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Where’s My Magazine?

he theme of the last DRAGON® Magazine to appear was, However, as in many campaigns, we came away with a Tappropriately enough, “Faith and Hope.” Since that issue, new gaming buddy and friend. TSR, Inc. has been bought by you have been waiting patiently, demonstrating faith that , Inc. What better ally could we have than the next issue was forthcoming — and hope that it would be a company named after an AD&D® campaign? soon. Well, here it is, DRAGON Magazine #237. It has survived a When undertaking an AD&D adventure, a mixed party is long and grueling dungeon, emerging slightly battleworn but most viable. Clerics heal, warriors fight, and mages wield victorious. magic. Complementary skills enhance the group. One player’s The “next issue” previews are now incorrect. The “Cons & weakness is another player’s strength. Pros” and “TSR Previews” sections are very much out of date. its Wizards of the Coast and TSR match up incredibly well. TSR kind of like showing up at a wedding straight from a dusty cam- produces the world’s most popular role-playing games and paign, smelling more like a moose than a wedding guest with books, and Wizards of the Coast produces the world’s most hair dirty and unkempt. Well, this is the “” issue, successful trading card games. We are both different, but what with new articles and fiction, and familiar friends like “Knights we do, we do well. We complement each other. Of course, of the Dinner Table,” “DragonMirth,” and “Sage Advice.” DRAGON Magazine is the periodical of AD&D game material for So, the father of the bride says, “Why didn’t you tell us you’d role-playing gamers, and we will continue to give you the best be late? And where have you been?” Well, we didn’t realize we articles about role playing that we possible can. would be this late. We were certain there would be plenty of We know that you have many questions about the current time to clean up and change clothes. We were wrong, and we changes, so we’re compiling a Frequently Asked Questions list apologize. If we had any idea that issue #237 would be this late, about the sale of TSR to Wizards of the Coast. The answers to you most certainly would have been notified. What we do know all those questions will appear with the next issue of DRAGON is that we have survived many problems and crises over the past Magazine. five months — have lost some hit points — but we are here. Under the Wizard’s protection, we will grow and thrive. As Furthermore, we have built up experience points, and we positively as the relaunch of DRAGON Magazine was received, we promise that we will never go away again. Once a month, like anticipate giving you an even better DRAGON Magazine in the clockwork, we’ll be there, in your mail box, at the hobby shops, future. Join us on this new campaign. Who knows what and in the bookstores. All subscriptions will be fully honored, wonders and sights are yet to come? and in November, with the publication of the DRAGON Magazine Annual #2, you will see us twice.

Pierce Watters

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

Associate Editor Editorial Assistant Subscriptions Advertising Michelle Vuckovich Lizz Baldwin Linda Baerbock Cindy Rick

Printed in the USA # DRAGON 237 3 Volume XXI, No. 8 Issue #237

Wild at Heart Steve Berman Four new wilderness kits for every class, including new wizard and priest spells. Page 8

Man’s Best Friend Clayton R. Beal What are you saying, Lassie? Timmy’s being attacked by ? Page 18

On a Waterless Sea Todd Stigliano Hidden Talents Big wheels for the William W. Connors heroes of Athas. A simple skills system for the SAGA™ rules. Page 23 Page 38

I’m a What?! Lachlan McQuarrie Fun with reincarnation. Page 65 Columns

Wyrms of the 3 ...... The Wyrm’s Turn North: Eldenser Flames and feedback. 6 ...... D-Mail What’s on your mind about what’s in the Is that a dragon in your sword? magazine. Page 32 82 ...... RPGA® Network News It starts at the WINTER ™ convention, but the "Visions of Destiny” tournaments won’t stop there. 90 ...... Cons & Pros Can’t find anyone to play all those great new Dragon’s games you got over the holidays? Try a local Bestiary: game convention. Venomous! 92 ...... Sage Advice Walls of force can stop pretty much anything Kevin Melka but the Sage’s answers to this month‘s AD&D® Poisonous reptiles from the jun- game questions. gles of the real world, plus more poison types for your own new 108 ...... monsters. Role-playing Reviews Page 42 Fantasy from the ®: FIFTH AGE™ campaign to the Necromunda* board game. Game Wizards: 120 ...... The Current Clack ™ Game The state of the industry. and Rich Baker A first peek at the new science-fic- tion game by TSR. Other Material Page 60 ...... Campaign Classics: 99 Knights of the Dinner Table Lupins of the 100 ...... DragonMirth 102 ...... ® Setting Gamer’s Guide 104 ...... Floyd The many breeds of lupins 116 ...... TSR Previews make fine canine PCs. Page 70 Bazaar of the Bizarre: Long Shots Brian Dunnell New magical items to set your archers aquiver. Page 96

DRAGON #237 5 survival skills to make it through a cross- Online reunions country midwinter trek, and try to catch Dear DRAGON Magazine, thieves who steal their magic in towns, I have been playing the AD&D game to name only a few of the non-dungeon for about five years now. Unfortunately crawls that have been part of my six- our group has begun to split up due to year-long campaign in the FORGOTTEN some of the members moving to differ- REALMS® setting. However, the adven- ent cities and the like. However, since tures we all keep rehashing and never we all own computers and that we are tire of discussing are the monster-bash- all on the internet, we were wondering if ing dungeon crawls! Whether we are there were rooms on the internet where talking about the running battle with the we could continue to play. Any informa- Triumvirate and their pet umber hulk tion that you could provide us would be who took the ground out from under greatly appreciated. Thank you their feet, or their near-fatal brawl with a James Thornbrugh small enclave deep in the via e-mail , these are the adventures that live on in our minds long after For five years or more, the DMs in the they’ve forgotten their “thrilling” conver- TSR Online area of Genie have been run- sation with . I’m sorry, but ning a variety of AD&D campaigns. As I type nothing beats a well-designed dungeon these words, the chat-based games in the lf you have a comment, opinion, or ques- crawl for sheer gaming excitement! TSR Online area on America Online are tion for the editors of DRAGON® Magazine, Mr. Swan’s attitude makes me won- kicking into high gear, with more DMs start- write us a letter. We’d love to hear from you. der if that is why there are so few dun- ing new games all the time. While most In the United States and Canada, send geon crawls on the market today. What folks who join these games end up making letters to “D-Mail,” DRAGON Magazine, 201 do my fellow players think? Is my group new friends rather than meeting old ones, Sheridan Springs Road, Lake Geneva, WI the only one that still enjoys dungeon this could be the perfect way for old gaming 53147 USA. In Europe, send letters to “D- crawls?! Is the game doomed to become pals to reunite after the years and miles Mail,” DRAGON Magazine, TSR Ltd., 120 nothing but games (as in the have grown long. (Hey, Bob! When’re we Church End, Cherry Hinton, Cambridge CB1 BIRTHRIGHT® setting), horror stories going to start up a game again?) 3LB, United Kingdom. (® setting), and slave rebellions You can also send e-mail to us at (® setting)? Oops! [email protected]. Requests for writers Say it isn’t so, Joe! Dear DRAGON Magazine, guidelines should go to [email protected]. Steve Shawler Congratulations on another fine Please use regular mail for change of address 3306 Radiance Road issue, and the Annual to boot. I found a notices or subscription orders. Louisville, KY 40220 point of interest, though. While reading the “Mage on Deck” article, I noticed that “Shocked, I tell you!” Thanks from down under the Wild Jibe spell on page 42 has a list- Dear DRAGON Magazine, Dear DRAGON Magazine, ing of “Components: V, S, M.” In the I, for one, was shocked by Rick Greetings! I have received my copy of description of the spell, however, there Swan’s review of the instant classic Night the first DRAGON Magazine annual. It’s an is no mention of a material component. Below and of Undermountain: The Lost excellent idea to have something like Is this a typo for the components, or an Level in DRAGON Magazine #234. It wasn’t this. And to release it in November omission of the material component? really the review that got me so much as instead of waiting ’til December is tops. While looking through the Dragon’s the elitist attitude revealed by his com- And to think that it cost U.S. $5.95, and I Bestiary article on “Monsters of the ments. He says any AD&D® game veter- got it for free. My deepest thanks! Deep,” I noticed that there is no Hit Dice an regards dungeon crawls as training It was nice to see a monster entry entry for the octo-jelly. Instead the wheels to be set aside when you’re from the Philippines. The aswang in the movement rate is reprinted in the col- ready to play with the grownups. “Vampires A-Z” article is just what umn. What is the HD for the Octo-Jelly? Hello, Mr. Swan. My name is Steve William W. Connors described! Dennis H. Groome V Shawler. I have been DMing since 1980, Thanks again! via e-mail and dungeon crawls are #1 in my book. Emmanuel L. Abary I’ve had my players free Daggerdale, use Victoria, Australia

DRAGON® Magazine (ISSN 0279-6848) is published monthly except by Random House of Canada, Ltd. Distribution to the book trade in the made payable to TSR, Inc., or charges to valid MasterCard or VISA credit November (twice monthly) by TSR, Inc., 201 Sheridan Springs Road, Lake United Kingdom is by TSR Ltd. Send orders to Random House, Inc., Order cards; send subscription orders with payments to TSR, Inc., P.O. Box Geneva. WI 53147, United States of America. The postal address for all Entry Department, Westminster MD 21157, U.S.A.; telephone: (800) 733- 5695, Boston MA 02206, U.S.A. In the United Kingdom, methods of pay- materials from the United States of America and Canada except subscrip- 3000. Newsstand distribution throughout the United Kingdom is by ment include cheques or money orders made payable to TSR Ltd., or tion orders is: DRAGON® Magazine, 201 Sheridan Springs Road, Lake Comag Magazine Marketing, Tavistock Road, West Drayton, Middlesex charges to a valid ACCESS or VISA credit card; send subscription orders Geneva, WI 53147, U.S.A.; telephone (414) 248-3625; fax (414) 248-0389 UB7 7QE, United Kingdom, telephone 0895-444055. with payments to TSR Ltd., as per that address above. Prices are subject The postal address for materials from Europe is: DRAGON Magazine, TSR Subscription: Subscription rates via periodical-class mail are as fol- to change without prior notice. The issue expiration of each subscription Ltd., 120 Church End, Cherry Hinton, Cambridge CB1 3LB, United Kingdom, 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. telephone. (0223) 212517 (U.K.), 44-223-212517 (international), telex 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 818761; fax (0223) 248066 (U.K.), 414-223-238066 (international). 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 Distribution: DRAGON Magazine is available from game and hobby sent to an address in Europe, $65 in U.S. funds for 13 issues sent by sur- order to assure uninterrupted delivery. shops throughout the United States, Canada, the United Kingdom, and face mail to any other address, or $119 in U.S. funds for 13 issues sent Submissions: All material published in DRAGON Magazine becomes the through a limited number of other overseas outlets. Distribution to the air mail to any other address. Payment in full must accompany all sub- exclusive property of the publisher, unless special arrangements to the book trade in the United Slates is by Random House, Inc., and in Canada scription orders. Methods of payment include checks or money orders contrary are made prior to publication. DRAGON Magazine welcomes unso-

6 Ack! In our haste to put out both the ber how nice it was to be adventuring November issue and the Annual on time, we for the first time in both the real world made some embarrassing blunders. These and the D&D® world. I just thought you two are easily fixed: would like to know that it is good to The Hit Dice value for the octo-jelly is 10. remember the DRAGON Magazine of the While the original text of the wild jibe past and enjoy what is yet to come. spell does not describe a material component, Ronda it makes sense that it should be the same as via e-mail for a gust of wind spell, a legume seed. Also, we omitted the last name of the One-setting issues cover artist for issue #235. Eddie Rainwater Dear DRAGON Magazine, is the 3D artist animator who created the Have you ever considered doing dragon that graced the cover. Before arriv- issues that focus on the various TSR ing at Interplay, Rainwater was classically game worlds? I remember one such trained as an artist from the Parsons Art issue, long ago, that showcased the Institute in Los Angeles. He explains, “I’ve DARK SUN world when it was first always loved art. . . . the earliest memory I released, but since then it seems that have is drawing dinosaurs as a kid.” few (if any) issues have had three or so Six months in production for the Descent articles on a specific game world. I to Undermountain computer game, understand that not every reader would Rainwater’s job was to create an animated appreciate such an issue, but if some of dragon from concept to animation. He the articles were done in the context of drew a concept of the dragon on paper, some of your regular columns (i.e., then molded it into a clay head. The next “Arcane Lore,” “Bazaar of the Bizarre,” step was digitizing the head into the com- etc.), then they could still derive some On the Cover puter. Then he added textures and colors to benefit from the issue. No doubt the give it a “real” look. The final step was the legion of ® setting admirers What about Bob? I first ran animation itself: “I created the dragon with would be overjoyed at seeing an issue across this painting at David O. TSR in mind,” he says, “due to having been focusing on Oerth (especially since Miller’s table at the ® inspired by many of their talented staff Roger E. Moore’s “Orbs of Dragonkind” Game Fair a few years back. It’s a growing up.” article was so well received back in large, impressive painting and Finally, in the Annual, we mistakenly #230), and I personally would love to would have been nearly impossi- printed John R. Prager’s name as Robert on see a DRAGON Magazine issue specifically ble to miss. There was no doubt the table of contents. Sorry, John! on the . The upcoming that I wanted to publish it in Annual will do a little to alleviate this Something old DRAGON Magazine. wish of mine, but I just thought that While making arrangements Dear DRAGON Magazine, you’d appreciate the suggestion. with Dave to get a transparency I really enjoy the new format of your George Krashos of the painting, I asked whether it magazine. I do miss some of the old sec- via e-mail had a title I could put on the con- tions of DRAGON Magazine. I loved read- tract. Dave respnded dryly, “I just ing the “First ” articles. I enjoyed Well, George, now we’re dying to know call it Bob.” Well, we loved the hearing about people discovering D&D® how much the Annual fulfilled your wish. painting even more with that, and for the first time. I guess it was probably Our goal is to make most of every issue use- hardly a month has since passed hard to keep finding new stories. I guess ful for everyone who plays the AD&D game, that we haven‘t made at feast one us sentimental folks just liked reminisc- so we focus on articles that can be used in reference or comment about Bob. ing about the old days. I know that we most or all settings. With “Wyrms of the Dave, thanks for your patience still try to get together with folks we met North” in most issues, the Realms receive a in putting Bob before an audience. in college to game every few months, good deal of attention. We won’t rule out a It was worth the wait! even though many miles and years sep- world-specific issue in future, but in the arate our lives. We like to open our meantime, let’s hear how many other read- home for a weekend and let our friends ers like that idea. escape from the real world and remem-

licited submissions of written material and artwork; however, no respon- States and Canada, contact: Advertising Coordinator, TSR, inc., of TSR, Inc. Therefore, TSR will not be held accountable for opinions or sibility for such submissions can be assumed by the publisher in any 201 Sheridan Springs Road, Lake Geneva WI 53147, U.S.A. In Europe, misinformation contained in such material. event. Any submission accompanied by a self-addressed, stamped enve- contact Advertising Coordinators, TSR Ltd. ® designates registered trademarks owned by TSR, Inc. ™ designates lope of sufficient size will be returned if it cannot be published. We Advertisers and/or agencies of advertisers agree to hold TSR, Inc. trademarks owned by TSR, Inc. Most other product names are trade- strongly recommend that prospective authors write for our writers’ guide- harmless from and against any loss or expense from any alleged wrong- marks owned by the companies publishing those products Use of the lines before sending an article to us. In the United States and Canada, doing that may arise out of the publication of such advertisements. TSR, name of any product without mention of trademark status should not be send a self-addressed, stamped envelope (9 ½” long preferred) to Writers’ Inc. has the right to reject or cancel any advertising contract for which the construed as a challenge to such status. Guidelines, c/o DRAGON Magazine, at the above address; include sufficient advertiser and/or agency of advertiser fails to comply with the business © 1996 TSR, Inc. All Rights Reserved. All TSR characters, character American postage or International Reply Coupons (IRC) with the return ethics set forth in such contract. names, and the distinctive likenesses thereof are trademarks owned envelope. In Europe, write to: Writers’ Guidelines, c/o DRAGON Magazine, DRAGON is a registered trademark of TSR, Inc. Registration applied for by TSR, Inc. TSR Ltd., include sufficient International Reply Coupons with your SASE. in the United Kingdom. All rights to the contents of this publication are Periodical-class postage paid at Lake Geneva, Wis., U.S.A., and addition- Advertising: For information on placing advertisements in DRAGON reserved, and nothing may be reproduced from it in whole or in part al mailing offices. Postmaster: Send address changes to DRAGON Magazine, Magazine, ask for our rate card. All ads are subject to approval by TSR, without first obtaining permission in writing from the publisher. Material TSR, Inc., 201 Sheridan Springs Road, Lake Geneva WI 53147, U.S.A. Inc. TSR reserves the right to reject any ad for any reason. In the United published in DRAGON® Magazine does not necessarily reflect the opinions USPS 318-790, ISSN 0279-6848.

# DRAGON 237 7

New wilderness kits for every class

respect. At times of war, the feral leads his people into battle, by Steve Berman while in times of peace he may roam the countryside, driven by the animal nature within his heart. illustrated by Unless the campaign includes savage demihumans, feral warriors must be human. Most tend to be Neutral in alignment, he mystique of the wilderness draws many to it, but few like the animals themselves, but both noble and base exam- T can survive deep in its heart. Those that can are well- ples have been known. suited for the dangers of a life of adventure. Here are Weapon Proficiencies: Required: Knife. A feral’s remaining four new wilderness kits, one for each class. Each is perfect for slots must be spent on primitive weapons: club, dagger, short the next NPC your characters encounter in the wild, or for bow, dart, hand axe, sling, or spear. As the character becomes those PCs who are just a little wild at heart. more exposed to the world, he may adopt new weapons. Secondary Skills: Hunter, trapper/furrier. These skills would be Feral useful ways of providing food and clothing for the warrior’s tribe. Description: Ferals are primitive warriors who have bonded Nonweapon Proficiencies: Required: Hunting, tracking. their beings with those of their chosen animal spirits. This bond Recommended: Animal handling, animal lore, camouflage, may occur at the warrior’s choosing through a spiritual quest endurance, foraging, set snares, survival. performed upon becoming an adult, or it may be the result of a Equipment: Ferals wear clothing only for warmth and pro- ceremony performed by the village shaman at the feral’s birth. tection. They adorn themselves with fur and often the teeth, Often, the animal spirit is also the totem of the tribe. bones, or claws of their chosen animal. While some might con- A feral warrior can call upon the strength of the animal spir- sider this a strange irony, ferals believe that such remains are it to help him defeat his enemies. He should choose his totem a link that makes channeling the spirit far easier. animal from one of the following types: Special Benefits: The binding of the animal spirit to the Raptor — birds of prey (eagles, hawks, owls, and so on) feral’s soul gives him greater courage. Thus, a feral makes all Canine — dogs, wolves, and foxes saving throws against fear and similar effects at +2. Ursine — bears The feral can also call upon the heightened perception of Porcine — boars the animal. This allows him to roll as if he possessed the alert- Feline — cats (ranging lynx to lions) ness proficiency at +1. (Should the character already have this Equine — horses proficiency, he makes the roll at a +2 bonus instead.) This channeling can be performed a number of times a day equal Of course the player and DM may agree to modify this list to the feral’s level, and the effect lasts only a single round. depending upon the area in which the feral lives. So a feral from At 5th level, a feral can call upon the bonded spirit to grant the arctic wastes could choose from Ursine (polar bear) or Feline him temporary prowess in one aspect of the animal. He may (snow leopard), while one who dwelt in the mountains would choose to use one of the following abilities each day: probably be more apt to choose a Raptor (condor) or Feline Increased agility (lowering AC by 1), increased fierceness (puma), or he may even ask the DM to add a category for (+1 to THAC0), or expertise in one of the below traits (profi- mountain goats to the list. ciencies), listed according to animal type. As part of the acceptance of the animal spirit, the feral’s per- Raptor — Awareness rolls are at +4; if the skill is not known sonality slowly changes to resemble the animal’s. A feline feral then consider character to possess the proficiency. might become aloof, an equine feral could be driven to wan- Canine — Tracking rolls are at +4. der, and a porcine feral likely develops a quick temper. Ursine — Survival rolls are at +4; if the skill is not known A feral character must have a minimum Dexterity and then consider character to possess the proficiency. Strength of 13, and a Constitution no less than 14. Porcine — Endurance rolls are at +4; if the skill is not known Role: A Feral is a unique member of his tribe. He is the link then consider character to possess the proficiency. between the world of the warrior and the unnatural world of Feline — Hunting rolls are at +4. the spirit realm. In effect, the feral is the bridge Equine — Running rolls are at +4; if the skill is between the common folk of the tribe and the not known, then consider character to shamans, so he holds a position of great possess the proficiency.

# DRAGON 237 9 human babes and substitute their own children in their place. The human chil- dren are raised by the faeries as their own, often becoming greenfellows. A greenfellow has strong ties to the fey folk that fostered him. Usually the faeries are brownies, leprechauns, or pix- ies. They know the language and ways of their fostering parents more so than humankind, and they seek to protect faerie interests both locally and abroad. Though most greenfellows are human babies swapped with changelings, it is not unknown for half- elven and full elven babies to be taken by the mischievous fey folk. (In the later cases, the children are often raised as multiclassed greenfellow/enchanters.) Greenfellows tend to be short for their age, for fey food and drink stunt their growth. Their features are often attractive and merry, with alluring, twin- kling eyes. Role: Greenfellows are a wily but good-natured lot. They mostly travel the countryside, rarely setting foot in anything more urban than local villages and hamlets. Should they come across an instance where the fey are not honored as in the past, the greenfellow uses his thieving talents to ensure that enough mischief At 9th level, the feral can entirely loathe to harm it unless in self- happens that the locals return to the old shapechange once per day into the form defense. Thus, the feral that has a horse practices. of the animal spirit. The transformation as his guide would look upon a night- A greenfellow may take the road to is not an easy one and requires physical mare as something fascinating, even adventure, hoping to see other fey activity; thus the character must be run- though the creature’s evil alignment cultures or perhaps to act as an envoy ning hard, in the midst of combat, or may differ from his own. or courier between faerie courts. performing some other physical exer- Finally, due to their close ties to the As greenfellows are always raised by tion. Whatever the character is wearing, animals they worship, ferals are more good-natured faeries, a character choos- barring furs or skins, will not transform prone to contract lycanthropy. They suf- ing this kit must be of good alignment. with him, so a feral wearing a suit of fer a -2 on their saving throw against Weapon Proficiencies: Required: Dart. chain mail and trying to turn into a the arcane disease, but only if bitten by Recommended: Dagger, short sword. horse would injure himself in doing so. a werebeast of the same type as the Secondary Skills: None. Due to their Thus, at this level, such characters rarely feral’s animal spirit (i.e., a canine feral strange upbringing, greenfellows rarely wear anything truly constricting. It takes attacked by a werewolf). If the feral war- learn human skills. two full rounds to transform and four to rior is of a higher level than the were- Nonweapon Proficiencies: Required: turn back to human. beast that attacked him, he may still Alertness, fey lore (new). Recommended: Special Hindrances: Due to his wild contract lycanthropy, but he will not Dancing, directional sense, fast-talking, mannerisms and dress, the feral character have his alignment changed by the dis- foraging, set snares, spellcraft. receives a -2 reaction adjustment from all order. Skill Progression: Greenfellows tend NPCs except for members of his tribe. Wealth Options: 2d6 × 10 gp. to become more skilled with Move Ferals are naturally susceptible to any Silently and Hide in Shadows than the magic that might provoke them to vio- Greenfellow other thieving talents. This is simply lence. They suffer a -1 on all saving Description: A greenfellow is not because there is often more call for throws against such magic (including your average rogue. Now and then the them to be hard to catch than to pick a such spells as taunt, or hate caused by fey folk who live in the wilds of the merchant’s pocket or evade a trapped an emotion spell). countryside are known to steal away lock in the king’s vault. Ferals are naturally superstitious and believe greatly in animal spirits. Should Greenfellow thieving skill adjustments Pick Open F/R Move Hide in Detect Climb Read they ever encounter an unnatural exam- Pockets Locks Traps Silently Shadows Noise Walls Languages ple of their animal guide, they would be — -15% -5% +10% +10% +5% - -5%

10 Special Benefits: Thanks to their upbringing, a greenfellow learns not only the common human tongue but also the language of his foster fey race. Because of their constant exposure to the magic and illusion of the fey realm, greenfellows all possess a +2 bonus on saves vs. Enchantment magic and a +1 bonus against Illusion magic. When having any dealings with their foster race, a greenfellow gains a +4 reaction adjustment. As the faerie realm holds many allies, a greenfellow also has a +2 reaction adjustment when encoun- tering any similarly aligned fey folk. At 6th level, a greenfellow can sum- mon some of his foster fey race. This can occur only when the rogue is in an area where such faeries are known to live. The summoning takes 1 full turn and 1-3 of the faeries then appear. There is no guarantee that the faeries will listen to the rogue’s request, but bear in mind the reaction adjustment mentioned above. At 9th level, the greenfellow becomes immune to charm and suggestion spells. Special Hindrances: All the thieving skills of the greenfellow are meant to be used in rural and wilderness conditions. Stuck in an urban environment, the character would begin to feel edgy and uncomfortable. Skill attempts would be Stridesman politics or conflicts; after all, they spend halved for the duration of the charac- Description: Stridesmen are priests so little time in one area that they cannot ter’s stay. who travel the countryside, never rest- bring themselves to worry about what Much as the mortal world is split by ing, as they make their way through the tomorrow might bring. A rare lot of these factions and nations, so too is the fey world. Often this life of wandering takes priests are actually evil, and these are the realm. Greenfellows suffer a -2 reaction them into the wilderness, far from civi- condemned few who are doomed by adjustment with fey folk of different lization. their god to wander forever, their pres- alignment than the sort that raised the As opposed to most wanderers — like ence hated in many villages for what bit- character. (This restriction includes even bards, rangers, and tinkers — the strides- terness they sow. slight differences, such as that between man cares little whether he becomes Weapon Proficiencies: Required: Staff. Chaotic Good and Neutral Good). lost. All the world is to be seen, every Secondary Skills: Farmer, forester, And just as the character can call corner visited at least once. So a strides- trader/barterer. upon his foster kind for assistance, they man never truly understands the notion Duties of Priest: Guidance, Marriage. too may one day need the greenfellow’s of being lost; his god obviously meant A stridesman is vigilant against those help, to which refusal would strip the for him to visit the place he ends up. If who would bar passage along any high- character of all special abilities. the deity had not, the stridesman would way or path; thus an enforced toll along Wealth Options: 5d4 × 10 gp. not be there. This sort of thinking tends a road by the local monarch would to exasperate other travelers. seem as blasphemous as a band of brig- ands ambushing merchants along their New proficiency: Fey lore Most of these priests worship a god of travel, who they feel they must emu- way. Though they are not a violent 1 Slot, Int -2 order, they will do what it takes to Greenfellows possess this special new profi- late from the time they wake to when ciency, due to their upbringing in the fey world. they lay down to sleep. A few pay ensure that free passage is available to Other characters may eventually learn fey lore, any traveler. but they must either spend much time within that homage to deities of healing or comfort, strange culture or gain it through through weeks and these are the stridesman who travel Nonweapon Proficiencies: Required: of reading about the faerie races. from village to village bringing relief to Cartography, directional sense, foraging. Fey Lore: This is the knowledge of the fey folk the suffering. Recommended: Distance sense, endur- and their ways. A character can use this profi- ance, herbalism, local history, survival, ciency to discern what sort of faerie would lurk in Role: Most stridesmen are of either a specific area or terrain, whether or not an item good or neutral alignment. Due to their trail marking, weather sense. was made by the fey folk, or simply to gather constant roaming, they rarely care about Spheres of Influence: Major: All, some clue in dealing with such creatures in a Healing, Protection, Travel, Weather. diplomatic manner. something so transient as regional Minor: Animal, Elemental, Plant.

# DRAGON 237 11 Special Benefits: Meeting a stridesman Area of Effect: 1 individual or object Duration: 1 round/level of caster while traveling is considered good luck, so Saving Throw: None Casting Time: 1 round the priest receives a +2 reaction adjust- Using this spell, a stridesman can bless Area of Effect: 1 individual or object ment from bards, rangers, and traveling an individual about to embark upon a Saving Throw: None folk such as caravan leaders and gypsies. long trip, or he can bless an object that is A stridesman makes use of this spell The stridesman, when walking, being transported over a long distance. to avoid confrontations with brigands or adopts a trancelike state of relaxation. The caster places his hands on the per- other hostile characters while he makes Thus, the character needs less sleep. At son or object, intones the spell, and states his way along the road. The spell allows 1st level, the stridesman needs only six the destination of the journey. For the the caster to go unnoticed by any hours of sleep to function normally. This duration of the trip to a specific site — human, demi-human, or humanoid in amount drops to five hours at 5th level which must be one that can be reached the immediate area (up to 40’). While and falls to only four hours of sleep daily in a number of weeks equal to the level not invisible, the stridesman can walk at 10th level. of the caster — the blessed person past a person without being perceived. Special Hindrances: Stridesman care receives +2 on all saves from natural For the spell to work, the priest must little for conflict and thus begin the mishaps and a +1 on reaction rolls for maintain a steady slow pace and cannot game with only a single weapon profi- any fellow wanderer. A blessed object make any sudden movements. Thus ciency with a walking staff (quarterstaff). gains a +2 on all saves as well. such activities as running and engaging However, in their travels they learn new The reverse of the spell, journey’s mal- in melee are impossible. Also, the priest cultures and languages much more ison, is rarely cast by good and neutral cannot make any sound louder than a readily than others. So stridesmen begin stridesman, though they may use it to whisper, so while passing without notice, with an additional nonweapon profi- punish brigands or unscrupulous mer- the priest can cast no other spell. ciency that must be spent on either a chants. Evil stridesmen might cast the For every three levels of experience, local history or additional language. spell and then demand that the only way the priest can include an additional per- Because they are constantly traveling for the affected person/object to survive son under the affects of the spell, but all a stridesman wears armor only when he is to have the priest accompany the trav- those to be affected must link hands for knows his path passes through danger- eler as a well-paid guide. the duration of the spell. Any who ous territory and he might encounter releases his grip from the others is someone or something hostile. Even Easy Road immediately revealed. then, the stridesman would wear noth- (Alteration) The material component is the ing more encumbering than leather Level: 1 priest’s holy symbol. The spell is also armor, depending on the climate. Sphere: Travel cast with the stridesman’s eyes closed. The stridesman’s preferred means of Range: Touch locomotion are his own two feet. The Components: V, S, M Merlane DM can decide whether the character’s Duration: 1 hour/level of caster Description: Many an adventurer has patron deity views travel by horse, cart, Casting Time: 1 round given thought to where some of the or boat as sacrilegious or merely as a Area of Effect: 1 mile stretch/level stranger creatures encountered actually necessity under certain conditions. It is a Saving Throw: None come from. Many a time these beasts sin, however, for a stridesman to be too This spell is used to ensure that pas- are a weird combination of different ani- lazy simply to walk somewhere, and the sage along one path or road is quick and mals that would seem a mockery of offending priest will suffer such penance without mishap. The stridesman can nature. as spells withheld, ill luck, or poor enchant up to 1 mile per caster level, Remarks about such monsters would weather conditions. causing all all movement rates along the make a merlane chuckle. Creating new Since they are constantly traveling, path to be increased by 50% without and strange life is his craft: a specialist stridesmen never employ retainers, any noticeable spell effect. In poor mage who transmogrifies animals to fit hirelings, or other followers, though it is weather conditions, this spell simply his imagination and whim. certainly not unheard of for them to removes the movement penalty. Adept at Alteration magic, the mer- take acolytes along and train them in In addition, for the spell’s duration, lane learns how to transform normal their ways. Stridesmen cannot own any minor accidents, such as stones caught animals or breed new life into the stuff more than they could normally carry in a horse’s hoof or a broken axle on a of dreams — or horrors. alone, though they may take pack ani- wagon, do not occur while traveling on Only humans and half-elves may mals to bear supplies on their journeys. an easy road. become merlanes. A minimum Dexterity Wealth Options: 3d6 × 10 gp. The material components are the of 15 and Intelligence of 13 is necessary. priest’s holy symbol and a handful of Role: Merlanes are prone to spend New priest spells dirt from the road, both of which are much time traveling the world in search Journey’s Orison held in one hand a moment before the of new creatures and source stock for (Conjuration/Summoning, Abjuration) dirt is sprinkled at the feet of the priest. their experiments. Some may spend Reversible years holed up in a dismal tower until Level: 1 Pass without Notice they discover that they need to find a Sphere: Travel (Enchantment) certain beast, while others begin their Range: Touch Level: 2 lives amid the danger of adventure. Components: V, S, M Sphere: Protection It would seem rare to find a good- Duration: 1 week/level of caster Range: Touch aligned person so willing to transform Casting Time: 1 round Components: V, S, M animal life into what many would call

12

and will never have anything better than a Cautious reaction. So too will rangers and other sylvan races have a -2 on all reaction rolls. Wealth Options: 3d6 × 10 gp. New wizard spells The drawback of the polymorph other spell is that no special abilities are truly gained. Yes, that lion you just trans- formed into a dragonne might be able to fly, but he cannot create that terrible roar. To achieve that end, the merlane must cast spells like lusus naturae or ter- atism. At the lower levels, their spells are used to alter a creature, either giving it additional strength or weakening it so that it may be more easily handled. Enhance Trait (Alteration) Level: 1 Range: Touch Components: V, S Duration: 1 turn + 1 turn/level of caster Casting Time: 1 Area of Effect: 1 animal Saving Throw: None By means of this spell, a merlane can enhance one aspect of an animal. This trait can range from its ability to run fast, to the size of its claws, to its talent for monstrosities. It is true; few merlanes ones magically enhanced, like winter stalking prey. This spell works only on are good-hearted. Such individuals tend wolves. normal animals. to use their powers to create guardians Special Hindrances: As a specialist of The following traits can be enhanced: and creatures that hunt down evil and the school of Alteration, a merlane can- the animal can gain one of the following protect the innocent. not cast spells of Abjuration or bonuses: an additional Hit Die; +1 to More likely, a merlane is neutral or Necromancy. Many merlanes have been THAC0; +1d3 to damage inflicted; +2 to evil. Such mages enjoy playing with slain by their creations, simply because of any single MR; +1 to a single saving nature, twisting and experimenting. The the lack of protection they can summon. throw; +1 to surprise rolls; +2 to evil ones usually are responsible for Because of their focus in warping ani- Intelligence. Other special traits of an some of the more bizarre and fiendish mal life, a merlane cannot use any spells animal can also be enhanced, but these creatures that can be found lurking of Alteration magic upon humans, demi- require adjudication by the DM. about in dark corners of the world. humans, or humanoid races (even those By using this spell, the merlane could Weapon Proficiencies: Required: that seem to have come from original induce his horse to run faster, his guard None. Recommended: Dart, dagger, staff. animal stock, like bullywugs or lizard dog to be more ferocious, and the like. Secondary Skills: Forester, groom, men). This power is rumored to have Several traits can be affected at once hunter, trapper/furrier. been possessed once by long-dead with additional castings of the spell. For Nonweapon Proficiencies: Required: members of the kit and has never been the magic to be made permanent, a ter- animal handling, animal lore. Recom- regained. Plants also cannot be trans- atism spell must be used. mended: animal handling, riding — land- formed by the wizard. However, for based, herbalism, spellcraft, survival, those appropriate Alteration spells (such Discern Sire veterinary healing. as alter self, the merlane can still cast (Divination, Phantasm) Special Benefits: Due to their ability them upon himself without problem. Level: 2 to learn the nature of strange creatures, Because of their callous view of ani- Range: 0 merlanes gain a +2 on all saving throws mal life, a merlane cannot have a famil- Components: V, S vs. any attack from a mutated animal iar as per the normal wizard spell. Instead Duration: 2 rounds with whose source stock the mage is these mages tend to raise lusus naturae or Casting Time: 2 familiar (i.e., he has had the opportunity alter existing pets to serve them. Area of Effect: 1 creature to use his animal proficiencies on such a Finally, there is some stigmata to Saving Throw: None creature before). This includes gigantic being a merlane. All druids despise This spell is very important to the versions of species, like giant crawfish, to these wizards for what they do to nature merlane’s craft, as it allows the mage to

14 determine the origins of the most ment, the animal has a bonus to resist merlane. Of course the spell (or its more strange hybrid creatures he encounters. equal to the level of the spell used to powerful variants) can be cast multiple It is a dangerous spell to cast, as the tar- bind the animal (thus a mare that has times on an animal, the end result being get must be well within view; often it is been tamed via animal friendship gains a something that rarely resembles its performed on the remains of truly fear- +1 on its saving throw). Followers of a source stock. some beasts. druid or ranger resist the spell at the level This spell allows Alteration magic When cast, discern sire causes spectral of their master rather than their own Hit spells below 3rd level to be cast upon an images to rise from the body of the crea- Dice (i.e., a puma follower to an 8th-level animal (such as enhance trait or enlarge) ture. These phantasms are of the origi- ranger saves as if it were 8 Hit Dice). with permanent effect. nal source stock used to create the mon- An animal that becomes wild by this The altered animals, known as ter- ster or found in its evolution. For exam- spell may once more be domesticated atisms, are sterile. ple, when the spell is cast upon an owl though the DM may impose certain Note that in no way does the casting bear, the merlane would see hovering penalties to any attempt to do so. of this spell ensure that the creature will over the creature a great horned owl obey the merlane. If the wizard is wise and a grizzly bear. Teratism I he will only make trained pets into If the merlane makes a successful (Alteration) teratisms. Intelligence roll, he also learns some of Level: 3 the secrets in the creation of such a crea- Range: Touch Degenerate Breed ture. In the above example, he might dis- Components: V, S (Alteration) cern that the images slowly coalesce into Duration: Permanent Level: 4 a scene wherein an owl’s egg is bathed Casting Time: 1 round Range: 0 in the blood of the bear, then wrapped in Area of Effect: 1 animal Components: V, S the pelt, all the while kept in total dark- Saving Throw: None Duration: See below ness. Now such practice alone will not As opposed to the more powerful Casting Time: 6 hatch an , but with the right merlane spell, lusus naturae spell, which Area of Effect: 1 creature magic, a merlane may well succeed in allows the mage to breed unnatural ani- Saving Throw: Negates generating such a creature. mals and creatures, teratism transmutes This spell allows a merlane to degen- an animal instantly with permanent erate a monster back to its source stock. Unbridle the Wild Beast effects. Only those creatures that are based on a Level: 2 The first version of this spell is the normal animal can be affected. As with Range: 0 weakest, causing only minor changes in most merlane spells, wizard familiars are Components: V, S the animal. Some of the following immune to the effects of degenerate breed. Duration: Permanent aspects of an animal may be altered Should a targeted creature fail its sav- Casting Time: 2 with a touch of the caster’s hand: ing throw against magic, it degenerates Area of Effect: 1 animal ❖ Minor changes to hide can be that round. Winter wolves transform Saving Throw: See below made. This will lower (or raise) a crea- into normal pale wolves. Giant-sized ver- A merlane can use this spell to release ture’s natural AC by only 2 levels. But a sions of a normal animal, such as spi- an animal from the effects of domestica- tiger whose skin is like striped leather ders or snakes, simply shrink down two tion or training. Any mundane animal, would be a remarkable sight. A shark steps in size (so from L to S, and so on). ranging from a songbird to a bull to a whose skin is furred may fetch a great The DM has final say when considering hunting dog, is automatically affected deal to some menageries. if some monsters may appear to be with no saving throw permitted. ❖ Strange coloration can be added to altered animals in form but are truly The only animals that are allowed a any feature of the animal. Thus the mer- supernatural (such as shadow hounds) chance to resist the effects of the spell lane can cause a hound’s eyes to glow a and thus unaffected by this spell. are those under the personal care and sinister orange or endow a songbird The duration of the spell is depen- attention of a trainer, animals affected with bright silver plumage. dent on how tough the affected creature by an animal friendship or charm mammal ❖ Unnatural sounds can be added. is. Should the merlane be of higher level spell, or followers of a druid or ranger. Though the animal is incapable of intel- than creature has Hit Dice, then the Familiars gained by the find familiar spell ligible speech, it could be made to say a change is permanent until dispelled. are immune to this spell. phrase over and over again. Or its nor- Otherwise, the effects last for a number An affected animal immediately mal cries would be changed into some- of rounds equal to the caster’s level. seeks to flee the area and return to its thing different. Strange sounds can be natural habitat. If prevented from doing linked to the animal’s movements, so Teratism II so it may become hostile. If the animal that when the hawk flaps its wings a res- (Alteration) is hungry, injured, or frightened, it may onance of thunder is heard. Level: 5 lash out at the closest being. Other minor changes can be made in Range: Touch The animal’s keeper may try to help accordance with the DM. Components: V, S the animal resist the spell if he is present. This spell has no effect on animals Duration: Permanent He gets one opportunity to roll his skill at that have already been magically Casting Time: 1 round animal handling. For every point by altered by anyone other than the cast- Area of Effect: 1 animal which he makes the roll, the animal ing merlane. So a giant insect cannot Saving Throw: None gains +1 on its saving throw. For those suddenly have its carapace changed to This spell is a more potent version of under the influence of a prior enchant- scales unless it was enlarged by the same teratism I. All the limitations of that spell

