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Issue #219 Vol. XX, No. 2 July 1995 SPECIAL ATTRACTIONS

Publisher At Sword’s Point — Christian Williams TSR, Inc. 10 Sometimes it’s more fun to dodge and parry than Associate Publisher hack and slash. Run! A Guide to Heroic Flight — Robert S. Mullin Editor 16 Learn how brave Sir Robin runs away. Out of Armor — Gregory Detwiler Associate editor A guide to fancy footwork and armor-free combat Dave Gross 20 for DMs and players. Fiction editor Barbara G. Young FICTION Art director Larry W. Smith Breaking the Wall — Lois Tilton 72 Is it better to cooperate with an evil necromancer and Editorial assistant Michelle Vuckovich live—or to resist and die?

Production staff Tracey Isler REVIEWS Subscriptions Role-playing Reviews — Janet L. Winters 48 A look at the thousand and one adventures for the U.S. advertising AL-QADIM® campaign. Cindy Rick Eye of the Monitor — Jay & Dee U.K. correspondent 57 Get the lowdown on Star Trail of Arkania, Citadel of the and U. K. advertising Dead, 1830, and Warcraft. Carolyn Wildman The Role of Books — John Bunnell 68 The finest of fiction—and a quick peek at the M:tG reference guide.

DRAGON® Magazine (ISSN 1062-2101) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, Inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055 postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows $30 in U.S. funds for 12 issues ® Magazine, 201 Sheridan Springs Road, sent to an address in the U.S ; $36 in U.S. funds for 12 Lake Geneva WI 53147, U.S.A.; telephone (414) 248- issues sent to an address in Canada; £21 for 12 issues 3625; fax (414) 248-0389. The postal address for all sent to an address within the United Kingdom; £30 for materials from Europe is: DRAGON Magazine, TSR 12 issues sent to an address in Europe; $50 in U.S. Ltd., 120 Church End, Cherry Hinton, Cambridge CB1 funds for 12 issues sent by surface mail to any other 3LB United Kingdom; telephone: (0223) 212517 (U.K.), address, or $90 in U.S. funds for 12 issues sent air 44-223-212517 (international), telex: 818761; fax (0223) mail to any other address. Payment in full must accom- 248066 (U.K.), 44-223-248066 (international). pany all subscription orders. Methods of payment Distribution: DRAGON Magazine is available from include checks or money orders made payable to TSR, game and hobby shops throughout the United States, Inc., or charges to valid MasterCard or VISA credit Canada, the United Kingdom, and through a limited cards; send subscription orders with payments to: number of other overseas outlets, Distribution to the TSR, Inc., P.O. Box 5695, Boston MA 02206, U.S.A. In book trade in the United States is by Random House, the United Kingdom, methods of payment include Inc., and in Canada by Random House of Canada, Ltd. cheques or money orders made payable to TSR Ltd., Distribution to the book trade in the United Kingdom is or charges to a valid ACCESS or VISA credit card; by TSR Ltd. Send orders to: Random House, Inc., send subscription orders with payments to TSR Ltd., Order Entry Department, Westminster MD 21157, as per that address above. Prices are subject to U.S.A., telephone: (800) 733-3000. Newsstand distribu- change without prior notice. The issue of expiration of Printed in the U.S.A. tion throughout the United Kingdom is by Comag each subscription is printed on the mailing label of

2 JULY 1995 Through the Looking Glass — Robert Bigelow 112 “Looking Glass” concludes with a lion-sized review. FEATURES — Mike Nystul 8 Sometimes, a blob of lead can change your life.

Pirate Crews and Retinues — James R. Collier 26 What happens when specialized fighters gain followers?

Ecology of the Black Pudding — Johnathan Richards 35 Deep below the earth, two adventurers come face-to-face with a slimy terror.

A Colourful Weekend of Euro-gaming — Roger E. Moore 41 Roger bares all about his trip to Merrie Olde England.

Sage Advice — 81 When optional rules create headaches, Skip provides relief.

The Wizards Three — 90 Ed, the wizards, and a few, friends get together for a COVER weenie roast. This issue’s cover painting by Tony Szczudlo shows us the swirling heart of The Game Wizards — Lester Smith “The Battle of Sorrow’s Field,” a battle 100 A short history of the DRAGON ™ game. from the BIRTHRIGHT™ setting. This is only a portion of a much larger painting What’s a Wizard to Do? — Anne Brown that will grace the cover of the 102 Is the BIRTHRIGHT™ setting nothing more than a BIRTHRIGHT boxed set—but you saw it here first. To see the complete painting, battleground for musclebound fighters? Heck, no! check out the poster insert in this issue. Rumblings — Michelle Vuckovich 104 Catch up on all the latest news, innuendo, and game industry gossip. DEPARTMENTS 4 Letters 107 Libram X 6 Editorial 110 Dragonmirth 44 Convention Calendar 112 Gamers Guide 85 Forum 124 TSR Previews

each subscriber’s copy of the magazine. Changes of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, address for the delivery of subscription copies must be address; include sufficient American postage or and nothing may be reproduced from it in whole or in received at least six weeks prior to the effective date of International Reply Coupons with the return envelope part without first obtaining permission in writing from the change in order to assure uninterrupted delivery. In Europe, write to Writers’ Guidelines, c/o DRAGON the publisher. Material published in DRAGON® Maga- Back issues: A limited quantity of back issues is Magazine, TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop or 1RCs with your SASE. Inc. Therefore. TSR will not be held accountable for (201 Sheridan Springs Road, Lake Geneva WI 53147, Advertising: For information on placing advertise- opinions or mis-information contained in such material U.S.A.) or from TSR Ltd. For a free copy of the current ments in DRAGON Magazine, ask for our rate card. All © designates registered trademarks owned by TSR, catalog that lists available back Issues, write to either ads are subject to approval by TSR, Inc. TSR reserves Inc ™ designates trademarks owned by TSR, Inc. Most of the above addresses. the right to reject any ad for any reason. In the United other product names are trademarks owned by the Submissions: All material published in DRAGON States and Canada, contact: Advertising Coordinator, companies publishing those products Use of the name Magazine becomes the exclusive property of the TSR, Inc., 201 Sheridan Springs Road, Lake Geneva of any product without mention of trademark status publisher, unless special arrangements to the contrary WI 53147, U.S.A. In Europe, contact: Advertising should not be construed as a challenge to such status are made prior to publication. DRAGON Magazine Coordinators, TSR Ltd. ©1995 TSR. Inc. All Rights Reserved All TSR char- welcomes unsolicited submissions of written material Advertisers and/or agencies of advertisers agree to acters. character names. and the distinctive likenesses and artwork; however, no responsibility for such sub- hold TSR, Inc. harmless from and against any loss or thereof are trademarks owned by TSR. Inc. ORIGINS missions can be assumed by the publisher in any expense from any alleged wrongdoing that may arise is a trademark owned by the Games Manufacturers event. Any submission accompanied by a self- out of the publication of such advertisements. TSR, Association. addressed, stamped envelope of sufficient size will be Inc. has the right to reject or cancel any advertising Second-class postage paid at Lake Geneva, Wis. returned if it cannot be published. We strongly recom- contract for which the advertiser and/or agency of U.S.A. and additional mailing offices. Postmaster: mend that prospective authors write for our writers’ advertiser fails to comply with the business ethics set Send address changes to DRAGON Magazine. TSR. guidelines before sending an article to us. In the forth in such contract. Inc., 201 Sheridan Springs Road. Lake Geneva WI United States and Canada, send a self-addressed, DRAGON is a registered trademark of TSR, Inc. 53147, U.S.A. USPS 318-790. lSSN 1062-2101. stamped envelope (9½” long preferred) to: Writers’ Registration applied for in the United Kingdom. All

DRAGON 3 What did you think of this issue? Do you have You’ll be glad to know that Bob Lessl is still very Gosh, Alex, we didn’t know you cared. The a question about an article or have an idea for a much alive and well. Both fiction and Libram X periodicals staff also enjoyed the dragon amper- new feature you’d like to see? In the United reappeared last month after short absences; we sand (call us sentimental), but the old logo has States and Canada, write to: Letters, DRAGON® try to avoid these hitches as much as possible in been around for quite a while. The new logo Magazine, 201 Sheridan Springs Rd., Lake the future. Our policy, however, is to print was designed to modernize the look of the Geneva WI 53147, U.S.A. In Europe, write to: fiction only when we get a story that Barbara game, not to annoy anyone. If enough people Letters, DRAGON Magazine, TSR Ltd., 120 Young, the fiction editor; feels is strong enough. want the ampersand back, though . . . Church End, Cherry Hinton, Cambridge CB1 We’ll always try to provide fair warning in the The European cover is specifically aimed at 3LB, United Kingdom. If you want your letter future when a regular strip drops a month. newstand readers; as a result, it is much more published, you must sign it. We will not publish informative about the issue’s contents, some- anonymous letters. We will withhold your name thing that UK readers seem to want (at least, if if you request it. Missing Warlord sales are any indication). Like the ampersand, we will update the look from time to time, but we plan to continue to differentiate between the Dear Dragon, US and the UK edition. Missing Feature 1 In issue #215, you gave a BLOOD WARS™ card list. Now don’t get me wrong, I think it’s great, and I really appreciate it, but in issue #217 Yamara Anthology Dear Dragon, someone writes about duplicate cards on the I have been subscribing to your magazine for list, and you say it is complete and those are the a couple of years and, after reading over issue only mistakes. I’m sorry my friends! There is Dear Dragon, 217 I realized that there was no fiction section. one other mistake that I have found. The - I’ve been an avid reader of your magazine for All of the magazines I have gotten so far have lord Thomstel Maedarson is not on that list! So the past several years, and the first thing I turn had this section except 217. The magazine’s where did you put that guy with a fifteen IS? to when I receive my subscription is the “Dra- fiction is one of my favorite parts, because all of Josh Donovick gonmirth” section. In particular, the strip the stories are well-written and fun to read. Vestal, NY Yamara by Manui and Adams is my favorite part Please tell me you didn’t exclude the fiction of the magazine. I might be mistaken, but I permanently. Without it, DRAGON® Magazine We stand by our list; Thomstel is an uncommon could have sworn I saw an advertisement or just isn’t the same. card and appears in the “Warlords” section. listing for a Yamara compilation somewhere, but Len Mackey However, several cards’ names differ slightly for the life of me, I can’t remember where. Potsdam, NY from their appearance in the checklist; Thom- Since I can’t seem to find it listed anywhere stel, for instance, was originally known as Lord now, I was wondering if it might be out of print. Thomstel the Maedarson, and he is alphabetized If not, I’d really appreciate it if you could tell me Missing Feature 2 under that listing. Likewise, the “Elder Behold- where I might find it. er” card is listed as just “Beholder” in the legions Gary L. Christopher listing in issue #218. Harrogate, United Kingdom Dear Dragon, WHAT??!! We aim to please: the Yamara anthology is So I look at the April issue. No Libram X. And The published by . The collec- no explanation. But I give you the benefit of the tion is still in print, but if copies aren’t available doubt. I think, “Okay, so space constraints and Endangered “&” at your local shop, they can still be ordered sloppy filing got the better of them. Happens to directly from Steve Jackson Games. Just call the best of us.” And I wait for the next issue, (512) 447-7866 and ask for “Direct Mail”; the and the next installment, which will reveal the Dear Dragon, cost is $9.95 plus S&H. identity of the silhouetted figure in the last I can’t believe that TSR has scrapped the panel. After waiting out four weeks in unbear- dragon-like ampersand from the AD&D® game able suspense, I look at the table of contents. I title design. How could you? It doesn’t seem to reread the contents six times. I check the place make sense. As far as I can tell, the dragon Libram X formerly occupied. ampersand is as popular now as it was when I Hello? Anybody with the brilliance and impec- started playing D&D® and AD&D games 13 years cable filing skills of a neo-otyugh in there? Even ago. If you care at all about the opinions of the worst of us don’t skip an entire feature AD&D gamers, as you often claim, you’ll bring it twice in a row without some form of notice, back! some explanation, some kind of an excuse. Have Also, everyone I know who reads DRAGON you no pity on your cliffhanging readers? Must I Magazine agrees that the cover of the American lie on my deathbed thinking, “Who was that edition is much nicer than the British one. Is faceless figure?” If the artist has died, you could there any chance that you would consider at least print a polite little notice saying so. making the cover over here more like the one Sylvia Drake over there, as it used to be? A lot of European No address given readers would appreciate it. Thank you very much for your attention to these matters. Alexander F. Simkin Oxford, England

4 JULY 1995

A Day In the Life

Dawn breaks. I get in my car and drive cavern on the first floor (Seems that on for another month, once again oblivi- to the Emerald City to serve the Great and publishers, like , prefer caverns as ous to advertising. No problem for the Powerful DRAGON® Magazine. If I’m their natural habitat). Anyway, as associate minions of the Emerald City. Usually. lucky, I’ll see two or three hawks or a publisher, Brian sees that DRAGON Maga- I’ve got a bad feeling about this one, heron on the drive in. No hawks today, but zine is given the attention and strategic about leaving Periodicals-Land for the I think I see a roosting owl. I pull into the planning any magazine needs. Like Oz, he dark depths of Advertising, where the parking lot and take the stairs up to the weaves a web of illusion when necessary; shadows lie. The bad omens have been French Quarter. Why do we call the edito- he keeps the Emerald Kingdom happy, piling up all day. I briefly consider leaving rial offices the French Quarter? Well, it safe, and content. He talks to the realms of early to escape whatever Impending Doom has nothing to do with cheap booze and Marketing and the distant Foreign Edi- awaits. Then I grab my Nerf sword (in loose women (okay, almost nothing), but it tions. He wields awesome power and case I meet flying monkeys) and leave the does have to do with French doors, lots of bears awesome responsibility. Or some- French Quarter. plants, and skylights. It helps provide the thing like that. I never make it to Ad-Land. While wan- illusion of tranquility, at least in the morn- Lunchtime arrives. The options are: eat dering through the halls and poppy fields ing half-light. in the Games Library (someone is always in a caffeine-induced frenzy, I meet the Once inside the French Quarter, the first playtesting something, from Barbara great unsung hero of the Periodicals De- stop on the morning rounds is the coffee Cartland’s Romance game to Pursue the partment, Tracey Isler, our typesetter. machine in the office of our Art Director, Pennant to the Pentacle card game to Today, Tracey has a problem; the typeset- Larry Smith. If I’m lucky, Larry has al- Empires of the Middle Ages to a hand of ting machine, our Compugraphics 4000 ready brewed some Jamaican Blue Moun- BLOOD WARS™ cards); eat in the French SuperQuad Magnum Ultra Death Machine, tain or Mexican organic. Today, the coffee Quarter while reading a manuscript; or go has run amok. It rolls out great reams of machine offers me only cold, congealed work out at the Grand Geneva Spa. I’m on type, then spits and chokes on a subjunc- sludge. Machines hate me. the Editorial Workout plan; I’m supposed tive phrase. It’s on a rampage, destroying That won’t stop the finely-tuned Maga- to be working out, but instead I grab our paper supply, our carefully-crafted zine Machine from rolling on, of course. It another cuppa joe, slam-dunk a doughnut headers, our delicate editorial balance. It just means someone has to go to the oppo- hole, and get back to the towering stacks snarls at “Forum,” it rejects the reviews, it site end of the building for coffee or, bet- of manuscripts. grinds up the feature articles. If the ma- ter yet, run down the street to Kyle’s Top The afternoon chugs along at a stately chine keeps malfunctioning, the issue will of the Bean for some primo java. If I’m pace, editing, reviewing submissions, die, and the Emerald City will fall into lucky, someone else will do it. Today, it’s rejecting submissions, reading email, get- ruin. my turn. Not my lucky day. ting art suggestions to Larry. Barbara Has the DeathType machine finally Most days aren’t lucky, of course. Most Young shows up in midafternoon; we breathed its last? For years we’ve been days are Problem Days, but today’s prob- discuss good stories and bad ones, what to slaves to it, cannabilizing parts for the lem is the editorial. I’ve been suffering print next month and what to consign to thing. Like all things mechanical, it re- from writer’s block for weeks; well, crank the flames as soon as we can find some quired constant compliments and bribes up the ole’ word processor and see what suitably long tongs. I’m always amazed (Grade-A paper seems to help). We even happens. Dave Gross—once editor of that we get more fiction submissions each made the occasional offering to it. But all POLYHEDRON® Newszine, now editor of month than we do game articles. After all, things must end; someday soon it will pass DUNGEON® Adventures—is a good one at we print many more RPG articles than we on to the Great Typehouse in the Sky. Is spotting and killing problems. Among his do stories each month. The competition in today the day? many other duties, he edits this editorial. fiction is brutal. Fortunately, making those The DeathType machine has a hard In fact, he kills my brilliant, incisive, all- tough choices is Barbara’s job. drive problem. DRAGON Magazine will encompassing first editorial on the State of Time to tackle the next problem: trans- have no more type. All is lost. The July the Game Industry. I wanted to use phras- ferring some of my problems to Michelle issue won’t happen. We’ll miss deadline for es like “interactive narrative; “third tier,” Vuckovich, the editorial assistant. As a the first time in a decade. What’s to be and “information superhighway to the former assistant flunky myself, I realize done? gaming future.” But Dave is very mean. that the job is inherently unfair. Assistants We call in the scarecrow, the Good Witch Dave leaves—dropping the dead carcass inevitably get stuck with the jobs no one Glinda, even the munchkins, but nothing can of the editorial in the “Out” basket—and else wants. To maintain this unfair tradi- stop it—until Tracey calls the Compudoc guy, Janet Winters arrives in my office. Janet tion, I send Michelle on a Comma Hunt, a sort of Tik-Tok gnome with a big toolbox. handles subscriptions cheerfully and effi- proofreading galleys for the next issue. He tears out the SuperQuad Determinator’s ciently, as those who know her agree. Just to be safe, I give her a deadline for hard-drive heart, and plugs in a shiny new Today, Janet has a Great Idea for a special the next “Rumblings” column and ask her one. The Compugraphics 4000 SuperQuad subscription deal to offer at the ® to develop some of her big ideas for new Magnum Ultra Death Machine lives! Tracey Game Fair—the lowest price of the year. headers for the magazine’s columns. That has saved the day. It’s a good thing for subscribers, a special should keep her busy for an hour or two. The work day is done. I leave the Emer- rate for subscribing to both magazines, Next up: hunt down an advertiser. Cindy ald City, get into my car, and drive the and it would be smart to take care of it Rick and Carolyn Wildman, the advertising yellow-brick highway home. before the convention rolls around. How- gurus, are on the DRAGON Magazine staff ever, this means confronting the Publisher. but are rarely seen. They live far away, Associate Publisher Brian Thomsen is appearing once each month, like migrato- the Great and Inscrutable Oz of our Emer- ry birds, in the form of an Ad List. Larry ald City. He lives in a dark, secluded puts the ads in the magazine, and we go

6 JULY 1995

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

The Evocative Blob

by Mike Nystul

Before he left that weekend, my father to fold the corporation. When I was old In truth, it was more than a blob of lead to told us that he was going to some kind of enough to realize that this was a bit odd, us; it was an Uruk Hai commander, and convention, but we had no idea what it he told me that the sole purpose of his that held special meaning for my brother was—nor, honestly, did we really care. A company was to provide him with the and me. game convention, he called it. We had magic business card he needed to get into When we were growing up we went to a heard it all before. Dad was a victim of the the CES. school right across the street from our “hobby of the week” mentality, so we Every year my father would spend three house. While most of the other kids gath- assumed he was going to look at new days walking the CES convention floor ered in the auditorium to nibble halfheart- cameras or tropical fish or something collecting catalogs and flyers and some of edly on their bag lunches, we could go equally uninteresting. I was a nine-year- the strangest promotional crap you have home for an hour every day. Mom would old kid more interested in horror movie ever seen: hopping eyeballs with phone make us soup and a sandwich, and she magazines, model kits, and comic books. numbers printed on the back, foam- would read to us. I remember distinctly the “I have found rubber cowboy hats, and cardboard guns. Having your mother read to you seems something new” gleam in his eyes when he Strangest of all were the fuzzballs with the natural when you are small, but as you get got back. He had a whole room full of new googly eyes, wire antennae, and sticky feet older, you start to pull away. Sometimes I things that had gotten old all too fast. It that had a small ribbon hanging off them couldn’t wait to hear more of whatever was kind of an elephant’s graveyard with the name of some company or other. book she was reading, but as the years where neglected hobbies went to die: old We had dozens of these alien knickknacks wore on and my attention span was stunt- stereo equipment, unplayed , a in our house in various stages of decay. ed by television, I started to dread the pipe collection, and a trunk full of magic My brother and I braced ourselves for daily lunchtime battle. tricks. another round of pretending interest in Despite our reticence, she read us The The Nystul residence was the first one whatever it was that Dad thought we Hobbit and all three books of The Lord of on the block to get a VCR and a home couldn’t do without but couldn’t afford. the Rings at least three times. We also sat computer. Our first VCR was one of those Neither of us realized that he had re- through the Chronicles of Narnia at least industrial monstrosities that used tapes turned from the New World with a myste- twice. The adventures of Bilbo and Frodo the size of a cereal box and a mechanism rious artifact that would change both of Baggins were as much a part of my child- that made more noise than a vacuum our lives forever. hood as those of Batman and Superman. cleaner. Our first computer was the Timex Nestled in a small box was a wad of When Dad pulled back that last bit of Sinclair—a sporty little thing with an unre- paper towels that he cradled protectively towel and revealed the it was like sponsive bubble-button keyboard and a in his cupped hands, as if it were a new- seeing a dream take shape. We looked at it whopping 64k of memory. Not 64 meg, born babe or the Holy Grail. He set the like primitive tribesmen presented with a mind you—64k. The cassette tape backup precious bundle on top of the briefcase calculator. It was wonderful, but we had drive was so unreliable that I ended up and unwrapped it very slowly with all the no idea where it came from, what it was entering my programs by hand whenever deliberate reverence of a tea ceremony, for, or how it would be used. It was obvi- I wanted to use them. building the suspense with every careful ously not a toy—it was much too delicate— When he got back, my Dad gathered us movement. but it was nothing like the sterile counters together in the front room to tell us about What he unwrapped, what he brought in the wargames our dad used to play. his trip. My father is a great talker—he has back with him from that GEN CON® Game Dad explained to us that he had seen an infectious enthusiasm that draws you Fair was a single Dragontooth Orc figure. thousands of miniatures just like the Orc. in at first, but he also has a pit bull fixa- This was no Ral Partha masterpiece; no, They were used as playing pieces in games tion on pointless details that can be some- this was an ugly little bugger with a bad based on stories like the Lord of the Rings. thing of a trial if you aren’t particularly paint job. For those too young to remem- For a couple of hours my father became a interested in what he is talking about. ber, Dragontooth was one of the first skald, telling us stories of great battles Fortunately, we were still enthralled when companies to produce miniatures. against the forces of darkness, the heroes he popped open his briefcase to share his Their figures had a charming awkward- who fought them, and those who died. most recent obsession with us. We weren’t ness that perfectly matched the charming Instead of shifting our weight uncomforta- sure which convention he was coming awkwardness of the game systems we bly while we waited to be excused, we back from, but we figured it would be like were playing at the time. listened with rapt attention, scarcely be- the Consumer Electronics Show. I was awestruck. I realize that is not a lieving what he was telling us. Dad had started a small company years wholly healthy reaction for a sane person Could it be true? Was there a way to ago to rent theatrical lighting, but when to have to a homely blob of lead, but bear participate in the stories Mom used to the business dried up he never bothered in mind that I was only a boy at the time. Continued on page 66

8 JULY 1995

The glories of swashbuckling by Chris Williams

Artwork by Michael Scott

Let me tell you a story — a true story, a story of high adventure in a time when the gold had been removed from the ship, their rapiers against their bucklers, chal- men sailed the seas in search of plunder most of the trade goods were still in the lenging all comers. This practice was and freedom, when all a man needed to hold. known as “swashing the buckler,” which survive was a quick wit, a quicker blade, Here Fate turned her back on Portugues became swash-buckler. Furthermore, the and a little luck. for the last time. While returning to port dictionary defines a swashbuckler as “a In 1666, a small band of pirates was with his prize ship, for which he had swaggering or daring soldier or roving the coast of Cuba in search of prey. fought so hard and suffered so much, a adventurer.” Swashbuckling adventures, Their captain was one Bartholomew sudden storm came up and dashed the therefore, are primarily men or women Portugues. Lightly armed, with only four ship against the rocks. The fate of of action, warriors by trade. and 30 men, he and his crew Portugues remains a mystery. Some say he This is important because the main attacked a rich Spanish ship several times went down with his ship, while others underlying theme to virtually all swash- their size. After a fierce battle, Portugues claim that he survived and continued his buckling stories is that, through force of and his crew captured the ship. Upon life of piracy. arms, a small group can overcome the inspecting their prize, they found that it plans of powerful people. In Alexander carried over 70,000 pieces of eight in So ends the story of Bartholomew Dumas’ story The Three Muskateers, addition to a fine cargo of trade goods. Portugues. But that story, and others like Cardinal Richlieu is seeking to gain more Several days later, however, the victorious it, are at the heart of what is commonly power in the French government by pirates blundered into three Spanish men- thought of as swashbuckling adventure. exposing the Queen’s affair with the Duke of-war and were themselves captured. Throughout the ages people have been of Buckingham. His plot is foiled by the Portugues and his remaining crew were drawn to tales of such deeds, both noble four swordsmen. In The Prisoner of taken to a nearby Spanish port, where and villainous, carried out for treasure, Zenda by Anthony Hope, Duke Michael of they were to be hanged for their crimes. honor, duty, justice, vengeance, and love. Stresslau’s attempt to replace his brother Fearing that Portugues might escape, as he Names such as Sir Henry Morgan, Robin on the throne of Ruritania is foiled by had done on a previous occasion, the Hood, D’Artagnan and the Three Muske- Rudolph Rassendyl and a small force of Spaniards held him prisoner on the ship teers, Don Juan, Zorro, and Cyrano de men. And, historically speaking, that he had so recently captured. Not Bergerac all evoke powerful images of Bartholomew Portugues had only 20 wishing to meet his end in the hangman’s dashing heroes and the ring of steel followers with him when he sailed back noose, Portugues devised a plan to escape. against steel. It is only natural that gamers and recaptured his prize ship. Action is Unable to swim, he fashioned floats from should want to play in adventures like what drives a swashbuckling story. two empty wine jugs and, after killing his theirs. Where politics, intrigue, and negotiations guard, slipped overboard to float to shore. Pirates and piracy are the first things fail, martial force will carry the day. For the next two weeks he evaded search that spring to mind when most people If action is what drives the story, what parties and ate only raw shellfish while think of swashbuckling: adventure on the motivates the main characters to it in the marching through the jungles of Cuba. high seas, desperate men with daggers first place? A mentioned above, the motiva- Using nails salvaged from wreckage on the clenched in their teeth, swinging through tions for a swashbuckler are treasure, duty, beach, Portugues was able to make first a their ship’s rigging to board the enemy’s honor, justice, vengeance, and love. crude axe, then a small raft. vessel. While this certainly fits the swash- Bartholomew Portugues was driven by his On this raft he sailed to a safe port and buckling mold, it is by no means the only desire for both treasure and vengeance; found haven with other pirates to whom style of adventure that can be called Zorro and were spurred on by he was known. After relating his tale to swashbuckling, though all swashbuckling a desire to see justice done; D’Artagnan and his new comrades, he asked for a small campaigns share a certain style. This arti- the Musketeers acted out of their sense of ship and 20 men with which he might cle outlines the key elements common to duty to the Queen of France; and Cyrano exact his vengeance on his former captors. various types of high adventure and lists was driven by his feelings for the lovely His new friends agreed. So, with a new reference material relevant to running a Roxane. characters in a swashbuckling ship and a crew of 20, Portugues returned swashbuckling campaign. campaign should be given such motivations. to the port from which he had just es- While there certainly may be more than caped. By cleverly making the Spanish Swordplay Basics one main character involved, as in The believe that he was bringing them supplies First of all, what is a swashbuckler? The Three Muskateers, the story actually re- for their ship, he and his crew were able word “swashbuckler” comes from a time volves around only on of those charac- to approach their target. By the time the in Europe when dueling with rapiers was ters. The other characters go along with Spaniards realized their mistake, it was quite common. At that time, men carried a the one for the sake of their friendship, too late. Portugues had retaken his origi- type of small shield known as a buckler. because they feel honor bound, to repay a nal prize, the ship on which he had been Elizabethan street toughs looking to prove debt, etc. This is the idea of “All for One held prisoner awaiting execution, right out their prowess with the blade would walk and One for All.” For each adventure in a from under the Spaniards’ noses! Although up and down the boulevards and bang swashbuckling campaign, the referee

DRAGON 11 should select one of the PCs as his London to Dover to meet a traveler. How- they face the CEO. protagonist/patsy and tailor events to ever, when they arrive in Dover they Almost all of the direct confrontations motivate that one character to action. For discover that the traveler is the soon-to-be- are between the heroes and the villain’s example, the PC’s girlfriend could be kid- coronated king, who has been kidnapped minions. All of the fighting in Robin Hood napped, or he could be singled out by the to the continent. If he doesn’t appear in is between Robin and Prince John’s hench- king to perform a special duty. Invariably Canterbury Cathedral in one week’s time, men, the Sheriff of and Sir the patsy needs help, and that’s where the he will never become king. Surprise! Not Guy of Guisburn. Even at the very end of other characters come in. As the campaign only is there a real sense of urgency to the the story, Prince John never draws a progresses, the referee can either stick characters’ mission, but they also must sword; he doesn’t have to. Cardinal with the same patsy or pick a new one at take a great journey, totally unprepared. Richelieu has an entire army of thugs to the start of each adventure. Some stories are designed for a very make constant trouble for the musketeers specific location or without the need for on a day-to-day basis. But when he has a Elements of Style travel. The action in Robin Hood, as men- specific plan to be carried out, he turns to To encourage the proper larger-than-life tioned above, takes place in one area, and his henchmen, le Comte de Rochefort and feeling that sets swashbuckling apart from the idea of travel is only lightly touched Milady de Winter. other stories, the referee must carefully upon in the story of Cyrano. Both of these Even henchmen prefer to work through script his adventure. Several elements are stories convey the same sense of scale hired lackeys. The common to most swashbuckling adven- through the use of backdrops—events that usually sent Sir Guy to do his dirty work. tures: similar settings or backdrops, types take place apart from, and are not neces- The Comte de Rochefort may be on hand of villains and heroes, fighting style, and sarily affected by, the characters’ actions. to oversee Cardinal Richelieu’s plans, and circumstances. At the beginning of his story, Robin Hood the heroes may even cross swords with Two broad settings are ideal for a swash- returned from fighting in the Crusades Rochefort once during the course of the buckling adventure: on land or aboard while King Richard remained behind; adventure. But they won’t really beat him some type of vessel. The vessel involved Cyrano was sent off to fight in the war until the bitter end. It isn’t until the climax need not be limited to sailing ships. Steam- against Spain. of the story that the hero fights the main punk games such as CASTLE War is probably the best backdrop for henchman in the classic duel to the death, FALKENSTEIN* and SPACE 1889* make adding scale to a story. It lets the players high atop the crumbling battlements. allowances for airships, submarines, and feel as if they are truly part of a very large Highly placed villains with a lot to lose even subterranean mole-machines. And world, where nations argue and great often allow the heroes to win—for now. science fiction games such as the STAR armies clash. And, as is the case with Men like Cardinal Richelieu can’t afford to WARS* RPG are well suited for swashbuck- Robin Hood, it is not necessary for the have their involvement in plots come to ling campaigns. characters to become involved in the light. That’s why they work through inter- In either case, travel is an essential part backdrop during their adventures. Other mediaries; they’re deniable. Also, if they of the setting for these stories. Captain good backdrops include, but are not lim- see their plans brought to nothing by Peter Blood (Errol Flynn in the movie ited to, natural disasters such as plague or worthy opponents, they may try to recruit Captain Blood) and his band of pirates famine, political intrigue or a cold war them. Good talent is hard to find: “If he sailed the length and breadth of the situation, or involvement with powerful could be turned, he would make a valu- Caribbean Sea ; people from different countries. The DM able ally.” Don’t be too quick to have the D’Artagnan and the musketeers journeyed could set up a whole adventure that re- heroes targeted for death. Let them live, to England on missions for the Queen; and quires the PCs to guard the visiting envoy try to recruit them, or twist them to your John Carter of Mars traveled to every land from Bangladesh from possible assassina- own ends first. After all, if all the Cardi- on Barsoom searching for his lost love, tion while in Paris. There’s no travel in- nal’s enemies were to die suddenly, that Dejah Thoris. Referees should take advan- volved, but the involvement with people might raise as many uncomfortable ques- tage of travel, as it lends a certain amount from other countries serves to tie the tions as having the plots exposed. Highly of scale to the larger-than-life aspect of the story into a larger world picture. placed men have to play their games very story. Robin Hood is the most notable Equally important to the story as the carefully. exception to this; he and his setting or backdrop are the characters that It is not absolutely necessary to make the stay put in , but, as we’ll the referee uses to tell it. To begin with, all main villain untouchable. With just a slight see later, that’s okay. good swashbuckling stories have villains. alteration to the story, the Sheriff can be- For a ship-based campaign, destinations These villains are always men who hold a come the main antagonist. People whose are important only when the players have great deal of power, either in their own positions of power are granted by others— to be somewhere specific at a certain time. right or under the authority of another. In colonial governors, sheriffs, royally commis- Ship-based games are almost always either case, they abuse this power for their sioned pirate hunters—all make good villains drawn toward piratical themes, with the own ends. Cardinal Richelieu of the Muske- that can be confronted directly. They have heroes either engaged in piracy or trying teer stories is a man of great power in his just enough power to abuse at the expense to stop it. After all, the oceans are very own right, while Prince John, of the Robin of the people around them, and they can lie large, and it’s easy to wander for a long Hood legend, rules on behalf of his brother to their superiors back home about their time and not sight another vessel. King Richard. true activities. Pirate hunters can prey on There’s no real need to play out the day- Villains themselves generally have little innocent ships and claim that the victims to-day routine of shipboard life. The same direct contact with the heroes. Villains were in fact pirates, sheriffs can take what idea applies to air and spaceship cam- plot and scheme, but they have others do they want and imprison the victims; and paigns. If the players are engaged in wan- their dirty work. If the characters do meet governors can tax their subjects into starva- dering around, don’t worry too much the head villain, it is often in a very genial tion while the crown is thousands of miles about their precise location until it’s time setting, usually at the request or by the away. These two-faced villains get their for something to happen. design of the villain himself. D’Artagnan hands dirty. They are rough men who fight Travel can also be used to add a sense of meets only twice with Cardinal Richelieu; with the heroes at the story’s end. urgency to a story. This is best achieved both times are at the request of Richelieu, The last thing to remember about by making it important to arrive at a desti- who tries to recruit him. Swashbuckling villains is to let them win sometimes. Not nation on or before a certain time or date, villains are best thought of as the heads of only does this keep the villain around by making the voyage a surprise, or both. large corporations, as in cyberpunk longer to scheme and plot and generally For example, an adventure might start games. The characters constantly interact make life hard for the players, but it also with the characters having to travel from with their employees, but very rarely do gives the players more reasons to dislike 12 JULY 1995 the villain. Don’t be afraid to kill the hero’s case that makes it hard to attack him, or that they have to be very good thugs. kidnapped girlfriend if it’s appropriate to he may be fighting in a narrow corridor Cyrano, single-handedly, fights and beats the flow of the overall story. Sure, it may where only one man at a time can come at one hundred swordsmen in one fight make the players mad, but they’ll be that him. This sort of advantage relies on the because he’s a lot better than they are. much more determined to bring the villain player to have a quick mind and spot Fudge a little. If you can’t make the char- to justice. situations that will be to his benefit. acters stronger, make their opponents a The second reason is that the hero is just little weaker. Sheer Skill and Bravado a much better swordsman than his ene- But what sets Cyrano’s fighting style Just as every good swashbuckling story mies. How this is reflected in game statis- apart from that of the typical mail-clad must have a villain, so too must it have tics depends on what system you are warrior of fantasy adventure? Most swash- heroes. That’s where the PCs come in. In a playing, but the referee should bear in buckling adventures (there are exceptions) world filled with swordsmen, two things mind while running a swashbuckling take place in a setting resembling the 16th set the swashbuckling hero apart from the campaign that the feel is what’s important. century or a later time period. What rest: his mannerisms and his ability. As Villains usually send a lot of thugs to am- makes these eras’ forms of combat differ- defined above, a swashbuckler is “swag- bush the heroes. But that doesn’t mean ent from previous ones is the advent of gering and daring.” Players can really strut their stuff in swashbuckling settings. Knockout Combat Swashbucklers are brash, flamboyant, arrogant, boisterous men. They rush in Without armor, and with a well-placed bottle to the temple, it’s a lot easier to stun your where angels fear to tread . . . and get opponent or render him unconscious. Because a heavier blow has a greater chance of away with it. knocking a foe unconscious, the chance to knock an opponent out should be based on The first rule to playing a swashbuckling the amount of damage inflicted. Furthermore, it should be easier to stun an opponent hero is this: Put on a good show, and Fate than it is to knock him out. will smile on you. When the action is As more damage is taken, determine what percentage of the remaining total has heating up, never do anything small when been taken in any given round and roll against that percentage. For example, if an you can do it big. Don’t use the door if you attacker has 10 points at the beginning of a round and suffers 2 hp damage, he has a can swing in through the window; don’t 20% chance of losing consciousness. The next round, with only 8 points remaining, mount your horse if you can vault into the two more hp damage would result in a 25% chance of unconsciousness. To determine saddle; don’t run from your enemies if you the chance of being stunned, add 10% to the unconsciousness percentage; for example, can drop a chandelier on them. Impossible losing 2 points from 8 would make a 35% chance of being stunned. Stunned characters odds? Ha! You don’t know the meaning of may take no further actions in the round they are stunned, no actions other than de- the word impossible. fensive ones during the next round, and—if stunned again during that time—are auto- While daring is indispensable, it’s also matically rendered unconscious. important to use your head, too. At times The CASTLE FALKENSTEIN* combat system uses playing cards instead of dice, so the you may be faced with more than you can method for determining stuns and knock-outs is somewhat different. First of all, to handle. Being brash doesn’t mean being have a chance of stunning a foe, a blow must be delivered to a critical area of the tar- suicidal. After all, a dead hero doesn’t do get’s anatomy (i.e., head, abdomen or groin). The precise difficulty of hitting one of anybody any good. Be sneaky and devious these areas should be based on the situation. It’s a lot easier to hit someone from be- sometimes. Need to get into the castle? Try hind by surprise than to hit someone in melee. As a rule of thumb, add 2-4 points to swimming the moat, scaling the walls, and the target’s defense number in combat for an aimed blow. then fighting off the entire palace guard. Assuming that a blow lands in a key area, determine damage as appropriate for the Or seduce one of the kitchen maids and level of success and weapon used. Then draw a card from the Fortune deck. If the convince her to open the gate for you. card drawn is a Heart, the blow has stunned the victim. Furthermore, if the face value Don’t have time for that? Perhaps there’s of the card is greater than the number of hit points the victim has remaining, the blow an inventor nearby who, conveniently, has has rendered him unconscious. For example, a character starts a round with 10 a hot-air balloon you could “borrow” for a wounds and takes 2 points of damage from a blow to the head, leaving him with 8 little while. Maybe if you built a large points left. His attacker now draws the 6 of Hearts from the fortune deck and achieves wooden badger . . . . a stun. If the attacker had drawn the 9 of Hearts then our hero would have been Nobody’s perfect, of course, not even knocked out. For purposes of stuns and knockouts, aces have a value of 1 and face swashbucklers. Heroes are people too, so cards (jacks, queens, and kings) have a value of 10. give your hero at least one flaw or quirk that will personalize him to your taste. Improvised Weapons Cyrano always speaks in rhyme during The following weapons are commonly used in swashbuckling brawls; nonproficiency duels and is arrogant enough to make up penalties apply for characters without a brawling skill. The first set of statistics is for for his looks. As for the three musketeers, AD&D® games, the second for the CASTLE FALKENSTEIN* setting. Aramis is vain, Athos is a drunk, and Porthos is continually confused; Weapon Speed Dmg D’Artagnan, while he loves his Constance Bottle 2 ld3-l/ld2-1 dearly, sees nothing wrong with bedding Beer Stein 2 1d3/1d2 every woman he can. Not only do these Stool/Chair 5 ld6/ld4 sorts of mannerisms help you get into Wooden Bench 10 ld8/ld6 your character better, but it also gives the Bucket/Lantern 4 ld6/ld3 referee some good material to work with. Roasting Spit 6 ld8/ld6 But the way a hero acts isn’t all that carries him through a fight. Swashbuck- Partial Full High lers are warriors by trade, so they’ve got Bottle none 1B 1W to be good at what they do. In the movies, Beer Stein 1B 2B lB&lW Errol Flynn can fence with six opponents Stool/Chair 1W 2W 3W at once and win. There are two possible Wooden Bench none 1W 2W reasons for this. First, the hero may have Bucket/Lantern 1W 2W 3W some tactical advantage over his Roasting Spit 1W 2W 3W adversaries: he may be on a spiral stair- DRAGON 13 small arms, beginning with broken, or dropped—this simulates the nents may taunt or threaten them while and pistols. These new weapons well-known struggle between to two dueling away, or let the scene’s tension render all forms of personal armor next to swordsman (and is also a good time to build with dialogue for as long as possible useless. So fighting styles change. Instead trade quips or insults). Obviously a cloak before drawing weapons. Both the book of large hacking weapons such as broad- wouldn’t be much good for breaking an and the movie The Prisoner of Zenda are swords and axes, people turn to longer opponent’s weapon, but it is very good at good sources for examples. swords, rapiers designed for thrusting, entangling. Use the surroundings to add color to the gives them a greater reach. Cyrano may scene. If a fight takes place in a bar, the not be able to pierce the armor worn by a Coincidence? braver patrons may throw bottles and warrior of the Middle Ages, but he can chairs, overturn tables, the women easily outrun and then shoot an enemy. Never Heard of It scream, the men swear. If a fight takes Cutlasses and sabers are shorter weapons, The last point to remember while running place in a stable, have it catch on fire more useful for slashing and hacking. any swashbuckling campaign is the cir- during the battle. In The Four Musketeers, They are primarily employed on the cumstance in which the events of the a fight takes place on a frozen lake. Both battlefield or for close-in fighting, such as story present themselves. In swashbuck- sides are slipping, sliding, and falling boarding actions. ling, there is no such thing as coincidence; through the ice into the lake. Keep the Furthermore, fencing involves a lot of the action must be fast and furious, and players on their toes and make them fighting with a weapon in each hand. Most every action has its consequences. think, but don’t give them much time to do of the time this second weapon is a dirk, Nothing ever just happens in a swash- so during the action. Events move quickly, or long dagger. But there are several other buckling game. There are no chance meet- and he who hesitates is lost. options to choose from: the buckler, a ings, no happy coincidences. Everything Lastly, the heroes may win, but they second sword, your cloak (to entangle an that happens to the players occurs for a never get away with anything scot free. opponent’s weapon), or even a beer stein reason. In Cyrano, Christian catches a man Everything the characters do should have used as a club. Some schools even teach picking his pocket. Christian lets the man its consequences. Having helped the the use of a chair as a second weapon go in exchange for information he has Queen successfully once, the characters (look it up). This style of fighting involves a which will save his friend’s life. In the had better be prepared to do it again, for lot more brawling than earlier styles. The movie The Four Musketeers, Athos drinks little or no reward other than the privilege lack of armor makes thrown punches and to forget a woman from his past. That of serving Her Majesty. Cardinal Richelieu kicks potentially effective attacks. woman turns out to be Milady de Winter, may let D’Artagnan and his fellows free Much of what we recognize from this the main henchman of Cardinal Richelieu. after killing Milady de Winter, but 15 style of fighting grew out of Hollywood Such coincidences serve not only to fur- years later her daughter has grown up theatrics. But that has become the ideal of ther the story, but also to motivate the char- and is looking to settle the score. The swashbuckling combat, and it is what the acters to action. If the hero in a story consequences of the PCs’ actions may be referee should try to simulate. Good exam- believes that his only daughter died many large or small, may come swiftly or after ples are movies like The Three Musketeers years ago, rest assured she did not. Rather, many years, but they will come. This with Michael York (1973), and Crossed she was spirited away by the villain who theme ties in nicely with the idea of no Swords with Oliver Reed (1978). Most games raised her as his own, and now she is the coincidences. The story is more interesting don’t simulate this type of combat very well. main henchman. Only as the story ap- if the daughter of an old enemy just hap- But don’t feel that you have to rewrite your proaches its climax should the truth be pens to meet one of the heroes and— game’s entire combat system. Just a few revealed, adding to the larger-than-life sense without realizing who he is—falls in love simple modifications will suffice. of drama that is so vital to this type of cam- with him. First of all, most game systems assume paign. If all of the above has left you a little that the only reason that someone would The common occurrence of such coinci- confused, go out and find some source have a second weapon in their off-hand dences also allows the referee to fudge in material on your own. Apart from the would be to gain a second attack; these favor of the players if the need should movies and books mentioned previously, I systems apply a penalty to the use of the arise. If the characters are facing certain recommend the following films: Royal second weapon. But that’s not why the death at the hands of the villain, let them Flash with Malcolm MacDowell (1975), The two-handed fighting style was developed. be saved by a former servant, now forced Iron Mask with Douglas Fairbanks, Sr. The second weapon was used primarily to into the employ of their enemy. Or if they (1929, silent), Nate and Hayes with Tommy parry incoming attacks. To simulate this, are outnumbered in a fight, let some other Lee Jones (1983), and—believe it or not— ignore any penalties that are imposed on swashbuckler come to their assistance; Ice Pirates with Robert Urich (1984). Also the use of an off-hand weapon when the perhaps he can aid them even more with try these books: Rupert von Hentzau (the weapon is used for defensive purposes. Or, needed information or become a recurring sequel to The Prisoner of Zenda) by as long as the second weapon is appropri- character. Remember the example of the Anthony Hope, On Stranger Tides by Tim ate (a beer stein doesn’t make a very use- inventor’s convenient hot-air balloon? Powers, Wyvern by A.A. Attanasio, and (if ful parrying weapon) and is used only for That’s taken from the third musketeer film you can find it) the historical book The defense, grant the character the same with Michael York, The Return of the Buccaneers of America by John Esquemel- benefits as if he were using a small shield, Musketeers. Don’t hand the characters ing. and on any round in which he wishes to everything on a silver platter; but, if they In summary, the most important differ- attack with it he loses the shielding need a little nudge now and then, feel free ence between a swashbuckling campaign benefit. to give it them. Swashbuckling heroes take and any other genre is style. The roll of Second, several off-hand weapons could extraordinary risks; they deserve some the seas beneath the deck of a sailing ship, remove, break, or entangle an opponent’s breaks when things go wrong. desperate races to save royalty from dis- weapon. Sword-breakers, armored gaunt- Keep the action of the story intense. grace, duels to the death fought for love lets, cloaks, and similar weapons, when When the time comes—and it will—for alone: all of these are what make swash- used to “attack” another weapon, should swords to be drawn and for blood to flow, buckling so attractive to dreamers the make a separate attack roll. If the attack don’t just have a fight. There’s a lot more world over. I hope that you are one of roll succeeds, then, depending on the to a swashbuckling fight than rolling for these dreamers, and if not, that you’ll weapons in use, have the combatants test initiative and determining who hits whom. become one soon. against each other’s Strengths or Dexteri- Use dialogue and specific actions to make ties to see if the weapon is entangled, the fight intense. The characters’ oppo- * indicates a product produced by a company other than TSR, Inc.

