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SPECIAL ATTRACTIONS Issue #192 Vol. XVII, No. 11 April 1993 9 The worst is yet to come! Join our annual expedition to the lighter side of gaming. Publisher James M. Ward “Don’t You DARE!” — Spike Y. Jones 10 A dozen rules of good role—playing that you should ignore Editor completely. Roger E. Moore What in the H...? — Raymond C. Young Associate editor 15 Try this “devil” of a crossword puzzle. Dale A. Donovan

Fiction editor Band on the Run — Anonymous Barbara G. Young 17 When you read these lyrics, you’ll know why no one wants to take credit for them. Editorial assistant Wolfgang H. Baur Weapons of Mass Destruction: 23 On Sale Now! — Matthew Webber Art director Gnomish ® weapons -need we say more? Larry W. Smith

Production staff Gaye O' Keefe Tim Coumbe FEATURES

Subscriptions The Dragon Project — Greg Farshtey Janet L. Winters 30 Our new “miniseries” debuts with Draconis Cybernetica.

U.S. advertising The Known World Grimoire — Bruce A. Heard Cindy Rick 41 The sting and the sun: Details of the manscorpions. U.K. correspondent The MARVEL®-Phile — Steven E. Schend and U.K. advertising Wendy Mottaz 48 Welcome to the tooniverse of SLAPSTICK™.

DRAGON® Magazine (ISSN 0279-6848) is published ution throughout the United Kingdom is by Comag monthly by TSR, Inc., PO. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road, West Drayton, Springs Road), Lake Geneva WI 53147, United States Middlesex UB7 7QE, United Kingdom; telephone: of America. The postal address for all materials from 0895-444055. the United States of America and Canada except Subscriptions: Subscription rates via second-class subscription orders is: DRAGON Magazine, PO. Box mail are as follows: $30 in US. funds for 12 issues sent 111, (201 Sheridan Springs Road), Lake Geneva WI to an address in the U.S.; $36 in U.S. funds for 12 53147, U.S.A.; telephone: (414) 248-3625; fax (414) issues sent to an address in Canada: £21 for 12 issues 248-0389. The postal address for all materials from sent to an address within the United Kingdom; £30 for Europe is: DRAGON Magazine, TSR Ltd., 120 Church 12 issues sent to an address in Europe; $50 in U.S. End, Cherry Hinton, Cambridge CB1 3LB, United King- funds for 12 issues sent by surface mail to any other dom; telephone: (0223) 212517 (U.K.), 44-223-212517 address, or $90 in U.S. funds for 12 issues sent air (international); telex: 818761; fax (0223) 248066 (U.K.), mail to any other address. Payment in full must 44-223-248066 (international). accompany all subscription orders. Methods of pay- Distribution: DRAGON Magazine is available from ment include checks or money orders made payable game and hobby shops throughout the United States, to TSR, Inc., or charges to valid MasterCard or VISA Canada, the United Kingdom, and through a limited credit cards; send subscription orders with payments number of other overseas outlets. Distribution to the to: TSR, Inc., PO. Box 5695, Boston MA 02206, U.S.A book trade in the United States is by Random House, In the United Kingdom, methods of payment include Inc., and in Canada by Random House of Canada, Ltd cheques or money orders made payable to TSR Ltd., Distribution to the book trade in the United Kingdom is or charges to a valid ACCESS or VISA credit card; by TSR Ltd. Send orders to: Random House, Inc., send subscription orders with payments to TSR Ltd., Order Entry Department, Westminster MD 21157, as per that address above. Prices are subject to Printed in the U.S.A. U.S.A.; telephone: (800) 733-3000. Newsstand distrib- change without prior notice. The issue of expiration of

2 APRIL 1993 In Praise of One-Night Gaming Stands — Lee Sheppard 52 A change of pace can enliven any gaming group. Novel Ideas— Rob Ring 65 See what the Mists of have in store for you in 1993.

The Ecology (Love Life) of the Lamia — Spike Y. Jones 91 Presenting one of Brendan Farwanderer’s bawdier tails—er, tales. FICTION

The Heroes of Weefield — Mitchell Diamond 68 They set out to tackle an ogre, but wrestled with their consciences instead. REVIEWS COVER The Role of Computers — Hartley, Patricia, and Kirk Lesser 57 Quest for king and glory—courtesy of your PC. Cover artist Tom Baxa provides us with a colorful visual demonstration Role-playing Reviews — Rick Swan that, in April, not everything is as 82 Take a look at two howling-good werewolf games. it seems. Through the Looking Glass — Robert Bigelow 112 Would you believe a pigasus? DEPARTMENTS

4 Letters 102 Dragonmirth 6 Editoral 104 Twilight Empire 35 Convention Calendar 108 Gamers Guide 76 Sage Advice 120 TSR Previews 98 Forum

each subscription is printed on the mailing label of lope (9” 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, pad 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 (PO. Box 756, Lake Geneva WI 53147, U.S.A.) or from Advertising: For information on placing advertise- opinions or mis-information contained in such material. TSR Ltd. For a free copy of the current catalog that ments in DRAGON Magazine, ask for our rate card. All ® designates registered trademarks owned by TSR, lists available back issues, write to either of the above ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR, Inc. 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., PO. 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 When my June issue failed to arrive, I was a question about an article or have an idea for a naturally concerned. I phoned Dragon [and] To whom it may concern: new feature you’d like to see? In the United was eventually connected with Roger Moore! I I would like to outlaw forceful barbarians. At States and Canada, write to’ Letters, DRAGON® may under a false impression, but I was sure one of my meetings I found a +1 pole arm that Magazine, P.O. Box 111, Lake Geneva WI 53147, that Dragon Magazine was too large an organi- looked like a glaive but the DM called it some- U.S.A. In Europe, write to: Letters DRAGON zation to have the dead editor respond to things thing else. Well anyways I took it to a barbarian Magazine, TSR Ltd., 120 Church End, Cherry as trivial as subscription orders. [“Head” editor, trader and he asked to see it but I said no so he Hinton, Cambridge CB1 3LB, United Kingdom. perhaps?] pulled it away from me and attacked me with it but luckily I casted a magical armor spell on [From a flyer advertising a 1/32-scale minia- my mage/fighter and it left me with 2 hits left. I ture of a camel with a Gatling gun mounted on ran out of the tent and tossed a greek fire can- Roll for surprise its back] A Unique Holiday Gift Idea!! Order nister at it and it burned but he escaped and The following are short excerpts from letters Yours Today!! New Steadfast Camel with Gatling was taken into for illegal possession of and articles received by the editors of DRAGON Gun!! In Stock Now Ready for Immediate weapons but my character couldn’t get the Magazine. Except for minor editing, they appear Shipment!! weapon because the constable took it. I went as they were written. back to the tent and found magic arrows with a Dear Dragon, 50% chance of breaking but for some reason it [Received from Nigeria] Dear Editor, In our party we have a fighter/cleric who just doesn’t make up for my magical +1 pole Application letter to obtain one parcel of some wears boots that he lined the outside with rabbit arm that I fought strong psychos for and dug of your (KING KONG) magazines and Ninjas mag- fur But he left the heads of the rabbits (ears still into ashes to get. azines wrestling magazines with some American intact) on the foot of his boots. I play a druid and films magazines from your Role playing was wondering if I should be offended by this Dear Dragon, Game’s Association Network. I am very inter- Especially when he wiggles his toes to make the Having been an AD&D player and ested to joined your (R.P.G.A.) Network, because I heads move, this to get a goblin to come closer master for about a decade now. I’ve come to enjoyed most of your subscriptions magazines to the bush so he can off the goblin. the point where I would like to make a lasting when I red through them from the office of the contribution to the game. Combining my commander in chief of the Naval Staff. [Received from England] While reading a knowledge of AD&D game mechanics with my Further more, I am professor [name withheld national paper, I found an interesting article education as a third-year law student, I am by editors], the Sports Auditor General, Sport that basically says proud to present to you the barrister player Complex from the University of Benin. Certainly character class. The barrister is essentially an I will want you to please enrole me to joined VERSAILLES: A dwarf has won his fight to expert in trials and negotiations. I know the some of your Role playing Games Association be flung across rooms for a living. Manuel length of the manuscript is a problem. [As a Wackenheim appealed against the ban on membership, and I am ready to corperate with solution] the barrister class could be published the “sport” of dwarf throwing, which the you sir. Certainly every pictures of all your mag- government ruled degrading. Wackenheim, in four DRAGON Magazine installments of less azines tells a story, and they are many things to 25, who performs with a helmet and than 20 pages each. Write about the Role playing Game Association padded clothing, will make a comeback at a Network. disco near Grenoble. [From a female gamer] Dear Dragon, Finally, I will kindly want you to please sends I am writing because I would very much me just one parcel of some of your (King Kong) liked to know if there is a Nymph character magazines, wrestling magazines and Ninjas’ I don’t remember ever having met a dwarf who class. If there is please tell me where I can magazines with an American war films was willing to be thrown around. We did want learn about it. If there isn’t could you please magazines. to throw a over a pit at the European design one. I think it would be fun and quite I shall be very happy with you. May the ® games fair last year, but she interesting to play. Almighty God crown all your efforts with good complained. and Everlasting Success and Wisdom for long As there wasn’t anything about dwarf throw- [Opening lines from fiction submission] San- life and God’s gards Amen. ing in the Dwarves Handbook, I think that dulax was not your typical elven farmer. No, far Dragon should print the rules sometime. from it. He was cruel; cruel beyond belief; The voyeur is a risque AD&D® character especially to his pigs. He would torture them class intended for non-player use only. The I’m writing because I’ve been working on an not only in body but in mind as well. Using his voyeur (always male) more or less devotes his idea for the DRAGON I had an idea for a magic, and powerful magic it was, he would life to spying upon women in states of undress. very practical NPC which has yet to show up; mentally degrade them simply for being pigs, Voyeurs can be human half-, elven, or half- and I wanted to see it all worked out right the elven. Dwarves are too “dour and taciturn,” first time. A character that can be found in any Dear Mr. Moore, gnomes too easy-going and too -adventure scenario a character of Enclosed is an article I’m sure your readers goody-goody. [Manuscript continues for five great versatility; who can belong to any align- would enjoy. It’s about how to play songs on the pages before concluding with:] The DM may ment. . . Oh, who? The girls of “the worlds old- telephone. Though the topic doesn’t have any- wish to create some magical items usable by est profession.” The Ladies of the Evening! thing to do with RPGs, it is something that voyeurs only. Then again, the DM may just [Cover letter for 50+ page typed manuscript, everyone in my role-playing group enjoyed. decide to use this article for litter box liner. which included illustrations that caused the edi- tor to drop the manuscript in shock]

4 APRIL 1993 [Cover letter for a 48-page manuscript typed while he was making an assassination attempt pay up. He is a rather powerful illusion who on torn-out notebook paper] to whom it may on two other player characters. [The Adminis- cannot be disbelieved by normal people. . . . concern; this book is about led zeppelins fanta- trator] refuses to accept the truth that Ninjas can Othcar, The Magic Bouncer: Othcar is the most sys i would greatly apreciate if this book gets only be killed by other Ninjas. This was proved powerful illusion Wenches have. . . . published robert plant would have wanted me to be true in the movie, Ninja III: The Domina- to write a fantasy ab out them in homor of john tion, when the Ninja continued to live when his Dear Dragon, bonham. if this gets published i would like a head was cut off. This was also proved in the G.I. According to the “TSR Previews” department copy sent to robert plant and jimmy page. if you Joe comic book in which the Ninja Storm- in DRAGON issue #178, Wizard Spell Cards deny this book i will understand Shadow went into a Phenix trance, which only have been released as a new product for Febru- made him look dead, when he was shot. . . . Why ary (1991). However, I bought a set of official [From a monster description, with an illustra- don’t we make these games realistic? AD&D 2nd Edition 1st level wizard spell cards tion showing the monster to have the upper last summer (the copyright date is 1990) when I body of a nude woman with giant pincers for I would like to know if you can give me was in Japan. Over there, they are sold by spell hands and the lower body of a huge crab] With advice for somethings. For instance when me level and, of course, they are in Japanese. The the advantage of a Comeliness of +25, her great and my friends play Advanced & fact that the Japanese had spell cards before we beauty has a stunning effect on all males with a Dragons I allways come up with stupid names did is of concern. Do the Japanese have any Wisdom less than 16. like Kor the barbarian or Sinadon the fighter. other TSR products that we do not and, if so, And allso I make wierd decisions so I’m won- what? Do they own TSR? [Letter from reader whose submission was dering if you can help me out. rejected] Why did you idiots send the sheets Dear Dragon, back, were they ever looked at and how come I am currently in the process of writing a I realize that this probably won’t see print you never wrote a reply to me also do have module, and I would like to know if it meets until after Christmas, if it sees print at all. My enough monsters for your conpendium if so your standards. . . . I have to tell you one thing, problem has been bugging me for years and I what did think of the monsters I created, you but I don’t think it will affect your judgment want it cleared up. I’m tired of tales of the Jolly will getting a lot more sheets with many more much. The module is based loosely on an Old “’ Santa Claus. Santa is not an elf, he is a newly generated creatures or have had grown episode of a (don’t laugh at me) cartoon. If it dwarf!! Yes, a dwarf! [Two pages of evidence tired of people sending them to you. matters any, it was the “Smurfs!” shown on Sep- supporting this viewpoint follow] tember 13th. Dear Dragon, [Suggestion supplied by reader on a recent When a human and a halfling “get to know [From a 13-page article—with illustrations] The survey form] You should start a singles’ column each other a little better,’ what do you come Wench was written in response to a player asking for adult gamers! out with? me to write the class for her character. The a) a seventy-five percentling. Wench is a conglomerate of a thief and an illu- Dear Dragon, b) a three-quarterling sionist, with a few tricks of her own thrown in. . . . Tonight a Kobold will enter Roger Moore’s c) a dwarf. [Spells for Wench class] Guido, The Magic bedroom and eat his socks. d) a horrible ugly blob of pure evil that sucks Pimp: Guido is for those customers who do not the souls of men into a vortex of sin and degre- dation. Thank you for listening.

[From a 10-page article—with illustrations] The seducer is an unofficial class that has been created for DMs and players alike who always wished to have some sensual and pleasure-giv- ing girl to be a part of their campaign. A fair warning, though: A seducer character is not recommended to players who enjoy playing evil characters, for a seducer’s goodness equals even a paladin’s or ranger’s. . . . What is a seducer? A typical seducer is an extremely beautiful human female who’s constant goals are to help humankind with current problems such as poverty and starvation. . . . Only but six- teen seducers presently walk and seduce the surface of Faerun. Fortunately for the men of Toril, they’re spreading like a disease!

Dear Editor: Are many of your readers parents or grand- parents? If the answer is yes, we’ve got a good subject for you to publish. We’ve just proudly released an unprecedented video series titled The Magic of Paper Folding (vol. 1-4) which teaches the ancient art, origami. . . .

I am writing in the hopes that other players of the TOP SECRET/S.I.™ system will agree with me in my dispute with the Administrator of my group. My character is a Ninja. . . . My Adminis- trator thought that he had killed my character An Ode to Bubba Artwork by Jim Holloway

The first clue we had that our undead- izing there wasn’t much left to do at this GM is almost having a spasm trying to fig- hunting expedition was drawing to a close point, Bubba resignedly fired a few last ure out how to kill your hero. came when what was left of our party was rounds of buckshot at the undead, dent- Bubba did indeed go on to join future overtaken by an army of skeletal conquis- ing their rusty conquistador helmets as adventures, though he was eventually tadors. This was a problem, because we they chewed on the rest of the adventur- used as a test character in a new game were on a boat in the middle of the ers. He was the last to go, but before the system and had the lower half of his body Caribbean, and running away was going undead conquistadors got him, he threw changed into that of a giant lizard (a “tech- to be difficult. We were playing a modern- his shotgun away and leaped off the boat nical error”). Still, he managed to retain horror role-playing game, and Dave, the into the water. his basic cheerful nature, and he attracted game master, had a silly grin on his face “Bubba’s swimming to shore,” I told the some very unusual girlfriends, but we the size of New Hampshire, so we knew GM flatly. I was kind of attached to Bubba, won’t discuss that here. He never became we were all going to die. and I didn’t feel it was right for him to Zombie Chow. He was a winner, Actually, we knew we were all going to turn into an hors d’oeuvre without some I had occasion to think of Bubba die quite a bit earlier in the session, about sort of a struggle. recently when we were in the midst of the time that the shotgun-proof zombies “No way! You can’t!” Dave yelled, not to converting DRAGON® Magazine to a desk- ate two of our party in the Louisiana be cheated of his rightful prey. He was top-publishing format, and the computer swamps, which explained why we were also a teenager and prone to yell at any- system had managed to print out a book- now on a boat in the middle of the one for any reason. “It’s too far!” review column in which every page was Caribbean getting as far from that swamp I picked up the dice and began rolling. identical, the end of the fiction story was as possible. It obviously was not far Bubba had a great Swimming score, and I cut off and lost in the files, and we didn’t enough, as the army of skeletal conquista- made three or four skill rolls in a row. have enough material and had to fill four dors was preparing to demonstrate. “He’s still swimming,” I told Dave. pages at the last moment with an article Everyone in the group drew his gun “There are sharks in the water!” Dave we hadn’t even edited yet. This came on a and opened fire. Almost everyone. yelled. “There are alligators all around! Monday morning when I’d gotten only “Ah, do not fire, do not fire!” called my And there are undead, too!” three hours of sleep the night before. On character, Juan Jesus “Bubba” Rodriguez. “Bubba’s still swimming,” I said top of all that, I had no M&MS. Bubba was built like a half-ogre but was doggedly, making another half-dozen If I were Bubba right now, I thought, basically a really relaxed and carefree guy, rolls. “He’s not gonna stop.” resting my forehead on my computer even with undead swarming all over his Dave went into a frenzy of die-rolling, screen, this would be a good time to jump ship. He knew his shotgun was useless, so trying to have everything in the ocean in the water and swim for shore. But there was no reason not to be a little laid down to Amazonian piranha find Bubba there was no water, so I decided that back. “Not to worry,” he told the rest of the Rodriguez and eat him, but I kept making Bubba would (assuming he knew how to group as they hysterically blazed away his Swimming roll. Dave was trying hard edit better than I knew how to speak with every weapon they had at the advanc- to follow the rules and was too new at the Spanish) up the good fight and never ing horde. “These are Spanish undead. game to simply say, “Too bad, you’ve been surrender, and would edit away. So I did, They will listen to me. Watch. Eh, mucha- eaten,” so after a few hours of the Aus- and the issue went out at last, and I did chos, como están?” tralian crawl, Bubba Rodriguez pulled not become Zombie Chow. Talking to undead had worked for me himself up on shore and collapsed. He Some people wonder if you can learn once before, when one of my fantasy- was back in the swamp, of course, but he anything from playing a role-playing game characters was able to buy off some was alive. And that’s where the game game. I think you can. But you don’t wraiths with a wine bottle. It wasn’t work- stopped, because now that everyone else always have to tell people where you got ing now. The GM was obviously not in the party had been eaten, the rest of the your knowledge. impressed with my grade-school com- players were hungry and heading for the mand of Spanish. He had been telling kitchen. everyone for days that everyone was going I felt I’d achieved a sort of moral victory, to die in this, the first adventure he was even if no one else cared (after all, their ever running as a GM, so he was proud of characters were eaten.) I realized the how well he was doing. He wanted to see importance of never letting the bad that everyone was properly eaten alive, guys get you down, even when and he rolled dice and we rolled dice and everything is the undead made lost and the out like they were at a buf- fet luncheon. Real-

A dozen “don’ts” for comedy role-playing fun ©1993 by Spike Y. Jones Artwork by Stephen Sullivan Although most role-players have a gether, except that there’s even some fun favorite game system or genre to play in, just in the action of madly scrambling to many also make an occasional foray into find a pair of dice and roll them on some something different, just for a change. nearby flat surface. When it comes to change-of-pace RPGs, Were we following the carved-in-stone nothing beats the slapstick mayhem of rules of the game? No. But did we have comedy RPGs such as Steve Jackson one of the most hilarious free-form game Games’s TOON*, West End Games’s PARA- sessions we’d ever been in? You’d better NOIA*, R. Talsorian’s TEENAGERS FROM believe it. OUTER SPACE*, or The Game Company’s TALES FROM THE FLOATING 3. High-brow role-playing: Some GMs’ VAGABOND* games. RPG campaigns are more than simply Unfortunately, when a GM accustomed hack-&-slash affairs; they use the game as a to a serious gaming system like TSR’s vehicle to investigate important themes AD&D®, FASA’s BATTLETECH*, or and social questions, like sexual equality in Steve Jackson Games’s GURPS* a fantasy setting or the legal implications of rules tries to shift gears and run a vigilantism in a super-hero game. While game, he often brings along all the there is nothing wrong with this (in fact, baggage of serious game systems. While some of my best gaming sessions have the following list won’t tell you everything been of this sort), comedy games are about you need to do to run a good session of a much simpler things, like how many times comedy RPG, it does point out some Artwork by John Stanko does a mouse have to hit a cat with an anvil major don’ts, standard practices of seri- before the latter falls down. ous gaming that should be avoided for the 2. Rules slavery: Just as with charac- Even if you’re playing in a setting that sake of good comedy. ter creation, about half of the time spent parodies a serious game setting (such as playing a serious RPG involves the GM and the “Dungeons & Toons” or “Supertoon” 1. Bean counting: Games like Steve players having to remember rules, throw settings of the TOON game’s Tooniversal Jackson Games’s GURPS system and ICE’s dice, and consult charts. While all comedy Tour Guide), you have to remember to CHAMPIONS* rules have complicated RPGs use dice and have rules and charts leave behind all thoughts of “gaming with character creation systems involving the aplenty, it must be remembered that there a message.” Heck, just leave behind all purchasing of attributes, advantages, and is an important difference between com- thoughts whatsoever. skills using a pool of character points that edy and serious RPGs when it comes to can number into the hundreds. Comedy this stuff. In serious games, these things 4. Plot-forcing: Whether you use an games like the TOON and TALES FROM are used to control the flow of the game. adventure you designed yourself or one THE FLOATING VAGABOND systems have In comedy games, dice and rules can you bought in a store, most GMs have so character creation systems that seem sim- actually impede the flow. much time, effort, or money invested in ilar, so the average GM might get the Most serious games include a statement an adventure that they will fight tooth and impression that he should be as vigilant to the effect that you are encouraged to nail to prevent the players from deviating about point-spending accuracy for these modify the rules to suit your own tastes. from the plot. Some of the professionally games as he is for the “serious” RPGs. The equivalent rule for comedy RPGs is designed adventures thoughtfully provide In fact, as long as the comedy GM that you should feel free to completely the GM with methods of keeping the train an eye out for blatantly gross point cheat- ignore all of the trappings of rules, charts, on the tracks, such as suggestions that all ing, such minor errors in accounting (or and dice if they get in the way of the action side-branches of the road the party is sup- “creative financing”) should be ignored if and fun. posed to travel be populated with hordes they lead to a funny result. For example, if As an example, in the first TOON game I of monsters so dangerous that the PCs a FLOATING VAGABOND Patron is outfit- ever ran, we started off playing things will be forced to take the correct path to ted with an arsenal of high-power exactly by the book. Whenever a player save their lives. weapons he obviously didn’t have the wanted to do something, he’d ask me In a comedy RPG, the plot is just an money to buy, the GM might have to make what attribute or skill to roll against, he’d excuse to get the PCs to do something some changes; if the same Patron used make his roll, announce whether he’d funny. If the “something funny” happens that nonexistent money to buy potentially made it, then turn to me to hear what the to be related to the plot, that’s a bonus; funny gear, like rubber clown feet, a pet result of his successful or failed activity however, as the main goal is humor, not rock, and a lifetime subscription to Sporks was. As the game progressed, I got tired of problem-solving, a simple thing like the Illustrated, the Men’s Magazine of Utensils, having to play such a major rules-role in plot should not be allowed to stand in the he should be cut some slack. the session, so I just began telling the play- way of the adventure. More relaxed GMs might even want to ers to roll against whatever skill they This isn’t to say that the GM should shun abandon the point-building systems of wanted, then I told them to interpret their plots altogether. In comedy games, the plot comedy games entirely, simply telling the own results. Finally, they really got into it, serves a special purpose. Whenever players to come up with some sort of rolling the dice with abandon, interpret- there’s a lull in the comedy or one of the funny character. As long as the characters ing the rolls without even bothering to player’s jokes fails to lead anywhere, that’s end up looking basically legal, and as long look at their skill scores, and just the time to remember the plot. Whenever as they’re funny, then no one need care announcing what action happened using the players stop generating their own that a carefully crafted set of rules has the rule “whatever’s funny is legal” to humor, it’s a good time for the GM to been circumvented. adjudicate the results. We could even have remind them of what the plot was when abandoned the rolling of the dice alto- they started. They probably won’t get any

DRAGON 11 closer to solving it this time around, but a the point, leaving more time for the play- that there’s no requirement that AMBER good plot gives players lots of ideas from ers to play instead of pretending to listen players ever be rewarded with advance- which to draw wacky tangents. to details that they fully intend to ignore ment points. In that author’s campaign, once the GM stops talking. You needn’t points were awarded on an annual basis, 5. Goal orientation: We’ve all heard the worry that a less-than-full description not after every game session. phrase “Winning is everything,” and most might lead to mistaken impressions (“I This is just fine for serious RPGs, but it RPGs play by this same spirit. Oh, certainly, thought you said that the door opened just doesn’t cut it in comedy games. Gain- you can’t simply win or lose a normal fan- inward!”); if a mistake leads to a silly situa- ing experience; plot points, promotions, tasy game, as each game session is merely tion, then your job (making funny things and the like are all fun, so you have to part of an ongoing campaign. Any particu- happen) has been done for you. make sure the players get lots of them. Of lar victory or setback is only the precursor If you ever do find yourself uncon- course, you should also make sure that to the next set of obstacles in the PC’s way. sciously monopolizing the conversation they get only what they deserve, so a dis- Still, players want to successfully pass more for a standard GM monolog, quickly cut to ruptive player shouldn’t get as many XP as rolls than they fail, beat more monsters a fight, a chase, or an inexplicably strange one who contributed a lot to the occasion. than they are beaten by, and collect more occurrence to cut yourself off. If any of the Still, everyone should come away with treasure than they can spend. players tries to take more than his fair something at the end of the game. In good comedy, it’s as fun to fail as to share of game time by endless talking, use In fact, why wait for the end of the succeed—in fact, sometimes it’s more so. the same method on him. game? In the TOON game, the Animator is Players in a comedy RPG shouldn’t be expected to hand out Plot Points when- hung up on success at all costs. It’s up to 7. Favoritism: In a lot of games, the ever something cracks him up instead of the GM to ensure that the penalties of fail- easiest way to organize the characters is waiting for the end of the game. The same ure are at least as funny as the rewards of for one of them to act as leader, while the should go for all comedy RPGs. If you’re success at the level of both the individual rest are followers and supporters. In prac- playing the TALES FROM THE FLOATING die roll and the overall goal of the adven- tice, there are often multiple leaders for VAGABOND game and a player blows ture. Thus, the players won’t be trained to different situations, such as a street samu- away a Disgustingly Cute Furry Thing in a strive for success and avoid failure rai taking the lead during combat in particularly inventive way, give him 5 because of the comedic rewards. FASA’s SHADOWRUN* game, while a Experience Points right then and there. If Of course, there will still be a sense of decker or other character does so in he was actually supposed to kill the Furry satisfaction that will result from an adven- other circumstances. This pattern is easy Thing, make it 10! ture that was both funny and successful, to fall into because it provides the most This practice is not even likely to lead to so the GM shouldn’t force failure on the effective allocation of resources to prob- hyper-inflated super-characters! Oh, sure, players just for the fun of it. For example, lems. The player of the fighter gets to do the PCs are going to become more power- if the basic premise of an adventure is most of the talking during combat, the ful, but in a comedy game that’s not a big supposed to be the rescue of a kidnapped cleric during negotiations, the thief dur- problem, as the settings used in those princess, he shouldn’t let the princess be ing the off-hours, etc. games are inherently more flexible than killed in the end, even if it is done in a In a comedy game, effectiveness should those in serious RPGs; they can expand to funny manner. If the PCs fail to rescue her take a back seat to a lot of other consider- include mega-characters without becom- by their own efforts (or if they entirely for- ations, one of which is involvement. A lot ing warped out of shape like normal cam- get their mission by the time the session of times, comedy game sessions are domi- paign worlds. (If you’re still afraid of the approaches a close), she should be freed nated by the loudest, most animated, or spectre of overpowered PCs destroying a in the end by some improbably coinci- funniest players. But the concept of “effec- campaign, take a look at the section on dence and berate the PCs for their inepti- tive allocation of humor” just doesn’t “Fairness”.) tude (in a humorous manner, of course). carry the appeal that the same concept The scenario should still be one in which does for firepower. For maximum enjoy- 9. Fairness: One of the hallmarks of a winning is possible and, indeed, in which ment of the game to be had by everyone, good GM in most game systems is that he’s the PCs usually win in the end. Still, you the GM must ensure that everyone partici- fair. Characters may be injured or killed in shouldn’t let the players get obsessively pates maximally. his campaign, but only if the rules strictly one-minded about success to the exclu- Don’t get caught up in the actions of a require it or, within the context of the sion of other comedic possibilities. few players, even if they are doing the ongoing narrative, the character deserves most interesting stuff. Having a leader and it. Thus, when a player’s hero is harmed, 6. Conversational equality: In many a bunch of followers just doesn’t work he knows that there was some reason serious RPG campaigns, the GM sees his here. And don’t let anyone “pass” on his behind the injury, from something as sim- relationship with the players as one of turn; make him say something. Having the ple as the fact that he failed a parry roll, to equality, Thus, he thinks that he has the strange occurrences occur to the quietest something as complex as the fact that he right to talk as much as they do. All of player is one good way of getting him into had failed to live up to the heroic ideal them. Put together. And, if he has lots of the spirit of the thing. required of him on his quest. interesting things to say, such as giving In comedy RPGs, things are different. detailed descriptions of the, lost city in the 8. Stinginess: One of the last duties a Here, you shouldn’t let something as triv- jungle that the PCs have found, or of the GM has to perform at the end of most ial as good or bad dice rolls decide how combat maneuvers of their enemies, the gaming sessions is to award experience the story is going to progress, nor should players won’t even complain about the points (XPs) or their equivalent to deserv- anything happen because of anything else. GM’s long-windedness; they’ll probably ing PCs. Most serious games have a strict The only reason for events to occur is praise him for his imagination and set of guidelines on how this is to be done, because they are fun or funny. If the best descriptive capabilities. hoping to prevent the problem of XP thing the players can say about you after In a comedy game, however, the rules hyper-inflation rapidly producing charac- the game is, “Well, at least he was fair,” are different. Talk is cheap, but action is ters able to destroy the entire campaign you’ve failed to create comedy. where the real humor is. Instead of bog- world. Thus, XP awards are usually small Taking the example of combat, a seri- ging down the game with long descrip- and sometimes rare. As an extreme exam- ous campaign GM will try to balance the tions and carefully crafted monologs, the ple, Phage Press’s AMBER* game includes strength of the party and its opponents so GM’s narratives should be short and to a statement by Eric Wujcik to the effect that there is always a risk of the PCs being

12 APRIL 1993 defeated. However, he will usually ensure some significant damage on the robot uation, don’t help them out; just let them that the risk isn’t so great as to make it before being trounced. If, by some strange muddle around in it for a while. If you’re likely that the players’ beloved characters coincidence, all the other PCs pull out lucky and good at improvising, they’ll will be destroyed. brass knuckles and have at the robot, never know that they screwed up your. In a comedy game, killing a PC (or mak- throw logic to the wind and let them adventure in the first place. If it works, ing him “fall down,” in the TOON game’s defeat him, retroactively deciding that the don’t let on that things weren’t planned terminology) can actually be fun. Since the robot’s only weaknesses were to brass and that way. Accept praise for anything that players don’t usually take as much time to fisticuffs (see “Consistency” below). works, blame the players for anything that create this sort of PC, a PC’s death usually doesn’t, and remember that “Any funny isn’t fraught with the same sort of 11. Consistency: A good, serious RPG idea you can take credit for is a good one.” heartaches (besides, in the TOON game, campaign world simulates the real world “fallen” characters get up again). While a in a number of ways, with the obvious dif- In the spirit of ignoring rules, I’ll ignore comedy game GM shouldn’t go out of his ferences that make the game worth play- my restriction on a dozen points and offer way to kill PCs, he also shouldn’t take great ing, like the addition of working magic to a an extra “don’t” to remember: pains to ensure parity between heroes and medieval setting or of vampires to the mod- villains, as long as the eventual encounter ern world. Whatever changes are made, 13. No-fun puns: So far I’ve been say- will be funny. As it says in the rules for the the players can rest assured that some ing that humor is better than seriousness PARANOIA game, desperate struggles things are constant, like the laws of gravity, when you’re running a comedy RPG. Well, against ludicrously impossible odds make mathematics, and causality. Moreover, the that’s not exactly true; humor of the right for some of that game’s funniest moments. players can be confident that the rules of sort is better than seriousness. If you the game are going to remain the same. If come to rely on the wrong type of humor, 10. Overuse: After a few sessions of the rules changed without warning or jus- you’ll find the game being less fun than any serious RPG, the players have usually tification, the GM knows what sort of a the worst of serious RPGs. figured out some of the more effective tac- ruckus that would cause with the players. A lot of comedy RPG players, GMs, and tics for combat, negotiations, bargaining, If the same held true for comedy RPGs, even professional writers think that you or whatever, as defined by both the writ- things would become too predictable. The can get by on a pun or a joke, and that a ten rules and the style of the GM. In fact, a robot killers in the “Overuse” example silly name will make a boring character GM might even give preference to PCs above would find that repeated use of interesting. In fact, it just makes him a who develop individual “trademark” styles brass knuckles against killer robots would boring character with a silly name. On the that differentiate them from all the other become progressively less effective, possi- other hand, some GMs make their jokes characters of the same type in a campaign bly even disastrously so. Whenever the too difficult, involving complex plays on (such as a fantasy-game warrior who uses players in a comedy game start to think words (some in foreign languages), side a weapon less effective than the long that they’ve got the universe figured out, references to obscure television shows of sword that most fighters use). In other it’s the GM’s job to prove them wrong. the ‘50s, and punch lines that are cata- RPGs, skills improve the more you use The key to humor is that it is unex- strophically forgotten at the last second. them and degrade if you ignore them, so pected. In a humor game, things don’t If you want the sort of belly-laughs that that over time you’ll find characters with a always go exactly as planned. The more make it all worthwhile, you have to go few popular skills or spells with which divorced the game is from reality, the less slapstick. If a character fails at an attempt they are proficient, but with a number of the players should be able to count on to do something, don’t just have him fail, other skills that they tend to ignore. things like cause and effect. In the TOON have him fail disastrously. If he succeeds, While this may lead to more effective game, you can shock your players by end- have him succeed spectacularly (which PCs and more successful adventures, it ing a sequence of running breaches of the doesn’t mean completely; a single spectac- can get boring, and boredom is the bane laws of probability with something that is ular success should never completely of comedy gaming. Sure, players who completely normal; for example, if the solve the problem the PC is facing). No have optimized their characters by players have been having fun calling for a matter what you do, don’t let the pace of putting all their experience points into taxi to see what strange thing other than a the game get bogged down. When you’ve building up a few key skills or abilities are cab will appear next, it might be fun to fol- forgotten what should come next in the going to want to use those abilities as low the 747’s, turbo-charged bulldozers, adventure, don’t try to come up with much as possible, and if a particular tactic and flying frying pans with an actual New something intricate. Just pick a character is found to be especially effective in cer- York City taxi, complete with obnoxious and have something drop on him from tain situations, they’d be fools to use the New York City cabbie. out of the blue. some other tactic or ability. And that’s the More importantly, if some joke or shtick key to it all: They’re supposed to be fools 12. Damage control: A lot of magazine manages to get a laugh from your players, when they’re playing comedy RPGs! articles have been written on the subject reinforce the humor by having the joke Encourage your players to experiment “What do you do when things start to go repeatedly come back to haunt the PCs with their characters’ abilities. If the party wrong?” In a comedy game, the correct later in an adventure, or even in a com- is faced with an overwhelming menace— answer is “Nothing.” Or, better yet, “Make it pletely unrelated adventure. Running gags say, a 400’-tall killer robot—and one of the worse.” If in the first 10 minutes of a serious are the sort of thing that become the folk- “heroes” puts away his shoulder-mounted game the PCs defeat the villain who was lore of a gaming group, causing players to robot-killer missile launcher and pulls out supposed to provide a full night’s entertain- start giggling at the mention of it months a pair of brass knuckles, so that he can go ment, or if they end up killing the NPC who after the event. hand-to-hand with the robot, don’t follow was supposed to lead them to the next stage your initial inclination to kill him outright, of the adventure, the GM would have to * indicates a product produced by a company other even though that’s what the rules say will scramble to come up with a replacement than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. happen. The player has done something villain or NPC in order to salvage the situa- The use of the name of any product without mention silly, and you should reward him. Of tion and prevent the PCs from being stuck of its trademark status should not be construed as a course, you don’t have to let him win in a no-win or no-fun situation. challenge to such status. because of his silly tactic; that would be If things start to go wrong in a comedy too easy. Let the PC survive for a few RPG, however, let them. When the players rounds of the fight, even letting him score get their characters into an impossible sit-

DRAGON 13

Across 8. Narrow abyss 41. Caramon, to Palin and Tanin 1. Deck , a.k.a. hadozee 9. NASA moonlander 42. Red (Viking explorer): 2 words 4. Art (short for “decoration”) 10. Bird akin to giant eagles 43. Lowest baatezu 8. debt (repay the moneylender): 11. Lesser baatezu 45. Lesser baatezu 2 words 12. Like the teeth of 17 across 46. Pittsburgh player that sounds like a 14. Greater baatezu 13. -fiend (baatezu enemy) rogue 16. Druid’s type of medicine 15. Dir. from Qualinost to Solace: abbr. 47. Scientific theory (abbr.) 17. Least baatezu 21. Nymph’s beloved 50. Military command: 2 words 18. Greater baatezu 23. Filled, as a theater: abbr. 54. What a knock spell does to a door 19. Number of eyes on a cyclops 24. Greater baatezu 46. Brigandine, e.g. 20. Gambler’s refusal: 2 words 26. Lesser baatezu 59. “Help take a out of crime.” 22. Root meaning “within,” as before 28. Colloquial crossword abbreviations 61. Flogging weapon “-terica” 30. Farmhouse features 62. standstill (stalemated): 2 words 23. Infiltrator’s role 32. Word with ghoul or phantom 63. Fighter’s prime req. 24. Wildebeest 34. Actor Peter O’ 64. fiend (greatest baatezu) 25. King’s messenger: abbr. 36. “Wild” gov’t. organization: abbr. 66. Singers Green and Yankovic 27. Misdirection lasts eight : abbr. 38. Spell that clay golems hate 67. Quasi-elemental plane 29. Town officer 40. Comb. form with “-dactyl” Solution is somewhere in this issue! 31. Oregon’s time zone: abbr. 33. What hanburis cost in Kara-Tur: 2 words 35. Like a hanburi priced at one yuan: 2 words 37. Class of lernaean creatures, to a biology sage 39. Least baatezu 41. Representative at a role-playing convention 44. Swamp-traveling boot 48. “You right!”: 2 words 49. Greeks’ fifth letter 51. Like Otik’s spiced fried potatoes 52. Lit only with a small candle 53. Neither’s companion 55. -kien (oriental long sword) 57. Response to #5 down 58. Cave bear’s child 60. word, blind 62. Tavern favorite 63. Feature of a giant skunk 65. Lesser baatezu 68. man (Oz creature): 2 words 69. Places alone 70. Begins video game anew 71. Portal guardians 72. Prince’s title: abbr.

