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Issue #147 Vol. XIV, No. 2 SPECIAL ATTRACTION July 1989 Sorcerous secrets: Publisher 13 Where there’s a wizard, there’s a way. Mike Cook Getting — Patricia Nead Elrod Editor 14 If you get a toad for a familiar, be careful how you pick it up. Roger E. Moore Variety, the Spice of — Vince Garcia Associate editor editor 22What can you do with a jar of bat ichor? Use it for a new spell Robin Jenkins Barbara G. Young component, of course.

Assistant editor Editorial assistant "Gaze into my crystal ball...." — Krys Stromsted Anne Brown Kimberly J. Walter 26If it's your party, you can scry if you want to.

Art director Spelling It Out — Douglas J. Behringer Lori Svikel 34Two ways to learn a new spell: the AD&D® 1st Edition way and the AD&D® 2nd Edition way. Production staff Paul Hanchette Angelika Lokotz WOW Your Players! — Richard Hunt Kathleen C. MacDonald Gaye O’Keefe 38Beer suds, attack rabbits, and three all-new of wonder.

Subscriptions U.S. Advertising MAGUS! — Robert J. Kuntz Janet L. Winters Sheila Gailloreto 48A surprising game of magical conflict for 2-6 players.

U.K. correspondent Christopher Christou OTHER FEATURES U.K. advertising Through the Looking Glass — Robert Bigelow, Kris Starr Jane Johnson 42Two dynamite and the ultimate racing chariot.

Role-playing Reviews — 60In the beginning, there was only one . But the gamers said, “Let there be many!”

Lord of the Keep — fiction by Brenda K. Ward 72That which you ask for is rarely what you want.

The Role of Computers — Hartley, Patricia, and Kirk Lesser 76 A voyage to the bottom of the sea, with stops at Mount Doom and Hillsfar.

The Role of Books — John C. Bunnell 86A look at a world where cats, not apes, evolved into humans DEPARTMENTS

5 Letters 56 Gamers Guide 100 Dragonmirth 6 Forum 58 TSR Previews 10 Sage Advice 92 Convention Calendar

COVER

“I did it fast,” was ’s first comment on his cover painting for this issue. “I got tired of doing evil sorceresses, so I decided to do a good one,” he said, adding that he calls this painting “.” Clyde is a veteran cover artist for ® Magazine, his first cover gracing issue #53.

4 JULY 1989 Hill with lasers

Once in a while, I had a taste for doing something really offbeat in the role-playing games I used to run. What did you think of this issue? Do you have ability of the Great Druid. The Archdruids and The more bizarre the idea, the bet- a question about an article or have an idea for a the Great Druid may each use their five animal ter the group seemed to like it– new feature you’d like to see? In the United forms twice each per day, but the Great Druid well, most of the time (the fighter States and Canada, write to: Letters, DRAGON® gains one extra animal form that may be used Magazine, P.O. Box 111, Lake Geneva, WI 53147, one time per day. It was my intention that this who fell into Winnie the Pooh’s U.S.A. In , write to: Letters, DRAGON® ability be equal to the ninth- magic-user “heffalump” trap had a few choice Magazine, TSR Ltd., 120 Church End, Cherry spell shape change but limited to the single form things to say about it). It seemed like Hinton, Cambridge CB1 3LD, United Kingdom. chosen with each use of this ability. This shape a criminal waste to have people changing has a duration equal to 1 turn per come over to my place and be Heyer & higher! level of the druid. bored, so I did my best to keep the Richard Hernandez players entertained. Kalamazoo MI The most offbeat scenarios I ever Dear Lori, ran were those produced by cross- Guess what! I just received notification that I Dear Dragon: won the Magazine Merit Award [for illustrations In “The New, Improved Druid,” the article ing two different gaming genres. for] 1988, from the Society of Children’s Book states that the druid has the power to shape The basic idea is to take a module or Writers, for the DRAGON cover, “Frog Prince.” change at will, but then it says that a druid who setting from one game system and I am really excited; this is a prestigious award, reaches 14th level uses the ability but once per adapt it for use with another game. and I feel we both share in it. day. Can you clarify this? The results can be terrific. Early Carol Heyer Chris Hubbell issues of DRAGON® Magazine and St. Louis MO Thousand Oaks CA The Strategic Review described The staff of DRAGON Magazine extends its The use of’ this ability “at will” means simply games in which SS troopers met an congratulations and appreciation to Carol Heyer that the druid may shape change simply by evil high priest and his allies, and in for her award-winning artwork (and to Lori willing the change to occur; the druid does not which a group of characters Svikel for picking it out as our cover for issue have to cast a spell to cause it to happen. The wandered through the starship #138). The Magazine Merit Awards are given in druid is still bound by the restrictions on shape Warden in TSR’s old METAMORPHO- recognition of outstanding original magazine changing mentioned in the article and in SIS ALPHA game. Marcus Rowland’s work for young people. We always believed our Richard's letter above. superb article, “The Mix-&-Match contributors were the best. Module” (from DRAGON® issue Imaginate that! #135), gives details on how to set up Druids & poisons and run cross-genre scenarios. The Dear Dragon: notes on “The Ongoing Campaign” in Dear Dragon: I am writing in response to the editorial the AD&D® 1st Edition Dungeon I am writing in regards to my article, “The column you published in issue #140 ("A failure Masters Guide are also helpful. New, Improved Druid,” published in issue #139. to imaginate”). I quite agree with you that arti- The following are some cross- There are several points I would like to clarify cles that differ from the “normal” medieval genre scenario ideas I invented for and explain. setting should also be published in DRAGON® the games I ran (some were even Under “Poisons,” it is stated: “A successful save Magazine because readers do like them. My used). It is hoped that another DM vs. X or XX poison causes the victim to take personal feeling is that for every reader who will borrow them or develop some damage equal to half his original (fully healed objects to an article, there are at least two who equally bizarre adventures with and restored) hit points.” This is incorrect and must have loved it but did not bother to write to should apply to XX poison only. A successful you about it. which to horrify gamers. save vs. X, Xa, or Xb poison reduces by half the For example: Other readers’ complaints aside, “Land of the Giants: The RPG” (for damage taken per round [round fractions up] I loved the special section on druids in issue GDW’s TRAVELLER® or MEGA- until the victim is dead. #119. The articles improved the druid character TRAVELLER® game): Get out an old Under “Antidotes,” it states: “The victim [in the I was running so much that the former DM of copy of the AD&D® module G1 Stead- himself example] is given a Type A antidote the next that group is now playing a druid in our ing of the Hill Chief (recently round and ends up taking 5 hp actual poison new campaign. And about the claims that druids rereleased as part of GDQ l-7 Queen do not fit into a medieval world: What about damage (10 hp were neutralized). Two rounds of the Spiders). Make up the statis- later, the same victim is struck again for 25 hp Merlin, who is the best-known wizard in all tics for a new hominid species, damage but ends up taking only 15 hp as the medieval literature? He was a druid! antidote is still active.” This is also incorrect, as Another example concerns the disputed Titanthropus sapiens, an Ancient- it was previously stated that a Type A antidote article on new undead, back in issue #138. You manipulated, 10'-tall human race negates 6 hp of poison damage, not 10. The should have seen the look on my players’ faces that lives in barbarism on a Red victim in the above case would take 9 hp of when the “dry bones” skeletons kept reassem- Zone planet on the Imperium’s poison damage on the initial strike, and two bling themselves! The players were sure that fringe. Rework the Steading so that rounds later would take 19 hp instead of 15 hp. some hidden, evil spell-caster was continuously magical items become technological animate dead This damage is all added to weapons damage. casting just to annoy them! They items (the Titans have been raiding The poison brewing ability gained by instruc- were furious, especially when they figured out poorly armed scientific expeditions), tion at 3rd level is not taught by all druidic that the cleric must be of at least 11th level in and make up values for different sects, and it is left to the DM to allow it in his order to cast this spell four times a day. game. Remember, druids do not look upon using Thanks again for a wonderful magazine, and items such as pelts, furs, gold coins, for all those helpful and enjoyable articles. poison as an evil art. They, see it as an efficient Continued on page 98 and natural way of disposing of enemies. Amit Izhar I would also like to clarify the shape changing Kiron, Israel

DRAGON 5 DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc.™ , P.O. Box 756, Lake Geneva WI 53147, United States of America. The postal address for all materials from the United States and Canada except subscription orders is: DRAGON® Magazine, P.O. Box 111, Lake Geneva WI 53147, U.S.A.; telephone: (414) 248-3625. The postal address for all materials from Europe is: DRAGON® Magazine, TSR Ltd.™, 120 Church End, Cherry Hinton, Cambridge CB1 3LD, United Kingdom; telephone: (0223) 212517 (U.K.), 44-223- “Forum” welcomes your comments and opinions 212517 (international); telex: 818761; fax: (0223) 248066 get lost in the . If exist in the real (U.K.), 44-223-248066 (International). on role-playing games. In the United States and world, it may well be that the wants and needs Distribution: DRAGON® Magazine is available from Canada, write to: Forum, DRAGON® Magazine, of the people will be pushed aside. But this is a games and hobby shops throughout the United States, P.O. Box 111, Lake Geneva, WI 53147, U.S.A. In game world, and ultimately the game world Canada, the United Kingdom, and through a limited Europe, write to: Forum, DRAGON® Magazine, number of other overseas outlets. Distribution to the book revolves around the PCs. trade in the United States is by Random House, Inc., and TSR Ltd.™, 120 Church End, Cherry Hinton, I’m not suggesting that a PC be allowed to in Canada by Random House of Canada, Ltd. Send Cambridge CB1 3LB, United Kingdom. We ask succeed with every attempt. I am suggesting orders to: Random House, Inc., Order Entry Department, that material submitted to “Forum” be either Westminster MD 21157, U.S.A ; telephone: (800) 638- DMs remember that without PCs, there is no 6460 toll-free except Alaska (call (800) 492-0782 toll-free neatly written by hand or typed with a fresh game, and even the gods’ place in the scheme of in Maryland). Newsstand distribution throughout the ribbon and clean keys so we can read and things is to help or obstruct the PCs in their United Kingdom is by Seymour Press Ltd., 334 Brixton understand your comments. missions. I don’t object to making those gods Road, London SW9 7AG, United Kingdom; telephone: 01-733-4444. more credible in the game, as long as that Subscriptions: Subscription rates via second-class credibility and the effort to achieve it don’t bog mail are as follows: $30 in U.S. funds for 12 Issues sent Michael Norrish (issue #140) suggests that the game down. to an address in the U.S. or Canada; £18 for 12 issues sent to an address within the United Kingdom; $50 in clerics be limited to those spells that are more On a related note, if you are designing a U.S. funds for 12 issues sent by surface mail to any other characteristic of their deities (e.g., the cleric of a pantheon for a campaign, try to cover all the address; or $90 in U.S. funds for 12 issues sent airmail to warlike or goddess could only pray for alignments with a choice of several gods. There any other address. Payment in full must accompany all is a rule in the 1st Edition Dungeon Masters subscription orders. In the U.S. and Canada, methods of combat-related spells). Andrew C. Gronosky payment include checks or money orders made payable Guide Legends & Lore (issue #140) suggests building the campaign and the books that to TSR, Inc.™, or charges to valid Mastercard or VISA around a pantheon of gods, since both NPC and requires clerics to be the same alignment as credit cards; send subscription orders with payments to: PC actions are proportionately related to the their deities, and I’ve seen a few pantheons that TSR, Inc.™ , P.O. Box 72089, Chicago, IL 60678, U.S.A. In the United Kingdom, methods of payment include will or whim of said deities. have lacked certain alignments. If you have a cheques and money orders made payable to TSR Ltd.™, or Norrish is cutting off potential for develop- chaotic-good cleric in a ® cam- charges to a valid ACCESS credit card; send subscrip- ment or survival to spite rules I don’t agree paign, your character is technically illegal, and tion orders with payments to TSR Ltd.™, as per the above all experience points earned as a cleric are address Prices are subject to change without prior with. Saying “I’m limiting the spells you can get notice. The issue of expiration of each subscription is because I don’t think your god likes them” is not forfeited. Hickman & Weis could have avoided printed on the mailing label of each subscriber’s copy of the bottom line. The bottom line is merely “I’m this by stating the Lords & Legends rule wasn’t the magazine. Changes of address for the delivery of limiting the spells you can get.” Clerics have applicable in the DRAGONLANCE® world or by subscription copies must be received at least six weeks prior to the effective date of the change in order to assure relatively poor spells because they can wear providing a chaotic-good deity or two in the uninterrupted delivery, armor and are almost as good in combat as background. They failed to do so, and unless Back issues: A limited quantity of back issues is fighters. your DM has the habit of being charitable, it’s available from either the TSR Mail Order Hobby Shop your hard luck. (PO Box 756, Lake Geneva, WI 53147, U.S.A.) or from The only big advantage clerics have is that TSR Ltd.™ For a copy of the current catalog that lists they have access to any spell at the level at S. D. Anderson available back issues, write to either of the above which they can cast; if a PC cleric needs an Whittier CA addresses. obscure clerical spell, he usually gets it. Yes, in Submissions: All material published in DRAGON® Magazine becomes the exclusive property of the pub- extreme cases of alignment or purpose, a spell The gods of mythology are an entertaining lisher unless special arrangements to the contrary are might be denied to the cleric, but Norrish is addition to many AD&D® game campaigns, and made prior to publication. DRAGON® Magazine welcomes suggesting that this last-ditch resort be applied “Keepers of the Faith” (issue #140) described unsolicited submissions of written material and artwork; their mortal servants richly and well. But it is however, no responsibility for such submissions can be casually–just like a sentence of death by slow assumed by the publisher in any event. Any submission torture should be issued for a parking ticket. possible to have developed realistic ministries accompanied by a self-addressed, stamped envelope of Gods, presumably, are wiser and more diverse without ever defining “different gods.” Several sufficient size will be returned if it cannot be published. than mere mortals, and mere mortals aren’t “Forum” writers have already pointed out that We strongly recommend that prospective authors write for our writers’ guidelines before sending an article to us. fools enough to limit their henchmen and hire- religion is intensely personal, even in a game. It In the United States and Canada, send a self-addressed, lings to being pale imitations of themselves. is a sensitive issue whether gamers are tradi- stamped envelope (9½” long preferred) to: Writers’ Unity is not the same as uniformity, and all but tional monotheists (like this writer), secularists, Guidelines, c/o DRAGON® Magazine, as per the above or members of the great world faiths that address; include sufficient American postage or Interna- the most childish gods know this. A cleric of tional Reply Coupons with the return envelope. In Thor who spends more time tending wounds revere Vishnu, Kuan-Yin, and others. Thought- Europe, write to: Writers’ Guidelines, c/o DRAGON® than inflicting wounds might have trouble ful DMs have always left the ultimate mysteries Magazine, TSR Ltd.™; include sufficient return postage or advancing within the hierarchy of the church of faith to each player’s understanding. C. S. IRCs with your SASE. Advertising: For information on placing advertise- and might be reviewed by the god or his ser- Lewis’s Narnia, J. R. R. Tolkien’s Middle-earth, ments in DRAGON® Magazine, ask for our rate card. In vants more often and more thoroughly than the and The Land of Stephen Donaldson are all the United States and Canada, contact: Advertising run-of-the-mill cleric would. However, he overflowing with religious feeling, yet we sel- Coordinator, TSR, Inc.™, P.O. Box 756, 201 Sheridan dom see their characters worshiping or arguing Springs Road, Lake Geneva, WI 53147, U.S.A. In Europe, wouldn’t be denied requested spells without contact: Advertising Coordinators, TSR Ltd.™ good reason (if for no other reason than the fact about theology. What metaphysical creeds unite DRAGON® is a registered trademark of TSR, Inc.™ that it’s bad publicity for the god). and divide people in the D&D® game worlds? Registration applied for in the United Kingdom. All rights How do D&D® game clerics actually lead wor- to the contents of this publication are reserved, and Gods don’t give power to clerics if they don’t nothing may be reproduced from it in whole or in part feel the clerics are worthy. A PC cleric will be ship? How are faithful clerics given spells, and without first obtaining permission in writing from the answerable for his spell choice, if not directly to erring or hypocritical clerics punished? Who publisher. his god then by taking experience-point penal- knows? Who really cares? The truth is that no ® designates registered trademarks owned by TSR, adult likes to be told what god to worship, or Inc.™ ™ designates trademarks owned by TSR, Inc.™ Most ties or increased training costs in order to Other product names are trademarks owned by the advance in level. Even in those rare instances how or why. companies publishing those products. Use of the name of where the cleric is permitted use of weapons And for mature players, the aspirations and any product without mention of trademark status should normally prohibited to the class, the cutoff of faiths of living people are far more interesting not be construed as a challenge to such status. ©1989 TSR, Inc.™ All Rights Reserved. spells is a poor trade for such a gain. than the caprices of ultrapowerful phantoms. Second-class postage paid at Lake Geneva, WI, Gronosky doesn’t specifically put any limits on Perhaps the most exciting thing about the whole U.S.A., and additional mailing offices. Postmaster: Send PCs or classes, but he suggests that such an DUNGEONS & DRAGONS® game phenomenon is address changes to TSR, Inc.™, PO. Box 111, Lake Geneva, WI 53147, U.S.A. USPS 318-790, ISSN 0279- increase in emphasis on the gods of a campaign the way it has renewed young people’s interest 6848. will cause the wants and needs of the players to in different cultures and systems of belief that 6 JULY 1989

exist in our own world. Popular accessories like supernatural healing agent: holy oils. handling of temperamental horses can cause Chaosium’s The Gods of Glorantha use imagi- There are three types of these oils, conse- terrible amounts of damage to a person; just nary gods to display different outlooks on life. orated each year during Holy Week by the look at the damage capability of a horse in the GAMMA WORLD® campaigns center on Cryptic bishop in his cathedral and distributed to all Manual for example. Even if not fatal, Alliances, and even ’ parishes and monasteries. The Oil of Catechu- such injuries could cripple a man, reducing his TOON® game characters have their special men is used on newly born or newly converted ability to work and cutting down the food beliefs. Frankly, a cleric is most interesting individuals to allow the sacraments to be re- supply for his family. Similarly, the use of such a when he embodies a philosophy of life or a ceived. In game terms, this would be considered spell on farm animals can save valuable live- special mission. a necessary prerequisite for receiving any good stock from a plethora of injuries. Cure light You need only look at our own world to dis- magic: heal, bless, strength, or shield spells. The wounds cast on a woman who has just com- cover ministries for professional clergy. Every other important oil is Sacred Chrism, which is pleted childbirth would, in almost all cases, save community will have good clerics caring for the used by the bishop to consecrate people and the woman from death, internal injuries, infec- poor, the disabled, the orphans. An army needs things. In game terms, neither a cleric nor a tion from dirty surroundings, or ham-handed chaplains, a port has a chapel to aid sailors, and paladin would be able to cast any spells or turn doctors. This is certainly important since, until other ministries can support scholarship, com- undead without having been so anointed. But the second half of this century, more women merce, art, music, philosophy, or military excel- the oil most germane to this discussion is the Oil died in childbirth than in any other way. lence. Clerics will be active in all kinds of of the Sick. The priest anoints all those in dan- Although spells like aid and slow poison are politics, and good, brave ministers will serve the ger of death as rapidly as he can, but only once also rejected by Mr. Detwiler because they are oppressed. Sadly, there will be evil clergy who per occasion. In game terms, if anyone was only short-term solutions, they can be of great support people’s greed, hatred, and prejudices. down to only 1 hp, the cleric could anoint him, help to the peasant who needs emergency Even different alignments of the same sect may restoring 1-4 hp and curing the disease(s)–if the treatment. It only takes seconds to cast a spell stress very different things. Varying lawful-good Good Lord so chooses. In the game there would (less time than it takes to apply a tourniquet), clerics may emphasize struggling for social be a 50% chance for such healing for each and this may give the cleric the time needed to justice, practicing nonviolence, doing philan- person (possibly modified by the holiness of his get proper medical aid or concoct an antidote. thropic work, raising a happy and virtuous behavior)–but the priest could anoint hundreds Admittedly, at low levels the time is very lim- family, maintaining a minority identity, or forc- each day. (I have done so.) ited, but in an emergency, every second counts. ing virtue on one’s neighbors. Some clergy Fr. Patrick J. Dolan Spells such as speak with animals and augury expect a good living, while others live on alms. Killeen TX can be used for watching for trouble before it As always, once you have found ministries for hits the congregation, giving villagers a chance your clerics, you will enjoy individualizing each In issue #140, Gregory Detwiler goes to great to prepare for the unpleasantness of a maraud- group in AD&D® game terms. Your major NPC lengths to say that the average peasant in the ing band of or an early winter. A ceremony clerics will be as useful as ever, and the differ- AD&D® game world is no better off than his spell such as burial can ensure that undead perspectives of your clerics will give you counterpart in this world. This is because peas- creatures do not generate from the village’s many ideas for interesting adventures. A new ants have little use for the spells used by clerics, recent dead. PC cleric might even define his own purposes and those spells that can be used are too few to While these are only examples of what can be and code of behavior, without any talk of serv- help a large number of people. While it is true done with low-level spells, they can give players ing a make-believe god. that even powerful clerics do not have enough an idea on how to run local clerics in rural Many DRAGON Magazine readers will dis- spells to treat everyone in an epidemic or a villages. While such men and women may not agree very strongly with the idea of using our disaster, they do have more than enough power be able to prevent epidemics, drought, and own beliefs and goals, rather than those of the at lower levels to lessen the effects of such famine, they can certainly reduce the damage of gods, to define our clerics. I am not suggesting horrors as plague, famine, spoiled food, and such events and reduce the wear and tear on for a minute that every campaign need to scrap disasters. the villagers caused by everyday events, making its make-believe pantheon; the gods can still visit All of this assumes that each village would the villagers more able to resist the real disas- worlds where clerics are defined by their be- have at least one cleric of 3rd level: a priest. ters when they occur. Such clerical aid also liefs and missions. Unique beings that inspire This does not seem as outrageous as Mr. Detwi- makes the average man better disposed toward love or loathing might guide and help particular ler holds, since the churches of the world can the clergy, ensuring the church’s support in a sects, whether or not they are objects of special only benefit from having followers in villages. In region and strengthening the church that the devotion. Every kind of ministry may have a fact, such parishes may be more loyal than city cleric serves, making it stronger and therefore place on the vast outer planes to which gate dwellers who have several different temples better able to serve its followers. spells lead. available to them. In return for one or two sons Paul Astle But ultimately the creatures of Legends & being sent into church service as clerics, arti- Larchmont NY Lore are most interesting because they embody sans, or soldiers, the church sends a priest to the best and worst in us. For C. S. Lewis and look out for the town and to ensure a steady In all of my four years of gaming, I have met J. R. R. Tolkien, the gods of fantasy are good and influx of worshipers, income, and followers. At only one gamer who really stands out: Pastor bad . For Michael Moorcock, they merely 3rd level, the village priest would have access to Mark. Mark is 31, and he says he’s been playing proclaim the ambiguities of our own tragic all spells through second level, which—while not the AD&D® game since he was in high school. world. But for most fantasy writers—from earth shaking–can go a long way toward mak- He, being a pastor, tries his best to keep reli- to Fritz Leiber to the writers of TSR® ing life better for the peasant. gious references out of the AD&D® game. modules T1-4, Q1, A3, GW7, and OP1–the great The major element in reducing the peasant Though he often plays a paladin or a cleric, he powers of the Outer Planes are grand comic population in any primitive culture is disease, does not think that people should play Heaven creations, figures of fun made in man’s image. usually brought on by malnutrition. Although a or as actual places. In that event, he re- As such, they have brought us much enjoyment priest could not create food to feed a village in named them in our campaign. through literature, art, and most recently, times of trouble, regular use of purify food & The Seven Heavens, being the source of adventure gaming. drink spells could do a lot to cut down on the lawful-good and the power of paladins, have Ed Friedlander growth of parasites in the water supply and been renamed as Utopia. I think it sounds Kansas City KS food reserves. Should trouble strike, a create rather fitting, for utopia is said to be a place of water spell could be used to generate a limited perfect happiness and harmony. Mr. Gregory Detwiler’s fine article “Fantasy supply of pure water for the children in the The Nine is referred to as the Nine Pits. Clerics and Clerical Fallacies” (issue #140) identi- village, who have less resistance to such para- Because of the descending structure of the fies how limited the usefulness of a village priest sites. This would cut down on the infant mortal- Hells, as described in the , (typically a 3rd-level cleric) would be to a group ity rate, meaning a greater number of children the Pits is an accurate description. This leads to of village peasants in need of healing. Even the would live to become adult peasants who would phrases such as “this is the pits!” and so forth. cure light wounds spells would be too strong for then have children of their own. I feel that Marks renaming policy is effective in most needs and too limited in number; magic The adventurers’ favorite spell, cure light widening the gap between fantasy and reality. It devices such as wands and staves would also be wounds, also has far more use than allowed for should diminish some religious orders’ belief that too strong and too valuable to use on a peasant by Mr. Detwiler. Accidents among peasants the AD&D® game is mocking God. Even though population. However, Mr. Detwiler overlooks were, and in some places still are, far more there is no grounds for this belief, such a change what was and still is regularly available to common than the one incident where the peas- in names should cut down on the accusations. myself and other High Church (Catholic, Ortho- ant “accidentally belts a fellow reaper with his Dan Fehler dox, and some Episcopal) priests as a normal scythe.” Accidents in construction or in the Jordan MN

8 JULY 1989

is disintegrated as well, if it fails its saving throw against the spell.)

If a character wearing a ring of protection steps into the area pro- tected by a second ring of protection with a radius of effect, are the two rings temporarily cumulative? by Skip Williams No. In general, when protections of the If you have any questions on the games who has died from hit-point loss same type are combined, only the strong- produced by TSR, Inc.™, “Sage Advice” will due to injuries, can it revive some- est or best one functions. The DMG states answer them. In the United States and one slain by a death spell, power that this is the case when two rings of Canada, write to: Sage Advice, DRAGON® word kill, or banshee wail? protection are functioning on the same Magazine, P.O. Box 111, Lake Geneva WI No, in all three cases. The death spell person or in the same area (see page 130). 53147, U.S.A. In Europe, write to: Sage causes irrevocable death (see the Players Advice, DRAGON® Magazine, TSR Ltd., 120 Handbook, page 83), which means that it A ring of earth com- Church End, Cherry Hinton, Cambridge takes a wish to get the slain creature back mand acts as a ring of feather falling CB1 3LD, United Kingdom. to life. The banshee’s wail (see the Monster until activated, whereupon it grants The continues his examination of Manual, page 50, “Groaning ”) and the ability to cast feather fall. Does the magical items of the AD&D® game the power word kill spell (Players Hand- the ring still act as a ring of feather universe, continuing from issue #146. All book, page 93) are even more potent falling? information in this article concerns the forms of death magic. Exactly what can be The “at will” abilities gained when the AD&D® 1st Edition game, and references to done to bring back victims of these effects ring is fully activated will replace the the Dungeon Masters Guide and Players is up to the DM, but things such as regen- ring’s original function. This holds true for Handbook are to the 1st Edition game eration, death’s door, and healing spells all rings of elemental command. In most versions of those volumes. In all cases, the are not enough to do it. instances, however, the “at will” spell information in the AD&D® 2nd Edition ability is just as effective as that of the game volumes takes precedence where Can a ring of regeneration revive a original ring (see the DMG, pages 129-130). there is a contradiction between those character if the ring is placed on the rules and the information in this article. victim’s finger after he has died? Will a ring of fire resistance pro- No. A ring of regeneration is not a porta- tect the wearer’s equipment or just ble resurrection spell. The ring is power- his body? ful enough to keep a creature’s or This is up to the DM. Generally, it is safe spirit from departing if the ring is worn by to assume that the ring keeps the wearer’s Will a of undead control, the victim at the time of his death, but the personal equipment from burning to cin- work on undead who are under an ring can’t bring the victim to life if the soul ders if he walks through a normal fire. evil cleric’s control? Could an evil or spirit has already departed. However, the ring’s + 4 saving throw cleric control undead under that bonus vs. magical fires applies only to the potion’s influence? If both effects How long does it take for a ring of wearer, and does not extend to his items are operating in the same area, regeneration to regrow lost limbs? (see the DMG, page 130). which one takes precedence? Can damage from fire or acid be Both effects work normally but not regenerated? What about damage simultaneously, even on undead controlled from disintegration? Rods, staves, & wands by other means. The first form of control Here are some unofficial organ-regrowth to be applied to a particular undead mon- times for a ring of regeneration: How is a , staff, or rod re- ster works normally until its duration Finger, toe, nose, or ear: 1 hour (6 turns); charged? expires or until control is usurped by Hand, foot, or internal organ: 6 hours The spell-caster first casts an enchant an another form. A cleric can make multiple (36 turns); item spell (or its equivalent, if he isn’t a attempts to establish or reestablish control Arm, leg, or wing: 1 day (24 hours); and magic-user), then recharges the item by (see the DMG, pages 65-66), while the Head: 1 week (7 days). placing additional spells into it. You may potion-user can try only once per potion Replacement time is only two rounds if give a bonus to the item’s saving throw used (see the DMG, page 127). the lost organ is present and can be (see the enchant an item spells description pressed into place. Trolls and in the Players Handbook, pages 83-84), If a character mixes two potions regenerate 30 times faster than a charac- since wands, staves, and rods are already and rolls a 00 on the DMG’s potion ter with a ring of regeneration. Severed enchanted to hold multiple spells. miscibility table (page 119), can he pieces of a troll are ambulatory and will The exact spell that is needed to re- duplicate the resulting potion if he crawl to the troll and press themselves on. charge the item will vary with the type of knows the exact formulas of the two Pieces lost from vampires merely re-form, item. A wand of fireballs, for example, original potions? as if becoming solid from vapor. requires fireball spells. A wand of fire, No. Potions are manufactured through Fire and acid do not prevent regenera- however, can create multiple effects; in the art of , not the science of tion, but these effects do prevent a slain such cases, the spell required for recharg- chemistry. When two completed potions creature from coming back to life by using ing is that which is the highest-level spell are combined, there is no way to predict regeneration. If a regenerating creature effect that the item creates (a wall of fire the result; if the two original potions are survives a fire or acid attack, it will even- spell, in the wand of fire’s case). Some duplicated and mixed again, a second tually regenerate the damage. However, if items create effects that are unique; for miscibility roll must be made. the creature is slain by such an attack, or these, you will have to decide on a spell or if it is slain and its remains are destroyed combination of spells that approximates by fire, acid, or disintegration, it remains the item’s effect. For example, shatter or Rings dead. If a creature falls victim to a disinte- spiritual hammer might be used to re- grate spell or its effects, it vanishes com- charge a staff of striking, as these effects If a ring of regeneration (from the pletely and cannot be regenerated. (If it all involve magical force. DMG, page 130) can revive someone was using a ring of regeneration, the ring Author/designer Jon Pickens has ap-

10 JULY 1989 proached this problem by creating new Arcana, page 95) clearly states that only If a character wearing gauntlets of spells to fit some of these magical items. druids may use that staffs slinging ability. power or a girdle of giant The spells have been published in the For all others, the staff is merely a staff strength is struck by a shadow or POLYHEDRON™ Newszine, the bimonthly + 1. You could decide to require druids to other attack that drains strength, newsletter of the RPGA™ Network, which have a proficiency in the staff sling in order what happens? is available only to members (see to use the slinging ability without penalty. Temporary strength losses are taken POLYHEDRON™ issues #22, 24-26, and 31). from the character’s augmented strength Does a magic-user suffer a -5 score, and results are taken accordingly. How is a rod of cancellation made? nonproficiency penalty when using. Such losses are always a full point, so that That device is created using enchant an the first function of a wand of force? a hit from a shadow will reduce a charac- item and probably anti-magic shell spells, No. The shaft of force created by the ter wearing gauntlets of ogre power to a as well as whatever other time and mate- first function is the equivalent of a magical 17 strength. Permanent strength losses, rial requirements and success rates the broad sword, but (like a ’s such as those due to aging, are taken from DM wishes to impose. As this item is quite sword spell) it is not a true sword and the character’s base strength score. In valuable (see the DMG, pages 122 and does not require any specific proficiency these cases, the magically augmented 133), its construction should be difficult in order to be used properly (see Un- score is unchanged. and expensive. earthed Arcana, page 96). In the DMG, page 123, the sale Are rods permanent items, or do A wand of conjuration can create a price of a girdle of giant strength is they have charges? wall of total darkness that “can be listed as 2,500 gp. Isn’t this a bit Most rods have 40 + 1dl0 charges when penetrated only by physical means low? Gauntlets of ogre power, found (see the DMG, page 132). Certain or magic.” What other ways are which bestow less strength, sell for rods (like a rod of cancellation) have one there? 10,000 gp. charge only. You’ve missed the point. The key word This was a misprint. The sale price for here is “penetrate.” A creature cannot see such a girdle is 25,000 gp. The experience What kind of weapon is a rod of beyond the wall unless he sticks his head value was also misprinted; it should be smiting considered for weapon pro- through the wall, steps through it, or uses 2,000 xp, not 200 xp. Note that a girdle ficiency purposes? a magical effect such as clairvoyance or imbues the wearer’s entire body with Treat that rod as a staff. wizard eye to penetrate it. Magical effects extra strength, while the gauntlets en- that involve direct visual detection within hance only the wearer’s chest and arms. Do nondruids have to have a profi- the area of darkness, such as detect invisi- ciency in the staff sling in order to bility or continual light, cannot penetrate Can magical gloves and gauntlets use the missile ability of a staff of the wall (see the DMG, page 135). be worn simultaneously? slinging? No. One will not fit over the other. This item’s description (in Unearthed What is the range of a wand of flame extinguishing? Will gauntlets of ogre power or a The wand has a range of 12” ; it can girdle of giant strength allow a extinguish only one fire at a time (see demi-human fighter an increased , page 96). level-advancement limit? Strength bestowed by magical items Miscellaneous items such as girdles or gauntlets is temporary; it lasts only as long as a character wears What is the duration of a manual such an item. Thus, these items do not or tome? allow extra advancement in level. Only a Manuals and all other magical books in permanent increase in an ability score will the game are much like scrolls in effect. allow extra advancement. Their potential magical powers have no duration, but once the books are read, the Will striking the wrong chord on a writing in them disappears. Their effects lyre of building destroy everything are permanent, although the onset of built with it? beneficial effects might take some time Striking the wrong chord on a lyre of (see the individual descriptions of such building negates everything accomplished books in the DMG). with the lyre that week, so all structures created during that time will be wholly I understand that strength bo- undone–but not all structures ever made nuses from gauntlets of ogre power with this item (see the DMG, page 149). and the various girdles of giant strength are cumulative under cer- How do you determine how long a tain conditions. What are these con- crystal ball can be used with each ditions? use, when the total viewing time These items are cumulative only when varies with the chance to locate the wearer is wielding a magical war each subject? hammer, either held or hurled. (See the The limits on a crystal ball apply on a DMG, page 145, girdle of giant strength; per-subject basis. How long the mage the reference to “hurled weapon” in the observes one subject does not affect how text for the gauntlets of ogre power on the long he can observe another. I recommend same page should be taken to mean a that you limit crystal ball use to no more magical war hammer. See also pages 168 than eight hours per day, and count each 169, hammer +3, dwarven thrower and failed location attempt as one viewing and hammer of thunderbolts.) The gauntlets’ 10 minutes of use (see the DMG, page 141). and girdle’s powers may not be combined for any other purpose. Continued on page 102 12 JULY 1989

by Patricia Nead Elrod

A wizard’s familiar often isn’t- familiar, that is

The dice rattle over the table, and the DM informs the wizard that his find famil- iar spell was successful. A familiar has appeared. The wizard tucks the creature into a pocket or has it perch on his shoul- der, gives it a name, and that is that. But what next? The few players lucky enough to possess a familiar never seem to use them beyond having them listen at dungeon doors to find out if are lurking on the other side. Some receive far less attention from their mas- ters than do most household pets. But because of their special nature and rela- tionship with the PC, familiars require more attention, not less. It is a wise wizard who pauses to think seriously about his companion, for if something happens to the familiar, the wizard suffers as well. In the folklore of the , a familiar’s function was to serve a or warlock, acting as a medium between the spell-caster and the mystical forces. In a gaming situation, the familiar’s purpose is far less mysterious and can certainly be more productive. Many players are pri- marily concerned with an animal’s use in combat situations, which is only natural in fantasy games where fighting is not only frequent but sought out purposely. But a familiar is far more than hit points, armor class, and number of attacks. Most pet owners maintain that their animals possess distinct personalities or unique intelligence, and then go on to tell a favor- ite story to prove it. Just mention dogs or cats to a group and listen to the response. There’s no reason to think people and Illustration by Jon Victor animals act differently in a .

