morris Simon TSR Product No.: 2164 A powerful wizard and his warrior ISBN: 0-7869-04100 a rulebook, DM’s guide, poster map, and short allies race against time and treachery to unlock the secrets of an ancient stat- A Hero’s Tale adventures. $25.00 U.S./$32.00 ue. What deadly key to the forgotten An AD&D CAN./£15.99 U.K. past and the mysteri- adventure ous Red Curse does it by Monte TSR Product No.: 1144 hold? Cook $5.99 U.S./ The short ISBN: 0-7869- 04178 $6.99 CAN./ adventures £4.99 U.K. contained in TSR Product No.: this volume are 2519 longer than ISBN: encounters but 0-7869-05077 brief enough to be played in a single evening with little preparation. $12.95 U.S./$16.95 CAN./£7.99 U.K. TSR Product No.: 9534 ISBN: 0-7869-04402

116 The Mage in the Iron Mask A FORGOTTEN REALMS novel by Brian Thomsen The master traveler Volo uncovers a decades-old conspiracy that jeopardizes the uneasy peace between the Moonsea, Thay, and the rest of Faerun. $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 8563 ISBN: 0-7869-05069

Passage to Dawn A FORGOTTEN REALMS hardcover by R.A. Salvatore Drizzt and Catti-Brie’s new life of freedom aboard the Sea Sprite is threatened when a doppleganger, a mysterious poem, and a miscast spell result in a return to lcewind Dale, where they first discovered the deadly crystal shard! $23.99 U.S./$30.99 CAN./£13.99 U.K. TSR Product No.: 8571 ISBN: 0-7869-04895 making every crucial decision along the way without overlooking a Khourane Domain bonus or forgetting a step. The pro- Sourcebook NEW FOR SEPTEMBER gram won’t let you make a mistake A BIRTHRIGHT accessory or misplace a rule! by Anne Brown Magestorm TSR Product No.: 2167 The third Khinasi domain players can DRAGON DICE expansion set ISBN: 0-7869-06022 rule is a costal land controlled by wiz- by Lester Smith ards. This player’s secrets pack includes This deluxe expansion set introduces Legends of the Hero Kings detailed information on the mariners of magical items and artifacts to the A BIRTHRIGHT adventure Khourane, their culture, the geography DRAGON DICE game. by Ed Stark and history of the land, and adventure $12.95 U.S./$18.95 CAN./£9.99 U.K. A collection of kingly adventures that hooks. TSR Product No.: 1505 can be set in any region of the $7.95 U.S./$10.00 CAN./£4.99 U.K. ISBN: 0-7869-04682 BIRTHRIGHT campaign world. For use with TSR Product No.: 3123 all character levels. ISBN: 0-7869-0397X The Rod of Seven Parts $20.00 U.S./$26.00 CAN./£11.99 U.K. An AD&D TOMES™ adventure TSR Product No.: 3125 by Skip Williams ISBN: 0-7869-04194 The heroes face the incredible chal- DRAGON® Magazine #233 lenge of finding and piecing together the Rod of Seven Parts, then harnessing UNGEON its power to defeat the Queen of Chaos D ® Adventures #61 Cover by Tom Baxa Cover and all adventure and Miska the Wolf-Spider. This boxed ❖ Going to Court illustrations by Tony DiTerlizzi set includes adventure hooks, reference by Larry Granato cards, a book of monsters, and poster ❖ Jigsaw (RAVENLOFT® Adventure) maps. For levels 10-12. by Dan DeFazio & Christina A. Stiles ❖ Fiendish Fortresses $30.00 U.S./$39.50 CAN./£18.50 U.K. by Monte Cook TSR Product No.: 1145 ❖ To Save a Forest (AD&D® ISBN: 0-7869-04186 Adventure) by Dovjosef Anderson ❖ Scions of the Desert by Jim Parks AD&D CD-ROM Core Rules ❖ Storm Season (FOROGOTTEN An AD&D electronic accessory REALMS® Adventure) by Paul F. Culotta Plus “Sage Advice,” “Role-Playing Every aspect of the AD&D game’s Reviews,” “Hellbound,” “Knights of Player’s Handbook, DUNGEON MASTER® ❖ And more! the Dinner Table,” “Wyrms of the Guide, MONSTROUS MANUAL™, Tome of North,” and much more! Magic, and the Arms & Equipment Guide $4.95 U.S./$5.95 CAN./£1.95 U.K. is incorporated into a fully cross-refer- TSR Product No. 8200-09 $4.95 U.S./$5.95 CAN./£2.95 U.K. enced, interactive electronic manual. TSR Product No. 8113-09 You can easily generate characters,

