<<

Carpe DM

eize him!” they cried. I barely made it out of the room Then his buddy the invoker cast a real fireball down the alive. Sometimes it’s dangerous to mess with the players, tunnel, and none of the PCs tried to get out of the way. even if it’s only a little trick. OK, so that was pretty basic, but I think the best tricks are. Ed Carmien describes them in much better detail in this (Rolling back out of the window by the gaming table and land- issue’s installment of “Dungeon Mastery,” but what DM doesn’t ing on my feet was a pretty simple trick, too, when the alter- love to sit around talking about the sneaky, unfair, and down- native was to drown in a sea of thrown soft drinks.) right dirty little tricks he’s pulled on his players? Of course, you My other favorite dirty trick was also elementary. Of course, can’t boast about them to the players, since they seem to lack that’s why they all fell for it. the gene that makes such anecdotes amusing to those of us Except for mind flayers (ugh!), beholders had become the who run the games. Even the gentlest reminder of a past trick most feared monster in the campaign at one point. The play- can transform the best of player-DM friendships into some- ers didn’t really think I’d throw one of those at them, since they thing more akin to the loving relationship between James Kirk were still low-to-mid-level. After the fireball trick, though, they and Khan Noonian Singh. weren’t taking any chances. They had already planned their Of course, nothing in the world is so powerful as the urge tactics for assaulting a beholder should I become particularly to tell stories about your players falling for the simplest of ornery one session. tricks and traps. Those DMs who live to tell the tale all have “The paladin and ranger move to opposite sides, while the their favorites. I have two. wizard casts a phantasmal force of himself flying above the Now, I hate illusion magic. Sure, it’s fun, and no campaign thing. Meanwhile, the thieves slip underneath using Hide in seems quite right without at least one dastardly illusionist sub- Shadows and Move Silently to get a backstab on the big eye’s tly misdirecting the heroes from time to time. But then some blind spot.” clown will argue that if an illusory lightning bolt spell deals Not a bad plan, of course. The PCs had already fallen for the damage to him when he fails to disbelieve it, then that gas spore trick once before, so they waited until the beholder illusory bridge sure ought to work for his stupid half-ogre com- they’d encountered turned around and spoke to them before panion who mistook the mayor’s prized pig for the kidnapped launching their attack with all the speed and precision of a prince last week. Then you bring out the Player’s Handbook and Navy SEAL assault unit. the ® Guide, and you go over it all yet again. Of course, they never stopped to think that a wizard might Still, when my PCs had finally tracked down their adversary, cast a magic mouth spell on the local gas spore. Poof! that aforementioned illusionist, he cast an illusory fireball down I wasn’t so quick to escape that day, but I reckon that walk- the tunnel at them. “Disbelieve!” cried the paladin. “Everybody ing with a limp for the rest of my days is still a small price to disbelieve!”And so they stood there, bracing themselves pay for fooling them again. But then, I’m a DM. against the imaginary flames. Some of them even made their saves right away, and they automatically succeeded in disbe- lieving the second bogus fireball to come roaring down the pas- sage. And so they stood there bravely, grin- ning into the darkness of the long tun- Dave Gross nel as the false firelight dwindled, daring the illusionist to cast another.

Publisher Editor Associate Editor Art Director Pierce Watters Dave Gross Michelle Vuckovich Larry Smith

Editorial Assistant Advertising Subscriptions Lizz Baldwin Bob Henning Linda Baerbock

Printed in the USA DRAGON #239 3 September 1997 Volume XXII, No. 2 lssue #239 Sneaky Devils Nefarious tricks of the ocean’s most vile predators. Page 8

101 Dirty Tricks John Baichtal Boring ? Here’s how to liven any encounter with humanoid opponents Page 14

Aurora’s Undermountain Sale Paul F. Culotta No underground explorer should be without a few tricks of his own. Page 20

Magical Locks Robert S. Mullin and Charles M. Andrulis Keep your treasure safe from lockpicks and knock spells Page 26 A Saga of Your Own! Stephen Kenson Love the SAGA™ system but want to play Drizzt? No problem! Page 36

4 SEPTEMBER 1997 Columns

3 ...... The Wyrm’s Turn™ “Fool me once, shame on you . . .”

6...... D-Mail™ Wyrms of After reading the issue, don’t forget to write. the North: 74 ...... RPGA™ Network News Galadaeros Why play a Network tournament? Here are a few good reasons. Here is a true ladies' dragon. 84 ...... Page 30 Bookwyrms™ Recommended reading for gamer and book- worm alike. Ecology of the Stirge Tim Richardson 86 ...... Sage Advice Bloodthirsty little horrors. All about optional abilities, plus the lowdown Page 40 on big humanoid weapons. 90 ...... Forum Dragon's The saga of Stelgar the Supreme. Bestiary: 92 ...... Cons & Pros The Little People The summer convention season continues. Brian Corvello Four tricky little fellows. 108 ...... Role-Playing Reviews Page 48 Rick Swan’s take on some of last year’s horror role-playing games and supplements. Acrane Lore: 120 ...... The Current Clack™ Larcenous The secret identity of Thorarinn Gunnarson revealed, and other fun news from the gaming Legerdemain industry. Jeff Dancey New spells for the criminally inclined. Page 57 Other Material

Dungeon 99 ...... Knights of the Dinner Table Mastery: 100 ...... DragonMirth Mind Games 102 ...... Gamer’s Guide Ed Carmien How to trick your players 104 ...... Floyd into having more fun. 116 ...... TSR Previews Page 78

62 And a Ship to Sail Adventure comes with a most unusual request in this sea-side tale of magic and romance.

DRAGON #239 5 Magazine issue #235. I found this article sively. I’ve been playing role-playing extremely helpful, since I could identify games since I was 12. When I was 16, I with almost all the examples given. The spent most of the money I got that problems I have experienced with play- Christmas to buy the 2nd edition AD&D ers similar to the examples given in the rule books and numerous expansion article discouraged me, but after reading sets and PHBRs. I love roleplaying, and it I feel like I have the answers I needed at times I’ve spent hours tweaking a trap and a new hope for those players that or getting to know an NPC inside and can’t seem to keep their mind on the out. But after playing once a week for game. Are there going to be more weeks on end, even the most die-hard “Dungeon Mastery” articles? roleplayer gets bored. And so we put I would also like to share a technique down our DUNGEON MASTER® Guides (blas- that I use with players. I found it irritating phemy!) and Player’s Handbooks (heresy!) that when I told one player an observa- and pick up our SPELLFIRE® decks or tion his character made, all the other ® collections or, on occasion, players heard and would know about the an old-fashioned board game, and we pit trap or about the person following the viciously (in good fun) tear each other to group, etc. So I started writing the infor- pieces. Perhaps Mr. Bonura would do If you have a comment, opinion, or mation a certain character noticed that well to pick up the DRAGON DICE game question for the staff of DRAGON® Magazine, the rest of the group didn’t on note cards. and feel the joy at tearing apart his write us a letter. We’d love to hear from you. I would slide the card over to the opponent’s lava army with his trusty In the United States and Canada, send player and it would be his choice dwarves. DRAGON Magazine is for gamers, letters to “D-Mail,” DRAGON Magazine, whether his character alerted the others. not just roleplayers, and I hope it 1801 Lind Avenue S.W., Renton, WA 98055, I don’t know whether other people had remains so. U.S.A. the same problem, but I hope they find Alex Lohre You can also send email to us at this tip useful. Golden Valley, AZ [email protected]. Please use regular mail I like what you’ve done with the mag- for change of address notices or subscription azine, but I have to agree with Frank V. Dicey Questions orders. Send them to: DRAGON Magazine, Bonura’s letter in issue #235 about the Dear DRAGON Magazine, P.O. Box 459086, Escondido, CA 92046. articles on card and dice games. However, I want to ask you about the DRAGON I strongly disagree with his opinion about DICE game. I have been playing for over Welcome Back the AD&D® game being played only by a year now and have introduced several I was shocked to have finally adults and that only adults “have the real of my friends to the game. We all like received issue #237 about 6 months money to invest in gaming.” playing, but it gets frustrating when I after the last one . . . and l was very glad Paul A. Swanson read about these suggested armies in to see it. I had managed to receive my Address withheld your articles only to find that I have no first subscribed issue in October. The first trolls, only one (needing two), things I read are “Floyd,” “Knights of the “Dungeon Mastery” has been one of our and only a few other monsters. I under- Dinner Table,” and “Sage Advice.” l think many “rotating” departments, appearing stand that part of the interest in this type many fans will find issue #237’s whenever we find an impressive article. of game is the collecting and trading of “Knights of the Dinner Table” strip very Fortunately, you can expect several more in dice, but it isn’t easy to find people to appropriate for the magazine’s disap- the upcoming months, along with a new trade with. Is there some type of forum pearance and reinstatement. monthly column of interest to fans of through which DRAGON DICE players can Thank you for returning, and wel- “Dungeon Mastery” starting in early 1998. chat or meet to trade? Also, the way that come back! the packs are set up now, the only way Kendra McEvoy A Break from Roleplaying to get monsters of the first four races is Topeka, KS Dear DRAGON Magazine, to buy the “grab bag” assortment of a I’m writing part of this in response to kicker pack 1. This is very frustrating for Dungeon Mastery the letter from Frank Bonura. I’m 21, and those of us on limited funds. Dear DRAGON Magazine, someone somewhere decided that at Please don’t get me wrong, I have I would like to comment on the that age I’m an adult. Mr. Bonura over 500 dice at present and am still “Dungeon Mastery” article in DRAGON suggests that the AD&D game is played adding. But I am tired of finding the by adults—and it is, though not exclu- same monsters over and over again. Is

DRAGON® Magazine (ISSN 0279-6848) is published monthly except 3000. Newsstand distribution throughout the United Kingdom is by Box 469086, Escondido, CA 92046, USA. In the United Kingdom, methods November (twice monthly) by TSR, Inc., 1801 Lind Avenue S.W., Renton, WA Comag Magazine Marketing, Tavistock Road, West Drayton, Middlesex of payment include cheques or money orders made payable to TSR Ltd., 98055, United States of America. The postal address for all materials from UB7 7QE, United Kingdom; telephone: 0895-444055. or charges to a valid ACCESS or VISA credit card; send subscription orders the United States of America and Canada except subscription orders and with payments to TSR Ltd., as per that address above. Prices are subject change-of-address notices is: DRAGON® Magazine, 1801 Lind Avenue S.W., Subscription: Subscription rates via periodical-class mail are as fol- to change without prior notice. The issue expiration of each subscription Renton, WA 98055, U.S.A.; telephone (245) 226-6500; fax (425) 204-5928. lows: $42 in U.S. funds for 13 issues sent to an address in the U.S.; $49 is printed on the mailing label of each subscriber’s copy of the magazine. in U.S. funds for 13 issues sent to an address in Canada; £36 for 13 Changes of address for the delivery of subscription copies must be Distribution: DRAGON Magazine is available from game and hobby issues sent to an address within the United Kingdom; £49 for 13 issues received at least six weeks prior to the effective date of the change in shops throughout the United States, Canada, the United Kingdom, and sent to an address in Europe; $65 in U.S. funds for 13 issues sent by sur- order to assure uninterrupted delivery. through a limited number of other overseas outlets. Distribution to the face mail to any other address, or $119 in U.S. funds for 13 issues sent book trade in the United States is by Random House, Inc., and in Canada air mail to any other address. Payment in full must accompany all sub- Submissions: All material published in DRAGON Magazine becomes the by Random House of Canada, Ltd. Distribution to the book trade in the scription orders. Methods of payment include checks or money orders exclusive property of the publisher, unless special arrangements to the United Kingdom is by TSR Ltd. Send orders to: Random House, Inc., Order made payable to TSR, Inc., or charges to valid MasterCard or VISA credit contrary are made prior to publication. DRAGON Magazine welcomes unso- Entry Department, Westminster MD 21157, U.S.A.; telephone: (800) 733- cards; send subscription orders with payments to DRAGON Magazine, P.O. licited submissions of written material and artwork; however, no responsi-

6 SEPTEMBER 1997 there a rarity for the different monsters? DRAGON Magazine indexes are currently Could we find out what that rarity is? available on Genie, AOL, MPGNet, and the With all of the special dice that have TSR Web site, which you can reach at been released (Dragon Champions, http::\\www.tsrinc.com. Dragon Lords, etc.), is there a listing of these somewhere? I traded for a kings’ More of the Same die—a purple one with gold icons. What Dear DRAGON Magazine, are the exact properties of it? Is there a After a year of reading the “new and future article planned to cover these spe- improved” DRAGON Magazine, I have to cials, or are we on our own? say that I'm impressed. All the staff Dori Hein’s article in issue #233 refers responsible have done an outstanding to ‘complete set’ of each race. With five job, and I can easily say that I enjoy the types of units per race at three rarities magazine 100% more than before. per type with five sides each—not count- Articles such as “Campaign Classics,” ing ID icons—this gives 75 sides, plus “Rogue’s Gallery,” and “Wyrms of the nine sides per monster x four monster North” have been of special interest to types for 36 sides, for a grand total of me and have helped me improve my 111 sides per race. The article mentions campaign overall. 173-180 sides, depending on the race. In future issues I’d like to see more Is it just me, or are others confused as campaign-specific articles like “Wyrms well? of the North” and “ Grimoires” I am trying to go through all of my (as a long-time fan of both of those back issues to gather up all of the worlds). In articles like “Rogue’s Gallery,” DRAGON DICE articles: is there an index seeing the statistics and information on available? the characters that the staff at TSR play Also, is there a web site for TSR prod- would be pretty interesting, while ucts for those of us who choose not to maybe even seeing similar results with use AOL? I have been trying to find one, older, established characters (like Rufus but without success. and Burne from the “Village of On the Cover Keep up the good work. I look for- Hommlet,” for example). The cartoons ward to receiving my next 30 issues. and comic strips are still satisfying, If you made if to the art show Kent L. Hawks although I personally have a lack of during the ® Game Fair '96, chances are you saw the orig- Minneapolis, MN interest in articles about DRACON DICE inal painting featured this month and SPELLFIRE cards. on the cover. Regular readers are DRAGON DICE game guru David John L. Combs Eckelberry tells us that all of your questions— Mena, AR not unfamiliar with the work of and many more—are answered by the Dice Brian Durfee. Although this marks Commander’s Manual, an upcoming “Wyrms of the North” remains one of the Brian’s first appearance on our handbook that covers rules, game variants, most popular departments among those cover, his work has appeared reg- ularly on our interior pages over and strategy tips for all DRAGON DICE players. sending us mail, and we’ve seen great feed- the last few years. While you’re waiting to pick up that back on the GREYHAWK setting articles we resource, he offers the following summary ran in 1996, so you can bet you’ll see more One of the great benefits of the of the Kings’ Die rules. of both, and soon. art show is that I get a chance to “This limited-edition promotional die meet artists that otherwise I com- counts as a 4-health unit in your army. municate with only over the Place the Kings' Die in reserves during set- phone or through the mail. up. If you have any units in reserve at the We’ve Moved! Meeting Brian was one of those start of any turn, roll the Kings Die. If a king occasions. That I also found a Note that our mailing address cover image only made it better. comes up, promote any reserve units of the throughout this issue has changed to: race indicated by the Kings' Die. Trade each DRAGON Magazine unit in reserve for a dead unit of the same 1801 Lind Avenue S.W. race worth 1 more health. If the TSR logo is Renton, WA 98055 rolled, choose any one race for promotion.” bility for such submissions can be assumed by the publisher in any event. Advertisers and/or agencies of advertisers agree to hold TSR Inc. ® designates registered trademarks owned by TSR, Inc. ™ designates Any submission accompanied by a self-addressed stamped envelope of harmless from and against any loss or expense from any alleged wrong- trademarks owned by TSR, Inc. Most other product names are trade- sufficient size will be returned if it cannot be published. We strongly rec- doing that may arise out of the publication of such advertisements. TSR, marks owned by the companies publishing those products. Use of the ommend that prospective authors write for our writers' guidelines before Inc. has the right to reject or cancel any advertising contract for which the name of any product without mention of trademark status should not be sending an article to us. In the United States and Canada, send a self- advertiser and/or agency of advertiser fails to comply with the business construed as a challenge to such status. addressed stamped envelope (9½" long preferred) to Writers' Guidelines, ethics set forth in such contract. © 1997 TSR, Inc. All Rights Reserved. All TSR characters, character c/o DRAGON Magazine, at the above address; include sufficient American DRAGON is a registered trademark of TSR, Inc. Registration applied for names, and the distinctive likenesses thereof are trademarks owned postage or lnternational Reply Coupons (IRC) with the return envelope. in the United Kingdom. All rights to the contents of this publication are by TSR, Inc. reserved and nothing may be reproduced from it in whole or in part TSR, Inc. is a subsidiary of , Inc. Advertising: For information on placing advertisements in DRAGON without first obtaining permission in writing from the publisher. Material Periodical-class postage paid at Lake Geneva, WI, U.S.A., and additional Magazine, ask for our rate card. All ads are subject to approval by TSR, published in DRAGON® Magazine does not necessarily reflect the opinions mailing offices. Postmaster: Send address changes to DRAGON Magazine, Inc. TSR reserves the right to reject any ad for any reason. In the United of TSR, Inc. Therefore, TSR wiII not be held accountable for opinions or P.O. Box 469086, Escondido, CA 92406, U.S.A. USPS 318-790, ISSN States and Canada, contact: Bob Henning, DRAGON Magazine, 1801 Lind misinformation contained in such material. 0279-6848. Avenue S.W., Renton, WA 98055, U.S.A. (425) 204-7262.

DRAGON #239 7

More Sahuagin Secrets Revealed

by Skip Williams color illustration by William O’Connor black & white illustrations by

T he Sea Devils, a 96-page book of lore and game informa- rials that comprise their nets). Each mask sports four cords trail- tion on the mysterious sahuagin, made its debut last ing from its corners. A sahuagin donning a mask loops two of month. Upon reading the manuscript, editor Keith Strohm the cords over its anterior fins and ties the remaining pair exclaimed: “Boy, I sure wouldn’t want to meet these guys.” under its chin. In writing the book, I tried to make it a rigorous study of the When exposed to strong light, the gel on the lenses quickly sahuagin, exploring and developing all the powers attributed darkens. Anyone fitted with a pair of these goggles gains a +4 to the sea devils in the MONSTROUS MANUAL™ tome. The book also saving throw bonus vs. light-based attacks. (Sahuagin normally includes a similar treatment of sahuagin culture. Inevitably, suffer a -2 penalty vs. such attacks.) Further, sahuagin wearing deadlines and page counts forced an end to the project, leav- these masks do not suffer temporary blindness when exposed ing several ideas undeveloped. These I present here. (Sorry, to magical light and can function on the surface in full daylight Keith). without impediment. One coating of the photosensitive gel lasts about two hours. Sahuagin Technology Once the gel darkens, it stays that way. If necessary, a sahua- The sea devils possess almost 20% more brain power than gin can wipe off the darkened gel and apply a new coating. do humans, and they have discovered numerous ways to over- Sahuagin females make the gel from the bodies of octopi and come the difficulties of life under the sea. The sahuagin make other sea creatures that possess protective coloration. The gel- new discoveries all the time. The items described below have making process is fairly time consuming and difficult, and only recently appeared in the sahuagin’s arsenal, though they sahuagin nobles and their subordinates enjoy its benefit. The remain fairly rare. gel usually comes packed in small shells that hold enough for four applications. The gel works equally well when applied to Eye Protectors normal goggles or spectacles, though surface dwellers have a To protect their eyes against the ravages of bright light, hard time focusing through it (the wearer sees as though walk- many sahuagin don masks fitted with lenses fashioned from ing through light rain or fog; see chapter 13 in the Player’s transparent crystal and treated with a photosensi- Handbook for details.). A full shell would bring tive gel. The sahuagin weave the masks from 200-600 gp if sold. seaweed fibers and sinew (the same mate-

DRAGON #239 9 Sahuagin Armor Though unarmored sahuagin enjoy a reasonable level of resistance to physi- cal harm, the sea devils occasionally find some additional protection desir- able. The basic form of sahuagin armor is a sharkskin suit that covers the sea devil’s neck, torso, upper arms, and thighs. Slits in the suit allow the wearer’s fins to protrude. Straps at the neck, waist and thighs hold the suit in place. The basic suit does not improve the sea devil’s Armor Class, but the process used to cure the sharkskin makes the hide resistant to fire and fresh water. A sahuagin wearing the suit gains a +2 saving throw bonus vs. fire attacks (instead of the usual -2 penalty) and suf- fers no additional damage from magical fire (instead of the usual +1 point of damage per die). In addition, the sea devil can endure exposure to fresh water for up to an hour before it must make a saving throw to see if the irrita- tion forces it to retreat (see The Sea Devils, page 37). Sudden exposure to fresh water still has the normal effects. Because of its resistance to liquids, the suit also grants a +2 saving throw bonus against acid attacks. The sea devils also construct heavier suits of the same basic design, but rein- forced with plates of coral and shell. Such suits have all the protective quali- ties noted above, and grant the sahua- gin wearing it an Armor Class of 3. The suit’s weight and bulk, however, slow the sea devil’s movement rate by one third (to MV 8, Swim 16). The ultimate form of sahuagin armor features a basic suit reinforced with sev- eral layers of hardened bronze plates and a sort of half helmet made from bronze or a large shell. This suit grants the sea devil wearing it an Armor Class of 0. The suit slows the sahuagin’s movement rate by half (MV 6, Swim 12). However, the helmet is fitted with eye protection as noted above. The suit also grants the wearer complete immunity to fresh water. The suit contains a water- retaining layer that provides a +4 saving throw bonus against fire attacks and reduces damage from such attacks by half. A sahuagin wearing the suit can function on the surface for eight hours instead of the usual four. Sahuagin armor will not fit any other creature. The heavier versions prove much too complicated to survive attempts at alteration. However, a leather worker could merge two basic suits into a garment that another

10 SEPTEMBER 1997 humanoid could wear. A character wear- a 20’ globe of fire. Above water, a flask the concentration of force, and protec- ing such a suit gains a +2 saving throw creates a 10’ puddle of flame. Both tion from enemy counterattacks. A basic bonus vs. fire or acid attacks. The suit is cause damage as noted above. sahuagin tactic is to make a first strike non-bulky and weighs about 8 Ibs. Only Sekolah’s fire produces its own oxy- from beyond the enemy’s visual range. characters normally allowed leather gen and cannot be smothered or Sahuagin see at least three times as far armor can wear them. Unlike other pro- quenched by nonmagical means. A underwater as humans and demihu- tective gear, the altered suit can be worn quench fire or pyrotechnics spell can put it mans do. On the surface at night, they under other types of armor. out, though any unburned jelly in the see roughly twice as far; this can give area of affect or clinging to a creature them a decided edge in missile combat. Sekolah's Fire can be set alight again (which happens Sahuagin are known for attacking on The sahuagin developed this instantly underwater). the surface during the dark of the moon. unearthly substance for use against Above water or below, Sekolah’s fire This is not because they fear light, but scrags (marine trolls). An oily jelly with a consumes flammable items it touches because the darkness conceals them. pungent, fishy odor, Sekolah’s fire and scorches everything else. Characters seems more like some unwholesome failing their saving throws against Underwater Tactics condiment that the deadly weapon it is. Sekolah’s fire must attempt item saving When sahuagin note an enemy, they Upon contact with water (fresh or salt) throws for their equipment-vs. magical usually split into three groups. One the jelly ignites, burning with a ruddy fire underwater and normal fire above group shadows the foe, while the others glow. When completely immersed in water. Above water, Sekolah’s fire sets surround the enemy—sea devils water, the substance burns even more alight any wooden structure it touches. usually prefer to attack from above, furiously, creating a seething mass of Though the jelly always burns itself out, below and behind, or from the left, right, flame and steam that parboils anything smothering the area with sand or other and behind. At a prearranged signal, in it. Worse, the flaming jelly tends to dry, nonflammable material keeps the two of the groups launch missile attacks cling to any creature it contacts; oppo- fire from spreading. (and cast spells if the sahuagin party nents struck by Sekolah’s fire cannot Sahuagin priestesses concoct includes priestesses) while the remain- escape its flames even when they leave Sekolah’s fire using blubber, fish oil, and ing group observes the results. While the affected area. By some trick of numerous chemicals gathered from the the attackers reload their weapons, the sahuagin ingenuity, Sekolah’s fire sheds sea. For obvious reasons, the sahuagin other group notes the target’s reaction very little light, only about as much as a use air-filled spaces to mix the jelly and and act appropriately. They generally bed of glowing embers, and does not pack it into tubes. Usually, only the king- launch missile attacks themselves—pay- adversely affect the sahuagin’s light-sen- dom’s royal high priestess and her assis- ing special attention to opposing spell- sitive eyes. tants know the formula. casters—or charge in for melee attacks. It Sahuagin usually carry Sekolah’s fire Sekolah’s fire has been a tremendous is important to remember that sahuagin in thin metal tubes fitted with bulbs or success as a weapon against the scrags. are blindingly fast (they swim at a rate of plungers. Each tube is about twice the The sahuagin also find it useful for set- 24, which is as quick as a light horse on size of a standard potion bottle and con- ting ships alight and for breaking up land). Note that sahuagin relentlessly tains enough jelly for one use. massed groups of enemies. Sahuagin attack any spellcasting opponents to kill Underwater, a tube creates an oblong priestesses guard the secret of Sekolah’s these magical threats as early as possi- cloud 30’ long, 20’ high, and 20’ wide; fire jealously. Generally, only forces ble. An underwater fight against sahua- the cloud extends away from the user, directly under the command of a sahua- gin should play out like an old western with one of its short (20’) sides centered gin king or prince are equipped with movie in which hordes of whooping at the tube’s mouth. The substance Sekolah’s fire. Even then, only chieftains Indians pepper their foes with arrows— burns for five rounds, inflicting 3d10 hp and their lieutenants carry the sub- except that most of the time the sahua- damage each round. (Though nonmagi- stance, usually one or two tubes each. gin should be out of sight. cal, the fire is treated as a magical fire Sahuagin armed with the Sekolah’s fire Because most player characters don’t attack when determining the effective- usually employ it quickly so as to use it enjoy fast swimming rates, they should ness of magical protection such as a ring up before the enemy has any chance to have great difficulty closing with the of fire resistance). capture a tube. sahuagin and effectively counterattack- When used above water, a tube cre- Tubes of Sekolah’s fire can prove as ing. A protection from normal missiles ates a jet of flame 15’ long, 5’ wide at the dangerous to the sahuagin carrying spell, however, renders sahuagin darts, tube’s mouth, and 10’ wide at the jet’s them as to the enemy. If accidentally javelins, and crossbows harmless (at far end. The jelly burns for three rounds, ruptured underwater, a tube explodes, least while the spell lasts). Magical barri- inflicting 3d6 hp (nonmagical) fire dam- filling a 15’ sphere with fire as noted ers such as wall of stone, wall of force and age each round. above. On the surface, jelly in a ruptured Otiluke’s resilient sphere can give PCs In either case, victims are allowed tube ignites if exposed to fire or damp- some cover, and a few quick continual saving throws vs. breath weapon; suc- ness, filling a 5’ sphere. Iight spells might reveal the sahuagin cessful saving throws reduce all damage If sold on the open market a tube or skulking in the submarine darkness (and from any particular dose of Sekolah’s flask of Sekolah’s fire would bring blind them). Divination spells such as fire by half. Submerged victims suffer a 200-500 gold pieces. wizard eye also can help beleaguered -2 saving throw penalty. PCs track sahuagin down. The sahuagin sometimes pack the Fighting Sahuagin If hard pressed, sahuagin won’t hesi- jelly into flasks that function just like Sahuagin prefer to fight with their tate to use their superior movement flasks of oil. Underwater, a flask creates brains. Their tactics emphasize mobility, rates to vanish into the depths only to

DRAGON #239 11 regroup and return after an hour or so, devils may find themselves blindsided when a party’s protective spells have by the sahuagin reserve. expired. The best way to deal with this Because of their ability to sense living tactic is to leave the area immediately. creatures underwater, sahuagin invari- In a pitched battle with sahuagin, ably arrange to render any area where anything that limits the sea devil’s speed they fight into a cloud of murk. Often and maneuverability can be helpful. they can accomplish this task without Even wrestling attacks can defeat the any special effort at all, as the violence of sea devils’ hit-and-run tactics. Spells an underwater fight can stir up loose silt such as slow and entangle prove quite from the bottom and send all manner or effective. Finally, all characters should other debris swirling through the water. stand ready to assist comrades who The sea devils sow most underwater become trapped in sahuagin nets. areas in sahuagin villages, towns, and buildings, with a fine layer of silt. If a bat- Surface Tactics tle erupts, the immediate vicinity (all After an initial attack with spells and areas within 20’ of the fight) becomes missiles, sea devils close in from at least murky after only 2-5 (1d4+1) rounds of two different directions. If the battlefield combat and effectively opaque in twice has some obvious place where enemy that time (double the initial die roll). The reinforcements can arrive—such as a sea devils use the concealment the murk fortress or a ship’s hatch—the sea devils provides to press the attack, to fall back quickly move to cut it off. One of their to a more defensible position or to bring favorite methods for doing so is spread- reinforcements to the battle secretly. ing out nets to catch creatures emerging from an opening; many a sailor’s life has The Kalimox ended when he blundered into a sahua- The Kalimox (CALL-ee-moh) is a gin net and found himself stabbed with sahuagin memory game involving ges- a trident or dragged, still struggling, into tures and vocalizations (see the Sea the sea. Devils, page 54). The sea devils use it for Defeating sahuagin on the surface both recreation and as a way to conduct often proves a matter of sheer power. nonlethal duels. It is possible that a char- Light and continual light spells are even acter employing polymorph magic (or a more effective against sea devils in the similar magical disguise) to look like a open air. Fire-based spells, ineffective sahuagin might find himself challenged underwater, slay sea devils quite readily, to a kalimox. To conduct a kalimox, though parties traveling aboard ships make three opposed Intelligence checks must be very careful with them. between the challenger and the chal- lenged; the winner of each check is the Other Nasty Sahuagin Tricks one who succeeds his check by the Sahuagin make full use of their supe- larger margin. A typical sahuagin has an rior memories to recall all the details of Intelligence score of 14 but receives a +5 a battlefield and its surrounding area. bonus when performing a kalimox. They often use this knowledge to Characters can add their reaction/ choose routes of retreat that pose real attacking adjustments (from their dangers to pursuers. When raiding Dexterity scores) to their Intelligence coastal areas, for example, sahuagin scores. The competitor who wins two might make a dash for a nearby sea cliff out of the three opposed checks wins and dive cleanly into the water upon the challenge. In the event of a tie, the reaching its edge. Pursuers dogging the challenge continues, and the first com- sea devils’ heels might come upon the petitor to lose an opposed check loses precipice unexpectedly and suffer nasty the challenge. falls. Sahuagin always make good use of reserves in any important battle. These troops lie in wait to ambush pursuers, and they always remain ready to take Skip Williams suggests that telemarketers advantage of any tactical situation that make a good model for sahuagin because might develop. For example, if a town both tend to strike without warning, tirelessly garrison sallies forth to meet a wave of attack again and again if they don’t immedi- attacking sea devils, the sahuagin ately succeed, and would gladly consume reserve will try to enter the settlement their own children. unseen. Likewise, adventurers who surge forward to beat off attacking sea

12 SEPTEMBER 1997

Traps and tactics for your favorite humanoids by John Baichtal illustrated by David Sutherland

here was a time when an orc was a deadly foe for a PC- 3. The orcs roll boulders down hills at the PCs. Normal even an experienced adventurer. Now, with specializa- attacks rolls do not apply; each PC must make a successful tion, style specialization, maximum hit points at 1st Dexterity check to avoid the rocks. If a check fails, the level (a norm in many campaigns), and other perks for PC suffers 4d6 hp damage, save vs. PCs, orcs are little more than a nuisance. Part of the paralyzation for half damage. problem is that the average humanoid’s repertoire 4. A human-appearing half-orc is hired as of tactics can be summed up in three words: a guide and leads the PCs in to an ambush. scream and charge. This old cliche is silly, because 5. The orc chieftain wears a medallion of ESP most humanoids have an Intelligence rating of at and thus knows the PCs’ every move. The DM least Average, and some (kobolds in particular) are can roleplay this situation by having the orcs see considered extremely cunning tacticians. through all of the PCs’ tricks and taking advan- To solve this problem, here are 101 ploys and tage of their weaknesses. stratagems for supposedly stupid orcs, goblins, and 6. An orcish shaman casts animate dead on other humanoids. Facing them, perhaps even orcs previously killed by the party. high-level PCs will come to sweat at the sound of 7. The orcs wave torches at the PCs’ goblin drums. Though only orcs are mentioned, mounts to spook them. This tactic forces a these tactics work admirably for virtually any Morale check for the horses, but horses humanoid foe. are immune, thanks to their training. If a PC’s horse is spooked, he must make a riding pro- 1. The orcs are mounted. Worgs are good choices ficiency check or be thrown, suffering 1d6 hp dam- as are horses. The orcs use lances if they are available. age. To regain control of the mount, the PC must 2.The orcs, hidden in the bushes, throw a skunk into make a second check. In the meantime, all of his the PCs’ midst. Depending on the party’s behavior, the skunk actions are at -4 due to the horse’s bucking. could simply run off or spray them, with results described on 8. The orcs have dug spiked pits in the vicinity of the fight. page 242 of the MONSTROUS MANUALS™tome. If there is a These are about 10’ deep, and a failed save vs. druid or ranger in the party, this ploy could be death magic means a PC falls in during melee. spectacularly unsuccessful. Each victim suffers 1d4 hits, and each hit

14 'SEPTEMBER 1997' inflicts 1d6 hp damage. The DM should 20. The orcs harry the party for many DUNGEON MASTER® reduce this damage for low-level PCs. days, perhaps weeks, occasionally Guide. 9. The orcs have nets that they sling shooting an arrow at them or feigning a 29. The ground in the trees, ready to drop them on the charge. If the orcs are not dissuaded, the seems muddy, party. Alternatively, they carry the nets party becomes worn out for lack of but it is actually to throw at individual PCs. sleep. For everyday without proper rest, soaked with oil, 10. Orc footbowmen fire at the PCs all of the PCs’ d20 rolls suffer a -2 which the orcs from long range—200 yards or so—to penalty. Eventually the PCs may collapse set alight. Flaming soften up the PCs before melee begins. from sheer exhaustion. mud causes 2d6 Footbows are huge bows bent by the 21. The orcs have hostages whom hp damage the first strength of the legs. Thanks to the long they use as (demi-)human shields. Any round, then 1d4 the range, accuracy is poor, but only PCs PC using a missile weapon against orcs next two rounds before burning out. with similarly long-ranging weapons can so protected has a 75% chance of 30. One of the orcs is a champion, retaliate. hitting the hostage instead. possessing higher-than-normal fighting 11. The PCs’ trail 22. A number of orcs pretend skills and hit points. Orcish champions passes through a they’re shamans, dressed in robes are described in the MONSTROUS MANUAL narrow ravine, and and waving their arms as if they tome, page 282. the orcs attack from were spellcasters. The effec- 31. Casks of drugged wine are left for above—the tiveness of this depends on the PCs to find. If they drink the wine, ambush. The orcs the PCs, but Intelligence they must make a save vs. poison or fall gain the following checks might be in order. asleep. bonuses: 75% cover, 23. The orcs have a pet 32. Green leaves are thrown onto a +1 to hit for higher rust monster, and they fire upwind of the party, with the hope ground, and possible attack the PCs armed with that the dense smoke blinds the PCs. surprise. clubs, hide armor and Each affected PC must make a save vs. 12. The orcs lure the PCs wooden shields. For paralyzation each round or be incapaci- into a charge, then greet them more information on the tated by the choking blinding fumes. with set spears, which inflict double rust monster, see the This effect lasts until the PC leaves the damage. MONSTROUS MANUAL smoky area. 13. Grease has been spread on the tome, page 305. 33. The orcs have hired mercenaries, floor (if indoors) to make the PCs’ foot- 24. The orcs have human or some other race. These indi- ing extremely slippery. Each round, a human allies and viduals should be about as tough as a PC must make a Dexterity check or pretend to fight PC—so a 10th-level party might fight fall, negating all actions that round. them; when the PCs mercenary giants. 14. The orcs throw sacks of pepper charge to the rescue, 34. The orcs are concealed in low throw into the PCs’ faces. Each PC must they are attacked by water, breathing through reeds. When make a save vs. poison or be incapaci- both groups. Treat the the PCs pass by, the orcs leap out of the tated for 1d2 rounds, sneezing. allies as 1st-level fighters with 5 hp each. water. Surprise checks are rolled at a 15. Concealed in the grass by the road 25. An orc has a potion of giant penalty of -3. are pits with orcs inside; the hiding orcs strength and hurls rocks from far away. 35. The orcs are mounted on trained jump out to surprise the party. The PCs This scenario is a good challenge for war horses, which are not afraid of fire or suffer a -2 penalty to their surprise rolls. mid-level PCs. startled by combat, and which often 16. The orcs have poisoned weapons. 26. There are tripwires in the under- attack opponents on their own. See the Of course, the DM should make the poi- brush all around the party, so if the MONSTROUS MANUAL tome, pages 194 and son’s strength commensurate to the PCs’ party charges or flees, their movement is 195, for more information on war horses. level. It might be interesting to run a hampered. Each PC who becomes tan- 36. One of the orcs is actually a high-level campaign with orcs as foes, gled in a tripwire must make a success- shaman, a wizard/priest of level 1d4+1 armed with weapons envenomed with ful Dexterity check or fall down, losing in each class. giant scorpion poison. all actions for 1d2 rounds. 37. The orcs are unusually proficient 17. The orcs are armed with man- 27. A squad of orcs consisting of light with a particular weapon; this skill is catchers. See the Player’s Handbook for horsemen with bows attacks the PCs. equal to specialization. more information on these weapons. Their plan is to shoot at the party, 38. An orc uses a potion of poly- 18. Orcs sneak into camp while the retreat beyond the range of the PCs’ morph self to assume the form of a PCs are asleep. This may seem like a missiles, then return to fire cute puppy. Then he wanders simplistic ploy, but it has the potential to again. They continue into the PCs’ camp one night. be quite effective. The orcs doff all metal this tactic as long as After the PCs have fallen armor and cover themselves with black they can. asleep, the puppy reverts to mud to blend into the night and foil 28. The orcs have orc form and distracts the infravision. While these commando orcs acquired some smoke PCs while his fellows attack. attack, the regulars charge in to support. powder, which they use 39. The orcs have heavy 19. The orcish shaman has a sleep to make crude bombs. weapons, such as two-handed swords spell memorized, making him a substan- Information on smoke or halberds, which cause more damage tial threat to PCs of 4th level and under. powder appears in the than the usual orcish armament.