he summons issued T ter. A closer look reveals the many oppor- on an adventure. Cats prefer a regular tunities that can be employed by the schedule, regular meals, petting, and Casting the find familiar spell (described player and DM to increase the enjoyment patches of sunlight in which to doze fre- in the AD&D® 2nd Edition Player’s Hand- of the game. The following profiles are on quently (pleasures that are in short supply book, page 134) is no easy undertaking. the ordinary and apparently nonmagical in dungeons). The character must be prepared to voice familiars listed in the Player’s Handbook. Because of the disruptive nature of their the correct for up to 24 hours They are the familiars most frequently reproductive cycle, an unneutered cat without rest and without making a mis- used, but because they are rather mun- may cause many problems for his master. take. The concentration required is enor- dane, they are also the least studied. Males disappear for days or weeks at a mous, and the effort is exhausting. To get time if they’re busy fighting rivals for their an accurate idea of what is involved, try ats fair ladies. Likewise, a pregnant female is repeating a simple Mother Goose rhyme C more interested in finding a comfortable while standing next to a smoking barbecue Cats are the animals with which most place to have her young than in adventur- grill, to simulate the spell’s casting. Getting players are familiar. Many players own ing. Worse, females not allowed to mate through even five minutes of the ritual cats themselves and are often intimately are subject to serious disorders of their requires not only high intelligence but a acquainted with feline personalities and reproductive organs and have been known hardy constitution (and possibly asbestos quirks–but not all their potential skills. to die from the complications. One way robes). For example, everyone knows cats see around this problem is to say that the The incantation produces a trance in well in the dark, but few are aware that if animal has been magically neutered by the which the wizards mind and senses be- a cat can see the sun, it can’t get lost. Cats powers that brought it to the wizard and come attuned with those of the familiar. have highly accurate internal clocks that leave it at that. Otherwise, the DM can The mental and physical link is perma- regulate their daily activities with the arrange to have the PC work out the solu- nent, and the difficulty of achieving this same precision as a wristwatch. Further- tion for himself. This can result in a lively determines the highly variable casting more, a cat can be hundreds of miles away play situation, such as the following: time of 1-24 hours. If a familiar has not from home and instinctively compare the A wizard, his new feline familiar, and appeared in that time, the position of the sun with its memory of the rest of the party take lodgings at a cannot cast that spell again for a year’s where it should be at any given time of local inn, intent on rising early for the time due to the spell’s power and its gruel- day. If the sun doesn’t look right, the cat next day’s hard travel. At 2 A.M., however, ing nature. keeps walking until it does. The cat has a the wizard is suddenly roused from sleep The environment in which the spell is general (if unconscious) idea of how far by a terrible tearing pain along his chest cast has an important influence on the away home is and a clear and certain and stomach. (The nightmare he’d been kind of creature that appears. In a city or knowledge of its direction. Consequently, having about being torn apart by a fero- village, a cat has the edge over the others, if a wizard has a permanent base and calls cious monster he was fighting seems to and the DM might wish to adjust the odds it home, his cat may use it as a naviga- haveh come true. His yells raise the rest of in its favor. Out in the country, the odds tional point in much the same manner as the house from a comfortable sleep. Ever favor the crow and ferret. In the wilder- modern sailors use Greenwich, England. on guard, the nervous PCs lurch from ness, hawks have favor. If the spell is cast For a cat, home is its prime meridian. their beds ready for combat, frightening at night, the owl is a logical choice. The Cats have five more sacral vertebrae the innkeepers and any other NPCs they time of year is also something to consider. than people do, enabling them to twist meet. Upon investigating, the wizard dis- A wizard casting the spell during the 180°, leap four times their body length, covers he is not, after all, the victim of migration season (positioned under known and even change direction in midair. This some secret attack; indeed, he is not even flight paths) has a greater success of ob- exceptional speed and agility is indeed in injured. Investigation shows that his (male) taining a hawk than does a wizard who their favor in a combat situation. Anyone cat went prowling, got into a fight with doesn’t bother with such details. When the who’s given a bath to an unwilling cat can another male, and lost. The wizards em- summons is performed in winter or above testify to its strength and ferocity. pathic bond with the cat did the rest. The the permafrost line and a toad is the re- Cat familiars are more intelligent than party isn’t going to be well disposed at sult, another die roll should be allowed. other familiars, and are thus able to men- being awakened for what they consider a Otherwise, the DM may decide the spell tally communicate with their masters. trivial cause, and the disruption might has failed and the character can try again Many people believe cats are unintelligent, even get them thrown out of the inn un- in another year. but cats operate on a level on which in- less suitable compensation is offered to the Once the familiar has joined up with its stinct is stronger than intellect. Within the innkeeper. The cat now requires a few wizard, the DM must think about the animal world, cats are highly successful days of rest to heal from its fight, which effect the newcomer will have on the predators, swift and deadly. Cats like may cause a delay in everyone’s plans. other animals in the party. If the wizard affection but don’t always seek it out as a has a ferret and another character keeps dog might; they are highly opinionated rows guard dogs or a hungry falcon, trouble about what and whom they like. C could easily erupt unless everyone is very If the DM takes the part of a mage’s cat Crows are large perching birds that careful. familiar, some interesting mental conversa- prefer noisy flocks to solitude. Ordinary Problems may occur between fellow tions are sure to take place. A wizard who crows can be trained to repeat words. In a spell-casters as well. If a wizard is attend- tells his cat, “Leave the room. I want to gaming situation, a DM may allow a crow ing a convention of spell-casters, and his talk to these people but they’re allergic to familiar to engage in true (if limited) con- omnivorous crow gobbles up someone’s you,” is asking for a debate. The cat’s ego versation. Though a crow can mentally toad, what should he do? The luckless will be offended, and it may demand an communicate with its master, that won’t character and his crow could be blasted apology or a bribe before leaving. On the be very satisfying to its naturally gregari- into an unknown dimension unless he other hand, an urgent command such as: ous personality. Before too long, a clever makes up for the blunder. If the offended “Let’s get out of here! The dragon wants to bird will be adding its observations and wizard is his equal in levels and spells, the fry us!” is clearly understood and obeyed oopinions to the general talk–probably far two might become enemies for life, pro- because it is a matter of survival and com- more often than its master wishes. Of viding the PC with a constant and active mon sense. course, all conversation will be in a rough source of bedevilment. Cats don’t like change and may be less crow’s voice and with a strong crow To limit a familiar is to limit the develop- than enthusiastic when their master accent. ment of an interesting nonplayer charac- comes home and announces they’re going As mentioned in the rules, crows have DRAGON 17 excellent vision and can scout open terri- tages of such excellent vision should not quickly that the action is easily missed tory for the party, but the wizard may be be lost on a party adventuring in unex- within the blink of an eye. reluctant to let it do so. Crows have sev- plored and dangerous country. Though Owls are efficient hunters due to their eral natural enemies. In the wilderness, a more reticent than crows, hawks are more superior eyesight and incredible hearing. crow’s only defense against a hungry practical when it comes to the safety of They improve their binocular vision by hunting bird is luck and a fast set of the party, and they accurately report what bobbing their heads or even turning them wings. If a crow knows or suspects that they see. A wizard can easily acquire a upside down. While this appears comical, hawks are in the area (it can always ask steady job as a scout for an army if he has it is actually quite functional, allowing other birds and its fellow crows), it may a taste for the active life (although it owls to sight a target and swoop down on reasonably refuse to perform scouting would allow little time to study magic). it with great accuracy. Owls can success- duties for the party. If it does consent to Female hawks are called falcons; males fully hunt in nearly total darkness as long scout, the DM should remember that are tiercels, a word derived from the Latin as the prey is moving. Their distinctive crows are literal-minded when it comes to tertius, meaning “third.” Among larger facial disk helps funnel telltale sounds to reporting what they see, and they might hawks, males are about one-third smaller their ears. One ear, usually the right, is not volunteer potentially useful informa- than females. Peregrines range all over the 50% larger than the other and is placed tion. A crow sent aloft to look for lurking world, but merlins prefer northern cli- higher on the head. This difference en- may come back with a truthful mates. A wizard’s location as he gains a ables the owl to fix the location of its prey. negative—but half an hour later, the party hawk familiar indicates which is most Owl feathers are covered with a velvetlike is attacked by orcs (Wizard: “Why didn’t likely to appear. If he’s in the far northern pile that increases drag and lessens flight you tell us there were orcs ahead?” Crow: or far southern regions of a world, a DM efficiency, but allows them to fly in utter “You didn’t ask!“). could give a 25% chance of a merlin being silence (surprising prey on a 1-5 on 1d6 at Crows love bright, shiny objects and summoned instead of a peregrine. night, or on a 1-4 on 1d6 in the day). enjoy these as rewards from their master It is unlikely that a member of a mated Far from being lazy, owls are ever- as much as they enjoy food. Crows are pair will appear upon the wizard's initial watchful. Even when they are apparently fond of jewels, but a poor wizard can do search, but if the wizard settles down, his asleep, they are always listening and are just as well presenting his crow with bits familiar might acquire a spouse. The new aware of everything around them. Despite of colored glass, polished metal, and mir- (assumedly female) bird is wild and will their phlegmatic daytime behavior, owl rors; crows are interested in flash, not raise a brood to have a sensible fear of familiars can rouse themselves to ask value. If a crow excitedly tells its master man. There is no danger that a mate can questions and demand answers from their it's found a treasure trove, it will probably draw a falcon familiar away from its mas- masters. Their curiosity is very high, espe- lead him to a glinting pile of broken glass. ter. In addition, the presence of falcons cially when it concerns food. They are A disappointed reaction won't be lost on keeps bird and mouse populations down fond of giving detailed lectures on the the bird, who may feel highly insulted at for the tenant farmers. gastronomic delights of eating mice, rab- the lack of gratitude. The DM can balance No studies have indicated that hawks bits, or the wizard's dinner. things having the bird stumble on a suffer in the same way as cats from not It is almost impossible to sneak up on an real treasure and bring back a tantalizing mating. Thus, if the DM wishes to skirt the owl. A lenient DM might allow a wizard sample to show off. Because of the past whole issue, the wizard can simply keep with an owl familiar to never be surprised. insult the crow may be less than coopera- the bird away from its own kind. In turn, (The owl certainly won't be.) tive in recalling where the rest of the he must provide it with his own attentive Note: Since hawks and owls will proba- goodies are. A crow's master should be companionship to prevent it from becom- bly spend much of their time riding on very understanding. ing bored or uncomfortable, especially shoulders, the PC who has one should during the migration seasons. adjust or reinforce his wardrobe. Birds have powerful grips, and hawks and owls Hawks wls have razor-sharp talons. Though not per- A specific type of hawk is not mentioned O mitted to wear armor, a wizard should be in the rules of familiars, though there are A player gaining an owl may wish to do allowed to strap a thick leather pad over many kinds. For the game, the DM can some research to determine what it looks one shoulder for protection from his bird's choose between the peregrine, a bird like. There are over 30 different kinds of claws. A falconer's gauntlet is another favored for hunting by European nobility, screech owls from which to choose, rang- alternative, but it might interfere with and the smaller and appropriately named ing all over the world. It shouldn't be spell-casting, particularly with regard to merlin. Both birds are expert acrobatic difficult to find one indigenous to any speed and dexterity. flyers—a necessity, considering that both particular geographic zone. prey on other birds for food, diving in on As with hawks, female owls are gener- easels & ferrets flocks and seizing a meal in midair. The ally larger than males, but both sexes are W major differences between the two are lighter in weight than they would appear Weasels are often confused with their size and methods of taking food. The from their full-feathered coverings. Their ferret cousins, but there are enough major peregrine eats its catch where it falls. The upright postures and large, penetrating differences between the two to warrant merlin tries to carry its catch away. eyes have subjected them to more anthro- an alteration of the rules in favor of fer- A wizard with a hawk can expect to pomorphism than almost any other bird. rets. Ferrets are, on the average, 4" longer spend a lot of time outdoors allowing it to The chief characteristics of owls exploited than weasels, and they take well to being hunt (unless he can secure a steady supply in modern animated films are those of domesticated (which is almost impossible of pigeons). It is a good idea to let the bird wisdom, pomposity, and the generation of with weasels, which are even wilder than do some hunting so it can stay in shape fearful awe, all of which can be used as the most irascible minks). Given a good and in practice. If the wizard is lost and springboards to create interesting NPCs. diet and grooming, ferrets even smell starving in the wilderness, his hawk can at Owls' eyes cannot turn in their sockets, better; a weasel's musky odor is only least supply him the bare essentials of but their necks are extremely flexible, slightly less offensive than that of a skunk. basic protein and show him to the nearest with powerful muscles allowing them to A DM may want to stick to the rules and water supply. rotate their heads 270° with great speed insist on a weasel, but it would be unfair The eyesight of hawks is no less than and ease. The old wives' tale that you can to give a PC and the rest of the party a astonishing. They can pick out prey or walk around an owl and it will completely bad-tempered, smelly familiar. It could, of objects miles away—objects made invisible rotate its head to keep facing you is false- course, be a magically tamed weasel, but to humans by sheer distance. The advan- the owl's head simply whips around so magic can only do so much before in-

18 JULY 1989

stincts take over. For general good will in a dampness, too much water suffocates A quick look in the back of Legends & party, a ferret is preferable. them. Lore reveals a number of gods with vari- Ferrets are insatiably curious. They are Any conversation with a toad is bound ous animals as their symbols. Crows have natural explorers and are able to slip to be limited, as it has few interests be- no special god, unless the DM allows them easily into pockets, cling comfortably to a yond eating and maintaining body com- to be favorably considered by deities with shoulder, and sniff the wind for informa- fort. A wizard trying to converse with this ravens or other birds as their symbols. tion. A wizard will be hit with a barrage of familiar must cope with a constant refrain The ferret is also short-changed, but might questions from his ferret, and he may for more and better food, or complaints nevertheless come under the heading of acquire a reputation for being eccentric as about the temperature and humidity. The nature or animals in general for a god’s he continually talks to his companion. A toad doesn’t like travel (except during sphere of influence. The Snake-Man in the creative player can develop these one- mating season) and will nag its master to American Indian mythos might help out an sided conversations enough so the ferret settle down near a pond in a nice warm, ailing toad, but a player would do well not has its own distinct personality, not unlike damp forest. Much of the wizards time to seek help from Laogzed, who is wor- that of a ventriloquist’s dummy: We know might be devoted to dangling bits of meat shiped by human-eating troglodytes. In there’s only one person making the jokes and bugs within tongue-grabbing distance this case, if a toad is dying of natural and handing out insults, but a well-run and wriggling it in an appetizing way. A causes (and not from some omission or routine can capture an audience’s heart. time-saving alternative is to construct a error on the part of its master), perhaps Slender and lithe, ferrets move with large terrarium and place the toad inside the best thing is to go ahead and—forgive great stealth and use their sharp ears to with a lot of tasty crickets. At least it’ll get me—let it croak. the advantage of their masters. If a wizard some exercise chasing after them (though Any DM knows the importance of re- wants to listen in on a private conversa- its master might be annoyed with the search for a good campaign; as a result, he tion on the other side of a busy inn, he noise the crickets make). should encourage interested players to do must often resort to spells. some research for themselves. A quick trip Sending his ferret over instead works just amiliar options to the library is the best cure for igno- as well, has no cost in magic, and is less F rance about the familiar in question. conspicuous than outright spying. The When a troublesome toad is rolled, Lucky players living near a zoo or nature wizard may thus make a startling first should a DM allow a second roll, or simply center have the opportunity to view a impression if he appears to know all about dispense with dice and choose something living specimen and may even be able to people before meeting them simply by else for the player? If no one objects and it talk with its caretaker. The DM should letting his familiar do a little eavesdrop- helps speed the flow of the game, either always stay a jump ahead of the players, ping. Higher fees may be commanded for option is fine. The point of the game is to fully researching all the animal familiars his services if he works things right. entertain by keeping the players busy, and first, either to surprise others with his no character is going to progress far in knowledge or to keep himself from being T oads levels if his familiar is too restrictive. An- surprised. A PC seeking knowledge on other advantage in choosing a familiar is how to properly care for his familiar can Few wizards would want a toad for a that the DM may base it on or contrast it be relieved of excess cash by consulting familiar. Toads are almost a punishment. with the personality of the player and his various NPCs for advice. He may even find True, they have wide-angle vision, but they character. Someone who is naturally in- himself tangled up in a new adventure if are also very nearsighted and react only if quisitive would be pleased to share com- things are worked right. Does he know something is moving within tongue- pany with a ferret. On the other hand, a that ferrets need a litter box? Does he grabbing distance. About all that toads ferret can draw out a shy player who know that owls must be able to keep their really do is burrow in damp ground, eat, must cope with never-ending questions beaks trimmed or else they can’t eat? Is he mate, and burrow again. They hibernate and frequently bail his mischievous famil- aware of the dire consequences of giving in winter, limiting their master's travels to iar out of trouble. his cat too much milk? warm climates (unless he wants to risk Since the wizard can be slain if his famil- A wizard should consider the pros and losing his cold-blooded companion to iar is killed, it’s logical that he will take cons before summoning a familiar. Famil- inclement weather). great care of the creature if it is injured or iars should not be decorations; they Toads do not cause warts, but they have sick. At the very least, the creature’s pain should be an integral part of the game. glands on their backs that secrete mild poi- and discomfort would be mentally dis- They can aid and influence their masters sons. After handling his toad, a wizard tracting, thus interfering with the wizards for good or ill, and can make things more should wash his hands lest he accidentally spell-casting abilities. A smart DM can turn interesting for the party. Keep in mind rubs his eyes; the secretions are very irritat- such a situation into a major campaign. that the wizard isn’t just acquiring a pet; ing and will burn. Toads taste terrible to Suppose a wizard’s cat becomes ill, per- he is being linked to a companion for dogs, usually causing them to foam at the haps terminally. Out of love for the crea- whom he must be responsible for the rest mouth. Handling one particular kind of toad ture, the spell-caster tries to find a cure of its life. The familiar is a living being, can cause death in dogs and young children. for the cat. There may not be any high- devoted and supportive, sharing hurts and Toads possess a second bladder and, if level clerics or druids around willing to joys, willing even to die for its master. In roughly handled (even by its master), help a mere feline; alignment and racial turn, the familiar deserves fair treatment might release the water stored there. A troubles might be grounds for refusals, and good care for its well-being, no matter wizard who knows his toads will avoid too. The wizard worries as his cat sinks what the alignment of its master. Even handling his familiar as much as possible. faster. Finally, a helpful NPC suggests that Blofeld, the James Bond villain who ap- Despite the tough look of the skin, it is the wizard seek out the nearest temple peared in Diamonds are Forever, loved easily damaged; even a minor break in the devoted to a deity whose worship involves and indulgently spoiled his cat. surface can lead to fatal fungus infections. felines. One of the clerics there will proba- If taken along on travels, the toad should bly cure the familiar, but some service in be placed in a large jar lined with damp return may be required. Depending on the moss and leaves. The jar should also have wizards level, alignment, and wealth, this holes in the top to allow fresh . The could be anything from publicly proclaim- toad must not be forced to live exclusively ing the virtues of the religion involved to in water. Air and water are both absorbed constructing a major temple in a city de- through the skin, and though toads like voted an enemy deity.

20 JULY 1989

by Vince Garcia Variety, the Spice of Magic

Caught without your spell components? Try a substitute

As suggested in the AD&D® 1st Edition which often results in an alteration of spell spell-caster finds it necessary to resort to a Players Handbook (page 64), a magic-user efficiency. Nevertheless, there are no clear nonstandard material component, there or illusionist may use material spell com- guidelines for the effects of component are two steps in determining to what ponents other than those listed in a partic- substitutions. This article offers ideas to degree the functions of the spell are al- ular spell’s description. This may be enrich and define the place of material tered and what chance (if any) there is prompted by the lack of a proper material components in spell casting. that the spell fails entirely. These steps and component; as a result, a substitute is used When circumstances are such that a their unique conditions follow.

22 July 1989 Table 1 Alternative Spell Component Limitations

Component type Spell type Failure¹ Range Area of effect Duration Save A Offensive Special ² ½ ½ ½ + 3 Defensive Special³ — ½ ½ — Miscellaneous Special4 —— ¼ — B Offensive 30% ¹/³ ½¼+4 Defensive 15% — ½ ½ — Miscellaneous 10% — — ½ — C Offensive 20% ¼ ¼ — +3 Defensive 15% — — ½ — Miscellaneous 10% —— ½ — D Offensive 15% —— ½ +2 Defensive 20% — ½ — — Miscellaneous 10% — — ¼ —

¹ 5% per level of the spell. ² 3% for each 1% of insufficient value. ³ 2% for each 1% of insufficient value. 4 1% for each 1% of insufficient value.

1. Note in what particular ways the B. Defensive: A defensive spell is any mixing of the component, its innate magi- alternative substance differs from the spell that affects the caster or his group cal nature, etc. The spell malfunction standard material component. In this by providing either protective benefits percentages given in the following sections regard, there are several different catego- or greater combat potential (protection may prove helpful in arriving at a compre- ries of component variance: from evil, shield, bless, etc.). hensive set of guidelines for this purpose. A. The component is of the proper C. Miscellaneous: A miscellaneous Consider the following example. In this material type and form, but is of insuf- spell is any spell that does not fit into article, bulette hide is listed as increasing ficient value. (For example, a magic- the other categories (fly, shape change, the potential of an armor spell. A piece of user who needs a gem worth no less spider climb, etc.). finely cured leather blessed by a cleric is than 5,000 gp for a Drawmij’s instant If a proposed modification to the spell the standard component. Using bulette summons spell tries the conjuration function is inappropriate, it should be hide in place of this leather reasonably with a smaller gem valued at 3,000 gp.) ignored. For example, the duration of a places the substitute material component B. The component is of the proper slow spell is 3 rounds + 1 round/level. in category C. As armor is a defensive material type and value, but is either This figure may easily be halved or quar- spell, we note that the failure percentage flawed or of an improper form. (For tered as indicated by Table 1. The instanta- totals 20% (the listed penalty modifier for example, a character requiring a jade neous duration of a fireball, on the other the spell’s duration is not considered). circlet valued at 5,000 gp to enact a hand, cannot be practically handled in the One option the DM may wish to explore shape change spell attempts the spell- same manner and thus is ignored if Table when checking for spell failure is to de- casting with a jade figurine of equal 1 indicates such a modification. duct 1% from the spell-failure roll for each value.) Is different better? level of the caster, thus reflecting his expe- C. The component is of the proper rience in dealing with magical forces. Still, a 5% chance of spell failure should always form and value, but is of the wrong While the use of substitute material exist, regardless of bonuses. material. (For example, a wizard trying components in an emergency can lessen a Most of the time, substitute material to cast a Rary’s mnemonic enhancer spell’s effectiveness, it is also possible components are acquired during the spell without the blood of a black that, by incorporating very rare and exotic course of adventuring, though it is possi- dragon resorts to the use of red dragon components, the functions of a spell can blood instead, or perhaps casts a sleep ble that an alchemist or component source be heightened in intensity. Exactly what spell with marigold petals as opposed to may have a stock of a particular item. components accomplish this and to what Table 2 shows the percentage chance that rose petals.) extent they do so is left to the discretion of an alchemist or component source may D. The component is of improper the DM. The following section offers some material or form (or both), but contains have these ingredients, as well as how suggestions on this matter. the essence of the attempted spell. (For many lots are available, their prices, and The specifics of how a substitute or the time between checks to see if more example, a character in an ice cave additional material component is used such items have been obtained. The prices who lacks a carved crystal cone to cast during spell-casting are not necessarily a cone of cold spell uses a cone of paid by dealers for these items are usually important (although the DM might inform between 10% to 20% of the retail prices. carved ice as the spell component. the players of his own rulings in specific When these materials are obtained from 2. Determine the particular spell type as cases). DMs can generally assume that the creatures slain during adventures, it is listed below, thereafter referencing Table exotic component is either mixed in with suggested that each creature provide no 1 to note spell modifiers. the normal component prior to casting, or more than l-6 uses of the component. This A. Offensive: An offensive spell is one that it is used in place of the typical mate- small amount can be justified by the fact that directly affects an opponent rial component (for example, making use that a material component must be in through either damage or other bane- of part of a sandman as the component for ful effects, negating or reducing that good condition, and only this many com- a sleep spell rather than using normal opponent’s combat effectiveness (light- ponent bits survive untouched by sword sand). There should always be at least a blows, spell damage, etc. ning bolt, sleep, curse, etc.). 5% chance of spell failure due to improper

DRAGON 23 Table 2 Special Component Availability and Cost

Component Availability Number Cost (gp) Check time Bat, fire (ichor, dram) 10% 1-4 500 1 per 4 months Beetle, fire (glands) 40% 1-2 300 1 per 6 months Beholder (eye) 12% 1-4 500 1 per 6 months Blink dog (heart) 12% 1-6 750 1 per year Bulette (hide) 12% 1-3 500 1 per 6 months Couatl (feather) 5% 1-4 1,000 1 per year Cyclops (eye) 15% 1 250 1 per 6 months Devil, styx () 1% 1 5,000 1 per 2 years Displacer beast (hide) 12% 1 750 1 per 4 months Djinni (blood, vial) 2% 1 1,000 1 per year Doppleganger (pituitary gland) 12% 1 750 1 per 6 months Efreet (blood, vial) 5% 1 1,000 1 per year Eye of fear and flame (gem) 2% 1 7,000 1 per 2 years Eye killer (eye) 12% 1-2 500 1 per 6 months Flail snail (shell) 10% 1-3 300 1 per year Gibbering mouther (lips) 5% 1-4 1,000 1 per year Gloomwing (wings) 20% 1-2 500 1 per 6 months Golem, iron (pieces) 35% 1-10 400 1 per 4 months Hollyphant (trunk) 2% 1-10 2,000 1 per year (blood, vial) 5% 1 750 1 per 6 months Invisible stalker (ichor, vial) 5% 1 750 1 per 6 months Lolth (spider silk) 1% 1-3 10,000 1 per 2 years Myconid (spores) 15% 1-6 1,000 1 per 6 months Necromancer/evil cleric (skull)¹ 5% 1 5,000 1 per year Nightmare (hoof) 5% 1-4 5,000 1 per year Obliviax 15% 1-6 500 1 per 3 months Para-elemental, smoke (smoke, vial) 10% 1 2,000 1 per year Planetar (feather) 1% 1 5,000 1 per 2 years Sandman (sand, pinch) 5% 1-20 300 1 per year Soil (20 lbs., from druid’s grove) 10% 1-2 500 1 per year Solar (feather) 1% 1 5,000 1 per 2 years Son of Kyuss (skull) 10% 1-3 1,000 1 per year Spectre (dust) 40% 1-6 500 1 per 3 months Spider, phase (web) 20% 1-4 1,000 1 per 6 months Telegraph vine 10% 1-6 500 1 per 2 years Thief/assassin (ear)² 10% 1-2 1,000 1 per 4 months Troglodyte (pituitary gland) 35% 1-4 250 1 per year Volt (tail) 15% 1-3 500 1 per year Wraith (dust) 20% 1-4 500 1 per 6 months

¹ Necromancer or evil cleric must be 10th level or higher. ² Thief or assassin must be 5th level or higher.

Alternate components: Displacer beast hide: Recipient gains increased to 2 turns/level (15%). Magic-users benefits as though wearing a cloak of displacement, including missed initial Delayed blast fireball— PH/7 The following gives some alternate spell melee attack; thereafter, armor class is Red gem from an eye of fear and flame: components for magic-user spells, as per equal to leather armor +2 until dispelled Damage is calculated at +2 hp/HD, not + 1 the 1st Edition Players Handbook (PH) and normally (20%). hp/HD (45%). Unearthed Arcana (UA). The book refer- ence and spell level follow the spell’s Clairaudience –PH/3 Disintegrate –PH/6 name; spell-failure chances are given in Ear of a thief or assassin not less than Disintegrate ray beholder eye: Saving parentheses. 5th level: Duration increases to 1 turn/ throw made at —3 (40%). level (25%). Enchanted weapon —PH/4 Animate dead –PH/5 Powdered magical melee weapon of + 1 Powdered skull of a necromancer or evil Conjure (earth) elemental –PH/5 20 lbs. of soil from the grove of a druid or better enchantment: Imbues a non- cleric, 10th level or higher: Animated magical weapon with equivalent bonuses creatures gain maximum hit points (25%). not less than 12th level: The elemental conjured willingly serves the caster (25%). to hit and to damage (30%).

Enlarge —PH/1 Armor—UA/l Dancing lights –PH/1 A pinch of powdered iron from an iron Bulette hide: Recipient gains AC 6 (20%). Fire beetle glands: Duration of spell golem: Growth potential increases to 25% 24 JULY 1989 per level of the caster to a maximum in- Stinking cloud —PH/2 Phantom steed —UA/3 crease of 400% (5%). Pituitary gland from a troglodyte: Dura- Hoof of a nightmare: Capabilities of the tion increases to 2 rounds/level (25%). steed are improved by one level on the ESP —PH/2 ability table (see Unearthed Arcana, page Pituitary gland of a doppleganger: Spell Web —PH/2 68) (25%). duration increases to 1 turn/level (20%). Phase spider webbing: Web gains the potential of also entrapping astral/ethereal Programmed illusion —PH/6 Feather fall —PH/1 creatures, including noncorporeal undead Vial of efreet blood: Duration increased A feather from a couatl: Spell duration (10%). to 2 rounds/level (45%). increased to 1 round/level (5%). A portion of Lolth’s spider silk: Duration of spell increased to 1 hour/level (15%). Wall of fog —PH/1 Fireball —Ph/3 Vial containing smoke from a smoke A dram of fire bat ichor: Damage is Wizard eye —PH/4 para-elemental: There is a 25% chance calculated with + 1 hp/HD (30%). Eye of a cyclops: Duration increases to 1 that the wall also duplicates a stinking turn/level (30%). cloud within its confines (20%). Fly —PH/3 A feather from a planetar or solar: Spell Volley —UA/7 Wraithform —UA/3 duration increases to 1 hour/level (15%). Powdered flail snail shell: Caster gains A pinch of wraith dust: Duration in- + 3 to saving throw (45%). creases to 5 rounds/level (25%). Imprisonment —PH/9 A styx devil’s talisman: Caster may cast Vision —PH/7 this spell upon a target even if target’s Alternate components: A vial of imp blood: Caster gains + 1 to name and background are unknown Illusionists any other modifiers if contacting an arch- (55%). devil (35%).

Infravision —PH/3 The following gives some alternate spell An eye from an eye killer: Spell duration components for spells used by illusionists, increases to 24 hours at any level of the as per the 1st Edition Players Handbook caster (25%). (PH) and Unearthed Arcana (UA). The book reference and spell level follow the Invisibility —PH/2 spell’s name; spell-failure chances are A dram of invisible stalker ichor: Recipi- given in parentheses. ent gains a saving throw each round to avoid losing invisibility if making an attack Advanced illusion —UA/5 (30%). A vial of efreet blood: Duration increases to 2 rounds/level (40%). Lightning bolt —PH/3 A volt tail: Area of effect is doubled Confusion —PH/4 (with regard to either width or length, as Wings of a gloomwing: Duration in- player chooses) (30%). creases to 2 rounds/level (35%).

Magic mouth –PH/2 Deafness —PH/2 Two lips from a gibbering mouther: The A portion of a hollyphant’s trunk: Spells spell gains a permanent duration (20%). area of effect increases to a cone 1” wide by 1” high by 3” long (20%). Message —PH/1 A piece of telegraph vine: While not Dream —UA/5 listed in any of the source books, tele- Myconid hallucinatory spores: If the graph vine is a plant existing in the real spores are inhaled prior to sleep, the spell world; if it can be found in the PCs’ plane functions in half the time normally re- of existence, it boosts the range of the quired; there is, however, a 10% chance spell to 1 mile/level(l5%). the dream is a twisted nightmare, thus perverting the intention (35%). Mordenkainen’s faithful hound —PH/5 Obliviax: An illusionist who eats memory Blink dog heart: Spell duration increases moss prior to dreaming (if the saving to 1 hour/level (35%). throw is successful) increases the effec- tiveness of the spell to equal alter reality; Otiluke’s telekinetic sphere —UA/8 failure to make the saving throw requires Telekinesis beholder eye: Spell duration the illusionist to save vs. spells or be increases to 1 turn/level (50%). stricken with insanity (35%).

Scare —PH/2 Minor creation —PH/4 Powdered skull from a son of Kyuss: A vial of djinni blood: Items created with Duration increases to 2 rounds/level (25%). the spell gain a 25% chance of perma- nency (30%). Sleep —PH/1 A portion of a sandman’s body: All crea- Phantom armor —UA/1 tures of 8 HD or less within area of effect Bulette hide: The armor withstands 2 hp must save vs. spells or fall asleep (5%). damage/level (20%).