14 JULY 1995

14) and Thran the Mighty (Dexterity 9) Chase Modifiers both enter the throne room in the Castle of Doom. They see a jeweled crown of Race 0 incredible worth lying on the throne’s seat Human, , half-elf and both race for it (initiative can be ig- -6 Gnome, , nored in this instance). Dorn’s player rolls an 11 and passes by 3; Thran’s player rolls Armor a 7 and passes by 2. Thus, Dorn grabs the None 0 crown and puts it on his head before Leather, padded, studded leather, Thran gets a chance to do the same. Thran -2 ring mail is the fortunate one, of course, since jew- Brigandine, scale mail, hide, -4 eled crowns in doomed castles tend to be chain mail, banded mail -6 cursed . . . Plate mail, field plate, full plate The aim announced should always be a definite place or action, e.g., a door, a well, Encumbrance 0 or the leap off of a cliff. Vague declara- None tions such as “I run” should be prohibited. Light -1 -2 If the goals of the parties involved do not Medium -3 conflict with each other, no roll is Heavy necessary —for example, if one person tries to reach the door and the other one Wounds runs for the fireplace, it doesn’t make Healthy 0 -3 much sense to determine who gets where Wounded first. But if extinguishing the magical fire seals the door, comparing the two speeds Head-start suddenly does become important. Short +2 +5 In play, of course, not all participants of Medium a chase are unencumbered, unarmored, or +8 Long healed humans; nor do they all start at the same distance from their goal. The Chase Actions +1 Modifier Table summarizes Dexterity Easy -4 modifiers to accommodate all of these Difficult factors. Speed action +3 Race Objects Members of the races named are subject +4 Slow to the penalty listed. Quick 0 -6 by Daniel Mark Vyleta Fast Armor Characters wearing a listed armor type Artwork by David Kooharian are subject to the penalties shown. Other Running has always been a strong option armor types must be compared by weight It felt like Doubletongue had been run- with me. Nothing is quite as satisfying to a and encumbrance to those in the table. ning for hours. Ever since the baron DM as seeing a party of full-grown machos Magical plate mail, for example, encum- awoke from his fitful sleep to find Double- tripping over their two-handed swords +5 bers about as much as standard chain tongue stealthily removing a jeweled neck- and dropping their treasure to escape mail. lace from beneath the baron’s pillows, the some nameless horror from the deepest elven thief had been in motion: down the pits of the abyss. Unfortunately, the Encumbrance stairs, through numerous hallways, out AD&D® game system does not accommo- Rather than using the precise system the main door, and into the yard. “I seem date contests of speed very well. Although suggested in the Player’s Handbook, this to be running out of luck now,” he thought a creature’s Movement Rate gives a clear article uses a rough estimate of a charac- as he glimpsed the guards loosing their indication of its absolute speed, it is more ters’ encumbrance. An adventurer who wardogs. The gate was just a few dozen suited for miniature play and doesn’t fully carries a sword, a bow, a small backpack feet away its portcullis dropping. Running capture the excitement of a real chase. filled with food, torches, and a short rope had never been Doubletongue’s favorite Also, all unencumbered humans move at is lightly encumbered. If the backpack is pastime, but the howling of the dogs easily the same speed, and the system lacks an much heavier or if the adventurer carries convinced him to triple his enthusiasm, effective way to answer questions such as: a particularly bulky weapon (e.g., a pole- and he made a dash for the gate. With a “Can I reach the door and slam it shut arm or a body shield), he has medium roar, Doubletongue threw himself for- before the giant spider devours me?” The encumbrance. Finally, if he carries large ward, rolling through the foot-wide gap following rules are a quick and exciting amounts of treasure, an entire tapestry, or between pointed death and the soft earth. way to resolve all game situations concern- a -sized statue his encumbrance At the moment when he thought he would ing the problem of “Who gets there first?” rating moves up to “heavy.” Armor is con- be impaled and that his mother would The basic idea is very simple. The par- sidered separately from encumbrance and never know the fate of her youngest son ties involved in the “chase” (i.e., everybody should be ignored here with the sole ex- in a far off land, he landed on the other who wants to get somewhere first) de- ception of shields. side. The gate crashed down, and a sheep- clares their goal in opposite order of initia- Players who enjoy more precise rules ish smile of relief crept over the thief’s tive (the slowest person declares first). may ignore the armor and encumbrance face. Then everybody rolls 1d20 and compares modifiers given here. Instead, determine a That was before the dog, its head poking the number shown to his character’s Dex- movement penalty due to encumbrance as through the gap between the portcullis’ terity score. Whoever succeeds best-or described in the Player’s Handbook, Tables iron bars, bit into Doubletongue’s boot fails least dismally-wins the contest. 47-48 page 103. Under those rules, a with vicious glee. For example: Dorn Fireboots (Dexterity human with an encumbered Movement

DRAGON 17 Rate of 9 has a movement penalty of 3 action) and thus may gain the speed action tance), while a cheetah is clearly a (their basic rate of 12 minus the encum- bonus. Similarly, sliding down a polished sprinter: speed 29/20. bered movement rate of 9 equals a penalty railing or slippery slope, leaping to tackle a Finally, at times characters may race of 3). Subtract the movement penalty from runner, jumping from a balcony rather against objects rather than creatures: a the character’s Dexterity during chases. than taking the stairs, swinging down a closing gate, a room with a collapsing Warning: Using the latter option gives tapestry or banner, or sliding down a rope ceiling, or a bridge about to be ripped unencumbered characters less of an ad- rather than going hand-over-hand are apart by a flood. The character makes a vantage. I strongly recommend the use of considered speed actions. Most speed Dexterity check, using all appropriate the Chase Modifier table’s Armor and actions involve some element of risk—the modifiers from the Chase Modifiers table, Encumbrance adjustments. bonus comes at the price of losing the including those listed for objects. If he chase or suffering damage. succeeds, fine; if he fails, the object moved Wounds While these modifications cover most of faster. A character’s wounds affect his Move- the standard running situations, certain Example: Let’s re-examine Doubleton- ment Rate if he has less than half his total questions remain unanswered. For in- gue’s adventure from the beginning of the hit points. This rule applies to this system stance, sometimes the degree of success article. He was racing away from several only and should not be used for any other matters; how thoroughly does one racer angry dogs while trying to reach a closing situation. Individual DMs sometimes dish beat the other? A simple comparison of portcullis. The DM decides to split this up out special wounds such as broken legs in the Dexterity checks can answer this into two races. First, he must determine special situations or as part of a critical hit question. First, determine how many whether Doubletongue reaches the gate system. These may result in additional points the winner and the loser succeeded before the dogs can attack him, then—if movement penalties. (or failed) by. Then, find the difference necessary—whether he reaches it in time between those two numbers. For example, to escape. Furthermore, the DM decides to Head Start if the winner succeeded by 5 (with all treat the dogs as one racer, making a sin- Most of the time the runners do not modifications applied), and the loser by 2, gle check for the entire pack to simplify start at the same place; for example, when the difference would be 5 - 2 = 3. If the matters. Doubletongue’s Dexterity is 15, a guard tries to catch a burglar, the latter winner succeeded by 3 and the loser failed the dogs’ speed is 14 (Movement Rate 15). might spot his pursuer from afar and start by 6, the difference would be 3 - ( - 6) = Doubletongue is an elf (0), wears leather running. Also, runners are not always 9. A 1-2 point difference means the winner armor ( - 2), is unencumbered (0), un- running toward the same place; for in- barely beat his opponent, a 3-7 point dif- wounded (0) and has a few steps for a stance, the guard might try to ring the ference describes a victory by good mea- head start (short, + 2). His total chase signal bell at the top of the stairs before sure, a difference of 8 or more is a total modifier is 0. the thief can cross the market place and victory. In the example of the burglar and The DM gives his dogs a speed action leave through the city gates. the guard used above, a total victory by modification of +3, because they leap for Whichever character has the shortest the guard means he caught the burglar their target once they are close enough. distance to cover has a head start and after a few steps; perhaps the thief stum- Doubletongue’s player and the DM roll receives a bonus. The size of the bonus bled or the guard simply reacted faster. dice. The player rolls a 10 and makes his depends on the relative advantage of the On the other hand, if the thief just barely roll by 15 - 10 = 5. The DM rolls a 15. head start. won, he might just manage to leave the The dogs, too, succeed, but only by A short head start is no more than a few city gates but has his cloak torn off by the 14+3-15 = 2 points. Doubletongue is a steps, up to a maximum of perhaps 18’. chasing guard. Close calls can be very lucky winner by 3; the race is close, but A medium head start means one is rath- suspenseful. the thief can make his escape only if he er likely to get to his point of destination This system can easily be adapted for beats the portcullis. first. The specific distance involved de- long distance chases (anything in excess of The DM decides the portcullis is a fast pends on the total length of the race. If half a mile). While not many chases over object, since it is already halfway down two adversaries race for a window just such a long distance arise, a few can be when Doubletongue starts moving. The across the room, a few steps can provide a imagined. For example, after spotting the elf’s modifiers are 0 (race), -2 (armor), 0 medium head start. For a chase of several baron’s knights a mile back in clear ter- (encumbrance), 0 (wounds), -6 (fast ob- hundred feet, 50’ is a reasonable medium rain, Doubletongue might make a dash for ject). His player declares that Doubleton- head start. the woods half a mile away. Long distance gue throws himself under the portcullis at A long head start means that one of the chases work exactly the same way as short the risk of being impaled and earns a + 3 racers is so far ahead that the DM con- distance chases, but all rolls are made speed action modifier. Doubletongue must siders not checking at all. Under normal against a character’s Constitution instead pass a Dexterity check - 5 ( - 2 + 3 - 6) to circumstances, no one could catch the of his Dexterity. make it. He rolls a 9; his modified Dexteri- leader. But racing other humans and demi- ty is 15 - 5 = 10. Doubletongue makes it by humans is only half the fun. What about one! The DM briefly considers ruling that Actions racing horses, dragons, or the tarrasque? the bars of the portcullis scratch his leg Players may decide their characters do No problem. Since monsters don’t have a for minor damage, but then decides that more than simply run. An easy action Dexterity rating, simply use their basic the dog reaches through the portcullis would be drawing a weapon or throwing movement rate minus one as the speed instead—both case- rolls were barely suc- wolfsbane at a pursuer. Moving over an score for chase checks. A horse‘s speed cessful and it seems like a lot more fun obstacle such as a staircase may also be score is 24 - 1 = 23, a gold dragon’s flying that way. considered an easy action. A difficult speed is 29. The typical human has a action would be digging a potion out of a speed of 11; in other words, an average Final Note backpack and gulping it down in mid-run, Dexterity score of 11. The speed score is If you wish, you may introduce two new or running through waist-deep water. A used for both long distance and short proficiencies to your campaign: sprinting speed action, finally, is an action intended distance races unless the DM decides that and cross country. Sprinting adds two to increase your speed. For example, a an individual creature is better at covering points to a character’s effective Dexterity character may try to leave through a one instead of the other. Then he may score for short chases, cross country does window before the villain’s servants catch assign two independent speed scores, the same for Constitution for long ones. him; the player declares that the PC using common sense as a guideline. A The legs might indeed be mightier than throws himself through the window head tireless skeleton’s speed score would read: the sword. Just don’t forget how to run. first instead of climbing through (easy speed 11 (short distance)/16 (long dis-

18 JULY 1995

by Alison Brooks

Artwork by Eric Anderson

Armor is useful stuff in a fight. It pro- lightly-armored fighters that act just like decided that it would be too much bother tects the body from cutting and crushing heavily-armored ones. True swashbuckling to wear their armor on a hot day. They weapons wielded with lethal intent; only uses the swashbuckler’s intelligence, wit, were caught unawares by an English gunpowder made it obsolete. Despite this, and panache to overcome armored foes, army, and massacred. Even more dramati- many people want games to reflect the not rules fixes. cally, many European knights on the faster-moving, more agile heroism popular Whatever game system you use, swash- Crusades died of heat exhaustion because from films and TV, from Errol Flynn’s buckling can flourish, provided that the of their metal armor. Robin Hood, to . It’s DM encourages it and applies the rules In gaming, the DM should remind play- called swashbuckling. intelligently. Some rules suggest that ar- ers that their characters are uncomforta- Many rules have attempted to cover mor is effectively weightless and neither ble if they insist on wearing their armor in swashbuckling alongside the more slows wearers down nor restricts their hot, wet, or bad weather. PCs with low straightforward heavy-armor fighters. The vision. Anyone who has ever worn real Constitutions might have to make saving problem these rules have is simple: armor metal armor knows that this is simply throws against death magic to represent does protect the wearer from injury, and untrue! To use such a system, while main- heat stroke and the like. If a character an unarmored person fighting someone in taining a swashbuckling approach, apply fails, he suffers a - 1 penalty to attack full plate will probably lose. Some games the rules with a splash of common sense. rolls, saving throws, and ability checks for try to get around this by introducing The easiest way to get PCs out of armor each step of armor above AC 7 (for exam- magical amulets that protect their wearers is to rule that armor does not exist, or is ple, a fighter in plate mail and shield as well as the heaviest armor; some have otherwise not available to the PCs in your would suffer a - 5 penalty). The penalty is special rules that give increased Dexterity campaign (it may be forbidden to com- calculated using only the Armor Class that bonuses for lightly-armored fighters or moners, for instance). However, if you results from items that are worn, not from thieves. don’t wish to exclude armor entirely, but magical bonuses or Dexterity. The maxi- Unfortunately, these rules make a false would still like to encourage swashbuck- mum penalty is - 7 for PCs wearing full assumption about how best to help lightly- ling PCs, then you need an indirect ap- plate and shield. armored fighters compete with the heavy proach to achieve a balance between NPC fighters might take the lead in this brigade. They assume that the goal is to armored and unarmored warriors. The first regard, removing their armor when it is make the lightly-armored fighter as good step is to consider the problems of armor. not required, and making comments about as a heavy fighter at standing toe-to-toe, PCs who refuse to do the same. If the PCs swinging weapons until one of them falls Comfort are reluctant to emerge from their shells, over. This is not how swashbucklers act in Metal armor is hot and uncomfortable to the DM should be careful not to take ad- the movies, and it ignores all the advan- wear. Historically, the Viking invaders of vantage of them. If the PCs suffer too tages of being lightly-armored. Most im- England in 1066 lost the battle of Stamford many ambushes or emergency encount- portantly, it is not swashbuckling, merely Bridge because of this. Many of them ers, the PCs will go back to armor, claim- DRAGON 21 ing (rightly) that it is too dangerous Costs with the intention of encouraging the PCs without it. Armor is designed to block solid blows. to take off their armor, such settings are When it does this, it gets damaged. Even particularly useful. Bandits and other Weight without this damage, it still rusts—stainless creatures in such terrain are lightly- Armor is heavy, and wearisome when steel is a 20th-century invention. Armor is armored and adept in getting around. If worn for long periods. In the battle of not only expensive to buy, but it also re- the PCs wear heavy armor, the bandits can Stamford Bridge, mentioned above, rein- quires constant, expensive maintenance— run rings around them, popping up from forcements ran from the Viking ships to even if a skilled armorer is available. behind a tree to fire an arrow, then disap- join the army fighting the English. Many of Horses are another hidden expense for pearing before the PCs can reach them. those who ran in armor dropped dead armor—because armor is heavy, bigger The PCs who don’t know what armor is from the exertion. Later plate armor was and more expensive, horses are needed to appropriate may learn quickly if they are better-balanced and easier to wear than carry the armor-wearer. worn down by attrition. the mail shirts of the earlier Middle Ages, It would be reasonable to rule that the but both types were heavy, and worn only cost of maintaining armor is 5% of its Logistics when necessary. original cost per month (100 gp/month for It takes time to put on armor. The sim- In gaming, rules may be necessary to field plate, 200-500 gp for full plate!). This plest armor is the mail shirt, which con- remind players that wearing armor all the amount would be higher in wet condi- sists of a padded coat with mail above. The time is tiring. Characters with low tions, and even more in salty conditions moments it takes to pull that mail shirt on Strength might have to make saving (by the seal, or when it takes a lot of wear may be critical. Donning full plate armor throws against poison to avoid exhaustion. and tear. Ordinary riding horses for ar- takes 10 minutes or more, with the help of An exhausted character is too feeble to do mored fighters cost at least 10% more an assistant who knows which piece goes more than move at half normal speed and than the equivalents for the unarmored where. Obviously, no armor can actually defend himself in combat; he cannot cast characters. be donned during a fight. An armor-based spells, run, or attack. In games using fa- fighter taken unaware by enemies is at a tigue points as well as hit points, wearing Social Factors disadvantage that a swashbuckler, accus- armor for long periods should inflict In towns, cities, camps, homesteads— tomed to fighting without armor, is not. fatigue point losses. If the game suggests anywhere where attack is not expected that armor is not encumbering, it needs imminently—people do not expect the PCs Wounds tweaking to reflect reality. to wear their armor. If the PCs insist on Most DMs may not want to use this wearing it, people may get suspicious and penalty, but remember that in order to Mobility wonder if the PCs intend to make trouble. bind wounds, you must first reach and Armor slows you down and makes fine In some circumstances, armor is simply clean the wound. If the wound is beneath manipulation harder. Archers should not not allowed: at court, for instance. Like- armor, the armor must be removed. A be able to wear armor on their arms or wise, local taverns may have dress rules. swashbuckler’s shirt tears easily to allow heavy gloves of any kind, if they want to Cities or towns may find that a ban on treatment, but armor is designed to be fire their bows. armor is easy to enforce and keeps the tough. Time can be crucial if the person is It is difficult to move quietly while wear- peace almost as well as a ban on weapon- bleeding to death. ing armor. This is only partly because of ry; PCs who insist on wearing armor may the clanking of metal; mainly, the armor’s find themselves arrested on suspicion. Basic Swashbuckling weight and bulk make the wearer cumber- In a more extreme case, a society may Assuming that the fighters can be tempt- some and more likely to bump into things. regard certain forms of armor as appro- ed out of their armor, what next? It’s time In the game, use rules that penalize priate only for certain people. If plate to move on to real swashbuckling. armored characters attempting to climb, armor is restricted to the aristocracy, PCs One way to offer PCs lessons in swash- sneak, ambush, fire bows, or perform any of the lower classes had better take it off buckling is by making NPCs into positive other action requiring good coordination. or be prepared for trouble! role models. If NPC swashbucklers are A PC in armor cannot move as quickly as Where armor is not banned, people successful and admired, the PCs will want one in ordinary clothes, and thieves will nonetheless expect the PCs to remove to do what they do. PCs might also learn a doubtless have learned this—a thief can their armor during harmless pursuits such salutary lesson if they meet an enemy who outdistance a pursuer in armor, jump over as chatting up the barmaid or playing uses swashbuckling tactics successfully . a wall, and race up to the rooftops before cards in the local tavern. They probably So, how do swashbucklers operate? the victim can raise the alarm. Characters expect large weapons (anything two- Swashbucklers use the terrain available in without armor can give chase; which handed, or even anything bigger than a a way that other fighters cannot. Swash- victim will thieves choose? knife) be left behind. If the PCs break the bucklers live in a world of wall-hangings unwritten rules of social behavior, people to hide behind, pull onto an enemy, or Perception will regard them as odd or even danger- clamber up; windows to climb through or Helms cover the ears, making it difficult ous. What would you think of a member jump out of; and chandeliers to swing on. to hear opponents. Helms also restrict the of your gaming group who always wore a To encourage swashbuckling, give a little wearer’s field of vision and make it harder diving suit and kept a harpoon gun in thought to such decorations. Scatter useful to turn the head. Add the noises made by hand? The same reaction is likely for PCs ropes, rugs, banners, and narrow stairs heavy armor and the fact that wearers of who go around heavily armed and ar- around, along with small tables to throw armor are slower, and it is no wonder that mored without a good reason. at an enemy, and large ones to fight thieves find armored types good victims. across. Rest assured the PCs will make use Even without thieves, the loss of percep- Terrain of every advantage they can. tion caused by wearing a helm can be Sometimes it is very foolish to wear The swashbuckling style depends on inconvenient because it eliminates periph- armor. For example, during a sea battle speed and quick wits to outweigh the eral vision. Anyone wearing a helm is the ship is shifting and unsteady, the deck brawn of an armored opponent. Since the unlikely to notice attackers coming from is slippery with sea-water, and there is the swashbuckler’s prime defense is wits, the the side or behind, or to spot movements possibility of being knocked overboard. It’s swashbuckler is never unarmed, unlike in the forest that may be an ambush. difficult to swim while. wearing armor. the heavy fighter who needs weapons and Ambushers and others should be more Likewise, armor is cumbersome when armor. Swashbucklers are quick to take likely to surprise anyone wearing a helm traveling through thick forests or soft advantage of improvised weaponry that because their vision is partially obstructed. marshlands. If the DM designs scenarios heavy fighters would never notice.

22 JULY 1995 The swashbuckler cannot stand in front horse might collapse if a fully-armored one, a hulk in armor cannot emulate the of a tin can and swap blows. Instead, a man and princess landed on its back. swashbuckler—it can provide a quick swashbuckler stays in constant motion, Swashbucklers must use intelligent getaway. Swinging is quicker than run- and, if necessary, takes the fight onto tactics, but have many ways to handle a ning, and provides the fastest route to or suitably dramatic terrain—flimsy balco- foe in armor. For instance: from a balcony overlooking the central nies, rickety bridges, thatched roofs, steep l Blinding the opponent by pulling a hall where the fight is taking place. Using slopes, and so on. curtain down on him, or by throwing a a chandelier to swing into an opponent is When fighting an armored opponent, a cloak in his eyes. similar to crashing a horse into them, with swashbuckler may find it hard to kill the l Luring him onto a cliff, a balcony, or in the advantage that it may inflict a blow to foe. On the other hand, a fight can have front of a window, and knocking him over— the head with both feet, doing more dam- outcomes that are more effective than someone in armor is less maneuverable. age than an ordinary kick. Combatants are mere death. The foe might be handed over l Catching him out of armor—even unlikely to be expecting the maneuver and to the local authorities, along with proof of opponents will not wear armor all the may be taken by surprise. For these rea- his misdeeds obtained by the swashbuck- time. sons, it has become the quintessential ler. The foe might simply be left behind, l Pinning him down by knocking a swashbuckling tactic. Since chandeliers bypassed as the swashbuckler concen- statue or other heavy object onto him. are common lighting fixtures in taverns, trates on the real task. l Pulling off his helmet and biffing him great halls, and salons, player characters When rescuing a princess from a castle, over the head. should have plenty of opportunities to the swashbuckler can sneak up to the l Luring him onto quicksand or a rick- perfect their technique. castle, swim across the moat, scramble up ety bridge that will give way beneath him. the side of the wall, overpower a couple of l Advance planning, especially in laying DMs & Swashbucklers guards, rush up the stairs, exchange a few ambushes that take advantage of the Some plots suit the swashbuckling ap- blows with the villain, then pull a curtain swashbuckler’s stealth (the Robin Hood proach better than others. Swashbucklers down onto him, rush to the princess, approach). are not at home in games that focus on sweep her into his arms, and then leap out Attacks to disarm or knock down an oppo- killing monsters and stealing their trea- of the window onto a conveniently waiting nent are in order. An unarmored person can sure. Swashbucklers are happiest in towns horse, and ride off into the sunset. The recover his feet much more quickly than an and cities, matching wits against intelligent heavy fighter, however, has to do things armored one—in fact, knights in full plate foes with dastardly schemes. the hard way. The enemy is aware of his armor used hoists or ramps to mount their Swashbucklers like fast action and der- approach, and he has to fight his way in, horses, because they literally could not ring do. They enjoy recovering the fight his way up, and fight his way out swing up into the saddle. Queen’s necklace before the loss is discov- again. The princess might not thank him A note on chandeliers: Swinging on ered, regaining the pardon of the unjustly- for the resulting bruises if he tries to chandeliers is not only dramatic and styl- accused hero that the villain has hidden sweep her into his arms. Even a strong ish, it also has combat advantages. For away, finding the deeds to the disinherited

DRAGON 23 son’s land, and so on. attacks in detail. Certain settings—the The swashbucklers’ big advantage from ® campaign, for instance, or a DM’s point of view is that they are easy most nautical settings—encourage swash- to design scenarios for. Swashbucklers are buckling thinking by players. Not even the suckers for a person in distress; books, best swashbuckling setting can cover films, and TV all contain plenty of plot and everything, however, and often the DM character ideas. Once the game is under- must decide the effects of an attack on the way, the consequences of earlier actions spot. The following are suggestions for should return to haunt the PCs, making AD&D® games: the DM’s job even easier. Because swash-

bucklers are slightly less lethal than tin l Give swashbucklers automatic initia- cans, major villains are more likely to live tive over heavily-armored opponents be- to fight another day, and to have plenty of cause the armor slows their opponents reason to seek their revenge. Heavy fight- down; at the least, an initiative bonus of ers often use up (that is, kill) their ene- + 3 for unarmored combatants is justified.

mies, requiring the DM to invent a steady l Blinding—throwing a cloak over the stream of new enemies with new motives. enemy, salt or sand into the eyes, and so In any case, recurring villains elicit a forth. Unless the opponent actively wards stronger reaction from the PCs and play- against the attack, the attack roll is against ers than new ones. For once, laziness (re- AC 10 for a cloak or similar; against AC 6 using the same villains rather than for the eyes only (because an attack creating new ones) makes for better against the eyes must hit a far smaller games. target than one that needs simply to drape Players of swashbucklers must use their the head). An opponent expecting the ingenuity to run the character effectively. attack is entitled to any normal Dexterity In most games, fighters just pile in and bonuses. If successful, the opponent re- keep rolling dice until their foes are dead, quires 1d4 rounds to clear his vision, and and mages act more like than is blinded until he does so.

wielders of mystic forces. Successful l Chemical attack, e.g., pepper into the swashbucklers require tactics and eyes. As above, but the opponent is at -2 forethought—couch potatoes and half- to attacks for the rest of the fight or until interested players will be left behind in a able to wash their eyes.

swashbuckling campaign. This makes l Knocking over. This requires some- things more interesting for everyone, and thing heavy: pulling a bookcase down on can lead the players to be more involved the enemy, rolling barrels at them, or in the game as a whole. bashing into them on a chandelier-swing. Of course, requiring ingenuity from the Strong swashbucklers may try the old players does require them to show off trick of pulling the carpet out from under more than a spark of intelligence and to opponents, but remember that this re- think quickly on their feet. This is both a quires shifting the weights of all the oppo- good and a bad thing. Good, because any- nents. Use the rules for Overbearing.

thing that makes players think about what l Knocking off cliffs or balconies. As they are doing means that the game is that above, but it requires a suitable drop, and much richer and more enjoyable. Bad, a close attention to where everyone is because players who want to run standing. Using miniature figures helps in swashbucklers—but don’t have the verve sorting out positions in fights. Remember and the panache to do so—may feel hard that helmeted opponents may not be able done by. The best thing the DM can do is to see the drop at all, and so will not be point such players toward swashbuckling able to avoid it.

films in the hope that they will pick up a l Keeping clear of the enemy, and at- few ideas. tacking from a distance, with arrows, or Player ingenuity can also be a mixed makeshift weapons like tankards. The blessing because it means more work for encumbrance rules will allow the swash- the DM. If the swashbucklers are doing buckler to stay ahead of the enemy. (Sug- their job properly, the DM must describe gested statistics for makeshift weapons are the terrain and the surroundings in more given in “At Sword’s Point” in this issue). detail than for the simple hack-slash of the heavy fighter. For a swashbuckler, it may One joy of DMing for swashbucklers is be vitally important to know whether or that they always come up with new forms not there is pepper on the table. Still, the of attack. With a little experience, most extra detail makes the campaign richer DMs learn to give instant rulings on a and more vivid. Experienced players can variety of situations, from how to handle make the DM’s job easier by intelligent an attempted blow at the eye-slits of an anticipation: “Is there salt on this table? Or enemy’s helmet to the effectiveness of an pepper? Or mugs of wine? Or eating uten- improvised distraction on breaking the sils?” The DM can then decide what is foe’s concentration or even whether the available. fragile bridge is really frail enough to collapse under the weight of plate mail. Rules for Swashbucklers Stay flexible, have fun, and remember that Swashbucklers can use most rules sys- swashbuckling not only requires agile PCs, tems without difficulty, although many and agile players, but also an agile DM! systems do not cover typical swashbuckler

24 JULY 1995

D’Artagnan, after years of service to helmet and medium shield, armed and battle axe + 1. Queen and country, finally reaches 9th level with short bow and horseman’s 76-95 6th-level barbarian in banded mail, and earns his reward—a troop of followers. flail, and 100 infantry in scale mail, helmet, and medium shield, armed The player rolls dice and discovers that he armed with polearm and dagger. with a bastard sword + 1 and a now commands a troop of pikemen led by a 51-75 20 infantry in splint mail, with battle axe + 1, and a 3rd-level 6th-level fighter in medieval armor. He rolls helmet and small shield, armed barbarian in chain mail, with medi- a 38 on d% for his elite squad. The sophisti- with morning star and hand axe, um shield, armed with an axe of cated, urbane D’Artagnan is now the leader and 60 infantry in chain mail, hurling + 1. of 20 berserkers! armed with spear, hand axe and 96-99 7th-level barbarian in plate mail, The Player’s Handbook lists a selection dagger. with helmet and medium shield. of followers attracted by a 9th-level fighter 76-90 40 infantry in chain mail, helmets, + 1, armed with a battle axe +2 lord. While good enough for the plain and body shields, armed with light and a long bow + 1, with boots of vanilla fighter, the table falls flat when crossbow and morning star, plus the north. used to create followers for fighter kits 20 infantry in chain mail, helmets, 00 DM’s option: half-, half-orc, from the Complete Fighter’s Handbook. A and small shields, armed with shaman, barbarian lycanthrope. peasant hero commanding 10 mounted spear and short bow. knights? A swashbuckler in action with 20 91-99 30 light in chain mail, with Die berserkers? The table’s matches don’t helmets and medium shields, Roll Troops/Followers always make sense. After all, shouldn’t a armed with lance, short bow and 01-50 20 mounted barbarians in ring pirate receive a bloodthirsty crew at 9th- long sword, plus 30 heavy cavalry mail, with helmet and medium level? Shouldn’t a noble warrior gain a in plate mail, with helms and shield (horned helmet optional), noble retinue? This article presents re- medium shields, armed with lance, armed with battle axe and spear, vised tables that produce troops appropri- long sword, and mace. plus 100 barbarians in hide armor, ate for fighter character kits. 00 DM’s option. helmet, and large shield, armed In each case, the kit summons both with bastard sword and battle axe. leaders and followers, as per the original Die 51-75 20 barbarians in chain mail, with tables. Unless otherwise specified, all Roll Elite Units helmet and medium shield, armed troops are 0-level. Each leader has a list of 01-10 10 1st-level amazon riders in with battle axe, plus 60 berserkers suggested magical items, but of course bronze plate mail, with helmet and in leather armor, armed with bas- these can be altered to suit the level of medium shield, armed with long tard sword and spear. magic in the campaign. sword and short bow. 76-95 40 barbarians in chain mail, with 11-20 10 1st-level elven fighter/mages in helmet and medium shield, armed Amazon chain mail, with helmet and small with battle axe, 20 mounted bar- Contrary to what you might think, an shield, armed with long sword, barians in banded mail, with hel- amazon does not necessarily attract an all- long bow, and dagger. met and medium shield, armed female force. Her years in the outside 21-30 15 1st-level rangers in scale mail, with bastard sword, and 30 mount- world have taught her the value of men in with medium shield, armed with ed barbarians in leather armor, combat, while her reputation as a 9th-level long sword, spear, and short bow. with helmet and medium shield, fighter will attract men to her service, 31-40 10 1st-level half-elven unicorn armed with short composite bow regardless of her sex and background. riders in chain mail, with helmet and bastard sword. Nonetheless, her leader and elite troops and medium shield, armed with 96-99 10 mounted barbarians in chain are probably women she understands and long sword and short bow. mail, with helmet and medium can rely on. 41-65 20 1st-level amazons in bronze shield, armed with bastard sword, plate mail, with medium shield, and 30 mounted barbarians in Die armed with long bow. leather armor, with helmet and Roll Leader 66-99 30 1st-level amazons in bronze medium shield, armed with short 01-40 5th-level amazon in bronze plate plate mail, with helmet and medi- composite bow and bastard sword. mail + 1, armed with spear + 1 um shield, armed with spear and 00 DM’s option: sea faring barbarians, and long bow + 1. short sword. barbarian horse archers, etc. 41-75 6th-level amazon in bronze plate 00 DM’s option: swanmays, amazon mail + 1, with helmet and medium centaurs, scouts, etc. Die shield + 1 and long bow + 1. Roll Elite Units, 76-95 6th-level amazon in bronze plate Barbarian or Berserker 01-10 10 1st-level barbarians in chain mail +2, with helmet and medium These kits both roll on the same table, mail, with helmet and medium shield, armed with spear + 1 and because most berserkers come from a shield, armed with short composite long bow + 1, and 3rd-level ama- barbarian background. The barbarian can bow, bastard sword; and war dog; zon in bronze plate mail, with expect to have berserkers in his horde (if mounted on medium warhorse. helmet and medium shield, armed not, replace berserker with barbarian 11-20 10 1st-level barbarian priests in with spear and long bow +2. wherever it occurs in the tables), and the chain mail, armed with long bow 96-99 7th-level amazon in bronze plate berserker attracts barbarians among his and long sword. mail +2, with helmet and medium forces. If berserkers do not exist in the 21-30 15 1st-level rangers in chain mail, shield + 1, armed with spear + 1 campaign, replace all berserker entries with medium shield, armed with and long bow +2, mounted on a with barbarians of the same level. battle axe, broad sword, and light war horse. dagger. 00 DM’s option: amazon warrior Die 31-40 20 2nd-level berserkers in leather priestess, bird maiden, swanmay, Roll Leader armor, with battle axe, broad amazon sorceress, or amazon 01-40 5th-level barbarian in chain mail, sword, and dagger. paladin. with helmet and medium shield, 41-65 20 1st-level barbarians in leather armed with battle axe +2. armor, with body shield, armed Die 41-75 6th-level barbarian in banded mail, with long bow, battle axe, and Roll Troops/Followers with helmet and medium shield, dagger. 01-50 20 horse archers in ring mail, with armed with a bastard sword + 1 66-99 30 1st-level barbarians in splint