Down 1. Monsters’ “target” stat 2. Burst: 2 words 3. Lesser baatezu 4. Two: prefix 5. “What do you expect, your beer?“: 2 words 6. Send to the brig: 2 words 7. Yuki- (evil Kara-Tur maiden)

DRAGON 15

A collection of songs for anyone who will sing them by people who would rather remain nameless, for reasons that will be entirely too obvious (Till Her Daddy Takes the Long Sword Away)

for the AD&D® game (with apologies to the Beach Boys)

(chorus in parentheses and italics)

Well, she got her daddy’s sword and she asked if she could give us a hand now. Seems she forgot all about the mon’stery like she told her old man now. Before her daddy could catch her, she went lookin’ for adventure so grand now. And she’ll have fun, fun, fun till her daddy takes her long sword away. (Fun, fun, fun, till her daddy takes the long sword away!)

Well, the can’t touch her ‘cause she swings that mighty sword like an ace now. (She fights like an ace now, she fights like an ace.) She makes a squadron of ogres flee home with the look on her face now. (A look on her face now, a look on her face.) A lot of trolls try to catch her, but she vanishes with nary a trace now. And she’ll have fun, fun, fun till her daddy takes her long sword away. (Fun, fun, fun, till her daddy takes the long sword away!)

Wa-ooo, wa-ooo-ooo-ooo-oo-oo (She fights like an ace now, she fights like an ace.) Wa-ooo, wa-ooo-ooo-ooo-oo-oo (A look on her face now, a look on her face.) And she’ll have fun, fun, fun till her daddy takes her long sword away.

Now, we knew all along that her scheme was just too good to be true now. (Too good to be true now, too good to be true.) And since he took the sword away, she’s been feelin’ bored and terribly blue now. (Terribly blue now, terribly blue. ) But she can come along with me ‘cause I got another sword +2 now, And we’ll have fun, fun, fun now that daddy took her long sword away! (Fun, fun, fun, till her daddy takes the long sword away!)

[slow fade]

18 APRIL 1993 for the RAVENLOFT® campaign (with apologies to Van Morrison)

Hey, where did we go Our last AD&D game? Our DM—a real pro— I give him the full blame. We were hackin’ and a-slashin’, hey hey, Leapin’ and a-boundin’ In the misty graveyard dusk With our pulses poundin’. Saw you—my brown-eyed ghoul. You’re my brown-eyed ghoul.

Moment I saw you (Your fangs had that dull glow), I knew that you had me Paralyzed, sweet and slow. Lurking in the moonlight, cacklin’, Rising from behind a grave. Drippin’ and a-droolin’, You tell me it’s me you crave Oh you, my brown-eyed ghoul. You’re my brown-eyed ghoul.

As you dismember me, I hear you sing: [gross phlegmmy sounds] Nya nya nya nya nya nya nya nya nya nya nya di-dah Pgne pgne pgne pgne pgne pgne Pgne pgne pgne pgne pgne di-dah La ti da

So then you clawed your way Right through my heart and bone. I love your mind, it’s in decay, And my, how you can groan.

Sure, we got problems now and then (Sometimes I’m overcome by your breath). Though you like to munch on carrion, With my dream-ghoul, love conquers death Oh, my brown-eyed ghoul. You’re my brown-eyed ghoul.

DRAGON 19 for the SPELLJAMMER® campaign (with apologies to the Beatles)

In the sphere where I was born, Lived the oldest gnome I’ve seen, And he told us of his life In the Gnomish Space Marines. So we ‘jammed up to the sun In our fine well-built machine, And we joined the stately ranks Of the Gnomish Space Marines. [chorus] We’re all part of the Gnomish Space Marines, The Gnomish Space Marines, the Gnomish Space Marines. Yes, we’re all part of the Gnomish Space Marines, The Gnomish Space Marines, the Gnomish Space Marines.

Got our tinkers all aboard, All the ones we could afford. Our kazoo band likes to play. . . [musical interlude]

We’re all part of the Gnomish Space Marines, The Gnomish Space Marines, the Gnomish Space Marines. Yes, we’re all part of the Gnomish Space Marines, The Gnomish Space Marines, the Gnomish Space Marines.

Giant hamsters move the wheels, And they drive our great machine. They give us spaham for all our meals, And bite us only when they’re mean.

We’re all part of the Gnomish Space Marines, The Gnomish Space Marines, the Gnomish Space Marines. Yes, we’re all part of the Gnomish Space Marines, The Gnomish Space Marines, the Gnomish Space Marines.

[repeat chorus; note that in actual practice, gnomes constantly add new verses to this song, extending its length ad infinitum]

20 APRIL 1993 for the ® campaign (with apologies to Queen) TANIS: Is this my real life? RAISTLIN: To , she’s a black robe set aside for me Is this just fantasy? Forme... Where do the stars hide? For me! Why does evil close in on me? [musical interlude, headbanging, etc.] RAISTLIN: Hourglass eyes Look up to the skies and see. STURM: So you think evil dragons can beat the good guys? I’m not a weak mage, So you think you can stab me and leave me to die? I know the truth, you see. Oh, Lady—you might do this to me, Lady There will be Dragons Blue, Dragons White, But you’ll never win out, Dragons Good rise to fight. You’ll never defeat Good and Right! Any way the War goes Doesn’t really matter to me—to me. TANIS: Paladine has triumphed Check the skies and see. TAS: Tanis, just look at me! Evil has no place here— Found a purse all full of gold! We’re free. Oh, it’s yours? Well, then I’ll hold— Tanis—please let go of me! I swear I thought you’d thrown it all away!

STURM: Tanis . . . hey, let him go. He didn’t mean to take your cash. We must be off to find the Lance tomorrow. Caramon, Caramon: Where is Kitiara?

KITIARA: I’m late, to meet my friends. Sent men to the front line Greatest power will be mine. Good-bye, everybody, I’ve got to go, Gonna leave you all behind and lead my troops. Tanis (ooo-ooo), you deserve to die. Behind my back you’ve fallen for Laurana. . . .

LAURANA: I see a little Qualinesti in your soul, Tanthalas, Tanthalas, can I be your companion? The memories you’re fighting— That human woman’s fright’ning me!

TANIS: Kitiara (Kitiara), Kitiara (Kitiara) Kitiara Uth Matar— A Dragonlord!

FLINT: I’m just an old dwarf, everybody bugs me. Chorus: He’s just an old dwarf, but he’s still family. He’ll give his life so that we can be free.

CARAMON: Easy go, easy come. Everybody thinks I’m dumb. Chorus: Car-a-mon, we do not think you’re dumb. CARAMON: I’m not dumb? Chorus: Car-a-mon, we do not think you’re dumb. CARAMON: I’m not dumb! Chorus: We do not think you’re dumb. CARAMON: I’m not dumb, dum, dum, dum, dum, dum, dum, dum, dum! Oh, brother Raistlin, brother Raistlin, Brother Raistlin, where’d you go?

DRAGON 21

Weapons of Mass Destruction: On Sale Now! A selection of devastating devices for use with the SPELLJAMMER® universe

by Matthew Webber

Artwork by Matthew Webber

“No!” Satin shouted in exasperation. “I've attached, looking for all the worlds like a machine that works perfectly is a failure; told you ten times now. My ship is the best giant’s bolas had snagged on the end. Had how can subsequent generations of in the sphere! It does not need any she not been so angry she would have gnomes improve on a perfectly working improvements.” The centaur stamped a laughed out loud. device? As a result, a gnomish machine is forehoof on the wooden deck with a “And don’t forget the enormous potential marked both by its outlandish complexity resounding boom. of my very own Phlogiston Fire Bombs,” and its lack of reliability. Nimfaratillarmisarrendilon—Nimf for the gnome finished proudly. The advent of the SPELLJAMMER® set- short—skipped back nimbly and nervously Satin looked back at the gnome, not ting unleashed the engineering chaos of eyed the way the centaur captain’s arms quite sure she’d heard him correctly. the tinker gnomes on the unsuspecting had folded over the bandolier strapped “Phlogiston what.?” universe. In short order, a traveler in across her chest. Satin Truebolt had quite “Fire bombs. The best in the sphere!” could find gnomes all over the a reputation with the pistol crossbows “The phlogiston is an ocean of explosive place, busily “improving” a catapult or mounted there. gas, and you’ve invented a fire bomb for it?” steering vane and rendering it totally “Captainpleasetfyou’donlylisten . . .” he “Exactly! Think of it!” Nimf expounded unworkable. The universe soon learned to began. Satin’s fingers drifted toward the happily, digging a crumpled piece of give tinker gnomes a wide berth, leaving pistol grips. Nimf raised his hands as his parchment out of his pocket and showing it them to their paddleboat-like craft and plea slowed in tempo. “. . . to me. I don’t to her. The scrap was covered with compli- politely (sometimes) declining numerous mean to criticize your ship. It’s merely that cated diagrams and Gnomish shorthand. offers of free “improvements.” Encounters it’s . . . well, so woefully lacking in techno- “You load the bomb into a catapult—even like that between Satin and Nimf are com- logically advanced combat devices that—” yours would do it—and shoot it at the mon at every space dock. “That,” snapped Satin, “is just the way I enemy. When it hits, the automatic ignition Here are a selection of beautifully engi- like it.” One hind leg irritably dug at the assembly comes into operation, which is neered space weapons for any deck with a polished hoof Her lustrous linked to the Greek-fire reservoir here, SPELLJAMMER adventure, all designed, black tail swept from side to side like a then—” built, and usually operated exclusively by cat's. “Off” roared Satin, her shout sending the gnomes. They are not intended for serious “But think!” Nimf protested. “Your ship gnome reeling back. “Get of my ship!” use—a gnomish weapon is as likely to has such huge areas of open deck! Three “But, Captain, think of—” harm its operators as the intended tar- armored full of wasted potential!” Satin whirled and kicked. Nimf tried to get—but they can be amusing (particu- Satin was sure there were tears in the flee first, but he was too slow in putting the larly on an opponent’s ship), and they are earnest gnome’s eyes. “That catapult, for paper scrap away. He departed the main typical of the sort of weaponry one can instance. It has an elegant simplicity, but deck in a high arc, with a dwindling wail expect to encounter on a gnomish side- think how much better it would be con- and a neat print of Satin’s hind hooves wheeler. Gnomish weapons often inflict verted into a launcher for Dorivartarami- marking the seat of his pants. huge amounts of damage, but this poten- arlis’s New Rotating Double Discs With “There’s nothing wrong with my cata- tial is dampened by the danger to the Serrated Edges And. . . .” pult,” Satin muttered to herself patting the weapon’s own operators. Satin growled. Alicorn’s rail affectionately. Each weapon description includes the “Dori’s Buzz Bombs,” Nimf corrected principle, a description of its operation, hastily. “And that prow! It would be ideal for Many readers are no doubt aware of the and the typical problems associated with Neggicharsi . . . Neg’s Wondrous Power tinker gnomes of Krynn, the world of the it. Relevant statistics are also listed. Crew Flail!” DRAGONLANCE® saga. Manic mechanics, numbers are in gnomes and may be Satin looked at her ship, the Alicorn Star, they see a world where nothing exists that halved if human-sized creatures are fool- whose graceful lines rose at the prow to could not be improved upon by the addi- ish enough to help. Also listed is the liabil- form a stylized unicorn’s head. The spiral tion of a host of cog-wheels, little bells, ity per attack: For every individual attack horn stretched forward to form a lethal and rubber bands. Harmless enough, you of each weapon, there is a chance of mal- piercing ram. She tried to imagine the might think, but unfortunately the function, often rolled on 1d20. same ram with a gnomish power-flail gnomish philosophy dictates that a

DRAGON 23 Nimf’s Phlogiston Fire-Bombs Nimfaratillamisarrendilon’s incendiary mechanisms for inflammable atmospheres (especially the phlogiston) —auto-ignition assembly included Principle: As all spacefarers know, the Neg’s Wondrous the flail’s phlogiston is the rainbow ocean that sur- Power Flail operation is rounds and supports the Neggicharsiverativora’s momentum-based likely to cause that contain each solar system. The gases enemy demolition device the ship itself to comprising it are extremely combustible, Principle: The power flail should ide- rotate rather than and any source of fire instantly causes a ally be built onto the prow of a vessel, with the flail. In this case, violent explosion. Naturally, the gnomes its shaft along the ship’s gravity plane. The the gravity plane will couldn’t abide this situation, and Nimf apparatus consists of two huge metal vary unpredictably, designed his fire bombs to safely (we use weights on long metal chains, spun resulting in “Ship Shaken” the term loosely) deliver a single charge of around a shaft. The device is powered by critical-hit conditions every Greek fire to an enemy vessel and thereby a typical gnomish assembly of gear trains round until the mechanism ignite it. The bomb may be launched from and rubber bands worked by perspiring stops again (taking as many rounds as it any standard catapult. It is intended to hit gnomes with hand cranks. The idea is to took to start it). a target plunger-first, to ignite the oil create a whirling propeller capable of Cost: 1,500 gp therein. crunching through an enemy vessel. The Range: Close (ships must be within Operation: None as such; the device is vessel shown is the prototype Flail Snail, grappling range) simply filled with Greek fire and placed plans for which were submitted to the Crew: 6 cranker-gnomes plus 1-10 bill- upon the catapult arm. The device can, of mind-flayer embassy on the Rock of Bral. hook gnomes course, be used in wildspace, but the The politely sent them back. Damage/attack: 4d10 hit points or 1d4 effect is less spectacular. Operation: The flail takes three rounds hull points Problems: The device does not always to crank up to speed, which is usually a Attacks/round: Up to 4 (DMs should hit plunger first. The bomb, being essen- sedate two revolutions per minute (any take into account relative ship positions, tially a barrel, tends to spin in flight so faster and centrifugal force will destroy it). etc.) that it may not ignite, simply breaking up With two “wrecking balls,” this means a THAC0: As per helmsman and drenching the target with oil. To com- possible four attacks per round. Of Critical hit: On 18, 19, and 20 bat this, guidance chutes were added, but course, each attack also has a chance of Liability/attack: Roll 1d20: 1-10, suc- these created drag and reduced the range, malfunction. cessful operation; 11-14, flail tangles in so that the device is as likely to land on the Problems: Starting the device is a devil opposing ship (ships are considered grap- deck of a friend as a foe. Also, guidance of a job: The chains tend to wind them- pled together, and two chains must be cut, chutes do not function in the vacuum of selves around the shaft and not accom- each AC 4 and 30 hp); 15-17, impact can- wildspace. plish much. Solutions include (but are not cels inertia (flail simply stops; 18-20, Care should be taken to load the device limited to) having 1-10 gnomes with long impact cancels inertia (mechanism horizontally on the catapult arm. If the bill hooks keeping the chain untangled, destroyed by shock). 70% chance of tan- bomb is placed plunger-first, the act of and first winding the chains in the direc- gling on startup, reduced by 5% for every launching may detonate it; if placed tail- tion opposite that of their operation so gnome available with long bill-hook. end first, the plunger sometimes comes that they unwind as speed is picked up. If out and flies away in a different direction. the ship is very light (less than 10 tons),

24 APRIL 1993 15-18, fails to detonate (unlit Greek fire ber of hull points damaged). The effect of splashed over launcher); 19-20, explodes the weapon is a single giant spark of light- on launcher. DMs should take note of all ning, hot enough to cause a small explo- spilled pools of unused Greek fire, as a sion in most materials, with a 50% chance spark from striking metal or the friction of of starting a fire on flammable surfaces. In a footfall could set one off at any time. the phlogiston, damage is tripled, with no chance of fire. Dalla’s Mechanical One particularly useful application is to Lightning Arc cause Spelljammer Shock on the opposing Dallaforengisortiala’s friction-generated vessel’s helm, as per “Critical Hits” in the static electricity collection and focused Concordance of Arcane Space booklet in delivery apparatus the SPELLJAMMER boxed set (pages 59- Principle: This was inspired by the 60). This requires the application of a suc- third-level wizard spell, lightning bolt. cessful spark either to the helm or its Indeed, the apparatus is not much more user. The helmsman takes full damage in than a gigantic version of the spell’s physi- addition to suffering Spelljammer Shock. cal components, namely a glass rod and a Of course, the helm must be within reach large flywheel lined with sheep’s wool. of the Lightning Arc. It is possible for a Gnomes wind the flywheel up to speed, boarding party to carry the copper wire to placing it in contact with a tall glass col- this point, if sufficient wire is on hand. umn, generating huge amounts of static Remember: Such wire must be somehow electricity that are channeled along an insulated in order to be carried. insulated copper wire. The end of the Problems: Although the weapon isn’t a wire is maneuvered by a winch-operated bad idea in principle, the spark isn’t guar- arm to brush the side of an enemy vessel, anteed to occur at the desired point; there hopefully discharging the collected elec- is a chance of it occurring on the generat- tricity. This is supposed to start a fire on ing wheel. If the wire becomes severed for an enemy vessel, though much of its mili- any reason, this also affects the sparking tary value comes from the blinding spark point. If the weapon is used in the phlogis- that may dazzle onlookers for 1-4 rounds ton and a spark occurs at the wheel, all (save vs. spells for no effect). Metal ships the wool is burned away from it in a flash, such as mindspiders can become electri- rendering the machine useless. cally charged; the weapon causes no Cost: 1,000 gp immediate effect, but the energy dis- Range: Close (ships must be within charges when that vessel comes into con- grappling range) tact with anything else, causing damage to Crew: 2-4 generator-gnomes plus 2-4 both mindspider and secondary target. winch-gnomes Cost: 120 gp per bomb, including Greek Operation: This device is very simple, Damage/attack: 1d4 x 1d10 hp (see fire charge though the gnomes like to complicate it “Operation”) or 1d4 hull points; triple Range: As per catapult with ever-more complex chains of gears damage in phlogiston Crew: As per catapult (doubled for and pulleys. Two to four gnomes crank Attacks/round: See text gnomes) the flywheel up to speed, while additional TRAC0: 17 Damage/attack: (In the phlogiston) 2d6 gnomes wind the winches that maneuver Critical hit: None, but Spelljammer hull points in explosion, no fire; (in wild- the arm out to touch an enemy ship. Shock results if helm can be hit space) starts fire as normal Greek fire shot Whether or not there is a spark and how Liability/attack: Roll 1d20: 1-12, func- Attacks/round: As per catapult much damage it does depends on how tions normally; 13-15, discharge insuffi- THAC0: As per catapult long it has been since the last discharge. cient to cause damage (may still blind); Critical hit: None The DM secretly rolls 1d4; the resulting 16-17, flywheel sticks (takes 1d4 rounds to Liability/attack: Roll 1d20: 1-10, oper- figure is both the number of rounds it free); 18-19, spark on flywheel sets fire to ates as planned; 11-14, fails to detonate takes to generate the next spark and the wool; 20, reverse arc hits own vessel (unlit Greek fire splashed over enemy); multiplier for the damage (and the num-

DRAGON 25 Dori's Buzz-Bomb Dorivartaramiarlis's new rotating dual-discs with serrated edges and integral mutually opposing gear-sets Principle: Though not a popular enemy vessel, particu- weapon, Dori’s invention is unique in that larly near cover-nets and rigging. there is a working version, albeit some- Problems: As noted, the gnomish what streamlined from the original version simply doesn’t work yet; the gnomish version. The idea was to create a launcher is perfected, but Dori’s buzz- pair of spinning metal discs with serrated bombs are sadly lacking. The blades edges capable of sawing through masts or spin well in the air but stick in the first hulls. This objective has not been met solid obstacle they meet rather than saw- with any degree of success yet. However, ing on through. These missiles can be some enterprising giff who were fed up used to the same effect as the giff ver- with the constant search for more smoke- sion, but they do not explode on impact The whole device is then dropped onto an powder saw that with a minimal amount (except sometimes on the launcher). The enemy deck from above. The crossbow of alteration, the weapon might be effec- giff version works well, but the weapon blizzard descends in an upright position, tive. The launcher was suitable as it stood, has not gained widespread use because thanks to its parachute, and the impact of once 20 or so cog-wheels were removed ballistae and catapults deliver more harm landing releases the trigger, firing 4-16 and the irritating little bells had been dis- to an opponent. crossbows simultaneously outward in posed of. Dori’s buzz-bombs were Cost: 700 gp for launcher, 1 gp for radial directions. replaced by discs of ceramic material, ceramic disc, 10 gp for Dori’s buzz-bomb Operation: To operate it, this device is sharpened around the edges and cut with Range: 3 hexes simply fitted with all the crossbows the four exaggerated teeth. The result is a Crew: 2 gnomes operators can get their hands on, loaded machine-propelled discus (like an Orien- Damage/attack: Disc delivers 1-8 hp to one at a time, and carefully dropped over tal throwing star) that rotates at high each target; fragments deliver 1-4 hp each a target. To work effectively, the device has speed, cutting a path through rigging, Attacks/round: 2 to be dropped from fairly high in the cover nets, and opponents until it hits an THAC0: 15 (-6 to attack rolls if trying for enemy’s air envelope to a deck. It can also immovable object like a mast or the hull. specific targets) be dropped from a ship passing through At this point, the disc shatters into four Critical hit: None the upper envelope of a heavier ship, or sharp fragments that inflict further may- Liability/attack: When using the buzz- dropped from a vessel above a celestial hem in the vicinity. The disc gets an attack bomb only, there is a 50% chance it body (a ground assault, in other words). It roll for all targets in a straight path 2’ explodes on the launcher, emitting 1-10 can also be left in another ship’s path as a wide. Upon fragmentation, the disc flying gear wheels inflicting 1-2 hp each, mine. becomes four sharp missiles that inflict again using the “firing into a melee” rule Problems: The mechanism’s key point 1d4 hp each if they encounter a target found in the PH. All characters within 20’ is the spring that separates the outer within 10’. Targets may be selected using are possible targets. cylinder from the central column. The the Player’s Handbook (PH) rulings on fir- play in this spring makes all the difference ing into melee (page 99). Krith’s Crossbow Blizzard to the blizzard’s operation and must be Operation: The launcher works in Krithilantoreximorlisuvio’s multi-direc- just right. Too weak, and the device is much the same way as ballistae and cata- tional semi-sentient bolt-launching assem- likely to go off during loading, releasing all pults, being basically a spring arm to bly utilizing other people’s crossbows the crossbows primed so far. Too strong, which tension is applied. The crew of Principle: Fiendish in the extreme, this and the device will never trigger; if it lands such conventional weapons would have assembly is merely a triggering mecha- on an enemy deck, then your enemy has no difficulty operating this one. The disc is nism into which standard light or heavy just been gifted with up to 16 loaded best fired across any exposed decks on the crossbows may be slotted and primed. crossbows to be used against you.

26 APRIL 1993

This weapon would normally be used Critical hit: None when it is fairly certain. to be retrieved later, Liability/attack: Roll 1d20: 1-3, device or as a last resort. Typical examples carry goes off during launch; 4-17, normal oper- 9-16 bows at varying heights and angles. ation; 18-20, device never goes off—enemy The basic device has numerous cradles reaps crossbows galore! In addition, each into which individual crossbows fit. bow has a 30% chance of jamming. To Dungeon Masters who enjoy making judge hits, DM should gauge the local situ- their players nervous wrecks might like to ation and use the “firing into a melee” have the loader make a Dexterity check rules on page 99 of the PH. for each crossbow. If he fails, the device goes off. Naturally, there is a popular giff version that features arquebuses instead of cross- bows. Only a giff would go near one. Cost: 150 gp, but requires crossbows Range: As per individual crossbows Crew: Requires 4-7 gnomes to launch “safely” Damage/attack: As per individual quarrels Attacks/round: 9-16 (as per number of crossbows); assume 1-2 attacks per victim Give us the word! in vicinity What do you think of this magazine? THAC0: 20 (for each bolt aimed in What do you like best or want to see direction of target) changed most? What do you want to Reloading time: 1 crossbow per round see next? Turn to “Letters” and see per gnome what others think, then write to us, too!

28 APRIL 1993

What you are reading now is the result of an experiment. DRAGON® Magazine always has published quality articles on popular non-TSR game systems, yet we receive very few submissions of this type. In an effort to improve this situation, we contacted several game companies and asked their staff members to produce one dragon or dragon like NPC for use in one of their game systems. The result is this: The Dragon Project, a “miniseries” of articles devoted to unusual draconic characters. Even if you don’t play the system men- tioned in each installment, you may be able to borrow concepts or plot ideas for your own game campaign. Please let us know your opinion of our little experiment. —The Editors

TORG*: Role-playing the Possibility Wars is West End Games’ epic game of the “Near Now.” In the TORG game, several different realities (each representing a dif- ferent fiction genre) have invaded Earth to steal the rich resource of living possibility energy that makes the planet special. In response, heroes have appeared to defend the planet by using possibility energy to maintain their own realities. These are the Storm Knights, and they are all that stands between Earth and total destruction. These invading realities have claimed portions of the Earth as their own domains as they proceed with the slow

30 APRIL 1993 process of draining the life force for their own purposes. High Lord Jean Malraux’s Cyberpapacy has turned France into a high-tech theocracy where miracles and cybernetics coexist; England has become the realm of Aysle, a place of swords, sor- cery, and dark fantasy; and Tharkold, with its occultech demons, has warped and the surrounding areas into a place of futuristic horror. Now, three years after the invasion, new horrors are being unleashed upon the Earth and its defenders. One of these is the dread Draconis Cybernetica.

Draconis Cybernetica The creatures now known as Draconis Cybernetica are the ghastly result of a real- Knights misinterpreted the rumors ity storm and a months-long project by to mean the High Lord had obtained the servants of High Lord Jean Malraux I. control of some Tharkoldu skats. They The outcome has been heavily-cybered armed themselves to challenge the beasts, now being used against their for- technodemonic minions, only to run into mer masters in Aysle. the enchantments of the Cybernetica. The The saga of the Cybernetica begins dragons presented the Knights’ corpses to shortly after the Warrior of the Dark Malraux as a gift. Needless to say, the Cybernetica boasts seized power in Aysle. Coveting territory extremely high cyber values. Fortunately, held by the Cyberpapacy, the Warrior sent Description their immunity to cyberpsychosis protects forth three of the most powerful creatures Vicious and deadly, the Draconis Cyber- them from sudden seizures. They are, in the fantasy realm, Draconis Teutonica. netica combine the fearsome traits of the however, vulnerable to disconnection These massive beasts, with their fierce Teutonica with cutting-edge technology when operating in a realm with a Techno- arctic-air breath weapon, have long ter- from the Cyberpapacy. They are long, ser- logical axiom less than 26, just as their rorized the Army of the Light in Aysle, and pent-like monsters with two powerful enchanted nature makes them likewise the Warrior saw no reason they could not clawed appendages and great wings. vulnerable in realms with Magic axioms do the same to CyberFrance. Armor covers all their coils, and the three less than 10. But the vagaries of the Possibility Wars specimens known to exist average 40 are enough to send any plan astray. The meters in length. Adventure books Teutonica flew into a particularly violent Their cybernetic enhancements make 1. Malraux has long distrusted the rav- reality storm near Brest. Buffeted by them even more of a threat. Each is agon servants given to him by the Gaunt waves of strange energy were equipped with sensory enhancers, includ- Man. Their only use to him has been for transformed to the Cyberpapal reality. ing a BelleView 20-20, which adds +2 to propaganda—they make excellent Although their new realm could sustain all Perception skills based on sight; an FF0 “demons” to be chased away in mock bat- their magical nature, they were stunned NightView, which adds +3 to Find and tle by the Church Police. by the change and plummeted to earth. Tracking skill checks at ranges up to 50 Now, in defiance of the revived Gaunt Found by a Church Police patrol, their meters; a DATAS Snooper, which adds a Man, Malraux has decided to use his Dra- presence was reported back to Avignon. +2 bonus to hearing, normal frequency; conis Cybernetica to eliminate the rav- Deducing what must have happened to and a TSE Bloodhound, which adds +3 to agon spies in his court at Avignon. The the beasts, Malraux ordered them bound Tracking attempts using scent. battle will take place over the skies of Paris and brought back to his city for experi- Their own formidable weapons have Liberte to serve as proof to the residents mentation. Using their advanced technol- also been modified using the products of of that embattled city that Malraux is all- ogy cybertechs were able to keep the CyberFrench technology. They now sport powerful. creatures caged while they determined FN Jammer automatic cluster guns on the The Storm Knight PCs somehow get the extent of their injuries. Their bodies, it tips of their wings. These fire flechette word of the High Lord’s plan, as well as was learned, were undamaged, although clusters that explode into whirling clouds something equally disturbing: Should the they had lost the use of their breath meters from the barrel. The dragons Cybernetica be victorious, Parok, the war- weapons. But their minds had suffered in receive the standard +3 bonus for firing lord of the ravagons, may well interpret it the transformation, and they seemed no on full automatic, in addition to a +3 as a rebellion against the Gaunt Man. longer certain of just what they were. bonus to their attack value. Should Parok unleash a horde of his war- Gaining some semblance of the crea- Their wings, tails, and appendages are riors against the Cyberpapacy, the loss of tures’ trust, Malraux’s scientists began lined with slicers, monofilament-tipped innocent lives could be enormous. The installing cyberware while working to blades of varying lengths. These were Knights must find a way to prevent the convince the beasts that being a hybrid of added in the belief that the Cyberneticas battle between the ravagons and the flesh and metal was their natural state. might well be entering into combat with Cybernetica from taking place. When they were done, the monsters had their Teutonica brethren. Deprived of 2. Chop-shop operators in Marseilles become cybered horrors, immune to their breath weapon, the Cybernetica have been found murdered, their places cyberpsychosis because they believe would be well served by closing in rapidly of business looted. Investigation by Storm themselves to be whole with the addition and slashing at their opponent’s scales. Knight PCs reveals that a gang of of the NeuraCal and steel. Finally, the cybertechs added a rela- zipyankers are responsible, but they are Malraux first tested them against Resis- tively small amount of Trigon body plat- not working alone. They obey the orders tance members in Provins, allowing them ing, more for the visual effect it would of another, one they seem to fear. to decimate much of that town. Word have than for any practical value. Trailing this gang is a dark and danger-

DRAGON 31 ous business, and brings the Knights into Draconis Cybernetica conflict with Church Police, Templars, DEXTERITY 8 and a rogue group of the Paris Liberte Flight 12, unarmed combat 11 Militia readying for a raid into the former STRENGTH 27 Yugoslavia. Finally, the Knights discover TOUGHNESS 23/35 the true intelligence behind the attacks: PERCEPTION 19 One of the Draconis Cybernetica has Alteration magic 22, divination magic 22, begun to recover its memory. Knowing evidence analysis 21, find 23, trick 22 that legends call for dragons to hoard pre- MIND 15 cious items, it has begun stockpiling Test 21, willpower 18 cyberware, sometimes without bothering CHARISMA 7 to remove it from its owners first. Charm 9, persuasion 11, taunt 11 The Knights must defeat this creature. SPIRIT 7 If they do so, a large amount of cyberware Intimidation (15), reality (Cyberpapacy) 10 is theirs for use or resale. Additional skills: Three at +2 adds Possibility potential: All Arcane knowledges: Air 6, darkness 4 Natural Tools: Armor, value TOU + 12/35; wings, speed value 11; claws, damage value STR+ 3/30 Equipment: Cyberware: NeuraCal (5), BelleView 20-20 (2), FFO NightView (2), DATAS Snooper (2), TSE Bloodhound (2), Trigon body plating (1), FN Jammer (2), slicers (75). Cyber value: 91

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

32 APRIL 1993

Malzberg, Barry Longyear, and F. Paul Wilson. One-day passes available at the door. Lodging is available. For fees and more information, send an SASE to: I-CON XII, P.O. Box 550, Stony Brook NY 11790.

KNIGHT GAMES III, April 16-18 NJ This convention will be held in New Brunswick, N.J. Events include RPGA™ tourna- ments, role-playing and board games, contests, *indicates a product produced by a company other and movies. Part of the proceeds will be donated Convention Calendar Policies than TSR, Inc. Most product names are trademarks to a campus organization for the homeless. A owned by the companies publishing those products. valid college ID is required for admission. For The use of the name of any product without mention This column is a service to our readers of its trademark status should not be construed as a fees and more information, call Scott at: (908) worldwide. Anyone may place a free listing challenge to such status. 874-4034, or Will at: (908) 463-2259. for a game convention here, but the follow- ing guidelines must be observed. LITTLE WARS ‘93, April 8-10 IL ANIMEDAY FILE III, April 17-18 In order to ensure that all convention list- This convention will be held at the Woodfield This convention will be held at the Rutland ings contain accurate and timely informa- Hilton in Woodfield, Ill. Events include minia- Hotel, in Sheffield, Yorkshire, England. Events tion, all material should be either typed tures gaming covering all popular historical include lots and lots of anime. For more infor- double-spaced or printed legibly on stan- periods and beyond. Registration: $8/day or mation, write to: ANIMEDAY III Committee, 14 dard manuscript paper. The contents of $12/weekend. Event tickets are $1. Write to: Ashurst Road, Stannington, Sheffield, Yorkshire, each listing must be short and succinct. HMGS Midwest, 1837 Paddington, Naperville IL UNITED KINGDOM S6 5LP. The information given in the listing must 60563; or call Tom at: (708) 369-0840. include the following, in this order: GAME FAIRE ‘93, April 23-25 WA 1. Convention title and dates held; SPRING FANTASY REVEL This convention will be held at the Student 2. Site and location; April 8-10 IL Union Building #17, at Spokane Falls Commu- 3. Guests of honor (if applicable); This convention will be held at the Woodfield nity College, in Spokane, Wash. Events include 4. Special events offered; Hilton in Arlington Heights, Ill. Events include role-playing, historical, microarmor, and 5. Registration fees or attendance numerous RPGA™ Network events. Other activi- miniatures games, with miniature-painting requirements; and, ties include the Little Wars Wargaming Weekend, contests. Registration: $12/weekend preregis- 6. Address(es) and telephone number(s) running concurrently. Registration: $12/week- tered, $16/weekend at the door (single-day passes available). Write to: GAME FAIRE ‘93, c/o where additional information and confirma- end (Little Wars passes are $3). Send an SASE to: tion can be obtained. Keith Polster, Box 27, Theresa WI 53091. Merlyn’s, N.I. Browne, Spokane WA 99201; or Convention flyers, newsletters, and other call: (509) 624-0957. mass-mailed announcements will not be GOLD CON I, April 10 NJ considered for use in this column; we pre- This convention will be held at American POINTCON XVI, April 23-25 NY fer to see a cover letter with the announce- Legion Post 328, in Clark, N.J. Events include This convention will be held at the U.S. Mili- ment as well. No call-in listings are RPGA™ tournaments and role-playing, minia- tary Academy in West Point, N.Y. Events include accepted. Unless stated otherwise, all dol- tures, and board games, with a miniatures- role-playing, microarmor, miniatures, and his- lar values given for-U.S. and Canadian con- painting contest. Registration: $8 before March torical games, with dealers, computer gaming, ventions are in U.S. currency. 15, or $10 at the door; no event fees. Write to: a miniatures-painting contest, and open gam- WARNING: We are not responsible for AU Gamers, P.O. Box 81, Whippany NJ 07981; or ing. Registration: $12 at the door; $10 preregis- incorrect information sent to us by conven- call: (201) 402-9239. tered by mail; no event fees. Write to: USMA tion staff members. Please check your con- Wargames Committee, ATTN: POINTCON XVI, vention listing carefully! Our wide TECHNICON 10, April 10-12 VA P.O. Box 62, West Point NY 10997. circulation ensures that over a quarter of a This convention will be held at the Donaldson million readers worldwide see each issue. Brown Center in Blacksburg, Va. Guests include SKIRMISHES ‘93, April 23-25 MO Accurate information is your responsibility. Scott Quirk. Activities include gaming, an art This gaming convention will be held at the Copy deadlines are the last Monday of show and auction, panels, videos, anime, and a Americana hotel in Kansas City, Mo. Events each month, two months prior to the on- dance. Registration: $22 preregistered; $24 at the include AD&D®, CAR WARS*, WARHAMMER*, sale date of an issue. Thus, the copy dead- door. Student rate is $20. Write to: TECHNICON and STAR FLEET BATTLES™ games. Other activ- line for the December issue is the last 10, c/o VTSFFC, P.O. Box 256, Blacksburg VA ities include a miniatures-painting contest and Monday of October. Announcements for 24063-0256; or call: (703) 952-0572. a dealers’ area. Registration: $19. Write to: North American and Pacific conventions SKIRMISHES, P.O. Box 46964, Gladstone MO must be mailed to: Convention Calendar, CON-TROLL, April 16-18 TX 64118; or call: (816) 734-8548. DRAGON® Magazine, P.O. Box 111, Lake This convention will be held at the Marriott Geneva WI 53147, U.S.A. Announcements Astrodome in Houston, Tex. Events include U.B. CON ‘93, April 23-25 NY for Europe must be posted an additional Dream Park, IFGS, and NASA presentations; an This convention will be held at the State Uni- month before the deadline to: Convention art show and auction; a dealers’ room; filking; versity of New York at Buffalo, N.Y. Events Calendar, DRAGON® Magazine, TSR Lim- children’s programming; a costume contest; include role-playing and strategy games, with ited, 120 Church End, Cherry Hinton, Cam- tournament games; the Troll Stomp dance; and tournaments, SCA demos, and dealers. Guests bridge CB1 3LB, United Kingdom. guests including Larry Niven, Steven Barnes, include Sam Chupp. Registration: $6 preregis- If a convention listing must be changed , Dell Harris, and Judy Dugas. tered, or $9 at the door (student discounts avail- because the convention has been can- Registration: $25. Send an SASE to: CON-TROLL able). Write to: UB Strategists’ and Roleplayers’ celed, the dates have changed, or incorrect Conventions, Inc., 7311 Bellerive #1025, Hous- Association, 363 Student Union, SUNY at Buf- information has been printed, please con- ton TX 77036. falo, Box 602100, Buffalo NY 14260-2100; or call: tact us immediately. Most questions or (716) 645-4128. changes should be directed to the maga- I-CON XII, April 16-18 NY zine editors at TSR, Inc.: (414) 248-3625 This convention will be held on the campus’ BOISE FANTASY ARTS CONVENTION (U.S.A.). Questions or changes concerning of the State University of New York, at Stony April 24-25 ID European conventions should be directed Brook on Long Island. Events include an art This convention will be held at the Holiday to TSR Limited: (0223) 212517 (U.K.). show and print shop, an awards banquet, pro Inn in Boise, Idaho. Events include gaming, parties, movies, filking, game tournaments, an dealers, costuming, an art show, and panels. auction, videos, films, slide shows, authors and Registration: $22 at the door (one-day rates are indicates an Australian convention. speakers, anime, and guests including Barbara available). Write to: BOISE FANTASY ARTS CON- indicates a Canadian convention. Hambly, Craig Shaw Gardner, Fred Pohl, VENTION, P.O. Box 8602, Boise ID 83702; or indicates a European convention. Edward Bryant, Gregory Benford, Barry call: (208) 336-0568 or -3155.

DRAGON 35 ROC-KON ‘93, April 30-May 2 AR KETTERING GAME CONVENTION VIII GAME-A-THON ‘93, May 28-30 NY This convention will be held at the Excelsior May 15-16 OH This convention will be held at the Sheraton hotel in Little Rock, Ark. Guests include Suzette This convention will be held at the Charles I. Inn at the airport in Albany, N.Y. Events include Haden Elgin, Mary Hansen-Roberts, and Greg Lathrem Senior Center in Kettering, Ohio. RPGA™ Network events, plus miniatures, and Angela Bridges. Activities include AD&D® Events include fantasy role-playing, board, board, and role-playing games. Other activities and STAR FLEET BATTLES* games, plus deal- miniatures, and computer games, plus a game include a benefit for the Farano Center for Chil- ers, an art show and auction, a costume con- auction and an RPGA™ Network tournament. dren. Registration: $18 before May 7. Write to: test, and 24-hour videos. Registration: $20. Registration $2/day. Write to: Bob Von Grueni- Michael J. Rivet, Jr., GAME-A-THON, 602 Fox- Write to: ROC-KON, P.O. Box 24285, Little Rock gen, 804 Willowdale Ave., Kettering OH 45429; wood Dr., Clifton Park NY 12065; or call: (518) AR 72221; or call: (501) 370-0889. or call: (513) 298-2480. 371-8953.