DRAGON #239 15

40. The orcs are armed with several 53. The orcs form a shield wall. or suffer 1d10 hp damage and be auto- crossbows each, allowing them to keep Archers fire from behind the wall. The matically unhorsed. up a steady rate of fire from a distance. wall offers the archers 90% cover and 63. The orcs stake out a watering 41. The orcs hide behind wails or the shieldbearers 75% cover. The only hole and attack while the party is mantlets, shooting their bows through down side is that they are vulnerable to bathing. arrow slits. This protection is equal to melee attack . . . but see #8 above. 64. The orcs have spread bear traps 90% cover to missile fire. 54. The orcs have erected a palisade throughout the underbrush. Snap! A 42. The orcs have an ogre with them the party must cross. The palisade bear trap inflicts 1d8 hp damage and for “heavy artillery.” grants the defenders at least 50% requires a Strength of at least 15 to 43. The orcs, who understand the cover and is high enough that a PC free the PC. An unaware PC common tongue, attack at night. If the needs a ladder to reach the top. must save vs. paralyzation to PCs try to coordinate their actions ver- 55. The orcs try to trick the avoid stepping on one. bally, the orcs hear and compensate. If party into wasting missiles by 65. The orcs have dug an the PCs fight silently, the players must offering themselves as targets. earthen cave underneath the write their PCs’ actions instead of Any arrows, bolts, etc., shot are trail, and they collapse it when announcing them aloud. This technique broken or stolen. The orcs try the PCs cross over. The result should hinder cooperative tactics. this only if they are far enough of this trick is that the party 44. The orcs have prepared an away to avoid incoming mis- tumbles into a 6’ deep pit with avalanche over a mountain trail. PCs siles (by hiding behind trees, for loose earthen walls. may make save vs. poison to avoid instance), but they abandon this 66. The orcs wield daggers in being covered in snow; those who fail tactic immediately if the PCs’ aim is their left hands (perhaps badly) must be rescued within one minute per true. and use them to parry or strike. Constitution point or smother to death. 56. The orcs are archers firing from a A kind DM can give the orcs the usual 45. The orcs hide near a spring, boat in a nearby river or lake, pre- -2/-4 penalty; a ruthless DM can decide which has been doctored with a venting the party from charging that the orcs have enough practice to tasteless drug that makes the them. eliminate some or all of these penalties. drinker sick. PCs failing a save 57. The orcs pretend to flee 67. The orcs are clad in rusty but func- vs. poison lose 6 points of but scatter caltrops behind tional plate mail, making them hard to Strength and 2d4 hit points. them. Caltrops cause 1d4 hp hit for low-level PCs. This may seem like Meanwhile, the orcs attack. damage, and a PC dashing not much of a ploy, but when you con- 46. The orcs found a cou- through must make a success- sider that orcs normally have nothing ple of potions of heroism and ful Dexterity check for every 10’ better than ring mail . . . use them when fighting the of trapped ground or step on 1d4 68. There are orc longbowmen in a party. This simple trick is good for grove atop a nearby hill, and each mid-level PCs. 58. Logs soaked with flaming tar archer has a stuffed dummy next to him 47. The orcs have pet dogs that serve are rolled-down hills at the PCs. A to make the troop look twice as large. A as guardians and trackers. Thieves try- PC must either make a successful PC unaware of the ploy has a 50% ing to sneak around will be detected Dexterity check to jump over or else out- chance of targeting a dummy. unless they are downwind of the dogs run a log, which attains a top speed of 69. The orcs have a pet or mascot, or have covered their scent somehow. MV 15. A PC who is run over suffers 1d8 such as a bear. Take a look through the See the MONSTROUS MANUAL tome, page hp damage for the log and 1d6 for the MONSTROUS MANUAL tome and be creative. 57, for more information. fire. Ouch! 70. The orcs whirl bullroarers as they 48. The orcs are mounted on flying 59. The orcs are berserkers, as approach; these noisemakers make animals (hippogriffs are good), or per- described in the Complete Fighter’s horses nervous (non-war mounts haps crude hang gliders. Handbook. must make a Morale check), 49. Anticipating the PCs’ invasion of 60. Sacks filled with angry and PCs must make a riding their lair, half of the orcs hide in barrels, rattlesnakes are tossed into the proficiency check or the ani- then jump out and attack from the rear. PCs’ camp at night. See the mals bolt away. Stupid PCs suffer a -1 penalty to surprise rolls. MONSTROUS MANUAL tome, pages and/or low-level NPCs 50. The orcs dress as human peas- 320 and 321, for more infor- must make a Morale ants in order to get close to the PCs. This mation on snakes. check or flee, unless a works only if all the PCs fail their 61. The orcs have narrow strong PC leader orders intelligence checks. (2-3’ diameter) caves through them to stay put. 51. The orcs have some potions of which to retreat if they are 71. The orcs have the healing and make use of them during charged. PCs crawling after them had advantage of numbers and try to the fight. better be good with daggers. tackle and overbear the PCs rather than 52. The orcs fire flaming arrows to 62. The orcs stretch a rope across the fence with them. This simple “trick” is a start fires in the PCs’ tents and other party’s path to knock them off, their huge advantage that humanoids usually possessions, before they charge. This horses. This is especially fun if the party enjoy, but one that is almost never uti- could be a particularly deadly tactic if is chasing them. Each PC in the front of lized by DMs. the party has many flammable items the group may make an Intelligence 72. The orcs form a spear hedge to (bolts of cloth, kegs of lamp oil) or if they check to detect the ploy. Characters who keep the PCs at bay. A PC must endure are situated on a raft or boat. don’t see it coming must save vs. death at least two attacks to come within

DRAGON #239 17 sword range, and if either attack hits, imbedded. Another advantage to pilums 96. The orcs festoon themselves with the PC is forced back and must try again is that the shafts bend when they hit, so leafy twigs and plant fronds as camou- next round. they cannot be thrown back at the orc. flage. This concealment gives the PCs a 73. The orcs paint themselves black 85. The orcs have a huge keg of penalty of 1 on their surprise rolls and and slip through the underbrush with Greek fire that they roll into the party’s penalizes their missile fire by -1. knives, rather than fight toe to toe. The midst and detonate. Anyone within 20’ 97. An orc throws a hornets nest into DM may give the orcs a Hide in of the keg when it goes off suffers 3d6 the PCs’ midst. The hornets collectively Shadows and Move Silently score or sim- hp damage the first round, 1d8 the sec- inflict 1 hp damage per round to every- ply decide when and where the orcs ond, and 1d4 the third and fourth one in the swarm. are detected. rounds. Also, any flammable 98. The orcs cause a herd of cows or 74. The orcs have a bal- material in the vicinity (trees, hair, other animals to stampede in the party’s lista or catapult that they clothing) is likely to be set on fire. direction. The stampede lasts for 1d4+1 use to attack the party from 86. Some of the attacking rounds. PCs caught in the stampede a distance. A ballista bolt inflicts orcs climb nearby trees during must make a successful Dexterity check 4d4 hp damage, a catapult rock he fight, firing missile every round to avoid being trampled. 4d6 hp damage. weapons from the safety Any PC trampled suffers 2d4 hp damage 75. The orcs’ shaman casts of a high branch. and suffers a -4 penalty to his next invisibility on their champion. 87. In especially dry round’s Dexterity check. 76. A nearby ditch has been filled weather, the orcs set brush and forest 99. A friendly wizard casts massmorph with tar, then set on fire to form a ablaze. This one is a very orcish tactic. on a group of orcs to aid them in barrier or divide the party. Any PC enter- 88. The orcs are hiding in a wagon, ambush. See the PHB for more informa- ing the ditch suffers 2d8 hp damage. which they move by pushing it from tion on this spell. 77. An orc with pig blood all over his inside (there is no floor). There are arrow 100. There are twice as many orcs as face and dressed in a merchants clothes slits in the walls (providing 90% cover) PCs, and the orcs fight in pairs, with one lies by the roadside begging for help. If and wet hides tacked outside to resist parrying, the other fighting. Whichever a PC leans over to help him up, the orc fire. orc the PC attacks parries, and the other lashes out with a concealed, poisoned 89. The orcs attack at night. The PC attacks. For best effect, use the parrying dagger. The PCs surprise roll is at -3, humans must use lights or fight at a dis- rules presented in the Complete Fighter’s and the poison is Type O (paralytic) advantage. Handbook. venom. Other orcs are in hiding nearby. 90. The orcs surround the PCs with a 101. As the PCs are traveling down 78. The orcs pick a dark, rainy night to flaming barricade of brush and oil, then river in a boat or raft, orcish knifers attack when humans cannot see and attack those trapped inside with missile attack from underwater and archers torches are doused by the torrent. Also, weapons. Anyone trying to jump over from the banks of the river. all missile fire suffers a -4 attack penalty, the barricade must make both a and bows and arrows may be ruined by Strength and a Dexterity check or be the damp, at the DM’s option. burned for 1d8 hp damage. 79. The champion has had a stoneskin 91. The orcs have a cage full of stirges spell cast on him. and smear themselves with a John Baichtal is an aspiring freelance 80. One of the orcs is a lycanthrope. stirge-repelling herb. Then they open writer whose interests include beer, football, This is a mean trick for low-level PCs, the cage. Stirges are described fully in and spending way, way too much time in who most likely will not have any silver the MONSTROUS MANUAL tome, page 332. the role-playing game areas of America or magical weapons. Wereboars, were- (See this issue’s “Ecology of the Stirge” Online. He recently wrote his first short story, wolves, and wererats are the most for variations of the monster.) which his Mom said was “perfect,” but appropriate types of lycanthrope. 92. The orcs wear the armor (includ- which everyone else hated. What would we 81. The orcs are disguised as ghouls ing full helmets) and emblems of a all do without Mom? or other undead. PCs’ failing their friendly group, In order to move close intelligence check believe them to be enough to attack. the genuine item. 93. The orcs keep a patch of quick- 82. One of the orcs has thieflike abil- sand between them and the party, then ities-moving silently, backstabbing, hurl insults and shoot arrows until the opening locks. Consider the orc to be PCs charge. Any PC landing in quicksand 5th level. must make three successful Dexterity 83. The orcs pretend to be drunk. checks, one per round, to escape. Every When the party approaches, the orcs failed Dexterity check causes the PC to invite them over for a pint, acting as sink a little deeper; three failed checks friendly as can be. and he is in over his head. Don’t forget 84. The orcs have pilums (light that the orcs are still there. spears) that they stab into the PCs’ 94. A number of orcs are actually shields and armor to slow them down. ogrillons. See the MONSTROUS MANUAL The recipient of this attack must stop tome, page 275, for information on and remove the spears (taking a whole ogrillons. round) or suffer a penalty to movement 95. A false treasure map lures victims and AC equal to 1 for every spear so into an ambush.

18 SEPTEMBER 1997

For the spelunker who has everything!

by Paul Culotta illustrated by Stephen F. Schwartz

s the intrepid adventurers wandered through , they In addition to pouches, each belt has room for two weapon happened to pass by the Aurora's Whole Realms outlet. In the sheaths or holders (one per side). Extra weapons stuck in a belt window was a sign proclaiming “Aurora's Undermountain Sale! (such as a broad-bladed axe) take up the room of one large pouch. New Items and Backpack Packages for Delving info Waterdeep’s Most A canteen takes up the space of a large pouch. Using the belt and Deadly Hole of Evil!” Curiosity aroused, they stepped inside and were pouches does not relieve the character from encumbrance rules or met by a salesman who was more than happy to show them all the restrictions; they merely provide convenient access. new items that Aurora had put on sale. Weight: 0.75 lb. Cost: 1 gp small pouch Welcome, stout adventurers! What bargains we have for you! Weight: 1.5 Ibs. Cost: 2 gp large pouch Come right this way! Over here on this fable you will find several back- packs that are pre-stocked with the basic necessities for surviving Assayer’s Kit Undermountain. We have pre-designed packs for all sorts, and we Developed by the dwarves of the Earthfast Mountains, assay- carry a new inventory of unusual items designed with the resourcefuI ers’ kits are large pouches that contain a bottle of assaying adventurer in mind. Our field representatives have been surveying our chemicals, a squeeze dropper, a stiff brush, and a metal scrap- customers from Halruaa to fhe Moonsea to determine what common per. They are used primarily by miners, although adventurers items work best for each profession and how they should be distrib- might find them useful. Whenever a miner comes across what uted among a party of hardy adventurers like yourselves.” he thinks is a vein of precious ore, he scrapes away excess rock and brushes it to expose the vein. He places four to five drops Adventurer’s Belt of the assaying liquid on the apparent find. If nothing happens, Sturdy leather belts with metal “eyes” inserted at various reg- the ore is not worth mining. If it starts glowing with colors, how- ular intervals are useful in preventing attached pouches from ever, the miner has found something worthwhile: sliding around. Color Result Weight: 1 lb. Cost: 3 gp Green Copper Yellow Iron Adventurer’s Pouch Blue Silver Each adventurer’s pouch has metal clips for attaching to an Orange Gold adventurer’s belt. Each pouch has a quick-release ring like the Red Electrum backpack straps. Each large pouch takes up the space of three Purple Platinum small pouches. They are specially made to fit on to the belt, so An assayer’s kit takes up all the room in a large pouch. The they cost a little extra. kit includes enough liquid to conduct 100 tests. DM Notes: The belt and accompanying pouches are meant DM Notes: After 50 uses, there is a 2% cumulative chance to carry items that a PC wants handy, like signal whistles, mir- (starting at use number 51) that the assaying chemicals deterio- rors, thieves’ tools, etc. A human or dwarf-sized adventurer’s rate due to exposure to air. When the liquid deteriorates, it belt can accommodate up to three large pouches or 10 small shows no readings at ail, even when applied to the purest of pouches, or some combination of the two, as a general rule. The metal ores. Note that this liquid can also be used to determine DM should review each adventurers height and weight before the kind of metal used in a piece of jewelry. deciding the actual “pouch capacity” of a belt. A slim elf (or even Weight: 2 Ibs. Cost: 25 gp a very slim human) PC could probably carry only two large pouches or six small pouches.

DRAGON #239 21 Backpacks and Frames Because each mission requires the pack fall to the ground. This way he All of Aurora’s backpacks are now unique tools, there is still room for extra can move with only the weight of mounted on frames. Aurora’s has had a equipment in the packs and on the weapons, armor, clothes, etc. Of course, 98% satisfaction rating with these frames to carry additional items. the DM should adjudicate whether frames, which put the weight of the pack Provision bags are included so that breakable items in the pack are smashed on the hips instead of on the shoulders. the scent of freshly killed meat is con- when they fall to the ground. Another They have sold so well, in fact, that tained and sharp-nosed underground thing to consider is what happens if the Aurora’s made the decision that all of denizens cannot track the party. adventurers are in a constricted area and their backpacks would be on frames. (Provision bags can also double as trea- the first PCs in line (or all of them) cut Some ask why certain items were sure sacks and are even useful to keep away their packs to fight. It would not be excluded from the Adventurers’ Packs, spellbooks dry.) unreasonable to require other PCs to but Aurora’s has found that they sell On each strap of the backpack is a make a Dexterity check if they try to step best when containing only the essen- metal ring that can be pulled out, releas- around the fallen packs while in melee. tials. Their packs were designed with the ing the strap and causing the backpack assumptions that 1) the adventuring to fail away. There is a ring on each Blacksmear party would be balanced and 2) warriors strap to accommodate both left- and Blacksmear is a breakthrough in in the group were typically the strongest right-handed adventurers. underground camouflage. This mixture and could carry the most food and DM Notes: As indicated in Aurora’s of several secret ingredients is the ulti- water. Rations, of course, are especially Whole Realms Catalogue, using a pack mate for adventuring underground. It is big considerations in underground with a frame shifts the encumbrance fac- a vast improvement of Aurora’s tar adventuring, since one is not likely to tor one setting lighter. makeup kits. Like the makeup, Black- find a deer to bring down or a brook to An adventurer who has at least one smear covers skin and allows full vision fill a waterskin. hand free can quickly pull a ring and let and flexibility, yet it goes further: it keeps the skin temperature concealed so that underground creatures with Basic Warrior Backpack infravision have a much poorer chance Item Weight (Ibs.) Cost (gp) of noticing one. One jar contains 25 Backpack and frame 8 13 applications. Bedroll 6 17 DM Notes: Creatures using infravi- Ration packs (21) 21 10 sion only have a 10% chance of noticing Waterskin (3 gallon), full 18 2 a character whose exposed skin has 3 Provision bags 3 9 been covered with blacksmear. Like tar Totals 51 51 Sale Price: ...... 45 gp makeup, it allows a 2% bonus to hiding in shadows. Note that it takes one appli- cation for the face and one additional Basic Priest Backpack application for each exposed limb. The Item Weight (Ibs.) Cost jar counts as an item for a large pouch Backpack and frame 8 13 on the adventurer’s belt. Bedroll 6 17 Weight: 1 lb. Cost: 300 gp Ration packs (3) 3 1.4 Provision bag 1 3 Nonscent Herbs Healer kit 10 6 A concoction of the foreign lands, Waterskin (1 gallon), full 3 8 Totals 30 42.2 nonscent herbs can be spread around Sale Price: ...... 36 gp an underground campsite to remove any scents left behind by the adventur- Basic wizard Backpack ers (food, wine, blood, body odors, etc.). Of course, smart adventurers must still Item Weight (Ibs.) Cost remove visible signs of their presence Backpack and frame 8 13 Bedroll 6 17 from the campsite. A packet of herbs is good for a 100 square foot area. Provision bags 2 6 DM Notes: The game effect of non- Waterskin (1 gallon) full 3 0.8 Totals 19 36.8 scent herbs depends on the types of crea- Sale Price: ...... 32 gp tures involved. While giant hyenas track by scent, mindflayers don’t learn a thing Basic Rogue Backpack from lingering smells. It should be noted that using these herbs works both ways: Item Weight (Ibs.) Cost for example, it will frustrate rescue Backpack and frame 8 13 attempts by allies or separated party Bedroll 6 17 members who are using bloodhounds or Provision bag 1 3 other scent-tracking creatures to find their Ration packs (3) 3 1.4 lost friends. Totals 18 34.4 Sale Price: ...... 29 gp Weight: Insignificant Cost: 10 gp per package of 10

22 SEPTEMBER 1997

Along the strap are four DM Notes: If continual light is cast sewn-in Greek fire contain- inside the tube, the device functions ers, each with a release with same range as a bullseye lantern. If pin. Double bandoliers are light is cast inside, the beam of light has available at a slight dis- a range of 30’. count from the cost of two Weight: 0.5 lb. Cost: 10 gp singles. DM Notes: See oil vial Nose-Squeezer holder notes. Manufactured in Lantan, the nose- Weight: 10 lbs. Cost: 50 gp squeezer is a large metal clip that opens Double bandolier with finger pressure and can be quickly Weight: 20 Ibs. Cost: 90 gp put over the nose whenever adventurers run into foul smells underground like Quick-Release Rings ghouls, ghasts, troglodytes, etc. Pull ring replacements are sold in DM Notes: Using such an item gives a case a pack has had to be dropped and, +3 bonus to the appropriate saving in the heat of battle, the original clip is throw. The nose-squeezer counts as an lost. Sold in packages of 20 clips item to be put in a small pouch, but DM Notes: If a pull ring is discarded most smart adventurers clip one to their in combat, there is a 50% chance that it backpack straps, belt, or armor so it can becomes lost. This may be adjusted by be easily grabbed if needed. Unless the the DM according to circumstances (less adventurers are surprised, they should chance if dropped on a hard flat stone be able to do this quickly, prior to any floor; greater chance if in a pit of sand). initiative roll. Note that it does no good If a character has no spares, against inhaled poisonous fumes, since he certainly should be able the PCs must still breathe through their to find something to keep mouths. The nose-squeezer is also a his pouch or pack strap good thing to have when swimming secured, but the quick- underwater. release feature is lost. Weight: 0.5 lb. Cost: 1 gp Weight: Negligible Cost: 1 gp Rope Set Pack (Improved) The rope set pack contains a frame, Cathole Tool Screwcap Tube quick-release straps, 100 yards of silk Fashioned by Aurora’s in-house Developed originally by the High rope, two foldable grapples, several gnomish artisans, the cathole tool is a Priest Cadderly of the Edificant Library in spikes, three pulleys, and a small ham- shovel-like device made of hardened the Snowflake Mountains, the mer. This is an improvement on steel with a wooden handle. Its serrated screwcap tube is a metal cylinder the earlier version of the blade can dig into the hardest ground. It with a cap that twists on and off. pack previously sold by is bigger than a hand trowel and shorter Generally, smart adventurers Aurora’s, which had 200 than the normal shovel. The cathole tool realize that fire soul even- yards of rope. Customer was originally designed to cover up tually burn out in the surveys indicated that 200 campfire ashes and other signs of the or (worse yet) may yards was too heavy and adventurers’ passage. Comyrian infantry set off pockets of was not needed in most swear that they are equally good in dig- flammable gases. instances. Aurora’s recom- ging hasty defensive positions-and that Thus, they pay mends that this pack be carried they pack a terrible wallop in combat. clerics or wizards by a warrior or other strong Each comes with a case that can be to cast continual adventurer. The listed weight clipped on to an adventurer’s belt or light spells inside this includes that of the strapped to the back of a pack, tube, creating a clear rope. DM Notes: If wielded in combat, it beacon of light. If they Weight: 6 Ibs. inflicts 1d4+2/1d4+1 hp damage and don’t want the light, Cost: 40 gp can be used as a slashing or bludgeon- they merely screw the ing weapon at the adventurer’s option. cap back on. Oil Vial Holder Weight: 6 Ibs. (w/case) Cost: 5 gp The cost of a tube used as a Vial holders secure light does not include the casting of one vial of oil or fuel for Grenadier Bandolier the spell, which must be paid for sepa- Greek fire with overlap The grenadier bandolier was devel- rately to a wizard or priest of the cus- ping flaps secured with a oped originally for Thayvian shock tomer’s choice. quick-release ring. The troops. This thick leather strap fits across Aurora’s has developed a holder for character grasps the top of the vial, pulls one’s chest and clips to the adventurer’s this tube (counts as small pouch) as well the pin (which releases the flap), drops belt. At the waist is a convenient loop for as straps with which to attach it to back- the pin, shifts the vial to his throwing placing a mace, sword, or other weapon. pack frames. arm, and heaves.

24 SEPTEMBER 1997 DM Notes: The vial holder attaches Druidic Surprise DM Notes: The blackberry vine dies to an adventurer's belt and counts as a This large backpack holds nothing after three weeks underground without large pouch. It is sewn on the grenadier more than a foot of rich, wet earth and sunlight. It dies in less time if not bandolier. The character should be a living blackberry bush that has been watered, requiring one pint of water per allowed to perform the release-and- folded into the packs compartment. day minimum. One can also use this throw maneuver without penalty, as it is Druidic surprise is made especially for device to fend off attackers by casting assumed that he practices this move- those druids who survive underground plant growth on the vines in a narrow ment. Note, however, that it takes two through purify water spells and a supply pathway. free hands to do this smoothly. of goodberries. Typically, these priests of Weight: 35 Ibs. Cost: 20 gp Note also that this holder can just as nature feel thwarted because the lack of easily hold potions, poisons, or other plant life inhibits one of their best spells, bottled containers. The listed weight is entangle. To use this pack, the druid for the holder only. takes it off and releases the buckle on Weight: 0.5 lb Cost: 1 gp the back. The thorns of the vine typically Paul Culotta is recently retired from the do not allow the pack to immediately United States National Guard, leaving him Water Purification Tablets open. When attackers reach the back- even more time to write game articles for This small bottle contains water pack, the druid casts entangle, and DRAGON® Magazine and modules for purification tablets, developed by Shou writhing thorny vines emerge. Although DUNGEON® Adventures. Lung alchemists. Without a druid in the it can affect only one man-sized creature party, one seldom knows if under- or 1-4 small creatures, druids enjoy the ground water is poisoned, fouled, or surprised looks on their opponents’ otherwise contaminated. One of these faces when the unexpected vines tablets is reputed to purify a gallon of emerge from the pack. tainted water. Each bottle contains 50 fingernail-sized tablets, which are a dark brown color. DM Notes: Whether the tablet works can only be tested by tasting the water or using a spell (e.g., detect poison). In any case, use of the tablets gives the imbiber a +2 bonus to his saving roll. If the save succeeds, the water has been purified. (Note that if the first character who tastes the water makes his save, others who drink from the water are safe. It counts as an item for a small pouch.) Weight: 0.5 lb. Cost: 50 gp

Wizard Bag The basic wizard bag has a special sewn-in case to hold one wand, and 10 easy-open pockets for spell components. Each spell component pocket is marked with a unique symbol that can be felt and identified in the dark. A flap pocket holds scrolls, and the inside pocket has enough room for up to two potion bot- tles or scroll cases, plus some room for extra packets of spell components. DM Notes: Most DMs allow a spell- caster to drink a potion, use a magical item, or cast a spell of his choice In a combat round. This item is optional for DMs who want a bit more realism in their campaigns and who assume that if a wizard plans to cast one of his 15 memorized spells, he had better have some way of quickly getting to the right components, a different wand, etc. Weight: 5 Ibs. Cost: 30 gp

D RAGON #239 25 by Robert S. Mullin and Charles M. Andrulis Sorcerous security measures

onsider this: With all of the thieves prowling ❖ The lock can be picked, but if a picking attempt fails, the AD&D® universe, storing one's or the lock is subjected to similar forms of tam- wealth behind a locked door or with- pering, the lock's effects are triggered. in a locked chest is no guarantee of ❖ The lock's powers extend to the security. When magic like a knock enclosure which it secures, so tam- spell or a chime of opening is pering with the enclosure in order to added to the equation, a lock avoid the lock is regarded as a seems almost pointless. What failed picking attempt, and auto- are the most common solu- matically triggers the lock's tions to this dilemma? In powers. most cases, the lock is armed ❖ Attempting to open or with some kind of trap, but bypass the lock via magical to a skilled thief, a trap isn't means (e.g., a knock spell or much of a deterrent. So, in chime of opening, or a passwall order to make a lock more on the enclosure, etc.) is consid- formidable, further steps ered tampering as above, and must be taken. Usually, this triggers the lock's magic. The leads to the inclusion of magic used in the bypass magical "traps" like fire trap, attempt fails in any case. explosive runes, glyph of ❖ The lock's magic is contin- warding, and symbol spells, uous; that is, even if triggered, or defensive spells like hold the magic automatically resets portal and wizard lock. Still, itself, enabling it to be triggered even these measures are, an indefinite number of times. for the most part, easily ❖ The lock's powers and bypassed with a simple defense can be completely dispel magic. So what can bypassed or avoided if the a person do to protect appropriate key or, if applica- his belongings from an ble, command word is used; accomplished thief or spell- spells like dispel magic will not hurler? Perhaps a magical negate the lock's effects or pre- lock will do the trick. vent their activation. Flipping through the Unless otherwise noted in a ENCYCLOPEDIA MAGICA™ com- given lock's description, readers pendium, it was discovered should assume that all of these that a mere pair of magical factors apply. locks exist in the AD&D game, and one of those locks Lock of Cages is little more than a variant of This lock usually appears as the others. This article attempts to remedy the situation by pro- a large iron padlock with six one-inch hollow cubes or studs viding several new types of magical locks that, at the very least, raised on its front surface that form a ring around its keyhole. will make would-be thieves and treasure-seeking wizards pause When triggered, up to six creatures (and their belongings) and consider what they're up against. However, despite the dif- within 10" of the lock are instantly reduced and teleported fering powers and effects these locks possess, most of them inside the six raised cubes, one creature per cube (though each have certain things in common: victim receives a save vs. spells to resist the effect). If there are ❖ The lock is of at least average quality (for purposes of more than six creatures within the lock's range, victims are picking attempts), though very often, it will be of even greater determined randomly, though the creature who actually trig- craftsmanship. gered the lock's magic, if in range, is automatically counted as ❖ The lock can be used with various portals (e.g., one of the six. doors, gates, etc.) as well as chests, boxes, or Once inside a cube, victims are held in a similar containers. form of suspended animation akin to

26 SEPTEMBER 1997 temporal stasis. As such, victims are the elemental proceeds to attack any unable to escape without help from an creature who enters that radius (choos- outside source. While so trapped, ing the creature closest to the lock over however, victims do not age or need all others), save for bearer of the locks nourishment, and they continue to key. Note, however, that in no way does survive indefinitely. the key enable its possessor to com- Trapped victims can be freed in mand the elemental. In fact, the ele- one of several ways, as follows: mental is immune to all forms of con- ❖ If the command word is spoken trol or command, whether by spell, and the appropriate cube or stud is spell-like ability, magical item, or touched (which does not trigger the locks open . In any case, the ele- magic), the victim held within that partic- locks are mental remains for one turn plus ular cube is freed and returned to its effective against it. 1d10 rounds, even if all opponents actual size. Since there is no way to deter- The curse, however, is are dead or have left the area. mine which cube holds a victim, several simply bestowed upon Furthermore, no more than one attempts may be necessary to free the those who would use elemental can be summoned in a desired captive, and there is no guaran- such methods. given round, though additional ele- tee that, once freed, an unknown captive Opening the lock with mentals appear if the lock is trig- will be on friendly terms with its rescuer. the appropriate key is gered on subsequent rounds. ❖ If the lock is destroyed, all crea- the only way to avoid the Generally speaking, the elemental tures trapped in the cubes are freed and curse completely. summoned is of the 12-HD variety, but returned to their true size. However, XP Value: 500 given the nature of the lock, it is safe to each captive must make a successful assume that there are variants capable system shock survival roll or die in the Lock of Displacement of summoning elementals of greater or process. Furthermore, an attack directed Unlike most of the other locks lesser power. This is reflected in the XP against the lock that fails to destroy it detailed here, a lock of displacement is values given below. triggers its magic and possibly traps the not triggered by tampering; rather, its XP Value: 1,000 (4 HD) attacker as well. magic is in constant effect. Although the XP Value: 2,000 (8 HD) ❖ If all of the cubes are occupied locks outer casing gives it the appear- XP Value: 3,000 (12 HD) when the magic is triggered, a current ance of an ordinary lock, the interior XP Value: 4,000 (16 HD) occupant is freed (and returned to nor- mechanisms are displaced, causing an XP Value: 5,000 (20 HD) mal size) in order to make room for the initial picking attempt automatically to XP Value: 6,000 (24 HD) new captive. Freed victims are deter- fail, and subsequent attempts are made mined randomly, so several activations with a -20% penalty to the roll. This lat- Lock of Etherealness may be needed in order to free the ter penalty applies only to those beings A lock of etherealness is the only lock desired captive. But again, a freed crea- who recognize the locks magic (i.e., detailed here specifically designed to be ture might be hostile. those who are aware that the internal used on a box, chest, coffer, or similar XP Value: 2,000 mechanisms are displaced). Note, how- container, as the nature of its magic ever, that the displacement effect can be makes it impractical for use as a door Lock of Curses completely avoided if the creature pick- lock. Contrary to what its name suggests, ing the lock augments the attempt with When its magic is triggered, the lock, this lock is not itself cursed; rather, it a true sight spell, a gem of seeing, or a sim- the container, and anything held therein bestows a curse (as the reverse of ilar power. immediately become ethereal, spirited remove curse) upon those who trigger its Obviously, a lock of displacement is away from the would-be thief. The con- magic. The lock does not have a prede- intended to deter a thief’s open locks tainer can be followed to the Ethereal termined curse; instead, when the lock is skill; a knock spell or a chime of opening plane (if the means to do so are avail- triggered, the curse is personalized bypasses the lock normally. able), but if the lock is triggered there, it according to the situation that triggered XP Value: 750 returns to its former resting place on the it. For example, a thief who triggers the Prime Material plane. This shifting back curse while trying to pick the lock may Lock of Elemental Guardians and forth between planes continues find that subsequent picking attempts In truth, several versions of this lock until the lock is successfully opened or are at reduced chances; or a mage who exist, each attuned to a different ele- the looter gives up. uses a knock spell on the lock may be mental, para-elemental, or quasi- In addition to enabling the lock to be cursed so that future castings of that elemental plane. Unlike other locks, a opened without triggering its magic, the spell always fail. The exact nature of the lock of elemental guardians is a charged appropriate key can be used to recall a curse is left up to the DM, but it can be item, possessing 5-20 charges when container that was previously trans- removed by the usual means (e.g., encountered (20 charges when first ported to the Ethereal plane, or to draw remove curse, etc.). manufactured). When all of its charges it into the Ethereal plane if the key- Note that, unlike the other locks are used, it becomes a normal lock. holder is already there. In both cases, detailed in this article, a lock of curses When the lock is triggered, a charge the container appears near enough to can be opened or bypassed as a stan- is expended and an elemental of the the key-holder to allow immediate dard nonmagical lock. Thus, the usual appropriate sort appears within, and is access to it. magical or mundane methods used to confined to, 20’ of the lock. Thereafter, XP Value: 2,000

DRAGON #239 27 Lock of Exploding Obviously, the victim is incapable of shadow matter. Once it assumes its Locks of this sort are usually con- performing any actions that require the shadow form, picks and pry bars simply structed of iron or steel, but they rarely use of his hands, such as attacking with pass through it, yet it continues firmly to possess frivolous decorations or the like. weapons, casting spells that require secure the enclosure to which it is However, a lock of exploding has an over- somatic components (and material affixed. However, while a knock spell or sized mechanism compartment, and the components that require some kind of similar effect is useless against the lock, metal is thicker than a common non- manual manipulation), catching objects, the enclosure itself is not so protected, magical lock, both of which features are and so forth. and can be broken open as usual. On pivotal to the locks effects. Because the connection between the the other hand, the proper command When triggered, the lock explodes victim’s stone hands and flesh and bone word causes the lock to become solid, as with great force, spraying the area in wrists is tenuous at best, exposing the does an anti-magic shell if the lock is front of it with shrapnel; thus, its name hands to forceful blows can cause them to within its area of effect. (and the need for more metal in its fab- break off or shatter. Therefore, any time a XP Value: 750 rication). If space permits, the area of stone hand forcefully strikes (or is struck effect takes the form of a 10’ radius by) another creature or object, it must Lock of Shearing hemisphere in front of the lock. All crea- save vs. crushing blow with a penalty Like a lock of riddles, a lock of shearing tures within this radius must save vs. equal to the victim’s damage bonus for is constructed so that its front surface breath weapon or suffer 4d4 (plus the high Strength (if applicable). If failed, the looks like a human face, though its victim’s AC value) hp damage. hand shatters or breaks off, inflicting 2d4 expression is one of snarling rage, its Note that the explosion always blows hp damage to the victim in the process. If mouth forming the keyhole. Unlike a away from the locks face, thus prevent- the save is made, the victim suffers only lock of riddles, however, a lock of shear- ing damage to the enclosure that it 1d4 hp damage due to the pain. In both ing’s magic is triggered only when an secures (or anything or anyone behind cases, if the hand is used as a weapon in object other than the appropriate key the lock, for that matter). In any case, a order to strike a creature, the target suf- enters its keyhole (e.g., lock picks, pry lock of exploding cannot be used more fers 1d4 hp damage plus any Strength bars, chisels, etc.). than once; upon exploding, it is bonuses. The hand is not regarded as a When triggered, the locks face ani- destroyed. magical weapon. mates, its mouth clamping down on the XP Value: 500 Finally, the victim no longer receives intruding object, shearing off the portion any benefits from magical items worn of the instrument that entered the key- Lock of Petrification on the hands (e.g., rings, gloves, etc.) hole. Immediately thereafter, the “mouth” Unique among the locks detailed in since such items are no longer regarded performs a chewing motion, and shortly this article, a lock of petrification is con- as “in contact” with the wearer. after that, the sheared piece of the structed entirely of stone, though The victim’s hands can be returned to object, mangled and ruined, is spat out enchantments used in its construction normal via the usual methods (e.g., stone onto the floor. Once this routine has make it immune physical damage, as to flesh). been complete, the locks face resumes well as stone-affecting magic. XP Value: 1,000 its snarling visage until the next object is Like a lock of displacement, this lock is placed in its mouth. specifically designed to foil the Open Lock of Riddles Although a lock of shearing always Locks thief skill, though other forms of This fanciful lock is fashioned so that foils picking attempts and the like, it physical tampering (e.g., prying, chis- its front surface forms a musing wistful cannot prevent a clever thief from sim- elling, etc.) apply as well. Unlike the other human face, its mouth forming the ply penetrating the enclosure itself, thus lock, however, a lock of petrification is not locks keyhole. avoiding the lock altogether. For this affected by a knock spell or similar effect. Once the lock is triggered, the enclo- reason, a Iock of shearing serves best if When the lock is triggered, the sure to which the lock is fixed is com- affixed to an enclosure capable of with- offender must make a saving throw vs. pletely sealed with a layer of invisible standing such circumventing methods. petrification. If failed, the offender’s magical energy that prevents all bypass- XP Value: 750 hands turn to stone over a period of 2-5 ing attempts. Immediately thereafter, rounds. During this period, the offender the locks face animates and, in a sly but Lock of Spell Holding experiences excruciating pain, suffering jovial voice, speaks a riddle (of the DM’s As its name suggests, this lock can 1d4 hp damage each round until the devising). If the riddle is answered cor- store a single spell of any level, much as transformation is complete. Even after rectly, the magical energy field vanishes a ring of spell storing. Unlike such a ring, the change is finished, the pain contin- and the lock snaps open, allowing the however, the spell held in a lock of spell ues, inflicting 1 hp damage each round enclosure to be opened. Otherwise, the holding is not fixed; when triggered, the due to the strain the stone hands place enclosure remains sealed, though subse- stored spell is released, affecting anyone on the victim’s wrists and arms (which quent attempts to bypass the magical in the spell’s area of effect. (Note that remain flesh and bone). This subsequent field causes the riddle to be repeated. area spells (fireball, ice storm, etc.) are cen- damage can be avoided if the victim’s XP Value: 1,000 tered on the lock itself, while ranged hands and arms are completely immobi- spells (magic missile, lightning bolt, etc.) lized, but the pain is always present and Lock of Shadow strike a random target (or targets, if is sufficient to prevent the victim from This lock differs from the other locks applicable) within the spell’s range. Touch performing any actions that require a described here, for once secured in spells affects only. those creatures who great measure of concentration (e.g., place and a command word is spoken, it are actually in contact with the lock (or its spell-casting). loses its solidity, becoming noncorporeal enclosure) when it is triggered.) Once the

28 SEPTEMBER 1997 spell is released, the lock's spell-holding the opposite side of the barrier, leaving cries clearly audible to a distance of 100 area is empty, but if the appropriate com- the offender completely naked. yards, minus 10 yards for every closed mand word is known, a new spell (of the When chests, boxes, and the like are door or solid barrier it must pass casters prerogative) can be placed there- armed with locks of this sort, the through. The lock continues to shriek in, ready to be discharged the next time offender’s belongings are simply tele- until the command word is spoken or the lock is subjected to tampering. ported inside the container. Note, how- the appropriate key is placed in its key- In any case, the lock itself is always ever, that such a container must be large hole. In either case, the magic is reset, immune to the spell it releases, but not enough to hold all of the offenders allowing it to be triggered anew. to an identical spell produced by belongings; items that are too large to fit Note that a Iock of warning can be another source. The enclosure to which are not affected. On the other hand, if knocked or picked normally, though it is affixed is not immune, however, and the offender has so many smaller items doing so still activates its magic. Also may well be destroyed by the very spell that there isn’t enough room in the con- note that, while dispel magic has no intended to protect it. For this reason, a tainer to hold all of them, the excess affect on the locks howling, a silence, 15' lock of spell holding is typically used with items are not affected, and DMs must radius spell or similar power is effective enclosures that can withstand any dam- randomly determine which items while its duration lasts. aging effects the spell may produce. remain behind. XP Value: 500 Finally, knock spells and similar In any case, the lock continues tele- effects, as well as a thief’s Open Locks porting items until it is successfully ability (or the like) can open the lock, but opened or, in the case of a container, such methods do not prevent the lock there is no room left to hold teleported from releasing its spell. Only the proper items. Charles began playing the AD&D game key can open the lock without causing XP Value: 1,000 circa 1980 and has been hooked ever since. the spell to discharge. This is his first contribution to DRAGON® XP Value: 2,000 Lock of Warning Magazine. Similar to locks of riddles and shearing, Robert was first introduced to the AD&D Lock of Transference a lock of warning is fashioned so that its game about the same time as Charles, but he This lock is typically used on doors, front surface appears as a human face, didn’t start playing on a regular basis until the gates, and similar portals. though the expression it portrays is one summer of 1982. This is his first co-authored When triggered, the locks magic of watchfulness and vigilance. contribution to DRAGON Magazine. instantly teleports all of the offenders When triggered, the locks “mouth” belongings, both carried and worn, to begins to scream and howl in alarm, its

DRAGON #239 29

illustrated by Storn Cook

ne of of the North dominates his breed seems almost companionship led to the dragon taking O that puzzles Volo most is entirely lacking in his manner. He dwells Ranressa back to Waterdeep on his back. Galadaeros, a copper dragon often alone in a mountaintop cavern, on a Her triumphal flight into the city seen in the sky flying low but fast across nameless, uncharted island in the Sea of made Ranressa an instant hero-after the Sword Coast North—and usually Swords northwest of Gundarlun. This the citizenry recovered from the sight of bearing several riders on his back. When island is generally considered by those Galadaeros wheeling over the Palace to such dragonriders can be seen clearly, who see it to be one of the Purple Rocks. alight on Mount Waterdeep, a flourish they are almost always human females Regardless, the Sunset Flame is seldom that caused much consternation in the in ornate armor, bristling with weapons at home. streets (and the hasty crafting of magical and looking eager to use them. Galadaeros was visited in his lair 300 wards that, according to Khelben was able to supply secrets years ago by the Waterdhavian adven- Arunsun, prevent most dragons from that Volo could only guess at (wildly turess Ranressa Shiard, who preferred to doing such things today). and, as it turns out, wrongly), and so lay seek her fortune in the company of Ranressa promptly chartered the all- clear the unusual career of Galadaeros, other women. Ranressa was the last of female Galadran Company, who took the Sunset Flame or, less formally, the an all-female adventuring band, the ship 68 strong the next summer, to Flame Dragon. This latter nickname has Shining Ring Swordshars, to survive a revisit her friend. All of the Galadrans confused many sages, who think it wild ocean voyage that ended in a ship- (who were known rather less politely in refers to a red dragon or other wyrm wreck on the rocks of the dragon’s the taverns of Waterdeep as “Sharp- who breathes fire, whereas it was in island. “Bold” was her watchword and tongues”) were Waterdhavian ladies of truth bestowed on Galadaeros by driving spirit; after hauling herself gentle or noble birth who desired to be Launchalo Rivryn, an otherwise forgot- ashore, she set about exploring the isle. adventurers. ten Waterdhavian poet who was striving When she found Galadaeros, she Galadaeros was delighted to acquire to describe the dragon’s appearance as promptly tried to slay him. such friends, and he adopted them as Galadaeros flew into the city across the Amused by her dogged yet futile his own brood, inquiring as to their Sea of Swords, out of the setting sun. attempts to bring about his doom, the health, mating plans, and goals in life Galadaeros is a mature adult male lonely copper dragon chose to question with the manner of a kindly old uncle. copper dragon of unusually gentle and Ranressa rather than destroy her, and He also served as their steed as they set humorous character; the pride that so eventually a friendship developed. This out to discover adventure in the North.

