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Issue # 191 FEATURES Vol. XVII, No. 10 Horses Are People, Too — Gordon Menzies March, 1993 10 If you can’t describe your paladin’s war horse, read this article. Publisher Open Your Mind — Michael John Wybo II James M. Ward 17 Psionicist kits, from gypsies to the thought police. Editor Roger E. Moore The Elven Pantheon—Completed! — Carl Sargent 22 Where’s Rillifane? A lost elven deity reappears for the AD&D® 2nd Associate editor Edition game. Dale A. Donovan Different Totes for Different Folks — Vince Garcia Fiction editor 26 What’s in your backpack? A look at the best in equipment for the Barbara G. Young D&D® game. Editorial assistant An African Genesis — Brady English Wolfgang H. Baur 32 New lore and legends from West Africa for AD&D games. Art director Larry W, Smith The Known World Grimoire — Bruce A. Heard 41 Building armies by the numbers in the D&D game. Production staff Gaye O' Keefe Tim Coumbe A Magical Personality — Matt Posner 47 Are wizards crazy, or do they just act that way? Role-playing notes Subscriptions for specialist mages. Janet L. Winters Master of the Blade — Peter Sears U.S. advertising 50 A smart sword is a great ally—if it’s on speaking terms with you. Cindy Rick

U.K. correspondent Campaign Journal: Risen from the Ashes — Carl Sargent and U.K. advertising 64 Our new game-worlds column begins with a look at the new (and Wendy Mottaz changing) WORLD OF ® setting.

The ’s Bestiary — Richard A. Hunt 94 Politeness counts when you meet the asrai and the faerie phiz.

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2 MARCH 1993 Unearthed Mundana — Randy Maxwell 98 When a magical item won’t do, use a nonmagical one that’s twice as valuable. FICTION

The Barber, the Thief, and the Smith — P. Andrew Miller 70 A cutting tale of shear delight. REVIEWS

The Role of Computers — Hartley, Patricia, and Kirk Lesser 57 The new Might and has might—and magic! Cover The Role of Books — John C. Bunnell 74 Silicon , computer demons, and other lore of techno- Robin Wood welcomes spring into our . gaming world with her painting for this issue, “Songbirds.” According to her, Role-playing Reviews — Rick Swan “the 's name is Jandari, and there 82 The times they are a-changin’, and time travel is changing, are 27 animals in the picture not count- too. ing the elf, the wolf, and the birds. Only the last bird is real, by the way.” Good Through the Looking Glass — Jean McGuire luck to everyone on finding them all. 112 So, what do you need for painting besides a brush? Some For information on prints, contact: basic equipment for all miniatures collectors. Robin Wood, 15529 Longmeadow Drive, Dearborn MI 48120-1023. DEPARTMENTS

4 Letters 102 Dragonmirth 6 Editoral 104 Twilight Empire 37 Forum 108 Gamers Guide 78 Sage Advice 120 TSR Previews 87 Convention Calendar

each subscription is printed on the mailing label of lope (9½” long preferred) to: Writers’ Guidelines, c/o Registration applied for in the United Kingdom. All each subscriber’s copy of the magazine. Changes of DRAGON Magazine, as per the above address; rights to the contents of this publication are reserved, address for the delivery of subscription copies must be include sufficient American postage or International and nothing may be reproduced from it in whole or in received at least six weeks prior to the effective date of Reply Coupons with the return envelope. In Europe, part without first obtaining permission in writing from the change in order to assure uninterrupted delivery. write to: Writers’ Guidelines, c/o DRAGON Magazine, the publisher. Material published in DRAGON Maga- Back issues: A limited quantity of back issues is TSR Ltd.; include sufficient return postage or IRCs zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop with your SASE. Inc. Therefore, TSR will not be held accountable for (P.O. Box 756, Lake Geneva WI 53147, U.S.A.) or from Advertising: For information on placing advertise- opinions or misinformation contained in such material. TSR Ltd. For a free copy of the current catalog that ments in DRAGON Magazine, ask for our rate card. All ® designates registered trademarks owned by TSR, lists available back issues, write to either of the above ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR, Inc. addresses. the right to reject any ad for any reason. In the United Most other product names are trademarks owned by Submissions: All material published in DRAGON States and Canada, contact: Advertising Coordinator, the companies publishing those products. Use of the Magazine becomes the exclusive property of the pub- TSR, Inc., P.O. Box 756, 201 Sheridan Springs Road, name of any product without mention of trademark lisher, unless special arrangements to the contrary are Lake Geneva WI 53147, U.S.A. In Europe, contact: status should not be construed as a challenge to made prior to publication. DRAGON Magazine wel- Advertising Coordinators, TSR Ltd. such status. comes unsolicited submissions of written material and Advertisers and/or agencies of advertisers agree to ©1993 TSR, Inc. All Rights Reserved. All TSR char- artwork; however, no responsibility for such submis- hold TSR, Inc. harmless from and against any loss or acters, character names, and distinctive likenesses sions can be assumed by the publisher in any event. expense from any alleged wrongdoing that may arise thereof are trademarks owned by TSR. Inc Any submission accompanied by a self-addressed, out of the publication of such advertisements. TSR, Second-class postage paid at Lake Geneva, Wis. stamped envelope of sufficient size will be returned if it Inc. has the right to reject or cancel any advertising U.S.A., and additional mailing offices. Postmaster: cannot be published. We strongly recommend that contract for which the advertiser and/or agency of Send address changes to DRAGON Magazine, TSR, prospective authors write for our writers’ guidelines advertiser fails to comply with the business ethics set Inc., P.O. Box 111, Lake Geneva WI 53147, U.S.A. before sending an article to us. In the United States forth in such contract. USPS 318-790. ISSN 1062-2101. and Canada, send a self-addressed, stamped enve- DRAGON is a registered trademark of TSR, Inc

DRAGON 3 What did you think of this issue? Do you have the expense of “home-grown” campaigns every- deities, swords, horses, and faerie creatures in a question about an article or have an idea for a where. The PHBR, DMGR, and HR series of this issue. DRAGON Magazine publishes the arti- new feature you’d like to see? In the United books and the ‘Challenge” series of modules are cles that present the best ideas in the best man- States and Canada, write to: Letters DRAGON® examples of “generic” AD&D product lines that ner that appeal to the largest portion of our Magazine, P.O. Box 111, Lake Geneva WI 53147, TSR produces. Also, let’s look at the issue of readership. U.S.A. In Europe, write to: Letters DRAGON DRAGON Magazine you mention, #188. The We’re not “brushing aside” anything. I've Magazine, TSR Ltd., 120 Church End, Cherry theme section contained three articles devoted played the AD&D game for over a decade, and Hinton, Cambridge CB1 3LB, United Kingdom, to advice for players of role-playing games in I’m as loyal to it as you are. However, the AD&D general, not just those who play in TSR's pub- 2nd Edition game is better organized than, more lished game worlds. “The Wizards Three” con- readable than, and just as much fun to play as The big brush-off? tained spells and monsters that are adaptable the 1st Edition game. May I remind you that the for use in any AD&D game (or to a D&D® cam- AD&D 1st Edition game was derived from the paign, for that matter). Speaking of the D&D D&D Original Set, making that AD&D game in Dear Dragon, game, “The Voyage of the Princess Ark” detailed reality a “second edition” itself New isn’t neces- I have a few comments and questions regard- the race of phanatons—a race that can be trans- sarily better, but neither is progress necessarily ing DRAGON issue #188. First off, I would like lated easily to either edition of the AD&D game. bad. to take a second look at [Dale Donovan’s] editor- “Bazaar of the Bizarre” gave 10 magical swords Dale ial. It sounds like a cry for help. Let’s face it: which, while being labeled as having come from Your magazine isn’t what it used to be. Writers the ® setting are emi- aren’t producing material that can be inte- nently usable in any campaign. “Mind Over Mat- Getting the tapes grated into everyone’s campaign. This is ter” discussed the best ways to run a psionicist because there are so many campaigns pro- character in any AD&D game. “‘Sage Advice” duced by TSR, Inc. Whatever happened to a answered readers’ questions on PHBR5 The Dear Dragon, creating his own campaign? Complete Psionics Handbook, a generic prod- When I received the November 1992 issue, I Anyway, it seems like you are not interested in uct. “Forum” discussed the roles of the fighter came across the letter “Cartoon kids!” on page any articles “aimed specifically at the AD&D class and its sub-classes in the AD&D game. 4. This is the one that asked if the DUNGEONS original edition game.” I get the feeling that this As has been stated here before, readers need &” cartoon series was going to be means you don’t want anything that can be to look past the labels on gaming articles and re-released on TV or if it was available on video integrated into an existing campaign because products to the core concepts beneath—the Your answer was yes, it is on video. I was rather you would rather have something for the concepts that can, with a little work, be applied excited, since I really liked the series when it ®, ™, or AL-QADIM™ to many campaigns. For more on the “world- was on the air, so I called the video company, settings so readers would have to buy that cam- specific vs. generic product” debate, see “Sage Best Film &Video, the next morning. Well, it paign to use it. Also, if you don’t promote the Advice” in issue #189, page 100. seems that Best Film &Video has only one AD&D 1st Edition game, why do have pictures The reason we don’t want articles written episode, “In Search of the Dungeon Master,” of its books on pages 10 and 17 of issue #188? specifically for the AD&D 1st Edition game is which isn’t even the first episode. You also do not want “articles on the theory of because the AD&D 2nd Edition game is now According to the people that I talked to, the magic or other fantasy elements.” May I remind entering its fifth year on the market, and the company plans to release a quantity of tapes you that in DRAGON issue #106, there was an majority of AD&D gamer players today play the after the first of the year, but they don’t believe article called “The Laws of Magic” that revealed AD&D 2nd Edition game. Should TSR ignore any other D&D cartoons will be made available the difference between clerical and mage that majority? That's not good business. TSR due to lack of demand! Well, I think that read- magic. I enjoyed that article and would like to does its best to keep its loyal gaming fans happy ers of this magazine could fix that little prob- see more along the same topic. In DRAGON by publishing a wide variety of high-quality prod- lem. Let’s start demanding! issue #143, you had an article that dealt with ucts (including, we like to think, this magazine). If you want to get this great series out on tape, fantasy [“The Highs and Lows of Fantasy”]. There is no grand corporate conspiracy to strip let the company know! Just in case anyone I am greatly disappointed when you brush the gamers of their cash by “forcing” them to buy missed the last issue, here is the address: Best AD&D 1st Edition game aside. It seems that my our products, be they campaign settings or oth- Film & Video, 108 New South Road, Hicksville group is the only one left that abides by the 1st erwise. Besides, the changes made in the AD&D NY 11801. The phone number is (516) 931-6969. Edition’s rules only. I would like the readers to 2nd Edition game were not so drastic as to make Ask for customer service. know that just because something is new it most material for the current game unusable Matt Stipicevich doesn’t mean it’s better. I would encourage with 1st Edition campaigns. Burlingame CA, playing the 1st Edition game to anyone who has I should have added the word “esoteric” to the never tried it. phrase, “. . . magic and other [esoteric] fantasy Your editor spoke with the company this morn Jason LaLonde elements” in my editorial. I enjoyed both the ing and can now offer a toll-free number to call Methven MA articles you cite, but they were the exceptions to them in requesting catalogs, ordering informa- the rule. Almost all of the articles we receive tion, and so on: (800) 527-2189. By all means, if Since you specifically mention my editorial, I along the lines I mentioned quickly descend into you want to ask for more episodes to become want to respond to your letter. In one way, my metaphysical philosophizing on the abstract available, be polite. You might also put your editorial was a plea for aid. A lot of people make nature of magic, etc., quickly losing any direct request in writing. If enough people ask for the the same mistakes when submitting articles to gaming applications. We’d much rather publish episodes, perhaps more will appear. It worked DRAGON Magazine, and the point of my editor- articles that have direct effects or applications to for “Star Trek,” after all! ial was to make authors aware of those mistakes campaigns, like the articles listed above and the and thus avoid them. Hence the editorial’s title, pieces on exotic weapons and armors, Oriental “Make my life easier.” and bardic character kits, and the African cam- I do take issue with your assertions that paign setting in issue #189 and those on ready- DRAGON Magazine and TSR in general are out to-use equipment packs, specialist-mage to promote our published campaign worlds at personalities, psionicist kits, elven and African

It’s hard to be good

Many years ago, I played a paladin char- ing and slashing and being hacked at in our concept of Lawful Good in the AD&D acter in an AD&D® game. It was the only return. I also didn’t feel right about my game is all mixed up with real-life issues time I’ve ever done it. All I remember paladin disguising himself as anything of justice vs. the letter of the law, individ- about my paladin now is that he was other than a knight in shining armor, and ual rights vs. the rights of society histori- awfully hard to play because I had to think everyone knew he was a paladin from the cal accuracy vs. romantic chivalry, and so all the time about acting and thinking way he looked just as sure as they knew on. Just what exactly can a lawful-good Good, and that was almost impossible to the guy who claimed to be a fighter but person get away with? What is a lawful- do when I wanted nothing more than to wore leather armor was a thief. Being a good person expected to do? What should sneak into a monster lair and steal its paladin was really sort of dull. a lawful-good person want to do? It’s a treasure after a hundred rounds of hack- Paladins are a real pain to play because very personal and controversial issue, and

6 MARCH 1993 it is not unknown for it to generate argu- and being with evil sea-dwelling ter named Paladin Brandybuck, a ments right in the middle of role-playing races? What of a paladin from a Viking, warrior who made good use of potions games (see DRAGON® issue #187, page 57, African, Oriental, Native American, Arabic, and other devices to this end. for a “Forum” letter on that topic). or Indian background, which affects her Borrow material from other role-playing That’s nothing, however, compared to dress, mannerisms, and speech? Did this games and media sources to bolster your the troubles involved in simply role-play- paladin start out as a cleric, boosting his paladin-playing. The first and foremost ing a paladin. When I think of “paladin,” I number of clerical spells and allowing source of material in my mind would be usually think of Dudley Do-right, someone him to use clerical magical items? Does the brilliantly designed PENDRAGON* high-minded but shockingly naive and she have a wild psionic talent? And what game from Chaosium, which covers the lacking in common sense, what some of a paladin who travels wildspace to world of Ring Arthur and his knights. gamers call “awful good” instead of “lawful defend his world and its colonies with his Writers to “Forum? in the past have sug- good.” That can’t be right, of course, own spelljammer? Is he an AD&D 1st Edi- gested characters as diverse as Batman, because anyone who fights evil as relent- tion cavalier-paladin, as per Unearthed James (“Wild, Wild”) West, and James lessly as a paladin can’t be naive. Besides, Arcana, or does he use a kit from the (“007”) Bond as prototypical paladins in a paladin is supposed to be someone we AD&D 2nd Edition Complete Fighter’s other settings. To that list, I would add look up to, not laugh at. But if we can’t Handbook (Amazon, Cavalier, Noble, etc.)? Superman and Captain America, two “law- relate to the paladin in more than two- Does she use a different set of virtues and ful good” comic-book heroes, and our dimensional terms, the knight in shining codes than the list given in Unearthed modern concept of the ideal police officer. armor will always be a comic figure. Arcana, page 16? Is this paladin from the Paladins are great guys, and playing One solution might be for anyone want- ® GREYHAWK®, them well is one of the AD&D game’s ing to role-play a paladin to write down ®, FORGOTTEN greatest challenges. It’s hard to be good, that character’s basic goals, with some REALMS®, or other setting, with appropri- but it’s well worth it. explanation as to why these goals are kept. ate attitudes, goals, and skills? Is her ultimate goal to destroy all undead Consider, too, the use of quasi paladins, she encounters, as part of a long-term characters who are not true paladins but war between her religion and a necro- act and function like one in many ways. A mancer-lich arch-foe? Is he a questing dwarven hero, an elven knight, a halfling paladin, searching for magical items that sheriff, and even a good-aligned thief could be used by his liege to strengthen could take on the (if not the reality) the kingdom for a coming battle against of paladinhood, given the proper combi- * indicates a product produced by a company other nation of classes (fighter/cleric is best), than TSR, Inc. Most product names are trademarks migrating humanoid hordes? Is she a owned by the companies publishing those products. dual-classed mage/paladin who dresses as goals, magical devices (a goad sword The use of the name of any product without mention a peasant and works to overthrow an evil helps), skills, mundane equipment, and of its trademark status should not be construed as a tyrant? Is he a guardian paladin who must role-playing. I had a lawful-good charac- challenge to such status. defend an island colony from a score of foes, including the ravages of nature? Think about what the paladin is supposed to do, and not so much about what the paladin is supposed to think. The latter will come naturally during play, and deeds speak louder than words. The paladin player should also work with the Dungeon Master to develop a list of general “dos and don’t” for the charac- ter, based upon the paladin’s religion, cul- ture, and personal beliefs. This list should be brief, no more than 10 items long, clar- ifying what is done with helpless but evil prisoners, what should be done with trea- sure, who may be associated with, how to handle crimes, and so forth, to avoid trip- ups during play. Focusing on what the paladin opposes often strengthens the image of what the paladin supports. A heroic but possibly doomed struggle against terrible odds will greatly deepen a character’s role-playing. The heavy cloak of responsibility smothers out the silliness that some may feel with such characters, giving them a welcome seriousness not wholly devoid of humor. Look at possible quirks for the paladin, things that set that character out of the ordinary. Does this paladin use , perhaps even a magical holy with blessed ammunition? Does he refuse to wear armor, relying on magical rings, cloaks, and bracers to allow for free movement? Does she come from a seafar- ing background, using a net and trident

DRAGON 7

The AD&D® 2nd Edition Dungeon Mas- Movement die roll, and at -4 if encumbered to one- ter’s Guide offers some ways to give horses Table 7 gives movement statistics for third of its normal rate. more individuality and detail (see pages horses. When traveling, horses usually 36-37). The tables in this article give a move at a walk or trot, and the rider must Encumbrance player the further option to detail a stop often throughout the journey to feed, Horses are useful for carrying baggage mount’s color, markings, height, weight, water, and rest the animal. Faster speeds and supplies, and Table 8 lists the maxi- encumbrance, and jumping capabilities. may be attained when necessary, these mum rates according to the type of ani- This article also expands and details the being the canter and the full gallop. As mal. Keep in mind the weight of the list of possible traits, defines training pro- stated in the DMG (page 123), a horse character, as everything he carries must cedures using a system similar to the Non- moving at its normal rate may cover up to also be applied when he rides the animal. weapon Proficiency (NWP) system used for 30 miles a day; moving at a canter doubles As noted above, encumbrance affects how characters, outlines some tricks a horse this rate, but forces the animal to make a hard a character can push his mount may learn, and discusses horse care in saving throw vs. death, failure indicating when attempting to increase his normal general. the animal has become lame or is spent daily movement rate. and cannot move any farther for a full day. Appearance Finally, at full gallop, a horse triples its Height The exact appearance and coloration of normal daily movement rate, but must The height of the animal (determined by any particular horse can be determined again make the saving throw vs. death, Table 9) must be known so that the char- randomly, using Tables 1-6, or can be this time at -3 on the die roll; failure indi- acter can calculate the amount of food the chosen from those tables by the player at cates death from exhaustion. horse needs on a daily basis. the DM’s discretion. The tables are also Galloping speed can be maintained for useful for a DM who wishes to create and one hour without harm to the animal, Jumping maintain information on breeds of horses though the animal must thereafter walk Every horse is capable of a maximum unique to her own campaign world. for an hour before it can gallop again. A height and length when it comes to jump- These animals would have a typical canter can be maintained for two hours ing (see Table 10). Some are particularly appearance and possibly common traits, without harm, but again the animal must adept at this (see Table 11), while some depending on the environment they be walked for a full hour before speed can refuse to jump at all. Whatever an ani- occupy and the people who breed them. again be increased. Bursts of speed like mal’s capabilities, they should be kept on For instance, the dwarves of a particular this are useful for putting distance record so that both the player and the DM region might maintain herds of strong, between the rider and any enemies in know the ability of the horse, and can sure-footed ponies that are usually gray pursuit. weigh it against the immediate needs of and shaggy-coated. These animals would The saving throws for increased daily any particular situation. Keep in mind that be exceptionally strong to carry heavy movement are for normally encumbered draft horse, mules, ponies, and the like loads (food supplies brought up from the animals, If the horse is encumbered to are certainly not given to high perfor- valleys, raw ore, etc.) and may also be con- slow it to half its normal movement rate, mance jumping, so Table 10 is unlikely to sistent in size and temperament. the saving throw should be at -2 on the apply to them.

Table 1 Overall Coloring and Appearance

1d20 Color Comments 1 Black Black pigment is present throughout, including both skin and hair. 2 Brown The coat is a mixture of black and brown hair. 3 Black-brown Black is the predominant pigment, but the muzzle, and sometimes the flanks, are brown. 4 Bay The color varies from a dull reddish-brown to a golden shade that is nearly chestnut. 5 Bay-brown The predominant pigment is brown but the muzzle is bay. The legs, mane, and tail are black. 6 Chestnut A red-gold color with a number of varying shades. 7 Cream This color is a result of unpigmented skin. The eyes of these horses are always pink or blue in color. 8 Dun This is a primitive coloring that is characteristic of wild horses. It can be either a yellow dun (a sandy sort of yellow) or a blue dun. In the latter instance, the skin of the horse is black. The mane and tail are usually dark. 9 Gray This is a varied mixture of black and white hairs on a black skin. 10 Blue roan This is a blue-tinged gray that is a result of white hair on a body with black or brown pigmentation. 11 Red roan An earthy red the result of bay or bay-brown body color with a mixture of white hairs overall. 12 Strawberry roan This is a dusty or smokey rose color that is the result of a chestnut body color with a mixture of white hairs. 13 Piebald The coat of these horses is made up of large, irregular patches of black and white, similar in appearance to common milk cows. 14 Skewbald This is the same as the piebald, except in this instance the black coloring is replaced with any other color. 15 Odd-colored This type is any coat that has more than two different colors. 16 Palomino A rich yellow-gold coat with a white mane and tail. 17 Liver chestnut This coat is the dark red color of raw liver. 18 Dapple gray Dapple gray is a storm cloud gray, darker than a usual gray, with small patches and flecks of lighter col- oring on the chest, belly, and hindquarters. 19 Sorrel A sorrel is a chestnut red-brown coloring somewhere between bright bay and yellow chestnut. The mane and tail are both white or reddish in color. 20 Albino An all-white animal, an albino is the result of a complete absence of pigmentation in both the skin and hair. These horses are always pinkeyed.

DRAGON 11 Table 2 Coat Pattern

1d100 Pattern Comments 01-70 Whole/Solid coloring Coat is completely regular. 71-80 Flecked Coat contains small, irregular groupings of white hairs throughout. 81-90 Flea-bitten Coat contains specks of brown hairs throughout, common with gray-colored and older horses.

Table 3 Leg Markings

1d100 Marking Comments: 01-70 None Leg is a solid color or pattern matching the rest of the animal’s body. 71-85 Stocking Leg has a white area between the hoof and the knee or hock. 86-00 Sock Leg has a white area extending from the hoof halfway to the knee or hock.

Table 4 Body Markings

1d100 Marking Comments 01-80 None The coat contains no unusual markings. 81-90 Flesh marks These are areas of unpigmented hair and skin, usually around the belly, flanks or legs. 91-00 Zebra marks These bars or stripes on the legs or flanks are a throwback to the primitive camouflage of early breeds of wild horses.

Table 5 Muzzle Text

1d100 Marking Comments 01-70 None There is nothing unusual about the muzzle. 71-80 Snip White markings ring the nostrils of the horse. 81-90 White muzzle The muzzle and nostrils are white. 91-00 Lip marks The lips are white.

Traits mal. A character must either seek out an tricks the animal can ever learn. Learning As stated in the DMG, each horse has a individual with the Animal Training NWP to carry baggage or a rider does not count total of 0-2 (1d3-1) traits that define the to do this work, which costs 10 gp per as a specific trick; it is considered to be animal’s personality. Though Table 11 was week of training, or do the training her- separate training. originally divided into two columns—one self, during which time she must limit all Each specific trick requires 1-4 weeks of applying to bags, broken-down, and aver- other activity or fail in the training training, at a cost of 25 gp per week, age-quality horses, and the other to high- attempt, as the animal requires constant unless the character is training the animal spirited horses and chargers—it has not attention. For every day the character himself. At the end of the allotted time, the been done so here. Rather, it has been left misses, a cumulative -1 penalty should be trainer or the character makes his NWP to the DM to apply as he sees fit. Some of applied to his proficiency check to deter- check to determine whether the horse has these traits are beneficial, others generally mine the success of training the animal. learned the desired trick. No more than hamper characters in some way, and still Naturally, if the character trains her own one trick may be taught to a horse during others are just plain annoying. Many of horse, it cost her nothing beyond the any training period. Exceptionally intelli- the positive traits can be enhanced usual care and feeding fees. gent horses (see Table 11) add a +1 bonus through formal training, which is dis- The basic training of wild or untrained to the animal trainer’s proficiency check cussed later. Some breeds of horses are adult horses requires the same training for every point of Intelligence over one. known for having common traits that can described above, but it takes a little longer, make them either desirable or undesir- usually 15-20 weeks (14+ 1d6) and costs Breeding able, and the DM should keep this in twice as much (20 gp/week) as it does to Horses are mature at three years of age mind when creating different types of train a three-year-old. and are considered adults at the age of horses to populate his game world, Training for specific tricks (see Table 12) five. The gestation period is approximately ascribing one or two traits to a particular requires constant work of an even more 11 months. After mating, a generally breed (these traits being independent of intense nature. It requires the daily atten- gives birth to a single foal (85%), twins the random 0-2 rolled for above). tion of either the trainer or the character, (10%), or triplets (5%). Foals are weaned and if a single day is missed, the training after six months. Training automatically fails and must be started If horses are worked hard, they are Formal training for most horses begins anew. All war horses, riding horses, and rarely useful past the age of 12, though if at age three. These first few years have wild horses can be taught 2-8 specific they are well cared for they can be good been spent getting the animal used to tricks, plus one for each point of the ani- for more than 20 years. The usual life human (or demihuman, etc.) contact, and mal’s Intelligence. Draft horses, mules, span of a horse is 30-35 years, though rare now it is ready to be trained to carry ponies, and the like can learn only 1-4 exceptions have reached the age of 50 (see weight upon its back—either heavy bag- tricks. The number of tricks any animal Table 13). gage or a rider. A total of 11-17 (9+2d4) may learn is determined only once, and weeks are spent teaching this to the ani- that number is the maximum number of

12 MARCH 1993 Table 6 Facial Markings

1d100 Marking Comments 01-50 None There is nothing unusual about the face. 51-60 Blaze A wide band of white ranges from the top of the horse’s head to the tip of his nose. 61-70 Star A white diamond is set on the horse’s forehead, right between the eyes. 71-80 Stripe A narrow band of white ranges from the top of the horse’s head to the tip of his nose in an elongated diamond shape. 81-90 Star/Stripe There is a small white diamond on the forehead between the eyes and a short, narrow band in the shape of an elongated diamond down toward the animal’s nose. 91-00 White face A large white patch covers the horse’s entire face, including both eyes and the muzzle.

Table 7 Table 9 Movement Capabilities Height in Hands

Type Walk Trot Canter Gallop 1d100 Height of animal Draft horse 6 12 18 24 01-15 14 hands** Heavy war horse 6 15 21 27 16-40 15 hands Medium war horse 9 18 27 36 41-80 16 hands Light war horse 12 24 36 48 81-90 17 hands Pony 6 12 18 24 91-00 18 hands Wild horse 12 24 36 48 * This table should be applied only to Riding horse 12 24 36 48 riding horses and wild horses. Draft Mule 6 12 18 24 horses are usually 17-18 hands high; heavy, medium, and light war horses 18,17, and 16, respectively; and ponies, Table 8 mules, donkeys, and the like, 14 and Encumbrance Statistics under. * * One hand equals 4”. Type: Normal One-half One-third Draft horse 260 390 520 Table 10 Heavy war horse 260 390 520 Maximum Jumping Capability Medium war horse 220 330 440 Light war horse 170 255 340 1d100 Height Length Pony 160 240 320 01-20 4' 12' Wild horse 170 255 340 21-50 5' 14' Riding horse 180 270 360 51-75 6' 16' Mule 250 375 500 76-95 7' 18’

Care and feeding yard corral or are involved in leisurely, The natural food for horses is the grass unencumbered travel (see Table 14). and clover that grows on the open plains, Note that both traveling and stabled where equines evolved. Domesticated horses must be given either a suitable horses, however, are fed a diet of hay amount of hay or access to adequate graz- (bulk food) and grain (concentrated food). ing land for them to be able to get the The basic guideline for the proper feeding required amount of bulk food in their of horses is that they should be given diet. This required amount equals the small amounts of food on a frequent basis total pounds of food needed per day throughout the course of a normal day, minus the required amount of concen- simulating a life of periodic grazing in the trated food. wild. Horses also require an average of eight Hard-working horses need a greater gallons of water per day. A good guideline degree of concentrated energy food is one-half gallon per hand of the animal’s (grains) in their diet than those that are height. An animal that does not receive inactive, but otherwise eat a larger the necessary daily amounts of food and amount of bulk food (grass and hay). water will suffer and eventually die, but Types of concentrated foods include oats, the effects leading up to this must be barley, corn, and bran. To round off a defined by the DM according to the situa- Does your computer diet, fresh vegetable and fruit such as car- tion at hand during play. [Previous articles ever byte back? rots, turnips, and apples should be offered on horses include: “From the Sorcerer’s as well to keep the animal healthy and Scroll: Warhorses and Barding,” in issue To learn more about the hottest fantasy happy. Hard-working horses are those #74; “Let the Horse Buyer Beware,’ in and science-fiction computer games, animals that travel encumbered, plow issue #92; "A Saddle’s Not Enough,” in turn to “The Role of Computers” in this fields, pull carriages, or are engaged in issue #113; and “The Dragon’s Bestiary,” in issue! similar activity. Inactive horses spend issue #149.] most of their time in the stable and farm-

DRAGON 13 Table 11 Horse Traits

1d100 Trait Notes 01-03 Bites The horse is 20% likely to attempt to take a chunk out of anyone within biting range. 04-06 Ricks The horse is nervous and kicks out at anyone who is too near to its hindquarters. 07-08 Steps on feet If the person leading the horse stops, or if anyone is within range, the horse deliberately steps on that person’s foot 20% of the time, causing 1-2 hp damage. 09-10 Refuses to gallop Unless beaten with a riding crop, spurred, or otherwise encouraged, this horse never attempts to reach its full galloping speed. 11-13 Chews fences This may be just an annoying habit, but it can be an indicator of parasites in the horse’s stomach or simply a poor diet. 14-16 Stops unexpectedly This horse just isn’t into exerting itself and simply takes random “breaks” during any journey. Check each hour to see if this has happened. If encumbered normally, the chance is 25%; if encumbered to half speed, 50%; and if encumbered to one-third speed, the chance is 90%. The horse delays its rider for a full turn at a time, snorting angrily and adamantly refusing any attempts to get it to continue moving. 17-19 Rubs against fences This horse lives for pleasure and probably is just dying for a good grooming as well. Other than this and the possibility the ani- mal is infested with fleas, ticks, mites or lice, it is not a particularly detrimental trait. 20-21 Bucks unexpectedly There is a 10% chance per hour that this horse bucks for no particular reason. The rider must make a Dexterity Check to remain in his seat and keep the animal under control. 22-23 Rears unexpectedly This trait is handled the same as “Bucks unexpectedly,” above. 24-25 Bone-jarring gait Poor alignment of the shoulders causes this animal to be particularly uncomfortable to ride. The rider must stop for a full turn each hour to rest and stretch and give himself a break from this torture; failure to do this puts the rider at -1 to hit for 10 min- utes after dismounting. 26-28 Single rider only This horse refuses to be overburdened and simply won’t take a second passenger, fighting and protesting if this is attempted. Similarly, it won’t allow itself to be encumbered to the point of affecting its normal movement rate. 29-31 Headstrong There is a 25% chance each hour of being ridden that this horse either attempts to head in a direction different than the rider desires, or that it pauses to either eat or drink for a full turn, ignoring all attempts to make it do otherwise. Increase this chance by 50% for passengers who are not proficient in Land-Based Riding. Those who are proficient can make a proficiency check to determine whether or not they can regain control of the animal immediately. 32-34 Exceptional leaper When determining the maximum heights and lengths this animal can clear, add 1’ to the former and 2’ to the latter. When an animal makes its maximum leap in either case, the rider should make a proficiency check to determine whether he has kept his seat or fallen off upon landing. 35-36 Accepts master only Unless the master is in the saddle, this horse accepts no other rider or passenger. 37-39 Robust This horse has a powerful constitution and can move at great speeds longer than an average animal might. The horse receives a +3 on its saving throw vs. death when being forced to double or triple his normal overland speed. 40-42 Exceptionally fleet Add 1-6 points to this horse’s normal speeds for walking, trotting, cantering, and galloping. 43-45 Fearless A fearless horse has exceptional morale. It will thus be average (8-10) 65% of the time; steady (11-12) 20% of the time; elite (13-14) 10% of the time; and champion (15-16) 5% of the time. Loud noises, sudden movement, etc. rarely upset this animal. 46-48 Skittish This horse has an exceptionally low morale rating of Unreliable (2-4). These types tend to balk at the first sign of danger, loud noise, sudden movement, etc. and will then either buck, rear, flee, or freeze. 49-51 Strong This animal is powerful and gets to add 10-100 units to his normal encumbrance rates right across the board. 52-56 Stable Not quite fearless, this animal is still confident and not often frightened by loud noises and sudden movements, and it receives a +3 bonus on any morale check. 57-60 Gentle The animal has a kind and tolerant temperament, making it a good horse for new or inexperienced riders, as well as children and ladies of gentle birth. 61-64 Sure-footed A good animal to have when traveling through mountainous areas, this horse receives a +3 to all Dexterity checks or saving throws when footing is precipitous or unstable. 65-68 Loves particular food The animal is fond of a particular type of food—sweet grass, apples, carrots, etc. It can sometimes be easily coaxed with such offerings. 69-71 Intolerant of poor handling These high-bred types won’t put up with an inexperienced rider or handler and are quite likely to bite, kick, buck, or rear at the indignation of being subjected to such a situation. There is a 75% chance of this each turn the horse suffers abuse. 72-75 Affectionate This animal is particularly fond of its master or any other individual with whom it normally comes into contact. A +3 bonus should be applied to any proficiency checks this person needs to make when working with this animal. 76-78 Vengeful This animal does not easily forget wrongs that have been done to it and seeks to strike back at those who have abused it when it has the opportunity. 79-80 Exceptional intelligence This animal is particularly clever. The majority of these types (75%) are semi-intelligent (2-4) and the rest (25%) have low intelli- gence (5-7). For each point of Intelligence the animal gains an additional “slot” to use toward learning tricks during training. 81-83 Sickly This animal has a poor Constitution and is prone to sickness. A penalty of -3 should be applied to all saving throws vs. death this animal must make when forced to move at double or triple speed. 84-85 Freezes when frightened The majority of horses tend to flee if they experience a failed morale check, but this type freezes on the spot, refusing to move. Only a rider who has the Land-Based Riding proficiency can get the horse moving again. 86-87 Desires freedom This animal wants its freedom very much and seeks it at every opportunity. If the animal is not tethered or hobbled when not being ridden, it certainly makes a break for it. It won’t openly fight a rider, but it does tend to be uncooperative so the profi- ciency checks of any rider should be rolled with a penalty of -2 on the die. 88-89 Dislikes certain individual For no particular reason, this animal takes an instant disliking to a particular individual, possibly another member of the adven- turing party. The animal is openly hostile and uncooperative to this individual—biting, kicking, nudging, and otherwise being a nuisance at every opportunity. 90-91 Dislikes certain sex This animal won’t tolerate being handled or ridden by a particular sex of human, humanoid, or demihuman. It is uncooperative with such a handler and has a 75% chance per turn of bucking or rearing to dislodge such an individual from its back, forcing the character to make a Dexterity check to remain seated. 92 Dislikes certain animal The horse is either hostile to or fearful of a certain type of creature, usually one that is really no threat to its well-being. Dogs, sheep, pigs, birds, and cows are some likely possibilities. The horse acts completely out of character when encountering such creatures, requiring a morale check at -3 to keep it from either bolting, rearing up in fear, or attacking the creature. 93 Dislikes certain race Similar to “Dislikes certain sex” above, the fear or hostility in this case is applied to a particular race—dwarves, , gnomes, , , humans, etc. 94-95 Strong swimmer This animal is adept at swimming and may well enjoy it as well. The DM should take this into consideration and afford the ani- mal certain bonuses when attempting to cross rivers, swollen streams, etc. A +3 bonus is suggested against a predetermined number depending on the strength of the current, etc. 96-98 Fear of water Horses of this persuasion are terrified of water and neither leap over nor attempt to swim across it. Characters with the Land- Based Riding proficiency may attempt to force the animal to do so, but there is a -5 penalty on the die roll. 99-00 Won’t jump The animal will not jump, no matter how low or short the obstacle is. It frequently stops just before an obstacle, forcing the rider to make a Dexterity check to remain in his seat or be unceremoniously dumped over the horse’s head (for 1d6 hp damage). Characters with the Land-Based Riding proficiency may attempt to force the animal to jump, but with a -5 penalty on the die roll,

14 MARCH 1993 Table 12 Specific Tricks

1d20 Trick Comments 1 Kicks/bites in battle The horse assists the rider in combat by lashing out with its front hooves and biting during each combat round. 2 Tramples enemy When charging into combat, the horse deliberately rams into enemies and attempts to trample them beneath its hooves. Enemies under attack must make a Dexterity check or suffer double the damage a normal hoof attack (i.e., both hooves) would do. The horse may trample only one man-sized or smaller enemy per round. This attack form cannot be used in the same round that the horse is using its kick/bite attack mode. 3 Directed with knees All war horses must be trained to respond to knee pressure, which allows the rider to use both a weapon and a shield while maneuvering the animal. 4 Alerts master of danger The horse neighs, snorts, and generally makes a ruckus to alert its master to the approach of enemies, a spreading fire, etc. 5 Responds to call The horse comes to its master when its name is called, when it’s whistled for, or when sum- moned in any other manner, as long as it is within hearing distance. 6 Stops on command The horse comes to an immediate halt when commanded to do so. 7 Climbs stairs/steep incline The horse is capable of climbing up stairs or steep inclines as long as there is adequate footing. The rider must make a Dexterity check at +2 on the die roll to remain in his seat. 8 Walks backward This trick is useful on narrow mountain paths and the like. 9 Walks sideways/reverse This trick can be employed in crowd control to sweep compact groups of people out of the way, using the horse’s bulk. 10 Knows way home At night, or when carrying a weary or injured rider, this horse can take its passenger home if given control of the reigns. 11 Protects master The horse guards a fallen or injured rider until help arrives, and it attacks all enemies who threaten its charge. 12 Fetches on command The horse can be sent to fetch a particular item it is familiar with. 13 Counts The animal can accurately count, using its hoofs to stamp out answers to simple addition and subtraction problems that are given to it. 14 Rears on command This is a very impressive trick to be used when leading armies or just before riding out of town. 15 Lies down when ordered This trick is useful for injured characters trying to reach equipment or climb back into the sad- dle after a fall. 16 Keeps silent on command The horse uses as much stealth as possible when ordered to remain quiet, walking slowly and avoiding any vocalization for a full turn. 17 Jumps A horse trained to jump properly adds 1' to the maximum height and 2’ to the maximum length it is normally allowed to jump. 18 Pirouettes The horse can turn in place in a circular motion that is useful to a character caught in a tight place or who wishes to whirl the animal about to face an approaching enemy. 19 Piaffes This is the ability to perform a spectacular elevated trot in place—impressive to behold. 20 Finds water The horse can lead its master to fresh water if there is any to be found nearby.