16 still apply. However, the merlane can Lusus naturae modifiers now induce stranger changes in an ani- Situation Modifier mal’s form and magical capabilities may Have studied a similar creature before +10% Have cast discern sire on specimen of creature to be bred +20% now be imbued. Have created a similar creature before +25% ❖ New species 25% An additional limb can be added. It Creature is a combination of different animal classes (mammal, avian, insect, etc.) -10%/class is fully functional but can be placed Each Hit Die of creature 5% wherever the character touches. For every additional spell that needs to be cast - 5 % For every additional week in experimentation spent in the past month +5% However, while this may allow an addi- tional attack, this also tends to hamper a material components. Saving Throw: None creature’s movement, at least, for sever- Such components should be either This is the most powerful version of al weeks depending on where the limb animal parts that will be related to the the teratism spell to date. The traits listed is located. final result or actual living specimens. below are only some of the possible ❖ A lesser special ability may be The base chance of success is equal transformations that can be induced in added. The merlane can grant the ter- to the merlane’s Intelligence plus five an animal. The DM has the final say in atism an arcane trait equal to any spell times his level of experience. Of course, what other traits can be bestowed. of 2nd level or below. The merlane must there are modifiers, as shown in the ❖ An additional head can be created. cast the spell within the round following table above. This would allow for an additional bite the teratism casting. Thus, he can imbue Unnatural abilities can be imbued to a attack, perhaps increased senses that a trained hawk with the ability to detect lusus naturae through the casting of simi- would make surprising the creature near evil, so that it might better stop foes of its lar spells and/or rare material compo- impossible, and so forth. creator. Or that large toad could breathe nents during the process. For instance, if ❖ Greater special abilities can be out foul vapors equal to a stinking cloud. the merlane wishes to create a gigantic imbued. The merlane can grant the ter- Of course, since a merlane is unable to scorpion with a stinger that can ignite atism a special trait equal to any spell of cast spells of the schools of Abjuration into flames, he may need to cast burning 4th level or below. Again the merlane or Necromancy, a teratism cannot pos- hands around the source stock every day, must cast the spell within one round of sess such abilities either. and perhaps let it lie on a bed of rare the teratism casting. Thus he can have ❖ Special limbs can be added or charcoal specially imported from far- lizard’s eyes burn with such brilliance existing limbs warped. Thus, wings or away lands. equal to that of a fire charm spell, so that fins can be created, allowing the crea- If the spell fails to work, the DM then hapless victims will approach and be ture to move in another environment. rolls the percentage chance again, enthralled by the blaze until within reach of the creature’s jaws. Lusus Naturae secretly to see if something horrible and unexpected does come from the experi- ❖ Speech can be given to an animal, Level: 6 ment. If that roll succeeds then a crea- but it will only be as capable of language Range: Touch ture is created, but not the sort the mer- as its intelligence allows. The usual Components: V, S, M lane had anticipated let alone wanted. means of granting greater intelligence is Duration: Permanent Lusus naturae can breed amongst their usually through enhance trait, though Casting Time: 1 round own kind. Their ecology will vary, but is some have used teratism; the results of Area of Effect: 1 individual or object still dependent on the source stock from the latter are not always to be trusted, as Saving Throw: None which they came. Thus, a creature made insanity has occurred occasionally. This is the spell for which a merlane from canine stock will be easier to train, ❖ Unnatural hide can be given to the is infamous. Lusus naturae allows the wiz- be a carnivore, and tend to travel in beast. The skin can be radically changed ard to create new life and form new packs if let loose in the wild. Something to such materials as stone or metal. Some breeds, for good or ill. This is no easy fashioned from fish stock may be hard to merlanes have even hinted that they task, and failure is common. control, dependent on water, and be have created dangerous raptors with This is not a swift spell like teratism; omnivorous. A merlane can never truly feathers of silk but claws of glass. Such rather it takes at least a month to be totally sure what the consequences of reports have yet to be substantiated. The attempt to fashion a lusus naturae. shaping new life may bring. teratism can benefit by an increase of up During that time, the merlane must be Much like teratism, this spell does not to 6 levels to its AC. deeply involved in imbuing in his cre- in any way make creature ation all the traits he desires, an effort domesticated to the merlane’s will. He that calls for painstaking research, care- must go through the slow process of ful administration of additional spell- handling and training the young crea- casting or rare components (see below), ture if he is to be its master. Steve Berman’s last foray into the wilder- and the casting of lusus naturae every ness resulted in a case of poison sumac, sev- third day to ensure that the source stock Teratism III eral contusions, a threat from a park ranger, is affected. (Alteration) no “pickinik” baskets, and a possum familiar Before the casting of the spell, much Level: 7 named Thaddeus. He is currently recovering time should be spent in preparation. The Range: Touch from the experience — thankfully, indoors. player and the DM should meet and Components: V, S confer on what sort of life the merlane Duration: Permanent character wishes to create. The DM then Casting Time: 1 round can consider the proposal and suggest Area of Effect: 1 animal the means to that end in regards to

# DRAGON 237 17 Clayton R. Beal New tricks for old dogs illustrated by Stephen Schwartz

hunder rumbles as rain pelts down against the stony bluff. Below, an warband winds its way through the jumbled rocks, searching for the killers of their chieftain. Little do they realize that their prey, battered and exhausted, lie hidden but a stone’s throw away. The warband is almost past when suddenly barking bursts out nearby. With surprising efficiency, the vengeful orcs douse their torches and quickly surround their quarry. They begin to move in . . .” Groans erupt around the gaming table. Players grumble us they reuch wearily for their dice. You watch helplessly as they turn their menacing glares upon you. “Why’d you bring the stupid mutt, anyway?” “Some hunting dog . . .” “. . . ever does is eat and bark.” “If I weren’t a druid, I’d roast the damn thing.” “Wait a minute!” you protest to the DM. “Rex wouldn’t bark. I’d have trained him.” “A little while ago you said he’d bark at anything that came near the campsite.” “That’s different, we weren’t hiding then. Oh come on, dogs aren’t that hard to train. I’d just —” “Hey Bill,” a fellow player interrupts, “Lucky just run off with my dice bag again.” With a resigned sigh, you push away from the table. You wince as the DM snickers and reaches for more lead figures.

On page 68 of the Player’s Handbook, one can see that a “dog, hunting” costs only 17 gold pieces, or a “dog, war” only 20 gp. But what can the dog do? Who’s to say it won’t run away? With the lifestyle a typical player character lives, no ordinary dog is likely to last very long. A lasting canine adven- turing companion would be more akin to today’s K-9 police dogs than to your typical house pet. This article provides a method for designing canine NPCs. Included are numerous skills and gaming suggestions to turn man’s best friend into a furry adventuring companion.

18 Animal traits Table 1: Animal trait modifiers Trait Intelligence Aggressiveness Strength The first step in creating a canine Score Training Time Multiplier THAC0 Damage AC HP adventuring companion is determining 10 ×1/2 +2 +4 -2 +3 9 ×5/8 +1 +3 -1 +2 its animal trait scores. Unlike human 8 ×3/4 +1 +2 0 +1 ability scores, there are only four animal 7 ×3/4 0 +1 0 +1 6 ×7/8 000 0 traits, and their scores range from 1-10. 5 ×1 0 0 00 These scores may be determined by a 4 ×1 0 000 3 ×1 0 0 0 0 roll on a d10, or the 2 ×9/8 -1 -1 0 -1 may simply select the scores for the ani- 1 ×5/4 -1 -2 +1 -1 mal. In either case, some scores may be adjusted according to the animal’s breed these breeds have been generalized into other than companionship. Of all the (see Dog Types below). five specific dog types: tracking dogs, types, companion dogs show the great- During play, it will sometimes be nec- hunting dogs, working dogs, war dogs, est diversity. They range in size from two essary to roll trait checks for the dog. To and companion dogs. to seven hands high. Canine NPCs of this do so, simply roll 1d12, add any applica- Tracking dogs. These dogs vary type receive a +2 to their Loyalty Trait. ble modifiers, and compare the result to greatly in size, ranging from three to Breeds of this type include the Bulldog the appropriate trait score. If the result is seven hands tall (at the shoulder). Most Chow Chow, Dalmatian, and Poodle. equal to or less than the trait score, the tend to be of the mid-range size. They When considering the above dog dog successfully passes its check. Note are particularly adept at tracking and types for canine NPCs, remember that that a natural roll of “1” always succeeds, are almost exclusively used for that pur- they represent groups of purebred ani- while a natural “12” always fails. pose. Canine NPCs of this type automat- mals. These types have received specific Below are the four animal traits and ically receive the tracking skill (see bonuses in certain areas because that is their descriptions. Table 1 shows all the Training Skills below) in addition to a +1 what the animal was specifically bred trait-based variables for canine NPC modifier to their Intelligence Trait. for. This by no means implies that any adventurers. Breeds of this type include the individual purebred dog will turn out to Intelligence trait (IT) — Represents Bloodhound, Basenji, Wolfhound, and be a better companion than a mongrel the dog’s ability to learn new skills and Beagle. or a “mutt.” All a pedigree will tell a behaviors. Note that this score equals Hunting dogs. These lively, athletic potential master is what he can expect the dog’s initial number of training slots. dogs are typically mid-sized, ranging from the dog — though devious DM’s Loyalty trait (LT) — Represents not from five to seven hands in height. Used may have other ideas. only the dog’s devotion to its master but primarily to flush and retrieve game, If the player desires a particular breed, also its trust and faith in him as well. they prove to be energetic companions. the DM is encouraged to consider the Aggressiveness trait (AT) — Represents Canine NPCs of this type receive both request. Obviously, certain restrictions the dogs combativeness and determina- the water skills and retrieve skill at the must be made in consideration of the tion in the face of adversity. outset. Furthermore, they receive a +1 . (It may be difficult to Strength trait (ST) — Encompasses the modifier to their Loyalty Trait. Breeds of find a Boston Terrier on Krynn or an Irish power, prowess, and overall hardiness this type include the Golden and Setter on Faerûn.) Allowing for appropri- of the dog. Labrador Retrievers, Pointer, Brittany, ate modifications, choosing a particular Note that on the Table 1 there are no and the Irish Setter. breed results in easier visualization for all modifiers for the Loyalty Trait. The Working dogs. Bright and alert, these involved. Loyalty Trait is used primarily for resist dogs are used for tasks ranging from the The DM should also be aware that instinct checks (see Training Skills herding of flocks to household protec- purchasing a purebred dog is no inex- below). tion. They typically stand from four to pensive matter; prices can range from As a final note, domesticated dogs do seven hands high. Canine NPCs of this two to ten times normal cost. not make Morale checks as other NPCs type receive a +2 modifier to their Additionally, certain breeds of dogs may or monsters. Rather, they normally make Intelligence Trait and a +1 to the not be found in all parts of the globe. resist instinct checks. In certain circum- Strength Trait. Breeds of this type Purchasing an exotic dog could involve stances (such as combat), an Aggressive- include the German Shepherd, Old either a great deal of travelling or ness Trait check may be rolled instead at English Sheepdog, Collie, and Shetland expensive shipping costs, or both. the DM’s discretion. In either case, if a Sheepdog. War Dogs. These dogs are used pre- Training skills domesticated dog should fail its “morale” dominantly as a means of protection Training a dog is simply the systematic check, it may still roll a successful Loyalty and defense. Dogs in this category are modification of the animal’s behavior. In Trait check to remain near its master. generally large and sturdy specimens, game terms, this is handled by a system Dog types standing six to nine hands tall. Canine similar to that of the character’s non- NPCs of this type receive a +2 modifier weapon proficiency system. Each animal Dogs come in all shapes and sizes, to their Strength Trait and +1 to their has a number of training slots equal to its having been bred and trained throughout Aggressiveness Trait. Breeds of this type Intelligence Trait. These slots may be used the years for various purposes. The end include the Great Dane, Mastiff, to “buy” specific training skills. result of this selective process is the emer- Rottweiler, and the Saint Bernard. Anyone can train a dog for its initial gence of a wide range of distinctive Companion Dogs. These dogs have training. Once the animal’s initial training breeds of dogs. For gaming purposes, not been bred for any specific duties slots have been “spent,” however, only a

# DRAGON 237 19 character with the animal training profi- training slots. Next is the skill’s complex- not attack, instead returning confused to ciency (for dogs) may train the animal for ity, followed by the initial training time. its master’s side. additional (or “acquired”) skills. To do so, Skills marked with an asterisk (*) may be Guard: 1 slot, Advanced, 10-21 the trainer must make a successful profi- taught to the animal only if the previous (1d12+9) training days ciency check for each desired skill. prerequisite skill or skills have been The dog closely watches the target The time it ultimately takes to train an learned. The training skills are as follows: (usually a prisoner). Should the target animal in a given skill is called the final Alarm: 1 slot, Advanced, 10-21 move, the dog growls menacingly as a training time. To find this, first determine (1d12+9) training days warning. Should the target continue to the initial training time. The initial train- The dog remains in a given area and move, the dog barks furiously and nips ing time is based on the complexity of alerts its master (bark, whine, and howl) at it. If the target attempts to escape, the the skill being taught and can be deter- when strangers enter that area. The dog dog attacks until the target ceases its mined as outlined in the skill descriptions can monitor any area that is well- attempt. below. After determining the initial train- defined (i.e., a room or chamber). If no Heel: 1 slot, Intermediate, 7-14 ing time, multiply it by any applicable such boundaries exist, such as in a field (1d8+6) training days training time multiple(s). This yields the or forest, the dog alerts its master of With this command, the dog remains final training time. Any resulting fraction intruders within a 50’ radius. Alarm can close to its master. Unless ordered to of a day is rounded up to a full day (i.e., also be used to cover a party’s rear dur- remain alongside the master’s leg, the a quarter of a day would result in a full ing movement. dog will remain within a 3-5’ radius of additional day). Note that more than one Attack: 1 slot, Advanced, 10-21 its master. training time multiple may apply; the (1d12+9) training days Mounted heel*: 0 slots, Basic, 3-6 effects are cumulative. In no case can the The dog attacks any creature desig- (1d4+2) training days final training time be less than three days nated by its master. If no creature is indi- Same as above except the dog for any skill. cated, the animal attacks the stranger remains within a 6-10’ radius of its mas- Characters with the animal training closest to its master. If the master is ter’s steed. This advanced form of heel proficiency (for dogs) receive a training attacked while commanding the dog to costs no additional training slot. It does time multiple of (×1/2) for Initial skills only. attack a different target, the dog must require, however, some time for the dog Additionally, characters with the animal successfully pass a resist instinct check. to grow accustomed to its masters steed. lore proficiency receive a (×3/4) multiple Failing that check, the dog disregards Note that the dog must be trained for as do characters with the animal han- the command and attacks its master’s each type of steed (i.e., horse, camel, grif- dling proficiency. Characters with both assailant. If the dog is ordered to attack fon, etc.) receive both multiples. These two multi- a friend, it must again pass a resist House skills: 2 slots, Complex, 16-35 ples apply to all training (initial or instinct check. Failing that, the dog does (1d20+15) training days acquired). This training modifies the dog’s A skills training time assumes that behavior so that it is a compatible living 2-3 hours will be spent per day in train- companion. It corrects problems such as ing the dog. If the daily training time is housesoiling, excessive barking, and lessened, the duration of training is corre- other destructive behavior. Note that spondingly lengthened. Increasing daily without these skills, the dog will not be training time, however, does not shorten allowed in most establishments. the duration of tralning; the animal can Furthermore, this ensures the animal handle only so interacts civilly with strangers regardless much training at of standard animal behavior (see one time. Training Handling Canine NPCs). may continue dur- Jump: 1 slot, Intermediate, 7-14 ing normal travel (1d8+6) training days providing time is set aside With this skill, the dog can be com- daily for that purpose. manded to make exceptional leaps. With Training can not be conducted a 10’ running start, the dog is capable of during forced marches. Four Basic or making horizontal jumps equal to 2d4 + two Intermediate skills can be taught Strength Trait in feet, and vertical jumps at the same time. Advanced or of 1d4 + (Strength ÷ 2) feet. If the dog is Complex skills must be taught one at unable to run, it can jump horizontally a time. 1d4 + Strength feet, and vertical jumps Note that only the Dungeon of 1d3 + (Strength ÷ 2) feet. Without this Master should know at the outset skill, dogs receive no bonus due to their exactly how long it will take a given Strength Trait, and must first pass a resist animal to learn a skill. The trainer instinct check before jumping. knows only once the animal is per- Protect: 2 slots, Complex, 16-35 forming the skill as desired. (1d20+15) training days Below are descriptions of the The dog remains close by the target separate skills that may be (be it a person or object) and allows no taught. The name of the skill strangers to approach within a 5’ radius. is followed first by its cost in If a stranger approaches, the dog growls

20 menacingly and interposes its body Advanced retrieve*: 1 slot, between the intruder and its target. If the Advanced, 10-21 (1d12+9) training stranger penetrates the safe zone, the days dog barks and snaps viciously. If the As above, though it allows a dog intruder persists or attempts to touch the a second recovery attempt for lost target, the dog attacks. If the target moves items. Additionally, it teaches the away of its own volition, the dog whines animal a basic vocabulary of four and attempts to keep the target in its place items (selected by its master) by nudging it with its nose. If the target which it can identify and recov- continues to move away, the dog alerts its er. Examples would be “stick,” master (if present) with a bark. The dog “ball,” “book,” etc. The dog remains with the target, continuing to pro- will search the area with- tect it as they travel. It is up to the DM in a 50’ radius of its when the animal will give up and return to its master. Recall: 1 slot, Intermediate, 7-14 (1d8+6) training days This command is an advanced ver- sion of “come.” On this command, the dog will return to its master’s side. “Come” may be learned as an individual trick, basic (see below) or as part of house skills. If the command “come” is given while the dog is engaged in an activity (such as chasing rabbits, eating, etc.), the dog returns only if it makes a successful resist instinct check. The “Recall” version of this command obvi- ates any check; the dog returns immedi- Silence: 1 slot, Intermediate, 7-14 ately to its master regardless of activity. master for the desired object. Upon find- (1d8+6) training days Resist instinct: 2 slots, Complex, ing the object, the dog immediately The dogs natural urge to bark and 16-35 (1d20+15) training days returns to its master with the item. howl can be repressed temporarily with In training for resist instinct, the dog Herd animal*: 1 slot, Advanced, this command. The dog, when excited, learns to trust its master fully. The dogs 10-21 (1d12+9) training days still emits a low growl or quiet whine. This response overrides its instinctual urges Dogs trained in herding, upon com- skill is especially useful when master and and fears. When the DM calls for a resist mand, chase down any animal within dog are setting an ambush or laying low. instinct check, a d12 is rolled. The die sight. Upon catching the animal, the dog Note that this command may be used in roll is then compared with the dogs attempts to herd it back to its master by conjunction with other commands. An Loyalty Trait. If the result is equal to or barking and nipping at it. Should the example of this would be silent alarm; less than the dogs loyalty, the dog pass- animal attack, the dog must make a suc- the dog only whines and growls instead es the check and behaves as desired. A cessful Aggressiveness Trait check to of barking upon detection of intruders. natural “1” is always successful; a natur- attempt to herd the animal. The dog Stay: 1 slot, Basic, 3-6 (1d4+2) training al “12” always fails. Animals who haven’t must make such a check every time the days been trained in resist instinct must make animal attacks. The dog remains where it is until these checks, though at a -5 penalty. Should the animal the dog is herding recalled by its master. Should something Resist instinct checks should be made be lost from sight, the dog must make a distracting occur nearby, the dog must any time a dog must perform an action successful Intelligence Trait check. pass a resist instinct check to remain in against its nature. Note also that resist Likewise, if there is a chance of the dog place. The maximum time limit for the instinct checks replace Morale checks being confused as to which animal to dog to remain in place is one hour. After for domesticated dogs only. herd, a successful Intelligence Trait check that, the animal reacts according to its Retrieve: 1 slot, Intermediate, 7-14 must be made to herd the desired animal. normal behavior (DM’s discretion). (1d8+6) training days Retrieve specific*: 2 slots, Complex, Improved stay*: 1 slot, Intermediate, The dog recovers any object it sees its 16-35 (1d20+15) training days 7-14 (1d8+6) training days master drop or throw. Upon recovery, it With this skill, the master simply As above, except maximum time limit returns to its master and drops the item. points at an object, which the dog then is six hours. Resist instinct checks to If the item is dropped or thrown into an attempts to recover. The dog picks up an ignore distractions are made at +2. area where it can be lost (i.e., water, tall item in the designated area. It then looks Advanced stay*: 1 slot, Advanced, 10- grass, etc.) the dog must make a suc- to its master for a visual signal, such as a 21 (1d12+9) training days cessful Intelligence Trait check to recover nod or shake of the head. If correct, the As above, except maximum time limit the lost item. This takes 1d3 rounds. If dog returns the item to its master; if incor- is one day. Resist instinct checks are made unsuccessful, the dog returns to its mas- rect, it drops the item and select another, at +4. Note that both stay and improved ter without the item or with the wrong repeating the process. Clearly, this could stay are pre-requisites to this skill. item (DM’s discretion). be a tedious process.

# DRAGON 237 21 Long-term stay*: 1 slot, Complex, loyal dog may be devoted to its master In unusual circumstances, the dog 16-35 (1d20+15) training days but threatening to any stranger who may actually consider itself the alpha. The dog remains in an area for up to draws near. On the other hand, a dog This often troublesome and sometimes a week, awaiting the return of its master. with a high strength but low aggressive- embarrassing situation is normally This skill differs in that the dog is free to ness may prove to be a gentle giant. found only with a dog with high intelli- roam about, forage for food, and seek When determining a canine compan- gence and aggressiveness, and low loy- shelter. Throughout the waiting period, ion’s personality and standard behavior, alty. While such a situation is not impos- the dog remains in the same general consider the following factors. Higher sible, it is always interesting. vicinity. Resist instinct checks do not intelligence may make training easier apply, as the dog is free to move about. but could also result in the dog being Canine NPC records Note that stay, improved stay, and easily distracted or mischievous. A dog When designing a canine adventuring advanced stay are all pre-requisites to with strong loyalty will be faithful to its companion, the player or the DM should this skill. master — perhaps overly so. Low loyalty, maintain a separate sheet (a 3” × 5” index Track: 1 slot, Advanced, 1-21 on the other hand, could make the ani- card serves nicely) for the animal. On the (1d12+9) training days mal unmanageable and unreliable. front of the sheet record the following The dog, upon finding a scent, may Highly aggressive dogs may be hostile information: Dogs Name, Master, HD, track the creature leaving the trail. Treat and high-strung, whereas less aggres- hp, THAC0, Movement, Intelligence Trait, this skill in the same manner as the sive dogs may be overly trusting or play- Loyalty Trait, Aggressiveness Trait, and Tracking non-weapon proficiency. If the ful. Finally, strength will largely affect the Strength Trait. Also list on the front of the scent is lost, the dog must make an dogs confidence. Stronger dogs may be sheet all skills the animal has been Intelligence Trait check to regain the more domineering while weaker dogs taught, as well as a brief physical descrip- scent. may prove to be more shy or skittish. tion of the dog. Trick (Basic): 1 slot, Basic, 3-6 During game play, when gauging the On the reverse side of the sheet, (1d4+2) training days dog’s reaction to given situations, the maintain a list of the dogs “pack mem- These are any common tricks DM should keep in mind the canine per- bers” and friends. Notes can also be designed primarily to impress viewers spective of life. Essentially, the dog cate- made here of particularly memorable with the animal’s Intelligence and/or gorizes anyone it meets as its “alpha,” events in the dogs life which could later obedience. This becomes useful when fellow pack member, friend, or stranger. affect its behavior (i.e., near drowning, trying to convince skeptical innkeepers In the wild, a dog will normally run in a attack by a strange monster, etc.). to allow the animal inside their estab- pack that serves as the dogs “family.” This card can then be kept with the lishments. Common tricks include such The dominant dog in the pack, usually player character sheet. It provides a behaviors as “speak,” “shake hands,” the strongest and most aggressive, is handy reference and prevents later frus- “play dead,” etc. known as the “alpha.” All other mem- tration when puzzling over undecipher- Trick: 1-2 slots, Intermediate— bers of the pack follow the alpha and able notes scrawled in the margins of Complex, variable training time generally obey its wishes. In the case of some obscure papers. This is any other behavior the trainer a domesticated dog, its alpha is usually desires the dog to learn. The DM must its master. The master’s family, pets, and Prevent animal abuse adjudicate the complexity of the trick, steady long-term adventuring compan- Finally, the DM should be wary of the determining the training cost and length ions serve as the dog’s “pack.” Anyone mercenary use of canine companions. of training. Examples of advanced tricks else the dog classifies as either a friend Granted, the very nature of the adven- include chewing through ropes binding or stranger. turing life will often leave both dog and masters hands (Intermediate), leading a When the dog meets a character master fighting tooth and nail (no pun horse by reins to a safe area (Advanced), (player or otherwise) for the first time, intended) for their lives. Canine compan- untying a knot (Complex), etc. roll on the Encounter Reaction Table ions should not, however, be treated Water skills: 1 slot, Advanced, 10-21 (Table 59, p. 103, DMG). Any result other simply as an extra attack roll. Characters (1d12+9) training days than “friendly” means the character is who mistreat or abuse their animals This trains the dog to enjoy entering treated as a stranger. After 1-3 weeks, should quickly find themselves on their the water and swimming. Normally, or on an initial “friendly” reaction, the own, preferably with the animal leaving without water skills, a dog must make a character will be considered a friend. at an especially critical moment. Even if successful resist instinct check to enter After an additional 4-6 weeks of close such behavior doesn’t lead to desertion, water over its head. No such check is daily contact, a character may achieve it surely will attract the unfavorable made for dogs with this skill. Further- the status of “pack member.” If by some attention of local druids and rangers. more, dogs with water skills may dive unfortunate circumstance, the dog’s and swim beneath the waters surface master dies, another pack member may with a successful resist instinct check. “adopt” the dog. It takes from 4-6 Dogs without this skill may never be months, however, before the dog enticed to voluntarily submerge. regards the new master as its alpha. Clayton R. Beal has just returned from Note that dogs commanded to alarm, Guatemala, where he was in the service of Handling canine NPCs guard, or protect do not roll on the the Coast Guard. This is his second appear- Before play, the DM should look at the Encounter Reaction Table. In these cir- ance in DRAGON® Magazine. dogs animal trait scores and make cer- cumstances, all newcomers are treated tain decisions regarding its personality. as strangers. For example, a highly aggressive and

22 n Athas, home of the DARK SUN® by Todd Stigliano Ocampaign, the Sea of Silt is a nearly impassable expanse that covers the entire Eastern illustrated by half of the Tyr Region. Few attempt to cross it; those few who do are wither native to the Silt Sea or possess power- throughout the ship. The silt then supports the ship and moves or psionics. A third group of daring travelers exists, ful magic the skimmer at whatever speed the pilot desires. This way, silt those who pilot and man silt skimmers. Silt skimmers are vehi- at any depth can be crossed. Many of these types of skimmers cles that ride either on the shallow shoals beneath the silt or also have slave wheels or sails for backup. on the very surface of the silt itself. With regards to this second method, however, silt does not have the displacement and Movement buoyancy of water — so craft cannot simply “float” on the sur- Both conventional and psionic skimmers have a Movement face. In this respect, silt shares more of the properties of quick- Rating (MR). This number is roughly equivalent to the creature sand — anything set upon its surface quickly sinks. The only Movement Ratings described in the Player’s Handbook. way a skimmer can stay afloat in deep silt is through the chan- Skimmers that are moved by creatures walking in the hol- neling of through the ship. There are two types Iowed-out wheels of the ship have a Wheel MR of 6. This num- of silt skimmers: those driven by conventional means and ber means that this type of skimmer can travel 60 yards those powered by psionics. through the silt in one round or minute (as in the PHB). In 10 hours, this skimmer can travel 6 miles. Note that this statistic is Conventional silt skimmers different from the PHB explanation. If the ship has no cargo, These skimmers are essentially huge wagons that roll add 2 to its Wheel MR. across the shallow parts of the Sift Sea. In many places under The creatures inside skimmer wheels can be subjected to a the silt, there are “paths” of rock and hardened silt that can forced march, driving the skimmer 2.5 times its Wheel MR (15). safely support those who can find them. Skimmers of this sort At the end of each day’s forced march (10 hours), however, a are sometimes powered by sail; the huge wheels of the skim- Constitution check must be made against the average consti- mer can also be hollowed and slaves made to “walk” in them tution of the wheel-driving creatures (10 for typical slaves). Add to provide movement (see The Valley of Dust and Fire and City by a bonus of +1 to the Constitution score for each open sail. If the Silt Sea accessories). Many of these vehicles have both of the check is made, the forced march can be continued for these methods of power at their disposal so that if one fails the another day. A cumulative -1 penalty is applied to the average other can be used as a backup. Constitution score for each additional day spent in forced march. If a check fails, then forced marching stops, and no Psionic-powered skimmers more force marching attempts can be made until the staves The disadvantage of conventional skimmers is that deep-silt rest for 12 hours per full day of travel. Even if a check fails, travel is essentially out of the question — unless the captain is though, normal movement can stilt be continued (although able to find a shallow path that just happens to lead where he normal movement does not count as rest). Most of this infor- wants to go. Though a great deal more expensive, psionic- mation is on page 120 of the PHB. powered skimmers solve this problem. These craft work by Skimmers that are strictly wind-powered are not popular, as either a wild talent or a psionicist channeling psionic the wind on Athas is very unpredictable. Still, those energy through an enchanted, symmetrical piece who have the skill, knowledge, and patience of obsidian that distributes the energy can indeed go where they desire with the

DRAGON #237 23 wind. Here, the seamanship proficiency (and MR) for a number of turns equal to Silt Sea, many skimmers have at least comes into play (call it “silt seamanship” his whole proficiency score. two means of power. or “siltmanship” if you like; such a profi- According to the City by the Silt Sea ciency applies to an area of knowledge Example: Rin, the captain of a skimmer, accessory, most skimmers have only about traveling on the Silt Sea). If the has a seamanship proficiency score of 14. one main sail. The addition of a foresail captain wishes to move on windpower His skimmer has one sail, which means he adds 1 to that skimmer’s Wind MR in only, then he can attempt to “catch the has one chance to make his proficiency addition to providing another chance at wind” by making a seamanship profi- check. A roll of 1d10 results in a 4, which catching the wind. Captains who are ciency check. First, 1d10 must be rolled means that Rin has a -4 penalty to his clerics of the Air add 1 to their Wind MR (when using the PLAYER’S OPTION™: Skills & Seamanship score. The windskimmer as well. The maximum number of sails Powers rules, substitute a roll of 1d8); the moves at a maximum speed or Wind MR of that a skimmer can have is a function of number rolled on this die is a negative 5, because his seamanship proficiency score its Size, which is described later. If a modifier to the captain’s seamanship is 14, less the -4 penalty from the wind for wind-driven skimmer is without cargo, proficiency score; it represents the avail- a modified score for 10, and half of 10 is 5. add 2 to its Wind MR. ability of the days wind. A roll of 1 is the This modified score means that Rin can Psionic-driven skimmers are by far best, for it means high winds; a roil of 10 travel 50 yards a minute. He can keep up the most costly, yet many who traverse is the worst, for such a roll indicates prac- this movement rate for 14 turns (his regular the silt feel that these skimmers pay for tically no wind at all (the essence of this seamanship proficiency score). themselves with their speed and maneu- roll is the same as AC; lower is better). verability. Skimmers of this type deter- This roll can also indicate the amount of As long as Rin continues to succeed mine their Psionic MR depending on “wind-blown” resistance from the silt, so on his proficiency checks, his movement who is powering the ship. If the “pilot” a roil of 1 would indicate low silt resis- rate can be maintained for quite a while. (the person using psionics to move the tance from all the wind “tossing it If he could continue making “good” pro- skimmer) is a wild talent, then that ship’s around and “thinning it out, while a roll ficiency checks and keep up his Wind Psionic MR is equal to the pilots Wisdom of 10 would be associated with high silt MR of 5 for 10 hours, he could conceiv- score. If, however, the pilot is a psionicist, resistance and thick, “dead” silt that ably travel 5 miles that day. However, then that ship’s Psionic MR is equal to results from having hardly any wind. So, the maximum number of times that Rin the sum of the pilot’s Intelligence, if the result of the 1d10 roll is a 5, the can “catch the wind” is equal to his expe- Wisdom, and Constitution scores. So, for skimmer captain must make his profi- rience level in his chosen class. Also, if example, if a pilot who is also a psionicist ciency check at a -5. The captain can any proficiency check fails, and the cap- has an Intelligence of 12, Wisdom of 15, attempt to make one of these checks per tain is unable to make any more and Constitution of 13, then that ship’s sail opened on the ship, although the attempts (no more sails are left to try Psionic MR is 40 (this skimmer can move modifier remains for the entire day. If with), then the skimmer is “dead in the at a maximum rate of 400 yards per any roll is successful, then the skimmer silt,” and no further attempts at catching minute). However, the psionic pilot must gains a Wind MR equal to one-half the the wind can be made until the next day pay a PSP cost to gain such an MR. Each captain’s proficiency score (drop frac- (when a “new” 1d10 is rolled) — regard- PSP channeled into the skimmer pro- tions). A captain is able to keep the wind less of experience level. Because vides 1 point of Psionic MR. So, if a pilot the caprice of wants a Psionic MR of 15, then that pilot wind is so must pay a cost of 15 PSPs. If a pilot with important the aforementioned ability scores of in the Intelligence 12, Wisdom 15, and Constitution 13 wants to travel at his maximum speed of 40, then 40 PSPs must be channeled into the skimmer. Psionic-powered skimmers also require a maintenance cost to be paid in order to continue with a current speed. The maintenance cost is half the current Psionic MR in PSPs the round after

24 the first (round fractions up) and one- 6). At the beginning of the next round and exceed his maximum Psionic MR, addi- quarter the current Psionic MR every each round after that, Resa must expend tional PSPs need to be spent for each round after that (the longer the pilot only 1 PSP (one-fourth of 6, rounded up — point of movement above and beyond stays in contact with the ship, the easier the minimum PSP cost for any amount of the maximum movement rating on a it is to control). So, with the earlier exam- movement is 1) in order to —continue her one-for-one basis plus the initial MR cost. ple, in order to keep up a MR of 40 for current movement of 60 yards per minute. If a skimmer has a maximum Psionic MR longer than one round, an additional 20 Resa can move at this rate for a total of 24 of 17, and the pilot wants to increase PSPs must be expended at the beginning rounds and cover 1,440 yards — about 300 speed to a figure above that MR — 20, of the next round, and 10 PSPs would yards short of a mile — when she paces her- for example — then the pilot must need to be expended at the beginning of self this way ( the first 60 yards cost 6 PSPs, expend 20 PSPs in order to reach this every round after that. Naturally, then, the next cost 3, and each 60 yards after that speed — even if the skimmer was such speeds are extremely tiring and are costs 1 PSP per round for a total of 30 PSPs already moving at a MR 17 (exceeding usually used only in an emergency. used: 6 + 3 + 1 (× 21) = 30). Psionic MRs is very difficult and requires a great deal of mental energy). To main- Example: Resa is a wild talent who If a pilot starts off at one speed, say, tain such a speed for more than one pilots a skimmer. Because she is a wild tal- 15, and later decides to go faster (the round, the same PSP cost needs to be ent, her Psionic MR is equal to her Wisdom skimmer cannot have reached its maxi- paid at the beginning of the next round score only — which is 16. She has 30 PSPs. mum speed yet), then that pilot must and each round after (in this case, the Now, she could start off at her maximum pay the difference between the skim- cost per round would be 20). MR of 16 if she channels 16 PSPs into her mers current Psionic MR and the pilots skimmer, but doing this would mean that desired MR. So, if a pilot is travelling at a Example: Resa’s skimmer encounters a she could only travel 640 yards before she Psionic MR of 15 and wants to go 17 (the silt spawn and she wants to get away —fast. would begin to run short on PSPs (the first ship’s maximum Psionic MR), he simply She has been travelling at a Psionic MR of 6 160 yards cost 16 PSPs; the next 160 would needs to pay a one-time cost of 2 PSPs for only two rounds—and so has 21 PSPs left cost 8 — half of 16 —; the next two rounds at extra in the next round (in addition to (she used 6 PSPs the first round; 3 PSPs the 160 yards/minute — would cost 4 each — the maintenance cost) in order to attain second — she has used up 9 of her 30 PSPs one-quarter of 6. The total amount of yards the new speed (if the ship has attained a so far). Her maximum Psionic MR is 16, yet, covered would be 640 at a total PSP cost of MR of 15 by other means — like slave as mentioned earlier, she wants to flee from 28: 16 + 8 + 4 + 4 = 28. Resa would have wheels or wind — the psionic pilot still the silt spawn as fast as possible. So, Resa to stop and rest in order to regain her PSPs needs to pay regular “first-time” costs immediately channels 21 PSPs (everything before she could pilot the skimmer again. and regular maintenance costs as if the she has left) into her ship and in one round Realizing this problem, she decides to pace ship was starting from a full stop — in her skimmer is 210 yards away ( her move- herself by starting with a Psionic MR of 6. order to “prime” the ship psionically for ment has been increased to 21 which = 210 She channels 6 PSPs into her skimmer the the pilots use). Psionic-driven skimmers yards/round). Now, this move would have first round, which makes her ship move 60 are the only other skimmers besides the been unintelligent in deep silt, for the skim- yards. The next round, she can keep her slave-driven ones that can exceed their mer would have started to sink as soon as current speed by paying only 3 PSPs (half of maximum MRs. If a pilot wishes to psionic energy ceased to be poured into it. However, since her skimmer is in shallow silt and possesses wheels and a sail, the skim- mer’s wheels simply sink until they touch bottom; her captain, Rin, opens up a sail, and now the skimmer is safely moving along at a Wind MR of 5.