DRAGON 27 helm, and medium shield, armed level myrmidon in plate mail, with the ranks, gaining larger and larger com- with lance, long sword, and mace; helmet and small shield, armed mands. By 9th-level, he is the equivalent of one mounted 1st-level half-elven with a crossbow of distance. a colonel, in command of a single section fighter/cleric in plate mail, helm, 96-99 7th-level gladiator in plate mail, of an army—cavalry, infantry, or engi- and medium shield, armed with with helmet and small shield + 1, neers. He doesn’t get the variety that oth- mace and flail; and one forester armed with a net of entrapment ers get. (1st-level ranger) in scale mail, with and trident + 1. small shield, armed with long 00 DM’s option. Die sword, spear, long bow, two war Roll Leader dogs, and a trained falcon. Die 01-40 5th-level myrmidon in plate mail, 31-40 A retinue of 10 mounted 2nd-level Roll Troops/Followers with helmet and body shield, cavaliers in field plate, helm, and 01-50 20 cavalry in ring mail, with hel- armed with short sword +2. medium shield, armed with lance, met and medium shield, armed 41-75 6th-level myrmidon in plate mail, long sword, and mace; one mount- with three javelins, long sword, with helmet and body shield + 1, ed 1st-level half-elven fighter/cleric and hand axe; 100 barbarians in armed with spear + 1 and dagger in plate mail, with helm and chain mail, with body shield, +1. medium shield, armed with mace armed with battle axe and spear. 76-95 6th-level myrmidon in plate mail and flail; a standard bearer (1st- 51-75 20 barbarians in splint mail, armed + 1, with helmet and body shield, 3 level gallant , same equipment as with battle axe; 60 savage war- armed with spear + 1 and dagger the cavaliers); a mounted 1st-level riors, with large shield, armed + 1, and a 3rd-level myrmidon herald3; and a mounted 1st-level with spear and hand axe. lieutenant in plate mail, with hel- half-elven fighter/mage in chain 76-90 40 infantry in chain mail, armed met and body shield, armed with a mail, with helmet and small shield, with heavy crossbow and short crossbow of distance. armed with long sword and long sword; 20 savage warriors, with 96-99 7th-level myrmidon in plate mail bow. large shield, armed with sling and + 1, with helmet and body shield 41-65 A retinue of 16 crossbowmen (1st- spear. + 1, armed with short sword +2, level fighters) in studded leather, 91-99 10 beast riders in hide armor, with with heavy warhorse equipped with large shields, armed with medium shield, armed with lance with horseshoes of speed. heavy crossbow and dagger, and and hand axe; 20 amazon cavalry 00 DM’s option: master seige engineer, two mounted squires (1st-level in bronze plate mail, with helmet captain of horse, paladin of war Cavaliers) in plate mail, with helm and medium shield, armed with god, or dwarven infantry captain. and medium shield, armed with lance, long sword, and composite long sword, mace, and dagger. short bow; and 30 cavalry in stud- Die 66-99 A retinue of 25 sergeants (1st- ded leather armor, with medium Roll Troops/Followers level fighters) in plate mail, with shield, armed with lance and long 01-50 100 infantry in banded mail, with helmets and small shields, armed sword. helmet and body shield, armed with awl pike and mace, and two 00 DM’s option. with pike and short sword. squires (1st-level Cavaliers) in field 51-75 80 infantry in chain mail, with plate, armed with lance and long Die helmet and medium shield, armed sword, mounted on heavy war- Roll Elite Units with polearm and short sword. horses. 01-10 10 1st-level beast riders in plate 76-90 60 infantry in chain mail, with 00 DM’s option: gallants, minor no- mail, with helm and medium helmet and body shield, armed bles, noble demihumans, pegasi shield, armed with lance, bastard with heavy crossbow and short cavalry, etc. sword, and dagger, mounted on a sword. beast in chain barding. 91-99 40 cavalry in plate mail, with hel- Gladiator 11-20 10 1st-level elven fighter/mages in met and medium shield, armed The gladiator is something of a special chain mail, with medium shield, with lance and long sword. case. He is an urban adventurer, used to armed with long bow and long 00 DM’s option. fighting in the coliseum on his own. He is sword. not much of a general and—with all due 21-30 15 1st-level gladiators in gallic Die respect to Spartacus—his followers are armor, with scutum, armed with Roll Elite Units students and teachers, not a personal trident and net. 01-10 12 1st-level fighters in plate mail, army. On the plus side, however, his stu- 31-40 20 2nd-level berserkers in chain with helm and medium shield, dents come from all walks of life, from mail, with helmet and medium armed with lance, long sword, and captured barbarians to bored noble shield, armed with battle axe and light crossbow, mounted on heavy youths; he can count on attracting a wide dagger. warhorses. variety of kits and classes. In addition, 41-65 20 1st-level savage warriors, with 11-20 10 1st-level elven fighter/mages in these followers have unusually good ar- scutum, armed with darts and atl- chain mail, armed with long mor and weapons, due to the resources of atl1. sword, long bow, and dagger. the urban center. 66-99 30 1st-level gladiators in samnite 21-30 15 1st-level scouts2 in leather ar- armor, with scutum, armed with mor, armed with short bow and Die drusus. spear. Roll Leader 00 DM’s option (virtually anything— 31-40 20 2nd-level myrmidons in banded 01-40 5th-level gladiator in samnite ar- the more exotic, the better!) mail, with helmet and body shield, mor, with scutum, armed with armed with 3 javelins and short drusus1 +2. Myrmidon sword. 41-75 6th-level gladiator in samnite ar- At first glance, the myrmidon seems to 41-65 10 1st-level fighters in studded mor, with scutum + 1, armed with get the best deal going. He’s the regular leather, with long bow and knife, drusus + 1 and trident. army guy, used to working with large and 10 1st-level shield-bearers in 76-95 6th-level gladiator in samnite ar- forces. Look again. He gets greater num- padded armor, with pavices and mor + 1, and scutum, armed with bers, but less variety. When the myrmidon spears. drusus + 1 and trident, and 3rd- advances in levels, he comes up through 66-99 25 engineers, sappers and miners

28 JULY 1995 mail, with helmet and medium riders in leather armor, with medi- light warhorse. shield, armed with spear and bas- um shield, armed with lance and 96-99 7th-level cavalier (noble warrior) in tard sword. long sword. full plate + 1, with helm and medi- 00 DM’s option: anagakoks, savage 00 DM’s option. um shield, armed with lance +2, wizards, trained bears, beast long sword + 2, horseman’s flail riders, etc. Die + 1 and dagger, mounted on a Roll Elite Units heavy warhorse with chain mail Beast Rider 01-10 10 1st-level beast-riders in chain barding. The warhorse knows two The beast rider differs sufficiently from mail, armed with spear, long tricks of the DM’s choice. the barbarian to merit his own table. Most sword, and composite short bow, 00 DM’s choice: cavalier (noble war- differences are in the replacements for on mounts of maximum hit points rior) on griffon or pegasus, elven mounted troops and cavalry—a beast rider and size. cavalier, etc. knows the value of his own kind. 11-20 10 1st-level barbarian priests in hide armor, armed with mace and Die Die spear. Roll Troops/Followers Roll Leader 21-30 15 1st-level rangers in chain mail, 01-50 10 hussars (mounted infantry) in 01-40 5th-level beast rider in hide + 1, with medium shield, armed with plate mail, helm, and medium with medium shield, armed with a short bow and long sword. shield, armed with spear and long composite short bow + 1, mounted 31-40 20 2nd-level berserkers in ring sword, plus 80 infantry in scale on a beast of largest size ( +2 per mail, armed with battle axe and mail, helmet, and body shield, hit die). morning star. armed with polearm and mace. 41-75 6th-level beast rider in hide +2 41-65 20 1st-level savage warriors in 51-75 20 infantry in splint mail, helm, and medium shield, armed with a leather armor, with large shield, and small shield, armed with composite short bow + 1, hand axe armed with sling and spear. morning star and hand axe, plus + 1, and lance, mounted on a beast 66-99 30 1st-level barbarians in chain 30 hussars in banded mail, with. of largest size and maximum hit mail, armed with bastard sword, helmet and medium shield, armed points. spear, and long bow. with spear and short sword. 76-95 6th-level beast rider in hide +2, 00 DM’s option: barbarian priests, 76-90 40 infantry in chain mail, with with medium shield, armed with a savage priests, anagakoks, ama- body shield, armed with heavy composite short bow + 1, hand axe zons, scouts, flying beast-riders, crossbow and short sword, and 20 +2, and lance + 1, mounted on a etc. infantry in chain mail, with body beast of largest size and maximum shield, armed with light crossbow hit points, and 3rd-level beast rider Cavalier or Noble Warrior and military fork. in hide +2, with medium shield, Although not at all the same type of 91-99 10 hussars in banded mail, with armed with a sling of seeking +2 fighter, the cavalier and the noble war- helmet and medium shield, armed 96-99 7th-level beast rider in chain mail rior share the same tastes in followers, with spear, bastard sword, and + 1, with medium shield + 1, and so share the same tables. The major mace; 2 hussars in scale mail, with armed with composite short bow changes in the tables appear among the helmet and small shield, armed + 3, hand axe +2, and lance + 1, 0-level followers. Both these kits shun with javelins, long sword, and mounted on a beast of largest size the lowly footman, prefering smaller mace; 20 hussars in chain mail, and maximum hit points, which numbers of better-equipped troops to with helmet and small shield, has learned three tricks of the larger numbers of leather-clad fighters. armed with javelins and long DM’s choice (as per a horse—see In addition, while they prefer mounted sword. Table 26, DMG) followers, that does not mean that they 00 DM’s option: , grenadiers, 00 DM’s option allow any but their own class the honor elite halberdiers, janisseries, king’s of fighting from horseback. Mounted men. Die warriors are an elite, and therefore Roll Troops/Followers must be nobles, or cavaliers at least! Die 01-50 20 barbarians in chain mail, with Roll Elite Units large shields, armed with battle Die 01-10 A retinue eight mounted knights axe and spear, and 100 savage Roll Leader (1st-level cavaliers) in field plate, warriors in hide armor, with large 01-40 5th-level cavalier (noble warrior) helm, and medium shield, armed shields, armed with spear, long in field plate, with helm and medi- with lance, long sword, and mace, sword, and hand axe. um shield, armed with lance, long accompanied by a mounted chap- 51-75 20 barbarians in hide armor, with sword + 1, horseman’s flail, and lain (1st-level half-elven fighter/ medium shields, armed with bas- dagger, mounted on a heavy war- cleric) in plate mail, helm, and tard sword and hand axe, and 60 horse. medium shield, armed with mace savage warriors in leather armor, 41-75 6th-level cavalier (noble warrior) in and flail. with large shields, armed with full plate, with helm and medium 11-20 A retinue of six mounted knights bow, spear, and club. shield, armed with lance + 1, long (1st-level cavaliers) in field plate, 76-90 40 barbarians in hide armor, with sword, horseman’s flail and dagger, helm, and medium shield, armed medium shields, armed with short mounted on a heavy warhorse in with lance, long sword, and mace; bow and battle axe, and 20 savage chain mail barding. one mounted 1st-level half-elven warriors in hide armor, with large 76-95 6th-level cavalier (noble warrior) in fighter/cleric in plate mail, with shields, armed with long bow and full plate, with helm and medium helm and medium shield, armed spear. shield, armed with lance + 1, long with mace and flail; and one 91-99 10 beast riders in banded armor, sword, horseman’s flail and dagger, mounted 1st-level half-elven with medium shields, armed with mounted on a heavy warhorse in fighter/mage in chain mail, helmet, lance, bastard sword, and mace; 20 chain mail barding, and a 3rd-level and small shield, armed with long beast riders in hide armor, with cavalier in plate mail, with helmet sword and long bow. medium shields, armed with lance, and small shield, armed with lance 21-30 A retinue of six mounted knights long sword, and mace; 30 beast and long sword + 1, mounted on a (1st-level cavaliers) in field plate, DRAGON 29 (1st-level fighters) in leather armor, chain mail, armed with long armed with footman’s pick and sword, long bow, and dagger. Die hand axe, with any one siege en- 21-30 15 1st-level rangers in scale mail, Roll Elite Units gine. with helmet and medium shield, 01-10 A shore unit, consisting of a fence2, 00 DM’s option. Assume the Myrmi- armed with long sword, spear, and two smugglers2with longboats to don is used to a single troop type, long bow. ferry goods ashore, and two spies 2 then add specialty elements— 31-40 25 2nd-level bandits2in leather able to inform the pirates of car- militant wizards, demihumans, armor, armed with club and short goes and potential targets. war elephants, etc. sword. 11-20 10 1st-level aquatic elf fighters, 41-65 20 1st-level peasant fighters in armed with trident and three Outlaws studded leather armor, armed with throwing knives. and Peasant Heroes long bow. 21-30 15 ballista gunners (1st-level pi- Another case of two entirely different 66-99 40 1st-level fighters in studded rates) manning either two ballis- characters who get entirely similar troops. leather armor, armed with long tas or a light catapult. This is because both draw their followers sword, long bow, and dagger. 31-40 20 2nd-level pirates in leather from the same class of people—the poor 00 DM’s option: druids, gypsy-bards, armor, armed with light crossbow, peasants. Unfortunately, it also means that gnome illusionists, or other wood- cutlass, and dagger. most of their followers are poorly armed land types. 41-65 20 expert archers, 1st-level pirates and equipped. The greater numbers they in leather armor, armed with long- receive compensate somewhat for their Pirate bow and cutlass. poor armor class. Again, substitute More than any other kit, the pirate’s 66-99 30 boarding specialists: 1st-level for peasant hero where necessary. troop types are dictated by his profession. buccaneers2in leather armor, The pirate lord is a captain, and thus must armed with cutlass and three Die have a ship. However, the ship is not nec- throwing knives. Roll Leader essarily a warship, nor is it his; the ship is 00 DM’s option. Some suggestions 01-40 5th-level peasant fighter in plate the common property of the pirate band. include seawolves, skalds, selkies, mail, armed with quarterstaff +2. Note that pirates of the medieval period and other seagoing troops. 41-75 6th-level peasant fighter in plate often did not attack ships—such attacks mail, armed with quarterstaff + 1 were limited to boarding parties, and were Savage and dagger + 1. very dangerous. Shore raids were more If these tables look as though they might 76-95 6th-level peasant fighter in plate common. be better suited to a ranger, you’re almost mail + 1, and 3rd-level peasant right. A savage warrior is very nature fighter in studded leather, armed Die oriented, but less civilized than a ranger. with a crossbow of distance. Roll Leader His tribe was probably small, and if he has 96-99 7th-level peasant fighter in plate 01-40 5th-level pirate in leather armor, kept his kit, he is unlikely to want castle mail + 1, armed with a rod of with ring of protection +2, armed guards or heavy cavalry. On the other flailing with cutlass +2. hand, trained animals, rangers, or even 00 DM’s option: ranger, bandit chief- 41-75 6th-level pirate in leather armor, The Ape Man5 could be found guarding tain, wild man of the woods. with ring of protection + 2, armed the village of a great 9th-level chief. 1 with trident + 1 and gaff + 1. Die 76-95 6th-level pirate in leather armor, Die Roll Troops/Followers with ring of protection + 3, armed Roll Leader 01-50 30 archers in leather armor, armed with trident + 1 and dagger + 1, 01-40 5th-level savage fighter with body with short bow and dagger, and and 3rd-level buccaneer in leather shield, armed with spear + 1 and 100 infantry in leather armor, armor, with trident of submission. club. armed with spear and club. 96-99 7th-level pirate in leather armor, 41-75 6th-level savage fighter with body 51-75 25 infantry in leather armor, with ring of protection + 3 and shield + 1, armed with spear + 1 armed with quarterstaff and hand ring of water walking, armed with and club. axe, and 70 infantry in leather cutlass +2. 76-95 6th-level savage fighter with body armor, armed with short bow and 00 DM’s option: merman, sea elf, half- shield + 1 and club, and 3rd-level bill-guisarme. sahuagin, priest of sea god. savage fighter with body shield, 91-99 15 infantry in studded leather armed with short bow + 1. armor, armed with long bow and Die 96-99 7th-level savage fighter with body short sword, with war dogs, 25 Roll Troops/Followers shield +2, armed with spear +2 infantry in leather armor, armed 01-50 100 oarsmen pirates in leather and boots of speed. with long bow and quarterstaff, armor, armed with cutlass and 00 DM’s option: lizard man, weretiger, with war dogs, 30 infantry in dagger, manning a galley of mini- barbarian, shaman, dakon, jungle leather armor, armed with long mum size. giant. bow and long sword, with war 51-75 50 pirates in leather armor, armed dogs. with cutlass and belaying pin, Die 00 DM’s option: bandit gang, escaped manning a coaster of minimum Roll Troops/Followers serfs, runaway apprentices, band size. 01-50 20 savage fighters with body of dispossessed freeholders (with 76-90 70 pirates in leather armor, armed shields, armed with blowguns and women and children), smugglers. with cutlass and dagger, manning a spears, plus 100 savage fighters cog of average size. with body shields, armed with Die 91-99 70 pirates in leather armor, armed spear and club. Roll Elite Units with cutlass and dagger, manning a 51-75 20 savage fighters with body 01-10 10 1st-level myrmidons (retired or longship of average size. shields, armed with hand axe and deserted) in plate mail, with hel- 00 DM’s option: sea elf pirate raft, club, and 60 savage fighters with met and medium shield, armed viking longship, smugglers’ ship, body shields, armed with spear with long sword, spear, and mace. rogue warship with crew of muti- and hand axe. 11-20 10 1st-level elven fighter/mages in neers on the run from navy. 76-90 40 savage fighters with body

30 JULY 1995

shields, armed with sling and hand Die with a magical missile weapon. axe, and 20 savage fighters with Roll Troops/Followers 96-99 7th-level fighter at AC 2, with body shields, armed with short 01-50 40 infantry in plate mail, armed helmet and shield + 1, armed with bow and spear. with halberds. a melee weapon +2 and miscella- 91-99 10 savage fighters with body 51-75 30 infantry in studded leather neous magic pertaining to ground shields, armed with blowgun and armor, armed with awl pike and rapie travel. club; 20 savage fighters with body 76-90 30 infantry in brigantine armor, 00 DM’s option. If the PC really de- shields, armed with short bow and armed with with heavy crossbows. serves a truly exceptional follower, club; 30 savage fighters with body 91-99 20 cavalry in brigantine armor, a 5th-level fighter with a powerful shields, armed with three javelins, armed with rapier and main magical item like a horn of Valhalla atl-atl, and hand axe, and three gauche, with horses and tack. could be considered, or a 5th-level trained 4-HD monsters of animal 00 DM’s option: musketeers, younger NPC with an exotic kit, say, a thes- intelligence. sons of nobles, dashing mercenary pian, could be in order, but under 00 DM’s option: an “adopted” tribe of company. most circumstances the four basic lizard men, mongrelmen, pygmies, choices should do. Remember, this spirit folk, wemics, or savage centaurs. Die leaders’ function is military Roll Elite Units second-in-command—don’t choose Die 01-10 10 1st-level spies3, armed with club a character who can’t fight. Roll Elite Units and dagger 01-10 10 1st-level beast riders in hide 11-20 10 1st-level elven fighter/mages, Die armor with large shield, armed armed with long sword, long bow, Roll Troops/Followers with javelins and club, mounted on and dagger. 01-50 20 cavalry, all AC 7 with helmet beasts of maximum size and at 21-30 15 1st-level thief swashbucklers3, and shield, armed with two melee least 4 Hit Dice. armed with rapier and dagger. weapons and a missile weapon, 11-20 10 1st-level savage wizards, armed 31-40 20 2nd-level fighters in brigantine and 100 infantry at AC 6, armed with bolas. armor, armed with halberds and with polearm and club. 21-30 15 1st-level rangers with body daggers. 51-75 20 infantry at AC 4, armed with shield, armed with spear and sling. 41-65 20 1st-level musketeers, armed two melee weapons, and 60 infan- 31-40 20 1st-level berserkers with body with arquebus4 and rapier. try AC 8, armed with polearm and shields, armed with clubs and daggers. 66-99 30 1st-level swashbucklers in brig- melee weapon. 41-65 20 1st-level scouts2 in leather armor, antine armor, armed with rapier. 76-90 40 infantry at AC 5, armed with armed with blowguns and knives. 00 DM’s option (but make it stylish!) missile weapon and melee weapon, 66-99 30 1st-level savage fighters with and 20 infantry at AC 5, armed body shield, armed with spears Wilderness Warrior with missile weapon and polearm. and bolas. or Samurai 91-99 10 cavalry at AC 4, with helmet and 00 DM’s option: elephants, savage These two types are combined because shield, armed with lance and two priests, panthers, and so on. they share the same special case—they melee weapons, and 30 cavalry at gain followers from another reference AC7, with helmet and shield, armed Swashbuckler work unless a DM-designed group is more with lance and melee weapon. The swashbuckler is very much a one- appropriate. 00 DM’s option. Again, it depends on man band; followers aren’t much of a Unless the samurai is part of an Oriental the kit. Samurai would lead bushi, priority for him. Showy and sophisticated, campaign, he will regular troop nomads are restricted to mounted he prefers a small, elite force to a large types upon reaching 9th level. DMs want- troops only, while Romans would mass of armored men, and a urbane, ing to use Oriental troops should check have almost 100% infantry. sophisticated force to a bunch of medieval the book, if available. barbarians. He would feel as out of sorts Similarly, a wilderness warrior receives The AC and weapon statistics can vary, commanding Conan as Conan would feel the standard troop types from the Player’s as long as the troops are approximately being ordered around by a fop. Handbook, unless the DM decides that the equal in power. culture this kit comes from does not have A fighter’s reputation determines how Die regular cavalry or infantry. many followers and what kind of fol- Roll Leader For the inventive DM, therefore, these lowers he gains. A pirate who has stalked 01-40 5th-level swashbuckler with brac- last tables consist of formulae, from which the Western Seas attracts the attention of ers of defense AC 3, armed with a the DM may calculate the troops and other pirates of the Western Seas. A beast- rapier + 1. leaders appropriate to these or any new rider who spends years defending the 41-75 6th-level swashbuckler with brac- kits. A little juggling is allowed, trading elven forests from human invasion will ers of defense AC 3, armed with a armor class and numbers for other bene- impress not only his own people, but also rapier + 1 and main gauche + 1 fits, but any changes should reflect the the elves and a few renegades among the 76-95 6th-level swashbuckler with brac- role of the kit in adventuring. human invaders. Keep these things in ers of defense AC 2, armed with a mind as you assign followers to the fighter rapier +2, and main gauche + 1, Die lord. Give him helpers appropriate to the and a 3rd-level thief swashbuckler Roll Leader adventures he will experience, and they with brigantine, armed with a 01-40 5th-level fighter at AC 3, with will enrich his game—and yours. rapier and a hand crossbow of helmet and shield, armed with a +2 magical melee weapon. distance. Notes: 96-99 7th-level swashbuckler with 41-75 6th-level fighter at AC 3, with brac- 1.) As per the Complete Fighter’s Handbook. ers of defense AC 1, armed with helmet and shield + 1, armed with 2.) As per the Complete Thief’s Handbook. two rapiers +2 and a rod of a polearm + 1 and dagger + 1 3.) As per the Complete Bard‘s Handbook. 76-95 6th-level fighter at AC 2, with 4.) If the DM does not permit this weapon, replace with splendor. heavy crossbows. 00 DM’s option: diplomat, king’s cham- helmet and shield, armed with 5.) The Ape Man: 17th-level savage warrior; MV 12; pion, fencing master, professional polearm + 1 and dagger + 1 as hp 150; #AT 2/l; Dmg by weapon or 1d2 +6; S 18/00, D duelist, or other urbane warrior. well as a 3rd-level fighter at AC 4, 18, C 18, I 12, W 9, Ch 17; SA animal friendship; AL with helmet and shield, armed CG; THAC0 4; XP 40,000 (Hey, he’s a legend!). 32 JULY 1995

Slimy, Yet Deadly

By Johnathan Richards

Artwork by Terry Dysktra

he creature spasmed and quivered in the ebony darkness of the cavern interior Readjusting to its new form, it pulled itself together into a central mass. Had it any eyes, it would perhaps be able to see an identical creature a mere two feet away, undergoing a similar process. Each was a glistening mass of black protoplasm, roughly three feet in diameter. Blind as it was, it could nonetheless sense the heat of its nearby companion, but disregarded it as not-food, and began oozing and slithering its way across the cavern, away from its twin. Gradually, the other creature faded out of range of its heat sense. It crawled onward, ever on- ward, in search of food. Ahead, the steady dripping of water alerted passersby of the presence of an underground pool. The creature headed toward it, but not because of the telltale dripping sound—in fact, the creature was stone deaf, and the concept of sound was foreign to it. No, instead, its eerie ability to sense heat and analyze patterns identified the pool as that type of not-food that often has food inside of it. Without hesitation, the creature flowed into the water, seek- ing prey. The pool was not deep, only two feet or so, but that was deep enough to hold a dozen tiny cave fish, white and blind and surface world at night, with countless darting back and forth in the cold, clear points of fire burning overhead. However, water. The creature instinctively altered the stars were forever out of reach; the its shape, spreading itself out in two direc- bats were not. tions, forming a wall that closed around Without slowing for an instant, the the fish like a net. As they came in contact creature flowed up a huge pillar formed they were somehow alerted to its pres- with the jet-black creature, the fish imme- by the meeting of stalactite and stalagmite. ence or their sleep was over and it was diately began to dissolve, as tiny mouths It spiraled its way up the pillar, and, upon time to hunt, it mattered not to the crea- all over the creature’s body ate them away. reaching the top, flowed just as effort- ture. The food was simply gone; more When all the fish were devoured, the lessly along the ceiling, winding its way food would have to be found. creature moved on, leaving the shallow, around jagged protuberances, straight It didn’t take long. Dimly, at the edge of lifeless pool and continuing on its random toward the nearest sleeping bat. The bats its perception, the creature sensed a tiny journey. had no warning, for the creature made no movement in the heat-patterns of the Several minutes later, the creature’s noise as it flowed up and over them, en- cavern below. A spider, barely an inch travels brought it into a cavernous cham- gulfing the small mammals with its syrupy across, was making its erratic way across ber, hundreds of feet in diameter, with body. the cave floor Size didn’t matter to the stalactites reaching down from the ceiling How long the creature spent on the ebony creature above; food was food, and and merging into the stalagmites growing ceiling gobbling up bats it neither knew this was the nearest. It dropped to the up from the floor. The chamber was home nor cared, for it was simply going about floor below and flowed over the spider, to hundreds of bats, hanging upside-down its normal routine: finding food, eating dissolving it instantly. from perches on the ceiling. To the flow- food, finding more food. This was the sum Its latest meal finished, the creature ing creature’s heat senses, it seemed as if it of its existence, its reason for being. Even- flowed in a random direction, looking for had just entered the open fields of the tually, the bats flew off, though whether more. DRAGON 35

“Do you really think we should go much Shandrilla let out a sigh of exasperation The passageway twisted back and forth, further?” Shandrilla asked. She swung her and followed her diminutive companion. and the creature followed its path, deviat- lantern around, casting eerie shadows The creature made short work of the ing only to crawl up to the ceiling to en- along the cavern walls, and shivered invol- kobold, and moved on. It was noticeably gulf a lizard it sensed scampering up the untarily. “I’d hate to get lost in here.” larger than it had been when it first split wall. It continued its winding journey on “Just a little further”, insisted Javorik, off from its twin, however long ago that the ceiling for a while, before dropping her gnome companion. “I want to see was. Since that time, it had consumed its onto an unsuspecting beetle it noticed what’s ahead.” He hummed softly to him- own weight in fish, bats, spider, and de- with its heat sense. Then it turned another self, happily and not quite in key. The caying kobold. Other than taking the time corner, and immediately sensed two more dangers of the held no terror to feed, it had been on the move constant- sources of food. Homing in on them, it for him; after all, was he not Javorik the ly. Now was no exception; it had finished flowed silently across the floor toward the Bold, Illusionist Extraordinaire, Wielder of its meal, and it was time to find another two. the Wand of Lightning, Slayer of Lizards, one. “What is it?” asked the human, nervously. Tamer of Rats? So far, this underground Javorik let out another squeak of delight “I’ve no idea,” replied Javorik. “Looks exploration stuff was a cakewalk. as they rounded a corner and found an- kind of like oil, doesn’t it?” “Okay,” Shandrilla replied, with a frown. other patch of the orange fungus. “See, “It’s heading our way. Let’s get out of “But not too much further, huh?” She didn’t I say? Didn’t I?” he asked, as he here.” didn’t like it this far underground. She squatted and untied the sack attached to “Wait a minute, I think it’s alive. Go poke kept seeing movement at the edge of her his belt. “This stuff is great. You can use it it with your sword, see what it does.” vision, and even though her mind knew it in all types of potions. Good substitute “Go poke it yourself, gnome.” was just a trick of the light, her gut kept component for a few spells, too, I think. “Pah, I’ll do better than that. Am I not telling her otherwise. She kept a firm grip And it tastes good in tea, eh? Ever have Javorik the Illusionist, Wielder of the Wand on the lantern with her left hand, and an squimmerall tea, Shanny?” of Lightning? Stand back, foul glop, or face even firmer grip on the short sword in her “Huh? No.” Shandrilla was looking in all the wrath of Mighty Javorik.” The gnome set right. directions at once again, her eyes inter- down his sack and fumbled at his belt, pull- “Ooh, ooh, hey!” squealed Javorik in preting the flickering shadows as the ing out a slender wand, and aimed it at the delight, as he ran ahead. “Look at this!” movements of malevolent creatures, just approaching blob of darkness. Shandrilla hurried to catch up, and found out of sight. “Can we go now, Javorik? “Javorik . . .” the gnome kneeling next to a clump of Please?” “Take that!” A sizzling flash of lightning orange fungus, shoveling the mushrooms “Hey, hold that light steady, will you? I’m bolted across the room, neatly slicing the into a sack with his little dagger. “I was almost done here.” He continued picking creature in half. The gnome saw the two right, I was right, see? I was right! Squim- the odd-looking fungus growths and stuff- small blobs where once there had been merall! I knew we could find some down ing them into his sack, which was begin- but one, and smiled to himself. Cut the here!” ning to tug comically on his belt. thing in two, he thought. Have to add “You were right, all right. Can we go Shandrilla was suddenly aware of the Slayer of Oozing Menaces to my title. now?” devastatingly huge volume of rock all Then the two blobs started to move, and “Just a little further. There might be around her, and shivered again. She didn’t his smile collapsed to a frown. more!” And he toddled off further into the like being so far underground—it was like Each of the two creatures seemed to depths of the Underdark. Shandrilla hur- being buried already. Still, Javorik didn’t have picked a different target. While one ried to keep up. seem to mind, but then he was a gnome, oozed over to the gnome, the other was The creature oozed over a rock forma- wasn’t he? Sure, he was raised in a gnom- making its way toward Shandrilla. “Your tion, and found the corpse of a kobold, an ish village on the surface, and he spent ring!” yelled Javorik, and started a spell. arrow stuck in its back. The little human- most of his time in dusty libraries, but all This creature lives in total darkness, he oid was long dead; the coal-black creature the same. Spelunking was normal for thought. Let’s see what a continual light sensed no heat from the body. However, gnomes, even if this was his first time in spell does to it. heat or no heat, its senses could tell that the Underdark, as it was hers. She’d just “Ring, right,” said the human, mentally its find was composed of once-living tissue, be glad to see the light of the sun again, invoking the power of the ring her gnome and it oozed toward the kobold without and soon. friend had given her for added protection. delay “Almost done,” said the little gnome, As the illusionist finished his spell and the The kobold wore a chain mail vest over fidgeting with the tie-string on the sack. It cavern lit up with the power of the light ragged leather garments. Neither had been couldn’t possibly hang from his belt now, he had summoned, Shandrilla faded from protection enough from the arrow that not if he wanted to keep his pants up. view. extinguished its life; neither provided Over the shoulder was probably the way Neither ploy worked. While one crea- much protection now from the creature to go. Better hurry, too, before that silly ture seemed unaffected by the fact that it devouring its body The night-black ooze human girl worried herself. to death over was now casting the light of a sunny day flowed over the kobold, eating its way flickering shadows. “There,” he said at last. into the chamber, the other followed Shan- through armor, clothing, flesh and bone “All set. Let’s go.” drilla’s invisible figure wherever she went. alike. Which he followed almost immediately So much for sneaking up behind it, “C’mon, Javorik, enough’s enough al- with a “Hello, what’s this?” thought the thief. Although, really, who’s ready. Let’s go back.” As the creature followed the under- to say I’d even know when I was behind “What, frightened? A big, strong human ground passage, it came to a dead end, it? Kind of hard to tell when your oppo- like you? Nonsense! What’s to be afraid of, where the ceiling collapsed some time ago. nent’s a blob of goo. She raised her sword down here? Some bats? A patch of squim- The way was impassible to most, but not arm, preparing for a downward swing merall? That’s all we’ve seen so far. Noth- to the amorphous, raven-black creature into the thing with her full weight behind ing to be afraid of.” that now flowed up the pile of rocks, then it. Just as her sword started its downward “Yeah, well, I’ve heard stories . . .” oozed through the narrowest of cracks arc, Shandrilla’s invisible form popped “Stories? Stories of what?” and crevices, winding above some stones back into view and her companion cried “You know. . Snirf .” and under others, tracing a path that the out. “Snirf goblins?” He scratched his head. most nimble of mice would have a hard “No! Don’t hit it!” “Svirfnebli, you mean? Pah. Don’t exist. time following. After 30 feet of this, the Shandrilla twisted, yanking her sword to Fairy stories. Evil gnomes, indeed. Come creature found itself in an open passage- the side, missing the creature by a hair’s on, let’s go down this way.” way again and continued on its journey breadth. The awkward movement sent DRAGON 37 her spinning, and she fell forward. Instinc- adventurers their next meal. and rolled to the side, the gnome to the tively, she threw her right foot in front of Then they turned a corner and found left, the human to the right. It was an her to keep her balance—it landed on, and the way blocked by a pile of rocks, caused instinctive response, and one that saved sank into, the creature’s pliant body. Im- by a cave-in some time ago. Javorik their lives, for at the same moment the mediately, a sensation of heat pervaded summed up their situation in two short other creature dropped from the ceiling her foot. syllables. onto the spot they had occupied a mere “A pudding! We’re fighting a pudding!” “Uh-oh.“ second before. yelled the gnome from across the cham- Onward the two creatures flowed, on- Shandrilla felt her footing give way, and ber. “Federico told me about these things ward toward the fleeing food. Each entity arms flailing, fell backward off the pile of once; if you hit them, they split in two.” was aware of the other, but discounted it stones. She lost both sword and lantern on “Great, so we can’t hit them,” said Shan- as irrelevant nonfood. All that mattered the way down and landed in a heap on the drilla, tugging her foot out of the evil- was that food was nearby, food that must floor at the foot of the pile. She struck her looking blob of darkness. The thing had be pursued and devoured. While the taller head hard, and the world spun dizzily been flowing up her leg, and her leather of the two foods was faster than the crea- around her. boot was already half-dissolved from the tures, it kept slowing down and waiting Then she felt hands gripping her arm, brief contact it had with the creature. for the smaller food to catch up. Better tugging her up. It was Javorik, face “What can we do? How did Federico kill yet, the smaller food was starting to slow flushed and grimy in the flickering light. his?” down. Soon, very soon, the creatures He was saying something, but it wasn’t “Uh, he didn’t, not that I recall,” mut- would overcome the small food and de- registering. tered the gnome. “Think he ran away vour it. “Shanny? Come on, get up, we gotta go. from it after he split it into about six piec- The two adventurers scrambled up the Shanny, come on, we gotta get going.” es.” Javorik was getting winded, running pile of rocks, hoping in vain to find some Flickering light? Shandrilla sat up, got to back and forth away from the glowing way over the top. They frantically ex- her knees, thought about standing up, blob, while simultaneously trying to re- plored each edge of the rock barrier, to no decided to wait. Anyway, at this height, member his cousin’s description of his avail. Shandrilla felt panic closing in; never she could look her companion in the eyes, battle with the pudding years ago, racking before had she been more aware of the and make intelligent conversation. his brain for a good spell to use against enormous quantity of solid stone all “Huh?” these ones, and fumbling through his around her. Bad enough to be buried alive “You did it, Shanny! The lantern hit that pockets for a weapon that might do some under tons of rock, but to be devoured by bugger square on! Thing went up like good. some slimy horror from the bowels of the kindling. I don’t know about the other one, “Sounds good to me,” said the thief. earth . . . though, so, if you’re ready to go . . .” “Let’s go!” “Close your lantern,” suggested Javorik. Shandrilla staggered to her feet and Unfortunately, the two creatures “Maybe they can track our light.” looked up at the pile of rocks. A small fire blocked the way back to the surface, “I doubt that.” was burning at the top. Almost as if on though whether they did so by accident or “So do I, but do you have any better cue, shafts of light began streaming out of design it was hard to tell. One oozed its ideas? Maybe they’ll go away if they can’t the rocks near the bottom of the pile. The way to the gnome’s sack of orange fungus see us.” glowing creature was oozing out between and began absorbing it. Reluctantly, Shandrilla closed the lid on the cracks. “Stand back, let me try something,” the her lantern, plunging the passageway into “Let’s get out of here,” said the thief. little gnome said, reaching into a pocket total darkness. The two waited in silence, “Let’s,” agreed the illusionist. Together, for the right material components and and before long, Shandrilla’s eyes picked they staggered down the corridor. As they starting the words to a spell. At the spell’s up the faintest glimmerings of light from rounded the bend, Shandrilla realized that completion, a gaping hole appeared in around the bend. It was the creature lit by their only source of light was gone, burn- front of the two adventurers, a jagged Javorik’s light spell, she knew. The light ing on the rocks. Javorik sensed her un- gash in the cavern floor that wasn’t there grew brighter, and then from around the ease. “I can guide us, Shanny. Infravision. a second ago, stretching across the cham- bend flowed the glowing creature. With- No problem. And I promise, no stopping ber from one wall to the other. From the out hesitation, it headed straight for the for squimmerall.” looks of it, it was at least 50 feet deep. pile of rocks and began oozing its way up, For the first time in what seemed like a “That should hold them a bit,” he said. toward the two adventurers. long while, the beginnings of a smile ap- It didn’t. Without a moment’s hesitation, “No, no, no!” screamed the thief, and peared on the young thief’s lips. “Deal.” both creatures oozed over the edge of the started flinging rocks at the approaching The creature flowed out of the rock pile, crevasse and continued across, seemingly monster. She kicked with her feet, simulta- still glowing from the effects of the floating over the pit until they reached the neously trying to get as far away from it as gnome’s spell. At the very edge of its other side. possible and knock loose stones down on the awareness, it felt the two foods moving “Hmph,” snorted Javorik. “So much for vile thing. Several rocks hit the creature, but away. Reorganizing its mass, it sped along illusions.” none struck with enough force to split it in the twisting corridor, in pursuit. As the two ink-black creatures flowed two. However, perhaps sensing an easier “Almost halfway there. I think next time, over the illusory pit, Javorik and Shandrilla approach, the pudding began to ooze be- we’ll bring torches.” had nowhere to go but deeper into the tween the rocks in the pile, gradually slip “Next time? There is no next time, Underdark, the way the original creature ping further in until it was no longer visible. gnome.” had come. The cavern narrowed to a width As it submerged into the pile, the spell’s “No next time? That’s no way to talk, of about six or seven feet, too narrow to risk radiance vanished with it. human. Especially not now that you’re a dash past the amorphous beings. So “The other one! Where’s the other one?” Shandrilla, Slayer of Pudding.” deeper they went, Shandrilla leading the cried Javorik. “Quick, the lantern!” “Sometimes I think you’re Javorik, Brain way, her human legs taking her further with Shandrilla fumbled with the lantern’s lid of Pudding.” each hurried stride then Javorik’s, who and finally got it open. She swung its beam “You wound me.” struggled to keep up and kept glancing across the pile of rocks, down on the floor “Seriously, gnome. Do you think that nervously over his shoulder at their unre- below, back and forth. Nothing. other one’ll follow us to the surface?” lenting pursuers. The passageway twisted Then a burst of light erupted beneath “Hard to say. I doubt it. I never heard of back and forth, and Shandrilla kept praying them, and they saw a dark form oozing up one above ground. I’ll have to ask Federico.” for a forking path where they might lose the through the very rocks on which they “So once we make it back topside, we dark blobs so intent on making the two were perched. Both adventurers screamed should be home free.”