Table 13 Horses’ Age Categories

Age Category Comments 1-2 Young adult -3 MV; -100 encumbrance; -2’/-4’ jumping height/length 3-5 Mature +3 MV; +100 encumbrance; +2’/+4’ jumping height/length 6-20 Middle-aged Standard 21-35 Old -3 MV; -100 encumbrance; -2’/-4’ jumping height/length 36-50+ Venerable -3 MV; -100 encumbrance; -2’/-4’ jumping height/length

Table 14 Food Requirements

Size of Total lbs. food Total lbs. of concentrate horse needed/day needed: inactive/bard-working 14 hands 20 lbs. 1-2/2-4 15 hands 24 lbs. 5-6/10-12 16 hands 28 lbs. 9-10/14-16 17 hands 32 lbs. 13-14/18-20 18 hands 36 lbs. 17-18/22-24

Expand your AD&D® game with kits for the psionicist class

by Michael John Wybo II

Artwork by Karen L. Wann

The AD&D® 2nd Edition game’s kit sys- confidence games, and outright theft. tem is a line way of improving a player’s The gypsies are supposedly protected by character and enhancing the role-playing a curse that strikes down any who attempt possibilities of the game. I was therefore to do them harm for selfish or unjust rea- surprised when the Complete Psionics sons. This may be true or, as is more Handbook (CPH) arrived and did not con- likely, it may be a rumor started by the tain any kits for the psionicist. gypsies themselves (who have been known Kathryn Kurtz’s Deryni are the most to shade the truth from time to time). popular fantasy psionics-using characters Like their nonpsionic brethren, the I’ve read about. Luke Skywalker, Darth Berranie Seers dress in outlandishly gar- Vader, Obi Wan Kenobi, Yoda, and the ish clothes, have a loose interpretation of Emperor are other popular (if science- personal property, and are extremely pas- fantasy) examples of psionic characters. It sionate people who can be violent when is more important to have game templates roused to anger. (i.e., kits) for psionic characters than it is All gypsies who possess psionic ability for the more standard AD&D classes, are called Berranie. The most experi- because of this relative lack of previously enced Berranie of each clan is chosen as established role models. [Editor’s note: the gypsy leader’s advisor. Another The CPH does contain a “Related Reading” Berranie is allowed to travel with each list on page 113 for further inspiration and clan as an apprentice, but all others of examples.] This article attempts to allevi- marrying age or older are sent from the ate this problem by providing several clan to gain experience in the wide world. psionics-using character kits to make When the advisor dies, all Berranie born psionicists more fun to play. of that clan are summoned to choose a successor. It is unknown how the gypsies Berranie Seer/Seeress choose which seer is the most qualified, Description: The Berranie (pronounced but the decision is never questioned. bear-ran-EE) Seers are the spiritual and To be a Berranie Seer, a psionicist must temporal guides for nomadic gypsy tribes have a minimum Charisma of 12 in addi- such as the Romanies or the Rhenee of tion to the normally required Constitution Oerth. These gypsies are flamboyant free of 11, Intelligence of 12, and Wisdom of traders who wander the land. They are 15 for psionicists. The added require- free and frivolous, often having very little ment reflects the outgoing nature of the regard for the laws of the nations that they gypsies. The seer must also be neutral in pass through. These gypsy tribes make alignment. their way in the world through , The Berranie kit cannot be abandoned. entertainment, mercantilism, tinkering, Preferred disciplines: Berranie Seers

DRAGON 17 prefer the Clairsentience and finders, monster or witch hunters, disciplines. These must be the first two inquisitors, or any other job that requires disciplines chosen, although the order in stealth, intuition, and cunning. which they are chosen may be deter- To be a Thought Agent, a character must mined by the player. have an Intelligence of 13 or better, and a Suggested devotions: Danger Sense, minimum Wisdom of 16. Thought Agents Know Direction, Know Location, Radial must also be of lawful alignment, in addi- Navigation, Attraction, Empathy, ESP, tion to all other normal requirements. Truth Ear. Preferred disciplines: Thought Agents Suggested sciences: Any Clairsentient prefer the Telepathic, Clairsentient, and science, Probe, Mindlink. Psychometabolic disciplines. Barred disciplines: None. Recommended devotions: ESP, Inflict Role: To the gvpsies, the Berranie is a Pain, Truth Ear, Body Equilibrium, Catfall, respected member of the clan (regardless Chameleon Power, Double Pain, Ectoplas- of the seer’s age) and will be treated with mic Form, Heightened Senses. respect by all gypsies, regardless of clan. A Recommended sciences: Probe, clan will offer a Berranie Seer hospitality Mindlink, Aura Sight, Shadow-form, for no longer than a single night, however, Metamorphosis. unless the Berranie in question is the Barred disciplines: None. advisor or apprentice advisor to that clan. Role: The individual members of this Outsiders’ opinions of Berranie varies. order have as little in common with other They are seen as anything from villainous members as they do with nonpsionic to lovable rogues, depending beings. Each is a loner, knowing only a on the attitude taken toward the gypsies as few other members, including one a group. Thought Agent who acts as a trainer. Secondary skills: The secondary skills of Each Thought Agent must pick a specialty Gambler, Hunter, Trader/Barterer, or based on her alignment. Woodworker/Carpenter are all acceptable for Berranie characters. The above Lawful-good specialties choices may vary among game worlds, Peacemakers: These are wandering depending upon the culture of the gypsies judges similar to judges of the American of your DM’s world. Old West. If a peacemaker settles in one Weapon proficiencies: Required: None; area, he is known as a sheriff. His job is to Recommended: dagger, knife, scimitar, judge, sentence, and in some cases, track short sword. down and execute those who break the Nonweapon proficiencies: Bonus: Animal laws of the land. They receive a +1 bonus handling or Riding, Land-Based; Recom- to reaction rolls from the common folk of mended: Musical instrument, Gaming, the land. Juggling, Tumbling, Fire-Building, Direc- Treasure finders: These are adventuring tion Sense, Appraising, Carpentry, Hunt- Thought Agents who take on missions to ing, Tracking, recover lost or stolen items for an As noted above, these are recommended employer. They often accompany adven- for standard Berranie characters. The DM turing parties on their excursions. Trea- may substitute others based on the cul- sure finders may detect secret and hidden ture of the gypsies of his world. doors like an elf. If the treasure finder is Special benefits: The Berranie may learn an elf, she receives an additional +1 to any rogue proficiency at normal cost. her chances of finding such portals and Special hindrances: Most law-enforce- may find secret doors merely in passing ment officials and authority figures have on a roll of 1 on 1d8. an aversion to gypsies in their jurisdic- Monster hunters: These are specialists in tion. This translates into a -1 to reaction tracking down and defeating a certain rolls when dealing with officials, guards- type of monster. There are dragon men, clerks, and sheriffs in their official hunters, vampire hunters, giant hunters, capacities. etc. Each sort of hunter knows the lore Wealth options: As normal. about his intended quarry and will choose Races: Humans, elves, half-elves, weapons and equipment that is appropri- gnomes, and may be Berranie ate. Monster hunters receive a +1 to characters. attack their chosen nemesis and know their general strengths and weaknesses. Thought Agents For example: Targ the vampire hunter Description: Thought Agents are mem- knows that, generally, vampires may be bers of a psionic fraternity of sheriffs, killed through beheading, burning, stakes bounty hunters, spies, and vigilantes who through the heart, or exposure to direct have been trained to use their mental sunlight. The vampire he is currently powers to aid them in their chosen fields. chasing is named El Cahon and is only This group has no political affiliations or prone to one of the above methods of biases with regard to good or evil. Their destruction. However, Targ has no way of members may take jobs as “peacemakers” knowing which one simply by being a (a sheriff for uncivilized or wilderness set- vampire hunter. tlements), information brokers, treasure

18 MARCH 1993 Lawful-neutral specialties only the agent’s own duty to his religion Spy: The spy’s role is described in the or community. He may not go on adven- Complete Thief’s Handbook (CTH) under tures if they are not in direct pursuit of his the thief’s kit of the same name. A duties or an employer’s wishes, Thought Agent uses his psionics skills to Wealth options: As normal. aid him in his profession. A similar voca- Races: Humans, dwarves, gnomes, and tion is the information broker. The sole halflings may become Thought Agents. difference between an information broker and a spy is that an information broker is Ascetic Warrior in the business of collecting information Description: The Ascetic Warriors came of a general interest that she may later from a distant land where they were the sell, rather than having been hired to col- elite fighting force in a war against a lect information of a more specific sort by chaotic wizards insane magical breeding an employer. Thought Agent spies (and experiments. Some believe they belong to information brokers) never possess any a semi-religious sect dedicated to the per- thieving skills. fection of the mind, body, and spirit of its Witch hunter: A witch hunter is a adherents. These mysterious, self-reliant Thought Agent who searches out, identi- warriors are a force to be reckoned with. fies, and captures or exterminates rene- They keep their abilities and rituals in gade spellcasters. He is similar in strictest secrecy. profession to a bounty hunter and in phi- The Ascetic Warriors employ strange losophy to a monster hunter in that he and often foreign fighting techniques, hunts a quarry for a bounty, but only weapons, and customs. They are recog- those who are dangerous to public safety. nizable by their shaven heads, bare feet A witch hunter’s psionics abilities are well (even when crossing burning desert suited to combat with magic-wielding sands), spartan garb, and the tattoo of an assailants. A witch hunter is granted the Oriental dragon on their chests. Spellcraft proficiency at no cost. To be an Ascetic Warrior, a character must be lawful in alignment to reflect the Lawful-evil specialties years of discipline and training endured Assassin: Assassins are fully described in to achieve their martial prowess. the CTH. They are trained to use their Preferred disciplines: No particular dis- psionics to aid them in this pursuit. Make ciplines are favored by Ascetic Warriors. use of the “Role” section of the kit in par- Recommended devotions: Combat Mind, ticular. Again, psionicists choosing this kit Adrenalin Control, Body Control, Body cannot possess thieving skills. Equilibrium, Enhanced Strength, Height- Bounty hunter: Bounty hunters are also ened Senses, Immovability, Catfall, Mind fully described in the CTH. Use the “Role” Over Body, Mind Bar, , section found there for inspiration. Martial Trance, Danger Sense, all Tele- Inquisitor: The actions of inquisitors are pathic attack modes. lawful evil, even if they profess otherwise Recommended sciences: Aura Sight, (“religious cleansing,” “purification,” etc.). Telekinesis, Project Force. They may be misguided fanatics or self- Barred disciplines: None. serving followers of a particular religious Role: The Ascetic Warrior is a mysteri- leader or deity. Whatever their motiva- ous being who generates awe from the tions, they search out and eradicate those peasantry and adds a touch of the exotic they claim are heretics, unbelievers, and to a campaign. His martial and mental heathens, including priests of “outlawed” prowess coupled with his quiet, self- faiths and religious minorities. reliant nature make him an unfathomable adversary. Secondary skills: Any. Secondary skills: The Scribe skill is the Weapon proficiencies: Required: None; only one appropriate to Ascetic Warriors. Recommended: Any. Weapon proficiencies: Required: At least Nonweapon proficiencies: Bonus: Obser- half of the weapons chosen must be from vation, Information Gathering; Recom- the following list: staff, blowgun, dagger, mended: Tracking, Alertness, Meditative dart, javelin, knife, mancatcher, sling, and Focus, Local History, Direction Sense, Dis- staff sling. guise. Nonweapon proficiencies: Bonus: Read- Equipment: Equipment varies according ing/writing; Recommended: Harness sub- to the specialization taken. Common conscious, Meditative focus, Religion, sense and the CTH can aid in the deci- Blind-fighting, Endurance, Running. sion-making. Equipment: Other, more exotic Special benefits: As noted above. weaponry may replace those listed above. Thought Agents who make use of kits See the AD&D 1st Edition Oriental Adven- from the CTH do not receive the special tures book and DRAGON® Magazine issue benefits listed (they are psionicists, not #189 for many unusual weapons. rogues). Special benefits: The Ascetic Warrior is Special hindrances: All Thought Agents, able to learn the Punching, Wrestling, and regardless of specialty, must serve an Martial Arts skills as detailed in the Com- employer or a master, even if the master is plete Fighter’s Handbook, and may spe-

DRAGON 19 cialize in these skills as if they were single- and alleviate suffering as much as possi- class fighters. ble. Although highly respected by the Special hindrances: Ascetic Warriors common citizenry, a Healer is not never wear armor, as it goes against their immune to hardships. Those Healers who code of self-reliance. As mentioned above, do not wear the red-and-white distinctive the Ascetic Warrior must use half his robes, for whatever reason, are not recog- weapon proficiencies, including any nized as Healers and will generally be bonus proficiencies due to high Intelli- treated like everyone else. Similarly, a gence, on recommended weapons or non-Healer who wears the Healer’s robes unarmed combat skills. The Ascetic War- will soon be asked to provide her unique rior must donate all excess starting money skills. If she cannot do so, she may be and all monies gained, beyond normal liv- stripped of the robes and may even be ing expenses, to his order or to needy considered a criminal for her imposture. recipients. He may keep one of each type Secondary skills: Any secondary skill of magical item that he is able to use by may be appropriate for healers. his class and kit (i.e., one ring, one wand, Weapon proficiencies: Required: None; one weapon, etc., but no armor), and Recommended: dagger, knife. must donate all others that are his share Nonweapon proficiencies: Bonus: Heal- of treasure to his order or to the needy. ing; Recommended: Brewing, Cooking, The “needy” mentioned above never Fire-building, Herbalism, Languages, refers to other PCs, not even other PC Reading/writing, Rejuvenation, Religion. members of the Ascetic Warrior’s order. Equipment: A knife, herbs for healing, Wealth options: As per normal, but she bandages, some needles and thread, and cannot keep any excess monies as noted simple medicines are required equipment above. for Healers. A “Healer’s bag” of such mate- Races: Only humans may become rials costs 30 gp. Ascetic Warriors. Special benefits: As Healers are well respected by most human, demihuman, Healer and humanoid cultures, a Healer is Description: The healer is a psionicist granted a +1 to all reaction rolls if she dedicated to the health and well-being of wears the Healer’s robes. all human, demihuman, and humanoid Special hindrances: All Healers have patients, She may do this in service to a taken a magically binding oath to never deity, in empathy over the plight of the harm another human, humanoid, or suffering, or simply as a professional who demihuman except in self defense. A does what she has been trained to do. robed Healer also must take an oath to There are religious orders who support heal all individuals with no biases, even if schools for psionics-using Healers, but the the creatures in question are defeated majority either stumbled upon their tal- enemies. (This may be one reason a ents or were trained in them by another Healer would wish not to wear the robes.) Healer. If a Healer breaks an oath, she will be A Healer wearing her distinctive red- affected as if by a geas spell until she and-white striped robe is welcome almost atones in a suitable manner (as decided everywhere, even on a battlefield involving by the DM). She may then choose whether humans, humanoids, or demihumans, as to don the robes once more. both sides count on Healers to supple- Wealth options: As normal. ment the healing of clerics, especially if Races: Any race may have Healers. clerics are rare or nonexistent in a cam- paign. This kit may be dropped with the penalty of a -2 penalty to all reaction rolls in any area where she previously operated as a healer. There are no prerequisites for this kit except that of a nonevil alignment. Preferred disciplines: The Psychometa- bolic discipline must be the first choice of any Healer. It’s only a game, but Recommended devotions: Poison Sense, it’s your money Control Body, Absorb Disease, Cell Adjust- ment, Lend Health, Share Strength, Sus- You want only the best for your gaming pend Animation, Empathy, False Sensory dollars. See “Role-playing Reviews” in Input, Life Detection. this issue for expert advice on the best Recommended sciences: Complete Heal- e-playing games in the industry! ing, Surgery. Barred disciplines: None. Role: Healers are the Red Cross, country doctors, and psychic surgeons of their worlds. Some move about quite a bit in order to spread their rare talents across a greater area. They work to prevent or con- tain plagues, deal with insane individuals,

20 MARCH 1993

by Carl Sargent

One of the trickier parts of writing the AD&D® rules supplement, DMGR4 Mon- ster Mythology, was grouping together the 131 gods, avatars, priesthoods, etc. cov- ered therein. For example, Blibdoolpoolp (goddess of the kuo-toal could have been included in the chapter as readily as in “Gods of the Scaly Folk.” Deep Sashelas, the aquatic-elf deity, could have been included among the elven gods, but found a home in “Gods of the Seas and Skies” because of his relationships with many of the non-elven gods in the latter chapter. And, alas, among the wealth of detail for the gods of giants, dragons, vam- pires, faerie creatures, humanoids, , derro, and countless others, one deity got lost along the way. Rillifane Ral- lathil, an elven god, was not included among the elven deities but was slated for inclusion among the sylvan gods—yet managed to slip out somehow. To com- plete the full reference for all elven deities, his details are given here. This brief article also gives me the opportunity to credit Roger E. Moore, edi- tor of this magazine, for the work he origi- nally did on humanoid and demihuman deities for the AD&D 1st Edition game. These were originally published in DRAGON® issues #58-63 and were reprinted in and the Best of DRAGON Magazine anthology, Vol- ume III. These originals formed the basis for the majority of the humanoid and demihuman gods in Monster Mythology; others came from the original DEITIES & DEMIGODS™ Cyclopedia or were originals of my own devising. A in editing removed the credit Roger should have had on the contents page of Monster Mythology. I appreciate this opportunity to put the record straight! The entry here contains abbreviations and statistics that differ slightly from the format used in the AD&D 2nd Edition Leg-

22 MARCH 1993 AD&D® 2nd Edition campaigns

Artwork by Robert Less

ends & Lore. Monster Mythology upgrades those original statistics, the most notable case being the TU (turning of undead) sta- tistic for priests of Rillifane. This is given as “Turn at -1 level.” This means that spe- cialty priests of this god turn away undead at one level lower than their usual experi- ence level.

Rillifane Rallathil (Intermediate god) Rillifane Rallathil is the patron god of wood elves, revered also by a few voadkyn (see MC5 WORLD OF GREYHAWK® appen- dix to the Monstrous Compendium, “Giant- kin, Voadkyn”). He is a complex figure, considered by his followers to be simulta- neously a huge oak tree and a green- skinned elf clad in bark armor. As an oak, Rillifane stands in Arvandor (the High for- est of Olympus) with his roots spanning the planes into the countless worlds occu- pied by wood elves. The great tree draws into itself all the ebb and flow of seasons and lives within the woodlands of the wood elves. At the same time, it defends and sustains those lands against disease, predation, and assaults of all kinds. Rillifane’s major concern is that all living things within “his” woodlands should have the opportunity to live and act out their roles in nature without abusing it. This brings him close to Corellon, the great creator and protector of the elves. It also brings him into opposition with Solonor Thelandira, the elven god of hunting and archery. Solonor does not permit his priests and followers to hunt within woods where Rillifane’s brooding, forbid- ding presence cautions against this, unless their need is great. Rillifane will permit hunting for food by hungry folk; hunting for sport he detests. Rillifane is closely allied with Emman- tiensien, god of treants, and their conver- sations are many (and seemingly endless

DRAGON 23 to others, as neither god is given to hasty He can also use spells from the rolls and damage determination. Any thought or expression). Many of the sylvan (Earth) school of wizard spells as priest creature struck by an arrow fired from deities know and respect the great spells of the same level. this bow by the avatar must make a saving Leaflord of the elves (Skerrit of the cen- throw vs. spells; if this is failed, the crea- taurs being the friendliest), and he is Str 17 Dex 18 Con 19 ture is instantly slain. Otherwise, flight always a respected guest at Titania’s Seelie Int 17 Wis 20 Cha 16 arrow damage is sustained. The avatar Court. MV 18 SZ M (6’) MR 40% usually carries 1d3 other miscellaneous For himself, Rillifane is quiet, reflective, AC -3 HD 17 HP 136 magical items of suitable kind (e.g., ring of and enduring over aeons unchanged. He #AT 3/2 THAC0 8 Dmg by elemental (earth) command, staff of is the least ‘flighty” of all elven gods, the weapon +1 swarming insects, wand of flame extin- least likely to act on a whim, often grave guishing, Quaal’s feather token, etc.). and self-absorbed. Special Att/Def: The avatar cannot be Role-playing Notes: Rillifane rarely harmed by caused wounds, diseases, poi- Duties of the priesthood sends an avatar to the Prime Material sons, gas attacks, or energy drains. He may Rillifane’s priests are druidic priests. plane, disliking direct action and prefer- summon up to 200 HD of sylvan or natural Their duties include preserving wood- ring that his priests carry out his wishes. woodland creatures to do his bidding lands, maintaining harmonious relation- Rillifane’s avatar appears only when major each day. With a wave of his hand, the ships with sylvan creatures, keeping destruction of a wood-elf habitat is threat- avatar can cast each of the following watch over huntsmen and woodsmen ened. The appearance of such an avatar is effects three times per day: charm person within or close by their lands, and officiat- heralded by sudden gusts of wind shaking or mammal fire quench, turn wood, wall ing at births, rites of passage, and other leaves from the trees, a sign unmistakable of thorns, warp wood. At will, he may cast key events in wood-elf life (death rites are to his priests. tree (oak) or employ transport via plants in the province of the gods Sehanine or Statistics: AL cg; WAL cg (wood elves); woodlands, and speak with plants. Magic- Labelas, however). AoC woodlands, nature; SY oak tree. use is at 16th level. The avatar’s move- Requirements: AB Wis 15; AL cg; WP ments in woodlands are 99% likely to be club, longbow, quarterstaff, sling, staff- Rillifane’s Avatar (Ranger 12, Druid 16) absolutely silent. sling; AR leather or magical elfin chain; Rillifane’s avatar appears as a green- The avatar usually carries a staff of the SP as druids, also Sun, Time; Pw 1) gain skinned male elf clad in armor of living woodlands +2 and a simple quarterstaff one additional Plant sphere spell of each bark, armed with a great greenwood long- +4 for melee purposes, but his most fear- spell level usable; 3) move silently 5%/level bow. He makes no sound as he moves, some magical weapon is his longbow. in woodlands; 5) speak with plants; 7) wall speaks very rarely, and fires his bow in This has triple normal range, and all of thorns; 11) changestaff; TU Turn at -1 silence. The avatar uses spells from the arrows fired from it are treated as +4 level; LL 16; HD d8; Shamans no. druidic, Sun, Thought, and Time spheres. magical weapons for purpose of attack

24 MARCH 1993

Basic backpacks for every D&D® game adventurer by Vince Garcia Artwork by Joseph Pillsbury

One aspect of creating a new D&D® game character too often treated superfi- cially is that of outhitting the hero with her basic equipment. A new hero making her first venture into the dangerous outlands needs more than arms, armor, and a weeks food rations. The well-prepared adventurer takes along the “little things” that aid those of her chosen class out in the wild. The table here has an expanded list of equipment that players may wish to refer to when outfitting new characters, to speed play. Items in italics are new, not shown on the Adventuring Gear Table in the D&D game Rules Cyclopedia (page 69). Also presented are examples of basic adventuring kits for specific D&D game professions.

26 MARCH 1993 D&D Game Adventuring Gear Table

Item Description/Notes Cost/Enc. Arrowhead For use when manufacturing arrows in the wild 1sp/1 Backpack Capacity of 400 cn (40 lbs.) 5gp/20 Backpack, explorer’s Capacity of 800 cn (80 lbs.) 10gp/80 Backpack, waterproof Capacity of 300 cn (30 lbs.) 30gp/60 Bandages Prevents further blood loss; enough for 1 character’s wounds from 1 combat 1sp/1 Bedroll Heavy blanket and small pillow 1gp/50 Belt 2sp/5* Block and tackle Effectively reduces the weight of hauled object to 25% normal, but requires 4 times 5gp/100 the amount of rope Boots, riding/swash-topped 5gp/15* Boots, plain 1gp/10* Bow strings, 10 1 gp/l Candle Burns 1 hour; sheds light in 10' radius 1sp/1 Chisel For chipping away stone 2gp/10 Climbing hook, hand-held Supports up to 250 lbs. 5gp/40 Cloak, long 1gp/15* Cloak, short 5gp/10* Clothes, extravagant Tunic & pants; blouse & skirt; robe; etc. 50+gp/30* Clothes, fine See above 2gp/20* Clothes, normal See above 5gp/20* Disguise kit Includes wigs, hair dye, makeup 20gp/50 Drill, hand For drilling through wood or metal 10gp/30 Garlic Useful against vampires 5sp/1 Grappling hook Holds up to 500 lbs. 25gp/80 Gloves, heavy Prevents rope burns, assures better grip on slippery items, protects against contact 5sp/10* poisons and things that harm exposed skin (e.g., needle traps); impossible to pick pockets or remove traps when wearing these Gloves, soft Protects against contact poisons and other things that harm exposed skin; useless 1gp/5* against needle traps Hammer, utility Does 1d3 damage if used as weapon 2gp/10 Hat 2sp/3 Holy symbol At DM’s discretion, may be needed to Turn undead 25gp/1 Holy symbol, inexpensive Inflicts penalty of 3 to Turning roll 5gp/1 Holy water Breakable glass vial 25gp/1 Ink, vial of Enough to write 50 pages of simple text 1gp/20 Iron spike One spike needed for each 5’ of a sheer surface being climbed 1sp/5 by a thief or mountaineer Journal, blank With fifty 6”x9” pages 20gp/30 Knapsack Capacity of 250 cn (25 lbs.) 3gp/10 Knife, utility Does 1d3 damage if used as weapon 1gp/5 Lantern Burns 4 hours; 30’ radius of illumination 10gp/30 Lantern, bullseye Burns 4 hours; illuminates cone 100' long, 20’ base 20gp/30 Lasso, leather 5gp/30 Leather, bulk One square foot for miscellaneous use 1sp/5 Lockpicks Optional portion of thieves’ tool kit; does not permit trap removal 15gp/5 Magnifying glass For studying fine details and fire-starting 3gp/5 Map, explorers’ Speculative map of unexplored territory 50gp/10 Map, detailed Highly detailed map of explored territory 30gp/10 Map, general General trail map of explored territory l0gp/10 Mirror, hand Made of steel 5gp/5 Musical instrument, stringed Lute, mandolin, etc. 20gp/100 Musical instrument, wind Flute, recorder, etc. 5gp/30 Oil, ceramic flask Does 2d6 damage or covers 10' square area and burns for 3 rounds 2gp/10 Oil, metal flask Prevents accidental breakage; cannot be used as missile weapon 1gp/20 Papyrus One 12"X12" leaf 1sp/1 Parchment One 10"X10" leaf 1gp/5 Parka For warmth in cold climates 5gp/40* Pot, cooking Two-quart capacity 1gp/50 Pouch, belt Capacity 50 cn (5 lbs.) 5sp/2* Quill pen For writing 5sp/1 Quiver Holds 20 arrows 1gp/5 Quiver, back Holds 50 arrows; prevents wearing of pack of knapsack 5gp/20 Quiver, belt Holds 10 crossbow quarrels 1gp/3 Rations, iron Week’s supply; stays fresh 2 months 15gp/70 Rations, standard Week’s supply; stays fresh 7 days 5gp/200

DRAGON 27 Rope, 50’ length Supports 750 lbs.; for each 10 lbs. above this, give 5% cumulative chance of breakage Sack, small Capacity 200 cn (20 lbs.) 1gp/1 Sack, large Capacity 600 cn (60 lbs.) 2gp/5 Salt, 1 lb. For preserving meat or monster parts for use; one pound of salt is needed 10gp/10 for each 5 lbs. of organs being preserved Scroll case, waterproof Holds 1 map, 1 scroll, or 10 leaves of parchment 5gp/20 Sewing kit For repair of cloth/leather 1gp/10 Shoes 5sp/8* Spellbook, blank 24”x24”x6”; holds 24 spells 100gp/200 Spellbook cover Waterproof 10gp/30 Stake, wooden 1sp/1 Tent, Z-man 6’x4’x4’; watertight 20gp/200 Tent, 4-man 6’x6’x5’; watertight 25gp/500 Thieves’ tools Needed for picking locks & removing traps 25gp/10 Tinder box 3gp/5 Torch Burns 1 hour; sheds light in 30’ radius 2sp/20 Twine, 100’ ball of Supports up to 30 lbs.; for each 10 lbs. above this, give 10% chance of breakage 2sp/10 Vial, empty glass Holds 1 pint (enc. 20 when filled) 1gp/10 Water/wineskin l-quart capacity (enc. 30 when filled) 1gp/5 Wax For making impressions 3sp/10 Whistle For signaling or bird calls 1sp/5 Wolfsbane To ward off lycanthropes 10gp/1

* If this item is being worn, as opposed to being packed away as a spare, its encumbrance is considered to be 0.

Kits for new characters most practical adventurers, wasting very might pack a variety of items to cover a New adventurers bring with them varied little upon unnecessary items. The profes- number of different contingencies. philosophies and backgrounds that natu- sional warrior has few true needs. rally prompt a character to bring certain Item Cost/Enc. items most useful to his adventuring class Item Cost/Enc. Knapsack 3gp/10 as a whole. The monastery-trained cleric, Backpack 5gp/20 Bedroll (in knapsack) 1gp/50 for instance, is more likely to pack along Bandages (5) 5sp/5 Candles (3) 3sp/3 bandages and holy water than a back- Bedroll (attached to pack) 1gp/50 Ink, vial of 1gp/20 woods fighter who knows the practical Oil 2gp/10 Oil 2gp/lO value of a block and tackle. Several basic Pot, cooking 1gp/50 Map, general 10gp/10 packs follow for quick outfitting, each list- Rations, iron (2 weeks) 30gp/140 Mirror, hand 5gp/5 ing cost and weight factors. Players natu- Rope, 50’ 1gp/50 Parchment (2 leaves) 2gp/10 rally may add or delete equipment as they Sack, large (3) 6gp/15 Quill pen 5sp/1 deem fit. Note that the weight of the pack Tinder box 3gp/5 Magnifying glass 3gp/5 itself and bedroll (in most cases) are not Torches (5) 1gp/100 Rations, iron (1 week) 15gp/75 considered in the encumbrance con- Water/wineskin 1gp/5 Sack, small (3) 3gp/3 tained by the pack. Total 51.5 gp/450 Tinder box 3gp/5 Torch 2sp/20 Thief Wineskin 1gp/5 Cleric The thief’s life is an often risky one. Total 50gp/232 A cleric’s purpose is to heal, protect, and Incumbent upon those who rely on stealth represent the interests of her particular and fleetness of foot is to take no more Elf/Mage order. Her basic kit reflects these aspects than necessity requires—for freedom of The needs of a spell-caster are many, of her profession. movement is of paramount importance! and it is all too true that the tools of her trade take up much of her available space! Item Cost/Enc. Item Cost/Enc. Backpack 5gp/20 Backpack 5gp/20 Item Cost/Enc. Bandages (10) 1gp/10 Bedroll (attacked to pack) 1gp/50 Backpack 5gp/20 Bedroll (attached to pack) 1gp/50 Candles (3) 3sp/3 Bedroll (attached to pack) 1gp/50 Clothes, fine 5gp/20 Climbing hook 5gp/40 Ink 1gp/20 (priestly garments) Gloves, soft 1gp/5 Magnifying glass 3gp/5 Garlic 5sp/1 Hammer, utility 2gp/10 Mirror, hand 5gp/5 Holy symbol, inexpensive 5gp/1 Iron spikes (10) 1gp/50 Parchment (3 leaves) 3gp/15 Holy water 25gp/1 Magnifying glass 3gp/5 Quill Pen 5sp/1 1 gp/20 Rations, iron (1 week) 15gp/75 Scroll case 5gp/20 Parchment (2 leaves) 2gp/10 Rope, 50’ 1gp/50 Spellbook 100gp/200* Quill pen 1gp/5 Sack, large 2gp/5 Rations, iron (1 week) 15gp/70 Rations, standard (1 week) 5gp/200 Thieves’ tools 25gp/10 Scroll case 5gp/20 Tinder box 3gp/5 Tinder box 3gp/5 Torch 2sp/20 Water/wineskin 1gp/5 Total 64.3gp/328 Tinder box 3gp/5 Total 55.5gp/348 Vial, empty glass 1gp/10 Halfling Total 147.7 gp/461 Fighter/ Halflings also prefer traveling light, Fighters and dwarves are perhaps the although the industrious little fellows

28 MARCH 1993

* This is presumed to be the book the character starts play with. If it is stored in Item Cost/Enc. other than the pack, its encumbrance is Backpack, explorer’s 10gp/80 discounted from the total, leaving room Arrowheads (20) 1gp/20 for other gear. Block & tackle 5gp/100 Bedroll 1gp/50 Mystic Climbing hook 5gp/40 Austerity is a trademark of the mystic, Hammer, utility 2gp/10 and rare is the character who bears more Iron spikes (10) 1gp/50 than the most essential of items. Knife, utility 1gp/5 Leather, bulk 1sp/5 Item Cost/Enc. Map, general 10gp/10 Knapsack 3gp/10 Parka 5gp/40 Bedroll (in knapsack) 1gp/50 Rations, iron (1 week) 15gp/75 Candle 1sp/1 Rope, 50’ 1gp/50 It's a small world Ink, vial of 1gp/20 Tent (2-man) 20gp/200 after all Journal, blank 20gp/30 Tinder box 3gp/5 What are the latest releases in minia- Quill pen 5sp/1 Torches (2) 4sp/40 ture figures and scenery? What rules Rations, iron (1 week) 15gp/75 Twine, ball of 2sp/10 are best for tabletop war games? Turn Tinder box 3gp/5 Water skin (full) 1gp/30 to “Through the Looking Glass” in this Total 43.6 gp/192 Whistle 1sp/5 Total 81.8 gp/325 Druid/Outdoorsman Clerics studying the path of druidism, as well as other outdoor adventurers (includ- ing some elves), understand that a wide variety of equipment can compensate for the many demands of the wild. Thus, while the professional explorer bears a heavy burden, he is rarely caught helpless in the wild.

30 MARCH 1993

by Brady English

Over a thousand years ago, in what is Miyan, who also founded the kingdom of the spirits of men. now the rainforests of Nigeria, a civiliza- Benin, was considered to be the father of Near the land of the Yorubas lived the tion developed along the Niger and Ogun African justice. Ibo people, who believed in Ala, the earth Rivers. These people built great cities like These myths also tell of a distant deity goddess. According to them, Ala created Ibadan and Ife, where thousands lived in that originally created the heavens and people and looks after them after they complex societies. The Yorubas, for exam- the earth. They call this god Olurun, the died. The fertility of both plants and ani- ple, ruled large tracts of land on which owner of the sky. At first the world was mals lies in her domain, much as is the they farmed tuberous crops, made iron marshy and watery, used as a playground case with the Egyptian god, Osiris. tools and weapons, and crafted beautiful for the gods. An evil goddess named The Jamaicans took the myths even fur- terra-cotta sculptures and pottery. Olokun ruled the entire earth. One day ther. Folklore from this Caribbean bland The true center of the Yoruban religion after Olurun had an argument with says that the earth goddess took the souls lay in its rulers. They called these men Olokun, he decided to create dry land of men from the god of the sky. She baked “Obas,” and they were considered to be and men. When this was finished, his their bodies in her kiln and placed the both man and god, much like the plan would enable the men to rule the spirits of men into them. This act of Pharaohs of Egypt of whom the Obas earth. He called his youngest son, treachery, the Jamaicans claim, caused claimed to be the descendants. These Obatala, to construct the dry land portion the split between man and the skygod. Obas could call up armies of fanatic war- of the earth. With the help of his older Almost all native African myths describe a riors from farmers and craftsmen (African brother, Orunmilla, the god of divination, division between man and the supreme people rarely had standing armies, but all Obatala accomplished this. When Olurun god, which became the justification for males were trained in weapons and mar- heard that his earth was finished, he so many intermediaries between the tial arts). sent his minister, Agemo, to inspect it. supreme god and man. Most of these According to Yoruban myth, the original After two trips, orishas (gods) were real people who Agemo gave his founder of the country was an Oba by the distinguished themselves in life, name of Oduduwan. His son, Oran approval. Olurun then began much like modern building Catholic saints. plane of Air. By some estimates, the 3. At 5th level, she gains the Airborne Yorubas had over a thousand Riding proficiency at no cost, if she has orishas, covering everything from practiced at this skill beforehand. Also, pottery to contagious diseases. In she can cast either levitate (as per the sec- reality, most people worshiped sev- ond-level wizard spell) or feather fall (as eral at a time, worshiping some only per the first-level wizard spell) once per on special occasions. day. A list of some 4. At 10th level, she can cast fly (as per orishas and how the third-level wizard spell) once per day. they might fit 5. At 20th level, she can plane shift (as into an AD&D per the fifth-level clerical spell) once per game world fol- month to and survive on the elemental lows, using the plane of Air. concept of spe- 6. She will acquire the proficiencies of cialty priests (see Astrology, Survival, and Weather Sense as “Defenders of the soon as possible. Hearth,” in DRAGON® issue Notes #177, for a similar set-up for Olurun is the Sky God of the Yorubas, halfling deities): thought to be the first of the deities. Because he lost the souls of men, he has Olurun, Owner of the Sky separated himself from direct involve- Greater power of the ment with them. He almost never accepts plane of Air, N any worship directly, but he ordains Symbol: Silhouette of bird priests if they have both exceptional Intel- Portfolio: The Heavens, ligence and Wisdom. Also, they must be the Gods able to maintain a true neutral alignment Requirements: Intelligence All Olurun’s clerics are specialty priests 15, Wisdom 17 and very rare. They never go adventuring Weapons allowed: Bludgeoning with others, making them suitable only a weapons NPCs. Like their god, they tend to stay Armor allowed: None (magical pro-away from other people, usually on a tection is allowed) mountain or in the bush. The priests Major spheres: All, Astral, Creation, enjoy the company of birds; they even Elemental, Summoning, Sun, wear feathers on their heads and color Weather their faces with paints to look like birds. Minor spheres: Animal, Healing The priests enjoy the company of the Necromancy, Plants aarakocra (® TOME, page 8) Magical items allowed: Same as and other good-aligned winged cleric humanoids, often using their powers to assist these races. Powers & restrictions 1. A specialty priest of Olu- Obatala, King of the White Cloth run may turn undead as a Greater power of the plane of Air, LG cleric. Symbol: Earthenware bowl 2. At 3rd level, she gains a Portfolio: Creation, the Earth permanent sanctuary power Requirements: Dexterity 14, Strength 12 (same as first-level clerical Weapons allowed:: Bludgeoning weapons spell, except no saving Armor allowed: Any throw) vs. all creatures Major spheres: All, Animal, Creation, Ele- from the elemental mental, Charm, Plant Minor spheres: Guardian, Protection, can be cast on the same creature on the spell) once per day. Healing, Summoning same day. 6. At the 10th level, he can breathe Magical items allowed: Same as cleric. 4. She gains Etiquette, Herbalism, underwater indefinitely. Ancient Language, and Ancient History Powers & restrictions proficiencies automatically. Ancient His- Notes 1. A specialty priest can turn undead, tory and Ancient Language apply only to Olokun is the very vain and selfish just as a normal cleric can. the area where the priest was born. Yoruban goddess of the sea. Her specialty 2. He must have the Pottery and Stone- priests’ and clerics’ ceremonial dress are masonry proficiencies. Notes bright colors and creatively dyed clothes 3. He gains a +4 on all saves vs. earth- Orunmilla is the god of divinations and with coral jewelry and crowns made of based attacks (e.g., flesh to stone, statue, spirits. All specialty priests are extremely gold and silver. etc.) sensitive to people’s motivations and feel- Churches for this deity would be found 4. He can cast earth-related spells at ings. About 10% of the total clergy are spe- in and around waterways and seaports. twice their normal areas of effect and cialty priests and are used by heads of Many of her followers may be involved in duration. state to weed out possible enemies from shipbuilding or work along the docks. 5. At 10th level, he can cast conjure earth those seeking audiences. Their sea-loving nature coupled with their elemental (as per the seventh-level clerical Specialty priests often wear extravagant hatred of mankind makes them perfect for spell) once per day. gold jewelry inlaid with colorful and pre- supervising the slave trade. Because of this cious gem stones. Fruits like dates and goddess’s hatred for the creation of dry Notes palm nuts are woven into the braids of land, the main victims of slavery are wor- Obatala is the Yoruban god of earth, cre- their hair. They wear white robes draped shipers of Obatala, Orunmilla, and Ala. ation, and creativity. He is given the credit over one shoulder. In addition to their involvement in the for laying out the plan for the world. It Specialty priests can read, write, and slave trade, worshipers of Olokun practice was this that created the enmity between remember all things they have written. human sacrifice. They involve themselves his followers and those of the sea goddess, They are generally considered the court in senseless warfare with their neighbor- Olokun. historians because of these abilities. Any ing tribes. They take pride in looting and Priests of Obatala dress in earth colors knowledge normally gained by legend lore ransacking the countryside and bringing and prefer a sacred bundle (as per the (as per the sixth-level wizard spell) about their plunder to the sea. AD&D 2nd Edition game Legends & Lore, the specialty priests’ people will be known All the followers of Olokun are fanatical. page 16) over any other form of protec- to the priest. Therefore, their churches spring up only tion. Specialty priests take pride in their where Olokun is worshiped exclusively. terra-cotta figurines and earthenware. Olokun, Mistress of the Sea Traveling clerics and specialty priests may These priests maintain the kilns used in Greater power on the Prime Material worship and make sacrifices near any sea- pottery making, so they are important to plane, NE port or waterway, but traveling clerics and the local economies. Priests are quite Symbol: Coral necklace specialty priests may find it difficult to find often wealthy, therefore, and are held in a Portfolio: Sea, river, marshes believers like themselves. The faith is out- position of honor in most villages. Add +4 Requirements: Constitution 16, Strength lawed almost everywhere outside its own to any priest encounter reaction roll in 10 domain. Followers of this faith are subject any village or town where priests of Weapons allowed: Trident, harpoon, and to the harshest of penalties. As might be Obatala run a kiln. bludgeoning weapons guessed, the clerics of this cult work best Armor allowed: Leather and shield as NPCs and foes, not as player charac- Orunmilla, She Who Knows Who Will Major spheres: All, Animals, Combat, Cre- ters. Prosper ation, Elemental, Plants, Weather, Greater power of the plane of Air, NG Guardian Ala, the Earth Goddess Symbol: Engraved gold medallion Minor spheres: Charm, Healing, Divina- Greater power of Prime Material plane, N Portfolio: Divination, Art, Knowledge, tion, Protection Symbol: Small animal skin Diplomacy Magical items allowed: Same as cleric Portfolio: Earth, Fertility, Love, and Death Requirements: Intelligence 10, Wisdom 14 Requirements: Charisma 15; Wisdom and Armor allowed: None Powers & restrictions Constitution 12 Weapons allowed: Staff, jo stick, bo stick, 1. A specialty priest can turn undead like Weapons allowed:: Footman pick, Horse- clubs, sling staffs, slings, stones, whips, a normal priest, and he can turn undead man pick, sickle, awl, club staff, staff and unarmed combat created from the bodies of those who died sling, slings, darts, scimitar Major spheres: All, Astral, Charm, Cre- at sea or who are sea- or marsh-related at Armor allowed: Only natural armor ation, Divination, Protection, Plants two levels above his present clerical level. (leather, hide, etc.) and wooden shield Minor spheres: Combat, Guardian, Sun 2. Specialty priests and clerics of this Major spheres: All animal, elemental, Magical items allowed: All clerical and cult must gain Swimming, Seamanship, healing, plant, weather, necromancy -divinatory and Navigation proficiencies as quickly as Minor spheres: Divination possible. Magical items allowed: Same as cleric Powers & restrictions 3. A specialty priest cannot cast fire- 1. A specialty priest cannot turn undead, based spells. However, he can cast one Powers & restrictions as can a normal cleric. extra water-based clerical spell per spell 1. A specialty priest can turn undead as 2. She can cast all divination-type wizard level each day. if she were two levels higher than a nor- spells as clerical spells of equivalent level, 4. He gains the proficiency of Water- mal cleric. with the exception of ESP (see #3), subject Based Biding (riding a mount, like a sea- 2. She gains a +4 to her Charisma roll to the usual restrictions on clerical spell- horse or dolphin, while swimming on the when talking about romance with some- casting. surface or underwater) automatically at one of the same species but opposite sex. 3. She can cast ESP (as per the second- 1st level, even if he has never trained for 3. At 3rd level, she can identify plants, level wizard spell) on any number of crea- this skill. animals, pure water, and monsters. tures per day using palm nuts as a 5. At the 3rd level, he can cast water 4. She can cast any necromantic wizard material component. Only one spell such breathing (as per the third-level wizard spells as clerical spells of the same level,

34 MARCH 1993 subject to the usual restrictions on cleri- level, +3 at 7th level, etc.). This does not against him. After his death, he was made cal spell-casting per day. affect encounter reactions, loyalty rolls, or into the god of the storms. He still 5. At 5th level, she can collect the compo- proficiency checks. Luck can either hungers for power, and so do his priests. nents to create a sacred bundle. She can increase or decrease the roll, but this The prime motivation of his followers is also tell others what items they need to cre- must also be designated before the roll. personal power and power for the faith ate a sacred bundle, then cast the proper 4. At 3rd level, he can send a telepathic (usually in that order). This power is spells to empower it. (See the AD&D 2nd message as many miles as the priest has obtained by obedience caused by fear. Edition Legend & Lore, page 16.) levels. The message must be to one person Because of this, specialty priests tend 6. At 7th level, she can shape change only and can be no more than 12 words toward the reversed versions of healing once per day, exactly as a druid of 7th long. It cannot be interrupted or stopped and necromantic spells (e.g., cause light level. before the message is complete, or the wounds, poison, harm, cause blindness or whole message is lost. For every three lev- deafness, cause disease, destruction, etc.) Notes els after the 3rd level, the specialty priest in order to create fear. Ala is the Ibo earth goddess. She is the gains another message that he can send Shango’s wives — Oya, the goddess of the symbol of the African view that life, death, (two at 6th level, three at 9th level, etc.). The Niger River, and Oshun, the goddess of the fertility, and decay are all related; none person receiving the message can mentally Oshun river — also serve Shango. Their any better or worse than the other, in its “see” the priest and hear him, but is unable specialty priests have powers identical to place. to respond to the message. Shango’s, but only when the goddesses’ Ala’s priests are split evenly between priests stay within 50 miles of the Oshun clerics and specialty priests. Clerics can Notes or Niger Rivers, respectively. Otherwise, be men or women, and all have a healthy Eshu is the Yoruban god of messengers they are normal clerics. respect for life and death. They hold the and chance. Therefore, specialty priests view that life is the perpetuation of the must have both Reading/Writing and Other deities strong. Ala’s specialty priests are almost Astrology as initial proficiencies. In precolonial Nigeria, there were many all women. They are the leaders of the Specialty priests, clerics, and lay people other deities. The Yorubas alone had over church and must, therefore, maintain a of this cult are self-serving and greedy. a thousand orishas (deities) on record. A neutral alignment. They never accept a mission for purely list of some of the more important gods All of Ala’s priests dress in animal skins altruistic reasons. If they do anything out follows: and animal masks during ceremonies like of kindness, they must charge for it (even Ogun: The god of iron, warriors, the high holy days of planting, harvesting, if it is for only one copper piece) or risk hunters, and metalsmiths (LN) etc. During other times, they tend to wear excommunication from the faith. If they Sonponno: The goddess of smallpox and hot weather clothing (when the weather violate this, they receive no new spells related diseases (NE) permits) or light leather or cloth armor. until they have atoned through another Orisha-Oka: The god of agriculture (NG) Ala is worshiped mainly in the rich delta priest of Eshu (as per the fifth-level cleri- Olu-Igbo: The owner of the bush, the lands where farming is important. Also, cal spell, atonement). god of the jungle (N) her ways are followed in and near the rain Osanyin: The god of curative medicine forest, where protection from unforeseen Shango, Master of Storms (NG) death is required. Greater power of the plane of Air, CE Oduduwan: The ancestral father, the Symbol: Image of lightning bolt first man (LG) Eshu, God of Messengers and Chance Portfolio: Power, Storms Oran Miyan: The son of Oduduwan, the Lesser power of the plane of Air, CN Requirements: Wisdom 13, Intelligence 13 god of justice and righteous indignation Symbol: Gold coin Weapons allowed: Double-bladed battle- (LG) Portfolio: Chance, Trickery, Messengers, axe and bludgeoning weapons Yemoja: The goddess of the Ogun River, and Travelers Armor allowed: All the wife of Ogun (N) Requirements: Dexterity 15, Wisdom 12 Major spheres: All, Combat, Creation, Ele- Weapons allowed: Sap, club (preferred) mental, Guardian, Healing, Necro- These West Africans also worshiped ani- and other bludgeoning weapons mancy, Weather mal spirits, such as: Armor allowed: Scale mail or less Minor spheres: Protection, Divination Leopard: The god of lycanthropes, vam- Major spheres: All, Astral, Charm, Com- Magical items allowed: Same as cleric pires, and witches bat, Guardian, Healing, Necromancy, Elephant: The god of strength (LG) Protection Powers & restrictions Hare: The god of cunning, deceit, and Minor spheres: Divination, Elemental 1. A specialty priest of Shango can turn thieves (CN) Magical items allowed: Same as cleric undead, as does a normal cleric. Chameleon: The minister of the gods, 2. At 3rd level, he can cast lightning bolt god of patience and change (LN) Powers & restrictions (as per the third-level wizard spell) once 1. A specialty priest cannot turn undead, per day. These animal deities had no clerics or though a normal cleric turns undead nor- 3. At 6th level, he can cast vampiric touch churches of their own, although such mally. (as per the third-level wizard spell) once could be developed for them. People of 2. A specialty priest can obtain the per day for every three levels he possesses other faiths may call on the animal gods rogue’s proficiencies of Set Snares, Jug- above the 3rd level. when assistance in their specific spheres gling, Disguise, and Forgery if he wishes, 4. At 10th level, he can cast control of influence is needed, but whether or not subject to the usual rules for acquiring undead (as per the seventh-level wizard the gods honor such requests and what, if new proficiencies. spell) once per week. anything, they will do about it, is up to the 3. He can affect another person’s luck 5. At 15th level, he can cast energy drain Dungeon Master. once per day. If the character’s player des- (as per the ninth-level wizard spell) once ignates that this happens before someone per week. else makes a saving-throw, attack, or simi- lar die roll, he can change the roll by 1 Notes point for every three levels the specialty Shango was a power-mad tyrant in life, priest possesses (+1 at 1st level, +2 at 4th who killed himself after his critics rallied