# DRAGON 237 25 Table 1: Silt skimmer sizes

Size Category Ship Size Cargo Limit Maximum No. of Sails Deepest Silt Level Minimum Crew Wheel Size 1 40’×20’ 1,000 lbs. 1 11’ 5 + captain 20’ diameter 2 50’×25’ 2,000 lbs. 2 12’ 6 + captain 25’ diameter 3 60’×30’ 3,000 lbs. 3 13’ 7 + captain 30’ diameter 4 70’×35’ 4,000 lbs. 4 14’ 8 + captain 35’ diameter 5 80’×40’ 5,000 lbs. 5 15’ 9 + captain 40’ diameter

Because of their superior knowledge order to keep his schedule, he has his so her proficiency score needs to be rolled at of energy and movement, Psycho- tired slaves crawl back into the wheels; -10 penalty (which leaves her with a kineticists add 1 to their Psionic MR. and now his skimmer is moving at its chance of 3 in order to make the turn — not Anyone with some degree of psionic tal- Wheel MR again — this time at 6 (his a very good chance). in order to improve ent can pilot a skimmer, provided that he slaves cannot force march now due to a her chances, Resa expends 5 extra PSPs into possesses the Seamanship proficiency. lack of adequate rest). her ship — which lowers the penalty to her Psionic-driven skimmers with no cargo proficiency score to -5. Now, a roll of 8 or add 2 to their Psionic MR. As mentioned Maneuvering lower indicates that Resa has cleared the in the beginning of this article, most silt Slave-driven and wind-powered rock (13 - 5 = 8) — still not a very good skimmers have at least two means of skimmers can turn in two-mile arcs — as chance but much better than 3. power, which means that, in game terms, mentioned in the City by the Silt Sea most silt skimmers have at least two accessory. This accessory also states Turns sharper than 90° are impossi- MRS. What must be remembered is that that the addition of an aft sail for steer- ble without first stopping the skimmer only one type of movement (and MR) ing reduces that turning arc to one mile. and then pivoting it in the desired direc- can be used at a time. A skimmer with a Such a sail provides another chance at tion. Psionic pilots can stop in a variety sail open and slaves moving two wheels wind-catching as well. When playing in of ways: many pilots simply let go of the doesn’t combine its Wheel MR and its yards instead of miles, however, consid- obsidian engine that they are required to Wind MR. About the only advantage a er the two-mile turning arc to be a 170° keep in physical contact with. This way slave-driven skimmer with an open sail obtuse angle; and consider a one mile the skimmer loses half its speed the first has is a bonus to the Constitution check turning arc to be 160°. Speed is in no round and comes to a complete halt in of the slaves when rolling for fatigue dur- way decreased when turning in this the second. After the second round, the ing a forced march (as mentioned earli- fashion. As far as stopping goes, both of skimmer also begins to sink unless more er). Indeed, a typical journey in the life of these types of skimmers can stop imme- psionic energy is spent into it or the a silt-skimmer captain might go some- diately by either ordering the slaves to skimmer itself hits “land” in shallow silt. thing like this: a captain may be force stop walking or by folding the sails. For an immediate stop, the same proce- marching his slaves to get a Wheel MR Psionic-driven skimmers can turn as dure is used when making a sharp turn: of 15; after three days he orders his much as 110° without losing speed. Any the pilot must make a Seamanship pro- slaves out of the wheels so that they can turns sharper than 110° require the pilot ficiency check with a penalty equal to rest. He then opens up a sail and contin- to make a Seamanship proficiency the skimmer’s current Psionic MR (extra ues at a Wind MR of 7 (a roll of 1d10 check with a penalty equal to the skim- PSPs can be used to modify this roll). resulted in a 2, so this captain has a 2 to mer’s current Psionic MR. So, if a pilot is his Seamanship proficiency score — his travelling at a Psionic MR of 8 and wants Building skimmers to size score being 16, minus 2, equals 14; half to make a 90° turn, then that pilot must All skimmers are classified in size on of 14 is 7) for about an hour when sud- make a Seamanship proficiency check a scale of 1-5 (smallest to largest). Table denly the skimmer is attacked by giants. at a -8 penalty to his proficiency score. 1 illustrates ship Size and how it relates The captain hastily helps take down the Success means no speed is lost in the to other aspects of a silt skimmer. sail and orders his psionic pilot (who turn; failure means that the skimmer’s Both wind-powered and slave-driven happens to be a psionicist with the fol- current Psionic MR is halved; more PSPs skimmers require wheels and can only lowing ability scores: Intelligence 15; need to be spent in order to get back up travel in shallow silt at the maximum Constitution 17; Wisdom 16) to get the to the original speed. The advantage depths indicated under Deepest Silt ship out of danger. The pilot hastily that psionic pilots have, though, is that Level. Only psionic-powered skimmers pours 48 PSPs into the skimmer and the this roll can be modified. If a pilot wants that are driven purely by psionics can ship quickly zooms away at its maximum to, additional PSPs can be channeled avoid having wheels (although such a Psionic MR of 48 (15 + 17 + 16 = 48). In into the skimmer to reduce the penalty skimmer would need a core team of one round the pilot has put 480 yards and give a better chance for a successful pilots to run a sort of “shift duty” in order between his skimmer and the giants. He proficiency check. Each extra PSP spent to keep the skimmer afloat). Also, psion- continues at this MR for 4 more rounds on making the turn provides a +1 bonus ic pilots do not count toward the mini- until the giants are safely out of sight, at to that pilot’s Seamanship proficiency mum crew requirements listed above. which point the captain relieves the score for the roll. Psionic pilots do have certain require- exhausted pilot and allows the wheels to ments when it comes to skimmer size. In touch bottom in the shallow silt. He Example: Resa needs to make a 90° order to operate a skimmer of a specific opens the sail back up but is unable to turn in order to avoid an outcropping of size, a pilot needs to have reached that catch any wind now (he has failed his rock. Her Seamanship proficiency score is 13 same level in his or her chosen class. So, Seamanship proficiency check). So, in and she is travelling at a Psionic MR of 10, in order for a pilot to operate a Size 4

26 Table 2: Ship and engine costs

Ship Size Skimmer Cost Obsidian Engine Cost Cost Per Sail Enchantment Cost (for Obsidian Only) 1 150 gp 15,000 sp 5 gp 10 gp 2 250 gp 16,000 sp 6 gp 15 gp 3 350 gp 17,000 sp 7 gp 20 gp 4 450 gp 18,000 sp 8 gp 25 gp 5 550 gp 19,0000 sp 9 gp 30 gp skimmer, that pilot must be at least a materials of which the ship is construct- Psionic MR are now halved until repairs can 4th-level character. Multi-class charac- ed. A successful save indicates half or no be made. Resa can now only push the skim- ters use their highest level class; dual- damage, depending on the spell or mer (psionically) to its new maximum of 8 class humans use the level of whatever power. (half of 16). class they are currently working on. No When a skimmer suffers damage, matter what the size, slave-driven skim- there is also a chance that its Movement Combat is resolved using the normal mers always have a Wheel MR of -6. Rating is affected as well. Every time a combat rules: the person firing one of skimmer is hit, roll percentile dice. If the the ship’s weapons uses his THAC0. Costs result is equal to or less than the skim- Also, consider the AC of all skimmers to Psionic-powered silt skimmers need mer’s current Integrity score (after the be 0. Table 4 lists common skimmer what is called an obsidian engine, which Integrity point loss) then the rate of weapons and their rates of damage. is basically a large, enchanted, symmet- movement is not affected. If the result rical piece (any shape) of obsidian that on d100 is greater than the Integrity Weapons pilots use to control a skimmer and keep score, then any MRs that the ship has A skimmer can have a number of it afloat. Such engines must be flawless- are halved. If the skimmer fails its weapons equal to two times its Size - ly crafted; they are also very expensive. Integrity roll again when damaged, then ing. However, many skimmers have no An obsidian engine costs 15,000 sp + any ship MRs are halved again — and so weapons at all, as most captains would 1,000 sp for every Size level beyond 1; on until the ship can no longer move. like to keep the ships they defeat — not these engines weigh a great deal as well. An engine weighs 600 Ibs. for Table 3: Skimmer integrity every Size level (this weight, however, Skimmer Size Integrity Cost for Higher Integrity Maximum Integrity doesn’t count toward cargo limits as the 1 4d20 1 gp/point 80 skimmer is designed to compensate for 2 5d20 2 gp/point 100 3 6d20 3 gp/point 20 this weight when it is built and when a 4 7d20 4 gp/point 140 previously non-psionic skimmer is “con- 5 8d20 5 gp/point 160 verted” into a psionic one). Table 2 lists the standard ship costs and the costs for obsidian engines ( a separate cost) as well Example: Rin is travelling at a Wheel destroy them. Furthermore, all weapons as costs for enchantment. MR of 6, and his skimmer has 70 Integrity are considered to be on fixed, immov- points. Unfortunately, Rin doesn’t realize able mounts. Triple the cost of any skim- Skimmer integrity that he’s being followed. Suddenly, a bolt of mer weapon if a swivel-mount is Skimmers have their own version of green lightning hits the aft of the ship. The desired. Hit Points which fall under a category skimmer suffers 14 points of damage (it now Option: If you are using the PLAYER’S called “Integrity.” Integrity is basically has 56 integrity). A roll of percentile dice OPTION™ Combat and Tactics supplement, the ship’s Hit Dice (d20), and it’s rolled results in 50, so the ship can still continue at feel free to utilize the weapons and rules when the skimmer is first constructed. its present Wheel MR of 6. Rin wants to get from Chapter Eight in that book — enti- No matter how much money is spent away with as little damage as possible, tled “Siege Warfare.” on “making the perfect ship,” Integrity however, so he has his psionic pilot Resa Some exceptions are of note, howev- levels cannot exceed the maximums list- drive the ship. She pushes the skimmer to its er, in that only ballistae, catapults, and ed above (the randomness in rolling maximum Psionic MR of 16, but, unfortu- trebuchets “fit” the DARK SUN campaign Integrity represents getting good or bad nately, another lightning bolt cracks into the world. Also, the crew of the skimmer is craftsmen to do the job and how much ship — this time into the skimmer’s port side. able to fill the Minimum Crew require- extra it costs to “get the job done right”). The skimmer takes 20 points of damage to ments needed to operate these When a skimmer is hit by a ballista, its Integrity — leaving only 36 points left. A weapons — as stated on the boulder, spell, or any other damaging d100 roll gives a result of 64, which means Bombardment Engines table, p. 155 — weapon, points of Integrity are lost — that the ship’s Wheel MR, Wind MR, and provided that no more than half of the just as in person-to-person combat. If a skimmer is hit by a ballista that inflicts Table 4: Silt skimmer weapons 2d6 hp damage, then that skimmer loses 2d6 points of Integrity. When hit Minimum by spells or psionics, skimmers use the Weapon Speed ROF Range Ship Size Damage Cost Light ballista 8 1/2 30/50/70 1 1d12+ 10 gp Item Saving Throws table from the DMG Heavy ballista 15 1/3 70/90/110 3 3d6 20 gp and save as either bone (chitin) or thin Catapult — 1/2r —3—8 gp Boulder 13 — 40/50/60 — 3d6+4 — wood — depending on the majority of Debris 10 — 30/40/50 — varies —

# DRAGON 237 27 ship’s crew is allocated to firing the gun- ning a silt-skimmer scenario, one of the (that can cause 4d6 hp damage, for nery — setting more than half the crew characters throws a dart at an offending example) that is cast at a skimmer and to the task of discharging weapons skimmer; causing that ship to lose 3 results in a 4 (all “1s”) for damage causes all the ship’s movements to be points of Integrity — going from 56 to causes the skimmer to lose Integrity and set behind one phase, regardless of cur- 53. Now the DM checks that ship’s requires that ship to “check” its Integrity rent MR or initiative. The cost of these Integrity by rolling d100 and the result- on d100 to see if its respective MRs are weapons on the Bombardment Engines ing roll turns out to be 54 — all the ship’s halved (the lightning bolt spell cast by table mentioned earlier can be convert- MRs are halved. Does this result mean this particular magician is capable of ed by multiplying the listed gold piece that a dart thrown from one PC can stop inflicting 10 hp damage, enough to have cost by 5 and using the resulting num- (or even slow down) a 50’ × 25’ vehicle? a chance of causing the ship to slow, ber as the cost in ceramic pieces. Plus, A reasonable way to adjudicate a prob- regardless of whether the materials of the respective weights of these weapons lem like this is to assign a “minimum the ship made their saving throws). take up cargo weight. Finally, consider damage” number for any attack on a silt the number in the Spaces column as the skimmer — 10 is a good “minimum dam- Creating an obsidian engine minimum ship Size needed to have such age” number. What this number means As stated earlier, an obsidian engine a weapon installed. is that any single attack that hits the ship must be a flawless, symmetrical, enchant- must be able to cause at least 10 hp ed piece of obsidian. Because the use of “Ship-stopping” darts damage for that skimmer to have to magic is required, most psionic-powered One difficulty in using an Integrity check its Integrity — so in the above skimmers were in the Royal Fleets of the system that is equivalent to the Hit Point example, that skimmer hit with a dart sorcerer-kings and illegal anywhere else. system of characters is that skimmers would lose 3 points of its Integrity, but Trading houses, however, could secure therefore lose Integrity in much the would not have to roll to see if its MR high-priced “licenses” from templars — same way as characters lose Hit Points. was halved. (Such a weapon is too small which would at least allow these houses So, say a DM were to put the informa- to cause any significant reduction in to hire a magician to create the engine tion in this article to use, and while “run- speed.) However, a lightning bolt spell for them. Now, in the absence of most of

28 the kings, trading houses and even indi- Balican Silt-Runner viduals such as nobles are causing the Size: 1 Wheel demand for psionically driven skimmers MR: 6 to rise very slowly. Wind MR: varies The creation of a psionic skimmer Psionic MR: 18 requires that either the obsidian engine Integrity: 65 be blessed by an Earth or Fire cleric; or Captain’s Seamanship proficiency that the ship itself be blessed by a cleric score: 17 of Silt. Afterward, the following 9th-level Pilot’s Seamanship proficiency spell must be cast on the engine: score: 13 The Balican fleet served as that city’s Psionic Channeler only protection that (Enchantment, Alteration) threatened its walls. The strength of the Range: Touch fleet under King Andropinis’s reign was Components: V, S, M in its simple organization: each skimmer Duration: Permanent in the royal armada was fitted with an Casting Time: 1 day per Size level obsidian engine; and no skimmer was Area of Effect: Special ever to be allowed to travel alone. Such Saving Throw: None a move cost the city hundreds of thou- This spell creates a magical web of sands of gold pieces in phenomenal thread-sized conduits that covers the taxes, yet trade routes remained open entire ship and culminates at the obsidi- because of this move and giants contin- an engine. These conduits are invisible ued to be outmaneuvered by the faster, and have no truly physical substance, psionic-powered skimmers. Indeed, this yet they can be seen with either the wiz- fear of attack by giants was so success- ard sight or true seeing spells. This spell is fully instilled in the citizens of Balic that cast on a flawless, symmetrical piece of these taxes were paid two times over. obsidian (of the appropriate size) for one Balican skimmers are divided into day per Size level of the skimmer. The three classes: Silt-Runners (Size 1), wizard must keep in constant physical Wanderers (Sizes 2-4), and Drakes (Size contact with the obsidian during the 5). When Andropinis was king, Balic casting time, as these psionic conduits remained uncontested among the other “grow” slowly from the engine itself and city-states with regards to the size and eventually cover the entire ship. The strength of its fleet. Now, unfortunately, material component is the piece of Balic’s royal armada operates at a mere obsidian to be enchanted. fraction of its former power. When news Before his untimely disappearance, of the kings disappearance reached the King Andropinis of Balic had ordered fleet, many captains took their ships and research into this spell so that air could were never seen again. Some, however, be channeled around a skimmer (i.e., did return to find positions with House the skimmer could fly). Unfortunately, all Wavir: the trading house that now con- attempts proved fruitless due to the trols most of Balic (including the harbor) extreme weight of the obsidian engine in the kings absence. At any rate, citi- itself. Furthermore, silt, for some reason, zens fear that, in its weakened and is more of a conductor of psionic ener- divided state, Balic remains at a con- gies than air (many scholars postulate stant danger from giants — even with that the Sea of Silt’s origins have some- rumors of a peace treaty underway. thing to do with this fact). The Amestine Skimmer design Size: 3 As long as a skimmer fits into the Psionic MR: varies from pilot to pilot rules about ship construction, practically Integrity: 79 any design is possible. Skimmers have Pilot’s Seamanship proficiency been built from materials ranging from score: varies from pilot to pilot wood from the Crescent Forest to the The Amestine is a skimmer that is chitinous bodies of dead giant beetles. piloted by eleven renegade psionicists. Be creative. This skimmer has no wheels or a sail Below are two “sample” skimmers and is strictly powered by psionics. that are presented in order to give the These individuals were fleeing the potential captain an example of what a psionic organization known as the skimmer’s chart looks like. Order when that organization split due to some inner turmoil caused by one of

# DRAGON 237 its members (see the Dragon’s Crown Constitution score, use a saving throw vs. resources detail islands and cities not module). Now the pilots and crew of the death instead — undead and elementals located on the original map of the Tyr Amestine have been able to come out of do not have to make this roll). region. The accessory pro- hiding (cautiously doing so, of course) Air clerics aren’t the only ones that vides a look at the major trading houses and are currently aiding Draj’s House of can aid a wind-powered skimmer, how- of the land, and the new Expanded and the Mind in leading silt-based commerce ever. Any weather or wind affecting Revised DARK SUN boxed set nearly dou- for the city. spell or psionic power (such as control bles the size of the Sea of Silt. wind) allows the captain one extra Because of the cost of skimmers, Alternative methods of chance at making a seamanship profi- many players who want to be in a Silt power (tricks of the trade) ciency check (as if the ship had another Sea—based campaign might find them- Owning slaves is considered an evil sail) to catch the wind (1d10 is rolled selves disappointingly short of the need- act, and any character who persists in again, although, to determine the ed funds. This isn’t as much of a prob- doing so should be subject to an align- strength of this “new weather”). lem as it might first appear. Psionicists ment adjustment by the DM. Having A group of psionic pilots who each and powerful wild-talents are in con- said this then, how do those who are possesses the telepathic devotion, stant demand as pilots by both trading against slavery use skimmers powered Convergence, can do amazing things. houses and cities (and even powerful with a Wheel MR? Well, many captains When two or more psionicists use individuals such as nobles). Crew and have been known to use beasts of bur- Convergence while piloting a skimmer, captains with the proper experience are den such as inixes the highest Psionic MR and Seamanship also needed to man these ships. The Earlier, this article stated that only proficiency score of the group is used. If only important point to remember in slave-driven and psionic-powered skim- any of the psionicists is a psychokineti- these work-for-hire situations is who mers could exceed their maximum MRs; cist, then that bonus is used as well. actually owns what — or whom . . . this isn’t necessarily true. A captain mov- Finally, every psionicist’s individual store ing via sail power with an Air cleric on of PSPs is combined into a group pool — board is a lucky captain indeed. Clerics as stated in the description of the of Air can gate in a sheet of gail-force Convergence power. Todd Stigliano is currently studying wind 2’ wide for each level they possess To run a campaign based in the Sea English, Linguistics, and Music Composition above 6th. This wind can travel about of Silt, it might be good to secure a copy at Youngstown State University. He is a 1,000 yards in one round and can be of the Valley of Dust and Fire and City by complete fanatic about the DARK SUN cam- gated right into the ship’s sails — causing the Silt Sea accessories, as both of these paign world. the skimmer to travel at its current Wind MR plus 10 points of Wind MR for each level the cleric has above 6th. The skim- mer, however, must check its Integrity (d100) with a penalty to the roll equal to the extra points added to the skimmer’s MR. So, for example, if an 8th-level Air cleric summons these winds and add 20 points to the skimmer’s Wind MR, then that skimmer must check its Integrity at a -20 penalty. Success means that the new speed is achieved; failure means that the sails have either snapped off at the poles or been ripped in two — this skimmer no longer has any Wind MR until repairs are made. If the skimmer makes its Integrity check, the captain can attempt to keep the wind by making a Seamanship proficiency check every round. The new speed lasts until the captain fails a proficiency roll or 1,000 yards are covered — whichever comes first Some mages have been known to use undead or elementals as motive power (although animating dead is also consid- ered an evil act if used too often). What is important to remember is that, no mat- ter what creature walks inside the wheels, the Wheel MR of any skimmer is always 6 — with a force march rate of 15 (when checking for fatigue in a force march with creatures that don’t have any

30

by Ed Greenwood illustrated by Storn Cook

This time around, Volo has uncovered say that his wings are little more than It’s also clear from the historical one of the most unusual and inter- tatters hanging between the structural record that Eldenser tends to avoid other esting dragons of the North: Eldenser, spines, and that his scales are almost dragons — but to reveal himself as a wily, the Worm Who Hides In Blades. white in places, paling with age in the enthusiastic, and savage fighter when Whispered of in obscure legends of the same way that the ancient black dragon attacked. Three women of the house- North for some six centuries (and of Cormyr became “the Purple Dragon.” hold of the long-ago nomad lord described as frail with age even in his He is said to have tufted eyebrows and Tharnor of the North saw Lorragauth, a earliest mention), Eldenser is an an extensive ‘beard’ of spines on his black dragon of some reputation, swoop amethyst eider wyrm of decrepit, weary- chin, both white in hue, and to have down to attack Eldenser when the Lurker wise appearance. Long ago he mastered very wise large eyes whose customary was intruding into Lorragauth’s territory. magic that allows him to leave his with- appearance is “twinkling with inner As Lorragauth spread his wings to slow ered, wasted body in a secure hideaway amusement.” and aim himself for a devastating (reportedly a crypt in ’s City In younger days, Eldenser was said to pounce, Eldenser calmly snapped his of the Dead), and transport his sen- be a solitary wanderer among dragons, wings once, rolling to rise sharply under tience into the blade of any tempered, who flitted about Faerûn (the Sword Lorragauth’s right wing — and the Lurker edged metal weapon. Coast North wilderlands in particular) burst up through it, tearing one of his In this way, Eldenser has cheated without apparent rhyme nor reason, fol- foe’s wings almost right off the wyrm’s death down the ages, preserving his lowing his own whims. It’s now clear body, sending the luckless Lorragauth slowly-crumbling form as much as possi- that he was enjoying his first love: the “cartwheeling across the rocks and sky, ble by leaving it unused and walled observation of all living things, and to a broken and splintered death against away from air and elements, as he pass- learning how they appear and “work” in a mountainside some way off to the es from blade to blade, able to see, hear, all stages of life. The deep knowledge of south.” and speak freely out of the metal — and this sort that he’s acquired down the Eldenser is also said to have snatched all metals in direct contact with a blade ages makes him both less proud and up a fishing boat while in full flight from he currently inhabits. more formidable than most dragons — a gigantic red dragon, and looped in the Authorities unanimously refer to this he knows the causes and effects of air to use the vessel as a crude spear, dragon as a male, and the few that deeds and events more than most living piercing his foe’s eye and slaying him make mention of his true draconic body beings of Toril. before the racing red wyrm could slow

# DRAGON 237 33 down or duck aside. Most of Eldenser’s The Lurker can be hurt by all attacks Eldenser also dislikes inhabiting intel- exploits preserved in Realmslore, how- that harm the blade. Breaking a blade ligent weapons of any sort, but he can ever, concern his deeds while lurking in he’s inhabiting deals him 4d12 hp dam- absolutely control the actions and pow- various swords — such as the time he age instantly and frees him to “drift” (see ers of any weapon with an ego of 5 or caused the death of the notoriously below). There are two exceptions to this less (weapons of 6 or greater ego, or cruel and destructive mage Arnaglym of rule: both natural and magical electrical artifacts, typically repel him into wraith- Arrabar by unexpectedly reflecting a fire- and heat attacks cause Eldenser no form upon contact). His entry into an ball that Arnaglym had cast at Eldenser’s harm. Furthermore, he can at will draw intelligent weapon causes both he and it wielder, hurling it back at the mage, their effects into himself to protect his to go dormant for 1d4+1 rounds while who stood in a hall with a massive ham- wielder from all damage, though he Eldenser learns its abilities and estab- merbeam ceiling hung with huge old tends to do this only reluctantly, as it lishes control. If the weapon has an ego tinder-dry tapestries — which became a renders most blades he inhabits brittle. rating, add its ego points to the number smothering inferno from which even the Note that this power steals half the dam- of rounds of dormancy (as Eldenser fell Arnaglym could not escape. age inflicted by such attacks on their ini- wrestles with it and examines its intel- There are a score of similar surprising tial round, negating any additional dam- lect and memories for things of interest). tales of surprising powers bursting from age on subsequent rounds. Note that the Lurker has the ability to blades that Eldenser is known to be the Eldenser doesn’t augment the physi- make magical items temporarily usable cause of, and many more that he isn’t cal damage caused by a blade he inhab- by beings that the items are normally connected to by present-day bards and its but does render it a +2 weapon for unable to aid (by reason of class, race, sages — but for which he may in truth be the purposes of determining what sorts alignment, level, or personal skills). responsible. of creatures it can strike, without confer- Eldenser is sometimes called “the It’s important to remember that ring an actual bonus on the blade. Lurker” in the lore of the North because Eldenser fights only when battle can’t Eldenser can jump invisibly from one he reveals himself only if he chooses, readily be avoided; he prefers to blade to another if they are within six often spending much time silently observe and remain undetected or at feet of each other and remain so, immo- observing those who wield him (or least ignored. He likes just to watch bile, for at least three consecutive rather, the blade he currently inhabits) silently, and this habit has given him a rounds. During this time, he can’t speak before speaking to them or exhibiting his rich range of experiences and knowl- or cast spells. powers. About 1277 DR, he told a daring , from how to cook certain compli- Otherwise, he travels by “drifting,” Harper who questioned him about this: “I cated recipes to the configurations of becoming a wraithlike apparition that prefer to watch the strivings of others sewers and back alleys in many cities, to looks like a human-sized amethyst drag- and act only when I must. From time to where certain treasures lie hidden. It has on head of great age and bewhisker- time something within me stirs, and I rise been said (and repeated by some elder ment attached to a dwindling “tail” of up to work my will on Faerûn with vigor- Harpers) that “Eldenser sees much, and wispy substance. In this form he is AC 4, ous energy . . . but those risings come never forgets anything from an expres- MV FI 8 (D), and can speak and work seldom now; I must be growing old.” sion on one face glimpsed in a crowd to magic. When drifting, he singlemindedly When within a weapon, Eldenser can the position of gaming pieces on a travels in search of a new metal item to cast his spells by silent act of will, either board seen through a doorway while inhabit. (Once he has left a particular by touch (of the blade), or by causing passing in haste.” The Lurker will never blade, he can never return to it.) As he them to erupt out of the blade. He does do anything as crass as sell such infor- drifts in this wraithform, Eldenser this independently of the will and mation, but he’ll often trade a service “bleeds” 1d4 hit points per round. If he knowledge of the blade’s wielder, who from some of it, to get adventurers or reaches 6 hp or less before the round in may not even be aware that the sword others to do something he doesn’t want which he silently melds into a new in his hand is anything out of the to take a hand in directly — but wants to blade, he vanishes, transported auto- ordinary until it spits a lightning bolt or a watch. matically, as a teleport without error spell, stream of magic missiles. Elminster has corrected many of the back into his true body, where he While inhabiting a blade, Eldenser suppositions about Eldenser’s powers remains until time heals. gives the weapon his Armor Class, saving that follow, but he stresses that adven- Eldenser dislikes the “feel” of metal throws (use either the metal item saving turers shouldn’t trust in what is said items that have alignments not at least throw or his draconic saving throw, here; the Lurker’s true abilities may be partially neutral, and he won’t remain in whichever is better), and hit points. more potent. All of what immediately them for more than a minimally neces- The Lurker’s relationships with other follows refers to the dragon’s powers sary time to bring about a likely transfer dragons have been, in the words of the while he is within a metal object, almost to a more suitable home (i.e., until he human sage Velsaert of Baldur’s Gate always a sword of fine make. perceives other metal items near; he (fast becoming recognized as an author- Eldenser knows Common and several never likes to go “drifting blind”). He ity on the history of dragons up and human and elven tongues. He can speak won’t manifest any of his powers or cast down the Sword Coast), “A parade of with perfect telepathy at the same range any spells when in such a situation friendly hidings — but ready deadliness.” as his maximum vocal “shout” (a boom- except those that are likely to bring Put into everyday words, that means ing voice audible up to a mile away). He about an immediate possibility of trans- that Eldenser prefers to conceal himself prefers to speak in a dry, calm, much qui- fer. (He might spit out lightning to attract from other dragons, reacts with calm eter voice. When operating out of a an adventurer’s attention, for example, friendliness if he is discovered — and is blade he can see and hear as well as a to allow him to move into a weapon or quick and savage in battle if forced to human with keen senses. piece of armor of the adventurer’s.) defend himself (or his wielder).

34 The key to Eldenser’s character could cheerfully defies any attempts to estab- be said to be his interest in the rich vari- lish authority over him (or anyone wield- ety of the Realms, as it unfolds all around ing the blade he currently inhabits). him. He is patient, good-natured, and Eldenser usually has little interest in slay- wise, able to draw on far more experi- ing other dragons of any sort, but he dis- ence than most mortal beings, to outwit likes fleeing from them. He prefers to best foes who plan ahead. He can cast pru- other dragons or outwit them and then dence aside in an instant if he must, leave at his leisure, rather than allowing bursting into bold action, but he has no them to consider themselves victorious interest into luring or trapping others over him. (though he may manipulate beings to aid his wielder, or merely to observe the The deeds of Eldenser result — particularly if it is likely to reveal The favorite prey of the Lurker is a the character of someone he’s interested great cat of any sort, though he usually in, perhaps as a possible wielder of the feeds on cattle — and of course derives blade he’s currently inhabiting). nutrients from any gore he spills while Eldenser is said to be an accom- inhabiting a blade. He is said to enjoy plished mimic and to to have a taste for good wine and sharp cheeses, too, riddles and puzzles. In recent years, he drawing them into the blade when it has become increasingly fascinated by touches them. love in all its forms, and what it can It’s not known if Eldenser has ever make beings do. mated with another dragon. He is The Worm Who Hides In Blades is known to have accompanied several said to be a foe of whoever’s pestering human females — and at least one elven him right now — he doesn’t bother pur- lady — for most of their lives, and to suing anyone on an ongoing basis, have formed friendships with heroic though he’ll certainly thwart the Cult of individuals of both genders and most the Dragon whenever he can. intelligent races. At heart, though, he seems that rarest of things, even among Eldenser’s lair dragons: a contented loner. The Lurker has no known servants, Eldenser spends his days in three pur- willing or unwilling, but he is thought to suits: observing the beauties of Faerûn enjoy an alliance with The Simbul, Witch- and the entertaining strivings of its Queen of Aglarond, and possibly with her inhabitants (half-elves, humans, and sisters Syluné and, surprisingly, Dove elves in particular), trying to influence (who has wielded him from time to time events in the same way that rulers and in big battles against Zhentarim, Thayans, archmages do, and to follow Ossavitor’s or other magically-powerful menaces). Way to fruition. He seems to have no true lair but rather Ossavitor was — or is (it is now either a dozen or more inaccessible sea-isle or dead or dwelling on another plane) — a mountain-heart caverns in which to dragon of forgotten breed, who ‘stash’ his immobile, stasis-ruled body. achieved something very important to For most of the time, this body lies in all dragonkind some 20,000 years ago: a crypt in the City of the Dead, a tomb his Way, or magical process for achiev- that is reachable only by correctly pass- ing immortality. ing through several trapped gates that Humans are warned that betrayal of fling the unwary to random destinations any knowledge of this process (even (e.g., a deep level in Undermountain or mentioning its name in “confidential” the outskirts of ruined Myth Drannor) inquiries at Candlekeep, for example) unless a user utters the correct pass- will attract the attention of both the Cult words while traversing them. of the Dragon (who are anxious to elim- The crypt is rumored to contain ward- inate rivals in their bid to influence drag- mists or similar protective magical barri- ons into achieving dracolichdom) and ers, including helmed horrors or similar powerful dragons of all sorts. automaton guardians, but no precise Ossavitor’s Way is a long, exacting, details of such defenses are available. and difficult process, the details of which remain secret to this writer (i.e., Volo Eldenser’s domain couldn’t discover anything more about Inside blades, Eldenser roams all of it, and Elminster refused to). Khelben Faerûn, considering none of it his “terri- “Blackstaff” Arunsun, the Lord Mage of tory” but all of it his to traverse. He Waterdeep (and presumably certain ignores nearby dragons of any breed — other powerful mages of his acquain- unless they discover him, whereupon he tance, such as his consort Laeral and

# DRAGON 237 35 perhaps others of the Chosen of Mystra) wyrm, but his precise mind-powers This spell transforms the caster into a has the entire process somewhere in remain mysterious; Elminster believes misty, wraithlike form that can drift one of his hidden libraries. Ambitious that one of Eldenser’s achievements is about and enter a metal (or primarily adventurers should take note that drag- the ability to duplicate the effects of cer- metal) object, existing within it indefi- ons — after a long and increasingly tain high-level spells (beyond his normal nitely. While inside the metal, the caster impressive death-toll mounted alarm- casting ability) as psionic effects, which retains all normal senses (which func- ingly — long ago gave up any hope of he can unleash once per day. tion normally) but doesn’t need to getting the secrets of Ossavitor from the Apparently this is an exhausting process breathe, eat, drink, or sleep. Natural Blackstaff. that involves hit-point loss. recovery of lost hit points continues, What I have learned thus far is the Three of Eldenser’s magics in particu- however, as does aging. end result of the process, and certain of lar are sought by other dragons (and by As a steelsteal spell takes effect, it its ingredients. The end result is practical ambitious mages of Thay and the Cult of drains 1d6+1 hp from the caster. It lasts immortality: it gives the dragon’s sen- the Dragon), and these follow. (These until the caster speaks a certain phrase tience three bodies to inhabit (the spells are drawn from the books of aloud. This ends the spell, strips the cast- unused two are in stasis, and typically Khelben “Blackstaff” Arunsun, who er of another 1d4+1 hps, and forces him hidden away in remote mountain cav- apparently received them from Eldenser out of the metal item back into a wraith- erns, buried under sand in the hearts of long ago in trade for other magics). like form. such vast deserts as the Plains of Purple This misty, intangible existence is AC Dust in Raurin, and so on), and allows Just Not There 4, MV FI 8 (D), and can carry nothing the dragon to select the size and ‘age’ of (Abjuration) solid. It lasts for 1d3 rounds before melt- these bodies. The dragon retains its Level: 5 ing back into the caster’s normal, solid magic resistance and spells regardless of Range: Touch form (unless additional magics have the apparent age of its form, but its size, Components: V been cast that cause the failing steel- hit dice, breath weapon, and the like Duration: 12 days steal to place the caster into another vary with the age chosen. All of these Casting Time: 1 form; in Eldenser’s case, he remains newly created bodies are vigorous and Area of Effect: Special wraithlike). Use of a steelsteal avoids any have the power of regeneration (3 hp Saving Throw: None necessity on the caster’s part for facing per round). How the dragon’s sentience This spell affects Eldenser or a crea- system shock survival rolls. can move from one body to another ture under the effects of a steelsteal spell also remains a mystery as of this writing, (q.v.) who is touched by him. It affects Bright and Deadly Ring but the written evidence suggests that both the blade Eldenser inhabits or is (Evocation) this can be done as often as desired, and touching and about to enter and Level: 6 with ease. Eldenser himself. It has only one func- Range: 60 yds. + 10 yds./level The process itself has been the hard- tion: to hide him — or any trace of a Components: V est thing to unearth. I suspect that drag- dragon, intelligent entity, or anything Duration: Special ons or their agents, and folk of the Cult out of the ordinary at all — from all Casting Time: 1 of the Dragon, have set about stealing “seeking” magics. Area of Effect: Special or destroying as many references to the To all known detection, divination, Saving Throw: None Way as possible. I’m confident that it and contact spells, Eldenser is “just not This spectacular spell brings into involves gathering many draconic com- there,” unless he desires to be found. being a glowing ring around the caster ponents, including: the talon of a topaz This spell doesn’t affect psionics per se, or a chosen focal point. Such a point dragon, a scale from a silver, some but it does foil minor psionic effects that must be something solid, like a door, blood from a bronze, and so on. (Note: are the equivalents of widely-known throne, or plinth, but it need not be sta- this confidence is Volo’s, but Elminster detection magics. A just not there spell tionary — so a willing creature could be did not correct this statement.) has no effect on attacks, only on search- chosen. The magic fails, collapsing into Eldenser can be presumed to know ing attempts. A spellcaster or psionically- fading, harmless motes, if cast around a (or to believe he knows) the entire Way, gifted character who suspects that hostile or unwilling creature. and to be pursuing the collection of com- something sentient is within a given The intangible bright and deadly ring ponents in a patient, almost leisurely item or weapon, and who attacks it, suf- gives off light equal to a faerie fire spell of manner. Certainly he has often influ- fers no changes in the chances of suc- blue-white hue. (One can see to read by enced individuals who are wielding a cess — unless the attack attempt requires it, and/or unlock doors and perform blade he is part of to attack and slay that the caster sees or makes contact other exacting tasks.) The ring lasts dragons — and if they are successful, to with the being hidden in the blade. indefinitely until triggered. It collapses sever certain of their body parts which harmlessly if the caster dies or leaves vanish at the blade’s touch (presumably Steelsteal the plane of existence in which the spell teleported away by a magic launched by (Alteration) was cast, but not if the caster merely Eldenser, to some secret hiding place). Level: 5 sleeps, falls unconscious, or undertakes Eldenser’s magic Range: 0 other spellcasting. It may be of any size, Components: V is unaffected by intervening solid The Lurker is thought to have learned Duration: Special objects or the limbs and movements of and practiced many rare and strange Casting Time: 1 a focal point creature, and moves about spells. He has all of the spell roster and Area of Effect: The caster with the focal item upon which it has psionic abilities of an amethyst great Saving Throw: Special been cast.