DRAGON #232 117 DRAGONLANCE: The FIFTH AGE™ hunting ground of vam- To Sleep with Evil core rules pires and werewolves, and RAVENLOFT book #14 by William W. Connors & Sue the scene of the most by Andria Cardarelle Weinlein Cook gruesome crimes of the The mystical Vistani for- Magic has been transformed, the 19th century. tune-tellers are the focus of the gods have left, and the dragons rule! $12.95 U.S./ story of a young bride who The DRAGONLANCE: The FIFTH AGE game $16.95 CAN./£7.99 U.K. becomes involved in a deadly has a revolutionary new storytelling TSR Product No.: 9529 plot of vengeance when a rules system that emphasizes adventure ISBN: 0-7869-04240 gypsy’s curse reaches out from and drama over combat and number beyond the grave. crunching. Key features of this boxed set The Spider's Test $5.99 U.S./ include fate cards, a flexible system for A BIRTHRIGHT Realm $6.99 CAN./£4.99 U.K. creating your own magic spells, and Book #4 TSR Product No.: 8072 new character races. by Dixie McKeone ISBN: 0-7869-05158 $25.00 U.S./$34.00 CAN./£18.50 U.K. A grant of a land claim TSR Product No.: 1148 to Richard Endier leads to Trail of Darkness ISBN: 0-7869-05352 a confrontation with the a TSR novel denizens of the Spider. by Darlene D. Bolesny Undermountain Trilogy II: What starts out as guerrilla An elf-like humanoid named Morticai Maddgoth’s Castle warfare escalates into a seeks to upset the plans of evil Dark A FORGOTTEN REALMS DUNGEON CRAWL™ deadly battle of wits with the Fiends in order to drive a wedge adventure Spider itself! Includes a background between his people and the humans, by appendix. who are already divided under a merci- Maddgoth’s Castle is $5.99 U.S./$6.99 CAN./£4.99 U.K. less inquisition. a great vault beneath TSR Product No.: 3115 $5.99 U.S./$6.99 CAN./£4.99 U.K. the earth, dominated ISBN: 0-7869-05123 TSR Product No.: 8257 by a huge, levitating ISBN: 0-7869-05174 castle. Your PCs will The Dawning of a New Age discover wondrous A DRAGONLANCE: The FIFTH AGE novel treasures and horrify- by ing terrors! The first book detailing the reborn Unless otherwise noted: ® designates registered trademarks owned by $7.95 U.S./ world of Krynn finds the Chaos War TSR, Inc. $10.00 CAN./ over and begins the saga of the ™ designates trademarks owned by TSR, Inc. ©1996 TSR, Inc. All Rights Reserved. £4.99 U.K. human’s struggle for survival in a war- TSR Product No.: torn landscape where new threats are 9528 always looming. ISBN: $5.99 U.S./$6.99 CAN./£4.99 U.K. Customer Service Lines 0-7869-04232 TSR Product No.: 8376 If you have a brief question about ISBN: 0-7869-06162 TSR's products, call the Consumer Services and Store Locator phone Planewalker's lines: 1 (414) 248-2902. To find the Handbook Daughter of the Drow store nearest you that carries TSR A PLANESCAPE™ accessory A FORGOTTEN REALMS novel products, call: 1 (800) 384-4TSR. by Monte Cook by This definitive guide for PLANESCAPE Liriel Baenre finds a way to bring her players covers vital information about magic to the surface world and must the planes and introduces new charac- flee for her life from Menzoberranzan or ter roles and races. It also defines the face a fate worse than death. Clack new character kit of Planewalker for $5.99 U.S./$6.99 CAN./£4.99 U.K. Continued from page 120 every class, offers advice for successful TSR Product No.: 8553P character creation, and features new ISBN: 0-7869-0514X ship a step further in May by marrying proficiencies, spells, and planar equip- Perrin. Mag Force 7 was recently bought ment. Pages of Pain by Thunder Castle Games (Kansas City, $20.00 U.S./$26.00 CAN./£11.99 U.K. A PLANESCAPE hardcover MO), publisher of the Highlander* trading TSR Product No.: 2620 by Troy Denning card game. ISBN: 0-7869-04607 Discover the painful truth of the Lady (Contact: [email protected]) of Pain’s memoirs — here are the inner- A Guide to Transylvania most thoughts of the most feared char- A RAVENLOFT® accessory acter in the multiverse! by Nicky Rea $19.99 U.S./$25.99 CAN./£11.99 U.K. This is the only traveler’s guide to TSR Product No.: 2627 Allen Varney wrote the first DRAGON Transylvania — the heart of darkness in ISBN: 0-7869-05085 DICE™ novel, Cast of Fate, and so will cer- Gothic Earth! Here in horrifying detail is tainly be worth as much as Bill Gates pretty the setting for infinite adventures in the soon. Send news to [email protected].