DRAGON 35

“Forum” welcomes your comments and opin- not have to deal with saving throws. This is not ants. Most works of fiction have psionically ions on role-playing games. In the United States quite true. Many of the more useful powers endowed individuals running for their lives and Canada, write to: Forum, DRAGON® Maga- (e.g., Detonate, Disintegrate, Probe, Mindwipe, from crazed mobs. This view of psionicists can zine, P.O. Box 111, Lake Geneva WI 53147 U.S.A. Domination, and Psionic Blast) require saving cause many interesting role-playing situations In Europe, write to: Forum, DRAGON Maga- throws. I do believe that many other powers as well as a nice limitation to the powers of a zine, TSR Ltd, 120 Church End, Cherry Hinton, should be limited by including a saving throw; psionicist PC. Displaying his powers openly Cambridge CB1 3LB, United Kingdom. We ask Invincible Foes is a power that quickly comes to could stir fear and hatred from onlookers, and that material submitted to “Forum” be either mind. evil NPCs would just love to pin their deeds on neatly written by hand or typed with a fresh rib- I think the idea of psionic resistance is not out the convenient scapegoat. bon and clean keys so we can read and under- of line. Some creatures, such as undead, are With a few minor changes, the psionicist is a stand your comments. We will print the immune to mind-control magic and should not nice addition to many AD&D game campaigns. complete address of a contributor if the writer be affected by Telepathic powers. Since most of A psionicist nemesis for the PCs could bring requests it. the volumes of the Monstrous Compendium new life back into a sagging campaign, while a were made before psionics were added to the psionicist PC is a great addition to an adventur- In his article, “Audible Glamour—Not game, DMs would have to rule on psionic ing party. Psionics does not replace magic; it Clamor” (DRAGON issue #184), Mike Shema effects on a creature-by-creature basis. complements it. Each has its strengths and advises Dungeon Masters to give players The claim that a psionicist rarely misses a weaknesses. “approximate” room and corridor dimensions power check is clearly absurd. Most powers Mark C. Francisco when their characters don’t take time to make subtract 2-4 points from a psionicist’s ability Fonda NY accurate measurements. In doing so, he echoes score for a power check. Even with maximum various other sources of DM’s advice. ability scores, he will have about a 75% chance I wish to respond to Mr. Gilmore’s letter I disagree with this. Characters know every- to use a power, compared to a 100% chance for (DRAGON issue #178, page 100). He stated that thing they can see, hear, smell, taste, and feel, a wizard or cleric (with a high Wisdom). If you psionics has the potential to unbalance a cam- but players know only what the DM tells them. drop a poor psionicist’s scores by four, he will paign if used to full potential. My response is: A good DM needs to give players concise and have about a 55% chance to use a power—not So what? That statement is true of the abilities accurate information as to what their charac- very dependable, if you ask me. Psionicists also of any of the “core” classes in the Players Hand- ters sense, and putting things in terms of hard have to deal with rolling a 20. A result like this book. As the psionicist is a relatively difficult and accurate numbers is the best way of doing can cause problems for a psionicist, though class to run, I doubt that the problem would so. If this gives the players “too much” informa- this is balanced by being able to roll a power arise. tion, then so be it. score exactly and use that power to greater First of all, while correct about the ranges of When it comes to mapping, my solution is to advantage. many of the powers stated, Mr. Gilmore always give exact room dimensions even when When a psionicist uses a power, I treat him as neglected to see their requirements: Contact. characters hurry through, but to make the if he were a mage casting a spell. This is fair This is where his argument develops holes. He players draw their maps freehand, without and in keeping with the traditions of game bal- states that a person need not be on the same graph paper or rulers. This leaves players with ance. A psionicist has the ability to wear some planet as the victim. Wrong. The Complete an appropriate amount of information without armors that mages cannot. His weapon selec- Psionics Handbook (CPH) states that the maxi- the DM having to lie or withhold data. It also tion is a bit more extensive, especially with the mum range over which a person may be Con- results in player maps that actually look like addition of short bow and light crossbow. I like tacted is 10,000 miles. what an adventurer might draw. (When was the the idea of a psionicist maintaining only one Once the person is Contacted, though, the last time you saw an ancient treasure map power at a time. This would reduce the power range at which a power may be maintained is scribed on graph paper?) Such “realistic” maps of a psionicist in a reasonable way. “effectively infinite.” The exceptions are when: enrich the campaign, making it less of an I find it hard to believe that a 16th-level pal- 1) the psionicist runs out of PSPs, 2) the psioni- abstract game and more of an adventure. adin could have killed two of his friends with cist is forced from the victim’s mind, and 3) the Erol K. Bayburt Control Body. Though the full details of the sit- victim passes beyond a crystal sphere. Also, Lindenhurst IL uation were not disclosed, it seems stupid that nonpsionicists may resist the intrusion, which the paladin’s two friends stood around and makes it tougher for the psionicist. I am writing this in response to the com- took the abuse. They could have retreated and Also, range does present a problem. There ments of Maurice Sprague and Brad Allison tried killing the evil psionicist with missiles. The are penalties to the score required to Contact a about psionics in DRAGON issue #184. I think maximum power score for the Control Body being depending on how far away the being is. both letters have exaggerated and in some discipline is 16 (for someone with an 18 Consti- There are also modifiers for Contacting nonhu- cases misinterpreted the power of psionicists. tution). A paladin, or any fighter type, should be man minds. Finally, it is stated (CPH, page 81, First, it is impossible for a 2nd-level psionicist able to match the psionicist quite well with a first paragraph) that a psionicist cannot Contact to have the Disintegrate science. Disintegrate high Strength score. I would also rule that a a subject whom he knows nothing about. In has Telekinesis as a prerequisite, and a 2nd- paladin’s saving-throw bonus would be applic- other words, he can’t use this power to scan level psionicist has access to only one science, able in this case since he is being forced to do around and "see what’s out there.” He must hence he can get Disintegrate only at 3rd level an evil act. In any case, a 1st-level mage could either have his subject in sight or know specifi- or higher. Prerequisites exist to force psioni- conceivably do the same with his trusty charm cally who or what he is looking for. cists into avenues of advancement that they person spell. Furthermore, mages and clerics have spells shouldn’t be able to bypass. Another hindrance for psionicists is their rep- that have infinite range or duration. Many of The writer also mentions that psionicists do utation among NPCs, especially ignorant peas- these require only that the spell be cast. The

DRAGON 37 spell-caster does not need to maintain them. He Another problem is that while psionicists bers), and if he can get into each of the party’s is then free to study or pray to recover his have a wide selection of powers available even rooms unnoticed. spells, while a psionicist who is performing a at low levels, they are limited in numerous If a few of these events occur (power scores psionic function may not recover PSPs. ways. If a psionicist has access to only the Tele- rolled, more than six party members present) Finally, most spells may be cast without risk pathic disciplines, he is of little use in enhanc- or fail to occur (victims don’t sleep, psionicist of detrimental effects to the caster, except in ing combat skills, healing other party members, unable to get in rooms for any reason) the lousy certain cases (e.g., wild magesl, whereas the helping get to a remote location, etc. So he can so-and-so could find that brain he prizes so psionicist runs the risk of a “mistake” with his read a mind or two—big deal! So he can domi- highly splattered all over someone’s mace. power or, worse yet, not having an effect occur nate a demon. No demons in this neck of the Remember, the PSPs he steals cannot be saved at all. This makes for a very nervous time in woods! At most, psionicists receive 40 semi-reli- or conserved, except to replenish the psioni- combat. able powers, if they don’t “specialize” in a cist’s reserves, which are most likely nonexis- Example #1: Geran Firemind (5th-level psion- power. tent at that point. He needs to find some way of icist with 20 hp) is in the thick of battle. Seeking Wizards have scores of spells from which to using the PSPs as fast as they come in. Thus, to gain an edge, he employs his Adrenalin Con- choose (310 in the Player’s Handbook alone) Psychic Drain is not really an efficient tool for trol power. He readies himself and attempts the and can choose from many highly potent weakening opponents. power (player rolls 1d20). But something has effects. Why deport a demon to the nearest Mr. Gilmore suggests having a monster with gone horribly wrong (player rolled a 20!); his lower plane when you can blow him up? magic resistance have an equal “psionics resis- body is racked with pain and he loses con- Priests (especially the “generic cleric”) are even tance.” Get serious! I mean, some of these crea- sciousness (failed save, suffered loss of 50% of worse, as they have access to most or all of the tures haven’t got the willpower to make a light current hit points, and passed out for 1d8 174 spells listed, and can choose from among bulb light up, let alone resist a full-scale psionic hours). He’s about to become lunch for some many effects at a given moment. Psionicists invasion! That’s why TSR has put out psionic ravenous . have energy conservation, but spell-casters tables on some creatures (DARK SUN’” boxed However, Conalis the Mage cowers in the rear have variety and flexibility. set; CPH, pages 114-124). of the party and casts fireball, incinerating As to Mr. Gilmore’s Psychic Drain example, But, if you are a DM who really wants to give numerous (and, if he’s not careful, allies). maybe—if the psionicist has Contacted (there’s some of these monsters a chance, give selected Example #2: Geran Firemind (luckily rescued that darn Contact again) all of the victims, if the monsters (those you have reason to believe will after his last fiasco and partially recovered) psionicist has the other powers mentioned and warrant it) a 1d4% per HD psionic resistance. decides to do something nice for the mage and required (ESP and Telepathy), if he has enough Let those with Intelligence 12 or higher have a attempts to use Cell Adjustment on some of the PSPs to initiate all of these actions, if there are roll to gain a wild talent. I believe I am being mage’s scrapes and singes. Again, the poor man only six members in the intended party of vic- generous in assigning a chance to have a wild experiences agony and collapses (player rolled tims, if the victims sleep and do not take watch talent of 5% +2% per point of Intelligence over a 20 again, and the character lost his last 10 hp), over each other, if the victims are not awak- 12. And give a 5% +1% per four points of Intel- leaving his player wondering, “Where were ened (e.g., by an inept thief, innkeeper check- ligence over 12 to be a practicing psionicist. these 20s when I was rolling to hit?” ing up on his guests, etc.), if the malicious little Charles E. Borner Meanwhile, Melville the Megaholy heals the psionic rotter makes his power check (he Darien IL entire party, uses raise dead on his fallen com- could fail several times or could conceivably panions, and brightens everyone’s day. And reroll a few power scores and drain them com- look, Ma—no side effects! pletely with no ill effects to the party mem-

38 MARCH 1993

fessional soldiers, while the majority of common civilians often remains unarmed. The Savage Coast has more of a medieval flavor, with feudal armies cen- tered around dominion rulers and their lieges, while weapons remain fairly com- mon in all the layers of society. A monarch’s standing army in medieval times is much more likely to be a patch- work of vassals’ troop contingents, merce- naries, and royal guards than an army with a strong national identity. In an early feudal setting, monarchs dis- tributed land from their royal demesnes to key supporters (like dukes), in exchange for their loyalty, services, taxes, and mili- tary support. The monarchs owned all the land, their supporters being mere tempo- rary tenants of the fiefs entrusted to them. The land could consist of small pieces scattered in different regions. These ten- ants then sub-let part of their fiefs to lesser followers (counts, barons, etc.). Simple knights and sergeants were at the bottom of this hierarchy. The knights usu- ally had a manor and some surrounding lands. The sergeants were those of lesser status who were given smaller estates to administrate. Knights, sergeants (or thanes), and demesne lords were required to provide troops to their lieges, who in torn added their own and sent them to their suzerains, and so forth all the way back up the feudal ladder. In times of war, a ruler could order peasants and freemen living on his lands to arms under his banner. Likewise, lieges required their vassals to send troops and leaders. This was a feudal obligation that did not require payment. This system his- torically yielded somewhat lackadaisical results. The number of troops that could be levied, their nature, and the time frame involved in mobilizing them were often unpredictable. Most troops, especially peasants, expected to return to their lands within 40 days of being called, precluding long-lasting wars. Up to two-thirds of summoned troops often did not show up at all, sometimes sending money instead By Bruce Heard (scutage tax), enabling the liege to hire mercenaries in their place. All this made Assembling Armies in the feudal warfare impractical. In the D&D game, the setting was modified to reflect D&D® Known World the later medieval era (one must pay for all troops, for example) to simplify and balance the game. This regular feature offers suggestions to though, is armies and warfare—the true questions on the D&D® game, its worlds raison d’étre of medieval nobility! Here are Overhead and its products, occasional articles, or military and role-playing issues to watch Before recruiting troops, it is necessary “first glance” reviews of D&D game prod- for when ruling a dominion. Ready? En to figure out how much money a ruler ucts. The reader is welcome to send ques- guarde! may spend. Of all the income a dominion tions, suggestions, or criticisms on the makes, an increasingly larger part should game or the material published here. We Military criteria be devoted to the upkeep of the dominion can’t promise all letters will be addressed A fundamental difference separates the and the ruler’s retainers and servants. in this column, but they all will get our military backgrounds of the Known World Whatever the ruler’s overhead doesn’t attention. and the Savage Coast. The former relates cover, donations from landed gentry, more to real-world Renaissance Europe townships, or the theocracy will. The past “Grimoires” focused on domin- (sans gunpowder), in that its kingdoms One could spend a great deal of time ion economics. The topic this month, have permanent national armies of pro- researching all the costs involved (see

DRAGON 41 “The Voyage of the Princess Ark,” events (changes in population, hostilities, when many soldiers are suddenly needed DRAGON® issue #188 on the salaries of etc.) cause income to drop, but the over- in an all-out war). This is another way for stronghold retainers and military) and head does not. The actual cost (in gp) to a ruler to have some degree of control creating a morass of accounting details, run a dominion or a kingdom remains at over the balance of population. but it would be simpler to give a general its highest point, regardless of ensuing Levying troops: Assume that light foot- number, then let the players “play” with income variations. Presumably, one could men can be levied without too trouble, as the leftovers. These “leftovers” include dismiss some of the dominion retainers long as at least a month’s salary is paid as military costs and special tasks (building for lack of funds, but material upkeep a recruitment bonus. Figure up to 10% of or repairing of castles, ships, roads, etc.), cannot be reduced without causing pro- the entire civilian population in the or it can be saved for harder times. (Note gressive deterioration of the stronghold or dominion could be levied this way, as long that investing funds with the intent of palace, as well as other structures under as the ruler can pay for them all. This is making a profit was generally frowned the ruler’s control. Trying to reduce over- based upon payment of 1 gp per month upon in medieval times, but not so in the head becomes, in part, a role-playing con- per native footman. For more expensive Renaissance.) sideration. troops and officers, drop the 10% base levy The solution to determining a ruler’s by 1% for every extra gp of pay. So, finding available monthly money supply consists in Military costs 20-gp heavy would, so far, incur a finding out how much total tax income is See the “Voyage of the Princess Ark” col- -19% penalty on levy rates! available. Then, subtract the liege’s 20% salt umn in DRAGON issue #188 for salaries Administrative ability: However, the base tax and the 10% tithe for the clerical estab- of stronghold retainers and military levy increases with the dominion’s admin- lishment to find the net income. Finally, troops. Otherwise, check the chart on istrative ability. This could be based upon subtract the dominion’s overhead from page 133 of the Rules Cyclopedia. To sim- the ruler’s overhead—supposedly, the that net income, as given in the Overhead plify the problem of figuring what each higher the overhead, the greater the Chart, to find how much available money military commander gets paid, simply add administrative ability. In support of this, that dominion can count on each month. 25% to the overall cost of troops. This each 5% increment spent above the bot- assumes that approximately one of every tom-line 35% overhead (the lowest per- Dominion/Kingdom ten troops is a leader making twice the centage in the Overhead chart) increases Cost Overhead troops’ base pay, and one of every 100 the dominion’s base levy by 2%. Here’s a troops is a commander making 10 times short-cut: Subtract 35 from the overhead, Net monthly income Budget share the troops’ base pay. divide the result by 2%, and then add 10 to up to 500 gp 35% Native troops generally get half the mer- find the adjusted levy rate. up to 750 gp 40% cenary rates, but the dominion ruler must Example: The dominion of Mooria has up to 1,000 gp 45% equip and train them in a Renaissance- an overhead of 55% which yields a base up to 2,000 gp 50% style setting. In a medieval setting, native levy of 18% (55-35=20; 20/2.5= 8; 8+10 up to 5,000 gp 55% soldiers usually owned their own equip- = 18). If the ruler decided to deliberately up to 15,000 gp 60% ment. The problem is that the more spend 60% of the net income instead, the up to 50,000 gp 65% demanding a ruler is about his troops’ base levy would then be 20%. Mooria Up to 150,000 gp 70% equipment, the harder it becomes to find could thus levy up to 20% of its civilian up to 500,000 gp 75% new troops among the native population population as light infantry. The following Over 500,000 gp 80% who can afford the required equipment month, it could levy a maximum of 1% (see later). (20-19=1) of its civilian population as Example: If a ruler controls a dominion The cost of equipment (arms, armor, heavy cavalry. that generates the equivalent of 10,000 gp mounts, chariots, war machines, etc.) Mercenaries: Whenever a ruler cannot a month in total tax income, 3,000 gp go could be lower, at the DM’s option, than levy a particular type of troops, the solu- toward the tithe and salt tax, then a mini- the inflated prices adventurers usually pay tion lies in hiring mercenaries. Assume mum of 4,200 gp (60% of the net 7,000) go (three-quarters for a dominion whose they are always available. This was not toward the upkeep of the stronghold and population is mostly borderland, one-half always true in history—it was often neces- its retainers. The remainder, 2,800 gp is if mostly rural, or one-quarter if a city sary to contact potential mercenary the available cash the ruler gets to “play” exists within the dominion). This should troops many leagues away and make them with every month. require ordering at least 100 of the same an offer. It also may be possible to bribe items, or purchases of at least 2,000 gp of enemy mercenaries either to leave or to The treasury the same items, whichever is lowest. switch camps. Spies can help with this, Should it become necessary to find out but that’s a role-playing issue! how much of the overhead goes toward Recruitment Regional circumstances: Circumstances retainers vs. materials, assume that 60% of Should you decide to ignore the feudal also affect recruitment success. For exam- the overhead is budgeted for salaries. The way of acquiring troops (40 days free ser- ple, a region that has been attacked or is rest is spent on food and general daily vice from the common citizenry, then at imminent danger of being attacked upkeep. This budget determines who can everyone goes home), troops must then be would be easier to recruit from, with be hired for each job in the stronghold levied directly from the population and many of its people volunteering for ser- and at what price. Daily upkeep does not paid on a monthly basis. vice in their lord’s army. In this case, roll cover special occasions like visits from Once the setup of a dominion is com- 1d4+ 1 and divide the amount to pay in nobles, festivals, jousts, and other unusual pleted, the ruler should decide which recruitment bonuses by that result. Like- events. Money for these comes from the layer of the population military recruit- wise, urban folks living a comfortable life ruler’s available cash. So, it is wise to save ment will primarily target (all layers of away from threatened areas might require some gold every month. A dominion’s population averaged out, or perhaps just a greater reward. Roll 1d100; the result treasury may also become very handy in borderland farmers, forest elves, or only indicates how much more should be any case, especially in the event of unex- the town of such-and-such, etc.). The offered in recruitment bonuses as a per- pected wars—several months-worth of appropriate groups of population are then centage. net income might not be a bad idea if one shifted to the military. This obviously will Every unpaid percentage point below can afford it. have an impact on population and farm- the indicated recruitment bonus (after Bankruptcy: Unfavorable historical ing, and on local economies (especially regional circumstances are taken into

42 MARCH 1993 account) should otherwise apply as a -2% knights and nobles paying for their own archers form lines X, Y, and Z, and the penalty when levying troops. In other troops, with social status being the main cavalry musters around the monarch’s words, if a ruler offered recruitment factor for authority. In effect, we could banner. The remainder of the troops is bonuses 10% lower than the expected have the following structure: organized in the same fashion in both the amount, the levy rate would then drop Army: The most powerful dominion vanguard and the rearguard. 20%. When more money is offered, the ruler or the monarch would be at its Each line would fall under the com- levy rate goes up as well but at a much head. mand of counts and barons. So far, the slower rate. Each extra 10% offered on the Battalions: These are separate army prince, the duke, the counts, and the recruitment bonus causes the levy rate to groups (usually a vanguard, a main battle, barons all qualify as knights banneret. gain 1%. So, if a ruler offered a double and a rear-guard). Each is under the com- Within each line, troops remain close to reward, the levy rate then would go up mand of a prince, an important noble, or the banners of the remaining knights ban- 10%. (This approach is generally cheaper a dominion ruler. neret (possibly other barons and landed- than increasing the overhead when the Lines: These are the rows of soldiers knights) or to the pennants of the knights population pays an average 1 sp or more forming each battalion. Nobles usually bachelier assigned to command them. per person in taxes.) command the lines. Lesser knights (household or landless Peasant levies: Peasant levies can be Banners: These are units of 25-50 sol- knights) and sergeants can then com- mustered (10-20%, as explained in the diers gathered around the banners of the mand individual lances, using colored Rules Cyclopedia, page 142). The Merce- men-at-arms who command them. pennons to rally the troops. naries Table on page 133 of that book also Lances: These are small, tactical units of Of course, in a true medieval setting, a lists “peasants” for 1 gp per month; it 5-10 troops, either infantry or cavalry, lot of arguing would occur between the should really list “unarmored spearmen” within each banner. Lances remain under barons and the knights about who gets to or “unarmored pikemen” instead—peas- the command of lesser knights or command what, next to whom, or before ants just aren’t mercenaries. A sheriff usu- sergeants. (Individual “glaives” also whom (who might be a hated rival)! This ally commands these troops. Peasants existed, being 2-4 troops, usually a horse- could affect the outcome of a battle if fight with farming implements mounted man of some type, an archer, and some totally ignored. Finally, it may be a good on shafts (flails, scythes, etc.), and are light infantry with pole arms.) idea to send a herald to meet the opposing unable to fight for very long in any kind of Feudal ranks: In the Savage Coast espe- army and set a time and place for the bat- a military formation. cially, men-at-arms could fall into three tle. Maps and communication being what For the sake of flavor, it may be better to categories: “the knight banneret,” with a they were in medieval times, this preserve the original feudal system when square banner, usually reserved for approach wasn’t unheard of in history. levying peasants. In effect, their involve- dominion rulers and upper nobility; “the Modern ranks: Unlike the Savage Coast, ment is free, but only for 40 days. After knight bachelier,” with a forked pennant, armies of the Known World tend to be that, a 2 sp bonus per peasant per month usually a lesser member of a dominion organized on a more professional basis, should be offered as an attempt to keep ruler’s family or of a noble’s family, com- “sergeants” replacing squires and feudal them in an army. Each month this offer is manding up to 25 troops; and “the squire,” sergeants, “lieutenants” replacing knights made, the leader must succeed at a a simple knight (knight, paladin, or bachelier, and “captains” replacing Charisma check; otherwise the peasants avenger as per the standard Fighter class, knights banneret. Although they all keep decide to return home to tend their land. or someone learning to become a knight), their nobility titles, if any, these officers Finally, peasant levies never fight outside or a bourgeois (a burgher) rich enough to are all paid according to their military the borders of their nation. own cavalry equipment and have ser- ranks. As usual, either a monarch, a Press gangs: A ruler could resort to vants. All knights and squires are expected prince, or a powerful noble would com- press gangs, but only untrained troops fit to have at least two servants (a page or mand a battle or a whole army, or a mili- to be unarmored spearmen, rowers, or valet who doesn’t fight, and an armed tary “marshall” could be appointed for the sailors could be “levied” that way. No guard), proper weaponry, complete task. The more organized mercenary recruitment bonus is needed. The levy armor and barding, and four horses (one companies would tend to use this setup rate is a flat 1% per month (or 20 single for each of the servants, and a spare too, possibly calling their leader a “con- individuals of 1 HD or less). A Confidence horse). dottiere” rather than a captain or a mar- check is also required each month this The “sergeant” was also available to shall. (Condottieri were members of practice takes place. command small bodies of infantry, or to wealthy families who would use their rep- Convicts: There were occasional hold the lord’s banner. Sergeants wear utations to raise money or to guarantee episodes in history when common crimi- less armor than knights, ride unarmored payment to their troops even in times of nals fought in an army. For example, upon horses, and usually fight on foot. (Do not unemployment). a promise of freedom, convicted criminals confuse sergeants with “sergeants-at- could accept to join in on a dangerous arms,” who were part of a monarch’s elite Auxiliaries campaign—the classic “Dirty Dozen” sce- personal guard). Combat troops usually come with non- nario. Although risky, it is the cheapest Setting up for battle: Usually, troops of fighting auxiliaries, like a knight banneret’s way to acquire troops (though troop qual- the various dominions meet at a certain page, an artillerist’s mason and carpenter, ity is totally random). It is also a way to use point before a battle. The troops are then etc. Auxiliaries also can be ill-armed peas- a rather unproductive and potentially reorganized in tactical units that are more ant levies who drive the baggage train of a dangerous segment of a dominion’s popu- practical. marching army. A whole slew of civilians lation—yes, war prisoners and other com- For example, a monarch joins a number could also tag along, such as cooks, sur- mon criminals should be counted as a of his vassals. They all have various ret- geons, clerics, blacksmiths, soothsayers, part of the population (perhaps miners or inues of infantry, archers, and cavalry fol- grave-robbers (and other persons of ill- galley rowers. lowing their respective leaders’ banners. A repute), spies, merchants peddling their duke and the monarch’s son, a prince, are goods, even the families of some of the sol- Organization assigned the vanguard and the rear guard. diers! Some fine role-playing could really Medieval troops weren’t organized like The monarch takes the main battle with frustrate the plans of a would-be con- modern armies, with rank and pay based three-quarters of all troops available. queror with these people getting them- on professional ability. Instead, they cen- The infantry from all dominions forms selves in trouble at every opportunity. They tered around the men-at-arms, basically lines A, B, and C in the main battle, the could number up to as much as 20% of the

DRAGON 43 whole army they follow. risons guarding borderland or rural terri- tunately, it is sometimes possible to buy- Assume that all the auxiliaries form an tories. The local agricultural base should off unemployed mercenaries or arrange integral part of the army. So, when one be sufficient for these troops to find food. for them to obtain employment else- hires 10 swordsmen, assume the “tenth” Using the guidelines on economics pro- where. person is some kind of auxiliary—likewise vided in this column in recent DRAGON Native troops being dismissed, especially with their pay. Of course, the ratio should issues, find out how much agricultural if they are several hundred who fought be much lower with common infantry, population lives within one or two day’s together long enough to establish a sense but it all averages out when mounted ox-ride (12-20 miles) from the troops’ of community, might turn to banditry as knights and high-level warriors have two position, and whether it can accommo- well. Using one’s military experience to or three servants each. This explains why date these troops. terrorize the countryside is a far more the latter are so expensive. For simplicity, Hunting is an option. Here are some attractive option than returning to famine assume everything averages out, including rough guidelines: In a wilderness area and utter poverty. This is particularly true actual number of people in the military, with ample wildlife and water resources, if these individuals own their equipment, their pay, and odds during a battle (all figure that up to 100 troops can generate or if the ruler has been weakened by a forces present are “presumed” to have food for 80 people (80%). The remaining conflict. Native renegades are usually the some nonfighting auxiliaries among 20% represents essentials like grain or salt worst since they know the gibbet awaits them). So, no mechanical or accounting that must be provided either by local them if they’re caught, compelling them changes are needed here—just remember farming or brought in from elsewhere. to fight to the death when cornered. the auxiliaries for the sake of role-playing For each of the following, decrease the Widespread political chaos is generally and background flavor! top hunting rate (80%) as indicated: Each favorable to organized banditry. For extra 50 troops (-10%), borderland (-20%), example, among predatory activities, Militias rural (-40%), moderate wildlife or less renegade troops or unemployed merce- It sometimes happened that towns or than 10% missile weapons among troops naries may resort to demanding exorbi- cities would become independent from (-30% for either), little wildlife or no mis- tant tributes from defenseless towns, local nobility For example, the monarch sile weapons among troops (-60% for when they aren’t simply plundering the may grant such autonomy to towns inside either). Troops cannot hunt in suburban land to feed themselves. Some renegade the royal demesne to insure they are or urban areas; otherwise the hunting leaders might just try to claim land out- properly administered and defended. The rate should never be less than 10%. right in an attempt to carve themselves monarch could grant a new vassal the If the balance is still insufficient, then their own dominions, with local rulers lands surrounding a town, then allow the food supplies must be transported to the bowing to their military might—if one town to become autonomous, thus avoid- troops, at the ruler’s cost (1 sp per month can’t beat them, one might just accept ing the risk of making that vassal a bit too and per person). them as new vassals! powerful (causing jealousy among other Planning should prevent this from hap- vassals) or of tempting an unruly vassal to pening. When garrisoning an oasis, for Running a monarchy seize the wealthy town, Adventurous example, make sure the number of troops What do monarchs do with the salt-tax dominion rulers could give up unproduc- there matches what the oasis can support. revenues? If the PC is running a kingdom, tive lands to become traders in a wealthy This will prevent the garrison from with dominions turning in their 20% salt city, allowing the town to gain control over depending on regular caravan supplies. tax, here’s what should be done. The the surrounding lands. In suburban or urban areas, assume monarch could have one or more family The town becomes a dominion of its that the military forces there are supplied estates or dominions gained through mar- own, paying salt tax and tithe like other like the rest of the urban population (e.g., ital alliances, generating tax income or dominions. Its overhead should be higher regular arrivals of foodstuffs from the troop levies like normal dominions. Like- (+15%) because of all the buildings, rural lands, caravans, local farming); this wise, the kingdom should have a royal streets, and other structures that require is all averaged out in the guidelines on demesne belonging to the throne. These upkeep. The town levies permanent economics. As usual, garrisons in wilder- are lands that the monarch occasionally troops to act as a police force and garri- ness must be supplied, since the wilder- carves up and gives away to new vassals. son the town’s walls and fortifications. Its ness agricultural base cannot figure in the Lands conquered by the monarch troops can be counted on during a call to food mechanics. become part of the royal demesne. arms, but only in defense of the nation. Garrisons usually stockpile food and Add up tax incomes from the family Militias can be every bit as good or even water, sometimes for up to a year in a estates and the royal demesne, and sub- better than conventional dominion troops warlike setting. Unsupplied troops might tract the 10% tithe. Then add all of the salt because of the wealth that their towns can plunder and pillage the land to feed them- taxes from the vassal dominions, if paid in use for better pay, training, and equip- selves. Plunder and pillaging wipes out all cash. The monarch does not pay the 10% ment. Town militias use the more modern farming for a month in the affected hexes. tithe on salt tax received from the vassals. ranking system. If the ruler’s troops plunder their own This determines the monarch’s net land, a Confidence check should be made income. The monarch’s overhead is cal- Supplies for each month of plundering. culated from that net income. Remember that armed forces do not A vassal’s salt tax paid in merchandise is work in the fields, thus they do not grow Disbanding troops considered part of the monarch’s total food. Troops must draw food supplies Sending troops back home can be vastly income as if it were cash, thus counting from the agricultural community. In a amusing! After serving a liege, dominion against the monarch’s overhead one way medieval setting, troops were expected to rulers and the commanders of town mili- or the other. feed themselves. In game terms, we can tias usually return to their lands without If the kingdom is part of a greater conveniently assume that the cost of feed- making much trouble, but mercenaries empire, then the monarch’s total income ing troops is part of their pay. However, might decide to roam the countryside is subject to a salt tax, just like a domin- this implies certain risks. instead, plundering and pillaging every- ion. There can be any number of vassal- During peace, armies are scattered thing on the way, until they find another liege, liege-monarch, and monarch- throughout the kingdom, buying food employer. This is almost inevitable if the emperor layers. The overlord may require from their local neighborhoods. This is mercenaries haven’t been paid or if a con- the adoption of the same coinage and laws especially important for permanent gar- flict hasn’t yielded much war-booty. For- among all vassals.

44 MARCH 1993 Military: If a monarch (or a liege in gen- and the support of art and literature. in order to become the one collecting the eral) requests a vassal to pay the salt tax in Everything else comes from the theoc- tithe. troops, add them to the monarch’s army. racy’s available cash. Heretical crises: The monarch of a If so, the vassal must provide troops If a clerical order does not receive regu- nation chooses which theocracy is the whose pay amounts to 20% of the vassal’s lar tithe income, it can instead generate a “official” one. It may based purely on the total income. The troops must be appro- net 5 sp cash income per ordained cleric monarch’s personal convictions or on priately equipped to fit the monarch’s or mystic (including overhead). This what philosophy is predominant in the most prevalent army requirements. Train- income covers work clerics provide and realm. The latter choice is the safest path, ing must be at least as good as that of the their followers’ donations. Assume the but that can be a hard choice for a vassal’s forces. The value of training and clerical work force can always feed itself. monarch with different ideals, especially if equipment does not otherwise count Theocracies literally form autonomous the monarch is on the path to Immortal- against the vassal’s 20% salt-tax figure. “dominions” inside other nations. They ity. The former option could lead the pop- If a vassal is incapable of providing initially control little land other than the ulation into rebellion, with both military enough troops meeting the liege’s stan- hallowed grounds of their temples and and financial support from the deposed dards, the vassal must then pay the differ- the mystics’ domains. There could be theocracy if the monarch ignores the peo- ence in cash (or the whole amount if the cases when a monarch or a powerful ple’s dominating philosophy. vassal couldn’t provide any of the dominion ruler may cede land to a theoc- Along the same idea are regional theoc- required troops at all). Mercenaries are racy as a reward for help or as a result of racies deliberately splitting away from not an option in this case. The vassal had political pressure. A theocracy could also their higher authorities in an attempt to better make sure there was an over- simply purchase land from a bankrupt reform their own philosophy and keep whelming reason why these troops could dominion, with the liege’s permission. A more power and wealth in their own not be provided, or else the liege might theocracy, however, never pays any salt hands. Likewise, powerful military orders consider such a shortcoming willful tax, since its only true liege is the Immor- may break away from their original theoc- treachery. tal it serves. racies for the same reasons. The political A royal tip: Requesting vassals to send Military orders: Theocracies may also and military consequences of such hostile troops rather than cash is a cheap way of create military orders (of paladins, for schisms within a theocracy all become a acquiring properly equipped and trained example) that live off their members’ matter of circumstances and role-playing, troops, and keeping vassals in check. It donations, A military order receives 10 gp in other words, more trouble for the also helps the monarch keep the throne’s per knight in addition to taxes levied on ruler, as it should be! It gets all the more overhead substantially lower. On the other any land it controls. This income is sub- entertaining when the ruler happens to hand, the monarch has far less cash avail- ject to regular dominion overhead and be a cleric, too, but that’s the reward for able this way. The best advice here would tithe. Although they don’t pay the salt tax, power, glory, and yet another a chance for be to acquire whatever troops are needed they must answer their monarch’s call to more adventures! to protect and further the monarchy, then arms. Military orders are otherwise fairly collect the remainder in cash. This bal- autonomous from either theocracy or ancing act is a true test for a serious ruler. monarchy. They raise their own troops, Standing army: All of the troops sent by build castles, and undertake a variety of the vassals and the monarch’s own house- military or financial activities to further hold troops constitute the kingdom’s their own interests. standing army. In times of war, the Knights (landless knights, knights- monarch expects vassals and their retain- errant, and paladins) join the order on a ers to join him, with up to 80% of their purely volunteer, unpaid basis. Other troops. Likewise, peasants can be mus- troops should be paid; they can be levied tered (see “Recruitment”), Up to 80% of the on the order’s lands or hired among mer- theocracy’s troops, military orders, and cenaries. Having knights join the order is town militias also can be called upon to a question of situation and role-playing defend the nation (see “Theocracies”). If (the leader’s Charisma, a need to vanquish that doesn’t do it, then throw in a good some great evil, the order’s clout, etc.). measure of mercenaries! Knights joining an order each month may range from 1d4-1 knights in a very unfa- The theocracy’s point of view vorable situation, to 3d6 +2 knights in the What do the clerics do with the tithe? best case. If the order is being founded, The clerical establishment runs its vari- add to the die roll a number of knights ous orders, builds temples, supports art equal to twice the leader’s maximum and literature conforming to its precepts, number of retainers (see Charisma). Very feeds and caters for the poor (sometimes), large orders may become the target of maintains its own troops to defend the worried monarchs, so beware. clerical estates (often), and meddles with Rival theocracies: The situation can get local and global politics for various rea- complicated when several theocracies sons (always). compete within a same nation. Usually, A theocracy’s income is subject to a cost one theocracy dominates the field, repre- Were we great or what? overhead comparable to that of an senting one Immortal or a group of autonomous town (+15%). A nation’s related Immortals. This “official” theoc- What do you think of this magazine? theocracy might have to send 10% of its racy is the one collecting the tithe. Other What do you like best or want to see own tithe income to some archclerist (or unrelated orders make do with donations changed most? What do you want to whatever potentate representing the from their followers, be they commoners, see next? Turn to “Letters” and see theocracy’s highest authority) if outside rich merchants, or influential leaders. what others think, then write to us too! the nation’s border. The theocracy’s over- These minor theocracies, of course, com- head only includes the daily upkeep of pete for followers, struggling to force the existing temples, clerics, mystics, servants, “official” theocracy out of the big picture

DRAGON 45

Role-playing specialist wizards in the AD&D® 2nd Edition game by Matt Posner Artwork by Scott Rosema It takes an unusual person to become a challenge. The crazier and more intense bring these things about. The abjurer is specialist wizard, as the combination of the wizard, the better the challenge. an obsessive defender who gets into his high attribute requirements and intense PHBR4 The Complete Wizard’s Handbook work. The abjurer fills the empty hours by reliance on a small number of magical and pages 41-43 of the FORGOTTEN planning, his thoughts always on precau- effects might suggest. A specialist wizard REALMS® Adventures hardbound offer tions and protective measures. An abjurer lives an obsessive sort of life. The balance ideas for role-playing this type of charac- looks ahead in an effort to compensate between great power and great vulnera- ter. Here are some more suggestions. and prepare for all possible events. He has bility between satisfaction and frustration the skills of a master chess player, and his swings unpredictably back and forth The Abjurer high Wisdom (minimum 15) makes him a depending on the situation. The personal- The abjurer’s spells all deal with protec- fairly good judge of people. Abjurers are ity of the wizard might appear unstable as tion, so he deals not with performing good at laying traps and planning a result (except, of course, to the wizard in actions but with preventing actions from ambushes, and they are cautious at all question). happening. This means that the abjurer’s times. This obsession with caution can Because this is true, the specialist wiz- primary role as a mage is to react to harm their personal lives; because they ard provides an exceptional role-playing threats and challenges, rather than to are slow to trust, abjurers often fail to

DRAGON 47 open up to potential friends—and if they companion. Conjurers are often per- excites them; they are often too slow and do, they often overplan their behavior for ceived as aloof because they see their too detached for the satisfaction of their social occasions. In general, abjurers companions as curious specimens of allies and companions. seem nervous and uptight, even when humanity as much as they see them as Because the search for knowledge is they desperately wish to make a different friends or allies. often done in an orderly fashion, diviners impression. Because of their orderly, Because they are covetous, conjurers are likely to be of lawful alignment. planning natures, abjurers are particu- often have a neutral component to their larly likely to be of lawful alignment. alignments. The Enchanter The enchanter is most powerful when The Conjurer The Diviner dealing with thinking creatures; because Conjuration and summoning spells are Anyone who becomes a diviner wants to of this, he both likes them and has the concerned with creating things or bring- know things very badly. It could be that insatiable desire to manipulate them. An ing them from elsewhere—because of she thirsts for knowledge in general or enchanter can be very personable or very this, the conjurer is always keenly in tune has a specific subject she’s curious about egotistical—either people like him or he with his environment. He has his eyes (retired diviners make great sages). The merely is convinced that they do. One way open at all times for interesting creatures diviner is willing to sacrifice a lot to know, or another, the enchanter expects to get and objects. Of all specialist wizards, con- and it requires a great deal of patience his way. If his formidable personality jurers are the ones most concerned with and endurance to suffer the reverses a life (minimum Charisma 16) won’t do the job, objects—not only treasure, but all things of investigation can include. Often the he willingly resorts to magic. The interesting to them. The conjurer is espe- diviner is unable to obtain the knowledge enchanter can be very benevolent and cially likely to collect things of no special she seeks; she might gain significant good-natured so long as he feels he is in value, but which have caught his attention knowledge but be unable to make use of charge of things. When he doesn’t get his because of their unusual features. Conjur- it; or a long, draining search might way, he can be petulant and sullen or ers are also interested in animals and uncover a truth less significant or exciting angry and vengeful. Enchanters are nat- creatures of all types, and they often than she had hoped. Finally, the diviner is ural leaders when they are in the right choose to have them as companions or often left on the sidelines while others act mood; in the wrong mood, they can be keep them for study. on what she has learned. annoyingly childish. The sheer force of A conjurer is also a careful student of Being extremely wise (minimum Wis- their mood swings partly accounts for the people, though more because their variety dom 16), diviners generally develop a phi- fascination they hold for others, as anyone fascinates him than because he likes their losophy that helps them deal with the whose feelings are so clear and so strong company. The conjurer’s tendency to col- frustrations of their specialization: Of all must surely be in the right. lect a train of followers and to carry along specialist wizards, diviners are the most The genuine liking many enchanters or store quantities of bric-a-brac can be calm, emotionally secure, detached, and have for companionship may often cross both a benefit and a hindrance in times of thoughtful. The down side of this is that boundaries of race and alignment. An trouble; it also can make for an irksome little but their own search for knowledge enchanter determined to wipe out a group of orcish bandits might first enjoy a night of songs and drinking at their fire- side. Because of this, enchanters are not always readily trusted. The fact that they are known to have power over the thoughts and feelings of others also often makes even friends and companions wary of them. Because their moods are so many and varied, enchanters tend to be of chaotic alignment.