36 Once triggered (by the caster’s silent and is a ready line of defense for as long act of will), a bright ring emits one pulse as necessary until activation (several of magical energy for each level the nights, perhaps). caster possesses (or in the case of drag- ons, age category; for Eldenser, this is Eldenser’s fate 12) on its first round of awakening, one Though his pursuit of Ossavitor’s Way fewer on the next (11 for Eldenser), and can fairly be described as leisurely and so on, until it can emit no more. almost unconcerned, with a high value All of these emissions of the ring placed on enjoying the full range of expe- behave as magic missiles; they are glow- riences Faerûn has to offer a patient ing blue-white pulses of flying light that observer, it seems likely Eldenser will deal 1d4+1 hp damage when they strike achieve the near-immortality of the Way. and can’t miss opponents the caster can He has been working on it for so long see, within range, and on the same plane and taking such care over the details that of existence. (in Elminster’s estimation, at least) he’s Bright ring missiles strike silently but only a last grace note or crowning touch with bursts of light; they may swoop at away from being able to enact the Way. multiple targets if the caster desires. Even It’s possible that Eldenser has if a bright ring is cast to appear around a achieved this state already and is simply living creature, the missiles remain under reluctant to leave his present lifestyle. the caster’s control — not that of the pro- Perhaps he is trying to craft or discover tected creature. The caster may choose magic that will enable him to inhabit to end the spell early by willing it into blades and travel between them and his dissolution and may choose to strike three new bodies as freely as he does with fewer missiles in a round than need presently between his old, original body be — but may not “hoard” unused mis- and the various weapons of which he has siles for subsequent rounds; the “one been a part. It is certain that he’s spent a less” countdown continues regardless of lot of time in and around Candlekeep actual performance. (Note that it is possi- and the Herald’s Holdfast in recent years ble to allow no missiles to fly during a — after having scoured both places cen- given round, or even for several rounds, turies earlier for all references to the Way. without ending the magic.) Against this rosy likelihood of success The caster may not hurl extra missiles must be placed Eldenser’s often danger- in any round and may gain additional ous lifestyle. More than most dragons, harmful power in only one way: if a hos- he places himself at risk often, and for tile creature blunders or charges into extended periods of time. Only the gods contact with the bright ring itself, the cast- can decide if ill fortune will find him er can choose to let it pass through with- before he enacts the Way — and that out suffering harm or may end the spell brings to mind Volo’s last note about the instantly and blast the victim with all of Worm Who Hides In Blades: that there its unused magical energy. This blast are many and persistent, but admittedly causes damage equal to 1d12 hp per entirely unsubstantiated, rumors as to unused round remaining in the spell (not Eldenser being an ally or servant of this counting the round of contact). or that Faerûnian deity. If the charging creature was already Elminster only smiled and shook his the chosen target of bright ring missiles head when he read those lines, refusing sent flying on the round of contact, to confirm or deny the truth of this. those missiles still hit and cause their Instead, he pointed silently to Volo’s normal damage, in addition to any dam- very last words: “Bears watching. Keep age their target may suffer from a col- an eye on this one — if possible.” lapsing bright ring. If multiple hostile creatures strike a bright ring at the same time (and its caster decides to let it collapse and harm them), divide its collapsing damage between Ed Greenwood is a Canadian writer who them. Otherwise, the first being to come first appeared in the pages of DRAGON® into contact with the ring suffers all of the Magazine in issue #30, back when it was damage. Any creature within range who “The Dragon.” He’s found the time to write desires to strike a bright ring can do so; it more than a hundred articles for us since, and has no Armor Class. unleash his home campaign world, the Eldenser often uses this spell as a FORGOTTEN REALMS® setting, on us all — but in protective ward around his bearer and all those years (though he’s moved thrice) still companions. It provides them with light hasn’t found the time to clean up his room.

# DRAGON 237 37

An optional skills system for the DRAGONLANCE®: FIFTH AGE™ game

by William W. Connors illustrated by Valerie A. Valusek

With the release of the DRAGONLANCE®: he is not adventuring. There is no actual Skill descriptions FIFTH AGE™ campaign setting, TSR, Inc. game effect to this, but it can be worked The remainder of this article comprises unveiled the SAGA™ rules system. into stories and otherwise add role-play- brief descriptions of the most common Designed with an eye toward stream- ing flavor to the campaign. skills available to heroes and characters in lined role-playing and story telling, it When the hero completes enough the DRAGONLANCE: FIFTH AGE game. This list strives to capture the pacing and style of quests to increase his reputation, from is by no means exhaustive. Both a novel in game terms. adventurer to champion for example, he Narrators and players should feel free to To expand on the simple rules with- is assumed to have mastered the skill add to it. out adding unnecessary complexity, that he is training in. At that time, a new Each entry begins with the name of here is an easy-to-use skills system that training skill is selected. When the hero the skill followed by a parenthetical pre- reinforces the character-driven elements again increases in reputation, he mas- requisite. While most skills have no pre- of the game. There are no complicated ters that skill, and so on. requisite, some require the hero to know tables associated with any of these another skill before selecting them. For skills, no skill points to be spent or accu- Optional Rule: example, a hero cannot have and Trump mulated, and no limits to the expand- alchemist skill unless he has first mas- ability of the system. If a Narrator wants It is recommended that Narrators adopt a house tered the art of the herbalist. to add a new skill to his game, he can rule used during our at TSR, one that we Alchemist (herbalist): An alchemist is a do so without much effort at all. never actually incorporated into the SAGA rules system. This rule states simply that cards from person who has studied the properties of the suit of dragons are never trump. Thus, if various chemicals and elements. Given Starting skills someone with the armorer skill plays the five of dragons, he loses his trump bonus and cannot time, resources, and the proper equip- Skills are selected by players in the turn over another card. ment, an alchemist can make poisons, wake of the normal hero generation acids, and other dangerous chemicals. process. The number of skills that a hero Using skills Architect (scribner): Architects are begins with is equal to the number of The use of skills during play is very able to design buildings and other struc- cards in the player’s starting hand. Thus, simple. Whenever a player wishes to tures The length of time required an adventurer (who holds a 4-card attempt an action to which one of his depends upon size and complexity of hand) has 4 skills and a champion (who skills pertains, the card he plays to the edifice. holds a 5-card hand) has 5 skills. resolve it is automatically trump. Armorer (blacksmith): An armorer is a specially trained blacksmith who is Additional skills The normal rules for trump cards apply. Thus, trump bonuses apply only skilled in the creation of armor and As the hero adventures, he has the to the actual card played, not to those shields. Making armor is a time consum- chance to acquire new talents and learn turned over from the top of the deck. ing task. For shields, three days are new skills. Immediately after the hero’s In cases where a hero might have required per point of defense (thus, a starting skills are selected, the player two skills that apply to an action, only buckler takes three days to make). should pick another skill and note it on the normal trump bonus applies. There Armor takes longer, requiring one week the Additional Information block of his is no such thing a “double-trump.” A card per point of defense (so chainmail takes hero record sheet. The hero is now is either trump or not trump. 3 weeks to make). assumed to be training in that skill while

# DRAGON 237 39 Artisan (none): This is a very general skilled in basic math, know enough writ- manner of catching fish. They can use a skill that requires the player to select an ing to get by, and are excellent at taking line, a net, and even a spear. Fishermen area of expertise for his hero. Possible orders. A skilled clerk can run a store or know which spots, times of day, and examples of artisans include painters, office fairly well during the absence of other things are likely to produce the sculptors, poets, and musicians. the proprietor. greatest harvest. Depending upon the choice, prerequi- Clockmaker (none): Experts in work- Gambling (none): A gambler is skilled sites might be required. For example, a ing with intricate mechanisms, clock- at the playing of games of chance. He poet should probably have the scribner makers are noted for their attention to has a better chance than most to beat talent. detail and the complex devices that they the house and may even depend upon Astrologer (scribner): An astrologer is make or repair. his luck to make a living. A skilled gam- familiar with the stars, their movements Cook (none): There are as many dif- bler may be able to cheat and get away in the heavens, and the importance of ferent types of cook as there are kinds with it or spot others who are not play- such transits in the world of men. Use of of food. In game terms, however, a cook ing fairly. this skill may allow the hero to get a is assumed to be proficient at just about Gamesman (none): A gamesman is a glimpse of the future, but certainly is no any sort of food master of chess, checkers, backgam- replacement for divination magic. preparation, mon, and other games that emphasize Blacksmith (none): A blacksmith is assuming a skill over chance. A talented, but skilled in creating common metal items recipe unscrupulous, gamesman can cheat like pots, pans, horseshoes, and tools. A is at with a minimal chance of being caught. skilled blacksmith can generally find hand. Groom (none): A groom is someone anywhere he travels. who has learned to care for horses and Boatsman (none): A boatsman is a other such animals. In addition, a groom freshwater mariner, skilled primarily in is assumed to be able to drive a team the handling of small craft and rafts. and operate a wagon or carriage. Boatsmen work the barges and rafts that Healer (herbalist): A healer has a lim- ply the rivers of Ansalon as well as the ited knowledge of the medical arts canoes and rowboats that fish the lakes which makes him more skilled at first and ponds. This skill also applies to small aid than other characters. Whenever a craft carried on larger ocean-going ves- healer plays a card for a First Aid action sels, like launches and dingies. (see the combat section of the Book of Bowyer (none): A bowyer is a talent- the Fifth Age), that card is assumed to be ed individual who is skilled in the cre- trump. ation of straight bows (as opposed to Herbalist (none): An herbalist is crossbows) and the arrows that they fire. someone with a knowledge of the med- Fashioning a bow takes two days per icinal uses of plants, spices, and herbs. point of damage that it inflicts. Thus, a This allows him to treat the victims of great bow takes 16 days to make. poisons, disease, and other such mal- Brewer (none): A brewer is skilled at adies. Successful treatment by an herbal- the making of beer, ale, and other such ist can halt (but not reverse) the loss of beverages. For the purposes of this cards due to poisoning and infections game, such a person is also assumed to Diplomat (as described in the Bestiary section of be a skilled vintner (or wine maker) and (scribner): As a the Book of the Fifth Age). The difficulty distiller (a maker of spirits). skilled negotiator, diplo- of the action should be based on the Carpenter (none): A carpenter has mats can be very valuable when nature of the ailment and the resources the ability to work with wood in many the heroes are called upon to settle dis- available to the herbalist. ways. He is skilled with a hammer and putes between two factions (or even Historian (scribner): A historian saw but is also assumed to be a talented within their own ranks). A trained diplo- knows much about the past that has wood carver. mat can do anything from halting a war been forgotten by others. In game Cartographer (scribner): A cartogra- to patching up a failing marriage. terms, anyone selecting this skill should pher is a maker of maps and, at least for Engineer (scribner): Engineers are select one of Krynn’s five ages as his the purposes of the game, other dia- skilled in the design, construction, and area of expertise. Thus, a given historian grams. This talent enables the hero both repair of large machines, like windmills might specialize in the Age of Starbirth to create his own maps and decipher and catapults. Their talent can be or the Age of Despair. those of others. invaluable to an army which must main- Hosteler (valet): A hosteler is a skilled Cartwright (carpenter): Cartwrights tain siege engines and similar artillery. innkeeper who can make his guests feel are highly trained carpenters who are Farmer (none): In game terms, farm- comfortable and pampered. This skill is able to build and repair wagons, carts, ers are assumed to be knowledgeable similar to that of the valet, but can be and other conveyances. This ability does with all manner of crops and agriculture. applied to many people at once. not, however, mean that they can oper- They can tend fields, care for ailing Huntsman (none): A huntsman is ate such vehicles — a groom is needed crops, and otherwise oversee anything skilled at the tracking and killing of for that. from a garden to a sprawling plantation. game in the wilderness. In game terms, Clerk (none): Clerks are the mainstay Fisherman (boatsman or seaman): A a huntsman is also skilled in the use of of business and government. They are fisherman is assumed to be skilled at all snares and other traps.

40 Jeweler (none): A jeweler is assumed Rancher (none): A rancher is some- to be skilled at cutting gems, fashioning Master skills list one who oversees the raising of cattle, adornments, and determining their sheep, and other domesticated animals. worth. An honest jeweler can be a valu- Skill Prerequisite In addition, a rancher is skilled at able friend and skilled merchant while a Alchemist Herbalist slaughtering animals for market. crooked one can be a fence or confi- Architect Scribner Scribner (none): Most DRAGONLANCE: dence man. Armorer BIacksmith FIFTH AGE heroes and characters are Lawyer (scribner): While there are Artisan none assumed to be functionally literate. In many varieties of law, a hero with this Astrologer Scribner order to pursue higher education, and skill is assumed to be familiar with all Blacksmith none qualify for many of the more advanced but the most esoteric ones. A good Boatsman none skills, a hero must be a trained scribner. lawyer can help avoid trouble with the Bowyer none Those with this talent are able to write law, draft enforceable contracts, and Brewer none quickly and legibly, coherently express- otherwise make sure that everything the Carpenter none ing his ideas. Any card played for an heroes do is on the up-and-up. Cartographer Scribner attempt to write detailed instructions, Mason (none): Masons are to stone Cartwright Carpenter understand complex texts, or otherwise what carpenters are to wood. A skilled Clerk none use higher level reading and writing mason can build or repair structures, Clockmaker none skills is assumed to be trump for a roads, or otherwise work with stone. For Cook none trained scribner. game purposes, a mason can also be Diplomat none Seaman (boatsman): Seamen work assumed to have a knowledge of quar- Engineer Scribner the great craft that travel the oceans of rying and other related fields. Farmer none Ansalon. They are skilled in all aspects Mathematician (scribner): The sci- Fisherman Boatsman of seafaring, including the tying of com- ence of mathematics is a difficult and Gambler none plex knots, the mending of sails, and the demanding one. A talented mathemati- Gamesman none handling of cargo. cian can serve as an instructor, book Groom none Shipwright (carpenter): A shipwright keeper, or even a numerologist. In the Healer Herbalist is a specially trained carpenter whose latter case, the hero should be able to Herbalist none talent allows him to build or repair boats gain some basic information from his Historian Scribner and ships. Work is always available for talent, but not nearly as much as he Hosteler Valet these folk in harbor towns or on ocean might with magical divination. Huntsman none going vessels. Merchant (clerk): A merchant is Jeweler none Tailor (none): A skilled tailor’s knowl- skilled in the appraising, purchasing, Lawyer Scribner edge of and thread allows him to and selling of a wide variety of goods. In Mason none craft or repair any manner of clothing or game terms, any card that a merchant Mathematician Scribner fabric. Like blacksmiths, these folk can plays when attempting an action using Merchant Clerk almost always find employment. his wealth rating is assumed to be trump Navigator Scribner Tanner (none): This skill allows a per- if it involves the buying or selling of Philosopher Scribner son to make and work leather. It something. Physician Healer includes the skinning of animals, the act Miner (none): A miner is talented in Potter none of tanning itself, and the crafting of digging new tunnels and exploring Rancher none goods from the resulting leather. those that already exist. He is familiar Scribner none Valet (none): A valet is a highly with cave-ins, natural gas explosions, Seaman Boatsman trained servant charged with making his flooding, and other hazards of the Shipwright Carpenter master’s life as comfortable as possible. underground world. Tailor none A hero with this skill can become the Navigator (scribner): A trained navi- Tanner none steward of another hero provided that gator is able to keep a true course over Valet none his would-be master agrees and has a land or sea by use of maps, compasses, wealth score of at least 6 (that is, a social and careful study of the stars and their standing of “gentry”). positions. A skilled navigator can almost the care of a physician regains two lost always find employment on ocean- cards every week instead of one. If the going vessels or with scouting expedi- hero undertakes moderate activity, the tions into unexplored places. normal action must be made to see if his Philosopher (scribner): A philosopher health improves. Even a physician can- William W. Connors (Bats R/Throws is a student of the human heart and a not heal someone who undertakes R/Infield) has been with TSR since October seeker of true enlightenment. In game major activity. of 1989. He was the co-designer of the terms, these people are often able to Potter (none): A potter’s knowledge DRAGONLANCE: FIFTH AGE role-playing game provide useful insights into the actions includes not only the making of simple and creator of the SAGA rules system. His cur- or thoughts of others. clay vessels, but also the proper opera- rent projects are all meager attempts to Physician (healer): Physicians are tion of a kiln and the manufacture of while away the winter until baseball season skilled in the medical arts, including porcelain or ceramics. If combined with starts again in the spring. surgery, bleeding, and amputation. As a skill as an artisan, the work of a potter rule of thumb, a wounded person under can be nothing short of a masterpiece.

# DRAGON 237 41 Many reptiles of the jungle are as dangerous as they are exotic. Standard entries in the MONSTROUS MANUAL™ tome of poisonous snakes, lizards, and amphibians do not reflect the true nature of these real-world creatures. In most cases, death caused by the venom of poisonous reptiles can be a long and painful process, with terrible side effects for those fortunate enough to survive. The venom of the most lethal reptiles falls into one or more of the following categories: neurotoxic poison, hemotoxic poison, cardiotoxic poison, and tetro- dotoxic poison. Neurotoxins affect the nervous system, hemotoxins alter the flow of blood, cardiotoxins inhibit the functioning of the heart, and tetrodotox- ins hinder various bodily functions. Two different neurotoxins may have different specific results, but only these general categories are used for game effects. Only reptiles indigenous to jungle and temperate regions are presented here, though there are many other ven- omous reptiles in the world. While those described on the following pages have unique poison effects, DMs can create their own new venomous creatures using the new Table 51 a (an appendix to Table 51: Poison Strength, in Chapter Nine of the DUNGEON MASTER® Guide).

by Kevin Melka illustrated by Valerie A. Valusek

Table 51a: New poison types Class Type Method Onset Strength Q Neurotoxin Injected 1-6 minutes2 Death/Paralysis3 R Hemotoxin Injected 1-4 minutes Death/04 S Cardiotoxin Injected 1-4 minutes Death/Debilitative5 T Tetrodotoxin Contact 1-4 minutes2 Death/0 1. A combination of these venom types incur a cumulative saving throw penalty of -1 to -2. 2. Symptoms such as swelling, dizziness, and numbness of the affected area occurs within one round. 3. An additional saving throw vs. poison is required to avoid permanent nerve damage (loss of 1-3 points from a random ability score). 4. Unless neutralize poison spell is applied, another saving throw vs. poison is required in 1d4 hours to avoid death, since the venom remains in the victim’s system. 5. Unless neutralize poison is applied, additional saving throws vs. poison are required when the victim is excessively active for the next 1-4 days. Failure results in death from heart arrest.

42 Snake, poisonous

Bushmaster Fer-De-Lance Gaboon CLIMATE/TERRAIN: Tropical Forest Temperate/Tropical Forests Temperate/Tropical Forests FREQUENCY: Rare Uncommon Uncommon ORGANIZATION: Solitary Solitary Solitary ACTIVITY CYCLE: Nocturnal Nocturnal Nocturnal DIET: Carnivorous Carnivorous Carnivorous INTELLIGENCE: Animal (1) Animal (1) Animal (1) TREASURE: N N N ALIGNMENT: Neutral Neutral Neutral NO. APPEARING: 1 1 1 ARMOR CLASS: 5 6 5 MOVEMENT: 12 9 9 HIT DICE: 3+3 3+3 4 THAC0: 19 17 17 NO. OF ATTACKS: 1 1 1 DAMAGE/ATTACK: 2-5 (1d4+1) 1-3 2-7 (1d6+1) SPECIAL ATTACKS: Poison, surprise Poison Poison, ignore armor SPECIAL DEFENSES: Nil Nil Nil MAGIC RESISTANCE: Nil Nil Nil SIZE: M-L (6-12’ long) M (5-6’ long) M-L (6-9’ long) MORALE: Average (9) Average (11) Average (10) XP VALUE: 420 420 650

Bushmaster (lachesis mutus) period of 1-4 hours, the victim suffers from weakness, fainting, The bushmaster is a deadly, powerful viper sometimes mis- sweating, thirst, high fever, and terrible nausea. After this taken for a member of the constrictor family. The average period, the victim must make a second saving throw with no bushmaster reaches a slender 12’ long, making it the longest penalty to survive the more deadly symptoms of the venom. If member of the viper family. Rare individual bushmasters have the saving throw succeeds, the victim’s fever breaks and he is been known to grow larger. safe. If not, death (as outlined above) occurs in one hour. The bushmaster has pronounced dark, diamond-shaped reddish-brown blotches on a gray or brown background. The Habitat: The bushmaster is found in remote mountainous jungle tail of the bushmaster ends in horny spikes, much like the tail regions. These nocturnal vipers are extremely bold and danger- of a rattlesnake, though without the characteristic rattle. ous, often stalking anyone intruding into their territory, regardless of size. The bushmaster never appears in broad daylight. Combat: The bushmaster strikes quickly and without warning, imposing a -4 to surprise checks and +4 to all Ecology: The bushmaster is an egg-laying viper. It uses initiative rolls. The snake has a reach of nearly half its heat-sensitive pits on the sides of its head rather than eyes to body length (45%), allowing it to strike victims that may detect prey. The venom glands of the bushmaster are exceed- believe themselves to be out of reach. Because of the ingly large, and it is possible to extract its venom for other viper’s extremely long fangs and the ability to deliver uses. However, the nasty disposition of the bushmaster makes massive doses of venom, encounters with it are often this a difficult task at best. fatal. Victims of the bite must immediately save vs. poison The bushmaster feeds on small rodents and can often be at -2, and even those that make their save found in the abandoned burrows of small mammals. suffer ill effects. The venom of the bushmaster is hemotoxic, attacking Fer-De-Lance (bothrops asper) body tissues and the blood of the Often called the “spearhead” viper, the fer-de-lance is a par- victim. Victims failing their saving ticularly aggressive pit viper and a formidable adversary. The throws experience intense pain around fer-de-lance goes by many other names, depending on the the bite, followed by numbness locale, such as “yellow beard” (because of a yellow belly) and in the area, swelling, and “velvet viper.” severe discoloration. For The fer-de-lance can grow to a length of 8’, though this 10-30 minutes after the occurs rarely. More often they range between 6’ and 7’ and bite, the victim drifts in are often thicker than a man’s arm. The fer-de-lance has and out of conscious- gray-olive or gray-green colors, with diamond-shaped blotches ness, feverish and vomit- that mark it as a viper. ing when conscious. Death resulting from a Combat: When initially encountered, the fer-de-lance raises its loss of blood pressure head and coils itself in preparation, then attacks with a ven- occurs within one hour. omous bite. The poison of the fer-de-lance is both neurotoxic Should a victim be lucky and hemotoxic, attacking both the nervous system and enough to make an initial save destroying red blood cells. The bite itself is not overly painful, vs. poison, he is not safe yet. Over a but it soon causes localized bleeding, intense pain, and

# DRAGON 237 43 Ecology: The fer-de-lance is a prolific breeder, giving birth to as many as 70 live young at any one time. The venom of a young fer-de-lance is more potent than that of a full grown adult (apply an additional -1 to the saving throw). The fer-de-lance’s diet consists of small rodents, which may cause it to be drawn to jungle villages where garbage attracts its favorite food. Gaboon (bitis gabonica) Not only is the gaboon one of the largest (by weight) vipers, it has the largest fangs of any snake in the world — up to 2” long. While most snakes move in an S-curve movement, the weight of the gaboon causes it to use ribs movements to carry it forward; hence, they crawl in a straight line. Colored like the jungle in varying shades of brown, cream, and purple, the gaboon viper blends in perfectly with the leaf-covered jungle floor. Their markings make them virtually disappear in the different shades of the jungle foliage.

Combat: The gaboon is a puff adder. It can inflate its body to nearly twice its normal size when threatened. Unlike creatures who use such a tactic to avoid combat, this viper can deliver nearly instantaneous death with its venom. The gaboon viper’s long fangs can bite through a limb, but in most cases they serve to inject venom deeper into the victim’s body. These fangs also allow the gaboon to ignore leather, padded leather, or hide armor. The snake’s concealing coloration also imposes a -1 penalty to surprise rolls when encountered in the wild. The venom of the gaboon viper is both neurotoxic and hemotoxic, affecting the nervous and circulatory systems. The poison saving throw vs. the bite of this snake is made at a -2 penalty, or a -4 penalty if the attack roll is a natural 20, indi- cating an extremely deep bite. swelling around the wound. Victims of the fer-de-lance’s bite If the saving throw is failed, the bite turns the victim’s skin must make an immediate saving throw vs. poison at -2 to red-violet around the wound as the long fangs deliver a dose determine how much venom has actually been injected. The of poison deep into tissue full of blood vessels. Swelling more venom, the more deadly the poison’s effects. appears all over the body, as well as at the site of the wound. If the saving throw is failed, the bitten area painfully swells This is accompanied by immediate cold sweating, internal to twice its normal size in 1-4 minutes. The venom inhibits the bleeding, depressed heart action, and difficulty breathing. The clotting of blood, and bleeding occurs from the internal organs, victim is immobilized by the venom after one round, and death gums, nose, mouth, eyes, ears, and other locations — anywhere occurs 1-6 rounds after. except the bite itself, which is usually too swollen to bleed Even if the victim makes his saving throw, tissue death and freely. Hemorrhaging soon follows, and the victim progresses gangrenous infection may be extensive around the bite and quickly into muscular and nervous system shock, followed by the limb may need to be amputated. A second saving throw vs. respiratory distress, paralysis, and death. While death occurs poison with the same penalty as the first is required to avoid within 10-20 minutes of the bite, the victim can do nothing this effect. Regardless, a surviving victim must rest 24 hours after the first few minutes due to bleeding and intense pain. before being able to resume normal activities. Victims of If the victim rolls a successful saving throw, he still suffers gaboon bites who know of the snake’s virulent poison have from wracking pain for one hour. The bitten appendage still been known to amputate their limbs immediately rather than swells to excess and cannot be used for 1-4 days afterward or risk death. until magical healing is applied. If magical aid is not applied, there is also a chance (an additional save required) that the vic- Habitat: Gaboons are nocturnal and can be found in any jun- tim contracts tetanus in the bitten limb, possibly requiring its gle environment, preferring ground to tree activity. eventual amputation. Another dangerous aspect of the fer-de-lance’s venom is Ecology: Gaboon’s are egg-laying vipers, whose females stay that cutting or sucking the snake bite is extremely dangerous. with the eggs until they hatch. Their heat-sensing pits aid them The poison can enter another person’s bloodstream if swal- in the hunting of small mammals, and gaboons have been lowed or through small cuts or abrasions. known to eat small monkeys or even young antelope.

Habitat: The fer-de-lance is found on the floor of deep and light jungles. Like all pit vipers, they hunt prey with the aid of heat-sensing organs on either side of their head and hollow fangs that inject large amounts of venom.

44 Snake, poisonous Black Mamba Boomslang Cobra CLIMATE/TERRAIN: Temperate/Tropical Forests Tropical Savannah Varies FREQUENCY: Uncommon Rare Uncommon ORGANIZATION: Solitary Solitary Solitary ACTIVITY CYCLE: Any Diurnal Nocturnal DIET: Carnivorous Carnivorous Carnivorous INTELLIGENCE: Animal (1) Animal (1) Animal (1) TREASURE: N N N ALIGNMENT: Neutral Neutral Neutral NO. APPEARING: 1 1 1 ARMOR CLASS: 6 4 5 MOVEMENT: 18/30 12 12 HIT DICE: 5 2 3+3 THAC0: 15 17 17 NO. OF ATTACKS: 2 1 1 DAMAGE/ATTACK: 1d4+1/1d4+1 1-2 1-4 SPECIAL ATTACKS: Poison Poison Poison SPECIAL DEFENSES: Nil Nil Nil MAGIC RESISTANCE: Nil Nil Nil SIZE: L (8-14’ long) S-M (3-6’ long) M (5-7’ long) MORALE: Average (12) Average (9) Average (9) XP VALUE: 650 270 420 975 (King Cobra)

Black Mamba (dendroaspis polylepis) A successful saving throw indicates that a low concentration The black mamba is one of the largest poisonous snakes of venom has been introduced. This has the opposite affect on known, reaching lengths of up to 14’; even young black mam- the victim, causing the venom to act as an anti-coagulant, thin- bas are larger than most full grown vipers. At any age the ning the blood. This causes wounds on a victim to continue to black mamba is probably the most aggressive, and feared, bleed after several minutes. After a few minutes this also snake of the jungle. affects wounds other than the snakebite. For 4-5 turns follow- This snake is actually not black, but a combination of dark ing a successful save all wounds on the victim bleed a number grays and browns that make it appear black when viewed in of points equal to half the original damage for 2-8 rounds the shade of jungle trees. Its scales are smooth and are before the blood finally clots. arranged in diagonal rows. Young black mambas are dark green and are often mistaken for various non-poisonous Habitat: The black mamba is an arboreal (tree dwelling) snake, snakes rather than members of this deadly family. though it can be found on the jungle floor as well as in small burrows or decaying trees. It always lives in the thicker por- Combat: The black mamba is highly aggressive, attacking tions of the low-lying jungle (below 4,000’) where food is repeatedly in a series of lightning-fast bites, gaining a +2 to ini- abundant. On open ground the mamba’s movement increases tiative rolls. It also strikes up to a distance of 40% of its body to 30. length, giving it an average reach of 5” or more. The mamba can also raise itself straight up to a height of nearly half its Ecology: The black mamba feeds on tree dwelling birds, length, as well as slither across the ground with its head 2’ lizards, and frogs. They are extremely territorial, more often from the ground. attacking from anger than from hunger. The mamba hunts by The initial bite of the black mamba requires a saving throw sight, and one can sometimes remain perfectly still to avoid its vs. poison, with each additional bite receiving a cumulative -1 attention. penalty. This directly reflects the amount of venom introduced into a victim’s system (see below). The venom of the black Boomslang (dispholidus typus) mamba is neurotoxic and hemotoxic, affecting the circulation of Though the boomslang is small and relatively docile, its bite the blood through the body by attacking the nervous system. is not only fatal but deals a gruesome death. This species is dif- If the save is missed, a high concentration of venom has ficult to identify and is often mistaken for various other types been introduced into the victim’s bloodstream. Such a concen- of non-poisonous snakes. tration acts as a coagulant, clotting the blood. This plays havoc The adult boomslang ranges from 3’ to 6’ long, varying with the victim’s circulatory system, but death from respiratory color from brown to bright green with smooth narrow scales failure usually occurs before the victim goes into circulatory and a thin build. Unlike other poisonous snakes, the boom- shock. There is no initial pain or swelling after a bite, but there slang has rows of grooved teeth instead of fangs. However, it is profuse salivation and dizziness followed by restlessness and only takes one bite to deliver its lethal poison. psychological disturbances. Then there is difficulty breathing, followed by a drop in blood pressure, coma, and then death Combat: The boomslang would rather flee than confront from respiratory failure. This occurs over a 20 minute span; something not a part of its normal diet. If cornered, it inflates however, the victim’s lack of regular breathing and dizziness its neck to twice its normal size. If this doesn’t frighten off the makes him incapable of actions after the first 1-6 minutes. opponent, the snake strikes.

# DRAGON 237 45 Ecology: Active only during the day, the boomslang feeds on birds and their eggs, along with an occasional frog or chameleon. Cobra (genus naja) One of the most famous poisonous snakes, the cobra is often the center of superstition in various primitive cultures. The word cobra actually means “serpent” in more than one dif- ferent language. There are several sub-species of cobras, though most have the expandable hood that is commonly associated with the species. Arboreal cobras tend to be different shades of green and brown, while others range from a pinkish-tan to black. Their heads are broad and flat, and several species have deco- rative formations on the scales of their hoods.

Combat: Cobras can either spit (actually squirt) or bite to use their venom. Only 40% of cobras can actually spit their venom, and this should be determined prior to any encounter. In either case, the venom is extremely toxic (one gram of dehydrated cobra venom can kill 165 people). The attack of a cobra is always preceded by a fearful hiss. Cobras that spit their venom can do so from up to 7’ away, aiming specifically for the eyes. A saving throw vs. paralyzation is required to see if the victim is able to turn their head away in time to avoid the venom. If the save is missed, the venom enters the eyes and begins to painfully destroy eye tissue like an acid. Blindness occurs in 2-5 rounds unless the eyes are irrigated with water or some other liquid. Victims bitten by a cobra must make a saving throw vs. poi- son with a -2 penalty. To be fully affected by a cobra’s venom, the snake must have its teeth firmly implanted in the victim’s The boomslang is an opisthoglyph, or rear-fanged snake, flesh and its jaws firmly pressed together. Hence, if the save is and has its venomous teeth at the back of its mouth. Though successful it means the snake only dealt a glancing blow that not the most effective way to deal poison, it only takes a small is not considered deadly. amount to cause death. Drop for drop the venom of this snake If the saving throw is missed the victim instantly begins to is more toxic than a cobra or a viper. Though the venom of the feel pain radiating from the bite, along with swelling and boomslang appears to be hemotoxic, the actual method in numbness. One round later there is progressive paralysis of the which it brings about a victim’s death is not fully understood. facial muscles, tongue, and larynx. Within 2-3 rounds the eyes Saving throws vs. the venom of the boomslang are at a -3 cease movement and begin to drop, and the victim can only penalty. If the saving throw is successful, the rear teeth of the speak with great difficulty. Within five rounds the muscles of boomslang failed to poison the victim. the victim become paralyzed, from which they ultimately die of The most outstanding characteristic of the boomslangs poi- asphyxiation accompanied by violent vomiting. Death occurs sonous bite is the illusion of complete recovery, followed by a in 2d4+2 minutes depending on the severity of the bite. sudden relapse and death. If the saving throw is failed, the bite produces swelling and discoloration, and causes open wounds Habitat: Cobras are found in a variety of tropical environments across the body to instantly clot. About a half hour afterwards depending on sub-species. Those that are considered to be there is dizziness followed by severe headaches, nausea, vom- spitting cobras are never arboreal, preferring tall savannahs iting, and acute abdominal pain. One turn after that symptoms and light jungles. disappear for 1-8 hours as the venom spreads throughout the body. The original clotting then reverses itself and there is pro- Ecology: Cobras are egg-laying snakes that are active only at fuse bleeding from open cuts (1-4 hp damage from all ban- night. They feed on small rodents, reptiles, and insects, and daged wounds), and then from all body openings — mouth, have been known to go for several months without food or eyes, ears, etc. At this point, the victim suffers from a severe water. Contrary to popular belief, cobras cannot be “hypno- drop in blood pressure, and death follows within moments. tized” by music. Those that are used in this manner usually have their fangs removed. Habitat: The boomslang is found in temperate savannahs, light King Cobra jungles, and areas with plentiful trees. They are not found in deep rain forest jungles or near desert environments. In its This rare variation on the cobra reaches a length of 18’ and arboreal habitat (though its also found on the ground as well) dwells exclusively on the ground. These cobras deliver greater it has the ability to disappear quickly into the trees at its nor- amounts of venom with effects detailed above, but with a sav- mal movement rate. ing throw penalty of -4 and with all onset time halved. They are 6 HD creatures and their bite delivers 1-8 hp damage.

46 Lizard, poisonous Gila Rough-skinned Monster Newt CLIMATE/TERRAIN: Temperate Forest/ Temperate Savannahs Savannahs FREQUENCY: Uncommon Uncommon ORGANIZATION: Solitary Solitary ACTIVITY CYCLE: Nocturnal Diurnal DIET: Carnivorous Carnivorous INTELLIGENCE: Animal (1) Animal (1) TREASURE: N N ALIGNMENT: Neutral Neutral NO. APPEARING: 1 1-2 ARMOR CLASS: 8 day/4 night 7 MOVEMENT: 6 day/9 night 3 HIT DICE: 2+3 1-1 (1-2 hps) THAC0: 19 20 NO. OF ATTACKS: 1 1 DAMAGE/ATTACK: 2-7 (1d6+1) Nil SPECIAL ATTACKS: Poison, latching bite Poison SPECIAL DEFENSES: Nil Nil MAGIC RESISTANCE: Nil Nil SIZE: S (2-3” long) T (2-4” long) MORALE: Average (9) Average (9) XP VALUE: 270 65 Gila Monster (heloderma suspectum) One of the few poisonous lizards, the gila monster is a slow, sluggish creature with a terrible, painful bite. Though small in stature, the gila monster is incredibly strong for its size. Rough-Skinned Newt (taricha granulosa) This lizard has a massive head, tiny legs, and a short, stout This newt is often mistaken for a small lizard, salamander, tail. It has brightly colored, bead-like scales that form gaudy or other non-dangerous creature. The rough-skinned newt has patterns across its body. The gila’s scales do not overlap like warty skin, four clawless toes, and a tail that is longer than its those of a snake, and are rough in texture. body.

Combat: The jaws of the gila monster are extremely strong, Combat: The rough-skinned newt is non-aggressive to all but and it can hold its tight grip for up to 15 minutes. An Open its natural prey, and it’s small teeth could barely scratch a nor- Doors roll is needed to remove the creature — or its death. The mal human’s skin. What makes the newt dangerous is its gila monster has 35 poisonous teeth that it uses to introduce touch. The creature’s embryos, skin, and eggs contain a pow- lethal doses of venom. The teeth are not hollow, but grooved. erful poison. This poison is tetrodotoxic, a contact poison that Venom flows from sacks in the mouth, down the grooves, and acts on the nervous system of the victim to prevent nerve cell into the victim. functions. The poison is a milky substance secreted in the tail The longer the gila monster is attached, the more chance region. One newt contains enough poison to kill a grown man there is for a victim to become poisoned. Following an initial unless he makes a saving throw vs. poison. saving throw vs. poison a penalty of -1 is applied for every Failing a save against the newts poison causes numbness round the gila monster remains attached, saving each round and weakness throughout the body within 1-4 rounds, inca- as more venom is introduced. The poison of the gila monster pacitating the victim. Unconsciousness occurs 1-2 rounds is hemotoxic, elevating the victim’s blood pressure. later, with death occurring in 1-4 turns. There is no known nat- Failing a saving throw means the venom has entered the ural antidote to this poison (making the herbalism proficiency bloodstream, causing extreme pain followed by sweating, useless against it); it is curable only by magic. vomiting swelling, and an unbearable ringing in the ears. Symptoms become gradually worse until death in 1-2 turns. Habitat: Males prefer wooded areas, while females remain near the water, where they lay their eggs. Habitat: The gila monster is found in temperate zones ranging from savannahs to light jungle regions. This creature is shy by Ecology: Like many amphibians this newt can regenerate nature, and does not attack humanoid creatures unless pro- amputated parts such as a tail, leg, or even portions of their voked. They seek shelter under rocks or in small burrows, head. They feed on worms, slugs, snails, insects, and frogs. which it often takes over from other animals. Unlike other newts, the females lay only one egg at a time, rather than large masses. Ecology: Gila monsters are nocturnal and very sluggish during the day. They feed on birds, eggs, and small mammals. The gila monster can go for months without food, living on fat stored in its tail.

# DRAGON 237 47 Amphibian, poisonous Frogs Neotropical Toad CLIMATE/TERRAIN: Tropical Forest Temperate/ Tropical Forests FREQUENCY: Uncommon Common ORGANIZATION: Solitary Solitary ACTIVITY CYCLE: Any Any DIET: Carnivore Omnivore INTELLIGENCE: Animal (1) Animal (1) TREASURE: N N ALIGNMENT: Neutral Neutral NO. APPEARING: 1 1-2 ARMOR CLASS: 8 8 MOVEMENT: 3, hop 3 3, hop 3 HIT DICE: 1-1 (1-2 hps) 1 THAC0: 20 20 NO. OF ATTACKS: Nil 1 DAMAGE/ATTACK: Nil Nil SPECIAL ATTACKS: Poison Poison SPECIAL DEFENSES: Nil Nil MAGIC RESISTANCE: Nil Nil SIZE: T (1-2” long) T-S (3-9” long) MORALE: Average (10) Average (8) XP VALUE: 65 120 Poisonous Frogs (physalaemus) Though there are several sub-species of poisonous frogs, all are brightly colored with vivid streaks of pink, yellow, green, red, or orange. The brilliant colors are usually a warning sign that the secretions of the frog are fatal. There is no known nat- ural cure for this venom. Neotropical Toad (genus bufo) Combat: Frogs pass on their poison to others through touch, Also known as the giant or aga toad, neotropical toads are most likely someone steps on one with bare feet or picks one characterized by horizontal pupils and enlarged poison glands up because it looks “pretty.” Its poison glands are found on located behind the eyes. They measure 6-8” long and can either side of its head, and when the frog feels threatened it weigh up to 1 lb., while a marine sub-species can grow up to 9” secretes a creamy substance from its skin. and weigh 5 Ibs. Anyone touching a poisonous frog must make a saving throw vs. poison for every round they remain in contact with Combat: Like poisonous frogs, neotropical toads secrete a the creature. If there is an open wound in the general area venom when irritated or threatened. The venom of this toad is there is a cumulative penalty of -2. The venom of poisonous cardiotoxic, disrupting normal heart. rhythms if ingested or frogs is both cardiotoxic and neurotoxic, containing. a variety introduced in the blood stream. If simply touched, the victim of chemicals that affect the nervous system in different ways. suffers from stinging, burning, and numbness in the exposed If a saving throw is successful, it means the poison was not area for 1-6 hours. If this is a hand, nothing can be held for absorbed into the victim’s system that round. that period of time due to irritation. Failing the poison save means the toxin has been absorbed A poisoned victim must make a saving throw for each into the bloodstream in some measure. If the poison was not round of contact with the toad, with a -2 penalty if the poison introduced into an open wound (such as a cut on the hand or is introduced into an open wound, swallowed, or delivered via the tip of a dart), the victim suffers from nausea, vomiting, an envenomed weapon. If this saving throw is failed, the vic- abdominal pain, and inflammation of the area. If introduced tim suffers from tightness in the chest, convulsions, salivation, into the bloodstream the toxin causes instant paralysis, severe and seizures, followed by death in 1-4 minutes. A successful convulsions, and death in 1-4 rounds. save indicates only irritation as outlined above.

