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Issue #186 Vol. XVII, No. 5 SPECIAL ATTRACTIONS October 1992 “Pleasant Nightmares!” Publisher 9 James M. Ward Three unforgettable excursions into the macabre. 50 Castle Hauntings — Michael Gabriel Editor 10 Roger E. Moore You don’t want a mere to scare the heroes. You want a ghost they’ll remember forever. Associate editor Dale A. Donovan 14 Mission: Impossibly Dangerous! — Gregory W. Detwiler Fiction editor Barbara G. Young How to darken the future (and the characters’ lives) in GDW’s DARK CONSPIRACY™ game. Editorial assistant Wolfgang H. Baur 20 The Dragon's Bestiary — Spike Y. Jones Art director Three new undead: one good, one evil, and one that’s Larry W. Smith rather shocking.

Production staff Gaye O’Keefe Tracey Zamagne Dawn K. Murin REVIEWS Role-playing Reviews I — Lester Smith Subscriptions Janet L. Winters 32 Some lessons in horror from small-press game companies. Role-playing Reviews II — Rick Swan U.S. advertising Cindy Rick 96 More ghastly games, newly edited and fresh from the crypt. U.K. correspondent Through the Looking Glass — Robert Bigelow and U.K. advertising Wendy Mottaz 112 The dead in lead: figures of horror in miniature scale.

DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road, West Drayton, Springs Road), Lake Geneva WI 53147, United States Middlesex UB7 7QE, United Kingdom; telephone: of America. The postal address for all materials from 0895-444055. the United States of America and Canada except Subscriptions: Subscription rates via second-class subscription orders is: DRAGON® Magazine, P.O. Box mail are as follows: $30 in U.S. funds for 12 issues 111, (201 Sheridan Springs Road), Lake Geneva WI sent to an address in the U.S.; $36 in U.S. funds for 12 53147, U.S.A.; telephone (414) 248-3625; fax (414) issues sent to an address in Canada; £21 for 12 issues 248-0389. The postal address for all materials from sent to an address within the United Kingdom; £30 for is: DRAGON Magazine, TSR Ltd., 120 Church 12 issues sent to an address in Europe; $50 in U.S. End, Cherry Hinton, Cambridge CB1 3LB, United funds for 12 issues sent by surface mail to any other Kingdom; telephone: (0223) 212517 (U.K.), 44-223- address, or $90 in U.S. funds for 12 issues sent air 212517 (international); telex: 818761; fax (0223) mail to any other address. Payment in full must accom- 248066 (U.K.), 44-223-248066 (international). pany all payment include checks or money orders Distribution: DRAGON Magazine is available from made payable to TSR, Inc., or charges to valid game and hobby shops throughout the United States, Mastercard or VISA credit cards; send subscription Canada, the United Kingdom, and through a limited orders with payments to: TSR, Inc., PO. Box 5695, number of other overseas outlets. Distribution to the MA 02206, U.S.A. In the United Kingdom, book trade in the United States is by Random House, methods of payment include cheques or money orders Inc., and in Canada by Random House of Canada, Ltd. made payable to TSR Ltd., or charges to a valid Distribution to the book trade in the United Kingdom is ACCESS or VISA credit card; send subscription orders by TSR Ltd. Send orders to: Random House, Inc., with payments to TSR Ltd., as per that address above. Order Entry Department, Westminster MD 21157, Prices are subject to change without prior notice. The U.S.A.; telephone: (800) 733-3000. Newsstand distribu- issue of expiration of each subscription is printed on FEATURES Welcome to the Neighborhood! — James R. Collier 26 How’s the night life in the necropolis? Make cities sparkle in AD&D® campaigns. The Voyage of the Princess Ark — Bruce A. Heard 41 The admiral learns an important lesson about boomerangs from an expert.

Novel Ideas — Rob King 56 A new world opens in TSR’s book lines — for the D&D® game! Give Your Villains a Fighting Chance — Kevin Troy 63 Whatever tricks the players use work just as well for the evil wizards. The MARVEL®-Phile — 71 The Thing That Shouldn’t Exist meets The Monster From Planet X.

The Game Wizards — William W. Connors 89 A thumbnail guide to villainy for game masters, who will COVER appreciate it most. Let’s hope the cleric in ’s cover painting has more than a simple cure light wounds spell to use against the vampire landing on his back. Tom DEPARTMENTS was able to prove to the editor’s satisfaction that pants did 4 Letters 92 Forum exist. 6 Editorial 102 Dragonmirth 52 Sage Advice 104 Twilight Empire 58 TSR Previews 108 Gamers Guide 76 Convention Calendar

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

DRAGON 3 What did you think of this issue? Do you have cities, so they can post them for you in their mutant able to transport itself from plane to a question about an article or have an idea for a own local hobby stores and whatnot (possibly plane might appear in a dungeon and confound new feature you’d like to see? In the United even giving them out to the people in their everyone it meets with its peculiar powers). States and Canada, write to: Letters, DRAGON® gaming groups). —“Unidentified Gaming Objects” had a brief Magazine, PO. Box 111, Lake Geneva WI 53147, note on page 30 about the possibility that in U.S.A. In Europe, write to: Letters, DRAGON certain campaigns the derros, a degenerate Magazine, TSR Ltd., 120 Church End, Cherry Dying breed? dwarven race in the AD&D game, might de- Hinton, Cambridge CB1 3LB, United Kingdom. velop magical or technological flying saucers, if Dear Dragon, not other horrible devices as well, which they I play only the AD&D® 2nd Edition game. I would use in an attempt to conquer their world. think of myself as a simple DM. I don’t use the This would make a particularly wild (and per- Old issues, big ® set. I don’t use psionics. I don’t haps frightening) campaign. use the Nordic or Charlemagne supplements. I —The race of araneas, from “The Voyage of bucks? don’t play in the ®, ™, or the Princess Ark,” could be adapted from the ® settings. D&D® game to the AD&D game and placed in Dear Dragon, I do follow the rules. I use all the options dungeons and ruins, Heroes might find these I currently have in my possession a collection printed in the Player’s Handbook and Dungeon spiderlike creatures to be especially horrible of DRAGON Magazines dating back to issue #95, Master’s Guide. I use the classic modules, such opponents, given their poisonous, spell-using, with the exception of three issues missing. I as the G-D-Q series[ the “giants, , and spider-summoning, and shape-changing abilities. have often seen back issues selling for more Queen of the Demonweb Pits” series, revised Araneas could give even drow a run for their than the cover price, and I was wondering if my and reprinted in 1986 as GDQl-7 Queen of the money. collection has any special value. Thank you. Spiders]. I play in the WORLD OF ® —“The Vikings’ Dragons” provides numerous John Buhrmann setting. And I run a damn good campaign, if I do all-new dragons that can be used outside of Winsted CT say so myself. I’ve been the DM of the same Norse campaigns. The monster known as group for three years. We started with 1st-level Corpse Tearer could appear as a unique under- We don’t have “official” figures on the value of characters in module U1 [The Sinister Secret of ground threat, ruling its own subterranean old issues of DRAGON Magazine or DUNGEON® Saltmarsh] and are now about to leave module grotto full of undead humans and monsters. Adventures, though the TSR Mail Order Hobby G3 and start Dl. Low-level heroes might meet only a few of Shop has prices available for the older issues it I received DRAGON issue #183 a while back. I Corpse Tearer’s undead assistants, not the beast sells. You might be able to use these figures in looked at the table of contents, then I looked itself. determining the relative worth of your own through the rest of the magazine. What I found —Maybe I’m just perverse, but wouldn’t it be collection, To get the current price list for back was that most of the magazine offered nothing I interesting to make up statistics for an AD&D issues of DRAGON Magazine, DUNGEON Adven- could use. Tell me: Am I among the last of a game mutant or magical character like Kylun, tures, and POLYHEDRON® Newszine, write to: dying breed? When I first started reading detailed in “The MARVEL®-Phile” on pages 80-82 Mail Order Hobby Shop, PO. Box 756, Lake DRAGON Magazine, it seemed to be tailored to of issue #183? He would make a fascinating Geneva WI 53147, U.S.A. folks like myself. Now I’m reduced to “Dragon- NPC, perhaps having crossed universes once If you want to sell your old issues, here are mirth.” more in some comic-book plot, or else being a some suggestions: Listen, I know the gaming industry is chang- native of the AD&D world just as Vincent was a 1. Advertise them at your local hobby shop by ing, but how about remembering those players native of the tunnels beneath New York City in giving the shopkeeper a list of the issues you who have been with you for years and helped the TV series “Beauty and the Beast.” have and their prices, then asking if he can post get the gaming industry where it is today? —“Forum” carried a number of letters from the list in a prominent place in the shop or have Victor Roy Gonzalez readers on creative campaign design and player/ it on hand if anyone asks. Los Angeles CA referee tips that can be used by almost anyone 2. Place a notice in a gaming magazine (we in any game campaign. don’t do this for DRAGON Magazine and The central theme of issue #183 was on com- —“Sage Advice,” of course, answers important DUNGEON Adventures, but RPGA™ Network bining magic and technology in role-playing questions about the AD&D® game, and every members can do it in POLYHEDRON Newszine). games, so we knew it wouldn’t appeal to every- campaign can use it. 3. Place a notice in a local shopper’s newspa- one. Nonetheless, there were a number of —“TSR Previews,” “The Game Wizards,” and per, preferably one serving a metropolitan area articles in that particular issue that we hoped advertisements in the magazine offer informa- with lots of people or having a college campus AD&D game players would enjoy and use: tion on new products that can enhance your or military base. —The editorial discussed using plot, place, and campaign. 4. Advertise on computer bulletin boards character ideas from modern fantasy fiction in We will certainly work harder to give AD&D devoted to gaming. your role-playing campaign. Any number of game players a large dose of the kinds of arti- 5. Put up a small notice (with permission) at a these ideas could be fitted into a “traditional” cles they want, and we hope this issue turns out local grocery store or library, if a bulletin board AD&D campaign with ease. (The “techniques of to be one of those highly useful ones. It is im- is available. terror” from the RAVENLOFT boxed set and the portant, however, to look past the labels that 6. Bring your issues, carefully bagged and “Game Wizards” column in issue #162 would articles have, such as which AD&D campaign marked, to a game convention featuring a work wonders in a subterranean campaign such world or even which role-playing game they are games auction. The ® games fair has the one in the old G-D-Q series.) meant for, and to dig out the elements that you an auction each year in which such items may —“Magic & Technology Meet At Last!” detailed can use in your own game campaign. Often, be sold. ways to mix the ® and AD&D only a minor amount of tinkering can produce a 7. Make up handouts describing your collec- games, which could take place on a limited basis whole new set of wonders and horrors for tion and give them to gaming friends in other in otherwise “normal” fantasy campaigns (e.g., a gaming use.

4 OCTOBER 1992

The Game Fair That Ate Milwaukee

We’d been having meetings here at TSR and immediately discovered that the bill- cityscape mural for its * about the 1992 GEN CON®/ORIGINS™ game ing was, if anything, understated. The game that was two stories high and twice fair for over a year before it happened, sight of the three-story TSR castle taking as long; the ’ booth but it had always been a sort of academic up most of a city block brought home the had full-size laser cannon models (non- thing, like having a round-table discussion fact that this convention was going to functional mock-ups, I assume), as well as on how squid reproduce¹ or whether the outdo them all. (This same megalithic a huge replica of an Ogre (the supertank sun will go nova in a billion years. The structure, dubbed “Fortress TSR,” later kind, not the giant kind). Most game fair became a reality for me on won five satirical Critic’s Choice Awards, booths also had extensive miniatures set- Tuesday, August 18th, when I took my son which I took to mean that the display was ups to showcase their games, with R. to ’s house for the Pre- greatly envied and admired.) Talsorian’s CYBERPUNK* system, Steve Convention Warm-Up Party and found her and I spent Wednesday Jackson Games’ OGRE* miniature rules, hosting what I first took to be the Coali- afternoon setting up the Periodicals sec- Milton Bradley’s BATTLEMASTERS* game, tion forces from Operation: Desert Storm, tion for DRAGON® Magazine, DUNGEON® and FASA’s SHADOWRUN and BATTLE- but which turned out to be only lots and Adventures, and AMAZING® Stories, plac- TECH* rules coming to mind. Many small- lots of convention-going gamers. ing my adopted son Bud on a stool in a press companies presented dozens of new My son John, of course, ran off to help niche of the castle to sell our magazine- and intriguing systems for gamers to try, the Minneapolis gamers set up tents in logo T-shirts. (For more on Bud, see such as a set of Aztec-style mecha -combat Margaret’s back yard while Margaret, DUNGEON issue #33, page 76.) All went rules, and almost everyone had new , and several hundred other well until our publisher found products to show off. confused people rehearsed for their the mallet for the huge brass gong in the As with every game fair for the last few ® play. Everyone, even the AL-QADIM™ demo area and began to bang years, every sort of item was for sale as Canadians, had already heard from Marga- away with glee every few seconds. The well, such as rainbow-colored T-shirts, ret that I allegedly threw a paper airplane mallet was soon accidentally lost or stolen, Celtic harp music on cassettes, chain-mail off the balcony at the downtown Milwau- and a sorrowful Jim could be seen wan- headpieces, real gems and jewelry, brass kee Hyatt several conventions ago, a dering from booth to booth asking, goblets, fluorescent paints, Cthulhu him- charge that to this day I completely deny. “Where’s my banger?” or words to that self in miniature, dice the size of your Worse, they convinced my seven-year-old effect, but no one had the slightest idea of foot, Star Trek and Dirty Pair stick-pins, son that I had done it, and he told every- where it went, particularly not myself, books on every battle from Hastings to the one he’d seen me do it, which was impos- Karen Boomgarden, or five other people Persian Gulf , and even baseball caps sible since he wasn’t there and he would whose names I won’t mention. After- with propellers. Computer and on-line have been only two or three at the time, wards, many of the exhibitors and TSR game booths captured the attention of and besides I didn’t do it anyway. The crew went to the Safe House, that famed many, especially the Origin computer- evening wound up with me lending my Milwaukee espionage bar and eatery, and game booth with its Wing Commander house to the Canadian armed forces for many events occurred there of a nature game, which I first mistook to be an actual the night, while I stayed in Milwaukee. that cannot be discussed in this magazine, movie. The art show had to be moved Wednesday morning, I dragged myself or at least so I’ve heard. I didn’t go this upstairs to make room for the castle and into MECCA to see what sort of amuse- year, preferring to go home and crash as dealers in the main hall. (I hear the art ments were brewing for what had been quickly as possible. show was outstanding, but I couldn’t get extensively billed as the greatest role- Thursday’s dawn found the staff and up to see it. Rats.) Jim Ward found the playing, board, computer, and miniatures exhibitors at their stations, and at 10 A.M. gong mallet again, then tragically lost it for gaming convention in the history of hu- the gamer hurricane began. You couldn’t a second time, a sad event that brought manity.² I walked into the exhibition hall see the floor through the feet. FASA had a tears of joy to many. Spider-Man joined us at the TSR castle, and Margaret Weis and even David O. Miller, an artist buddy from up my son, then be a vegetable and have Tracy Hickman were present in their own Louisville who played AD&D® games with some fun. And maybe I don’t have any booth with their Minneapolis and Canadi- me a decade ago, with his very charming M&Ms, but I did get a couple of Butterfin- an fans. When the day was over, the ex- fiancee—congratulations! ger bars for lunch, and they helped. My hibitors and TSR crew again went off to Saturday, we . . . actually, I don’t recall thanks to the Canadian military for not the Safe House, where many more events much from Saturday, as there were so wrecking my house, and to Gail for not occurred that cannot be discussed here many gamers rushing into the halls at leaving me after she saw what I really do without my having to consult an attorney opening time that some TSR staffers were for a living. See you next month.12 first. I helped with a SPELLJAMMER® nearly trampled. The surge of gamers seminar, then went home.3 built for hours throughout the day, hardly Friday was much like Thursday, except letting up. I was called to run a D&D® for starting with the excellent RPGA™ game demo in place of , who Network breakfast. I met gamers who had was sick, and our group discarded the flown over from Japan, Finland, Great rules and played “Destroy All Monsters” Britain, and Israel, and I even met a man for two hours.8 Many open demos at the from the FBI (led over by Margaret Weis) TSR castle included huge models and who asked me about the paper-airplane dioramas of things like a DARK SUN™ incident.4 My fiancee Gail, who is not a gladiatorial arena, a DRAGONLANCE fly- gamer and doesn’t read this magazine, ing castle with dragons, and a huge came over as well to get an idea of exactly SPELLJAMMER asteroid base with three Footnotes what I’ve been talking about all this time. large 25-mm ship models (all models and 1. I don’t want to know. She seemed to enjoy her exhibition-hall dioramas were one of a kind only, not for 2. Since the Roman Colosseum fell apart, tour despite the amazed looks on her face sale). I noticed a tall drow princess and anyway. after seeing a particularly outlandish Galadriel among the costumed convention- 3. Thursday was the only day during booth display or gamer’s costume. goers, as well as many fencers, barbarians, which I got some M&Ms; they disap- As for the rest of the day, our staff gave and scantily clad dancing girls. There was peared rapidly, and no one brought seminars, sold more magazines and T- markedly less male and female skin visible more. shirts, and once in a while got time off to at this convention than at the last two GEN 4. He really was from the FBI, but he was wander the hall. The “Cthulhu for Presi- CON game fairs, perhaps because of the a gamer, so he was okay. And I didn’t dent” campaign 5 was in full swing at the air conditioning. Bleary-eyed exhibitors, do it. booth, and David Brazil, who fresh from a night at the Safe House, 5. Slogan: “Why settle for the lesser of two wore the sandwich sign for the campaign, would mumble the words “Spy’s Demise” evils?” made absolutely sure that I wrote down and nod their heads knowingly. I wouldn’t 6. Smart money says it will be Thailand. his name for mention in this column. The know anything about that, because I went 7. It had nothing to do with the gong. Chain Maille Fashions booth awarded me home early and crashed with no M&Ms.9 Don’t ask. with a special gift that at first I hid in Sunday was the day that exhausted 8. I faked the stats for “Supertroll.” I hope embarrassment because I thought it was a exhibitionists—ah, I meant exbibitors— none of the survivors minded that. chain-mail loincloth or codpiece, but dragged themselves in for a final day of 9. I hereby apologize to Margaret Weis for which my art director Larry Smith has riotous fun, fresh from the Safe House. It trying to strangle her in the TSR castle just informed me is actually a bracelet (ha, had gotten noticeably cold in the hall, while she was telling Karen11 and Vince ha, I knew it all along, and no, I didn’t try thanks to the air conditioning, and in the about my alleged exploits in the Hyatt. I it on except as a bracelet). I also watched air hung the sounds of the gong (rung also thank Karen11 for not breaking my the Milton Bradley BATTLEMASTERS with great glee by Jim Ward—where were arm when she immobilized me. video so many times that I could visualize you, Karen B.?), bleats from Bruce Heard’s 10. It looks like a flat, triangular banjo. I it perfectly late at night when I didn’t ram’s horn, and the slow, steady boom, knew you would ask. want to think about anything game-related boom, boom of bone-rattling footsteps 11. This is not the same Karen as was at all. A long line of eager gamers wound from the GEnie booth's BATTLETECH mentioned earlier. This one has a black through TSR’s castle for book signings by simulator (are mecha pilots deaf?). A mino- belt in Okinawan karate. Bob (The Legacy) Salvatore and the Marga- taur in red robes gave me an orange 12. I forgot to mention Ray Norton, an old ret & Tracy show, among many others. stone, my son John came in with his mom Army buddy who gamed with me in The gong mallet stayed out of Jim Wards and stepdad to see the video games, and a West Germany a decade ago and has hands. Game designer passed Swedish gamer complained to me about now turned up as a hobby-shop owner out copies of the itinerary for his upcom- the appearance of a Swedish city as a in Janesville, Wis. I especially want to ing world tour, and we made bets on Soviet airbase in the RED STORM RISING™ thank the guys from Fayetteville, N.C., which country he’d be in when he ran out game (“The only Soviet jets that came to who brought much-appreciated greet- of money.6 Sweden were the ones that wanted to be ings from the wonderful Al and Feliet The TSR-sponsored game-industry party shot down,” he told me). Another gamer of the Hobbit Hobby Shop, right next to Friday night was a gala event capped off gave me a dozen photographs of some Ft. Bragg. Hi, Al and Feliet. You people by the arrival of Jim Ward wearing a stringed musical instrument as part of a are the greatest. tuxedo, a sight that caused religious hyste- correction he wished us to make in the ria among many TSR staff members. I met AD&D 2nd Edition Complete Bard’s Hand- ORIGINS is a trademark owned by the Games Manufac- an incredible number of people, some of book (“Now, this is what a balalaika really turers Association. It was good to see you folks whom I actually remembered from past looks like!“).10 By the end of the day, the RED STORM RISING is a trademark owned by and used conventions, and my fiancee had a great only TSR staff member who looked as under license from Jack Ryan Enterprises Ltd. and discussion with Jim Ward, who was hap- fresh as on the first day was Bud, still Larry Bond. ©1988 Jack Ryan Enterprises Ltd. and pily threatening me with disgrace, torture, sitting on his stool and smiling as only a Larry Bond. All Rights Reserved. banishment, and worse because of a mi- cloth mannequin can. He’s wearing my * indicates a product produced by a company other nor but amusing incident earlier in the convention T-shirt even now, slouching in than TSR, Inc. Most product names are trademarks 7 day. I saw Warren and Caroline and Mar- my office chair. owned by the companies publishing those products garet and Ahmed and Mike and Mike and It’s Monday now, the convention is over, The use of the name of any product without mention Mike and Lisa and Gregory and Ann and and my Geo Storm has been recalled. of its trademark status should not be construed as a challenge to such status David and Newt and Allen and Liz and Tonight, I’m going to pick up my car, pick

DRAGON 7

Your new castle may already have residents— with ideas of their own. by Michael Gabriel Artwork by Mark Poole Almost every castle in Gothic literature 50% chance that it is a vengeful haunt that has its ghost. When player characters slowly takes possession of the character in inherit or capture an existing castle or order to harm some enemy. build a new castle on the site of an old 9—One room of the castle contains a one, they might discover that a ghost skull hidden in the stonework. Another comes with the property. This spirit may room contains a headless skeleton, similar- be malevolent or benign, appearing only ly hidden. If the skull and its body are on certain occasions such as the anniversa- reunited, the skeleton returns to life as a ry of its or appearing every night. lich (it can do nothing in its current form). Fifty hauntings are presented here. Any The original owner of the castle (if not a AD&D® game DM™ who wishes to “haunt” PC) defeated the lich and had its remains a castle can use the ideas listed here to roll so buried to prevent it from returning; the up an interesting encounter or deliber- bones cannot be destroyed by any non- ately “flesh out” a spirit to provide an magical means. amusing or chilling long-term guest in a 10—A forgotten prisoner died in chains PC’s abode. Roll 1d10, then consult the in the castle dungeon. The sound of rat- chart below to determine the nature of tling chains can still be heard there. Exor- the haunting. cism lets this spirit rest in peace. 11—A bricked-up room contains an 1d10 Haunting emaciated vampire, too weak to do any- 1-4 Undead thing but scratch at the walls. Breaking 5-8 Curse into the room frees it. Any type of vam- 9-0 Phantom shift pire (including RAVENLOFT® setting vari- eties) could be used. The DM should roll 1d20 if a curse or 12—A small child is frequently seen undead haunting has been indicated, or playing in the halls of the castle. If the 1d10 if a phantom shift has come up, to child is spoken to, the apparition vanishes. determine which haunting is taking place This harmless spirit considers the castle according to the text that follows. “safe.” An exorcism removes it. If the DM wishes to determine randomly 13—A number of rusted suits of plate the frequency at which the haunting oc- mail stand in a display hall in the castle. At curs, roll ld6: 1 = Nightly appearances; 2, times, clanking noises and the sounds of 3, or 4 = Appearances every night of the cannot be seen or exorcised while any movement can be heard from this hall. full moon; 5 or 6 = Annual appearances. members of the lord’s family live. If all This is caused by a poltergeist that resides To determine how many hauntings a members of the family die, the ghostly in one of the suits of armor and periodi- castle should have, roll ld6: 1, 2, 3, or 4 = canine is never heard again. cally takes it for a walk. In a RAVENLOFT One haunting; 5 = Two hauntings; 6 = 4—An invisible drum sounds from the campaign, this is a Doomguard, left by a ld4+1 hauntings. battlements whenever the castle is about long-dead owner, going on a patrol. It does to be attacked. This is caused by the spirit not attack unless it is attacked first. Undead hauntings of a long-dead guard. 14—The ghost of a dead paladin stands 1—A coach appears in the castle’s court- 5—An ancestor’s ghost guards the build- before the castle’s treasure vault. It fights yard. If any character (PC or NPC) gets in ing it died in. Any undead that attempt to anyone not a member of his order who the coach, it heads off down the road at enter must first battle this protective approaches the vault. It has the statistics it breakneck speed. The driver and its two spirit. It has the statistics it had when had in life. If all the treasure is removed passengers (not including any characters) alive, and it can be hit only by magical by one of its order, it vanishes forever. slowly turn into skeletons as the coach (being magical, its weapons count 15—A powerful sorcerer was buried rumbles toward the cliff it plunged over as magical in combat as well). It does not near the castle after his hands were cut years before. The skeletons do not attack reappear if defeated in combat. off for his many magical crimes. One still- their living passengers, though the fall off 6—Footsteps are heard in the night, and living hand prowls the estate, looking for a the cliff may kill anyone who remains in doors creak and slam, but nothing is ever way to uncover and reanimate the rest of the coach. seen. This area is haunted by a weak the body. 2—This haunting appears to a random poltergeist that does not attack. It might 16—A headless horseman rides the road PC in a dream, taking him for a walk have some connection with an ancient outside the castle, seeking to take other through the castle that ends at a spot on crime, its actions revealing something people’s heads. Treat this haunting as a the wall or in the courtyard. If the charac- about the events that took place. ghost, except that it has 6 HD and does ter later digs at this spot, a vic- 7—The ghost of a dead sergeant walks 1d8+2 hp damage with its sword. Anyone tim’s body (50% chance of hidden the battlements. Any guards who carouse, slain by the horseman is found later with- treasure) is found. Giving the body proper sleep, or drink on duty are beaten in repri- out a head. This ghost always returns, and seeking out its murderer ends mand by this protective spirit. It has the even if defeated, unless someone can this haunting. Treasures may be kept if statistics it had in life and can be hit only locate and return its original head to it. vengeance is completed; otherwise, a new by magical weapons. 17—A poet is buried in the castle grave- haunting begins, focused on the “thief.” 8—The eyes of a portrait seem to follow yard. A ghostly figure leaves flowers here 3—A ghostly watchdog howls in the a character. The painting can speak to him from time to time. This is the harmless kennels whenever a member of the castle or her if it chooses. There is a 50% chance spirit of a long-dead admirer who does owner’s family faces death. It is still carry- that this is a harmless spirit that may have nothing more dangerous than steal ing out its guard duties as it did in life. It useful information for a character, and a flowers from the castle flower beds.

DRAGON 11 18—Each time the family vault is 4—A noose hangs in an empty cell in the its current occupants and a 50% chance opened, it is found that the stone coffins castle dungeon. Any evil character who that it is hostile. It is controlled by a spirit within have been moved and rearranged. remains in the cell for more than one day whose body was buried under one of the There is a 50% chance that this is caused must save vs. death magic every day there- castle gates as a guardian. Removing this by a harmless poltergeist, and a 50% after or die from the oppressive atmos- body to consecrated ground ends this chance that a nest of ghouls is using this phere of death present. This is a very haunting. vault as a gathering place. powerful curse and requires exorcism to 13—A huge hell hound appears outside 19—Evil PCs are awakened by chained end it, followed by burning the rope with the castle walls from time to time, seeking spirits who take them on an astral journey magical fire. to devour members of the castle owner’s to their own futures, to show them what 5—The castle chapel contains the power- family as punishment for some long- fate awaits them if they do not change ful spirit of a past priest. Anyone who hidden crime. The hound ceases to return their ways. attempts to defile the chapel is touched by only if the crime is made known and jus- 20—The castle library contains relics the flaming hand of this haunting. If a save tice is done. brought from an Egyptian-like area by a vs. spells is not made, the victim’s flesh 14—A beautiful black horse approaches now-deceased collector, including a mum- catches fire from this touch and slowly the castle gates. If it is approached, it my and a scroll with hieroglyphs. Legend burns, until the victim is reduced to ashes. turns into a nightmare. The horse appears has it that this has been seen to Damage is 1 hp the first hour, 2 hp the because the castle was built on an ancient walk the castle hallways. Reading the second hour, 3 hp the third hour, etc., evil unholy spot. Exorcism may (50% scroll aloud in front of the mummy may until the victim dies or receives a remove chancel stop its appearances. (10% chance per level of the reader) actu- curse spell. This haunting can be exorcised 15—If anyone is murdered in the castle, ally activate the mummy. The reader then or allowed to remain as a guardian. In a the victim’s ghost follows the killer has the same 10% chance per level to RAVENLOFT campaign, the guardian is a around, though no one but the killer can control the mummy. An uncontrolled greater mummy with this same special see the haunting. Bringing the killer to mummy attacks all living beings. In a attack. justice allows this spirit to depart. It has RAVENLOFT campaign, treat this haunting 6—The former owner’s favorite room has no powers or abilities. as a greater mummy. the owner’s shadow on the wall. Anyone 16—The castle has no mirrors, because who dies in the castle has his or her shadow every time a person in the castle looks in a Curses appear there as well. The shadows do noth- mirror, the face of a hag is reflected in 1—A former castle occupant who was ing unless attempts are made to remove place of his own. This is the result of a an inveterate gambler made one last bet them, at which time they attack as real curse by a still-living haglike monster (e.g., on his deathbed. He lost, and a minor shadows. They can be exorcised. an annis) who was once insulted by one of death still appears from time to time to see 7—The stuffed animal heads in the the people in the castle. It is necessary to if there are any new wagerers. It appears trophy room occasionally return to life, find the hag in order to compel her to lift in a character’s room and challenges him inflicting bite damage on anyone they can this curse. or her to a game of cards or chess (50% reach. Moving the trophies to another 17—A statue in the castle weeps or chance of each). If the character refuses to room ends this haunting. bleeds from its wounds. If the tears or play, it vanishes. If the character plays and 8—A passage links the castle to a ruined blood are collected, they act as holy water. wins, the minor death vanishes and the evil underground temple. Anyone who 18—Blood or slime drips down the castle character’s natural lifespan is increased by spends more than a few hours down there wall for no discernible reason. This blood l-5 years, or he or she gets one special must save vs. spells or gradually become or slime, if collected, acts as unholy water. chance to avoid death at some point in the evil over the next 2-5 weeks. Nothing can 19—One of the trees on the estate is future. If the character plays and loses, remove the evil of this accursed place, and planted on the grave of a murdered man. the minor death attacks to kill. It has the sealing it off is advised. Atonement re- At times the tree takes on the form of a same statistics as a death from a deck of moves the effect it had on any characters. hangman’s tree. If it is cut down and many things: AC -4, 33 HP, strikes with 9—The castle was built on the site of an burned, it does not regrow. scythe for 2-16 hp damage, never misses, ancient graveyard, causing the entire 20—The spirit of a woman who froze to always strikes first, uses speciali- castle to become attuned to the spirit death outside the castle attempts to entice zation only if the character does. No one world. Any spell used in the castle that characters outside in winter to share her else will be able to see or attack the death. involves speaking with or animating dead fate. Those who follow her out have a 5% In a RAVENLOFT game, treat this spirit as has double effectiveness. Efforts to turn chance per round of becoming lost in the a grim reaper. undead have only half normal snow. This is the result of a curse placed 2—A group of murder victims are bur- effectiveness—half normal chances to on the castle by an aggrieved relative who ied in the castle cellar, put there by some succeed, plus half normal number of un- was a wizard. It is necessary to track past villainous occupant. Any living being dead turned. down this wizard in order to break this who goes down there is pelted with flag- 10—Any dead buried in the castle grave- spell. stones (ld6 hp damage) hurled by 3-30 yard return as ghouls. This effect is skeletons who rise through the floor to caused by a strange meteorite buried in Phantom shifts attack. If the victim flees, the room again the graveyard. If this is found and re- l—Upon entering a room, a character resumes its normal appearance. The skele- moved, the effect ceases, and the meteor- finds himself in the castle’s past during tons reappear if destroyed, but reburying ite can be forged into 1-3 evil magical some chilling event, such as a murder or a them in consecrated ground ends this swords of +3 power. battle. When the character leaves the curse. 11—The castle stands on an ancient room, it returns to normal, but any items 3—Three skeletons stand around an elven holy spot. Elves who discover this the character may have picked up and any empty grave in the castle graveyard, wait- may wish to protect the site (50% chancel damage he received remains. This is a ing for the return of the one who mur- or level the castle to return the place to its powerful form of a poltergeist’s phantom dered them. The grave is for the prehuman appearance (50% chancel. shift. murderer. They are not interested in Efforts to turn undead here have double 2—A character finds he can step into a attacking anyone else. Destroying the normal effectiveness. large wall tapestry’s scene. This may func- skeletons cannot end this haunting; they 12—The castle itself is alive by some tion as a teleport spell 50% of the time or will just return. Their murderer must be magical means and can operate all the a plane shift 50% of the time. If the found, executed, and buried in this grave gates, doors, and artillery unassisted. RAVENLOFT setting is available, the tapes- to end this haunting. There is a 50% chance that it is friendly to try features a frightening landscape scene

12 OCTOBER 1992 that leads to the Domains of Dread. 6—A door has been painted on one of with some other-planar books if the DM 3—The castle has a gallery of waxwork the walls. On a 10% chance per day, a wishes. If a character removes one partic- statues of famous people of the past, in- phantom shift causes it to open to a ran- ular book from the library, the polter- cluding famous criminals. When the phan- dom dimension; something will come geist’s phantom shift takes place, causing tom shift begins, these statues are through. If the RAVENLOFT set is availa- the character to vanish and become a replaced by the living people they repre- ble, this door opens to another door there. character in the pages of that book. The sent (50% chancel or cause the viewer to 7—A dead werewolf is buried in the vanished character can return to our appear with them in their time (50% castle graveyard. Every morning, fresh world only by completing the challenges in chance). This effect wears off after one claw marks appear on the headstone. If the book. If he cannot do this or is killed night. the grave is left alone, nothing more hap- in the attempt, he remains permanently in 4—An old, covered well in the castle pens. If the grave is opened, the gravedig- the book. The castle has a reputation for cellar is sealed with a large stone cap. The gers trigger a phantom shift that takes having its guests disappear after a night of bodies of several murder victims were them back to the time when the werewolf reading in the library. A close examination hidden here in the years when this place terrorized the area. They must find and results in many of the missing being found was used as the headquarters of a cult of a slay the werewolf, then bury it in this as storybook characters. god of death. A phantom shift occasionally grave to return to their own time. takes place here that allows spirits to 8—A hidden desk drawer contains a long- If the DM discovers that the players like escape from the underworld into our lost letter from a dead castle occupant. If their castles haunted, he or she can keep world. The seal was put here to prevent another letter is placed in the drawer, it is these unnatural inhabitants around and their escape. If the seal is broken, one delivered to the dead person in his or her use them to add color to the campaign. In spirit may escape each day. Treat the es- own time. Limited communication between this case, any defeated monster vanishes caping spirit as a shadow. the centuries is thus possible. when “killed” but reappears, ready for 5—One tower room that belonged to a 9—A room in the castle was home to a action, when the next haunting time rolls long-dead wizard has a strange stained long-dead sorcerer who was fascinated by around. If the players dislike these uninvit- glass window. Staring at it triggers a phan- dinosaurs; strange roars sometimes come ed guests, the PCs can simply arrange to tom shift that causes a portal to open to a from this chamber. The wizards spirit still have the place exorcised after the mon- random dimension. There is a 50% chance haunts this room in poltergeist form, sters have been defeated. The details that something will step through. Undead causing phantom shifts that animate the required for a successful exorcism vary guardians, perhaps the wizard himself, are dinosaur skeletons in the room (50% and are left to the DM’s imagination. A likely to be present, along with traps. If chancel or cause a large mirror in the successful exorcism should provide perma- the RAVENLOFT boxed set is being used, room to act as a portal to a land or age of nent “spiritual fumigation” until the DM treat this as a one-way portal leading to dinosaurs (50% chance). rules otherwise. the demiplane. 10—The castle has an extensive library,