The Illusionist An illusionist is an individual who likes to keep the truth in reserve. She likes mys- tery and intrigue. The less she is under- stood, or the more she can arrange to be misunderstood, the greater her power over others. Like the enchanter, the illu- sionist is most powerful in the company of thinking creatures, and she also prefers company—but she is as interested in it for preservation as for pleasure. Although illusionists are very gregarious, they are rarely completely open; in fact, in many cases they do not wish to reveal that they are illusionists at all. The illusionist is at her best playing the role of someone else (she would make a good gamer). Most illu- sionists possess skills associated with role- playing. They are good actors and mimics, think quickly on their feet, and are gener- ally observant enough to make the best of any situation. Illusionists also have a good eye for detail, and their visual memory is

48 MARCH 1993 extremely acute. be quite ordinary—power and knowl- Unless they are play-acting, illusionists edge—his methods distance him from do not make good leaders. Their secrecy, society. Most necromancers are so iso- like that of thieves, does not inspire confi- lated from ordinary people that they have dence. In most situations they are more an imperfect understanding of human effective if they go unnoticed. Their quick behavior. Many of them grow resentful of wits and dynamic acting make them this isolation; necromancers are basically appealing companions on the surface, but a misanthropic lot. The older and more it is extremely difficult to get to know an experienced they get, the less human they illusionist on the inside. become. A high-level necromancer who Because they are constantly changing neglects his appearance and spends too personality and strategy to suit their cir- much time in crypts may even possess the cumstances, many illusionists tend to be physical attributes usual to a corpse—sal- of chaotic alignment. low skin, clammy hands, a drawn, skull- like face, and so on. The Invoker Individuals drawn to necromancy are The invoker wields fantastic destructive often troubled to begin with. Loneliness, energy, and the intense communion with starvation, and abuse are frequent com- that energy his specialization requires has ponents of a necromancer’s childhood; a distinct effect on his personality. Invok- the young necromancer has always felt no ers are a restless bunch; they are more than a step away from death, and extremely outgoing, and their emotions has grown to draw strength from that are always fiery. The invoker lets you closeness. Even as adults, necromancers know what’s on his mind, and he never tend to retain this view of things. stops to consider whether you want to The majority of necromancers are of evil know it. Invokers are self-centered and alignment; those who aren’t usually have frequently overbearing; they are also evil tendencies. straightforward and, in most cases, hon- est. They are no more subtle than the magic they wield. Invokers have incredi- The Transmuter ble stamina (minimum Constitution 16) Transmuters are perhaps the most ver- but remarkably little patience. Though not satile of all specialist wizards, and their always reckless, they dislike wasting time personalities reflect this. Transmuters and can grow irrational if forced to enjoy their versatility. They are the most remain inactive for too long. likely of all specialists to admit their skills Though rash, invokers are not always to others, and the most likely to use those conceited; the best of them are ready to skills. Transmuters like magic for its own admit their own mistakes and swift to for- sake, and they enjoy problem-solving. Like get the mistakes of others. Invokers don’t enchanters, they tend to be egotistical, but usually hold grudges; their anger burns transmuters are less frivolous. Trans- hot but burns out quickly. Unfortunately, muters are no-nonsense mages; they take they tend to take the same attitude toward their work seriously and keep their play relationships, particularly romantic rela- separate and infrequent. A transmuter tionships; their passions are usually short- works at a problem steadily and single- lived, and they change companions mindedly till she solves it or collapses; frequently. Invokers are easily distracted though this quality is usually an asset, and in most cases don’t mind transferring sometimes transmuters get too emotion- their attention from one subject to ally involved with their work and miss another. An invoker makes a dynamic but obvious solutions. inconsistent leader—at one moment Because of their massive powers of con- inspirational, at the next, indifferent. centration, transmuters are nearly as As one would guess, invokers tend to be patient as diviners. When dealing with a somewhat chaotic. problem, the transmuter rarely heeds the passage of time. As a friend and compan- The Necromancer ion, the transmuter is valuable but often As you would suppose, most necro- frustrating. Transmuters are rarely aware mancers are warped people. Even those of the feelings and moods of others—they with the best intentions often go awry. can’t take a hint and often fail to under- Necromancers do not have the same atti- stand that another person is upset even tudes toward life and death as the people when it is strongly expressed. “Don’t around them. Life is less precious to a bother me with that now,” the transmuter necromancer than to most people, says. When the project is completed, she because death is his source of power. is unable to understand why her friend is Even when he wants to do good, he is mad at her. often shunned because the powers he By nature, transmuters tend to be obses- wields are repellent to those who respect sive about things. They tend to the four life. The necromancer is comfortable, alignment extremes and rarely have a even dispassionate, about companions neutral component in their alignments. and activities unacceptable to others. Though a necromancer’s basic goals may

DRAGON 49

Who’s in charge—your PC or his magical sword? by Peter Sears Artwork by Robert Lessl

Lasker ran down the corridor, blind to mission! We shall stand and fight. Trust abused. I admit I didn’t use them much. I everything but escape. He could hear the me, Lasker. I have never failed you. Fight!” didn’t even like to get them as a player whispering of the vampires behind him, Lasker stared down the hall, seeing a because I knew that if I ever played the but more importantly he could smell them score of cold, glittering eyes, and shivered character with the blade under another as they chased him through their crypt. uncontrollably. He was going to die. He was DM, he might disallow the sword right off Even Valcan the dwarf and Calaris the as good as dead. So be it. the bat. It’s really a shame that it works mage had fallen before their onslaught. “So be it!” Lasker roared, and charged. out this way, because the intelligent blade Either the townsfolk had lied about the Without warning, the ensorcelled blade is a standard convention of heroic fantasy number of undead under this barrow or burst into song, and a flash of golden sun- literature. Who hasn’t pictured allowing they just didn’t know the extent. But this light illuminated the cavern. The vampires Excalibur, Stormbringer, or the like into a was no time to worry about that. screamed and covered their eyes with campaign? “Turn left at that intersection,” Selar bone-white hands, the sound of their agony I believe that the system in this article prompted. The sword warmed Lasker’s burned forever into Lasker’s nightmares. makes the intelligent sword an element hand as it spoke. Before the undead could regroup, Lasker that adds fun and creativity to the game, That was all Lasker needed to hear. Selar was among them, hewing with his sword both for player and DM alike. Give it a try. had never been wrong about directions clenched in both hands. He was scarcely before. Lasker bolted to the left as a cold aware that he screamed, too. Blade terminology radiance touched the back of his neck. He Blind with joy, Selar sang on. Although I use the words “blade” or had traveled only fifty feet when he saw to “sword,” I am really referring to any his astonishment—and horror—that the My experience as an AD&D® 2nd Edition weapon that could be endowed with intel- corridor ended in a solid wall. game Dungeon Master has taught me a ligence. I have seen intelligent daggers, Selar had steered him into a dead end. few things. One of these things is that bows, and even an intelligent staff. How- “What the hell’s this?!” Lasker screamed. most DMs dislike having an intelligent ever, most of this material is oriented He spun, saw unholy light burning in the sword in their campaigns. They say, “It’s toward swords, as these are the most eyes of the undead blocking the hallway, just another NPC to keep track of, and common weapon to be imbued with this and involuntarily stepped back and almost they tend to unbalance the game.” A power. fell. player is likely to have his character take a “Mission” refers to the task for which the “We’re going to fight them!” Selar an- blade if it is offered to him, but he will blade was forged. “Purpose” refers to the nounced in triumph, its blade starting to ignore the personality of such a blade particular action that the blade will try to glow white with heat. “We’re going to send unless it is very vocal or balky in a tight sit- perform. “Object” is a person, place, or them all back to the Abyss!” uation Then the player resents the thing relevant to the performance of the “You’re insane! You wretched piece of weapon and the DM: “Since when does a sword’s mission. For example, a mage is iron, there’s too many of them! You’ve led blade make decisions? It never did that asked to enchant an intelligent sword for me here to die!” Lasker shouted. before.” a young paladin. He creates a blade with “I will destroy these hellspawn as I was Creating, giving, and game-mastering “find” as its purpose, and “injustice” as its meant to do!” the sword retorted. “I refuse intelligent blades is often an exercise in object. Thus, the blade has “find injustice” to let your cowardice get in the way of my futility. They are very powerful and easily as its mission.

DRAGON 51 The mission taken tice; however, the mission says nothing Example: Garus Blood-nose, a powerful In the AD&D game, a blade that is intelli- about giving the wielder any extra power half-, commissions a mage to create a gent and has a mission is, by definition, a when fighting injustice. The powers given blade with “destroy demihumans” as its very powerful item to have. Because of the to the blade are: It greatly increases the mission. The finished blade has the ability way that the treasure tables in the DMG range of the paladin’s ability to detect evil to cause an additional 2d6 hp damage to are laid out, they are also as rare as liches’ and enables him to detect lie at will. The any elf, dwarf, halfling, or it teeth. In my campaign, however, it works sword could also point the way to a great strikes. It also gives Garus the ability to differently. When I first began to reassess injustice nearby, or prevent the telling of a drive his orcish allies into berserker the system, it struck me that a blade with falsehood within a 5’ radius. This could frenzy. Unfortunately, there are no finder a mission need not have earth-shaking work against the paladin, of course, and or defensive abilities on the weapon; power and could be available to low-level just goes to illustrate that not all powers when Garus blunders into an elven forest, heroes. are good for the owner. he and his allies are cut to bits by missile It occurred to me that missions could be Most blades that are created for pal- fire. a lot more common in swords than we’ve adins are Lawful Good in alignment by Preserver blades are similar to destroyer been lead to believe. Think about it: Who necessity, but the wizard is wise enough to blades in power level, but their orienta- creates all these blades? For the most know that justice comes in many colors, tion is more defensive in nature. Exam- part, the creators are mages who cannot so he gives the sword a Neutral Good ples of this might include a blade that wield them, priests who are normally pro- alignment to temper the excessively lawful gives substantial bonuses to parrying and hibited from using edged weapons, or tendencies of the paladin. This also subdual combat, or perhaps a blade that gods who cannot or will not directly affect shapes the personality of the blade, mak- creates a wall of fire three times a day. human affairs. ing it a conscientious crusader against These blades are light on offensive power Thus, a mission sword is basically an evil, but not necessarily against “excessive” but have more sensory powers than item created by a great expenditure of chaos. Finally, if the paladin is killed, the destroyers. As with all blades, alignments time, money, and power. But the creator only people who can use the blade are vary, but preserver blades lean a little on has no power to use it, and must entrust it paladins or, failing that, fighters of Neutral the good side. to some grungy fighter who may not care Good alignment. Example: Purskull of Garum’s Gorge what the creator wants him to do with it. The mission of the blade thus shapes the forges a blade and has it enchanted for Giving the blade a mission bent to the cre- kind of master it may have. him. The blade’s mission is “preserve ator’s end is a way to enforce his interests dwarven heroes.” It is +2 in power, gives and see that his agenda is attended to. Types of blades the wielder +2 protection (as a ring of However, it is necessary to limit the Finder blades are imbued with detection protection) and gives any dwarf wielding it blade’s power in order to make it accessi- powers, but generally carry no other pow- the power of a protection from normal ble. The easiest way to do this is to limit ers outside of innate ones (flame tongue, missiles spell. It can also speak and pos- the scope of the object. A blade that has as vorpal, life stealing). Finder blades are the sesses the lore of a dwarven sage when its mission “destroy evil dragons” is going low end of the power spectrum, and these speaking of dwarven heroes. to be a lot more useful than “destroy blue are the blades most often found by low- Creator blades are at the high end of the dragons” or “destroy the clan of blue drag- level characters. Finder blades can be of power spectrum. Creator blades and ons near Raven’s Bluff.” any alignment, depending on their object. servitor blades (below) may have only A blade that has as its mission “protect For example, Taryk Wyvernstrike finds a intangibles, like justice, as their object. the city of Waterdeep” might become blade with “find dragons” as its mission. Instead of merely seeking out an object inoperable (i.e., nonmagical) outside the The blade is normally nonmagical, but the (then deciding what to do when you get city limits. There are many ways to limit a blade enables the wielder to speak to there) or destroying or protecting an blade’s power, but doubtless you can dragons, makes the wielder extremely object that already exists, the creator come up with several appropriate to your sensitive to the smell of dragon musk, blade wants you to go out and create the campaign. The point is that it is possible and, if the sword is tossed in the air and object. For example, a paladin has made a for a blade to be intelligent but not the the word “seek” is spoken, upon falling it name for herself as a just human, and solution to every problem, and low-level unerringly points to the nearest dragon. she’s slopping over with courage. A wiz- characters can use very limited blades. I This blade is unintelligent, so Taryk is ard is prevailed upon to create a new think that an intelligent sword is one of completely unaware of his new-found sword for her which has as its mission the best tutors that a beginning player can abilities. “create law.” Thus, the sword constantly have. The DM can explain everything Destroyer blades are loaded with offen- urges the paladin to go out into the through it. sive powers geared toward destroying the wilderness and bring law and order to the This particular avenue of interaction is object of their mission. The powers that savages. good in that it gives the absolute beginner are within a destroyer blade need not Naturally, creator blades can be any an NPC ally that he can call on all the time always be offensive in nature. There is at alignment, dependent on their objects. to explain the vagaries of the system. If least one blade in my campaign that has They are generally well balanced when it you play the sword in character, then the the mission “destroy the red wizards of comes to offensive, defensive, and sensory new player is also more likely to pick up Thay”; it projects an anti-magic shell of 10’ powers. These kinds of blades represent a on playing his character properly as well. radius that moves with the wielder. Most major commitment to the storyline of the destroyer blades however, have minimal campaign. Much thought is advised Things to come defensive abilities or even finding abilities. before the DM throws one of these into a The most important aspect of the cre- Destroyers also tend toward extremely campaign, since they affect the campaign ation of a blade is the mission it is given. militant behavior, so care must be taken in sweeping ways. The mission that a blade is given and, to a when dealing with them. Destroyer and Servitor blades are radically different lesser extent, certain facts about the cre- preserver blades (see below) are the mid- from creator blades in that they directly ator are the tools that come into play range of power, and they are good for the serve a power, group, clergy, or ideal. when designing the blade. For example, transition from a low-powered fantasy They are also equipped with a feature let’s take another look at the wizard, pal- campaign to a high-powered fantasy cam- called punitive powers, which normally adin, and “find injustice” blade. First off, paign. Destroyer blades can be of any serve the wielder but which can be the mission of the blade is to find injus- alignment. turned against him if he balks at the mis-

52 MARCH 1993 sion’s object. Many of these blades are specific person (such as a certain king). accomplishes nothing. Thus, a sword created by clerics, but there are examples Groups also count, such as the Harpers or tends to follow its master’s lead unless the of these blades being manufactured by the Zhentarim. master tries something that contravenes mages, too. Intangible nouns include: law, chaos, the sword’s mission or alignment. This For example, Kiranna is a warrior who justice, injustice, war, peace, evil, good, problem, of course, causes modifiers to worships the FORGOTTEN REALMS set- and a country or geographic area. be added to the Intelligence, Wisdom, and ting deity named Tempus. She is part of As you can see, not all the objects gibe Charisma of the blade: an elite unit of worshipers in her area, with all the purposes. For instance, not and is entrusted with a blade known as many people would want to own or create +0 for a minor alignment infraction (irri- Viperbite, a “serve Tempus” blade. a blade with the mission, “destroy trea- table paladin rudely pushes aside a Kiranna is sent on a holy quest. During sure,” so use your best judgment. ) the quest, Kiranna has a crisis of faith and +1 for a medium alignment infraction considers abandoning the mission. How- General rules (paladin lies) or minor mission infrac- ever, she now finds that the snakeskin 1. Unless you have a very high-level party tion (left behind treasure that could pommel has become a real snake that has and a lot of experience as a DM, do not have been donated to charity) coiled around her wrist; it bites her any- allow more than one intelligent blade in +2 for a major alignment infraction (pal- time she tries to turn aside from her the party. This tends to unbalance the adin commits an evil act) or medium quest. party strength. mission infraction (minor villains Naturally, servitor blades are not so use- 2. In this article, blades do not have Ego escape capture; allies are badly injured; ful if you and your players aren’t involved scores; instead, they have Intelligence, sought object temporarily damaged) in a campaign. They serve as a way to tie a Wisdom, and Charisma scores. When a +3 for a massive alignment infraction player to an organization. While they are mage creates a blade imbued with a per- (paladin turns evil) something of a mixed blessing to the char- sonality, he must chain a spirit to it. The +4 for a major mission infraction acter, some players will enjoy the role- FORGOTTEN REALMS supplement, FR4 +5 for a massive mission infraction playing involved. The Magister, contains a system for doing (major villains escape; sought object is Divine blades are the rarest blades of the just that, but a DM can always wing it. A lost) bunch. These blades ignore most rules chained spirit has its own scores. For each +2 if the sword has punitive power since they serve their gods’ will directly. score, the DM rolls 1d6, then adds these +1 if the wielder is not actively pursuing Each blades also has a secondary mission modifiers: the mission (+ 1 per week cumulative in keeping with its patron’s aims, but this up to +5) mission could be held in abeyance in +1 for each power possessed by the blade +1 to +3 if the sword is ignored accordance with that god’s will. Of course, (up to five) +2 to +5 if the sword is routinely ignored divine blade powers vary from deity to +1 for weak innate powers (luck, +1) or abused deity. In the FORGOTTEN REALMS set- +3 for powerful innate powers (vorpal, life +3 to +7 if the sword is routinely forced ting, a blade consecrated to Sune will have stealing, +3, +6, etc.) to commit antithetical acts wildly different powers from a blade of Finder: +2 to Intelligence, -2 to Wisdom +1 if wielder has alignment within one Tempus; Lathander doesn’t have a blade and Charisma step of sword’s consecrated to him, as it is antithetical to Destroyer: +2 to Charisma, -2 to Intelli- +3 if wielder has alignment two steps his worship. Naturally, these blades are gence and Wisdom from the sword’s unique and as such are very rare. They Preserver: +2 to Wisdom, -d2 to Intelli- +5 if wielder has antithetical alignment to are a major investment in your story, and gence and Charisma. sword they should be given only to players who Creator and servitor: +2 to each score +7 if blade must have a specific sort of game with you regularly. These blades Divine blades: +4 to each score master but the wielder is not one of this increase the chance that the wielder may sort. call on divine help, as the creator has a When a character wants to talk the +4 if the blade is divine in origin vested interest in the doings of the blade into something that it doesn’t want wielder—but calling on a deity at any time to do, the DM must decide what the PC is 4. Give your blade an actual personality is a risk few thinking heroes will ever take. doing: Using logic, emotional appeal, or by using the NPC trait generator in the mere Charisma. Then the player must Dungeon Master’s Guide, pages 114-115. Object of the quest make a proficiency check while the sword This add substance to the blade and The object of a mission is the single uses its best attribute to make its own makes for interesting play. For example, if most defining attribute of a blade. The check to defend against being talked into our paladin commits an act of dubious objects given here are by no means a the plan. If both win or lose their checks, morality, then undergoes atonement and complete list. Most will come from your the wielder is still considered to be unsuc- performs a redeeming service, he finds campaign. As I have stated before, an cessful in convincing his weapon to follow that his “create justice” blade is cranky object can be as broad or as specific as the plan. For example, a paladin tries to and uncooperative. The paladin offers the you wish. The object may be any person, talk his “create law” sword into letting him blade a jewel-encrusted scabbard and place, or thing, and the only thing temper- leave a lawless area to track a ruthless vil- baldric to get on its good side. The blade ing the DM’s creativity is a bit of logic. lain. The paladin checks against his Intel- has other ideas, and orders the paladin to There must be a strong motive for creat- ligence and makes it, but so does the donate 7,000 gp to the next city they come ing a blade because it is hard work and sword, which ignores his pleas. to, with the condition that the money is costly for the creator. 3. A DM must decide not only what the used to feed and shelter peasants. Tangible nouns include: Treasure, gen- sword will do but what it won’t do. When 5. Each blade with a personality has a eral monsters or character types (dragons a character is at cross purposes with his chance to know nonweapon proficiencies or mages), specific monsters (like black blade, a battle of wills must ensue. Gener- as well. Roll 1d100: 01-50, no proficiencies; dragons or necromancers), individual ally, swords understand that they are part 51-65, one; 66-75, two; 76-85, three; 86-95, monsters (like a small group of blue drag- of a symbiotic relationship. If they lend four; and 96-00, five. Proficiencies that ons near the City of Greyhawk, or any lich their powers to the wielder, the wielder may be given to a blade are: Ancient His- on a particular island), magic, specific works toward the sword’s mission. The tory, Local History, Animal Lore, Apprais- areas (such as a single castle), or even a sword realizes that without the wielder, it ing, Astrology, Direction Sense, Etiquette,

DRAGON 53 Heraldry, Ancient or Current Languages, when solving problems, slowly leading the race, and alignment. Reading Lips, Religion, Singing, Spellcraft, paladin from the path of goodness. If the 2. Determine who is to be the wielder of Ventriloquism, Blind-fighting, Weather owner were aware of the sword’s true the sword and make the same notes. Con- Sense, Animal Noise, Alertness, Naviga- nature, it might occasionally suggest a centrate on the relationship between tion, Vocal Mimicry (the last four are from morally correct course of action just to sword and wielder. The Complete Thief’s Handbook). These make the paladin squirm (“My sword is 3. Add any history between the time that skills are all drawn from Intelligence, Wis- evil, but it just suggested the one thing the sword was created to the time it dom, or Charisma, and they are checked that I would have done. Should I keep it or arrived in the wielder’s hands. against the sword’s own ability scores. not?“). 4. From the notes already taken, it 6. Whether a blade is intelligent depends Of course, a blade with “serve Orcus” as should be easy to come up with the largely on whether the creator is willing to its mission might destroy a paladin out of mission of the sword and whether it is go to the trouble of chaining a spirit to the reflex. But an evil sword can serve a good intelligent. blade. A blade is capable of having a mis- hero—but only for ends that are evil in 5. Once the mission is created, the sion without having intelligence; such a the long run. sword’s statistics should fall right into blade would react in a preprogrammed place. way to certain stimuli, but would have no A potpourri of possibilities 6. Use the NPC trait generator to find the power to make decisions on its own. Now let’s talk about ways to make a blade’s personality, then determine if the blade fun. For instance, a sword might blade has any proficiencies. Vengeance is mine! have a bizarre shape (cutting teeth, odd 7. Lightly garnish the finished product When a character and a blade are at curves, etc.), elongated crossguards for with special touches, then see if the find- cross purposes, friction is the result. easy parrying and disarming, or a stab- ing of the blade itself can be made into a Blades have many different ways of getting bing spike in the hilt. Perhaps some form whole adventure. back at the wielder. of curse is more to your liking, such as a 8. Make notes on possible future story- For a minor infraction, a blade may stop blade cursed only to speak by signs, or a lines. speaking, or it might become impossible blade that can speak normally but gives 9. Keep a note card with all the statistics to silence. It might even refuse to leave its only cryptic clues. Maybe the personality of that sword with you during the game, scabbard. If the perpetrator of the infrac- of the blade is insane in some way (use the and note all the things about the sword tion is not the wielder, it may demand an insanities section of the AD&D 1st Edition that are secret. Be prepared to share this atonement, an apology, or both on that DMG, pages 83-84). Perhaps the blade has card with any other DM who runs that PC person’s part before it will give its services a twin, and their powers cancel each and the sword. to the party once again. On the other other out when they are in close proxim- hand, it may just hurl nonstop insults at ity. Give the twin blade to the first sword- Lasker leaned against the crypt wall, his the guilty party until penitence is done. wielder’s nemesis, and you have a story. knees shaking. Spots passed before his Blades are also capable of causing a fum- Perhaps, too, the blade has a long and eyes as he panted. He slowly became aware ble or disastrous miss in combat. mysterious history. A few attempts to steal that he was mumbling something a mad For more serious infractions, a blade her sword could cause a fighter to go in string of thoughts, and he stopped. He might stop using its punitive powers in the search of that history, especially if that dropped Selar and rubbed at his face. He service of its wielder. A blade might also blade cannot or will not tell her what its was dying of thirst. He had to get out of the negate its own powers until an atonement history is. Maybe the blade has a specific tomb. or similar form of reparation was made. destiny that it must fulfill, or it protects a He scarcely remembered to recover his For all intents and purposes, it becomes a bit of lore or treasure until it decides that sword first. Stumbling over brittle vampire nonmagical sword, except that it still the wielder is worthy of it. In my cam- bones, he made his way toward the exit as retains its voice and intelligence. paign, there was a sword reputed to be if in a dream. Outside, in blinding daylight, In the face of major infractions or align- the guardian of a vast treasure. A ranger he sank to his knees, then fell forward on ment differences, the blade might be found it and passed its tests as to his wor- the wet grass and offered up a silent prayer moved to actively use its innate powers thiness. It then divulged its first clue, a of thanks to the sun, the sky, and his deity. against its wielder. Perhaps it could root map etched in the steel of the blade that “That was great!” came a ghostly voice itself to its scabbard and be unmovable had been kept invisible before. This led to from the sword he held limply in his right until the wielder performs an atonement, an adventure where the ranger found a hand. depending on the problem and its sever- map etched in the floor. The ranger slid “I ought to throw you back in the tomb,” ity. The sword could also seek a new mas- the blade into a slot on the map, and Lasker gasped. “I ought to have you melted ter. Creator, servitor, and divine blades waited until sunlight shone through the down into buttons.” would cast a powerful charm monster on hole in the pommel. This marked the next “You ought to keep me,” Selar replied. “I the user of the blade in order to enforce place to go, where the ranger discovered can do so much more in a brave fighter’s its bidding; the wielder would get -2 to -4 that the pommel held the key to the third hands." penalty vs. the spell. A servitor blade could and final map that led to the hoard of a Lasker didn’t answer. He was still force a hero to attack his compatriots, dragon. tempted to dispose of the weapon in the then revoke the charm so the hero would You can also give your blade little pow- fastest way possible. Still, something stayed see what he had done. ers that make it special but don’t offer any him from flinging Selar into the hills. Per- A note about evil swords: It is silly to real power, such as the sword having a haps he’d think about it on the way back to think that an evil sword would automati- razor edge at all times. Perhaps the blade town. He still needed to recover the bodies cally damage anyone of another ethos. A floats in water, or it sings in combat. Per- of his allies before they, too, arose in truly evil sword might beg a paladin to haps the sword is the metallic equivalent undead form three days hence. And Selar keep it. Lying through its nonexistent of a crystal hypnosis ball. Go nuts—your was still the best sword he’d ever found. teeth, it might say that it was cursed and players will thank you for it. He’d think about it. And maybe he’d keep would perform well in the hands of a Selar a while longer. righteous person. It might then begin a Creation checklist campaign of disinformation against the 1. Determine who the creator of the wielder and his party. It could urge the sword is, and whether he is a PC or NPC. paladin to take the easy, expedient way Make notes on the creator’s class, level,

54 MARCH 1993

Might and Magic: Clouds of Xeen (New World Computing)

Soar amidst the Clouds of Xeen

KnightLine pleted for the Macintosh include Hell Cab days a week, the number is (900) 737-4468. In the news, American Laser Games is from Warner New Media and The Iron If you’re under 18, be sure to obtain your going to create games for the Sega Genesis Helix from Drew Pictures. These games parents’ permission before calling the system. These entertainments will require possess robust graphics and animation, hotline. If you require technical support the Sega CD-ROM accessory and incorpo- and superb music scores and sound from SSI for one of its products, that rate a new, light-reading gun accessory effects—they leave no doubt as to the number is (408) 737-6850. called the Menacer. Two games currently direction computer entertainments are in development are Mad Dog McCree and heading. H.E.L.P. Gallagher’s Gallery. The company expects , Inc. (SSI) has Ben Webster of Gloucester, Mass., these games to reach the market by the started a new telephone number for game writes, “In the IBM version of Space Quest, summer of 1993. hints. Operating 24 hours a day, seven how can you get past the guard to the tun- Rumored to be in development by Veloc- nel that leads to the interior of the super- ity is a super new version of Spectre, its Computer games’ ratings computer?” futuristic tank game for the Macintosh. Peter Flagg of Buffalo, N.Y., would enjoy Already playable over an AppleTalk net- X Not recommended hearing from anyone who can help him work, the new version possesses * Poor finish SSI’s Pool of Darkness. “I get killed enhanced features we’ll discuss in a ** Fair in one of the three fights. Can someone future column. Also under development *** Good tell me how to get through this?” by New World Computing is Might and **** Excellent Todd Mulholland of Greenbush, Mich., Magic III for the Macintosh. ***** Superb writes, “I am writing in response to Jake Two new CD-ROM games being com- Haney’s request for help with Leather

DRAGON 57 Goddesses of Phobos. You give your flash- light to the salesman, who will in turn give you a tee-remover machine (that you use on the unTangling ointment—remember the dude with an angle for a daughter?) To buy an exit, you must first get the coin from the visephone booth near the scien- tist’s house. Then, if you can get to the North Pole without having your brain fried (which, I believe is done by using the raft in the secret catacombs), there are a group of penguins. If you give the coin to them for their retirement fond, you will get the exact change you need to buy the exit. As far as Thorbast goes, if you attack him enough times, you will eventually dis- arm him. Do not attack him again. Instead, get his sword, and give it to him. He will realize that you are a good guy and that evil never wins, and he will impale himself. For the frog, you don’t need the cotton balls, you need the clothespin from the sultan’s house. Put that on your nose, Might and Magic: Clouds of Xeen the lip balm on your lips, close your eyes, (New World Computing) then cover your ears with your hands. I hope these help you complete this great tasy role-playing games (FRPGs). It is elo- game.” quent in its simplicity and exciting in its Casey McCaleb of Fennville, Mich., delivery, while full of interesting and dan- responds to Bruce Kumsteen’s question gerous adventures. New World Comput- about Secret of the Silver Blades. “After you ing didn’t see the need to experiment with get the Staff of Oswulf, you must use the different interfaces or adventure views, malfunctioning teleporter to reach ninth and instead enhanced the adventure with level of the mines. Then you can go to the richer music, better sound effects, and tenth level and get into the dungeon. speech synthesis. When you are in the dungeon, be sure to We’ve been playing Xeen for over a week, sions is automapping. Despite some geo- look around and get the three keys. The for at least three to four hours a night. We graphical complexities between using the passwords are (in this order): ‘Your hate to leave it to do other things. At every View window and the Automap, we never Heart,’ ‘Your Word,’ ‘Your Breath,’ ‘River,’ turn there is a new encounter to manage, had to map by hand. Granted, we made a ‘Water,’ ‘Silence,’ ‘Wind,’ and ‘Fire.’ When a new quest to complete, or a puzzle to lot of notes about different X,Y locations as you get out of the dungeon, you must go solve. Thankfully, New World hasn’t points of interest, but the Automap feature through the ice crevices until you reach required godlike characters to get the added enjoyment to this game. the frost giant village. Fight your way to adventure up and going. The increasing Note that some races have capabilities the king in the southwestern corner of the difficulty level is matched to the game’s not possessed by everyone. Also, some village. He will help you if you attack the abilities to increase your six characters’ classes obtain a special, secondary skill. Black Circle. Work your way through the attributes at appropriate times. Complete Humans, for example, obtain Swimming. crevices on the other side of town, and a quest, and you’ll find the experience A paladin has clerical spell capability right you will find Dreadlord’s sanctum. earned is enough to allow your adventur- from the start. Dwarves can immediately “If you meet Sargatha in the castle, ing party to tackle the next quest. Spot Secret Doors. Ninjas and robbers attack immediately. On the second level of However, not every quest is linear. You have Thievery. Gnomes have Direction the castle, use the View command to get can complete your “assignments” as you Sense, while rangers have the Pathfinder through the maze. If you meet iron find them, or you can select from several skill. When we rolled our characters, we golems, the password is ‘Steeleye.’ In the that you’ve uncovered but not yet solved. tried to ensure each character possessed southwestern corner of the maze is a As you endeavor to complete these mini- a special ability. This saved us time and secret door. Ignore the Magic Mouth. adventures, you’ll discover that you need money, as we didn’t have to purchase Again, the password is Steeleye. In the to acquire an item, become stronger, or these skills during the game when the upper level of the castle, use the keys in need clues or “rumors” to help you finish cash was needed for other things, such as this order: Silver, Gold, Brass. The Dread- the quest. As the game’s world is quite buying spells and other necessities to lord is in the northwestern section of the large, you’ll have no difficulty in finding ensure survival. castle. After you kill him, save the game! something else to focus upon as you pre- You’ll meet many characters in the Go north from this room and fight the pare to finish the adventure you just game, from King Burlock to Lord Xeen iron golems. When you beat them, you started. (you should meet his pet). You start the have won the game.” New World offers a terrific interface for game in a tavern in the town of Vertigo play. Whether you use the included char- discussing a dream you’ve had with oth- Reviews acter set, or create your own, this FRPG ers who have had similar nightmares. tells you immediately the health of each King Burlock’s brother, Roland, has Might and Magic: Clouds of Xeen* * * * * character. There’s no need to open sepa- returned home. Crodo, the King’s trusted New World Computing, PC/MS-DOS rate windows or submenus simply to find advisor, doesn’t think too highly of Roland computers out if a character can sustain another hit or his special quest in trying to find the What a delightful experience! Clouds of in battle. magical Sixth Mirror. King Burlock Xeen (Xeen) gets back to the roots of fan- One of New World’s great interface deci- assigns the quest to many brave adventur-

58 MARCH 1993 Discovery: In the Steps of Columbus*** Impressions, PC/MS-DOS computers This offering is one of the better simula- tions of this type we’ve encountered. In it, you’ll soon have your ships exploring the world in search of safe landfall. Once anchorage is made, it’s time to settle in and build your ports. Should your settlers survive everything from natural disasters to attacks by the natives, they’ll start clear- ing the land and filling in swampy areas. You can assist in this endeavor by direct- ing individuals to undertake specific actions, or you can send several out on foot to explore in designated directions. As your port grows and as lumber is obtained by clearing the land, you can build warehouses, farms, and even a church or two. Don’t forget that you have computer- controlled opponents from other coun- tries, though. They take great delight in building their empires as well, so you can expect confrontations. Build up your defenses as quickly as possible and estab- lish a trade route for your goods to other ports in the world to assure your treasury of growth. Neglect either, and your ports will crumble into disarray and your ships’ Might and Magic: Clouds of Xeen crews might take to pirating as an alterna- (New World Computing) tive to your forgetfulness. If you find an enemy’s port nearby, attack it! If you win and transfer all his weapons, armor, the battle, that settlement is now yours! equipment, and miscellaneous goodies to You can borrow additional money from the character in the second adventuring the bank to build more ships to do addi- position. tional exploring, set up trade routes, or 2. Remove the first adventurer from the even purchase a couple men-o’-war to party. protect your sea routes. Be careful that 3. Create your first character and, once you don’t become too involved in the you’re satisfied with his attributes, assign building and sailing ship endeavors. Once this adventurer to the party. landfall is made, you’ll have a heck of a ers. One day, Crodo finds out that Roland 4. Transfer the items that used to belong time simply trying to maintain your ports. is actually Lord Xeen, who has initiated a to the first prerolled character to your No one ever said discovering, exploring, plan to control King Burlock. Crodo is first created character. and conquering the world would be easy! locked away in Baron Dargoz’s Tower and 5. Continue this process until you have A couple of drawbacks: Once you’ve can no longer advise King Burlock. moved all the prerolled characters’ equip- seen the game’s “Land Ho” graphic anima- You may play Xeen in either Adventurer ment to your new characters. tion, you don’t need to see it each time a or Warrior mode. The former provides for By the way, when we created our own landfall takes place. It takes too long, and less combat. Once you’ve made your characters, we refused to accept any die there is no override key to allow you to selection, you cannot change your mind. roll that didn’t afford each character dou- cancel the entire process. Also, the inter- To create characters, you must enter the ble-digit attributes for might, intelligence, face is different than most other games. tavern. When the game starts, you’ll find personality endurance, speed, accuracy, It’s going to take you several games to yourself looking out across a cobblestone or luck. Various attributes are necessary understand how to control ships, what area with a green, animated something for specific assignments. (You’ll find more your ports can build, and how to direct awaiting you. The six characters that fill hints in “Clue corner.”) your settlers. At no time did we find the the positions in the adventuring screen This is a great FRPG, enabling gamers to interface intuitively easy to use, and that are the ones provided with the game. If concentrate on the game itself with up- lead to some frustration. you wish to create your own group, turn front character statistics that don’t inter- Discovery is an enjoyable game most of around and head into the tavern. Keep in rupt the flow of play. The animation, the time. Once learned, you’ll enjoy the mind that if you select to play with the although limited, is appropriate, and the fact that the majority of the settlers under- prerolled characters, they not only pos- number of exciting quests will keep you stand what’s to be done and do it, without sess the same amount of gold (800) and playing for days. We highly recommend direction from you. Make certain you gems (10) that you receive when you roll Xeen to all computer gamers. As the com- keep an eye on the critical readings from your own characters, but they are also pany’s past Might and Magic series have your settlement and you could control the folly armed. New characters have only been converted to the Macintosh, our world. We reviewed the game with VGA money. hope is that Xeen will also find its way to graphics and AdLib sound board. Here’s what to do—although time con- that system as well. This game was suming, it’s worth the effort: reviewed using VGA graphics, Roland 1. Go back into the tavern and sign in. sound board, and AdLib for speech syn- Start with the first prerolled character thesis.

DRAGON 59 Legend of Kyrandia ***** You’ll find this weapon a great aid to you FOV automatically updates TBG with the Westwood Associates, PC/MS-DOS in TBG. latest software patches from Origin. Yes, computers In order to become involved in FOV, you both adventures are exciting and require Westwood Associates has released the must start your adventure in TBG. You gamers to think about what they are doing first of its Fables and Fiends series, called cannot play one without the other. When in order to succeed. Despite an angled Legend of Kyrmdia. It’s your duty to stop you consider the cost of FOV in relation to perspective, conversations that occasion- an evil jester. Yes, an evil clown with magi- the price paid for TBG, we’re not certain ally read (or sound, if you possess the cal powers is destroying the land of whether you’re going to find the addi- speech board) as though a translator Kyrandia—he’s even turned your grandfa- tional $20 to $27 worth only three quests missed a syllable here and there, and the ther into stone! Now, it is up to you to stop that result in you obtaining a sword. inconvenience of having to open multiple this evil by finding a magical amulet that Granted, it is a powerful sword, but before windows to see statistics, both adventures possesses four unique properties. FOV came along, adventurers were play- should probably earn their way into your The animation and backgrounds are ing and completing TBG quite handily. software library. We reviewed these using astonishing and the dialogue is wonderful. You certainly don’t need FOV to succeed VGA graphics and Roland sound board. The puzzles begin easily enough, but at TBG. believe us, they get more difficult quickly. If you’re interested in accomplishing the Clue corner Moving your character is as simple as quests in FOV, you must continue to tell point-and-click. Clicking the cursor on an yourself not to become too embroiled in Might and Magic: Clouds of Xeen object picks it up and turns the cursor the adventures in TBG. What you must do In the town of Vertigo: into an icon representing that object. You is get to Britain to talk to Lord British, so 1. Watch out for the gate at X20,Y1—it’s a can deposit the object into your inventory, he can give you the deed to his ship and shocking surprise. have your character use it, or drop it. inform you of its location. 2. More than fruit grows on these trees. The story, though not original, is quite Don’t travel overland from Britain to Ves- 3. Mylo’s Maps is at X10,Y16. He will enjoyable. The ease of character interac- per. There are enough physical hazards to teach cartography for 100 gold. tion is a definite plus, as are the puzzles. derail such an endeavor. Instead, head 4. The well water at X14,Y17 is not fit for This is a game that won’t be finished in a over to the Serpent’s Spine near the Lost drinking. day. It requires some mapping and think- River, find the trail that leads inland, and 5. Gilbert’s Hexes are at X20,Y11. You ing. The graphics and music are stupen- hop aboard the magic carpet you’ll find. must be a member to shop here. dous, and all this requires fewer than Fly southeast and land in the desert area 6. Lady Geraldine’s Tavern is at X18,Y4. eight megabytes of hard-disk storage near Vesper, get aboard your ship. Unfurl Some rumors you might hear here space (quite a feat when you consider the your sails (double-click) and head south; include: double-digit storage requirements of you’ll run directly into the huge Island of •The orcs keep valuables in their out- many other new games). We applaud Fire. Finding a suitable landing area is posts and camps in the hills. Westwood Associates for Legend of Kyran- going to be your first task. If you need help, • Phirna plants look like small berry dia and hope we won’t have to wait too check out “Clue corner” for more details. bushes and can be found all in Toad long for the next installment. We reviewed The graphics are not up to Origin’s nor- Meadow to the southeast. this game using VGA graphics. mal high standards. Your ship is large, the • There’s still gold in the hills to the island’s rocky shoreline is squared, and north. Ultima VII: The Black Gate and Forge your ship simply doesn’t fit into most •The Count in the town of Nightshadow of Virtue **** shoreline areas. It’ll jump when you try to sleeps in a coffin that can only be opened Origin Systems, PC/MS-DOS computers move toward the land because it’s too if the sundials are correctly set. Origin Systems should score well with large to fit the shoreline. Forget using • The witches of Toad Meadow have The Black Gate (TBG) and Forge of Virtue your mouse for navigation here. Go with been snatching children and turning (FOV). What’s interesting about FOV is that your numeric keypad and be patient. them into goblins. this is the first time a major FRPG pub- You don’t have to complete the adven- 7. Norman’s Ironworks is at X13,Y4. lisher has released an add-on adventure tures on the Island of Fire. As you gain 8. Gunther the Mayor is at X14,Y5. Com- to its main storyline. Best of all, it works attributes, you may wish to head back to plete his quest and gain 5,000 experience well! the mainland to continue your TBG points, complete recovery from all This FRPG always starts with TBG. You’ll quests. However, we recommend that if injuries, plus 4,000 gold and 50 gems. You learn from the introduction that The you start FOV, you should finish it. That also gain the Red Dwarf Badge of Courage Guardian is controlling your computer, sword does come in handy. When you do and 50,000 experience points. specifying his intent not only to rule Bri- return to TBG, concentrate your investiga- 9. Vernon the Guildman is at X16,Y11. He tannia, but you, the Avatar, as well. tions on the Fellowship. Realize that will put anyone on the guild roll for free, In order to learn your characters’ health sometimes a gargoyle can be a better but guild dues cost 25 gold. scores, you must either double-click on friend than a human! 10. The bank is at X21,Y17. the character to obtain the Inventory Dis- Although some of the dialogue is trite 11. Joe’s exterminator shop is at X10,Y18. play, or press the letter “I” on your key- and some conversations are poorly con- 12. Mylo’s Maps charges 100 gold for board. If you wish to check out the health structed, you do learn a great deal of those who wish cartography skills. or possessions of a character other than information, but you must speak to every- 13. Thylon’s Training is at X10,Y8. the Avatar, you must still open his display one you encounter. Keep track of what is 14. Rialdo the Ranger is at X25,Y26— first. This leads to a cluttered screen, being told to you. Do not steal anything! pathfinding for 2,500 gold. especially when you start opening posses- Not only does it violate your vows as an 15. Joe’s Storeroom is at X6,Y29. sions inside backpacks and bags. Avatar, but it upsets the local guards. 16. Slime Temple is at X15,Y21 FOV is installed after TBG. A new island, If you’re interested in completing FOV In area E3: called the Isle of Fire, then takes its posi- forget what you see in the stables. Yes, 1. The cabin at X14,Y13 is observation tion south of Vesper. This island has new Christopher and Inamo the gargoyle are a post for orcs. You’ll receive 1,000 experi- quests for you to tackle, all designed to mess. Take all the notes you can between ence if you destroy it. increase the viability of your Avatar char- Trinsic and Britannia, but get that magic 2. X11,Y12 is a covered wagon containing acter. Three quests can provide you with carpet and get to your boat to sail to the Oslo the Observant who will teach you the means to create the Black Sword. Isle of Fire first! how to spot secret doors for 500 gold.