Habitat: Poisonous frogs are only found in tropical environ- Habitat: Neotropical toads can be found in most temperate ments where water is plentiful. Male frogs scent mark their ter- environments from deserts to jungles. They live in areas where ritories in an effort to attract females, and “chirp” loudly when insects, the toads’ only source of food, are plentiful. their territory is threatened by other frogs. Ecology: The neotropical toad can be helpful to farmers, feed- Ecology: Tadpoles are born in a pool of water inside a ing on crop-destroying insects. When mating there is fierce bromeliad plant. They then wiggle onto the back of their father, competition for females, who may have to contend with up to who carries them to deeper water, where they are left to fend 12 suitors at one time. for themselves. The venom of the poisonous frog can be extracted by roasting it over a fire, causing the poison to flow out of the glands as the skin contracts.

48

busy producing the definitive fantasy role-playing rules and settings ever since. Today, ADVANCED DUNGEONS & DRAGONS® is the model to which all other RPGs are compared. There are other fantasy RPGs out there, but none can match the scope, majesty, or variety of the AD&D® family of products. Fantasy is great, and when we want to create grand sword-and-sorcery epics or magi- cal dungeon crawls, AD&D is the game we turn to —just like most of you read- ing these words. But fantasy is only one aspect of roleplaying. It’s time for TSR to expand its horizons and look to the future. And the future is . A first look at the ALTERNITY™ The ALTERNITY game is one of unlimited possibilities and exciting potential. The Science-Fiction Roleplaying Game game system is flexible, allowing for many different styles of play in a variety of sf settings. Think of it as the AD&D game of science fiction, with lots of cam- by Bill Slavicsek and Richard Baker paign settings building upon the core rules. These rules are presented in the time-tested TSR tradition. They come in cience fiction is the mythology of elegant at its core but infinitely expand- two hard-cover books — one for players the modern age, built with girders of able, with layers of complexity that could and one for . The two Stechnological wonders, riveted with be added as players and gamemasters books combine to create a complete and ideas and morality plays, and decorated saw fit? dynamic role-playing game. with facades of “what ifs.” What if we dis- In just a few short months, the Is ALTERNITY just the AD&D game with covered a way to travel faster than light? answers to these questions will be ready ray guns and spaceships? What if we really could travel through for everyone to see in the pages of TSR’s No. Not even close. time? What if alien spaceships appeared new science-fiction role-playing game. The rules use terminology similar to in the sky over Washington, DC.? You Until then, here’s a preview of what you that of the AD&D game, but the get the idea. Just ask the question “what can expect. mechanics are completely different. if?” — suddenly the possibilities are end- Game play is faster and more intuitive, less. Of course, not just any “what if?” will SF and TSR characters are more than just the sum of do. It needs at least some element of TSR, Inc. invented the role-playing their ability scores, and the philosophy technology and how that technology game about 20 years ago and has been behind the design opens up more possi- relates to the human condition to make bilities for campaigns. it science fiction. A while back, we asked our own The ALTERNITY game mechanic “what if?” questions. What if ALTERNITY has a sleek, modern Inc. decided to expand its design that employs a uni- role-playing market fied game mechanic beyond the tradi- throughout. This tional fantasy makes it easier genres for to learn and which it’s faster to play. famous? It’s still too What if we early for us tackled sci- to show you ence fiction the specifics, with the same but we can give dedication and you a general idea enthusiasm we’ve of how it works. demonstrated on the Many role-playing AD&D® lines? What if we games were developed did it with a new, modern over a long period. Every time game system that was simple and a new mechanic was required for

60 these games, the designers added one Every Profession has a number of Careers You might wonder what this has to to do the job that was required, but they associated with it. The Career defines the do with the ALTERNITY game. The time is often didn’t address the rest of the game player character in more concrete and right for TSR to release a multigenre sci- system. This made for rules that were specific terms by placing a label on exact- ence-fiction role-playing game. Epic harder to learn and harder still to ly what this hero is good at. A Tech Op space operas, invasion stories, edgy remember, as every mechanic worked Career, for example, can be scientist, doc- cyberpunk, alternate histories, tech- differently from every other. tor, pilot, hacker, or engineer. Once nothrillers, time travel, tales of explo- With ALTERNITY, we developed a sim- you’ve selected both a Profession and a ration — everything is flourishing today. ple core mechanic that handles every- Career for your hero, you go about It’s clear to us that we need to come up thing in the game. Engaged in combat? designing his game statistics to match the with a game engine that can support Looking for a scientific solution to a concept you’ve come up with. just about any kind of sf universe our problem? Seeking to charm a hostile In the ALTERNITY game, a hero isn’t a players might want to create. In short, alien into not using its rather large and random assortment of numbers. Every the time is right to build the science-fic- deadly looking weapon? The same character has a number of ability points tion equivalent of the AD&D game. mechanic works in every situation. and skill points to use to build exactly Just as different fantasy genres are In addition, we incorporated a modular the kind of hero you want to play. served by different product lines under design that allows levels of complexity The game uses six abilities to define the AD&D banner, in the coming years and detail to be layered on top of the core a character’s statistics. These abilities are game universes that reflect a wide spec- mechanic. So, if you’re more interested in Strength, Dexterity, Constitution, Intelli- trum of classic science-fiction themes the story and role-playing aspects of the gence, Will, and Personality. Heroes will carry the ALTERNITY game logo. game, stick with the basic rules. However, receive 60 ability points to divide Therefore, the ALTERNITY Player’s if you’re into heavy-duty power gaming at among these categories. Human mini- Handbook and Rulesmaster Guide aren’t its finest, you can add as many layers as mums and maximums are 4 and 14, and tied to a specific sf setting. You can run you see fit to the basic game. Do the more the human average is 9. Every ability a variety of wonderful and detailed complex rules work differently? No, they has a number of skills associated with it. campaigns, from modern espionage to just provide more guidelines and modi- Depending on a hero’s Intelligence superheroic science fantasy, just using fiers for those players who want to know score, he receives an allocation of skill these two books. With this in mind, we exactly how far away an opponent is, for points to use to purchase skills. Skills took a long look at what makes science those interested in the exact difference related to the character’s Profession are fiction work, at what each of us loves between two top-of-the-line computer less expensive than those related to one about this amazing field, and incorpo- programs, or for those who require more of the other Professions. A character rated it into the game system. realistic rules for radiation and the effects isn’t restricted to skills in his Profession, While many of the grand old ideas of it has on characters. but to go outside the group costs a bit science fiction have been around for a more than staying inside it. long time, we seem to have matured Alternity heroes For players who prefer a more ran- greatly as readers. We demand flawed If the dice mechanic is the heart of dom method for creating player charac- heroes, cynical megacorporations, and the game, then the heroes are its soul. ters, one is provided in the ALTERNITY examples of how it isn’t always bright, Players can build exactly the type of game. It allows you to generate random shiny, and morally superior to be hero they want to play, using a skill- ability scores, but you still must select human. A new science-fiction role-play- based character generation system that skills and make choices about your ing game simply has to embrace the incorporates level advancement. Players hero, as with the build-from-scratch character-driven, story over the science- can literally create any kind of hero they method. driven story in order to be relevant to can imagine, then watch that hero todays audience. After all, most science- become better and more skilled with The ALTERNITY game philosophy fiction readers and role-playing gamers each adventure. Science fiction is experiencing a are normal humans, and they want to In ALTERNITY, every player character renaissance of astonishing proportions as know what it’s like to be normal belongs to a specific Profession. A we race toward the year 2000. It wasn’t humans in the future. Profession is a general category that all that long ago that science fiction was So, our philosophy is simple. Provide explains a character’s background and the poor cousin of the publishing trade a set of game mechanics that allow you training in very broad terms. Depending and the top of the “B list” in the movie to play any type of story, from contem- on the Profession of a character, he business. But right now, we’re experienc- porary times to the far future, then pro- receives certain benefits that set him ing a tremendous upswing of interest in vide you with examples of these stories apart from characters of other speculative fiction. There have been in a variety of campaign settings. Professions. For example, a player strong science-fiction films coming out whose character belongs to the Tech Op every year for the last decade, and Why you’ll want to be Profession starts with a general idea science-fiction novels top the bestseller an ALTERNITY player about that character — he’s comfortable lists with surprising regularity. Even The ALTERNITY game was purposely around high-tech machinery, he works prime-time TV, the medium that has tra- designed for players who like to have with his hands and his brains, and he’s ditionally churned out science-fiction complete control over the heroes they considered a professional in a technical shows that barely survived a single sea- create. From the initial character cre- field of the player’s choosing. son, now supports a half-dozen popular ation system to the mechanics for That brings us to the next step in cre- and well-produced series — with more improving heroes, every decision is left ating the character concept — the Career. appearing all the time. in the hands of the players. And,

62 JANUARY 1997 because its a skill-based system, there his own volume to help him accomplish game. You won’t outgrow this system or are a lot of decisions to make. Career his role in the game . . . its possibilities for a long, long time. packages and professions are included This game system has gone under to provide players with plenty of ideas, more intensive scrutiny and received but you can create and play the exact Why you’ll want to be an more comments and suggestions than hero you want, and you can guide his ALTERNITY rulesmaster any release since AD&D 2nd Edition. It’s improvement in the manner that makes We’ve given Rulesmasters a wonderful a great engine that can handle just the most sense to you. variety of tools in the ALTERNITY game. It about anything in the spectrum of Another aspect of the ALTERNITY game starts with the game’s core mechanic, science-fiction roleplaying. If you want a system that should appeal to players is which handles everything from ability cutting edge, top-notch sf role-playing the simplicity of the game mechanics. checks to attack rolls. You don’t have to game that gives you lots of detail and Once you master the basic dice-rolling dog-ear page after page of special tables choices without immersing you in an scheme, you’ll know how to accomplish and new rules; once you’ve got a handle existing universe, we think ALTERNITY is everything in the game. Simplicity on the basic system you can run the the game for you. doesn’t equate with simplistic, however. game without ever looking at the books. The rules have so many levels of play This is a game that can be played from In the future . . . built into them that it will take players a the character sheet and the Rulesmaster’s Before its summer debut, more arti- very long time to learn how to best notes alone. cles covering different aspects of the make use of them. They’re straightfor- The core mechanic is a surprisingly ALTERNITY game will appear in DRAGON® ward for those players who prefer to get potent tool for running a game. As you Magazine. For example, we have a lot to right to the roleplaying, but the com- might expect, we play a lot of games tell you about the first campaign setting. plexity is there to take advantage of if here at TSR, and we cover the whole It’s a great place to play your initial you’re a strategy and numbers kind of spectrum of role-playing styles. We’ve ALTERNITY adventures, and as with the player. found that the ALTERNITY system runs FORGOTTEN REALMS® setting, a lot of you Finally, the ALTERNITY Player’s equally well for the Rulesmaster who will decide to make it the place to set Handbook is written for the player. It just eyeballs things or the Rulesmaster your science-fiction campaign. starts with how to create heroes, and who likes to run a tighter game. Beyond that, the ALTERNITY game is subsequent chapters add layers of detail While the mechanic is simple, the designed to let you create and play any to that basic information. The rules, game doesn’t have to be. We’ve layered kind of science-fiction adventure you examples, and advice are all set down to in special game options (mutant powers can imagine. It all depends on your help a player perform his role in an and psionics, to name a couple) that you answer to an important question — a ALTERNITY adventure or campaign. can incorporate into your game or question that’s the key to exciting sf But we haven’t left out the gamemas- ignore as you see fit. The options you worlds of our making . . . and yours. ter. In the ALTERNITY game, we call the have at your fingertips for creating Which future do you want to play? the “Rulesmaster.” A good heroes, guiding their advancement, and Think about it, and let us know. Rulesmaster needs to know what’s in choosing special powers and talents the Player’s Handbook, but he also has easily exceeds the variety of the AD&D

Bill Slavicsek’s work on Star Wars: The Roleplaying Game and Torg: Roleplaying the Possibility Wars fills a large room in his home, and his Guide to the Star Wars Universe is in its 11th printing. As the coor- dinating designer of the ALTERNITY game, he keeps busy churning out pages for the Player’s Handbook and guiding the direc- tion of the line. Richard Baker, primary designer of the Rulesmaster Guide, loves classic sf. He names among his favorites Doc Smith’s Lensmen books and Robert Heinlein’s Starship Troopers. Before joining the ALTERNITY team, Rich helped launch the AD&D PLAYER’S OPTION™ series and the BIRTHRIGHT® campaign setting.

64 When your PC becomes a real animal by Lachlan MacQuarrie illustrated by Valerie A. Valusek

fter a heroic battle (or a really stupid mistake), the player Animal PCs character has perished. The death of a PC is usually a pretty traumatic event, but now (thanks to a kindly high priest) he’s back in Humans, demihumans, and humanoids may all become action. intelligent animals through magic. In addition, some DMs may allow animals as an interesting optional character class. Sort of. Abilities and ability modifiers The surroundings are the same, but everything looks a bit larger. It’s all in black and white, too, and it’s hard to focus on things. He tries Animal PCs have ability scores (Strength, Dexterity, etc.), just to stand, but can just get to a crouch — anything more feels way too as any other character, with the same effects. That is, an animal wobbly. He calls out for help, but all he can manage is a coughing or PC makes an ability check just as any other PC does, and deter- shrieking sound. When he looks up at his friends, they’re all staring at mines specific game effects based on the tables in the Player’s him . . . Handbook (i.e., a dog with a Strength of 7 suffers -1 to his Uh-oh. THAC0, can lift 20 Ibs., move 55 Ibs., opens doors on a 4 or less, But look on the bright side — at least he’s retained enough of his and has no chance to Bend Bars), with the following exceptions (see Note 3): own mentality to keep adventuring. The claws might come in handy, Table 1 (Strength): too. An animal PC’s weight allowance may not be more than twice his own body weight, and maximum press becomes maximum towed (with proper harness), quadrupled if The 7th-level Priest spell reincarnate is better than a raise dead the weight is on wheels or rollers. because it automatically succeeds and its fun to watch the Table 2 (Dexterity): Animals do not have a Missile Attack players expression when he realizes his PC has become a pixie. Adjustment. However, the spell has a good chance of returning the PC in Table 3 (Constitution): No modifications. the body of an animal or bird. Although the original DUNGEON Tables 4 and 5 (Intelligence and Wisdom): Number of lan- MASTER® Guide says, “. . . allow the new form to progress as far as guages becomes number of languages comprehended. Animal possible . . .” Little else was given in the way of guidelines to PCs do not normally learn or cast spells, so references to the allow the experienced player and DM to enjoy this new role- chance of learning a spell, number of bonus spells, and so on, playing challenge. should be deleted.

# DRAGON 237 65 may retain half his old hit points (round up), to a suggested maximum of twice the usual hit points for that species. Since animals can’t talk and don’t have hands (with the partial exception of the rac- coon), no animal may be a mage, priest, or bard (see Note 1). Since only humans can be paladins, no animal may be a paladin, although the DM may allow the character to revert to a fighter of the same level. Since all animals can fight, all can be fighters (although none may wield weapons). Many are at ease hunt- ing and tracking in the wilderness, so can be rangers (without the spells). Finally, some are naturally sneaky, so may be thieves (but see Table 5 for additional penalties). Table 1 shows which classes are allowable. Common combat abilities Animal PCs, having the mind of a per- son but the claws of an animal, use the THAC0 and saving throws of their class, but do damage according to their natural attack modes (claw/claw/bite, or whatever, with no “off-hand” or nonproficiency penalty). “Fighter” animals may use weapon proficiencies to “specialize” in one attack (bite, right-claw, or whatever). This replaces whatever weapon specialization Table 6 (Charisma): Animals do not Size and weight guidelines are given they possessed previously. “Ranger” ani- attract henchmen and receive Reaction in Table 4. Hit points are gained as per mals get one extra attack every 2nd rolls from a character only if they can character class, with a one-time modifier round, and rogues may “backstab” with somehow communicate for a time. The given in Table 3. one attack mode, multiplying damage as Charisma of an animal PC is largely a usual. Otherwise, animals do not gain or measure of how “well-kept” it looks, with Allowed classes expend weapon proficiency slots. the DM deciding how a particular NPC Like all characters, the animal PC has It is possible for an animal PC to wear should react to a mangy-looking wolver- a class and a level. If he qualifies for a armor. This is called “barding” (after horse ine or a sleek, well-fed wolverine. class he held previously, he may take armor) and gives the PC an improved Generating the scores: Since animal that class (fighter, ranger, or thief), but armor class (even if the PC’s natural AC is PCs keep their original mind, they also loses half his levels (round up), with cor- better than the barding’s AC, the PC still keep their Intelligence and Wisdom, while responding losses in hit points, saving gains a +1 bonus to AC for wearing some- rerolling new Strength, Dexterity, and throws, proficiencies, and so on. If he thing). All other effects of armor are as per Constitution scores for their new body (see does not qualify for a class he held pre- the PHB (thieves and rangers should wear Table 3 for specific notes). Charisma is also viously (for example, if he was a mage), studded leather or less, and so on). rerolled, but PCs with a Charisma of 15 or then he must choose a new class and Barding has two main drawbacks: in most more before death gain a +1 on this roll. start over again at first level. However, he cases, someone else has to put it on and take it off the animal; and cost. Regardless Table 1: Combat and classes* of size, all non-standard barding costs 2-5 Animal AC Damage Move Initiative Classes times what horse barding costs, and takes Badger 4 1-2/1-2/1-3 6, Br 3 +3 F, R Bear, black 7 1-3/1-3/1-6 12 +3 F,R 2-5 times longer to make, assuming one Bear, brown 6 1-6/1-6/1-8 12 +6 F can even find an armorer with the skills Boar 7 3-12 15 +3 F Cat 6 1-2/1 50 F, T necessary to make such an odd item. The Dog 7 1-4 15 +3 F,R given weight (see individual entries) is for Eagle 6 1-2/1-2/1 1,F30(C) +3 F chain barding. Leather weighs half this, Fox 7 1-3 15 0 F, T Hawk 6 1-2/1-2/1 1,F30(B) +3 F and plate 150% more than this. Horse 7 1-6/1-6 18 +6 F Owl 5 1-2/1-2/1 1,F27(D) +3 F Raccoon 9 1-2 5 0 F, T Common advantages Wolf 7 2-5 18 +3 F, R All animals have natural weapons of Wolverine 5 1-4/1-4/2-5 2 +3 F, R some sort or other, and most have nat- *There are no level limits for animal PCs. They’ve got enough problems. ural leather armor (see Table 1). In addi-

66 -tion, their sense of smell is usually supe- rior, making detection and tracking of monsters a breeze (give a +4 to any Tracking chance where a scent is involved, with an additional +4 for foxes, dogs, and wolves). Most importantly, an animal PC may be seriously underesti- mated by casual observers. A guard who would sound the alert for a human intruder might toss a small stone at a wandering cat, or ignore it completely. Common disadvantages Or he may decide to have the cat for lunch. Social handicaps The major disadvantage all animals share is their status — in most worlds, ani- mals are either pets, “varmints,” or food. The DM must decide which of these three categories a given NPC will choose, depending on the type of animal and the type of NPC (to a human, a cat is a pet. . . to a kobold, it’s lunch). A “pet” may be ignored, shooed away, or even befriended, while “food” will either be captured or slain outright if the NPC is hungry enough. A “varmint” is any dan- gerous or pesky animal . . . NPCs will take immediate action to either drive the ani- mal away, or kill it outright. In any case, the animal PC will experi- Animals by category 1-2/1-2) if their front claw attack hits ence considerable social prejudice (“I (dmg. 1-2). Raccoons have forepaws with The animals listed under reincarnate don’t care how quiet it is, no pets in the (P7) fall into five main categories: tiny amazing Dexterity; allow any reasonable inn!”), and restrictions on his movement “use of hands,” but with a -2 penalty to animals, small animals, medium animals, (“Zeke! Somebody’s prize pig is wander- Dexterity. Foxes can move quickly and large animals, and birds, each with its ing around loose! Let’s get it!”). own advantages and disadvantages. have the “canine” bonus for tracking). Note that an animal that acts too intel- Tiny animals weigh 10-20 Ibs. and con- Since the lynx and the stag are miss- ligent is either a curiosity or a threat and sume less than one-eighth normal rations. ing from the ® may attract a lot of attention. Intelligent Their barding weighs about five pounds tome, they have been replaced by the NPCs may know about wizards, familiars, (and the author has seen cat barding). housecat and the horse, respectively. In or shapeshifting monsters. tribute to Lassie, the dog is included. DMs with favorite animals are encouraged to Table 2: Usable nonweapon proficiencies Physical handicaps General Priest use them, as well, using the examples Animals don’t have hands or speech, Direction sense Ancient history given here as guidelines (see Note 4). Heraldry* Local history which stops spellcasting (and the use of Reading languages Writing (with difficulty) Rope use** Religion scrolls and magic items with command Tiny animals Swimming Spellcraft words), social communication, and the Weather sense These very small creatures (the house- use of weapons and lock-picks. Many cat, fox, and raccoon, etc.) are the weakest Rogue Warrior proficiencies become useless (see Table 2 of the animals, rolling 3d3 for their Appraising Animal lore for useful ones), and the PCs will have a Read lips Endurance Strength, and losing a hit point from their Tightrope walk*** Hunting tough time communicating with anyone, first Hit Die (see Table 3). However, their Running even other party members (see Note 2). Survival size makes them maneuverable (+1 Tracking Many magic items will not fit the new Dexterity, initiative modifier of 0), and body, and are thus useless. * -4 penalty for color-blindness allows them to hide in small places. Tiny ** raccoons only In addition, most animals (with the creatures can walk tightropes by making a *** size T animals only exception of birds) have worse eyesight simple Dexterity check (raccoons can use Note that comprehension is not affected by the than humans and demihumans. Poor the rope use nonweapon proficiency, too). loss of speech and hands. A fox PC with the acuity, shades of gray instead of color, Armorer NWP can still recognize a good piece of Cats are socially acceptable just about armor, even if he can’t work on it. Similarly, animal and less range will all plague the PC anywhere in human domains. Cats may PCs have no trouble understanding people’s (reduce all ranges of vision by a factor of speech, although they might have to work out a rake with both rear claws (roll to hit, dmg. two, and a factor of four for bears). system of signs to communicate their own wishes.

# DRAGON 237 67 COMPENDIUM volumes but are otherwise very dangerous fighters. The wolverine musk attack is not gained by a PC until he attains his 3rd level as a wolverine, and is usable once per day. The effect causes all in a 10’ × 10’ × 30’ cone to the rear of the wolverine to save vs. poison. Failure causes blindness for 1d4 hours, while success still causes loss of 25% of Strength and Dexterity for 1d4 turns due to disgust. All hunters know of the wolverine’s musk, and take precautions. Small animals weigh up to 75 pounds, and consume half what a full-size human would. Their barding weighs about 20 pounds. Medium animals Roughly man-sized, medium-sized ani- mals (including the black bear) are small enough to come indoors but big enough so they don’t get stepped on. They have the same effective strength range as humans (but with a minimum of 12), and are roughly as maneuverable, but do have better natural armor. The black bear has good combat capabilities, and can often be passed off as part of a circus act. If it rolls 18 or higher when attacking with a paw, it has hugged its victim for an additional 2-8 hp damage. Small animals poison). PC boars, however, do not have Medium animals weigh up to 400 These dog-sized animals (including the ability to fight at negative hit points pounds, and eat as much as a full-grown the badger, wild boar, dog, wolf, and mentioned in the MC. A thick layer of fat man (and sometimes more). Their bard- wolverine) are physically weaker than a and hide also protects them from any sort ing weighs as much as human armor of full-grown man, but not by much (roll of insect venom — unless the insect has a the same type. 3d6 - 2 for Strength), and make up for it stinger more than 6” long. with their natural weapons (the wolver- Dogs are socially acceptable every- Large Animals ine, especially, is a real killer). where (perhaps a wolf could wear a Large animals (such as the brown bear Badgers are excellent burrowers, and leash?), and are excellent trackers. and horse) enjoy tremendous strength have a good AC. They are avoided by Wolves track as well as dogs do, and can (roll 3d6+2, with a minimum of 14, and most predators because their flesh is howl, which has a 50% chance of panick- always roll for Exceptional Strength greasy and unpalatable. Boars are fairly ing any herbivore within earshot which is regardless of class). Note that this is their tough, but have a hard time “passing” as not being held and calmed by its owner. “effective” strength — they can move pets. True omnivores, they can eat almost Wolverine PCs do not gain the +4 to much heavier loads with proper harness. anything (+4 bonus to save vs. ingested THAC0 mentioned in the MONSTROUS On the down-side, they are rather bulky (-1 Dexterity, +6 initiative). Brown bears have good armor and Table 3: Ability scores and size modifiers combat capabilities, but are not allowed to Strength Dexterity Hit Die Bonus* Size Badger 3d6-2 3d6 0 S wander around in town. Their hug causes Bear, black 3d6 (min 12) 3d6 +3 S an additional 2-12 hp damage, but PC Bear, brown 3d6+2 (min 14) 3d6-1 +5 L Boar** 3d6-2 3d6 +3 S brown bears do not have the ability to Cat 3d3 3d6+1 -1 T fight at negative hit points mentioned in Dog 3d6-2 3d6 0 S Eagle 3d6-2 3d6 -2 S the MC. Horses aren’t so deadly, but fit in Fox 3d3 3d6+1 0 T anywhere (outside of china shops). PC Hawk 3d6-2 3d6 -2 S Horse 3d6+2 (min 14) 3d6-1 +2 L horses do not panic at unexpected noises Owl 3d6-2 3d6 -2 S or smells (unless the player wishes to). In Raccoon 3d3 3d6+1 -1 T Wolf 3d6-2 3d6 +2 S addition, packs, harnesses, barding, shoes, Wolverine 3d6-2 3d6 +3 S and other tack for horses are readily avail- *This bonus/penalty is applied to the die rolled to determine hit points for first level. Animal PCs who kept able and reasonably priced. their old hit points apply this to their total hit points once, during the conversion process, Large animals weigh up to half a ton, **In addition, a bonus of +1 to Constitution, and -2 to Charisma. and consume four times what a

68 full-grown man does. Barding is given in Table 4: Size and weight the PHB, but bear barding is non-stan- Length (inches)* Weight (pounds) Base Modifier dard and costs 2-5 times as much horse Base Modifier Badger 20 2d6 30 2d10 barding. Bear, black 60 2d6 200 2d100 Bear, brown 60 4d8 400 4d100 Boar 30 2d8 75 2d10 Birds Cat 18 2d4 9 2d8 The birds are all size S (barely) and Dog 30 3d10 2 0 3d20 Eagle 24 2d4 12 2d8 thus roll 3d6 -2 for Strength. Their major Fox 20 2d4 9 2d6 advantages are their wings and their Hawk 18 d6 10 2d6 Horse 96 6d6 800 10d100 keen eyesight. The DM should quadruple Owl 20 d10 10 2d8 all vision ranges and award surprise Raccoon 20 2d8 16 2d8 Wolf 36 2d8 40 2d20 bonuses (bird PCs are surprised only 5% Wolverine 24 d20 30 2d20 of the time, though eagles and hawks *For animals, this is length from nose to rump. If the animal has a tail, it will be 5d8% (5-40%) of this lose this advantage at night, and owls length. in addition, the wingspan (wingtip to wingtip) of a bird is approximately three times its length. lose it during the day). The birds in this section can all dive-attack, gaining a +2 XP total to the minimum necessary to speech, or their own special animal lan- to hit and doubling damage (claw only: qualify for the reduced level). guages DMs who allow this are again beak attacks are not allowed in a dive). The character has learned something taking the sting out of being an animal Eagles and hawks can dive to attack from the experience, however, and may PC, which may be a good or bad thing. (both must dive at least 100’, unlike the add all XP earned while in animal form For example, with some research into owl, who only has to dive 50’). Owls have to his new XP total. Any proficiencies alternate somatic methods, mages who excellent hearing and nightvision, able to gained while in animal form are lost, are turned into talking beasts may be see perfectly in anything short of magical although the character will have a new able to cast spells. Players should remem- darkness, but they are effectively blinded empathy for others of that species (the ber that a talking cat will attract a lot of during the day (-4 penalties to surprise equivalent of the animal lore NWP for attention. rolls, attack rolls, saving throws, and that animal only). Animal PCs who can talk to other ani- armor class). Owls fly silently (-6 penalty mals of their species will notice immedi- to opponent’s surprise roll). General notes ately that other animals of their species Note: Flying is a novelty for most PCs, 1. DMs who use psionics must decide are cooperative, but rather stupid . . . so it takes two weeks of falling out of if the new animal form will have any of 3. Any bonuses/penalties due to high trees, short hops, and glides, before fly- the psionic abilities of the old. Since or low attributes are in addition to the ing becomes as natural as walking. psionics are based on Intelligence, animal’s normal abilities and bonuses. In addition, their frail construction Wisdom, and Constitution — two of 4. The animals used in this article are causes them to subtract 2 from their first which stay the same — it seems reason- all from the MONSTROUS COMPENDIUM vol- hit die. Finally, their deficient sense of able that animal PCs can be psionicists. umes. When adding new animals, the DM smell means that they do not gain the +4 However, since the body (Constitution) is should read the guidelines for creating Tracking bonus mentioned above. different, the animal PC must start again new character races in the DMG. Classify The social status of birds varies from at 1st level, and requires double XP to the animal by size, and compare to the culture to culture. Some barbarian tribes advance to 2nd. From then on, advance- animals presented in this article. For play actively revere them, but other cultures ment is normal, as the PC has learned to balance, it is advisable to avoid converting might hunt them for their plumage. compensate for his differences. creatures with too many special powers. Leaving the animal form Wild Talents may be kept, but any PSPs the old form earned after first gain- Eventually the PC is going to get tired ing the Talent are lost (the animal must of growling, dodging kicks, and wearing start over again). a pack-harness (and well he should), and If the PC wasn’t psionic before the Lachlan MacQuarrie is a freelance writer he will start looking for the wish (or other reincarnation, the DM may allow him to living in New Brunswick, Canada. This is his magic) necessary to regain his old form. roll for a new Wild Talent, as the shock of third appearance in DRAGON® Magazine, but Naturally, this will be hard to come by, transfer opens up previously-unused por- not his last. He dedicates this article to the and the quest can fill many adventuring tions of the character’s intellect. memory of a certain raccoon thief. sessions. Alternatively, the deity who 2. Many works of fantasy include granted the original reincarnate may “talking beasts,” either using human impose additional requirements before it will release the PC. Table 5: Thief ability modifiers (supplement to Table 27 in the PHB) Whichever path the DM chooses, the PC will eventually regain his old form Skill Cat Fox Raccoon Pick Pockets* -45% -50% -10% (with a considerable sigh of relief, no Open Locks* -40% -40% -10% doubt). This will be identical to his old Find/Remove Traps* -40% -35% -5% Move Silently +30% +15% +10% body (dig out the old character sheet), Hide in Shadows +20% +15% +15% but with some loss due to the shock of Detect Noise +25% +35% +10% Climb Walls +15% +5% +15% transformation. The PC reverts to his old Read Languages +0% +0% +0% character class, regaining all of his for- *In these cases, the cat or fox is using his forepaws and mouth to grip — clumsy, but better than nothing. mer experience, minus two levels (reduce

# DRAGON 237 69 Lupins of the MYSTARA® setting

by Bruce Heard illustrated by Bob Klasnich This is a sequel to the Princess Ark of the gnoll breed; however, this isn’t exactly episode titled “A Glass of Wine & a true. According to ancient scriptures Shaggy Dog Story,” originally published unearthed a few years ago, gnolls, like Pflarr in DRAGON Magazine issue #179 and later himself were ancient Nithian creations. in the boxed set. Pflarr rose to Immortality and created Raman Nabonidus, the ship’s sage, pro- the Hutaakans, a race of jackal-headed vides a supplemental entry to the ship’s humanoids. Pflarr truly liked the Hutaakans; log as he attempts to describe lupin brilliant and refined, they were created in his breeds of Mystara, from the Known image. Hutaakans established control over World to . the Traldar, the ancestors of today’s Karameikos, getting most of Pflarr’s loving Nyxmir 9, AY 2001 care and attention. Meanwhile, the gnollish As His Highness, Prince Haldemar, population exploded. These ravenous and was off to research the whereabouts of brutish hordes ran out of control and even- a fine wine vintage, I, Raman tually invaded Traldar, causing the Nabonidus, endeavored instead to Hutaakans to hide in a secluded valley. enrich our knowledge of the creatures in Ancient legends, which I suspect were this world. Thus would the Imperial true, say that as a result of the Hutaakan Libraries of Alphatia gain from the jour- demise and of the mysterious disappearance neys of our illustrious Princess Ark. of the old Nithian empire, Pflarr was offended I received an invitation from Sire and lost interest in surface world affairs. Museau d’Aboisfort, the Kings sage, and Over the following centuries, gnolls and took this opportunity to go ashore and Traldars practically annihilated each other. discover for myself this wondrous It is also said the stagnating, inbred Kingdom of Renardy. To properly mis- Hutaakan race also dwindled while ele- pronounce his name without offending ments of their original civilization were rele- anyone, as I did numerous times, I gated to a mythical Hollow World preserva- would suggest the following: seer mew- tion land — if such a place truly existed. zoe dah-bwah-for. It appeared that lupins, Not all Hutaakans stayed in their valley, dog-faced humanoids, made up the vast however. Some travelled the Known world majority of the local population. I had and beyond, eventually creating new fami- expected gnoll-like primitives but We spent the rest of the day in his lies. New blood, including some pervasive instead discovered a clever and sophisti- comfortable study, exchanging our gnollish blood, was brought to the weaker, cated culture, almost as advanced as the experiences of this world, sampling this original Hutaakan stock, which created sev- nations of the Known World. What outstanding Renardois wine, and poring eral initial breeds of lupins. To human struck me most was the variety of the over countless tomes from his shelves. observers, lupin breeds appeared soon after people in the streets. Everything about Sire Museau quickly proved a well- the gnollish invasion; thus, humans believed them was different, their demeanors, learned person and gained my respect them to be directly related — an unfortunate their wealth, social standings, and espe- and appreciation. and disparaging misconception I might add. cially their physical appearances. Much later during that night, he Our early ancestors eventually forgot I finally reached the Aboisfort Manor. began explaining some of the problems about their Hutaakan heritage. They begun Sire Museau welcomed my arrival in a of being a lupin nowadays, and how forming clans and spread throughout courteous and pleasant manner. He they affected the secular Kingdom of Mystara. The heads of the clans were those demonstrated great curiosity about the Renardy. This is what he said. who could show proof of a certain lineage, ways of Alphatia, and after many ques- Hutaakan blood, without really knowing tions promised himself to visit us one In the Beginning, most human sages I why. It had simply become clan tradition by day. spoke to believed us lupins to be an offshoot then. As centuries passed, the tradition grew

70

Table 1: Racial modifiers and other statistics NPC Generator (Roll two d2O’s) Statistics Known Savage Breed S D C I W Ch Height Weight MV Bite Senses World Coast Guardians (min. 12 Strength, max. 16 Intelligence) 1-3 1-3 Doggerman +1 - - -1 -- 57 + Strength (Size × Strength) ÷ 3.8 12 d6+1 Med. 1-6 1-2 Maremma +1 -1 - -1 - +1 57 + Strength (Size × Strength) ÷ 3.5 12 d6 Med. 7 3-6 Mastiff +2 -1 +1 -1 -1 - 62 + Strength (Size × Strength) ÷ 2.8 12 d6+2 Low 8-1 17-10 Pit-Bull +1 +1 +1 - -2 -2 52 + Strength (Size × Strength) ÷ 3.8 12 d8 Low 12-13 11-14 Shar-Pei +1 - +1 - - -2 54 + Strength (Size × Strength) ÷ 3.5 12 d6+1 Low 14-16 - Wolvenfolk +1 - +2 -1 -1 -1 58 + Strength (Size × Strength) ÷ 3.2 12 d6+1 Med. 17 15-17 Ye Great Dogge +2 -1 -1 - - +1 66 + Strength (Size × Strength) ÷ 3 15 2d4 Med. 18-20 18-20 Hunters (min. 12 Intelligence, max. 16 Strength) 4-6 4-5 Basset Hound -1 - +1 - - - 46 + Strength (Size × Strength) ÷ 4 9 d4+1 High 1-3 1-2 Beagle -1 - - +1 - - 47 + Strength (Size × Strength) ÷ 4 9 d4+1 High 4-7 3 Bloodhound - -2 +2 - - - 55 + Strength (Size × Strength) ÷ 3.5 9 d6+1 High 8-9 4-7 Chow Chow - -1 +1 - - - 51 + Strength (Size × Strength) ÷ 3.8 12 d6 High 10-13 - Foxfolk -1 +2 -2 - +1 +1 47 + Strength (Size × Strength) ÷ 4.2 12 d4+1 High 14 8-10 Golden Retriever - +1 - - -2 +1 56 + Strength (Size × Strength) ÷ 3.8 12 d6 High 15-17 11-12 lspan Pistolero - - -1 +1 - - 48 + Strength (Size × Strength) ÷ 4 9 d4+1 High - 13-15 Nithian Rambler -2 +1 -2 +1 +2 - 56 + Strength (Size × Strength) ÷ 4.5 15 d4+1 High 18-20 16 Renardois Folk - +1 - - -1 - 55 + Strength (Size × Strength) ÷ 3.8 12 d6 High - 17-20 Shepherds (min. 12 Wisdom, max. 16 Strength) 7-8 6-8 Heldann Shepherd ------57 + Strength (Size × Strength) ÷ 3.8 12 d6 Med. 1-12 1-3 Shag-Head - -1 - - +1 - 54 + Strength (Size × Strength) ÷ 3.8 12 d6 Med. 13-19 4-9 Stagovich Herder +1 +1 - -2 - - 58 + Strength (Size × Strength) ÷ 3.5 12 d6 Med. 20 10-20 Workers (min. 12 Constitution, max. 16 Intelligence) 9-11 9-10 Eusdrian Bulldog +1 - - - - -1 55 + Strength (Size × Strength) ÷ 3 9 d4+1 Low 1 1-7 Mountaineer +2 -1 - - - - 57 + Strength (Size × Strength) ÷ 3 9 d6+1 High 2-8 - Gnomish Snoutzer -2 +1 - - +1 - 50 + Strength (Size × Strength) ÷ 4 12 d4+1 High 9-15 8-13 Norwold Malamute - - +2 -1 -1 - 56 + Strength (Size × Strength) ÷ 3.8 12 d6+1 Med. 16-19 - Zvornikian Sentinel -1 - - -1 +1 +1 55 + Strength (Size × Strength) ÷ 3.8 15 d6 Med. 20 4-20 Vermin Hunters (max. 12 Strength and 19 Dexterity) 12-13 11 Blue Bandit - - - - -2 +2 56 + Strength (Size × Strength) ÷ 4 12 d4+1 Med. 1-4 1-6 Burrow Bandit - +1 +1 - -2 - 53 + Strength (Size × Strength) ÷ 4 6 d4+1 Med. 5-12 7-16 Das Hund - +2 -2 - - - 47 + Strength (Size × Strength) ÷ 4 6 d4 Med. 13-16 17-20 Fennec -2 +2 - - - - 31 + Strength (Sire × Strength) ÷ 4.2 6 d2 Med. 17-18 - Hound of Klantyre - - -1 - +1 - 45 + Strength (Size × Strength) ÷ 4 6 d4 Med. 19-20 - Wee Folk (min. 12 intelligence, max. 10 Strength) 14 12-13 Bouchon - -1 - - - +1 47 + Strength (Size × Strength) ÷ 4 9 d2 Low 1-5 1-7 Carrasquito - +2 -2 - - - 31 + Strength (Size × Strength) ÷ 4 6 1pt Low 6 8-14 Cimarron Hairless - - -1 +2 - -1 50 + Strength (Size × Strength) ÷ 4 9 d2+1 Low 7-9 15-16 Ochalean Houndling - - - - +2 -2 37 + Strength (Size × Strength) ÷ 4 6 d2 Low 10-13 - Ochalean Crested - - -1 +2 - -1 47 + Strength (Size × Strength) ÷ 4 9 d2 Low 14-17 - Papillon - +2 -1 - -1 - 47 + Strength (Size × Strength) ÷ 4 9d2Low 18-20 17-20 Nomads (min. Dexterity 12, max. Strength 16 15 14-15 Long-Runner, Borzoi - +1 - -1 - - 59 + Strength (Size × Strength) ÷ 4.5 18 d4 Med. 50% either breed Mongrels (min. 8 Strength for basic Lupins, else all other statistics min. 3 and max. 18) 16-20 16-20 Basic Lupin +1 - +1 -1 -1 - 64 + Strength (Size × Strength) ÷ 3.3 12 d6 High - - Random Breeds * * * * * * 64 + Strength (Size × Strength) ÷ 3.3 12 d6 Med. Roll NPCs individually Ability adjustments for random mongrel breeds Roll 1d20 for each statistic. A roll of 1 indicates a -2 adjustment for the ability. A roll of 2-5 indicates a -1 adjustment. A roll of 16-19 indicates a +1 adjust- ment. A roll of 20 indicates a +2 adjustment. If the total of all adjustments is +1 or more, the mongrel is afflicted with a short life span (-10 years for each point above +1). If the total of all adjustments is -1 or worse, the mongrel has high senses (see Table 2). Specific racial adjustments and other features only have a 25% of being passed on to the mongrel’s progeny (roll d%: 1-25 father’s, 26-50 mother’s, 51-00 random).

weaker and more obscure, to the point of ancient Hutaakan blood lineage. Then there This thinking has sparked an underground being almost completely forgotten. By then, are the others who adopted human-style religious movement to re-establish Pflarr. It scores of new lupin breeds had adapted to nobility based upon feudal rulership. The makes no doubt in my mind they are the widely different regions of Mystara and problem became worse when some of our unwitting pawns of pflarr himself. Since he formed varied and thriving species. They people openly questioned the legitimacy of first turned from the Hutaakans, pflarr has also endeavored to incorporate elements of the Clairvault Dynasty over the throne of finally noticed our success as a race. Now he human or demi-human civilization, as Renardy, since clearly the Clairvaults show no wants to reclaim our kind, just as a parent shown with our Fair Kingdom of Renardy, such bloodlines. Although it has remained a would his lost children. In response to this, for example. quiet one so far, Renardois remain evenly high priests of all our established temples The issue of the Hutaakan ancestry, how- divided on this issue. branded the honoring of pflarr a heresy, fol- ever, is now coming back to haunt our kind. The problem grows even worse when the lowing the wisdom that pflarr had aban- With civilization came the age of reason, and clergy becomes involved. Some people also doned the Hutaakans and thus relinquished some of us began to wonder about our true have begun questioning the legitimacy of all rights over lupin flesh and spirit. This, my origins. Almost regrettably, some found out, Saimpt-Renard as the long-established head friend, is our quandary, and I fear things may and the result is now a sensitive issue. There of the lupin Immortal pantheon. They believe become quite unsightly before this issue is are the ones who believe nobility lies in ones the only true lupin Immortal should be Pflarr ever resolved.