DRAGON 13 Modern-horror adventure hooks for

©1992 by Gregory W. Detwiler Mission:

might rate air cover, getting the U.S. Air spacecraft as well as aircraft, so the astro- Force involved. If the crew is too small or naut is as prominent a class in this adven- untrained to handle weapons well, it ture as the commercial pilot. Air Force might be backed up by shipboard marines, personnel could also be aboard a space- soldiers, or police of some sort, depending craft, as might other government agents. on the value of the vessel or its cargo. If Professors, mystics, and paraphysicists the ship’s captain or owner has suspicions could be present to make tests and con- of paranormal phenomena being involved duct experiments, with psychic test sub- in the disappearances, he might actively jects and cyborg escapees (including some seek out or advertise for mystics, paraphy- who haven’t escaped yet) being some of sicists, professors, or even clergy. Psychic the subjects. Even environmentalists could test subjects, cyborg escapees, martial be conducting some experiments of their artists, and bodyguards are other classes own, and with all that high-tech equip- that might be pressed into temporary ment, mechanics and computer operators service just by being in the wrong place at will be a must. DW's DARK CONSPIRACY* system is a the right time. Some UFOs may make spaceship- gameG of high-tech horror set in the near Some classes other than the merchant snatching a habit. If a pattern can be dis- future. Players have a wide variety of marine will have natural reasons to be cerned, NASA may try the Q-ship gambit, character classes to choose from, each of onboard. Any sizeable ship would have, either by sending up an explosives-laden which may become involved in an adven- mechanics, while large craft would have drone or by replacing the cargo and part ture or campaign in a different way. This their own medical doctors and even clergy of the crew with a team of heavily armed article suggests some adventures in which (ships’ chaplains). A manager might be commandoes. When the alien boarding the game’s various classes are most likely along on a commercial trip to keep an eye party opens the doors, the troops return to get involved, making it easier for game on the merchandise, a journalist might be the shipnapping favor. Mercenaries and masters to get the action underway. assigned to a vessel to cover the story of Army and Marine troops are best for this disappearing ships, and drifters, the home- type of operation, though explosives and Anti-piracy less, and rebellious proles might sign on as weapons heavier than small arms may be This category involves activity by both extra hands. Given the nature of maritime ruled out because of the threat of every- humans and Dark Minions (the evil aliens conditions, a captain might have a hard one being killed by a hole blown in the of the game), and it consists of attacks on time conning enough regular sailors into hull. Martial artists and similar fighters shipping and aircraft. The motives include going along. Bounty hunter and criminal might be used, both to avoid a messy, simple criminal activities such as robbery types might then be hired in a revival of decompressive death and to take prisoners and extortion, as well as terrorist acts and the good old press gang, scouring the for questioning. Dark Minion searches for food or slaves. streets for whatever human material is The merchant marine class listing states available. A private or government investi- Corporate espionage that piracy and simple disappearances of gator could even sign on as a sailor for This is another perennial favorite among merchant vessels are on the rise in the cover while trailing a lead. campaign themes. The DARK CONSPIRACY DARK CONSPIRACY game world. It also Some rich corps might even maintain a world features giant megacorporations mentions that sailors on many ships con- few cruise ships. If this is the case, any whose personnel (at least the high-ranking duct target practice daily, and some crews character class might be on board as a ones) are among the handful of people on are even mounting big guns on their ves- passenger. This is a good niche for enter- Earth who live lives of luxury in the time- sels. Unless the sailors involved are ex- tainers and members of the nomenklatura, honored tradition of R. Talsorian’s CYBER- Navy men, they are not likely to know and politicians and gamblers will be PUNK* and FASA’s SHADOWRUN* games. how best to use big guns, so riding shot- among the other frequent passengers. Indeed, the DARK CONSPIRACY game is a gun on a merchant ship thus armed is Some classes could even prove to be unex- variant on the themes of those two games, good employment for mercenaries who pectedly useful. If the GM decides that with the emphasis on supernatural horror served in the Navy. For that matter, some some disappearances are due to Dark rather than hardware. The huge corps are shipments of goods could be so vital (or Minions based on the mythical sirens, a enemies of the common people and the the corp (corporation) owning the ship good entertainer could save the day by government, both of whom have people could have such political pull) that the keeping the passengers from jumping working openly or clandestinely against vessel in question gains itself a naval es- overboard or keeping the crew from steer- them. The corps are also at odds with each cort. This convoy-duty type of adventure ing the ship onto the rocks. Conversely, a other. Finally, some of the corps have been is likely to be the most common one for a bad entertainer might have everyone infiltrated by the Dark Minions, or at least party composed of Navy personnel. wearing earplugs as a matter of course. have members influenced by the latter. Other classes could be involved, too. If Skyjacking is another variant on the Espionage takes several forms. Govern- the ship is in an area where UFOs are piracy theme. With the existence of UFOs ment agents, federal and local law- reported (such as the Bermuda Triangle), it in the game, thefts of this type include enforcement officials, journalists, and

14 OCTOBER 1992 private investigators all snoop into corpo- tion to reveal things such as where hidden Demongrounds. Many farmers and small- rate business as a matter of course. A areas and heavily constructed storerooms town residents either cannot afford to computer programmer can go the hacker are located. Theoretically, commercial and move to the city or refuse to (a wise move, route to dig up dirt from the company’s military pilots and astronauts also could considering the state of those urban areas own electronic files. Mystics, paraphysi- pick up much information on “fly-overs,” that are now playgrounds for the cists, psychic test subjects, and some pro- assuming they had legitimate reasons to be wealthy). Beset on all sides by greedy fessors and cyborg escapees may try more passing over the building site in the first corporations, criminals, and Dark Minions, exotic means of investigation. place. country folk need all the help they can get. Politicians and nomenklatura might not There is also the reverse side of the coin: The farmer and local law-enforcement do the actual spying, but they might be counter-espionage and security. The same classes are the ones most likely to be used bankrolling those who are. Street people people who spy would be good at sniffing in a campaign concentrating on a rural such as drifters, proles, and the homeless out spies as well, while computer pro- community’s efforts to survive on its own. may keep a watch to see who goes in and grammers could devise special electronic Clergy, mechanics, and medical workers out the gates, and gangers could do the security systems for the firm’s electronic are other good local characters to use. An same. Finally, people whose jobs require files. For physical security, bodyguards entire campaign could be constructed them to visit a company or work there all and mercenaries are quite useful, as are around the residents’ day-to-day survival the time, such as truckers, medical doc- policemen and military personnel for mid- efforts (such as the farmers trying to keep tors, paramedics, attorneys, mechanics, to high-security projects. On the other their machinery going) while fighting off managers, factory workers, and security hand, a secret headquarters may be in the wild animals, Dark Minions, criminals, and guards (bodyguards, mercenaries, or most run-down part of town, guarded corporate takeovers, not to mention the soldiers at a military base), may be planted only by the local gangers, homeless, and occasional storm, drought, or cloud of to obtain inside information. proles. The theory here is that a place that radioactive fallout for variety. A psychiatrist could subtly pump a corp is unimpressive from the outside will not Other character classes may have good employee for information during the need a big security force because it is less reasons for visiting the small towns, aside course of therapy; if that doesn’t work, likely to attract attention, as opposed to a from checking on friends or relatives. A various tell-all drugs could be used during place surrounded by tanks and artillery journalist could be doing a series on how the course of the patient’s treatment. pieces, which would practically scream America’s small towns are faring in these Other employees could let something slip “Secret base!” to the world. Finally, some hard new times. A trucker could be deliver- while talking to some idol (an athlete, research labs could be in space, manned ing supplies, as could a commercial pilot or entertainer, politician, or clergyman). and protected only by astronauts, scien- merchant marine in some circumstances. Some public employees, such as mail carri- tists (professors, paraphysicists, etc.), and Drifters, the homeless, and construction ers and garbage men, visit a company’s possibly Air Force personnel. workers often roam about, looking for headquarters on a regular basis, becoming work. Environmentalists could be checking such a familiar sight that they might get Protect the pioneers conditions, while a bounty hunter, private away with certain liberties that would get This “Old West” scenario works surpris- or government investigator, or a state or a perfect stranger tossed in the slammer. ingly well in the world of the near future. federal law-enforcement type could show For real inside information, consider the One look at the map of the U.S.A. on page up on the trail of criminals. A manager opportunities when a new corporate head- 66 of the DARK CONSPIRACY rulebook could be sent in to see if the local town has quarters is built. The civil engineer might shows that a sizeable part of the country the work force and facilities for setting up be persuaded to show off the plans of the is now out-law country, where the only a plant or warehouse. new building. If not, the plans can be law is the occasional state police patrol on Even athletes and entertainers might briefly stolen from him or copied. Con- the interstate. Things get worse when the tour the countryside in the DARK CON- struction workers are also in a good posi- area in question is close to the so-called SPIRACY game’s version of “Farm Aid,” and politicians could do the same to show the rural folks that they are not forgotten. Celebrities need security such as body- guards, mercenaries, martial artists, and gangers—even military or police person- nel, in the case of VIPs or particularly lawless areas (like the neighbors of a De- monground area). Last, but not least, criminals and cyborg escapees could show up on the run, looking for refuge that they might not find. If a small town or rural community is being besieged by wild animals, criminals, corporate thugs, or Dark Minions, its people will need substantial help to sur- vive. At the very least, this means arms shipments and other supplies, thus provid- ing employment for truckers, commercial pilots, merchant marines, and the security types who guard the supplies. With ship- ments of arms or machinery, a business manager might even be required to come along with his wares, to teach the locals how to handle the stuff. In many cases, outsiders will be neces- sary as fighters in the front lines if the locals are not to be annihilated. Merce- naries and bodyguards are naturals here, though other fighter types such as gangers

16 OCTOBER 1992 and martial artists can be used. Environ- ture, as suggested in the first section), the ions wherever they appear, the bulk of the mentalists of the DARK CONSPIRACY adventuring would consist of traveling all party will be composed of fighter types, world are already in the habit of fighting over the country and perhaps the world, whether military personnel or civilian to prevent further ravaging of the land, delivering supplies while fighting off crimi- classes such as mercenaries, bodyguards, and the various investigator classes will be nals and Dark Minions, dealing with suspi- gangers, and martial artists. A few intellec- pressed into service in an emergency. In cious local law officers, and adapting to tual types such as private investigators, areas near Demonground, paraphysicists, local customs before lynch mobs show up. professors, paraphysicists, and mystics professors, psychic test subjects, and This would be the equivalent of the will also be along to provide the brains mystics will be drawn to investigate; their science-fiction campaign where the PCs that direct the brawn, and the more mysti- talents will be useful against supernatural pilot a spaceship as a freighter, or a cam- cal types can also fight foes that cannot be foes. paign based on West End Games’ * defeated by gunfire alone. In extreme cases, to be used mainly by game centered on the realm runner and Some classes will be more involved on combat-happy players and GMs, a newly profiteer character templates. the fringes of this type of adventure than discovered resource could make the gov- A variant on this is to form a marauding others. Politicians and nomenklatura are ernment decide the local grounds are band of PC raiders (criminals and gangers) good candidates for masterminds who valuable enough to fight over; a preemp- and rampage around, but the lack of a finance the team’s efforts and give them tive strike may even be made against the secure source of supplies and equipment, their marching orders. Journalists and local Demonground. In either case, large- particularly guns and ammunition, does private investigators may do no more than scale employment of police or military not make this a good option for a long- uncover traces of the presence of Dark forces will be used. Anyone who saw the term campaign. Minions and point the team in their direc- movie Aliens will know the potential for tion. It is even conceivable that high- conflict inherent in such a scenario. Quick-reaction force profile figures like athletes, entertainers, If you really like government and mili- This is another DARK CONSPIRACY politicians, and members of the clergy tary involvement in such cases, try an game favorite, with the PCs working to- may receive pleas for help from desperate adventure where the beleaguered commu- gether as a team that runs down leads admirers because the latter have no one nity is a NASA or military base on the concerning the activity of the Dark Min- else to turn to. moon, or a space station. This is even ions, and takes action against them when Fans of other horror RPGs will be most more like Aliens than the above examples, they appear. familiar with this type of adventure, as it and it provides plenty of opportunities for Most PC teams are composed of civilian is a standard set-up for Chaosium’s CALL shooting it out with ray-gun-wielding ETs free-lancers, who can be of any class, but OF CTHULHU* (CoC) game. DARK CON- (extraterrestrials). Some Dark Minions official forces composed of police, govern- SPIRACY game PCs with psychic powers could appear as lone, powerful extrater- ment agents, or military personnel could don’t have nearly the same abilities that restrial monsters, such as the Monster easily be created. In fact, if the real world CoC spell-casters have, but the Dark Min- from the Id in the movie Forbidden Planet. started turning into its DARK CONSPIR- ions aren’t nearly as powerful as Cthulhu (Well, if you can use tabloids to provide ACY game counterpart, you can bet that and his cohorts. In fact, DARK CONSPIR- ideas for adventures in this game, why not government-sponsored teams would be ACY game players will have an easier time SF and horror movies?) created. SWAT teams, groups of FBI of it, as they have more high-tech weapon- For a novel spin, you could have a cam- agents, and military commandos on the ry, and the bulk of the monsters in the paign that combines this category with the order of the Green Berets, SEALS, SAS, game are perfectly vulnerable to ordinary first one. In it, the PCs would be members and Spetsnaz would all be turned on the or modified weapons (such as ultraviolet of a truck convoy or the crew of a mer- problem, probably long before things got lasers). chant ship or cargo plane, or are the mili- as bad as they are in this game world. tary or security types guarding them. In Since the primary purpose of the quick- Explore the ruins this campaign (as opposed to a lone adven- reaction team is to destroy the Dark Min- This adventure sounds more suited to TSR’s D&,D® and AD&D® games than the DARK CONSPIRACY game, but in fact it is quite appropriate. The rulebook makes it clear that there are many ancient sites on earth where the Dark Minions can come out into the normal world. Caves, moun- tain peaks, and the sites of old Native American villages are all good places to investigate. In fact, the PCs could go to these places even without knowing the Dark Minions are there. A professor could lead an expedition there to do mundane research, with a heavily armed party along due to the unsettled nature of the times. This is the best type of adventure for introducing new Dark Minions based on the creatures of myth and legend. In the DARK CONSPIRACY world, of course, not all ruins are ancient. Many small towns have been abandoned, as the inhabitants have been kicked out by cor- porations, have abandoned the hard life and moved to the city, or were wiped out by the Dark Minions. Most of the ruins the PCs investigate will be what the rulebook refers to as the Demonground. The desig- nated spots on the map on page 66 of the Continued on page 86

18 OCTOBER 1992 DRAGON 19 by Spike Y. Jones Artwork by Scott Rosema Unique undead additions to your AD&D ® game campaign

Detailed here are three unusual undead creatures to keep your player characters on their toes. Parties had better be careful when dealing with these creatures, or the Cariad ysbryd PCs may need to take to their heels. within hearing (50’ radius) not currently engaged in combat to make a saving throw CLIMATE/TERRAIN: Temperate wilderness vs. spells or become “becalmed” with FREQUENCY: Very rare feelings of peace and contentment that ORGANIZATION: Solitary A cariad ysbryd, or “ghost lover,” is the causes them to end all hostilities for 1-12 ACTIVITY CYCLE: Any spirit of a decidedly good female (usually rounds. When the targets recover, they DIET: Nil sylvan) who has chosen to remain have to continue making saving throws INTELLIGENCE: Exceptional (15-16) among the living after death so that she every round if they remain within the TREASURE TYPE: O,R may continue to perform good deeds. area of the song’s effect. ALIGNMENT: Neutral good While technically undead, a cariad ysbryd People affected by the cariad ysbryd’s NO. APPEARING: 1 loves all living things and harms only those song will not be able to attack even if ARMOR CLASS: 0 who do not share her love of life. Accord- attacked. They can perform actions or MOVE: 18 ingly, the only things she is capable of employ magical items and spells in self- HIT DICE: 5 truly hating are other undead. defense, but they cannot initiate violence THAC0: 15 A cariad ysbryd appears in just while becalmed. NO. OF ATTACKS: 1 as she did in life, only more beautiful. If a cariad ysbryd is forced into combat, DAMAGE/ATTACK: 1-4 Dressed in her finest clothes, she glows she has two weapons. Her preferred SPECIAL ATTACKS: Singing faintly and bears a serene expression even weapon is her touch, which causes 1-4 hp SPECIAL DEFENSES: See below when in combat. One can hear a cariad damage to a hostile living creature (a defi- MAGIC RESISTANCE: 50% ysbryd before one sees her, for she con- nition not limited to those attacking the SIZE: M (5’-6’ tall) stantly sings a beautiful, wordless song. cariad ysbryd) or to undead of any disposi- MORALE: Fanatic (17-18) Combat: A cariad ysbryd would rather tion. XP VALUE: 1,400 (for neutral or evil char- prevent combat than win it, a philosophy Her second weapon is a variation on her acters only; good characters lose the same her song enforces on her surroundings. continuous song. Usable once per day, this experience for slaying a cariad ysbryd) The sound causes all intelligent creatures special tune causes all evil creatures in a

20 OCTOBER 1992 30’ radius to suffer 3d6 hp damage from she will not refuse. Thus, one will find lent to an extra level of ability) when using the frightening beauty of the song if they small bags of coins, statuary, and other his voice for special effect such as inspir- fail saving throws vs. death magic. The valuables scattered around her demesne ing his friends or countering the effects of tonal changes of the song releases anyone without rhyme or reason. a harpy’s song. currently becalmed by her normal song, Ecology: Because a cariad ysbryd’s song but after this use of her voice to attack, keeps her vicinity free of the anger and her song returns to its normal form, and evil of intelligent creatures, her lair has those within range must once again make the appearance of an untouched wilder- saving throws against its calming power. ness, even if there are humans or other Unfortunately, the cariad ysbryd is higher creatures dwelling in her area. loathe to use the harmful version of her While the natural cycle of life and death song because it is linked to another of her (including the violent but necessary acts of abilities. Once per day, she can change the predators) still takes place there, it cannot tone of her song so that, in addition to its be intruded on by the darker emotions of calming properties, it combines the effects intelligent creatures. of remove fear, neutralize poison and heal , demihumans, and men who spells on all within 30’. This power to heal chose to live in cariad ysbryd-maintained or harm with her song is intimately con- areas could prosper as well. The ease of nected; if she has used the power to harm living in her presence for a week or more that day, it cannot heal, and if she has serves as a restorative to a man’s spirit. used it to heal, it cannot harm. Under Under constant, willing exposure to a most circumstances, she will try to save cariad ysbryd’s song, intelligent creatures her voice for its healing properties instead heal from fatigue, wounds, and illnesses at of squandering it on violence. twice their normal rate. The worst enemy of a cariad ysbryd is In addition certain artists gain particu- her evil counterpart, the groaning spirit or lar benefits from associating with a cariad banshee that is the spirit of an evil female ysbyrd, as her singing serves as inspiration elf. If one encounters the other, she will to singers, poets and bards. Spending 1-6 abandon all other activities in order to months in the company of a cariad ysbyrd devote every effort towards destroying gives a bard a permanent bonus (equiva- her opposite. When a cariad ysbryd fights a banshee, her normal song changes to a horrific shriek (entirely out of sorts with her still-serene visage), and she uses her killing song without hesitation, doing double damage to the banshee if it fails the saving throw. A cariad ysbryd can be hit only by +1 or better weapons (or by monsters of 4+1 or more hit dice), and is immune to the effects of charm, sleep, hold, and cold/ electricity-based spells. Unholy water splashed on them causes 1-4 hp damage, and they can be killed by a dispel good spell. A cariad ysbryd can be turned (but not commanded) by an evil cleric as if she were a spectre, but good clerics cannot affect one at all. Although a cariad ysbryd isn’t evil, other spells that specifically target undead, such as invisibility to un- dead, have full effect. Habitat/Society: As an undead crea- ture, the cariad ysbryd has no society. A cariad ysbryd has no grandiose plan to make the world a better place; she is con- tent to improve the conditions of the area she calls home, an area five miles in diam- eter around the spot where she died. A cariad ysbryd can sense living crea- tures anywhere in the area she protects, and if strangers enter the area she knows of it immediately. Mere entrance to the area is not enough to force a reaction from her, but if new entrants harm any living thing within that area (including each other), or if one of them is already afflicted or wounded in some way, she makes her way to them while singing her song to halt those who may react in fear and anger, and to heal wounded people. A cariad ysbryd doesn’t prize treasure, but some creatures make gifts for her that

DRAGON 21 As the is far from being the most powerful of undead, it uses in- timidation to augment its combat abilities. When confronted by potential tomb- robbers, the memento mori appears in front of the body it guards and warns the robbers away from their goal. If they do not immediately flee when confronted by the memento mori, it causes a strong static-electric charge to play over all stand- ing within 20’ of either the body or the memento mori. This charge is non- damaging, but makes the victims’ hair stand on end and causes an unpleasant tingling to play across their skin. The memento mori, now surrounded by a blue nimbus of crackling electricity, then warns the intruders that worse effects are in store if they should persist. If the thieves continue to advance, or if they attack either the memento mori or the body it protects (damaging the body won’t harm its guardian, but will anger it), it attacks, being careful to avoid harming its body or treasure. At the time of its creation, a memento mori is invested with a limited amount of energy that can be expended by touching a target with its hand. The effect is like that of the shocking grasp spell. For each attack, it decides how many dice of dam- age it will do; and upon a successful hit that amount of damage is done to the victim and is subtracted from the memen- to mori’s total energy forever. This energy total may be considerable. An average memento mori will have from 1-100 hit dice of energy remaining to it. Some few will have more than that, others will have used all they were provided with. As their energy level drops over time due to encounters, a memento mori tries Memento mori brance of a dead person, and as an ever- to conserve energy wherever possible, vigilant guardian over its body. giving opponents ample opportunity to CLIMATE/TERRAIN: Any A memento mori takes the form of a flee and never attacking retreating rob- FREQUENCY: Uncommon or very rare translucent image of the deceased as it bers. Thus, while a particular memento ORGANIZATION: Solitary appeared when the spell that created it mori might have a store of 50 hit dice of ACTIVITY CYCLE: Any was cast. In extreme circumstances, this electrical energy, it would not expend this DIET: Nil could mean that the memento mori has in one or two high-damage attacks. In- INTELLIGENCE: Average (9) the horrible appearance of a mangled and stead, it would make a preliminary attack TREASURE TYPE: See below partially rotted corpse, but usually the using only one or two dice of electricity, ALIGNMENT: Neutral creating spell is cast only after the body and after scoring a hit, would pull back NO. APPEARING: 1 has been properly readied for internment, and warn its opponents to leave or suffer ARMOR CLASS: 3 and so the memento mori will present the worse. If this fails to dissuade the tomb- MOVE: 18 appearance of a person as fine and lifelike robbers, it will escalate the attacks while HIT DICE: 4 as the skill of the arranger could continually entreating its victims to with- THAC0: 17 ensure. draw. NO. OF ATTACKS: 1 Combat: A memento mori has no mate- As the memento mori has no purpose DAMAGE/ATTACK: See below rial body and can be hit by only magical but to protect its body and treasures, it SPECIAL ATTACKS: Nil weapons, with these doing damage equal will not refrain from using every hit die SPECIAL DEFENSES: See below only to their applicable pluses on hits (e.g., left to it to prevent even a single attack if MAGIC RESISTANCE: Nil a long sword +1, +2 against undead that is necessary. A memento mori with no SIZE: M would do two points of damage to a me- remaining energy will still behave like one MORALE: Fearless (20) mento mori on a successful hit). Most with damaging power, threatening poten- XP VALUE: 10 per hit die of attacking spells do not affect them, except for those tial robbers with its static charge and energy when encountered specifically targeting undead (such as letting the charred remains of any pre- invisibility to undead), those that affect the vious robbers speak for themselves. While most undead are evil parodies of dead (such as raise dead, which kills the A memento mori does not differentiate life, one type of undead has an entirely memento mori if successful), and those between its body and its treasures, so different origin and purpose. A memento that affect magical creatures (such as deals threatening to endanger one in favor mori is created by a priest’s spell (see dispel magic, which causes damage equal of preserving the other will not be accept- below) to serve as an everlasting remem- to the caster’s level). ed. If some part of the treasure is stolen,

22 OCTOBER 1992 the memento mori will stay to protect the ther divorced from the greater ecology of Tymher-haid greater portion remaining. the world than most evil undead. If the majority of what it guards is de- CLIMATE/TERRAIN: Any inhabited stroyed, either by action of intelligent Create memento mori (Necromantic) FREQUENCY: Rare beings or by decay, the memento mori Priest 3 ORGANIZATION: Swarm focuses its attention on whatever remains, Sphere: Necromantic ACTIVITY CYCLE: Any even if that involves traveling to a distant Range: Touch DIET: Nil land, unerringly seeking some small item Components: V, S, M INTELLIGENCE: Semi- (2-3) of value that was stolen decades before. Duration: Permanent TREASURE TYPE: Nil When it finds its treasure, it guards it Casting Time: 2 hours, plus 1 hour for ALIGNMENT: Neutral evil wherever it happens to be, as it has no every die of energy imparted NO. APPEARING: (10-100 “sparks”) body with which to move the item. Area of Effect: Body touched ARMOR CLASS: 3 Habitat/Society: Because of the prepa- Saving Throw: See below MOVE: Fl 18 (A) rations required for the ritual that creates HIT DICE: See below a memento mori, they are almost never The casting of this spell on a dead body THAC0: See below found in wilderness areas far from the causes a sliver of the soul that once inhab- NO.OF ATTACKS: 1 place they called home in life. They are ited the body to return to the Prime Mate- DAMAGE/ATTACK: 1/10 of a point common in inhabited regions where ances- rial plane and become a memento mori, SPECIAL ATTACKS: Nil tor worship, mummification, and other standing guard over its body. Only one SPECIAL DEFENSES: Immune to fire, forms of preserving or remembering the memento mori can be made from each psionics, and illusions dead are practiced, for “memento mori” person’s soul, as a loss of a greater num- MAGIC RESISTANCE: Nil means “remembrance of the dead.” In ber of soul-slivers would be detrimental to SIZE: T (1” sparks) these areas, no memento mori roam the the soul wherever it now rests. In addi- MORALE: Steady (11) streets, but are found in tombs or tion, a memento mori cannot be created if XP VALUE: Half basic XP value (as per shrines where their bodies have been laid the body of the deceased is not present, DMG, Table 31) for its hit dice to rest. nor if the body or soul of the deceased has The body that a memento mori guards already been turned into some other form When powerful evil people or creatures will usually be adorned in the finest fu- of undead. Unlike other spells that create are slain, there is a chance that they will neral garb and funerary gifts the family undead, this use of create memento mori return to plague the living as undead, such could afford, and it is these things that is not considered evil if, when he was as wights, spectres, and . Weaker make up its treasure: anything from a few alive, the person who becomes the me- and less evil creatures usually do not art objects and gaudy trinkets (the spell mento mori was part of a culture believing suffer this fate, but if a large number of creating the memento mori is itself an in this practice as an accepted custom. them are killed at one time and place, and expensive gift to the memory of the de- Each memento mori is able to cause a if they don’t receive proper funerary rites, ceased) to a princely sum such as treasure mild, static-electric effect that they use to they may return as an exceedingly minor types B or E. defend their bodies against cowardly form of undead, called collectively a As a memento mori is formed from a pests, and most are also imbued with tymher-haid, or “ghost-swarm.” part of the soul of the dead body it guards, electrical energy they can use in combat. A tymher-haid is both beautiful and it retains the memories it possessed in life. The material component for this spell is horrible to behold. The individual mem- This provides mourners with an opportu- a collection of herbs, spices, oils, and bers appear as small, multicolored sparks nity to be comforted by speaking with the precious substances that are placed in or in a loosely defined mass, forming a bril- departed, and in some cultures, new gen- about the body as it is prepared for intern- liant display in the air. The only thing that erations are introduced to the memento ment. The cost of these stuffs is 500 gp, disturbs this image is the fact that a mori of revered ancestors who died before with an additional 25 gp worth of these tymher-haid reserves its most dazzling they were born, hearing the family history things being required for every hit die of displays for attacking any living creatures from the lips of those who actually lived it. electrical energy the memento mori is to it comes across. Swooping and diving in A memento mori is perfectly willing to be imbued with (e.g., a memento mori to intricate arcs, a tymher-haid gradually converse with anyone, even a nonrelative, be imbued with two hit dice worth of “stings” its victim to death. who makes no attempt to disturb its trea- energy would cost 550 gp, while 1,000 gp Combat: When attacking, a tymher- sures or body. would produce a memento mori with 20 haid descends on its victim like a swarm of Unfortunately, the memento mori has no hit dice available to it). These oils and such wasps, singeing its prey with every fiery lasting memory of events that occur after are all incorporated into the body when touch. A “spark” does only a tenth of a its creation, nor does it have any more the spell is cast and are not recoverable. point of damage each, but the sheer num- personality than a video-recording would ber of spark stings (up to one hundred per have. Thus, each encounter it has with a round) will eventually overwhelm most person, whether loving relative or avari- any victim not resistant to fire. Each spark cious tomb-robber, is treated as if it were attacks by swooping down at its victim the first such, and even if a family’s tomb and giving it a minute burn upon contact. complex contains more than one memento As it gains speed on its approach, its color- mori these shades will not conduct conver- ation becomes more intense and grows sations among themselves, as none has any brighter, building up the energy it will desire or ability to benefit from discus- deliver to its victim before dulling back to sions with equally dead souls. As a corol- its normal appearance after striking. Thus, lary, if tomb-robbers threaten the for someone not in the midst of an attack, treasures of one memento mori, but stay the kaleidoscopic patterns and colors of more than 20’ from all the goods of an- the mass attacks are beautiful to behold. other memento mori-protected body, the A tymher-haid attacks as if it were a second undead will do nothing to assist its single creature, dividing the total number fellow, even if they were related in life. of sparks it contains by 10 (always round- Ecology: A memento mori eats nothing, ing down) to determine its effective hit produces no byproducts, and as does not actively hunt the living, and is even fur- Continued on page 84 24 OCTOBER 1992

by James R. Collier

Artwork by Dan Frazier

26 OCTOBER 1992 Inns and shops. Inns and shops. I’m so nessman.) A character looking for an item gers; lesser undead; and minor vermin. tired of inns and shops. Between dungeon stolen from him could check the various Wealthy families might take precautions expeditions, your PCs go to town. There, shops. In fact, characters can find just against grave robbers, both living and they stay at the inn, sell their treasures at about anything they want if they look long undead, with such things as golems, a shop, buy supplies at a shop, and go to enough and are willing to pay handsomely guardian daemons, and rot grubs. an inn where they meet a stranger. . . . I’m for it. Believe it or not, there are reasons that so, so tired of inns and shops. Characters who look will find an endless characters might want to visit the cata- Even a medieval city can cover several supply of small shops, secreted in ruined combs, other than to clean it out. square miles. There’s enough space for or dilapidated buildings. Eighty percent of Clerics who know the speak with dead trade streets, cubbyholes, libraries, and these are fences, carrying small supplies of spell can save themselves the cost of a sage mausoleums. A human city will have a stolen or illegal items. The other 20% are by consulting a recently dead expert on section where sizable populations of elves trash dealers, those who have sorted the subject, or even a long-dead expert if live among their own kind, according to through the garbage of the city’s rich for the priest is of sufficiently high level. their tastes. Similarly, humans will have items to sell to the city’s poor. Wares in- Mages, fighters, and rogues cannot their section in an elven metropolis. The clude rags, bent or broken items that have speak with the dead normally, but they poor will be separated from the rich, the been mended partially, bits of wood or might be able to speak with undead, if caravan yards from the candle shops. metal such as rusty nails, and barely edi- they knew the creature in life, and if it This article explores different areas of a ble food. retains the same fondness (or fear) for the campaign city, and details how adding The character wanting to find a hard-to- characters that it did formerly. these neighborhoods to an urban cam- locate person also would search this area. Particularly brave characters might take paign can enliven adventures. Many parts Assassins, specialist thieves, spies, inform- advantage of certain long-range possibili- of a medieval fantasy city have been cov- ants, and smugglers all live, work, or meet ties. A lich could guard your treasure ered in detail in other articles, so I won’t here, and any character who wishes to forever, for example, and do it much bet- bore you by describing the thieves’ employ such a person seeks him here. ter than a bank! guildhouse, any local inns, or the king’s Wizards on the run, fighters in hiding, and castle. priests of a forbidden sect will all be found Ethnic neighborhoods in the old quarter. Any city that has a large group of non- The old quarter humans living nearby can expect to have a Like the Casbah in Casablanca and the The necropolis conclave of them within the city. Not only Maze in Sanctuary, some cities have areas This area may also be called the “cata- demihumans but humanoids who want or that the law has abandoned. Here, thieves combs” or the “city of the dead.” It is an need to deal with the city dwellers will come and go, fence their loot, and make underground , covering several have small neighborhoods of their own. their sordid deals. Think of it as a guildhall blocks, consisting of tunnels lined with The buildings may be of human design at that covers several square blocks, full of niches and the occasional crypt. It is here times, but there will be distinctive signs to narrow, winding streets and alleys, small that the dead live. those able to recognize them, revealing hole-in-the-wall shops, dirt, smells, and Many kinds of undead could reasonably who lives in them. burned-out buildings. Suspicious charac- function within a city. A lich, especially ters are always hanging around, and the one who only recently achieved such occasional furtive stranger can be seen status, might want to continue his contact neighborhoods tend to be found skulking to a meeting. with society. After all, what good is im- away from the bustle of commerce and Thieves are not alone in calling the old mortality if you can’t enjoy it? A necropolis industry, and surrounded by human, elf, quarter home—the poor, the homeless, could contain a powerful lich served by or dwarf settlements. Halfling neighbor- and the useless also live here. This is the , blackmailing influential citizens hoods can be recognized by their kept slum of an AD&D game worlds city. Beg- with the threat of their becoming part of gardens and swept streets. Litter is care- gars come to its alleys after a day of cadg- his personal staff after death. fully picked up. Children’s laughter is ing alms in better neighborhoods. A vampire, too, might prefer to work common here, and there always seems to Runaway slaves, criminals, and those who within society, performing assassinations be a party going on. Houses clump close fear for their lives never leave the area. to earn his daily blood, and making him- together, with narrow alleys weaving There are several reasons that charac- self useful enough to certain people so as between them. A careful ear will detect ters might visit the old quarter. If a thief to shift the attentions of the local paladins scurrying within them whenever a stran- character wishes to dispose of stolen elsewhere. A crypt might turn out to be ger approaches; halflings take their secu- items, this is the place. In addition, the well furnished and almost homey if it rity seriously, especially when surrounded only moneychangers who might accept weren’t for the skeletal servants, lack of by nonhalflings. Law is enforced by half- coins from a hostile nation will be found mirrors, and an undead owner. ling sheriffs, with perhaps a squad of here. Poisons and cursed items can be Other potential residents of lesser im- humans or dwarves on hand for the rough bought and sold here. (A person wishing portance include wererats, competing customers. Incidents are handled as qui- to a cursed item to give to an with the vampire for control of the local etly as possible. enemy would not go to a legitimate busi- rats; carrion crawlers and other scaven- Characters will find the small shops in