DRAGON 25

The use of crystal balls and other scry- ing devices and spells (such as magic font, Table 1 magic mirror, and reflecting pool, from Crystal Balls: Range, Size, and Weight Unearthed Arcana) is an area of the AD&D® 1st Edition game that has not been Die roll Range (in miles) Diameter Weight (in lbs.) completely explored. Using the present 01-10 50 3" 4.2 rules, a scryer (regardless of his level) 11-20 100 4" 9.9 always has the same chance to locate his 21-30 150 5" 19.4 subject, as well as gaining unlimited scry- 31-40 200 6" 33.5 ing range if he is using a device. 41-50 250 6" 33.5 With the introduction of these variations, 51-60 300 6" 33.5 definite range limitations are added to 61-70 400¹ 6" 33.5 insure . This article also 71-80 500² 9" 113.1 introduces changes in scrying duration, 81-85 750³ 9" 113.1 subject-location percentages, scrying- 86-90 1,0004 9" 113.1 device composition, range and duration 91-95 1,5004 12" 268.2 bonuses, and special features of scrying 96-99 2,0005 12" 268.2 devices. 00 3,0005 12" 268.2 Range, size, and weight ¹ Can view Ethereal plane. The first area covered herein concerns ² Can view Inner planes. scrying-device range, size, and weight. ³ Can view Astral and Inner planes. Table 1 covers crystal balls, and Table 2 4 Can view Inner and Outer planes. covers magic mirrors (such as mirrors of 5 Can view all planes of existence. mental prowess). These tables include notes for scrying into other planes. The weight for a scrying device does not in- clude the weight of a stand or frame (for ball or mirror, respectively) on which the device is mounted when found. To figure Table 2 the weight of such an item, roll ld6: l-2, Magic Mirrors: Range, Size, and Weight 25% of scrying-device weight; 3-4, 50%; 5, 75%; and 6, 100%. Die roll Range (in miles) Size Weight (in lbs.) Another important consideration is to 01-10 50 4" X 8" 1 establish scrying ranges for spells (magic 11-20 100 8" X 16” 4 font, magic mirror, and reflecting pool). 21-30 150 l'X2' 9 Table 3 gives these basic scrying spell’s 31-40 200 2'X4' 36 ranges. 41-50 250 2'X4' 36 Table 4 gives range bonuses for spell- 51-60 300 2'X4' 36 and device-users who have high prime 61-70 400¹ 2 ' X 4 ' 36 attributes (intelligence for magic-users and 71-80 500² 3 ' X 5 ' 68 illusionists; wisdom for clerics and druids; 81-85 750³ 3 ' X 5 ' 68 both intelligence and wisdom for all other 86-90 1,0004 4'X6' 108 classes-e.g., rangers, paladins, and bards). 91-95 1,5004 4' X 6' 108 96-99 2,0005 5' X 7' 394 Frequency and duration 00 3,0005 6'X8' 540 Frequency is the number of times a scrying device may be used per day, and ¹ Can view Ethereal plane. duration is the length of time the device ² Can view Inner planes. may be used at one sitting. No provisions ³ Can view Astral and Inner planes. were made in the 1st Edition rules for 4 Can view Inner and Outer planes. giving bonuses to high-level scryers using 5 Can view all planes of existence. spells or devices. Logically, it seems that a 10th-level magic-user should be able to view a subject longer than a 1st-level magic-user under the same conditions. Table 5 remedies this situation by giving a Table 3 scryer a certain amount of scrying time Scrying-Spell Ranges per day per level. Table 6 gives an optional time expansion for scrying spells, and Range per Table 7 gives time bonuses for scryers Spell-caster level (in miles) with high prime attributes. Cleric/Druid 35 A scryer may extend his scrying dura- Magic-user/Illusionist 25 tion by employing limited wish, alter real- Others* 15 ity, or wish, or by using a scrying device with a time bonus. If wish-type magic is * Includes bards, paladins, and rangers. used, the scryer must first save vs. spells. Levels are counted from the first level at If the saving throw is missed, the scryer is which these classes receive spells (8th for feebleminded for 1-4 days and no benefit rangers, 9th for paladins, 1st for bards). is gained. In any case, the scryer who Thus, an llth-level ranger using reflecting extends his scrying duration using wish- pool can scry up to 60 miles. type magic is exhausted for 2-7 days fol-

DRAGON 27 lowing the scrying. The maximum amount the device speaks, the DM should deter- of time a scryer could receive by wishing mine which language it speaks (Common, is double his normal scrying time. Table 5 Elven, etc.). Scrying Duration Memory: This feature gives the scrying Subject location device 2-24 memory slots for storing one According to the 1st Edition DMG, page Scrying image in each slot (person, place, or thing) duration in that can be found in one segment by scry- Spell-caster rounds/level) ing if in range. Table 4 Cleric/Druid 5 Precognition: This ability allows the Scrying Range Bonuses * Magic-user/Illusionist 6 scryer to see into the near future. This Other spell-casters * 4 viewing, however, exhausts the scryer so Prime Range bonus per that viewing time is lost. For every hour attribute level (in miles) * Includes bards, paladins, and into the future that the scryer views, five 16 5 rangers. Levels are counted from rounds of viewing time are lost. For exam- 17 10 the first level at which these ple, a 6th-level magic-user with an intelli- 18 15 classes receive spells (8th for gence of 16 would have 42 rounds of 19 20 rangers, 9th for paladins, 1st for scrying time per session (using Tables 5 20+ 25 bards). Thus, an 11th-level and 7). He could see eight hours into the ranger using reflecting pool can future, but for only two rounds, using * Bonuses apply only to characters who scry for 16 additional rounds per such a device. can cast spells. sitting. This ability must be limited at the DM’s discretion. Precognition of any sort does not mean that an event viewed will come to pass—it is merely one of the most prob- able outcomes of that particular timeline. The DM may feel free to restrict this abil- Table 6 ity as befits his personal campaign. Expanded Scrying Spell Duration Range extension: Roll 1d6 for results: 1-3, 50 miles are added to the scrying Spell Old duration New duration range; 4-6, 100 miles; 7, 150 miles; and 8, Magic font 1 round per vial 2 rounds per vial 200 miles. Magic mirror 1 round/level 6 rounds per level Scrylink: This power allows two scryers Reflective pool 1 round/level 5 rounds per level to communicate telepathically with each other through their own scrying devices. Only one device need have the scrylink power. Once this power is evoked and 141, a scryer can locate an object with another scrying device is selected for relative ease—even if all he has to go on is communication, the contacted device glows with a soft light until it is “an- a small scrap of clothing or a slight Table 7 swered” by its user. Scrylink contact is in amount of information. These limited Scrying Time Bonuses * materials give the scryer a fair chance of addition to any other use of that scrying locating his subject. Table 8 introduces a device, and scrylink contact may be made Prime Time bonus revised set of location percentages that up to three times per day. The amount of attribute (rounds/level) makes subject location more unpredicta- time spent waiting for the other device to 16 1 ble. Positive and negative modifiers are be answered counts against the time spent 17 2 provided. communicating for that period. 18 3 When the scryer initially attempts to Warding: This feature allows the scryer 19 4 locate his subject, it takes 1-4 rounds of to attune the device to him alone. Anyone 20+ 5 scrying time unless the scrying device has else attempting to touch or use the scrying a “memory” device (like a modern calcula- device must save vs. death magic at — 1 * Bonuses apply only to characters per three levels of the owner or take 5 hp tor) and the subject is in a memory slot. In who can cast spells. this case, subject location takes only one damage per the owner’s level and become segment. Subject-memory scrying devices comatose for a number of days equal to 4- have a total of 2-24 memory slots each; a 24 plus the owner’s level. A successful slot’s subject can be changed at the will of wise common crystal ball into a powerful, saving throw means all damage and effects the device’s user, but the user must first enchanted gemstone of immense value. are reduced by half. Only limited wish, locate the new subject, concentrate upon Special features for these unique items wish, or alter reality negate the coma. A the subject for five rounds, then state follow: successful dispel magic spell unlocks the which memory slot will respond to that Deflection: This feature adds a +4 sav- ward so a new owner can use the device. subject. Devices having such memory slots ing throw to the scrying device’s saving It takes 30 days minus the new owner’s are worth a 10% bonus on their gold-piece throws vs. any attack form. level to align the ward. During this time, and experience-point values. Intelligence: Roll 3d6 for the innate the new owner must be in continual physi- intelligence of the scrying device. For cal contact with the device. Multiclassed Special features every point of intelligence, there is a 5% PCs or NPCs use the most powerful spell- Tables 9, 10, and 11 are optional tables chance that the scrying device automati- using level available to them to determine included to make scrying devices more cally shuts down once a subject being how long it takes to align the ward. powerful and valuable. Table 9 shows how spied upon detects the scrying. An intelli- many special features a scrying device gence score of 16-18 gives a bonus to may have. Table 10 lists these special fea- scrying range and time (as listed in Tables Spells from afar tures, and Table 11 lists materials from 4 and 7). The scrying device also commu- Certain scrying devices let the user cast which crystal balls may be made. In all, nicates as follows (roll 1d6): 1-4, speech; 5, spells through them at the area or person these tables can be used to make an other- visual images; or 6, telepathy within 60’. If being viewed, if the DM so allows. Such 28 JULY 1989

Table 8 Table 9 Revised Subject-Location Chances Scrying Devices: Number Scryer’s knowledge of subject Location chance of Special Features Subject is personally well known to scryer 75% Scryer is well informed of subject 35% Die roll Features Subject is personally known slightly to scryer 20% 01-65 0 Scryer is slightly informed of subject 10% 66-75 1 Positive modifications 76-85 2 Subject is in a deserted area + 40% 86-95 3 Part of subject itself is in scryer’s possession + 35% 96-99 4 00 Subject is shown in a picture + 20% 5 Subject‘s garment or item owned by subject is in scryer’s possession + 20% * 10% chance to roll again. Bonus per level of the scryer + 4% Wish is used + 70% Limited wish/alter reality is used + 35% may cast spells through such devices; Negative modifications onlookers cannot. Subject is on an — 50% When the spell-caster casts a spell Subject is underground or inside a monster — 45% through such a scrying zone, his total Subject is imprisoned (as per imprisonment spell) —45% viewing time is reduced as a result of the Subject is feebleminded or insane —40% stress of the spell-casting. The higher the Subject is magically altered (polymorphed, petrified, etc.) — 35% level of the spell or spell-like power, the Subject is on an Inner plane — 25% greater the exhaustion from the casting Subject is hiding in a large city — 20% and the less time left for viewing after- Subject is hiding in a small city —10% ward. The formula used to calculate the round cost is as follows: the spell’s level is multiplied by six; six more is added, and any bonus from Table 7 for high prime attributes is then added. (Cantrips may be Table 10 cast through such devices at a cost of six Scrying Devices: Special Features rounds per cantrip.) The casting time for the spell does not Die roll Special features * Notes change. The spell-caster must have enough 01-05 Animal telepathy As per psionic ability (1st Edition Players viewing time to allow for both the spell’s Handbook, page 111) casting and for the viewing-time lost as a 06-15 Clairaudience In effect whenever scrying device is used result. If the spell-caster attempts to cast a 16 Deflection See “Special features” section spell through a scrying device but does not 17-28 ESP User can levitate on command, but must be in have enough viewing time to allow for contact with device such casting, the spell is cast but is cen- 29-30 Command voice Projects amplified voice into area scryed; tered on the scrying device and the area can project scare once per day around it—not on the area being scryed. 31 Intelligence See “Special features” section The spell-caster thus becomes the subject 32-42 Levitation On command (mental or verbal); user must of his own (possibly destructive) spells, be in contact with device causing the scryer to make his saving 43-53 Locate subject Add 50% to location chances throws against such spells at —4. If the 54 Memory See “Special features” section spell is an area-effect spell, everyone in 55-64 Minute seeing As per eyes of minute seeing the area must make a saving throw at 65 Precognition See “Special features” section normal chances (except the scryer, who 66 Range extension See “Special features” section must still save at —4). 67 Scrylink See “Special features” section For example, Whitefox, an elven 6th- 68-77 Shape change Scrying device can change into any other level magic-user with an intelligence of 16, inanimate item of same approximate size wants to fry some gnolls she sees through and weight on user’s command her special crystal ball. Using Tables 5 and 78 Telepathy Allows scryer to communicate with one 7, she has 42 rounds of scrying time in subject per session which to do so (her level is multiplied by 79 Viewing-time bonus Roll 1d6: 1-2, 10 extra rounds per sitting; 3-4, six, and six more is added for her intelli- 15 rounds; 5, 20 rounds; and 6, 25 rounds gence bonus). Since a fireball spell “costs” 80-89 Warding See “Special features” section 25 viewing rounds, Whitefox is able to 90-99 X-ray vision As per ring of X-ray vision perform the desired action within her 00 Choose or roll two allotted 42 rounds of scrying time. Assum- more times ing she viewed the gnolls for three rounds to begin with, then spent one round cast- * Magical effects are at the 12th level of ability where relevant. ing the spell and recovering from the spell casting, she has 13 rounds left to view the results of her handiwork. When a spell is cast through a scrying device at a subject, the spell’s effect is devices have double the gold-piece and that does not require the caster to touch reduced and saving throws for the victims experience-point values normally listed for the subject or area of effect can be cast are made at +4. Victims gain normal them, and they are very rare. Any spell through these devices. Only the scryer saving throws against spells that normally 30 JULY 1989

do not allow saving throws (e.g., magic Table 11 missile or slow), and successful saves Crystal Balls: Composition and Powers mean those spells have no effect. If a DM anticipates that players will 1d100 Composition Color Possible powers abuse the use of such items, the items may 01-05 Amber Gold Grants user immunity to all diseases either be excluded from play or else lim- 06-80 Crystal Clear No special powers ited in some manner. Greater powers may 81-84 Chrysoberyl Yellow-green Grants user protection from magical develop an interest in those who enjoy or psionic possession attacking enemies in this fashion, or the 85-86 Emerald Bright green Viewer can use true sight once a day device-user might be attacked in turn by for one turn another device-user whose allies were 87-88 Jacinth Fiery orange Grants user immunity to fire attacked by the first device-user. 89 Moonstone Luminescent Grants user commune once per blue-white month; also grants twice the usual Other considerations range during a full moon (for good The subject of a scryer has the usual characters only) chances to detect the scrying, as given in 90-91 Peridot Olive-green Deflection (see “Special features” the 1st Edition DMG on page 141. The section) subject can also cast a detect magic spell to 92-93 Ruby Clear red Saving throws at + 2 while using detect such scrying, which will reveal the device local viewing point from which the scyer 94-95 Sapphire Clear blue Add 1 round per scryer’s level for is spying upon the subject. The viewing scrying duration point will appear in the same shape as the 96 Sapphire Black Commune once a month at twice the scrying device (a ball for a crystal ball, a range with a greater or devil large rectangle for a magic mirror, etc.). (evil characters only) The subject may cast dispel magic upon 97-98 Star sapphire Blue with star Magic resistance of 50% while in the viewing point or the area around it, contact with crystal ball immediately causing the scrying device to 99 Tourmaline Pale pink Grants user charisma of 18 while cease functioning for one day per level of using device the subject. The subject cannot otherwise 00 Timestar Swirling clouds Can view past or future* attack the device-user. with blue star

* Timestar is a gemstone possessed only by time . This ability must be limited at the DM’s discretion.

32 JULY 1989

Spelling It Out

A comprehensive guide to writing and keeping spells

by Douglas J. Behringer

S o, how exactly do you write down a spell? This article incorporates all the official information on the subject of spell inscription found in the AD&D® 1st Edition Players Handbook, Dungeon Masters Guide, and Unearthed Arcana. This article is not intended to be a variant of the official rules; it is intended to expand, clarify, and develop what has already been written within the framework of the rules. Any exceptions to this framework are clearly noted. [Notes on how the 2nd Edition game accounts for spell inscription are also included.) Before discussing the process of scroll inscription, we must first gain an understanding of spell inscription at every level. There are three levels of spell inscription that a magic-user can use: 1. The magic-user can take a spell that he both understands and has memorized, and he can write that spell into his spell book; 2. The magic-user can take a spell that he does not understand and is unable to cast for lack of understanding (e.g., a spell of a level higher than the spell-caster can cast), and he can place that spell in his spell book [this is not allowed in the 2nd Edition game]; and 3. The magic-user can take a spell he both understands and has memorized, and he can write it down on a scroll. Each case is treated in detail in the following sections.

Recording understood spells A magic-user finds a scroll with a spell on it, or else he finds another magic-user’s spell book. How does he transfer a new spell from this source into his own personal spell book? To begin with, the magic-user selects a new spell, then must cast a read magic spell, as that spell is needed to read magical writing written by Now the magic-user must roll an intelligence check (1st Edition Players Handbook, page 10, Intelligence Table II, “Chance to Know Each Listed Spell”) to see Inscription Surfaces Table if he is able to know and understand the spell. (Remember that a PC is only able to Surface Amount Modifications to chance of spell failure know a limited number of spells of each Papyrus 2-4 gp/per sheet +5% to chance of spell failure level if his intelligence is below 19.) If the Parchment 4-10 gp/per sheet Normal chance of spell failure magic-user fails his chance to know the Vellum 8-50 gp/per sheet —5% to chance of spell failure spell or has already reached the maximum number of spells he can know at that level, proceed to the section on “Recording process to produce the ink himself. Each books that opens up a whole new can of unknown spells.” spell has its own ink formula. DMs should worms. On page 80, under the section Assume that the magic-user made his feel free to invent their own list of entitled “Casting spells directly from intelligence check and has not yet reached ingredients and the process by which the books,” the rules state: “In extremis, the the maximum number of spells he may ink is produced (use your imagination, and DM may allow a magic-user to cast a spell know at the level in question. He has also see the 1st Edition DMG, page 117, for an directly from any sort of spell book just as used his read magic spell, and he has read example). The ink should cost 4-40 gp per if the book were a scroll.” Any enterprising and understood the spell he picked; he is spell level to manufacture and 2-200 gp player will notice that it is easier, quicker, now ready to record the spell into his own per spell level to purchase premade. To and cheaper to make a new page in a spell book. To write the spell, the magic-user manufacture the ink, the magic-user needs book than it is to create a scroll. Abiding needs an unused quill and an unopened the assistance of an alchemist, who must by this short cut, it would not be long bottle of ink. The ink costs 100 gp per also be paid for his help. [The 2nd Edition before magic-users ran around with spell level of the spell being inscribed game does not give prices for these several spell books they have made for use (Unearthed Arcana, page 79). A spell takes required items; PCs must get them as scrolls. [This form of spell-casting is not one turn per spell level to inscribe into the personally or hire someone to get them. allowed in the 2nd Edition game.] magic-user’s spell book. The magic-user Also, alchemists are not required for the DMs should be prepared for this gathers his materials, sits down, and making of spell ink, as mages can create twisting of rules in their own campaigns. eventually has a new spell in his book. (In the ink themselves.] Some suggested ways to limit players from the 2nd Edition game, it takes 1-2 days per To begin, the magic-user must have all overusing their PCs’ spell books are: spell level to inscribe a new spell into a the materials necessary for scroll-making 1. Tell the players that their PCs can spell book.) at hand: ink, quill, the material each have or carry only one spell book at components of the spell to be inscribed, a time (maybe spell books erase each other Recording unknown spells and the scroll itself. The magic-user must if brought into close contact); What if the magic-user was not able to select the type of surface upon which the 2. Tell the players that their PCs can’t read or understand the new spell due to spell is to be transcribed (see the cast spells directly from their spell books lack of intelligence or experience levels? Inscription Surfaces Table). [essentially following the 2nd Edition ban To place this type of spell into his spell With all the necessary materials at hand, on this form of spell-casting]; book, the magic-user must use the the magic-user can prepare for spell 3. Make it more expensive for the PCs to first-level spell, write (1st Edition Players transcription. The preparation period create spell books; or Handbook, page 69). Most magic-users use costs 100 gp per spell level and lasts one 4. Increase the chance that casting a the write spell to record unknowable day per spell level. This period is spent in spell from a spell book will erase other spells into their spell books, saving these meditation, fasting, drawing magical spells found within the book or will spells for later investigation when the and symbols, readying the ink, etc. When destroy the whole book itself. magic-users increase in levels or the preparation period ends, the This article can also be used by intelligence. Details on the process of magic-user is now ready to cast the spell illusionists to inscribe their scrolls. Placing using a write spell are given with the spell and transcribe it from his spell book and unknown spells into a spell book would itself. memory onto the scroll. This process takes involve the creation of a spell similar in all On page 45 of the 1st Edition DMG, the one hour per spell level. During the spell’s regards to the magic-user spell write (we’ll cost of the bottle of ink for the write spell transcription period, the magic-user enters call this new spell write illusionist script). is listed as 200-500 gp; this ink is sufficient a trancelike state. Any interruption of his The details on copying illusionist spells are to inscribe 2-4 spells. An optional rule here concentration automatically results in the easily figured out by the DM. is to make the cost of writing down an failure of the transcription. To determine unknown spell (including ink and all) 100 if the scroll inscription is successful gp per level of the spell to be entered into (provided no interruptions are the spell book. This makes the write spell experienced), see the section on compatible with the section on spell books scroll-inscription failure on page 117 of in Unearthed Arcana (page 79). the 1st Edition DMG.

Scroll inscription Additional notes Finally, we deal with the process by The formula for the ink needed to which spells are placed upon scrolls. Most transcribe a spell into a book or scroll is details on scroll inscription are given in written in the language of magic—a series the 1st Edition DMG, page 117. of magical runes and symbols. As such, a An unused quill is needed to write a magic-user needs a read magic spell to spell onto a scroll. The quill must be from read the formulas written by other some feathered creature of a magical magic-users. A magic-user lower than the nature, such as a griffon, roc, harpy, 7th level of experience needs a write spell sphinx, pegasus, hippogriff, kenku, or to copy down the ink formula, as if he diakk. These quills cost 25-100 gp or more were copying down an unknown spell. At depending upon local availability. Ink is and above 7th level, a magic-user can copy also required; the magic-user must either ink formulas as if they were spells that he buy the ink premade (if it is available) or understood. find the formula of ingredients and the Unearthed Arcana lists a section on spell

DRAGON 35

very time one of the players in my campaign yells out that he is going to —Wand of wonder II— “WOW ‘em” (WOW being our favorite acronym for the wand of wonder), I groan at the monotony of running its effects. The players and I have seen all 01-10: The wand shoots forth a web as per of the powers of that wand at least a hundred times. In the past, I allowed the the spell (the wand acts as one anchor point). players to roll the dice when determining the wand’s effects, so the players 11-18: The wand shocks the wielder as per have a good idea about which dice rolls produce which results. The wand of a shocking grasp spell; the wielder E is thus old and overused. wonder must make a dexterity check on ld20 The guidelines for the wand of wonder (Dungeon Masters Guide, page 136) state that the at -2 to keep holding the wand. DM may see fit to change the wand’s effects. This has been done herein for three new 19-25: Reverse gravity affects the target wands of wonder. It should be noted that all of these wands’ spell-like effects are at the 6th and all within a 3” radius (including the level of magic use (as stated in the DMG, page 135), with regard to damage, range, duration, caster, if close enough) for 2-5 rounds. area of effect, etc., as applicable. Measurements given in inches refer to scale inches 26-30: Tasha’s uncontrollable hideous (1" = 10’ indoors or 30’ outdoors). Saving throws are applicable for the spell effects in ques- laughter affects the target creature. tion or as stated in each wand’s effects. Most effects should be removable with a 31-33: 800 small rubber balls (each 1 actu- dispel al inch in diameter) rain down for 1-4 spell, cast against the 6th level of use, unless otherwise noted. Special game effects magic rounds within a 3” radius of the wield- should be determined by the DM (e.g., heavy rain might make some surfaces very slick, er, causing all in the area to make a wash away small items, and ruin books and papers). Summoned creatures disappear if dexterity check on ld20 or trip and slain, and summoning effects otherwise conform to the monster summoning spell of the fall. The balls remain in the area, caus- level appropriate to the type of creature produced. Nonliving items that are produced are ing further checks at the start of each permanent and cannot be dispelled. round of combat, until they are carried These wands use only one charge per usage, and they can never be recharged. It is highly or swept away. recommended that the DM roll all of each wand’s effects in order to keep the nature of the 34-36: The wand summon; a large dove roll-up tables a secret; the number of charges in each wand should also be kept secret so (AC 7; MV 1"/36” (MC: D); HD ½; #AT players do not overuse them (this is true of any rod, staff, or wand). 1; Dmg 1; AL N) (01-25); a large rabbit (AC 6; MV 18”; HD ½; #AT 1; Dmg 1; The DM may determine which type of a has in his wand of wonder AL N) (26-50); or a large iguana (AC 4; possession by rolling 1d4 (on a roll of 1, the wand is number “I,” etc.). All of these tables MV 18"//6”; HD 3; #AT 1; Dmg l-4; AL may be used for a single wand if so desired by first rolling 1d4 for the wand number and N) (51-00). 1d100 for that wand’s effects. The original wand is reprinted below (with a few additions) 37-46: The wand casts chain lightning at for quick comparison and is referred to as the wand of wonder I. the target. Note that, in the hands of a leprechaun (see wand IV, effect 85-87), a wand of wonder is 47-49: The target creature and the wielder very dangerous, as he is able to create any effect he so wishes upon command. This is also are covered in liquid chocolate. said to be true of jesters (see the Best of DRAGON® Magazine Anthology, Vol. IV). 50-53: Haste affects the target. 54-58: The wand casts hold monster at the target. Wand of wonder I 59-62: Suds flow from the ground in a 9" radius around the wielder for 2-5 01-10: The creature pointed at is slowed 59-62: Grass grows in an area of 16" rounds, at 3 cubic feet per round. The for 1 turn. square before the wand, or grass exist- suds are either from soap (01-25) or 11-18: The wielder is deluded for 1 round, ing there grows to 10 times its normal beer (26-00). as per a potion of delusion, into believ- size. 63-65: The target creature is polymorphed ing the wand functions as indicated by 63-65: Vanish is cast upon any nonliving as per a wand of polymorphing into a a second die roll. object of up to 1,000 lbs. mass and up random creature (01-75; DM selects any 19-25: The wand creates a double-force to 30 cubic feet in size (the object random-monster table and rolls there- gust of wind. becomes ethereal). on) or nonliving item (76-00; DM selects 26-30: The wand creates a stinking cloud 66-69: The wand wielder is diminished to any table from Appendix 1 in the DMG at 3” range. one-twelfth his normal height, as per a and rolls thereon). 31-33: Heavy rain falls for 1 round in a 6” potion of diminution. 66-69: The wand wielder spins clockwise radius of the wand wielder. 70-79: A fireball is cast, as per a wand of (01-50) or counterclockwise (51-00) for 34-36: The wand summons a rhino (AC 6; fireballs. 1-4 rounds and must make a dexterity MV 12”; HD 8 or 9; #AT 1; Dmg 2-8 or 80-84: Invisibility covers the wand wielder. check on 1d20 in order to move or act 2-12; SA charging, trampling; AL N) (01- 85-87: Leaves grow from the target if it is each round thereafter for 1-4 rounds. 25); elephant (AC 6; MV 12” or 15”; HD within 6" of the wand. 70-79: The wand heals the wielder for 1-8 10 or 11; #AT 5; Dmg 2-12/2-12/2-12/ 88-90: 10-40 gems of 1-gp base value shoot hp if he is wounded. 2-12/2-12 or 2-16/2-16/2-12/2-12/2-12; AL forth in a 3” -long stream, causing 1 hp 80-84: The wand fires a magic missile as N) (26-50); or large mouse (AC 7; MV damage each to any creature in their per a wand of magic missiles. 15”; HD ½; hp 1; #AT 1; Dmg 1; AL N) path. Roll 5d4 for the number of hits 85-97: The target inflates like a balloon for (51-100). on the target. Gems that miss go on to 1-4 rounds and deflates for another 1-4 37-46: The wand fires a lightning bolt strike the being immediately behind the rounds; only living material of up to (7” X 1/2’) as per a wand of lightning. target, with hits determined as above, 1,000 lbs. is affected (the object will not 47-49: A stream of 600 large butterflies until all gems hit or the spell’s range is float in the air). pour forth and flutter around for 2 reached. 88-90: The wand stretches out and bites rounds, blinding everyone (including 91-97: Shimmering colors dance and play the target for 2-12 hp damage (treat as the wielder); they then disappear. over a 4” X 3” area in front of the 6 + 4 HD creature; maximum range 9”). 50-53: The target, if within 6” of the wand; creatures therein are blinded for 91-97: The wand wielder breathes fire as wand, is enlarged. l-6 rounds. per a randomly determined potion of 54-58: Darkness is cast in a 3”-diameter 98-00: Flesh to stone (or the reverse, if the fire breathing (only one breath use is hemisphere at 3” distance from the target is stone) is cast on the target, if allowed). wand. the target is within 6" of the wand. 98-00: The target is disintegrated as per the spell.

DRAGON 39 —Wand of wonder III— —Wand of wonder IV—

01-10: Scare is cast at the target. 01-10: A chromatic orb affects the target. 11-18: The wielder is affected by an irritat- 11-18: The wielder is affected as if he had ing rash for l-4 rounds, reducing his imbibed a philter of stammering & dexterity to 3. stuttering. 19-25: Darkness affects the target every 19-25: The wand creates a flaming sphere other round for 3-10 rounds. which affects the target. 26-30: Fumble affects the target at double- 26-30: A ray of enfeeblement affects the normal duration. target. 31-33: The wand begins to gripe about the 31-33: The wand causes a pillow (01-25), wielder’s treatment of it, loudly com- small table (26-75), or anvil (76-00) to plaining about the bad working condi- appear over the target’s head. The tions, the lousy pay, the long working pillow causes no damage; the table hours, etc. (this effect is similar to that causes l-6 hp damage (as a club); and of a magic mouth; the wand is not the anvil causes 3-30 hp damage, plus actually sentient). the target must make a constitution 34-36: The wand summons a buzzard (AC check on ld20 at -4 or be knocked 6; MV 3”/27” (MC: E); HD 1 +1; #AT 1; unconscious for 2-12 turns. Dmg 1-2; AL N) (01-25); giraffe (AC 7; 34-36: The wand summons a ugly painting MV 24”; HD 5; #AT 2; Dmg 1-4/1-4; AL (01-25), bellows (26-50), or a storm N) (26-50); or large kitten (AC 6; MV 5”; giant’s boot (51-00). HD ½; hp 1; #AT 3; Dmg l/l/l; SA rear 37-46: The wand affects the target as per a claws for l/l; AL N) (51-00). ring of the ram (3 charges expended at 37-46: A delayed blast fireball takes effect once). from the point of casting, with a delay 47-49: The wand fires 2-6 cream puffs at time of 5-50 segments. the target, doing no damage. 47-49: The target and wielder are 50-53: The target is imbued with improved “exchanged” — i.e., the wielder takes invisibility the place of the target, and the target 54-58: Fascinate affects the target, who takes the place of the wielder, exchang- focuses on the wielder. ing clothes, equipment, etc., but other- 59-62: The wand causes the target’s nose wise retaining their normal physical to grow 10 times its normal size for 2-6 appearances. rounds. 50-53: Confusion affects the target. 63-65: The target is affected as if a potion 54-58: Mirror image affects the target. of gaseous form was imbibed. 59-62: The target begins to recite very bad 66-69: The wielder levitates uncontrolla- poetry for 2-8 rounds, taking no other bly, always heading upward until the action unless attacked, as if requested spell duration is reached (at which to do so under a charm spell. point the wielder falls). 63-65: A dust devil is summoned (AC 4; MV 70-79: Evard’s black tentacles takes effect 18"; HD 2; #AT 1; Dmg 1-4; SA/SD see around the the target. Unearthed Arcana, page 34, for details; 80-84: The wielder is affected by a AL N) and attacks the target as per the stoneskin spell. dust devil spell. 85-87: The wand summons a leprechaun 66-69: Jump affects the wielder randomly (AC 8; MV 15”; HD 1 - 1; hp 2-5; #AT (roll for a random direction, and roll nil; SA/SD spells, theft, 80% magic ld3 for distance (1 = 10’, 2 = 20’, and resistance (see , page 3 = 30’). The wielder can jump only 10’ 60); AL N). The DM should play the backward. leprechaun to the hilt, trying to gain 70-79: A force cage affects the target. control of the wand that summoned 80-84: The wielder is affected by a him and causing complete chaos for as strength spell. long as possible. 85-87: The target’s weapon becomes a 88-90: A randomly chosen item on the teddy bear (01-25), a leg of mutton (26- target’s person sprouts wings and 50), a ladle (51-75), or a herring (76-00). attacks another enemy target for 2-3 If the target has no weapon, choose rounds as a 6 +4 HD creature. Only another possession. If the target has no small hand-held objects are so affected, possessions, roll again, ignoring this and the DM should decide what the result. item is and what its combat statistics 88-90: The wand spews colorless slime in a are (see the animate object spell). cone 3” wide and 6” long, affecting the 91-97: The wand fizzles for 2-4 rounds, area as a grease spell. then causes a hypnotic pattern to 91-97: Fear (01-50) or faerie fire (51-00) appear, affecting all within range who affects the target. gaze upon it. 98-00: An incendiary cloud affects the 98-00: A cone of cold affects the target target area. area at double-normal damage.