38 JULY 1995 “Should be. We’ll let this bugger skulk vegetable tissue in its range of awareness. 9. Because black puddings have no sense of sight, around down here to his little heart’s Furthermore, it can tell whether the organic material is they cannot be affected by sight-based spells. They content. And good luck trying to sneak up living or dead (not that this makes any difference cannot be blinded by light or continual light spells, and whatsoever to the pudding’s eating habits). Once a invisibility cannot mask a creature’s presence from the on anybody when he’s glowing like a black pudding is aware of a living creature, it will pudding’s heat sense; its heat sense is not a form of bright summer day.” immediately approach this food and attempt to eat it, vision. “Who knows, Javorik? You might have stopping at nothing to do so (puddings never check 10. Since puddings neither see nor hear, they are created a new species. ‘Javorik’s Glowing morale, and they always fight to the death). completely immune to all illusions with visual or 5. Black puddings destroy chain mail in one round, auditory effects. In addition, their blindness makes Pudding.’” and plate mail in two. This is because the links of chain them immune to such sight-based attacks as a medusa’s “Sounds more like a recipe.” mail allow the creature to flow through the armor and gaze, and their deafness makes them immune to such “Maybe you’re right.” devour it from all sides simultaneously, whereas plate sound-based attacks as the roar of an androsphinx. Silently, the glowing creature stalked the mail presents a continuous solid surface, and the Puddings are also immune to all forms of acid. Their pudding must dissolve it from one side only. Dissolving acid dissolves webs (both natural and magical) without two adventurers. It sensed the presence of weapons works the same way: a sword poked into a slowing their movement rate. Finally, their odd food, and so it would follow the food until pudding can be dissolved from all sides, so it takes the metabolism allows them to ignore the effects of poison it overcame it and fed. Nothing would stop pudding one round, whereas a sword left flat on the and cold. The latter ability is especially true of the it from repeating its endless cycle. ground takes a pudding two rounds to dissolve. Each white pudding, which thrives in arctic lands. magical plus of the weapon or armor adds one round 11. Since black puddings are immune to all forms of And then it became aware of a different to the time required to dissolve it. acid, including their own, one pudding cannot eat food on the ceiling above it. A lizard was 6. Puddings range in size from 3’ to 8’ in diameter. As another. Furthermore, they are asexual, and do not trying to scamper out of range of the light. they eat, they gradually get bigger. Of course, the rate need to interact with another in order to reproduce. The glowing creature changed direction, of growth depends on the availability of food, but, Therefore, puddings generally ignore the existence of regardless of how quickly it reaches reproductive size, others of their kind. If no food is within range, two heading for the nearest wall and flowing the pudding will reproduce by fission at some time puddings in the same location will generally go up onto the ceiling. The lizard scurried after reaching 6’ in diameter, and before reaching 9’. separate ways instinctively; if there is food in the off, but it was slower than the swiftly- Puddings splitting voluntarily (as opposed to as a result vicinity, each immediately heads toward it. flowing abomination. Before long, the little of being struck by a weapon or lightning) always form 12. Black puddings tend to remain underground and two equally-sized smaller puddings, each with half of out of sunlight for a good reason: their dark coloration reptile had been dissolved. the hit points of the parent pudding. absorbs heat a bit too well, and dries them out after Its meal finished, the glowing creature 7. Black puddings do not need to sleep, a fact which about one day’s exposure. This is true only of the black cast its senses forth in all directions. There gives them a distinct advantage over their prey, which pudding; the white, dun, and brown varieties of was no food within range. Moving off in a usually does. pudding have all adapted to life on the surface. Note 8. Black puddings are immune to damage from all that black puddings take no damage from being briefly random direction, it set out to find some. forms of electricity, including lightning. However, exposed to sunlight, nor do spells such as sunray harm although a lightning bolt causes no damage to the black them. pudding’s body, it does cause an involuntary convulsive 13. Puddings are nonintelligent, and so always head Notes: reaction that splits the pudding in two, regardless of for the nearest food (animal or vegetable) available. 1. The black pudding can live underwater, as it can the pudding’s size. Lesser forms of electrical attack, Adventurers not willing (or able) to battle a pudding extract oxygen from water as easily as it can from air. such as a shocking grasp spell, cause a weaker can usually escape a pudding by throwing some food However, water dampens its senses and its movement convulsive spasm in the pudding, but this is not strong its way and hightailing it in the opposite direction. rate, halving them both. Thus, it can sense heat enough to split it. variations up to 45’ away, and move at a rate of 3 while underwater. The pudding cannot swim or float but must flow along the bottom of the body of water. Obviously, while underwater, the pudding is immune to fire, and one might think that it would adopt this environment for that very reason. However, water also dilutes its acid attack, reducing its damage per attack to 1d6 instead of 3d6. Once out of water, it takes two rounds to restore each die of damage: thus, after two rounds, it does 2d6 hp damage with each attack, and only after four rounds is it back to full damage. 2. The black pudding moves silently at all times, in a steady flowing motion, over any solid surface. The black pudding’s movement can perhaps best be likened to that of a rolling ball of clay, if the clay were softened to an almost-liquid state, so that it hugged the floor as it rolled. The pudding can alter its shape and can also move snakelike in a long, thin mass; its soft, pliable body is equally silent when it moves in this manner. In fact, a black pudding can flow over a stone floor strewn with autumn leaves without making a single leaf crunch (it dissolves the leaves as it engulfs them). 3. A blow from a weapon divides a black pudding into two smaller puddings, each with half of the original pudding’s hit points, but each able to attack as the original. This is because the blow strikes the pudding’s soft body and sends it flowing away from the weapon in all directions, which invariably splits the pudding into two or more sections. Once this separation occurs, each piece of the pudding is a separate being, unable to merge into one being. However, the stress from a weapon strike is largely due to its being unanticipated. When the blow lands, it takes the pudding by surprise; it cannot prepare for or prevent its separation into two or more entities. By contrast, the black pudding can drop from above and land on the floor without splitting. There are two reasons for this. First of all, it knows exactly what’s coming, and what to expect, as it’s doing it itself. Second, it’s being “struck” by the floor, along its entire length, and this flattens the creature out but does not send it flying in two different directions. 4. A black pudding’s senses extend a full 90’ in all directions from its body. Within this area, it can distinguish the structural composition of its surroundings. While this sense is not fine-tuned enough to distinguish between different types of creatures, the pudding is aware of any animal or

DRAGON 39

An all-too-brief insider’s report on the 1995 European GEN CON® game fair A Colourful Weekend of Euro-gaming

by Roger E. Moore

My supervisors informed me that I was chilly rainy windy cloudy weather, which cuse me!” if they bumped into you and going to the 1995 European GEN CON® could not be blamed on Pontins. (It was would hold doors open for you and every- game fair exactly one month before the just like being in Wisconsin again.) Jeff thing, just as if they really liked you. convention was held, while I was in the Easley and I found Steve in no time, Mary These gamers also took their gaming middle of a scheduling crisis in my having for some reason decided to con- very seriously. They laughed and joked product group to boot, so naturally I as- tinue shopping and touring the rest of and had fun, but they were quite mature sumed it was one of those management- England, and we were then discovered by and sophisticated about gaming matters. type jokes of which TSR’s management is the TSR Limited staff, who wore official They tended to ask probing, intelligent so fond. Ha, ha! In no time at all, I found TSR shirts of a brilliant yellow color (or questions and bore a healthy skepticism myself aboard a British Air jumbo jet, my “colour,” as they pronounce it) that could toward anything that any game company__ hastily packed bags flung willy-nilly into be easily detected by all aircraft pilots told them. The gamers came from all over the cargo hold and my hands stained with within 100 miles. Europe (including the eastern side) with complimentary peanut residue, heading The TSR Ltd. staff turned out to be the their bags and suitcases stuffed with col- for London and, shortly thereafter, the most amazingly friendly and helpful peo- lectable card games and role-playing rule- Pontins Holiday Centre at Camber Sands, ple, just perfectly wonderful and brilliant books, and they played and played and England, where the convention would be folks. In fact, all of the gamers at the Euro- played and played and played. They also held over the April 27—30 weekend. pean GEN CON game fair were incredibly drank gallons of beer and smoked ciga- I knew nothing at all about Camber polite and helpful. Most gamers there rettes until my sinuses shut down, but that Sands except that it was near the English seemed to be older teenagers and adults was fine since it was their country, after Channel, the weather was usually awful who dressed in studded black leather all, and they did have the best Scottish there, and fellow TSR co-workers who had jackets, old Army boots, and nose or ear jokes, none of which I can repeat here. been there described the convention rings (or both), but they always said “Ex- Regarding the four-day convention itself, grounds as similar to a prison camp, it was GREAT. The European game fair was which indeed they had been during World very relaxed and casual, smaller than the War II. Thus informed, I felt I was fully American game fair has been lately but prepared to partake in the wild festivities. much freer in tone. (I’m sure the beer After all, I had been in the U.S. Army for helped.) Jeff was tucked away in an up- five years and had survived that. stairs room where his legion of fans could I was accompanied on the trip by the pay £10 each to have him draw whole- internationally famous artist , some pictures of undead skeletal thingers who forgot to sleep on the flight over and crawling out of graves in their new copies got a terrible case of jet lag. The interna- of the Player’s Handbook until Jeff’s fin- tionally famous editor, designer, and crea- gers fell off, just like those of the undead tive director had gone on skeletal thingers. Steve and I were far ahead with his internationally famous luckier, as the TSR Ltd. staff allowed us author-wife, Mary, to take a more leisurely outdoors at times to walk over to the (the look at southern England, bathing in the following part is not a joke) Pontins nur- local ambiance, shopping for quaint knick- sery to give seminars. knacks, rooting for truffles, etc. Jeff and I The nursery was next to the laundromat, landed at Heathrow on the 26th and took so each seminar was conducted in a room an extensive tour of London’s most excit- with cheerful pictures of fuzzy bears and ing and cosmopolitan morning traffic jams dancing alphabet letters on the walls with a then were given the rest of the day off to refreshing aroma of detergent filling the take in the 97,420,348,498 marvelous cold windy air. The chairs were luckily sights and sounds of London before we adult-size, and the seminars went off with- were rocketed out to Camber Sands by a out a hitch on those days when we remem- pleasant gentleman who had obviously bered to sign out the room keys in time. learned to drive by carefully watching the Steve and I took part in group discussions chase scene in “The French Connection.” on TSR’s soon-to-be-released BIRTHRIGHT™ The Pontins Holiday Centre at Camber campaign, the possibility of seeing the 3rd Sands proved to be quite nice, aside from edition of the AD&D® game before the year having little teeny apartment rooms built 2005 (no chance, forget it, no way, we ain’t for midget gnomes and aside from the gonna do it, next topic please), the new DRAGON 41 RED STEEL™ campaign coming out in 1996, high-level AD&D games, and how to create a fantasy or science-fiction campaign. Other gaming companies ran huge Magic: the Gathering* card-game and * role- playing tournaments, miniatures battles, giant SPELLFIRETMcard-card and AD&D role-playing tournaments, live-action role- playing events (called “freeforms”), vast STAR TREK* card-game and STAR WARS* role-playing tournaments, and a murder- mystery toga party. The high point of the entire convention, of course, was the Charity Games Auction on Friday night. Steve Winter and Colin Cornwall (of TSR Ltd.) were the auction- eers, and Michelle Dodkin and I were their faithful helpers. A total of £3,700 (over $6,300!) was raised for the Cerebral Palsy Charity in the most amazing ways, such as passing a bucket around through the entire convention building to collect money to bid on having the Wesley Crusher card from the STAR TREK card game burned alive on stage. (We collected £210 for this alone, and Wesley, despite a valiant attempt on the part of a crazed gamer to rescue him, was put to the lighter to the wildly appre- ciative screams and roaring applause of the audience.) I, too, had a part in raising money for the charity, but the audience was sworn to secrecy about this and I don’t dare say more for fear of arrest. At least I didn’t do what did a year or two before at the same auction, though of course I’m sure he really didn’t do what everyone said he did despite the numerous eye- witnesses and photographs taken of the event. You will have to contact the TSR Ltd. staff to figure out what I’m talking about, but they are sworn to secrecy, too, and so can’t tell you, either. I flew back to the States Monday morn- ing, exhausted but full of happy British memories and some of the most fattening fried food I’ve ever eaten in my life. Thank God no one gave me any M&Ms, or I would have had to travel home by military cargo plane. Jeff, Steve, and Mary went on to explore southern England for a few more days, but I had to get home to find out if anything had gotten done on all my crisis projects while I was away. Nothing had. Silly me. If you, Dear Reader, get the chance to pass by the 1996 European GEN CON game fair (wherever it is held), you could nothing more fun than to stop in and play with the rest of the international crowd. And give the wonderful TSR Ltd. staff a warm smile and big hug for me. You’ll have no trouble picking them out by their eye-blinding T-shirt “colours.”

* indicates a product produced by a company other than TSR, Inc.

DRAGON CON ‘95, Julv 13-16 GA Convention Calendar Policies Important: DRAGON® Magazine no This convention will be held at the Westin longer publishes phone numbers for conven- Peachtree Plaza Hotel, Atlanta Civic Center, This column is a service to our readers tions. Publishing incorrect numbers is al- Atlanta, Ga. Over 200 special guests include worldwide. Anyone may place a free listing ways possible and is a nuisance to both the Kevin Anderson, Ben Bova, Harlan Ellison, for a game convention here, but the follow- caller and those receiving the misdirected , and Timothy Zahn. Events ing guidelines must be observed. call. Be certain that any address given is include role-playing, board, card, computer, and In order to ensure that all convention complete and correct. miniatures games. Other activities include listings contain accurate and timely infor- To ensure that your convention listing workshops, tournaments, dealers, a costume mation, all material should be either typed makes it into our files, enclose a self- contest, live music, and dancing. Registration: double-spaced or printed legibly on stand- addressed stamped postcard with your first $55 before June 15. Write to: DRAGON CON ‘95, ard manuscript paper. The contents of convention notice; we will return the card to P.O. Box 47696, Atlanta GA 30362. each listing must be short and succinct. show that your notice was received. You also The information given in the listing must might send a second notice one week after MAGNUM OPUS CON-10, July 13-16 GA include the following, in this order: mailing the first. Mail your listing as early as This convention will be held at the Callaway 1. Convention title and dates held; possible, and always keep us informed of Gardens Resort in Pine Mountain, Ga. Guests 2. Site and location; any changes. Please avoid sending conven- include Roger Zelazny, Chelsea Quinn Yarbro, 3. Guests of honor (if applicable); tion notices by fax, as this method has not and Bruce Boxleitner. Events include role- 4. Special events offered; proved to be reliable. playing, board, and miniatures games. Other 5. Registration fees or attendance re- activities include casino night, a masquerade. quirements; and, KULCON III, June 30-July 2 KS ball, tournaments, and a banquet. Registration: 6. Address(es) where additional informa- This convention will be held at the Topeka $40 before June 1, $25 for a day pass. Write to: tion and confirmation can be obtained. Ramada Inn in Topeka, Kan. Guests include MOC-10, P.O. Box 6585, Athens GA 30604. Convention flyers, newsletters, and other Steve Jackson, , Tom Dowd, Dave mass-mailed announcements will not be Gross, and others. Events include role-playing, WAR ‘95, July 13-16 GA considered for use in this column; we board, and miniatures games. Other activities This convention is part of the MAGNUM OPUS prefer to see a cover letter with the an- include RPGA® events, Japanese animation, CON-10. Events include a Magic: The Gathering* nouncement as well. No call-in listings are computer gaming, and a charity raffle. Write to tournament. Registration: $50 in addition to the accepted. Unless stated otherwise, all KULCON, 400 Kansas Union, Lawrence KS registration fee for the host convention. Write dollar values given for U.S. and Canadian 66045 for registration information. to: National Association of Professional Gamers, conventions are in U.S. currency. P.O. Box 6585, Athens GA 30604. WARNING: We are not responsible for MANAFEST ‘95, June 30-July 3 CA incorrect information sent to us by conven- This collector-card-game-only convention will ORIGINS ‘95, July 13-16 PA tion staff members. Please check your be held at the Cathedral Hill Hotel in San Fran- This convention will be held at the Pennsylva- convention listing carefully! Our wide cisco, Cal. Special events include sanctioned nia Convention Center in Philadelphia, Penn. circulation ensures that over a quarter of a tournaments for the BLOOD WARS™, Magic: Guests include Margaret Weis, , million readers worldwide see each issue. The Gathering*, Ultimate Combat*, Galactic and Scott Douglas. Events include role-playing, Accurate information is your responsibility. Empires*, and Highlander* card games. Guests board, and miniatures games. Other activities Copy deadlines are the last Monday of include Lester Smith, Anson Maddox, and include RPGA® events and an auction. Registra- each month, two months prior to the on- . Registration: $15 per day, $30 tion: $34.95 preregistered. Write to: Andon sale date of an issue. Thus, the copy dead- for the weekend. Write to: MANAFEST, P.O. Box Unlimited, P.O. Box 1740, Renton WA 98057 or line for the December issue is the last 170436, San Francisco CA 94117. e-mail: [email protected]. Monday of October. Announcements for North American and Pacific conventions MICHICON GAMEFEST ‘95, GRAND GAME CON ‘95, July 15-16 Ml must be mailed to: Convention Calendar, June 30-July 2 MI This convention will be held at the Godfrey DRAGON® Magazine, 201 Sheridan This convention will be held at Van Dyke Park Lee Middle School in Grand Rapids, Mich. Springs Road, Lake Geneva WI 53147, Suites Convention Hotel in Warren, Mich. Events Events include role-playing, board, and minia- U.S.A. Announcements for Europe must be include role-playing, board, and miniatures tures games. Registration: $8 for one day or $15 posted an additional month before the games. Other events include an auction and for both days. Write to: Leon Gibbons, 13910 deadline to: Convention Calendar, DRAG- tournaments. Registration: $18. Write to: MICHI- Olin Lakes Road, Sparta MI 49345. ON® Magazine, TSR Limited, 120 Church CON GAMEFEST, P.O. Box 656, Wyandotte MI End, Cherry Hinton, Cambridge CB1 3LB, 48192. QUINCON X ‘95, July 21-23 IL United Kingdom. This convention will be held at the Signature If a convention listing must be changed VI-KHAN ‘95, July 7-9 CO Room in Franklin Square in Quincy, Ill. Special because the convention has been can- This convention will be held at the Holiday guest is Timothy Bradstreet. Events include role- celled, the dates have changed, or incor- Inn North in Colorado Springs, Col. Special playing, board, and card games. Other activities rect information has been printed, please guest is Connie Willis. Events include role- include an auction Registration: $12/ weekend. contact us immediately. Most questions or playing, board, card, and miniatures games. Single day rates vary. Write to: Greg Stille, 1818 changes should be directed to the maga- Other activities include dealers, an art show, Hilltop Drive, Quincy IL 62301. zine editors at TSR, Inc., (414) 248-3625 auction, banquet, a miniatures painting contest, (U.S.A.). Questions or changes concerning and a yacht race in the hotel pool (using milk European conventions should be directed cartons). Registration: $15 preregistered before to TSR Limited, (0223) 212517 (U.K.). June 30, $20 thereafter. Write to: VI-KHAN, 1025 Garner St. #10B, Colorado Springs CO indicates an Australian convention. 80905. indicates a Canadian convention. indicates a European convention.

44 JULY 1995 ARCEECON ‘95, July 22 IL CANGAMES, August 4-6 DALLASCON ‘95, August 4-6 TX This convention will be held at Leisure Hours This convention will be held at the Chateau This convention will be held at the Sheraton Raceway in Joliet, Ill. Events include role- Laurier Hotel in Ottawa, Ontario, Canada. Grand Hotel in Irving, Tex. Events include role- playing, board, card, and miniatures games. Events include role-playing, board, card, and, playing, board, and miniatures games. Other Other activities include tournaments, a Japani- miniatures games. Other activities include activities include an auction and a dealers room. mation festival, and a silent auction. Registra- tournaments, a painting contest, and auction, Write to: DALLASCON, P.O. Box 867623, Plano tion: $5. Write to: Leisure House Hobbies, 2712 and dealers. Write to: CANGAMES, 6930 Sunset TX 75086. Planfield Rd, Joliet IL 60435; or e-mail Compu- Blvd., Greely, Ontario, Canada, K4P 1C5. serve: 73074,3220. TOLCON XIII, August 5-6 OH ICON III, July 29-30 South Africa This convention will be held at the Scott Park CON-DOME ‘95, July 28-30 This convention will be held in Edenvale, Campus at the University of Toledo, Ohio. This convention will be held at Dtu-lyngby, Gauteng, South Africa. Events include roleplaying, Events include role-playing, board, and minia- Denmark. Events include role-playing, board, board, card, and miniatures games. Other activities tures games. Other activities include dealers, and miniatures games. Other activities include include miniature painting, an art and costume movies, an auction, and a painting contest. dealers and workshops. Write to: Henning contest, and dealers. Write to: SAGA, P.O. Box 965, Registration: $8 for the weekend, $5/day. Write Jorgensen, Stenas 20, DK 2670 Greve, Denmark. Kengray, 2100, South Africa. to: TOLCON XIII, c/o Mind Games, 2115 N. Reynolds, Toledo OH 43615. CONTINUUM IV, July 28-30 IL CORPSE CON II, August 4-6 TX This convention will be held at the Ramada This convention will be held at the Howard GAMEFEST XVI, August 9-13 CA Hotel in Mt. Vernon, Ill. Guests include John de Johnson Shoreline in Corpus Christi, Tex. Events This convention will be held in the historic Lancie, , Todd Hamilton, and Phil include role-playing, board, and miniatures Old Towne in San Diego, Calif. Events include Farrand. Events include role-playing, board, and games. Other activities include a dealers room, role-playing, board, and miniatures games. miniatures games. Other activities include Japanimation, and an auction. Registration: $5 Other activities include trivia, and figure paint- dealers, an auction, art show, contests, and a on site. Write to: GLCC, 5757 S. Staples #2802, ing. Registration: $20 preregistered until July dance. Registration: $30 before May 28, $35 Corpus Christi TX 78413. 31, $30 on site. Write to: GAMEFEST XVI, 3954 until June 28, $40 thereafter. Gaming only Harney St. San Diego CA 92110. registration available. Write to: CONTINUUM IV, DALLAS GAME EXPO, August 4-6 TX 1617 Lyndhurst, Cape Girardeau MO 63701. This convention will be held at Ramada Hotel Market Center in Dallas, Tex. Events include BUBONICON 27, August 11-13 NM SKIRMISHES ‘95, July 28-30 MO role-playing, board, card, and miniatures games. This convention will be held at the Howard This convention will be held at the Civic Other activities include tournaments, dealers, Johnson East in Albuquerque, New Mex. Guests Center Hotel in Kansas City, Mo. Events include and animation. Registration: $10 preregistered, include Harry Turtledove and . role-playing, board, and miniatures games. $15 on site, or $7 per day. Write to: Dallas Game Events include role-playing, board, and minia- Other activities include a miniatures painting Expo, P.O. Box 824662, Dallas TX 75382. tures games. Other activities include dealers, an contest and dealers. Registration: $19 preregis- art show, an auction, a dance, a costume con- tered before July 10, $25 on site. Write to: test, and a genre cereal taste-off. Registration: SKIRMISHES, c/o 812 N.E. 100 Terr., Kansas City $21 preregistered until July 21, $25 on site. MO 64155.

DRAGON 45 Write to: BUBONICON 27, New Mexico SF Con- STRATEGICON, September 1-4 CA ference, P.O. Box 37257, Albuquerque NM This convention will be held at LAX Hyatt 87176-7257. Hotel in Los Angeles, Calif. Events include role- playing, board, computer, and miniatures MIGSCON XVI, August 18-20 games. Other activities include a flea market, This convention will be held at The Hamilton dealers, and an auction. Registration: $25 prere- Ramada Hotel in Hamilton, Ontario, Canada. gistered, $30 on site. Write to: STRATEGICON, Events include role-playing, board, and minia- P.O. Box 3849, Torrance CA 90510. tures games. Other activities include a dealers room. Write to: MIGSCON XVI, P.O. 37013, KINETICON II, September 8-10 CT Barton Postal Outlet, Hamilton, Ontario, Canada, This convention will be held at the Comfort L8L 8E9. Inn in Darien, Conn. Events include role-playing, board, card, and miniatures games. Other STARQUEST ‘95, August 18-20 CA activities include dealers, Write to: KINETICON This convention will be held at the Red Lion II, Connecticut Game Club, P.O. Box 403, Fair- Inn in San Jose, Calif. Guests include Michael field CT 06430. O’Hare, Walter Koenig, and Kevin Anderson. Events include role-playing games. Other activi- REGIMENT, September 16 IN ties include autograph sessions and anime This convention will be held at the Century events. Write to: STARQUEST ‘95, P.O. Box Center in Southbend, Ind. Events include role- 56412, Hayward CA 94545 or e-mail: playing, board, card, and miniatures games. [email protected]. Other activities include tournaments and deal- ers. Write to: Mark Schumaker, 1621 Frances RAILCON ‘95, August 25-27 CO Ave., Elkhart IN 46516. This convention will be held at the Sherton Hotel West in Lakewood Col. Activities include a TACTICON “95, September 15-17 CO Puffing Billy tournament. Registration: $30. This convention will be held at Sheraton Hotel Write to: Train Gamers Association, P.O. Box in Lakewood, Col. Events include role-playing, 461072, Aurora CO 80046-1072. board, card, and miniatures games. Other activities include an auction, an art show, paint- DRAGONFLIGHT ‘95, August 25-27 WA ing contest, and dealers. Registration: $15. Write This convention will be held at the Bellarmine to: Denver Gamers Association, P.O. Box 440058, Hall on the Seattle University campus in Seattle, Aurura CO 80044. Wash. Events include computer, role-playing, board, card, and miniatures games. Other FIELDS OF HONOR IV, Sept. 22-24 IA activities include seminars, an auction, and This convention will be held at the Howard dealers. Registration: prices vary. Write to: Johnson’s Hotel in Des Moines, Iowa. Events DRAGONFLIGHT ‘95, P.O. Box 417, Seattle WA include role-playing, board, card, and minia- 98111-0417. tures games. Other activities include tourna- ments, dealers, and a painting contest. FOX CON ‘95, August 28-Sept. 3 IL Registration: $10 for the weekend, $5 per day. This convention will be held at the Arlington Write to: FIELDS OF HONOR, 6501 Douglas Park Hilton in Arlington Heights, Ill. Events Ave., Urbandale IA 50322. include role-playing, board, card, and minia- tures games. Other activities include tourna- ANDCON ‘95, September 28-Oct. 1 OH ments. Registration: $10 per day, $15 for the This convention will be held at Seagaate Conve- weekend. Write to: Randy Giesey, 1775 Ashford tion Center in the Radison Hotel in Toledo, Ohio. Circle, Wheeling IL 60090. Guests include Scott Douglas, , and Robin Wood. Events include role-playing, board, DEMI CON 6, September 1-3 MD card, and miniatures games. Other activities in- This convention will be held at the Sheraton clude an auction, computer gaming, and interac- Conference Hotel in Towson, Md. Events include tive events. Registration: $24.95 for the weekend. role-playing, board, card, and miniatures games. Write to: ANDCON ‘95, P.O. Box 1740, Renton WA Other activities include workshops, an auction, 98057 or e-mail: [email protected]. and a miniatures painting contest. Registration: $25 on site. Write to: Harford Adventure Socie- SILVERCON 4, September 29-Oct. 1 NV ty, c/o The Stategic Castle, 114 N. Toll Gate Road, This convention will be held at the Best West- Bel Air MD 21014. ern Mardi Gras Inn, Las Vegas, Nev. Guests include Roger Zelazny and Bob Tucker. Events CATCON 1, September 2-3 include role-playing, board, and miniatures This convention will be held on the FH Ulm games. Other activities include an auction, campus, Prittwitzstr. 36 (Catcafe), Ulm, Germa- dealers, films, and a banquet. Registration: $20 ny. Events include role-playing, board, card, and preregistered, $25 on site. Write to: SILVERCON miniatures games. Other activities include 4, c/o Aileen Forman, P.O. Box 95941, Las Vegas tournaments. Write to: Imp’s Shop, Zinglerstr. NV 89193. 51, 89077 Ulm, Germany.

FOX CON ‘95 EMPEROR’S BIRTHDAY CON XIV, September 1-3 IL What’s your opinion?. This convention will be held at the Arlington Park Hilton in Arlington Heights, Ill. Events What is the future direction of role- include role-playing, board, and miniatures playing games? What problems do you games. Registration: $13 per day, $18 for the have with your role-playing campaign? weekend. Write to: Randy Giesey, 1775 Ashford Turn to this issue’s “Forum” and see Circle, Wheeling IL 60090. what others think—then tell us what you think!

46 JULY 1995

I have heard (but Allah alone knows the truth) that in ancient times the central Asian Ring Shahriyar believed all women faithless. He guarded himself from betrayal by taking a new wife each night, then killing her in the morning. After three years his kingdom ran out of suitable brides, so his vizier betrothed to the king the vizier’s own daughter, Shahrazad. To avoid execution Shahrazad conceived a plan. On her wedding night she commenced a tale but left it unfinished. Curious to know its outcome, the king delayed her execu- tion until the next night. On that night Shahrazad finished the tale and began another—and so on. For three years she staved off death with hundreds of folk- tales, eventually winning the king’s love and convincing him to abandon his cruel policy. The huge collection of stories comes down to us as The Thousand and One Nights, better known as The Arabian A Thousand and One Adventures Nights. ©1995 by Allen Varney In Arab literature the Nights occupies a minor niche at best, but in the West its popularity surpasses even that of the Qu’ran, the holy book of Islam. Its hun- dreds of flavorful and exuberant tales, festooned with kings, viziers, rogues, eunuchs, tradesmen, fisherfolk, perfervid lovers, mermaids, djinn, rocs, and the Caliph of Baghdad, have entered pop cul- ture. Adaptations vastly change the source, stripping out its Islamic setting, ornate language, pragmatic fatalism, and bawdy vulgarity. Filmgoers can look through the Nights in vain for a tale re- sembling Aladdin, The Seventh Voyage of Sinbad, or other Hollywood hodgepodges. In the Nights you find hodgepodges of a different kind. Centuries ago storytellers in the Arab lands would carry on their stories much as Shahrazad did, building to a climax and then waiting for the rapt listener to throw them another coin. To stretch their income, they would bring in a character to tell his own history, which included a char- acter telling his story, and so on, in recursive stories nested three or four deep. Oddball stories hung on the slenderest premise, a gallery of wonders thrown together without much internal consistency, a long narrative that wanders the world—say, this all begins to sound familiar, doesn’t it? Like a role- playing campaign? The original Nights and its transfigured popular versions both seem natural for role-playing adventures. Over the past few years, after an inexplicable years-long delay, several game publishers have adapt- ed both versions. But which works better in a game? Do you want the authentic Persian-Islamic worldview, at once famil- iar and alien, teeming with improbable incident and lustrous rhetoric? Or how about the glittering Hollywood hookah- and-harem equivalent, at once familiar and gaudy, a scenic backdrop for traditional Photography by Charles Kohl RPG adventures? As I looked into these Arabian supple- ments, I had not decided. In the end, both sides won me over. 48 JULY 1995 Arabian Adventures upon Fate (the Zakharan equivalent of theistic hodgepodge is just fine. No doubt TSR, Inc. $18 Islam’s Allah), , and discussions TSR also wished to avoid unpleasant links 160-page softcover AD&D® campaign of honor, piety, the salt bond, and other to the modern Islamic world in the wake rulebook characteristics of Arabian society. of the 1991 Gulf War. Design: with At least one review that marked this Evaluation: The AL-QADIM rulebook Cover: Jeff Easley books release in 1992 called it the best impeccably presents a good set of tools for Illustrations: rulebook ever done. With hindsight we can building an Arabian AD&D campaign, identify it more accurately as an important although it leaves the actual construction Last year TSR cancelled—more accu- step in TSR’s transition to its current graphic work to you—or to the host of supple- rately, completed—the AL-QADIM® cam- design philosophy, a precursor of the ments that followed. Given the fine quality paign world. From the start, the design PLANESCAPETM line and other beautiful of most of those supplements, this core team projected a three-year life for the products. The AL-QADIM rulebook’s gold product becomes essential for Arabian product line. In three years they meant to page borders, elegant endpapers, and six full AD&D adventure. finish all the supplements they wanted to color plates made a striking impression. Just do, and then they would stop. What a rare as important, the AL-QADIM line marked and refreshing idea: You can finish a game the first time TSR used one artist for interior TSR, Inc. $20 when it’s done, instead of milking it for illustration throughout a whole line: the 128-page locations guide, 64-page cam- supplements beyond all reason until the remarkable Karl Waller, whose atmospheric paign guide, 8 loose MC sheets, 12 card- audience tires of it. As it turned out, TSR work conveys exactly the textures, exoti- stock mapsheets, 2 large color maps, did keep the AL-QADIM line going for a cism, muscular genies, and empty desert plastic hex scale, boxed fourth year, but this did not exhaust the expanses appropriate to the game line. (Art- Design: Jeff Grubb with Andria Hayday vigor of an interesting and well-rounded ist had previously achieved Cover: line. All told, it includes the original rule- almost the same level of saturation in the Illustrations: Karl Waller book, two boxed sets, eight “sourceboxes,” ® campaign line.) Waller and a monster appendix, and a character class Fabian are thus the forerunners of Tony It makes sense, unfortunately, that the handbook. DiTerlizzi, whose incredible art is a big plus Land of Fate box quickly followed the Reviews seldom get to cover an entire to the setting. AL-QADIM rulebook as its first supplement. game line in one shot. Although most Still, even in its time the Arabian Adven- The rulebook briefly introduced the setting DRAGON® Magazine readers have proba- tures rulebook fell short of perfection. of Zakhara, but this set described it at bly already bought the AL-QADIM cam- Though pretty, it lacks a distinctive writ- length. A campaign needs this basic data: paign or decided not to, this review starts ing style and sense of atmosphere. The maps, geography, routines of daily life, fash- with the source rulebook and moves rulebook offers a comprehensive list of ion, customs, organizations, class status, the straight through the line. desert equipment, lists of spells with a legal system, magical items, languages, calen- You know from the first sentence of the desert motif (move sand, sand quiet, sand dars, and the like. The Land of Fate set original 160-page softcover rulebook that slumber, pillar of sand, hissing sand, sand describes it all, plus 12 different desert the AL-QADIM empha- sword, whispering sand—you get the tribes. Plus 17 deities or deity types. Plus 27, sizes pop cinematic Arabia over scholarly idea), Arab character names, and profi- yes, 27 city writeups in the “Adventurer’s accuracy. “Ali Baba and the Forty Thieves,” ciencies like Haggling and Display Weapon Guide to Zakhara,” along with DM-only “Aladdin and His Magic Lamp”—these and Prowess. But does it simulate the flavor of secrets for each city in the “Fortunes and other classics fill the pages of the Arabian the Arabian Nights tales? Only in part. Fates” book. It’s all very large. Nights. No, they don’t. European transla- The character kits have flavor to spare, The AL-QADIM line continued a trend in tors introduced both Ali Baba and Aladdin and Waller’s art inspires many adventure the role-playing hobby that has only in- as spurious additions to the Nights, back in ideas. Yet for all their beauty, these pages creased, and I would say worsened, in the the 1800s. But what of that? Would you only rarely describe the elements of Ara- years since its debut: the steepening of the want an Arabian role-playing campaign bian adventures—the causes that assassins learning curve. Buy any campaign set that didn’t include them? In the AL-QADIM die for, the bargains that genies make, nowadays, and you get a long series of rulebook, Jeff Grubb offers character kits ambitions and aspirations of PCs, and the notes, jottings, about a hundred different for barber-thieves, beggar-thieves, and conventions of Arabian folktales. There is places and organizations. Then you have other rogues in the cinematic Ali-Baba no attempt at all to describe what you to buy the inevitable supplements to get mold, as well as other characteristically actually do in an AL-QADIM campaign: sufficient detail on each jotting. It resem- Arabian roles such as merchants, moralis- explore the southern seas, wage holy war, bles the Arabian storyteller’s technique of tic priests, hakimas (wise women), mystics, stage palace intrigues, and so on. (This interpolating hints of a dozen other stories mamluks, corsairs, and elemental wizards. lack was remedied, in part, only in early amid the one he’s telling, in order to coax Each kit includes imaginative benefits, 1994, in Gregory W. Detwiler’s excellent more coins from his curious audience. hindrances, and—most important- article “Campaign Journal: Arabian Adven- In principle the jottings of a campaign discussion of the kit’s societal role in the tures Galore” in DRAGON® Magazine set can be satisfying in themselves. In the fantastic Arabesque desert of Zakhara, the #202.) Land of Fate set, they make for dry read- Land of Fate. The rulebook’s lack of Arabian flavor ing. We get a useful chapter on all aspects The player character kits (over 40 pages may derive partly from the uneasy of daily life, and a couple of wonderful of them!) make up the outstanding section relationship between the Arabian Nights sidebar articles on the Zakharan coffee of the rules, still unsurpassed to this day adventures and standard AD&D® rules. ceremony (“the measure of a good host”) by other AD&D® campaign worlds. The It’s hard enough justifying elves and and pearl diving, the stuff of memorable most creative of these, the signature class dwarves in this setting, and there’s a scenes in an adventure. The rest is a sand- of the AL-QADIM world, remains the worse lack. The AL-QADIM campaign storm of little details, one-paragraph char- sha’ir, the wizard who gets his magic by accepts slavery and polygamy as facts of acter outlines, societal tidbits (we’re told sending a genie or elemental familiar to life, and dispassionately discusses the ways twice that worshippers in Zakhara “pros- fetch spells. Original and ingeniously bal- of holy slayers, but it never dares hint at tate” themselves), and jottings. With work anced, the sha’ir class gains its greatest that ultimate taboo of all AD&D campaign you could assemble any dozen jottings into appeal from the role-playing opportunities worlds, monotheism. We must presume a free-wheeling adventure like the loose- inherent in negotiating with a genie or a that developing a fantasy equivalent of jointed Arabian Nights tales, where one dimwitted familiar. Other highlights of this Allah would offend Muslims, whereas thing follows another without much logic. fine rulebook include rules for calling compromising Islamic culture with a poly- But not much of Land of Fate matches the DRAGON 49 screwy imagination of the best Nights this will appreciate the clear, useful cam- inhabitants seek the True Sorrow, a notori- tales. At times the designer’s creativity paign advice, unique in the AL-QADIM ous thief who by an amazing coincidence clearly flags, such as in this candid begin- line. looks exactly like a PC! The adventures here ning to an entry describing the secrets of Evaluation: Whether the PCs visit the practically glow with the spirit of the Ara- Hilm: “The City of Kindness is boring.” Caliphs splendid palace (based on Topkapi bian Nights. We also get plenty of informa- And, as with the rulebook, there is no hint palace in Istanbul), Mad Aja in the Grand tion on dhows, baghlas, booms, and other in all these pages of how to develop these Bazaar, the sewer lair of the evil yak-men, vessels; details on hiring crews and running jottings into a memorable, characteristi- Gorar the singing barber, or the hidden journeys, and stories, stories, stories. cally Arabian campaign. temple of the Flamedeath Fellowship, City Though its profusion of little booklets and Evaluation: Parts of the Land of Fate of Delights meets the DM’s needs for an sheets challenges the DM’s tracking ability— boxed set enhance any AL-QADIM cam- exotic Baghdadian campaign base. Though can you find the adventure’s finale?— Golden paign, but its length is excessive and its it has the same demanding learning curve Voyages still makes an excellent introduction inspiration uneven. Unless you plan to as the Land of Fate set above, and it really to AL-QADIM adventuring. construct a long, ambitious campaign, you needs an index, this imaginative box can probably get along without this box. should prove more immediately and easily Assassin Mountain by Wolfgang Baur: In The next one, on the other hand . . . useful. his years of grinding toil before he achieved ultimate magnificence as City of Delights AL-QADIM Sourceboxes DRAGON Magazine’s editor, Wolf Baur got involved in many AL-QADIM supplements, TSR, Inc. $20 I like almost all of TSR’s thin $18 boxes including this inventive 1993 sourcebox 96-page locations guide, 96-page campaign of Zakharan adventures. Each gives a well- about the dreaded holy slayers (assassins) guide, 8 loose MC sheets, 8 cardstock rounded assortment: 32 pages of source of Zakhara. These fanatics show up in mapsheets, 2 large color maps, boxed material and 64 pages of adventures (all force on almost every page of the three Design: Tim Beach, Tom Prusa, Steve illustrated by Karl Waller), four loose adventures (for levels 5-9): first in a sim- Kurtz sheets, and ® ple robbery; then when the PCs assault Cover: a big color map. The first, Golden Voyages, the slayers’ impregnable mountain for- Illustrations: Karl Waller also includes a DM’s screen, whereas the tress, Sarahin (and wind up in its night- others give six cardstock sheets of maps marish Pit of a Thousand Voices); and in a Zakhara’s principal jewel is the Golden and play materials. In terms of compo- sequel nine-day murder mystery set in City of Huzuz, the AL-QADIM equivalent nents I find these sourceboxes pricey, Sarahin, where the PCs must discover who of Hollywood Baghdad. In this excellent especially in comparison to the large boxes killed the slayers’ leader, the Old Man of 1993 set, three gifted designers summoned above, but in content they deliver good the Mountain. Huzuz in all its majesty, creating a true value. Besides, nowadays I find nearly The approach in is City of Delights. It’s regrettable that it every gaming product pricey, an effect of Assassin Mountain unique in the AL-QADIM line. Eschewing a appeared over a year after the rulebook, age and indigence. barrage of colorful magic, Baur develops a for the Golden City offers an ideal starting None of these sets discuss campaign claustrophobic atmosphere of paranoia point and base for any AQ campaign. (We issues in detail. In general, the structure of and intrigue. Character interactions drive saw the same misstep more recently in the their adventures calls for a loose, pica- the plot, and the occasional fire elementals PLANESCAPE line, where a year of non- resque campaign with little continuity. The and gibbering mouther are tools to de- starters like Planes of Law preceded the PCs walk into one adventure, get through velop the narrative. These morally ambig- description of the base city of Sigil.) it, and next week they’re off somewhere uous adventures, modern takes on classic Huge, filled with every imaginable item else doing something new—a contrast with Arabian settings, require and reward good and service, saturated with intrigue and the campaign above. An City of Delights role-playing. Several scenes here will put mystery (why can’t the Grand Caliph fa- ambitious DM could alternate Huzuz city role-players through the wringer, and ther an heir?), Huzuz also succeeds where adventures with the wide-ranging jour- they’ll love it. But the plots also assume Land of Fate failed in conjuring an appro- neys of these sourceboxes. priate atmosphere. Each of the 800,000 highly pragmatic PCs. If you or your citizens has a story, we’re told, and we get Note:: Almost all these boxes rely on the group wouldn’t feel comfortable allying many of them: how the merchant Khwaja AL-QADIM MONSTROUS COMPENDIUM with assassins, steer clear. I have trouble al-Danaf gained his fortune; how the Talk- appendix (MC13) by Wolfgang Baur and with this idea myself, and though Assassin ing Bird and Singing Tree came to the Steve Kurtz, so be prepared. Mountain is an accomplished work, it’s not garden in the Palace of the Enlightened what I think of as the stuff of Arabian Throne; and how the Caliphs elven concu- Golden Voyages by David “Zeb” Cook: adventure. (For a much more characteris- bine Halima gained a winged cat. (Robh The designer calls this “Sinbad in a box.” tic sourcebox from Baur, see Secrets of the Ruppel’s superb cover painting shows The linking story, impressive in its trans- Lamp below.) Halima gazing placidly from a palace win- parency, sends the PCs on a rambling dow on the minarets and golden domes of ocean voyage to seek a Great Treasure in A Dozen and One Adventures by Steve Huzuz, the cat by her side. This quiet an archipelago thick with wonders. The Kurtz: Now this is the stuff of Arabian piece embodies the exotic AL-QADIM DM chooses one of ten Treasures suited to adventure: weird bathhouses, deceptive campaign better than any fight scene with the inclinations of his group (power ghouls, amorous succubi, passionate gen- genies and corsairs.) gamers, warlords, role-players, story- ies, raucous merriment with desert riders, City of Delights excels in its clear view of tellers, or puzzle solvers), then plants the sacred salt bond between host and what player characters (PCs) want to do in clues that lure the PCs through seven guest, a boasting contest, a mummified Huzuz. Any ethoist priest worth his tur- mini-adventures in any order the DM talking head in the Hall of Lost Kings, ban wants to preach in the great Golden likes. Greek fire, a deranged fire mage, the Mosque, so the Mosque entry tells who to Zeb Cook doesn’t sink the PCs as often as Brotherhood of True Flame—well, actually talk to. A sha’ir wants to study with Adnan the tales sank Sinbad; that happened at least a lot of fire burns through the last half of al-Raqi, Master of the Invisible, the Whis- once per voyage, if memory serves. Nonethe- these thirteen short adventures, despite per that Thunders; here’s his tower and less, he captures perfectly the atmosphere one late episode in an inundated sand how to become his apprentice. Because and morality of the setting. Island fish! Lode- castle. any party includes a rogue or two, we get stones that pull metal from hundreds of Starting with beginning characters, the details on sneaking into the Caliphs ha- yards away! Black pearls that cause mael- Dozen and One Adventures develop a rem. And the DM struggling to digest all stroms, an Isle of Sadness where melancholy more-or-less continuous narrative up