DRAGON 27 the area useful. They stock everyday items, Dwarves invasions and as places of business. There groceries, and common things that an adven- Dwarves are clannish and stick to their will be several little neighborhoods, bro- turer might use. The alehouses are friendly, own. Their neighborhoods often adjoin ken down into shop neighborhoods and once you become a regular, and they are as the blacksmith’s street, and grow as neces- trade neighborhoods. clean and quiet as any you will find. sary. (Dwarves plan over long periods and Gnome shops are two-story buildings, tend to be wealthier than elves). with the shopkeeper living over the shop. Elves Dwarven neighborhoods feature all- They can be found on or near streets that Elven neighborhoods tend to be scat- stone buildings, built to last, with wooden specialize in jewelry, gold and silverwork, tered; a block here, a block there. They shingles replaced by those of slate. Clever and art objects. Although decorated by often congregate near parks and city ironwork in the form of decorations, gnomes, they usually aren’t constructed by gates; the former due to their beauty, the gates, and fences show up here and there. them, and as a result are less gnomish in latter so that they can come and go as they All buildings are tightly locked when no appearance than true gnome dwellings. wish. one is at home, and elaborate security Gnomish trade neighborhoods, where Elves are absentee landlords. They pre- devices are the rule. Noise levels high, masons, troubleshooters, and stonecarvers fer the forest and consider their city even at home, as dwarves are always live, abound with small wooden houses dwellings to be vacation cottages. Being working. They are also thrifty, they do not and small mammals. Lawns appear over- excellent long-range planners, elves often litter, and any garbage brought in is col- grown at first, but careful examination buy up land in advance of city expansion, lected and recycled. Watchmen patrol the will show that they have been elaborately so a search of the records will show that neighborhood day and night, and the law, trimmed and evened. Bird and animal they own much of the city’s property. both civil and dwarven, is meticulously feeders, all carefully built and decorated, They usually make sure that their neigh- enforced. can be found in most yards. borhoods have a lot of park land and quiet Outsiders are unwelcome in this neigh- Gnomes make good neighbors. In either or like-minded neighbors. borhood. Characters find the few stores type of neighborhood, laughter will be the Elven houses are elaborately decorated, are run by suspicious clerks who are most common sound during the day, and with carvings, statues, and murals, as deliberately unhelpful. They sell only song during the night. Laws are tempered appropriate to a people who can spend things like groceries, and tell those looking with justice, and certain mild behavior centuries on “fixer-uppers.” Most yards for mail or axes to go to the blacksmith’s might be winked at. Nonetheless, violence have one or more large trees. Soft music street. and crime are not tolerated, and the multi- seems to come from everywhere. On the other hand, dwarves and known classed illusionists in the local watchs’ Elves conduct their affairs in the market- friends of dwarves will find the area a safe ranks make gnomish neighborhoods the place. Their homes are for relaxing. There sanctuary. Assassins and thieves think only ones with invisible cops. are no shops or taverns in the area. Small twice about invading dwarven territory. Characters who wish to buy or sell grassy lots serve as meeting areas, and The moneychangers are scrupulously fair, jewelry should go to gnomish shops first. infrequent parties will be held there, too. and the local banks are always safe places Prices are good, quality is better, and the Characters willing to keep the noise for the character’s valuables, whatever his owners are friendly. Gnomes are also down find one excellent reason to visit. alignment. famous for their “little curio shops”: some- Elves love to sing songs and tell stories, thing like a fence’s shop, but legal. Here a especially about magic, unusual creatures, Gnomes character might find gimmicks like a stone and exotic treasures. A careful listener Like elves, gnomes like to live in the with continual light or magic mouth cast may save himself the price of a sage, and outdoors, and buy city houses as long- on it. receive a good meal to boot. term investments, insurance in case of Hobgoblins Hobgoblins will live anywhere, if there’s profit in it. They tend to be miners or mercenaries, although many trade in slaves or captured loot. They tend to live near the old quarter, the barracks (de- tailed later), or the slave market, if there is one. They will not be found near demi- human neighborhoods. Hobgoblin neighborhoods are free of growing things. Roads and yards are paved in stones. Although not swept like halfling neighborhoods, their streets are free clean of litter. They live in row houses, like barracks. The watch is always in evidence, marching in perfect step, and criminals are shown no mercy. Their houses are geometrically centered in their lots, which in turn are equal in size, down to the inch. Each house and yard is walled in, like a small fortress. Hobgoblin neighborhoods are quiet. There are neither stores nor taverns in the area. Hobgoblins drink in each other’s homes and get food from the food mar- kets. Females and children seldom leave their dwellings while in the city. There are two reasons characters might visit a hobgoblin neighborhood. One is to hire help. Guards are always available for hire; even non-mercenaries will hire on as

28 OCTOBER 1992 fighters, if the right offer comes along. pense low-level spells, poisons, and other Only a town famous for its weapons Weaker hobgoblins perform manual labor concoctions for a fee. Furs and other would have a Warrior’s Row separate from for less pay than humans or demihumans. natural materials are also available here at Blacksmiths Street, and only a city of The other reason is trade. A lot of races cut-rate prices; other than humans, chandlers would have a Candle Street make things better than hobgoblins do; are the only large-scale, for-profit hunters. separate from the Market. dwarves make better weapons, humans better magic, and so on. Only in a city can Others The caravan yards the hobgoblins expect to obtain these A few other races also may reside within The caravan yards are also called a trade things without fighting their owners to the the city in their own special neighbor- street or area. These are large fields, usu- death. As a result, party members can hoods. Aquatic creatures, such as mermen ally fenced in, where beasts of burden are trade virtually anything here, even things and locathah, may maintain small com- laden with goods destined for other cities. that other shopkeepers won’t touch. Bar- munities in the harbor of a trading port. Warehouses and stables surround the ter is more common than cash sales, but at Advanced lizard men, selkies, and yards, each owned by a different mer- least the goods are better than those in the advanced bullywugs bringing trade goods chant house. old quarter. to markets would stay in huts outside the Beasts are not the only thing housed city wall. here; wagons and carriages are also Goblins Many monsters are listed as living in housed. Regular runs may be made be- Like hobgoblins, goblins may be found secret among men, such as , yuan-ti tween certain cities, carrying passengers, living in a human city in small numbers. and wererats. Their communities are messages, and goods. They congregate in small areas, all too usually under the city, made up of tunnels In a fantasy world, beasts of burden are aware of the hatred many of their neigh- and rooms burrowed a few yards under not restricted to mules and camels. Flying bors feel for them. Goblins are too wary of the surface. Entrances will be hidden, or may be possible, using enlarged humans and demihumans to stay in hu- in remote and unsavory places such as homing pigeons, carpets of flying, rocs, man cities for long though, even as merce- dark alleys, garbage pits, cellars, and hippogriffs, or even subdued dragons. naries. They are transients, come to trade ruined buildings. After all, somebody must have bought their slaves or sell their swords. Their those dragon eggs, right? Each type of neighborhoods, reflecting this, are found Trade streets beast of burden will have its own yard, near a city gate, beside the barracks and Even in today’s cities, there are streets but only trade centers will have more than near the slave market, and always down- dedicated to a particular trade or three yards. wind. activity-Wall Street, for example, or Swimming creatures also can be used Goblin communities are slums as far as Broadway. A campaign city will have many for caravans, either by mermen or other humans are concerned. Filth and garbage is streets specializing in meat, cloth, magic, sea dwellers, or by land dwellers with the everywhere, and there is a terrible stench. weaponry, and metalworking, both of means for lengthy water breathing. Dwellings, such as they are, are mostly precious and of common metals. The DM™ underground, with little hovels on top. A might want to make up street names of his The docks small yard surrounds each dwelling, but its own, such as The Shambles, Goldsmiths The docks also fall under this heading. size changes with the importance of its Row, or The Spicery (these names were Each wharf will have a separate owner, owner. A goblin trader who loses out in a used in real medieval cities). and thus a separate specialty. One may business deal will find half his yard claimed A description of different streets would belong to a consortium of cloth mer- by his neighbors the next day. be superfluous, but it should be kept in chants, and the ships that tie up at this Manual laborers are about the only mind that specializing will only go so far. dock unload bales of cloth and clothing, things that characters should come look- ing for in these communities, other than trouble.

Orcs Orcs congregate in the same areas where hobgoblins live. In addition to the reasons hobgoblins live in cities, orcs whose tribes have been all but wiped out also live there, in order to escape tribal feuds. . neighborhoods give the impression of being chaotic, despite their alignment. Houses are surrounded by fenced-in yards, the size of which varies with the status of the owner. Neighbors on the edge of orc neighborhoods are always involved in property disputes, since orcs are always trying to encroach on other lots. Garbage is disposed of by throwing it into the yard of a weaker orc. Grass grows tall and conceals traps and pits designed to keep out intruders. At any given time there will be 1-3 fights going on, with appropriate yelling and cheering from the spectators. The city watch is noticeable by its ab- sence, often having been bribed to watch elsewhere. Characters looking for a cheap spell- caster might look up an orc witch doctor. The rare one that lives in a city will dis-

DRAGON 29 dyes, raw wool, and similar cargoes. An- companies, chivalric orders, and merchant in the barracks. other wharf may specialize in spices; yet houses all maintain large complexes. This area will take different forms in another in animals. All these buildings and complexes can be different cities. It might be a central cita- Both caravan yards and dockyards will found randomly scattered about the city, del, surrounding and protecting the rulers be subject to theft, smuggling, and press with a few exceptions. A city based on one of the city. It could be the various gate- gangs. Characters who want anything the of them, such as a religious center, a uni- houses and arsenals, or the small authorities consider illegal should look versity town, or a capital, will have the stronghouses of the city watch. here first. With fewer hands to pass appropriate complex (temple, college, In any case, the barracks are often un- through, there is a better chance of get- castle) in the center of town, with a few safe for adventurers or casual intruders. ting large quantities (relatively speaking) smaller buildings here and there. Most of their inhabitants will have no use for lower prices. In addition, little things The character who has a major project, for humans and will slay anyone whose like a tuft of wool or a button are easier to requiring many craftsmen—building a death they can justify. acquire here, since they are available in castle, for example—will come to one of These mercenaries may supplement such large quantities that small losses are these places to do his hiring. Special jobs, their wages by extorting money from difficult to notice and invariably expected. like reproducing a captured gnomish those leaving or entering the city, by sell- On a more honest note, characters who steam-powered catapult, or strange jobs, ing protection, and by hiring out as body- want a large quantity of some particular like analyzing wood from another plane of guards. There may be special groups item also will want to look here. Once split existence, also require the massive chosen for special jobs, as well-putting up among the various stores, merchandise amounts of help that only these complexes out fires, for instance. These groups will becomes fiendishly expensive to buy, and can provide. be very close-knit and even more likely to shopkeepers seldom sell their entire stock extort money. of an item to one customer. Caravansaries, Barracks Nonetheless, there are good reasons to though, always do. A city can be considered lawful neutral get to know the barracks and those who in alignment: If the law is obeyed, an live there. In the first place, where else Big buildings activity is considered acceptable. For this are you going to hire 50 pikemen? This group includes institutions that are reason, a city might employ mercenaries A few friendly contacts, such as war- neighborhoods in themselves. Colleges, for that most humans of good alignments riors who can claim friendships within the instance, often span blocks and are made would not associate with. In fact, many outfit or who used to be members, can be up of several buildings. Guildhouses, espe- racial enemies of mankind might be em- used to the party’s advantage. Once these cially those of large and powerful guilds, ployed just for that very reason: They will contacts have been established, the party take up their own block. Temple com- not hesitate to enforce the law, and they will find few places unsafe in the city. plexes may consist of as many as 20 build- will show no favoritism or mercy to any They will be told all the best places to ings. Large organizations like mercenary group. These mercenary guards will live sleep, to eat, to buy, and to sell. Their friends can be counted on to “lean on” anyone the characters want leaned on. There are no safer hiding places than the barracks if the soldiers are on your side. They also make great banks; few people rob soldiers. For a few spare coins, soldiers are instant bodyguards for special jobs, expert hirelings in their fields, or witnesses for an alibi. Soldiers are great gamblers: A clever thief who doesn’t win too much can sup- plement his income here. Excess weapons can be disposed of quickly and quietly, and an old veteran may know more about the history of a magical sword than 10 bards. In addition, magical weapons may be made available, as well. A well-connected warrior could get the loan of a sword +2 for use against a creature unaffected by normal weapons, if he is willing to repay the watch later.

Citadel There is always an area of last resort within a city, where the rulers and army can make a last stand. This edifice is a major castle in its own right, supplied and often manned as such. In peacetime, this citadel is used as a prison, an arsenal, a vault for state treasures, or perhaps even as a hotel for visiting dignitaries. The characters might make the acquaint- ance of this structure for many reasons. A person they need to see might be staying within, either as guest or as prisoner. The characters themselves might be prisoners. If the party has been “officially” relieved

Continued on page 68

30 OCTOBER 1992

©1992 by Lester Smith Spirits bright and dark: a Halloween game parade

32 OCTOBER 1992 There is an old joke that goes, “There an unseen figure (the murderer is still only 10 professions given, and each is are two kinds of people in this world: alive during the boy’s vision). Moments fairly stereotypical, but together they those who believe that there are two kinds later, she struggles with unseen hands cover a fairly broad range of vocations. of people, and those who don’t.” To my choking out her life, finally to fall lifeless People who wish to play characters out- mind, not only is that line a clever word to the floor. The effect thus far is decided- side that range will have to extrapolate play, but it also reflects an essential ten- ly eerie, but when her limp body rises and from those provided.) The profession sion we’re caught in as humans. That is, is “carried” back through the door, I break chosen defines the character’s initial definitions and characterizations are in- out in goose flesh. By the same token, I get Power, base rating for each Base Skill (to credibly useful things, but in using them a pleasurable chill when, in the film Ghost, which a die roll will be added for variety), we run the risk of stereotyping, mistaking the subway haunt knocks newspapers a list of Specialties, and basic gear (ecto- the image we’ve built for the object that from subway riders’ hands, and when Sam plasmic replicas of real things the charac- image represents, and so becoming blind (as a spirit) writes “BOO” in the steam of a ters had in life). Powers are special skills to other possibilities. bathroom mirror, frightening the wits out with limited uses per day, such as Intuition With that danger in mind, I’d nonethe- of the man who killed him. for the Average Joe/Josie and Mythic Ref- less like to make a “two kinds” division of That sort of haunting is exactly the erence for the Arcane Scholar. Base Skills garmers for the moment. There are lots of theme of the LOST SOULS game. In this are what most role-playing games would such divisions possible: role-players and game, players take the roles of people who call attributes, and each is given on the board gamers, science-fiction fans and have died before their time, then have character sheet with four related second- fantasy fans, “cinematic” players and “real- come back to take care of unfinished ary skills. Specialties are those secondary istic” players, or lovers of detail and lovers business. The problem is, being made of skills a profession ranks as equal in nu- of simplicity, just to name a few. For my ectoplasm, the PCs can’t physically affect merical value to their related Base Skills. present purposes, I’d like to propose a the world of the living. Fortunately, they All nonspecialties are at half the related slightly different pairing. The first type each have special ghostly powers that Base Skill rating. Suffice it to say, then, consists of those who fall in love with an allow them to interact with it. that the Profession chosen determines individual game, collect everything written The LOST SOULS game is packaged as a those skills with which a character is about it, and play it nearly to the exclusion spiral-bound book, a format that makes it strong or weak. Similarly, the gear a char- of all others. The second type consists of very easy to use but is certain to make it acter begins with is appropriate to the those who play a smorgasbord of games, less visible on most store shelves. It is Profession. Each Profession also has its moving regularly from theme to theme done entirely in black and white, even the own table, which is where and genre to genre. cover. Surprisingly enough, that’s not the hilarity of character creation begins; I’m definitely of the latter sort. While immediately obvious, as the black and causes of death include such things as there are certain favorite games that I white motif—even the cover illustration— “Average Joe/Josie: Dropped radio into return to with some regularity, I enjoy the suits the ghostly subject so well. Only two bathtub while soaking,” “Explorer: Run sense of discovery that comes from trying interior illustrations are in the entire over by bus while looking for a post of- new things, and that has an effect on how book: a pair of small clip art ghosts on the fice,” and “Guinea Pig: Carried white flag I write reviews. I’m not looking for the title page, and a reproduction of a towards menacing robot.” Each death type one perfect game of games to tell you medieval-looking carving of Death on page is also listed with its own Specialties (typi- about. Rather, I wish to point out particu- 104. One page is devoted to maps for the cally ironic, such as the aforementioned larly interesting “dishes” from the selec- sample adventure included. Again, this Explorer gaining Dodge and Memory) and tion available to us these days (particularly scarcity of illustrations is not something gear, further fleshing out the character. those that are typically overlooked), dis- that draws attention to itself, largely be- Players next generate their characters’ cuss the elements that give each its “fla- cause the books text is laid out quite at- backgrounds. Beginning Karma is marked vor,” and consider whether or not the end tractively in two-column format, with (all characters begin with one point, suffi- result is satisfying, and to what degree. large, airy type and a clear hierarchy of cient for as pond scum), and For this issue, then, I’ve selected a truly headings. Defense is calculated. Four interests (hob- unique horror role-playing game, a foreign In terms of textual content, the LOST bies, etc.) are chosen or rolled for, yielding fantasy role-playing game that would be SOULS game is an odd but ultimately further Specialties. Then players choose or sure to horrify many Americans, and an appealing mixture of both serious and roll for ghost type. There are 21 different American card game that will horrify as humorous material. The broadest example types of ghosts in this game, plus five well. Together, these games may reveal of this is revealed in comparing character types of mediums (for those who’d rather something about us as players and about generation to actual play: Character crea- play the living), each with an additional our attitudes toward monsters and the tion is riotously funny, with serious under- two Specialties and a collection of distinc- supernatural. tones; actual play is seriously horrific, tive Powers. The Powers are evocative, with moments of comic relief. from the Banshee’s Shriek, to the Specter’s Character creation: Character crea- Charnel Breath, to the Phantasm’s Halluci- LOST SOULS* game tion in this game is fast enough to provide nation. (At this point, players begin to get 120-page Rule Book characters within a few minutes, yet de- really excited about what their particular Marquee Press $12.95 tailed enough to make those characters characters can do.) Also, the game con- Design: Joe Williams and Kathleen Wil- distinctive. To generate a LOST SOULS tains concise yet evocative descriptions of liams character, you first choose or roll for each ghost type and power, so players Cover: Rob Alexander background details of sex, heritage, age, know what their ghost types are like and Interior Art: Treasury of Fantastic and height, weight, eye color, hair color, hair are primed to play them. Mythological Creatures (Richard Huber) style, a distinctive feature, and two per- Finally, players make six rolls on the Life sonality traits. This is fairly straightfor- & Death tables to generate details of their There is a particular scene in a movie ward, though strict random rolls can of characters’ histories and pieces of business called The Lady in White that gives me the course result in some unworkable combi- left unfinished. Again, the results range shivers. In it, a young boy is locked in a nations (e.g., Chinese with amber eyes and from the silly (e.g., a pet hamster was left grade-school cloakroom overnight, where blond dreadlocks). The distinctive feature to cruel children, or a desire for a last date he secretly witnesses the ghost of a little and personality traits, in particular, pro- with the Polanski twins) to serious, fearful girl reenacting her murder. She enters the vide individuality. subjects, such as the need to save your cloakroom through the locked door, her Next, you choose or roll for the profes- children from their sadistic guardian. lips moving in a silent conversation with sion your character had in life. (There are Game play: The ghostly Powers point

DRAGON 33 the way toward the serious horror of play, them but also had the means to harm That should suffice to give you a good and the sample adventure provided dem- them. idea of what the rest of the mechanics of onstrates it quite effectively. In this adven- Mechanics and presentation: The the LOST SOULS rules are like. From the ture, the central player character is an dice mechanics in the LOST SOULS game examples above, it should be evident that Average Joe who was electrocuted in the are different enough to warrant a note. the game plays quickly and simply. The bathtub by a dropped radio, but the radio Skill rolls are made on percentile dice, and designers have done a commendable job of didn’t merely fall—it was tossed in by the each character sheet contains an ART creating a fast and flexible system that character’s wife. Now, the character must (Action Results Table). On this table, skills remains fairly transparent, thereby en- leave Limbo and go back to Earth to solve are ranked in rows from 1-25, and results hancing role-playing. the mystery of why she would do such a are arranged in 10 columns—five Fail Summation: In all, the LOST SOULS thing. The other characters go along as ratings and five Succeed ratings—running game is an extremely satisfying product. volunteers, hoping to gain Karma as a from Catastrophic to Awesome, respective- Its premise is unusual, its characters excit- result. While the adventure is fairly ly. For example, a skill rating of 10 would ing, and its mechanics fun. There are straightforward for the referee, it holds score Failures of Catastrophic on a roll of some minor problems, mainly involved lots of horrific surprises for the players, 1-6, Pathetic on 7-14, Feeble on 15-24, with the game’s unusual nature. For exam- and lots of chances to use their ghostly Inferior on 25-36, and Poor on 37-50; ple, the game mentions that there are Powers. Because each ghost type has dif- Successes of Passable on 51-64, Good on entire towns built out of ectoplasm and ferent powers, with limited duration and 65-76, Great on 77-86, Super on 87-94, and populated by ghosts, but nowhere does it number of uses per day, and because the Awesome on 95-100. The abilities of NPCs explain how those towns survive daylight. material world is otherwise so immune to are rated by the column names, so only In fact, the whole premise of ectoplasm ghostly manipulation, the players are the players roll dice—the referee needn’t being fully affected by the material world, driven to cooperate not merely to accom- bother. Imagine, for instance, that a foe in but not the reverse, raises some thorny plish their goals but even for survival. combat had a defense rating of Poor but questions. For instance, one death type For example, the characters begin play an attack rating of Good. In this case, a provides an ectoplasmic car, but what in the motel room where the central char- player would have to score only a Poor happens if that car collides with a rabbit? acter died. Their first problem is in figur- attack to overcome the foe’s defense, but A moth? A mosquito? A dust mote? How ing out how to go anywhere else, as their he would have to make a Good defense to does it stand up to the wind of its own ectoplasmic bodies can’t even open the avoid being hit in return. Furthermore, passage? Similarly, ghosts can’t pass outside door—a ghostly Power must be every extra column gained yields addition- through walls without using a Power, but used. Next, they find that travel anywhere al effects, with many skills or weapons what about through water? If not water, is troublesome: They can walk, hoping to having a multiplier. For instance, the Time why air? Such things are left to the ref- get where they need to go before the sun Stop Power lasts for a number of game eree to explain. rises and boils them away; or they can use turns determined by a “Passable vs. Fate” Some may find the job of refereeing the a ghostly Power to hitch a ride on some roll, so a result of Poor or less means the LOST SOULS game daunting as well, be- material conveyance, being careful to Power failed to operate, while a Passable cause of the unusual position it puts play- avoid being stepped on, sat upon, or other- yields one turn, a Good two, a Great three, ers’ characters in. PCs are dead, and they wise injured by the oblivious living. Haunt- and so on. By the same token, a baseball get chances to haunt the living, but they ing the living can be great fun, but it bat does x 3 damage, so a foe with a Good still aren’t the “monsters” in the game. typically yields terrified flight rather than defense rating would take no damage on a Instead, there are all sorts of evil beings, any sort of aid. roll of Passable or less, but would suffer some natural and some supernatural, that In my own play, the characters’ first use three points on a Good roll, six on a Great, the PCs must face. The game book lists a of a ghostly Power was to frighten the nine on a Super, and 12 on an Awesome. number of supernatural creatures— wits out of the motel room’s latest tenant— Speaking of damage, every character in barghests, chain rattlers, cowled gibberl- but they were severely burned when she this game begins with exactly 20 WTL ings, crypt lurkers, ghouls, hell hounds, fled outside, leaving the door standing (Will To Live) points. Some supernatural Hitler, Jack the Ripper, night hags, night- open with sunlight streaming in. Their creatures may rise above that by draining mares, talking mongooses, skeletons, and second Power use was to close the door other creatures of their WTL. zombies—as well human foes such as Telekinetically, so that they could safely A few other game mechanics are worth cultists, demonologists, mad scientists, and come out from the shadow beneath the mentioning. Combat turns are roughly six necromancers; it also mentions other bed. After the sun had set, a Doppelganger seconds long. Ranges are “brawling,” planes of existence. However, the work of used a Power to take physical form as a “thrown,” “missile,” and “too far away.” Skill fleshing out the details of this supernatu- wolf, then wrestled the door handle with checks can get column adjustments or skill ral world are left pretty much up to the her mouth so that they could get outside. adjustments, but dice adjustments are referee. Rather than plod on foot to find the place never given. Characters who run out of Fortunately, the game gives some strong they had decided to investigate, they had a WTL points must roll vs. Stamina to avoid direction on how to put together and run Poltergeist member cast temporary Me- reincarnation. A result of Good or better adventures, and the sample adventure in chanical Failure on a passing car to stall it means they are merely unconscious and the book stands as a solid example of what so that they could enter and ride; when may be healed; Passable to Poor means to do. (There is another sample adventure the car reached their destination, he cast it they are called back to Limbo (unless they by the designers, in issue #8 of a small- again so that they could exit safely. The have an uncompleted Vow—see below—in press magazine called The Scroll, if you players gained much amusement in the which case they are reincarnated); Inferi- can find it, and an adventure by yours puzzled frustration of the driver, whose or or below means they are reincarnated truly in issue #65 of GDW’s Challenge* auto had stalled twice without rational immediately. A Reincarnation Table tells magazine.) Also, the player-character explanation. Much later, a Banshee in the what such characters are reincarnated as, backgrounds provide rich material for group Shrieked in a villain’s ear, forcing based on current Karma, from Pond Scum seeds of adventures. In my opinion, the the villain to run panicked far out into the at one Karma, to a Higher Being at 60. game is just so appealing and fun to play woods; the Banshee pursued him until he (The results are quite funny, with pond that any effort the referee makes is well had stopped, then Shrieked in his other scum giving way to intestinal parasite, worth it. ear and chased him all the way back! After then bread mold, amoeba, worm, etc., and I’ve mentioned that the game is a mix of such encounters with the living, the PCs ranking human lawyer just one point hilarity and horror. As I’ve mused about were suitably horrified when they ran into above chimpanzee and two points below that mix, I’ve wondered from time to time another adversary who could not only see human born in abject poverty.) if it was intentional or not. Reading

34 OCTOBER 1992 through the book for the first time can be fronted with a different culture. That components listed and instructions given disconcerting. After laughing at all the confrontation can be an irritation, or it for how to combine them while preparing death types and the ironic comments can bring us to both recognize our native the spell. The first listed serves as a good scattered throughout, the horror of the culture’s limitations and appreciate its example: It is a “Sexual Attraction” oint- sample adventure is something of a shock. beauties to an extent not possible before. ment, requiring specific named compo- But the proof is in the play. The hilarity of Our role-playing is a reflection of our nents that are to be heated in a stone character generation keeps people inter- culture, and in the interest of making our oven, ground and mixed until they become ested and makes that part of the first role-playing less transparent, I offer this a greasy powder, then applied to the ob- session not only fun but quick enough to review of the AQUELARRE game. ject of the seducer’s love. The next few leave plenty of time to play the sample Problems: The problem with this spells include a metal-corrosion ointment, adventure. And I’ve had no problems with game, from an American publisher’s point an unbreakable-armor ointment, a lamp of players shifting gears from the humor to of view, is evident from the very first. The finding, and a potion to heighten knowl- the horror (getting into the “spirit,” if you very title means a ceremony for invoking edge. All are written in the same style as will). The only thing I still find jarring is major demons, often by means of a Black the first. As the power and Irrationality of the Reincarnation table. It’s funny, but I Mass. If that weren’t bad enough, the the spells increase, so too does the offen- think it somewhat cheapens the passing-on subtitle translates as “The demoniacal siveness of the components. Perhaps the of PCs who lose all their WTL, then fail Medieval role-playing game.” Actually, in worst is the Invocation of Shadows, which their Stamina rolls. this regard, the title and subtitle are mis- requires the performance of a Black Mass Because character generation is so much leading. In truth, only 50% of the game is involving a detailed — fun and takes relatively little time, and about such things as demon summoning; pretty grim stuff, and not standard Ameri- because the game mechanics are so the other 50% details a straightforward can role-playing fare. straightforward and easy, the LOST medieval role-playing setting. In reflection Note, however, that this is not the publi- SOULS game will serve well as an occa- of this, one of the most significant statis- cation of some small, off-the-wall press, sional diversion—with brand-new charac- tics for characters in this game is their Instead, it is the work of one of Spain’s ters each time, should you so desire. On Rationality/Irrationality ratio. Characters major role-playing companies, one that the other hand, each character comes with a high Rationality rating are skeptical does considerable business in the Spanish with enough background to prompt at of the supernatural and thereby fairly translations of American games. The prob- least two or three adventures, which immune to it. Characters with a high lem, I think, is that the AQUELARRE game means that a group of five could conceiv- Irrationality score are not only able to sets out to recreate the feel of medieval ably serve as the basis of a campaign for at manipulate the supernatural but are also Spain with some historical accuracy, in- least 15 sessions. highly susceptible to it. On one side, then, cluding the historical attitude that magic is In case it hasn’t been obvious thus far, I exists the world of the day—of light, Good, satanic. Unfortunately, it does its job all heartily recommend this game, and I and Rationality; on the other stands the too well for the tastes of the American greatly hope for more adventures from world of night—of darkness, Evil, and gamer. the Williamses. Irrationality. The illustrations in the book The usual stuff: That isn’t all that’s show this same sort of dichotomy, with worth talking about concerning the about half depicting typical Medieval war- AQUELARRE game. It is instructive to AQUELARRE* game riors, merchants, bards, etc., and the consider its physical components and 96-page rule book other half depicting nude witches, phan- game systems as well, comparing them to JOC Internacional Price n/a tasms, basilisks, demons, and the like. standard American games. Design: Ricard Ibáñez Another stumbling block for American To this point, every game product I have Cover: Arnal Ballester publishers, in regards to the art, is occa- ever seen from Spanish publishers is hard- Interior art: Montse Fransoy and Arnal sional full frontal nudity, both female and bound. I’m told that this is not coinci- Ballester male (though the male examples are all dence, but rather reflects the Spanish doglike demons, and our culture has less game-buying public. The AQUELARRE An American publisher once asked me trouble with canine nudity). Lest I give game, like all the others I’ve seen, is excel- to analyze this Spanish role-playing game’s you the wrong impression, let me hasten lently bound, with a very durable cover, suitability for translation and publication to point out that the medieval look is such and is sure to last a long time. The book in the U.S.A. In reading through the game, that the artwork comes across as art and has a nice appearance, too. As mentioned I quickly came to the opinion that the not as pornography. To cite two examples before, all of the artwork has a medieval AQUELARRE game is not suitable for the of American game art that have something woodcut look to it, with the sorts of per- American market. In part, the reason is of the same feel, let me point to the succu- spectives and size distortions common to that it presents such a strong medieval bus on page 230 of TSR’s AD&D® 1st Edi- the period; it serves well to evoke an Spanish feel, one that would leave most tion Dungeon Masters Guide, and the atmosphere appropriate to the game. The American readers cold, I think. More obviously male on the cover of text is laid out in an easy-to-read fashion, important, the AQUELARRE game ap- the first printing of Metagaming’s old with headings numbered as well as sized proaches fantasy in a way that many MELEE* game. Nonetheless, the nudity in by importance, and with tables boxed off Americans would find offensive. this game’s artwork is another strike to clearly delineate them from the bulk of I think it valuable to consider the whys against it, where the American market is the text. What’s more, the tone of the text and wherefores of that. As anyone who concerned. is a personable one, though without un- has studied a foreign language knows, our As a final death blow to the game, let me necessary digressions. In all, it is a nice native language is “transparent” to us until talk a bit more about the magic system. package. we have some other by which to compare. (This is somewhat out of sequence, I real- The game system is pretty standard In other words, our native language seems ize, as I haven’t even mentioned more fare—no surprise mechanics or as natural to us as breathing; when we basic game mechanics yet, but let me deal innovations—but the whole is smoothly study another language, however, we with all the “offenses” first.) The magic executed. A character chooses a class at come to see just how arbitrary many of system reads like a primer for Black Mag- the start, and from it gains a number of our own language structures are, and ic, with some alchemy thrown in. Spells skills. The skill ratings are based largely consequently we understand them much come in five types (talisman, potion, oint- upon a character’s attributes. Skill checks better. ment, curse, and invocation); each is ar- are made on 1d100; positive or negative Similarly, our own culture is pretty ranged by level of difficulty and is written modifiers are added to adjust for difficulty. much transparent to us until we’re con- in recipe style, with essential material Combat turns are 12 seconds long, during

36 OCTOBER 1992 DRAGON 37 which time each character can perform Artwork: Helen Dunsmoir and Elisa and add it to the applicable scores, with two actions, mixing and matching among Merdith the high scorer winning. If the invader Move, Attack, and Defend. Initiative is loses, it is dead; otherwise, it now has a 1d10 plus Agility. Weapon damages are Speaking of demons, here is another chance to strike back at the guardian, each rated by the number and type of dice little game that some people may find combatant again choosing the most appro- rolled, ranging from 1d3 to 1d10+1d4. offensive. It is something like a fantasy priate combat type. Combat continues in Armor is rated by how many points of version of Flying Buffalo’s NUCLEAR this way until the invader is dead, the damage it will stop in one blow, and by WAR* card game. In the PENTACLE game, defender is dead, or the wizard spends a how many points of stopped damage it can players are wizards, holed up in their own point of Psyche to bypass an attack on her accrue before being ruined. There are individual towers and trying to kill one or him personally. many other details of the mechanics that I another. To this purpose, they employ Summoning demons is somewhat won’t go into that demonstrate the rules such things as golems and familiars, but chancy. To do so, you play a summoning unity of the game. mostly they use magic spells, and the card and hope that the level of the demon The book also has a lot of solid back- majority of the attack spells are ones that drawn is equal to or less than that of the ground material, including essays on life in summon demons to attack enemy mages. summoning spell cast. Otherwise, the the , four sample adventures The mechanics of the PENTACLE game wizard must spend a point of Psyche to (one solitaire), a list of pregenerated char- are quite nice. Pretty much all of the be- gain control of the thing. Once controlled, acters, and a nicely laid out character ings that show up in the game, including the demon is sent to attack someone else’s sheet. A companion volume (Lilith) con- the mages themselves, have three simple stronghold. tains 13 more adventures (including an- numerical ratings: Attack, Defense, and Players continue until each one’s particu- other solitaire), plus an article on military Psyche. Some things, like golems, have no lar wizard has died (foolishly accepting a orders and a set of mass-combat rules. Psyche rating (they’re impervious to psy- physical attack, rather than delaying it by Conclusion: I find myself wanting to chic attack); others, like elementals, have expending a Psyche point) or gone mad like the AQUELARRE game. The smooth- no Defense (they’re immune to physical (the usual state of affairs, considering how and-simple game system is very appealing, attacks). Combat consists of having the often Psyche points are spent). Mad wiz- and I have a strong interest in the back- guardian closest to your tower door, if ards are allowed one final turn with every ground. But the magic is just too brutal . . . you’ve laid any out, attack the first invader spell in their hand, rather than the normal at least for this American. But then, I don’t at the door, assuming that you haven’t limit of two per turn. It is even possible like the idea of bullfights, either. managed to take the invader out with a for a mad wizard to regain sanity thus, by booby-trap card or a magical barrier. leeching away a Psyche point from some- Sometimes the lines of waiting invaders one else. The last living, sane wizard in the PENTACLE * game get pretty deep. You choose whether an game is the winner. Sometimes, there are Two rules sheets, six player sheets, and attack will be physical or psychic, depend- no winners. 128 cards, in an 8½” x 11” zip-lock bag ing upon the ratio of the guardian’s com- Physically, the PENTACLE game defin- Morning Star Games $10.00 bat strength to the invaders. The players itely shows its small-press origins. The Design: Tim Carleton controlling the combatants each roll 1d6 cards come as perforated sheets of uncoat- ed cardstock, which means that they are somewhat difficult to shuffle and quite prone to wear. The art on them is primari- ly clip art (commendably, the game in- cludes a full list of sources for it all), with some modest original line art in the mix as well. Three-quarters of the cards are printed black on white; the rest are print- ed red on white. The cover sheet is solid black cardstock printed with a prismatic silver pentacle and titles. Its back sheet is parchment-colored stock printed with black ink and decorated primarily with sample cards arranged around a bit of back text. Each player sheet (tower) is also parchment-colored stock printed with black ink, decorated with a simple stone- work pattern around the edges of its play area (and with a graphic of a welcome mat at the “door”). The rules sheet and card reference sheet are simply white stock with black print. Overall, the game ap- pears to be carefully produced but with a definite eye toward minimal expense. The PENTACLE system is a fast-moving game, with a lot of atmosphere. I very much recommend it. If you cannot find it at your local hobby shop, you can write to the producers at Morning Star Games, 418 Vliet Boulevard, Cohoes NY 12047.

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

38 OCTOBER 1992

creatures swooped by. I thought at first these were dragons, but the unusual silver color made this improbable. They looked more like wyverns. One of them suddenly released a lightning bolt at us. No, they weren’t wyverns either. Another flew past us and spat a second bolt just before disappearing into the storm clouds. Its bolt shattered a mast and scorched much of the rigging. Luckily, no one was hurt. The boltmen released their anger and their wands at the “wyverns,” but their bolts did not seem to hurt the creatures much. Perhaps they had some immunity to lightning—it would make sense. More of the creatures attacked. The crew was better prepared now and met the assault with determination. The magi- cal fire of the light ballistas traced graceful arches through the dark, forcing the crea- tures to jink and roll before diving on the Princess. One got its wing caught in a heavy ballista’s magical web, screeched, and tumbled down into the clouds. An- other vanished instantly as it ran afoul of the catapult’s devastating magic. Berylith defeated several others in her path, but by Bruce A. Heard Amphimir 17, AY 2001: Three days the attacks continued, unrelenting. have passed since we left the gator men’s It became clear that the attacks were not Artwork by Bayou. All that talk of Alphatia and meant to destroy the Princess Ark. The was a troubling matter. I found the Wizard creatures were directing their assaults at This series chronicles the adventures of King of Herath’s ability to send dreams to masts, sails, and other unoccupied areas. an Alphatian explorer and his crew as people extremely disquieting, and I asked Despite damage and utter chaos on deck, they journey across the D&D® Known my old friend Talasar for a special prayer no one aboard had been hurt thus far. World in their skyship. The information that would protect us. I could not run the I took a gamble and ordered a cease fire. herein may be used to expand D&D cam- risk of having any of my officers’ minds The creatures swooped a few more times, paigns using the Gazetteer series. affected in such a treacherous fashion. I observing, then disappeared into the dark was deep in my thoughts when the snap clouds. I still had no clue as to why the of thunder shook the Princess Ark. What attack took place, other than something or now? I heard Talasar sounding the alarm someone wanting to disable the ship. The on the upper deck, and squads of boltmen Princess showed damage serious enough running up to their battle stations. This that repair was required at once. When was no ordinary storm. I rushed topside. the storm ended, we would descend to The Princess was climbing to get above the land below, and mend the masts and some big thunderheads when three silvery rigging.