WIZARD’S CHALLENGE XI MADISON GAMES CON ‘93, May 15-16 WI GAMESCAUSUS II, May 28-31 CA April 30-May 2 This convention will be held at the Quality This convention will be held at the Airport This convention will be held at the Delta Inn South in Madison, Wis. Events include role- Hilton in Oakland, Calif. Events include Regina in Regina, Sask. Events include GURPS*, playing, war, miniatures, and board games, AD&D®, CALL OF CTHULHU*, CHAMPIONS*, ROLEMASTER*, SHADOWRUN*, and WARHAM- Other activities include a games auction. PARANOIA*, TRAVELLER*, AXIS &ALLIES*, MER* games. Other activities include games. Judges and dealers are welcome. Registration: CAR WARS*, *, BATTLETECH*, and auction, panels, a figure-painting competition, $8/weekend or $5/day. Write to: Pegasus Games, CIVILIZATION* games. Other activities include and a medieval banquet. Guests include Robin 6640 Odana Rd., Madison WI 53719; or call: a dealers’ room, a painting contest, a flea mar- Curtis and Loyd Blankenship. Write to: Ken (608) 833-4263. ket, and a 24-hour-a-day movie room. Registra- McGovern, No-Prair-Con, 2101 Broad St., Regina tion: $25 preregistered; $30 at the door. Judges SK, CANADA, S4P 1Y6; or call: (306) 757-8544. ADVENTURE GAMEFEST ‘93, May 21-23 OR are welcome and will receive discounts. Write This convention will be held at the Oregon (and checks payable) to: Trigaming Assoc., P.O. BRISCON ‘93, May 1-3 Convention Center in Portland, Ore. Events Box 4867, Walnut Creek CA 94596-0867. This convention will be held at the QUT include role-playing, board, and miniatures Kelvin Grove campus in Brisbane, QLD. Events games in all genres. Other activities include NORTHWEST GAMEFEST, May 28-30 OR include role-playing, board, and miniatures door and event prizes, a game auction, and a This gaming convention will be held at the games. Other activities include a used-game miniatures-painting contest. Registration: Monarch hotel in Clackamas, Oreg. Events sale and an end-of-con barbecue. Registration: $15/weekend or $7/day. Write to: Adventure include role-playing and board games. Other $25 (Australian). There will be discounts for Games Northwest, Inc., 6517 NE Alberta, Port- activities include a costume contest, a dealers’ those under 15 years of age. Write to: Chris land OR 97218; or call: (503) 282-6856. room, and a video arcade. Registration: $15 Ryan, PO. Box 182, Indooroopilly, QLD AUS- preregistered, $18/weekend or $10/day at the TRALIA #4068; or call: +61-7-870-8156. ECLIPSE ‘93, May 21-23 MO door. Write to: NRMR, PO. Box 6068, Salem OR This gaming convention will be held at the 97304; or call: (503) 982-1232 evenings. CONVOCATION '93, May 1-2 MA Ramada Inn in Columbia, Mo. Guests include This convention will be held at the University , David “Zeb” Cook, Tim Beach, Rick MIGSCON XIV, May 29-30 of Mass.-Amherst Campus Center. Events Harris, and . Activities include This historical gaming convention will be include role-playing, strategy, and miniatures many RPGA™ sanctioned events and war gam- held at the Holiday Inn in Hamilton, Ontario. gaming. Other activities include a costume con- ing. Registration: $10 preregistered; $12 at the Events include WRG 7th-Edition ancients*, test, a figure-painting contest, open gaming, door. Write to: Jim Herring, 3702 W. Truman DBA* and ASL* games. Other activities include and a dealers’ room. Registration: $5 preregis- Blvd., Ste. 223, Jefferson City MO 65109; or call: games set in the following periods: Ancient, tered; $7 at the door. Area students recieve a (314) 635-2441. medieval, Renaissance, Seven-Year War, discount. Event fees are $3. Write to: UMASS Napoleonic, colonial, ACW, WWII, and modern. Grenadiers, Box 178, SAO, Amherst MA 01003. ATLANTA ART FESTIVAL, May 22-23 GA Dealers are welcome. Write to: MIGSCON XIV This convention will be held at the Cobb c/o P.O., Box 37013, Barton Postal Outlet, HIGHLAND VI, May 1 TN County Civic Center in Marietta, Ga. Activities Ontario, CANADA L8L 8E9; or call: (416) 351- This convention will be held at the University include SF, visionary, and fantasy art. Write to: 7207. Center on the campus of Tennessee Tech in Imagine That, P.O. Box 1133, Cuyahoga Falls, Cookeville, Tenn. Events include gaming, a OH 44223; or call: (216) 923-8823 days. TWINCON ‘93, May 29-31 MN dealers’ room, an art show, and door prizes. This convention will be held at the Thunder- Registration: $2; $3/event. Write to: Thomas W. NEWPORT MINI-CON ‘93, May 22 RI bird hotel in Minneapolis, Minn. Events include Nelson, 1107 Sioux St., Athens TN 37303; or call: This convention will be held at the Howard dozens of role-playing, war, and miniatures (615) 745-0648. Johnson in Middletown, R.I. Events include games, plus a con suite. Registration: $20 pre- AD&D®, RAVENLOFT®, SHADOWRUN*, and registered by May 1; $30 at the door, and there MAGIC CARPET CON ‘93, May 7-9 GA BATTLETECH* games. Registration: $8 until are no game fees. Write to: TWINCON, P.O. Box This convention will be held at the Holiday May 8; $9 thereafter; $10 at the door. Write to: 8010, Minneapolis Mn 55408. Inn in Dalton, Ga. Guests include Andre Nor- NEWPORT MINI-CON, c/o SMAGS, P.O. Box ton, Susan Schwartz, and P. M. Griffin. Activities 6295, Fall River MA 02724. CONMAN ‘93, June 4-6 NH include gaming, a con suite, an art show and This convention will be held at the Howard print shop, a dealers’ room, and a masquerade. ORGANIZED KAHN-FUSION, May 22-23 PA Johnson’s in Manchester, N.H. Events include Registration: $20 until March 31; $25 thereafter. This gaming convention will be held at the AD&D®, CALL OF CTHULHU*, TORG*, TOON*, Write to: MAGIC CARPET CON, P.O. Box 678, Embers in Carlisle, Pa. Guests include Greg and RPGA™ Network events. Other activities Rocky Face GA 30740. Porter and Greg Costikyan. Activities include include a miniatures-painting contest, an art open gaming, panels, dealers, a figure-painting show, demos, a vendors’ area, and a benefit for OASIS 6, May 14-16 FL contest, and readings. Registration: up to $12. the New Hampshire AIDS Foundation. Registra- This convention will be held at the Altamonte Write to: M. Foner’s Games Only Emporium, tion: $17/weekend, single-day rates are avail- Springs Hilton in Altamonte Springs, Fla. Guests 200 3rd St., New Cumberland PA 17070; or call: able. Write to: CONMAN, P.O. Box 842, include Connie Willis, Michael Whelan, and (717) 774-6676. Manchester NH 03101. . Activities include a dealers’ room, an art show and auction, a con suite, GAMEX ‘93, May 28-31 CA ILLINICON ‘93, June 4-6 IL panels, videos, and gaming. Registration: $24 at This convention will be held at the Airport This gaming convention will be held at the the door. Write to: OASFiS, P.O. Box 940994, Hyatt hotel in Los Angeles, Cal. All types of strat- Hendrick House dorm on the campus of the Maitland FL 32792-0992; or call Ray at: (407) egy, family, and adventure board, role-playing, University of Illinois. Events include AD&D®, 725-2383. miniatures, and computer gaming will be fea- SHADOWRUN*, CALL OF CTHULHU*, BAT- tured. Other activities include flea markets, an TLETECH*, and STAR FLEET BATTLES* games. auction and a dealers’ area. Write to: STRATE- Other activities include a game auction, a GICON, PO. Box 3849, Torrance CA 90510-3849; miniatures-painting contest, movies, dealers, or call: (310) 326-9440. and open gaming. Registration: $5, plus a one-

36 APRIL 1993 time $3 event fee. GMs are welcome. Send an RECONN ‘93, June 12-13 CT and CHILL* games. Other activities include an SASE to: Urbana Gaming House, 904 W. Green, This convention will be held at the Holiday art show and auction a masquerade, panels, Box 1801, Urbana IL 61801; or call: (217) 328- Inn in Norwalk, Conn. Events include role-play- dealers, and a charity event for the American 8053 early evenings. ing, miniatures, war, and board games. Other Cancer Society. Registration: $15 before May 1; activities include a movie room, and a dealers’ $20 thereafter. Write to: GLATHRICON, c/o CONQUEST I, June 11-13 MD area. Write to: Jim Wiley, Gaming Guild, 100 Evansville Gaming Guild, P.O. Box 15414, Evans- This convention will be held at the Ramada Hoyt St. #2C, Stamford CT 06905; or call: (203) ville IN 47716; or call: (812) 477-9508. Inn in Hagerstown, Md. Guests include 969-2396. Jonathan Frid, Eric Menyuk, John Anthony HEXACON III, June 18-20 AZ Blake, and Sandy Petersen. Activities include an ATLANTICON ‘93, June 18-20 MD This convention will be held at the art room, dealers, workshops, a charity auc- This convention will be held at the Baltimore Camelview Resort in Scottsdale, Ariz. Events tion, and a video room. Registration: $30 pre- Convention Center in Baltimore, Md. Guests include role-playing, board, and miniatures registered before May 15. Send an SASE to: include numerous gaming personalities. Activi- gaming. Other activities include a miniatures- CONQUEST I, P.O. Box 1007, Hagerstown MD ties include role-playing, miniatures, and board painting contest, a game auction, dealers, 21741-1007; or call: (301) 733-4649. games, plus a dealers’ area. Registration: $20 anime, panels, guests, and computer gaming. preregistered; $30 at the door. Write to: ADF Registration: $10 preregistered; $15 at the door. HEROES ‘93, June 11-13 NC Inc., P.O. Box 91, Beltsville MD 20704; or call: Write to: HEXACON, P.O. Box 62613, Phoenix AZ This convention will be held at the Charlotte (301) 345-1858. 85082; or call: (602) 497-9554. International Trade Center in Charlotte, N.C. Guests include Mark Bagley, Dick Giordano, CONTINUUM ‘93, June 18-20 MO MICHICON ‘93, June 18-20 MI George Perez, and Dave Sim. Activities include This convention will be held at the Holiday Inn This convention will be held at the Southfield contests, art seminars, workshops, and Convention Center in Cape Girardeau, Mo. Civic Center in Southfield, Mich. Events include exhibits. Registration: $25/weekend or $10/day. Guests include Mark Lenard and Robin Curtis. board, role-playing, and miniatures games. Write to: HEROES '93, PO. Box 9181, Charlotte Activities include gaming a dealers’ room, an art Other activities include a dealers’ room. Regis- NC 28299; or call: (704) 394-8404. show and auction, a masquerade, a costume tration: $16/weekend or $9/day preregistered; contest, a video room, and a charity auction. Reg- $18/weekend or $10/day at the door. Write to: CAPITALCON IX, June 12-13 IL istration: $35/weekend before May 18; $40 there- Metro Detroit Gamers, M-93 Pre-reg., P.O. Box This convention will be held at the Prairie after. Single-day rates are available. Send an SASE 656, Wyandotte MI 48192. Capital Convention Center in Springfield, Ill. to: CONTINUUM ‘93, 1617 Lyndhurst, Cape Events include role-playing, miniatures, war, Girardeau MO 63701; or call: (314) 334-4386. NEW ORLEANS SF & FANTASY FESTIVAL and board games. Other activities include an June 18-20 LA auction, a flea market, and a figure-painting GLATHRICON ‘93, June 18-20 IN This convention will be held at the Clarion contest. Registration: $10 at the door. Write to: This convention will be held at the Executive hotel in New Orleans, La. Guests include John Holtz, 400 E. Jefferson St. #508, Spring- Inn in Evansville, Ind. Events include AD&D®, Robert Silverberg, Walter Jon Williams, George field IL 62701; or call: (217) 753-2656. MARVEL SUPER HEROES™, SHADOWRUN*, Alec Effinger, and . Activities include 24-hour open gaming. Registration: $20 before May 15. Write to: NOSF3 1993, P.O. Box 791089, New Orleans LA 70179-1089; or call: (504) 837-0125.

RIVERCON ‘93, June 18-20 OH This convention will be held at the campus of the University of Cincinnati, College of Applied Science in Cincinnati, Ohio. Events include role-playing, miniatures, computer, and board games. Other activities include a dealers’ area, open gaming, and door prizes. Registration: $10 before June 4; $15 thereafter. Write to: RPS RIVERCON, Univ. of Cincinnati, College of Applied Science, 2220 Victory Pkwy., Cincinnati OH 45206; or call: (513) 232-6213.

WYVJZRCON ‘93, June 18-20 WA This convention will be held at the Skagit Val- ley Fairgrounds in Mount Vernon, Wash. Events include a wide variety of role-playing and board games. Other activities include a miniatures- painting contest, videos, door prizes and a deal- ers’ room. Registration: $15 preregistered before May 1; $20 thereafter. Daily rates are available. Write to: WYVERCON, P.O. Box 2325, Mount Vernon WA 98273; or call Larianne or Todd: (206) 428-5900.

Important: To ensure that your conven- tion listing makes it into our files, enclose a self-addressed stamped postcard with your first convention notice; we will return the card to show that your notice was received. You might also send a second notice one week after mailing the first. Mail your list- ing as early as possible, and always keep us informed of any changes. Please avoid sending convention notices by fax, as this method has not proved to be reliable.

38 APRIL 1993

my message reaches Porto Preto, and per- haps months before troops arrive. The treaty grants us full ownership for a cen- tury, but I trust a stronghold of good, solid stone and a handful of experienced cross- bowmen to be a better warranty on this land. By then, no one in this savage land will dislodge us, for we are the strongest. “I do not feel safe here, however. I ordered the crew to stay together at all times and avoid involvement with the natives. The creepy carapace of the Nim- murians and their odious stings are a con- stant reminder that man is not yet a master here. It is clear in their attitude that we aren’t exactly welcome, but per- haps merely useful to some dark purpose of theirs. Only time will tell. Fortunately, the Nimmurians are just as greedy and desirous of the blades as we are. In this, we have an advantage.”

Diary of a Gargoñan spy—Unsigned: “Even today, I still loathe the sight of the folks of Nimmur. Half-man and half-scor- pion, they instill fear and repulsion in my very soul. It’s been a few years since I snuck deep into the great Ziggurat of Er. From the shadows, I spied on one of their priestesses. Her entire body was covered with gross make-up. She approached a fountain and washed the make-up off, with obvious delight. Nausea almost over- came me when I realized her body was translucent. With the brazier glowing behind her, I could see a black heart through her translucent chest, pumping some evil ichor through her veins. “I could hear dark incantations echoing from the cavernous halls below. Soon, others joined her, coming out of a great stone gate leading underground. They all showed the same ghastly translucence. I suspected the make-up covering their bodies was in fact intended to conceal this strange feature rather than being a simple cosmetic element. I was soon to confirm my theory. I must have made some noise then, for one of the manscorpions pulled a sword and rushed in my direction. I fled and, by luck, reached a concealed door in the side of the temple. I kicked it open just This regular feature offers answers to questions on the D&D® before the manscorpions lunged at me. As game, its worlds and its products, occasional articles, and “first the sun poured in, the creatures reviews of D&D game products. Readers are welcome to screamed in pain and retreated suddenly. send questions, suggestions, or criticisms on the game or on the A mere caress of the sun’s rays had blis- material published here. We can’t promise all letters will be tered and cracked their skins. I fled, never answered in this column, but they all will get our attention. to return.”

This issue of the “Grimoire” deals with a Found in the navigator’s journal of Runic ideograms engraved and illumi- new nation located on . Don Jorge de Vilaverde: nated by Uhdu Momba, disciple of Yav, The exploration of this area goes on, “It took no fewer than 15,000 nuggets of found on a set of ivory tusks: thanks to the amazing library of Raman depleted red ore and several years of “Pity those who scorn the Immortals. Nabonidus. From his vast collection of diplomacy, but at last, here it is: A small Pity those who suffer their wrath. Today’s ancient writings, we discover revealing promontory near Asur overlooking a pro- Nimmurians are such a people. They fragments of a struggle that took place tected cove. I named our new acquisition were once known as the Sohktars. These centuries ago. Today, only a dark realm Porto Escorpião for the glory of Vilaverde are manscorpions who, many centuries remains, sinister testimony that good does and my father’s wealth. Indeed, it is but a ago, greatly angered their patron, the not always win over evil at least until small trading post, but nonetheless a Great Lord Ixion. These denizens of the ancient heroes return. colony of Vilaverde. It will be weeks before fiery Great Waste adored sun so much

DRAGON 41 42 APRIL 1993 they wasted much of their time basking in this land in what could be interpreted as a in Nimmur, the orcs have become far less it. They stole from the meek when golden age. Alas, they were losing an active on our side of the border, too, and needed, but else failed to establish any ancient war against the orcs in the south. that can only be praised. great, lasting power. At this time, newcomers appeared and “The secret began to unfold before me “Alas, a foe came one day. They clashed offered their assistance against the orcs. during a visit to the city of Er, on a trading for decades, and many times did the Judging from the descriptions, these mission to the palace of Anupalassar, King Sohktars lose. In their distress, these bru- could be none other than the manscorpi- of Nimmur. Left alone one evening, I tal and ruthless creatures implored their ons who rule here today. They called observed the sky from my window and patron for a final victory. Instead, their themselves the Sohktars, a wandering noticed an unusual alignment of stars. foes conjured a great storm that masked tribe of unknown origin. Just then, I heard a low buzz in the street the sun. Horrendous numbers of dis- “The ancient Nimmurians and the below. Screams of terror immediately fol- heartened Sohktars died that day. The Sohktars fought side by side until the orcs lowed, as several manscorpions crackled survivors fled, rejecting the Great Ixion as had been beaten back to the southern and literally burst into flames. Others, their patron. Enraged at his subjects’ fail- jungles. There followed an obscure era; looking down from their windows, quickly ure and gravely insulted at their rejection, many runes and bas-reliefs of this period pulled their blinds shut and barricaded Ixion cursed them. They were never again have been damaged or removed for some themselves in their houses. to enjoy the warmth of the sun. Mere unknown reason. I found some clues “Hours later, priests picked up the exposure to the sun or its reflection off the leading me to believe Nimmurians were charred remains. No one at the palace moon inflicted horrible pain and death on mysteriously disappearing, and the Sohk- acknowledged the incident. They looked the Sohktars. tars had been blamed for this. embarrassed, though. It occurred to me They fled the sun-drenched surface “Soon afterward, Sohktars were brutally that two strange monuments stood at the world. Exiled in deep caverns, they wan- expelled from the cities of Nimmur and a ends of the street. From my vantage point, dered for centuries and grew bitter. Their bloody war followed. Sculptures revealed I determined a curious pattern formed by flesh turned translucent from lack of light that the manscorpions had armies of con- a series of such monuments extending and the curse’s effects. One day they siderable size. Those sculptures strangely from the great temple throughout the city. found an exit, far to the west. They show them rising from the earth. Nimmur Later in the morning, I also found more dwelled there for decades, hiding at the achieved spectacular victories, casting scorched traces on several other streets edge of darkness. For them, it was like mysterious rays of fire, such as those at aligned with the monuments. There was a dying of thirst before a lake of fresh but the Battle of Urn-Nileser. The sculptures definite link between these. poisonous water. O, perverse fate. displayed fields of twisted, fiery husks, “I would not rest until that secret was “During that time, the Sohktars lost agonized manscorpions burning under unveiled. Over years of quiet observation, much of their original culture. New the sun. But it was too late for Nimmur. Nimmur finally revealed to me the exis- priests rose among them. These creatures There were too many manscorpions. One tence of perhaps the strangest magic yet of hate honored Atzanteotl, and their after another, the besieged towns fell. on . It appears ancient Nimmur quest was to bring shame to Ixion’s name. Sohktars probably massacred or enslaved had developed a powerful device that Their patron’s whispers led them to Nim- those who surrendered. Perhaps the sur- could augment spell effects to astounding mur and taught them to manufacture a vivors fled. There is no way to tell to proportions. This device drew upon the special make-up. With proper incanta- where, since the bas-reliefs of that period power of the stars, or perhaps the reflec- tions, the make-up protected them from all end at this point. tion of distant suns. the lethal rays of the sun. They could “I must presume that the Sohktars “Judging from the position of the monu- return to the surface, yes, but in a very usurped the land of ancient Nimmur, its ments in the city, the device functioned perilous way. They couldn’t help but hate history, culture, and even its language. The only during certain stellar alignments. all surface dwellers.” winged-minotaur race probably died out. The monuments collect the energy and Of course, I wouldn’t bring any of this up focus it on the temple. There, ancient Found on a scroll from Sir Archibald with the manscorpions. Simply admitting Nimmurians probably used the celestial Foulkes, Sage of Bellayne and Scholar that I can read these ancient scriptures power to some unknown effect. in Ancient History: may be reason enough for these beings to “It seems our manscorpion friends of “There was a great civilization here, seek my death. One must beware of such a Er only acquired partial knowledge of the centuries ago. Judging from runes and ruthless and cruel people.” monuments’ use, and their lack of experi- sculptures found on the walls of the old ence with astronomy makes the passage ruins near Ankesh, I now have good rea- Etchings on a set of lacquered hatch- of the stars’ energy through the city rather son to believe this land was once home to ling tortle shells, from Count Disbaal unpredictable. By itself, the energy should a difference race. of Enom: be no more harmful than moonlight, but “After unearthing a vault, I couldn’t fail “This is the most amazing discovery of for some unknown reason, it burns Sohk- to notice the recurring motif on the bas- magical prowess in a very long time. To tars caught in its rays, popping them like reliefs, very tall humanoids with the heads think that it lay there, so close to us and insects on embers. Perhaps this is some of bulls and powerful wings on their for so long, is simply mind boggling. What sort of curse the ancient Nimmurians left backs. One scene showed a lion hunt else does Nimmur conceal? behind to torment the Sohktars. where the felines looked small in compar- “Herath always maintained excellent “I traveled to the other cities of Nim- ison with those mysterious winged mino- relations with our Sohktari friends. We mur. All of them featured the same taurs. These must have been the true, find them suitable, almost likeable. Herath devices, but the monuments showed ancient Nimmurians who once ruled was young when the Sohktars invaded damage and recent restoration, possibly these lands. They were followers of Idu, Nimmur. We offered our help in defeating by the manscorpions. The work didn’t whom I later equated to a mythological the winged ones. Ancient Nimmur was a seem quite right however, and I suspect figure better known as Ixion. powerful, advanced culture then, a threat the only functioning device remains the “Their history was difficult to piece to young Herath. Returning the favor, one in Er. together—the manscorpions get suspi- Sohktars smuggled many winged ones “The truth came forth some years later, cious of outsiders lurking anywhere near into Herath to be studied in our laborato- when clay tablets from ancient Nimmur their ziggurats or ruins—but this is what I ries. This earned us great magical knowl- found their way to my tower. The winged gathered. The winged beings once ruled edge. And ever since the Sohktars’ arrival ones didn’t all die under Sohktari stings.

DRAGON 43 The people in each of the besieged cities Idu’s Curse Slagovich, through the shallower ports managed to escape death in great num- Sunlight is excruciating to the manscor- along the coast of Nimmur. This far from bers using the magic of their temples, in pions of Nimmur. Normal clothing is the Known World, Ierendian and Min- most cases mere moments before the insufficient to stop the curse’s effects. rothad ships are rarities. The Nimmurians final assault of the Sohktars. Only priests Only protective make-up or armor can have no ships of their own. remained behind, to strip temples and shield them from the deadly rays and the The manscorpions export spices, some monuments of their runes. The priests pain. Direct sunlight blinds these man- food (figs, dates, nuts), salt, sheep, wool, knew they would be stranded and scorpions (as per a light spell) unless they carpets, tapestries, expensive resins, rare doomed. They were resigned to die in wear dark lenses to protect their eyes.‘ woods, fine oils, perfume, and dyes. They their temples. All except for one city, Er. Artificial light doesn’t affect them. import foodstuffs (beef, rice, grain), wines, “Treachery prevented the priests from If ever caught in direct sunlight without obsidian, silk, leather, iron, foreign armor destroying the Ziggurat of Er. Perhaps the make-up (less than 50% of the body cov- (upper body only), and weapons. Sohktars arrived too quickly. They did not ered), they suffer 3d6+2 points of damage Today, foreigners may come and go in realize what they had captured. Only cen- per round until pulled underground or Nimmur, though the vicinity of ziggurats turies later did they discover the source of total makeup is completed. Their Dexter- and palaces remain strictly off-limits to the lethal rays. This explains why the ity and Morale also drops to 3, they auto- outsiders, under penalty of death. Visitors Sohktars chose Er as their new capital, matically lose initiative each round, and are otherwise generally safe elsewhere, if and why they so quickly adopted the they move at half speed (rounded down). they don’t travel alone. Behind these name, culture, and architecture of Nim- After one continuous turn of exposure, appearances of neutrality, the Nimmuri- mur. They even took the language of Nim- they burst into flames and die (with no ans conceal their curse and their bur- mur as their own. Again and again, they saving throw). If a manscorpion with par- geoning knowledge of the star device in tried to recreate ancient Nimmur’s great- tial make-up (50% to 99% of the body cov- Er, as well as a vast underground king- ness and pierce its mysteries. I have no ered) is caught in direct sunlight, treat it dom beneath Nimmur. doubt that the manscorpions used this as if caught in reflected sunlight instead Ever since the manscorpions assumed device at least once, against a great orcish (see below). the ancient Nimmurian cultural identity, invasion several years ago. Any open wound (not covered by pro- they dropped their old tribal structure, “I now understand why the manscorpi- tective make-up) exposed to direct sun- and put in place a new dynasty of kings. ons guard their temples and monuments light causes the manscorpion’s ichor to Today, King Anupalassar II rules over so jealously. This is one secret that must boil and hiss in the wound, causing smaller manscorpion provinces owing not fall into the hands of outsiders. Fortu- incredible pain (double damage from the fealty to the throne of Nimmur. Provincial nately, Herath stands as the ally of Nim- attack). governors have the hereditary title of mur. Perhaps Herath too, some day, will When caught in reflected sunlight prince. The present king earned his nick- the secret of the stars.” (moonlight, starlight, or sunlight reflected name, “the Firebranded,” on a journey to from a mirror, etc.) without make-up, Herath. During an ambush, an ogre Nimmur Nimmurians suffer only 1d6 points of ripped open the king’s great helm with a Kingdom of Nimmur—Capital: Er damage (or an extra 1d4 points of damage battle axe, wounding him and scarring (Pop.: 19,700 manscorpions and out- for an exposed wound); their Dexterity his face from the sun’s rays. siders); Army: 6 pincers; Ruler: Anupalas- and Morale both drop to half (rounded Nimmur is an ally of Herath, although sar II “the Firebranded,” oldest son of down). If caught in reflected light with the Nimmurian clergy believes manscor- Dargon I. Royal lands include the area partial make-up, they suffer 1d4-1 points pions will rule the entire peninsula some around Er and the “Southern Shield.” The of damage per round, with no other effect day. On the other hand, Herath hopes to family domain is Asur. Patron: Menlil. on Morale or Dexterity. steal the secret of the ancient Nimmurian Present-day Nimmurians are manscor- star device. Right now, the Nimmurians pions who usurped the land from its pre- Nimmur today still have a problem with decidedly vious occupants, a race of winged mino- The arrival of traders from Vilaverde unyielding orcs in the south. These orcs taurs. The current Nimmurians are sent a message to the manscorpions’ lead- are savage creatures that have adapted to vicious, even worse than the Herathians. ers that it was better to tolerate visitors on the thick jungle of the Orc’s Head Penin- At least the latter have a clinical, scientific the surface, and even trade with them, sula. Nimmur also faces a dilemma with interest in magic. Herathian pragmatism than to tight them forever. Vilaverdans the encroachment of foreign settlers, is their governing factor. In contrast, the and most eastern traders were more especially lately the affluent Herathians manscorpions of Nimmur are ruthless, advanced than the Nimmurians. The out- moving into the City of Er. It is becoming conniving creatures filled with hatred. Pity siders’ red-steel blades proved quite a difficult for the clergy to keep unwanted and remorse are unknown to them. They deterrent. The manscorpions want the visitors out of the ziggurat quarters in crave the sun, but at the same time fear it. secret of that new metal. their cities. The manscorpions ignore the Nimmurians cover their bodies with a Up to two-thirds of Nimmur’s foreign northern coastal lands because of mos- thick make-up to protect themselves from trade is overland, to and from western quito and killer-fly infestations that have the lethal effect of the sun, the result of an Herath. Several tribes of jungle orcs decimated settlers and sheep flocks there old Immortal’s curse. The make-up secretly take bribes from unscrupulous in the past. ranges from brown for the lower castes, Vilaverdan traders to raid caravan trails to red for warriors, and gold with embell- linking Herath to Nimmur. Nimmur’s armies ishments for nobility. Clerics usually cover Almost a quarter of Nimmur’s foreign Nimmur maintains permanent, profes- their entire bodies with silver runes over business passes through Porto Escorpião, sional troops trained and paid according black make-up, without which they the Vilaverdan colonial enclave and best to precepts laid down by ancient Nim- couldn’t cast spells under the sun. When port facility in the country. Vilaverde murian generals (inspired by the real outside, all manscorpions wear masks fea- arranged for rival traders to be virtually world’s Assyria). Although nobles com- turing monstrous grimaces. The masks locked out of Nimmur by slapping a 33% prise most of the upper ranks in the army, provide a visor and dark lenses to protect tax on anything shipped by non-vilaver- effective authority is based on actual mili- the manscorpions’ fragile eyes. dans through Porto Escorpião. What little tary rank, not social status. remains of maritime trade involves scores Towns of a thousand people or more of private traders between Bellayne and are walled. Most structures are made of

44 APRIL 1993 dried mud bricks. Each town pays for its but lost in the forest. Many of the man- The manscorpion pantheon own army. The troops are disciplined and scorpions from this state join the armies The early Sohktari clergy removed all organized. Troops of the same types all of other dominions or become bandits. references to ancient Nimmurian patrons, wear the same armor and tunics within Suneveh (Northern Shield) —Capital’s save perhaps in some forgotten ruins out- their respective armies. Conical helms population: 18,200; Army: 5 pincers; side the cities. They replaced them with with bronze masks are predominant. Ruler: Prince Enshurnasirpal III “The an adaptation of their own pantheon. It Manscorpion armor costs three times that Impaler.” The ruler of Suneveh has should be noted here that Sohktars easily of its human counterpart because of its recently acquired medicine that should penetrated ancient Nimmurian society complexity (larger abdomen and eight negate the effects of killer flies on the because the “scorpion-man” figure existed leg pieces, tail and sting remaining Wind Flats. Soon, settlers will be sent to in ancient Nimmurian mythology. unarmored). Nimmurians do not use support a major northern territorial The beliefs of today’s manscorpions of mercenaries. expansion north of Nimmur. Nimmur reflect the duality in their life: For 100 troops, 20 ride mule-driven Sur — Capital’s population: 3,900; Army: the dark underworld from which they war-chariots (two mules, a driver, and a 4 pincers; Ruler: Prince Nergil VII “Cotton come, and the world above that they crave warrior per chariot; short bow, spear, and Head.” All the between Herath but which kills. Death under the sun rep- scale mail). Twenty more use longbows, and Nimmur stop in the capital of Sur, a resents a mystical cycle that started with short swords, and scale mail; twenty are rich trading town. The treasures of Sur the break from Idu-Ixion and a return heavy infantry with lamellar (banded) make a tempting target for the orcs of the through his flames. armor and Nimmurian poleaxes; and Dark Jungle. Beyond those listed below, many minor forty are light infantry with leather armor, Southern Shield—Army: 5 pincers; Immortals have places in the Nimmurian large shields, spears, and short swords. Administrator: Lord Ishme-Hursag. This pantheon, representing various aspects of The war-chariots of Er are scythe- dominion belongs to the throne of Nim- Nimmurian life. According to ancient wheeled and larger than those of other mur. The administrator’s responsibility is beliefs, they are all thought to travel on cities. Twenty are long-bowmen with to patrol the caravan trail and keep it free magical cloud chariots. short swords and scale mail. Another 20 of marauding orcs—a tough duty. No sane The spell effects noted below for Nim- are heavy infantry with lamellar (banded) warrior wants to be transferred to this murian clerics are special powers, not armor and Nimmurian poleaxes. The final military . actual spells (see , 40 are light infantry with leather armor, Low-Realm of Apsur— Total popula- Book 1, pages 17 and 29). large shields, spears, and short swords. tion: 80,000 manscorpions, no outsiders; Menlil (Atzanteotl) is the Immortal who Armies break down into battle pincers Army: 12 pincers. Ruler: Queen Tigurta I whispered to chosen Sohktars during of 100 troops, in turn splitting into tactical “The Taciturn.” This is the underground their-aimless journey through the caves of stings of 20 troops. Officers, petty nobles kingdom of the old Sohktars. Its caves Mystara. He promised them Gilmun, a with simple warrior rank, and priests usu- spread as far as the center of the Forbid- land of sun and light where they could ally ride the smaller war-chariots. den Highlands, with tunnels and cracks dwell. Through his dreams, he taught his connecting to the ziggurats of Er, Asur, followers how to make the protective and Suneveh, and a few other secret spots make-up. Menlil is now the patron of Dominions of Nimmur in the Forbidden Highlands. Although a Gilmun, the “land-above.” Also called “The Asur—Capital’s population: 15,100; subject kingdom of Nimmur, Aspur is at Guide,” he stands as the patron of war and Army: 4 pincers; Ruler: King Dargon I risk of breaking away. The queen is a High revenge, and the chief figure of today’s “The Defender.” Dargon was the previous Priestess of Nin-Hurabi (see “The man- Nimmurian pantheon. king of Nimmur. His army slaughtered a scorpion pantheon” below) who resents Manscorpion clerics of Menlil can cast great orcish war-horde of over 15,000 at the authority of the surface king. a cause light wounds spell three times per the battle of Anusardapal, named after a day. hero who died there. Now a tired old war- Nin-Hurabi (Nyx) is the patron of Apsur, rior, he abdicated in favor of his son but retained the honorific title of king. Asur is Manscorpion Poleaxe: Weapon Mastery Chart the dynastic domain. Dargon now over- sees spying activities on the Vilaverdans, Mastery Damage Defense Special hoping to capture their fortified port. [P=H] Basic 3d6 — Attacks every other round Ankesh—Capital’s population: 2,500; Skilled 3d6+3 H:+1AC/1 Attacks every round Army: 2 pincers; Ruler: Prince Sheneser II Expert 3d6+6 H: +2AC/l Deflect (1) “Iron Sting.” Ankesh regularly sees raids Master P: 3d6+10 H: +2AC/2 Deflect (1) from Jibarú phanatons. Hills and heavy S: 3d6+8 forest present a difficult environment for Grand Master P: 3d6+16 H: +3AC/2 Deflect (2) Nimmurian troops, especially their war- S: 3d6+12 chariots. Phanatons are thought to be no more than primitive forest barbarians that [P=H] Primary target is a foe attacking with either hand-held or hand-thrown present little danger to Nimmur. weapons Ekiddu —Capital’s population: 3,100; P: Primary target Army: 2 pincers; Ruler: Princess Ish- S: Secondary target (monsters attacking with natural weapons) mamna I “Black Heart.” Ekiddu is trying to H:AC/#: AC bonus and number of times per round this AC bonus can be used become a trading town. Unfortunately, its against attacks from primary targets port is shallow and presents no contest to the Vilaverdan colonial enclave just to the south. The capital of Ekiddu is the town Abilities STR INT WIS DEX CON CHA where the most foreigners can be found. Race Max. 18 17 17 18 18 18* Shubat-Nammu —Capital’s population: Manscorpion +1 -1 -1 — +1 — 1,250; Army: 1 pincer; Ruler: Prince Nam- rud XII “Seven Legs.” Dubbed the armpit * Charisma applies only between manscorpions; penalize Charisma when deal- of Nimmur, this impoverished state is all ing with humanoids, -5 when dealing with demihumans or humans.

DRAGON 45 the dark underworld beneath Gilmun. clergy. A secret few exist who suspect infravision and a natural armor class of 7. She represents earth, fertility, birth, the Menlil influenced their Sohktari ancestors Addition of body armor of AC 7 or worse safety of the caverns, and ultimately, dark- into mistrusting Idu. They also resent only improves the manscorpion’s natural ness. Nin-Hurabi bears no ill will toward Menlil’s misleading promise of sun and armor class by one point. For body armor the manscorpions. She only seeks to pro- light. of AC 6 or better, use the rating of the tect them and believes they should remain Manscorpion clerics of Idu can cast a armor worn, plus an armor-class bonus in the caves of Mystara. Nin-Hurabi druidic produce fire spell twice per day. of one point. Shield and Dexterity modi- opposes Idu, who is the embodiment of They also receive a +1 to their rolls when fiers to armor class work normally. light. She despises the way he dismissed trying to Turn Undead. Assume the normal monster’s AC 1, as and cursed the early Sohktars. She also described in the Rules Cyclopedia, comes frowns on the way Menlil cheated the from armor and high Dexterity. The huge manscorpions with his shabby make-up Manscorpions as NPCs pole arm listed in the monster description trick, and how he manipulated them into Manscorpions, especially the Nim- exists in Nimmur, but it is so heavy that a taking over ancient Nimmur. murian sort, should remain NPCs under manscorpion warrior with basic mastery Manscorpion clerics of Nin-Hurabi can the DM’s control. Here are the details of can effectively swing it only once every cast a darkness spell three times per day. that NPC class, as it could be used in a other round. Such a weapon costs 10 gp Idu was the name ancient Nimmurians campaign. Considering the number of hit and has an encumbrance of 200 (see gave Ixion, their chief Immortal, who rep- dice of a normal manscorpion, it is easier Weapon Mastery chart). resented the sun. For the manscorpions of to assume there are lesser manscorpions today’s Nimmur, Idu has become the of 1-7 HD and greater manscorpions of 8 Note: Don’t forget to apply the Hit Roll prince of perversity an “evil” figure that HD and up (spell-casting clerics). bonuses from the table on page 76 of the no one should honor. His perversity lies in Using the standard fighter experience Rules Cyclopedia. Special deflection is the fact all manscorpions seek Idu’s table, apply a 30% penalty to all earned explained on page 80 of the same book. mighty fire and his light, the attainment of experience for a standard manscorpion; The Nimmurian poleaxe can be neither which brings only destruction. Idu is the the penalty should be only 20% for Nim- used with a shield nor thrown. It is a two- Immortal who betrayed and abandoned murian manscorpions because of Idu’s handed weapon. Non-manscorpions have the Sohktars, but also he whom the curse. All manscorpions start with 1 HD, a -5 attack penalty when using this manscorpions hoped they could honor equal to a 1st-level human fighter, but weapon because of its size and the way it again. Dying by his flame is both a horri- manscorpion warriors have none of the is balanced. Manscorpion masters and ble fate and a highly spiritual act, for it human fighter’s special abilities or Fighter grand masters of the Nimmurian poleaxe represents the end of the manscorpion’s Combat Options. Manscorpions always are a myth. No manscorpion is skillful quest and a return to Idu’s mythical make their saving throws as fighters. enough to with the poleaxe to reach those realm. Even when manscorpions reach 8 HD levels. Manscorpions honoring Idu are consid- and become clerics, they continue to gain ered evil heretics by the established 1d8 hit points per hit die. They also retain all fighter weapon skills previously acquired (edged and piercing weapons are permitted). A saving throw negates a lesser man- scorpion’s poison. If the save fails, the poi- Errata: DRAGON® Magazine #190, son causes illness (Movement, Dexterity, page 45. Mining Effects in general do and Strength are halved, rounded down; wipe out farming and taxation in a hex, initiative -3). The effects of the poison but as a DM option, this effect could be begin 1d4 rounds after the sting, and last limited to borderland or wilderness 4d6 hours. The sting itself inflicts 1d4 areas only. Farming and taxation in points of damage. rural or more populous areas could The poison of a greater manscorpion is remain unaffected. deadly. Its sting inflicts 1d10 points of Column 3, paragraph 2, “. . . as damage, and the victim is paralysed for shown in the Method entry earlier . . .” 1d8-1 rounds. A failed saving throw vs. should be changed to “. . . as shown in poison means instant death. If the DM the Procedure entry earlier . . .” allows a player to run this type of monster Column 3, last paragraph, “ . . . at the as a PC, the poison should be of the para- end of the month, better luck next lyzing type only (with a saving throw-vs. time!” should be changed to “ . . . at the paralysis) for the sake of fairness to other end of the year, better luck next time!” after all players and game balance. DRAGON Magazine #189, page 44, Manscorpions cannot rise beyond 13th under “Food”: To find out how much What are the latest releases in minia- level. If the DM allows unlimited levels, urban population farmers can sup- ture figures and scenery? What rules manscorpions should use 1d6 for deter- port, divide the farming/fishing popu- are best for tabletop war games? Turn mining hit points, from 8th level up. This lation by 5 (not 41. In the example to “Through the Looking Glass” in this issue and see! should be decided before bringing such a given, the 300 oasis farmers could sup- character into play. Constitution bonuses port 60 soldiers (not 75). The example are added when the NPC is created and is still valid despite the error. every time it gains a new level, up to 9th level. Racial ability modifiers are given here: Miscellaneous: A manscorpion can hold its breath as long as a normal human, but cannot swim at all. Water dis- solves Nummurian make-up in 1d4 rounds. Manscorpions of Nimmur have 46 APRIL 1993

Files from the Funhouse of Solitude

You know, I’ve been at TSR for a few years now, and I’m used to the late-night comings and goings of certain pipe-smok- ing wizards, but some really weird stuff keeps showing up around my cubicle when I’m on deadlines. I’m working late one night and I hear some high-pitched “cinema villain” laugh (You know: “Mu-hu- ha-ha-ha-ha-ha!”) just outside. I need a break, so I get up to see what’s so funny that has a co-worker regressing to such depths. The last thing I saw, at the end of a purple and red blur, was the head of a large blue sledgehammer. I woke up a few hours later, only to find my computer screen filled with the infor- mation below. The writing was something that would have failed my high-school English classes, but the content was fun, nonetheless. After much liberal clean-up work (on the text and my office—whoever put the grape jelly on my chair and the glue on my keyboard will pay for the dam- ages!), the secrets of Slapstick”, the hero who laughs at danger, can now be told!