72 The Sign of Pflarr Table 2: Lupin senses Sire Museau went on about some of Not all lupins have perception senses as good as the basic lupin’s (fisted as high — in the Racial Table). the more obscure lupin theology: The following table compares the various sensory abilities of lupin breeds. Low Senses Hutaakan clerics and later clan shamans Ability & Description (High Senses) Medium Senses Infravision: 60’ 60’ 30’ knew ancient Nithian rituals related to Detect Werewolf: 99% chance 83% 66% Pflarr’s bloodlines. It is said that, with the Detect Invisible & Ethereal Beings: +2 +1 +4 bonus (see chapter 13 in DMG) proper incantations and a pinch of sacred Blindfighting: Free proficiency Free proficiency No free proficiency incense from Ylaruam, a few drops of Tracking: At one-half Wisdom score Tracking at one-third Tracking at one-quarter (rounded up). A lupin Ranger tracks Wisdom (rounded up). Wisdom (rounded up). Hutaakan blood trickling over glowing at one-half Wisdom score +6. Ranger tracks at one-third Ranger tracks at one- embers would invoke the image of Pflarr’s Wisdom +3. quarter Wisdom +1. Recognize Smell: Automatic success Race, Intelligence at +2; For a race, Intelligence head among the fumes. The more vivid and to recognize a race. To recognize an for a person, -2. check; for a person, check longer-lasting the image, the purer the individual person, Intelligence check. at -4. Detect Noise: 35% chance, +2% 30% +1%/level 25%, no bonus Hutaakan bloodline. I sheepishly must Special Weakness: -2 penalty to -1 penalty No special weakness admit that unscrupulous lupins would con- saving throws vs. odor- or sound- sider a vague jackal face enough to claim a based attacks (a stinking cloud, a banshee’s wail, etc). tie with the great spirit. Others still show pure enough a bloodline for a recognizable other breeds. It is assumed the basic Furthermore, lupins cannot be wizards, image to appear, regardless of well-breed- AVAGE only mages of the following schools: ing or mongrelhood. lupin (originally developed in the S Believers ought to beware, however: COAST™ campaign) is only one of the Divination, Abjuration, Invocation, and blasphemous spell-casters resort to illusions many mongrels. Should you decide to Necromancy. use this material, the basic lupin should Table 4 provides thieving skill adjust- to manipulate the result of the ritual. Great care must therefore be taken to avoid such then no longer be available. Instead, roll ments. Be sure to know the size of the character, since it makes a difference perfidious trickery. up a random mongrel. Table 3 lists the classes available here, and also later for armor and to the various lupin groups. Although weapon limitations. Creating lupin PCs lupins cannot be multi-classed, they Finally, Tables 5 and 6 delve into the Lupin PCs are generated much as any can be dual-classed following conven- possibility of determining a lupin’s lin- other kind of character, using the racial tional game rules for human PCs. eage and its game effects. ability modifiers given in Table 1. Unless stated otherwise, racial minimums and maximums are 3 and 18. Size and weight comes next since they are largely based upon the lupin’s breed and Strength score. Should you decide to make female characters a bit smaller, a 1” difference is recommended for lupins up to 60” tall, 2”-3” if taller. A lupin’s weight requires a bit more calculation, but it is also based upon size and Strength.

Example: The doggerman is listed as 57 plus Strength. A 13 Strength dogger- man would then stand 70” tall. Its weight is listed as Size × Strength ÷ 3.8. This means multiply the lupin’s basic height in inches time its Strength score. Then divide the total by the indicated number. This doggerman should there- fore stand (57 × 13) ÷ 3.8 = 195 Ibs.

Table 1 provides unencumbered movement rates for each breed, the dam- age caused by a bite attack, and the gen- eral keenness of their sensory skills. The latter are detailed in Table 2. Table 1 also provides a random NPC generator for both Known World or Savage Coast encounters. Roll one d20 to determine what lupin group is involved and a sec- ond to determine the specific breed. Note: The basic lupin statistics are included here as a comparison with the

# DRAGON 237 73 Table 3: Class level limitations map and record discoveries, to communi- cate through sign-language, and to inter- Fighter Paladin Ranger Wizard Cleric Druid Thief Bard A B act with natives naturally (+3 bonus to Guardians 15 12 12 9 15 9 9C 9 Hunters 9D 9E U 9 15F 13G - 9 H encounter reaction checks). Greater bea- - Shepherds 13 12 9 U 9 - 13 gles also have an uncanny talent for Workers 13 9I 15J 15 UK 9 9 Vermin H. 9 9915 9 U 6 stumbling onto interesting places (forgot- L M Wee Folk Text 15 15 9 13 6 ten tombs or lost temples) or to witness Nomads 13 15 9 15 13 6 13 Mongrels 13 U1215 13 13 9 unusual events (religious and other taboo ceremonies) often likely to get the greater A. Maremma only G. Foxfolk have no level restriction as druids beagle into some trouble. AL: Any non- B. Wolvenfolk only (necromancer only) H. Beagles have no level restriction as bards C. Pit-Bull only I. Zvornikian Sentinel only Lawful; generally Good. D. Renardois Folk have no level restriction as J. Glantrian Mountaineer and Norwold Bloodhound, Grand: Rumored to be swashbucklers Malamute only E. Golden Retriever only K. Norwold Malamute only the finest trackers, they make up for F. Nithian Ramblers have no level restriction as L. Ochalean Crested can reach 18th level their generally placid temperament with clerics when worshipping Nithian Immortals; M. Carrasquito only no Foxfolk clerics allowed. an unusual tenacity. Grand blood- hounds proved very successful investi- The merry lupin gallery this world), the Shepherds (these are the gators for the King’s Gendarmes in Sire Museau was generous enough to quieter types on whom everyone relies), Renardy. People say bloodhounds never give me one of his beautiful tomes. I was the Workers (who found a niche for give up on a fugitive of any sort. Twice a awed by the number of different types of themselves in this old world), Vermin day, bloodhound characters may reroll lupins populating our world and by the Hunters (I smiled when I ran across this a failed attempt to track or recognize a extent of their geographic expansion. I entry; these are quick and adroit fellows scent. Once per adventure, they also must admit these pages revealed more who once made a life of scouring may follow a hunch with a successful than I could possible describe here. Sire and other rodents), the Wee Folk (frail Intelligence check. This allows them to Museau had classified his kin into main but diverse; these are gifted ones), the come up with a new course of action groups. Many centuries ago, these Nomads (now a very small group of tall, when a party runs out of ideas to solve groups acquired specific specialties and lanky characters, although fairly impor- a problem. The solution may not neces- traits, but with time most lupins grew in tant in this region), and finally the sarily make sense at the time. For exam- different ways. The classification Mongrels, listed last, but by no means ple, a bloodhound may suddenly think remains, however, a simple way to orga- the tail end of lupinkind. that investigating a particular place or nize their countless pedigrees. Here are just a few for your perusal. I person overlooked earlier could help I found the following groups, most of hope you’ll enjoy my pale summary as solve a problem. Although this may not which where self-explanatory: the much as I enjoyed discovering this new be true, it could bring the party to wit- Guardians (mostly warrior types, big, people myself. ness useful events or discover other strong, but not geniuses), the Hunters Basset Hound, Royal: This ancient leads putting the party back on track. (an important group as one would lupin breed once specialized in hunting AL: Lawful Neutral to Neutral Good. guess, with some of the most colorful close to the ground, mainly for rabbits. Blue Bandit: The blue bandit gained and talented creatures to set a paw on Some of the more imposing lupin breeds its Mystaran name from its short and tend to look down on the royal bassets, curly dark blue fur. Contrary to the con- Weapon and armor limitations as humans do . They are, how- notation of its Vermin Hunter classifica- In addition to normal restrictions character ever, quite capable as hunters. They tion, the blue bandit often remains an classes impose on weapon proficiencies, lupin elegant lupin, often a gambler or a spec- sizes also have an impact. Up to 40” tall, a lupin mastered the ability to hide in high grass is limited to Medium or Small weapons of 5 Ibs. or heavy vegetation when motionless ulator. The breed’s most notorious indi- or less, regardless of Strength (long swords are vidual, Arsäne Lupin, is a debonair thief not allowed, but the blowgun is). Between 41” (90% chance), and developed keen sight and 50” tall, a lupin suffers no limitation on comparable to infravision, allowing weapon weights but still cannot use a Large weapon of any sort (bastard swords are still not them to see through vegetation as if it Life span allowed). were mere darkness. Royal bassets have The basic life span of a lupin is 90 years Generally, lighter-built lupins stay away from (maximum longevity is 90 + 2d10). A few lupin heavy armor as a matter of racial preference. a free outdoor survival and hunting pro- breeds, such as the Foxfolk, Glantrian Lupins listed with a weight divider of 4 or more ficiencies. AL: Any Good. Mountaineer, Great Dogge, and unusual mon- (see Table 1) avoid armor whose standard grels, however, have shorter life spans. The basic encumbrance exceeds 25 Ibs. Lupins with a Beagle, Greater: This is one of the life span of the Foxfolk, Glantrian Mountaineer, weight divider of up to 3.8 avoid armor whose most adventuresome lupin breeds. Like and the Great Dogge is only 80 years. standard encumbrance exceeded 40 Ibs. Lupins Middle age for a lupin comes at about half its with a weight divider of 3.5 or less have no the royal basset hound, the greater bea- base life span (45 years for a basic lupin). Old age armor restrictions, other than those usually gle originated from rabbit-hunting clans. comes at about two-thirds of its base life span (or imposed by the chosen character class. Many wandered away for years to dis- 60 years, minimum 40 years), and venerable age Armor weight should then be reduced or at its base life span (90 years, minimum 60 increased, as appropriate to the lupin size. Here cover the world. One actually joined up years). These ages should be readjusted for are summarized guidelines: as a pilot on the gnomish flying city of breeds with shorter life spans. A middle-aged For lupins up to 40” tall, armor encumbrance lupin loses a point of Strength and Constitution is 60% of normal listed weight. For every extra 4” Serraine. Specially talented for howling, but gains a point of Intelligence and Wisdom. An size (or fraction thereof) add another 10% (retain called “singing” among lupins, beagles old lupin loses two points of Strength, Dexterity, fractions). and Constitution but gains a point of Wisdom. A For example: normal plate mail is listed at 50 make excellent bards (no level limitation). venerable lupin loses a point of Strength, Ibs. For a 40” tall lupin this armor would weigh Beagles also have a free exploration pro- Dexterity, and Constitution but gains a point of only 30 Ibs. For each extra 4” size add +10% (+3 Intelligence and Wisdom. A venerable lupin’s Ibs.). For an 80” tall lupin, this armor should ficiency. This Intelligence-based skill senses also drops one category (from high to weigh 30 + (10 × 3) = 60 Ibs. allows the greater beagle accurately to medium, from medium to low, from low to no better than a human of comparable age).

74 by a borzoi. When reaching a Constitution of zero, a lycanthrope reverts to its normal shape and passes out. Borzoi are immune to lycanthropy. A borzoi family that has reached noble status among Nova-Svoga society heads a secret werewolf-hunting sect. AL: Any Lawful. Bouchon: This small lupin breed gained its notoriety on the Savage Coast as prestigious wine makers, thus the nickname bouchon (cork). A happy folk, this white powder-puff of a lupin easily gets along with anyone. Bouchon have developed a special resistance to liquor (treat as 19 Constitution), which they often use to fool others, and over the years the ability to resist poison as well (save vs poison as a dwarf). Bouchon PCs gain a free wine-making proficiency (sim- ilar to the brewing skill). AL: Any Chaotic, mostly Good. Bulldog Eusdrian: This is a rather large and heavy lupin version of the com- mon bulldog. The Eusdrian bulldog is a burly worker, often with some degree of authority over common people (an innkeeper, a foreman on a construction site, a city official, the captain of a mer- chant ship, etc.). Usually strong and

with charm and flair, and a weakness for rich ladies. Arsäne, wanted by the Kings Gendarmes for years, has consistently managed to outfox the King’s blood- hounds — a remarkable feat. The blue bandit can mask his scent to send pur- suers after the wrong lupin (automatic against any lupin tracker except blood- hounds, who suffer a 50% penalty instead). A blue bandit may have one of the following proficiencies free: gam- bling, forgery, or finances. The latter is an Intelligence-based skill for dealing with investments, banking, and business transactions. AL: Any Chaotic. Borzoi, Nova-Svogan: This lupin, a shaggier long-runner, originated from a clan devoted to hunting werewolves in the great northern wastelands. To all lupins in general, lycanthropy remains an aberration, one that they perceive as an insult to their own natural origins, and which must be scoured from the world. The borzoi is the best suited for this task, since its saliva is harmful to all lycanthropes. As a result, Nova-Svogan borzoi fangs are equivalent to silver weapons when fighting lycanthropes. In addition, lycanthropes must succeed a saving throw vs. poison or temporarily lose a point of Constitution when bitten

# DRAGON 237 75 Table 4: Thieving skill adjustments Chow-chow, Ogrish: Ochalean ogre- Guardians Vermin Hunters magi had originally bred the chow-chow SkillS & Nomads Up to 55” Taller Workers Wee Folk Mongrels lupins as slave hunters, but also for their Pick Pocket -5% +5% - - - - Open Locks -5% +5% +5% +5% - - thick, red fur and their flesh. With help F/Remove Traps +5% +10% +10% +10% +5% +5% from foo-dogs and clans of friendly lupins Move Silently +5% +10% +5% - +10% - Hide in Shadows - +10% +5% - +10% - (shar-pei mercenaries and Ochalean Detect Noise +10% to +20%* crested) ogrish chow-chow rebelled and Climb Walls Dependent upon physical size** Read Languages -5% - -5% +5% - gained their freedom. As a result, chow- chow do not take kindly to slavers, espe- * A lupin with high senses could start at 1st level in any class with a 35% chance to hear noises (Base 15% + 20% bonus, +2% bonus per experience level thereafter). Comparatively, a lupin with low senses cially ogre-magi. Chow- chow have a would start with a 25% chance (base 15% + 10% bonus). If they are thieves, they can further increase this 50% chance (plus their level) of recogniz- ability by spending the usual extra thieving points. ing polymorphed creatures, or 90% for ** Lupins up to: 40” tall: -20% ogre-magi. Furthermore, they benefit 50” tall: -15% 60” tall: -10% from a +1 bonus to initiative in combat Lupins taller than 60”: -5% due to their ferocity. AL: Any. Cimarron Hairless: Also known by downright intimidating to many, it isn’t as depth and direction underground much shadow elves as Xoloitzcuintli, this tough or mean as it wants others to as gnomes do. Melee combat within the ancient, dark-skinned breed relates to believe. The bulldog has a free intimida- confines of a small burrow should nor- the original followers of Atzanteotl. They tion proficiency (see the doggerman mally entail a -1 or -2 penalty to attack were notorious for being sacred entry). Its thunderous bark also instills rolls, to which burrow bandits are guardians of Atzanteotl’s inner temples. fear within a 30’ radius for 1d4 rounds immune because of their ability to fight After the Immortal had betrayed and (save vs. paralyzation to negate). AL: Any. in this manner. AL: Any. abandoned them and their shadow Burrow Bandit: Clans of burrow ban- Carrasquito: This lupin breed gained elven masters, most of these lupins dits are best at vermin hunting (foxes in its name from its native land, El Grande resettled northwest of the Broken Lands. particular, but also rabbits, moles, rats, Carrascal, a cactus wasteland near the Some however did remain with the and the like). They gained unequaled lspan Baronies. The tiny carrasquito shadow elves since. Because of their talent among lupinkind at finding their developed the natural ability to move inherent vulnerability to sunrays, they way through burrows, tunnels, and easily through overgrown areas (as a often wear garments covering their other underground lairs. They can sense 3rd-level druid). The carrasquito also faces and entire body. Like shadow causes gnolls and humanoids of equal Table 5: Random lupin lineage elves, they have 90’ infravision and they or greater size to attack it with a -4 are immune to paralysis from ghouls A 5d10 dice roll indicates the lineage of a penalty to hit, due to the lupin’s small and other undead. They can also spot lupin (if any at ail) and the strength of this her- itage, as shown on Table 5. Remember that the size. Despite its relatively high intelli- secret doors and other details with a strength of a lupin’s lineage has no bearing on its gence, however, the carrasquito some- 1-2 score on 1d6. AL: Any. breed or physical appearance. times shows excessive bravery for its Das Hund: This short-legged but Roll 5d10 Ancient Lineage physical size and requires a Wisdom long-bodied critter has become an 4-5 tens Strong Hutaakan bloodline 3 tens Weak Hutaakan lineage check to break away from a fight will- adroit rogue, excelling as a thief or spy. 2 tens Faint traces of Hutaakan blood ingly. AL: Any non-Evil. Several have gained enough notoriety 2 ones Faint traces of gnollish blood 3 ones Weak gnollish lineage 4-5 ones Strong gnollish bloodline Table 6: Effects of bloodlines It is possible to have mixed heritage (rolling 2 Lineage Strength Effect or 3 tens and 2 ones for example). Rolling any- Hutaakan thing other than tens and ones or different num- (tens) Strong You are blessed by Pflarr for He now gazes upon you. You derive no supernat- bers would indicate a total lack of a clear blood- ural powers from your heritage, only fame or a deadly hatred if your secret were line, other than the lupin’s own breed. ever unveiled. Gain +1 Wisdom (max 19) regardless of original lupin breed. Lineage generally is hereditary (it stays in a Weak Your heritage is strong enough to warrant a claim to ancient lupin nobility, family) but can be weakened or strengthened should you unveil your lineage. No special abilities. through successive family generations. If either of the parents has no clear lineage at all, then roll Gnollish 5d10 on Table 5 for each child. If both parents (ones) Strong Your ultimate faith now lies in the hands of Yeenoghu, a pawn of darkness (NPC have at least a trace of a bloodline, roll 1d20 for only). Roll up a new character at once! Your alignment must now be utterly evil, each child. An odd result relates to the father’s regardless of the original lupin breed. lineage, an even number to the mother’s. With a Weak Gain +1 Constitution (max. 19) -2 Intelligence, regardless of racial minimums score of 19-20. lineage is strengthened by one (see Table 1). category. On a roll of 7-18, lineage is passed on Foo-dog as is. On a roll of 1-6, lineage is weakened by (nines) Strong The Grandees of Ochalea will honor the path upon which you tread. May you live one category. If either parent had equal traces of in interesting times! You age (no saving throw) unnaturally if failing to perform a two different bloodlines, then choose one at ran- good act: 1 year for merely ignoring an opportunity to do some good, 5 years if dom (50%) as the one passed on to the child. actually causing harm. The loss is permanent. You gain a +2 bonus to all saving Feel free as a DM to assign different dice throws (except vs. poison) and naturally radiate a protection from evil once per day numbers to additional bloodlines for use with (as the wizard spell, cast at half the lupin’s experience level, rounded up). Table 5, as appropriate to your campaign. Foo- Weak Your basic life span is only 70 years, compared to 90 for most other breeds. Your dog blink-dog, or wolvenfolk lineages could exist alignment must be good, regardless of the lupin breed. You cannot be a thief. as well, assigning for example nines, eights, and sevens to these bloodlines. As an option, here are Blink-dog effects inherent to these bloodlines (faint blood- (eights) Strong You can blink once per experience level, per day, with an 80% chance of suc- lines of any sort have no game effect whatsoev- cess. Each blink temporarily weakens you; treat as a point of stun damage (see er). Effects are otherwise cumulative. Table 6 Mastiff description for stun mechanics). Failing an attempt to blink with a roll of shows the effects of the stronger bloodlines; “00” causes the permanent loss of a hit point. however, these may not necessarily prove to be Weak Your alignment must be good, regardless of your original lupin breed. Gain +2 entirely desirable. to AC due to your innate dodging ability.

76 within noble circles of the Savage Coast ability to be activated). The foxfolk, how- Howling that several different rulers actually ever, knows neither where the trap lies If outdoors, lupins may use their baying to compete to acquire their services, includ- nor its nature, just that danger lurks communicate simple messages to others of their kind (1d4+1 words per round). Their ability to do ing the Heldannic Order. Das Hund nearby (a mechanical trap, a hidden pit, so depends on their physical sizes (assuming the either gains 90 discretionary points for a magical snare, or even a foe waiting in larger the lupin, the more powerful the voice), weather conditions, terrain, and the hearing abil- its initial thieving abilities instead of 60 ambush). AL: Any Chaotic, usually Good. ity of the receiving lupin. or, with a successful Wisdom check, it Glantri Mountaineer: Where else but A lupin must succeed a Hear Noise check to comprehend the message. If the attempt misses can guess someone’s next immediate in the Glantrian Alps could this placid by 30% or more, the lupin doesn’t even hear or course of action provided it can stare lupin feel best at home? Sturdy, slob- notice the howling at all. For each inch in size above 40” of the howling lupin, add a bonus of into the other person’s eyes for at least bery, but loveable, this benevolent char- +1%. If the howler is a bard, add another +10% a round. The DM must limit such infor- acter knows every corner of its native bonus. If the howler is a beagle, add another +20% bonus. For each full mile of distance mation to six words or less. AL: Any. mountain, even in the worst blizzard. between the two lupins, apply a 10% penalty Doggerman: This black-and-rust This lupin has free mountaineering, ori- (under half a mile, add a +30% bonus instead). If Hattian breed originally specialized in enteering, and yodeling proficiencies. It there are trees, hills, winds, loud noises (a river for example) near the one listening, or other relevant guarding palaces and military barracks. also has the ability to lay on hands, obstacles, add penalties as appropriate or disal- It can often be found working as a exactly like a paladin. AL: Lawful Neutral low the attempt altogether, If the listener is sleep- ing at the time, allow a 10% chance waking up. career soldier, an officer, a professional to Neutral Good. bodyguard, or in a secret police caste. Gnomish Snoutzer: Just as gnomes ible in woods when motionless (80% Many found permanent employment pride their nasal appendages, so do the chance of succeeding either attempts). with ’s Hattian legions and the schnauzers their snouts. Their sense of AL: Any non-Evil. Heldannic Order. Its natural senses are smell is so good they can accurately pre- Golden Retriever, Greater: This lupin not as keen as those of hunting breeds dict natural weather for up to 6 hours in relates to an ancient hunting breed that for example; however, it has sharp advance (wind speed & direction, tem- became very skillful with archery and, as memory, observation, and deduction perature, and precipitation). These work- the name implies, at retrieving its quarry skills (+2 bonus to Intelligence checks in ers became good friends with forest from whence it fell. As a result, the golden this regard). The doggerman also bene- gnomes. In exchange for benefitting retriever benefits from a +1 bonus to hit fits from a free intimidation proficiency. from the snoutzers’ natural abilities, with bows and slings (non-mechanical This Strength-based talent allows the these gnomes taught them how to pass weapons). Its peculiar background gave doggerman to force NPCs into submis- through wooden terrain without leaving the retriever an unusual trait, however. sion. The doggerman does receive a a visible trace and how to become invis- penalty to this check equal to a third of the NPC’s experience level (or HD), rounded down. AL: Any Lawful. Fennec, Fighting-: This tiny, sand- color critter is about the size of the car- rasquito. It looks like a miniature fox with very large ears. A native of Ylaruam, the fighting-fennec relates to nocturnal hunting clans living from small desert prey and furtive raids on human . Nomadic Alaysians know the fennec is a follower of Al- Kalim and respect it for that. Most importantly, a fennec joining a party is believed to be a good omen, a sign of goodwill from Al-Kalim. This is because the fennec is a lucky fellow with the abil- ity, once per day, to reroll anyone’s sin- gle die, including a foe’s or a friend’s. Very keen of hearing, it can Hear Noise with a 40% base chance + 2 per experi- ence level. AL: Any non-Evil. Foxfolk: This reddish lupin, as can be expected, is perfectly at ease among woodland beings. Unlike to other hunt- ing breeds, a foxfolk cannot be a cleric, however, it can attain unlimited druidic level. A Norwold cousin exists, with white fur, but otherwise no game differ- ence. A foxfolk benefits from an innate ability to smell a trap this is a danger sense alerting it of an impending danger (the DM must score a 1-2 on 1d6 for the

# DRAGON 237 77 Hound of Klantyre: This small lupin is an archetypical vermin hunter. When launched against rat-sized creatures with no particular defenses or magic except their great numbers, the “scottie” can make an additional attack per expe- rience level (short sword or smaller hand-held weapon only). Furthermore, because of its origins, the hound of Klantyre has a particular understanding of undeath. When confronted with undead creatures, this lupin has either an innate protection from evil or, if a cleric, the ability to turn undead as if two experience levels higher. Klantyre and Boldavian nobility, notorious Glantrian undead, generally treat hounds of Klantyre with suspicion at best, unless the latter unequivocally demonstrate their will to serve them. Some have become powerful minions of these undead, others skillful undead hunters. Hounds of Klantyre can recognize the smell of undeath (i.e., its type) as they would a common race. AL: Any. Ispan Pistolero: This small, drooping- eared lupin relates especially to lspan woodcock-hunting clans. Most of their clans migrated to the Ispan lands where they managed to acquire unusual respect for their kind from the human population. In so doing they developed Any time a hand-held object is thrown at a singular attraction to firearms avail- snow-white lupin is as brave as it is ami- or away from the retriever, it must suc- able on the Savage Coast, which earned able. It draws its origins from sheep-rais- ceed a Wisdom check to avoid running them their present name lspan gun- ing clans whose members were praised after the object (unless consequences dogs. They can use firearms, from pis- for their guarding and fighting skills. As involve obvious death). The DM may tols to arquebuses, with a +1 bonus to such, the Maremma stands as one of the assign bonuses to the Wisdom check, as their initiative and attack rolls. They also very few lupins that can become a pal- dictated by the situation. When failing a have a free gunsmith proficiency. AL: adin of significant level. The maremma Wisdom check, the retriever can tem- Any. can be surprised only on a roll of 1 on a porarily increase its Dexterity for the next Long-Runner: This tall and skinny d6. Furthermore, this lupin’s visual two rounds. It does so in the following lupin draws its notoriety from the ability senses allow it to notice details that way: subtract half the retrievers present to run fast and far. Its origins go back to could give-away the presence of hidden Dexterity score from 10; add the result nomadic clans that roamed the vast foes with a successful Wisdom check rounded up to the retrievers Dexterity steppes, peddling their goods from one (footprints on the ground, grass and score. Despite this unusual trait, some settlement to another. As a result, the shrubs disturbed, a branch bending retrievers have been able to become pal- long-runner gains free endurance and unnaturally, an abnormal rustle of adins because of their benevolent appraisal proficiencies. As far as the leaves, an odd shadow, a sudden move- demeanor. AL: Any Good. long-runner’s ability to run or move ment in a crowd, someone staring, etc). Heldann Shepherd: The original clans quickly over long distances are con- AL: Lawful Neutral to Neutral Good. of this proud and versatile lupin breed cerned, its Constitution score should be Mastiff, King-: Generally of great relied on their talent as sheep and goat modified in the same way the golden strength and dignity, this lupin can be a herders. Over the centuries, this lupin has retriever’s Dexterity is altered (see earli- most formidable guardian. The king- expanded its fields of knowledge com- er entry). The long-runner has the mastiff generally devotes its life to a monly to include the duties of constable, master or to a cause. As a result, the natural propensity to run after small soldier, guide, and guard. Because of its prey suddenly darting away (unless con- mastiffs determination in combat versatility, the Heldann shepherd starts sequences involve obvious death). A remains unequaled among lupins. with an additional two non-weapon pro- successful Wisdom check can prevent Anytime it suffers damage of any type ficiencies, plus one more every time new this from happening. The chase lasts that is a third or more of its current hit proficiencies are normally acquired. 1d6+2 rounds or until the prey is cap- point total, half of this damage (rounded Furthermore, the Heldann shepherd tured. AL: Any down) counts as stun damage only. The gains a +1 bonus to its initiative rolls. AL: Maremma, Narvaezan: Dubbed the mastiff passes out when it reaches zero Any Good or Any Lawful. Serene Master of All He Surveys, this tall, hit points due to combined stun and

78 physical damage, and dies if it reaches memorized spell for another of a lower -10 hit points. If not slain, the mastiff level, duplicated from among other wakes up 1d6+4 rounds later (minus its memorized spells. In other words, the Constitution bonus to hit points), shrug- lupin can decide to forfeit its fireball spell, ging off all accumulated stun damage. and duplicate another lesser spell Furthermore, the mastiff is immune to already memorized, like a feather fall. It natural or magical fear. AL: Any. also has a free spellcraft proficiency. AL: Nithian Rambler: One could be Any. tempted to think that Pflarr’s blood Ochalean Houndling: Thanks to their flows through the hearts of these wrinkled faces, pushed-in noses, and Pharaoh hounds than in any other lupin undershooting jaws, these Beitungese are breed, but in truth they only preserved thought truly ugly by human standards. through the centuries a spiritual and cul- Nevertheless these tiny lupins evolved to tural affinity with ancient Nithia. Nithian become the most common lupin breed in ramblers desperately cling to shreds of Ochalea’s capital city. They are the work- their ancient ways and to a devotion to ers, merchants, shopkeepers, servants, Pflarr (or Thanatos), as if to atone for (or artists, and everyday folk one could avenge) the loss of their true bloodlines. expect to find in the streets, had Ochalea Nithian ramblers either do not reveal been a lupin setting. Numerous their background or remain in secluded houndlings live at the palace in Beitung communities, away from other lupins. either as servants or as courtesans. The Clerics of Pflarr are sometimes involved houndling has the unique talent of elud- in breeding schemes planned out over ing trouble when adopting a meek and centuries, to try to purify their bloodlines submissive countenance. Whenever two and bring back a true Hutaakan whom people face any kind of trouble (anger they would revere as some sort of from an important person, a foe in com- envoy from Pflarr, possibly a prophet. bat, etc.) this Beitungese may beg and Clerics of Thanatos would instead try to kowtow, prompting the source of the eliminate such a creature. When suc- trouble to ignore the houndling and focus ceeding a Wisdom check with a -2 its attention oh the other fellow instead. penalty, a Nithian rambler can smell whether another lupin has any trace of Hutaakan blood. AL: Any. Norwold Malamute: This northerner is accustomed to roam the icy reaches of Norwold. It has free running and orien- teering proficiencies the latter of which it developed to an unparalleled degree. The Norwold malamute naturally knows its way through the dark, polar rim lead- ing to Mystara’s Hollow World. Early on, malamute clans learned to follow migra- tory paths across the frozen Nentsun Channel and the Hyborean Ice Pack. Fast and tireless, an unencumbered mala- mute can move across snow at a normal speed; it also saves against all cold- based attacks with a +2 bonus. AL: Any. Ochalean Crested: Almost entirely hairless, this small lupin has a dark brown to black skin, with a long tuft of white hair flowing from the top of its head to its shoulders. Long white hair also grows on its feet, the back of its hands, and the end of its tail. It often occupies positions of authority (man- darins, magistrates, governors, or Ochalean nobility) or those associated with erudites (sages, wizards, scribes, etc). Magic generally fascinates Ochalean crested lupins, much like it does with elves. They developed a natural ability allowing them, once a day, to switch one

# DRAGON 237 79 name after becoming illustrious tore- adors in the bull-fighting arenas of Torreón (+1 bonus to attack rolls against all bull-like creatures, including mino- taurs). These pit-bulls are excessively aggressive, proud, impatient, and unpre- dictable by nature. Other than profes- sional arena fighters, pit-bulls unfortu- nately often end up as hired-hands, thugs, and other shady characters. These lupins are so ferocious that they behave as berserkers when involved in combat (either a +2 to attack rolls or an extra attack per round, and immunity to fear). Furthermore, a pit-bull requires a suc- cessful Wisdom check to break from combat once it has started. Recent rumor has it that pit-bulls have strong gnollish bloodlines, but there is no proof of such. AL: From Chaotic Neutral to Neutral Evil. Renardois Folk: Typical hunters, Renardois folk appear as medium sized lupins, with short brown, black, and white fur. The most common lupin breed in Renardy, they naturally gather in groups of 4-10 at any opportunity, a strange habit going back to the times they roamed the steppes in great hunting packs. They sit by, quipping about passersby, whistling at ladies, and other- wise acting a tad obnoxious, if generally harmless. Renardois folk make the best storm, a building collapsing, a sinking For this, the houndling need only succeed lupin swashbucklers (no level limitation). ship, the anger of an Immortal, the a Wisdom check and move away from They excel at causing others to enrage, the source of trouble at MV 3 until com- awakening or birth of a creature of great which earned them a free taunting profi- pletely out of its sight. Houndlings have a good or evil, an approaching peril, etc.) ciency. With a successful Wisdom check, at least once per adventure. While utter- free etiquette proficiency. AL: Any. this proficiency causes a victim to Papillon, Neo-: Despite its large, hairy ing auguries, which takes 1d4+2 rounds, become outraged for 1d4+2 rounds. An a shag-head enters into uncontrolled ears, this lupin learned to use its small outraged victim’s Wisdom and Dexterity size to its own profit, namely that of trances during which it levitates and an scores are temporarily halved (round up) being an escape artist. It can slip out of and the victim must then succeed its own aura of light surrounds its body. The light non-magical bonds with a successful renders the lupin totally immaterial Wisdom check to avoid immediately Dexterity check (-5 penalty if magical). It albeit still visible (then existing partially charging into combat. AL: Any Chaotic, can also squeeze through very small usually Good. in the ethereal plane) and cures any of its spaces to escape a prison, bending past Shag-Head: This bob-tailed lupin wounds. The shag-head can suppress tight corners in the process. The escape the urge to enter into trances with a suc- earned this affectionate nickname cessful Wisdom check, which delays the route can measure as little as a foot in because of its big and hairy appearance. prophecy as follows (roll 1d4): 1 — a diameter for a neo-papillon to crawl If one could see its eyes, their gaze round, 2 — a turn, 3 — an hour, 4 — a full through (MV 3). As a thief it also has a would betray unfathomable intensity +15% modifier to its chances to Open day. Such omens, either specific to the and spiritual depth. The nickname also Locks. The most famous of these lupins, comes from this lupin’s propensity to adventure or totally unrelated, should remain fairly obscure but solvable with a Renardois called Papillon, was wrong- wander the trails of Mystara dishevelled some clues. The shag-head can remem- fully deported to the penitentiary in the and somewhat confused, in search of Fortress of Boa Vista, far away at the tip ber what was said with a successful Immortal Truth. Shag-heads often per- of The Horn. It has escaped several Wisdom check. Shag-heads are a perfect form the functions of sooth-sayers or outlet for powerful entities to communi- times in the past 20 years, only to be mystics due to their ability to sense ema- cate with the rest of the party. Shag- recaptured in the swamps and deserts of nations from beyond. This ability is not this desolate peninsula. AL: Any non- heads also have any two of the following under the shag-head’s control (it is a proficiencies free and with a +1 bonus: Lawful. DM’s tool only). The shag-head can religion, spellcraft, astrology, ancient Pit-Bull, Torreón: This breed early on sense events happening elsewhere (the languages. AL: Any Lawful. made it a specialty to fight in Thyatian death of an important person or some- arenas as professional gladiators. A few Shar-Pei, High: Another illustrious one of significant relation to the party, lupin from Ochalea, this one is most individuals earned their modern breed the crowning of a monarch, a battle, a