DRAGON 41 42 OCTOBER 1992 Amphimir 18, Haldemar from a Amphimir 18, Haldemar from a The tribesman sat nearby, fixing embers later account: We found a secluded later account: Alas, I had to leave the in his campfire, probably to roast me. clearing in the forest. The Princess slowly forest after running into several unsavory Lizard or not, it was time to act. I swung a descended to the treetops, and the crew critters with cravings for lizard flesh. I few times at the end of my tail, leaped, fastened lines to hold her steady. The plan discovered I could frighten smaller ani- and ended up perched on the branch. was to acquire several good quality logs mals by stretching out my frill and stand- That caught the tribesman’s attention. for the masts, but this would expose the ing up menacingly. This was useful since I I stood up, pointed a little reptilian fin- crew as they would no longer benefit couldn’t cast any magic in my current ger at my captor, and then down at the from the Princess’s invisibility Xerdon and shape. I also discovered I could run quite offending string still at my tail. The tribes- Nyanga returned after a few hours from fast as well. I’ve done a lot of that lately. man took a few steps back in amazement. their scouting mission. They had seen no I was north of the forest, in open grass- He scratched his head, then regained his one in the woods. All seemed peaceful. land. I must admit I’d lost my way in the composure. He approached and removed Work began immediately. tall grass, with no possibility of reaching the string, watching me carefully. When I was convinced all safety mea- the ship. This could be trouble. He considered me for an instant, then sures had been taken, I left the ship to Some sudden noise in the grass got my stirred up his campfire again. Embers oversee repairs. I had to pick the trees attention. A tribesman squatting nearby, crackled and sparks rose above him as he needed for the masts. I was best qualified observed me silently. He must have had began chanting. This was a shaman per- for this, because of the enchantments that some lizardkin blood, judging from the haps, who knew magic to talk to lizards. would be needed eventually. The raucous very fine scales covering his skin. He He said he was Gagidju, a walkabout medi- laughter of a bird echoed strangely some- otherwise seemed almost human. I looked cine man. where in the forest. Moments later, the him in the eyes, hoping perhaps to com- “Ooh,” he said. “You are gondaman. crew began cutting down a majestic tree. I municate. Barramundje cursed you.” sat on a mossy rock next to a pond, as the “Friend . . . Help . . .” I thought very “Who’s that, and why was I cursed?” I tree trunk creaked and groaned in its fall. hard. asked. Some time went by as Raman and the He began aiming his spear at me. Well, “She Spirit Mother of Wallara. She pro- crew examined the log for any splinters or that didn’t work. Time to run! tects land, water in the billabongs, trees in irregularities. Satisfied, he turned toward I ran until I ended up in a dead-end, at the outback. Should listen to kookaburra’s me and began, “This one’s perfect, Your the base of a large rocky monolith. Drat! I call when you hear it. You angered Barra- High . . . Admiral?” He turned around tried to use the frill thing to intimidate my mundje. Unwise . . .” said Gagidju. “Now, several times, apparently not seeing me. pursuer. The tribesman, raised an eye- you gondaman.” Hands on his hips, he added “Well, by brow, pulled a curved piece of wood and “Well, can you break the curse?” I asked. Yiggureth, where is he now?” hurled it at me. It spun in the air and flew “Ooh no. Very unwise. Only great spirit How could he not see me? I just sat right past my head. “Ha!” I thought. breaks Barramundje’s curse. We can go to there, amazed. I walked up to him. “Missed me!” That’s when the wooden dreamstone. There, the Eagle Spirit will Strange—he seemed twice as tall as he missile suddenly came back and hit me in help,” answered Gagidju. He then added used to be. Indeed, I could barely reach the back of the head. That was it. I “Maybe.” his belt. Perhaps this place was magical. I thought I was to end up as some tribes- Amphimir 20, Xerdon: We reached a tugged on his belt. man’s dinner after all. What a pity. All small town in the rocky hills. It looked like “Eh, what’s this? Shoo! Out of my way, went dark. an ancient archeological site. Judging from you, I’m busy.” said Raman. He shoved me Amphimir 18, Xerdon: We followed their architecture, the buildings must have off to the side, into a bush. “Boltmen,” the small native hunting party. They had been erected centuries ago by some ordered Raman, “sound the alarm, the no prisoners, nor any way in which to advanced civilization. They had fallen in admiral is missing.” conceal them. We were about to give up ruins at some point, and the tribesmen I tried to call, but only a faint squeak the observation when all 12 tribesmen had taken over the site. They tried to came out. A squeak? I realized with horror suddenly vanished from the path. They rebuild some of the structures, using mud that I had somehow transformed into were nowhere to be seen. and straw, but clearly none of the original some lizard with a big, scaly frill around Later in the night, the tribesmen re- work was theirs. They religiously cleaned my neck. A lizard? Me!? Who could have turned. They quietly entered our camp- up the older structures and revealed long dared try such insolent trickery? site, without any warning. Nyanga, who forgotten runes that their medicine men The crew stepped aboard the lifeboat. I was on watch at the time, saw no telling studied at length. rushed to get on board, but a boltman sign of their arrival—they just appeared They called the place Risilvar, the lost grabbed me by the tail and tossed me off next to us. city. Our arrival caused some agitation. the lifeboat. “Hey! Get off, you. Go away, Fortunately, these tribesmen were Medicine men looked at us and said, shoo!” peaceful and simply curious about who we “Balandas—evil spirits” From then on, no Now what do I do? were. They tossed a strange creature’s one would speak to us. Even the tribesmen Amphimir 18, Talasar: I fear the carcass, which they called a roo, onto the who had led us here shunned us. We were worst may have happened to the Admiral. campfire and roasted it. One of the so-far free to go about Risilvar as we pleased, but None of our search parties have revealed silent tribesmen spoke after the roo feast. everyone kept their distance. his whereabouts. So far, I’ve discounted They knew nothing of the admirals fate. Lady Abovombe had seen this kind of the possibility of wild animals or monsters. We were the first people of our kind that behavior among the tribes in her nation. No traces of combat were found, nor any they had met. The leader of the tribesmen She believed we had stepped right into remains. I suspect he was abducted. Why, said he knew some magical place farther these medicine-men’s beliefs. They associ- I do not know yet. south where we could find out about ated us with some ancestral enemy in Native tribesmen have been sighted many things. Perhaps the medicine men their mythology. We had to prove our leaving the forest, south of our position. there would help us. We agreed and decid- peaceful intentions. They could have had something to do with ed to leave the next day at dawn. She later found a wounded tribesman in the admiral. I sent Xerdon and Nyanga to Amphimir 19, Haldemar from a one of the ruins. Fortunately, she had observe them. Lady Abovombe decided to later account: I woke up with a throb- brought an ointment of soothing that she join their party. I will remain to oversee bing headache. I thought it all had been a put to good use. A medicine man called repairs. I’ve doubled boltmen patrols in bad dream, but I had no such luck. I hung Kapurugi was watching and appreciated the vicinity. No one is to be alone at any from a branch, with my tail tied to a the act. He later agreed to help to us. time until this mystery is unveiled. string— how discouraging. Lady Abovombe explained, “We are

DRAGON 43 strangers in this land, Kapurugi. We never Amphimir 21, Talasar: Xerdon finally Glantrians—came from the sinister crea- meant harm to anyone here. We are seek- returned from his mission. At the idea of tures I had met several days ago, namely ing a lost friend. Those who had led us the admiral being turned into a lizard, I the Neh-Thalggu or the Wizard-King of here thought that the mystery of our prayed all night for all manners of remov- Herath¹. Perhaps I had indeed met with friends disappearance could be solved ing curses. A long day lay ahead of us. The the Immortals. With a chill I recalled the here in Risilvar.” task of hunting down every frilled lizard vision of Sésékumbo, the Prophet of “Many secrets can be unveiled in the lost in the region was both ludicrous and Yavdlom’s brother², when he died in Jaibul city,” said the medicine man, “but first we daunting, but nevertheless seemed crucial. six months ago. The empire was in danger, need a corroboree.” Where could the admiral be? and we had to warn Her Majesty at once. He called upon a few of his friends, and I sent out the crew in small hunting they built a fire in one of the alleyways parties with nets and bags, and the hunt 1. See Princess Ark episodes 30 & 32, and began dancing and chanting around it. began. Xerdon, Abovombe, and Nyanga DRAGON® Magazine #183 & 185. Strange colors appeared on their skins, would ride their emus, scouting the grass- 2. See Princess Ark episodes 16 & 17, and kept changing as the corroboree went lands for signs of the admiral. Meanwhile, DRAGON® Magazine #169 & 170. on. Sparks and smoke rose from the fire. I would examine each and every one of In the flames there appeared a fish, then a those lizards. Perhaps I could discern To be continued. . . strange lizard with a frill. Finally a great which was the admiral. eagle appeared and took the lizard away Hours later, some of the teams began The Land of Wallara into a mountain. returning with bags full of lizards. Soon Land of Wallara—Capital: Risilvar “Your friend is alive. But he’s a gonda- the deck was rampant with runaway (pop.: 9,500 chameleon men); ruler: Baka- man, a cursed one. He roams the outback frilled lizards, goannas, and other unre- loo “Sunskin,” son of Woy “The Dreamer”; now,” said Kapurugi. lated animals. Later in the night, natives patron: The Rainbow Serpent. “What do you mean, he’s cursed?” asked began following the crew to the Princess Chameleon men descended from the Lady Abovombe. Ark, gleefully selling anything they could Wallaras, a native race of hunter- “He is a lizard. You must leave him alone. lay their hands on, including amazing gatherers, possibly one of the oldest races He caused a quarrel between the Spirit creatures that delighted Raman. The deck on . There was a time in the past Mother and the Eagle Spirit. This is bad. became a racing track for platypuses, when the Wallaras walked side by side You must leave the lost city now.” spiny anteaters, flying squirrels, dingoes, with the spirits that created them. They This wasn’t much help at all. There must koala bears, wombats, and kangaroos. were in tune with the land, so much so have been some mountain somewhere in This happy crowd was soon returned to that Wallaras equated their life and well- the grasslands north from here. Perhaps the ground below so I could concentrate being to that of the earth and its wealth. we would find the admiral—or a lizard— on the remaining frilled lizards at last. The Wallaras viewed themselves as the there. This was rather bizarre. We had to Amphimir 21, Haldemar from a protectors of nature with which their return to the Princess Ark and report all later account: Gagidju had already left creators had entrusted them. They built a this to Talasar. Kapurugi met us at the gate when I awoke from the magical dreams. small city, Risilvar, in the hills where the of Risilvar. He held three very large, flight- Gagidju’s dreams were truly amazing. I link between them and their Immortal less birds. He handed us their reins and saw the eagle that Gagidju had spoken of. patrons was the greatest. From there, they mimicked the position of a horseman. It had risen from the furtive shadows of flourished and learned much about the “Take emus. You will need them to travel the cavern and turned into a man with universe. the outback. Good luck.” small flames coming out of his eyes. At his These were very wise people, a race that Amphimir 20, Haldemar from a feet sat the silvery “thunderheads.” the could pierce mysteries that other races did later account: After a day’s march creatures that had attacked the Princess not even suspect existed. Although a small, across the outback, Gagidju and I arrived Ark during the storm. They seemed very peaceful people, Wallaras soon attracted at the Wallabong dreamstone. The great small next to him. An hourglass appeared the enmity of the Herathians who had stone monolith rose straight up from the in his hand, and he hurled it against the many dark secrets to hide. The Wallaras grass. On our way to the top, I noticed ground, shattering it. He finally said “Be- knew of the aranean nature of the several ancient paintings, and finally the ware of the mountain wizards. They bring Herathian wizards, but saw it not as a entrance to a large cavern with a small the doom of your world.” Finally, a fish threat but as just another incarnation of billabong. approached the edge of the cavern’s pond. nature. Alas, Herathians did not follow Gagidju set up camp in a sandy corner. I It transformed into an elven maiden with this thinking, As years passed, the discom- had ample opportunity to observe this a gem in her forehead. She waved her fort of believing their concealment was at medicine man during our journey. The hand at me and I regained my former risk grew unbearable to native araneas. very fine reptilian scales covering his body human shape. Mist then rose in the cavern This situation caused a frightening psycho- had a tendency to change colors slightly, and I lost consciousness again. sis with which araneas did not know how depending on the surrounding or the light, Upon my awakening, Lady Abovombe to deal. At greatest risk were the older very much like a chameleon. The skin had appeared at the cavern’s entrance, riding a creatures, often the most powerful ones. a shimmering quality that unnerved me strange bird. I thought for a moment I was Thus, the greatest wizards created a spell several times. still dreaming. After my companions’ that would remove all knowledge of the Gagidju lit a small fire, and he carefully arrival in the cavern had finally dispelled araneas’ true identity from the mind of the livened the embers. This time he pulled my confusion, we gathered near the pond Wallaras. Alas, the mental uneasiness out small chips of opal and played with and spoke at length about what had oc- prevailing among Herathian wizards at the them for some time. He then tossed hand- curred. I could have talked at length about time caused them to miscalculate the sized pieces of painted bark into the fire all I had experienced lately, but it was severity of their spells effect. and began chanting. The ceremony lasted clear that we had to return to Alphatia The result was catastrophic. In removing hours, until well after sunset. The flames without delay. knowledge of the araneas from the minds were casting odd moving shadows against Far too many clues about an ominous of the Wallaras, the spell backfired and the cavern’s vault. At times I could see the future had kept surfacing in our path. kept altering the memory of Wallaras. shadows of birds among the rocks. Mes- They could no longer be ignored or dis- Herathians were at a loss to halt the spell, merized, I began seeing images in the missed as mere coincidences. Neither was and the hapless Wallaras’ civilization fell shadows, as if I were dreaming. Soon my there any evidence that my dream of the back to the stone age. Only obscure mem- mind was lost in the pattern of moving hourglass symbol and the new mention of ories and legends of their past survived in dark shapes. mountain wizards—presumably their minds.

44 OCTOBER 1992 This tragedy caused the Great One—the Many returned to their nomadic ways, and back to peace. immortal patron of Wallara—to seek re- while others decided to settle in small The gator men are another story (see venge. A plague of dragons attacked villages in the grassland outback. episode #32, issue #185). In order to pre- Herath. Araneas were experienced and Today, chameleon men are slowly re- serve peace, chameleon men managed to organized enough to survive the wrath of learning their past, and shreds of their make the dangerous gator men believe the Great One, though at a dreadful cost to ancient civilization are starting to reap- that the grasslands belong to their Immor- their nation. Herath faced such horren- pear. The remainder of the hills, mostly tal patron. On the other hand, they main- dous devastation that Korotiku met with south of the Forbidden River, are still tained a curious trading system with the the Great One and explained the error of taboo. No one is to enter them for fear of unwitting gator men. Only the wiser his aranean followers. It cost The Trickster evil spirits living there. Wallara medicine tribesmen may enter the Wallaroo Grass- dearly to convince the Great One to cease men have gotten messages from the sky lands bordering the Bayou, and always the attacks, in addition to a promise of that beyond the river lay the land of the under the guidance of medicine men. Herath never to interfere with the Wal- balandas, evil spirits that steal people’s Gator men occupy a very special place in laras again. The message got through to souls. In truth, this refers to Herathians. the chameleon men’s mythology. For Wal- the aranean clerics, and soon Herathians The Wallaras haven’t gotten as close to laras, gator men are an embodiment of began rebuilding their nation. The the Immortals as they used to be. Immor- Genjoo, the Crocodile Spirit. Because of Herathian clergy also destroyed all traces tals are convinced that this was not neces- this, they must be respected. of the despicable spell of forgetting, and sarily a good thing for mortals. After all, forever banned further research on its this closeness turned out to be the Wal- Flora and fauna: The land is mostly a effects for fear that someday it might be laras’ undoing. Chameleon men are still a long, temperate plain covered with tall used against Herathians. wise people, but they no longer have the grasses and small clumps of forests. Occa- Meanwhile, the Wallaras remained prim- curiosity to see through mysteries. Their sionally, a lonely boab (baobab) offers itive nomads, seeking the secrets of their special wisdom applies mostly to their land some shade in the middle of the grassland past. They believed that, indeed, spirits and their people. outback. The light forest bordering the once walked this land, but it was a Time of The Land of Wallara is at peace nowa- Forbidden Highlands is mostly eucalyptus Dreams, the time when the Immortals days. Other than Herath, chameleon men trees, with acacias, mosses, and ferns created them. They thought for a long have two other neighbors, the gator men where the woods grow thicker. Some time that the spirits lived in the rocky of Gurr’ash at the northeastern end of the vegetation struggles to grow in the rocky hills, and no one was allowed to go there. outback, and the Phanaton people at the hills of the highlands, including patches of Centuries later, walkabout medicine men western edge of Wallara. The latter are porcupine grass, saltbushes, and rare, seeking knowledge of their past entered friendly, and some trade exists among the stunted trees. The Forbidden River takes the Forbidden Highlands and discovered two races, mostly opals, quartz stones, and its source in salted grounds. Its muddy, the Lost City of Risilvar. There they found animal pelts being traded for phanaton brackish water remains inadequate for old runes and symbols that told ancient goods. A large battle took place once, just consumption. The Forbidden Highlands stories of spirits, sky heroes, and Immor- after the Herathian spell wiped the are mostly sandstone, with many tals. This became a hallowed place that all chameleon- men’s memory, but since then, forgotten caverns of the ancient Wallara. tribes could visit freely, and many did. the Wallaras have returned to their senses To keep with the overall feel of the Wal- lara wilderness, here are some creatures common to the region, and their game Table 1: Chameleon Man Levels statistics: Level XP HD Special abilities -1 -2000 1d8 — Saltwater crocodile: Common in the 002d8 Vanish 1 2,000 3d8 — Forbidden River and on the Great Billa- 2 8,000 4d8 — bong shores (Trident Bay), these large saurians are the true bane of the Wallaras. 3 17,000 — Mimic 4 34,000 5d8 — AC 3, HD 6 (L), MV 90’ (30’) on land or 5 72,000 6d8 — water, AT 1 bite, D 2d8, NA 0 (1d4), Save 6 144,000 7d8 — F3, ML 7, TT Nil, Int 2, AL N, XP 275. Dingo: These wild dogs are commonly 7 300,000 — Dream 8 600,000 8d8 — found in the hills or in the grassy outback. 9 900,000 * +2 hp** — They normally hunt in packs. Lonely

Table 2: Medicine Man Levels Spell levels

Level XP HD 1 2 3 45 1 -3,000 1d8 ————— 0 0 2d8 1 ———— 1 3,000 3d8 2 ——— — 2 12,000 4d8 2 1 ——— 3 24,000 — 2 2 ——— 4 48,000 5d8 2 2 1—— 5 96,000 6d8 2 2 2 —— 6 192,000 7d8 322 1 — 7 380,000 —3 3 2 2— 8 680,000 8d8 3332 1 9 980,000 * +2 hp** 33332 * +300,000 XP per extra level * * + 2 hp per level, constitution bonus no longer applies Note that constitution bonuses should be added only when the PC is created and every time it gains a new level, up to level 8.

DRAGON 45 Wallara medicine men often keep tame phanatons for 2-12 cp each (or equivalent verns in the Forbidden Highlands after dingoes as companions. AC 7, HD 2 (M), barter value). AC 5, HD ½ (S), MV 120’ heavy rains. These dangerous creatures MV 180’ (60’), AT 1 bite, D ld6, NA 0 (3- (40’), AT 1 bite, D 1d4, NA 0 (l-20), Save are cause for alarm and local chameleon- 18), Save F1, ML 6-8, TT Nil, Int 3, AL N, F1, ML 7, TT Nil, Int 2, AL N, XP 5. man tribes will hunt them down; AC 4, HD XP 20 (AC9, page 14). Kangaroo: A common herbivore of the 4 (M), MV 180’ (60’), AT 1 bite, D 2d8, NA Spiny anteater (Echidna): An egg- grassy outback and lower hills outcrop- 2-8 (4-24), Save F2, ML 7, TT Nil, Int 1, AL laying mammal that burrows under the pings, this marsupial forms an important N, XP 75. ground, this nocturnal anteater uses its component of chameleon men diet. Skins Wild turkey: Another common ele- long, sticky tongue to catch insects. Be- can be sold to phanatons for 2d6 silver ment of the chameleon-men’s diet; AC 9, ware of its giant cousin: AC 5, HD 9* (L), pieces (or equivalent barter value). AC 8, HD ½ (S), MV 120’ (40’), AT 1 beak, D 1-2, MV 90’ (30’) or 60’ (30’) when burrowing, HD 2 (M), MV 240’ (80’), AT 1 hind leg, D NA 0 (2-12), Save F1, ML 6, TT Nil, Int 2, AT 1 tongue, D 3d6/rd, NA 1-2 (0), Save F5, 1d8, NA 0 (3-60), Save F1, ML 7, TT Nil, Int AL N, XP 5. ML 8, TT Nil, Int 2, AL N, XP 1,600. The 2, AL N, XP 20. The kangaroo can leap up Wakaleo: These marsupial lions are giant echidna lashes at its prey with its to 60’. rare creatures dwelling in the heavier sticky tongue, sweeping a cone-shaped Koala: This marsupial herbivore in- forested areas. They climb trees and wait, area equivalent to a standard dragon’s habits the eucalyptus forests of Wallara. hiding in the leaves, for unsuspecting breath. All small- or medium-sized crea- Legends say it is the incarnation of a for- preys. AC 5, HD 2 +2 (M), MV 150’ (50’), tures within this area must save vs. drag- est spirit, and thus is taboo for hunters. AT 2 claws/l bite, D 1d2/1d2/1d4, NA 1-2 on breath or be stuck on the tongue. The Medicine men sometimes use koalas as (1-4), Save F1, ML 9, TT Nil, Int 2, AL N, XP giant echidna then pulls its victims into its familiars. AC 8, HD ½ (S), MV 30’ (10’), AT 25. Can surprise victims on a roll of 1-4 on mouth, causing 3d6 points of damage per 1 claw, D 1d4, NA 0 (l-2), Save F1, ML 7, a 1d6. round to each of them. At the end of each TT Nil, Int 3, AL N, XP 5. round, victims can pull free if they suc- Kookaburra: This kingfisher-like bird Immortal patrons of Wallara ceed a Strength check. is well-known for its raucous, laugh-like Agundji, The Rainbow Serpent— Emu: This is a 6-7’ tall, flightless bird call. As with the koalas, kookaburras are ( the Great One). Agundji is the chief similar to the ostrich. Chameleon men of rumored to be incarnations of spirits who Immortal of the Wallara pantheon. Chame- the grassy outback use large emus as use their call to warn the travellers of leon men are an ancient subspecies of mounts. AC 8, HD 2 (M), MV 240’ (80’), AT impending dangers, or to mock their igno- dragons, which explains their magical 1 beak, D 1d6, NA 0 (2-12), Save F1, ML 6, rance of the land. AC 7, HD ½ (S), MV 360’ abilities (vanishing and mimicry at higher TT Nil, Int 2, AL N, XP 20. Load: 750 cn at (120’) flying or 30’ (10’) swimming, AT Nil, levels). Most Wallaras honor Agundji as the full speed; 1,500 cn at half-speed. Barding D Nil, NA 0 (l-2), Save F1, ML 6-8, TT Nil, lord of all creatures and the patron of sky Multiplier: x 1. Int 3, AL N, XP 20. heroes. Agundji’s sphere of interest in- Goanna: This iguana-like lizard often Termite: Termite mounds can be found cludes the sky, the element of air, colors, ends up as prime ingredient of Wallara throughout the grassy outback. Occasion- and mimicry. Separate individuals occa- dinners. The skins can be sold to the ally, giant termites will emerge from ca- sionally honor other dragons’ rulers, de-

Table 3: Boomerang Statistics Mastery Ranges Damage Defense Special P=H Basic 40/80/160 ld4 — — Skilled 50/90/160 ld6+1 H:+lAC/2 Stun (s/m) Expert 60/100/170 ld6+3 H:+2AC/3 Stun (s/m) Master 70/110/170 P:ld6 +5 H:+3AC/3 Stun (s/m) S:ld4+5 Gd Master 80/120/180 P:ld6+6 H:+4AC/4 Stun (s/m) S:ld4+6

P=H: Primary target uses either a hand-held or a hand-thrown weapon. P: Primary target. S: Secondary target (with missile weapons or natural weaponry). H:AC/# AC bonus to the boomerang’s user against attacks from opponents using hand-held or hand-thrown weapons, and the num- ber of time it can be used in a single round.

Table 4: Chameleon Men’s Statistics Abilities St In Wi DX Co Ch Race Max. 17 16 18 18 18 18* Chameleon Men -1 — — +1 — — Medicine Men -1 — +1 — — —

* Charisma applies only between chameleon men; otherwise, penalize Charisma by -1 when dealing with other humanoids, -2 when dealing with demihumans or humans.

46 OCTOBER 1992 Cartography by John Knecht ©1992 TSR, Inc. All Rights Reserved. DRAGON 47 pending on their alignments, local cus- times, they will bring a distressed medi- tures are restrained in some manner. toms, and circumstances. For example, cine man’s prayers to Genjoo and return Medicine Men: Chameleon men of those working in the Forbidden Highlands’ with a message. Wallara have their own types of spell- mines of opal often are followers of the Warruntam, The Eagle Spirit—(alias casters, called medicine men. These gifted Sun Dragon. Wallaras know the lesser Ixion). Warruntam is the patron of people are identified at birth by other dragons’ rulers as the Sun Spirit, the Moon hunters, speed, and bravery. His area of medicine men. They learn their first spell Spirit, and the Star Spirit. Most chameleon interest in Wallara is the element of fire. when they become adults (level 0), Medi- men believe their souls join their Immortal Chameleon men have rarely invoked War- cine men can cast clerical and druidic patrons after dying on Mystara. runtam as a patron of war, since they are spells, but cannot turn undead. In order to Sky Heroes: The goal of these servitors a peaceful people, but the Eagle Spirit cast a spell, medicine men need a small of Agundji is to teach the chameleon men among all Immortal patrons would come piece of quartz or opal that is consumed stories of their forgotten past. They also closest to this role, should an actual con- when the spell is cast. Supplies of these act as Agundji’s eyes and ears on Mystara flict ever occur. Legends say that those minerals can usually be acquired in ca- in times of trouble. These beings often who die from the sky’s lightning have been verns, near great rocks, or in the Forbid- appear as lonely, walkabout medicine men. claimed by Warruntam and become his den Highlands. They must perform a They do not reveal who they are and only servitors. corroboree (fire ceremony) to recover stay for a limited time with a tribe, from a Namarkons: These servitors of War- their spells. few weeks to a couple of years at most. runtam are also known as lightning men. Medicine men also can use their dream They are mortal creatures whose life They ride the storm clouds, bringing rain ability to imitate the effects of the druidic forces return to the Rainbow Serpent’s and wind. Their fire destroys that which is control weather or creeping doom spells. home plane upon their death. In addition ill and weak. Namarkons are incorporeal, Medicine men can always sense if a place to typical Wallara medicine-man aptitudes, invisible spirits that sometimes materialize is often visited by spirit servitors of their sky heroes have the innate ability to travel on Mystara as silver-colored, lawful- chosen Immortal patron (60' radius). As an between Mystara and Agundji’s home aligned thunderheads (AC9, page 79). option, adult medicine men also acquire plane, once per full moon. Namarkons can otherwise take the shape special clerical powers specific to their Barramundje, The Mother—(alias of medicine men with the same number of chosen Immortal patron, as described on Calitha Starbrow). Barramundje’s main hit dice. page 13 of the “Codex of the Immortals” in concern in Wallara remains that of rivers the boxed set. If and billabongs in general, and fertility in Chameleon men as PCs the Star Dragon is the chosen patron, give particular. Her sphere of interest includes Chameleon men are distantly related to the medicine men a permanent protection the element of water and all that grows, dragons. From them, they inherited sev- from evil rather than a +2 bonus to turn such as trees and grass. Her symbol eral innate magical powers. An adult undead. among Wallara medicine men is a fish. tribesman has the ability to vanish, which Miscellaneous: Chameleon men were One who harms her forests, abuses the is roughly equivalent to the dimension originally described in AC9 Creature Cata- wealth of her rivers and billabongs, and door spell. The difference lies in its short- log, pages 33-34. Chameleon men are poor befouls the land runs the risk of being er range (120’ instead of 360’). Also, be- swimmers (requiring a skill slot to learn cursed and of becoming a gondaman, a cause it is a racial ability, chameleon men how to swim). Chameleon men do not frilled lizard condemned to wander the never accidentally materialize into solid have infravision and their natural armor outback and perish under the hunter’s objects. However, for game balance, this class is 9 like humans. They strongly dis- boomerang. ability counts as a full action and should like armor as it cancels both their ability Guwarris: These are Barramundje’s require an Intelligence check every time it to vanish and to mimic. They use stone or spirit servitors. Guwarris sometimes take is used. bone daggers, spears with stone edges, the shape of a fish, a platypus, or a kooka- At 3rd level, a chameleon man can truly clubs, and—for the typical Wallara—the burra to watch over rivers and billabongs. mimic its surroundings. The chameleon boomerang. Chameleon men have racial Guwarris have the game statistics and man effectively turns invisible as per the modifiers to their game statistics, as abilities of nixies. Medicine men say it is mage spell. Although the chameleon man shown in Table 4. bad luck to disturb waters known to be can use this ability at will, any number of Language: If you haven’t caught on by inhabited by guwarris. times in a day, he must remain absolutely now, the best way to imitate Wallara lingo Genjoo, The Crocodile Spirit—(alias quiet and motionless when doing so (he would be to pick a good map of the land Ka). Genjoo’s sphere of interest for Wallara cannot cast spells, talk, attack, dodge, down-under, and check for native names. lies in the earth, the land, and magical move, vanish, etc). Chameleon men have Grab a bunch, shake well, and there you places. Chameleon men say that the rocky perfected the ability to remain motionless have it—but beware! You might very well outcroppings of the Forbidden Highlands for extended periods of time (up to an end up creating true words with ludicrous and the olgas, great monoliths dotting the hour per experience level). Mimicry only meanings! outback, are the scaly warts on Genjoo’s fools other races—chameleon men can Chameleon men also can use the chang- back. Great rocks are thought of as places always see one another. ing colors of their skin to show feelings. of great magic, and entrances to Genjoo’s At 7th level, a chameleon man can Proper usage of shades and hues is a sign world. Paintings left by the ancient Wal- dream. Once this ability has been used, it of wisdom and social status among chame- laras can often be found there. Medicine cannot be used again for seven days. The leon men. men who honor Genjoo often come to dream allows the chameleon man to tap these places to meditate. Legends also say into mystical knowledge of Wallara spirits. Chameleon men: AC 9, HD 2*, MV that when one dies in the jaws of a great At the chameleon man’s option, the dream 120’ (40’), AT 1 weapon, D by weapon, saltwater crocodile, it is that Genjoo has can imitate the effects of one of the follow- Save as F2, ML 7, TT (Q + S) E, AL Neutral claimed one’s soul and requested it to ing clerical spells: speak with animal, (any for PCs), XPV 25. Size: 7’ tall. become his servitor. speak with the dead, speak with plants, Thunderheads: AC 0, HD 16** (or 8 Neemes: The neemes are rock spirits, commune, or speak with monsters. outside storms), MV 30’ (10’), 180’ (60’) servitors of Genjoo. Their task is to teach Dreaming requires the chameleon man to flying, AT 2 claws or lightning bolt, D 2d6/ chameleon men how to become more meditate for 1d6 rounds, plus the time 2d6 or 5d6, NA 0 (1-3), Save as F16 (or F8 attuned to the land and how to protect spent communicating. The meditation outside storms), ML 9, TT Nil, Int 5, AL L, nature. They are incorporeal and invisible, requires live embers (from a small camp- XP 4,050 (or 1,750 with 8 HD). Load: 3,500 speaking to the medicine men only fire for example). Dreams cannot be used cn at full speed; 7,000 cn at half-speed. through dreams and meditation. Some- against hostile creatures unless such crea- Barding Multiplier: x 3. 48 OCTOBER 1992

Boomerang: This is the fabled weapon obstacle (like a tree). The boomerang may Wrath of the Immortals of the Wallara. It is a curved wooden hit that target on the returning segment of boxed set errata missile that returns to its owner if it hits its flight only, with a -2 attack penalty (no neither target nor obstacles. With an enc. back attack advantage here). On page 69 of Book Two (The Immor- of 50 cn, a good boomerang can be worth Boomerangs are made specifically for a tals’ Fury) in this set, the title “lmmor- many wallaroo pelts (say 10 gp worth in user of a given strength and height. If a tals Showdown” should appear just the game). boomerang is picked up by someone with before the last paragraph at the bot- Wallara medicine men can enchant a different Strength score or a different tom of column one. boomerangs as +1 weapons. A magical size, attack rolls should be penalized by boomerang flies in a figure-eight when it is -2. Finally, a boomerang can be used to thrown. If it misses the target and does light a fire by rubbing its hard edge on a not hit anything else, the magical boomer- dry log. ang will take a second pass at the target at Note: Don’t forget to apply the Hit Roll the end of the round. If the target is un- bonuses from the table on page 76 of the aware of the boomerang’s return, the D&D Rules Cyclopedia. Stun is explained boomerang then gets a +2 attack bonus on page 81 of the same book. for a back attack. If a boomerang does not hit anything Shields: Chameleon men do not nor- during the round, it then returns to the mally carry shields. However, quarrels do owner. If not distracted (by attacks from occur at times and medicine men allow foes for example), the owner can catch his two forces with an equal number of cha- returning boomerang automatically. With meleon men and comparable armament to a successful Dexterity check a distracted do battle to settle their dispute. Shields are owner can catch a returning boomerang. used at that time. They are medium-sized Opponents cannot catch an incoming shields, made of wood and bark, offering boomerang unless they have a higher the usual AC protection. Shields +1 exist mastery level than the boomerang’s owner, that match the owner’s mimicry ability. and they roll a successful Dexterity check. Tribal leaders are likely to own one. Note: This all assumes that either or both the Nonmagical shields do hamper a chame- owner of the boomerang and the target leon man’s vanishing and mimicry abilities. remain within the boomerang’s flight path Chameleon men are otherwise free to use during the entire round. any magical protection other than armor Boomerang users of Expert Skill or bet- to improve their AC. ter can aim at a target hiding behind an