SLAPSTICK™ Steve Harmon High-school class clown

F TY (6) Health: 92 A IN (40) S TY (6) Karma: 34 E IN (40) R PR (4) Resources: FB I GD (10) P Ex (20) Popularity: 2

[The above was all broad-mindedly translated from such material as “Slap- stick’s the worst buttkicker around and nobody can touch him and he’s smarter than the average bear and. . . .” You get the picture. Try to imagine the pain of this for- mer English teacher.]

KNOWN POWERS: [Well, this isn’t nearly as easy to translate. I think I’ll leave the original text in (though I’ll add at least a outta the same stuff that the rest of the plug me in, I get pretty pumped up in a semblance of spelling and grammar), and super-dudes use for costumes—unstable Charles Atlas meets Reddy Kilowatt sort- make my guesses afterwards.] molecules, ‘cept I’m alive and they’re not! of-thing! Anyway, like I said, nothing can hurt me “My four-fingered gloves (aren’t they “OK, lemme see . . . I’m totally inde- because I’m like a toon in that totally cool cool? It’s a pain when you gotta dial the structible, see? I’ve got a bod that’s made movie—pretty righteous, eh? And if you phone, though) now have some

48 FEBRUARY 1993 thingummy in ‘em that helps me out. The rank powers consciously, but he needs to Steve Harmon needs only to speak the left one’s got a button that lets me change make a Yellow Psyche FEAT to do so for words of power (“Klaatu Barada Nikto”) to from my ever-studly he-man self to my one round. become Slapstick! even-more-studly super-hero identity of Leaping: Slapsticks resilient muscula- D. Accidentally falling through an alien Slapstick quicker than the pep squad can ture and unstable body allows him funhouse mirror, Steve’s molecules were faint at the sight of a dissected frog in Biol- Remarkable rank Leaping (30’ leaps). nearly stretched across 3,741 dimensions ogy! The right one is my very own handy, Lightning speed: Slapstick can move at until an extra-dimensional scientist of dandy, ‘bag o’ tricks.’ It stores stuff inside Amazing (50) ground speeds (8 areas/ sparkling wit helped Steve master his awe- it somehow or other, and when I want round) when running normally. If pan- some powers. Steve then used his new- stuff, I wiggle my fingers and presto! icked (failed Psyche FEAT in the face of found powers to free lots of captive Instant access! I keep my hammer in danger), he can attain up to Unearthly Earthlings and fend off an extradimen- there all the time, and a good supply of (100) ground speeds (10 areas/round) for sional invasion of Earth by the evil clowns sodas, chips, and my gym clothes (gotta one round. of Dimension X! remember to let Mom wash those—it’s Energy conversion: Slapstick is affected been six months). All this and more! My cosmetically only by Physical, Force, or bestest ability to confound all evil-doers Energy attacks. However, if exposed to DR. DENTON™ (or at least those that mess with me) is my high-voltage electricity, his body absorbs Oliver Denton charm, my wit, my joie de vivre (that’s up to Unearthly (100) amounts of electric- Future mad scientist French for awesomacious life, dude)! ity per round and expands to a 7’ height Remember, Slapstick’s not in it for with exaggerated muscles (“Hero of the F FB (2) Health: 12 revenge or glory—I’m in it for the yucks!” Beach” model. Slapsticks Strength is A PR (4) increased to the rank of the electrical S FB (2) Karma: 44 Alter Ego: Slapsticks ego is high-school attack, but his Strength maximum is E PR (4) class clown Steve Harmon. They change Amazing (50) rank. This enhanced R RM (30) Resources: PR identities (and the properties of Slappy’s Strength can be maintained for 1-5 (allowance) body) by pressing the “biomagnetic pulse rounds (1d10/2) or for as long as Slapstick I GD (10) activator stud” on his left four-fingered remains exposed to electrical current. P PR (4) Popularity: 0 glove. Electroplasm Body: Slapsticks body is TALENTS: Trivia: B-, C-, and D-grade KNOWN POWERS: composed of “living unstable molecules” SF and horror movies; Smarmy jokes; Oliver is a mutant with enhanced Intelli- collectively called electroplasm. His gloves “Martial arts S” (Unique: +2CS to Fighting gence (Remarkable (30) rank) for his age. contain molecular stabilizers that hold his when resorting to combat tactics of com- All this means is that he’s able to avoid the body at a minimum level of coherence. edy films—eye poking, nose-kissing, etc.); minor troubles that most eight-year-olds This form mimics his human shape, but Hammer (+1CS to Fighting rank when indulge in, and move straight up to exaggerates every action due to its using his special sledgehammer). indulging in the serious, property-damag- remarkable elasticity and pliability. The ing troubles that most parents associate special properties of this electroplasm ROLE-PLAYING NOTES: If you were with teenagers, the X-Men, or Godzilla. body grant Slapstick these powers: the class-clown and were suddenly —Invulnerability: Slapstick is composed endowed with the powers and indestruc- TALENTS: Electronics, Engineering, of Unearthly (100) material strength “elec- tible nature of a cartoon character, how Mechanics, Robotics, and Mad-Scientist troplasm.” This doesn’t give him Body would you act? Rhetoric. Armor or perfect resistance to damage; it’s just next-to-impossible to destroy the HISTORY: How did Steve Harmon ROLE-PLAYING NOTES: Despite all little guy! The effects of any attacks are become the most animated hero of the his grand designs, Oliver Denton is still an temporary on Slapstick: If he’s shot, his MARVEL UNIVERSE™? What is the spec- eight-year-old boy with many attitudes, body is riddled with bullet holes; if he’s tacular origin of the awesome vigilante needs, and wants of a typical child that blasted with a flame-thrower, he’s who plays cruel tricks on crime? How did age. Of course, most children can’t con- charred and smoking, but he keeps on he get out of detention long enough to vert their fathers’ cars into particle accel- smiling! Slappy ignores all Battle Effects earn his powers and battle his foes? You erators and giant robots. What does this Table results except Slams and Stuns, be the Judge and pick one below: kid act like? Get some old Universal SF which occur as normal. A. Prolonged exposure to radiation films, and watch the mad scientists. Now, —Elongation, imitation, plasticity, from years of sitting too close to the TV extract puberty, the wild hair, lab coats, shape-shifting: Slapstick has all of these took its toll. Steve Harmon made one of and the hunchbacked assistants (but keep powers due to his unstable body, but he “those weird faces for too long,” and it the maniacal laughter and the over- has no conscious control over them. The stayed that way. That should teach you to wrought, overdone, overbearing attitudes player and Judge can work on strange listen to your mother. and speeches). Dress him in some awful effects and uses of these powers for Slap- B. Midget aliens who sit in judgment outfit only mothers think their children stick, but they only kick in for limited over the universe (and take themselves look good in, and you’ve got Oliver. His amounts of time and only under extreme way too seriously) came down to Earth parents thought he was a normal child stress (stretches an extra foot to reach a and granted Steve his “Magic Four-Fin- until he answered that ad by the Mad bomb, swinging over the city with his gered Gloves of Power,” to protect Earth Thinker—“We’re looking for people who knees behind his head, bouncing upon from evil-doers. like to build androids.” impacts, face changes to famous cartoon C. Granted powers beyond mortal com- characters when in pain, etc.). Slapstick prehension by some old homeless guy can attempt to use these Remarkable (30) who lived beneath Grand Central Station,

DRAGON 49 TEDDY™ servitude, and join our productive work the secret life of the Terrible Techno-Tod- Humongous, unstoppable, rampaging force. Could he have gotten a job with no dler! (Be afraid! Be very afraid! NOT!) Since killer android appreciable skills beyond a dazzling I was leaving the place at a much more smile? I guess we’ll never know. depressed pace than I arrived, I barely F GD (10) Health: 100 noticed when the street lights flickered A GD (10) ROLE-PLAYING NOTES: The one along the entire street, but I heard the S IN (40) Karma: 6 thing you need to understand about woman of my dreams scream! Changing E IN (40) Teddy is his sparkling dialogue (“Teddy go to Slapstick, I stormed the house, ready to R FB (2) Resources: NA on mindless rampage! Teddy win fight, get defend Barb from . . . an eight-year-old kid I FB (2) babes!”). You just can’t buy conversation wearing red and yellow pajamas, a towel P FB (2) Popularity: NA like that anymore. for a cape, and a football helmet. (Sheesh! Even I had better taste in costumes when I KNOWN POWERS: HISTORY: [Once again, we have Slap- was eight.) Just when I figure I’ve gotten Robotic construction: Teddy has Class stick’s words, loosely translated into Eng- the lamest Rogues’ Gallery this side of 1000 Resistance to disease, aging, mind lish.] Squirrel Girl, I got clocked good by a metal control, and powers that affect the human “What’s this kid’s problem? Darned if I fist the size of Toledo! I chose that time to mind and emotions (like “Leave it to know! Geez, all I know is that I finally got fake like I was knocked out so they Beaver” re-runs). Of course, it is subject to the nerve up to call that major babe, Barb wouldn’t bother Barb. Really. I had ‘em attacks that control machinery. Halsey, and she wanted me to meet her at right where I wanted ‘em. Really. Body Armor: Teddy’s metallic hide the Dentons’ place where she was baby- “Ok, so I come to and I’m trapped in granted it Remarkable (30) rank protec- sitting, right? (Can you believe that? Barb what looks like Victor Frankenstein Jr.‘s tion from physical harm. This, of course, Halsey! No, I’m not kidding! I couldn’t room. I goaded him into torturing me to does nothing to protect its poor, artificial believe it either!) Anyways, I took my bike protect Barb, swiftly tricking him into psyche from the damaging psychological over (must have hit somewhere around pumping me full of electricity. Before any- effects of the random acts of senseless vio- Mach three—my ears were ringing, but one could scream ‘It’s alive! Alive, I tell lence visited upon him by a cruel, manip- hey, did my hair look good! So, I go to the you! Alive! Bwah-ha-ha-ha-ha!‘, I’m more ulative, world. door, expecting Barb to answer the door, pumped up than the Hulk having a bad Weakness: Read the signs, kids! “Don’t when it opens to reveal Vinnie! Yeah, Vin- hair day! Before the midget can blindside feed monkey wrenches to the androids!” nie ‘the living wall’ linebacker of the me with his erector-set-of-doom, I figure school football team! Barb made some I’ll take the controls away from him. TALENTS: None, and isn’t that sad? excuse, but I wasn’t quite listening at that Guess I don’t know my own strength, but I Suppose Teddy had wanted to go out into point. Her loss, right? Yeah, sure. smash the controls. Great—one walking, the real world, leaving behind a life of “Well, where the heck was I? Oh, yeah— talking, bucket-of-bolts giving new mean- ing to the words ‘delinquency, violence, and a general disregard for authority can be traced to heavy metal.’ “Well, the hero wins the day, gets the girl, and doesn’t even get in trouble for the mess he made! What? Oh, okay, so I had some help from the kid! Hey, I had to show Barb what a compassionate guy I am, forgiving mine enemy and all that jazz. So the kid plugs me in and feeds me maximum wattage so’s I can teach his robot a thing or two about mindless rampaging (having been a major fan of it since I was four). Any- way, a few rounds with the hyperthyroid tinkertoy did nothing but move some furni- ture (and some walls), so I took a recipe from Mother’s Delicacies of Destruction: Take one (1) robot/android/synthezoid/ artificial being; insert one (1) wrench in mouth; and bango! Teddy’s tummy got the better of him. Dr. Denton won’t be plaguing anyone with killer androids or death rays anytime soon. He won’t even be sitting down for a while without remembering that you don’t mess with Slapstick! But the best part about it—Barb Halsey has the hot and heavies for me! I mean Slapstick! I mean Aarrgh! This secret identity stuff can be a real drag sometimes.”

The MARVEL-Phile’s Marvel characters and the distinctive names and likenesses thereof are trademarks of Marvel Enter- tainment Group, Inc. and are used with permission. Copyright ©1993 Marvel Entertainment Group, Inc. All Rights Reserved.

50 FEBRUARY 1993

52 APRIL 1993 You know how it is. It’s been a week for the single adventure only and not car- confidence. Many beginning GMs lack the since your last role-playing session, one in ried forward into other adventures (per- self-confidence to undertake a long which your character reached new haps this introduces the concept of adventure (it is a daunting task), and the heights of gaming greatness, and you’ve disposable characters). one-night stand is the perfect opportunity been champing at the bit to continue the to begin developing the skills required by campaign. You arrive with high hopes of those wishing to be successful GMs. another long night of fruitful gaming, then Why a one-night stand? Group members can even provide feed- settle into your favorite position at the 1. A change is as good as a holiday: back once the adventure has been com- gaming table, eager to get underway. One of the main advantages of a one-night pleted. A kind word can make all the Then the bomb drops. Your game mas- stand is the opportunity to try something difference to a beginning GM, so be help- ter fails to show up (“I know it’s inconve- new. If your role-playing group plays only ful and constructive in your critiques. nient, but I really should be at the birth of the AD&D® game, try a completely differ- my baby”) or shows up but is burnt out ent game. You can always come back to The one-night stand’s anatomy from work stress (“. . . then my office the AD&D game if you don’t like the new The beauty of one-night stands is that caught fire and we missed deadline.”). game: Remember, it’s for only one night. they can be set up with a minimum of Contrary to popular opinion, GMing is Besides, you might discover a whole new effort, especially if easy-to-use combat and not a paying profession (if it is, please let type of adventure game that everyone character creation rules are available. A me know where to send my resume). enjoys. If your group isn’t that adventur- quick start and a fast pace are the two Most GMs also have another life, one that ous, why not try a different AD&D world basic elements of one-night stand gaming. pays the bills, feeds the children, or pro- (for example, leave Oerth and leap into In order to achieve these, GMs and players vides themselves with an education. !), or try playing a different often need to be a bit more flexible in their Sometimes, the last thing a GM wants to character type. If you’ve always played attitudes on gaming. The key word when face is a group of excited role-players. In fighters, now might be the perfect oppor- designing one-night stand is therefore sim- these situations, a stoic GM might adopt a tunity to play a wizard, cleric, or rogue. plicity. The following are some factors “the show must go on” attitude and push Many new games often come with sim- which, when considered, can make one- on regardless, often with disastrous ple introductory adventures that make night stand gaming much easier. results, There is nothing more depressing things much simpler for the players and 1. Stereotypes: As the name of the to a group of players than spoiling what the GM, as the less explanation of rules game is pace, there is little or no time for has been, at until this point, a long and required for playing, the better. Very few lengthy non-player character develop- enjoyable campaign. GMs can afford to buy all of the new ment. In a long-running campaign, NPCs A far more sensible solution is for the games that come out, but usually some- can be complex, realistic individuals, GM to admit that tonight would not be a one will have bought some new game and developing real personalities throughout good time to continue this particular cam- will be eager to try it out on the rest of the the length of the game years. In the one- paign (“but watch out next week gang!“); group. Let him. night stand, stereotypical characters make he or she should take a break. What Another option is to develop your own the job a lot simpler. For example, in a should the group do in this situation? simple rules, which can be used in a vari- game set in the Old West (my personal Those players possessing chaotic tenden- ety of situations. My group developed a set favorite for one-night stands), the man cies will probably consume large quanti- of generic rules for firearms that could be wearing the black hat is quickly identified ties of junk food while bemoaning their used for anything between 1800 and 2000 as the chief antagonist. In more modern fate. Sensible players might want to go for A.D., with damage divided into simple cat- settings, the man with the grenades and the option preferred by my small gaming egories (two serious body wounds meant the pistol pointed at the airline pilot is group: the one-night stand. you were dead, a light head wound meant most probably a terrorist. You get the idea. My three friends and I would role-play you were unconscious, and so on). By hav- “Stereotyped” does not imply corny, but every weekend, taking turns as the GM. ing such an adaptable set of combat rules, NPCs should be kept as simple as possible Each GM would “umpire” for four to six we could play all sorts of adventures, from because time is of the essence. Chapter 12 weeks at a time, swapping places when a the Wild West (based on the original of the AD&D 2nd Edition Dungeon Mas- campaign objective was met, characters BOOT HILL® rules by TSR) to World War ter’s Guide (pages 114 to 117 in particular) were killed, or the current GM had had II, to modern scenarios (playing a SWAT gives good suggestions on how to create enough. Although I willingly admit that team) and into outer space. With an imag- and use NPCs, and these simple guide- my fellow role-players were much more inative GM and willing players, any sce- lines can also be translated to other accomplished at running long-term cam- nario is possible. games with relative ease. paigns, my speciality was the one-night 2. GM’s rest day: I have already 2. Quick plot: One golden rule of one- stand. I was often called upon to come up described typical situations that can lead to night gaming is that if the players are with a “filler,” an adventure that usually a one-night stand. These also serve to expected to complete an adventure in one went for only one night (two consecutive introduce another benefit of playing such session, it should be designed that way. It sessions occurred only rarely). an adventure, which is to allow the regular is pointless to design an adventure with a Although short, these sessions were or current GM a break from umpiring. plot so complex that it would take Sher- filled with fun and adventure—essential Many GMs, especially those who umpire lock Holmes three weeks to solve. elements of one-night stands. The “Side constantly, really appreciate the opportu- Similarly, the plot should also be com- Treks” included in many issues of nity to play once in a while, tossing aside pletely self-contained. Try to avoid leaving DUNGEON® Adventures are excellent the rule books and donning the player’s the adventure incomplete, in the sense examples of adventures that can be played mantle again, This is particularly true that the players are left with the feeling in one session. “Side Treks,” however, are when trying a new game. GMs are made, that something more is about to happen. usually designed to be slotted into a not born. We all usually start out as players. A one-night stand should be designed longer campaign, and they are assumed to 3. Training new GMs. This brings up without loose plot threads or clues that use the regular player characters who are the point that in addition to resting your could carry the game on. Having a group part of that campaign. One-night stands current GM, one-night stands are an ideal of players role-playing a SWAT team that are different in that it is suggested that training ground for new GMs. Successful must rescue the hostages and kill or cap- entirely new characters should be created campaigning comes with experience and ture all of the terrorists is an example of a

DRAGON 53 one-night stand. Leaving a clue that leads acter who, in his very first battle, had the dozens of dice throws and tables might be the players to an international terrorist misfortune of having his head cut off. The appropriate when time is not a luxury, the ring that must be infiltrated and defeated moral of this story is, don’t spend a long one-night stand requires a bit less consul- is not a one-night stand—it is the begin- time creating something that may not live tation of charts and more confrontation of ning of a campaign. long. For a quick start and ease of play, the enemies. The plots for a one-night stand may GM should encourage their players to I have already mentioned that my group need to be simple, but this doesn’t mean keep their character-creation system sim- developed it’s own quick rules for they have to be boring. Once you get into ple, perhaps using a system used by GMs firearms; you can do the same. Remem- the swing of designing short, sharp adven- when creating minor NPCs. ber to keep the rules simple. For unarmed tures, it soon becomes second nature. Especially in modern-era scenarios, only or “swords and spears” combat, I’d still Until you do develop those skills, look for basic characteristics need to be rolled for, stick to the rules provided in the D&D® or great plot ideas from Hollywood. Although usually Strength, Constitution, Dexterity, AD&D manuals. Combat is nice and quick I would not suggest using a movie plot as Intelligence, and possibly morale. If an with these systems, and it can be sped up the basis for a long adventure without established plot is used from a movie, even more if few or none of the optional considerable modification, I often used players could either take the role of a rules are used. movies as my inspiration for my one-ses- character in the film (“I want to play Rip- 5. Fun: This is the most important ele- sion adventures. If most of the players ley!” “I want to play Hicks!” “I want to play ment of one-night stands. With an exciting have seen the movie from which you’ve Newt”) or create their own simple charac- plot, eager players, and plenty of action, taken the plot, it makes starting play much ters for the evening (“This is how I would the fun part comes easily. Remember to simpler, as it removes the need for lengthy have handled it.“). Whatever system of keep the game flowing, take some risks, stage-setting. character creation you do use, make sure exercise some leniency as the GM every To help you on your way, I’ll name a it’s compatible with your combat system now and then, and—above all—enjoy number of movies whose plots are great (“Do you want to use a saving throw vs .44 yourselves. to play as one-night stands: Die Hard and magnums?”) Watching a PC grow from a nervous, Die Hard II, Night of the Living Dead, 4. Combat: Unlike the campaign adven- vulnerable cave explorer to a brave, com- Assault on Precinct 13, The Warriors (for ture, where you may frequently have long petent warlord is one of the real joys of unarmed combat fans), The Magnificent periods without combat, the one-night role-playing. Occasionally, though, it’s Seven, Rio Bravo, and The Running Man. stand should be action-packed. You are great to let your hair down and have a Getting your players motivated shouldn’t out for a bit of fun and adventure, a real night of pure, guiltless fun. So, enjoy your be a problem at all with movies like these “shoot ‘em up,” not long hours of plot next one-night gaming stand as much as as their inspiration. development. Consequently, combat plays I’ve enjoyed every one of mine. 3. Character creation: I once spent an a very big role in the one-night stand. hour creating a 1st-level magic-user char- While realistic combat systems with

54 APRIL 1993

King’s Quest VI (Sierra On-Line) Play the best of King’s Quest

commands, and an easy setting has been will release Might and Magic: Darkside of KnightLine added to aid novice gamers. A new strat- Xeen. This stand-alone adventure can be We received a letter from a reader who egy guide has been included in the pack- combined with Clouds of Xeen to form a doesn’t like the fact that we seem to aging, as well. And if you think this is single huge game. review only PC/MS-DOS games. He has an something, version 1.2 will be ship in just has a new 900 Amiga and knows there are plenty of a few months with 256-color artwork and telephone number for hints or service games for that machine. True, there are! a zoom mode! questions. If you are under 18 years of However, most games are now initially New World Computing has licensed the age, check with your parents first before released in PC/MS-DOS format, with some original Empire! game and they’ve pro- calling! The number is (900) 737-4468. in Macintosh format, so when we review a grammed some fantastic improvements to If you’re an Apple II computer gamer new game, you probably will see it it including: Super VGA, as many as six and would like some information on a reviewed under one of those system for- players in a game, network and modem new fantasy role-playing game (FRPG) mats. Our experience tells us that the support, animation, advanced computer developed for that platform, we recom- majority of games, when converted, play artificial intelligence and more. Also, dur- mend that you contact Michael Mackay. similarly, so when you read a review of a ing the first quarter of 1993, the company All we have from Michael is his phone Macintosh or PC/MS-DOS game, the same number, which is (715) 745-2810. The four comments should apply to an Amiga ver- Computer games’ ratings disks that comprise the adventure cost sion as well. $20. Mike states the game is a continuous Who says game companies don’t listen X Not recommended logic puzzle possessing “size and com- to their customers? Impressions has sent * Poor plexity with plots and subplots that should out an upgrade disk to those who pur- ** Fair entertain hard-core gamers for weeks, or chased Air Bucks after listening to your *** Good even months!” Because we no longer run comments about how to improve the sim- **** Excellent Apple II games, we can’t vouch for the ulation. A new toolbar contains many key ***** Superb game itself, but if one of you plays the

DRAGON 57 game, let us know how you like it. Erik Lashufka of Newhall, Calif., writes, “I’ve heard about an on-line gaming net- work called America On-line. Do you have a phone number or an address I can con- tact to get more information?” We sure do, Erik. We are on this network often, espe- cially in the games forum run by Bob Mul- ligan. Call (800) 827-6364, extension 6394, and America On-line will send you a trial membership and some free connect time.

H.E.L.P. Chris Savia, Springfield, N.J., writes, “I have three questions regarding Wizardry 4: The Return of Werdna, which I am play- ing on my Apple II c+ computer. First, which door has the golden Path? Which sword—red, blue, or green? And, what am I forgetting? Thanks for any help.” Our next question is from Geoff Oxnerd and is for all Beyond Zork experts: “How do you escape from inside the idol after the mother hungus eats the jewel and then leaves? And how do you escape from the wine cellar after you’re locked in?” King’s Quest VI (Sierra On-Line) Danny Pekofske of Stevens Point, Wis., baseline for other entries into this market. has questions about Eye of the Beholder II. The introduction takes around five MB on “I am having trouble with a room where a your hard drive, but it is astounding. The message on the wall reads ‘You must leave graphics are truly cinematic in approach, many things behind.’ I have covered every offering pure speech and 3-D modeling. pressure plate with an item and still the The remainder of the game uses text win- door won’t open. Also, in that same area, dows to display information, a bit of a dis- there’s a door that leads to a room with appointment. If you think 15 MB of hard- many items and a strange door with many drive space is necessary for a game, imag- runes around it. What is that door and ine what a truly interactive, multimedia how do I get it to open?” game would require! Bill of Elyria, Ohio, writes, “I have The KQ6 puzzles are quite difficult, and been playing Pools of Darkness— it’s fun, we saw many similarities to other com- but I have a problem. I went to kill puter games. For example, the map used with a 25-minute, fantastically animated Kalistes and I gave all of my to travel around the terrain, the pirate and speech-synthesized tutorial, it teaches equipment. I killed Kalistes and returned characters in the game’s introduction, you to play chess by watching and absorb- to Elminster, but he won’t return my mag- and even the way a certain inventory ing the principles of the game as each ical items to me. How am I supposed to object (dangling participle) gets into our chess piece describes, in fluid animation get them back?” main character, all point to the Monkey the role it plays in the game. For those Island game from LucasArts Games. KQ6 who already know how to play, this chess also displays themes from Alice in Won- game is a delightful enhancement to nor- Reviews derland and uses mythological beings and mal play. When you move and capture an places such as the Isle of the Dead and the opponent’s piece, the chess pieces ani- King’s Quest VI ***** minotaur. However, it is the way Sierra mate and engage in battle on the chess- Sierra, PC/MS-DOS uses these props to add to the game’s board. Though they fight using their Yes, this graphic quest is the next entertainment value that makes this game physical prowess, weapons mastery, or installment in one of the most popular shine. magic, the outcome is determined by your adventure game series ever created. Let’s not mince words—KQ6 is, simply, move. You’ll watch and cheer your chess Roberta Williams has outdone herself— the best King’s Quest game yet and it is piece on as it eliminates the opposition again. In King’s Quest VI (KQ6), you are certainly one of the best adventure games with flair. With ten difficulty levels and an Prince Alexander. He is on a journey to on the market. It has enormous replay outstanding stereo music score, Battle rejoin Cassima, the princess that Alexan- value, and it is challenging enough to keep Chess Enhanced is the perfect environ- der first rescued in KQ5. Unfortunately, the most avid player hooked for many ment for chess enthusiasts who have been upon finding the location of his heart- days. The music and animation are excep- looking for a computer version with throb, he becomes entwined in the largest tional, as is the story. Hats off to Sierra for exceptional chess logic and an element of of the King’s Quests. another sparkling gem. This game was fun. This is certain to become a software The game requires about 15 megabytes reviewed using VGA graphics and Sound- classic. This game requires 256 colors, a (MB) of hard-drive space, and almost half blaster sound board. (Check out the “Clue CD-ROM drive, and System 6.0.7 or later. of the game’s puzzles are purely optional corner” section for some gaming advice!) paths. The game uses the standard Sierra icon interface, and the animation and Battle Chess Enhanced CD ROM ***** Cobra Mission sounds are spectacular, as Sierra contin- Interplay, Macintosh MegaTech Software, PC/MS-DOS ues to produce software advances that If you’ve never played chess, this CD Rarely do we find a program without gamers are now considering to be the ROM game is reason to learn. Complete some redeeming value. Cobra Mission is

58 APRIL 1993 are an Amiga gamer who enjoys strategy games, take a look at KOEII at your local retailer to see if it meets your criteria for a strategy game—it certainly met ours!

Miner 2049er Software Toolworks, Nintendo Game Boy

Many years ago, the Apple II computer was the platform for a new arcade game. The game was exciting, it sold well, and it introduced a new character to the gaming Quest for Glory III: Wages of War (Sierra On-Line) community, miner Bounty Bob. To our sur- calculating as any human player. You can prise and delight, he’s back in Miner 2049er set up any combination of human and for the Game Boy video-game system. computer players. Yes, Bounty Bob’s stuck once again in The game is played in stages. In the first that blasted, contaminated uranium mine, stage, you check the harvest for your con- and not only does he have to escape, but trolled areas. Surplus food is good-not he’s got to rescue Yukon Yohan who was only can your surplus be sold to increase trapped in the explosion. But there’s all your treasury, but it can be sent to areas types of impediments, from nasty mutants of your growing kingdom that run short. to slippery slides and suction tubes. With Once this stage is completed, you create 10 levels of action (because that’s what armies, build shipyards and , and level Yukon is on), this one will take you conquer land. More land increases your some time to master. You must get tax base, and thus your treasury. A larger through every station before time runs not only unsuitable, in our opinion, for treasury, combined with accumulated out and stake your claim. (We recommend many DRAGON® Magazine readers due to natural resources, allows you to expand that you always check under the slides to its explicit nudity, sexual connotations, your armies, enhance your castles, search ensure you don’t miss making your and foul language, but it doesn’t even pass for ore, and develop more farmland. claim.) Easy to learn, with smooth anima- as an interesting adventure. The cartoon- Each of your armies is comprised of any tion and great sound effects, Miner 2049er like animation is two-dimensional and left combination of swordsmen, archers, is a treat for any Game Boy enthusiast. us feeling cheated. The illustrations retain crossbowmen, pikemen, foot knights, the feel of the original Japanese program mounted knights, champions, or a baron. Quest for Glory III: Wages of War ***** and are quite good, as far as static artwork Although the baron doesn’t fight, he is Sierra, PC/MS-DOS is concerned. Some of the sentences read required when you wish to move armies This is by far the finest of the Quest for as though they have been mangled by a via ships (flotilla) from your port. But in Glory adventures created by Lori and translator somewhere along the line. We order to build anything, you need coin Corey Cole. It also happens to be one of recommend you leave this one on the and natural resources. For example, to the most detailed graphic adventures shelf-don’t waste your time! This game build a keep (the next step up from a released by any company, with a storyline was reviewed using VGA graphics and tower outpost), you must have 20 gold, 10 is replete with new and interesting char- AdLib sound board. wood, 12 stone, and five iron units. It takes acters. The animation is well-plotted and two turns to build. Then you can start to planned—you’d swear at times you’re Kingdoms of England II: populate your keep with soldiers, maybe looking at a movie that you can interact Vikings, Fields of Conquest **** even a catapult or two to really give it with. Quest for Glory III (QFG3) is a Realism Entertainment, Amiga defensive capabilities. delightful repast in a market filled with Over the years, we’ve seen dozens of We do wish there was a way for you to junk food. medieval strategy games for various com- override viewing opposing, computer- The Liontaurs are threatened by war- puters. One of the better offerings is King- controlled kings’ movement, as it slows ring tribes. It’s up to you to bring peace to doms of England II (KOEII) for the Amiga the pace of this game. Also, we could the land in a deadly but engaging adven- computer. As many as six gamers may rename only the first of the six kings—the ture. All of the art is hand-painted and dig- play this strategy game in a quest to program would not allow us to change itized, with many of the animated become King of England. Since there can any of the other kings’ names. sequences actually video-captured and only be one king, differences of opinion The graphics are not overdone, and then digitized to your computer screen. are settled on the battlefield. some might even be called minimal. Although you needn’t have played any of Becoming king is not easy—the com- There are no sound effects, but the game the previous adventures to play QFG3, you puter-controlled opponents are just as plays well and holds your interest. If you can import your character from those

DRAGON 59 shaped through the course of events you select during the adventure. The more you do, the more experience you gain, and the stronger (physically and mentally) your character becomes. With magic and your weapon at hand, you’ll find QFG3 one of the finest graphic adventures you’ve played. There are many paths you ran take through the game, allowing you to replay the game, trying new routes and making new decisions. At the game’s outset, you must decide whether you wish your hero to be a fighter a magic-user, or a thief. (For your first time through QFG3, go with the fighter!) The interface for play is easy to use Simply move your cursor to the top of the screen to view the special action icon bar and six icons appear: Run, Sneak, and Sleep are obvious. The Character icon lets you review the character sheet, while the Hourglass icon offers you information on game time as well as the current day. The Question Mark defines the other icons when you move its cursor over them. To survive you have to eat, and that Waxworks (Accolade Software) means a couple of meals each day. If you are packing rations, this process is auto- squad or as independents during the matic— otherwise, you’ll have lo search course of the adventure. Unfortunately, for food. Without rest, you’ll consume you have Lo access a character icon’s points for spells, stamina, and health very arms, legs, or head in order for them to quickly. If you must rest outdoors, start a attack, pick up objects, read messages, campfire to prevent an overabundance of and so on. The time required to move nasties from treating you like a delicacy. from the main screen to the specific icons We recommend that you speak with for combat can be quite costly to your everyone you meet. When you use the characters’ health! If you have one char- Talk icon on another character, the game acter in the lead, the other three charac- offers you a list of conversational choices. ters do as he does, unless you specify the Write down what you’re told! Many times, leader is an independent. a NPC answer can and will lead you into Using a technique called Photoscape, deeper conversation for additional infor- light in the 3-D Shadowlands is related the grave, only a black void. It seems both mation. If combat becomes necessary directly to its source. Shadows and a true your brother and your uncle have been (and it will), a combat menu appears, a sense of atmosphere arc relayed lo the swallowed by the earth itself. different combat menu depending on garner—light plays a in your The funeral director knew that the your character type (fighter, thief, or success in this adventure. The frustration ground beneath the cemetery was rife magic-user). The actions you can select of this game’s interface did detract from with shafts and mine tunnels, so he knew from the menu to fighting opponents an otherwise highly interesting game. You a cave-in was possible. But you thought range from parrying to swinging with probably should test this offering for your- differently and nightmares raced through your weapon. Your character is a magic- self at your local dealer to see if it belongs your sleep that night. You recall the con- user, the selections covers your available in your software library. We think the versations with Boris about Ixaona, a dark spells. adventure has definite merit and certainly family secret. During the Middle Ages, QFG3 is highly recommended for consider Shadowlands a keeper. We Ixaona had been caught stealing a chicken gamers who enjoy graphic adventure played this game using VGA graphics and by one of your ancestors. Her right hand games. QFG3 is also a great way to start a Thunder Board sound card. was removed with the chop of an ax, and graphic adventuring experience, as it com- she cursed your family, one of whom was bines the best of technology and plot in a Waxworks ***** none other than Vlad the Impaler. unified and interesting package. We highly Accolade, PC/MS-DOS Ixaona’s curse has continued to work recommend this adventure game to Be warned: In this horror adventure, through the ages—whenever twins were PC/MS-DOS gamers. We reviewed this death is not a pretty sight. The story back- born, one became evil. Boris surrounded game using VGA graphics Roland CM-32L. ground is rather intriguing—your brother himself with evil at his home to learn LA sound module, AdLib sound board. Alex is long dead, yet you continue to feel everything he could about it, and he his presence. Your Uncle Boris’ Waxworks recovered Ixoana’s skeleton and a crystal Shadowlands **** is filled with evil mementoes. And now ball found within a box about her neck. Domark, PC/MS-DOS Uncle Boris is dead, with no one left to He worked for years trying to understand Despite a frustrating interface that takes mourn him, save you. A clap of thunder, the crystal ball, swearing he would lift the some time to learn, this is quite an inter- scared gravediggers, and your uncle’s cof- curse. esting FRPG. You have four game charac- fin falls into the freshly dug hole but A call from the funeral director the next ters, that you can operate either as a when you look in, there is no bottom to day confirmed that a mine shaft had