60 MARCH 1993

3. The archway at X8,Y14 offers +20 1. A teleport device is at X4,Y14. ing: You are now aware of which direction resistance to fire, electricity, cold, and poi- 2. A barrel with red liquid adds +2 to you face! son to whoever prays here. might. 5. There’s a poison gas trap at X12,Y6. 4. The fountain at X8,Y6 offers +25 spell 3. A barrel with purple liquid adds +2 to Jump over it. points. Requires three Jumps through for- speed. 6. There’s a secret door at X13,Y7. est, heading west, to get to it. 4. A skeleton at X6,Y0 “Dwarven travel 7. There’s a gold vein at X1,Y14, but after In area F3: code: Deep mine --P--” a second mining operation, it’ll cave in. 1. The fountain at X12,Y12 adds +5 to In mine #4: 8. A parchment on a skeleton reads, AC. 1. A teleport device is at X7,Y7. “Dwarven travel code: Deep mine ----A.” 2. Myra the Herbalist at X9,Y11 will give 2. A barrel with white liquid at X8,Y5 The Lessers you five Cure Poison potions for each adds +2 to luck. Phirna root you bring to her from Toad 3. A parchment found on skeleton reads Meadow. (You can pick only one plant at a “Dwarven travel code: Deep mine ---H-” We thank those of our readers who con- time. If you want more than five potions, 4. There’s a high yield gold vein at tinue to come to the rescue of other you’ll have to return to the meadow to get X5,Y10. gamers with their answers to their pub- additional plants.) 5. There’s a gold vein at X4,Y14. After two lished requests for “H.E.L.P.” Also, to 3. The pyramid is at X8,YlO. mining attempts, watch out for a cave-in. everyone who continues to send in game 4. The entrance to Red Dwarf Range 6. Leave the rubble alone in the area of hints, thanks again. Typed or word nines is at X5,Y13. X14,Y10. Nothing but poison and spiders processed letters are preferred, as some 5. The fountain at X7,Y7 adds 25 hit are there. handwriting is almost hieroglyphic in points. 7. There’s a secret door at X11,Y14 facing quality and presents quite a challenge to 6. The wishing well at X1,Y7 requires a west. read. Mail your goodies to: The Clue Cor- Jump spell to get there. Whoever throws 8. There’s a secret door at X7,Y12 facing ner, c/o The Lessers, 521 Czerny Street, in a coin receives +60 to luck! west. Tracy CA 95376. Until next month, game 7. At X9,Y6, Orothin the Hermit needs In mine #5: on! you to find his bone whistle, dropped 1. A teleport device is at X8,Y4, facing somewhere in Pitchfork Creek. If you can west. find his whistle, he activates statues that 2. A yellow liquid in a barrel adds +2 to can teach spells. accuracy. In area B3: 3. A purple liquid in a barrel adds +2 to 1. In a cabin at X9,Y6, you’ll meet Halon speed. the Efficient who requires some lava to 4. A skeleton may give you a strange feel- unfreeze his water works. He will reward you, if found. In area B2: 1. The door located near the mountains at X12,Y4 gets you into the War Zone for arena-like combat versus your selection of opponents. See the Battle Master at X7,Y6. In area A3: 1. Kai Wu the Monk would like you to rid his home of evil clansmen. He’s in a tent at X15,Y12. The Red Dwarf range: In mine #1: 1. A note found on skeleton: “Dwarven travel codes: Mine 1, Mine 2, Mine 3, Mine 4, Mine 5.” 2. A green Liquid offers +2 to endurance. 3. Dwarven travel code: A----. In mine #2: 1. A teleport device is at X10,Y28. 2. Watch out for the rubble; it contains spiders! 3. The barrel at X10,Y22 adds +2 to endurance, permanently. 4. The barrel with orange liquid adds +2 to intellect. 5. Find a gold vein in the mines, and you can mine it for GP! 6. A blue liquid in a barrel adds +2 to personality. 7. A red liquid in barrel adds +2 to might. 8. A white liquid in barrel adds +2 to luck. 9. A skeleton at X6,Y3 adds to Dwarven ravel code: “Deep Mine -L---” In mine #3:

MARCH 1993

Gaming in the revitalized WORLD OF GREYHAWK® setting by Carl Sargent

This article is the first in a series that will hood extends its power and influence Old-timers and newcomers present material for specific AD&D® game around the southern lands bordering the When I was given the opportunity to worlds by different authors. This column, Azure Sea. The WORLD OF GREYHAWK write From the Ashes, the new WORLD OF like “The Dragon’s Bestiary,” etc., will setting has become a truly exciting world GREYHAWK boxed set (replacing the old appear whenever we receive an appropri- again filled with opportunities for adven- WORLD OF GREYHAWK set of 1983), I kept ate article. Many of the ideas presented ture of all kinds. This is no longer a world in mind the fact that there are many here are applicable to other campaigns, so at war, but tensions, border skirmishes, gamers who’ve been playing in this world be certain to look past the label for ideas to intrigue, and desperation are to be found for a long time. Although a great war has borrow for your campaign—no matter in all lands. There’s never been a better changed much, I didn’t want to turn a where it is set. Let us know what you think time to adventure here! This article gives much-loved world wholly on its head in about this column. DMs a wealth of ideas for how and where this rewrite, based on the GREYHAWK The Editors to build up campaigns set in this world, Wars boxed set. Players with characters showing which lands and locations are who have become part of this game world The WORLD OF GREYHAWK® setting is best suited for different preferences (skir- shouldn’t have everything turned upside- the oldest published RPG campaign mishing, intrigue, battle, crusading, etc.) down. If you’ve been with Greyhawk a world, and it’s one with a lot of long-time in campaigning. Many of the places and long time, you’ll be pleasantly surprised fans. It is now a world changed greatly by personalities mentioned here are not fully that much of what you know and love is the events depicted in the GREYHAWK® detailed in the From the Ashes boxed set. still there. The Free City is still the nub of Wars set—nearly three years of carnage This allows DMs to individualize each for the Flanaess, and little has changed there; and deadly deceit in which the powers of campaigns. Also, see the “Errata, etc.” box still watches from the evil have waxed strong. The hand of Iuz, at this article’s end for clarifications and Yatils; Furyondy is beleaguered, but the Old One, extends across the central some heretofore unrevealed information. Veluna still stands as a beacon of good in Flanaess, and the cruel Scarlet Brother- the darkened days of the post-war world.

64 MARCH 1993 and it contains a large number of short adventure themes set across the game world, a listing of mysterious and magical locations, a bunch of rumors that can be expanded into adventures, and a chapter (“Tales of the Year of Peace”) that provides still more adventure themes. The Cam- paign Book develops the lands around the City of Greyhawk: the Gnarley Forest, the southern plains and the Mistmarsh down the Selintan to the military port of Hardby, the Cairns Hills east to Urnst and the northern Abbor-Alz. Each section has a wealth of short adventure themes, and completing this are six adventures set cross the Flanaess on adventure cards, plus tow longer adventures set in the Campaign Book setting. The city and environs There is a complete range of environ- ments around the City of Greyhawk—for- est, desert to the south (covered in the module WGR3 Rary the Traitor), hills, mountains, marshland, rivers, and coast- lines. It is also a setting largely untouched by the Wars, and may appeal to long-time DMs on this score (particularly if they’re uncertain about how to integrate the changes of the Wars, at least initially). This setting also allows for all kinds of adventures. For dungeon delvers, try the star cairns of the Cairn Hills or the dan- gerous, magical ruins of the Abbor-Alz (lamia, derro, liches, brass and copper dragons and much else lair there). For wilderness adventures, the Mistmarsh, the foothills, and the Gnarley Forest are perfect locales. For spying or skirmishing, the Gnarley Forest rangers are always watchful of the Wild Coast's orcs and a skilled ranger or thief with suitable talents The lands of Geoff and Sterich are lost to FORGOTTEN REALMS® setting, although will find employ in Hardby or the Wild giants pouring down from the Crystal- PC clerics should be converted (no pun Coast cities now under Greyhawk’s con- mists—but many of the people of those intended) into specialty priests (From the trol. For intrigue and living the good life, lands live in Keoland and the Gran March. Ashes gives rules for this). Greyhawk’s the City of Greyhawk has not changed now, and fight to regain their homes. The specialty priests, by the way, typically have much since the boxed set by that name Shield Landers are driven out by Iuz, but access to more spheres of spells than in was published, but From the Ashes lists all their diaspora provides much of Fury- other AD&D game settings, making them the changes (it also has an alphabetical ondy’s backbone and they look to the day more versatile. This reflects the fact that index to every major NPC within the Free when they can return home also. We’ve the Powers of Greyhawk very rarely act City in both boxed sets). It’s the perfect changed your game world, but we haven’t directly (by sending avatars) in the affairs place to gamble, spy, spy on other spies, broken it asunder. of the world, so their priests are more investigate mysteries, and get embroiled For a DM with a long-established Grey- important (and more powerful and signifi- in other people’s conflicts, and it is also a hawk campaign, adapting the changes of cant) servants. good place to draw in the theme of the the Wars isn’t difficult. If you wish, you This world also is ideal for 1st-level Scarlet Brotherhood. This group’s interest can involve PCs in adventures that take characters. They’re an option for long- in the Free City can threaten PCs when place in the war years, and From the timers who want to start over in the they are ready to be drawn into truly dan- Ashes has a complete summary. Other- world, too. There are several locations gerous political intrigue. For PCs with a wise, you can just use a “reality shift—tell that provide excellent bases for such PCs desire to see some action, a career in the your players that three years of game time to learn the survival skills they need; to Hardby Marines or the Cairn Hills gar- have passed, summarize the changes for find good companions, friends, and risons are recommended. them, and assume that their PCs were tutors; and to have adventures in a variety A particularly good location for starting engaged in war service, or defensive/pro- of settings. Some of these locations are PCs is to have them in the service of the tective action, unscathed. They may have noted here. paladin Karistyne in the Abbor-Alz. This to relocate (rarely; only if Shield Landers, castle is not detailed in the boxed set, so Geoff men, or Sterish folk), but most of the Settings within a setting this base works well for a DM who wants time the transition can be simple. There Some information about what From the to personalize things a bit. The higher- are no major rules upheavals as accompa- Ashes contains will be helpful to DMs and level occupants can be supplemented by nied the Time of Troubles in the players. The Atlas Book is the world book, the DM’s own intermediary mid-level

DRAGON 65 NPCs, and Karistyne’s many connections tles (if the PCs want these, the Vesve, For- Nyrond: The mighty have fallen and friends in nearby lands give a good est is the place to go, and it’s just west of Bankrupted by its war with the Great background. This is a great place for PCs Furyondy). It’s one of tactical skirmishing Kingdom and the cost of fending off who like to make friends, acquire con- and hit-and-run raiding, perfect for Stonefist men and even humanoids from tacts, and use their Charisma and negoti- aggressive mid-level PCs. High-level PCs the Bone March, Nyrond commends itself ating skills. The location of the castle also can try heroic acts like those in WGR6 City to players and DMs who enjoy role-play- puts it within a few days’ travel of hill, of Skulls (due out in May), penetrating ing in a land of strife and struggle. Nyrond desert, marsh, and plain terrains, and the Iuz’s capital to free the imprisoned leader is far more factionalized than Furyondy; many settlements of these lands. Some of the Shield Lander exiles. The ability to its king is weak and is poorly advised by settlements are directly associated with think and move swiftly, and to have con- toadying sycophants. Corruption and Karistyne (the Greyhawk militia bases of tingency plans for almost anything, are a rebellion rot this once-great nation. Ordi- Hardby, Storm Keep with its griffon-riding great advantage here. Rangers, elves, and nary people starve or riot at the ruinous skyrangers, dwarven settlements, halflings will find the Vesve Forest a per- taxes the king forces upon them, and gnomish mines, etc.) and others through fect setting for their skills, and will find Nyrond is beset with divisions. A handful those associations. A campaign can many friends along the road, too. Unfortu- of local rulers are still wise and kindly, try- spread from this base, with new friends nately, those friends often don’t cooperate ing to do their best by their subjects in and contacts found at each stage of the too well, so PCs with some Charisma and such harsh times. For some respite, journey as PCs travel farther in the service a real desire to unify good against evil will southern Nyrond is the best place to be. of their liege. It’s also ideal for developing have endless opportunities here. Of The southern coastal lands are semi- the campaign into more dangerous terri- course, Iuz’s forces, indigenous human- autonomous, and Relmor Bay offers skir- tory, such as the lands of the Ogremeet oids, and the monsters of the decimated mishes with South Province pirates; ogres, the southern lands, the margins of battleground ruins of the Defiled Glades spying on Scarlet Brotherhood vessels Maure Castle, or such strange and bewil- badlands all offer worthwhile opposition! headed out of Onnwal; the chance to dering places as the Doomgrinder, the The Vesve setting is also a good one for befriend the aquatic elves, dolphins, and enormous and forbidding stone windmill PCs with some magical strength behind of the bays; or the chance to be that counts down the decades to the end them. There are powerful magical com- smugglers, explorers of the coves and of the world (see below for more on this munities here, such as the grey elves of ruins littering the southernmost promon- and other “rumors”). the Tree Lands and Iuz uses the Vesve as a tories of the land. For low-level charac- Karistyne’s castle has a good basis for a testing-ground for new spells and all man- ters, the settlement of the paladin Farenne campaign and can sustain diverse adven- ner of summoned monsters, such as the at Shining White overlooking Fairwind tures as a campaign progresses. It is an Abyssal bats that have terrorized the forest Bay (she is very distantly related to especially good setting for a PC party folk. The Vesve has its own magical, mys- Karistyne of the Abbor-Alz), when devel- including rangers, priests of LG/NG align- terious ruins, too: liches’ lairs, Suloise and oped by a DM, offers an excellent starting ments, dwarven and gnomish PCs, and Baklunish ruins, and more. It is also a point that can be developed in a similar even elven mages (providing they can han- place where the PCs can see the defensive, manner to Karistyne’s castle, except that dle the temper of Karistyne’s notorious scrying magics known as Philidor’s globes, here the aquatic element, with sea elves elven invoker). It is especially recom- after the Archmage who put them there. and selkies, offers an extra dimension. No mended for newcomers, since DMs don’t Philidor is one of the two major new evil adversary is at hand, but rather the have to master a great deal of world back- arrivals in the WORLD OF GREYHAWK wickedness of corrupt local nobles and ground to adventure in this setting. campaign (together with Mayaheine, a the tragic weakness of the king of the land nascent Demipower of Lawful Good) and is this campaign’s focus. Furyondy: A land oppressed if the PCs become drawn into his affairs, Nyrond is a terrific setting for PCs who Northern Furyondy is an excellent cam- well, anything is possible. like a great deal of freedom. If they are paign setting for a DM who wishes to Northern Furyondy is a land where chaotic enough, they might ally with Cun- bring the flavor of post-war Greyhawk everyone looks over their shoulders most hal Blackmaer and the youngbloods of right into the central focus of the cam- of the time. Head farther south, and you Barren Keep as they gather strength to paign. The armies of Iuz can be a few may still find Iuz’s agents at work, The confront and depose corrupt nobles, miles away across the Flare Line, southern city of Ryemend is a spying post some under the magical control of evil Furyondy’s long strip of defensive earth- for the whole kingdom, it seems; the advisors. Or perhaps they may be part of works, castles, keeps, towers, and other king’s men keep nervous watch over the the flashpoint of the Celadon Forest, fortifications. This adventure setting is paralyzed city of Verbobonc with its where woodsmen and elves fend off the good for PCs of all levels of experience. increasingly impotent ruler, some Knights insurrections of the brutal and corrupt For more accomplished PCs, involve- of the Hart here are planning to annex Baron Bastrayne of Woodwych. The ment in the politics of Furyondy is almost that city, Duke Bennal Tyneman’s spies Celadon is an excellent setting for bring- certain. The divisions of the Seven Fami- keep watch on everyone else, and the ing home the deprivation and desperation lies, the major landholders and militia- great Velverdyva brings travelers to and of so many of Nyrond’s people: driven to raisers, are fully recounted in WGR4 The from Perrenland, the Highfolk, Dyvers, revolt, ragged and starving in the Spurned Marklands sourcebook, and King Belvor Willip, and the Free City itself, and within Vale, and pursued by monsters in the IV has a very tough time keeping his king- a day’s travel across the river waters lie Gnatmarsh as they try to gather in swamp dom together. In addition, he has to act as the Kron Hills. Spies of Iuz and the Scarlet hay to make a few coppers. This setting liaison with his banker to the west, Brotherhood have surely infiltrated this puts PCs in the position of having to face Veluna, and deal with hotheads who want city by now. A campaign taking this town evils that arise from an inner degenera- to go to war again (including some of the as a starting point can head off anywhere. tion, not an external enemy such as Iuz. nobles and the vengeful priesthood of Because water travel is so much swifter In this respect, Nyrond can be very chal- Trithereon) while also keeping his alliance than land travel, Ryemend could be an lenging. with the Highfolk intact and cordial. ideal base for PCs who like to be highly Not that Nyrond lacks external enemies. Wherever you go here, someone’s mutter- mobile. The border with Iuz’s empire is to the ing about powerful people doing the north and the main problem there is the wrong thing. bizarre and demented Valorous League of This border zone isn’t one of major bat- Blindness, a Pholtus cult that wears blink-

66 MARCH 1993 ers with pride so that only the true path of houses and killing zones, realms of stronger from the Wars; a Power of strife righteousness can be discerned and no absolute nightmare. and war could hardly fare otherwise in side distractions. Absurd the cult surely is, Elsewhere, the more detached animus such times. Clinically planned war but their Fiendfinder-General is powerful rulers control their domains with iron schemes are being plotted and schemed and influential, and in a land sundered by lists, administered by less chaotic extra- by these undying, unfeeling creatures. internal dissension and governed by such planar horrors than the fiends serving the It’s not likely that many players will want an absolutist, this determined cult gains Overking and his more insane nobles. to be right in the middle of this—they strength by the day. But to the southeast Hextor’s powerful priesthood has grown don’t have to be. They can live in the vast there lies the monstrous strength of Duke realms of the Grandwood or the Adri, or Szeffrin’s Almorian Lands, stalked by among the free people of the Lone Heath. fiends, where Nyrond is forced to spend Errata, etc. They can live in the few remaining cities money it cannot afford in sustaining A few errors crept into From the (mostly in North Province or the south- armies, cities, and castles. For high-level Ashes, so errata are listed here. As an ernmost lands) where life can still exist a PCs, this is the place to be. Check out additional treat, these are followed by a day-to-day basis without one having to WGR4 The Marklands’ descriptions of brief list of mysteries (some with totally fear being dragged from one’s bed and Szeffrin’s strongholds, DMs; these beg to new information) that can be addressed slaughtered by a fiend, or killed by rene- be developed into places the most power- and dropped into any WORLD OF gade ex-Aerdi humanoid soldiery for the ful of PCs would fear to tread. GREYHAWK campaign. price of a chicken or a few loaves of Nyrond handles chaotic and freedom- 1. The silver border and heading in bread. Progressing farther takes the cam- loving PCs well, and offers good-aligned both books were a printer’s error. They paign into Irongate or Sunndi, and brings PCs both internal and external enemies to were intended to be bronze. We apolo- the PCs to the borders of the Scarlet face. If all these themes are to be brought gize for any undue eye strain this Brotherhood as well. This may be better into a campaign, the eastern lands from caused. as a later option for the DM, since having the Flinty Hills to the Harp River are ideal 2. Two locations are missing from the to detail the Brotherhood as well as the (and also recommended for parties with maps, they are: Great Kingdom in sufficient nitty-gritty several demihumans). Here, tentative links •Fort Leman lies four hexes north- detail for a campaign may simply be too with the beleaguered good folk of the Adri west of Sourlode (the upper right-hand much for some DMs. Forest are being forged as the marauding corner of the campaign map). The Great Kingdom is a good campaign Bone March humanoids are kept at bay. •The Screaming Valley is four hexes for mid- to high-level PCs who enjoy This setting is ideal for PCs who like both due south of Stankaster Tower. guerilla warfare, building and protecting hill-stalking adventures allowing them 3. According to TSR’s 1992 AD&D™ their own strongholds, and feeling them- ample opportunity to beat up on orcs, Trading Cards, Bigby the wizard is selves to be faced with an evil mightier , ogres, and much else (even dead. He is not dead. (The reports of his than they. Establishing a stronghold in an refugees from the Bandit Kingdoms), and death were greatly exaggerated.) oppressed land and protecting good folk in also like sneak missions across borders to 4. The hermit of Wavenair was a 13th- one’s own lands can be very rewarding for reach friends in distant places. The Valor- level druid from the Gamboge forest. many players. If the southern lands are ous League has spread its influence to the visited him to learn about ele- used, then dwarves and elves will find the borders of these lands, and its demihu- mental water magic. But, since Tenser campaign especially rewarding: Opting for man-hating fundamentalism offers a wor- is now dead, no one may ever know the northern lands will draw in the Bone thy “enemy within” campaign theme. For what he learned. March humanoids, the barbarians, and the ranger PCs, membership in the Brothers 5. The Doomgrinder is a complete men of Ratik, which will give a more of the Bronze fellowship beckons here, mystery, except that it was built by the rugged feel to the campaign and offer and members of that society have friends same dwarves who constructed the wider scope for seaborne adventuring also. and contacts strung out widely across the Beauteous Cones. It is rumored that the forests of the Flanaess. This allows a cam- derro who live beneath it are searching Keoland and Ulek: Struggle in paign to travel very widely as new contacts for an artifact that will slow the advance the west are made. of the sails. Keoland and the lands surrounding it 6. No one knows what happened to (Gran March, Yeomanry, and Ulek) is a The Great Kingdom: An ocean Stankaster and Karposhnen. They may fine setting for PCs of all levels. To the of madness have escaped, or they may have died. west, the Lost Lands (Geoff and Sterich) For players who like really being up Stankaster was an invoker who fled the offer mid- to high-level PCs the chance to against it, the Great Kingdom is the place Great Kingdom. He reputedly had infor- adventure in a liberation struggle against to be. Shattered into a score of petty fief- mation on Ivid’s genealogy. Ivid sent the giantish and humanoid invaders of doms, some larger domains (North fiends and mages to silence him. those lands. For chaotic PCs with a desire Province, for example) still remain largely 7. Storm Keep was formerly occupied to bash great lumps out of worthy ene- intact while elsewhere the Overking’s by a wizard, Melandril. He escaped to mies, this is perfect. There also are dan- bizarre treatment of his most powerful the Scarlet Brotherhood to participate gerous forests (Dreadwood and Dim nobles has generated an entirely new type to its monster-breeding programs. Forest) and the southern Hool Marshes, of ruler: the animus. Slaughtered by the 8. The fifth Star Cairn has never been where pawns of the Scarlet Brotherhood Overking and resurrected by Hextor’s discovered. Each cairn is the burial site are introducing Hepmonaland savages, priests as undead monstrosities, these of a Suloise wizard. The only history is monsters, and much else, or so it is said very powerful creatures rule huge the description given on page 36 of the (PCs would find no lack of Yeomanry or swathes of the old Aerdi (and are detailed Campaign Book. Extrapolate the loca- Keolandish patrons to pay them to find in the boxed set). Motivated by cold fury, tion of the fifth cairn by looking at the out the truth). Head southwest and the their own self-loathing, and topped up map. Remember, though, that the cairn Pomarj beckons; again, there is lost land with fanatical hatred of the Overking, only can be accessed with a gate cast to recover in eastern Ulek from Turrosh these monsters spare no one and nothing during a certain planetary conjunction. Mak’s orcish armies, and many strong-. to prosecute their goals of revenge. Entire Elemental creatures as well as magical holds, mines, and hidden temples. In the counties, duchies, and even whole cities treasures lie within the cairns Drachensgrabs, there are said to be tem- have been transformed into charnel ples to the dreaded Lost God, .

DRAGON 67 The rich Ulek lands, in particular, offer sprawling Empire of Iuz (which gets full west for higher-middle level PCs; the Prin- subtler delights. The Ulek nations are treatment in WGR5 Iuz the Evil, due out cipality of Ulek, bordering on the Pomarj; powerful now; they are rich, dispensers of this month) surprisingly offers many or Ratik, fighting off the Bone March aid to other lands, and are increasingly opportunities for exploration, intrigue, humanoids (these are all detailed in From influential. However, they are faced with negotiation, and role-playing, as well as the Ashes). the awkward problem of the elven land of endless chances for fighting the good For intrigue and city adventuring: South- Celene, determinedly isolationist. The fight. Then there are the Baklunish lands, ern Furyondy (The Marklands); the Free hard-pressed central Flanaess needs which we haven’t even mentioned. City itself (City of Greyhawk, but use the Celene’s aid, but Queen Yolande has all But enough is enough. Below is a list of Scarlet Brotherhood material in From the but sealed the borders of her land. The what to check out if you like the feel of the Ashes to make this truly dangerous); sev- Knights of Luna, with Prince Melf at their WORLD OF GREYHAWK setting and are eral city options in Nyrond (The Mark- helm, seek to persuade her otherwise and contemplating a new campaign there, or a lands). the knights have many friends in Ulek— shift of focus with an existing campaign. For border skirmishing, guerilla war- but also many who would inform on them These are only recommendations to get fare, etc.: Grandwood Forest; Adri Forest; and see them hang for treason against the you started. So get going! Sunndi margins (From the Ashes); Vesve Queen. For elven PCs, getting embroiled Forest (The Marklands, and Iuz the Evil); in this would be a whole heap of trouble Low-level PCs: With complete cam- Flinty Hills margins (The Marklands); or, (and fun from a campaign point of view). A paign material: Base at Karistyne’s Castle for a change of pace and flavor, the Fell- switch to the struggle to protect the Welk- in the Abbor-Alz away from the border reev Forest or Rift Canyon, among the free wood against Mak’s incursions through zones (Campaign Book); Farenne’s settle- bandits, woodsmen, or elves (Iuz the Evil). the Suss Forest would provide a good ment at Shining White (The Marklands); or change of pace, so a campaign set here at Castle Ehlenestra in the service of the High-level PCs: For more hack n’ slash has many directions for the imaginative swanmay-ranger Sharnalem on the verge gaming, the Lost Lands (From the Ashes); DM to take. of the Vesve Forest (The Marklands). The or the Vesve Forest (Iuz the Evil). For heroic first is good for dwarves, gnomes, and adventuring: Iuz the Evil (also see WGR6 Where to start? lawfully-aligned PCs, the last for elves, and City of Skulls), or Almor (From the Ashes, Of course, the lands detailed here hardly chaotic PCs. The sourcebooks deliberately and The Marklands especially). For a group exhaust the opportunities for good cam- describe the higher-level NPCs of impor- embroiled in the high politics of the paigning. Rugged, combat-oriented PCs tance in each locale while leaving mid- Flanaess: see WGRS Rary the Traitor in the can be thrown into the struggles between level PCs either described very briefly or Bright Desert, or the Vesve Forest setting the barbarians and their allies in Ratik, entirely left up to the DM to develop. for involvement with Philidor the Blue Wiz- and the Stonefist, Bone March human- ard. For a magical mystery tour: Dahlvier’s oids, North Province and Sea Barons ene- Mid-level PCs: For outright hack-n’- County close by the Fellreev Forest, then mies (plenty to fight there). The vast, slash campaigning: Keoland and points develop the campaign toward the Lake Aqal location, or develop a location such as Zagy’s Folly (both in Iuz the Evil). For a DM who wants to throw the book at his play- ers: The fiend-infested insanity of Gibber- ing Gate (Iuz the Evil within an Iuz-set campaign, or the forbidding constructions of Szeffrin the animus (The Marklands).

The High Magic Campaign: The WORLD OF GREYHAWK setting is a cam- paign world steeped in magical forces. The strange linkage of the ioun stone deposits referred to in Rary the Traitor, the gemloads of dweornite noted in Iuz the Evil, and the magical “leys” of From the Ashes, are some of the many strange and magical banes and riches within Oerth. From the Ashes lists many bizarre and peculiar magical locations, from the Fad- ing Lands to oddities such as the monster- infested Hanging Glacier of Alisedran or the eerie, elemental-haunted Beauteous Cones of the long-dead Baklarran dwarves. If high fantasy and rich magic is your thing, then the Flanaess calls to you! If your players are among the good and the great, the movers and shakers of the WORLD OF GREYHAWK from years of campaign play, then you know of Mor- denkainen and his colleagues already— but do you know why the demipower Mayaheine has arrived here, or what Philidor has in mind? There are many deep mysteries for you in this land. You won’t be disappointed if your PCs set out to explore this “new” world.

68 MARCH 1993

could tell right away he was a thief. The hair gave him away. Cut short, it looked like a brown mold on his The Barber, head. Assassins wear long hair, to hide strangle wires. Barbarians also keep their hair long due to some silly legend about hair being the source of strength. Magicians usu- the Thief, ally don’t have any hair. No, if it was short hair, it was a thief. Short hair was easier to hide under a hood, and a thief couldn’t afford to leave a and the strand behind in case the victim employed a thaumaturge to track him down. Frankly, I wondered why this guy came into my shop at all, so I decided I better watch him close. He plopped down on the stool, and a puff of travel dust Smith escaped from his pants. ‘Take a little off the top, Master Barber.” “With what, a trowel?” His black eyes looked like rabbit droppings, and they narrowed as he looked at me. Then he smiled. “Aw, it’s by P. Andrew Miller nice to have a barber with a sense of humor. But really, I would like a little trimmed off. I like my hair short.” He rubbed his hand across the top of his head, and the hair sat there like he had painted it on. “Sure. Whatever you say. Be two obals up front.” He started to glare at me, but then he reached into a pouch at his side and withdrew the two copper coins. He tossed them at me. “Here, barber.” I raised my arm and caught the two coins with a snap, and deposited them on the counter with the same move- ment. He moved his stare to the two coins on the counter. “Well, let’s get started,” I said. I took a cape from the counter and tied it around his neck, making it just a little snug but not enough to draw his attention. Then I took my shears and began to snip bits of brown fuzz from the top of his head. “So, what trade are you in, stranger?” I asked. I watched him in the mirror, but he didn’t react. “I collect things,” he said. I bet he did. “And whose things do you collect?” He didn’t even twitch one of those eyelashes that looked like dead flies. “Oh, different people’s things,” he answered. I thought so. “Sounds interesting,” I said. “Oh, it is. I meet some fascinating people.” And probably kill them, I nearly blurted out, but a good barber knows when to hold his tongue. I continued to watch his expression as my shears clipped off his hair. His mouth curved into a slight smirk, and I began to get suspicious. “Actually, I do have a favorite collection. Have you heard of Samradi of Genspal?” he asked. This time he met my gaze in the mirror. I held it as I answered, ‘Who hasn’t?” but I heard a warning ring out in my head. This was no random visit. ‘The Mastersmith. His swords were known to make even the poorest fighter into a champion.” Artwork by Terry Dykstra

DRAGON 71 I nodded. ‘Yes, I could see those would be worth This time he drew blood. “Everyone in town knows you collecting.” have an original Samradi. He gave it to you before he left.” The thief smiled. “Definitely.” “Is that what brought you here?” I asked. “Is that what you’re looking for now?” I asked. “Yes. And I won’t leave until I have it.” ‘Yes, as a matter of fact. I heard that Samradi used to live “I’ll have to show you.” near here. Is that true?” His lips twisted, and he poked me again. “I warn you, I continued snipping and deliberately came as close to barber, no tricks.” the ear as I could without getting skin. The thief didn’t I didn’t answer but slowly climbed out of bed, which isn’t blink. easy with a dagger pressed to your throat. Then I was “For a short time, the Mastersmith set up a forge here. standing, and I felt the point press into my back. We Didn’t stay long, though. Not many swordfighters come walked that way from the bedroom, down the stairs into here to Flandel.” the parlor, and on to the door that led to the shop. I took the last snip of hair and pronounced him finished. I stopped to open the door, and he pricked me with the He sat where he was. “Did Samradi ever come in here to point. I felt a small drop of blood trickle down my back. have his hair cut?” Now I wished I had clipped his ear during the haircut. I pulled the cape from his neck and snapped it in the air. “Where do you think you’re going?” he asked. “Once or twice. Now, sir, it is time for my lunch, unless you My fingers rested on the doorknob. “The Samradi is in have further need of my services.” the shop.” The thief shook his head and stood. He walked toward “Why?” the door, then turned around to look at me. I shrugged and felt the dagger scrape against my back. “They say he used to make gifts for his friends. Did he “That’s where I keep it.” have any friends here in town?” He was silent a moment, then prodded me with his I grabbed the broom from the corner and began sweep- hand. “Go on.” ing up the brown mold of his hair. “Not that I know of.” I opened the door and entered the shop. Little light “Well, then, I’ll be on my way. Nice talking with you.” came through the front window, but I didn’t really need it. Then he left, and I leaned against the broom. Did he I walked straight over to the counter with the thief behind take me for a fool? I hated thieves, and smug thieves I me. Then I lunged forward, grabbed my shears, and loathed. No doubt he already knew that Samradi had been whirled to face him. a regular customer and paid his tab with a piece of metal- He looked at me for a moment and then laughed. work. He was testing me to see if I would crack. Well, no “You’re going to fight me with a pair of scissors? Besides arrogant thief was going to get the better of me. I swept up the fact that you’re old and fat, I am an adept at knife the rest of his hair and decided to keep it. A good thau- fighting. You don’t have a chance.” maturge could do wonders with this sampling. “Maybe, maybe not. I happen to be an adept at using scissors.” The rest of the day I managed to put the thief out of my “This isn’t a haircut, barber. Put down the scissors and head, but as I lay down in bed, his image hopped into my give me the Samradi, or I’ll cut your heart out.” mind and squatted there. I knew he’d be back, probably Now I laughed and snipped at him with the shears. sometime during the night. I didn’t even bother to take “You’re the fool, thief.” special precautions. He would have laughed at them any- Before he could respond, I came at him, snipping here way. So I just had to wait until the little creep showed up. and there. A piece of his shirt sleeve fell to the floor. He His image still sat in my mind, keeping me from sleep, so snarled and lunged with the dagger. I parried with the scis- I started counting sheep jumping over him. Then each sors and clipped a piece of his hood. He lunged again, sheep relieved itself on the thief. When I finally drifted off, and again I parried. But he was right. I was old and fat, I’m sure I had a smile on my face. and I could feel my breath leaving me. I fell back and He shook me awake about an hour later, or at least it felt turned. He went off balance, and I reached out with the like I’d had only an hour’s sleep. Dressed in black, with a scissors and cut right through his blade. hood drawn up around his face, the thief stood over me, a He pulled what was left of the knife back and stared at it. thin knife pressed against the drawstrings of my nightshirt. Before he could move, I had the points of the shears The dull eyes of the afternoon now glinted like polished against his throat. onyx in the starlight. “Turn around,” I said. He just looked at me. “Turn “Where is it?” around,” I repeated and snipped the blades together. He I glanced down at the dagger as I responded. “Where’s looked at the shears and turned. As soon as his back faced what?” me, I clubbed him over the head. He collapsed in a heap He pressed the point through the cord. Sharp little on the floor. sucker. I leaned against the barber chair, panting. I was getting “Don’t treat me like a fool, barber. Where’s the sword too old for this, but at least I’d caught the idiot. He’d Samradi gave you?” make a nice present for the constable. I almost swallowed but didn’t want to take the chance, I put the scissors down before I went to get some rope. I with the blade against my Adam’s apple. didn’t really need Samradi’s scissors to trim hair, but they “What sword?” were sure nice for cutting arrogant thieves down to size.

72 MARCH 1993

Computers infest fantasy fiction once again ©1993 by John C. Bunnell

DEMONS DON'T DREAM books, have been accused of sexism, should find especially pleasing and a Piers Anthony excessive silliness, and tired plotting. And world view that acknowledges stereotypes Tor 0-312-85389-0 $19.95 now Xanth's new publishers are promot- without endorsing them. As usual, Serious readers of fantasy will probably ing the series to hardcover status—and Anthony's narration is about as subtle as have two automatic objections to Piers prices? an air-raid , but there are enough Anthony's sixteenth Xanth novel: It's a Of course they are. In fact, Demons good ideas in the latest Xanth adventure to Xanth novel, and it's hardcover. Despite Don't Dream is a clever addition to the counterbalance the persistent “Pay atten- being constant bestsellers, the Xanth series, with a couple of twists that gamers tion, I'm teaching you something” tone of

74 MARCH 1993 the prose. puter networkers, though, were chasing and the lighthearted air of youthful lust The framing device for the adventure is plain old data of one kind or another. The never quite turns pornographic. a Xanth computer game whose first two folk of Norman Spinrad’s Deus X are more We’re not talking about gratuitous sen- copies fall into the hands of Dug, a sharp ambitious. Somewhere inside the world- suality, put in just for appearances. Take but somewhat crude-minded techno- wide Big Board, they’re hoping to find out the risque elements, and much of the geek, and Kim, a shy girl who’s read every God—and they’re hoping they don’t find plot disappears. Still, for the younger Xanth book ever published. This is no His opposite number. readers in the novel’s likely audience, ordinary game, though—players can actu- A generation or six from now, Spinrad Moore’s unabashed descriptions are of ally project themselves into Xanth through time, a female Pope is running the questionable appropriateness. It’s not a their computer screens, the prize is a Catholic Church. International business, matter of promoting immorality, as the Magician-class magic talent (for which telecommunications, government, and book actually comes down squarely Kim and Dug must compete in a Xanth- entertainment are all conducted over the against irresponsible sex; it’s a matter of wide treasure hunt), and the remote but ultimate computer network known as the emphasis and style. powerful demons X(A/N)th and E(A/R)th Big Board, and inside the Big Board are a It’s not fair, though, to criticize Moore have a stake in the outcome. small army of ‘successor entities,” copies purely for having written a sex comedy. The game’s design is striking and well- of human personalities downloaded from One can legitimately object to the novel’s executed on all levels. Each player must their original “meatware” owners. While cover copy and design, which gives no pick a Companion from a roster of famil- armies of lawyers are busy sorting out the clue to the bawdy contents, but those iar Xanth characters whose skills and abil- rights of these electronic duplicates, Pope aren’t Moore’s fault. In fact, the problem ities may prove useful during the quest. Mary I is desperately concerned with the with Slay and Rescue isn’t that there’s too But each Companion also has built-in lim- question of whether successor entities much sex in it—it’s that there isn’t its, and one of the seven candidates (cho- have souls. enough. Moore has been so careful to sen at random) is under orders to secretly To that end, elderly Father Pierre De keep his overall message wholesome and hinder the player’s search at every oppor- Leone (who firmly believes they don’t) nonpornographic that while there’s a lot tunity. The diversity of the Companions reluctantly agrees to become the ultimate of titillation in the narrative, there’s makes for a corresponding open-ended Devil’s advocate and has his mind down- entirely too little erotic payoff to keep the quality to the plot puzzles, so that no sin- loaded to the Big Board. But when the adult audience interested. Readers are gle solution to any problem seems over- Church loses track of Father De Leone’s liable to be as frustrated as Prince Charm- programmed and there’s plenty of room silicon , the Pope is forced to hire ing himself by the time the climax of the for innovation on the players’ part. A real- electronic detective Marley Philippe to story rolls around. world version of the game might well search the Big Board’s depths in an effort That’s doubly annoying because on a need CD-ROM memory space to handle to figure out just what’s happened. general level, Moore’s writing is amiable, the amount of detail involved, but the con- Spinrad’s narrative is spare yet evoca- entertaining, and displays a refreshing cept is both sound and distinctive. tive, lively yet thoughtful. Neither the theo- matter-of-fact wit. He’s also done a clever, Anthony’s sense of wordplay and pun- logical nor technological puzzles are credible job of rearranging and integrat- nery is also firing on all cylinders this time difficult to follow, and Spinrad mixes the ing the tales of Cinderella, Sleeping around, most notably in a sequence in two realms of wonder with a deft, under- Beauty, Snow White, and the Arthurian which Kim engages a band of ogres in a stated skill. Deus X is a slim, low-key novel grail-quest into a smooth whole. But Slay battle of wits (no small feat where ogres about a high-stakes poker game between and Rescue is a book without a con- are concerned), and in a highly amusing the mortal and the immortal. If the stituency; it’s too spicy for the junior-high battle between Dug and Xanth’s own arch- answers it postulates seem a bit too neatly set and not sexy enough for grownups. villainous Com-Pewter. As Dug says, “He wrapped, it’s still a novel that leaves its John Moore has potential as a fantasy who lives by the pun, dies by the pun.” readers thinking and debating about humorist, but first he needs to figure out Even the obligatory romantic subplot is those answers for long after they’ve fin- who he’s writing for. executed with a bit more vigor than usual. ished the story. Again, Anthony won’t win many points for THE REBIRTH OF WONDER subtlety, but he takes care to establish that SLAY AND RESCUE Lawrence Watt-Evans the stereotypes he and his characters John Moore Tor 0-812-51406-8 $3.99 invoke are stereotypes, and courtesy and Baen 0-671-72152-6 $4.99 The Rebirth of Wonder is an odd book in honor clearly reap more rewards than the Where Slay and Rescue is concerned, a couple of ways. For one thing, it’s nei- pursuit of prurience. And while Anthony’s “deceptively simple” is the understatement ther novel nor short-story collection; the direct, occasionally blunt narrative voice of the year. What looks from the packag- title story takes up only about two-thirds isn’t well-suited to describing matters of ing like an uncomplicated send-up of sev- of the volume, with a second tale filling the heart, there’s really little if anything in eral classic tales turns out, on careful the remaining pages. The two stories are a the novel that could be considered in bad reading, to be one of the most intricately study in contrasts, with one a quiet con- taste. flawed books I’ve read in ages. temporary yarn and the other a lively In short, Demons Don’t Dream has solid The novel initially looks like just another piratical puzzle. entertainment value and is a novel that humorous fantasy, but it doesn’t really fit I can’t say a great deal about “The gamers should find of particular interest. that mold. Nor is it quite a swashbuckler, Rebirth of Wonder” without stepping on As the Xanth series’ first full-scale hard- though there’s a good deal of swashbuck- the surprises author Watt-Evans has in cover release, it’s a worthy addition to the ling in it. No, John Moore’s tale is a sex store for small-town theater technician canon and one that merits the promotion. comedy whose video version would be Art Dunham, whose latest assignment is rated a cheerfully bawdy, photogenic R. to look after a company of performers DEUS X His Prince Charming is easily impressed that seems decidedly untheatrical. The Norman Spinrad by female beauty and runs into plenty of story’s charm lies in its carefully Bantam 0-553-29677-9 $3.99 it: two virtuous princesses, one not-so-vir- restrained pace, its cleverly described Science-fiction characters were hot- tuous stepdaughter, a devious-minded characters, and a premise that deserves to wiring human brains into computers long witch, and a dangerous . be experienced rather than explained before the term “cyberpunk” became fash- Impressively, however, the prince holds ahead of time. ionable. Most of the early mind-to-com- onto his own virtue for most of the book, Gamers have seen one principle applied