DRAGON #239 31 Waterdeep was soon able to dismiss crafting amulets that allowed him to ders, which a retreating resident can pull the Galadran Company as a band of speak mind-to-mind over great distances down on the heads of pursuers by crazed young lasses out for a fling with those who wore them, then he sent jerking on certain bell-pulls. Wise oppo- (though lady minstrels and young girls his slaves back to their companions with nents of the warrior-women don’t bother playing in the streets find them harder orders to slay Ranressa and the dragon. to dare the trapped rooms and passages to forget), but Galadaeros can still pass They failed, and Galadaeros dove out of a Galadran house; the lady adventur- the magical city wards freely and bring of the sky one morning and smashed ers they seek are almost always on the his young comrades home to their villa the mage’s small tower to the ground, island where the Company’s dragon on the seaward side of Mount killing Nuldus. The Galadrans were able lairs—and all substantial Galadran trea- Waterdeep. When the Sunset Flame to salvage some magic from the rubble, sures are stored there. wheels low over the streets, it is a sign of and they retained the amulets. Today Though his lair often rings with the celebration among his riders. these magical pendants allow six of the clash of swords or the laughter of the This is not to say that the career of the lady adventurers to communicate at will ladies who wield them, Caladaeros Galadran Company has been one long with each other and the copper dragon— never seems to tire of all the human sun-drenched pleasure outing. Ranressa who can now be summoned from his activity around him. He has, however, proved a tirelessly bold—some might isle when needed. been saddened by the infirmity and even say reckless—leader, and she grew The Arcane Brotherhood of Luskan death of one aged adventuress after restless when evil mages whose towers sent several of its ambitious apprentices another (Ranressa in particular), and he dripped treasure from every window and out on separate missions to “prove was enraged when some men brought turret seemed hard to find, marauding themselves” by seizing what they could to his isle by the Galadrans to be their orcs proved to have empty belt-purses, of the Galadran treasury. One after husbands conspired to make a crude and the lairs of great wyrms turned out another found death rather than suc- boat and try to steal off with as much of to house dragons who were far less cess—though the apprentice Indratril the treasure as it could hold—he sank friendly than Galadaeros. Khalshus slew no fewer than eight them when they were well out to sea. Ranressa led her fellow adventurers Galadrans before Galadaeros tore her Other mates have proved more trust- on wilder and ever more daring exploits. apart, and the apprentice Rythimm worthy, though the Galadrans now tend The Sunset Flame had to effect several Hardrost killed two of the lady adven- to rear healthy babes on the isle and hasty rescues in that first season, and turers and did snatch up a fistful of sickly babes in Waterdeep, and they one or two in later years. During those rubies (which were lost into the sea at keep all husbands and consorts on the seasons, fully half of the romantic but his death) before being run through by mainland. unskilled Galadran ladies perished the swords of six Galadrans at once. As the years have passed, all of the messily in various misadventures. An unsuccessful company of adven- original Galadrans have died, and the The remainder slowly became compe- turers, Falder’s Flourish, left Waterdeep strength of the Company has dwindled tent warriors, and one named Lhaerilda vowing to slay Galadaeros “and his to between 20 and 30 members. Of made a fortuitous discovery in the Crags ungodly harem of sword-ladies,” but these, seven (five of them current hold- while the Galadrans were sneaking up on they were drowned by a dragon turtle ers of the amulets) are descendants of an orc encampment: a rockslide had laid before they ever reached the isle founding Company members. bare one chamber of an ancient under- Galadaeros calls home. The unofficial but unquestioned ground dwarven tomb that was literally However, two Galadrans have since leader of the Company today is the war- crammed to the ceiling with gold. been slain in Waterdeep by stealth, on rior Emra Ilchantra, whose close com- Galadaeros flew it all out to his island two separate occasions, by intruders panion and second-in-command is the for the Galadrans, and he gave over a lurking-perhaps covertly dwelling—in sorceress Aszyra Thunderstaff (of the side-cavern of his lair for their treasury. Galadran houses. Taunting messages Waterdhavian noble family, though you In return, they gave him a triple share of left by the bodies indicate that the killers will wait in vain to hear any of them the staggering wealth; Ranressa judged were surviving members of the Flourish, speak of her; they seem to have dis- the gold to total over thrice the dragon’s bent on “undying revenge.” Whether this owned her thanks to the “low” reputa- body volume. The Galadran Company recurring phrase indicates that the tion of adventurers in general). Aszyra is promptly acquired houses in Waterdeep, Flourish slayers are undead is not yet judged to be “of middling powers” in her a fantastic array of impressive-looking known, but they have utterly eluded at magecraft. armor (some of it almost useless in bat- least one magically-aided attempt to The other amulet-holders, aside from tle), and finally the respect they craved. trace them. the aformentioned Galadrans and There have, however, been no more The Galadran Company continues Galadaeros himself, are the warriors tremendous discoveries of treasure in undaunted in the face of these and Glyndra Rowandar, Jhandanna Orwynd, the years since, and news of the great many more minor attacks and attempts and Khalaltae Baerdrith, and the fiery- Galadran wealth has drawn more than a to rob them. Some of their Waterdhavian haired and tempered Lokkara Arsalan few foes to come calling on the homes have even been fitted with nasty (the sole amulet-holder not descended Galadrans. falling-floor traps that dump intruders from a company founder). The mage Nuldus of Turtorn (a ruin into greased shafts. Victims plunge down The last two descendants of founding northeast of Conyberry), for example, these ever-narrower chutes until they Company members, Ybril Harlundtree enslaved several of the Galadrans with become wedged. There they can be and Aurbreena Gathengate, have no his spells, hoping to bring the entire band hoisted out as captives, or just left in the desire or capacity for leadership. Ybril under his mental sway and thus lay his walls to die. Other Galadran abodes (pronounced “Eee-bril”), a priestess of hands on their treasure. He got as far as sport overhead coal-scuttles full of boul- Ilmater, serves as the Company’s surgeon

32 SEPTEMBER 1997 and healer; and Aurbreena sees to Bruth Melber is the Company’s agent from silent servants and take wing on Company provisions, gear, and stores, in Waterdeep. This careful, balding, Galadaeros before any of the merchants and she keeps a rough diary of middle-aged longtime diplomat has more impressed guests can come looking Galadran deeds and decisions. been active in the City of Splendors all for them! A series of deaths and reversals in his life, and although some can recall his The Galadran agent in Neverwinter is the Company some 20 summers ago led rather colorful past as a swindler and a quiet, always calm man named the Galadrans to add legitimate, stable later envoy for shady principals and Alasturan Malatheer. He runs a shop on business ventures to their adventuring shadier causes, he is glad to have found Hindalos Street where he sells maps, lives, and today the Company provides an employer to see him through his charts, and floorplans of castles, man- short-term, high-risk bodyguard services graying years, and he is steadfastly loyal sions, lands, and seas of Faerûn. Some to fearful (and wealthy) clients, and pro- to the Galadrans. In a house behind his adventurers mutter that some of the vides “secure hideaway banking and office on the Sutherlane, Bruth main- maps they’ve bought from Alasturan storage” facilities to Waterdhavians and tains sleeping quarters for Company seem to owe more to his imagination citizens of Neverwinter and Baldur’s members visiting the city on business. than to reality in the Realms, but there Gate. Valuable items—even, on one A many-balconied, tall, and narrow are rumors that folk who threatened this occasion, an endangered noble heir— house on Eel Street is home to “Mother” quiet shopkeeper found themselves fac- are conveyed to the dragon’s isle and Mounchathos, the fat, bustling woman ing a sudden onslaught of monsters and there stored in side-tunnels of his lair, who is the Galadran agent in Baldur’s magical items that Alasturan seemed secure behind boulders only the dragon Gate. This kindly matron never seems able to control in concert. Some say he’s can move. tired and may be seen at all hours a retired adventurer, and others claim The Galadrans have ignored many chattering excitedly to sleepy-looking he’s a wizard in hiding from some deadly business proposals involving their drag- servants as she crashes and dashes sorcerous foe. Folk in Neverwinter most on for two reasons: they defer to around her abode, seeing to the cook- like to tell a tale that the mapseller Galadaeros in such matters, and he ing and the cleaning and the troubles denies: that once, when a copper dragon seems uninterested; and they fear Cult and aspirations of a hundred Baldurians flew into the city with one ragged and of the Dragon agents will try to lure the who regard her as their true mother and torn wing weeping great tears of blood, Sunset Flame into a trap. would do anything for her. Mother Alasturan rose up into the form of a great They are currently considering three Mounchathos runs a bakery, a shop that gold dragon and cradled the wounded separate requests from Waterdhavian sells yarn and needles and bolts of fine dragon to his breast, flying westward out noble families to take on daughters as cloth from the South (along with free to sea with his great golden wings carry- short-term Company members, both to advice and demonstrations on how to ing them both. win treasure and to taste adventure. turn these into stylish garments), and a Probably only Alasturan and Galadaeros has made it clear that soup-window. She sells “hot pots” of Galadaeros (who personally chose the although he has no objection to ferrying soup to merchants and others who must Galadran agent in Neverwinter) know Company members back and forth eat on the run; a young boy doles out the true nature and powers of the unas- across the North, he is not eager to copper piece deposits for the return of suming mapseller; Elminster refuses to become any sort of aerial-steed-for- all empty pots, with another copper if do more than smilingly muse about hire-and the Galadrans are in full agree- their lids come back, and a third copper what a formidable foe a weredragon ment. The one such commission the if the ladles make it home, too. In the wizard who retained his magecraft in Company did accept, some years back, odd moments all these activities leave gold dragon form would be—and then turned out to be from a wizard who tried to her, Mounchathos acts as a messen- add enigmatically that Mystra would to get the Sunset Flame to destroy the ger and go-between for folk who need almost have to take a personal interest home of a rival mage by deceiving the an all-female adventuring company to in such an individual. dragon as to who owned the house. right wrongs—or just to appear at a revel On the subject of Galadaeros himself, Galadaeros and two Galadrans found or in a parade. Elminster was more forthcoming. The themselves in the midst of a wild spell- One rich merchant of Amn hires the Company of striving, loving humans has battle that ended only after Galadaeros Galadrans every year to pose in his grand become his family, banishing his loneli- swept past the turrets of the house and bedroom as his “warrior wives.” This ness and making him feel loved, scraped the wizard (one Mrathatos fat, prancing little man of many eager revered, and needed for the first time in Druin, pretending to be a scribe from enthusiasms and squeals of boundless his life. It is more precious to him than lriaebor by the name of “Namarathos energy, by the name of Veloudamar treasure, dominance, and indeed any- Alonabryn”) on his back into bloody Ralanshalass, hungers more than any- thing else. So long as he can eat and ruin. The Galadrans were badly hurt by thing else for respect. Each year the little find a safe place to rest from time to that desperate aerobatic, and the wizard merchant throws a party to impress his time, Galadaeros is happy to be a part of whose house was assaulted, Halynder clients-and after there’s been much din- this noisy, reckless, fun-loving band of Uinsible, still regards the Company as ing drinking, and dancing, curtains are human women, with their wild plans his foes. rolled back to display sultry Galadran and daring deeds; he is a young and This is not to say that the dragon and ladies reclining in wild armor and out- playful wyrm at heart so long as he can the Galadrans are adverse to new busi- landish costumes while the little man be a part of this endless revel of human ness ventures; in fact, they’ve charged struts up and down declaiming their energy and ambition—and the Sunset their three city agents with the task of romantic skills. A few breaths later, the Flame takes delight in such simple acts identifying new business ventures that curtains are firmly tied shut, and the as sliding softly past the windows of the Company can undertake. Galadrans accept 100 gold pieces each Waterdhavian nobility to pluck his

DRAGON #239 33 Galadran ladies from a balcony in mid- been no signs—beyond the dragon’s Galadaeros developed this spell to revel and hearing the gasps, oaths, and obvious use of unseen servant spells. help Galadrans riding him to “stay screams of awed nobles from all sides. aboard.” The magic creates large, Galadaeros seems to lack both the The Domain of Galadaeros smooth, semicircular bars of glowing, pride of his kind and the insensitivity that From Flamehome, Galadaeros roams translucent force that rise from one end goes with it, but his most special talent is the waters in a wide circle that takes in of an exposed body scale and descend an uncanny ability he’s developed over the Purple Rocks. On at least three occa- to meet its other end. the years to judge the needs and sions, he has savagely attacked and dri- The “handles” created by this spell schemes of humans. He’s familiar with ven away dragons who tried to make are non-metallic and non-conductive the North (and all of the Sword Coast their lairs amid the isles of the Rocks. (i.e., heat, electrical discharges, and the from the Nelanther north to where the When a marauding black dragon of like aren’t transferred along them from “undying ice” begins) and can find his gigantic size attacked, Galadaeros slew dragon to rider, or vice versa), and they way unerringly about in the worst snow- her by driving her down into the sea, to appear on specific scales of the dragon’s storms and other heavy weather. He also drown in the cold deeps. choosing. They are solid and unbreak- possesses some modest skill at magic. Beyond this rather modest territory, able, and they can support any amount Galadaeros happily spends his days Galadaeros makes no claims—but he of weight, even being used to lash down acting as the steed, heavy reinforce- also seems to consider himself exempt cargo or take lines that the dragon can ment, and wise old advisor to the from the territorial claims of all other use to tow large objects. Once created, Company. His relationships with other dragons, flying where he wills and they last until the spell expires, even if dragons have been, in the words of the (whenever possible) ignoring or avoiding the dragon falls unconscious or dies. human sage Velsaert of Baldur’s Gate battle with the wyrms he thus arouses. Galadrans usually wear harnesses (fast becoming recognized as an author- (resembling leather shorts made of ity on the history of dragons up and The Deeds of Galadaeros various broad straps and buckles) that down the Sword Coast), “polite but brief The favorite prey of Galadaeros are tether them to these handles, and they and casual encounters; he offers no the mountain goats and rothé that roam also hold on with their hands. The han- menace but in turn ignores it when the Purple Rocks and the “Cold Coast” dles stand up a foot away from the offered to him—and then removes him- (that part of the mainland coast north of scales they are attached to, and a self while the other wyrm is still lost in Mirabar), but he is apt to devour beasts— human flattened between them is puzzlement.” even livestock—and drink from handy shielded from most damage if the drag- The key to understanding Galadaeros lakes and rivers wherever he finds them on scrapes along a castle wall or other could be said to be recognition of his deep when ranging far and wide across the solid barrier, or is struck by another fly- and discerning sensitivity to the charac- Sword Coast North on Company busi- ing creature. ters of others, human females in particu- ness. Scalespurs can’t be broken off and lar. He has few known foes, but the Cult of Outside of his time with the Galadran won’t vanish even with the direct appli- the Dragon is most definitely among Company, Galadaeros is known to have cation of a dispel magic spell; to remove them. gone on solitary flights exploring the one, three dispel magics must be northlands, but these have become rare directly cast (i.e., by touch) on it, or the The Lair of Galadaeros in recent years. He has engaged in no scale it is attached to must be hacked The Sunset Flame makes his lair in a known or matings with other away from the dragon’s body. network of caverns in the heart of the dragons (beyond whatever draconic ele- The name of the spell comes from an highest peak (a modest mountain by the ment his relationship with Alasturan of earlier version developed by Galadaeros, standards of Faerûn, being a mere pin- Neverwinter may involve). a spell that made magical barbs project nacle rising out of high moors) on the from his scales. These caused more dam- island that he styles Flamehome (most The Magic of Galadaeros age to adjacent scales than to any foe, so of the Galadrans call it “Galadros” or “the Little is said of the magic of he soon abandoned use of them. Dragon’s Isle”). Galadaeros, beyond an oft-repeated tale Many mages are avidly seeking this The caverns are said to be warmed by about his once hurling a spell that spell; there is a belief that a modification volcanic vents at their lowest levels, and released a handful of live firetails (a of it could make the manufacture of to stretch for miles, with many chambers monster detailed in the MONTROUS dragonscale armors much swifter, less large enough to hold Galadaeros com- COMPENDIUM® Annual Volume Three), and costly, and simpler. fortably, though he can spread his wings he seems to employ magics to do useful and glide to a landing or surge into flight, things, rather than as spectacular attacks Talonsnatch in only a handful of them. or for foe-impressing effects. (Alteration) The Flame Dragon has at least three Level: 4 entrances to his lair, and he is said by Scalespurs Range: 90 yards some Galadrans to have three wiz- (Evocation) Components: V shades as servants, though others sus- Level: 4 Duration: 2 rounds pect these seldom-seen sorceresses are Range: 0 Casting Time: 1 wild mages who visit him rarely—or Components: V Area of Effect: 1 being (per round) even some of . Duration: 2 days Saving Throw: Special Elminster says that all three conjectures Casting Time: 1 This spell creates an invisible “pluck- are wrong, but that the last one comes Area of Effect: 33 specific scales on caster ing force extending from the caster’s closest. Of other servants, there have Saving Throw: None talons to an intended target (a single

34 SEPTEMBER 1997 visible being, though the dragon may for ambitious young dragons, even with- choose different beings in each round of out his Company service—which is all too the spell’s existence). The spell can be apt to draw him screaming into deadly employed in two ways: as a deft snatch combat situations in attempts to rescue of a being onto the dragon’s back (pro- Galadran ladies from various dooms. tecting the target from all damage Any attack on a Company member could despite whatever speed the dragon is well be intended as a lure deliberately to flying and steering them safely past his draw the Sunset Flame into a deadly wings) or as an attack (plucking the tar- trap—and more than one cabal in get into the dragon’s claws). Waterdeep has tried just that over the There is no saving throw against the years (along with the Arcane Brother- first form of the spell, even if the being hood, agents of the Cult of the Dragon, doesn’t want to be ‘taken aboard” the and even servants of a Red Wizard of dragon or is unaware of what is about Thay who hoped to enslave Galadaeros to occur. A d20 should be rolled for both to his will). All such attempts thus far passenger and dragon; if one roll is a “1,” have been failures, but sooner or later the passenger is buffeted for 1d4+1 hit one will inevitably succeed, unless (as hp damage in the journey to the Elminster hinted a time or two) dragon’s back; if both rolls have a “1” Galadaeros has formidable magic or result, the passenger falls from the allies he can call upon in times of need. dragon’s grasp. In the latter case, falling damage applies unless the height above the ground is great enough to allow the dragon to catch the dropped passenger before impact, either by use of this spell Ed Greenwood is a Canadian writer who or by a physical snatch attempt; the latter tries not to be Volo or even Azoun, but who may well involve some impact damage. doesn’t mind being Elminster A normal save vs. spells is allowed against the attack form of a talonsnatch. If it succeeds, the spell fails utterly and is wasted. If it fails, the target being is hurled forcibly into the dragon’s claws, receiving normal claw attack damage instantly. Thereafter, the target can be dropped by the dragon (falling damage probably applies) or handled as described under “Snatch” in the “Dragon, General entry of the MONSTROUS MANUAL™ tome. The caster of this spell can use either form of the spell in each round of its existence (i.e., it can attack in one round, and pluck a passenger safely in the other, or expend both rounds employ- ing the same form of the spell). The pres- ence of a passenger or attacked victim from the first round of the spell has no effect on the operation of the spell in its second round. Caladaeros often uses this spell to pluck Galadran ladies aloft from areas to which he can’t fly close enough to reach safely with an actual talon. The Fate of Galadaeros Those who go adventuring are apt to die by misadventure, as the old saying goes—and that’s as likely to be true for Caladaeros as it is for a human swordswinger; over the years, he’s intruded on enough dragon territories, and swooped past enough Cult of the Dragon agents, to be widely noticed. That would make him target enough

DRAGON #239 35 by Stephen Kenson

he changes brought about by the where and when will it be set? has always worked that way in the Chaos War on Krynn and the Gamemasters can use any of the numer- gamemaster’s version of that campaign dawning of the , ous published campaign settings that world or perhaps some significant event warranted a significant change in the are available these days including the that is the equivalent of Krynn’s Chaos ® game saga. With the AD&D worlds like the BIRTHRIGHT®, DARK War changed how magic works in the release of the DRAGONLANCE: FIFTH AGE™ SUN®, ® or FORGOTEN REALMS® setting. The Avatar War in the FORGOTTEN boxed set, TSR has departed from previ- settings, or such campaign classics as REALMS campaign is a good example of ous AD&D editions of DRAGONLANCE and the AL-QADIM®, GREYHAWK®, or ® such a world-changing event. provided the world of Krynn with its worlds. Or the gamemaster might use a Example 1: Bill is converting his own unique new game-system that different published game setting or an campaign over to the offers open-ended, simple mechanics entirely new setting. SAGA system. He decides that the Avatar with a focus on the heroes of the story, If using an established world, War, where the gods of the Realms were along with a flexible new magic system the gamemaster might be required to incarnated in mortal form for a time and that allows spellcasters to design their adapt the SAGA rules somewhat to suit fought to return to their celestial realm, own enchantments. The new SAGA™ the particular flavor of that world. For had a more serious impact in his setting game system opens up a new world of example, in a BIRTHRIGHT game, a hero’s than in the official Realms setting. The opportunities for DRAGONLANCE players. Social Status is far more important than death of some of the gods, particularly But the SAGA system presents an it is in FIFTH AGE campaign, and noble Mystra, the goddess of magic, changed opportunity for more gamers than only birth carries certain benefits, so the how magic works in the Realms. Bill’s DRAGONLANCE players. The SAGA system’s gamemaster may wish to assign bonus- players use the system presented in the innovative, story- and character-oriented es to heroes based on the Social Status FIFTH AGE boxed set to convert their game system can be used to enhance they are assigned during character cre- existing AD&D characters over to the any new or existing fantasy role-playing ation. The world has different SAGA system, recording their new abili- campaign set in a world other than the standards of weapons and armor, mak- ties and ability codes. Fifth Age of Krynn, usually with fairly lit- ing some of the higher Strength and Example 2: Sarah is working on a tle modification of the system presented Endurance codes in FIFTH AGE less useful, new fantasy campaign called the Seven in the FIFTH AGE boxed set. Take a look at perhaps requiring some other benefits Kingdoms. She wants to use the SAGA the opportunities that the FIFTH AGE game for those codes. rules for her setting to capture the feel of presents and you can construct a saga of The gamemaster may also want to an epic heroic fantasy world like Krynn. your own. change the setting to better suit some of She begins by outlining the history of the FIFTH AGE rules. Magic in the SAGA sys- the campaign world, its origins, legends The Basics: Getting Started tem works quite differently from magic in and the races and nations that populate The first question that the gamemas- most AD&D settings, so the gamemaster it, particularly the seven major warring ter must ask is: if their SAGA game is not will need to come up with an explanation kingdoms that give the campaign its going to be set in the Fifth Age of Krynn, of why magic works differently. Either it name.

36 SEPTEMBER 1997 Character Roles Example 1: Bill’s FORGOTTEN REALMS a broadsword that causes 1-8 hp dam- The next thing for the gamemaster to campaign uses most of the roles found age in an AD&D game now inflicts +6 consider is the roles that the heroes in AD&D to help define characters, but damage in the hands of a SAGA character. (player characters) can play in the cam- heroes are not limited rigidly by their Example 2: The Seven Kingdoms paign setting. The FIFTH AGE setting is class as before. Converting the existing includes many of the weapons character-and ability-based rather than characters over to the SAGA system has described in the FIFTH AGE set, but Sarah class-based, so character classes might preserved most of their abilities and also wants to include a few new unique no longer exist in the changed a few of them slightly. Bill weapons that belong to specific king- and might never have existed. The decides that Krynn elves and dwarves doms and races. The warriors of the heroes still need hooks around which are similar enough to those in the Nomad Lands use a double-bladed they can develop roles, and the narrator Realms to use their abilities with only weapon known as a ha’choose that is can use the old character classes of the slight modifications. He uses the gripped by a central shaft. Based on the setting to provide these character back- as a basis for developing abilities for polearms in the FIFTH AGE game, Sarah grounds. The Factions of the PLANESCAPE FORGOTTEN REALMS but decides makes the ha’choose a Medium weapon setting provide excellent character roles, that the gnomes in the Realms are far that does +5 damage. The darklings as do the traditional AD&D classes of different from their cousins in Krynn and also use a wedge shaped throwing the FORGOTTEN REALMS setting. decides to create a new set of racial abil- blade to strike from surprise. It gains sta- One of the major defining factors of a ities for gnomes. tistics similar to a war dart, a Light FIFTH AGE character is their race. While Example 2: The Seven Kingdoms has weapon that can be thrown or used in most fantasy worlds include the familiar a race that is similar to Krynnish elves, a melee for +2 damage. Elf and Dwarf races, they may not be the people called the Endra. Sarah decides Because FIFTH AGE melee combat is same as the elves and dwarves of Krynn that the elven trump bonus with swords based on the hero’s Strength and described in the FIFTH AGE game. Fantasy is appropriate for Endra, but not the Endurance abilities, character converted worlds such as PLANESCAPE also include bonus for bows. She also wants the from the AD&D to the FIFTH AGE game other player-character races from the Endra to be a very magical race and may find that many of their traditional different planes of existence that Krynn requires that any Endra hero have a combat techniques are not as effective has never seen before, requiring the Reason code of at least “B” to be able to when fighting against creatures with gamemaster to develop racial advan- use at least one school of Sorcery. The very high Strength and Endurance. SAGA tages and disadvantages based on the dwarves serve as a good basis for heroes must often rely on their wits and races given in the FIFTH AGE game. Sarah’s idea for the Trollkin, a squat, ugly other forms of combat to overcome race of miners that live in the mountains. physically powerful foes. The Trump Factor Sarah also wants a new race in her One of the gamemaster’s best tools campaign known as the Darklings, small Magic for creating races and roles for charac- humanoids covered in short black fur The SAGA system uses an improvisa- ters in a SAGA game is the creative use of that are excellent sneak-thieves and tional magic system based on the hero’s trump. Trump cards allow the hero to spies. She uses the Ability limits of the Abilities, where the statistics of the spell play an additional card from the top of small Kender as a guideline for darkling are often designed on the spot as it is the Fate Deck immediately on an action. abilities and decides that they should cast. The hero then pays Spell Points for Certain races on Krynn have advan- receive a trump bonus for sneaking and the cost of the spell. This is quite differ- tages that make any card they use for hiding in the shadows, where their dark ent from the rote fire-and-forget nature certain actions a trump, such as an elf fur gives them natural camouflage. of the AD&D magic system as well as using a sword in melee combat. from some other fantasy magic systems. The gamemaster can extend this Combat The gamemaster will have to decide advantage to other races to indicate Most fantasy settings feature the how much he wants to change the sys- their area of specialty, things they same kinds of combat described in the tem of Sorcery and Mysticism presented should gain a bonus at doing. This can FIFTH AGE game: close melee combat, in FIFTH AGE to suit the campaign world include character roles as well as race, either unarmed or with weapons, and and how much the campaign world can giving certain characters from a particu- long-range combat with thrown change to suit the SAGA magic system lar class, background or faction a special weapons or missile weapons like bows based on the interests of the players and bonus that separates them from other and crossbows. If the game setting fea- the needs of the particular campaign. characters. tures particularly exotic or unusual Example 1: Bill likes and wants to use A trump bonus should always be bal- weapons and armor, such as the DARK the systems of Sorcery and Mysticism anced out with some appropriate restric- SUN world, the gamemaster may have to presented in the FIFTH AGE setting. He tion, usually to one or more of the char- make up the damage and defense sta- decides that one of the results of the acter’s Ability Codes. For example, tistics of those items so that characters Avatar War was that the way magic although Krynn elves gain a trump can use them, but for the most part the works in the Realms was changed by bonus using a sword or bow, they can- SAGA combat system handles any of the the death of Mystra, and an accord not wear heavy armor or have an combat actions that characters in a fan- reached by the other gods that said they Endurance Code higher than “C.” New or tasy world would be able to perform. would no longer interfere in the affairs modified races can be balanced in a sim- Example 1: Characters in Bill’s cam- of mortals. The people of the Realms ilar way to keep them from becoming paign simply convert their weapons over learned the arts or Sorcery and too powerful. to the FIFTH AGE versions by name, so that Mysticism to compensate and there are

DRAGON #239 37 now schools, temples and academies develop their inner selves and that given in the FIFTH AGE boxed set for con- that teach those arts throughout the determines which mystic spheres they verting AD&D creatures for use in the FORGOTTEN REALMS. Former mage and can use. They include the Ideals of Battle FIFTH AGE setting allowing gamemasters cleric characters have learned to use the (channeling, healing, and alteration), to use any creature from an AD&D set- new magic, and new characters may Death (necromancy, sensitivity, and spir- ting in the FIFTH AGE game. The creature know either or both. itualism), Knowledge (meditation, men- information in Book One of the FIFTH AGE Example 2: Sarah likes the basic sys- talism, and sensitivity), Mercy (healing boxed set can also be used as a guide- tem of Sorcery and Mysticism given in mentalism, and sensitivity) and Nature line for developing creatures for a com- the FIFTH AGE setting but wants it to suit (animism, alteration, and channeling). pletely new campaign world. her Seven Kingdoms campaign better. Characters with a code of “A” for Spirit Example 1: Bill wants to continue to She decides that Sorcery is divided into must choose an Ideal to follow that use all of the various AD&D creatures he different “paths,” each consisting of three decides which spheres they can use. had in his campaign previously, so he schools of sorcery. A character with a Characters with a “B” code for Spirit can chooses most of the creatures described Reason code of “A” must choose one learn any one sphere of their choice. in the FIFTH AGE boxed set, along with the Path of Sorcery to follow, including the Other than the concept of the Paths conversion system provided to generate Path of the Sky (aeromancy, hydromancy, and Ideals, Sarah decides that she likes abilities for the numerous other crea- and electromancy), the Path of the Sea the overall magic system, but she also tures from various published sources. (hydromancy, cryomancy, and aero- requires that characters carry some kind Example 2: Sarah uses some of the mancy), the Path of the Earth (geo- of crystal or gemstone on their person in creatures from the FIFTH AGE boxed set mancy, enchantment and transmuta- order to recover spell points. If a spell- along with ones of her own creation to tion), the Path of Fire (pyromancy, caster is deprived of access to a crystal, populate the wild and savage areas of spectramancy, and electromancy), and he cannot regain his spell points, and the Seven Kingdoms. Occasionally she the Path of the Stars (divination, enchant- sorcerers and mystics are often recog- converts an interesting AD&D monster ment, and summoning). A hero with a nized by the crystal pendants or jewelry to use in her campaign as well. Reason code of “B” still chooses only one they wear. school of sorcery, as described in the FIFTH AGE game, and is considered a Creatures “dabbler” by serious sorcerers. Creatures in the SAGA system are Sarah also decides that mystics must defined by a few basic characteristics: Stephen Kenson’s work has appeared in follow a particular Ideal on which they Coordination, Physique, Intellect, Essence, game systems ranging from FASA‘s focus their emotions and beliefs to Damage, and Defense. Guidelines are Shadowrun to Daedulus's Feng Shui.