118 AUGUST 1996

© 1996 Allen Varney

Everway* game to Rubicon tinues as Oath editor and as editor of the hybrid role-playing/card game planned The announcement of Pagan Feng Shui* game line at Daedalus by Black Dragon, the Dragon Storm* Publishing’s acquisition of the Everway* Entertainment. The Feng Shui game game. Black Dragon announced its trad- game from (see debuted in late May with strong success. ing card game in 1994, but only made it DRAGON® Magazine issue #231) was pre- Contact: [email protected]; custserv to market in late 1995, after the field’s mature. In late May Pagan (Seattle) @rubicongames.com; Web: www.halcyon. initial fervor had subsided. decided not to take the game after all. com/rev/pagan.html. Contact: [email protected]. “It’s a terrific game,” said John Tynes, (Randolph, MA) has president of Pagan Publishing, “but the Atlas Pandemonium* republished the Gatecrasher* game, a more we looked at the acquisition, the game giveaway lighthearted high-tech high-fantasy RPG more it became clear that this wasn’t as Atlas Games (Roseville, MN) distrib- originally published by Hot Tub Dragon. good a match as we initially thought. uted MIB Productions’ Pandemonium* “Armored knights board space shuttles There were a lot of risks in taking on RPG in 1993, but the game “has unfor- to pursue their chosen dragons across Everway, both tangible and intangible, tunately not found a solid market niche,” the solar system. Angels uphold the that we hadn’t seen initially. Pagan can says Atlas president John Nephew deli- ideals of truth and justice; demons con- only do its first RPG once; we thought cately. Now Atlas needs warehouse nive to make a quick buck. Lycan- we’d prefer to do something else space but doesn’t want to junk the thropes on Saturn’s moons howl at the instead.” For Pagan’s debut release Pandemonium game — so, through full planet overhead while cybernetic Tynes is, currently considering several August 1, Atlas is giving it away. orcs inspect their power armor in prepa- possible games, which would be Designed by Stephan Michael Sechi ration for storming a wizard’s enclave.” designed in-house. (the * RPG) and co-written by The second edition, by Michael Lucas, The Everway game will instead go to Robin D. Laws (the Shadowfist* and Feng uses Grey Ghost’s FUDGE* universal a Seattle-based startup company, Shui games) and Joel M. Kaye, the game system. Rubicon Games. The changeover was Pandemonium game casts players as Contact: [email protected]. amicable; Tynes said, “We wish intrepid tabloid reporters, tracking Elvis, Gateway Games, a new and rather [Rubicon] the best of luck, and look for- Bigfoot, and UFOs all over the world, spread-out company with staffers in ward to seeing new Everway products with the assistance of their own skills Virginia, California, and Utah, is launch- from them in the future.” and those of their past lives. (In 1994 ing Portals, a semi-annual tabloid maga- Everway game designer Jonathan TSR published a similar game, the zine dedicated to the * game, Tweet, who remains at Wizards of the TABLOID™ game, using the AMAZING other Iron Crown Enterprises products, Coast, will help guide his game’s devel- ENGINE® game system.) and “the broader art of role/ opment at Rubicon. “Let me make it To get the game, originally sold at $20, playing.” The first issue is planned for clear that I am 100% behind Rubicon’s send a check or money order for $3 per this year’s GEN CON® Game Fair in purchase of Everway,” said Tweet in a copy (shipping and handling) to Atlas August. Gateway’s staff includes Todd press release. “I am of course disap- Games, P.O. Box 131233, Roseville, MN McGovern (designer of the Arcane pointed that I won’t be working on 55113. No credit cards. Overseas orders Companion supplement); David Mullin Everway with my good friend John $6 surface, $10 air. The sole Pan- (Channeling Companion, in progress), and Tynes. On the other hand, I’m really demonium supplement, Stranger Than John Schmidt (Creatures & Treasures III). looking forward to working with [com- Truth!, costs $5 when ordered with the Contact: [email protected]. pany president] Jesse McGatha and the game, $8 alone. Offer expires August 1. The personal fortune of Microsoft other Rubicon people.” Contact: [email protected]. president Bill Gates was recently esti- In other Pagan news, the company’s Current Clack’s recommendation: mated at $15 billion, sufficient to buy the superb Call of Cthulhu* game magazine, This game is a scream! Snap it up! entire adventure gaming industry 30 or The Unspeakable Oath, is going to a 40 times over. twice-yearly format of double-sized News about gates issues. Popular artist Blair Reynolds, Black Dragon Press (Logan, UT) has Notes from the field whose brilliant and disturbing work been sold to Gatekeeper Publishing, DRAGONLANCE® novelist Margaret Weis, graced many issues of the Oath, has along with the Tempest of The Gods* trad- partner in Mag Force 7 (Lake Geneva, returned after an extended absence. (Of ing card game and the Darkurthe WI) with Don Perrin, took the partner- Reynolds’ latest artwork Tynes com- Legends* RPG. Gatekeeper plans to sup- mented, “My eyeballs bled.”) Tynes con- port both games and is also releasing a Continued on page 118

120 AUGUST 1996