DRAGON 75 more often in the service of the horrific, vincing. too much of the techno-thriller onto a in TSR’s AD&D® game RAVENLOFT® sup- Anderson and Beason assume that story about cutting-edge science, and this plements or Chaosium’s CALL OF Earthbound reaction to such a discovery time the combination just doesn’t work. CTHULHU* materials—description that will be instant paranoia and a conviction relies on sensory details and keen obser- that humanity will be erased by the micro- ALL THE WEYRS OF PERN vation for dramatic effect, rather than scopic biomachinery that’s recently Anne McCaffrey merely naming the beings and artifacts arrived from the interstellar void. That Del Rey 0-345-36893-2 $5.99 being portrayed. But that approach works assumption drives a quickly deployed There are at least three ways to look at just as well for this quietly magical story, coverup, the cold-blooded write-off of an the most recent entry in Anne McCaffrey’s the more so because Watt-Evans displays entire lunar colony, and the treatment of series about the world of Pern, and by all convincing knowledge of theater people the nano-entities as dangerous enemies. three standards, it’s a welcome arrival. and traditions. But no supporting evidence is given for But it’s also more than that; All the Weyrs “The Final Folly of Captain Dancy” is an the proposition, and it’s hard to accept of Pern finds McCaffrey at the top of her entirely different kettle of fish, a frenetic that humanity is really that terrified of form, presenting readers with a book that seagoing swashbuckler that has the crew what’s soon established as a limited and may well be her best novel to date. of the Bonny Anne trying to pull off one of answerable threat. The first bit of good news is that this the trickiest capers their captain has ever In turn, that undermines the credibility book brings the Pern series solidly out of a devised—assuming that they can figure of Anderson’s and Beason’s scenario, long holding pattern. After a pair of out what he was up to in the first place. As which depends on journalists and scien- lengthy detours, one into Pernese history the tale begins, Jack Dancy has had the tists alike to behave in ways that don’t and another away from the cycle’s origi- rare bad timing to get himself killed just match their career profiles. Reporters are nal protagonists, McCaffrey finally returns as his scheme is getting underway and assumed to blandly accept the version of to events left hanging at the end of The before he can explain it to his officers. events being handed to them by govern- White Dragon, where the citizens of Pern That leaves a small matter of a freight ment space authorities, and too many of had finally rediscovered their technologi- wagon, five guineas, a parrot, a governor’s the tale’s scientists are too quick to aban- cal heritage in the form of a newly revived pardon, a townswoman, the governor’s don research and investigation in favor of artificial intelligence voice-address sys- wife, a midnight signal, a warehouse fire, efforts to destroy the nanocritters out of tem, or AIVAS. The awakening of AIVAS and a of a witch’s hair. If Dancy’s hand. There’s simply not enough justifica- not only allows the people of Pern to crew can unravel their late captain’s plot tion given for the aura of irrational fear relearn a great deal of lost scientific and put it back together again before the that permeates the novel, and natural sci- knowledge, but enables the planning and night is out, they may just survive till entific curiosity gets too little credit. execution of a long-term strategy by which morning. Worse, at least two major plot twists are Pern’s dragonriders can finally eliminate The style and tone of the adventure are a left half-sprung: the presence of nanocrit- the deadly fall of Thread for all time. world away from those of “A Rebirth of ters on Earth itself is first established but McCaffrey has always been a good story- Wonder,” but the craftsmanship is no less then ignored, and a “cure” for nano-infil- teller, and she easily gives the book all the polished, and second mate Billy Jones and tration of the human body is invented, action and suspense it needs to make it an his fellows prove to be reasonably good at then set aside. entertaining yarn. This time, though, she’s improvising under pressure—another skill The real problem with the novel may be also working on an intellectual level, that gamers ought to appreciate. Like its an excess of subplots. There are three squarely confronting the issues and com- companion piece, “The Final Folly of Cap- related nanotech puzzles, two on the plexities involved in dropping advanced tain Dancy” succeeds admirably in creating moon and one at an Antarctic research technology into a low-tech culture’s lap. atmosphere, this time a tangy nautical fla- lab. There’s the perceived publicity crisis, There’s a thoughtfulness and texture in vor that’s both crisp and colorful. which has Earth authorities in a whirl of the plotting that makes this novel richer The Rebirth of Wonder is a decidedly damage control (and which is compli- than most of the Pern books, lifting it past unusual book, but it’s also a book with a cated by one space official’s ominous the realms of adventure fiction and into great deal to recommend it. The tales it nightmares). There are additional compli- serious science-fictional speculation. contains are entertaining and well-told, cations involving the interplay between The degree to which she successfully and ably demonstrate both Lawrence the Columbus lunar base and an orbital carries off the speculation is arguable. On Watt-Evans’s versatile literary expertise station. And there’s a romance evolving one hand, there are times when the pace and an assortment of storytelling tech- between nanotech expert Dr. Erika Trace of Pernese adaptation seems rushed, and niques that gamers would do well to and Columbus commander Jason Dvorak. resistance to the rapid industrialization study. Anderson and Beason are more than and technological change is given rather capable of turning out a good story, but short shrift. On the other, what feels com- ASSEMBLERS OF INFINITY the diverse aspects of this novel tend to pressed in this single novel might well Kevin J. Anderson and Doug Beason work at cross purposes. What’s left after have felt too thinly stretched in a two or Bantam 0553-29921-2 $4.99 filtering out the logical lapses and extrane- three book sequence. It’s hard to fault Imagine the headline, "LIEN MICRO- ous filler are a fascinating premise and a McCaffrey for producing a tightly written TECH FOUND ON MOON”—not on a host of characters who are almost believ- novel, which she’s clearly done here. supermarket tabloid, but across the front able despite their awkwardly stage-man- Besides, there’s a third side to All the page of the New York Times. Would you be aged motivations. The most sympathetic Weyrs of Pern. Perhaps more than any- shocked? Worried? Curious? Or merely of these is Dr. Trace, who’s one of the only thing else, this is a novel of character. At indifferent? That’s just what happens in players allowed to keep her wits about her its center are AIVAS, the electronic intel- the newest science-fiction thriller from and her mind on her work. lect whose single-minded mission to elim- Kevin Anderson and Doug Beason, and it’s With a tighter, more controlled focus inate Thread occasionally makes uncom- an ingeniously plausible approach to the and better attention to detail, Assemblers fortable demands on some of the humans question of first contact with extraterres- of Infinity might have been a first-class it professes to serve, and the veteran Mas- trial life. While the alien “nanocritters” in novel. In practice, it’s a book whose fasci- terharper Robinton, whose charge as Assemblers of Infinity are a fascinating nating central idea has been over- Pern’s premier lorekeeper and preserver invention, the events of the book unfold whelmed by the surrounding material. of knowledge makes him AIVAS’s human against a background that’s less than con- Anderson and Beason have tried to graft counterpart. At its heart, the story this

76 MARCH 1993 novel tells is about personal devotion to ancient world, but the research enhances with a very odd balance of humor and fulfilling a cause, and it’s a tribute to the story rather than overwhelming it. epic conflict. McCaffrey’s skill that despite his artificial Look for this one under general fiction Several subcategories over, Blood Lines origins, AIVAS emerges as a complete, rather than fantasy, but look for it. (DAW, $4.99) is the third of Tanya Huff’s intriguing personality. In the Department of Things Continued, tales of Toronto sleuth Vicki Nelson and While it would be unfair to discuss the Rosemary Kirstein is back with The Out- her vampiric colleague, Henry Fitzroy. ending in specific detail, it can be said that skirter’s Secret (Del Rey, $3.99), picking up These have gotten better and more com- the novel not only stands on its own, but where The Steerswoman left off. The sci- plex as Huff goes along, with a realistically brings the entire Pern cycle to what looks ence-fictional background is both more complex romantic triangle and a hard- like a satisfying close. While the door and less evident in the current novel— nosed grasp of police procedure. This remains open for future tales, such books why is everyone suddenly writing about time, Vicki and Henry are after a reborn would be stories about a new and very dif- nomadic barbarian tribes?—but Kirstein Egyptian sorcerer and former mummy ferent Pern. And as the finale to one of sci- is still wielding incisive logic in a distinc- who’s got a very good chance of seizing ence fiction’s most popular and best- tive milieu. control of the entire provincial govern- known series, All the Weyrs of Pern is a Gatherer of Clouds (DAW, $5.50) con- ment. The ending deliberately sets up the resonant and dramatic success. cludes the story begun in Sean Russell’s next (and final) book, but that’s a minor earlier The Initiate Brother, and it is just as quibble set against an otherwise first- Recurring roles ponderous as its predecessor. The Orien- class dark fantasy thriller. There are no less than four anthologies tal flavor here is slightly less artificial than on the stack this time around, and all four in the prior book, and the characters are * indicates a product produced by a company other are winners of one sort or another. Of well-drawn, but the duology remains at than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. most interest to gamers is undoubtedly best a mixed success. There are simply The use of the name of any product without mention Aladdin: Master of the Lamp (DAW, $4.99), too many players, and Russell can’t decide of its trademark status should not be construed as a in which editors Mike Resnick and Martin which of them is the real centerpiece of challenge to such status. H. Greenberg have packed 43 (yes, 43!) the book until it’s too late. tales of djinn, wishes, magic lamps, and Thorarinn Gunnarsson finishes what’s other denizens of the Arabian Nights. emerged as a very peculiar trilogy in Drag- Standouts in a book full of standouts ons on the Town (Ace, $4.99), in which for- include wicked humor from David Ger- mer human teenager Jenny Barker teams rold and Lea Hernandez, more dramatic with Sherlock Holmes (who turns out to tales from Michelle Sagara and Judith have been an elf) and an assortment of Tarr, and a topical yarn from newcomer dragons and magicians on a world-span- John E. Johnston, Jr. ning chase. Read on its own, the book is Resnick is also the editorial brain entertaining enough, but the trilogy as a behind Whatdunits (DAW, $4.99), a diverse whole is more strange than satisfying, assortment of science-fictional murder mysteries in which the writers were chal- lenged to write themselves out of their choice of impossible corners. The results are invariably clever and sometimes inge- nious (would you believe a book review as a murder weapon?); Jack Nimersheim and Roger MacBride Allen turn in espe- cially good work, and a second volume is forthcoming. The remaining pair of anthologies fea- ture seasonal stories, but both The Magic of Christmas (Roc, $4.99) and Christmas Bestiary (DAW, $4.99) are worth saving for year-round perusal. The former, edited by John Silbersack and Christopher Schel- ling, features a rather uneven group of tales—Christopher Stasheff’s is forget- table, and Gael Baudino’s is rather unset- tling—but Dennis McKiernan, Judith Tarr (again), and Andre Norton turn in excel- lent stories. The success ratio in Christ- rnas Bestiary (edited by Rosalind M. and Martin H. Greenberg) is rather higher, with Barbara Delaplace and Michelle Sagara making the most notable contributions. Judith Tarr (again) is also back with a new novel, this one a mostly historical tale of Alexander the Great and the twilight of ancient Egypt. The Lord of the Two Lands (Tor, $19.95) proves that Tarr has the rare ability to blend a sense of high drama with a scholar’s eye for realistic detail. Few writers seem as comfortable in the

DRAGON 77 by Skip Williams

If you have any questions on the games You were being too hard on the type. Why is chain mail, with all those produced by TSR, Inc., “Sage Advice” will reader who asked about the Dimen- individual links of chain, cheaper than answer them. In the United States and sional Door psionic devotion in issue plate mail or plate armor? Canada, write to: Sage Advice, DRAGON® #184. Where did you get the idea that Plate mail in either version of the AD&D Magazine, P.O. Box 111, Lake Geneva WI one door always has to be right in game is a suit of chain mail with several 53147, U.S.A. In Europe, write to: Sage front of the psionicist? The psionicist solid metal plates worn over it for extra Advice, DRAGON Magazine, TSR Ltd., 120 can put the doors anywhere he wants protection, so it should be no surprise Church End, Cherry Hinton, Cambridge them, as long as they are in range. that it is more expensive than simple CB1 3LB, United Kingdom. We are no chain mail. longer able to make personal replies; I think you were a lot more complex Plate armor is more expensive than please send no SASEs with your questions than you needed to be when answering either plate mail or chain mail because it (SASES are being returned with writer’s the question about “raining monsters” has to be custom-fitted for the wearer, guidelines for the magazine). and the Dimensional Door psionic while plate mail and chain mail can be This month, the sage considers your devotion in issue #184. Where in the worn “off the rack.” Furthermore, plate comments about “Sage Advice” itself, then power description is there anything armor is much more intricate than plate looks at some questions that defy classifi- that suggests two-way travel between mail. A complex system of hinged plates cation. the two doors is possible? covers the wearer’s joints (in a suit of plate Regarding the placement of Dimen- mail, the underlying chain mail does this Back in DRAGON issue #177, you sional Doors: Reread the second para- job). Large or small, all the plates in a suit said the commune with nature spell graph of this devotion’s description (CPH, of plate armor are manufactured from should be in included in the Elemental page 69), and you’ll discover that one por- thick, high-quality steel that is carefully sphere. What do the elements have to tal appears in front of the psionicist and hammered into the correct shape while do with nature, and why would the only the second portal can be freely the metal is cold. This process not only elemental powers grant such a spell? placed anywhere within range. The DM is requires very good steel, it requires large First, I’ll remind you that the commune left to decide what constitutes the psioni- pieces of steel that have a consistently high with nature spell is officially part of the cist’s “front” in this case, but the definite quality throughout. Chain mail, on the Elemental sphere, as I explained in some intent here is not to put this under the other had, can be manufactured from detail in issue #177. I don’t know exactly psionicist’s control; exactly where the first whatever bits and pieces of iron or steel what you mean by “elemental powers.” portal should appear is up to the DM, but the armorer has lying around. However, Elemental magic is not the sole the spirit of the devotion’s description Also, while making chain mail’s many province of the powers that rule the ele- would suggest that it should appear separate links is arduous, the armorer has mental planes. Just about every nature directly in front of the psionicist and the luxury of tossing out badly made links. deity in the AD&D® 2nd Edition game about an arm’s length away. CPH-designer An armorer who is hammering out a grants its priests major access to Elemen- Steve Winter points out the psionicist has whole breastplate can’t afford even small tal spells, as even a cursory glance some control over the first portal’s loca- mistakes—if there is an error, an entire through Legends & Lore and other rule- tion just by deciding where he is facing piece has to be thrown out or laboriously books where deities are detailed will when using the power. Steve also points remade. show. I assume the game logic behind this out, however, that the portals are immo- Finally, plate armor has to be periodi- is the fact that nature—at least in the bile once created, so if the psionicist turns cally heated and cooled again during AD&D 2nd Edition game—is composed of around while maintaining the power, his manufacture to restore the metal’s the four basic elements: air, earth, fire, back will be to the portal. strength and flexibility in a process called and water. In terms of game balance, this Regarding the direction of travel: As annealing. The armorer must carefully change allows druids, and other nature CPH-editor Andria Hayday points out, the judge just how far he can push, pull, and priests who do not have major access to fifth sentence of the description’s second bend the metal before it has to be the Divination sphere, to cast the com- paragraph clearly states a creature can annealed. Proper annealing makes a suit mune with nature spell. I think most enter either portal and immediately step of plate armor very strong, but too much Dungeon Masters and players would out of the other portal. annealing yields metal that is much too agree it is silly to deny the commune with weak to provide good protection. This nature spell to druids, who are the quin- I was flipping though my old back additional opportunity for error makes tessential nature priests. issues when I ran across your discus- plate armor production even more costly. sion of why chain mail is more expen- sive than ring mail, an inferior armor

78 MARCH 1993

Is it possible for a character group scroll, or vice versa, what type of else, what affect would his magic have from Athas to be transferred to the magic would be released? on the surroundings and how long RAVENLOFT® setting? Can a ship’s Generally, a spell cast from a scroll func- would it take before someone noticed? crew in a SPELLJAMMER® campaign tions exactly as if the character who wrote This is up to the DM. It’s possible that be transferred to the RAVENLOFT set- scroll cast it from memory; a defiler scroll defiling works only on Athas. If the DM ting? If so, what would prevent them thus releases defiling magic and a pre- decides defiling works in other places, from just sailing off into wildspace and server scroll releases preserving magic. I then any defiling spell creates an area of escaping? Does a party that leaves the recommend you allow Athasian wizards lifeless ash according to the amount of Demiplane of Dread have to return to to automatically know the type of magic plant life in the area where the spell is cast its home plane, or can it go some- on a scroll when they cast read magic (see the DARK SUN set’s Rules Book, page where else? spells to discover the scroll’s contents. 60). How long it takes the locals to notice The mists of Ravenloft can entrap char- However, preserving is a more careful and the devastation depends on where the acters from any AD&D game setting. A thoughtful approach to magic than defil- defiler starts casting spells, who witnesses spelljamming ship’s crew who find them- ing, which is a sort of quick-and-dirty the spellcasting, how alert and caring the selves in Ravenloft have the same prob- magic. If the DM chooses, it is reasonable local deities are, and a whole host of other lems as any other adventurers—they are to assume preservers can make adjust- factors too numerous to mention here. trapped until they can find a way out. ments while reading a scroll that prevent Common sense has to be your guide. If Attempting to fly into wildspace from the defiling. Likewise, it is reasonable to the defiler casts a spell under the royal Demiplane of Dread will bring the ship assume defilers can take shortcuts while court wizard’s nose, the locals will imme- into contact with the Mists, which returns reading a preserver scroll in order to diately notice something is up. If the the ship to a random location in release a defiling effect. In these cases, the defiler winds up on a deserted island, it’s Ravenloft. Ravenloft is a demiplane, not a adjustments are optional and should hap- possible nobody ever will notice. crystal sphere, and has no wildspace to pen automatically if the character decides explore (though an imaginative DM always to make them. Note whenever an Athasian Hey! Have half-orcs left the AD&D can modify this as she sees fit). wizard writes a spell into his spell book, game permanently, or will there be Most groups who manage to escape he writes according to his approach to rules for them be released soon? from Ravenloft do so through a dimen- magic, that is, preservers write preserving In April, TSR will release The Complete sional portal they have discovered. The spells and defilers write defiling spells, Book of Humanoids, which will include DM is free to decide exactly how the PCs even if the spell was discovered on a scroll rules for PC half-orcs and many other types reach a portal, and where such a portal written by the other type of wizard. of humanoids. Pretty much everything you leads. need for oddball humanoid PCs will be If a defiler from the DARK SUN set- provided, including class and level limits, If a defiler from the DARK SUN” set- ting escaped the world of Athas and character kits, and new proficiencies. ting casts a spell from a preserver wound up casting spells somewhere

80 MARCH 1993

Role-playing games’ ratings

X Not recommended * Poor, but may be useful ** Fair *** Good **** Excellent ***** The best

82 MARCH 1993 Time-travel RPGs: Playing in the halls of history

Now, let’s see. I’m writing these words at both about 10 years old, that made the pros and cons of each are discussed at 7:00 A.M., December 24, 1992. Suppose I attempt with any degree of success. Time- length. Plastic time, for instance, allows traveled through time a few months into line Ltd.'s TIME AND TIME AGAIN* game for the most provocative adventures-this the future when this issue of DRAGON took time travel as seriously as physics, is where magazine editors can be trans- Magazine arrives in my mailbox. I could resulting in a literate but humorless formed to protoplasm—but excessive tin- rip out this column, bring it back to the approach that was too rigid to be much kering with history may prevent a traveler present, then copy it word for word fun. The TIMEMASTER* game from Pace- from returning to his own era. In fixed instead of having to make it all up. I could setter Ltd. pitted the noble Time Corps time, events conspire to prevent the trav- take the rest of the day off! troubleshooters against a band of evil eler from making changes; the DRAGON But suppose I overshot my mark. Sup- alien time-warpers, an intriguing premise issue I want may be delivered to the pose I returned an hour too early and got that was undermined by so-so mechanics. wrong house. A traveler attempting to out- back at 6:00 A.M. instead of 7:00 A.M. [This system is available, in reprints, from wit the conspiracy (e.g., I tackle the mail- Would I meet myself in the throes of try- 54° 40’ Orphyte—look for it at conventions man and try to snatch the magazine from ing to think up the very column I had just or ask at your local hobby store.] Both his bag), may be whisked back to his own gone to the future to retrieve? Would the these games were victims of underdevel- time before he can a paradox. For sight of seeing myself stumbling around oped ideas and an indifferent public. Will referees who shudder at the thought of the house in my underwear give me a the current crop hold up any better? Only juggling paradoxes, Jackson and Ford heart attack? time will tell. offer the Recency Effect, a physical law Or, worse, suppose I made a mistake that prevents travelers from visiting the while I was copying my column and men- GURPS Time Travel* ****½ immediate past or, presumably, the tioned a product that didn’t exist-say, 128-page softcover book immediate future. GURPS Tide Travel? What if that seem- Steve Jackson Games $17 The Recency Effect also discourages ingly insignificant error set into motion an Design: Steve Jackson and John M. Ford travelers from meeting themselves, a irreversible chain of events that began to Additional material: Chris McCubbin, practice the designers deride as hope- unravel the fabric of time itself? Would J.M. Caparula, Walter Milliken, David lessly disruptive. Taken to its logical con- TSR cease to exist? Would editors Roger Pulver, Daniel U. Thibault, and Dale F. clusion, they point out, travelers could Moore and Dale Donovan de-evolve into Reding multiply themselves into armies or visit writhing blobs of protoplasm? [You Editing: Loyd Blankenship themselves before they began a mission to wish!—The editors] Would laying eyes on Illustrations: Dan Frazier, Michael Barrett, reveal how it all turns out. As a safeguard, these words cause the reader to experi- Timothy Bradstreet, Topper Helmers, Jackson and Ford suggest that referees ence an intolerable paradox that could Karl Martin, Doug Shuler, and Dan mandate a Temporal Exclusion law where only be resolved by his ceasing to exist? Smith meeting oneself is flatly impossible. Char- Er . . . so, how are you feeling? Cover: John Zeleznik acters attempting to violate the exclusion It’s no wonder that game designers have law are punished with physical pain or approached time travel with the enthusi- In one sense, time travel is the linchpin bounces into hostile parallel worlds. asm of a Marine entering a mine field. For of the GURPS* game, the concept that, in Also discussed are such esoteric con- all of the genre’s obvious appeals-staging the words of GURPS godfather Steve Jack- cepts as the Linearity Principle (time adventures in an infinite number of set- son, “fulfills the original potential of the advances at the same rate for persons tings, meeting historical personalities, fid- system.” The GURPS system has generated occupying different eras), the Absolute dling with the time stream—its execution a library of worldbooks ranging from the Now (the date to which travelers return is fraught with peril. It’s impossible, for Ice Age to the far future, with plenty of when they get back from the past), and the instance, to discuss time travel intelli- stops in between. But blending the worlds Observer Effect (observed events can’t be gently without considering the nuances of into a truly universal setting—the promise changed unless the observer believes an temporal theory—that is, the nature of implicit in the GURPS game from the out- event has occurred that actually hasn’t— time itself. Are history’s events rigid and set-has been addressed obliquely at best, got that?). Obviously, assembling a time- unchangeable, or is history malleable, mostly in the occasional sidebar. travel system requires the referee to capable of being directed into a variety of Sensing that the stakes were high, Jack- navigate a dense tangle of pseudo-science. outcomes? What “laws” govern time son took no chances and assigned the But thanks to the clear writing and vivid travel? Can we go anywhere we want? Can project to himself and co-author John M. examples, it’s a pleasure, not a chore. we meet our descendants? Can we meet Ford, an accomplished veteran of both Getting to then from now: GURPS ourselves? What if we accidently kill our science-fiction and gaming. Ford’s Star Time Travel offers a variety of era-hop- parents? Trek novel, How Much for Just the Planet, ping techniques, including psionic projec- Then there’s the problem of moving is one of the few highlights in that other- tion, time gates, and magical spells. The time travelers from era to era. Do they use wise dreary series. He also designed the most interesting option involves the Arba- magic or machines? Do they have award-winning Yellow Clearance Black tov-Brill-Eden Transmitter (ABET), a futur- absolute control over when and where Box Blues adventure for West End’s PARA- istic device housed in a secluded they end up, or are there risks? What are NOIA* game. Canadian laboratory and supported by a the consequences of malfunctions or Temporal theory: In the GURPS tradi- phalanx of cryogenic supercomputers. miscalculations? tion, Jackson and Ford take a kitchen-sink ABET not only serves as a convenient And what’s the point of time travel any- approach to time travel, presenting a springboard for adventures, it also neatly way? What motivates the player charac- menu of options that allows referees to addresses some of the more problematic ters? Are they explorers, scientists, or create customized systems appropriate to aspects of time travel. Because of the time-police officers? What distinguishes a a variety of campaign styles. Time streams Arbatov Barrier, an energy field similar to time-travel campaign from a conventional may be plastic, where changes in the past the one surrounding an atomic nucleus, fantasy or science-fiction RPG? automatically alter the future, or fixed, travelers must be sent back at least 130 Those knotty questions defy easy where the future remains unchanged years, eliminating the prospect of encoun- answers. I can think of only two games, regardless of what occurs in the past. The tering themselves. Certain eras are

DRAGON 83 unreachable, limiting the number of set- ume of scenarios this good. eral use of “timelocks,” which boil down tings a referee has to prepare. And travel- Extras: A chapter devoted to alternate to runs of bad luck for over-functioning ers can’t always pinpoint their exact times worlds gives thoughtful tips for staging PCs. If a PC points a gun at baby Hitler, a of arrival, increasing the potential for campaigns on parallel Earths. Despite the chandelier drops on the PC’s head before unexpected surprises. tenuous connection with time travel, the he can get off a shot. A temporal law Of course, as any aficionado of cheap SF twisted histories allow for some appeal- called the Limelight Effect makes it diffi- movies knows, time machines are a dime ingly quirky settings. The Thousand Year cult for travelers to visit major historical a dozen. But what makes ABET an excep- Reich, which finds Nazis flourishing in events. Though the explanation isn’t very tional creation is the care taken to develop 1995, and the United States of Lizardia, satisfying (“. . . history’s limelight seems to it. Users, for example, have Focal Referent where President Clinton has been repel time machines . . .”), Limelight (FR) transmitters implanted in their replaced by President Tyrannosaurus, are works as an effective referee’s tool for chests, powered by organic electricity. If two of the many intriguing possibilities. confining visits to particular eras. the user suffers severe trauma, the FR Also featured are a brief but informative Linearity Principles, Observer Effects, deactivates and sends him back to the section on using historical personages as and other tricky aspects of time travel are ABET platform. To return voluntarily, the player characters and an exhaustive bibli- ignored or glossed over, but they aren’t user bites down on switches in his teeth, ography of relevant fiction. New advan- missed. If you buy Wajenberg’s interpreta- presenting the possibility that an unex- tages and disadvantages include gadget- tion of time, paradoxes won’t occur too pected punch on the jaw might make him eering (an aptitude for invention), retro- often, so a lot of fussy rules aren’t neces- disappear against his will. When a traveler gression (the power to project one’s con- sary. He grudgingly devotes a page to “flex eats ancient food or breathes ancient air, sciousness into the past) and timesickness time,” a variant that allows PCs to change assimilating this “past” matter into the (fatigue or physical damage associated history, but offers only a few listless obser- “future” matter of his body, he effectively with the stress of time travel). As is typical vations (“. . . every time the PCs alter his- becomes part of the past. If a bop on the with the best GURPS supplements, the tory, you have to figure out what the chin yanks him back to the present, he margins are packed with fascinating side- effects of the alterations are . . .”). Stick with may leave a hunk of himself behind. bars (the recipe for manufacturing gun- fixed time, he counsels. Unless you’re up Yee-ouch! powder from scratch ought to raise the for designing your own rules, take his What’s there to do? To give time travel- eyebrows of role-players and anarchists advice. ers something to do, Jackson and Ford alike). Getting to then from now: Time Rid- provide an elaborate campaign setting Evaluation: GURPS Time Travel bor- ers details a lengthy list of time-traveling based on the ABET device. Players take the rows ideas from everyone from H.G. Wells devices, most of them vehicles. The Eon roles of Timepiece agents charged with to Dr. Who and blends them into a cohe- class time ship resembles a giant opposing Stopwatch, an organization of sive whole, resulting in the most compre- boomerang and can transport a crew of alternate-world fanatics dedicated to van- hensive take on time travel to date. thirty to the age of dinosaurs in a mere 17 dalizing our time line. Despite a premise Though intended for the GURPS system, days. The Anderson Special, a motorcycle that’s reminiscent of the TIMEMASTER the material is generic enough for any sys- with spheres for wheels, not only flies like game, it sparkles with imaginative detail. tem, presuming the referee does his a plane, it also boasts a force field capable Timepiece agents wear special earpieces homework. Bursting with baffling jargon of stopping bullets. An all-purpose gizmo that pick up energy ripples created when and giddy analyses of nonsensical con- called the Holmes-field device can fitted objects enter the immediate time zone, cepts, GURPS Time Travel is exactly the into cars, backpacks, pocket watches, you thus enabling agents to detect Stopwatch- type of book that makes civilians think name it. Better yet, just about anybody can ers by “hearing” them. Because Stop- role-players are out of their minds. Con- create one, any time, anywhere. “If you watchers fear excessive disruptions of the sider that a recommendation. were stranded in the Roman Republic, it time line, they slit the wrists of defeated might take you a few months . . . but you agents instead of killing them outright; the Time Riders* *** could probably make yourself a crude blood loss triggers their FRs and sends Supplement for the ROLEMASTER* and Holmes-field device . . .” Is that handy or them home. SPACEMASTER* games what? A compelling adventure outline illus- 144-page softcover book What’s there to do? Time-traveling PCs trates the potential of the Timepiece/Stop- Iron Crown Enterprises, Inc. $15 belong to one of three general groups. watch struggle. ABET masterminds send a Design: Earl Wajenberg Independents, nomads, and fugitives squad of player-character agents to Aus- Editing: Kevin P. Barrett, S. Coleman comprise the loosely organized Free- tria in May of 1914, just prior to the assas- Charlton, and Monte J. Cook timers. The League of Ages, the Time Rid- sination of Archduke Francis Ferdinand Illustrations: Richard Jacobson ers version of temporal police, monitor and the beginning of World War I. Stop- Cover: Richard Hescox the time stream on behalf of their govern- watch conspirators have replaced the Ser- ment. The Timekeepers, a mysterious bians destined to carry out the assas- Derived as it is from the complicated alliance from the distant future, specialize sination. But why? If Timepiece intervenes ROLEMASTER system, Time Riders is sur- in vigilante justice. The Freetimers, Time- with Stopwatch, who will assassinate Fer- prisingly user-friendly. Earl Wajenberg keepers, and especially the League mem- dinand to ensure the stability of the time doesn’t take time travel anywhere near as bers are enemies of the Revisionists, line? And what’s Harry Houdini doing in seriously as Jackson and Ford, dismissing minions of an evil empire conspiring to Austria, an aberration of actual events as the intricacies of temporal paradoxes with rewrite history. understood by future historians? It’s an a shrug and a yawn. Short on scholarly Rewrite history? If history can’t be exciting, solidly plotted scenario, cram- commentary, long on whimsical specula- changed, how can the Revisionists ming more twists into a mere three pages tion, Time Riders is Time Travel Lite. “rewrite” it? Answer: the Revisionists than most adventures manage in an entire Temporal theory: According to Wajen- aren’t trying to change history so much as book. I wish it had been developed and berg, history is fixed, period, and time subvert it. As Wajenberg explains, “The expanded-replacing, for instance, the travelers can’t do a thing to change it. His Revisionist goal is to fill the undocu- nine-page summary of human history in reasons have less to do with physics than mented stretches of history with so many the appendix, which is readily available in playability; tampering with history, he of their schemes that, in their own time, it any high-school library. But it wasn’t, so warns, screws up the story line and makes becomes obvious that all history was instead I’ll wish that Jackson and Ford the referee’s life miserable. To ensure really just a preparation for their own vic- find the time to cook up a full-length vol- continuity, Wajenberg encourages the lib- tory. . .” Huh? If the logic here were any

84 MARCH 1993 more tortured, it’d be screaming for TIMELORDS* game ***½ point. The emphasis on combat is way out mercy. Instead of trying to make sense of 140-page softcover book of proportion to its importance in the it, I suggest accepting the premise at face Blacksburg Tactical Research Center $15 game. Time travel ought to focus on value: the Revisionists are the bad guys, Design: Greg Porter exploration and problem-solving, not the we’re the good guys, and the time stream Illustrations: Thomas Darrell Midgette number of seconds it takes to reload a ain’t big enough for both of us. and Kirsten Almstedt revolver. The seven scenario outlines emphasize Temporal theory: While combat is action scenes and simple detective work, Unlike GURPS Time Travel and Time bloated and finicky, temporal theory is avoiding most of the troubling complica- Riders, which are sourcebooks for exist- elegant and fascinating. Porter offers a tions of time paradoxes. The “Poachers on ing games, the TIMELORDS book supple- single, unified explanation of time travel, Dinosaur Trail” scenario spotlights an ments its time-travel musings with a based on the premise of an infinite line expedition in the Cretaceous Period, with full-blown RPG. Or it that vice versa? The extending from the beginning of the uni- cameos by a delightful menagerie of massive blocks of role-playing rules verse. The line represents the path history unusual reptiles. “The Eleusis Oracle” threaten to overwhelm the modest num- would’ve taken if nothing had ever hap- makes good use of an ancient Greek set- ber of pages devoted to temporal theory. pened. Every event causes the line to ting. The rest are moderately engaging but But buried beneath all these tables and branch, with each branch becoming an nothing out of the ordinary. formulas is an impressive treatment of independent universe. Consequently, an A chapter explaining how to design orig- time travel, strikingly original and fiercely infinite number of possible extend inal future histories is well-intentioned intelligent. from any point in the present, but there’s but too superficial to be of much help. The game: Greg Porter, who also served only one possible past: the set of events Referees would be better off focusing on as a playtester for GURPS Time Travel, that produced the present as currently “The Fiction Shelf” section, which lists a makes no apologies about his affection for experienced. tantalizing selection of mysteries from the detail. “I am a firm believer in realistic A traveler may generate a new set of past that beg to be developed into full- rules,” he writes, “and I try to practice time branches by going into the past and blown adventures. Time travelers might what I preach.” He’s not kidding. By my instigating an event. Events are assigned investigate the Mary Celeste crew’s disap- estimate, combat alone requires 40,000- to Event Classes according to their impor- pearance, the reasons behind the Hinden- plus words to explain. Tables packed with tance. Squashing a flower is Event Class 0, burg explosion, or the true identity of column after column of dense statistics fill assassinating a president is Event Class 9, JFK’s assassin. They might also verify the a dozen pages of the appendix. “If you starting a nuclear war is Event Class 14. existence of Robin Hood or track down don’t like a rule, don’t use it,” says Porter, The higher the Event Class, the more some of Shakespeare’s lost plays. Ambi- but since the book supplies few simplified likely it is to generate a significant new tious referees could send a Timekeeper substitutes, that’s easier said than done. universe. Smaller Event Classes can also team on the trail of the Necronomicon, In the game’s oddest conceit, players produce radically different futures, pro- thus linking ROLEMASTER system with use themselves as characters. Attributes viding they occur far enough in the past. the CALL OF CTHULHU* game. How’s derive from the players’ real-life strengths What’s more, Event Classes are relative to that for a crossover? and weaknesses, determined by working the observer; to a contemporary Ameri- Extras: The generous helping of bonus through a list of personal questions and can, a Presidential assassination might be material includes an essay discussing the objective tests. Do you catch a lot of colds Event Class 15, but to an extraterrestrial evolution of the League of Ages, an amus- and frequently come down with the flu? passing by in a flying saucer, it might be ing look at the culture of time travelers Then your character has a Constitution of Event Class 0. (because they’re always encountering 8. Can you hold a 10 kilogram weight at Changing history comes down to a mat- timelocks, they’re understandably super- arm’s length for five seconds? Then your ter of manipulating probabilities. Repeat- stitious), and some practical tips for incor- character has a Strength of 9. A player ing a high Event Class event 10 times will porating time travel into other ICE who has a profession where pain is a way most likely result in 10 indistinguishable products. A directory of pre-generated of life (football player, magazine editor, futures, but the eleventh attempt might characters, complete with statistics drawn etc.) earns a bonus to his Willpower score. prevent the outbreak of World War II. If from the ROLEMASTER and SPACEMAS- Though the system requires a lot of guess- you kill your ancestors, you’ll still be TER systems, provides an appealing vari- work and the end result is unlikely to around; you’ll generate some universes ety of ready-to-go personalities, but at 21 resemble Conan the Barbarian (mine was where you don’t exist, but the branch of pages may be too much of a good thing. more like Conan the Tax Accountant), it’s time where you were born remains The obligatory summary of human his- irresistible fun. unscathed. You can’t meet yourself, as this tory is less detailed than the GURPS ver- Combat, on the other hand, borders on requires an endless duplication of already sion but just as unnecessary. the incomprehensible, requiring players existing branches. It’s complicated but Evaluation: Time Riders downplays the to juggle initiative ratings, hit locations, manageable, thanks to Porter’s lucid science of time travel, focusing instead on impairment multipliers, and a host of explanations and illuminating graphics. fanciful characters and painless staging other factors. The obsession with minutia All in all, this is one of the most engaging techniques. As such, it’s ideal for those is evidenced by the initiative modifier analyses of time travel I’ve ever come who couldn’t care less about temporal awarded for weapon length (+5 if one across. exclusion laws. Familiarity with the ROLE- weapon is 30 centimeters longer than Getting to then from now: To get his MASTER and SPACEMASTER games isn’t another). Machine guns and similar pro- travelers into the time stream, Porter opts mandatory, since most concepts are jectile weapons have 19 different statistics. for mysticism instead of technology. The framed in generalities rather than game- The distance a weapon can be thrown Matrix, cooked up by an advanced civiliza- specific rules. While not in the same equals the character’s Strength rating tion for reasons unknown, resembles a league as the demanding GURPS Time squared, divided by the mass of the metallic 20-sided die. The user touches a Travel, Time Riders makes an acceptable weapon in kilograms multiplied by four. sequence of facets on the Matrix and con- alternative for players who just want to get Get the picture? centrates on his destination. The Matrix on with the dinosaur hunts. I can’t vouch for the integrity of the sys- reads his mind and deposits him in the tem, though the few simple attacks I man- age of his choice. To prevent accidental aged to see through to the end produced plagues, the Matrix radiates a sterilization reasonable results. But that’s not the field that kills all harmful bacteria and

DRAGON 85 viruses along for the ride. The Matrix PARANOIA game at its most subversive. keep, is a bit easier to manage for begin- computer implants a working knowledge Best of the bunch are “Return of the King,” ners, though Sword and Shield, high- of relevant languages into the traveler’s featuring an alternative universe where an lighted by a confrontation with the mind, and also ensures that he won’t Elvis Presley revival threatens the exis- mysterious Black Knight, also delivers the arrive in an active volcano or similarly tence of rap music, and “Imprisoned,” goods for players with a tad more experi- lethal site. A kind-hearted contraption, where the PCs struggle to escape a 1950s ence. Game snobs may sneer at the mea- wouldn’t you say? suburban nightmare right out of “Leave it ger plots and superficial What’s there to do? Initiating a time- to Beaver.” Avalon Hill hiked up the pro- characters-these are, after all, little more travel campaign can be as easy as rolling a duction values for this one, bundling the than glorified dungeon crawls-but the die. As the players wrap up an AD&D text with well-rendered player handouts nasty monsters and gaudy treasures are game or some other RPG session, one of and a handy character sheet booklet. But guaranteed to dazzle novices. Weary their 20-sided dice begins to glow. A it’s Craig Sheeley’s nimble writing that Dungeon Masters can run either adven- moment later—poof!—they’re aboard a makes HyperCad a keeper. ture almost effortlessly; I didn’t even have slave barge in ancient Egypt or at the Bat- to read them first. Pick one up and get tle of Gettysburg, using the TIMELORDS The Stars Are Right, by Richard Watts, those pesky kids off your back. rules to play themselves as PCs. As the Andre Bishop, Steve Hatherly, Kevin A. campaign unfolds and the PCs acquire Ross, John Tynes, Fred Behrendt, Gary Rick Swan has been a full-time free-lancer power and experience, they may ally with Sumpter, Steven C. Rassmussen, and D. H. since 1987. He’s worked for TSR Inc., West one of several organizations similar to Frew. Chaosium Inc., $19. Just as I initially End Games, and Steve Jackson Games and those featured in the Time Riders rules. shrugged off the TALES OF THE FLOAT- is also the author of The Complete Guide The Guardians, benevolent survivors of a ING VAGABOND game, I also dismissed to Role-playing Games, published by St. post-apocalyptic future, may recruit the Chaosium’s Cthulhu Now supplement as Martin’s Press. PCs to help prevent the extinction of the marketing gimmickry, a not-too-convinc- human race. The Time Force operates a ing attempt at bringing the CALL OF sort of interdimensional research library, CTHULHU game into the 1990s. But after * indicates a product produced by a company other while the Keepers of the Flame wage an reading this scenario pack, I’m having than TSR, Inc. Most product names are trademarks second thoughts. Steve Hatherly’s “Fractal owned by the companies publishing those products. endless war against a mysterious entity The use of the name of any product without mention known only as the Enemy. Unfortunately, Gods,” featuring a personal computer of its trademark status should not be construed as a Porter neglects to follow through on these infected with a Mythos virus, ranks with challenge to such status. promising ideas, leaving it up to the ref- the most memorable CTHULHU adven- eree to flesh out the details. tures of any era. Another winner is John Extras: Most of the bonus material Tynes’ disturbing “Nemo Solus Sapit,” deals with the role-playing system, includ- which sends the Investigators to Califor- ing game effects of drugs and diseases, nia for some horrifying mental-health meticulous rules for vehicle combat, and therapy. “Love’s Lonely Children,” by a comprehensive equipment list that cov- Richard Watts, unflinchingly probes drug ers everything from tennis shoes to iodine dens and other sordid corners of the tablets. Referees can generate worlds at modern world, though I think his punk random by rolling on a series of tables; I rockers are a little too tame (he should’ve came up with a prehistoric culture of used Slayer or some other death-metal ambivalent Spanish-speaking Amazons band as a model). While the remaining who get rained on a lot. The sample sce- entries seldom catch fire, there’s enough nario, a fast-moving skirmish in Crete quality material to make a strong case for circa 1500 B.C., serves as a good introduc- the viability of a contemporary Mythos tion for newcomers, though experienced campaign. players may find it routine. Evaluation: The intricate RPG rules Quest for the Silver Sword, by William W. makes the TIMELORDS game best suited Connors, and Sword and Shield, by John for veteran players. Staging tips, devel- Terra. TSR, Inc., $7 each. Whenever a hol- oped backgrounds, and adventure hooks iday rolls around, an assortment of are sorely missed, and referees should be nephews, nieces, and cousins besiege the prepared to do some heavy lifting. Still, Swan house, clamoring to drag out the those unsatisfied with the do-it-yourself role-playing games. Since I’m swimming approach of GURPS Time Travel or the in this stuff all year, role-playing isn’t simplistic Time Riders may find the exactly my first choice for holiday recre- TIMELORDS game worth the effort. ation. But, hey, I’m a sport, so I’m usually Porter handles the implications of time willing to comply, providing we can play travel with unusual eloquence, and his something that doesn’t require me to insights are worth savoring. rememorize a long-forgotten rulebook, and doesn’t take forever and a day to fin- Short and sweet ish. My thanks, then, to TSR for the HyperCad 54, Where Are You?, by Craig revised, easy-on-the-brain DUNGEONS & Sheeley. The Avalon Hill Game Company, DRAGONS game, and double thanks for $16. The TALES FROM THE FLOATING its series of simple introductory adven- VAGABOND* game generated more tures, typified by Quest for the Silver groans than belly laughs, not a good sign Sword and Sword and Shield. Each boasts from an RPG that lives and dies on the clutter-free story lines, maps that double strength of its jokes. But the HyperCad as game boards, and colorful sheets of supplement gets it right, collecting five punch-out counters that makes playing a delightfully goofy scenarios that recall the breeze. Quest for the Silver Sword, with its straightforward exploration of a haunted

86 MARCH 1993 GAMEFEST ‘93, March 19-21 IL This convention will be held at Friend’s Hobby Shop in Waukegan, Ill. Events include miniatures, role-playing, and board games. Write to: Friend’s Hobby, 1411 Washington, Waukegan IL 60085; or call: (708) 336-0790.