38 SEPTEMBER 1997

Bloodthirsty

t should have been a time of cele- bration for the settlers of Albanner. The warm, moist breezes of spring swept away the lingering cold of winter. The houses and cabins of Albanner now stood open, embracing the new spring. Rows of corn and chew- leaf had been planted, and they thirstily drank the sunny rays of Father Tirador. It should have been a time of joy, not of mourning. So Jenner of Northreich reflected as he looked down upon the settlement. Those brave farmers, induced by a for- bearance of the Kings tax, had left the lands of the North Realm, which slept nearly eight months beneath the bitter snows of Northor, Heart of Winter. The longer growing season of the south by Tim Richardson drew first the farmers, and then the shepherds, who would buy less fodder illustrated by Tom Baxa for their flocks. Jenner, a soldier from the King’s own garrison in Northreich, green leaf, put it in his mouth, and we was . . . ” the old man swallowed a bit had been sent here to protect them. And chewed thoughtfully for a moment. of the leaf, and his tale was momentarily he did—or had. Motioning for Jenner to follow, the halted by a throat-tearing cough. After a They had lived through the winter, Northman walked as he related the ter- moment, he continued, “. . . wonderin’ had endured the floods brought by the rible story. what to do an’ all, when Val, one of the melting snows, and had driven away the “We lost sixteen sheep—all drained o’ boys, came back, bloody as the day he great herds of frost-tail deer that threat- blood with them queer wounds. There’s was born.” ened their precious corn and profitable them that say its the vampire, but I Two young men, Val and Nured, had chew-leaf. Jenner and his handful of never heard of one that drank from one taken it upon themselves to explore men-at-arms, carrying steel and the great tooth, or one that et sheep’s blood Heb’s Crown, hoping to find some clue Kings Writ, now faced a more horrible, neither.” Jenner nodded his agreement. that would explain the death of their unseen enemy, one who fed not on “It’s no vampire. And it doesn’t sound friend. Only one still lived who could tell crops but on shepherds. like anything I’ve ever heard of-or of their gruesome discovery. With a sigh, Jenner resumed his seen.” Jenner clung to the vague hope that climb up and away from the village, into “Three nights ago,” Legrin continued, Legrin’s description of the wounds was the grassy hills where the shepherds “we found seven bodies—the whole an exaggeration, but he had grown to watched over their flocks. He met Legrin Tallman family from old Gebrik to little learn that Northmen were incapable of just above the village. Legrin was an old Saysha. She hadn’t even seen her sec- hyperbole. It was an accurate, if not Northman, worn by the winds of time ond summer yet. understated, account of the true events. but yet unbroken. He chewed a large “Curious thing was that none o’ their It was near sunset when the pair wad of the leaf grown in the village sheep was touched.2 That’s how Enlieg reached Commonfield, a large and rela- below and spat it over his left shoulder found ‘em—their whole flock jest up and tively flat plain northeast of Albanner. upon taking Jenner’s hand. wandered into his pastures. And they Ten large, make-shift shelters housed “Dal kahr,” Jenner said, offering the was livin’ quite a pace from where we the two or threescore shepherds. Nearly traditional Realmic greeting. first found Heb.” The Northman ges- three hundred sheep milled about, cre- Legrin nodded and spat again. “There tured with his head, indicating a rocky ating an odor impossible to describe, are many dead now, Realmsman,” was crest rising above the other hills. Jenner and only slight less easy to tolerate.3 his only reply. immediately recognized its strategic “Well,” remarked Legrin unnecessarily, Jenner nodded grimly. value: high ground, easily defensible. To “here we are.” The first was the boy, Heb. Found a shepherd, though, it was just a place The pair picked their way down onto him with a few of his flock—entirely to watch over the flocks. the plain, and Jenner risked a look back drained of blood. They had puncture “They call it ‘Heb’s Crown’ now,” toward the rock formation that over- wounds, like an awl would make? Legrin said quietly. “We got excited then, looked the other pasture. It was about Legrin removed a new wad of the slick, seven of our own done in like that, and half a day’s walk from Commonfield,

1. The wounds left by a stirge are very distinc- especially humans and demi-humans. Their typical 3. Stirges have an acute sense of smell that tive, anyone who has encountered them before will prey is a herd or flock of herbivores—like sheep or allows them to locate and track herds of their prey— not fail to recognize them again. deer—but they will quickly change their feeding like sheep or deer. Their superior eyesight and 2. Stirges prefer the richer blood of omnivores, habits to accommodate their preferred prey. infravision also assist them in hunting their prey.

DRAGON #239 41 probably not much faster on a horse “Gillurn, yer mouth is runnin’ far today. startled Jenner visibly, earning him a because of the rougher terrain above You know there ain’t no demons, and stern glance from the old lady. “Well, sir, the plain. The men of the camp were they’re sure ain’t no thousand of ‘em. the demons was hung from the ceiling, standing around watching the women Why, they'd have killed us all by now.” like bats. Only they wasn’t bats. They load more wood into a pile that, when “That’s what my boy says, Legrin. And had one long tooth, long as a dirk. Their the sun set in the west, would burn I’ll not have you callin’ him a liar.” Gillum eyes was big and round, like a bugs’. brightly long into the night. They bristled at the older man’s rebuke. They had four talons, small, but real watched Jenner carefully as he “Gentlemen,” interrupted Jenner, “let’s sharp. Them’s what they use to hang on approached, their stern faces grim and fight against the things, not over them.” to you whiles they drain the blood right protective. Their weapons were those of The Northmen regarded the Realmic out. They got wings, too—feather ones, shepherds: wooden cudgels and stout soldier for a moment as their mouths though, not like a bats. That’s how I clubs. Jenner doubted that there was worked away at the chew-leaf. “He’s knowed they weren’t none.” any blade larger than a knife in all of right. Gillum, accept muh apologies.” Jenner calmly examined the boy’s Albanner. The two men spat in their hands and wound. The claw marks were on the “Dal kahr,” Jenner said, offering the shook on it. Jenner barely repressed a boys’ back, indicating that the creatures first of the men his hand. The Northmen shudder of revulsion. “I’m thinkin’ that were small. It was the “stab” wound that muttered among themselves, and some you’ll want to talk to the boy,” added was the worst; it was several inches deep spat wads of chew-leaf over their left Legrin. and did indeed look like it had been shoulders. None took the offered hand. “Yes, I think that would be wise,” made by an awl or poniard. The wounds Perhaps, Jenner mused, that was how replied Jenner, moving to follow Gillum and the boys story confirmed Jenner’s Northmen said hello. He chose to act as to the center row of tents. The large tent fear—he was dealing with something if he believed it. was made of wool, a plentiful commodity completely unknown to him and the “My friends, I am here to help you. among the Northmen of Albanner. Northmen. Good Legrin has been kind enough to Treated with protective oils, the roof was The boy spoke again, “A few of the explain the trouble you face, and I give rendered practically waterproof, and the things flew at us right away and got me. you my word as the Kings man that I thicker woolen walls retained heat during Nured splattered one with his club and will make it so that none of you, nor the winter. An old woman, bent with age, almost knocked my head clean off. your families, need fear any more.” All in was applying a poultice to a young man That’s when we started to run-but all, Jenner was rather impressed by the stripped to his small-clothes lying on a Nured fell and half a dozen of the things confidence he displayed. make-shift bed. The “boy” was larger and was on 'im before I could turn around.5 The men looked hopeful for a more muscular than his father—a tall Two more stuck on me, one on my thigh, moment and shuffled their feet. “Don’t young man who showed the promise of and this ‘un here.” He indicated the stand around like ninny-goats!” admon- a warrior. He was pale and his breathing wound Jenner had examined. “Well, sir, ished Legrin sternly. “It’ll be dark soon, quick and shallow. my father says I did right by leavin’ so see to your folk!” They dispersed “Val,” spoke Jenner softly. “My name Nured . . .” quickly, moving with the confidence of is Jenner of Northreich. I am one of the “You did, Val,” Jenner said, before even men who knew that something was Kings men. Do you remember me?” The the father could rumble his assent. In the being done to protect them against the boy nodded weakly. “That’s good. Your corner of his eye, he saw the old woman terrors of the night. One Northman father and old Legrin tell me that you smile her approval. “You needed to tell stepped forward, nodded shortly to are a very brave young man—that you what you had discovered—don’t blame Legrin, and spoke in a deep, rich voice. went into the cavern under Heb’s Crown yourself for Nured’s death. You may have “I am called Gillum. My boy Val is the to find out what has been attacking saved the life of everyone here.” one who saw the demons.” your flocks.” Val nodded again, wincing “That’s what my father said . . .” “What!” exclaimed Legrin and Jenner at the pain of recollection. “Tell me what “Just tell me what else happened, Val. almost at once. you saw, Val.” Everything you can remember.” Gillum nodded once and spat over The boy opened his eyes, which, Well, sir, it was late afternoon, and his shoulder, a curious custom whose despite his grievous wounds, were bright the sun was still out. I managed to tear meaning Jenner was becoming impa- and alert. The entrance to the caves the one thing off my leg and ran as fast tient to learn. “My boy, Val, said that the below the Crown was low, sir. It ran as I could until I collapsed.” Jenner mar- things were demons. Had faces like straight, though. Me an’ Nured was velled at the boy, as he noticed the swords, with huge glittering eyes. Little wadin’ ankle-deep in guano—l thought it chunks of flesh and muscle missing ones, with wings, they hung upside was bats at first, and said as much to from his thigh—the boy had indeed torn down in caves like bats, but they gots Nured. Still, though, by the light of the it away with considerable strength. “I two pairs o’ talons. He’s got the marks torches it looked awfully red—and it was yanked its sticker out, but I couldn’t pull on his back to prove it. He said there’s goopier, more like mud.4 it off my shoulder. I jest fell down on top more’n a thousand of ‘em livin’ beneath “I think it was pools of blood, drippin’ of it, holdin’ its sticker—it was soft, and I Heb’s Crown.” from their fang, sir.” This quiet assertion couldn’t break it—so I held it away from

4. Stirges move around a great deal in following guano, over time, hardens into a clay-like substance with Nured, several will attack one target. Stirges do their prey, but often return to the same roosting that, if broken or granulated, makes excellent fertil- not attempt to assist each other like a wolf pack in sites year after year, where they may remain for as izer for crops. any coordinated way, but their superior sense of long as a season. Though not migratory, they will 5. A stirge colony can communicate simple smell allows them to recognize the smell of follow the migratory patterns of their primary prey. ideas—like danger and where to find food and wounded prey. me smell of blood and fear draws Common stirges defecate in their roosting areas, mates—through movement and a series of chirps. the monsters to attack. Once the stirge has attached and, as Val noted, their guano is blood-red and Stirges can and will alert the rest of the colony to to their prey they ignore everything but a direct tends to be more liquid than solid, The protein-rich danger and potential food. Often, as was the case attack until they have drunk their fill.

42 SEPTEMBER 1997 me. Eventually it let go and flew off, were preeminent merchants of the they are the same in most other back into the cave.6 lands, known as much for their financial respects.” The little man looked seri- “I don’t know what they are, sir, but I acumen as their untrustworthiness. ously at Jenner, You’ll have to kill them, sure hope you can do somethin’ about Roveer, like most Alians, was a small, you know. It could be quite dangerous ‘em.” thin man whose dark hair and copper to my investment here.” “Don’t you worry, Val,” Jenner said, skin made him stand out among the tall, Resisting an urge to slap the man, standing and grasping the boy’s hand. fair-haired men of the North Realm. His Jenner growled, “I had reached a similar “With what you have told me, we can eyes were bright, almost feral, and his conclusion. My men and I are going to take care of these things once and for face seemed to wear a mask that was the cave tonight.” all. You have done a great service for us always smiling. “Well, Jenner? What foul With a moments pause, Roveer all, Val, and I shall see you rewarded. beast is plaguing the imaginations of shook his head, “No, Jenner. I can’t per- You are a good Kings man. It would not our shepherds this week?” mit it. You wouldn’t reach the cave until surprise me if one day you were to wear “Roveer, I haven’t the time to fence after sunset, and the spear-beaks are steel.” Val smiled and returned the grip words with you today. They, we, have a most active at night. They live in as well as he was able before the soldier serious problem. Some kind of bat that colonies, you see, which may contain left, followed by Gillum and Legrin. drains the blood of its prey.” several scores of the beasts. During the Outside, Gillum spoke. “You did my The Alian looked skeptical. “Come day, they are more sluggish, and you son a great honor, Realmsman. Thank now, Jenner! Surely the crags of Albanner and your steel-encased compatriots you.” are not infested by vampire bats?” should find them easy work. Make sure “I spoke the truth, Gillurn.” Jenner “I doubt it—unless there’s a variety you put on as much steel as possible; considered the problem and made a with only a single fang as long as a dirk.” the little monsters have a talent for find- quick decision. “I will stay tonight with Suddenly Roveer was all business, ing the chinks in your armor. They can you and your flocks. Tomorrow I will “What do you mean?” sense heat, and their eyes are very return to the village for the rest of my Jenner, suppressing his irritation, large, like an insects, giving them keen men, and we will either seal the cave or briefly explained the boy’s story and his sight, even in total darkness.” destroy these things. In the meantime, I own examination of the carcasses. “I “You will not permit —” would like to examine the sheep that can only guess what kind of monsters “Oh, settle down, Realmsman. You were killed by these creatures.” these are, but they’ve got to be know as well as I do that I’m making The dry husks of the livestock had destroyed if Albanner is going to make sense. You’ll need to brief your men, many wounds, all of which matched it. These things are killing our people.” pack up some supplies, and go traipsing those of the boy Val. The blood had “Indeed, they are, Jenner. Indeed off across the high plains to get to the . . . been drained completely. Jenner was they are.” The little man looked thought- Crown, you said?” Jenner sputtered glad that the bodies of the Tallmans had ful and continued, “I believe these things something incomprehensible. “I think I’ll already been cremated; even his own are spear-beak8—you would call them go along, too. Now, don’t object, my military objectivity was shaken by the stirges in this part of the world.” friend. It is my duty to all of Albanner.” off-handed way Legrin mentioned how “Stirges?” Jenner couldn’t seem to speak, but just quickly the bodies had burned—“jest like “Yes, yes,” said Roveer with a sigh of stood, quivering in astonishment. dry kindlin’.” exasperation. “They’re some bizarre “Shouldn’t you notify the villagers The night passed without incident.7 hybrid of bird and insect.9 A large mos- here?” prompted Roveer. “I can only Jenner was pleased to see that Gillum quito with feathers, if you will. In the jun- assume the shepherds are taking pre- had spread the news of his words to Val. gles of Ali they grow to be quite large, and cautions, but it would be a grave disser- The Northmen were a very patriotic I understand they may be poisonous—a vice if the spear-beaks were to attack people who revered their King. His toxin that deadens the nerves, like a here tonight instead of the flocks. I remark that someday Val would wear leech.10 In the deserts, I hear there exists a guess we should have paid more atten- steel was an honor to all of them. wingless variety with six legs—more like tion to the deer herds.” Jenner left Commonfield shortly after an insect than a bird, really. It hops after “What?” dawn, arriving in Albanner just after its prey, you see.11 In any case, they drink The deer, Jenner, the deer. The spear- midday. No sooner had the Realmsman until they're full of blood, then sleep for a beaks range for up to a full mile, and arrived than he was accosted by Roveer few days until they’re hungry again.” they must have been feeding on the d’Alindanzar, an Alian merchant who The Alian now had Jenner’s full and frost-tails. You do recall those carcasses had underwritten much of the cost of undivided attention. “The ones you we found that were freshly killed, but all the new settlement. Alians, hailing from describe seem quite small, compared to dried out? And no meat missing—just the the great jungles far to the southwest the Alian spear-beaks, but I imagine blood! We really should have noted that

6. Stirges need not always be killed to be Stirges, except in the cases above, check for creatures that they were originally crafted by vam- removed. At the DM’s discretion, he may allow a Morale as a group, which is higher (10) than the piric wizards to throw hunters of the undead off the Strength check or appropriate saving throw to rip individual Morale listed in the MONSTROUS MANUAL® track. Others surmised that they were created long the creature from his body (causing damage) or, tome, as long as half the colony is still alive. ago by a group of evil wizards, who gathered them with successive Strength checks or saving throws, to 7. Stirges will sleep off the effects of their feeding by the millions, like locusts, and set the monsters on pull the stirge’s penetrating proboscis from his flesh. as per the guidelines in the MONSTROUS MANUAL tome. the enemy armies arrayed against them. The rem- Make a normal Morale check when this occurs, if 8. Stirges in various campaign worlds have nants of these stirges adapted themselves to the the stirge fails, it drops off and seeks a new victim. many different names and the DM is encouraged to wild and spread across the lands. Note that the victim should not be able to attack invent his own for the campaign. “Spear-beaks,” 10. The larger jungle variety of stirge does pos- with a weapon while holding back a stirge. This “blood-birds,” and “devil-birds” are common names sess such a toxin, as is alluded to in the MONSTROUS struggle will prove to be more exciting than your for the stirge. MANUAL, VOLUME I. The statistics for this creature average hack-and-slash session, particularly for 9. Stirges are a queer hybrid of bird and insect. appear on page 46. low-level or green adventurers. It is believed by sages who study fantastical 11. The desert stirge is described on page 45.

DRAGON #239 43 earlier, but there were always so many Crossbows at the ready, Jenner and diers hefted a guano-encrusted corpse— other pressing concerns. The frost-tails his men advanced with caution as the Nured the shepherd. His father, Jenner were supporting the entire colony.” chirping grew louder. It did indeed knew, would want the body for a proper “Well, of course!” Jenner spat. Quickly sound like a thousand of the monsters burial. Roveer handed his torch to Sarich he regained control of himself, and, at awaited them. Suddenly, a number of and left the cavern, tracing his way back the same time, cursed the unwhole- the creatures flew down upon the to the base of Heb’s crown. somely clever Alian. “All right, Roveer, advancing men. Two quarrels were It was still early afternoon when we’ll do it your way. I’ll send a runner to loosed before Jenner could yell, “Hold Roveer emerged and surveyed the valley let the shepherds know what we intend your fire! We won’t hit them in the air! of Albanner. Turning in the other direc- to do, until then, keep out of the way.” Spread out and draw your steel!” tion, toward Commonfield, he noted a Roveer smiled, “Of course, my dear “Don’t yell!” screamed Roveer, forget- large column of smoke. Smiling quietly to friend.” Jenner glared at him for a final ting himself in the excitement. “They’ll himself, he began to peel off the leather time before spinning on his heel and pinpoint us and the whole colony will armor. After a few moments, Jenner him- shouting for his men-at-arms. Roveer attack!” He hoped fervently that the spear- self emerged from the cave, carrying one was then left to his own reflections. The beaks had fed last evening, and that most of the creatures. His pleased smile and tri- spear-beaks, he reasoned, hadn’t fed for would be sluggish and slow to attack.13 umphant eyes did not move the Alian to nearly seven days—since the Tallmans. Almost as one man, the trained guilt, but rather to curiosity and wonder There couldn’t be all that many of the Realmsmen drew their swords; four of that a warrior could be so naive. creatures, or else greater numbers of the monsters were sliced out of the air in The stirge had a wing-span of about people and livestock would have been quick succession. They were slow and two feet, and its entire body was cov- lost. Seven days. Still smiling, Roveer clumsy fliers—bloated with the blood of ered with rust-red feathers. The “beak” began to whistle happily. recent victims. They quite literally burst, hung limp from its face; when feeding The very next day, as the fiery globe splattering blood all over the armored the sharp point was plunged into the that was Father Tirador inched above men. Quickly, the warriors entered the victim’s flesh with the stirges’ strong the horizon, Jenner led his six main chamber. Val had indeed exagger- neck muscles. Its talons were a milky Realmsman to the base of Heb’s Crown. ated the number of the beasts, there yellow. “Ugly, aren’t they?” noted Little Roveer, the Alian merchant, trailed were little more than a score of the Roveer, indicating the bulbous eyes. behind on his stout pony. They reached beasts hanging above. They were all very “Just like a fly.” the base of the crown just before mid- awake—the chirping in the cave was “Roveer,” began Jenner seriously, “I’ll day and quickly located the cavern. deafening. Seven quarrels were loosed, confess I don’t like you all that much, “All right, Realmsmen. The creatures and seven stirges died. The flock but we are all indebted to you for the will be hanging from the ceiling. Once dropped, as one, and attacked. The fight knowledge of these stirges. You’ve we get inside—load the crossbows. We’ll was brutal and short. The stirges, slowed saved lives.” fire off one volley, and that should bring by their heavy meals, could not elude the “We were lucky that the spear-beaks the house down.” Jenner grinned tightly singing steel of the Realmsmen. One of had fed. It made our jobs easy.” The and continued, “If one of you gets stuck, the older men, Sarich, slipped in the Alian looked meaningfully at the smoke fall back immediately! Good Roveer will guano and fell to his knees, exposing the rising from Commonfield. cut it off with his blade.” back of his neck to the blood-suckers. No Jenner saw that smoke, and instantly The Alian looked ridiculous—covered sooner had one of the stirges attached understood—“jest like dry kindlin’” is head-to-toe with leather armor, leaving himself, than Roveer leapt forward, how Legrin had put it. “You knew they only his thin face visible. He drew a applying his torch to the bird, whose would feed last night,” he said in a quiet nasty-looking dirk and added, “Don’t try feathers became engulfed in flame as it voice. to be brave, my friends. The longer they released its death grip.14 Roveer, however, was all smiles. stay attached to you, the weaker you Sarich, only singed, looked at the “Now, my dear Jenner, how would I become.” Alian with something akin to respect. have known?” So saying, the Alian “Right,” agreed Jenner to the assent- There were no other wounded; the walked off to retrieve his hobbled pony. ing murmurings of the men. “Let’s go.” stirges had been slow and seemed to The eight men carefully entered the have trouble locating a target for attack. cavern, and were instantly assaulted by Jenner was pleased with the afternoon’s the scent of blood. The cavern floor, as results. “Excellent, gentlemen! Let’s make Val had said, was deep with the crea- a casual sweep of the cavern, make sure Tim Richardson now resides in Virginia, tures’ blood-red guano. Roveer paused we haven’t missed any, and then get out where he is interning with the Senate to ignite his torch, and, seconds after it of here!” The soldiers responded with a Republican Policy Committee in was lit, a loud chirping, similar to that of mighty cry and set about making a Washington, DC. a cricket, echoed through the cavern.12 periphery search.15 Another pair of sol-

12. The chirping alerts the others to danger and flame must be applied to the attached creature, leave the eggs buried and abandon them. The eggs potential prey. Stirges who are “sleeping off” their lat- which inevitably damages the victim as well. hatch in about three months. less than 20% survive est meal are slow to react. See also note 13 below. 15. A more thorough search might have located into adulthood, feeding off the guano itself for sev- 13. In addition to the surprise roll penalty a few clutches of eggs. Like birds, female stirges lay eral days until they are strong enough to fly and described in the MM, I recommend penalizing their eggs—between four and 12 at a time. They are typi- search for food on their own. Often, the young will initiative roll by -2, and reducing their THAC0 to cally buried by the female in the guano of the kill each other for food. The young that do survive that of a 2-Hit Die creature. The maneuverability colony’s roosting area. Mating among stirges is a will either form a new colony or join the next one class of stirges drops to D following a full feeding. communal affair, with many males and females mat- that enters the roosting area. Stirges reach full 14. Directly applied, flame always forces a stirge ing repeatedly twice a year—once in the early spring growth after about eight months and can have a to release its prey and make a Morale check, but the and again in late summer/early fall. The parents life-span of five to six years.

44 SEPTEMBER 1997 Stirge, Desert

CLIMATE/TERRAIN: Any desert FREQUENCY: Rare ORGANIZATION: Colony ACTIVITY CYCLE: Night DIET: Blood INTELLIGENCE: Animal (2) TREASURE: Nil ALIGNMENT: Nil

NO. APPEARING: 2-12 ARMOR CLASS: 6 MOVEMENT: 4, Jump 16, Burrow 12 HIT DICE: 1+1 THAC0: 17 NO. OF ATTACKS: 1 DAMAGE/ATTACKS: 1-2 SPECIAL ATTACKS: Blood drain, surprise SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: T (1'-1½') MORALE: Unsteady (5-7) XP VALUE: 120

Desert stirges resemble large, feathered mosquitoes and look little like their common or jungle cousins, In fact, the physical resemblance ends with the long dangling beak common to all members of the stirge fam- ily. The proboscis is just over 6” long and is a dull, sand-yellow color. queer appearance. Their feathers are short and scaly, but are feathers Desert stirges have wings, but they are short, stubby, and incapable of nonetheless, disproving theories that the monsters were actually crabs or supporting flight. Some witnesses, though, contend that stirges are able some form of insect. to glide on them. The feathers of a desert stirge are a reddish brown, Desert stirges do not have an exoskeleton, but their legs, save for allowing them excellent camouflage in the sand. the talons, are covered in chitin. Sword-swingers targeting the legs of These creatures have six legs and are more insect-like than any the monsters must hit AC 1, due to the small size and hardness. other stirge variety. The legs are yellow-brown talons, joined at the The monsters are found in areas wherever prey can be located. center of their long beetle-shaped body. The monsters use their strong They have no permanent lairs or nests but sleep beneath the sand dur- claws to burrow beneath the sand during the heat of the day as well ing the heat of the day. Still, it is not difficult to know when desert as fasten themselves onto their prey. Perhaps the most remarkable fea- stirges are in the area; typically, they bury themselves in the sand not ture is the stirges’ unique jumping ability—the stirge is able to leap up more than 100 yards away from the bloodless corpses of their victims. to 20’ high or a distance of nearly 50’. Fortunately, of all the stirges, the desert stirge is the least likely to bother humans, particularly those in armor. Stirges are unable to pene- Combat: Desert stirges are not nearly as powerful as their larger cousins trate anything better than studded leather and do not attack armored and attack as a 1-Hit Die creature, unless they leap onto a surprised vic- individuals. tim. These monsters attempt to attack by leaping onto the victim’s back from concealment. When employing this tactic, the stirge may make one Ecology: Desert stirges possess superior sight and infravision (240’), initial hit roll as a 4-Hit Die creature. Because of their burrowing ability but lack the acute sense of smell found in other members of their fam- and camouflage, stirges are difficult to spot. Characters without the ily. They compensate for this with a sharp sense of hearing—desert desert survival proficiency should receive a penalty to their surprise roll. stirges are very sensitive to vibrations in the ground, allowing them to In addition, if the victim is surprised, the DM is encouraged to add +4 to track prey and be instantly notified of interlopers in their area. that hit roll, as a backstab. The creatures do not attack in concert, but When the stirges hear prey, they burrow closer to the surface, open- often erupt from the sand at the same time to gain surprise. ing the protective chitinous cover around their eyes (they are blind A successful attack inflicts 1-2 hp damage with an automatic 2 hp when underground, moving by hearing alone). The cover around their blood drain for every round the stirge remains attached to the victim. eyes also closes when they are attached to a victim. The smaller desert stirges are full after draining 8 hp of blood from the The stirges’ sense of hearing often wakes them during the day, and victim, after which they drop to the ground, scurry away, and burrow they take advantage of the morning or afternoon to snack. Barring this back into the sand to escape retribution and sleep off their meal. occurrence, stirges are never found above ground during daylight. It is important for the DM to recognize that stirges attack only legit- Once a stirge has drunk its fill of 8 hp of the victims blood, it flees, imate prey, almost never attack without surprise, and immediately flee burrowing underground. The slow metabolism of the desert stirge combat once sated. In fact, stirges that miss their initial attack are more allows it to sleep for one day per point of blood drained—and it can go likely to try to escape (make a Morale check) by burrowing than to three times as long until needing to feed again. Stirges do, however, attempt to continue combat. make the most of every feeding opportunity, storing extra food as fat While the desert stirge is significantly less dangerous than other in their bodies just above the tail, giving them a “hump” of sorts. Stirges stirges, it is also the most difficult to remove once it has attached itself sleeping after feeding are very difficult to find because they bury them- to prey. An attached stirge adds 5 to a Morale check, and its strong grip selves so deeply. If located, the stirge does not awaken until exposed to and extra leg power prohibits the option of a saving throw or Strength sunlight, very loud noises (like digging), or damage (as from a weapon). check to pull it off unless a combined Strength of 30 is employed. In any case, they flee at the first opportunity, either by leaping away or by burrowing deeper into the sand. Though not much more than a pest Habitat/Society: The colonies of desert stirges are small; only rarely will to humans, they can be difficult to find and kill. more than 10 of the creatures hunt the same area. Stirges are often Desert stirges do not collect treasure. called ‘sand crabs” or “desert beetles” because of their burrowing and

DRAGON #239 45 Stirge, Jungle

CLIMATE/TERRAIN: Tropical, subterranean FREQUENCY: Uncommon ORGANIZATION: Colony .. ACTIVITY CYCLE: Night DIET: Blood INTELLIGENCE: Animal (2) TREASURE: See below ALIGNMENT: Nil NO. APPEARING: 5-20 ARMOR CLASS: 7 MOVEMENT: 3, Fly 16 (D) HIT DICE: 2+1 THAC0: 15 NO. OF ATTACKS: 1 DAMAGE/ATTACKS: 2-6 SPECIAL ATTACKS: Blood drain, poison SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: M (4’-5’) MORALE: Average (8-10) XP VALUE: 420

Found in the deepest jungles, these blood-draining monsters are nearly twice the size of the typical stirge. For this reason, the jungle stirge is not an accomplished flier. Slower and clumsier in the air, the jungle stirge cannot sustain its flight for longer than a turn. The plumage of these The stirges need a constant supply of blood and prey on the large monsters is a bright red, and their dangling beaks are a light yellow- animals of the jungle. Some native experts claim that only the female green. Their pincher-like feet are of similar color, with the hind legs of the species requires blood, and that the male exists on fruit sap. much larger and stronger, assisting the creatures when they are roost- The largest concentration of jungle stirges have been found on the ing. If the DM uses the option of allowing a character to grapple with a sites of ruined cities, which may host several colonies of the monsters. jungle stirge, penalties should be applied to the Strength check or sav- There have been no confirmed reports that jungle stirges have been ing throw because of the beasts’ greater strength. raised in captivity, although their proclivity to ancient ruins suggests that in the past they may have been bred as guardians. Combat: Jungle stirges attack as 4-Hit Die creatures with their long pro- Though dangerous to small groups, jungle stirges are generally too boscis. A successful hit inflicts 1 d4+1 hp damage, with automatic dam- far removed from civilized areas to be cause for great concern. It age (also 1d4+1) from blood drain for every round the stirge remains should be noted, however, that the beaks of this stirge are longer and attached. Jungle stirges are sated only after drinking 15 hp from their sharper than their cousins and are able to puncture all but the finest prey, after which they fly off to digest their meal. crafted metal armors. The poison secreted from the proboscis of a stirge, while not deadly, is very dangerous. Immediately after being struck by the monster, the Ecology: Jungle stirges possess 240’ infravision and a highly devel- victim must save vs. poison. Those who make their saving throw are not oped sense of smell. These highly developed senses allow the mon- out of the woods yet—the stirge continues to inject the toxin into its prey sters to locate creatures large enough to become prey soon after they until the victim ceases struggling. The victim must save vs. poison each enter the habitat. Creatures with a natural AC of 1 are immune to stirge round at cumulative -2 penalty (-2 the second round, -4 the third attacks because of their thick hides. As noted above, leather armor will round, etc.) until the stirge is killed, driven off, or the character has suc- not protect a character from the penetrating attack of a jungle stirge. cumbed to the poison. Full suits of plate mail or specially crafted metal armors that cover the If the victim fails the save, he is paralyzed at the end of the follow- entire body will give full protection. However, the creatures will be able ing combat round and remains so for 2-12 hours. Once this time has to distinguish by smell those who are invulnerable to their attacks and elapsed, the victim may roll again for the save at no penalty. If the vic- will not waste time around these potentially dangerous foes. tim fails again, he remains paralyzed for an additional 2-12 hours. The Jungle stirges have a high metabolism and sleep only one day for victim remains paralyzed until he successfully saves against the poison every 3 hp of blood drained, for a maximum of five days. During this or 24 hours have passed. sluggish period, stealthy opponents gain the advantage of a -2 penalty The poison of the jungle stirge is highly prized, particularly by jungle to the monsters’ surprise roll. If the stirges are attacked after a full feed- tribes. The poison is stored in two glandular sacs in the “jowls” of the ing (when more than half the colony drained 12-15 hp of blood each in creature, where the proboscis joins the head. Each sac yields between the last 24 hours), their flight maneuverability class falls to E. 2-12 doses of the poison, which remains viable as long as it is kept in The colonies’ territory is much smaller than that of their cousins out- the sacs at body temperature. The sacs, however, are difficult to locate side the jungles due to their poor propensity for flight. Ranges of the and even harder to remove. The DM should select an appropriate skill stirges are rarely more than half a mile in diameter. They do not move or non-weapon proficiency to determine the success of sac removal. around, except to hunt, preferring to remain in their permanent roost- The poison must be injected into the blood stream to have its effect. ing areas far above the jungle floor. The jungle stirges have only one natural enemy—the arboreal constrictors that share their treetops. Habitat/Society: Jungle stirges live in colonies that rarely grow larger The presence of jungle stirges is difficult to detect, despite the smaller than 20 individuals. They do not hang like bats but build bird-like nests range. Their bloodless prey decay quickly in the moist jungle heat or are on ledges, in treetops, or in the ruins of thick rain forests. carried away by carrion eaters. Their nests are even more difficult to These monsters are more fastidious than common stirges and defe- locate, although the few that have been discovered yielded a number of cate outside the nesting area, often near fallen victims after feeding. highly prized gems. Jewelry and other “pretty” treasures are carried back Thus, their nests are difficult to locate except by chance. Thus, little is to the nest by the monsters, but no other treasure. known about their mating or nesting habits.

46 SEPTEMBER 1997

by Brian Corvello illustrated by James Holloway and David Day

ost adventurers have, at one time or another, caught a fleeting glimpse of the fairy-folk, the sprites and pixies and brownies who love to frolic in green places—and occasionally tweak the noses of more serious folk. These wee folk are magical creatures who may even have inhabited the world before humans. They are protectors of secrets and mysteries, and they might have things to tell even the most sea- soned adventurer. Fairies can often inform PCs of news of the magical com- munity and locations of treasure hoards. Greenfellow Rogues (as presented in DRAGON® Magazine issue #237) have the best chance of gaining the favor of the wee folk, but practically any good- aligned adventurer may find allies among them—if the hero can endure their mischievous antics. While most of the wee people are good-hearted, some have turned to evil. The quicklings and the spriggans of the world probably meddled with magic too powerful to control and are now a threat to everyone who blunders into them. Woe to the hero who mistakes one of these wicked little terrors for a benign fairy. The Little People are enigmas, shy and reclusive. Sometimes, however, they may come out of hiding to spice up an adventure. Presented here are four new types of these fairies, to liven any hero’s day.

48 SEPTEMBER 1997 Boggart

CLIMATE/TERRAIN: Temperate/Urban FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Night DIET: Omnivorous INTELLIGENCE: Very (11-12) TREASURE: F ALIGNMENT Lawful Good NO. APPEARING: 1 ARMOR CLASS: 2 MOVEMENT: 12 HIT DICE: 1 THAC0: 20 NO. OF ATTACKS: 0 DAMAGE/ATTACK: n/a SPECIAL ATTACKS: Spells SPECIAL DEFENSES: Invisibility MAGIC RESISTANCE: 10% SIZE: T (1’ tall) MORALE: Steady (11-12) XP VALUE: 270

Boggarts are tiny, helpful cousins to brownies who live in extremely old buildings. They much prefer inhabited homes to abandoned structures. Boggarts are invisible to all but the most innocent of humans. These are usually children, but occasionally a very good paladin or lawful good priest can see them. Those who have been known to play with young children, but they vanish have viewed boggarts describe them as funny little men with when a disbelieving adult is near. big noses and colorful clothes. Boggarts speak the common Boggarts never accept payment for their help, though if tongue as well as the languages of elves and brownies. someone leaves out small scraps of food for them, they gladly gobble it up. Combat: Boggarts shun fighting, and they hate evil creatures. Boggarts are usually solitary, though every month at the When one enters their home, they use their spell night of the full moon, dozens—or even hundreds—of boggarts abilities to torment the creature in hopes of driving it away. gather in one area for a big festival. Very few mortals have seen Boggart pranks may include making an offending creature’s these merry occurrences, and those who have tell that strange hair grow, turning it green, or making it trip over the furniture. secrets can be gleaned from them. Boggarts have several spell-like powers to help them with their jokes. At will they can use faerie fire, ventriloquism, dimen- Ecology: Boggarts are primarily vegetarians, though they may sion door, audible glamer, , and telekinesis (50 Ibs.). As eat sausages and smoked meats at their festivals. noted, they are invisible to most creatures, and only detection Boggarts don’t hoard wealth, but some may have a small spells can reveal their presence. amount of treasure collected over the years. A boggart may be Anyone who is cowardly enough actually to kill a boggart convinced to give up his treasure if becomes the recipient of a debilitating curse of the DM’s design. he’s sure it will go to a worthy This may be lifted only by a remove curse spell by a caster of no less than 12th level. Boggarts have a particular weakness: they are frightened by loud noises, which cause them to make a Morale check or flee. Those who can communicate with boggarts find them a great source of infor- mation. Assume that any boggart is 50% likely to know any fact about the area in which they live, 80% if that knowledge involves other fairies.

Habitat/Society: Boggarts are helpful creatures who live in houses belong- ing to very good people, helping out with chores and such after the family goes to bed. They also

DRAGON #239 49 Clurichaun

CLIMATE/TERRAIN: Any Urban FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Wine INTELLIGENCE: None TREASURE: See below ALIGNMENT: Chaotic (50% Neutral, 25% Good, 25% Evil) NO. APPEARING: 1 ARMOR CLASS: 4 MOVEMENT: 12 HIT DICE: 3 THAC0: 19 NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon SPECIAL ATTACKS: Control liquids SPECIAL DEFENSES: Nil MAGIC RESISTANCE: 30% SIZE: T (2’ tall) MORALE: Average (8-10) XP VALUE:

Clurichauns are relatives of leprechauns. They are spirits who inhabit wine cellars of inns and other such establishments. They are mischievous little creatures who love nothing more than fine wine. They appear as tiny elves dressed like innkeepers. Regardless, a clurichaun can become nasty when drunk. It Combat: When forced into melee, a clurichaun uses small smashes bottles, scares pets, and makes a general mess of weapons, usually daggers; however, clurichauns have a much things. More than one innkeeper has hired adventurers as more dangerous ability. Clurichauns can control up to 10 gal- clurichaun-exterminators. lons of any liquid (usually wine) through telekinesis. In doing so, they can make bottles squirt fluid with the force of a decanter of Ecology: A clurichaun lives entirely on wine, of any style or vin- endless water. They can also create wine or water twice per day (as tage. They don’t drink to excess, taking only about a bottle a the create water spell). If hard pressed, a clurichaun can create a week, though individual clurichauns have been known to drink watery double, once per day, but using wine rather than water. heavily. Clurichauns collect no treasure, though all of them know the Habitat/Society: A clurichaun’s behavior depends mostly on its location of great riches, or at least interesting rumors of treasure alignment. A good-aligned clurichaun may help an innkeeper hoards. Naturally, these caches are often well guarded by pow- by making sure spigots are tightened and no wine is wasted. An erful monsters—a fact a clurichaun conveniently leaves out if evil clurichaun might slurp up all the supplies, forcing the inn- interrogated rather than questioned politely. keeper out of business.