40 JULY 1989

provide European figures, and I have received no acknowledgement from letters written to companies in Europe. If you are a European reader and you know of a company that produces any scale miniatures, buildings, or scenery, regardless of whether the genre is mili- tary, , or fantasy, please send me the name and address of the company, along with the name of a contact person (if you know one). Any letter that you write to the company requesting it to help us will be greatly appreciated. By working together, we should be able to establish an international column in which we get the widest representation of the miniatures hobby. (American and Cana- dian readers can also suggest companies to cover.) Miniatures sent for review and all other Ral Partha’s TOG™ Racing Chariot: If you fall off, you get eaten. correspondence should be sent to: Robert Bigelow 1411B Washington Street Waukegan IL 60085

Reviews

Miniature-figure ratings * Poor ** Below average *** Average **** Above average ***** Excellent

Grenadier Models, Inc. P.O. Box 305 Springfield, PA 19064

Grenadier Models UK Ltd. 19 Babage Road, Deeside Clwyd, Wales United Kingdom CH5 2QB

9601 Black Dragon II **** (* * * *½ with work) 9602 Red Dragon II * * *½ (* * * * ½ with work) Dragons, heroes, & chariot races In 1984, Grenadier Models introduced an original line of dragon miniatures to the gaming public. This was a revolution- ©1989 by Robert Bigelow ary idea involving the release of a differ- ent dragon each month for one year. Of This month’s review column begins with I’d also like to request some help from the 12 dragons, an equal number were a quick correction. In DRAGON® issue our European readers. I received a hostile split between good and evil. The dragons #144, we reviewed a female-adventurer letter from a British reader asking if I had were mostly smooth-skinned; several had set from Ral Partha, listing the set as being something against figures produced in prominent mold marks, but these were from FASA’s TOG™ universe (product num- Europe (other than those made by Games the first dragons to be cast with virtually ber 02-959). This information is incorrect. Workshop). He pointed out that I have no assembly required. The figures are actually from Ral Partha’s rarely reviewed anything but products Now the line has come almost full circle, “All Things Dark and Dangerous” line, from American companies, and asked if I having gone through a total of 25 dragons sculpted by Julie Guthrie, but were incor- could perhaps slip in one or two European and giants of all types and sizes. In 1988, rectly shipped to dealers with the TOG™ figures. Grenadier released its second line of package headers. If you are interested in The problem has been that I have been dragons. These dragons follow the num- purchasing these figures, check both lines unable to obtain figures designed and bers and release order of their predeces- before asking your local hobby shop to manufactured in Europe. Distributors in sors, but with a world of difference. The order them. the United States have been unable to two dragons submitted for review differ

42 JULY 1989 tremendously from each other as well as from the first dragon series. The Black Dragon II is not nearly as imposing a figure as the Red Dragon II. The Black Dragon II is shown taking a swipe at something with its left paw. Its mouth is closed to a slit with its tongue out, and its neck is arched. The figure is braced on three legs. The lack of a sharp- ened dorsal spine makes the wyrm less imposing, but the pebbled skin and plates protecting both spine and belly seem to make it a hard foe to kill. As a modeling project, this figure is a dream. The Black Dragon II is a four-piece casting with horns that fit easily onto the head with minimum filling. Likewise, the wings fit neatly into the premolded slots, leaving only crack-filling and trimming the end of each wing. Unfortunately, this dragon also has a mold line running from Lance & Laser’s V&V™ figures: Manta Man, Bull, and Enforcer in the lineup. its chin down to its right front leg. This mold line can be cleaned up with almost no trouble, but precise care is required in the limbs to fit. My best advice is to make V&V™ 16 Dreamweaver *** order to preserve the models great detail.. the arm sockets a bit bigger, then trim V&V™ 19 Manta Man * * * ½ The female magic-user included with both the wing and arm joints to about 85% V&V™ 17 Enforcer **** this kit was the cause of some controversy, of their original size. Make sure you keep Long before TSR’s MARVEL SUPER being a well-proportioned, three-quarters the rounded ball shape on each arm and HEROES® or Mayfair’s DC™ HEROES™ nude figure. Her state of undress caused the rounded wing end, or the arm will games appeared, two superhero games two different boxes to be made (the origi- look odd. After you glue on the wings, were already on the scene and had large nal had the seminude figure printed on wait 24 hours before working and filling, followings: Games’ CHAMPIONS™ the carton, which caused some distribu- or you’ll have to start again. You won’t and Fantasy Games Unlimited’s VILLAINS tors not to carry the product in order to need to do anything else to this model; the & VIGILANTES™ games. A major problem, avoid problems with parents). rest of it is excellent. however, has been finding miniatures to The Red Dragon II is a dragon to be I recommend these figures for anyone represent original superhero characters. reckoned with from both a modeler’s and whose collection lacks dragons, or for the The CHAMPIONS game has had several a gamer’s point of view. The model is 7¾” collector who wants a new set of antago- sets of miniatures produced for it, but the long from snout to tail tip and over 6½” nists. With a little work, these figures will length of time any of those figures have wide from wing tip to wing tip. In 25mm be quality pieces. These figures retail for been available has been short. The V&V™ scale, this measures out to fill 47’ X 39’. $8.95 each. game has not had nearly the same degree The dragon is posed in a crouched, ready- of exposure. to-spring position. Its paws are flexed, and Lance & Laser Models, Inc. But all that has changed. Lance and its claws are out. Its spine is arched, and P.O. Box 14491 Laser Models, Inc. has presented a line of its mouth is open as it gets ready to bite. A Columbus OH 43214 miniatures designed for use with V&V™ magic-user comes with this kit; his arms game. At present, 11 figures are available. are raised as if he is casting a spell or V&V™ 14 Bull **** We received several figures for review. challenging any comers. V&V™ 15 Shrew ***½ All the figures are 25mm scale. No state- The modeler has much to cheer about with this kit. Still, a lot of work is needed to make the model into a high-grade fig Grenadier's red and Black Dragons: A little work makes perfection. ure. The mage is not overly detailed; what detail it has is shallow and might fill when primed. For example, the mage has a mustache on the carton illustration, but that same mustache is hard to see on the figure. The red dragon comes in six pieces. Before you start on the dragon, make sure you have filler putty handy. The dragon’s skull is the easiest piece to fit, but it needs filling on the sides and back, or else should be hollowed out for a better fit. The mold line runs right up the middle of the chest scales, so it needs to be cut down and filed. Special care will be needed to avoid destroying the models detail, however. The wings and arms of the dragon are a major problem. The wings join the arms to fill the body socket and form a full unit. This works well in theory, but in practice you need lots of time, filler, and luck to get ment is made on any of them as to gloves. Her belt is well done, but there is Ltd. whether they are good or evil, which is some flash on the boot tops and mold line. Chewton Street fine. All of the figures have some kind of Her face is either covered by a mask (my Eastwood, Nottingham costume, and all but Bull wear face masks. first guess) or the sculptor did a poor job United Kingdom NG16 3HY With the exception of Bull, all the figures on her cheeks and mouth. are the same height and all of their mus- Manta Man’s costume resembles a large Games Workshop, US cles look blocky. (Clearly, this is another manta ray. The costume’s wings stretch 1220 Key Highway company that has forgotten that people from a clasp in front and back to his Baltimore MD 21230 come in different heights.) wrists. At first glance, his mask could be Bull is far and away the best-sculpted mistaken for Batman’s, until you look GWS 00261 ADEPTUS TITANICUS figure of the group. The figure stands 25% closely and see that it is shaped in an “M”. game * * * ½ taller than the rest of the figures in this His boots have front plates that look like In the gaming world, combat groups group and is more muscular than the slotted triangles. His body is crouched in a have been refined to great degrees. In others. He is dressed in a pair of shorts fighting stance or a parry move. If you FASA’s BATTLETECH®, Leading Edge that almost blend into his back. His face is look closely, you’ll see a chest emblem. Games’ LIVING STEEL™, Palladium’s marked by a snarl, and his muscles are Last, but not least, is the Enforcer. This ROBOTECH™, and other games, manlike just a little too sharply defined. But what figure could almost pass as a robber. The death machines roam the battlefield. Now grabs you most is the well-sculpted body character wears a mask over the lower the gaming field grows larger with the late hair that gives the character his bull-like half of his face. The Enforcer is muscular entry of the ADEPTUS TITANICUS game appearance. in appearance, well detailed, and appropri- by Games Workshop. Shrew is a muscular female. The prob- ate in all other aspects. He carries an The ADEPTUS TITANICUS game is based lem is that she is almost too muscular, unknown type of weapon, which at first on the premise that huge, crew-driven, which gives her illusion of being over- glimpse would suggest a box-shaped ma- robotic fighting machines provide the sculpted. Her hair is well done, her figure chine pistol. This figure is obviously major fire support for the armies of both is slightly exaggerated, and her muscles loaded for combat. the Imperium and its traitorous enemy. are smoother than Bull’s. Shrew wears a These figures are only available through These machines are the supertanks of the mask and does not appear very happy. Lance & Laser. They are recommended future, capable of carrying numerous Dreamweaver is almost the antithesis of not only for the V&V™ game but for any huge weapons ranging from plasma guns the other characters, being the same other superhero game that allows you to to power fists. height as the other characters but petite in design your own heroes. Though not The box contains (among other things) nature. She shows no major muscles and collectors’ items, these models are sturdy eight blown-foam buildings in 1/300th seems to be too small in comparison with figures with potentially wide use. They sell scale, ranging from seven- to ten-stories in the other figures; she appears to be swim- for $1.25 each. height. The buildings feature recessed ming in her hip boots and full-length windows and doors, and a wide variety of different architectural styles and roofs. Unfortunately, they all share a couple of problems. Because the models are made of foam, they damage easily when exposed to heavy or sharp objects. They also have mold extrusion marks and bumps that mar the details of every building. The marks can be removed, but it takes a lot of time. Remember to use only water-based paints to detail the buildings. The box also contains data cards, five markers, control cards, blast-radius cards, and a movement and target range finder. The components are all high quality, easy to read, and colorful. A well-done, 60- page, fully illustrated rule book is in- cluded; it contains clear step-by-step instructions for the game. The book is done in a slick format and resembles a copy of White magazine rather than a regular rule book. These rules are easy to read and understand. They pro- vide histories, painting scenes, tips, and scenarios as well. Last, but not least, are the Titans them- selves. You receive enough parts in the box to build three red and three blue Titans. The Titans must be assembled, and care should be taken in some steps, as the leg base pins seem very vulnerable to break- age. The Titans and their weapons both have some flash, but it is minimal. There are not enough weapons included to outfit six Titans, so plan ahead or don’t glue weapons on. The detail quality of the Titans is good, but the Titans are done in plastic, so there is neither as much detail

44 JULY 1989

nor as many different details as there shaped lions; a yoke for pulling the char- The real catch to this set is the choice of would be on a metal casting. The nice iot; a two-piece chariot body; two fins; a weapons provided. Included are a trident, thing about plastic is that you can remove stand; a driver; and a large collection of whip, swords, mace, grappler, and two or change weapons as you want; the prob- weapons and shields for the driver. shields. These can be used as arena rub- lem is that the weapons get loose after a The “lions” are well done, with gaping ble, equipment for other fighters, or spare period of use. The Titans are about 2½” mouths, sharp teeth, beefy tongues, ridged parts. tall when assembled. spines, and body hair. They are slightly All in all, this is a good kit, but one that To judge the game, we had a variety of larger in scale than present-day lions and has absolutely nothing to make you want club members play it. The following was come in two poses. Each lion has a molded to give up seeing your girlfriend in place produced from their comments. My box on its right or left shoulder where the of buying and working on this model. thanks go out to club member Paul Woods yoke attaches. Unfortunately, at $10 per chariot set (and for helping me compile this data. The chariot is a simple five-part casting. you need a minimum of two to play the 1. The game is fast and easy to play; the The two guide fins used to steer the char- game), you’re going to have to give up instructions are clear and concise. Those iot are attached to the bottom of the char- something. who are novices at miniatures gaming will iot (as is the yoke). The chariot wall is be able to play after reading the rules and glued to the chariot base. (Given the prob- playing a scenario with the rules in hand. lems we had, I recommend that you do the 2. Most of the players enjoyed the game. bottom detail first, then wait 24 hours Our crew is slightly bloodthirsty, and before turning the figure over.) The char- several gamers enjoyed being able to dis- iot detail consists of the antigravity mo- member robots during play. tors, spines, and the TOG emblem (amidst 3. The group also enjoyed being able to lightning bolts on the front of the chariot). repair damaged Titans while they were The chariot’s floor and walls have no still engaged in combat. interior detail. 4. Speed of movement is not as big an The chariot driver is a slave dressed in a advantage as it should be, and there are tunic. There is almost nothing distinguish- no modifier tables for shooting at a target ing about him except his look of concen- moving at varying speeds (as you’d expect tration. His back arm is raised and a whip would exist between light and heavy Ti- from the extra weapons fits neatly in his tans). So why take light? hand. You might want to trim the driver’s 5. Multilaunchers are ultrapowerful base slightly for placement in the chariot, long-range weapons; they should have but have another base handy to show him ammunition limits. fighting outside the chariot. 6. Infantry rules are referred to but are not in the set. You must buy White Dwarf magazine to get them. The biggest complaint I have heard so far about the game is its price. Most peo- ple (including me) feel this game is danger- ously overpriced. I say “dangerously” because most Games Workshop products are in the high-dollar range, even after making allowances for their import status. This game would be well worth $35.00 to $45.00 maximum, but is simply not worth $60.00 (especially with the great number of less-expensive mechanized combat games currently on the market).

Ral Partha Enterprises, Inc. 5938 Carthage Court Cincinnati OH 45212

RP 20-652 TOG™ Racing Chariot * * * ½ FASA’s RENEGADE LEGION™/TOG™ uni- verse brings the glory of the classical Roman Empire into a space setting, with all the pleasures and hobbies of ancient Rome—especially gladiatorial combat and vicious chariot races. In these futuristic chariot races, savage animals from around the galaxy are harnessed to antigravity sleds. FASA’s CIRCUS IMPERIUM™ game provides a three-dimensional arena for playing an SF version of Ben Hur, but it only has counters for the fighting chariots. Now, Ral Partha allows you to recreate deadly and dangerous races with minia- tures as well. The racing chariot consists of: two large creatures that look like pug-nosed, weird-

DRAGON 47 MAGUS!

The game of magical power and conquest

©1989 by Robert J. Kuntz

MAGUS! is a game of light-hearted acquisition and conquest for 2-6 players. Each player represents a powerful wizard—a Magus—and attempts to acquire various Power Zones represented on the game board. By skillful use of his acquisitions and cards, each player then attempts to gain control of the Tow- ers of all other players, or else gain all Power Zones on the game board. The Magus! game includes the following components: 1 game board; 6 Magus markers; 20 Stars cards; 20 Omens cards; 32 Alliance cards; 90 acquisitions titles (Gold, Gems, and Spells); 120 colored chits; and 12 randomizer chits; in case you do not have two six- sided dice (2d6). The cards, markers, titles, and chits are printed on the heavy paper stock in the center of this magazine. Carefully cut them out with scissors and sort them out. These may be stored in plastic bags for safekeeping. If dice are not available, the randomizer chits included with this game may be used. Place the chits in a opaque, sealed container, then draw two chits at a time to simulate a 2d6 roll, placing the chits in the container again after each draw.

Preparation and Starting Magus each player may use is somewhat ing earlier, they may pick as many as five Set the game board upon a playing sur- limited, depending on how many players Alliance cards each, none of these may be face. Note that the game board consists of are involved in the game. natural melds. three different kinds of paths. The out- Two-player game: Players must Three-player game: Players must side track consists of the 42 squares choose one of three starting scenarios choose one of two starting scenarios: around the outermost edge of the game Blue Magus vs. Red Magus; Purple Magus vs. Green Magus vs. Red board. The inside track consists of the Yellow Magus vs. Purple Magus; or Magus; or 10 squares surrounding the Abyss squares Green Magus vs. Black Magus Black Magus vs. Blue Magus vs. Yellow in the center of the game board. There are Preparation and starting proceed as Magus. also six pathways connecting the outer normal, except that each player receives No other special rules are required. and inner tracks. two randomly drawn Alliance cards. Play- Four-player game: The Blue, Red, Each player then receives a Magus ers may not start with a natural meld (see Yellow, and Purple Magi must be used. No marker, which is placed upon its matching- "Conducting Attacks"); return all cards other special rules are required. color Tower square. This is the starting that form a meld of this sort and pick Five-player game: The Black and space for each player. The choice of which again. If players wish to get into the fight- Green Magi must be used. The other three 48 JULY 1989 Magi are chosen from those remaining. again. This applies even if the Magus lands Magus is directed to land on the nearest Six-player game: All Magi are used. on an Astral Zone (see “Encounter Power Zone in its direction of travel. How- Once each player has a Magus, one Squares: Astral Zones”) and is transferred ever, the Red Magus is approaching the player is selected to become the Banker. to another pathway. Only if a Magus is inside track from a pathway, and two This player must sort out the Alliance, sent to an Astral Zone by a card draw or Power Zones are ahead of it, each equally Stars, and Omens cards. The Banker then combat result can the Magus’s player distant from the marker but one lying to keeps track of the Alliance cards and the choose the direction in which that Magus the left and one to the right on the inner acquisitions (Gold, Gem, and Spell tiles) will travel on the pathway. track. In such cases, 1d6 is rolled, and the with which Alliance cards are purchased. A Magus leaving a pathway from the marker is moved according to the result: The Star and Omen cards are divided, inside track must continue to be moved odd = left, even = right. shuffled, and placed face down beside the clockwise once it reaches the outside track game board. The Banker cannot mix his again. Acquisitions own Alliance cards or acquisitions with Movement around the inside track may Acquisitions—the Spell, Gem, and Gold those he monitors in the “Bank.” be either clockwise or counterclockwise, tiles—are used in the MAGUS! game to Lastly, each player receives three Gold, as desired. However, because of the pres- acquire Power Zones and their Alliance two Gem, and one Spell tiles. ence of traffic arrows (see the following cards, and to pay debts. One Power Zone The acquisitions tiles with the numbers section), it is difficult to stay on the inside may be acquired by paying the Banker “2” and “5” are worth those amounts of track for long. Once a player chooses a either one Spell tile, two Gem tiles, or Gold, Gems, or Spells, as appropriate. direction in which his Magus moves on the three Gold tiles, if that Power Zone is These are not handed out randomly to inside track, the Magus must continue in unowned and has been landed upon at the players, but are kept by the Banker at the that direction until it leaves the inside end of that player’s movement turn. start of the game. If a player wishes, he track entirely. Acquisitions are nontransferable (e.g., may exchange some of his tiles for the Traffic arrows: The six Towers and six two Gem tiles do not equal a Spell tile; one higher-value tiles (like trading five one- of the squares on the inside track each Spell tile does not equal three Gold tiles, dollar bills for a five-dollar bill), but Gold have a traffic arrow that points toward etc.). If a player does not have the re- may only be traded for Gold tiles, Gems another specific square. If a player begins quired number of Gold, Gem, or Spell tiles for Gem tiles, etc. The gaining of higher- his turn with his Magus on a square with a when he wishes to acquire a Power Zone, value tiles is allowed for a player only traffic arrow, the marker’s movement he may not purchase that Power Zone. If a during his turn; such tiles may be broken must follow the direction of that arrow. player does not have the required number down into smaller units at any time to pay Otherwise, a player is free to ignore all of tiles to pay a debt to the Banker or to debts to the Banker or to other players. traffic arrows as he moves his Magus another player, he must liquidate his Alli- Each player then rolls two dice. The around the board. ance cards to pay those debts (see “Liqui- player with the highest total moves first, The six color-coded Towers from which dation Rules” and “Bargaining”). followed by the players after him in clock- the Magi start and the two Abyss squares wise order. Ties are resolved by having in the middle of the board are not consid- Colored chits everyone reroll. ered movement areas. Many color-coded chits are included for Example: The Red Magus is on the each player’s use. When a player gains a Movement Dragon square, and its player announces: Power Zone and its Alliance card, he Movement in the MAGUS! game is “Low score, toward the inside track.” He places a chit of his color on his newly unique among board games. Each turn, rolls two dice, and a 4 and a 5 are his acquired Power Zone to indicate that that before rolling two dice for his movement scores. His low score in this case is 4, his square and its corresponding Alliance card score, each player must announce high score 5, and his total score 9. Thus he are his. This lets everyone know which whether he intends to use his lowest die moves his Magus only four squares, going Power Zones are owned and gives other roll, highest die roll, or the total score of to Lightning Bolt, Black Stronghold, Mon- players better ideas on safe directions in both dice rolled as his movement score for ster’s Lair, and Astral Zone. If he had which to move, since landing on someone that turn. The player must also announce called: “Total score, inside track,” his Ma- else’s Power Zone can be hazardous. a movement plan, telling where he will gus would have ended up on the En- go if his movement score carries him chanted Vale square. If the movement Encounter Squares through one or more intersections. The score he gained had been a 1 or 2, his The squares on the game board contain movement plan must follow the normal Magus could not have entered the inside designs representing either Stars, Omens, rules for movement given herein. If a track. Power Zones, Astral Zones, Strongholds, player fails to announce a movement plan Example: The Blue Magus is on the Iron Towers, and the Abyss. These are de- before rolling the dice, a die is rolled at Tower square, and its player announces: scribed below. each intersection to determine where the “Total, toward the inside track.” He rolls a Blue Stars: A player whose Magus Magus goes (odd = left, even = right). 12. He moves his Magus as follows: Purple lands on one of these squares collects two Movement around the outside track is Stronghold, Omen, Astral Zone, Giant, Gold tiles, then draws one Star card and made in a clockwise direction. Thus, the Star, Cloud Castle, Star (he forgot to call immediately applies the results called for Yellow Magus enters the board at the “clockwise” or “counterclockwise” for his by the card. Cards are returned face up to “Alchemist” square and proceeds around inside track movement, so a die is rolled; a the bottom of the deck. Once the deck has the outside track of the board toward the 4 results, so he turns right); Temple, Star, been exhausted, the cards are reshuffled “Yellow Stronghold, Gain 2 Gold” square. Omen (another die roll results in a 6; he and placed face down to be drawn from Movement along the pathways between turns right again), Enchanted Vale (one again. the outside and inside tracks is two-way; more roll—a 1, meaning a left turn), and Red Stars: A player whose Magus lands players may move their markers in either Omen. Had his last die roll been even, his on one of these squares collects one Spell direction to go from one track to another. Magus would have ended up on the Star, tile, then draws one Star card and immedi- However, once a Magus is moved in a meaning it would have to leave the inside ately applies the results called for by the certain direction along a path, it must track on the player’s next turn anyway. card. Cards are returned face up to the continue moving in that same direction As the result of a Star or Omen card bottom of the deck. Once the deck has until it leaves the pathway; if its move- draw, it is possible that a Magus will be been exhausted, the cards are reshuffled ment ends on a square on the pathway, it directed toward one of two equally likely and placed face down to be drawn from must continue moving in the same direc- destination squares. For example, as the again. tion it started with when its turn comes result of an Omen card draw, the Red Omens: A player whose Magus lands

DRAGON 49 on one of these squares collects one Gem tile and draws one Omen card. Omen cards are marked either “PLAY” or ”SAVE.” Alliance Card Attack Values A played card is returned face up to the bottom of the deck after the instructions 2d6 roll needed to: on it have been followed. A saved card Card is used: Capture Send to Abyss may be played at the owning player’s By itself 2-3 2 option during the current or a subsequent With shape or color meld 2-5 2-3 turn, then is returned face up to the bot- With natural mold 2-7 2-5 tom of the deck. Once the deck has been exhausted, the cards are reshuffled and placed face down to be drawn from again. that player to advance to the “7” Abyss Whenever an attack is made that in- Power Zones: Each Power Zone (e.g., square. On the abyssed player’s next turn, volves either the capture, abyssment, or Godsend, Alchemist, Djinni, etc.) has a the same sum is again paid to the attacking special-attack routines, the attacking corresponding Alliance card. When a player, and the dice are again rolled. A roll player must give one Spell tile to the player’s Magus lands upon an unowned of 7-12 must be made to cast the Magus Banker, whether the attack is successful or Power Zone square, he may acquire the out of the Abyss and onto one of the six not. If the attacking player has no Spell corresponding Alliance card by paying Astral Zones (determine which by rolling tiles, no attacks can be made by him. If either three Gold tiles, two Gem tiles, or ld6). Until a Magus escapes the Abyss, its multiple attacks are made, each attack one Spell tile to the Banker. Alliance cards player must continue to pay the attacking costs one Spell tile (see “Conducting At- cannot be acquired without these exact player in this manner. If all of the abyssed tacks: Multiple Attacks”). amounts. player’s acquisitions and Alliance cards are If a Magus lands upon a Power Zone, If the Power Zone landed upon belongs liquidated, that player is removed from only the Alliance cards of that Power Zone to an opponent, the landing Magus can be the game (see “Liquidation Rules”). Magus and its melds may be used in attacks attacked in any one of a number of ways, markers are not liquidated in this case, but against the landing Magus. If a Stronghold as detailed in “Conducting Attacks.” are acquired by the attacking player once square is landed upon, however, any one Astral Zones: When a player’s Magus the abyssed player is eliminated (see “Mul- Alliance card or meld owned by the at- ends its movement directly upon an Astral tiple Towers”). tacking Magus may be selected to conduct Zone square, 1d6 is cast. The number Absolutely no bargains may be struck the attack(s). generated indicates the random Astral with an abyssed player. Until an abyssed Zone square to which that Magus is imme- player’s Magus escapes, he may not use his Melds and attacks diately moved. If the number generated is Alliance cards to attack other Magi. Addi- Unmelded attacks: A Power Zone that of the Magus’s current Astral Zone tionally, no Star or Omen cards may be whose Alliance card is not related by square, no further movement occurs and played for or against an abyssed player. shape or color to any other Power Zone play passes to the next person. This Astral More than one Magus may be in the Abyss that a player owns (e.g., the player owns movement occurs even if the Magus was at any time. Djinni (red triangle) and Golden Bridge forced into an Astral Zone square as the If any Magus is directed to land on a (green circle)) is considered to be un- result of an attack made against it. Star or Omen square as the result of an melded. A Magus that lands upon an Strongholds: There are three color- attack made against it, that player is not unmelded Power Zone may be attacked by coded Stronghold squares per Magus allowed to collect any acquisitions, nor is the player who owns that Power Zone. On color. Two of these squares are located he allowed to draw any sort of card. If the a 2d6 roll of 3 or less, the landing Magus is near each player’s Tower, and are marked square on which the Magus finally rests is captured; on a 2, the landing Magus is “GAIN 2 GOLD” and “GAIN 1 GEM.” The an unowned Power Zone, the player can- abyssed (see “Encounter Squares: Abyss”). third Stronghold square is located some not buy that Power Zone. If the Magus is The owning player may instead use the distance from each Tower and is marked directed to land on one of its own Strong- special attack on that Alliance card. “GAIN 1 SPELL.” When a Magus lands on hold squares, the player is unable to col- Shape-meld attacks: A shape meld is its own Stronghold square, the player lect any acquisitions. However, if that formed by two or more Alliance cards immediately gains the amount noted on Magus lands on a Stronghold square or related by shape (e.g., Phantoms (red that square from the Banker. Power Zone of another player, that Magus square) and Cloud Castle (blue square)). A If a Magus lands on an opponent’s can be attacked again (see “Conducting Magus landing on a Power Zone within a Stronghold square, the owning player may Attacks: Multiple Attacks”). shape meld can be captured on a 2d6 roll use his Alliance cards to attack the landing of 5 or less; on a 3 or less, the Magus is player’s Magus (see “Conducting Attacks”). Conducting Attacks abyssed. The owning player could alter- Towers: As noted earlier, Magi start at When a Magus lands on a Power Zone nately use any one special attack from an their respective Towers. In addition, when or Stronghold square belonging to another Alliance card within that shape meld. a Magus is captured as the result of an Magus, it may be attacked by the player Color-meld attacks: A color meld is attack, that Magus is placed on the victori- owning those areas. Attacking players formed by four or more Alliance cards ous Magus’s Tower. Captured Magi can refer to their Alliance card melds and related by color, regardless of shapes, as escape imprisonment by using the system special attack powers, noting the attack in: Black Hand (red triangle), Phantoms outlined in “Conducting Attacks: Capture.” possibilities of each card. Attacks are (red square), Pirates (red cross), and Witch Magi may acquire more than one Tower always optional, never required. (red circle). A Magus landing on a Power (see “Multiple Towers”). An attacking player may: attempt to Zone within a color meld can be captured Abyss: When a Magus is abyssed as a capture the landing Magus. thus sending on a 2d6 roll of 5 or less; on a 3 or less, result of an attack made against it, that that Magus to the attacker’s Tower; at- the Magus is abyssed. The owning player Magus is placed on the Abyss square tempt to abyss the landing Magus, thus could alternately use any one special at- marked “5.” The abyssed player immedi- sending that Magus to the Abyss; or use tack from an Alliance card within that ately pays one Gold, one Gem, and one special attacks upon the landing Magus, color meld. Spell tile to the attacking player (see “Liq- as noted on those Alliance cards involved. Shape/color mixing: An attacker who uidation Rules” if necessary). On the aby- Unless a multiple attack is possible, only does not possess a natural meld (see the ssed player’s next turn, he again pays out one attack may be made against a Magus following section) cannot mix both shape one Gold, one Gem, and one Spell tile, and per turn (see “Conducting Attacks: Multi- and color melds in his attacks against a then rolls two dice. A roll of 5-12 allows ple Attacks”). landing Magus, assuming that the attacker

50 JULY 1989 owns both sorts of melds. (given by the attacking player to the Example: Suppose the attacking player Example: A Magus lands on the Iron Banker). If both special attacks are made, had the King/Gemwood (yellow circles), Tower (green square). The attacking the attacking player must specify which Witch/Cauldron (red circles), and Demon/ player has the Alchemist (green circle), attack is made first. Ethereal Realm (yellow, squares) natural Bog (green triangle), Priest (green cross), If the natural meld involved is but one of melds. If a Magus lands on the Elf King, all and Giant (blue square). He can make several natural melds owned by the at- three natural melds would be open for use either a shape-meld attack or a color-meld tacking player, and if that meld is related in the attack. However, if the Ethereal attack, but not both. to some of the other natural melds by Realm was landed upon, only two of those Natural-meld attacks: A natural meld color or shape, then the attacking player natural melds could be used (the Witch/ is a set of two Alliance cards having both may make even more attacks on the land- Cauldron meld is not related to the the same color and shape (there are 16 ing Magus. For each related natural meld, Demon/Ethereal Realm meld). natural melds in the game). For example, an additional attempt may be made to It is possible that as a result of a special Phantoms and Wishing Well form a natu- either capture or abyss the landing Magus, attack, a landing Magus may land on an- ral meld, because they are related both by as the attacking player chooses. Optionally, other Power Zone or Stronghold square color and shape (both are red squares). the attacking player may use one or more owned by the attacking Magus or another Godsend and Wall of Fire also form a special attacks from the related natural Magus entirely. In this case, the landing natural meld (both are yellow crosses). melds agains the landing Magus. The at- Magus may be attacked again and again if Natural melds are the strongest melds tacking player must specify the order in such results are continually brought to possible in the MAGUS! game, giving the which such attacks are made. One Spell bear. owning player a better attack capability. A tile must be paid to the Banker per attack An attacking player can combine cap- Magus landing on a Power Zone within a of any sort. ture or abyssment attacks, if such is al- natural meld can be captured on a 2d6 roll Example: A Magus lands upon the Elf lowed in these rules, but cannot combine of 7 or less; on a 5 or less, the Magus is King. The player owning the Elf King not either of those attacks with any special abyssed. The owning player can, however, only has the Elf King/Gemwood natural attacks during his turn. elect to use one or more special attacks meld (yellow circles), but also has the from Alliance cards within that natural Godsend/Wall of Fire natural meld (yellow Types of attacks meld (see the following section). crosses), related by color to the previous Capture: When a Magus is captured, meld. Thus, the owning player could get the marker is placed on the attacking Multiple attacks two attacks to capture the landing player, player’s Tower. The captive player immedi- A Magus landing on a Power Zone two attacks to abyss the landing player, or ately gives one Alliance card of his choice within a natural meld can be attacked by any combination of two of those attacks. to the attacking player and must continue one or both special attacks from the two The attacking player could instead use any to give one Alliance card for each turn Alliance cards within that natural meld. or all special attacks from these four Alli- that his Magus doesn’t escape imprison- Each special attack costs one Spell tile ance cards. ment. Escape can be attempted on any

52 JULY 1989 turn following the capture turn. To escape, the the players instead to these rules. one Gold tile each. If the player owed four the captive and attacking players each These cards have optional attacks that Gold tiles to another player, he would have take one die and roll it. If the captive may be made if they are not owned by any exchanged his two Alliance cards for two player’s die score is greater than the at- player (see “Optional Rules”). If these op- Gold tiles from the Banker, then paid four tacker’s die roll, the captive player’s Magus tional rules are not used, the following Gold tiles to the other player. is immediately moved to its own Tower, special attacks apply for these cards: All liquidated Alliance cards are re- from which it may make a normal move Priest: Roll 1d6 for opponent’s losses: turned to the Banker and may be thereaf- on the following turn. 1-3, three Gold tiles; 4-5, two Gold tiles; 6, ter acquired by any player landing on If the captured player has no Alliance one Gold tile. their corresponding Power Zones. If a cards to turn over, the order of liquidation Temple: Opponent loses one turn. player liquidates all of his Alliance cards proceeds as follows, each group being Death: Roll ld6 for opponent’s losses: but still does not have enough left to pay given in turn to the attacking player in 1-3, three Gem tiles; 4-5, two Gem tiles; 6, his debt, he is removed from play after exchange for the usual Alliance card: one Gem tile. paying all that he can to the player or 1. All Gold tiles; Underworld: Opponent loses one turn. Banker to whom the amount is owed; his 2. All Gem tiles; Magus marker is also given to his oppo- 3. All Spell tiles: Liquidation Rules nent, and all of his Power Zones become 4. All saved Omen cards; and A player must liquidate one or more of unowned. However, see “Bargaining.” 5. The captured Magus marker. his Alliance cards if he does not have the After the liquidation of all tiles, all cards, specified amounts of Gold, Gem, or Spell Bargaining and the Magus marker, the captured Ma- tiles available to pay his debts to the When one player owes any amount to gus’s player is out of the game. The victori- Banker or to other players. Each Alliance another player, that player must pay the ous player acquires the losing player’s card liquidated is worth either one Gold, required debt-or else bargain with the Magus marker and gains the use of its one Gem, or one Spell tile, the acquisition other player, if both players are willing. corresponding Tower and Stronghold type being the same sort as is owned in Instead of paying the debt as given, the squares (see “Multiple Towers”). the debt. debtor may instead give up some sought- Abyssment: Abyssed Magi are dealt Example: As the result of a special at- after item or items (Power Zones of special with as described in the section, “Encoun- tack, a player owes the Banker 1-6 Gold. value, a sum of acquisitions, saved Omen ter Squares: Abyss.” He rolls ld6 and finds that he owes four cards, etc.). Bargains must involve an Special attacks: The special attacks Gold tiles. The player has two Spell tiles, immediate transfer of either cards or given on the Alliance cards usually involve two Gold tiles, one Gem tile, and four acquisitions between the bargaining play- a loss of turns or acquisitions for the at- Alliance cards; he gives his two Gold tiles ers. No bargain can be made with the tacked Magus, or else allow the attacking to the Banker, then picks two of his Alli- Banker, and the Banker cannot bargain player to move the attacked Magus in ance cards and gives them to the Banker away any Bank funds. some direction. However, four cards refer as well, each card essentially liquidated for

DRAGON 53 2-6: Stay in the Underworld. Meanwhile, Magus Combat Results Table this player’s Alliance cards are buyable at normal costs if the corresponding Tie roll Effects on attacker and defender Power Zones are landed on by other l&l Attacker is sent to his Tower; defender gains one Spell tile from players. Banker 7-12: Leave the Underworld and go to a 2 & 2 No effect on attacker; defender loses one turn random Astral Zone (roll ld6). A player 3 & 3 Attacker gains two Spell tiles from Banker; defender sent to his may buy the Underworld if his Magus Tower finished its movement in this square 4&4 Attacker gains one Alliance card of his choice from defender and gained this result, though his Ma- 5 & 5 Attacker gains one Gem, one Spell, and one Gold tile each from the gus must still move to the random defender (see “Liquidation Rules” if necessary) Astral Zone. 6 & 6 Attacker gains any three acquisitions of defender (see “Liquidation Rules” if necessary) Battling Magi This attack option allows a player whose Magus ends its movement turn on a Multiple Towers 1-2: Donate 1-6 Gold tiles to the Banker, square containing another Magus to en- A player Magus marker may be acquired then finish moving (see “Liquidation gage in Magus-to-Magus combat, if he so by another player as noted in the rules on Rules” if necessary). chooses. The landing player’s Magus is the abyssment (see “Encounter Squares: 3-4: Place your Magus on the Temple and attacker; the defender is the player whose Abyss“), capture (see “Conducting Attacks: end its movement there; then read the Magus already occupied the square by Capture“), or liquidation (see “Liquidation following section on the Temple. itself or with other Magi. Only one Magus Rules”). When a player acquires another 5-6: Pass, continuing normal movement. in a square may be attacked by the at- player’s Magus marker, the corresponding The Priest may be purchased if the tacker. This attack and its subsequent lower and Stronghold squares become his Magus ended its movement here and if effects take precedent over all other situa- property. That player collects Gold, Gem, the Priest is not currently owned. tions created by the attacker’s movement or Spell tiles when landing on these addi- onto the defender’s square; after resolving tional Stronghold squares; he can also Temple: Players whose Magi land on the battle, other situations (e.g., collecting escape to either Tower after he is captured the Temple (or are sent to it by the Priest) acquisitions from the landing player, at- (see “Conducting Attacks: Capture”) and must roll 2d6 on the turn they land there tacking the landing player’s Magus with may send captured opponents to either and on each turn thereafter until they can melds, etc.) are then dealt with in turn, Tower. Opponents landing on these addi- leave. Consult the table below. but only if the landing player’s Magus tional Stronghold squares may be attacked remains on the square at the end of the normally. Players may have as many Tow- 2-6: Donate one Gold tile to the Banker, battle. A Magus subsequently sent back to ers as there are Magus markers. Note, but end movement in this space. One the square on which it had just fought however, that the acquired Magus marker Gold tile must be donated each turn may do battle again if a defending Magus is not used in play afterward; it merely thereafter until the Magus rolls a 7-12 is present. indicates which Stronghold colors now on the 2d6 (see “Liquidation Rules” if To do battle, each player rolls ld6. If the belong to the player possessing it. necessary). During this time period, the result is not a tie, no effects occur and the player cannot use his Alliance cards to game proceeds. If a tie occurs, see the Ma- Winning attack any other player’s Magus. gus Combat Results Table for the effects on A player wins the MAGUS! game when 7-12: Leave the Temple and return to your the attacker and defender. he has collected all other Magus markers own Tower. A player may buy the and Towers, or has captured all Power Temple if his Magus finished its move- Credits Zones on the game board. Other players ment in this square and gained this Those who playtested and contributed may concede to allow one player to win if result, though his Magus must still to the development of this game are given they wish to end the game earlier. move to his own Tower square. hereafter: Rob Kuntz, Ruth Ann Fazzini, Tom Wham, James M. Ward, Kim Mohan, Optional Rules Death: Magi landing on or passing Tom Champeny, Ron Bearce, Eric Shook, If players want to spice up their games, Death must stop to be judged before con- , Dave Trampier, Bill Griffing, they may elect to try the following op- tinuing. Roll 1d6 and note the results from Jim Pearce, Skip Williams, and the “Duck.” tional rules. the table below. Final editing and development: the DRAGON® Magazine staff. Unowned Power Zone attacks 1-2: Lose one Spell tile to the Banker, then Artwork and graphics: Tom Wham and The Priest, Temple, Death, and Under- continue on (see “Liquidation Rules” if Deb Stern. world Alliance cards list no special attacks necessary). as such, instead referring the players to 3-4: Place your Magus on the Underworld Dedication: To Ruth and Amanda, the two the rules for details (see “Conducting and end its movement there; then read loves of my life. Attacks: Special Attacks”). If these cards the following section on the Under- are not owned, the following rules may be world. MAGUS! is ©1989 by Robert J. Kuntz. applied to allow these cards to attack Magi 5-6: Pass, continuing normal movement. All Rights Reserved. passing these squares. As each Power Death may be purchased if the Magus zone is subsequently purchased, the op- ended its movement here and if Death tional attack rule given herein no longer is not currently owned. applies to that specific Power Zone, and the normal special attack applies. Underworld: Players whose Magi land Priest: Magi landing on or passing the on the Underworld (or are sent to it by Priest square must stop to be judged be- Death) must roll 2d6 on the turn they land fore continuing. Roll 1d6 and note the there and on each turn thereafter until results from the table below. they can leave. Consult the table below.