60 APRIL 1993 opened beneath his grave. Boris’ coffin pany that makes shareware for PC/MS- your part, then the Destiny Knight, and was found. . . but the body was gone. You DOS machines. The graphics and sounds then your character. Go outside the inn search the mine shaft with a lantern and are fantastic, but the best news is, the and do Party Attack. Keep attacking the find bat bones gnawed upon by human entire game requires less than three Jack of Spades until he drains a level from teeth! You also found the tracks of cloven megabytes of media storage on your com- both of your characters. Also cast Restora- hooves in the dust. Something was living puter. It’s World War II, and as B. J. tion in case the monster is losing too in this tunnel. You fled. Blazkowicz, you face Hitler’s most evil many hit points. Once he drains both your Your attorney volunteers to handle the troops and try to unravel a horrible characters, cast Camaraderie on the mon- sale of the Waxworks and also gives you an secret. ster to stop the Party Attack. Release the envelope from your uncle. The letter Six episodes are available ranging from monster after the combat and take your reveals that your brother Alex is alive escaping a dungeon, and destroying a sci- characters to the temple and get your life beneath Vista Forge, but he only leaves his entist’s laboratory, to facing Hitler himself. force back. After that, go to the Review lair at night. He does the bidding of The unique approach that we enjoyed Board and advance both characters. Beelzebub and he has been given domin- most is that the adventure is completely David Dyne ion over the demons of the past. You must three dimensional, similar in effect to the Holliston, Mass. defeat your brother and go to the Wax- first-person perspective offered in Origin’s works where you will travel through time, Ultima Underground. By using the joy Crusaders of the Dark Savant through the supernatural . . . and into stick, mouse, or keyboard, you can walk, 1. We recommend saving your game blood-chilling adventure! run, turn, and hide behind walls, doors after every successful encounter or major Waxworks truly is an unforgettable hor- and other objects, with extraordinary find! ror adventure. With superb VGA graphics, effects on screen. 2. Be certain one member of your party blood-curdling sound effects, and a While running around the 7-9 levels per possesses the Diplomacy skill. This is criti- graphic interface that is easy to learn and episode, you meet Nazis with pistols, SS cal. To obtain this skill, PER and KAR must use, Waxworks leads you into quests you troops with machine guns and bullet- be above 14. A Lord, Bishop, or Priest have never experienced before. The proof vests, attack dogs, and other nas- character can have this skill, so roll for graphics are gruesome, and young chil- ties—including an undead mutant. Most one of them. dren should not play this game. Death is a of the enemies are intelligent: They hide 3. To obtain the map, you’ve got to find grisly experience, especially when it’s your from your gunfire, use available cover, or the lagoon. We agree with the tipsters own. Horrorsoft, who designed the pro- try to outflank you. You’re not helpless, from Sir-Tech that darts are in order. gram, spared no detail in displaying gory however, as you can pick up machine 4. In order to defeat the code in the deaths. However, for adults, Waxworks is a guns and chain guns to aid you in your prison, you might want to check out the highly entertaining adventure. The sim- journey. Black Wafer. . . if you have it. ple-to-learn point-and-click interface Game play is simple. You have an ammo 5. The Black Wafer is usable in the For- makes the quests no-effort delights that count and health percentage display at the bidden Zone. will certainly thrill and excite adventurers. bottom of the screen. By entering rooms, 6. The Curio Museum requires a coin— There are four waxworks “scenes”: an you can collect ammo, food to restore now, where do you think such a coin Egyptian tomb, a graveyard complete with your health, or keys that open specific would normally be found? wax zombies, Jack the Ripper scene, and a doors on certain levels of the game. Trea- 7. “The Black Market” may allow you mine complete with a rampaging plant sure scattered in the rooms adds points to arms. monster. your score—if you have enough points, 8. Professor Wunderland has the key to You must enter all of the scenes during you are granted another life. You’ll also entering the Old City in the Condemned the adventure, but the specific order find secret panels that can lead to addi- Area. You should Archive this information. really doesn’t matter. We found that the tional treasure, food, ammunition, or pos- 9. The Witch Mountains are to the Mine scenario was the best one to start sibly an encounter with Germany’s bad northeast. with because you are given a good chance boys. The Lessers to defeat the first “things” you encounter, The game is fun and exciting. Be allowing you to explore and find needed warned though, the graphics are bloody. King’s Quest V items throughout the mine. For some spe- Dead soldiers actually bleed and some- 1. Journey to Serenia, enter a store, and cific hints regarding the mine scenario, times scream when shot. If you’re looking then exit. Take the fish from the barrel, see “Clue corner,” below. for fast-paced action, look no further, for and pick up the coin. Now, walk to the bee Aside from the level of violence and W3D is a game that will keep you rooted to hive and throw the fish to the bear. Take graphic horror in this adventure, Wax- your seat for weeks. It is well worth the honeycomb from the hive. Also, pick up works is a very well written adventure. money invested in its purchase. A roaring the stick on the ground. Walk to the ant The sound effects and music enhance success, W3D proves that not all of the hill and throw the stick for the dog. You play greatly, and you’ll have a scary time best games have to come from mammoth can then journey to the haystack next to trying to save the world from your software publishers. We reviewed this the Swarthy Hog Inn. Search it, and you’ll brother. You should check this one out at game using VGA graphics and a Sound- be aided by the ants you helped earlier— your retailer to see if it’s your cup of tea, blaster card. they’ll retrieve the golden for you. er, blood! We reviewed this game using Give the needle to the tailor in Serenia, in VGA graphics, a Thunder Board from Clue corner exchange for a cloak. Also, visit the Bakery Media Vision, and a Roland CM-32L LA and purchase the custard pie with your Sound Module. Bard’s Tale II silver coin. This trick allows your characters to 2. Journey into the maze-like desert and Wolfenstein 3-D ***** advance more quickly and is especially stop to drink at the oasis five screens to Apogee Software, PC/MS-DOS computers helpful in obtaining more hit points, spell the left of the beehive. Then, move on to A recent arcade-adventure game has points, and spells. You need a Destiny the skeleton and take the old shoe. Return come to our attention. The game is Knight, the character you wish to to the Bakery and throw the shoe at the WoIfenstein 3-D (W3D) and it is definitely advance, and a Jack of Spades monster cat to earn the ’s gratitude. Return to one of the best arcade games ever created (found in the first level of the Destiny the desert and visit the temple. Hide for PC/MS-DOS gamers, created by a com- Stone). Put the Jack of Spades in front of behind the rocks as the bandits arrive,

62 APRIL 1993 wait for them to leave, and then travel to cool things off. the Bandit’s Camp. Steal the staff from the 3. On the Isle of Wonder a Dangling Par- Warlords smaller tent. Return to the temple, open ticiple can help you obtain a rare book. 1. The neutral cities are your key to suc- the door, and enter. Quickly take the brass 4. On the Isle of Wonder, distract the cess in the beginning of the game. Cap- lamp and the gold coin, and then leave. spider to obtain the paper that says some- ture as many as can, but avoid giving Visit the Gypsy Caravan, and pay your gold thing endearing. others cause to fight you. coin. Madame Mushka will give you infor- 5. On the Isle of the Crown, a playable 2. Frugality is worthwhile--only build mation and the magic amulet. instrument and a royal ring can be found towers when you think it is critical to your 3. First, use the magic amulet on at the Pawn Shop. strategy. Grahm. Then you can avoid the evil 6. On the Isle of the Crown, perhaps the 3. You need strong, fast armies that can witch’s spell. Enter the dark forest and ring can fly to Cassima. be created as quickly as possible. find the witch. Give her the brass lamp 7. On the Isle of Wonder, something 4. Always use two armies to capture a from the desert and she will become musical may show the way to the hole-in- city. Assault the city using your weakest imprisoned inside it. Go into the witch’s the-wall. army first, to break down the opposition. tower and, in the first room, get the spin- 8. On the Isle of the Crown, you may Then, bring in your better troops to finish ning wheel from the closet, the key from have to exchange something to obtain the it off. the incense burner, and the leather pouch tinder box. 5. Neutral cities near temples should be from the drawer. Use the key on the small 9. On the Isle of the Sacred Mountain, on your immediate capture list. door in Dark Forest, and then get the get through the spikes by jumping onto 6. Counterattack immediately after los- golden heart. Walk to the screen left from the correct tiles. ing a city. the witch’s tower and squeeze the honey- 10. On the Isle of the Mists, look in the 7. Early in the game, it is far more comb on the ground. Next, open the fire pit to obtain something lumpy. important to “acquire” magically-empow- leather pouch and take the three emer- The Lessers ered friends than magical items. alds. Use all three to lure an elf out from 8. At least one of your cities should the brush. He’ll give you the Elfin shoes Quest for Glory III: Wages of War build flying armies. You should also have and help you leave the Dark Forest. 1. When the robber steals in the north one navy at your command. 4. Once you have left the Dark Forest, go bazaar, do something, no matter your 9. Look for and hold areas that limit to visit the Willow Tree. Give her the character class. passage by enemy troops, such as passes golden heart and then take her mahogany 2. Ask Kreesha about Magic, Staff, and and bridges. Once held, attack neutral harp. Journey to Serenia and give the Elfin Ritual. cities nearby. shoes to the shoemaker. In return, you’ll 3. A water skin is a vital purchase, as are 10. Specify exactly what each of your receive a cobbler’s hammer. Go to the a tinderbox, a black bird, rope, and honey. heroes should do. Keep them on track Swarthy Hog Inn and allow yourself to be 4. Acrobatics are worth the cost for throughout the game. knocked unconscious by the men inside. training. 11. Wise commanders only alienate one In the cellar, you’ll be aided by the rat you 5. You can’t make any purchases until enemy at a time. This also makes it more saved. Now use the cobbler’s hammer on you have Royals. likely that your enemies will attack each the lock of the cellar. Exit to the kitchen 6. Whenever you see a monster, save another first, weakening them for your where you get a leg of lamb from the cup- your game! If you defeat the critter, use assaults later. Ravage enemy-held interior board. Leave the inn. the Hand icon to find any treasure on it. cities first and then attack the frontier 5. Journey to the gnomes and offer the 7. To get rewards in the Venomous Vine cities. grandfather the spinning wheel from the Room, watch the Meerbats for a time. The Lessers witch. In return, he gives you his grand- Then, leave the room and return to watch son’s marionette. Enter Serenia and get them again. When one of the Meerbats the sled from the maker in trade for gets caught in a vine, use your sword (if Thanks for your cards and letters. Don the marionette. Head to the Gypsy Camp, you are a Paladin or a Fighter) on the vine Isaak has been submitting hints and tips but don’t be surprised if the clearing is to allow the Meerbat to escape. Now, for our readers for many months! His empty. Take the tambourine from the select a Healing Pill and click it on the dedication to the readers of this column is ground and to go the Crossroads. Use the Meerbat to heal it. When you leave, your impressive, and we’d like to thank him! To tambourine on the snake to scare it away. reward appears on the rocks. Use the help Don in providing important game Next, follow the icy path. Remember to Hand icon to retrieve it and then use a hints, mail your insights to: Clue Corner, put on the cloak you got from the tailor. Cure Pill on yourself. c/o The Lessers, 521 Czerny Street, Tracy When you come to the waterfall, use the 8. Playing Awari increases your intelli- CA 95376. Until next month, game on! rope on the jutting rock, not the tree! gence—the more you play, the smarter Climb the rope. you become. 6. After climbing the rope, cross the 9. Stamina can be recovered by drink- waterfall by jumping on the snowy ledges, ing from the Pool of Peace after you fill then walk across the log. In the next your water skins. screen, eat some of the meat from the inn 10. The spear throwing room in the and use the sled to get down the hill. Simbani village is a great place to practice. You’ll lose the sled at the bottom. When A thief might consider practicing with a you come to the eagle, give him the rest of dagger, though, instead of a spear. Only a game? You bet! your food. When Icebella sends her 11. Be sure to practice hand-over-hand wolves at you, play the harp. and walking across the Wrestling Bridge. Want only the best for your gaming dol- Don Isaak A thief might also consider balancing lars? See “Role-playing Reviews” in Seattle, Wash. practice here. this issue for expert advice on the best 12. Beads, a superb dagger, and a leop- role-playing games you can find! King’s Quest VI ard carving from the Katta make fine gifts 1. On the Isle of Wonder, you might con- for your bride. sider “boring” to be the key to the pearl. The Lessers 2. On the Isle of the Beast, use lettuce to

DRAGON 63

How I spent my summer vacation (in Hell)

by Rob King

When I began to write this article about intrepid leadership, we discovered that That’s where Tapestry of Dark Souls the 1993 RAVENLOFT® novels, I asked, Gothic horror is a very different beast originated. Seeking an experienced hor- “Do you want me to write as an author or than heroic fantasy. Indeed, it is a were- ror writer, Jim contracted Elaine as an editor?” “Both,” came the reply. It’s beast. Recognizing this, editor Jim Low- Bergstrom, author of Shattered Glass, an odd and, I must admit, somewhat der plotted out a novel series that would Blood Alone, Blood Rites, and Daughter of incestuous position I hold. As a matter of allow for individual stories whose charac- the Night. These books all deal with the course, I strive to make a clear distinction ters would (fortunately) not need to sur- Austra clan of vampires, and critics who between those roles, though occasionally I vive from one book to the next. His plan of have read them hail Bergstrom as one of cannot ignore the fact that I am a dual- action proved a good one for 1991 and “modern-day architects of vampire lore” class character. Now is one of those occa- 1992. But after stories about vampires, (Mark Williams, Onyx magazine). sions. Here goes: death knights, zombies, and werewolves, But the novel line wasn’t looking for When novels first ventured into the the line was looking to expand into new another vampire story. Not yet. Elaine had husband and wife become lost on a dusty book is anything but cliched. The closest among the freaks. back road and encounter a little chapel comparison I can make is to Umberto A murder occurs along the sideshow that guards a tapestry of unspeakable evil. Eco’s The Name of the Rose, though that boardwalks, and the performers and Great stuff, but in the wrong world. By comparison breaks down in the many freaks band together to find the killer. removing the action from the modern scenes that take place outside the Before their task is done, though, they will American west to the dark domains and monastery. wish they never began the investigation. by heightening the preternatural and fan- Enough of my ramblings about When I devised Carnival of Fear, I tastical elements of the story, Elaine cre- Tapestry. Read it for yourself and see what wanted to try a completely new approach ated one hell of a good RAVENLOFT novel. I mean. It hit bookstores this March. to Gothic horror. Despite all of its theolog- Leith and her husband Vhar become The second RAVENLOFT novel of 1993, ical and philosophical underpinnings, my lost along the road to a merchant festival Carnival of Fear, also extends the line from first book, Heart of Midnight, is a werewolf and happen into Markovia, land of the its purely Gothic roots. In fact, this is the book, plain and simple. It is also centered beastmen. There, they discover a first RAVENLOFT novel set in an all-new on a very internal, personal conflict. With monastery, the Guardians who tend it, domain—the land of l’Morai. On a high, Carnival of Fear, I sought to write a story and the shimmering tapestry of dark souls lonely heath rests the sprawling Carnival that, like Elaine’s, resisted simple classifi- that they guard. But Leith soon learns that of l’Morai, peopled by performers of all cation. I also wanted the book to explore the Guardians do not protect the tapestry descriptions. In addition to sword swal- external, social conflicts, expanding the from the outside world, but the world lowers, fire breathers, jugglers, harle- basis of horror beyond the individual to from the tapestry. The cloth was originally quins, tumblers, and other common the society. devised to cleanse the land of evil by carnival workers, the Carnival of l’Morai is As to the quality of Carnival, I am the drawing corrupt souls into its shimmer- home to freaks. worst judge. Sure, I think it’s great, and ing web and trapping them there. Now, Arkoo is a leopard boy—his head is Bob Dylan thinks he can sing. Those who though, the web is so full of evil creatures human, his arms and legs are a fusion of have read it have told me, though, that it is that it’s shifting surface seems like an feline and human traits, and his hind legs twice the book Heart of Midnight was. Very Hieronymus Bosch painting of hell. And are fully those of a leopard. Oreaux is an relative praise. Once again, the best way to one of the dark souls has a plan for releas- oracular madman who, from his impris- know is to read it yourself. Carnival of Fear ing them all. onment in a restraining chair, pro- comes out in July of this year. Tapestry of Dark Souls is fast paced and nounces faultless prophecies. Karrick is a The third, and truly the ultimate, fascinating, with loads of interesting char- knifeman: His bones create knives that RAVENLOFT novel of 1993 is P. N. Elrod’s acters and a completely new approach to push outward toward the skin like the hardcover I, Strahd. That’s right, hard- Gothic horror. Elaine’s lush narrative emerging teeth of a baby. In the human cover. With this volume, the RAVENLOFT deftly dances through a genre that all too land of l’Morai, even elves and dwarfs novel line has come of age, and what bet- often lends itself to cliché. But Elaine’s “the Feral Folk of Faerie”—are numbered ter story for this format than the tragic

66 APRIL 1993 tale of , vampire lord Elrod will have written nine novels that Heart of Midnight have shown the of Barovia and cynosure of evil through- center around vampires. When I asked strength of stories about traditional Gothic out the dark domains? Pat about this apparent fascination with horror monsters and situations. Tapestry Not just anybody could write a convinc- the undead, her initial response was, “It of Dark Souls and Carnival of Fear demon- ing story from the point of view of a vam- stems from watching a lot of old movies strate the versatility of the genre. They pire. Especially not the vampire. P. N. during the summer and reading Famous also show and the place and function of Elrod not only can do it, she did do it. Monsters of Filmland magazine.” After a social and cerebral horror. I, Strahd has Impressed by Pat’s Vampire Files series few moment’s pause, Pat added, “They’re taught us that when you pair up a good for Ace (Bloodlist, Lifeblood, Bloodcircle, very sexual creatures for me, so it goes author with a bad vampire in a hardcover Art in the Blood, Fire in the Blood, and straight to the hormones. Every time format, you’re likely to end up with a Blood on the Water), TSR Book depart- Christopher Lee bites into a woman’s product so hot that Waldenbooks will have ment executive editor neck, I know she feels really great.” to use oven mitts just to keep the shelves contacted Elrod to write the story of In writing these RAVENLOFT novels, Pat stocked. Strahd. and Elaine have shifted from writing inde- The upshot? In the words of Brian The protagonist of the Vampire Files, pendent fiction to writing shared-world Thomsen, the RAVENLOFT novel line in Jack Fleming, is a vampire who narrates stuff. Pat puts it eloquently: “It was a lot of 1994 will take the best of what has gone the story of his own life, much like Strahd fun. You have to adhere to someone before and balance it. Every year will fea- in his memoirs. But that’s where the com- else’s rules, so you are either forced into ture one or two traditional Gothic tales, parison of the two vampires ends. Jack is cliché, or forced to become more creative perhaps a few experimental stories, and a 1930s reporter. Strahd is a dictator in working within the parameters.” Like maybe another hardcover. We’ll see. medieval Barovia. Jack has a hard-boiled, Elaine, Pat took the latter route and came How about Strahd? Will we see more of Bogart-like quality about him. Strahd has up with a damned good story. him in the future? You bet. A vampire lord a warlord’s honor and an artist’s passion. When I, Strahd appeared on the sched- who’s lived for nearly four centuries has a According to Elrod, one of the other main ule, I had my doubts as to whether anyone lot more unlife than can be revealed in differences between them is that “Strahd could do justice to the story of Strahd one reading. Besides, if the other editors is a bad guy, but doesn’t see himself as from his own point of view. Elrod did. I and I suddenly came to possess an being evil; the villains of the world do not must say that I am very impressed. unhealthy disregard for the master vam- see themselves in that light. Hitler cer- So, where does the RAVENLOFT novel pire’s ego, it could very well mean our tainly didn’t. I’m really not interested line go from here? As the line seems to necks. in vampires as monsters. If I want mon- have reached a certain maturity, it’s time sters, I can turn on the evening news.” to reflect on the past and learn from it. With I, Strahd and her upcoming novels Titles like Vampire of the Mists, Knight of Red Death and Death and the Maiden, the Black Rose, Dance of the Dead, and

DRAGON 67 68 APRIL 1993 arik craned his neck, anxiously studying the wooded hills ahead. He was a big young man, brawny and solid and simple The Heroes looking like most men born of the mountainfolk of old. But unlike them, his face was clean shaven and his eyes, instead of the usual earthy brown, were an uncommon green-blue, the color of of Weefield strange and distant seas. He wore a steel helm and a sturdy coat of mail, and carried a long sword at his side. Ahead rose the wild foothills that stood before the Middle Mountains, part of the Great Elstains that stretched across the north-kingdoms for hundreds of miles like the spines along a dragon’s back. On either side of the road were fields of barley and wheat, tall grain-heavy stalks that should have been harvested weeks ago—a sure sign of trouble. He didn’t like it one bit, and his hand rested ner- vously on his sword hilt. By Mitchell Diamond “Well, I’ve got no one to blame but me,” he muttered. “What?” asked his companion, Yorman of Akuthar. “I said, there’s nothing here I can see,” answered Carik. “Maybe we missed the place!” Yorman was shorter and thinner than Carik, but his dark eyes looked fearlessly from a hawkish face framed by black shoulder-length hair. He carried a scimitar at his side and wore a steel-studded leather jerkin over his scarlet tunic, but he was no swordsman. The House of Akuthar was famous and feared for its sorcery. Now he shook his dark head. “They said the place was six hills from the Brown- water Bridge, past a stand of pig-oaks, and up a fork in the road. We’ve passed a bridge, six hills, and an oak-thicket. And what’s that?” He pointed ahead to where the road forked off up into the hills. “A fork in the road,” answered Carik, “like a hundred other forks, hills, bridges and oaks!” “Then let’s ask him,” suggested Yorman, pointing into a wheat field. A peasant, almost obscured by the tall stalks, was busily cutting down the grain with a sickle while a boy behind him piled the fallen stalks onto a cart. Before Carik could think of a reason not to, Yorman shouted, “Ho, fel- low! Come here!” The man tramped through a sickled- down swath to the road, the boy at his heels. “What’s this?” asked the peasant, looking up scornfully from under a shapeless cap of dirty grey wool at the two riders. “Knights from Lord Thargum, by my eyes! Looky here, Griffy! Right quick they came—after a hundred sum- mons and a day late! ‘Tis a right good thing we work and pay our tithes, so we can be ignored! Bah!” The peasant put his finger on one nostril and emptied the other on the ground in front of Yorman’s horse. Yorman was too appalled to respond. “We’re not—” began Carik, but the peasant snapped his fingers at him. “Ride on back to Thargum! We here took care of our own problems, so you can tell ‘im to just go back to fightin’ with t’other lords and trampin’ and burnin’ their poor folks’ fields while his own go to rot! You just tell ‘im Widfut of Weefield told ‘im so!” “Right!” said the boy with a wide grin, snapping his dirty Illustrations by Tom Baxa fingers at Yorman.

DRAGON 69 “We’re not from Thargum!” Carik managed to say throwing coins. Although they had never heard of the at last. name of Akuthar before Yorman announced it, they “Free-sworders, eh?” answered Widfut. “You’ve assumed it was famous and powerful somewhere, and heard of our troubles, have you, and figured on ply- besides, they were a tight-fisted bunch at best. But the sim- ing your trade here? Well, that’s a fine and good ple sorceries had impressed a pretty young cupmaid, and thing, to profit by other folks’ woe!” Carik (who had quaffed one ale too many) became jealous “A fine an’ good thing!” echoed-the boy, snapping and began boasting of how he slew the Ogre of Blackleaf his fingers at Carik. Then he said “Ow!” as Widfut Forest. He made a good tale of it and was rewarded by the slapped the back of his young head. maid’s wide-eyed gaze. But the villagers followed his tale “No, it ain’t no fine and good thing!” snapped with one about the Ogre of Weefield—and that beast was Widfut. “It’s hardly somethin’ to be proud of! Hardly still there! Yorman, who was jealous over losing the atten- better than those useless knights!” tions of the maid, had proudly declared that they would “Right!” echoed Griff. “Hardly better!” slay the brute, and Carik had been too ale-addled to get “We’re from no lord,” said Yorman at last. “I am himself out of it. Yorman of the House of Akuthar, son of Yizkor, son So here they were. Carik sighed again and hoped that of Zykor, son of Ankzem the Great, who fought the the ogre had already been dealt with, then heeled his dragon Gorgin the Horrendous and saved all the horse and followed Yorman up the fork and into the hills. north-kingdoms!” He shifted his cloak to display a The fork soon turned into a winding track, little used red-gold dragon medallion, the proud crest of save by huntsmen and wild beasts. Yorman led the way, Akuthar, that hung over his chest on a silver chain. pushing through tangled brairs and hanging branches “Never heard of any of ‘em!” said Widfut. “An’ we until they caught the gleam of mail through the trees. In a got no dragons here abouts, thank Thull! But we got shadowy glade they found an elderly man clad in mail and an ogre, and he’s tall as a tree, hungry as a wolf, and plate. His helm was off, and his mail coif was pulled down mean as a bear with a belly-ache. Half a dozen good around his neck. He was sitting on a fallen log and whet- folk he ate if he ate one, and I’d wager my last tooth ting a sword. A mail-barded horse stood behind him, nos- he’d have ate you up, too. Lucky for you we got our- ing at the clover. selves a proper hero, Armguard.” “Ho, Armguard!” called Yorman. “Armguard the Squire?” repeated Carik, sitting up “Have you killed the ogre?” added Carik hopefully. The in his saddle. “As in Boldarius and Armguard?” old man stood up, straightening his knees with a wince. “T’same, though we just got Armguard. But he’s a “Nay, not yet,” he answered. “I was just off to do it! And proper lookin’ hero, with a sword twice as big as who are you to ask?” yours and armor all gleamin’. Even his horse had a “I am Yorman of the House of Akuthar, son of Yizkor—” better lookin’ coat than yours. Rode in last night and Yorman ran through his usual titles, and Armguard out this morn’, and by the time I get back this eve’ shrugged. he’ll have the ogre’s head, I reckon. So just ride on “I’ve never heard of any of them,” he said. “But I’ve your way, or ride up the fork a bit, if you want to see a never had much cause to deal with sorcerers. Who’s the right good and proper hero at his trade. Now I’m off, big one?” I’ve three week’s work to do today.” “He’s Carik,” answered Yorman with a scowl, but honesty “Right!” said Griff, then “Ow!” as Widfut grabbed made him add, “He slew the Ogre of Blackleaf Forest.” his filthy head of tangles and hauled him back into Armguard raised his grey eyebrows, and Carik fidgited the field. under the old man’s appraising look. “What a wretched, ignorant fellow,” said Yorman “Well!” exclaimed the old warrior. “Of that brute I’ve haughtily, watching the pair trudge away. “But I told heard! Tell me lad, what manner of stroke did you use?” you we were in the right place.” Carik fidgited even more. “It was dark,” he muttered by “So you did,” agreed Carik, “and so we are! But it’s way of answer, “and what with strokes flying about and been a wasted ride. Armguard probably has the ogre such, I don’t really remember.” cut to pieces by now. Let’s ride back to—” “That’s the way it goes, oft times,” agreed Armguard. “In “Let’s go see!” interrupted Yorman. “Maybe you the heat of a fight, the best blow is forgot!” Then he can give him a hand. After all, didn’t you kill the ogre sighed. “But that’s too bad. I’m not too old to learn some- of Blackleaf Forest?” thing new, and this is the first ogre I’ve ever faced!” “I suppose, well, I mean, sure I did,” answered “Really?” said Carik. “Between you and your Master Carik, and he secretly sighed. The night before, they Boldarius . . . Say, where is he, anyway?” had been drinking in an alehouse in the village of Armguard sighed. “A sad tale that. Brave Boldarius Stonebare, where Yorman had tried to profit from his ended his career in Ironhammer Valley.” famous name by doing fire tricks and making candle- “Giant?” guessed Carik, knowing something of that val- flames run around the room. He had been too tired, ley as his homeland of Uree Valley was just to the north. he had said, to do anything more impressive, though But Armguard shook his head. Carik knew that such simple tricks were all Yorman “Dragon,” he said. “But that’s the way of the world. Sure could do, and sometimes even they went amiss. But as a hero picks up his sword, it shall one day fall. Poor luck the villagers had been too polite to insult him by though, that no bard was about to see his last battle. T’was

70 APRIL 1993 too good for my words. By the way, have you seen a green- more! I’ll use my proper name!” ish dragon roaming about anywhere, as long as four horses “What’s that?” asked Carik. nose to tail, with a chipped fang on the left side?” “You’ll find out when I get back!” answered Arm- “You mean the dragon still lives?” asked Carik. “Boldar- guard. “Wait for me here!” ius was never avenged?” “There goes a right good hero,” said Carik proudly, “Not as yet,” sighed the old warrior. “Never before had I watching the old man ride off. failed him; they don’t call me ‘Armguard’ for naught! But “Get on your horse!” snapped Yorman, jumping by the time I piled a fitting cairn for Boldarius, the day was onto his own. late and the dragon was gone. I followed it for a goodly “He told us to wait,” began Carik, but Yorman was long time though, long enough to get lost and run into already riding away. Carik mounted up and followed. Stonefist the Giant.” They followed Armguard at a respectful distance, “Stonefist!” exclaimed Carik, having heard of the through the tangled woods and over the hills until biggest, meanest giant of Ironhammer Valley. “Did you kill they found themselves above a deep cleft that led to a him? Gods, what a tale that would make!” But Armguard cave. There Carik and Yorman stopped and watched shook his head again. as Armguard gingerly picked his way down the “Not really. The giant lived atop a mountain, and since I wooded slope. Carik blinked. Armguard was riding hadn’t a rope to save me I couldn’t match my sword away from the cave! The old man glanced behind against him, either. So I wandered my way south until I him—and then stopped. Perhaps he had seen the came to the Hidden Lands.” two young adventurers waiting among the trees at the “The Hidden Lands!” repeated Carik. Then he frowned. top of the hollow, perhaps not. But he stopped all the “Just how long ago did Boldarius fall, anyway?” same, turned his horse around, and put a horn to his Armguard scratched his grey head. “Hmm, let’s see. lips. The blast began loud and clear but ended with About twenty years, or thereabouts.” Armguard coughing and wheezing. But it was “Twenty years!” exclaimed Carik. ‘What have you been enough. The ogre stumbled out of the cave, rubbing doing since?” sleep from its eyes. “Ah, but that’s a long story—” began Armguard. It was a big, ugly brute, standing head and shoul- ‘We don’t have . . . “interrupted Yorman, but Carik had ders above Armguard even as he sat on his horse. already slid off his horse to sit on the log next to the old Bald as an egg the ogre was, with a receding chin, man. tiny eyes, and a bulging swag belly. Its arms and legs Armguard had his share of stories, and Carik was a will- were deceptively thin—but everyone knew ogres were ing listener. After a while Yorman got off his horse and as strong as stone. Its only garment was a shaggy wandered about the glade impatiently, lopping off the bearskin that hung over its slumped shoulders and feathery white heads of flowering bugbanes with his reached its knees, and its weapon was a great big tree scimitar. branch with a knobby end. “So there it is,” finished Armguard a long while later. “I think he might need a hand,” said Yorman “I’ve been riding about seeking a name for myself, trying quietly. to free the oppressed, right wrongs, and maybe find a “Armguard?” answered Carik with a huff. “I think princess or two that needs rescuing. But nary a fair chal- not!” lange have I found since Boldarius fell. Things that he and In the gully below, Armguard drew his sword. “Hoy, I would have dared without a second thought twenty years brute!” he shouted, “I tell you to quit these lands and ago were too much for me alone! So I’m still no more than never come back, or face the blade of Armguard!” a squire with the name Boldarius gave me: ‘Armguard’, the It was a properly spoken challenge, but the ogre guard at Boldarius’s arm!” only went “Faa!” and swung its club around its head. Armguard gave the edge of his sword one final scrape “Then perish!” cried Armguard, and he heeled his and stood up. “But by my sword, today I’ll make a name for horse. The old destrier reared and charged forward. myself or join Boldarius in the Hall of Heroes and drink At the same instant, Carik and Yorman sent their my first cup at Kylla’s Table! Today or never it’ll have to be, horses plunging down through the trees and brush I’m growing no younger! Wander!” The warhorse, a mas- on the hillside. sively muscled and battle-scarred beast whose muzzle was Armguard’s sword flashed over his helm. The ogre so grey it was nearly white, picked up its ears at the sound swung its club. There was a crash, and Armguard of its name and obediently trotted up to the old warrior. went flying. But before the ogre could finish off the “My helm!” said Armguard, and Carik gave the old man his fallen hero, the veteran war-horse reared back and helm, after giving the dented thing a quick rub with the lashed out with its steel-shod hooves. Unfortunately, hem of his cloak. “And now . . .” Armguard lifted his foot the kicks that had once dropped men dead had not and Carik helped him into his saddle. Armguard took his their old strength. The ogre took the kicks with only time about it, grunting and groaning until he was in a a grunt and a wince, and then crushed the valiant old comfortable position. Yorman watched the whole scene destrier’s head with another powerful swing of its with growing unease. club. But Armguard, somehow, was on his feet again. “I’m off!” said Armguard at last. ‘When next you see me, “You’ve slain a steed better than many a man!” I’ll be Armguard the Ogreslayer! Nay, ‘Armguard’ no cried the old hero fiercely. “Now take this!” The

DRAGON 71 sword whistled through the air, as fast and hard and fumes. As Carik drove the wagon away from the village, he deadly as it might have twenty years ago, but it sank had heard a downcast Widfut say, “That’s the last we’ll see deep into the ogre’s club and not the ogre. The ogre of any o’em, I’ll wager my teeth!” hauled on its club, and the old man’s arms could not And then a “Bight!” from Griff. be young twice. Armguard’s sword was torn from his Now Yorman waited around a bend in the road with grasp and went spinning into the trees. Carik’s horse, where he would be ready—so he had said— There was only one more blow. The ogre, invigo- to charge to Carik’s rescue should he need it. But Carik rated by the morning’s exercise, had lumbered away wondered if Yorman would be in time if the ogre— by the time Carik and Yorman arrived. Suddenly a stone—more like a boulder, actually, as it was the size of a man’s head—whistled through the air and hit “We never even knew his true name,” said Carik the ox squarely between its horns, dropping the beast with a grunt as he placed the last stone on a cairn dead. The ogre lumbered down the road, roaring and wav- piled in the forest. It was a big cairn over a wide and ing its club, and Carik leapt off the wagon and ran for his shallow grave, big enough for both the fallen hero life. Yorman, riding his horse and leading Carik’s by the and his steed. Carik stood back and wiped the sweat reins, had to ride hard to catch up to him. from his brow, leaving a dirty streak. “What a miser- able end!” Later yet, as the moon was just peeking over the night- “Well, he needs to be avenged,” said Yorman. “Go blackened line of trees in the east, Carik and Yorman stood to it, Carik!” outside the ogre’s cave. Carik glanced at the sun, which was already sinking “Phew!” gasped Yorman, despite the fact that they were towards the western hills. “It’s getting late,” he trying to be silent. The sour stench from the cave was answered. “It will be dark soon.” ghastly. “I’ll bring a torch,” offered Yorman. Carik sighed “Shh!” whispered Carik nervously. “Listen!” Yorman heavily. shushed, and as their ears became attuned to the chirp of “You know when I told you I killed the Ogre of—” crickets, distant squeak of bats, and sway of the trees in the “I knew it!” interrupted Yorman with a disgusted breeze, they heard the rumbling snore of the ogre. Carik snort. “I knew it all along!” But Carik shook his head. pulled a candle from a pouch on his belt and handed it to “No, I met the ogre, and only I walked away,” he Yorman; he didn’t want to dare the noisy tap of tinder- said. “But do you know how the ogre met its end?” stones to light it. Yorman held the candle high and whis- “Do tell.” “It was chasing me through the woods when it tripped and fell and broke its neck.” “Ha! I might have known!” “Well, now you do! And now let’s get away from these hills, that ogre, and all the wretched folk of Weefield!” “No,” said Yorman, with a cunning gleam in his eyes. “I’ve got a better idea!”

Sometime later that day; as the sun sank into the trees in the west and deep shadows grew in the woods, Carik drove a wagon pulled by a plodding ox down the road between the hills. He wore his mail beneath a peasant’s dirty woolen cloak and his helm under a broad-brimmed straw hat, but he felt naked without his sword. A big cask rested in the back of the wagon. The cask was Yorman’s idea. The villagers of Weefield had been mightily surprised that afternoon when the ogre appeared in their fields with its head still on, and they had been terribly disappointed when Carik and Yorman rode into their village to tell them Armguard had fallen. Even Widfut had been momentarily speechless. The villagers turned to Carik and Yorman out of desperation, and Yorman had them fill the biggest cask they had with ale and top it off with a bit of strong cider, a precious bottle or two of wine, and a pot of mead as well. It was a wicked-smelling brew, and even Carik (who could usually drink anything) drew away from the heady

72 APRIL 1993 pered a word of enchantment, and the candle sprang to As the starry Harp and Dragon rose into the sky to life. Such tricks were a far cry from the sorceries old follow the moon, Carik and Yorman were on their Ankzem must have wielded against the dragon, thought way back to Weefield. They were walking now, leading Carik, but they had their uses. Then they drew their swords the horses that they had tethered to the wagon in the and crept into the cave. place of the dead ox. And on the wagon was the snor- The ogre lay snoring on a pile of untanned skins and ing ogre. furs, and the ox, half butchered and half eaten raw, lay in a “If the villagers want it dead,” muttered Yorman, pool of congealing blood and stinking offal. All about the “let them do it!” cave were gnawed and broken bones and torn peasant’s “Right!” answered Carik. clothes. The empty cask lay on its side next to the ogre’s The wagon creaked into the collection of huts and arm, and the brute’s breath filled the air with a reek hovels that was the village of Weefield. The only good beyond description. stone-built structures were the smithy and the ale- “Go to it!” whispered Yorman, pointing at the sleeping house. Most of the villager menfolk were gathered ogre with his scimitar and trying not to breathe. Carik went outside the alehouse now, listening to Widfut foretell to the brute’s head and raised his sword. the worst and Griff agree. But their eyes opened wide Carik looked down. In the helplessness of sleep, the when they saw the wagon and its contents. Word ogre’s face looked less brutish. Its cheeks were sunken, its spread quickly, and sleepers were roused. In three big teeth were yellow and rotted, and the candlelight blinks of an eye, every inhabitant of the village was gleamed from its bald dome. Carik was suddenly reminded gathered around the wagon, from the oldest grey- of his old grandfather Ragnor, who had taught him sword- bearded gaffer to the youngest girl-child. Huffur the craft in distant Uree Valley. Though he was hearty enough Smith, the strongest man in Weefield, was called when awake, the years had been easy to see on the old upon to finish the ogre off. He lumbered out of his man’s face when he slept. smithy, a pure-blooded son of the old mountainfolk. Carik lowered his sword. “I can’t,” he whispered. His head was a shaggy mass of brown tangles and “Remember Armguard!” hissed Yorman angrily. But bearish beard, his belly was huge, his arms and legs Carik shook his head. thick and hairy right down to the fingers. He carried “You do it!” he whispered. Yorman rolled his eyes and a big forge-hammer in his hand and, being a man of pushed him aside, but in a moment he rammed his scimi- few words, he strode up to the ogre’s head and raised tar back into its scabbard with a muttered curse. the hammer. Carik and Yorman shut their eyes and turned away. “No one throws stones!” Widfut was saying as he stood “Wait!” said Widfut suddenly. “I’ve a better idea.” on the feast-table. “Not even if they offer gold!” While the ogre slept on, the wagon was pulled to “Why not?” shouted someone in the crowd. the edge of the village beside the huge stump of a “Cause ain’t no one gonna pay to throw stuff at a dead hewn-down oak. Huffur came along with his hammer, ogre, y’daff fool!” answered Widfut. The villagers some enormous iron stakes, a big lock, and a length murmered in agreement. of thick chain. The villagers worked together like “What we need is a Chief in Charge of the Ogre!” bees in a hive under the whispered directions of Wid- shouted someone. Yorman could have sworn it was Griff. fut. The stakes were driven deep into the oak stump “Bight!” agreed Widfut. “But whoever shall it be?” (all the villagers were ready to run away as Huffur’s “How ‘bout you?” shouted the voice. Now Yorman was hammer struck iron, but the ogre never woke), and sure. the sleeping brute was chained to the stakes by one “Well, I don’ know,” drawled Widfut slyly. “Course, it was of its scrawny ankles. And just in time. Even as the my idea, and every one hereabout knows me for an honest lock was clicked through the chains, the ogre began man.” to stir at last. It sat up groggily, holding its head in its “I don’t!” shouted someone, and the villagers erupted in hands. The villagers backed away and again made argument over who would collect the money gathered ready to flee. After a moment the brute looked from people hurling things at the ogre, and how it would around, saw the villagers, and roared. All the villagers be divided up among the villagers. And more important, fled, with Widfut leading the way, but the ogre’s how were they going to hide the coin from Lord Thar- charge was brought up short by the thick chain. The gum’s tithe-collectors? The argument grew loud and ugly, roar turned to a grunt and then an angry howl as its until at last heavy drinking slowed them down. After a few fiercest tug, a tug hard enough to part stone, failed to hours most of the villagers, with bellies full of ale and break Huffur’s well-wrought iron. The villagers crept heads full of schemes, lay about under the summer stars back. Someone hurled a rotten apple, and in a and snored. Widfut used a sack of coins as a pillow. It was, moment a hail of rotten fruit rained down on the noticed Yorman, a much bigger sack than the one he had chained ogre, hurled by all the laughing, cheering given them. folk of Weefield. Yorman woke Carik with a kick. “Grab our reward and let’s get going,” he whispered. Carik took a bleary-eyed Morning came, and Weefield was busy as an anthill. glance at their sack. Two quick-footed boys were sent to the nearby vil- “You take it,” he said. Yorman opened his mouth to lages of Weedhaven and Stonebare to fetch food and argue, but Carik was already up and stumbling for their drink (which were in short supply in Weefield) for a horses. Yorman picked up the sack; it seemed very heavy, feast to celebrate the capture of the ogre. The boys though it wasn’t very large. Nevertheless he handled it like returned with wagonloads of provisions and a trickle it was full of poisonous vipers. The sack jingled as he slung of the curious. The trickle soon became a flood of it on his horse, and Widfut clutched his own pillow of wagons, riders, and walkers, just as Widfut had sus- coins a little more tightly in his sleep. pected it would. People flocked to see the novel sight Carik and Yorman led their horses away from the snor- of a captive ogre and pay a copper coin for the privi- ing villagers and past the ogre. Young Griff, as Second lege of hurling rotten fruit at the monster. The day Chief of the Ogre, sat snoring against a tree a good dis- wore on long and hot, the supply of rotten fruit ran tance from the chained brute. A big key hung from a nail low, prices rose and tempers flared until Widfut, who in the tree above his head. The ogre itself sat on the tree- had taken charge of the operation with the deft hand stump, its ugly head hanging down despondently. A of the king’s own Master Tither, agreed to substitute mound of squashed and reeking fruit was piled up to its clods of mud for rotten fruit. skinny ankles. The Heroes of Weefield, feeling very Carik and Yorman stayed in Weefield all day. The unheroic, looked away and tugged their horses on. big common-room table was hauled outside the ale- Finally Yorman stopped. “This won’t do,” he whispered. house and a generous feast was held in their honor. “This won’t do at all,” echoed Carik, and they crept The two were hailed as Heroes of Weefield, and Wid- back. fut, on behalf of the village, gave them a sack full of Griff remained asleep as Yorman lifted the key from the copper coins—bounty provided by the ogre. The vil- nail. Then, with Carik behind him with his hand on his lagers, when they grew tired of pelting the chained sword, he crept up to the ogre. The brute flinched, per- brute, came over and slapped them on the back. haps expecting more abuse, then looked at them with wide eyes as Yorman put the key into the lock. The lock clicked, Evening fell, and the two heroes were nearly for- the chain fell away, and quick as an old lumbering cat the gotten for more important matters. The menfolk of ogre got to its feet and hobbled off for the hills. Carik and Weefield were gathered outside the alehouse, hold- Yorman watched until it vanished in the darkness. ing a council under torchlight. “We’ve just rescued an ogre!” said Yorman. “Listen to them!” said Yorman disgustedly, sitting “Armguard would’ve done the same,” said Carik. With with Carik outside the circle of firelight. Carik, sitting that they mounted up and rode away from the village of glumly with an alesack in his hand, only grunted. Weefield, and they were both grinning from ear to ear.