50 SEPTEMBER 1997

Leprechaun, Wicked

CLIMATE/TERRAIN: Dense forests FREQUENCY: Very Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Night DIET: Omnivore (see below) INTELLIGENCE: Exceptional (15-16) TREASURE: F ALIGNMENT: Neutral Evil NO. APPEARING: 1 ARMOR CLASS: 7 MOVEMENT: 15 HIT DICE: 1 THACO: 20 NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 80% SIZE: T (2’ tall) MORALE: Elite (14) XP VALUE: 420

Wicked leprechauns are probably the result of the same form of evil magics that turned a race of brownies into quicklings. While these creatures were once playful and mischievous, they are now vile, deadly monsters. Wicked leprechauns appear similar to thelr more common kin, Wicked leprechauns can communicate with hornets, wasps, but they always wear black and gray, disdaining the colorful garb and similar insects. They often send the pests to torment of their relatives. They inhabit haunted forests and glens. humans and horses. They can also command a single giant insect of this type, often using one for a mount, Combat: Wicked leprechauns flght wlth pixie-sized daggers, garrotes and stilettos when they choose to reveal themselves, Habitat/Society: Wicked leprechauns aren’t a normal part of Lacking any type of honor, they often poison these weapons fairy-kind and often disrupt ecosystems instead of filling a place with various venoms. in them. These creatures possess most powers of the normal lep- These creatures get along with other evil fairies, such as rechaun. They can turn invisible, polymorph nonliving objects, quicklings and spriggans. create illusions, and use ventriloquism as often as they like. They often use these powers to set deadly traps for victims. For Ecology: Wicked leprechauns eat normal food, but instead of example, one might wait at a bridge for someone to cross, and savoring wine, they have the habit of drinking the blood of then turn the rungs into sand, sending the victims plummeting. their victims. They cannot, however, grant wishes or enact Leprechaun Law These fairies are, If anything, even greedier than normal (teleporting victims away). leprechauns, and they hoard large amounts of treasure. Once per turn, a wicked leprechaun can cast an evil grin spell that duplicates the effects of a scare spell. Once per day he can cast Tasha's uncon- trollable hideous laughter on 1-4 victims.

52 SEPTEMBER 1997

Leshy

CLIMATE/TERRAIN: Any large forest FREQUENCY: Rare ORGANIZATION: Solitary ACTIVITY CYCLE: Day DIET: Herbivore INTELLIGENCE: Genius (17-18) TREASURE: M (x10) ALIGNMENT: Neutral Good NO.APPEARING: 1 ARMOR CLASS: 5 MOVEMENT: 12 HITDICE: 8 THAC0: 12 NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon + possible Str bonus SPECIAL ATTACKS: Spells SPECIAL DEFENSES.’ Spells MAGIC RESISTANCE: 40% SIZE: Varies MORALE: Champion (15) XP VALUE: 2,000

Leshies are magical protectors of old and ancient forests. There, is always only one leshy per forest, and they can never go more than 100’ from their domain, as they are tied to it as a dryad is bound to her tree. Leshies look comical, appearing as young elflike men in green and red clothes. Their coats are always buttoned wrong, and their shoes are always on the wrong feet. I A leshy’s size depends on where he is in his forest. At the for- Habitat/Society: Leshies are protectors who act in maintenance est edge, he is tiny, merely 1’ tall. In the forests center, he is as and defense of their forests at all costs. A leshy will die if his for- tall as a hill giant and has the Strength to match. In between, his est is destroyed (a rare event, as they inhabit only the largest of size varies; the closer to the center, the bigger he is. forests). Leshies know every detail of the forest they inhabit and may Combat: A leshy can blend in with his surroundings by standing make excellent guides if they can be persuaded. Leshies help perfectly still, effectively invisible. A druid or ranger has a 5% only good creatures and drive away any evil ones. chance per level of spotting a leshy. It is impossible to surprise one. Ecology: Leshies can live to be 1,000 years old, retaining a Leshies do not normally carry weapons. They may, at their youthful appearance throughout their lives. If one dies, a new largest size, use tree trunks as clubs, inflicting double club dam- one appears by some unknown occurrence. age plus the Strength bonus (2d6 + 7 hp damage). They may Leshies are vegetarians, subsisting primarily on berries, fruit, also, at this size, hurl rocks up to 200 yards for 2d8 hp damage, roots, and tubers. as a hill giant. They rarely use this attack, however, as they con- Gold and silver have no value to leshies, but they often keep sider it barbaric. small amounts of wealth to use for bartering purposes. Leshies have the spellcasting ability of a 12th-level druid. They prefer spells dealing with plants. They can also call woodland beings once a day, calling creatures who fight to the best of their ability. Also, no good- or neutral-aligned for- est creature will ever harm a leshy.

54 SEPTEMBER 1997

Duration: 1 turn/level Casting Time: 1 Area of Effect: Caster Saving Throw: None When this spell is invoked, the caster begins to radiate an aura of unremarkabil- ity. Any person viewing him for the dura- tion of the spell sees nothing unusual about him and, if questioned later, retains only vague recollections of seeing someone. He is unable to identify the cast- er or put any specific features to him. In order for the spell to be effective, the cast- er must be in or near a group of four or more people. (The caster could sneak into a guarded area if he tagged along with a group on legitimate business, but not unaccompanied.) This spell is most effec- tive when used in crowded areas, such as city streets or marketplaces. The caster may be wearing or carry- ing anything he desires: the spell renders him inconspicuous no matter what his appearance, so long as it is not unusual- Larcenous legerdemain ly frightening or strange. (A heavily armed character or a character carrying by Jeff Dancey a bag of loot is fine; a character drenched in blood will be noticed.) illustrated by David Day Otherwise, only the caster’s actions determine whether the spell is broken. The spell ends instantly whenever the lmost every major city or large Appraisal caster takes a hostile action or does any- A town in an AD&D® game setting (Divination) thing to call attention to himself. The use has at least one organized Level: 1 of abilities such as Pick Pockets is accept- Thieves’ Guild. In their own way, these Range: 10 yards able, so long as the caster does not fail a guilds are a source of enormous wealth Components: V, S, M roll. Speaking with any person for any and power, with access to a wide variety Duration: 1 round/level reason during the course of the spell of resources. In a world where magical Casting Time: 5 negates its benefits. traps guard valuables and wealthy men Area of Effect: 1 object/round The material component of this spell is can afford to hire a diviner to locate Saving Throw: None a small quantity of diamond dust, worth stolen belongings, any powerful Guild By use of this spell, the caster can 25 gp, which is destroyed in the casting. should employ a mage out of self- identify the type and quality of gems and defense. And in a world where priests precious metals. Gemstones are identi- Instant Lockpick and mages control a significant amount fied by type, relative size, and quality. (Conjuration/Summoning) of the wealth, a mage/thief could make a Precious metals are identified by type, Level: 1 good living pilfering magical treasures. weight, and purity. This spell does not Range: 0 Despite this, very few spells are written give actual values in gold pieces for gem- Components: V, S for mage/thieves. stones, since that varies by location and Duration: 2 rounds/level These spells are presented primarily for availability. The approximate value of Casting Time: 1 the use of mage/thief characters, or for precious metals is apparent from their Area of Effect: Special pure mages whose personal ethics may weights. A caster using this spell can Saving Throw: None be slightly lacking. Most of the spells immediately spot fake gems or gilded By means of this spell, the caster sum- below can be used by any wizard charac- coins, and illusionary or conjured valu- mons an ordinary lockpick of any desired ter, although a number are more effective ables are also revealed. type into being. It performs as an ordi- when employed by a mage/thief. The material component of this spell nary lockpick for as long as the spell lasts. In an attempt to maintain the unob- is a small glass lens worth 5 gp. It may be The pick may be used to open as many trusive nature of their intended casters, re-used. locks as the duration allows. most of these spells do not have a verbal component. Similarly, few of the spells Disawareness Lock Inspection listed have any visible effect or cause (Illusion, Enchantment/Charm) (Divination) physical damage to opponents. Level: 1 Level: 1 Range: 0 Range: 0 Components: S, M Components: S

DRAGON #239 57 fied-giving him an effective 100% Hear Noise check. This spell also allows him to hear things at a greater distance than he would normally be able to detect, but it does not give him any special ability to fil- ter the new sounds. This spell could be used to listen to a whispered conversation from across a room, but it would not allow the caster to separate that conversation from among others in a crowded area. For the duration of this spell, loud noises have a detrimental effect on the caster. Any area with a high level of noise, such as a battle or the common room of a crowded inn causes the caster pain and forces him to make Constitution checks before taking any strenuous actions, such as spell casting. Sound-based attacks, such as the 3rd-level mage spell shout, have twice their normal effect on some- one using this spell, and saves against such attacks are made at a -4 penalty. The material component of this spell is a rabbits ear, which is destroyed in the casting. Feet of the Cat (Alteration) Level: 2 Range: Touch Components: S, M Duration: 1 round/level Casting Time: 2 Area of Effect: Creature touched Duration: instantaneous This spell is designed to be cast upon Saving Throw: None Casting Time: 1 a weapon of any kind. It has no visible This spell grants the recipient the abil- Area of Effect: Lock effect upon the weapon it enchants. The ity to move unnaturally quickly and qui- Saving Throw: None first opponent struck with the enchanted etly. For the duration of the spell, anyone This spell allows the caster a brief weapon within the spell’s duration is affected has their movement rate dou- glimpse into the inner workings of any silenced (as by the 2nd-level priest spell, bled and has their Move Silently rolls lock. For a brief moment, the insides of silence 15’ radius, but affecting no one improved by 50%. If the recipient of the the lock are exposed to the caster’s view, other than the victim, even those within spell is not a thief or ranger, he has a allowing him to analyze its mechanisms. 15’) for a single round. The victim can 50% chance of moving silently during the The end result of this spell is that the make no noise during the round ensuing course of the spell. This spell does not caster gains enough knowledge of the the attack. (This spell was originally impart any ability to jump higher than lock to increase his Open Locks and designed to mute the sound of a collaps- normal, although leaping horizontally is Find/Remove Traps rolls by 25% for the ing body.) obviously easier for a person moving at analyzed lock. The knowledge gained by The material component of this spell increased speed. (Assume the character this spell cannot be fully imparted to any is black pitch, which must be applied to can leap as far horizontally as a character other person; a thief relying on a mage’s the weapon to be used. using a jump spell could.) description of the lock has his rolls The material component. of this spell improved by only 10%. Audio Enhancer is a tuft of cat fur. It is destroyed in the (Evocation) casting of the spell. Muffling Blow Level: 2 (Alteration, Enchantment) Range: 0 Forgery Level: 1 Components: V, S, M (Alteration, Divination) Range: 0 Duration: 1 round/level Level: 2 Components: S, M Casting Time: 2 Range: 0 Duration: 5 rounds/level Area of Effect: Caster Components: V, S, M Casting Time: 5 Saving Throw: None Duration: 5 rounds/level Area of Effect: 1 object By means of this spell, the caster great- Casting Time: 1 round Saving Throw: None ly increases the sensitivity of his ears. All Area of Effect: 1 page/level sounds around him are greatly magni- Saving Throw: None

58 SEPTEMBER 1997 This spell allows the caster to make altered copies of official documents. In order to cast the spell, the mage must possess a sample of the handwriting he is attempting to duplicate. The sample used must be at least a full page docu- ment (approximately 250 words); it is destroyed at the end of the spell’s dura- tion. For the duration of the spell, the mage’s handwriting perfectly mimics the handwriting on the sample document. There is no restriction upon the meaning of the document that the mage writes; only the style of the writing is copied, not the content. Documents made by this spell are indistinguishable from docu- ments written by the author of the hand- writing sample used. Any signatures or seals on the sample are magically dupli- cated on any page the caster desires, to a limit of one page per level of the cast- er. It is not required that duplicated sig- natures be in the same hand as the rest of the document; the spell reproduces the signature as accurately as it does the other handwriting. A dispel magic spell causes the writing created by a forgery spell to revert to the casters own hand- writing. Minor Disarm (Abjuration) Level: 2 Range: 10 yards Components: S, M This spell summons an invisible saw- avoid damage. A single save nullifies the Duration: Instantaneous ing force that cuts through an object the spells effectiveness for its entire duration. Casting Time: 5 caster desires without creating any noise. The material component of this spell Area of Effect: 1 trap The object to be sawed through must be is a small silver file worth 10 gp, which Saving Throw: None visible to the caster. The saw may be disappears after the spell duration ends. By use of this spell, the caster can dis- used in multiple areas during the spell arm one small mechanical trap of the (such as to cut both ends of a bar), but Ghostly Garrote same type as is revealed by the thief abil- the caster must maintain concentration (Necromancy, Conjuration/Summoning) ity Find/Remove Traps. This spell success- on the saw. If the caster ceases to con- Level: 3 fully disarms any single trap on a selected centrate, the saw falls dormant until the Range: 10 yards/level object; in cases where an object is pro- caster returns his attention to the task. Components: S, M tected by multiple traps, it is determined The saw cuts through a ½” x ½” section of Duration: 3 rounds randomly which trap will be disarmed. material per round of the spell, but the Casting Time: 3 Any single object may be affected by this types of material it is able to penetrate Area of Effect: 1 creature/4 levels spell, up to the size of a large chest or depend on the level of the caster: Saving Throw: Negates heavy double doors (approximately 25 1st level— Normal wood, rope, cloth, This spell conjures a pale, ghost-like cubic feet). This spell does not disarm any etc. garrote that wraps itself around the neck form of magical trap, even those that 3rd level— Ironwood, bronzewood, of the target creature as if it were pulled may normally be disarmed by thieves. other hardwoods or treated woods by an invisible being from behind. The 5th level— lead, gold, soft metals garrote inflicts no damage but causes the Silent Saw 7th level— Iron, silver target to lose the capacity for speech for (Conjuration/Summoning Alteration) 9th level —Steel three rounds. In the first round, the victim Level: 2 11th level— High quality steel and is allowed a save vs. death magic; if Range: 10 yards/level alloys successful, the victim is rendered inca- Components: S, M 13th level— Enchanted metals (+1) pable of speech for the first three rounds Duration: 1 round/level For every two levels above 13th, the but can still perform actions, with a Casting Time: 2 caster can cut through an enchantment penalty of -2 to any attacks, and suffer Area of Effect: Special of additional +1 value. All enchanted no other ill effects. If the save is failed, Saving Throw: None metals are entitled to save vs. spell to the victim spends the next three rounds

DRAGON #239 59 can attempt a Pick Pockets through the opening, although the roll is made at a -15% penalty. Objects of up to 1 lb. per level of the caster can be drawn back through the window. An attempt to retrieve an object currently being held by an opponent requires a successful attack roll to succeed. In the event of a success- ful grab, the target is still allowed a Strength check at a -2 penalty to retain possession of the object. The window is normally visible only to the spell’s caster, though a character using true sight or a similar spell can iden- tify its location. In any event, no one else may attack through the opening, and the caster may only launch one round of attacks through it. Any attacks made through the opening must be physical, no spells of any kind can pass through the window. The window cannot be reoriented after its initial placement, so if a target moves between the time of the spell’s casting and the caster’s attack, the attack might fail. This window can be opened to loca- tions that the caster cannot currently see, but it provides no illumination of its own for viewing such areas. This spell could be used to grab something out of an unopened container, if the container is large enough to hold the casters hand plus whatever is currently in it. Players should note that blind grabs into chests pulling at the insubstantial garrote In have a physical trigger of some kind can can be dangerous. This spell can be used panic; at the end of the three-round be disarmed. Thus, a pit trap with a col- to strike someone on the other side of a period, the victim collapses into uncon- lapsing floor can be disarmed, but a pit walI of force or similar barrier. sciousness. A successful dispel magic cast with an illusion covering the top cannot. The material component of this spell during the three-round duration termi- Poison needles, traps, and other small is a miniature hand carved of ivory, nates the spell’s effects immediately; It devices are not affected in any way by worth 25 gp. It is destroyed in the casting does not wake a victim who has been the spell. of the spell. rendered unconscious. The material component of this spell Remote Access is a small silver garrote worth 50 gp. It is (Alteration) destroyed at the spell’s conclusion. Level: 4 Range: 10 yards/level Major Disarm Components: S, M While the local guild has cautioned us (Abjuration) Duration: 1 round against revealing more specific information Level: 4 Casting Time: 3 about him, we can safely report that Jeff Range: 10 yards/level Area of Effect: Special Dancey lives in Calgary, Alberta. Components: S, M Saving Throw: Special Duration: 5 rounds/level This spell allows its caster to reach a Casting Time: 8 distant opponent or object. When it is Area of Effect: 10’ x 10’ x 10’ cube/level cast, a small magical window appears at Saving Throw: None a selected location within the spell’s This spell temporarily suspends the range. In the following round, the spell- function of large mechanical traps (dead- raster can either strike through this wln- falls, pits, etc.), rendering them harmless dow with a melee weapon or pull an for the spell’s duration. All such traps object back through it. The window may whose triggers fall within the spell’s area be placed anywhere the caster chooses, of effect are rendered ineffective, so rear attack bonuses may be applica- although magical traps and smaller ble, including a thief’s backstab devices are not affected. Only traps that bonuses. If the caster is a mage/thief, he

60 SEPTEMBER 1997

hen I was a lad and the world was bright, my da asked me what I wanted from life. I told him I only needed three things: a lady fair, a purse full of gold, and adventure. That wasn’t the answer he’d hoped for, but I reckon it was the one he’d expected. “Oh, Radesen,” he said. “There’s more to this life than all that. You mustn’t listen to old Harnmag’s stories.” My da, bless his soul, was never a man for imagination. He was a sail-dyer down at the harbor in Medella town, and that was all he’d ever be. Truth to tell, it was all he ever wanted to be. A simple man, but happy. Not I. I wanted to be a pirate-hunter like old Harnmag: cutting through the surf at the prow of my own galley, sails full, chasing down the scourge of the Twin Seas. Most of all, I wanted out of Medella, away from all my father’s yards of sail- cloth and vats of smelly dyes. My mistake, I reckon, was in telling him so—but the view behind is seldom blind, as they say. “But I want to make something of my life,” I said—well, whined, to be fair. “I don’t want to waste away my days like—” Though I shut my mouth before I could say more, my da knew what I meant anyway. Ask any father, he’ll tell you: the sharpest thing in the world is his own child’s tongue. I cut him to the quick, and I still feel ill remembering the look on his face. I’ve only seen the like once since, and that was on a dead man they found under Eight Dogs Pier, with a knife in his heart. Some lads’ fathers have no temper for lip—make a slip like that, your hide gets tanned. But my da was never much for beatings. He just shook his head. “Go on, then,” he said. He always had watery eyes—the curse of working with dyes all your life- but I could still tell when he was trying not to cry. Artwork by “Get you gone. Go with Harnmag, find your fortune on the seas. And when some sea-dog spits you on his cutlass, remember your old da, wasting away his days.” I never went with Harnmag, of course, and though things between my da and me were never quite the same, he left me his shop when he died. And though I’m not as good as he was, I’ve become a fair sail-dyer in my own time.

DRAGON #239 63 It was late summer and there’d just been a beast and, in most cases, hated—for years. Sometimes I of a storm through. For most men who make their joined him. lives by the sea, such a thing is a curse, but for Harnmag grunted and pushed himself to his feet. those of us with truck in sails, its the other side of “Well, since you’re so keen on getting rid of me, I’ll get the coin entirely. Besides ripping off roofs all over gone. I’ve got something of a throat on me, anyway.” Medella town and collapsing the fish-market, the “Crabbing the day long is thirsty work,” I said. stormwinds had split half the sails in the harbor. He squinted and hobbled out. “Bleeding dogs should know better, should come Chuckling I went in the back of the shop and back to port when the seas get high and gray,” checked Earbern’s mainsail. It was stewing in the growled Harnmag. By that time he was older than biggest vat, but it wasn’t yet done. You’ve got to Ustachh the Black and had long since sold off his take care that crimson dye sets well, understand, or boat. “Fools.” the first time it rains it’ll fade right to pink. And “Aye, but if they knew better, I’d have no work,” I then, like as not, the dog you did the dyeing for told him. “And then I’d have nothing better to do will come back and thrash you blue for making than sit around another man’s shop, grumbling all him look a fool. Sailors are a rough lot, and flying a the day.” pink sail’s just asking for trouble. Harnmag gave me one of those squinty looks of I grabbed a paddle and stirred the vat a bit, then his where you weren’t quite sure whether he was went to check on the other sails I’d gotten that grinning or snarling at you. “Show some respect for day—a green one and a black. They both still need- your elders,” he snapped. ed time, too. “I’d like to, but if I showed you as much respect The black vat was in the far back of the shop, as you want, I’d have no time for anything else,” I which probably explains why I didn’t hear the lady said, and he laughed. “I just got Lagerl’s new jib off, come in. and already there’s three new orders in this “Excuse me?” said a voice from the door, and I morning.” jumped. I wasn’t expecting anyone just then. I “Ten gold falcons say one’s for Earbern,” looked up in surprise. Harnmag quipped, with a nod at my hands. It was easy to see she had no business being It’s hard for a dyer to hide his work: up to my down at the docks. Her clothes were fine, and she elbows in the vats half the time, I rarely see the held a perfumed handkerchief to her nose. Now, real color of my hands. On this day they were the it’s true my dyes don’t smell like a lilac bush, but particular shade of crimson favored by Earbern anyone from the docks gets used to much worse Redlocks, a grizzled privateer who’d been one of stinks from a young age—fish guts, sewage, sailors Harnmag’s fiercest rivals. “He gave me a bigger bag who’ve been at sea for weeks, that sort of thing. of silver than you ever did, old man,” I said. My dyes were mild beside these, but she looked fit “Shows how dense the man is,” he shot right to faint. I hurried to her with a steadying hand, but back. I did a passable imitation of his squint, and she drew back quick. he laughed again. That was another thing marked her as someone You’d think that, since I’d followed my da and other than a dockswoman: she carried herself with not him, Harnmag would have little time for me, a noble’s arrogance. I swear by Haremeth of the but you didn’t know Harnmag. We’d always be Hearth, you have to have upper-class blood to hold friends, we two, whether my hands were red with yourself so. But then, if someone stinking of dye dye or pirate’s blood. and with blood-red hands came lurching at me, I’d Still, even a friend can tarry too long and probably step back myself. Harnmag was spending more and more time in my She was beautiful, ‘tis true: long, coppery curls, shop those days. He’d been there since opening, black eyes with flecks of green, full lips painted the and, truth to tell, I was wondering if he’d ever color of summer plums, cheeks flushed the faintest leave. “Sun’s riding west,” I said. Midday had long shade of rose . . . passed, though gloaming-hour was still a while off. Well, I am a dyer by trade. I tend to notice colors “The Sharks probably opened her doors.” first. Anyway, she was lovely in a way most noble- The Shark and Anchor was the other place women aren’t—many are too cold by half, but she Harnmag spent his time, now that he didn’t go had a warmth to her that made me look at my asea anymore. It was a dark, smelly taproom a few hands in embarrassment and try to wipe the crim- docks north of my shop, and a favorite haunt of son off on my smock. Of course, it didn’t come off, old sea-dogs like him. He spent most nights swilling but I reckon I’d have rubbed them raw if she hadn’t grog and singing chanteys with men he’d known- spoken first.

64 SEPTEMBER 1997 “Are—are you—” She stopped, blushing a little, as hands. “Purple,” she said softly. “I want you to dye it noblewomen sometimes do. “Are you a dyer?” purple.” “Aye, that I am,” I told her. Well, truth to tell, I stammered a bit first. “But, milady, my main works in sailcloth. Perhaps you’d prefer going to the Merchants Quarter—” Of course, I told Harnmag all about it. “No!” she yelped. It wasn’t loud or anything, but As it happened, I was able to close up the shop it was a yelp all right. I wondered what that meant. early that day. The lady—only later did I realize I “That is, good sir,” she added after a deep breath, “I had no idea who she was—was my last customer. I was hoping you would do me a service nonethe- hung the crimson, green, and black sails from the less.” She reached for her belt. “I have silver.” ceiling to dry, set the silken sash in a shallow pan “Stay yourself, milady,” I said, trying to sound as of purple dye to soak for the night, locked up and well-bred as she. “I’ve no doubt you have the went to the Shark and Anchor to lift my elbow. means. I merely meant—” Harnmag was sitting with Blind Gefnath in their “Please,” she said, and grimaced just a bit. She usual corner. He saw me come in, and by the time I was fighting back tears, like my da used to do. pushed my way through all the drunken sailors, I swallowed. “Maybe you’d prefer to speak in the he’d poured me some of the raw Plecath red I fan- front of the shop, away from these,” I offered, wav- cied at the time. In a reasonably clean cup, even. ing at the vats of dye. “Little Radesen,” said Blind Gefnath as I squeezed She nodded thankfully, and I took her into the into my chair. It always surprised me how he could shopfront, sat her down, and pulled the front door shut tell it was me in a noisy, smelly place like the From the looks of her, she appreciated the privacy. “Now, Shark. But then, he’d been a sea wizard before the milady,” I said, “what do you require?” pirates took his eyes, and wizards have their own “I need some clothing dyed,” she replied. “A sash.” ways of seeing. I nodded. Sashes were very much in fashion “You’ll not guess who came into the shop today,” among the well-to-do of the Upper City at the time. I said. “Have you the cloth?” I asked. Harnmag squinted and took a big gulp of some She nodded and reached into her hand-pouch. It foul stuff or other. I once caught a whiff of what was all I could do not to whistle at what she pro- Harnmag liked to drink: my nose burned for a day. duced—it was a sash all right, but it was silk, from “The Prophet Urul and all his holy retinue?” he Lyria across the sea, and worth more than a dozen guessed. Blind Gefnath chortled and smiled sails. toothlessly. I took it from her with care—silks slippery stuff, “A young lady from the Upper City.” and I wasn’t about to risk dropping a lady’s sash When I told him that, Harnmag laughed. “Oh, aye, on my grimy floor. I looked it over and decided I’d and the Bishop of Jaresh stopped by our table earlier take the job. Well, be fair, I’d decided to take the for a quick game of hobbledy-wink,” he quipped. job when she’d first mentioned it, but now I told “It’s no joke,” I insisted. “Noble blood, she had.” her I’d do it. “He’s right,” Blind Gefnath said. “I thought I She looked about ready to kiss me, she was so smelled jasmine when you sat down. The lady’s relieved. “Thank you, good sir,” she said. “I am perfume, no doubt.” greatly in your debt.” She went for her purse again. How he could tell that, when the Shark reeked of This time, I did reach out and touch her arm. She sweat and stale wine and worse, and I stank of stiffened a little, but didn’t draw back. dye—well, again, Gefnath was a sorcerer. He could “Please, milady,” I said. “That won’t be necessary. summon up wind on a calm day, charm a man with The sight of you in this place is payment enough.” I just the sound of his voice, and even farspeak, send- can be quite silver-tongued when I set to it—but I ing messages from shore to ship and back again meant it, too. She must have understood that, without saying a word. He was whip-smart besides, because she looked right at me with her black-green and I never knew him to speak aught but truth. I eyes, and there was something in them I couldn’t reckon Harnmag could have said the same, because read: sorrow, fear, pride. Probably all of them. I felt Gefnath seemed to convince him I wasn’t fibbing. like I was falling into two black, green-flecked wells. “Was she pretty?” Harnmag asked, flashing a leer “Th—the color, milady?” I babbled. only an old sea-dog can muster. “Take a fancy to She looked away and I leaned against the her, did you?” I reckon I must have blushed, because counter, feeling a bit wobble-kneed. She stared at he roared with laughter and clapped me on the the sash, and twisted her long, green skirts in her back. “Mark me, Radesen,” he told me and poured

DRAGON #239 65 himself another cup, “you don’t want any lady who’d “Your lady friend must not want anyone in the come down to the docks. What was she after?” Upper City to know what she means to do,” Blind “She wanted a sash dyed.” Gefnath noted. “That’s why she came down here Blind Gefnath straightened in his seat then, and instead of going to the Merchants Quarter.” stared sightlessly at me. He did that now and “That’s—that’s horrible,” I observed. again, and it always gave me the shivers. “What “Right,” Harnmag said. color?” he asked. Hissed, more like. “I have to stop her!” “Uh,” I remarked, trying not to look into the Harnmag scowled—and squinted—and shook his holes where his eyes had been. head. “I wouldn’t try that, Radesen,” he said. “She’ll “What color sash?” By this time, Harnmag was just find another fellow who’ll do it for her.” looking hard at me too. I wasn’t listening to him, though, or to Blind “Pur-purple,” I said. Gefnath, who counseled me sagely about the folly “Urul’s beard,” Blind Gefnath swore. He clenched of getting involved in affairs in the Upper City. For his hands and made a face like he’d just swallowed the rest of the night, all I could think of were those a whole mackerel. Harnmag had an odd look black-and-green eyes, staring glassily at some poor about him, too. fisherman as he hauled her body out of the brine, “What’s wrong?” I asked. of that copper hair tangled with seaweed, that “Unlettered pup,” Harnmag grumbled. “You don’t rose-flushed skin turned bloated and waxen and know? Where did you get your schooling anyway?” blue. I felt sick. Then I decided, even as Harnmag I bristled at this. I may not be as sharp as some, and Gefnath advised me to let her alone, that I was but I like to think I know something of the world. going to save her. And here Harnmag was calling me unlettered. I went to bed early that night, but first I returned “Blame yourself,” I snapped. “You always say you to the shop. taught me everything you know.” “Reckon I was wrong,” he said. “You truly don’t know what a purple sash is for?” “No, for Urul’s sake!” I was beginning to lose my She was due to come for the sash at midday. Of patience. “What are you two on about?” course it would be my luck that Wainscit the “She means to end her life,” Blind Gefnath said. Wearisome would stop by that morning. Well, I could have been pole-axed. I may have Wainscit the Wearisome was something of a local said something, but it couldn’t have made much legend. You see, he was beyond a doubt the most sense, because my mind was in about twelve boring rattlemouth south of Khun. Once he started places at the same time. talking you practically had to hit him in the eye to “The purple sash has been a token of death in shut him up. Unlike Harnmag, who could talk off the Upper City for nigh eighty years,” Harnmag your ears but keep you amused, Wainscit rambled explained. “Remember what I told you about the on forever about nothing—getting to the point direct- Duchess Fielle?” ly was an idea he’d never been acquainted with. It took me a moment. Harnmag had told me Some said he could move his ship through calmed more stories than I can count. But I can still remem- seas simply by talking into the sails, and there were ber every one, and for obvious reasons the tragedy more than a few stories of sailors jumping over- of Fielle and Nytenbreg is strong in my memory board rather than enduring his conversation. still. It’s too long for telling now, but the important And in he came, right before she was due. He part is that Fielle, out of unrequited love for the didn’t even have a sail to dye; he just wanted to talk. selfish Prince Nytenbreg, cast herself into the sea to “Good day, Radesen,” he said. “Although maybe drown. I recited that much to Harnmag. it’s not so good after all. It looks like it might rain, “Well,” he snarled, “what do you reckon she was and when it rains that bone I broke in my wrist wearing about her waist at the time?” starts hurting and one of my men has the gray The pole-axe smacked me again. fever, and I’m worried it might spread around the “That happened a few years before I was born,” boat, which reminds me, I ought to see about he went on. “Since then, it’s been a fashion for putting some more pitch on her hull, and—” lovesick lasses with more gold than brains to wear And, and, and. You’ll notice I hadn’t said any- the purple sash when they throw themselves off thing yet. He didn’t give me a chance. I handled it Fielle’s Cliff into the waves.” the way everyone handled Wainscit the I didn’t say a thing; I was too busy imitating a Wearisome: I ignored him, tried not to strangle landed fish to talk. him, and prayed for him to leave.

66 SEPTEMBER 1997 “—and I noticed during the storm that the main the day before. She was wearing pale blue today. spars a bit loose, so maybe I should get someone “Very well,” she said after a moment. She knew to tighten the bolts because if another wind like what was coming. that one the other day comes up—” I drew myself up, trying to look stern and Most times, I’d have thought up an excuse to compassionate instead of frightened and smitten. close the shop, bustle him out, and wait for him to “Why?” I asked. go away, but she might arrive any time. I shud- She lowered her head, letting her coppery curls dered to think of what might happen if Wainscit fall over her eyes. “What do you mean?” started prattling to her. “The purple sash.” I wasn’t about to let her “—and, of course, I had to let go my second mate demur her way out of this—not while that doubt last week. He wasn’t fitting in, didn’t seem to have was there. “It’s not exactly the sort of thing a lady much spirit whenever I was around, so I—” wears to the Highsummer Ball.” “Wainscit? Can I talk to you for a moment?” She flinched, and I was sorry I’d been so glib. Now, there was something I never thought I’d She looked up at me, her eyes shining. “I hardly hear in my long life. It didn’t come out of my think it should trouble you,” she said, trying, vainly, mouth, of course; rather, it was Harnmag. He’d to sound haughty. poked his head in the door while I wasn’t looking. “I hardly think it shouldn’t. You want me to give I stared at him in slack-jawed wonder. you your death-token. I believe I ought to know “Well,” said Wainscit, “I was just telling Radesen why.” about how my second mate wasn’t fitting in—” She could have walked out, then. All it would “Yes, yes,” Harnmag said. He stepped over, put a have cost her was a bit of Lyrian silk, something friendly arm around Wainscit’s shoulders, and her family could, no doubt, afford. But she stayed, steered him, still nattering, toward the door. I’ve leaned wearily against the counter, and told me heard many tales of men facing gruesome death in everything. the name of friendship. I reckon Harnmag was Her name was Armena, and she was second doing much the same thing for me. Before they dis- daughter of His Grace the Count Gyldlith, one of appeared out into the street, he squinted at me to those minor lords who spend their lives plotting to make it clear I owed him one. increase their power. As part of one such plot, His I could still hear Wainscit, blithering off into the Grace had arranged for Armena to wed Lyscerl, the distance, when she came in. son of some duke or other. Truth be told, I’d been worried she wouldn’t be “But I don’t love him,” she finished. “Lyscerl’s a as lovely as the day before, that some witchery of fool who cares only for his own amusement.” the light had made me fall in love with the mere I could only nod for a moment, because my sight of her. Worried—or perhaps a bit hopeful. mouth had gone dry as a dead man’s bones. I After all, this same woman was far above my swallowed a few times and managed to coax some station and set to leap to her doom off Fielle’s Cliff. spit to wet my lips. “He doesn’t deserve your love, Not good material for courting. then,” I said in a low voice, and winced as soon as The sight of her crushed both my worries and I’d said it. It was so blatant . . . my hopes. If there was a witchery to the light, it “No,” she said, and gave a wistful little sigh. “He must have followed her around, because she was doesn’t. But my father won’t have it any other way.” just as beautiful as the day before. I froze as she “What—” I began, coughed, and fell silent. She approached the counter. All of a sudden my tongue leaned closer—just a bit, but it seemed half the was stuck to the roof of my mouth, and my belly world. “What would it take for your father to—to felt full of feathers. change his mind?” I reckon I stood there gaping like a moron for a She gave me an odd look, then: surprise, maybe. while, because she finally cleared her throat. “l—l Perhaps a bit of hope. But it soon ended: her brow brought in a sash yesterday,” she murmured. furrowed, and she regarded me loftily. “You pre- And then I saw it, in the depths of her eyes: sume too much, sir,” she said. doubt. Some part of her wasn’t set on her fate. My Her words may as well have been a slap. I drew heart about danced a jig. back, stung—and with a deeper hurt beginning to “I’ll get it,” I said. “But first, I must tell you I lied grow. “I apologize, milady,” I murmured, and turned about not wanting payment. No,” I added, raising to go back into the shop, to fetch her sash. my hand as she reached for her purse. “I don’t ask I had my hand on the door when I heard her stir for your silver. I just want to know one thing.” behind me. “Wait,” she said. I stopped, hoping my She swallowed, clutching her skirt like she had trembling wasn’t visible. “Bide a moment, if you will.”