54 JULY 1989

56 JULY 1989 DRAGON 57 Tablet of Fate rests. This module is based on the exciting Avatar Trilogy, by Richard Awlinson. Suggested Retail Price: $6.95/£3.95 Product No.: 9248

B11 King’s Festival D&D® module by Carl Sargent Someone has “borrowed” a cleric, and with- out him, the fabled King's Festival cannot go on Unfortunately, it looks like the orcs have him. And you have to go find him. This adventure NEW PRODUCTS FOR JUNE monkeys evolve faster than normal, so fast that and its sequel (B12 Queen's Harvest) are de- one can even speak. What sort of world will be signed to take novice characters and lead them AD&D® 2nd Edition ’s left to the humans and macaques-assuming through the basics of role-playing. They are also Guide that they even survive compatible with GAZ1 The Grand Duchy of AD&D® 2nd Edition hardcover rule Suggested Retail Price: $3.95 Karameikos. book Product No.: 8206 Suggested Retail Price: $5.95/£3.95 Over ten years of work went into this vol- Product So.: 9260 ume, one of the cornerstones of the greatest AD&D® , Volume role-playing game ever devised: the AD&D® 2nd One EUROPE AFLAME Game Edition game! Here are 192 pages packed with AD&D® 2nd Edition accessory SPI™ boxed strategy game new and vital information, with all that you’ll by Lots O’People by David “Zeb” Cook need to run an AD&D® game with the best of You’ve got the players, you’ve got the DM, but Don’t have the time for a 60-day war game, them. Join the future of role-playing! now you need the monsters! Here are 144 pages but want to play out World War II? You can Suggested Retail Price: $18.00/£l0.95 of five-hole punched, perforated sheets of new follow the rise and fall of the Third Reich from Product No.: 2100 and improved monster statistics and encounter the invasion of to the very end in just tables, complete with a vinyl binder in which to one day —including the time you take to learn hold them—and all of the future Monstrous the game! The boxed set comes with the game ™ Avatar Trilogy, Compendium releases as well! board and literally hundreds of stand-ups, Book One Suggested Retail Price: $18.00/£13.50 plastic bases, and counters, for 2-6 players by Richard Awlinson Product No.: 2102 Suggested Retail Price: $24.95/£12.95 Banished from the Planes, the gods now roam Product No.: 3028 the world, seeking to regain their full powers. DLE2 Malevolent Bane, power-hungry Mystra, and AD&D® DRAGONLANCE® module HIGH-RISE™ Game Helm, guardian of the heavens, all know the lost by Rick Swan Boxed family board game Tablets of Fate are the key. Four heroes find The forces of evil are very close to discover- A city's skyline grows before your eyes as you themselves drawn into this high-level power ing the portal that leads to the palace of the buy, trade and sell real estate in TSR’s new struggle But time is running out for them—and Celestial Dragon of Neutrality, the keeper of the HIGH-RISE™ game. Gain tracts of land and build the Realms. Magic has become unstable! The balance between Good and Evil If the player on them, demolish old structures and add new heroes must find , the only mortal who characters don’t do something about it, the ones, and watch millions of dollars change may know the secret of the tablets. Celestial Dragon might die—and the forces of hands in a single round And if you don’t have Suggested Retail Price: $3.95 Good will soon follow enough property and money to win, you can Product No.: 8472 Suggested Retail Price: $8.95/£5.95 merge your ownings with another player and Product No.: 9244 win that way! The box includes a game board, The 1990 FORGOTTEN REALMS TM plastic stands, die-cut buildings stock certifi- Calendar MT2 Weird, cates, helicopter pawns and more! Brighten up your room or office with this MARVEL SUPER HEROES® module Suggested Retail Price: $24.95/£19.95 magnificent 1990 calendar, highlighting the by Ray Winninger Product No.: 1046 Forgotten Realm’s cities of enchantment. Thir- Time is vanishing—in the 1870s! A mysterious teen poster-quality paintings by Jeff Butler, force has opened up huge gaps in the time-space WEB OF GOLD Game Clyde Caldwell, , Larry Elmore, and fabric, and everyone from Alexander the Great Boxed family board game Jim Holloway appear in this full-color work. to the present day is now involved in the strang- Each player is an adventurer searching the Suggested Retail Price: $8.95/£5.50 est Western adventure of all time. Only the depths of a giant cavern for gold. And each Product No.: 8890 superheroes can prevent history’s destruction! player is a giant spider leading from stalagmite Suggested Retail Price: $8.95/£4.95 to stalagmite, spinning webs that block the Product No.: 6886 The DUNGEON!® Game players paths. You either win by collecting Boxed family board game more gold than any other player or by hilling How do dwarves, , warriors, and wiz- FR8 Cities of Mystery off the greatest number of adventurers! This ards have a good time? They head for the near- AD&D® FORGOTTEN REALMS™ boxed set contains tokens and cards for adven- est dungeon. But the monsters have gotten accessory turers, gold, spiders, web, flames, and more! there first, and they don’t plan to share their by Jean Rabe Suggested Retail Price: $18.95 treasures with newcomers! Test your skills at Need a city for your 25mm miniatures? With Product No.: 1052 dungeon-delving with the new edition of the the instructions and cardboard fold-ups in this DUNGEON!® board game, complete with cards, set, you can build an entire city block for any pawns, rule book, and dice. fantasy campaign you run! Details for creating Unless otherwise noted Suggested Retail Price: $18.95/£10.95 whole new cities are given, and future releases · ® and ™ denote trademarks owned by TSR, lnc. Product No.: 1045 will provide more fold-ups and street layouts ©1989 TSR, lnc. All Rights Reserved Suggested Retail Price: $15.00/£9.95 Product No.: 9262 BUCK ROGERS is a trademark used under license from The Dille Family Trust ©1989 by The Dille Family Trust All Rights NEW PRODUCTS FOR JULY Reserved. FRE2 Tantras AD&D® FORGOTTEN REALMS™ module Monkey Station by TSR™ Books novel Your heroes have been arrested for the mur- by Ardath Mayhar and Ron Fortier der of Elminster, the sage. Now they face execu- A custodian’s error sends a deadly mutating tion for the crime—unless they can escape from plague across the globe. In the rain forests of the Twisted Tower. This sequel to FRE1 Shadow- South America, researchers succeed in making dale sends the PCs, to Tantras where the first 58 JULY 1989

In the beginning, there was the fireball. . . .

©1989 by Ken Rolston

When we first laid eyes upon polyhedral dice, we discovered the power to work magic. All our lives we had fantasized about making pencils zoom around our desk tops at school with the pure force of mind, or melting annoying mundane folk with a mere gesture. Then came the D&D® game. We immediately got inside our D&D® characters and drove around, casting fireballs, gulping potions of ethereal rapid transit, twirling + 10 swords, and generally indulging our of untapped . In those days, all we needed were spell lists and random treasure tables. When those spell lists and treasures grew a trifle stale, we whipped up new spells and magical widgets in gay abundance. And we were perfectly happy. But finally came the loss of innocence. “Say, wait a minute. These spells don’t make sense! What we ought to have is a logical, self-consistent magic system, one that grows out of the culture, technology, and metaphysics of our fantasy campaign.” For many of us, the good old D&D® game’s spell lists and magical artifacts are just fine, particularly because they’re so easy to customize and elaborate to our tastes. But that game’s magic system is anything but elegant in design, and many gamers keep looking for something fancier. The games and supplements reviewed here are various expressions of that search for a fancier magic system.

60 JULY 1982 GURPS® Magic Sourcebook for the GURPS® game 112-page softbound book Steve Jackson Games $14.95 supplements in a remarkable variety of Design: Steve Jackson, Marc Janssen, settings: the GURPS® Space, GURPS® Japan, Walter Milliken, Steffan O’Sullivan, W. GURPS® Horseclans, GURPS® Humanx, Dow Reider, Brett Slocum, and Daniel GURPS® Autoduel, GURPS® Horror, and time, the peoples, and the deeds of an Thibault GURPS® Ice Age games. And all the supple- imagined fantasy world. The GURPS® Magic ments that I’ve read are notable for quality game is one of the most interesting fantasy The GURPS® (Generic Universal RolePlay- as well as quantity—not to say that I liked supplements to come out in a long time— ing System) game itself has its antecedents all of them or found all of them interest- but I’ll reserve final judgment until I’ve in ’s MELEE and WIZARD ing, but that they were generally well- seen its systems implemented in adven- games—two small, fantasy-combat war written and well-presented. tures and campaigns. games—and Metagaming’s THE FANTASY However, despite the system's origins in Systems: GURPS® Magic game mechan- TRIP game, a system that elaborated the a heroic-fantasy setting, few GURPS® ics are powerful and flexible, with a vast principles of the MELEE and WIZARD heroic-fantasy supplements have been inventory of familiar heroic-fantasy adven- games into a full-featured fantasy role- published. The original fantasy setting ture effects derived from a remarkably playing game (FRPG). The GURPS® system is supplement, the GURPS® Fantasy game, simple and coherent set of basic princi- characterized by: contained a detailed magic system and the ples. Here’s where this supplement 1. An informal but earnest war-gaming other trappings of a complete FRPG, but excels—and where it should be judged on flavor (hexes for movement, careful atten- not much in the way of a setting. One its own stated objectives. The GURPS® tion to game balance, relatively elaborate adventure supplement, Harkwood, was Magic game sets out to provide a GM with but painstakingly coherent and logical rather good but was medieval/chivalric in a framework of coherent mechanics, a rules); setting, with limited magic (unlike most detailed spell list, and a large menu of 2. A detailed, flexible PC-design system heroic-fantasy campaigns). customizing items and options from which with point-cost attributes, skills, advan- The GURPS® Fantasy book is now out of he can create exactly the sort of magical tages, disadvantages, and personality print, replaced by the GURPS® Magic game he wants. On this basis, quirks; and (and, presumably, future fantasy-campaign the game is an unqualified success. 3. A disdain for polyhedral dice. supplements). The GURPS® Magic game is Character creation: Creating a magic- But the most prominent feature of the exciting, full of appealing and unusual specialist PC is an involved process. First, GURPS® game is its dedication to providing ideas, and clearly presented with plenty of you design your skills to match your con- a truly generic role-playing system, one examples. You can do a lot with it, and ception of the character’s experience, that permits the same basic rules to be most of what you can do feels logical and interests, and competence; then you select applied to a wide variety of adventure self-consistent. your spells. There are a lot of spells here— settings: science fiction, near-future dysto- My major reservation lies in the generic 400 in all. The spells are arranged in hier- pia, horror, , exotic historical nature of the supplement. While the me- archies within various disciplines (Animal fantasy, and so on. chanics are admirable and (for lack of a Spells; Body Control Spells, Water Elemen- In the “Role-playing Reviews” column in better description) really keen, all the tal Spells, and so on), so maybe you can’t issue #124, I offered the judgment that chrome and whiz-bang goodies don’t quite get that trusty Fireball unless you get the “Steve Jackson Games lacks the production come to life in the absence of a specific Ignite Fire, Create Fire, and Shape Fire capacity to support a wide variety of role- campaign setting. After all, powerful magi- spells first. However, with the GURPS® playing settings.” I was obviously wrong. cal staves and elven rings are all very nice, character-creation system, a newcomer’s Steve Jackson Games does have the pro- but such magic takes on a deeper signifi- GURPS® Fantasy PC can have spells and duction capacity to turn out campaign cance in the stories told of the land, the abilities equivalent to those of mid-level

DRAGON 61 AD&D® game wizards and clerics. The Beyond these basics, various rules pro- magical items play in the cultures of the sample character included on pages 101- vide additional magical atmosphere. For campaign. Furthermore, the GURPS® sys- 102, a sort of ranger/druid/wizard, is a example, missile-type spells have to be tem creates a device to effectively support charmer—the best advertisement for the targeted like missile weapons. With cere- the spell-casting specialist’s dramatic role system that any player could want. When monies, assisting characters can contrib- as wizard-enchanter. The sample market browsing, check it out—and note that this ute points for expensive spells. At lower values of magical items, for instance, feel is a beginning character, built from skill levels, casters must be able to make right. Some modest widgets (like minor scratch. (GMs should notice that whipping elaborate hand gestures and clearly speak armor enchantments and + 1 arrows) up NPC companions and villains may be a words of power; at higher levels of skill, a seem to be within the budget of the poor- bit of a chore.) caster may not need to speak or gesture. est adventurer, while more powerful pop- Mechanics: The actual mechanics of All things considered, the mechanics are ular items (like + 1 swords and Haste spell-casting are fairly simple. You have a comparatively involved but not daunting. ) cost more than half a middle-class skill rating for each spell, and must roll vs. The presentation of the rules is clean, person’s annual income. your skill rating when casting the spell to structured, and organized. Tables, exam- This is a great improvement over games see if it works. There are various system- ples, minor rules, commentaries, and that have spells and magical items but no atic and circumstantial modifiers to skill friendly notes are conveniently tucked plausible theoretical or economic relation- tests. GURPS® skill mechanics include fairly into the margins for ease of reference and ship between these two sources of magic. common critical successes and failures, browsing. For example, in the D&D®, AD&D®, and which the GM is invited to improvise on Magical items: The manufacture of Games Workshop’s WARHAMMERTM FAN- the spot, thus making spell-casting a dra- magical artifacts is an integral part of the TASY ROLEPLAY games, the GM is obvi- matic but somewhat less-reliable ability spell-casting system. From a systems point ously the guy who gets to create all the than in many other FRPGs. Spells cost of view, this is great, since the rules for magical devices; all the enchantments are points, which are typically taken first from spells cover magical-item use as well. done offstage, where no one can ask em- Strength (reductions fatigue you), then Many spell effects can be bound into an barrassing questions about how they’re from Hits Taken (reductions are equivalent object; each spell description indicates done. (Yeah, the AD&D® and D&D® games to wounds). Spell costs may vary accord- whether the spell power can be placed in make feeble attempts at rationalizing PC ing to circumstances, critical successes, an item, and each lists the power costs to creation of magical items, but such at- and various other special rules. Many create the item (and any other special tempts are patently bogus.) spells may be maintained for extended rules). Guidelines for times, expenses, and The spells: There are lots of spell lists durations by paying additional points. The market values of enchantments are de- in this game. As with the detailed skill roll, with its variety of modifiers, and tailed and specific. From a campaign- character-creation system, a large inven- the spell-point cost system are the GURPS® setting point of view, the mechanics and tory of choices means a lot of reading and game’s basic elaborations on melee-round- procedures provide a logical and dramati- choice-making, which implies a commit- style D&D® game fantasy magic. cally plausible foundation for the role that ment of time and energy. And a responsi- ble GM has an even heavier burden than a is derived from the extent of his knowl- interesting combat features. The treat- player. For dedicated, sophisticated cam- edge of spells in various disciplines-a ments of golems and undead are sparse paigners, this product may be worth the clever extension of basic rules to an exotic but clean. Familiars are available with a labor, but I don’t recommend such an application. Improvising spells is usually nice set of optional features. abundance of riches for a beginning or too slow, expensive, and unreliable for Creating a fantasy campaign casual gamer. combat, but just right for whipping up world: In two pages of text and a one- The selection of effects is comprehen- special effects as problem-solving re- page “Fantasy Campaign Plan” worksheet, sive. The text descriptions vary in detail sources. Provision is made for adapting you get exceptionally cogent, thoughtful from short paragraphs to multicolumn this improvisational spell system to Fu- treatments of the role of magic in a fan- treatments. While reading the spells, I thark Viking runes, a particularly nice tasy world. This checklist of things a cam- found a number of things that seemed feature for a bogus Viking fantasy cam- paign designer should worry about ought unclear or ambiguous, but nothing really paign. The text warns that this system is to be required reading for all fantasy GMs. careless or offensive. The presentation only suitable for gamers comfortable with However, the message is that GMs was clear and convenient for reference, informal improvisation and GM interven- should be prepared to do a lot of work. especially the excellent summary table, tion; my guess is that it would be nice to The D&D®, AD&D®, WARHAMMER™ FAN- listing all the spells in alphabetical order, encounter this as NPC magic before exper- TASY ROLEPLAY, and Chaosium’s RUNE- with page references and compact effect imenting with it in session play. ® games have ready-to-run descriptions. Clerical magic: The GURPS® Magic campaign settings to be used as published, I was a bit put off by some shamelessly game is not designed to produce distinc- adapted to suit, or simply used as models. arbitrary and game-expedient effects. For tive divine spell-casters or cult magic ef- The GURPS® model fantasy campaign has example, when a character Shapeshifts, fects. You can design fantasy religions for yet to be published. This, in fact, worries his clothing, jewelry, and armor vanish, your campaigns, but the result will essen- me a bit. With all the campaign settings then reappear when the spell ends. Back- tially be divine wizards. The strongest and adventures published for the GURPS® packs and held items drop to the ground. feature for fantasy religions is the game’s game, why haven’t we seen a high-fantasy This appallingly inexplicable phenomenon advantages/disadvantages character- setting exploiting the game’s rich poten- is more marvelous to me than the actual creation system, which provides a conven- tial? The GURPS® Fantasy game was pub- . Where does that armor go? ient link between a character’s actions and lished a long time ago, yet I haven’t heard And how do the backpacks fasteners magical power. For example, a character much about GURPS® Fantasy campaigns. miraculously open to permit the gear to with a Pacifism disadvantage loses all his Perhaps the task of designing such a cam- slip from the wolfman’s back? In the magical powers if he breaks his vows. paign that lives up to the system’s high game’s defense, however, the rules are This is not to say that this supplement standards for logic and self-consistency is consistent in this style of favoring simple, can’t produce excellent clerical characters a bit intimidating, especially since you can game-convenient interpretations over and religions for a fantasy campaign. The get plenty of good fantasy flavor from the fussy, detailed treatments of tricky issues. two sample religions given in the book are other systems with much less work. While taking notes on the spells, I made brief but effectively imagined. However, For example, the character-design chap- dozens of picky objections until I came magical effects dependent on a divine ter says: “The GM should prepare a list of across one informal, practical note to the being’s magical actions (e.g., prayer, holy common magic items and equipment” for GM: “This ain’t physics.” Right; it is, after ground, divine intervention) are not ac- the players to review when they create all, only a game. If an individual GM is counted for in the spell lists and must be their characters (and include prices, too). horrified by a specific spell description, he manufactured by a GM for his fantasy Well, this probably ought to be done for all should alter it to suit his tastes. campaign. fantasy campaign worlds—but, phew, Though I winced at some specific inter- Alchemy: Alchemical elixirs (potions, more work for the overburdened GM. pretations, I was generally impressed by powders, pastilles, and unguents) are Admittedly, world creation is the sort of the variety, logic, and fantasy flavor of the produced by alchemy, a skill distinct from work many fantasy role-playing gamers spell effects. A few unusual effects I ad- mage skills. Elixirs do not have spell ef- love, but starting from scratch without a mire include: Soul Rider (see through a fects but do have their own unique magi- model may be difficult enough to discour- subject’s eyes, hear through his ears), cal effects. Descriptions include names age all but the most dedicated GMs. Borrow Language, Roundabout (spin a derived from Greek mythology (e.g., a Evaluation: The GURPS® Magic game is victim-serious business in a system with unguent is an Elixir of Stealth), an excellent supplement for the GURPS® facing rules), Strike Deaf, Strike Dumb, times and expenses to create, and market system, an effective expansion of the Itch (reduce Dexterity until the victim values. For example, a Healing potion costs game’s original fantasy magic rules with takes a turn to scratch), Rider Within (as $120, while a Resurrection potion costs added features and wise campaign-design with Soul Rider, only through an animal), $25,000. I can’t tell without seeing alche- guidance. As a FRPG magic supplement, it Master (hypnotize an animal by staring at mists at work in a campaign setting, but boasts exceptional virtues in systems and it, like Crocodile Dundee), Dehydrate my guess is that as PCs, they are not as conceptions. As a generic supplement, (drain moisture from a victim’s body), cost effective as spell-casters, though their however, it lacks the distinctive charm and Body of Water (alter your body into a elixirs might provide a charming NPC- atmosphere of a specific fantasy campaign humanoid form of water), Hex (stick an created source of limited magical items for setting. As a source book for enriching the item or spell effect to a victim), Drain those who are not spell-casters. magical elements in your FRPG campaign, Mana (leave a magic-dead area), and Death Fantasy creatures: Included are spe- it is useful—perhaps inspirational— Vision (send a false—or accurate—presen- cial game advantages and disadvantages regardless of the system you use. timent of death to terrify a victim). suitable for fantasy characters, and rules Improvised spells: An optional exten- for creating characters of typical fantasy game sion of the basic mechanics permits char- races, like elves, dwarves, gnomes, half- Game and campaign setting acters to improvise spells on the spot. This lings, orcs, reptile men, , kobolds, 160-page softbound book option requires the application of a group ghouls, and minotaurs. Another section Lion Rampant $14.95 of general concepts to specific instances. details magical creatures. are evil, Design: and Mark The example given is a spell-caster trying as usual, but are unable to harm a truly Rein•Hagen to Protect a Book from Water, which might good person. (“Embarrass him, slaughter be interpreted as Protecting Plant, Weak- his friends, destroy his property . . . but Winner of the Gamer’s Choice Award for ening Water, or Controlling Water. A cast- not harm him.“) Elementals haven’t much best FRPG for 1987, and nominated for the er’s knowledge of these general concepts personality, though they do have some 1988 ORIGINS™ Best Role-Playing Rules award, the ARS MAGICA game has already result from the unfettered creative urges bly adaptable to the problem at hand). received considerable critical recognition. of innocently self-indulgent players bent Magical effects are produced by an Its mechanics and fantasy campaign set- on designing “totally intense” characters, I active Technique (analogous to a verb in ting are strikingly original and appealing. sigh with pleasure at this notice: The game sentence structure) applied to a Form Lion Rampant—a small, independent game also abandons the conventional notion that (analogous to a direct object). There are company—achieves a remarkably satisfy- all PCs ought to be balanced in game- five Techniques—Create, Perceive, Trans- ing graphic look with modest resources, related power. Wizards (called “magi,” in form, Destroy, Control—and ten Forms— and the quality of writing, editing, and the plural form, “magus” in the singular) Animal, Water, Air, Body, Plant, Fire, presentation is first-class. are unambiguously more powerful than Image, Mind, Earth, and Magical Energy. The ARS MAGICA game is a complete the other types of characters, namely The Techniques and Forms are referred to FRPG system, albeit an admittedly special- companions (laymen with various support by their Latin names (Latin is used ized one. Like Chaosium’s PENDRAGON skills) and grogs (fighters). All characters throughout the text to give a medieval, game, which is ideally suited for its spe- are created with distinctive skills, abilities, scholarly feel); thus, Create Fire is known cific Arthurian chivalric campaign setting, and personality features. The character- as Creo Ignem. the ARS MAGICA game achieves its excel- creation process is rather involved and The spells: In each class of applications lence by narrowly focusing its energies on time-consuming, but most of the time goes of Technique to Form, numerous spell its own campaign setting-a primarily into conceptualization rather than effects might be produced. The spell lists historical Western medieval background, number-crunching and formula-juggling. provided are no more than a subset of the altered by the introduction of an arcane This is clearly not a game in which you’d possible formulaic expressions of the magical technology restricted in practice be comfortable losing a PC, except in the magical principles, while theoretically to a very small, private organization of case of the grogs, whose deaths are de- infinite variations are possible with spon- wizards. All PCs come from this exclusive scribed as commonplace events during a taneous spells. For example, here are some group, called the Order of Hermes. The game session. In fact, grogs are not indi- of the formulaic spells listed for the Creo interests of this group center on the lore vidually owned by any one player, but are Ignem (Create Fire) application: Boil Water and practice of magic, on discovering held in common by the gaming group (the Elemental, Moonbeam, Palm of Flame, magic’s principles, and on exploring mag- troupe) and are handed from player to Heat of the Searing Forge, Lamp Without ic’s mysteries in the world. player in successive sessions, presumably Flame, Flash of the Scarlet Flames, Pilum In addition to the originality of its sys- to prevent players from identifying too of Fire, and Arc of Fiery Ribbons. tems and campaign setting, the game closely with these doomed mercenaries. The spell lists are comprehensive. The champions a distinctive style and tone Combat: The text states that combat “is titles are in a language that evokes a particularly effective in developing the less important in ARS MAGICA than it is in proper medieval fantasy atmosphere. The dramatic and narrative values of the local other games, so the combat rules offered themes, powers, and utilities of the spells gaming group. The designers, Jonathan are not as complex, but center instead on are keyed to the medieval setting and the Tweet and Mark Rein•Hagen, refer to this playability and fun.” I think this is more interests of scholarly magic hackers, approach as “troupe-style play,” drawing the opinion of designers familiar and rather than dedicated primarily to the upon the theatrical associations of the comfortable with their own designs than specific purposes of war gaming. The word “troupe,” meaning a group or com- an accurate comparison with other com- spells include some distinctive and appeal- pany of actors. Their stress on narrative mon combat systems. The combat me- ing effects, like the Creo Aquam spells of values is suggested in the term they chanics provide most of the features you’d Burden of the Watery Load (increases choose to describe an ARS MAGICA game expect in a more complex, sophisticated encumbrance and leaves big, wet foot- GM: the “storyguide.” This emphasis on the FRPG—defensive dodges and parries, prints), Lungs of Water and Death (fills a dramatic and narrative elements of role- wound and fatigue levels with associated victim’s lungs with fluid), and Creeping Oil playing produces some distinctive and combat penalties, combat modifiers, spe- (impregnates porous material like cloth thought-provoking perspectives on com- cial maneuvers, and so on. The pacing and with flammable oil). monly accepted conventions of role- complexity of combat are roughly compa- Formulaic spells work pretty much like playing gaming. rable to melees in RUNEQUEST®, GURPS®, spells from other FRPGs. Spontaneous Mechanics: The ARS MAGICA game and WARHAMMER™ FANTASY ROLEPLAY spells, on the other hand, let wizards employs some interesting variants on the games, and are certainly more elaborate improvise magical effects with the general familiar mechanics conventions of role- than D&D® or AD&D® game combat. The concepts suggested by Techniques and playing games. I’ve always found mechan- rules presentation is again fairly clear and Forms (in a fashion similar to the optional ics explanations dry and difficult reading readable, but combat may take some prac- improvised spell rules of the GURPS® Magic in the more expansive presentations of tice to master, since the systems don’t system). The player and GM consult to role-playing game texts, and even more closely resemble those of other familiar establish a difficulty level and spell effects dry and difficult in the limited space of a games. It’s not that I found the system based on comparisons with listed formu- game review, so I’ll cheerfully avoid spe- unappealing or exceptionally difficult; on laic spells. The example given in the text is cific mechanics analysis here. In brief, the the contrary, I liked the flavor and clarity. that of clearing the air of a foul stench. game’s basic system conventions are sim- It’s just that I saw nothing particularly The player and GM agree that the spell ple and concisely expressed in conception, unique about it that would induce me to effect is Perdo Aurum (Destroy Air), and fairly complex and sophisticated in appli- abandon an already hard-earned compe- that it is of a relatively low degree of diffi- cation, and clearly presented with numer- tence in a current system—and certainly culty. Of course, depending on the play ous well-developed examples. I had to read not on the basis that combat is less com- styles of your own local gamers and game fairly close because the systems don’t plex, more playable, or more fun than in masters, you may reasonably envision resemble any of the myriad role-playing other games. something other than immediate and game systems with which I’m familiar, but Magic galore: This is the part that happy consensus when gamers and game I seldom felt the need to backtrack, and excited me. The magic has elegant tone masters consult on difficulty levels and usually found the examples effectively and atmosphere, and a framework that, spell effects—but with the proper spirit of clarified the text. given its premises, is logical and coherent. trust and cooperation, such consultations Character creation: Right off, the Further, it provides both formulaic spells need not be terribly time-consuming or game clearly states: “It is your responsibil- (narrowly defined, but swift and reliable controversial. ity as a player to create a character which magical effects) and spontaneous spells The game-mechanics formulas for deter- fits into the group.” As a GM weary of (improvised applications of magical mining if a spell-casting is successful de- worrying over potential PC clashes that principles—slow and unreliable, but flexi- pend on the wizard’s knowledge of the

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Techniques and Forms, and upon various the wilderness. Other manifestations in- The bestiary: This section begins with other circumstances, such as whether the clude Faith points (the chance of divine two reservations about monsters. First, it wizard chooses to exert himself, to expend intervention) and holy relics. In general, suggests that human antagonists are the power from magical substances, to quick- however, a show of divine magic is an most interesting, that monsters should be cast, or to maintain one spell while casting exceptional event—a marvel or a miracle— used sparingly—clearly a different posture another. The systems have lots of nice rather than the commonplace affair of than that taken by FRPGs such as the D&D® chrome and texture, with plenty of things clerical magic in most fantasy games. game. Further, it is expected that most to go marvelously right or horrendously The Infernal Powers, the Forces of Hell monsters will be custom-designed by the wrong when the dice bounce. ruled by the Prince of Darkness, are like- storyguide, with the published examples Other magical trappings: Duels wise extremely powerful supernatural intended as guidelines and models for between wizards have always been nice agents that rarely work openly for fear of construction. The general texts describe bits in film and print, but they don’t trans- direct confrontation with the Dominion. animals, demons, dragons, undead, ele- late well to gaming (with the exception of These forces act secretly through the mentals, faerie folk, beasts, and the WIZARD minigame mentioned in the corruption of diabolists and the tempta- shapeshifters. These are above average in review of the GURPS® Magic game). The tion of the righteous. You’ll never find flavor and detail, but the developed exam- “certamen” (Latin for duel) is a polite, more persuasive and odious villains than ples, particularly of the giant and the fatality-avoiding set of rules for duelling these fellows, and the irony is that many shapeshifter, are first-class inspirational magi, eminently colorful and satisfying. of the common folk, the nobility, and the models for creature design. The mechanics structure is simply a for- clergy inaccurately identify magi with evil Troupe play: The chapter on the play- mula for opposed scores and dice, but the diabolists. Thus the people may fear and er’s role in the ARS MAGICA game is called dramatic trappings are pretty neat. A persecute good wizards even as these “Storytelling,” a clear indication that the common ground for contest is first agreed wizards confront the Legions of Darkness, emphasis on competition and gaming upon by the opponents. In the example the real enemies of the Church. values of other fantasy role-playing games given, the first party chooses the Tech- Faerie is the fourth of the major super- is less appropriate here. In “troupe-style nique (Creo—Create) and the second party natural powers. Mythical, magical beings play,” the game requires a greater shared chooses the Form (Corporem—Body). Two and kingdoms from Celtic and Arthurian responsibility of players and GMs in the magical beings are then created to fight sources can be introduced to an ARS MA- design and maintenance of the campaign one another like remote-control GICA campaign through Faerie. The game world and narrative framework, blurring monsters—a wolf—headed man in plate includes a number of faerie beings and the typically distinct roles of player and mail confronts an armored demonspawn. creatures in its bestiary, but their roles in GM. Players are expected to invest them- The dice determine the course of the the campaign are not extensively detailed, selves in the story and setting, rather than combat, while the GM and players impro- since the focus is on medieval wizards, not take a narrow focus on the development vise the dramatic details to fit the dice the realm of Faerie. of their personal PCs. results. The result is a quick, clean magical Wizards and medieval society: As For starters, players are expected to combat with theatrical flair. previously noted, wizards have mutually assist in the cooperative design of their What else looks neat? Well, the magus’s agreed to withdraw from society into covenant—the home base of their charac- laboratory looks like a great place for covenants where they may study and ters. The rules provide cost mechanics for between-session solo play. Between adven- practice magic without interference. setting up a covenant, reflecting compara- tures, magi can: extract magic power for Among themselves, wizards order their tive qualities of defenses, relations with boosting their spells; study various skills affairs through the laws and codes of the neighbors, lab and library facilities, and so and lores; study and experiment in the Order of Hermes. Magi have agreed collec- on. The system insures that each covenant arcane arts; learn, invent, and transcribe tively to avoid betraying the interests of will have some weaknesses that may be spells; or whip up magical devices and the Order, to avoid deadly confrontations exploited later as adventure elements. potions. The mechanics are simple, and with others in the Order, and to avoid The rest of the world is subsequently the activities dramatically appropriate. activities that endanger other magi of the defined a bit at a time as characters leave And, like the GURPS® Magic game, the ARS Order. In particular, the magi agree not to the covenant on adventures. Each story- MAGICA game has a system for custom- interfere in the affairs of the outside guide in turn presumably makes his own designing wizards familiars, with plenty of world, since such interference could in contribution to the setting as he presents a powers and abilities from which to choose turn result in the outside world interfer- new scenario, with each successive sce- (like invisibility, shapeshifting, teleport, ing with the security of the numerous nario taking place farther and farther and spell-casting). covenants. Councils and tribunals of the afield from the covenant. This is an origi- The campaign setting: The campaign Order meet to discuss issues of policy and nal but doubtful scheme for creating a is set in medieval Europe. The magi volun- negotiate conflicts. When one of the soci- complete campaign setting, difficult tarily isolate themselves from the affairs of ety has offended the Code of Conduct, a enough for sophisticated gamers and the world, thus permitting the historical tribunal may declare a Wizards March— completely implausible for beginners. The medieval setting to be used with a mini- i.e., open season on the offender, a license ideal of equally shared responsibility and mum of accommodation to the nonhistori to kill and loot the wayward wizards creativity in designing a common cam- cal presence of powerful magic. In precious magical possessions. Certamen is paign is an appealing objective, but it too addition to the wizards of the Order of a sanctioned nonlethal code of duelling glibly overlooks the effort and awkward- Hermes, other sources of fantasy magic among wizards for settling minor disputes; ness of designing a world by committee. include the Church, the Infernal Powers, Wizard’s War is the sanctioned lethal war Elsewhere, we are given developed exam- and Faerie. between wizards who can no longer re- ples to clarify abstract principles, but here The Church is based on a fairly roman- solve their conflicts without the death of we get no model of a covenant and its tic, spiritualized notion of the historical one party. locale, no map and key describing impor- medieval Christian church that features The major elements of society—the tant features. several manifestations of supernatural nobility, the church, the cityfolk, and the Player cooperation: The ARS MA- power, the foremost of which is the peasantry—are described concisely and GICA game is distinctive in emphasizing Dominion-the attached to effectively. The historical treatment is the welfare and integrity of the character the land where Christian believers dwell. respectable and coherent, informed by a group, story line, and campaign over the The Dominion’s power is strongest on spirit and judgment suitable for a fantasy individual welfares and integrities of the sacred ground and in the populous towns, campaign, providing an admirably plausi- PCs. I have always shared this emphasis weaker in the countryside, and absent in ble, logical, and self-consistent setting. and find this game much to my taste. This