74 APRIL 1993

gence score is. A staff is thin enough so that it will split if somebody starts driving spikes through it, and it is even more prone to splitting near the ends.

If a character were to cast flesh to stone on a , and then rock to mud, then molded the mud into the shape of say, a kobold, then cast mud to rock followed by stone to flesh, would the end result be a kobold or By just a lifeless mess of kender parts? This is up to the DM, but I’m inclined to If you have any questions on the games ramming the structure, assume that the favor the “lifeless mess of kender parts.” produced by TSR, Inc., “Sage Advice” will ram automatically hits. Assume the hit rat- Petrified characters can survive a great answer them. In the United States and ings on page 82 of the deal of damage to their stony forms, but Canada, write to: Sage Advice, DRAGON® rules equal hull points. major damage results in injury or defor- Magazine, P.O. Box 111, Lake Geneva WI The basic formula for damage is ship mity (see stone to flesh spell description 53147, U.S.A. In Europe, write to: Sage tonnage divided by 10, then multiplied by on page 181 of the PH). In other words, Advice, DRAGON Magazine, TSR Ltd., 120 the ship’s SR (Ship’s Rating). In an atmos- what happens to the stone form happens Church End, Cherry Hinton, Cambridge phere, one point of SR equals a movement to the creature. At some point, abuse CB1 3LB, United Kingdom. We are no rate of 24. Treat all ramming attacks inflicted on a petrified creature has to longer able to make personal replies; against structures as head-on rams (see spell death. Disintegration, for example, please send no SASEs with your questions War Captain’s Companion: Book 3, page 8); obliterates a petrified creature. Reducing (SASEs are being returned with writer’s therefore the spelljamming ship itself suf- the creature’s body to a homogenous, liq- guidelines for the magazine). fers damage equal to half the damage uid mass is just as fatal as grinding it into This month, our sage pauses for his inflicted on the structure—using your tiny bits. annual look at questions that are just a tad ship as a engine can work in a unusual. One hundred percent of the pinch, but it’s a losing proposition in the Can you please publish information questions presented here were submit- long run. If the attacking ship is not on which of the new spheres of priest ted—in writing—by the readership of this equipped with a ram, use the crash rules spells from the Tome of Magic are magazine (you know who you are). The instead. granted by the deities from The book, questions have been edited only to If a spelljamming ship rams a creature, ® Adventures? If improve readability. the damage is 1d6 for each hull point nor- you publish the answer to this ques- mally inflicted by the ram. Therefore, a tion, I’ll send you $20.00. I’m serious. What effect does a nilbog have on a 50-ton ship moving at a speed of 48 (SR 2, Gosh, my first bribe. spelljamming helm and how many slow for a spelljamming vessel) would Okay, try these unofficial suggestions on Small-size humanoids can you stuff inflict 10d6 points of damage. Generally, for size. I picked them mainly to match the into a hammership and still sail it? however, creatures of less than Gargan- spheres with each deity’s portfolio, per- While we’re on the subject, how much tuan size cannot be rammed by spelljam- sonality, and alignment. Generally, I gave damage does a spelljamming ship do ming ships as they can just step out of the more new spheres to the greater powers when it rams a planet-bound target? way. In any case, the helmsman must hit than to the lesser and demi powers. Beyond the fact that healing magic the creature’s armor class. Auril: Major: Time; Minor: Wards; causes them damage, nilbogs have no par- Azuth: Major: Thought; Minor: Law; ticular effect on the way magical items What is a ziggurat and why is Kalak Beshaba: Major: Chaos; Minor: Time; and devices function. The chief conse- building one? Chauntea: Major: Time, Wards; Minor: quence of having a nilbog in the vicinity is A ziggurat is a stepped or terraced pyra- Travelers; Cyric: Major: War, Time; that creatures tend to act in a contrary mid; you probably can find a picture of Minor: Numbers; Denier: Major: fashion. one in a book about the ancient Middle Thought; Minor: Time; Eldath: Major: Based on the passenger and cargo East or pre-Colombian Central America or Wards; Minor: Travelers; Gond: Major: capacities for a hammership, I’d estimate in an encyclopedia. Kalak is an evil sor- Numbers; Minor: Wards; Helm: Major: you could haul about 120 Small creatures cerer king from the ™ world. Wards; Minor: War; Ilmater: Major: Law; (four per ton of cargo capacity) in addition Exactly why he ordered his ziggurat built Minor: Wards; Lathander: Major: to the crew of 24; however, this wouldn’t is just one of many nifty little secrets Thought; Minor: Time; Leira: Major: leave much space for a shipboard volley- awaiting the fans of DARK SUN games and Time; Minor: Chaos; Lliira: Major: none; ball league. If you stacked up the passen- novels, and I won’t spoil it by revealing it Minor: Thought, Time, Travelers; Lovi- gers like cordwood instead of letting them here. atar: Major: Law; Minor: Time; Malar: sit or stand, you probably could double Major: War; Minor: Travelers; Mask: the passenger load (another 120 crea- Can a magical staff or quarterstaff be Major: Time; Minor: Thought; Mielikki: tures). In any case, once you put more made into a morning star and still Major: none; Minor: Time, Travelers; than 60 creatures on a hammership you’d retain its enchantment? If my charac- Milil: Major: Thought; Minor: Travelers; better be planning on a short trip because ter (Intelligence 14) placed several Mystra: Major: Thought; Minor: Time; the air is going to run out fast. iron spikes into one end of the staff, Oghma: Major: Travelers; Minor: If a spelljamming ship rams a structure, would this destroy the magic? Thought, Wards; Selune: Major: Travel- use the ramming rules from the No, you can’t make a staff into a morn- ers, Numbers; Minor: none; Shar: Major: SPELLJAMMER® boxed set or the War ing star, no matter what your character’s Time, Thought; Minor: none; Silvanus: Captain’s Companion and the Intelligence score is. A staff just doesn’t Major: Time, Wards; Minor: Travelers; rules from the BATTLESYSTEM™ Minia- have the necessary mass. Yes, driving Talona: Major: Chaos; Minor: none; tures Rules. Unless the spelljamming ship spikes through one end of a staff will ruin Talos: Major: Chaos, War; Minor: Time; performs a violent maneuver just before it, no matter what your character’s Intelli- Tempus: Major: Chaos, War; Minor:

76 APRIL 1993 Wards; Torm: Major: Law Minor: Travel- plane or “totally destroys” the wielder. out over a sufficient amount of time. The ers; Tymora: Major: Chaos; Minor: After total destruction, there’s nothing left real question is how much and how fast. Wards; Tyr: Major: as cleric; Minor: as to regenerate—unless the wielder is a tar- The rate at which a creature can imbibe cleric; Umberlee: Major: Chaos; Minor: rasque (see next question). alcohol and still remain lucid depends on none; Waukeen: Major: Travelers; Minor: a number of factors including general Wards; Elemental Cults: Major: none; Gee, I really like your column, and I state of health, contents of the digestive Minor: time; Bane: Major: Law, War; never would have begun to wonder tract, and many others. The prime factors, Minor: Numbers; Bhaal: Major: Law; what would happen if you turned a however, are body mass and the strength Minor: Time; Myrkul: Major: Chaos, tarrasque into a bunny and tried to eat of the alcoholic beverage. A 150-pound Time; Minor: War; Clerics: Major: Law or him if it hadn’t been for you. So, if the human can expect to be drunk after Chaos (depending on alignment, neutral tarrasque were “killed” by a sphere of drinking three ounces of hard liquor or 36 clerics choose one), Wards; Minor: Travel- annihilation, does it still require a wish ounces of beer in one hour. An adult ers, War. to keep it dead? umber hulk probably weighs in at about Note that pages 14 and 15 of the TOM Yes, somebody really would have to use 450 pounds, and probably could put away provide detailed guidelines for assigning a wish to keep the tarrasque dead after it three times that much alcohol before new spheres. Also, there has been some was destroyed by a sphere of annihilation. becoming drunk. talk at TSR, Inc. about officially assigning The tarrasque cannot be utterly destroyed the TOM spheres to all previously pub- by any means unless a wish is used to keep Can a spell-caster teleport or teleport lished deities in a new deities book. The it dead; otherwise, the critter just comes without error inside a dragon while final plans for this project have not yet right back. Note also that the tarrasque’s holding onto an arrow of dragon slay- been made. As for your $20, keep it; or sheer size might allow it to survive contact ing and thus kill both the spell-caster better yet, donate it to your local chil- with a sphere of annihilation, as discussed and the dragon? If you can’t teleport dren’s hospital (your yellow pages should in “Sage Advice,” in DRAGON issue #180. into the dragon could you teleport have the address and phone number). Contact with a sphere might annihilate onto its back and then stick the arrow only a two-foot chunk of the beast, which of dragon slaying into the dragon? If a spell-casting vampire wielding a might not do much more than make it Generally, an enchanted missile must be staff of power or staff of the magi broke really mad. fired or thrown for it to work. They can- it in a retributive strike and was not not be used as melee weapons; however, I sent to another plane, would the How much alcohol does it take to have seen DMs allow PCs to stab with explosion destroy the vampire, or just make an umber hulk drunk? arrows when they are desperate. The force it into gaseous form? Umber hulks, and just about every other arrow usually breaks after one attack—hit According to the item descriptions in type of creature, can drink an indefinite or miss—and the wielder suffers the non- the DMG (page 154), a retributive strike amount of alcohol without getting proficiency penalty for his class. either sends the staff’s wielder to another drunk—provided the drinking is spread The various forms of teleporting move

DRAGON 77 creatures from place to place. Although A trained falcon costs 1,000 gp. Not only valuable and won’t take any pains to hide “place” is a term that is not easily defined, are these animals rare, they are greatly it; instead, they’ll drop the stuff wherever a creature generally is not a place. Obvi- prized for use in hunting and as status it’s convenient to do so. Very intelligent ously, a planet-sized creature that houses symbols. Consequently, the bird’s market creatures probably not only hide the gold the whole campaign world is an excep- value is extremely high. and gems in a secure and well-guarded tion, but anything small enough to attack place, but also carry their magical trea- in a hand-to-hand fight is not. What, exactly, is a lair? The Mon- sures with them, so they can use their strous Compendium gives details such magical items against invaders. How far can a fighter who is 6’ tall as the number of creatures inside the and weighs 200 pounds jump while lair and the kinds treasure that can be If an enlarge spell is cast on a crea- wearmg a girdle of giant strength? I found there, but they don’t describe ture to increase its size, and then per- mean, a normal man with the strength what a lair is. Are they single rooms? manency is used to make the increase of an 18’ or 24’-giant should he able to Entire dungeons? Single dungeon lev- permanent, can enlarge be used again make flea-like jumps. els? If they are just single rooms, how to increase the creature size again? If Jumping is a feat of strength, but it does can 20-200 creatures (the common so, can this second enlargement be take a little agility and skill, too. Otherwise, number appearing for humanoids) fit made permanent? If so, how many long-jumpers would look like weight inside? Also, where in a lair would times could this process be repeated? lifters, not runners. I’d suggest using the treasure go? There’s nothing in the rules to prevent rules for the jumping proficiency on page A lair, simply put, is a place where a this sort of thing, so technically, a wizard 61 of the PHB. If you like, you can increase creature lives. A lair’s size, layout, and could keep this process going until he the maximum attainable jumping distance location varies with the creature’s needs. runs out of Constitution points (the caster by one or two feet per point of strength As you point out, large numbers of crea- lose one point of Constitution for each beyond 18/00. The 6’ fighter in your exam- tures need more lair space than single permanency spell cast). A house rule that ple could broad jump a maximum of 36’ creatures do. The “Habitat/Society” and limits enlarge or reduce effects to one per using the rules as they are written—a “Ecology” sections in most creatures’ creature might not be a bad idea. In any pretty impressive leap. Using the modified entries should case, note that a wizard can enlarge or maximums, the character could attain 38’ help you decide what kind of lair a crea- reduce only 10 cubic feet of material per with a girdle of hill giant strength and 48’ ture will have. You might also want to level. This is not as much as it sounds, 10 with a girdle of storm giant strength. check out the various Book of Lairs prod- cubic feet is 1’xl’x10’ or 1’x2’x5’, etc. ucts for sample lairs. The PHB lists the price of a trained Where in a lair will a creature put its Just before our group’s most recent falcon as 1,000 gp. This is twice the treasure? In the most secure place it can adventure one of our players sug- price of a war elephant! What is the think of. Unintelligent creatures, however, gested our characters should cast a correct price for the falcon? probably won’t realize their treasure is rope trick spell and a permanency so

78 APRIL 1993 that we would have a safe place to hide Humbled Hobgoblins.” be able to use a bastard sword with one two pieces of an artifact we were car- The AD&D 2nd Edition design team hand and inflict 2d4 points of damage rying. (This fellow also suggested that looked at the way the old “to hit” number (plus a strength bonus of +7); however, we could disguise the rope trick as a chart was put together and did a lot of the giant has to use a giant-sized bastard child’s swing.) At the time, our charac- frowning and head scratching. The table sword in two hands if he wants to inflict ters didn’t have the resources neces- was arranged in columns of two hit dice, 4d4 + 7 points of damage. sary to cast these spells, but would it except at the low end, where it essentially have worked it we had tried it? Also, was divided into half-hit die increments. How does poison work? does the extra-dimensional space cre- THAC0s improved one point per column Poison “works” by destroying cells or ated by a rope trick work like a bag of except that they improved by two on every disrupting biochemical processes in a liv- holding? Can it be used as a stationary second column. There also was the phe- ing being. Poisons have no effect until they bag of holding? nomenon of the “repeating 20” that I won’t enter the body through injection, inges- In either version of the AD&D® game, even try to explain here. The team eventu- tion, inhalation, or contact. The method rope trick is not a spell that can be made ally decided the old chart was illogical and varies with the poison. For game effects permanent. The extra-dimensional space had to go. The new chart is easier to on such things as healing, resurrection, created by a rope trick can hold up to remember and has the advantage of mak- and the like, see the “Character Death” eight man-sized creatures, which gives it a ing things a little easier on PCs in cam- section in the PH, page 105. volume of about 1,000 cubic feet. There is paigns that start out characters with zero no weight limit given. Given these charac- experience points and base starting cash. Can a troll die from starvation? The teristics, yes a rope trick can be used for Play balance in your game probably won’t first Monstrous Compendium says a storage, at least until its duration expires. suffer much if you go back to the old troll can grow a new head in a week if chart, just remember to give out a little it’s decapitated. Where does the mater- Mapping paper with a hexagonal grid extra experience to PCs who defeat mon- ial for the new head come from if it (as opposed to a square grid) seems to sters that have the improved THAC0s. can’t eat? be excellent for accurately showing Judging form the “Ecology” section of distances north to south (and vice If a character wished for an extra set the “Troll” entry in Monstrous Com- versa), and distances northeast to of fully functional arms, located imme- pendium, Volume One, it’s pretty clear southwest, or northwest to southeast diately below the first set, would the that trolls do have to eat. Troll regenera- (or vice versa), but how do I measure character be able to wear two sets of tion can replace body mass destroyed in distances east to west (or vice versa)? bracers, gloves, or gauntlets? Would combat, but it can’t maintain the troll’s Just count the columns/rows of hexes the character be able to wear four system if it is deprived of food, water, or between the east-west points, as this pro- rings? air. As you point out, they can go at least a duces less distortion than you think. First, any DM worth his salt should be week without food or water while regen- able to think of all sorts of ways to make a erating. The DM has to decide how long it When a character gains a level and character regret wishing for an extra set takes a troll to starve if completely gets a new hit die, are all the charac- of “fully functional” arms. Your mom deprived of food. I’d suggest anywhere ter’s hit dice re-rolled to get a new hit- might read this magazine, so I’ll skip the from one to six months. In any case, troll point total? Or do you just roll one die examples that spring immediately to regeneration does not need food or a and add the result to the hit-point total? mind. Second, the short answer is no, the source of matter, it simply replaces lost Doing it the first way would tend to character can’t wear extra rings, bracers, mass. This could come from thin air, introduce a significant risk of giving the gloves, and the like. Only two rings, and reserves within the troll, another plane, or character a new hit-point total that’s only one set of bracers, gloves, etc. will anywhere else the DM decides—we’re lower than the old one, wouldn’t it? work for a single character, no matter talking about a fantasy creature here. Okay, everybody out there who’s snick- how many appendages the character has. ering at this poor fellow can stop it. Heck, Suppose a player aims a wand of when the Lake Geneva group was just A bastard sword is a size M weapon, wonder at a target less than 20’ away. starting to learn the original D&D® game so halflings, gnomes, and small At that range, the player would auto- rules back in 1974, we rolled new hit dwarves can use it only with two matically be within the area of effect if points for each character every adventure: hands. If the sword is used in this way, the wand produces a fireball. Can the “Wow, Noylund, you feel great today!” It which speed factor and damage user, in the instant the effect is pro- didn’t even occur to us that a character should be used? How about size L and duced, sense what the effect is and re- was supposed to have a permanent hit- larger creatures using it in one hand? target safely? I would think so, since point total. Anyway, your suspicion is cor- Should the speed factor be lower? wands of wonder produce enough rect. Just roll the new hit die, adjust for A small creature wielding a bastard trouble without frying the user with Constitution, and add the result to the sword in two hands has to use the every fireball. character’s hit-point total. weapon’s one-handed damage and speed Characters have to take their lumps factor. The character just can’t manage when they fool around with wands of won- Why, with the advent of weapon spe- the sword’s full length. It’s up to the DM der. This item is intended to keep players cialization for fighters, school special- to decide if a Large creature can get the guessing—one literally “wonders” what ization for wizards, and granted benefits of two-handed use with only one will happen every time the wand is used. abilities for specialty priests, were the hand. Since a 5’ or 6’ human can get the Characters who don’t want to be broiled THAC0 numbers for monsters of 1 + 1 two-handed benefit by shifting his grip on in their own fireballs should leave wands hit dice through 6 hit dice increased in sword’s long hilt down toward the pom- of wonder alone or a least point them at the AD&D 2nd Edition game? mel, I suppose a nine-foot ogre could do targets more than 20’ away. Note that fire- I wish you readers could have seen the the same thing with only one hand. In this balls reshape themselves so as to fill the original version of this question. The letter case, the ogre has to use the two-handed entire volume when cast in confined is written in black crayon (or maybe col- speed factor. Note that a giant cannot get spaces, so wand of wonder users have to ored pencil). It begins “From all the hurt- its extra damage dice unless it uses a be extra careful when adventuring in ing hobgoblins.” It goes on for a page and weapon of proportionate size in the dungeons. a half, and is signed “Chairman of the proper manner. That is, a hill giant might

80 APRIL 1993

Role-playing games' ratings

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

82 APRIL 1993 Hair-raising games for the animal in you

It took me a while to warm up to these into a bleak urban setting, drenching him establish his special powers. The tribe werewolf games. I mean, I like were- in cynicism and despair. If role-playing awards a varying number of Background wolves as much as the next guy—but as games were people, WEREWOLF would Points that can be spent on allies, con- player characters? You sprout hair, you be a brooding grad student with a stack of tacts, and resources. New players will growl, you claw up the scenery. What’s Sandman comics and Metallica albums. want to study these options at length, and the big deal? My AD&D® game wizard White Wolf calls this approach “Gothic rightly so. But unless the referee enforces could accomplish the same thing with a punk,” an apt a name as any for a game a time limit, selecting breeds, auspices, few illusions and a good dagger. For this where atmosphere reigns supreme. Cities and tribes can take a good half-hour. Add we need a whole book? are dark clusters of decaying buildings another half-hour if the referee exercises But, in retrospect, I realize that I and gloomy streets. Political corruption the Prelude option, where players are led resisted werewolf PCs because I was and corporate greed are taken for through a series of questions to help them thinking of them solely in terms of their granted. Outcast youths find solace in flesh out their characters’ backgrounds. physical characteristics. That’s just half street gangs and death-rock music. In this Moving on, players determine their PCs’ the picture. Werewolves undergo interior world of hopelessness, “the end is not core statistics by assigning ranks to Physi- transformations, not just exterior ones. coming, it is here.” cal, Mental, and Social attribute cate- And it’s the interior changes that make Characters: WEREWOLF envisions gories. If a player wants his PC to be them interesting. lycanthropes as a unique race called the exceptionally bright, of average strength, The challenge of playing a werewolf has Garou, spawned from an all-encompass- and antisocial, he makes Mental the Pri- little to do with clawing and snarling, and ing life force known as Gaia. The antithe- mary Attribute, Strength the Secondary, everything to do with juggling personali- sis of Gaia is the Wyrm, a manifestation of and Social the Tertiary. Each category ties. The player must see through the eyes evil represented by vampires and other comprises three Traits; Mental, for of not one but two (and sometimes more) dark entities. It’s all kind of vague and instance, includes Perception, Intelli- radically different characters. She must mystical, allowing referees the freedom to gence, and Wits. Traits are rated by lines seamlessly shift between conflicting sets develop storylines as they fit and, not inci- of dots; the more dots, the better the Trait. of desires and attitudes. She must gauge dently, enabling White Wolf to publish The Primary Attribute Traits receive the her responses to other characters accord- supplements to fill in the blanks. most dots, the Tertiary Traits get the ing to her current form; a friend of the WEREWOLF casts its lycanthropic pro- fewest. I’m not convinced that players human may be a meal for the wolf. tagonists as outsiders, neither fully should have so much control in ranking Playing a convincing werewolf requires human or animal, potential enemies of their Attributes—I think a high IQ is more a willingness to dig deeply into the char- both normal citizens and Wyrm-ridden an accident of birth than a personal acter’s psyche. We’re just getting a were- vampires. They can shift between human choice—but it’s clever system all the wolf campaign off the ground and the and wolf forms more or less at will. They same. And I like the dots, a welcome early results are promising; I’ve rarely heal with superhuman efficiency and are change from the usual numerical ratings. seen my players as interested in figuring prone to mad frenzies where their animal The player also assigns Primary, Sec- out what makes their PCs tick. If you’re as instincts run rampant. And while the ondary, and Tertiary ranks to three cate- skeptical as I was about the viability of werecreatures may not have much of a gories of Abilities. These include Talents werewolf PCs, check out this month’s fea- sense of humor, the designers do, evi- (intuitive Abilities), Skills (practical Abili- tured products. You may be howling at the denced by their assertion that characters ties), and Knowledges (learned Abilities). moon before you know it. are easy to create: “It takes only a few min- The player spends a fixed number of dots utes to work out all your traits and your on Abilities in each category, with Primary WEREWOLF: basic personality, to get down all the num- Abilities receiving the most. There are THE APOCALYPSE* game *** bers . . .” Ha! options per category, among them Athlet- 276-page softcover book Character creation begins with each ics Talent, Firearms Skill, and Computer player choosing his PC’s breed, auspice, Knowledge: High Ability ratings allow the White Wolf $20 and tribe. Breeds include Lupus (charac- player to select a specialty; a PC with a lot Design: Mark Rein l Hagen Additional material: Sam Chupp, Andrew ters raised by wolves), Metis (raised by of Computer Knowledge dots may special- Greenberg, Robert Hatch, Geoff Pass, Garou), and Homid (raised by humans). ize in Hacking or Virus Programs. A spe- Stewart Wieck, Travis L. Williams, The PC’s auspice relates to the phase of cialty gives the PC a second chance at Samuel Witt, Wes Harris, William Hale, the moon under which he was born; the success when attempting an action relat- Josh Timbrook, and Richard Thomas Regabash auspice, for instance, encom- ing to his area of expertise. Editing and development: Robert Hatch passes Garou born under a new moon, The designers go to great lengths to and Stewart Wieck while the Philodox auspice covers those of provide players with a broad range of Illustrations: John Bridges, John Cobb, the half moon. There are 14 different choices to help customize their charac- Chris DiNardo, Doug Gregory, Tony tribes, ranging from the benign Stargaz- ters. I wish they’d have taken as much Harris, Darryl Midgette, Keven O’Neill, ers, a faction of scholarly truth-seekers, to care to define those choices, as many of Richard Thomas, Josh Timbrook, and the radical Red Talons, zealots dedicated the descriptions are annoyingly vague, Jennifer Yuh to extinguishing the human race. some of them downright sloppy. The Wits Cover: Eric Scott and Chris McDonough Aside from a few minor restrictions— Trait, for example, is defined as “your abil- characters of the same pack usually ity to react quickly and correctly to new WEREWOLF: THE APOCALYPSE fea- belong to the same tribe; the referee may situations . . . shrewdness, sagacity, and tures lycanthropes with an attitude and a exclude certain breeds. Players can capacity for understanding problems in world I wouldn’t want to visit. A blood choose whichever breeds, auspices, and the most basic terms.” So who’s someone brother of sorts to White Wolf’s equally tribes they like. But these choices should with exceptional Wits? Inexplicably, the grim VAMPIRE: THE MASQUERADE* be made with care, as they have profound text says, “Stand-Up Comic.” I was thinking game, the designers do to the werewolf effects on other aspects of the character. more along the lines of Robin Hood than what Frank Miller and Tim Burton did to The choice of breed, for example, limits David Letterman. In the Etiquette entry, Batman: They thrust a familiar archetype the PC’s abilities, while the auspice helps knowing “how to be liked” rates four dots;

DRAGON 83 knowing “how to be admired” rates only Glabro also benefits from increased resources while struggling to maintain two. Isn’t that backwards? Lars Ulrich Strength and Stamina, but suffers an their dignity in an increasingly oppressive represents the top rank of the Perfor- Appearance penalty. environment. Rather than succumb to mance Skill, but that’s only meaningful if As with any game using skill rolls, despair, the Garou cling to virtuous ideals, you recognize the name (he’s Metallica’s WEREWOLF requires the referee to make formalized in a code of ethics called The drummer). I don’t share the designers’ a lot of subjective judgments. But veterans Litany. Among its tenants: “Accept an hon- assumption that all readers know Ulrich ought to get the hang of it without too orable surrender,” “Respect the territory any better than, say, Chad Wackerman much trouble, particularly if they study of another,” and “The leader shall not be (Frank Zappa’s old drummer, and a good the examples in the text. One of my play- challenged in time of war.” Maybe I’m two dots better than Lars). ers noticed that PCs seem to succeed a lot reading too much into this, but I found A PC also receives 500 Renown points more than they fail. He’s got a point. How- parallels between the plight of the Garou (to divide among Glory, Honor, and Wis- ever, I don’t think the success rate is out and that of Native Americans, as both rep- dom Traits), a variable number of Back- of line, since WEREWOLF presumes that resent spiritual cultures ground down by ground Trait points (for allies, contacts, exceptional skills are necessary to survive the onslaught of capitalism. Intentional or and kinfolk) and a set of Gifts, determined in the game’s hostile setting. Besides, the not, the real-life subtext makes WERE- by his breed, auspice, and tribe. Gifts are referee can always beef up the Difficulty WOLF unusually resonant. WEREWOLF’s equivalent of magic spells, Ratings if he thinks his PCs are getting off Seeking refuge from humans, the Garou a benefit of the PC’s intimate relationship too easy. have fanned across the world. The text with the spiritual world. Typical Gifts Remarkably, the basic combat rules notes settlements in the jungles of South include Eye of the Cat, which lets the user (called “Narrative Combat”) fill less than a America, where Garou align with were- see in the dark, and Kiss of Helios, which single page. Players begin a combat round snakes and were-alligators to stave off the grants immunity to fire. They’re fun, and by rolling dice to determine who strikes destruction of the rain forest, and in the there’s a lot of them, but too many suffer first. In order, attacking characters make Antarctic wilderness, the rumored home from inadequate explanations and fuzzy skill rolls based on the type of assault; a of a lost Silver Fang tribe. A radical pack rules. The Head Games Gift enables the fist attack uses Dexterity and Brawl, a known as the Green Knights engages in user to “steer the emotions” of a victim. shotgun might use Perception and guerilla warfare against corporate pol- But what does that mean? Are there lim- Firearms. The referee sets a Difficulty luters throughout Europe and Asia. A its? How long does it last? The Assimila- Level just as he would for any other mystical group called the Wagnerians tion Gift, which allows the PC to interact action. The target may attempt to dodge, seeks solace in the spirit world, attempt- with anyone from any culture, is only use- making a roll based on his Dexterity and ing risky excursions into alternate planes ful if the players and referee agree on Dodge scores. Each successful dodge is of existence. what an interaction entails. The designers subtracted from the attacker’s number of The rich background provides limitless say, “Gifts are highly variable in effect, and successes. The remaining number of suc- campaign opportunities. Though the book largely depend on the whims of the spirits cesses is added to the weapon’s damage has no formal scenarios, there’s an abun- who grant them.” But that’s a cop-out. factor; the sum is subtracted from the tar- dance of staging tips, ranging from sug- Effects this vague rely too much on guess- get’s health level. Characters automati- gestions for structuring stories to advice work and burden an already over-worked cally heal one health level per turn from for maintaining an ominous atmosphere. referee. normal damage. Aggravated wounds, To set the scene, the referee might Mechanics: The game mechanics are caused by special attacks such as silver describe “how the cities border on a refreshingly simple, reflecting the design- weapons or vampire claws, resist auto- sullen, shadowy realm of gnarled pines, ers’ intentions to accommodate story- matic healing. If a werewolf suffers an brooding hills, and dark, muttering tellers rather than rules lawyers. To aggravated wound when he’s down to one brooks.” Players are reminded that while resolve most actions, players roll against health level, he dies. the Garou are not inherently cynical, “the the applicable Attributes and Abilities; if a That’s pretty much it. An Advanced young scorn the old and the old revile the character listens for a prowler, he rolls Combat chapter services players demand- young as a lost generation.” A section on against his Perception and Alertness, For ing more detail, but I never used it. The advanced storytelling techniques tells the every dot in the relevant Attribute or Abil- basic system treats combat as just another referee how to use dream sequences and ity, the player rolls one lo-sided die; if he role-playing opportunity, and—with an flashbacks. An 11-page description of a has a three-dot Perception and a three-dot imaginative referee and cooperative play- Garou-ridden Central Park, complete with Alertness, he rolls six dice. The referee ers—it resolves violent encounters as sat- map and sample characters, provides an determines the Difficulty Level of the isfyingly as a book full of tables. Blood enticing springboard for an introductory action; listening for a prowler might be junkies who demand to know the diame- campaign. Challenging, which has a Difficulty Level ter of every entry wound won’t like this. Evaluation: Most of WEREWOLF’s of 7. Every die-roll that equals or exceeds But for those who’ve had their fill of initia- problems arise from shaky editing and the Difficulty Level results in a success. tive modifiers and range factors, WERE- slack development. We’re often told to The more successes, the better the result; WOLF combat provides a refreshing “see pg. XX,” but somebody forgot to a single success might mean the PC barely alternative. My only gripe: Why do all PCs replace the XXs with numbers. On page hears the burglar, while six successes have the same number of health levels? 84, we’re referred to the following page might mean he identifies him by the Are all werewolves equally fit? for an example of a completed character sound of his footsteps. A similar system Campaigning: The designers delve into sheet, but it’s not there. Much of the book resolves most Gift effects. the culture of werewolves with the fervor is haphazardly organized; the section on PCs shapeshift by rolling a number of of anthropologists. The Garou were once storytelling precedes the chapter on char- dice equal to their Stamina and Primal a proud race with the run of the world, acter creation, breed types are introduced Urge dots. Each success reduces the time but the present day finds them confused in Chapter Two but not detailed until required to shapeshift by one second. and insecure. Human cities have Chapter Six, and I had to search three Forms include human, wolf, and an inter- expanded into territory the Garou origi- chapters to round up all the pertinent mediate stage called the Glabro (“Near- nally had to themselves. Sacred sites have material about Renown. Skills lack ade- Man”), A Garou keeps his same statistics in fallen, casualties of human greed. The quate descriptions; specialties are barely his human form, but boosts his Strength, influence of the Wyrm continues to grow. described at all. And the writing could be Stamina, and Dexterity as a wolf. The Garou packs must compete for limited toned down a notch, as it sometimes bor-

84 APRIL 1993 ders on the embarrassingly lurid. “Quiet! level, wereseals don’t acquire truesight ties of D&D Gazetteer. Best of all Hear the wind? Does it laugh at you, lis- until the 10th. It’s a nice touch that are the scenario outlines, designed to take tening to its secrets? . . . Look at my eyes— encourages players to stick with their optimum advantage of lycanthropic char- can you see their laughing faces?” That’s lycanthropic PCs though a campaign. acters. “A-Hunting We Will Go” cleverly enough to make a romance novelist The D&D rules require lycanthropy vic- illustrates the problems facing werecrea- flinch. tims to assume the alignment of their tures on hunting expeditions, while “The But these are minor objections, easily beast-form, which as often as not is White Wolf of Morlay” challenges the PCs corrected by a thorough revision and a Chaotic, the most difficult alignment to to rescue a white wolf from Dame merciless editor. WEREWOLF boasts play effectively. , however, Genevieve, a magic researcher who uses memorable characters, an enticing back- allows a PC lycanthrope to make a saving lycanthropes for lab . ground, and innovative game systems. throw vs. spells when transforming. A suc- Evaluation: Night Howlers lacks the With its emphasis on storytelling over cessful throw enables a bestial PC to atmosphere and spectacle of the WERE- mechanics, WEREWOLF gets closer to the retain the alignment of his human form. WOLF game, but it delivers the goods to heart of what role-playing’s supposedly all It’s a good rule, strongly recommended; D&D game players who want to shake up about than any new game I’ve seen in a I’d go so far as to boost the throw by +1 their campaigns. Unlike WEREWOLF, long time. This edition, which may have or +2 to maximize the chances of Night Howlers accommodates a wide escaped from the publisher prematurely, success. range of playing styles, from high fantasy hints at a breakthrough design. With a Role-playing tips address only the most to low comedy (humor is about as wel- second edition, we may get a masterpiece. obvious aspects of a werecreature’s split come in WEREWOLF as a whoopee cush- personality. The insights don’t get much ion at a funeral). The clear, direct writing more profound than “some of these indi- and clutter-free presentation enables DMs Night Howlers *** vidual traits stem from the character’s to incorporate lycanthropic characters Supplement for the DUNGEONS & human personality, others from his lycan- with a minimum of fuss. I suggest going DRAGONS® game: One 32-page Were- thropic nature.” Telling us that “a lycan- easy at first—the powerful shapeshifting wolves’ Manual, one 64-page DM's Guide, thrope should be role-played as two very PCs tend to give their uninfected compan- one 32”X21” color map sheet different characters” is sound advice, but ions inferiority complexes—but used judi- TSR, Inc. $11 how do you pull it off? Designer Ann ciously, Night Howlers can produce some Design: Dupuis seems more interested in physiol- of the wildest D&D sessions you’ve ever Editing: Jonatha Ariadne Caspian ogy than psychology, making the book less experienced. Illustrations: James Crabtree useful than it could’ve been. Cover: Mechanics: Aside from a few minor nips and tucks, new rules are kept to a Short and sweet After the cast-of-thousands, Dolby- minimum. Normally, an infected PC auto- How much for the death cheese? enhanced, wide-screen production of matically transforms during the full Acquiring obscene amounts of equipment WEREWOLF, Night Howlers seems like a moon. But Night Howlers enables him to ranks right up there with pounding mon- home movie. But it achieves its modest resist the change with a successful saving sters and saving the universe as one of goals quite successfully, providing slick, throw vs. spells. Conversely, he may trans- role-playing’s greatest joys. But since RPG straightforward guidelines for incorporat- form voluntarily by making a Constitution rulebooks tend to skimp on equipment ing lycanthropic PCs into DUNGEONS & check, modified by the phase of the moon descriptions, it’s not always easy for refer- DRAGONS campaigns. A copy of the D&D (+2 the week of the full moon, -2 when ees to generate a steady supply of gaudy game Rules Cyclopedia is required, as is a the moon isn’t out). At 9th level, a lycan- treasures and exotic gadgets. A good high tolerance for the system’s eccentrici- thrope can change into an intermediate equipment guide can be a frazzled ref- ties. D&D lycanthropes, you may recall, “beast-man,” combining the special abili- eree’s best friend. It can also double as a can’t be harmed by ordinary weapons, ties of both his animal and human forms. mouth-watering wish book for avaricious and include such oddball variants as The combat section clarifies the effects of players. Not all guides, however, are cre- weresharks and devil swine. damage—an injury suffered by the active ated equal. Here’s a rundown. Characters: The D&D game presents form can affect the inactive form as well— For AD&D game players baffled by the lycanthropes as disease victims rather and suggests Strength reductions and differences between chain mail and brig- than members of a unique race. In theory, other penalties for lycanthropes who andine armor, and who don’t know a any human PC qualifies as a potential don’t get enough rest. “Lycanthropic Pro- bardiche from a barbell, the Arms and werecreature, regardless of whether he’s cedures” tackles some of the more puz- Equipment Guide (TSR, Inc., $15) has the a wizard or warrior. Players opting for zling aspects of shapeshifting. Can a answers. Grant Boucher, Troy Chris- lycanthropic PCs must keep two sets of lycanthrope transform while wearing tensen, , John Terra, and Scott statistics, one for the human form, armor? (Yes, but it can be painful.) Can a Davis probe the mysteries of the Player’s another for the beast. It sounds like a lycanthrope ride a horse? (Not without a. Handbook equipment lists in lavish detail. chore, but the Werecreature Character few lucky die-rolls.) Practical applications complement the Record Sheet, a single-page form that Campaigning: As in WEREWOLF, the colorful descriptions, making this particu- comes with the package, makes it snap. strongest material in Night Howlers deals larly useful for players who want to know The Werewolves’ Manual provides with staging adventures. The DM’s Guide exactly how weaponblack or stirrups detailed descriptions of the D&D game’s covers the basics of converting existing affect the game (weaponblack boosts a ten standard were-types, outlining their characters to werecreatures, setting the thief’s chance to hide in shadows by 5%, restrictions and special abilities. The tone of the game, and adapting published mounted fighters without stirrups must weretiger, for instance, can speak with scenarios. A handy table compares the save vs. paralyzation to avoid falling when great cats and can magically roar to para- relative levels of human and werecreature struck in combat). Too many unlabeled lyze its enemies with fear. Wererats are characters, useful for designing balanced illustrations—neither the flails on page 69 protected from normal weapons when in encounters (a 4th-level werefox is roughly nor the maces on page 77 are individually human form. Wereseals have access to the equivalent in power to a 5th-level wererat identified—and the absence of an index clerical truesight spell. Most special abili- and a 10th-level human). The “Valley of mar this otherwise first-rate reference. ties are received as level advancement Wolves” chapter presents an intriguing Where the bonuses; weretigers can’t roar until 7th setting that ties neatly into the Principali- concentrates on the AD&D game’s reality-