DRAGON #239 67 I would and did—l was back at the counter before I even knew I’d moved. “It is I who should apologize, sir,” she told me. “I have been rude when you tried to help. You only offered your ear They were all singing, as they sometimes did, in for my troubles.” the Shark and Anchor. There was a bounce to my If only she’d known how much more I was step, I’ll admit, because my prayers had come true- offering. Then again, if she had known, matters might it was raining knives out, and had been most of not have turned out as they did. “Nonetheless,” I said, the afternoon. The chantey the old dogs were wail- “I’ve offended you with my bluntness.” ing lifted my spirits even more, because it was one “Nonsense,” she replied. “I have had my fill of of my favorites, “A Sword and a Ship to Sail.” That’s delicate talk, words whose meaning gets lost in the one where the chorus goes: niceties and decorum. There are times, sir, when I Give me a sword and a ship to sail, would give up all my riches and station to be able and l‘ll never come home again. to speak as bluntly as you.” I’m not ashamed to tell you I blushed. “I reckon I'll travel the waves and kiss the maids and fight a hundred men. you just did, milady,” I noted. She smiled, laughed a little. It wasn’t a polite, mannered laugh, as she I don’t know why I'm leaving, lass, I don’t know where or when, might have uttered in her father’s company, or But give me a sword and a ship to sail, Lyscerl’s. It was real, and with it her beauty grew and I'll never come home again. tenfold. I felt my mouth starting to go dry again. “I suppose you’re right,” she said. She looked at Harnmag had sung me that song when I was a me again in that odd, surprised-hopeful way, and lad, more times than I can remember. I still know all somehow her hand was in mine. “You’re the first five traditional verses, as well as some particularly man to make me laugh in . . . longer than I care to salty licks Harnmag and his mates made up. I heard think. If you were titled, I daresay I’d forsake Lyscerl them hollering in something like harmony well for you in a trice.” before I reached the Shark, and I was bellowing the It took some effort, but I forced myself not to tenor part in full throat as I came in the door, for answer. If I had, I would have started to gibber. I which I got soundly thumped on the back and just smiled, and held her green-flecked eyes with given a foaming mug of Blackfalcon ale. The mine. singing went on as I quaffed my drink and pushed Suddenly, she realized what had happened. We through to join Harnmag, who was pounding his fist were close to each other—far closer than a lady on the table with glee as he boomed the baritone. and a commoner should be. We were touching, for Blind Gefnath and a huge ox of a sailor named Haremeth’s sake. She drew back, flushing and Holmwick were with him, crowing in the higher putting a hand to her breast. registers. Holmwick, in particular, was stunningly off “But that cannot be,” she said, not daring to meet key—but no one would ever dare tell him so. my wonderstruck gaze. “My father would not have it. Harnmag made up the last verse, something Yet, I cannot face marriage to Lyscerl, so I have no about a mermaid and a swordfish that would surely choice. I have vowed before Amorassi the Love-Giver have made a mannered person faint, but which that I will follow Fielle into the sea instead.” ended the song with gales of laughter all around. I opened my mouth to speak, to tell her what I By that time, I was well into my second ale. When I felt. And then I closed it again. I hadn’t the ghost of could make myself heard, I thanked Harnmag for a clue what to say. She was right: a countess-to-be rescuing me from Wainscit the Wearisome. and a low-born sail-dyer were no match. So I kept “'Twere nothing,” he said, though I knew there’d my tongue, for once, and stared at the scuffed toes be four moons in the sky before he let me forget of my boots. about it. “I saw him bound for your shop, and I “Please, sir,” she said after a moment, in a small, knew you were expecting your lady friend. I didn’t tight voice. “I implore you. Bring me the sash.” want him spoiling your chances at love.” I did. What else could I do? And then she was I went red to the tips of my ears, which is what gone in a billow of blue skirts, the scent of jasmine Harnmag intended. He and Holmwick howled with hanging in the air behind her for a moment, before laughter. Blind Gefnath turned toward me and the docks’ stink smothered it. I leaned back against sniffed the air. “Jasmine,” he said. “So she came the wall, feeling ill, and prayed that Wainscit the back. Did you ask for her story?” Wearisome was right, that there would be rain. I nodded, someone put a third flagon in my hand, and I told them about Armena and her

68 SEPTEMBER 1997 betrothal to Lyscerl. “I’ve heard of the fellow,” chair. I reckon it showed plainly, because even Harnmag said. “A cad, to be sure, but a rich cad, Blind Gefnath looked my way. “Methinks the lad’s which is what really matters.” He shook his head got an idea,” he said. glumly. “Reckon that ends it, then. Too bad.” I held up a hand to stave off their questions. The “No,” I said. “It’s raining tonight. She’ll come back.” plan was just forming, and I didn’t want it to slip Holmwick chuckled. “If she’s hurling herself into away. After a while, I had most of it worked out, the brine, I doubt she’ll care about the weather.” and I nodded. “I know,” I said. “I know what to do.” I explained what I meant, what I’d done. Their Harnmag squinted eagerly. He was always one reaction was predictable. for games, and the prospect of winning one “Where’s your head at, lad?” Harnmag growled. against the folk of the Upper City had him excited. Fair enough. But, I told him, he hadn’t seen the “Out with it, then,” he said. doubt in Armena’s eyes, nor the deeper, more I told them. revealing look she’d given me when I’d held her hand. He shrugged as if this were neither here nor there, and I told him, and the others, that I intended to win her away from both Lyscerl and the sea. “Good gods,” Harnmag remarked at the last. “You’ll “And how, exactly, to do that?” Blind Gefnath need every sailor in Medella town to agree to that.” asked. “If you challenge this Lyscerl for her hand, I laughed. “Not all. Most should do.” he’ll demand satisfaction. And, while I’m sure you “I like it,” Holmwick put in. “I don’t know if it’ll know which end of a sword is pointed, he’ll like as work, but I like it.” not carve you up a treat.” Blind Gefnath made a sour face, but I could tell by “We don’t have to fight fair,” offered Holmwick. the way he was leaning forward that I’d won him “I know some lads’ll jump to go at a noble with over too. “How are you going to do it?” he asked. gaffs and belaying pins. Give the word, Radesen.” “Well,” I declared, “I’ll need your help. The three I believed him, too. I just had to say so, and of you—Harnmag’s tongue, Holmwick’s muscle, and they’d be fishing bits of Lyscerl out of the sea for your charms and farspeech, Gefnath.” weeks. Somehow, though, that wasn’t quite right, It was one of the few times Harnmag genuinely and I turned Holmwick down. He was, naturally, smiled—no hint of a squint there. He laid a gnarled disappointed. hand on my arm. “You have it,” he said. Holmwick “What, then?” asked Harnmag. “If you’re truly set put his beefy fist over Harnmag’s, and after a on this—” moment Gefnath nodded and let me place his I nodded I was. hand atop the rest. “Then,” he went on, “you must play to win at a Harnmag was still grinning. “How long will you single stroke, or you’ll likely find your head mounted need, lad?” he asked. on a pike in ’ Common. And if you want I thought about it. “Three days.” to win, you have to go after her, not Lyscerl.” “It’s settled, then,” Blind Gefnath said. “Three days. I spread my hands, asking for ideas. I got none. You know,” he added, “I truly wish I could have my For a while, I sat and mulled over my fourth-or, eyes back, so I could see this when it happens.” perhaps, fifth-flagon, thinking about what Harnmag had said. Even if I won Armena’s love, it would be scandalous for one so low-born as I to take the hand of Count Gyldlith’s daughter. He, and The rain ended an hour before dawn. I know Lyscerl, would probably have no qualms about get- this, because I was still awake, in my shop, my arms ting their mates to cut me into little bits. I had to deep in sailcloth and dye. It was a busy week, keep them from doing that, too. But how? indeed—all the vats were full, the ceiling hung with Well, if there’s one thing a nobleman under- drying canvas. And there was much work left to do. stands, it’s the clatter of a coffer of coins, as my da Harnmag didn’t come in that day: he, as were Blind would say. Which didn’t help much. True, I had Gefnath and Holmwick, was too busy to chat. some silver—a fair bit, for a docksman—but nothing Armena returned that morning, as I’d known she that would set His Grace’s eyes atwinkle. How, would. She was angry, as I’d known she’d be. then, could a mere sail-dyer slake a noble’s thirst Myself, I felt fit to jump up on the counter and for riches? I’d need more gold than I could count- dance at the sight of her. I quickly quashed that maybe even a whole sea of the stuff . . . urge, I’m glad to say. Suddenly, I had the answer—or the beginning of “Sir!” she shouted as she stormed in. I managed one, at least—and it about near knocked me off my to get into the front of the shop before she could

DRAGON #239 69 stomp to the back. She was wearing green again, a strangers. Truth to tell, I’d not have found sleep deeper hue than before. even if I’d sought it. I’d have lain abed the night “My name is Radesen, milady,” I said. I could hear through, without so much as a wink for thinking of the smile in my voice, but I didn’t let it touch my how much work I had yet to do, and why I had to face, and so convinced her it wasn’t there at all. My do it. And, most of all, whether it would work. hands behind my back, I sketched a quick, respectful I slaved like a wizard’s golem, going from task to bow. task without thinking, my mind roiling like a storm. “Very well, Radesen,” she snapped. “Explain this.” It’s one of the world’s great wonders that, in my She slammed the sash onto the counter with a distraction, I didn’t fall into a vat of dye and drown hand that trembled with rage. I had to fight back myself. Of Harnmag and the others I saw nothing another smile as I looked upon it, for where it had at all. They were busy at their own tasks, and since been a rich, royal purple the day before, it was I left the shop only once or twice to buy new sup- now pale, mottled lavender. plies, I had to trust they would succeed. “The dye ran in the rain,” she told me. “It ruined Sometimes I look back on those three days, and my blue gown.” they seem an eyeblink; other times they seem as I thought it rather odd, considering what she years. I spent so much time hunched over the dye- meant to do, that she would be upset over ruining ing-vats, I nearly lost my sense of smell altogether- a frock, but I didn’t say as much. I tried my best to which, as I’ve said, isn’t such a bad thing at the look penitent, hoping she wouldn’t guess I’d delib- docks. My eyes ran like gutters after a storm. And, erately removed the silk from the dye too early, even now, my head sometimes feels like a black- that it had faded because I’d wanted it to fade. smith’s been using it for an anvil, and I must stop “Milady, I am truly sorry,” I lied. “I must not have what I’m doing and lie down with a wet cloth over given it enough time to set. I will, of course, pay for my eyes until the pain goes away. your gown.” Was it worth it? I’m getting there. Her reaction was what I’d hoped for. The doubt Came the third day, and I ran out of money. I had was back, and it had grown from a spark to a nary a copper bit to my good name—even what little candleflame. Some more fanning, I hoped, and it. I’d inherited from my poor da was gone. If he’d would blaze like Haremeth’s own hearth. “That— known what I’d done with it, he probably would have that isn’t necessary,” she stammered. “Just dye it cried. Or, on the other hand, maybe he wouldn’t. It’s again. Properly this time.” at such times when I wish I’d known him better. I bowed again, kept my hands hidden, didn’t Not long after I’d spent my last silver, I ran out reach for the sash. “As you wish, milady,” I said. of sailcloth for dyeing too. I had to turn a few dogs “But I fear I cannot have it ready for three days’ away, and they were fit to spit for it, but what time.” I nodded—didn’t point—back into the depths choice did I have? Once the last of my stock was of the shop. “My works piled nigh to the rafters. gone, I realized the full spread of what I’d done: I’d You may seek another man’s services, of course, if put so much into my fancy over Armena, I had you so wish.” nothing left. If I failed, I’d have to close up my shop She didn’t so wish, though, and I bloody well or borrow silver from some dog or other to keep it knew it. That strange, secret look was back in her running. And, then as now, it was best not to be eyes. She wrung her skirts. “No, good sir, that will beholden to anyone on the docks. do,” she said. For a moment, she looked ready to Done be done, though, as they say: the view say more. It seemed all I had to do was ask her, behind, and all that. When I’d rid myself of my last and she would have forsaken and forgotten Lyscerl scrap of canvas, I saw to the sash and began closing and Count Gyldlith altogether. Unfortunately, they up the shop. I was just reaching to lock the door, in would not have been so absent-minded, as I well fact, when Harnmag came a-barging in. He squinted knew, so I held my tongue, bowed a third time, me up and down and barked a laugh. You’re a and bade her good day. sight,” he said, then hobbled to a chair and sat. With a small sigh—disappointment, perhaps?— she I ran a hand through my hair, which had gotten wandered thoughtfully out of the shop. I looked to looking like an ill-tended haystack. “You look down at the faded sash and finally let myself smile. halfway dead yourself,” I shot back. Harnmag didn’t laugh—l reckon if I’d known he was ailing and would be gone before Year-End, I’d never have said such a thing. The days passed in a blur of canvas and dye and “You try walking up and down the wharf, chasing captains collecting their sails. Sleep and I became down every dog with a boat to his name,” he

70 SEPTEMBER 1997 wheezed. He nodded toward my hands, which I stepped into the back, fetched the sash, were even more brightly stained than when brought it to her. But I didn’t give it over. “Milady,” I Armena had come in, two days before. “You’d best said, fighting all the while to keep from babbling, keep those covered on the morrow.” “I’ll give you the sash, but first I must ask one last I reached behind the counter and pulled out a favor of you.” pair of gloves. “I gave a thought to that.” She sighed impatiently and squared her shoul- “I won’t take more of your time,” he said, rising ders as the doubt blazed hotter and brighter. “What stiffly. “I just needed to find my wind. And to make of it, then?” she asked. sure all was well, too.” “Allow me to accompany you. Allow me to go “Well enough,” I told him, trying to sound confi- with you to Fielle’s Cliff, that I might be the last dent though my guts had been tightening all day, man to see you alive.” and by then they’d gotten to feeling about the size It wasn’t what she’d expected, from the way her of a walnut. “Tomorrow, around midday,” I said. shoulders slumped. I reckon she’d thought I’d beg “Wait for the signal.” her to reconsider, not to jump, to abandon Lyscerl “Tomorrow, midday,” he answered, and turned to and her family. I knew, though, that that wouldn’t go. He paused with the door half-open on the dark- work. And so, without another word, I handed her ening streets and squinted back at me. “Good luck her death-token. to you, Radesen.” She stared at it a moment, wringing it in her I nodded and smiled. It’s good to have such friends. hands, then nodded. “Very well,” she breathed. The words were almost too soft to hear.

Exhaustion, it seems, is stronger than impa- tience, for I slept sound as a dragon that night. I The Duchess Fielle, as well as being shamelessly rarely remember my dreams, but I still recall one romantic, had also had a dramatic bent to her. image, even now: coppery hair flowing around Fielle’s Cliff, north along the shore from Medella green-flecked, doubtful eyes. town, afforded the best vantage on the entire city, Mercifully, I forgot to close my shutters before Upper and Lower. Most of all, it gave a breathtak- taking to my bed, or I’d surely have slept the day ing view of the harbor, which was by then dotted through while all my plans fell to pieces. Instead, with ships going about their days business—or at light streaming through my window dragged me least seeming to. out of slumber. As it was, the sun was already well Hundreds of eyes had seen Fielle plummet to into its ride when I awoke, and I washed and her death eighty years before. Hundreds of eyes dressed in a panic, hoping Armena hadn’t chosen would see Armena do the same, and for a while, as to come by early. I nearly forgot my gloves but we silently climbed the narrow path, it seemed she caught myself at the last moment and was pulling might balk at that notion. At the last, though, she them on as I stepped into my shop. found the strength that had brought her that far, Fortunately, Armena, as with many nobles, was stepped to the bluff’s edge, and began folding the a late riser. It was almost midday before I heard her purple sash about her waist. soft tread approaching the shop. I gripped the edge I said nothing. I checked the sun: midday was of the counter to keep my hands from shaking as close. I looked at Armena, whose eyes were shut the door opened and she entered in a swirl of satin and lips moving in silent prayer, then I glanced skirts. She had on a gown the red-orange hue of over my shoulder at a large cluster of redmottle dying embers, and I found I was having great bushes near the path. They rustled, and I took a trouble breathing all of a sudden. deep breath and turned back to Armena. “A fine d—” I started to say, but my voice shook and She tensed to jump. I grabbed her arm. finally broke. I looked quickly at the floor, but not With a yelp, she stumbled back. Then the shock before I saw the faintest rosy blush tint her cheeks. I wore off, and she struck me. She was, truth to tell, made myself take three quick, deep breaths, then startlingly strong. I reeled, but I didn’t let her go. looked up at those eyes that had haunted my sleep. “How dare you interfere!” she snapped. “If I had The doubt in them shone like a lantern. known this was your intent, I never would have I must have stared too long, for she blinked allowed you to accompany me. Now, release me, rapidly and cleared her throat. “Good sir,” she Radesen!” whispered. She, too, was trying to keep her voice “No,” I said. “I would not stand by and watch from shaking. “The sash.” anything of such beauty be destroyed.” Blood was

DRAGON #239 71 pounding so hard in my head, I could barely hear my own voice. But she could hear, it was plain, for her face turned ashen and the fires of doubt glowed like a furnace in her gaze. “There are other choices to make besides death,” I said. “Choices like what?” she asked, trying to put on an air of arrogance, but sounding just frightened instead. “You, good sir?” “Yes, milady,” I told her, and I was suddenly as calm as the sea on a windless day. “Choices like me. Look down upon the harbor.” Reluctantly, haughtily, she did. “There’s something odd about the ships today,” I said. “Can you tell me what it is?” She scowled, then blinked. “They—they fly no sails,” she breathed. I nodded. “Unlike your betrothed, milady, I have little gold to give you,” I said, loud enough to be heard all across the cliffs breadth. “But I would give you all I have.” The sun crested the sky. The redmottle bushes rustled. And the ships unfurled their sails as one.

Harnmag and the others had been busy indeed. Persuading well nigh everyone with a boat to fly a sail that’s not his own is every bit as hard as it sounds. Over the past three days, while I’d toiled over my dyeing-vats, Harnmag had gone from pier to taproom to brothel, speaking to every captain he could find. Most, I should say, agreed to the plan straight away, or near enough—it helped, of course, that I was giving them new sails without asking for a copper bit in exchange. Some dogs, however, are stubborn or slow-wit- ted or just plain mean. They took convincing. Between Holmwick’s muscle and Blind Gefnath’s charms, though, almost all of them fell into line. While 'twould be a lie to say every captain flew one of the sails I’d prepared that day—no one had wanted to talk to Wainscit the Wearisome, for one—those who didn’t were few indeed. The rest was simple. That morning, Harnmag went out aboard a ship belonging to a mate of his. About the same time Holmwick led Gefnath up to the bluffs, where they hid in a particular clump of redmottles and waited for me to arrive and give the old wizard his cue. When I spoke the words we’d settled on, he farspoke a signal to Harnmag, who, in turn, raised the first of the sails I’d spent the past three days dyeing a golden hue. At that signal, the rest of the dogs did the same. And so now Armena and I gazed down upon the harbor as it blossomed into a sea of gold.

72 SEPTEMBER 1997 She gasped softly, and even my eyes widened—it was quite a sight, mark me. And we weren’t the only ones: as we watched, wondering crowds Give me a Sword and a Ship to Sail began to gather at the docks and other vantage (And I'll Never Come Home Again) points in the city. Among them, I learned later, Well I was born with my feet on the deck were Lyscerl and His Grace the Count Gyldlith. But I of a ship upon the brine, cared for none of that. All that mattered, all my toil My father was a fighting man, came down to, was the look in Armena’s eyes. his blade was keen and fine, He took me up upon his knee Feeling at once triumphant and sick, I removed my when I was nine or ten, gloves, revealing the deep golden stain upon my And said “get you a sword and a ship to sail, hands, and gazed at her. and you’ll never come home again.” The doubt that had burned so brightly was gone; CHORUS in its place, a new certainty shone like the sun. Give me a sword and a ship to sail She said nothing—what was between us then and I'll never come home again, was beyond words. Instead, she reached down to I'll travel the waves and kiss the maids her waist, removed the purple sash, and tossed it and fight a hundred men, over the cliff's edge. It wafted away on the summer I don't know why l’m leaving, lass, I don’t know where or when, wind as she let me take her in my arms. But give me a sword and a ship to sail and I'll never come home again. I left my home soon after and I bought myself a sword, When I was a lad and the world was bright, my I fought for silver and for gold, da asked me what I wanted from life. I told him I I built up quite a hoard, only needed three things: a lady fair, a purse full of And so I went down to the wharf gold, and adventure. and bought a boat and then, Well, I won the first of those that day, high on I had me a sword and a ship to sail, and I never went home again. Fielle’s Cliff. His Grace, while not overjoyed that a commoner had wooed his daughter, could ill afford CHORUS to scorn a man who’d filled the harbor with gold. He reluctantly gave blessing to our wedding that O’er many years I’ve plied the seas, I’ve seen nigh every sight, autumn. Lyscerl the ducal heir fell into drinking I’ve cut the throats of men by day, soon after and got himself killed in a duel. Most loved lasses in the night, folk agreed he wouldn’t be missed. I’ve fought and drunk and learned far more The second thing, the gold, came quick enough, than many a wise man’s ken, as well. Armena’s dowry aside, I became famous And with my sword and a ship to sail, I’ll never go home again. for a time. Demand for the work of Radesen Goldensea spread all over Medella town, even CHORUS among folk in the Upper City. And every year, on a day in late summer, every ship captain raises a The sea has always been my love, the blade has been my life, golden sail. They even made a festival of it, with But one morn after too much wine, me, reluctantly, at its midst. So, though I’ve never I woke up with a wife, been truly wealthy, my heart and purse have been And, alas, she kept me home full ever since. and clucked at me like a hen, And adventure? So I gave her a sword and a ship to sail and she never came home again. I’ll tell you about that someday. CHORUS And now I’m old and stooped and gray, my eyesight’s growing dim, But when I die, I’ll happily go, Canadian Chris Pierson has contributed two stories to I won’t be glum or grim, recent DRAGONLANCE® anthologies. This is the first appear- For I have seen the great wide world, ance of his work in DRAGON® Magazine, but we hope I didn’t stay in my den, ‘Cause I got me a sword and a ship to sail, not the last. and I never went home again.

CHORUS

DRAGON #239 73 ❖ Someone forgot to mention that there will be 20 people at this table. Naturally, the scenario calls for you to travel in a troop, but there is never enough to do to hold the interest of even one character, let alone 20. ❖ The gamemaster ignores all but one attractive person, even resorting to hav- ing all the rest of the characters struck mute, so she can try to pick up the cute guy without distractions like the other players. ❖ The good buddies of the gamemas- ter are all at the table taking up the other five positions. You get to suggest a by Nicky Rea course of action once during the game, but it is ignored. Do these scenarios sound ridiculous? ver wonder why it’s so difficult to find But gamers aren’t asking for RPGA Maybe they are slightly exaggerated, but a good gaming convention that Network tournaments just because we I’ve sat at all those tables during my E doesn’t offer several RPGA® Network earn points and network ranking thereby. career as a convention attendee. games? The obvious answer is, of course, Ranking and prizes are nice extras, but So, am I saying there are never any that players demand Network-sanc- few players would put up with several problems with RPGA Network games? Of tioned tournaments. Ranging from hours of bad games just to gain them. course not, but many of the scenarios AD&D® events that feature LIVING CITY™ Something beyond these perks attract mentioned above can be more easily (or LIVING JUNGLE™, or LIVING DEATH™) and several thousand gamers to participate dealt with by the Network. When playing ® events (among others) to such in Network-sanctioned games each year. in a Network game, convention goers diverse games as Shadowrun*, What is that “something?” How do RPGA can count on certain standards. Timemaster*, Amber Diceless Roleplaying*, Network tournaments differ from the First and foremost, any tournament and Star Wars*, the Network offers a run-of-the-mill fare available from indi- sanctioned by the RPGA Network goes smorgasbord of gaming delights to the vidual gamemasters? In a word, quality. through an editing process designed to discerning player. Consider these scenarios: catch rules violations, iron out problems And then there’s the appeal of points Scenario One: You choose a game with the storyline, match the characters and prizes. Points, glorious points! Could based on its name and the capsule to reasonable challenges and provide anyone ask for more fun than gaining description given in the convention litera- something for each type of player (role- points for sitting down at a table and ture. The system may be old hat to you or playing opportunities, tricks and traps, playing through a tournament game? this may be your first stab at trying a puzzles, and good old-fashioned com- Well, yes. The Network not only awards game you always wish you’d learned. bat). Additionally, the ethical guidelines us points based on both our attendance When you arrive at the table, you discov- the Network follows assures parents of and performance at tournaments, but it er a knowledgeable, conscientious, cre- younger gamers that their children will also provides prizes-gaming goodies ative gamemaster who is well prepared not be exposed to adult situations. handed out to the winners at each table. and runs an exciting, memorable game. The RPGA Network works in concert Members can see their points accumulat- You’ve discovered a talented GM whose with the companies that produce their ing and track their growing expertise as games you’ll look for in the future. sanctioned game systems. They send they rise in level to masters, grandmas- Scenario Two: You do everything tournaments to the respective compa- ters and even paragon level. described above, but you discover that nies to make certain that the rules, the beginning level character you’re atmosphere, and spirit of the game in playing is pitted against the queen of question are all satisfactory. This process Join the club dragons (“slurp!“). After several exhaust- allows the companies to approve the tournaments that represent their games, The RPGA® Network supports con- ing hours (or a few, tortured minutes) in and it assures players that they are play- ventions all over the world with tour- which your character is belittled, led ing the game they expect to be playing naments designed for many different around to view the egotistical gamemas- and not some weird hybrid or in a game game systems, but especially the ter’s supposed brilliance and finally slain world they don’t recognize. AD&D game and all of TSR’s campaign horribly, you are mercifully released to While one-round tournaments are settings. stumble off to your next game. easy to squeeze into a busy schedule, For more Information about the More Scenarios: Again, you optimisti- many players prefer the advantages of Network’s programs, write to: RPGA cally show up only to find that: two- and three-round tournaments. Network, 1801 Lind Avenue SW, ❖ The gamemaster’s dog became Following a longer storyline and being Renton, WA 98055, or send e-mail to: sick, so he (the GM, not the dog) isn’t able to play different characters within [email protected]. attending the con after all. ❖ The gamemaster forgot the charac- that unfolding drama provides players *indicates a product produced by a company with a greater sense of their role in the other than TSR, Inc. ters, so he expects you to spend the next hour and a half rolling up new ones. tale. Often, multi-round tournaments

74 SEPTEMBER 1997

give players the satisfaction of knowing the circle of friends. And if there is room the GM and provide space for comment- that others enjoyed their play enough to at the grandmasters table and a first-time ing on the judge’s performance. Game vote for them, allowing them to advance player wants to join in? She’s welcome. masters who want to improve pay atten- to succeeding rounds. The RPGA Many “newbies” have stolen the game tion to those comments, using them to Network often offers multi-round tourna- right out from under the “vets” in this correct problems of which they may not ments, which are otherwise hard to find fashion, blowing them away with great even be aware and to hone their tech- at conventions. Best of all, Network tour- roleplaying and clever ideas. niques. Because of this feedback, after naments are limited to six to eight play- Aspiring GMs have no better friend judging a few rounds for the Network, ers at a table—a policy that is even gain- than the RPGA Network. The Network GMs become more adept, and that expe- ing adherents among the ever-popular encourages (some say begs) members to rience translates into more enjoyment LIVING CITY crowd, where lack of enough become involved with judging. Most con- for both the game master and the play- game masters used to create tables of up ventions give judges a break on the ers. to nine players—or more! admission price if they run a few ses- Quality, fairness, attention to detail While there is occasionally more sions, giving GMs a few more bucks to and policing itself when it makes mis- demand for a game than anticipated spend in the dealers’ room. No experi- takes are hallmarks of the RPGA (such as often occurs with LIVING CITY ence is needed to sign up for judging an Network tournament system. Enjoy one events), the Network tries to determine in RPGA Network tournament, but most today. advance how many people will be inter- Network games provide enough instruc- ested in playing a particular game. This tions that a neophyte judge can do a allows them to schedule enough judges creditable job. Further, the Network tries to run several tables. Sometimes this to send out tournaments far enough in means there are more judges scheduled advance that game masters can read for a specific game than there are tables, through the scenario several times and Nicky Rea is a freelance game designer but the opposite occasionally happens as make notes on running it. Some GMs whose computer has recently been overrun well. Combatting the even give it a run-through at home with by two new kittens. dreaded not-enough-GMs syndrome, the local gamers. Network has been known to shove a sce- Best of all, the network uses voting nario into a willing volunteer’s hands and sheets handed out at the end of the ask that kind person to run a game (with- game. These sheets ask that players rank out prior preparation) just to accommo- date overflow. Some gamers might resent the lack of a prepared GM, but most of us would rather play than sit out the four hours, and we appreciate the commit- ment to provide fun for everyone—a far cry from no-show GMs. Because the RPGA Network ranks both players and game masters, it is pos- sible for new players to find games (the feature, the special, the benefit, etc.) where they won’t be overpowered by veteran players their first time at a con- vention. Newcomers can relax and enjoy the game without feeling as though they are being judged by more experienced players. Friendships that can last for decades are often formed during players’ first Network games at a convention. As members tend to flock to other RPGA Network games at whatever convention they attend, it is usually possible to locate new-made friends quickly and arrange to play with them again. For the more advanced players, the ranking system allows them to enjoy masters, grandmasters, and paragon level games—often with old friends who have risen within the ranking system alongside them and who may only meet at conventions. Those ranked players who haven’t met before are more likely to encounter one another during the higher level games as well, expanding

DRAGON #239 77 Mind Games and Other Dirty Tricks for DMs

by Ed Carmien

ind Games. All role-playing games game, of course, masquerading as a stan- The Bad Patron are mind games in that the charac- dard AD&D campaign. This plot twist involves a party with a M ters exist and the action takes place DMs wishing to add a bit of “super” to patron of some kind: a king who hires only in the imaginations of the players their fantasy roleplaying can start a DARK them to find his daughter, a merchant and DM. For the purposes of this article, SUN® campaign, then transport the char- who needs guards, a wizard who needs however, the term refers to the tricks and acters to a standard AD&D environment. help collecting spell components. The “slights of mind” intended to befuddle Talk about super powers! trick is that the patron has some other players in order to entertain them better. Switches like this are most effective goal in mind, and the health of the char- Please remember that these tricks are when there is a striking difference acters isn’t necessarily high on the intended to increase the fun of the game, between the genres, but not so much that patron’s list of priorities. not to belittle players or make them the PCs from one genre can’t fit into the Caution must be used with this trick, appear foolish. Play nice! other. Changing gears between fantasy as it’s fairly common. However, if the and space opera might be a bit much for characters have worked with a patron In-game Tricks many players. This trick doesn’t usually before, it can work nicely. Also, DMs who There are an infinite number of work a second time with any particular plan ahead can think up plausible diver- shenanigans DMs and players can get up group: it’s a “funny once” joke. sions for suspicion when it does arise, a to in a role-playing game. Here are just a “secret explanation” they can ferret out few hints and suggestions. Experiment all Body-Snatching that is still not the truth. you like: just remember, the enemies you With dopplegangers, this trick is easy. make may be your own! A DM merely observes the behavior of Hide in Plain View the players for awhile, decides when one When the object of a quest is a partic- Switching Genres of the characters is alone and vulnerable, ular item, let the characters find it early in This trick plays upon the expectations and then fiats the switch. The real char- the story, but in such a way that they a certain genre of game creates. Set up an acter is “tucked away someplace, while don’t recognize that they have it. Then as AD&D® game and the players expect fight- the DM knows the character is now actu- the hunt progresses, strange clues can ers, clerics, princesses in distress, and so ally a doppleganger. surface (see “Foreshadowing) that don’t on. But what if an hour or two into the There’s really no point in telling the make any sense. Ultimately, the key is to game, or a week or two later, strange character involved: that would just spoil recognize what they already possess. things begin to happen? Villagers panic the fun. (See “Foreshadowing” for clues Recent variations on this theme and leave their huts empty. Rumors about about how to reveal the truth slowly to include making the quest object a living well-dressed aristocratic monsters the rest of the characters.) creature, via magic or misinterpretation abound. The moon is eerily full. Wolves This trick works with any genre in any of a legend. The helpless Princess is actu- howl at night. Suave nobles make passes system, so long as the imitation has a ally the “Scepter of the Silver River,” and at party members, and the results are lost game-based explanation (pod-person, so on. in disturbing dreams. it’s a RAVENLOFT® android, solid holoprojection, whatever).

78 SEPTEMBER 1997 Bait and switch important and will try to figure out what possible to give away too much of the Sometimes, role-playing games can role it plays in the ongoing story. overall, story, because doing so destroys be pretty deterministic. The players DMs wishing to humble such eagle- dramatic tension. Second, unlike movies receive information from the DM and eyed players can introduce a twonky, or and novels, role-playing games tell sto- their characters act on it. To muddle the a thing that has no place in the game set- ries that aren’t fixed in place, so any out- issue, and to help players actually think ting. it shouldn’t have special powers: it of-sequence narration must not be too before they act, it’s a good idea for DMs should just exist conspicuously and have specific, otherwise the subsequent game- to present a false picture and see what no role in the current story. When the play might not end up at the right future happens. storyline comes to a close and the play- or past event. Once upon a time, a party of adven- ers ask, “What about that giant pyra- DMs can rove a bit into the future, but turers was traveling alongside a stream. mid?” the DM replies, “Oh, that had noth- the past might be a richer mine of oppor- The DM chuckled and hummed suspi- ing to do with anything.” tunity for time-shifting of role-playing ciousiy (see “Dinner Table Tortures”), so This is a variation on the red herring, action. Also, for this trick, DMs might when an armed group of men charged a clue that is meant to throw characters assign players temporary characters, just over a nearby hill, shouting and bran- off the true scent. Used too often, the for fun. The players can learn a little bit dishing weapons, the party reacted like a twonky can be very annoying. Use it about what’s going on while gaining a finely tuned machine. sparingly, or watch out for thrown poly- better sense of history (or The mages hurled lightning bolts and hedral objects. the future) on a scale larger than their fireballs at the enemy. Two of the PCs characters. unlimbered their bows and shot the bad Narrative Tricks guys full of arrows. At the end of the bat- Narration is the art of telling a story. Foreshadowing tle, the party’s fighters met the onrushing Stories usually progress chronologically. This literary technique is familiar to survivors, who said, gasping for breath, DMs can play with this expectation. With everyone, but how to use it might not be. “What . . . are . . . you . . . doing? Frogs . . . careful planning, certain parts of To employ foreshadowing, a DM or chasing. . . .” a tale can be told out of sequence. player must merely pretend to be a mys- At which point several hundred giant However, this trick needs a clear tery writer and start with a fact. That fact frogs topped the rise and attacked the purpose. must be largely unknown (“Who Shot Mr. party, who were now low on spells and First, out-of-sequence narration must Burns?”), but it has to tie into the ongoing arrows. heighten the drama of the subsequent story. it should also have some relevance storytelling experience. Obviously it’s not to the overall plot: foreshadowing the Poison in a Pretty Package Take something unpleasant and wrap it in a nice package. See that the charac- ters come across it, pick it up, take it with them. Eventually, whatever it is will “come out.” For example, the maiden proves to be a disguised fiend, the pretty gem turns out to cause bad breath, etc. Divide and Conquer Not a good trick to play on groups who are only tentatively bonded, this ;ploy can be used by players on each other. The name says it all. First, you divide a group you wish to conquer through one of many methods. Offer a few special privileges or goodies, deny the same thing to the others. Appear to play favorites. When the characters grumble, they are divided. DMs can then drop an encounter on them that requires real teamwork to vanquish. Players might be truly selfish and try to benefit from the situation. Whatever the case, fun is the goal, not hard feelings among the PCs. The Twonky in some games, any object that comes to the attention of the players is obvi- ously important. Be it a person, a sword, or a building, if it holds center stage for even a minute, the players know it’s

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illness of a house cat isn’t very interesting dreams about a fellow party member Harmless Scams (unless it means something in the “big pic- might be a signal that there is something Everyone’s eyes are on the DM. A ture”). Such facts are often discovered in wrong (perhaps the character is a raised: eyebrow, a cough, a blush: all the future: mystery writers often start doppleganger!) and the dream is just one carry information to the players. It’s fair, with a corpse, but finding the murderer signal that indicates investigation is war- therefore, to use this focus to a DMs takes the whole book. ranted. Warnings about upcoming dan- advantage. Fake maps or monster The foreshadowed fact must entice gers can be provided in a spooky way: descriptions left out for players to see “by the PCs but it shouldn’t give away the will the party accept a warning about accident” can tie a group up in knots. mystery. Shift gears from being mystery crossing a chasm from a character’s Long thoughtful stares, unnecessary writer to a murder suspect, and think of experience in a nightmare? rolling of dice, strange props lugged to what clues you should cover-up. The the game table (then handled but never obvious ones must go, but no criminal Of course there are many more used), and fake notes have all been part (or mystery) is perfect, so some must games players and DMs can play “in the of the DMs arsenal of misinformation . stay. The clues that remain should have game,” but this list provides a lot of One extra word about fake notes. A more than one possible explanation, so opportunity for mental mayhem. There note that says ‘Read this then hand it the PCs must question each of them. are other tricks to be played, however, back” tells that player that you’re using Now insert those clues into the game tricks that take place outside the scope of the fake note technique to fool the other as necessary. Clever PCs will begin to add the game itself. players. A note that says “Roll a saving things up, so that when a key event throw vs. poison and tell me the result” occurs they are ready for it, or at least Dinner Table Tortures induces panic and fear in everyone . . . they can say, “Aha! I knew it.” Deceits played outside of the game while concealing the fact that you’re Take that nasty silver Terminator in setting are just as valid as those that sending a fake note in the first place. the movie T2: Judgement Day. It loses a involve details inside the game itself. In chunk of itself early in the film, but that fact, they can be more effective, at least Let’s Talk Privately chunk slithers back and is reabsorbed by in the short term, before everyone wises This old chestnut has been around the bad guy. Later, when it reshapes itself up. Here are a few unchivalrous behav- forever. It is a given that any conversa- after being shattered into hundreds of iors and shenanigans that can be used to tion that can’t be held in public around bits, its not a surprise: the ability was sow fear and discord among your the gaming table is A) important and B) foreshadowed by the movie makers. friends. possibly harmful to those not conversing DMs can foreshadow events just as in secret. simply. Players can get into the action too: moody, role-playing situations can be enhanced by players who know where their characters are going psycho- logically and foreshadow, through their behavior, some character development detail. Dreams Often ignored by DMs and players,. dreams present an alternate world in which a bunch of new tricks can be played. A popular trick is the hideous- encounter-where-everyone-dies-horribly- dream . . . that isn’t known to be a dream until the characters wake up. The fact that it is a dream can be foreshadowed by having increasingly strange things happen, until someone figures it out. Dreams are also a good place to inform and misinform characters. There is no expectation of truth to a dream, so anything goes. Dreams can be the con- duit for contact by higher powers: they can even be visions, or powerful waking dreams. Such dreams can be used to confuse a character. What is a good dream one day can the next be a mis- leading dream provided by a competing higher power. Nightmares can provide information to characters in a subtle way. Disturbing

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These secret chats are sometimes nec- right amount of paranoia can do won- Used judiciously, however, these mind essary, but other times they can be used derful things. It can be cultivated by games can liven up any roleplaying to recruit help or just to ask about the many means: Harmless Scams, above, game. They help defuse some common weather. They can also serve as an describes just a few, while unhappy sur- and stultifying habits in roleplayers, and avenue for introducing disinformation prises produce their own watchfulness can be used by DMs and players alike to into the game. After all, if a DM says and new precautions. spice up a game. something to the group as a whole, it’s Clever DMs encourage paranoia I can’t take credit for creating these gospel. when it’s not needed. After the charac- shenanigans: they’ve been painstakingly On the other hand, if one player pass- ters gradually return to a state of nor- crafted and developed by primates since es on information gleaned from a secret malcy, when the stakes are big, when a the first time the new guy on the hunting chat, hey, its just that characters word, few extra precautions would pay off, trip was sent after a “left-handed isn’t it? whammo! The bad guys slip something smokeshifter.” So when things in a game Clever players and DMs wishing to sneaky by the characters. A little dramat- are getting a bit too serious, when folks conceal the subject matter of a secret ic irony never hurts! begin to forget what the point of playing chat can also drop a few words on a game is, it’s time to trot out one of these another subject on the way back to the Conclusion tricks. table, suggesting to casual listeners what These tips are like salt: a little can be Have fun! the discussion was about. good for a dish, but too much ruins it. As with any individual fun-making tech- Divide and Conquer nique, too much of a good thing is a bad Sometimes tight cliques grow in gam- thing. Also, many of these tricks aren’t ing groups. Bob and Allen always team particularly nice. If played on people who A gamer since the hot new product was their characters up, Jane and Wilma don’t know each other well, the point , Edward now teaches English at never suspect each other of double-deal- that its supposed to be fun might be a small college in New Jersey, in between ing. It may be healthier for the group as overlooked. publishing stories and articles in sundry fun a whole for these micro-cliques to loosen markets. Rumors that “Doc” Carmien assigns up a bit. grades in his classes by rolling polyhedral It’s dangerous, however, to attempt dice are entirely false. such manipulation in a group that isn’t stable and friendly as a whole. So be cau- tious! Sometimes all that’s necessary is a gerrymandering of character sub-groups so that everyone has a chance to hang out with each others characters. Other times it might be necessary to sow actual distrust between characters who are pals in the game and out of the game (as players). Characters who steal for a living are easy to exploit this way, as are characters with strong moral positions, such as paladins. When the dust settles, clever DMs can pin the blame on a pesky Brownie or another playful sprite Cultivate Paranoia When everything goes wrong, people worry. They begin to take extra precau- tions. Every door in a dungeon receives the whole “listen-check-for-traps-listen- again-check-again” treatment (and the thieves are taking precautions against nasty brain-eating mites that climb into your ear when you listen at a door, right?). Humble peasants met on the road are interrogated within an inch of their lives. When a patron offers a party a job, they sneer at the idea, because they’ve been burned before. Obviously, too much paranoia can really slow a game down. But just the

DRAGON #239 83 As an added bonus, Steele has set his tale in an alternate timeline that he has used several times before in other nov- els and short stories, one in which the United States began its space program in 1944. The differences are never intru- sive and are quite thought provoking, a credit to Steele’s expertise, as he man- ages to keep several storytelling balls in the air at the same time while still deliv- ering a bravura performance. — To let us know what you think of these rec- and blast off for a fast diversion that will ommendations of our favorite recent books, pass a few hours in record time. send us a letter at “Bookwyrms,” DRAGON® —Brian Thomsen Magazine, 1801 Lind Avenue SW, Renton, WA 98055.