66 JULY 1989

is probably not an uncommon style of play for the heroic-fantasy gamer. tous magical swords and other annoying in local game groups, but never before is a superior treatment of plus-something-or-other weapons) that have I seen it expressed so explicitly in AD&D® game magic at its best. The spells come in contact with it by draining game rules. If you want a campaign that and magical items are presented specifi- charges, by temporarily negating the encourages this gaming style, the ARS cally for use in the FORGOTTEN REALMS® item’s magic, by setting the attacking item MAGICA game provides an ideal system campaign, an official TSR® campaign world against its wielder, or by draining its and setting. well developed in numerous supplements powers forever (a handy way to suck The storyguide’s craft: Seven main and above average in substance and tex- generously distributed magical swords out features are named for proper scenario ture. Elminster, the venerable sage and of your campaign). design, and these are well chosen and scholarly voice of the FORGOTTEN REALMS®, is The section on creating magical items is explained. A list of 21 scenario ideas is our host in the book, and he provides short but offers some interesting rational- provided. This feature is pretty common- descriptive detail, and history, as well as izations and elaborations of the standard place in FRPG products nowadays and is game mechanics for the magic he rules for item creation. The ideas are becoming a bit hackneyed, but here the presents. For those familiar with the FOR- faithful to the basic rules, with some use- ideas are effective and evocative develop- GOTTEN REALMS® setting, the style of ful original interpretations of the limits of ments of the campaign setting. The simple presentation in The Magister is similar to. the powers of certain items. For example, scenario included involves the rescue of a that of the magical tomes of the boxed a rationale for the process of creating an faerie queen from dark powers, and it is a FORGOTTEN REALMS® Campaign Set—one intelligent sword is offered, with the impli- nice illustration of “big seven” scenario of the best features of that product. cation that a spirit must be summoned to design. The new spells are imaginative and be placed in the sword (chaotic-evil char- Presentation: The text is abundant colorful, with neat twists on standard spell acters can just sacrifice someone to pro- and fairly sophisticated, but well orga- effects that promise to be useful in play duce the spirit), or that a caster can put nized for reading and reference. Tables, without inflating or disrupting the balance his own intelligence (or that of a volunteer notes, examples, lists, and asides are boxed of power established in the 1st Edition or faithful pet) into the device. for browsing and to break the material up Players Handbook magic spells. How about Evaluation: The Magister is a good into manageable packages. The quality of vipergout, with which the mage teleports example of the best that AD&D® game presentation is remarkable, especially for snakes to his mouth and vomits them forth magic can produce. The virtues are mostly a small company’s moderate-cost desk-top like a John Carpenter science-fiction flick in the trappings—the descriptive bits, the publishing system. special effect? Or synostodweorner, which colorful effects, and the histories and Evaluation: The ARS MAGICA game alters any spell cast into a healing spell—a legends attached to the spells and items. I features an original and exciting game big help in a tough spot, particularly for recommend it to gamers who’d like to system, a coherent and satisfying treat- magic-users who don’t get healing spells? punch up the style and texture of the ment of magic, a convenient and imagina- Or tome guardian, a cute little creature magic in their AD&D® campaigns. tive exploitation of a historical medieval summoned from the plane of elemental setting, and an explicit and appealing Fire and bound as a guardian for valued Sorcerer’s Guide presentation of a role-playing style that possessions—in this case, to guard magical Supplement for the TALISLANTA® game emphasizes the common development of tomes? The spells and spell descriptions 102-page softbound book the setting, narrative, and PC-group activ- are explicit and detailed, and the tomes Bard Games $12.00 ity over the personal expression of the that contain these spells are vividly de- Design: Stephan Michael Sechi individual PC. As a campaign, the ARS scribed in appearance and history, effec- MAGICA game demands serious, dedi- tively suggesting dramatic adventure My first scan almost let me dismiss this cated, sophisticated gamers. As a source of settings and narratives. interesting supplement as an imaginative, ideas and inspiration for fantasy game The tone of the presentation is also pretty, but awkward and unsophisticated systems, the development of magic in a appealing. For example, the designers jumble of high-fantasy magic ideas. At first fantasy campaign, and alternative role- acknowledge troubling inconsistencies glance the evocative illustrations of crea- playing game styles, it has a great deal to implied in the presence of wizards from tures; wizards, and supernatural beings offer the casual browser or the serious the WORLD OF ® setting make a good impression, but on closer student of FRPGs. (Bigby, , Ledmund, etc.) in the names examination, the organization and presen- of spells appearing in the Forgotten tation are much less smooth and coherent The Magister Realms. In the glib, shamelessly expedient here than in the GURPS® Magic or ARS Supplement for the AD&D® game and spirit of rationalizing the illogical (one of MAGICA games, or in The Magister. The FORGOTTEN REALMS® setting the greatest challenges and amusements in plethora of lists, charts, and brief descrip- 64-page softbound book the AD&D® game), the designers offer a tions of magic spells, devices, and crea- TSR, Inc. $7.95 number of simple “explanations” for these tures reminded me of game supplements Design: Ed Greenwood and Steve Perrin apparent inconsistencies. from the early days of FRPGs. The unde- Looking for some magical widgets to tailed floor and city maps with brief de- And now something for the AD&D® game perk up those poor characters who can’t scription keys were unimpressive, and the player. AD&D® game fantasy magic is any- cast spells? They’re all here: armor, cloth- adventure and scenario ideas were brief, thing but elegant in design, either in nar- ing, rings, wands, swords, and all the common, and unexciting. The material rative or in gaming terms. Its various miscellaneous goodies of the classic AD&D® clearly had sharp tone and epic feeble attempts at providing a rationale for game campaign. They are provided with grandeur—but the scale was so broad that magic and spell-casting are adorably lame, lore and function descriptions, generally the treatments often lacked the fine detail and searching for logical, self-consistent with colorful little stories,. implying the of the three supplements discussed earlier. principles in the varied mechanics and heroic deeds and grand, mysterious histo- Often, I felt that if the designer had just effects of spells and magical widgets is like ries of peoples, races, and kingdoms in the taken a few of the topics and developed hunting for snowballs in a volcano. How- Forgotten Realms. The widgets are useful them in more detail, the book would be ever, if you cheerfully embrace the basic and are not simply handy power tools for much more effective. conventions of AD&D® game magic, with popping open monsters. The tweaking of Take, for example, “The Lyceum Arca- memorized spell formulae and cartons of game effects and advantages is subtle and num,” the opening piece in the book, a magical devices spontaneously produced imaginative. For example, one magical description of the courses, faculty, and deep in the earth by mysterious geological shield confers no bonuses in combat, but physical plant of a Talislantan university of principles, it offers ample entertainment affects magical items (typically the ubiqui- magic. The conflicts in tone between con-

DRAGON 69 temporary notions of higher educational ity in magical tamar stones; the Mandalan attractive? Apparently the FANTASY HERO institutions and high-fantasy magical trap- mystic warriors, who elevate passive re- game draws the sort of gamer who has pings are a bit jarring. The room keys are sistance to an effective political perspec- very high expectations for game systems, short and textureless. Though some back- tive and a high martial art; and the who expects logical limits to the power of ground and descriptive detail are pro- decadent Phantasians, whose cloud cities magic, who desires internal logic in the vided—for example, course offerings and and windships are the fabulous remnants magic mechanics, and who prefers a bal- faculty thumbnail sketches—there’s no of a Golden Age’s high magical technology. ance between power expended to produce clear sense of how that detail might be A short story at the end of the volume is an effect and the scale of the effect. Not worked into session or campaign play. perhaps the most persuasive hint of the surprisingly, reducing fantasy magic to a Nonetheless, I think this is a useful and guide’s potential. Read it first for a sense logical game system is a tall order, but it’s even inspiring collection of ideas for FRPG of how the book’s materials might flower what FANTASY HERO game players seem GMs looking to expand the tone and ele- in a developed scenario setting. to be hoping for. And those players and gance of their fantasy campaigns. In many Evaluation: The virtues of the Talis- the game’s designers apparently. care ways, the awkward features of the Talis- lanta Sorcerer’s Guide are not as sophisti- about their game system. Essays and rules lanta Sorcerer’s Guide will be familiar and cated and polished as the other products alterations in the The Spell Book give comfortable to veteran D&D® game play- reviewed in this column, but the quantity abundant evidence of dedication to ers, and might be regarded as an opportu- and quality of high-fantasy ideas here are amending flaws in the original magic nity and virtue more than a liability. The noteworthy. Though not a first-class model system. GURPS® Magic and ARS MAGICA game of FRPG presentation or campaign devel- Personally, I am not a system hacker. I systems are elegant and coherent; as such, opment, as a sourcebook of ideas for high- am more concerned with narrative, con- however, they are less-readily dismantled fantasy campaigns, particularly of the flict, theme, and character than with the and scavenged for use in home campaigns D&D® and AD&D® game varieties, this book gaming aspects of FRPGs. However, I have without adopting the systems they are may be quite satisfying. ample respect for system fussing as a form designed around. Talislanta Sorcerer’s [Other TALISLANTA game system books of solitaire or talk-gaming. It’s certainly no Guide is more effective as an open-ended are discussed in “Role-playing Reviews” in more dopey than painting lead miniatures menu of ideas for the GM to develop in his DRAGON® issue #143.] or whipping up dozens of characters or own campaign. And the guide’s style of tinkering endlessly with scenario and FRPG magic spells and magical items is The Spell Book campaign backgrounds. If you are an perfectly compatible with the cheerful, Supplement for the FANTASY HERO™ inveterate system tinker, the FANTASY incoherent potpourri of magical effects game HERO game (and particularly its magic) found in the D&D® and AD&D® games. 96-page softbound book probably has the most detailed and articu- There are plenty of ideas to work with Iron Crown Enterprises $10.00 lated system tools available. here. Many of the spells and magical items Design: Aaron Allston and Mike Nystul About the first third of the book is dedi- are distinctive and imaginative. For exam- cated to rules amendments, corrections, ple, here’s a tasty variation on the concept This is perhaps more a notice of publica- additions, and a discussion of the neces- of invisibility—Cascal’s Shadow Dimension. tion than a review, in that I haven’t care- sary elements to consider in designing The caster steps into a shadow, opens a fully studied the FANTASY HERO™ system, FANTASY HERO magic for your fantasy little Shadow Dimension, and enters it. much less expended the time and energy campaign. The GM advice is lucid but too From within the small Shadow Dimension, required to design and run a campaign generic to be very exciting. I’ll bet the the caster can look out at his surround- using a system so fond of number-juggling. step-by-step procedures for organizing the ings, but he cannot be seen or felt since he However, if you are a superhero role- design of a FANTASY HERO magic system, is not really there. And the three microcul- playing gamer, you probably know about complete with a handy design worksheet, tures introduced have a nice feel and the CHAMPIONS™ game system, upon will be a big help to a GM already sold on heroic charm: the Ariane mystics, who which the FANTASY HERO™ system is the game. record their sense impressions for poster- based. A fair number of very good, very The 78 spells included are not designed sophisticated gamers are quite fond of the as a coherent set of spells for use in a CHAMPIONS™ system and, by extension, the particular campaign, but as examples of FANTASY HERO™ system. In the past, the the types of spells you might encounter in complete absence of supplements and a variety of campaigns. The spell effects support has made the FANTASY HERO™ themselves are not particularly inspira- system pretty much a dead issue, but with tional nor any more colorful than most Iron Crown’s decision to publish their own D&D® game magic effects, and are much fantasy-campaign supplements designed less distinctive than The Magister materi- for the ™ and FANTASY HERO™ als. Also provided is a magical secret soci- systems, and with the publication of The ety for PC spell-casters, the Kalen, which Spell Book, the FANTASY HERO™ game may is not particularly well developed in a become a more plausible choice for a small narrative sense. The blandness of the but dedicated audience of FRPG players. material is probably a result of the generic I admire the candid tone of the design- constraints of the system, since in The ers in acknowledging the frustration po- Spell Book, the mechanics and game sys- tential of FANTASY HERO™ magic. “All right. tems are the main focus, not the stories, I admit it. FH magic may be the most flexi- characters, settings, or themes of fantasy. ble system currently available, but at times Evaluation: If you play the FANTASY it can be downright frustrating.” “The HERO™ system, this is a must buy. If you magic system in FH is highly complex and like the CHAMPIONS™ game and want a fragile when it comes to balance!” “Jug- compatible fantasy system, you might take gling the various elements of an open- a look at this supplement and the FAN- ended system (like FANTASY HERO™) can be TASY HERO™ game. The Spell Book won’t be difficult for experienced , let particularly interesting or useful as a alone newcomers who may be confused sourcebook for FRPG gamers who use by the sheer bulk of the material!’ other systems. Why would anyone find such a system

70 JULY 1989

he kestral gave out a loud cry of fear. Tiyaron looked up from his studies in time to see the small falcon, suddenly Lord of the wild, disappear through the open window. Tiyaron shuddered as he gazed at the empty perch, then moistened his dry lips. Absently, he closed the forgotten book and sat for Keep a long time in deep thought.

“Give it back, Drace. It’s mine.” “Is it?” Drace asked the youth as he slipped the jeweled dagger into his belt. “I killed more men yesterday than you even looked at. How did you get this knife? Were you robbing the dead when you should have been fighting?” “I won it in battle fairly,” answered Skal. Drace smiled. “Then you should be able to defend it. I challenge your right to this battle-claim.” by Brenda K. Ward Skal paled. He glanced around for support, but the fighters near enough to hear the exchange were either polishing their gear or watching in neutral silence. He looked back at Drace. The warrior’s youthful, unscarred face belied his skill and experience in dueling or battle. Skal hesitated, then shook his head. “I won’t fight one of the duke’s elite guard.” “A wise choice.” Drace bowed. He strode off in an arrogant jaunt. “May I see the dagger, Drace?” Drace halted, turning around as Tiyaron stepped out from between two tents. “‘It’s no business of yours, wizard.” “I did not say it was. May I see the dagger, please?” Drace studied Tiyaron a moment, pulled the blade out of his belt, and handed it over. “The battle is over and the duke has other wizards. If you challenge me now, it will set you out of the duke’s protection,” he said. Tiyaron examined the dagger without comment. The hilt was ornately crafted. He could feel the slight power of the small ruby that governed it—a prize young Skal would cherish but which Drace would toss away when he found something better. Tiyaron handed it back. “Having what is not yours will not make you happy. It will interfere with your other pleasures as well. I suggest that you give it up to its rightful owner.” Drace touched his sword, giving Tiyaron the same smile he had shown Skal. “Is that a threat?” “I do not threaten.” Tiyaron turned his back and walked off between the tents. That night Tiyaron roused from his sleep. He felt that someone had been nearby. Closing his eyes, Tiyaron searched his room, nodding in satisfaction as he raised his hand to remove the dagger that had been plunged into the bedding just inches from his throat. He muttered a brief phrase. The blade glowed faintly for a moment. He would return it to Skal in the morning and see the duke about the journey ahead. Before he fell back asleep, Tiyaron’s mind wandered Illustrations by Ned Dameron out to the tents of the camp followers. He felt one trem- bling in the dark, shaking over the threats and the blow Drace had given her to keep silent about the night’s failed pursuits. The wizard bade her forget what had happened “I’ll change your dressing.” and sleep well. He rolled over to do the same. Drace caught Tiyaron’s wrist tightly. “I’ll not be scarred because of service to you. Heal this wound now,” “May your death be a long and agonizing one,” snarled he demanded. Drace as Tiyaron re-entered the cave. “I curse you. I Tiyaron shook his head. “That can wait. I’ve explained curse the day of your birth. And I curse these mountains to you why I cannot waste unnecessary effort. We will you brought me to.” arrive at the keep tomorrow if the weather breaks. After- Tiyaron paused in his task of adding the damp sticks to, ward, I will speed up the healing of your wounds.” the fire. No wandering spirit honored the warrior’s out- “You’ll do it now,” Drace repeated. burst, and Drace had not appealed to any god. “Or?” Tiyaron finished his task without replying. He took off “To the hells with you and your tower. I won’t fight for his rain-drenched cloak and spread it over a large rock to you until you heal this wound. So you had best hope dry. The sticks he had gathered sputtered and hissed, another highwayman doesn’t try to take shelter here.” eventually catching fire. “I see.” Tiyaron paused, then nodded. “Let go of my Outside, the rain continued at its furious pace. Their arm. I’ll do what I must.” horses and the pack animal huddled together just inside He picked up the bowl. “Sleep now. Your wound will the mouth of the shallow cavern but away from the now- be healed by morning. I hope the journey is not delayed blazing fire. Drace refused to be lulled by its cheery because of your vanity.” Tiyaron murmured further warmth. He continued to glare at Tiyaron. sounds as he changed the dressing. “By the duke’s command I go with you, but each The torrent outside masked Drace’s quiet snoring as moment the urge grows to kill you and seek service else- Tiyaron prepared his bedding for the night. Before lying where. Why are we here?” he demanded. down, he considered the cave entrance. At last he made a “My uncle is dead,” said Tiyaron, gathering supplies to palming gesture. make a poultice. “I go to claim Avenly’s keep. I asked the “Rock,” he said softly. duke for your services as escort.” Outside, the mountain’s face presented a solid wall of “There have been no messengers from the west. How stone to any nighttime passersby. do you know he’s dead?” Tiyaron watched the flickering of the fire. The kestrel’s The sun had burned away most of the thick morning sudden, frantic cry tore through his mind again. He shud- haze, but the air was still cold and damp as the pair dered. “I know.” reached the edge of a large clearing. Tiyaron gestured “You always seem to know, eh, wizard?” sneered upward toward the far end of the high meadow, where Drace. another sheer cliff rose sharply upward. Tiyaron did not reply. “Avenly’s keep,” he announced. “Why me?” Drace took a long, hard look at the broken pile of stones “You are the best. Also, I hope this journey will end the that might once have been a goatherd’s cot. enmity between us.” “You call that pile of rubble a keep?” he asked angrily. “How?” “What trick is this?” “My uncle had a skilled knife, much like the one you Tiyaron regarded him for a moment, then touched the coveted but more suited to battle. Help me gain posses- pendant that hung from a silver chain around his neck. sion of the tower and the knife is yours.” Drace reined his mount backward, drawing his sword, but Drace considered this. “The knife is there?” Tiyaron nodded past him. “Yes.” “Look again.” “How many stones govern it?” Sword still raised, Drace looked back and gasped. “Three. Emeralds.” Behind the broken stone hovel, nestled against the cliff “Em—” Drace paused to control his surprise. His face, stood a large tower of gleaming black stone. Drace’s sword hand twitched. “Just how much more trouble do arm dropped as he gazed at the intricately worked you expect in claiming this keep if it falls to you by battlements. right?” “No human hand made that tower,” he said in a low “My uncle safeguarded his home well, but I believe I tone. can handle any remaining magics. Your concern will lie “Not by usual methods, perhaps. But my uncle was with conserving my energy on the journey.” Tiyaron human enough.” soaked a long strip of cloth in the poultice before carrying “Wizard-work, nonetheless,” said Drace. “What did the bowl over to Drace. “Let me check your wound.” you do to my eyes?” Drace pulled down the blanket that covered him as “My own strength is vested here in this tower, as was Tiyaron knelt to examine him. The gashes across Drace’s my uncle’s,” explained Tiyaron as they made their way chest were long but not deep. There was no sign of toward the keep. “The exterior illusion was my own crea- infection. tion, so no effort was needed to permit you to see through “It’s healing well.” it. I will need all my strength today to dispel what remains “You knew that bandit was using magic.” of my uncle’s protective magics.” “I knew you could handle him. Had there been any “Understood.” real need, I would have intervened,” answered Tiyaron. “It will take some time before the keep is ready to have

74 JULY 1989 the new lordship assumed. Then I will be able to show Tiyaron hesitated, paling as Drace fingered the scroll’s you powers and riches your duke has only dreamed of. seal. “When you get upstairs, lock the room behind you Stay here until I require your assistance.” and open the window. Turn the small sand timer over and Drace watched as Tiyaron closed his eyes and held out sit on the round stone hearth. Then break the seal on the his hands before the massive oaken doors. After a long scroll. You will not be able to move until the sand runs interval, the wizard reached for one of the large metal out. When it does, you will be the acknowledged lord of handles. With a creaking that sent deep shivers through the keep.” both of them, the door slowly opened. “Give me the key.” When Tiyaron had obeyed, Drace gestured toward the The sun had climbed much higher in the sky when small side room. “In there. Is that everything?” Tiyaron reappeared. He was sweaty and visibly drained. “Yes.” "Come." Drace’s response was to slide the door shut, leaving Tiyaron led the way through an intricate maze of stairs Tiyaron in darkness. and well-furnished rooms to the third floor. They stopped in a large chamber at the base of another stairway leading Tiyaron stepped out as the door opened, blinking as he to the uppermost level of the tower. Several large, ornate entered the main room. For a moment he studied the tapestries hung in the room. As with the other rooms they familiar mocking eyes. had traveled through, the hangings and furniture were “I trust you haven’t been too inconvenienced.” free of dust or wear. “No, sir.” Tiyaron shook his head. He reached out to Tiyaron pushed aside one of the wall hangings to reveal stroke the young kestrel perched on the other’s protected a small doorway. He fingered a lever above the right lintel forearm. “I’m surprised you came downstairs this soon. post. The door slid sideways into the wall. How do you feel?” “There is no way to leave this room from the inside,” “Very good, all things considered.” Tiyaron warned, motioning toward the revealed entryway “So what happened?” and the darkness beyond.” “Don’t let the door close before “Would you believe I drowned?” I return.” “Oh?” He reappeared after a few moments, carrying a rolled “I was journeying up north, so far that snow covers the parchment and a small chest. “I have them.” ground nine months out of the year. I received a commis- “Have what?” sion to see if certain lights were a magical or natural phe- nomenon. The ship we were on was struck by a sheet of The skilled dagger that I promised you for your ice that was mostly hidden under the water. As the lights efforts,” answered Tiyaron as he set the box and scroll turned out to be a natural effect, I don’t think we were down on a nearby table. “And the deed of ownership that sabotaged.” will permit me to give it to you.” The keep’s master transferred the bird to a nearby "How so?" perch before examining himself in a hall mirror. “Young. Tiyaron pulled a key out of his belt pouch. “Stay here Good strength. Fairly attractive. Excellent choice, Ti- until I come down. This key unlocks the room at the top yaron. Who am I?” of the stairs. The scroll must be properly unsealed up in “One who was disliked by many and will be missed by that room or this whole tower, which has stood here for none. He urgently demanded the right to become lord of over half a millenium, will come crashing down.” this keep.” Tiyaron gave a wry smile. Drace nodded. “Shouldn’t you rest first? You look too “So he has.” Avenly reflected Tiyaron’s smile, then weary to do any more magic.” frowned as he glanced at the room his nephew had been the power needed now is in the scroll, not in me.” confined in. “Personally, I find it less trouble to travel “Is that so?” Drace laughed sharply. with those who are not my enemies.” Tiyaron whirled at the mocking sound. He was pushed Tiyaron shrugged, though his eyes twinkled. “For up against the wall as the edge of Drace's sword pressed myself, Uncle, I prefer the ancient piece of wisdom which against his throat. teaches that the best way to destroy an enemy is to turn “You have no right!” him into a friend.” “No? Listen well, wizard,” snarled Drace, picking up the scroll and fondling it with his free hand. “No one bests me in battle or cunning. For your interference in my life, I take as battle-claim the knife, this keep, and your power. “You said earlier,” he continued, pressing the sword closer to silence Tiyaron’s protest, “that your power is vested here. If I opened this scroll incorrectly, will that power survive?” Tiyaron closed his eyes. “No, it will not,” he said. ‘Then advise me on what I need to know to become lord of this keep. When I succeed, you will have your life, along with your power, as long as you never again use it against me."

DRAGON 75 Reviews

Computer-game ratings

X Not recommended * Poor ** Fair *** Good **** Excellent ***** Superb

Melbourne House 711 West 17th Street, Unit G9 Costa Mesa CA 92627 ©1989 by Hartley, (714)631-1001 Patricia, and Kirk Lesser J. R. R. Tolkien’s War in Middle- earth *** Commodore version $49.99 Until we played this game, we thought it From hobbits to Hillsfar impossible to bring the breadth and scope of Tolkien’s Middle-earth adventures to the personal computer. But Robert Clardy and his talented associates at Synergistic have brought to life the leading characters from and The Lord of the Rings on War in Middle-earth: the Commodore Amiga and PC/MS-DOS It’s a long walk to microcomputers. The adventure required Mount Doom. five years to create, and its graphic pre- sentation is superb. Your goal is to direct Frodo Baggins and his friends to Mount Doom, where Frodo must cast the One Ring into the fires to destroy it. Against you are all the forces of the corrupt wizard Saruman and the Sauron. On your side are the forces of good, which must be motivated into global action against the forces of evil. With over 80 on-screen animated charac- ters and a map that scrolls through 36 screens, this program sets a task before you that seems insurmountable, just as the task did for young Frodo in Tolkien’s clas- sic adventure trilogy. Yes, it does help to have read Professor Tolkien’s work before you play this game Hillsfar: Life is hard Many of today’s fantasy adventure gamers (but exciting) at 1st (myself included) were introduced to the level. world of fantasy through Tolkien’s work and have never lost their delight at the substantial world he created. Melbourne House has released an adventure that rings true; despite its lack of constant action, the game should become an exam- ple of how to convert a classic work of adventure fiction to a microcomputer environment. This is far different from its competitors. First of all, there are three levels of play. The first is the full map level, which offers you an overview of all Middle-earth on which your major forces are revealed. On this level, you can use the scroll icon (or the letter A on the keyboard) to save and restore games. The second level is known as the cam- paign level, and it is here that most of the action takes place. More detail is shown on-screen, and you can move about by

76 JULY 1989 scrolling the map. Orders for a character’s or division’s movements are given at this level. For example, when the adventure begins in the Shire, Frodo and his compan- Abrams Battle : ions are walking eastward toward Riven- Say it with sabot dell. In our game, we changed Frodo’s rounds. direction to the southwest, toward Tom Bombadil’s home, just as the Nazgûl were closing in upon Hobbiton and had the Old Forest Road to Rivendell pretty well cov- ered. Frodo has got to avoid the Nazgûl at all costs, for if he doesn’t reach Rivendell, he won’t obtain the help he needs to reach Mordor and Mount Doom to destroy the One Ring. Other icons present at this level are the magnifying glass (M), which takes you down to the third level, and the hour glass (T), which allows you to change the pace of the game. We recommend dropping the speed when learning how to play the game and when you are about to encounter an individual or locale. Otherwise, the action moves far too quickly for adequate com- prehension. At the third (animation) level, the char- acters are fully animated and individual orders can be issued to each. Command RoboCop: Stamp icons on this level include the eye, the out crime in a very map, and provisions. Again, each icon has direct way. a keyboard equivalent (in this case the letter S, U, and O respectively). The eye icon gives you each character’s status. The map icon takes you from the animation level to the campaign level. If you access the eye icon at the second level, you get information on the status of an individual character or a force. The provisions icon allows your selected character to put down take up, or use an object. This icon comes in handy to manipulate the goodies you find in the adventure. We enjoyed the animation level, even though it is a slow method by which to play this enormous tale. As you watch your characters move toward their desti- nation, you see them set up camp, start a fire, sleep, talk, and move around. When your characters encounter others, the 688 Attack Sub: You strangers may simply pass by. Sometimes, either stop World however, a window opens on the screen War III or you finish it. and the program asks you for a decision, When you talk to someone, remember to have pen or pencil in hand and write quickly. The word balloons don’t remain on screen very long, and trying to pause the game during a conversation with an NPC only loses the conversation, Combat is of critical importance, espe- cially because hobbits are terrible combat- ants. Frodo will likely become so scared that he puts the One Ring on his finger (thereby becoming invisible), and that act draws more Nazgûl than honey draws flies. Other hobbits in the party will proba- bly die in the confrontation. On one of our initial travels to Rivendell, we wandered northeast through a forest and happened to come upon two trolls. While the ranger Aragorn took care of one of the nasties, the second troll dispatched the entire