50 JULY 1995 through the finale, for levels 9-12. Here strengthen the party for this, the enterpris- by Rick Swan: Although cara- the PCs become pawns, and occasionally ing DM must fill out the scenarios between van journeys have long made for romantic onlookers, in a deadly struggle among the with additional adventures. Cities of Bone, adventures, soap operas of the desert, this fire mage, the Soft Whisper assassins, a reviewed below, offers possibilities. box actually deals little with caravans in Leper King, and other high-power fac- themselves. Rather, its caravan serves as an tions. Still, Kurtz (who has read all the Corsairs of the Great Sea by Nicky Rea: excuse to move the characters (levels 5-9) Arabian Nights tales—“including the sup- Lightest in content and least cohesive of across the High Desert in western Zakhara. plements!” he says, as if incredulous at his the sourceboxes, this 1994 collection of- In missing this chance, the sourcebox reads masochism) has summoned the flavor of fers five routine adventures (plus a sixth like some old ™ adventures the genre with impressive skill. filler encounter) that sort of feature cor- where PCs travel through space to another sairs, or take place in corsair cities, or, world, then go on an ordinary dungeon Ruined Kingdoms by Steve Kurtz: In well, appear in a sourcebox with “corsairs” adventure. these adventures in long-lost Nog and in the title. One sends the PCs after an evil That said, I still like this set. Sure, the Kadar, the PCs meet the gibbering beggar- ghul cult that’s sacrificing children, a scenario is linear, and NPCs get some of prophet Adil, find a cursed ceramic disk, couple of others depend crucially on trai- the best lines, but just guess what’s on the meet a pleasant mason wasp, fight yak tors betraying the PCs, and in one the PCs full-color 21” X 30” poster map. Terrain men, and run afoul of an ancient Arch- are spies; all these notions seem badly out maps, ship plans, a palace, a mosque? No, Geomancer, just for starters. Traveling to of place in an Arabian campaign. a rug! It’s a beautiful Persian-style rug the jungles of eastern Zakhara to solve the This box makes more references than with a name, Ala’i the Hungry. If the PCs mystery of the disk, the PCs model for usual to the , where feed it ancient poetry during the adven- three giant sisters who sculpt topiary Zakhara is nominally placed. I’m uncom- ture, Ala’i gives them clues by blacking in shrubs, fight serpent cultists, visit the Isle fortable with this, because the Realms parts of its weave; the cardstock handouts of the Elephant, and learn that by an already have three desert cultures (includ- show Ala’i in the act of giving various amazing coincidence, one PC is the long- ing one, Anauroch, with the same cultural clues keyed to the scenario. I could talk lost heir of a rich merchant family. This roots as the AL-QADIM setting), and be- about the rest of the neat stuff in this kind of thing happens all the time in the cause Zakhara is more than a different box—the talking tent, weird lightning on a AL-QADIM line—and Arabian tales. place, it’s a different genre of adventure. high rock spire, broom-wielding copper Like A Dozen and One Adventures, the But Corsairs even brings in a spelljamming automatons, giant roc skeletons, bug- structure of Ruined Kingdoms presents ship from Kara-Tur, which is about as eating centaurs, an efreeti palace beneath some problems. The framing adventure, nonArabian as you get. The good news is, the Pit of Ghuls—but admit it, the rug has about the disk, starts the PCs at levels 4-6, this is the only weak entry in an excep- already convinced you, right? but leads to a climactic fight against ex- tionally strong line. tremely tough villains where 9th-12th level heroes should expect a high body count. To

DRAGON 51 Cities of Bone by Steve Kurtz: The inde- ons, brings his flying castle to the Court to fatigable Kurtz returns with another pay a visit from time to time. Toasting and mixed lot of adventures in ruined cities. gifting the dragon lord might impoverish The AL-QADIM line had been held over a even the richest of Prime Material crea- year beyond its original plan by the time tures, but it could also be the subject of of this 1994 sourcebox, and this may great poetry and storytelling.”) We don’t explain the set’s flagging inspiration. We get much more than imaginative hints, but get six dungeon crawls, mostly portable in these quantities that might be all you anywhere in Zakhara and mostly routine, need. Instead of developing one situation, half for beginning characters and the rest try blitzing the players with a bunch of for mid-to high levels. The text offers them. It worked fine for the Arabian good advice for creating a spooky atmos- Nights storytellers, and the modern role- phere, and the historical reasons behind playing gamemaster works very much in the construction of each dungeon make their tradition. interesting reading, but these are basi- Evaluation: If you haven’t long since cally numbered rooms with traps and tried a Zakhara campaign, get one going monsters. These are endlessly popular in while you can still find its products. Practi- other AD&D worlds, but in Zakhara they cally speaking, you need the Arabian Ad- fit awkwardly, for (as the text remarks) ventures rulebook, the MC13 appendix, “robbing the tombs of enlightened crea- the City of Delights box, and one of the tures is considered a base and dishonor- sourceboxes—I’d pick Golden Voyages. able profession.” And if you favor history over Hollywood, Half the text makes up the set’s best also look for. . . adventure, “Court of the Necromancers.” In the undead city of Ysawis, the PCs get GURPS * Arabian Nights involved in the intrigues of a couple of 128-page softcover GURPS* supplement repugnant wizards and a senile lich. Steve Jackson Games $16.95 There’s an interesting plot and one well- Design: Phil Masters staged, creepy dinner scene with the two Cover: Rowena Morrill necromancers, but the storyline works Illustrations: Sam Inabinet, Laura only with players who behave with cau- Eisenhour tious restraint—yet the same adventure’s dungeon crawl, like all the others here, To my mind the GURPS “universal” RPG belongs to the kill-everything-that-moves believes in encoding all of existence as school of adventure design. It’s an unfortu- rules, as opposed to creating fun cam- nate mix. paigns. Some of its worldbooks show that with sufficient effort, a realistic viewpoint Secrets of the Lamp by Wolfgang Baur: can make any adventure genre dull. For Zakhara’s multitudes of djinn, jann, dao, instance, GURPS Atomic Horror describes efreeti, and the rest are yours to com- 1950s alien-invasion movie adventures, but mand in this entertaining 1993 sourcebox. it points out that nothing can live on Mars, Its centerpiece is a detailed description of and all the Martians died eons ago. Thanks the famous genie City of Brass. This en- for setting that straight. chanting city, which floats on an endless The 1993 GURPS Arabian Nights contin- lake of burning oil, is featured in a nice ued this conscientious education with, poster map and on the usual story cards among other things, its flying carpets that and monster sheets. won’t bank sharply or fast, for instance on A lengthy scenario in the 32-page adven- page 88: “Magic carpet ‘dogfights’ (fun for ture booklet sends the PCs (levels 4-7) high-magic campaigns, silly otherwise) rushing all over the City of Brass. See, this mostly reduce to either cautious, long efreeti physician falls instantly in love with range archery duels, or scrappy close- one of the heroes (this kind of thing hap- quarters fencing matches.” Boy, that was pens all the time in the AL-QADIM line). close; players might have accidentally tried The physician imprisons the party, and something fun. You won’t find giddy soon they have trouble with his two cur- Hollywood/Harryhausen antics in GURPS rent wives, his albino nightmare, patrol- Arabian Nights (if you can find it at all—it’s ling salamanders, and the Sultan of the out of print, so check the back shelves of Efreet. It’s all rambunctious excitement your game store). Even so, the supplement and daring exploits, enhanced by fanatic is worth the search, because it provides efreet warriors, sparktail scorpions, and fun in a different style. the bumbling djinni Hazim the Fool. How- Drawing extensively from Arab history, ever, the DM should take care to keep English author Phil Masters (who wrote things on track, because if the PCs fail, the excellent Kingdom of Champions for they end up slaves for seven years. Hero Games, reviewed in issue #172) turns The 64-page “Genie Lore” book describes GURPS Arabian Nights into a fascinating the Sevenfold Mazework of the Great sourcebook of real-world Islamic history, Dismal Delve, the Court of Ice and Steel, with digressions into legendary fantasy. the Great Padishah of the Marid, genie After a useful 24-page overview of the sorcerers, lots of new magic, and the culture as portrayed in the Nights, Masters details of genie wishes. Here Baur hints at outlines historical high points beginning many colorful story possibilities. (“Sardior, with Muhammad’s flight to Medina and the ruby king and ruler of the gem drag ending with the Crusades. Then comes a

52 JULY 1995 DRAGON 53 superior description of character types, a an exotic power. It’s the difference be- The kits work well, especially the Mechani- delicately upbeat discussion of female tween seeing an impressive castle in a cian, who crafts clockwork automata to roles in Islamic society, and advantages Hollywood movie, created by special ef- cast his spells. But the societies come out of and disadvantages like Claim to Hospitality, fects, and entering a smaller but genuine nowhere, adding a needless layer of cam- Code of Honor, Compulsive Vowing, and castle a thousand years old. Hollywood paign complexity ungrounded in Arabian Hunchback. A realistic campaign can use and history: powers of different orders. folktales or the Zakharan campaign. If you the extensive discussion of money, jobs, Evaluation: If you like genuine Islamic want a secret society of desert mages, play and expenses; no doubt we’ll eventually culture or want to know more about it, in the ® world. Flatly written see a GURPS supplement with a simulated GURPS Arabian Nights is worth searching and wordy, The Complete Sha’ir’s Hand- income tax form. for on your game store’s back shelves. book offers some useful advice on topics The discussion of Arabian attitudes Though it’s a bit small to support a cam- like genie prisons and caring for familiars, toward magic is fascinating. There follows paign, its source material can easily cor- but its new spells look unusually powerful, a long list of shapeshifts and other new rect the AL-QADIM campaign’s more as does the wizard assassin called the spells, new magic items like the Seal of obvious deviations from history. Change Spellslayer. Look before buying. Solomon and djinn bottles, and a dozen Zakhara to Arabia, Huzuz to Baghdad, the gray pages of monsters; forgive me, but pantheon of fake gods to Allah, elves and PSYCHOSIS* by Charles Ryan (Chameleon I’ve never stayed awake through any dwarves to people, and there you have the Eclectic, $15). I haven’t played this small, GURPS spell or creature list. I woke up for Arabian Nights, ripe for “authentic“ adven- attractive, one-shot adventure game, and the excellent, too-brief campaigning chap- ture. But remember: Allah alone knows here’s why. The gamemaster runs five or ter, which crams more creative sugges- the truth. six PCs through an adventure staged as a tions into six pages than you’ll find in the Hail! Hail! Finished is my tale! flowchart of scenes. Follow me closely entire AL-QADIM line. The book ends with here: Each PC is completely nuts. Using a the useful glossary, bibliography, and Short and Sweet minimalist rules system based on Tarot index that are characteristic strengths of cards, the gamemaster runs each PC along the GURPS supplement line. The Complete Sha’ir’s Handbook by Sam a different path through the real “spine” The 12-page sample adventure, “The Witt (TSR, $18). This 128-page softcover story, interpreting reality to fit the PCs own Tale of the Poet, the Slave, and What Was covers not only sha’irs but also the elemen- unique hallucination—Arthurian fantasy, Not Theirs,” makes a realistic contrast to tal mages of Zakhara. In the familiar “Com- cartoon craziness, hanging out at the mega- the magic-rich AL-QADIM adventures. Yes, plete Handbook” format it gives role-playing mall, or one of dozens of others. The story there’s a djinni here, and the oasis city of and campaign advice (apprentices, dueling takes several game sessions to run; no Dhulhiban is fictitious, but the citizens and practices), new wizard kits (astrologer, player can write notes for use in later Bedouins and coffeehouses and farms numerologist, clockwork mage, and others), sessions; a PC’s imagined world can change seem real; events take place on a small, almost a dozen secret magical societies, and without warning. This scenario’s exciting believable scale that somehow gives them ten pages of new spells and proficiencies. plot and many creative ideas should reward skilled gamemasters in search of a chal- lenge. Good for them! It sounds like terrific fun. Me, I wouldn’t try running it for fifty bucks. (Stalwart reviewer Lester Smith has dared to play this game—and lived! His complete review will appear next issue.— WB)

Creatures of Barsaive by Fraser Cain (FASA, $18). “Ho-hum,” you say, “another monster book.” But this one is for the * RPG, and like many of the game’s other supplements, it takes a crea- tive approach to its well-worn subject. The narrator is Vasdenjas, a great dragon (!) with wide knowledge and monumental vanity. Dictating his reminiscences about 50 creatures to a dwarven scribe, the dragon incidentally reveals much about draconic psychology, and his dialogues with the scribe make the text a delight to read. The monsters? Some are original and conjure neat story ideas (the relan, a spine burrower, animates dead bodies); some are dumb (killer rabbits, killer calfs) or boring (four-lobed trilobites); most are new takes on long-established monsters (be sure to read about the breeding habits of chim- eras). Did you expect anything else?

* indicates a product produced by a company other than TSR, Inc.

54 JUNE 1995

Steel, Sorcery, and Stocks

The good news is that just about all com- puter game companies these days are recog- nizing the value of art and graphics in selling a product—and they’re hiring artists accord- ingly. The bad news is, they don’t all seem to have gotten the same message about the value of gameplay. This months feature reviews include Warcraft: & Humans from Blizzard Entertainment, 1830 Railroads & Robber Barons, developed by SimTex and published by The Avalon Hill Game Compa- ny, Citadel of the Dead, created by R.J. Best, Inc. and published by Affiliate Venture Pub- lishing, and Realms of Arkania: Star Trail from Sir-Tech Software. All of these games have pretty good art and sound support, but only a couple have really excellent gameplay. ©1995 by Jay & Dee Warcraft: Orcs & Humans For IBM/DOS Published by Blizzard Entertainment Requires: 20 MHz 386 or faster, VGA graphics, 4 MB RAM, hard drive, CD- ROM drive, DOS 5.0 or higher, mouse

Dee: So your gaming group’s not meeting this week, and you’re in the mood to hack into something besides hot dogs. Warcraft: Orcs & Humans might be just the game to while away a few hours, if you’re pining for a head-to-head challenge. Warcraft is a simple strategy game in the Dune II mold (isometric viewpoint, real- time action, guns-vs-butter type decisions). The gimmick is that you can play either noble humans or evil orcs. Each scenario gives you an assignment and a skeleton start-up team, and lets you go at it. Jay: The gimmick of playing either side is kind of cheesy, because humans and orcs are pretty much identical. Sure, the briefing sequences use different pictures, and the phrasing each general uses to Warcraft: Orcs & Humans (Blizzard) describe your mission is flavored to show off the species’ divergent attitudes. But both sides offer equivalent units, dwell- Dee: Still, I did find the game somewhat are “manufacturing” people, actually) and ings, and skills, as far as I can tell. Differ- absorbing—in most scenarios, you train must supply raw materials. To do this, you ences are merely in vocabulary. Try your team, they’re not just handed to you. send your peasants out to find and exploit clicking on an orcish unit over and over: You have to build up resources by setting mines and forests. The gold and lumber eventually, it will complain “Stop poking up a little village economy that includes they bring back is turned into new peas- me!” The human says “Why do you keep mining for gold and chopping down trees, ants or warriors by the Town Hall and touching me?” instead. all the while trying to avoid enemy raid- Barracks structures, respectively. ers. It’s important to balance the number Jay: Your peasants can also build new Reviews of workers you train with the number of structures, like the Lumber Mill that al- Jay & Dee’s ratings at a glance fighters you outfit, and you’ll have to lows the creation of archer units (in the decide between training warm bodies and Barracks), or the Church that creates Game Jay Dee Warcraft 3 3 building infrastructure. The general Clerics and also teaches them Healing and 1830 3½ 4 course of play is familiar to most strategy other spells. So the general tension of the Citadel of the Dead 0 0 game players: you start with a small game is, “Do I spend all my time on build- ing up workers and structures, or do I Star Trail 2½ 3 amount of manufacturing capability (you DRAGON 57 make new warriors?” You’ll need the new warriors, because the enemy is not shy about launching attacks. Once they’ve chewed up your few starting troops, they can easily wipe out undefended peons. This may not sound particularly new, as far as game concepts go. It’s not. But the real-time aspect makes it compelling as you click back and forth, worrying that while you give orders to your war party, things might be going to hell in a hand- basket back home. Fortunately, once you give an order, your units are reasonably good about following it. Another thing that makes Warcraft fun is the scenario struc- ture, which leavens each episode with new units to train and new buildings to construct. You keep playing to see what’s coming next. Dee: What didn’t I like? The interface is okay, but I wish the designers had taken Warcraft: Orcs & Humans (Blizzard) advantage of the right mouse button and made movement a default order. In fact, there is no default—I wonder how many like an index instead of the stupid upside- the computer age. In 1830: Railroads & other players click on the unit they wish down book design. The front cover reads Robber Barons, they’ve taken a fun but to activate, then click someplace on the “Humans” and the first half of the book complex game and simplified it by teach- map and expect the unit to just go there. discusses them. Once you’re past the cent- ing the computer to do all the tedious Instead, you first have to go to the menu erfold, the text is printed upside-down— calculations. Otherwise, this game is just box and click “movement,” then return to when you flip it over, the cover reads like the board game, only faster. It’s a the map to tell the unit where to go. Since “Orcs.” Despite the minor annoyances, multi-player game, complete with AI—so movement is the most common order, it however, I enjoyed the (relatively) constant here’s another good one for when your would have been nice to cut out this step. feel of progress in the game, both within a game group cancels. If you’ve never As Jay said, real-time is a cool feature: scenario as new units are built, and be- played the board game, the computer it’s a nice way to eliminate the wait most tween scenarios as new technologies and game’s limited strategy notes make it frus- games have while the enemy moves his unit types are introduced. I’ve actually trating to follow what’s happening. And units. The variable speeds, are good; you found myself wanting to play more you need to follow the action to improve can tone down the tedium of mere chop- Warcraft, which is high praise in these for the next game. Fortunately I’ve played ping and mining by cranking the game days of computer-game glut. I give it *** the board game some, or I’d have been speed up to “Fastest” level until raiders Jay: I kind of liked the upside-down book completely derailed (so to speak). show up. Unfortunately, sometimes even approach, but Dee’s right—the novelty is Jay: 1830 is an economics game about Fastest isn’t fast enough. pointless, because the information is com- buying, running, selling, and manipulating True, but once those orcs—or Jay: pletely redundant. The strategy—maximizing railroads and their stocks. The gameplay humans—do show up, you’ll be glad the your troop building and minimizing raider’s has two main sections: the stock market speed is variable. Use the “slowest” speed effectiveness—and the relentless, beat-the- and the map. When the stock market is early on, to get your bearings and find the clock attacks are what make this game open (less and less frequently as the game reflexes that you’ll need for later scenarios. worth considering, and I also give it ***. By goes on), each round you can buy one I was perfectly content, peacenik that I the way, we said at the beginning that this share of any of the eight railroads. If you am, to build farms and a lumber mill and was a good for when you’re gam- buy the first share, it’s the President’s research spells. In fact, I won my first ing group’s not meeting, but you can play Share and counts double. As long as you orcish scenario without ever encountering Warcraft with others as well, over network have the President’s and at least as many a human, perhaps by minimizing the or modem. We haven’t tried it personally, shares in that railroad as anyone else, you amount of exploration my units did. but a few people at work tell us that it’s a control that company on the map. Control- However, I’d prefer it if the documentation breathless, mind-bending experience. When ling a company can be profitable (and fun included written statistics for building your boss starts complaining about lost to do) but isn’t necessary for victory: you costs and unit strengths. As it is, you have productivity due to game playing on the can conceivably win by having part own- to tell a peasant to build a structure before network, you can tell him it’s our fault. ership of everyone else’s railroads. In later you can find out whether you’ve got stock rounds, you might find yourself enough lumber and gold to accomplish the selling shares of a profitable railroad to task. And though the paragraph on 1830 Railroads & finance floating a new one, or dumping archers in the manual warns their armor shares of a bad company (often one you’ve is “lighter,” no statistics measure how Robber Barons run into the ground on purpose) so some much lighter. I didn’t expect my archer to For IBM/DOS other poor sap will have to control it. die after taking two blows! Designed by SimTex Dee: On the map, you place “tiles” to Actually, I like the mystery of not Published by Avalon Hill Dee: create your rail net, and run your trains to knowing how things work or what’s com- Requires: 386SX or faster, VGA graphics, 4 collect revenue. This is where the board ing up, but I think designers MB RAM (at least 2700K EMS), hard Warcraft’s game version was tedious: a player might overdid it. The box says the game includes drive, MS-DOS 5.0 or higher, mouse sit for several minutes figuring out all the two dozen campaign scenarios and 20 possible routes to see which one was most more customizable assignments. I would Dee: Avalon Hill has been in the board profitable (often aided by kibitzing share- like to know which scenarios hold what game biz a long time. Recently, they’ve holders who wanted more dividends); the new challenges. More importantly, I would started updating those board games for

58 JULY 1995

computer does these calculations in nano- seconds. Also, the computer doesn’t make mistakes in addition (we hope) and takes into account all the obscure Station rules and other modifications to routes that players might forget. Jay: Our summary just touches the surface of the gameplay. During the course of a game, you might manipulate the rolling-stock market to make oppo- nents’ trains obsolete; try to take over a rival company; trade between your own companies, sucking one dry to lever an- other into a better position; place stations to limit opponents’ access to lucrative markets; try to force an opponent into bankruptcy by forcing the purchase of new, expensive trains; and so on. The game goes by pretty fast, but there’s a lot to try. Unfortunately (for us, at least), the AI is too accomplished even at Easy level. We learned many of our tactics from watching what the AI did to smear us in the first four games. Finally, one of us placed above an AI player in our fifth game! Dee: I have a few quibbles with the conversion (as usual): SimTex (the people who brought you Master of Magic and Master of Orion—an odd choice for this project) could have used blinking dots to show where each railroad HQ was when it was that company’s turn to run. The random maps (a nice feature) are really hard to use. Partly this is due to low-res graphics that make it tough to company logos and other important infor- mation. At least with the original map, you get a paper copy to scrutinize and refer to. Despite my kvetching, I found 1830 engag- ing and want to play again so I can beat the computer opponents! Plus, I like rail- road games. 1830 Railroads & Robber Barons Avalon Hill) Jay: Dee always notices ; I always pick on manuals. In this case, I think it’s pretty dreadful. The layout is those who have never played the board The game is well put together; all the parts cluttered with colored boxes of text, fancy game)? and does this particular conversion fit into an interesting whole. The manual box borders, and fussy page headers. Four do justice to the original (for those who could be better organized, and I wish the color artwork on every page is the kind of have)? I’d say yes and mostly yes. The AI were easier to beat at first—it’s easy to production value every editor craves, but game itself is fun, if a bit involved, and get discouraged starting out. Even so, I 1830’s manual doesn’t use this richness to with the computer helping out, goes very give 1830 ***½. There’s no modem or very good effect. And of course there’s no quickly. The conversion is, with the few network play, but multiplayer is support- index. The manual is so-so as a learning exceptions noted above, very good, and ed, and there’s no reason one person can’t tool (it’s hard to follow where one chunk includes several optional rules that are sit at the keyboard and enter the com- of text ends and the next begins) and integrated easily and in some cases un- mands for everyone else. One last kudo: useless as a reference. available in the board game version. I give This is one of the few “board game on Another problem I have is with learning 1830 ****. computer” games I can think of that you how to win the game, and with feedback Jay: I’m not as familiar with the board might prefer over the paper version, even during the game. One time, we thought game as Dee, so the connection between when you have multiple players. we were doing really well—making money, private companies and railroads, for in- manipulating stock—only to find at the stance, was hard to follow. In the comput- very end that we had lost, without any erized 1830, a lot of business distinctions Citadel of the Dead real idea why. The point of having a com- like this don’t make sense at first glance For Macintosh puter handle all the donkey work is to and aren’t explained very well. Maybe I Published by Affiliate Venture Publishing avoid having to constantly monitor what should read the board game rules. Requires: Color graphics, 4MB RAM, hard everyone else is doing. But that’s exactly I like railroad games as a general rule, drive what you have to do to figure out what’s and it’s fun putting together the routes going on (and guarantee yourself a mere and earning whopping bucks for a job well Dee: If your missing gamer friends are third place!) done. I wish someone would do a com- role-players, you might be thinking of Dee: The final analysis boils down to puter version of Empire Builder! Since turning to a computer “role-playing” game. two questions: is the game itself fun (for they haven’t, I’m willing to settle for 1830. I use the term hesitantly, because so many

60 JULY 1995

computer games that call themselves “role- Realms of Arkania: Destiny adventurers into Star Trail to playing” confuse dice rolling and monster continue their campaign. Which might slashing with actual characterization and Star Trail explain a few things. More about this later. growth. We looked at two computer role- For IBM/DOS The second thing you need to know is playing games that are relatively new. Published by Sir-Tech Software that the Realms of Arkania series is based Citadel of the Dead is the first. Requires: 20 MHz 386 or faster (33 recom- on Germany’s most popular role-playing In six words: I thought Citadel was a mended), VGA graphics, 4 MB RAM, game (Das Schwarze Auge, by Schmidt ripoff! Compared to Citadel of the Dead, hard drive, CD-ROM drive, DOS 5.0 or Spiele—Teutonic Wolf, according to the I’d call D!-Zone the best computer game to higher, mouse, 580 kB conventional box. This also explains a few things. Ap- hit the market in decades (See the D!-Zone memory, and at least 24 Meg of hard parently, German role-players are heavily review/flame in issue #217— Wolfgang). drive space into statistics (in fact, the rules say that the Citadel is a primitive, old-style Bard’s Tale games’ method of rolling attributes is “as kind of game without all the features, with Jay: Whew! Going from Citadel of the true to role-playing as a game can get”). fewer spells, with less interesting and Dead to Realms of Arkania: Star Trail is a Yow! intuitive character types and items—and bit like going from baby food to palak Jay: Each character has seven positive it’s slower and harder to use! paneer (pureed spinach) at an Indian res- statistics—the usual assortment of wisdom, Jay: It’s so trashy that we might not taurant. They both look the same at first, dexterity, strength and charisma. They have bothered including it in our review, but baby food is just green mush, and distinguish between agility and dexterity. but like D-Zone, the box hype is very in- palak paneer is green mush with a sophis- Only courage and intuition offer a little your-face. And it’s not a bargain-basement ticated blending of spices, flavors and spice. But that’s not all. Each character old product: the copyright date is 1994! textures. Star Trail bears superficial re- also has seven negative statistics, including Apparently, RJ Best is trying to market this semblance to Citadel in interface and look, avarice, curiosity, superstition, and the as a modern, super-intricate roleplaying but it’s a quantum level more sophisticated ever-popular necrophobia. These sound experience (best one available for the Mac, and involved. Unfortunately, it’s not quite interesting but have only limited game the box crows!) as much more fun as you’d expect. effect—necrophobia, for instance, deter- Dee: I say, buy Might and Magic and Dee: Where Citadel was just plain dumb mines how likely a character is to run ignore this turkey. Some of Citadel’s “fea- and left out everything, Star Trail perhaps away from undead monsters. You can add tures” include: 11 total spells and goes a bit too far the other way; every- to your positive stats if you’re willing to 10 total clerical spells, all the standard thing’s in here but the kitchen sink, and I boost your negative ones as well. character classes (plus samurai, though don’t doubt we’ll come across it later! But that’s still not all! Three “pages” of the minimal back story gives no indication First, Star Trail is the second game in a skills are attached to various statistics, and of mythos), standard attributes, poor trilogy that started with Realms of another three if you’re a magic-using documentation (you have no idea what Arkania: Blade of Destiny. This is impor- character. Admittedly, all the rolling and types of weapons and armor a class can tant because you can upload your Blade of skill adds can be handled by the computer, use except through experimentation); mediocre sound effects (mostly grunts and clangs); no automapping . . . I hope you get the picture. Not only is it utterly deriva- tive, but it doesn’t do the cliches particu- larly well. No stars. Jay: I always mention the manuals, and this one sinks to new depths. It’s a grand total of 10 pages, including installation instructions, table of contents, and back story. Just one of its many charms is that it refers you to “the roller” without ever identifying which icon on the screen this is! (Not only that, but the manual also never refers to “the roller” again.) In fact, there are no screen shots at all to help you identify the screen icons. Other astounding facts that Dee couldn’t bear to mention: Your default character name is Dufus, which gives a good indica- tion of how seriously the designers took the fantasy genre; the combat interface resembles Electronic Arts’ old Standing Stones for the Apple (not Macintosh)— which shows how dated it is! Monsters attack dead bodies and dead bodies absorb hits. Samurai can’t use swords. Also—no, I can’t go on. This is, simply, the worst dungeon-crawl, you-do- the-mapping, oops-you’re-in-a-trap-and- your-torch-went-out, mindless click-the-“attack”-button game I’ve seen in a decade. The black and white dungeon we played in 1984 was better than this, though Citadel does have nice color graph- ics. Just dumb. No stars.

DRAGON 65 but we played on “Advanced” level and got Salamander Stone, the Star Trail axe, and the full number-crunching treatment. morel. What do you do? Just walk up to a Blob Dee: Once you’re into the game, the signpost pointing the way out of town, and interface is reasonably easy to use and you’re on the wilderness travel screen. Continued from page 8 provides plenty of information. Star Trail You can plan well in advance, or you can read to us? If it was possible it seemed to has auto-mapping and extensive character travel day by day; it doesn’t seem to mat- us that there could be no better way to manipulation (you can switch goodies ter. You’ll have plenty of random encount- spend an afternoon. Better yet, our dad between characters, re-arm, examine ers either way, and enough of them are seemed to approve of the notion and told possessions, and remind yourself of the deadly that you’ll end up rethinking your us that he would like to play too. I have stats and skills of all six of your party plans. As I mentioned, we have the hint heard that a lot of fathers take their sons members). Interacting with your environ- book, and it gives a walk-through (to help to baseball games when they want to ment is also pretty easy: buttons let you reviewers see all the good stuff in the spend a little quality time. I have been to a talk, buy and sell, and move around inside game?). Even with the hints (which aren’t couple of baseball games. Quite frankly, I a location (for instance, you can choose always accurate), the game is a bit tedious don’t see the attraction. where to sit at the inn). When you’re out and random. It seems to be slanted toward My father and I have slain dragons on the trail, you can arrange watches, chaos: for example, your own healers may together, hunt (for food or herbs), and let charac- give the other party members deadly Pretty cool if you ask me. ters practice their spells and healing arts diseases (the manual recommends you on each other. always treat wounds to avoid tetanus, but Over a decade has passed since that Jay: But that’s still not all! One of the my elf gave characters tetanus about 20% fateful day. I am married now with two coolest features is a diary that your party of the time she attempted treating them), kids (three kids if you count my game carries with them. Each encounter is unexplained wilderness encounters (Look, company). recorded in this diary so that you can says the elf maid, I’m riding a moose!), and My brother, Bryan, works for FASA. Not remind yourself of what NPCs’ names are, failed skill-increase attempts. Why can’t a only is he doing the same job I did three what information they’ve given you, and game be challenging without being whim- years ago, but he seems better suited to it. what-all has been going on during the sically evil? I am trying real hard to be happy for him. game. Even better, you the player can Dee: Despite these complaints, there’s Gaming has become my hobby and my make entries and notes to yourself. lots to see and do in Star Trail, and a fun profession. I have had some success and There’s a search feature that allows you to little combat system that’s too deadly but have eaten a lot of rice and a lot of noo- comb through the pages to find name or still interesting. (Don’t let the computer dles, but it is still the best job I have ever object references. run your characters during battles—it’s had. Dee: So, this is a wonderful game, right? apt to get them killed!) We barely My little girl is walking and talking up a As true to role-playing as a game can get, scratched the surface of the story, so I’m storm. My mother passed away a few and all the information you could possibly sure there are plenty of quests to keep years back, but I still have the books she desire, right? Couldn’t ask for anything you busy. If you like this sort of game, read to me. My wife intends to start read- more, right? Star Trail is a fine addition to your collec- ing The Hobbit to my daughter as soon as Jay: Right! I want less! Remember when tion: you won’t see much that’s new and my son can sit still for an hour at a time. Dee mentioned that this is the second innovative in game design or game play, This year I used my business card to get game in a trilogy? Perhaps because of this, but the interface and information are well into the Consumer Electronics Show and your starting party of “first level” charac- handled and easy to use. Being partial to brought back a briefcase full of crap. I ters is pretty helpless. In fact, the strategy dungeon-party games myself, I give Star guess my old man had it figured out pretty guide (thoughtfully provided by Sir-Tech to Trail a *** rating, though I must say that good after all. dauntless reviewers) suggests creating trying to identify with six characters at extra characters, taking their default stuff once through all this information makes and selling it, and then ditching them for me want to load Landstalker back into my Mike Nystul is a game designer and the new recruits. This strategy lets your start- SEGA. And I’d like to add that true role- owner of Pariah Press, publisher of the ing characters begin the game with more playing has yet to come to the computer, Whispering Vault horror RPG. He is also equipment than the game normally allows. despite the claims of computer fantasy the only person to have an AD&D® game They also recommend not getting too games. spell named after him, rather than after attached to more than one initial charac- Jay: Star Trail does let you print out his character. ter: during your “adventures” you’re not your characters’ stats, so you can have supposed to mind losing the others as long two or three pages of hard copy to fiddle as your chosen one gains enough experi- with—I still read paper better than elec- ence to advance. Do this six times, and tronic screens. I found this game too frus- you’ve finally got a party ready to start the trating really to want to play it a game! lot—horse-flies attacked and all my party Dee: So the question is, why not just members lost two points of Charisma for scale the character creation system to four days, due to pock-marks! It may be a provide decent characters up front and true-to-life random encounter, but it’s just avoid all these contortions? I suppose they not my idea of fun. I give it * * ½. expect you’ll bring in your beefy Blade of Dee: That’s all for now, folks. We’ll see Destiny party and avoid this problem. you in two months with four new reviews. Perhaps you’re the kind of player who’ll Until then, keep those cards and letters pop for the earlier game in the series coming! Ciao. because you want to play them in order. Want the latest news? I’m not; I want to play the game I bought Here it comes! and be able to enjoy it. Jay: So you’re finally ready to go out Wondering what games and supple- adventuring. You’ve talked to the shifty- ments TSR is about to release next? eyed man and the seemingly-friendly elf, Turn to this issue’s “TSR Previews” and you have several possible quests (the and find out!

66 JULY 1995

MASTERING MAGIC CARDS George H. Baxter & Larry W. Smith, Ph.D. Wordware Publishing l-55622-457-5 $15.95 I admit it; I’ve been lured into the Magic: the Gathering phenomenon. But for a variety of reasons, I’ve been quicker to acquire a sizable number of cards than to pick up practical playing experience. The prospect of a detailed independent field guide, devoted both to dueling strategy and to navigating the complex community of Magic players, seemed too good to be true. And, in fact, it is. Mastering Magic Cards is well-meant, but it suffers from two serious flaws that limit its usefulness to ©1995 by John C. Bunnell novice gamers. The proportion of exam- ples to explanations is badly out of bal- Photography by Charles Kohl ance, and authors George Baxter and Larry Smith give far too little attention to matters of trading, finding opponents, and keeping up with the nearly constant evolu- tion of the game’s rules and protocols. In part, the latter decision is a deliberate design choice. The books subtitle is “An Introduction to the Art of Masterful Deck Construction”, and the primary emphasis is on the mechanics of building playing decks. But the books introduction, and its wide distribution, make it equally clear that Baxter’s and Smiths intended audi- ence includes brand-new players, and the authors drop these novices rapidly into deep water without first sketching in a map of the ocean. Guidance on trading and plugging into the Magic network isn’t entirely absent. But the trading lore is unhelpfully divided; a section near the beginning lists a series of specific trades but gives little guidance on negotiation, while a short chapter near the end discusses negotiating strategy while giving few illustrations. Contributor Corey Segall glibly classes card-traders as guppies, fish, and sharks, but only pro- vides detailed examples of a veteran shark on the prowl. Similarly, there is little help for the deck-owner looking for fellow gamers with whom to duel or trade. Likewise, while the authors make a few specific comments differentiating tourna- ment decks from those better suited to “friendly play”, there is almost no discus- sion of specific tournament requirements or formats and virtually no help for the reader who’s uncertain about where to find fellow gamers in his local area. In particular, the Duelists’ Convocation orga- nization is identified by name only in an appendix list-entry (but not in the “Organi- zations” appendix!), and none of the ap- pendices lists major conventions or tournament organizers. Even granting that no printed book can hope to be completely up-to-date in the realm of Magic rules and networks, the omissions are serious and puzzling. There are other problems and eccentrici- ties as well. A major table purports to list the complete contents of a hypothetical starter

68 JULY 1995 deck and five booster packs, but leaves out only Jody Lynn Nye entirely resists the supernatural beings will meet to ratify the one of the booster packs entirely and omits impulse to turn the old wizard into an “Grimm Accord”, establishing a faery cards from three others as well as the antagonist of some kind. Nye’s “Sword homeland in territory ceded by Texas and starter deck. The text switches unpredict- Practice” is, in fact, a gentle tale of a Oklahoma. But someone is out to sabotage ably from third person to first person, often young King Arthur that contrasts pleas- the convention, and it’s Cork’s job to keep with no clue as to which collaborator is antly with the books often dark, often things on track. addressing the reader The “complete list” of high-flown tone. Events, however, get out of hand consid- cards in the final appendix isn’t; the special- Other tales connect to Excalibur tangen- erably faster than Joe can herd them release “Nathalni Dragon” card illustrated by tially at best. Kristine Kathryn Rusch’s together again. A previously unsuspected Michael Whelan isn’t there, nor are any of “Controlling the Sword” is one, its blade race of shapeshifters proves responsible the cards offered to purchasers of the M:tG connected to Arthur’s only by implication, for one plot against the Accord—but one novels. (Deadlines might possibly account for but it’s a powerful coming-of-age tale turns his coat and joins Joe’s team. Joe’s the latter omission, but not for the former.) nonetheless. Randy Miller offers a wry Senate boss seeks magical help from the And the glossary includes several oddities: reprise of the Arthurian legend wherein human wizard Merlin (not the original “pulling a Steve” is surely an in-joke, and Arturo Reyes is a natural-born baseball Arthurian character, but a descendant)— what the authors refer to as “hand destruc- star whose success comes in part from a but Merlin proves to have his own agenda, tion” is more commonly called “card denial” very special bat. But where Miller’s and and Joe soon learns that both the Senator For all its defects, Mastering Magic Rusch’s stories visibly, if obliquely, fit the and the President are in Merlin’s pocket. Cards does give a competent overview of theme, other choices seem out of place. Meanwhile, the remaining shapeshifters the basics of deck design, though the Diana Gabaldon’s “Surgeon’s Steel” skill- are still on the loose . . . prose is decidedly choppy and many of the fully evokes its historical Scottish setting Davis is simply trying to keep too many examples rely on now-scarce cards from but stretches its sword-metaphor to awk- balls in the air at once, and it doesn’t help the Legends expansion set. But neither the ward limits. Owl Goingback’s contempo- that the crowded thriller-oriented plot is uneven presentation nor the mostly pre- rary chronicle of a crippled young Indian, offset by a light, often comic narrative dictable sample decks justify the volume’s his Vietnam-soldier brother, and an eagle- tone. Several key story elements don’t get $15.95 price tag. For that money, novice feather bustle is an enigma; though a enough attention to be convincing, among duelists will get better value from an on- compelling tale, its imagery and mythcraft them the supposed utter secrecy sur- line computer service’s Magic discussion isn’t remotely parallel to Arthur’s. The rounding the shapeshifter race. Davis area or a subscription to one of the card- story is well-told, but it doesn’t fit the portrays them as the previously unknown collectors’ magazines. Baxter and Smith book. source of vampire and werewolf legends, clearly mean well, but their execution isn’t One last tale deserves mention for its but AD&D® players and folklore enthusi- skilled enough to make this book a worth- sheer audacity—Esther Friesner’s “Goldie, asts will easily recognize them as variant while purchase. Lox, and the Three Excalibearers” Set dopplegangers. Also too convenient is the convincingly in a Jewish deli in New York initial assertion that mixed-breed Joe can’t EXCALIBUR City, it finds waitress Goldie Berman work faery magic, followed later by the Richard Gilliam, Martin H. forced to deal with Merlin, Morgan le Fay, revelation that yes, he can. Greenberg & Edward E. Kramer eds. and their insistence that she’s uniquely Last but not least, Davis raises and then Warner 0-446-67084-7 $14.99 qualified to assume guardianship of Excali- ducks two serious thematic issues. There You’d think that two dozen stories, each bur. Friesner’s handling of the assorted are clear parallels between the Grimm touching somehow on the single most confrontations is hilarious and good- Accord and real-world politics, both to famous sword in all of legend, would hearted, and like Nye’s story, acts as an federal policy toward Indians and to the make for a repetitive anthology. The appealing counterpoint to its moodier Communist witch hunts of the 1950s. But editors of Excalibur, however, have neatly companions. as the Accord disintegrates, so does any avoided this potential pitfall and provided There are also half a dozen poems in the serious examination of the real problems readers with a selection of tales that anthology, but of these, only T. Winter- for supernaturals trying to co-exist with ranges from mystical to romantic to wick- Damon’s lyric in an Old English mode is humanity. Second and even more trou- ed, with a couple of side trips into the truly distinctive. Though most of the verse bling is Davis’s casual resolution to the absurd for good measure. is indifferent, and several of the stories assorted crises: rogue shapeshifter Othello One of their tactics is not to interpret are at best tenuously connected to the simply assumes the President’s form and the books title too narrowly. Several tales, stated theme, Excalibur as a whole is a takes over. While the original President’s for instance, concern the sword the boy solid, well-produced volume. Those inter- death is technically accidental, Davis and Arthur pulls from a stone, thereby estab- ested in Arthurian lore, and those merely his characters utterly ignore the ethical lishing his right to England’s throne. Strict- interested in well-told stories, will both issues and consequences of their action, ly speaking, this is debatable scholarship, find it worthwhile. This is a strange way for the “good guys” because conventional Arthurian lore holds to come out on top, and the novel’s blend that Excalibur was a later gift from the THE FAERY CONVENTION of comedy and amorality is extremely Lady of the Lake. Judith Tarr’s “Silver, Brett Davis unsettling. Stone, and Steel” reconciles the matter in a Baen O-671-87656-2 $5.99 It’s also frustrating, because it’s hard to delicately intricate story twining several There are goblins with friends in the tell from The Faery Convention where strands of myth together, but Richard Lee Senate, wizards building weapons for the Brett Davis’s literary strengths may lie. Byers and Brad Strickland (among others) Pentagon, and leprechauns in the bars on There are clever ideas in this novel, some simply assume the two blades are one Capitol Hill. But though Brett Davis’s first genuinely amusing moments, and a fair without thought or explanation. novel has a positively intriguing premise, amount of suspense, but they’re all The Lady of the Lake also appears in the author’s imagination exceeds his ability thrown together in regrettably cluttered some form in several other stories. Among to keep a story under control. fashion. What Davis needs is a tighter these are readable entries from Susan Davis’s protagonist is Joe Cork, half- sense of focus, and we’ll have to wait for Shwartz and Eric Lustbader, but perhaps elven investigator for the Senate Super- another book to see if he finds it. the most compelling of this subset is Susan natural Affairs Committee. It’s Corks job, Dexter’s haunting “Where Bestowed,” together with Senatorial aide Ellen King, to SUCH PAIN wherein a knight seeking Excalibur finds make sure that the impending Faery Con- Don Bassingthwaite himself wielding an unexpected weapon. vention goes off smoothly. If all goes well, HarperPrism 0-06-105463-l $4.99 Merlin, too, is well-represented, though representatives of America’s population of Is there a role-playing game system on