50 OCTOBER 1992

by ate a mock fire elemental 2’ wide, 2’ long, and 24’ high? If you follow the description to the let- ter, area of effect for Control Flames re- fers to the two-dimensional area covered by the fire’s fuel. The mock fire elemental in your example would be possible only if the fuel covered 10 square feet or less and the flames were 24’ high, which might be possible if there were some sort of forced draft fanning the fire. When faced with a very large fire, say a multifloor building aflame, the psionicist can control only the flames erupting from a 10-square foot area. Note that 10 square feet is not a very big area—it’s 5’ by 2’ or 2½’ by 4’, or some combination of dimensions that can be If you have any questions on the games Yes, he can. The only limitations on these multiplied together to equal 10’. Compare produced by TSR, Inc., “Sage Advice” will powers are the PSPs available to the char- this with a standard 10’x10’ square on a answer them. In the United States and acter and the power check, which gets dungeon map, which is 100 square feet. To Canada, write to: Sage Advice, DRAGON® more difficult as the distance to the loca- make this devotion more useful, you might Magazine, P.O. Box 111, Lake Geneva WI tion to be scryed increases. The DM want to increase its area or give it a cubic 53147, U.S.A. In Europe, write to: Sage should use some common sense when area, say anything from 25 cubic feet Advice, DRAGON Magazine, TSR Ltd., 120 allowing the character to choose an area (5’x5’x1’) to 100 cubic feet (10’x10’x1’). Church End, Cherry Hinton, Cambridge to be scryed. For example, the character CB1 3LB, United Kingdom. We are no cannot just declare he is eavesdropping on Is the power score for the Create longer able to make personal replies; the wizard Drawmij’s library unless he Sound devotion Intelligence -7, as please send no SASEs with your questions actually knows where that library is, ei- stated in the description, or is it (SASES are being returned with writer’s ther through personal knowledge or by Intelligence -2, as stated in the guidelines for the magazine). making an educated guess. On the other summary on page 125? hand, the character can monitor an area It is Intelligence -7. The -2 modifier in The sage continues exploring the untold just by describing it in general terms. For the summary is an obvious typo when you reaches of optional material for the ® example, the character can declare that he consider that the power score for the very AD&D 2nd Edition game. This month, we is scrying the spot exactly 10 miles to his similar Control Sound Psychokinetic devo- have a short look at psionic powers. Un- west, or the topmost room in a tower he tion is Intelligence -5. less otherwise stated, page numbers refer has seen. to The Complete . According to the description of the Does a three-pound weapon suffer Disintegrate science on page 40, an a -1 penalty to THAC0 when used Inertial Barrier protects against Does the initial cost of a psionic with Telekinesis? psionic disintegration. Does an Iner- power cover the maintenance cost No. Although the formula for calculating tial Barrier also protect against mag- of the power for the first round? a character’s THAC0 when attacking with ical disintegration? Does an Inertial How about the first turn or hour, a telekinetically controlled weapon is equal Barrier protect against magic mis- for powers with maintenance costs to the weapon’s power-score penalty sile spells, fire, or breath weapons? measured in turns or hours? (weight in pounds divided by three), ob- An Inertial Barrier protects the user A character never has to pay both a jects weighing three pounds or less have against disintegration from any source. power’s initial and maintenance cost; it’s no power-score penalty and therefore no The rules don’t explain why, but here’s my one or the other. Although the rules are THAC0 penalty. best guess: Disintegration destroys matter not completely clear on the point, the text by setting up a vibration that causes ob- on page 14 that details maintaining powers Is the modifier for Animate Object jects and creatures to break into micro- leads me to believe that any power that is subtracted from the psionicist’s scopic pieces and fly apart; an Inertial maintained turn by turn or hour by hour Intelligence score, as listed in the Barrier dampens the vibration and dis- requires PSP expenditure by the turn or power description, or from the rupts the effect. hour rather than by the round. In these power score? The “missiles” created by a magic missile cases, the initial PSP expenditure keeps The modifier is made to the power spells are purely magical and are not the power going for the first turn or hour. score, The “Ability Score Modifier” head- affected by Inertial Barriers. While an However, the DM™ is free to assume that ing in the power’s description is a typo. Inertial Barrier does not confer fire resist- the initial cost can sustain the power for ance, it can foil most fire-based attacks by only the first round, and can require that Is Control Body a science? It is keeping flames from reaching the user. maintenance costs be paid starting the listed as a devotion, but its descrip- That is, the user is protected against next round. The former interpretation tion says it’s a science. Life Draining fireball spells, but still can get burned if he requires fewer PSPs than the latter, but is listed as a science, but its text walks into a burning building or pool of since maintenance costs by the turn or describes it as a devotion. molten lava. As explained in the devotion’s hour are fairly low, it doesn’t make much Control Body is a Psychokinetic devo- description (see page 46), Inertial Barriers difference which way you decide to do tion. Life Draining is a Psychometabolic can be effective against some breath weap- things as long you treat all powers the science. ons, but not all. Breath weapons that are same way. composed of pure heat, light, cold, elec- How tall can a fire animated with tricity, or other forms of energy are not Can a character using Clairaudi- the Control Flames devotion be? For affected. Gas, acid, or flame breath weap- ence or Clairvoyance scry a place example, since the area of effect is ons and any breath weapon that involves not personally known to him? 10 square feet, can a character cre- hurling or projecting some kind of matter

52 OCTOBER 1992 are affected. When dealing with very that can be absorbed; this includes magical power-score penalty, since it might be powerful breath weapons, such as dragon diseases such as mummy rot but not lycan- difficult to focus one’s inner energies with breath weapons, I suggest that you allow thropy (which also is a curse). a nose and mouth full of quicksand; I the Inertial Barrier user to roll only the suggest an additional -1 to -4. In this basic dice, not dice plus bonuses. For Does the Cell Adjustment devotion case, the character will simply bob to the example, if an adult red dragon breathes cure one point of damage when surface of the water or quicksand, where through an Inertial Barrier, the defender initiated if there is no disease to he probably can swim or slither to safety. rolls 12d10 vs. the dragon’s 12d10+6. cure? Can the psionicist immedi- Actually regaining one’s feet and walking Assume that the plus represents the intrin- ately spend 20 PSPs to cure four on the surface after being submerged and sic power (heat, acidic potency, etc.) of points of damage during the first popping up like a cork would require what part of the breath does penetrate the round he uses the power if there is considerable luck and dexterity. Inertial Barrier. no disease to cure? A falling character using Body Equilib- The psionicist can use the initial five rium certainly could use Control Wind to Why would anyone bother to learn PSPs to cure one point of damage if the influence where he lands. However, it the Absorb Disease devotion when Cell Adjustment recipient doesn’t have a would be quite difficult to slow a fall or to Cell Adjustment can cure diseases disease. However, the psionicist must lift a grounded character using Control more quickly, with lower PSP ex- spend one round getting the power estab- Wind, as the character must have an up- penditure, and without recourse to lished before he can start healing a lot of draft to lift him. This would be impossible the Complete Healing science? Why damage. Basically, the psionicist needs a in still air. If the character found a strong would anyone absorb a magical minute or so to assess the patient’s condi- thermal—on a sunlit hillside, for example— disease when Complete Healing tion before he can start making extensive he might be able to increase and control cures only normal diseases? repairs. the naturally occurring updraft enough to It is true that Cell Adjustment cures lift him, then glide to a landing some dis- diseases faster and “cheaper” than the Can a character use Body Equilib- tance away. Note that such a feat would Absorb Disease/Complete Healing combi- rium to keep from sinking once he require ideal conditions; the character nation. However, sometimes a character has fallen into water or quicksand? probably would have to be outside during isn’t free to choose his psionic powers. It is possible for a character to use a sunny day and on terrain that can create Characters with wild talents, for example, Body Equilibrium along with Con- rising currents of warm air—open fields, have to take what they get. Also, even trol Wind to levitate or fly? rocky areas, and the like. Bodies of water though the Complete Healing description Since Body Equilibrium can be activated don’t generate thermals at all, and forests mentions only “normal diseases” (see page while the psionicist is falling (see the devo- create very weak ones. This feat might 50), the text in the Absorb Disease descrip- tion’s description on pages 55-56), I don’t also be possible indoors in chimneys, tion on page 54 strongly implies that Com- see any reason not to allow its use while ventilation shafts, and other places where plete Healing should handle any malady sinking. The DM might choose to impose a there is a lot of rising air.

54 OCTOBER 1992

This September sets a milestone for he slays the great green dragon Verdilith, Verdilith. From the books conception to fantasy games and novels from TSR. With the scourge of Penhaligon. The Tainted the typesetting of its final page, The Taint- the launch of The Tainted Sword, the first Sword tells of Flinn’s search for honor, an ed Sword’s characters leapt from the book in the DUNGEONS & DRAGONS™ adventure fraught with lightning-quick pages and took on lives of their own. novel line, millions of avid D&D® game swordplay, arcane magicks, deadly mon- When asked about the source of these players will have fantasy novels written sters, and, of course, a dragon. strong characters, author D. J. Heinrich specifically for them. As the first novel in the new D&D novel replied, “The characters are me. Good or What a launch it will be! The Tainted line, The Tainted Sword embodies the bad, I have been each of those characters Sword features a gatefold back cover, two ethic and direction of the whole D&D line. at some point in my life. Kind of schizo- flyleaf spreads with full-color art by Larry D&D novels target the same genre that phrenic, I know—scary, too, especially Elmore, and three pages of full-color, made the D&D game the most popular when my face and hands start physically hand-painted maps. In addition, The Taint- role-playing game in the world: high fanta- expressing what I’m writing.” ed Sword kicks off not only a new novel sy. Stories of high fantasy feature the Whereas the first book in the Penhaligon line, but also the first D&D™ novel trilogy: conflict between good and evil, the heroic Trilogy focuses on the quest of Flinn the the Penhaligon Trilogy, named after the battle against overwhelming odds, the Mighty, the second book, The Dragon’s region of the D&D Known World where value of virtue and honor, the mystery of Tomb, traces Johauna’s search for - the novel takes place. magic, the wonder of communing with hood. Heinrich responds whimsically to In The Tainted Sword, author D. J. strange creatures, and the power of drag- questions about the characters’ destinies Heinrich tells the tale of Johauna, a young ons. The Tainted Sword exhibits the sort in The Dragon’s Tomb: “They all jump off a woman seeking to become a squire—and of desperate optimism that marks all cliff and plunge to their three eventually a knight—in the chivalrous works of this genre, most notably the thousand feet below. Really, how should I Order of the Three Suns. She meets an work that began it all: The Lord of the know what happens to them? Their lives embittered knight, once Flinn the Mighty Rings. aren’t all mapped out for them. They live but now Flinn the Fallen. Jo tries to con- Although it embodies the elements of whatever they go through on the day I vince Flinn that his glory can be reattained classic high fantasy, The Tainted Sword is write about them. They’re real people to through pursuit of the Quadrivial, the four fundamentally a story about people and me. When Jo lashes out in anger, I do, too. knightly virtues. The fourth of these vir- beings: Jo, Flinn, the wild boy Dayin, the When Karleah cackles aloud at some joke tues, Glory, can be attained by Flinn only if wizardess Karleah, and the green wyrm she’s just made at Braddoc’s expense, I do,

56 OCTOBER 1992 TSR’s oldest game becomes its newest book line!

too. When Dayin cries over his bastard of knows its bounds. Heinrich says, “Though landscapes and peoples, many like those in a father, I do, too. All I can say is this: The I like Taylor Caldwell, I don’t draw much real-life history and in history the way it characters will live.” inspiration from anyone, except maybe could have been. The Known World has Heinrich describes the process of writ- from me. Most everything I write about— countless stories waiting to be told. ing The Tainted Sword in the way that at least the feelings, the tears, the terror, TSR has been talking with fantasy-fiction others describe a tax audit. “Every word and the love—is something I’ve experi- heavy-hitters Doug Niles and was pure agony,” Heinrich said, laughing. enced firsthand.” to get them to tell some of those stories in “Take note, would-be authors: Writing a Geographical features, like characters, trilogies that will follow on the heels of the book is harder than . . . well. harder will feel the heavy tread of destiny. Taking Penhaligon books. Niles, fresh from writ- than anything I’ve ever done. I had two place just prior to the world-shattering ing the Druidhome Trilogy for the ® editors on The Tainted Sword, and I’m events in the Wrath of the Immortals FORGOTTEN REALMS shared world, is sure both privately thought I was loony. boxed set, The Tainted Sword does no hungry for new territory in a high-fantasy But with their help, the book survived its irreversible damage to the landscape, setting. Denning, meanwhile, has spent his author!” though Heinrich established a few villages, last five books in the forbidding climes of Perhaps the difficulty of writing a novel orc encampments, and notable mountain Athas, the DARK SUN™ world. Rumors say is what made Heinrich’s favorite author, peaks for the express purpose of destroy- he’s uncovered some mythical beasts in his Taylor Caldwell, write the “morose, mor- ing them. Athasian research that he’s just itching to bid, and depressing” novels Heinrich en- write about. joys most. Although Heinrich’s novel is far In books to come For now, we have the fanfare and glory from morose, morbid, and depressing, The Penhaligon Trilogy is the auspicious of The Tainted Sword (released in October Caldwell’s dogged persistence in writing beginning of the D&D novel line. Bruce 1992), The Dragon’s Tomb (April 1993), 800-page novels and apparently using the Heard, guru of the D&D game at TSR, and The Death of Magic (September 1993). whole dictionary in each one inspired notes, “The Known World is perhaps the The next D&D novel trilogies are pleasant Heinrich to success. richest, most diverse fantasy setting TSR foretastes of what else is to follow from However, even Caldwell’s influence has.” These lands contain scores of unique TSR book lines. NEW PRODUCTS FOR naess. This product contains two 96-page books LNQ1 Slayers of and two full-color maps to completely update AD&D® 2nd Edition module OCTOBER your WORLD OF GREYHAWK® campaign. This by Dale “Slade” Henson set is a must for all fans of the oldest fantasy Lankhmar’s Slayers’ Guild is home to many Menzoberranzan boxed set . fighters and mercenaries. To the public, it AD&D® game FORGOTTEN REALMS™ $20.00 U.S./$24.00 CAN./£11.99 U.K. appears proper and businesslike, but its inner accessory TSR Product No.: 1064 workings are as mysterious as those of any by Greenwood, Niles, and Salvatore thieves’ guild. This 64-page adventure deals with This boxed set describes the seat of the evil DSQ3 Asticlian Gambit the guild itself, and its important and far- drow empire, Menzoberranzan. One 96-page AD&D® game DARK SUN™ module reaching membership. and two 64-page booklets contain specific infor- by $9.95 U.S./$11.95 CAN./£5.99 U.K. mation on the city, the adventures to be found To the sons and daughters of Athas’s harsher TSR Product No.: 9371 therein, and the major drow houses. Six full- climes, Gulg and the Crescent Forest seem color poster-size maps, 12 full-color cards, and almost perversely lush, a jumble of green and The War of the the collected essays of Drizzt Do’Urden com- growing things hoarding precious water for the DRAGONLANCE® Tales II Trilogy, Vol- plete this huge boxed set. benefit of the few. Designed for four to six ume Three $30.00 U.S./$36.00 CAN./£18.99 U.K. characters of 7th- to 10th-level, this adventure by various authors TSR Product No.: 1083 makes the PCs pawns in a dangerous game The Queen of Darkness seeks to re-enter the between the Oba of Gulg, the Shadow King of world. Her evil minions once more grow strong Nibenay, and mysterious representatives of the and powerful. Dragons return to Krynn as a NEW PRODUCTS FOR Asticles family of Tyr. war sweeps across the land. Every person is $12.95 U.S./$15.50 CAN./£7.99 U.K. called upon to face the evil. Some will rise to the NOVEMBER TSR Product No.: 2412 challenge, and some will fall. But each is, in his or her own way, a hero. Read about these boxed set HR3 Celts Campaign Sourcebook heroes in stories from Weis & Hickman, Michael ® ® AD&D game RAVENLOFT set AD&D® game accessory Williams, Roger Moore, , and other by & William W. by Graeme Davis esteemed DRAGONLANCE® saga authors. Connors The barbaric Celtic tribes occupied most of $4.95 U.S./$595 CAN./£3.99 U.K. The time has come to learn more about the Europe. They constantly fought on the Roman TSR Product No.: 8348 Demiplane of Dread. This boxed set contains borders. They sacked and burned Rome several five books, each containing a wealth of material times. Their culture was rife with mysteries and The Ring of Winter ® designed to make your RAVENLOFT game adventure, druids, the Wild Hunt, raids, and The Harpers, Book Five adventures more terrifying than ever before. tribal warfare. This 96-page source book is all by James Lowder Read about psionics on the demiplane, expand- you need to introduce the Celts into your game Adventurers have sought the fabled Ring of ed rules on curses, secret societies both good or start an all-Celtic campaign. Winter for centuries. The ring is rumored to and evil, the secrets of , and magical lore $15.00 U.S./$18.OO CAN./£8.99 U.K. possess the magical might to make its wearer from himself. Also includ- TSR Product No.: 9376 immortal and bring a second Ice Age down ed are Vistani fortune-telling cards and a set of upon the FORGOTTEN REALMS® world of Toril. runic dice. FRQ2 Hordes of Dragonspear Artus Cimber knows where the ring is hidden. $20.00 U.S./$24.00 CAN./£11.99 U.K. AD&D® game FORGOTTEN REALMS ® After discovering its location, Cimber sets off to TSR Product No.: 1079 module fulfill the quest that has devoured a decade of by William W. Connors his life, a quest that takes him to the steamy CGR1 Complete Spacefarer’s Handbook This high-level adventure explores an area of jungles of Chult. ® ® AD&D game SPELLJAMMER set the FORGOTTEN REALMS® campaign setting $4.95 U.S./$5.95 CAN./£3.99 U.K. by Curtis Scott that has not been addressed in a module to date. TSR Product No.: 8493 Out of the depths of come astonish- This 32-page adventure will thrill experienced ® ing new ideas for the SPELLJAMMER cam- player characters with exciting new challenges The Radiant Dragon paign setting. Now you can create player and new information on some old (favorite) The Cloakmaster Cycle, Book Four characters from the nonhuman races of the giff, monsters. by dracons, scro, grommams, and more. Outfit $6.95 U.S./$8.50 CAN./£4.50 U.K. Teldin Moore is searching for the great ship, your characters with character kits like the TSR Product No.: 9369 Spelljammer: A radiant dragon holds the key to Corsair, the War Mage, and the Aperusa. Then commanding the great vessel, but needs Moore’s add some new space-oriented proficiencies and AC1010 Poor Wizard's Almanac help to take control. Meanwhile, the elves seek equipment, enlist your character in a space- D&D® game accessory his assistance in the second Unhuman War, a faring organization, and head off into the void by group of elf-hating monsters trades with the in search of fantastic space adventures. The first in a new series of products, this goblinoids for a secret weapon to use against $15.00 U.S./$18.00 CAN./£8.99 U.K. handy pocket guide provides general informa- the elves, and a member of Moore’s inner circle TSR Product No.: 2130 tion on the world of Mystara, updating players pulls them all toward battle. and characters on the aftermath of the events $4.5 U.S./$5.95 CAN./£3.99 U.K. From the Ashes boxed set described in the Wrath of the Immortals set. TSR Product No.: 8033 AD&D® game WORLD OF GREYHAWK ® Geographical, political, and historical informa- accessory tion, plus a “who’s who” and a full year’s worth by TSR staff of world events for the year AC 1010 in this Unless otherwise noted: ® Ravaged by the events described in the 240-page book. designates registered trademarks owned by TSR, Inc. ® set, this product details the ™ designates trademarks owned by TSR, Inc. GREYHAWK Wars $9.95 U.S./$11.95 CAN./£5.99 U.K. ©1992 TSR, Inc. All Rights Reserved. new political boundaries, military , and TSR Product No.: 9372 the all-important balance of power in the Fla- LANKHMAR is a trademark of and is used with permission. 58 OCTOBER 1992

Artwork by by Kevin Troy Lissanne Lake

Are you, as a game DM™, faced with a Know your sources group of rules lawyers for players? Do you The simplest way to toughen up your feel your campaign is slowly succumbing adventures without being unfair or unre- to the “Monty Haul Syndrome”? Are play- alistic is to know all the rules you are ers breezing through your most difficult playing with. Optional rules, new spells, adventures, and do they play shallow magical items, and monsters should all be characters created simply to hoard magic known to you. This may seem obvious, but and gold? Do they exploit the sheer size of I for one know the benefits of buying all the revised D&D® 2nd Edition the optional rulebooks (such as the Com- games by buying rulebooks you don't plete Handbooks or sets specialized to have? Fear no more! With this article, one setting) and convincing the DM to play you'll learn how to give your compaign's with those rules. Many a DM has fallen to monsters and NPCs a fighting chance— heart-rendering ideas for a wood-elf ranger without being unrealistic or unfair. with the berserker kit. Don't let the play- ers use their knowledge against you! Curse of the on page 56: boost we gave them. Besides, these guards If buying optional rules is too expensive 6th-level fighters (18): AC 4; MV 6”; HD will presumably serve in an offensive for you, look in used-book stores or the 6; hp 45; #AT 1; Dmg 1-8 (long sword); AL capacity (and a +2 bonus to armor class used-materials section of a mail-order LE; THAC0 15. on a short-lived guard is not as beneficial catalog. If this doesn’t work, borrow the Get real! Many 3rd-level adventuring as an extra attack per round) and they book from the player using it against you. fighters are outfitted better than that. already have good life spans in combat Take a week or so to familiarize yourself Let’s assume that any warrior that gets up because of their above-average hit points. with it, then borrow it again whenever to 1st-level is going to specialize (here, Here are the same fighters, now greatly you think you may need it (for instance, with the long sword). Then, too, a 6th- improved: when you’re creating an adventure). level fighter (not to mention the temple of 6th-level fighters (18): AC 3; MV 6”; HD If worst comes to worst, tell your play- Bane itself) is probably wealthy. Give the 6; hp 45 each; #AT 5/2; Dmg 1d8+2 (long ers that those optional rules are not being guards plate mail armor (which by itself is sword) or 1d8 (bows); SA paired swords used in your campaign. Nothing hurts a AC 3, better protection than chain mail (weapon spec.), missile weapons (sheaf pampered player more than creating a lst- and a shield) and exceptional quality weap- ); SD none; AL LE; THAC0 13. level character using Method I (3d6 ons from the Complete Fighter’s Hand- One note about exceptional quality straight) and only the core rules in the book, page 10 (these add one point each to weapons: While they improve your NPCs hardbound manuals. THAC0 and damage). Missile weapons by far, they are hardly worth the PCs’ time If you do get the optional rulebooks, use would be appropriate as well: either a and effort to carry them around. Chances them just as much as the players do. Don’t light crossbow with 20 bolts or a long bow are that a 5th-level character already has a make that Red Wizard of Thay a wimp— and 20 sheaf arrows per fighter. better (i.e., magical) weapon, and toting an give him class! Barbarian chieftains should Also, one should allow for the benefits extra long sword around all day is hardly not be mere 5th-level fighters, they should described in the “Combat Rules” chapter worth the encumbrance. be 5th-level berserkers with weapon spe- of the Complete Fighter’s Handbook. Most cialization. The same goes for campaigns useful of these are the weapon-style spe- Managing magic using the AD&D 1st Edition game. If you cializations. In the above case, I would give Magic deserves beefing up as well. If you are using the classic older modules, update the guards either the single-weapon style get a rules manual that has an awesome them using rules (new with two proficiency slots devoted to it new megadeath spell in it, change your spells and weapon specialization rules (thus gaining a +2 bonus to their armor NPC’s spell book to make room for it. The being the most important). classes as opposed to the one from a same goes for a devious new use for an Go through your modules and check for shield—see page 62) or two-weapon style old spell (see Joel E. Roosa’s article “Crea- weaknesses in those NPCs with character with ambidexterity (thus giving an extra tive Casting” in DRAGON® issue #169 and classes. For example, here are the elite attack per round—see page 64). I favor the the Complete Wizard’s Handbook, pages guards at the temple of Bane in Zhentil latter, as the guards’ armor classes are 82-86, for examples.) Keep, as described in the AD&D module already each one better from the armor For example, if you are running a

64 OCTOBER 1992 Artwork by James Holloway

FORGOTTEN REALMS® campaign, you bolt unless necessary. Take the motives of fantasy novel, The Sword of Shannara, by may wish to replace Melf’s acid in NPCs into mind. Terry Brooks. Early on, the heroes find the most NPC spell lists with the superior spell fabled Sword of Shannara but don’t even Agannazar’s scorcher, from the Expand your horizons realize what it is until it is stolen by the FORGOTTEN REALMS Adventures hard- Another simple idea for beefing up NPCs enemy! bound. Whereas the first spell affects one and monsters is to use “weird” or rare Make your monsters smart enough to target, requires a to-hit roll, and splits its magical items and monsters. DRAGON® fight on their own ground. Real kobolds damage over several rounds (doing 2d4 hp Magazine is a great source of both. The don’t fight in large, open fields at high damage each round), the second spell does various appendi- noon. Real kobolds fight in passages about 3d6 hp damage per round for two rounds ces are useful, too, if your players don’t 3’ high with no light and plenty of booby with no save and an automatic hit. Agan- have them. (Many of those monsters are so traps. This means the players don’t spot nazar’s scorcher can also catch others in rare no one would ever memorize them all the kobolds until the latter are about 30’ the jet (for less damage, however). The anyway.) Other good monster sources are away (the typical range of torches and only real benefit in the short run (which the AD&D 1st Edition monster books. The light spells), but the PCs are fully aware of ® matters most in combat) to Melf's acid and II the kobolds, thanks to the arrows and arrow is the range benefit (180 yards to a books have some great monsters that were traps all around. A fine example of this puny 20 yards). never carried over into the AD&D 2nd point can be found in the AD&D module, When it comes to NPC spell memoriza- Edition game. (The “fiend” nobles aren’t “Tallow’s Deep,” by Steve Gilbert and Bill tion, use common sense. If the characters the only monsters worth retrieving, either, Slavicsek in DUNGEON® Adventures issue stormed the first level of a wizards Try using a drelb from Monster Manual II #18. Here, goblins have built up a truly dungeon yesterday, the wizard will most on a party of characters who are afraid of deadly dungeon of their own. Note that likely be prepared with a few more offen- wraiths, or a froghemoth on a boating DUNGEON Adventures’ modules are often sive spells than usual. However, if the expedition.) rife with wonderful new magical items wizard knows that the characters have Don’t tell your players what an item or and monsters to spring to your unsuspect- some type of fire-resistance spell or magi- monster really is when they find it. Read ing players. ® cal item, he will not memorize fireball. the tips on running RAVENLOFT cam- Any wizard or priest worth his spell com- paigns in “The Techniques of Terror” chap- Conclusion ponents will set alarm spells, glyphs of ter in the RAVENLOFT boxed set’s The key to deadly (but by all means fair) warding, and, in the case of the very pow- rulebook. See also Gary Coppa’s article, DMing in AD&D® games can be summed erful individuals, a few nasty magical traps “It’s Sort of Like a Wand . . .” in DRAGON up like this: Have the NPCs and monsters using contingency or a guards and wards issue #161, and “The Game Wizards” use the same rules and nifty tricks, tactics, spell. Finally, if a mage doesn’t want to column by Bruce Nesmith in DRAGON and ploys that the player characters use. destroy his precious tower with mass issue #162. One famous example of this You want to make the PCs—and players— destruction spells, he won’t use lightning “no information” style can be found in the sweat.

66 OCTOBER 1992 DRAGON 67 Welcome to the Libraries and museums Hospices Neighborhood! In a fantasy setting, libraries and Many inns are reluctant to rent rooms to museums are one and the same, and injured or sick characters, for fear of Continued from page 30 usually privately owned. Powerful sages, plague or lawsuits. A character who wizards, nobles, magic guilds, and temples staggers into town missing a few hit points of their weapons and gear, they might are the most likely owners. Characters will find quicker service at a hospice. have to break in to retrieve them. Who who want to learn a little about their These institutions are maintained by knows, the characters might even be after world would be advised to cultivate these priests of the gods of healing. They consist the crown jewels! people or organizations in order to gain of a number of rooms, each with a bed entry to their collections. One good way and the same conveniences you would Embassies would be to make contributions. Magical Any foreign governing body that find in an inn. The conditions and service items, potion ingredients, tomes and there are excellent, comparable to the interacts with the city is likely to have an scrolls, and even monster descriptions finest inns, and there is no rent (though embassy there in order to protect its would be appreciated by library owners. interests. A nearby dragon might maintain appropriate donations are always a building and staff to collect its tribute or accepted). The difference is that they are Estates to serve as a summer home. A knightly reserved for the sick. Note that those Powerful NPCs do not always live in requiring healing spells go to the temple. order could maintain a hostel. Friendly or castles out in the wilderness. Those who neutral cities will maintain a large building The hospice is reserved for those whose like company and pleasant conversation and contingent, filled with spies and ills can be cured by a few days of rest. will maintain residences in town, suitable Characters who wish to make use of this surrounded by counterspies. to their importance. These stately homes, facility should make steady contributions These buildings are the best places for villas, or estates surround the city. They the characters to get information on to the temple for a few months prior. are staffed with servants and perhaps a foreign lands, customs, and maps. few men-at-arms. An estate building is not Contacts in these places can be established Courts a fortress, nor is it designed to be The PCs are bound to end up in the (“Rogar sent me!“) and jobs obtained defended. It will contain the noble’s (“We’ve been having orc trouble up courthouse one day, after a brawl, crime, showier treasures (protected against north.“). or other injustice committed by them, thieves), the noble’s family, guest rooms, Certain expert hirelings might be found against them, or in their presence. The garden, and a few other amenities. courthouse will be a large, imposing through embassies, as well. A nation might Characters who want to meet with an be famous for its masons, weavers, or building, with a large central room and a important NPC call here, rather than at his illusionists. A party looking for such a miniature dungeon. This is where fines fortress. In these civilized surroundings, master artisan should check an embassy to will be paid, inquiries made, and criminals the noble will not challenge the party to a held before sentencing. see if any of their citizens are in the duel or any such nonsense, and topics of neighborhood and, if not, how one may be mutual interest may be discussed. reached. Conclusion A city, even a medieval one, is a complex tapestry of neighbors and neighborhoods, each with their own function in the running of the city. The character should find a place for everything, in a neighborhood all its own.

Bewildered in the wilderness?

Got a question about one of TSR’s role- playing games? Turn to “Sage Advice” to find out the answers!

68 OCTOBER 1992

70 OCTOBER 1992 by James Lewder

Creatures on the prowl

After the downfall of the EC-style horror a while provides a great change of pace to will be free to pursue his own nefarious comic of the 1950s, chock full of entertain- the standard super standoffs. Scenarios plans. ing but gruesome deaths and decaying involving these titanic beasts can be re- A light touch is important when running zombies with various body parts missing solved easily in a single game session; the adventures with creatures such as Zzutak the comic-book industry scrambled for a typical plot noted above can be worked and Groot, especially if you want the less shocking type of monster to fill its into any locale. Used creatively, these games to resemble the Lee-Kirby monster rosters. So it was that magazines like creatures can be a challenge to even the epics in the original comics. The evil beast- Strange Tales, in the days before Doctor most powerful super teams. ies tend to threaten humans, but generally Strange and the Human Torch, and Jour- In an extended campaign against a spe- don’t go out of their way to kill them. ney Into Mystery, before the arrival of a cific villain, a monster can play the impor- They will wipe out any tanks and planes certain hammer-toting thunder god, came tant role of minion. If, for example, the the Army or Air Force tosses against them, to be home for creatures of astounding Red Ghost wants to distract a nosy group but are never surprised when the soldiers size and even more astounding names— of heroes who are hot on his trail, he escape from the burning wreckage. In monsters like Kraa the Unhuman; Sporr, might resurrect the Glop and set him on a fact, Marvel monsters are prone to enjoy the Thing That Could Not Die; Grottu, rampage throughout . the sight of fleeing humans. It gives them King of the Insects; and, of course, the While the heroes save lives and prevent the chance to laugh maniacally and bellow ever-popular Fin Fang Foom. the Glop from crushing even such classic lines as: “I am Googam— These mammoth menaces proved so flatter than it already is, the Red Ghost and I am power!!” or “Tremble, mor- successful that Marvel launched two more tals, before the awesome comics in 1959 to showcase them— Tales of might of Gomdulla!” Suspense and Tales to Astonish. Soon, these books would become the stomping ground for super heroes like Iron Man, Ant-Man, and the Hulk. For a time in the early 1960s though, their pages trembled under the tread of giant feet and echoed with the clatter of crumbling buildings. As you might suspect, these yarns share a great deal with the “guys-in-rubber- monster-suits” school of Japanese cinema, as well as the radiation-enlarged-insect movies of the 1950s. The standard story involves a gigantic creature either landing on earth if it’s an alien beastie, or being awakened by an overly inquisitive explorer or scientist if it’s a more local menace. After some prerequisite stomping of the land- scape in New York or a small village in eastern Europe, the monster’s secret weak- ness is uncovered. That’s part of the Mon- ster’s Guild by-laws, it seems: All monsters over 20’ tall must have a debilitating Achil- les heel that allows the puny humans of Earth to defeat it. Under no circumstances, though, should this weakness be anything so obvious that it can be uncovered before said monster gets to crush some masonry and maybe even chuck around a car or two—after all, fair’s fair.

Monsters on the loose Releasing a towering mass of scales, claws, and muscle into your MARVEL SUPER HEROES™ campaign every once in Color by Steve Sullivan DRAGON 71 GOMDULLA™ seems more likely that the alien adopted For modern-day campaigns, you might The Living the bandages upon reaching Egypt, intent assume the following to be true: Since his on hiding his unearthly origins and ex- defeat in the sixties, Gomdulla has been F EX(20) Health: 255 ploiting the beliefs of the locals. It’s also passed from Interpol to SHIELD to more A GD(10) possible that, once they had defeated mundane scientific operations, but no one S MN(75) Karma: 100 Gomdulla, the freedom fighters covered has been able to uncover the alien’s origin. E ShX(150) the pretender to the pharaoh’s throne in The most prevalent theory supported by R AM(50) Resources: EX(20) the traditional funeral wrappings. these groups claims that Gomdulla is some I GD(10) What is clear is Gomdulla was swathed sort of renegade super-robot, though the P IN(40) Popularity: 0 in bandages when archaeologists uncover- alien technology that created him remains ed him in the early part of the twentieth elusive. Some even posit Gomdulla is noth- century. Presumably the wrappings had ing more than a more advanced model of POWERS: fused somehow with the alien’s skin, for Rama-Tut’s robot warriors. Gomdulla was Body armor: Gomdulla’s skin, possibly in scientists were unable to discover the true recently returned to the Egyptian govern- conjunction with the seemingly indestruc- nature of the 30’-tall mummy. Gomdulla ment, which considers the dormant “Liv- tible mummy wrappings he wears, grants was dismissed as a hoax by some, dis- ing Pharaoh” a national treasure of sorts. him Amazing (50) protection from physi- cussed as a true mystery by others; in the cal, Force, and Energy attacks. small museum in Egypt that was his home, GROOT™ Levitation: Gomdulla can levitate at will however, Gomdulla soon became just The Monster from Planet X with Incredible (40) power. another dusty fragment of history. Earth control: Though only able to affect For at least 40 years, Gomdulla stood F EX(20) Health: 330 stone, Gomdulla has Amazing (50) power motionless in the museum. Finally, in the A GD(10) in causing stones to move or even fly at early 1960s, two small boys playing S ShY(200) Karma: 120 his command. around the giant’s feet fell against the stud E UN(100) Hibernation: When the stud on Gomdul- and awoke the sleeping alien. Waiting for R AM(50) Resources: UN(100) la’s right foot is pressed, he goes into a night to fall and the museum to empty, I RM(30) sort of suspended animation. During this Gomdulla smashed through the museum’s P IN(40) Popularity: 0 time, he does not age. Any examinations thick stone wall and escaped into the (even psi-probes) conducted on the Living darkness. POWERS: Pharaoh while he is hibernating will reveal It didn’t take long for the giant to resur- Body armor: Groot’s thick, barklike skin nothing of his nature. rect the Cult of Gomdulla in the backwater provides Remarkable (30) protection area of Egypt, and within weeks he had against physical, Force, and Energy at- taken control of the pyramid once more. tacks. This armor provides Groot no pro- TALENTS: Gomdulla is fluent in at least His agents began to gather treasure for tection from attacks of normal-sized two human languages: English and Egyp- the newly risen demigod. That Gomdulla, insects, such as ants or termites, which tian (both ancient and modern). now called the Living Pharaoh, quickly can easily penetrate the fibers and damage gathered epithets like “the Cruel” and “the his pulpy interior. This vulnerability also CONTACTS: The Cult of Gomdulla re- Merciless” are testament enough to the includes characters who can shrink to the mains as a very small organization type of organization he was building. size of a small insect. throughout Egypt. It is particularly active The semi-secret Cult of Gomdulla soon Flight: Groot can travel through space at outside the major cities. The members are came to the attention of Interpol, which Unearthly (100) speeds, during which time drawn largely from the criminal popula- assigned an agent to discover the identity he is sheathed in a specialized force field tion, but they are extremely loyal to the of its leaders. The agent got quite a sur- that protects him from the rigors of outer Living Pharaoh and provide him with prise when he found that the missing giant space (no additional life support neces- substantial wealth. mummy was the cult’s focus. In the battle sary). This force field provides no other that followed, the Interpol agent escaped protection and appears as a brilliant yel- death at the alien’s hands thanks to the low luminescence, which sometimes sur- HISTORY: In ancient Egypt, during the intervention of the cult’s high priest. A rounds Groot for days after he lands on a reign of the pharaohs, a powerful alien descendant of the freedom fighters who planet. landed near the Nile river. This alien, had dealt with Gomdulla when he first Growth: Groot can alter his size by known only as Gomdulla, set about terror- landed in Egypt, the high priest was him- absorbing wood. His initial size will be izing the small community around one of self a spy for the forces aligned against the Incredible (20’ tall), and for each turn he is the lesser pyramids. While most of the Living Pharaoh. He knew to press the stud allowed to draw wooden objects into his Egyptians rejected Gomdulla’s demands hidden by the wrappings on the alien’s body, he will grow one rank in height, up for wealth and power, some fell at the foot, once again sending Gomdulla into to Shift Y (50’ tall). The process can be alien’s feet, proclaiming him the true ruler hibernation. reversed, though no wood is expelled from of the Nile basin. his body in shrinking back to his starting The alien’s reign of terror lasted only a ROLE-PLAYING NOTES: Gomdulla is height. very short time. Freedom fighters infil- content with his guise as an Egyptian Plant control: Groot exerts Shift X (150) trated the Cult of Gomdulla centered in demigod and will do all he can to hide his control over all trees and woody flora, a the lesser pyramid, which was unfinished extraterrestrial nature. He is cruel and power that functions like the more com- at the time, and discovered his weakness— quite a braggart. He will rarely confront mon form of the Animate objects power. a stud on the top of his right foot. Pressing foes without proclaiming dire fates for any He can command timber to accelerate its the stud immobilized the alien, sending who dare oppose him. Overly fond of growth, as well as move like animated him into deep hibernation. showing off his powers, Gomdulla will servants. Trees will obey his commands It remains unclear when Gomdulla was never try to hide his strengths. His goals without pause, despite biological limita- fitted with the mummylike wrappings he are simple: the collection of wealth and tions to the contrary (i.e., pines that walk wears in modern appearances. Perhaps absolute power over as great an area as he around to do Groot’s bidding will not die they are common garb on his planet. It can manage. from lack of water, etc.).