80 famous as a warrior and a mercenary their special bond with Saimpt-Loup, in the capital, directing a desperate effort which has been an ancient tradition with wolvenfolk can neither be raised from to stop a raging fire from engulfing the high shar-pei clans. Some under- the dead ever, nor have any other entire city. Of their clan of 20, four died employed mercenary clans also gained bloodline (see Tables 5 and 6). They can in the disaster, but the city was saved. notoriety by resorting to piracy on land become mongrels after successive gen- Their entire clan was knighted and and at sea. They excel with pole-arms, for erations, at which point the magical earned the hereditary charge to control which they have a natural +1 bonus to bond with Saimpt-Loup is broken. Other the Order of the Ember (a brotherhood of their attack rolls. Because of their superi- breeds, however, could eventually gain knights comparable to real-world or combat techniques with pole-arms, wolvenfolk bloodlines but would then Hospitaliers). They also have a perma- Shar-Pei warriors can forfeit all their fall under the powerful Immortal bond nent +2 bonus to saving throws against attacks in a given round to try to keep as well. AL: any except NG, CG, and CN. all fire-based attacks, natural or magical, multiple foes at bay. For this effect com- Ye Great Dogge: Locally known as +3 if a knight of the order. Sentinels can pare the Shar-Pei’s attack roll to its the Ostland Stövare this huge lupin is an also smell fires larger than common THAC0, the difference indicating the ancient and proud warrior among campfires with a +2 bonus to the number of subsequent melee attack lupinkind. Its origins relate more to a attempt (+5 bonus for a blaze; 1 penalty automatically missing. For example, if a hunter of large predators and a gentle per mile away). AL: Any non-Chaotic. Shar-Pei warrior with a THAC0 of 14 giant. It often surfaced in lupin history as rolled an 18, the next 4 melee attacks the breed of local heroes. Once a day would automatically miss, regardless of and for six rounds, the great dogge can the attackers’ scores. If an attacker’s score radiate a 25’ radius aura of inspiration was naturally insufficient to hit a Shar-Pei comparable to a bless spell. The great Bruce Heard has a knack for creating (for reasons other than the defensive dogge has a free leadership proficiency. races and cultures for the MYSTARA setting. He pole-arm tactics), the attacker would also This Wisdom-based skill allows the great occasionally finds the time to type at his suffer a point of damage (plus Strength dogge to remove fear (one attempt per computer, sitting among fossils, ancient arti- and magical adjustments). AL: Any. person, singly or in a group). AL: Any facts, and dusty skeletons leaning over his Slagovici Conic: Pronounced Good. shoulder, but otherwise hasn’t a mean bone “Slagovitchi gonitch,” also known as the Zvornikski Gonic: The Zvornikian in his body. Slagovich Goat Herder, this large and sentinel is a short-hair and all-white lupin powerful lupin cannot be mistaken for with black dots. A branch of this clan is any other because of its very long white famous for staffing the fire squad in coat falling in thick, felt-like cords resem- Zvornik. They prevented a major disaster bling a string mop. Several clans of these lupins live in the hills around Slagovich, mostly raising goats. Naturally suspicious of strangers, they Where to find the Mystara® campaign also have an 80% chance of detecting evil intent toward them, their immediate Both the MYSTARA and SAVAGE COAST campaigns remain vital and active, living on party, or their flock; they cannot, how- the internet. If you have access to America Online, Genie, or even just an internet ever, pinpoint its location or its nature. connection, you have access to new products available only online, and for free These lupins have free appraisal, animal Already available are the Savage Coast campaign book, the SAVAGE COAST handling, and animal lore proficiencies, MONSTROUS COMPENDIUM® appendix, and Orc’s Head (campaign accessory and although all three remain strictly limited adventure). Each of these online products include separate files containing maps to goats and sheep. AL: Any Chaotic, and art, including covers. mostly Chaotic Neutral. These online releases aren’t the only new MYSTARA and SAVAGE COAST material. Wolvenfolk: These hardy creatures Fans of the setting have already made plenty of their own creations available in have an innate tie to Saimpt-Loup, the the same location. Come check them out. Immortal of death, mercy, and survival The electronic files you can find in these libraries aren’t limited to the MYSTARA of the fittest. Contrary to natural lupin and SAVAGE COAST settings. If you’re a fan of the GREYHAWK®, FORGOTTEN REALMS®, evolution, Saimpt-Loup created original D ARK SUN®, or ® settings — you’re sure wolvenfolk bloodlines. It gives them the to find something you can use in your own campaign. ability to sometimes conjure death itself. Whenever they meet an untimely death Finding the files (poison, magic, exceeding 10 hit points, On America Online, just check out the file library button in the TSR Online area. etc) wolvenfolk can make a Constitution (Keyword: TSR.) Don’t forget to stop by the message boards, too. check. If they succeed, they lose two On Genie, use keyword TSR to reach the TSR Online area. Once there, check experience levels and a point of out the TSR Online bulletin board (option 1) and the software library (option 3). Constitution, but awaken 1d4+2 rounds On the internet, ftp to ftp.mpgn.com. Log in as “anonymous,” use your e-mail later with one hit point left instead. address as your password, and look in the /Gaming/ADND/Worlds/SavageCoast Furthermore, the wolvenfolk’s align- directory. Alternatively, visit the new TSR web site at http://www.tsrinc.com. ment moves one notch closer to Saimpt- If you have any questions about finding these or other files in the TSR-support- Loup’s (lawful evil). Once a wolvenfolk ed locations on the net, send an e-mail to [email protected]. reaches this alignment future use of the ability is forever negated. As a result of

# DRAGON 237 81 Filled with the spirit and atmosphere that DRAGONLANCE fans have come to love, and showcasing the new diceless SAGA system, the “Visions of Destiny” campaign tournaments are character- intensive. The SAGA system’s simpler rules and use of cards encourage play- ers to bring strategy and skill to their heroes’ actions. The fluidity of sorcerous and mystical magic allows the creation of one-of-a-kind spells, while the spell point system enables beginning heroes a chance to cast more than a single, first-level spell. The challenge becomes all the greater, as magic has almost fled by Carla Hollar, Jackie Cassada, and Nicky Rea the beleaguered world. The most exciting aspect of the cam- paign is its response to player actions Visions of destiny and decisions. While there is an overall fter the rush and bustle of the holi- storyline that forms the backdrop for Aday season, the ™ Heralding an alternative approach to play, development and advancement of convention offers a refreshing, eco- tournament gaming, the Visions of the characters and the plot is in the nomical vacation. The convention takes Destiny campaign is set during the Age hands of the players. The heroes’ deci- place February 5-9 at the Wisconsin of Mortals on Krynn. Using TSR’s new sions have consequences that deter- Center in Milwaukee, WI, taking advan- SAGA™ system, this DRAGONLANCE®: FIFTH mine the future direction of the cam- tage of the off-season rates to garner AGE™ tournament game is the first in a paign. In essence, the players become rockbottom hotel prices for attendees. continuing series of ten. Scheduled to part of the creation process. This year starts with something really unfold over a three-year period, the So, how does this work? Much as new! WINTER FANTASY convention atten- tournaments will initially run at major with LIVING CITY™ games, the Narrator dees have come to expect a slew of their regional conventions, then be released must complete a questionnaire: Did the favorite gaming genres; this year two for play at local cons, allowing everyone heroes finish the quest? Did they defeat special events have been added to the a chance to follow the storyline. For the villain? Questionnaires will be com- feast. The first of these features a game those who can’t attend enough conven- pared, and whatever occurs at the available for the first time as a sanctioned tions to keep abreast, the character majority of tables at the first-run con- RPGA® Network tournament. The second sheets will be updated between each vention, becomes “reality” in the cam- explores an old world through new eyes tournament, with notes on their impor- paign world. Welcome to “Visions of and a new game system. tant actions, as well as information on Destiny,” where your decisions help cre- magic, spells, or special equipment they ate the world. Werewolf howls have accumulated. Further, a precis of Those who have perused the the prior game appears at the start of schedule (to judge or play events) for the each new tournament. Editor’s Note: As we go to press, WINTER FANTASY convention may have Forming an epic quest, the “Visions of INTER ANTASY convention noticed a game tucked away among all Destiny” tournaments follow the careers the W F ™ has been cancelled. the others. Their hearts may have beat a of six fledgling heroes who travel across Watch for updates on little faster, or they may have believed the twisted landscape of a greatly the first appearance of the “Visions of they were seeing a typo, but the informa- changed Krynn. Led by visions and Destiny” tournament campaign in an tion is correct. After clandestine midnight dreams while growing in experience upcoming issue. meetings during the GEN CON® Game Fair and power, they seek the magical might last year, White Wolf and the RPGA they must have to defeat a horror Network have arranged the first ever returning from the Age of Dreams. sanctioned Werewolf: The Apocalypse* “Visions of Destiny” is not the first ser- Want to join? game tournament. ial tournament. The Star/Rats tourna- The RPGA® Network supports con- Set in the World of Darkness and cap- ments of previous years have also used ventions all over the world with tour- turing the flavor of the game while main- repeating characters. An advantage of naments designed for many different taining RPGA standards, “Road Warriors” most of the Star/Rats scenarios is that roleplaying systems, especially the was written by Nicky Rea and Jackie they were designed to be played alone. AD&D game. Cassada, whose work has appeared in Likewise, it is possible to play each of For more information about the many White Wolf products. The network the “Visions of Destiny” tournaments as Network’s programs, write to: RPGA is looking for more judges familiar with a separate, discrete game with its own Network, 201 Sheridan Springs Rd., the game system to help out at the con- victories and accomplishments, but they Lake Geneva, WI 53147, or send e- vention. Player demand will determine all come together in the end as part of mail to: [email protected]. how often White Wolf games are offered an ongoing quest. *indicates a product produced by a company in the future. other than TSR, Inc.

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12. Doommasters are specialty priests of what deity? Answer: Beshaba (Maid of Misfortune). Note: FORGOTTEN REALMS Adventures again.

13. What damage bonus does a char- acter gain when wearing a girdle of storm giant strength? Answer: +12

14. What potion ages its user by a year? Answer: Potion of speed.

15. What is the proper name for polar halflings? Answer: Furchin Note: Because they have beards, as pointed out in The Complete Book of Editor’s Note: Last winter, DRAGON® 5. If a drow says to you, “Oloth plynn Gnomes and Halflings. Magazine printed the AD&D® Triviathlon dos,” what does he mean? contest. Since the contest concluded, many Answer: It is a curse meaning, “dark- 16. The first impression one has of have sent us Ietters asking for the answers to ness take you!” these is of “a writhing mass of fur and particular questions. Here, then from the Note: As explained on page 95 of flesh in the distant moonlit darkness.” Creative Director of the AD&D games line at The Drow of the Underdark. What are they? TSR, are the first 25 questions and answers, Answer: Gibberlings with notes explaining the more complicated 6. A specialist wizard in the School of Note: We got a lot of funny answers solutions. The rest of the solutions will appear Abjuration cannot cast spells from to this one, but we can’t reprint them in sidebars throughout the coming issues. which schools? here. Answer: Alteration and illusion. 1. What type of animal is most often 17. A 3rd-level fighter (Str 17, plate found guarding a gnome’s lair? 7. Who is worshiped at the Silent Hall mail, boots of speed, two-handed sword Answer: Badger in Iriaebor? with specialization) battles a hook hor- Answer: Eldath (Goddess of Singing ror: statistically, who is most likely to 2. What is the percentage chance to Waters). win, and in which round? burn through a rope with a candle? Note: Another obscure fact from Answer: Whoever wins initiative in Answer: 25% FORGOTTEN REALMS Adventures. round 4. Note: This is a simple conversion Note: The answer should be found from one number to another. A candle 8. What bonus proficiency is granted by assigning average values to every- produces normal, nonmagical flame. to a metaphysician? thing and stepping through the duel. In The Item Saving Throws Table shows Answer: Academician. the question’s original form, the answer that a rope has a saving roll of 6 or high- Note: Metaphysician is a character kit was clearly fighter, 3rd round. A small er vs. normal fire. That translates to a from the Masque of the Red Death setting. editing change (the original question 75% chance of success, which is the specified how many hit points each same as a 25% chance of failure. 9. What level of spell is tentacle walls? combatant had, and the hook horror Answer: Seventh was below par) muddied the water so 3. I just cast a spell at my enemy, who that the answer became whoever wins was then pelted with red flowers. Where 10. A PC drinks half of an enlarged initiative in round 4. However, because am I? potion of diminution. What happens to of some confusion in the AD&D rules, Answer: A wild magic area. her? we also accepted fighter, round 3, and Note: This is the result of a modified Answer: She shrinks 50%. hook horror, round 4. roll of 24-27 on the Effects of Wild Note: Anyone who read the spell The confusion is two-fold. First, we Magic table from FORGOTTEN REALMS® description got this one right. never specified whether any optional Adventures. rules could be used, and weapon speed 11. According to the Player’s factors can influence who wins initiative 4. What being is the source of Pluma Handbook, what is the maximum num- in the 4th round. magic? ber of hit points a 1st-level thief can But greater confusion exists over the Answer: Qotal, the feathered dragon. have? timing of three attacks per two rounds. Note: Qotal received the gift of Answer: 8. We discovered, when double checking Pluma from his mother. He, however, is Note: 6 for maxing out the roll, plus this answer, that the rules never actually its source. 2 for Constitution 16 or higher. state whether you get the second attack

86 in even or odd rounds. A quick survey 20. The only thing I won’t eat is an Answer: Gnomes led us to believe that most DMs give the , although I don’t like the taste of Note: Most people instantly think, bonus attack in the even-numbered dwarves. What am I? “Dwarves.” It’s from The Complete Book of rounds — 2nd, 4th, etc. — the same way Answer: Bulette Gnomes and Halflings. we do, but there’s nothing in the rules Note: This seems like a pretty about it. It’s just as valid to give the straight-forward question, except that 24. At what level can a sha’ir call bonus in the 1st, 3rd, etc., rounds. And the answer, for some unfathomable rea- upon a jann for aid and protection? for the purpose of this question, it son, is in the Combat section of the Answer: 5th makes a big difference. bulette description, rather than in the Note: As explained in Arabian Aside from that, the answer is fairly Ecology section where it belongs. (And, Adventures. easily derived by using average values by the way, it’s pronounced boo-let, not for everything, but things like weapon boo-lay.) 25. Who or what are korobokuru? speed modifiers and that pesky 3/2 Answer: Oriental dwarves. attacks issue pretty well defanged this 21. How many fen equal one yuan? Note: As described in Oriental question. Answer: 5 fen = 1 yuan. Adventures. Note: A simple question, if you have 18. According to the Player’s access to a copy of . Handbook, what is the minimum level a priest must be to have a chance at turn- 22. Which character races can be ing a vampire? demi-bards? started working as an edi- Answer: 6th Answer: Elves, dwarves, halflings, tor for TSR, Inc. in 1981. In the years since Note: Straight off the Turning Undead gnomes then, Steve has been involved in the launch Table. Note: That’s all the demihuman races of more cancelled product lines than any- that can’t be bards. It’s all explained in one else at TSR. For the last several years he 19. In what AD&D game campaign The Complete Bard’s Handbook. has been the Creative Director in charge of setting could you find hadozees and the AD&D® game; so far it seems to be doing rastipedes? 23. “Goblinsticker” is a special fighter OK, but he’s keeping his fingers crossed. Answer: The ® setting kit for what race?

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Convention Calendar Policies

This column is a service to our read- ers worldwide. Anyone may place a free listing for a game convention here, but the following guidelines must be observed. In order to ensure that all conven- tion listings contain accurate and January The Mage’s Festival WarCon ’97 timely information, all material Conventions January 18 PA January 31 -Feb. 2 TX should be either typed double-spaced or printed legibly on standard manu- Best Western Inn, Texas A&M University script paper. The contents of each list- Sunquest ’97 Montgomeryville. Events: Memorial Student Center, ing must be short and succinct. January 2-5 FL role-playing, card, board, College Station. Events: role- The information given in the listing Marriott Orlando Resort, and miniatures games. Other playing, card, board, and must include the following, in this activities: dealers room. miniatures games. Other order: Orlando. Guests: Timothy 1. Convention title and dates held Bradstreet, Michael Stackpole, Registration: $10/on site. The activities: M:tG tournaments, 2. Site and location and Jay Tummelson. Events: ALPHA Gaming Network, network computer gaming, 3. Guests of honor (if applicable) role-playing card, board, and P.O. Box 102, Doylestown, PA guest panels and a dealers 4. Special events offered 18944. room. Registration: $16/pre- 5. Registration fees or attendance miniatures games. Other activities: LIVING CITY™ tourna- registered, $20/on site. MSC requirements, and, Glorantha Con IV 6. Address(es) where additional infor- ments, art show, charity auc- Nova, Memorial Student mation and confirmation can be tion, M:tG* tournament. January 24-26 IL Center, Texas A&M University obtained. Registration: $30/on site. Ramada Hotel O’Hare, Box J-l, College Station, TX Convention flyers, newsletters, and Rosemont. Guests: Greg 77844-9081. other mass-mailed announcements Sunquest, P.O. 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90 Orccon 20 games. Other activities: RPGA Austin. Stops include Playa Games, 6640 Odana Rd., February 14-17 CA Network events, LIVING CITY, del Carmen, Cozumel, Grand Madison, WI 53719. e-mail L.A. Airport Wyndham Monopoly* tournament, M:tG Caymen, and Montego Bay. [email protected]. Hotel, Los Angeles. Events: tournament. Registration: Guests: and oth- Rein-Con-Ation role-playing card, board, and $6/day $10/weekend. Mark ers. Events: role-playing, April 25-27 MA miniatures games. Other activ- Templeton, 37 Laurie Court., card, board, and miniatures Radisson Hotel, Hyannis. ities: Auction, exhibitor area, Kanata, Ontario K2L IS2 games. Other activities: sem- Events: role-playing, card, seminars, and demos. Regi- Canada. inars, costume party and a board, and miniatures stration: $27.50/ preregis- benefit auction. Registration: games. Other activities: tered, $33/on site. Strategicon, Cy-Con varies. G.O.A.T., P.O. Box LARP’s, painting contest, 333 N. San Fernando Blvd., March 1-2 IA 3116, Austin, TX 78764. charity event, and RPGA Burbank, CA 91502. Memorial Union, Iowa Network events. Registra- State University, Amos. Spring Offensive VII tion: $20/preregistered, BASHCon Events: role-playing, card, April 11-13 IL $25/on site. Rein-Con-Ation, February 21-23 OH board, and miniatures games. Illinois Central College, P.O. Box 326, Hyannis, MA The University of Toledo Registration: $9/day. Owen East Peoria. Events: role-play- 02601. Student Union, Toledo. Rhoden, 2862 Monroe Dr., ing, card, board, and minia- Events: role-playing, card, Amos, IA 50010-4364. tures games. Other activities: NoahCon board, and miniatures games. a dealers room. Registration: April 26-27 OH Other activities: RPGA® Prezcon ’97 varies. The Tri-county Aqua Marine Resort, Avon Network events. Registration: March 6-9 VA Gaming Association, 1293 Lake. Events: role-playing, $3/day, $6/weekend. Attn UT- Best Western Mount Peoria St., Washington, IL. card, board, and miniatures BASH, University of Toledo, Vernon Hotel, Charlottesville. 61571. games. Other activities: 2801 W. Bancroft St., Toledo, Events: role-playing, card, Warhammer*, M:tG, AD&D, OH 43606-3390. board, and miniatures games. Madison Games Con and Vampire tournaments. Other activities: Battletech,* April 19-20 WI Registration: $5/day. Matrix Gamicon Eta Talisman* and Star Wars* minia- Downtown Arts and Games & Diversions, 5384 February 21-23 IA tures. Registration: $25. Justin Activities Center, Madison. East Lake Road, Sheffield National Guard Armory, Thompson, PO Box 4661, Events: role-playing, card, Lake, OH 44054. Iowa City. Guests: Aaron Charlottesville, VA 22905. board, and miniatures Allston and Lester Smith. games. Other activities: an Events: role-playing, card, Concentric auction. Registration: $5/ board, and miniatures games. March 13-16 IL day $8/weekend. Pegasus Other activities: RPGA Clarion Hotel, Rosemont. Network Events, Vampire, Events: role-playing, card, LARP, free soda, M:tG tourna- board, and miniatures ment, auction, dealers room, games. Registration: varies. demos, seminars, and more. Heather Josten, 114 Euclid Registration: varies. Gamicon Ave, Park Ridge, IL 60068. Eta, P.O. Box 525, Iowa City, IA 52244-0525 or, e-mail: Magnum Opus Con 12 [email protected]. March 28-30 GA Radisson Hotel, Atlanta. Jaxcon ’97 Guests: Simon Bisley, Keith February 21-23 FL Giffen, Alan Grant, Phillip Ramada Inn, Jacksonville. Xavier, Dr. Robert Price, Events: role-playing, card, Sharon Greene and others. board, and miniatures Events: role-playing, card, games. Other activities: deal- board, and miniatures ers room, painting contest, games. Other activities: pan- and flea market. Regi- els. Registration: varies. stration: varies. Jaxcon, P.O. Magnum Opus Con, P.O. Box Box 14218, Jacksonville, FL 6585, Athens, GA 30604. 32238-4218, or e-mail: jax- website http://www.negia. [email protected]. net/~rgb/moc. March Conventions April Conventions Paradoxicon V March 1-2 ❊ ATSea ’97 Carleton University, Ottawa, April 5-12, Ontario. Events: role-playing, This event is a cruise card, board, and miniatures sponsored by the Gamers of By Joseph Pillsbury

# DRAGON 237 91 Would a wall of force stop infravi- sion? Will it defeat clairvoyance or a wizard eye spell? What about divina- tions such as detect evil, detect magic, find traps, or detect lie? A wall of force does not block vision of any kind. Clairvoyance spells ignore walls of force because they are visual effects and because there’s no direct channel between the caster and the sensor the spell creates. Certain conditions can block clairvoyance spells, but walls of by force aren’t included on the list. A wizard eye’s mobile sensor cannot pass though lf you have any questions on the games 1d20 rolled once and the results a wall of force, but the caster can see produced by TSR, Inc., “Sage Advice” will applied separately against each effect? through the wall via the sensor just as if answer them. In the United States and Either method works, but most peo- he were standing at the wall himself. Canada, write to: Sage Advice, DRAGON® ple I know roll once for each effect — Physical barriers block most divina- Magazine, 201 Sheridan Springs Road, that’s the method I prefer. tion spells. As the ultimate physical bar- lake Geneva, WI 51347, U.S.A. In Europe, rier, wall of force blocks most such spells. write to: Sage Advice, DRAGON Magazine, I have a player in my group who Divinations that simply render things TSR Ltd., 120 Church End, Cherry Hinton, insists that the animate dead spell is not visible, however, such as detect invisibility Cambridge, CB1 3LB, U.K. You can also evil. I have argued that casting this spell and true seeing, work through walls of e-mail questions to [email protected]. disturbs the dead creature’s spirit. The force. We are no longer able to make personal player scoffs and says the spell merely replies. Please send no SASEs with your imbues the corpse or skeleton with life. If a wall of force is cast horizontally, question. SASEs are being returned with Who’s right? what happens to creatures who run copies of the writer’s guidelines. Which one of you is the Dungeon into the edge? Because the wall has no This month, the Sage answers questions Master? The rules are definitely on your thickness (and is therefore infinitely straight from the mailbag. The AD&D® side (check the final sentences in the sharp), I’d say the collision slices the game’s wall of force spell proved popular descriptions for each version of the creature in twain. What do you think? this time around. Readers also sought spell). You’ve put your finger squarely on I think if a wall of force had no thick- advice about several other magical effects. the reason why casting animate dead ness, it wouldn’t have any “edges” to run isn’t “good”; the spell disturbs the dead, into. I’ve never liked the idea of treating The Player’s Handbook says the area and good folk let the dead rest in peace. walls of force like monomolecular cutting of effect for the 5th-level priest spell The semblance of life the spell bestows edges. If that were the case, a wall of flame strike is a cylinder with a radius of does not come from a wholesome force would be a great addition to any 5’ and a height of 30’. Can the caster source. A character with a good align- sawmill or stone quarry; just shove the position the cylinder sideways? If not, ment who starts memorizing this spell material against the wall and you get a what happens when the caster is regularly should find his alignment slip- nice, clean cut. Of course, wall of force indoors or underground and the ceiling ping toward evil, even if he does not carries a price tag of 5,000 gp per cast- is less than 30’ high? Does the spell still cast the spell. ing. That and its short duration (1 turn work? plus 1 round per caster level) make it A flame strike spell’s column of flame What sort of spell effects can pass too expensive for “industrial” uses. must always be vertical. If cast into an through a wall of force? Can you teleport Nevertheless, a wall of force is a barrier. It area too small to hold it, the column of through one? A lightning bolt creates a keeps things from passing through it. flame simply ends at the area’s bound- stroke of electricity at a range specified Now, running into a wall of force at full aries and does not extend beyond them. by the caster. Can a lightning bolt be cast speed might hurt, but it shouldn’t matter If created in a chamber 100’ square and through a wall of force if the stroke itself where one strikes it. One merely comes 10’ high, for example; the column will doesn’t pass through the wall? to a sudden stop when one strikes the be only 10’ high. Its radius of 5’ remains A wall of force blocks matter, physical wall, flat or edge. unchanged. The column of flame does force, and most forms of energy (visible As it happens, the spell description not reshape itself to fill the chamber as light being the most important excep- makes no mention of the wall’s thick- a fireball effect would. Most spells in the tion). Spells that do not require the caster ness or lack thereof. However, the spell AD&D game work this way unless their actually to see the target point usually fails if its surface is broken by any object descriptions say otherwise. remain unaffected by walls of force. Such or creature when formed. For practical spells don’t actually pass through the wall purposes, I’d suggest you treat the wall The description for the dispel magic but bypass it entirely. Walls of force don’t as though it were about as thick (and spell says each effect or potion in the interfere with teleport spells, but they sharp) as a finger when deciding what spells area of effect is checked to see if block lighting bolts Spells with purely visu- might break the surface at the time of it is dispelled. Does this mean that 1d20 al effects usually ignore walls of force as casting and its effect on creatures or is rolled anew against each effect, or is well (see next question). objects once it’s in place.

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The rules say a paladin can be pire (required turning score of 10), the specifically mentions one. If a power turned by an evil priest, who rolls on vampire remains under the priests influ- allows a saving throw, the number the undead turning table at three levels ence for 14 hours. In the case of a good required is determined by the saving lower than his actual level. If the turn- priest, who must maintain his turning throw type (listed in the power descrip- ing attempt succeeds, what happens to efforts, I’d suggest that “maintenance” be tion) and the targets class and level. For the paladin? Does he leave his compan- required every 3d4 rounds. For example, example, Psychic Crush allows a saving ions? (It’s hard to imagine a high-level Derah, a 10th-level cleric enters a dun- throw vs. paralyzation, which the DM paladin abandoning his companions geon and turns a vampire. The creature should treat as any other paralyzation and leaving them to face an evil priest avoids Derah for the next 14 hours. If saving throw. alone.) How does this work exactly? Derah and the vampire meet each other If a powers description mentions a Why can’t paladins turn evil priests? elsewhere in the dungeon an hour later, saving throw, but does not mention While we’re on the subject, how long Derah must perform a turning action what type, assume it’s a saving throw vs. does a paladin or undead creature (automatically successful) again to send spell (but heed the rule on saving throw remain “turned” after a successful turn- the vampire away. If Derah and the vam- priority in Chapter 9 of the DMG). ing attempt? How long do undead con- pire later become locked in a chamber Magical and class-based saving throw trolled by an evil priest remain con- together, Derah must perform a turning bonuses (such as the paladin’s general trolled? action every 3d4 rounds (again, auto- bonus of +2 to all saving throws and If successfully turned, the paladin matically successful) to keep the vampire saving throw bonuses from rings of pro- must flee from the evil cleric, moving at bay. tection) apply to saving throws. Saving away until the priest is out of sight. If Derah’s turning actions during this throw bonuses from high Wisdom scores unable to flee, the paladin cannot come period have no chance for failure, but apply to most psionic attacks because within 10’ of the priest. If the priest they consume Derah’s attention for the they are purely mental in nature. forces the paladin to move closer than round in which they occur. The DM Dexterity bonuses apply only when a 10’, or moves within 10’ himself, the should not feel obliged to tell the priest psionic power involves physical force. turning is broken, and the paladin can when a new turning action is necessary, The detonate power, for example, cre- act normally. but a character observing a turned crea- ates an explosion whose effects can be In the case of an evil priest turning a ture might notice a change in its attitude reduced with a successful saving throw paladin, the priest calls upon his deity to toward the priest. vs. breath weapon; Dexterity bonuses lend him power. If successful, the priest apply to the saving throw (but Wisdom receives enough power to create an Do paladins and rangers have access bonuses do not). Racial bonuses to sav- aura so repulsive to the paladin that the to spells in the All sphere? ing throws against magic never apply to holy warrior just goes bonkers and flees According to their character class saving throws against psionic attacks, the vicinity. it is not a fear effect but a descriptions, no. Dungeon Masters who even when the attack uses the saving form of spiritual revulsion. Paladins and wish to give paladins and rangers a little throw table’s Spell column. undead are susceptible to the power of more spellcasting punch often allow turning because of their special modes them access to the All sphere with no Can a thief wearing a ring of invisi- of existence (unholy in the case of detrimental effects on the campaign. bility use the ring to become invisible undead, holy in the case of paladins). and then attempt a backstab during the Priests, though connected to their Multi-classed priests must abide by same round? The backstab, of course, deities, are normal mortals and not sub- their class’s weapon restrictions. Does will make the thief visible. Can the thief ject to turning attempts. this also apply to armor? use the ring again that round to Technically, once a turning attempt In the current edition of the AD&D become invisible before foes can succeeds, the affected creature stays rules, multi-classed characters are stuck strike? away indefinitely, provided the priest with the most stringent armor restriction In a word, no. Using a magical item who turned the creature maintains his among their classes. Warrior/wizards (or drinking a potion) counts as a char- turning effort (that is, the priest must and priest/wizards, for example, aren’t acters sole action for a round; see the make additional turning actions, but no allowed armor. If you’re inclined to fol- What You Can Do in One Round section further rolls, he simply turns the crea- low the rules to the letter, warrior/ in Chapter 9 of the Player’s Handbook for tures automatically). Undead under an wizards (only) can wear elven chain details. It’s okay for a character who has evil priests control remain controlled mail, but I strongly recommend allowing just used a magical item to exchange a until destroyed or turned by another priest/wizards to wear it, too. few words with someone or make minor priest. If that’s too general for you, I sug- adjustments to his position (a move of gest the following numbers: Do psionic powers allow saving 5’ or less), but major actions such as Paladins remain “turned” for 3d4 throws? Some powers list saving attacks, spellcasting, or significant melee rounds. After that time their heroic throws, and others do not. If a saving movement have to wait until the next spirits reassert themselves and they can throw is allowed, what saving throw round. It would take the thief in your face their nemeses again, though they category is used? One of my players example at least three rounds to disap- might be turned again. insists that the saving throw number is pear, deliver a backstab, and then dis- Undead that have been turned or equal to the psionicist’s power score appear again, as follows: befriended remain that way for 24 hours roll. Do adjustments for high Wisdom Round one — Disappear. No other minus the minimum turning score the or Dexterity apply to the saving throw? actions allowed except negligible ones priest needed to affect them. If a 10th- A psionic power allows no saving (as defined in the PHB). level priest turned or controlled a vam- throw unless the power’s description Round two — Move up to half the

94 current rate and deliver the backstab. broke, imposed a larger penalty, or just chronomancers can become dual- The thief is now visible and must remain let the parry work normally? classed characters but raises the ability so until the next round. If the thief had The “correct” answer here is whatever score requirements if a character starts to move more than half his current makes you, the DM, feel comfortable. A out as something else, then becomes a movement rate to reach his foe, he can- crushing blow saving throw with a -2 chronomancer. Does this mean a char- not attack until next round. Note that penalty seems severe enough to me. On acter can become a dual-classed charging allows a character to make a the other hand, the core AD&D rules use chronomancer/wild mage or vice versa? full move (plus a little extra) and still an abstract combat system with hostili- Though wild mages don’t pursue a attack, but many DMs balk at backstab- ties proceeding at the glacial pace of specialty, per se, they get enough spe- bing while charging. one set of actions every minute. In such cialist-type benefits that I recommend Round three — Disappear again. The a system, a “parry” might not involve the you treat them as specialist wizards — no character can take no other actions two weapons touching at all. The char- dual- or multi-classing. Your campaign except negligible ones. If the thief wins acter with the rapier might just stick the probably won’t crash and burn if you initiative, any attacks made against him weapon’s point in his opponents face. ignore my advice. (If you’re allowing suffer a -4 penalty for the invisibility. If Then again, you can treat the one- both wild mages and chronomancers the foes win initiative, however, they minute increment as just an arbitrary into your game, dual- and multi-classed attack before the thief becomes invisible way to keep track of time in the game wild mages will be the least of your wor- and suffer no penalties. In some cam- (combat really proceeds much more ries.) On the other hand, both wild paigns, a successful hit might even dis- quickly). In that case, a “parry” could be mages and chronomancers are members rupt the thief’s attempt to become invis- considered an attempt to physically of the wizard group. The dual-class rules ible (depending on how the DM decides block the attacker’s blow. In that case, a (see PHB, Chapter 3) allow characters to the ring works). more substantial item saving throw have only one class from each group. penalty might be in order, say -4. I don’t One of my players wanted his charac- recommend that the rapier break auto- ter to parry a two-handed sword with a matically. rapier. I warned the player that the rapier probably would break. The The Tome of Magic says wild mages When not plumbing the depths of the player wanted to have his character are not specialists in the traditional AD&D game, Skip often can be found dab- make the parry anyway, so I had the sense. Does this mean they can become bling in photography or burning shoe rapier save vs. crushing blow at a -2 dual-classed characters? The Chrono- leather on the hiking trails near his Lake penalty. Should I have just said the rapier mancer accessory specifically says Geneva home

# DRAGON 237 95 Long shots by Brian Dunnell illustrated by Stephen Schwartz

No fantasy archer’s quiver is com- plete without a few magical accouter- ments. Here then are a dozen remark- able arrows, bows, and other archery accessories for your campaign. Arachne arrows XP Value: 100 GP Value: 150 each These slender arrows have a curious head with four outward-facing prongs. The notch of the arrow is usually crafted of metal and appears to be a styled spi- der. When the arrow is fired, it trails a thin, strong, light-weight twine behind it. The thread is equivalent in strength to silk rope. The magic of the arrow pre- vents the twine from impeding the arrow’s flight. Up to 200’ of twine is created. When the arrow’s four prongs impact on any solid, non-living surface, they hold the arrow fast. The magic of the arrow prevents it and the rope from breaking, or the arrow from pulling free when the rope supports any weight up to 500 Ibs. Each of these arrows can be used only once. Arrows of Bilarro multiply. The archer instinctively knows Arrows of Pyros XP Value: 150 GP Value: 200 each which arrow in his quiver is the multiplier XP Value: 150 GP Value: 300 (Minor) Arrows of Bilarro appear to be normal and cannot draw it accidentally, if he XP Value: 200 GP Value: 450 (Major) flight arrows, except for a large, conical, understands its nature. The arrow’s These magical arrows appear in iron head. On a successful hit, the power remains intact until it has been minor and major varieties. Both kinds arrows head explodes, binding its target fired. If fired even once, it loses its seem to be normal arrows in all with a series of iron bands that act just enchantment. respects. On impact, however, they as iron bands of Bilarro (see the DMG). The explode into flame. arrow inflicts no damage otherwise. The arrow can be used only once. The arrow of endless archery XP Value: 550 GP Value: 5,000 each This arrow was created by an elvish craftsman for a Darfolkian ranger who was tired of running out of arrows at inopportune moments. Dozens of these arrows were created by the fletcher before he died. They seem to be normal flight arrows and have no magical attack or damage bonus. When placed in a quiver, however, they multiply at a rate of one arrow per round until they fill it with up to 12 arrows. The magically created arrows are exact duplicates of the arrow of endless archery but operate as normal arrows; they do not have the ability to

96

A minor arrow of Pyros causes dam- Ruby-tipped arrows Gnimshian oil age as a normal arrow, plus 4d6 hp XP Value: 200 GP Value: 4,500 each XP Value: 500 GP Value: 750 per flask flame damage (save vs. breath weapon A ruby tipped arrow appears to be a This liquid appears to be normal for half damage). normal flight arrow, except the head is lantern oil. However, any arrow dipped A major arrow of Pyros explodes on crafted from a ruby. Each such arrow can in gnimshian oil ignites when fired from a impact, blossoming into a 6d6 fireball. be used only once. Any creature struck bow, setting combustibles afire and Both minor and major arrows of Pyros by a this arrow is affected instantly by a dealing an additional 1d6 hp damage. can be used only once. teleport without error to his home. If the One flask of oil is sufficient to coat up to creature in question is of extra planar ori- 50 arrows in this manner. Arrow of the thunderstike gin, it is returned to its home plane. If the XP Value: 200 GP Value: 400 each area it would be returned to is hedged in The bow of Ehlonna An arrow of the thunderstike can be some way, the creature is teleported to XP Value: 1,500 GP Value: 7,500 used only once. It appears to be a nor- the closest safe location. If the creature is This ashwood bow is as strong as mal arrow with lightning symbols already in an area considered to be its steel, making any saves as hard metal. inscribed upon it. When fired, the arrow home, the arrow shatters, causing nor- The bow is crafted of one piece; even has two effects. The location the arrow mal damage, but with no other effect. the string seems to be part of the bow, hits is struck by a 6d6 Iightning bolt (save miraculously crafted of ashwood, vs. spell for half damage). Any creature though flexible. The bow can take within 15’ of the point of impact is also advantage of exceptional Strength affected by the bolt. The bolt is followed bonuses and has the range of a long almost instantly by a loud thunderstrike. composite bow. The magic of the bow All creatures within 30’ of the point of prevents it or its string from breaking impact must save vs. paralysis or be under normal use (fumbles, if used, miss stunned for one round and deafened for their target but have no further effect). 1d4 rounds. In addition, all creatures In addition, the bow provides a +2 within the 30’ area must make a Morale attack and damage bonus. check. Duell’s iron bow Arrows of withering XP Value: 2,500 GP Value: 11,500 XP Value: 250 GP Value: 1,000 each This weapon appears to be a long These shafts are rumored to have bow crafted from iron. Even the string is been the gift of some malevolent power made from a thin metallic weave thread. to his most trusted followers, most likely These bows are thought to have been a god of disease or a denizen of the the invention of Fletcher Duell, a lower planes. In any case, these arrows gnomish craftsman working for the always have a dull black shaft, a serrated, Rangers College of Bay Hold. No one is razor-edged head, and gray fletching. certain how many of the original Duell’s Occasionally they’ll be inscribed with bows were made, but about a half runes of the appropriate deity. Any crea- dozen are still known to exist. After ture struck by this arrow is affected by a Duell’s death, the secret of crafting these 10d8 Albi Dazem’s horrid wilting spell (see bows was lost. the Tome of Magic). Thankfully, these When the command word is spoken, arrows are very rare, and each can be the bow collapses to form a 1’ rod of used but once. solid iron, 1” in diameter. Speaking the command word a second time causes Diamond tipped arrows the bow to expand to its full size. The XP Value: 450 GP Value: 5,000 each folding and unfolding of the bow takes Diamond tipped arrows are thought to one round. The bow is extremely be the creations of either gnomish or Emerald-tipped arrows durable, and its string is virtually gray elven craftsmen. The latter seems unbreakable. The bow is capable of tak- most likely, as gnomes aren’t generally XP Value: 200 GP Value: 850 each ing advantage of exceptional Strength known for their skill with the bow. The These arrows appear to be normal, and is of such quality that it provides a arrow appears to be normal, except the except they are usually green, with a con- +3 attack bonus. head is crafted from diamond and is ical head made of emerald. On close razor sharp. These arrows have a +4 examination, the arrowhead appears to attack bonus and cause twice the nor- be hollow, with swirling vapors trapped mal damage. Each time they are used, a inside. On impact, this arrow shatters, saving throw vs. crushing blow is neces- releasing a cloud of highly corrosive Brian Dunnell is a long time role-player sary to see whether the head is shat- green gas. This gas cloud is equivalent to who lives in Arlington, Virginia, about a tered. The arrow may be used until its the effect generated by an incendiary bow’s shot away from the nation’s capital. head is destroyed in this way. These cloud spell. This arrow can be used only arrows are rare, and usually no more once. than 1d6 are found at any one time.