The Waterborn by J. Gregory Keyes Del Rey $22.00 HC $5.99 PB J. Gregory Keyes blends the shadows The Tranquility Alternative of Native American and Asian myth- Ignition by Allen Steele ologies to form one of the most original by Kevin J. Anderson & Doug Beason Ace Books $5.99 fantasy settings of recent years in Forge $23.95 If lgnition is Die Hard on a launchpad, The Waterborn. A few years ago, the techno-thriller this is definitely Die Hard at the moon- The dual protagonists are Perkar, a boom took to outer space with a book base . . . and that’s not bad. young warrior of the Cattle People, and called Storming lntrepid, which rocketed The crux of the plot is that a military Hezhi, a princess of the city of Nohl. onto the bestseller lists. Now a best- moonbase housing six missiles (left over From the very beginning of the novel, selling author (with over ten years of from a Star Wars sort of defense system) the lives of these two young characters experience at Lawrence Livermore has been sold to the private sector. A are ruled by the most powerful god of Laboratories) and his occasional collab- NASA crew, with representatives from their world, the River. Perkar seeks the orator (an air force colonel and former the new corporation and the press in River for revenge and his desire for member of the White House science tow, has been dispatched to nullify the piraku, or honor and glory. Hehzi, on the staff) revisit the astro-techno-thriller now-unnecessary weapons of war. other hand, gradually discovers the genre with panache and all of the fixins Unfortunately several other interests secret of her own heritage as one of the of a hard-to-put-down novel. have their own plan for the deactivation waterborn, the noble descendants of The plot is simple: Die Hard on the ceremony, including hijacking the mis- that same River. launchpad. There’s a bomb attached to siles for later use on earth. The Waterborne features a cast of the shuttle, and a refined madman with Steele marvelously weaves a plot engaging secondary characters, each a plan is holding it and mission control with numerous twists and turns that call inspired by the archetypes of fantasy- hostage in exchange for a suitcase of to mind what Alistair MacLean (author the teacher, the assassin, the loyal ser- precious gems. It’s up to the benched- of such notable thrillers as The Guns of vant, and a few gods of varying power - with-a-broken-foot former shuttle com- Navarrone, Where Eagles Dare, and Ice but Keyes handles each with a deft touch mander to stop this evil plan. Station Zebra) might have written had he that avoids cliche. Keyes also succeeds at The pace is brisk with the accent on ever turned his talents to . tintroducing flawed protagonists who action, and the detail of NASA workings Fully realized characters, neat techno- develop into powerful and morally and procedures are wonderfully detailed info, and plot surprises galore make this mature characters by the inevitable cli- and precise. Cast Bruce Willis in the lead, a real page-turner. max that brings them together.

84 SEPTEMBER 1997 While the first half of the book suffers the wit and grandeur of the noble char- make it a page-turner that is not too from slow pacing and the sometimes acters Every image of Majipoor trans- dependent on reading the novel that unlikeable protagonists, the payoff is well ports the imagination, enthralled and precedes it. worth this gradual development. Keyes is unquestioning. -Brian Thomsen in full command of his story by the con- Comparing Silverberg’s novel to those clusion, and the end result suggests that of Tolkien or Eddison is insufficient, but if The Waterborn could be the start of one of you pine for the memory of those classic the decade’s best fantasy series. , do not fear that there are no —Dave Gross more great masters of epic fantasy: read Sorcerers of. Majipoor. —Dave Gross

Millennium 1: The Frenchman by Elizabeth Hand based on a teleplay by Chris Carter HarperPrism $5.99 The good news is that Chris Carter’s Sorcerers of Majipoor latest TV brainchild Millenium has made by Robert Silverberg Reliquary its literary debut. The bad news is that HarperPrism $23.00 by Douglas Preston 8 Lincoln Child the books are novelizations of TV Majipoor is a world of two kings: the Forge/Tor Books $24.95 episodes rather than spinoffs from the cloistered Pontifex, who resides within the Reliquary is the sequel to the New series, as has appeared from such suc- subterranean Labyrinth, and the worldly York Times bestselling novel The Relic cessful tie-in lines as Star Trek and X-Files. Coronal of Castle Mount. When Pontifex and it picks up the action where the sub- In other words, no new stories of Frank Prankipin lies on his deathbed, Coronal tle epilogue left things in the first book. Black and the Millennium group are Confalume’s successor seems to be Prince Where The Relic succeeded as a new revealed. Once I got over this initial dis- Prestimion. Prince Korsibar, the Coronal’s twist on the monster-in-the-house motif appointment, I was more than pleased own son, is barred from the succession by (granted that the house in question was with the inaugural book in the series. tradition. Ambition and intrigue are more New York City’s Museum of Natural The Frenchman was the pilot episode powerful than tradition, however, and History), Reliquary more closely resem- for the series, and noted SF novelist Korsibar is prophesied to “shake the bles a cross between a disaster thriller Elizabeth Hand does a crackerjack job world.” In a land that has never known and The Mole People without sacrificing with the novelization, remaining painfully civil strife, an inevitable conflict begins. science or verisimilitude. faithful to the teleplay yet managing to Majipoor is a tremendous world, The crux of the action is that new convey the same sense of dread and eeri- many times the size of Earth. Its culture is headless corpses are turning up around ness that the visuals bring to life on the a convincing amalgamation of medieval New York City, leading the survivors of TV screen. Her attention to detail and Europe and Malaysia, with a strangely the previous book to come to the con- internal dialogue and pacing succeeds in plausible marriage of both science-fiction clusion that a monster similar to the one heightening the tension of the hunt for a and fantasy elements. in the first book is running loose in the serial killer, and her terse yet precise Silverberg’s characters are great and subterranean strata beneath the side- prose make it easy to skip over some of tragic, some equally capable of magnifi- walks and subways of the Big Apple. the annoyingly protracted pauses and cent heroism and despicable villainy. Genetic mutation, ecology, and sociolo- facial closeups that have become an irri- Their words and actions are equally gy all come into play as a cop, an tating signature of the noire cinematic great. These are not the bland little anthropologist, a reporter, and a CIA style of the TV series. archetypes that populate so much mod- spook search for the answer and the I look forward to future volumes deal- ern fantasy; they must live in giant antidote. ing with my favorite episodes and hope Majipoor, for they are the size of legends. Native New Yorkers will enjoy the city that new adventures are available soon. Beyond the fabulous characters and beneath the city revelations of the plot, —Brian Thomsen setting, Sorcerers of Majipoor offers mas- while the solid genetics and evolution- terful writing. Silverberg’s plot unfolds as ary theories will please the more dis- deliberately as an Elizabethan drama, criminating Michael Crichton fans. and his dialogue is perfectly suited to Plenty of action, plot twists and thrills

DRAGON #239 85 can a character normally allowed to cast True Dweomers increase the number of True Dweomers available on a given day through the use of channeling or spell points. Preparing or casting a True Dweomer does not cause a channeler fatigue, but the channeler must be fresh (suffering from no fatigue penalties at all) to prepare or cast a True Dweomer. Quest spells are similar to True Dweomers in that characters cannot acquire them through channeling or the expenditure of spell points—Quest spells by Skip Williams only come as a direct favor from a priests deity. Generally, deities will grant lf you have any questions on the games What Hit Die does a character with Quest spells only to fresh (not fatigued) produced by TSR, Inc., “Sage Advice” will the crusader kit from the Spells & Magic channelers, but once granted a chan- answer them. In the United States and book use? neler can cast a Quest spell so long as he Canada, write to: Sage Advice, DRAGON® Crusaders roil eight-sided dice for hit is alive, conscious, and not mortally Magazine, 1801 Lind Avenue SW, Renton, points. fatigued. WA 98055 USA. You can also email ques- Likewise, a priests granted powers tions to [email protected]. A paladin in my game lost his special and the innate spell-like abilities of cer- We are no longer able to make personal warhorse. One of his fellow paladins, tain creatures function independently of replies. Please send no SASEs with your ques- however, decided to breed his own spell points or channeling. So long as the tion. SASEs are being returned with copies of warhorse and give the first paladin the user has not expended his normal allot- the writer’s guidelines. foal. When will the foal be suitable for ment of granted or innate powers, they This month, the Sage considers optional use as a mount? remain available provided the user also is abilities for PCs in the AD&D® game. Given proper training (which starts at not dead, unconscious, or mortally birth) most horses become ready to carry fatigued. Page 5 of Warriors and Priests of the riders at about age three. Once the horse Realms says geographical kits are usable has been broken to the saddle, it needs Page 28 of the Complete Book of by any warrior class and can be com- two more years of training to serve as a Humanoids says that Firbolgs inflict bined with kits found in the Complete war mount (it’s ready by age 5). Once double damage when using weapons of Fighter’s Handbook. Does the same thing trained for war, the horse probably their own make, provided they wield apply to the deity-specific priest kits list- would remain serviceable until age 24 or them in both hands. Now, Table 7 (from ed in Warriors and Priests of the Realms? 25, at which point it would be too old for the back of the book) lists the giant-kin Can deity-specific kits be used in con- any heavy work. mace at 1d8 x 2/1d6 x 2 and the giant- junction with kits found in the Complete Note that a mount acquired in this man- kin two-handed sword at 1d10 x 2/3d6 Priests’ Handbook? Can you make ner probably could not serve as the pal- x 2. Are these damage amounts doubled Fighting Monk Greenlords? Or Darkcloak adin’s special mount. However, if the DM because of the Firbolg’s special ability or Prophet Priests? Such allowances seem decides the horse is an exceptional speci- because they are double sized versions to be an abuse of the spirit intended for men, he could devise an adventure in of human-sized weapons? if it is the lat- the rules. Can geographical kits be used which the paladin discovers the animals ter, then why aren’t the giant-kin hal- in conjunction with the kits outlined in special qualities and creates a bond with it. berd and dagger listed as “x 2” instead of the PLAYER’S OPTION™: Skills & Powers raising the damage die (which is how book? Such as Teziirian Rogue Pugilists? When using the channeling and they appear on Table 7). if the former, Or Waterdhavian Enchanter Nobles? Can fatigue rules from the Spells & Magic does the damage get doubled again if the geographical kits be used in conjunc- book, how are Quest spells (clerics) and Firbolgs use them two-handed? tion with the kits from the Planewalkers True Dweomers (wizards and clerics) There doesn’t seem to be a consistent Handbook? Or is this a benefit that only handled? Does the use of a priests spell- pattern to the damage ratings given on Toril’s primes are privy to? The possibili- like granted power cause a cleric to Table 7. As you point out, the damage ty of planewalker scouts, explorers, or become fatigued? If so, what level of ratings for maces and two-handed even diplomats sounds tantalizing. fatigue does the priest suffer? Do crea- swords seem to reflect the Firbolg racial I strongly recommend that you allow tures who have innate spell-like abilities ability to cause double damage; but, the the geographical kits to be combined suffer from fatigue when they use these arrow, dagger, and halberd seem to have only with kits from the Complete Fighfer’s powers? If so, what level of fatigue do been “upgunned” to reflect their larger Handbook. Kits presented in other books they suffer? size. are constructed in such a way that they True Dweomers never become avail- To make the Firbolg special ability make the geographical kits moot. The able through the expenditure of spell more consistent with the descriptions for priest kits from Warrior and Priests of the points or the use of channeling. That is, the various races of giants presented in Realms cannot be combined with any characters of less than 20th level and 18 the MONSTROUS MANUALS tome, I recom- other kits regardless of the source. Intelligence (or Wisdom) cannot use spell mend that you use the regular damage points to cast True Dweomers. Neither ratings from the Player’s Handbook for the

86 SEPTEMBER 1997 halberd, mace, and two-handed sword. If Humanoid Weapon Statistics a Firbolg character wants to claim his racial damage bonus, he can double only Weapon Weight Melee Damage the man-sized damage rating for these (Lbs.) Size Type Speed Reach S-M/L Knockdown weapons. See the answer to the next Club, great 15 L B SI (9) 1 2d4/1d6+1 d12 Dart, barbed 5 SPFa(3) — 1d4/1d4 d8 question for details. Flindbar 6 M B Fa(4) 1 1d4/1d4 d8 Goblin Stick 5 L P Av (7) 2 1d4/1d6 d6 1 Lance, flight 6 L P Av (6) 2 1d6+1/2d6 d10 The Complete Book of Humanoids lists Close quarter weapons all giant-kin weapons as size G—even 2 Body spikes Var. SPFa (2) 1 Var.2 the dagger. Is this correct? My group Kick Slasher 3 S S Fa (2) 1 1d4+1/1d6+1 d6 uses the critical hit tables from the Punch Cutter 1 SSFa (2) 1 1d4/1d3 d6 PLAYER’S OPTION: Combat & Tactics book, Giant-kin weapons3 so we need to know. Bow, long 8 H --- -- Arrow4,5 1/5 M P Av (7) - 1d8/1d8 d8 I recommend the statistics in the chart Dagger5 3 M P Fa (3) 2 1d6/1d8 d6 on this page for all the weapons included Halberd 35 L P/S SI (9) 3 1d10/1d10 d10 w/2h 35 H P/S SI (9) 3 2d10/2d10 d12 on Table 7 in the Complete Book of Mace 12 LBAv (7) 2 1d6+1/1d6 d12 Humanoids. w/2h 12 H B Av (7) 2 2d6+2/2d6+2 d16* Two-handed 35 L S SI (10) 2 1d10/3d6 d20 Sword What experience point progression w/2h 35 H S SI (10) 2 2d10/2d10 d30* chart do shamans and witch doctors Oriental weapons6 use? Please don’t tell me to use the wiz- Daikyu 4 L - -- - - Arrow, leaf head 1/10 S P Av (7) - 1d8/1d6 d8 ard or priest charts in the Player’s Katana 6 M S/P Fa (4) 2 1d10/1d12 d8 Handbook these classes are extremely Two-handed 6 M S/P Fa (4) 2 2d6/2d6 d10 limited and weaker than their human Naginata 10 L S Av (7) 2 1d8/1d10 d10 Tetsubo 8 L B Av (7) 2 1d8/1d8 d16* counterparts. What are the numbers of Wakizashi 3 S S Fa (4) 2 1d8/1d8 d8 initial weapon and nonweapon profi- Pixie weapons ciencies for a shaman? At what levels do Pixie Bow 1 T --- -- shamans receive more proficiencies? forget arrow 1/100 T P Fa (4) - forget - sleep arrow 1/100 T P Fa (4) - sleep - Likewise, what is the number of initial war arrow 1/100 T P Fa (4) - 1d4+1/1d4+1 d3 weapon and nonweapon proficiencies Pixie Sword 1 T S Fa (4) 1 1d4/1d3 d4 for a witch doctor? What levels do witch Saurial weapons7 doctors get more proficiencies? Bladeback flail 25 L B SI (9) 2 1d8+1/2d6 d12 Bladeback mace 16 LBSl (9) 2 1d8+1/1d8 d12 Shouldn’t all this information be includ- Hornhead Staff 20 L B Av (6) 2 2d6/2d6 d12 ed in the Complete Book of Humanoids? * To roll a d16 with regular polyhedral dice, roll 1d6 and 1d8 together. Read the d8 normally if the num- Sorry to disappoint you, but shamans ber on the d6 is a 1, 2, or 3. Add 8 to whatever number you roll on the d8 if the number on the d6 is a 4, and witch doctors are priests. That’s why 5, or 6. To roll a d30 with regular polyhedral dice, roll 1d6 and 1d10 together. Read the d10 normally if the num- these two classes always appear in the ber on the d6 is a 1 or 2. Add 10 to whatever number you roll on the d10 if the number on the d6 is a 3 or Priest section of each race’s Class 4. Add 20 to whatever number you roll on the d10 if the number on the d6 is 5 or 6. Restrictions table in the Complete Book of 1. This weapon inflicts double damage if wielded in a mounted charge. 2. Body spikes are short blades attached to the wielder’s armor. Armor fitted with body spikes weighs Humanoids. The opening paragraphs of 25% more than normal. Body spikes inflict damage according to the wielder’s size: T/S=1d2, M=1d3, L or the shaman and witch doctor descrip- large=1d4. 3. The values for melee reach and knockdown assume a firbolg (size large) wields the weapons. The tions (see CBH, pages 78 and 79) also abbreviation w/2h refers only to the larger firbolg version of a weapon, which must be wielded with two make it pretty clear that these characters hands. 4. This is the equivalent of a flight arrow. are types of priests. 5. These larger versions of normal weapons inflict more damage than their human-sized counterparts, I recommend using the cleric experi- but never qualify for the firbolg damage bonus. 6. The values for melee reach and knockdown assume an ogre magi (size large) wields the weapons. ence table for shamans and the druid 7. The values for melee reach and knockdown assume a bladeback or hornhead (size large) wields the experience table of witch doctors. It may weapons. seem unfair to put these characters, with their meager spell selections, on the main school of study? If not, how do well. The school of wild magic is the prod- same experience tables with their human witch doctors obtain the spell read uct of a long academic effort and I don’t and demihuman counterparts, but life magic to translate new spells for their recommend it for witch doctors. can be tough when you’re a humanoid. spell books? Witch doctors are priests, not wizards, Both shamans and witch doctors gain A witch doctor’s school of wizard spells and don’t gain automatic access to the proficiencies at the normal rate for priests. can be anything the DM thinks suitable school of lesser divination (or to the for the character’s tribe. The traditional school of universal magic from the Skills Witch doctors can select only one schools of magic from the Player’s & Powers book). There’s no reason to school of magic for mage spells. Can Handbook and the elemental schools from assume witch doctors use spellbooks. As they select one of the elemental schools the Tome of Magic should work fine. The unusual priests, they might receive their or the wild magic school from the Tome schools of metalism, and shadow (schools spells after meditation, consultation with of Magic? The Player’s Handbook says of effect from the Spells & Magic book) and spirits, or any other manner suitable for the minor divination school is available the schools of geometry and song their tribes. Even if they use spellbooks, to all wizards. Is this lesser school avail- (schools of thaumaturgy from the Spells & it’s a good bet they don’t look anything able to witch doctors in addition to their Magic book) also might fit witch doctors like a traditional wizard spellbook does.

DRAGON #239 87 A witch doctor’s spellbook might be a campaign), which specifically states that text states that a successful proficiency collection of fetishes, a set of runes, a col- maximum level of advancement for PCs check allows the character to move at a lection of oddly shaped pebbles, or any- is 40 and THAC0 continues to improve normal rate through the dark, but how thing else the player and DM can dream till that very level. I don’t know how to can one make a proficiency check for a up. Likewise, a witch doctor could gain keep up ruling against such a mighty skill with no success rating? new wizard spells through direct insight power as a FORGOTTEN REALMS rulebook The base score for blind fighting is 9, (much as priests do) or through some with only a simple advanced general but remember that a proficiency check other non literary means—the read magic rulebook to shield me. Help! isn’t necessary to fight, just to move nor- spell is not a necessity for witch doctors. The FORGOTTEN REALMS setting is a mally through darkness for one round. A Note that a witch doctor who does not place with rules of its own. The tables on failed proficiency check imposes no have access to the read magic spell can- page 22 of Faiths & Avatars are intended penalties on the character. not employ scrolls. to supersede High-level Campaigns for FORGOTTEN REALMS campaigns. For exam- The DM™ Option:High-level Campaigns pie, level 40 is the limit for mortal book says very specifically that the advancement in FORGOTTEN REALMS cam- highest level of experience a PC can paigns. On the other hand, you’re the Skip Williams has created scores of player obtain is 30 and that THAC0 doesn’t DM. If you like the rules in the High-level characters for the AD&D game, everything advance after 20th level. The FORGOTTEN Campaigns book use them. Being the DM from a druid with a pet potted plant to an illu- REALMS setting is obviously a exception is all the armor you need. sionist with a penchant for knitting. None, to these great rules, but one of my play- Skip reports, has ever used a kit. ers keeps on banging me on the head The blind-fighting proficiency is with the FORGOTTEN REALMS Faiths & listed in Skills & Powers with no success Avatars book (I run a FORGOTTEN REALMS rating. The description of the skill in the

88 SEPTEMBER 1997

In our game, the attack bonus is applied joy of victory against his foes. Then he when Dexterity is high. discovered a tome in a cave. The In other words, even I didn’t like Handbook of Warriors, it was called . . . AD&D until I realized I could customize Stelgar became dissatisfied with rules. By choosing yourself what you being a fighter, and he was reborn as a want to use or not, the game becomes myrmidon and honed his abilities, learn- just what you want it to. ing to use his long sword with both Remy Verhoeve hands or with a stout shield, and grow- Norway ing a bit more in the process. “This is good,” the gods proclaimed, for now I’ve been playing AD&D for a few Stelgar the Stupid was Stelgar the Skilled years now, and for the most part I am and a bit more realistic. Now, Stelgar happy with my group. They have been a brought low the kobolds and orcs with pleasure to game with and are creative glee, but he felt much more challenged when playing and DMing. But, there are by trolls and ogres. Then, one fateful always the black sheep in every flock. day, the legendary knights of the game Forum welcomes your comments and I have a few in mine, and they upset table retrieved the Optional Books of opinions on role-playing games. the game by talking out of turn, not pay- TSR, and after elaboration, Stelgar once In the United States and Canada, send ing attention when the DM is relaying again was reborn. any correspondence to “Forum,” DRAGON® the story, and just acting silly. Now, I do Stelgar the Skilled soon became Magazine, 1801 Lind Avenue SW, Renton, not oppose joking and having a few Stelgar the Supreme, leaving a swath of WA 98055, USA. You can also send email to laughs, but some of these people take it death in the ranks of dragons, fiends, [email protected]. too far. Some might interrupt the DM and undead. As a grand master of the We ask that all material be neatly typed while he speaks or yell above the one long sword with muscles like the or handwritten. You must give us your full who is talking. Russian bodybuilding team and the hit name and mailing address if you expect your letter to be printed (we will not consider a letter sent anonymously), but we will with- . . . with muscles like the Russian bodybuilding team and hold your name if you ask us to do so, and the hit points of a 1976 vending machine, Stelgar soon we will not print yourfull address unless you became the Lord of the Campaign . . . request it.

I have been reading DRAGON Magazine I have considered not inviting them points of a 1976 vending machine, for some years now, but until recently I to the group, but I cannot sacrifice any Stelgar soon became the Lord of the did not play the ADVANCED DUNGEONS & more of my players, for it is already a Campaign, at which point the DM DRAGONS® game because I hated the small group. I would like some sugges- renamed him with his most deserved rules for being illogical, sometimes even tions on how to discipline these unruly title yet: Stelgar the Shredded Character downright stupid. But players came and players. Sheet. went, and in the end I had become the Mark Fitzpatrick Not to be too hard on the PLAYER’S game master. Quite soon I turned to the 25 Jerry’s Ave OPTION books, for there are several AD&D® game, which for the game mas- Clayton NJ, 08312 redeeming parts, but the optional rules ter (or Dungeon Master) is the perfect do make min-maxing very difficult to role-playing game. Nothing is greater My friends and I are simple and trust- control, unless the DM enjoys policing than having some orcs up and going ing folk, often believing what we are told every aspect of a characters creation simply by rolling some d8s behind the by others whom, we believe, would have and advancement. After hammering out screen. Even better, suddenly I under- no reason to lie. In particular, we had the bugs (mostly by throwing out Skills & stood all the articles in DRAGON Magazine been told in every text ever written for Powers), we gave Stelgar another much better. the AD&D game that min-maxing was chance. He is, at last report, on his ‘way But three facts in the AD&D® game disapproved of. When TSR released 2nd to Silverymoon, where he looks forward remain ugly; Edition, we realized that some classes to meeting orcs and kobolds who have 1. That Strength is needed in order to were more powerful, but it was easily never heard of his latest incarnation, hit an opponent, instead of Dexterity. controlled. So we continued to believe. Stelgar the Simply Normal. How hard you hit your opponent, that’s With the advent of the handbooks and Paul Crowe what strength is for. kits, our characters began to grow in 343 E. Monroe Street 2. The rules rely too much on the power, but we still held faith. Finally Apt. B game master/players solving problems came the PLAYER’S OPTION™ series . . . Montpelier, IN 47359 with magic. Thanks for the “get-the I am reminded of our first foray, in magic-out-of-the-campaign” article. particular, the story of Stelgar the Stupid, 3. AD&D players do not understand a warrior. In the beginning, Stelgar was that any rule is optional. Optional rules a simple fighter, gleefully dispatching and non-optional rules are optional, kobolds and orcs, though hard-pressed boys. So what if the rules say you must to deal with great numbers. Specialized have high Strength to hit an opponent? with his long sword, he reveled in the

90 SEPTEMBER 1997

Cons&Pros SEPTEMBER Fayetteville, AR 72701. Email: Northwest, 6517 NE Alberta, Policies CONVENTIONS [email protected]. Portland, OR 97218.

This column is a service to our read- Grand Game Con ers worldwide. Anyone may place a Hostile Aircraft Aces OCTOBER Tournament ‘97 October 17-19 Ml free listing for a game convention CONVENTIONS Cascade Commons, Grand here, but the following guidelines September 26-28 NY Rapids. Events: role-playing, must be observed. Travel Lodge, Kingston. Quad Con 97 card, board, and miniatures In order to ensure that all conven- Events: Open gaming Friday October 3-5 IA tion listings contain accurate and Ramada Inn, Davenport. games. Registration: varies. night, aircraft tournament on timely information, all material Events: role-playing, card, John Edelman, 331 Carlton should be either typed double-spaced Saturday and Sunday. Other board, and miniatures SE, Grand Rapids, Ml 49506. or printed legibly on standard manu- activities: museum tours and games. Other activities: an script paper. The contents of each list- WWI and Pioneer Era air ing must be short and succinct. auction and dealers area. shows at Old Rhinebeck. Novacon ‘97 The information given in the listing Registration: varies. The Registration: Tournament reg- October 24-26 TX must include the following, in this Game Emporium, 3213 23rd order: istration $20 before August On the campus of Texas Ave., Moline, IL 61265. Email: 1. Convention title and dates held 31, $25/on site. Goblintooth A&M University, College 2. Site and location [email protected]. Station. Events: role-playing 3. Guests of honor (if applicable) Enterprises, 46 Highland St., Reading MA 01867. card, board, and miniatures 4. Special events offered games. Other activities: RPGA® 5. Registration fees or attendance Necronomicon ‘97 requirements, and, First Contact October 10-12 FL Network tournaments, and an 6. Address(es) where additional infor- Camberly Inn, Tampa. anime room. Registration: $10. September 26-28 WI mation and confirmation can be Guests: Joseph Green, Kevin J. MSC NOVA, Memorial Student Midway Hotel, Milwaukee. obtained. and Rebecca Anderson. Center, Box J-l, Texas A&M Convention flyers, newsletters, Guests: Kaja and Phil Foglio, Events: role-playing, card, University, College Station, and other mass-mailed announce- , Mike Davis, board, and miniatures games. TX 77844-9081. Email: ments will not be considered for use and Robert Bloch. Events: in this column; we prefer to see a Other activities: author and [email protected] or role-playing card, board, and cover letter with the announcement artist panels, art show, auc- http://novacon.tamu.edu/. miniatures games. Other as well. No call-in listings are accept- tion, a dance and much more. ed. Unless stated otherwise, all dollar activities: comic show, and Registration: $18/preregis- values given for U.S. and Canadian tournaments. Registration: Conline XXVII tered, $25/on site. Ann Morris, conventions are in U.S. currency. varies. MSFCI, P.O. Box October 25-26 Online WARN ING: We are not respon- P.O. Box 2076, Riverview, FL 92726, Milwaukee, WI The Games RoundTable sible for incorrect information sent to 33568. Email: 74273.1607@ on Genie and the RPGA us by convention staff members. 53202-0726 website http:// compuserve.com or to ann@ Please check your convention listing www.strich.edu/-zoinks. Online Forum on America carefully! Our wide circulation stonehill.org. Online. Events: LIVING CITY™ ensures that over a quarter of a mil- Razorbattles 5 Procampur, LIVING DEATHS™, lion readers worldwide see each Adventure Gamefest ‘97 Call of Cfhulhu, and RAVENLOFT® September 26-28 AR issue. Accurate information is your tournaments. For more infor- responsibility. Clarion Inn, Fayetteville. October 17-19 OR Portland Convention mation, send email to Copy deadlines are the first Guest: Jim Hatfield Events: Monday of each month, four months Center, Portland. Events: role- [email protected] or role-playing, card, board, and prior to the on sale date of an issue. playing, card, board, and [email protected]. miniatures games. Other Thus, the copy deadline for the miniatures games. Other December issue is the first Monday of activities: tournaments, art activities: a game auction, September. Announcements for North show, costume contest, and a dealers area, and a miniature American and Pacific conventions charity auction. Registration: must be mailed to: Convention painting contest. Registration: $10/weekend, $15/on site. Calendar, DRAGON® Magazine, varies. Adventure Games 1801 Lind Avenue SW, Renton, WA, RB5, 555 W. Maple St. Apt G, Continued on page 94 98055, USA. If a convention listing must be ❖ Australian convention Important: changed because the convention has ❊ Canadian convention been cancelled, the dates have ❁ European convention DRAGON® Magazine does not publish phone numbers for conventions. Be cer- changed, or incorrect information has tain that any address you send us is complete and correct. been printed, please contact us imme- * indicates a product produced by a com- To ensure that your convention listing makes it into our files, enclose a self- diately. Most questions or changes pany other than TSR, Inc. Most product addressed stamped postcard with your first convention notice; we will return the names are trademarks owned by the com- card to show that it was received. You also might send a second notice one should be directed to the magazine panies publishing those products. The use week editors at TSR, Inc., (414) 248-3625 of the name of any product without mention after mailing the first. Mail your listing as early as possible, and always keep us (U.S.A.). of its trademark status should not be con- informed of any changes. Please do not send convention notices by fax, as this strued as a challenge to such status. method has not proven reliable.

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International Camarilla University of Maine, Center, Virginia Beach. card, board, and miniatures Conclave ‘97 Farmington. Guests: Thomas Guests: James Patrick Kelley, games. Other activities: deal- October 30-2 MO Kane and Sharyn McCrumb. Lubov, and Steve Luminati. ers area, an auction, and a Kansas City Airport Events: role-playing, card, Events: role-playing, card, painting contest. Registration: Marriott, Kansas City. Events: board, and miniatures board, and miniatures games. varies. NIGA/Pentacon, P.O. role-playing, card, board, and games. Other activities: M:tG Other activities: panels, read- Box 11174, Fort Wayne, IN miniatures games. Other tournaments and a flea mar- ings a dance, and more! 46856. Email: 102654.230@ activities: costume contest, ket. Registration: varies. Table Registration: varies. Send an CompuServe.com. charity auction, a dealers area, Gaming Club, 5 South Street, SASE to Sci-Con 19, P.O. Box and seminars. Registration: Farmington, Maine 04938. 9434, Hampton, VA 23670. varies. Dark Heartland, c/o Email: [email protected] or NOVEMBER *indicates a product produced by 812 NE 100th Terrace, Kansas http://scicon.org. a company other than TSR, Inc. Most City, MO 64155. CONVENTIONS product names are trademarks Sci-Con19 Pentacon XII owned by the companies publishing November 15-17 IN those products. The use of the name UmfCon 21 November 7-9 Grand Wayne Center, Fort of any product without mention of its October 31-2 ME Holiday Inn Executive trademark status should not be con- Wayne. Events: role-playing- strued as a challenge to such status.

64. What three magical weapons must PCs retrieve from ? Answer: Whelm, Wave, Blackrazor. 65. What do Soldai, Aurachil, and Kirinor have in common? Answer: They are all Wednesday, in the various languages of Krynn. 66. What is the title of the leader of The Arcane Challenge the Solamnic Knights of the Rose? Answer: The High Justice. answers by 67. What sort of creatures guard the upper level of the Forgotten Temple of Here is the third installment of the other. Yet it was a very simple trick. The ? Answer: Norkers and gnolls. answers to 1996’s AD&D® game quiz. Horseshoe Temple is described in the boxed set, . The sacred sages 51. The Cleric Quintet is set in what 68. Complete the stanza, “Open the are listed in the key to the temple, and AD&D game realm? gates to my Sphere of Power, And put each has his own little room. The sages Answer: The FORGOTTEN REALMS® off evil . . . are in rooms 2 through 10. The 5th setting. Answer: “in its appointed hour.” sage, Yao Tsung-i, is in room #6. An 52. Who is Charles Oliver O’Kane? awful lot of people looked at the list 69. What are the three moons of Answer: The Lord Mayor of Ravens and didn’t realize that the numbers Krynn? Bluff (or The Living City). were room numbers, not sage num- Answer: Solinari, Nuitari, and Lunitari. 53. Who are Yondalla the Provider bers. They saw “5. Cham Fao” and 70. What lies beyond the ring of Sigil? and Brandobaris? entered that as the answer, but because Answer: Nothingness. Answer: deities of nature of the offset in the numbering, Cham and adventure, respectively, from The Fao is only the 4th sage. 71. Aside from the Markessas, who Complete Book of Gnomes and Halflings. This question was also a booby trap. can tell the false Markessa from the TSR was concerned that the answers original Markessa? 54. What term describes an outcast might somehow be leaked before the Answer: Her bodyguard. , “utterly corrupted by the gloom contest was over. So the few answer Note: Markessa is one of the of the surrounding land.” keys that were circulated in the office slavelords, from the four-part Slavelords Answer: Darkling. during the contest listed the wrong adventure series. Source: Vistani are from the answer to this question (Cham Fao). Only RAVENLOFT® campaign. 72. What is Azalin’s true name, and one person (Steve Winter, who assem- from what campaign world did he 55. What is the word for “alien bled the key) knew the right answer. If originate? wizard” in the AL-QADIM® setting? one of those copies got out and people Answer: Firan Zal’Honan; GREYHAWK® Answer: Ajami. used it to cheat, they all got this answer setting. wrong. Cheaters never prosper. 56. Name the three principle orders Note: But now he’s a in the of knights in the DRAGONLANCE® setting. 60. What are the names of Strahd Demiplane of Dread. Answer: Knights of the Crown, Von Zarovich’s brothers? 73. How does Petit-Singe convince Knights of the Sword, Knights of the Answer: Sturm and Sergei. the guards at Chateau Sylaire to let him Rose. 61. What alignment is Chemosh, pass? 57. What is the name of the creature Lord of the Undead? Answer: By not knowing the pass- who rules Dragon Mountain? Answer: Lawful Evil. word (he persuades them there isn’t Answer: lnfyrana (the red dragon). one). 62. What is the name of Drizzt Notes: I tip my hat to anyone who 58. The Demonweb Pits are part of Do’Urden’s panther companion? got this one. The answer was on the what plane? Answer: Guenhwyvar. audio CD in Mark of Amber. Answer: The Abyss. 63. Which vampire in Ravenloft 74. Translate the phrase, “Est Sularus 59. The Horseshoe Temple, deep in lived the longest? oth Mithas” the Quoya desert where only adventur- Answer: Jander Sunstar. Answer: My honor is my life. ous nomads travel, houses shrines to Note:This question had to be read Note: It’s the slogan of the Knights the Nine Sacred Sages of the Path. Who carefully. It has nothing to do with how of Solamnus. was the 5th sage? long someone has been a vampire, Answer: Yao Tsung-i the because vampires are not alive. The 75. Who found the Silencer of Swordbreaker. question is about which of Ravenloft’s Bodach “about three Kings Ages ago? Answer: Rimmon. Note: This was a trick question, and vampires lived the longest before it eliminated more people than any dying to become a vampire. Note: It’s an artifact, and the answer was in the Book of Artifact.