72 OCTOBER 1992 Resistance to fire and heat: Groot, like all chance and won’t shy away from direct : The Thing That Shouldn’t inhabitants of Planet X, has this power at conflict with heroes. If the battle begins to Exist cannot be destroyed, only rendered the Remarkable (30) level. turn against him, though, he will quickly immobile. summon trees to fight for him. TALENTS: From Planet X, Groot studied Groot’s plans for stealing a small town or TALENTS: None. the Earth, giving him knowledge of En- village for scientific experiment on Planet glish. He also has Amazing (50) talent in X provide a great springboard for future HISTORY: When a tall, mysterious stran- biology and Incredible (40) talent in space adventures. Even though the overlord was ger arrived on the doorstep of comic-book sciences. defeated by Leslie Evans in the early artist Frank Johnson, little did he suspect 1960s, his successor on Planet X might he was dealing with the leader of a dan- HISTORY: Returning home from a party, come to Earth to kidnap another village. gerous group of Aztec revolutionaries. Alice and Leslie Evans witnessed a strange With all the resources of Planet X behind The man claimed to be a fan of the mon- glowing object crash on the outskirts of him, the new monarch might even be sters Johnson painted for comic books the small town in which they lived. Be- equipped with modified armor that cannot such as Strange Tales. To help the talented cause it was late, they decided not to in- be breached by insects and other small artist achieve true greatness, the stranger vestigate. For the next few days, though, weapons so easily. gave him a set of wondrous “three- the weird occurrence plagued Leslie, dimensional” paints, intended to give his despite his efforts to throw himself into ZZUTAK™ work a more lifelike quality. his work as a research biologist. The Thing That Shouldn’t Exist The paints certainly proved to have Only when trees, fences, and other incredible powers. Whatever Johnson wooden objects began to disappear around F AM(50) Health: 404 depicted with the oils quickly moved away town did Leslie give in to his suspicions A PR(4) from the canvas and became real. Using and go out to investigate the crash site. In S ShX(150) Karma: 6 the paints was not without its dangers, the forest, he discovered a glowing wood- E ShY(200) though, as the artist soon discovered. en giant, 20’ tall and shaped roughly like a R FB(2) Resources: None Viewing even the tiniest bit of enchanted huge tree. This monstrous creature was I FB(2) paint caused Johnson to succumb to the absorbing all the wood he could gather— P FB(2) Popularity: 0 subliminal suggestions the stranger had the trees, the missing fence, barrels, implanted in the weird gift. brooms, and even doghouses. And with POWERS: Johnson found himself setting off for each bit of wood he absorbed, the crea- Body armor: Zzutak’s unusual nature Mexico, very much against his will. He ture grew larger. grants him Monstrous protection from trekked for quite some time into the Sierra Evans rushed to warn the town, but it physical and Force attacks, as well as Class Madre Mountains. In a remote valley wasn’t long before the alien, now 50’ tall, 1000 protection from cold, heat, fire, and there, he came upon a perfectly preserved lumbered out of the forest. He announced corrosives. Aztec temple—and the stranger who had himself as Groot, monarch of Planet X and overlord of all timber in the galaxy. The plan he had come to institute was simple, but astounding: Groot would command the nearby trees to form a wall around the town, then expand their roots to weave a net beneath it. When that root-net was complete, Groot would order the trees to carry the town into space, out of the solar system, and into the waiting labs on Planet X, where the earthlings would provide ample test subjects for the alien scientists. Though Groot never revealed how he could make the trees fly into space, the power he exhibited over the local pines and oaks seemed to prove he wasn’t bluff- ing. Under the overlord’s command, the trees surrounded the town and their roots started to grow into a net. The town tried to stop Groot—with bullets and even fire— but nothing worked. Fortunately, Evans thought to confront Groot with a less obvious weapon. Whereas bullets could not penetrate the alien’s bark and fire had no effect upon him whatsoever, the special termites Evans bred in his lab made short work of the 50’ tree. With Groot gone, the town hailed Evans as a hero and started the long process of cleaning up after the rampaging flora.

ROLE-PLAYING NOTES: Groot is ex- tremely confident of his abilities—to the point of being smug and reckless. He will boastfully reveal his plans if given the TM DRAGON 73 first given him the paints. It was only then The artist knew he was the only person the editor of Strange Tales. Though he that he learned the reason he had received who could prevent the death and destruc- balked at the creature, which was just too the dangerous present. tion a monster army would bring down fantastic to be believable, the editor al- The stranger, like all the residents of the upon Mexico. With little more than hope lowed the artist to finish the painting. If valley, was a descendant of a group of driving him on, Johnson began to chant the numbering of the comic universe’s Aztecs that had fled the Spanish conquista- softly to the creature he was painting: Strange Tales runs parallel to that in the dors. The Aztecs managed to hide in the “Zzutak is your enemy—you must destroy real world, Johnson’s rendition of Zzutak, valley for centuries, maintaining their him!” The desperate ploy worked. When the Thing That Shouldn’t Exist, appeared culture. In that time, they worked to per- the second monster stepped from the on Strange Tales #88, released in 1961. fect the three-dimensional paints. With the canvas, it immediately set upon Zzutak. ROLE-PLAYING NOTES: Zzutak is a paints—and the help of a talented fantasy Locked in combat, the evenly matched slow-moving, awkward, and almost- artist like Johnson—the Aztecs hoped to foes moved into the Aztec temple. Their mindless pawn of the person in control of brawl brought the ancient structure crash- create an army of monsters, then sweep the Aztec revolutionaries who first created ing down around them, burying them out of the valley and retake Mexico. the mystic paints. He will do as his master Though he tried to fight the lure of the both beneath tons of stone and earth. commands, but will fight savagely to pro- Unable to move the rubble, caught in paints, Johnson was compelled to com- tect himself even without someone direct- unending conflict with his equally power- plete the first stage of the revolutionaries’ ing him. ful foe, Zzutak was trapped. plan: a painting of Zzutak, the Thing That Many possibilities exist for working In the collapse of the temple, a stone Shouldn’t Exist. As with the other, less Zzutak into campaign play. A villain could struck the Aztec elder, wiping out his fantastic objects Johnson had created with revive the fanatic Aztec organization that memory of the planned overthrow of the paints, Zzutak stepped away from the first created the mystic paints and the Mexico. Deprived of their temple, their canvas as a living thing. A creature of monster. Rescuing the somewhat hapless leader, and their monster army, the other great size and strength, Zzutak was at the beast from the ruins of the Aztec temple revolutionaries wandered out of the valley, command of the leader of the Aztecs. And should prove relatively easy for any evil- defeated. Before leaving, Johnson de- as the Thing That Shouldn’t Exist was put doer with access to money or construction stroyed the remaining paints. to work sealing the valley so the monster equipment. army could be created in complete secre- On returning to New York, Johnson tried to sell a mundane rendering of Zzutak to Though Johnson destroyed the paints cy, Johnson started painting another beast. the Aztec high priest gave him, the formu- la for the fantastic three-dimensional paints surely exist somewhere in the hid- den valley. Without the guidance of the Aztec high priest, the paints confer the Animate Drawings power to the user at Amazing (50) intensity. The person pos- sessing the paints can only animate objects that he can draw. Where more monsters dwell Looking for more inspiration? The origi- nal comics featuring the Stan Lee-scripted, Jack Kirby-rendered monster bashes cost quite a bit these days on the comic book back-issue market. However many of the reprint titles Marvel issued in the 1970s are still affordable, if you can find them. Titles like Monsters on the Prowl, Crea- tures on the Loose, and Where Monsters Dwell can often be spied in bargain bins at comic shops. Recently Marvel released a trade paperback called Monster Master- works, that collects some of the best crea- ture feature stories and sports a great Walt Simonson cover. On the film front, any of the giant insect flicks of the 1950s— Them!, Beginning of the End, or Tarantula, to name a few—as well as American creature stomps like The Beast From 20,000 Fathoms or Q, can provide great material for monster-based adven- tures. The Japanese Godzilla series, especial- ly the multi-beastie epic Destroy All Monsters, should serve as primary inspira- tions. For the best in super-hero/monster clashes, though, you can’t beat any of the myriad incarnations of Ultraman. For more than two decades, this Japanese hero has been saving the Earth from just the sorts of menaces you’re about to unleash upon your campaign world. TM The MARVEL-Phile's Marvel characters and the distinctive names and likenesses thereof are trademarks of Marvel Entertainment Group, Inc. and are used with permission Copyright ©1992 Marvel Entertainment Group, Inc. All Rights Reserved

to: Bob Von Gruenigen, 804 Willowdale Ave., Kettering OH 45429; or call: (513) 298-3224.

NUKE-CON 2, Oct. 10-11 NE This convention will be held at the American Legion South Omaha Post #331 in Omaha, Nebr. Guests include Stan West and Fredd Gorham. Activities include role-playing and miniatures tournaments, as well as open gaming. Registra- tion: $5/day. Write to: Pat K. Wokurka, NUKE- CON, P.O. Box 1561, Bellevue NE 68005. * indicates a product produced by a company other than TSR, Inc. Most product names are trademarks owned by the WHITEWATER GAMERS CONVENTION 3 Convention Calendar Policies companies publishing those products. The use of the name of any product wlthout mention of its trademark status should not Oct. 10-11 WI This column is a service to our readers be construed as a challenge to such status. This convention will be held at the Campus worldwide. Anyone may place a free listing Activities Center on the campus of the Univer- COSCON ’92, Oct. 9-11 PA sity of Wisconsin-Whitewater. Registration: $5/ for a game convention here, but the follow- This convention will be held at the Holiday weekend, or $3/day. Judges are welcome. Write ing guidelines must be observed. Inn in Beaver Falls, Pa. Guests include Jean to: Vince Reynolds, 1380 W. Main St., Apt. #111, In order to ensure that all convention Rabe. Activities include many RPGA™ Network Whitewater WI 53190; or call: (414) 473-4206. listings contain accurate and timely infor- events, dealers, a gaming auction, a miniatures- mation, all material should be either typed painting contest, and an anniversary gift for CIRCLE OUROBOROS ’92, Oct. 16-18 MS double-spaced or printed legibly on stand- every registrant. Registration: $20. Send an This convention will be held at the Howard ard manuscript paper. The contents of SASE to: Circle of Swords, P.O. Box 2126, Butler Johnson’s in Meridian, Miss. Guests include each listing must be short and succinct. PA 16003; or call Dave at: (412) 283-1159. The information given in the listing must Steven Barnes and Robert Asprin. Activities include role-playing and miniatures games, include the following, in this order: COUNCIL OF FIVE NATIONS 18 1. Convention title and dates held; game demos, and a movie room. Registration: Oct. 9-11 NY $20 preregistered; $25 at the door. Write to: 2. Site and location; This convention will be held at the Washing- CIRCLE OUROBOROS, P.O. Box 492, Meridian 3. Guests of honor (if applicable); ton Inn in Albany, N.Y. Events include RPGA™ MS 39302. 4. Special events offered; Network events, with role-playing, board, and 5. Registration fees or attendance re- miniatures games. Other activities include ENBICON IV, Oct. 16-18 quirements; and, dealers, seminars, miniatures and board games, 6. Address(es) and telephone number(s) This convention will be held at the Student and a miniatures-painting contest. Registration Union Building on the campus of the University where additional information and confirma- varies. Write to: COUNCIL OF FIVE NATIONS tion can be obtained. of New Brunswick in Fredericton, N.B. Guests 18, Schenectady Wargamers Assoc., P.O. Box include Margaret Weis. Activities include role- Convention flyers, newsletters, and other 9429, Schenectady NY 12309. mass-mailed announcements will not be playing, board, and miniatures games, plus game auctions, dealers, seminars, and minia- considered for use in this column; we NECRONOMICON ’92, Oct. 9-11 FL prefer to see a cover letter with the an- tures and art competitions. Registration: $12 This convention will be held at the Holiday (Canadian). Write to: ENBICON, c/o UNB Student nouncement as well. No call-in listings are Inn in Tampa, Fla. Guests include James P. accepted. Unless stated otherwise, all Union, Box 4400 UNB, Fredericton NB, CANADA Hogan, Ray Aldridge, and Glen Cook. Activities E3B 5A3; or call James at: (506) 459-5689. dollar values given for U.S. and Canadian include panels, an art show, dealers, a charity conventions are in U.S. currency. auction, a masquerade, an Ygor party, a trivia MAINECON ’92, Oct. 16-18 ME WARNING: We are not responsible for contest, and workshops. Registration: $20/ incorrect information sent to us by conven- This convention will be held at the Campus weekend or $8/day. Write to: NECRONOMICON Center of the University of Southern Maine in tion staff members. Please check your ‘92, P.O. Box 2076, Riverview FL 33569; or call: convention listing carefully! Our wide Portland, Maine. Events include role-playing, (813) 677-6347. circulation ensures that over a quarter of a board, and miniatures games, with Napoleonic, million readers worldwide see each issue. Civil War, WWII, and other war games. Registra- QUAD CON ’92, Oct. 9-11 IA tion: $10/weekend preregistered, $15/weekend at Accurate information is your responsibility. This convention will be held at the Palmer Copy deadlines are the last Monday of the door. Write to: Maine Wargamers’ Assoc., 116 Auditorium in Davenport, Iowa. Events include Front St., Bath ME 04530; or call: (207) 443-3711. each month, two months prior to the on- role-playing, miniatures, and historical games, sale date of an issue. Thus, the copy dead- with a silent auction, a miniatures-painting line for the December issue is the last competition, dealers, and on-site food. Preregis- NEBULOUS CON IV, Oct. 16-18 W V Monday of October. Announcements for tration materials will be available after Aug. 1. This convention will be held at McLure House North American and Pacific conventions Registration: $9/weekend or $4/day preregis- hotel in Wheeling, W.Va. Events include role- must be mailed to: Convention Calendar, playing and strategy games, panels, an art ® tered; $12/weekend or $6/day at the door. DRAGON Magazine, P.O. Box 111, Lake Games will cost $2-3 each. Send a long SASE and contest, an SF cantina, a costume contest, and Geneva WI 53147, U.S.A. Announcements two stamps to: QUAD CON ‘92, c/o Game Empo- dealers. Registration: $13/weekend preregis- for Europe must be posted an additional rium, 3213 23rd Ave., Moline IL 61265; or call: tered; $15/weekend at the door. Single-day rates month before the deadline to: Convention (309) 762-5577 (no collect calls, please). are available at the door. Send an SASE to: Calendar, DRAGON® Magazine, TSR Nebulous Assoc., P.O. Box 6638, Wheeling WV Limited, 120 Church End, Cherry Hinton, GAMEMASTER ’92, Oct. 10 ID 26003; or call: (304) 233-1486. Cambridge CB1 3LB, United Kingdom. This convention will be held at the Student If a convention listing must be changed Union Building of Boise State University in NOVAG VII, Oct. 16-18 VA because the convention has been can- Boise, Idaho. Events include role-playing, board, This convention will be held at the West Park celled, the dates have changed, or incor- and miniatures games. The guest of honor is Hotel in Leesburg, Va. Activities include role- rect information has been printed, please Gary Thomas. Write to: Gamemaster’s Guild, playing and miniatures games, with raffles, contact us immediately. Most questions or 3531 Sugar Creek Dr., Meridian ID 83642; or dealers, and contests. Registration: $10 preregis- changes should be directed to the maga- call: (208) 888-6851. tered, $12 at the door or $6/day. Preregistered zine editors at TSR, Inc., (414) 248-3625 GMs will receive a discount. Write to: NOVAG, (U.S.A.). Questions or changes concerning KETTERING GAME CONVENTION VII P.O. Box 729, Sterling VA 20667; or call: (703) European conventions should be directed Oct. 10-11 OH 450-6738. to TSR Limited, (0223) 212517 (U.K.). This convention will be held at the Charles I. Lathrem Senior Center in Kettering, Ohio. VALLEYCON 17, Oct. 16-18 MN indicates an Australian convention. Events include role-playing, board, computer, This convention will be held at the Regency indicates a Canadian convention. miniatures, and RPGA™ Network game events, Inn in Moorhead, Minn. Guests include Joel indicates a European convention. plus a game auction. Registration: $2/day. Write Rosenberg and Robert Daniels. Activities include

76 OCTOBER 1992

an art show and auction, videos, RPGs, panels, a STARCON ’92, Oct. 31-Nov. 1 WI LAGACON 15, Nov. 7-8 PA game show, and workshops. Dealers are wel- This convention will be held at the Union This convention will, be held at the Eagles’ come. Registration: $5/adults, $4/teens, and $3/ Station in Neenah, Wis. Events include demos, in Lebanon, Pa. Events include role- children. Write to: VALLEYCON, P.O. Box 7202, tournaments, an art show, special guests, a playing-game and board-game tournaments, Fargo ND 58109. miniatures contest, and dealers. Write to: STAR- with other game events. Dealers will be present, CON ’92, 1112 N. Lake St., Neenah WI 54956; or and food will be available. GMs are welcome. SAINT’S CON ’92, Oct. 17-18 MN call: (414) 722-6448 or (414) 725-2555. Write to: Lebanon Area Gamers Assoc., 806 This gaming convention will be held at the Cumberland St., Lebanon PA 17042; or call: Atwood Center Ballroom on the campus of St. CON*STELLATION XI, Nov.6-8 AL (717) 274-8706. Cloud State University in St. Cloud, Minn. This SF convention will be held at the Hunts- Events include role-playing, miniatures, and ville Hilton in Huntsville, Ala. Guests include ROCK-CON XX, Nov. 7-8 IL board games. Other activities include a minia- Kristine Kathryn Rusch, Dean Wesley Smith, This gaming convention will be held at Rock- tures competition and tournaments. Registra- Michael Flynn, Stephen Hickman, and Mike ford Lutheran High School in Rockford, Ill. tion: $2. Door prizes will be awarded. Write to: Glicksohn. Registration: $22. Send an SASE to: Guests include Darwin Bromley, James M. Ward, SAINT’S CON, c/o Joe Becker, 1404 12th St. SE, CON*STELLATION XI, c/o Scorpio, P.O. Box John Olson, and . Activities include St. Cloud MN 56304. 4857, Huntsville AL 35815-4857. role-playing, board, war, sports, and family games, with open gaming, demos, and tourna- TACTICON ’92, Oct. 17-18 CT NOVACON ’92, Nov. 6-8 ments. Also featured is the 1992 International This convention will be held at the Ramada This convention will be held at the Halifax EMPIRE BUILDER* tournament. Registration: Inn in Stratford, Conn. Events include role- Holiday Inn in Halifax, Nova Scotia. Guests $5. Write to: ROCK-CON, 14225 Hansberry Rd., playing and miniatures games, with open gam- include Dave Ducan. Activities include Star Trek Rockton IL 61072. ing. Other activities include dealers, movies, and events, a medieval market, a costume contest a miniatures contest. Registration: $15 preregis- and ball, 24-hour games and videos, an art show GAME FAIR XV, Nov. 13-15 IL tered; $20 at the door. Write to: TACTICON ‘92, and auction, panels, and dealers. Registration: This convention will be held at the Illinois c/o Jim Wiley, 100 Hoyt St., Stamford CT 06905; $25 (Canadian)/weekend. Single-day rates are Central College main campus in East Peoria, Ill. or call: (203) 969-2396. available. Write to: Kendi Crawley, P.O. Box 1282 Events include role-playing, board, and minia- Main, Dartmouth NS, CANADA B2Y 4B9; or call: tures games, with dealers, an auction, and open WIZARDS’ GATHERING III (902) 462-6796. gaming. Registration: $5/weekend; $3/day. Write Oct. 17-18 RI to: GAME FAIR XV, P.O. Box 308, Groveland IL This convention will be held at the Days Hotel SHAUNCON V, Nov. 6-8 MO 61535; or call (evenings): (309) 387-6233. in Providence, R.I. Events include role-playing This convention will be held at the Rodeway and miniatures games, with dealers, a Inn in Kansas City, MO. Events include many BATTLECON ’92, Nov. 14-15 CA miniatures-painting contest, a costume contest, first-run RPGA™ Network tournaments. Other This convention will be held at the Fabulous awards, and a raffle. Registration: $25/weekend activities include role-playing and board games, Inn on Hotel Circle in San Diego, Calif. Events or $15/day at the door. GMs are welcome. Write with dealers and contests. Dealers are welcome. include games and tournaments based on World to: WIZARDS’ GATHERING, c/o SMAGS, P.O. Box Write to: SHAUNCON, c/o Role-playing Guild of War II. Registration: $16/weekend preregis- 6295, So. Sta., Fall River MA 02724; or call: (508) Kansas City, P.O. Box 7457, Kansas City MO tered; $20/weekend or $10/day at the door. 324-4717. 64416; or call: (816) 455-5020. Dealers are welcome. Write to: Dan Huffman, Continued on page 83 WARP III, Oct. 23-25 OK This convention will be held at the Trade Winds Central Inn in Tulsa, Okla. Guests include L. Neil Smith, Ron Dee, and Randy Farran. Activities include role-playing, miniatures, and board games, plus a costume contest, dealers, an art show and con suite, videos, music, par- ties, and open gaming. Registration: $8 preregis- tered; $14 at the door. Write to: WARP, 415 S. 66th E. Ave., Tulsa OK 74112.

DRACON ’92, October 24 This SF&F convention will be held at the Student Union on the campus of University of Bristol in Bristol, England. Guests include David Gemmell, Diane Duane, Peter Morwood, and Rob Holdstock. Activities include panels, classic videos, gaming, and historical scenarios. Regis- tration: £3 in advance. Write to: DRACON, 37 Cowper Rd., Bristol BS6 6NZ, ENGLAND; or call: (+44) 0272-735935.

RUDICON 8, Oct.30-Nov.1 NY This convention will be held on the Rochester Institute of Technology campus in Rochester, N.Y. Events include role-playing and war games, miniatures painting and art contests, historical miniatures gaming, dealers, an auction, and a con party with a costume contest. Registration: $5/weekend preregistered. Write to: RUDICON, c/o Student Gov’t., 1 Lomb Memorial Dr., Roch- ester NY 14623.

CON OF THE WEIRD & SUPERNATURAL Oct.31-Nov.1 PA This convention, specializing in horror and mystery games, will be held at the Embers in Carlisle, Pa. Events include dealers, videos, a miniatures-painting contest, and over 30 gaming events. Registration: $6-$10. Write to: M. Foner’s Games Only Emporium, 200 3rd St., New Cum- berland PA 17070; or call: (717) 774-6676. DRAGON 79

Convention Calendar $15 at the door. Call Wargames & Fantasy: (504) prizes for top players and a dealers’ area. Food Continued from page 79 734-1953; or Richard Wilson: (504) 835-6505. will be available on-site. Registration: $7 before Nov. 16; $10 thereafter. Event tickets are $1 c/o Trags Distributing, 3023 Hancock St., Suite GROUND ZERO, Nov. 21-22 MD each. Send a long SASE to: GOBBLECON, c/o 118 C, San Diego CA 92110; or call: (619) 688-1156. This convention will be held at the Holiday S. Broadway, Wind Gap PA 18091; or call Mike: Inn-Chesapeake House in Aberdeen, Md. Events (215) 863-5178. No collect calls, please. PENTACON VIII, Nov. 14-15 IN include role-playing, board, and miniatures This convention will be held at the Grand games, with dealers and a game auction. CONCOCTION ’92, Dec. 4-6 NJ Wayne Center in Fort Wayne, Ind. Events Registration: $12 at the door. Write to: GROUND This convention will be held at the Quality Inn include role-playing, computer, board, and ZERO, c/o The Strategic Castle, 114 N. Toll Gate in Atlantic City, N.J. Events include RPGA™ miniatures games, with miniatures-painting and Rd., Bel Air MD 21014; or call: (410) 638-2400. Network events, with other role-playing, board, costume contests, door prizes, and a flea and miniatures games; a game auction; and market. Registration: $10 preregistered. Write WARPCON ’92, Nov. 21-22 MI dealers. Registration: $17/weekend to: Steve & Linda Smith, 835 Himes, Huntington This convention will be held in Sangren Hall preregistered; $20/weekend at the door. Write IN 46750; or call: (219) 356-4209. on the campus of Western Michigan University to: CONCOCTION ‘92, P.O. Box 222, Oceanville in Kalamazoo, Mich. Events include role-playing NJ 08231; or call: (609) 272-1157. PROVOCATION ’92, Nov. 14-15 and miniatures games, with a miniatures contest This convention will be held at the John E and a movie room. Dealers and GMs are GAMEFEST ’92 PART III, Dec. 4-6 IL Kennedy school in Montreal, Quebec. Events welcome. Registration: $5/weekend or $3/day. This convention will be held at Friends Hobby include gaming tournaments, round-table Write to: Western Area Role-players, Fuance Shop in Waukegan, Ill. Events include discussions, an auction, and open gaming. 2040, Mailbox #47, W. Michigan Univ., miniatures, role-playing, and board games. Registration: $20 (Canadian)/weekend or Kalamazoo MI 49008; or call Jeff: (616) Write to: Friends Hobby, 1411 Washington, $12/day before Nov.1. Write to: PROVOCATION, 387-9783. Waukegan IL 60085; or call: (708) 336-0790. C.P. 63, succ. M. Montreal PQ, CANADA H1V 3L6; or call: (514) 596-0115. COCOACON ’92, Nov. 27-29 PA PALACON ’92, Dec. 28-30 KY This convention will be held at the Harrisburg This convention will be held at the Laser Chase DALLASCON ’92, Nov. 20-22 TX Marriott in Harrisburg, Pa. Events include in Louisville, Ky. Events include role-playing, board, This convention will be held at the Le Baron RPGA™ Network events, with role-playing and and miniatures games, with prizes, vendors, and Hotel in Dallas, Tex. Events include over 200 miniatures games, a miniatures-painting contest, open gaming. Registration: $20. Write to: The role-playing, board, and miniatures events, with a dealers’ area, and open gaming. Registration: Paladin Group, 721 N. Hite Ave. #3, Louisville KY dealers’ room, movies, seminars, and an auction. $9/weekend before Nov. 10; $13/weekend at the 40206; or call: (502) 893-8953. Write to: DALLASCON, PO. Box 867623, Plano door. Single-day rates vary. Write to: COCOA- TX 75086. CON, 210 S. Grant St., Palmyra PA 17078; or call evenings: (717) 838-9502. SAGA I, Nov. 20-22 L A How effective was your convention listing? This convention will be held at the Airport GOBBLECON ’92, Nov. 28 PA If you are a convention organizer, please Sheraton Inn in Metairie, La. Events include This convention will be held at the Wind Gap write to the editors and let us know if our gaming, a scavenger hunt, costume and Fire Hall in Wind Gap, Pa. Events include role- "Convention Calendar" served your needs. miniatures contests, videos, and a dealers’ room. playing and miniatures games and demos, and Your comments are always welcome. Registration: $10 preregistered before Nov. 1; RPGA™ Network games, Other activities include Dragon’s Bestiary riding beasts, pack animals, birds on Habitat/Society: No matter what race Continued from page 24 nearby trees, or passing swarms of of creature they were in life, the sparks of insects. Usually, whatever nearby creature a tymher-haid understand no language. dice. Thus, a swarm of 52 sparks would makes itself the most noticeable, by way of They communicate with each other by a attack as a 5 HD creature and a 49-spark large size, movement, sound, or other limited form of telepathy that serves only swarm would have 4 HD. Because the attention-getting activities, finds itself the to transmit imperatives such as “target” tymher-haid attacks from all sides next victim of an attacking swarm. and “threat identification.” A mind-reading simultaneously, shield and dexterity Conversely, this mindlessness makes it creature would detect no mind at all in bonuses to the victim’s armor class are immune to the effects of most psionics or one spark, and only the most rudimentary ignored, and the tymher-haid gains a illusions, as those effects are spread one in the tymher-haid as a whole. bonus of +2 to hit due to its members’ equally amongst all the constituent sparks A tymher-haid needs no food to sustain small size. If the tymher-haid scores a hit, in the crowd. itself and gains no pleasure from killing damage done by the many stings is equal Each spark within a tymher-haid has creatures. In this respect, it acts more as to its effective hit dice. If the tymher-haid only a single hit point, but a spark’s small an uncaring force of nature like the wind drops below 10 sparks, a successful attack size and high maneuverability make it and rain than as an undead monster like a does less than a point of damage, so while hard to hit with normal weapons. The ghoul or wraith. it will remain a distraction sufficient to sparks are immune to all fire-based attacks Although such an occurrence would be disrupt spell-casting, it is no longer a but are particularly vulnerable to water. A exceedingly rare, if two tymher-haid threat to most life. flask of water sprayed into a tymher-haid swarms encountered each other, they As each spark is nearly mindless, the will kill 1d6 sparks (holy water kills twice would merge into a single tymher-haid, tymher-haid uses only the simplest of that number), and a create water spell will behaving in all ways as if they had always tactics in combat. In fact, a tymher-haid destroy 2d10 sparks per level of the caster. been a single group-entity. will only infrequently (20% of the time) In addition, spells such as protection from Ecology: A tymher-haid is a naturally divide its attacks among multiple evil keep it at bay, while a raise dead spell (though rarely) occurring undead, opponents, usually concentrating on kills the tymher-haid instantly. Clerics will originating in places of great carnage such killing one creature before it turns its find them relatively easy to turn (treated as gutted dungeons and bloodied attention to another. Because it doesn’t as skeletons), but as only 2d6 sparks are battlefields, but not appearing until the care what living creature it kills, a normally turned or destroyed by a cleric dead are long forgotten, sometimes not for tymher-haid will consider attacking any performing this attack, it might not serve years after their deaths. Because of the living creature near it including humans, much purpose. sparks’ vulnerability to water, a tymher-haid does not often survive for long after its formation, being more likely to die in a normal rainstorm than at the hands of adventurers. Thus, a tymher-haid usually does not get far from its place of origin. Because a tymher-haid is formed of such commonly available stock, more than one evil necromancer has attempted to discover a spell that will create or control one. While they have several similarities to the lowest forms of undead, the corpses animated using the animate dead spell on the site of a mass death (where a tymher-haid might be expected to form) would create zombies and skeletons but no swarm of deadly sparks. Even powerful necromancers find themselves unable to work with a tymher-haid, as the control undead spell grants control over only six sparks at a time. Only the most dedicated of necromancers would dedicate years of research to create and control a tymher-haid.

Give us the word! What do you think of this magazine? What do you like best or want to see changed most? What do you want to see next? Turn to “Letters” and see what others think, then write to us, too!

84 OCTOBER 1992

Mission: Impossibly all the time if the publication in question adventure isn’t mere sport, nor is it just Dangerous! was a science-oriented one. Archaeology- another term for a search-and-destroy Continued from page 18 minded members of the nomenklatura mission that the exploration and quick- rules just show the major areas; smaller could finance expeditions, and the more reaction adventures specialize in. Rather, spots can show up anywhere, with more jaded characters might even go along. the purpose of the hunt is to either cap- large and small sites showing up all the Drifters, homeless characters, rebellious ture a specific beast and bring it back alive time. proles, and even gangers might sign on to for study, or to kill it and use its body Many role-players would get a particular do the more physical work, just to get parts as either research materials or ingre- kick out of adventuring in scenarios set in spending money. Construction workers dients for something special. In short, the their real-life hometowns or neighbor- and civil engineers could also get involved, PCs in this adventure are the DARK CON- hoods. In the DARK CONSPIRACY game, both in the actual excavation work and in SPIRACY game’s equivalents of the suppli- you can base an entire campaign there. constructing shelters for the research ers of spell components in fantasy RPGs See your hometown converted into De- team. The transport classes (truckers, like the D&D, AD&D, and SHADOWRUN monground, where you must stalk commercial pilots, merchant marines) games. through the homes and businesses you are could take the team to the site and make Consider all the reasons for bringing familiar with and root out the sources of regular supply runs. back creatures or their body parts. Did evil. Conversely, your community could be An entertainer might consider a location alligators turn into dragons as the result of an average struggling community in the with exotic ruins to be a great place to radiation, or was it a mutation caused by new world order. In that case, you can shoot a video or movie. Politicians with genetic experimentation? If the latter, then fight to keep your hometown from becom- dollar signs in their eyes might want to whose experiments were they, human’s or ing Demonground, as well as fighting off turn the ruins into a tourist attraction (as Dark Minion’s? Lesser vampires and moss packs of wild animals, bandits, and corp- if anyone could afford vacations any more, zombies are living humans who were sponsored thugs. You could even fight to or dared travel). Once the attraction was infected by diseases or parasites, so cap- get shipments of supplies through to all official, public employees might be as- turing them or taking samples of their the communities in the general area. The signed to run it. If hired help is scarce, blood and tissues could be vital in finding possibilities are endless. local authorities might have a chain gang a cure for their conditions. Of course, The fighter and investigator types must of convicts do the digging. Any sizeable there is always the “knowledge for knowl- be more closely balanced in this type of expedition will need a doctor and at least edge’s sake” scenario. This is particularly adventure than in any other. Espionage one mechanic along. Even an environmen- true when the quarry is a Dark Minion adventures favor investigators, while all talist might invite himself along, just to “pet” kept over from prehistoric times, the rest rely mainly on combat specialists. make sure that all that digging doesn’t such as the sabre-toothed cat. Aside from the standard types of both, the upset the local balance of nature. Nearly all the character classes involved more exotic classes can come into play at in the exploration of ruins can be used times. A journalist could cover a particu- Big-game hunting here, either during the hunt itself or as larly important expedition, or could do it Despite the title, the purpose of this employees at the facility where the crea- tures finally end up. This is a great sce- nario for the GM to introduce new beasties. Not only will a new creature be an unknown quantity, but its existence will be the reason for the expedition in the first place. Fighting unknown monsters is always hard, and a “bring ‘em back alive” expedition where the use of lethal force is prohibited makes it that much harder. If the PCs wind up killing the creature for selfish reasons like self-defense, they might find themselves unemployed (not to mention unpaid). There is the reverse of this adventure, too, where humans are the prey, and the hunters are ETs or other Dark Minions. Aside from the simple kidnapping of lone travelers in the country or on a deserted city street, this scenario has been covered in the chapter on piracy and skyjacking. As can be seen, there is a multitude of possible adventures in the DARK CON- SPIRACY game. Whether you’re shooting at giant squids with shipboard-mounted tank-breaker systems, stalking bloodkin trolls in Kentucky’s Mammoth Caves, or lobbing mortar rounds on the local garage to kill the slither that’s taken up residence there, you’ll find plenty, of action and adventure in this science-fiction world of the near future.