DRAGON 77 party except for the invisible Frodo. With fantasy adventures to microcomputers. Aragorn and his companions deceased, it With a smoother and faster interface, this was difficult for Frodo to make it to Riven- game could become a classic. As it stands dell. Eventually he did, but not without now, the game is bound to win the respect some wolves and more trolls filling his of Tolkien fans, adventure gamers, who exhausting journey with terror. enjoy enormous adventures, and those Let’s not forget that, even though you who have a high tolerance for waiting are most concerned with Frodo and his while ordered actions are completed. The party getting to Mount Doom, there are fully detailed fold-out map of Middle-earth other forces of good throughout Middle- is a marvelous addition to the game and earth that must be assembled to confront allows you to plot your actions without the evil forces of Sauron. Should any three constantly moving from level to level’ in of the good strongholds fall to the evil the game itself. Of the versions we have forces, the game is lost, even if the One played, we preferred the Commodore Ring has been destroyed. Amiga format. You must assemble the armies of good from the very start of the game and send , Inc. them to areas where they can halt the (distributed by Electronic Arts) flood of evil. As the hint book included in 1046 North Rengstorff Avenue the game suggests, Helm’s Deep and Minas Mountain View CA 94043 Tirith should be fortified with your south- (415) 964-1353 ernmost forces to await the arrival of reinforcements from the north. Or you Hillsfar *** might want to mass all of your forces to /128 version $39.95 break through the gates of Mordor. The This game is not the sequel to SSI’s Pool game can follow the story line of Tolkien’s of Radiance AD&D® fantasy role-playing books, but only if you want it to. There adventure. For those who wish to venture are several turns you can take to destroy beyond the environs of Phlan, the sequel Sauron and Saruman. But please remem- adventure is Azure Bonds, which will be ber, Frodo had many close calls in the released during the summer of this year. books and will probably have many more Hillsfar is a value-added adventure for while you are learning to play War in those who would like to take a side trip Middle-earth. while awaiting the sequel. This adventure is going to require hours You can import your of your time to complete. That’s good. The characters into the Hillsfar adventure, but fact that you can save adventures in prog they are reduced to their basic levels and ress is also good. However, if you remain retain none of their weapons or magical at the animation level for all of your steps, items. You can also create original Hillsfar or remain at the normal speed level, you characters, but you can’t export them to could become bored waiting for something Pool of Radiance. You will be able to ex- to happen. Keep in mind that in order to port your Hillsfar characters to Azure activate some of the other forces of good, Bonds. other must be completed. For ex- His Excellency, the First Lord of Hillsfar, ample, to mobilize the riders of the Mark, doesn’t appreciate competition. This you must present King Theoden of Rohan merchant-mage, the self-proclaimed ruler with the Red Arrow. When the Sceptre of of the town (his real name is Maalthiir), Annuminas is presented to the Gondor- makes certain that his guards bully those ians, they too will mobilize. Those notes who don’t obey his rules. And the conse- you’ve been taking during encounters quences of disobedience can be quite become crucial links to finding these nec- bruising, because Hillsfar possesses an essary items. These major events should arena where alleged criminals must fight be accomplished early in the game, or for their freedom. Those who are simply you’ll find these side adventures hampered sports minded can also enter the arena to by the forces of evil that seek the Ring fight for fame and fortune. Bearer. Hillsfar is known as the Jewel of the Becoming accustomed to the game’s Moonsea. Those of you who enjoy a bit of interface does require some time. This thieving must note that there are numer- results in several game restarts, because ous treasure chests to be picked within while you’re fumbling for the appropriate Hillsfar. The trouble is, you’ve got to suc- icon or key, the action continues. In com- ceed within a certain amount of time. Fail, bat on the PC/MS-DOS version, we couldn’t and the lord’s guards aren’t far behind! highlight the appropriate action box All manner of niceties can be found quickly enough with the joystick to pre- within the chests, ranging from magical vent a character from dying. Also, if you items to gold pieces. Remember, however, try to engage in an action during an that your weaponless and magicless state encounter at the campaign level, all you’ll requires you to survive on your wits. You’ll see is the decision window flash quickly- find adventure in guilds spread about the then disappear. That encounter has now city, the numerous pubs, the archery been lost, and it could have been a critical range, the cemetery, the haunted mansion, ADVANCED DUNGEONS & DRAGONS and the meeting. and even the sewers. You can even enter TSR logo are trademarks owned by and used under license from TSR, lnc.©1989 TSR, Inc. All Overall, War in Middle-earth is a lion- Maalthiir’s castle and see what you can get Rights Reserved. hearted attempt to bring one of the finest away with—literally! We reviewed the Commodore 64/128 Abrams Battle Tank *** version and found the detailed, 3-D graph- MS-DOS version $39.95 ics well done. When you enter a room, Tank warfare: Is there anything as thrill- you view your actions from the top down. ing, especially when the blazing of cannon Even though there are times when you’d is managed on a computer screen and like to map a certain area, there usually places the tank commander in no danger isn’t time to do so, as the time indicator is of injury? Electronic Arts has released a rapidly shrinking, and the guards aren’t well-conceived M1A1 tank simulation far behind. All activity occurs in real time. called Abrams Battle Tank. Designed by You must also have a save-game disk pre- Damon Slye and David McClurg of pared in advance so that you can save Dynamix, this offering is for PC/MS-DOS your character throughout the adventure. machines and arrives on one 3½” or two In order to save the game, you must re- 5¼” disks. The game has an install pro- turn to Hillsfar’s stables and ride back to gram that automatically copies the neces- your camp. This can be frustrating, espe- sary files to your PC’s hard disk. With full cially after having a particularly enriching support for CGA, HGC, and EGA graphics, experience in town. this tank combat simulator runs on most To begin the adventure, you must ride a IBM micros or compatibles and offers a horse from your encampment to the city 3-D view of the battlefield and opponents. gates. Learning to ride a horse is certainly The one area in which Abrams Battle Tank not a difficult chore, but you’ll take a few is disappointing is the sound accompani- spills learning how to manipulate your ment, but that’s the fault of the computer joystick to make the horse jump, duck, system, not the programmers. slow down, and speed up. The first of four operations stations is We highly recommend that you take the gunner station, which is accessed your time and check out the city. A map is using the Fl key. Here you can align the included on screen as well as on the back turret, toggle control between the tank cover of the user’s manual. There are 18 hull and the turret, lock on target, fire the buildings of note within Hillsfar. Some machine gun, and turn on the thermal buildings are numbered, and as you find imaging. Additionally, while in gunner out what each building contains, you can status, you can zoom in or out (1 X, 3 X, write its description on the manual cover. 10 X ) on targets and ready one of three Hunt for the pubs and guilds first, as they types of rounds for firing. The HEAT are quite handy. The latter are especially round, with a range of up to 2,000 meters, useful, for you can rest inside these build- is particularly effective against tank barri- ings and regain your health. ers and infantry units as well as armor, You must also acquire the skill of lock- but shouldn’t be used against the Russian picking. If you are of the thief class or choppers The AX ammunition is more have hired an NPC thief, you have a better appropriate for use against flying ma- chance to open locked treasure. When you chines and is considered an experimental, find something that needs to be unlocked, antihelicopter round. You can also use the you are shown the lock on screen along AX against other targets, but it takes a bit with a selection of lockpicks. You must more time to load this shell than the other select the lockpick which most closely two types. However, the AX also has a matches the tumbler of the lock. Some range of 770-4,000 meters, making it a locks have few tumblers, others have powerful weapon. The final round is the more. Each tumbler must open in se- sabot, an armor-piercing shell with a quence, from left to right. Don’t forget range of 2,500 meters. Don’t use this that time is quickly passing. If you choose round against infantry or aircraft. the wrong pick, you’ll probably break it. With the full-panel view of each station, And, should you put the wrong pick into a the gunner’s station uses numeric keys 1, trapped lock, we’ll bet you spring the trap! 2, or 3 to load your desired round. By There are other ways to open locks, pressing the space bar (or the fire button, such as using a knock ring that can open if using the joystick), the round is ejected one lock. Or, you may locate the chime of from the 120mm Rheinmetall Cannon. opening, which makes all the tumblers With full battle view from the turret, you open through its magical properties. You use gun sights to bear on your target. By can even try to open a lock by force. pressing the L key, you lock on the target; Hillsfar is not an in-depth adventure, nor by pressing RETURN at the same time, you is it as absorbing as Pool of Radiance. can cycle through the available targets Hillsfar is a nice adventure to while away until you pick one for your strike. This is the hours while waiting for SSI to release called the TAD (Target Acquisition Device) Azure Bonds. If you enjoyed Pool of Radi- box. Other gauges in the gunner’s station ance, you’ll like Hillsfar, and we recom- include a targeting readout in meters, the mend this adventure’s purchase for those target’s identification number, a speedome- who enjoy diversionary quests. ter for your tank, the engine temperature gauge, and smoke discharger. On the Electronic Arts range gauge, the color of the distance 1820 Gateway Drive readout also indicates the probability of a ADVANCED DUNGEONS & DRAGONSand the San Mateo CA 94404 hit by your selected round. When the TSR logo are trademarks owned by and used (415) 571-7171 number turned red (in EGA mode), we under license from TSR, Inc © 1989TSR, Inc. All Rights Reserved. DRAGON 79 knew we had a 75% or greater chance of add to the enjoyment of this simulation. hitting the target. When we maneuvered closer to the target, the enemy’s targeting also improved. We sustained some damage News and new products before deciding that, in some circum- stances, firing while at the yellow or green range (50% or less probability to hit) gave Activision Entertainment us acceptable percentages with less dam- 3885 Bohannon Drive age to our Abrams. Menlo Park CA 94025 The next station is the tank com- (415) 329-0800 mander’s station, accessed via the F2 key. Prophecy features one of the largest Here, you have a complete view of the weapons inventories of any role-playing battlefield and can pan 360° by revolving game, as well as an advanced combination either the tank or the turret. Area maps of graphics and role-playing. The adven- are also available, as well as information ture starts in CrissCross, a small village on sustained damage and onboard fuel. left in ruins by the evil Krellane, ruler of The cupola view (F3), which puts you up the Gendorian Empire. Living in constant through the hatch in the top of the turret, fear of being discovered, the people of gives you an unobstructed view of the CrissCross dream of the day that the hero entire area and should be used when you of the prophecy will appear and vanquish feel there are aircraft in the vicinity. The Krellane. But now, as nightmare becomes last view (F4) is the driver’s station. reality, you find your family and friends Your machine gun, accessible from the slaughtered by the powerful empire. gunner’s station, is great against aircraft Unarmed and alone, you set out on a and infantry, and smoke can be discharged quest to save the world from Krellane and out to about 100 meters. The latter is his. empire. Aided by your lightning re- indispensable when coming up against flexes and quick wits, you fight through enemy elements that don’t have thermal numerous obstacles and meet unusual capabilities. Punch up the smoke, switch creatures as you search for vast treasures to thermal, and it can be a duck shoot for and clues to unlock the puzzle that will you. Always try to keep enemy tanks in help defeat Krellane. Traveling through front of you, cycle through the targets the seven dungeon levels, where every until you locate the most dangerous ele- turn in the path is different, you can meet ment, and concentrate on that unit first. more than 20 animated, individually ren- You’ll eventually run into 12 Soviet and dered monsters. Through interaction with three U.S. battlefield machines. Pay partic- NPCs, you’ll obtain clues to locate weapons ular attention to the targets! Friendly units and gather magic spells needed to undo don’t deserve your sabot rounds! the dark secret of Castle Trinadon. This game is available for PC/MS-DOS ma- Maxis Software chines, priced at $39.95. (distributed by Broderbund Software) 953 Mountain View Drive, Suite #113 Cinemaware Lafayette CA 94549 4165 Thousand Oaks Boulevard (415)376-6434 Westlake Village CA 91362 (805) 495-6515 SimCity Terrain Editor **** Dark Side, released by Cinemaware Commodore 64/128 version $29.95 under the Spotlight Software label, is a 3-D Last issue we reviewed SimCity, a city space adventure that takes you on an building simulator that is a both an enor- ominous jaunt. Transformed into a merce- mous amount of fun and an education in nary of the future, your character be- economics and city planning. Now, Maxis comes a one-person army dedicated to Software has released the SimCity Terrain saving the world from imminent destruc- Editor, a program that allows you to create tion. Armed with lasers, shields, and a jet your own environments, from lakes and power pack, you must infiltrate a heavily rivers to channels, trees, and clear areas. guarded military zone and destroy a Or the program can create a variety of doomsday weapon before the apocalypse random environments for you to build is unleashed. The price is $39.95 for the upon. You can also use this editor to alter, PC/MS-DOS, Commodore Amiga, and Atari the terrain of a city you have already ST versions, and $29.95 for the C64/128 constructed. Some new cities that you can version. load and build upon have also been added to the disk. Data East USA, Inc. With the terraforming patterns control, 470 Needles Drive you set the limits for the random map San Jose CA 95112 generator and the terrain type. You can (408) 286-7074 also smooth out the map, ridding yourself RoboCop is now shipping from Data East of the blocky graphics so pronounced in USA in format for the C64/128 computer, SimCity itself. All operations have key- for $34.95. This game features the same ADVANCED DUNGEONS & DRAGONS and the board command equivalents. We’re sure action story line and adventure as the TSR logo are trademarks owned by and used that anyone running SimCity on a Macin- movie of the same name. Old Detroit has under license from TSR, Inc. ©1989 TSR, Inc. All tosh would want to have such a utility to been taken over by the corrupt under- Rights Reserved.

80 JULY1989 world. As RoboCop, part machine and part are thrust into the upper echelons of man, you battle evil forces in the streets feudal Japanese society at the moment a and confront the corrupt leaders of the political power struggle is erupting be- private company, O.C.P., while trying to tween two Japanese regents who aspire to preserve justice. You’ll encounter enemies be shogun. While adapting to this exotic both on the streets and within O.C.P., culture, you befriend Toranaga, one of the requiring the use of Robocop’s special- regents, and fall in love with Mariko, the issue Auto-9 gun or his abilities to kick, beautiful court translator. The action of punch, and jab. With multiple levels of the story revolves around the powerful play, the game also features detailed political forces that influence and ulti- graphics similar to the movie’s scenes, mately control your life and the lives of including the back streets of Detroit, a city Toranaga and Mariko. The game is priced park, and City Hall. at $59.95. Journey is a graphically illustrated world Electronic Arts of dwarves, elves, , and wizards. Designed by John Ratcliff, 688 Attack ‘The story starts in a village that has en- Sub has appeared for PC/MS-DOS com- dured suffering for five years. When all puters. This is the first submarine simula- hope began to fade, a party was sent out tion that allows you to take command of on a quest for the revered wisdom of a either a top secret Los Angeles-class U.S. great wizard, Astrix. The first party never attack sub, or a Soviet Alfa submarine. 688 returned, and a second party is now being Attack Sub integrates 256 colors with 3-D formed to again attempt to find Astrix. As graphics to give you both a visually realis- an apprentice food merchant, you accom- tic simulation and a naval experience that pany the party and keep a diary. captures the feel of modern-day conflict. In the tradition of J. R. R. Tolkien’s The As captain of the sub, you give orders to Lord of the Rings, this program places you crew members, who come to life in the in the magical adventures of five adventur- form of digitized pictures. In peacetime, ers as they solve puzzles, overcome obsta- you hunt and dodge foreign subs while cles, and explore unknown lands. You’ll trying to avoid actions that could lead to a pass into the adventure with ease by sim- shooting match. As the cold war turns hot, ply selecting commands from a menu. you’ll duel other hunter/killers to the Each character can act on his or her own, death. Missions become increasingly more sometimes advancing the quest, sometimes dangerous as you stalk ballistic missile hindering it. You can help them decide submarines and execute bold attacks on where to explore and what actions to take, enemy convoys and battle groups while becoming a part of their strategies and protecting your own forces. You are finally problem-solving. And, because you control ordered to make daring cruise-missile the actions of the party, you must play the strikes at inland nuclear facilities and fight part of a combat strategist, physician, a heavily armed fleet in order to make , and character judge, all while your escape. 688 Attack Sub is priced at pursuing the defeat of the evil that has $49.95. A 5¼” and 3½” combination disk infested the land. The price for the IBM, version is available for $54.95. Macintosh, Apple II, Apple II GS, and Com- Challenge your favorite opponent to modore Amiga versions is $49.95. Kung-Fu style hand-to-hand combat while street fighting in the toughest neighbor- Psygnosis Limited hoods with the newly released Double Century Buildings Dragon for the Atari ST Billy and Jimmy Tower Street Lee are twin brothers who learned to fight Liverpool L34BJ for survival. When Billy’s girlfriend is United Kingdom kidnapped by the Black Warriors, led by The new arcade thriller Blood Money the mysterious Shadow Boss, Billy and plunges you into a maelstrom of destruc- Jimmy must pursue the savage street gang tion. With over 1MB of graphics in stun- through the sprawling slums, factories, ning colors, over 400K, of exciting and outskirts of the city to reach the hide- soundtrack, and challenges for all your out of their enemy. The price is $39.99 for game-playing skills, this game finds you the Atari ST Versions are also available for swapping from submarine to helicopter to the C64/128 ($34.99), and Commodore jet pack in your fight against creatures Amiga and PC/MS-DOS machines ($39.99). and alien weapons that assault you from all sides. The game involves strategy as Infocom, Inc. well as fighting skill as, after buying neces- 125 Cambridge Park Drive sary weapons, you balance your budget Cambridge MA 02140 throughout each of the four-alien safari (617) 492-6000 missions. Designed for the Commodore A top-selling novel and TV ratings top Amiga, Blood Money is priced at $49.95. per, James Clavell’s Shogun has now been brought to the Apple Macintosh and Com- Strategic Simulations, Inc. modore Amiga personal computers. You Modern land warfare is the focus of a become John Blackthorne and enter the new SSI release entitled Overrun! The ADVANCED DUNGEONS & DRAGONS and the 16th century, embarking on an uncharted year is 1992, and the game includes heli- TSR logo are trademarks owned by and used route to Japan. Upon reaching land, you copters as well as new and near-future under license from TSR, Inc. © 1989 TSR, Inc. All Rights Reserved.

DRAGON 81 weapons systems. The package includes get into high resolution graphics mode I recently found an extremely helpful eight preprogrammed scenarios, three of before BLOADing YUMMY. This is an hint for all The Bard's Tale III players. To which depict the Arab-Israeli battles of important step; if it is omitted, the whole work this secret, you must have beaten 1973. You can also create your own sce- thing won’t work. Here’s the complete Brilhasti ap Tarj. When you go to the Old narios pitting NATO forces against the method: Man, he will advance you to the 35th level. Warsaw Pact nations. This game has been 1. Get into ProDOS. Then, create a bogus character at the released for the Apple II computer family 2. Insert The Bard's Tale III boot disk. camp and add him to the party. When you and the C64/128 at $49.95. 3. Type HGR. talk to the Old Man, he will be confused The new fantasy adventure game from 4. BLOAD YUMMY because suddenly there is a character in SSI is Demon’s Winter released in C64/128, Chris Carman the party who has not beaten Brilhasti. PC/MS-DOS, Atari ST, and Commodore Oxford OH However, as the others have accomplished Amiga formats. Demon’s Winter is set in the defeat of Brilhasti, the Old Man will an immense, detailed world and promises I seem to have stumbled upon a way to award all 600,000 in experience. Simply many hours of discovery, adventure, and give my bard an infinite number of songs. repeat this process. An example of what excitement. Your five-character party may I’m not sure why or how this happened, this can do follows. I now have a 213th- consist of dwarves, elves, or dark elves. but upon finding a canteen full of water, level monk with -50 AC and who can do Each character is rated for speed, my bard drank the entire contents. Now, 2,000 damage when punching; a 113th- strength, intellect, endurance, and skill. As no matter how many songs she plays, her level archmage with 2,066 spell points; the game progresses and the party gains number of songs is never depleted. and a 214th-level bard with 123 tunes left! experience, these attributes increase. Your On level three of Brilhasti’s demesne, use Adam Query characters can belong to any of ten a PHDO spell early and avoid going right Roanoke VA classes, including barbarian, thief, wizard, down the passage. In Arboria, make sure and scholar. The price is $29.95 for the to get lots of Water of Life; it’s useful in a Battletech (Infocom) Apple II and C64/128 versions, $34.95 for number of places. In Gelidia, be sure to When starting the game, you should let the PC/MS-DOS format, and $39.95 for the explore the entire world despite the freez- Jason stand in the city doing nothing for ST and Amiga versions. ing cold; a diary can be most helpful. In several hours. This increases your much- Kinestia, Ferofists’s message can give you needed C-bills. Before your seventh train- access to Urmech’s lair. Also, take a deal ing mission, you should buy armor, a Clue corner when it’s offered to you. In Tenebrosia, submachine gun, and all of the rifle train- exercise care in the deadly tar quarry and ing you can obtain. It also helps to flee when you are faced with the real thing in The Bard’s Tale III (Electronic Arts) beware of decoys in Sceadu’s demesne. Pat Neylan your training. The Chameleon is the best There was a slight error in my hint Guttenberg IA mech to use. (DRAGON® issue #144) regarding the Shawn Shoemaker viewing of the creators of this game. I Rohnert Park CA forgot to include a third step, which is to Pool of Radiance (SSI) To halt the river’s pollution, take a boat to the other side of the bay. Follow the river north until you find an island. Walk along the riverbank until you find a boat. Take the boat to the island. The island has many teleport traps that you must avoid in order to reach the pollution’s source. If you find some rocks, pick them up. Then, as you move forward, throw a rock ahead of you. That’ll take care of the traps. This procedure will take you to the pollution’s source. Along the way, you’ll have many encounters that yield magic items you can definitely use. By the way, if you haven’t figured it out yet, the Boss is a dragon of B type (and B doesn’t stand for brown). The Boss has been in the Pool of Radiance, and it does strange things to a body! James McCoy South Bend IN

Avoid unnecessary combat, such as random encounters. Parlay will work with any intelligent creatures in the wilderness, even with trolls and driders. To guarantee success in parlaying, it is a good idea to have at least one character with high charisma. There is also a most interesting treasure in Cadorna Textile House, espe- cially for low-level characters. But you should get help from the local thieves’ guild before opening the treasure to earn all you can from it (bringing it back, by the

82 JULY 1989 way, is a commission!). A certain bottle might also help you defeat the vampires, Overrun!: An but I found it easier and less tedious to overview of the defeat the denizens of the graveyard than modern battlefield. those who reside near the bottle. However, if you prefer the latter approach, Yarash’s wand and as much healing power as you can muster will be helpful. Entering the first cubicle you come to in the pyramid usually allows you to avoid the deadly maze within. Confusion in the buccaneers’ camp might be better than outright combat. Never miss a chance to set up a watch while camping. Try to be at full strength before the final battle with the Boss, with as many hold person and offensive spells as possible. To minimize losses, spread out and stay away from walls when the Boss takes aim. You will also learn to hate bugbears! Tim Peckham Toronto, Ontario

Sentinel Words 1: Future Magic (Electronic Arts) Whenever your communications officer advances, have him attempt to enter the Demon’s Winter: A ship’s computer system. Watch the Federa- river voyage across tion Communication channel whenever a huge new world. you have a chance, because this channel informs you of your missions. When fight- ing many dragons, think before running among them. When boarding Raider ships, open the first door and let the raiders come to you. This way, you can search the ship without worrying about the self- destruct system. Shawn Shoemaker Rohnert Park CA

Shadowgate (Mindscape) Drop the cold sphere into the lake. Take the key (it looks like the skeleton’s arm) from the skeleton. Take the silver arrow that points to the secret passage. To kill the lady in the tower, operate the arrow on her. To get the key to lift up the king’s throne, play the flute in the room where you found it. lb get the magic wand, put the iron rod (the one in the tower behind succeed in mastering the joystick motions, Don’t forget that the Beastie Award the star chart) in the flagpole holder on you’ll find it very useful. voting is still proceeding at full speed. the lookout. When you’re in the Inner Sanctum, look Please send your ballot naming the game Jared Boushliman through the telescope in the telescope you are voting for, the system you run the Carlisle PA room; you might find it interesting. game on, and your name and address to: Howard Chan The Beastie Awards The Last Ninja (Activision) Los Angeles CA 179 Pebble Place A friend of mine discovered an option San Ramon CA 94583 for characters to commit suicide, and I Ultima IV (Origin) Until next issue, game on! have discovered a back flip maneuver. To obtain some truly powerful magical Both of these options are undocumented wands and bows, go to the Buccaneer’s Most product names mentioned in this column are and can be used at any time. Den. You can get there either south of trademarks owned or licensed by the companies that produce those products. Use of the name of any To have your character commit suicide, Lock Lake or east of Trinsic. product without mention of trademark status should press CONTROL H. The black flip is a little Heavily guarded by hordes of daemons, not be construed as a challenge to such status. more difficult to do than any of the other the Shrine of Humility is located roughly maneuvers. I highly recommend a joystick south of Moonglow. There’s lots of gold, for this one. Move the ninja backward for but it’ll cost lots of blood. about a second, then quickly move the The Shrine of Sacrifice is an easy place joystick forward and press the jump/attack to get Nightshade. button while moving the joystick forward. Neil Reicher You might not be able to get this maneuver Arlington Heights IL the first time you try it, but when you do

DRAGON 83

©1989 by John C. Bunnell

THE EIGHT Neville’s story hook is the Montglane at once peripheral and intimate. Though Katherine Neville Service, an ancient, ornate chess set said we meet such well-known folk as Talley- Ballantine 0-345-35137-1 $18.95 to hold the key to ultimate power. One rand, Robespierre, and Napoleon (as well Take the most convoluted Alfred Hitchcock narrative thread follows the scattering of as Russia’s Catherine the Great), Neville’s thriller you can find, shuffle its reels with the chess set on the eve of the French focus is on individuals rather than on the those of an epic set during the French Revo- Revolution, while another finds modern- larger political confrontation. A similar lution, splice in occasional scenes from day computer analyst Catherine Velis approach colors the contemporary plot, Through the Looking Glass and a champion- thrust headlong into a mission to reassem- which is laid out in the months just prior ship chess match, and you have some idea of ble the missing pieces. In both cases, the to the 1973 Arab oil embargo. what to expect from The Eight. Katherine race for the service attracts a varied col- It’s a successful tactic. Catherine Velis’s Neville’s first novel is an adventure on a lection of philosophers and power seekers, professional nonchalance is appealing, and cinematic scale, kept deftly entertaining by all pursuing the service with little knowl- it’s about the only thing that keeps her down-to-earth characters and a near-infinite edge of its true secret. ahead of her opponents. (Help also comes supply of plot twists. Neville’s view of the French Revolution is from a Russian spy, reclusive scientist Dr.

86 JULY 1989 Ladislaus Nim, a family of Jewish entre- and character. Yet the characters refer to The time is the early 21st century, when preneurs, and an Algerian oil minister.) the Outsiders by name and call Melanie international politics has a peculiar dual The cast—including the villains—is quirky the Rulewoman. Though there is some purpose: World governments have cooper- and uniformly likeable. And if the histori- question as to whether the gamers created ated with the U.S. to staff the Starfarer cal figures seem more distant, it’s a func- Gamearth or merely shaped a pre-existing with a varied crew of researchers and tion of their culture that doesn’t keep reality, it is taken for granted that the explorers (including the first member of them from holding the reader’s attention. gamers can destroy it. the Grandparents in Space program), but The dual-tracked plot and (perhaps) the The lack of a larger context is the real familiar political tensions now prompt the neatly startling last-minute solution take sticking point with this novel. Given that government to redefine the ship as a mili- The Eight somewhat beyond the realm of Gamearth appears to be real, key ques- tary station and halt its mission of inter- the average espionage campaign, though tions remain unanswered: If Melanie and stellar exploration and contact. Needless to there are certainly ideas worth adapting in her friends created it, where did they get say, the ship’s crew opposes the move, and Neville’s novel. But then, that’s part of the the power to do so, and why aren’t they a complex race ensues to see if the ship tale’s virtue: Rather than taking a formula aware of the world’s reality? If they didn’t can escape orbit before the troops arrive. plot and adding variables, Neville has create Gamearth, who did—and why have McIntyre isn’t content with only one taken an intriguing idea and woven a the gamers been allowed to assume au- story line, however. Back on Earth, the multi-faceted adventure around it. The thority over Gamearth? We’re given a few Starfarer’s prospective alien-contact expert Eight is a glittering, stylish debut, and vague hints, but without some understand- is involved with the divers, who are Katherine Neville’s future works will defin- ing of the larger framework in which both genetically-altered sea-dwelling humans itely capture attention. gamers and characters operate, it’s hard to also trying to elude the military. (The anchor our sympathies. divers are harder to detect than subma- GAMEARTH The novel ends well before Gamearth’s rines, so they make better spies.) And a Kevin J. Anderson fate is decided, and prospects for a sequel Russian scientist aboard the spacecraft has Signet 0-451-15680-3 $3.95 are as uncertain as Gamearth’s origins. If a secret in his past. Other secondary sto- Few things are as frustrating as uncer- Anderson’s real story is that which takes ries veer into the scientists’ personal lives, tainty. Unfortunately, “uncertain” precisely place in his fantasy realm, then a second though gains in emotional texture are describes my reaction to Gamearth. I’m book is essential. If his emphasis is on the offset by a correspondingly thinner plot not sure whether my vague sense of dis- real-world gamers, though, the seemingly focus—McIntyre’s tense international satisfaction arises from flaws in the novel, ambiguous conclusion may be exactly relationships are taken for granted, not or too much effort spent hunting nonexist- what he intends to convey, with the developed from well-defined roots. ent flaws. I’m not even certain I know fantasy-plot’s outcome less important than But if Starfarers belongs in that wing of what sort of story Kevin J. Anderson the life-goes-on message of the conclusion. modern science fiction that promotes means to tell. It’s a dilemma left squarely in the reader’s space exploration and colonization as the His tale operates on two levels. One tale lap—the answer isn’t in the book, and world’s one true salvation, it is a far more involves a group of fantasy gamers who those (like me) who keep looking for it graceful and entertaining gospel than the disagree about whether or not to continue there are in for a frustrating time. loud political tracts usually found in that their campaign, while the other tale fol- category, and it takes the premise a step lows the group’s game characters as they STARFARERS farther than most. Few modern SF writers attempt to save their world from the Out- Vonda N. McIntyre have asked themselves how humanity will siders’ wrath. The individual elements are Ace 0-441-78053-9 $3.95 reach the stars; McIntyre deserves full at least agreeable, but fitting these individ- Although Vonda McIntyre’s latest novel credit for providing a thoughtful answer ual pieces together makes for frustration. has no official connection to , it’s to a question too rarely posed. The gaming group is believable, if a bit not hard to discern a thematic link be- remote. Melanie, David, Tyrone, and tween McIntyre’s spacecraft, the Starfarer, LORD OF CRAGSCLAW Scott-the players who each have charac- and the more familiar U.S.S. Enterprise. and Neil Randall ters and a share in the game’s refereeing Both are designed to operate as state-of- Bantam 0-553-27462-7 $3.95 duties) have run their Gamearth campaign the-art traveling scientific research insti- I’m generally not a fan of packaged for two years (apparently with no player tutes. The difference is that Kirk and series, in which an editor recruits a room- turnover!) when David decides to end the Spock (or Picard and Riker) are essentially ful of authors to write pieces of a larger game and sets a world-destroying menace free to roam the galaxy. The crew of the story. But despite its excessively grand loose on the map. His chief adversary is Starfarer, by contrast, can’t even be sure label, the Guardians of the Three series Melanie, who vows to preserve Gamearth they’ll make it out of Earth orbit. bids fair to overcome that resistance by a from anything David can throw at it. News of the Outsiders’ struggle leaks into Gamearth, where elemental stones of power appear as mystic dice, black hex lines mark instant geographic changes, and the Book of Rules governs all. Ander- son’s depiction of Gamearth has a nicely constructed feel, and the monsters and adventurers stand up well to tradition. A race of shapechangers provides some depth and lends assistance to the group of characters intent on protecting Gamearth from David’s creation. It doesn’t pay, though, to analyze the scenario too closely. While we’re loosely told which player matches which charac- ter (Delrael and Vailret are Melanie’s, and two eccentric scientists belong to Scott), there is no real sense of correspondence or connected viewpoint between player

DRAGON 87 wide margin. If future volumes maintain ing the links is Andelemarian’s white- In a technical sense, The Earth Lords the quality of the initial novel, creator Bill furred daughter Sruss, who grows from might be thought of as good science fiction Fawcett’s chronicles of the mrem may pawn to chess player as events take her because of the strength of its concept. rank as one of the most distinctive crea- far from her familiar city. Done correctly, the blend of rugged tions of modern fantasy, corporate or The distinctiveness of the mrems’ world frontier life with baroque Victorian tech- otherwise. may limit its durability as a storytelling nology would make for refreshing reading Most collaborative series to date have milieu. But in scope and style, the lands of (or adventuring). But it’s more accurately relied on well-known writers’ names (and Guardians of the Three resemble those viewed as oddly flawed fantasy—oddly, their second-hand plots) to attract reader that belong to TSR’s FORGOTTEN because veteran writer Dickson makes the attention. By contrast, this saga is based on REALMS™ campaign setting—a comparison error of assuming that because it’s fantasy, the meticulously crafted culture of the that raises some interesting possibilities. it doesn’t have to be logical. As it is, the mrem, a race of humanoid felines whose Few fantasy worlds are well-crafted novel is at most a promising template for multilayered civilization is threatened by enough to have identities apart from the referees and writers interested in working the mysterious sorcery of the Eastern novels or game episodes that occur within their own variations on its premise. Lords and their deadly reptilian allies, the them. This one, though, shows signs of liskash. This is world-building on a major being one of those few. At the very least, BURNING WATER scale; Lord of Cragsclaw, the initial novel, Lord of Cragsclaw tantalizingly scratches Mercedes Lackey ranges from the busy streets of metropoli- the surface of a promising bit of stone. Tor 0-812-52104-S $3.95 tan Ar to wild plains where deadly preda- Whether future novels show the specimen My tastes in are probably tors and fierce mrem raiders hunt. The to be pyrite or gold, this first story is more peculiar. I prefer mysterious, diabolically social structure is rich with plausible than satisfying. intelligent menaces to mindless monsters details, and intricate political conflicts wallowing in piles of shredded corpses, permeate the adventure. THE EARTH LORDS and I find honest fear and passion far Better still, Fawcett and co-writer Neil Gordon R. Dickson more compelling than sex-crazed rituals Randall hang a compelling tale on Faw- Ace 0-441-18044-2 $3.95 and lunatics. Now don’t misunderstand: cett’s setting. Lord of Cragsclaw follows It’s harder and harder today to distin- Burning Water is not short of murders and two linked struggles: that of Talwe, a guish science fiction from fantasy, and The rituals. But it doesn’t feature gore and sex plainsmrem whose unusual coloring and Earth Lords is a clear example of the prob- at the expense of its logical, wide-ranging inborn magical ability set him apart from lem. It’s labeled fantasy (there are dwarves plot, and that’s unusual enough to make his clanmates; and that of city-born con- and a hidden underground city), but the this novel stand out. spirators Jremm and Mithmid, who are a context is closer to science fiction (the In fact, Mercedes Lackey’s tale can very part of the wizards’ underground that dwarves are genetically inbred, and their nearly be described as a cross between a guards King Andelemarian from unseen realm is the product of extensive indus- Nancy Drew book and an Unsolved Mys- enemies and plots. The individual connect- trial research and development). Yet while teries TV report. investigator Diana the narrative attempts to maintain science- Tregarde exudes competence; she’s trained fictional rationality, the essential irrational- in practical neo-pagan as well ity of the novel’s characters propels the as in self-defense, is equally at home tale toward fantasy again. prowling electronic data bases or musty Gordon Dickson has definitely done his library stacks, and has (or can develop) homework for this novel; the frontier any web of informants she’s likely to need Canadian setting feels authentic, and its in a given situation. In short, she’s much atmosphere as well as that of the Earth too good to be true—but Lackey compen- Lords’ realm are sketched in elegantly sates by giving Diana a wry, practical slim-lined patterns. As a whole, the novel sense of humor and a disarmingly normal has the feel of an expertly rendered pen- outward image. and-ink landscape that is, in its intended Diana’s latest challenge takes her to sparseness, given a faint, distant aura. Dallas, where police are baffled by a series Protagonist Bart Dybig, a nomadic sort of bizarre killings with increasingly ritual- whose diverse background frequently istic overtones. She quickly confirms that mystifies even himself, is also set in this dark magic is involved, but must sift well-rendered but sparse landscape. When through several mythologies worth of Dickson “draws” the scenery or focuses false trails before finally tracing the evil to narrowly on Bart, The Earth Lords is its source. In the meantime, victims multi- engrossing. ply faster than rabbits, and the powers of But once the story has gone under- darkness seek recruits in strange circles ground, Dickson goes to great lengths to indeed. establish political and social conflicts that Burning Water is unusual in several simply don’t make sense. The Inner World respects. Diana’s survey of suspects takes is presented as a permanent, fairly stable in a wide variety of magical subcultures pocket civilization (essential, since the and traditions, and treats them all with at weapon the dwarves have developed to least a measure of respect. Lackey displays destroy the surface world has been prim- convincing familiarity with her subject; ing for almost a century). But the class while the main emphasis is on Central- tensions among the Inner Worlds three American lore, Diana must deal with ev- power groups are inherently unstable, and erything from Gypsies to an Amerindian it’s impossible to believe that the political shaman to pseuodsatanists in her search, climate Dickson describes would endure and each world view is drawn lightly yet as long as he claims. Where the Inner distinctively. World’s physical design and background The leisurely pace of this novel is an- follow meticulous logic, its inhabitants are other unique feature, as Lackey allows her rigorously illogical. nemesis entity the time and patience to

88 JULY 1989 develop its resources. Tezcatlipoca’s Beowulf? is a quiet, thoughtful tale whose FRPG campaigns, which tend to be enter- dreams of conquest are tempered with comedy comes almost entirely from its taining but not memorable. Holt’s story logic; the murders allow him to accumu- characters. Very rarely have Norse person- has both qualities, and reading it is like late psychic power, while a separate pro- alities been given the diversity of shading finding a pearl in a bag of ordinary mar- ject draws in members of youth gangs to Holt provides, and it’s entertaining to learn bles. provide physical support. Few horror that no one Viking warrior is necessarily adversaries display this level of pragma- just like the next. Even the villains, includ- Recurring roles tism and tactical awareness. ing sometime wolf Thorgeir Storm- It is longer past deadline than usual this Further pluses include an almost com- shepherd, are an engaging lot, and the two time, so now the stack of repeat material plete lack of sexual stereotyping or poli- sides manage to thoroughly bewilder and threatens to overbalance the desk. Best tics, elements often found in other horror bemuse everyone from the BBC to a crack news first. The Tales series of ele- works or discussions of modern magic- antiterrorist squad. gant (and uniformly extraordinary) rewrit- oriented religions; and a number of in- The aforementioned silliness also bene- ings of traditional stories has a new home triguing tidbits concerning Diana’s fits from Holt’s logical plotting. The at Tor Books, and Patricia Wrede’s version background. These far outweigh the occa- sorcerer-king has adapted magic to the of Snow White and Rose Red (Tor, $15.95) sional eccentricities, most notably Lackey’s technological age-but Hrolf and company is as intriguing as its predecessors. This inexplicable use of ack emma as longhand have the ultimate magical jamming device, version of the Grimms’ tale is transplanted for A.M. (as in “morning”). And it’s encour- an ancient that’s actually a neatly to Elizabethan England, and Wrede neatly aging that Burning Water appears to begin wired circuit. (Before the adventure is balances elements of Spenser, Shake- a series of Diana Tregarde novels—yet over, they’ve had to steal a substitute from speare, and Celtic lore in a lightly formal another rarity in the horror arena. Any- the British Museum and borrow power package. one who likes their supernatural yarns from a pair of energy sprites engaged in Shifting focus to the mysterious East laced with intelligence will find this novel perpetual games of chance.) finds Judith Tarr in fine form with A Wind more than satisfying. I recall reading recent comments by In Cairo (Bantam, $3.95), the tale of Hasan gamers asserting that broad humor simply al-Fahl Sharif, transformed from reckless WHO’S AFRAID OF BEOWULF? doesn’t belong in a fantasy setting meant young socialite to the prize stallion Kham- Tom Halt to be taken seriously. Who’s Afraid of , cursed to remain a horse until he St. Martin’s 0-312-02669-2 $15.95 Beowulf? demonstrates the exception to atones for a range of misdeeds and sub- that rule; rather than imposing humor on mits to a woman’s will. This is a superbly “But it’s eighth century,” said the lecturer. a serious construct, Holt extracts natural stylized blend of romance and magic, with seventh.” “And you’re humor from his juxtaposition of two per- sand almost blowing off the pages. “Who are you calling seventh century?” fectly straightforward worlds and the Other Arabian Nights material may be “But your saga. . . .” Heedless of personal individuals who populate them. That can’t less elegant but no less consistent. danger, the lecturer grabbed his sleeve. Crystals be said of most comic fantasy novels or (Bantam, $3.95) con- “Definitely set in seventh-century Norway.” of Air and Water “I know,” said Arvarodd sadly. “Bloody editors,” he explained. Such is the scene at the British Museum as a band of recently awakened Vikings prepares to do battle with an evil sorcerer- king turned international corporate ty- coon, and it perfectly captures the mild, whimsical tone of Who’s Afraid of Beowulf? Tom Holt’s tale of a Norse epic trying to play itself in modern England is one of those books that goes by with ef- fortless ease yet lingers pleasantly in the back of the mind long afterward. The novel starts quietly enough, when American archaeology student Hildy Fre- deriksen accidentally stumbles across the enchanted ship of one Hrolf Earthstar and his men, buried long ago after a battle with an evil sorcerer-king. Her discovery awakens the sleeping Norsemen, and King Hrolf promptly realizes that his old adver- sary is still very much alive, with his fin- gers deep in international trade and sights aimed at subtle world domination. But if the Vikings are to have any chance of defeating the Gerrards Garth business empire, they must first succeed in blend- ing into a very strange world, where beer comes in metal tubes and man can travel without horses. Holt’s novel is light comic fantasy with a solidly British twist, but while the humor is culturally similar to that of Douglas Adams and Terry Pratchett, it’s of a per- ceptibly different slant as well. For all its inherent silliness, Who’s Afraid of