DRAGON 69 the market these days that doesn’t have a barest bones, is familiar—a malevolent Shattered Chains (HarperPrism, $4.99) is a series of tie-in novels to go with it? (Don’t ghost possesses an ordinary young man serious mistake by any measure. Writer answer that; I’m not sure I want to know.) from the present and sets about raising ’s tone in this book, and in But White Wolfs move into the world of darker spirits still, much to the dismay of its immediate predecessor, is sharply dif- prose fiction looks to be more than an our hero’s significant other. It’s in the ferent from that of William Forstchen’s effort to cash in on the popularity of the execution that Kidd brings freshness to Arena—but the centerpiece of this tale is World of Darkness milieu, and Don the scenario. the arrival of a major character from Bassingthwaite’s new MAGE* novel aptly The first distinctive characteristic is the Arena in the camp of would-be wizard- illustrates the point. mechanism of the magic. Modern-day Alan fighters Gull and Greensleeves. Neither Kate Sanders is a Technomancer, part of Bellman is, aptly, a bell-ringer by avoca- writer’s work is well-served by the admix- an order of mages dedicated to rationalism tion, and it is on a visit to an obscure bell- ture. Fans of the Magic: the Gathering and order. Her assignment: to investigate a tower in the English countryside that he milieu should be patient; sources suggest new San Francisco-based dance club called runs across the first clue to the legacy of that much better material than this is Pan’s, which may be a front for a rival Roger Southwell. Southwell, it seems, was forthcoming. mage-group and a nexus of mystical connected with noted bell-ringer Fabian Dagger Magic (Ace, $19.95) takes power. And so it is, though not the way Stedman (the latter a genuine historical Katherine Kurtz’s and Deborah Turner she expects: its secret owner, super-rich figure), but there is also an alchemical Harris’s “Adept” series to hardcover, and Aaron Barry, is a devotee of the Cult of mystery to unravel. improves somewhat on the rushed third Ecstasy, gathering energy from the sheer Southwell and Stedman, however, are book. Oddly, though, they’re about a year emotional power of the club’s patrons. But not the predictable Elizabethans usually behind Hollywood, with a plot that recalls the traditional opponents must join forces encountered in these literary waters. the recent film version of The Shadow. to unravel the puzzle posed by Stefan, a Instead, they’re denizens of the 17th cen- With Mercedes Lackey’s “Diana Tregarde” memory-clouded stranger. tury, and Kidd’s evocations of the period series on indefinite hiatus, readers looking Bassingthwaite draws effectively on the resonate with the unique religious and for straightforward occult suspense rich background of the MAGE game set- political tensions of that post-Elizabethan should look here. ting, but his focus stays firmly on his three day. And the Stedman manuscript that Also worth seeking out is Above the protagonists. Part of the mystery concerns forms part of Kidd’s tale is plausibly pep- Lower Sky (AvoNova Morrow, $23.00), a personal demon from Aaron’s past, and pered with scraps of Latin, helpfully trans- Tom Deitz’s first venture into hardcover. the hunt leads to a mysterious death-mage lated in footnotes. Unconnected to his previous series, this called Saffleur who may have more of a Kidd wields an assured hand over the novel combines a light science-fictional connection to Stefan than he admits. novel’s sometimes complicated point-of- setting with Southwestern Indian lore and There’s good character work here, even view. We get a pleasant, low-key sense of a battle between marine-bound magical for bit players like TV siren Tiffany the relationship between Alan and photog- opponents that recalls Diane Duane’s Deep LaRouche, and Bassingthwaite’s portrait of rapher Kim Sotheran, and a softly fore- Wizardry Deitz is always entertaining, the wilder side of San Francisco is un- boding account of Alan’s growing and you won’t find a more skillful practi- abashed without wallowing in prurience. subservience to the machinations of tioner of cross-cultural fantasy. And the MAGE* worlds rules of magic get Southwell’s ghost. Kidd’s skill in this re- And speaking of cross-cultural work, a good workout without the narrative’s gard is all the more remarkable in a first you won’t find a stranger tale in that mold descending into lecture-mode. novel. than All-Consuming Fire ( One modest quibble warrants notice—it’s Finally, the quiet drama of the piece is Books, $5.95 US) from Andy Lane. Lane a little too much of a coincidence when a sustained even through an intense climax throws the good Doctor and his compan- seemingly minor character, Kate’s super- whose pyrotechnics are as much emo- ions together with Sherlock Holmes and vising Technomancer, proves late in the tional as they are ectoplasmic. It’s diffi- Dr. Watson, in a tale that rambles from game to have a connection of her own cult to present something fresh in a England to India and from there to worlds with Saffleur and Stefan. But that’s a mi- confrontation-with-Hell sequence, but infinitely farther away. Lane has done a nor criticism of a mostly well-stitched plot, Kidd pulls the feat off admirably. good deal of Sherlockian homework for and Bassingthwaite weaves a finale that is The result is that The Printer’s Devil is a this project, and though both Whovians meaningful yet not overdone. surprisingly affectionate, introspective tale and Holmes fans are liable to brand the That makes Such Pain a promising debut of supernatural suspense, wherein ghostly tale as implausible in the extreme, it’s done and a good introduction to the MAGE and diabolic forces twine with a love of art with style and narrative sophistication. universe. That’s good news for White and scholarship to produce one of the Wolf, whose foray into publishing includes most readable such yarns to appear in a number of direct ventures in addition to quite some time. these novels under HarperPrism’s imprint. Just one caveat: some booksellers have Recurring Roles placed the World of Darkness novels in the The “Deep Space Nine” side of the Star “young adult horror” section, where they Trek franchise is still batting a thousand emphatically don’t belong. These are ma- on the literary front; Valhalla (Pocket, ture books for mature readers, and should $5.50) is one of the infrequent Trek books be treated as such. that’s also good traditional science fiction. Nathan Archer handles the “sentient com- THE PRINTER’S DEVIL puter” scenario, well-used in the Trek Chico Kidd universe, with sophistication and intelli- Baen 0-671-87668-6 $5.99 gence. Meanwhile, Simon Hawke’s Blaze of If there’s a single word that describes The Glory (Pocket, $5.50) takes the “Next Gen- Printer’s Devil, it’s “distinctive.” That’s no eration” crew into a confrontation with a small achievement in genre fantasy, where it colorful space pirate who appears to be in often seems as if every plot has been used a league with the Romulans. It’s a smooth thousand times over and where English tale, but whoever named the world of history seemingly begins with King Arthur K’Trall has seen the sixth movie (guest- and ends with Shakespeare. starring Kim Cattrall) too many times . . . Indeed, Chico Kidd’s plot, reduced to its The news from Dominia is less pleasant.

70 JULY 1995

nside the , the sacrifices were going on night and day. They had started when the enemy first drew up outside the Necromancer’s castle Breaking and began to erect their siege engines. The captives in the dungeons had gone first, which Dervain hadn’t heeded much; the poor wights were doomed regardless. But then the guards had begun to drag the castle servants the Wall off to the tower. Dervain never looked up in that direction. No one did. He knew that there was power in blood, in its sacrifice. The cornerstones of the castle’s foundations had been consecrated in human blood. And now, under siege by so strong an enemy, the Deathlord’s situation was desperate. But it was a terrible thing to see a man he had known, spoken to, laughed with —to see him now in the bloodless ranks of the undead, marching with sightless eyes, ani- mated by the Necromancer’s will. So far, none of Dervain’s clansmen or crew had been By Lois Tilton taken to the tower. They were all hard at work fortifying the castle’s walls. Yet he was quite aware that no one was exempt from their lord’s need. But Dervain’s more immediate concern was with the main gate. It couldn’t hold much longer under the constant as- sault. His ears still rang from the massive impact of the last catapult shot: stone breaking on stone, shaking it to its foun- dations. The castle had been built to withstand attack. Every granite block was precisely keyed into the next, each one carved with a glyph of bonding. Dervain had carved some of them himself, had helped to set the stones, to lay the spells intended to make the fortress an impregnable bastion against the Deathlord’s enemies. But now those enemies had drawn up their siege en- gines in front of the gate, and with the castle’s towers broken they were advancing the catapults into even closer range, concentrating their aim on the massive granite keystone at the top of the gate arch. Dervain knew that only magecraft could direct their shots so true, with such force. When the keystone went, the entire gate would collapse, and then the enemy troops would pour in through the breach. From the catwalk behind the battlement, he shouted down to his crew of stonemasons to hurry with that brace, to get it into place before the enemy could set up their catapults again. It was all they could do—keep reinforcing the wall and hope it would stand through another impact, and then another. Surrender wasn’t an option for those who served the Necromancer. They would fight to the death, and beyond. “Get it up there! Higher!” he directed the workers as they struggled with the thick timber brace, making sure it was precisely placed to reinforce the keystone. “Hold it!” The timber rang with the blows of heavy iron sledges hammering it into place, setting wedges to hold it firm. Dervain’s clansmen all worked with desperate strength, their stocky, muscular arms and backs straining with the effort of their hammer blows; but the weariness showed on their sweating, haggard faces and the desperation in their eyes. They had all worked without respite since the siege Illustrations by Larry Smith began.

DRAGON 73 As soon as the brace was set, Dervain pulled out a wood captives—writhe and scream aloud under the touch of the chisel from his belt and quickly carved the form of a bond- Necromancer’s mind, but he had always served willingly, ing glyph into the timber, strengthening it with all the had submitted without protest to the branding, knowing magecraft he possessed. He was a stonemason, not a car- protest would be futile. He had come to the castle as part penter, but he could work in wood if he must, just as the of the conscript levy of his people, a raw apprentice stone- iron hammer in his belt would serve him as a weapon if cutter, but he had been rewarded for his service. He was the enemy finally broke through. He meant to try to break now a master both of masonry and magecraft, a valued some of their heads, at least, before they brought him servant, as loyal as it was possible to be to a master who down. placed no value on loyalty. There came a cry of warning, and even as Dervain He used his skills now, groped to discover the shape of grabbed for a support, he could feel the low whistle of the the stones, how stable they were, whether there were any stone missile cutting through the air just before its impact. openings he could crawl through to escape. Almost at It struck with a force that tore his grip away and flung once, his fingers encountered a groove carved into a him across the catwalk, a deafening crash that seemed to smooth face, and he traced the familiar shape to the sharp split his skull in half. It was a moment before he could broken edge of the slab, where the sudden heat made him open his eyes, before he could grasp that the impact had snatch his hand away. It was the bonding glyph, the thrown him against the footing of a crenel and he was still master-glyph of the keystone, and it had been broken in alive. Another moment before he was able to pull himself half, snapped by no ordinary force! Dervain suddenly shakily to his feet, ears ringing. But the keystone was still caught his breath at the thought of such concentrated in place, the wall battered but still standing. The brace power directed against him. This went beyond mere had held. This time. magecraft, it was wizardry on a level to match the Necro- Below, his crew of stonemasons was already at work mancer’s own! setting more shoring timbers. From the shattered ruins of Compared to it, Dervain’s own craft was minor, but the watchtowers, soldiers kept up the defense, arm-weary was it enough to free him? He could move within the archers firing one arrow after the other, armorers franti- confines of his tomb of stone, and wriggling painfully on cally striving to repair the cracked arm of a ballista. They his belly, feeling his way through the dark, he found an were conscripts, as Dervain and his clansmen were, as all opening. Too small for him to crawl through—Dervain’s were who served the Deathlord, yet they fought with the people were short of stature, but stocky and broad shoul- same desperation as free-willed men—for their lives. dered. Yet if he could wedge more stone underneath that On the back of Dervain’s right hand was the scar of a end of the slab, he might be able to lever it up just enough brand, whitened by age, for he had been in the Necro- that he could squeeze underneath. First, though, working mancer’s service for many years and rarely noticed the by touch in the dark, he took a scribe from his belt and mark anymore. It was a glyph of compulsion, yet he need- began to scratch a stabilizing glyph into the keystone, so it ed no compulsion now to reach for his chisel, to complete couldn’t shift and come down on him. the carving of the symbols that would fortify the strength With his broken ribs, the work was slow and agonizing. of the beam bracing the keystone. But the chisel was gone; And even as he made progress toward the light, his prog- it had flown out of his hand as the last catapult shot hit. ress was matched by a sinking sensation of despair in his Dervain swore. Had it fallen off the catwalk? No, there, heart. Only yards away from where he was trapped, men on the edge. He bent down for it, still dizzy from the were fighting now, killing each other. He could hear their blow, still so deafened that he couldn’t hear the warning screams, the sobs and prayers of the dying. This was what cry from the tower when another stone flew from the cata- he would emerge into if he managed to dig his way out. pult’s long arm, straight for the keystone of the castle’s There would be no quarter given in this battle, only main gate. death. And not even death would release the servants of the Necromancer. The brand on his hand throbbed, re- He lay buried beneath a cairn of stone. Great square minding him that he was not free to choose. blocks, and broken ones, and sharp-edged shards. It had Dervain managed at last, using all his magecraft and his been either luck or unconscious magecraft that had kept physical strength, to lever the slab of the cracked keystone him from being crushed by the falling blocks as the gate a few inches higher, enough for him to squeeze under it. collapsed. His hammer, by another miracle, was still Now, ahead of him: the light, the clash of battle. Only clutched in his right hand. The slab above him sat at an loose rubble blocked his way, and he used his hammer to angle, roofing the space where he lay trapped beneath tons dig his way through it. He was no more than an arm’s of fallen stone. Even the slightest shift might bring all the length from the light when his hammer caught on a larger crushing weight down on him. piece of stone, shifted it. The mass of broken stone it had But there was a dim light filtering through, and air, been supporting slipped, and instantly the makeshift tun- which gave him hope. He had to try to dig himself out, or nel collapsed, the rockslide fell down on him—tons of be buried here alive. He tried to breathe, coughed, and sharp, broken shards: flinched with the pain of broken ribs. But the pain meant He barely managed to bring up his arms in time to that he was still alive. And with that knowledge came a protect his face. When he finally tried to move them and sharp burning sensation in his right hand, the touch of his open his eyes, he found himself buried in the dark, and lord’s will: Rise up! Fight! the air was so thick with rock dust it choked him when he Dervain had seen other men—slaves, tortured tried to breathe. He gasped for breath; he was suffocating,

74 JULY 1995 dying! But his people had been bred for generations in the drop the sword from his numbed fingers. caves and tunnels of the mountains, and he did not quite It was over now. He was finished, no more strength to panic. Instead he used his shirt to filter the dust from the resist. He flung his arms wide, threw back his head, open- air, and the terror subsided a little. He had been so close ly inviting his enemy to strike it off, because above all he to the surface, he could still manage to dig himself out. wanted not to rise again, not to join the empty-eyed ranks Only a few more feet. of the undead. The knight raised his sword— So once more he began to dig, compelled now by his From the direction of the Necromancer’s tower there own desperation not to be buried here alive. After a while, came a flare of light, so blindingly bright that the eyes of breath came harder, and his head started to pound with all mortal men on the battlefield were dazzled; and a the exertion of his efforts. There was a taste of bloody scream, pitched far above the range of mortal hearing, yet metal in his mouth, and his tongue was thick and dry, every man threw up his hands to protect his ears. At the clogged with dust. same time, the brand on Dervain’s hand suddenly flared But he broke through at last, into the light, into the free in searing pain, as if the white-hot iron were once again air, and for a moment he could only gasp for breath, in- being applied to his flesh. And everywhere within the haling it deep into his lungs. Then, on his knees in the castle, the undead were falling to the ground, where they rock pile, eyes blinking in the light, he took in the situa- burst into smoldering flame. tion. The entire gate arch had collapsed, and now the The Necromancer was dead. His power was gone, and outer ward of the castle was a battlefield, crowded with a everything he had bound to him was now freed. confused mass of men, all intent on killing each other. Dervain simply stood where he was, stunned and ex- Many of them were already dead, but still fighting, slaves hausted, as everywhere the Necromancer’s forces let their to the Necromancer’s will. With a shock, Dervain recog- weapons fall to the ground. The knight who faced him nized one of his own clansmen, Balorn, among the ranks slowly lowered his sword, shaking his head as one who of the undead, the shape of his skull distorted from some could not believe what he had seen and heard. Both sides terrible mortal blow. For a moment, in pain and still diz- were looking around in wonder and relief to see the fight- zy, Dervain hesitated. How could he go down into that? ing stopped, no one with the strength left to strike another He was no soldier; he had no armor, no weapon but his blow. hammer. But even as the doubt entered his mind, the It was over. It was all over at last. throb of compulsion came, stronger than he had ever felt it before: Rise up! Fight! Kill them all! There had never been a shortage of dungeons in the Accepting his fate, Dervain got to his feet, climbed Deathlord’s castle, and the sacrifices had emptied them down from the broken heap of stones that had been the all. Dervain and his surviving clansmen found themselves castle’s wall, and charged into the fight, shouting the an- locked into one dark, low-roofed cell, undoubtedly chosen cient war cry of his people. One of the enemy spotted him by their captors as suitable confinement for their kind. coming, whirled to meet him with his sword. His oppo- None of them were in any condition to care about the nent’s face was blood-spattered, teeth bared in battle fren- conditions, at first. They managed in the darkness to bind zy, but Dervain saw suddenly that he was beardless, only up each other’s wounds as well as they could, but other- a boy. How could he kill a boy? But the boy had no such wise they had no strength to do anything but collapse onto hesitation, instantly taking a sword cut at Dervain’s belly the filthy straw of the cell. that made him jump backward to escape being gutted. It was a day before someone finally spoke the question Then it was kill or be killed, and Dervain did his best, but aloud: “What now? What are they going to do to us?” his weapon was no warhammer, his ribs were broken, and It was Badorn asking, younger brother of Balorn, his hands already cut and blistered from shifting the shat- whom Dervain had seen among the ranks of the undead. tered stones. It was all he could do to evade his enemy’s For a long moment there was an uneasy silence in the cell sword. as no one answered, not wanting to reveal their innermost Suddenly the boy staggered, blood burst from his fears. Most of the possibilities facing them were grim: mouth, and he fell slowly with a spear thrust through his execution, torture, slavery. They were all well aware that back. Dervain looked up to thank his rescuer but found their victorious enemy had no good reason for mercy to- himself staring into a gray face with flat, lifeless eyes. ward the Deathlord’s servants. These were men from the Controlling his revulsion, he bent to pick up the dead lands that had resisted his rule, who had banded together boy’s sword, a more effective weapon than his hammer against him, putting aside other, more ancient enmities had proved to be. and feuds to fight against this common foe. More of the enemy were converging now on this part of Finally Dervain realized they were all waiting for him to the field. The lich who had saved Dervain’s life fell to the answer, looking to him for guidance. They were mostly furious swords of a knight—the undead were awkward his clansmen, and several of them had been stonemasons fighters, too clumsy to defend themselves. This one lay in his crew. And he alone among them was a mage. harmless now, decapitated, returned to the death from “I think,” he said carefully, “that if they meant to kill which the Necromancer’s will had summoned him. But us, they would have done it by now.” the enemy knight turned next on Dervain, who again “They’ll send us to the mines,” Dellin muttered bleakly. could only try to defend himself against an opponent in “Work us to death.” armor. He managed to deflect one stroke, but the next From a pile of dirty straw in one corner, Thainin, the blow sent a shock running through his arm that made him worst-wounded among them, painfully lifted his head.

DRAGON 75 “Easiest to just let us die down in this hole. Less trouble binds you.” than an execution.” His glance swept across the captives once again. “We “But we had no choice!” Badorn burst out, holding up mean no harm to those who were compelled to serve this his hand with its recently branded scar. “And we were evil against their will. But there is a mage among you. only stonemasons, not soldiers!” Deliver him up to us, and the rest of you can go free to Dervain said nothing. Their people had been subju- return to your homes.” gated by the Necromancer’s armies generations ago, had They were wrong, Dervain thought, if they thought he learned the futility of resistance. They had lived peacefully was more free, or the rest of them less. But it was a small under his rule, and even prospered. There was a cost, of enough price they were asking. “I am the mage,” he said. course: the annual levy of young people into the But to his surprise, the injured Thainin sat up. “No, I Deathlord’s service, from which few of them ever re- am the mage.” turned. But no one had to force Dervain to go. He had “They both lie,” Dellin insisted. “I’m the one you welcomed the opportunity, given his hand willingly to the want.” brand in exchange for the craft he would learn. And was One by one, all the rest of them stepped forward as well, there a difference, really, between the soldier who bore a even young Badorn, although the enemy wizard barely sword in the Necromancer’s service and the stonemason glanced at him when he made his claim. “So be it,” he said who built his dungeons? scornfully. “Then you may all rot in here together.” Who built his dungeons! “No!” Dervain raised his hand. “The rest of them are Dervain got abruptly to his knees, wincing from the pain only stonemasons. I am Dervain, master of magecraft.” And in his ribs. Kneeling at the wall, he traced the shape of the concentrating with all his will, his hand traced a sign, which stones with his hands, wishing there were more light in the glowed faintly for an instant in the air before fading. cell. As a senior stonemason, he knew the plan of most of “So,” said the wizard, satisfied. “Take him out of the castle, excepting only the Necromancer’s tower. here.” Whispering, he asked, “Who has any tools? Anything The guards shoved Dervain out of the cell and into an that could serve?” adjoining one where the wizard could stand upright. In a moment, most of the others were crowded around “Leave us,” he told the guards, then frowned at Dervain. him, handing him belt buckles, nails, spoons, even a “They are loyal, your people. Or perhaps they were com- knife. Their captors had taken their weapons but not pelled to defend you.” searched them thoroughly. “You think we can dig our way “We are clansmen,” Dervain said, which was all the out of here?” Dellin asked. explanation necessary for one of his race. “If anyone can,” Dervain answered. “We must be “I could have mercy on them,” the wizard went on. somewhere below the southwest corner of the outer ward.” “But for such as you, who had the power to resist the His hands finally located the stone he sought. “This one, Necromancer’s evil—there can be no forgiveness. None.” yes.” Using a nail as a scribe, he incised the glyph of un- “You make it sound . . . simple.” Dervain looked down bonding onto the face of the stone, and then the one ad- at his right hand. “We all bear the same brand.” joining. He exhaled in relief as the between them The wizard scowled. “You claim you had no choice?” cracked audibly. Dervain slowly shook his head. That, he could not Inspired by the chance for escape, they set to work in claim. shifts, chipping the mortar loose to free the selected “No power to resist?” stones. Like Dervain, they could all work by touch in the “I never dared to oppose him. I never tried.” dark. Their race was at home in the dark places under the The wizard’s lips twisted in contempt. “And because earth, in caves and mines. you never dared to use your power, thousands died. Then Thainin, at watch by the door, let out a warning Thousands were sacrificed while you—and those like hiss. Footsteps in the corridor outside the cell. Someone you—did nothing. You never tried.” coming. “I . . . I have no great power! I’m only a stonemason. I Even as they desperately tried to conceal the evidence of used my craft in building walls, that was all.” their work, the door was flung open and blinding torch- “So you built walls.” The wizard looked around the cell light filled the room. Guards in armor kicked them aside, where they stood, with the filthy straw on the floor, the and one held up a torch to illuminate the loosened stones iron manacles bolted into the walls and floor, the scent of with the unbonding glyph carved into them. “Mage- pain and hopelessness that seemed to breathe out from the craft!” one of them exclaimed angrily. stones. “Walls like these. “Yes, I knew I could feel it here,” said a voice that was “So be it.” With his staff, he struck the wall, and there softer, but grim. No one else dared speak. was a sudden flare of heat so great that Dervain was Dervain blinked in the torchlight. There were four of forced to turn away to shield himself from it. When he the guards, but his attention was drawn immediately to faced the wall again, the stone blocks had melted and the black-clad man with the staff who stood beyond the reformed into a sheet of solid rock. doorway of the cell, looking hard at each of the prisoners, “Behind this wall are your clansmen,” the wizard told one by one. Dervain dropped his eyes away before he him. “We will see now if your power is strong enough to could be trapped by the wizard’s stare. release them. If you can open this wall, they will go free, “The Necromancer is dead,” the wizard said finally, to return to their homes.” breaking the silence. “His power is broken. It no longer “And if I can’t?”

76 JULY 1995

The wizard looked back from the doorway of the cell. pattern, but he recognized its elements: the signs for “For their sakes, you had better hope that you can.” bonding and breaking, for opening and closure, for fire Then the door slammed shut, leaving Dervain in dark- and retribution—all combined into a single, complex ness, except for a faint red light that seemed to glow out of glyph. To create such a design was far beyond his skills. the wall. As he watched, it slowly faded. He dropped to He had never dared to use more than a single symbol at a his knees, overwhelmed by weariness and despair. He had time, for to combine them wrongly could have terrible, built dungeons, he had been locked into dungeons. Now unforeseen consequences. And yet to activate this glyph, he was sealed into a tomb. he knew he had but to trace its pattern the same as any When he opened his eyes again, the dark was absolute. other. He got painfully to his feet, stepped up to the wall. The He opened his eyes, and the glyph was visible, written heat was fading quickly. in glowing red heat upon the wall’s surface. As he brought The enemy wizard hadn’t left him a choice. He had his hand closer to it, the color brightened, the heat intensi- labored before because his lord demanded it, for his own fied, like metal in the heart of the forge. It burned! He freedom, for his life. Now, for the sake of his clansmen, he snatched his hand back, but as he did, the color began to had to do this thing, this new labor. Not for his own fade, to disappear, even as he strove with all his will to sake—the wizard had made it clear there was no forgive- preserve it there. Only when he raised his hand again did ness for one of his kind—but for theirs. the glyph cease to fade. As he had done in the other cell, as he had when be- Then Dervain’s heart sank, for he realized just what neath the broken stones of the castle gate, he placed his kind of trap the wizard had set for him, the nature of his hands on the wall, feeling with both his sense of touch and punishment. Yet he had a choice. There was always a his magecraft for the keystone, for the glyph that would choice. He saw that clearly now. He could turn away, let unlock the solid rock. the symbol on the wall cool and fade away, and lie down It was a cruel kind of test. If he succeeded, if he freed to die in this place, knowing he condemned his kinsmen to his people, then he would have proved he had the power die with him. to resist the Necromancer’s compulsion, if he had only Or he could trace the shape of the glyph . . . tried. But if his craft was too weak, if he proved that any A sob rose in his throat for what he must do. So much attempt at resistance would have been in vain, then it was he had endured already—pain, defeat, and imprisonment. his clansmen who would pay for his failure. But Dervain’s people did not abandon each other, no mat- Perhaps the enemy would have mercy if he failed. Per- ter what it might cost. Too many had died already in the haps. . . he ought to fail. He was only a stonemason; he Necromancer’s service. His clansmen in the next cell were had no choice in what he had done. all that had survived. But he couldn’t take the chance. For the sake of the rest of them, for the men who had stood up for him in that cell, he had to try. But this wall was featureless and even. He couldn’t see, and there were no blocks of stone or mortar joints to guide his touch, no carved glyphs or marks scratched into the smooth glossy surface. Nothing to help him, nothing to give him the key, not even after he had gone over every inch of the walls, every corner. He tried again, this time abandoning his touch and concentrating solely on his magecraft, trying desperately to see through the darkness—some sign, some pattern. But there was only the blank wall, sealed against him by a power too great for him to master. He was failing—not by purpose or intent, but failing nonetheless. He would never escape this cell; his bones would lie here forever, en- tombed in the rock. And his clansmen, who had looked to him for leadership—would they be released once he was finally dead? Surrendering hope, he cried out aloud, “You see! There was nothing I could have done! Nothing!” There was no answer but his own empty words, echoing at him from the unforgiving walls. And because in the end he couldn’t give up, not as long as he still lived, Dervain tried again. This time he closed his eyes, even in the darkness, let his magecraft be his only sense, sight and touch altogether. And this time he felt it: the red shape of the heat, the form, the key. He concentrated on it with all his will, and the image clarified in his mind. It was an intricate, interlocking

78 JULY 1995 He raised his hand, began to trace the shape of the first The sunshine was dazzling after the darkness of the sign. The pain brought tears to his eyes, but he blinked prison cell. The air was fresh and clean. them away so they did not blur the image he was tracing. The small group of freed captives passed through the The symbols for bonding and breaking. The scar on the castle’s broken gate slowly, for some of their clansmen back of his hand burned as if it were being branded into were still unsteady on their feet, even after the healers had his flesh again. come to them. To the north, the mountains hovered like a The sign for opening. The scar began to blister, and low purple cloud on the horizon: the homeland of their Dervain had to clench his teeth against the pain to keep people. from snatching back his hand. Yet the wall remained solid. Dervain paused, blinking in the unaccustomed light. So The sign for closure. And now the heat from the wall long ago he had left the mountains, when he was just a was so intense it was singeing his beard, his face. He lad. He wondered if there was anyone alive who might could smell burning flesh, and he dared not look at his still know him there. hand. He turned slowly to look back at the castle. Already, the Finally the glyph of retribution, and by now the image tower was cast down. Men were digging in its founda- on the wall was glowing incandescent, so bright it hurt his tions, and the stump of Dervain’s right hand throbbed eyes. No! Dervain protested to himself. No, I can’t. again as he watched. He did not want to think what they But he did, and whether it was his own will, or the might find there. compulsion of another’s, or the spirits of the tortured souls Other crews were at work dismantling the walls, sepa- that haunted the cell, he would never know. It was like rating block from block, casting them down as they had plunging his hand into molten stone. A scream burst out already done the tower. There had been power bonded of his throat, as terrible as any cry that had ever come into those walls, into each block of stone—power and evil. from the Necromancer’s tower. It would not be utterly destroyed until every last stone was Then the barrier before him melted and collapsed into a broken, down to the very foundations. heap of formless rock. With his last shreds of conscious- Dellin was calling to him. “Dervain! Is something ness, he could hear voices calling out his name. wrong? Do you need help?” It would be a long, long labor to dismantle the Necro- mancer’s fortress, to eradicate the last vestiges of his power. But Dervain knew that he came from a long-lived race. “No,” he called back to his clansman. “You go on with- out me. I have work here yet to do.”

by Skip Williams

If you have any questions on the games No. A giant rolling extra damage dice for charms with regard to creatures with produced by TSR, Inc., “Sage Advice” will an oversized weapon always uses the special immunities. answer them. In the United States and weapon’s man-sized damage rating as the Canada, write to: Sage Advice, DRAGON® base. Your answer to the question about Magazine, 201 Sheridan Springs Rd., Lake elven archers in issue #215 was Geneva WI 53147, U.S.A. In Europe, write The Complete Book of Humanoids helpful, but I have a few more ques- to: Sage Advice, DRAGON Magazine, TSR allows some pretty large creatures tions. The rules say that the elven Ltd., 120 Church End, Cherry Hinton, to become thieves (voadkyns, mino- archer can choose only long sword, Cambridge CB1 3LB, United Kingdom. We taurs, and hornhead saurials). Can short sword, and dagger as melee are no longer able to make personal re- these creatures backstab man-sized weapons at the start. Does the - 1 plies; please send no SASEs with your opponents? What weapons can they attack penalty apply to these weap- questions (SASEs are being returned with use when backstabbing? Are there ons? Does the - 1 attack penalty writer’s guidelines for the magazine). any penalties when they move si- apply to these weapons if they are This month, “Sage Advice” explores lently or hide in shadows? not chosen until later in the archer’s various optional rules for the AD&D® game. Humanoid thieves certainly can backstab career (such as at 3rd level when the man-sized opponents, but some restrictions PC gains another weapon proficien- The Player‘s Handbook says that apply. Being smaller than an opponent can cy)? The rules also say that elven priests must have Wisdom scores of interfere with backstabbing because the archers don’t get attack bonuses at least 9. If this is so, why does thief can’t always reach a vital area; this is when using melee weapons. Does Table 5 show spell failure chances seldom a problem if the thief is bigger than this include bonuses from magical for scores lower than that? the opponent. Like any other thief, a human- weapons? Artifact weapons? Weap- For several reasons. The most important oid thief must weild a melee weapon from ons of quality? Do archers get dam- one is that the priest’s Wisdom require- the thief weapon list (club, dagger, knife, age bonuses from high Strength ment applies only to new characters. That broad sword, long sword, short sword, or scores or magic? Can an archer spe- is, a character must have a Wisdom score staff) when backstabbing. cialize in a melee weapon to get the of at least 9 to become a priest when ini- Table 14 from the Complete Book of extra attacks and maybe the damage tially created, but the character doesn’t Humanoids gives racial adjustments for all bonus? stop being a priest if some misfortune thief skills. Most of the larger races have Reading the kit description strictly, I’m later lowers his Wisdom to 8 or less. no modifiers to the move silently ability, inclined to suggest that an elven archer and several actually get bonuses to the suffers a - 1 attack penalty with any Do spell level limits for Intelli- hide in shadows ability—thief abilities are melee weapon he chooses as part of his gence and Wisdom apply to spells the products of skill and training, not size. initial weapon selection, which is limited cast from scrolls? For example, can However, large creatures’s size might be a to the three weapons listed above. Attack a priest with a Wisdom score of 15 handicap in some situations. For example, bonuses from a high Strength score are cast a 7th-level priest spell from a a minotaur might have a hard time moving not negated, but the - 1 penalty applies. scroll? Could a wizard with a 15 silently through a forest where its head Damage bonuses of any kind are never Intelligence cast a 9th-level wizard brushes against overhanging branches. affected. So an archer with a Strength spell from a scroll? The DM must handle these situations on a score of 18/51 wielding a long sword has a A scroll is essentially a precast spell case-by-case basis. + 2 attack bonus and a + 3 damage bonus. waiting for someone to come along and (The PC gains + 1 for an elf attacking with it. A character who can read a a sword, a + 2 attack bonus for Strength, The psionic science Disintegrate spell scroll can use the spells on it without and the - 1 attack penalty for an archer affects creatures if they fail their regard to any other restrictions. Both using a melee weapon; the PC also gains saving throws vs. death magic. Does player characters (PCs) in the example the standard + 3 damage bonus due to his this mean creatures that are im- could use the spells on the scrolls. Of Strength). mune to death magic are also im- course, the priest cannot read the wizard When using any melee weapon other mune to this power? scroll and vice versa. than a long sword, short sword, or dagger, No. In this case, the term “death magic” an archer loses all attack bonuses from simply indicates which column on the Strength and race, but the general - 1 Should the damage a giant’s weap- saving throw chart to use. It doesn’t mean penalty does not, apply. An archer gets the on inflicts be adjusted for the oppo- that there is any magic that causes death full benefit of any attack bonuses from nent’s size? For example, a hill involved. giant’s club inflicts 2d6 + 7 hp dam- other sources, such as magic. age and a fire giant’s two-handed Archers cannot specialize in melee sword inflicts 2dl0 + 10 hp damage. Does immunity to magical charms weapons. If the opponent was larger than also make a creature immune to man-sized would the damage be- psionic charm effects? If a lich polymorphs into a living come 2d3 + 7 for the hill giant and Yes. Most forms of telepathic control, creature, can he still be turned? 6d6 + 10 for the fire giant? such as Domination, function as magical Yes. A polymorph self spell doesn’t

DRAGON 81 change the user’s basic nature. The poly- Characters certainly can specialize in morphed lich also retains his paralyzing hand-hurled missiles. Such PCs gain the touch and fear aura. rates of fire shown on table 35 of the PHB. These specialists gain no attack bonuses; The Complete Paladin’s Handbook the only thing they get is the improved says that a paladin can’t be dual- rate of fire. classed with any of the warrior A PC hurling missiles is already assumed classes. Doesn’t the Player’s Hand- to be using both hands somehow; the book say that humans can assume other hand might be extended for balance, any number of classes as long as or might hold extra missiles, or what have they meet the requirements? you. The character can use a shield while The Player’s Handbook did say some- hurling a missile (or perhaps hold onto a thing of the sort once, but not anymore. rope or other support), but that’s all. Page 62 of the current printing limits dual- classed PCs to four classes, one from each Can a character use a decanter of character group. Because the paladin class endless water in geyser mode for is part of the warrior group, a dual-classed underwater propulsion? What would paladin cannot choose another class from his movement rate be? Would an that group. ability check be required to maneuver? Standard paladins are not obligated to Sure, a decanter of endless water pro- wear armor, and could become dual- duces enough pressure in geyser mode to classed paladin/wizards. Paladin kits from knock the user over, so it should be able to the Complete Paladin’s Handbook that do push somebody along under the right require armor (the wyrmslayer for exam- conditions. I’d suggest a speed of about 6 ple) cannot become dual-classed paladin/ for any frictionless or zero gravity setting. wizards. You might want to reduce the speed slight- ly for huge and gargantuan creatures, say Suppose a human character be- 3. And you might want to give tiny crea- comes dual-classed and becomes tures a little extra speed, say 9. proficient with a weapon that he I wouldn’t recommend an ability check also was proficient with in the old for maneuvering—just treat the creature class. Is the character now consid- as a flier with a poor maneuverability ered a specialist because he has class, say D. You might want to require an learned the proficiency twice? initial Wisdom check to see if the creature No. To specialize in a weapon, a charac- actually starts moving or just falls down or ter must be a member of a class that al- drops the decanter. (An unattended de- lows specialization (which is available only canter of endless water in geyser mode to fighters in the core AD&D® game rules) might skitter along at a speed of 15 to 18, and spend the necessary proficiencies depending on the surface it’s moving from that class’s allotment of weapon across.) proficiencies. Just how extensive and powerful Characters can get bonus profi- is the magnetism power of the tur- ciencies from a high Intelligence quoise version of chromatic orb score. Do characters who become spell (from the Complete Wizard’s dual-classed get those bonus profi- Handbook? How close does a metal ciencies again because they are object have to be to a piece of mag- starting their careers over? netized metal to be drawn to it? If an No. orb were cast at a wall of iron, would the entire wall become mag- Characters can improve their non- netized? weapon proficiencies by spending According to the spell description, the extra slots on them. Could a charac- magnetism has a range of three feet. Only ter get an attack bonus by spending ferrous metals (metals containing iron) can an extra slot on the blind-fighting become magnetized or become stuck to proficiency? magnetized metal. If a turquoise orb is No. Spending an extra slot on a profi- cast at a wall of iron, only a roughly man- ciency improves the character’s score with sized area of the wall becomes magnetized that proficiency. Blind-fighting has no (a section about four feet in diameter and score, so it cannot be improved by spend- up to a foot thick). ing extra slots. Although the spell description implies that magnetized objects that become stuck Can a character specialize in together cannot be separated until the hurled missiles such as daggers, spell expires or is dispelled, I suggest you hand axes, or javelins? If so, would allow a PC to pry them apart with a suc- the character get the melee weapon cessful open doors roll. PCs in magnetized bonus ( + 1 attack, +2 damage) or the armor cannot attack without making a bow bonus ( +2 attack at point blank successful open doors roll each round and range)? If an ambidextrous thrown suffer the standard + 6 initiative penalty dagger specialist uses both hands to for fighting in an alien environment (see hurl daggers, what are his rate of PHB, Table 55). fire and combat modifiers?

82 JULY 1995

“Why do most men feel threatened by women players?”