98 SEPTEMBER 1997 DRAGON #239 99 100 SEPTEMBER 1997 DRAGON #239 101 102 SEPTEMBER 1997 DRAGON #239 104 SEPTEMBER 1997 DRAGON #239 105 106 SEPTEMBER 1997 DRAGON #239 107 Witchcraft* Game 224-page softcover book Myrmidon Press $23 Design: C.J. Carella Editing: Joan T. Masters Illustrations: R.K. Post, Fred Hooper, Gui Burwell, Heather J. McKinney, and Dan Smith Cover: Fred Hooper

God knows I’ve seen a lot of lousy small press RPGs, which is why the good ones tend to linger in the mind. One of the most memorable lingerers is the Witch Hunt* game, an underappreciated gem from 1983 published by the long- defunct Statcom Simulations. Set dur- ing the Salem witch trials of the late 17th century, Witch Hunt evoked the hysteria of the era with ingenious rules and remarkable insight. Sadly, Statcom lacked the marketing muscle to give Witch Hunt the push it deserved. It went straight to the cemetery where it remains to this day, waiting for an enter- prising publisher to dig it up. Until that happens, we brimstone and It’s Magic Month here at Review the insignia on your T-shirt and ask to broomstick connoisseurs can content our- Central. To celebrate, we’ll be looking at be beamed up, you won’t find yourself selves with Witchcraft, which shares many a brand new game, a campaign setting, on the Enterprise; and if you leave a rot- of the same concepts as Witch Hunt. For and a couple of supplements, each and ten molar under your pillow, you won’t instance, Witch Hunt has player characters every one of ‘em saturated with spells. be visited by the Tooth Fairy. Okay? called (natch) Witches who wield spells But before we dive in, let’s begin with a like tanglefoot and withering. Witchcraft cautionary note, taken from the intro- Role-playing games’ rating has PCs called the Gifted who wield spells duction to the Witchcraft* game but Not recommended like soulfire and mindtalk. Witch Hunt bad applicable to all of this month’s materi- guys are called Magistrates, fanatics al: “[This] is first and foremost a work of devoted to ridding the world of spell-cast- fiction meant to entertain . . . Anybody May be useful ers. Witchcraft bad guys include the Dark who has problems distinguishing fanta- Covenant and the Combine, fanatics sy from reality and who thinks this or Fair devoted to ridding the world of you- any other game depicts actual occult Good know-who. Witch Hunt PCs are outsiders practices should stay away from this of dubious morality. Ditto for Witchcraft and similar books.” In other words, Excellent Witchcraft, however, features a con- magic in role-playing games doesn’t temporary setting, a world of corruption really work. Also, if you tie a towel The BEST! and despondency similar to the one por- around your neck and jump off the roof, trayed in the Vampire: The Masquerade* you won’t be able to fly; if you fondle game and other White Wolf gloomfests.

108 SEPTEMBER 1997 And unlike Witch Hunt, which suffers from fiers, and special cases. Here’s an excerpt becoming a real threat in both large so-so writing and a shaky grasp of role- from the combat example, to give you cities and small towns . ..“). But without playing conventions, Witchcraft boasts an idea of what happens when a char- specific information about the threats, the talents of a first-rank designer: C. J. acter fires a gun: “The range and dark- the locales, or the culture, it’s all a tease. Carella. Fans of Palladium Books who’ve ness penalties give a total modifier of -2. There’s nowhere near enough material marveled at Carella’s supple imagination [The player] rolls a d10, subtracts 2 and to cobble together a campaign, which is in Pantheons of the Megaverse (for the adds the character’s Dexterity and Pistol real shame considering Carella’s exper- Rifts* game) and the Nightbane* game skill. The die roll is a 6, modified down to tise at setting design. (Want proof? See (reviewed in DRAGON® Magazine issue 4 by the penalties, and then raised to a his South America 2 supplement for Rifts.) #227) won’t be disappointed. total of 8 by the skill and attribute . . .” Three brief scenario outlines give an Carella’s take on character creation is Sheesh. True, Witchcraft combat isn’t sig- idea of the game’s potential, but fail to so thorough, it eats up nearly half the nificantly more clunky than, say, Rifts compensate for the skimpy background. book. To whip up a Witch . . . er, a Gifted combat or, for that matter, Vampire com- Evaluation: Witchcraft could’ve been . . . the player begins by selecting an bat. And true, the book provides an alter- great. But due to the skeletal setting, it’s archetype, such as Avenger, Daredevil, or nate diceless system that relies on the merely good. That said, with an experi- Seeker of Knowledge. Each archetype whims of the gamemaster instead of raw enced gamemaster at the helm — one generates a list of professions; Daredevils numbers (it’s harder than it sounds). Still, capable of constructing a world from a can be test pilots or cat burglars, Seekers I can’t help but wonder: Is pulling a trig- handful of scraps — Witchcraft conjures a can be scholars or occultists. The player ger really that much more involved than paranoid, creepy atmosphere, giving then receives a fixed number of points to running a marathon? RPG designers players an idea of what life would be like spend on attributes (Strength, Intelli- think nothing of spending months, even in a society that’d just as soon see them gence, Dexterity) and advantages years developing elaborate new settings dead. Yes, at times, Witchcraft reads like (Attractiveness, Fast Reaction). If he likes, and cool new characters. You’d think warmed-over White Wolf — call it the player can sign up his PC for mem- they could spare a weekend to devise a Vampire Lite. But if emulating White Wolf bership in a Covenant — sort of a super- set of simple combat mechanics. were a crime, half the designers I know natural social club — making the charac- The magic system, in contrast, is flat- would be breaking rocks. ter eligible for one or more special abili- out terrific. Nearly every character in the Hmmm . . . maybe White Wolf ought ties; Wicce members receive a defensive game has the ability to channel Essence, to buy the rights to Witch Hunt and hire bonus against magical attacks, Rosi- a mystical substance that comprises all Carella to do the overhaul. (Information: crucians become adept at restraining spir- reality. Acquiring Essence — a conse- Myrmidon Press, P.O. Box 1374, Royal its. A handful of formulas are used to quence of experience and study — gives Oak, Ml 48068. determine secondary attributes, including access to a broad range of spells, each Endurance Points and Speed. To com- learned as a distinct skill. Samples: plete his PC, the player spends points on remove emotional debris (purges an area a set of skills, with Dancing, Brawling and of the negative emotions that cause Martial Arts among the options. The nightmares and bad luck), become one more points spent, the more effective the with the land (creates a psychic link skill. Spending three points on the between the caster and every entity in Running skill, for instance, enables the the region, spirits included), stone attack character to compete in the Boston (causes a chunk of concrete to fly Marathon; spending 14 points enables through the air and smack into an adver- him to win the Boston Marathon. The sary). Despite the overall excellence of resulting characters not only play well but the spells themselves, its the ways in seem like real people, the hallmark of a which the spells are manipulated that good system. I could’ve lived without the push the system over the top. PCs can social clubs, however; they strike me as pool their Essence to perform group suspiciously similar to the clans of magic, producing effects of extraordi- Vampire and seem to exist as an excuse nary drama. Spells cast at certain times Netheril: Empire to sell sourcebooks. (an autumnal Equinox, a full moon) are Want your PC to do something? Easy. more powerful but also more dangerous, of Magic Roll a ten-sided die, add the appropriate prone to unexpected backfires. PCs who ADVANCED DUNGEONS & skill number, then add or subtract any cir- master the Necromancy skill may DRAGONS® game supplement cumstantial modifiers determined by the attempt sinister incantations like death for the FORGOTTEN REALMS® setting gamemaster. If the result is less than 9, speech and wishkill. And PCs who die may One 128-page softcover book, one the attempt fails. Otherwise, the higher return from the grave, taking the form of 32-page softcover book, two double- the result, the more successful the action; immaterial, near-invulnerable ghosts. sided 21“x32”map sheets, boxed a result of 15 might mean that the PC Setting-wise, however, Witchcraft TSR, Inc. $25 won the marathon in record time, a result falls short — way short. We’re given only Design: slade with Jim Butler, Julia of 20 might mean that he won with a a superficial history of the Gifted and Martin, and Cindi M. Rice broken leg. their struggles, seasoned with a few tan- Editing: Jim Butler Combat uses the same fundamentals talizing hints of things to come (“Ghosts Illustrations: Jesus Redondo as the action resolution system, but it’s are coming back to Earth in growing Cover: Ciruelo Cabral and encumbered by a ton of formulas, modi- numbers . . . supernatural predators are

DRAGON #239 109 beginning as a collection of fishing erful, versatile, and best of all, unbur- villages, the golden age of floating cities, dened by a ton of new rules. Two draw- and the disaster-plagued era dubbed backs: (1) To find all the details about The End of the End. Author slade — or, if quest spells, you’ll need to round up a you prefer, The Designer Formerly copy of Tome of Magic. (2)Spells from the Known as Henson — covers it all in eight Player’s Handbook have different names clutter-free pages, earning him kudos for in Netheril, even though the effects are brevity. identical. Thus, false vision becomes Winds also provides two methods for Smolyn’s fraud, binding becomes Yong’s getting a Netheril campaign off the truss. It’s confusing. ground, the first using existing PCs, the The second half of Winds describes second using brand new ones. In dozens of Netheril locales shown on the Method One, the Dungeon Master two poster maps. The entries are intrigu- whisks existing PCs from a contempo- ing — the orc-plagued village of rary AD&D setting and plops them into Earsome, the spelljamming port of How the Mighty the past. To move the PCs from now to Yeoman’s Loft — but frustratingly brief, Are Fallen then, Method One utilizes simple time rarely more than a couple of paragraphs ADVANCED DUNGEONS & travel techniques based on time conduit long. Better is the Karsus Enclave chap- DRAGONS game supplement and gate spells —, which the book fully ter, Book One’s last major section, which for the FORGOTTEN REALMS set- describes. In Method Two, Netheril PCs details a magnificent flying metropolis ting are rolled up from scratch — no time complete with castles, magic academies, 64-page softcover book travel required. Both methods work fine, and an alchemical seminary. TSR, Inc. $13 but I prefer the second, as it allows play- Book Two, Encyclopedia Aracana, is Design: slade ers to sample nifty new class variants essentially a collection of new spells. Editing: Jim Butler like the Arcanist and ten different spe- Despite a few yawners like detect Iiving Illustrations: cialty priests. and precipitation, most hit the mark. Cover: Nick Jainschigg The Arcanist, a souped-up wizard Samples: handfang (creates a fanged, bit- who’s Netheril’s most interesting arche- ing mouth in the palm of the caster’s The AD&D® game without magic type, casts spells by reaching into the hand), plant lance (transforms plants into would be like Christmas without pre- “weave” (the source of all magic) and animated, flying spears), advanced sun- sents, so whenever TSR delivers a boxed plucking out whatever he wants. In shine (borrows sunlight from later in the set emphasizing all things magical, it’s game terms, he’s able to cast to a fixed day to be used as illumination or as raw like Santa Claus coming down the chim- number of spell levels per day (note material for fireballs). A selection of mag- ney with a couple of extra bags. Netberil: that’s spell levels, not spells). Further, if ical items rounds out the Encyclopedia, a Empire of Magic one of TSR’s most an Arcanist attempts to learn a spell (via warehouse of winners that includes the magic-intensive boxes to date, describes a chance to know roll) and fails, he can skimmer (a speedboat powered by a the world of Faerûn as it existed in the never attempt to learn that spell again. trapped air elemental) and netherpelter (a distant past, an era in which the discov- Specialty priests — including the Dark- blowgun firing pellets that cause the tar- ery of the mysterious nether scrolls gave bringer, Doomscribe, and Bloodreaver, get to decompose.) the populace a head start in the sorcer- each associated with a particular deity - Although Netheril features a few ous arts. Result: a society crawling with are able to cast spectacular quest spells NPCs (Nether the Elder, Lady Polaris) and super-charged spellcasters. along the lines of elemental swarm and monsters (tomb tappers, the sharn), it The Winds of Netheril, Book One of the animal horde. forgoes anything resembling a ready-to- double-volume set, opens with an enter- Both the Arcanist and specialty play adventure. You’ll either have to taining history of Netheril, discussing its priests are a blast to play; they’re pow- cook up your own (not terribly hard; just gate your Netheril PCs into a FORGOTTEN REALMS scenario and make a few tweaks) or invest in How the Mighty are Fallen, a rambling, ambitious adventure covering the events leading to Netheril’s collapse. In brief, a party of mid-level PCs is sent to look for a missing corpse, a quest that takes them to an elven graveyard, an obstacle course of zombies, and a mem- orable finale in a haunted castle. Here and there, the designer takes a nap and lets an underdeveloped encounter slip through; monsters like kobolds and ogres, for instance, just sort of appear, forcing the Dungeon Master to figure out how they’re supposed to behave. Overall, though, it’s a solid adventure, one in which the PCs take an active role

110 SEPTEMBER 1997 DRAGON #239 111 in shaping Netheril history. Serenades: The First dancing and hopping), biting the heart Evaluation: For AD&D players who Book of Powers (induces paralyzing fear in the target), can’t get enough magic, Netheril is a Immortal* game supple- nails of the poisoned concubine (causes the made-to-order playground, a Disney- ment caster’s nails to grow long; scratched land for wizards and priests. Don’t be 128-page softcover book victims are injected with a black poison). intimidated by the weight of the box Some spells, admittedly, are trivial, like Precedence Publishing $18 (“You mean I gotta read five pounds of Design: Ran Ackles and Dave Hewitt spatial sheath, which turns a sword invis- books?“) or the ARCANE AGE™ label (“You Editing: John Myler ible when in its scabbard. And some are mean I gotta learn a whole bunch of Illustrations: Ran Ackles and Dee more trouble than they’re worth; silent new rules?“). A good chunk of the mate- Beckwith promise of the spring tortoise enables the rial is for reference only, the rest is an Cover: Ran Ackles caster to increase the probable success effortless read. As for the Arcane Age, of an action. But the process takes a there’s not much to it — compared to, for My AD&D campaign suffers from a week (!) to complete. Still, the winners instance, the PLANESCAPE™ setting, the chronic shortage of spells, having long outnumber the losers by a wide margin. Arcane Age is about as complicated as ago exhausted the possibilities in the Serenades: The First Book of Powers an episode of Sesame Street. And if Tome of Magic and other official TSR sup- elaborates on the music-based magic you’re still not sure how to stage a plements. Being one of the world’s lazi- system introduced in the immortal rule- Netheril campaign after perusing the est Dungeon Masters, I’m always on the book. Immortal PCs perceive the uni- box, How the Mighty Are Fallen belongs lookout for spells I can steal from other verse as a fabric of sound waves, an in your shopping cart. games. I mean, it’s a heck of a lot easier infinite ocean of noise. With training to steal ‘em than make ‘em up. and practice, PCs can imitate these Plundering other fantasy RPGs rarely sounds with their voices, shaping them works, however, as my well-read players into enchanted melodies called sere- are quick to identify the sources; these nades. Performing a serenade — analo- guys can sniff out a spell from the gous to casting a spell — involves mas- * game at a hundred yards. tery of the vox (a reed-like instrument So I’ve learned to look elsewhere. that exists alongside an Immortal’s Mage: The Ascension supplements, for vocal cords), secondary hostiles (factors example, I’ve found to be excellent can- influencing the effectiveness of a sere- didates for theft. Supplements for nade), and taints (consequences of cata- Immortal (reviewed in DRAGON Magazine strophic failures). It’s a fascinating sys- issue #233) also qualify. True, both tem, but dizzyingly complicated due the Mage and lmmortal are fantasy RPGs. abundance of formulas and jargon. But because of their modern day set- Here’s an excerpt from the section on tings and liberal doses of horror, over- taints: “When an Immortal nulls his tal- laps with AD&D are practically non-exis- ent roll, taint invades his halo . . . The tent. As a bonus, the supplements are a amount of taint is equal to the square of ball to read; the designers have yet to the number of nulls (the number of nulls reject a concept on the grounds that it’s times itself), including the primary talent too abstract, disturbing, or nutty. roll.” Aspirin, anyone? The spells, however, take up most of The Book of Crafts The Book of Crafts is a bit restrained by White Wolf standards, but it’s still the book, and except for a few misfires, Mage: The Ascension* game pretty wild. Recognizing that many they’re grade A. The effects are original supplement Mage PCs will decline to join the official and dramatic, the descriptions lengthy 144-page softcover book organizations described in the original (averaging a half-page each) and vivid. White Wolf Game Studio $18 rulebook, Crafts presents eight alterna- Samples: boon (wounds inflicted on the Design: Aaron Anderson, Phil Brucato, tives, each with its own practices, tradi- caster appear instead on an enemy), James Estes, Looking Eagle, Deena tions, and teachings. Members of the breath (the caster transforms himself into McKinney, Wade Racine, Andrew Polynesian Kopa Loei condition new ini- vapor and enters the lungs of another Ragland, Derek Pearcy, Kathleen Ryan, tiates by massaging them with dream- creature), endue (the caster’s finger and with Kevin Andrew inducing plants. The Children of becomes a screwdriver, his arm a grap- Murphy and Jim Comer Knowledge concoct tiny animated pling hook, or his entire body a crossbow). Editing: Veronica Randall and Ken Cliffe humanoids resembling china dolls and Evaluation: Mage aficionados should Illustrations: James Daly, Pia Guerra, tin soldiers. And if you hook up with my find The Book of Crafts a delight; the fac- Anthony Hightower, Mark Jackson, favorite, a Caribbean voodoo cult called tions described here are more appealing Robert Macneil, Shea Anton Pensa, Alex the Bata’a, you can learn to split your — and more gruesome — than those in Sheikman, and spirit in two and store one of the halves the Mage rulebook. Cover: Ash Arnett and Matt Milberger in a protective container. For Immortal fans, Serenades is an More to the point, Crafts includes indispensable reference; I can’t imagine dozens of provocative, off-the-wall playing without it, unless you’re willing spells. Samples: coco macaque (enchants to play without spells. a cane so that it responds to danger by As for Dungeon Masters whose brains are stuck in neutral, both books

112 SEPTEMBER 1997 DRAGON #239 113 are ripe for the plundering. Don’t get me Advanced rules cover mana surges, The End* game, by Joseph Donka wrong; adapting this material to AD&D karma pools, and high tech combat. You with Dan Woodward and Reid San (or Earthdawn or the fantasy RPG of know, it’s been a while since we had a Filippo. Scapegoat Games, $20. your choice) takes time, but it can be new edition of Shadowrun. Could this be a If we gave points here at Review done, and it’s worth the effort. Just rough draft? Central for irreverence, this over-the-top imagine the look on your players’ faces RPG of “theological horror” would score when you spring nails of the poisoned Middle-earth: The Wizards Player a perfect 10. In a family-friendly publica- concubine on ‘em. Happy stealing! Guide, by Craig O’Brien, Bob Mohney, tion like DRAGON Magazine, we can’t got Larry Hughes, Deborah Sue Curtis, R.S. into specifics, so we’ll have to use some Short and Sweet Anderson, Michael Campbell, Coleman euphemisms. Players take the roles of Werewolf Chronicles: Volume One: by Charlton, Sam Daish, Jesse Dallin, Jason Twonkies, some of whom wind up in Sam Chupp, William Hale, Robert Hatch, 0. Hawkins, Jessica Ney-Grimm, Pete Blongo, others in Flockle following a Bill Bridges, Phil Brucato, J. Morrison, Fenlon, Luke Potter, Michael Reynolds, devastating Gorpy-inspired Splog. None William Spencer-Hale, and Richard Chris Seeman, Mark Thorne, Jonathan other than Spud himself plays a promi- Strong. White Wolf Game Studio, $15. H. Whitney, Rebecca L. Whitney, and nent role, which is sure to give the Mage Chronicles: Volume One, by Steven Seth Wood. Iron Crown Enterprises, $14. willies to Bloobs and Sklinks alike. (Okay C. Brown, Phil Brucato, Robert Hatch, Redemption Player’s Guide, by David M. — “Flockle” stands for ‘Heaven” but that’s Daniel Greenberg, Harry Heckel, and Easterling. Cactus Game Design, $10. all you’re gonna get out of me.) The Darren McKeeman. White Wolf Game What do the Middle-earth: The rules rely on established RPG conven Studio, $22. Wizards* and Redemption* collectible card tions, such as attribute levels and skill Though Vampire: The Masquerade put games have in common? Both derive rolls, making it a snap to learn for any White Wolf on the map, the company from literary sources (Middle-earth from one who knows his way around a 10- didn’t hit its aesthetic stride until the Lord of the Rings, Redemption from the sided die. Is it fun? Let me put it this way: publication of the Werewolf: The Bible). Both were surprise hits. And both after an afternoon of End- inspired fun, it Apocalypse* and Mage: the Ascension have spawned comprehensive, well- took an evening of Barney reruns to games, which marked a quantum leap written player guides, complete with restore my spiritual balance. in presentation and focus. These reprint card analyses, deck building directions, Recommended for the courageous, the collections, compiled from the formative and strategy tips. Further, both books broad-minded, and those comfortable years of Werewolf and Mage, showcase address dozens of frequently asked with sentences like: “Q: Is there any kind the stark graphics, flamboyant writing, questions. (How does the Lost Souls card of afterlife for the Meek? A: No. After and outrageous ideas that revolution- work? What do you do if you don’t have life, you rot.” (Information: Scapegoat ized role-playing. Werewolf Chronicles access to all of the rare Nazgul?) Neither, Games, 1005 Dearborn Ave., Aurora, IL collects two of the sourcebooks that set however, addresses this particular 60505.) the tone of the Werewolf universe: Rife query: If the rules to a card game can be of Passage (a globe-spanning adventure fitted into a teeny little pamphlet, how exploring Garou customs and traditions) come it takes a big fat book to explain and Valkenburg Foundation (five linked how to use them? scenarios rife with international intrigue A former newspaper publisher, Rick and bloody conflict). Dark Horizon: Escape* game, by Swan has freelanced for dozens of publica- Mage Chronicles expands on con- Kevin Brusky with Tim Zinsky. APE tions, including Writer’s Digest, Video cepts introduced in the original rule- Games, $45. Review, and Wizard magazines. You can book: The Book of Chantries describes This clever science-fiction board write to him at 2620 30th Street, Des mage strongholds, examines game takes place in the headquarters of Moines, IA 50310. Enclose a self-addressed the relationship between magic and vir- Talobar Technologies, where rogue envelope if you’d like a reply tual reality. Unlike the Vampire reprints agents battle the Talobar Corp Guards (packaged as the Chicago Chronicles for control of the deadly Armageddon series, reviewed in DRAGON Magazine Device. Units carrying submachine guns issue #239), which now seems a little and laser pistols scuttle through a maze * indicates a product produced by a company stale, this material hasn’t aged a day. of corridors to engage the enemy in bru- other than TSR, Inc. Most product names are trade- tal melees; action cards and die rolls marks owned by the companies publishing those determine the outcomes. Though the products. The use of the name of any product with- Shadowrun Companion: Beyond the out mention of its trademark status should not be Shadows, by Zach Bush, Jennifer game utilizes deceptively sophisticated construed as a challenge to such status. Brandes, Chris Hepler, Chris Hussey, tactics, what makes it a pleasure to the Michael Mulvihill, Jonathan Jacobson, play are the components: five sheets of Steve Kenson, Linda Naughton, and thick cardboard room tiles, ten status Brian Schoner. FASA Corporation, $15. logs that can be used with an erasable Is your Shadowrun* game getting a lit- felt tip pen (included), ten metal minia- tle creaky? Tune it up with this enticing tures. Production costs being what they compendium of odds and ends. Improved are, I suspect that board games this character creation rules allow players to elaborate will be going the way of the buy advantages (ambidexterity, natural dodo. Grab ‘em while you can. immunity) if they’ll also take a few flaws (Information: APE Games, 5407 Ranch (color blindness, bad reputation). Lake Drive, Magnolia, TX 77355-5029)

114 SEPTEMBER 1997

NEW FOR OCTOBER Lord of the Necropolis A RAVENLOFT® novel by Gene DeWeese Lord Azalin, Master of Darkon, con- cocts a grim scheme to escape the con- fines of the Demiplane of Dread forever. $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 8073 ISBN: 0-7869-0660-X

Frostwings A DRAGON DICE kicker pack #6 by Bill Olmesdahl NEW FOR SEPTEMBER $19.95 U.S./$26.95 CAN./£11.99 U.K. Warriors of Air and Death, the TSR Product No.: 2630 Frostwings join the struggle for domina- Council of Blades ISBN: 0-7869-0684-7 tion of Esfah—but are they on the side of A FORGOTTEN REALMS® Nobles good or evil? novel #5 The SAGA™ Fate Deck $6.95 U.S./$10.95 CAN./£4.99 U.K. by A DRAGONLANCE®: FIFTH AGE™ TSR Product No.: 1507 This fifth book in the Nobles series dramatic supplement ISBN: 0-7869-0662-6 tells a story of court intrigue and swash- The Fate Deck is the secret behind buckling adventure. the SAGA rules system, Games Magazine’s Wlzard's , Vol. 2 $5.99 U.S./$6.99 CAN./£4.99 U.K. “Adventure Game of the Year” for 1996. An AD&D accessory TSR Product No.: 8564 Now role-players and fans of the The Wizard’s Spell Compendium contin- ISBN: 0-7869-0531-X DRAGONLANCE novels can try this revolu- ues the monumental collection of every tionary new game. official wizard spell for the AD&D game. DRAGON DICE™ Commander’s $9.95 U.S./$11.95 CAN./£5.99 U.K. $24.95 U.S./$32.95 CAN./£14.99 U.K. Manual, Vol. 1 TSR Product No.: 9565 TSR Product No.: 2168 A DRAGON DICE reference guide ISBN: 0-7869-1145-X ISBN: 0-7869-0664-2 by Dori Hein & David Eckelberry At last! The definitive source on the The Wayward Knights DRAGON DICE game! This manual con- A DRAGONLANCE Saga Warriors tains tactics for play, rules variations, novel #7 army building strategies, and tourna- by Roland Green ment rules. The dramatic and heroic conclusion $18.95 U.S./$25.95 CAN./£10.99 U.K. to the tale of Sir Pirvan that began in TSR Product No.: 1518 Knights of the Crown. ISBN: 0-7869-0677-4 $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 8383 Evil Tide ISBN: 0-7869-0696-0 An AD&D® MONSTROUS ARCANA® adventure by Bruce R. Cordell A rising tide of terror creeps across the coast as the evil sahuagin launch their attack. This adventure is the first of three that can be played alone or as the first part of the MONSTROUS ARCANA The Simbul’s Gift trilogy. A FORGOTTEN REALMS novel $9.95 U.S./$12.95 CAN./£5.99 U.K. by TSR Product No.: 9542 The most wild and willful of the ISBN: 0-7869-0678-2 famous Seven Sisters of Faerûn, in her first novel. Faces of Evil: The Fiends $5.99 U.S./$6.99 CAN./£4.99 U.K. A PLANESCAPE® accessory TSR Product No.: 8581 by Colin McComb ISBN: 0-7869-0763-0 This product takes a close look at all of the powers, habits, and relationships of Fistandantilus Reborn the fiends, including their ceaseless cam- A DRAGONLANCE Saga Lost Gods paigns to corrupt whole planes — and Series, novel #2 foolish planewalkers. by

116 SEPTEMBER 1997 Loyal followers of the powerful, long $20.00 U.S./$27.00 CAN./£11.99 U.K. dead mage hatch a fiendish plot to TSR Product No.: 3126 DRAGON® Magazine #240 restore the evil Fistandantilus to power. ISBN: 0-7869-0655-3 Mystery & Suspense $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 8384 Cover by Mark Nelson ISBN: 0-7869-0708-8 ❖ Medieval Mysteries by Historical detective fiction pro- vides great ideas for adding a little mystery to your AD&D game.

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❖ Mysterious Cities by James Wyatt A dark expansion to the Gothic Earth Gazetteer, providing new source The Great Modron March A PLANESCAPE deluxe adventure material for any 1890s role-playing A PLANESCAPE adventure anthology by campaign. by Monte Cook and Colin McComb When greed as faith, Plus “DragonMirth,” “Wyrms of the The great Modron Procession has and the faithful discover the secrets of North,” “Role-Playing Reviews,” “Sage begun, and soon thousands of clicking resurrection, not even Sigil is safe. This Advice,” “Knights of the Dinner and whirring little modrons will march deluxe adventure presents an explosive Table,” new fiction and more! off Mechanus and begin a tour of the plot that’s sure to send shock waves Outer Planes. through the entire multiverse. $4.95 U.S./$5.95 CAN./£2.95 U.K. $24.95 U.S./$32.95 CAN./£14.99 U.K. $29.95 U.S./$39.95 CAN./£18.50 U.K. TSR Product No. 8114-10 TSR Product No.: 2628 TSR Product No.: 2631 ISBN: 0-7869-0648-0 ISBN: 0-7869-0711-8 Tales of Uncle Trapspringer The Last Tower: A DRAGONLANCE novel NEW FOR NOVEMBER The Legacy of Raistlin by Dixie Lee McKeone A DRAGONLANCE: FIFTH AGE dramatic Night of the Shark Uncle Trapspringer, the most famous supplement An AD&D MONSTROUS ARCANA and legendary kender of them all, in his by Skip Williams adventure first novel length exploit. This addition to the DRAGONLANCE: by Bruce R. Cordell $5.99 U.S./$6.99 CAN./£4.99 U.K. FIFTH AGE game explores the mysteries of The fury of the evil sahuagin is TSR Product No.: 8387 Wayreth Tower, where Raistlin faced the greater than anyone imagined, and their ISBN: 0-7869-0775-4 mystical ordeal of the Soul Forge. raids of terror threaten to destroy a king- $20.00 U.S./$26.00 CAN./£11.99 U.K. dom. This adventure is the second of Elminster in Myth Drannor TSR Product No.: 1149 three parts that can be played alone or A FORGOTTEN REALMS novel ISBN: 0-7869-0538-7 as part of the MONSTROUS ARCANA trilogy. by Ed Greenwood $9.95 U.S./$12.95 CAN./£5.95 U.K. The eagerly awaited sequel to the Four From Cormyr TSR Product No.: 9550 best selling Elminster: The Making of a A FORGOTTEN REALMS adventure ISBN: 0-7869-0718-5 Mage. by John Terra $19.99 U.S./$25.99 CAN./£13.99 U.K. Four From Cormyr consists of four The Book of Priestcraft TSR Product No.: 8575 unrelated adventures for player charac- A BIRTHRIGHT® campaign setting ISBN: 0-7869-0661-8 ters, all set in the kingdom of Cormyr. by Rich Baker, Dale Donovan, Each of these adventures provides the Duane Maxwell, and DM will all the information needed for a The Book of Priestcraft presents the variety of adventures in the same gen- unique, mysterious priests of Cerilia, eral setting. Unless otherwise noted: whose temples and religions move and $20.00 U.S./$27.00 CAN./£11.99 U.K. ® designates registered trademarks owned by shape the world. This book is perfect for TSR, Inc. TSR Product No.: 9531 priest heroes, players of Rjurik druids ™ designates trademarks owned by TSR, Inc. ISBN: 0-7869-0646-4 © 1996 TSR, Inc. All Rights Reserved. and Anuirean clerics. All character levels.

D RAGON #239 117 Clack continued from page 120

This past February, LoBrutto called Notes from the Field Toren Atkinson (“Toren McBoren Allston’s agent to ask about the outline. Casualties of tough times: Marquee Macbin”), the CD’s 22 songs include Huh? What? Press (Lost Souls, Legendary Lives, Khaotic) “One-Gilled Girl” (a Deep One’s life is As part of the sudden, intense con- has ceased publishing, as have two over- saved by a Deep-One/Human hybrid, tract negotiations, Allston outlined all seas gaming magazines: Australian and they fall in love); “Yog-Sothoth”; three novels in three days. The new Realms with issue #30 and Britain’s “Please God No” (a tribute to Lovecraft’s X-Wing series continues the adventures excellent arcane with issue #20. And the story “The Haunter of the Dark”); “Six-Gun of Rebel pilot Wedge Antilles, captain of FPG trading card company, which pub- Gorgon Dynamo” — you get the idea. Rogue Squadron, as he founds a new lished the excellent Guardians and Dark Great Old Ones should add a distinctive unit dedicated to stealthy commando Age trading card games, closed its game atmosphere to your Call of Cthulhu cam- missions. Allston’s first X-Wing book, division in spring, so we won’t be seeing paign; you can read that comment any Wraith Squadron, should appear from the promised Dark Age roleplaying game. way you want. ([email protected]) Bantam in mid-1998 - around the time In June fantasy novelist Thorarinn Baen Books publishes his sequel to Doc Gunnarson finally confirmed longtime Sidhe, tentatively titled Sidhe Devil. rumors that, no, he’s not Icelandic as Stackpole’s four original X-Wing he’d claimed, nor an opera singer, nor a books fly into the gaming field this win- European movie actor, nor a Formula ter in West End’s Rogue Squadron One racecar driver, nor et cetera. His For two years freelancer Sourcebook for its Star Wars roleplaying real name is Chris Wobey, and he’s from has written the news columns for both game. New Mexico. His story — unembellished DRAGON® Magazine and The Duelist. Now Bantam’s many bestselling Star Wars at last, yet still entertaining — is on the he can no longer make catty remarks about novels have brought their authors lucra- Web at www.thuntek.net/hardmag/ each publisher in the other’s magazine. tive royalties. However, this year thorinn.htm. Send news and gossip to APVarney@ Bantam changed its Star Wars contracts In spring Vancouver’s leading (and, aol.com. to give authors a flat fee rather than roy- Clack hopes, only) Cthulhu-punk band, alties. Still, Allston says, “It’s tremen- The Darkest of the Hillside Thickets, released dously cool to play around in the Star a CD of Lovecraft-inspired music, Great Wars universe, and I hope to bring Old Ones (a follow-up to 1994’s Cthulhu something fun to it.” ([email protected]) Strikes Back). According to band leader

Game Company E-mail Addresses

Here are Internet mail addresses for selected roleplaying game companies. Atlas Games: [email protected] Avalon Hill Game Company: [email protected] Biohazard Games: [email protected] Chameleon Eclectic: [email protected] Chaosium: [email protected] Daedalus Entertainment: [email protected] FASA: [email protected] Five Rings Publishing Group: [email protected] Gold Rush Games: [email protected] Hero Games: [email protected] Iron Crown Enterprises: [email protected] Metropolis Ltd.: [email protected] Myrmidon Press: [email protected] Pagan Publishing: [email protected] Palladium Books: [email protected] Pinnacle Entertainment: [email protected] R.Talsorian Games: [email protected] Ronin Publishing: [email protected] Steve Jackson Games: sjgames@ io.com TSR Inc.: [email protected] West End Games: [email protected] White Wolf Game Studio: [email protected] Wizards of the Coast: [email protected]

118 SEPTEMBER 1997 DRAGON #239 119 ©1997 Allen Varney

Wizards Buys Five Rings West End is still negotiating for role- Productions’ hilarious Pandemonium Okay, you knew that Wizards of the playing rights to another (secret) license. RPG of tabloid journalism. Atlas Coast (Renton, WA) has acquired TSR, In the spirit of baseless gossip, Current President says the offer Inc. In June, Wizards bought another Clack reminds readers again that West was successful, there are still 1,500 game company, Five Rings Publishing Enders prominently wore X-Files T-shirts copies left, and you can get one for $3 Group (Bellevue, WA), publisher of the during last year’s GEN CON® Game Fair. shipping/handling (U.S. $6 overseas sur- acclaimed Legend of the Five Rings (L5R) ([email protected]) face mail) from Atlas Games, P.O. Box trading card game and roleplaying 131233, Roseville, MN 55113. No credit Harn for Free game. Five Rings had negotiated with cards. (AGPeter®aol.com; members.aol. Wizards in strict secrecy for over two Among multitudes of fantasy cam- com/atlasgames) months before the purchase. paign settings, N. Robin Crossby’s Harn Clack says get ‘em both! At press time details of the buyout has unjustly become lost. Now Harn’s remained sketchy. A Five Rings longtime publisher, Columbia Games Allston To Write X-Wing novels spokesperson said the company, which (Blaine, WA), has made a bold promo- Suppose, out of the blue, you got a has eight employees, would probably tional move: It’s giving away the flag- call from Bantam Books saying you’re remain intact within the larger Wizards ship product, HarnWorld, free for the cost overdue to send an outline for the next organization. The purchase isn’t expect- of shipping ($4.95). Star Wars novel — a novel you had no ed to affect Five Rings’ aggressive cur- With an elaborate history, a realistic idea you were writing. rent schedule: a “prequel” L5R release, low-magic setting, and gorgeous maps, Fantastic dream or anxiety night- Scorpion Clan Coup, released over three mist-shrouded Harn island slips easily mare? Ask . months starting in September; contin- into existing fantasy game worlds. It Allston, longtime freelance designer ued support for its new Dune: Eye of the stands well alone, too; Columbia has for several companies, including TSR Storm card game; a new Doomtown trad- published over 20 HarnWorld supple- (Complete Fighter’s Handbook, I Tyrant and ing card game based on Pinnacle ments and the elaborate Harnmaster many more), has also published six nov- Entertainment’s Deadlands: The Weird rules system. The publisher hopes that els, including Galatea in 2-D (Baen Books, West RPG; and a new edition of Rage, the HarnWorld giveaway will increase 1993) and Doc Sidhe (Baen, 1995). In formerly published by White Wolf. sales of the supplements. Recent releas- March 1996 Allston attended CoastCon More details in a later issue. es include a new edition of HarnMaster 19 in Biloxi, MS, where fellow writer and in a looseleaf binder ($39) and a game designer Michael A. Stackpole Hercules/Xena RPG HarnMaster Magic set of binder pages introduced him to Bantam editor Tom from West End ($29). Next up are the adventure Dead of Dupree. Dupree had edited Stackpole’s In May West End Games (Honesdale, Winter, Harnmaster Religion, and a reprint four highly successful X-Wing novels PA) added yet another licensed RPG to of Cities of Harn. licensed from the LucasArts computer its pantheon, this one based on the syn- HarnWorld comes in a folio including game set in the StarWars universe. dicated TV series Xena: Warrior Princess the 80-page “Harndex” reference, the Five months later, Dupree asked and Hercules: The legendary Journeys. 72-page “Harnview” overview, and a Stackpole to write books #5-8 in the Designed by line editor George Strayton, large color map. According to Columbia’s X-Wing series. Because of scheduling the Hercules & Xena Roleplaying Game Grant Dalgliesh, they’ve given away over conflicts, Stackpole took only book #8 uses the “D6 System” popularized in 1,000 HarnWorlds in two months and and suggested that Allston write #5-7. West End’s Star Wars: The Roleplaying intend to maintain the offer indefinitely. Reading and liking Allston’s work, Game, and seen more recently in this Send $4.95 (US$6.95 for Canadian cus- Dupree pencilled him in to write the three summer’s Men in Black licensed RPG. tomers, US$9.95 overseas) to Columbia novels. But soon thereafter — follow Clack The Hercules & Xena boxed set is set Games, P.O. Box 3457, Blaine, WA 98231; closely here — in an editorial shuffle, for a first-quarter 1998 release, with for credit-card orders, call 1-800-636-3631. Dupree left Bantam, and Pat LoBrutto seven additional supplements scheduled ([email protected]; took over the X-Wing series. LoBrutto, for the rest of the year, including a www.columbiagames.com/Harn/) unaware that neither the author nor his mass-market product similar to 1997’s Longtime DRAGON® Magazine readers agent had been contacted, simply Star Wars Introductory Adventure Game. may remember (from issue #232) Atlas assumed Allston was writing the books. Games’ similar giveaway of MIB Continued on page 118

120 SEPTEMBER 1997