86 APRIL 1993 based wares, Aurora’s Whole Realms Cata- between fact and fancy, covering weapons ful customizing tips and revised combat logue (TSR, Inc., $7.95) focuses on the from assault rifles and grenade launchers rules, Rigger belongs in the glove com- whimsical stuff. Aurora, the fictional pro- to laser blasters and particle beams. How- partment of every SHADOWRUN motorist. prietress of a medieval Wal-Mart, offers an ever, instead of a straight, encyclopedic Drivers planning trips into the Twilight eclectic inventory that includes bard’s listing of various weapon types, Greg Zone might want to take along a copy of instruments, (lyres, birdpipes, fanfare Porter gives step-by-step instructions for Uncle Albert's Catalog From Hell (Steve horns), household items (dinner bells, designing weapons from scratch (RPG Jackson Games, $20). Compiled by Craig snuff boxes, water clocks), and 14 types of weapons, that is, not the genuine articles). Sheeley, this is an exhaustive collection of cheese (Arabellan cheddar, Turmish For example, he shows how to create a bizarre accessories for SJG’s CAR WARS* brick, and death cheese, which costs a pistol by computing damage values, pro- game taken from the Car Wars Com- hefty 5 gp). Anne Brown and J. Robert jectile velocities, range limits, and barrel pendium and back issues of Autoduel King modeled the book after an actual lengths, all with maximum realism in Quarterly. Because the descriptions con- turn-of-the-century mail-order catalog, mind. To translate the results into game tain a lot of rule references, the devices meaning that a dose of none-too-subtle terms, Porter provides conversion notes don’t readily adapt to other game systems. salesmanship accompanies each product for the GURPS* game, West End Games’ CAR WAR-riors, however, should find this description. Death cheese, for instance, is TORG* game, and a half-dozen other loony catalog indispensable. Where else “a rich, delicate addition to the dining RPGs. It’s fascinating but demanding, as can you pick up an Existential Blue table, exotic both in its taste and the the approach has more in common with Crayon Gun? method by which it is acquired” (it’s made physics texts than game books. Want to from catoblepas milk). Better suited for calculate the energy of a projectile in Rick Swan has had his hand in more than browsers than hardcore gamers, Aurora’s Joules? Here’s the formula: Projectile 40 role-playing products as designer or Whole Realms Catalogue is among the mass in grams x (velocity in meters/sec- editor, and has written game reviews for least essential of the equipment guides, ond x 3.28) squared, divided by 21,630. the better part of a decade. You can reach but it’s one of the most entertaining. That can be scary if you’re still using your him at 2620 30th Street, Des Moines IA Back in the “real” world, the Com- fingers to keep track of hit points. But for 50310. pendium of Modern Firearms (R. Talsorian the mathematically inclined, Guns, Guns, Games, $20) takes a comprehensive look Guns is worth investigating. at 20th-century weaponry. Kevin Dockery, Weapons are also the primary focus of * indicates a product produced by a company other a former armorer for the President’s the Tom Dowd’s Street Samurai Catalog than TSR, Inc. Most product names are trademarks owned by the companies publishing those products. guard in Washington D.C. and creator of (FASA Corporation, $12), a collection of The use of the name of any product without mention the MORROW PROJECT* game, examines futuristic gadgets for the SHADOWRUN* of its trademark status should not be construed as a dozens of contemporary pistols, rifles, game. Cyberguns and shock gloves are challenge to such status. and machine guns with expert precision. among the better listings, but too many Each entry features authoritative descrip- mundane items (such as precision arrows tions of the weapon’s physical appear- and—yawn-survival knives) result in a ance, its intended use, and a lengthy list of less-than-memorable volume. Worse, statistics. Probability charts give accuracy each entry fills an entire page, much of it ratings at various ranges, while damage empty space, which hardly makes this a tables show the results of targeting living bargain. creatures (referees who allow PCs to walk Cyberpunkers are advised instead to away from machine-gun fire would do stick with Karl Wu’s Shadowtech (FASA well to study this book.) The appendix fea- Corporation, $15), a more imaginative tures a thorough index, metric-to-English SHADOWRUN equipment guide that for- conversion formulas, and suggestions for goes traditional hardware in favor of converting weapon statistics to the AD&D synaptic accelerators, tracheal filters, and game, Chaosium’s CALL OF CTHULHU* other biotechnic contraptions. game, and other popular RPGs. The stag- gering amount of research makes this the Kanawa Land Vehicles, (West End definitive resource on modern weapons Games, $13) uses the same one-entry-per- for serious players. page format as the Street Samurai Catalog Also recommended for serious players, with equally disappointing results. A vehi- and a nice companion volume to the Com- cle guide for the TORG* game, Kawana pendium of Modern Firearms, is GURPS doesn’t manage anything more interesting High Tech (Steve Jackson Games, $17). than an armored carriage or a Chevrolet It's a small world Crisply written by Michael Hurst, High Sportvan. The dry text doesn’t help, nor after all Tech traces the history of arms from the do the Evaluator’s Comments, which offer What are the latest releases in minia- late Middle Ages to the end of the 20th stillborn observations along the lines of: ture figures and scenery? What rules century, with an emphasis on gunpowder “It must be said that the Lennox is a very are best for tabletop war games? Turn weapons and high explosives. Though fine automobile. I have driven automo- to “Through the Looking Glass” in this intended as a combat supplement for the biles that use steering wheels, and I have GURPS* game, most of the material is suf- become familiar with this system of steer- ficiently generic to accommodate players ing.” A curiously flat effort from the usu- of other systems. Packed with lucid ally dependable . descriptions, sharp illustrations, and fas- Despite its lifeless illustrations, Phillip cinating trivia (early military engineers not McGregor’s Rigger Black Book (FASA Cor- only designed weapons, they also distilled poration, $15), another SHADOWRUN sup- brandy and taught chess), High Tech is a plement, makes a better vehicle dazzler. showroom than Kawana, thanks to a fan- Guns, Guns, Guns (Blacksburg Tactical ciful selection that includes rotodrones Research Center, $13) bridges the gap and Luftschiffbau zeppelins. With its help-

88 APRIL 1993

A story told after the kids were sent upstairs

by Spike Y. Jones

Artwork by

“Brendan,” the innkeeper began, “you’ve purse dropped in Cassard. After each ride, by some pilgrims on the outskirts of the sent my children to bed with their faerie I was required to retell the events for my Desolation, ragged, near starvation, and story. Now earn your keep. Tell us a tale.” master’s entertainment, attempting to half-mad. “And make it a good one,” a patron said, make the litany of atrocities more palat- “Much of the merchant’s story was “with lots of adventure.” able and less boring in its repetitiveness. incomplete—for example, the fate of the “Yeah, fightin’!” specified a more inebri- “This continued for some months until other members of his caravan. But the ated patron. Firesoul’s band happened to set upon an central episode, concerning a desert “And women,” suggested a quiet young inn much like this one in a village some festooned with gold, littered with man. days travel from the cities of the western jewels, and graced by most intriguing “Big, lusty women!” clarified the less- coast. As usual, their attack was hardly occupants—namely women of surpassing restrained drunk. opposed, but Firesoul was incensed to dis- beauty—was fully described. “Wantons and weaponry, the measures cover that one of his men was killed and “While it had obviously been the trea- of good entertainment as far as the out- another two were severely injured in cap- sures of the citadel that had sparked the spoken Kennan is concerned,” sighed turing a young man who had attempted to temple’s interest in the story, the refer- Brendan. “Yes, I must know at least one flee the scene. ences to the beautiful but isolated women such tale. So, if Iain fulfills his obligations “An examination of the youth’s armor, intrigued Firesoul. Abandoning the tor- as innkeeper” —he glanced at his empty weapons, and decorations revealed to his tured and dying paladin to his fate, the beer mug— “I shall fulfil mine as house- captors that he was a paladin serving one band made its way northward to the way- bard. of the major temples of far-off Mardukan, city of Pa-Dedun, and thence to the wild. “I’m sure that those of you beyond your and his other accoutrements and the “After seven uneventful days of travel first beards have heard of the pyro- quality of his steed suggested-that he was across the Desolation, we advanced over mancer, Taircon Firesoul, who alternately a messenger of some sort. While religion one of an endless series of rolling hills seduced the women and looted the vil- was not a subject of any importance to and saw in the distance a squat border- lages of Delitan for many a year some half Taircon Firesoul, he had had more than fort, long in need of repair, with a small a century past. But, while you have heard one encounter with paladins set on cap- group of what looked like wild goats graz- of the man, I was an intimate of his for a turing him before and had developed a ing where they would on the surrounding time, and I was one of the few men privi- distaste for the whole breed. Moreover, he plain. This little outpost matched the fabu- leged enough to see him die.” was interested in discovering what impor- lous citadel described in no respect but its Brendan Farwanderer took a deep tant message had cost the life of one of his anticipated location, and Taircon Fire- draught from his refilled mug, then henchmen. Firesoul inquired politely of soul’s dour mood turned suddenly foul as leaned back to pull out a pipe, carefully fill the young paladin the nature of his mis- he made for it. it, and light it from the candle on his table. sion, and when the boy refused to mouth “The goat-creatures hardly took notice He looked up and noticed the circle of even a single word, the wizards temper of us as we advanced through their field, anxiously waiting men, and seemed only flared. but once we were in the approximate cen- then to recall that he had been telling a “At first the paladin resisted Firesoul’s ter of their foraging formation, their story. attempts at interrogation, refusing to utter nature changed. Of a sudden, they sprang “Actually,” he continued, “I overstate the a syllable while the pyromancer danced at our camels, with one camel and its case. Last I was to see him, but as for the finger-fires within inches of his captive’s rider falling immediately under the ‘man’, I was only a lad the age of our eyes, then burned him lightly upon the onslaught.1 host’s son Aidan. After being wrongly cheeks and hands. This torture grew “In a similar change of demeanor, the accused of a number of improprieties” — more intense until the young man was dust-coated riders of the surviving camels here he paused for the chuckles of his clearly and gravely injured, but he still burst into action, throwing aside desert audience— “exorbitant fines were set. refused to speak. Firesoul was frustrated cloaks to reveal gleaming weapons and When I could not pay, I was declared the until he thought to use subterfuge to armor. The goat-beasts had no more suc- bondsman of the first who would pay my break the paladin’s resistance. After cast- cess in the end than the villagers these fines. This happened to be Firesoul. ing fire charm spell, the wizard sug- same raiders had fought in the past. Little “I was an imaginative boy, and I wove gested to his captive that his spells not could stand up to the savagery these thugs wondrous tales to amuse my fellow ser- only singed the flesh, but also subjected had penned up during the crushing bore- vants. Taircon heard of this and the soul to the fires of damnation; if the dom of the journey. Without Firesoul hav- demanded that I tell my tales to him, to paladin were to die as a result of these ing to cast a single spell, all the goatbeasts amuse him and distract him from worldly flames, his soul would similarly perish. soon lay dead or dying on the waste, with concerns. I did this gladly, thankful for an “Under this magical persuasion, the pal- no further loss to the reavers. The men appreciative audience.” adin finally broke his silence. He was a quickly stripped the valuables from their “To get yourself out of doing real work courier, carrying a message from a small fallen comrade and, leaving his body to is more like it,” muttered the innkeeper. temple in Varga to the north, describing the wind, turned back to the fort.” “To improve my storytelling from Tair- the story of a merchant from that place “That’s it? That’s all the fighting? What con’s point of view, I was made to accom- who had recently attempted to navigate kinda story is it when the . . .” began the pany the pyromancer on a number of his the eastern deserts by a northerly course drunken Kennan, before someone put adventures,’ in which he and his cut- through the Desolation of Ptarn, bypass- another mug in his hand to occupy his throats burst upon sleeping hamlets, ing the taxation of the central Rama-Resh mouth. emptying them of valuables faster than a oasis. This merchant had later been found “Somehow,” continued Brendan unper-

DRAGON 91 turbed, “the looked different now long journey, our party took gladly to the ber the man had entered some hours than it had before. The gates hung straight bathing chamber. When all were before, I saw only a shabby cell. As for the on their hinges, the walls appeared taller refreshed, we found our trail clothing raider, he and one of the . . . young and firmer than they had from a distance, now as fresh as ourselves. We returned to women were there, in some disarray. and the whole seemed to have exchanged the audience hall and found platters of Shocked anew by what I saw there, I ran its image of disuse for that of a strong, exotic meats and fruits and fluted bottles to the next chamber along the hall.” competently cared-for citadel—the very of strange liquors placed about the floor. “A bit new you were to the ways of men thing we had sought from the first. The women reclined next to the refresh- and women, eh bard?” Kennan quipped. “While this seemed to me very strange, ments, while their mistress sat at a table Brendan paused for a moment, as if try- Taircon Firesoul appeared to take it easily set with two chairs. ing to craft a proper reply to Kennan’s in stride as he hailed the fortress and was “Our party needed no urging, and all set comment, but then continued. “Seeing a answered by the opening of the gates. upon the food, drink, and women with variation on the same thing in the next Fearlessly, he led the band into the equal energy—excepting Firesoul, who chamber, I was sure this scene was grounds, dismounted, and strode imperi- strode to the chair opposite the mistress’s repeated in the other niches. I abandoned ously towards the solid-looking keep, leav- to engage her in conversation. I was hope of alerting the men, and I stumbled ing his camel to wander the courtyard. ignored by all, including the guard to the audience hall where last I had seen “Once through the keep’s door, the a charged with keeping me from escaping, my master. powerful fortress gave way to private although there was nowhere I was likely “When finally I arrived, I was relieved to apartments. We followed a corridor deco- to wander on my own in the middle of see that this chamber at least had not lost rated with flamboyant frescoes, passing by that waste. I walked about, admiring its opulent appearance, and Firesoul had numerous side chambers furnished with everything and partaking of the viands as I not succumbed to the temptations that soft beds and couches strewn with cush- wished. had claimed all of the others. He was sit- ions and partially curtained with hanging “As the supper continued, some of the ting at a table while the citadel’s queen sheets of cloth-of-gold. Shortly, we arrived men drifted out of the hall, accompanied stroked his forehead and shoulders, at the heart of the keep. by the young ladies.4 I eventually ate, attempting to force him to relax. “The audience hall was of such dimen- drank, and admired my fill, but when I “Rushing in, I attempted to warn Fire- sions that it seemed larger than the out- looked for one of the ladies to talk to, I soul of the strange occurrences piling one side walls could have held. Moreover, it found myself alone but for the pyro- upon the other. Before I could get more was decorated more sumptuously than mancer and our hostess. I wandered up than half of my words out of my mouth, the alcoves had been. Every inch of the to their table and broke into their my speech was befuddled by some spell walls was covered with gold and silver- conversation. cast by the caer’s mistress. woven tapestries, with gem-laden orna- “Before I could complete even half a “ ‘Taircon, darling,’ she cooed in his ear, ments hanging from the rafters like sentence, Firesoul casually slapped me attempting to turn his attention away from bundles of drying herbs. Jewels lay scat- across the face and, without even looking me, ‘why do we not go to the couch? It is tered like so much sawdust on the car- my way, ordered me out of the hall. Tears late, and all of your companions are peted floors. As with the other rooms, streaming down my face, I ran out into already abed.’ there were couches and cushions scat- the courtyard and cried myself dry. “ ‘Later,’ the mage gasped. He seemed tered about the hall; all was, soft, padded, “That done, I sulked as a hurt child will, half asleep and struggling for both air and comfortable, and inviting.” rehearsing complaints about how unfair full consciousness. ‘The boy said some- “The women, bard, tell us about the my life was and concocting various thing about attackers approaching the women!” schemes for revenge. I know not how long fortress. While he isn’t above lying to “Ah, thank you, Kennan, for reminding I sat there, but as I did, a strange transfor- interrupt my pleasures, I think he’s telling me of the crux of this tale. At my age I mation came gradually over the caer, and the truth this once. If the outpost is being sometimes digress from my topic, then I quickly forgot my own small troubles. attacked, we’ll have to quickly set up some have difficulty finding my way back with- “Slowly at first, but then more rapidly, ambushes, and then—’ out assistance. pieces of the walls and buildings began to “ ‘That can wait,’ she said, nuzzling the “As I was saying, all was soft, padded, disappear from sight. I do not mean that back of his neck. ‘I have been patient and comfortable, and inviting, and that the parapets crumbled to the ground, or more than patient. Kiss me again.’ included the occupants of the hall. that something blocked the outbuildings “ ‘Later, I say,’ he barked, suddenly Arrayed about the room were almost a from my view. One moment the parapets shrugging away from her. dozen young women. At that age, I was were full and strong, and the next they “ ‘Now, I say,’ she almost screamed. only beginning to gain an appreciation of were gone, the wall itself a tumbled pile Showing a passion I have never seen the fair sex, but even I recognized that of ruins. Again, a few moments later, one matched, she clasped him to her and these women could have commanded the of the outbuildings vanished, to be began to hungrily kiss.” attention of princes, let alone any other replaced by the remnants of its corner- “At first, the pyromancer struggled in man they desired.2 posts and a few wooden slats, enabling me her supernatural embrace, but after a “One of the maids was so beautiful as to to see where some of our camels had time a change came over both of them. He make the others seem like the lowest har- wandered.5 relaxed and finally seemed to be enjoying lots of Plinth. She lounged across a throne “Of more dire concern, if that could be her attentions. Silently I watched, at the hall’s far end, looking regal and possible, I saw through a newly vanished engrossed and repelled by what I saw, and alluring at the same time. When the pyro- wall a great cloud of dust in the distance. I knew then that Taircon was doomed. mancer strode towards her, his mage’s While it might have been sign of a storm “I stated earlier that the bandits and robes fluttering behind him, she took or other natural phenomenon, seeing it women were in some disarray when I notice and properly took her seat to meet combined with the magical deterioration came upon them, the women suffering him. There followed the niceties of intro- of the caer caused me to fear for the the most in this regard. When unclothed, duction, during which we all were invited worst, and I ran back into the trans- the upper half of the woman my guardian to a grand banquet, but it was obvious formed keep to warn someone of the had embraced was unchanged from that throughout that the mistress of the citadel army I felt sure was approaching. I first of a beautiful woman, but below her waist had her eyes set upon the pyromancer.3 attempted to alert my assigned guardian, she resembled a lioness; the whole was “Crusted with the grime of our week- but as I looked into the sumptuous cham- not unlike a grotesque centaur. In the sec-

92 APRIL 1993 ond room had been a woman with a those who were stranded, including the expire in the same bloody pool as his goat’s’body parts, and I had no stomach to pyromancer, would lend their support ‘lady-love’.” discover the horrors of the other side- from what few of the still Silence fell across the room. Brendan rooms.7 Before me, however, I watched a stood. The monster-women seemed con- Farwanderer looked around to see most greater horror unfold. tent to merely watch their ‘lovers’ fight, of his audience confused, not knowing “Once the woman had Firesoul securely while I thought it best to seek a sheltered how to react to the strange tale. Taking in her embrace, the illusion that had been corner where I could watch and yet pity on them, he added a postscript. dissolving elsewhere about the fortress remain protected from the brunt of what “Finally, I stepped from my shadowed van- disappeared from there as well. The ele- was to come.” tage and strode toward the commander of gant fixtures of the room vanished in an “This should be a laugh,” chortled Ken- the paladin’s company. It took some quick instant, as did sections of the hall’s roof nan, “ev’ryone knows that paladins fight thinking and smooth words on my part to and walls. As the room changed to join fair. That’s why Firesoul lasted so long convince them that I was not another the rest of the fort in appearance, so too before.” trick of the ruins heaped around us; but did its mistress become as bestial as her “The battle was a spectacular thing to once I’d accomplished this they gladly sisters. While her upper half retained behold,” Farwanderer continued, his eyes welcomed me to their troop, giving me a most of the beauty of her previous form, bright, ‘with Firesoul’s cavalry harassing horse and such equipment as I desired this was now joined to the body of an the paladins from all sides as those other from among that lying about. I rode away immense and horrible serpent whose tail raiders rained arrows on the knights from with them to start my new career—as a lashed like a living whip. above. When the pyromancer began to paladin-in-training.” “Oblivious to this change and to the lend his own arm to the struggle, throw- Again, the audience was stunned, but urgency of the situation all around them, ing spears of flame and clouds of burning only for a moment. Once Kennan began to Firesoul and she continued their activities gnats at the armored attackers, I thought roar with laughter at the thought of Bren- for a time. When that was finally done, she at first that the raiders had won again. But dan Farwanderer, paladin, the rest of the spoke again. to my surprise, for all their energy the taverners were not long to follow. “ ‘We’ve disposed of the essentials,’ she thugs seemed to have lost all the skill at said, loosely uncurling her serpent’s body slaughter they had exhibited earlier in the around his waist and pulling her long, day against the goat-beasts.9 Footnotes pointed nails from his throat. ‘Now, slave, “Within minutes the paladins had 1. Lamias come in three varieties: lamia defend me.’ fought their way into the courtyard and nobles, common lamias, and sa’ir. Solely “She must then have released him from were engaging the last of the human because of the appearance of sa’ir and a part of the spell she’d held him under, defenders on foot. When finally Taircon common lamias, there is conjecture that for I heard him gasp in horror. His eyes Firesoul was the sole reaver left in the chimerae and wemics are also part of this cast desperately round the room, looking fight, engaging the leader of the paladins family. for salvation, and he squirmed in her light in melee with a sword of solid fire, the While no one knows how lamia nobles embrace. He saw me then, and for a ladies of the fortress stepped forward to came to be (the curses of both demons moment his eyes beseeched me, calling end the battle. and gods have been cited in explanations for me to do something that he could not. “While I could see the monsters for of the lamia’s origins, but the truth could But then she caressed him casually on the what they were, apparently they had be something different from either), they cheek, and a crazed smile spread across resumed their guises as human maidens are now produced only as the offspring of his face and his struggles ceased.8 to the eyes of those others, for the pal- matings between other lamia nobles and “Firesoul leaped up and rushed from adins neither bolted nor attacked at the humans. Common lamias are produced the room, followed by his mistress-mon- sight of them. After their queen ordered either as a result of noble-noble pairings ster, who had resumed her human form. Firesoul to put up his arms, they all came or by human-common lamia matings. Drawn as much by despair as by fascina- forward and attempted to beguile the pal- The purely animal sa’ir are only produced tion, I too followed the rushing pyro- adins in much the same way as they had by the mating of common lamia pairs, as mancer. From room to crumbled room the raiders in their turn. For a moment all they are unable to propagate their own throughout the ruin he ran, commanding seemed to go as before. I was about to cry sub-race. his men to arms, an order that each fol- out in despair when a look of instant Lamias and sa’ir go into heat annually, a lowed only after the monster’s queen revulsion appeared on the face of one of week-long period when the urge to repro- commanded her subjects to release their the gallants, and he slashed at the crea- duce outweighs almost all other desires prey for the moment. ture nearest him with his sword.10 Within and at which time they are the most fer- “Soon Firesoul had his entire command seconds, all of the holy fighters had freed tile. The intelligent lamia types prefer to assembled in the debris-strewn courtyard themselves from the grip of illusion. In mate with humans in order to produce to see the approach of a company of men less time than they had spent on Fire- offspring of their own sort, but if none are sitting upright on their horses in gleaming soul’s men, the paladins slew the beast- available they will mate with their own armor. At another time, I would have women, cutting off their heads to ensure kind. If they encounter a human outside laughed at how inappropriate horses and that these apparent demons would not of the summer mating season, the heavy armor were in the desert, but this return form the grave. human’s presence may cause them to was not that time. The knights carried a “The last of the group to be defeated come into heat out of season. number of banners proclaiming to all that was their queen, for once it was obvious Common lamias are hermaphrodites; they served the same god as that paladin that her plot had failed, she commanded any two of them can mate, with either of the reavers had tortured and abandoned Firesoul to defend her anew. Again he the pair being impregnated in the weeks before, and they were but moments fought in the lacklustre manner of the process. This also means that they can away. possessed, but this time there was no mate with both male and female humans. “Being supremely confident of his armistice to save him, and he fell but If a common lamia mates with a male men’s abilities, as much from his own ego moments before the leader of the mon- human, the lamia can be impregnated, as from the compulsion to defend his sters was slain. But even in death her but if the lamia mates with a female ‘lady,’ Firesoul ordered those men who bond was strong, for the last action of the human, the unfortunate woman bears the could find their camels to charge head- seducer of the most beautiful women of cubs. Noble lamias, having differentiated long against the holy attackers, while Delitan was to crawl the few feet it took to sexes, mate only with humans of the

DRAGON 93 opposite sex, and they kill humans of the NO. APPEARING: 1-6 the common tongue but are unlikely to same sex without a second thought. ARMOR CLASS: 5/6 obey if they issue from any but a lamia. Lamias produce litters of 1-4 cubs eight MOVE:12 Their own speech capabilities do not go months after a successful mating. Most HIT DICE: 4+1 beyond an odd, bleating roar. cubs will not reach maturity (at age four THAC0:16 years) because of the deadly competition NO. OF ATTACKS: 5 Combat: The sa’ir hunting style takes full among the young and the fickle emotions DAMAGE/ATTACK: 1-3/1-3/1-3/1-3/1-6 (two advantage of their dual goat and lion and hair-trigger temper of its parents, claws, two horns, one bite) natures. Sa’ir stalk prey in the guise of a who are likely to claw a cub to death if it SPECIAL ATTACKS: Surprises prey grazing herbivore until they get within so much as playfully bites the tip of a par- SPECIAL DEFENSES: -2 to be surprised pouncing range of 20’. This tactic is very ent’s tail. The lamia’s mating urge is MAGIC RESISTANCE: Nil effective, and as a result the prey get a strong but its maternal instinct is not, thus SIZE: M (4’-5’ long) penalty of -1 on its surprise roll. the lamia population is never large. MORALE: Steady (11-12) When attacking, it strikes with its two XP VALUE: 420 lion paws and two goat horns and its bite. Its armor class is 6 overall, but the thick Sa’ir Prowling deserts, ruins and other deso- mane protecting its-neck and forequarters late wastes, sa’ir are the offspring of com- make those areas AC 5. CLIMATE/TERRAIN: Arid plains and hills mon lamias, almost always found in the FREQUENCY: Very rare (common near vicinity of their parents although they Habitat/Society: Although not directly lamias) have no ties of affection to their sires. related to lions and goats, sa’ir behave in ORGANIZATION: Small groups A sa’ir has the hindquarters of a goat some ways like these creatures. They live ACTIVITY CYCLE: Day and the foreparts of a lion, including a in small groups structured like lion DIET: Omnivore male lion’s mane for both sexes of sa’ir. Its prides, but no sa’ir has ever been seen to INTELLIGENCE: Animal head is leonine with the addition of a give birth (they are believed to be sterile). TREASURE TYPE: Nil goat’s horns and dangling beard. They are territorial in nature, attempting ALIGNMENT: Neutral Sa’ir understand simple commands in to kill or chase away other predators that

94 APRIL 1993 encroach on their hunting grounds. individuals, overcoming their hatred of what spells they can use: availability and Sa’ir are omnivores, able to survive by their own kind only to exploit a rich find suitability. eating plants as easily as animals. They do (such as an entire caravan of humans) or Lamia nobles can neither make spell have a strong preference for meat, turning when they enter into heat and must mate. books nor copy spells from one spell book down fresh vegetation even for day-old car- The urgency of heat temporarily assuages onto a blank page in another. Thus the rion. A group of sa’ir would try to take the lamia’s murderous tendencies, so spells they can choose from each day are down a large creature like an elephant if lamia pairs break up immediately after limited by the spell books they have at one were presented to them, but the areas heat leaves them (captured human mates hand. For this reason, human wizards are they inhabit usually present smaller game. are rarely as lucky). considered valuable prizes by nobles; two This means that they must forage daily for If a region provides only limited encountering a magic-user would fight meat or vegetation, but if they make a big resources, such as a single watering hole over him, possibly to the death. kill they will , then bask in the sunlight or a solitary pass through a mountain As lamia nobles are naturally competent for a few days while digesting their meal. range, then lamias will be crowded more in the casting of illusory and mind-control closely together there. But when even liv- spells, and reticent about using high-dam- Ecology: Few sa’ir are ever found far ing and hunting together in the same age spells such as fireball or lightning bolt from the lamias that sired them. While area, it takes the influence of a stronger on potential human mates, they tend to they are de facto protectors of the lamia’s creature, such as a lamia noble, to force select only deceptive spells from those lair, they cannot be trained to serve as any form of peace on them and coordi- available to them. Their preferences watchdogs for the lamias. Thus, the popu- nate group efforts. include most illusion/phantasm and lation of sa’ir is as much controlled by the enchantment/charm spells, but those of mating habits of the local lamias as it is by 3. Lamias possess four spells they can other schools are also chosen, even those their own success. cast once each daily: charm person, illu- not available to illusionists and enchant- sion (as per the wand), mirror image and ers such as the necromantic feign death suggestion. In addition, noble lamias can and the invocation/evocation wall of fog. 2. Lamias do not usually form stable cast 1d6 (if male) or 2d4 (if female) levels Against nonhumans or in an emer- groups, but roam over a broad territory as of wizard spells, with two restrictions on gency, lamia nobles are willing to use

DRAGON 95 destructive spells if they have any in their its Intelligence; if it fails the check, it loses for some imagined slight, some rare vic- spell books. Their lack of skill with this its temper. A threat to its carefully laid plans tims are eventually released unharmed if type of spell gives victims a bonus of +2 is another reason for a lamia to abandon they have been witty, charming, and “good on saving throws vs. non-deceptive spells. subtlety in favor of speed. company” for the duration of their impris- onment. While this is the result of the 4. Lamias of all sorts prefer not to 7. While the upper body of a common lamia noble’s lingering affection for its engage in combat, as it is dangerous and lamia is that of a human woman, its lower prey, it must be remembered that all provides only food; subtle snares can gain body can resemble a lion, goat, deer, ante- lamias are somewhat insane, and such them information, treasure, and mates lope, or other creature. As to sex, it’s her- gentle treatment is not to be relied upon. who can serve as food when they’ve out- maphroditic—each common lamia is lived their other uses. To accomplish this, both male and female. What beast makes 9. Because Wisdom includes one’s judg- lamias use their illusion-creating powers up the lower body at birth is random. As ment, guile, and common sense, draining to lure victims into situations where they each body has advantages or disadvan- someone of these capacities does more can employ their Wisdom-draining power. tages, the least powerful types, deer and than make him a slave of a lamia. A man The draining of Wisdom can’t be antelope, are rare among adults, while the with no common sense or ability to make accomplished by the stab of a knife or the lion form is quite common. Fully 60% of sound judgments finds it difficult to per- slash of a claw. The lingering touch of a all adult lamia are of the lion-type, with form in a hectic situation such as combat lamia’s hand against the victim’s bare skin 25% goat-type and only 15% of deer/ante- (including commanding one), and thus will for most of a minute will drain 1 Wisdom lope-type. suffer a penalty of -6 on all “to hit” and sav- point. This is difficult to do during battle, Lamias prefer to avoid pitched combat. ing-throw rolls (including but not limited but is not as hard to accomplish in non- If forced into melee because of a threat or to saving throws against mind-affecting combat settings such as seduction or a their chaotic natures, they can attack with spells). Because of this, a man controlled wrestling match. spells, weapons, and the armaments of by a lamia and sent into combat is often lit- If forced into combat, common lamias their animal halves. Lion-type lamias tle more than cannon-fodder designed to can use the hooves or claws of their lower make two claw attacks per round for 1-4 weaken the lamia’s opponents before the bodies, and all lamias can use hand-held hp each; if both of these attacks hit, they lamia makes its own attack. weapons. Weapon choice is partially dic- can rake with their hind claws for two tated by whatever they have at hand, but attacks of 1-6 hp each. Goat- and deer-type 10. No matter what spell was used to male nobles tend to use swords while lamias can make two hoof attacks for 1-3 create it, a lamia’s human disguise can be common lamias and female nobles prefer hp each, but deer lamias are somewhat penetrated either by the very experienced daggers. If their treasure trove contains frailer than the others (only 5 HD, com- or the very young. Adventurers have a magical weapons, these will probably be pared to the 9 of the lion and 7 of the goat chance of 5% per level above 6th (e.g., 5% used. lamias). Deer lamias are fleet of foot (MV at 7th level, 10% at 8th) of spotting incon- 24), but in combat their bloodthirsty sistencies in the disguise, such as forget- 5. Lamias usually disguise themselves as nature usually prevents them from flee- ting to create adequate illusory clothing humans in order to lure real humans into ing, so they tend to be slain young by when playing a role that would normally their traps. Common lamias cast illusion other lamia types. Experience points for require it. for their disguises, while noble lamias defeating lamias are: 650 XP for deer-, Lamias adopt a number of forms, such have the ability to actually change to 1,400 XP for goat-, and 4,000 XP for lion- as those of children, confused peasants, human form and back to lamia noble type lamias. foreigners, or the like, so that they’ll have form at will and as often as they desire, a ready excuse to cover up any minor saving their own illusion spells for such 8. A victim fully drained of Wisdom errors they make in their disguise. Erotic things as decorating their lair and hiding loses his self-control and judgment, form- guises are also quite effective and often the remains of previous victims. ing an irrational emotional bond to the used. Persons untempted by this sort of The illusion spell requires constant con- lamia who drained him. He doesn’t lose illusion have a bonus to their chance of centration to remain in effect. Minor his other faculties, which can lead to a seeing through it, ranging from 15% for activities such as moving or talking are horrible torture. In the control of the paladins and some clerics to 90% for the possible, but the greater the activity level lamia, a victim can be conscious of his very young, for whom these illusions of the caster or the more distracted she is, slavery (if the lamia doesn’t take pains to would hold no attraction. the more difficult it is to maintain the maintain its illusions once the prey has Lamia nobles are more adept at illusion spell. As the amount of attention given the been snared) and can frantically cast generating (-10% to the chance of spotting maintenance of the spell drops, its effects about for a means of escape. However, them), and because of this are more suc- are similarly reduced: Intricate details dis- even if given a chance to leave, he will be cessful at infiltrating human society. They appear from scenes, the radius of effect unable to take advantage of it. As with an will sometimes be found in crowded cities decreases, and patches of reality can addiction, the thought of escape might be as opposed to barren wastes, gaining the “shine through” the layer of illusion cover- appealing, but the thought of leaving his simple companionship they tragically ing them. “beloved” would be almost unthinkable. desire along with a greater supply of prey. This torture is usually short-lived unless 6. One of the greatest difficulties a lamia the victim has been taken by a lamia noble The author would like to thank Phil Mas- is likely to have during the Wisdom-drain- who has other needs besides mating and ters for his many suggestions during the ing procedure is impatience. If the lamia eating, including the desire for more and writing of this article and for creating the was unlucky or uncreative enough to only stronger spells, the urge to rule over oth- lamia noble (in the ® tome) in make occasional short draining attempts ers, and even a longing for companion- the first place. spread out over a period of hours or days, it ship. A common lamia usually kills a would be likely to lose its temper and force human mate immediately after its period the issue by seizing the victim or otherwise of heat ends, but a lamia noble keeps its Here it comes! attempting to enforce contact, which would catch as a play-toy for as long as the prey probably alert the victim. Every hour that a pleases it. Wondering what TSR is about to do lamia spends attempting to drain a victim, it While it is unlikely a lamia noble’s prey next? Turn to “TSR Previews” in this must make an Ability Check on 1d20 against could survive for long without being killed issue and find out!