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

86 OCTOBER 1992

Bill’s guide to villainy unbounded

by William W. Connors

History is filled with villains. Some are Actions speak louder than words Let’s get motivated real, like Adolf Hitler or Al Capone; others This, of course, is an important part of One of the best ways to decide the are fictional, like Professor Moriarty or characterization in general. It serves the actions and personality of a villain is to Sauron. Whatever their origins, there are purposes of a fiction writer as well as a understand his motivation. Nobody will certain things that go into making a truly game master. become a truly great villain without some good (i.e., evil) villain. This article will take In fiction, we say “show, don’t tell.” If the motivating factor in his background. It a brief look at some of these elements and villain is upset at something, he doesn’t say might be that this circumstance will make introduce you to some ways that you can “Gosh, this is really making me mad.” No, the heroes feel sorry for the bad guy. As make the villains in your games more he pulls out his gun and blasts the nearest they say, “This doesn’t excuse his actions, malevolent than ever. person or takes some other action to show but I think now we understand him better” his anger. As a rule, there is some trade- Many such villains have no such circum- Bigger is better mark associated with every good villain; stance however, but that doesn’t mean All good villains have some aspect that something that heroes can instantly iden- that every one of them is out to conquer makes them larger than life. To illustrate tify as their nemesis’ calling card. Dracula, the world, galaxy, universe, etc. That’s this, let’s look at Darth Vader, one of the for example, leaves the telltale bite marks trite, and your players have heard it one best-known villains in modern fiction, on the necks of his victims. while Darth hundred times already. Vader, for example, Physically, of course, Vader is an impos- Vader seems to leave a trail of suffocated does what he does because he serves his ing figure. He’s tall and powerfully built, Imperial Navy officers behind him. Emperor (and the Dark Side). hides behind a frightening mask, and This trademark should be reflected in speaks in a rasping, synthetic voice that every aspect of the villain’s personality. “I’ll get you for this.” cannot help but be remembered. By this Vader, for example, has an utter disregard Many classical villains are simply out for alone, Vader has shown himself to be a for those around him. He is not sadistic, revenge. In some cases, we might not noteworthy fellow. merely uncaring. He has his own set of consider these people evil, except that Of course, there’s more to the Sith Lord goals, and whatever course is best for they do things as bad, if not worse, than than just his looks. He’s got a special accomplishing these objectives is the one the wrong that was done to them in the ability—his control over the Dark Side of that he will take. Does the beautiful prin- first place. Also, villains like this often seek the Force—that sets him apart from those cess have information that she won’t give revenge for an imagined wrong. around him. We never find out what Va- up? Okay, torture her until she talks. Has A good example of this type of villain der is truly capable of, but we always the Grand Admiral failed in his mission? can be found in the familiar cloak and assume that it’s pretty fearsome. That So be it, dispose of him and replace him cowl of Batman. Sure, Batman’s a good mystery also helps to maintain Vader’s with another, more competent officer. guy, but let’s just make a few very minor mystique. changes in the character and you‘ll see

Artwork by Jason R. Coleman

DRAGON 89 how great a villain he could become. The Dramatic narration entire reason for his nocturnal war A final point to keep in mind about against crime is revenge: He saw his par- villains is the way in which they’re pre- ents killed, and he vowed to take his loss sented. Mood, pacing, and even the choice out on criminals in general. of words used in descriptions is vital here. In the “real world” of DC comics, Bat- If, we’re introduced to Darth Vader as he man draws the line at killing. He may kick sits around a conference table vowing the the you-know-what out of the bad guys, destruction of the Rebel Alliance, we learn but he leaves them alive for the police to that he is evil and see him as the villain of drag off to prison. It’s not hard to imagine the story. However, if our first impression Batman taking things a step further and of him is as a looming black figure against becoming a one-man justice system. If he an almost utterly white background, he starts snuffing the bad guys, he becomes a become even more menacing and danger- homicidal maniac, not a hero. In this case, ous. Thus, make the entrances of your he’s just as bad as the criminals he hunts. villain dramatic. Narrative technique is important as well. A The greater good good villain doesn’t stand in the background, Of course, the world isn’t cast in black he lurks in the shadows. Even better, he and white. There are always shades of might be described as looking as if he were gray. In many cases, a villain might not be an aspect of the very darkness that sur- truly responsible for his crimes or might rounds him. It takes a little longer to say, simply be taking a dark path toward an and you have to spend a bit more prepara- ultimately honorable goal. tion time making notes of dialogue and Consider the case of Ozymandius in the descriptions, but in the end it’s worth it. DC Comics’ Watchmen series. In most Pacing is a vital consideration as well. If cases, he’s a good guy. He has come to the villain just appears on the scene and recognize that the world is on the brink of vaults into combat, he loses a great deal of nuclear annihilation and has resolved that impact. Villains should be presented in a only he, the smartest man on the planet, context that highlights their power and can save it. Taken as it is, this is an admira- the evil that they can do. ble goal. Of course, the fact that he plans to do so by destroying New York City Hitting close to home makes him a villain, even if one agrees A very good way to emphasize the role with his final goal (and who doesn’t?) of the villain in your story is to tie him to the past actions of the heroes, and the Out of control stronger the tie, the better. Another type of sympathetic villain is As an example, let me toss out an exam- represented by someone like the Wolfman of ple from a VILLAINS &, VIGILANTES* Universal Pictures fame. Larry Talbot is a campaign that I once ran. The heroes had fine example of a villain who doesn’t mean defeated one of their greatest enemies, a to be evil, it just kind of happens to him. fellow that they had fought countless He’s a nice guy on the surface. In fact, times. This time however, they were able you just can’t help but like him. The only to shatter the magical crystal that was the problem is that he freaks out when the source of his power. The thing went “Ka- full moon comes up. As a werewolf, he is boom!” and the villain went “Thud!” utterly unlikable. He maims, kills, and The heroes were proud of themselves. probably digs up flower gardens. How- But I saw the seeds of a future villain. One ever, we all know that he doesn’t do this of the fragments of the crystal struck one on purpose. Stopping a villain like this can of the innocent bystanders. To him, it was be rough, because you don’t really want to nothing more than bit of glass. In time hurt him. however, the crystal turned him into a nasty villain. When he showed up, wield- Obsession ing the same powers that the original As I’ve said, villains need to have a style fiend had, the heroes were instantly inter- or trademark that heroes can instantly ested in finding out what was going on. recognize. This consideration lends itself very well to the villain who is obsessed. As Closing arguments soon as the heroes learn about the obses- In the end, you’ll find that the time you sion, it becomes a trademark. Think about spend in setting up a good villain is well villains like the Riddler. Find a riddle at the spent. The more color and life you breathe scene of a crime? At whom does the finger into your NPCs, especially villains, the of suspicion point? more likely the players are to respond and Obsessions can take on many forms. turn out role-playing performances the Although the traditional obsession might likes of which you've never seen. well be the fellow who always commits crimes along a similar theme, there are * indicates a product produced by a company other countless varieties. Consider the mad than TSR, Inc. Most product names are trademarks scientist. His obsession isn’t generally for owned by the companies publishing those products. The use of the name of any product without mention anything material, it’s knowledge that he’s of its trademark status should not be construed as a after. challenge to such status.

90 OCTOBER 1992 DRAGON 91 One day I was perusing the shelves at my local game shop when a young man of about 15 began to stare oddly at me. Finally he got up his courage and asked, “Are you here with your son?” I laughed. “No,” I said. “My sons do play the D&D game, but I’m here for my own stuff.” He looked at me with wide eyes. “You mean someone as old as you—sorry, I mean an old lady— plays the D&D game? I mean—sorry—a girl?” Yes, yes, me—a girl! I probably have been playing the D&D game longer than this young man has lived (although I don’t think I’m old, by any means). I think a great truth needs to be told here: There are a lot of female players out there, and not just young ones. Since girls mature faster than boys (some “Forum” welcomes your comments and opin- What about miniatures? Maybe we run a PG- young male gamers are not exactly noted for ions on role-playing games. In the United States rated sort of dungeon, but nobody I ever gamed their social skills), young girls find it hard to and Canada, write to: Forum, DRAGON® Maga- with actually used a figure of a scantily clad watch their male counterparts argue over petty zine, P.O. Box 111, Lake Geneva WI 53147 U.S.A. fighter as a player character. Sure, you may get gaming points for hours and call it a good time. In Europe, write to: Forum, DRAGON Magazine, one in a box of figures, and you might even opt They also have a hard time with the idea that TSR Ltd, 120 Church End, Cherry Hinton, to paint it. But use it? No, because you’d have to slashing, burning, looting, then hauling out Cambridge CB1 3LB, United Kingdom. We ask be Zippy the Pinhead to dress that way in a make-believe treasure is a game worth expend- that material submitted to “Forum” be either dangerous situation. ing any energy on in the first place. They are neatly written by hand or typed with a fresh Don’t whine, “This is only fantasy!” Whose looking for a real knight in shining armor, not ribbon and clean keys so we can read, under- fantasy? Yours, perhaps, but certainly not mine. just a lead figure. ® stand, and input your comments. We will print Why is it that for the longest time, D&D game The time when women become D&D players the complete address of a contributor if the players were willing to suspend belief in the is when they realize that it is a game where you writer requests it. real world enough to allow monsters, magic, can be truly liberated and still dress like a and melee, but not equal strength scores for bimbo—if only in your imagination. I am writing in regard to a letter printed in women fighters? Did I miss something here? Elysa Moulding DRAGON issue #173 from a 15-year-old boy who Don’t get me wrong. I love the game. But don’t Salt Lake City UT mentioned that he has never seen girls at role- you think women might have caught on to the playing games. fact that FRPGs are marketed to an audience I’m writing in response to “Irate Female’s” I am a 14 -year-old girl, and I’m mad about primarily of young men? It isn’t that TSR hasn’t letter in issue #177. Maybe it’s where you live, role-playing. I have been interested in it for tried. Remember the HEARTQUEST books, the Irate, or maybe you’re being too sensitive. I am about a year. I used to be a DM™ for an AD&D® series of “find your fate” novels targeted at a female DM. My present group is evenly di- 2nd Edition campaign for my friends (three girls young women gamers? I know enough about vided between the sexes. Of the last three and one boy) and recently started going to a marketing to understand that you cater to your groups I’ve gamed with, two were all-female (we role-playing club with my friend (a girl). Every- audience, and if young men are your major didn’t plan it that way, it just happened) and the one else was male, but we still had a lot of fun. I customers, you give them what they want. other was mostly male with two females. think that one reason girls don’t go to role- The problem is that with young women you I’ve only seen one other female in my local playing is they don’t really know what it is. It’s have missed your target, and the HEARTQUEST gaming shop (she worked there briefly), but I’ve not really a subject that boys think girls are series failed because it reduced young women never been looked at with anything approach- interested in, because of stereotypes such as to the old “girl falls in love and lives happily ing “horror.” The guys in the shop seem friendly girls like playing only with dolls. after” scenario. The young women I have gamed and helpful, and maybe just a bit shy—females Although I appreciate how hard it is to explain with want more out of life than that—not that in the store do seem to be a novelty. The most- what role-playing is (I have the same problem), I falling in love isn’t desirable, but they’re wise negative thing that ever happened from my think that people could at least try. If people enough to know that it isn’t everything. Even visiting the store occurred when I’d given a DM were more open about role-playing, maybe the name “Heartquest” drips with gooey conde- my phone number because I wanted to play a more girls would be interested. scension. No wonder it flopped! game, and he called and asked me out to a Caroline Bussey If you want to attract young women gamers movie. My husband wasn’t thrilled, but it was Burbage, Hinckley, Leics., U.K. to your product, try treating us with the dignity flattering. and respect we deserve. Start with your books. Perhaps Irate is thin-skinned and is reading The issue of sexism in gaming has again If you want to know how it can be done suc- something in people’s expressions that isn’t reared its ugly head. Would that it were as easy cessfully (and it has been) try novels like Jane there, or maybe England is different. “Horror to dispatch as your average monster rearing its Yolen’s Pit Dragons Trilogy, anything by Ursula and amazement” seem extreme to me. I have ugly head, but no. I’ve been a reader of LeGuin, Meredith Pierce’s Darkangel series, and received a letter from a gamer in Spain who DRAGON Magazine for more than five years the Song of Quartet by Tamora was surprised to hear of a female DM. He was and know that the issue surfaces too often. Pierce. Give our fictional counterparts some intrigued but hardly horrified. Funny how we have no difficulty calling 18- backbone, TSR. These books have. Well, sisters, if you feel the same as Irate does, year-olds men when they go off to fight in the Who am I to be throwing stones? Well, I’m a I suggest you recruit more female players. Drag Persian Gulf, yet we seem to stutter over the young adult librarian who has been successfully your best friends to the next game, or convince term “women.” One of my pet peeves is the term running a fantasy club in various libraries in the the male players to bring their wives. “female gamer.” In science classes, “female” may northeast for almost 10 years. To write this As to your complaint about not seeing enough be okay for bugs and horses, but what’s wrong letter I drew on comments made to me by articles referring to the player as a “her,” I don’t with calling us women, or just gamers? Why gamers over that time span. In their varied see any problem with this. In my own writings, qualify it at all? To do so implies that a different ways, over 100 young people have contributed unless I’m specifically writing about women, I set of rules and attitudes applies. Does it? to the writing of this letter. To all those gamers also use “he.” It’s just less cumbersome that That brings up some major bones of conten- (they know who they are), thanks. I hope I said constantly typing “him/her,” “(s)he,” and other tion. Why did the creators of the AD&D 2nd it well. It needed to be said. such nonsense, which is too much trouble for Edition books use the masculine pronoun “he” Donna Beales too little benefit. I figure the reader has enough throughout them? Yes, I read the explanation. At Children’s Services wit to know that when a writer says “he,” the first it even made sense, as I dislike the “he/she” Pelham Public Library writer means “he or she.” (However, writing mish-mash as much as the next lover of the Pelham NH “she” generally excludes males.) For more on English language. Yet I have seen other books this issue, see page 8 of the AD&D 2nd Edition that handle the sticky pronoun problem with This is a reply to the 15-year-old player who Player’s Handbook. I’ve also found that the deft aplomb. Didn’t it ever occur to anyone that was wondering why girls don’t play the D&D majority of articles in DRAGON Magazine rotate “he” could be alternated with “she?” game (in issue #173). between the sexes when giving examples. This

92 OCTOBER 1992 is enough for me. I don’t feel the least bit thank all those authors for their creativity and conventions. At the first couple I went to, I had excluded. consideration. Each character automatically has a fine time playing and even won some awards. Nor do I have a problem with the name of merit without regard for gender, which is very Then I was asked to DM at another convention. Gamesman Magazine. I probably wouldn’t even refreshing. I gratefully accepted. buy a magazine called “Gamesperson,” as it I’ll now move onto my next topic: those “pes- However, I was then told that because I was sounds too self-conscious to be worth reading. I ky” younger gamers. My roommate’s two so young I would have to have a friend “help can figure out that “man” means “human,” not children—a boy, 15, and a girl, seven—spend me out.” I still agreed. Finally I was told no, they “male,” without having it shoved down my summers and school breaks with us, and both didn't need me. I heard later that the writer of throat. (And “swordspeople” ruins the flavor, so are rabid gamers. Ryan began gaming with us at the module objected to “those *&#$%@* I hope I don’t see that in DRAGON Magazine any 10, and Kim joined in with us this year, after kids” running his module. This was an isolated time soon.) Frankly, if you want to talk about being parked in front of the Nintendo for far incident, and many of the convention organizers being sexist, why don’t I ever see magazines like too long while we played. Kim’s first question didn't agree with the author. Still, I was quite “Gentleman’s Home Journal,” “Men’s World,” or each summer was always, “When will I be big angry. “Young Mister” on the newsstands? Why do enough to play the D&D game?” I told her she The second incident of obvious discrimination publishers assume that men don’t care about could play as soon as she could read. Last June was when I was looking through a booklet child-rearing, their homes, or attracting the she proudly displayed her skill with a mono- describing the events at UBCon, another local opposite sex? Gamesman is hardly an insult next logue from the Little House on the Prairie convention, when I noticed a odd label on to that. books, and I capitulated. some of the events: mature gamers only. Halina Adamski I even created a special adventure for her first thought, okay, I’m mature. Olivebridge NY session. Each PC was a runaway or an orphan, Looking through the rest of the booklet, I forced out into the cruel world. Kim played the noticed that several events had this label on I would like to give my response to the Irate pesky (there’s that word again) kid sister of them, especially horror games or those marked Female from England in issue #177. In my another PC, a budding mage. Her “weapon of “stress on role-playing.” Once I got to the end of experience, yes, female gamers are rare, and choice” was her security blanket. Don’t laugh! the booklet I realized that “mature” meant that that’s a shame. She filled it with rocks—her own idea—rolled a no one under 18 could play. I was shocked by I have been gaming for 13 years, and I have critical hit, and bashed an orc over the head. the idea that a convention might have an official played with only six females. I have been with At the tender age of seven, Kim is already an policy of discrimination eight groups (DMing for five of them), and there able gamer. She picked up the combat system a I think I understand the reasons this discrimi- was no more than one female in any of the lot faster than the rest of us did when we start- nation started. Apparently, the two reasons are groups. Currently, I know of only one female ed, and she instinctively knows just when to that people under 18 can’t handle difficult role- playing—I DM for her. Three of the females I “lighten up” a serious moment by casting can- playing, and that people under 18 are too imma- knew in gaming just stopped playing while we trips on her companions: backsides are ture to handle graphic violence. I disagree. I were in the middle of campaigns! “tweaked,” hair grows out of noses, just- know many people my age who are excellent I find it very discouraging when I try to in- captured goblins are suddenly untied again, etc. role-players. Compared to what you see in volve new women into the game and they say Please take young gamers seriously. These movies like Friday the 13th, horror games are things like, “Oh, I dated a guy once who played young people are the future of role-playing, and pretty tame. According to one study, I’ve seen that game.” and that’s as interested as they get. they are a great example to skeptical parents of 2,000 and 20,000 sexual innuendoes on You should consider yourself and your group how positive an influence it can be. Ryan once TV, so what’s the problem with horror games? members highly successful (and lucky) in break- hated books and avoided libraries like the Maybe I’m overreacting to a couple of isolated ing away from the pack and going where few plague. Now he enjoys fantasy novels and events. But do other conventions have this rule? women have gone before. sneaks into the school library for reference Do other conventions prohibit younger people I congratulate you and only wish there were books on medieval society. Gaming was my from running events? I’d like to hear from the more like yourself here in my gaming area! steppingstone to Renaissance festivals and the convention organizers on this, and if so, hear Mathew W. Hurd Society for Creative Anachronism. And don’t them explain why these barriers were put into 1521 Oneida St. forget the women again—female gamers see place. I think that that they are extremely unfair. Utica NY 13501 first-hand that women, especially in the Realms, Frederic Bush aren’t wimps. Rochester NY I have two subjects that I’d like to offer my Helaina Martin comments on, beginning with the English “Irate Austin TX I am writing in response to Justin Kelly’s letter Female” from issue #177. in issue #179. I do agree with his view on the I’ve been a role-player since my teens (I’m now I’m writing in response to “Letters” in issue AD&D 2nd Edition game and its effects on the 28) and a DM for five years, and I have to agree #179, where you give much approved support mage class; I speak only from my own gaming that there is a definite bias against women gamers. to female role-players. Three years ago, I was experience. In my group, however, the changes I get the same patronizing comments from a lot of introduced to the AD&D game by a group of 10- had a wholly different effect. (although, in fairness, not most) male gamers when year veteran players. After six months of play- The changes in the rules made me play a very I meet them for the first time. ing a female cleric, I took over as the group’s nontraditional mage. Her name was Dame But what really drives me into a rage is mod- DM. Two and one-half years later, I am still Michelle Mustard (I will call her the Dame for ern fantasy art! I’m sorry to say that TSR has, heading up campaigns and all my players love short). I think that the majority of the players in upon occasion, added to this deadly sin. Please the games. Did I forget to mention I am 100% my group will agree that the Dame was one of guys, retire the studded-leather jumpsuits and female and no one believes me any less capable (if not the most) powerful characters in the the chain-mail bikinis—those are really rough on than any male player? party, a far cry from the baggage she could the nipples. They are absolutely ludicrous. Thanks for your support of female players have been. We started out at 3rd level and Alias’s armor, on the cover of Azure Bonds, and DMs. You’d be surprised at how they can clawed our way up to the low teens. would be utterly useless in a real fight. Her role-play and give fresh, new perspectives. So, On the field of combat, the Dame would give arms are bare, and her “shirt,” such as it is, guys, if you want the same old boring cam- “suggestions” to other characters and, most leaves a large section of her chest exposed to a paigns, don’t invite any women. importantly, would augment the others’ powers. skillful sword thrust. The leather pants aren’t Colleen Fireely As a good example, in one adventure we found much better. Nova Scotia ourselves on a plane of the Abyss. We had to I love the “find your fate” , but I’ve fight a very powerful fiend who was for the almost never seen one that features a female I’m an experienced game master, having run most part immune to any magicks the Dame protagonist. The player is automatically as- the AD&D game for about seven years now. I could summon. The other characters weren’t so sumed to be male. The only exception is the have played many other role-playing games. I ineffective, however, so she cast enlarge and HEARTQUEST series, available through the Mail faithfully read DRAGON magazine, and I’m an strength spells on the fighters, and used en- Order Hobby Shop, which is little more than a RPGA™ Network member, too. Yet, apparently, chanted weapon to give them that extra edge. set of romance novels. The Indiana Jones game- I’m an immature gamer, unfit to run events at a She asked the group clerics to share the bless books are even worse for chauvinism. convention or even play in certain games where and aid spells as well. I don’t think that anyone The FORGOTTEN REALMS® and there is a stress on role-playing. My problem: went into that battle with less than six spells on DRAGONLANCE® novels, though, are wonder- I’m 15 years old. them. That battle was so simple that the only ful. Almost all feature strong women characters I had never encountered the grim spectre of reason the DM gave us full XPs was because of and societies without sexual bias. I want to discrimination until I started going to some local our ingenuity.

DRAGON 93 That was not the only time. Whenever there If this were the case, groups such as the KKK, country may be charming, witty, thoughtful, was a big battle that we had time to prepare for, organized crime families, etc., would not have and kind with their countrymen. However, once the Dame was there to cast the spells. Without survived for so long. The individuals involved in exposed to foreigners, they become filled with everyone’s cooperation, none of them would these groups share common precepts, but they hatred and seek to dominate or exterminate all have made it that far. have moral beliefs different from those of most those they see as alien to themselves. No prizes Alas, that party did end up losing its last of society. Still, they are capable of having for guessing where the inspiration for that idea battle — to another mage. The Dame was the last friends and loved ones, and they remain as loyal came from; while Douglas Adams’ natives of the to fall. to their respective groups as others would to planet Krikitt are deliberately over-the-top in I think that the key to the AD&D 2nd Edition more acceptable organizations. this respect, a more moderate example of the game’s mage class is fast, clear, accurate thought The next reasons given are that good guys are same mentality could be easily workable. Per- on the player’s part. The mage is not the walk- more interesting than bad guys, and that evil haps they see themselves as somehow superior ing neutron bomb that it once was. characters don’t develop long-term goals, so to all other nations, and believe that in the The Dame was not without her faults, and we they have less to think about and less to do. natural order of things, foreigners would be- had plenty of battles that we had no time to What this is based on, I have no idea. In the come slaves to the motherland. Inside the party prepare for. I think another must for AD&D real world, people are far more intrigued by the there could be complete harmony, as in effect 2nd Edition game mage is the player’s knowledge evil side of life than the good. People stand and this is essentially a good party working toward edge of the spells. In our gaming group, we had gawk when a fight breaks out or there’s an evil ends. Remember, evil is defined as such by a tip for spell-casters. Whenever we sat down to accident or fire. The television and movies are others, and it is not always fixed and one- play, we’d look at the lists of spells in our books filled with violence, and how many good guys dimensional. and would each pick one that we weren’t 100% are as well known as Adolf Hitler or Charles As a sort of additional comment on alignment familiar with. Then we’d look it up and read it Manson? Also, the goals you set for your in the AD&,D game, I believe that the present until we were sure we knew it. When the Dame character—evil, good or neutralare limited interpretation of the system is too rigid. It found a scroll she could use, I would ask, “What only by your own imagination. seems to me that the alignment of the character does it do?” —not “How many dice does it do?” The trouble with playing evil characters is when created is what determines his behavior. A good example of this preparation in play that inexperienced or poor players don’t under- With a well role-played PC, I believe the reverse was Uta and Middian, two mages in a game that stand that the game they are playing in is for should be true: A player should decide on the I ran for some time. They were about the same the enjoyment of all involved. When they steal personality of his character, then try to fit an level, and neither should have been more pow- from or slaughter off other PCs by playing a alignment to it. If none fit exactly, it is not the erful than the other, but this was far from the character who is totally and unrealistically evil, fault of the player but of the system. truth. Uta was not from the same school of they ruin the fun for their fellow gamers. In life Chris Roberts thought as the Dame. Uta shot first, then looked there is no black and white—people are complex 5 Victoria Road to see if there were any party members in creatures. Most of us are not as good as we Cirencester, Gloucestershire melee range, but this mage saved the party should be, but none of us is completely evil. GREAT BRITAIN GL7 1EN several times and was wanted in the group. The real reason for the answers given in the Middian went unnoticed— literally. I really article are clearly shown by the recent decisions The sage’s answer to the second question don't remember a time that he had an effect on made by the present TSR ownership. When (why doesn’t TSR have products for evil charac- a battle, other than the time he let off a light- creating the AD&D 2nd Edition game, decisions ters) in issue #181 was kinder than it needed to ning bolt in a room that was 5’ wide by 12’ long, such as the deletion of the assassin class, the be. The person who wrote in was “disgusted” and packed with PC’s. Why? Because he didn't exclusion of devils and demons and subsequent with the emphasis on good PCs, as well as the know the spells effects. He didn’t understand name changes, etc., show that despite the print- “melodramatic theme.” The sage replied by his spells well enough; he read them, but only ing of letters in DRAGON Magazine by gamers describing how good parties are more coopera- once. Middian cast a lot of spells, but only ones who wish to stand up to the public condemna- tive and interesting. It was kind of him, but the like stoneskin (on himself in melee) or the afore- tion of the game by the ignorant, TSR is con- answer could have been a lot shorter. TSR does mentioned lightening bolt at something immune cerned only with the bottom line and cares little not create products for evil PCs because that is to that attack. Think about it: Would your fellow for the integrity of the game. not the kind of image TSR wants. adventures be very jolly if they knew that all Michael Thomas Roger Moore and Barbara Young have ex- you knew about the fireball spell was that it Lee MA plained numerous times in their magazines made a really big explosion? exactly why there is an emphasis on good- Overall, I guess my point is the AD&D 2nd I have just finished reading the response in aligned PCs. The issue scarcely needs to be Edition game’s mage is weaker if you want to go “Sage Advice” in issue #181 to the question brought up again, but as the question was posed head-to-head with monsters, but if that doesn’t regarding evil PCs. While I agree with much of in such a virulent tone, it demands an answer. work, be ready to kick ’em where it counts. To its content and believe that TSR should continue The writer seems to have an odd view of the do this, you should know where it counts. its concentration on predominantly good par- RAVENLOFT® campaign setting. The demiplane Steve Giblin ties, I think Mr. Williams presents a much too is evil, the domain rulers are evil, and the land Boone CO polarized view of evil. is evil. Why would anyone want to run an evil To my mind, there is a great deal of scope for PC in such a place, when the land itself is on I am a DRAGON Magazine subscriber, and one explanations as to why an evil group might stick your side? There’s little challenge in it. Being a of my favorite columns has always been “Sage together. The villains might all be members of a good PC in a RAVENLOFT campaign is a far Advice”—that is, until I read the offering in lawful religion given specific instructions not to greater challenge. issue #181. Mr. Williams, in the guise of answer- fight among themselves with the threat of The WORLD OF GREYHAWK® setting is a ing a reader’s question on why there are no TSR divine retribution to back it up. In the same similar case. With the release of GREYHAWK® products for evil characters, used the opportu- vein, they could all be members of a disciplined Wars, the forces of evil have won tremendous nity instead to high-handedly denounce all army or secret task force. This would entail a victories, and the forces of good are in danger players who choose to play evil characters as rigid hierarchy of command that could work in of . Again, what is the challenge of fools who just don’t know how to play the game a role-playing situation provided the player having an evil PC here, when the balance of “right.” The simplistic view of evil expressed in controlling the leader is strict but not cruel. power is in your favor? the column was based on half-truths, untruths, On a less restrictive level, the members of the I’ve always found that the best campaign is a and wishful thinking reminiscent of Neville party might be friends. But they’re evil, I hear party of good PCs vs. hordes of evil. The forces Chamberlain’s view of Europe in the 1930s. you cry! So what? I believe that to suggest that a of good are usually outnumbered, and the PCs The first reason given for not playing evil group of essentially selfish people could never are a small but elite group. Facing them are the characters is that they are incapable of working form friendships or bonds linked by honor or vast forces of evil: humanoids, fiends, and the together on a long-term basis and must eventu- debt is naive in the extreme. Like company is occasional NPC character. It is far more chal- ally turn on one another. To justify this, the often welcomed, even by those deemed evil by lenging, interesting, and fun to be a good- article states that only good and neutral charac- more discerning types, and the respect of those aligned underdog than an evil PC. ters can share common moral or ethical pre- with similar views may grow into something David Howery cepts and that evil characters are merely selfish more substantial than acquaintance. Logan UT and concerned only with staying alive. It also Also, imagine a nation of any racial type with insinuates that only good guys can have friends a distinctive culture. Due to peculiar circum- and share trust, and that evil groups can only stances (for example, isolation or isolationist stay together through intimidation. policies by their rulers), the people of this

94 OCTOBER 1992

Is this the golden age of horror role- ACY* game from GDW), new twists on playing? It seems like only yesterday that traditional themes (White Wolfs VAMPIRE horror games were as scarce as garlic in, the hobby has experienced a renais- THE MASQUERADE* game), and updates salesmen at a vampire convention. In the sance in horror, resulting in products for of old classics (such as Mayfair’s revamped early 1980s, we had the CALL OF fright fans of every temperament. Now CHILL* game, originally from Pacesetter ® CTHULHU* game from Chaosium, Tri-Tac there’s Gothic horror (TSR’s RAVENLOFT Ltd.). If you haven’t found a game or a Inc.’s STALKING THE NIGHT FANTASTIC* game), contemporary horror (Palladium supplement that gives you gooseflesh, it’s game, and not much else. Now, perhaps as Books’ BEYOND THE SUPERNATURAL* not for lack of product. Here’s a sampling a reaction to the scary times we’re living game), future horror (the DARK CONSPIR- of some of the best.