VILLECON ‘93, March 19-21 MO * indicates a product produced by a company other than This convention will be held at the North- Convention Calendar Policies TSR, Inc. Most product names are trademarks owned by the west Missouri State Univ. Conference Center in companies publishing those products. The use of the name of Maryville, MO. Events include many RPGA™ any product without mention of its trademark status should This column is a service to our readers not be construed as a challenge to such status. Network role-playing events, plus board worldwide. Anyone may place a free list- games, dealers, and contests. Registration: $7 ing for a game convention here, but the OWLCON, March 12-14 TX preregistered; $10 at the door. Write to: Brad following guidelines must be observed. This convention will be held at Rice Univer- Monger, 517_W. 7th St., Maryville MO 64448; In order to ensure that all convention sity, Houston, Tex. Events include role-playing, or call: (816) 582-8174. listings contain accurate and timely infor- board, and miniatures games. Registration: mation, all material should be either typed $12 preregistered; $14 at the door; one-day SIMCON XV, March 25-28 NY double-spaced or printed legibly on stan- passes for $5-6. Write to: Joe Westmoreland, This convention will be held at the Univer- dard manuscript paper. The contents of Rice University, Lovett College, P.O. Box 2671, sity of Rochester’s River campus in Rochester, each listing must be short and succinct. Houston TX 77252-2671. N.Y. Events include board, miniatures, and The information given in the listing computer games, with a movie room, a deal- must include the following, in this order: ers’ room, and a miniatures-painting contest. 1. Convention title and dates held; PRINCECON XVIII, March 12-14 NJ This convention will be held at Whig Hall, Write to: SIMCON, CPU #277146, Univ. of 2. Site and location; 3. Guests of honor Rochester, Rochester NY 14627-7146; or call: (if applicable); Princeton University, Princeton, N.J. The main (716) 275-6186. 4. Special events offered; event is a paper-and-computer RPG involving 5. Registration fees or attendance 15 interlocking scenarios in one integrated requirements; and, world. Registration: $10 preregistered by ADVENTURERS’ INN VI, March 26-28 CA 6. Address(es) and telephone number(s) March 1; $15 at the door (starts at 3 P.M.). Min- This convention will be held in the Angels where additional information and con- imum age: 18 years old. Write to: Matt Zinno, Camp at the Calaveras Fairgrounds. Activities firmation can be obtained. 201 Feinberg, Wilson College, Princeton NJ include role-playing and strategy games, a cos- Convention flyers, newsletters, and 08544; or call: (609) 258-8900. Make checks tume contest, a movie room, medieval food, other mass-mailed announcements will payable to “Simulation Games Union.” and dealers. Registration: $20 until Feb. 28; $25 not be considered for use in this column; thereafter and at the door. Write to: ADVEN- we prefer to see a cover letter with the BAMACON 7, March 18-21 AL TURERS’ INN, P.0. Box 391, Mokelumne Hill announcement as well. No call-in listings This convention will be held at the Bryant CA 95245; or call: (209) 286-1545. are accepted. Unless stated otherwise, all Conference Center and Sheraton Capstone Inn dollar values given for U.S. and Canadian in Tuscaloosa, Ala. Guests include Jonathan CONNCON ‘93, March 26-28 CT conventions are in U.S. currency. Frakes, Hal Clement, and Brom. Activities This convention will be held at the Danbury WARNING: We are not responsible for include over 30 gaming tournaments with Hilton & Towers in Danbury, Conn. Events incorrect information sent to us by con- prizes, an art show, a masquerade, a com- include role-playing, board, and war games, vention staff members. Please check your puter room, and a movie room. Registration: with RPGA™ Network-sanctioned events. Jean convention listing carefully! Our wide cir- $35. Write to: BAMACON 7, P.O. Box 6542, Univ. Rabe is the guest of honor. Other activities culation ensures that over a quarter of a of Alabama, Tuscaloosa AL 35486-6542; or call: include miniatures, board and war games, a million readers worldwide see each issue. (205) 758-4577. banquet, and dealers. Judges are welcome. Accurate information is your responsibility. For preregistration fee information, write to: Copy deadlines are the last Monday of CONNCON, P.O. Box 444, Sherman CT 06784- each month, two months prior to the on- CALCON 8, March 19-21 ❆ 0444. sale date of an issue. Thus, the copy This convention will be held at the Marlbor- deadline for the December issue is the last ough Inn in Calgary, Alberta. Events include Monday of October. Announcements for role-playing, war, miniatures, and board COWBOY CON ‘93, March 26-28 OK North American and Pacific conventions games, with a comic-book convention, com- This convention will be held at the Student must be mailed to: Convention Calendar, puter gaming, an auction, and dealers. Regis- Union on the OSU campus in Stillwater, Okla. DRAGON Magazine, P.O. Box 111, Lake tration: $10 until March 1; $15 at the door. Guests include Mark Simmons and Roger Geneva WI 53147, U.S.A. Announce- Visitor and day passes are available. Write to: Allen. Activities include gaming, a dealers’ ments for Europe must be posted an addi- CALCON 8, Box 22206,401-g Av. SW, Calgary, room, a masquerade, and filking. Registration: tional month before the deadline to: Alberta, CANADA T2P 4J6; or call Paul at: (403) $8 preregistered; $10 at the door. Write to: Convention Calendar, DRAGON Maga- 281-1574. Cowboy Campaigners Club, c/o COWBOY zine, TSR Limited, 120 Church End, CON, Student Union 040, Box 110, Stillwater Cherry Hinton, Cambridge CB1 3LB, CRACKERCON 2, March 19-21 F L OK 74078. United Kingdom. This science-fiction convention will be held If a convention listing must be at the Baymeadows Holiday Inn, Jacksonville, IANUA FANTASY III, March 26-28 ❂ changed because the convention has Fla. Guests include Ben Bova, Jeff Adams, and This convention will be held at the “Istituto been canceled, the dates have changed, Jack Haldeman III. Registration: $20 before Brignole” in Genoa, Italy. Events include or incorrect information has been printed, Feb. 20; more at the door. Lodging is available. numerous role-playing games in Italian and please contact us immediately. Most Write to: CRACKERCON 2, P.O. Box 8356, Jack- English, with a costume show, tournament questions or changes should be directed sonville FL 32239-8356. prizes, and a miniatures-painting contest. Reg- to the magazine editors at TSR, Inc.: (414) istration: about $4 per day or $10 per weekend 248-3625 (U.S.A.). Questions or changes until March 1; $6 per day at the door. Lodging concerning European conventions should GAMECON 4, March 19-20 NJ is available. Write to: Labyrinth, Vico S. Antonio be directed to TSR Limited: (0223) 212517 This convention will be held in the Bergen (U.K.). Mall Shopping Center, Paramus, N.J. Events 5/3A, 16126, Genova ITALY; or call: (10)-887991 include role-playing and miniatures games, at GMT +1. with a miniatures-painting contest. Registra- NANOCON ‘93, March 26-28 UT indicates an Australian convention. tion: $10, $8 for Saturday only, with a $2 fee per game. Write to: GameMaster, Bergen Mall This convention will be held at the Taggart ❄ indicates a Canadian convention. Student Center at Utah State University, Logan, ❂ indicates a European convention. Shopping Center, Paramus NJ 07652; or call: (201) 843-3308. Utah. Events include role-playing and tactical

DRAGON 87 Utah. Events include role-playing and tactical MAGNUM OPUS CON 8, April 1-4 SC games, with anime, SCA demos, and a games This convention will be held at the Hyatt auction. For fees and information, write to: Regency in Greenville, S.C. Guests include Michael Sorensen, P.O. Box 3375, Logan UT Rowena, Ben Bova, C. J. Cherryh, Robert 84323-3375. Asprin, and David Weber. Activities include gaming, a costume contest, panels, seminars, ONEONTACON ‘93, March 26-28 NY anime, videos, dances, and a hospitality suite. This convention will be held at the Hunt Registration: $40 at the door. Send an SASE Union, on the SUNY College campus in with $.52 postage to: MOC-8, P.O. Box 6585, Oneonta, N.Y. Events include role-playing and Athens GA 30604; or call: (706) 549-1533. miniatures games, with a dealers’ area. Regis- tration costs vary, but students receive a mini- COASTCON XVI, April 2-4 MS mum $1 discount. Preregistration is advised. This science-fiction convention will be Write to: Gamers’ Guild, c/o Student Activities, held at the Mississippi Gulf Coast Coliseum/ State University College, Oneonta NY 13820. Convention Center, West Beach, in Biloxi, Miss. Guests include Timothy Zahn, Michael Stack- DREAMCON VI, March 27-28 MO pole, Keith Parkinson, Mary Scott, Lawrence This convention will be held at Ophelia Watt-Evans, and Andrew Offutt. Activities Parrish Hall, at Northeast Missouri State Uni- include a dealers’ room, 24-hour video rooms, versity, Kirksville, MO. Events include role- films, an awards banquet, a writing contest, an playing and miniatures games, with a dealers’ art show and auction, a dance, a costume con- room, movies, anime, and a costume contest. test, a charity auction, a used-game auction, Registration: $5/weekend preregistered tournaments, and gaming. Registration: $20 (includes 2 game sessions); merchants before March 1st; $25 at the door. Write to: $5/weekend; $3/day and $1/game otherwise. COASTCON XVI, P.O. Box 1423, Biloxi MS Write to: NMSU Fantasy Club, Student Union 39533; or call: A. J. Brockway at (601) 864-6064. Building, Kirksville MO 63501-4988; or call: (816) 627-2128. CON-TOON III, April 2-4 OH This animation convention will be held at KNIGHT MARCH I, March 27-28 ❆ Seigfreid Hall, Ohio University, in Athens, Ohio. This convention will be held at the Pine Events include role-playing games, animated Ridge Room of the Northumberland Mall in films, dealers, an art competition, SCA demos, Cobourg, Ontario. Events include role-playing, and guests Dennis MacKinnon and Ardith board, and miniatures games, plus many Carlton. Registration: $5/weekend. Write to: RPGA™ Network-sanctioned events, miniatures Chad Taylor, 93 E. First St., The Plains OH and art competitions, workshops, a silent auc- 45780; or call Chad at: (614) 797-4691. tion, and speakers including and Lawrence Simms. Registration: $8/day or PENTECON V, April 2-4 NY $12/weekend (Canadian). Write to: KNIGHT This convention will be held at the campus MARCH, 12 King St. E., Cobourg, Ontario, of Cornell University in Ithaca, N.Y. Events CANADA K9A 1K7; or call Don at: (416) 372- include role-playing games, war games, board 4245, (705) 741-6079, or (613) 234-9437. games, and miniatures games. Other activities include dealers and RPGA™ Network events. NORMAN CONQUEST, March 27-28 OK Registration: $7 preregistered; $10 at the door. This convention will be held at the Cate GMs will receive discount if preregistered. Center, University of Oklahoma Campus, Nor- Write to: PENTECON V, c/o CSSS, 29 White man, Okla. Events include tournaments, Hall, Cornell Univ., Ithaca NY 14853; or call RPGA™ Network games, board games, and at: (607) 253-0650. No collect calls, please. IFGS demos; the guest is Dennis McDonald. Registration: free! (but tournaments are $2 POCON ‘93, April 2-4 PA each and board games are $1 each). Write to: This convention will be held at the Pocono NORMAN CONQUEST, 215-A OMU, 900 Asp Manor Inn and Golf Resort, in Pocono Manor, Avenue, Norman OK 73019; or call Mary at: Pa. Events include role-playing, board, and (405) 325-9583. miniatures games, with RPGA™ Network tour- naments, a painting contest, dealers, and an RUCON ‘93, March 27 PA auction. Lodging is available. For fees, write to: This convention will be held from 11 A.M. Ed Dowgiallo, The Pocono Encampment, P.O. to 11 P.M., at the Parsons Union Building, Lock Box 390, Effort PA 18330; or call: (717) 629-7218. Haven University Campus, Lock Haven, Pa. Events include RPGA™ Network events, role- SPRING OFFENSIVE IV, April 2-4 IL playing and miniatures games, and magical- This convention will be held at Illinois item and monster invention contests. Central College in East Peoria, Ill. Events Registration: $7 preregistered, or $10 at the include role-playing, miniatures, and board door. Send an SASE to: Kenneth Newquist, games. Registration: $3/day or $5/weekend. RUCON Chair, Woolridge Hall Box 38, Lock Events fees are $1 each. Write to: SPRING Haven University, Lock Haven PA 17745; or OFFENSIVE, The Game Room, 116 Walnut, call: (717) 893-3237. Washington IL (no zip code given); or call: (309) 444-4640. SF3SIG OPEN GAMING ‘93, March 27-28 IL HYPOTHETICON ‘93, April 3 CT This convention will be held at Rockford This convention will be held Student College in Rockford, Ill. Events include open Union at the Storrs branch of the University of gaming and Ten Backwards. Registration: Conn. Events include gaming, movies, panels, $2/day. Write to: SF3SIG, College Box 237, Rock- and a dealers’ room. Registration: $4 preregis- ford College, 5050 E. State St., Rockford IL tered; $6 at the door. Write to: Vivian Nor- 61108. wood, UConn, Shippee Hall, Room 519, Storrs CT 06269; or call: (203) 427-5085.

18 MARCH 1993

SCRYCON ‘93, April 3 NY CON-TROLL, April 16-18 TX ANIMEDAY FILE III, April 17-18 This convention will be held at the Pough- This convention will be held at the Mar- This convention will be held at the Rutland keepsie Day School, in Poughkeepsie, N.Y. riott Astrodome in Houston, Tex. Events Hotel, in Sheffield, Yorkshire, England. Events Events include RPGA™ Network tournaments include Dream Park, IFGS, and NASA presen- include lots and lots of anime. For more infor- and role-playing games, with a miniatures- tations; an art show and auction; a dealers’ mation, write to: ANIMEDAY III Committee, 14 painting contest and a used-game flea market. room; filking; children’s programming; a cos- Ashurst Road, Stannington, Sheffield, York- Registration: $6 preregistered, or $8 at the tume contest; tournament games; the Troll shire, UNITED KINGDOM S6 5LP. door. Send an SASE to: SCRYCON ‘93, P.O. Box Stomp dance; and guests including Larry 896, Pleasant Valley NY 12569. Niven, Steven Barnes, Ed Greenwood, Dell GAME FAIRE ‘93, April 23-25 WA Harris, and Judy Dugas. Registration: $22 to This convention will be held at the Student SPRING FANTASY REVEL, April 8-10 IL April 1; $25 thereafter. Send an SASE to: CON- Union Building #17, at Spokane Falls Commu- This convention will be held at the Wood- TROLL Conventions, Inc., 7311 Bellerive nity College, in Spokane, Wash. Events include field Hilton in Arlington Heights, Ill. Events #1025, Houston TX 77036. role-playing, historical, microarmor, and include numerous RPGA™ Network events. miniatures games, with miniature-painting Other activities include the Little Wars I-CON XII, April 16-18 NY contests. Registration: $12/weekend preregis- Wargaming Weekend, running concurrently. This convention will be held on the cam- tered, $16/weekend at the door (single-day Registration: $12/weekend (Little Wars passes pus of the State University of New York, at passes available). Write to: GAME FAIRE ‘93, are $3). Send an SASE to: Keith Polster, Box 27, Stony Brook on Long Island. Events include an c/o Merlyn’s, N.I. Browne, Spokane WA 99201; Theresa WI 53091. art show and print shop, an awards banquet, or call: (509) 624-0957. pro parties, movies, filking, game tourna- GOLD CON I, April 10 NJ ments, an auction, videos, films, slide shows, POINTCON XVI, April 23-25 NY This convention will be held at American authors and speakers, anime, and guests This convention will be held at the U.S. Legion Post 328, in Clark, N.J. Events include including Barbara Hambly, Craig Shaw Gard- Military Academy in West Point, N.Y. Events RPGA™ tournaments and role-playing, minia- ner, Fred Pohl, Edward Bryant, Gregory Ben- include role-playing, microarmor, miniatures, tures, and board games, with a miniatures- ford, Barry Malzberg, Barry Longyear, and F. and historical games, with dealers, computer painting contest. Registration: $8 before March Paul Wilson. One-day passes available at the gaming, a miniatures-painting contest, and 15, or $10 at the door; no event fees. Write to: door. Lodging is available. For fees and more open gaming. Registration: $12 at the door; $10 AU Gamers, P.O. Box 81, Whippany NJ 07981; information, send an SASE to: I-CON XII, P.O. preregistered by mail; no event fees. Write to: or call: (201) 402-9239. Box 550, Stony Brook NY 11790. USMA Wargames Committee, ATTN: POINT- CON XVI, P.O. Box 62, West Point NY 10997. TECHNICON 10, April 10-12 VA KNIGHT GAMES HI, April 16-18 NJ This convention will be held at the Donald- This convention will be held in New U.B. CON ‘93, April 23-25 NY son Brown Center in Blacksburg, Va. Guests Brunswick, N.J. Events include RPGA™ This convention will be held at the State include Scott Quirk. Activities include gaming, tournaments, role-playing and board games, University of New York at Buffalo, N.Y. Events an art show and auction, panels, videos, contests, and movies. Part of the proceeds include role-playing and strategy games, with anime, and a dance. Registration: $22 preregis- will be donated to campus organization for tournaments, SCA demos, and dealers. Regis- tered; $24 at the door. Student rate is $20. the homeless. A valid college ID is required tration: $6 preregistered, or $9 at the door Write to: TECHNICON 10, c/o VTSFFC, P.O. Box for admission. For fees and more inform- (student discounts available). Write to: UB 256, Blacksburg VA 24063-0256; or call: (703) ation, call Scott at: (908) 874-4034, or Will Strategists’ and Roleplayers’ Association, 363 952-0572. at: (908) 463-2259. Student Union, SUNY at Buffalo, Buffalo NY 14261; or call: (716) 645-4128.

BOISE FANTASY ARTS CONVENTION KETTERING GAME CONVENTION VIII, tures, board, and role-playing games. Other April 24-25 ID May 15-16 OH activities include a benefit for the Farano Cen- This convention will be held at the Holiday This convention will be held at the Charles ter for Children. Registration: $18 before May Inn in Boise, Idaho. Events include gaming, I. Lathrem Senior Center in Kettering, Ohio. 7. Write to: Michael J. Rivet, Jr., GAME-A- dealers, costuming, an art show, and panels. Events include fantasy role-playing, board, THON, 602 Foxwood Dr., Clifton Park NY Registration: $19 preregistered by April 15; $22 miniatures, and computer games, plus a game 12065; or call: (518) 371-8953. at the door (one-day rates are available). Write auction, and an RPGA™ Network tournament. to: BOISE FANTASY ARTS CONVENTION, P.O. Registration: $2/day. Write to: Bob Von Grueni- GAMESCAUSUS II, May 28-31 CA Box 8602, Boise ID 83702; or call: (208) 336- gen, 804 Willowdale Ave., Kettering OH 45429; This convention will be held at the Airport 0568 or -3155. or call: (513) 298-2480. Hilton in Oakland, Calif.. Events include role- playing, miniatures, and board games. Other WIZARD’S CHALLENGE XI MADISON GAMES CON ‘93 activities include a dealers’ room, a painting April 30-May 2 May 15-16 WI contest, a flea market, and a 24-hour-a-day This convention will be held at the Delta This convention will be held at the Quality movie room. Registration: $25 preregistered; Regina in Regina, Sask. Events include a Inn South in Madison, Wis. Events include $30 at the door. Judges are welcome and will games auction, panels, a figure-painting com- role-playing, war, miniatures, and board receive discounts. Write (and make checks petitions, and a medieval banquet. Guests games. Other activities include a games auc- payable) to: Trigaming Assoc., P.O. Box 4867, include Robin Curtis and Loyd Blankenship. tion. Judges and dealers are welcome. Regis- Walnut Creek CA 94596-0867. Write to: Ken McGovern, No-Prair-Con, 2101 tration: $8/weekend or $5/day. Write to: Broad St., Regina SK, CANADA, S4P lY6; or Pegasus Games, 6640 Odana Rd., Madison WI MIGSCON XIV, May 29-30 call: (306) 757-8544. 53719; or call: (608) 833-4263. This historical gaming convention will be held at the Holiday Inn in Hamilton, Ontario. BRISCON ‘93, May 1-3 ADVENTURE GAMEFEST ‘93 Events include games set in the following - This convention will be held at the QUT May 21-23 OR ods: Ancient, medieval, renaissance, Seven- Kelvin Grove campus in Brisbane, QLD. Events This convention will be held at the Oregon Year War, Napoleonic, colonial, ACW, WWII, include role-playing, board, and miniatures Convention Center in Portland, Ore. Events and modern. Dealers are welcome. Write to: games. Other activities include a used-game include role-playing, board, and miniatures MIGSCON XIV, c/o P.O. Box 37013, Barton sale and an end-of-con barbecue. Registration: games in all genres. Other activities include Postal Outlet, Ontario, CANADA L8L 8E9; or $20 (Australian) until April 1; $25 thereafter. door and event prizes, a game auction, and a call: (416) 351-7207. There will be discounts for those under 15 miniatures-painting contest. Registration: years of age. Write to: Chris Ryan, P.O. Box 182, $15/weekend or $7/day. Write to: Adventure Indooroopilly, QLD AUSTRALIA #4068; or call: Games Northwest, Inc., 6517 NE Alberta, Port- +61-7-870-8156. land OR 97218; or call: (503) 282-6856. Important: To ensure that your con- vention listing makes it into our files, CONVOCATION ‘93, May 1-2 MA ECLIPSE ‘93, May 21-23 MO enclose a self-addressed stamped postcard This convention will be held at the Univer- This gaming convention will be held at the with your first convention notice; we will sity of Mass.-Amherst Campus Center. Events Ramada Inn in Columbia, MO. Guests include return the card to show that your notice include role-playing, strategy, and miniatures , David “Zeb” Cook, Tim Beach, Rick was received. You might also send a second gaming. Other activities include a costume Harris, and Bruce Nesmith. Activities include notice one week after mailing the first. Mail contest, a figure-painting contest, open gam- many RPGA™ sanctioned events and war gam- your listing as early as possible, and always ing, and a dealers’ room. Registration: $5 pre- ing. Registration: $10 preregistered; $12 at the keep us informed of any changes. Please registered; $7 at the door. Area students door. Write to: Jim Herring, 3702 W. Truman avoid sending convention notices by fax, as receive a discount. Event fees are $3. Write to: Blvd., Ste. 223, Jefferson City MO 65109; or call: this method has not proved to be reliable. UMASS Grenadiers, Box 178, SAO, Amherst MA (314) 635-2441. 01003. NEWPORT MINI-CON ‘93, May 22 RI HIGHLAND VI, May 1 TN This convention will be held at the Howard This convention will be held at the Univer- Johnson in Middletown, R.I. Events include sity Center on the campus of Tennessee Tech role-playing and miniatures games. Registra- in Cookeville, Tenn. Events include gaming, a tion: $8 until May 8; $9 thereafter; $10 at the dealers’ room, an art show, and door prizes. door. Write to: NEWPORT MINI-CON, c/o Registration: $2; $3/event. Write to: Thomas W. SMAGS, P.O. Box 6295, Fall River MA 02724. Nelson, 1107 Sioux St., Athens TN 37303; or call: (615) 745-0648. ORGANIZED KAHN-FUSION May 22-23 PA MAGIC CARPET CON ‘93, May 7-9 GA This gaming convention will be held at the This convention will be held at the Holiday Embers in Carlisle, Pa. Guests include Greg Inn in Dalton, Ga. Guests include Andre Nor- Porter and Greg Costikyan. Activities include ton, Susan Schwartz, and P. M. Griffin. Activi- open gaming, panels, dealers, a figure-painting ties include gaming, a con suite, an art show contest, and readings. Registration: up to $12. and print shop, a dealers’ room, and a mas- Write to: M. Foner’s Games Only Emporium, querade. Registration: $20 until March 31; $25 200 3rd St., New Cumberland PA 17070; or call: thereafter. Write to: MAGIC CARPET CON, P.O. (717) 774-6676. Box 678, Rocky Face GA 30740. GAMEX ‘93, May 28-31 CA OASIS 6, May 14-16 FL This convention will be held at the Airport This convention will be held at the Alta- Hyatt hotel in Los Angeles, Calif. All types of monte Springs Hilton in Altamonte Springs, strategy, family, and adventure board, role- Fla. Guests include Connie Willis, Michael playing, miniatures, and computer gaming will Whelan, and Andre Norton. Activities include a be featured. Other activities include flea mar- dealers’ room, an art show and auction, a con kets, an auction and a dealers’ area. Write to: suite, panels, videos, and gaming. Registration: STRATEGICON, P.O. Box 3849, Torrance CA $21 until April 16; $24 at the door. Write to: 90510-3849; or call: (310) 326-9440. Bewildered in the OASFiS, PO. Box 940994, Maitland FL 32792- wilderness? 0992; or call Ray at: (407) 725-2383. GAME-A-THON ‘93, May 28-30 NY This convention will be held at the Shera- ton Inn at the airport in Albany, N.Y. Events Got a question about one of TSR’s role- include RPGA™ Network events, plus minia- playing games? Turn to “Sage Advice” to find out the answers!

92 MARCH 1993

Politeness counts when dealing with these denizens of Faerie-land by Richard A. Hunt

In the faraway places where elves and faerie creatures dwell can be found some extraordinary beings. Two such creatures are presented here, one from the woodland waterways and the other from the woodlands themselves.

94 MARCH 1993 Faerie Phiz

CLIMATE/TERRAIN: Sylvan settings FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Omnivorous INTELLIGENCE: Very to godlike (11-21+) TREASURE: Q,T ALIGNMENT: Any NO. APPEARING: 1 ARMOR CLASS: 0 MOVEMENT: Nil HIT DICE: 10-12 THAC0: Variable (as wizard) NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-24 (bite) SPECIAL ATTACKS: Spell use SPECIAL DEFENSES: Camouflage, spit MAGIC RESISTANCE: 5% per hit dice SIZE: S to L MORALE: Fearless (19-20) XP VALUE: Leafling: 7,000 Woodmaster: 8,000 Treelord: 9,000

The faerie phiz is a mystical entity similar in nature to a treant or galeb duhr. The faerie phiz is a magical being found exclusively in sylvan woods and faerie settings, or in the kingdoms of elves. The fay phiz, as it is sometimes called, is simply a face (the old elven word for “face” being “phiz”) found on magically enchanted wooden surfaces. The faerie phiz appears for the most part on trees of the woodland, although it has been seen on old, large wooden doors, enchanted houses, bridges, drawbridges, and other old, large, wooden structures. The phiz is detectable only 25% of the time (50% for druids and elves) when its eyes and mouth are closed; thus, it is effectively camouflaged. The phiz may appear on any sort of wood, although oak is most common. The visage of the faerie phiz and its features range any- where in size from that of the smallest pixie to the visage of hill giant size. The phiz is usually quite striking, and no two are alike in personality or looks, although it is said that once in a thousand years twins may occur. Sages who study the lost and rare philosophy of phizonomie (the arcane study of judging character from facial features and sometimes the art of divination based on such) agree that The phiz may spit at any point within a distance of up to 100 the phiz are created through the vicissitude of great and yards within a clear line of sight. potent overflows of faerie magic. Sages also believe that The faerie phiz's attack form is spell use. The phiz is the destruction of a powerful wizard may cause the trans- capable of casting spells as a wizard and druid at a level equal ference of his power to the area at the moment of his to its hit dice. The phiz gains spells by merely observing some- death, resulting in the magical growth of the fay phiz later. one cast them, then remembering them. Any spells appropri- The phiz may be dour and ugly or simply bear a visage ate to its type so witnessed are transferred to its memory, similar to that of a treant. It may also bear the characteris- which serves as a spell book. The Phiz must still take time to tics of elven faces or other faerie creatures, but these sort study the spells in its mind, attempting to recall them from its are not as common, although these are the most adver- extensive memory. The lowest hit-die phiz will have spells tised sort in city taverns and gossip haunts. available as a 10th-level wizard or druid; for every additional hit die, it gains one level of spell-casting ability to a maximum Combat: The phiz, like the treant, abhors fire, but it does of 12th level. The spells are converted to verbal components, not fear it as most treants do. The phiz spits on any fire and no memorized spells are ever fire-based. The phiz may within range and often on anyone bearing a torch or light- not specialize in specific schools of magic as a character ing a campfire. The spit, a magical acidic resin secreted by would. the faerie phiz, causes all fires smaller than 2½ in diameter to be completely extinguished. The saliva of the phiz also Habitat/Society: The phiz has a very long life span. It may affects any live target as if an irritation spell had been cast often live to be over 1,500 years old if left undisturbed. An indi- on it, with the effects of both itching and rash occurring. vidual phiz increases in hit dice every 100-500 years that it

©1993 TSR, Inc. All Rights Reserved. DRAGON 95 Faerie Phiz

lives, increasing its magic resistance and spell-casting ability as well. The phiz grows in magical glades and in places where , sprites, and other sorts of faeries frolic; it is on excel- lent terms with treants. The phiz always has an extensive knowledge of an area’s history and memories of anyone who has ever passed before its eyes. It is capable of remembering entire conversations that may have occurred throughout the span of its life. It is also prone to know volumes of lore and speak many languages that no human or elf can even hope to find nowadays, much less remember.

Ecology: The phiz is not disposed to give its sagelike knowl- edge to anyone because it does not wish to be haunted by every philosopher and sage in the realm. A phiz is rarely senile despite its great age, although to fool some seekers it pretends to be. The phiz is reclusive and often acts old and weary or irritated with the intrusion of its privacy. The phiz is not afraid of death (a few even welcome it) and cannot be tricked or forced to reveal knowledge and information by threats or coercion, It would rather die by the ax than give information to those arrogant enough to threaten it. The phiz is disinter- ested in wealth and often laughs at those foolish enough to promise gold and riches. The only way to receive any informa- tion from a faerie phiz, other than its possible willingness to divulge it anyhow, is to offer it powerful magical items or rich faerie food—a very dangerous proposition. This faerie food may only be found through a few very dan- gerous methods. One such method is to seek out and join a faerie ring. A faerie ring is a circle of mushrooms where tiny faeries, such as atomies, grigs, brownies, pixies, and sprites commonly dance. The seeker has only to enter the circle, then dance or sing for a few minutes in hopes of being offered some food. The food appears to be bread, cheese, fowl, beef, or vegetable dishes of the normal kind, only made by faerie hands. It is harmless and very delicious. The dance seems to last for but a few moments, but thanks to the magic of the faerie ring has a 40% chance of taking seven years in human time. The seeker may also look for a faerie hill, entering only by the graceful invitation of its tiny inhabitants. Once inside, the seeker should be careful not to eat or drink any of the deli- cious food or wine of the faeries. The seeker is faced with inescapable imprisonment if he so much as tastes one morsel of the heavenly food. The taster is usually polymorphed into a faerie or serves as a slave to the more evil and vile faeries, such as the or the quickling. sometimes lure seekers with such foods, but the danger of capture still remains. In any event, the phiz is only hungry once a human year. A year to a human is only a single day for the phiz, so it does not hunger often. The phiz is usually hungry during a season par- ticularly pleasing to it such as spring, for those of good align- ment, or winter, for those of evil alignment. The food is not actually eaten all at once but is stored (like a squirrel’s trove of nuts) inside the phiz in its extra-dimensional stomach. The phiz nibbles on this supply for an entire year. This and the fact that the correct food is hard to attain without dire conse- quences keeps most adventurers away from the phiz, much to its delight. The phiz is fed by sprites and other fay folk and as a result never goes hungry, despite the lack of seekers.

96 MARCH 1993 ©1993 TSR, Inc. All Rights Reserved. Asrai

CLIMATE/TERRAIN: Temperate lakes, rivers, and seas FREQUENCY: Rare ORGANIZATION: School ACTIVITY CYCLE: Night DIET: Vegetarian INTELLIGENCE: Very (11-12) TREASURE: See below ALIGNMENT: Chaotic good NO. APPEARING: 2-20 ARMOR CLASS: 10 MOVEMENT: SW 18 HIT DICE: ½ THAC0: 20 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1 SPECIAL ATTACKS: Hypnotism SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: T MORALE: Unsteady (5-7) XP VALUE: 15

The asrai are tiny, delicate female faeries who melt away like ice into a pool of water when captured, exposed to direct sun- light, or when removed from their watery homes. They appear as small beautiful water no more than 4½ in height. The hair of the asrai is long and gold and shimmers warmly as they glide through the cool blue waters. They are wonderfully adept in the element, dazzling those who look upon them with their artful swimming.

Combat: The asrai are for the most part defenseless and never attack out of malice or vengeance. They may bite oppo- nents who attempt to scoop them from their native water as a warning, but usually swim away instead. They are able to hyp- notize characters when a school of them works in unison. To do this, they swim around at the surface of the pool creating a weaving, darting water dance that has the effects of a hypnotic pattern spell. Their golden hair turns and twists, forming a myriad of captivating sparkles that hold the attention of the character for as long as the asrai wish.

Habitat/Society: The asrai are wanderers of fresh waters and travel in schools like fish. They are highly intelligent but very fearful of mankind and can almost never be persuaded to talk, as so many of them are fearful of being tricked and cap- Ecology: The asrai are fond of algae and all freshwater tured or exposed to sunlight. They never touch the surface of plants. They also eat foods thrown on the surface of the water, the water, always staying just beneath it. Asrai may appear acting like minnows (they have been mistaken for such). They during a full moon, as they like to swim in the dim light that do not eat any sort of meat even if it has been cooked and pre- plays on the surface of the water. They love pearls and other pared. They are in turn not eaten or attacked by any other lustrous, shiny objects, although they are too small to carry water creature. These small ladies of the water live only nine many of these things. A single school of asrai may have one or years each, at which time the asrai dissolves into water. This two small objects of very little value but of great beauty to water later spontaneously forms 2-5 new asrai equal in all them. They enjoy the company of all water animals great and respects to the “mother.” small, and are often the companion of water nymphs, sirines, selkies, , and other such beings. They never venture onto land, as they would instantly die.

©1993 TSR, Inc. All Rights Reserved. DRAGON 97 among the rarest and most valuable scrolls a PC party can find. These writings are usually inscribed by engineers for architects, artillerists, miners, ship- wrights, other engineers, and a host of other occupations that need engineering expertise. The scrolls are valuable because they save a great deal of con- struction time. If the scroll details a bal- lista, several ballistas can be built immediately using the scroll instead of waiting until a prototype has been con- structed and tested. These scrolls usually come in a set of five or more, and they are like blueprints on how to build a particu- lar object. The scrolls can detail how to build an entire castle or temple complex; give all the information needed to build a catapult, siege tower, or other engine of After veritably snatching victory from scrolls depends on the variables listed in war; or may be simple diagrams of the the jaws of defeat (or the jaws of some- the description, the condition of the scroll best way to shore up a sagging roof. The thing equally unpleasant), the player char- (pristine, yellowed and brittle, badly cost of an engineering scroll is directly acters in an AD&D® game are rewarded water-marked and stained, etc.), and the dependent on what it describes. A set of with a treasure trove of scrolls, rings, exigencies of the DM’s campaign. The scrolls detailing the construction of a staves, and other magical items. It seems a prices listed on the Unearthed Mundana Dragonship spelljamming ship would fitting reward for the trials and tribula- Table are only guidelines. bring a very high price, while the blue- tions the adventuring party has been put Botanical: Botanical scrolls are most prints for a common blacksmith’s forge through. However, after awarding the often inscribed by and are valuable to would not. Also, the value of engineering magical goodies, the Dungeon Master is sages, druids, foresters, and farmers. The scrolls is associated with their rarity and often at odds with the very powers he has scrolls detail the proper procedures for usefulness. A scroll on the proper con- unleashed in his game. In an attempt to sowing, growing, and tending a particular struction of a ballista or catapult would keep the campaign balanced and to avoid plant, giving information on where, when bring much less in a long civilized area the headaches of PCs becoming too pow- and how the plant grows best. The scrolls that has no threatening neighbors than in erful too quickly, the DM might reward also discuss the weeds, insects, or dis- a frontier barony on the brink of war. the PCs by handing out large amounts of eases that are inimical to the vegetation Herpetological: These scrolls are about gold and oversized gems and jewels. and how to rid the plant of them. About reptiles, amphibians, and reptilelike crea- Unfortunately, the huge amounts of 20% of botanical scrolls detail plant-based tures. They are of interest primarily to money are often unrealistic and can monsters, such as shambling mounds, sages and jungle-, marsh-, and swamp- become just as disruptive to an ongoing yellow musk creepers, obliviax, etc. If the dwelling druids and hunters. The scrolls campaign as the magical items. DM deems it necessary for the PCs to have describe the anatomy, diet, and habits of To avoid these problems, the DM may pertinent details on a particular plant- various reptiles. Particularly valuable are use the following list of “Unearthed Mun- based monster, he can simply give them those scrolls detailing giant reptiles and dana.” All the objects and items described the information directly from the Mon- dinosaurs, as are those scrolls concerning below are nonmagical, but they are by no strous Compendium (or whatever source) lizard men. The DM may use a herpeto- means mundane. Instead of heady magi- in the form of a botanical scroll. The sale logical scroll to deliver information from cal items or diamonds the size of row- value of a botanical scroll depends on the the Monstrous Compendium to the PCs boats, there are items that are valuable rarity and usefulness of the plant involved. about a reptilian opponent. and useful in themselves. The DM can use A treatise on how to grow a rare plant Historical: Historical scrolls are those them to reward PCs for their labors with- used as an ingredient in a potion of documents that record the events of his- out fearing she has given an undue advan- dragon control would bring a high price, tory or that have historical significance in tage or unbalanced her campaign. The while a scroll with information on fertiliz- and of themselves (such as peace treaties, DM is free to eliminate those items she ing roses would be at the lower end of the declarations of war, land grants, etc.). does not wish to use or that do not mesh scale. These documents are written by royal well with his campaign. Entomological: Entomological scrolls scribes, sages, and historians and are valu- detail insects, normal, giant, and other- able to the same. Their value is dependent Scrolls wise. These scrolls are of particular inter- on their accuracy. Often scribes tend to The following are a number of nonmagi- est to sages, druids, beekeepers, and curry a king’s favor or, at least, avoid the cal scrolls. These scrolls are generally farmers. The scrolls detail the anatomy, king’s wrath by embellishing the truth or found in scroll tubes like their magical diet, and behavior of the insect under dis- by down-playing certain aspects of the brethren; in some cases, the scrolls are cussion. Their value is dependent on the events being described. In more blatant simply rolled up and bound with a cloth insect discussed; obviously, scrolls detail- cases, defeat may be described as a victory ribbon or leather tie. The scrolls them- ing normal ants are less valuable than ones and the king’s cowardice as the height of selves contain no magical writings or describing their giant cousins. The DM bravery. The value of historical documents ciphers, but they require a comprehend may use entomological scrolls as a way to is also fairly relative. A scroll detailing the languages spell to read them if they are relay information from the Monstrous glories of a king that everyone knows was a written in another language. Also, Compendium to the PCs. (Note: The cate- coward and a liar is of little value, but the depending on the value of the scroll and gory of “insects” can be broadened to original peace treaty between two nations at the DM’s option, it may be protected by include arachnids, e.g., spiders, scorpions, detailing the exact territorial boundaries symbol, explosive runes, or other magical etc.) agreed upon may stop a war and be traps. The gold-piece sale value of the Engineering: Engineering scrolls are beyond price.