98 # DRAGON 237 99 100 # DRAGON 237 101 102

104 # DRAGON 237 105 106 # DRAGON 237 107 Shields in a sitcom. And now, disrupting what’s left of my belief system, along comes a TSR role-playing game that doesn’t use dice. In addition to traumatizing players who’ve invested their life savings in multi-siders, the FIFTH AGE game fulfills three functions: (1) to pump life into the DRAGONLANCE setting, which in recent years has taken a back seat to glitzi- er settings like the PLANESCAPE® and BIRTHRIGHT® campaigns, (2) to lure new players into role-playing with an easy- to-learn set of rules. and (3) to road-test a revised version of the AD&D® game, one that jettisons Armor Classes, the This past August, I staggered out of DRAGONLANCE®: Charisma attribute, and other elements the 1996 GEN CON® Game Fair with a FIFTH AGE™ game that nitpickers have been griping about back-breaking stack of new products. In One 128-page softcover since Lord Toede was a tadpole. (I’m last month’s column, I lightened the load book, one 96-page softcover guessing, of course, about number three, by peeling off a few of the niftiest small book, one 48-page softcover book, 100 as “AD&D” appears nowhere on the game press offerings. This month, I’ll be telling playing cards, one double-sided reference box. Still . . .) It succeeds in all three areas. you about some of the best new fantasy card, one 21” × 32” map sheet, boxed Which, by the way, doesn’t necessarily games. (And next month, science fiction.) TSR, Inc. $25 mean you’re going to like it, but we’ll get So let’s get at it. My backs killing me. Design: William W. Connors and Sue to that in a minute. Role-playing games’ rating Weinlein Cook with Harold Johnson and The imaginative package — a card- Skip Williams board treasure chest with a Velcro latch Not recommended Editing: — is loaded with goodies: a deck of Illustrations: , Jim Vegas-quality playing cards, a colorful May be useful Crabtree, , , Mark map of Ansalon, a trio of well-rendered Forrer, , Keith Parkinson, rule books. The handiest component Fair R.K. Post, Velez, Paul Daly, Dan isn’t even listed on the box cover: a ref- Davis, Allen Nunis, , William erence card big enough to double as a Good O’Connor, and Brian Schomberg gamemaster screen. One side of the card Cover: Jeff Easley contains game tables; the other has con- Excellent version formulas that enable players to The BEST! I swear, you live long enough, you import AD&D characters into the FIFTH see everything: men on the moon, com- AGE game. Much has been made of TSR’s puters the size of phone books, Brooke improved graphics — compare any

108 PLANESCAPE product to any, and I mean culty ratings. And yes, players can be But what the FIFTH AGE game gains in any, AD&D game product prior to 1990 — paralyzed by lousy cards; there’s not storytelling it loses in tactical flavor. but the improved writing has been much you can do when you’re staring at Resolving combat with cards is neither underreported. For the record: sentence a hand of 1s and 2s. But for players who as challenging nor as exciting as resolv- for sentence, paragraph for paragraph, don’t insist on precision, the system ing combat with dice. I found that my TSR’s RPG books are the among the works fine. interest in combat encounters was most lucid and readable in the business. Combat comprises a series of attacks directly proportional to the number of The FIFTH AGE game is a sterling example. and counterattacks, which, like action res- cards in my hand; when I got down to a The FIFTH AGE game can’t lay claim to olution, involves difficulty ratings, ability couple of cards, I started wondering inventing diceless role-playing. Among numbers, and card values. Interestingly, what was on TV. the diceless pioneers are the Amber* and when a PC suffers damage, he doesn’t So do I miss the dice? Not really. I Everway* games, both of which feature lose hit points; instead, the player loses miss holding them, fondling them, whis- innovative, playable systems. But the cards. When he forfeits his last card, his pering sweet nothings into their little FIFTH AGE game, though not as ambitious PC falls unconscious, and any subsequent pips, but in the context of an RPG as fun- as Amber or Everway, is more fun than attack kills the PC outright. damentally sound as this, I can live with- either, owning to its easy-on-the-brain Magic, also card-driven, is the game’s out ’em. Truth to tell, I’m not a tactical mechanics. To create a PC, a player least satisfying element. The problem combat kind of guy. When I want a dose begins with a hand of 12 cards, each dis- isn’t the system, based again on the of warfare, I don’t turn to an RPG. I turn playing a number and a couple of action resolution rules, but the absence of to a military simulation like the Squad descriptive words. He selects two cards to spells. The FIFTH AGE game expects play- Leader* game or a miniatures extrava- define the PC’s personality, which is ers to design their own spells from ganza like the Necromunda* game (dis- where the descriptive words come in; a scratch, following an intricate menu of cussed below). PC might be Careful and Unimaginative, steps to determine invocation times, I suspect that hard-core roleplayers, or Brave and Commanding. The numbers ranges, durations, and effects. Some of those, say, who’ve been with TSR since on the remaining cards are assigned to the steps are ambiguous; to determine the beginning, aren’t going to flock to the PC’s Reputation score, his Wealth the area of effect, for instance, you need the FIFTH AGE game. Not only will they level, and eight Ability scores (Agility, to consult the Area of Effect Table, which have to abandon their dice collections, Dexterity, Endurance, Strength, Reason, lists incantation costs for areas equivalent they’ll also have to abandon their Perception, Spirit, and Presence). Ability to Small Rooms, Large Rooms, Small notions about how RPGs are supposed scores generate a batch of Ability Codes, Houses, and Large Houses. But the dis- to work. For them, I have a bulletin: Get which in turn determine the PC’s aptitude tinctions among the categories could be used to it. As roleplaying continues to in a variety of skills. Racial choices clearer. Is a barn the size of Large Room drift from its wargaming roots, I’ll bet the include the standard elf, dwarf, and or a Small House? How about a ball- RPGs of the 21st century are going to human, along with a few oddballs like room? A cave? In any event, spell cre- look a lot like the FIFTH AGE game. centaur, , and minotaur. Add some ation eats up a lot of time, making it a weapons, maybe some armor, and pothole in a road that’s otherwise pretty you’re pretty much . Though the smooth. PCs lack detail — I didn’t know the height Elsewhere, a chapter at the end of the or age of my elf — they’re perfectly ade- rule book delineates some of Ansalon’s quate for the game. more memorable creatures, such as the The numbers on the cards are also draconians, thanoi, and death knights. used to resolve actions. A player’s The “Dusk or Dawn” booklet provides a Reputation rating determines the num- comprehensive and entertaining history ber of cards he holds in his hand; a of the DRAGONLANCE mythos, drawing on beginning player might hold four or five material from Dragons of Summer Flame cards. When a PC tries to do something, and other recent novels. And to wrap the gamemaster announces which of things up, we have “Heroes of the New the PC’s abilities is relevant to executing Age,” a first-rate adventure that not only the action, then secretly assigns a diffi- gives the rules a good workout but also culty rating from 4-24 (the higher the shows off the setting in all its fairy tale rating, the harder the action). The player splendor. chooses a card from his hand and adds Evaluation: Assuming an experi- the value of the card to the value of the enced gamemaster is at the helm — a relevant ability. If the total equals or guy who can assign difficulty numbers exceeds the difficulty rating, the PC has honestly and quickly — the card-driven successfully accomplished the action. FIFTH AGE game rockets along at a Despite a few whistles and bells — cer- breathtaking clip. With number-crunch- tain card suits generate bonuses, ing and chart-checking kept to a mini- Necromunda* game resisted actions involve opposition num- mum, you feel like you’re in the middle One 80-page softcover bers — that’s all there is to it, and it’s as of an Arnold Schwarzenegger movie. rule book, one 88-page soft- fast and simple as it sounds. Yes, the (Hold it — this is the DRAGONLANCE setting. cover sourcebook, one 12-page intro- game lives or dies on the basis of the Make that an Arnold Schwarzenegger ductory booklet, one 8-page painting gamemaster’s facility at generating diffi- version of the The Wizard of Oz.) guide, 24 plastic miniatures, two rulers,

# DRAGON 237 109 three cardboard buildings, 30 bulkhead fuss with ammunition supplies and fallen Necromunda is not without its prob- pieces, seven cardboard walkways, one soldiers — concepts essentially irrelevant lems. Topping the list is the line of sight cardboard water still, one cardboard to Warhammer 40,000 — overall, rule, which requires an attacker to “see” tunnel entrance, one cardboard plat- Necromunda remains the more elegant his target before he can shoot it. That’s form, 24 counters, two flame templates, design, one that rolls out the welcome fine in theory, but in practice, it’s difficult three blast templates, two double-sided mat for novices. to tell how much of a thug squatting reference sheets, four standard six- To begin the carnage, players choose behind a bulkhead is actually visible. In sided dice, one six-sided scatter die, one one of seven scenarios, all of which are a complex scenario, tracking the status six-sided artillery die, one six-side sus- set in a desolate urban graveyard of all the figures can be daunting; I had tained fire die, boxed drenched in toxic waste. Options range a hard time remembering which of my $60 from a straightforward street fight, guys were blasting and which were Design: Rick Priestley with Jervis where victory goes to the last man bleeding. And once you get this humon- Johnson and Andy Chambers standing, to a tricky rescue mission gous battlefield all put together, where Editing: uncredited requiring the liberation of a prisoner of the heck are you supposed to store it? Illustrations: John Blanche, Wayne war. After settling on a scenario, players Evaluation: I’m hesitant to say this is England, Mark Gibbons, Des Hanley, round up the figures representing their Games Workshop’s best-ever effort, David Gallagher, and Richard Wright thugs. Each thug has a name, like mainly because I haven’t seen them all. I Cover: Geoff Taylor and Mark Gibbons Ratskin Scout or Underhive Scum, and will say, however, that it’s more fun than nine ratings: Move, Weapon Skill, the Warhammer Quest* game, which I Buy this, and you’ll never have to buy Ballistic Skill, Strength, Toughness, loved (and reviewed in DRAGON® Magazine another game for the rest of your life. Wounds, Initiative, Attacks, and issue #225) and that it makes the Space Okay, I’m exaggerating, but not by Leadership. The figures are deployed in Marine* and Titan Legions* games look much. Necromunda is a hobby in a box, designated areas of the battlefield. like rough drafts. Intense, dizzying fun, a symphony in plastic, Christmas and Player One moves his figures (using a Necromunda is a whirlwind of activity, a your birthday all rolled up into one spec- ruler to measure distances), shoots ene- blur of running, hiding, and blowing stuff tacular package bursting with . . . well, go mies within range, engages in hand-to- up. A sourpuss might complain that back and look at the list of components. hand combat with adjacent figures, then Necromunda is about as realistic as a Specifically, Necromunda is a game of attempts to rally panicked figures. (A fig- Road Runner cartoon. He’d be right. And bloodthirsty thugs who duke it out on a ure is subject to panic if he’s within two I’d consider it a recommendation. three-dimensional landscape of decay- inches of a companion who takes a hit. ing buildings and precarious walkways. If a die-roll is less than or equal to his It took me a weekend just to put the bat- Leadership score, he’s okay. If the roll is tlefield together, another weekend to greater than his Leadership, he panics stop drooling over the cool miniatures. and runs for cover. He remains panicked Forget the rule book; you get your until he makes a successful Leadership money’s worth in toys alone. roll in the rally phase of a turn.) Player The battlefield is a work of art, a Two repeats this four-phase sequence. meticulously rendered labyrinth of omi- Turns continue until one of the players nous nooks and mysterious crannies; if fulfills the scenario’s victory conditions. you can resist maneuvering the little sol- Even within the confines of a turn diers through the tunnels and over the sequence this rigid, Necromunda allows bulkheads, then brother, you’re in the for surprisingly sophisticated tactics. To wrong hobby. The “Getting Started” simulate the effects of an explosion, the booklet gives detailed instructions for attacking player places a cardboard blast putting it all together. Although the marker over the target; any figure who instructions are reasonably foolproof, I lies wholly inside the marker is affected offer two amendments. First, though the by the blast. Further, the attacker might buildings are designed to snap together, be required to roll an artillery die; a mis- I suggest using glue. Second, if, like me, fire result means the weapon explodes in you’re too lazy to paint the miniatures, the attacker’s hands. The Overwatch rule put a dot of fingernail polish on their empowers a figure to counterattack dur- heads so in the heat of battle you can ing the opponent’s turn, providing he’s Blood Dawn* game tell them apart. willing to forgo moving and shooting One 240-page softcover The rules derive from the time-tested altogether on his owner’s next turn. book Warhammer 40,000* game, meaning that Figures carrying oversized weapons can Optimus Game Design Warhammer vets will be toasting soldiers attempt to hit multiple targets by rolling a Systems $25 within a half-hour of assembling the special sustained fire die; if the jam sym- Design: Lawrence R. Sims buildings. The main difference is scale; bol turns up, however, the weapon may Editing: Nick Vasi, James Carlton, and Warhammer 40,000 features mass combat disintegrate. The advanced rules cover Louis Norton between large squadrons, Necromunda building damage, battle frenzy, and — my Illustrations: James Carlton features man-to-man skirmishes, typically favorite — stupidity tests (which can tem- Cover: Michael Osadciw and Jeff Reitz involving a dozen or so individuals. porarily turn a pair of cannon-wielding Although Necromunda players have to killers into Beavis and Butt-head). Blood Dawn is punk fantasy, post-

110 apocalyptic DUNGEONS & DRAGONS® game subtract the fire penalties for cover and Short and sweet with a soundtrack by the Sex Pistols. It’s concealment, bracing shot, etc.” Armor is Mythos* standard game set, by ambitious but unfocused, lurching rated for integrity, threshold, and contin- Charlie Crank, Chaosium Inc., $13. The between cynicism and whimsy. On one uous absorption; an excerpt from the Art of Playing Mythos, by Scott David hand, we have passages like this, armor rules, explaining what happens if Aniolowski, Charlie Crank, Eric Rowe, describing what’s left of the United an attack causes more damage than the and Lynn Willis. Chaosium Inc., $9. States after the Second Dark Age: “I’ve threshold rating: “The armor integrity is Mythos lnvestigator Cards (no credits seen human bonfires broiling on the lowered by the appropriate amount (as given). Chaosium Inc., $5. wharves of San Francisco, tasted the determined by weapon type) and the You say you’re interested in the honey putrid smell of leprosy festering amount of damage that actually pene- Mythos* game, the collectible card ver- in the bowels of New York.” On the trates to the absorption layer is calculated sion of Chaosium’s magnificent Call of other hand, we have wizards doing by taking the total amount of damage Cthulhu* role-playing game, but you’re bootlegger reverses in dune buggies. rolled and subtracting the threshold.” All put off by the price? Chaosium comes to But though Blood Dawn is kind of a this clutter, I guess, is supposed to the rescue with this new standard set, a mess, it’s a fascinating mess, rife with enhance realism. But it just made me handsome box containing two 52-card possibility for players willing to sift the reach for the aspirin. decks, a pair of investigators, and a 32- gems from the junk. Magic, in contrast, boasts clever rules page rule book, all for less than the cost To create a PC, called a Prophet in that foster expedient play and dramatic of two 60-card starter decks (which will Blood - speak, the player distributes 130 effects. A spell-casting PC is assigned to a set you back $18). Serious players points among eight attributes: Strength, category (analogous to an AD&D school), should also consider investing in The Art Manual Dexterity, I.Q., Agility, such as Healer or Energy Witch. Spells are of Playing Mythos, a 160-page book that Constitution, Guts, Intuition, and cast by expending points from a renew- expands and corrects the original rules, Charisma. He then spends 2,000 points able pool. At the gamemaster’s option, lists every card in the game by type and on skills like Animal Husbandry, Fiber spell-casters may increase the potency of title, and answers dozens of frequently Optics, and Weather Prediction. If the PC their spells by drawing energy from metal asked questions (no, you can’t play aspires to be a mage, he’s required to pylons of extraterrestrial origin, found in Zadok Allen at an Inside location). But invest at least 750 points in spells. remote forests and deserts. The imagina- skip the Investigator Cards. If you’re a Leftover skill points may be spent on tive spell list includes buzzard watch (a Mythos collector, you already own at armor, weapons, and equipment. The buzzard directs the caster to the nearest least a couple of investigators; after all, system couldn’t be simpler; I cranked corpse), body worms (the victim is infected one comes in every deck. And $5 for out a character, complete with spells, in with parasites), and bombardier (a flock of nine cards isn’t what I’d call a bargain. about 20 minutes. For the unmotivated, birds dumps doo-doo on an unlucky the book also supplies a set of ready-to- target). Sages & Specialists, by . go archetypes, among them the As for the setting, it’s pretty much TSR, Inc., $20. Gunslinger, Primal Warrior, and Snake your standard Kentucky Fried Earth, a Tired of the same old wizards and Charmer. I had a hard time coming up sprawl of barren plains, ruined cities, rogues? Sages & Specialists — an AD&D® with characters more interesting than and wretched settlements. The “Life in supplement intended for Dungeon the archetypes; the Primal Warrior, for the Waste” chapter gives a compelling Masters but in my humble opinion, per- example, is a brooding albino giant overview but doesn’t provide enough fectly fine for everybody — serves up 10 skilled in medical diagnostics, smoke detail to get a campaign off the ground. alternative classes complete with statis- signals, and cooking. There’s no suitable home base for the tics, personality notes, and role-playing Action resolution uses difficulty rat- PCs. There aren’t any maps. There are a tips. Among the newcomers are the ings, ability values, and random num- handful of adventure hooks, but no Engineer, Seer, Guide, Historian, and bers; essentially, it’s FIFTH AGE with dice. complete scenarios. In fact, were it not Healer. Designer Forbeck warns that The player announces the action his PC for the inspired juxtaposition of the “due to the supporting roles of these is attempting (breaking down a door). mundane (motorcycles, pipe bombs) classes, few players will find it rewarding The gamemaster determines the rele- and the fantastic (healing potions, pain to run a specialist.” I disagree. I can see vant ability or skill (Strength, which the spells), I might have been tempted to a Historian PC in a DRAGONLANCE cam- PC has at 19) and difficulty modifier (-10; walk away. paign, gathering material for a compre- the doors reinforced with metal). The Evaluation: The upside: solid charac- hensive history of Krynn. And a Guide player must roll less than the target num- ters, interesting magic system, good pre- PC should find plenty to do in the ber to succeed (the target number is 9 sentation. The downside: clunky combat PLANESCAPE setting. As for the Seer, [19 - 10]; the player rolls a 7, and the mechanics, sketchy game world, no maybe you could cook up a beholder PC door bursts open). It couldn’t be cleaner. developed adventures. The verdict: a and . . . oh, never mind. Combat, unfortunately, is burdened qualified thumbs up. Recommended for with a host of variables and nitpicky cal- fans of White Wolf’s World of Darkness City of Chaos* game, by Martyn Oliver culations. For example, to determine the series (like the Vampire: the Masquerade* and Colin Thornton. Monocle Games base chance of hitting a target, you must game), players interested in a grittier Ltd., $50. first determine the range bracket, then version of the Shadowrun* game, and Board game translations of RPGs are “add in the operators skill level on a would-be wizards who’d like to take a almost as old as RPGs themselves. point for point basis, and his Manual spin in a dune buggy. (Information: Recall, for instance, that DUNGEONS & Dexterity attack bonus to obtain the Optimus Design Systems, P.O. Box 1511, DRAGONS, which entered the world in unadjusted percentage chance . . . then Buffalo, NY 14215.)

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1974, preceded the DUNGEON!® board I welcome with open arms. In Battle Cattle* game, by Aldo Ghiozzi game by a mere year. Trouble is, even Nightmare Chess, each opponent draws and Matt Stipicevich. Wingnut Games, $8. the best RPG board games, like a hand of five lushly illustrated cards, This game of battling bovines takes Warhammer Quest, boil down to tactical then plays one every time he makes a place in a near-future world where combat games, failing to deliver the move. To say that the cards affect the mutant cows armed with serrated horns story elements that make RPGs so flow of the game is like saying the and cattle-pults attempt to turn each compelling. City of Chaos, however, Hoover Dam affects the flow of the other into hamburger. Players choose redefines the genre, effortlessly infusing River. The “Dungeon” card from a menu of cow types (Texas a clever set of board game mechanics confines an enemy piece to a corner of Longhorn, Hungarian Gray, Australian with the rich characterizations and plot the board. “Panic” forces the opponent Charbray), then determine Health Points, twists of an RPG. to make his next move within 15 sec- Weight Allowances, and Tipping The premise, similar to that of onds. “Cowardice” causes a pawn to turn Defense Numbers. Despite the udderly Warhammer Quest, casts the players as chicken and head for the hills. Laugh- stupid premise, it’s a credible miniatures explorers in a randomly generated envi- out-loud nuts, it’s a game the Mad game, albeit one that’s easy to win if ronment; Warhammer Quest drops them Hatter might’ve played between tea you choose the right accessories. With in a dungeon, while City of Chaos turns parties. Does conventional chess strate- Methane Implants, for instance, you them loose in the crazy-quilt city of gy apply? Absolutely not. Is this good should be able to stink your way to vic- Byronitar. Each section of Byronitar is news for me? Absolutely. tory. (Information: Wingnut Games, PO represented by a colorful tile. When a Box 1714, Burlingame, CA 94011.) player approaches the edge of a tile, he Steel Deep*, by Sam Witt with draws a new one and places it next to Reynolds Jones. Mayfair Games, $18. the tile he currently occupies. He then Luna, the near-future setting draws cards that generate a variety of described in this Underground* game Rick Swan, the author of The Complete monsters, treasures, and characters — in supplement, seems awfully familiar, Guide to Role-Playing Games (St Martin’s that sense, it’s no different, really, than replete as it is with hacker gangs, corpo- Press), has designed and edited nearly 50 the DUNGEON! boardgame. rate killers, and punkish attitude. Yep, game products. You can write to him at What distinguishes City of Chaos from aside from a few off-beat touches — a 2620 30th Street, Des Moines, IA 50310. its brethren is the “Tome of Chaos,” a fat prison that’s become a tourist resort, Enclose a self-addressed envelope if you’d volume of clues and obstacles, each for- eccentric organizations like House like a reply. matted as a role-playing encounter keyed Dirtboy — we’re in territory that’s been to a particular location. Say you run into thoroughly explored in the Cyberpunk * indicates a product produced by a company other than TSR, inc. Most product names are trade- a sobbing guard outside the Grinning Rat and Shadowrun* games. I like marks owned by the companies publishing those Inn; you can flee, offer him a handker- Underground’s humor and energy, and I products. The use of the name of any product with- out mention of its trademark status should not be chief, or call him a wimp. Stepping onto wish it well. But if Mayfair wants to fish construed as a challenge to such status. the mausoleum tile plops you in the mid- for new players, they’ll need dle of an engaging narrative involving a better bait than this. princess and her zombie orchestra; you might flirt with the princess, be attacked Rifts Game Shields and by the zombies, or uncover a clue that’ll Adventures, by Kevin help you restore order to Byronitar. The Siembieda, Patrick Nowak, sheer number of encounters (hundreds of Julius Rosenstein, James Osten, ’em) and quality of the puzzles (in a half- dozen plays, I’ve yet to come close to sav- Palladium Books, $13. ing the city) keep the game fresh. As fur- Anybody with a photocopi- ther incentive to separate you from your er, a bottle of glue, and a hunk wallet, the box contains a bonanza of of cardboard can manufacture quality components: enough tiles to their own gamemaster screen, cover a dining room table, a 4-inch stack so why spend good money on of playing cards, a sheet of skull-head an “official” version? These two tokens, and a bag of pewter miniatures. screens for the Rifts* game — An English import, City of Chaos may be containing combat summaries, hard to find, but it’s worth the hunt. salvage rates, equipment costs, (Information: Monocle Games Ltd., Unit 1, and magic mechanics — are Queens Buildings, Queens Road, well-done but nonessential. Keighley, West Yorkshire, United What makes this package Kingdom, BD21 1ED.) worth the money is the gener- ous number of bonuses: two Nightmare Chess* game, by Pierre lengthy adventures, 18 enticing Clequin and Bruno Faidutti. Steve scenario hooks, and a set of Jackson Games, $15. character sheets so crammed I haven’t won a game of chess in, oh, with detail, you’ll need a mag- about twenty years, so any revision of nifying glass to read the tiny the rules that gives me a fighting chance print.

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against this latest threat to his home- land’s peace? $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 1509 ISBN: 0-7869-0652-9

Realms of the Arcane A FORGOTTEN REALMS anthology This collection contains all-new sto- ries of the Realms (and the ARCANE AGE™ setting) by such TSR luminaries as Ed Greenwood, Elaine Cunningham, , and others. $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 8574 ISBN: 0-7869-0647-2

Vinas Solamnus A DRAGONLANCE Lost Legends novel #1 NEW FOR JANUARY by J. Robert King At last the true story of the founder of Eye to Eye the Knights of Solamnia and author of An AD&D® MONSTROUS ARCANA™ the Oath and the Measure. This is a tale adventure of one man’s quest for honor against a by Thomas M. Reid landscape of war and tyranny. The horrid war against the $5.99 U.S./$6.99 CAN./£4.99 U.K. beholders reaches its shattering TSR Product No.: 8388 climax! ISBN: 0-7869-0787-8 $12.95 U.S./$16.95 CAN./£7.99 U.K. TSR Product No: 9536 ISBN: 0-7869-0450-X

The Last Tower: The Legacy of Raistlin A DRAGONLANCE®: FIFTH AGE™ dramatic supplement by Skip Williams This addition to the DRAGONLANCE: FIFTH AGE game explores the mysteries of Wayreth, the tower where Raistlin faced the mystical ordeal of the Soulforge. $20.00 U.S./$26.00 CAN./£18.50 U.K. TSR Product No: 1149 ISBN: 0-7869-0538-7

Undermountain Trilogy III: Stardock A FORGOTTEN REALMS® DUNGEON CRAWL™ adventure by Halaster the mad mage has been kidnapped from his underground lair, and ‘the heroes are the only ones who can save him! $7.95 U.S./$10.00 CAN./£4.99 U.K. TSR Product No.: 9538 NEW FOR FEBRUARY ISBN: 0-7869-0451-8 Errand of Mercy Army of the Dead A FORGOTTEN REALMS DOUBLE DIAMOND A DRAGON DICE™ novel #2 TRIANGLE SAGA™, Book 4 by by Roger Moore Can Adelric marshall his forces The paladins sent by the Lord of

116 Waterdeep to rescue his kidnapped Tale of the Comet Four From Cormyr bride have arrived in a kingdom of the A FANTASTIC ADVENTURES™ novel A FORGOTTEN REALMS adventure Utter East. The monarch there seems by Roland Green by John Terra friendly, but there is a problem . . . Worlds collide when a comet crashes Four great adventures, all set within $1.99 U.S./$2.99 CAN./£1.50 U.K. into the mountain village of Aston Point. the famous forest kingdom of Azoun IV! TSR Product No.: 8637 When the comet is revealed to be a star- $20.00 U.S./$27.00 CAN./£11.99 U.K. ISBN: 0-7869-0867-X ship, the townsfolk are dragged into a TSR Product No.: 9531 deadly battle between the alien Rael ISBN: 0-7869-0646-4 Elminster in Myth Drannor and a sinister artificial intelligence. A FORGOTTEN REALMS novel $5.99 U.S./$6.99 CAN./£4.99 U.K. The Sea Devils by Ed Greenwood TSR Product No.: 8041 An AD&D MONSTROUS ARCANA The eagerly awaited sequel to the best- ISBN: 0-7869-0654-5 sourcebook selling Elminster: The Making of a Mage. by Skip Williams $19.99 U.S./$25.99 CAN./£13.99 U.K. Faces of Evil: The Fiends Vicious, rapacious, and thoroughly TSR Product No.: 8575 A PLANESCAPE® accessory evil, the horrid sahuagin spread terror ISBN: 0-7869-0661-8 by Colin McComb wherever they strike. They rise from the This product takes a close look at all of tide to launch their nightmare raids. Horrid the fiendish powers, habits, relationships cruelty is their trademark, and no one and their ceaseless campaigns to corrupt knows where the next incursion will fall! whole planes — and foolish planewalkers. $20.00 U.S./$27.00 CAN./£11.99 U.K. $18.95 U.S./$25.95 CAN./£10.99 U.K. TSR Product No.: 9539 TSR Product No.: 2630 ISBN: 0-7869-0643-X ISBN: 0-7869-0684-7

DRAGON® Magazine #238 Traps & Dirty Tricks Cover by Brian Durfee

❖ 101 Dirty Orc Tricks Over a hundred tips on how to avoid “the orcs attack until slain” syndrome, by John Baichtal. ❖ Bazaar of the Bizarre: Magical Locks Lord of the Necropolis You’ll need much more than a knock spell to pick these dangerous A RAVENLOFT® novel Hogunmark security measures, by Robert S. by Gene DeWeese A BIRTHRIGHT® Domain sourcebook Mullin. Lord Azalin, Master of Darkon, con- by Carrie A. Bebris cocts a grim scheme that will enable ❖ Hogunmark is a bitter domain of war him to escape the confines of the Arcane Lore: Spells for the and ice, fiercely defended by its druid Criminally Inclined Demiplane of Dread forever. priests. This domain sourcebook reveals $5.99 U.S./$6.99 CAN./£4.99 U.K. New spells for the wizard/thief the lore of this little-known land. TSR Product No.: 8073 PCs in your party, by Jeff Dancey. $8.95 U.S./$11.95 CAN./£5.50 U.K. ISBN: 0-7869-0660-X ❖ TSR Product No.: 3135 Ecology of the Stirge ISBN: 0-7869-0644-8 Finder’s Bane Everything you ever wanted to know, and more, about the nastiest FORGOTTEN REALMS Lost Gods novel #1 by & suckers in the AD&D worlds, by Tim NEW FOR MARSH A young priest named Joel and his Richardson. Tale of the Comet companions must somehow infiltrate Plus “DragonMirth,” “Role-Playing An AD&D ODYSSEY™ campaign the extra-planar city of Sigil. Can they Reviews,” “Sage Advice,” “Knights of expansion recover a mysterious artifact and thwart the Dinner Table,” “Wyrms of the by Thomas M. Reid a plot to bring the evil god Bane back to North,” new fiction and more! Magic and technology clash in this life? laser- epic adventure! $5.99 U.S./$6.99 CAN./£4.99 U.K. $4.95 U.S./$5.95 CAN./£2.95 U.K. $30.00 U.S./$40.00 CAN./£18.50 U.K. TSR Product No.: 8576 TSR Product No. 8114-2 TSR Product No.: 1143 ISBN: 0-7869-0658-8 ISBN: 0-7869-0653-7

# DRAGON 237 117 Heroes of Defiance A DRAGONLANCE: FIFTH AGE dramatic DUNGEON® Adventures #63 supplement Cover by Tony DiTerlizzi by Steve Miller Hunt for a Hierophant Beneath the thumb of oppression, peo- ple cling tenaciously to freedom. Even by Chris Doyle within the conquered lands, those once A sleeper must awake, lest an evil referred to as rogues and scoundrels, are force overrun the land. An AD&D® now the land’s bravest freedom fighters. adventure for PCs of levels 6-8. $20.00 U.S./$27.00 CAN./£11.99 U.K. Blood & Fire TSR Product No.: 9517 by John Baichtal ISBN: 0-7869-0656-1 The desert sands burn hot, but hotter still is the war waged upon them. An AD&D AL-QADIM® adventure for PCs of levels 7-9. The Day of the Tempest Gnome Droppings A DRAGONLANCE: FIFTH AGE novel by Christopher Perkins by Jean Rabe It’s not what you think. An AD&D This is Krynn’s darkest hour, but a SPELLJAMMER® adventure for PCs of handful of humans refuse to surrender. levels 3-5. Suitable for any AD&D Spurred on by the famed sorcerer Palin campaign world. Majere, they dare to stand up to the dragon overlords. It may be their last act Beauty Corrupt of courage. by Kent Ertman $5.99 U.S./$6.99 CAN./£4.99 U.K. A sirine has lost her voice, and it’s TSR Product No.: 8381 up to the heroes to find it. An AD&D ISBN: 0-7869-0668-5 adventure for PCs of levels 4-5.

Mortal Consequences Huzza’s Goblin 0’ War A FORGOTTEN REALMS Netheril Trilogy by Paul Culotta novel #3 You will believe a goblin can fly. A Domains of Dread by FORGOTTEN REALMS® adventure for PCs A RAVENLOFT Campaign Setting The startling conclusion to the of levels 4-7. by William W. Connors & Steve Miller Netheril Trilogy! This is a must-have for all RAVENLOFT $5.99 U.S./$6.99 CAN./£4.99 U.K. Invisible Stalker fans, a complete compilation of rules to TSR Product No.: 8573 by Jonathan Richards make your games more real than ever! ISBN: 0-7869-0683-9 What you can’t see can hurt you. $30.00 U.S./$40.00 CAN./£18.50 U.K. An AD&D SideTreks adventure for PCs TSR Product No.: 2174 of levels 1-2. ISBN: 0-7869-0672-3 $4.95 U.S./$5.95 CAN./£1.95 U.K. Frostwings TSR Product No. 8202-1 A DRAGON DICE Kicker Pack #6 by Bill Olmesdahl An Opportunity for Profit Warriors of Air and Death, the A FORGOTTEN REALMS DOUBLE DIAMOND Frostwings join the struggle for domi- TRIANGLE SAGA book #5 nation of Esfah — but are they on the by Dave Gross side of good or evil? The pirates hired to assassinate the $6.95 U.S./$10.95 CAN./£4.99 U.K. kidnapped Waterdeep bride are hot on TSR Product No.: 1507 the trail to accomplishing their mission. ISBN: 0-7869-0662-6 But fate has set them on a collision course with another interested party. War $1.99 U.S./$2.99 CAN./£1.50 U.K. A BIRTHRIGHT™ novel TSR Product No.: 8638 by ISBN: 0-7869-0868-8 An epic novel of war and intrigue in the world of Birthright. $5.99 U.S./$6.99 CAN./£4.99 U.K. TSR Product No.: 3133 Unless otherwise noted: ® designates registered trademarks owned by ISBN: 0-7869-0720-7 TSR, Inc. ™ designates trademarks owned by TSR, Inc. © 1996 TSR, Inc. All Rights Reserved.

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© 1996

1996: The year in review The coming year already holds Because Magic sales still drive the indus- In 1996, after two years of drift, the promise for role-players: New editions of try to a great extent, distributors com- role-playing hobby started to find solid the RuneQuest*, Kult*, *, and pete to give the greatest discounts, often footing. Half drowned by the trading card Chill* games are due, and TSR releases a by cutting back on sales staff. game craze, tossed by the tempests of science-fiction RPG, the ALTERNITY™ Garcia says this policy “rewards those speculator-driven financial euphoria, the game, this August. In a welcome conver- with narrow inventories, or who don’t industry at last reached an uncharted isle gence, several publishers of trading-card know their own inventory except for the of stability. Now gamers, like the Skipper games plan RPGs set in the card games’ top-selling products. Short-staffed dis- and Gilligan — well, enough metaphor. worlds. The Feng Shui game (designed tributors have streamlined to the extent The outlook is improving. simultaneously with its companion that their sales people can’t do their job The year began badly as GDW shut Shadowfist* game) was first, but 1997 effectively. It destroys diversity in this down after 23 years and White Wolf laid should bring RPGs based on the Legend industry.” He says distributors have been off a dozen employees. But within of the Five Rings: Highlander*, Dark Age: known to refuse direct orders for new months CDW’s flagship Traveller* RPG and (possibly) Heresy: Kingdom Come* games from their client stores — that is, reappeared in a new edition from card games. FPG’s Dark Age design lets guaranteed sales — because of “fear, Imperium Games, and White Wolf’s gamemasters use the cards (arrestingly paranoia, not much working capital — cash-flow crisis subsided. Meanwhile, illustrated by former TSR staff artist and a lot of [the reason] is just sloppy perennially cash-poor Chaosium found Brom and others) as nonplayer charac- business.” unprecedented wealth with its Mythos* ters; card statistics work seamlessly in trading card game and used the pro- the RPG without conversion. Aaargh ceeds to reprint classic Call of Cthulhu* Residual weakness: Still, the last two In DRAGON® Magazine issue #235, and Pendragon* adventures. years hit role-playing hard, and small “Current Clack” quoted Null Foundation The year brought many new RPGs: the publishers still feel bruises. Atlas Games founder Mark Rein•Hagen as saying, Vampire: The Dark Ages*, Feng Shui*, president said in a “We, the pioneers, should push in a way * Fading Suns: Bubblegum Crisis*, November Internet post, “Many game that evolves [role-playing] so that people and Babylon 5 games, as well as TSR’s companies have been quietly trimming who come later can screw it up.” As you ambitious DRAGONLANCE®: FIFTH AGE™ their payroll, doing all they can to cut might guess, Rein•Hagen actually said game using its new SAGA™ system. Most costs, et cetera. If we’d had to survive on “so that people who come later can’t publishers of these games reported unex- RPGs alone this past year, we would screw it up.” Sorry about that. pectedly high sales. The Vampire: The have closed down and gone out of busi- Dark Ages initial shipment set a White ness; that would not have been enough Wolf sales record, and Daedalus sales even to pay the rent.” Atlas also Entertainment president Jose Garcia says, publishes the On The Edge: Lunch Money*, “Feng Shui sold surprisingly well. The and Once Upon a Time* card games. In 1996, freelancer Allen Varney’s work whole first printing went in eight weeks.” “There may be lots of quality material appeared in seven role-playing supple- TSR had a remarkably good year. A in the market, but fewer copies of each ments, 31 magazine issues, and the DRAGON sales representative from the company item are selling than was the case five DICE™ novel Cast of Fate. This issue marks said: “TSR has achieved double-digit years ago,” Nephew says. Many small his one-year anniversary writing DRAGON growth each year for the last five years, companies are being hurt by upheavals Magazine’s news column, which he calls “a and I expect we’ll see the same again” in the distribution system that brings very good gig.” Send news to APVarney from 1996. Growth this year benefited games to retail stores. Until 1993, estab- @aol.com. from huge sales of the DRAGON DICE™ lished distributors offered good service game (currently over a million dice a and a wide selection to their clients. month) and “very pleasing sales” of the When Wizards of the Coast’s Magic: The ™ card game and its many Gathering* game arrived, many small expansions. “Our role-playing sales are entrepreneurs moved in solely to capital- about as strong as the years before. We ize on the craze. Under Wizards’ haven’t seen much change in role-play- policy, a distributor who sells large quan- ing volume at all” in the last few years, tities of the Magic game is rewarded with even during the card-game boom. greater allocations for later expansions.

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