©1992 by Rick Swan Horrors! The latest from the dark realms

96 OCTOBER 1992 CALL OF CTHULHU* fifth game was based, few could claim to be If he loses enough Sanity, he becomes edition game ***** intimately familiar with them. Lovecraft’s permanently insane, effectively removing 240-page softcover book dense, works were more likely to be found him from the game. The Sanity rules put Chaosium Inc. $22 in a college classroom than on a gamer’s the PCs in an interesting bind: It’s hard to Design: Sandy Petersen and Lynn Willis book shelf. learn about the Mythos creatures without Additional material: Keith Herber, Mark Yet not only did the CoC game survive, it reading the books, and harder still to Morrison, William A. Workman, Kevin flourished, spawning a stack of first-rate confront them with your eyes closed. A. Ross, Scott David Aniolowski, Les supplements and numerous foreign edi- Despite its sophisticated approach and Brooks, William G. Dunn, and William tions. In the process, it won nearly every unusual concepts, the CoC game is re- Hamblin award the industry had to offer. Today, the markably easy to learn. The rules fill Editing: Lynn Willis CoC game is recognized as a milestone of fewer than 50 pages, which passes for Cover: Lee Gibbons role-playing and one of the hobby’s rare brevity in this hobby, and they haven’t Illustrations: Earl Geier, Dreyfus, John T. masterpieces. The CoC game has been changed all that much in the decade or so Snyder, Lori Deitrick, Gene Day, Tom hailed in these pages before, most recently since the game’s inception. The designers Sullivan, and Lisa A. Free by in DRAGON® issue #158, have demonstrated admirable restraint Graphic design: Les Brooks but for the benefit of newcomers, let’s over the years, resisting the temptation to take a quick look at the basics. add advanced rules and concentrating GURPS HORROR* second Conceptually, the game explores man- instead on richly textured adventures *** edition game kind’s desperate—and ultimately futile— (Masks of Nyarlathotep, Horror on the 128-page softcover book struggle against the nightmarish horrors Orient Express) and fascinating source- Steve Jackson Games $17 of the Cthulhu Mythos, whose minions are books (H. P Lovecraft’s Dreamlands, Ter- Design: J. M. Caparula and Scott D. Haring to humans as cobras are to mice. Players ror Australis). Few RPGs exceed the CoC Additional material: William A. Barton, assume the roles of professors, journalists, game’s scope or match its skillful integra- Mike Baumann, Loyd Blankenship, Bill and similarly ordinary types, who may be tion of background and game systems. Bodden, J. David George, Andrew a bit smarter than average but are other- And there’s no game more fun. Hooper, Michael Hurst, Steve Jackson, wise unexceptional. Armed with revelato- The GURPS HORROR book doesn’t soar David Ladyman, Sarah Link, Steffan ry tomes such as the gruesome Necro- to the heights of the CoC game, but it O’Sullivan, and Lynda Manning- nomicon and maybe a handgun or two, succeeds on its own modest terms as a Schwartz they piece together information about good, if somewhat superficial, overview of Editing: Loyd Blankenship and Steve some horrible conspiracy or impending the genre in its various incarnations. Jackson disaster, then attempt to take action before Though technically a supplement to the Cover: Michael Whelan it’s too late. Unfortunately, it’s almost GURPS RPG, its approach is generic Illustrations: Butch Burcham, C. Bradford always too late. enough that the ideas can be incorporated Gorby, Denis Loubet, David Martin, The skill-based game system uses a into other horror games without much Stephan Peregrine, Rob Prior, Kim simple percentile rating for talents appro- effort. New rules are kept to a minimum, Strombo, and John D. Waltrip priate to the various professions; an au- mostly involving additional character thor might be skilled in History and templates (Aristocrat, Mystic, Photogra- What’s really scary is the frequency at Library Use, while a parapsychologist pher) and an increased emphasis on Fright which some publishers recycle their old might excel in Anthropology and the Oc- checks. A concept from the basic GURPS products. While some revisions are genu- cult. A 1d100 roll less than or equal to the rules, the Fright check roughly resembles ine improvements over the previous ver- PC’s rating generally results in the success- the CoC game’s Sanity roll, in that failure sions, many have more to do with boosting ful use of the corresponding skill. The to make a Fright check in a tense situation the bottom line than pushing the envelope game presents equally elegant rules for forces the character to run screaming into of game design. Me, I’m usually about as magic and combat, though neither system the night or suffer Cthulhu-esque mental happy to see a new edition of an old role- receives as much emphasis as they do in disorders. playing game (RPG) as a cockroach in my most supernatural and fantasy RPGs. The book offers insightful tips for stag- lunch bag, which is why I was skeptical At the center of the CoC game is the ing horror campaigns, an overview of evil about the new CALL OF CTHULHU (CoC) concept of Sanity, perhaps role-playing’s NPCs ranging from mad scientists to and GURPS HORROR volumes. This is, most innovative feature since the inven- psycho-killers, and a surprisingly compre- after all, the fifth(!) time around for CoC, tion of the four-sided die. Sanity ratings hensive catalog of foes, including Holly- and the original GURPS HORROR book simulate the mental stability of the PCs, wood Horrors (Alien Invaders, Walking was pretty good to begin with. which is always at risk considering the Dead) and Things Man Was Not Meant to But, surprise—the new editions shine. mind-binding terrors associated with the Know (Cosmic Deities, Ancient Ones with Both benefit from fresh material, judicious Mythos. When a PC lays eyes on a Mythos a Lovecraftian flavor). The chapters de- editing, and thorough polishes. The results minion or reads an unusually disturbing voted to specific campaign settings— warrant consideration from even the most passage from the Necronomicon or other Victorian England, the Roaring ’20s, and cynical consumers. Mythos book, he rolls percentile dice and modern day—contain the most interesting Once-over: By all rights, the CoC game compares the result to his current Sanity material. Each setting offers cultural back- should have flopped after its debut in rating. If the roll exceeds his rating, he grounds, equipment lists, and job tables, 1981. The game violated virtually every loses a few Sanity points and might ac- along with a potpourri of colorful details, accepted principle of game design. Instead quire a debilitating mental disorder, such such as the frequency of mail delivery in of tapping into the power that as schizophrenia or multiple personalities. 19th century London (as often as 12 times fueled most other RPGs, the CoC game’s per day) and the drawbacks of swilling player characters (PCs) were nondescript Role-playing games’ ratings Prohibition-era bootleg gin (you might go nobodies, more adept with library cards blind—or worse). While a referee probably than magic wands. Characters had the life X Not recommended won’t be able to build a campaign from * spans of gnats, and the more they learned, Poor, but may be useful this information alone—meaningful cam- ** the quicker they died. The game took Fair paign hooks, for instance, are hard to *** place in the 1920s, not exactly the most Good come by—there’s enough to get him off to **** evocative period for fantasy adventures. Excellent a good start. (For more about the GURPS And though many players had heard of ***** The best HORROR game, see the review of the first- the H. P. Lovecraft stories on which the edition rules in DRAGON issue #138.) What’s new: The most significant ment) boost the page count from 192 in only at the new material, but I ended up changes in the new CoC game involve the fourth edition to a 240 in the fifth. reading the whole thing from cover to toughening up the PCs. A fifth-edition The page count in the new GURPS HOR- cover and considered it time well spent. Investigator now gets a number of skill ROR book has also jumped (from 96 to As for those who’ve yet to play the CoC points equal to 20 times his Education 128), this despite the elimination of large game, buy this version, invest in an old score; the previous edition gave him 15 chunks of material from the original. The one, or swipe your grandma’s copy, but times that number. As a bonus, an Investi- magic and psionics chapters have been dig one up somewhere and get started. It’s gator also receives 10 times his Intelli- jettisoned; the material now fills separate an experience no role-player should miss. gence score to spend on skills, books titled, appropriately enough, the representing his hobbies and other per- GURPS MAGIC* and GURPS PSIONICS* Apparitions Sourcebook * * * sonal interests. Skills improve faster in the tomes. Gone, too, is the first edition’s 128-page softcover book revised game; the number of points “Haunting of Langley Manor” adventure— Mayfair Games Inc. $12 awarded for successful skill use jumps a minor loss at best. Design: from 1d6 in the fourth edition to 1d10 in Otherwise, the approach in the GURPS Editing: Jeff R. Leason the fifth edition. Characters regain lost HORROR book remains the same, a pick- Cover and illustrations: Joe DeVelasco Sanity more efficiently, requiring a mere and-choose smorgasbord of ideas that Graphic design: Mari Paz Cabardo month of therapy in the fifth edition touches on a variety of familiar horror where the fourth edition specified 1d6 themes. There’s a little more of every- Lycanthropes Source- months. Fourth-edition PCs lost 1d8 points thing—more foes (Bigfoot, Manitou) more book * * ½ of damage per round of drowning; in the referee tips (adding symbolism as a sub- 128-page softcover book fifth, they lose 1d6. None of this, of text, creating crossover campaigns with Mayfair Games Inc. $12 course, makes much difference in the other GURPS products), and more settings Design: Geoff Pass context of the game. You could give the (the Caribbean, the Orient). The Cabal, a Cover: Joe DeVelasco PCs a thousand points to spend on skills secret society of lycanthropes and other Illustrations: Ken Meyer and Ike Scott and a psychiatrist on permanent retainer, supernatural types, was confined to a Art director: Ike Scott but as likely as not they’d still end up as sidebar in the first edition, but merits a Happy Meals for Cthulhu and his chums. chapter of its own in the new book. The Vampires Sourcebook **** The remaining nips and tucks range Hollywood Horrors section has been 128-page softcover book from the useful to the trivial. Insanity spruced up with well-chosen oddities from Mayfair Games Inc. $12 variants allow deranged characters to gain some of filmdom’s classic atrocities, such Design: Gali Sanchez and Michael Williams “unnatural insight” into a current crisis, as The Blob and The Brain From Planet Editing: Jackie H. Leeper and Drake Mal- meaning that the referee relays a helpful Arous. lard piece of information if the player’s roll is The scattershot style means that the Cover: Joe DeVelasco high enough. New PC occupations include GURPS HORROR game frustrates as often Illustrations: Mark Beachum, Joe DeVelas- Clergymen, Hobo, and Military Com- as it satisfies. Though perceptively writ- co, Terry Pavlet, Maria Paz Cabardo, mander. A dozen skills have been added, ten, much of the material suffers from and Ike Scott such as Electronics and Martial Arts, while underdevelopment. The Caribbean sec- Art director: Ike Scott others have been bundled into single skills. tion, for instance, is only about a page The new Medicine skill, for example, long, and it’s potentially the most interest- Are these CHILL game supplements the encompasses the Diagnose Disease, Treat ing setting in the book. A couple of pages definitive treatments of ghosts, were- Disease, and Treat Poison skills from the devoted to demons barely scratches the wolves, and vampires? Not by a long shot. fourth edition. Customized Investigator surface of a tantalizing subject. And while Aside from brief historical summaries and sheets cover the 1890s and 1990s as well the designers allocate nearly five pages to some short scenarios, the books boil down as the 1920s, ready-made for the CoC reviews of their favorite movies and to lists of variants. Lycanthropes, for game’s popular Cthulhu by Gaslight and books, Stonehenge and Transylvania rate instance, features six different types of Cthulhu Now supplements. Careful read- little more than a sidebar each. A narrow- shapeshifters, describing the personality, ers will discover that the Sanity penalty er focus would’ve been more beneficial to physiology, and background of each; the for finding a mangled animal corpse has players and probably more fun for the other two books follow more or less the dropped from 1d3 points to 1d2; adjust designers. A lot of these topics cry out for same format. Significant new rules are your campaign accordingly. detailed discussions, maybe even source- few and far between. Referees wanting In addition to a few dozen new spells books of their own—GURPS B-MOVIES and innovative ideas for creating campaigns or and monsters, the rest of the book fea- GURPS PSYCHO-KILLERS books seem like developing their own monsters will have tures a broad assortment of source materi- naturals to me. to look elsewhere. The designers have al, most of it unfamiliar but all of it Evaluation: Though sketchy in places hardly let their imaginations run wild; the eminently readable. A bibliography of and unfocused as a whole, the GURPS approach draws primarily from legends Mythos tomes not only provides physical HORROR game still stands as the best and movies, meeting the expectations of descriptions of each text ( Azathoth and horror overview on the market. Referees conservative horror buffs but rarely ex- Others is a 3.5”x 5.5” book of poetry, who enjoy creating their own adventures ceeding them. Dracula and the Wolfman bound in black), but also tells the press will find plenty of raw material here, are welcome; vampiric Martians and ly- run (350 copies of Eltdown Shards ) and particularly in the Cabal chapter and canthropic cattle need not apply. the current whereabouts of existing edi- creature rosters. However, nothing crucial Those still on board, however, will find tions (copies of the Massa Di Requiem Per has been added in the new version, cer- the books consistently entertaining and Shuggay can be found in the British Muse- tainly nothing that automatically renders filled with interesting material that is um, the Bibliotheque Nationale in France, the first edition obsolete. Owners of the intelligently presented. Thanks to the and the Vatican’s Z-collection). The Keep- first edition can safely skip the second and CHILL game’s signature graphic style— er’s Lore chapter offers practical advice on spend their money elsewhere, perhaps on sort of a cross between a ransom note and structuring campaigns and adjudicating a copy of the GURPS PSIONICS game. an impressionist painting—they’re as much insanity. Expanded equipment tables, On the other hand, CoC game fans may fun to look at as read. Because there aren’t statistics for key characters from Love- have to dig into their pockets again, be- a lot of rules to navigate, they serve as craft’s stories, and some extra scenarios cause the new edition is too good to pass solid references for horror role-players of (including the superb “Dead-Man Stomp,” up, even for those who’ve dutifully bought all persuasions, not just CHILL game imported from the Keeper’s Kit supple- the previous versions. I intended to look players.

98 OCTOBER 1992 Apparitions covers the most territory, known and unknown comes from Aldous to prevent the Nigerians from shooting with in excess of two dozen spectral entit- Huxley, not Jim Morrison). The “Visitation” each other. The mayor of Ansback, Germa- ies discussed at length. The book sorts scenario fails to take advantage of the ny, was put to death in 1685 for being a apparitions into three broad categories: books best creatures, resulting in an un- werewolf, as was a one-armed woman Departed Spirits (conventional ghosts with memorable plot. And why did the designer named Jean de Nynauld, whom a wood- scores to settle or houses to haunt), Projec- inexplicably abandon the Eyewitness Ac- cutter claimed was actually a wolf with a tions (relatively benign spirits that mani- counts in the last few chapters? Did he missing leg. Not only are the anecdotes fest themselves as images to warn or run out of space? fascinating reading, they’re excellent inform), and Independent Creatures of the Space is also a problem in Lycanthropes, springboards for adventures. Though the Unknown (dangerous spirits committed to but for a different reason—there’s too prose rarely sparkles, and occasionally tormenting humans). The three categories much of it. Thanks to 3” margins and the lapses into melodramatic mush (“Through contain several subclasses, among them art director’s fondness for huge areas of mists of slender fingers I walk . . . Destiny Ancestral Horrors, Poltergeists, and Gate- nothingness, most pages contain only a lies ahead through the darkening forest of keepers. In turn, several specific creatures few hundred words. That’s a shame, be- lost memories. . .“), overall, it’s adequately belong to each subclass; the Ancestral cause the designer could’ve used the extra written and well-organized. Horrors subclass, for example, includes room. There’s plenty of material about The book divides lycanthropy into six the Bansidhe (a screeching spirit from werewolves, but weretigers, werebears, groups, each based on a particular afflic- Irish folklore), the Bean-Nighe (a spectral and other unusual types are shortchanged tion or set of symptoms. The Lycanthropic peasant woman who hums funeral dirges), to the point of exclusion. In fairness, the Disorder group encompasses victims suf- and the Screaming Skull (a floating head designer notes his bias in the introduction, fering from mental problems; these poor that won’t shut up). and with a picture of a blood-drooling souls don’t actually transform into ani- Information about each entity is divided wolf ready to pounce, no one could claim mals, though many believe they do. Shape- into four sections. The Medium’s Introduc- the cover is misleading. But that doesn’t shifters capable of becoming animals at tion provides an overview of the creature, make the narrow focus any less disap- will belong to the Infective Lycanthropes outlining its origins, abilities, and motiva- pointing. I’ve docked the rating a half-star group. Inherent Lycanthropes, the most tions. An Eyewitness Account describes a for stinginess. common type, become animals only dur- first-person encounter, presented as a Grumbles aside, the book should satisfy ing a full moon. The remaining groups diary excerpt, an interview transcript, or, all but the most discriminating werewolf include Magical Lycanthropes (shapeshift- in one case, a reproduction of a madman’s aficionado. The background essays exam- ing magicians), Astral Lycanthropes (indi- handwritten rantings. The Medium’s Con- ining the history and legends of were- viduals using astral projection to clusions section expands on and clarifies wolves are informative and enlightening. transform their psyches into animals), and the information in the Introduction, while It’s noted, for instance, that rumors of Wolfen (savage urban killers). Each group the Medium’s Recommendations section lycanthropy in Nigeria around the turn of receives its own chapter, complete with offers specific suggestions for surviving the century resulted in a ban on firearms CHILL statistics for representative crea- confrontations. For those using the CHILL rules, Knowledge and Research Checks determine how much the PCs know; an L result means the players may read the Medium’s Introduction, an M result allows them to read the Eyewitness Account, and so on. This strikes me as awfully generous (shouldn’t PCs learn about the monsters though role-playing rather than by reading about them?), but that’s a criticism of the CHILL system, not the sourcebooks. As for the apparitions themselves, they’re a delightfully nasty bunch, guaran- teed to befuddle smug players who think they’ve seen everything. The Utburd de- rives from the spirit of a dead child, bent on clawing out the eyes of its mother and anyone else who gets in its way. Entomb- ing cats or sheep in the walls of a church produces Kirkevares, silent phantoms whose appearance may signal the destruc- tion of an entire village. Crouched beside a secluded stream, the Bean-Nighe content- edly beats her shrouds against the rocks, wringing out a seemingly endless amount of fresh blood. Even inanimate objects may generate ghostly counterparts; mist- enshrouded Riderless Carriages race across the countryside at unearthly speeds, while huge Spectral Castles arise in thunderstorms to launch catapults at startled passers-by. Though vivid descriptions illuminate the text, there’s a disappointing absence of actual illustrations. I’d have preferred pictures in place of the full pages devoted to quotations (they got one wrong anyway; the quote about the doors, between the

DRAGON 99 tures, ecological notes, and case histories. Short and sweet up in the strangest places. Who’d have Two brief scenarios complete the book, Van Richten’s Guide to Ghosts, by Wil- thought the TWILIGHT: 2000* game, a both of them fairly routine. liam W. Connors. TSR Inc., $11. One of the terrific but rather staid military RPG, Unlike Lycanthropes and Apparitions, better RAVENLOFT supplements, this would work so well with dinosaurs, space Vampires concentrates on specific person- volume provides workable suggestions for monsters, and other cheesy critters from alities rather than general archetypes. It’s incorporating the incorporeal into gothic the Late Show? Twilight Nightmares peels an impressively diverse collection. For horror campaigns. The book sorts spooks 10 plot lines from the drive-in screen and example, the elegant Anton Garnier hails into several general categories according serves them up as RPG adventures, as fun from Switzerland where he’s rumored to their power levels (first through fifth to read as they are to play. As with most drink human blood to help him tolerate magnitude), physical appearance (spectral, multi-author anthologies, the quality is all the harsh weather. A world away in the humanoid, bestial), and origin (sudden over the map, but there are at least two jungles of Mexico, the High Priest Huitzotl death, reincarnation, dark pacts). By shuf- certifiable gems. Charles Gannon’s “You’re presides over ghoulish rituals atop a gran- fling the characteristics associated with Not From Around Here, Are You?” pits a ite pyramid, where he transforms into a these and other categories, the DUNGEON group of mercenaries against a murderous gargantuan warrior before feasting on MASTER™ can create customized spirits three-eyed alien in the jungles of Brazil; it’s human offerings from his fanatical congre- for all occasions. Ghostly powers and a beautifully staged nail-biter with a mem- gation. The corpselike Nishi Oka terrorizes vulnerabilities are discussed at length, and orable villain and loads of atmosphere. Japan with supernatural martial arts, a chapter devoted to the investigation of “Warlord,” by Frank Chadwick, finds the while New Orleans native Jackson De La hauntings provides interesting spring- PCs in the middle of nowhere defending Croix, who’d be right at home in an Anne boards for supernatural adventures. themselves against an apparently unmoti- Rice novel, fronts a rock band to give him Though generally well-written, the design- vated assault from a robotic tank; it starts easy access to nubile victims. er should’ve ditched the first-person ap- with a bang, ends with a twist, and fea- Of course, no treatise of this sort would proach (“In this book, I shall attempt to tures plenty of tense moments along the be complete without Dracula, and Vam- put forth all that I have learned . . . I have way. TWILIGHT: 2000 game veterans with pires doesn’t disappoint. The Count gets a organized the information into the follow- humor impairments may find all this hard royal treatment, highlighted by a thorough ing chapters . . .”), which is not only dis- to swallow, but anyone with a soft spot in accounting of his activities beginning in tracting but inappropriate for what is his heart for giant ants will have a picnic 15th-century Transylvania and continuing essentially a rule book. with Twilight Nightmares. through his alleged sightings in 20th- century England. As it does for each entry, Kingsport, the City in the Mists, by Kevin Creatures of Orrorsh, developed and the book provides complete CHILL statis- A. Ross with Mark Morrison, Keith Herber, edited by Bill Smith and . West tics for Dracula, including his powers, and Scott Aniolowski. Chaosium Inc., $19. End Games, $18. If you thought the CoC weaknesses, and quirks. Kingsport, a sleepy fishing village on the game had cornered the market in bizarre What makes Vampires the best of the coast of Massachusetts, played only a monsters, guess again. Creatures of Or- CHILL sourcebooks—in fact, one of the minor role in Lovecraft’s Cthulhu Mythos rorsh, a supplement for the TORG* game, best horror sourcebooks, period—is the stories, but you’d never know it from the collects 60 grotesque beasts, creeps, and quality of the writing. Authors Gali San- lavish attention it receives in this CoC freaks that comprise the most stomach- chez and Michael Williams employ a con- game supplement. Similar in format to turning menagerie this side of a splatter- trolled, eloquent style that captures both Arkham Unveiled and Return to Dunwich, film festival. The Brain Swarm, for the sensuality and otherworldliness of the the previous entries in this entertaining instance, is a group of mutated aphids that undead. Here, for instance, is our first series of tourist guides, City in the Mists burrows though the ear of a human host look at Anton Garnier: “The expression on describes Kingsport’s history, personalties, to nibble on his brain tissue. Grave Spawn his face seldom changed, retaining a dis- and key locales in exquisitely creepy de- are puddles of black ooze that gurgle in tant formality. His skin was pallid, and the tail. Danny Houghton, a 95-year-old resi- the coffins of dead ocultists. My favorite, whites of his eyes were a bloodshot pink dent of St. Erasmus’ Home for Mariners, the Vaskk, resembles a mobile human that I scarcely noticed at the time. His tells anyone who’ll listen about the strange circulatory system that slices up prey with pupils were deep transparent red, much fish-heads poking through the surface of its razor-edged capillaries. Each entry fills like the color of a full red wine . . . his the ocean after his fishing fleet was de- a two-page spread, complete with an illus- teeth so white and healthy that they al- stroyed. Over on Water Street sits the ivy- tration, a domain map, and TORG game most shone . . .” covered shack of Captain Richard Holt, statistics, all of it nicely done. Incidently, The “Vengeance of Dracula” scenario better known as the Terrible Old Man, the books authors are the winners of a ends the book with more of a fizzle than a who collects bottles containing lead pendu- contest sponsored by West End’s In- bang. After a promising beginning, the lums that sway back and forth to tap out finiverse newsletter that challenged the adventure degenerates into a series of ho- messages from the dead. Then there’s the readers to come up with “the most loath- hum scares and an unsatisfying finale. A fellow on Summit Street who is—how do I some, hideous, evil, repulsive, repugnant, few more contemporary vampires put this delicately?—a mere shell of his horrifying, and disgusting creatures ever would’ve been welcome—surely there former self. Though the three adventures created for a role-playing game.” Mission must be a couple in the Senate—but these that end the book make good use of the accomplished. are incidental criticisms of an otherwise seaside setting, the plots are merely ade- beautiful effort. quate, relying too heavily on dreams and * indicates a product produced by a company other Evaluation: Players and referees alike not enough on Mythos-related encounters. than TSR, Inc. Most product names are trademarks should get a kick out these engaging owned by the companies publishing those products. Given the level of activity in Kingsport, The use of the name of any product without mention books, Vampires and Apparitions in partic- however, formal scenarios aren’t really of its trademark, status should not be construed as a ular, and to a lesser extent, the stinted but necessary. Player characters will find challenge to such status. well-intentioned Lycanthropes. I would’ve plenty to do just wandering the streets liked stronger scenarios and a few more and knocking on doors—and, if they lose adventure hooks, but all in all, the fastidi- their way, they can ask Captain Holt. ous research, evocative writing, and en- Here it comes! thusiasm for the material makes for a Twilight Nightmares, by Charles E. Gan- Wondering what TSR is about to do winning combination. I’m looking forward non, Lester Smith, Craig Sheeley, Frank next? Turn to “TSR Previews” in this Chadwick, Legion McRae, and Loren K. to future volumes. issue and find out! Wiseman. GDW, Inc, $12. Great ideas turn

100 OCTOBER 1992

102 OCTOBER 1992 By Barbara Manui & Chris Adams DRAGON 103 104 OCTOBER 1992 DRAGON 105 106 OCTOBER 1992

108 OCTOBER 1992 DRAGON 109 110 OCTOBER 1992

©1992 by Robert Bigelow

Photos by Mike Bethke shirt of chain mail secured by a belt and buckle. There was little flash on this figure and no mold line. The last figure is a traditional werewolf perched on a small rocky hill. The spine is clearly etched and ends in a short tail. Muscle detail is very good. The face looks more like that of an Egyptian god than that of a wolf, but the effect is very good. The ears are long, pointed, and joined together, although a careful separation of the ears enhances the figure’s appearance. There was some flash on the legs and stomach and by the raised paw, but it was easily removed without damaging the detail. These are highly recommended, forming a good mixture of figures available at $3.95 per package.

5607 Undead Champion * * * * ½ This being wears a rotted surcoat that stretches from its shoulders to the ground. Its bones are stripped of flesh. Ailettes (metal plates) protect both shoulders, and a basinet with nasal helm covers its head. Mouth open, it seems to order other un- dead onward into battle. A huge pitted sword is held straight out from its body in both hands. The figure had flash by its base and light October is traditionally the month for The first is an ape with a warty, hairless flash around its sword. The open-mouth horror-related reviews and the teasing of chest and stomach, and hairy arms, legs, detail can be improved by using the point the darker side of the imagination. This and back. The gorilla-like face has fangs of a knife and carefully opening the mouth month is no exception, as I’ll be examining and pointed ears. The figure had some cavity. The chest and back clearly show many menacing miniatures. flash between the body and arm, and a ribs but need some cleaning to accent the slight mold line extended down the left spaces. This is well recommended at Reviews side and leg. $1.75. The boar figure has a full mane of hair Grenadier Models stretching from its forehead to its lower 5608 Undead Standard Bearer * * * * P.O. Box 305 back. The feet are cloven, and the hands This huge standard bearer has stuck its Springfield PA 19064 curl into talons. Huge tusks extend up- pole into the ground and drawn its sword, ward from the lower jaw. The snout is looking for enemies. The rough-cut flag Grenadier Models UK Ltd. well detailed and offsets the sunken eyes. with tattered edges is connected to a tree- 25 Babbage Rd. An interesting detail is a slightly battered limb pole joined by rivets. The undead’s Deeside, Clwyd decomposed face is twisted into a grimace; UNITED KINGDOM CH5 2QB Miniatures' product ratings strands of hair protrude from beneath a helmet. Overlapping plate armor extends * Poor 305 Fantasy Classics: Were ** to its bony foot, the plate covered by a * * * * ½ Below average Creatures *** surcoat riddled with holes. Eyes stare out The Were Creatures package from Gren- Average from deep within their sockets. **** Above average adier contains three creatures made of This figure is definitely not scaled to 25 ***** Excellent lead, scaled to 25 mm. All are on oval mm, as it measures 28½ mm to the eyes. bases with minimal landscaping or texture. The figure is on a small base that requires

112 OCTOBER 1992 trimming and leveling. Flash was at every opening and niche, and it had to be cleaned out carefully. The sword is thick until it reaches the standard pole, then appears to almost join with the pole; it looks strange when closely examined. This piece does allow for a variety of flags to be displayed; otherwise, it is a low-priority item unless you have a lot of Games Work- shop undead figures to go with it. It is available for $1.75.

51017 Undead Warriors **** This set contains five different undead warriors, all scaled at 25 to 27 mm, made of lead, and set on small, thick bases. Figure one is an almost bald man with vacant eye sockets, a short beard, and hair on the back of the head. His ears have rotted away. A long, torn robe covers his body except for the peeling flesh and exposed bone on feet and arms. He is armed with a round, riveted shield and sword. No flash was present on this fig- ure, and the detailing is good except on some bones. Figure two is armed with a huge mace and has a belt pouch and rotted belt. Its armor consists of a mail hood, shoulder protection, and knee plates. The figure appears to have been a cleric in life, as it has a holy symbol on its chest. The figure is wrapped in rags as if it were mummi- fied. Almost no flash was on this figure, but an obvious mold line needs careful cleaning. Figure three holds a skull shield and a long sword. Missing teeth accent the dead face. Its ribs are visible but not well de- fined. Rotting clothes with a variety of holes hang from its frame. A helmet pro- tects the skull, and the remains of a hat- band fall to mid-back. This figure has little flash. The bones are exaggerated in size. Figure four was a human fighter. Well- defined ribs and spine show through the tattered clothes, and its pants hang from its waist with a huge gap. The ears have rotted away; open lesions are visible on the face and back of the skull. This un- dead has a two-handed sword ready to swing. There was no flash, but the mold line was raised and had to be cleaned. The last figure appeared to have once been an elven cavalier or rogue, wearing high-topped boots rolled down to mid-calf and knee protectors, with no other armor. The remains of its hair falls to its shoul- preparing them, and careful painting out. The creature seems to be a cross ders; sunken cheeks and eyes highlight the increases the available detail. This set is a between a troll and an orc. Huge teeth and effects of death. One ear is up and slightly fairly good buy at $5.95 per pack of five. tusks add to the portent of doom. The pointed, while half of the other is missing. creature is dressed in rotting clothes, but Rotting, tattered clothes are secured by a 66 Creature of the Crypt * * * ½ there does not appear to be any rot on its belt. Well-crafted ribs show through a tear The Creature of the Crypt is a mini- body. This may be the demon from the in the shirt. This figure, too, has a sword diorama piece. The miniature has a one- picture. wound up to swing, but this sword is thick piece casting of an arch or tomb door in a This piece has limited uses for gaming and appears to be sharpened on only one rocky setting. The arch is carved with and would be a much more effective piece side. There was no flash, and the mold pictures depicting events including a battle if a miniature of the creature from the lines were hidden and did not need work. with a winged creature and the receiving tomb were included. The piece cannot These figures do appear to be more in of tablets, crowned by either a winged stand without support. Save your money tune to the larger “25 mm” scales and demon or a truly ugly cat. The center of unless you wish to make a graveyard could serve as commanders in larger the arch is supposed to be a closed, mor- scene. It costs $3.95 each. armies. There is some work involved in tared tomb with a creature tearing its way

DRAGON 113 lip to ensure the two pieces stay together. The other two consist of a walk- ing male figure practically right out of the horror movies and a slender female with an exposed, aristocratic face, long hair, and a snake tiara. Her face is pinched and her cheeks are gaunt, but there are no signs of other preservation. Her left hand rests on a pillar with symbols carved on it. The figures, except for the female, are slightly over 28 mm. The male mummies have shallow engraving on their wrap- pings, so take care when painting them or the detail may be lost. There was flash on the two coffin parts and the arm of the male mummy; careful cleaning is needed on these and the back mold line on the male to guarantee the wrappings won’t be marred or the lid damaged. The female mummy has no flash and is well done, if a little skinny. The 13 mm pedestal also has no flash or other detractions. These pieces are highly recommended for gaming ad- ventures or dioramas at $3.95 per pack.

Lance and Laser P.O. Box 14491 5606 Wraith Columbus OH 43214 Skin still shows through the tears in this 136 Two-Headed Undead monster’s tattered robe. Its face has disap- 130 Impaled Victim * * * *½ Ogre * * * * ½ peared, leaving only spots for eyes and a This lead miniature is 48 mm high, set This two-headed monster stands over 38 head-shaped bulge under its hood. A on an oval base. The central stake has a mm tall (8’ in scale) and is almost 20 mm sword blade rests easily in its right hand, small pile of rocks at its base and supports (4’) across the shoulders. The two heads and the top of a coffin serves as a shield a human body, the stake driven through each stare forward, a wild laugh coming on its left side. The figure stands about 28 the pelvis, chest, and skull. The skull is from the left head and a lopsided grimace mm full height and is just under 25 mm cracked on top and devoid of skin, with its on the right. No blood or ichor flows from tall in its leaning position. Small pieces of mouth open as if in a silent scream. Bony an axe wound (including the imbedded lead from vent holes appear on the shield, arms are shackled behind its back and axe) in one head. A sword wound on the but otherwise there was little flash and no through the sides of its belt. A mangled right side shows only the sword’s haft and major mold lines. This piece is highly chain-mail shirt covers its chest, but parts a small amount of blade. Gnarled hair falls recommended as representing a beginner of the spine, ribs, and the pole are still from the two heads onto the shoulder wraith. The price is $1.75 each. exposed. The pants have rotted into a pile armor. A group of skulls are tied to a wide, of rags. Some skin remains on the left leg, studded belt. Bony legs become skeletal 306 Fantasy Classics: but bony feet protrude. The legs appear to feet with rotting banded sandals. The right Mummies * * * * ½ grip the pole. There is absolutely no flash arm is ready to swing a huge axe with a The Mummies set contains four differ- on this figure; you have to look hard to ent lead pieces, including a coffin with a find any mold lines. This model is highly bas-relief top done in Egyptian-style mark- recommended at $1.40 each. ings and a bottom containing a wrapped mummy about 29 mm in length. The two halves fit together nicely, but there is no

114 OCTOBER 1992 spiked back, while the left has a spiked gauntlet on the hand. This is an excellent figure for use with humorous dioramas or as an actual mon- ster in gaming. The multitude of wounds reminds me of the Black Knight in the movie Monty Python and the Holy Grail. Careful work will allow the hilt and the handle of the imbedded sword to be sepa- rated from the body. This is highly recom- mended at $1.75 per figure.

RAFM Co. 20 Parkhill Rd E Cambridge, Ontario CANADA N1R 1P2

3718 Grave Lich ***** Two chiseled pillars soar 14’ (in scale measurements) into the air from their square bases, each pillar topped by an urnlike structure. The columns support an arch that appears to be carved from a single block of stone. Seven faces are carved on the block, among them a skull, a face hooded like a snake, a cat person, and a large head with rays coming from it. Vines stretch across the fronts and backs of the columns. The entrance is only 15 mm high (3½’ in scale) and only 18 mm deep, even with the step. There is some pitting on the pillars, but no flash or mold lines are visible. A skeletal, lichlike figure sits by the gate, a staff clutched in its left hand. A flared hat is on its head, and a hatband of woven material joins the ornate decoration on its chest and back. Simple shoulder protec- tors and falling strips cover a long flowing robe that exposes only the figure’s slippers and skeletal hands; a chain belt with skull buckle completes the outfit. The figure is nice, but the arch has limited uses in spite of being very well done. This is another case where it is a shame that the figure does not come sepa- rately. If you want to make a diorama, this piece is highly recommended even at $5.50.

3716 Tomb Wraith and ***** Master The first of these two figures is a young man whose large, hooked nose is his most obvious feature. His mouth is open as if uttering a spell; both hands hold a thick book before him. His clothing consists of a under the open cape, but no other bodily exactly like an eye. Numerous undead three-tiered vestment with flaps at the top, parts can be seen. The only other feature spirits with vaporous forms arise from the and a long, smooth robe reaching to the are bony hands that stretch out before it. monument. One is a vaguely female spirit ground. The flaps are surrounded by This two-figure set costs $5.50. with long hair surrounding a skeletal face. piping and are under the base of his hood, Skeletal arms stretched from the body. which rises to a point above his head. The 3717 Vaporous Grave Other vapors form skeletal and mythical man is 27 mm tall and proportionately Horrors ***** beasts. This figure costs $5.50. built. The monument here consists of a sloped Also included is a 60 mm tall (12’ in base of rock with a large stone block on scale) undead form with a long wrinkled the base. An aged plaque obscured by time cape, clasped at the neck by a simple and vines decorates the base. An obelisk brooch. Its skull is fully formed, and a rises from the stone block, with a flaming, crown of hair flows out behind it as if in a flying skull on its front and a variety of breeze. The bald head frames a bitter look small runes beneath it. Topping the monu- on the creature’s face. A rib cage is visible ment is the engraving of a huge gem cut DRAGON 115 5938 Carthage Ct. Cincinnati OH 45212

10-511 RAVENLOFT® Denizens * * * * * The RAVENLOFT boxed set, for use with the AD&D® game’s Gothic horror setting, features 10 lead, 25 mm miniatures. First is a long-haired damsel in distress in a tattered dress. She is barefoot and bare- legged, and her bosom is held in by a corsetlike piece of clothing. She seems to be running for her life. Another young lady in the box is fairly tall, being nearly 6’ in scale height. She wears a long, flowing gown split at the side and cinched by a rope belt. Her curly hair falls to mid-thigh. Her pretty face is marred by fangs, and she clutches a bat in her left hand. She’s obviously a vampire Hobby Products C-1036i Skeleton with (and is so noted on the back of the boxed Post Fach 10 10 20 Halberd ****½ set). 4200 Oberhausen 1 This skeletal guard is actually armed A third figure is that of Adam, a huge GERMANY with an old runka set on a wooden staff. A “Frankenstein’s monster” creature con- tattered suit of chain mail hangs from its structed from the parts of other people. Wargames Inc. shoulders and drops below its knees, Adam stands 31 mm tall, about 8’ in scale P.O. Box 278 which are protected by small metal discs. height. His open shirt and holes in his Tridelphia WV 26059 All clothes and skin have vanished, leaving clothing show scarred muscles with su- well-defined bones with the neck, ribs, tures visible. His eyes have a haunted C-1026d with Wooden back, and pelvis visible in part. What stare. Club ***** really drew our attention was that the Fourth is Azalin, who governs Darkon (a This zombie is 25 mm to the eyes. Its skull looks too large for the body support- part of the RAVENLOFT campaign world). face and body are partly decomposed, ing it. The skull was also smooth as if Thin flesh stretches over his old bones. He with large amounts of skin peeled back to sanded. has a piercing glare, and his face is losing expose muscle and bone. Its cheeks and There was a line of metal from the butt its skin. High boots cover his skeletal toes; eye sockets are sunken, and its clothes are end of the weapon, but it was easy to a cape falls from shoulders to floor. A rotted and covered with holes. Muscle remove and no trace was left. I found no large sacrificial knife is in his left hand, detail is plain, as if the body were swollen. flash on this miniature and highly recom- and a crown rests on his head. The zombie clutches a warped wooden mend it at $1.69 each. The lands of Hazlan are ruled by an evil club in its misshapen right hand. There mage named Hazlik, the fifth figure here. was absolutely no flash on this miniature. This mage hates other wizards and kills This figure is highly recommended for any them on a regular basis. The mage figure group of zombies at $1.69. wears long red robes secured by a simple belt; the robes are open from the waist up. His chest is tattooed, although many of these tattoos are covered by a large pen- dant around his neck. An ornate, ruffled collar rounds his neck at the top of his shirt. He has a thin beard, and his bald head is tattooed. With pinched face and sunken cheeks, his look is one of cunning. The lord of Kartakass is Harkon Lucas, our sixth figure. The miniature is of a pensive figure with his sword stuck point- down into the ground as he looks into the distance. He wears high boots, a jerkin and vest cinched by a wide belt, and a cape; ruffles cover his chest. Long, curly hair falls to his shoulders; a well-done and well- trimmed pointed beard frames his stately face. He carries a harp on his back, a cutlass in his right hand, and a rakish hat with a long plume in his left hand. Next we have a banshee, a female figure with long curled hair stretching to mid- back. This figure has its arms in the air as if rebuking someone, and has an elongated face with an open mouth. Eighth is a male figure in a dark outfit. A black cape falls from his shoulders, and a muffler is wrapped around the lower part of his face. A tail rises from his strange

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a cape with high collar, and a shirt is tenth. You instantly noticed a widow’s peak on his forehead and his slicked-back hair. The figure radiates power and strength, and only the hints of fangs mar his face. He is the infamous Count Strahd Von Zarovich, master of Ravenloft! This set of 10 figures is available for $12.95.

11-105 Village Mob ***** There are seven people in this village mob. The leader is a constable who wears his badge of office on his billed hat. His face glares, and a handlebar moustache graces his upper lip. A fine jacket over a dress shirt and a string tie with flared ends serve to emphasize his formality. A simple pair of shorts and a thin belt com- plete his upper clothing; his feet are clad in simple sturdy boots. His left hand is clenched in a fist, while in his right he holds a sort of a mace. The rest of the mob members are towns- people, two of each kind. The merchants are armed with axes and torches but are almost formally dressed. A stovepipe hat with a folded brim covers each one’s head, crown; his face is completely obscured. A dancing gypsy is ninth. She wears and bushy eyebrows and mutton-chop His boots and are ornately done, slippers, a medium-length skirt, and a sideburns outline each jeering face. A and the chain mail is cinched by a wide blouse. Her legs, hands, and stomach are formal jacket with medium lapels covers a belt. His arms are crossed in an attitude of all exposed. Large circular earrings shake frilly shirt; simple pants and boots com- belligerence. This large man could only be and long hair flows as she dances. plete the ensemble. , of DRAGONLANCE® saga fame. An elegant figure in a suit with cufflinks, The two farmers are dressed in heavy jeans or pants with back pockets and simple belts and buckles; vests rest over simple rugged shirts with button sleeves. A sharp triangular hat with a feather adorns each head. A simple beard drops from the hair- line and covers the base of each jaw. Their faces are rugged and almost exaggerated in appearance, attesting to their time outside. Their use of pitchforks amply demonstrates their anger. The last two appear to be assistant shop- keepers or general townsfolk. They wear the same kind of short pants as the consta- ble, and they have looks of disdain. The frilly shirts they wear and their decorative vests belie heavy labor. All they clutch in their hands are torches. Moustaches droop over their upper lips, and they wear brimmed hats. All seven are highly recom- mended to stock a town for only $8.50 a pack. I want to thank Fred Hicks for his help in painting the mummy and were-creature sets and some of the undead fighters. Eric Petersen painted the arch and lich, and he made sure the damsel and female vampire were finished. I did the rest of the figures myself. If you want to contact me, write to me at: Friends Hobby Shop, 1411 Washington St., Waukegan IL 60085; or call: (708) 336- 0790 MWThF 2P.M.-10P.M. or SatSun 10 A.M.-5P.M. See you next month.

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