I would like to thank the creators of the saying “My character isn’t that way” a lot which are a little unclear are always called AD&D® game for creating a place where I (it seems a female adventurer back then into question. And I’ve tried everything, can be perfectly normal. All through high was good for only one thing) and being in including techniques employed by success- school I felt out of place; I daydreamed all a lot of campaigns where the DM devised ful male GMs I know, but nothing has the time about elves and dragons, never ways to get my female character romanti- worked so far. I am the only female GM knowing that there were other dreamers cally involved with his favorite PC or NPC. I’ve ever seen, although I’ve heard of oth- like me out in the world. When I met my A woman just couldn’t stand on her own! ers, so I’m paving the way with our group husband (almost 5 years ago) he intro- Boy, have times changed! Now I play in in a lot of ways, but it sure isn’t easy! At duced me to the world of role-playing. It AD&D 2nd Edition, *, VAM- this point, I’ve taken to listening to others’ was one of the best things ever to happen PIRE*, and some BATTLETECH* games, as opinions when a question comes up, but to me. Finally, there was a way for me to well as DMing my own AD&D campaign making—and sticking to—my own deci- relieve my overactive imagination. I dis- on my own world. Female players still sions in the end. It doesn’t solve all the covered a world where my ideas meant seem in short supply comparatively speak- problems, but most of my players seem to the difference between life and death—I ing, and a lot of fellas still act as if the only be finally realizing that I have final say could unlock and create worlds never seen reason we’re there is to be hit on, but and that arguing, whining, and complain- before! there’s a definite difference in attitude and ing are pretty pointless. It’s still a struggle, Our playing group started with my actual role-playing. And I’m running into but I think I’m finally making headway. I’d husband (boyfriend at the time), my best new problems as a female GM. love to hear from other female GMs about friend, and myself. For the first three First, female adventurers (PCs) are their problems and how they solved them, months we met in secret because I was treated as commonplace. This has its good especially if they have been running for a afraid my mother would not let me play. points and bad points. Finally, a woman few years and finally have a fairly smooth But eventually I told her and convinced can contribute to a game without needing time of it. A little encouragement wouldn’t her to sit in on a game. She loved it. Now I a man to lean on. The freedom is wonder- hurt either! Drop a line. spend my free time working on a new ful! No longer are my PCs expected or Denyse J. Zane world with rifts and pockets of all the required to be involved with a fella just on 10016 Alder Ave. other games I can find, creating a world principle. In my case, I think my man- Bloomington, CA 92316-1904 for everyone. Thank you for making me hater, Misha, helped a lot to get that kind feel special and giving me the chance to of respect. She turned the tables around— In my campaigns I try to add some conse- see that weird isn’t always a bad thing. men were the weaker sex, good for only quences to magic and other fantasy ele- For the rest of my letter, I’d just like to one thing! However, I’ve noticed that, ments. Many of the articles in DRAGON® emphasize one point: why do most men while most men stare and initially treat an Magazine show a similar viewpoint, so I feel threatened by women players and attractive woman differently, an attractive would like to see how you deal with the DMs? I recently met a group of all male PC adventurer (Cha or Con of 14 + ) is haste spell. As I see it, this spell has some players that felt AD&D was a “man’s” ignored. Very few seem to be able to role- astounding consequences, yet I have never game. So I invited them over to a small play that initial “Wow!” reaction. Also, heard anyone else mention them. I speak session and put them in the best place for while women are more involved in role- not of the spell itself, but of its side-effect male chauvinists, the Underdark. It was playing, they have yet to be commonplace. of aging a creature one year. hot, it was messy, and it was quick. They It’s nice to be accepted into the group but, Does anyone else ever play this to full completely underestimated the seductively again, that initial “What the . . ?” reaction effect? In my games, people have died evil drow. First off, because they were is missing. Still, I’ll take this casual accept- from having this spell cast on them. The elves and, mostly, because all the impor- ance over the “You need a man” attitude Player’s Handbook states that the spell tant ones were female. They apologized, any day. speeds up the metabolic process, and that left, and are still quaking with fear (at As a GM, however, there’s still a struggle can have dire consequences! The best least, what’s left of their characters are). for acceptance. In over half the groups I’ve example I can find is a character featured So girls, I just want to say don’t be bullied. run, it’s been much harder to get the in one of my campaigns. She was born Female PCs are as deadly as males. respect and cooperation most men enjoy. when someone cast the haste spell on her Heather Darling And the sad thing is that I have more mother in the middle of combat. The New Berlin, NY trouble with women players than with woman was only a few days pregnant, yet men (though I do get trouble from men, she died horribly as she gave birth under In response to the editorial “Women on the too). I get more arguments over my rul- the influence of the spell. The infant was Verge” (issue #216): I am a woman who ings, more complaints, and more competi- saved by a friend, who raised her, but has been role-playing for about 12 years tion between players than nearly every haste was one of the factors that stunted now. I started off with AD&D game’s first male GM I’ve gamed with and its annoying her growth later in life. edition, in a time when a female role- as hell! Some people say I’m picky, and that I player was rare . . . and the target of If I try to compromise, I’m a pushover shouldn’t take the spell so literally, but I every pick-up line there ever was. Some and everyone ignores me. If I lay down the think this can add some flavor to the guys even used their characters to try to line, I’m a bitch and insensitive or even game. In my campaigns, social restrictions get me to go out with them! I remember stupid. My judgements about the areas are put on spells, and haste is one of the

DRAGON 85 few that requires a doctor’s permission to spell cast on them will be hungry soon powers they gain. First of all, rangers cast legally. Metabolism is a tricky thing to after. We can say that magic stretches that aren’t so much more powerful than other play with, and this spell can do a lot more chemical energy a bit, but a year is still a fighters that they should advance more than just speed a person up. I want to see long time. That big, buff barbarian may slowly. Rangers can attack with both what other readers thought of it. To give have lost a few pounds more than he hands, but they usually have a lower you some ideas, here’s how I see it: expected, perhaps even losing muscle THAC0 and damage than a fighter with 1. Cells grow. The spell accelerates the mass (and consequently suffering a tempo- the same experience points, because rang- cells’ metabolism, so nails and hair also rary Strength loss). ers can’t specialize in weapons and they grow. Nails crumble as they get longer; 4. People grow. Not only is this spell a would be at a lower level than the fighter. that part shouldn’t impair combat ability. method of losing weight, but it can change Fighters eventually gain two attacks per Hair is another matter. Hair grows a lot in other features. Hair may go gray, wrinkles round, with specializing. Rangers can a year, and it can get in a character’s eyes may show, completely changing someone’s move silently and hide in shadows, but fast. appearance. Younger creatures in the area they are more vulnerable to attacks since 2. Cells die. Any injuries, diseases, etc. that of effect may grow to maturity, even as they don’t wear good armor. Rangers also the target (victim?) has will be part of the they remain childlike in spirit and mind. I have strict rules regarding their ability effect. This means that colds and other would not allow this spell to cause exces- scores, so fighters have more hit points viruses will disappear, wounds will close, sive physical growth because of the food because they don’t have to put points into infections will spread, and tumors will grow. requirements just mentioned; perhaps Wisdom and can use them for Constitution However, even with wound closure, I don’t only 50% of what would be normal for the instead. And the ranger’s priest spells—a think this is any replacement for healing entire year. Stunted growth and childish- ranger at that level doesn’t need first-level magic, especially since fast healing isn’t ness? Sounds like you DMs have your priest spells! The soldiers that fighters get always the best. My ruling is that any recent, work cut out for you. are much more useful. Also, rangers have untended wounds double in damage because Anyway, I’m not trying to ruin anyone’s some alignment restrictions while fighters of infection, blood loss, and metabolic stress. fun, and I hope you get some good role- have none. Open wounds will close but remain bruised playing opportunities out of this. Give me As to rangers’ advancement—they start and sore, and any scars are permanent some input, and by all means, somebody out all right, but around 7th level they (unlike priestly healing). write an article! become very slow. For example—for 9th 3. Cells require food. Aging a year in Leyshon Campbell level a ranger needs 300,000 XP while eight minutes (the minimum duration) No address given mages, a much more powerful class, only means those cells can metabolize only need 135,000—less than half! For 11th what a character just ate, plus any extra I would like to comment on the powers level, rangers need 900,000 XPs, while energy the body has stored in fat cells. and advancement rate of the ranger class. mages only need 375,000! And even if they This means that anyone who has a haste Rangers advance much too slowly for the advanced at the same rate, mages would be more powerful. Mages should advance even more slowly than rangers. That brings up another issue—mages advance too quickly after 7th level. Paladins also advance slowly, but they gain new powers with levels, while the ranger doesn’t get any new powers after 2nd level. The paladin also has magical powers that make him different than and stronger than fighters, while rangers aren’t that different. How can you com- pare the ranger’s silent movement or animal empathy with the magical healing or undead turning powers that paladins have? Paladin’s powers are much more useful, and they improve with level. A +2 to all saving throws and - 1 to evil oppo- nents’ attacks is equal to the rangers two- handed fighting ability. Other than fighting with two hands, the ranger doesn’t have any really useful powers. Who needs hide in shadows or silent movement once you have a thief or psionic help in the party? Psionicists make excellent spies, able to gather useful information with ESP. You always need more healing, and so the paladin’s laying on of hands is very useful. What do you really need animal empathy for? I don’t remember ever having my party fighting against an animal who was a real threat. Rangers should not advance as slowly as paladins do. If any of you also experienced this prob- lem of slow advancement with your rang- ers I would like to hear about it in “Forum”. Daniel Arenson 37 Hamilton Place Tenafly, NJ 07670

86 JULY 1995

I would like to make a few quick com- source formats are the same as those used The Warrior’s Road: armor (1), catapult ments on two letters in “Forum” from in the article in issue #216. They are: (1, FA), magic missile (1), sand jambiya (1, issue #217. First off, Stephen Carter’s The Road of the Hand: burning AA), scatterspray (1, FA), shield (1), bla- otherwise fine letter was marred when he hands (1), chill touch (1), fist of stone* (1), dethirst (2, FA), fire arrows (2, AA), flying said, “You can call the mission a corporate shocking grasp (1), choke (2, CW), ghoul jambiya (2, AA), ice knife (2, CW), Melf’s acid extraction . . . but how are the PCs’ . . . touch (2, DW), fiery fists (2, SOL), fist of arrow (2), Melfs minute meteors (2), goals . . . and actions . . . different from the adder (2, SH), flying fist (2, FA), strength (2), bone club (3, CW), flame arrow the goals of rescuing the princess held Maximillian’s earthen grasp* (2), skeletal (3), icelance (3, FA), invisible mail (3, CW), captive [by] the evil wizard?” Well, I’ve hands (2, BN), spectral hand (2), hand of night’s jambiya (3, SH), sand sword (3, AA), dealt with both “Cyber Hero” for the Hero darkness (3, DU), Maximillian’s stony spirit armor* (3), acid bolt (4, DU), enchant- System and CYBERPUNK 2020, and in both grasp* (3), mummy touch (3, FA), pain ed weapon (4), missile mastery (4, FA), of them, corporate extractions are out- touch (3, CW), paralyze (3, FA), vampiric stoneskin (4), thunderlance (4, FA), thunder and-out kidnapping, done to acquire hu- touch (3), Caligarde’s claw (4, FA), Bigby’s staff* (4), wind blade (4, AA), invulnerability man resources to increase the profit of the interposing hand (5), desert fist (5, AA), to normal weapons (5, CW), magic staff* (5), company that ordered the extraction. mummy rot (5, CW), Bigby’s forceful hand blade of doom (6, FA), dragon scales (6, CW), Quite a different feel from rescuing a (6), claws of the umber hulk* (6), ghoul invulnerability to magical weapons (6, CW), victim, I’m sure you’ll agree. gauntlet (6, BN), lich touch (6, FA), Bigby’s ’s transformation (6), ’s Jamie Nossal’s letter is very timely, and grasping hand (7), finger of death (7), sword (7), sun stone (7, AA), black blade of very true. I have felt this way for a while, Malec-Keth’s flame fist* (7), Bigby’s disaster (9, DU) and am glad someone spoke up. Frankly, I clenched fist (8), Bigby’s crushing hand (9), I hope the above are useful to gamers who would enjoy it immensely if DRAGON energy drain (9) want to include path magic in their cam- Magazine put a moratorium on letters of The Siren’s Path: charm person (1), paigns, particularly if they want new paths complaint about the “unbalanced” powers float (1, AA), friends (1), hypnotism (1), to follow, but don’t have the time to design and abilities of various classes. If someone lasting breath* (1), sea sight (1, AA), con- their own. Variety is, after all, what this thinks he has a good idea for “balancing” verse with sea creatures (3, AA), strength- game is all about. the classes, write it up as an article; other- en water creature (4, AA), suggestion (3), Gregory Detwiler wise, could you please cut the rest of us water breathing (3), charm monster (4), Williamsburg, PA some slack, and give it a rest? shatterfull (4, AA), airy water (5), com- Christopher David mand water spirits (6, AA), domination (5), Snoqualmie, WA lower water (6), mass suggestion (6), part water (6), ship of fools (6, AA), charm As a service to DRAGON Magazine’s plants (7), mass charm (8), life water (9, * indicates a product produced by a company other than TSR, Inc. readers, permit me to offer three of my AA), maelstrom (9, AA) own newly-created magical paths. The

88 JULY 1995

by Ed Greenwood

Artwork by Dan Burr

I was bustling about the study, tidying destructive mystery guest, but then peered at one of the more spectacu- away books, magazines, and a Clueless merely gave me a cold and knowing eye lar unicorn-riding ladies on one of the Warrior card that had somehow found its and said, “I haven’t time to tell ye about posters and hmm-hmmed in a rather more way under the table—my sorcerous visi- her now, but let it suffice that ‘things’ in approving tone. I said nothing. tors get peevish when they’re reminded this case refers to islands, mountains, I’ve learned enough about Elminster in that some of us view magic and monsters castles, city districts, lakes . . . that sort of our times together to know when it’s best as elements of something so frivolous as a thing.” to keep firmly silent. game—when Elminster melted briskly out I gulped. “How far away will ye—er, Soon enough he turned to me and said of the nearest wall and grasped me by the you—be meeting?” briskly, “Right—harken and know ye this: arm. “That firepit in your woods that ye took I’ve cast a translocation shift in thy study Manfully fighting down an impulse to me to once, by the stream. Ye still own it, that should redirect all incoming mages to leap up into the air and shriek, I blinked at do ye not? Haven’t built a house over it, or the firepit. Now I’ll cast a farscry on ye . . . him and managed to stammer out, “You put a road through it, or done anything so mind ye hold still . . . and then I’ll need haven’t given me time to hide yet!” ‘progressive’ like that to the spot, have ye?” ye to tell me where ye’ve hid—ah, stored— He merely snorted. “The armor’s getting “Uh, no,” I riposted brilliantly, “but . . .” the things we’ll need.” a rest this time, lad—and ye needn’t waste “Good! Now shut thy wagging mouth A few breaths later, I was treated to the time cleaning up, either.” and hie thyself up those stairs like a good eerie sensation of looking at myself lying “They’re not coming?” Disappointment dolt, ere we waste the hour and they in bed, shamming sleep. My viewpoint warred with a momentary hope that my arrive to find us all unprepared. I want seemed to be about five feet from the foot larder might survive the night more or you in bed and pretending to be asleep in of the bed, at about headboard height. less intact . . . but disappointment won. about three breaths from now, so—move!” “Is this farscrying?” I asked. “It might be “They’ll be here, lad—but Dalamar’s I moved. handy for cutting your own hair, or seeing bringing a guest with him, look ye: a guest “There’s a good lad!” the Old Mage’s behind you to do something up, but—” ye don’t want to have anywhere near this voice floated up the stairs to me. I’d “Ye’re seeing and hearing through my place of thine. When she’s around, things scarcely dived under the covers when belt buckle,” Elminster informed me, and tend to get, ah, destroyed.” there was a little puff of air and Elminster his voice boomed and buzzed oddly in my “Chairs? Tables? Houses?” stood in the bedroom. He stared around at ears, as if coming from higher up in my I raised my eyebrows at him, hoping to the towers of books, framed fantasy own body. Then things abruptly changed, prod him into a colorful tale about this posters, and clutter, sniffed pointedly—and and I was looking at the carpet. “Now

DRAGON 91 ye’re looking through my decoy ring,” the “Threem,” I announced grandly. “Wha—” only been smooth white flesh a moment Old Mage informed me. “Good! Hold that paper in thy hand, before. “Decoy ring?” don’t put it down, and don’t forget the The woman laughed gloatingly, but the “The plain brass one I wear that has no word. Say it not again until I bid thee to— Lord Mage of stepped back and magical powers, but helps ignorant folk but be right sharp to let it leave thy lips raised his glass to her. “Nay, lady,” he said reassure themselves that I’m walking then! Understand?” in calm, level tones, “I wasn’t born yester- around loaded down with an arsenal of “Yes, but—” day . . . a few days before that, perhaps, meteor swarms and the like,” El told me “No time for ‘whas’ and ‘buts’ now, lad— but not yesterday. No poison can harm dryly. “Now if ye practice looking high and roll over and feign sleep, or death may me.” clear, and then medium and mundane, and well be thy swift reward!” As she stared at him in hatred and lastly low and dark—sounds odd, I know, And in the next instant, I was looking at mounting fury—those emerald eyes but try it—the spell cycles between the the crackling flames of a fire in the fast- burned as brightly as the fire, hiding ring, the belt, and thine own eyes. Practice gathering dusk out in my woods, and nothing—Elminster stepped forward and this now.” watching floating winebottles emptying introduced her smoothly. “Shaaan the I did, and although it felt rather disori- themselves deftly into several brandy Serpent-Queen,” he announced, pronounc- enting at first and made my stomach turn snifters the size of human heads, that my ing it ‘Shay-an.’ over at least once, I soon got used to it. wife had bought to put plants in. Dalamar stiffened. “The introduction “This has possibilities,” I announced. I was wondering just where those plants should be mine, old man,” the dark elf said Elminster gave me a look. “I know just were right now when Mordenkainen sharply. Elminster waved a hand, bidding the gutters ye leave what ye’re so pleased suddenly appeared out of thin air, calmly him continue. to call thy mind in, remember? This snared a passing glass, and raised one “This lady mage came before the should allow ye to eavesdrop on this eyebrow. “Tell me your good reason for Conclave the night before last,” Dalamar even’s gathering in relative safety. But this venue when the time is right,” he told told them, “asking our aid in stopping a don’t expect me to leave ye as a freeload- Elminster. gigantic, runaway Eater-of-Magic that is ing voyeur upon my person for long!” “She’s my good reason,” the Old Mage’s roaming the planes. I promised her the He pointed at me with an imperious voice boomed around me, and he pointed assistance of all wizards of the Conclave— finger and added, “Now cease wasting my off to the left. As Mordenkainen’s head and brought her here tonight to ask both time forthwith, and tell me: where do ye turned, I changed to ring-sight, and was of you to lend your expertise and spell- keep thy firewood? Matches? Kindling? treated to the sight of a nearby vine rising might to the endeavour of stopping this Sausages?—And none of those rude- up into cobra-shape with an angry hiss—a threat to all mages.” looking things ye call ‘weiners,’ thank ye swaying, rearing serpent-form that The dark elf looked from one silent man very much. They seem to represent the swelled and grew taller until suddenly a to the other, and back again. “You seem first feeble reachings of thy culture to- woman stood there. unimpressed,” he added in a cold, thin ward achieving for no-longer- A proud lady stood among the trees— voice. needed body parts! Mustard squeeze and her hard beauty seemed to crackle “Aye,” Elminster said dryly. “Shaaan tried bottles? Oh, aye—I’d like to take one of with menacing power. Cold, deadly green this same tactic on me some centuries ago those with me, if I may. I’ll be attending a eyes stared out of a face that seemed . . . twice.” As his gently mocking eyes met nobles’ party in in a few nights, sculpted of white china, and her soft white the glare of the sorceress steadily, his pipe and it looks like just the thing to tease the skin seemed lit by a cascade of unruly rose from his lips and drifted away into ladies with.” hair—of gold tinged with flame-orange. the night. My mind reeled at the thought of the She wore a skin-tight garment that “What?” Dalamar asked, voice rising. Old Mage squirting highborn bodices and seemed to be made of serpents’ scales, and “How dare you insult a lady so! Do you faces with mustard like a young kid with a left much of her ivory thighs and flanks stand there, old man, and tell me that—” water pistol, but I managed to stammer bare. A green half-cloak swirled around “He lies,” Shaaan said quickly. “We are out answers readily enough. Elminster her as she strode forward through the old rivals; Elminster of will stood at the heart of a whirlwind of items dead leaves in thigh-high serpent-scaled use every opportunity to thwart and dis- sailing in from all corners of the house—a boots, and all the time she stared at credit me!” steaming coffeepot I hadn’t been able to Elminster with an unmistakable challenge “Then he shall pay for it!” Dalamar find in years and my biggest, carefully- in her chill gaze. snapped, raising both hands in a flourish. hidden bag of marshmallows among them. As she stepped around the fire, the air A full wineglass suddenly slapped into As he teleported them away to the stream- at her elbow shimmered, darkened and one of the dark elf’s hands, a dill pickle side clearing in the woods, I saw my col- became Dalamar. The dark elf hissed into the other. Dalamar stared from one to lection of medieval swords floating up the urgently, “You were supposed to wait for the other, startled, and Mordenkainen stairs in a deadly stream. me to introduce you, great lady. said, “Eat, lad, and drink—and perhaps “You’re not going to be fencing out Elminster—” you’ll live longer.” there, are you?” I asked anxiously. “Dead “Knows me already,” the woman said in “I am curious, Shaaan,” Elminster asked bodies may lie behind every adventurer in tones of soft menace, never taking her quietly, “why you bothered to come here, the Realms, but they’re a bit harder to eyes away from the Old Mage’s calm gaze. knowing I’d be present.” explain away around here!” When she was a pace away, she came to The sorceress in the green cloak drew Elminster gave me a withering look. “Ye a smooth stop and extended her hand for herself up and spat triumphantly, “Because expect me to sizzle thy steaks, mush- Elminster to kiss, but he merely smiled the trip has brought me close enough to rooms, peppers, and marshmallows on and shook his head, so she turned with the mightiest mages of three worlds to sticks of wood? Wood burns, ye know!” floating, languid grace and offered it to do— this!” “Ah—” Mordenkainen instead. Her body fell away into nothingness, to He waved an imperious hand. “Enough! He bent over her fingers politely, and I reveal a pillar of white-hot flame that The time is nigh! Read this!” He thrust a saw triumph flash in her eyes. I switched exploded into three beams of ravening paper under my nose that bore a single back to looking out of Elminster’s belt force, stabbing out at the heads of the word on it: Threem. I looked at him. buckle to get a better view. Wizards Three! “What’s this?” When Mordenkainen rose unhurriedly As I gulped, the heavy thunder of that “Have ye read it?” and released her fingers, I saw blood on racing energy abruptly ceased, and the I nodded, and he snapped, “Well, what his lips and hooked white fangs protrud- woods around shimmered as if they were does it say?” ing from her knuckles, where there had full of captured stars. Everyone stood as if 92 JULY 1995 frozen, and the white beams hung motion- steel codpiece?” Elminster asked innocent- “Until someone meddles with it, she’s less in midair. ly. He embraced her again, thrusting their stuck in her own little prison in the Astral Fascinated, I watched Dalamar look bodies together and bringing the back of plane, drifting endlessly about. I hope she carefully around at the frozen figures his hand—with the ring on it—against her knows some good songs and limericks.” around him, take several quick paces to cheek. Mordenkainen looked at the dark elf. “Is one side, drop the glass and the pickle, “Say the word now, dolt,” he announced her charm spell gone, or are you still going wipe his hands hastily on his robes, and calmly . . . and it was a long moment while to try to smite us with spells?” take something small from a pouch at his Shaan struggled under his grip before I Dalamar gave him a baleful look. “Don’t belt. realized he meant me. remind me,” he said. “I seem to spend a The shimmering went, and then came “Yes, ye,” he said, as if he could read my goodly amount of our times together in a again, and this time it was Mordenkainen thoughts. “Her spell-shield prevents me state of profound humiliation.” who moved, drawing a wand from a casting anything.” “That’s because ye seem to like the taste sheath inside his boot. Keeping it aimed at I gulped, cleared my throat, and an- of thine own shoe leather so much; the pillar of flame that had been the nounced boldly, “Threem!” Elminster told him gently. “Here, try an- Serpent-Queen, he stepped swiftly away And Elminster’s arms were suddenly other pickle.” from the bolt aimed at him, to a position empty. He stumbled forward, catching his Dalamar took it, but instead of eating it directly behind her. balance just before he stumbled into the used it to make a rude gesture at the Old The shimmering spun away—and then fire. I briefly saw several good steaks Mage, who clucked in mock disapproval, rose again, and I saw the motes of matter sizzling away above the flames, skewered rolled his eyes in feigned shock, and said that made up the body of the sorceress on an array of patiently-floating swords. dryly, “Ye’re obviously on better terms reassemble themselves until she stood as The world shimmered again, and Elmin- with pickles than I am, lad. How d’ye like beautiful—and as deadly—as before, glar- ster asked calmly, “Another glass of wine, your steak?” ing around the clearing at the moved gentlemen?” “Just the hot side of raw,” Dalamar said mages and her own frozen bolts of power. Mordenkainen chuckled, looking around rather ruefully, regarding the darkening She drew a long, thin of a blade at where the wizards were standing. “We’ve meat. from one of her boots and spun around to all been busy, I see.” The timestop and “I’ll start another,” Elminster told him, face Mordenkainen, raising it to stab down forcebolts had faded away together, leaving handing him an ice beer. Dalamar sniffed at one of his eyes—until Elminster’s the campfire crackling away by itself. at it and then peered into the depths of thrown stone smashed it out of her fin- “Where—what happened to that the tall brown bottle suspiciously. gers. The deadly pionard struck the wa- woman?” Dalamar asked hesitantly, shak- “Do you have any of what this world ters of the stream with a flash and ing his head as if he’d just awakened from calls ‘hot dogs’?” Mordenkainen asked twinkle, and was gone. a dream. wistfully. “I had one once, while plane- Shaaan spun around with a snarl of rage “I confined her to the Floating Helm of hopping some years back, and . . .” and pain, clutching at her bloodied fin- Tharados,” Elminster told them calmly. Elminster favored him with a withering gers. “You! Always you stand in my path, Old Mage!” She seemed to catch her breath and her temper at the same time, and her eyes glittered. “Just how is it that you can break a time stop?” She drew a second, identical blade from her other boot and came around the fire, at him, moving with deadly grace. “Per- haps,” she breathed, eyes glittering, “it’s one of the secrets your dead mind will relinquish to me . . . so very soon!” I distinctly heard Elminster’s yawn as she leapt at him, knife flashing. “D’ ye know just how many times folk have—” he began, but the rest of his sentence was lost in the frantic pant she made as she thrust, and the Old Mage’s grunt of effort as he caught her wrist and grappled with her. “Ha!” Shaaan cried in triumph, and drew back the nails of her other hand, wet with Elminster’s blood. Elminster merely chuckled. “Scratch my cheek at will, little vixen,” he said. “I’ve employed Dauntra’s cloak too.” And he reached out a long arm to encircle her shoulders as he leaned forward against her. I could see nothing as their bodies jos- tled together, but switched again to ring- sight in time to see the sorceress try to bite Elminster, He turned his head aside and he began to murmur something that sounded like a spell—so she brought her knee up sharply. An instant later, I heard her moan of pain. “Oh, did I forget to mention my new DRAGON 93 look, and I chuckled. been and replied, “Nay. She told them to For your campaign Mordenkainen stared down at me, and a begone; she was too busy for a fight. They chill finger traced its way up my spine— declined to do so, so Shaaan trusted to her The next morning—by peering at but they could all hear me! “A ring of ventrilo- spell-shield, as she did with me here, and pointedly not asking about the smudges of quism,” Elminster explained, holding me told them she could blast all of them to rouge and kohl on the Old Mage’s face, I out. “A bauble an apprentice gave me to dust. They scoffed—and she bent down, managed to get Elminster to tell me try out. I’ve been twisting a few tricks into touched the island, and disintegrated it all, enough to lay AD&D® game details of it, to surprise her with.” leaving them swimming in the open sea. some of the magic hurled around before you. “Speaking of surprising sorceresses,” the She stood on the waves, watched them The spell Elminster used to “redirect” Lord Mage of Greyhawk replied, “tell me a struggle to shed armor before it dragged the arriving guests, translocation shift, is little about this Shaaan. ‘The Serpent them down, wished them all fair fortune much used by archmages in Faerûn to Queen’ you called her?” in the remainder of the day—and then ward unwanted visitors away from wiz- “She started a snake-cult in the Tashalar, teleported away.” ards towers, royal apartments, and trea- years back—with herself as its head,” “Gods above and below,” Dalamar whis- sury vaults into dungeon cells, oubliettes, Elminster replied. “All a sham, of course, pered, shaking his head. “I’d be im- moats, and similar unwelcoming locales. I running on a brace of spells that affected pressed.” was able to see Shaaan’s visit by means of snakes.” He shuddered, and following his “She wouldn’t be another of your way- an old, rare spell known as farscry. gaze, I saw that he was watching a sword ward lov—er, apprentices, now would The Serpent-Queen tried to poison sheathed in a line of weiners slide to a she?” Mordenkainen asked, watching Mordenkainen by means of a handfangs stop over the flames of the campfire, and weiners sizzle. spell—and he resisted its effects by means begin to rotate slowly. “Not this one, nay,” Elminster said firmly, of a Dauntra’s cloak applied beforehand (a “Shaaan’s a ruthless troublemaker,” he “and if it’s wayard apprentices we’re precaution Elminster had also taken). She added. “She uses her magic to indulge her speaking of, Lord Mage, haven’t you re- then tried to slay all three of the mages— cruel sense of humor more than for any cently acquired no less than three rebel- her intended goal all along, Elminster thing else.” lious young beauties yourself?” suspects—by means of a brainblaze spell. “Then why not destroy her?” Dalamar “Your spies are capable,” Mordenkainen Two of the Wizards Three used time asked, eyeing the weiners with a puzzled chuckled. “Shall we invite the ladies here stop spells to try to avoid the bolts hurled look, as if he were trying to decide what to share these hot dogs you’re so unfond at them and to ready their own magical sort of spell could cut cylinders of flesh of?” responses. out of an animal—and if it could be put to Elminster looked at Dalamar, and By means of a spell Elminster isn’t privy other uses. Dalamar looked back at Elminster. to the details of, which she cast on herself “Not so easily done, lad,” Elminster said Then they shrugged together, turned along with permanency, Shaaan is able to quietly. “She’s among the most wary of their heads in unison to Mordenkainen, detect the use of a particular spell of each mages. Her specialty is magics that can and nodded. “Do that.” level—and so divined their use of time chain together many spells to a single The Lord Mage of Greyhawk nodded, stops, and followed theirs with one of her contingency trigger, and I haven’t the time bowed, and said, “A simple ring teleport.” own, intending to undo what they’d done. to trace down just what slaying her—or Dalamar’s eyes narrowed. “How can you She found Elminster unaffected by any stripping her of her wits—would do, all know they’ll all be in the ring?” of the time stops—active and aware during across Faerûn.” Mordenkainen beamed. “Before I came all of them (though he didn’t find it neces- “All across your world?” Dalamar here, I left the door to my main spell- sary to reveal that to either Mordenkainen echoed. “Just how powerful is she?” library unlocked. A long-standing enchant- or Dalamar; after all, a mage must keep “Mightier in sheer spell-might than I am,” ment prevents any book bearing a some secrets), thanks to his temporal Elminster said mildly. As the other two dweomer from leaving the room. The freedom spell. wizards stared at him, he smiled faintly room is round and—surprise!— Protected by her personal spell-shield (a and asked, “Mordenkainen? D’ye remem- corresponds exactly to the dimensions of total-body aura whose details Elminster has ber the Company of Crazed Venturers? I the ring I’ve created.” never known), Shaaan then tried to slay the believe ye met young Savengriff of that The Wizards Three were still laughing Old Mage by physical means . . . but he got fellowship once.” when three startled-looking ladies in night- me into contact with her (via the ring) while Mordenkainen nodded. “Adventurers robes appeared beside the fire—and the my body proper was beyond the range of more powerful than most, to be sure. Leg- world shimmered again. her spell-shield, and thus free to activate the ends in Waterdeep yet, if I’m not mistaken.” Elminster stood calmly shaking a sack ring’s magic: transport to the Floating Helm “The same,” Elminster said. “Picture out of a belt pouch and then unbuckling of Tharados. them a dozen strong, and in peak fighting his belt and dropping it into the sack. An This magic item and the six spells al- form. They observe Shaaan working a instant later, he was tugging off the ring ready named are detailed hereafter. spell that consumes the bodies of living and looking straight at me. “Before the folk standing around her, so they pursue giggling starts,” he said dryly, “I shall bid Magic Item her. She teleports away—and their three ye goodnight, sir scribe. Don’t try creeping mages are skilled enough to trace her and down through the woods to watch, either Floating Helm of Tharados jump the entire band to the same spot: an . . . unless an immediate career as a frog This apparently unique item is named for island about a mile long, in the sea not far appeals strongly to ye.” the Netherese archsorcerer who devised off Mintarn.” “But Elminster,” I said, as he drew me off it, and appears as a gigantic “great helm” Dalamar’s brows rose. “Battle royale?” and held me out over the open, dark maw of the sort worn by the wealthiest plate- Elminster’s pipe came up out of the of the bag, “I have a duty to a lot of read- armored knights in the more advanced stream with the Serpent-Queen’s pionard ers, who want to know all about the three kingdoms of several worlds. “Gigantic” in balanced in its bowl and flew, dripping, of you—” this case means a little over 5’ tall; the over to him. “Ah, but to find that out—and to stay helm is theoretically wearable by individ- Elminster murmured a word, and the around for the rest of the evening—you’re uals of several giant races and will protect needle-thin knife rose up into the air and too young,” the Old Mage told me, as the them against magic. Its interior is a magic- began to spin, dwindling swiftly as it ring fell end over end into the waiting dead zone, and this protection is reputed turned end over end. In a few breaths it darkness, “by several centuries.” to extend to the entirety of any body was gone. And humming “Me and My Shadow,” he whose head is within the helm. Human The Old Mage frowned at where it had firmly closed the bag. adventurers are advised that there is no

94 JULY 1995

recorded belief that the helm can be made and words of activation spoken through it, to change size. Spells but despite the best efforts of a score of Tharados believed in comfort, and the mages down the years, no way to cast helm magically provides water (choice of Handfangs (Alteration, Necromancy) ranged spells through a farscry link has sugared or regular) and fishpaste (choice Level: 4 Components: S, M yet been found—and at least three emi- of spiced or plain) from two interior noz- Range: 0 CT: 4 nent sages of the magical arts believe it is zles located where the corners of a giant- Duration: 1 rnd/lvl Save: None an impossible goal. sized wearer’s mouth would be. Air and Area of Effect: Caster’s hands The focal point radiates a dweomer, and wastes can freely pass into and out of the the spell recipient’s speech is emitted from open bottom of the helm, but Tharados (or Using a flake or chip of bone from any it, but other sounds around the recipient someone else) sealed that open space to source, and a subtle, almost unnoticeable are not transmitted. The focal point does the passage of living matter with an invisi- gesture, the caster of this spell conjures not change its appearance or exhibit a ble magical field of unknown composition bony fangs or hooked teeth that protrude visible “eye” or other spell manifestation. but great strength. from the back and/or knuckles of one or The material component is a glass, For some centuries, the helm has been both of his hands, or a single other extremi- crystal, or amber ring (which must be drifting about the Astral Plane with pur- ty, though the fangs appear only on bare translucent, not ‘frosted’) of any shape or poseful speed on an apparently random flesh, not beneath footwear or clothing. size, that bears the engraved or painted course. It was originally equipped with a The fangs are sharp enough to saw symbol of a human eye. word of summons (“Threem”) that would through bindings, tear cloth, or slash oppo- bring it swiftly to the hand of its sum- nents(for 1d2 hp damage), but they have a Dauntra’s cloak (Necromancy) moner if it were stored elsewhere with more potent attack: the first time handfangs Level: 6 Components: V, S, M battle imminent, or allow it to be hurled at touch living flesh, they inject a virulent Range: 0 CT: 6 foes and then retrieved, as long as that poison that slows a victim for 1d4 rounds Duration: 1 rnd/lvl Save: None summoner wore a certain plain, powerless (no saving throw) and instantly inflicts 1 hp Area of Effect: One creature brass ring. Since its relegation to the As- damage/level of the caster. The poison’s tral Plane (by unknown hands), this word effects can be removed by a neutralize This spell protects the recipient against has served to transport beings to the helm, poison spell, but slow poison is ineffective; all known venoms and poisons (including rather than the helm coming to them. If there’s nothing to “slow.” This nerve- poisonous gases, but not choking smoke or such a being wears the ring, he can choose numbing attack functions only once per other physical airborne dangers) in the to “fall” through the shielding magic at any casting, not once for each fanged hand. caster or another being touched during time, ending up in the Astral Plane free of casting. Despite its name, the spell is not a the helm’s prohibition on magic—but if he Farscry (Alteration, Divination) visible aura, shield, or cloak, but an inter- lacks the ring, he is a prisoner until he Level: 5 Components: V, S, M nal body state that automatically negates dies (whereupon his body falls through Range: Special CT: 5 any poison coming into contact with it— the shield) or is rescued by someone able Dur.: 12 rnds + 2/lvl Save: None allowing a being who knows they’ll face to override the helm’s magic and bring Area of Effect: One creature poison to prepare for it beforehand. them out. Rumors persist of a word of The spell duration is based on the quiescence that quells the helm’s shielding This spell allows the recipient to hear, caster’s level, not the level or hit dice of a magic and other powers for a considerable see, speak, and even touch distant beings recipient being. The spell is thought to be period, allowing a creature trapped inside and objects on the same plane. The spell effective on all mammalian creatures, and to escape. recipient’s normal vision and hearing are it requires a human hair, a drop of human Some mages once used the helm as a employed by the spell, allowing the affect- blood, and at least two drops of a known private retreat from foes, to recuperate ed being to transfer the focal point of his (liquid) poison in its casting. and to study, or as a way-station in the senses from his own body to other objects Astral Plane on planar travels, but this by thought alone (only one focal point may Translocation shift usage has fallen off almost entirely since be used at a time). He can transfer to (Alteration, Evocation) Elminster (and the other Chosen) discov- another, if desired—within a given round. Level: 7 Components: V, S, M ered that the helm still existed, during the The spell requires one to three focal Range: 0 CT: 1 turn Harpstars War. From that time on, it has points from which the affected being can Duration: 10 days/lvl Save: Special seen use as a prison—though several farscry; these must be solid inorganic Area of Effect: 1’/lvl diameter sphere mages have found (unspecified) ways of objects with a smaller surface area than escaping it alive. Others have died or been the spell recipient’s head. The objects must This spell creates an invisible field of slain by predators of the Astral Plane or be touched during casting, but they are protection that guards against beings newly arrived prisoners (the helm can not consumed or altered by the spell. arriving via dimension door, gate, plane hold more than one person, though in a By means of the farscry spell, the recipi- shift, teleport, teleport without error, or very cramped manner), and their dead ent sees and hears things as if he were phase shifting (into or out of the Ethereal bodies subsequently aided by previously- standing where the focal points are, but plane) within its confines. All beings at- cast contingency spells that functioned he cannot “turn” or move a focal point to tempting to enter the area by such means once the remains were outside the helm. change their view. The spell is not im- (and other translocation spells, magical The helm still roams the Astral Plane; paired if the focal point is moved by an- items, and psionic powers) are redirected many visitors there have been startled to other being or by other causes. The to a different destination on the same see it looming up through the void with recipient can speak normally through a plane, chosen by the caster of the translo- menacing speed—and although it’s not focal point and touch what the focal point cation shift. The chosen site must be safe, normally possible to be scooped up into touches—in fact, anything that heats or but it may imprison the traveler or it may the helm by an accidental encounter, the otherwise harms a focal point harms the be surrounded by waiting dangers. helm does strike solid objects it encount- spell recipient (though he can end the spell A translocation shift field is unaffected ers with considerable force (items must by force of will at any time. The transfer by dispel magic and all other priest and save vs. crushing blow, and beings take of the recipient’s sense of touch through wizard spells of less than seventh level 4d12 hp damage, or half that if they are the spell also allows him to activate magic sent against it. The shift has no effect on alert, free to move, and make a successful items by touching them with the focal the caster, persons speaking a verbal pass- Dexterity Check). point and speaking through it. Touch spells word chosen during casting, or beings GP value: 6,000 XP value: 60,000 can also be cast through the focal point, bearing a pass-token (any inorganic item)

96 JULY 1995 chosen and touched during casting. A during casting. This includes immunity to The body appears to “fall away” to reveal a “shift field” need not be linked to a pass- magical aging, such as that caused by a pillar of bright white light of the same word or token, but never excludes its caster. haste spell or by a reversing potion of height and in the same location as the The spell’s saving throw begins with an longevity, aging due to monster powers, body occupied. This pillar can “float,” Intelligence check for incoming magic- or such as those of a ghost. hanging in midair, if no surface exists for psionic-using beings redirected by the shift It also provides protection against all it to stand on, and it cannot be harmed by field. If the check fails, the spell has its spells that affect the passage of time near non-magical means. (A caster could use normal effect. If the check succeeds, the the protected being, such as Phezult’s this spell to avoid the effects of a hail of being realizes that something is awry. It sleep of ages, temporal stasis, and time arrows or other physical attack that could may try to alter its destination, resulting in stop. Spells that affect only the recipient’s not be avoided.) safe arrival (i.e. not teleporting into an internal metabolism (such as haste and The caster must make a successful Con- area occupied by a solid object) in a ran- slow) aren’t impaired by a temporal free- stitution check to reform his body; failure dom destination on the same plane—not dom spell. means the essence of the mage is doomed the one the field was set up to direct them A being within the confines of a time to wander, aware but silent, until some to, nor any alternative spot they choose in stop who is protected by temporal free- means of gaining a body or receptacle is mid-travel! A successful saving throw vs. dom, for example, remains free to hear, found (this typically requires the aid of spell results in a final destination close to see, and act—but could pretend to be another magic-using being). the one the arriving being was trying to frozen until the caster of the timestop The pillar of life energy evoked by the reach; failure indicates arrival in a spot drew near, turned away, or left himself spell cannot cast spells but can hurl bolts near where the shift field tried to send them. open to attack. Temporal freedom is unaf- of itself at any living target, using the The material components are a handful fected if the protected being uses caster’s normal THAC0. Such attacks do of diamond dust (crushed diamonds worth additional magic. not diminish the pillar’s vitality and fade 75,000 gp or more) and a bit of rubber or The material component is a pinch of away at spell expiration if they miss. tree gum. bone dust. Struck targets suffer 1d10 hp damage per level of the caster. Undead suffer double Temporal Freedom (Alteration) Brainblaze (Alteration, Evocation) damage from such attacks, but half of the Level: 8 Components: V, S, M Level: 9 Components: S damage they suffer is also permanently Range: 0 CT: 1 round Range: 0 CT:1 lost by the caster. Duration: 1 day/lvl Save: None Duration: 1 round Save: Special If a brainblaze bolt contacts a mind that Area of Effect: One being Area of Effect: Special contains memorized spells, it can steal a random spell from the mind; the caster This spell confers immunity to aging This spell allows the caster to transform instantly gains the stolen spell and may upon the caster or another being touched his body into a pillar of pure life energy. cast it after the brainblaze spell’s expira- tion if he has the necessary material com- ponents. The stolen spell is always from one of the three most powerful spell levels memorized by the target, or the most powerful level if fewer than three spell levels are represented. Alternatively, the caster of a brainblaze can send forth two bolts that burn a target for 1d8 hp damage per experience level, three bolts at 1d6 per level, or four bolts at 1d4 per level. All of these bolts strike with the caster’s THAC0 and have the power to steal spells, simultaneously. Any being that touches the main pillar of life energy is also subject to spell-stealing and loses 1d10 +2 hp per level of the brainblaze caster. The pillar flies at a Movement Rate of 22, with Manuever- ability Class A; it strikes with the caster’s normal THAC0.