98 MARCH 1993 Also, documents detailing recent events Monstrous Compendium) so they might every topic under the sun. A sage scroll still fresh in everyone’s memory are less better understand the behavior of may contain information on any subject, valuable than documents on the ancient aarakocra or a giant owl. Many of these but for ease of reference the DM might past. Rare historical scrolls may describe scrolls contain painstakingly detailed ren- limit sage scrolls to the choices given in the location of lost cities, temples, or cas- derings of the bird in question and are val- Table 61: Fields of Study (AD&D 2nd Edi- tles, giving PCs important clues on where ued more for their artwork rather than tion DMG, page 107). The value of such to look for them. While historical docu- their ornithological data. scrolls depends on their focus. The writ- ments often prove valuable, payment for Planar: Planar scrolls are those docu- ings are roughly divided into general, spe- them is usually delayed while their accu- ments that discuss the various planes of cific, and exacting types of scrolls. The racy and authenticity is checked against existence and the creatures that inhabit more exacting the information, the more other documents. them. These scrolls are valued by sages, the scroll costs. A scroll discussing Ichthyological: Ichthyological scrolls spell-casters, and anyone interested in gnomish music falls under the general detail fish and fishlike (or sea-dwelling) traveling the known planes. These scrolls heading and costs less than a specific scroll creatures. These scrolls are valued by are relatively rare, and their value is deter- discussing gnomish marching songs, while sages, coast- and shore-dwelling druids, mined by the plane or creature discussed. a scroll containing and discussing the and fishermen of all kinds. The scrolls Scrolls dealing with the evil lower planes music and lyrics of a particular gnomish describe the anatomy, diet, behavior, and are generally more expensive than those song would be exacting information and other pertinent information concerning discussing neutral or good aligned planes would be the costliest of the three. certain fish. Their value is dependent on (primarily because of the dangers involved Unlike the entomological, ichthyological, the creature discussed. A scroll detailing in entering or leaving those lower planes). and other scrolls concerning various mermen, locathah, or sahuagin is more The same is true for discussions of planar species, sage scrolls include most essays valuable than a treatise on catfish or trout. creatures. A scroll about the friendly and on true monsters or those creatures that These scrolls can be used by the DM to helpful zoveri of the Seven Heavens is eas- can be classified under many different pass along information concerning water- ier to come by than a treatise on the headings. These writings detail such crea- dwelling creatures to the PCs. deadly pit fiends of the Nine Hells, though tures as gargoyles and the entire gamut of Letters of credit: Letters of credit are both are still difficult to find. The DM can dragons. Sage scrolls also include such issued by merchant houses, temples, pass on information from MC8 Monstrous creatures as pegasi and owl bears, both of nobles, and royal courts. They insure that Compendium, Outer Planes Appendix or which could be placed in either the any bills incurred by the bearer will be details from the to ornithological or zoological categories. paid by the merchant house or nobleman the PCs using these scrolls. The DM may find a sage scroll useful in endorsing the letter. Letters of credit are Religious: Religious tracts cover two delivering information to PCs about a par- especially valued by merchant houses. types of writings. The first are those ticular creature. They serve as a kind of IOU between the scrolls about the philosophical nature of Sage scrolls also contain many essays on houses, and they avoid the necessity of the religion. These scrolls are often languages, plyphs, and sigils. The DM will transporting and guarding large quanti- penned by great patriarchs and matri- find this extremely helpful when attempting ties of gold. The letters are invariably long- archs of the religion or are diatribes writ- to incorporate runes and other types of winded documents encrusted with seals ten by a council of religious scholars. hieroglyhics in an adventure. The DM can and sigils to assure their authenticity. They are often not so much valued for supply the translations of the common Most letters state the identity of the what they say but for who wrote them. alphabet to the Thorass, Espruar, or Dethek bearer, so proof of identity must be estab- However, many are works of deep reason- alphabets, on pages 8-9 of the Cyclopedia of lished before the letter will be honored. ing and thought provoking arguments and the Realms from the FORGOTTEN However, some letters state that debts are valued solely for their insights. REALMS® campaign set, or the runes and incurred by the unnamed “bearer” will be The second type of religious scroll are glyphs from page 17 of the Guide to the honored and paid by the endorsing mer- those detailing rites and rituals. These WORLD OF GREYHAWK® Setting in the chant house or nobleman. Most letters essays describe the color of robes that WORLD OF GREYHAWK campaign set. are limited in scope, allowing the bearer a should be worn for the rite, what time of A sage scroll is also a convenient way of maximum of 500 to 1,000 gp, while a few day to hold the ritual, what time of year, the introducing new elements and directions rare ones are virtually blank checks. Mer- exact words that must be spoken, and all into an ongoing campaign. DMs wishing to chants and banks will not honor letters of the many minor details of a complicated incorporate psionics or spelljammers in credit from merchant houses or noble- rite. Religious tracts are usually only valu- their adventures can introduce PCs to the men of which they have never heard. Let- able to the particular religion involved. A idea through a sage scroll. As PCs investi- ters of credit ought to be a recent temple dedicated to Odin is unlikely to be gate and learn more about the new ele- phenomenon, and it is unlikely that PCs interested in scrolls written by a patriarch ment, it can be slowly and smoothly will find such things in old tombs or of Zeus. However, religions of opposing incorporated into the campaign. (Giving ruins. alignments and those in direct conflict with warning of the RAVENLOFT® setting Ornithological: These scrolls offer infor- each other may be interested in the scrolls through a scroll might be a good idea, too!) mation on birds and birdlike creatures. detailing the foe’s rites and rituals. Once an Spellcraft: Spellcraft scrolls are not magi- They are of particular interest to artists, opposing temple has such information, it cal writings but writings about magic. They bird-watchers, falconers, fletchers, fowlers, can make it very difficult for the other tem- are valued by alchemists, sages, and spell- sages, and some clerics (if the feathers of ple to perform its rites and rituals properly casters of all types. These scrolls are essays certain birds are used for ceremonial pur- (for example, control weather spells can be on various substitutions for material com- poses). The scrolls discuss the anatomy, used in an attempt to rain out certain ritu- ponents or alternate somatic gestures or diet, and migratory and other behaviors of als or the necessary commodities needed verbal components that may be used in birds. Their value is determined by the for a ritual can be completely bought out some spells or under specific circum- value of the bird being discussed. A scroll or destroyed making it impossible for an stances. They also cover the best way to use on the care and feeding of rare and exotic opposing religion to perform its rites). a spell to derive the maximum benefit from parrots is worth more than scrolls on the Sage: As the name implies, sage scrolls it and when not to use certain spells. Some proper way to pluck chickens. The DM are those either written by sages or of are philosophical essays, such as the use of may allow PCs to study an ornithological interest to them. Sage scrolls cover every certain spells and their effect on the spell- treatise (in the form of a page from the topic of interest to sages, which means caster’s alignment, the deleterious effects

DRAGON 99 of some spells on a spell-caster’s mental or military information. Their value is depen- large enough to hold a dose of poison, a physical health, etc. Game-variant informa- dent on the tactics described. Many of material component needed for a spell, a tion from articles in this magazine may be these scrolls are out of date, and their strat- pinch of magical dust or powder, or even introduced in this manner. agems have long since been rendered use- a small scrap of paper to secretly pass Approximately 30% of these scrolls detail less by a counter-tactic (the orcish flying information to or from a spy or prisoner. how to construct or make a magical item. wedge, dwarven dreadnought phalanx, the For obvious reasons, these rings are val- The scroll itself is nonmagical and is not wheel formation, etc.), but are still ued by assassins, spies, and wizards. They written in magical runes, but describes the valued by military historians. These scrolls tend to be large and ornate (some would necessary ingredients for and exactly how are helpful in a campaign or adventure if say gaudy), though they are rarely made of to brew a potion of flying, make a ring of PCs have become stuck at a bottleneck any material more valuable than silver or animal friendship, inscribe a spell scroll, where a good tactic or stratagem would be set with other than ornamental or semi- etc. (For a good example of this type of useful. The DM can surreptitiously offer precious stones. Some compartment rings scroll, the DM should note the recipe for PCs assistance at breaching an opponent’s open easily with a slight pull, while others homonculous creation, on page 77 of the defenses or overcoming an obstacle require a complicated procedure to DM’s Sourcebook of the Realms of the through a scroll on warfare. expose the small compartment (pulling up FORGOTTEN REALMS campaign set.) The Zoological: Zoological scrolls concern on two or three gems, pushing down a value of these scrolls is directly tied to the themselves with the animal kingdom. certain gem while turning another two magical information it reveals. Scrolls that These scrolls offer information on ani- and a half turns counter-clockwise, etc.). talk only about spells or give possible alter- mals of minimal, normal, and giant vari- Slash: Slash rings are exactly as the name nate material component, verbal compo- eties. They are of particular interest to implies: rings designed to slash or cut. nents, or somatic gesture substitutions are farmers, ranchers, swineherds, shep- They are made of iron, steel, copper, or the least expensive of the writings (unless herds, hunters, furriers, etc. The scrolls brass, with brass being the favored metal such alterations may improve the spells!). discuss the anatomy, diet, and behaviors for such objects. Slash rings are favored by Scrolls detailing the manufacture of a mag- of the animal. The value of the scroll is fighters, ruffians, tavern bouncers, and ical item are the most expensive. If the DM determined by the value of the animal street bullies. The rings have little or no wishes to randomly determine what magi- being detailed. A scroll on breeding cham- ornamentation, being a simple band of cal item the scroll describes, roll on Table pion horses is worth more than scrolls on metal with a large, sharpened ridge run- 88: Magical Items, on page 135 of the DMG. the behavior of house cats, and a scroll on ning across its face. The rings are effective After the type of magical item has been the care of elephants might be valuable, in any punching contest, as they deliver +1 determined, roll as directed on Tables 89- indeed, to the right person. damage to any Punch damage result on 110 in the DMG for the exact item. Table 58: Punching and Wrestling Results, Trade secrets: These scrolls give infor- Rings on page 97 of the AD&D 2nd Edition mation on the secrets of a craft. Master Rings can be designed to serve special Player’s Handbook. The bonus is not magi- jewelers, metalsmiths, armorers, and needs and purposes other than those of cal. Cutpurses also use slash rings to cut other skilled craftsmen often inscribe magic or mere ornamentation. The follow- the ties between a man and his purse, thus scrolls detailing the secrets of their trade ing rings may be ornately crafted or relieving the unwary victim of the trouble- in order to pass them on to the next gener- designed to draw the least amount of atten- some weight of his coins. ation. These scrolls are usually well tion to themselves or their wearers. The Spike: Spike rings are another device guarded and hidden in guild halls or on a prices listed on the Unearthed Mundana primarily used by assassins and probably master craftsman’s estate. Essays revealing Table are for average rings of average qual- were invented by them. A spike ring is a the secrets of the various trades are valu- ity. Rings crafted of finer or baser materials very ornate piece of jewelry. Hidden able to sages and especially to the trade or may be costlier or less expensive. However, under the stones and filigree of the ring’s guild in question. The value of the scroll the value of such rings is primarily a result design is a needlelike spike that belies the depends on the nature of the secret it of their function rather than the material ring’s beauty and reveals its sinister pur- reveals. A jeweler’s scroll describing how from which they are made. pose. By turning the ring’s design one way to discern the differences between an Assassin’s: The assassin’s ring is actually or the other, the spike is raised or lowered excellent ruby and an average one is worth two rings of steel, one larger than the so that it projects menacingly from the less than a scroll revealing an ancient other, joined by a short length of very thin ring or is hidden in the intricate design. dwarven technique for polishing an aver- wire. The first ring is placed on a finger, An assassin coats the spike with a power- age ruby to make it look like an excellent then the wire is carefully wrapped and ful poison and can thus inject a victim stone. Discretion is required when dealing coiled around it. When the wire is com- without being noticed. In some cases, the with trade secrets. The guild or tradesmen pletely wrapped, it is covered and held in mark made by the ring is so small it is in question will be none too happy that place by the larger ring. To use the ring, overlooked entirely and the cause of the such a scroll is no longer safely in their the assassin uncoils the wire, joins a ring victim’s death remains a mystery. hands. Nasty accidents can befall those at either end, then uses the device to gar- who are too free with any information the rote a victim. The steel rings protect the Staves scrolls reveal. (In actual history, the tech- assassin’s fingers from being cut by the Many staves are nothing more than they niques of sword-making, silk-making, and wire as he pulls the loop of wire taut appear: sticks for old men to lean on or to glass-blowing were considered to be around a victim’s neck. Assassin’s rings help pilgrims on their way. However, secrets of the highest order to some states, are notoriously unreliable; during an there are staves that are nonmagical but who were often willing to kill spies to keep attack, the wire inadvertently comes loose have other uses than support for the their secrets safe.) from one of the rings 40% of the time. The weary. The following are the more com- Warfare: These scrolls are either depic- rings are most often used by a team of mon nonmagical staves PCs may find in tions of the tactics and stratagems used in footpads or robbers, with one thief threat- their travels. The prices listed on the an actual battle or are theoretical essays on ening to garrote the victim while the other Unearthed Mundana Table are guidelines morale, logistics, cavalry tactics, etc. The steals the victim’s valuables. only, as actual prices may vary widely scrolls are valued by historians, admirals, Compartment: Compartment rings are depending on an item’s craftsmanship generals, and military men of all types. rings made in such a way that a secret and availability. They are often more valued for the detailed compartment has been built into the Hollow staff: The hollow staff is beloved maps that accompany them than for their ring’s design. The secret compartment is of smugglers, thieves, and spies. The staff

100 MARCH 1993 appears to be a large, roughly hewn piece value of these items depends directly on Unearthed Mundana Table of wood used by travelers and pilgrims how well made the garment is and how throughout the lands, but it is actually well it matches the terrain it is attempting 1d100 Item GP value* completely hollow. These staves are cun- to blend in with. These cloaks are designed 01-06 Botanical scroll 5-100 ningly made to come apart in the middle. to match only one type of terrain or sur- 07-11 Entomological scroll 5-100 The thief, spy, or smuggler can then roundings, which means a cloak designed 12-13 Engineering scrolls 50-2,000 Herpetological scroll 5-100 secret gems, jewelry, sketches of fortifica- for the arctic will be white to match the 14-18 19-23 Historical document 10-1,000 tions, war plans, etc., in the hollow inte- snow, one designed for the forest will be 24-28 Ichthyological scroll 5-100 rior, then simply walk away with them. striated green to match the green leaves, 29-30 Letter of credit 500-50,000 Approximately 10% of such staves have a desert cloaks will be sand colored, etc. A 31-35 Ornithological scroll 5-100 glass lining and stopper so even potions, camouflage cloak bestows a certain 36-37 Planar scroll 100-5,000 acids, perfumes, expensive wines and amount of natural invisibility (actually con- 38-41 Religious scroll 25-5,000 liquors, or alchemical liquids can be hid- cealment) to the wearer by letting him 42-50 Sage scroll 10-10,000 den in the staff. The staff is of no use in blend into his surroundings. Camouflage 51-52 Spellcraft scroll 10-5,000 combat, as its lightweight construction works only outdoors in a natural setting, 53-56 Trade secrets scroll 100-5,000 57-60 Warfare scroll 5-500 does no damage and it invariably breaks making them completely ineffective under- 61-65 ZoologicaI scroll 5-100 in the middle if used in a fight. ground, indoors, or out of doors among 66-68 Assassin’s ring 75 Sword cane: Sword canes are favored by buildings. They also offer no protection or 69-72 Compartment ring 10-100 noblemen and aristocrats and are most bonuses against infravision. The wearer of 73-78 Slash ring 5 often found in an urban setting. Such the cloak has a normal chance of being 79-80 Spike ring 25-200 canes appear to be expensive, well-crafted seen if he moves or if he wears the cloak in 81-82 Hollow staff 150 walking sticks. The cane’s shaft is of hard- terrain the cloak is not designed to match. 83-84 Sword cane 250 wood, usually oak or hickory, and can be The chance of concealment bestowed is: Silver 600 wielded like a small club for 1d4 hp dam- 85-86 Thief’s cane 200 87-92 Cloak of camouflage 50 age. The cane’s handle is made of some Background Concealment 93-94 Spiked glove 5 expensive material, such as ivory, silver, or Heavy growth 20% 95-96 Swordsman’s gauntlet 10 gold. The cane’s handle is actually the hilt Light growth 10% 97-98 Thief’s gloves 5 of a long stiletto-type blade concealed in Open fields 5% 99-00 DM’s choice — the cane’s shaft. The blade slides easily in Snow 20% and out of the cane’s shaft and is treated Desert 20% * All prices listed are dependent on other variables as a short sword in combat (1d6 hp dam- Rocky 5% listed in the description of the item. age). Approximately 20% of all sword Night (black) 25% strip extending from the thumb. When a canes have silver blades. Silver-bladed fighter wearing the glove grips the hilt of his canes are extremely popular in areas The above percentages apply to an aver- sword, he uses the long leather strip afflicted with lycanthropes and undead age cloak of average quality. Garments of extending from the thumb to tie his hand to (the price for a silver-bladed sword cane excellent quality increase the invisibility by the hilt of the sword. The leather strip is tripled for the RAVENLOFT setting). 1d4 percent, but such garments cost twice wraps around his hand several times, Thief’s staff: Rogues of every description the maximum listed price. Poorer quality allowing for a very snug but comfortable value thief’s staves. These staves were in garments decrease the invisibility percent- grip. Thus tied, the sword cannot be fact small canes invented by halflings, but age by 1d10 percent (poorly made camou- wrested from the swordsman’s grasp, no they were so obviously useful and conve- flage garments can actually attract matter how fierce the parry, how startled nient they were adopted by large thieves as attention to the wearer rather than con- the bearer, or what type of numbing shock well. A thief’s staff always appears to be a ceal him). However, poorly made cloaks strikes his hand. A major drawback of the walking staff used by travelers and pilgrims cost as much as a cloak of average quality. gauntlet is if the sword should become everywhere. The staff’s head is a roughly The major drawbacks of these cloaks are stuck in an object or somehow become carved ball, and the foot of the staff is shod they are insufferably hot in warm weather entangled, the swordsman cannot easily rid with an iron boot. The staff is not quite as and tend to snag and hang on underbrush himself of it or use another weapon (allow innocent as it appears. The head can be or any other protrusions. 1d4 rounds to untie himself in most cases. removed and is attached to a long, iron pry Spiked gloves: These gloves are made of Thief’s gloves: These gloves are of soft, bar that slides easily in and out of the staff. thick, soft leather and covered with small, thin black cloth with a roughed leather In addition, when the iron boot is removed sharp iron studs, lined inside with strips palm; the top half of the glove’s fingers are from the foot of the staff, it reveals a hidden of thin, hard leather to protect the missing. They are used by mountaineers compartment for storing booty or thieves’ wearer’s hands from the studs. These are and, of course, thieves. The roughed tools. In combat, the staff may be used like used primarily by fighters, tavern bounc- leather palm allows a climber a better grip a quarterstaff for 1d8 hp damage, or the ers, and ruffians of all sorts, and are usu- on ropes, poles, and other projections. The iron pry bar may be removed and used as ally only found in urban settings. A punch lack of complete fingers in the glove allows a club for 1d6 hp damage. from a spiked glove does 1d4 in damage in the wearer better sensitivity for finding hid- addition to any damage given on the den cracks and crevices in climbing a wall. Miscellaneous items Punch damage result in Table 58, on page The gloves usually have small pockets and The following is a miscellany of goods and 97 of the PH. These gloves are similar to loops of leather on the back of the cuff for objects PCs may find desirable or useful. the Roman cesti used by gladiators. holding or securing small articles such as They are much less expensive than magical Swordsman’s gauntlet: A swordsman’s candles, lockpicks, small hammers, pitons, items but often prove to be equally as use- gauntlet can actually be used by virtually etc. The gloves do not give a bonus for a ful. As with scrolls, rings, and staves, the anyone who wields a weapon with a han- thief’s climb-walls ability, but do save the prices listed for the following items may dle, such as a mace, war hammer, axe, etc., climber’s hands from the many small vary depending on the quality of the materi- and who also expects to be involved in a scrapes, splinters, rope burns, and cuts he als used and the craftsmanship involved. prolonged battle. The glove is made of might otherwise receive without them. Cloak of camouflage: Cloaks of camou- thick, soft leather to absorb the shock of flage are used primarily by army scouts, metal weapons striking each other. Its most hunters, rangers, thieves, and spies. The obvious feature is the long, thick leather

DRAGON 101 By Joseph T. Pillsbury 102 MARCH 1993 DRAGON 103 104 MARCH 1993 DRAGON 105 106 MARCH 1993

108 MARCH 1993 DRAGON 109 110 MARCH 1993

page, come inspiration or none. Some- thing of the same is undoubtedly true for artists. I’m an electronics technician, not a professional artist, so I need to take advantage of all the inspiration I can get! The most important factor in choosing your work area is light. It is best to have natural light available whenever possible; it is brighter, and colors are truer, than artificial light. I work with my back to a window, with the light coming over my shoulder. Fluorescent light is the next best choice. The best way to choose your location is by experimentation. Take a painted figure, then sit and look at it in the area where you will work. If you can clearly see all of the details, especially the minute flaws in the painting, you have a spot that works well. If necessary, add supplemental lights. I have a 4’ shop light, which cost about $8 at the local discount building supply center, hanging above my present work table. A fluorescent desk lamp works almost as well. Choose a work surface at a height you Tools of the trade: are comfortable with. Again, experiment If you have to scrunch down a bit to see Weapons against the unpainted what you’re doing, your back and shoul- by Jean McGuire der muscles with be screaming after an hour or two. You can’t paint when you Over the years that the role-playing Space to work can’t move your arms! Your workbench hobby has been in existence, many arti- The first requirement, as with any task, should also be easy to clean up, as should cles have addressed the various aspects of is a place to work. As one example, the the floor under it. Paint spills happen. For painting miniature figures. These articles, new workbench I am building is rather the protection of your work, choose an my own included, have covered many elaborate, with built-in lighting, a formica- area safe from the two greatest destroyers aspects of this art but missed a vitally covered work surface, rows of narrow of miniatures: small children and cats. important one. Almost without exception, shelves for paint, and more shelves for Both seem to find painted figures irre- they have touched only briefly on, or drying figures, diorama materials, etc. sistible. In addition to destroying your passed over entirely, the basic foundation However, most of my work has been done figures, children and cats are also vulner- underlying all miniatures painting. I have on a battered kitchen table I bought for a able to lead poisoning from chewing on seen innumerable beginners, and more few dollars at a yard sale. Any stable, solid, them. than a few who are not, looking over the flat surface of the proper height will do. The basic steps to painting are prepara- painting tips given in such an article or If you can, try to dedicate a work area tion, priming, painting, and finishing. Each pamphlet and asking in bewilderment, solely to painting. While it is entirely possi- of these requires certain tools and materi- “But what do I do all of this with?” ble to unpack all of your tools, paints, and als. The actual work involved is outside Therefore, this article explains the basic figures from a drawer each time you feel the scope of this article. The tools are tools of the trade—what they are, where like painting, then put them all back when detailed here. to get them, and why you need them. you are done, it is an unholy nuisance and Several things are required for painting risks damage to drying paint and figures. I miniature figures. You need a work area, like the freedom to sit down and paint for preparation tools, glue, paintbrushes, a few minutes when the mood strikes me. paint, and, of course, figures. I will It is said that the mark of the professional address each of these in turn. writer is the ability to put words on the

112 MARCH 1993 Tools for preparation Pin drill and tiny bits Get good ones—they give much smoother, As they come out of the box, miniature Wire cutters cleaner work than cheaper, coarser files. figures are rarely ready for painting. Some Emery boards At a minimum, you should have round, companies are better than others about half-round, triangle or knife-edge, and flat this, but even the best figures often need The knife and a few narrow blades are files. Having more available is much like touch-ups before priming and painting. excellent for careful removal of mold having more colors of paint: You can do Preparation entails removing mold lines lines, cleaning out the thin skin of metal more with less improvisation. Most well- and stray metal (called “flash”), assembling that often fills closed spaces such as stocked hobby shops and some hardware large models such as dragons, and some- between an arm and a body, and trim- stores carry a good selection of needle times modifying figures to suit the roles ming off unwanted bits of decoration. Be files. I have three sets: small, tiny, and you have in mind for them. careful with these! It may seem an unnec- really puny. Looking through my tool box, I find 37 essary caution to point out that they are Emery boards, found in the cosmetics assorted files, a handle for them, a pack- very sharp, but it is very easy to slip and section of your local drugstore, are won- age of emery boards, several X-Acto knives stab or slice yourself badly. For that rea- derful for filing large areas such as and various blades, two pairs of tweezers, son also, discard blades immediately shields. They have the additional advan- a pair of jeweler’s chain-nose pliers, a pair when they begin to get dull. It cannot be tage of flexibility, allowing curved shields, of small curved scissors, a pin drill, a pot- emphasized enough that a dull knife slips edges of bases, and so on to be filed with- ter’s cleanup tool, a very small hammer, readily and because of that is much more out unsightly flat spots. and a bunch of toothpicks. A Dremel dangerous than a sharp one. You can buy A helpful hint on care and maintenance: Moto-Tool is in its box on a nearby shelf. these in hobby stores, but discount home Small wire brushes are sold with which to Don’t panic—I’m certainly not suggest- centers often have better prices, although clean files. They are well worth the invest- ing that you rush out and buy all of that! less of a selection. ment. Lead is a very soft metal and clogs That assemblage accumulated during the A large, coarse file is used to flatten off files very quickly. Keep your files clean— 10 years or so that I have been painting. the underside of the bases of the figures. they cut much better. Emery boards, of My best files, for instance, a fine set of a In most cases, the lead enters the mold course, are simply discarded when they dozen Swiss-made needle files, were through the base area, and there is almost begin to get dull. bought at a yard sale for around a dollar. always some irregularity where the figure I also have a small tool with one curved That was luck; they’re worth closer to $50. was removed from the strip of lead. This end, one straight end, and a wooden han- In actual fact, the following list should suf- bump is often large enough to make the dle stamped with the name of some pot- fice to get you started: miniature unstable. Hence the file, or tery supply company. I don’t know where sandpaper wrapped around something or when I happened to acquire it, but it is Small X-Acto knife and blades hard (like a scrap of wood). Either option just perfect for certain tasks in cleaning Miniature needle files: flat, half-round, is readily available at a hardware store or up figures. Your tool kit will quickly round, triangle home center. acquire a few of these “found” tools. They Large coarse file or piece of medium- Small “needle” files are often more eco- are all around you, waiting for your inge- grit sandpaper nomically priced in sets of six or a dozen. nuity to put them to use.

DRAGON 113 A pin drill, sometimes called a pin vise, fancy you want to get. Home centers and and is more widely available. Gel-type is a small shaft, much like an X-Acto han- discount stores generally stock basic mod- super glues are handy in certain areas dle, that grips a tiny drill bit and, turned els, while good hobby shops have fancier because they stay where you squirt them. by hand, makes appropriately tiny holes. types. The flexible-shaft variety is expen- Acetone, or nail-polish remover in a Matching sets of holes in, for example, a sive but a good investment if you do a lot pinch, dissolves super glue—handy when dragon’s neck and body, with bits of wire of conversion work or like to build the you’ve glued yourself to the miniature. or cut-off pins inserted, serve the purpose larger kits like dragons; the standard White glue, such as Elmer’s Glue-All, is of a furniture-maker’s dowels, [Your edi- models get very heavy, very fast, when useful for attaching small figures to pieces tor has used sections of paper clips with you’re doing a lot of finicky work. Before of cardboard or wood for easier handling good results.] A pin-reinforced joint is you buy a new one, check out a few yard while painting. It and rubber cement also many times stronger than the same joint sales and swap meets. My first one came function in diorama building. Five-minute merely glued. X-Acto makes a pin drill, from an estate auction. epoxy gel is nice for badly fitting parts and I have seen others, generally available with gaps beyond Zap-A-Gap’s gap-zap- where you buy knives and blades. Radio The glue that binds ping ability, as is the epoxy putty. The lat- Shack sells a small hand-cranked drill, My glue box contains five-minute epoxy, ter and the plastic contour putty fill in meant for putting small holes in printed three kinds of super glue, two kinds of joints before priming, and both can be circuit boards. I have not yet experi- epoxy putty, rubber cement, white glue, sanded once hard. All of these are quite mented with this, but I suspect that it plastic model cement, contour putty, widely available. would work even better than my pin drill. some toothpicks, a roll of steel wire, and a Don’t throw away the package when you The only disadvantage that I can see is few empty blister-packs from miniatures take out the figures. The boxes with foam that it needs two hands, so the piece being packages (in which to mix the epoxy). partitions such as Ral Partha and drilled must be firmly anchored. Wide Again, I have more than the minimum, Grenadier use are obviously excellent for rubber bands, popsicle sticks, and especially because I have been experi- figure storage, but don’t overlook blister clothespins are good for devising impro- menting with different brands lately. The packs. They provide little plastic dishes for vised vises. essentials include: mixing epoxy or paint, cardboard for tem- I mentioned earlier the Dremel Moto- porary bases, and little pieces of foam to Tool. One of these little hand-held Cyanoacrylate glue (super glue) protect your figures during transport. grinders or its many imitations can be White glue Incidentally, the best way I have found to invaluable for certain things. With a fluted Plastic model contour putty carry a few figures, such as characters en spherical or conical “shaper” tip, you can route to a game, is wrapping them in one clean out the slots for attachment of For assembling figures and some of the of those left-over pieces of foam and stuff- wings, legs, necks, and so on that are final work, you need glue. The best I have ing them in empty 35-mm film cans. I buy found on the larger figures. Mine also found is Zap-A-Gap/CA+, by Pacer Tech- the plastic film cans for a nickel each takes the same bits as my pin drill, allow- nology. It is a superb, quick-setting cyano- from a local camera shop, which saves ing me to produce tiny holes much faster. acrylate glue. If the store where you buy them from film brought in for processing. This tool is quite an investment, usually in miniatures doesn’t stock it, they should. Some people like to work under a mag- the $40 to $80 range, depending on how Elmer’s Wonder-Bond also works well nifying glass; I can’t. If you find that you

114 MARCH 1993 work better with one, by all means do so. it is very easy to get a faint haze of primer hides, one cheap #0 for dry brushing, and The lighted ones on adjustable stalks are a all over everything within 10’ of your spray three brushes in increasingly tiny sizes for bit pricey but very convenient. I do have a can. Second, as with any spray paint, you the actual painting. Don’t go by the labels small hand-held magnifier with a built-in should avoid breathing the fumes. If on the brushes: one company’s 3/0 may light powered by a couple of penlight bat- access to an outdoor work area is not pos- be actually smaller than a competitor’s teries. This is nice for close-up inspection sible, an improvised spray booth can be 5/0. Select brushes that keep their shape of details and final checking of my work. constructed with clear plastic sheeting, well. You will want one for moderately duct tape, and a window fan (blowing out, large areas like cloaks and shields, one for Priming time of course)— I highly recommend it. smaller areas like shoes, and one for tiny Once you have the miniatures prepared, details like eyes. As your brushes wear you should prime them. This might seem Paint your (miniature) wagon out, put them aside to use for dry brush- to be unnecessary advice to many readers, For the next step, painting, you obviously ing, which tears up good brushes. but a lot of people paint directly on the need paint and brushes. These will, in You will also need a place to put those bare metal. If you’re one of them, you will fact, probably be your biggest initial brushes. They should be stored with the be surprised at how much better your expense. You get what you pay for. While it brush end up, so the bristles do not dry work will look, and how much more is possible to paint an entire figure rea- bent and so that they can dry quickly. A durable it will be, put over a coat of sonably well with a child’s #3 watercolor small jar will do, although it can be a nui- primer. Ral Partha, Floquil, and Armory brush—I did it once, on a bet—you cer- sance to find the brush you want in the all sell spray primers. As far as I can deter- tainly cannot do your best work. I buy my thicket. A plastic rack, such as the ones mine, they are all roughly equal in quality, brushes at art supply stores rather than Tandy Leather sells for leathercraft tools although Floquil spray cans seem to have hobby shops, as brushes are generally works quite well, although the brushes more than their share of nozzle problems. cheaper and are offered in a much wider slide sideways if you don’t put them in Choose whichever is most available selection at the former. straight. If you have access to a drill press, locally. Those of you who remember my Some people swear by natural hair bris- or a hand-held drill in a pinch, put two or article on undead (in DRAGON® issue tles, some swear at them. If you are using three rows of holes in a 6’-long chunk of a #138) will be happy to know that Armory solvent-based enamel paint, these brushes 2x4—presto, instant brush holder. is now selling black primer! It is last longer. I personally prefer white Next, of course, there is the paint. There unmatched for the first coat on skeletons nylon, as it seems to keep its shape much are two choices: enamel and acrylic. At and other undead. Paint-on primer is an better (this is essential, as most of your the risk of offending the enamel partisans, option, and I keep a bottle of it (Armory) painting will be with the very point of the I unequivocally recommend acrylic paint. around for touch-ups, but spray primer brush). Contrary to my own advice of the It is easier to deal with, cleans up with takes the drudgery out of most of your last paragraph, the ones I’m using most water, does not eat brushes as enamel priming. right now are Armory’s white nylon does, and is less toxic. In addition, it dries An essential supply for priming is news- brushes, which I purchased as a set com- within minutes. Later coats will not dis- paper, and lots of it. If at all possible, do plete with holder. solve and smear earlier ones as enamel your spray priming outdoors. First, the You will need one fairly large brush (#1 will. droplets of spray float around in the air, so or #2) for large areas such as dragon For those who favor enamel, Humbrol is

DRAGON 115 expensive but very much preferable to From these, you can mix any other col- ounce sizes, to hold paint for airbrushes. high-gloss plastic model paints such as ors as you need them. Over time, you will They cost very little and are remarkably Testor’s and Pactra. Floquil railroad and add to your collection of paint—I just useful for holding custom-mixed paints. military flats are realistic but rather lim- counted 81 little jars on my work table— You’ll eventually find yourself mixing the ited in color selection. Most of the tech- relieving yourself of some of the work of same color over and over. For example, I niques of painting do work reasonably mixing, but the practice you have gained have a small bottle of greenish flesh tone I well with enamel, but you must experi- in creating custom colors will be invalu- use for orcs; it makes it much easier to get ment. Fresh paint has a tendency to dis- able in achieving the sort of results that my orcs all about the same shade. solve previous coats, resulting in characterize expert work. You will generally want to put a protec- unwanted blending and smears. There are also special paints for special tive finish coat on your figures to protect I have been using Ral Partha’s new offi- effects. Inks are unbeatable for washes the paint from handling. Testor’s Dull- cial AD&D™ paints for about a year, and I and unusual surfaces, such as dragon Coat works extremely well. Ral Partha has am more than pleased. They give a good scales. Winsor & Newton drawing inks also introduced a matte protective spray. finish and are available in an excellent work, but they are not water-soluble and For areas that should be shinier, use range of colors. They have become my they tend to leave far too glossy a finish for paint-on semi-gloss and gloss finishes paint of choice. I also use Polly S and most figures. They do, however, make after the flat coat has dried. Armory acrylics. In addition, I use Citadel superb glazes on dragon scales. Citadel’s It is not uncommon, especially with and Winsor & Newton inks for special Expert Set inks, specially formulated for older lines of figures, to get one with a effects, and I have a few jars of odds and miniatures, are superb. They come in base too small for stability. There are sev- ends: pearl purple Pactra Racing Finish, a convenient dropper bottles. That Pactra eral ways to add a nice base. Citadel sells bottle of opalescent nail polish that I pearl purple, although an enamel and plastic bases to which the figure can be bought in a discount drug store, a care- hence rough on my brushes, adds an attached. I find them too thick, raising the folly preserved bottle of the old Heritage unearthly glow to evil magical swords. figure too high above others whose origi- phosphorescent paint, and some custom- Armory’s “Silks and Satins” line has some nal bases are adequate; the only solution mixed colors that I bottle up and save. excellent pearly colors, and Ral Partha has to this problem is to transplant all of my A good initial stock of paint should a few in boxed sets—check out the BAT- figures to plastic bases, which would be include: TLETECH* colored metallics. For those of expensive! The best add-on base I have you who have been around for a while, ever seen is simply a penny (it sticks better Black Med. Gray White remember Heritage’s gem colors? I recre- if you use it tails-up). Pennies are round, Red Deep Red Orange ated those, after some experimenting, heavy, and cheap. Cardboard counters ½” Yellow Yellow-Tan Green with excellent results. I have a little bottle and ¾” across also work very well, but they Dark Green Blue Dark Blue of Armory’s now-discontinued pearly top tend to wear out after heavy use. Some Violet Dark Brown Med. Brown coat, some of the Polly S’s “dust,” 12 differ- expert painters build up bases for each Red-Brown Flesh Ivory ent metallic colors, and Ral Partha’s figure out of material such as epoxy putty Gold Silver “Dragonscale” creams. or Sculpey. I have seen figures whose Many hobby stores sell small empty bases incorporate magnetic sheeting, cut glass bottles, usually in half-ounce or one- into squares and built up with putty,

116 MARCH 1993 which enables them to be stored and uct. Unusual stones, pieces of driftwood, growth. Consider the scale of the figure: transported in boxes with thin metal wood plaques, and more can form dio- In 25-mm scale, a shield decoration that floors. This avoids the whole problem of rama bases. sticks out only 1 mm, just about 1/25”, packing the miniatures for travel. Your One “tool” that I have not yet mentioned would protrude over 2” in full scale! Faces local hobby shop probably stocks or can is your reference library. In one sense, the are another problem area. There are two order the flexible magnetic sheet; if not, it historical/Napoleonics painters have it a common extremes: the faces so coarse is available by mail order from Edmund bit easier, as lots of books on their period they look like caricatures, and the ones so Scientific, Jerryco/American Science, and are available, with numerous color illus- delicate you can’t find the noses. Just as a some surplus suppliers (check hobby trations. For fantasy and SF painters, on lifelike face is one of the most telling signs magazine advertisements). In any event, the other hand, other works must be of an expert miniatures painter, so too a use cyanoacrylate or epoxy glue to fasten made to serve. Painting dragons? Look at well-formed and paintable face is a sign of the figures to their permanent bases. a few field guides to find out how the a well-sculpted figure. Finally, gather an assortment of bits and color patterns flow on real reptiles. Wiz- Check for “mushy” areas, where adja- pieces for the final touches that turn good ards? Fantasy art has plenty. TSR’s line of cent parts of the figure—a hand and the figures into great ones. The “grass” fuzz trading cards is invaluable. My reference weapon it holds for instance, or a cloak sold for model railroad scenery can be shelf contains books ranging from all of and the underlying sleeve—blend into used over the entire base of a figure, espe- TSR’s art books to a set of Peterson Field each other instead of being clearly dis- cially if that base is a penny, or it can serve Guides to birds, reptiles, plants, etc. tinct. As well as being common in badly as moss in the cracks between stones. Var- Now that you have your tools and paints, sculpted figures, this tends to occur as the ious grades of grass,” from fine to coarse, you of course need figures to work on. casting molds get old and worn. If possi- and various shades of color for the same There are literally thousands of minia- ble, I like to buy new releases immedi- add realism. A few rhinestones from yard- tures on the market, of every imaginable ately, even if I know I won’t have time to sale costume jewelry add immeasurably type. How do you choose? paint them, just to get castings made while to any dragon’s lair. Try a tiny sea shell the mold is new. It matters. next to a , or a few modeling-clay Get the best, skip the rest bones by a ghoul. The Armory, a hobby A good figure is one that is well-cast. One So, now you have your work area, your supplies store that advertises in this maga- advantage of blister-packed miniatures vs. tools, your reference books, your paints, zine, sells decals that make perfect shield boxed ones is the fact that you can see and a supply of fine figures. Go forth, designs. what you are getting. It is disappointing to then, paintbrush in hand, to do battle with When you decide to try diorama build- open a box and find that you have to do the dull, plain, and the boring, and let ing, your imagination is the only limit. I half of the carving yourself to reveal the fig- your colors shine! keep a stock of model railroad vegetation ure lurking beneath flash and globs of stray * indicates a product produced by a company other in various colors; natural things such as lead. Figures in dramatic action poses look than TSR, Inc. Most product names are trademarks twigs, bits of bark, driftwood, small peb- wonderful on display or in dioramas. How- owned by the companies publishing those products. The use of the name of any product without mention of bles, and sand; rhinestones; and all sorts ever, many look rather ludicrous in actual its trademark status should not be construed as a of found objects. Sculpey is a soft, easily game use, especially those in rather challenge to such status. worked plastic modeling clay that hardens extreme poses. Conversely, figures in when baked (a toaster oven is perfect for excessively static poses look like they are that, by the way). I make common dio- posing for mug shots! Consider the figure rama additions such as bones, mush- in light of the use you intend for it. rooms, snakes, skulls, and so forth in Look for a figure that appears realistic large batches and store them in little com- even before painting. Some, for example, partmented boxes until I need them. Your have decorations on clothing, shields, etc., hobby shop or craft supply store should molded in such high relief that the stock Sculpey, Milliput, or a similar prod- appears to be some sort of strange

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NEW PRODUCTS FOR MARCH NEW PRODUCTS FOR APRIL items into the bog and why? It’s up to your PCs to find out. Van Richten’s Guide to the Lich ALQ3 A Dozen and One Adventures $6.95 U.S./$8.50 CAN./£4.50 U.K. AD&D® game RAVENLOFT® accessory AD&D® game AL-QADIM™ sourcebox TSR Product No.: 9424 by Erik Haddock by Steve Kurtz Dr. Van Richten leads the way into the lairs The fabled magic of the Arabian Nights Deck of Magical Items and the minds of the most perilous of all abounds in this collection of thrilling short AD&D® game accessory undead: the lich. Van Richten’s inexhaustible adventures for your AL-QADIM™ campaign. by TSR staff knowledge of the dangers of the Domains of These adventures provide a rich and diverse Magical items are the ultimate treasures in Dread provides 96 information-packed pages tapestry of excitement and intrigue set in the the AD&D® game. No adventurer worth her salt on the world of these undead wizards. Liches Land of Fate. The box contains a 64-page book, leaves home without her magical weapons and are complex, cunningly intelligent, and utterly a 32-page book, six cardstock sheets, four Mon- other mystical paraphernalia. Now, all the dangerous adversaries. This book gives PCs a strous Compendium pages, and a poster map. essential information on everyone’s favorite needed edge in combatting these vile fiends. $18.00 U.S./$21.50 CAN./£10.99 U.K. magical items are available at your fingertips $10.95 U.S./$13.50 CAN./£6.99 U.K. TSR Product No.: 9432 with this deck of over 400 3”x5” cards. TSR Product No.: 9412 $20.00 U.S./$24.00 CAN./£13.50 U.K. DSM1 Black Flames incl. VAT Ruins of Myth Drannor AD&D® game DARK SUN” module TSR Product No.: 9423 AD&D® game FORGOTTEN REALMS® by TSR staff accessory In this flip-book module, PCs are put in the The Fall of Magic by Ed Greenwood unusual position of trusting a dragon and ward- The Penhaligon trilogy, Volume Two Myth Drannor, in all its treacherous glory, now ing off its enemies, An emerging dragon has few by D. J. Heinrich lies exposed and awaits exploration by brave friends on Athas—the evil sorcerer-kings see it A mad mage seeks to unleash a creature that PCs. The ruins of this elven city have long been as threat to their power, and the preservers seek will destroy all magic in Penhaligon—all magic hinted at in FORGOTTEN REALMS® products. to put an end to its growing destructive abilities. except his own, that is. Only the young knight Now all those hidden secrets are revealed. This The PCs, even with their own enemies, have a Johauna and the mage Davin can stop the boxed set, in the tradition of The Ruins of Under- good reason to keep the dragon alive. arcane assault and save the magic for all of mountain set, details an incredible “super-dun- $14.95 U.S./$17.95 CAN./£9.99 U.K. Penhaligon. geon” that includes 128-page and 32-page TSR Product No.: 2417 $4.95 U.S./$5.95 CAN./£3.99 U.K. booklets, and four full-color poster maps. TSR Product No.: 8037 $20.00 U.S./$24.00 CAN./£ll.99 U.K. WGR5 Iuz the Evil TSR Product No.: 1084 AD&D® game WORLD OF GREYHAWK® Crypt of the Shadowking accessory The Harpers, Book Six PHBR9 The Complete Book of Gnomes & by Carl Sargent by Mark Anthony Halflings For the first time ever, Iuz’s empire of evil and Iriabor of a Thousand Spires, richest of the AD&D® game accessory vile corruption is detailed in this 96-page sup- Caravan Cities, has fallen under the dark sway by Doug Niles plement. Surrounded by his vast hordes of hell- of the Zhentarim. The fiery Harper agent Mari The “little people” of the AD&D® game have ish minions, Iuz, the Old One, has emerged as Al’Marin and the cynical ex-Harper Caledan are always had a tremendous following, and this the greatest threat to the good peoples and free all that stand between the evil group and the 128-page book is for everyone who enjoys play- lands of the Flanaess. This sourcebook pro- total domination of a rich and thriving city. ing them. The ways of gnome and halfling soci- vides complete information on Iuz’s empire, Only long-forgotten magic might provide the ety and culture are detailed, as is plenty more his fiendish armies, and the horrifying dun- means to defeat the Zhentarim plot. game-related information. All this leads to more geons beneath his capital of Dorakka. $4.95 U.S./$5.95 CAN./£3.99 U.K. rounded, fully developed PC halflings and $10.95 U.S./$13.50 CAN./£6.99 U.K. TSR Product No.: 8499 gnomes. TSR Product No.: 9399 $15.00 U.S./$18.00 CAN/£9.99 U.K. Before the Mask TSR Product No.: 2134 DMR2 Creature Catalog DRAGONLANCE® Villains series, D&D® game accessory Volume One DSE1 Dragon’s Crown by John Nephew by Michael and Teri Williams AD&D® game DARK SUN™ module The perfect companion to the D&D game This book details the rise of Verminaard, one by TSR staff Rules Cyclopedia, this 128-page compendium of of the central and most hated villains in the The first epic adventure for the DARK SUN™ monsters—both new and old-is back by pop- DRAGONLANCE® saga. Follow Verminaard as campaign setting, this package features five ular demand. This book replaces the old AC9 he claws his way up from humble beginnings booklets two maps, and six cardstock sheets in a Creature Catalog and updates the descriptions to become a despicable man and a ruthless dic- slipcase folder. Someone, or something, has to be compatible with the Rules Cyclopedia. It tator. Upon the wings of evil dragons, he casts a seized control of all psionics of Athas. The pow- also adds background information on the crea- dark shadow over Ansalon—until his precipi- ers of the sorcerer-kings are waning rapidly. A tures and includes new monsters from the tous fall from power. tide of evil is rushing across the sands and must best D&D® game adventure modules. $4.95 U.S./$5.95 CAN./£3.99 U.K. be stopped—something only your PCs can do! $15.00 U.S./$18.00 CAN./£11.99 U.K. TSR Product No.: 8352 $24.95 U.S./$29.95 CAN./£15.99 U.K. TSR Product No.: 9438 TSR Product No.: 2416 Unless otherwise noted: GA2 Swamplight ® designates registered trademarks owned by TSR, Inc. AD&D® game module ™ designates trademarks owned by TSR, Inc. by Jean Rabe ©1993 TSR, Inc. All Rights Reserved. A precious family heirloom and a symbol of office has been stolen from the baron’s castle. Inhuman tracks lead to the edge of the haunted swamp and disappear. Who would take these

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