96 APRIL 1993

“Forum” welcomes your comments and opin- own limits and changes, as did Maurice succeeds in the Contact resistance battle the ions on role-playing games. In the United States Sprague in issue #184. I look forward to see first time, he has entered the defender’s mind and Canada, write to: Forum, DRAGON® Maga- everyone’s opinion on the psionicist class. without being detected. The DM should take zine, P.O. Box 111, Lake Geneva WI 53147 U.S.A. Phillip Edwards note of all his PCs’ Contact resistance scores so In Europe, write to: Forum, DRAGON Magazine, Arlington TX contests can be rolled secretly. TSR Ltd, 120 Church End, Cherry Hinton, Cam- Metapsionic discipline: Psychic Drain can be bridge CB1 3LB, United Kingdom. We ask that Several people have noticed and pointed out used only against willing targets; it is a psionic material submitted to “Forum” be either neatly in “Forum” (issues #178 and #184) that psionic enhancing tool, not an attack form! written by hand or typed with a fresh ribbon and powers were just too powerful in some areas. clean keys so we can read and understand your After taking a look at the Complete Psionics Similar changes can and should be made by comments. We will print your complete address Handbook (CPH), I feel I must agree. Here is my DMs worried about the power of other psionic if you request it. proposed solution to the “problem,” using some powers. Please note that “Other Considera- ideas and examples put forward in “Forum” let- tions” on page 27 of the CPH states: “Unless the This letter is in response to Brad Allison, ters and introducing several new twists and description states otherwise, psionicists require from issue #184. He expressed concern that ideas: a line of sight to their target when using a psionic powers [in the AD&D® game] have very Certain powers now have prerequisite levels .” Careful use of this rule pre- few limits upon them, as does magic with its assigned to them to prevent situations where vents some of the situations pointed out in saving throws, magic resistance, and various low-level characters can crush high-level mon- these letters. protection spells. sters. Other powers have been altered slightly. Furthermore, all psionic powers now have My group and I have been playing in the new Monsters without levels are obviously not an initiative modifier of one-third their initial DARK SUN™ campaign world for quite some affected by prerequisite levels, but their psionic cost (round fractions up), to a minimum of 1 time now, and it does seem there is no protec- powers are altered by the other guidelines. and a maximum of 12. During this time, a tion against many psionic powers, There are no power can be disrupted by a successful attack protective spells, no resistance, and seldom a Clairsentient, Psychometabolic, and Psy- against the psionicist (as with a magical spell), saving throw. As Mr. Allison mentioned, it choportive disciplines: There are no game- causing the power to fizzle and the psionicist to would not be too difficult for even a low-level unbalancing powers in these disciplines. lose the full number of PSPs needed to initiate psionicist to wipe out even the most powerful Psychokinetic discipline: Disintegrate now the power. The failure of a Power Score roll monster or nonpsionic character. I became has a prerequisite level of 7, and its range is results in the loss of half the number of PSPs, concerned when I threw the party up against reduced from 50 yards to 10 yards; a Power as before. what I thought was an almost unbeatable oppo- Score result has no additional effect, but nei- Psionicists receive only a +l bonus (not +2 nent, hoping to force the group into retreat or ther does a roll of 20. Control Body now has a on saving throws vs. enchantment/charm parlay. The enemy was a high-level mage/psion- prerequisite level of 5 and a range of 40 yards. spells, and wizardly enchanters receive a +1 icist. When the moment finally came when Inertial Barrier now has an initial cost of 10 and bonus on saving throws vs. telepathic powers. party and foe were face-to-face, the two psioni- a maintenance cost of 10. Molecular Manipula- Psionicists still gain a saving throw to detect cists in the party merely ganged up and tion allows magical items a saving throw vs. magical illusions or phantasms, but only if they smashed the psionic foe. Since there is no crushing blow to resist being weakened. use psionic powers against the latter (see CPH, allowance for one to get better at psionic Telepathy discipline: Domination has a pre- page 110, for the full rules). attacks or defenses as level increases, he was requisite level of 7. Mass Domination has a pre- PSPs can be recovered only while the psioni- quickly dispatched with little trouble. requisite level of 10. Invincible Foes allows the cist is meditating (rejuvenating) or sleeping; Many psionic powers that are very powerful victim a save vs. spells when the power is first other sorts of physical or mental exertion pre- can be acquired at very low level, should a initiated. Contact can be resisted by nonpsioni- vent this recovery. The rates at which these psionicist choose to do so. Take Dimension cists without their realizing it (a little like a sav- PSPs are recovered remains unchanged at 12 Door, for example. A mage must be 10th level to ing throw). Take the average of the target’s per hour, or two per turn. The expending of acquire the spell, yet a psionicist can gain it as Charisma and Wisdom (representing force of any PSPs in that hour negates any PSP gain that low as 3rd level. The psionic version of the personality and willpower) and subtract 5. A would have occurred. The sleeping or rejuve- power allows your whole party to follow the successfully initiated Contact is then resolved nation must be continuous and unbroken for psionicist through the doorway, which the like a psychic contest, the defender rolling PSP recovery to occur. designers wisely left off the mage spell. against his Contact resistance score and the DMs may also wish to consider not allowing My point is that, though it seems a lot of psionicist using his Power Score. The highest psionicists to become multiclassed with thieves effort was put into designing the new class, not successful result under the power score wins (at least, outside the DARK SUN world) for rea- much time was spent playtesting it. While we the contest; a psionicist failing to win has sons of game balance and realism. (Would a are still up in the air on a solution, my players alerted the defender that some force is trying to character be able to devote all his spare time to and I agree some kind of balance must be enter his mind. The psionicist can try again meditation and self-awareness when he was established, lest this new class dominate the next round, but at a -2 per round cumulative already doing the same in practicing his thief game. Our best bet is to establish many of our penalty to his power check. If the psionicist skills?) Fighter/psionicists would seem to be

98 APRIL 1993 feasible and not overly powerful. to know by meditating for a number of days science, meaning that he has to be at least 3rd The DM may wish to limit the powers that a equal to the power’s initial cost. The percent- level before he can use Disintegrate. PC psionicist can learn by making the acquisi- age of success can be calculated by using the Also, in defense of psionicists, I’d like to add tion of psionic powers more like the choice fac- following formula: 95%-[(power’s initial cost)— that most of the destructive psionic powers ing a wizard: psionics (and especially psionic (power check modifier)] + (level) + (Wisdom require saving throws against their effects, and sciences and new disciplines) can only be magical defense bonus). For example: Brand is the power scores are harder to beat. If the learned from someone else who possesses the a 5th-level psionicist with 16 Wisdom. He psionicists in Brad’s group rarely fail power talent, not simply chosen from the list by the wishes to learn Precognition (a Clairsentience checks, they must have extremely high ability player. Finding a tutor for a particular power science), which has an initial cost of 24 and a scores that would make any character powerful. could be an adventure in its own right. power score of WIS-5, so his success percent- All of this doesn’t go to say that I think the Certain magical devices and natural resis- ages are: 95-(24+5) +5 +2 = 73%. If a psionicist psionicist is equal to all of the other classes. I tances to magical forces also applies to the fails to “learn” a power, he can’t try to learn it think that it should have restrictions along the preternatural forces of psionics (since magic again until he had gained another level of expe- lines of fewer powers, especially at the lower differs from psionics only in that magical forces rience. levels, changing certain devotions into sciences, drawn upon are external to the wizard, while Mr. Gilmore noted that psionic powers are upping the PSP cost of some powers, allowing psionic forces are internal). Therefore, the unaffected by such spells as anti-magic shell. powers that need 10 or more PSPs to be main- magic resistance of creatures is also applied to This is true, but one must bear in mind that tained to be disrupted in some instances, and psionic powers used against them. Certain although psionic powers are new in the AD&D giving a few creatures psionic resistance. As to magical spells that protect the caster can also 2nd Edition game, they have been in existence the latter suggestion, I think that a reasonable affect psionics: for ages (unknown to the player characters). So, system would be that especially dumb or smart Anti-magic shell stops the use of all psionics there surely are spells like detect psionics and creatures have resistance because the psioni- in or passing through the shell. protection from psionics, 15' radius, along with cist has trouble understanding their minds Globe of invulnerability causes a -8 penalty magical items such as a ring of psionic power (this would work only for powers used against a on the power checks of psionicists using devo- turning and amulet of proof vs. psionics. creature’s brain, not for those like Project tions against those protected by the spell, and a As you can see, making the psionicist a bet- Force). Try a 5% psionic resistance per Intelli- -4 penalty to sciences. These penalties do not ter-balanced class is quite easy. I have sug- gence point below seven and for every point apply, however, to powers from the psionicist’s gested only few ways of doing so, and I’m sure above the psionicist’s Intelligence +3. Beings primary discipline. you can come up with more. After all, all you with no minds would have complete psionic Mind blank must be overcome by psionic need is an open mind. resistance, and those with alien intelligence attacks; six tangents are required to break Shlomi Chetrit should have resistance according to just how through (this is an eighth-level spell, after all!) Ness-Ziona, ISRAEL differently their minds work. Treat the mind blank as if it were a tower of iron In conclusion, I would like to see TSR come will for purposes of attack-mode modifiers. I am writing in regard to Maurice Sprague out with supplements on expanded psionic Minor globe of invulnerability causes a -6 and Brad Allison’s letters about psionicists in powers, psionically imbued items, and new ani- penalty on the power checks of psionicists DRAGON issue #184. mals that feed on or use psionic powers. using devotions against those protected by the When I first heard about the psionicist char- Jason Jex spell, and a -3 penalty to sciences, These penal- acter class, I was a bit skeptical. Everyone I Fairbanks AK ties do not apply to powers from the psionicist’s knew that had seen the Complete Psionics primary discipline. Handbook had said that the psionicist was way I am writing this letter to aid DMs like Jack- Misdirection affects both magical and psionic too powerful for a character class. I believed son Caskey (issue #183), who suffer from the detection. this until I decided to read the CPH and play- relentless antics of number-fudging, die-tip- Spell immunity provides a +7 saving throw test a psionicist. My views changed about the ping, eraser-happy players. As a DM with more bonus against psionic devotions, and a +4 psionicist character class, and it has become than 10 years of experience, I am in complete bonus against sciences. In cases where a saving one of my favorite ones to play, which brings empathy with Jackson. In a few campaigns with throw is not allowed, the spell provides no me to my opinion on what Maurice and Brad rookie DMs, I became quite familiar with the protection. had to say about the psionicist. opportunities players are wont to take. I would I hope these guidelines correct any problems First, Maurice’s ideas for limitations on like to offer some crafty tactics to help alleviate caused by psionics. I believe the system is an psionicists made constant reference to wizards uncomfortable gaming situations. excellent one—a true alternative to magic, and their spells. As stated in the CPH, psionics 1. Use two character sheets. Let the players rather than a limp duplicate. One thing I per- is in no way related to magic. There should be have theirs, but as the DM, distribute 5”x7” sonally would like to see is a set of Psionics no restrictions placed on psionicists because index cards where attribute scores, hit-point Cards, as suggested by the CPH itself. We’ve got mages are subject to them. The reason mages rolls, magical items, experience points, and Wizard and Priest Spell Cards, so how about don’t add Dexterity adjustments to their armor other pertinent information are recorded in game aids for the poor psionicist’s players? class is because they must go into a trance to ink. Hand the cards out at the beginning of Could you please print my full address if this cast a spell. Psionicists only need varying each gaming session so the players can give letter is printed, as I would love to hear from amounts of concentration to use their powers, confidential updates to the DM. This also gives other DMs with character kits, spells, or any- which makes it possible that their concentra- the DM the opportunity to give experience thing else to share. tion could be broken. Still, they are aware of points privately. Jon Winter what’s going on around them and can take 2. Never, ever, accuse a player of cheating in 6 Florence Place action, so that there shouldn’t be any signifi- front of the group. This can only lead to bad Falmouth, Cornwall cant effect on armor class. feelings. If there’s one thing I’ve learned, play- UNITED KINGDOM TR11 3NJ Psionic powers work like nonweapon profi- ers take everything personally. I have been ciencies, so matching a power score should informed, thankfully years later, how close I I am writing in response to Geof Gilmore’s produce some sort of special bonus just like came to dying over an off-the-cuff remark letter in “Forum” of DRAGON issue #178. Mr. matching a proficiency’s ability score. I should about a player’s gaming tactics. Gilmore pointed out in his letter some game- also add that rolling a 20 has an adverse effect 3. With the advent and subsequent popularity unbalancing effects of the psionicist character and should make up for this advantage. Wiz- of clear dice, it has become impossible to verify class, and I would like to suggest some ways to ards don’t get “super” fireballs because magic every player’s rolls. If players seem to hit all the counter those effects. abides by certain laws and isn’t dependent on time, don’t worry—just keep sending more and There is a way to prevent a low-level psioni- the luck of the caster but becomes more pow- bigger monsters until you have an idea of the cist from defeating dragons, and it’s called “the erful with the rise in levels. group’s power. Just keep encounters challeng- optional rule of training.” By using this rule, the About Brad Allison’s letter, first I’d like to ing. After a point, players don’t like cakewalks, DM has complete control over the powers that point out an impossibility pertaining to the Dis- either. the psionicist gains until he reaches the 7th- integrate science. There is no way that a 2nd- 4. The one exception to not witnessing die level (after all, nobody said that the mentor level psionicist could have this power. Listed rolls are life-and-death rolls. These are times must teach his student everything). under the prerequisites for Disintegrate are when players and DMs are most excited. Ini- Likewise, the DM can rule that the psionicist Soften (a devotion) and Telekinesis (another sci- tially, I required these rolls to be witnessed by must “research” any new power that he wishes ence). A 2nd-level psionicist receives only one myself. My players moaned and groaned that

DRAGON 99 this gave me too much control, as they couldn’t players of the AD&D game concentrate solely ation in which giving up a magical item is the witness my rolls. So I gave in: They saw my on obtaining magical items (scrolls, swords, only way to save their skins. For example, have important rolls and I saw theirs. Surprisingly, it wands, etc.). I, too, think that gamers nowadays a character fall off a cliff; while hanging there, worked extremely well; the players were vindi- are involved in personal gain and power over one of his/her magical items or weapons begin cated, and I, of course, gave no important infor- their fellow adventurers. More than one time falling out of its holding place. If the character mation away by admitting what my monster’s have I heard utterances from players of “You chooses to save the precious items, the charac- saving throws were. had better shut up, Phil, ‘cause I can kill your ter falls to his/her death. This should send 5. This is perhaps the most important and character with one spell!” or “Well, either the across a modest hint that your items are not most difficult: Fit the game to the players’ style town council gives me all their money or my worth dying for. of gaming. Give up trying to make your players second-level mage blasts them with her staff of 3. Try one of these formulas for figuring out do everything your way—simply put, they have the magi.” an adequate level of magical items for the party. numbers on their side. Players’ will eventually In my gaming group (in which I play a 6th- First, average out the levels and experience make a DM do what they want. The trick is in level firbolg priest with AC -6, near maximum points of the party. Then, when you give them making them want what you want. hit points, and 12 magical items totaling 29,900 magical items, don’t let the characters have any 6. Lastly, in conjunction with Donna Beales’s xp value), the players are definitely overpow- more magical items than their level average. letter (issue #183) —incidentally, she gives noth- ered. Just recently, our mage (3rd level) sold his Divide the level average by three, and don’t let ing but great advice—give thoughtful critiques rod of the lightning gods (10d6 hp lightning characters have weapons having magical concerning how players handled situations. damage instantly) because it was “below his bonuses over that amount. Divide the experi- However, make sure that you not only ask level of items.” Currently, our 7th-level mino- ence points by five, and don’t let the characters questions about how or why, but let the players taur fighter has a maul of the titans and a scimi- have any magical items over that new XP value. question the DM’s motives. Some of my fondest tar of holy minotaurship +5 as a useless backup Also, obey strict magical-item limitations by gaming memories occurred after the game, weapon. Note: None of the characters in my character race and class (e.g., don’t let the when we were all relaxed and trying to figure party has an ability score under 11. storm giant player character use that knife +3 out how things got so colossally screwed up. Due to my vast knowledge of Monty Haul without a penalty). Remember, the D&D game is only a game super-characters that destroy castles while 4. In order to control the ability scores, have (possibly a passive lifestyle for some), but it’s far exhaling, I can offer advice on the subject: each gamer roll up his/her new character in better for somebody to selectively misread die 1. Don’t try the classic loss-of-weapons-dur- your presence. While they are creating the rolls, pad their characters’ bank accounts, or ing-battle or deity intervention warning the characters, copy down each new character’s enroll in a crash health spa (one point of characters that all their weapons will explode ability scores, items (normal and magic), profi- Strength per day) in a gaming situation. The in one minute. This just angers the players (and ciencies, XP totals, and other things that can be real world is bad enough, and sometimes a lit- their characters!). Most of the time, players get altered to increase the power of that character. tle guilt-free conceit goes a long way. frustrated at your decision and begin to get (In my first gaming group, one of the charac- Charlie Frye bored with the new, non-Monty way of adven- ters kept on lying about having the Spellcraft Manhattan KS turing. Players hate directly losing their proficiency.) Also, update your records as the weapons. Being both a player and a DM, I can characters change, and keep the character I’m writing in response to the letter sent in provide both sides of the story without favoring sheets at your house after each gaming group! by Jackson Caskey in “Forum” in issue #183. In either one. 5. On the characters’ next quest, have a toll his letter, he wrote regarding the fact that most 2. Try having the characters encounter a situ- booth where the gatekeeper only collects magi- cal items. If these characters are all Lawful or Chaotic good, have a weak town collect magical weapons to defend against an evil tyrant (so far, the townspeople have had no luck finding weapon and item donors to aid their cause). 6. After the weapons and items levels have been brought down to normal, encourage play- ers to use abilities, proficiencies and role-play- ing to solve their problems and work out sticky situations. I hope that my ideas will aid Jackson and all DMs out there in defeating the Monty Haul demon that lurks inside every gaming group, waiting for the right chance to strike. Justin D. Somma New York NY

100 APRIL 1993

102 APRIL 1993 By Barbara Manui & Chirs Adams DRAGON 103 104 APRIL 1993 DRAGON 105 106 APRIL 1993

108 APRIL 1993 DRAGON 109 110 APRIL 1993

is a good time to start a nationwide series of interlocking clubs that can provide armies and opponents for miniatures play- ers. In a club, even if each person has only a couple of units, there will be a wealth of different scenarios that you could become involved in without huge outlays of money. A large number of these clubs, acting with one voice, could also provide the industry with a certain amount of clout. If you are interested in starting a miniatures organi- zation that encompasses all types of minia- tures, or if you have a group now, get in touch with me at the phone number that appears at the end of the column. You could also drop me a line and name your group, the games your group plays, the units your club has available, etc., and we will start a file. I also want to address an issue that has come up frequently in my mail. More and more I hear, “Why can’t your photos be clearer?” Many of the gaming magazines and companies have full-time art depart- ments with staff members whose only job is to paint figures and present them in the best possible way. These companies usu- ally have full-scale light and photo booths to take their pictures. Since their primary When pigs fly! Oh, they do? business is the sale of miniatures, this is to be expected. ©1993 by Robert Bigalow I do this on a part-time basis in the best way I know how. Health restrictions limit Photos by Mike Bethke my painting, so I rely on club members to paint. The original pictures are shot on a This month, I have two areas of con- it easier for foreign products to under- desktop with a backdrop. Pictures tend to cern that I feel must be covered. By now, price American goods and reap a bigger lose from 5% to 15% of their clarity in pub- many of you have learned of the cruel market share. lication, and occasionally we encounter April Fool’s joke that overzealous, over- This means that many new members in color shifts, such as gray to sand. protective government agencies have the hobby will not be able to afford to build We will continue to present the best col- forced upon us. Effective this month, the miniature armies as we presently know umn we can, and we want to thank price of many of the miniature figures them. This cuts down on competition and DRAGON® Magazine for giving us this made in this country will increase greatly playing as people find it harder to locate space. We would also like to thank Tina as companies are forced to go to a tin- new opponents. On the positive side, now Druce-Hoffman for her excellent work on based or pewter-based compound, to ’s Charge, a club member for avoid liability or pressure from unfair his work on Idol Theft, and Soldier and laws or insurance companies with cold Miniatures' product ratings Sword for submitting painted figures. feet. The funny thing is that this same set Now, on to the reviews. Poor of rules designed to protect Americans * Below average from themselves could harm Americans ** Average connected with the miniatures industry. *** **** Above average At a time when our government is trying ***** Excellent to create new jobs, it has once again made

112 APRIL 1993 Reviews

Fortress Figures P.O. Box 66 Jonesboro IN 46938

XL-20 Pigasus **** For a long time, people have said “when pigs fly!” to mean “never.” This month’s star figure, the Pigasus, brings this saying to life. The pig is actually more of a boar, scaled for 25 mm. The miniature is made of lead and supported by a lead column and tapered circular stand, both of which needed to be trimmed slightly. The piga- sus is molded so that the rear legs are straight back and the front legs are tucked forward and up. Cloven hoofs are evident, although the joints are somewhat knobby. The pigasus is somewhat skinnier than a regular pig but has some fat. The ears are tucked back, and a wrinkled, elongated snout sticks into the wind. This pigasus has an irritated expression with its open mouth. But what sets this miniature apart are the two feathered wings with a 35-mm wingspan. The sculptors did an excellent job of blending, so the wings look like they belong there, though they are a bit short. This piece is worth its $3 price tag just for the possibilities. Got a klutzy, nerdish, male character that has no luck with the ladies? Here is his new pet. Need an air- borne courier? Pigasus Express! Even with the mold-line cleaning needed, you’ll still enjoy the figure.

Heartbreaker Paoli Tech Ent. Center 19 E. Central Ave. Paoli PA 19301

Gamecraft A16 Gardners Row Business Center Liverpool, L3 6TJ UNITED KINGDOM 5005 Elf Veteran 5002 Elf War Mage ponytail. The face is well defined and large-scale figures. The current price is Both of these figures are part of the new angular with a stern expression. The pri- $1.75 each. Heartbreaker singles line: While they are mary point of attention is the plain two- currently made of lead, April is the target handed sword held by the character. date for the complete line to become lead- There was light flash on the base and Black Dragon Pewter free. The figures are made for 28-mm around the right arm, and care should be 2700 Range Rd. scale and have large, square plastic slotted taken when removing the light mold line. North Bellmore NY 11710 bases. Both figures have bases with them The War Mage wears long, flowing * * ** that need only minor trimming. robes with the right sleeve missing from 9651 Wizard at Study The Elf Veteran wears a sharp, angular the shoulder. In his right hand he holds a Wizard figures are usually posed in a breastplate that extends to a flat backplate. twisted staff with a jewel and power sym- fighting stance, and we frequently forget His right arm and hand are bare; on the bol, while his right hand fires a spell. A just how much work is involved in learn- left are shoulder plates, a chain-mail huge belt covers him from pelvis to ing the arts. This 48-mm scale pewter wiz- sleeve, and a large gauntlet. His pants are diaphragm; a pouch is at his right rear. ard reminds us vividly of the toil. studded leather on the left and regular Except for some light flash, this was a very The wizard stands 60 mm to the top of leather on the right. Both feet are clad in good figure and could be used as a magic- his slightly crumpled hat. His long robes soft boots with studded folds. His shirt has user in almost any game system. hang from the shoulder to ground, gath- a high collar; his pointed ears are very Both of these figures are highly recom- ered at the waist by a woven sash with tas- obvious against his short hair, even with a mended and could be used with any other seled ends. Hanging from a beaded belt is

DRAGON 113 a book. The cat’s body is nicely done. Its facial features are a mixture of regular cat and bobcat, including the bobcat’s larger ears (although some people have said the face looks like that of a gopher or other rodent). What would scare most cat own- ers is the well-done set of wings this cat possesses. Feather detail is good, and the size of the wings look about right for the cat. The book is a magic book bound by a lock on the front and straps. The book also has a small, yellow faceted crystal in the corner by the cat, a small ball of string on the top, and five raised bumps in a design on the bottom corner. No pitting or other molding problems were visible on this figure. It is well worth its $12 price.

Thunderbolt Mountain Miniatures 656 East McMillan Cincinnati OH 45206-1991

Thunderbolt Mountain Miniatures 70 Harcourt St. Newark, Nottingham UNITED KINGDOM NG 241 R4

#1025 Idol Theft **** This diorama is a seven-piece 25-mm lead kit. The base of the kit is a 60-mm cir- cle with square stone engraving and a set of stairs leading to a dais. The floor appears to be breaking apart, and parts of seven skeletons can be seen rising from their graves to protect the idol. The skele- ton parts are well-molded, but care must be taken when painting to avoid bleeding paint onto the floor. Assisting in the idol’s defense are two separate skeletal figures that connect to the base with pegs. The skeletons are 25 mm though slightly bent over, have excellent bone structure, and are anatomically correct. Both are advanc- ing and armed with bladed weapons and shields. Remnants of armor cling to their bones, including torn chain with excellent link detail. There was flash on these skele- tons, but it was easy to clean. The adventuring thieves consist of a female fighter, a male thief, and a halfling. The female fighter is dressed in tights, soft boots with decorations, a shirt with hood, a component pouch in the back and a set base engraved to resemble stone. On this and studded leather armor. Facial detail is of mystic symbols in the front. The figure base is a crystal ball loosely fitted to a sil- very good, and you can see a worried look has a slightly gaunt, wizened face framed vered base. A pile of six, thick-paged magi- in her eyes. Her gloved hands hold a by a long, bushy beard, moustache, and cal books, each with pages etched and sword and dagger. The male is dressed in long hair. His left hand clutches an open some bent covers, soars upwards. pants and an armless jerkin/shirt. He book with engraved runes on the pages, The wizard is still an interesting piece wears scabbards on right and left hips while his right hand rests on a tall pile of and worth the $20 price, even with the and a large pouch on the left, held by books. The figure is very thin and is either problems. cross-chest straps. The right hand holds a emaciated or sculpted like an old-fash- sword back as if preparing to thrust, while ioned flat piece. This is not as obvious 1013 Wizard’s Familiar **** the left holds a dagger. His facial expres- from the front or back, but is painfully evi- The previously described wizard figure sion is that of grim determination to fight dent when viewed from the side. There takes on new possibilities alongside this off the menaces. Both figures are attached are some pits and flat spots on the figure new figure. The familiar is in scale with to the top of the dais by pegs and need as well. the wizard but sold as a separate pewter slight bending to fit flat. The figure stands on a 33-mm diameter piece. The figure is of a large cat sitting on The halfling is curly haired on both

114 APRIL 1993 head and feet. He is dressed in pants, a loose long-sleeved shirt, and a buttoned vest. His ankles and feet are protected by well-sculpted spats, and his hands are bare. A dagger is sheathed on his left, while both hands are occupied with trying to remove the gem from the idol with the use of a crowbar. This figure has no tabs or guides, so in order to match the box illustration, you must place the gem, then place the halfling in the correct spot and carefully glue him in place (paint the idol first). The thieves’ target is a six-armed idol, This figure is almost a “flat,” measuring only 5 mm thick by 47 mm tall in its squat- ting position. Its eastern influence is evi- dent in its facial features, pose, and displayed weapons. The book it is holding displays page detail and symbols. The white illustrations. The book begins with will damage the piece. Every ‘Mech forehead of the idol has a small pit to hold an explanation of the game and the basic needed extensive work with a very sharp a jewel as illustrated on the cover but rules and moves, well illustrated at every knife to remove excess flash along the there is none in the kit. You could use a step. The explanations are clear, concise, very visible mold lines. Because the plastic jewel from an HO-scale rail lantern to fill and to the point. The book then moves on is flexible, it is very easy to cut detail while the hole. There was also easily cleanable to advanced rules and immediately offers cutting flash. Nine ‘Mechs had problems flash on the arm and harp. Note that the good advice that the players should agree with flash only; these were a Rifleman idol is tilted slightly back. Do not put the as to which rules to use before they start with three parts, a Warhammer with three idol on straight, or you will not be able to the game. This section is also supported parts (all simply snapped on), a Griffon, a place the thieves. Muscle detail is very by illustrations, tables, and graphics and Wolverine, a Crusader, an Archer, a Wasp, well done. extends the scope of the game to hand-to- a Phoenix Hawk, and a Stinger. The four- The only other problem we had with hand combat and ranged weapons, The part Locust, actually looking more like the the kit was a missing skeleton and a dupli- book then moves on to a training section book picture than the lead version cation of another skeleton. We called and introduces a number of scenarios (though with slightly longer legs and a Thunderbolt Mountain, and it promptly designed to sharpen a new player’s com- somewhat fragile gun), rounded out the replaced the part with no problems. We bat skills. These scenarios directly relate “problemless” group. have received no feedback about poor ser- to rules posted earlier, so they also act as The rest of the ‘Mechs all had some vice from this company, so it seems to be reinforcement teaching. The rest of the defect. The Battlemaster has a small normal policy. This is a nice diorama book is devoted to the explanation of the defect in the upper torso, extrusion marks piece and worth its $11.95 price tag. BATTLETECH universe as it stands now in several areas on the back, and a hole in and how it got that way, and it introduces the left leg that detract from the detail. the Clans and their equipment and tactics, The Shadowhawk has the laser on the FASA Corporation Some House tactics are discussed, and the wrong arm (should be right, not left). The P.O. Box 6930 mood of the BATTLETECH universe is set “backpack” could be upside-down if the Chicago IL 60680 by the brief story on the dispossessed. The gun, which is molded solidly on, is on the book presents a section on developing left side; otherwise, the gun would be 1604 BATTLETECH* and building ‘Mechs by design and finally pointing down in the stored position. 3rd Edition game **** offers a generic data sheet. This book is There are also marks on the rear. The There has been a long-running debate excellent and brings a new player up to Thunderbolt has a rear torso hit molded as to whether the BATTLETECH game is a current history and story line. on, and extrusion holes are recessed just miniatures game or a board game that • A booklet of 14 ‘Mech sheets, one for far enough that filling is not an option. can be used for running miniatures. each of the ‘Mechs included with the box, Worst of all is the Marauder, which is While the game plays to both groups, plus a reference section with all the game more trouble in plastic than it was in lead. FASA has clarified its intent with the statistics for the ‘Mechs. As with other The upper body comes in two halves; the game’s third edition and its inclusion of games, I recommend that you make left half came twisted and missing part of plastic ‘Mechs with the other compo- copies of these sheets, then put the origi- an area and the chain gun. By heating the nents, including: nals away. You can further increase the plastic slightly, I got the body to bend into *Two 22” x 17” numbered hex sheets. life of each copy by using a clear docu- the right shape and stay in place. I then The hexes accommodate the regular hex ment protector and writing on the sheet melted part of the sprue and filled the base used with the lead and plastic figures. protector with dry or water-based mark- hole. The sheets are multicolored and depict ers or a grease pencil. I saw no obvious Clean these models well before prim- landscape features such as lakes, hills, and problems with the sheets. ing, and let the primer sit before painting trees. Unfortunately, both my maps are • If you don’t count the catalog and I would like to be able to give you lots of identical, as they are apparently supposed other company info, the last items in the painting tips, but after doing about 20,000 to be according to the instruction book. set are 14 plastic ‘Mechs. All of these Airfix and Esci figures, I have never found This setup would be ideal for a double- miniatures are molded in a silver-gray, any paint that sticks to a soft-plastic figure blind game, but there are none listed in flexible plastic. Every ‘Mech is molded subjected to regular game handling. I rec- the scenarios in the instruction book. with a regulation-size hex-shaped base ommend a heat-type superglue for plas- •Two six-sided dice. with an alphanumeric code for each hex tics to permanently assemble these •A 50-page instruction book with a facing. The ‘Mechs need to be carefully ‘Mechs, as regular plastic cement is inef- large number of well-done black-and- cut off the sprue; if you twist them off, you fective. If you can find them, latex-based

DRAGON 115 but the monk is short at 25 mm to the top of his head. This is not a bad thing, as peo- ple come in all sizes and shapes and I like variety. The bases on both figures are basi- cally identical, and both have undetailed tops with slight mold lines. The two base- placement stubs on the bottom of the fig- ures were missing; they showed signs of quick grinding. We were also provided with painted figures by the company. The monk reminds me of Friar Tuck of Robin Hood fame. His garment consists of a simple robe and flaps secured by a knot- ted rope belt. A mace hangs head down from his belt by a thong, and a pouch is on his left hip. His left hand clutches a chunk of something that appears to be a leg of meat; his right hand holds a twisted staff to which is tied a mug and a wine container. His feet wear rope-tied sandals, and a fringe of hair surrounds the bare top of his head. His face has little deep detail. If well painted, the figure is very nice and well worth its $1.35 price tag. The judge is a figure that could strike terror into fantasy-game adventurers, especially the thieves. During medieval times to the late 1700s, these judges were frequently law unto themselves and worked closely with town guards. This judge stands 25 mm at the eyes and is slim and narrow in build. He wears an under- garment and robe of office with detailed hem. The back of the figure is almost ver- tical, with only small indentations to mark the body below. His head is covered by a wig in the curly style of English judges of old. His arms are crossed, with his right hand holding a gavel and the left holding a scroll in a tube. The face has a stern set, but features are slightly shallow. However, all the detail can be brought out with careful painting. These figures are recommended as inexpensive figures to provide color to dioramas or to practice your painting skills in bringing out details. At $1.35 each, you can afford lots of figures.

RAFM Co. Inc. 20 Park Hill Rd. East Cambridge, Ontario CANADA N1R 1P2

6865 M-8 **** 6866 M-20 **** During any war, there is a need for spe- cially trained men who can find the enemy and determine their strengths. In paints are the best as they flex slightly and medieval times, these scouts rode horses last longer than inflexible acrylic. 25 Fayette St. and were frequently unarmored. During This set is worth the price for someone Binghamton NY 13901 World War II, the battle moved quickly, just getting started; otherwise save your and scouts had to find a way of moving money. The rating is based on the major- H005 Monk **** fast and living to tell the tale. The solution ity of the contents and was lowered by the T008 Judge **** was a line of lightly armored vehicles that quality of the ‘Mechs. The set is available Soldiers and Swords was one of the first would allow the forces to explore quickly. for $25. figure companies to convert to a 100% The American version of these were usu- lead-free formula, starting in January ally six-wheeled vehicles. The M-8 was 1993. The figures are scaled for 25 mm, armed with a -mounted 37-mm can-

116 APRIL 1993 non and machine guns. The M-20 carried turret must be increased and filler used York. The firm has bowed to the pressures troops and was armed with a heavy around all sides. The turret itself has a 37- exerted on it and is changing its materials machine gun on a circle mount. Both mm gun that fits through the front and a to a lead-free pewter. This will eventually vehicle kits are scaled to 20 mm and work top piece that helps to secure it. The final lead to an approximate $1 per pack price well with the plastic figures from Esci, Air- vehicle size is 67 mm long, 38 mm wide, increase on all its lead accessories and fix, Revell Germany, or other companies and close to 40 mm high. figures. (including RAFM) that make lead troops. These vehicles have a number of func- The vehicles are multipiece lead cast- tions even in modern-era games. Those of 1-01 Weapons and Weapon Racks * * * * ings that share a common chassis. The you who watched the movie Die Hard may Most kits today come in the “bare outside hull is one piece and includes remember the police riot-control vehicle walls” variety, with no furnishings nonfunctioning lights, viewports, tool that was destroyed: It was an M-20 chassis included. This 25-mm scale piece, cur- boxes, engine covers, tools, and vents. The with a slightly different upper deck. For rently made of lead, fills out an empty spot interior shows very low seats, boxes, and espionage and modern-warfare settings, in either a tower area or an armory. Fre- floor; it is glued beneath the body to form these could represent the patrol vehicles quently, these areas would have weapon a well. (One problem with these pieces is of several small nations, as several dozen racks to repel attacking troops. This set the lack of a driver’s seat.) The front sus- are still in use. These vehicles could even includes six different weapons in group of pension is represented by an axle and be used as light-corporate security or two, and four other single weapons. These springs that mount well to the body, and a police vehicles in SHADOWRUN* or include: two spears, two beaked axes, and pair of one-piece castings showing mili- CYBERPUNK* games, with a few small three types of halberds in pairs. Also tary rims and tires. A light mold line conversions such as a Gatling gun or included are a horseman’s axe, a long around the tires must be cleaned up. Next minigun in place of the 37-mm gun. These sword, and a two-handed sword. All are the exhaust and rear fenders, which vehicles are highly recommended at weapons bend easily, but there was no fit nicely. Last are the side wheels and tool $10.95 each. flash on them. One weapon was damaged boxes, which come cast in one piece for when it was packed and broke when it each side. The small tool boxes fit well, was straightened, but it was easy to repair. but the wheel assembly almost certainly Fantascenes Two weapon racks complete the set. The needs filler. The M-20 has a five-piece Box P racks are made to appear rough hewn; machine-gun mount that includes a ring, Pine Plains NY 12567 one looks like the mold halves were clamp, machine-gun holder, machine slightly misaligned, and it required filing gun, and ammo box. All are well done and This was one of the first manufacturers and trimming. For dioramas or game-play fit together nicely. The turreted version to be seriously wounded by the lead direc- on vinyl mats, this set is worth the $4.95 or requires a flat plate base; the hole for the tive, because the company is based in New future $5.95 price tag.

1-10 Tabletop Accessories **** This and those table sets described in earlier installments of this column can help you stock most miniature libraries, sitting rooms, or taverns. The set includes three open books complete with page detail, lock sets, and book markers; three sets of six books meant to be placed on shelves, each with an easy-to-fix mold line; and four tapers on round bases that include burning wicks. Bar patrons will appreciate the four bottles, four wine gourds, four tankards (these will require some work, as each model appears to be slightly off-center), four cups, and four closed lanterns. The cups might have been better with a hollow space to denote a fluid level. These items may also be used in bar fight scenes as available weapons. This set is well recommended at either the old $4.95 or new $5.95 price.

That’s it for this month. If you want to talk to me, you can reach me at: (708) 336- 0790, MWThF 2 P.M.-10 P.M. or weekends 10 A.M.-5 P.M., or write to me c/o: Friend’s Hobby Shop, 1411 Washington St., Waukegan IL 60085.

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

118 APRIL 1993

NEW PRODUCTS FOR APRIL NEW PRODUCTS FOR MAY GWA2 The Overlord of Bonparr GAMMA WORLD® game accessory ALQ3 A Dozen and One Adventures DRAGON MOUNTAIN™ set by TSR staff AD&D® game AL-QADIM™ AD&D® game boxed set The Overlord of Bonparr is a massive, terri- sourcebox by Colin McComb and Paul Lidberg fyingly powerful mutant who rules a strange by Steve Kurtz This boxed set contains the world’s most and twisted land with an iron fist. This acces- The fabled magic of the Arabian Nights deluxe dungeon designed to appeal to discrim- sory presents a detailed picture of the Over- abounds in this collection of thrilling short inating players and demanding DMs. This set lord’s domain, which is perfect for an extended adventures for your AL-QADIM campaign. contains: large, full-color maps that create an GAMMA WORLD game campaign. The Over- These adventures provide a rich and diverse enormous playing surface for miniature figures lords evil schemes will keep your GAMMA tapestry of excitement and intrigue set in the or the included cardstock stand-ups; high-qual- WORLD campaign PCs busy for a long time. The box contains a 64-page book, ity player hand-outs; three 64-page booklets; $15.00 U.S./$l8.00 CAN./£8.99 U.K. a 32-page book, six cardstock sheets, four Mon- and two complete, challenging adventures that TSR Product No.: 7518 strous Compendium pages, and a poster map. link into one super-campaign. This set is a $18.00 U.S./$21.50 CAN./£10.99 U.K. DM’s ultimate fantasy! Rage of the Rakasta TSR Product No.: 9432 $30.00 U.S./$38.95 CAN./£21.50 U.K. D&D® game module TSR Product No.: 1089 by William W. Connors DSM1 Black Flames The player-characters’ village is plagued by a AD&D® game DARK SUN™ module PHBR10 The Complete Book of Humanoids band of marauding, wild cat-men. A search for by TSR staff AD&D® game accessory their lair reveals an underground complex in In this flip-book module, PCs are put in by the hills. An investigation shows that the felines’ the unusual position of trusting a dragon and For every player who’s ever yearned to play a queen has disappeared. The PCs must team up warding off its enemies, An emerging dragon “monster” as a player character, this 128-page with the cat-men in order to solve this mystery has few friends on Athas —the evil sorcerer- book opens the floodgates to new realms of and return the queen to her throne. kings see it as threat to their power, and the adventure and excitement. See the world $6.95 U.S./$8.50 CAN./£4.50 U.K. preservers seek to put an end to its growing through the eyes of a centaur, walk in the boots TSR Product No.: 9435 destructive abilities. The PCs, even with their of a giant, dance a jig as a leprechaun or swing own enemies, have a good reason to keep the an oak-tree club as an ogre. All the rules and The Broken Sphere dragon alive. guidelines for creating and playing all these The Cloakmaster Cycle, Book Five $14.95 U.S./$17.95 CAN./£9.99 U.K. and more unusual PCs are there for players, as by Nigel Findley TSR Product No.: 2417 is advice for the DM on integrating such char- Teldin Moore’s magical amulet lets him “see” acters into a campaign. through the eyes of the great ship, the Spelljam- WGR5 Iuz the Evil $15.00 U.S./$l8.00 CAN./£9.99 U.K. mer, giving him clues to its location. Acting AD&D® game WORLD OF ® TSR Product No.: 2135 alone, he hunts for the legendary vessel and the accessory “broken sphere” where it can be found. He by Carl Sargent RQ4 Roots of Evil employs his cloaks powers to find his quarry, For the first time ever, Iuz’s empire of evil AD&D® RAVENLOFT® module but will he live long enough to claim it? and vile corruption is detailed in this 96-page by Erik Haddock $4.95 U.S./$5.95 CAN./£3.99 U.K. supplement. Surrounded by his vast hordes of This 96-page adventure concludes the story- TSR Product No.: 8034 hellish minions, Iuz, the Old One, has emerged line that began in From the Shadows. Delve to be the greatest threat to the good peoples into the horrific origins of Strahd von Zarovich Naked Came the Sasquatch and free lands of the Flanaess. This sourcebook as the Count has his final showdown with Aza- TSR® Books provides complete information on Iuz’s lin the lich—a conflict between the two most by John Boston empire, his fiendish armies, and the horrifying powerful domain lords on the Demiplane of This comedic novel is about saying good-bye dungeons beneath his capital of Dorakka. Dread. PCs can explore Castle Ravenloft and to one’s monsters. Michael Fenberg, the editor $10.95 U.S./$13.50 CAN./£6.99 U.K. discover new information about the vampire of a small newspaper in the Sierra Nevadas, is TSR Product No.: 9399 lords roots. The outcome of this confrontation out to solve a series of grisly murders that he will have ramifications across the realms of the knows are being committed by a monster. The DMR2 Creature Catalog RAVENLOFT setting for years to come. trouble in this adventure/mystery/comedy story D&D® game accessory $10.95 U.S./$13.50 CAN./£6.99 U.K. is: Which monster? by TSR Product No.: 9413 $4.50 U.S./$5.50 CAN./£3.99 U.K. The perfect companion to the D&D game TSR Product No.: 8228 Rules Cyclopedia, this 128-page compendium FR16 The Shining South Unless otherwise noted: of monsters—both new and old—is back by AD&D® game FORGOTTEN REALMS® ® designates registered trademarks owned by TSR, Inc. popular demand. This book replaces the old accessory ™ designates trademarks owned by TSR, Inc. AC9 Creature Catalog and updates the descrip- by Thomas Prusa ©1993 TSR, Inc. All Rights Reserved. tions to be compatible with the Rules Cyclope- This 96-page sourcebook provides new dia. It also adds background information on the locales for the player characters of creatures, and includes new monsters from the FORGOTTEN REALMS campaigns everywhere best D&D game adventure modules. to explore and new cultures with which to Having a convention? $15.00 U.S./$l8.00 CAN./£11.99 U.K. interact (or to which they can belong). This TSR Product No.: 9438 region includes magic-strong areas such as the If you’re having a gaming convention, kingdom of Halruaa, and the halfling nation of Lurien as well as many other marvelous set- why not tell the world about it? Check tings for adventure. our address in this issue’s “Convention $10.95 U.S./$13.50 CAN./£6.99 U.K. Calendar” and send your announce- TSR Product No.: 9388 ment to us—free of charge! 120 APRIL 1993