Elminster tells me that Shaaan employed an unusual charm spell on Dalamar, but he does not have enough details of it to pass on anything useful in game terms. He’s working on finding out enough about her personal spell-shield to present to me, but isn’t eager to bring her back from the helm to conduct a close examination. “Mayhap I can find an overzealous Harper mage to volunteer for the task . . . and then Khelben and The Simbul and I can go rescue him,” he mused when I saw him last. He didn’t look like a man who expected to find such a wizard, but he did say the Three had enjoyed themselves so much that they’ll be meeting again “quite soon.” I’ll keep you posted.

98 JULY 1995 by Lester Smith

I like puzzles, especially three-dimensional Rules Synopsis ones. There’s something fascinating about In the game, players com- the challenge of piecing together seeming- mand dice armies in an attempt to seize ly disparate objects into a unified whole. terrain while avoiding dragons. (The game At first, the pieces seem unwilling to fit can be played with two or more players.) together. But experimentation leads to Armies consist primarily of six-sided dice inspiration, and voila, the many become representing different types of soldiers one. from several fantasy races (coral elves, Designing a game is often like solving a dwarves, goblins, and lava elves in the basic puzzle. I’m sure that many people assume set, with a fifth race—the amazons—added that game design is a matter of “blue- to the first Kicker Pack, which also adds skying”: deciding what you want to do, Of Dice & Men ten-sided monster allies for all five races). then accumulating whatever materials are Each soldier (or monster) has its own mix needed, and spending whatever time is of symbols on its faces, and has one face necessary to reach your goal. But design- with an identifying icon. Depending on its ing a game is a type of publishing, and type, a die might have magic, missile, me- But the realities of molding dice are publishing always has parameters. Truth lee, maneuver, or saves on its various faces; unlike those of printing cards. You can be told, that’s where a lot of the fun comes the rarest dice even have special effects, print a sheet of 100 cards and every card in. To paraphrase William Wordsworth’s such as flight or . The bigger the on that sheet can be a different color. With “Nuns fret not” sonnet, there is a “solace” die, the rarer it is, the more difficult it is to dice, on the other hand, everything in one to be found in boundaries, whether they “kill,” and the more effect each face has in run is molded from the same color plastic, be the frame of the weaver’s loom, the play (though the smaller dice are slightly formed to the same size, and inked the structure of the poet’s sonnet form, or the more cost effective, and more flexible in same way. Cards can be designed in multi- material components available to the game use, than a comparable point value of larg- ple different sheets and still use the same designer. Like someone assembling a puz- er dice). Terrain is represented by eight- printing press. With dice, every change in zle, the game designer visualizes a desired sided dice of varying colors, and the first size or shape requires a different mold, “shape,” sizes up the possibilities of the player to control two terrain dice with his and if you want dice color to change for materials available, and then lets inspira- armies wins the game. different dice functions, as I did for repre- tion build on that framework. If done The aforementioned dragons serve as senting multiple fantasy races, each color right, the end result transcends the com- spoilers. Too powerful to serve in any also requires a new mold. Suffice it to say ponent bits and achieves its own beauty army, these dragons are raw elemental that distinctive dice are much more diffi- and permanence. forces of the land. (Which is why each cult to make than distinctive cards are, dragon die is of a single color, to match they take much longer to manufacture, one of those elements.) Once conjured up and there are far fewer places in the at a particular terrain, dragons attack world to have them produced. anyone and everyone at that location. So On top of all that, cards have a lot more you only want to summon a dragon when space for artwork than reasonably sized you need to whittle down an opposing dice do. Dice, on the other hand, are far army, don’t have enough conventional more tangible, being fully three dimen- forces to do so yourself, and don’t plan on sional. Take a look at a twelve-sided drag ever going back to the now-dragon on from a DRAGON DICE basic set, for afflicted terrain. example, and you’ll immediately see what I Represented on the terrain dice is an mean. abstracted turn sequence. At the low end After an initial concept meeting or two The Design Puzzle of the sequence, any armies at the terrain with my cronies at TSR, followed by a In the case of the DRAGON DICE™ game, are very far apart, far enough to cast crash course in dice manufacturing with my boundaries consisted of a set of pub- magical spells, in fact. Toward the middle representatives from Koplow, I set about lishing desires on the one hand, and the of the sequence, armies are close enough creating my vision. Considering that this realities of dice molding on the other. to fire arrows and other missiles at one article precedes the release of the actual Our publishing desires included several another. At the high end, melee is the only game, let me quickly summarize the rules. considerations. Naturally, we wanted to option. Once the die is turned to its eighth create dice unlike anything ever seen face, the terrain is captured, giving its before. And we wanted a game with lots possessor defensive bonuses and a choice of choices for the player, rather than of actions, plus a special benefit linked to simply a “roll and compare” fest. We want- the type of terrain. The sequence changes ed polyhedral dice, in multiple sizes, and slightly from terrain to terrain, to repre- in multiple colors. And we wanted some- sent the special nature of maneuver and thing as portable as a card game, yet ex- battle there. The flatlands, for instance, pandable. Continued on page 122 100 JULY 1995

Can a spellcaster find happiness in a war-torn land? What’s a Wizard to Do?

by Anne Brown

Some projects are blessings in disguise. the Spiderfell!” The rest of the group strengthened mebhaighl. When I learned I would be part of the howled with laughter, Rich wrote himself So what’s a wizard whose major hold- BIRTHRIGHT™ game development team, a note to change that spell, and Jon ings are in magically weak areas to do? the idea of working on the new campaign Pickens called out (on the Spider’s behalf), Simple—she runs a pipeline to a magic- setting seemed kind of neat, but the con- “Thanks for the canned goods!” Playing a heavy land. Wizards are allowed to create cept of a world heavy in politics and eco- wizard was suddenly interesting! ley lines that channel energy from nomics was—well, about as dry as the dust In the time since that playtest, I’ve dreamed mebhaighl-rich sources to places weak in on my old college history textbooks. up many more interesting things for wizards magic. A mage can then draw energy from Since I’ve never had a particular interest to do. Magic in Cerilia is inherently different a powerful magical source high in the in warfare or politics, I quickly rolled up a from magic in other game worlds. For those mountains and use that magic hundreds of wizard named Aurelia when we started of you who aren’t enamored by the idea of miles away, even in the middle of a bus- playtesting these new rules. Okay, I playing in a war-torn land of political unrest, tling city. thought, I love wizards. Let’s see what this I’d like to pass along my ideas for making the A wise king or queen will make an effort game can do for my favorite character game more interesting. to place a wizard on the payroll. By allow- class. I created a wizard with a slightly ing a court mage to maintain some weak above average bloodline, which granted Cerilian Magic local sources as well as powerful remote her some special abilities. As a blooded Cerilia is designed to be a land imbued sources, the ruler can benefit from awe- character, she was allowed to rule a do- with magic. Its magical energy comes from some magic potential. It’s also in a ruler’s main, which turned out to be a nice little the physical features of the land— best interest to protect those sources; of collection of magical holdings on the waterfalls, gorges, cliffs, and deep caverns course, this can lead to dozens of adven- southern coast of Anuire. I passed up the all contribute to this energy known as tures and territory disputes. option to rule actual tracts of land—that mebhaighl (meh-VALE). Areas of fantastic Even a wizard who chooses not to rule a seemed too messy. natural features create more mebhaighl, domain can find extensive employment The first several sessions were rather while barren plains and deserts provide and adventure opportunities. During times lean. I couldn’t make any of my die rolls, less energy. Places that are highly popu- of war, a wizard might be kept busy day and wizards can’t collect much money if lated or developed inhibit the land’s natu- and night simply scrying on various ene- they don’t rule lands. I was getting no- ral energy. The result is that wizards must my armies—and could easily become a where. Then one day, Sue Weinlein made choose their lands wisely; if a mage hopes double-agent through such an arrange- an offer I couldn’t refuse. Queen Sue was to cast powerful realm magic, he must ment! Wars also require magical weapons under attack from assorted local armies. know where to tap into the sources of and armor, defensive devices, or items of “Hey, I’ll pay you to be my court wizard!” such magic. healing that only a wizard can provide. she offered. I went for it. Mebhaighl does not affect ordinary Even low level illusionists may find them- I now had some actual income, as well as wizard spells like those found in the selves in demand on a battlefield. the backing of the queen. Things were Player’s Handbook; such enchantments are Because of Cerilia’s predisposition to looking up. I got to spy on people, hang no different in Cerilia than they are any- war, wizards and their magical item handi- around the queen’s court and harass people, where else. Realm spells, on the other work are less common here than in other and annoy the guilds with my wizardly hand, are dependent on having sufficient game worlds. But that also makes them powers. mebhaighl. Realm spells can be cast only more valuable. And in light of Cerilia’s Then came the day that Rich Baker from a magical source—thus, it’s in a wiz- primary enemies, the awnsheghlien (twist- walked into the playtest with realm ard’s best interest to find those sources, ed monstrosities of evil bloodlines who spells—high-powered spells that can be develop them, and maintain them. wield extraordinary powers), wizards take used only by blooded wizards who rule a Some wizards may find the lure of the on even greater importance. Warriors may domain. Great! Cool new things for a throne exciting, and may wish to rule steal the spotlight and dominate the politi- regent wizard to do! lands as well. This can lead to infinite cal power structure, priests may control Queen Sue was still under attack by exciting and rewarding adventures. But the hearts of the faithful, but the wizards numerous armies, so I scanned the list of from my experience, a wizard in Cerilia control the real power in the land—just realm spells. Move troops caught my eye. will be more successful in magical endeav- ask Roger Moore. His wizard-king sum- “Hey, Rich, I think I’ll move a unit of ene- ors if she allies herself with a king or moned thousands of legions of undead my troops out of Sue’s province,” I said. He queen who sees to the burdens of politics that ran rampant across Anuire, and it turned a little pale. “That really wasn’t my and war. This leaves a wizard free to took at least six other rulers working intention,” he said. “I figured people would pursue interests of magic. together finally to squash him. use that spell to move their own troops.” One of the more interesting elements of If you’re like I was, and you’re thinking “It doesn’t say that I can’t,” I wheedled. politics is this: as rulers improve and civi- that the BIRTHRIGHT setting has nothing The others around the table quickly came lize their lands, the mebhaighl in those to offer your wizard, think again. The to my defense. Rich assented. “Then I’ll lands decreases. Wizards may suffer as a magical powers available in Cerilia can move this unit of knights,” I announced, result. On the other hand, wizards who make wizards the envy of the other peering at the map and choosing the do- weaken the economic power of the lands classes—and can make a wizard’s life more main of a spider abomination. “Right into around them actually benefit from exciting than ever before.

102 JULY 1995

player game lets players go online or play head-to-head via modem against other players.

White Wolf, in conjunction with GT Interactive Software, will release a CD- ROM version of their Vampire: The Masquerade game sometime this fall. GTIS has added a high-tech twist to the game while remaining true to the mission of enveloping players in the vampire cul- ture. What’s the twist? Well, GT isn’t saying. It could be a breakthrough in computer games, or it could just be a marketing ploy to generate sales. Stay tuned. Rumor has it that White Wolf will be You can send us news, press releases, Adventures, has joined TSR’s world fa- taking over the distribution chores for the and announcements using the Internet at mous art studio. His most recent cover for Whispering Vault RPG from Pariah [email protected]. We welcome DRAGON Magazine was issue #214, and he Press. The combination of Pariah’s design your comments at Rumblings, DRAGON® is the man responsible for last year’s infa- and the Wolfies’ wider distribution net Magazine, 201 Sheridan Springs Rd., Lake mous “TSR Gothic” April Fool’s cover (issue should introduce the game to a broad new Geneva WI, 53147, U.S.A. #204). He has relocated to Lake Geneva audience (that’s the plan, anyway). from New Jersey. Omni Gaming Products Inc ., has pur- On May 11-13 fans witnessed the phe- chased the license to : Roleplay- nomenon known as Neverwinter Nelvana Communications Inc., and TSR ing the Possibility Wars RPG from Nights at the Electronic Entertainment will release an animated movie based , Omni will release new Expo (E3) in Los Angeles. Neverwinter on the popular ® setting adventures and sourcebooks, and there Nights is a graphically-based, interactive in late 1996. The script, written by veteran are also plans to revive a 32-page expand- multi-player game on America Online. screenwriters Judy and Gar Reeves- ed version of Infiniverse, the bi-monthly During prime time you can find as many Stevens, is based on original game materi- guide for TORG. as 300 gamers simultaneously playing al, some of it previously unreleased, the Neverwinter Nights (keyword: NWN). rest linked to the “Dragons of Hope” and And in computer game news, Legend Rob Repp, TSR’s Digital Projects Manager “Dragons of Desolation” adventures. Entertainment Company has signed says, “This isn’t a new phenomenon. Thou- Nelvana is best known for their work on Michael Dorn (ST:NG) and Patricia sands of AD&D players are techies. They the cartoons Jim Henson’s Dog City, Charbonneau (Robo Cop II) to star in the are smart, computer literate, and they love Beetlejuice, Tales from the Crypt Keeper, upcoming multi-media deep space adven- networking. They created the first text- and Babar. ture, Mission Critical. Look for it this based interactive games in the networks John DeChancie (of Castle Perilous fall. years ago.” fame) has been signed to write the first TSR’s online service also gives members two Castle Falkenstein novels. The first Two new designers have joined TSR’s staff: who log on special t-shirts, modules, and is a wild blend of 007 and the Wild Wild Bill Olmsdahl of West End Games, and prizes when they discover secret windows West, called From Prussia with Love, Mike Nystul of Pariah Press. Both are in the forum. TSR’s future plans include and involves all of the main characters design veterans with years of experience. setting up a complete service on the from the CF rule book. Olmsdahl will work on design in the new World Wide Web; creating a multi-user DARK SUN setting with fellow former dungeon with TSR characters and settings; The Warhammer FRP game is back in Wester-Ender, Bill Slaviscek. Nystul will and exploring interactive voice and video print, to be followed by a reprint of the collaborate on core design work with TSR on the AOL forum. Shadows Over Bogenhafen supplement vet Colin McComb, beginning with a major Some out-of-print or otherwise unavail- and two new supplements, Apocrypha boxed set for the PLANESCAPE™ multi- able material is also available on AOL, Now and The Dying of the Light. verse. Welcome aboard, guys! including DMGR2 The Castle Guide. Hogshead Publishing is also releas- Roger Moore has updated and added some ing FRUP, billed as “the craziest role- Correction Corner new material to playing game ever published!” They just In issue #217 we mentioned that the game Gazetteer which will be available elec- might be right: Following in the British Talislanta was purchased by WotC. What tronically in the future. tradition (Terry Prachett, Monty Python, we meant, of course, is that WotC had Douglas Adams), FRUP centers around.. bought all publication rights to Talislanta. TSR designer and creative director Bruce three RPG rulebooks that crash to earth in Talislanta is owned by Bard Games and Nesmith, best known for his work with the the middle of a fantasy kingdom and are designer Steve Sechi, who licensed it to RAVENLOFT® TM, GAMMA proclaimed as a message from the gods. WotC. WotC returned the rights to Steve last WORLD® 4th Edition, DARK SUN®, and The books become the world’s religion and year, and he’s hoping to get Toronto’s the soon-to-be-released DRAGON DICE™ all the characters are convinced that Daedalus Games to take it on. games, has left TSR after 10 years with the they’re characters in a different role- In the same issue, we also said that WotC company’s Game Department. He will be playing game. gobbled up most of Pagan Press. Well, joining Bethesda Softworks (known for their WotC did hire John Tynes, Pagan’s crea- computer role-playing games The Elder MicroProse will be releasing a computer tive force, as a full-time employee, but Scrolls Arena game and sports games, such game version of Magic: The Gathering Pagan Press is still a separate entity. We as Wayne Gretkzy’s Hockey III). Their head- that promises to be every bit as hot as the apologize for the misprint; those responsi- quarters are NOT in Bethesda, Maryland. original . This com- ble have been sacked. puter version is two games in one; the , a frequent contributor to stand-alone game lets beginners learn the *indicates a product produced by a com- DRAGON® Magazine and DUNGEON® rules to build their confidence, the multi- pany other than TSR, Inc.

104 JULY 1995

DRAGON 107 108 JULY 1995 DRAGON 109 110 JULY 1995 DRAGON 111 112 JULY 1995

114 JULY 1995

©1995 by Robert Bigelow

Photographs by Mike Bethke

miniatures, and rules that would allow you to see the consequences of different military options. In the last two years we have covered some key WWII events. Through it all I researched my columns carefully to avoid mistakes. My goal has been to bring miniatures to life through descriptions and pictures. Several other authors have offered contributions to this column, and I wish to thank all of them. But now the curtain falls, and this will be the final issue containing this column. I want to thank all the companies that had faith in me and sent products for review. In some cases the reviews pointed out problems that a company was not aware of; most have reacted positively to improve their products. Even when we disagreed, the manufacturers still pro- vided me with support. I want to thank all the companies that provided me with the materials needed to research the figures and provide accurate reviews. The column could never have retained the standards I wanted without them. Last of all, I want to thank all the readers who sent in letters and ideas. This was always your column—I just supplied the pencil. It is somewhat fitting that I close my remarks with a correction. In the Febru ary issue the column contained references to a BATTLETECH* product that was A fond farewell available when the article was submitted. Since that time Solaris VII has gone out of print. You should look for it at auctions Seven years ago I was getting ready for a Battle for Retirement Village (issue #148) and out of the way hobby shops. the first combined GEN CON®/ORIGINS™ and two complete BATTLETECH* cam- May the “little people” always go where convention, and doing what I could to paigns (issues #161-163) supplied by my you want them to. stimulate interest in miniature gaming. club. I tried to help people understand Roger Moore gave me a chance to reintro- Desert Shield and Desert Storm by pre- duce a consumer-friendly miniatures senting a number of books, historical Hudson & Allen Studio column in DRAGON® Magazine. The Represented by column’s goal was to provide painting tips, Miniatures' product ratings The Emperor’s Headquarters industry news, battle scenarios, and ob- 5744 W. Irving Park Road jective reviews of fantasy, science fiction * Poor Chicago IL 60634 and historical miniatures. I promised that I ** Below average would follow the guidelines, and “Through *** Average #9411 Starter Castle ****½ the Looking Glass” was born in issue #135. **** Above average This castle is an expanded foam product Over the years I covered how to con- ***** Excellent scaled to fit 25 mm, but fully capable of struct a miniature workspace (issue #143), housing 28 mm figures. It is the successor

116 JULY 1995 to the kits that I reviewed as “the Deep” in issue #185 and the “Great Gate” and “Mini- Castle” in issue #197. The new castle was designed with the gamer and the artist in mind. The trip through the castle begins with the cobblestone causeway leading to the drawbridge. Close inspection allows you to see repair spots on the random stone sides, but the arch and handrail are of worked smooth stone. (Technicians note: If you cut away the foam on the inside of the arch, it improves the appearance im- mensely. All you need is a sharp knife and patience.) The road ends abruptly in bricks and a stone bridge that supports the cast metal, wood-grained drawbridge. The planks appear to be held together by hinge nails driven into the strap- reinforced molded wood frame under- neath. Several very small imperfections mar the top surface, but they may be deliberate, as they enhance rather than detract from the piece. The next section is the gatehouse assem- bly. The tower assembly is in a rough “L” measuring 13½ by 10¾ inches. The cob- blestone road continues into the castle and passes the stable on the right before it ends. The stable interior is 2 by 4¼” and has piles of straw, bedding, and a water trough. You can access this area by remov- ing the wood shake covered roof piece. This roof has arrow slits for firing into the courtyard, and a slot so the roof only goes on one way. There is a door that enters the guardhouse molded in the corner closest to the wall. The roof of the guard- house is covered in stone and is part of the defense zone between the tower and gatehouse proper, and is actually part of the wall. All the castle towers measure 7½” high and have a 2¾” diameter. The The last part contains a stone-protected third level. This upper level is a great hall, arrow slits molded in the merlons must be doorway and the large fighting platform complete with wood floors, padded opened carefully with a knife or painted with steps in the walls. This piece sat benches in the bay area, patches on the black. The tower walls resemble random slightly off on my castle and required light wall, and Tudor-style bracing. By the door stone, with finished stone framing all surgery before it lined up correctly. entrance, an engraved fireplace holds a window or arrow openings. The roof can Although the kit contains four 13” wall pile of logs and a fire grate. The chimney’s be removed, exposing a wooden floor with sections, there are only two distinct types. hood is smooth stone and lines up with the a trap door, a metal-reinforced door lead- The first type has a tower identical to the chimney on the roof. ing to the walkway, arrow slit, and shut- gatehouse at the left end, while the right is This piece rates five stars for the ters. At least three figures with normal slotted to butt up against another tower. Its amount of artistic thought behind it. Un- bases can fit inside. The wooden top of the battlements stand 5” tall at the top of the fortunately, many of the parts fit together tower features a center trap door. All of merlons. The walkway is 17 mm wide and only one way, and gaps exist between wall the tower caps are difficult to remove and holds a 25 mm hex base with room to spare, ends and towers. For a good fit, you’ll replace; sand carefully around the inside or a double row of regular figures. Access to need to cut away spare material slowly rim to improve the fit. the tower is through a stone building with a and carefully on both pieces; it is easy to The actual gatehouse is a three-piece shake-covered roof, wooden door, shuttered make a mistake. I talked to the company assembly. The lower third is part of the windows, and a small flight of stairs. The about the castle’s problems, and they have molded base and contains a cobblestone second wall type has a flight of stairs leading assured me that they have been repaired. road and an elevated ledge on both sides, up to a walkway that is noticeably narrower On the positive side, the pieces from for fighting or for inspecting wagons; this near the tower. previously-reviewed sets in the same line portion has notches for the metal draw- The back wall contains a three-level fit the new units nicely, so you can use the bridge to fit. The doorway arch is smooth, manor house, although only two levels are old walls as the outworks and use the new worked stone and extends into the second showing. The windows are done in a set as a core to a walled city. part. Part two contains the top of the arch, gothic style with metal-reinforced glass, (TSR stock #9262), with its paper city with stonework front to back and a pair of almost like church windows. You will have buildings and road plans, would make an slots to run the drawbridge chain through. to do some small repairs here, as the excellent inner city, if you can find a copy. The two notches allow the part to fit only frames did not completely cast. The house Suggested retail price is $249.95 for the one way. Two molded doors mark passage can be entered through a well-detailed 18-piece set (including chains for the to the walls. lower door or by the steps leading to the drawbridge).

DRAGON 117 and not something you would have to do. This set of three is reasonably priced at $5.50, although I wish it was less expen- sive so I could build a full unit.

Ral Partha Enterprises, Inc. 5938 Carthage Ct. OH 45212

RP 1l-479 Bullette ***** As a DM, I can think of very few mun- dane creatures that can throw a party of adventurers into a panic as quickly as a bullette. This land shark will eat every- thing whether it is nailed down or not. Its armor turns it into a medium fast-moving tank that will force the players to work together to survive. This figure is from the AD&D® miniature line and is designed to be a non-lead preying piece. The creature is 63 mm long from the tip of his nose to the end of the tail, and 23 mm tall. The belly and legs have the same plate struc- ture and texture as a snapping turtle and should be easy to paint. The plates on the upper front half of the body have large numbers of closely grouped circular ridges, while the rear plates have flowing ridges. The miniature has a rougher peb- bled skin on the face and head, and the eye orbits are not as defined as they are in the illustration, otherwise the match-up is very close. Highly recommended as a terror weapon, especially at $5.95 per figure.

RP 69-019 Bone Gnawers—Male: Homid & Glabro forms * * * * ½ These two figures represent two differ- ent phases of a werewolf. Figure one is a typical gang member walking down a garbage-strewn alley. The ragged shoes part the paper and rag trash as bare an- Elf two is wearing one additional layer kles show between the shoes and cuffed Harlequin Miniatures U.S. of cloth, and the quarrel is slung over his jeans. The figure is wearing a full-length P.O. Box 50081 back; otherwise he is very close in appear- leather coat with small lapels and no belt. Amarillo TX 79159 ance to the first elf. His sword is held close A blue jean vest covers his upper torso to to his body in his right hand, while the left ****½ the neck. His right hand clutches a chunk 4002 Wood Elf Archers tucks his bow in tight. The hair falls of meat or the neck of a broken bottle, This pack consists of three elves scaled straight back without a ridge, and the face while his left hand clutches a bottle of to 25 mm and mounted on textured bases. is slightly more square. This figure has wine. Long, greasy hair falls over his These figures are molded in the classical one major problem, which will either shoulder, and a cigarette hangs limply or Grenadier style, so require careful metal work or artistic from the right corner of his mouth. The they will fit in with existing regiments or talent: The space between his left hand eyes are covered by sunglasses, and a soft can form the nucleus of a new regiment. and his knife is solid and will need to have cap tops his head. The indifferent look Each elf bears a belt buckle with the same a space either cut out or painted. You will could say “mugger at work” in almost any unit marking. Elf one is preparing to de- also have to work on the belt buckle, since present or near present genre. This figure fend himself with a sword while his bow is it is nowhere near as clean a cast as the had no flash. gripped tightly in this left hand. He is other two. The Glabro form is minus the trench wearing a cloth tunic over elven chain, The third elf is just finishing firing his coat and shoes. The base reflects a differ and a pair of high, cuffed boots. His girdle- bow, as can be seen by the positioning of ent part of the alley, complete with drain like belt supports a pouch and two bags on his right hand. This elf is dressed almost grate. The feet are now paws, and the his left hip, and the riveted holding straps identically, the major differences being the fingers have lengthened. The shirt is torn for a quarrel of arrows. The quarrel is fur at the top of the boots and the hood at the elbow on the right side, and the lightly decorated, and the shafts of individ- over his head. There is also no sign of a bottle or meat remains in his right fist. ual arrows and the feathered end can be sword. The left hand now bears a Molotov cock- easily picked out. The face is almost Orien- I liked these figures. Except for the one tail, and his face radiates malice. tal, having higher cheekbones and a much problem mentioned earlier, the mold lines This set is worth it, just for the street thinner chin than I am used to. His hair were either hidden or required no work, thug if you play dark future games and falls to his shoulders in ripples that match and there was minimal flash. I did cut the definitely worth it if you play WERE- the fabric folds, except for a vertical ridge bows away from the bodies in all three WOLF.* Suggested retail cost is $4.25 per around the outer edge of the crown. cases, but this is a personal preference package.

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and engraved shell on the top. Leathery legs and feet and a small tail are fairly standard, but the head is definitely not normal. Imagine a dragon turtle with a shorter neck. The head has three small horns and an overhanging brow ridge on a pug face. Two oval nostrils ride over a tooth- and tusk-filled mouth and a flat jaw bottom. This turtle makes a snapping turtle look tame. The female Ork riding the shell is dressed in ragged clothes and a large horned snake. The face is slightly flattened and weary, and her tusked mouth is open as if she is speaking. Her feet are clad in sandals and her pants are wrinkled as she sits crosslegged on the turtle’s back. Her jewelry is simple: a necklace of round stones, a flat necklace, and two bracelets on her left arm. Her upper chest is visible between the coils of the snake, and both arms are bare. Her left hand supports a bird, while the right holds the shaft of a RP 20-539 Centaur **** barbed spear. Individual scales and stom- The centaur is just over 27 mm long and ach plates are visible on the snake, and the 39 mm tall to the top of the head. The nose more resembles a beak than a snake’s horse body is well sculpted and stands on nose. It is ready to protect the rider. a rock oval base. The hair on the hooves This is an attractive figure that could be appears to be moving as the legs are at a used outside of the EARTHDAWN game stop. The right front leg is crossed under with a little preparation. It could be a the body, and a small misstep could cause camp follower for a Chaos Ork army, or injury or a broken leg. The human torso an active fighter. By the way, this figure is has an ivy belt and a hairy chest. The an almost perfect copy of the Ork Beast- muscle structure is correct for the amount master shown on page 69 of the softcover that the body is twisted. The right hand EARTHDAWN rulebook by FASA. There clutches a long, braided staff that seems to was no work involved with this figure wrap around the horse’s back and hind except opening the package. Cost for this quarters instead of straight as expected (it pack is only $4.95. is easier to cast). The left hand clutches a ***** crystal knife poised to stab downward. 3510 Elf Wizard The head is equine with a Mohawk mane, The wizard is a 28 mm scale, non-lead large elfin ears and a serious expression. figure literally casting a spell with the This piece could be used for several wind. The figure is molded as if a huge different fantasy games besides SHADO- wind is blowing from behind him, and his WRUN.* The figure had several pieces of clothes and hair are consistent with this. flash from breathing holes and there was An elven face sternly concentrating is all a raised mold line along the spine, but but obscured by the hair. He is dressed in they were all easily cleaned. The small line a simple robe with rune-embroidered between the front legs will be harder to sleeves and hem. The robe is secured by a fix, but still possible with a little work. The jewel-studded girdle. An amulet on a chain figure might work well as a centaur sha- hangs down to his chest, and there are man. Suggested retail price of the figure is two rings on the left hand and one on the $3.50. not a bad value. right to help him deliver his magic. His booted feet are planted firmly on the ground. A twisted staff adorned with wreaths and jewels is clutched in his right Heartbreaker hand. By far the most striking article is his PO Box 105 high-necked cloak. The cloak embroidery Folsom PA 19033 features a great dragon rising from a sea Gamecraft of flames to sail into a starry sky and wrap A16 Gardner’s Row himself around the raised planets. There is Business Center, Ltd. scale and wing detail on the dragon that Liverpool, L3 6JT UK will challenge even an expert painter. 323 Female Ork Beastmaster * * * * * This is an excellent figure that could be a jewel. The downside of this figure is that This non-lead set is scaled for the larger the back of the staff looks unfinished, as if 28 mm size and consists of two separate all the detailing of the cloak left nothing pieces, a beast and its rider. The beast is for detail on the staff head. There was no an EARTHDAWN* turtle measuring 37 flash or visible mold lines. This figure is mm from nose to tail and 23 mm across. well worth the $2.50 price. The shell is molded to resemble a series of interconnected plates on the underside * indicates a product produced by a company other than TSR, Inc. 120 JULY 1995

Dragon Dice plague another player’s homeland. Choos- ing small dice to make a large horde gives Continued from page 100 a player a better chance of starting play have lots of melee and missile faces, while before anyone else, but it also means the highlands have more magic faces. having a weaker home army and cam- Armies try to outmaneuver one another in paign army. It’s one of many trade-off these terrains, each seeking to adjust the decisions for each player to make. turn sequence to whatever action is most Once the battle has begun, players de- advantageous, and eventually to turn the cide where to act: a player can command die to its eighth face, thereby capturing it. only two of his three armies each turn. As When an army tries to maneuver or the game proceeds, the initial three armies Plans for the Future conduct an action, its owner rolls that (home, campaign, and horde) can be whit- Reaction from retailers and consumers army of dice and adds up the icons on all tled down and consolidated into fewer who have seen mock-ups of the DRAGON faces that match the action. For example, forces, or they can be divided among even DICE game at trade shows and conven- to make a melee attack, a player rolls the more locations, as the player chooses. tions so far has been extremely positive. army and counts up melee symbols. Identi- At each terrain die, players must decide Naturally, excitement is high here at work. fier icons count as one point of whatever whether to drive immediately for the I write this, the first sample dice are is being rolled for at the time. eighth face, a strategy that quickly puts back from the factory, and they’re every- Typically, opposing armies can respond the armies in bloody melee, or to hang thing we hoped for. And manufacture of with a roll of their own. An army being back at missile or magic range, hoping to the rest of the dice for the basic set and targeted for melee or missile hits, for weaken opponents from a distance. Of Kicker Pack I: Monsters and Amazons is instance, rolls for saves against those hits. course, the selection of dice in an army well underway. What’s more, Steve Miller Any remaining damage removes dice from has a crucial influence on this decision. has finished design on Kicker Pack II: the battle, though certain magical spells For an army containing lots of archers and Firewalkers, and I’ve finished Kicker Pack and special effects can “resurrect” lost spellcasters, for instance, rushing into III: Undead Legions. Each of these Kicker dice. melee would be a mistake. Packs adds its own unique spin on play, Magic can summon lightning bolts, con- But this sampling of decisions only lending even more depth to an already jure flash floods, generate automatic saves, scratches the surface. A player must flavorful game. and a multitude of other things. After a choose which spells to cast, which dice to Also, Interplay Productions—the makers magic roll, the spells are chosen from a list eliminate as casualties of enemy attacks, of the hit Descent computer game—is well of five different types of magic—earth, air, whether to maneuver or wait for the along on design of an electronic version of fire, water, and death. Each point of magic opponent, and a multitude of other things. the DRAGON DICE game, one which al- rolled is worth one point from the spell As a player collects more dice, the op- lows player vs. computer, modem-to- list, and the army’s color determines tions open up even further. Suddenly you modem, and even multi-person play on the which spells are available. Casting spells in can choose how large a conflict to play, Internet. What I’ve seen of that project is terrain that matches the army’s color whether to concentrate on a few large extremely cool. I’m looking forward to enhance dice or many small ones, whether to focus logging on and playing virtually myself. on one race, or two, or many, whether to Maybe I’ll see you there. concentrate on footmen, or archers, or cavalry, or mages, how much to depend on monsters, how many dragons to bring to the table, and what colors they should be, and whether to split the overall forces into roughly even armies or concentrate all but a few into one huge battalion. You get the idea. Before ending this article, I’d like to recommend two common goals to keep in mind during play. First, while some players like to draw Strategies of Play virtually all their dice into one location The game is designed to be playable right early in play, for maximum impact, I rec- out of the box, and while every box has a ommend keeping at least two reasonably random assortment of dice, care was sized forces on the table. Sure, consolidat- taken during design to maintain a balance ing into one force makes that group of power in each starter set. Quite a lot of strong, but it also gives your opponents a math went into each die’s design, followed clear target for spells and dragons, while up by thousands of hours of playtesting. also restricting you to just one action each The end result is that any particular col- turn. Keeping at least two forces makes lection of dice has a pretty even chance you harder to pin down. against any other collection of equivalent Second, I think it’s important to restore point value, assuming equally clever play- dice as often as possible. For example, ers Consequently, strategy plays a large given a choice between casting a spell that part in any Dragon Dice combat. hurts another army and casting one that For the beginning player, the first strate- resurrects my dead, I’m going for the gic decision boils down to how to arrange resurrection. By extension, that means Adventure, ho! the dice into armies, and which terrains to that I try to keep my magic users alive to Want to curl up with a good book and invest with those forces. Players must cast those spells, sacrificing footmen, set your mind free? See “The Role of each choose one race as the home defense archers, or scouts instead when attacked. Books” in this issue for reviews of the army, and a second race as the campaign. best in recent fantasy and science- ing and conquering army. The remaining fiction novels. two races are a ravening horde used to

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NEW RELEASES FOR Volo’s Guide to Cormyr NEW RELEASES FOR JULY AUGUST A FORGOTTEN REALMS® game accessory by Ed Greenwood Volo, the ever-popular rogue traveler, returns to Player’s Option™ Rulebook: Escalation Pack: Powers & Proxies take players on a unique tour of Cormyr. This 240- Combat & Tactics A BLOOD WARS™ Card Game supplement page accessory provides a wealth of material for An AD&D® game fundamental reference by use by players and DMs alike. by L. Richard Baker III & Skip Williams The Blood War takes a lethal new turn as the $12.95 U.S./$16.95 CAN./£7.99 U.K. All the optional combat rules any gamer could planar gods themselves lead their forces into the TSR Product No.: 9486 want are listed in this hardbound 192-page eternal conflict! Bach pack contains 15 randomly ISBN: 0-7869-01519 book: an improved tactical combat system, collated cards from an entirely new BLOOD WARS extensive information on armor and weapons, card set portraying the various avatars and their Van Richten’s Guide to the and alternate rules for martial arts, monster agents and powers. A RAVENLOFT® game accessory tactics, terrain effects, fighting vehicles, and $2.50 U.S./$3.50 CAN./£1.99 U.K. by David Wise combat styles. TSR Product No.: 1132P The good doctor Van Richten presents some $20.00 U.S./$26.00 CAN./£11.99 U.K. ISBN: 0-7869-0299X astounding revelations about one of the most TSR Product No.: 2149 powerful clans in the dark domains, the for- ISBN: 0-7869-00962 PLAYERS OPTION™ Rulebook: tunetelling Vistani! Skills and Powers $12.95 U.S./$16.95 CAN./£7.99 U.K. BIRTHRIGHT™ Boxed Set An AD&D® game fundamental reference TSR Product No.: 9496 An AD&D® game campaign setting by Dale Donovan & ISBN: 0-7869-01551 by Baker & McComb This 192-page book has everything players Experience the thrill of playing rulers who need to customize their characters, including command mighty armies and wield the power of optional rules for character personalization, Super Harpers, Book Ten kingdoms! Play warriors, priests, and thieves point-based character design, and personalized by & Jeff Grubb descended from royal bloodlines. But be prepared magic. The heroes , Dragonbait, and Olive to battle enemies just as powerful, as well as $20.00 U.S./$26.00 CAN./£1l.99 U.K. Ruskette are pitted against the Night Masks, a millenia-old Abominations that will stop at nothing TSR Product No.: 2154 powerful crime syndicate preying on the inhab- to steal your kingly power. Contains three books, ISBN: 0-7869-01497 itants of Westgate. But the three Harpers soon two poster-sized maps, and much more! discover that the Night Masks aren’t the worst $30.00 U.S./$42.00 CAN./£1.50 U.K. Labyrinth of Madness evil besetting Westgate! TSR Product No.: 3100 An AD&D® game adventure $5.95 U.S./$6.95 CAN./£4.99 U.K. ISBN: 0-7869-01438 by TSR Product No.: 8552 An adventure to challenge the keenest of wits ISBN: 0-7869-02426 Spellbound: Thay, Rashemen, and and sharpest of blades—in celebration of TSR’s Aglarond 20th Anniversary! This dungeon is filled with Dragonking of A FORGOTTEN REALMS® campaign monsters, traps, and treasures, but it’s also a multi- The Dragonlord Chronicles, Book Two expansion level puzzle within a puzzle—you must piece by by together 20 hidden clues to vanquish your foe! Having struck a truce with , the This campaign expansion sheds new light on Thay $9.95 U.S./$11.95 CAN./£5.99 U.K. Dragonlord attempts to maintain the newly won and Rashemen, and touches on the nation of TSR Product No.: 9503 peace despite the efforts of questionable new allies Aglarond. Within are three booklets of never-before- ISBN: 0-7869-03309 who are trying to use him as a weapon against released information, as well as detailed maps. their enemies. $25.00 U.S./$32.00 CAN./£15.99 U.K. Harbinger House $5.95 U.S./$6.95 CAN./£4.99 U.K. TSR Product No.: 1121 A PLANESCAPETM adventure TSR Product No.: 2514 ISBN: 0-7869-0139X by ISBN: 0-7869-01535 Harbinger House unveils a terrible threat to The Factol’s Manifesto Sigil that could signal the doom of the planar Cinnabar Shadows A PLANESCAPE™ campaign accessory multiverse. The adventure centers around a Chronicles of Athas, Book Four by Beach, Hein, Salsbury, and others mysterious house that many believe is a nexus by A must-have guide to all 15 factions PCs can of power. Nari the Succubus craves that power, This novel further explores the harsh life of join, presented firsthand by the faction leaders even if she must destroy part of Sigil to get it! Athas’s citizens, Mahtra, a member of the “New themselves! Each faction is described by that $12.95 U.S./$16.95 CAN./£7.99 U.K. Race,” is forced to accept a contract to hunt faction’s leader. Included are guidelines on TSR Product No.: 2614 down Kakzim, the alchemist from the Brazen faction interaction, proficiencies, magic, equip- ISBN: 0-7869-01543 Gambit. In the process, she finds her sense of ment, and more. loyality, purpose, and identity shaken to the $20.00 U.S./$26.00 CAN./£11.99 U.K. The Secret of Spiderhaunt core. TSR Product No.: 2611 A FORGOTTEN REALMS® adventure $4.95 U.S./$5.95 CAN./£4.99 U.K. ISBN: 0-7869-01411 by James Butler TSR Product No.: 2440 In this adventure the search for Randal Morn ISBN: 0-7869-01810 takes the player characters into the Spiderhaunt Woods, where they combat the evil minions of the Zhentarim. Unless otherwise noted: $6.95 U.S./$8.95 CAN./£4.50 U.K. ® designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. TSR Product No.: 9485 ©1995 TSR, Inc. All Rights Reserved. ISBN: 0-7869-01500

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