DRAGON 89

DRAGON 91 indicates an Australian convention. About 3,000 people are expected to attend Admission for this event is $20 for three days, if Convention Calendar Policies indicates a Canadian convention. indicates a European convention. paid in advance, or $25 at the door. Single-day admissions will be available at the door; prices This column is a service to our readers * lndicates a product produced by a company other than TSR are $10 Friday, $12 Saturday, and $10 Sunday. worldwide. Anyone may place a free listing Inc.™ Most product names are trademarks owned by the Write to: Bulldog Productions, P.O. Box 820488, for a game convention here, but the follow- companies publishing those products. The use of the name of Dallas TX 75382; or call: (214)349-3367. ing guidelines must be observed. any product without mention of its trademark status should not be construed as a challenge to such status. In order to ensure that all convention MEMPHIS FANTASY CONVENTION VI listings contain accurate and timely infor- ARCANACON VII, July 7-10 July 14-16 mation, all material should be either typed Melbourne’s longest-running role-playing This fantasy fiction and gaming event will be double-spaced or printed legibly on stand- gaming convention will be staged at the Col- held at the OMNI Memphis Hotel, 939 Ridgelake ard manuscript paper. The contents of lingwood Education Centre in Collingwood, Boulevard, in Memphis, Tenn. (phone: (901)684- each listing must be short, succinct, and Australia. Featured events will include a wide OMNI). Room rates are $60 for a single or a under 150 words long. variety of tournaments, a masquerade, videos, a double. Guests include: Larry Elmore, Keith The information given in the listing must convention dinner, and a dealers’ room. Write Parkinson Allan Hammock, George R. R. Mar- include the following, in this order: to: ARCANACON VII, PO. Box 312, Glenroy tin, Michael Bishop, Tim Truman, and many 1. Convention title and dates held: 3046, AUSTRALIA. other gaming, science-fiction, fantasy, and 2. Site and location; comics guests. Events include: ‘round the clock 3. Guests of honor (if applicable); CASTLECON 2, July 7-9 gaming (over 50 role-playing and board games 4. Special events offered: This convention features science fiction, tournaments, including AD&D® game features, 5. Registration fees or attendance re- fantasy, and gaming. It will be held at the Hyatt solo AD&D® game features, and BATTLETECH* quirements; and, Regency Crystal City at 2799 Jeff Davis Highway and STAR TREK* game events); a dealers’ room; 6. Address(es) and telephone number(s) in Arlington, VA. Room rates are $65 for a room panels; films and videos; a banquet; a costume where additional information and confirma- with quad occupancy. Call (703)418-1234 for contest and party; an art show and auction; a tion can be obtained. reservations (mention CASTLECON 2 for room writing contest; and more. At-the-door rates are Convention flyers, newsletters, and other discounts). Featured events will include com- $22 for three days, $18 for the banquet and mass-mailed announcements will not be puters, space science and technology panels and $11 for a T-shirt. Write to: Ron Crum, Comics & considered for use in this column; we discussions, video games, a masquerade party, Collectibles, 4750 Poplar, Memphis TN 38117; or prefer to see a cover letter with the an- writers’ workshops, an art show, and a mer- call him at: (901)683-7171. nouncement as well. No call-in listings are chants’ room. Preregistration for CASTLECON 2 accepted. Unless stated otherwise, all is $20. Send check, money order, or query letter WINDSOR GAMEFEST VII, July 14-16 dollar values given for U.S. and Canadian to: FanTek, Box 128, Aberdeen MD 21001; or This gaming convention will be held in Vanier conventions are in U.S. currency. call: Bruce Evry at (703)360-2292. Hall at the University of Windsor in Windsor, WARNING: We are not responsible for Ontario. Guest of honor will be fantasy artist incorrect information sent to us by conven- DOVERCON V, July 8-9 Kevin Davies. Activities will include fantasy, tion staff members. Please check your This year, DOVERCON will be held at the science-fiction, and miniatures games tourna- convention listing carefully! Our wide University of New Hampshire’s Memorial Union ments, and many board-gaming events. Prere- circulation ensures that over a quarter of a Building (MUB) in Durham, N.H. Features in- gistration fees are $8 Canadian for one day, or million readers worldwide see each issue. clude an RPGA™ Network AD&D® tournament, $15 Canadian for the weekend. At-the-door fees Accurate information is your responsibility. a film festival, and miniatures and art competi- are $9 Canadian for one day, or $17 Canadian Copy deadlines are the last Monday of tions. Registration at the door is $15 for both each month, two months prior to the on- for the weekend. Write to: Windsor Gaming days, or $10 for one day. Each event costs $2. Society, PO. Box 7463, Sandwich Postal Station, sale date of an issue. Thus, the copy dead- Vendor and game-master inquiries are welcome. Windsor, Ontario, CANADA, N9C 4G1. line for the December issue is the last Write to: Information, DOVERCON V, PO. Box Monday of October. Announcements for 753, Dover NH 03820. ATLANTICON 89, July 20-23 North American and Pacific conventions This year’s ATLANTICON will be held at the must be mailed to: Convention Calendar, DALLASCON ‘89, July 14-16 Baltimore Convention Center and the Baltimore DRAGON® Magazine, PO. Box 111, Lake The largest gaming convention in the South- Sheraton Inner Harbor. Attractions include four Geneva, WI 53147, U.S.A. Announcements west is to be held at the LeBaron Hotel on Regal days of adventure gaming, discount coupons to for Europe must be posted an additional Row in Dallas, Texas. Over 100 events in role- each preregistrant for purchases in the dealers’ month before the deadline to: Convention playing, board, and miniatures gaming (includ- area, game demonstrations, game auctions, and Calendar, DRAGON® Magazine, TSR ing an AD&D® tournament and BATTLETECH* open-gaming areas. Conventioneers will be Limited™, 120 Church End, Cherry Hinton, events) are planned, with a dealers’ room, within walking distance of many other attrac- Cambridge CB1 3LB, United Kingdom. movies, and an auction. Write to: DALLASCON, tions, including Baltimore’s Harbor Place, the If a convention listing must be changed PO. Box 867623, Plano TX 75086. National Aquarium, the Maryland Science because the convention has been can- Center, the United States frigate Constellation, celled, the dates have changed, or incor- DALLAS FANTASY FAIR, July 14-16 and the World War II submarine, U.S.S. Torsk. rect information has been printed, please Held at the Sheraton Park Central, 12720 Registration for the weekend is $14 prepaid and contact us immediately. Most questions or Merit Drive, I-635 at Coit Road, this gaming $18 at the door. One-day passes will also be changes should be directed to either Anne fantasy festival will offer 140 dealers’ tables and available at the door. Write to: ATLANTICON 89, Brown or Roger E. Moore at TSR, Inc., more than 60 guests. Features will include two P.O. Box 15405, Baltimore MD 21220; or call: (414) 248-3625 (U.S.A.). Questions or 24-hour video rooms, Japanimation, 24-hour (301)298-3135 changes concerning European conventions gaming, four-track programming, a masquer- should be directed to TSR Limited, (0223) ade, an open con suite, an art show and auction, HAYSCON V, July 21-23 212517 (U.K.). a charity auction, artists’ and writers’ work- The Mid-America Gaming Society cordially shops, autograph sessions, filksinging, dancing, invites all fantasy and science-fiction gamers to an amateur-film festival, and a talent show.

92 JULY 1989 participate in the fifth-annual HAYSCON, which call Spellbound Hobbies at: (717) 273-0567. baseball cards; Star Trek, Dr. Who, and Blakes 7 will take place at the Memorial Union of Fort memorabilia; Japanese animation; gaming; and Hays State University in Hays, Kans. Featured PROJECT...GENESIS V, July 30 other related items. Dealers’ tables are 8’ long; events include a miniatures contest, an auction, This protoriginal fantasy-gaming convention only 50 are available. Prices for these tables most major role-playing games, and an AD&D® will be held at Chiminello’s Hall, 2221 North vary with the number of tables a dealer desires. game open tournament. Preregistration cost for Weber in Fresno, Calif. Featured tournament Write to: Amazing World of Fantasy, 2518-C three days is $10. Write to: Mid-America Gam- and open-play events will include BATTLE- Shorter Avenue, Rome GA 30161; or call Dana ing Society, 1301 Felten Drive, Hays KS 67601; TECH*, STAR FLEET BATTLES*, STAR WARS*, Pinkard (show chairperson) at: (404) 235-2179; or call: (913) 625-8523 after 1 P.M. CST. TDON*, and AD&D® games, as well as many or Patrick Swinford at: (404) 234-5309. others. Other scheduled events include com- ERRADI-CON 1, July 22-23 puter gaming, Japanese films, a miniatures ECONOMYCON II, August 18-20 This convention will be held at the Illinois contest, a swap meet, and more. Preregistration ECONOMYCON II will be held at the Plaza de Valley Banquet Center at 920 2nd Street in La for this one-day event is $3 if paid before July Fiesta, 2740 S. Alma School Rd., Suite #l8, Mesa Salle, Ill. Planned events include BATTLETECH*, 13; after that, registration is $5. Dealers’ tables AZ. Admission is free. Events include BATTLE- TALISMAN*, and AD&D® games, along with a are $20 for an eight-foot table; interested parties TECH*, AD&D®, and BATTLE FOR MOSCOW* variety of miniatures events, a silent auction, should call or write for more information. tournaments, and painted figures contest with and board gaming of all sorts. Prizes will be Swap-meet tables are $5 for a whole table and prizes. Other games will include WWII micro- given to winners of events, and a special draw- $3.50 for a half (table space is required for the armor*, WARHAMMER* FANTASY miniatures ing will be held as well, R&R Hobbies will be swap meet). The convention needs judges for battles, a WORLD IN FLAMES* campaign game, available to meet all your gaming needs. Prere- many events. Those accepted for positions and open gaming. Send an SASE to: Roaming gistration fees for both days are $6 in advance, receive a refund on their registration fees. Panther Game Co., 2740 S. Alma School Rd. #16, or $8 at the door. Send an SASE to: Paul Defen- Write to: PATCO, c/o Phillip S. Pittz, 5415 East Mesa AZ 85202. baugh, 932 26th Street, Peru IL 61354; or call: Washington, Fresno CA 93727; or call (209) 255- (815) 224-4637 or (815) 223-3513. 4682. Make checks payable to Phillip S. Pittz. GATEWAY ‘89, September 1-4 STRATEGICON will sponsor this convention at MYTHCON XX, July 28-31 CAPITOLCON V, August 5 the Los Angeles Airport Hyatt Hotel. All types of This year’s MYTHCON will be held at the Gage This year’s convention will be held at the family, strategic, and adventure board, role- Towers at the University of British Columbia in Prairie Capital Convention Center in Springfield, playing, miniatures, and computer gaming will Vancouver, B.C., Canada. The theme of this Ill. Featured events will include board, minia- be offered, as well as flea markets, an exhibi- convention is “Mythic Elements in Fantasy.” Our tures, and fantasy role-playing games. Registra- tors’ room, auctions, seminars, demonstrations, writer guest of honor will be Guy Gavriel Kay; tion fee: $4.00. Write to: Bill Wilson, 99 and special guests. Write to: STRATEGICON, PO. our scholar guest of honor will be Raymond Cottonwood Drive, Chatham IL 62629; or call: Box 8399, Long Beach CA 90808; or call Diverse Thompson (The Return from Avalon). Special (217) 483-5797. Talents at: (213) 420-3675. guests will include Michael G. Coney, Eileen Kernaghan, and others yet to be announced. Y-FEST, August 5-6 NANCON 88-X1, September 1-4 Membership for this event is $25 U.S., or $30 This gaming convention will be held at the NANCON 88-X1 will again be held Labor Day Canadian. Payments may be mailed to: - Wick Park Community Center, Park Ave. be- Weekend at the Ramada Northwest Crossing, CON XX, PO. Box 806, Station A, Nanaimo, B.C., tween 5th Ave. and Elm St. in Youngstown, 12801 N.W. Frwy., Houston, Tex. Numerous CANADA, V9R 5N2. Information and enquiries Ohio. Events include RPGA™ Network AD&D® events this year will include two AD&D® events, regarding papers may be mailed to: Mason tournaments, with BATTLETECH*, CALL OF with *, BATTLETECH*, PARA- Harris, Department of English, Simon Fraser CTHULHU*, WARHAMMER* FANTASY and NOIA*, TWILIGHT 2000*, CALL OF University, Burnaby, B.C., CANADA, V5A 1S6. 40,000, and other miniature figure and role- CTHULHU*, 15mm Napoleonics, STAR WARS*, For writers‘ workshop information, write to: playing events. Gaming fees are $5 per day or HARPOON*, and CHAMPIONS* games. Send an Neville Books, 5211 Neville Street, Burnaby, B.C., $7 for both days. Preregistration will be ac- SASE to: Nan’s Games & Comics Too, 2011 S.W. CANADA, V5J 2H7; or call (604)435-6500. cepted up to July 20. Write to: Breastplate Frwy., Houston TX 77098. Hobbies, 3002 Center Rd., Poland OH 44514; or ORLANDO SKIRMISHES ‘89, July 28-30 call (216) 757-9791. TACTIKHAN ‘89, September 1-3 SKIRMISHES presents this role-playing and The Denver Gamers Association and World- war-gaming convention at the Plaza Inn on Lee HOUSTON FANFAIR, August 12-13 wide Wargamers present TACTIKHAN ‘89, held Road and Interstate 4 in Orlando, Fla. Room This fantasy festival, which will be held at a at the Ramada Hotel, Westminster, Colorado, on rates are $35 for single occupancy and $40 for hotel to be announced, will draw from 600 to September 1-3, Labor Day Weekend, 1989. double occupancy. Game events include 800 attendees and will offer 60 dealers’ tables Gaming of all kinds, official RPGA™ Network AD&D®, TRAVELLER*, STAR FLEET BATTLES*, and 15 guests. Features will include a video tournaments, the Puffing Billy tournament, and CAR WARS*, and SEEKRIEG* games; board room, Japanimation, programming, gaming, an an auction will be offered. Miniature events will gaming; a KILLER* tournament; dealers; a open con suite, a masquerade, an art show, be staged by the Colorado Military Historians. miniatures-painting contest; and more. Hotel filksinging, and more. Admission is $5 for Satur- Registration is $14 for the weekend until August reservations may be made by calling: (800) 342- day, $4 for Sunday, and $6 for both days. Write 25, and $17 thereafter. Write to: Denver Gamers 0271. Registration is $18 for the entire week- to: Bulldog Productions, PO. Box 820488, Dallas Association, PO. Box 11369, Denver CO 80211. end; send your fee to receive a program TX 75382; or call: (214) 349-3367. booklet. Write to: SKIRMISHES, PO. Box 2097, AMERICAN GAMES FAIR, September 8-10 Winter Haven FL 33883; or call: (813) 293-7983. COLLECTOR’S EXPO, August 18-20 Communications, Conferences & Exhibitions This collector’s show is held semiannually at Ltd. presents this premier event, rescheduled SUMMER CON OF 89, July 29 the Eastgate Mall on Brainerd Road, just off from earlier this year. This show will be held Sponsored by the Spellbound Wargamers Interstate 75, in Chattanooga, Tenn. Show hours September 8-10 at the Roosevelt Hotel (45th Association, this gaming event will be held in are 10 A.M. to 9 P.M. on Friday and Saturday, and Street and Madison Avenue). This event is the Lebanon, Pa. The site is the Knights of Colum- noon to 6 PM. on Sunday. Guests will include first consumer and trade show for the games bus Social Hall, located on the corner of Route representatives from . Events will industry to be held in the New York area. A 72 North and C & L Street. Activities will begin include an AD&D® tournament (which begins program of special events and entertainment at 10 A.M., and will run until 10 P.M. Scheduled Friday and ends with final rounds on Sunday); will run throughout the duration of the fair. events include: CHAMPIONS*, SHOGUN*, AXIS an ongoing DRAGONLANCE® board game; a Highlights include: prize-winning RPGA™ Net- & ALLIES*, BATTLETECH*, CAR WARS*, DE- TEENAGE MUTANT NINJA TURTLES* event; work AD&D® game tournaments and RPGA™ LUXE ADVANCED SQUAD LEADER*, WOODEN workshops on comic-book and baseball-card Network PARANOIA* tournaments; an open- SHIPS AND IRON MEN*, RECON*, and AD&D® collecting and gaming; a miniatures-painting gaming area; daily game demonstrations and games. A drawing will also be held for door contest; video showings of Star Trek bloopers, presentations; seminars for game enthusiasts, prizes. Refreshments will be served throughout X-Men cartoons, and more; an auction hosted by manufacturers, retailers, and designers; an the day. Preregistration is requested, although our own Freddy Krueger (with proceeds going inspirational artists exhibit of original and tickets will be sold at the door. Costs are $5 in to the American Cancer Society); slide shows; poster art; and a “Best of Show” game competi- advance, and $7.50 at the door. Make all checks and a Saturday-night costume contest. Admis- tion. All categories of games are included within payable to Spellbound Hobbies. Write to: Scott sion to this show is free! The entire mall is the the scope of the show. Hours for this fair are as Humm, 419 Canal Street, Lebanon PA 17042; or showroom area. It will include: comic books; follows: Friday, trade only, 9:30 AM to 1 P.M.;

94 JULY 1989

Friday, trade and public, 1 P.M. to 10 P.M.; Satur- miniatures painting competition auction, retail membership by VISA or MasterCard by calling day, trade and public, 9:30 A.M. to 10 P.M.; and vendors, and demonstration games. Hours are: Tevex, toll-free, at: (800)456-1162. Sunday, trade and public, 9:30 A.M. to 6 P.M. For Saturday, 10 A.M to 11 P.M.; Sunday, 10 A.M. to 11 more information, please write to: CCE Ltd., 122 P.M. Admission: $5 for the weekend, preregistra- SUNCOAST SKIRMISHES ‘89, October 6-8 East 42nd Street, Suite 1121, New York NY tion only; $3 per day at-the door. Write to: SKIRMISHES presents the ninth-annual pre- 10168; or call: (212) 867-5159, (212) 682-6232 Colonial City Gamefest, c/o Mt. Vernon Gamers sentation of this gaming extravaganza. This (fax), or 425442 MEDIA (Telex). Association, PO. Box 1184, Mt. Vernon OH event will take place at the Holiday Inn-Ashley 43050. Plaza, 111 West Fortune Street, in Tampa, Fla. AUSTIN FANFAIR, September 8-9 Room rates are $50 for one to four people. Over 60 dealers’ tables, 15 guests, and over 1989 CALGARY GAMING CONVENTION Events will include: AD&D®, TRAVELLER*, 700 convention-goers will be in attendance for September 22-24 STAR FLEET BATTLES*, CAR WARS*, Napoleon- this fantasy festival, which will be held at a Hosted by the Canadian Wargamers Group ics miniatures, SEEKRIEG*, and other games; hotel to be announced. Features will include a and the University of Calgary, this convention board gaming; a KILLER* tournament; dealers; video room, Japanimation, programming, gam- welcomes all gamers. This three-day con will and more. Registration is $18 for the weekend; ing, an open con suite, a masquerade, an art include games and miniatures for all levels of send your fee to receive a program booklet. show, filksinging, and more. Admission will be players, such as SYSTEM 7*, KREMLIN*, SHO- Write to: SKIRMISHES, PO. Box 2097, Winter $5 for Saturday, $4 for Sunday, or $6 for both GUN*, WORLD IN FLAMES*, ADVANCED Haven FL 33883; or call: (813) 293-7983. days, and will be available at the door only. SQUAD LEADER*, BATTLETECH*, and CIRCUS Write to: Bulldog Productions, PO. Box 820488, MAXIMUS* games. Write to: The Canadian TOLEDO GAMING CONVENTION 7 Dallas TX 75382; or call: (214) 349-3367. Wargamers Group, 207 Bernard Drive N.W., October 7-8 Calgary, Alberta, T3K 2B6 CANADA. The seventh-annual edition of Northwest MIRACLECON ‘89, September 9 Ohio’s largest gaming convention will be held at This gaming convention will be held at the CONTACT-7, September 29-October 1 the University of Toledo’s Scott Park Campus. Shenango Valley Civic Center, on the corner of This science-fiction, fantasy, and gaming This year we will have over 140 events, includ- Pitt Street and Shenango Avenue in Sharon, Pa. convention will be held at the Ramada Inn, ing: role-playing, strategy, tactical, board, and Featured events will include an AD&D® tourna- located on Hwy. 41 North in Evansville, Ind. miniatures tournaments; two auctions; demon- ment, an auction, a miniatures-painting contest, Andrew J. Offutt will be the guest of honor; strations; painting contests; and dealers and a dealers’ room, and other role-playing and other guests will include George “Lan” exhibitors. Featured this year are AD&D®, miniatures games events. Registration fees are Laskowski, Rick Dunning, and Arlan Andrews BATTLETECH*, WARHAMMER* 40,000, STAR $5 at the door. There will be no separate event (toastmaster). Events include RPGA™ Network FLEET BATTLES*, GURPS*, STAR WARS*, fees. Write to: Timothy A. Riley, 308 West sanctioned gaming, closed-circuit television ADVANCED SQUAD LEADER*, AXIS &, AL- Church Street, Urbana OH 43708; or: 7855 Elm programming, an art show, a dealers’ room, and LIES*, and SPACE: 1889* events. In addition, Street SE, Masury OH 44438; or call him at: a 24-hour hospitality suite. Membership is $15 there will be nonstop movies and open gaming. (513) 653-7848. until September 1; $20 thereafter. Write to: Send an SASE to: TOLEDO GAMING CONVEN- CONTACT-7, PO. Box 3894, Evansville IN 47737- TION 7, c/o Mind Games, 3001 North Reynolds VALLEY CON 14, September 9-10 3894; or call: (812) 853-5730. Road, Toledo OH 43615. This science-fiction, fantasy, and comics con- vention will be held at the Days Inn Conference COUNCIL OF FIVE NATIONS 15 QUAD CON, October 13-15 Center at 600 30th Street South in Moorhead, October 6-8 The RiverBend Gamers Association will spon- Minn. Guests will be announced at a later date. Hosted by the Schenectady Wargamers Associ- sor QUAD CON ‘89 at Palmer Auditorium, 1000 Activities will include video rooms, an art show ation, this convention will be held at the Ra- Brady St., Davenport, Iowa. Special room rates and auction, a hucksters’ room, panels and mada Inn in Schenectady, N.Y. A number of are available at the Best Western Riverview Inn demonstrations, a banquet, and a variety of RPGA™ Network events are planned, including a by calling l-800-528-1234 or (319) 324-1921. gaming events, which will include STAR TREK*, Master’s Level AD&D® game tournament. There Games will include AD&D®, D&D®, BATTLE- RUNEQUEST*, ROLEMASTER*, SPACEMAS- will also be several other AD&D® game tourna- TECH*, RECON*, STAR FLEET BATTLES*, CAR TER*, STAR WARS*, DR. WHO*, CALL OF ments and single-round events. Other events WARS*, STAR TREK*, MARVEL SUPER HE- CTHULHU*, and AD&D® game features. Send will include BATTLETECH*, STAR FLEET BAT- ROES®, GURPS*, GAMMA WORLD®, TRAVEL- an SASE to: VALLEY CON 14, PO. Box 7202, TLES*, CIVILIZATION*, CAR WARS*, DIPLO- LER 2300*, TWILIGHT 2000*, TEENAGE Fargo ND 58108; or call: (701)232-1954. MACY* (Youngstown lo-player variant), MUTANT NINJA TURTLES*, MERP*, CALL OF CHAMPIONS*, RUNEQUEST*, and various other CTHULHU*, DR. WHO*, DC HEROES*, SIOUX CITY IV role-playing, board, and miniatures games. The ADVANCED SQUAD LEADER*, CIVILIZATION*, September 15-17 convention will also feature a miniatures- DIPLOMACY*, and AIR SORTIE* games. Other This gaming convention will be held at the painting contest and games auction. Advance events will include microarmor, a painting Marina Inn in South Sioux City, Nebr. Featured registration will be $10 for the weekend, or $15 contest, a multievent ancients-to-future combat events will include RUSSIAN CAMPAIGN*, at the door. To receive a preregistration booklet tournament, and a costume contest (no weap- DIPLOMACY*, ADVANCED SQUAD LEADER*, (mailed in August), send an SASE to: Eric Paper- ons, please). Preregistration is available August SPEED CIRCUIT*, CAR WARS*, AXIS & AL- man, Con Director, 418 Vliet Boulevard, Cohoes 1 ($7 weekend, $3 per day) but must be re- LIES*, EMPIRE III*, JOHNNY REB*, HARPOON*, NY 12047. Room rates for this event are $60 a ceived by October 1. At the door fees are: $10 CHAINMAIL, World War II and Modern micro- night for double occupancy and $75 a night for weekend, $5 per day. Send a #10 SASE to: armor, and science-fiction games, among others. quad. For information about lodging, contact RiverBend Gamer’s Association, PO. Box 8421, Special room rates will be available to conven- the Schenectady Ramada Inn at: (518) 370-7151. Moline, IL 61265. tioneers. Admission to this event is free. Write to: SIOUX CITY WARGAMES IV, ATTN: Dave ‘89, October 6-8 Patch, 1600 Pierce, Sioux City IA 51105. This science-fiction, fantasy, and gaming convention will be held at the OMNI Interna- COLONIAL CITY GAMEFEST 1989, tional Hotel and Convention Center in Atlanta, September 16-17 GA. Guests include Anne McCaffrey, Wes Cra- The Mt. Vernon Gamers Association will hold ven, Michael Whelan, Andrew Greenberg, the 7th Annual Colonial City Gamefest at the Mt. , , Gary Gygax, Vernon Memorial Building, East High St., Mt. Richard Garriott, , Lynn Abbey, Vernon, Ohio. Games will include AD&D®, and Larry Elmore. Preregistration (through HARN*, TWILIGHT 2000*, CALL OF September 15) is $30. Fantasy role-playing, CTHULHU*, GLADIATORS*, CIRCUS IMPE- strategic, miniatures, and computer gaming will RIUM*, and historical miniatures games, includ- be featured in over 100 tournaments. Other ing WWII HO-scale armor, microarmor, events will include four tracks of workshops micronaval, ACW, and colonials games. Also and panels, masquerade shows, an art show and included will be WARHAMMER* FANTASY and print shop, video rooms, art and consignment 40,000, and 25mm CHAINMAIL games. Sunday auctions, a con suite, and more. Send an SASE will include the ever-popular Battle of Mt. to: DRAGON CON ‘89, Box 47696, Atlanta GA Vernon 1862. The convention will also feature a 30362. You may also purchase your advanced

96 JULY 1989 DRAGON 97 ers, who were outraged but enjoyed half-, high-level assassin with Editorial it anyway.) several magical items, converted “The Lost Demilich’s Mine” (for from the AD&D® game to TOP Continued from page 5 TSR’s BOOT HILL® game): I once had SECRET/S.I.™ game statistics. The a group of outlaws, fresh from a assassin escaped into this world etc. The PCs must infiltrate or Wells Fargo holdup, visit a fantasy through a magical gateway created assault the Steading (a minor Titan country after they fooled with a by a strange ring he wears. The fort) to find out who has been sup- cursed ring. Their stay at an old elven fighter/thief/magic-user who plying them with high technology, farmhouse was interrupted by a comes after him also wears one of what goals this backer has, etc. The paladin on horseback, a lammasu, these rings (perhaps a player can be Titans are heavily armed, and most and giant ants the size of bulldogs. allowed to run the elf, if he or she wear some form of nonpowered But what if, instead of converting can role play the situation properly). armor. Their pets, like their masters, the PCs to the AD&D® game as I did, Cross-genre adventures can be a are huge and bad-tempered. the PCs found an old cave entrance much-loved break from “regular” “Bunnies in the Walls” (for FGU’s in the badlands that lead directly to campaigns. All you need is a little BUNNIES & BURROWS™ game): the AD&D® module Sl Tomb of Hor- imagination. Need more villains for There’s an old, ugly house on a hill, rors, with appropriate conversions the MARVEL SUPER HEROES® somewhere on the outskirts of the of traps and monsters to the BOOT game? Use Demogorgon and Orcus, lands where the rabbits roam. This HILL game? Giving the tomb an conjured up by an evil magician and particular house (drawn directly Aztec flavor would be a nice move, set to do battle with each other in from one of the minimodules in and you should keep a few of the the heart of New York City. I once Chaosium’s CALL OF CTHULHU® magical treasures and certainly the used an old TRAVELLER module, game books) is full of monster- monsters, which might be demons, Research Station Gamma, for a worshiping . The rats plan to aliens, or whatever. supervillain hideout, and had plans annihilate or dominate all local life, “The Orc Who Came In From the to introduce undead into starting with humans and working Cold’ (for TSR’s TOP SECRET/S.I.™ Steve Jackson Games’ CAR WARS® their way down to lagomorphs. The game): A rash of unusual murders setting (“Night of the Unliving Road bunnies have decided not to wait and robberies is noted in a major Warriors,” or something like that). their turn. The GM will have to city, and eventually an agent is slain Give the idea a try. create stats for warrior and sorcer- there. The PC agents are sent to Remember: Only you can prevent er rats (and maybe even undead investigate. They eventually find complacency. rats), but this could be an amusing that they are facing an extremely one- or two-part adventure. (I tried powerful being who might not even this one on some unsuspecting play- be human. The being is, in fact, a

100 JULY 1989 DRAGON 101

Sage Advice among PCs in any way seen fit, except that rod of splendor? card draws and results may not be shared. A gem of insight (see Unearthed Arcana, Continued from page 12 Any potential drawer must state how page 100) will allow a new check for psio- many cards he plans to draw before the nic ability, but only after the possessor has Does the sword of flame ability of first card is drawn, and he must stick to received an ability score increase from the a helm of brilliance bestow any the decision once drawing begins (see the gem. If the character uses the gem prop- magical properties to a sword that DMG, pages 142-143). erly and receives an increase in both intel- the helm’s user carries? ligence and wisdom, he makes one A nonmagical sword becomes the equiv- Does the pale green prism ioun additional roll for psionics, not two. alent of a flame tongue sword. Magical stone bestow a level to its user per- The charisma increases provided by the swords gain the powers of a flame tongue manently? Does it immediately latter two items are not permanent; they sword in addition to their own. If the “burn out” when so used? last only as long as the item is worn (in the sword was a flame tongue weapon to No, to both questions. The stone must case of the ring, on page 130 of the DMG) begin with, double the effects of its trail and circle the user to be effective. It or held or carried (in the case of the rod, powers when used with the helm (see the does not “burn out” upon use, and the on page 94 of Unearthed Arcana). Only DMG, pages 145-146 for the helm and level is lost when the stone is not operat- permanent ability score increases allow page 165 for the sword). ing. Any spells gained from the increase in additional checks for psionic ability. level are forgotten if the stone is removed; Can magical helms and hats be such spells must be restudied before being Can two alchemical substances be worn simultaneously? cast, even if the stone’s effects are re- found simultaneously within a phi- No. They won’t fit together. started later (see the DMG, page 147). losopher's stone? Each stone contains quicksilver, plus Is the change produced by a hat of Will the white spindle ioun stone, either the green or the white crystalline disguise partially real or completely which provides regeneration, con- salt. No stone contains all three, and the illusory? Will tactile examination tinue to work if the user dies? Can two salts never occur together (see Un- reveal the change? Can the hat pro- the user regrow limbs? earthed Arcana, page 101). duce functional equipment? The user can regenerate from injuries The hat’s effect is similar to that of an causing his death, but only if the stone is What happens when a bag of hold- alter self spell, subject to the limits given allowed to trail and circle the user’s body. ing is turned inside out? Will the in the item’s description in Unearthed While the stone is functioning, the user nondimension&l space inside rip? Arcana, page 100). Just touching the dis- can also regrow lost limbs or organs (see This will completely empty the bag, but guised individual will not reveal his true the DMG, page 147). no spectacular effects will occur. The nature, but true seeing or detect illusion nondimensional space inside the bag is will do so. Like alter self, the change is Are there any limits to the num- present but inaccessible as long as the bag partially real; the height and weight of the bers, types, and magical bonuses of remains inside out, rendering the bag user actually changes, but any equipment the items produced by a quiver of inoperative except as a normal (non- created in the process is nonfunctional. Ehlonna? magical) bag. While inside out, the bag The hat cannot produce functional body The quiver of Ehlonna is a holding de- looks just like any other well-made but vice, like a One can only parts such as wings or gills. bag of holding. inside-out bag (see the DMG, page 138). take out of it what has been put into it; it does not generate new items, as is acciden- May a cloak of protection be worn Will an amulet of proof against with nonmagical elfin chain mail? tally implied in the last sentence of that detection and location prevent an item’s description No, nor may it be worn with any kind of (see Unearthed Arcana, invisible character from being de- page 102). armor other than nonmagical leather (see tected by someone with a detect the page 141). DMG, Will a stone of good luck affect a invisibility spell? Yes. The amulet defeats low-level divina- character’s system shock or resur- Can a be worn tions, including all spells. High-level cloak of protection rection rolls? detect along with a cloak of displacement Yes, in both cases. The stone causes fate such as commune still work, or robe of blending? to be a bit kinder than normal to the char- however. The invisible character in the Only one magical cloak can be worn at a acter, and it makes adverse events less example can be revealed by dust of ap- time, although a magical cloak and a robe (which is not a divination) and by likely—failing a system shock or resurrec- pearance can be worn together, with the cloak being the methods described on pages 59-60 of tion roll is an adverse event. However, the worn over the robe. effect works only for the owner and only the DMG. Note that normal invisibility is if the stone is on his person at the time the broken when the recipient attacks. Can a cloak of arachnidia or cloak revivification attempt is made. It cannot be of the bat be worn with plate mail? “given” to an already dead character (see Yes, or with any other type of armor. the DMG, page 154). The protective qualities of these cloaks are not cumulative with any type of armor, The description of the prison of however. Zagyg in Unearthed Arcana (page 102) states that the possessor can Can a mantle of Celestian (from free a prisoner by use of a “freedom Unearthed Arcana, page 101) be word.” What is a freedom word? worn over a cloak of protection? In this case, the freedom word is a com- No, but it could be worn over a robe. mand word that causes the prison to-re- lease a captive. Command words are How many different characters discussed briefly on page 119 of the DMG. can draw cards from one deck of many things? Does a gem of insight allow an- Up to four cards may be drawn from the other check for psionic ability? How deck; a party may divide these draws about a ring of human influence or

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